Spells - I

Ice Storm

Evocation [Cold]
Level: Drd 5, Sor/Wiz 4, Water 5
Components: V, S, M/DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Great hailstones pound down, dealing 5d6 points of damage to creatures in their path; the damage is 3d6 impact plus 2d6 cold.

Identify

Divination
Level: Brd 1, Magic 2, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 8 hours
Range: Touch
Targets: Up to 1 touched object per level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The spell determines the single most basic function of each magic item, including how to activate that function (if appropriate), and how many charges are left (if any). For a weapon, this will be the “plus” to attack and damage.

If a magic item has multiple different functions that are equally basic, identify determines the lowest-level function. If these functions are also of equal level, the DM decides randomly which is identified.

Arcane Material Components: Worth at least 100 gp value.

Illusory Script

Illusion (Phantasm) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 minute or longer (see text)
Range: Touch
Target: One touched object weighing no more than 10 lb.
Duration: 1 day/level
Saving Throw: Will negates (see text)
Spell Resistance: Yes

The character writes instructions or other information on any suitable writing material. The illusory script appears to be some form of foreign or magic writing. Only the person (or people) designated by the character at the time of the casting are able to read the writing; it’s completely unintelligible to any other character, although an illusionist recognizes it as illusory script.

Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by the character at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.

The casting time depends on how long a message the character wishes to write, but it is always at least 1 minute.

Material Component: At least 50 gp.

Illusory Wall

Illusion (Figment)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Image 1 ft. x 10 ft. x 10 ft.
Duration: Permanent
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or probing searches reveal the true nature of the surface, though they do not cause the illusion to disappear.

Imbue with Spell Ability

Evocation
Level: Clr 4, Magic 4
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: Permanent until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The character transfers some of the character's currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal. Only cleric abjurations, divinations, or conjuration (healing) spells can be transferred. The number and level of spells that the subject can be granted depends on the subject’s HD; even multiple castings of imbue with spell ability can’t exceed this limit. If the character's limit of 4th-level spells decreases, and it drops below the current number of active imbue with spell ability spells, the more recently cast imbued spells are dispelled.

Recipient's HD Spells Imbued
1-2 One 1st-level spell
3-4 Up to two 1st-level spells
5+ Up to two 1st- and one 2nd-level spell

The transferred spell's variable characteristics (range, duration, area, etc.) function according to the character's level, not the level of the recipient.

Once the character casts imbue with spell ability on another character, the character cannot prepare a new 4th-level spell to replace it until the recipient uses the transferred spells or is slain. In the meantime, the character remains responsible to the character's deity or the character's principles for the use to which the spell is put.

To cast a spell with a verbal component, the recipient must be able to speak. To cast a spell with a somatic component, the recipient must have humanlike hands. To cast a spell with a material component or focus, the recipient must have the materials or focus.

Implosion

Evocation
Level: Clr 9, Destruction 9
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One corporeal creature/round
Duration: Concentration (up to 4 rounds)
Saving Throw: Fortitude negates
Spell Resistance: Yes

For each round the character concentrates, the character causes one creature to collapse in on itself, killing it. (This effect, being instantaneous, cannot be dispelled.)

The character can target a particular creature only once with each casting of the spell.

Implosion has no effect on creatures in gaseous form or on incorporeal creatures.

Imprisonment

Abjuration
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

When the character casts imprisonment and touches an opponent, the target is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by most divinations do not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient but will reveal where it is entombed. The imprisonment spell functions only if the target’s name and some facts about its life are known.

Improved Invisibility

Illusion (Glamer)
Level: Brd 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Personal or touch
Target: The character or creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No or Yes (harmless, object)

The creature or object touched vanishes from sight, even from darkvision. If the recipient is a creature carrying gear, the gear vanishes, too. If the character casts the spell on someone else, neither the character nor the character's allies can see the subject, unless the character can normally see invisible things or employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

The subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle).

Incendiary Cloud

Conjuration (Creation) [Fire]
Level: Fire 8, Sor/Wiz 8
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads 30 ft. wide and 20 ft. high
Duration: 1 round/level
Saving Throw: Reflex half (see text)
Spell Resistance: Yes (see text)

An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has one-half concealment (attacks suffer a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). In addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within it each round (half damage on a successful Reflex save).

The smoke moves away from the character at 10 feet per round. Figure out the smoke’s new spread each round based on its new point of origin, 10 feet farther away from where the character was when the character cast the spell. By concentrating, the character can make the cloud (actually its point of origin) move up to 60 feet each round. Any portion of the cloud that would extend beyond the character's maximum range dissipates harmlessly, reducing the remainder’s spread thereafter.

A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.

The spell does not function underwater.

