TEXT:  
  
  TABLE OF CONTENTS 
   
  INTRODUCTION 
   
   
   
   
  1 
  THE GAME 
   
   
   
   
  1 
  CHARACTER CREATION 
   
   
   
  2 
  ABILITY SCORES 
   
   
   
   
  3 
  Generating Ability Scores 
   
   
  3 
  Ability Descriptions 
   
   
   
  3 
  Strength 
   
   
   
  3 
  Intelligence 
   
   
   
  3 
  Wisdom  
   
   
   
  3 
  Dexterity 
   
   
   
  4 
  Constitution 
   
   
   
  4 
  Charisma 
   
   
   
  4 
  Ability Modifiers 
   
   
   
  4 
  Ability Checks 
   
   
   
  5 
  RACES 
   
   
   
   
   
  6 
  Ability Adjustments & Limits, by Race 
   
  6 
  Class Limitations by Race 
   
   
  6 
  Racial Descriptions 
   
   
   
  6 
  Dwarves 
   
   
   
  7 
  Elves 
   
   
   
   
  7 
  Gnomes 
   
   
   
  8 
  Half-Elves 
   
   
   
  8 
  Halflings 
   
   
   
  8 
  Half-Orcs 
   
   
   
  9 
  Humans 
   
   
   
  9 
  Racial Preferences 
   
   
   
  9 
  CHARACTER CLASSES 
   
   
   
  10 
  CLERIC 
   
   
   
   
  11 
  Bard 
   
   
   
   
  12 
  Druid 
   
   
   
   
  14 
  FIGHTER 
   
   
   
   
  16 
  Barbarian 
   
   
   
  17 
  Cavalier 
   
   
   
  19 
  Paladin  
   
   
   
  21 
  Ranger  
   
   
   
  23 
  MAGIC-USER  
   
   
   
  25 
  Illusionist 
   
   
   
  26 
  MONK 
   
   
   
   
  27 
  THIEF  
   
   
   
   
  29 
  Assassin  
   
   
   
  31 
  Multiclassed Characters 
   
   
  33 
  Split-classed Characters 
   
   
  33 
  ALIGNMENT 
   
   
   
   
  34 
  RELIGION  
   
   
   
   
  35 
  CHARACTER BACKGROUND  
   
   
  36 
  Character Height & Weight 
   
   
  36 
  Character Age 
   
   
   
  36 
  Character Appearance & Personality 
   
  36 
  Social Class   
   
   
   
  36 
  Circumstances of Birth  
   
   
  36 
  Skills 
   
   
   
   
  37 
  Skill Categories & Descriptions 
   
   
  37  
  Craft Skills 
   
   
   
  37 
  Knowledge Skills  
   
   
  37 
  Performance Skills  
   
   
  38 
  Profession Skills 
   
   
   
  38 
  Gaining New Skills 
   
   
   
  38 
  EQUIPMENT 
   
   
   
   
  39 
  The Monetary System 
   
   
   
  39 
  Initial Character Funds  
   
   
  39 
  Equipping the Character 
   
   
  39 
  Equipment Lists 
   
   
   
  40 
  Armor  
   
   
   
  40 
  Melee Weapons  
   
   
  41 
  Ranged Weapons 
   
   
  42 
  Accommodations & Provisions 
   
  42 
  Clothing 
   
   
   
  43 
  Miscellaneous Equipment 
   
   
  43 
  Animals & Transport 
   
   
  43 
  Equipment Descriptions  
   
   
  44 
  Armor  
   
   
   
  44 
  Weapons 
   
   
   
  45 
  Miscellaneous 
   
   
   
  46 
  Transport 
   
   
   
  47 
  Tack & Harness 
   
   
   
  47 
  ABILITY SCORES & THE GAME  
   
   
  48 
  Using Ability Checks in Your Game 
   
  48 
  Adding Character Level to Checks 
   
  50 
  Saving Throws  
   
   
   
  50 
  Types of Saving Throws 
   
   
  50 
  Item Saving Throws 
   
   
  52 
  ENCUMBRANCE 
   
   
   
   
  53 
  TIME 
   
   
   
   
   
  53 
  DISTANCE & MOVEMENT 
   
   
   
  53 
  LIGHT 
   
   
   
   
   
  54 
  ENCOUNTER REACTIONS 
   
   
   
  54 
  COMBAT  
   
   
   
   
  55 
  The Combat Round 
   
   
   
  55 
  Surprise 
   
   
   
   
  55 
  Initiative 
   
   
   
   
  55 
  Combat Actions 
   
   
   
  55 
  Number of Opponents & Facing  
   
  56 
  Cover & Concealment  
   
   
  56 
  Grenade-Like Missiles 
   
   
   
  56 
  Special Attacks Manuevers & Modifiers 
   
  57 
  Non-lethal Combat 
   
   
   
  58 
  Non-lethal Damage 
   
   
   
  58 
  Underwater Combat 
   
   
   
  59 
  ENVIRONMENTAL HAZARDS 
   
   
   
  59 
  Drowning or Suffocation 
   
   
  59 
  Exposure to the Elements 
   
   
  59 
  Falling Damage 
   
   
   
  59 
  Fire Damage  
   
   
   
  59 
  Starvation & Thirst 
   
   
   
  59 
  WOUNDS & HEALING 
   
   
   
  59 
  Zero Hit Points  
   
   
   
  59 
  Binding Wounds 
   
   
   
  59 
  Natural Healing 
   
   
   
  59 
  Healing Ability Damage 
   
   
  59 
  Temporary Hit Points 
   
   
   
  59 
  MAGIC 
   
   
   
   
   
  60 
  Character Spells 
   
   
   
  60 
  Preparing Spells 
   
   
   
  60 
  Magic-Users & Illusionists 
   
   
  60 
  Clerics, Bards, Druids, Paladins & Rangers 
  60 
  Acquiring New Spells 
   
   
   
  61 
  Magic-Users & Illusionists 
   
   
  61 
  Clerics, Bards, Druids, Paladins & Rangers 
  61 
  Casting Spells  
   
   
   
  61 
  Concentration 
   
   
   
  62 
  Using Scrolls  
   
   
   
  62 
  SPELL DESCRIPTION FORMAT  
   
   
  62 
  Casting Time  
   
   
   
  62 
  Range 
   
   
   
   
  62 
  Target or Area of Effect  
   
   
  62 
  Targeted Spells 
   
   
   
  62 
  Area Spells 
   
   
   
   
  62 
  Obstacles 
   
   
   
  63 
  Durations 
   
   
   
   
  63 
  Saving Throws  
   
   
   
  63 
  Voluntarily Failing a Saving Throw 
   
  63 
  Magic Resistance 
   
   
   
  63 
  Components  
   
   
   
  63 
  Verbal  
   
   
   
  63 
  Somatic 
   
   
   
  63 
  Material 
   
   
   
  63 
  Experience  
   
   
   
  63 
  SPELL TABLES 
   
   
   
   
  65 
  Clerics 
   
   
   
   
  65 
  Bards 
   
   
   
   
  65 
  Druids 
   
   
   
   
  66 
  Magic-Users  
   
   
   
  67 
  Illusionists 
   
   
   
   
  68 
  SPELL DESCRIPTIONS 
   
   
   
  69 
  REWARDS  
   
   
   
   
  153 
  Experience 
   
   
   
   
  153 
  Gaining Levels of Experience 
   
  153 
  Treasure 
   
   
   
   
  153 
  Suggested Agreements for Division of Treasure 
  153 
  GLOSSARY 
   
   
   
   
  154 
  
  Player’s Handbook 1 
   
   
  INTRODUCTION 
   
  ADVANCED DUNGEONS & DRAGONS is a world. Of course, this world is 
  not complete. It needs organizers and adventurers to order and 
  explore it.  It needs you!  A fantasy roleplaying game is an exercise in 
  imagination and personal creativity. The organizer of the campaign, 
  the Dungeon Master, must use the system to devise an individual and 
  unique world. Into this world of weird monsters, strange peoples, 
  multitudinous states, and fabulous treasures of precious items and 
  powerful magic stride fearless adventurers - you and your fellow 
  players. Inexperienced and of but small power at first, by dint of hard 
  fighting and clever deeds, these adventurers advance in ability to 
  become forces to be reckoned with - high priests or priestesses, lords, 
  magic-users and arch-magi, master thieves. 
   
  The abilities of each adventurer are fixed, but even such 
  characteristics as strength, intelligence and wisdom are mutable in a 
  fantasy world. By means of group co-operation and individual 
  achievement, an adventurer can become ever more powerful. Even 
  death loses much of its sting, for often the character can be 
  resurrected or reincarnated. And should that fail there is always the 
  option to begin again with a new character. Thus ADVANCED 
  DUNGEONS & DRAGONS is, as are most roleplaying games, open-
  ended. There is no “winner”, no final objective, and the campaign 
  grows and changes as it matures. 
   
   
  THE GAME 
  Swords & sorcery best describes what this game is all about, for those 
  are the two key fantasy ingredients. ADVANCED DUNGEONS & 
  DRAGONS is a fantasy game of roleplaying which relies upon the 
  imagination of participants, for it is certainly make-believe, yet it is so 
  interesting, so challenging and so mind-unleashing that it comes near 
  reality.  As a roleplayer, you become Falstaff the fighter. You know 
  how strong, intelligent, wise, healthy, dexterous and, relatively 
  speaking, how commanding a personality you have. Details as to your 
  appearance, your body proportions and your history can be 
  produced by you or the Dungeon Master. You act out the game as 
  this character, staying within your "god-given abilities", and as molded 
  by your philosophical and moral ethics (called alignment).  
   
  You interact with your fellow roleplayers, not as Jim and Bob and Mary 
  who work at the office together, but as Falstaff the fighter, Angore the 
  cleric, and Filmar, the mistress of magic! The Dungeon Master will act 
  the parts of "everyone else", and will present to you a variety of new 
  characters to talk with, drink with, gamble with, adventure with, and 
  often fight with! Each of you will become an artful thespian as time 
  goes by - and you will acquire gold, magic items, and great renown 
  as you become Falstaff the Invincible! 
   
  This game lets all of your fantasies come true. This is a world where 
  monsters, dragons, good and evil high priests, fierce demons, and 
  even the gods themselves may enter your character's life. Enjoy, for 
  this game is what dreams are made of!! 
   
  The game is ideally for three or more adult players: one player must 
  serve as the Dungeon Master, the shaper of the fantasy milieu, the 
  "world" in which all action will take place. The other participants 
  become adventurers by creating characters to explore the fantastic 
  world and face all of its challenges - monsters, magic, and unnamed 
  menaces. As is typical for most of us in real life, each character begins 
  at the bottom of his chosen class (or profession). By successfully 
  meeting the challenges posed, they gain experience and move 
  upwards in power, just as actual playing experience really increases 
  playing skill. Imagination, intelligence, problem solving ability, and 
  memory are all continually exercised by participants in the game. 
   
  As with most other roleplaying games, this one is not just a single 
  experience contest. It is an ongoing campaign, with each playing 
  session related to the next by results and participant characters who 
  go from episode to episode. As players build the experience level of 
  their characters and go forth seeking ever-greater challenges, they 
  must face stronger monsters and more difficult problems of other sorts 
  (and here the Dungeon Master must likewise increase his ability and 
  inventiveness). While initial adventuring often takes place in an 
  underworld dungeon setting, play gradually expands to encompass 
  other such dungeons, town and city activities, wilderness explorations, 
  and journeys into other dimensions, planes, times, worlds, and so forth.  
   
  Players will add characters to their initial adventurer as the milieu 
  expands so that each might actually have several characters, each 
  involved in some separate and distinct adventure form, busily 
  engaged in the game at the same moment of “Game Time”. This 
  allows participation by many players in games that are substantially 
  different from game to game as dungeon, metropolitan, and outdoor 
  settings are rotated from playing to playing. And perhaps a war 
  between players will be going on one night, while on the next, 
  characters of these two contending players are helping each other to 
  survive somewhere in a wilderness. 
   
  Each individual campaign has its own distinct properties and “flavor”. 
  A good Dungeon Master will most certainly make each game a 
  surpassing challenge for his players. Treasure and experience gained 
  must be taken at great risk or by means of utmost cleverness only. If 
  the game is not challenging, if advancement is too speedy, then it 
  becomes staid and boring. Conversely, a game can be too deadly 
  and become just as boring, for who enjoys endlessly developing new 
  characters to march off into oblivion in a single night of dungeon 
  adventuring?! 
   
  Sometimes because of close interaction (or whatever other reason) 
  two or more Dungeon Masters will find that their games are 
  compatible to the extent that participants in these individual 
  campaigns can use the characters created in one to adventure in 
  the others. In such cases the Dungeon Masters have created a very 
  interesting “world” indeed, for their milieu will offer interesting 
  differences and subtle shifts which will pose highly challenging 
  problems to these players. Ultimately, despite the fact that this is a 
  game system created by someone else, the game's viability rests 
  principally with the referee. The Dungeon Master must design and 
  map out the dungeon, town, city, and world maps. 
   
  He must populate the whole world, create its past history, and even 
  devise some rationale for what transpired (and will probably happen). 
  As players, you help immeasurably by participating, by letting the 
  referee know that you appreciate his efforts, and by playing well and 
  in a sportsmanly fashion. Good play inspires better creations to 
  challenge that play. 
   
  Skilled players always make a point of knowing what they are doing, 
  i.e. they have an objective. They cooperate - particularly at lower 
  levels or at higher ones when they must face some particularly stiff 
  challenge – in order to gain their ends. Superior players will not fight 
  everything they meet, for they realize that wit is as good a weapon as 
  the sword or the spell. When weakened by wounds, or nearly out of 
  spells and vital equipment, a clever party will seek to leave the 
  dungeons in order to rearm themselves (He who runs away lives to 
  fight another day).  When faced with a difficult situation, skilled 
  players will not attempt endless variations on the same theme; when 
  they find the method of problem solving fails to work, they begin to 
  devise other possible solutions. Finally, good players will refrain from 
  pointless argument and needless harassment of the Dungeon Master 
  when such bog the play of the game down into useless talking. 
  Mistakes are possible, but they are better righted through reason and 
  logic, usually at the finish of play for the day.  
   
  This game is unlike chess in that the rules are not cut and dried. In 
  many places they are guidelines and suggested methods only. This is 
  part of the attraction of ADVANCED DUNGEONS & DRAGONS, and it is 
  integral to the game. Rules not understood should have appropriate 
  questions directed to the publisher; disputes with the Dungeon Master 
  are another matter entirely. THE REFEREE IS THE FINAL ARBITER OF ALL 
  AFFAIRS OF HIS CAMPAIGN. Participants in a campaign have no 
  recourse to the publisher, but they do have ultimate recourse - since 
  the most effective protest is withdrawal from the offending campaign. 
  Each campaign is a specially tailored affair. While it is drawn by the 
  referee upon the outlines of the three books that comprise 
  ADVANCED DUNGEONS & DRAGONS, the players add the color and 
  details, so the campaign must ultimately please all participants. It is 
  their unique world. You, the reader, as a member of the campaign 
  community, do not belong if the game seems wrong in any major 
  aspect. Withdraw and begin your own campaign by creating a milieu 
  that suits you and the group that you must form to enjoy the creation. 
   
  One of the most important items you must have to play the game is a 
  character record. As information is developed for your character- his 
  abilities, race, class, alignment - it must be accurately recorded. All 
  details of the capabilities and possessions of the character must be 
  noted. Where equipment and weapons are carried must be listed. 
  
  Player’s Handbook 2 
   
  Spells known and spells memorized for an adventure have to be kept 
  track of. A running total of experience points must be maintained. All 
  of these subjects are discussed herein. Ask your DM how records of 
  your character should be kept, read the rules and commentary, and 
  record the data you develop according to the rules (and your 
  campaign referee's instructions) in a form suitable to your DM. 
   
  All in all, this is a game for enjoyment. We hope that it will provide 
  endless hours of entertainment and excitement, for that is the sole 
  purpose for its creation. So enjoy, and may the dice be good to you!  
   
  HOW TO USE THE DICE 
  In the ADVANCED DUNGEONS & DRAGONS rules, many different kinds 
  of dice are used to give a variety of results. Though these dice appear 
  strange at first, they will quickly become a familiar part of the game. 
  Dice used include 4-sided, 6-sided, 8-sided, 10-sided, 12-sided die and 
  20-sided dice.  
   
  When referring to dice, an abbreviation is often used. The first number 
  in the abbreviation is the number of dice to be rolled, followed by the 
  letter “d” (short for die or dice), and then a number, for the type of 
  dice used.  For example 5d8 means an 8-sided die thrown 5 times, 
  generating a total from 5 to 40. 
   
  The d4 looks like a pyramid. The best way to “throw” or roll a 4-sided 
  die is to spin it and toss it straight up. It will land on one face (side) with 
  three faces showing. The bottom number on each of the three faces 
  is the same; this number is the result of the throw. 
   
  The other dice are rolled normally and the top face gives the result. 
  The 0 on the d10 is read as “10”. The d10 can also be used to 
  generate a percentage (a number from 1 to 100). To do so roll the 
  d10 twice: the first roll gives the “tens” number and the second roll 
  gives the “ones” number.  For example a roll of 5 followed by a roll of 
  3 would be read as 53. A roll of 0 followed by another roll of 0 equals 
  100.  Generating a number from 1 to 100 will be referred to as rolling 
  percentage dice (or d%). 
   
  There are no two- or three-sided dice, but we can pretend there are. 
  We use a coin for a d2 - heads is 1, tails is 2. To make a d3, roll a d6, 
  and then divide the result by two and round up. 
   
   
   
  CHARACTER CREATION 
  With the exception of the Dungeon Master, each person playing 
  ADVANCED DUNGEONS & DRAGONS creates a character to use 
  during the game. To create this character the player begins by simply 
  imagining the type of character he or she desires to play, be it a 
  wandering barbarian, reclusive wizard, traveling dwarf, noble elf, a 
  dastardly villain or virtuous knight. The player begins by generating 
  ability scores with dice rolls. Ability scores define the character’s 
  physical and mental traits. Next the player chooses a class, or 
  profession, for the character that best fits how the character is 
  imagined. In the same manner the player chooses a race which best 
  fits both the persona and class desired. Lastly the player fills in the 
  details: examples include technical game-related aspects of the 
  character, such as combat bonuses, as well as the character’s 
  persona and history. These steps are outlined below and detailed in 
  their appropriate sections. 
   
  IMAGINE A CHARACTER 
  Decide, in a general manner, the type of character desired. Is the 
  character a noble dwarf fighter, a haggard half-orc barbarian, or a 
  disdainful elf cavalier?  
   
  Literature, film, theater and comic books are rife with examples of 
  heroes and villains that players can draw upon for inspiration for their 
  characters. Yet, as the creator of your own character, you can build 
  upon these examples to create complex villainous montages or even 
  more profoundly heroic and noble characters. Stretch your 
  imagination! Create the character as you imagine him or her to be. In 
  the end, imagination is the only limit when creating a persona.  
   
  ROLL ABILITY SCORES 
  Each character has six ability scores, generated by rolling dice. The 
  ability scores are: strength, intelligence, wisdom, dexterity, constitution 
  and charisma.  Each ability score has an impact on the game and 
  can significantly influence class selection. After rolling the dice to 
  generate these scores, you can choose how those scores are placed. 
  Naturally, it is important to place the scores in a manner that reflects 
  your character concept, desired class and desired race. 
   
  CHOOSE A RACE 
  Select a race that best fits your imagined character concept. In 
  ADVANCED DUNGEONS & DRAGONS, one can choose the versatile 
  human, a long-lived elf, a willful dwarf, a curious gnome, a quick-
  footed halfling, a forlorn half-elf or a pernicious half-orc. Each race is 
  unique and has its own special abilities, capacities, culture and 
  personality. Closely examine each race prior to making a selection. In 
  particular, ensure that the race selected does not have cultural or 
  personality characteristics that conflict harshly with the persona of the 
  character you wish to create.  Players also need keep in mind that 
  their choice of race may influence their character class options. 
   
  CHOOSE A CLASS 
  A class is a basic concept upon which the character is modeled. This 
  is one of the more difficult aspects of character creation because 
  each class represents an archetype found in literature, film or within 
  roleplaying games themselves. Each class should be very broadly 
  interpreted. It is possible to have wildly diverse characters that are 
  members of the same class. Classes should be considered examples 
  or technical extrapolations of archetypes that provide a broad 
  representation for the type of character desired. This is necessary in 
  order to accommodate the needs of the player and the setting 
  where the character’s adventures occur.  
   
  Each of the 13 classes has unique abilities and areas of expertise:  
  Clerics are avowed to a deity and act as defenders of their faith.  
  Bards are loremasters who influence others with their words.  
  Druids owe allegiance to the elemental powers of the world.  
  Fighters are warriors with great prowess on the battlefield.  
  Barbarians are berserkers who draw upon primal rage in combat.  
  Cavaliers are fearless, honorable warriors and peerless horsemen.  
  Rangers are woodsmen and hunters of their peoples’ foes.  
  Paladins are paragons of good charged with combating evil.  
  Magic-Users are practitioners of powerful arcane magics.  
  Illusionists distort the perceptions of others through arcane magic.  
  Monks are ascetic masters of unarmed combat, dedicated to the 
  perfection of mind and body.  
  Thieves are stealthy opportunists, who rely upon skill and guile.  
  Assassins are experts at killing and eliminating targeted enemies.  
   
  FLESHING OUT THE CHARACTER 
  The most important step in character generation comes last: detailing 
  the character’s persona. The player fleshes out the details of the 
  character’s personality, physical description, world view, religious 
  belief, background, goals and motivations – including the moral 
  “alignment” best suited to the character’s personality.   
  After this the character determines their background skills, which 
  reflect his interests and upbringing, and determines their starting funds.  
  Using these funds, the player equips his character with clothing, armor, 
  weapons and other adventuring gear. 
   
