Spells - N, O

Negative Energy Protection

Abjuration
Level: Clr 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The warded creature gains partial protection from undead creatures who use negative energy and certain weapons and spells that drain energy levels. The negative energy protection spell uses positive energy, which can offset the effects of a negative energy attack. Each time the warded creature is struck by a negative energy attack that drains levels or ability scores, it rolls 1d20 + caster level against a DC of 11 + the attacker’s HD.

If the warded creature succeeds, the energies cancel. The warded creature takes only hit point damage from the attack and does not suffer any drain of experience levels or ability scores, regardless of the number of levels or ability score points the attack would have drained. An attacking undead creature takes 2d6 points of damage from the positive energy. An attacking caster or weapon receives no damage.

If the warded creature does not succeed, the negative energy attack deals its normal damage. An attacking undead creature in such a situation does not take any positive energy damage.

Neutralize Poison

Conjuration (Healing)
Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature or object of up to 1 cu. ft./level touched
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

The character detoxifies any sort of venom in the creature or object touched. A poisoned creature suffers no additional damage or effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.

This spell also neutralizes the poison in a poisonous creature or object. A poisonous creature replenishes its poison at its normal rate.

Nightmare

Illusion (Phantasm) [Mind-Affecting, Evil]
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting Time: 10 minutes
Range: Unlimited
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

The character sends a hideous and unsettling phantasmal vision to a specific creature whom the character names or otherwise specifically designates. The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject tired out and unable to regain arcane spells for the next 24 hours.

Dispel evil cast on the subject while the character is casting the spell dispels the nightmare and stuns the character for 10 minutes per caster level of the dispel evil. While the character is stunned, the character can’t act, the character loses any Dexterity bonus to AC, and attackers get a +2 bonus against the character.

If the recipient is awake when the spell begins, the character can choose to cease casting (ending the spell) or enter a trance until the recipient goes to sleep, whereupon the character becomes alert again and completes the casting. If the character is disturbed during the trance, the spell ends.

If the character chooses to enter a trance, the character is not aware of the character's surroundings or the activities around the character while in the trance. The character is defenseless, both physically and mentally, while in the trance.

Creatures who don't sleep or dream are immune to this spell.

Nondetection

Abjuration
Level: Rgr 4, Sor/Wiz 3, Trickery 3
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature or object touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

The warded creature or object becomes difficult to detect by divination. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed at a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If the character cast nondetection on the character's self or on an item currently in the character's possession, the DC is 15 + the character's caster level.

If cast on a creature, nondetection wards the creature’s gear as well as the creature itself.

Material Component: Worth 50 gp.

Obscure Object

Abjuration
Level: Brd 2, Clr 3, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: One object touched of up to 100 lb./level
Duration: 8 hours
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

This spell hides an object from location by a spell, a crystal ball, and other forms of scrying.

Obscuring Mist

Conjuration (Creation)
Level: Air 1, Clr 1, Drd 1, Sor/Wiz 1, Water 1
Components: V, S
Casting Time: 1 action
Range: 30 ft.
Effect: Cloud centered on the character spreads 30 ft. and is 20 ft. high
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

A misty vapor arises around the character. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has one-half concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph) disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fire spell burns away the fog in the explosive or fiery spell’s area.

This spell does not function underwater.

Open/Close

Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Portal or object that can be opened or closed
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

The character can open or close (caster’s choice) a door, chest, box, window, bag, pouch, bottle, or other container. If anything resists this activity the spell fails. In addition, the spell can only open and close things that are of standard weight.

Order's Wrath

Evocation [Lawful]
Level: Law 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Nonlawful creatures within a burst that fills a 30-ft. cube
Duration: Instantaneous (1 round)
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes

The character channels lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures and dazes them for 1 round. A dazed creature can take no actions but suffers no penalties when attacked. A successful Reflex save reduces the damage to half and negates the daze effect.

The spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Reflex save.