TEXT: ®
  ®
  
  By Monte Cook
  Additional Credits
  Editing and Production:Sue Weinlein Cook • Cover Illustration: Mark Zug
  Interior Illustrations:Toren “MacBin” Atkinson, David Hendee, Jennifer Meyer, and Sam Wood
  Cover and Interior Page Design: Peter Whitley • Proofreading: Mark Ashton
  Playtesters:Matthew Arieta, Scott Bercaw, Michele Bonelli di Salci, Julian Alexander Brevad, Sindre Buchanan, Mark Bursey, Roy Cejing
  Butler, Mark Byer , Tim Campbell, Michele Carter, Steven Charbonneau, Sue Cook, Brenda Copping, Bruce Cordell , Philippe Daigneault,
  Riccardo D’Antimi, Jesse Decker, Sam Didier , Donavan Dufault, Mylène Dumais, Matthew E. Farr, Per Ditlef Faye, Bob Fitch, Victoria Fitch,
  Dave Fried, Frank Gilson, Ed Goethe , Kelly Graham, Scott Hannah, Sean Hannah, Ken Heaton, Michael Heiberg, Manuel Rodriguez
  Jàuregui, Joseph H. Johnson, Nathan Johnson, Peter Kastner, Lance Keber, Robin Knepper, Patrick Langlois, Geof Laur, Robben Leaf, Matt
  Locke, Tom Lommel, Alessandro Marchetti, Mike Marohl, Marie-France Matte, Sean McLeod, Martin Ménard, Geoffrey Scott Mercer, Chris
  Metzen, Andrew W. Morris, Fabio Milito Pagliara, Susan Patrick, Chris Perkins, Nicolas Pevishan, Joachim Rasmussen, Brian Riley, John
  Schwartz, Del Shand, Nicolas Shand, Odin Runningen Skaugen, Joseph Skupniewitz, Cheryl Storm, Jeremy Storm, Pete Storm, John
  Sussenberger, Lisa Sussenberger, Tammy Tavener, Robert L. Trottier, Bob Tucker, and Collin White 
  Special Thanks: Jonathan Tweet, Skip Williams, and Stephen R. Donaldson
  For supplemental material, visit Monte Cook’s Website: <www.montecook.com>
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  the d20 System License version 4.0. A copy of this License can be found at < www.wizards.com/d20 >. Dungeons & Dragons®, Dungeon Master®,
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  ©2003 Monte J. Cook. Malhavoc is a registered trademark and Eldritch Might is a trademark owned by Monte J. Cook. All rights reserved. The mention
  of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book is compatible with
  3rd Edition and Revised 3rd Edition rules. This edition of Monte Cook’s Arcana Unearthed: Grimoire is produced under version 1.0a, 3.0, and/or draft
  versions of the Open Game License, the d20 System Trademark Logo Guide, and the System Reference Document by permission of Wizards of the Coast. Subsequent ver-
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  original names of places, artifacts, characters, races, countries, creatures, geographic locations, gods, historic events, magic items, organizations, spells, feats, and abili-
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  Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of Monte Cook’s Arcana Unearthed: Grimoire are desig-
  nated as Open Game Content: the spell parameters (range, duration, etc.) and game mechanics in Chapter Two (but not original spell names); and anything else contained
  herein which is already Open Game Content by virtue of appearing in the System Reference Document or some other Open Game Content source. In Chapter One, all the
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  der of these Open Game Content portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “Monte Cook’s Arcana
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  ®
  GRIMOIRE
  A variant magic system and book of spells
  MONTE COOK’S ARCANA UNEARTHED
  
  Introduction: THE WELL OF SPELLS
  What Is This Book?...........................................3
  Spell Flexibility...............................................4
  What Other Books Do I Need? .......................4
  Chapter One: MAGIC
  Knowing and Readying a Spell......................6
  Simple, Complex, and Exotic Spells ............................6
  Readying Spells ..............................................................6
  Using Spell Slots............................................................7
  Weaving Slots..................................................................7
  Spell Format.....................................................7
  Casting a Spell.................................................8
  Casting Time....................................................................8
  Range................................................................................8
  Aiming a Spell ..................................................8
  Line of Effect..................................................................9
  Saving Throw....................................................9
  Attempting Saves ..........................................................10
  Item Survival After a Saving Throw ..........................10
  Spell Resistance ............................................10
  The Spell’s Result ..........................................10
  Duration ........................................................................10
  Subjects, Effects, and Areas........................................11
  Touch Spells and Holding the Charge .....................11
  Caster Power Checks ....................................................11
  Laden Spells....................................................................11
  Components.....................................................11
  Spell Catalysts ...............................................................11
  Concentration...............................................12
  Injury...............................................................................12
  Spell ................................................................................12
  Grappling or Pinned.....................................................12
  Vigorous Motion ..........................................................12
  Violent Motion .............................................................12
  Violent Weather............................................................12
  Casting Defensively .....................................................12
  Entangled.......................................................................12
  Caster Level ....................................................12
  Spell Failure ...................................................13
  Special Spell Effects .....................................13
  Special Descriptor Rules.............................................13
  Bringing Back the Dead................................13
  Truenames .......................................................13
  Sidebar: Using Truenames ...............................................14
  Elements and Energy Types..........................14
  Combining Magical Effects.........................14
  Stacking Effects ...........................................................14
  Same Effects ..................................................................15
  Multiple Mental Control Effects .............................15
  Spells With Opposite Effects......................................15
  Instantaneous Effects.................................................15
  Schools of Magic...........................................15
  Abjuration ......................................................................15
  Conjuration ...................................................................15
  Divination ......................................................................16
  Enchantment.................................................................16
  Evocation .......................................................................16
  Illusion ..........................................................................16
  Necromancy ...................................................................17
  Transmutation...............................................................17
  Spell Templates...............................................17
  Acid..................................................................................17
  Air ....................................................................................17
  Blessed............................................................................17
  Corrupted.......................................................................17
  Cold.................................................................................17
  Earth ...............................................................................18
  Eldritch..........................................................................18
  Electricity .....................................................................18
  Enemy Bane.....................................................................18
  Fire ..................................................................................18
  Permanent......................................................................18
  Programmed...................................................................18
  Psionic ............................................................................19
  Sanctum..........................................................................19
  Sonic ...............................................................................19
  Subdual...........................................................................19
  Unraveling.....................................................................19
  War ..................................................................................19
  Water...............................................................................19
  Wild.................................................................................19
  Chapter Two: SPELLS
  Spell List.........................................................20
  0-Level Spells...............................................................20
  1st-Level Spells.............................................................20
  2nd-Level Spells............................................................21
  3rd-Level Spells............................................................22
  4th-Level Spells............................................................23
  5th-Level Spells ............................................................23
  6th-Level Spells............................................................24
  7th-Level Spells............................................................24
  8th-Level Spells............................................................25
  9th-Level Spells............................................................25
  Spell Descriptions........................................26
  Sidebar: Undead................................................................28
  Sidebar: Peering Through Matter.................................66
  Sidebar: Incorporeal Undead.........................................74
  Sidebar: Time Spent Developing Teleport Paths....84-85
  LEGAL APPENDIX
  Open Game License........................................92
  Table of Contents
  Monte Cook’s Arcana Unearthed: Grimoire
  2
  
  Introduction 3
  The Well of Spells 
  No one truly understands the origins of the Well of Spells.Although some ancient texts and akashic references speak of a “spell-
  well” or spellsource,none reveal its beginnings.How could such a thing be? A few say that it must be the result of the death
  of some god of magic,and the spells themselves are his still-flowing lifesblood.
  T
  his well is a source of magical knowledge—not a source of
  raw magical power like the power cysts found throughout
  the land, but a source of fully formed and completely
  unknown spells. Although none can tell you where the lore comes
  from, any mage can confirm that a never-ending font of new spells
  is extremely valuable.
  However, the well is also extremely dangerous.
  The Well of Spells lies within the forest known as the
  Harrowdeep, in a region that the local faen call the Glitterdark.
  This strange area seethes with magical power, rendering spells that
  detect magic useless—everything in the Glitterdark is magical. It
  is the home of many mysterious and unique creatures, all with
  mystical powers and abilities, and most with no love for intruders
  into their forest. Even the faen avoid the Glitterdark unless they
  have no choice.
  The well itself lies within a rift in the earth that some say is
  utterly bottomless. Certainly, no one has ever found its limits. The
  spells of the spellwell appear as words and symbols that flow
  upward from the rift onto the stones and soil around it. Touching
  the physical manifestation of a spell causes it to discharge immedi-
  ately, which can be extraordinarily hazardous. The only way to safe-
  ly take part in the knowledge flowing from the Well of Spells is to
  find a safe place nearby and study the words and symbols as best
  you can, using knowledge of spellcraft or perhaps a spell to help
  you read magic.
  Eventually, when the spells have flowed a certain distance from
  the well itself, they fade. No one has successfully determined
  whether they are gone forever or are simply “recycled” by the well
  and ejected again later. Most estimate that about six to ten new
  spells come up out of the well every day, with as many as 20 to 30
  visible at any given time. The spells slide up out of the well at vary-
  ing speeds, most moving from 1 to 6 feet an hour.
  But neither the shifting spells nor even the dangerous magical
  beasts roaming the Glitterdark is the mystical explorer’s real con-
  cern when visiting the Well of Spells. The real danger is the
  strange effect known as reincorporation. Living crea-
  tures near the well sometimes find all or parts of
  their physical form disintegrated and instantly
  replaced with unstable, magical matter. The
  new material in their bodies functions—for
  the most part—but at some random time
  after this reincorporation, the matter changes
  to a completely different form. Observed changes include glass,
  iron, wood, dust, water, the flesh of another creature, the
  rearranged flesh of the same creature, an entire different creature,
  a mass of tiny insects, or even into energy which violently
  explodes. This horrible phenomenon seems to affect some who
  remain in the area for an hour, and all who spend more than three
  to four hours within sight of the well.
  In any event, the importance of the Well of Spells and the
  lengths to which eager mages will go to reach it shows the overall
  significance of spells in the lands of the Diamond Throne. This
  book presents hundreds of spells and a new magical system to gov-
  ern them. Did some come from the Well of Spells? Probably. But
  most came from the diligent study and development of mages
  throughout history. What you have before you is the grimoire of
  Monte Cook’s Arcana Unearthed—a collection of the best-known
  spells in the lands of the Diamond Throne.
  What Is This Book?
  Monte Cook’s Arcana Unearthed is a variant player’s handbook contain-
  ing new character classes,races,spells,feats,plus alternate rule sys-
  tems for spellcasting and other game functions.This volume,the
  Arcana Unearthed Grimoire, collects all the new spells and the magic
  rules from that book.Use these spells and rules to enhance your own
  d20 System games. You can use everything in this book alongside the
  3rd Edition or revised 3rd Edition Player’s Handbook.
  This book will expand your available spellcasting options dramati-
  cally.Here’s what you’ll find in each chapter of the Grimoire for
  Monte Cook’s Arcana Unearthed:
  Chapter One:Magic: Anyone who’s a little tired of the tradition-
  al “prepare, then cast” method of handling spells will love the abili-
  ty to alter a spell’s power and weave together minor spells into larg-
  er ones. Also, spell templates let you customize spells to fit your
  character.
  Chapter Two:Spells:This book offers dozens of pages of new
  spells, each complete with guidelines for heightening and diminish-
  ing its effects and for creating a magic item from it.
  Bonus source material and ideas to augment the informa-
  tion in Monte Cook’s Arcana Unearthed appear on
  my website. Find the 
  
  links to these free web enhancements at the book’s product page
  online at <www.montecook.com/mpress_MHB1.html>.
  This rulebook is protected content except for items specifically
  called out as Open Game Content on the title page. For full details,
  please turn to page 92. Open content is not otherwise marked in
  the text of this book.
  Spell Flexibility
  Spells in the Arcana Unearthed Grimoire are not just set, unchange-
  able programs, but flexible, customizable options for players. Each
  spell can be diminished or heightened to produce a spectrum of
  effects. It can be laden to hold more
  power. It can be woven with
  other spells to cast a
  more powerful spell.
  Adding spell templates
  can change the
  nature of a spell and its effects. Casters can add in new material
  components to change the effects.
  Magic is fluid and subject to the whims of the individual caster,
  thus it remains always mysterious and fascinating.
  What Other Books
  Do I Need?
  You don’t need any other books to take advantage of the new spells
  and magic rules that follow. However, the text of the Arcana
  Unearthed Grimoire  makes reference to various character classes,
  races, and feats found in Monte Cook’s Arcana Unearthed. You will
  need that book if you’d like to learn more about these references,
  though it’s not essential that you do so.
  Arcana Unearthed is available only in a print edition. However,
  if you’d like to sample just its spellcasting classes, races, and
  feats, Monte Cook’s Arcana Unearthed: Way of the Staff is avail-
  Monte Cook’s Arcana Unearthed: Grimoire
  4
  
  able now in electronic (PDF) form. Nonspellcasting classes,
  races, and feats are collected in Monte Cook’s Arcana Unearthed:
  Way of the Sword PDF. Both of these books are d20 System titles
  from Malhavoc Press that, like this one, excerpt portions of the
  larger volume.
  Throughout this book, you will find mentions of some basic
  game concepts (such as certain conditions or specific magic items)
  explained more fully in the DMG. You will also read some refer-
  ences to monsters found in the MM.
  The setting that serves as a backdrop for the new rules in Arcana
  Unearthed is called Dor-Erthenos, the Lands of the Diamond
  Throne. If you’d like more setting details, look for The Diamond
  Throne from Malhavoc Press. This sourcebook contains prestige
  classes, magic items, and monsters intended to be used with the
  rules in this book. It also contains more back-
  ground material regarding the setting where all
  these giant warmains, sibeccai oathsworn, and
  verrik witches live. Of course, the book is writ-
  ten so that you can design your own campaign
  world with it, creating your own setting filled
  with unfettered, akashics, sprytes, litorians,
  and so on.
  The rules in this book are entirely com-
  patible with other fantasy roleplaying sup-
  plements you might already own. In fact,
  Monte Cook’s Arcana Unearthed DM’s
  Screen and Player’s Guide offers conver-
  sions to help you translate your existing
  campaign material, as well as character
  sheets and an extra-wide horizontal
  screen. Plague of Dreams from Fiery
  Dragon Productions and Siege on
  Ebonring Keep from Mystic Eye
  Games offer introductory adven-
  tures, but you can also use fantasy
  adventures meant to go along with
  the core rules. Monster books like
  the Creature Collection series and
  Tome of Horrors from Sword &
  Sorcery can add a nice variety,
  and Counter Collection IV: The
  World of the Diamond Throne
  from Fiery Dragon
  Productions adds to the gam-
  ing experience with full-color
  counters. If miniatures are
  more your style, check out
  the Arcana Unearthed line
  from Iron Wind Metals.
  Introduction 5
  About the Author
  Monte Cook started working professionally in the game industry in 1988. In
  the employ of Iron Crown Enterprises, he worked on the Rolemaster and
  Champions games as an editor, developer, and designer. In 1994 Monte came
  to TSR as a game designer. As a senior game designer with Wizards of the
  Coast, he codesigned the new edition of Dungeons & Dragons, authored the
  Dungeon Master’s Guide, and designed the Book of Vile Darkness
  and the d20 version of Call of Cthulhu. For WizKids Games,
  he designed the HeroClix system of superhero combat.
  A graduate of the Clarion West writer’s workshop, Monte also has published
  short stories and two novels. In his spare time he runs games, builds vast
  dioramas out of LEGO building bricks, and reads a lot of comics.
  Malhavoc Press
  Malhavoc Press is Monte’s game imprint devoted to the publication
  of unusual magic, monsters, and evocative game elements that go beyond
  traditional fantasy. Malhavoc Press products exhibit the mastery of the
  3rd Edition rules that only one of its original designers can offer.
  Other Malhavoc Press titles in the Arcana Unearthed line include
  The Diamond Throne, a setting book containing source material, monsters,
  magic items, and more, and Monte Cook’s Arcana Unearthed DM’s Screen
  and Player’s Guide, which includes a three-panel horizontal screen, character
  sheets, and rules to convert your 3rd Edition and Revised 3rd Edition materi-
  al into these rules. Most current titles are available to purchase in either print
  or electronic (PDF) format at <www.montecook.com>.
  About the Illustrators
  Cover artist Mark Zug early discovered the power of pencil and paper to bring
  to life things not available to the senses—dinosaurs, super heroes, starships,
  and races of ancient astronauts. After working as a machinist and flirting with
  a musical career, he put himself through art school. His first big break came
  illustrating Harlan Ellison’s I, Robot screenplay, for which he also did 160
  pages of fully painted comics. To date, his work has appeared on the covers
  of numerous magazines, fantasy novels, and game products. He has been
  nominated for a Chesley Award and received the Jack Gaughan Award for Best
  Emerging Artist in 2001. Visit <www.markzug.com> to see more of his work. 
  Toren “MacBin” Atkinson is known by night as the lead singer of the Cthulhu
  rock band, The Darkest of the Hillside Thickets, but by day he collects
  Saturday morning cartoons and draws monsters for money. You’ve seen his
  work in the award-winning books Delta Green and Death in Freeport. His illus-
  trations also appear in If Thoughts Could Kill, Book of Eldritch Might II: Songs
  and Souls of Power, Skreyn’s Register: The Bonds of Magic, and Mindscapes.
  You can see more of his art as well as his game design
  in the Spaceship Zero roleplaying game. 
  David Hendee is a California artist with a degree in Architecture from
  UC Berkeley. He worked as a drafter for a year before branching out as a level
  designer and modeler for video games. In 1994 he joined some friends in the
  Web industry and rode the wave of the dot-com boom and bust. Not wanting
  to sink with the ship, he left the industry in 2000 to pursue a career as a
  freelance illustrator. You can find his illustrations in products from such
  publishers as Natural 20 Press, Backara d20, and Gilded Moose Games.
  See more of his work at his website <www.davidhendee.com>.
  Jennifer Meyer, sometimes considered a wanderer, currently resides in
  the mountains of Utah. This is her first product with Malhavoc Press. 
  You can also see her work in books from Green Ronin, Sovereign
  Press, and Goodman  Games. Check out her online portfolio
  <http://home.earthlink.net/~tabykat/main.html>. 
  Seattle-based illustrator Sam Wood works primarily in the roleplaying and
  electronic game industries While a staff artist at Wizards of the Coast, Sam
  illustrated Dungeons & Dragons, Magic: The Gathering, and many other
  games. In addition, he concepted the vast majority of the company’s
  Chainmail miniatures. In addition to Malhavoc Press he's worked
  for a wide range of companies, from Green Ronin to Microsoft. 
  
  Magic
  Magic is a vital part of the fantasy world,and an important part of every character’s career—particularly spellcasters’.This chapter
  details all the facets of casting spells and dealing with their effects.
  F
  irst, there are a few magic-related special terms you should
  keep in mind as you read this chapter and as you review
  Chapter Two: Spells. Some of them you may be familiar with,
  and others may be new to you.
  Components:Spell components are aspects of a spell that can be
  verbal (spoken),somatic (motions or gestures),material (various phys-
  ical ingredients),mental (thought only),or a focus (a specific object of
  power).Whether a character needs a certain type of component to cast
  a spell depends on his class or perhaps a spell template.Rarely,a spe-
  cific required material or focus is mentioned in the spell description.
  Diminished Spell:A spell cast using a spell slot one level lower
  than normal is called a diminished spell. Diminished spells have spe-
  cial effects explained in the spell’s description.
  Heightened Spell: A spell cast using a spell slot one level higher
  than normal is called a heightened spell. Heightened spells have spe-
  cial effects explained in the spell’s description.
  Laden Spell: A spell cast using two slots of the spell’s level rather
  than just one is called a laden spell.
  Spell Slot: The various character class tables in Monte Cook’s
  Arcana Unearthed show how many spells of each level a character
  can cast per day. The number of spell slots is modified by bonus
  spells awarded for high ability scores.
  Spell Resistance:Spell resistance may negate the effect of certain
  spells when cast on someone with this special ability.
  The Eight Schools of Magic: Every spell belongs to a school of
  magic. They are: abjuration, conjuration, divination, enchantment,
  evocation, illusion, necromancy, and transmutation.
  Knowing and Readying
  a Spell
  Before a spellcasting character can cast a spell, the player must
  determine which spells she knows and has readied.
  Simple, Complex, and Exotic Spells
  There are three categories of spell: simple, complex, and exotic.
  Each category signifies how difficult a spell is to learn and cast, and
  how common it is among all spellcasters. If a character has access
  to a category of spells, she has all of the spells in that category on
  her list of known spells.
  Simple spells are the easiest and most common. They require the
  least amount of understanding of the true nature of magic and the
  simplest words and gestures (if components are required). They are
  the spells that teachers and masters most commonly teach their
  students or apprentices.
  Complex spells require a real understanding of the fundamental
  underpinnings of magic. They call for a more focused state of mind
  and more complex words and gestures. Most nonspellcasters can-
  not even mimic (in fun or in a disguise) complex spellcasting—the
  words and gestures are too bizarre to form. Only magisters can cast
  complex spells without taking a special feat.
  Exotic spells are the most complicated and the rarest spells of all.
  Often, these are new spells, recently conceived by an individual,
  and the knowledge hasn’t yet had time to spread. In fact, at some
  point, as the exotic spell becomes more common, spellcasters might
  develop it further and figure out a more straightforward way to cast
  it. Thus, over many decades, or even generations, an exotic spell can
  become a complex or even a simple spell. (This, however, is usually
  out of the scope of a single campaign). Exotic spells are often very
  personal—only rarely do two spellcasters know the same exotic
  spells. Thus, many of them become “signature” spells that a partic-
  ular caster is known for. Any spell that a caster creates personally
  through research is automatically an exotic spell.
  Casters learn the spells they have access to by reading books,
  studying scrolls, and from studying under others. This study is
  assumed to have occurred before the campaign, or during campaign
  down time. Casters do not need to maintain a “spellbook” or any
  other token, although many have a nice library of books of spells
  and magic.
  Readying Spells
  All casters must ready spells before they can cast them. This simply
  means choosing the spells they will be able to access when the time
  comes to use their spell slots to cast them. In effect, the caster is
  mystically “boning up” on the spells she wants to be able to cast.
  Once a spell is readied, it does not become “unreadied,” unless the
  caster readies a new set of spells that does not include this spell.
  This is true even when a character gains a new level and access to
  new spells—she does not change her readied spell selection until
  she readies the new spells.
  To ready new spells from those available to the caster, she must
  spend a full hour in study and meditation, after which time she can
  change which spells she has readied. Most of the time, it is
  assumed that the character has access to some appropriate books or
  notes on spells and magic during this period. DMs should feel free
  to make the readying process take longer or become impossible if
  the character is away from her notes or if conditions are not at all
  conducive to concentration and study.
  For example, Yareth the mage blade, at 2nd level, can ready three
  0-level spells and two 1st-level spells (he gets a bonus due to his
  Chapter One
  
  high Charisma). He has access to simple spells only. He readies con-
  tact, detect magic, hygiene, mind stab, and safe fall. He can now cast
  any of these spells, in any combination, using the spell slots he has
  available, forevermore. Later, however, he realizes that sense thoughts
  would be more useful in an upcoming situation than hygiene, and
  he thinks he might need acrobatics and lesser transfer wounds as well.
  So Yareth spends another hour readying spells, and now has con-
  tact, detect magic, sense thoughts, acrobatics, and lesser transfer wounds
  readied. When Yareth gains a level, he should ready spells again,
  taking another hour, to take advantage of the fact that he can now
  ready three 1st-level spells.
  Using Spell Slots
  A spellcaster has a limited amount of spell energy at his disposal to
  power the spells he knows and has readied. This power is repre-
  sented by spell slots. Each caster has a number of slots for each
  level of spells he can cast. A 3rd-level spell requires the caster to use
  a 3rd-level slot to cast it. If he has two 3rd-level slots, he can cast
  only one more such spell before he can no longer cast 3rd-level
  spells—until he regains his spell slots.
  A spellcaster regains used spell slots after a good night’s sleep,
  which amounts to eight hours of sleep with no more than one
  interruption. The caster cannot regain used spell slots more than
  once in a 24-hour period.
  Weaving Slots
  Lower-level spell slots can be woven together to power a higher-
  level spell, if the caster can cast spells of the higher level. A caster
  can combine three slots of one level to cast one spell of the next
  higher level. For example, a 7th-level witch, able to cast 2nd-level
  spells, can use three 1st-level slots to power one 2nd-level spell. He
  could even take three 0-level slots, convert them into a single 1st-
  level slot, and use that, along with two other 1st-level slots to power
  the 2nd-level spell.
  A caster can use higher-level slots to power lower-level spells
  as well. One slot of a given spell level can be used to power two
  spells of the next lower level. Thus, the 7th-level witch could use
  one 2nd-level slot to power two 1st-level spells. The “exchange
  rate” of spell slots to power higher-level spells is not the same as
  that for spell slots powering lower-level spells, because magical
  energy is expended in the transfer. Further, lower-level spell slots
  resulting from a caster using the power of higher-level spells can-
  not be used to power spells of a lower level still. For example, if a
  greenbond uses a 6th-level spell slot to give herself two 5th-level
  spell slots, those slots cannot then be used to power multiple 4th-
  level spells.
  Spell Format
  Every spell in the next chapter is described using a standard for-
  mat. This section discusses that format and some of the fine points
  of how spells work. Subsequent sections in this chapter elaborate
  on some of these spell parameters.
  Name: This is the name by which the spell is generally known.
  School,Subschool,and Descriptors: Listed first is the school
  to which the spell belongs. “Universal” refers to a spell that
  belongs to no school. If the spell is a subtype within a school—
  such as creation, a subschool of conjuration—the subschool
  appears here (in parenthesis).
  Any applicable descriptors—terms such as “sonic” or “fire” that
  quantify a spell’s effect—are listed next [in brackets].
  Schools: Abjuration, conjuration, divination, enchantment, evoca-
  tion, illusion, necromancy, and transmutation.
  Subschools: Conjuration: creation and summoning; enchantment:
  charm and compulsion; illusion: figment, glamer, and phantasm.
  Descriptors: Air, acid, cold, curse, darkness, earth, electricity, fear,
  fire, force, language-dependent, light, mind-affecting, negative
  energy, plant, positive energy, psionic, sonic, teleportation, true-
  name, and water.
  Level: Next comes the relative power level of the spell and its
  classification (simple, complex, or exotic).
  Casting Time:The time required to cast a spell (see next page).
  Range:The maximum distance from the character at which the
  spell can affect its target.
  Target or Targets/Effect/Area:This entry lists the number of
  creatures, dimensions, volume, or weight the spell affects. The entry
  starts with one of three headings: “Target,” “Effect,” or “Area.” If
  the target of a spell is “You,” the caster does not receive a saving
  throw, and spell resistance does not apply. (These spell descriptions
  omit the “Saving Throw” and “Spell Resistance” parameters.)
  Duration: How long the spell lasts.
  Saving Throw: Whether a spell allows a saving throw, what type
  of saving throw it is, and the effect of a successful save.
  Spell Resistance:Whether spell resistance (SR), a special defen-
  sive ability, resists this spell.
  Descriptive Text:This portion of the spell description details
  what the spell does and how it works.
  Diminished Effects: Describes changes to the spell if cast using
  a slot one level lower. You must be able to cast a spell at its normal
  level before you can use the diminished effects. If you use a dimin-
  ished effect, treat the spell as one level lower than listed for purpos-
  es of spell slot used, saving throw DCs, magic item pricing, and so
  on. Spells that are 0-level have no diminished effects.
  Heightened Effects:Describes changes to the spell if cast using
  a slot one level higher. If you use a heightened effect, treat the
  spell as one level higher than listed, for purposes of spell slot used,
  saving throw DCs, magic item pricing, and so on, regardless of
  what level slot you use. Spells that are 9th level have no height-
  ened effects.
  Magic Item Creation Modifiers: The cost modifiers for placing
  the spell in a magic item. The different types of item mentioned
  are: single-use, spell-completion, charged, and constant. If this
  entry is missing from a spell description, assume there are no
  modifiers to creating a magic item from that spell. Sometimes, the
  modifier listed is “N/A,” meaning that the spell cannot be made
  into that type of magic item (for example, if it says “Constant N/A,”
  the spell cannot be placed into a constant item). Often, this is
  Chapter One: Magic 7
  
  because the spell mimics some type of item creation that there is
  already a special rule for, such as items that add Armor Class
  bonuses, ability score bonuses, or attack and damage bonuses to
  weapons and armor.
  Note: At the DM’s discretion, spells marked “Constant N/A” can
  be made into daily-use items but never always-active ones.
  Casting a Spell
  To cast a spell, the character must have the proper frame of mind
  (the spell’s mental component) and be able to speak (if the spell
  has a verbal component), gesture (if it has a somatic component),
  and manipulate the material components or focus (if any).
  Additionally, the character must concentrate to cast a spell. See
  below for details.
  Once the character has cast a spell, the casting counts against
  his daily limit for spells of that level, but he can cast the same spell
  again if he hasn’t reached his spell-slot limit for that spell level.
  Casting Time
  Many spells have designated casting times of one standard action.
  A spell that takes “1 full round” to cast is a full-round action. It
  comes into effect just before the beginning of the character’s turn in
  the round after he began casting the spell. The caster then acts nor-
  mally after the spell’s completion. A spell that takes “one minute” to
  cast comes into effect just before the character’s turn one minute
  after he began casting; each of those 10 rounds the character
  spends casting the spell as a full-round action.
  Certain circumstances might break the character’s concentration
  when casting a spell, causing the spell to fail (see “Concentration”).
  The character makes all pertinent decisions about a spell (its
  range, target, area, effect, version, etc.) when he finishes casting.
  Range
  A spell’s range indicates how far from the character it can reach, as
  defined on the “Range” line of the spell description. A spell’s range
  is the maximum distance from the character that the spell’s effect
  can occur, as well as the maximum distance at which the character
  can designate the spell’s point of origin. If any portion of the spell’s
  area would extend beyond the range, that area is wasted. Standard
  ranges include:
  Personal: The spell affects only the caster.
  Touch: The character must touch a creature or object to affect it.
  Close: The spell can reach 25 feet away from the caster. The max-
  imum range increases by 5 feet for every two full caster levels.
  Medium: The spell can reach up to 100 feet + 10 feet per caster
  level.
  Long:The spell can reach up to 400 feet + 40 feet per caster level.
  Unlimited:The spell can reach anywhere on the caster’s plane of
  existence.
  Range Expressed in Feet: Some spells have no standard range
  category, just a range expressed in feet.
  Aiming a Spell
  Upon completing the casting, the character must choose whom the
  spell is to affect or where the effect is to originate, depending on
  the type of spell.
  Target(s):Some spells have a target or targets. The character
  casts such spells directly on creatures or objects, as defined by the
  spell description. The caster must be able to see or touch the tar-
  get, and she must specifically choose that target. However, she
  does not have to select her target until the moment she finishes
  casting the spell.
  If the character casts a targeted spell on the wrong sort of target,
  the spell has no effect. For example, if a litorian magister cast charm
  on a giant, when charm only allows casters to affect creatures of
  their type, the spell has no chance of affecting the giant.
  If the target of a spell is the character (“Target: You”), the charac-
  ter does not receive a saving throw, and spell resistance does not
  apply. (These spell descriptions omit the “Saving Throw” and
  “Spell Resistance” parameters.)
  Effect:Some spells create or summon things, rather than affect-
  ing things that are already present. The character must designate
  the location where these things are to appear, either by seeing it or
  defining it. For these spells, range determines how far away an
  effect can appear. However, if the created or summoned effect is
  mobile, it can move regardless of the spell’s range.
  Ray: Some spell effects are rays. The character aims a ray as if
  using a ranged weapon, though typically she makes a ranged touch
  attack rather than a normal ranged attack. As with a ranged
  weapon, the character can fire into the dark or at an invisible crea-
  ture and hope to hit something. The character doesn’t have to see
  the creature she is trying to hit, as she does with a targeted spell.
  Intervening creatures and obstacles, however, can block the charac-
  ter’s line of sight or provide cover for the creature she is aiming at.
  If a ray spell has a listed duration, it is the duration of the effect
  that the ray causes, not the length of time the ray itself persists.
  Area: Some spells affect an area. The character selects where
  the spell starts, but otherwise she doesn’t control which crea-
  tures or objects the spell affects. Sometimes a spell describes a
  specially defined area, but usually the area falls into one of the
  categories below.
  Burst: As with a spread (below), the character selects the spell’s
  point of origin. The spell bursts out from this point, affecting what-
  ever it catches in its area. A burst spell has a radius that indicates
  how far from the point of origin its effect extends.
  Cone: When the character casts a spell with a cone area, the cone
  shoots away from the character in the direction she designates. A
  cone starts as a point directly before the character, and it widens as
  it goes. A cone’s width at a given distance from the character equals
  that distance. Its far end is as wide as the effect is long.
  Creatures: A creature is any living or animate thing (even
  undead), including characters. Some spells affect creatures directly,
  but they affect creatures in an area of some kind rather than indi-
  vidual creatures the character selects. The area might be a burst, a
  cone, or some other shape.
  Monte Cook’s Arcana Unearthed: Grimoire
  8
  
  Many spells affect “living creatures,” which means all creatures
  other than constructs and undead. If a spell can affect only a limit-
  ed number of targets, it ignores those it cannot affect.
  Cylinder: As with a burst, the character selects the spell’s point of
  origin. This point is the center of a horizontal circle, and the spell
  shoots upward from the circle, filling a cylinder.
  Emanation: Some spells, such as detect scrying, have an area like a
  burst, except that the effect continues to radiate from the point of
  origin for the duration of the spell.
  Objects: An object is any nonliving, nonanimate thing—anything
  that is not a creature. Some spells affect objects within an area the
  character selects.
  Spread: Some spells spread out like a burst but can turn corners.The
  character selects the point of origin,and the spell spreads out a given
  distance in all directions.Figure the limits of the spread by actual dis-
  tance traveled,taking into account turns the spell effect takes.
  The character must designate the point of origin for such an
  effect but need not have line of effect (see “Line of Effect,” below)
  to all portions of the effect.
  Other: A spell can have a unique area,as defined in its description.
  (S) Shapeable: If the “Area” or “Effect” entry in a spell descrip-
  tion ends with “(S),” the character can shape the spell. A shaped
  effect or area can have no dimension smaller than 10 feet. Many
  effects or areas are given as cubes to make it easy to model irregular
  shapes. Three-dimensional volumes are most often needed to
  define aerial or underwater effects and areas.
  Line of Effect
  A line of effect is a straight, unblocked path that indicates what a
  spell can affect. It’s like line of sight for ranged weapons, except it’s
  not blocked by fog, darkness, and other factors that limit normal
  sight. A line of effect is canceled only by a solid barrier.
  The character must have a clear line of effect to any target she casts
  a spell on or to any space in which she wishes to create an effect.The
  character must have a clear line of effect to the point of origin of any
  spell she casts.For bursts,cones,cylinders,and emanating spells,the
  spell affects only areas, creatures, or objects to which it has line of
  effect from its origin (a burst’s origin point, a cone’s starting point,
  a cylinder’s circle, or an emanating spell’s point of origin).
  An otherwise solid barrier with a hole through it of at least 
  1 square foot does not block a spell’s line of effect. Such an opening
  makes a 5-foot length of wall no longer considered a barrier for
  purposes of a spell’s line of effect (though the rest of the wall far-
  ther from the hole can still block the spell).
  Saving Throw
  Most harmful spells allow an affected creature to make a saving
  throw to avoid some or all of the effect. The “Saving Throw” line
  in a spell description defines which type of saving throw the spell
  allows (if any) and describes how saving throws against the
  spell work.
  Negates:This term means that the spell has no effect on an
  affected target that makes a successful saving throw.
  Partial:The spell causes an effect on its subject. A successful 
  saving throw lessens this effect.
  Half:The spell deals damage, and a successful saving throw
  halves the damage taken (round down).
  None:No saving throw is allowed.
  Disbelief:A successful save lets the subject ignore the effect.
  (Object): The spell can be cast on objects, which receive saving
  throws only if they are magical or if they are attended (held, worn,
  grasped, etc.) by a creature resisting the spell; in this case, the
  object gets the creature’s saving throw bonus, unless its own bonus
  is greater. (This notation does not mean that a spell can be cast
  only on objects. Some spells of this sort can be cast on creatures or
  objects.) A magic item’s saving throw bonuses are each equal to 
  2 + half its caster level.
  (Harmless): The spell is usually beneficial, not harmful, but a
  targeted creature can attempt a saving throw if it wishes.
  Chapter One: Magic 9
  Center
  Affected
  Creature
  A BURST EFFECT
  Affected
  Creature
  Not Affected
  Caster
  
  Attempting Saves
  In order to succeed, a saving throw against a character’s spell has to
  equal or beat the spell’s Difficulty Class (DC 10 + the spell’s level +
  the character’s relevant ability score modifier).
  A creature that successfully saves against a spell without obvious
  physical effects feels a hostile force or a tingle, but cannot deduce
  the exact nature of the attack. Likewise, if a creature’s saving throw
  succeeds against a targeted spell, the caster senses that her spell has
  failed. The caster does not sense when creatures succeed at saving
  throws against her effect and area spells.
  A creature can voluntarily forego a saving throw and willingly
  accept a spell’s result. Even a character with a special resistance to
  magic can suppress this if she wants to.
  Item Survival After a Saving Throw
  Unless a spell’s descriptive text specifies otherwise, all items carried
  and worn are assumed to survive a magical attack. If a character
  rolls a natural 1 on her saving throw, however, an exposed item is
  harmed (assuming the attack can harm objects).
  The list below shows typical magic items in the order of most
  likely to be affected to least likely. Items one through four are the
  most commonly struck. Determine which four objects are most like-
  ly to be struck on the character in question, and roll randomly
  among them. The randomly determined item must make a saving
  throw against the magical attack and take whatever damage it deals.
  1.
  Shield
  2.
  Armor
  3.
  Magic helmet
  4.
  Item in hand (including weapon, wand, etc.)
  5.
  Magic cloak
  6.
  Stowed or sheathed weapon
  7.
  Magic bracers
  8.
  Magic clothing
  9.
  Magic jewelry (including rings)
  10.
  Anything else
  If an item is not carried or worn and is not magical, it does not
  get a saving throw. Simply deal it the appropriate damage.
  Spell Resistance
  Spell resistance (SR) is a special defensive ability. If a creature with
  spell resistance is trying to avoid the effects of the character’s spell,
  the character must make a caster level check (d20 + caster level). If
  the caster has the feat Brandish Magical Might, he makes a caster
  power check (d20 + caster level + spellcasting ability score bonus)
  at least equal to the creature’s spell resistance rating for the spell to
  affect that creature.
  The defender’s spell resistance rating works like an Armor Class
  against magical attacks.
  The spell resistance line and descriptive text of a spell explain
  whether spell resistance protects creatures from it.In many cases,spell
  resistance applies only when a spell targets a resistant creature, not
  when a resistant creature encounters a spell that is already in place.
  The terms “Object” and “Harmless” in a spell’s “Spell Resistance”
  entry mean the same thing that they mean for saving throws.A crea-
  ture with spell resistance must voluntarily drop it to receive the effects
  of a Harmless spell without the caster level check described above.
  The Spell’s Result
  Once the character knows which creatures (or objects or areas) are
  affected, and whether those creatures have made successful saving
  throws (if any), she can apply whatever results a spell entails.
  Many spells affect particular sorts of creatures, like humanoids,
  magical beasts, outsiders, and so on. These terms, and terms like
  them, refer to specific creature types defined in the MM.
  Duration
  A spell’s “Duration” entry tells the character how long the magical ener-
  gy of the spell lasts.Below are explanations of typical spell durations.
  Timed Durations:Many durations are measured in rounds,min-
  utes,hours,or some other increment.When the time is up,the magic
  goes away and the spell ends.If a spell’s duration is variable,the DM
  rolls it secretly. If the caster of a timed duration dies, the duration
  ends immediately (assuming the duration is less than 24 hours).
  Instantaneous: The spell energy comes and goes the instant the
  spell is cast, though the consequences might be long-lasting. Self-
  sustaining instantaneous effects continue to be magical, but that
  magic cannot be suppressed or dispelled. For example, undead cre-
  ated by an animate the dead spell have a self-sustaining magical field
  around them than keeps them going after their creation. This field
  cannot be dispelled or suppressed.
  Permanent: The energy remains as long as the effect does. This
  means the spell is vulnerable to dispel magic.
  Concentration:The spell lasts as long as the caster concentrates
  on it. Concentrating to maintain a spell is a standard action that
  doesn’t provoke attacks of opportunity.
  Anything that could break the character’s concentration when
  casting a spell can also break her concentration while she is main-
  taining one, causing the spell to end (see “Concentration”). The
  character can’t cast a spell while concentrating on another one.
  Sometimes a spell lasts for a short time after the character ceases
  concentrating.In these cases,the spell keeps going for the stated
  length of time after the character stops concentrating. Otherwise,
  the character must concentrate to maintain the spell, but she can’t
  maintain it for more than a stated duration, in any event.
  Discharge:A few spells last for a set duration or until triggered or
  discharged.Even if the caster dies,the spell remains until triggered.
  (D):If the “Duration” entry ends with “(D),” the character can
  dismiss the spell at will.She must be within range of the spell’s effect
  and must speak words of dismissal,which are usually a modified
  form of the spell’s verbal component.If the spell has no verbal com-
  ponent,the character dismisses the spell with a gesture.Dismissing
  a spell is a standard action that does not provoke attacks of opportu-
  nity.A spell that depends on concentration is dismissible by its very
  nature,and dismissing it does not require an action (since all the
  character has to do to end the spell is stop concentrating).
  Monte Cook’s Arcana Unearthed: Grimoire
  10
  
  Subjects, Effects, and Areas
  If the spell affects creatures directly, the result travels with the sub-
  jects for the spell’s duration. If the spell creates an effect, the effect
  lasts for the duration. The effect might move or remain still. Such
  effects can be destroyed before their durations end. If the spell
  affects an area, then it stays with that area for the duration.
  Creatures become subject to the spell when they enter the area,
  and are no longer subject to it when they leave.
  Touch Spells and Holding the Charge
  If the character doesn’t discharge a touch spell on the round she
  casts it, she can hold the discharge of the spell (or “hold the
  charge”) indefinitely.
  The character can make touch attacks round after round. She
  can touch one friend (or herself) as a standard action, or up to six
  friends as a full-round action. If the character touches anything
  with her hand while holding a charge, the spell discharges. If the
  character casts another spell, the touch spell dissipates.
  Caster Power Checks
  Various spells require the caster to overcome some force—usually
  another spell or caster. The might of the caster is represented by a
  caster power check. A caster power check is a d20 roll + the caster’s
  level + the caster’s spellcasting ability score modifier.
  For example, a 7th-level magister’s caster power check would be
  d20 + 7 + her Intelligence bonus. A 9th-level greenbond’s caster
  power check would be d20 + 9 + his Wisdom bonus. Sometimes
  the spell sets the Difficulty Class for the power check, but usually
  the check is opposed by another caster’s power check.
  Laden Spells
  Laden spells are those cast using two slots rather than one,granting
  the spell significantly more power than it normally would have.The
  two slots are always of the same level, so casting a 3rd-level laden
  spell requires two 3rd-level slots.Diminished and heightened effects
  can be laden. Ladening the heightened effect of a 4th-level spell
  requires two 5th-level slots.
  A spell can never be given two effects that both laden it—it cannot
  be “doubly laden.” With the Modify Spell feat, you can laden a spell
  to lengthen its duration, or to increase its range or the damage it
  inflicts. With the Quicken Spell feat, you can laden a spell to cast it
  more quickly. Some spell templates can be applied only to laden
  spells. Without a feat or other special ability to take advantage of a
  laden spell, you gain no benefit from casting a spell this way.
  Components
  A spell’s components are determined by the caster’s class and per-
  haps by any special feats or templates being used with the spell.
  Specifics for expensive material or focus components are given in a
  spell’s descriptive text.
  A mental component is a thought form or specific frame of mind
  the caster must have to cast the spell. This is the most basic—and
  most important—part of a spell. Even when all other components
  are discarded, a caster still must have this mental component to
  cast a spell. If one could somehow eliminate this component from a
  spell, an automaton could cast it.
  A verbal component is a spoken incantation. To provide a verbal
  component, the character must be able to speak in a strong voice. A
  silent sheath spell or a gag spoils the incantation (and thus the
  spell). A deafened spellcaster has a 20 percent chance to spoil any
  spell with a verbal component that she tries to cast.
  A somatic component is a measured and precise movement of the
  hand or some other part of the body.The character must have at least
  one hand free to provide a somatic component. Casters wearing
  armor face a spell failure chance for spells with somatic components.
  A material component is a physical substance or object that is anni-
  hilated by the spell energies during the casting process.Unless a cost
  is given for a material component,the cost is negligible.Usually,only
  witches need material components,unless the caster is using certain
  spell templates or unless a spell catalyst is in effect (see below).
  Assume the character has all components (of negligible cost) needed
  as long as she has a spell component pouch (also called a witchbag).
  A focus component is a prop of some sort. Unlike a material com-
  ponent, a focus is not consumed when the spell is cast and can be
  reused. A magister’s staff is a focus, and a mage blade’s key weapon
  can be a focus as well. Some spells require a specific focus men-
  tioned in the spell’s descriptive text.
  Spell Catalysts
  Certain substances, when used as material components, actually
  enhance a spell. Any caster can use these material components. Like
  other types of material components, casting a spell consumes these
  substances. Note that gemstones can be tiny slivers or large chunks,
  as value depends not only on size, but quality and cut.
  Andrecite (at least 100 gp per original spell level): This rare,
  magical mineral looks a little like diamond. It allows the character
  to cast a spell in its heightened form without using a higher-level
  slot. The caster must be able to cast spells of the higher level in
  order to use this catalyst.
  Diamond (at least 1,000 gp):This stone adds +10 to the hard-
  ness of any solid object created or summoned,such as a wall of stone.
  Emerald (at least 500 gp): Used with an attack spell that
  inflicts damage, this catalyst allows a spell to inflict +2d6 points
  of additional damage.
  Gold Wand (worth at least 100 gp): Used with an enchantment
  spell, this catalyst doubles the duration.
  Handris Incense (costs 500 gp):If this incense is burned while
  a calling spell is cast, the creature called suffers a –2 circumstance
  penalty to saving throws for the first minute.
  Miniature Silver Shield (worth at least 100 gp): Used with an
  abjuration spell, this catalyst doubles the duration.
  Munich Root (costs 150 gp):When ingested, this rare herb
  allows a character to cast more convincing illusions (gaining a 
  saving throw Difficulty Class modifier of +1).
  Sapphire (worth at least 750 gp):The caster can add a +4
  bonus in attempts to overcome spell resistance.
  Chapter One: Magic 11
  
  Supercharged Elixir (costs 500 gp): This elixir is water mixed
  with powdered platinum that has been struck by lightning. This
  mixture adds a +2 bonus to the Difficulty Class of any spell.
  Topaz (at least 250 gp): Used with a conjuration spell that sum-
  mons a creature, the creature gains +1 hit point per Hit Die.
  Verihas Leaf (costs 800 gp): When burned and the fumes
  inhaled, this very rare herb adds a +10 bonus to the caster level of a
  spell for the purpose of resisting dispel attempts.
  Concentration
  To cast a spell,the character must concentrate.If something inter-
  rupts her concentration while she is casting,she must make a
  Concentration check or lose the spell.The more distracting the
  interruption and the higher the level of the spell the character is try-
  ing to cast,the higher the Difficulty Class becomes.A character who
  fails the check loses the spell just as if she had cast it to no effect.
  Injury
  Getting hurt or being affected by hostile magic while trying to cast
  a spell can break a character’s concentration and ruin a spell. If,
  while trying to cast a spell, the character takes damage, fails a sav-
  ing throw, or is otherwise successfully assaulted, she must make a
  Concentration check (DC 10 + points of damage taken + level of
  the spell being cast). A character who fails the check loses the spell
  without effect. The interrupting event strikes during spellcasting if:
  •
  It occurs during the time between when the character starts
  and completes a spell (for a spell with a casting time of
  1 full round or more); or
  •
  It comes in response to the character casting the spell, such
  as an attack of opportunity provoked by the spell, or a con-
  tingent attack, such as a readied action.
  If the character is taking continuous damage, such as from a dis-
  corporate spell, half the damage is considered to take place while she
  is casting a spell. The character must make a Concentration check
  (DC 10 + half the damage the continuous source last dealt + level
  of the spell being cast). If the last damage dealt was the last damage
  that the effect could deal, then the damage is over, and it does not
  distract the character. Repeated damage does not count as continu-
  ous damage.
  Spell
  If the character is affected by a spell while attempting to cast her
  own spell, she must make a Concentration check or lose the spell
  being cast. If the spell affecting the character deals damage, the
  Concentration check’s Difficulty Class is as follows: DC 10 + points
  of damage + level of the spell the character is casting. If the spell
  interferes with the character or distracts her in some other way, the
  Difficulty Class equals the spell’s saving throw Difficulty Class +
  the level of the spell the character is casting. For spells with no sav-
  ing throw, use the Difficulty Class that the spell’s saving throw
  would have if it did allow one.
  Grappling or Pinned
  The only spells the character can cast while grappling or pinned are
  those without somatic components and whose material compo-
  nents (if any) the character has in hand. Even so, the character
  must make a Concentration check (DC 20 + level of the spell being
  cast) or lose the spell.
  Vigorous Motion
  If the character is riding on a moving mount, taking a bouncy ride
  in a wagon, on a small boat in rough water, belowdecks in a storm-
  tossed ship, or simply being jostled in a similar fashion, she must
  make a Concentration check (DC 10 + level of the spell being cast)
  or lose the spell.
  Violent Motion
  If the character is on a galloping horse, taking a very rough ride in a
  wagon, on a small boat in rapids or in a storm, on deck in a storm-
  tossed ship, or being tossed roughly about in a similar fashion, she
  must make a Concentration check (DC 15 + level of the spell being
  cast) or lose the spell.
  Violent Weather
  A character attempting to cast a spell in a high wind carrying blind-
  ing rain or sleet must make a Concentration check (DC 5 + level of
  the spell being cast). If the character is in wind-driven hail, dust, or
  debris, the Difficulty Class increases (DC 10 + level of the spell
  being cast). The character loses the spell if she fails the
  Concentration check. If the weather is caused by a spell, use the
  rules in the “Spell” subsection above.
  Casting Defensively
  If the character wants to cast a spell without provoking any attacks
  of opportunity, she needs to dodge and weave. To cast defensively,
  she must make a Concentration check opposed by the foe’s attack
  bonus (or 10, whichever is higher) + the level of the spell she is
  casting. The character loses the spell if she fails this check.
  Entangled
  If the character wants to cast a spell while entangled, she must
  make a Concentration check (DC 15) to cast the spell. The character
  loses the spell if she fails this check.
  Caster Level
  A spell’s power often depends on its caster level, which is generally
  equal to the character’s class level.
  The character can cast a spell at a lower caster level than normal,
  but the caster level must be high enough for her to cast the spell in
  question, and all level-dependent features must be based on the
  same caster level. Usually, the only reason a spellcaster would want
  to do this is to reduce the cost of a magic item she is creating, since
  magic item creation costs are based in part on caster level.
  Monte Cook’s Arcana Unearthed: Grimoire
  12
  
  Spell Failure
  If a character ever tries to cast a spell whose parameters (range,
  area, etc.) cannot be made to conform to conditions, the casting
  fails and the spell is wasted.
  Spells also fail if the character’s concentration breaks, and they
  might fail if she is wearing armor while casting a spell with somatic
  components.
  Special Spell Effects
  Many special spell effects are handled according to the spell’s
  school. Certain other special spell features are the same across spell
  schools. Theses include attacks, granted bonuses, and descriptors.
  Attacks: Some spells refer to attacking. All offensive combat
  actions, even those that don’t damage opponents, are considered
  attacks. All spells that opponents resist with saving throws, that
  deal damage, or that otherwise harm or hamper subjects are
  attacks.
  Bonus Types:Many spells give their subjects bonuses on ability
  scores, Armor Class, attacks, and other attributes. Each bonus has a
  type that indicates how the spell grants the bonus. Two bonuses of
  the same type don’t generally stack. With the exception of dodge
  bonuses, most circumstance bonuses, and enhancement bonuses
  placed on a harness of armor and a shield that a creature uses
  together, only the better bonus works. The same principle applies to
  penalties—a character suffering two or more penalties of the same
  type applies only the worst one.
  Descriptors: Some spells have descriptors indicating something
  about how the spell functions. Most of these descriptors have no
  game effect by themselves, but they govern how the spell interacts
  with other spells, with special abilities, with unusual creatures,
  and so on.
  The descriptors are: air, acid, cold, curse, darkness, earth, elec-
  tricity, fear, fire, force, language-dependent, light, mind-affecting,
  negative energy, plant, positive energy, psionic, sonic, teleportation,
  truename, and water.
  Special Descriptor Rules
  A spell with the curse descriptor cannot be dispelled. It can only be
  removed with a remove curse spell.
  A language-dependent spell uses intelligible language as a medi-
  um. The spell fails if the target cannot understand the language the
  caster speaks.
  A negative energy spell is one that, if cast, can adversely affect
  the caster, at least in respect to her interaction with others. For one
  week after casting a negative energy spell, the caster is “tainted.” All
  Diplomacy, Handle Animal, and Gather Information checks made
  in regard to nontainted creatures suffer a –4 circumstance penalty.
  All Intimidate checks gain a +2 bonus. Some creatures, like undead
  and demons, are permanently tainted (the DM decides which crea-
  tures are tainted).
  A positive energy spell heals creatures or even brings them back
  to life. These spells draw positive energy from the mystical Green,
  the source of the greenbond’s strength and power.
  Truename spells require the caster to know the truename 
  of the target(s).
  Bringing Back the Dead
  Several spells have the power to restore slain characters to life. Any
  creature brought back to life usually loses one level of experience.
  The character’s new experience-point total is midway between the
  minimum needed for his new level and the minimum needed for
  the next one. If the character was 1st level, he loses 1 point of
  Constitution instead of losing a level. This level loss or
  Constitution loss cannot be repaired by any mortal spell. Still, the
  revived character can improve his Constitution normally and earn
  experience by further adventuring to regain the lost level.
  Enemies can take steps to make it more difficult for a character
  to be returned from the dead. Keeping the body prevents others
  from using raise the dead to restore the slain character to life.
  Casting consume soul prevents any sort of revivification or raising
  unless the soul is first released.
  When a character dies and comes back, his truename changes,
  because his soul has been changed. The level loss represents a
  small bit of the character’s soul which is gone forever. After a char-
  acter has been brought back from the dead more than six times,
  this loss becomes so great that the character effectively loses his
  unique truename altogether and simply takes on a “generic” true-
  name from his race. In effect, this means that anyone wishing to
  use the character’s truename can do so—it is automatically known
  to anyone wishing to know it. This is a dangerous situation for a
  character to be in. Such characters cannot choose to become
  Unbound.
  Some casters refuse to bring back the dead of those unworthy,
  those who do not believe as they do, or those without a good rea-
  son. For example, most greenbonds will not cast raise the dead on a
  character without some unfinished task—and the task must be one
  that the greenbond also wishes to see accomplished. Greenbonds
  believe the gift of life is too precious to be handed out lightly.
  Casters casting a raise the dead spell for money usually charge up to
  five times the normal price (because the ability is such a valuable
  commodity).
  Truenames
  Your truename is the name of your soul. It is different from your
  common name. Most people keep their truenames secret, for they
  can grant someone power over them—particularly a spellcaster.
  Characters usually go through a ceremony, called a naming
  ceremony, in which they learn their own truename (although
  others are involved in the ceremony, they do not learn the true-
  name). The exception are the unnamed—the Unbound. They do
  not have truenames, do not go through the naming ceremony,
  and gain neither the benefits nor the drawbacks of having a 
  truename.
  Other living creatures, like animals, dragons, and medusas also
  have truenames, even though most do not go through a special cer-
  emony. Many do not even know their own truenames, although
  Chapter One: Magic 13
  
  creatures can meditate for weeks to discover what it is (should they
  be so inclined), with a successful Concentration check (DC 15).
  No spell can compel a creature to reveal its truename or the true-
  name of anyone he knows. Not compelling question, not read
  thoughts, not even dominate. However, a truename can be discovered
  through a learn truename spell.
  Some spells have special
  effects that occur if the
  caster knows the target’s
  truename, and other spells
  require the use of the tar-
  get’s truename. Anytime a
  spellcaster casts a spell
  using a verbal component
  that incorporates a target’s
  truename, the target suffers
  a -1 penalty on his saving
  throw (if any).
  When a creature dies
  and returns from the dead,
  either as an undead or
  because it has been raised,
  the creature’s truename
  changes. Characters who
  went through a naming
  ceremony lose the feat
  gained in that ceremony
  but can redo the ceremony
  to gain it back. They can, however, choose a different ceremony feat
  at that time, if they wish. They can even choose to become
  Unbound (and can gain a new talent after losing their 1st level cere-
  mony feat). Once a character is Unbound, he can never regain a
  truename, even if he dies and somehow comes back. Most undead
  are Unbound.
  Elements and Energy Types
  The world is made up of four elements (air, earth, fire, and water)
  and five energy types (acid, cold, fire, electricity, and sonic), and
  spellcasters can learn to manipulate them. In general, elements are
  both easier to manipulate and easier to fend off when used as
  attacks than energy. Energy types are more difficult to use and less
  common. Fire, as both an element and an energy type, is one of the
  most common attack forms.
  Negative energy and positive energy are special types of energy
  not covered in spells that deal with the standard five energy types.
  Positive energy heals and brings life, while negative energy brings
  corruption and death, and even unlife.
  Combining Magical Effects
  Spells or magical effects usually work as described, no matter how
  many other spells or magical effects happen to be operating in the
  same area or on the same recipient. Except in special cases, a spell
  does not affect the way another spell operates. Whenever a spell has
  a specific effect on other spells, the spell description explains the
  effect. Several other general rules apply when spells or magical
  effects operate in the same place:
  Stacking Effects
  Spells that give bonuses or penalties to attack rolls, damage rolls,
  saving throws, and other attributes usually do not stack with them-
  selves. Casting an ability boost spell twice on the same target does
  not grant him a double bonus or a bonus to two ability scores.
  Casting slow twice upon a foe does not make her doubly slow.
  More generally, two bonuses of the same type (say, enhancement
  or armor) don’t stack, even if they come from different spells—or
  from effects other than spells. The character uses whichever bonus
  gives him the better score.
  The bonuses or penalties from two different spells do stack,how-
  ever,if the effects have different types (say enhancement and armor).
  Monte Cook’s Arcana Unearthed: Grimoire
  14
  Elemental Symbols
  Fire
  Air
  Earth
  Water
  Using Truenames
  Casters should attempt to get the truenames of
  their close comrades, for many beneficial spells
  require them or at least are easier to cast with
  them than without them. Casters should also
  take the time to attempt to find out the true-
  names of important foes or opponents.
  Truenames are valuable in helping to overcome
  them, aiding all spells and enabling special
  spells to be used. Even non-casters can use the
  knowledge of a truename as a threat or a bar-
  gaining tool. Suggesting that you might give a
  foe’s truename to a powerful enemy mage is a
  potent threat.
  DMs should consider making truenames a special
  kind of treasure. An old tome with the truename
  of a powerful dragon with an impressive hoard is
  both valuable and useful to any who find it.
  