   
   
   
  
  Player’s Handbook 3 
   
  ABILITY SCORES  
  Each and every character has six principal characteristics, the 
  character's abilities. These abilities are strength, intelligence, wisdom, 
  dexterity, constitution and charisma. The range of these abilities is 
  between 3 and 18.  Each ability score is determined by random 
  number generation, as detailed below.  
   
  Generating Ability Scores 
  Roll four six-sided dice (4d6). Discard the lowest die and total the 
  remaining three. Repeat this five more times, and then assign the six 
  numbers to the character's abilities however you want.  
   
  Ability Descriptions 
   
   
  STRENGTH 
  A character’s strength score is the measure of his physical power and 
  musculature.  It affects the following:  
   
  Combat:  All characters and creatures apply their strength ability 
  modifier to their melee attack rolls and damage.  Strength modifiers to 
  damage are also applied to thrown weapon and sling attacks.  
  Characters with a strength penalty to damage apply that penalty to 
  all bow attack damage and those with a strength bonus may apply it 
  to bow attack damage when using specially made bows (see the 
  description for bows in the Equipment section for more details).  See 
  pages 41 & 42 for more information on weapons and weapon types. 
   
  Encumbrance:  A character’s strength determines how much he may 
  carry.  The Encumbrance section details the effects of weight carried 
  upon a character’s movement and actions. 
   
  Related Tasks:  All characters may make strength checks (see pages 5 
  and 48-50 for more information on common ability checks) to open 
  stuck doors, arm-wrestle, break free of restraints, move extremely 
  heavy objects, attempt jumps (with and without a running start), swim 
  and so on.  Modifiers for such checks are assigned by the DM.  
   
  Saving Throws: Paralysis and Constriction saving throws are based 
  upon a character’s strength score.  See the SAVING THROWS section 
  for more. 
   
  INTELLIGENCE 
  Intelligence (Int) represents a character's memory, reasoning and 
  learning ability, including areas outside those measured by the written 
  word.  Its effects are: 
   
  Bonus Knowledge Skills:  All characters begin play trained in their 
  respective character classes, bringing to bear the abilities of that class 
  as they set out into the wilds in search of adventure.  They also begin 
  play with a number of skills that reflect the interests, training and life 
  lessons of their youth and years of apprenticeship.  These skills are 
  called background skills and are described in more detail in the SKILLS 
  section of the rules.  Characters with an intelligence of 8 or lower 
  subtract their intelligence penalty from their initial number of 
  background skills (but do not lose any bonus skills gained from their 
  chosen class) while those with exceptional intelligence scores (above 
  12) gain a number of additional knowledge skills equal to their 
  intelligence modifier.   
   
  Knowledge skills may be used to learn additional, starting languages, 
  which are based upon the character’s upbringing and race.  Each 
  racial description lists what knowledge (language) skills may be 
  chosen at the start of play.  All characters are assumed to speak the 
  Common tongue and, if non-human, their racial language.   
   
  Assassins who select knowledge (language) skills may learn languages 
  that are normally barred to other characters.  They may learn the 
  following “secret” languages in addition to those typically available to 
  characters of their race and class:  cant, druidic, draconic, and other, 
  campaign-specific, secret tongues.  The knowledge of these secret or 
  esoteric tongues can prove useful in affecting an effective disguise 
  and an intelligent assassin is wise to learn them.   
   
  Druids who select knowledge (language) skills may learn the following 
  languages in additional to those normally available to a member of 
  their race or culture:  elf, fey, giant, gnome and sylvan.  As described 
  in their class descriptions, both druids and bards begin play with a 
  bonus knowledge (language) skill at 1st level, independent of the 
  bonus knowledge skills gained for having an exceptional intelligence 
  score. 
   
  All characters, except barbarians, of average or better intelligence 
  can read and write each language that they speak.  Characters with 
  a 6-8 intelligence score may be literate in one language at most while 
  characters with lower intelligence scores are wholly illiterate.  
  Barbarian characters may gain literacy in as many languages as their 
  intelligence allows over game time and at the Dungeon Master’s 
  discretion.  Multiclassed barbarians are literate at 1st level. 
   
  Bonus Spells:  Magic-users and illusionists with high intelligence scores 
  receive bonus spells. See the Ability Modifiers table on page 4 for 
  more information.  Note that bonus spells are cumulative, so a magic-
  user with an 18 intelligence receives one bonus 1st, 2nd and 3rd level 
  spell.  Also note that bonus spells can only be acquired if the caster is 
  of high enough level to cast them. 
   
   
  Maximum Spell Level:  Both magic-users and illusionists need to have 
  adequate intelligence scores in order to cast their arcane spells.  They 
  must have a minimum intelligence of 9 in order to cast spells.   
   
  Their maximum spell level is equal to one half of the spellcasting 
  character’s intelligence, rounding fractions up.  As such, a magic-user 
  with a 9-10 intelligence may cast up to 5th level spells while a magic-
  user with a 15-16 intelligence may cast up to 8th level spells.  A magic-
  user or illusionist may cast lower level spells in place of higher level 
  spells that they are unable to cast.   
   
  Related Tasks & Skills:  All characters may make intelligence checks 
  (see pages 5 and 48-50 for more information on common ability 
  checks) to estimate the rough value of objects, recall information, 
  determine the distance between themselves and their opponents, 
  estimate the number of soldiers in an approaching army and so on.   
   
  Besides allowing characters to make rough appraisals and estimates, 
  a character’s intelligence affects the number of background skills a 
  character begins play with (see Bonus Knowledge Skills above for 
  more).  Skills that are based upon intelligence are described in the 
  SKILLS section.  These skills represent specialized training on the 
  character’s part and function much like class abilities in that the 
  character adds their level bonus to skill checks if they have that 
  particular skill, or do not if unskilled. 
   
  Saving Throws: Arcane Magic and Illusion saving throws are based 
  upon a character’s Intelligence score.  See the SAVING THROWS 
  section for more. 
   
  WISDOM 
  Wisdom 
  (Wis) 
  describes 
  a 
  composite 
  of 
  the 
  character's 
  enlightenment, judgment, willpower, common sense and intuition.  Its 
  effects are: 
   
  Bonus Spells:  Clerics, bards, druids, paladins and rangers with high 
  wisdom scores receive bonus spells.  See the Ability Modifiers table on 
  page 4 for more information.  Note that bonus spells are cumulative, 
  so a cleric with an 18 wisdom receives one bonus 1st, 2nd and 3rd level 
  spell.  Also note that bonus spells can only be acquired if the caster is 
  of high enough level to cast them. 
   
  
  Player’s Handbook 4 
   
   
  Maximum 
  Spell 
  Level:  
  Clerics, 
  bards, 
  druids, 
  paladins and rangers need 
  to 
  have 
  an 
  adequate 
  wisdom score in order to 
  cast their divine spells.  They 
  must 
  have 
  a 
  minimum 
  wisdom of 9 in order to cast 
  spells.  Their maximum spell 
  level is equal to one half of 
  the spellcasting character’s 
  wisdom, rounding fractions 
  up.  As such, a cleric with a 
  9-10 intelligence may cast 
  up to 5th level spells while a 
  cleric 
  with 
  a 
  15-16 
  intelligence may cast up to 
  8th level spells.  Clerics, 
  bards, druids, paladins and 
  rangers may cast lower level 
  spells in place of higher level 
  spells that they are unable 
  to cast. 
   
  Related Tasks & Skills:  All 
  characters make 
  wisdom 
  checks in order to notice 
  when something is amiss 
  (perception checks) or in 
  order 
  to 
  discern 
  others’ 
  intentions 
  (sense 
  motive 
  checks).  See pages 5 and 
  48-50 for more information 
  on common ability checks).   
   
  Saving Throws: Divine Magic, Confusion, Gaze Attacks, Petrification, 
  and Polymorph saving throws are all based upon the character’s 
  wisdom score.  See the SAVING THROWS section for more. 
   
   
  DEXTERITY 
  Dexterity (Dex) encompasses several physical attributes including 
  hand-eye coordination, agility, reaction speed, reflexes, and balance.  
  It affects the following: 
   
  Combat:  All characters and creatures apply their dexterity ability 
  modifier to their initiative rolls, attack rolls with ranged weapons and to 
  their armor class.  They may also apply their dexterity modifier, in 
  place of their strength modifier, to attack rolls made with “finesse” 
  weapons.  See pages 41 & 42 for more information on weapons and 
  weapon types. 
   
  Related Tasks & Skills:  All characters may make dexterity checks (see 
  page 5 and pages 48-50 for more information on common ability 
  checks) to climb rough ledges or natural slopes, traverse difficult 
  terrain, move silently, or hide from others.   
   
  Skills that are based upon dexterity are described in the SKILLS section. 
   
  Saving Throws: Breath Weapon and Trap saving throws are based 
  upon a character’s dexterity score.  See the SAVING THROWS section 
  for more. 
   
   
   
  CONSTITUTION 
  A character's constitution (Con) score encompasses his physique, 
  fitness, endurance, health, and physical resistance to hardship, injury, 
  and disease.  It affects the following: 
   
  Hit Points:  Characters always apply their constitution modifier to the 
  hit points that they roll each level.  Even with a constitution penalty a 
  character will never receive less than 1 hit point for gaining a level. 
   
  Related Tasks:  All characters may make constitution checks (see 
  page 5 and pages 48-50 for more information on common ability 
  checks) to exert themselves for extended periods of time or engage in 
  feats of fortitude, such as drinking contests.  Checks made to push 
  one’s endurance, fight off illness or hold one’s breath are all governed 
  by constitution.   
   
  Saving Throws: Disease, Energy Drain, and Poison saving throws are 
  based upon a character’s constitution score.  See the SAVING 
  THROWS section for more. 
   
  CHARISMA   
  The charisma (Cha) score measures a character's persuasiveness, 
  personal magnetism and ability to lead. It is not a reflection of 
  physical attractiveness, although attractiveness certainly plays a role. 
  It is important to all characters, but especially to those who must deal 
  with non-player characters (NPCs), mercenary hirelings, retainers and 
  intelligent monsters. 
   
  Related Tasks & Skills:  All characters may make charisma checks (see 
  page 5 and pages 48-50 for more information on common ability 
  checks) to influence others.  The use of persuasion, intimidation, and 
  guile are all based upon a character’s charisma, as is the player’s 
  ability to haggle or command others.  Skills that are based upon 
  charisma are described in the SKILLS section. 
   
  Saving Throws: Death Attack, Charm, and Fear saving throws are 
  based upon a character’s charisma score.  See the SAVING THROWS 
  section for more. 
   
  Ability Modifiers 
  Ability scores, after changes made because of race, typically range 
  from 1 to 19.  The table below shows the ability modifiers for all ability 
  scores, ranging from –5 to +10. The modifier is the number you apply 
  to the die roll when your character tries to do something related to 
  that ability. You also use the modifier with some numbers that aren’t 
  die rolls. A positive modifier is called a bonus, and a negative modifier 
  is called a penalty. 
   
  The following table also shows bonus spells gained per spell level, 
  which you’ll need to know about if your character is a spellcaster.  
   
  ability 
  score 
  ability 
  modifier 
  bonus spells by spell level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  -5 
   
   
   
   
   
   
   
   
   
  2 
  -4 
   
   
   
   
   
   
   
   
   
  3 
  -3 
   
   
   
   
   
   
   
   
   
  4-5 
  -2 
   
   
   
   
   
   
   
   
   
  6-8 
  -1 
   
   
   
   
   
   
   
   
   
  9-12 
  ±0 
   
   
   
   
   
   
   
   
   
  13-15 
  +1 
  1 
   
   
   
   
   
   
   
   
  16-17 
  +2 
  1 
  1 
   
   
   
   
   
   
   
  18 
  +3 
  1 
  1 
  1 
   
   
   
   
   
   
  19 
  +4 
  2 
  1 
  1 
  1 
   
   
   
   
   
  20 
  +5 
  2 
  2 
  1 
  1 
  1 
   
   
   
   
  21 
  +6 
  2 
  2 
  2 
  1 
  1 
  1 
   
   
   
  22 
  +7 
  3 
  2 
  2 
  2 
  1 
  1 
  1 
   
   
  23 
  +8 
  3 
  3 
  2 
  2 
  2 
  1 
  1 
  1 
   
  24 
  +9 
  3 
  3 
  3 
  2 
  2 
  2 
  1 
  1 
  1 
  25 
  +10 
  4 
  3 
  3 
  3 
  2 
  2 
  2 
  1 
  1 
   
  Note that bonus spells are cumulative, so a druid with an 18 wisdom 
  receives one bonus 1st, 2nd and 3rd level spell.  Also note that bonus 
  spells can only be acquired if the caster is of high enough level to cast 
  them. 
   
  
  Player’s Handbook 5 
   
  Ability Checks 
  Almost all non-combat actions which require a die roll to determine success or failure are resolved by an ability check.  Every ability check has an 
  associated ability score. Whenever one of these checks is made a d20 is rolled by the player. The character’s ability modifier is always added to this 
  roll.  When making saving throws, using skills, and using class abilities the character also adds his level to the roll (this is called a level bonus).  When 
  using common abilities, those that are shared by all characters regardless of race or class, the character adds ½ of his level bonus to the roll 
  (rounding fractions down).  See pages 48-50 for more information on common abilities. 
   
  The Dungeon Master may apply a modifier to rolls that is based upon the difficulty of the task.  A positive modifier, or bonus, improves the character’s 
  chance of success by adding to his die roll while a negative modifier, or penalty, decreases his chance of success.  If the final result is equal to or 
  greater than 15 (the Challenge Base or CB) then the ability check is successful.  Note that rolling a “natural 20” (a “20” is rolled on your d20) always 
  indicates success on ability checks and attack rolls while rolling a “natural 1” always indicates failure.   
   
  A more thorough discussion of ability checks is located in the USING ABILITY CHECKS IN YOUR GAME and SAVING THROWS sections of the rules.  Rules 
  for when a character’s level may or may not be applied to an ability check are also provided in that section.   
   
  It is important to note that ability checks need not be made for routine or easy tasks in most instances.  The modifiers for such checks, however, are 
  listed as a point of reference.  The following is a guideline for assigning or gauging the modifiers to ability checks: 
   
   
  Ability Check Guidelines 
   
   
   
  challenge 
  modifier 
  example 
  routine 
  +10 
  notice something in plain sight 
  (a perception check). 
  easy 
  +5 
  climb a knotted rope  
  (a climb check) 
  average 
  ± 0 
  hear an approaching guard through a closed dungeon door 
  (a perception check) 
  tough 
  -5 
  rig a wagon wheel to fall off  
  (a disable device or craft skill check) 
  challenging 
  -10 
  swim in a tempest-tossed ocean  
  (a strength check) 
  formidable 
  -15 
  open a complex lock made by a dwarven master craftsman  
  (a disable device check)  
  heroic 
  -20 
  make a saving throw against a 20th level magic-user’s charm person spell  
  (a charisma check) 
   
   
   
   
   
   
   
   
   
  
  Player’s Handbook 6 
   
   
   
  RACES 
  After a player has determined the abilities of his character, it is then 
  time to decide of what racial stock the character is to be. For 
  purposes of the game the racial stocks are limited to the following: 
  dwarf, elf, gnome, half-elf, halfling, half-orc and human.  
  The Dungeon Master may have restrictions as to which races are 
  allowed in the campaign due to the circumstances of the milieu.  Two 
  tables for easy reference are given below in order that you can select 
  the racial stock of your character based on abilities generated and 
  with an eye towards what class (q.v.) of adventurer the character will 
  be.  
  There are certain other disadvantages and advantages to characters 
  of various races; these are described in the RACIAL DESCRIPTIONS 
  section, on pages 7-9.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ability Adjustments & Limits, by Race 
  Certain racial stocks excel in certain ability areas and have 
  shortcomings in others. These penalties and bonuses are applied to 
  the initial ability scores generated by a player for his character as 
  soon as the racial stock of the character is selected and the modified 
  ability scores then are considered as if they were the actual ability 
  scores generated for all game purposes. These penalties and bonuses 
  are shown below:  
   
  race  
  ability adjustments 
  dwarf 
  constitution +1; charisma -1 
  elf 
  dexterity +1; constitution -1 
  gnome 
  strength -1; constitution +1  
  halfling 
  strength -1; dexterity +1 
  half-orc 
  strength +1; constitution +1; charisma -2 
   
   
  race  
  initial ability score limits by race 
  dwarf 
  constitution 19; charisma 17 
  elf 
  dexterity 19; constitution 17 
  gnome 
  strength 17; constitution 19  
  halfling 
  strength 17; dexterity 19 
  half-orc 
  strength 19; constitution 19; charisma 15 
   
  The maximum initial ability scores listed include ability adjustments by 
  race.  Magic may alter ability scores above or below these values 
   
  Character Class Preference by Race 
   
   
  racial stock of character 
  class 
  dwarf 
  elf 
  gnome 
  half-
  elf 
  halfling 
  half-
  orc 
  human 
  CLERIC 
  yes 
  yes 
  yes 
  yes 
  yes 
  yes 
  yes 
  bard 
  - 
  yes 
  - 
  yes 
  - 
  - 
  yes 
  druid 
  - 
  yes 
  - 
  yes 
  yes 
  - 
  yes 
  FIGHTER 
  yes 
  yes 
  yes 
  yes 
  yes 
  yes 
  yes 
  barbarian 
  - 
  no 
  no 
  - 
  no 
  yes 
  yes 
  cavalier 
  no 
  - 
  no 
  - 
  no 
  - 
  yes 
  paladin 
  - 
  - 
  - 
  - 
  - 
  - 
  yes 
  ranger 
  - 
  yes 
  - 
  yes 
  - 
  - 
  yes 
  MAGIC- 
  USER 
  no 
  yes 
  - 
  yes 
  no 
  - 
  yes 
  illusionist 
  no 
  - 
  yes 
  - 
  no 
  - 
  yes 
  MONK 
  no 
  no 
  no 
  - 
  no 
  - 
  yes 
  THIEF 
  yes 
  yes 
  yes 
  yes 
  yes 
  yes 
  yes 
  assassin 
  - 
  - 
  - 
  yes 
  - 
  yes 
  yes 
   
  Character class names are shown in capital letters if the class is 
  primary class; secondary classes are shown in lower-case letters.  
   
  Racial Stock of Characters shows the seven races of player 
  characters, and reading down each heading gives quick reference 
  as to what classes are typical for characters of each race.   
   
  A “yes” indicates that a character of that race prefers a given class.   
   
  A “-” indicates that a character of that race may choose that class, 
  though such a choice would be atypical for a member of that race.   
   
  A “no” indicates that a character of that race cannot select that 
  particular class without their DM’s approval, as a character with that 
  race and class combination is exceedingly rare. 
   
   
   
   
   
   
   
   
   
  
  Player’s Handbook 7 
   
  Racial Descriptions 
   
   
  DWARVES 
  Dwarves are short, stocky fellows, easily identified by their size and 
  shape. They average 4 to 4½ feet tall but are so broad and compact 
  that they are, on average, almost as heavy as humans. They have 
  ruddy cheeks, dark eyes and dark hair that greys at an early age. 
  Dwarves generally live for 350 years. 
  Dwarves tend to be dour and taciturn. They are given to hard work and 
  care little for most humor. They are strong and brave. They enjoy beer, 
  ale, mead, and even stronger drink. Their chief love, however, is 
  precious metal, particularly gold. They prize gems, of course, especially 
  diamonds and opaque gems (except pearls, which they do not like). 
  Dwarves like the earth and dislike the sea. Not overly fond of elves, they 
  have a fierce hatred of orcs and goblins. Their short, stocky builds make 
  them ill-suited for riding horses or other large mounts (although ponies 
  present no difficulty), so they tend to be a trifle dubious and wary of 
  these creatures. They are ill-disposed toward magic and have little 
  talent for it, but revel in fighting, warcraft and scientific arts such as 
  engineering. 
   
  Though dwarves are suspicious and avaricious, their courage and 
  tenacity more than compensate for these shortcomings. 
  Dwarves typically dwell in hilly or mountainous regions. They prefer life in 
  the comforting gloom and solidness that is found under ground. They 
  have several special abilities that relate to their under ground life, and 
  they are noted for being particularly resistant to magic and poisons.  
  Although there are various subraces of dwarves, dwarven player 
  characters are always assumed to be of the most common type, hill 
  dwarves.   
   
  Ability Adjustments:  Because of their sturdy builds, dwarves add 1 to 
  their initial constitution scores. Their dour and suspicious natures cause 
  them to subtract 1 from their initial charisma scores.  
  Automatic Languages:  Dwarves automatically speak the Common and 
  dwarven tongues. 
  Bonus Languages:  Due to their dealings with these races, dwarven 
  characters may learn the following languages, as knowledge: language 
  skills, at the start of play:  elven, giant, gnomish, goblin, halfling or orcish. 
  Darkvision 60’: Dwarves can see in complete darkness to a distance of 
  60’.  Bright light, such as that from a torch or lantern, within 30’ of the 
  dwarven character spoils their darkvision. 
  Defensive Expertise (Giants):  Years of battling giantkind has trained 
  dwarves how to use their height to their advantage against such foes.  
  They gain a +3 bonus to armor class when attacked by giantkind (ogres, 
  trolls and giants). 
  Determine Depth Under Ground:  Dwarves can automatically determine 
  how far below ground they are. 
  Determine Direction Under Ground:  Dwarves can automatically 
  determine which direction they are traveling in when under ground. 
  Enmity (Orcs & Goblins):  The age-old hatred that exists between 
  dwarves and both orcs and goblinoids affords them a +1 bonus to 
  attack rolls against orcs, half-orcs, goblins, hobgoblins and bugbears. 
  Metalcraft:  Dwarves are expert smiths and gain a +2 bonus to all ability 
  checks related to crafting or appraising metal items.   Dwarves gain a 
  +2 bonus to all disable device checks. 
  Movement Rate:  Dwarves move at a rate of 45’ (9”) per round due to 
  their short stature. 
  Permitted Classes:  Dwarves may advance in all character classes 
  except for the cavalier, magic-user, illusionist and monk.  Their preferred 
  classes are the cleric, fighter and thief. 
  Resistance to Magic:  Dwarves are highly resistant to magic, gaining a 
  +3 bonus to all saves versus arcane magic. 
  Resistance to Poison:  The dwarven race is extremely hardy and gains a 
  +3 bonus to all saves versus poison. 
  Size:  Even though dwarves typically stand little over 4’ tall they are 
  considered Medium sized creatures due to their broad shoulders and 
  sturdy builds.  
  Stonecraft:  Dwarves’ expertise at mining and working stone allows them 
  to spot unusual or unique stonework construction. Dwarves gain a +2 
  bonus to all craft and perception checks when dealing with stonework 
  construction.  
  When passing within 10’ of a secret door, dwarves may automatically 
  make a perception check to notice it. 
   
