Spells - D

Dancing Lights

Evocation (Light)
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Up to four illusionary lights, all within a 10-ft.-radius area
Duration: 1 minute
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

Depending on the version selected, the character creates up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as the character desires (no concentration required): forward or back, up or down, straight or turning corners, etc. The lights can move up to 100 feet a round. A light winks out if the distance between the character and it exceeds the spell’s range.

Darkness

Evocation [Darkness]
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, M/DF
Casting Time 1 action
Range: Touch
Target: Object touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

This spell causes an object to radiate darkness out to a 20-foot radius. Not even creatures that can normally see in the dark can see in an area shrouded in magical darkness. Normal lights do not work, nor do light spells of a lower level. Darkness and the 2nd-level spell daylight cancel each other, leaving whatever light conditions normally prevail in the overlapping areas of the spells. Higher-level light spells are not affected by darkness.

If the spell is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effects are blocked until the covering is removed.

Darkness counters or dispels any light spell of equal or lower level.

Darkvision

Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)

The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.

Daylight

Evocation [Light]
Level: Brd 2, Clr 3, Sor/Wiz 2
Components: V, S
Casting Time 1 action
Range: Touch
Target: Object touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

The object touched sheds light as bright as full daylight in a 60-foot radius. Creatures who suffer penalties in bright light suffer them while exposed to this magical light. If the spell is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level.

Daze

Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One person
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

This enchantment clouds the mind of a humanoid of Medium-size or smaller so that he takes no actions. Humanoids of 5 or more HD are not affected. The dazed subject is not stunned (so attackers get no special advantage against him), but can’t move, cast spells, use mental abilities, etc.

Death Knell

Necromancy [Death, Evil]
Level: Clr 2, Death 2
Components: V, S
Casting Time 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/10 minutes per target HD (see text)
Saving Throw: Will negates
Spell Resistance: Yes

Upon casting this spell, the character touches a living creature with –1 hit points or lower. If the subject fails its saving throw, it dies, and the character gains 1d8 temporary hit points and +2 Strength. Additionally, the character's effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant the character access to more spells.) These effects last for 10 minutes per HD of the target creature.

Death Ward

Necromancy
Level: Clr 4, Death 4, Drd 5, Pal 4
Components: V, S, DF
Casting Time 1 action
Range: Touch
Target: Living creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)

The subject is immune to all death spells and magical death effects. The spell does not protect against other sorts of attacks, such as hit point loss, poison, petrification, or other effects even if they might be lethal.

Deathwatch

Necromancy
Level: Clr 1
Components: V, S
Casting Time 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Quarter circle emanating from the character to the extreme of the range
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

The character can determine the condition of creatures near death within the spell’s range. The character instantly knows whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (as a construct). This spell foils any spell or ability that allows creatures to feign death.

Deeper Darkness

Evocation [Darkness]
Level: Clr 3
Components: V, S
Casting Time 1 action
Range: Touch
Target: Object touched
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

This spell causes the object touched to shed absolute darkness in a 60-foot radius. Even creatures that can normally see in the dark cannot see through this magical darkness. If the spell is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effects are blocked until the covering is removed.

The effects of a daylight spell brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Deeper darkness counters or dispels any light spell of equal or lower level.

Delay Poison

Conjuration (Healing)
Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1
Components: V, S, DF
Casting Time 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The subject becomes temporarily immune to poison. Any poison in the subject’s system, or any poison the subject is exposed to during the spell’s duration, does not affect the subject until the spell has expired. Delay poison does not cure any damage that poison may have already done.

Delayed Blast Fireball

Evocation [Fire]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Up to 5 rounds (see text)
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creates a burst of flame that delivers 1d6 points of fire damage per caster level (maximum 20d6) to all creatures within the area. Unattended objects also take this damage. The explosion creates almost no pressure. The spell can detonate up to 5 rounds after being cast.