  A bonus that isn’t named (just a “+2 bonus” rather than a 
  “+2 resistance bonus”) stacks with any named bonus or any other
  unnamed one.
  Same Effects
  In cases when two or more identical spells are operating in the same
  area,but at different strengths,only the strongest effect applies.
  The same spell can sometimes produce varying effects if applied
  to the same recipient more than once. In this case, none of the pre-
  vious spells are actually removed or dispelled, but their effects
  become irrelevant while the final spell in the series lasts.
  Multiple Mental Control Effects
  Sometimes magical effects that establish mental control render each
  other irrelevant.Mental controls that don’t remove the recipient’s
  ability to act usually do not interfere with each other.A creature
  under the mental control of two or more creatures tends to obey
  each to the best of its ability (and to the extent of the control each
  effect allows).If the controlled creature receives conflicting orders
  simultaneously,the competing controllers must make opposed
  Charisma checks to determine which one the creature obeys.
  Spells With Opposite Effects
  Spells that have opposite effects apply normally, with all bonuses,
  penalties, or changes accruing in the order that they apply. Some
  spells negate or counter each other completely. This special effect 
  is noted in a spell’s description.
  Instantaneous Effects
  Two or more magical effects with instantaneous durations work
  cumulatively when they affect the same object, place, or creature.
  Schools of Magic
  Almost every spell belongs to one of eight schools of magic. A
  school is a group of related spells that work in similar ways.
  Subschools are described under the schools they belong to. A 
  small number of spells are universal, belonging to no school.
  Abjuration
  Abjurations are protective spells. They create physical or magical bar-
  riers, negate magical or physical abilities, harm trespassers, or even
  banish the subject to another plane of existence.
  If more than one abjuration spell is active within 10 feet of
  another for 24 hours or more, the magical fields interfere with
  each other and create barely visible energy fluctuations. The
  Difficulty Class to find evidence of such spells with the Search
  skill drops by 4.
  If an abjuration creates a barrier that keeps certain types of crea-
  tures at bay, the barrier cannot be used to push away those crea-
  tures. A character who forces the barrier against such a creature
  feels a discernible pressure against the barrier. Continuing to apply
  pressure breaks the spell.
  Conjuration
  Conjurations bring manifestations of objects, creatures, or some
  form of energy to the character or create such objects or effects on
  the spot. Creatures the character conjures usually, but not always,
  obey his commands.
  A creature or object brought into being or transported to the
  character’s location by a conjuration spell cannot appear inside
  another creature or object, nor can it appear floating in an empty
  space. It must arrive in an open location on a surface capable of
  supporting it. The creature or object must appear within the spell’s
  range, but it does not have to remain within the range.
  Calling:The spell fully transports a creature to the character’s
  location. Creatures who are called actually die when they are killed;
  they do not disappear and reform, as do those brought by a sum-
  moning spell (see below). The duration of a calling spell is instanta-
  neous, which means the called creature can’t be dispelled.
  Spells that call powerful creatures are most useful when the con-
  jurer has a magical trap to hold the called creature. The simplest
  type of trap is a magic circle spell. When focused inward, a magic
  circle spell binds a called creature for a maximum of 24 hours per
  caster level, provided that the character cast the spell to call the
  creature within 1 round of casting the magic circle. However, if the
  circle laid down in the process of spellcasting is broken, the effect
  immediately ends. The trapped creature can do nothing that dis-
  turbs the circle, directly or indirectly, but other creatures can. If the
  called creature has spell resistance, it can test the trap once a day. If
  Chapter One: Magic 15
  Energy Symbols
  Electricity
  Cold
  Acid
  Fire
  Sonic
  
  the character fails to overcome the spell resistance with a caster
  level check, the creature breaks free, destroying the circle. A creature
  capable of any form of dimensional travel can simply leave the circle
  through that means. If successful, the anchor effect lasts as long as
  the magic circle does. The creature cannot reach across the magic cir-
  cle, but its ranged attacks (ranged weapons, spells, magical abilities,
  etc.) can. The creature can attack any target it can reach with its
  ranged attacks except for the circle itself.
  The character can use a special diagram to augment the magic circle
  and make the trap more secure.Drawing the diagram by hand takes 10
  minutes and requires a Spellcraft check (DC 20).The DM makes this
  check secretly. If the check fails, the diagram proves ineffective. The
  character can take 10 when drawing the diagram if he is under no par-
  ticular time pressure to complete the task.This also takes 10 full min-
  utes.If time is no factor at all,and the character devotes three hours
  and 20 minutes to the task,he can take 20.A successful diagram pre-
  vents anyone inside it from escaping via any sort of teleportation or
  dimensional travel abilities.The anchor holds any called creatures in
  the diagram for 24 hours per caster level.A creature cannot use its spell
  resistance against a trap prepared with a diagram,and none of its abil-
  ities or attacks can cross the diagram.If the creature tries a Charisma
  check to break free of the trap,the Difficulty Class increases by 5.The
  creature is immediately released if anything disturbs the diagram—
  even a straw laid across it. However, the creature cannot disturb the
  diagram itself either directly or indirectly, as noted above.
  Creation:The spell manipulates matter to create an object or
  creature in the place the spellcaster designates (subject to the limits
  noted above for conjurations). If the spell has a duration other than
  instantaneous,magic holds the creation together,and when the spell
  ends or is dispelled,the conjured creature or object vanishes without
  a trace.If the spell has an instantaneous duration,the created object
  or creature is merely assembled through magic. It lasts indefinitely
  and does not depend on magic for its continued existence.
  Summoning:The spell instantly brings a creature or object to a
  place the character designates. When the spell ends or is dispelled,
  a summoned creature is instantly sent back to where it came from,
  but a summoned object is not sent back unless the spell description
  specifically indicates this. A summoned creature also goes away if it
  is killed or dropped to 0 hit points. It is not really dead, however. It
  takes 24 hours for the creature to reform in its place of origin, dur-
  ing which time it can’t be summoned again.
  When the spell that summoned a creature ends and the creature
  disappears, all the spells it has cast end (if they haven’t already). A
  summoned creature cannot use any innate summoning abilities it
  may have, and it refuses to cast any spells or use any spell-like abili-
  ties that would cost it experience points.
  Divination
  Divination spells enable the character to learn secrets long forgot-
  ten, predict the future, find hidden things, and foil deceptive spells.
  Many divination spells have cone-shaped areas. These move
  with the character and extend in the direction he looks. The cone
  defines the area that the character can sweep each round. If the
  character studies the same area for multiple rounds, he can often
  gain additional information, as noted in the spell’s descriptive text.
  Enchantment
  Enchantment spells affect the minds of others, influencing or con-
  trolling their behavior. All enchantments are mind-affecting
  spells. Two types of enchantment spell grant the character influ-
  ence over a subject:
  Charm:The spell changes the way the subject views the charac-
  ter, typically making the subject see the character as a good friend.
  Compulsion:The spell forces the subject to act in a certain man-
  ner or changes the way her mind works.Some spells determine the
  subject’s actions (or the effects on the subject),some allow the char-
  acter to determine the subject’s actions when the character casts the
  spell,and others give the character ongoing control over the subject.
  Evocation
  Evocation spells manipulate energy or tap an unseen source of
  power to produce a desired end. In effect, they create something out
  of nothing. Many of these spells produce spectacular effects, and
  evocation spells can deal large amounts of damage.
  Illusion
  Illusion spells deceive the senses or minds of others. They cause
  people to see things that are not there, not see things that are there,
  hear phantom noises, or remember things that never happened.
  Illusions come in three types: figments, glamers, and phantasms.
  Figment:A figment spell creates a false sensation.Those who
  perceive the figment perceive the same thing,not their own slightly
  different versions of the figment.(It is not a personalized mental
  impression.) Figments cannot make something seem to be some-
  thing else.A figment that includes audible effects cannot duplicate
  intelligible speech unless the spell description specifically says it can.
  If intelligible speech is possible,it must be in a language the charac-
  ter can speak.If the character tries to duplicate a language he cannot
  speak,the figment produces gibberish.Likewise,the character cannot
  make a visual copy of something unless he knows what it looks like.
  Because figments and glamers (see below) are unreal, they can-
  not produce real effects the way other types of illusions can. They
  cannot cause damage to objects or creatures, support weight, offer
  nutrition, illuminate darkness, or provide protection from the ele-
  ments. Consequently, these spells are useful for confounding or
  delaying foes, but useless for attacking them directly.
  Glamer:A glamer spell changes a subject’s sensory qualities,
  making it look, feel, taste, smell, or sound like something else, or
  even seem to disappear.
  Phantasm: A phantasm spell creates a mental image that usually
  only the caster and the subject (or subjects) of the spell can per-
  ceive. This impression is totally in the minds of the subjects. It is a
  personalized mental impression. (It’s all in their heads, not a fake
  picture or something that they actually see.) Third parties viewing
  or studying the scene don’t notice the phantasm at all. All phan-
  tasms are mind-affecting spells.
  Monte Cook’s Arcana Unearthed: Grimoire
  16
  
  Saving Throws and Illusions (Disbelief)
  Creatures encountering an illusion effect usually do not receive sav-
  ing throws to recognize it as illusory until they study it carefully or
  interact with it in some fashion.
  A successful saving throw against an illusion reveals it to be
  false, but a figment or phantasm remains as a translucent outline.
  A failed saving throw indicates that a character fails to notice
  something is amiss. A character faced with incontrovertible proof
  that an illusion isn’t real needs no saving throw. If any viewer suc-
  cessfully disbelieves an illusion and communicates this fact to other
  viewers, each such viewer gains a saving throw with a +4 bonus.
  Necromancy
  Necromancy spells manipulate the power of death. Spells involving
  undead creatures make up a large part of this school.
  Transmutation
  Transmutation spells change the properties of some creature, thing,
  or condition. A transmutation usually changes only one property at
  a time, but it can be any property.
  Spell Templates
  Spell templates are special rules that characters can add to most spells
  to change their parameters or requirements.A caster can use one of
  these templates after gaining various feats,such as Elemental Mage,
  Energy Mage, or Psion, or from certain classes, like wind witch.
  Occasionally, a character gains access to templates through a pres-
  tige class or the possession of a magic item.
  A character with access to more than one template can add mul-
  tiple templates to a given spell, as long as he can pay the costs
  (since a spell cannot be “doubly laden,” it cannot have both the
  unraveling and psionic templates, for example).
  Templates that apply a special effect to a spell do so once. If a
  magister attempts to use the electricity template on an energy blade,
  the stunning effect occurs only on the first strike.
  Acid
  Caustic casters use spells that are purely destructive. A foul, eye-
  watering odor accompanies the casting of spells with this template.
  This template can be added to any spell that can inflict damage
  upon an object. If casting it at an object, the character can ignore
  the object’s hardness for the purpose of the spell and destroy twice
  as much nonliving matter as normal. (A disintegration spell, for
  example, could affect two 10-foot cubes.) Spells with this template
  gain the acid descriptor. If the spell already has the acid descriptor,
  the target is stunned for 1 round per 20 points of damage inflicted.
  Cost: Material component (20 gp worth of a caustic substance).
  Gained:From the Energy Mage feat.
  Air
  The subtle spell effects of air mages travel on a whisper of wind.
  A mysterious, brief gust of wind or the breath of a breeze accompa-
  nies spells with this template.
  The air template can be added to any spell with a range other than
  touch or personal.It doubles the spell’s range.Further,if the spell allows
  a saving throw and has no obvious physical effect (a blast of fire,for
  example),a target that succeeds at the saving throw must make a Will
  saving throw against the spell’s normal Difficulty Class to even realize
  that a spell was cast upon her.For example,if an air mage casts greater
  dominate,the victim makes a Will saving throw as normal.If she suc-
  ceeds,she must make a second Will saving throw.If this second save
  fails,she never realizes that the caster tried to cast a spell upon her.
  Spells with this template gain the air descriptor. If the spell
  already has the air descriptor, the range triples.
  Cost: Material component (15 gp worth of incense).
  Gained:From the Elemental Mage feat or 9th-level wind witch.
  Blessed
  As a gift of angelic beings from the higher realms, characters learn
  to cast benevolent spells on their friends with greater ability.
  Tainted individuals (see “Special Descriptor Rules”)cannot use
  this template.
  Characters can add this template to spells that have beneficial
  effects, such as healing spells, ability boost, and so on. A caster who
  knows the truename of the target can double the range of the spell.
  Further, the caster can use this template to affect allies (whose true-
  name she knows) within 25 feet with touch-only spells.
  Spells with this template gain the positive energy descriptor. If
  the spell already has the positive energy descriptor, its range triples
  or it affects allies within 50 feet instead of 25 feet.
  Cost: Verbal component (specific beautiful and pleasant sounds,
  which cannot be modified).
  Gained:From the Blessed Mage feat.
  Corrupted
  Using methods taught by demons, certain evil casters learn how to
  corrupt any spell with the taint of black magic. Spells of this tem-
  plate are accompanied by wisps of black and red energy and require
  a verbal component that includes chanting demon names and call-
  ing upon infernal powers.
  Characters can add this template to any attack spell.If cast upon
  a living creature, the spell also uses vile energies to corrupt the 
  target—causing her to flirt with insanity.The spell inflicts 1 point of
  Wisdom damage in addition to its normal effects.This spell allows a
  Will saving throw to negate this damage (if the spell already allows
  a save, the corrupted spell requires two). The spell takes on the neg-
  ative energy descriptor. If it already has the negative energy descrip-
  tor, it inflicts 2 points of Wisdom damage instead of just 1 point.
  Cost: Verbal component (specific guttural and evil sound, which
  cannot be modified).
  Gained:From the Corrupt Mage feat.
  Cold
  Ice wizards cast spells that draw heat and steal life. A cold chill
  accompanies the casting of a spell with this template—you can see
  the caster’s breath as he speaks the intonations.
  Chapter One: Magic 17
  
  Characters can add this template to any spell that inflicts dam-
  age. The target must make a Fortitude save against the spell’s origi-
  nal Difficulty Class or be slowed (as the spell) by the cold for 1 round
  per 10 points of damage, in addition to the damage.
  Spells with this template gain the cold descriptor. If the spell
  already has the cold descriptor, the target is slowed for 1 round per 
  5 points of damage.
  Cost: Material component (25 gp worth of diamond dust).
  Gained:From the Energy Mage feat or 9th-level winter witch.
  Earth
  Earth savants cast spells that are strong and resilient. Spells cast
  with this template release a deep, loamy smell.
  Characters can add this template to any spell that conjures or
  creates a physical object (not an effect—so a wall of iron can be
  affected, but an eldritch wall cannot). The template adds a +4 bonus
  to the object’s hardness and doubles its hit points.
  Spells with this template gain the earth descriptor. If the spell
  already has the earth descriptor, the increase to the object’s hard-
  ness becomes a +6 bonus and its hit points triple.
  Cost: Material component (25 gp worth of powdered steel).
  Gained:From the Elemental Mage feat.
  Eldritch
  Casters who have trained in ancient eldritch arts can weave their
  spells in complex ways, making them devilishly difficult to resist.
  Characters can add this template to any spell. The spell’s saving
  throw Difficulty Class increases by +1. If the caster desires, he can
  laden the spell (using two spell slots) to increase the Difficulty
  Class by a further +2.
  Cost: None, or the spell becomes laden (if the caster chooses to
  increase the DC by +2).
  Gained:From the Eldritch Training feat.
  Electricity
  The lightning mage’s interests usually lie more in power than in
  precision. The caster’s eyes and hands flash with bolts of lightning
  when he casts his spell.
  Characters can add this template to any spell that inflicts damage.
  The target must make a Fortitude save against the spell’s original
  Difficulty Class or be stunned for 1 round,in addition to the damage.
  Spells with this template gain the electricity descriptor.If the spell
  already has the electricity descriptor,the target is stunned for 2 rounds.
  Cost: Material component (blue or yellow gem worth at least 30 gp).
  Gained:From the Energy Mage feat.
  Enemy Bane
  Hunter mages learn to use their spells more effectively against a given
  type of creature.The creature types to choose from are as follows:
  • Aberrations
  • Animals
  • Constructs
  • Dragons 
  • Elementals
  • Fey
  • Giants
  • Magical beasts
  • Monstrous humanoids
  • Oozes
  • Outsiders
  • Plants
  • Undead
  • Vermin
  • Humanoids (choose subtype)
  Characters can add this template to any spell that inflicts hit
  point damage. Any spell that causes damage inflicts 50 percent
  more against creatures of the chosen enemy type. Some people
  claim to hear an intense cackling sound when an enemy bane spell
  strikes its intended target.
  Cost:None.
  Gained:From the Hunter Mage feat.
  Fire
  Fire mages cast spells that are wild and dangerous.The caster’s hands
  flicker with flames,and the spell produces a distinctive smell of sulfur.
  Characters can add this template to any spell that inflicts hit
  point damage. The spell inflicts +1d6 points of fire damage in addi-
  tion to its normal damage.
  Spells with this template gain the fire descriptor.If the spell already
  has the fire descriptor,increase the extra damage by +2d6 points.
  Cost: Material component (a red gem worth at least 20 gp).
  Gained:From the Elemental Mage feat or the Energy Mage feat.
  Permanent
  Casters with the ability to give spells the permanent template are
  usually called creator mages. Characters can add this template to any
  noninstantaneous spell, changing the duration to permanent.
  Permanent spells are vulnerable to dispel magic as normal. An object
  or creature should have only one spell with this template cast on it
  at a time (DM’s discretion).
  Cost:The spell’s level increases by +3 and the caster must pay an
  amount of experience points equal to 500 times the (original) level
  of the spell times the magic item creation modifier for constant
  items (if any; see spell description). If the creation modifier for con-
  stant items is N/A, the spell cannot be made permanent.
  Spells of 7th level become laden 9th-level spells. This template
  cannot affect 8th- and 9th-level spells.
  Gained:From the Creator Mage feat.
  Programmed
  Casters with the ability to give spells the programmed template are
  usually called strategic mages. Characters can add this template to
  any spell, adding to the duration the concept of “until triggered”
  (although once triggered, the spell’s duration reverts to normal).
  Triggering is based on some event set by the caster. The event can
  be as simple or elaborate as the character desires. Special condi-
  tions for triggering a programmed spell can be based on a crea-
  ture’s name, identity, or on observable actions or qualities such as
  race or “when the door opens.” Intangibles such as level, class, Hit
  Dice, and hit points don’t qualify.
  Programmed spells are vulnerable to dispel magic as normal.
  Cost:The spell’s level increases by +3.Spells of 7th level become
  laden 9th-level spells.The template can’t affect 8th- and 9th-level spells.
  Gained:From the Creator Mage feat.
  Monte Cook’s Arcana Unearthed: Grimoire
  18
  
  Psionic
  Psionic casters draw power from within themselves—they use their
  own mental energy to fuel their spells. Psionic spells have no visual
  cues, but often make the caster sweat at the temples or grimace as
  he focuses his mental energy.
  Characters can add this template to any spell they can cast. A
  character casts such a spell with no components or focus (like a
  magister’s staff)—it is purely a mental action. A caster could, for
  example, use a psionic spell while grappled or bound.
  Spells with this template gain the psionic descriptor. If the spell
  already has the psionic descriptor,it need not be laden (see “Cost”).
  Cost: The spell is laden.
  Gained:From the Psion feat or 9th-level mind witch.
  Sanctum
  Casters can declare a single area, no larger than a 20-foot radius
  per level, as their sanctum. Once chosen, the caster cannot change
  his sanctum without a special ritual that takes one week and costs
  5,000 gp in material components.
  Characters can add this template to any spell.The saving throw
  Difficulty Class (if any) for spells with this template cast within the
  caster’s sanctum increases by +1.The caster may double any noninstan-
  taneous duration for spells with this template cast within the sanctum,
  and he may also double any range other than personal,touch,or 0 feet.
  Cost: None other than described above.
  Gained:From the Sanctum feat.
  Sonic
  Sound mages often carry tuning fork-like devices or musical instru-
  ments. Sonic templated spells always have some auditory aspect.
  Characters can add this template to any spell that inflicts dam-
  age. The target must make a Fortitude save against the spell’s origi-
  nal Difficulty Class or be deafened for one minute per point of
  damage inflicted, in addition to the damage. Spells with this tem-
  plate have the sonic descriptor and do not work at all in an area of
  magical silence. If the spell already has the sonic descriptor, the tar-
  get becomes deafened for two minutes per point of damage.
  Cost: Focus component (either a tuning fork-like device or a
  quality musical instrument; focus must be worth at least 100 gp).
  Gained:From the Energy Mage feat.
  Subdual
  Pacifist wizards do not wish to kill with their spells.Many believe that
  to use magic to slay a living creature is to turn otherwise white magic
  to black.(This,however,is an extreme viewpoint.) Subdual spells cre-
  ate a momentary warm yellowish glow around both caster and targets.
  Characters can add this template to any spell that inflicts hit
  point damage. All such damage becomes subdual damage.
  Cost: None.
  Gained:From the Peaceful Mage feat.
  Unraveling
  Characters can add this template to any offensive spell. The spell
  attempts to dispel (as described in dispel magic) any spell effect on the
  target that directly interferes with it taking effect.For example,a caster
  casts an unraveling fireburst at a foe with protection from elements (fire)
  cast upon her. The caster makes a caster power check (DC 11 + the
  caster level of the protection from elements caster). If the dispel succeeds,
  the spell is “unraveled” before the fireburst takes effect. Unraveling
  can only affect spells cast upon a creature or object. Independent
  spell effects,or those affecting an area—such as a wall of fire,a null
  magic zone,an illusion,or a conjured monster—cannot be dispelled,
  even if they prevent the templated spell from affecting the target.
  A spell with this template can dispel effects specifically intended
  to foil the spell in question (mental protection) or spells that provide
  general protection from spells (spell resistance).
  Cost: The spell is laden.
  Gained:From the Unraveling Mage feat.
  War
  War mages must have the ability to affect multiple targets with their
  spells. Their spells always make a loud noise when cast (this is a
  side effect, not a requirement). Characters can add this template to
  any spell with a target or targets (as opposed to an area or an
  effect). The spell affects 1d3+1 times the normal number of targets
  for the spell. For example, a war charm spell (cast at 3rd level) could
  affect 1d3+1 humanoids rather than just one.
  Cost:The spell’s level increases by +2. Spells of 8th level become
  laden 9th-level spells, but 9th-level spells cannot be affected.
  Gained:From the Battle Mage feat.
  Water
  Sea wizards usually live near large bodies of water and pass on their
  secrets only to those whom they trust and who know the way of the
  sea (or the river, or the lake, etc.) Water templated spells carry with
  them the smell of sea salt and brine.
  If the caster casts a spell on the sea, in a boat (at sea), or even on
  (or in) any large body of water such as a lake (at least 2,000 feet
  across), all his spells are treated as heightened, even though he
  need not use a higher-level spell slot.
  Spells with this template gain the water descriptor. If a spell
  already has it, the caster also may double its range and duration (if
  it has a range measured in feet and noninstantaneous duration).
  Cost: In addition to the location requirement, the spell requires
  a material component (a blue or green gem worth at least 100 gp).
  Gained:From the Elemental Mage feat or 9th-level sea witch.
  Wild
  Wild mages cannot control their own spells. Wild spells usually
  produce a bizarre flash of mixed colors or strange sounds, different
  each time. Whenever a wild spell is cast, there is a 50 percent
  chance that it produces the normal effect, a 25 percent chance that
  it produces the diminished effect, and a 25 percent chance that it
  produces the heightened effect. The spell always uses the standard
  slot— the effect of casting a wild sorcerous blast may vary, but it
  always takes a 3rd-level slot.
  Cost: None.
  Gained:From the Wild Mage feat.
  Chapter One: Magic 19
  
  Spells
  Spells are the tools that mages use to wield magic.They are not the sum total of magic,or even the only expression of magic,but they are
  the most common form that magic takes.
  T
  his chapter includes more than 280 spells, all of them either
  new or adjusted for the Arcana Unearthed rules. Certain
  classes have access to certain types of spell, and some feats
  offer access to others—or grant special benefits to those who cast
  spells with certain descriptors.
  Spell List
  Below you will find short descriptions of all the spells in this book:
  simple, complex, and exotic, from 0 to 9th level. Only the base ver-
  sion of the spell is described here; for heightened or diminished
  effects, see the full spell description.
  Each spell’s descriptors are noted after the spell name; characters
  of certain classes (greenbond, mind witch), races (verrik), and with
  certain feats (Elemental Mage, Energy Mage) will find these help-
  ful. The descriptors are:
  A: air
  L: light
  Ac: acid
  MA: mind-affecting
  Co: cold
  NE: negative energy
  C: curse
  P: plant
  D: darkness
  PE: positive energy
  E: earth
  Ps: psionic
  El: electricity
  S: sonic
  Fe: fear
  Tp: teleportation
  Fi: fire
  T: truename
  F: force
  W: water
  LD: language-dependent
  0-Level Spells
  Simple
  Bash
  Caster gets a +2 competence bonus to
  next melee attack roll
  Canny Effort
  Caster gains +2 competence bonus on
  next skill check
  Contact [MA, Ps]
  Sends mental message to creature
  touched.
  Detect Disease
  Detects and identifies a disease
  Detect Magic
  Detects and identifies magical auras
  Detect Poison
  Detects and identifies poisons
  Enchanting Flavor
  Gives food better flavor and caster +2 
  [MA]
  bonus to Charisma checks against diners
  Ghost Sound
  Creates illusionary sounds
  Glowglobe (Lesser) [L]
  Creates nonmoving magical globe of light
  Hygiene
  Cleans one creature and gives +1 circum-
  stance bonus to saves against disease
  Minor Illusion
  Creates illusion of nonmoving object in
  caster’s hand.
  Read Magic
  Caster can read magical writing, includ-
  ing scrolls and runes.
  Repair (Lesser)
  Repairs one small broken object and repairs
  1d10 points of damage to damaged object
  Saving Grace
  Provides +1 luck bonus to one type of sav-
  ing throw
  Scent Bane
  Negates scent ability
  Seeker
  Caster gets a +2 competence bonus to
  next ranged attack roll
  Sense Thoughts
  Reveals the location and emotional state 
  [MA, Ps]
  of any target the caster cast contact upon
  in the last 24 hours
  Complex
  Appropriate Size
  Makes one object appropriate for the size
  of the person using it.
  Detect Creature
  Detects the aura of a specified creature
  type
  Disorient
  Target re-rolls initiative and is flat-footed
  until that time
  Door Warning
  Caster knows when door is opened and
  who opened it
  Telekinesis (Lesser) [Ps]
  Caster moves 5 lb. object with his mind
  Touch of Nausea
  Subject of touch attack can only take
  move action next turn
  Exotic
  Raiment
  Changes caster’s clothing into other
  clothing
  Reduce Weight
  Reduces target’s weight by 20 lbs./caster
  level
  1st-Level Spells
  Simple
  Acrobatics
  Caster gets +5 competence bonus to
  Balance, Climb, Jump, and Tumble
  Animate Weapon
  Allows weapon to attack on its own with
  caster’s base attack bonus
  Charm [MA]
  Caster gains +10 bonus to Charisma
  checks in relation to target
  Compelling Command
  Target must obey one of three simple
  [LD, MA]
  commands
  Chapter Two
  
  Compelling Question
  Target must answer a question with a 
  (Lesser) [LD, MA]
  single-word answer
  Detect Secret Doors
  Detects the presence of secret doors or
  compartments
  Glamour
  Illusion makes caster look attractive
  Illusory Object
  Creates illusion of a static object
  (Lesser)
  Mind Stab [MA, Ps]
  Ranged touch attack deals 1d6 points of
  subdual damage + 1 point/caster level
  Mudball [E, W]
  Ranged attack deals 1d8 points of damage
  + 1 point/caster level and blinds target
  Obscuring Mist [A,W]
  Cloud of vapor obscures sight and pro-
  vides concealment
  Precise Vision
  Caster gains +5 competence bonus to
  Spot and Search checks
  Predict Weather
  Provides details of the following day’s
  weather
  Resistance
  Grants +1 resistance bonus to saves +1/5
  caster levels
  Safe Fall
  Creatures and objects in 10-foot radius
  fall without taking damage
  Scent Tracker
  Grants scent ability to caster
  Tears of Pain [C]
  Target suffers –1 penalty to saves
  Touch of Fear [Fe]
  Subject of touch attack is shaken
  Transfer Wounds
  Heals 1d10 points of damage + 1 
  (Lesser) [PE]
  point/level; caster suffers half that
  amount in subdual damage
  Veil of Darkness [D]
  Creates immobile area of magical darkness
  Complex
  Cold Blast [Co]
  Ray attack deals 1d4 points of damage + 1
  point of Strength damage + 1 Strength
  point/5 levels
  Conjure Energy
  Conjures a creature made of energy
  Creature I [any energy]
  that fights for the caster
  Creature Loresight [Ps]
  Provides one fact about creature touched
  Directed Charm [MA]
  Creature caster chooses gains +10 bonus
  to Charisma checks in relation to target
  Distraction [MA, Ps]
  Target takes no action for 1 round/caster
  level (can make new save each round)
  Fireburst [Fi]
  Foes in 10-foot radius suffer 1d6 points
  of damage + 1d6/2 levels
  Harden
  Increases object’s hardness by 50% 
  (minimum +1)
  Illusory Creature
  Illusionary creature moves as caster wishes
  (Lesser)
  Magic Armor
  Gives one armor harness or shield a
  +1 enhancement bonus
  Magic Weapon
  Gives a weapon a +1 enhancement bonus
  Object Loresight [Ps]
  Provides one fact about object touched
  Open Lock
  Opens one lock with caster power check
  Shock [El]
  Touch attack inflicts 1d4 points of dam-
  age + 1 point of temporary Dexterity
  damage +1 point of Dexterity/5 levels
  Stone Blast [E]
  Earth rips from the ground and inflicts
  1d6 points of damage/2 levels on target
  Touch of Disruption
  Touch attack deals 1d8 points of damage 
  [NE]
  + 1 point/caster level; heals undead.
  Touch of Pain
  Subject of touch attack suffers –2 morale
  penalty to attacks, saves, and checks
  Water Roil [W]
  Air breathers spend next action staying
  afloat, aquatic creatures suffer –2 penalty
  to attacks, saves, and checks
  Wind Churn [A]
  Fliers spend next action staying in the
  air. Magical fliers suffer –2 penalty to
  attacks, saves and checks
  Exotic
  Analyze
  Caster learns one ability of a magic item.
  Eldritch Armor [F]
  Target has +4 armor bonus to AC
  Increase Weight
  Increases target’s weight by 20 lbs./caster
  level
  Learn Secret (Lesser)
  Caster gains +5 insight bonus on next
  use of an item
  Plant Armor [P]
  Adds +4 armor bonus to AC
  True Strike
  Caster adds +20 insight bonus to next
  attack roll
  2nd-Level Spells
  Simple
  Ability Boost (Lesser)
  Target gets +2 enhancement bonus to
  highest ability score
  Aid Plants [P]
  Plants are protected from disease
  Battle Healing (Lesser)
  Target is healed of 1d6 points of damage 
  [PE]
  +1 point/caster level (maximum 10)
  Beastskin (Lesser)
  Target gains +2 (or greater) natural armor
  bonus to AC
  Blinding Light [L]
  Target is blinded for 1 round/level
  Cloak of Darkness [D]
  Caster is surrounded by darkness, which
  provides 20% miss chance and a +5
  bonus to Sneak checks
  Control Temperature
  Raises or lowers temperature by 10 
  [A, Co, Fi]
  degrees/caster level.
  Darkvision
  Target can see 60 feet in total darkness
  Destructive Grip [Ac]
  Acid touch deals 1d6 points of damage
  Gentle Repose
  Keeps corpse from decaying and extends
  time limit on how long it can be dead
  before being raised
  Glowglobe (Greater)
  Creates permanent nonmoving globe 
  [L]
  of light
  Gusting Wind [A]
  Wind puts out flames, knocks creatures
  down, and inflicts 2d6 damage
  Icebolt [Co]
  Ranged attack inflicts 2d6 points of dam-
  age + 1d6 points of cold damage + 1
  point/caster level
  Levitate [A]
  Willing target moves vertically as caster
  directs, up to 20 feet/round
  Chapter Two: Spells 21
  
  Muddy Ground
  Changes earth to mud, reducing move-
  [E, W]
  ment through area by half and requiring
  Balance checks
  Protective Charm [MA]
  One creature/level will not attack caster
  Sealed Door (Lesser)
  Makes door very difficult to open
  See Invisibility
  Caster can see invisible creatures and
  objects
  Subtle Steps
  Caster gains +5 competence bonus to
  Sneak checks.
  Complex
  Boil [Fi, W]
  Heats water in 10-foot radius to boiling,
  inflicts 1d6 points of damage/level on
  anything in water
  Bypass Ward
  Suppresses magical traps, wards, seals,
  and touch-triggered runes
  Conjure Energy Crea-
  Conjures a creature made of energy that 
  ture II [any energy]
  fights for the caster
  Drain Away Speed
  Reduces Medium (or smaller)
  humanoid’s speed by 30 feet
  Earth Burst [E]
  Transforms small rock into a bomb that
  inflicts 1d6 points of damage/caster level
  Eldritch Web [F]
  Creates magic web that entangles creatures
  Energy Blade
  Creates blade that makes touch attacks 
  [any energy]
  and inflicts 1d8 damage + 1 point/2 
  caster levels
  Enhance Magical
  Adds +1 bonus to caster’s spell’s saving 
  Flow (Lesser)
  throw DCs
  Greenspy [P]
  Plant stores sights and sounds for caster
  to experience later
  Location Loresight
  Provides one fact about current location
  [Ps]
  Magnetism
  Caster’s hand becomes magnetic, provid-
  ing a number of abilities
  Mark Allies
  Protects allies from caster’s spells of 3rd
  level or lower
  Read Mind [MA, Ps]
  Reveals surface thoughts of target
  Scream [S]
  Target suffers 1d8 points of sonic damage
  +1 point of temporary Constitution dam-
  age +1 Constitution point/5 caster levels
  Silent Sheath [S]
  Target makes no sound
  Exotic
  Advance Poison [NE]
  Increases the save DC of a poison by 2.
  Dazzlesphere [L]
  Creatures in 10-foot radius are dazed for
  1d4 rounds
  Empower Rune
  Makes one rune invested
  Empower Spell [F]
  Caster’s next spell either is treated as cast
  2 caster levels higher than normal or
  inflicts +1d6 extra points of damage
  Invigorate Item
  Increases saving throw DC of magic item
  by +1
  Sorcerous Guise
  Illusion makes target look like another
  3rd-Level Spells
  Simple
  Compelling Question
  Target must answer a question
  (Greater) [LD, MA]
  Conjure Repast
  Creates food and water for three
  humans/level for one day
  Creation (Lesser)
  Creates nonmagical object of vegetable
  matter
  Hand of Battle [F]
  Touch attack inflicts 1d6 points of force
  damage/caster level
  Illusory Object 
  Creates illusion of an object with sound,
  (Lesser)
  smell, texture, and temperature
  Protection From 
  Protects target against 12 points/level of
  Elements [any elem.]
  specified elemental type
  Repair (Greater)
  Repairs one shattered object and repairs
  1d6 points of damage/caster level to 
  damaged object
  Slow
  One creature/caster level can take only
  limited actions and suffers a –2 penalty
  to AC, attacks, damage, and Reflex saves
  Spirit of Prowess
  Caster gains +4 competence bonus on
  one attack + one attack/5 levels
  Summon Minor
  Small elemental appears and attacks
  Elemental (Lesser)
  caster’s foes
  [any element]
  Water Breathing [W]
  Allows air-breathers to breathe water
  Whisper of Madness
  Target suffers 1d8 points of damage +2 
  [A, MA, S]
  points of Wisdom damage + 1 point of
  Wisdom/5 levels
  Complex
  Acid Pit  [Ac]
  Creates 10-foot-square pit filled with acid
  that deals 1d6 points to those who touch it
  Arrow Reflection
  One ranged attack/round aimed at caster
  attacks the attacker instead
  Attack From Within
  Target suffers 1d6 points of damage/
  (Elemental) [any elem.] caster level
  Blast of Castigation [F]
  Ray inflicts 1d8 points of force damage/3
  caster levels for up to 1 round/level
  Carnivorous Plant
  Plant attacks all foes that attack caster,
  Defense [P]
  inflicting 1d6+3 points of damage
  Clairaudience/
  Caster can see or hear through magical 
  Clairvoyance [Ps]
  sensor far away
  Conjure Energy Crea-
  Conjures a creature made of energy that 
  ture III [any energy]
  fights for the caster
  Dispel Magic
  Dispels spells on area or target, or dispels
  specific spell effect
  Eldritch Wall 
  Creates wall of force that can withstand 
  (Lesser) [F]
  10 points of damage/caster level
  Flight [A]
  Target can fly at speed 30 feet for its nor-
  mal move rate
  Illusory Creature
  Creates illusion of a creature with sound,
  (Greater)
  smell, texture, and temperature
  Monte Cook’s Arcana Unearthed: Grimoire
  22
  
  Invisibility
  Target cannot be seen
  Invisibility Prohibition All forms of invisibility suppressed in 
  5-foot/caster level radius
  Locate Object
  Provides direction to object of a special
  type or to a specific object
  Magic Circle
  Provides +2 deflection bonus to AC and +2
  resistance bonus to saves against outsiders
  Remove Disease [PE]
  Removes one disease from target
  Sorcerous Blast
  Blast inflicts 1d6 points of damage/caster 
  [any element]
  level
  Steal Health [NE]
  Target suffers 3d8 points of damage, and
  caster is healed a like amount
  Suggestion
  Target takes a course of action suggested
  by caster
  Tracer
  Caster always knows distance and direc-
  tion to object of the spell
  Unknown
  Target is difficult to find with divinations
  Exotic
  Energy Bolt
  Inflicts 1d6 points of energy damage/caster
  [any energy]
  level
  Forcebeam [F]
  Inflicts 1d6 points of force damage/caster
  level and knocks foes down
  Litorian Claws
  Makes litorian’s claws capable of inflict-
  ing damage as weapons
  Sibeccai Bite
  Makes sibeccai bite capable of inflicting
  damage as weapons
  Venomblade
  Creates weapon with poison that inflicts
  1d4 Strength/1d4 Strength damage
  4th-Level Spells
  Simple
  Animate the Dead
  Creates one undead creature
  (Lesser) [NE]
  Curse of Vengeance
  Target suffers –2 morale penalty on 
  [C, T]
  attacks,saves, and checks and a random
  –10 penalty once/day
  Gaze of Terror [Fe]
  Gaze attack panics targets,making them flee
  Ghost Weapon [F]
  Weapon ignores armor and natural armor
  Remove Curse [T]
  Removes one curse from target
  Stamina to Defense
  Caster suffers 2 points of Constitution
  damage but gains a +4 luck bonus to 
  AC for armor
  Strength to Strike
  Caster suffers 2 points of Strength dam-
  age but gains a +2d6 damage bonus for
  weapon
  Telepathy [LD,MA,Ps]
  Caster and creature communicate mentally
  Tongues
  Target speaks and understands languages
  Transfer Wounds
  Heals 4d10 points of damage + 1 point/ 
  (Greater) [PE]
  level; caster suffers half that amount in
  subdual damage
  Wall of Ice [C]
  Creates barrier or hemisphere of ice
  Complex
  Attack From Within
  Target suffers 1d6 points of damage/
  (Energy) [any energy]
  caster level
  Bind With Plants [P]
  Constricting plant holds foe helpless
  Chains of Vengeance
  Chains of fire hold target and inflict 2d6 
  [Fi]
  points of damage
  Conjure Energy Crea-
  Conjures a creature made of energy that 
  ture IV [any energy]
  fights for the caster
  Detect Scrying
  Notifies caster of attempts to scry or 
  otherwise magically spy on caster
  Dimensional Door [Tp] Caster moves up to long range instantly
  Elemental Trap
  Traps one closable object to blast opener for
  [any element]
  5d6 points of damage +1 point/caster level
  Enhance Magic Flow
  Adds +2 bonus to caster’s spell’s saving 
  (Greater)
  throw DCs
  Locate Creature
  Provides direction to creature of a specific
  type or to a specific individual
  Modify Memory
  Changes, deletes, or adds one memory in 
  [MA, Ps ]
  target’s mind
  Neutralize Poison [PE]
  Removes poison from target’s system
  Protection from
  Protects target against 20 points/level
  Energy [any energy]
  of specified energy type
  Resilient Sphere
  Encases target in sphere that has 100 hp/
  (Lesser) [F]
  level
  Telekinesis (Greater)
  Caster moves 25 lb./caster level object 
  [Ps]
  or creature with his mind
  Exotic
  Foretell Future
  Provides answer to yes/no question
  Inner World [MA, Ps]
  Target takes no actions and sees only
  phantasms
  Learn Secret (Greater)
  Caster gains +2 insight bonus to use
  object forever
  Woodlands Prison [P]
  Helpless or willing target is imprisoned
  forever in the forest
  5th-Level Spells
  Simple
  Battle Healing
  Target is healed of 1d6 points of damage/
  (Greater) [PE]
  caster level (maximum 15d6)
  Creation (Greater)
  Creates nonmagical object of any material
  Dominate (Lesser)
  Caster controls actions of any Medium 
  [MA, Ps, T]
  (or smaller) humanoid
  Enfeebled Mind
  Target’s Intelligence drops to 1
  [C, MA, Ps]
  Open Door
  Opens one door, no matter how sealed,
  barred, or locked
  Revivification [PE]
  Restores temporary life to a dead creature
  Spell Resistance
  Target gains SR 12 + caster level
  Summon Minor 
  Medium elemental appears and attacks 
  Elemental (Greater)
  caster’s foes
  [any element]
  Wall of Stone [E]
  Creates barrier of stone
  Chapter Two: Spells 23
  
  Complex
  Conjure Energy Crea-
  Conjures a creature made of energy that 
  ture V [any energy]
  fights for the caster
  Control Undead
  Caster controls actions of undead creature 
  Defensive Field
  Caster is surrounded by protective field
  that absorbs up to 5 hp/level
  Drain Away Speed
  Reduces target’s speed by 40 feet
  (Greater)
  Eldritch Wall
  Creates wall of force that can withstand 
  (Greater) [F]
  100 points of damage/caster level
  Gird the Warrior [F]
  Target gains +10 armor bonus to AC and +4
  enhancement bonus to attacks and damage
  Massive Sword [F]
  Creates massive sword of force that
  attacks as caster directs, inflicting 4d6+3
  damage
  Remove Malady [PE, T] Cures one of a long list of unwanted
  conditions
  Restoration [PE, T]
  Restores ability score damage and lost level
  Scrying [Ps]
  Caster views creature at any distance 
  Sealed Door (Greater)
  Makes door almost impossible to open
  Teleport [Tp]
  Caster and others move to a distant loca-
  tion instantaneously
  Wall of Iron
  Creates barrier of iron
  Wall of Thorns [P]
  Creates thick barrier of thorns that inflicts
  damage to anyone moving through it
  Exotic
  Burst of Healing [PE]
  All living allies within 20 feet heal 2d8
  points of damage +1 point/caster level;
  undead are hurt by like amount.
  Dragonform
  One mojh gains +4 to Strength, +2 to
  Constitution, increases natural armor by
  +2, and gains breath weapon
  Giant’s Grip
  Doubles giant’s Strength bonus to grapple
  checks and break object checks
  Peer Through Matter
  Caster can see through matter
  6th-Level Spells
  Simple
  Ability Boost (Greater)
  Target gets +8 enhancement bonus to
  highest ability score
  Beastskin (Greater)
  Target gains +6 (or greater) natural
  armor bonus to AC
  Blindsight
  Target gains blindsight
  Call Guardian (Lesser)
  Calls monster to serve caster
  Coma [MA]
  Target is comatose for one hour/caster level
  Cursed Locale
  All attacks, saves, and checks made in the
  affected area suffer a –2 morale penalty
  Learn Truename
  Caster learns one creature’s truename
  Protect Soul
  Protects caster from soul-affecting spells
  and truename effects
  Wall of Sound [S]
  Creates barrier of shrieking,solid sound that
  inflicts damage and hinders Listen checks
  Complex
  Animate the Dead
  Creates one powerful undead creature
  (Greater) [NE]
  Bloodblade
  Weapon inflicts 2 points of bleeding 
  damage/round 
  Conjure Energy Crea-
  Conjures a creature made of energy that 
  ture VI [any energy]
  fights for the caster
  Discorporate
  Target takes 1d10 points of
  damage/round for 1 round/caster level
  Freeze [Co, W]
  Freezes five 10-foot by 10-foot by 1-foot
  areas of water/caster level
  Resilient Sphere
  Encases target in sphere that has 200 hp/
  (Greater) [F]
  level and moves as caster directs
  Rouse Undead Spirit
  Creates one incorporeal undead creature
  [NE]
  Security
  Area becomes proof against divination
  and teleportation spells
  Shape Element
  Any one element conforms to caster’s 
  [any element]
  wishes
  Shaped Strike [Fi]
  Blast of flame moves around corners and
  allies, inflicting 1d4 points of damage/
  caster level
  Stimulate [MA, Ps]
  Grants a target +2 luck bonus to an abili-
  ty score of caster’s choice
  Transform into Plant
  Caster turns into any plant with same
  [P]
  or fewer HD
  Vitrification [E]
  Target turns to glass
  Exotic
  Energy Sheath
  Adds +2 bonus to AC and inflicts 1d6 
  [any energy]
  points of damage +1 point/caster level to
  all touched
  Freezing Claw [Co]
  Creates claw that makes touch attacks,
  freezing targets solid
  Spell of Challenge 
  Forces creature to come to your location
  [MA, Ps, T]
  Teleport Other [Tp]
  Target travels instantly to a place caster
  designates
  7th-Level Spells
  Simple
  Curse of the Chaotic
  Randomly lowers target’s Intelligence,
  Mind [C, T]
  Wisdom, and Charisma to 1
  Finger of Destruction
  Target suffers 5 points of damage/caster 
  [NE]
  level
  Gaze of the Basilisk [E]
  Gaze attack turns victims to stone
  Immunity (Lesser)
  Target is immune to one dangerous type
  of spell, element, energy, or other danger
  Mental Protection
  Caster makes caster power check to negate 
  [MA, Ps]
  mental attacks on target
  Rock’s Hand [E]
  Hand of stone rises from the ground and
  grapples foe
  Song of Paralysis [S]
  One creature/level is paralyzed
  Monte Cook’s Arcana Unearthed: Grimoire
  24
  