  ELVES 
  Elves tend to be somewhat shorter and slimmer than normal humans, 
  averaging just over 5’ in height and weighing between 90 and 100 
  pounds. Their features are finely chiseled and delicate, and they speak 
  in melodic tones. Although they appear fragile and weak, as a race 
  they are quick and strong. They tend to be pale-skinned and dark-
  haired with green eyes.  Elves often live to be over 1,200 years old, 
  although long before this time they feel compelled to depart the realms 
  of men and mortals. Where they go is uncertain, but it is an undeniable 
  urge of their race. 
  Elves are often considered frivolous and aloof. In fact, they are not, 
  although humans often find their personalities impossible to fathom. 
  They concern themselves with natural beauty, dancing and frolicking, 
  playing and singing, unless necessity dictates otherwise. They are not 
  fond of ships or mines, but enjoy growing things and gazing at the open 
  sky. Even though elves tend toward haughtiness and arrogance at 
  times, they regard their friends and associates as equals. They do not 
  make friends easily, but a friend (or enemy) is never forgotten. They 
  prefer to distance themselves from humans, have little love for dwarves, 
  and hate the evil denizens of the woods. 
  Their humor is clever, as are their songs and poetry. Elves are brave but 
  never foolhardy. They eat sparingly; they drink mead and wine, but 
  seldom to excess. While they find well-wrought jewelry a pleasure to 
  behold, they are not overly interested in money or gain. They find magic 
  and swordplay (or any refined combat art) fascinating. If they have a 
  weakness it lies in these interests.  Although there are various branches 
  of the elven race, elven player characters are always assumed to be of 
  the most common type, high elves.   
   
  Ability Adjustments:  Elves are nimble and naturally graceful, adding +1 
  to their initial dexterity scores.  At the same time elves are slight of build 
  and have –1 to their initial constitution scores. 
  Automatic Languages:  Elves automatically speak the Common and 
  elven tongues. 
  Bonus Languages:  Due to their interactions with these races, elves may 
  learn the following languages, as knowledge: language skills, at the start 
  of play:  dwarven, gnomish, goblin, halfling, orcish or sylvan. 
  Enhanced Senses:  The keen senses of elves grant them a +2 bonus to 
  perception checks. 
  Immune to Ghoul’s Paralysis:  Elves are immune to ghoul’s paralysis. 
  Immune to Sleep & Charm:  Elves are immune to sleep and charm spells 
  and effects. 
  Movement Rate:  Elves move 60’ (12”) per round 
  Permitted Classes:  Elves may advance in all character classes except 
  for the barbarian and monk.  Their preferred classes are the cleric, bard, 
  druid, fighter, ranger, magic-user and thief. 
  Size:  Elves are Medium sized creatures. 
  Spot Hidden Doors:  The enhanced senses of elves allow them to spot 
  secret and concealed doors more easily than others.  When passing 
  within 10’ of a secret door, elves may automatically make a perception 
  check to notice it.  
  Stealth Bonus:  The natural grace of their race gives elves the ability to 
  move about noiselessly and conceal themselves.  Elves gain a +2 bonus 
  to all stealth checks.  
  Twilight Vision:  Elves can see normally by moonlight and can see up to 
  60’ away by torchlight. 
  Weapon Training:  Elves begin play with a +1 bonus to attack rolls made 
  with one of the following weapons:  longbow, composite longbow, 
  shortbow, composite shortbow, longsword or shortsword.  The elven 
  character is proficient with this weapon, regardless of class. 
  
  Player’s Handbook 8 
   
   
  GNOMES 
  Kin to dwarves, gnomes are noticeably smaller than their distant 
  cousins, averaging just over 3’ in height. Gnomes, as they proudly 
  maintain, are also less rotund than dwarves, weighing between 55 
  and 70 pounds. Their noses, however, are significantly larger. Most 
  gnomes have dark tan or wood brown skin and white hair. Their eyes 
  are grey-blue to bright blue.  A typical gnome lives for over 600 years. 
  Gnomes have lively and sly senses of humor, especially for practical 
  jokes. They have a great love of living things and finely wrought items, 
  particularly gems and jewelry. Gnomes love all sorts of precious stones 
  and are masters of gem polishing 
  and cutting. 
  Gnomes prefer to live in areas of 
  rolling, rocky hills, well wooded and 
  uninhabited 
  by 
  humans. 
  Their 
  diminutive stature has made them 
  suspicious of the larger races -
  humans and elves - although they 
  are not hostile. They are sly and 
  furtive with those they do not know or 
  trust, and somewhat reserved even 
  under the best of circumstances. 
  Dwelling in mines and burrows, they 
  are sympathetic to dwarves, but find 
  their cousins’ aversion to surface 
  dwellers foolish. 
  Gnomish player characters are assumed to be members of the most 
  common subrace of gnomekind, surface gnomes. 
   
  Ability Adjustments:  Gnomes, like dwarves, are exceptionally robust 
  and add +1 to their initial constitution scores.  Their small size limits their 
  strength and, as such, all gnomish characters subtract 1 from their 
  initial strength scores. 
  Animal Empathy:  May communicate with burrowing mammals at a 
  rudimentary level. 
  Automatic Languages:  Gnomes automatically speak Common and 
  gnomish. 
  Bonus Languages:  Due to their interactions with these races, gnomes 
  may learn the following languages, as knowledge: language skills, at 
  the start of play:  elven, dwarven, giant, goblin, halfling or kobold. 
  Darkvision 60’:  Gnomes can see in complete darkness to a distance 
  of 60’.  Bright light, such as that from a torch or lantern, within 30’ of 
  the gnomish character spoils their darkvision.  
  Defensive Expertise (Giants):  Years of battling giantkind has trained 
  gnomes how to use their height to their advantage against such foes.  
  They gain a +3 bonus to armor class when attacked by giantkind 
  (ogres, trolls and giants)  
  Determine Depth Under Ground:  Gnomes can automatically 
  determine how far below ground they are. 
  Determine Direction Under Ground:  Gnomes can automatically 
  determine which direction they are traveling in when under ground. 
  Enhanced Senses:  The keen senses of gnomes grant them a +2 bonus 
  to perception checks. 
  Enmity (Kobolds & Goblins):  The age-old hatred that exists between 
  gnomes and both kobolds and goblinoids affords them a +1 bonus to 
  attack rolls against kobolds, goblins, hobgoblins and bugbears. 
  Size:  Gnomes are Small sized creatures. 
  Metalcraft:  Unlike dwarves, who focus on the production of fine 
  weapons and armor, gnomes are superior craftsmen of finely 
  wrought, often elaborate, pieces of jewelry.  Like dwarves, they gain a 
  +2 bonus to all ability checks related to crafting or appraising metal 
  items.   They also gain a +2 bonus to all disable device checks. 
  Movement Rate:  Due to their small size gnomes move 45’ (9”) per 
  round. 
  Permitted Classes:  Gnomes may advance in all character classes 
  except for the barbarian, cavalier and monk.  Their preferred classes 
  are the cleric, fighter, illusionist and thief. 
  Resistance to Magic:  Gnomes are highly resistant to arcane spells 
  and gain a +3 bonus to all saves versus such magic. 
  Stonecraft:  Gnomish, like dwarven, expertise at mining and working 
  stone allows them to spot unusual or unique stonework construction. 
  Gnomes gain a +2 bonus to all craft and perception checks when 
  dealing with stonework construction.  
  When passing within 10’ of a secret door, gnomes may automatically 
  make a perception check to notice it.  
   
  HALF-ELVES 
  Half-elves are usually much like their elven parent in appearance. 
  They are handsome folk, with the good features of each of their 
  races. They mingle freely with either race, being only slightly taller than 
  the average elf (5½’ on average) and weighing about 150 pounds. 
  They typically live about 250 years. They do not have all the abilities of 
  the elf and do not have the natural aptitude of humankind. Finally, in 
  some of the less-civilized nations, half-elves are viewed with suspicion 
  and superstition. 
  In general, a half-elf has the curiosity, inventiveness and ambition of 
  his human ancestors, and the refined senses, love of nature and 
  artistic tastes of his elven ancestors.  Half-elves do not form 
  communities among themselves; rather, they can be found living in 
  both elven and human communities. The reactions of humans and 
  elves to half-elves range from intrigued fascination to outright bigotry. 
   
  Ability Adjustments:  Half-elves have no bonuses or penalties to their 
  initial abilities. 
  Ability Check Modifier:  Half-elves, due to their human ancestry, are 
  allowed to choose three ability scores with which they gain a +1 
  bonus to all ability checks (i.e. saving throws, class ability checks, 
  common ability checks, and skill checks). 
  Automatic Languages:  Half-elves automatically speak Common and 
  elven. 
  Bonus Languages:  Due to their interactions with these races, half-
  elves may learn the following languages, as knowledge: language 
  skills, at the start of play:  dwarven, gnomish, goblin, halfling, orcish or 
  sylvan. 
  Enhanced Senses:  Half-elves receive a +2 bonus to perception 
  checks. 
  Movement Rate:  The base movement rate of half-elves is 60’ (12”) per 
  round. 
  Permitted Classes:  Half-elves may advance in all character classes 
  but prefer the following classes: cleric, bard, druid, fighter, ranger, 
  magic-user, thief and assassin. 
  Resistance to Sleep & Charm:  Half-elves have inherited some of their 
  elven parent’s resistances and have a +3 bonus to all savings throws 
  versus sleep and charm spells. 
  Size:  Half-elves are Medium sized creatures. 
  Spot Hidden Doors:  The enhanced senses of half-elves allow them to 
  spot secret and concealed doors more easily than others.  When 
  passing within 10’ of a secret door, half-elves may automatically make 
  a perception check to notice it.  
  Twilight Vision:  Half-elves can see normally by moonlight and can see 
  up to 60’ away by torchlight. 
   
  HALFLINGS 
  Halflings are a short, average 3’ to 
  3½’ in height, generally plump 
  people, weighing between 45 and 
  70 pounds. Their faces are round 
  and broad and often quite florid. 
  Their 
  brown 
  to 
  sandy 
  hair 
  is 
  typically curly and the tops of their 
  feet are covered with coarse hair. 
  Their eyes are usually brown or 
  hazel.  They prefer not to wear 
  shoes 
  whenever 
  possible. 
  Their 
  typical 
  life 
  expectancy 
  is 
  approximately 150 years. 
  Halflings are sturdy and industrious, 
  generally 
  quiet 
  and 
  peaceful. 
  Overall they prefer the comforts of home to dangerous adventuring. 
  They enjoy good living, rough humor, and homespun stories. In fact, 
  they can be a trifle boring at times. Halflings are not forward, but they 
  are observant and conversational if in friendly company.  
  Halflings see wealth only as a means of gaining creature comforts, 
  which they love. Though they are not overly brave or ambitious, they 
  are generally honest and hard working when there is need.  
  Halfling homes are well-furnished burrows, although most of their work 
  is done on the surface. Elves generally like them in a patronizing sort of 
  way. Dwarves cheerfully tolerate them, thinking halflings somewhat 
  soft and harmless. Gnomes, although they drink more and eat less, like 
  halflings best, feeling them kindred spirits. Because halflings are more 
  open and outgoing than any of these other three, they get along with 
  other races far better. 
  
  Player’s Handbook 9 
   
  There are three types of halflings: Hairfoots, Tallfellows, and Stouts. 
  Hairfoots are the most common type but, for player characters, any of 
  the three is acceptable. 
   
  Ability Adjustments:  Halflings are light-footed and nimble, adding +1 
  to their initial dexterity scores.  Their small size limits their strength and, 
  as such, all halfling characters subtract 1 from their initial strength 
  scores. 
  Automatic Languages:  All halflings automatically speak the Common 
  and halfling tongues. 
  Bonus Languages:  Due to their interactions with these races, halflings 
  may learn the following languages, as knowledge: language skills, at 
  the start of play:  elven, dwarven, gnomish, goblin, or kobold. 
  Enhanced Senses:  Halflings receive a +2 bonus to perception checks. 
  Movement Rate:  The base movement rate for halflings is 45’ (9”) per 
  round. 
  Permitted Classes: Halflings may advance in all character classes 
  except for the barbarian, cavalier, magic-user, illusionist and monk.  
  Their preferred classes are the cleric, druid, fighter and thief. 
  Resistance to Magic:  Halflings are highly resistant to arcane spells and 
  gain a +3 bonus to all saves versus such magic. 
  Resistance to Poison:  Halflings are also highly resistant to poison and 
  have a +3 on savings throws against all types of poison. 
  Size:  Halflings are Small sized creatures. 
  Stealth Bonus:  Halflings, due to their small size, unobtrusive manner 
  and padded feet, are naturally inclined to moving silently and hiding.  
  They gain a +2 bonus to all stealth checks.   
  Twilight Vision:  Halflings can see normally by moonlight and can see 
  up to 60’ away by torchlight. 
  Weapon Training:  Halflings have a natural talent with slings and 
  thrown weapons. Rock pitching is a favorite sport of many a halfling 
  child. All halflings gain a +1 bonus to their attack rolls when using 
  thrown weapons and slings. 
   
   
   
  HALF-ORCS 
  Half-orcs are boors. They are rude, crude, crass and generally 
  obnoxious.  Because most are cowardly they tend to be bullies and 
  cruel to the weak, but they will quickly knuckle under to the stronger.  
  This does not mean that all half-orcs are horrid, only most of them.  It 
  neither means that they are necessarily stupid nor incapable.  They 
  will always seek to gain the upper hand and dominate those around 
  them so as to be able to exercise their natural tendencies; half-orcs 
  are greedy too.  They can, of course, favor their human parent more 
  than their orcish one. 
  Orcs are fecund and create many crossbreeds, most of the offspring 
  of such being typically orcish. However, some one-tenth of orc-human 
  mongrels are sufficiently non-orcish to pass for human. It is assumed 
  that player characters that are of the half-orc race are within the 
  superior 10%, though there is something disquieting about their 
  appearance that reveals the cruel nature of their orcish heritage. 
  Half-orcs tend to be slightly taller than humans, longer of limb and with 
  broader shoulders. Their facial features have an orcish caste to them, 
  with thin-slit eyes and nostrils, broad, jutting jaw lines and slightly 
  pointed ears being common.  Their canine teeth are somewhat larger 
  than those of humans and their coloration tends to be ruddier than 
  usual for men of their lands.  
  Half-orcs are relatively short-lived, with a life expectancy of 
  approximately 65 years. 
   
  Ability Adjustments:  Half-orcs are powerfully built, with broad 
  shoulders and mighty thews.  They add 1 to their initial strength and 
  constitution scores but subtract 2 from their initial charisma scores due 
  to their brutish, brusque nature. 
  Ability Check Modifier:  Half-orcs, due to their human ancestry, are 
  allowed to choose three ability scores with which they gain a +1 
  bonus to all ability checks (i.e. saving throws, class ability checks, 
  common ability checks, and skill checks). 
  Automatic Languages:  All half-orcs automatically speak both 
  Common and orcish. 
  Bonus Languages:  Due to their interactions with these races, half-orcs 
  may learn the following languages, as knowledge: language skills, at 
  the start of play:  elven, dwarven, goblin, kobold, or giant. 
  Darkvision 60’:  Half-orcs can see in complete darkness to a distance 
  of 60’.  Bright light, such as that from a torch or lantern, within 30’ of 
  the half-orc character spoils their darkvision. 
  Movement Rate:  The base movement rate of half-orcs is 60’ (12”) per 
  round. 
  Permitted Classes:  Half-orcs may advance in all character classes but 
  prefer the following classes: cleric, fighter, barbarian, thief and 
  assassin. 
  Size:  Half-orcs are Medium sized creatures. 
   
  HUMANS 
  Human characters are neither given penalties nor bonuses, as they 
  are established as the norm upon which these subtractions or 
  additions for racial stock are based. Human characters are not limited 
  as to what class of character they can become and are renowned 
  for their adaptability and natural aptitude.  As they are the rule rather 
  than the exception, the basic information given always applies to 
  humans, and racial changes are noted for differences as applicable 
  for non-human or part-human stocks. 
  Humans are the most diverse of all the races, with skin and hair 
  varying in color from black to the lightest shades.  Their men may or 
  may not wear beards and their eyes can be of various hues, tending 
  towards shades of blue or brown.   
   
  Ability Adjustments:  None 
  Adaptable:  Humans, as the most adaptable of the player races, gain 
  a +1 bonus to all ability checks (i.e. saving throws, class ability checks, 
  common ability checks, and skill checks). 
  Automatic Language:  All human characters automatically speak the 
  Common tongue. 
  Bonus Languages:  Due to their interactions with these races, humans 
  may learn the following languages, as knowledge: language skills, at 
  the start of play:  elven, dwarven, halfling, gnome or orcish. 
  Movement Rate:  The base movement rate of humans is 60’ (12”) per 
  round. 
  Permitted Classes:  Humans may advance in all character classes and 
  prefer no class over any other. 
  Size:  Humans are Medium sized creatures. 
   
  Racial Preferences 
  In addition to the various attributes of the races of characters already 
  mentioned, there are also certain likes and dislikes which must be 
  considered in selecting a racial type for your character. The dealings 
  that a character has with various races will be affected by racial 
  preferences to some extent. Similarly, the acquisition of hirelings by 
  racial type might prove difficult for some characters if they go outside 
  a narrow field. Your Dungeon Master will certainly take racial 
  preferences into account during interaction between your character 
  and the various races that he will encounter (see Encounter Reactions 
  on page 54). The following table will serve as a guide in determining 
  which races your character will like, be rather indifferent to, or dislike. 
   
   
  Basic Acceptability of Racial Type 
  character 
  race 
  dwarf 
  elf 
  gnome 
  ½ elf 
  halfling 
  ½ orc 
  human 
  dwarf 
  P 
  A 
  G 
  N 
  N1 
  H 
  N 
  elf 
  A 
  P 
  N 
  G 
  N 
  A 
  N 
  gnome 
  G 
  N 
  P 
  N 
  G 
  A 
  N 
  half-elf 
  N 
  G 
  N 
  P 
  N 
  A 
  G 
  halfling 
  N1 
  N2 
  G 
  N 
  P 
  N 
  N 
  half-orc 
  H 
  A 
  A 
  A 
  N 
  P 
  N 
  human 
  N 
  N 
  N 
  G 
  N 
  N 
  P 
  1 stout halflings and dwarves regard each other with goodwill (G).  
  2 tallfellow halflings regard elves with goodwill (G). 
   
  Notes on the Racial Preferences Table: 
  P:  
  indicates that the race is generally preferred, and dealings with 
  the members of the race will be reflected accordingly.   
  G: 
  means that considerable goodwill exists towards the race. 
  N:  
  shows that the race is thought of neutrally, although some 
  suspicion will be evidenced. 
  A: 
  means that the race is greeted with antipathy. 
  H: 
  indicates a strong hatred for the race in question. 
   
  
  Player’s Handbook 10 
   
   
  CHARACTER CLASSES 
  In the Advanced Dungeons & Dragons game, there are 13 character classes from which to choose.  Four of these classes are primary classes 
  (clerics, fighters, magic-users and thieves), which represent the basic archetypes for fantasy characters – the priests, warriors, wizards and rogues of 
  various milieus.  Seven secondary classes (bards, druids, barbarians, cavaliers, paladins, rangers, illusionists and assassins) are derived from these 
  “core” classes and represent specialized variants of each archetype.  Each of these lacks the versatility of the primary class upon which they are 
  based but, in their respective element, can excel in ways that a primary class cannot.  The final character class, the monk, is relatively rare in typical 
  campaign settings, which are usually modeled upon medieval European societies.  As such they are an optional 5th primary class.   
  The following table will enable you to determine the major differences between character classes at a glance. Specific comparisons must be done 
  in light of the detailed information given in the sections that discuss the individual classes in question. 
   
