CHAPTER 4SPELLS ANDINVOCATIONSExtra damage from a critical hit is of the same type the spelldeals normally. For example, ray of frost deals 1d3 points ofcold damage, so a critical hit deals 2d3 points of cold damage.Likewise, a critical hit with an energy-draining spell dealstwice its normal damage. A critical hit with an enervationspell bestows 2d4 negative levels, for example.Spells that require attack rolls but do not deal actual damagecannot score critical hits. For example, ray of enfeeblementrequires a ranged touch attack roll, but since the target of thespell takes a penalty to Strength (rather than Strength damage),the spell cannot score a critical hit. Chill touch, on the other hand,deals 1d6 points of damage and 1 point of Strength damage (nota Strength penalty) unless the target makes a Fortitude savingthrow, and so would deal 2d6 points of damage plus 2 pointsof Strength damage on a critical hit with a failed save.SNEAK ATTACKSAny weaponlike spell can be used to make a sneak attack,including ranged spells used against targets within 30 feet(just as with any other ranged sneak attack).A successful sneak attack with a weaponlike spell dealsextra damage of the same type as the spell normally deals.For example, a 10th-level rogue/3rd-level wizard who makes asuccessful sneak attack with Melf’s acid arrow deals 2d4 pointsof acid damage, plus an extra 5d6 points of acid damage for thesneak attack (with the spell continuing to deal acid damage asnormal in subsequent rounds). The exception is spells that dealenergy drain or ability damage, which deal negative energydamage on a sneak attack, not extra negative levels or abilitydamage. For example, a 5th-level rogue/8th-level sorcerer whomakes a successful enervation sneak attack bestows 1d4 negativelevels and deals 3d6 points of negative energy damage.If a sneak attack with a weaponlike spell results in a criticalhit, the spell damage is doubled, but not the extra damage (aswith any sneak attack critical hit).Multiple HitsSome weaponlike spells can strike multiple times in the sameround. When the caster gets a bonus on damage with such spells(including sneak attack damage), the extra damage applies onlyto the first attack, whether that attack hits or not.For example, a 7th-level sorcerer/3rd-level rogue with PointBlank Shot makes a scorching ray attack at less than 30 feet (tworays, each requiring a ranged touch attack roll and dealing4d6 points of fire damage). If the first ray hits, it deals 6d6+1points of fire damage (4d6 normal + 2d6 sneak attack + 1 forPoint Blank Shot), while each subsequent ray deals only 4d6points of fire damage whether the first ray hits or not.SPELL LISTSThe following section presents new spells for assassins, bards,clerics, druids, rangers, sorcerers, and wizards. It also featurescomplete spell lists for the warmage and wu jen.* Any spell in the warmage and wu jen spell lists markedby an asterisk is a new spell, described in this chapter. Forall other warmage and wu jen spells, see Chapter 11 of thePlayer’s Handbook.An M or F appearing at the end of a spell’s name in the spelllists denotes a spell with a material or focus component,respectively, that is not normally included in a spell componentpouch. An X denotes a spell with an XP componentpaid by the caster.Spell Name Changes: A few spells’ names have beenslightly changed from previous appearances to make themeasier to find in the chapter. The lesser orb spells, previouslyfound in Tome and Blood and Miniatures Handbook (lesser acidorb, lesser cold orb, etc.) are now listed as “lesser orb of [energytype],” while the orb spells, previously found in Tome and Blood(acid orb, cold orb, etc.), are now listed as “orb of [energy type].”Any reference to an older version of the spell name appliespqqqqqqqqqqqqqqqqqqqqrs86SWIFT AND IMMEDIATE ACTIONSof 1 swift action (such as aiming at the target) is a swift action.Some of the feats, spells, and items in <strong>Complete</strong> Arcane and other Casting a spell with a casting time of 1 swift action does notDUNGEONS & DRAGONS supplements use two new action types: provoke attacks of opportunity.the swift action and the immediate action. A description of how Immediate Action: Much like a swift action, an immediateeach works follows.action consumes a very small amount of time, but represents aSwift Action: A swift action consumes a very small amount larger expenditure of effort and energy than a free action. However,unlike a swift action, an immediate action can be