The character determines the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead travels the distance from the character and can detonate immediately (the same round as the spell was cast) if the character desires, or the character can choose to delay the burst for up to 5 rounds. The character chooses the amount of delay upon completing the spell, and the delay cannot change once it has been set (unless someone touches the bead; see below). If the bead impacts upon a material body or solid barrier prior to attaining the prescribed range, bursts into the fireball at that point (an early impact results in an early detonation).

If the character chooses a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while the creature is handling it.

If the character attempts to send the bead through a narrow passage the character must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier.

Demand

Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8
Components: V, S, M/DF
Casting Time 10 minutes
Range: See text
Target: One creature
Duration: 1 round (see text)
Saving Throw: Will partial
Spell Resistance: Yes

The character contacts a particular creature with whom the character is familiar and sends a short message of twenty-five words or less to the subject. The subject recognizes the character if it knows the character. It can answer in like manner immediately. Creatures with Intelligence scores as low as 1 can understand the sending, though the subject’s ability to react is limited normally by its Intelligence. The message can also contain a suggestion, which the subject does its best to carry out. A suggestion recommends a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. The suggested course of activity can continue for 1hour/level of the caster. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. The character can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell expires, the activity is not performed.

A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the creature’s Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand comes, the message is understood but the suggestion is ineffective.

The demand’s message to the creature must be twenty-five words or less. The creature can also give a short reply immediately.

If the creature in question is not on the same plane of existence as the character is, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably, at the option of the DM.)

Desecrate

Evocation
Level: Clr 2, Evil 2
Components: V, S, M, DF
Casting Time 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: Yes

This spell imbues an area with negative energy. All Charisma checks made to turn undead within this area suffer a –3 profane penalty. Undead entering this area gain a +1 profane bonus to attack rolls, damage rolls, and saving throws. Undead created within or summoned into a desecrated area gain +1 hit points per HD.

If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to the character's deity, pantheon, or aligned higher power, the effects are doubled (turning at –6, +2 profane bonuses to undead rolls, +2 hit points per HD).

If the area contains a similar fixture of a deity, pantheon, or higher power other than the character's patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses to undead as listed above.

Desecrate counters and dispels consecrate.

Material Component: Worth 25 gp.

Destruction

Necromancy [Death]
Level: Clr 7, Death 7
Components: V, S, F
Casting Time 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell instantly slays the subject and consumes its remains utterly in holy (or unholy) fire. If the target’s Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.

Focus: Worth 500 gp.

Detect Animals or Plants

Divination
Level: Drd 1, Rgr 1
Components: V, S
Casting Time 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Quarter circle emanating from the character to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

The character can detect a particular type of animal or plant in a quarter circle emanating out from the character in whatever direction the character faces. The character must think of a species of animal or plant when using the spell. Each round the character can change the animal or plant type. The amount of information revealed depends on how long the character searches a particular area or focus on a specific type of animal or plant:

Conditions: For purposes of this spell, the categories of condition are as follows:

If a creature falls into more than one category, the spell indicates the weaker of the two.

Note: Each round the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

The DM decides if a specific type of animal or plant is present.

Detect Chaos

Divination
Level: Clr 1, Rgr 2
Components: V, S, DF
Casting Time 1 action
Range: 60 ft.
Area: Quarter circle emanating from the character to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

The character can sense the presence of chaos. The amount of information revealed depends on how long the character studies a particular area or subject:

Aura Strength: An aura’s chaotic power and strength depend on the type of chaotic creature or object that the character is detecting and its HD, caster level, or (in the case of a cleric) class level.

Creature/Object Chaotic Power
Chaotic creature HD ÷ 5
Chaotic elemental HD ÷ 2
Chaotic magic item or spell Caster level ÷ 2
Chaotic outsider HD
Cleric of a chaotic deity Level

Chaotic Power Aura Strength
Lingering Dim
1 or less Faint
2-4 Moderate
5-10 Strong
11+ Overwhelming

If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Length Aura Lingers: How long the aura lingers depends on its original strength:

Original Strength Duration
Faint 1d6 minutes
Moderate 1d6 x 10 minutes
Strong 1d6 hours
Overwhelming 1d6 Days

Note: Each round, the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Evil

Divination
Level: Clr 1, Rgr 2
Components: V, S, DF
Casting Time 1 action
Range: 60 ft.
Area: Quarter circle emanating from the character to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

The character can sense the presence of evil. The amount of information revealed depends on how long the character studies a particular area or subject:

Aura Strength: An aura’s evil power and strength depend on the type of evil creature or object that the character is detecting and its HD, caster level, or (in the case of a cleric) class level.