  Primary Classes & Secondary classes:  Class names shown in capital letters are primary classes; secondary classes are listed in lower-case letters.  
    
  class 
  alignment 
  hit die 
  type 
  ability 
  requirements 
  class abilities 
  CLERIC 
  any 
  d8 
  wisdom 9 
  cleric spells, cleric training, turn undead 
  bard 
  any neutral 
  d8 
  intelligence 9, 
  wisdom 9, 
  charisma 9 
  bard spells, bardic music, bardic training, decipher script, lore, perception, persuasive, sleight of 
  hands, immunity to nature’s charms, a thousand faces 
  druid 
  any neutral 
  d8 
  wisdom 9, 
  charisma 9 
  druidic spells, druidic training, survival, resistance to elements, woodland stride, totem shape, 
  immunity to nature’s charms, immunity to nature’s venom, a thousand faces, timeless body,  
  hibernate 
  FIGHTER 
  any 
  d10 
  strength 9 
  combat prowess, multiple attacks, weapon specialization, combat dominance 
  barbarian 
  non-lawful 
  d12 
  strength 9, 
  constitution 9 
  barbarian training, berserker rage, combat sense, fast movement, multiple attacks, perception, 
  resilience, survival, track, wilderness stealth  
  cavalier 
  any lawful 
  d10 
  strength 9, 
  dexterity 9, 
  constitution 9 
  cavalier training, multiple attacks, status, valor, weapon specialization 
  paladin 
  lawful good 
  d10 
  strength 9,  
  wisdom 9, 
  charisma 9 
  cure disease, divine aura, divine sense, immunity to disease, lay on hands, multiple attacks, 
  paladin training, smite evil, turn undead, divine mount, paladin spells 
  ranger 
  any neutral 
  or good 
  d10 
  strength 9, 
  wisdom 9, 
  constitution 9 
  animal empathy, favored enemies, hunter’s aim, multiple attacks, perception, ranger training, 
  survival, track, wilderness stealth, ranger spells 
  MAGIC- USER 
  any 
  d4 
  intelligence 9 
  magic-user spells, magic-user training 
  illusionist 
  any 
  d4 
  intelligence 9, 
  dexterity 9 
  illusionist spells, illusionist training, resistance to illusions 
  MONK 
  any lawful 
  d8 
  strength 9, 
  wisdom 9, 
  dexterity 9 
  balance, climb, deflect missile, escape artist, fast movement, jump, mind over body, multiple 
  attacks, perception, stealth, stunning attack, unarmed attack, unarmored defense, slow fall, ki 
  strike, purity of body, feign death, fast healing, evasion, still mind, tongues, immunity to poison, 
  quivering palm, speak with plants, timeless body 
  THIEF 
  any 
  d6 
  dexterity 9 
  backstab, balance, cant, climb, combat sense, disable device, dodge, escape artist, find 
  traps, infiltration, jump, perception, sleight of hands, sneak attack, stealth, decipher script, 
  evasion 
  assassin 
  non-good 
  d6 
  intelligence 9, 
  dexterity 9 
  backstab, balance, climb, combat sense, death attack, disable device, disguise, dodge, 
  escape artist, find traps, jump, perception, poisons, sleight of hands, sneak attack, stealth  
   
  CLASS DESCRIPTIONS 
  Each class is briefly described in the pages that follow.  Following each description is a level progression chart that shows the class’s Hit Die Type, Bonus to 
  Hit, Class Abilities and the number of experience points needed to advance to the class’s next level.  In choosing a class, keep the following in mind: 
   
  Ability Requirements:  
  These are the minimum ability scores required by a given character class.  A character must meet or exceed these 
  requirements in order to qualify for that class.    
  Hit Die: 
  The relative hardiness of your character is determined by his hit die type.  A fighter, who rolls a d10 for hit points each 
  time he advances in level, will typically be more resilient than a thief who only rolls a d6.  All characters begin play with 
  the maximum hit points possible for their hit die type, plus any bonuses or penalties for constitution.  After 9th level all 
  classes receive a set number of hit points per level and no longer roll for hit points.  The character’s constitution 
  modifier is still applied to their hit points.   
  Bonus to Hit (BtH):   
  This number is added to your character’s attack roll, along with his ability modifier and, possibly, other modifiers.   
  Alignment: 
  In choosing a character class, its alignment restrictions should be carefully considered.  Alignment provides a 
  framework or guidelines for that character’s outlook and actions.  If the character is restricted in their choice of 
  alignment, their outlook and the actions they are permitted to engage in are more narrowly defined.   
  A character whose alignment changes to one incompatible with their character class may not advance further in that 
  class without atoning for their actions and returning to a suitable alignment.   
  Abilities: 
  These are the special abilities of the character’s chosen class.  Each is described in detail in the class’s description. 
   
  
  Player’s Handbook 11 
   
  THE CLERIC
  Upon the fields of battle, where good and evil struggle, stride holy 
  warriors dedicated to the service of a deity, their martial ability 
  enhanced by divine dispensation. They obey the will of the gods, and 
  influence others through faith in their deity’s tenets, action on the field 
  of battle, and by bringing justice or retribution to their foes. 
   
  Clerics are warrior-priests. They are religious in nature and worship a 
  pantheon of deities, or are eternally bound to the service of one deity. 
  From this deity they receive divine powers and act as conduits of the 
  power of their deity.  
   
  A cleric’s divine connection to their deity is of supreme importance. 
  This spiritual connection allows them to better understand the motives 
  and will of their deity and to more capably and earnestly enact the 
  deity’s desire. 
   
  Deities can be of any ethos or morality, from good to evil and lawful 
  to chaotic. All of the deities have clerics and priests who serve and 
  worship them. The cleric is always of like mind and nature as the deity 
  they worship and never falters in carrying out their duties lest they face 
  the most horrible of retribution and suffer the interminable revenge of 
  an angered power. 
   
  Clerics 
  prefer 
  to 
  use 
  those 
  weapons 
  that 
  allow 
  them 
  a 
  better 
  chance to subdue and 
  convert enemies instead 
  of killing them outright. 
  In this they gain converts 
  and servants to serve 
  them and their deity. On 
  the field of battle, where 
  clerics spend much of 
  their lives, they wear any 
  armor 
  necessary 
  and 
  utilize 
  whatever 
  is 
  necessary to see them 
  through the day and on 
  to victory.   
   
  Clerics who generally act in ways opposed to their deity’s alignment 
  and purposes, and who grossly violate the code of conduct expected 
  by their deity, lose the use of all divine abilities and capacities for 
  advancement, wandering alone and cursed until they atone for their 
  wrongs. 
   
  level 
  hit dice (d8) 
  bonus to hit (bth) 
  experience points 
  1 
  1 
  +0 
  0 
  2 
  2 
  +1 
  2,500 
  3 
  3 
  +2 
  5,000 
  4 
  4 
  +2 
  10,000 
  5 
  5 
  +3 
  20,000 
  6 
  6 
  +4 
  37,500 
  7 
  7 
  +4 
  75,000 
  8 
  8 
  +5 
  150,000 
  9 
  9 
  +6 
  250,000 
  10 
  +2 
  +6 
  500,000 
  11 
  +2 
  +7 
  750,000 
  12 
  +2 
  +8 
  1,000,000 
  13 
  +2 
  +8 
  1,250,000 
  14 
  +2 
  +9 
  1,500,000 
  15 
  +2 
  +10 
  1,750,000 
  16 
  +2 
  +10 
  2,000,000 
  17 
  +2 
  +11 
  2,250,000 
  18 
  +2 
  +12 
  2,500,000 
  19 
  +2 
  +12 
  2,750,000 
  20 
  +2 
  +13 
  3,000,000 
   
  Ability Requirements:  Wisdom 9 
  Hit Die: 
  d8 
  Alignment: 
  Any 
  Weapons: 
  Club, dagger, flail (any), hammer (any), mace 
  (any), morningstar, quarterstaff and sling 
  Armor: 
  Any armor and shields 
  Abilities: 
  Cleric spells, cleric training, turn undead 
   
  Cleric Spells:  A cleric casts divine spells. The spells available are listed 
  on the cleric spell list. A cleric is limited to a certain number of spells of 
  each spell level per day. The table below shows the number of spells 
  per day a character of the class may cast. Clerics prepare spells each 
  day 
  through 
  prayer 
  to 
  their 
  deity 
  or 
  deities, 
  followed 
  by 
  contemplation and study.  This process is covered in greater detail in 
  the Magic section, on page 60.  Clerics gain bonus spells for high 
  wisdom scores (see the Ability Modifiers table on page 4 for details). 
   
  spells per day 
   
   
   
  spell level 
  level 
  0 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  1 
  4 
  1 
   
   
   
   
   
   
   
   
  2 
  4 
  2 
   
   
   
   
   
   
   
   
  3 
  4 
  2 
  1 
   
   
   
   
   
   
   
  4 
  4 
  3 
  2 
   
   
   
   
   
   
   
  5 
  4 
  3 
  2 
  1 
   
   
   
   
   
   
  6 
  4 
  3 
  3 
  2 
   
   
   
   
   
   
  7 
  4 
  4 
  3 
  2 
  1 
   
   
   
   
   
  8 
  4 
  4 
  3 
  3 
  2 
   
   
   
   
   
  9 
  4 
  4 
  4 
  3 
  2 
  1 
   
   
   
   
  10 
  4 
  4 
  4 
  3 
  3 
  2 
   
   
   
   
  11 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
   
   
   
  12 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
   
   
   
  13 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
   
   
  14 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
   
   
  15 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
   
  16 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
   
  17 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  20 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
   
  Clerics can prepare a number of 0-level spells, each day, as noted on 
  the “spells per day” table above. These spells are treated like any 
  other spell, but are not expended when cast and may be used again. 
   
  Cleric Training:  Clerics are learned in matters of faith and in the 
  healing arts.  As a result of their training, all clerics begin play with the 
  knowledge (religion) and profession (healer) skills in addition to their 
  background skills (see SKILLS for more details). 
   
  Turn Undead (Wisdom):  A cleric has the ability to drive away, destroy, 
  or control undead monsters. To turn undead, a cleric must declare the 
  attempt as an attack and then make a successful ability check.  The 
  check penalty is equal to undead type’s hit dice.  For undead with 
  differing hit dice, use a single die roll but apply the check penalty 
  separately for each creature.  As such, a cleric may successfully turn a 
  lower hit die creature but not its more powerful ally.  The character 
  must display a holy symbol toward the undead, who must be able to 
  see the cleric, and utter a prayer, chant, or other invocation of the 
  character’s deity.  Turning undead is considered a special attack and 
  takes one round.  Turning undead has a maximum range of 60 feet. 
   
   
  The number of hit dice of undead turned equals 6 + the cleric’s level + 
  the cleric’s wisdom modifier.  Undead with lower hit dice are turned 
  first.  Undead are turned for 12 rounds (2 minutes).   
   
  Turned undead flee from you by the best and fastest means available 
  to them. If they cannot flee, they cower, unable to attack but able to 
  defend themselves.  The turning cleric cannot engage turned 
  creatures in melee combat without breaking the turning effect.  He 
  may, however, attack them with ranged attacks.  Other characters 
  can attack them, in any fashion, without breaking the turning effect. 
   
  If you have at least twice as many levels as the undead have hit dice, 
  you destroy any that you would normally turn (i.e. a 4th level cleric 
  would destroy 2 hit die zombies).   
   
  Evil clerics may, instead of destroying undead, control them. They 
  may also counter the turn undead ability of a good (or neutral) cleric 
  if their turn undead check is equal to or greater than that of the 
  opposing cleric. Evil clerics can also turn, but not destroy or control, 
  paladins.   
   
  This ability may be used 3 times per day at 1st level.  Clerics apply their 
  charisma modifier to the number of times they may use this ability 
  each day.  As such a cleric with an 8 charisma (-1 modifier) may only 
  turn undead twice per day at 1st level while a cleric with an 18 
  charisma (+3 modifier) may turn undead 6 times per day at 1st level.  
   
  At 5th level and every five levels thereafter the cleric gains another use 
  of the turn undead ability each day.   
   
  
  Player’s Handbook 12 
   
   
  THE BARD (Cleric)
  Every age and people has a voice. That voice finds its measure in 
  story, expressed in legend, tale, song, poem, battle cry, or speech. 
  From wild barren steppes to the frozen lands at the tips of the world, 
  from taverns to town squares, and from city streets to imperial 
  residences, there are those blessed with the ability to artfully weave 
  story and legend and move the heart to great feats. In recounting 
  epic deeds of ages past, bards inspire listeners to greater deeds as if 
  by magical incantation. They captivate hearts, cause tears to flow, 
  and invigorate individuals and crowds. These storytellers are historians 
  and lore masters with oratorical skills guided by the muses. Some are 
  powers behind thrones, weaving a future through tales of the past. 
  Others are the backbone to a troop of soldiers, inspiring courage in 
  times of distress. But the most renowned are the warrior-poets, whose 
  adventures and escapades are legend. These ply their skills across the 
  wide world and are known as bards. 
   
   
  Bards can lead by example 
  or deed, but they primarily 
  influence others with story, 
  art, or argument. Their skill of 
  recitation borders on the 
  magical, so much so that 
  they are often able to charm 
  listeners with their tales. They 
  are also learned in druidic 
  lore, 
  having 
  received 
  tutelage in those arts, and 
  have access to spells that 
  reflect this training and the 
  esoteric 
  knowledge 
  they 
  have gained through their 
  deep understanding of myth 
  and legend. 
   
   
  Bards possess artistic skills that 
  are needed to convince an 
  audience that what they see 
  is more than what is shown. 
  They gain access to the 
  various strata of society, both 
  low and high. They walk 
  among 
  them, 
  acquiring 
  knowledge 
  and 
  power. 
  Whether from noble or villain, 
  the bard pays heed to the 
  moods 
  and 
  tales 
  of 
  all, 
  realizing the import of even 
  the meanest of peoples. 
   
   
  They are skalds, minstrels, troubadours, lore masters, poets, chroniclers, 
  schemers, sages, musicians and orators blending fact and fiction to 
  great effect.  Whether weaving tales or delivering odes, bards can 
  affect changes in individuals and small groups, inspiring them to great 
  deeds in combat or humble behavior. They give voice to history, and 
  weave tales establishing ethics and morals, reinforcing the frameworks 
  of societies. They possess a tremendous knowledge of events great 
  and small, of legends and the nature of magics. Most bards teach 
  much of what they know, but all bards keep some knowledge to 
  themselves, considering it a source of power and prestige only to be 
  dispensed with or used in the most extraordinary of circumstances. 
   
   
  The bard’s nature as that of a historian and storyteller requires a 
  bending and twisting of fact and a weaving of fiction to tell their tales 
  well. They must be free of mind and spirit, with agile and active 
  imaginations. Bards are not bound by the more moribund and strict 
  interpretations of academics and others who depend on the 
  separation of fact and fiction. 
   
   
  Though bards are known to inspire others to greater deeds, their 
  lifestyle often leads them into conflict and combat where many times 
  they perform deeds of valor. In life they prefer not to be encumbered 
  by worldly goods. They rarely take up permanent residence, always 
  ready to move. Usually, their most prized possessions are the 
  instruments they carry, scrolls with great tales writ upon them, or items 
  with which they have traveled many long years, like boots or a hat to 
  which they have attached great value and through which they recall 
  tales or bygone days. 
   
  level 
  hit dice (d8) 
  bonus to hit (bth) 
  experience points 
  1 
  1 
  +0 
  0 
  2 
  2 
  +1 
  2,500 
  3 
  3 
  +2 
  5,000 
  4 
  4 
  +2 
  10,000 
  5 
  5 
  +3 
  20,000 
  6 
  6 
  +4 
  37,500 
  7 
  7 
  +4 
  75,000 
  8 
  8 
  +5 
  150,000 
  9 
  9 
  +6 
  250,000 
  10 
  +2 
  +6 
  500,000 
  11 
  +2 
  +7 
  750,000 
  12 
  +2 
  +8 
  1,000,000 
  13 
  +2 
  +8 
  1,250,000 
  14 
  +2 
  +9 
  1,500,000 
  15 
  +2 
  +10 
  1,750,000 
  16 
  +2 
  +10 
  2,000,000 
  17 
  +2 
  +11 
  2,250,000 
  18 
  +2 
  +12 
  2,500,000 
  19 
  +2 
  +12 
  2,750,000 
  20 
  +2 
  +13 
  3,000,000 
   
  Ability Requirements:  Intelligence 9, wisdom 9, charisma 9 
  Hit Die: 
  d8 
  Alignment: 
  Any 
  neutral 
  (neutral 
  good, 
  neutral 
  evil, 
   
  neutral, chaotic neutral, or lawful neutral) 
  Weapons: 
  Any  
  Armor: 
  Light armor and smalls shields* 
  Abilities: 
  Bard spells, bardic music, bardic training, 
  decipher script, lore, perception, persuasive, 
  sleight of hands, immunity to nature’s charms, a 
  thousand faces 
   
  * Bards may not cast spells when using medium or heavy armor or 
  when employing shields larger than a small shield. 
   
  Bard Spells:  Bards cast divine spells much as a cleric or druid does. 
  The spells available are listed on the bard spell list. A bard is limited to 
  a certain number of spells of each spell level per day. The table below 
  shows the number of spells per day a character of the class may cast. 
  Bards prepare spells each day through prayer, song and recitation 
  dedicated to their deity or deities.  This process is covered in greater 
  detail in the Magic section, on page 60.  Bards gain bonus spells for 
  high wisdom scores (see the Ability Modifiers table on page 4 for 
  details). 
   
  spells per day 
   
   
   
  spell level 
  level 
  0 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  1 
  2 
  1 
   
   
   
   
   
  2 
  2 
  2 
   
   
   
   
   
  3 
  3 
  2 
   
   
   
   
   
  4 
  3 
  2 
  1 
   
   
   
   
  5 
  3 
  3 
  2 
   
   
   
   
  6 
  4 
  3 
  2 
   
   
   
   
  7 
  4 
  3 
  2 
  1 
   
   
   
  8 
  4 
  3 
  3 
  2 
   
   
   
  9 
  4 
  4 
  3 
  2 
   
   
   
  10 
  4 
  4 
  3 
  2 
  1 
   
   
  11 
  4 
  4 
  3 
  3 
  2 
   
   
  12 
  4 
  4 
  4 
  3 
  2 
   
   
  13 
  4 
  4 
  4 
  3 
  2 
  1 
   
  14 
  4 
  4 
  4 
  3 
  3 
  2 
   
  15 
  4 
  4 
  4 
  4 
  3 
  2 
   
  16 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  17 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  18 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  19 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  20 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
   
  Bards can prepare a number of 0-level spells, each day, as noted on 
  the “spells per day” table above. These spells are treated like any 
  other spell, but are not expended when cast and may be used again. 
   
  
  Player’s Handbook 13 
   
  Bardic Music:  Once per day per bard level, a bard can use his songs 
  or poetics to produce magical effects. Each of the three bardic music 
  abilities detailed below require that the bard concentrate upon his 
  musical performance or recitation as if casting a spell (see page 62) 
  and that his words or music be heard (an area of silence negates all 
  bardic music abilities).  All bardic music abilities can be used for a 
  number of rounds equal to the bard’s level+3, provided that the bard 
  can maintain his concentration.  Bardic music abilities are: 
   
  1. Countersong:  A bard's singing and playing can negate the song 
  effects of harpies and sirines, and counter attacks which rely 
  upon song or sounds.  A bard’s countersong has no effect 
  against spells that simply have verbal components.    
    Each round of the countersong the bard makes a performance 
  skill check. The bard and all creatures within 30’ of him may use 
  this skill check result in place of their saving throw against all sonic 
  and song-based magical effects. 
    If a creature within range of the countersong is already under the 
  effect of a sonic or song-based magical attack, it gains a new 
  saving throw each round it hears the countersong. Countersongs 
  have no effect against effects that don’t allow saves.  
   
  2. Fascinate: Bards have the ability to place a single creature into a 
  trance through their musical or oratory performance. To be 
  fascinated the creature must be able to see and hear the bard, 
  and the bard must also see the creature. The creature must be 
  able to pay attention to the bard. The distraction of a nearby 
  combat or other danger will prevent the ability from working.  
    When attempting to fascinate, the target makes a charisma 
  saving throw to resist the bard’s spellsong. If the saving throw fails, 
  the creature sits quietly and listens to the bard for the duration of 
  the bardic music ability. While fascinated, the creature is 
  distracted, suffering a -4 penalty to all saving throws and armor 
  class, and treated as surprised if attacked (see page 55 for more 
  details on surprised combatants).  If the creature’s saving throw 
  succeeds the bard cannot attempt to fascinate that creature 
  again for 24 hours. Any threat that is obvious to the fascinated 
  creature, such as the casting of a spell, drawing a sword, or 
  aiming of a weapon, automatically breaks the effect.   
    As the bard rises in level the power of his fascinate ability 
  increases as well, allowing the bard to further influence 
  fascinated creatures. At 6th level, a bard may attempt to charm 
  person (as the spell) on a fascinated creature. At 11th level, a 
  bard may attempt to implant a suggestion (as the spell) into a 
  fascinated creature. At 16th level, a bard may attempt 
  antipathy/sympathy (as the spell) on a fascinated creature. In 
  each case, the creature receives a saving throw to attempt to 
  resist the spellsong. These specialized uses of the fascinate ability 
  do not count against the bard’s daily limit on using the fascinate 
  ability and do break the fascinate effect, even if they fail. 
    As the bard gains experience the number of creatures that can 
  be affected by the fascinate ability, but not one of its specialized 
  uses, increases.  The number of creatures effected increases by 
  one at levels 4, 8, 12, 16 and 20.  A 4th level bard can fascinate 2 
  creatures, an 8th level bard can fascinate 3 creatures, a 12th level 
  bard can fascinate 4 creatures, and so on. 
   
  3. Inspire:  This ability allows the bard to inspire courage all allies 
  within 30’.  Inspired allies gain a +1 bonus to saving throws versus 
  fear and to their attack rolls.   
    As the bard rises in levels, the bonus imparted by this ability 
  increases: to +2 at 6th level, +3 at 11th level, +4 at 16th level and +5 
  at 20th level.   
   
  Bardic Training: All bards begin play with bonus skills (see SKILLS for 
  more details about background and bonus skills) based upon their 
  bardic training.  These bonus skills are knowledge (history), knowledge 
  (language) and performance (all types).   
   
  Bards, due to their years of studying the tales and histories of other 
  lands, are quite adept at learning new languages.  In addition to the 
  bonus knowledge (language) gained at level 1, the bard gains new 
  knowledge (language) skills at levels 6, 11 and 16.  These languages 
  must relate to those that the bard has interacted with or to those that 
  the bard has studied. 
   
  Decipher Script (Intelligence):  Bards may attempt to decipher writing 
  in an unfamiliar language, a message written in an incomplete or 
  archaic font, or a message written in code. If the check succeeds, the 
  character understands the general content of a piece of writing.  It 
  takes 2d8 minutes to decipher each page of a script.  The attempt 
  may be made only once per writing. 
   