  Spirit of War
  Caster gains +4 to Strength,Constitution,
  and Dexterity,and +1 to attack rolls/2
  caster levels,but cannot cast spells
  Stabilize Soul [T]
  Revivified creature remains alive
  Summon Major 
  Huge elemental appears and attacks 
  Elemental (Lesser) 
  caster’s foes
  [any element]
  Transfer Wounds
  Heals all damage; caster suffers half that 
  (Total) [PE]
  amount in subdual damage
  Complex
  Call Undead [NE, T]
  Calls undead to appear before caster
  Caustic Burst [Ac]
  Burst of acid inflicts 1d6 points of dam-
  age/ caster level, also harms metallic
  objects
  Conjure Energy Crea-
  Conjures a creature made of energy that 
  ture VII [any energy]
  fights for the caster
  Control Weather [A]
  Changes weather in a two-mile radius
  Extend Life
  Subtracts 10 years from caster’s age when
  determining aging effects
  Incorporeal Form
  Caster becomes incorporeal
  Null Magic Zone
  Creates a 10-foot radius where magic
  does not work
  Phase Door
  Creates a passage through walls only the
  caster (and allies) can use
  Raise the Dead
  Cast seven times over a seven-day period,
  (Lesser) [PE, T]
  this spell brings a dead creature back to life
  Ride the Lightning
  Caster fires bolt that inflicts 1d6 points 
  [El, Tp]
  of damage/caster level, and appears where
  it ends
  Spell Turning
  Reflects back 1d4+6 levels of spells to
  attacking caster
  Spellmaster
  Caster can shape spell areas, delay effects,
  and increase ranges
  Exotic
  Disintegration
  Creatures suffer 100 points of damage;10-
  foot cube of nonliving material vanishes
  Feedback Strike [F]
  Foes attacking caster suffer 3d6 points of
  damage +1 point/caster level
  Multiple Personalities
  Creates 2nd, opposite personality in 
  [MA, Ps]
  target that has control half the time
  Teleport Attack [Tp]
  Creature is teleported into a solid surface,
  suffers 2d6 points of Constitution 
  damage + 1 point/round
  8th-Level Spells
  Simple
  Curse of Languishing
  Victim suffers 1d6 points of Constitution 
  Death [C, NE, T]
  damage/day
  Dominate (Greater)
  Caster controls actions of one creature
  [MA, Ps, T]
  Primal Release
  Target gains +10 to Strength and
  Constitution, +2 to Dexterity, –6 to
  Intelligence and Charisma, and –2 to
  Wisdom, and cannot cast spells
  Wave of Death [NE]
  Living creatures of lower HD than caster
  suffer 80 points of damage; undead are
  healed 5d6 points
  Wave of Life [PE]
  Undead of lower HD than caster suffer
  80 points of damage; living creatures are
  healed 5d6 points
  Whirlwind [A]
  Creates cyclone that moves as directed,
  inflicting damage and tossing creatures
  and objects about
  Complex
  Call Outsider [T]
  Calls outsider to appear before caster
  Conjure Energy Crea-
  Conjures a creature made of energy that 
  ture VIII [any energy]
  fights for the caster
  Mass Devastation
  All within 10-foot/level radius suffer 1d6
  [any element]
  points of damage/level + elemental effect
  Permanent Rest 
  Corpse cannot become undead and 
  [PE,T]
  cannot be raised
  Portal to Another
  Creates doorway to another plane or
  Plane [Tp]
  dimension
  Psychic Blast [MA,Ps]
  Creatures in cone suffer 1d6 points of dam-
  age/caster level and 1d4 temporary points
  of Wisdom and Intelligence damage
  Spell Magnet
  Target of ray suffers –1 penalty/2 caster
  levels to saves against magic
  Telekinetic Shield [Ps]
  All within 5-foot radius gain +8 deflec-
  tion bonus to AC
  Exotic
  Animate Undead 
  Creates one undead creature/level
  Legion [NE]
  Bring Down the Moon
  Heals, restores spell slots, and grants 
  +1 luck bonus to attacks, saves, and
  checks for allies
  Regeneration [PE]
  Restores lost limbs and body parts
  9th-Level Spells
  Simple
  Call Guardian (Greater) Calls monster to serve caster
  Immunity (Greater)
  One creature/4 levels is immune to one
  dangerous type of spell, element, energy,
  or other danger
  Perfect Health [PE]
  Heals all damage, ability score damage,
  and removes unwanted conditions
  Shapechange
  Caster takes on new forms
  Summon Major 
  Elder elemental appears and attacks
  Elemental (Greater)
  caster’s foes
  [any element]
  Chapter Two: Spells 25
  
  Spell
  Descriptions
  For an explanation of the various elements
  of the spell description format used below,
  please see Chapter One: Magic.
  Ability Boost (Lesser)
  Transmutation
  Level: 2 (Simple)
  Casting Time:Standard action
  Range: Touch
  Target:One creature
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: No
  Your touch carries with it a vigorous bit
  of violet energy. The subject gains a +2
  enhancement bonus to the highest ability
  score that does not already have an
  enhancement bonus (if the subject has two
  ability scores which are the same, he can
  choose which gets boosted). For example, if
  a character’s highest ability score is
  Strength but he wears a belt of strength +4,
  this spell adds +2 to the next highest ability
  score (unless, of course, it also has an
  enhancement bonus). Subjects who have
  enhancement bonuses on all their ability
  scores remain unaffected by this spell.
  If Intelligence is boosted, the character’s
  skill points are not affected. If a spellcast-
  ing ability score (Intelligence, Wisdom, or
  Charisma) is boosted, the character does
  not gain bonus readied spells or spell slots.
  All other derived aspects of ability scores,
  such as hit points, attack and damage
  bonuses, AC bonuses, skill bonuses, spell-
  casting DCs, and so on, are modified.
  As with most spells, you gain no benefit
  from having this spell cast on you twice.
  Diminished Effects: The spell’s range is
  Personal and target is You.
  Heightened Effects: The enhancement
  bonus becomes +4.
  Magic Item Creation Modifier:
  Constant N/A
  Ability Boost (Greater)
  Transmutation
  Level: 6 (Simple)
  Casting Time:Standard action
  Range: Touch
  Target:One creature
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: No
  As lesser ability boost, but the subject
  gains a +8 enhancement bonus to the high-
  est ability score that does not already have
  an enhancement bonus.
  Diminished Effects: The enhancement
  bonus becomes +6.
  Heightened Effects: The enhancement
  bonus becomes +10.
  Magic Item Creation Modifier:
  Constant N/A
  Acid Pit
  Conjuration (Creation) [Acid]
  Level: 3 (Complex)
  Casting Time: Standard action
  Range:Close (25 feet + 5 feet/two levels)
  Area: A 10-foot by 10-foot pit with a depth
  of up to 1 foot/level
  Duration: One minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  With a wave of your hands, amid an
  acrid odor, you create a pit in the floor
  filled with acid. You must place this acid
  pit within a solid, horizontal surface that
  can accommodate its size (a balcony with
  a floor 2 feet thick cannot accommodate 
  a pit 2 or more feet deep). You cannot 
  create a pit under a creature or object.
  The surface must be clear. Creatures
  touching the acid suffer 1d6 points of
  damage unless they are completely sub-
  merged, in which case they suffer 10d6
  points of damage.
  Diminished Effects: The pit lasts for
  only 1 round per level and has a maximum
  depth of 5 feet.
  Heightened Effects: You can create the
  pit underneath a creature or object.
  Creatures get a Reflex save to leap to one
  side of the pit (where they leap to is up to
  them) and suffer no damage.
  Acrobatics
  Transmutation
  Level: 1 (Simple)
  Casting Time:Standard action
  Range: Personal
  Target:You
  Duration: 10 minutes/level
  You gain a +5 competence bonus 
  to Balance, Climb, Jump, and Tumble
  checks.
  Diminished Effects: The bonus
  becomes +1.
  Heightened Effects: The bonus
  becomes +10.
  Magic Item Creation Modifier:
  Constant ×4, single-use ×2
  Monte Cook’s Arcana Unearthed: Grimoire
  26
  Complex
  Conjure Energy Crea-
  Conjures a creature made of energy that 
  ture IX [any energy]
  fights for the caster
  Duplicate
  Creates exact duplicate of caster, con-
  trolled by caster
  Raise the Dead
  Cast seven times over a seven-day period,
  (Greater) [PE, T]
  this spell brings a dead creature back to life
  Temporal Stasis
  Target is held in suspended animation
  permanently
  Trap Soul [T]
  Traps creature’s (living or dead) soul in
  object; caster can force soul to answer
  questions
  Exotic
  Consume Soul [NE,T]
  Unconscious creature dies and caster
  draws power in the form of a +2 luck
  bonus to attacks, saves, and checks
  Immortality [T]
  Target stops aging
  Invoked Apocalypse
  All in 100-foot/level radius take 10d6
  points of damage/round for 1 round/level 
  Purge Akashic Memory
  Erases one event or fact from the akashic
  [Ps]
  memory and possibly from the memories
  of all people
  
  Advance Poison
  Transmutation [Negative Energy]
  Level: 2 (Exotic)
  Casting Time:Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target:One dose of poison
  Duration: One hour/level
  With a flash of dark green light and a
  foul odor, this spell increases the saving
  throw Difficulty Class of one dose of poi-
  son by +2.
  Diminished Effects: The Difficulty Class
  bonus becomes +1, and the duration is 10
  minutes per level.
  Heightened Effects: The Difficulty Class
  bonus becomes +1 per two caster levels
  (maximum +6).
  Magic Item Creation Modifiers: Single-
  use ×2, constant ×1.5
  Aid Plants
  Transmutation [Plant]
  Level: 2 (Simple)
  Casting Time:10 minutes
  Range: Long (400 feet + 40 feet/level)
  Area:400 feet + 40 feet/level-radius globe,
  centered on you
  Duration: Four months
  Saving Throw: None
  Spell Resistance: No
  You stretch out your arms, and a warm
  glow spreads throughout the area. All
  nonintelligent and nonanimate plants in
  the area grow strengthened and able to
  resist disease. Casters use this spell mostly
  to aid crops, gardens, and forests.
  If a disease or other magical effect
  specifically targeted at plants threatens
  those aided by this spell, the plants get a
  Fortitude saving throw (even if one is
  not normally allowed). The bonus is
  equal to the caster’s Fortitude saving
  throw bonus. If the effect already allows
  for a saving throw, the plants use their
  own bonus or the caster’s bonus,
  whichever is greater.
  Diminished Effects: The spell affects
  one plant.
  Heightened Effects: The spell can affect
  intelligent and animate plants.
  Analyze
  Divination
  Level: 1 (Exotic)
  Casting Time:Eight hours
  Range: Touch
  Target:One magic item
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Through careful study of a magic item,
  you learn one of its abilities that you did not
  already know,and how to activate it.If you
  know all the item’s capabilities,then you learn
  that fact as well.Either way,you also learn
  the number of charges or uses the item has.
  Diminished Effects: You gain a +4
  bonus to an Alchemy check to identify
  something made within the casting time.
  The target becomes one item or substance.
  Heightened Effects: The casting time
  becomes one hour.
  Magic Item Creation Modifiers: Single-
  use ×2, spell-completion ×2
  Animate the Dead (Lesser)
  Necromancy [Negative Energy]
  Level: 4 (Simple)
  Casting Time:One minute
  Range: Touch
  Targets: The corpse of one creature with 
  fewer Hit Dice than the caster
  Duration: Instantaneous (self-sustaining 
  magic)
  Saving Throw: None
  Spell Resistance: No
  This spell turns the bones or body of a
  dead creature into an abominable, walking
  undead. Enough of the corpse must be
  present to make for a passable undead 
  creature—a skeletal structure, a great deal
  of flesh from one creature, etc. Sickly green-
  ish light flows over these remains, and the
  soul of the creature is restored into a rot-
  ting but now-animate corpse. Immediately,
  the creature must make a Will saving throw.
  If the save fails, the undead must obey your
  verbal commands. If successful, the creature
  remains in control of its own will. It can
  then attempt a second saving throw (if the
  DM deems that it would wish to). If the
  second save succeeds, the soul returns to its
  normal afterlife, and the corpse crumbles to
  dust. The soul of a creature trapped in an
  undead body, if it was not twisted before,
  quickly becomes corrupt, bloodthirsty, and
  malevolent. An undead creature not con-
  trolled attempts to slay its creator as quickly
  as it can. An undead creature has all the
  abilities it possessed in life, modified by the
  undead template (see sidebar, next page).
  You can control only one undead crea-
  ture at a time. Any attempt to animate a
  second undead while you have one under
  your control always frees the first one. The
  only exception to this are creatures whose
  truenames you knew when they were alive
  (they do not count against your total of one
  controllable undead at a time) or undead
  under the effects of a control undead spell.
  Creatures whose souls are not available
  cannot be animated as undead. Thus, even
  if a large portion of the body of a still-living
  (or once again living) creature is available,
  it cannot be animated. Likewise, those crea-
  tures with trapped or protected souls can-
  not be animated.
  This spell requires 500 gp worth of
  special oils to be sprinkled on the corpse.
  Diminished Effects: The undead moves
  only half its normal move rate, gains no
  Dexterity bonus (see creature template),and
  can take only one action per round, either
  move-equivalent or standard,but not both.
  Heightened Effects: The undead gains
  +1 hp per Hit Die, a +1 natural armor bonus
  to Armor Class,and a +1 enhancement bonus
  to attack rolls.Casting time becomes 1 round.
  Magic Item Creation Modifier:
  Constant ×1.5
  Animate the Dead (Greater)
  Necromancy [Negative Energy]
  Level: 6 (Complex)
  Casting Time:One hour
  Range: Close (25 feet + 5 feet/two levels)
  Target:The corpse of one creature with 
  fewer Hit Dice than the caster
  Duration: Instantaneous (self-sustaining 
  magic)
  Saving Throw: None
  Spell Resistance: No
  This spell allows you to create more pow-
  erful undead than lesser animate the dead.
  Greater undead gain a +3 natural armor
  Chapter Two: Spells 27
  
  bonus,an additional +4 bonus to Strength,
  and two of the following special abilities:
  • Blood Drain (Ex): The undead has
  fangs to suck blood from a living vic-
  tim by making a successful grapple
  check. If it pins the foe, it drains
  blood, inflicting 1d4 points of perma-
  nent Constitution drain each round
  that it maintains the pin.
  • Create Spawn (Su): A creature slain by
  the undead creature’s energy drain
  attack rises as an undead 1d4 days
  after burial. (This ability only works if
  the undead has the energy drain abili-
  ty at right.)
  • Resistance (Ex): Cold and electricity
  resistance 20.
  • Damage Reduction (Su): The undead
  body is tough, giving the creature
  damage reduction 15/+1.
  • Energy Drain (Su): Living creatures hit
  by the undead creature’s claw attack
  suffer one negative level.
  • Fast Healing (Ex): The undead heals 3
  points of damage each round as long
  as it has at least 1 hit point.
  Greater undead have a Challenge Rating
  equal to that of the base creature +3.
  This spell requires 800 gp worth of spe-
  cial oils as a material component to be
  sprinkled over the corpse.
  Diminished Effects: The undead moves
  only half its normal move rate, gains no
  Dexterity bonus (see creature template),
  and can take only one action per round,
  either a move-equivalent or a standard
  action, but not both.
  Heightened Effects: The undead gains
  all of the stated bonuses as well as +1 hp
  per Hit Die, an additional +2 natural armor
  bonus to Armor Class, and an additional
  special ability.
  Magic Item Creation Modifier:
  Constant ×1.5
  Animate Undead Legion
  Necromancy [Negative Energy]
  Level: 8 (Exotic)
  Casting Time:One day
  Range: Close (25 feet + 5 feet/two levels)
  Target:One corpse/level
  Duration: Instantaneous (self-sustaining 
  magic)
  Saving Throw: None
  Spell Resistance: No
  This spell allows you to create and control
  one undead creature per caster level exactly
  as described in lesser animate the dead.
  This spell requires 100 gp worth of special
  oils per corpse as a material component to
  be sprinkled over each undead created.
  Diminished Effects: The undead move
  at only half their normal move rate, gain no
  Dexterity bonus (see creature template),
  and can take only one action per round,
  either a move-equivalent or a standard
  action, but not both.
  Heightened Effects: The undead gain
  +1 hp per Hit Die, +1 natural armor bonus
  to Armor Class, and a +1 enhancement
  bonus to attack rolls.
  Magic Item Creation Modifiers:
  Constant ×3, single-use ×3, spell-
  completion ×1.5
  Animate Weapon
  Transmutation
  Level: 1 (Simple)
  Casting Time:Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target:One weapon you are proficient with
  Duration: Concentration (up to 2 rounds/
  level)
  Saving Throw: None
  Spell Resistance: No
  Monte Cook’s Arcana Unearthed: Grimoire
  28
  Undead
  Undead are animated corpses. The spirit of the original creature inhabits the corpse once
  again, powered by negative energy. The existence of undead is a corruption and an abomina-
  tion upon the natural order of the world.
  “Undead” is a template you can add to any nonundead, corporeal creature (referred to hereafter
  as the “base creature”). The creature’s type changes to Undead. It retains all type modifiers.
  The undead creature uses all the base creature’s statistics and special abilities except as
  noted here.
  Hit Dice: Change Hit Die to d12.
  Speed: Winged undead creatures retain the ability to fly. Now, however, the flight is magical,
  as the flight spell (but still uses the creature’s original flying speed).
  Armor Class: Natural armor changes to a value based on the undead creature’s size:
  Size
  Natural Armor Bonus
  Tiny or smaller 
  +0
  Small
  +1
  Medium 
  +2
  Large 
  +3
  Huge 
  +4
  Gargantuan
  +6
  Colossal
  +10
  Attacks: The undead creature retains all the base creature’s natural attacks, equipment, and
  weapon proficiencies. A creature with hands or feet gains one claw attack per hand. The
  undead creature can strike with all its claws at its full-attack bonus. (If the creature already had
  claw attacks with its hands, use the undead creature’s attack format and damage, if they’re
  better.) The base creature’s attack bonuses do not change (except where affected by ability
  score modifications).
  Damage: Natural and manufactured weapons inflict normal damage. A claw attack deals
  damage depending on the undead creature’s size. (Use the base creature’s claw damage
  if it’s greater.)
  Size
  Damage
  Diminutive or Fine 
  1
  Tiny
  1d2
  Small
  1d3
  Medium
  1d4
  Large
  1d6
  Huge
  2d4
  Gargantuan
  2d6
  Colossal
  2d8
  Special Qualities: The undead creature retains all special qualities the base creature once had.
  All undead creatures gain darkvision (60-foot range) and the Undead type (and all its subse-
  quent immunities). See the MM for details on the Undead type.
  Abilities: Modify the base creature as follows: Str +2, Dex +2, Con —, Int +0, Wis +0, Cha +0.
  Challenge Rating: As the base creature’s +1.
  
  You direct the movement of one melee
  weapon with which you are proficient and
  could normally wield,making it fly through
  the air to any place within range that you can
  see.It moves and attacks as you would if you
  were wielding it.Thus,if you have a speed of
  30 feet and an attack bonus of +10/+5,it
  could move up to 30 feet and make a single
  attack with a +10 bonus,or it could move 5
  feet and make two attacks,one with a +10
  bonus and the other with a +5 bonus.
  The weapon can be targeted for attacks
  (AC usually based only on size), with hit
  points and hardness dependent upon the
  type. A few common samples appear below.
  Weapon
  AC
  Hardness
  hp
  Dagger
  14
  10
  1
  Short sword
  12
  10
  2
  Longsword
  11
  10
  5
  Greatsword
  10
  10
  10
  Handaxe
  12
  5
  2
  Battleaxe
  11
  5
  5
  Greataxe
  10
  5
  10
  Light mace
  12
  10
  10
  Heavy mace
  11
  10
  25
  Diminished Effects: The weapon can
  take only one action per round—either a
  standard or a move-equivalent action, but
  not both—and suffers a –2 penalty to
  attack rolls.
  Heightened Effects: You may apply your
  Charisma, Wisdom, or Intelligence modifi-
  er (your choice) rather than your Strength
  modifier to attack and damage rolls.
  Magic Item Creation Modifier:
  Constant ×2
  Appropriate Size
  Transmutation
  Level:0 (Complex)
  Casting Time:Standard action
  Range:Touch
  Target:One object
  Duration:One minute/level (D)
  Saving Throw:Fortitude negates (object)
  Spell Resistance:Yes (object)
  You ensorcel an object so that it becomes
  “appropriately sized” for whatever creature
  holds or wears it, up to size Huge and
  down to size Tiny creatures. For clothing
  and items that are worn, the “appropriate
  size” is fairly obvious. For weapons, the
  weapon becomes just big enough or just
  small enough to wield comfortably. For
  example, for a Medium human, a short
  sword, longsword, or greatsword do not
  change size under the effects of this spell. A
  Huge greatsword would shrink to the size
  of a normal greatsword, however, and a
  Tiny longsword would remain dagger-sized
  for the human, but a Tiny short sword
  would grow to dagger size. Other objects
  change size only if it is impossible for the
  creature to use them properly unchanged. A
  Huge statue does not shrink (because a
  statue can be enjoyed at any size), but a
  very tiny book might grow large enough for
  a creature to read it without eyestrain.
  Heightened Effects: The spell modifies
  objects for a creature of any size.
  Magic Item Creation Modifier:
  Constant ×2
  Arrow Reflection
  Transmutation
  Level:3 (Complex)
  Casting Time:Standard action
  Range:Personal
  Target:You
  Duration:1 round/level
  You can force one ranged physical (non-
  spell) attack back at its source each round as
  a free action in response to the attack. The
  attack retains its initial attack roll to deter-
  mine whether it hits the source and inflicts
  damage normally.Thus,if an archer fires an
  arrow at you with an attack roll of 25, you
  reflect it back at the archer, striking if the
  archer’s Armor Class is 25 or less.You must be
  aware of the attack,not flat footed,however.
  Diminished Effects: The attack misses
  you but misses the attacker as well.
  Heightened Effects: If you hit, the
  attack’s damage doubles.
  Magic Item Creation Modifier:
  Constant ×3, single-use ×2
  Chapter Two: Spells 29
  
  Attack From Within
  (Elemental)
  Evocation [See Text]
  Level:3 (Complex)
  Casting Time:Standard action
  Range:Medium (100 feet + 10 feet/level)
  Target:One creature or object
  Duration:Instantaneous
  Saving Throw:Fortitude half
  Spell Resistance:Yes
  You summon an elemental force to
  appear within a creature or object. The ele-
  ment you choose at the time of casting (air,
  earth, fire, or water) determines the spell’s
  descriptor. The target suffers 1d6 points of
  damage (of the appropriate elemental type)
  per caster level (maximum 10d6) as the air
  churns within it, the earth bursts out of it,
  the fire blazes deep inside it, or the water
  fills and expands it from within.
  Diminished Effects: The spell inflicts
  5d6 points of damage, and a successful
  Fortitude saving throw negates the attack.
  Heightened Effects: The elemental con-
  juration extends out in a 5-foot-radius
  spread around the target. Anything or any-
  one within that area suffers half damage
  (Reflex saving throw negates).
  Attack From Within
  (Energy)
  Evocation [See Text]
  Level:4 (Complex)
  Casting Time:Standard action
  Range:Medium (100 feet + 10 feet/level)
  Target:One creature or object
  Duration:Instantaneous
  Saving Throw:Fortitude half
  Spell Resistance:Yes
  You summon dangerous energy to
  appear within a creature or object. The
  energy type you choose at the time of cast-
  ing (acid, cold, electricity, fire, or sonic)
  determines the spell’s descriptor. The tar-
  get suffers 1d6 points of damage (of the
  appropriate energy type) per caster level
  (maximum 15d6) as the energy bursts
  from within.
  Diminished Effects: The spell inflicts a
  maximum of 10d6 points of damage.
  Heightened Effects: The energy that
  bursts out of the victim extends out in a 
  10-foot-radius spread around the target.
  Anything or anyone within that area suffers
  half damage (Reflex saving throw negates).
  Bash
  Transmutation
  Level:0 (Simple)
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: Until discharged (no more than 
  1 round/level) (D)
  Your eyes glow with silvery might until
  the spell ends. The next time you make a
  melee attack, you get to add a +2 compe-
  tence bonus to the attack and damage roll.
  Once used, the spell ends.
  Heightened Effects: The bonus is +5.
  Magic Item Creation Modifier:
  Constant N/A, single-use ×2
  Battle Healing (Lesser)
  Evocation [Positive Energy]
  Level: 2 (Simple)
  Casting Time:Standard action
  Range:Touch
  Target:Creature touched
  Duration: Instantaneous
  Saving Throw:Will half (harmless)
  Spell Resistance: Yes (harmless)
  Laying your hand upon a living creature,
  you infuse the subject with positive (life)
  energy and cure 1d6 points of damage 
  + 1 point per caster level (maximum +10
  points). As you do, your hands take on a
  light green glow. Your touch feels cool and
  soothing.
  Since undead are powered by negative
  energy, this spell deals damage to them
  instead of curing their wounds. An undead
  creature can attempt a Will saving throw to
  take half damage.
  Creatures healed with this spell often are
  left with scars appropriate to the amount of
  damage inflicted.
  Diminished Effects: You heal 1 point of
  damage per level (maximum 5 points).
  Heightened Effects: You heal 1d6 points
  of damage + 2 points per caster level (maxi-
  mum +20 points).
  Monte Cook’s Arcana Unearthed: Grimoire
  30
  
  Battle Healing (Greater)
  Evocation [Positive Energy]
  Level: 5 (Simple)
  Casting Time:Standard action
  Range:Touch
  Target:Creature touched
  Duration: Instantaneous
  Saving Throw:Will half (harmless)
  Spell Resistance: Yes (harmless)
  As lesser battle healing, except that you
  cure 1d6 points of damage per caster level,
  up to a maximum of 15d6.
  Diminished Effects: You heal 1d6 points
  of damage + 2 points per caster level (maxi-
  mum +30 points).
  Heightened Effects: You heal 6 points
  of damage per level (maximum 120 points).
  Beastskin (Lesser)
  Transmutation
  Level:2 (Simple)
  Casting Time: Standard action
  Range: Touch
  Target:Living creature touched
  Duration: 10 minutes/level (D)
  Saving Throw:None
  Spell Resistance: Yes (harmless)
  The creature’s skin becomes tough, and
  either scaly or leathery and somewhat
  furred (your choice). Lesser beastskin grants
  a +2 natural armor bonus to Armor Class.
  This bonus increases to +3 if you are 5th to
  9th level and to +4 if you are 10th level 
  and up.
  Diminished Effects: Bonus becomes +1
  to Armor Class regardless of caster level.
  Heightened Effects: Duration becomes
  12 hours.
  Magic Item Creation Modifier:
  Constant N/A
  Beastskin (Greater)
  Transmutation
  Level:6 (Simple)
  Casting Time:Standard action
  Range:Touch
  Target:Living creature touched
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  As lesser beastskin but this spell grants a
  +6 natural armor bonus to Armor Class.
  This bonus increases to +7 if you are 15th to
  19th level and to +8 when you are 20th
  level and up.
  Diminished Effects: Bonus becomes +5
  regardless of level.
  Heightened Effects: Duration is 12 hours.
  Magic Item Creation Modifier:
  Constant N/A
  Bind With Plants
  Transmutation [Plant]
  Level: 4 (Complex)
  Casting Time: Standard action
  Range: Long (400 feet + 40 feet/level)
  Target:One plant
  Duration: 1 round/level (D)
  Saving Throw:Reflex negates
  Spell Resistance: No
  You transform a plant into a grasping
  trap that immediately wraps around a single
  creature,up to two sizes larger than you.
  The plant grows to conform to the size of
  the creature,which must be on the ground
  or within 5 feet of the plant.The plant holds
  the creature immobile and helpless.The
  creature remains aware and breathes nor-
  mally but cannot take any physical actions,
  even speech.It can,however,execute purely
  mental actions (such as casting a spell with
  only mental components).Others can
  attempt to break the creature free,but this
  requires a Strength check (DC 28).
  Diminished Effects: The creature can
  break free on its own with a Strength check
  (DC 22). The Strength check for others to
  free him becomes only DC 18.
  Heightened Effects: The spell causes a
  plant to grow up under the target and grasp,
  allowing a character to cast it anywhere.
  Blast of Castigation
  Evocation [Force]
  Level: 3 (Complex)
  Casting Time:Standard action
  Range: Medium (100 feet + 10 feet/level)
  Effect: A ray
  Duration: Concentration (up to 1 round/
  level)
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You hurl a ray of violet energy from your
  open palm. You must make a ranged attack
  roll against the target, which must be a
  creature. A successful strike inflicts 1d8
  points of damage per three caster levels
  (maximum 5d8). You may then concentrate
  to continue blasting the target with a con-
  tinuous beam of energy. Each round that
  you blast the target, the spell deals 1d8
  points of damage per three caster levels
  (maximum 5d8). If you or the target move
  so as to break the line of effect, even for a
  moment, the spell ends. You cannot switch
  the target of the spell, once cast.
  Diminished Effects: The duration of the
  spell becomes instantaneous (there is no
  continuing blast effect).
  Heightened Effects: The ray inflicts 1d8
  points of damage per two caster levels
  (maximum 10d8).
  Blinding Light
  Evocation [Light]
  Level: 2 (Simple)
  Casting Time:Standard action
  Range: Medium (100 feet + 10 feet/level)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You blast intense light from your fist.The
  target is blinded for 1 round/level.Creatures
  without eyes are immune to this spell.
  Diminished Effects: The spell requires
  you to make a ranged touch attack, and the
  foe still gets a saving throw.
  Heightened Effects: You can blast up to
  one extra target every three levels, as long
  as no two are more than 20 feet apart.
  Blindsight
  Transmutation
  Level: 6 (Simple)
  Casting Time:Standard action
  Range: Touch
  Target: One creature
  Duration: One minute/level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  A creature you touch gains blindsight
  out to a range of 5 feet per caster level. The
  creature maneuvers and fights as if it can
  see within that range, regardless of circum-
  stances. Invisibility and darkness are irrele-
  vant, though the creature still can’t discern
  incorporeal beings. His eyes turn entirely
  violet for the duration.
  Chapter Two: Spells 31
  
  Diminished Effects: The range becomes
  Personal, and the target becomes You.
  Heightened Effects: The duration
  becomes 10 minutes per level.
  Bloodblade
  Transmutation
  Level: 6 (Complex)
  Casting Time:Standard action
  Range: Touch
  Target: One bladed weapon
  Duration: One minute/level
  Saving Throw: No (see text)
  Spell Resistance: No
  A bladed weapon you touch inflicts bleed-
  ing wounds that bleed 2 hit points per round
  with each strike until the victim gets magical
  healing or someone makes a Heal check with
  a Difficulty Class equal to this spell’s save
  DC. Bleeding damage is cumulative. The
  blade drips with a drop of blood when not
  being used. In battle, it seems to absorb any
  opponent’s blood that it touches.
  Diminished Effects: The bleeding
  wounds bleed 1 hit point per round.
  Heightened Effects: The bleeding
  wounds bleed 3 hit points per round.
  Boil 
  Evocation [Fire, Water]
  Level: 2 (Complex)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Area: 10-foot-radius spread in water
  Duration:1 round/level (D)
  Saving Throw: Reflex half
  Spell Resistance: Yes
  This spell causes the water in the area to
  become very hot.Any creature at least 25 per-
  cent submerged in water in the area suffers
  1d6 points of damage per caster level (maxi-
  mum 5d6).Water in the area fills with bubbles
  and provides 50 percent concealment.
  Diminished Effects: The spell affects
  the water around one submerged creature
  in range.
  Heightened Effects: The spell boils the
  water within living creatures with any water
  content (DM’s discretion), even if they are
  not in water. Creatures in the area suffer
  1d6 points of damage per caster level (max-
  imum 10d6). Creatures submerged in water
  suffer an additional +1d6 points of damage.
  Bring Down the Moon
  Transmutation
  Level: 8 (Exotic)
  Casting Time:Standard action
  Range: 0 feet
  Area: 5-foot radius/level centered on you
  Duration: One minute/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell works only at night, with the
  moon visible in the sky. You seem to “call
  down the moon,” filling the area around
  you with a light, milky glow. All allies in the
  area feel completely refreshed and instantly
  regain hit points as if they have rested for
  one full day. Spellcasters have all spell slots
  available to them, as if they had rested for a
  night. All daily powers are available as if
  they had not been used for 24 hours. While
  your allies remain in the area, they enjoy a
  +1 luck bonus to attack rolls, saving throws,
  and checks, and all foes suffer a –1 luck
  penalty to attack rolls, saving throws, and
  checks. The area moves with you.
  You can cast this spell only once per
  night.The duration ends early if day breaks.
  This spell consumes a moonstone worth
  500 gp as a material component.
  Diminished Effects: The spell can affect
  only you and one other creature.
  Heightened Effects: The duration
  becomes 10 minutes per level, and the area
  is 10-foot radius per level.
  Magic Item Creation Modifiers: Single
  use ×2, spell completion ×2
  Burst of Healing
  Evocation [Positive Energy]
  Level:5 (Exotic)
  Casting Time: Standard action
  Range: 20 feet
  Area: All living allies and undead within a
  20-feet-radius burst centered on you
  Duration: Instantaneous
  Saving Throw: Fortitude half (harmless)
  Spell Resistance:Yes (harmless)
  Positive energy,like a light green wave of
  light,spreads out in all directions from the
  point of origin,curing 2d8 points of dam-
  age +1 point per caster level (maximum +20)
  for nearby living allies.As with battle healing,
  the healing process is quick and imperfect,
  often leaving scars on those the spell heals.
  Like cure spells, burst of healing damages
  undead in its area rather than curing them.
  Diminished Effects:The area becomes a
  10-foot radius, and the spell heals 1d8 + 1
  point per caster level (maximum +15).
  Heightened Effects: The area becomes a
  30-foot radius, and the spell heals 3d8 + 1
  point per caster level (maximum +20).
  Magic Item Creation Modifiers:
  Constant ×1.5, single use ×1.5
  Bypass Ward
  Transmutation
  Level: 2 (Complex)
  Casting Time:Standard action
  Range: Medium (100 feet + 10 feet/level)
  Area: 20-foot-radius spread
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  The area briefly glows with a moving
  wave of golden light. You suppress all magi-
  cal traps and sealing or warding spells (like
  elemental trap or sealed door) in the area for
  the duration, if you make a caster power
  check (DC 15 + the trap’s CR or the spell’s
  level). You can also suppress touch-trigger
  runes in the area with a caster power check;
  the DC is the same as it would be to identi-
  fy them (see the runethane in Monte Cook’s
  Arcana Unearthed). You do not need to be
  aware of a trap or ward to suppress it.
  Diminished Effects: You can suppress
  only one trap, and you must be aware of it.
  Heightened Effects: The spell suppress-
  es (disables) mechanical traps too, with a
  successful caster power check (DC 10 + the
  trap’s CR). The disabled traps resume func-
  tioning when the duration ends.
  Call Guardian (Lesser)
  Conjuration (Calling)
  Level: 6 (Simple)
  Casting Time:One minute
  Range: Close (25 feet + 5 feet/two levels)
  Effect: One creature
  Duration: Instantaneous
  Saving Throw: None (see text)
  Spell Resistance: No (see text)
  You conjure a creature from the list that
  follows, calling it from its normal habitat
  and home to bring it instantly and magical-
  ly to you in a flash of crackling energy. If
  Monte Cook’s Arcana Unearthed: Grimoire
  32
  
  you burn 500 gp worth of incense as the
  creature appears, you can immediately give
  the creature one command of no more than
  one word per caster level. The creature can
  make a Will saving throw (spell resistance
  applies as well, although none of the mon-
  sters on the list normally have it) to resist
  that command. If they do resist, they can
  do as they wish, although they have no spe-
  cial power to return home immediately.
  They most likely will be very angry. If they
  do not resist, they are compelled to carry
  out the command until it is fulfilled or for a
  year and a day, whichever comes first.
  Commands might include:“Follow me and
  attack anyone that attacks me,” or “Remain
  within 200 feet of this spot and attack anyone
  that comes near other than me.”
  If you wish to give the creature further
  commands, you must use a spell like sugges-
  tion or dominate. The creatures are real and
  thus still need to eat, sleep, and so forth.
  Called guardians treated well might stay
  even after they are no longer compelled.
  Choose the creature from this list: car-
  rion crawler, gargoyle, giant stag beetle,
  griffon, harpy, minotaur, or tiger.
  Diminished Effects: Choose the crea-
  ture from this list: ankheg, dire ape, giant
  eagle, hell hound, or rust monster.
  Heightened Effects: Choose the creature
  from this list: basilisk, girallon, manticore,
  troll, or young black dragon.
  Call Guardian (Greater)
  Conjuration (Calling)
  Level: 9 (Simple)
  Casting Time:One minute
  Range: Close (25 feet + 5 feet/two levels)
  Effect: One creature
  Duration: Instantaneous
  Saving Throw: None (see text)
  Spell Resistance: No (see text)
  As lesser call guardian, except you choose
  the creature from this list: chimera, dire
  bear, eight-headed hydra, juvenile black
  dragon, or medusa.
  Diminished Effects: Choose the crea-
  ture from this list: lamia, megaraptor
  (dinosaur), will-o’-wisp, wyvern, or young
  blue dragon.
  Magic Item Creation Modifiers: Single-
  use ×1.5, spell-completion ×1.5
  Call Outsider
  Conjuration (Calling) [Truename]
  Level: 8 (Complex)
  Casting Time:10 minutes
  Range: Close (25 feet + 5 feet/two levels)
  Effect: One outsider whose Challenge 
  Rating is less than your level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  After minutes of quiet contemplation,you
  speak three times the truename of an outsider
  you know. A gateway appears for just a
  moment. The outsider arrives before you,
  within range, at a spot you choose. The out-
  sider is not compelled to do anything other
  than remain for 1 round.You can use this time
  to trigger a trap,attempt to use another spell,
  attempt to use the Power of the Name feat,or
  something similar.Even if it would not nor-
  mally have the power to do so,the spell grants
  the outsider the ability to return to its home
  after 1 round—unless it’s somehow prevented
  (like with a security spell or a magic circle).
  Called outsiders are usually annoyed
  and hostile.
  Diminished Effects: The outsider’s
  Challenge Rating can be only half your level.
  Heightened Effects: There is no limit to
  the power of the outsider you can call.
  Magic Item Creation Modifiers: Single-
  use ×3, spell-completion ×1.5
  Call Undead
  Conjuration (Calling) [Negative Energy,
  Truename]
  Level: 7 (Complex)
  Casting Time:10 minutes
  Range: Close (25 feet + 5 feet/two levels)
  Effect: One undead creature whose 
  Challenge Rating is less than your level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  As call outsider except that you call an
  undead creature. Since most undead aban-
  don their truenames (see raise the dead),
  you can use an Unbound undead’s former
  truename to get this spell to work, although
  the undead is still not subject to other true-
  name effects.
  Called undead are always annoyed and
  hostile.
  Diminished Effects: The undead’s
  Challenge Rating can be only half your level.
  Heightened Effects: There is no limit to
  the power of the undead you can call.
  Magic Item Creation Modifier: Single-
  use×2
  Canny Effort
  Transmutation
  Level:0 (Simple)
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: Until discharged (no more than 
  1 round/level) (D)
  Your eyes flash with a tiny sparkle until
  the spell ends. The next time you make a
  skill check of any kind, you get to add a
  +2 competence bonus to the roll. Once
  used, the spell ends.
  Heightened Effects: The bonus is +10.
  Magic Item Creation Modifier:
  Constant N/A, single-use ×2
  Carnivorous Plant
  Defense
  Transmutation [Plant]
  Level: 3 (Complex)
  Casting Time: Standard action
  Range: Touch
  Target: One nonanimate plant 
  Duration: One minute/level (D)
  Saving Throw: No
  Spell Resistance:Yes
  You transform an innocuous plant into
  an animate, carnivorous one that defends
  you. It wraps around you with leafy vines
  and grows one mouthlike structure for every
  three caster levels you have (maximum five).
  When a foe attacks you in melee combat,
  the plant immediately retaliates with a bite
  that uses your base attack bonus (plus the
  plant’s Strength bonus of +3) and inflicts
  1d6+3 points of damage. The plant strikes
  only in retaliation,and does so automatical-
  ly (you cannot command it to stop). Each
  mouthlike structure can strike only once per
  round. The plant does not make attacks of
  opportunity and cannot take special attack
  actions such as grapple or disarm.The plant
  has 10 hp + 1/caster level and shares your
  Armor Class and saving throws.
  Chapter Two: Spells 33
  
  Diminished Effects: The spell forms
  only one mouthlike structure, with a maxi-
  mum attack bonus of +10.
  Heightened Effects: The mouths each
  inflict 2d6+6 points of damage.
  Magic Item Creation Modifier:
  Constant ×3
  Caustic Burst
  Evocation [Acid]
  Level: 7 (Complex)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Area: 25-foot-radius burst
  Duration:Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You create a blast of acidic liquid that
  inflicts 1d6 points of damage per caster
  level (maximum 20d6). This acid is partic-
  ularly damaging to metals, quickly making
  them weak and pitted. All unattended
  metallic items and metallic creatures (such
  as iron golems) suffer an additional +3d6
  points of damage. All creatures that fail
  their saves with a metallic item in their
  possession must succeed at a second
  Reflex save or the item is destroyed.
  (Select a random item if there is more
  than one, although if the character is
  wearing metallic armor, it’s always the
  armor.) Despite the creature description,
  this spell does affect iron golems.
  Diminished Effects: The spell inflicts a
  maximum of 15d6 points of damage and
  has no special effects against metal.
  Heightened Effects:The spell also
  proves very damaging to eyes. Creatures in
  the area who have eyes but fail their saving
  throws are made blind.
  Chains of Vengeance
  Evocation [Fire]
  Level:4 (Complex)
  Casting Time:Standard action
  Range:Medium (100 feet + 10 feet/level)
  Target:One creature, size Large or smaller
  Duration:1 round/level (D)
  Saving Throw:Reflex negates
  Spell Resistance:Yes
  Chains of fire wrap around the target,
  rendering her helpless and dealing her 
  2d6 points of fire damage each round. The
  target may attempt to break free, requiring
  a Strength check (DC 25) or an Escape
  Artist check (DC 30). These attempts,
  however, automatically inflict an addition-
  al 2d6 points of fire damage upon her.
  Others may attempt to help (see the “aid
  another” rules in Monte Cook’s Arcana
  Unearthed), or they can attempt to break
  her free on their own (Strength check,
  DC 25), but those who try suffer 1d6
  points of fire damage.
  Diminished Effects: The target’s Strength
  check becomes DC 18 and the Escape Artist
  check DC 23. The flames inflict only 1d6
  points of fire damage per round.
  Heightened Effects: The spell can affect
  Huge creatures.
  Charm
  Enchantment (Charm) [Mind-Affecting]
  Level: 1 (Simple)
  Casting Time: Standard action
  Range: Touch
  Target: One creature of the same type as 
  the caster
  Duration: 10 minutes/level
  Saving Throw: Will negates
  Spell Resistance:Yes
  This spell alters someone’s mind tem-
  porarily to make you seem like a most
  charming being. You gain a +10 bonus to
  Charisma-related checks (including
  Intimidate) regarding that target only.
  This does not actually change your
  Charisma—you do not, for example, gain
  bonus spells if you are a mage blade.
  The spell works against creatures of the
  same type as you. So if you are a litorian,
  the spell works against all humanoids. If
  you are a medusa, it works against all
  monstrous humanoids.
  DMs should require charmed PCs to act
  accordingly.
  Diminished Effects: The spell adds only
  a +4 bonus to Charisma-related checks and
  lasts only 1 round per level.
  Heightened Effects: The spell affects
  any living creature.
  Magic Item Creation Modifiers:
  Constant ×4, charged ×2
  Clairaudience/Clairvoyance
  Divination [Psionic]
  Level: 3 (Complex)
  Casting Time: Standard action
  Range:See text
  Effect: Magical sensor
  Duration: One minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  Clairaudience/clairvoyance enables you to
  concentrate upon some locale and hear or
  see (your choice) almost as if you were there.
  Distance is not a factor, but the locale must
  be known—a place familiar to you or an
  obvious one,such as the other side of a door
  you’re looking at. The spell does not allow
  magically enhanced senses to work through
  it:If the chosen locale is magically dark,you
  see nothing.If it is naturally pitch black,you
  can see in a 10-foot radius around the center
  of the spell’s effect.Lead sheeting or magical
  protection blocks the spell, and you sense
  that the spell is so blocked.The spell creates
  an invisible sensor that can be dispelled.The
  spell functions only on the plane of existence
  you currently occupy.
  Once the spell is cast, the sensor cannot
  move. Only you can see through the sensor
  (you see the images or hear the sounds in
  your mind).
  Diminished Effects: Distance becomes a
  factor: You cannot see a location farther
  away than 10 feet per level.
  Heightened Effects: The spell allows mag-
  ically enhanced senses to work through it.
  Cloak of Darkness
  Evocation [Darkness]
  Level:2 (Simple)
  Casting Time:Standard action
  Range: Personal
  Target: You
  Duration:10 minutes/level (D)
  You create an area of magical darkness
  around you. All attacks against you have a
  20 percent miss chance.Although you can
  see normally,you appear to be simply an
  ominous,cloak-shaped area of darkness,
  which grants you a +2 circumstance bonus
  to Intimidate checks (but the character you
  are trying to Intimidate cannot see you,
  which may negate other possible modifiers).
  Monte Cook’s Arcana Unearthed: Grimoire
  34
  
  When in areas of shadow or darkness,or
  even a dimly lit area,you gain a +5 circum-
  stance bonus to Sneak checks when oppos-
  ing Spot checks but not Listen checks.
  Diminished Effects: Duration becomes
  one minute per level, and the bonus to
  Sneak checks is only +2.
  Heightened Effects: You can cloak all
  within 5 feet of you, as long as they remain
  that close.
  Magic Item Creation Modifier: Single-
  use ×2
  Cold Blast
  Evocation [Cold]
  Level:1 (Complex)
  Casting Time: Standard action
  Range:Close (25 feet + 5 feet/2 levels)
  Effect:A ray
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You launch a blast of white energy from
  your eyes. You must make a ranged touch
  attack. The target suffers 1d4 points of
  damage + 1 point of temporary Strength
  damage + 1 point of Strength damage per
  five caster levels.
  Diminished Effects: The subject suffers
  only 1d4 points of damage.
  Heightened Effects: The subject is
  stunned for a round as well.
  Coma
  Enchantment (Compulsion) [Mind-
  Affecting]
  Level:6 (Simple)
  Casting Time:Standard action
  Range:Close (25 feet + 5 feet/two levels)
  Target:One living creature
  Duration:One hour/level (D)
  Saving Throw:Fortitude negates
  Spell Resistance:Yes
  You put a living creature into a coma.
  The subject falls prone immediately—alive,
  but unable to take actions.
  Diminished Effects: The target is asleep
  and can be awakened by someone spending
  a full round doing nothing but shaking him
  vigorously.
  Heightened Effects: The spell’s duration
  becomes permanent.
  Compelling Command
  Enchantment (Compulsion) [Language-
  Dependent, Mind-Affecting]
  Level:1 (Simple)
  Casting Time:Standard action
  Range:Close (25 feet + 5 feet/two levels)
  Target:One living creature
  Duration:Instantaneous
  Saving Throw:Will negates
  Spell Resistance:Yes
  You give a creature one of three com-
  mands, which it obeys to the best of its
  ability. The three possible commands are 
  as follows:
  • Drop what you are holding: The target
  drops whatever it is holding—even if
  it holds different objects in different
  hands—on its next action.
  • Fall to the ground: The target falls
  prone on its next action and remains
  on the ground for 1 round.
  • Flee before me: The target runs away
  from you as fast as possible for 
  1 round (the target won’t run into
  obvious danger, like a pit or through
  an enemy’s threatened area).
  Diminished Effects: You must know the
  creature’s truename in order for the spell to
  work. In this case, the spell takes on the
  truename descriptor.
  Heightened Effects: The spell becomes
  entirely mental—no common language
  need be shared, and nothing is spoken
  aloud. In this case, the spell takes on the
  psionic descriptor.
  Magic Item Creation Modifier:
  Constant ×2
  Compelling Question
  (Lesser)
  Enchantment (Compulsion) [Language-
  Dependent, Mind-Affecting]
  Level:1 (Simple)
  Casting Time:Standard action
  Range:Close (25 feet + 5 feet/two levels)
  Target:One creature
  Duration:Instantaneous
  Saving Throw:Will negates
  Spell Resistance:Yes
  You ask another creature one simple ques-
  tion that it can answer with a single word.
  On the target’s next turn, as a free action, it
  answers you as truthfully as possible. The
  DM is free to assign modifiers to the saving
  throw based on how important the target
  considers the answer. Asking someone
  whether she is the king’s murderer, for
  example, involves a closely guarded secret
  and may earn a trained assassin a +4 com-
  petence bonus to the save.
  Diminished Effects: You must know 
  the creature’s truename in order for the
  spell to work. In this case, the spell takes
  on the truename descriptor.
  Heightened Effects: The spell is
  entirely mental—no common language
  need be shared, and nothing is spoken
  aloud. In this case, the spell takes on the
  psionic descriptor and is often called 
  lesser mind probe.
  Magic Item Creation Modifiers:
  Constant ×2
  Compelling Question
  (Greater)
  Enchantment (Compulsion) [Language-
  Dependent, Mind-Affecting]
  Level:3 (Simple)
  Casting Time:Standard action
  Range:Close (25 feet + 5 feet/two levels)
  Target:One creature
  Duration:Instantaneous
  Saving Throw:Will negates
  Spell Resistance:Yes
  As compelling question, except that the
  answer may require up to 25 words.
  Answering the question remains a free
  action, and the details of the answer still
  modify the saving throw.
  Diminished Effects: You must know the
  creature’s truename in order for the spell 
  to work. In this case, the spell takes on the
  truename descriptor.
  Heightened Effects: The spell is entirely
  mental—no common language need be
  shared,and nothing is spoken aloud.In this
  case,the spell takes on the psionic descrip-
  tor and is often called greater mind probe.
  Magic Item Creation Modifier:
  Constant ×2
  Chapter Two: Spells 35
  