Creature/Object Evil Power
Evil creature HD ÷ 5
Undead creature HD ÷ 2
Evil elemental HD ÷ 2
Evil magic item or spell Caster level ÷ 2
Evil outsider HD
Cleric of a evil deity Level

Evil Power Aura Strength
Lingering Dim
1 or less Faint
2-4 Moderate
5-10 Strong
11+ Overwhelming

If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Length Aura Lingers: How long the aura lingers depends on its original strength:

Original Strength Duration
Faint 1d6 minutes
Moderate 1d6 x 10 minutes
Strong 1d6 hours
Overwhelming 1d6 Days

Remember that animals, traps, poisons, and other potential perils are not evil; this spell does not detect them.

Note: Each round, the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Good

Divination
Level: Clr 1, Rgr 2
Components: V, S, DF
Casting Time 1 action
Range: 60 ft.
Area: Quarter circle emanating from the character to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

The character can sense the presence of good. The amount of information revealed depends on how long the character studies a particular area or subject:

Aura Strength: An aura’s good power and strength depend on the type of good creature or object that the character is detecting and its HD, caster level, or (in the case of a cleric) class level.

Creature/Object Good Power
Good creature HD ÷ 5
Good elemental HD ÷ 2
Good magic item or spell Caster level ÷ 2
Good outsider HD
Cleric of a good deity Level

Good Power Aura Strength
Lingering Dim
1 or less Faint
2-4 Moderate
5-10 Strong
11+ Overwhelming

If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Length Aura Lingers: How long the aura lingers depends on its original strength:

Original Strength Duration
Faint 1d6 minutes
Moderate 1d6 x 10 minutes
Strong 1d6 hours
Overwhelming 1d6 Days

Remember that healing potions, antidotes, and similar beneficial items are not good; this spell does not detect them.

Note: Each round, the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Law

Divination
Level: Clr 1, Rgr 2
Components: V, S, DF
Casting Time 1 action
Range: 60 ft.
Area: Quarter circle emanating from the character to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

The character can sense the presence of law. The amount of information revealed depends on how long the character studies a particular area or subject:

Aura Strength: An aura’s lawful power and strength depend on the type of lawful creature or object that the character is detecting and its HD, caster level, or (in the case of a cleric) class level.

Creature/Object Lawful Power
Lawful creature HD ÷ 5
Lawful elemental HD ÷ 2
Lawful magic item or spell Caster level ÷ 2
Lawful outsider HD
Cleric of a lawful deity Level

Lawful Power Aura Strength
Lingering Dim
1 or less Faint
2-4 Moderate
5-10 Strong
11+ Overwhelming

If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Length Aura Lingers: How long the aura lingers depends on its original strength:

Original Strength Duration
Faint 1d6 minutes
Moderate 1d6 x 10 minutes
Strong 1d6 hours
Overwhelming 1d6 Days

Note: Each round, the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Magic

Universal
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time 1 action
Range: 60 ft.
Area: Quarter circle emanating from the character to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

The character can detect magical auras. The amount of information revealed depends on how long the character studies a particular area or subject:

Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker auras.

Aura Strength: An aura’s magical power and strength depend on a spell’s functioning spell level or an item’s caster level.

Functioning
Spell Level
Item
Caster Level
Aura
Strength
0-level or lingering
aura
Lingering aura Dim
1st-3rd 1st-5th Faint
4th-6th 6th-11th Moderate
7th-9th 12th-20th Strong
Artifact or deity-level
magic
Beyond mortal caster Overwhelming

If an aura falls into more than one category, detect magic indicates the stronger of the two.