  A bard may use this ability to decipher arcane or divines scripts, as per 
  the read magic spell, if a successful check is made with a -10 penalty.  
  This does not permit the bard to cast spells they otherwise could not 
  cast but does allow them to identify the contents of a deciphered 
  scroll. 
   
  Lore (Intelligence):  Bards are lore masters of myth and memory. With 
  a successful ability check, a bard gains or remembers some relevant 
  information about local notable people, a legendary item, a 
  noteworthy place, or any other relevant bit of information. Gaining 
  the information may entail speaking to local inhabitants and doing 
  research. 
  The 
  information 
  might 
  prove 
  useful 
  in 
  diplomacy, 
  entertaining and otherwise influencing others. 
   
   
   
   
  The ability also might impart insight into (and limited understanding of) 
  local or secret languages, including thieves’ cant, druidic, or ranger 
  signs.  The check will not reveal the powers of a magic item, but may 
  give a hint to its history, general function or activation.  
   
  Bards have a chance to identify the general purpose and function of 
  any magical item by making a lore check with a -10 penalty. The bard 
  need not handle the item but must examine it closely. Even if 
  successful, the exact function of the item is not revealed, only its 
  general nature. 
   
  For most other lore checks, the Dungeon Master gauges the modifier 
  based on whether the knowledge is:  
  1. Common and known by at least a substantial minority of the 
  local population. 
   
  2. Uncommon but available, known by only a few people in the 
  area. 
   
  3. Obscure, known by few, and hard to come by. 
   
  4. Extremely obscure, known by very few scholars and sages, 
  possibly forgotten by most who once knew it or possibly known 
  only by those who don’t understand the significance of the 
  knowledge. 
   
  Perception (Wisdom):  A bard can hear noises that others might not 
  detect and are keen observers of their surroundings. Bards gain 
  perception as a class ability, rather than common ability, which allows 
  them to add their full level bonus to perception checks.   
   
  Persuasive:  Bards are adept at manipulating others through their 
  words.  At 1st level, bards gain a +1 bonus to all charisma checks 
  made to influence others.  As the bard rises in levels, the bonus 
  imparted by this ability increases: to +2 at 6th level, +3 at 11th level, +4 
  at 16th level and +5 at 20th level. 
   
  Sleight of Hands (Dexterity):  All bards are trained in the arts of 
  legerdemain or sleight of hands.  When making a dexterity check to 
  perform any “sleight of hands” bards add their level to the roll. A bard 
  can use this ability to remove the contents of a pocket or pouch (or 
  otherwise take something from a person) without being noticed, by 
  making a sleight of hands check (opposed by their target’s 
  perception check). Success may require the bard to cut the purse or 
  pouch from the target.  
   
  This ability also allows the bard to perform “sleight of hand” 
  maneuvers. A successful sleight of hands check (opposed by their 
  target’s perception check)   indicates the bard has hidden or moved 
  an item in such a manner that observers are not aware of where the 
  item has been hidden. Typical maneuvers include hiding a coin, 
  sliding a card up a sleeve, performing the peanut trick (table tricks), 
  and the like. A penalty to the check may be applied if there is an 
  observer present that is determined to note where an item is moved. 
   
  Immunity to Nature’s Charms:  At 9th level the bard becomes immune 
  to all charm spells cast by fey woodland creatures such as dryads, 
  nixies, nymphs, pixies and sprites.  
   
  A Thousand Faces:  At 16th level the bard is able to alter his 
  appearance at will as per the change self spell, except that the bard 
  may only change his appearance, and not that of his possessions.  
  Furthermore, the use of this ability is not a magical effect, so it can 
  only be detected through the use of true seeing or the like, and 
  actually changes the facial features and body of the bard.  
  
  Player’s Handbook 14 
   
   
  THE DRUID (Cleric)
  Beyond the confines of walls and city battlements, within the vast 
  expanse of the wilderness areas of the world are many folk who live 
  with contentment outside of civilization. Those who push aside 
  material culture to live in harmony with nature often draw upon its 
  forces for spiritual guidance and commune with its spirits. These are 
  the druids, and they offer guidance and wisdom about the order of 
  life and the world, the cycle of life and death and acceptance 
  thereof.  
   
  Many fear druids; for they call upon powerful elemental and nature 
  spirits and they can gather great hosts of nature to fight for their 
  causes. 
   
  Druids seek to protect the wilderness and its beasts from the 
  encroachments of civilization lest the order of the natural world be 
  upset. They find the myriad artificial creations of civilized peoples 
  abhorrent, for they believe that reliance upon the unnatural creates 
  peoples that are weak and dependent upon a material culture. 
   
   
  They are fiercely individualistic, and are often found among barbarian 
  tribes. Druids live in harmony with nature, revering its power and 
  beauty. Although sometimes termed priests of nature, druids are 
  much more. They allow nature to determine the fate of its creatures, 
  for good or ill. Some druids revere nature and its elements alone, while 
  some promote the beliefs of one or more nature deities and others 
  bind their animistic faith to a strict code of personal conduct. All are 
  devoted to their life’s calling and possess specialized wilderness lore, 
  including knowledge of the animal and plant kingdoms.  
   
   
  Their divine dispensations are gifts from the spirits of the wood, rock, 
  water and windstorms that rage across the plains, seas that thunder 
  against coasts, or the waving grass of the wild steppe: none knows a 
  motive. Druids must be able to relate to this balance and neutrality in 
  nature. 
   
   
  From this closeness to their surroundings a druid possesses specialized 
  knowledge of wilderness environments, particularly those in which the 
  druid lives or was trained.  
   
   
  Druids must use armor crafted from items found in nature, such as 
  leather and wood. They view armors forged by advanced 
  metalsmithing techniques as tainted and impure. These impure items 
  make one dependent upon them and, in consequence, weak.  
   
  level 
  hit dice (d8) 
  bonus to hit (bth) 
  experience points 
  1 
  1 
  +0 
  0 
  2 
  2 
  +1 
  2,500 
  3 
  3 
  +2 
  5,000 
  4 
  4 
  +2 
  10,000 
  5 
  5 
  +3 
  20,000 
  6 
  6 
  +4 
  37,500 
  7 
  7 
  +4 
  75,000 
  8 
  8 
  +5 
  150,000 
  9 
  9 
  +6 
  250,000 
  10 
  +2 
  +6 
  500,000 
  11 
  +2 
  +7 
  750,000 
  12 
  +2 
  +8 
  1,000,000 
  13 
  +2 
  +8 
  1,250,000 
  14 
  +2 
  +9 
  1,500,000 
  15 
  +2 
  +10 
  1,750,000 
  16 
  +2 
  +10 
  2,000,000 
  17 
  +2 
  +11 
  2,250,000 
  18 
  +2 
  +12 
  2,500,000 
  19 
  +2 
  +12 
  2,750,000 
  20 
  +2 
  +13 
  3,000,000 
   
  Ability Requirements:   Wisdom 9, charisma 9 
  Hit Die: 
  d8 
  Alignment: 
  Any 
  neutral 
  (neutral 
  good, 
  neutral 
  evil, 
   
  neutral, chaotic neutral, or lawful neutral) 
  Weapons: 
  Club, dagger, dart, quarterstaff, scimitar, sling, 
  sickle and spear (any) 
  Armor: 
   
  Light armor and wooden shields* 
  Abilities: 
  Druid spells, druidic training, survival, resistance to 
  elements, 
  woodland 
  stride, 
  totem 
  shape, 
  immune to nature’s charms, immune to nature’s 
  venom, 
  a 
  thousand 
  faces, 
  timeless 
  body, 
  hibernate 
   
  * Druids may not cast spells or use their totem shape ability when using 
  metal armor or shields. 
   
  Druid Spells:  A druid casts divine spells. The spells available are listed 
  on the druid spell list located in the Magic section. Each druid can 
  cast a limited number of spells from each spell level per day. The table 
  below shows the number of spells per day a druid may cast for each 
  spell level. Druids prepare and cast spells by praying for them. This 
  process is covered in greater detail in the Magic section, on page 60.  
  Druids gain bonus spells for high wisdom scores (see the Ability 
  Modifiers table on page 4 for details). 
   
  spells per day 
   
   
   
  spell level 
  level 
  0 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  1 
  4 
  1 
   
   
   
   
   
   
   
   
  2 
  4 
  2 
   
   
   
   
   
   
   
   
  3 
  4 
  2 
  1 
   
   
   
   
   
   
   
  4 
  4 
  3 
  2 
   
   
   
   
   
   
   
  5 
  4 
  3 
  2 
  1 
   
   
   
   
   
   
  6 
  4 
  3 
  3 
  2 
   
   
   
   
   
   
  7 
  4 
  4 
  3 
  2 
  1 
   
   
   
   
   
  8 
  4 
  4 
  3 
  3 
  2 
   
   
   
   
   
  9 
  4 
  4 
  4 
  3 
  2 
  1 
   
   
   
   
  10 
  4 
  4 
  4 
  3 
  3 
  2 
   
   
   
   
  11 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
   
   
   
  12 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
   
   
   
  13 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
   
   
  14 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
   
   
  15 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
   
  16 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
   
  17 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  20 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
   
  Druids can prepare a number of 0-level spells, each day, as noted on 
  the “spells per day” table above. These spells are treated like any 
  other spell, but are not expended when cast and may be used again. 
   
  Druidic Training:  Druids are connected to the forces of nature. They 
  mystically coexist with their environment, gradually becoming a larger 
  part of it. This imparts a specialized knowledge of the wilds to them. As 
  a result, they begin play with knowledge (nature) as a bonus skill.  
  Druids using this skill are automatically successful when in their native 
  environment and climate.  In unfamiliar environments, the druid must 
  succeed at a knowledge (nature) check in order to learn about their 
  surroundings, just as other characters would.   
   
  Like clerics, druids are skilled at tending to the wounds of others and 
  automatically gain the profession (healer) skill in addition to their 
  background skills.  Finally, druids have a secret language used for 
  communicating with one another. They are forbidden from teaching 
  this language to any but their brethren.  This language, druidic, is 
  gained as a bonus knowledge (language) skill at 1st level (see SKILLS 
  for more details). 
   
  Survival (Wisdom): In wilderness environments, druids can provide 
  shelter for themselves and others, and can provide decent food and 
  water for several people, all without the need for an ability check. The 
  druid can forage and hunt for food and water. The druid must spend 
  1d4 hours hunting and gathering to produce enough food and water 
  to feed 2d4 people for 1 day. If the druid wishes to feed or shelter a 
  larger group of people, he must spend an additional 1d4 hours 
  gathering food and succeed at a survival check.  This additional effort 
  allows the druid to gather food and water for 2d4 more creatures. The 
  druid can only hunt and forage for food 12 hours per day, limiting the 
  number of people that can be fed. 
  In addition to the ability to provide food and shelter in the wilds, a 
  druid can automatically determine where true north lies in relation to 
  the character in normal wilderness environments. 
   
  Resistance to Elements:  At 2nd level druids gain a +2 bonus to saving 
  throws against all fire, water, earth, air, cold and lightning attacks.  
   
  Woodland Stride:  At 3rd level druids gain the ability to move through 
  natural thorns, briars, overgrown areas, and similar terrain at normal 
  
  Player’s Handbook 15 
   
  speed and without suffering damage or other impairment.  When 
  doing so, druids leave no trail in the natural surroundings and cannot 
  be tracked. Thorns, briars, and overgrown areas that are enchanted 
  or magically manipulated to impede motion still affect druids. 
   
  Totem Shape:  At 6th level druids gain the spell-like ability to change 
  into a Small or Medium animal and back again once per day.  This 
  ability operates like the spell polymorph except that, each time the 
  druid assumes a totem form, he regains 2d8 hit points.  At 8th and 10th 
  levels the druid gains an additional use of this ability each day. 
   
   
  At 12th level, the druid gains the ability to take the shape of a Large 
  animal when using the totem shape ability.  At 12th level, and every 
  level thereafter, the druid regains 4d8 hit points whenever they 
  assume a totem form.  
   
  Immunity to Nature’s Charms:  At 7th level the druid becomes immune 
  to all charm spells cast by fey woodland creatures such as dryads, 
  nixies, nymphs, pixies and sprites.  
   
  Immunity to Nature’s Venom:  At 14th level druids gain immunity to all 
  natural poisons (ingested or insinuated animal or vegetable poisons, 
  including “monster” poisons and venoms but not including mineral 
  poisons or poison gas). 
   
  A Thousand Faces:  At 16th level the druid is able to alter his 
  appearance at will as per the change self spell, except that the druid 
  may only change his appearance and not that of his possessions.  
  Furthermore, the use of this ability is not a magical effect, so it can 
  only be detected through the use of true seeing or the like, and 
  actually changes the facial features and body of the druid.    
   
  Timeless Body:  At 18th level the druid is no longer affected by the 
  ravages of age and ignores all ability penalties that have been 
  accrued through aging.  Ability bonuses gained through aging remain 
  and the character’s lifespan is increased 
  considerably 
  (the 
  character’s maximum age is doubled). 
   
  Hibernate: By 20th level a druid has learned secrets that allow him to 
  slow body functions to the point where the character appears dead 
  to casual observers.  The character is unconscious during hibernation 
  and his aging is effectively halted while in this stasis.  The druid 
  awakens at either a preordained time (i.e. “I will hibernate for a year”) 
  or when there is a specific change in his environment (i.e. “I will 
  awaken when the first snow falls” or “I will awaken when someone 
  enters my resting chamber.”) 
   
   
  
  Player’s Handbook 16 
   
   
  THE FIGHTER 
  From the maelstrom of war and conflict, great warriors arise, tested on 
  and mastering the brutal fields of battle. These combatants nobly war 
  against cruel overlords and barbarous hordes, or are driven to conquest 
  and brutish slaughter by depraved spirits and malignant desires. Found in 
  all societies and amongst all peoples for whom war is a constant, these 
  are those who turn to the sword and might of arms to defeat their foes 
  and fulfill their desires. Kings and tyrants, warriors and brigands, foot soldiers 
  and raiders, adventurers and treasure hunters; these are all fighters. 
   
  The fighter is the archetypical warrior, superior to all other classes in armed 
  combat.  Fighters come from every geographic region and occupy all 
  social strata. They are born with a strength of will and spirit that leads them 
  to seek the field of battle.  They find the clash of metal and ring of steel 
  invigorating at times, and necessary at others. Fighters do not live in fear of 
  the melee; they face their foes with gritted teeth and steely 
  determination, longingly anticipating the next test of their strength and 
  skill. All fighters, regardless of background, are characterized by the will 
  and ability to use brute strength and swift sword to solve problems or 
  overcome foes. Fighters are a unique breed and make their own way in 
  the world, for ill or good. 
   
  Fighters depend on heavy armor and weaponry that require great 
  strength and skill to wield properly. Whether sallying forth with a massive 
  double bladed battle axe or delicately balanced saber of the finest steel, 
  sheathed in plates of shiny metal or hefting a lone shield, on the blood-
  washed fields of combat, the mighty arm rises and the weak fall beneath 
  it. It is their strength that carries fighters through the laborious contests of 
  steel that mark their daily lives. 
   
  Many cultures have unique weapons, and warriors in those cultures are 
  often trained in their use, wielding them as if extensions of their body. 
  However, all weapons, regardless of make, function to the same end, and 
  the well-trained and highly skilled fighter intuitively knows the best manner 
  in which to use them. Fearsome with any weapon, the fighter is an 
  opponent that only the foolish underestimate and the weak regret 
  offending.  
   
  As with weapons, the use of heavy armor is demanding on the body and, 
  when worn by those unfamiliar with its structures, hinders movement. It 
  requires great strength and knowledge to properly wear any armor and 
  maintain one’s skill of hand.  Fighters are well trained and accustomed to 
  armor’s bulk and weight, knowing how to manage and adjust their thrusts 
  and parries when wearing any armor. Once trained, a fighter knows how 
  to adjust his fighting style, weight, and load in order to use any armor 
  effectively. 
   
  level 
  hit dice (d10) 
  bonus to hit (bth) 
  experience points 
  1 
  1 
  +1 
  0 
  2 
  2 
  +2 
  2,500 
  3 
  3 
  +3 
  5,000 
  4 
  4 
  +4 
  10,000 
  5 
  5 
  +5 
  20,000 
  6 
  6 
  +6 
  37,500 
  7 
  7 
  +7 
  75,000 
  8 
  8 
  +8 
  150,000 
  9 
  9 
  +9 
  250,000 
  10 
  +3 
  +10 
  500,000 
  11 
  +3 
  +11 
  750,000 
  12 
  +3 
  +12 
  1,000,000 
  13 
  +3 
  +13 
  1,250,000 
  14 
  +3 
  +14 
  1,500,000 
  15 
  +3 
  +15 
  1,750,000 
  16 
  +3 
  +16 
  2,000,000 
  17 
  +3 
  +17 
  2,250,000 
  18 
  +3 
  +18 
  2,500,000 
  19 
  +3 
  +19 
  2,750,000 
  20 
  +3 
  +20 
  3,000,000 
   
  Ability Requirements:  Strength 9 
  Hit Die: 
  d10 
  Alignment: 
  Any 
  Weapons: 
  Any 
  Armor: 
  Any armor and shield 
  Abilities: 
  Combat prowess, multiple attacks, weapon 
  specialization, combat dominance  
   
  Combat Prowess:  Due to their extensive combat training, fighters gain 
  a +2 bonus to all opposed strength checks involved in making and 
  resisting disarm attempts (see page 58).   
   
  Fighters also know how to exploit their foe’s weakness in combat.  
  Whenever a fighter attacks from a defender’s flank or rear, fights from 
  higher ground, or fights a prone, surprised or unaware opponent he 
  gains an additional +1 bonus to his attack rolls.  
   
  Multiple Attacks: Fighters gain the ability to make more than one 
  attack per round.  At levels 1-6 fighters are limited to making 1 attack 
  each round.  At levels 7-12 fighters may make three attacks every two 
  rounds.  At level 13-18 fighters may make 2 attacks per round.  Finally, 
  at level 19 and beyond, fighters are able to make 5 attacks every two 
  rounds.   
   
  level 
  attacks/round 
  level 
  attacks/round 
  1-6 
  1/round 
  13-18 
  2/round 
  7-12 
  3/2 rounds 
  19+ 
  5/2 rounds 
   
  A partial additional attack (e.g. 3/2 attacks) means that an extra 
  attack is taken on even-numbered rounds in the combat sequence 
  (i.e. one attack on the first round, two on the second, one on the 
  third, two on the fourth and so on). 
   
  Weapon Specialization:  At 1st level the fighter chooses a weapon with 
  which to specialize.  This weapon, once chosen, cannot be changed.   
   
  At 1st level specialization imparts a +2 bonus to attack and damage 
  rolls when using that weapon.   
   
  At 6th level these bonuses increase to +3 to hit and damage when 
  employing that weapon.   
   
  At 11th level the fighter gains a second weapon of specialization.   
  When using this weapon the character gains a +2 bonus to attack 
  and damage rolls.   
   
  At 16th level the bonuses with this, secondary, specialized weapon 
  improve to +3 to hit and damage.  
   
  In addition to gaining attack and damage bonuses with specialized 
  weapons, fighters using a weapon they have specialized in gain 
  multiple attacks (see above) as if they were 3 levels higher than their 
  actual fighter level.   
   
  A 4th level fighter specialized in longswords may make 3 attacks every 
  2 rounds (as if he were a 7th level fighter). 
   
  Only fighters with weapon specialization in light crossbows may fire 
  them more than once per round.  Likewise, only fighters specialized 
  with heavy crossbows may fire them more than once every other 
  round. 
   
  As 
  with 
  all 
  specialized 
  weapon 
  users, those employing 
  heavy crossbows gain 
  multiple attacks as if they 
  were 3 levels higher than 
  their actual level but 
  divide 
  the 
  resulting 
  number of attacks per 
  round by 2, due to the 
  heavy crossbow’s slow 
  rate of fire.  At level 16 
  and beyond, a fighter 
  with 
  heavy 
  crossbow 
  specialization may make 
  5 
  attacks 
  every 
  four 
  rounds 
  with 
  that 
  crossbow. 
   
  Combat 
  Dominance:  
  Fighters, at 4th – 20th level, 
  may double their usual number of melee attacks per round against 
  opponents with hit dice or levels equal to ½ of their level or less ((round 
  fractions down).  In order to use this ability the fighter must direct all 
  melee attacks in a combat round toward opponents that meet this 
  criterion.  The fighter can split the available attacks among qualified 
  opponents as desired.  This ability may not be used with ranged attacks.   
   
  A 6th level fighter, facing a dozen 3rd level guards, could make two melee 
  attacks per round.  When using a weapon he is specialized in, he may 
  make 3 attacks per round.  
  
  Player’s Handbook 17 
   
  THE BARBARIAN (Fighter) 
  Beyond the walls of cities and towns, and well beyond the bounds of 
  civilization, dwell the barbarians. From windy steppes to mountaintops, 
  from deep jungles to arid plains, barbarians live in freedom, a part of 
  their environment rather than a slave to it.  Banded together in family 
  clans or tribal nations, they are a free people ruled by strength and 
  custom alone, subject to no state or empire. They judge others by 
  action and deed, not the more corrupt values of civilization, like race, 
  occupation, education or wealth.  Neither ignorant nor savage, 
  barbarians are masters of their own destiny. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Barbarian characters are the fearsome warriors of their particular 
  tribe. They spend their time making war to protect their people.  
  Renowned for their ability to enter berserk rages and ignore the pains 
  and damages that often fell lesser men, barbarians make fearsome 
  opponents or stalwart allies in battle.  
   
   
  Barbarians rely upon their individual skills and instincts to carry them 
  through difficult tasks or demanding ventures while drawing upon 
  primeval instincts and powers to overcome foes. As their cultures are 
  usually uneasy with the supernatural, barbarians generally distrust 
  magic and those who employ it, although some barbarians will use 
  magic in dire circumstances. 
   