  Conjure Energy Creature I
  Conjuration (Creation) [See Text]
  Level:1 (Complex)
  Casting Time:1 full round
  Range: Close (25 feet + 5 feet/two levels)
  Effect: One created creature 
  Duration: 1 round/level (D)
  Saving Throw:None
  Spell Resistance: No
  With a flash of power, this spell creates a
  monster out of pure energy. It appears
  where you designate and acts immediately,
  on your turn. If you do not give it a com-
  mand, it attacks your opponents to the best
  of its ability. You can communicate with it
  and can direct it not to attack, to attack
  particular enemies, or to perform other
  actions. Conjured creatures act normally on
  the last round of the spell and disappear at
  the end of their turn.
  You choose the creature’s energy type
  (acid, cold, electricity, fire, or sonic). The
  spell takes on the descriptor of the energy
  type chosen. The monster, although ener-
  gy, is nevertheless corporeal and solid. It
  uses the statistics of a monster of your
  choice from the list at right, except for the
  following:
  • It is immune to damage of its energy
  type.
  • If it has more than 3 Hit Dice, it has
  DR of 5/+1. If it has more than 10 Hit
  Dice, it has a DR of 10/+2.
  • It has no Intelligence score or
  Constitution score. (If it has no oppo-
  nents to attack and no commands to
  follow, it stands motionless.)
  • It is a construct (immune to mind
  effects, poison, paralysis, stunning,
  disease, and necromantic effects). It is
  not subject to critical hits, subdual
  damage, ability damage, ability drain,
  or energy drain. It is immune to any
  effect that requires a Fortitude save. It
  is not subject to death by massive
  damage. It is destroyed (and disap-
  pears) when it reaches 0 hit points.
  • It has darkvision with a range of
  60 feet.
  • It inflicts additional damage of its
  energy type equal to its Hit Dice 
  (maximum +10) with each attack.
  Choose the type of creature you want the
  spell to conjure from this list:dire rat,dog
  (animal),hawk (animal),or monkey (animal).
  The creature is not real. It is a creation
  of magic.
  Diminished Effects: You must concen-
  trate on the creature’s actions or it remains
  motionless.
  Heightened Effects: The summoned
  creature enjoys +1 hp per Hit Die, a +1
  bonus to Armor Class, and a +1 enhance-
  ment bonus to attack and damage rolls.
  Conjure Energy 
  Creature II
  Conjuration (Creation) [See Text]
  Level:2 (Complex)
  Casting Time: 1 full round
  Range: Close (25 feet + 5 feet/two levels)
  Effect: One or more created creatures, no 
  two of which can be more than 30 feet 
  apart
  Duration: 1 round/level (D)
  Saving Throw:None
  Spell Resistance: No
  As conjure energy creature I, except you may
  pick from this list of creatures:eagle (animal),
  Medium shark (animal), octopus (animal),
  Tiny viper (animal), or wolf (animal).
  Alternatively, you can create 1d3 crea-
  tures from the 1st-level list.
  Diminished Effects: You must concen-
  trate on the summoned creature’s actions or
  it remains motionless.
  Heightened Effects: The summoned
  creature enjoys +1 hp per Hit Die, a +1
  bonus to Armor Class, and a +1 enhance-
  ment bonus to attack and damage rolls.
  Conjure Energy 
  Creature III
  Conjuration (Creation) [See Text]
  Level:3 (Complex)
  Casting Time: 1 full round
  Range: Close (25 feet + 5 feet/two levels)
  Effect: One or more created creatures, no 
  two of which can be more than 30 feet 
  apart
  Duration: 1 round/level (D)
  Saving Throw:None
  Spell Resistance: No
  As conjure energy creature I, except you
  may pick from this list of creatures: black
  bear (animal), constrictor snake (animal),
  dire bat, crocodile (animal), giant lizard
  (animal), gorilla (animal), Large shark
  (animal), leopard (animal), or Small viper
  (animal).
  Alternatively, you can create 1d3 crea-
  tures from the 2nd-level list.
  Diminished Effects: You must concen-
  trate on the summoned creature’s actions or
  it remains motionless.
  Heightened Effects: The summoned
  creature enjoys +1 hp per Hit Die, a +1
  bonus to Armor Class, and a +1 enhance-
  ment bonus to attack and damage rolls.
  Conjure Energy 
  Creature IV
  Conjuration (Creation) [See Text]
  Level:4 (Complex)
  Casting Time: 1 full round
  Range: Close (25 feet + 5 feet/two levels)
  Effect: One or more created creatures, no 
  two of which can be more than 30 feet 
  apart
  Duration: 1 round/level (D)
  Saving Throw:None
  Spell Resistance: No
  As conjure energy creature I, except you
  may pick from this list of creatures: ankheg,
  dire ape, dire wolf, giant eagle, hell hound,
  lion (animal), or Medium viper (animal).
  Alternatively, you can create 1d3 crea-
  tures from the 3rd-level list.
  Diminished Effects: You must concen-
  trate on the summoned creature’s actions or
  it remains motionless.
  Heightened Effects: The summoned
  creature enjoys +1 hp per Hit Die, a +1
  bonus to Armor Class, and a +1 enhance-
  ment bonus to attack and damage rolls.
  Conjure Energy Creature V
  Conjuration (Creation) [See Text]
  Level:5 (Complex)
  Casting Time: 1 full round
  Range: Close (25 feet + 5 feet/two levels)
  Monte Cook’s Arcana Unearthed: Grimoire
  36
  
  Effect: One or more created creatures, no 
  two of which can be more than 30 feet 
  apart
  Duration: 1 round/level (D)
  Saving Throw:None
  Spell Resistance: No
  As conjure energy creature I, except you
  may pick from this list of creatures:
  brown bear (animal), dire lion, dire
  wolverine, giant constrictor snake (ani-
  mal), giant crocodile (animal), girallon,
  griffon, Huge shark (animal), Large viper
  (animal), orca, whale (animal), pegasus,
  or tiger (animal).
  Alternatively, you can create 1d3 crea-
  tures from the 4th-level list.
  Diminished Effects: You must concen-
  trate on the summoned creature’s actions
  or it remains motionless.
  Heightened Effects: The summoned
  creature enjoys +1 hp per Hit Die, a +1
  bonus to Armor Class, and a +1 enhance-
  ment bonus to attack and damage rolls.
  Conjure Energy 
  Creature VI
  Conjuration (Creation) [See Text]
  Level:6 (Complex)
  Casting Time: 1 full round
  Range: Close (25 feet + 5 feet/two levels)
  Effect: One or more created creatures, no 
  two of which can be more than 30 feet 
  apart
  Duration: 1 round/level (D)
  Saving Throw:None
  Spell Resistance: No
  As conjure energy creature I, except you
  may pick from this list of creatures: Huge
  viper (animal), manticore, megaraptor
  (dinosaur), six-headed hydra, or unicorn.
  Alternatively, you can create 1d3 crea-
  tures from the 5th-level list.
  Diminished Effects: You must concen-
  trate on the summoned creature’s actions or
  it remains motionless.
  Heightened Effects: The summoned
  creature enjoys +1 hp per Hit Die, + a +1
  bonus to Armor Class, and a +1 enhance-
  ment bonus to attack and damage rolls.
  Conjure Energy 
  Creature VII
  Conjuration (Creation) [See Text]
  Level:7 (Complex)
  Casting Time: 1 full round
  Range: Close (25 feet + 5 feet/two levels)
  Effect: One or more created creatures, no 
  two of which can be more than 30 feet 
  apart
  Duration: 1 round/level (D)
  Saving Throw:None
  Spell Resistance: No
  As conjure energy creature I, except you
  may pick from this list of creatures: dire
  bear,eight-headed hydra,elephant (animal),
  giant octopus (animal),Huge monstrous
  spider (vermin),or triceratops (dinosaur).
  Alternatively, you can create 1d3 crea-
  tures from the 6th-level list.
  Diminished Effects: You must concen-
  trate on the summoned creature’s actions or
  it remains motionless.
  Heightened Effects: The summoned
  creature enjoys +1 hp per Hit Die, a +1
  bonus to Armor Class, and a +1 enhance-
  ment bonus to attack and damage rolls.
  Conjure Energy 
  Creature VIII
  Conjuration (Creation) [See Text]
  Level:8 (Complex)
  Casting Time: 1 full round
  Range: Close (25 feet + 5 feet/two levels)
  Effect: One or more created creatures, no 
  two of which can be more than 30 feet 
  apart
  Duration: 1 round/level (D)
  Saving Throw:None
  Spell Resistance: No
  As conjure energy creature I, except you
  may pick from this list of creatures: dire
  tiger, giant squid (animal), Huge mon-
  strous scorpion (vermin), roc, 10-headed
  hydra, or tyrannosaurus (dinosaur).
  Alternatively, you can create 1d3 crea-
  tures from the 7th-level list.
  Diminished Effects: You must concen-
  trate on the summoned creature’s actions or
  it remains motionless.
  Heightened Effects: The summoned
  creature enjoys +1 hp per Hit Die, a +1
  bonus to Armor Class, and a +1 enhance-
  ment bonus to attack and damage rolls.
  Magic Item Creation Modifier: Single-
  use ×1.5, spell-completion ×1.5
  Conjure Energy Creature IX
  Conjuration (Creation) [See Text]
  Level:9 (Complex)
  Casting Time: 1 full round
  Range: Close (25 feet + 5 feet/two levels)
  Effect: One or more created creatures, no 
  two of which can be more than 30 feet 
  apart
  Duration: 1 round/level (D)
  Saving Throw:None
  Spell Resistance: No
  As conjure energy creature I, except you may
  pick from this list of creatures: frost worm,
  Gargantuan monstrous spider, kraken, lam-
  masu, stone golem, or 12-headed hydra.
  Alternatively, you can create 1d3 crea-
  tures from the 8th-level list.
  Diminished Effects: You must concen-
  trate on the summoned creature’s actions or
  it remains motionless.
  Magic Item Creation Modifiers: Single-
  use ×1.5, spell-completion ×1.5
  Conjure Repast
  Conjuration (Creation)
  Level: 3 (Simple)
  Casting Time: 10 minutes
  Range: Close (25 feet + 5 feet/two levels)
  Effect: Food and water to sustain three 
  humans or one horse/level for one day
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This spell creates simple fare of your
  choice. The food decays at a normal rate.
  The water this spell creates is just like clean
  rainwater. The water doesn’t go bad as the
  food does.
  Diminished Effects: The spell creates
  enough food for only one human.
  Heightened Effects: The spell creates a
  sumptuous, delicious feast for up to 10
  humans or three horses per level.
  Chapter Two: Spells 37
  
  Consume Soul
  Necromancy [Negative Energy, Truename]
  Level:9 (Exotic)
  Casting Time:3 rounds
  Range:Medium (100 feet + 10 feet/level)
  Target:One unconscious creature 
  Duration:Instantaneous (see below)
  Saving Throw:Fortitude negates
  Spell Resistance:Yes
  You consume the soul of a creature who
  is unconscious (not just asleep) but still
  alive. This spell slays the creature. As a part
  of this spell, you must physically remove a
  meaningful portion of the creature from its
  body—the head, the brain, the heart, the
  eye—and store it in a crystal container
  worth at least 1,000 gp. The body part and
  container are set into stasis; they cannot
  be harmed and do not age. The target crea-
  ture cannot be raised from the dead or
  revivified except by someone who possess-
  es the body part. The creature cannot
  become undead.
  For as long as the body part and the
  container remain in your possession, you
  can draw upon the power of the consumed
  soul. This grants you a +2 luck bonus to
  all the attack rolls, saving throws, and
  checks you make.
  You can cast this spell on a trapped
  soul (see trap soul) and gain the luck
  bonus benefit.
  Diminished Effects: The target must be
  actually dying, and you gain a +1 bonus.
  Magic Item Creation Modifiers: Single-
  use ×3, spell-completion ×1.5, constant ×1.5
  Contact
  Divination [Mind-Affecting, Psionic]
  Level:0 (Simple)
  Casting Time:Standard action
  Range:Touch
  Target:One creature
  Duration:Instantaneous
  Saving Throw:Will negates
  Spell Resistance:Yes
  Using this minor spell allows you to
  send a mental message, up to one word per
  caster level, to a creature you touch. You do
  not get a message back, but you do get an
  idea of the subject’s emotional state.
  Contact does not reveal magical charms or
  compulsions on the subject.
  Heightened Effects: The subject can
  send a mental message back, up to one
  word per caster level.
  Magic Item Creation Modifier:
  Constant ×2
  Control Temperature
  Transmutation [Air, Cold, Fire]
  Level: 2 (Simple)
  Casting Time:Standard action
  Range:0 feet
  Area:50-foot radius centered on you
  Duration:One hour/level (D)
  Saving Throw:Fortitude negates
  Spell Resistance:Yes
  You can raise or lower the temperature in
  the area around you by 10 degrees F per cast-
  er level,to a maximum of 110 degrees F and a
  minimum of 0 degrees.Temperatures already
  above or below this range cannot be affected.
  When the temperature begins to change,it
  does so in 10-degree increments per round,
  until it reaches the desired temperature.You
  can readjust the temperature as many times
  as you want while the duration lasts.
  Diminished Effects: The temperature
  rises or falls up to 20 degrees maximum.
  Heightened Effects: The caster can
  affect temperatures above or below the
  range of 0 to 110 degrees F, but still cannot
  take a temperature within the range and
  raise or lower it out of that range.
  Control Undead
  Necromancy
  Level:5 (Complex)
  Casting Time:Standard action
  Range:Long (400 feet + 40 feet/level)
  Target:One undead creature 
  Duration:1 round/level (or 10 minutes/
  level, see text)
  Saving Throw:Will negates
  Spell Resistance:Yes
  You control the actions of an undead
  creature.If you share a common language,
  you can force the undead to perform as you
  desire,within the limits of your abilities.If
  you share no common language,you can
  communicate only basic commands,such
  as,“Come here,” “Go there,” “Fight,” and
  “Stand still.” You gain no special knowledge
  of what the undead is experiencing,nor do
  you receive direct sensory input from it.
  Monte Cook’s Arcana Unearthed: Grimoire
  38
  
  You need to see the undead to control it;
  if either of you move out of range, the con-
  trol breaks.
  A magic circle or a similar spell can prevent
  you from exercising control while the subject
  is so warded, but it does not prevent the
  establishment of control nor does it dispel it.
  If the subject of this spell is an undead
  creature that you animated,roused,or other-
  wise created,the duration becomes 10 min-
  utes per level rather than 1 round per level.
  Diminished Effects: The spell’s range
  becomes Touch. The undead obeys only
  basic commands (as described above),
  regardless of language. The undead must
  have fewer Hit Dice than the caster.
  Heightened Effects: The caster need not
  be within sight of the undead and intuitive-
  ly knows what the undead is experiencing.
  Once control is established, the caster need
  not remain within range.
  Control Weather
  Transmutation [Air]
  Level: 7 (Complex)
  Casting Time: 10 minutes (see text)
  Range: Two miles
  Area: Two-mile-radius circle, centered on 
  the caster (see text)
  Duration: 4d12 hours (see text)
  Saving Throw: None
  Spell Resistance: No
  You change the weather in the local area.
  It takes 10 minutes to cast the spell and an
  additional 10 minutes for the effects to
  manifest. The DM determines the current,
  natural weather conditions. You can call
  forth weather appropriate to the climate
  and season of the area you are in.
  Season
  Possible Weather
  Spring 
  Tornado, thunderstorm,
  sleet storm, or hot weather
  Summer 
  Torrential rain, heat wave, or
  hailstorm
  Autumn 
  Hot or cold weather, fog,
  or sleet
  Winter 
  Frigid cold, blizzard, or thaw
  You control the weather’s general ten-
  dencies, such as the direction and intensity
  of the wind. You cannot control specific
  applications of the weather. When you
  select a certain condition to occur, the
  weather assumes that condition 10 minutes
  later (changing gradually). The weather
  continues as you left it for the duration, or
  until you use a standard action to designate
  a new kind of weather (which fully mani-
  fests itself 10 minutes later). Contradictory
  conditions are not possible simultaneously.
  Control weather can do away with
  atmospheric phenomena (naturally occur-
  ring or otherwise) as well as create them.
  Greenbonds casting this spell double the
  duration and affect a circle with a three-
  mile radius.
  Diminished Effects: The spell’s area
  becomes a 100-foot-radius circle, centered
  on the caster.
  Heightened Effects: The spell’s area
  becomes a 10-mile-radius circle, centered
  on the caster.
  Magic Item Creation Modifier: Single-
  use×2
  Creation (Lesser)
  Conjuration (Creation)
  Level: 3 (Simple)
  Casting Time: One minute
  Range: 0 feet
  Effect:Unattended, nonmagical object of
  nonliving plant matter, up to 1 cubic 
  foot/level
  Duration: One hour/level
  Saving Throw: None
  Spell Resistance: No
  You create a nonmagical, unattended
  object of nonliving vegetable matter. The
  volume of the item created cannot exceed
  1 cubic foot per caster level. You must
  succeed at an appropriate Craft skill
  check to make a complex item, such as a
  longbow, which is made out of different
  materials.
  Attempting to use any created object as
  a material component causes the spell to
  fail.
  Diminished Effects: The duration lasts
  only one minute per level.
  Heightened Effects: The object need
  not be of vegetable matter, but can be of
  any nonmagical matter. However, the
  item’s value cannot exceed more than 5 gp
  per caster level.
  Creation (Greater)
  Conjuration (Creation)
  Level: 5 (Simple)
  Casting Time: One minute
  Range: 0 feet
  Effect: Unattended, nonmagical object of
  nonliving matter, up to 1 cubic foot/level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You create a permanent, nonmagical,
  unattended object of nonliving matter. The
  volume of the item created cannot exceed 
  1 cubic foot per caster level, and its overall
  value cannot exceed more than 50 gp per
  caster level. You must succeed at an appro-
  priate Craft skill check to make a complex
  item, such as a crossbow or an hourglass.
  Attempting to use any created object as a
  material component causes the spell to fail.
  Diminished Effects: The item’s value can-
  not exceed more than 5 gp per caster level.
  Heightened Effects: The spell can create
  multiple items, up to one per caster level,
  each no larger than 1 cubic foot per caster
  level and each worth no more than 10 gp
  per caster level.
  Creature Loresight
  Divination [Psionic]
  Level: 1 (Complex)
  Casting Time:Standard action
  Range:Touch
  Target:One living creature or corpse
  Duration:Instantaneous
  Saving Throw:Will negates
  Spell Resistance:Yes
  You learn something significant about a
  creature (living or dead) that you touch. Go
  through this list, in order—the first bit of
  lore you do not know, you learn through
  this spell:
  1. Creature’s race or type
  2. Creature’s name (if none, then skip)
  3. Creature’s class (if none, then skip)
  4. How the creature died (if not appli-
  cable, skip)
  5. Creature’s most recent, basic goal
  (obtain food, carry out the orders of
  its superior, get some sleep, etc.)
  6. Creature’s attitude toward you
  7. Creature that this creature interacted
  with most recently (other than you)
  Chapter Two: Spells 39
  
  8. Creature’s most valuable possession,
  if any
  9. Location of the creature’s home or lair,
  if any
  10.Creature’s current thoughts
  Multiple castings allow you to gain mul-
  tiple bits of information. If you know all of
  the above information, this spell teaches
  you nothing.
  Diminished Effects: N/A
  Heightened Effects: Spell gains a range
  of Close (50 feet + 5 feet/two levels).
  Curse of the Chaotic Mind
  Transmutation (Creation) [Curse,
  Truename]
  Level: 7 (Simple)
  Casting Time: Standard action
  Range:Medium (100 feet + 10 feet/level)
  Target: One creature
  Duration: Permanent
  Saving Throw:Will negates
  Spell Resistance: Yes
  Similar to enfeebled mind, this curse ran-
  domly lowers one mental ability score
  (Intelligence,Wisdom,or Charisma) for an
  hour; afterward, it restores the score and
  lowers a different one to 1.This cycle contin-
  ues until the curse is removed (the remove
  curse spell does not repair the damage to the
  ability score currently at 1, however—this
  temporary damage heals normally).
  Diminished Effects:The target suffers 1
  point of permanent Intelligence, Wisdom,
  and Charisma drain. These cannot be
  restored by restoration until remove curse is
  first cast.
  Heightened Effects: Intelligence,
  Wisdom, and Charisma all drop to 1. These
  cannot be restored by restoration or healed
  normally until remove curse is first cast.
  Curse of Languishing
  Death
  Transmutation (Creation) [Curse, Negative
  Energy, Truename]
  Level: 8 (Simple)
  Casting Time: Standard action
  Range:Medium (100 feet + 10 feet/level)
  Target: One creature
  Duration: Permanent
  Saving Throw:Fortitude partial
  Spell Resistance: Yes
  The target visibly shrivels as you shake
  your fist. The cursed target suffers 1d6
  points of temporary Constitution damage
  and continues to suffer a like amount each
  day thereafter. The damage heals normally,
  but the continuing effect can be ended only
  by a remove curse (although the remove curse
  spell does not repair the damage). Even
  those who make the saving throw suffer 1
  point of temporary Constitution damage.
  Diminished Effects:The target suffers
  1d3 points of temporary Constitution dam-
  age and 1d2 points each day thereafter.
  Heightened Effects: The target initially
  suffers 1d6 points of temporary Consti-
  tution damage and 1d6 points of perma-
  nent Constitution drain (1d6 points of
  temporary Constitution damage each day
  thereafter). Those who succeed at the sav-
  ing throw suffer 1d6 points of temporary
  Constitution damage.
  Magic Item Creation Modifiers: Single-
  use ×1.5, spell-completion ×1.5
  Curse of Vengeance
  Evocation [Curse, Truename]
  Level: 4 (Simple)
  Casting Time: 1 full round
  Range: Medium (100 feet + 10 feet/level)
  Target: One creature
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: Yes
  You utter the truename of a chosen foe,
  and that foe is followed forevermore by bad
  luck and misery. The target suffers a –2
  morale penalty on attack rolls, saving
  throws, and checks. Further, once per day,
  at a random time the DM chooses, the tar-
  get suffers a –10 additional circumstance
  penalty on one important attack roll, saving
  throw, or check.
  Because this is a curse, it cannot be dis-
  pelled. Remove curse is the only means to
  remedy it.
  Diminished Effects: The target does not
  suffer the random –10 penalty.
  Heightened Effects: The target suffers a
  –4 morale penalty on attack rolls, saving
  throws, and checks, and the random penal-
  ty becomes –20.
  Cursed Locale
  Evocation [Curse]
  Level: 6 (Simple)
  Casting Time: One minute
  Range: Long (400 feet + 40 feet/level)
  Area: Ten 10-foot cubes/level 
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  You curse an area so that all attack
  rolls, saving throws, and checks made in
  the area suffer a –2 morale penalty. You
  are not subject to the curse, but everyone
  and anyone else is. Anyone with a
  Wisdom of 13 or higher can feel a cold
  chill or a feeling of “wrongness” in the
  area, although not with enough precision
  to determine the exact nature or bound-
  aries of the area.
  Because this is a curse, it cannot be dis-
  pelled. Remove curse is the only means to
  remedy it.
  Diminished Effects: The morale penal-
  ty becomes –1.
  Heightened Effects: The area doubles,
  and the morale penalty becomes –3.
  Darkvision
  Transmutation
  Level:2 (Simple)
  Casting Time: Standard action
  Range: Touch
  Target: Creature touched
  Duration:One 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. The
  subject’s eyes become all white for the
  duration.
  Diminished Effects: Subject gains low-
  light vision.
  Heightened Effects: Subject can see 
  5 feet in magical darkness in addition to
  normal effects.
  Monte Cook’s Arcana Unearthed: Grimoire
  40
  
  Dazzlesphere
  Evocation [Light]
  Level:2 (Exotic)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Area: 10-foot-radius burst
  Duration:1d4 rounds
  Saving Throw: Will negates
  Spell Resistance: Yes
  With a blast of multicolored lights and
  sparkling motes, you daze everyone in the
  radius. Dazed characters can take no
  actions but are not stunned.
  Diminished Effects: Subjects must have
  fewer Hit Dice than the caster to be affected.
  Heightened Effects: Subjects are
  stunned rather than dazed.
  Magic Item Creation Modifiers: Single-
  use ×1.5, constant ×1.5
  Defensive Field 
  Abjuration
  Level: 5 (Complex)
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  You create around a subject a bright yel-
  low energy field that can sustain 5 points of
  damage per caster level. Subtract all incom-
  ing damage (hit point damage—normal or
  subdual—but not ability score damage)
  from the field before any of it reaches the
  target; as long as the field has any hit
  points left, it absorbs the entire attack.
  Thus, if a 9th-level caster casts defensive field
  upon a subject, the field has 45 hp. If some-
  one strikes the subject with a sword for 13
  points of damage, the field has 32 hp left. If
  the subject then falls into a pit and suffers
  20 points of damage, he takes no damage
  himself and the field retains 10 hp. If the
  unlucky subject then finds himself in the
  area of a sorcerous blast which inflicts 24
  points of damage, the field is destroyed, but
  he emerges unscathed. The field also blocks
  any effect accompanying an attack that
  requires damage to be inflicted, such as a
  poisonous bite or the effects of an axe of
  wounding.
  Damage from artifacts, spells of 7th
  level or above, and +5 weapons bypass the
  field. The field does not protect against
  nondamaging attacks like wind churn,
  gaze attacks, or disintegration (although it
  would absorb the damage inflicted by a
  disintegration spell if the subject’s save
  succeeds).
  Diminished Effects:The field sustains
  only 3 hit points per caster level.
  Heightened Effects: The field regener-
  ates 1 hit point per round.
  Magic Item Creation Modifiers:
  Constant N/A, single-use ×2
  Destructive Grip
  Evocation [Acid]
  Level: 2 (Simple)
  Casting Time: Standard action
  Range:Touch
  Target: Creature or object touched
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  Your hand oozes a powerful acid. Your
  touch inflicts 1d6 points of acid damage.
  Since the duration is 1 round/level, you
  can make multiple touch attacks with this
  spell. If you are grappling, your foe auto-
  matically takes 1d6 points of acid damage
  per round, regardless of what actions 
  you take.
  Diminished Effects: The spell inflicts
  1d6 points of acid damage + 1 point/caster
  level,but it only works on a single touch.
  Heightened Effects: The spell inflicts
  2d6 points of damage per touch.
  Detect Creature
  Divination
  Level: 0 (Complex)
  Casting Time: Standard action
  Range:60 feet
  Area:Quarter circle emanating from you 
  to the extreme of the range
  Duration:Concentration, up to one 
  minute/level (D)
  Chapter Two: Spells 41
  
  Saving Throw: None
  Spell Resistance: No
  You can detect the aura that surrounds a
  given type of creature. You must specify the
  type of creature being sought (humanoids,
  dragons, giants, beasts, and so on) when
  you cast the spell. Once chosen, you cannot
  change the type unless you cast the spell
  again. You cannot choose a specific creature
  (you can select humanoids, but not Grak
  the goblin). The amount of information the
  spell reveals depends on how long you
  study a particular area or subject:
  1st Round: Presence or absence of the
  specified creature.
  2nd Round: Number of specified crea-
  tures in the area and the strength of the
  strongest one present.
  3rd Round: The strength and location of
  each creature. If a creature is outside your
  line of sight, you discern its direction but
  not its exact location.
  Aura Strength: The creature’s Hit Dice
  determine the strength of its aura.
  Strength
  Hit Dice
  Dim
  0 (lingering aura)
  Faint
  1 or less
  Moderate
  2–4
  Strong
  5–10
  Overwhelming
  11+
  Length Aura Lingers: How long the aura
  lingers depends on its original strength:
  Strength
  Duration
  Faint
  1d6 minutes
  Moderate 
  1d6 × 10 minutes
  Strong 
  1d6 hours
  Overwhelming
  1d6 days
  Each round you can detect 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.
  Heightened Effects: All information
  comes in the first round.
  Magic Item Creation Modifier: Single-
  use ×2
  Detect Disease
  Divination
  Level: 0 (Simple)
  Casting Time:Standard action
  Range:Close (25 feet + 5 feet/two levels)
  Target or Area: One creature, one object, or
  a 5-foot cube
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You can determine whether a creature,
  object,or area is diseased or carries a disease.
  You can tell the exact type of disease with a
  successful Wisdom check (DC 20).If you
  have the Heal skill,you may try a Heal check
  (DC 20) if the Wisdom check fails,or you may
  try the Heal check prior to the Wisdom check.
  Detect disease 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.
  Heightened Effects: N/A
  Magic Item Creation Modifier: Single-
  use ×2
  Detect Magic
  Universal
  Level: 0 (Simple)
  Casting Time: Standard action
  Range: 60 feet
  Area:Quarter circle emanating from you
  to the extreme of the range
  Duration:Concentration, up to one 
  minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  You can detect magical auras. The
  amount of information the spell reveals
  depends on how long you study a particular
  area or subject:
  1st Round: Presence or absence of magi-
  cal auras.
  2nd Round: Number of different magical
  auras and the strength of the strongest one.
  3rd Round: The strength and location of
  each aura. If the items or creatures bearing
  the auras are in line of sight, you can make
  Spellcraft skill checks to determine the
  school of magic involved in each. (Make
  one check per aura, DC 15 + spell level, or
  15 + half caster level for a nonspell effect.) 
  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 function-
  ing spell level or an item’s caster level.
  Functioning
  Item
  Strength
  Spell Level
  Caster Level
  Dim
  0-level or 
  Lingering 
  lingering aura
  aura
  Faint
  1st–3rd
  1st–5th
  Moderate
  4th–6th
  6th–11th
  Strong
  7th–9th
  12th–20th
  Over-
  Artifact or
  Beyond mortal
  whelming
  deity-level magic caster
  If an aura falls into more than one cate-
  gory, detect magic indicates the stronger of
  the two.
  Length Aura Lingers: How long the aura
  lingers depends on its original strength:
  Strength
  Duration
  Faint
  1d6 minutes
  Moderate
  1d6 × 10 minutes
  Strong
  1d6 hours
  Overwhelming
  1d6 days
  Note: Each round, you can turn to detect
  magic in a new area. The spell can penetrate
  barriers, but 1 foot of stone, 1 inch of com-
  mon metal, a thin sheet of lead, or 3 feet of
  wood or dirt blocks it. Outsiders and ele-
  mentals are not magical in themselves, but
  if they are conjured, the conjuration spell
  registers.
  Heightened Effects: All information
  comes in the first round.
  Magic Item Creation Modifier:
  Constant ×2, single-use ×2
  Detect Poison
  Divination
  Level: 0 (Simple)
  Casting Time:Standard action
  Range:Close (25 feet + 5 feet/two levels)
  Target or Area: One creature, one object,
  or a 5-foot cube
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You can determine whether a creature,
  object, or area has been poisoned or is poi-
  sonous. With a successful Wisdom check
  (DC 20), you can determine the exact type
  of poison. If you have the Alchemy skill,
  you may try an Alchemy check (DC 20) if
  the Wisdom check fails, or you may try the
  Alchemy check prior to the Wisdom check.
  Monte Cook’s Arcana Unearthed: Grimoire
  42
  
  This spell penetrates 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.
  Heightened Effects: N/A
  Magic Item Creation Modifier: Single-
  use ×2
  Detect Scrying
  Divination
  Level:4 (Complex)
  Casting Time: Standard action
  Range: 120 feet
  Area:120-foot-radius emanation centered 
  on you
  Duration: 24 hours
  Saving Throw: None
  Spell Resistance: No
  You immediately become aware of any
  attempt to observe you by means of scrying or
  clairaudience/clairvoyance.The effect radiates
  from you and moves as you move. The spell
  also reveals the use of crystal balls or other
  magic scrying devices.You know the loca-
  tion of every magical sensor within the area.
  If the scrying attempt originates within the
  area,you also know its location.If the attempt
  originates outside this range, you and the
  scrier immediately make opposed caster power
  checks.If you at least match the scrier’s result,
  you get a visual image of the scrier and a sense
  of her direction and distance from you
  (accurate to within one-tenth the distance).
  Diminished Effects:The caster cannot
  get the location nor the scrier’s visual image.
  Heightened Effects: The caster learns the
  scrier’s identity and location automatically
  (and can make a check to get a visual image).
  Magic Item Creation Modifier: Single-
  use ×2
  Detect Secret Doors
  Divination 
  Level: 1 (Simple)
  Casting Time: Standard action
  Range: 60 feet
  Area:Quarter circle emanating from you
  to the extreme of the range
  Duration:Concentration, up to one 
  minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  You can detect secret doors, compart-
  ments, caches, and so forth. This spell dis-
  cerns only passages, doors, or openings
  that have been specifically constructed to
  escape detection. The amount of informa-
  tion detect secret doors reveals depends on
  how long you study a particular area:
  1st Round: Presence or absence of secret
  doors.
  2nd Round: Number of secret doors and
  the location of each one. If an aura is out-
  side your line of sight, you discern its direc-
  tion but not its exact location.
  Each Additional Round: The mechanism
  or trigger for one particular secret portal
  that you closely examine.
  Note: Each round, you can turn to detect
  secret doors in a new area. The spell can pen-
  etrate 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.
  Diminished Effects: N/A
  Heightened Effects: All information
  comes in the first round.
  Magic Item Creation Modifier:
  Constant ×2, single-use ×2
  Dimensional Door
  Transmutation [Teleportation]
  Level:4 (Complex)
  Casting Time: Standard action
  Range: Long (400 feet + 40 feet/level)
  Target: The caster and touched objects or 
  touched willing creatures weighing up
  to 50 lbs./level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  The subjects instantly transfer from your
  current location to any other spot within
  range. You always arrive at exactly the spot
  desired—whether by simply visualizing the
  area or by stating direction. After using this
  spell, subjects can’t take any other actions
  until their next turn.
  If the subjects arrive in a place already
  occupied by a solid body,they become trapped
  in the invisible and intangible magical con-
  duits that permit such travel.Each round the
  subjects remain trapped in this way,you must
  make a caster power check (DC 25) to escape
  to 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
  caster power check (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
  subjects are stuck until rescued.
  Diminished Effects:Range becomes
  Close (25 feet + 5 feet/two levels), and the
  destination must be within sight of the
  caster when the spell is cast.
  Heightened Effects: Range and weight
  limit double.
  Directed Charm
  Enchantment (Charm) [Mind-Affecting]
  Level: 1 (Complex)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Target: One creature of the same type 
  as you
  Duration: One minute/level
  Saving Throw: Will negates
  Spell Resistance:Yes
  This spell alters someone’s mind tem-
  porarily to make a single creature you
  choose seem like a most charming being.
  You cannot choose yourself—you must
  direct the target’s attraction to someone
  else. The creature you choose gains a +10
  bonus to Charisma-related checks regarding
  the spell’s target.This effect does not actual-
  ly change the creature’s Charisma,however.
  The spell works against creatures of the
  same type as you. So if you are a litorian,
  the spell works against all humanoids. If
  you are a medusa, it works against all mon-
  strous humanoids.
  Diminished Effects: The spell adds only
  an effective +4 bonus.
  Heightened Effects: The spell affects
  any living creature.
  Magic Item Creation Modifier:
  Constant ×2
  Discorporate
  Transmutation
  Level: 6 (Complex)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Effect: A ray
  Duration: 1 round/level (D)
  Saving Throw: Fortitude negates (see text)
  Spell Resistance: Yes
  A thin, red ray springs from your point-
  ing finger, causing the creature or object it
  strikes to glow and slowly disassemble.
  Chapter Two: Spells 43
  
  Discorporating inflicts 1d10 points of dam-
  age per round as particles that comprise the
  target fall away. You must make a successful
  ranged touch attack to hit. The ray does not
  affect magical energy such as an eldritch
  wall. Damage inflicted upon an object
  ignores hardness. A creature or object that
  makes a successful Fortitude save takes no
  damage, but a new save is required each
  round. The spell can affect only the first
  creature or object struck (that is, the ray
  affects only one target per casting).
  Diminished Effects:The ray inflicts 1d6
  points of damage per round.
  Heightened Effects: The range becomes
  Close (25 feet + 5 feet/two levels), and the
  area becomes a cone. No ranged touch
  attack is needed to hit, but all in the area
  initially get Reflex saving throws to avoid
  the spell’s effects altogether; Fortitude saves
  are then required each round to negate that
  round’s damage (as described above).
  Disintegration
  Transmutation
  Level: 7 (Exotic)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Effect: A ray
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  A thin, midnight blue ray springs from
  your pointing finger, causing the matter it
  strikes to glow and vanish, leaving behind
  only a trace of fine dust. You must make a
  successful ranged touch attack to hit. If the
  target is a creature, the creature suffers 100
  points of damage and 1d3 points of tempo-
  rary Strength, Constitution, and Dexterity
  damage as portions of its physical form are
  disintegrated.
  The spell affects up to a 10-foot cube of
  nonliving matter (no matter what type), so
  it disintegrates only part of any very large
  object or structure targeted. The ray affects
  even magical matter or energy of a magical
  nature. A creature or object making a suc-
  cessful Fortitude save suffers only partial
  effects:It takes 5d6 points of damage instead
  of disintegrating. Disintegration affects only
  the first creature or object struck (that is,
  the ray affects only one target per casting).
  Diminished Effects:The ray inflicts 75
  points of damage if the creature or object
  fails the saving throw, and 4d6 points if it
  succeeds.
  Heightened Effects: The caster can opt
  to fill an empty 10-foot cube within range
  with disintegrating energy that lasts for 
  1 round per level. Anyone or anything
  entering this area becomes affected as if
  struck by the disintegration ray.
  Magic Item Creation Modifiers: Single-
  use ×1.5, constant ×1.5
  Disorient
  Transformation
  Level:0 (Complex)
  Casting Time: One action
  Range:Touch
  Target:Creature touched
  Duration: Until the creature’s next turn
  Saving Throw: Will negates
  Spell Resistance: Yes
  A creature you touch with your blue-
  glowing hand becomes disoriented.The tar-
  get immediately rerolls its initiative. Until
  its next action, it is considered flat footed.
  Heightened Effects: The target also suf-
  fers a –1 circumstance penalty to attack rolls,
  saving throws, and checks for 1d4 rounds.
  Dispel Magic
  Abjuration
  Level: 3 (Complex)
  Casting Time:Standard action
  Range: Medium (100 feet + 10 feet/level)
  Target or Area: One spellcaster, creature, or 
  object; or 30-foot-radius burst
  Duration:Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You 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.This spell can dispel (but not count-
  er) the ongoing effects of supernatural abili-
  ties as well as spells.Dispel magic affects
  spell-like effects just as it affects spells.
  Note: The effects of spells with instanta-
  neous durations can’t be dispelled, because
  the magical effect has already ended before
  the dispel magic can take effect.
  You must 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. Make a caster
  power check against the target spell or
  against each ongoing spell currently in
  effect on the target object or creature
  (DC 15 + the spell’s caster level).
  If you target an object or creature that is
  the effect of an ongoing spell (such as a
  monster summoned by conjure energy crea-
  ture), an opposed caster power check ends
  the spell that conjured the object or creature.
  If the object you target is a magic item,
  make a caster power check (DC 15 + the
  item’s caster level).If you succeed,you sup-
  press all the item’s magical properties for 1d4
  rounds, after which the item recovers on its
  own. A suppressed item becomes nonmagi-
  cal for the duration of the effect. An inter-
  dimensional interface is temporarily closed.
  Remember that a magic item’s physical prop-
  erties go unchanged. Artifacts and creatures
  of demigod or higher status remain unaf-
  fected by mortal magic such as this.
  You automatically succeed at the dispel
  check against any spell that you cast.
  Area Dispel: The spell affects everything
  within a 30-foot radius.
  For each creature in the area that is the tar-
  get of one or more spells,make a caster power
  check against the spell with the highest caster
  level (DC 15 + the spell’s caster level).If that
  fails,make checks against progressively weaker
  spells until you dispel one spell (which dis-
  charges the dispel so far as that target is con-
  cerned) or fail all your checks for that creature.
  The creature’s magic items are not affected.
  For each object that is the target of one
  or more spells, make caster power checks as
  with creatures. Magic items go unaffected
  by area dispels.
  You may make a caster power check to dis-
  pel each ongoing area or effect spell centered
  within dispel magic’s area.For each ongoing
  spell whose area overlaps that of the area dis-
  pel,make a caster power check to end the
  effect,but only within the area of dispel magic.
  Monte Cook’s Arcana Unearthed: Grimoire
  44
  
  If you target an area containing an object
  or creature that is the effect of an ongoing
  spell (such as a monster summoned by con-
  jure energy creature),make a caster power
  check to end the spell that conjured the
  object or creature (returning it whence it
  came),in addition to attempting to dispel
  spells targeting that creature or object.
  You may choose to succeed automatically at
  dispel checks against any spell that you cast.
  Counterspell: The spell targets a spellcast-
  er and is cast as a counterspell. (Refer to the
  Brandish Magical Might feat.) You must
  make an opposed caster power check to
  counter the other spellcaster’s spell.
  This spell cannot dispel curses.
  Diminished Effects:Range becomes
  Touch,and only targeted dispels are possible.
  You make caster power checks at a –5 penalty.
  Heightened Effects: When casting an area
  dispel,you can specifically state spell effects
  that you do not want to dispel.You must be
  aware of the effects to choose this option.
  Distraction
  Illusion (Phantasm) [Mind-Affecting,
  Psionic]
  Level: 1 (Complex)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Target: One creature
  Duration: 1 round/level (see text)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You create a mental image in someone’s
  mind of something the target will find 
  distracting—because it is either annoying,
  alluring, or frightening. The target, not the
  caster, decides what form the phantasm
  takes. A failed save means the target takes
  no effective action for 1 round other than
  to defend herself. Instead, she interacts
  with the image in her mind—swatting at
  an imaginary fly, dodging an imaginary
  attack, staring in surprise at an imaginary
  loved one, and so on. A new saving throw
  is allowed each round, and once the target
  makes a successful save, the spell ends.
  Diminished Effects:The spell lasts 
  1 round.
  Heightened Effects: Once the target
  fails the first save, she cannot act effectively
  for the duration.
  Dominate (Lesser)
  Enchantment (Compulsion) [Mind-
  Affecting, Psionic, Truename]
  Level: 5 (Simple)
  Casting Time:Standard action
  Range: Medium (100 feet + 10 feet/level)
  Target:One humanoid of Medium or 
  smaller size
  Duration:One hour/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You can control the actions of any
  humanoid of Medium or smaller size
  whose truename you know. (If you are not a
  humanoid, you can also dominate creatures
  of your type.) You establish a telepathic link
  with the subject’s mind. If you share  a
  common language, you generally can force
  the subject to perform as you desire, within
  the limits of his abilities. Without a com-
  mon language, you can communicate only
  basic commands, such as, “Come here,”
  “Go there,” “Fight,” and “Stand still.” You
  know what the subject is experiencing but
  receive no direct sensory input from him.
  Subjects resist this control, and those
  forced to take actions against their natures
  receive a new saving throw with a bonus of
  +1 to +4, depending on the type of action
  required.Obviously subjects do not carry out
  self-destructive orders.Once control is estab-
  lished,you can exercise it at any range,as long
  as you and the subject are on the same plane.
  You need not see the subject to control him.
  Magic circle or a similar spell can prevent
  you from exercising control or using the
  telepathic link while the subject is so ward-
  ed, but it does not stop you from establish-
  ing lesser dominate, and it does not dispel it.
  Diminished Effects:Range becomes
  Touch and duration is one minute per level.
  Heightened Effects: The spell affects up
  to Medium creatures with fewer Hit Dice
  than the caster, and lasts one day per level.
  Dominate (Greater)
  Enchantment (Compulsion) 
  [Mind-Affecting, Psionic, Truename]
  Level: 8 (Simple)
  Casting Time:Standard action
  Range: Medium (100 feet + 10 feet/level)
  Target:One living creature with fewer Hit 
  Dice than you
  Duration:One day/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  As lesser dominate, but you can control
  the actions of any living creature with fewer
  Hit Dice than you.
  Diminished Effects:Range becomes Touch
  and duration becomes one hour per level.
  Heightened Effects: The spell can affect
  any creature, regardless of Hit Dice.
  Magic Item Creation Modifiers: Single-
  use ×1.5, spell-completion ×1.5
  Door Warning
  Divination
  Level: 0 (Complex)
  Casting Time: Standard action
  Range: Touch
  Area:One door, no larger than 10 feet by 
  10 feet by 2 feet
  Duration: Until triggered (D)
  Saving Throw: None
  Spell Resistance: No
  You cast this spell on a door. The next
  time that door is opened, you become aware
  of it, and you know the name of the one
  who opened it. If a creature without a name
  opened the door —or a natural force, like
  the wind— you learn the kind of creature
  or force it is. Once the door opens, the spell
  ends. You may have only one such spell
  active at any given time.
  Heightened Effects: N/A
  Dragonform
  Transmutation
  Level:5 (Exotic)
  Casting Time: Standard action
  Range: Touch
  Target: One mojh
  Duration: 10 minutes/level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  This exotic spell is usually only known
  to mojh, as it only works on members of
  their race. It magically furthers their trans-
  formation toward the draconic ideal—they
  become larger and more muscular (although
  they do not change size) and look more
  like dragons. They gain a +4 enhancement
  bonus to Strength, a +2 bonus to
  Constitution, and enjoy a +2 increase to
  their natural armor bonus.Once during the
  Chapter Two: Spells 45
  
  duration they can breathe a 50-foot cone of
  flame that inflicts 6d6 points of damage
  (Reflex save halves, use DC of spell).
  Diminished Effects:The enhancement
  bonus to Strength is +2, and there is no
  modification to Constitution.
  Heightened Effects: The subject also gains
  dragonlike wings that allow it to fly at twice its
  normal speed with average maneuverability.
  Magic Item Creation Modifiers: Single-
  use ×1.5, constant ×1.5
  Drain Away Speed (Lesser)
  Transmutation
  Level:2 (Complex)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Target: One humanoid of Medium or 
  smaller size
  Duration: 1 round/level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This spell surrounds the target in a brief
  nimbus of blurred,swirling shapes,and
  then reduces his speed by 30 feet.If a tar-
  get’s speed falls to 0 or below,he is rooted to
  the spot and cannot take move actions.
  Actions that do not involve moving from the
  rooted spot,such as making melee attacks at
  nearby foes,casting spells,using ranged
  weapons,and so on,are not hampered.
  Gravity continues to affect flying crea-
  tures in the air, but since they are not
  motionless, they can make a controlled
  (nondamaging) fall straight down.
  Diminished Effects:Speed is reduced 
  by 10 feet.
  Heightened Effects: A subject whose speed
  falls to 0 or below becomes truly motionless.
  He cannot take actions and is helpless.
  Drain Away Speed (Greater)
  Transmutation
  Level:5 (Complex)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Target: One living creature
  Duration: 1 round/level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  As lesser drain away speed, except the spell
  affects any creature and reduces speed by
  40 feet.
  Diminished Effects:Speed is reduced by
  20 feet.
  Heightened Effects: A subject whose speed
  falls to 0 or below becomes truly motionless.
  He cannot take actions and is helpless.
  Duplicate
  Necromancy
  Level:9 (Complex)
  Casting Time:1 full round
  Range:Personal
  Target:You
  Duration:1 round/level (D)
  You create a temporary duplicate of
  yourself and your gear. You control the
  duplicate as surely as you control yourself,
  for you and it are one person: one mind
  with two bodies. Both you and the dupli-
  cate can do anything that you can do, but
  independently.For example,if you are an
  18th-level witch, so is the duplicate—you
  can both cast spells, use witchery powers,
  walk across the room, use items, and so on.
  In any given round of the duration, you can
  both take independent actions, so the
  duplicate can cast a spell and you can use a
  wand. You and the duplicate do not need to
  stay close to each other. If you create a
  duplicate, you can have it step through a
  door to explore what lies beyond, while the
  “real you” stays safe on this side. You share
  the same thoughts—your thoughts are the
  duplicate’s.
  The duplicate is an exact replica of you
  as you are at the moment you cast the spell.
  If you are down 11 hit points and 1 point of
  Constitution, so is the duplicate. If you are
  diseased, so is the duplicate. The duplicate
  carries no lingering spell effects (neither
  beneficial ones, such as agility boost, nor
  harmful ones, such as slow), even if you do
  when you cast the spell. After the duplicate
  is created, you can cast spell effects on it (or
  the duplicate can cast them), but even then,
  spell effects are not necessarily shared by
  both of you. The spell cannot be command-
  ed to hurt you any easier than you could be
  commanded to harm yourself.
  Spells cast by either the duplicate or you
  come from your spell total.For example,say
  you are a mage blade and have one 3rd-level
  spell slot left.When the duplicate casts a 3rd-
  level spell,that slot is no longer available to
  you.Charged items (or items or abilities with
  a number of available uses per day) that you
  or the duplicate use count against the total
  number of daily charges or uses.
  If the duplicate dies, the spell duration
  ends. If you die, the duplicate becomes the
  permanent version of you, its gear becomes
  the “real gear,” and your gear disappears.
  You suffer an immediate loss of 2d4 ×
  1,000 XP as you transition your soul into
  the new form. The duplicate is now you
  (and can cast duplicate again).
  You cannot have more than one dupli-
  cate at a time (and a duplicate cannot have
  a duplicate). This spell cannot be made per-
  manent, other than by the death of the
  caster, as mentioned above.
  Diminished Effects:The link is imper-
  fect. The duplicate acts with a –4 compe-
  tence penalty to all attacks, saving throws,
  and checks.
  Magic Item Creation Modifiers: Single-
  use ×4, spell completion ×2
  Earth Burst
  Transmutation [Earth]
  Level: 2 (Complex)
  Casting Time:1 full round
  Range: Touch
  Area: 20-foot burst around a stone 
  the caster touches
  Duration: 1 round/level or until 
  discharged
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You transform a rock weighing between 
  1 and 5 lbs.into a dangerous weapon.Upon
  command,or when the spell’s duration
  ends,the stone bursts,spraying small bits of
  rock in a 20-foot radius.Anyone in the
  radius takes 1d6 points of damage per caster
  level (5d6 maximum).Once you’ve cast the
  spell,you can throw the rock,drop it,place
  it where you wish and run,load it into a cat-
  apult,and so on.The stone is too large to
  throw with a Medium or smaller sling.
  Diminished Effects:The burst inflicts
  1d4 points of damage per two caster levels
  (5d4 maximum).
  Heightened Effects: The burst also cre-
  ates a thunderous noise, deafening anyone
  in the area who fails the save. The spell
  takes on the sonic descriptor.
  Monte Cook’s Arcana Unearthed: Grimoire
  46
  
  Eldritch Armor
  Conjuration (Creation) [Force]
  Level: 1 (Exotic)
  Casting Time: Standard action
  Range:Touch
  Target: Creature touched
  Duration: One hour/level (D)
  Saving Throw:Will negates (harmless)
  Spell Resistance:Yes (harmless)
  An invisible but tangible field of force
  surrounds the subject of eldritch armor,
  providing a +4 armor bonus to Armor
  Class. Unlike mundane armor, eldritch
  armor entails no armor check penalty, spell
  failure chance, or speed reduction. Since
  eldritch armor is made of force, incorporeal
  creatures can’t bypass it the way they do
  normal armor.
  Diminished Effects:The armor bonus is
  +1, and the spell lasts only 1 round per level.
  Heightened Effects: The armor bonus
  becomes +5.
  Magic Item Creation Modifiers:
  Constant N/A, charged ×2, single-use ×1.5
  Eldritch Wall (Lesser)
  Evocation [Force]
  Level:3 (Complex)
  Casting Time:Standard action
  Range:Close (25 feet+ 5
  feet/two levels)
  Effect:A wall whose area measures up to 
  one 10-foot square/level
  Duration:One minute/level (D)
  Saving Throw:None
  Spell Resistance:No
  You create an invisible wall of magical
  force. The wall cannot move. It has no
  hardness but can absorb up to 10 points of
  damage per caster level before being
  destroyed. Disintegration immediately
  destroys it. Spells and breath weapons can-
  not pass through the wall in either direc-
  tion, although teleportation spells and
  effects can bypass the barrier. It blocks
  incorporeal creatures as well as material
  creatures (though incorporeal creatures can
  usually get around the wall by floating
  under or over it through material floors and
  ceilings). Gaze attacks can operate through
  the wall.
  The eldritch wall must be continuous and
  unbroken when formed. If any object or
  creature breaks its surface, the spell fails.
  Diminished Effects: The wall lasts only
  1 round per level and absorbs only 5 hit
  points per caster level before it is
  destroyed.
  Heightened Effects: The wall inflicts
  1d6 points of electrical damage to anyone
  that touches it (giving it the electricity
  descriptor as well).
  Eldritch Wall (Greater)
  Evocation [Force]
  Level: 5 (Complex)
  Casting Time: Standard action
  Range:Close (25 feet + 5 feet/two levels)
  Effect: Wall whose area measures up to one
  10-foot square/level or a sphere or hemi-
  sphere with a radius of up to 1 foot/level
  Duration: One minute/level (D)
  Saving Throw: Reflex negates (see text)
  Spell Resistance: No
  As lesser eldritch wall except for the wall’s
  size and the fact that it can absorb up to
  100 points of damage per caster level before
  being destroyed. Disintegration immediately
  destroys it.
  You can form the wall into a flat,vertical
  plane with an area of up to one 10-foot square
  per level,or into a sphere or hemisphere with
  a radius of up to 1 foot per level.If you’re try-
  ing to trap a creature within the hemisphere,
  it may attempt a Reflex save to move.
  The eldritch wall must be continuous and
  unbroken when formed.If any object or crea-
  ture breaks its surface,the spell fails.If a crea-
  ture to be trapped in the hemisphere version
  of the spell makes a successful save,its move-
  ment breaks the surface and the spell fails.
  Diminished Effects:The wall
  absorbs only 25 hit points per
  caster level before it is destroyed.
  Chapter Two: Spells 47
  