Length Aura Lingers: How long the aura lingers depends on its original strength:

Aura Strength Duration
Faint 1d6 minutes
Moderate 1d6 X 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days

Note: Each round, the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Outsiders and elementals are not magical in themselves, but if they are conjured, the conjuration spell registers.

Detect Poison

Divination
Level: Clr 0, Drd 0, Pal 1, Sor/Wiz 0
Components: V, S
Casting Time 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One creature, one object, or a 5-ft. cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The character can determine whether a creature, object, or area has been poisoned or is poisonous. The character can determine the exact type of poison with a successful Wisdom check (DC 20). A character with the Alchemy skill may try an Alchemy check (DC 20) if the Wisdom check fails, or may try the Alchemy check prior to the Wisdom check.

Note: The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Scrying

Divination
Level: Brd 4, Sor/Wiz 4
Components: V, S, M
Casting Time 1 action
Range: 120 ft.
Area: 120-ft.-radius emanation centered on the character
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

The character immediately becomes aware of any attempt to observe the character by means of clairaudience/clairvoyance or scrying. The spell’s effect radiates from the character and moves as the character moves. The spell also reveals the use of crystal balls or other magic scrying devices. The character knows the location of every magical sensor within the spell’s area.

If the scrying attempt originates within the area, the character also knows its location. If the attempt originates outside this range, the character and the scrier immediately make opposed Scry skill checks (a creature without the Scry skill can make an Intelligence check). If the character at least matches the scrier’s result, the character gets a visual image of the scrier and a sense of the scrier’s direction and distance from the character (accurate to within one-tenth the distance).

Detect Secret Doors

Divination
Level: Brd 1, Knowledge 1, Sor/Wiz 1
Components: V, S
Casting Time 1 action
Range: 60 ft.
Area: Quarter circle emanating from the character to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

The character can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long the character studies a particular area or subject:

Note: Each round, the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Snares and Pits

Divination
Level: Drd 1, Rgr 1
Components: V, S
Casting Time 1 action
Range: 60 ft.
Area: Quarter circle emanating from the character to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

The character can detect simple pits, deadfalls, snares of wilderness creatures, and primitive traps constructed of natural materials.

The spell does not detect complex traps.

The spell does detect certain natural hazards—quicksand (registers as a snare), a sinkhole (pit), or unsafe walls of natural rock (deadfall). However, it does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring), nor mechanically complex ones, nor those that have been rendered safe or inactive.

The amount of information revealed depends on how long the character studies a particular Area:

Note: Each round, the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Thoughts

Divination [Mind-Affecting]
Level: Brd 2, Knowledge 2, Sor/Wiz 2
Components: V, S, F/DF
Casting Time 1 action
Range: 60 ft.
Area: Quarter circle emanating from the character to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: No

The character can detect surface thoughts. The amount of information revealed depends on how long the character studies a particular area or subject:

Intelligence Mental Strength
1-2 Animal
3-5 Very low
6-9 Low
10-11 Average
12-15 High
16-17 Very high
18-21 Genius
22-25 Supra-genius
26+ Deific

Note: Each round, the character can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Arcane Focus: A copper piece.

Detect Undead

Divination
Level: Clr 1, Pal 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time 1 action
Range: 60 ft.
Area: Quarter circle emanating from the character to the extreme of the range
Duration: Concentration, up to 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No

The character can detect the aura that surrounds undead. The amount of information revealed depends on how long the character studies a particular area or subject:

Aura Strength: The strength of the undead aura is determined by the HD of the undead creature.

Strength HD
Dim Lingering Aura
Faint 1 or less
Moderate 2-4
Overwhelming 11+

Length Aura Lingers: How long the aura lingers depends on its original strength:

Aura Strength Duration
Faint 1d6 minutes
Moderate 1d6 X 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days

Note: Each round, the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Dictum

Evocation [Lawful, Sonic]
Level: Clr 7, Law 7
Components: V
Casting Time 1 action
Range: 30 ft.
Area: Creatures in a 30-ft.-radius spread centered on the character
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Uttering dictum creates two effects.