  A barbarian’s self-reliance and solitary nature does not, however, 
  lead them to abhor the company of others. Oft times, their strengths 
  are given to the preservation of their clans or tribes, for only in them 
  are like-minded people found. And when a barbarian comes to trust 
  others and call them friends, no stronger ally can be found in the 
  entire world. 
   
  Barbarians are born and raised in the wilderlands, outside the 
  influences of civilization. They are found in every climate and every 
  terrain, and have an acute knowledge of the environment in which 
  they are raised, possessing a general knowledge of its plants and 
  animals in order to survive the rigors of life in the wilderness. 
   
   
  Living in the wilds and at the whims of uncaring nature takes great 
  fortitude and barbarians become inured to the physical demands of 
  this life and suffer its inflictions and its pains with steely determination. 
  Possessed of staggering constitution, barbarians are capable of 
  absorbing damage that would quickly fell others of a more civilized 
  bent. 
   
  Barbarians are generally free of the bonds and fetters that tie down 
  most peoples, even the brethren in their tribal nations.  Above all else, 
  barbarians value their independence and often maintain their own 
  codes or beliefs.  Many have died from voicing opposition to tribal 
  leaders, but are respected all the more, for they spoke or acted upon 
  their beliefs. This makes most barbarians willful in nature, with a 
  temperament that many view as chaotic and ill-disciplined. 
   
  level 
  hit dice (d12) 
  bonus to hit (bth) 
  experience points 
  1 
  1 
  +1 
  0 
  2 
  2 
  +2 
  2,500 
  3 
  3 
  +3 
  5,000 
  4 
  4 
  +4 
  10,000 
  5 
  5 
  +5 
  20,000 
  6 
  6 
  +6 
  37,500 
  7 
  7 
  +7 
  75,000 
  8 
  8 
  +8 
  150,000 
  9 
  9 
  +9 
  250,000 
  10 
  +4 
  +10 
  500,000 
  11 
  +4 
  +11 
  750,000 
  12 
  +4 
  +12 
  1,000,000 
  13 
  +4 
  +13 
  1,250,000 
  14 
  +4 
  +14 
  1,500,000 
  15 
  +4 
  +15 
  1,750,000 
  16 
  +4 
  +16 
  2,000,000 
  17 
  +4 
  +17 
  2,250,000 
  18 
  +4 
  +18 
  2,500,000 
  19 
  +4 
  +19 
  2,750,000 
  20 
  +4 
  +20 
  3,000,000 
   
  Ability Requirements:  Strength 9, constitution 9 
  Hit Die: 
   
  d12 
  Alignment: 
  Any non-lawful (neutral good, chaotic good, 
   
  neutral, chaotic neutral, neutral evil, or chaotic 
   
  evil) 
  Weapons: 
   
  Any 
  Armor: 
   
  Light and medium armors, all shields* 
  Abilities:  
   
  Barbarian training, berserker rage, combat 
  sense, 
  fast 
  movement, 
  multiple 
  attacks, 
  perception, resilience, survival, track, wilderness 
  stealth 
  * A barbarian in heavy armor loses their fast movement ability. 
   
  Barbarian Training:  Barbarians, by necessity, are able to survive in the 
  harsh wilderness of their homelands.  This training is reflected in the 
  survival and resilience abilities of the class.  In addition to these class 
  abilities barbarians begin with the knowledge (nature) and profession 
  (mountaineer) skills. 
   
  Berserker Rage:  Barbarians have the ability to call upon a reserve of 
  strength and rage once per day. Barbarians can direct this rage to 
  devastating effect in combat.  
   
  This ability manifests itself differently across barbarian cultures and 
  societies, and each names it differently. It is commonly known as the 
  
  Player’s Handbook 18 
   
   
  fury, the warp spasm or berserker rage. The origins of it are unclear 
  and the different manifestations between tribes are unexplained. 
  Some barbarian cultures believe there is a mystical or divine 
  connection at the root of the berserker rage ability and, in certain 
  tribes, barbarians assume near-animalistic shapes when the fury 
  erupts. Other barbarian tribes train their warriors from birth to call upon 
  and control the fury.  
   
   
  The Dungeon Master’s campaign setting may specify how a 
  barbarian’s rage manifests, or the player and Dungeon Master might 
  work together on how this ability will manifest when used. In all cases, 
  a barbarian undergoes a frightening physical transformation. When 
  using this ability, the barbarian enters a state of fury and rage directed 
  at enemies.  
   
   
  Entering a rage takes no time itself, though a barbarian can do it only 
  during his action.  While enraged the character temporarily gains a +2 
  bonus to all attack and damage die rolls made with melee weapons 
  (the damage bonus applies to thrown weapons as well), a +2 bonus 
  to all charisma saving throws and +2 hit points per barbarian class 
  level.  When the barbarian takes damage these bonus, temporary, hit 
  points are lost first and may not be healed.   
   
  Berserker rage also allows the barbarian to make multiple attacks, in 
  melee combat, as if they were 3 levels higher than their actual 
  barbarian level.  At 6th level the bonus to melee attack and damage 
  die rolls increases to +3.  At 12th level the bonus to melee attack and 
  damage rolls increases to +4. 
   
  While enraged, barbarians suffer a –2 penalty to armor class and 
  cannot 
  use 
  any 
  skills 
  or 
  abilities 
  that 
  require 
  patience 
  or 
  concentration.  All of these effects cease at the end of the fury. In 
  addition all temporary hit points that remain after the berserker rage 
  ability ends are lost.   
   
  Berserker rage has a duration of 6 rounds (1 minute) and may be used 
  once per day at 1st level.  At 4th level, and every 4 levels thereafter, 
  the barbarian gains an additional use of the berserker rage ability.  A 
  barbarian with multiple uses of berserker rage may enter into a rage in 
  more than one combat per day or combine uses of berserker rage to 
  remain enraged for more than 6 rounds in a particular combat 
  encounter.  Each use of this ability adds up to 6 rounds to the duration 
  of the berserker rage.  The barbarian may voluntarily end berserker 
  rage before the 6-round duration has elapsed, though unused rounds 
  are lost. 
   
  Combat Sense:  A barbarian has an uncanny sense for the presence 
  of foes when in a threatening environment. This reduces the 
  effectiveness of backstab and sneak attacks against barbarians.  At 
  1st level, backstabbed barbarians negate the attack and damage 
  bonuses gained against them through the backstab ability of thieves 
  and assassins.    
   
  At 6th level, the barbarian gains improved combat sense and can no 
  longer be sneak attacked when surprised.  At 11th level the barbarian 
  gets greater combat sense and is no longer vulnerable to sneak 
  attacks under any circumstances. 
   
  Fast Movement:  The barbarian’s movement rate is 15’ (3”) faster than 
  is usual for a member of his race so long as he is not wearing heavy 
  armor.  As such a human barbarian would have a 75’ (15”) 
  movement rate while a dwarven barbarian would have a 60’ (12”) 
  movement rate, so long as each barbarian was carrying a light load. 
   
  If the same barbarians were carrying a medium load their movement 
  rates would be ¾ of this, or 55’ (11”) and 45’ (9”) respectively (see the 
  Encumbrance rules on page 53 for more information). 
   
  Multiple Attacks: Barbarians gain the ability to make more than one 
  attack per round.  At levels 1-6 barbarians are limited to making 1 
  attack each round.  At levels 7-12 barbarians may make three attacks 
  every two rounds.  At level 13-18 barbarians may make 2 attacks per 
  round.  Finally, at level 19 and beyond, barbarians are able to make 5 
  attacks every two rounds.   
   
  Perception (Wisdom):  A barbarian can hear noises that others might 
  not detect and are keen observers of their surroundings. Barbarians 
  gain perception as a class ability, rather than common ability, which 
  allows them to add their full level bonus to perception checks.   
   
  Resilience:  A barbarian’s innate toughness and ability to withstand 
  pain and punishment imparts a + 1 bonus to all saving throws versus 
  paralysis, polymorph, petrification and death attacks. The bonus 
  increases to +2 at 5th level, +3 at 10th level, +4 at 15th level and +5 at 
  20th level.  This bonus is also applied to all constitution common ability 
  checks (see page 48-49 for more details on common abilities). 
   
  Resilience also allows barbarians to fight off unconsciousness and 
  partially resist wounds.  All barbarians may remain conscious when 
  reduced to 0 hit points or less, though they act as if sickened (see 
  page 157) and are unable to attack.  At 6th level a barbarian 
  subtracts 1 from the damage inflicted upon him by any attack. At 11th 
  level and 16th level this damage reduction rises by 1 point, to a 
  maximum of -3. The barbarian’s resilience ability can reduce damage 
  to 0 but not below 0. 
   
  Survival (Wisdom):  In wilderness environments, barbarians can 
  provide shelter for themselves and others, and can provide decent 
  food and water for several people, all without the need for an ability 
  check. The barbarian can forage and hunt for food and water. The 
  barbarian must spend 1d4 hours hunting and gathering to produce 
  enough food and water to feed 2d4 people for 1 day. If the barbarian 
  wishes to feed or shelter a larger group of people, he must spend an 
  additional 1d4 hours gathering food and succeed at a survival check.  
  This additional effort allows the barbarian to gather food and water 
  for 2d4 more creatures. The barbarian can only hunt and forage for 
  food 12 hours per day, limiting the number of people that can be fed. 
   
   
  In addition to the ability to provide food and shelter in the wilds, a 
  barbarian can automatically determine where true north lies in 
  relation to the character in normal wilderness environments. 
   
  Track:  The barbarian can successfully track any creature that leaves 
  a discernible trace, and determine characteristics about the creature 
  as well. With a successful survival check, a barbarian can find and 
  follow a creature’s tracks or trail for 6 hours. The barbarian can also 
  hide tracks at the same level of ability. The Dungeon Master may 
  apply bonuses or penalties for varying conditions, such as the length 
  of time elapsed since the tracks were made, weather conditions, the 
  number of creatures tracked, and whether the tracked creature 
  moved through water or a secret door. 
   
   
  A successful survival check may also impart information about the 
  creature(s) being tracked. Once a trail is found, a survival check can 
  determine the general number and type of creatures being tracked. 
  The number of creatures tracked should be disclosed to the player by 
  using one of the following categories: individuals (1-6), band (7-20), 
  troop (21-100), or army (101+), and one of the following categories: 
  beast, demihuman, fey, giant, humanoid, plant, vermin, or other 
  (aberration, animated creature, dragon, elemental, magical beast, 
  ooze, extraplanar creature, shapechanger, or undead). For many 
  creatures the barbarian cannot identify its exact type, only that it is a 
  creature of such nature. A barbarian can identify specific animal 
  tracks with no effort. 
   
  At 3rd level, a barbarian can ascertain distinguishing characteristics 
  about the creatures tracked, such as whether they are wounded, 
  exhausted, carrying heavy objects, or wearing certain armor. The 
  barbarian might even be able to determine if a spellcaster is in the 
  group being tracked. The marks or characteristics determined are 
  limited only by the Dungeon Master’s imagination and desire to 
  provide or enhance story elements during game play. 
   
  At 5th level, a barbarian can identify the type of creature(s) being 
  tracked if belonging to one of the following categories: beast, 
  demihuman, fey, giant, humanoid, plant, or vermin. 
   
  Wilderness Stealth (Dexterity):  Barbarians are skilled hunters and 
  trackers, able conceal themselves from others and move about 
  silently in the wilds. When in natural surroundings, barbarians add their 
  full level bonus to all stealth checks.   
   
   
   
   
   
   
  
  Player’s Handbook 19 
   
  THE CAVALIER (Fighter) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Upon windswept battlefields where armies struggle for supremacy, 
  there are those who make war their daily bread. They are the 
  professional soldiers of every age, who lead and guide in war and in 
  peace. They serve kings, emperors, lords, nobles, merchants and 
  guild houses. War is their vocation, the battlefield their home and 
  death their constant companion. 
   
  From an early age cavaliers are well trained in all aspects of war, 
  practicing in all manner of armors and with many weapons. They 
  inure themselves to the trials and tribulations of battle and steel their 
  minds becoming virtually fearless in combat, much preferring an 
  honorable death than a cowardly life. 
   
  As a member of an elite caste of warriors, the cavalier may expect 
  noblesse oblige, or hospitality, from any other cavalier and from 
  those they are charged to defend. At times, even cavaliers in 
  conflict will extend this hospitality to one another. The cavalier, 
  however, is expected to return such courtesy in kind even to an 
  enemy. 
   
   
  The cavalier is the archetypical military leader: They are trained from 
  an early age in the use of weapons, armor, siege engines, tactics, 
  strategy, and horsemanship. They live by a code of behavior that 
  sets them apart from normal warriors. Though this code may vary 
  from culture to culture, all cavaliers worthy of their status are 
  expected to show courage in the face of battle, render loyal service 
  to one’s lord, fight honorably against those worthy of honor and 
  provide stalwart defense to his lord’s holdings and charges. 
   
   
  Cavaliers should not be mistaken for nobles, though they may be of 
  noble birth. They are a caste of professional, mounted warriors who 
  exchange their services for the finest armor, horses and weaponry 
  that their lord can afford.  Those who serve as household knights 
  receive room and board from, and have their gear maintained by, 
  their liege lord.  Knights errant (wandering cavaliers who are not tied 
  to a particular lord) and mercenary knights (cavaliers who hire 
  themselves out for coin) must seek their own lodgings and maintain 
  their own equipment. 
   
  The cavalier’s martial prowess, valor, mounted maneuverability and 
  speed make them natural leaders on the battlefield.  Time and 
  experience often forge cavaliers into men of great bearing and 
  powerful demeanor. Cavaliers are as constant and unyielding in their 
  codes as they are upon the field of battle.  Cavaliers follow codes of 
  conduct and honor, dictated by culture and social mores. These can 
  vary in many aspects and the details of a cavalier’s patterns of 
  behavior, acceptable battlefield conduct and use of weapons are 
  unique to their culture and caste, but a cavalier’s virtues stem from 
  several salient aspects of their life - strict adherence to their code, 
  bravery, honor and faith. 
   
  A cavalier must serve someone or some cause - normally a deity, 
  greater noble, order of knighthood, or the like. The cavalier must seek 
  to sustain the virtues and the code of chivalry. The knightly virtues are 
  these:   
   
  Bravery, Courtesy, Glory, Good Faith, Honor, Liberality, 
  Pride, Unselfishness 
   
  The code for a feudal campaign may be summed up as follows: 
   
   
   
  Noble service dutifully rendered 
   
  Defense of any charge unto death 
  Courage and enterprise in obedience to one’s sovereign 
  and liege 
   
  Respect for all peers and equals 
   
  Honor to all above your station 
   
  Obedience and respect from all beneath your station 
  Scorn for those who are lowly and ignoble (this includes 
  knightly limitations on weapons and armor) 
   
  Military prowess exercised in service to your lord 
   
  Courtesy to all ladies (if the cavalier is male) 
   
  War is the flowering of chivalry 
   
  Battle is a test of a cavalier’s worthiness 
   
  Combat is glory 
   
  Personal glory above all in battle 
   
  Death to all who oppose the cause 
   
  Death before dishonor 
   
   
  In enforcing this code, the Dungeon Master may reduce or eliminate 
  experience that is gained by the cavalier if its gaining violates the 
  spirit or letter of the code, even when the code is violated out of 
  necessity.  A cavalier who regularly forswears oaths, exhibits 
  disloyalty, shows cowardice, or otherwise flaunts their disregard for 
  their code of conduct shows himself to be a knave.  Such a fallen 
  cavalier loses the benefits of the status, valor and aura of courage 
  abilities.  Cavaliers who become non-lawful also lose the bonuses for 
  these abilities.  Only by atoning for violations of the code may a 
  cavalier regain the status and powers that were once theirs.  The 
  Dungeon Master may adjust this code to fit his own campaign. 
   
   
   
  
  Player’s Handbook 20 
   
   
  level 
  hit dice (d10) 
  bonus to hit (bth) 
  experience points 
  1 
  1 
  +1 
  0 
  2 
  2 
  +2 
  2,500 
  3 
  3 
  +3 
  5,000 
  4 
  4 
  +4 
  10,000 
  5 
  5 
  +5 
  20,000 
  6 
  6 
  +6 
  37,500 
  7 
  7 
  +7 
  75,000 
  8 
  8 
  +8 
  150,000 
  9 
  9 
  +9 
  250,000 
  10 
  +3 
  +10 
  500,000 
  11 
  +3 
  +11 
  750,000 
  12 
  +3 
  +12 
  1,000,000 
  13 
  +3 
  +13 
  1,250,000 
  14 
  +3 
  +14 
  1,500,000 
  15 
  +3 
  +15 
  1,750,000 
  16 
  +3 
  +16 
  2,000,000 
  17 
  +3 
  +17 
  2,250,000 
  18 
  +3 
  +18 
  2,500,000 
  19 
  +3 
  +19 
  2,750,000 
  20 
  +3 
  +20 
  3,000,000 
   
  Ability Requirements:  Strength 9, dexterity 9, constitution 9 
  Hit Die: 
  d10 
  Alignment: 
  Any lawful (lawful good, lawful neutral, or 
   
  lawful evil) 
  Weapons: 
  Any* 
  Armor: 
  Any armor and shield* 
  Abilities: 
  Cavalier training, multiple attacks, status, valor, 
  weapon specialization 
   
  * Cavaliers favor the use of certain weapons and armor above all 
  others.  Weapons favored by cavaliers include the bastard sword, 
  battleaxe, broadsword, dagger, flail (any), longsword, mace (any), 
  morningstar, pick (any), scimitar, spear (any), shortsword and 
  warhammer.   
   
  Cavaliers do not usually employ ranged weapons, with bows being 
  used only for hunting or during sieges by most non-elven cavaliers.   
  Armor, as a badge of station and form of protection, should always 
  be of the highest quality available, with cavaliers preferring chain 
  and plate armors above all others.  A cavalier will never don light 
  armor if superior armor is available, though it is common practice for 
  nobles and knights to hunt in leather armor.   
   
  Cavalier Training:  The training required to become a knight takes 
  years and brings with it prowess at arms, knowledge of courtly 
  etiquette and equestrian expertise.  Cavaliers begin their training as 
  pages, child servants in the courts of knights and nobles, and gain 
  the knowledge (etiquette) skill through these years of service.  Later, 
  as squires, they learn to care for and ride both riding and warhorses 
  and, through this training, gain the profession (animal handler: 
  horses) skill. 
   
  When fighting from a war-trained mount, a cavalier (and only a 
  cavalier) can direct the mount to attack and still make his attacks 
  normally.  For more information on mounted combat, see page 57.    
   
   
  All cavaliers begin play with a light warhorse in addition to their 
  starting funds. 
   
  Multiple Attacks: Cavaliers gain the ability to make more than one 
  attack per round.  At levels 1-6 cavaliers are limited to making 1 
  attack each round.  At levels 7-12 cavaliers may make three attacks 
  every two rounds.  At level 13-18 cavaliers may make 2 attacks per 
  round.  Finally, at level 19 and beyond, cavaliers are able to make 5 
  attacks every two rounds.   
   
  Status:  Cavaliers, as agents of their lord or king and enforcers of the 
  law, are afforded several privileges borne of their status.  When in 
  their own lands and allied territories cavaliers are never expected to 
  relinquish their weapons, except under terms of peace, surrender or 
  disgrace, and may not be detained or delayed in carrying out their 
  duties.  Theft of a cavalier’s possessions is usually regarded as a 
  heinous crime.   
   
   
  When in non-hostile lands the cavalier is entitled to hospitality from 
  other cavaliers, nobles and sovereigns.  This includes lodging for the 
  cavalier and his entourage, and stabling for his horse or horses.  As 
  guests they must be given accommodations and sustenance without 
  expectation of monetary recompense or material redress.  If a 
  cavalier is in allied lands (rather than his homelands) he may have to 
  make a persuasion (charisma) check to claim this right and, if in 
  neutral lands, must make a persuasion check to receive hospitality.   
  It is up to the Dungeon Master to assign modifiers to this roll as 
  circumstances warrant.   This privilege may be revoked if the cavalier 
  has acted in an unseemly manner or has abused the rules of 
  hospitality.  A cavalier may ask for hospitality from commoners but is 
  not entitled to free room and board in public houses or the dwellings 
  of freemen. 
   
   
  Cavaliers, while in their homeland, have the right to settle 
  accusations against them and defend their reputation through duels 
  of honor.  Furthermore, all charisma checks made to influence others 
  while in the holdings of the cavalier or his liege lord gain a +1 bonus, 
  increasing by 1 at levels 5, 10, 15 and 20 (to a maximum of +5).  This 
  notoriety comes at a price; for a cavalier is expected, in turn, to 
  selflessly defend his lands and maintain order therein.   Cavalier 
  characters are also expected to extend hospitality to fellow cavaliers 
  and to those above their station. 
   
  All cavaliers have the right to bear heraldic devices by which they 
  can be identified.   
   
  Valor:  At 1st level, a cavalier gains a +1 bonus to saving throws 
  against charm, confusion and fear spells or spell-like effects. The 
  bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level and, 
  finally, to +5 at 20th level.  At 5th level and beyond, the cavalier is 
  immune to all fear effects, whether magical or mundane in nature. 
   
  Weapon Specialization:  At 1st level the cavalier may choose one of 
  the following weapons in which to specialize:  bastard sword, 
  battleaxe, broadsword, flail (any), lance (any), longsword, mace 
  (any), morningstar, pick (any), scimitar, shortsword and warhammer.  
  Elven cavaliers may also choose either the short- or longbow, 
  including composite versions of either weapon, as a weapon of 
  specialization. 
   