  Heightened Effects: The wall inflicts
  2d6 points of electrical damage to anyone
  that touches it (giving it the electricity
  descriptor as well).
  Eldritch Web
  Conjuration (Creation) [Force]
  Level:2 (Complex)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Effect: Webs in a 20-foot-radius spread or 
  a single two-dimensional plane up to
  40 feet across
  Duration: 10 minutes/level (D)
  Saving Throw:Reflex negates (see text)
  Spell Resistance:Yes
  You create a many-layered mesh of
  bluish energy beams that resemble the
  strands of a spider’s web. Alternately, you
  create a two-dimensional barrier of energy
  webs. These strands trap those caught with-
  in them. The strands magically cling to any-
  thing they touch and are very strong. You
  must anchor the eldritch web to two or more
  solid and diametrically opposed points, or
  else the web collapses upon itself and dis-
  appears with a flash of light. Creatures
  caught within a web or simply touching its
  strands become entangled.
  An entangled creature suffers a –2
  penalty to attack rolls, suffers a –4 penalty
  to effective Dexterity, and can’t move. An
  entangled character who attempts to cast a
  spell must make a Concentration check
  (DC 15) or lose the spell.
  Anyone in the effect’s area when the
  spell is cast must make a Reflex save. On a
  success, the creature is not stuck in the
  eldritch web and remains free to act. He also
  can freely move out of the area of the webs.
  If the save fails, the creature is stuck. A
  stuck creature can break loose by spending
  1 round and succeeding at a Strength check
  (DC 20) or an Escape Artist check (DC 25).
  Once loose, a creature may progress
  through the web very slowly. Each round
  devoted entirely to moving allows the crea-
  ture to move 5 feet + 1 foot for each point of
  Strength above 10.
  If the barrier version is used, those
  escaping or breaking free are completely
  free. Those wishing to pass through the
  barrier must make the same checks to get
  through. The eldritch web cannot be physi-
  cally destroyed, although it can be dis-
  pelled, and disintegration brings it down
  immediately.
  The eldritch web provides one-quarter cover
  for every 5 feet of web between the character
  and a foe. It offers one-half cover for every
  10 feet of web, three-quarters cover for 15
  feet, and total cover for 20 feet or more.
  Diminished Effects:The effect becomes
  a 5-foot spread.
  Heightened Effects: The energy strands
  inflict 1d4 points of electrical damage per
  round to anyone touching them (giving
  this spell the electricity descriptor as well).
  Elemental Trap 
  Abjuration [See Text]
  Level: 4 (Complex)
  Casting Time:10 minutes
  Range: Touch
  Target: Object touched
  Duration: Permanent until discharged
  Saving Throw: Reflex half (see text)
  Spell Resistance: Yes
  Elemental trap creates an explosion of fire,
  wind, water, or stony projectiles when an
  intruder opens the item that the spell wards.
  The elemental trap can ward any closeable item.
  When casting elemental trap,select a point on
  the item as the spell’s center.When someone
  other than you opens the item,an explosion
  fills the area within a 5-foot radius around the
  spell’s center.The elemental blast deals 5d6
  points of fire damage +1 point per caster level
  (maximum +20).The item protected by the
  trap is not harmed by this explosion.
  The trapped item cannot have a second
  warding spell on it.
  An unsuccessful dispel magic spell does
  not detonate the spell.
  As the caster, you can use the trapped
  object without discharging it, as can any
  individual to whom the spell was specifi-
  cally attuned when cast. “Attuning” to an
  individual usually involves a password
  Monte Cook’s Arcana Unearthed: Grimoire
  48
  
  that you can share with friends.
  The spell takes on the descriptor of
  whatever elemental type you choose.
  Diminished Effects:The duration of the
  spell becomes one day per level, maximum.
  Heightened Effects: The warding becomes
  devilishly tricky to remove,requiring two suc-
  cessful disable device checks or two caster
  power checks if using a bypass ward spell.
  Empower Rune
  Transmutation
  Level: 2 (Exotic)
  Casting Time: Standard action
  Range: Touch
  Target: One rune you create
  Duration: See text
  Saving Throw: None
  Spell Resistance: No
  You touch a rune and do not trigger it.The
  rune now acts as though invested (see rune-
  thane in Monte Cook’s Arcana Unearthed),
  though it counts as normal toward your total
  runes.The spell lasts as long as the rune does.
  Diminished Effects:The spell lasts only a
  minute per level,even if the rune lasts longer.
  Heightened Effects: Instead of the listed
  effect, the rune counts only half (minimum
  1) toward the runethane’s total.
  Magic Item Creation Modifiers: Single-
  use ×1.5, constant ×1.5
  Empower Spell
  Transmutation [Force]
  Level: 2 (Exotic)
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You charge the next spell you cast within
  the duration with extra potency. You have
  two options when casting the charged spell.
  You may cast it as though you were two lev-
  els higher than your actual caster level, or
  (if the spell is damage inflicting) you inflict
  1d6 points of additional force damage with
  the spell. You cannot take advantage of
  both options, however.
  Empower spell affects only the next spell
  you cast, not all spells within the duration.
  Diminished Effects:You cast the
  charged spell as if you were one level higher
  than your actual caster level (no chance for
  increased damage).
  Heightened Effects: You cast the charged
  spell as if you were four levels higher than
  your actual level or,if the spell is damage
  inflicting,you inflict 2d6 points of addi-
  tional force damage with it.You cannot take
  advantage of both options,however.
  Magic Item Creation Modifiers: Single-
  use ×3, constant ×1.5
  Enchanting Flavor
  Transmutation [Mind-Affecting]
  Level:0 (Simple)
  Casting Time:1 full round
  Range:Touch
  Target:One meal
  Duration:Instantaneous
  Saving Throw:None
  Spell Resistance:No
  You give an intense and pleasant flavor
  to a single meal for up to four people. Once
  they have finished eating the satisfying
  meal, you receive a +2 circumstance bonus
  on a single Charisma-based check
  (Diplomacy, Bluff, etc.) against the diners.
  Heightened Effects: You transfer the fla-
  vor directly into the mouth of your targets;
  the target becomes 1d4 creatures, and the
  range becomes Close (25 feet + 5 feet/two
  levels). You gain the +2 bonus immediately.
  Magic Item Creation Modifier:
  Constant ×3
  Energy Blade 
  Evocation [See Text]
  Level: 2 (Complex)
  Casting Time: Standard action
  Range: 0 feet
  Effect: Swordlike beam
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  A 3-foot-long beam of energy springs from
  your hand.You wield this bladelike beam as if
  it were a one-handed bladed weapon for you,
  threatening on a 19–20.Attacks with the
  energy blade are melee touch attacks,and you
  are considered proficient with the weapon.
  The blade deals 1d8 points of damage +1
  point per two caster levels (maximum +10).
  Since the blade is immaterial,your Strength
  modifier does not apply to the damage,which
  is all energy damage.You choose the energy
  type (acid,cold,electricity,fire,or sonic).
  Since this is energy damage,it ignores DR.
  The spell gains the descriptor of the
  energy type chosen.
  Diminished Effects:The blade inflicts
  1d6 points of damage.
  Heightened Effects: The blade inflicts
  1d10 points of damage +1 point per two
  caster levels (maximum +15) + the caster’s
  spellcasting ability score bonus.
  Magic Item Creation Modifier:
  Constant ×5
  Energy Bolt
  Evocation [See Text]
  Level: 3 (Exotic)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level) 
  or 50 feet + 5 feet/level
  Area: A line 5 feet wide to Medium range 
  (100 feet + 10 feet/level); or 10 feet wide 
  to 50 feet + 5 feet/level
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You release a powerful stroke of energy that
  deals 1d6 points of damage per caster level
  (maximum 10d6) to each creature within its
  area.The bolt begins at your fingertips.You
  choose the type of energy (acid,cold,electrici-
  ty,fire,or sonic) at the time of casting.And
  you can choose to make the bolt narrow for
  Medium range,or wider and half as long.
  The energy bolt damages objects in its
  path.If the damage caused to an interposing
  barrier shatters or breaks through it,the bolt
  may continue beyond the barrier if the spell’s
  range permits;otherwise,it stops at the bar-
  rier just as any other spell effect would.
  The spell gains the descriptor of the
  energy type chosen.
  Diminished Effects:The bolt inflicts 1d4
  points of damage per caster level (maxi-
  mum 5d4).
  Heightened Effects: The bolt has an addi-
  tional effect on those who fail their saves.
  Acid bolts inflict 1 point of temporary
  Strength damage,cold bolts slow creatures (as
  the spell) for 1d4 rounds,electricity bolts stun
  creatures for 1 round,fire bolts burn com-
  bustibles and inflict 1d6 points of damage the
  following round if the fire is not put out,and
  sonic bolts knock creatures down and daze
  them for 1 round (they may take no action).
  Magic Item Creation Modifiers: Single-
  use ×1.5, constant ×1.5
  Chapter Two: Spells 49
  
  Energy Sheath 
  Evocation [See Text]
  Level: 6 (Exotic)
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  You cover yourself in a seething sheath
  of energy that grants you a +2 deflection
  bonus to Armor Class. While sheathed, you
  can make melee touch attacks that deal 1d6
  points of damage + 1 point per caster level
  (maximum +15). Anyone touching you with
  their unprotected flesh (an unarmed attack,
  a monster’s claw, and so on) suffers damage
  as if you had touched them. You can choose
  the energy type (acid, cold, electricity, fire,
  or sonic). Since this is energy damage, it
  ignores damage reduction, but spell resist-
  ance still affects it.
  The spell gains the descriptor of the
  energy type chosen.
  Diminished Effects:The sheath inflicts
  1d6 points of damage.
  Heightened Effects: The sheath offers a
  +4 bonus to Armor Class and inflicts 1d6
  points of damage +1 point caster level
  (maximum +15) + the caster’s spellcasting
  ability score bonus.
  Magic Item Creation Modifiers: Single-
  use ×3, constant ×3
  Enhance Magical Flow
  (Lesser)
  Universal
  Level:2 (Complex)
  Casting Time:Standard action
  Range:Personal
  Target:You
  Duration:10 minutes/level
  Your hands and eyes flare briefly with
  golden power each time you cast a spell
  during the duration. All the saving throw
  Difficulty Classes for your spells gain a
  +1 enhancement bonus.
  Diminished Effects:The bonus to the
  Difficulty Class becomes +2, but it applies
  only to the next spell the character casts
  during the duration.
  Heightened Effects: In addition to the
  Difficulty Class increase, all spells the char-
  acter casts for the duration are treated as if
  he were one level higher than his actual
  caster level.
  Magic Item Creation Modifiers:
  Constant ×2, charged ×2, single-use ×2
  Enhance Magical Flow
  (Greater)
  Universal
  Level:4 (Complex)
  Casting Time:Standard action
  Range:Personal
  Target:You
  Duration:10 minutes/level
  As lesser enhance magical flow, but the
  Difficulty Class increases by a +2 bonus.
  Diminished Effects:The bonus to the
  Difficulty Class becomes +4, but it applies
  only to the next spell the character casts
  during the duration.
  Heightened Effects: In addition to the
  Difficulty Class increase, all spells the char-
  acter casts for the duration are treated as if
  he were two levels higher than his actual
  caster level.
  Magic Item Creation Modifiers:
  Constant ×1.5, charged ×1.5, single-use ×2
  Extend Life
  Transmutation
  Level:7 (Complex)
  Casting Time:12 hours
  Range:Personal
  Target:You
  Duration:Instantaneous
  You subtract 10 years from your current
  age for the purpose of determining physi-
  cal (but not mental) age effects found in
  Monte Cook’s Arcana Unearthed. This spell
  does not necessarily affect your actual age
  (it does not cure disease, for example). It
  also does not change your physical
  appearance—you still look your age.
  This spell requires the expenditure of
  10,000 gp for crushed gemstones that you
  must sprinkle over yourself as material
  components.
  Diminished Effects:You subtract one
  year from your current age.
  Heightened Effects: You subtract 30
  years from your current age.
  Magic Item Creation Modifiers: Single-
  use ×4, spell-completion ×2
  Enfeebled Mind
  Enchantment (Compulsion) [Curse, Mind-
  Affecting, Psionic]
  Level:5 (Simple)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Target:One creature
  Duration: Permanent
  Saving Throw: Will negates (see text)
  Spell Resistance:Yes
  The target’s Intelligence score drops to 1
  and its eyes turn completely black (this does
  not alter its vision).Still,the target knows
  who its friends are and can follow them and
  even protect them.This temporary damage
  cannot be restored by restoration or healed
  normally until remove curse is first cast.
  Diminished Effects:The spell inflicts 1d6
  points of temporary Intelligence damage.
  Heightened Effects:The target affected
  also suffers a –5 competence penalty to
  Will saving throws (making the creature
  easily dominated, for example).
  Magic Item Creation Modifier: Single-
  use×2
  Feedback Strike
  Abjuration [Force]
  Level:7 (Exotic)
  Casting Time:Standard action
  Range:Personal
  Target:You
  Duration:10 minutes/level (D)
  Any creature that attacks you suffers mag-
  ical feedback that inflicts 3d6 points of force
  energy damage + 1 point per caster level.For
  the purposes of this spell, an attack is any
  action that requires an attack roll,whether or
  not the attack succeeds.If you willingly allow
  someone to touch you (such as to cast a cura-
  tive spell),no attack roll occurs,so the action
  does not trigger the feedback strike effect.Since
  the damage is magical,it ignores damage
  reduction,but spell resistance still applies.
  The feedback strike can affect more than one
  attacker at a time,but no attacker suffers the
  damage more than once per round.
  Diminished Effects:Only physical
  melee attacks draw magical feedback.
  Heightened Effects:With this spell active,
  you can force feedback damage to strike a
  creature you touch, in addition to automati-
  cally damaging those that attack you.
  Monte Cook’s Arcana Unearthed: Grimoire
  50
  
  Magic Item Creation Modifiers: Single-
  use ×3, constant ×1.5
  Finger of Destruction
  Necromancy [Negative Energy]
  Level: 7 (Simple)
  Casting Time:Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw:Fortitude partial
  Spell Resistance: Yes
  You summon up some of the vilest, most
  foul energies in existence, whose very touch
  snuffs out life. From your fingertips comes
  black lightning (a ranged touch attack) that
  inflicts 5 points of damage per caster level
  on any one living creature within range. If
  the save succeeds, the target suffers 5d6
  points of damage + 1 point per caster level.
  Diminished Effects:The ray inflicts 10d6
  points of damage + 1 point per caster level if
  the creature fails the saving throw,and 3d6
  points of damage + 1 point per caster level if
  it succeeds.This ray does not affect objects,
  constructs,or undead.
  Heightened Effects:The spell inflicts 10
  points of damage per caster level. If the tar-
  get dies, the body is consumed, except for a
  bit of dust. Creatures making successful
  saving throws suffer 6d6 points of damage
  + 1 point per caster level.
  Fireburst 
  Evocation [Fire]
  Level: 1 (Complex)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Area: 10-foot-radius burst
  Duration:Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  With a simple gesture, you send a burst
  of fire out from an already burning flame
  (even a candle) within range. The fireburst
  inflicts 1d6 points of damage + 1d6 points
  per two caster levels (maximum 5d6). The
  burst is too quick to ignite flammable items
  (like cloth or paper) but it can still ignite
  combustibles (like oil).
  Diminished Effects: The spell inflicts
  1d4 points of damage rather than 1d6
  points, and it does not increase with level.
  Heightened Effects: The burst continues
  to blast the area for 1d4 rounds, inflicting
  its damage on all in the area each round.
  Flammable objects will catch fire in the area.
  Since the duration becomes 1d4 rounds,
  heightened fireburst can be dispelled.
  Flight
  Transmutation [Air]
  Level: 3 (Complex)
  Casting Time: Standard action
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  The spell’s subject can fly at its normal
  ground speed or 30 feet (whichever is slow-
  er).The subject can fly up at half speed and
  descend at double speed.The flier’s maneu-
  verability rating is good.Using flight requires
  as much concentration as walking,so the
  subject can attack or cast spells normally.
  The subject of flight can charge but not run.
  It cannot carry aloft more weight than its
  maximum load,plus any armor it wears.
  Should the spell duration expire while
  the subject is still aloft, the flier drops to
  the ground immediately. Since dispelling a
  spell effectively ends it, the subject also falls
  in this way if the flight spell is dispelled.
  Casting this spell on a subject that can
  already fly increases its maneuverability to
  perfect and adds 30 feet to its flying speed.
  Diminished Effects:The spell does not
  confer flight but does increase the speed of
  a creature already flying (naturally or magi-
  cally) by 20 feet.
  Heightened Effects:The spell grants a
  speed of 60 feet regardless of ground speed.
  Forcebeam
  Evocation [Force]
  Level: 3 (Exotic)
  Casting Time:Standard action
  Range:Medium (100 feet + 10 feet/level)
  Area:Line 5 feet wide and up to Medium 
  range long
  Duration:Instantaneous
  Saving Throw:Reflex half
  Spell Resistance:Yes
  From your hand you project a blast of
  pure magical force that deals 1d6 points of
  damage per caster level (maximum 10d6).
  Corporeal creatures size Large or smaller
  who fail the saving throw are knocked
  down. Because magical force harms incor-
  poreal creatures and objects, some casters
  refer to this spell as spiritslayer.
  Diminished Effects:The narrow force-
  beam can affect only one target. It does not
  possess the strength to knock foes down.
  Heightened Effects:The forcebeam deals
  1d8 points of damage per caster level (maxi-
  mum 10d8).
  Magic Item Creation Modifiers: Single-
  use ×1.5, constant ×1.5
  Foretell Future
  Divination
  Level: 4 (Exotic)
  Casting Time: One hour
  Range: Personal
  Target: You
  Duration: Instantaneous
  To cast this spell,you must meditate for
  one hour,inhaling special herbal smoke that
  costs no less than 50 gp.This divination
  spell can provide you with a useful piece of
  advice in reply to a question concerning a
  specific choice made within the next 24
  hours.In asking your question,make an “if”
  statement,then provide two outcomes you
  think possible.The spell reveals which out-
  come is more likely.For example,you could
  say,“If I ask Lord Falross for the key to the
  vault,will he give it to me or will he get
  angry and attack me?”
  The DM indicates which outcome is
  more likely, although “neither” is an
  acceptable result if both are equally likely or
  unlikely. Note that even if the most likely
  outcome is a third option not specified in
  the caster’s statement, the DM’s answer
  only assesses the two stated outcomes. The
  DM should not hint that you specified the
  wrong outcomes. In all cases, the DM con-
  trols what information you receive. Note
  that if your party doesn’t act on the infor-
  mation, the conditions may change to make
  the information no longer useful.
  The base chance for a correct answer is
  70 percent + 1 percent per caster level. The
  DM adjusts the chance if unusual circum-
  stances require it (if, for example, unusual
  precautions against divination spells have
  Chapter Two: Spells 51
  
  been taken). If the dice roll fails, you know
  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.
  Diminished Effects:The caster can ask a
  single yes or no question rather than the “if
  statement.” Chance for a correct answer is
  40 percent + 1 percent per caster level.
  Heightened Effects:The caster can ask
  one yes or no question per level rather than
  the “if statement.” Chance for a correct
  answer is 100 percent.
  Magic Item Creation Modifiers: Single-
  use ×3, constant ×1.5
  Freeze
  Transmutation [Cold, Water]
  Level:6 (Complex)
  Casting Time:Standard action
  Range:Close (25 feet + 5 feet/two levels)
  Area:Five 10-foot by 10-foot by 1-foot areas 
  of water/level
  Duration:One hour/level
  Saving Throw:None
  Spell Resistance:No
  With a blue-white flash of light around
  your eyes,you freeze a large amount of water.
  The main use of this spell is to freeze the
  water’s surface,although one could stack the
  10-by-10-by-1 squares atop one another to
  freeze a small body of water all the way down
  to the bottom.A 12th-level caster could cre-
  ate an ice bridge up to 600 feet long (10 feet
  wide and 1 foot thick) across a body of water,
  for a party to walk across. The water freezes
  over the course of 1 round.Creatures in the
  water can make a Swim check (DC 15) to get
  on top of the ice or swim down below it
  before the water completely freezes (assum-
  ing there is an unfrozen area large enough
  below the ice to accommodate them).
  Whether a creature moves up or down to
  avoid the ice is up to it. Creatures with a
  natural swim speed automatically succeed.
  Creatures that do not succeed are trapped,
  at least partially stuck in the ice.To get free,
  the ice around the creature needs to be
  destroyed (inflicting 36 points of damage on
  the ice will do so) or broken (Strength
  check, DC 15 + caster level to do so).
  Diminished Effects:The water freezes
  over the course of 3 rounds. Creatures are
  never caught in the ice, although water
  breathers forced completely out of a small
  body of water may still be in real trouble.
  Heightened Effects:The spell’s area
  becomes ten 10-foot by 10-foot by 2-foot
  areas of water per level.
  Freezing Claw
  Conjuration [Cold]
  Level:6 (Exotic)
  Casting Time:Standard action
  Range:Close (25 feet + 5 feet/two levels)
  Effect:A small claw of ice
  Duration:Concentration (up to 1 round/
  level)
  Saving Throw:Fortitude partial
  Spell Resistance:Yes
  You create a 2-foot-diameter ice-blue claw
  that floats in the air.You direct it to move any-
  where within range,making one ranged touch
  attack each round with your attack bonus.
  Those the claw touches suffer 3d6 points of
  cold damage and must make a Fortitude
  save.Failing the save freezes the victim solid.
  Frozen creatures remain alive but cannot take
  actions.They stay frozen until they suffer 20
  points of fire damage,after which point they
  are free (but they’ve sustained the 20 points
  of damage).If the claw suffers 10 points of fire
  damage,the spell ends (the claw has AC 12).
  Diminished Effects:The spell inflicts the
  stated damage but does not freeze victims.
  Heightened Effects:The spell does not
  require concentration—the duration
  becomes 1 round/level, and directing the
  claw is a free action.
  Magic Item Creation Modifiers: Single-
  use ×1.5, constant ×1.5
  Gaze of the Basilisk
  Transmutation [Earth]
  Level:7 (Simple)
  Casting Time:Standard action
  Range:Close (25 feet + 5 feet/two levels)
  Area:A globe with a radius of 25 feet
  + 5 feet/two levels
  Duration:1 round/two levels (D)
  Saving Throw:Fortitude negates
  Spell Resistance:Yes
  As gaze of terror, below, but this spell
  gives you a gaze attack that petrifies all who
  meet your eye. Those affected turn to stone.
  All creatures within range of a gaze attack
  must attempt a saving throw each round at
  the beginning of their turn.
  Diminished Effects:Petrified creatures
  return to flesh after 10 minutes per level.
  Heightened Effects: The caster can
  focus this gaze on one target so completely
  that no one in that round need make a save
  but the chosen target. This target must save
  against a Difficulty Class with a +4 circum-
  stance bonus. It is a standard action in that
  round for the caster to focus the gaze.
  Magic Item Creation Modifier:
  Constant ×3
  Gaze of Terror
  Enchantment (Compulsion) [Fear]
  Level:4 (Simple)
  Casting Time:Standard action
  Range:Close (25 feet + 5 feet/two levels)
  Area:A globe with a radius of 25 feet 
  + 5 feet/two levels
  Duration:1 round/two levels (D)
  Saving Throw:Will negates
  Spell Resistance:Yes
  This spell gives you a gaze attack that
  strikes fear into the hearts of all who meet
  your eye. Those affected become panicked,
  suffer a –2 morale penalty on all attack
  rolls, saving throws, and checks, have a 50
  percent chance to drop whatever they are
  holding, and flee away from you as fast as
  they can for the spell’s remaining duration.
  Each creature within range of a gaze attack
  must attempt a saving throw each round at
  the beginning of its turn.
  An opponent can avert his eyes from your
  face, looking at your body, watching your
  shadow,or tracking you in a reflective surface.
  Each round, such an opponent has a 50
  percent chance of not having to make a sav-
  ing throw. You gain one-half concealment
  against the opponent (so any attack he makes
  against you has a 20 percent miss chance).
  An opponent can shut his eyes, turn his
  back on you, or wear a blindfold. In these
  cases, the opponent does not need to make
  a saving throw. You gain total concealment
  against the opponent as if you were invisible.
  Thus, any attack the opponent makes
  against you has a 50 percent miss chance,
  and he can’t use sight to target attacks.
  Monte Cook’s Arcana Unearthed: Grimoire
  52
  
  You can actively attempt to use the gaze of
  terror as an attack action.You simply choose
  a target within range,and that opponent
  must attempt a saving throw.If the target
  has chosen to defend against the gaze as
  discussed above,the opponent gets a chance
  to avoid the saving throw (either 50 percent
  chance for averting his eyes or 100 percent
  chance for shutting his eyes).An opponent
  might have to save against your gaze twice
  during the same round:once before his own
  action and once during your action.
  Looking at your image (such as in a mir-
  ror or as part of an illusion) does not sub-
  ject you to the fear effect. You are immune
  to your own gaze attack.
  If visibility is so limited (by dim light-
  ing, fog, etc.) as to result in concealment,
  there is a percentage chance that an oppo-
  nent won’t need to make a saving throw in
  a given round. This chance is equal to the
  normal miss chance for the amount of con-
  cealment present. This chance is not cumu-
  lative with chances to avoid the gaze, but
  instead one rolls it separately.
  You cannot use your gaze attack while
  you are invisible. Characters using dark-
  vision in complete darkness are affected by
  a gaze attack normally.
  Diminished Effects:The spell grants the
  gaze attack for only 1 round and can affect
  only one creature (once a creature is affect-
  ed, the gaze attack fades). The affected crea-
  ture flees for 1 round per level.
  Heightened Effects: Even targets who
  make their saves (except those immune to
  fear effects) are shaken and suffer a –2
  morale penalty on attack rolls, saving
  throws, and checks.
  Magic Item Creation Modifier:
  Constant ×3
  Gentle Repose
  Necromancy
  Level: 2 (Simple)
  Casting Time: Standard action
  Range: Touch
  Target: Corpse touched
  Duration: One day/level
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  You preserve the remains of a dead crea-
  ture so they do not decay. Doing so extends
  the time limit on raising that creature from
  the dead: Days spent under the influence of
  this spell don’t count against the time limit.
  The spell also works on severed body
  parts and the like.
  Diminished Effects: N/A
  Heightened Effects:The duration is
  Permanent.
  Ghost Sound
  Illusion (Figment)
  Level: 0 (Simple)
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Effect:Illusory sounds
  Duration:1 round/level (D)
  Saving Throw:Will disbelief (if interacted 
  with)
  Spell Resistance: No
  Ghost sound allows you to create a volume
  of sound that rises, recedes, approaches, or
  remains at a fixed place. You choose what
  type of sound the spell creates when casting
  it,and you cannot thereafter change its basic
  character.The volume of sound created,how-
  ever,depends on your level.You can produce
  as much noise as four normal humans per
  caster level (maximum 20 humans). Thus,
  you can create talking, singing, shouting,
  walking,marching,or running sounds.The
  noise a ghost sound spell produces can be vir-
  tually any type of sound within the volume
  limit.A horde of rats running and squeaking
  is about the same volume as eight humans
  running and shouting.A roaring lion is equal
  to the noise from 16 humans, while a dire
  cat’s roar equals the noise from 20 humans.
  Heightened Effects:You may preprogram
  the sound so it occurs when a specific event
  triggers it (it lasts until triggered).Trigger
  events can be as general or as detailed as
  desired,although only visual and audible
  triggers work.Triggers react to what appears
  to be the case,so disguises and illusions can
  fool them.Normal darkness does not defeat
  a visual trigger,but magical darkness or
  invisibility does.Silent movement or magical
  silence defeats audible triggers.Audible trig-
  gers can be keyed to general types of noises
  or to a specific noise or spoken word.Note
  that actions can serve as triggers if they are
  visible or audible.A spell cannot distinguish
  invisible creatures,level,Hit Dice,or class
  except by external garb.The range limit of a
  trigger is 15 feet per caster level.Regardless of
  range,the spell can respond only to visible or
  audible triggers and actions in line of sight
  or within hearing distance.
  Ghost Weapon
  Transmutation [Force]
  Level: 4 (Simple)
  Casting Time: Standard action
  Range:Touch
  Target: One melee weapon
  Duration: 1 round/level
  Saving Throw:None
  Spell Resistance: Yes (harmless)
  With a touch, a weapon becomes ghostly
  and translucent. A character can wield it
  normally, but its attacks ignore armor and
  natural armor bonuses to Armor Class. At
  the same time, treat its strikes as force dam-
  age when attacking incorporeal foes.
  Diminished Effects:The weapon inflicts
  only half normal damage.
  Heightened Effects: Incorporeal crea-
  tures can wield the weapon, allowing them
  to make attacks against corporeal foes nor-
  mally, still ignoring armor, while remaining
  incorporeal themselves.
  Magic Item Creation Modifier:
  Constant N/A
  Giant’s Grip
  Transmutation
  Level:5 (Exotic)
  Casting Time:Standard action
  Range:Touch
  Target:One willing giant
  Duration:10 minutes/level (D)
  Saving Throw:None
  Spell Resistance:No
  This spell makes a single giant even bet-
  ter at grappling than she already is and
  increases her change to break objects. A
  giant affected by this spell gains double her
  Strength modifier (if positive) when making
  grapple checks,rather than just her modifi-
  er.When attempting to break an object,the
  modifier also doubles. This spell doubles
  even modifiers that are magically increased.
  Diminished Effects: The spell’s range
  becomes Personal and the target is You.
  Heightened Effects:The giant gains triple
  her Strength modifier to grapple and break
  object checks.
  Magic Item Creation Modifiers: Single-
  use ×1.5, constant ×1.5
  Chapter Two: Spells 53
  
  Gird the Warrior
  Transmutation [Force]
  Level:5 (Complex)
  Casting Time:Standard action
  Range:Touch
  Target:One creature
  Duration:One minute/level (D)
  Saving Throw:None
  Spell Resistance:No
  This spell enshrouds its subject with
  tangible, visible force energy in the form of
  a mighty set of plate armor. The subject of
  this effect gains a +10 armor bonus to
  Armor Class and a +4 enhancement bonus
  to attack and damage rolls made with
  melee weapons.
  The armor has no associated armor
  check penalties or spell failure chances,
  and it weighs nothing. A subject needs no
  proficiency to use this armor.
  Diminished Effects:The spell grants a
  +8 armor bonus to Armor Class and no
  bonus to attack and damage rolls.
  Heightened Effects:The spell grants a
  +12 armor bonus to Armor Class, in addi-
  tion to the +4 bonus to attack and damage
  rolls.
  Magic Item Creation Modifiers:
  Constant N/A, charged ×2
  Glamour
  Illusion (Glamer)
  Level:1 (Simple)
  Casting Time:Standard action
  Range:Personal
  Target:You
  Duration:10 minutes/level (D)
  Saving Throw:Will disbelief (if interacted 
  with)
  Spell Resistance:No
  You ensorcel yourself to appear beautiful
  to anyone looking upon you. Not only will
  they find you attractive, but all your Bluff,
  Diplomacy, and Gather Information checks
  against those looking at you gain a +5 cir-
  cumstance bonus.
  This spell does not change any specific
  details of your appearance, such as gender,
  race, and so forth However, it does prove
  quite useful to cast in conjunction with sor-
  cerous guise.
  Diminished Effects: N/A
  Heightened Effects:You also gain a
  +2 enhancement bonus to Charisma for 
  the duration of the spell.
  Magic Item Creation Modifier: Single-
  use ×2
  Glowglobe (Lesser)
  Evocation [Light]
  Level: 0 (Simple)
  Casting Time: Standard action
  Range: 0 feet
  Effect:Glowing sphere
  Duration: 10 minutes/level (D)
  Saving Throw:None
  Spell Resistance: No
  This spell creates a 3-inch sphere that
  glows softly with the light of a torch, shed-
  ding illumination in a 20-foot radius from
  the point you touch. The effect is immobile.
  A lesser glowglobe does not function in an
  area of magical darkness.
  The globe can be covered and hidden but
  not smothered or quenched.
  Heightened Effects: The lesser glowglobe
  moves as the caster wills. The caster con-
  trols its movement as a free action.
  However, it never moves farther than 10
  feet from the caster.
  Glowglobe (Greater)
  Evocation (Light)
  Level:2 (Simple)
  Casting Time:Standard action
  Range: 0 feet
  Effect: Glowing sphere
  Monte Cook’s Arcana Unearthed: Grimoire
  54
  
  Duration:Permanent
  Saving Throw:None
  Spell Resistance: No
  As lesser glowglobe except for the dura-
  tion, plus a greater glowglobe cast in an area
  of magical darkness dispels the darkness, if
  it comes from a lower-level effect.
  Diminished Effects: N/A
  Heightened Effects: The greater glow-
  globe moves as the caster wills. The caster
  controls its movement as a free action.
  However, it never moves farther than 20
  feet from the caster.
  Magic Item Creation Modifier: Single-
  use ×2
  Greenspy
  Divination [Plant]
  Level:2 (Complex)
  Casting Time:Standard action
  Range:Touch
  Target: One plant
  Duration:One hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You make a plant into a spy of sorts. For
  the duration of the spell, all activities—
  sight and sound—that occur within 50
  feet of the plant are “stored” magically
  within the plant. At any time afterward,
  you (and only you) can touch the plant
  and experience the information stored
  within it. Once you have accessed the
  information, you cannot do so again. The
  plant’s “senses” are normal—it cannot see
  in the dark, it cannot see invisible crea-
  tures, and so on.
  Diminished Effects:The duration
  becomes only one minute per level.
  Heightened Effects: The duration is
  Permanent.
  Gusting Wind
  Evocation [Air]
  Level:2 (Simple)
  Casting Time:Standard action
  Range:Medium (100 feet + 10 feet/level)
  Effect: Gust of wind (10 feet wide, 10 feet 
  high) emanating out from you to the
  extreme of the range
  Duration:1 full round
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This spell creates a strong blast of air that
  originates from you and moves in the direc-
  tion you face.The force of this gust automat-
  ically extinguishes candles,torches,and sim-
  ilar unprotected flames.The gust causes pro-
  tected flames, such as those of lanterns, to
  dance wildly, and it has a 50 percent chance
  to extinguish these lights. Corporeal crea-
  tures size Large or smaller who fail the sav-
  ing throw are knocked down.Creatures who
  are knocked down suffer 2d6 points of air
  damage. Any creature is entitled to a saving
  throw to ignore the gust’s effects.
  A gusting wind spell can do anything a sud-
  den blast of wind would be expected to do.
  Diminished Effects:The wind cannot
  knock down creatures.
  Heightened Effects: The wind extin-
  guishes even protected flames and contin-
  ues to blow for 1d4+1 rounds (D). Each
  round in the area, creatures must make
  saves or be knocked down.
  Hand of Battle
  Evocation [Force]
  Level: 3 (Simple)
  Casting Time: Standard action
  Range:Touch
  Target: One creature or object
  Duration: Instantaneous
  Saving Throw:Fortitude half
  Spell Resistance: Yes
  Your hand turns red as you reach out to
  touch a foe and attack with a stab of force
  energy. The touch attack inflicts 1d6 points
  of damage (maximum 10d6) per caster level.
  Diminished Effects: Damage inflicted
  becomes 1d4 points per level (maximum
  10d4).
  Heightened Effects: The spell also
  inflicts 1d3 points of Strength damage to
  those who fail the save.
  Harden
  Abjuration
  Level:1 (Complex)
  Casting Time: Standard action
  Range: Touch
  Area: One object or a 10-foot cube of matter
  Duration: One hour/level (D)
  Saving Throw: Fortitude negates
  (harmless, object)
  Spell Resistance:Yes (harmless, object)
  You increase an object’s hardness by 50
  percent or by +1, whichever is greater.
  Diminished Effects:You increase the
  hardness by +1 no matter what, and the
  duration becomes 1 round per level.
  Heightened Effects: You double the
  hardness.
  Hygiene
  Transmutation
  Level:0 (Simple)
  Casting Time:Standard action
  Range:Touch
  Target:One creature
  Duration:Instantaneous
  Saving Throw:Fortitude negates
  Spell Resistance:Yes
  You clean the subject creature, ridding
  it of dirt, sweat, contamination, foul
  odors, and so on. This spell not only
  makes the subject presentable for fine
  company, it promotes better health.
  For 24 hours after the casting, the sub-
  ject gains a +1 circumstance bonus on all
  saves against disease.
  Used frequently, this spell can help
  stave off tooth decay and other such
  minor maladies, although this has no in-
  game effect.
  Heightened Effects: You can affect one
  creature per caster level.
  Icebolt
  Evocation [Cold]
  Level:2 (Simple)
  Casting Time:Standard action
  Range:Medium (100 feet + 10 feet/level)
  Target:One creature
  Duration:Instantaneous
  Saving Throw:None
  Spell Resistance:Yes
  A bolt of razor-sharp ice launches from
  the palm of your hand at a single target.
  You must make a normal (not a touch)
  ranged attack roll; if you succeed, the bolt
  inflicts 2d6 points of piercing damage and
  1d6 points of cold damage + 1 point per
  level (maximum +10). If the attack roll
  misses, calculate whether it would have hit
  as a ranged touch attack. If so, then the
  bolt strikes and inflicts only the cold dam-
  age. If the ranged touch attack missed as
  well, there is no effect.
  Chapter Two: Spells 55
  
  Diminished Effects:The icebolt inflicts
  1d6 points of piercing damage and 1d6
  points of cold damage + 1 point per level
  (maximum +5).
  Heightened Effects: You can create one
  icebolt per round and launch it as a stan-
  dard action for 1 round per two caster levels
  (maximum five bolts).
  Illusory Creature
  (Lesser)
  Illusion (Figment)
  Level: 1 (Complex)
  Casting Time: Standard action
  Range: Long (400 feet + 40 feet/level)
  Effect: Visual figment that cannot extend 
  beyond four 10-foot cubes + one 10-foot 
  cube/level (S)
  Duration:Concentration
  Saving Throw: Will disbelief (if interacted 
  with)
  Spell Resistance: No
  This spell creates the visual illusion of a
  creature the way you imagine it looks. The
  illusion does not create sound, smell, tex-
  ture, or temperature, but the illusory crea-
  ture can move as you direct. You can move
  the image within the limits of the size of
  the effect.
  Diminished Effects: The spell’s dura-
  tion has a maximum of 1 round per caster
  level, a range of Close (25 feet + 5 feet per
  level), and an effect the size of a single 
  10-foot cube.
  Heightened Effects:The illusory creature
  makes sounds appropriate to the illusion
  (but no more than you could create with a
  ghost sound spell).
  Illusory Creature
  (Greater)
  Illusion (Figment)
  Level: 3 (Complex)
  Casting Time: Standard action
  Range: Long (400 feet + 40 feet/level)
  Effect: Visual figment that cannot extend 
  beyond four 10-foot cubes + one 10-foot
  cube/level (S)
  Duration:One minute/level (D)
  Saving Throw: Will disbelief (if interacted 
  with)
  Spell Resistance: No
  This spell creates the visual illusion of a
  creature the way you imagine it looks. The
  illusion also creates sound, smell, texture,
  and temperature, and the illusory creature
  can move as you direct (requiring concen-
  tration). You can move the image within
  the limits of the size of the effect.
  Diminished Effects: The spell’s dura-
  tion has a maximum of 1 round per caster
  level, a range of Close (25 feet + 5 feet/
  level), and an effect the size of a single
  10-foot cube.
  Heightened Effects:You can create fig-
  ments of multiple creatures within the area.
  Illusory Object (Lesser)
  Illusion (Figment)
  Level: 1 (Simple)
  Casting Time: Standard action
  Range: Long (400 feet + 40 feet/level)
  Effect: Visual figment that cannot extend 
  beyond four 10-foot cubes + one 10-foot 
  cube/level (S)
  Duration:Concentration
  Saving Throw: Will disbelief (if interacted 
  with)
  Spell Resistance: No
  56 Monte Cook’s Arcana Unearthed
  
  This spell creates the visual illusion of a
  static, immobile, solid object the way you
  imagine it looks. The illusion does not cre-
  ate sound, smell, texture, or temperature.
  Diminished Effects:The spell’s duration
  has a maximum of 1 round per caster level,
  a range of Close (25 feet + 5 feet/level), and
  an effect the size of a single 10-foot cube.
  Heightened Effects:The illusory object
  makes sounds appropriate to the illusion (as
  you could create with a ghost sound spell).
  Illusory Object (Greater)
  Illusion (Figment)
  Level: 3 (Simple)
  Casting Time: Standard action
  Range: Long (400 feet + 40 feet/level)
  Effect: Visual figment that cannot extend 
  beyond four 10-foot cubes + one 10-foot 
  cube/level (S)
  Duration:One minute/level (D)
  Saving Throw: Will disbelief (if interacted 
  with)
  Spell Resistance: No
  This spell creates the visual illusion of an
  object or a force (such as a fire) the way you
  imagine it looks.The illusion also creates
  sound,smell,texture,and temperature.The
  illusory object can move as you direct (requir-
  ing concentration).You can move the image
  within the limits of the size of the effect.
  Diminished Effects:The spell’s duration
  has a maximum of 1 round per caster level,
  a range of Close (25 feet + 5 feet/level), and
  an effect the size of a single 10-foot cube.
  Heightened Effects:You can create fig-
  ments of multiple objects within the area.
  Immortality
  Abjuration [Truename]
  Level: 9 (Exotic)
  Casting Time:One day
  Range:Touch
  Target:One living creature
  Duration:Instantaneous
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes
  The target stops aging. She continues to
  experience age effects as found in Monte
  Cook’s Arcana Unearthed, but has no maxi-
  mum age. When casting the spell, make a
  caster power check (DC 45). If you succeed,
  the target looks youthful and remains that
  way. If unsuccessful, she continues to look
  older and older as time passes, becoming a
  dreadful, shriveled husk.
  Material Components:Casting this spell
  requires a jewel worth at least 5,000 gp.
  Diminished Effects: N/A
  Magic Item Creation Modifiers:
  Constant ×6, charged ×4, single-use ×6,
  spell-completion ×3
  Immunity (Lesser)
  Abjuration
  Level: 7 (Simple)
  Casting Time:Standard action
  Range:Personal
  Target:You
  Duration:10 minutes/level (D)
  You become immune to one of the fol-
  lowing (your choice) for the duration:
  • Compulsion spells
  • Transmutation spells
  • Illusions
  • Negative energy spells
  • Positive energy spells
  • A single element
  • A single energy type
  • Poison
  • Disease
  • Curses
  Diminished Effects:The duration
  becomes 1 round per level.
  Heightened Effects: You can make two
  choices from the list, or you can choose one
  with a duration of one hour per level.
  Magic Item Creation Modifier:
  Constant ×2, single-use ×2
  Immunity (Greater)
  Abjuration
  Level: 9 (Simple)
  Casting Time:Standard action
  Range:Touch
  Target:You and one creature/four levels
  Duration:One hour/level (D)
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless)
  As lesser immunity, except this spell
  affects more creatures than just you.
  Diminished Effects:The spell lasts only
  10 minutes per level.
  Magic Item Creation Modifiers: Constant
  ×2,single-use ×1.5, spell-completion ×1.5
  Incorporeal Form
  Transmutation
  Level: 7 (Complex)
  Casting Time:Standard action
  Range:Personal
  Target:You
  Duration:One minute/level (D)
  You become incorporeal, allowing you to
  move through matter, enjoy immunity to
  nonmagical weapons, and receive a 50 per-
  cent miss chance from all nonforce attacks.
  Diminished Effects:The duration
  becomes 1 round per level, and your form is
  unstable. You suffer 1d6 points of damage
  per round while in your incorporeal form.
  Heightened Effects: The range becomes
  Touch, and the target becomes one creature.
  Magic Item Creation Modifiers:
  Constant ×1.5, charged ×1.5, single-use ×2
  Increase Weight 
  Transmutation
  Level: 1 (Exotic)
  Casting Time: Standard action
  Range:Touch
  Target: One creature or object
  Duration: 10 minutes/level (D)
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  By altering the effect of gravity on one crea-
  ture or object touched, you make the target
  effectively heavier by up to 20 lbs. per level.
  Extra weight on a creature counts against its
  own carrying limit.Creatures that cannot at
  least drag (5 × maximum load) their own
  weight collapse in exhaustion, immobile.
  Weapons increased to double their weight or
  more carry a +1 circumstance bonus to dam-
  age.Weapons increased beyond that still have
  the bonus to damage but carry a –1 circum-
  stance penalty to attack rolls,as they have
  become harder to wield.Hardness and dura-
  bility are not affected.Weapons increased
  beyond a character’s maximum load cannot be
  wielded.Creatures affected by this spell gain
  a –1 circumstance penalty to Jump checks.
  Diminished Effects: N/A
  Heightened Effects: The spell can
  increase a target’s weight by 50 lbs. per
  level. Creatures affected by this spell suffer
  a –2 circumstance penalty to Jump checks.
  Magic Item Creation Modifier:
  Constant ×3, single-use ×1.5
  Chapter Two: Spells 57
  
  Inner World
  Illusion (Phantasm) [Mind-Affecting,
  Psionic]
  Level: 4 (Exotic)
  Casting Time:Standard action
  Range:Touch
  Target:One living creature
  Duration:10 minutes/level (D)
  Saving Throw:Will negates
  Spell Resistance:Yes
  With a single touch of your purplish glow-
  ing hand, you cast the target into a world of
  phantasm that only she can see.She can take
  no actions in the real world (but is not help-
  less).The nature of the phantasmal world is
  up to you,but if the DM deems it appropriate
  to the target (a world filled with the things
  she loves most,or fears most,and so on),the
  saving throw Difficulty Class increases by +2.
  Diminished Effects:The caster must
  know the target’s truename to affect her.
  Heightened Effects: The target finds
  herself so consumed by the inner world that
  she is helpless.
  Magic Item Creation Modifiers: Single-
  use ×1.5, constant ×1.5
  Invigorate Item
  Transmutation
  Level: 2 (Exotic)
  Casting Time:Standard action
  Range:Touch
  Target:One magic item
  Duration:1 round/level (D)
  Saving Throw:None
  Spell Resistance:No
  Cast upon a magic item that allows a
  saving throw, this spell increases the
  Difficulty Class of the item’s powers by +1.
  The affected item sparkles with a magical
  luster for the duration.
  Diminished Effects:The item gains a 
  +2 bonus, but the spell affects only the
  item’s next single use.
  Heightened Effects: The item gains a
  +2 bonus for the duration.
  Magic Item Creation Modifier:
  Constant ×2
  Invisibility
  Transmutation
  Level: 3 (Complex)
  Casting Time:Standard action
  Range: Personal or touch
  Target: You or a creature or object weighing 
  no more than 100 lbs./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 becomes
  impossible to see with normal sight or even
  with darkvision. If the subject is a creature
  carrying gear, the gear vanishes, too. If you
  cast the spell on someone else, neither you
  nor your allies can see the subject, unless
  you can normally see invisible things or can
  employ magic to do so.
  Items that an invisible creature drops or
  puts down become visible;items an invisible
  creature picks up disappear if tucked into
  the creature’s clothing or pouches. 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 the subject car-
  ries that extends more than 10 feet from
  the subject becomes visible, such as a trail-
  ing rope.
  The subject is not magically silenced,
  and certain other conditions can render
  the subject 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 target-
  ing a foe or whose area or effect includes a
  foe. (Exactly who is a foe depends on the
  subject’s perceptions.) Actions directed at
  unattended objects do not break the invisi-
  bility. Causing harm indirectly is not an
  attack. Spells that specifically affect allies
  but not foes are not attacks for this pur-
  pose, even when they include foes in their
  areas. A subject that attacks directly imme-
  diately becomes visible, along with all gear.
  Diminished Effects:The duration
  becomes Concentration (one minute per
  level maximum).
  Heightened Effects: For 1 round per
  level, the invisible subject can make
  “attacks” and still not become visible, after
  which the spell continues normally but
  such attacks end the invisibility.
  Magic Item Creation Modifier:
  Constant ×2
  Invisibility Prohibition
  Evocation
  Level:3 (Complex)
  Casting Time:Standard action
  Range:Touch
  Area: 5-foot-radius spread/level
  Duration: 10 minutes/level (D)
  Saving Throw:None
  Spell Resistance:No
  You fill an area with magical energy that
  negates all forms of invisibility. Anything
  that is invisible becomes visible while in the
  area. The area remains immobile.
  Diminished Effects:The caster must
  make an opposed caster power check
  against the caster level of the invisibility
  effect in order to reveal a particular invi-
  sible creature or object.
  Heightened Effects: The caster may cast
  the spell upon a single creature or object
  (the subject gets a Will saving throw to
  avoid, and spell resistance applies), allow-
  ing the area to move with the creature 
  or object.
  Magic Item Creation Modifier:
  Constant ×2
  Invoked Apocalypse
  Evocation
  Level:9 (Exotic)
  Casting Time:10 minutes
  Range:One mile/level
  Area: 100-foot-radius cylinder/level,
  100 feet high per level
  Duration: 1 round/level (D)
  Saving Throw:Reflex half
  Spell Resistance:Yes
  In this, one of the most feared of all
  spells, you cause all elements and energy
  types to rain down upon an area in a con-
  flagration of destruction. All within this
  storm of devastation suffer 10d6 points of
  damage per round. Characters in the area
  must make a new Reflex saving throw each
  round. When this spell is done, buildings
  (even an entire small town) usually are
  destroyed, forests flattened, small lakes
  boiled away or filled with detritus, and all
  life extinguished.
  Despite the long range, you still must
  have line of sight on the target, so one usu-
  ally casts invoked apocalypse from atop a
  mountain or a high tower.
  Monte Cook’s Arcana Unearthed: Grimoire
  58
  