If the character is on the character's home plane, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 1 day. This effect takes place regardless of whether the creatures hear the dictum.

Creatures native to the character's plane who hear the dictum and are not lawful suffer the following ill effects:

HD Effect
12 or more Deafened
Less than 12 Slowed, deafened
Less than 8 Paralyzed, slowed, deafened
Less than 4 Killed, paralyzed, slowed, deafened
The effects are cumulative.

Deafened: The creature is struck deaf (see blindness/deafness) for 1d4 rounds.

Slowed: The creature is slowed, as by the slow spell, for 2d4 rounds.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes, unable to move or act in any way.

Killed: Living creatures die. Undead creatures are destroyed.

Dimensional Anchor

Abjuration
Level: Clr 4 , Sor/Wiz 4
Components: V, S
Casting Time 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (object)

The character must make a ranged touch attack to hit the target. Any creature or object struck is covered with a field that completely blocks bodily extradimensional travel. Forms of movement barred by the dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. It prevents the use of a gate or teleportation circle for the duration of the spell.

The dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, it does not prevent summoned creatures from disappearing at the end of a summoning spell.

Dimension Door

Transmutation [Teleportation]
Level: Brd 4, Sor/Wiz 4, Travel 4
Components: V
Casting Time 1 action
Range: Long (400 ft. + 40 ft./level)
Target: The character and touched objects or other touched willing creatures weighing up to 50 lb./level
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)

The character instantly transfers from the character's current location to any other spot within range. The character always arrives at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, the character can’t take any other actions until the character's next turn.

If the character arrives in a place that is already occupied by a solid body, the character become trapped in the Astral Plane. Each round that the character is trapped in the Astral Plane in this way, the character may make a Will save (DC 25) to return to the Material Plane at a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, make a Will save (DC 25) each minute to appear in a free space within 1,000 feet. If there’s no free space within 1,000 feet, the character is stuck on the Astral Plane until rescued.

Diminish Plants

Transmutation
Level: Drd 3, Rgr 3
Components: V, S, DF
Casting Time 1 action
Range: See text
Target or Area: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell has two versions:

Prune Growth: This version causes normal vegetation within long range (400 feet + 40 feet per level) to shrink to about a third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed.
At the character's option, the area can be a circle with a radius of 100 feet, a semicircle with a radius of 150 feet, or a quarter circle with a radius of 200 feet. The character may also designate areas within the area that are not affected.

Stunt: This version targets normal plants within a range of one-half mile, reducing their potential productivity over the course of the following year to one-third below normal.

Diminish plants counters plant growth.

Discern Lies

Divination
Level: Clr 4, Pal 3
Components: V, S, DF
Casting Time 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates
Spell Resistance: No

Each round, the character concentrates on one subject, who must be in range. The character knows if the subject deliberately and knowingly speaks a lie. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. Each round, the character may concentrate on a different subject.

Discern Location

Divination
Level: Clr 8, Knowledge 8, Sor/Wiz 8
Components: V, S, DF
Casting Time 10 minutes
Range: Unlimited
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Nothing short of the direct intervention of a deity keeps the character from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the location, community, county, country, continent, and plane where the subject lies.

To find a creature with the spell, the character must have seen the creature or have some item that once belonged to it. To find an object, the character must have touched the object at least once.

Disintegrate

Transmutation
Level: Destruction 7, Sor/Wiz 6
Components: V, S, M/DF
Casting Time 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

A thin, green ray springs from the character's pointing finger, causing the creature or object it strikes to glow and vanish, leaving behind only a trace of fine dust. The character must make a successful ranged touch attack to hit. Up to a 10-foot cube of nonliving matter is affected, so the spell disintegrates only part of any very large object or structure targeted. The ray affects even magical matter or energy of a magical nature but not a globe of invulnerability or an antimagic field. A creature or object that makes a successful Fortitude save is only partially affected. It takes 5d6 points of damage instead of disintegrating. Only the first creature or object struck can be affected (that is, the ray affects only one target per casting).