  This weapon, once chosen, cannot be changed.  At 1st level 
  specialization imparts a +2 bonus to attack and damage rolls when 
  using that weapon.  At 6th level these bonuses increase to +3 to hit 
  and damage when employing that weapon.  At 11th level the 
  cavalier gains a second weapon of specialization.  When using that 
  weapon the character gains a +2 bonus to attack and damage rolls.  
  At 16th level the bonuses with this, secondary, specialized weapon 
  improve to +3 to hit and damage.  
   
  In addition to gaining attack and damage bonuses with specialized 
  weapons, cavaliers using a weapon they have specialized in gain 
  multiple attacks (see above) as if they were 3 levels higher than their 
  actual cavalier level.   
   
  A 4th level cavalier specialized in longswords may make 3 attacks 
  every 2 rounds (as if he were a 7th level cavalier). 
   
   
   
   
   
   
   
  
  Player’s Handbook 21 
   
  THE PALADIN (Fighter) 
   
  In the constant battle between good and evil, a select few, through 
  their selfless devotion, courage, nobility of spirit, and unyielding faith, 
  rise to the forefront of the struggle. These holy warriors strike terror in 
  the hearts of evil creatures and inspire others to greater good. Their 
  constancy and strength knows only the limits of their deity and code. 
   
  The paladin is a holy warrior chosen for adherent and absolute 
  devotion to a deity or similar holy cause. Some are trained in all the 
  arts of combat, serving in the vanguard of many wars and 
  movements. Their belief in the tenets of their deity gives them 
  strength and divine powers beyond those of other warriors. A 
  paladin’s code requires them to respect legitimate authority, act 
  with honor, help those in need, and punish those that harm or 
  threaten innocents. They can serve priests, temples, religious houses, 
  or other religious authorities but obey only one calling. 
   
  These paladins serve their code alone. They are defined by their 
  actions, and their actions are dictated by their code. These holy 
  warriors are driven by virtue, courage, and nobility on their quest to 
  combat evil in all forms. They ride for no master but their deity or 
  cause. The greater good guides their actions, and victory is its own 
  honor. 
   
   
  They fight on lonely battlefields and protect the weak. These warriors 
  fight and die for the greater good, often unsung, alone and beyond 
  the reach of succor. 
   
  Though often maligned for their zealous actions, or feared for their 
  powers, all hold paladins in high regard, for they wage an unflagging 
  war against evil. A paladin’s power flows from a strength of will and 
  the ability to project divine power upon the enemy. 
   
  Their purpose, if misunderstood by many, is understood by them and 
  always guides their actions. They are servants of the law, and are 
  bound to their code forever. They serve the greater good and 
  always place it above all else. 
   
  Every deity or pantheon has a moral code that often dictates what is 
  acceptable on the battlefield. A paladin’s weapons of choice are 
  generally those of the paladin’s deity or of a knightly sort, for paladins 
  eschew cowardly combat and believe facing one’s enemy in battle 
  is the highest honor.  They never use weapons associated with 
  thieves and the cowardly and generally refuse to use ranged 
  weapons, though some of them are not averse to their use if 
  absolutely necessary. 
   
  Paladins never knowingly associate with evil characters under any 
  circumstances. A paladin ends all associations with those who 
  consistently offend their moral code or refuse to help in the cause 
  the paladin considers worthy. 
   
   
  A paladin who ceases to perform his duties or strays from the path of 
  righteousness, who willfully commits an evil act, or who grossly 
  violates the code of conduct loses all of their class abilities, except 
  for multiple attacks and paladin training. The character is outcast 
  and cursed and no longer advances in strength or power. Only by 
  atoning for the violations of the code may a paladin regain the 
  status and powers once theirs. 
   
   
   
   
  
  Player’s Handbook 22 
   
   
  level 
  hit dice (d10) 
  bonus to hit (bth) 
  experience points 
  1 
  1 
  +1 
  0 
  2 
  2 
  +2 
  2,500 
  3 
  3 
  +3 
  5,000 
  4 
  4 
  +4 
  10,000 
  5 
  5 
  +5 
  20,000 
  6 
  6 
  +6 
  37,500 
  7 
  7 
  +7 
  75,000 
  8 
  8 
  +8 
  150,000 
  9 
  9 
  +9 
  250,000 
  10 
  +3 
  +10 
  500,000 
  11 
  +3 
  +11 
  750,000 
  12 
  +3 
  +12 
  1,000,000 
  13 
  +3 
  +13 
  1,250,000 
  14 
  +3 
  +14 
  1,500,000 
  15 
  +3 
  +15 
  1,750,000 
  16 
  +3 
  +16 
  2,000,000 
  17 
  +3 
  +17 
  2,250,000 
  18 
  +3 
  +18 
  2,500,000 
  19 
  +3 
  +19 
  2,750,000 
  20 
  +3 
  +20 
  3,000,000 
   
  Ability Requirements:  Strength 9, wisdom 9, charisma 9 
  Hit Die: 
  d10 
  Alignment: 
  Lawful good 
  Weapons: 
  Any 
  Armor: 
  Any armor and shield 
  Abilities: 
  Cure disease, divine aura, divine sense, 
  immunity to disease, lay on hands, multiple 
  attacks, paladin training, smite evil, turn 
  undead, divine mount, paladin spells 
   
  Cure Disease:  At 1st level the paladin can cure any disease, no 
  matter the origin, once per week. This ability improves as the paladin 
  rises in levels. At 6th level, the paladin can cure disease two times per 
  week, at 11th level, three times per week and, at 16th level, four times 
  per week. 
   
  Divine Aura: Paladins emanate a permanent divine aura that wards 
  the paladin against mental domination and fear.  At 1st level, the 
  paladin gains a +2 bonus to saving throws against confusion, charm, 
  fear, and other mind-affecting spells. The bonus increases to +3 at 6th 
  level, +4 at 11th level and +5 at level 16.   
   
  Each ally within 10’ of the paladin gains a +2 bonus to their saving 
  throws versus fear, so long as the paladin is conscious. 
   
  Divine Sense:  By concentrating for 1 round the paladin knows the 
  exact location of extraplanar and undead creatures within 30 feet of 
  him. 
   
  Within the same radius, he also detects the presence of any place or 
  object that has been consecrated or desecrated. 
   
  Immunity to Disease: The paladin is immune to all diseases, whatever 
  their origin. 
   
  Lay on Hands: A paladin can cure 2 hit points per level of the paladin 
  once per day. This can be used on the paladin or on others, but the 
  healing cannot be divided among recipients. 
   
  Multiple Attacks: Paladins gain the ability to make more than one 
  attack per round.  At levels 1-6 paladins are limited to making 1 
  attack each round.  At levels 7-12 paladins may make three attacks 
  every two rounds.  At level 13-18 paladins may make 2 attacks per 
  round.  Finally, at level 19 and beyond, paladins are able to make 5 
  attacks every two rounds.   
   
  Paladin Training:  The training of a paladin brings with it years of 
  religious study and training in mounted combat.  As champions of 
  their faith, all paladins gain knowledge (religion) as a bonus 
  background skill.  They also begin play with the profession (animal 
  handler: horses) skill. 
   
  Smite Evil:  Paladins, as paragons of good and purity, are charged 
  with the destruction of evil.  At level 1 paladins gain a +2 bonus to 
  attack and damage rolls against clerics and extraplanar creatures of 
  evil alignment, as well as all undead creatures.  At levels 6, 11 and 16 
  this bonus increases by 1 (to +3 at level 6, +4 at level 11 and +5 at 
  level 16). 
   
  Turn Undead (Wisdom): At 3rd level, the paladin gains the ability to 
  turn undead as a cleric of 1st level. When making a wisdom check to 
  turn undead, a paladin adds his “turning level” to the roll, not the 
  character’s actual level. This ability improves with each level, so a 5th 
  level paladin turns undead like a 3rd level cleric. 
   
  Divine Mount: At 4th level, the paladin gains the ability to call a divine 
  warhorse or other mount. A paladin’s deity confers this grace upon 
  the paladin as a reward for faithful service. The divine mount is 
  unusually intelligent, strong, loyal, and ready to serve the paladin in 
  his crusade against evil. The mount is usually a heavy warhorse (for a 
  Medium-sized paladin) or a war pony (for a Small-sized paladin). 
  Should the paladin’s mount die, a year and a day must pass before 
  another can be called.  The Dungeon Master provides information 
  about the mount that responds to the paladin’s call. 
   
  Paladin Spells:  A paladin casts divine spells much as a cleric does. 
  The spells available are listed on the cleric spell list. A paladin is 
  limited to a certain number of spells of each spell level per day. The 
  table below shows the number of spells per day a character of the 
  class may cast. Paladins prepare spells each day through prayer to 
  their deity or deities.  Paladins gain bonus spells for high wisdom 
  scores (see the Ability Modifiers table on page 4 for details).  Through 
  7th level, a paladin has no caster level. At 8th level and higher, his 
  caster level is one-half his paladin level. 
   
  spells per day 
   
   
   
   
   
   
   
  spell level 
  level 
  0 
  1st 
  2nd 
  3rd 
  4th 
  8 
  2 
  1 
   
   
   
  9 
  2 
  2 
   
   
   
  10 
  3 
  2 
  1 
   
   
  11 
  3 
  2 
  2 
   
   
  12 
  3 
  3 
  2 
  1 
   
  13 
  3 
  3 
  2 
  2 
   
  14 
  4 
  3 
  3 
  2 
  1 
  15 
  4 
  3 
  3 
  2 
  2 
  16 
  4 
  4 
  3 
  3 
  2 
  17 
  4 
  4 
  3 
  3 
  2 
  18 
  4 
  4 
  4 
  3 
  3 
  19 
  4 
  4 
  4 
  3 
  3 
  20 
  4 
  4 
  4 
  4 
  3 
   
  Paladins can prepare a number of 0-level spells, each day, as noted 
  on the “spells per day” table above. These spells are treated like any 
  other spell, but are not expended when cast and may be used 
  again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Player’s Handbook 23 
   
  THE RANGER (Fighter) 
  Every king, prince, general, or mercenary captain has need of 
  specialized warriors whose skills go beyond sword and shield. 
  Knowledge of the enemy, including their strengths and weaknesses, 
  movements and encampments, and intentions, is often vital to 
  defeating that enemy. For these princes of the world, the ranger fulfills 
  this need. Rangers are also inspired by causes or creeds, noble or 
  ignoble, to battle enemies along the frontiers of their civilization, 
  keeping in abeyance the vile depredations of evil marauders or mean 
  beasts. 
   
  The ranger spends his life in the trackless wastes and wildernesses of 
  the world.  There they travel barren escarpments and dense forests in 
  search of their foe, studying, tracking and gaining an intimate 
  knowledge of their manners and ways. Waylaying and combating 
  these enemies alone or in small groups, rangers are often driven by a 
  cause greater than themselves. These brave and stalwart souls often 
  live lonely and brutal lives far from the places they deem worthy of 
  their protection, and are as often viewed with skepticism and distrust 
  as they are with hope and admiration. 
   
  The ranger occasionally finds employment with a lord, baron, or other 
  leader, and is usually commissioned to guard large tracts of land 
  against interlopers or as a scout for large armies. As often, rangers 
  have committed themselves to a forsaken, bloody, yet noble cause - 
  defending civilization, at all costs, against those evil creatures that 
  would overrun them. The willingness of most rangers to take extreme 
  measures in this defense ostracizes them from their more urbane 
  brethren. 
   
  The ranger is a warrior skilled at combating humanoid creatures and 
  giantkind. They have honed their skills at combating these foes 
  through years of constant surveillance and combat. Their knowledge 
  extends well beyond fighting their enemies. They can track them, 
  speak their tongues when possible, and learn their ways.  
   
  The ranger’s distance from cities and towns enables them to become 
  excellent outdoorsmen, capable of living off land others may find 
  barren. 
   
  Rangers are found in the service of many disparate types of people 
  and causes, whether good or evil, lawful or chaotic. Knowledge of 
  combat prowess and subterfuge are not restricted to those who are 
  of a noble nature, and many a desperate outlaw has developed 
  knowledge of the wilderness and of guerilla tactics to confound 
  authorities and merchants alike. 
   
  The ranger’s ability in combat is renowned and they can take up 
  armor and shield to stride stone battlements and fight alongside the 
  best of warriors. However, a ranger’s true expertise lies elsewhere and 
  requires skills of a nature wholly unknown to others; hunting, 
  interdiction, escape and evasion are often the ranger’s most powerful 
  weapons. These talents, compounded with their eventual use of 
  druidic magic, make rangers formidable foes in battle. 
   
  Rangers must be able to move quickly through a variety of terrains. 
  Heavy or bulky armor can seriously impair mobility, and so some 
  restrictions apply to the armor types available for use by rangers. A 
  ranger may utilize any shield or helmet. 
   
  level 
  hit dice (d10) 
  bonus to hit (bth) 
  experience points 
  1 
  1 
  +1 
  0 
  2 
  2 
  +2 
  2,500 
  3 
  3 
  +3 
  5,000 
  4 
  4 
  +4 
  10,000 
  5 
  5 
  +5 
  20,000 
  6 
  6 
  +6 
  37,500 
  7 
  7 
  +7 
  75,000 
  8 
  8 
  +8 
  150,000 
  9 
  9 
  +9 
  250,000 
  10 
  +3 
  +10 
  500,000 
  11 
  +3 
  +11 
  750,000 
  12 
  +3 
  +12 
  1,000,000 
  13 
  +3 
  +13 
  1,250,000 
  14 
  +3 
  +14 
  1,500,000 
  15 
  +3 
  +15 
  1,750,000 
  16 
  +3 
  +16 
  2,000,000 
  17 
  +3 
  +17 
  2,250,000 
  18 
  +3 
  +18 
  2,500,000 
  19 
  +3 
  +19 
  2,750,000 
  20 
  +3 
  +20 
  3,000,000 
   
  Ability Requirements:  Strength 9, wisdom 9, constitution 9 
  Hit Die:  
  d10 
  Alignment:  
  Any neutral or good (lawful good, neutral 
   
  good, chaotic good, lawful neutral, neutral, 
   
  chaotic neutral, or neutral evil) 
  Weapons:  
  Any 
  Armor:  
  Light and medium armor, all shields 
  Abilities:  
  Animal empathy, favored enemies, hunter’s 
  aim, 
  multiple 
  attacks, 
  perception, 
  ranger 
  training, 
  survival, 
  track, 
  wilderness 
  stealth, 
  ranger spells 
   
  Animal Empathy (Charisma): Rangers may attempt to alter the 
  reaction of wild and domesticated animals, in the same manner that 
  characters may influence others’ initial reactions through parleying 
  (see ENCOUNTER REACTIONS on page 54 for more details). Most 
  animals have an initial reaction of “neutral” when first encountered, 
  though those trained to attack or those that are feral or hungry usually 
  view potential prey with “hatred”. 
   
  Favored Enemies: Rangers possess an extraordinary ability to combat 
  their most common foes; goblinoids, kobolds, orcs and giants, due to 
  intense training and study of their enemy’s fighting techniques. When 
  fighting bugbears, goblins, hobgoblins, kobolds, orcs or giants (giants, 
  trolls, ogres and the like) rangers gain a bonus to their attack and 
  
  Player’s Handbook 24 
   
   
  damage rolls. This bonus starts at +2 at 1st level and increases by 1 
  point at levels 6, 11 and 16. 
   
  At the DM’s discretion the favored enemy races may be altered to 
  better suit the ranger’s background or campaign setting.  Examples of 
  possible races or racial groups that could be chosen are:  aberrations 
  (aboleth, beholders, mind flayers), aquatic humanoids (locathah, 
  mermen, sahuagin and tritons), dinosaurs, dragons, dwarves, elves, 
  faeries (brownies, pixies, sprites, etc), giants (ogres, giants and trolls), 
  gnolls, gnomes, goblinoids (goblins, hobgoblins and bugbears), 
  halflings, humans, kobolds, lizardmen, lycanthropes, magical beasts, 
  orcs, plants, etc.   
   
  Sahuagin rangers, for example, would typically have aquatic 
  humanoids, ixitxachitl, and lizardmen as favored enemies. Goblinoid 
  and orcish rangers would typically gain favored enemy bonuses 
  against dwarves, elves, and humans.  Giant rangers would typically 
  have dwarves, gnomes and humans as favored enemies. 
   
  Hunter’s Aim:  Rangers, as skirmishers, scouts and consummate 
  hunters, are highly skilled at making ranged attacks in less-than-ideal 
  conditions.  Whether firing upon fog-shrouded enemies, targeting prey 
  with cover in densely forested areas or striking their quarry from great 
  distances, rangers have a knack for striking with deadly accuracy.   
   
  At 1st level the ranger may offset penalties for range, cover and/or 
  concealment by 2.  At levels 6, 11, and 16 the ranger negates an 
  additional point of penalties (3 points at 6th level, 4 points at 11th level 
  and 5 points at 16th level) related to these impediments. 
   
  Note that hunter’s aim only serves to offset penalties for range, cover 
  or concealment and never provides a bonus to the ranger’s attack 
  rolls. 
   
  Multiple Attacks: Rangers gain the ability to make more than one 
  attack per round. At levels 1-6 rangers are limited to making 1 attack 
  each round. At levels 7-12 rangers may make three attacks every two 
  rounds. At level 13-18 rangers may make 2 attacks per round. Finally, 
  at level 19 and beyond, rangers are able to make 5 attacks every two 
  rounds. 
   
  Perception (Wisdom): A ranger can hear noises that others might not 
  detect and are keen observers of their surroundings. Rangers gain 
  perception as a class ability, rather than common ability, which allows 
  them to add their full level bonus to perception checks. 
   
  Ranger Training: Much of a ranger’s training is concerned with their 
  knowledge of survival skills and the use of guerilla tactics to combat 
  the enemies of their people in the wilds. This training is reflected in the 
  survival, favored enemies and combat abilities of the ranger. In 
  addition to these class abilities rangers begin with the knowledge 
  (nature) and profession (mountaineer) skills. 
   
  Survival (Wisdom): In wilderness environments, rangers can provide 
  shelter for themselves and others, and can provide decent food and 
  water for several people, all without the need for an ability check. The 
  ranger can forage and hunt for food and water. The ranger must 
  spend 1d4 hours hunting and gathering to produce enough food and 
  water to feed 2d4 people for 1 day. If the ranger wishes to feed or 
  shelter a larger group of people, he must spend an additional 1d4 
  hours gathering food and succeed at a survival check. This additional 
  effort allows the ranger to gather food and water for 2d4 more 
  creatures. The ranger can only hunt and forage for food 12 hours per 
  day, limiting the number of people that can be fed. In addition to the 
  ability to provide food and shelter in the wilds, a ranger can 
  automatically determine where true north lies in relation to the 
  character in normal wilderness environments. 
   
  Track: The ranger can successfully track any creature that leaves a 
  discernible trace, and determine characteristics about the creature 
  as well. With a successful survival check, a ranger can find and follow 
  a creature’s tracks or trail for 6 hours. The ranger can also hide tracks 
  at the same level of ability. When tracking or hiding tracks from 
  favored enemies a ranger receives a +2 bonus to the survival check. 
  The Dungeon Master may apply bonuses or penalties for varying 
  conditions, such as the length of time elapsed since the tracks were 
  made, weather conditions, the number of creatures tracked and 
  whether the tracked creature moved through water or a secret door. 
   
  A successful survival check may also impart information about the 
  creature(s) being tracked. Once a trail is found, a survival check can 
  determine the general number and type of creatures being tracked. 
  The number of creatures tracked should be disclosed to the player by 
  using one of the following categories: individuals (1-6), band (7- 20), 
  troop (21-100), or army (101+), and one of the following categories: 
  beast, demihuman, fey, giant, humanoid, plant, vermin, or other 
  (aberration, animated creature, dragon, elemental, magical beast, 
  ooze, extraplanar creature, shapechanger, or undead). For many 
  creatures the ranger cannot identify its exact type, only that it is a 
  creature of such nature. A ranger can identify specific animal tracks 
  with no effort. 
   
  At 3rd level, a ranger can ascertain distinguishing characteristics about 
  the creatures tracked, such as whether they are wounded, 
  exhausted, carrying heavy objects, or wearing certain armor. The 
  ranger might even be able to determine if a spellcaster is in the group 
  being tracked. The marks or characteristics determined are limited 
  only by the Dungeon Master’s imagination and desire to provide or 
  enhance story elements during game play. At 5th level, a ranger can 
  identify the type of creature(s) being tracked if belonging to one of 
  the following categories: beast, demihuman, fey, giant, humanoid, 
  plant, or vermin. 
   
  Wilderness Stealth (Dexterity): Rangers, as the consummate hunters 
  and trackers, can conceal themselves from others and move about 
  silently in the wilds. When in natural surroundings, rangers add their full 
  level bonus to all stealth checks. 
   
  Ranger Spells: A ranger casts divine spells much as a druid does. The 
  spells available are listed on the druid spell list. A ranger is limited to a 
  certain number of spells of each spell level per day. The table below 
  shows the number of spells per day a character of the class may cast. 
  Rangers prepare spells each day through prayer to their deity or 
  deities. Rangers gain bonus spells for high wisdom scores (see the 
  Ability Modifiers table on page 4 for details). Through 7th level, a 
  ranger has no caster level. At 8th level and higher, his caster level is 
  one-half his ranger level. 
   
  spells per day 
   
   
   
   
   
   
   
  spell level 
  level 
  0 
  1st 
  2nd 
  3rd 
  4th 
  8 
  2 
  1 
   
   
   
  9 
  2 
  2 
   
   
   
  10 
  3 
  2 
  1 
   
   
  11 
  3 
  2 
  2 
   
   
  12 
  3 
  3 
  2 
  1 
   
  13 
  3 
  3 
  2 
  2 
   
  14 
  4 
  3 
  3 
  2 
  1 
  15 
  4 
  3 
  3 
  2 
  2 
  16 
  4 
  4 
  3 
  3 
  2 
  17 
  4 
  4 
  3 
  3 
  2 
  18 
  4 
  4 
  4 
  3 
  3 
  19 
  4 
  4 
  4 
  3 
  3 
  20 
  4 
  4 
  4 
  4 
  3 
   
  Rangers can prepare a number of 0-level spells, each day, as noted 
  on the “spells per day” table above. These spells are treated like any 
  other spell, but are not expended when cast and may be used again. 
   