  This spell is horribly draining on the
  caster. Once it is cast, you fall immediately
  into a coma for 1d4 days. Even magic can-
  not prevent this coma, nor can it cure it.
  Casters who might arguably be immune to
  energy draining or comas (such as liches)
  are reduced to 1 hit point, and the lost hit
  points cannot be restored for 24 hours by
  any means. If you cast this spell more than
  once in a year’s time, the spell slays (or
  destroys) you.
  Diminished Effects: N/A
  Magic Item Creation Modifiers: Spell-
  completion ×3, single-use ×6
  Learn Secret (Lesser)
  Divination 
  Level:1 (Exotic)
  Casting Time:Standard action
  Range:Touch
  Target:One object
  Duration:1 round/level or until triggered
  Saving Throw:None
  Spell Resistance:No
  This spell is based on the idea that, just
  as creatures have truenames, objects have
  special, unique secrets impossible to learn
  by simple inspection and difficult to
  describe with common language. When you
  cast this spell, you learn a minor secret of
  one object. This secret allows you to intu-
  itively know a way to use the object more
  effectively. The next time you attempt to use
  the object (if the duration of the spell con-
  tinues) you gain a +5 insight bonus.
  Normally, this bonus applies to a standard
  use of the item—the secret of a lockpick
  allows the caster to use it to pick a lock bet-
  ter, for instance. The secret of a battleaxe
  allows the caster to strike with it more
  accurately in combat. Sometimes, however,
  the bonus applies to attempts to overcome
  forces seeking to prevent you from using
  the object. For example, the insight bonus
  could apply to an attempt to force open a
  barred door.
  Only you gain the bonus,no matter how
  hard you may attempt to communicate the
  secret to another.Once used,the fleeting,
  esoteric nature of the secret is forgotten.It
  is impossible to record the secret in any way.
  The insight bonus applies only to rolls you
  make,so it is never a bonus to Armor Class.
  Diminished Effects:The insight bonus
  becomes +1.
  Heightened Effects: The insight bonus
  becomes +10.
  Magic Item Creation Modifier:
  Constant ×5, single-use ×1.5
  Learn Secret (Greater)
  Divination 
  Level:4 (Exotic)
  Casting Time:Standard action
  Range:Touch
  Target:One object
  Duration:Instantaneous
  Saving Throw:None
  Spell Resistance:No
  You learn the secret of an object, as
  described in lesser learn secret, but you do
  not forget it. Also, instead of a single +5
  insight bonus, you gain a +2 insight bonus
  to use a single object forever, no matter how
  many times you use it. Many casters learn
  the secret of their staff, their tools, and so
  on as soon as they acquire them.
  Diminished Effects: N/A
  Heightened Effects: The insight bonus
  becomes +3.
  Magic Item Creation Modifiers: Single-
  use ×5, spell-completion ×3, constant ×1.5
  Learn Truename
  Divination 
  Level:6 (Simple)
  Casting Time:12 hours
  Range:Unlimited
  Target:One creature
  Duration:Instantaneous
  Saving Throw:Will negates
  Spell Resistance:Yes
  You learn the truename of a creature
  whose normal name you already know. You
  also must have some personal effect (a lock
  of hair, a possession owned for at least six
  months, etc.) of the target placed in a gold-
  en bowl worth 500 gp. The bowl is a focus
  and is not consumed by the spell, but the
  personal effect is consumed as a material
  component.
  Diminished Effects: N/A
  Heightened Effects: N/A
  Magic Item Creation Modifiers:
  Constant ×3, single-use ×2, spell-
  completion ×2
  Levitate
  Transmutation [Air]
  Level: 2 (Simple)
  Casting Time:Standard action
  Range: Personal or Close (25 feet + 5 feet/
  two levels)
  Target: You or one willing creature or one 
  object (up to 100 lbs./level total)
  Duration: 10 minutes/level (D)
  Saving Throw:None
  Spell Resistance:No
  Levitate allows you to move yourself,
  another creature, or an object up and down
  as you wish. A creature must be willing to
  be levitated, and an object must be unat-
  tended or possessed by a willing creature.
  You can mentally direct the target up or
  down as much as 20 feet each round, doing
  so is a move-equivalent action. You cannot
  move the target horizontally, but the target
  could clamber along the face of a cliff or
  push against a ceiling to move laterally
  (generally at half base speed).
  A levitating creature who attacks with a
  melee or ranged weapon finds itself
  increasingly unstable; the first attack has
  an attack roll penalty of –1, the second –2,
  and so on, up to a maximum penalty of –5.
  A full round spent stabilizing allows the
  creature to begin again at –1.
  Diminished Effects:The spell’s range
  becomes Personal, with only You as the tar-
  get. The caster cannot levitate more than
  5 feet off the ground.
  Heightened Effects: The caster can
  move up to 60 feet vertically and also up to
  10 feet horizontally in a single round.
  Chapter Two: Spells 59
  
  Litorian Claws
  Transmutation
  Level: 3 (Exotic)
  Casting Time:Standard action
  Range: Touch
  Target: One willing litorian
  Duration: 10 minutes/level (D)
  Saving Throw:None
  Spell Resistance:No
  This spell is rarely known by nonlitori-
  ans. It gives a litorian formidable claws that
  he can use in combat as natural weapons he
  is proficient with. The claws inflict damage
  based on your caster level:
  Level
  Damage
  5 or lower
  1d6
  6–9
  1d8
  10–13
  1d10
  14–17
  2d6
  18–20
  3d6
  The litorian gains claws on both hands
  and can make off-hand attacks if he wishes
  (using the normal penalties). As with any
  melee weapon, the litorian adds his
  Strength bonus to any attack and damage
  rolls made with the claws.
  Diminished Effects:The spell’s range
  becomes Personal, with You as the target.
  Heightened Effects: The spell grants an
  additional 1d6 points of damage with each
  claw attack.
  Magic Item Creation Modifiers: Single-
  use ×1.5, constant ×1.5
  Locate Creature
  Divination
  Level: 4 (Complex)
  Casting Time: Standard action
  Range: Long (400 feet + 40 feet/level)
  Area: A circle centered on you,with a radius
  of 400 feet + 40 feet/level 
  Duration:10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  Your eyes glow with a blue light, and you
  sense the direction of a known or familiar
  creature.
  As you slowly turn, you sense when
  you’re facing in the direction of the creature
  you’re trying to locate, provided the crea-
  ture is within range. You also know which
  direction the creature is moving, if any.
  The spell can locate a creature of a spe-
  cific type (such as human or unicorn) or a
  specific creature you know. It cannot find
  a creature of a general type (such as
  humanoid or beast).To find a specific type
  of creature,you must have seen such a crea-
  ture up close (within 30 feet) at least once.
  If more than one creature of this specific
  type is within range,you locate the nearest
  specimen.Attempting to find a specific crea-
  ture requires a detailed and accurate mental
  image;if the image is not close enough to
  the actual creature,the spell fails.You can-
  not specify a unique character unless you
  have observed that particular character first-
  hand (not through divination).
  This spell cannot detect objects.It can be
  fooled by the Disguise skill and the sorcerous
  guise,unknown,and shapechange spells.
  Diminished Effects:The spell can detect
  only a specific creature, and the caster must
  know its truename for the spell to work.
  Heightened Effects: The caster may 
  double the spell’s range.
  Locate Object
  Divination
  Level: 3 (Complex)
  Casting Time: Standard action
  Range:Long (400 feet + 40 feet/level)
  Area: Circle, centered on you, with a radius
  of 400 feet + 40 feet/level
  Duration: One minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  Your eyes glow with a blue light, and you
  sense the direction of a well-known or
  clearly visualized object. The spell locates
  such objects as apparel, jewelry, furniture,
  tools, weapons, or even a ladder. You can
  search for general items such as a stairway,
  a sword, or a jewel; if more than one of its
  type is within range, you locate the nearest
  specimen. Attempting to find a specific
  item, such as a particular piece of jewelry,
  requires a specific and accurate mental
  image; if the image is not close enough to
  the actual object, the spell fails. You cannot
  specify a unique object (such as “Baron
  Vulden’s signet ring”) unless you have
  observed that particular item firsthand (not
  through divination).
  Lead blocks locate object. This spell can-
  not detect creatures.
  Diminished Effects:The caster cannot
  detect specific objects, only general ones
  (the caster can look for swords, but not a
  specific sword).
  Heightened Effects: The caster may
  double the spell’s range.
  Monte Cook’s Arcana Unearthed: Grimoire
  60
  
  Location Loresight
  Divination [Psionic]
  Level:2 (Complex)
  Casting Time:Standard action
  Range:0 feet
  Area:30-foot-radius spread
  Duration:Instantaneous
  Saving Throw:None
  Spell Resistance:No
  You learn something significant about
  an area in which you stand. Although the
  area is a 30-foot spread, if indoors, the spell
  basically affects one room (the room where
  you stand). Go through this list, in order;
  the first bit of lore you do not know, you
  learn through this spell:
  1. When the location was created (if
  man-made, otherwise skip)
  2. Name of last creature to pass through
  location, if any (other than you)
  3. Race of last creature to pass through
  location, if any (other than you)
  4. Name of the location’s creator (a natu-
  ral location, like a glen, was created 
  by nature)
  5. Race of the location’s creator, if any
  6. Name of the location’s longest occu-
  pant, if any
  7. Race of the location’s longest occu-
  pant, if any
  8. Name and race of the current owner
  or master of the location, if any
  9. Brief description of the most signifi-
  cant event to happen in the location
  10.Magical ability or property of the loca-
  tion, if any (random if more than one)
  Multiple castings allow you to gain mul-
  tiple bits of information. If you know all of
  the above information, this spell teaches
  you nothing.
  Diminished Effects: N/A
  Heightened Effects: N/A
  Magic Item Creation Modifiers:
  Constant ×3, charged ×2
  Magic Armor
  Transmutation
  Level: 1 (Complex)
  Casting Time: Standard action
  Range: Touch
  Target: Armor touched (see text)
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless,object)
  Spell Resistance: Yes (harmless, object)
  Magic armor gives a harness of armor or
  a shield a +1 enhancement bonus to Armor
  Class. This spell can also be cast on a crea-
  ture with no armor, giving a +1 armor
  bonus to clothing or flesh.
  Diminished Effects:The spell lasts for 1
  round per two levels (maximum 5 rounds).
  Heightened Effects: The enhancement
  bonus bestowed by the spell stacks with the
  enhancement bonus of the armor, if any.
  Magic Item Creation Modifiers:
  Constant N/A, charged ×2
  Magic Circle
  Abjuration
  Level: 3 (Complex)
  Casting Time: Standard action
  Range:Touch
  Area:Emanates 10 feet from touched 
  creature
  Duration: 10 minutes/level
  Saving Throw:None
  Spell Resistance: No (see text)
  Beams of dark blue energy flash from
  your fingers to trace on the ground an intri-
  cate circle of magical symbols made of ener-
  gy. This spell wards all creatures in the area
  from attacks by outsiders and from mental
  control. The subjects get a +2 deflection
  bonus to Armor Class and a +2 resistance
  bonus on saving throws. Both these bonus-
  es apply against attacks made by outsiders.
  The barrier blocks any attempt to pos-
  sess a warded creature or to exercise mental
  control over the creature. The protection
  does not prevent a spell or effect that grants
  mental commands from being cast on the
  creature, but it keeps the caster of such a
  spell from mentally commanding the pro-
  tected creature. If the warding effect ends
  before the mental control effect does, the
  caster would then be able to mentally com-
  mand the controlled creature. Likewise, the
  barrier keeps out a possessing life force but
  does not expel one if it is in place before
  the spell is cast.
  This spell has a special function you may
  choose when casting it. You can focus a
  magic circle inward rather than outward. In
  this case, it serves as an immobile, tempo-
  rary magical prison for a summoned crea-
  ture. Creatures summoned inside a magic
  circle cannot cross the circle’s boundaries.
  This is particularly useful in conjunction
  with the call outsider or call undead spells.
  If a creature too large to fit into the
  spell’s area is the subject of magic circle, the
  spell acts as normal for that creature only.
  Diminished Effects:The caster can only
  focus the spell inward; thus it serves only as
  a magical prison.
  Heightened Effects: A caster who knows
  the truename of a creature can choose
  whether to allow the creature to cross the
  boundaries of the circle (either direction).
  Magic Weapon
  Transmutation
  Level: 1 (Complex)
  Casting Time: Standard action
  Range: Touch
  Target: Weapon(s) touched
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless,
  object)
  Spell Resistance: Yes (harmless, object)
  Magic weapon gives a melee or ranged
  weapon a +1 enhancement bonus to attack
  and damage rolls. You can also cast this
  spell on a natural weapon, such as an
  unarmed strike or a beast’s claw attack, or
  on ranged weapon ammunition (one spell
  affects up to 50 pieces of ammunition—
  arrows, sling stones, bolts, shuriken, and
  so on).
  Diminished Effects:The spell lasts for 
  1 round, allowing the wielder to make a 
  single round’s worth of attacks with it.
  Heightened Effects: The bonus the spell
  bestows is a luck bonus, so it stacks with
  the weapon’s enhancement bonus, if any.
  Magic Item Creation Modifiers:
  Constant N/A, charged ×2
  Magnetism
  Transmutation
  Level: 2 (Complex)
  Casting Time: Standard action
  Range: Touch
  Target: You (your hand)
  Duration: One minute/level (D)
  Saving Throw: Will negates (harmless,
  object)
  Spell Resistance: Yes (harmless, object)
  Chapter Two: Spells 61
  
  Your hand becomes magnetic. If you
  hold a metal object, you gain a +10 circum-
  stance bonus to resist attempts to disarm
  you of it. You also gain a +10 circumstance
  bonus to climb up a metal surface or object
  (like an iron pipe). Further, when you focus
  your attention (requiring concentration) on
  a metal or mostly metal object within 5 feet
  + 1 foot per caster level weighing less than 1
  lb. per level, you drag it toward you at a rate
  of 1 foot per round.
  Diminished Effects:The circumstance
  bonus becomes +5 for resisting disarm
  attempts and climbing. You cannot draw
  objects toward you unless they weigh less
  than 1 lb. and are no more than 5 feet away.
  Heightened Effects: As much or as little of
  your body as you desire becomes magnetic,
  allowing you to hold in each hand a metal
  object that gains a +10 bonus to avoid disarm
  attempts.You gain a +10 circumstance bonus
  to climbing for each magnetic limb that clings
  to a metallic surface. You can attach a knife
  to your leg without straps, stand on a
  metallic plate on the ceiling, and so on.
  Mark Allies
  Transmutation
  Level: 2 (Complex)
  Casting Time: Standard action
  Range: Touch
  Target: One ally/three levels
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  With a touch from your blue-haloed
  hand, you designate a creature (or crea-
  tures) as your ally. For the spell’s duration,
  the designated creatures remain unaffected
  by any spell of 3rd level or lower that you
  cast unless they wish to be affected—as
  though they had spell resistance and you
  failed your check. Thus, they can stand in
  the middle of your sorcerous blast
  unscathed, or walk through a wall of ice
  of your creation.
  Diminished Effects:The spell affects
  one creature and protects it only from the
  next spell cast within the duration.
  Heightened Effects: The spell affects
  one ally per level and protects them from all
  the spells you cast for the duration.
  Magic Item Creation Modifier:
  Constant ×2
  Mass Devastation
  Evocation [See Text] 
  Level:8 (Complex)
  Casting Time: 1 full round
  Range: Long (400 feet + 40 feet/level)
  Area: Burst with a radius of 10 feet/level
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You blast the area with an element of your
  choice. The area fills with roaring flames,
  horrific winds, crashing waves, or falling
  rocks.No matter which element you choose,
  the spell inflicts 1d6 points of damage per
  level (20d6 maximum). Further, it creates a
  lasting effect based on the element chosen:
  • Air: The incredibly strong winds knock
  prone all who failed their save,regard-
  less of size. Flying creatures smash
  into the ground or walls (if present)
  and suffer an additional 5d6 points of
  damage.All flames are extinguished.
  • Earth: The area fills with stony rubble,
  gravel, and dirt. Characters who fail
  their saves are buried and pinned as
  described in the DMG under “Cave-
  Ins and Collapses.” All flames are
  extinguished.
  • Fire: Flammable objects catch fire,
  including flammable characters who
  failed their saving throws.
  • Water: The waves knock prone all who
  failed their saves, regardless of size.
  Non-water-breathers failing their
  saves must make a Constitution check
  (DC 15) or begin to drown. All flames
  are extinguished.
  Diminished Effects:The spell inflicts a
  maximum of 15d6 points of damage, with
  no special after-effects (the stone and
  Monte Cook’s Arcana Unearthed: Grimoire
  62
  
  water disappear immediately, the fire
  blazes out so quickly it cannot set objects
  alight).
  Heightened Effects: The area becomes a
  burst with a radius of 20 feet per level.
  Magic Item Creation Modifiers: Single-
  use ×2, spell-completion ×2
  Massive Sword
  Evocation [Force]
  Level:5 (Complex)
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Effect: One sword
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  You bring into being a huge, shimmering
  sword made of force. The sword strikes at
  any opponent within its range, as you
  desire, starting the round that you cast the
  spell. The sword attacks its designated tar-
  get once each round. Its attack bonus is
  your level + your spellcasting ability score
  bonus with a +3 enhancement bonus. As a
  force effect, it can strike ethereal and incor-
  poreal creatures. It deals 4d6 + 3 points of
  damage, with a threat range of 19–20 and
  critical damage of ×2.
  The massive sword always strikes from
  your direction. It does not get a flanking
  bonus or help a combatant get one. If the
  sword goes farther from you than the spell
  range, if it goes out of your sight, or if you
  stop directing it, it returns to your side and
  hovers.
  Each round after the first, you can use a
  standard action to switch the sword to a
  new target. If you do not, the sword contin-
  ues to attack the previous round’s target.
  Physical attacks cannot harm the sword,
  but dispel magic, disintegration, and similar
  spells affect it. The sword’s Armor Class
  against touch attacks is 13.
  If an attacked creature has spell resist-
  ance, make a resistance check the first time
  the sword strikes the creature. A success at
  resistance dispels the spell. Otherwise, the
  sword enjoys its normal full effect on that
  creature for the duration of the spell.
  Diminished Effects:The caster must
  physically wield the sword, so it can attack
  only adjacent foes (or those farther away, if
  the caster naturally has reach). It requires
  normal actions to attack, using the caster’s
  attack bonus and Strength modifier; the
  caster is considered proficient, and damage
  remains 4d6 + 3 points.
  Heightened Effects: The sword also
  inflicts +2d6 points of damage of a chosen
  energy type (acid, cold, electricity, fire, or
  sonic). The spell takes on the appropriate
  energy descriptor.
  Mental Protection
  Abjuration [Mind-Affecting, Psionic]
  Level:7 (Simple)
  Casting Time:Standard action
  Range:Touch
  Target:One living creature
  Duration:One hour/level
  Saving Throw:None
  Spell Resistance:Yes
  Mental protection wards a creature
  against mind-affecting spells, enchantment
  (compulsion) spells, and unwanted spell
  effects with the psionic descriptor. If some-
  one attacks the protected creature in one of
  these ways during the duration, you make
  an opposed caster power check with the
  attacking caster. If you win, you foil the
  attacker’s spell. If the attacking caster wins,
  the spell resolves normally (with saving
  throws, spell resistance, and so on, if
  applicable).
  Diminished Effects: The duration
  becomes 10 minutes per level.
  Heightened Effects: The duration
  becomes one day per level.
  Mind Stab
  Evocation [Mind-Affecting, Psionic]
  Level:1 (Simple)
  Casting Time:Standard action
  Range:Medium (100 feet + 10 feet/level)
  Target:One living creature
  Duration:Instantaneous
  Saving Throw:None
  Spell Resistance:Yes
  You focus your mind and create an invis-
  ible mental blast that emanates from your
  head and stabs the mind of another. You
  must make a ranged touch attack to use the
  blast to strike a foe. If it hits, you deal 1d6
  points of subdual damage + 1 point per
  level (maximum +10).
  Diminished Effects:You deal 1d4 points
  of subdual damage.
  Heightened Effects: An affected subject
  also must a make Will saving throw or be
  dazed for 1 round. Dazed characters can’t
  take actions—move, cast spells, use mental
  abilities, etc. (but they are not stunned).
  Minor Illusion
  Illusion (Figment)
  Level:0 (Simple)
  Casting Time:Standard action
  Range:0 feet
  Effect:An image up to 6 inches on all sides
  Duration:1 round/level (D)
  Saving Throw:Will negates (disbelief)
  Spell Resistance:No
  You create a tiny, immobile image—a
  very small dagger,a floating ball,a miniature
  face, etc.—in your open palm.
  Heightened Effects: The object can
  move and moves with you, so you can pre-
  tend to wield a tiny illusionary dagger or
  create the image of a tiny dancing monkey
  in your hand.
  Modify Memory
  Enchantment (Compulsion) [Mind-
  Affecting, Psionic]
  Level: 4 (Complex)
  Casting Time: Standard action (see text)
  Range: Close (25 feet + 5 feet/two levels)
  Target: One living creature
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance:Yes
  You reach into the target’s mind and
  modify up to five minutes of her memory in
  one of the following ways:
  1. Eliminate all memory of an event the
  target actually experienced. This spell
  cannot negate spells that affect the
  subject’s mind.
  2. Allow the target to recall with perfect
  clarity an event she actually experienced.
  3. Change the details of an event the tar-
  get actually experienced.
  4. Implant a memory of an event the tar-
  get never experienced.
  Casting the spell takes a standard action.
  If the target fails to save,you proceed with
  the spell by spending up to five minutes (a
  Chapter Two: Spells 63
  
  period of time equal to the amount of mem-
  ory time you want to modify) visualizing the
  memory you wish to modify in the target. If
  anything disturbs your concentration before
  the visualization is complete, or if the sub-
  ject ever moves beyond the spell’s range
  during this time, the spell is lost.
  A modified memory does not necessarily
  affect the target’s actions,particularly if it con-
  tradicts her natural inclinations.The target
  may dismiss an illogical modified memory as a
  bad dream or a memory muddied by too much
  wine.More useful applications of modify mem-
  ory include implanting memories of friendly
  encounters with you (inclining the target to
  act favorably toward you),changing the details
  of a superior’s orders to the target,or causing
  the target to forget she ever saw you or your
  party.The DM reserves the right to decide
  whether a modified memory seems too non-
  sensical to affect the target significantly.
  Diminished Effects:The caster can
  modify one minute of memories.
  Heightened Effects: The caster can
  modify up to 30 minutes of memories.
  Magic Item Creation Modifier: Single-
  use×2
  Mudball
  Evocation [Earth, Water]
  Level: 1 (Simple)
  Casting Time: Standard action
  Range:Close (25 feet + 5 feet/two levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  A ball of gray-brown mud appears in your
  hand.You can throw this ball with no penal-
  ties up to the range of the spell,making a
  normal ranged (not touch) attack.If success-
  ful,the target suffers 1d8 points of earth and
  water damage (half each) + 1 point of damage
  per caster level (maximum +5).Further,if the
  target has eyes and does not have damage
  reduction,the attack blinds it for 1 round.
  Diminished Effects: The mudball inflicts
  only 1d6 points of damage and has no
  other effects.
  Heightened Effects: The mudball inflicts
  1d8 points of earth and water damage (half
  each) + 1d8 additional damage per two
  caster levels (maximum 5d8).
  Muddy Ground
  Transmutation [Earth, Water]
  Level:2 (Simple)
  Casting Time:Standard action
  Range:Medium (100 feet + 10 feet/level)
  Area:One 10-foot square/level
  Duration:1 round/level
  Saving Throw:None
  Spell Resistance:No
  Assuming the ground in the area is at
  least partially made of earth or stone, you
  turn the top 3 inches of the surface into
  mud. Creatures in the area move at half
  speed and must succeed at a Balance check
  (DC 15) each round that they take an action
  in the area; failure means they slip and fall
  prone in the mud. The mud completely dis-
  appears when the spell ends.
  Diminished Effects:Because the mud is
  only 1 inch deep, movement is unaffected
  (Balance check DC 10).
  Heightened Effects: The mud becomes
  12 inches deep, cutting movement to a
  quarter normal.
  Multiple Personalities
  Enchantment (Compulsion) [Mind-
  Affecting, Psionic]
  Level: 7 (Exotic)
  Casting Time: Standard action (see text)
  Range: Close (25 feet + 5 feet/two levels)
  Target: One living creature
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance:Yes
  You create a secondary, ever-present, and
  troublesome personality within the target’s
  mind. Any time the target wishes to take an
  action, he must succeed at a Will saving
  throw or be faced with indecision and
  internal bickering; as the spell continues,
  this bickering becomes less internal—the
  target begins arguing with himself. A target
  that fails this Will save remains frozen with
  indecision for 1d4 rounds, then the player
  (or DM if the target is an NPC) rolls d%.
  On a roll of 1 to 50, the target can take the
  action. On a roll of 51 to 00, the secondary
  personality wins out and the target does
  the opposite of the intended action (or as
  close as possible). For example, if he want-
  ed to attack a foe, he attempts to heal or
  help the foe for a round instead.
  Diminished Effects:The spell lasts one
  hour per level.
  Heightened Effects: Once affected, the
  target is automatically frozen with indeci-
  sion for 1d4 rounds, and then must make
  the d% roll to see which personality is
  dominant.
  Magic Item Creation Modifiers: Single-
  use ×3, constant ×1.5
  Neutralize Poison
  Transmutation [Positive Energy]
  Level: 4 (Complex)
  Casting Time: Standard action
  Range: Touch
  Target: Creature or object touched (up to 
  1 cubic foot/level) 
  Duration: Instantaneous
  Saving Throw:Will negates (harmless,
  object)
  Spell Resistance: Yes (harmless, object)
  If your caster power check beats the poi-
  son’s Difficulty Class,you detoxify 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 end,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 poison-
  ous creature replenishes its poison at its
  normal rate.
  Diminished Effects:The caster power
  check suffers a –3 penalty.
  Heightened Effects: In addition to the
  normal effects, this spell heals damage
  inflicted by poisons within the last hour.
  Null Magic Zone
  Abjuration
  Level: 7 (Complex)
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Area:10-foot-radius spread
  Duration: 10 minutes/level (D)
  Saving Throw:None
  Spell Resistance: See text
  You create an immobile area where magic
  does not function.The area remains impervi-
  ous to magical effects,including spells,spell-
  like abilities, and supernatural abilities.
  Monte Cook’s Arcana Unearthed: Grimoire
  64
  
  Likewise,it prevents the functioning of any
  magic items or spells within its confines.
  A null magic zone suppresses any spell or
  magical effect used within, brought into, or
  cast into the area, but it does not dispel it.
  Time spent within a null magic zone counts
  against the suppressed spell’s duration.
  Golems and other magical constructs, ele-
  mentals, outsiders, and corporeal undead,
  still function in a null magic zone (though
  the null magic zone suppresses their super-
  natural, spell-like, and spell abilities nor-
  mally). If such creatures are summoned or
  conjured, however, see below.
  If summoned or conjured creatures of
  any type, as well as incorporeal creatures,
  enter a null magic zone, they wink out. They
  reappear in the same spot once the zone
  goes away. Time spent “winked out” counts
  normally against the duration of the conju-
  ration maintaining the creature. If you cast
  null magic zone in an area occupied by a
  conjured creature with spell resistance, you
  must succeed at a caster level check (1d20 +
  caster level) against the creature’s spell
  resistance to make it wink out.
  Normal creatures can enter the area, as
  can normal missiles. The spell has no effect
  on constructs that are imbued with magic
  during their creation and thereafter are
  self-supporting (unless they have been
  summoned, in which case treat them like
  any other summoned creatures). Undead
  and outsiders likewise remain unaffected
  unless summoned. The zone may temporar-
  ily nullify these creatures’ spell-like or
  supernatural abilities, however.
  Dispel magic does not remove the zone.
  Two or more null magic zones sharing any of
  the same space have no effect on each other.
  Laden 9th-level spells remain unaffected by
  a null magic zone (see the individual spell
  descriptions). Artifacts and creatures of
  demigod or higher status go unaffected.
  Note: Should a target creature be larger
  than the zone’s area,any part of the creature
  that lies outside the zone remains unaffected.
  Diminished Effects: The area becomes
  up to a 1-foot-radius spread 
  Heightened Effects: The area becomes a
  20-foot-radius spread (S).
  Magic Item Creation Modifiers:
  Constant ×5
  Object Loresight
  Divination [Psionic]
  Level:1 (Complex)
  Casting Time:Standard action
  Range:Touch
  Target:One object
  Duration:Instantaneous
  Saving Throw:Will negates (harmless)
  Spell Resistance:Yes
  You learn something significant about
  an object you touch. Go through this list, in
  order; the first bit of lore you do not know,
  you learn through this spell:
  1. Age of object
  2. Name of last creature to touch the
  object, if any (other than you)
  3. Race of last creature to touch the
  object, if any (other than you)
  4. Name of the object’s creator (a natural
  object, like a rock, was created by
  nature)
  5. Race of the object’s creator, if any
  6. Object’s purpose
  7. Material(s) that makes up the object
  8. Location of the object’s creation
  9. Name of the most recent owner of the
  object, if any
  10.Magical ability of the object, if any
  (random if more than one)
  Multiple castings allow you to gain mul-
  tiple bits of information. If you know all of
  the above information, this spell teaches
  you nothing.
  Diminished Effects: N/A
  Heightened Effects: N/A
  Magic Item Creation Modifiers:
  Constant ×3, charged ×2
  Obscuring Mist
  Conjuration (Creation) [Air, Water]
  Level:1 (Simple)
  Casting Time: Standard action
  Range: 30 feet
  Effect: 30-foot-wide by 20-foot-high cloud 
  centered on you
  Duration: One minute/level
  Saving Throw: None
  Spell Resistance: No
  A misty vapor arises around the caster.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 percent miss chance).
  Creatures farther away have total concealment
  (50 percent 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 it in 1 round.A fire spell burns away
  the fog in the explosive or fiery spell’s area.
  This spell does not function underwater.
  Diminished Effects: Area becomes a 
  5-foot spread that is 8 feet high. Duration
  becomes 1 round per level.
  Heightened Effects: The cloud moves as
  you direct, ignoring the wind, up to 10 feet
  per round.
  Open Door
  Transmutation
  Level:5 (Simple)
  Casting Time: Standard action
  Range: Touch
  Effect: One door or similar closure
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You cause one door to open,regardless of
  how it is sealed,barred,or locked.Even if
  affected by multiple locks,an iron bar,and a
  lesser sealed door spell,the door opens.Even
  if a giant is holding the door closed,it
  opens.You still must overcome the resist-
  ance of a door sealed by greater sealed door. A
  door sealed by a heightened greater sealed
  door spell is immune to this spell.
  Diminished Effects: The door can be no
  larger than 6 feet high, 3 feet wide, and 
  1 inch thick.It remains open for only 1 round
  per two caster levels (maximum 10 rounds).
  Heightened Effects: The spell’s range
  becomes Close (25 feet + 5 feet/two levels),
  and the caster can use this spell to affect
  doors for 1 round per two caster levels,
  opening up to one door per round.
  Open Lock
  Transmutation
  Level:1 (Complex)
  Casting Time: Standard action
  Range: Touch
  Effect: One lock
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Chapter Two: Spells 65
  
  You cause one lock to unlock if your cast-
  er power check beats the lock’s Difficulty
  Class.For a door affected by a sealed door
  spell,the caster power check must overcome
  the Difficulty Class in the spell’s descrip-
  tion.Multiple locks require multiple cast-
  ings of the spell.A magically sealed door
  that is also locked requires two castings.
  Diminished Effects: The lock remains
  open for only 1 round per two caster levels
  (maximum 5 rounds).
  Heightened Effects: You gain an addi-
  tional +5 bonus to your caster power check.
  Peer Through Matter
  Divination
  Level: 5 (Exotic)
  Casting Time:Standard action
  Range:Personal
  Target:You
  Duration:Concentration (up to1 round/level)
  You can see into and through solid mat-
  ter. At a range of 20 feet, you can see as if
  you were looking at something in normal
  light—even if there’s no light at all. For
  example, if you look into a locked chest, you
  can see inside it even if it’s dark within.
  This spell can penetrate matter based on
  your level and the type of material:
  You can scan an area of up to 100 square
  feet in 1 round. For example, during 1 round
  you could scan a stone wall 10 feet wide
  and 10 feet high. Alternately, you could
  scan an area 5 feet wide and 20 feet high.
  You are 90 percent likely to locate secret
  compartments, drawers, recesses, and doors
  using peer through matter.
  Diminished Effects: You can only see
  through organic matter (wood,leather,etc.).
  Heightened Effects: The spell lasts 1 round
  per level with no concentration needed,and
  double the maximum thicknesses allowed.
  Magic Item Creation Modifiers: Single-
  use ×3, constant ×1.5
  Perfect Health
  Evocation [Positive Energy, Truename]
  Level: 9 (Simple)
  Casting Time:Standard action
  Range:Touch
  Target:Creature touched
  Duration: Instantaneous
  Saving Throw:Will negates (harmless)
  Spell Resistance: Yes (harmless)
  As lesser battle healing,except that you
  cure all hit point damage as well as all ability
  score damage,you remove all diseases and
  poisons from the creature’s body,as well as
  any unwanted conditions such as blindness,
  deafness,fear,nausea,stun,daze,negative
  levels,and so on.Perfect health even ends
  unwanted enchantments and transmuta-
  tions if you make a caster power check
  (either opposed by the caster of each spell or
  with a Difficulty Class equal to each spell’s
  save DC,whichever is appropriate).
  This spell does not restore permanent
  ability score drain, lost levels, severed
  limbs, or lost body parts.
  If you use this spell against an undead,
  the creature must make a successful Will
  save or be destroyed.
  This spell requires the use of an ivory
  wand worth 800 gp as a material compo-
  nent.
  Diminished Effects: You heal all hit
  point damage, but nothing else.
  Magic Item Creation Modifiers: Single-
  use ×2, spell-completion ×2
  Permanent Rest
  Necromancy [Positive Energy, Truename]
  Level:8 (Complex)
  Casting Time:One hour
  Range:Touch
  Target:One dead creature
  Duration:Instantaneous
  Saving Throw:Will negates (see below)
  Spell Resistance:Yes
  You cast permanent rest on a corpse that
  has neither been made into an undead
  creature nor raised back to life. This spell
  prevents the dead creature from being ani-
  mated as undead or raised from the dead. If
  the DM determines that the dead subject’s
  soul would not like this effect, she may
  make a Will saving throw, using the same
  bonus she had in life. Subjects with spell
  resistance get no choice—you must always
  check resistance for this spell.
  Diminished Effects: The spell works
  only on dead creatures with willing spirits.
  Heightened Effects: The effect offers no
  saving throw (but spell resistance remains).
  Magic Item Creation Modifiers: Constant
  ×2,single-use ×1.5,spell-completion ×1.5
  Phase Door
  Conjuration (Creation)
  Level: 7 (Complex)
  Casting Time: Standard action
  Range: Touch
  Effect:Ethereal opening measuring 5 feet 
  by 8 feet and 1 foot/level deep
  Duration: One usage/two levels
  Saving Throw:None
  Spell Resistance: No
  This spell creates a passage through
  wooden, plaster, or stone walls, but not
  other materials. The phase door is invisible
  and inaccessible to all creatures except you,
  and only you can use the passage. You dis-
  appear when you enter the phase door and
  reappear when you exit. (You may exit out
  the other side of the passage into the next
  room or outdoors, or exit back out the way
  you entered.) If desired, you can take one
  other creature, Medium or smaller, through
  the door. This counts as two uses of the
  door. The door does not allow light, sound,
  or spell effects through it, nor can you see
  through it without using it. Even magic
  that reveals the presence of a phase door
  does not allow its use.
  A phase door is subject to dispel magic.
  Anyone within the passage when it is dis-
  pelled is harmlessly ejected.
  You can allow other creatures to use the
  phase door by setting a triggering condition
  for it. Such conditions can be as simple or
  elaborate as you desire. You can base them
  on a creature’s name or identity, but other-
  wise you must base them on observable
  actions or qualities.Intangibles such as level,
  class,Hit Dice,and hit points don’t qualify.
  Monte Cook’s Arcana Unearthed: Grimoire
  66
  Peering Through Matter
  Thickness 
  Max. 
  Substance
  Scanned/Round*
  Thickness
  Organic matter
  2 feet/5 levels
  2 feet/level
  (animal)
  Organic matter
  1 foot/5 levels
  2 feet/level
  (vegetable)
  Stone
  6 inches/5 levels
  1 foot/level
  Iron, steel, 
  Half-inch/5 levels
  1 inch/level
  and so on
  Lead, gold,
  Cannot penetrate
  N/A
  platinum
  * Thickness penetrated per round of concentration
  
  Diminished Effects: Only the caster can move
  through the door, and only once.
  Heightened Effects: The door becomes
  Permanent, with as many uses as needed.
  Magic Item Creation Modifier:
  Constant ×2
  Plant Armor
  Conjuration (Creation) 
  [Plant]
  Level:1 (Exotic)
  Casting Time:Standard
  action
  Range:Personal
  Target:You
  Duration:One 
  hour/level (D)
  You cover your
  body in conjured
  sheets of bark,
  shoots of bamboo,
  thick plant fiber, and
  leaves. This plant
  armor grants you a +4
  armor bonus to Armor
  Class. This armor is form-
  fitting and astoundingly
  flexible, so it confers no
  armor check penalty or spell fail-
  ure chance, and it has a maximum
  Dexterity of +6. It does not affect speed;
  Medium characters should treat it as Light
  armor that weighs 10 lbs. (Those not profi-
  cient in Light armor suffer a –2 armor check
  penalty and a 5 percent spell failure chance.)
  If you cast this spell again while it is already
  in effect, you conjure a special wooden
  shield that provides a +2 shield bonus to
  Armor Class while conferring no armor
  check penalty, spell failure chance, or
  maximum Dexterity. It weighs 5 lbs. if you
  are of Medium size.
  Diminished Effects: The Armor Class
  bonus becomes +1 only, and the duration
  becomes 1 round per level.
  Heightened Effects: The armor gains a 
  +5 Armor Class bonus, and the shield a 
  +3 shield bonus.
  Magic Item Creation Modifiers:
  Constant N/A, single-use ×3
  Portal to Another Plane
  Conjuration (Creation) [Teleportation]
  Level: 8 (Complex)
  Casting Time: Standard action
  Range: Touch
  Effect: A doorway to another plane that measures 
  up to 10 feet square
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  You create a glowing doorway in mid-air that leads to
  another plane of existence or an alternate dimension.
  You must have previously viewed the destination end
  of the doorway (on the other plane),either normally
  or through a spell.You can place the door on a wall,or
  in a normal doorway.You can deactivate it with a specif-
  ic word that you choose or by the presence of a specific
  key that you designate. The portal is only one-way.
  Diminished Effects: The portal only lasts for one
  hour per level.
  Heightened Effects: The portal becomes two-way
  and can be made invisible, even when active, if the
  caster wishes.
  Magic Item Creation Modifiers: Single-use ×4,
  spell-completion ×1.5
  Precise Vision
  Transmutation
  Level:1 (Simple)
  Casting Time:Standard action
  Range:Personal
  Target:You
  Duration:10 minutes/level
  You can see details, either small or distant, much
  more clearly than normal. In addition, you gain a 
  +5 competence bonus to Spot and Search checks.
  Diminished Effects: The bonus becomes only +1,
  and the duration becomes 1 round per level.
  Heightened Effects: The bonus becomes +10.
  Magic Item Creation Modifier: Constant ×2,
  single-use ×2
  Predict Weather
  Divination
  Level:1 (Simple)
  Casting Time:One minute
  Range:Personal
  Target:You
  Duration:Instantaneous
  You learn what type of weather the surrounding
  locality will experience the next day.
  Diminished Effects: The spell has only a 50 per-
  cent chance of predicting the weather correctly.
  Chapter Two: Spells 67
  
  Casting it more than once yields the same
  result each time.
  Heightened Effects: You can predict the
  weather for the coming week.
  Primal Release
  Transmutation
  Level:8 (Simple)
  Casting Time:Standard action
  Range:Close (25 feet + 5 feet/two levels)
  Target:One living creature (not you)
  Duration:10 minutes/level
  Saving Throw:Will negates
  Spell Resistance:Yes
  You release the primal savage within a
  single creature. The target grows more bes-
  tial and gains a +10 inherent bonus to
  Strength and Constitution, a +2 inherent
  bonus to Dexterity, and a –6 penalty to
  Intelligence and Charisma, as well as a –2
  penalty to Wisdom. The target cannot cast
  spells or use spell-like abilities for the dura-
  tion, but its base attack bonus increases to
  +1 per Hit Die (if its current base attack
  bonus is less). The creature can fight as
  though it had the Power Attack, Cleave,
  Improved Cleave, and Sunder feats.
  Diminished Effects: The duration
  becomes one minute per level.
  Heightened Effects: The target gains a
  +12 inherent bonus to Strength and
  Constitution, and a +4 inherent bonus to
  Dexterity. All its other modifications
  remain the same.
  Magic Item Creation Modifiers:
  Constant ×2, spell-completion ×1.5, single-
  use ×1.5
  Protect Soul
  Abjuration
  Level: 6 (Simple)
  Casting Time:One hour
  Range: Personal
  Target:You
  Duration: One day/level
  This spell protects your soul from harm-
  ful spells such as consume soul and trap soul,
  as well as from any spell that requires your
  truename—the name of your soul. It also
  protects your truename from the learn true-
  name spell. The spell does not end with
  your death; it prevents you from being ani-
  mated as an undead creature or roused as
  an undead spirit. Any time a foe attempts
  to use such an effect against you, you must
  make opposed caster power checks. If you
  succeed, you are safe. If your foe succeeds,
  resolve the spell normally (with saving
  throws and spell resistance, if applicable).
  Diminished Effects: The duration
  becomes 10 minutes per level.
  Heightened Effects: This aspect of the
  spell that keeps you from becoming undead
  after death becomes permanent if you die
  with protect soul active.
  Magic Item Creation Modifier:
  Constant ×2, charged ×1.5, single-use ×2
  Protection From Elements
  Abjuration [See Text]
  Level: 3 (Simple)
  Casting Time:Standard action
  Range: Touch
  Target:Creature touched
  Duration: 10 minutes/level or until 
  discharged
  Saving Throw: None
  Spell Resistance: Yes
  This abjuration grants a creature temporary
  invulnerability to the selected elemental type
  (air,earth,fire,or water).When protection from
  elements absorbs 12 points of elemental dam-
  age per caster level,it is discharged.The spell
  protects the target’s equipment as well.
  Protection from elements absorbs only hit
  point damage. The target could still suffer
  unfortunate side effects.
  The spell takes on the descriptor of the
  chosen element.
  Diminished Effects: The duration
  becomes one minute per level, and the pro-
  tection covers only 6 points of elemental
  damage per caster level.
  Heightened Effects: The spell provides
  20 points of protection per caster level.
  Magic Item Creation Modifier:
  Constant ×1.5
  Protection From Energy
  Abjuration
  Level: 4 (Complex)
  Casting Time:Standard action
  Range: Touch
  Target:Creature touched
  Duration: 10 minutes/level or until 
  discharged
  Saving Throw: None
  Spell Resistance: Yes
  This abjuration grants a creature tempo-
  rary invulnerability to the selected energy
  type (acid, cold, fire, electricity, or sonic).
  When protection from energy absorbs 20
  points of energy damage per caster level, it
  is discharged. The spell protects the target’s
  equipment as well.
  Protection from energy absorbs only hit
  point damage. The subject could still suffer
  unfortunate side effects.
  The spell takes on the descriptor of the
  chosen energy type.
  Diminished Effects: The duration
  becomes one minute per level, and the pro-
  tection covers only 12 points of energy
  damage per caster level.
  Heightened Effects: The spell provides
  30 points of protection per caster level.
  Magic Item Creation Modifier:
  Constant ×1.5
  Protective Charm
  Enchantment (Charm) [Mind-Affecting]
  Level: 2 (Simple)
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target: Up to one creature/level (of your 
  general type), no two of which may be
  more than 30 feet apart
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance:Yes
  With a flash of bright light, you charm
  creatures so that they will not attack you.
  The spell alters their behavior in only one
  way: If they wish to attack you, they choose
  to do something else (move away, attack
  someone else, and so on, depending on the
  creature and the situation).
  The spell works against creatures of the
  same general type as the caster. So if you
  are a litorian, the spell works against all
  humanoids. If you are a medusa, it works
  against all monstrous humanoids.
  Diminished Effects: The spell affects
  only one target.
  Heightened Effects: The spell affects
  any type of living creature.
  Magic Item Creation Modifier:
  Constant ×1.5
  Monte Cook’s Arcana Unearthed: Grimoire
  68
  
  Psychic Blast
  Enchantment (Charm) [Mind-Affecting,
  Psionic]
  Level: 8 (Complex)
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target: Cone
  Duration: Instantaneous
  Saving Throw: Will partial
  Spell Resistance:Yes
  You blast out a cone of disruptive
  thoughts. Creatures caught in the cone suf-
  fer 1d6 points of damage per caster level
  (maximum 20d6). Those who fail their sav-
  ing throws also suffer 1d4 points of tempo-
  rary Wisdom damage and 1d4 points of
  temporary Intelligence damage.
  Diminished Effects: The spell inflicts only
  hit point damage, not ability score damage.
  Heightened Effects: Psychic blast inflicts
  1d8 points of temporary Wisdom damage and
  1d8 points of temporary Intelligence damage
  in addition to the usual hit point damage.
  Magic Item Creation Modifiers: Single-
  use ×1.5, spell-completion ×1.5
  Purge Akashic Memory
  Transmutation [Psionic]
  Level: 9 (Exotic)
  Casting Time: One day
  Range: Close (25 feet + 5 feet/two levels)
  Effect: One fact or memory of an event
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance:No
  You reach into the akashic memory and
  modify up to five minutes of collective
  memory or the details of a single fact in one
  of the following ways:
  1. Eliminate all memory of an event that
  people still living actually experienced.
  All creatures (except for you and those
  you designate) forget the event. This
  use of the spell can even undo the
  effects of a mind-affecting spell cast
  during that event.
  2. Erase the details of a fact that no one
  living (except perhaps you) remembers
  or knows,but which lies within the
  akashic memory.This use of the spell
  eradicates the fact forever.If someone
  living does know the fact,the spell fails,
  although it does reveal the name of the
  one who knows.A single fact includes
  the password to open an ancient tomb,
  the truename of a creature, or the
  location of a long-dead city.
  3. Change the details of an event that no
  one living remembers or knows about,
  but which lies within the akashic
  memory. If someone living does know
  the details of the event, the spell fails,
  although it does reveal the name of
  the one who knows.
  4. Implant a false memory of an event or
  a fact into the akashic memory. If this
  use of the spell results in multiple
  “answers” to a question that an
  akashic seeks in the akashic memory,
  the akashic has an equal chance of
  discovering any one of them. The
  character gets no warning that there
  are multiple answers.
  Purge akashic memory does not affect
  written records. You do not have to be an
  akashic to cast this spell.
  Casting this spell requires the breaking
  of a material component: a wooden staff
  worth 10,000 gp and prepared specially by
  an akashic of at least 15th level.
  Diminished Effects:This spell can erase
  (but not change) one minute of memories
  of an event, or one single fact in the akashic
  memory that no one knows or remembers,
  but it cannot affect living people’s memo-
  ries. If someone living does retain the fact
  or memory, the spell fails and provides no
  information.
  Magic Item Creation Modifiers: Single-
  use ×4, spell-completion ×3, constant ×1.5
  Raiment 
  Transmutation 
  Level: 0 (Exotic)
  Casting Time: Standard action
  Range:Personal
  Target: You
  Duration: 10 minutes/level (D)
  You change your current clothing (not
  armor or other gear) into a different style of
  clothing.For example,you could change your
  beautiful gown into a more practical tunic
  and breeches if you found yourself in danger,
  or turn your ratty old cloak into a noble
  robe for a surprise meeting with the duke.
  Heightened Effects: For the duration,
  you can make numerous changes to your
  clothing (up to one per round; each change
  requires a standard action to invoke). You
  can also disguise and hide (through illu-
  sion) your armor, weapons, and gear,
  although creatures that interact with you in
  a meaningful way can make a Will (disbe-
  lief) save to notice them. You cannot create
  armor, weapons, or gear with raiment. This
  version of this spell takes on the illusion
  (glamer) school.
  Magic Item Creation Modifier:
  Constant ×2, single-use ×2
  Raise the Dead (Lesser)
  Necromancy [Positive Energy, Truename]
  Level:7 (Complex)
  Casting Time: Eight hours
  Range: Touch
  Target:One dead creature
  Duration: Instantaneous
  Saving Throw: None (see text)
  Spell Resistance: Yes (harmless)
  If you cast this spell seven times on
  seven consecutive days, you restore life to 
  a deceased creature. You can raise creatures
  who have been dead only up to 1 day per
  caster level (measured from the first day’s
  casting of this spell). In addition, the sub-
  ject’s soul must be free and willing to return.
  If the subject’s soul is not willing to return,
  the spell does not work; therefore, subjects
  who want to return receive no saving throw.
  Lesser raise the dead cures hit point damage
  up to a total of 1 hit point per Hit Die. Any
  ability scores damaged to 0 rise to 1.All of the
  subject’s spell slots (if any) are considered
  used. Any spells (other than harmful curses
  and so forth) active on the subject—even 
  permanent ones—are now gone. Normal 
  poison and normal disease are cured in the
  process of raising the subject, but the spell
  does not undo magical diseases and curses.
  While the spell closes mortal wounds and
  repairs lethal damage of most kinds,the sub-
  ject’s body must be whole.Otherwise,missing
  parts remain missing when the subject
  returns to life.If so much of the body is miss-
  ing that the subject could not survive (a miss-
  ing head,heart,etc.),the subject dies again in
  1d4 rounds.This spell does not affect the sub-
  ject’s equipment or possessions in any way.
  Chapter Two: Spells 69
  