performedof time, but represents a larger expenditure of effort and energythan a free action. You can perform one swift action per turn at any time—even if it’s not your turn. Casting feather fall is anwithout affecting your ability to perform other actions. In that immediate action (instead of a free action, as stated in the spellregard, a swift action is like a free action. However, you can description in the Player’s Handbook), since the spell can be castperform only a single swift action per turn, regardless of what at any time.other actions you take. You can take a swift action any time you Using an immediate action on your turn is the same as usingwould normally be allowed to take a free action. Swift actions a swift action, and counts as your swift action for that turn. Youusually involve spellcasting or the activation of magic items; cannot use another immediate action or a swift action until aftermany characters (especially those who don’t cast spells) never your next turn if you have used an immediate action when it ishave an opportunity to take a swift action.not currently your turn (effectively, using an immediate actionCasting a quickened spell is a swift action (instead of a free before your turn is equivalent to using your swift action for theaction, as stated in the Quicken Spell feat description in the Player’sHandbook). In addition, casting any spell with a casting time are currently flat-footed.coming turn). You also cannot use an immediate action if youpqqqqqqqqqqqqqqqqqqqqrs
equally to the new spell name. For example, a wizard withlesser fire orb in her spellbook should update that to lesser orbof fire.NEW ASSASSIN SPELLS1ST-LEVEL ASSASSIN SPELLLow-Light Vision: See twice as far as a human in poorillumination.2ND-LEVEL ASSASSIN SPELLSFire Shuriken: Magical shuriken deal 3d6 fire damage.Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.4TH-LEVEL ASSASSIN SPELLHeart Ripper: Kills living creatures with less than 4 HD.NEW BARD SPELLS2ND-LEVEL BARD SPELLSForce Whip: Whip of magical force keeps animals at bayand can frighten animals as ranged touch attack.Whirling Blade F : Hurled slashing weapon magicallyattacks all foes in 60-ft. line.4TH-LEVEL BARD SPELLSResonating Bolt: Sonic energy deals 1d4 damage/level(max 10d4).Unluck: Target remakes all rolls, uses worse result for 1round/level.5TH-LEVEL BARD SPELLSBlink, Greater: Controlled blinking between the Materialand Ethereal Planes grants defenses for 1 round/level.Leomund’s Hidden Lodge: Creates sturdy cottage camouflagedto blend into natural surroundings.NEW CLERIC SPELLS3RD-LEVEL CLERIC SPELLSResist Energy, Mass: Targeted creatures ignore damagefrom specified energy type.Ring of Blades: Blades surround you, damaging othercreatures (1d6+1/level damage).4TH-LEVEL CLERIC SPELLAssay Resistance: +10 bonus on caster level checks todefeat one creature’s spell resistance.5TH-LEVEL CLERIC SPELLBlistering Radiance: Sphere of light blinds creatures,deals 2d6 fire damage in 50-ft.-radius spread.6TH-LEVEL CLERIC SPELLEnergy Immunity: Subject and equipment gain immunityto damage of specified energy type.7TH-LEVEL CLERIC SPELLWithering Palm: Touch attack deals 1 point Str damageplus 1 point Con damage/two levels.8TH-LEVEL CLERIC SPELLBrilliant Blade: Weapon or projectiles shed light, ignorearmor.9TH-LEVEL CLERIC SPELLSummon Elemental Monolith: Calls powerful elementalcreature to fight for you.NEW DRUID SPELLS1ST-LEVEL DRUID SPELLSAnimate Water: Turn Small or smaller quantity of waterinto animated object.Animate Wood: Turn Small or smaller wooden item intoanimated object.2ND-LEVEL DRUID SPELLSAnimate Fire: Turn Small or smaller fire into animatedobject.Chameleon: Subject gets +10 on Hide checks.Swim: Subject gains swim speed, +8 bonus on Swimchecks.3RD-LEVEL DRUID SPELLSResist Energy, Mass: Targeted creatures ignore damagefrom specified energy type.Thornskin: Your unarmed attacks deal +1d6 damage; naturaland unarmed attacks against you take 1d4 damage.4TH-LEVEL DRUID SPELLArc of Lightning: Line of electricity between two creatures(1d6/level damage).5TH-LEVEL DRUID SPELLWood Rot: Destroy wooden items or deal 3d6 + 1/leveldamage (max +15) to plant creatures.6TH-LEVEL DRUID SPELLEnergy Immunity: Subject and equipment gain immunityto damage of specified energy type.9TH-LEVEL DRUID SPELLSSummon Elemental Monolith: Calls powerful elementalcreature to fight for you.Transmute Rock to Lava: Transforms one 10-ft. cubewith subsequent fire damage and effects.CHAPTER 4SPELLS ANDINVOCATIONS87