Inflict Critical Wounds

Necromancy
Level: Clr 4, Destruction 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (see text)
Spell Resistance: Yes

When laying the character's hand upon a creature, the character channels negative energy that deals 4d8 points of damage +1 point per caster level (maximum +20).

Since undead are powered by negative energy, this spell cures them of a like amount of damage, rather than harming them.

Inflict Light Wounds

Necromancy
Level: Clr 1, Destruction 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (see text)
Spell Resistance: Yes

When laying the character's hand upon a creature, the character channels negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5).

Since undead are powered by negative energy, this spell cures them of a like amount of damage, rather than harming them.

Inflict Minor Wounds

Necromancy
Level: Clr 0
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (see text)
Spell Resistance: Yes

When laying the character's hand upon a creature, the character channels negative energy that deals 1 point of damage.

Since undead are powered by negative energy, this spell cures them of a like amount of damage, rather than harming them.

Inflict Moderate Wounds

Necromancy
Level: Clr 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (see text)
Spell Resistance: Yes

When laying the character's hand upon a creature, the character channels negative energy that deals 2d8 points of damage +1 point per caster level (maximum +10).

Since undead are powered by negative energy, this spell cures them of a like amount of damage, rather than harming them.

Inflict Serious Wounds

Necromancy
Level: Clr 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (see text)
Spell Resistance: Yes

When laying the character's hand upon a creature, the character channels negative energy that deals3 points of damage +1 point per caster level (maximum +15).

Since undead are powered by negative energy, this spell cures them of a like amount of damage, rather than harming them.

Insanity

Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

Creatures affected by this spell behave randomly, as indicated on the following table:

1d10 Behavior
1 Wander away for 1 minute (unless prevented)
2-6 Do nothing for 1 round
7-9 Attack nearest creature for 1 round
10 Act normally for 1 round

Except on a result of 1, roll again each round to see what the subject does that round. Wandering creatures leave the scene as if disinterested. Attackers are not at any special advantage when attacking them. Behavior is checked at the beginning of each creature’s turn. Any creature who is attacked automatically attacks its attackers on its next turn.

Remove curse does not remove insanity. Greater restoration, limited wish, miracle, and wish can restore the creature.

Insect Plague

Conjuration (Summoning) [see text]
Level: Clr 5, Drd 5
Components: V, S, DF
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Effect: Cloud of insects 180 ft in diameter
Duration: 1 minute/level
Saving Throw: See text
Spell Resistance: No

A horde of insects swarm in a thick cloud when the character casts this spell. The insects limit vision to 10 feet, and spellcasting within the cloud is impossible. Creatures inside the insect plague, regardless of Armor Class, sustain 1 point of damage at the end of each round they remain within. Invisibility is no protection. All creatures with 2 or fewer HD are driven from the cloud at their fastest possible speed in a random direction and flee until they are at least 100 feet away from the insects. Creatures with 3 to 5 HD flee as well, though a Will save negates this effect. (This urge to flee is an extraordinary fear effect.)

Heavy smoke drives off insects within its bounds. Fire also drives insects away. A single torch is ineffective against this vast horde of insects. Lightning, cold, and ice are likewise ineffective, while a strong wind (21+ mph) that covers the entire plague area disperses the insects and ends the spell.

Instant Summons

Conjuration (Summoning)
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: See text
Target: One object weighing up to 10 lb. whose longest dimension is 6 ft. or less
Duration: Permanent until discharged
Saving Throw: None
Spell Resistance: No

The character calls some nonliving item from virtually any location directly to the character's hand.

First, the character places his or her arcane mark on the item. Then the character casts this spell, which magically and invisibly inscribes the name of the item on a gem worth at least 1,000 gp. Thereafter, the character can summon the item by speaking a special word (set by the character when the spell is cast) and crushing the gem. The item appears instantly in the character's hand. Only the character can use the gem in this way.

If the item is in the possession of another creature, the spell does not work, but the character knows who the possessor is and roughly where he, she, or it is located when the summons is cast.

The inscription on the gem is invisible. It is also unreadable, except by means of a read magic spell, to anyone but the character.

The item can be summoned from another plane, but only if no other creature has claimed ownership of it.

Interposing Hand

Evocation
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: 10-ft. hand
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

Interposing hand creates a Large magic hand that appears between the character and one opponent. This floating, disembodied hand then moves to remain between the two, regardless of where the character moves or how the opponent tries to get around it, providing nine-tenths cover (+10 AC) for the character against that opponent. Nothing can fool the hand-it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt to hide or disguise himself. The hand does not pursue an opponent, however.

A hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as the character when undamaged, and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it. The hand cannot push through a wall of force or enter an antimagic field. It suffers the full effects of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster. Disintegrate or a successful dispel magic destroys the hand.