  Lesser raise the dead cannot restore a sub-
  ject that has been turned into an undead
  creature. Constructs, elementals, outsiders,
  and undead creatures can’t be raised. The
  spell cannot bring back a creature who has
  died of old age.
  Coming back from the dead is an ordeal.
  The subject of the spell loses one level when
  raised, just as if he had lost a level to an
  undead’s energy drain.This level loss cannot
  be repaired by any spell.If the subject is 1st
  level,he loses 1 point of Constitution instead.
  Each casting of this spell consumes as a
  material component a pearl worth at least
  500 gp. (So restoring someone to life
  requires seven pearls.)
  Diminished Effects: The final spell has
  only a 50 percent chance of working, even
  if the subject’s soul is willing. If it fails, the
  caster must begin the entire process again.
  Heightened Effects: The spell can bring
  back those who have been dead for one
  week per caster level, and the subject is fully
  healed when the spell is done.
  Magic Item Creation Modifiers: All ×2
  Raise the Dead (Greater)
  Necromancy [Positive Energy, Truename]
  Level:9 (Complex)
  Casting Time: 12 hours
  Range: Touch
  Target:One dead creature
  Duration: Instantaneous
  Saving Throw: None (see text)
  Spell Resistance: Yes (harmless)
  As lesser raise the dead, but you can raise
  creatures who have been dead up to one
  month per caster level.
  You must have some piece of the dead
  body (even a hair will do) to restore it to
  life. This spell restores the subject to full
  health—it cures all hit points, ability score
  damage, and rids the subject of all poisons,
  diseases, and unwanted conditions.
  Raise the dead cannot restore a subject who
  has been turned into an undead creature.
  Each casting of this spell consumes as a
  material component a pearl worth at least
  1,000 gp. (So restoring someone to life
  requires seven pearls.)
  Diminished Effects: The spell requires
  that the body be whole. Otherwise, missing
  parts remain missing when the subject
  returns to life. If so much of the body is
  missing that the subject could not survive
  (a missing head, heart, etc.), the subject
  dies again in 1d4 rounds.
  Magic Item Creation Modifiers: All ×2
  Read Magic
  Divination
  Level: 0 (Simple)
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  By means of read magic, you can read
  magical inscriptions on objects—books,
  scrolls,weapons,and the like—that would
  otherwise be unintelligible.This deciphering
  does not normally invoke the magic con-
  tained in the writing,although it may do so
  in the case of a cursed scroll.Furthermore,
  once you have cast the spell and read the
  magical inscription,you can thereafter read
  that particular writing without read magic.
  You can read at the rate of one page (250
  words) per minute.The spell also allows you
  to identify a rune created by a runethane.
  Magic Item Creation Modifier: Single-
  use ×2
  Read Mind
  Divination [Mind-Affecting, Psionic]
  Level: 2 (Complex)
  Casting Time: Standard action
  Range:Close (25 feet + 5 feet/two levels)
  Target: One living creature
  Duration: Concentration, up to one 
  minute/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You can read the surface thoughts of
  another creature. When casting read mind
  upon a creature of animal intelligence
  (Intelligence score of 1 or 2) you can pick
  up only simple, instinctual thoughts.
  Diminished Effects: The duration
  becomes 1 round.
  Heightened Effects: The caster can
  switch targets during the duration; each
  target gets its own Will save. A target that
  makes a successful save cannot be affected
  later by the same casting.
  Magic Item Creation Modifier:
  Constant ×2
  Reduce Weight 
  Transmutation
  Level: 0 (Exotic)
  Casting Time: Standard action
  Range:Touch
  Target: One creature or object
  Duration: 10 minutes/level (D)
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless)
  By altering the effect of gravity on one
  creature or object touched, you make the
  target effectively lighter by up to 20 lbs. per
  level. You can’t reduce a target to less than
  half its original weight; the spell does not
  affect creatures or objects weighing less
  than 1 lb. Weapons reduced to half their
  weight carry a –1 circumstance penalty to
  damage. Hardness and durability go unaf-
  fected. Creatures affected by this spell gain
  a +1 circumstance bonus to Jump checks.
  Although you can use reduce weight to
  reduce a character’s overall encumbrance or
  make a heavy bit of treasure easier to carry
  away from where it was found, the spell
  becomes particularly useful when casting
  teleport and other weight-based spells.
  Heightened Effects: The spell reduces
  weight by 50 lbs per level and can reduce a
  target’s weight to 1 lb., even if that is less
  than half its original weight. Weapons
  reduced to less than half their original
  weight inflict half damage (this affects only
  the weapon’s actual die-roll result, not any
  modifiers due to Strength, magic, and so
  on). Creatures affected by this spell gain a
  +5 circumstance bonus to Jump checks.
  Magic Item Creation Modifier:
  Constant ×3, single-use ×1.5
  Regeneration
  Transmutation [Positive Energy]
  Level: 8 (Exotic)
  Casting Time: 3 full rounds
  Range: Touch
  Target:Living creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject’s severed body members,bro-
  ken bones,and ruined organs grow back.After
  you cast the spell,it takes 1 round to complete
  the physical regeneration,assuming the sev-
  ered members are present and touching the
  Monte Cook’s Arcana Unearthed: Grimoire
  70
  
  creature;it takes 2d10 rounds otherwise.The
  subject also heals 3 hit points per round for
  the next 2d10 rounds +1 round per caster level
  (up to +20),up to the character’s maximum.
  This spell does not restore ability damage.
  Diminished Effects: It takes 1d6+4
  hours to fully regenerate lost body parts,
  broken bones, and ruined organs.
  Heightened Effects: The subject regains
  5 hp per round until fully healed, in addi-
  tion to the normal regrowth of body parts.
  Magic Item Creation Modifiers:
  Constant ×5, single-use ×3, spell-
  completion ×1.5
  Remove Curse
  Abjuration [Truename]
  Level: 4 (Simple)
  Casting Time: Standard action
  Range:Touch
  Target: Creature or item touched
  Duration: Instantaneous
  Saving Throw:Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Remove curse takes away all curses from an
  object or a person if you succeed at a caster
  power check (either opposed by the caster of
  each curse or with a Difficulty Class equal
  to the save DC of each curse, whichever is
  appropriate).Remove curse does not take the
  curse away from a cursed shield, weapon, or
  suit of armor, although the spell typically
  enables the character afflicted with any such
  cursed item to remove and get rid of it.
  Diminished Effects: The spell does not
  remove the curse, but it does suppress the
  effects for 1d6 hours.
  Heightened Effects: The caster gains a
  +5 bonus to the caster power check to
  remove the curse.
  Remove Disease
  Transmutation [Positive Energy]
  Level: 3 (Complex)
  Casting Time: Standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  Remove disease cures all diseases that the
  subject suffers from if you succeed in a cast-
  er power check against the saving throw
  Difficulty Class of the disease. This spell
  also kills parasites.
  Since the spell’s duration is Instantaneous,
  it does not prevent re-infection if the subject
  is exposed to the same disease again later.
  Diminished Effects:The caster power
  check suffers a –3 penalty.
  Heightened Effects: In addition to the
  normal effects, the spell heals any damage
  inflicted by diseases within the last week.
  Remove Malady
  Transmutation [Positive Energy, Truename]
  Level: 5 (Complex)
  Casting Time: 10 minutes
  Range:Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw:Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Remove malady takes away one horrible
  malady affecting a creature, such as paraly-
  sis, blindness, deafness, madness, petrifica-
  tion, vitrification, fear, a poison, or a dis-
  ease. You must succeed at a caster power
  check against the caster of the spell that
  inflicted the malady or against the malady’s
  Difficulty Class, whichever seems more
  appropriate. However, if the malady is the
  natural result of some other injury (paraly-
  sis due to spinal injury, blindness due to
  destroyed eyes, and so on), regeneration is
  the only recourse.
  Diminished Effects: Even after a suc-
  cessful caster power check, there is only a
  50 percent chance that the spell will work.
  Heightened Effects: The casting time
  becomes one standard action.
  Magic Item Creation Modifier: Single-
  use ×2
  Repair (Lesser)
  Transmutation
  Level: 0 (Simple)
  Casting Time: Standard action
  Range: 10 feet
  Target: One object of up to 1 lb.
  Duration:Instantaneous
  Saving Throw:Will negates (harmless,object)
  Spell Resistance:Yes (harmless, object)
  You repair a broken or damaged object
  as it hums and glows with an orange light.
  For example, this spell will weld a broken
  ring, a chain link, a medallion, or a slender
  dagger. You can invisibly rejoin pieces of
  ceramic or wooden objects to be as strong
  as new. A hole in a leather sack or wineskin
  is completely mended with lesser repair.
  If an object is damaged, this spell
  restores 1d10 of its lost hit points. The spell
  can repair a magic item but does not restore
  the item’s magical abilities.
  Heightened Effects: The object can weigh
  up to 10 lbs.per caster level;when restoring
  an object’s lost hit points, the spell restores
  2d6 points + 1 point per caster level.
  Repair (Greater)
  Transmutation
  Level: 3 (Simple)
  Casting Time: Standard action
  Range: 10 feet
  Target: One object
  Duration:Instantaneous
  Saving Throw:Will negates (harmless,object)
  Spell Resistance:Yes (harmless, object)
  As lesser repair, except that it can restore
  even an object shattered into bits, although
  the object must weigh no more than 50 lbs.
  per caster level in its finished form.
  If an object is damaged, this spell
  restores 1d6 of its lost hit points per caster
  level (maximum 10d6), no matter what its
  size. The spell can repair a magic item but
  does not restore the item’s magical abilities.
  You can even use this spell to repair ram-
  shackle (but still relatively whole) buildings
  or breaches in a castle’s walls, for example.
  Diminished Effects:This spell can
  restore only broken or damaged objects up
  to 20 lbs. per caster level.
  Heightened Effects: This spell can repair
  broken items of up to 100 lbs.per caster
  level,and it restores 1d8 hit points per level
  to a damaged object (maximum 15d8).
  Resilient Sphere (Lesser)
  Evocation [Force]
  Level:4 (Complex)
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Effect: Sphere up to 1 foot/level in diameter,
  centered around a creature
  Duration: One minute/level (D)
  Saving Throw:Reflex negates
  Spell Resistance: Yes
  Chapter Two: Spells 71
  
  With a wave of your hand, a globe of
  force encloses a single creature (and only
  one), provided the creature is small enough
  to fit within the sphere. The sphere con-
  tains the subject for the spell’s duration.
  The sphere can withstand 100 points of
  damage per caster level. Attacks on the
  sphere do not harm the subject. Nothing
  can pass through the globe, inside or out,
  though the subject can breathe normally.
  The subject may struggle, but the only effect
  is to move the sphere slightly—the subject
  cannot damage it. The globe can be physi-
  cally moved, either by people outside it or
  by the struggles of those within.
  Diminished Effects:The sphere has only
  25 hit points per caster level.
  Heightened Effects: The sphere has 200
  hit points per caster level and can measure
  up to 2 feet per level in diameter.
  Resilient Sphere
  (Greater)
  Evocation [Force]
  Level:6 (Complex)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Effect: Sphere up to 3 feet/level in diameter,
  centered around a creature
  Duration: Permanent (D)
  Saving Throw:Reflex negates
  Spell Resistance: Yes
  As lesser resilient sphere, except the sphere
  can withstand 200 points of damage per
  caster level. Further, only you can move the
  globe (requires concentration), up to your
  normal speed.
  Diminished Effects:The sphere has a
  duration of only one minute per level. It
  measures only 2 feet per level in diameter.
  Heightened Effects: Damage inflicted
  upon the sphere is also inflicted upon the
  creature within.
  Magic Item Creation Modifier: Single-
  use ×2
  Resistance
  Abjuration
  Level:1 (Simple)
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target: One creature or object
  Duration: 10 minutes/level (D)
  Saving Throw:Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The target gains a momentary halo of
  soft violet light. For the duration, the target
  gains a +1 resistance bonus to all saving
  throws. For every five caster levels, the tar-
  get gains an additional +1 to the resistance
  bonus (maximum +5).
  Diminished Effects:The bonus never
  exceeds +1, and it applies only to the first
  saving throw made during the duration.
  Heightened Effects: The duration
  becomes one hour/level.
  Magic Item Creation Modifiers:
  Constant N/A
  Restoration
  Transmutation [Positive Energy, Truename]
  Level: 5 (Complex)
  Casting Time: 3 rounds
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Restoration dispels any magical effects
  reducing one of the subject’s ability scores.
  The spell also dispels negative levels and
  restores one experience level to a creature
  who has had a level drained. The drained
  level is restored only when one day or less
  per caster level has passed since the subject
  lost it.
  The spell cures all temporary ability
  damage, and it restores 1 point permanently
  drained from a single ability score (caster’s
  choice if more than one is drained).
  Restoration never restores levels or
  Constitution points lost due to death.
  Diminished Effects:The spell cures only
  temporary ability damage in one score. It
  does not restore lost levels, though it does
  dispel negative levels.
  Heightened Effects: The spell restores
  all lost levels and all points permanently
  drained from a single ability score.
  Revivification 
  Transmutation [Positive Energy]
  Level: 5 (Simple)
  Casting Time: Standard action
  Range:Touch
  Target: One dead creature
  Duration: One minute/level (D)
  Saving Throw: None (see text)
  Spell Resistance: Yes (harmless)
  Your hands glow with bright green ener-
  gy, which you transfer to a corpse you
  touch. The energy brings one dead creature
  immediately back to life. The target cannot
  have been dead for more than one minute
  per caster level. The target has 1 hp per Hit
  Die. Any ability scores damaged to 0
  increase to 1. Any spell slots available at the
  time of death are still available to the target
  now. Spells active on the target whose dura-
  tions have not ended remain active. The
  process of revivifying the subject does not
  cure normal poison and normal disease,
  nor does it undo magical diseases and curs-
  es. While the spell closes mortal wounds
  and repairs lethal damage of most kinds,
  the body of the creature to be revivified
  must be whole. Otherwise, missing parts
  are still missing when the creature comes
  back to life. This spell does not affect any of
  the dead creature’s equipment or posses-
  sions in any way.
  The target stays alive for the duration,
  after which time it dies again (regardless of
  any healing gained) unless someone casts
  stabilize soul spell on the target. Revivifica-
  tion does not work on targets who die a sec-
  ond time in this way. (If a creature returns
  from the dead thanks to raise the dead or is
  stabilized with stabilize soul, then dies again
  in different circumstances, revivification will
  work again).
  An undead creature targeted with this
  spell must make a Will saving throw or
  become normally dead once again.
  Diminished Effects: The duration
  becomes only 1 round per level. The spell
  has no effect on undead.
  Heightened Effects: The duration
  becomes one hour per level. If raise the dead
  is cast (once) on a target under the effects
  of this spell, the creature remains alive (as
  normal) and loses a point of permanent
  Constitution drain rather than a level. A
  1st-level character loses a point of
  Constitution normally.
  Magic Item Creation Modifier:Single-
  use ×4, all others ×2
  Monte Cook’s Arcana Unearthed: Grimoire
  72
  
  Ride the Lightning
  Evocation [Electricity, Teleportation]
  Level: 7 (Complex)
  Casting Time: Standard action
  Range: Long (400 feet + 40 feet/level)
  Area: A 5-foot-wide line
  Duration: Instantaneous
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  You loose a bolt of lightning from your
  hand. It fills the area, while at the same
  time you disappear. Anyone in the area suf-
  fers 1d6 points of electricity damage per
  caster level (maximum 15d6). You appear
  again, safely, where the lightning bolt
  ended, having “ridden the lightning.”
  Diminished Effects:The spell inflicts a
  maximum of 10d6 points of damage,and the
  range is Medium (100 feet + 10 feet/level).
  Heightened Effects: The spell inflicts a
  maximum of 20d6 points of damage, plus
  you can make the line 10 feet wide if you
  wish it—otherwise, the range doubles (800
  feet + 80 feet/level).
  Rock’s Hand 
  Evocation [Earth]
  Level: 7 (Simple)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Effect: 10-foot-wide hand
  Duration:1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  You create a large stone hand that rises up
  out of the ground where you wish (including
  under a foe).This hand can grapple one
  opponent that you select. The stone hand
  gets one grappling attack per round. Its
  attack bonus to make contact is half your
  level + 10 for the hand’s Strength score (31)
  – 1 for being Large.Its grapple check is this
  same figure, except with a +4 bonus for
  being Large instead of –1.It holds but does
  not harm creatures it grapples.
  The hand can interpose itself between
  you and your opponent.Interposing pro-
  vides you with nine-tenths cover (+10 bonus
  to Armor Class) against that opponent.You
  can make the hand move by spending a
  move-equivalent action to direct it.It moves
  along the ground,limited to traveling atop
  the earth (it cannot,for example cross water
  or a pit) at a speed of 10 feet.Its movement
  causes a wakelike disturbance in the ground
  that immediately repairs itself.
  The hand is 10 feet long and about that
  wide with its fingers outstretched. It has as
  many hit points as you have when undam-
  aged, and its Armor Class is 20 (–1 size, +11
  natural). It suffers damage as a normal
  creature, but most magical effects that don’t
  cause damage do not affect it. The hand
  makes saving throws as if it were you.
  You must cast rock’s hand while stand-
  ing upon the ground, underground, or
  upon a stony or earthen surface.
  Diminished Effects: The hand is
  Medium in size, only 5 feet high. It has a
  Strength of 20 (+5 bonus) and can only
  grapple opponents of its own size or small-
  er. It has half the caster’s total number of
  hit points and AC 21. It cannot interpose or
  move from the spot where it was created.
  Heightened Effects: Two hands rise up
  out of the ground within range. Each can
  act independently, or they can cooperate,
  attacking with a bonus of the caster’s whole
  level + 10 for the hand’s Strength score (31)
  – 1 for being Large. Their grapple check is
  this same figure, except with +4 for being
  Large instead of –1.
  Rouse Undead Spirit
  Necromancy [Negative Energy]
  Level: 6 (Complex)
  Casting Time: One hour
  Range: Close (25 feet + 5 feet/two levels)
  Target: The corpse of one creature with 
  fewer Hit Dice than you
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You must cast this spell at night. Rouse
  undead spirit calls the soul of a dead crea-
  ture and makes it into an undead spirit.
  Only a small part of the dead creature’s
  body need be present for the casting, but
  multiple parts of a single dead creature can-
  not rouse more than one undead spirit.
  Black energy flows over the remains, and
  the spirit of the creature rises up out of the
  corpse. Immediately, the spirit must make a
  Will saving throw. If the save fails, the
  undead must obey your verbal commands.
  If it succeeds, the creature remains in con-
  Chapter Two: Spells 73
  
  trol of its own will. It can attempt a second
  saving throw (if the DM deems that it
  would wish to). If the second save succeeds,
  the creature’s soul returns to its normal
  afterlife, and the corpse crumbles to dust.
  If it was not twisted before, the bodiless
  soul of the creature, now cursed to roam
  the physical world again, quickly becomes
  corrupt, vengeful, and malevolent. An
  uncontrolled undead spirit attempts to slay
  its creator as quickly as it can. An undead
  created by this spell enjoys all the abilities it
  possessed in life, modified by the incorpo-
  real undead template (see sidebar).
  You can control only one undead at a time.
  Any attempt to create a second undead or
  rouse a second undead spirit while you already
  control one always frees the first undead cre-
  ated or roused.The only exceptions to this are
  undead whose truenames you know (these do
  not count against your total of one control-
  lable undead at a time) or undead under the
  effects of a control undead spell.
  Creatures whose souls are not available
  cannot be made into undead. Thus, even if
  a large portion of the body of a still-living
  (or once again living) creature is available,
  it cannot be roused as an undead spirit.
  Likewise, creatures with trapped or protect-
  ed souls cannot be roused.
  Casting this spell requires1,000 gp worth
  of special oils to sprinkle over the corpse.
  Diminished Effects: The undead spirit
  moves only at half its normal move rate
  and can take only one action per round,
  either a move-equivalent or a standard
  action, but not both.
  Heightened Effects: The undead spirit
  gains +1 hp per Hit Die, and the create
  spawn special ability (see sidebar).
  Magic Item Creation Modifier:
  Constant ×2
  Safe Fall
  Transmutation
  Level:1 (Simple)
  Casting Time: See text
  Range:Close (25 feet + 5 feet/two levels)
  Targets: Any free-falling objects or 
  creatures in a 10-foot radius whose 
  weight totals up to 300 lbs./level
  Duration: Until landing
  Saving Throw:Will negates (object)
  Spell Resistance:Yes (object)
  The creatures or objects affected by this
  spell,even though they fall at the normal rate,
  suffer no damage if they fall less than 50 feet
  + 10 feet per caster level.A target that falls
  into sharp objects,like spikes,suffers half
  damage from them.This spell does not pro-
  tect a target from damage sustained by falling
  into a hazardous substance,like lava or acid.
  You can cast safe fall quickly enough to save
  someone who unexpectedly falls.Casting the
  spell is a free action and can be cast out of
  turn,although no more than once per round.
  This spell has no special effect on ranged
  weapons unless they are falling quite a dis-
  tance.If you cast safe fall on a falling item,
  the item does half normal damage based on
  weight with no bonus for the drop’s height.
  Monte Cook’s Arcana Unearthed: Grimoire
  74
  Incorporeal Undead
  Incorporeal undead are bodiless spirits that remain in the corporeal world through the power of
  negative energy. Their existence is a corruption and an abomination upon the natural order of
  the world.
  “Incorporeal undead” is a template you can add to any non-undead, corporeal creature (referred
  to hereafter as the “base creature”). The creature’s type changes to Undead. It retains all type
  modifiers.
  The undead creature uses all the base creature’s statistics and special abilities except as noted here.
  Hit Dice: Change Hit Dice to d12. 
  Speed: All incorporeal creatures fly at their normal speed with perfect maneuverability.
  Armor Class: The incorporeal undead loses all natural armor bonuses and instead gains a
  deflection bonus to Armor Class equal to half its Hit Dice. Magic armor and shields worn in life
  become “ghostly armor,” and their magical enhancement bonuses still add to the creature’s
  Armor Class (but not the armor or shield bonuses).
  Attacks: The incorporeal undead creature retains all the natural attacks, weapons, equipment,
  and weapon proficiencies of the base creature. The natural weapon attacks become touch
  attacks modified by Dexterity rather than Strength. The base creature’s attack bonuses do not
  change (except where affected by ability score modifications).
  Damage: The incorporeal undead’s attacks inflict numbing damage based on its size (see table,
  below). Magic weapons it possessed in life become “ghostly weapons” that magically inflict as
  much damage as they would have in life, including the base creature’s original Strength bonus.
  Size
  Numbing Damage
  Diminutive
  1d2
  Fine
  1d3
  Tiny
  1d4
  Small
  1d6
  Medium
  1d8
  Large
  2d6
  Huge
  2d8
  Gargantuan
  4d6
  Colossal
  6d6
  Special Attacks: The incorporeal undead creature retains all the base creature’s special attacks.
  Spells cast by incorporeal undead spellcasters work normally. Further, all incorporeal undead
  creatures have the energy drain ability, below. Those created with the heightened version of
  rouse undead spirit also have the create spawn ability.
  Energy Drain (Su): Living creatures hit by an incorporeal undead creature’s incorporeal touch
  attack receive a negative level. The Fortitude save to remove a negative level has a Difficulty
  Class of one-half the total levels of the base creature + the modified incorporeal undead crea-
  ture’s Charisma modifier.
  Create Spawn (Su): Anyone slain by the energy drain ability of an incorporeal undead creature
  becomes an incorporeal undead creature in 24 hours. Spawn are under the command of the
  incorporeal undead creature that created them and remain enslaved until its death. 
  Special Qualities: The incorporeal undead creature retains all special qualities the base crea-
  ture once had. All incorporeal undead creatures gain darkvision (60-foot range), the Undead
  type (see the MM for details), and the following two qualities:
  Unnatural Aura (Su): Animals (and sometimes young children) can sense the unnatural pres-
  ence of an incorporeal undead creature at a distance of 30 feet. They do not willingly come
  nearer than that, and they panic if forced to do so; they remain panicked as long as they stay
  within that range.
  Sunlight Powerlessness (Ex): Incorporeal undead creatures become utterly powerless in natural
  sunlight and flee from it. An incorporeal undead creature caught in sunlight cannot attack and
  can take only partial actions.
  Abilities: Modify the base creature as follows: Str —, Dex +4, Con —, Int +0, Wis +0, Cha +2.
  Challenge Rating: As the base creature’s +3.
  
  The spell works only upon free-falling
  objects. It does not affect a sword blow or a
  charging or flying creature.
  Diminished Effects:The spell affects
  only one creature or object (of Medium size
  or smaller); one can safely fall 10 feet per
  level (maximum 50 feet).
  Heightened Effects: Affected creatures
  or objects can fall an unlimited distance
  without suffering damage.
  Saving Grace
  Abjuration
  Level:0 (Simple)
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: One round/level (D)
  A flash of violet energy surrounds your eyes
  momentarily. When you cast this spell, you
  must specify a saving throw type: Fortitude,
  Reflex,or Will.For the duration,you gain a
  +1 luck  bonus to that saving throw category.
  Heightened Effects: The duration becomes
  one minute per level, and the bonus is +3.
  Magic Item Creation Modifier:
  Constant N/A, single-use ×2
  Scent Bane
  Abjuration
  Level:0 (Simple)
  Casting Time: Standard action
  Range: Touch
  Target: One creature or object
  Duration: One minute/level (D)
  Saving Throw:Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The scent ability does not help creatures
  find targets of this spell;they have no scent.
  Heightened Effects: The duration
  becomes 10 minutes/level.
  Magic Item Creation Modifier:
  Constant ×3
  Scent Tracker
  Transmutation
  Level:1 (Simple)
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  You gain the scent ability (as described
  below) and can use it to help find creatures,
  track, and so on. You can identify familiar
  odors just as you do familiar sights.
  You can detect opponents within 30 feet
  by sense of smell. For upwind opponents,
  the range increases to 60 feet; if they are
  downwind, it drops to 15 feet. You can
  detect strong scents, such as smoke or rot-
  ting garbage, at twice the ranges noted
  above. Overpowering scents, such as skunk
  musk or troglodyte stench, can be detected
  at triple normal range.
  When you detect a scent, you don’t
  determine its exact source—only its presence
  somewhere within range. You can take a
  standard action to note the direction of the
  scent. If you move within 5 feet of the
  source, you can pinpoint that source.
  You can follow tracks by smell, making a
  Wisdom check to find or follow a track.
  Following a fresh trail is typically DC 10
  (no matter what kind of surface holds the
  scent). This Difficulty Class increases or
  decreases depending on the strength of the
  quarry’s odor, the number of creatures, and
  the trail’s age. For each hour that the trail
  has grown colder, the Difficulty Class
  increases by 2. Otherwise, follow the rules
  for the Track feat, but ignore the effects of
  surface conditions and poor visibility.
  Diminished Effects:Duration becomes 
  1 round per level.
  Heightened Effects: The duration becomes
  one hour per level, and you gain a +5 bonus
  to all checks required to track with scent.
  Magic Item Creation Modifier:
  Constant ×3, single-use ×2
  Scream
  Evocation [Sonic]
  Level:2 (Complex)
  Casting Time: One action
  Range:Close (25 feet + 5 feet/2 levels)
  Target:One creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You let loose with a shrill scream. A tar-
  get you designate (no attack roll needed)
  suffers 1d8 points of sonic damage + 1
  point of temporary Constitution damage
  +1 point of Constitution damage per five
  caster levels.
  Diminished Effects: The target suffers
  only 1d8 points of sonic damage.
  Heightened Effects: The target is
  stunned for 1 round in addition to the
  spell’s other effects.
  Scrying 
  Divination [Psionic]
  Level: 5 (Complex)
  Casting Time:One hour
  Range: See text
  Effect: Magical sensor
  Duration:One minute/level
  Saving Throw: None
  Spell Resistance: No
  Succeeding at a caster power check
  allows you to see and hear another creature,
  who may be at any distance from you. The
  Difficulty Class of the check depends on
  how well you know the creature and what
  sort of physical connection (if any) you
  have to that creature (see table, below).
  Furthermore, if the creature is on another
  plane, you suffer a –5 penalty on the caster
  power check.
  Knowledge
  DC
  None*
  30
  Secondhand (you have heard 
  25
  of the subject)
  Firsthand (you have met the subject)
  20
  Familiar (you know the subject well)
  15
  * You must have some sort of connection to a crea-
  ture you have no knowledge of (see below).
  Caster Power 
  Connection 
  Check Bonus
  Likeness or picture
  +5
  Possession or garment
  +8
  Body part, lock of hair,
  +10
  nail clippings, etc.
  DC Mod.
  Subject’s Circumstance
  +15
  Standing within 20 feet
  of a large energy/heat
  source such as a pool of
  lava or an interplanar
  gateway 
  +10
  Holding a source of mag-
  ical power of at least
  lesser artifact strength
  +10
  Duplicate or shapechange
  in effect
  +5
  Standing within 20 feet
  of a large amount (at least
  100 lbs.) of lead
  +5
  Sorcerous guise in effect
  +1/point over
  Using the Disguise skill
  a DC 25 check
  Chapter Two: Spells 75
  
  DC Mod.
  Scrier’s Circumstance
  +10
  Standing within 20 feet
  of a large energy/heat
  source (see above)
  +5/attempt
  Previous attempt at
  same subject failed
  This spell creates a magical sensor locat-
  ed near the subject; the sensor cannot
  move. Any creature with Intelligence 12 or
  higher can notice the sensor by making a
  Spot check (DC 20). However, only you
  may see through the scrying sensor.
  Diminished Effects:Casting this ver-
  sion of the spell requires a focus compo-
  nent: a mirror worth at least 1,000 gp.
  Heightened Effects:The caster may cast
  these spells through a scrying spell: read
  minds, read magic, tongues, and darkvision.
  Detect magic and telepathy have a 5 percent
  chance per caster level of operating correctly.
  Sealed Door (Lesser)
  Abjuration
  Level: 2 (Simple)
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Area:One door, no larger than 10 feet by 
  10 feet by 2 feet
  Duration:Permanent (D)
  Saving Throw: None
  Spell Resistance: No
  You create a magical seal around a door
  (or the lid of a chest or similar doorlike
  construction) that makes it difficult to
  open. This seal cannot be picked like a lock,
  nor can it be disabled like a trap. One can
  open the door by forcing it with brute
  strength (break DC 25).
  If the door is already stuck, locked, or
  barred, this spell adds a +10 bonus to the
  normal break Difficulty Class. A character
  with the Brandish Magical Might feat can
  also open the door with a successful caster
  power check (DC 25). Bypass ward can sup-
  press this spell if a caster succeeds at a cast-
  er power check (DC 17).
  Diminished Effects:The duration
  becomes one hour per level, with a break
  DC 20, or +5 normal.
  Heightened Effects:The caster can set
  up a password or special key to allow any-
  one to negate the seal for 1 round.
  Magic Item Creation Modifier: Single-
  use ×2
  Sealed Door (Greater)
  Abjuration
  Level: 5 (Complex)
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Area:One door, no larger than 20 feet by 
  20 feet by 3 feet
  Duration:Permanent (D)
  Saving Throw: None
  Spell Resistance: No
  You create a magical seal around a door
  (or the lid of a chest or similar doorlike con-
  struction) that makes it difficult to open.
  Further,the door becomes virtually impervi-
  ous to harm and resistant to magic.This seal
  cannot be picked like a lock, nor can it be
  disabled like a trap. One can open the door
  by forcing it with brute strength (break 
  DC 35). If the door is already stuck, locked,
  or barred,this spell adds a +20 bonus to the
  normal break Difficulty Class. A character
  with the Brandish Magical Might feat can
  also open the door with a successful caster
  power check (DC 35).Further,the door gains
  20 points of hardness and SR 25 to resist
  spells that would affect it, such as disinte-
  gration, bypass ward, or open door.
  You can set up a password or a special key
  to allow anyone to negate the seal for 1 round.
  Diminished Effects:Hardness increases
  by +5,and the door gains no spell resistance.
  Heightened Effects:The door’s hit
  points double, and it has SR 30. It becomes
  immune to open door.
  Magic Item Creation Modifier: Single-
  use ×2
  Security
  Abjuration
  Level: 6 (Complex)
  Casting Time: One minute
  Range:0 feet
  Area: Three 10-foot cubes per level
  Duration:One hour/level
  Saving Throw: None
  Spell Resistance: No
  The warded area becomes proof against
  any spell or effect of the divination school or
  any spell with the teleportation descriptor.If
  someone attempts a divination against any-
  thing in the warded area,tries to teleport into
  the warded area,or attempts to casts a divina-
  tion or teleportation spell in the warded area,
  the caster of the prohibited spell must beat
  you in an opposed caster power check.
  Diminished Effects:The spell wards only
  against teleportation spells,not divinations.
  Heightened Effects: The spell becomes
  Permanent and also keeps out incorporeal
  creatures (unless their caster power check
  beats the caster’s).
  See Invisibility
  Divination
  Level: 2 (Simple)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Area:Cone
  Duration:10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  You see any invisible objects or beings as if
  they were visible normally.Invisible creatures
  appear to have a bit of a glow around them (so
  you know they must be invisible to others).
  See invisibility does not reveal the method
  used to obtain invisibility. It does not reveal
  illusions or enable you to see through
  opaque objects. It does not reveal creatures
  that are simply hiding, concealed, or other-
  wise hard to see.
  Diminished Effects: Duration becomes
  1 round per level
  Heightened Effects: One other creature
  that is touching you can also see invisible
  objects or beings.
  Magic Item Creation Modifier:
  Constant ×2, single-use ×2
  Seeker
  Transmutation
  Level:0 (Simple)
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: Until discharged (no more than 
  1 round/level) (D)
  Your eyes glow with golden power until
  the spell ends.Next time you make a ranged
  attack,add a +2 competence bonus to attack
  and damage rolls.Used once,the spell ends.
  Heightened Effects: The bonus is +5.
  Magic Item Creation Modifier:
  Constant N/A, single-use ×2
  Sense Thoughts
  Divination [Mind-Affecting, Psionic]
  Level: 0 (Simple)
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Monte Cook’s Arcana Unearthed: Grimoire
  76
  
  Target:One creature
  Duration:Concentration (up to1 round/level)
  Saving Throw: Will negates
  Spell Resistance: Yes
  After you have used contact on a creature,
  at any time for the next 24 hours you can
  cast sense thoughts if that creature is within
  range. You do not need to have line of sight
  to the creature. This spell reveals the crea-
  ture’s location and general emotional state.
  Heightened Effects: You do not need
  to have used contact on the target(s)
  previously—you become aware of the
  locations of all thinking beings within
  range who fail their saving throw.
  Magic Item Creation Modifier:
  Constant ×2
  Shape Element
  Transmutation [See Text]
  Level: 6 (Complex)
  Casting Time: Five minutes
  Range: Close (25 feet + 5 feet/two levels)
  Area: One 10-foot cube per level (S)
  Duration: One minute/level (see text)
  Saving Throw: None
  Spell Resistance: No
  You take any existing amount of one ele-
  ment (air,earth,fire,or water) and shape it.
  You can take the fire from a torch and shape
  it into a wall of fire (which inflicts no more
  damage than the torch) or create a safe pas-
  sage through a forest fire.You can take earth
  from the ground and make it into a bridge or
  a statue,or create a passageway underground.
  You can take the air out of a room and shift
  it elsewhere.You can shape the air to form a
  continual gusting wind effect in the area.You
  can,by manipulating either air or water,create
  a bubble of air under the surface of a lake.
  You can make a statue out of water,or a wall
  or a dry passage through a pool.The finished
  shape remains as you left it for the duration,
  and if it is a sustainable change,such as a
  stone wall with good support,or flames where
  flammable material can keep them burning,
  the change remains in effect (as if the spell’s
  duration were Instantaneous).The spell takes
  on the descriptor of the element shaped.
  Diminished Effects: The spell affects
  only a single 10-foot cube.
  Heightened Effects: You affect five
  10-foot cubes per level, with a range of
  Medium (100 feet + 10 feet per level). The
  duration becomes 10 minutes per level.
  Shapechange
  Transmutation
  Level: 9 (Simple)
  Casting Time:Standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  You can assume the form of any single
  creature of less than deity status,or any one
  object.The assumed form can be no smaller
  than a flea and no larger than 200 feet in its
  largest dimension. This spell allows you to
  assume an incorporeal form as well.
  Upon changing, you regain lost hit
  points as if having rested for a day (though
  this healing does not restore temporary
  ability damage or provide other benefits of
  resting for a day; changing back does not
  heal you further). If slain, you revert to your
  original form, though you remain dead.
  You acquire the physical and natural abil-
  ities of the creature you have shapechanged
  into, while retaining your own mind. You
  gain the type of the new form. Physical abil-
  ities include natural size and Strength,
  Dexterity,and Constitution scores.Natural
  abilities include armor,attack routines,and
  similar gross physical qualities.Natural abil-
  ities also include mundane movement capa-
  bilities,but not magical flight or other magi-
  cal forms of travel.Extremely high speeds
  for certain creatures are the result of magical
  ability, so this spell does not grant them.
  Other nonmagical abilities (such as low-
  light vision) are considered natural abili-
  ties, so you retain them.
  Any part of your body or piece of equip-
  ment that is separated from the whole
  remains changed.
  Your new scores and faculties are average
  ones for the race or species into which you
  have transformed.
  You retain your Intelligence,Wisdom,and
  Charisma scores, level and class, hit points
  (despite any change in your Constitution
  score), base attack bonus, and base saves.
  (New Strength,Dexterity,and Constitution
  scores may affect final attack and save
  bonuses.) You retain your extraordinary abil-
  ities, spells, and spell-like abilities, but not
  your supernatural abilities. You can cast
  spells,although you need a humanlike voice
  for verbal components and humanlike hands
  for somatic components, if that is a factor.
  You do not gain the spell-like or supernatural
  abilities of the new form. You do gain the
  extraordinary abilities of the new form.
  Your equipment, if any, transforms to
  match your new form. If your new form is a
  creature that does not use equipment, the
  equipment melds into the new form and
  becomes nonfunctional.If the new form uses
  equipment,your equipment changes to match
  the new form and retains its properties.
  You can freely designate the new form’s
  minor physical qualities (such as hair color,
  hair texture, and skin color) within the nor-
  mal ranges for a creature of that type. The
  new form’s significant physical qualities
  (such as height, weight, and gender) are
  also under your control, but must fall with-
  in the norms for the new form’s species.
  You can change into a member of your own
  species or even into yourself.
  This spell effectively disguises you as an
  average member of the new form’s race. If
  you use shapechange to create a disguise, you
  get a +10 bonus on your Disguise check.
  You can become just about anything you
  are familiar with.You can change form once
  each round during the duration as a free
  action.The change takes place either immedi-
  ately before your regular action or immediate-
  ly after it, but not during the action. You
  regain hit points as if having rested for a day
  only from the initial transformation,however.
  Diminished Effects: You can only take
  one shape per casting of this spell.
  Magic Item Creation Modifiers: Single-
  use ×4, spell-completion ×2
  Shaped Strike
  Evocation [Fire]
  Level: 6 (Complex)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Area: 5-foot-wide line (S) no longer than 
  the maximum range
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You emit a blast of flame from your finger-
  tips that moves as you wish,even around
  corners,around allies,or back on itself.The
  blast moves as long as the range will allow.
  Thus,a 12th-level caster can make a line 220
  feet long—it could travel 50 feet,turn left
  around a corner,move 40 more feet,turn
  around completely and retrace that path,
  turn right at the caster,and move 40 more
  Chapter Two: Spells 77
  
  feet.Those within the area suffer 1d4 points
  of fire damage per caster level (maximum
  15d4).Those struck by the blast more than
  once must make two saving throws (if either
  fails,the creature fails its save).No creature
  can be forced to make more than two saves
  or take damage more than once per casting.
  Diminished Effects: The spell has a
  range of Close (25 feet + 5 feet/2 levels).
  Heightened Effects: The spell inflicts
  1d6 points of damage per caster level (max-
  imum 20d6).
  Shock
  Evocation [Electricity]
  Level:1 (Complex)
  Casting Time: Standard action
  Range:Touch
  Target:Creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  A creature you touch with your crack-
  ling, lightning-filled hand suffers 1d4
  points of damage + 1 point of temporary
  Dexterity damage, +1 point of Dexterity
  damage per five caster levels.
  Diminished Effects: The subject suffers
  only 1d4 points of damage.
  Heightened Effects: The subject is
  stunned for a round as well.
  Magic Item Creation Modifier:
  Constant ×2
  Sibeccai Bite
  Transmutation
  Level: 3 (Exotic)
  Casting Time:Standard action
  Range: Touch
  Target: One willing sibeccai
  Duration: 10 minutes/level (D)
  Saving Throw:None
  Spell Resistance:No
  This spell is rarely known by any non-
  sibeccai.It gives a sibeccai a formidable bite
  attack that he can use in combat as a natural
  weapon with which he is proficient.The bite
  inflicts damage based on the caster’s level:
  Level
  Damage
  5 or lower
  1d6
  6–9
  1d8
  10–13
  1d10
  14–17
  2d6
  18–20
  3d6
  The sibeccai can use his bite attack as an
  off-hand attack in addition to a melee
  attack with a weapon in his hand. Like any
  melee weapon, the sibeccai adds his
  Strength bonus to any attack and damage
  rolls made with the bite.
  Diminished Effects:The spell becomes
  Personal in range,with only You as the target.
  Heightened Effects: The spell grants
  +1d6 points of damage with each bite attack.
  Magic Item Creation Modifiers:
  Constant ×3, single-use ×1.5
  Silent Sheath
  Transmutation [Sonic]
  Level: 2 (Complex)
  Casting Time:Standard action
  Range:Close (25 feet + 5 feet/two levels)
  Targets: One creature
  Duration: 1 round/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  Affected creatures are sheathed in
  silence and can make no sound. This effect
  proves  useful to someone wishing to sneak
  around, but a bane to anyone attempting to
  use verbal spell components or sonic abili-
  ties (both become impossible).
  Diminished Effects: The spell only
  dampens sound. Affected characters gain a
  +10 bonus to Sneak checks used to oppose
  Listen checks. Spellcasters attempting to
  use verbal spell components have a 25 per-
  cent spell failure chance. Sonic attacks go
  unaffected.
  Heightened Effects: The spell affects
  one creature per two caster levels or it lasts
  one minute per level.
  Slow
  Transmutation
  Level: 3 (Simple)
  Casting Time:Standard action
  Range:Close (25 feet + 5 feet/two levels)
  Targets: One creature/level, no two of
  which can be more than 30 feet apart
  Duration: 1 round/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  Affected creatures move and attack at a
  drastically slowed rate. A slowed creature
  can take either one move-equivalent action
  or one standard action each round, but not
  both. Additionally, it suffers a –2 penalty to
  Armor Class, melee attack rolls, melee dam-
  age rolls, and Reflex saves. Slowed creatures
  jump half as far as normal.
  Diminished Effects: The spell affects
  only one target.
  Heightened Effects: N/A
  Song of Paralysis
  Necromancy [Sonic]
  Level: 7 (Simple)
  Casting Time:One action
  Range:Medium (100 feet + 10 feet/level)
  Targets: One creature/level, no two of
  which can be more than 30 feet apart
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You sing a dirgelike melody (a verbal
  component of the spell, which you cannot
  avoid with special abilities or feats) that
  sets up sonic vibrations in living creatures
  with a discernable anatomy (those affected
  by critical hits). Those affected become par-
  alyzed and cannot move. They are helpless.
  Diminished Effects: The spell lasts for
  only 1 round per two levels.
  Heightened Effects: Creatures immune
  to paralysis or not normally subject to this
  spell suffer 6d6 points of sonic damage
  instead (although the spell still has a maxi-
  mum number of targets.The Fortitude sav-
  ing throw still negates the effect.
  Sorcerous Blast
  Evocation [See Text]
  Level: 3 (Complex)
  Casting Time: Standard action
  Range: Long (400 feet + 40 feet/level)
  Area: 20-foot-radius spread
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You create a burst of elemental energy
  that detonates with a blast and deals 1d6
  points of damage per caster level (maxi-
  mum 10d6) to all creatures and unattended
  objects within the area. You must choose
  the elemental type (air, earth, fire, or water)
  when you cast sorcerous blast; the spell takes
  on the appropriate descriptor.
  You determine the range (distance and
  height) at which the burst occurs. A beam
  of light streaks from you and, unless it
  impacts upon a solid barrier prior to attain-
  ing the prescribed range, explodes in a blast
  of elemental energy. You can aim the beam
  Monte Cook’s Arcana Unearthed: Grimoire
  78
  
  like a ray at a specific target. If you success-
  fully strike that target with a ranged touch
  attack, the target becomes the center of the
  blast and must make two successful saving
  throws in order to take half damage.
  Diminished Effects: The beam of light
  does not cause a blast, but instead affects
  only the creature struck (who need make
  only one saving throw for half damage).
  Heightened Effects: The spell inflicts
  1d8 points of damage per caster level (maxi-
  mum 10d8), and the caster can choose an
  energy type rather than an elemental type, if
  desired (the spell takes on the appropriate
  energy descriptor).
  Sorcerous Guise
  Illusion (Glamer)
  Level: 2 (Exotic)
  Casting Time: Standard action
  Range: Touch
  Target: One creature or object
  Duration: 10 minutes/level (D)
  Saving Throw: Will negates (Disbelief)
  Spell Resistance: No 
  You disguise one creature or object to
  appear to be something else. The subject
  can appear to be one size larger or smaller,
  shaped entirely different, with a different
  color and texture.Casting sorcerous guise on
  a creature grants a +10 competence bonus
  to Disguise checks.If someone interacts with
  a creature under the effects of this spell,first
  make a check opposing the Disguise check,
  and handle the disbelief saving throw only
  if the Disguise check fails. For example, if a
  human caster uses this spell to make herself
  look like a giant and then pretends to be a
  messenger from the queen,a foe first makes
  a Spot check to oppose the human’s Disguise
  check. If the Spot check succeeds, the foe
  might suspect strongly that she is not a mes-
  senger from the queen. If he then makes his
  Will save, he knows she isn’t even a giant.
  This spell throws off creature loresight,
  detect creature, detect magic, object loresight,
  locate creature, and locate object.
  Diminished Effects: The spell does not
  throw off any divinations, and the Disguise
  bonus becomes only +5.
  Heightened Effects: The spell can make
  the target appear to be two sizes larger or
  smaller than normal.
  Magic Item Creation Modifiers: Single-
  use ×1.5, constant ×1.5
  Spell of Challenge
  Enchantment (Compulsion) [Mind-
  Affecting, Psionic, Truename]
  Level: 6 (Exotic)
  Casting Time: 1 full round
  Range: Unlimited
  Target: One creature of no more than
  2 HD/level
  Duration: Instantaneous
  Saving Throw:Will negates
  Spell Resistance: Yes
  This spell compels a specific creature whose
  truename you know to travel,using its fastest
  means possible (including magical items or
  spells if readied or available) to appear before
  you,standing close enough to touch.Once the
  creature arrives at that spot,the spell ends.
  The creature may have to go through
  threatened or dangerous areas (passing by
  guards or moving through a wall of fire) to get
  to you,or it even may have to break through
  a barrier (like a wall of ice). A barrier that
  requires more than 10 rounds to get through
  is considered impassable for the purposes of
  this spell. If the creature physically cannot
  reach you—including a situation forcing the
  creature to pass through an area that would,
  without a doubt,kill it—the spell ends imme-
  diately.For example,a creature with only 25
  hp that must navigate a pool of lava to reach
  you is unaffected by the spell,as is a creature
  on another plane that has no planar travel
  ability.If you cast the spell and then move to
  a spot where the creature cannot reach you,
  you have freed it from the compulsion.
  You cannot cast this spell on the same
  creature more than once.
  Diminished Effects: The creature can
  have no more Hit Dice than the caster.
  Heightened Effects: The creature does
  not travel, but instead appears immediately
  in front of the caster. This version of the
  spell gains the teleportation descriptor.
  Magic Item Creation Modifiers: Single-
  use ×1.5, constant ×1.5
  Spell Magnet
  Abjuration
  Level: 8 (Complex)
  Casting Time: Standard action
  Range:Touch
  Target: One creature or object
  Duration: One minute/level (D)
  Saving Throw: Will negates
  Spell Resistance:Yes
  You fire a thin orange beam at the tar-
  get. You must make a ranged touch attack
  against the target. If you hit, and the tar-
  get fails the save, the target becomes
  extremely susceptible to magic—spells
  find it easy to make their way to and affect
  the target. The target suffers a circum-
  stance penalty to saving throws against
  spells, magic effects from items, and spell-
  like abilities equal to –1 per two caster lev-
  els. Further, the spell reduces the spell
  resistance of targets by a like amount 
  (1 point per two caster levels).
  Targets who succeed at the Will save still
  suffer a –1 penalty to affected saving throws.
  Diminished Effects: The spell does not
  affect spell resistance, and there is no effect
  if the target makes the save.
  Heightened Effects: The spell sup-
  presses spell resistance completely for the
  duration.
  Magic Item Creation Modifiers: Single-
  use ×1.5, spell-completion ×1.5
  Spell Resistance
  Abjuration
  Level: 5 (Simple)
  Casting Time: Standard action
  Range:Touch
  Target: Creature touched
  Duration: One minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance:Yes (harmless)
  When you touch a creature with your
  red, glowing hand, it gains spell resistance
  equal to 12 + caster level.
  Diminished Effects: The spell offers
  resistance only against 3rd-level spells or
  below. The spell resistance equals 5 +
  caster level.
  Heightened Effects: The spell resistance
  equals 16 + caster level.
  Magic Item Creation Modifier:
  Constant ×2
  Spell Turning
  Abjuration
  Level: 7 (Complex)
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: Until expended or 10 minutes/
  level (D)
  Spells (and spell-like effects) targeted
  against you rebound on the original caster.
  Chapter Two: Spells 79
  
  This abjuration turns only spells that have
  you as a target. Effect and area spells go
  unaffected. Spell turning also fails to affect
  Touch range spells.
  The turning affects from seven to 10 (1d4
  + 6) spell levels. The DM secretly rolls the
  exact number.For each turned spell,subtract
  its level from the amount of spell turning left.
  A spell might be only partially turned.
  When you don’t have enough spell turning
  to turn an entire spell,divide your turnable
  spell levels by the level of the incoming spell
  to see what fraction of the effect you’re able
  to turn.For example,say you rolled 1d4+6
  for a total of 8 turnable spell levels.When
  someone casts a 6th-level spell on you,you
  turn it and are left with two remaining levels
  of spell turning.Now someone casts an 8th-
  level spell on you.You can turn two of those
  levels,so 2 ÷ 8 offers a result of .25.
  For damaging spells,you and the caster
  each take a fraction of the damage.For non-
  damaging spells,each of you have a propor-
  tional chance to be affected.So,in the above
  example,if the 8th-level spell would do
  20d6 damage,you turn one quarter of that
  amount,or 5d6,and take the remainder.
  When spell turning effects ward both you
  and your spellcasting attacker, a resonating
  field results. Roll randomly on this table:
  d%
  Effect
  01–70
  Spell drains away without
  effect.
  71–80
  Spell affects both of you
  equally at full effect.
  81–97
  Both turning effects are ren-
  dered nonfunctional for 1d4
  minutes.
  98–100
  Both of you go through a rift
  into another plane.
  Diminished Effects: The spell can turn
  only 3rd-level spells or below, affecting only
  1d4+1 spell levels.
  Heightened Effects: The spell affects
  1d8+10 spell levels.
  Magic Item Creation Modifier:
  Constant ×1.5, single-use ×2
  Spellmaster
  Transmutation
  Level: 7 (Complex)
  Casting Time:1 full round
  Range:Personal
  Target:You
  Duration:1 round/level
  You control your spells with delicacy and
  precision. With this spell active, the range
  and duration of the spells you cast can
  increase up to 50 percent (spells with range
  of Touch or Personal, or durations of
  Instantaneous, go unaffected). Your spell
  effects can be delayed up to 3 rounds. You
  can shape spell areas (without changing
  their sizes) to the point of excluding single
  targets from bursts, if you desire—in other
  words, creatures within spell areas are
  affected only if you want them to be.
  For example, a 15th-level magister casts
  spellmaster, then sorcerous burst. He can
  increase the range up to an extra 500 feet,
  but he cannot affect the Instantaneous dura-
  tion.He can delay the explosion of the sorcer-
  ous burst up to 3 rounds (at which time,dif-
  ferent creatures might be in the area),and he
  can choose who in the area must make a sav-
  ing throw,and who suffers no damage at all.
  Diminished Effects: N/A
  Heightened Effects: N/A
  Magic Item Creation Modifier:
  Constant ×2, single-use ×2
  Spirit of Prowess
  Transmutation 
  Level: 3 (Simple)
  Casting Time: Standard action
  Range:Personal
  Target: You
  Duration: 10 minutes/level or when used
  A faint aura of shimmering energy sur-
  rounds you as you call upon spiritual pow-
  ers to aid you in combat. You gain a +4
  competence bonus to two attack rolls of
  your choice. Choosing to use this bonus is
  a free action that you must take before you
  make your attack roll, and you can only do
  it once per round. You must make the
  attacks before the spell’s duration ends. At
  10th caster level you gain an additional +4
  bonus to one attack roll (so the spell modi-
  fies three attacks). At 15th level, you can
  modify four attacks, and at 20th level, five
  attacks gain the bonus.
  Diminished Effects:The bonus to the
  attacks becomes +2, and the spell lasts only
  1 minute per level.
  Heightened Effects: The bonus is +6.
  Magic Item Creation Modifiers:
  Constant N/A, charged ×1.5, single-use ×2
  Spirit of War
  Transmutation
  Level: 7 (Simple)
  Casting Time:Two minutes
  Range:Personal
  Target:You
  Duration:24 hours
  You give yourself a new, temporary
  nature by calling a warlike spirit to join
  with your own. For the duration you gain a
  +4 enhancement bonus to Strength,
  Dexterity, and Constitution, proficiency
  with all weapons and armor, and a bonus to
  attack rolls equal to half your level.
  However, you cannot cast spells or use
  spell-completion or spell-trigger items.
  Diminished Effects: After the spell
  ends, you feel drained; you cannot cast
  spells or use spell-completion or spell-
  trigger items for another 24 hours.
  Heightened Effects: The enhancement
  bonus to the three ability scores becomes
  +6,and you gain the benefit of one feat that
  you qualify for (after ability score adjust-
  ments) found on the warmain bonus feat
  list (see Monte Cook’s Arcana Unearthed).
  Magic Item Creation Modifier:
  Constant ×2, single-use ×2
  Stabilize Soul
  Transmutation [Truename]
  Level: 7 (Complex)
  Casting Time:One minute
  Range:Touch
  Target:One creature or one corpse
  Duration:Instantaneous
  Saving Throw:Will negates (harmless)
  Spell Resistance:Yes (harmless)
  If you cast this spell upon a revivified
  creature (see revivification), the creature
  remains alive even after the revivification
  spell ends, and she suffers a point of
  Constitution drain rather than the loss of a
  level. If you cast this spell upon the corpse
  of a creature whose spirit is an incorporeal
  undead, the undead must make a successful
  save or be returned to the afterlife.
  Diminished Effects: The spell has a
  range of Personal and the target is You
  (obviously, the function that works only on
  corpses does not apply).
  Heightened Effects: Casting time
  becomes one standard action.
  Magic Item Creation Modifier:Single-
  use ×4, all others ×2
  Monte Cook’s Arcana Unearthed: Grimoire
  80
  
  Stamina to Defense
  Transmutation
  Level:4 (Simple)
  Casting Time:Standard action
  Range:Touch
  Target:One armor or shield
  Duration:10 minutes/level
  Saving Throw:None
  Spell Resistance:No
  To cast this spell you must cut yourself,
  devoting 2 points of your own Consti-
  tution (which you suffer as temporary
  damage) to dripping your blood onto an
  armor harness or shield. That armor gains
  a +4 luck bonus to Armor Class for the
  spell’s duration.
  Diminished Effects: The luck bonus to
  Armor Class becomes +2.
  Heightened Effects: The luck bonus to
  Armor Class becomes +6.
  Magic Item Creation Modifiers:
  Constant N/A, charged ×1.5
  Steal Health
  Transmutation [Negative Energy]
  Level: 3 (Complex)
  Casting Time:Standard action
  Range:Touch
  Target:One living creature
  Duration:Instantaneous
  Saving Throw:Fortitude negates
  Spell Resistance:Yes
  Your hand crackles with blood-red light-
  ning. You inflict 3d8 points of damage on
  the touched target, then heal that number
  of points of damage on yourself.
  Diminished Effects: The spell inflicts
  1d8 points of damage.
  Heightened Effects: The spell inflicts
  5d8 points of damage.
  Magic Item Creation Modifier:
  Constant ×2
  Stimulate
  Compulsion [Mind-Affecting, Psionic]
  Level: 6 (Complex)
  Casting Time: Standard action
  Range:Close (25 feet + 5 feet/two levels)
  Target: One living creature
  Duration: One minute/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You hold out your hand and stimulate
  the mental, muscular, and nervous sys-
  tems of a target’s body. The target gets a
  +2 luck bonus to one ability score of your
  choosing.
  Diminished Effects: The range is
  Personal and the target is You.
  Heightened Effects: The luck bonus
  becomes +4.
  Stone Blast 
  Evocation [Earth]
  Level: 1 (Complex)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Target: One creature or object
  Duration:Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  With a simple gesture,you cause a mass of
  earth and stone to tear itself from the ground
  (or other source of stone within 20 feet) and
  fly at a designated target.You make a ranged
  attack (not a touch attack) to strike the target.
  The stone blast inflicts 1d6 points of damage
  per two caster levels (maximum 5d6).
  Diminished Effects: The spell inflicts
  1d4 points of damage and does not increase
  with level.
  Heightened Effects: The spell inflicts
  1d8 points of damage per two caster levels
  (maximum 5d8) and also knocks down
  creatures of size Medium or smaller who
  fail a Fortitude saving throw.
  Strength to Strike
  Transmutation
  Level:4 (Simple)
  Casting Time:Standard action
  Range:Touch
  Target:One weapon
  Duration:1 round/level
  Saving Throw:None
  Spell Resistance:No
  In casting this spell you sweat a drop of
  blood, devoting 2 points of your own
  Strength (which you suffer as temporary
  damage) and dripping the blood onto a
  weapon. That weapon inflicts +2d6 points
  of damage for the duration of the spell.
  Chapter Two: Spells 81
  