Disjunction

Abjuration
Level: Magic 9, Sor/Wiz 9
Components: V
Casting Time 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: All magical effects and magic items within a 30-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: No

All magical effects and magic items within the radius of the spell, except for those that the character carries or touches, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and permanent magic items must make successful Will saves or be turned into normal items. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher.

The character also has a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.

Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. Additionally, if an artifact is destroyed, the character must succeed at a Will save (DC 25) or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish.)

Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.

Dismissal

Abjuration
Level: Brd 4, Clr 4, Sor/Wiz 5
Components: V, S, F/DF
Casting Time 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One extraplanar creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

This spell forces an extraplanar creature back to its proper plane. Add the creature’s HD to its saving throw and subtract the character's level as well. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

Arcane Focus: Any item that is distasteful to the subject.

Dispel Chaos

Abjuration [Lawful]
Level: Clr 5, Law 5
Components: V, S, DF
Casting Time 1 action
Range: Touch
Target or Targets: The character and a touched chaotic creature from another plane; or the character and an enchantment or chaotic spell on a touched creature or object
Duration: 1 round/level or until discharged, whichever comes first
Saving Throw: See text
Spell Resistance: See text

Constant, blue, lawful energy surrounds the character. This power has three effects:

  1. The character gains a +4 deflection bonus to AC against attacks by chaotic creatures.
  2. On making a successful melee touch attack against a chaotic creature from another plane, the character can choose to drive that creature back to its home plane. The creature negates the effects with a Will save (SR applies). This use discharges and ends the spell.
  3. With a touch, the character can automatically dispel any one enchantment cast by a chaotic creature or any one chaotic spell. Exception: Spells that can’t be dispelled by dispel magic also can’t be dispelled by dispel chaos. Saving throws and SR do not apply to this effect. This use discharges and ends the spell.

Dispel Evil

Abjuration [Good]
Level: Clr 5, Good 5, Pal 4
Components: V, S, DF
Casting Time 1 action
Range: Touch
Target or Targets: The character and a touched evil creature from another plane; or the character and an enchantment or evil spell on a touched creature or object
Duration: 1 round/level or until discharged, whichever comes first
Saving Throw: See text
Spell Resistance: See text

Shimmering, white, holy energy surrounds the character. This power has three effects:

  1. The character gains a +4 deflection bonus to AC against attacks by evil creatures.
  2. On making a successful melee touch attack against an evil creature from another plane, the character can choose to drive that creature back to its home plane. The creature negates the effects with a Will save (SR applies). This use discharges and ends the spell.
  3. With a touch, the character can automatically dispel any one enchantment cast by an evil creature or any one evil spell. Exception: Spells that can’t be dispelled by dispel magic also can’t be dispelled by dispel evil. Saving throws and SR do not apply to this effect. This use discharges and ends the spell.

Dispel Good

Abjuration [Evil]
Level: Clr 5, Evil 5
Components: V, S, DF
Casting Time 1 action
Range: Touch
Target or Targets: The character and a touched good creature from another plane; or the character and an enchantment or good spell on a touched creature or object
Duration: 1 round/level or until discharged, whichever comes first
Saving Throw: See text
Spell Resistance: See text

Dark, wavering, unholy energy surrounds the character. This power has three effects:

  1. The character gains a +4 deflection bonus to AC against attacks by good creatures.
  2. On making a successful melee touch attack against a good creature from another plane, the character can choose to drive that creature back to its home plane. The creature negates the effects with a Will save (SR applies). This use discharges and ends the spell.
  3. With a touch, the character can automatically dispel any one enchantment cast by a good creature or any one good spell. Exception: Spells that can’t be dispelled by dispel magic also can’t be dispelled by dispel good. Saving throws and SR do not apply to this effect. This use discharges and ends the spell.