Any creature weighing less than 2,000 pounds trying to push past the hand is slowed to half its normal speed. If the opponent weighs more than 2,000 pounds, the hand cannot reduce its speed but still affects the opponent's attacks.

By concentrating (as a standard action), the character can designate a new opponent for the hand.

Invisibility

Illusion (Glamer)
Level: Brd 2, Sor/Wiz 2, Trickery 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Personal or touch
Target: The character or a creature or object weighing no more than 100 lb./level
Duration: 10 minutes/level (D)
Saving Throw: None or Will negates (harmless, object)
Spell Resistance: No or Yes (harmless, object)

The creature or object touched vanishes from sight, even from darkvision. If the recipient is a creature carrying gear, the gear vanishes, too. If the character casts the spell on someone else, neither the character nor the character's allies can see the subject, unless the character can normally see invisible things or employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible, such as a trailing rope.

The subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an "attack" includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. If the subject attacks directly it immediately becomes visible along with all its gear. Note that spells such that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Invisibility Purge

Evocation
Level: Clr 3
Components: V, S
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 minute/level (D)

The character surrounds his or herself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility. Anything invisible becomes visible while in the area.

Invisibility Sphere

Illusion (Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Personal or touch
Area: 10-ft. radius sphere around the creature or object touched
Duration: 10 minutes/level (D)
Saving Throw: None or Will negates (harmless, object)
Spell Resistance: No or Yes (harmless, object)

All creatures within 10 feet of the recipient vanish from sight, even from darkvision. If the creatures are carrying gear, the gear vanishes, too.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible, such as a trailing rope.

The subjects are not magically silenced, and certain other conditions can render the recipients detectable (such as stepping in a puddle). The invisibility ends for a subject if he or she attacks any creature. For purposes of this spell, an "attack" includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. If the subject attacks directly it immediately becomes visible along with all its gear. Note that spells such that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Those affected by this spell cannot see each other but can see themselves. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends.

Invisibility to Animals

Abjuration
Level: Drd 1
Components: S, DF
Casting Time: 1 action
Range: Touch
Targets: One creature touched/level
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes

Animals cannot perceive the warded creatures. They act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.

Invisibility to Undead

Abjuration
Level: Clr 1
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Targets: One touched creature/level
Duration: 10 minutes/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

Undead cannot perceive the warded creatures. Nonintelligent undead are automatically affected and act as though the warded creatures are not there. Intelligent undead get saving throws. If they fail, they can’t see the warded creatures. However, if they have reason to believe unseen opponents are present, they can attempt to find or strike them. If a warded character attempts to turn or command undead, touches an undead, or attacks any creature (even with a spell), the spell ends for all recipients.

Note: An intelligent undead creature gets one saving throw against the spell. It either sees all the warded creatures or none of them.

Iron Body

Transmutation
Level: Earth 8, Sor/Wiz 8
Components: V, S, M/DF
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 minute/level (D)

This spell transforms the character's body into living iron, which grants the character several powerful resistances and abilities.

The character gains damage reduction 50/+3. The character is immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect the character's physiology or respiration, because the character has no physiology or respiration while this spell is in effect. The character takes only half damage from acid and fire of all kinds. However, the character also becomes vulnerable to all special attacks that affect iron golems.

The character gains a +6 enhancement bonus to the character's Strength score, but the character suffer a –6 Dexterity penalty as well (to a minimum Dexterity score of 1), and the character's speed is reduced to half normal. The character has an arcane spell failure chance of 50% and a –8 armor check penalty. The character cannot drink (and thus can’t use potions) or play wind instruments.

The character's unarmed attacks deal 1d6 points of regular damage, and the character is considered "armed" when making unarmed attacks (a Small caster deals 1d4 points of damage, not 1d6).

The character's weight increases by a factor of ten, causing the character to sink in water. However, the character could survive the crushing pressure and lack of air at the bottom of the ocean.

Ironwood

Transmutation
Level: Drd 6
Components: V, S, M
Casting Time: 1 minute/lb. transformed
Range: 0 ft.
Effect: An ironwood object weighing up to 5 lb./level
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: No

Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with wood shape or a wood-related Craft check, the character can fashion wooden items that function as steel items, such as weapons and armors. These items are freely usable by druids.

Further, if the character made only half as much ironwood as the spell would normally allow, any weapon, shield, or suit of armor so transmuted is treated as a +1 magic item.

Material Component: Wood shaped into the form of the intended ironwood object

Irresistible Dance

Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8
Components: V
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: Yes

The subject feels an undeniable urge to dance and begins doing so. The dance makes it impossible for the subject to do anything other than caper and prance, worsens the Armor Class of the creature by –4, makes Reflex saves impossible except on a roll of 20, and makes it impossible to use a shield.