  Diminished Effects: The bonus to dam-
  age becomes +1d6.
  Heightened Effects: The bonus to dam-
  age becomes +3d6.
  Magic Item Creation Modifiers:
  Constant N/A, charged ×2
  Subtle Steps
  Transmutation
  Level: 2 (Simple)
  Casting Time:Standard action
  Range: Personal
  Target:You
  Duration: One hour/level
  You gain a +5 competence bonus to
  Sneak checks.
  Diminished Effects: The bonus is +1.
  Heightened Effects: The bonus is +10.
  Magic Item Creation Modifiers:
  Constant ×2, single-use ×2
  Suggestion
  Enchantment (Compulsion) [Mind-
  Affecting, Language-Dependent]
  Level: 3 (Complex)
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target: One living creature
  Duration: One hour/level or until completed
  Saving Throw: Will negates
  Spell Resistance: Yes
  You influence the actions of the enchant-
  ed creature by suggesting a course of activity
  (limited to a sentence or two).You must
  word the suggestion in such a manner as to
  make the activity sound reasonable.
  The suggested course of activity can
  continue for the entire duration. If the
  target can complete the suggested activity
  in a shorter time, the spell ends when the
  enchanted creature finishes it. You can
  instead specify conditions that will trig-
  ger a special activity during the duration.
  If the condition is not met before the
  spell expires, the target does not perform
  the activity.
  A very reasonable suggestion causes the
  target to make the save with a penalty (such
  as –1, –2, etc.), at the DM’s discretion.
  Diminished Effects: The spell’s duration
  becomes one minute per level.
  Heightened Effects: Whether or not the
  target makes the save, she must make a sec-
  ond Will saving throw. If the second save
  fails, the target has no idea that the caster
  cast a spell on her and does not remember
  the suggestion at all.
  Summon Minor
  Elemental (Lesser)
  Conjuration (Summoning) [See Text]
  Level: 3 (Simple)
  Casting Time: 1 full round
  Range: Close (25 feet + 5 feet/two levels)
  Effect: One summoned creature
  Duration: 1 round/level (D)
  Saving Throw:None
  Spell Resistance: No
  This spell summons an elemental. It
  appears where you designate and acts
  immediately, on your turn. It attacks your
  opponents to the best of its ability. If you
  can communicate with the elemental, you
  can direct it not to attack, to attack particu-
  lar enemies, or to perform other actions.
  Summoned elementals act normally on the
  last round of the spell and disappear at the
  end of their turn.
  The spell conjures one Small elemental.
  You choose which kind to summon, and
  can change that choice each time the spell
  is cast. The spell takes on the descriptor of
  the type of elemental summoned: air, earth,
  fire, or water.
  Diminished Effects: The caster must
  concentrate on the summoned elemental’s
  actions, or it remains motionless.
  Heightened Effects: The summoned ele-
  mental has +1 hp per Hit Die, +1 bonus to
  Armor Class, and a +1 enhancement bonus
  to attack and damage rolls.
  Summon Minor
  Elemental (Greater)
  Conjuration (Summoning) [See Text]
  Level: 5 (Simple)
  Casting Time: 1 full round
  Range: Close (25 feet + 5 feet/two levels)
  Effect: One or more summoned creatures,
  no two of which can be more than 
  30 feet apart
  Duration:1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  As lesser summon minor elemental, except
  that you summon a Medium elemental
  instead, Alternatively, you can summon 1d3
  Small elementals.
  Diminished Effects: The caster must
  concentrate on the summoned elemental’s
  actions, or it remains motionless.
  Heightened Effects: The summoned 
  elemental is Large.
  Summon Major
  Elemental (Lesser)
  Conjuration (Summoning) [See Text]
  Level: 7 (Simple)
  Casting Time: 1 full round
  Range: Close (25 feet + 5 feet/two levels)
  Effect: One or more summoned creatures,
  no two of which can be more than
  30 feet apart
  Duration:1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  As lesser summon minor elemental, except
  that you summon a Huge elemental
  instead. Alternatively, you can summon 1d3
  Large elementals.
  Diminished Effects: The caster must
  concentrate on the summoned elemental’s
  actions, or it remains motionless.
  Heightened Effects: The summoned 
  elemental is a greater elemental.
  Summon Major
  Elemental (Greater)
  Conjuration (Summoning) [See Text]
  Level: 9 (Simple)
  Casting Time: 1 full round
  Range: Close (25 feet + 5 feet/two levels)
  Effect: One or more summoned creatures,
  no two of which can be more than
  30 feet apart
  Duration:1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  As lesser summon minor elemental, except
  that you summon an elder elemental
  instead, Alternatively, you can summon 1d3
  greater elementals.
  Diminished Effects: You must concen-
  trate on the summoned elemental’s actions,
  or it remains motionless.
  Magic Item Creation Modifiers: Single-
  use ×1.5, spell-completion ×1.5
  Monte Cook’s Arcana Unearthed: Grimoire
  82
  
  Tears of Pain
  Evocation [Curse]
  Level: 1 (Simple)
  Casting Time:Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target: One living creature
  Duration:One day/level
  Saving Throw:Will negates
  Spell Resistance: Yes
  You create this minor curse when you
  take one of your own tears and crush it
  between your fingers. The target suffers a
  –1 circumstance penalty to saving throws,
  due to wracking pain that flares up when-
  ever he is threatened. As a side effect,
  however, the spell acts as an “after-the-
  fact” sort of danger sense. (This provides
  little benefit, because targets almost
  always know when they have to make
  saving throws).
  Since this is a curse, it cannot be dis-
  pelled. Only remove curse can deal with it.
  Diminished Effects: The duration
  becomes only 1 round per level.
  Heightened Effects: The target suffers a
  –2 penalty to saves.
  Telekinesis (Lesser)
  Transmutation [Psionic]
  Level: 0 (Complex)
  Casting Time:Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target: Nonmagical, unattended object 
  weighing up to 5 lbs.
  Duration:Concentration
  Saving Throw:None
  Spell Resistance: No
  You can point a finger at an object and
  lift and move it at will from a distance. As a
  move-equivalent action, you can move the
  object up to 15 feet in any direction, though
  the spell ends if the distance between you
  and the object ever exceeds the spell’s
  range. You have no fine manipulation skills.
  You cannot use the spell to move levers or
  untie knots.
  Heightened Effects: The spell can affect
  magical objects.
  Telekinesis (Greater)
  Transmutation [Psionic]
  Level:4 (Complex)
  Casting Time:Standard action
  Range: Long (400 feet + 40 feet/level)
  Target: One creature or object weighing 
  up to 25 lbs./caster level
  Duration: Concentration (up to
  1 round/level) 
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  You move objects or creatures by concen-
  trating on them.The spell provides a gentle,
  sustained force, moving a creature or object
  weighing up to 25 lbs. per caster level up to
  20 feet per round. A creature can negate the
  effect against itself or against an object it
  possesses with a successful Will save or
  with spell resistance.
  Using greater telekinesis,you can move the
  weight vertically,horizontally,or both.An
  object cannot be moved beyond the spell’s
  range.The spell ends if the object is forced
  beyond the range.If you cease concentra-
  tion for any reason,the object falls or stops.
  You can telekinetically manipulate an
  object as if with one hand:You can pull
  levers or telekinetically manipulate a bucket
  to fill itself with water from a well.You
  might even be able to untie simple knots,
  though delicate activities such as these
  require Intelligence checks against a
  Difficulty Class set by the DM.Greater
  telekinesis cannot be used to wield a weapon.
  Lastly, the spell can be used to exert a
  force, such as that needed to break open a
  barred door or keep it closed. In such cases,
  the telekinetic force has a Strength modifier
  equal to a quarter of your level plus your
  Intelligence modifier.
  Diminished Effects: Decrease the
  weight limit by half; no delicate activity or
  manipulation is possible.
  Heightened Effects: The spell can be
  used to wield a weapon using the caster’s
  base attack bonus, and his Intelligence
  modifier as his Strength or Dexterity modi-
  fier (depending on whether it is a ranged or
  melee attack).
  Telekinetic Shield
  Abjuration [Psionic]
  Level: 8 (Complex)
  Casting Time:Standard action
  Range: 0 feet
  Area: 5-foot-radius centered on you
  Duration:1 round/level
  Saving Throw:None
  Spell Resistance: No
  With a wave of your hand, you set up a
  telekinetic repulsion field. All creatures and
  objects within the area gain a +8 deflection
  bonus to Armor Class.
  Diminished Effects: The deflection
  bonus becomes +4.
  Heightened Effects: The spell affects only
  allies,and the Armor Class bonus is +10.
  Magic Item Creation Modifiers:
  Constant ×2, spell-completion ×1.5, single-
  use ×1.5
  Telepathy
  Divination [Language-Dependent, Mind-
  Affecting, Psionic]
  Level: 4 (Simple)
  Casting Time: Standard action
  Range: One mile/level
  Target: You and one familiar creature
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance:Yes (harmless)
  This spell allows you to mentally com-
  municate with a familiar creature within
  range. The communication, though mental,
  is done entirely with words, so you must
  speak the same language as the creature.
  Diminished Effects: The creature to
  communicate with must remain in sight.
  Heightened Effects: Communication
  includes pictures, concepts, and emotions,
  so the spell is no longer language depend-
  ent. Casters can receive a mental picture
  clear enough to allow them to scry a person
  or teleport to a place as though they had
  viewed the person or place once (for tele-
  porting, this does not count as “currently
  viewed,” even if the telepathy spell functions
  concurrently with the teleport spell).
  Magic Item Creation Modifier:
  Constant ×2
  Teleport
  Transmutation [Teleportation]
  Level: 5 (Complex)
  Casting Time: See below
  Range: Personal and Touch
  Target:You and touched objects or other 
  touched willing creatures weighing up
  to 50 lbs./level
  Duration: Instantaneous
  Saving Throw: None and Will negates 
  (object)
  Spell Resistance: No and Yes (object)
  Chapter Two: Spells 83
  
  This spell instantly transports you to a
  designated destination.Distance is not a fac-
  tor,but interplanar travel is not possible.The
  characters teleporting travel through invisible
  magical pathways, known only to powerful
  spellcasters, that crisscross the world in a
  mazelike pattern. You must mentally plot a
  path through these magical conduits ahead of
  time to successfully use them.You can bring
  along objects and willing creatures totaling
  up to 50 lbs.per caster level.As with all spells
  where the range is Personal and the target is
  You,you need not make a saving throw,nor
  does spell resistance apply.Only objects held
  or in use (attended) by another person
  receive saving throws and spell resistance.
  Obviously, you must have some clear
  idea of the location and layout of the desti-
  nation, and your current special relation to
  the destination (if you do not know where
  you are, you can’t teleport from there). The
  clearer your mental image and the more
  time you take developing a magical path to
  get there, the more likely the teleportation
  works. Areas of strong physical or magical
  energies may make teleportation more haz-
  ardous or even impossible.
  In order to successfully plot the course
  and teleport to it, you must make a caster
  level check to which you also add your
  Intelligence modifier. To determine the
  check’s difficulty, compare your familiarity
  to the amount of time you invested in
  developing a path, then consult the table
  below to find the Difficulty Class.
  If you attempt to teleport to a place that
  doesn’t exist or that isn’t where you thought
  it was (or if you aren’t where you thought
  you were),the check automatically fails.This
  can happen because of faulty information.
  Failure: If you fail the check, roll d% and
  consult the following table:
  d% 
  Result
  01–25
  You and anyone else teleporting
  with you have gotten “scrambled.”
  The travelers each take 1d10 points
  of damage,and you all go nowhere.
  26–60
  You and anyone else teleporting
  with you have gotten terribly
  “scrambled.” The travelers each
  take 10d6 points of damage, and
  you all go nowhere.
  61–75
  You and anyone else teleporting
  with you have gotten “scrambled.”
  The travelers each take 1d10
  points of damage,and you all go
  to a random location in some way
  similar to the desired location.
  76–90
  You and anyone else teleporting
  with you have gotten terribly
  “scrambled.” The travelers each
  take 10d6 points of damage, and
  you all go to a random location
  in some way similar to the
  desired location.
  91–99
  You and anyone else teleporting
  with you have gotten terribly
  “scrambled.” The travelers each
  take 10d6 points of damage. If
  more than one person is teleport-
  ing, each goes to a different ran-
  dom location.
  100
  You end up dead, imbedded in an
  object in a random location.
  Anyone else teleporting with you
  has gotten terribly “scrambled.”
  Those travelers each take 10d6
  points of damage, and they go
  nowhere.
  If a teleporter ends up in a random loca-
  tion,the DM should choose the closest sim-
  ilar location to the intended destination.If
  the caster was attempting to teleport to a
  temple,he might end up in the closest near-
  by temple.In truth,the DM should feel free
  to choose any location he wishes.
  Diminished Effects: All Difficulty
  Classes increase by 10, and the weight limit
  decreases by half.
  Heightened Effects: All Difficulty Classes
  decrease by 10,and the weight limit doubles.
  Teleport Attack
  Transmutation [Teleportation]
  Level: 7 (Exotic)
  Casting Time: See below
  Range: Touch
  Target:One creature or object touched,
  weighing no more than 50 lbs./level
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You teleport a target creature or object
  into a solid surface or object that you can
  see within close range (25 feet + 5 feet/two
  levels). If the spell succeeds, the subject suf-
  fers 2d6 points of temporary Constitution
  damage + 1 point of Constitution damage
  per round until freed and is helpless. It
  becomes half imbedded in the surface 
  or object.
  Diminished Effects: You can teleport
  the target to a spot within close range
  that you can see, but not into a solid
  surface or object.
  Heightened Effects: N/A
  Magic Item Creation Modifiers: Single-
  use ×1.5, constant ×1.5
  Monte Cook’s Arcana Unearthed: Grimoire
  84
  Familiarity 
  1 Round
  1 Minute
  1 Hour
  1 Day
  1 Week
  1 Month
  Currently viewed
  DC 10
  DC 5
  DC 0 
  DC 0 
  DC 0 
  DC 0
  Very familiar 
  DC 20
  DC 15
  DC 10
  DC 5
  DC 0
  DC 0
  Studied carefully 
  DC 25
  DC 20
  DC 15
  DC 10
  DC 5
  DC 0
  Seen casually 
  DC 35
  DC 30
  DC 20
  DC 15
  DC 10
  DC 5
  Viewed once 
  DC 45
  DC 40
  DC 30
  DC 20
  DC 10
  DC 5
  Description 
  DC 60
  DC 50
  DC 40
  DC 30
  DC 25
  DC 20
  •
  “Currently viewed” is a place you can see from where you are at the time of casting,either normally or
  magically.
  •
  “Very familiar” is a place you have been very often and where you feel at home.
  •
  “Studied carefully” is a place you know well,either because you have been there often or have used other
  means to study the place.
  •
  “Seen casually” is a place you have seen more than once but with which you are not very familiar.
  •
  “Viewed once” is a place that you have seen once,possibly using magic.
  •
  “Description” is a place whose location and appearance you know through someone else’s description,
  perhaps even from a precise map.
  TIME SPENT DEVELOPING A TELEPORT PATH
  
  Teleport Other
  Transmutation [Teleportation]
  Level: 6 (Exotic)
  Casting Time: See text
  Range: Touch
  Target:One creature or object touched,
  weighing no more than 50 lbs./level
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You send an object or creature away to a
  location you can currently see (either normal-
  ly or through magic) or one with which you
  are very familiar or have studied carefully.
  “Very familiar” is a place you have been very
  often and where you feel at home.“Studied
  carefully” is a place you know well,either
  because you have been there often or because
  you have used other means to study the place.
  The teleporting characters travel through
  invisible magical pathways,known only to
  powerful spellcasters,that crisscross the
  world in a mazelike pattern.You must men-
  tally plot a path through these magical con-
  duits ahead of time to use them successfully.
  The clearer your mental image, and the
  more time you take developing a magical
  path to get there, the more likely the tele-
  portation works. Areas of strong physical or
  magical energies may make teleportation
  more hazardous or even impossible.
  In order to plot the course and teleport
  to it successfully, you must make a caster
  level check to which you also add your
  Intelligence modifier. To determine the
  check’s difficulty, compare your familiarity
  to the amount of time you invested in
  developing a path, then consult the table
  below to find the Difficulty Class.
  Failure means that the target creature or
  object goes nowhere.
  Diminished Effects: All Difficulty
  Classes increase by 10, and the weight limit
  decreases by half.
  Heightened Effects: All Difficulty Classes
  decrease by 10,and the weight limit doubles.
  Magic Item Creation Modifiers: Single-
  use ×1.5, constant ×1.5
  Temporal Stasis
  Transmutation
  Level: 9 (Complex)
  Casting Time: Standard action
  Range: Touch
  Target: Creature touched
  Duration: Permanent
  Saving Throw:None
  Spell Resistance:Yes
  After you succeed at a melee touch attack,
  the subject becomes rigid,surrounded in a
  nimbus of blue light.You place the subject
  into a state of suspended animation.For the
  subject,time ceases to flow,and the crea-
  ture’s condition becomes fixed.The subject
  does not grow older.Its body functions vir-
  tually cease,and no force or effect can harm
  it.This state persists until a successful dispel
  magic spell removes the transmutation.
  Diminished Effects: The duration lasts
  only one day per level, and the subject may
  attempt a Fortitude saving throw to resist.
  Magic Item Creation Modifiers: Single-
  use ×3, spell-completion ×1.5
  Tongues
  Divination
  Level:4 (Simple)
  Casting Time: Standard action
  Range:Touch
  Target:Creature touched
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: No
  This spell grants the subject the ability
  to speak and understand the language of
  any intelligent creature. The subject can
  speak only one language at a time, although
  she may be able to understand several lan-
  guages. Tongues does not enable the subject
  to speak with creatures who don’t speak.
  This spell does not predispose any creature
  addressed toward the subject in any way.
  Diminished Effects: The subject can
  understand the language of any intelligent
  creature, but not speak it.
  Heightened Effects: In addition to speak-
  ing the languages,the subject can read them.
  Touch of Disruption
  Transmutation [Negative Energy]
  Level:1 (Complex)
  Casting Time: Standard action
  Range:Touch
  Target:Creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The touch of your temporarily blackened
  hand disrupts a creature’s body. The target
  suffers 1d8 points of damage + 1 point per
  level. Undead are not harmed by this spell,
  they are healed.
  Diminished Effects: The target suffers
  1d4 points of damage.
  Heightened Effects: The target is
  stunned for a round as well.
  Magic Item Creation Modifier:
  Constant ×2
  Touch of Fear
  Enchantment (Compulsion) [Fear]
  Level:1 (Simple)
  Casting Time: Standard action
  Range:Touch
  Target:Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  With a flash of black energy, you instill
  fear in a creature you touch. The creature
  becomes shaken and suffers a –2 morale
  penalty on attack rolls, weapon damage
  rolls, and saving throws.
  Diminished Effects: N/A
  Heightened Effects: The subject
  becomes frightened and tries to flee from
  you for the spell’s duration.
  Touch of Nausea
  Transmutation
  Level:0 (Complex)
  Casting Time: Standard action
  Range:Touch
  Target:Creature touched
  Duration: 1 round
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  As the spell emits a foul odor and a low
  moan, a creature you touch is filled with
  nausea. The target can only take a single
  move action on its next turn.
  Heightened Effects: The duration
  becomes 1 round per two levels.
  Chapter Two: Spells 85
  Familiarity 
  1 Round
  1 Minute
  1 Hour
  1 Day
  Currently viewed
  DC 5
  DC 0
  DC 0 
  DC 0
  Very familiar 
  DC 10
  DC 5
  DC 0
  DC 0
  Studied carefully 
  DC 15
  DC 10
  DC 5
  DC 0
  TIME SPENT DEVELOPING A TELEPORT OTHER PATH
  
  Magic Item Creation Modifiers:
  Constant ×2, charged ×2
  Touch of Pain
  Transmutation
  Level:1 (Complex)
  Casting Time: Standard action
  Range:Touch
  Target:Creature touched
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  While your eyes flash with red power, a
  creature you touch is wracked with pain.
  The target suffers a –2 morale penalty on
  attack rolls, saving throws, and checks.
  Diminished Effects: N/A
  Heightened Effects: The subject suffers
  a –4 morale penalty.
  Tracer
  Divination
  Level:3 (Simple)
  Casting Time: Standard action
  Range:Touch
  Target:Object touched
  Duration: One day/level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  For the duration, you remain aware of
  the distance and direction of the target
  object’s location.
  Diminished Effects: The object can be
  a maximum of 10 miles per level from
  you. If the object leaves this area, the
  spell ends.
  Heightened Effects: The spell also
  works on creatures.
  Transfer Wounds (Lesser)
  Transmutation [Positive Energy]
  Level: 1 (Simple)
  Casting Time:1 full round
  Range:Touch
  Target:Creature touched
  Duration: Instantaneous
  Saving Throw:Will half (harmless)
  Spell Resistance: Yes
  When laying your hand upon a living
  creature, you cure 1d10 points of the tar-
  get’s damage + 1 point per caster level (up
  to +5). You then immediately suffer half
  that amount as subdual damage. If you cast
  this spell upon yourself, you transmute
  1d10 points of damage + 1 point per caster
  level (up to +10) to half that amount of
  subdual damage.
  You can use this spell offensively against
  an undead creature,who suffers 1d10 points
  of damage + 1 point per caster level (up to
  +10), but you suffer half that amount as
  subdual damage. An undead creature can
  attempt a Will save to take half damage.
  When the damage heals, neither you
  nor the target are left with any scars or
  traces of injury.
  Diminished Effects: You heal 2 points
  of the target’s damage and suffer 1 point of
  subdual damage.
  Heightened Effects: You heal 2d10
  points of the target’s damage + 1 point per
  caster level (up to +10), and suffer half that
  amount as subdual damage.
  Transfer Wounds
  (Greater)
  Transmutation [Positive Energy]
  Level: 4 (Simple)
  Casting Time:1 full round
  Range:Touch
  Target:Creature touched
  Duration: Instantaneous
  Saving Throw:Will half (harmless)
  Spell Resistance: Yes
  As lesser transfer wounds, but you cure
  4d10 points of the target’s damage + 1
  point per caster level (up to +20). You then
  immediately suffer half that amount as sub-
  dual damage.
  Diminished Effects: You heal 3d10
  points of the target’s damage + 1 point per
  caster level (up to +15), and suffer half that
  amount as subdual damage.
  Heightened Effects: You heal 5d10
  points of the target’s damage + 1 point per
  caster level (up to +25), and suffer half that
  amount as subdual damage.
  Transfer Wounds (Total)
  Transmutation [Positive Energy]
  Level: 7 (Simple)
  Casting Time:1 full round
  Range:Touch
  Target:Creature touched
  Duration: Instantaneous
  Saving Throw:Will half (harmless)
  Spell Resistance: Yes
  As lesser transfer wounds, but you cure all
  a target’s hit point damage. You then imme-
  diately suffer half that amount as subdual
  damage.
  Diminished Effects: You heal 6d10
  points of the target’s damage plus 1 point
  per caster level, and suffer half that amount
  as subdual damage.
  Heightened Effects: You also heal all a
  target’s temporary ability score damage. You
  suffer half the temporary ability score dam-
  age immediately.
  Transform Into Plant
  Transmutation [Plant]
  Level:6 (Complex)
  Casting Time: Standard action
  Range:Personal
  Target:You
  Duration: One hour/level (D)
  You can change yourself into an average
  specimen of any kind of plant of which
  you are aware. The plant may have no more
  than your total Hit Dice. Transform into
  plant can increase or decrease your size by
  two size categories. While in the new form,
  you have all the plant’s physical character-
  istics (ability scores) and extraordinary
  abilities. You retain your own mental abili-
  ty scores, hit points, and perceptive abili-
  ties. (You can see and hear as if you were
  in your normal form, even if the plant form
  has no eyes or ears.) You cannot use spells,
  spell-like abilities, and so on that you pos-
  sess in your normal form. Your gear is
  absorbed into your plant form. If a plant is
  non-animate, so are you in the new form.
  Diminished Effects: You can take on the
  form of a non-animate, non-intelligent
  plant only (although you retain your own
  Intelligence).
  Heightened Effects: The spell’s range
  becomes Touch, and the target becomes one
  willing, living creature.
  Magic Item Creation Modifier:
  Single-use ×2
  Trap Soul
  Necromancy [Truename]
  Level:9 (Complex)
  Casting Time: Standard action
  Range:Medium (100 feet + 10 feet/level)
  Target:One soul
  Duration: Instantaneous
  Monte Cook’s Arcana Unearthed: Grimoire
  86
  
  Saving Throw:Will negates (see text)
  Spell Resistance: Yes
  You trap a creature’s soul in an object.
  The creature can be alive or dead (dead
  souls have the same saving throw bonus-
  es and spell resistance they had in life). If
  the creature is alive, the body falls to the
  ground, in a coma. If the soul belongs to
  a creature that died within 1 round per
  caster level, the saving throw Difficulty
  Class increases by +5. This spell functions
  against incorporeal undead spirits.
  However, dead creatures whose souls are
  trapped cannot be raised from the dead.
  Trapped souls can take no actions. You
  can use the trapped soul for the spell con-
  sume soul, offer it as a reward to an out-
  sider, or force the soul to answer one
  question truthfully each day (the only
  possible answers are: “yes,” “no,” and “I
  don’t know”).
  The object storing the soul may be no
  larger than you and must be worth at
  least 5,000 gp. You must have both it and
  the target in range while you cast the
  spell. Casting the spell does not consume
  the receptacle, but destroying it sends the
  soul back to its rightful place—its body if
  it was a living soul, the afterlife if dead.
  Diminished Effects: You can only trap
  the souls of living creatures and incorpo-
  real undead spirits.
  Magic Item Creation Modifiers:
  Single-use ×1.5, spell-completion ×1.5
  True Strike
  Divination
  Level: 1 (Exotic)
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration:See text
  Your next single attack roll—if you make
  it before the end of the next round—gains
  a +20 insight bonus. Additionally, you are
  not affected by the miss chance that applies
  to attacks against a concealed target.
  Diminished Effects: The insight bonus
  becomes +5.
  Heightened Effects: The insight bonus
  becomes +30.
  Magic Item Creation Modifiers:
  Constant N/A, single-use ×6, all others ×2
  Unknown
  Abjuration
  Level: 3 (Complex)
  Casting Time: Standard action
  Range:Touch
  Target: Creature or object touched
  Duration:One hour/level (D)
  Saving Throw: Will negates (harmless,object)
  Spell Resistance: Yes (harmless, object)
  The warded creature or object becomes
  difficult to detect by divination. Unknown
  also prevents location by such magic items
  as crystal balls. If someone attempts a div-
  ination against the warded creature or
  item, the divination’s caster must beat you
  in an opposed caster power check. If you
  cast unknown on yourself or on an item
  currently in your possession, your caster
  power check for this opposed check gains
  a +5 bonus.
  If cast on a creature, unknown wards the
  creature’s gear as well as the creature itself.
  Diminished Effects:The spell affects
  only objects.
  Heightened Effects: You can choose to
  ward a non-mobile area (and everything in
  it) up to one 10-foot cube per level in size.
  Magic Item Creation Modifier:
  Constant ×2
  Veil of Darkness
  Evocation [Darkness]
  Level:1 (Simple)
  Casting Time:One action
  Range: 0 feet
  Area: 10-foot-radius spread
  Duration:10 minutes/level (D)
  Saving Throw:None
  Spell Resistance: No
  You create an immobile area of magical
  darkness in which even creatures that nor-
  mally can see in the dark cannot see.
  Normal lights do not work, nor do spells
  with the light descriptor of a lower level
  than this spell. A light spell of the same
  level as this one counters and cancels out a
  veil of darkness (but is then cancelled itself).
  Light spells of a higher level than the veil of
  darkness spell dispel the darkness.
  Diminished Effects: Duration is one min-
  ute per level, and the darkness is “normal”
  darkness—creatures with darkvision can see
  in it.Normal lights,such as lanterns or torch-
  es,however,still shed no light in the area.
  Heightened Effects: The area becomes a
  20-foot radius spread, and the range is
  Medium (100 feet + 10 feet/level).
  Venomblade
  Conjuration (Creation)
  Level:3 (Exotic)
  Casting Time:Standard action
  Range:Personal
  Effect:One poisoned slashing weapon
  Duration:10 minutes/level (D)
  Grey mist from your hands takes the
  shape of any slashing weapon desired (no
  magical or masterwork properties) that is
  coated with poison. The venom inflicts 1d4
  points of temporary Strength damage and
  1d4 more a minute later. The blade lasts
  until it inflicts a wound or until the dura-
  tion expires, whichever comes first. (See
  illustration, next page.)
  Diminished Effects: The poison inflicts
  only 1 point of temporary Strength damage
  (and 1 point more a minute later).
  Heightened Effects: The blade persists
  and remains coated with the poison for the
  duration, poisoning with every strike.
  Magic Item Creation Modifier:
  Constant ×3, single-use ×3
  Vitrification
  Transmutation [Earth]
  Level: 6 (Complex)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance:Yes
  The target of this spell turns into glass,as
  if it were a mindless,inert statue.(The tar-
  get’s possessions do not transform.) Should
  the glass get broken or damaged,the target
  has similar damage or deformities if ever
  returned to its original state.The target is
  not dead (its soul doesn’t pass on),but when
  viewed with spells that detect life,it does not
  seem to be alive,either.A remove malady or
  perfect health spell can restore a target.
  Normal curative magic does not heal any
  damage to the glass figure,but repair does.
  Diminished Effects: The target remains
  made of glass for one hour per caster level.
  Heightened Effects: The glass statue
  shatters 1 round after it forms.
  Chapter Two: Spells 87
  
  Wall of Ice
  Evocation [Cold]
  Level: 4 (Simple)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Effect: Anchored plane of ice, up to one 
  10-foot square/level, or hemisphere of
  ice with a radius of up to 3 feet +1 foot/level
  Duration:One minute/level
  Saving Throw:See text
  Spell Resistance:Yes
  This spell creates an anchored plane of
  ice or a hemisphere of ice, depending on
  the version selected. A wall of ice cannot
  form in an area occupied by physical
  objects or creatures. Its surface must be
  smooth and unbroken when created. Fire
  can melt a wall of ice: It deals full damage to
  the wall (instead of the half damage that
  objects normally suffer). Suddenly melting
  the wall of ice creates a great cloud of
  steamy fog that lasts 10 minutes.
  Ice Plane: A sheet of strong, hard ice
  appears. The wall is 1 inch thick per caster
  level. It covers up to a 10-foot-square area
  per caster level (so a 10th-level magister
  can create a wall of ice 100 feet long and 10
  feet high, or a wall 50 feet long and 20 feet
  high, etc.). You can orient the plane in any
  fashion as long as you anchor it. A vertical
  wall need only be anchored on the floor,
  but you must anchor a horizontal or slant-
  ing wall on two opposite sides.
  Each 10-foot square of wall has 3 hit
  points per inch of thickness. Creatures
  can hit the wall automatically. A section of
  wall whose hit points drop to 0 is
  breached. Someone trying to break
  through the wall with a single attack must
  succeed at a Strength check (DC 15 + 
  caster level).
  Even when the ice has been broken, a
  sheet of frigid air remains. Any creature
  stepping through it (including the one
  who broke through the wall) takes 1d6
  points of cold damage + 1 point per
  caster level.
  Ice Hemisphere: The wall takes the form
  of a hemisphere with a maximum radius of
  3 feet + 1 foot per caster level. It is as hard
  to break through as the ice plane form, but
  those who go through a breach suffer no
  damage.
  You can create a hemisphere so that it
  traps one or more creatures, though they
  can avoid being trapped in the hemi-
  sphere by making successful
  Reflex saves.
  Diminished Effects: Only
  the ice plane option is available,
  and it measures only 1 inch thick
  per two caster levels.
  Heightened Effects: The ice inflicts 1d6
  points of cold damage anytime it is touched
  or struck.
  Wall of Iron
  Conjuration (Creation)
  Level: 5 (Complex)
  Casting Time:Standard action
  Range: Medium (100 feet + 10 feet/level)
  Effect:Iron wall whose area is up to one
  5-foot square/level (see text)
  Duration:Instantaneous
  Saving Throw: See text
  Spell Resistance: No
  The character causes a flat, vertical iron
  wall to spring into being. The wall inserts
  itself into any surrounding nonliving mate-
  rial, if its area is sufficient to do so. You
  cannot conjure the wall to occupy the
  same space as a creature or another
  object. It must always be a flat
  plane, though you can shape its
  edges to fit the available space.
  The wall of iron measures 1 inch
  thick per four caster levels. You can
  double the wall’s area by halving its
  thickness. Each 5-foot square of the wall
  has 30 hit points per inch of thickness.
  Creatures can hit the wall automatically,
  but it is so hard that it ignores the first 10
  points of damage from each blow. A section
  of wall whose hit points drop to 0 is
  breached. Someone trying to break through
  the wall with a single attack must succeed
  at a Strength check (DC 25 + 2 per inch of
  thickness).
  You can choose to create the wall verti-
  cally resting on a flat surface but not
  attached to the surface, so that it can be
  tipped over to fall on and crush creatures
  beneath it. The wall is 50 percent likely to
  tip in either direction if no one pushes it.
  Creatures can push the wall in one direc-
  tion rather than letting it fall randomly.
  Monte Cook’s Arcana Unearthed: Grimoire
  88
  
  A creature must succeed at a Strength check
  (DC 40) to push the wall over. Those with
  room to flee the falling wall may do so with
  successful Reflex saves. Large and smaller
  creatures who fail take 10d6 points of dam-
  age. The wall cannot crush Huge and larger
  creatures.
  Like any iron wall, this one is subject
  to rust, perforation, and other natural
  phenomena.
  Diminished Effects: The wall can meas-
  ure no more than 2 inches thick. It must be
  attached to a surface (thus it cannot be
  tipped over).
  Heightened Effects: The wall measures 
  1 inch thick per two caster levels.
  Wall of Sound
  Evocation [Sonic]
  Level: 6 (Simple)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Effect: Sonic wall whose area is up to one 
  5-foot square/level (S)
  Duration:Two minutes/level (D)
  Saving Throw:See text
  Spell Resistance: No
  This spell creates a wall of invisible but
  tactile and solid sonic energy. The wall of
  sound measures 1 inch thick, up to one 5-
  foot square per level. You cannot conjure
  the wall to occupy the same space as a crea-
  ture or another object. It continually emits
  a shrill noise, increasing all Listen check
  Difficulty Classes within 20 feet of it (or
  Listen checks made anywhere to hear nois-
  es within 20 feet of the wall) by +10.
  You can create a wall of sound in almost
  any desired shape. The wall created need
  not be vertical, nor rest upon the ground—
  it is not affected by gravity.
  Anyone within 20 feet of the wall suffers
  1 point of sonic damage per caster level per
  round. Anyone within 10 feet suffers 5d6
  points of sonic damage + 1 point per level
  per round. A successful Fortitude saving
  throw reduces this damage by half. Anyone
  touching or striking the wall forgoes the
  saving throw.
  The wall of sound has 50 hit points per
  caster level.
  Diminished Effects: The wall must be
  created vertically, and it has only 20 hit
  points per caster level.
  Heightened Effects: The caster can
  choose to make it a wall of silence instead.
  No sound is possible within 20 feet of the
  wall, thus negating all sonic effects, making
  verbal spellcasting components impossible
  to use. The caster can concentrate to
  reshape the wall of silence or make it move
  anywhere in range, although it cannot
  move through objects or creatures.
  Wall of Stone
  Conjuration (Creation) [Earth]
  Level: 5 (Simple)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Effect: Stone wall whose area is up to one 
  5-foot square/level (S)
  Duration:Instantaneous
  Saving Throw:See text
  Spell Resistance: No
  This spell creates a wall of rock that
  merges into adjoining rock surfaces. The
  wall of stone, measuring 1 inch thick per four
  caster levels, is composed of up to one 
  5-foot square per level. You can double the
  wall’s area by halving its thickness. You can-
  not conjure the wall to occupy the same
  space as a creature or another object.
  You can create a wall of stone in almost any
  desired shape. The wall created need not be
  vertical, nor rest upon any firm foundation;
  however, it must merge with and be solidly
  supported by existing stone.You can use it
  to bridge a chasm,for instance,or as a ramp.
  For this use,if the span is more than 20 feet,
  the wall must be arched and buttressed.
  This requirement reduces the spell’s area by
  half.You can crudely shape the wall to allow
  crenellations, battlements, and so forth (to
  offer cover) by likewise reducing the area.
  Each 5-foot square has 15 hit points per
  inch of thickness. Creatures can hit the wall
  automatically, but the wall is so hard that it
  ignores the first 8 points of damage from
  each blow. A section of wall whose hit
  points drop to 0 is breached. Someone try-
  ing to break through the wall with a single
  attack must succeed at a Strength check
  (DC 20 + 2 per inch of thickness).
  It is possible, but difficult, to trap mobile
  opponents within or under a wall of stone,
  provided the wall is shaped so it can hold
  the creatures. Creatures avoid entrapment
  with successful Reflex saves.
  Diminished Effects: The wall must be
  created vertically, and it can be no more
  than 2 inches thick.
  Heightened Effects: When a section of
  the wall is breached, it explodes, spraying
  bits of stone in a 20-foot cone toward the
  force that caused the breach. The explosion
  inflicts 1d6 points of damage per caster
  level (maximum 10d6).
  Wall of Thorns
  Conjuration (Creation) [Plant]
  Level: 5 (Complex)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Effect: Wall of thorny brush, up to one
  10-foot cube/level (S)
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell creates a barrier of very tough,
  pliable, tangled brush bearing needle-sharp
  thorns as long as a person’s finger. Any
  creature forced into or attempting to move
  through the wall of thorns takes 25 points of
  damage per round of movement –  1 point
  for each point of the creature’s Armor
  Class. Dexterity and dodge bonuses to
  Armor Class do not count for this calcula-
  tion, but Dexterity penalties do. (Creatures
  with AC 25 or higher take no damage from
  contact with the wall.)
  You can make the wall as thin as 5 feet
  thick, which allows you to shape it into a
  number of 10-by-10-by-5-foot blocks equal to
  twice the caster level. This has no effect on
  the damage inflicted by the thorns, but any
  creature attempting to break through can
  force its way through the barrier in less time.
  Creatures can force their way slowly
  through the wall. To make any progress, a
  creature must succeed at a Strength check
  (DC 20). A successful creature moves a
  number of feet that round equal to its
  Strength check result – 19. Of course, mov-
  ing or attempting to move through the
  thorns inflicts damage as described above.
  A creature trapped in the thorns can choose
  to remain motionless to avoid taking any
  more damage.
  Any creature within the area of the spell
  when it is cast takes damage as if it had
  moved into the wall and is caught inside.In
  order to escape,it must push its way free or
  Chapter Two: Spells 89
  
  wait until the spell ends.Creatures with the
  ability to pass through overgrown areas
  unhindered can pass through a wall of thorns
  at their normal speed without taking damage.
  Slow, careful work with edged weapons
  can breach a wall of thorns. Chopping away
  at the wall creates a safe passage 1 foot deep
  for every 10 minutes of work. Normal fire
  cannot harm the barrier, but magical fire
  burns it away in 10 minutes.
  Creatures within the wall suffer damage
  if they take actions requiring movement
  (like making attacks). All creatures in the
  wall are considered to have half cover.
  Creatures can see through the wall enough
  to allow line of sight.
  Diminished Effects: A creature moving
  through the wall suffers only 15 points of
  damage per round (minus Armor Class).
  Heightened Effects: The thorns become
  like iron. Use the description (and size) for
  the wall of iron spell, above, except that any-
  one touching the wall suffers 1d6 points of
  damage from the iron thorns. The duration
  remains 10 minutes/level (D).
  Water Breathing
  Transmutation [Water]
  Level: 3 (Simple)
  Casting Time: Standard action
  Range: Touch
  Target:Living creatures touched
  Duration: Two hours/level (see text)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The transmuted creatures all have sea-
  green eyes and can breathe water freely.
  Divide the duration evenly among all the
  creatures you touch. The spell does not
  make creatures unable to breathe air.
  Diminished Effects: The spell affects
  only the caster, and the duration becomes
  one hour per level.
  Heightened Effects: Those whom the
  spell affects do not need to breathe at all,
  and become immune to poison gases or
  inhaled contaminants or dangers.
  Water Roil 
  Evocation [Water]
  Level: 1 (Complex)
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Targets: Creatures in the water in range
  Duration:1 round
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  You cause the water around you to roil.
  Creatures in the water find themselves
  tossed about.All creatures in the water fail-
  ing their saving throw must spend the next
  full round keeping themselves afloat.Anyone
  who does not, begins to drown. Creatures
  who can breathe water merely suffer a –2 
  circumstance penalty to attack rolls, saving
  throws, and checks during that round.
  Diminished Effects: The spell affects water
  around one swimming creature in range.
  Heightened Effects: The spell also
  inflicts 1d6 points of damage per two caster
  levels (maximum 5d6) to all creatures in
  the water in range, although the Reflex
  saving throw negates all damage.
  Wave of Death
  Necromancy [Negative Energy]
  Level: 8 (Simple)
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Area:Cone
  Duration: Instantaneous
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes
  With a wave of your hand, you send a
  blast of sickly grey energy outward in a cone.
  All living creatures in the area with fewer Hit
  Dice than you suffer 80 points of damage.
  The energy heals undead in the area of
  5d6 points of damage.
  Diminished Effects: The spell only
  affects creatures whose Hit Dice total no
  more than 3 HD lower than yours, and it 
  Monte Cook’s Arcana Unearthed: Grimoire
  90
  
  inflicts only 50 points of damage. It heals
  undead of 3d6 points of damage.
  Heightened Effects: Even those crea-
  tures that make the saving throw suffer 
  7d6 points of damage.
  Magic Item Creation Modifiers: Single-
  use ×1.5, spell-completion ×1.5
  Wave of Life
  Evocation [Positive Energy]
  Level: 8 (Simple)
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Area:Cone
  Duration: Instantaneous
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes
  With a wave of your hand, you send a
  sheet of green and golden energy outward
  in a cone. All undead in the area with
  fewer Hit Dice than you suffer 80 points
  of damage.
  The energy heals living creatures in the
  area of 5d6 points of damage.
  Diminished Effects: The spell only
  affects creatures whose Hit Dice total no
  more than 3 HD lower than yours, and it
  inflicts only 50 points of damage. It heals
  living creatures of 3d6 points of damage.
  Heightened Effects: Even those crea-
  tures that make the saving throw suffer
  7d6 points of damage.
  Magic Item Creation Modifiers: Single-
  use ×1.5, spell-completion ×1.5
  Wind Churn 
  Evocation [Air]
  Level: 1 (Complex)
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Targets: Flying creatures in range
  Duration:1 round
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  You cause the air around and above you
  to churn. While creatures on the ground
  merely feel a breeze, the chaotic winds buf-
  fet those in the air. All flying creatures who
  fail the saving throw must either land or
  spend the next full round keeping them-
  selves righted. If a flying creature does nei-
  ther, it falls. Creatures flying magically do
  not fall but merely suffer a –2 circumstance
  penalty to attack rolls, saving throws, and
  checks during that round.
  Diminished Effects: The spell affects
  one flying creature in range.
  Heightened Effects: The spell also
  inflicts 1d6 points of damage per two caster
  levels (maximum 5d6) to all flying creatures
  in range, although the Reflex saving throw
  negates all damage.
  Whirlwind
  Evocation [Air]
  Level:8 (Simple)
  Casting Time:Standard action
  Range: Long (400 feet + 40 feet/level)
  Effect:Cyclone 10 feet wide at base, 30 feet 
  wide at top, and 30 feet tall
  Duration: 1 round/level (D)
  Saving Throw: Reflex negates (see text)
  Spell Resistance: Yes
  This spell creates a powerful cyclone of
  raging wind that moves through the air,
  along the ground, or over water at 60 feet
  per round. You can concentrate on control-
  ling the cyclone’s every movement or specify
  a simple program. Directing the cyclone’s
  movement or changing its programmed
  movement is a standard action. The whirl-
  wind always moves during your turn in the
  initiative order. If the cyclone exceeds the
  spell’s range, it moves in a random, uncon-
  trolled fashion for 1d3 rounds—possibly
  endangering you or your allies—and then
  dissipates (you can’t regain control of the
  whirlwind, even if comes back within range).
  Any Large or smaller creature that comes
  in contact with the whirlwind must succeed
  at a Reflex save or take 3d6 points of dam-
  age.Medium or smaller creatures who fail
  their first save must succeed at a second one
  or find themselves picked up bodily by the
  whirlwind and held suspended in its power-
  ful winds,taking 1d8 points of damage each
  round with no save allowed.You may direct
  the cyclone to eject any carried creatures
  whenever you wish,depositing the hapless
  souls wherever the whirlwind happens to be
  when you make the command.
  Diminished Effects: Once created, the
  whirlwind moves in a random, uncontrolled
  fashion for 1d3 rounds—possibly endangering
  the caster or his allies—and then dissipates.
  Heightened Effects: The spell affects
  creatures one size larger than described
  above. The cyclone itself is twice as large.
  Magic Item Creation Modifiers: Single-
  use ×1.5, spell-completion ×1.5
  Whisper of Madness
  Evocation [Air, Sonic, Mind-Affecting]
  Level:3 (Simple)
  Casting Time: Standard action
  Range:Close (25 feet + 5 feet/two levels)
  Target:One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You create a swirling wind filled with mad-
  dening whispers.A target you select (no attack
  roll needed) suffers 1d8 points of damage +
  2 points of temporary Wisdom damage + 1
  point of Wisdom damage per five caster levels.
  Diminished Effects: The target suffers
  1d8 points of damage and +1 point of
  temporary Wisdom damage.
  Heightened Effects: The target is stunned
  for 1 round per five caster levels as well.
  Woodlands Prison
  Transmutation [Plant]
  Level: 4 (Exotic)
  Casting Time: Standard action
  Range: Touch
  Target: One helpless or willing creature
  of Large size or smaller
  Duration: Permanent (D)
  Saving Throw: None
  Spell Resistance: Yes
  You must cast this spell in an area thick
  with plants,some of which must be at least
  Medium in size (a wooded area,a thick gar-
  den,etc.).You create a cocoonlike prison,
  hidden among natural plants,to hold a sub-
  ject motionless.While so imprisoned,the
  target grows no older and her body func-
  tions virtually cease.She cannot use any
  abilities,even purely mental ones.Those
  affected by the spell must be either helpless
  or willing (often,when granted the option
  of this type of imprisonment or death,a tar-
  get submits to the spell).For up to one hour
  per day,you can mentally communicate with
  her,although she is in no way compelled to
  answer any questions or even respond.
  Locate creature or similar divinations can
  find an imprisoned target. A dispel magic
  spell can free her.
  Diminished Effects: The duration
  becomes one day per level.
  Heightened Effects: The spell affects
  creatures of any size.
  Magic Item Creation Modifiers: Single-
  use ×3, constant ×1.5
  Chapter Two: Spells 91
  
  Monte Cook’s Arcana Unearthed: Grimoire
  92
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000-2003,
  Wizards of the Coast,Inc.
  d20 System Reference Document Copyright 2000-2003,
  Wizards of the Coast,Inc.;authors Jonathan Tweet,Monte Cook,Skip Williams,
  and Bruce R.Cordell,based on original material by E. Gary Gygax and Dave
  Arneson.
  Monte Cook’s Arcana Unearthed and Arcana Unearthed Grimoire
  Copyright 2003 Monte J.Cook. All rights reserved.
  NOTICE TO PUBLISHERS
  Malhavoc Press invites you to inquire about our free limited license to use Product
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  To find out more about the terms of this free limited license,please contact us at
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  Chapter Two: Spells 93
  Chapter Nine: Spells
  You’ve been playing the new edition of the world’s most popular fantasy
  roleplaying game for three years now. You know the game.
  Now make it new again.
  Free bonus material at www.montecook.com
  ©2003 Monte J. Cook  Malhavoc is a registered trademark owned by Monte J. Cook. Sword & Sorcery is a trademark of White Wolf Publishing. All rights reserved. 
  Unearthed Arcana is a trademark owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. Arcana Unearthed is used with permission and all rights are reserved.
  MONTE COOK’S
  ARCANA UNEARTHED: 
  A VARIANT PLAYER’S HANDBOOK
  ISBN 1-58846-065-7 • WW16140 • 256 pages • $29.95 U.S.
  Arcana Unearthed is a complete handbook offering players new
  races, classes, and character options. It also includes alternate
  ways to handle spellcasting and other game functions while
  remaining true to the 3rd Edition core and revised rules. 
  DM’S SCREEN AND PLAYER’S GUIDE
  ISBN 1-58846-059-2 • WW16142 • Screen + 32 pages • $15.95 U.S.
  This perfect companion to Monte Cook's Arcana 
  Unearthed rulebook offers a stunning three-panel 
  horizontal screen with all the charts needed to run 
  the game, plus a double-sized player’s reference 
  card and a 32-page supplement with character 
  sheets, archetypes, and conversion guides.
  THE DIAMOND THRONE
  ISBN 1-58846-057-6 • WW16141 • 96 pages • $18.95 U.S.
  Provides fundamental gameplay support for the 
  variant rules of Monte Cook's Arcana Unearthed, 
  including new prestige classes, monsters, magic items, and 
  setting background details. Use it with any d20 campaign.
  And look for these official tie-in products from our publishing partners: 
  Plague of Dreams from Fiery Dragon Productions and Siege on Ebonring Keep from 
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  with full-color counters in Counter Collection IV: The World of the Diamond Throne from 
  Fiery Dragon Productions and official miniatures from Iron Wind Metals. 
  Plus, look for modules coming soon from Necromancer Games! 
  ™
  
  This volume collects all the new spells and the magic rules from Monte
  Cook's Arcana Unearthed variant player’s handbook. Use them to enhance
  your own d20 System games. You can use everything in this book alongside
  the 3rd Edition or revised 3rd Edition Player’s Handbook.
  Magic is fluid and subject to the whims of the individual caster, thus it remains
  always mysterious and fascinating. This 93-page book will expand your avail-
  able spellcasting options dramatically. Here’s what you’ll find inside:
  ∑•Chapter One: Magic: Anyone who’s a little tired of the
  traditional “prepare, then cast” method of handling
  spells will love the ability to alter a spell’s
  power and weave together minor spells into
  larger ones. Also, spell templates let you
  customize spells to fit your character.
  •Chapter Two: Spells: This book offers
  dozens of pages of new spells, each
  complete with guidelines for
  heightening and diminishing its
  effects and for creating a magic
  item from it.
  Monte Cook, codesigner of 3rd Edition Dungeons &
  Dragons®, started Malhavoc Press as his own d20
  System imprint to publish unusual magic, monsters,
  and evocative elements that go beyond traditional
  fantasy. Malhavoc Press products exhibit the mastery
  of the d20 System rules that only one of the game’s
  original designers can offer.
  Requires the Dungeons & Dragons®
  Player’s Handbook, Third Edition,
  published by Wizards of the Coast.
  Free bonus material at www.montecook.com
  ©2003 Monte J. Cook
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  ®
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  August 7, 2003
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