Dispel Law

Abjuration [Chaotic]
Level: Chaos 5, Clr 5
Components: V, S, DF
Casting Time 1 action
Range: Touch
Target or Targets: The character and a touched lawful creature from another plane; or the character and an enchantment or lawful spell on a touched creature or object
Duration: 1 round/level or until discharged, whichever comes first
Saving Throw: See text
Spell Resistance: See text

Flickering, yellow, chaotic energy surrounds the character. This power has three effects:

  1. The character gains a +4 deflection bonus to AC against attacks by lawful creatures.
  2. On making a successful melee touch attack against a lawful creature from another plane, the character can choose to drive that creature back to its home plane. The creature negates the effects with a Will save (SR applies). This use discharges and ends the spell.
  3. With a touch, the character can automatically dispel any one enchantment cast by a lawful creature or any one lawful spell. Exception: Spells that can’t be dispelled by dispel magic also can’t be dispelled by dispel law. Saving throws and SR do not apply to this effect. This use discharges and ends the spell.

Dispel Magic

Abjuration
Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3
Components: V, S
Casting Time 1 action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One spellcaster, creature, or object; or 30-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The character can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells. Dispel magic affects spell-like effects just as it affects spells.

Note: The effects of spells with instantaneous duration can’t be dispelled, because the magic effect is already over before the dispel magic can take effect.

The character choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:

Targeted Dispel: One object, creature, or spell is the target of the spell. The character makes a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20 +1 per caster level (maximum +10) against a DC of 11 + the spell’s caster level.

If the spellcaster targets an object or creature who is the effect of an ongoing spell (such as a monster summoned by monster summoning), she makes a dispel check to end the spell that conjured the object or creature.

If the object that the character targets is a magic item, the character makes a dispel check against the item’s caster level. If the character succeeds, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface is temporarily closed. Remember that a magic item’s physical properties are unchanged. Artifacts and creatures of demigod or higher status are unaffected by mortal magic such as this.

The character automatically succeeds at the dispel check against any spell that the character cast.

Area Dispel: The spell affects everything within a 30-foot radius.

For each creature who is the target of one or more spells, the character makes a dispel check against the spell with the highest caster level. If that fails, the character makes dispel checks against progressively weaker spells until the character dispels one spell (which discharges the dispel so far as that target is concerned) or fail all the character's checks. The creature’s magic items are not affected.

For each object that is the target of one or more spells, the character makes dispel checks as with creatures. Magic items are not affected by area dispels.

For each ongoing area or effect spell centered within the dispel magic’s area, the character makes a dispel check to dispel the spell.

For each ongoing spell whose area overlaps that of the dispel, the character makes a dispel check to end the effect, but only within the area of the dispel magic.

If an object or creature who is the effect of an ongoing spell, such as a monster summoned by monster summoning, is in the area, the character makes a dispel check to end the spell that conjured the object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.

The character may choose to automatically succeed at dispel checks against any spell that the character cast.

Counterspell: The spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work. The character must make a dispel check to counter the other spellcaster’s spell.

Displacement

Illusion (Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V, M
Casting Time 1 action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject appears to be about 2 feet away from the subject’s true location. The subject benefits from a 50% miss chance as if the subject had full concealment. However, unlike actual full concealment, displacement does not prevent enemies from targeting the subject normally. True seeing reveals the subject’s true location.

Disrupt Undead

Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting Time 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The character directs a ray of positive energy. The character must make a ranged touch attack roll to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Divination

Divination
Level: Clr 4, Knowledge 4
Components: V, S, M
Casting Time 10 minutes
Range: Personal
Target: The character
Duration: Instantaneous

This divination spell can provide the character with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen.

In all cases, the DM controls what information the character receives. Note that if the character's party doesn’t act on the information, the conditions may change so that the information is no longer useful.

The base chance for a correct divination is 70% + 1% per caster level. The DM adjusts the chance if unusual circumstances require it (if, for example, unusual precautions against divination spells have been taken). If the dice roll fails, the character knows the spell failed, unless specific magic yielding false information is at work.

Multiple divinations about the same topic by the same caster use the same dice result as the first divination and yield the same answer each time.

Material Component: Worth at least 25 gp.

Divine Favor

Evocation
Level: Clr 1, Pal 1
Components: V, S, DF
Casting Time 1 action
Range: Personal
Target: The character
Duration: 1 minute

The character gains a +1 luck bonus to attack and weapon damage rolls for every three caster levels the character has (at least +1, maximum +6). The bonus doesn’t apply to spell damage.

Divine Power

Evocation
Level: Clr 4, War 4
Components: V, S, DF
Casting Time 1 action
Range: Personal
Target: The character
Duration: 1 round/level

The character gains the base attack bonus of a fighter of the character's total character level, an enhancement bonus to Strength sufficient to raise the character's Strength score to 18 (if it is not already 18 or higher), and 1 temporary hit point per level.

Dominate Animal

Enchantment (Compulsion) [Mind-Affecting]
Level: Animal 3, Drd 3
Components: V, S
Casting Time 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One animal
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

The character can enchant an animal and direct it with simple commands such as "Attack," "Run," and "Fetch." Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.

Dominate animal establishes a mental link between the character and the subject animal. The animal can be directed by silent mental command as long as it remains in range. The character need not see the animal to control it. The character does not receive direct sensory input from the animal, but the character knows what it is experiencing. Because the character is directing the animal with the character's own intelligence, it may be able to undertake actions normally beyond its own comprehension, such as manipulating objects with its paws and mouth. The character need not concentrate exclusively on controlling the animal unless the character is trying to direct it to do something it normally couldn’t do.

Dominate Monster

Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 9
Components: V, S
Casting Time 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: Yes

The character can control the actions of any creature. The character establishes a telepathic link with the subject’s mind. If a common language is shared, the character can generally force the subject to perform as the character desires, within the limits of his abilities. If no common language is shared, the character can communicate only basic commands. The character knows what the subject is experiencing, but the character does not receive direct sensory input from him.

Subjects resist this control, and those forced to take actions against their nature receive a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as the character and the subject are on the same plane. The character need not see the subject to control it.

Protection from evil or a similar spell can prevent the character from exercising control or using the telepathic link while the subject is so warded, but it does not prevent the establishment of domination or dispel it.

Dominate Person

Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Components: V, S
Casting Time 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid of Medium-size or smaller
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: Yes

The character can control the actions of any humanoid that is Medium-size or smaller. The character establishes a telepathic link with the subject’s mind. If a common language is shared, the character can generally force the subject to perform as the character desires, within the limits of his abilities. If no common language is shared, the character can communicate only basic commands, such as "Come here," "Go there," "Fight," and "Stand still." the character knows what the subject is experiencing, but the character does not receive direct sensory input from him.

Subjects resist this control, and those forced to take actions against their nature receive a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as the character and the subject are on the same plane. The character need not see the subject to control it.

Protection from evil or a similar spell can prevent the character from exercising control or using the telepathic link while the subject is so warded, but it does not prevent the establishment of domination or dispel it.

Doom

Enchantment (Compulsion) [Fear, Mind-Affecting]
Level: Clr 1
Components: V, S, DF
Casting Time 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

The subject is shaken, suffering a –2 morale penalty to attack rolls, checks, and saving throws.

Dream

Illusion (Phantasm) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting Time 1 minute
Range: Unlimited
Target: One living creature touched
Duration: See text
Saving Throw: None
Spell Resistance: Yes

The character, or a messenger touched by the character, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, the character must name the recipient or identify him or her by some title that leaves no doubt as to his or her identity. The messenger then enters a trance, appears in the intended recipient’s dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking.

The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient. Once the message is delivered, the messenger’s mind returns instantly to his or her body. The duration of the spell is the time required for the messenger to enter the recipient’s dream and deliver the message.

If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient’s dream and deliver the message as normal. If the messenger is disturbed during the trance, the messenger awakens, and the spell ends.

Creatures who don’t sleep or dream cannot be contacted by this spell.

The messenger is unaware of his or her own surroundings or the activities around him or her while in the trance. The messenger is defenseless, both physically and mentally (always fails any saving throw, for example) while in the trance.