   
   
  
  Player’s Handbook 25 
   
   
   
   
  THE MAGIC-USER 
  Among all peoples are those who strive to understand the oft 
  forbidden and feared arcane magics of the multiverse. These few 
  must have no fear in their quest for knowledge, as delving into the 
  arcane involves powers and energies that are poorly understood by 
  those bound to mortal planes. If not harnessed with care, unleashing 
  these magics can cause catastrophes of great proportion and slay 
  those who dabble in this art. The reward, however, for the diligence 
  and willingness to plumb the depths of these magical energies is 
  potentially great indeed. Magic-users bind themselves to this task, 
  seeking to master eldritch sorceries and unravel the riddles and 
  meanings of the world. They use their powers to reshape the world 
  around them and often, to bring prince and king to their knees. 
   
   
  Magic-users are the archetypical wizards, and they are vastly superior 
  to all others in understanding and harnessing the magic that ebbs 
  and flows through the multiverse. They come from all social strata and 
  can be found in all positions in society. They are often employed by 
  kings, nobles, religious houses or other powerful individuals, where they 
  act as guides and advisors and attempt to dominate courtly politics. 
  More often though, magic-users work in solitude, far away from the 
  prying eyes and keen ears of enemies, spies and other magic-users 
  who find them untrustworthy, dangerous competitors. In windswept 
  towers or dank dungeons deep beneath the earth, far from the din of 
  civilization, magic-users find the solitude and quiet necessary to 
  pursue their research and carry out their oft times dangerous 
  experiments. 
   
  Though from many walks of life, all magic-users have a few 
  characteristics in common. They are intelligent and observant, diligent 
  and have an exacting eye for detail. Their unyielding search and thirst 
  for knowledge of the eldritch powers often generates a self-serving 
  egomania in the most successful and powerful of magic-users. And, 
  as they become ever more competent in harnessing eldritch sorceries 
  and control of the world about them, they attempt to bend it to their 
  will. In this, they suffer little distraction and afford interlopers little 
  forgiveness. 
   
  Woe to the foe of these powerful magic-users. Garnering their ire 
  means the unleashing of horrid and terrible magics few can 
  understand and fewer still combat. A magic-user’s enemies are laid to 
  waste from balls of blue flame and bolts of lightning called from 
  elemental planes or even from servants of the rulers of the nether 
  worlds conjured forth to act in their name. They can make objects 
  disappear and transport themselves many miles away, see into the 
  darkness and build walls of force no man can pass. Magic-users are 
  powerful beyond measure. 
   
   
  Their pursuits and studies and the focus upon the arcane mean a life 
  of laboring over ancient tomes of knowledge. This leaves magic-users 
  little time to learn and become proficient in all but the most common 
  of weapons and not at all capable of using armor that hinders the 
  intricate somatic movements needed to cast some of their most 
  powerful spells. Yet this matters little to them as magic-users realize 
  their wits and arcane powers are far more powerful than any sword 
  will ever be and that magics and servants conjured from the 
  elemental planes offer far more protection than any armor could 
  possibly manage.  
   
  Ability Requirements:  Intelligence 9 
  Hit Die: 
  d4 
  Alignment: 
  Any 
  Weapons: 
  Club, dagger, dart, light crossbow, and 
  quarterstaff 
  Armor: 
  None* 
  Abilities: 
  Magic-user spells, magic-user training 
   
  * A magic-user may not cast spells in armor. 
   
   
   
   
  level 
  hit dice (d4) 
  bonus to hit (bth) 
  experience points 
  1 
  1 
  0 
  0 
  2 
  2 
  0 
  2,500 
  3 
  3 
  +1 
  5,000 
  4 
  4 
  +1 
  10,000 
  5 
  5 
  +1 
  20,000 
  6 
  6 
  +2 
  37,500 
  7 
  7 
  +2 
  75,000 
  8 
  8 
  +2 
  150,000 
  9 
  9 
  +3 
  250,000 
  10 
  +1 
  +3 
  500,000 
  11 
  +1 
  +3 
  750,000 
  12 
  +1 
  +4 
  1,000,000 
  13 
  +1 
  +4 
  1,250,000 
  14 
  +1 
  +4 
  1,500,000 
  15 
  +1 
  +5 
  1,750,000 
  16 
  +1 
  +5 
  2,000,000 
  17 
  +1 
  +5 
  2,250,000 
  18 
  +1 
  +6 
  2,500,000 
  19 
  +1 
  +6 
  2,750,000 
  20 
  +1 
  +6 
  3,000,000 
   
  Magic-User Spells: A magic-user casts arcane spells. Each magic-user 
  can cast a limited number of spells from each spell level per day. The 
  table below lists the number of spells per day a magic-user may cast 
  of each spell level. For example, a 5th level magic-user can cast four 
  0-level, three 1st level, two 2nd level and one 3rd level spell. 
   
  A magic-user must prepare spells before casting them by studying 
  from a spellbook. While studying, the magic-user decides which spells 
  to prepare. Spell memorization and descriptions are covered in 
  greater detail in the Magic section beginning on page 60.  Magic-
  users gain bonus spells for high intelligence scores (see the Ability 
  Modifiers table on page 4 for details). 
   
  Magic-users can prepare a number of 0-level spells, each day, as 
  noted on the “spells per day” table below. These spells are treated like 
  any other spell, but are not expended when cast and may be used 
  again. 
   
  Magic-User Training:  As a result of their training, all magic-users begin 
  play with the knowledge (arcana) skill in addition to their background 
  skills (see SKILLS for more details). 
   
  Spellbook:  The number of spells that a magic-user has in their 
  spellbook at the beginning of play is equal to the number of spells 
  they can cast at first level plus read magic.  For example, a 1st level 
  magic-user with a 14 intelligence can cast four 0-level spells and two 
  1st level spells (1+1 bonus). So, the character would begin play with a 
  spellbook containing four 0-level and two 1st level spells plus read 
  magic. The spells in the spellbook are chosen by the player and 
  should be approved by the Dungeon Master. 
   
  spells per day 
   
   
  spell level 
  level 
  0 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  1 
  4 
  1 
   
   
   
   
   
   
   
   
  2 
  4 
  2 
   
   
   
   
   
   
   
   
  3 
  4 
  2 
  1 
   
   
   
   
   
   
   
  4 
  4 
  3 
  2 
   
   
   
   
   
   
   
  5 
  4 
  3 
  2 
  1 
   
   
   
   
   
   
  6 
  4 
  3 
  3 
  2 
   
   
   
   
   
   
  7 
  4 
  4 
  3 
  2 
  1 
   
   
   
   
   
  8 
  4 
  4 
  3 
  3 
  2 
   
   
   
   
   
  9 
  4 
  4 
  4 
  3 
  2 
  1 
   
   
   
   
  10 
  4 
  4 
  4 
  3 
  3 
  2 
   
   
   
   
  11 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
   
   
   
  12 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
   
   
   
  13 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
   
   
  14 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
   
   
  15 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
   
  16 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
   
  17 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  20 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
   
   
  
  Player’s Handbook 26 
   
   
  THE ILLUSIONIST (Magic-User) 
  The illusionist’s skill is measured by power, specifically the power to 
  make a mockery of reality. Rare indeed are the illusionists who blur 
  what is with what may be. They ply minds and twist desire with dream 
  and bind it to the world of their creation. In the illusionist’s spells few 
  can unravel the truth from their own fears or desires. Greatly feared for 
  their psychic abilities, the illusionist is heralded as one of the greatest 
  and most mysterious of the magi. 
   
   
  The illusionist utilizes magic to alter perception and reality. Illusion 
  magic deceives the senses, creates false images and sounds, 
  changes sensory qualities, affects the mind, and in some cases, 
  fashions energy into something real. The illusionist is a type of magic-
  user, uncommon and more often than not, underestimated. 
   
   
  Illusionists are greatly valued for their understanding of the mental 
  caprices of most of the intelligent races. They are often found in high 
  places of government and use their skills to enchant people, numbing 
  their senses to the true banalities of kings and princes. Powerful 
  illusionists make soldiers out of brigands, and fools out of soldiers and 
  can, with their magic, empower the rabble to sweep armies from the 
  field. 
   
  A keen intelligence and depth of perception unknown to most men 
  are vital to the illusionist as it reflects their ability to understand the 
  complex relationship between magic, the mundane and the mind, 
  Further, an empathy and even sympathy for those around the 
  illusionist are indispensable for the creation of masterful illusions and 
  the ability to warp others’ perception of reality. 
   
   
  An illusionist may choose any alignment. They are not bound by any 
  creed, culture or religion. They come from all walks of life and, due to 
  their meddling in the minds of others, have a greater empathy for all 
  castes of people than any of the other classes. 
   
   
  Illusionists are generally untrained in martial warfare and are limited in 
  their choice of weapons. In any respect, most illusionists view the use 
  of weapons as vulgar. It takes little intelligence, so they have 
  convinced themselves, to wield a weapon in combat. 
   
  Most all spells require somatic and verbal actions. These often 
  complex gestures and intonations cannot be performed unless the 
  illusionist is free to move and speak. As such, most illusionists wear 
  loose robes or tight fitting clothing.  
   
  level 
  hit dice (d4) 
  bonus to hit (bth) 
  experience points 
  1 
  1 
  0 
  0 
  2 
  2 
  0 
  2,500 
  3 
  3 
  +1 
  5,000 
  4 
  4 
  +1 
  10,000 
  5 
  5 
  +1 
  20,000 
  6 
  6 
  +2 
  37,500 
  7 
  7 
  +2 
  75,000 
  8 
  8 
  +2 
  150,000 
  9 
  9 
  +3 
  250,000 
  10 
  +1 
  +3 
  500,000 
  11 
  +1 
  +3 
  750,000 
  12 
  +1 
  +4 
  1,000,000 
  13 
  +1 
  +4 
  1,250,000 
  14 
  +1 
  +4 
  1,500,000 
  15 
  +1 
  +5 
  1,750,000 
  16 
  +1 
  +5 
  2,000,000 
  17 
  +1 
  +5 
  2,250,000 
  18 
  +1 
  +6 
  2,500,000 
  19 
  +1 
  +6 
  2,750,000 
  20 
  +1 
  +6 
  3,000,000 
   
  Ability Requirements:  Intelligence 9, dexterity 9 
  Hit Die: 
  d4 
  Alignment: 
  Any 
  Weapons: 
  Club, dagger, dart, light crossbow and 
  quarterstaff  
  Armor: 
  None* 
  Abilities: 
  Illusionist spells, illusionist training, resistance to 
  illusions 
   
  * An illusionist may not cast spells in armor. 
   
  Illusionist Spells: An illusionist casts arcane spells much like a magic-
  user but, due to the specialized and inherently different nature of 
  illusion magic, have their own spell list. Each illusionist can cast a 
  limited number of spells from each spell level per day. The table below 
  lists the number of spells per day an illusionist may cast of each spell 
  level. For example, a 5th level illusionist can cast four 0-level, three 1st 
  level, two 2nd level spells and one 3rd level spell. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  An illusionist must prepare spells before casting them by studying from 
  a spellbook. Illusionists may only scribe arcane spells from the illusionist 
  spell list into their spellbooks.  While studying, the illusionist decides 
  which spells to prepare.  
   
  Illusionists can prepare a number of 0-level spells, each day, as noted 
  on the “spells per day” table below. These spells are treated like any 
  other spell, but are not expended when cast and may be used again. 
   
  Spell memorization and descriptions are covered in greater detail in 
  the Magic section beginning on page 60.  Illusionists gain bonus spells 
  for high intelligence scores (see the Ability Modifiers table on page 4 
  for details). 
   
  Illusionist Training:  As a result of their training, all illusionists begin play 
  with the knowledge (arcana) skill in addition to their background skills 
  (see SKILLS for more details). 
   
  Resistance to Illusions:  At 1st level, illusionists gain a +1 bonus to saving 
  throws to resist all illusion/phantasm spells.  At levels 5, 10, 15 and 20 
  this bonus increases by an additional point, to a maximum of +5 at 
  level 20. 
   
  spells per day 
   
   
  spell level 
  level 
  0 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  1 
  4 
  1 
   
   
   
   
   
   
   
   
  2 
  4 
  2 
   
   
   
   
   
   
   
   
  3 
  4 
  2 
  1 
   
   
   
   
   
   
   
  4 
  4 
  3 
  2 
   
   
   
   
   
   
   
  5 
  4 
  3 
  2 
  1 
   
   
   
   
   
   
  6 
  4 
  3 
  3 
  2 
   
   
   
   
   
   
  7 
  4 
  4 
  3 
  2 
  1 
   
   
   
   
   
  8 
  4 
  4 
  3 
  3 
  2 
   
   
   
   
   
  9 
  4 
  4 
  4 
  3 
  2 
  1 
   
   
   
   
  10 
  4 
  4 
  4 
  3 
  3 
  2 
   
   
   
   
  11 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
   
   
   
  12 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
   
   
   
  13 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
   
   
  14 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
   
   
  15 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
   
  16 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
   
  17 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  20 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
   
  Spellbook:  The number of spells that an illusionist has in their spellbook 
  at the beginning of play is equal to the number of spells they can cast 
  at first level plus read magic.  For example, a 1st level illusionist with a 
  14 intelligence can cast four 0-level spells and two 1st level spells (1+1 
  bonus). So, the character would begin play with a spellbook 
  containing four 0-level and two 1st level spells plus read magic. The 
  spells in the spellbook are chosen by player and should be approved 
  by the Dungeon Master. 
  
  Player’s Handbook 27 
   
  THE MONK 
  Adventure is fraught with danger, and most heroes gird themselves 
  with weapons and armor. There are those, however, who reject steel 
  and iron. They instead rely primarily upon their body and mind for 
  survival in combat and hone them into unbreakable weapons of war. 
   
  The monk is devoted to the perfection of the body, and the mastery 
  of mind over body. The monk is an expert in unarmed combat, be it 
  wrestling, boxing, kung fu or any of the other of the myriad martial arts 
  styles. Some monks’ dedication to the martial arts flows from a strong 
  spirituality, and they often live by stringent personal or organizational 
  codes of conduct. Others show only disdain for religion, but look to 
  training and personal perfection to bring their lives meaning. While 
  there is no standard that a monk must follow, they are all devoted to 
  the use of the body as the best of weapons on the field, and the 
  mind’s control of the body as the best weapon of all. 
   
  Monks must attain a perfect balance between physical strength, 
  body mass, and their mental state. When these are in union, the monk 
  has achieved the perfect, unbeatable weapon, but the path to 
  attain this state is difficult and exhausting, and only those with great 
  stamina and fortitude achieve it. 
   
   
  To achieve a harmonious balance in mind and spirit, the monk must 
  not be susceptible to wild urges, emotions, or other distracting mental 
  and physical conditions. A physical and mental harmony and 
  balance must be maintained for them to function at their peak.  As 
  such, they are strict adherents to their codes, masters of the routines 
  necessary to train the body and follow strict regimens to undertake 
  the mental and physical purification to achieve perfect control of the 
  body. 
   
   
  The monk generally prefers to engage only in unarmed combat. 
  However many simple weapons, completely mastered and innocuous 
  in appearance, are used as extensions of the body. These weapons 
  are mirrors of the personal ethos of the monk and their desire to make 
  what appears weak and harmless into something strong and lethal. 
   
   
  Monks eschew the use of bulky and weighty armors, relying instead 
  upon their speed and skill at predicting a foe’s movements and 
  attacks to protect them from harm. 
   
  level 
  hit dice (d8) 
  bonus to hit (bth) 
  experience points 
  1 
  1 
  +1 
  0 
  2 
  2 
  +2 
  2,500 
  3 
  3 
  +3 
  5,000 
  4 
  4 
  +4 
  10,000 
  5 
  5 
  +5 
  20,000 
  6 
  6 
  +6 
  37,500 
  7 
  7 
  +7 
  75,000 
  8 
  8 
  +8 
  150,000 
  9 
  9 
  +9 
  250,000 
  10 
  +2 
  +10 
  500,000 
  11 
  +2 
  +11 
  750,000 
  12 
  +2 
  +12 
  1,000,000 
  13 
  +2 
  +13 
  1,250,000 
  14 
  +2 
  +14 
  1,500,000 
  15 
  +2 
  +15 
  1,750,000 
  16 
  +2 
  +16 
  2,000,000 
  17 
  +2 
  +17 
  2,250,000 
  18 
  +2 
  +18 
  2,500,000 
  19 
  +2 
  +19 
  2,750,000 
  20 
  +2 
  +20 
  3,000,000 
   
  Ability Requirements:  Strength 9, wisdom 9, dexterity 9 
  Hit Die: 
  d8 
  Alignment: 
  Any lawful (lawful good, lawful neutral, or 
   
  lawful evil) 
  Weapons: 
  Blowgun, bows, club, dagger, dart, hand axe, 
  javelin, flail (horseman’s), light crossbow, mace 
  (any), pole arms, quarterstaff, sickle, scythe, 
  shurikens, sling, spear (any) 
  Armor: 
  None* 
  Abilities: 
  Balance, climb, deflect missile, escape artist, fast 
  movement, jump, mind over body, multiple 
  attacks, perception, stealth, stunning attack, 
  unarmed attack, unarmored defense, slow fall, ki 
  strike, purity of body, feign death, fast healing, 
  evasion, still mind, tongues, immunity to poison, 
  quivering palm, speak with plants, timeless body 
   
  *A monk who is more than lightly encumbered or wearing armor loses 
  their deflect missile, fast movement, unarmored defense, slow fall, ki 
  strike, evasion and quivering palms abilities.  They also lose their more 
  favorable rate of Unarmed Attacks per Round (see below). 
   
  Monk Class Abilities 
   
  Level 
  unarmed 
  attacks per 
  round 
  unarmed 
  attack 
  damage 
  unarmored 
  AC 
  fast 
  movement 
  1 
  1 
  1d6 
  10 
  60’ (12”) 
  2 
  1 
  1d6 
  11 
  65’ (13”) 
  3 
  1 
  1d6 
  11 
  65’ (13”) 
  4 
  3/2 
  1d6 
  12 
  70’ (14”) 
  5 
  3/2 
  1d8 
  12 
  75’ (15”) 
  6 
  3/2 
  1d8 
  13 
  75’ (15”) 
  7 
  3/2 
  1d8 
  13 
  80’ (16”) 
  8 
  3/2 
  1d8 
  14 
  85’ (17”) 
  9 
  3/2 
  1d8 
  14 
  85’ (17”) 
  10 
  2 
  1d10 
  15 
  90’ (18”) 
  11 
  2 
  1d10 
  15 
  95’ (19”) 
  12 
  2 
  1d10 
  16 
  95’ (19”) 
  13 
  2 
  1d10 
  16 
  100’ (20”) 
  14 
  2 
  1d10 
  17 
  105’ (21”) 
  15 
  2 
  2d6 
  17 
  105’ (21”) 
  16 
  5/2 
  2d6 
  18 
  110’ (22”) 
  17 
  5/2 
  2d6 
  18 
  115’ (23”) 
  18 
  5/2 
  2d6 
  19 
  115’ (23”) 
  19 
  5/2 
  2d6 
  19 
  120’ (24”) 
  20 
  5/2 
  2d8 
  20 
  125’ (25”) 
   
  Balance (Dexterity):  Monks add their full level bonus when making 
  dexterity checks to balance on narrow or slippery surfaces.   
   
  Monks, like other characters, move at ¼ of their normal movement 
  rate (rounded to the nearest 5’ increment) when balancing.  They may 
  attempt to move at ½ of their movement, rounded to the nearest 5’ 
  increment, but take a -5 penalty to their balance check when doing 
  so.   
   
  Climb (Dexterity):  This ability allows a monk to climb up, down, or 
  across a slope, wall, steep incline (even a ceiling with handholds), or 
  unusually angled natural or man-made slope or incline that others 
  would find impossible to climb.   Monks add their full level bonus to 
  such checks and never need to make a climb check in order to climb 
  natural slopes and man-made inclines, such as a rough ledge or 
  steep steps, at ¼ of their normal movement rate (rounded to the 
  nearest 5’ increment).  A monk may attempt to move at ½ of their 
  movement, rounded to the nearest 5’ increment, while climbing but 
  takes a -5 penalty to his dexterity check when doing so.   
   
  A failed climb check means that the character makes no progress. A 
  check that fails by 5 or more means that the character falls from the 
  currently attained height and suffers falling damage. Nothing can be 
  carried in the hands while climbing.   
   
  Deflect Missiles (Dexterity):  Monks are able to deflect arrows and 
  other non-magical missiles (excluding siege weapon ammunition), 
  including, but not limited to axes, bolas, bolts, bullets, clubs, daggers, 
  darts, throwing hammers, harpoons, javelins, nets, rocks and spears.  
  The monk must have at least one hand empty to use this ability.  
  When a character would normally be hit with a ranged weapon, the 
  character may make a deflect missiles check.  If the result of this 
  check equals or exceeds the attack roll, the monk deflects the 
  weapon and suffers no damage.   
   
  This can be done once a round at levels 1-6, twice per round at levels 
  7-12, three times per round at levels 13-18 and four times per round at 
  level 19 and beyond.  The use of this ability does not prevent a monk 
  from making their allotted attacks per round.  The monk must be 
  aware of the attack to use this ability. 
   
  Escape Artist (Strength or Dexterity):  Due to their training, monks have 
  a knack for escaping bonds, such as ropes, leather thongs, manacles, 
  chains and even straitjackets through feats of contortion and sheer 
  determination.  Monks may add their level bonus to all attempts 
  made to slip such bonds and, if grappled, may add their full level 
  
  Player’s Handbook 28 
   
   
  bonus (rather than ½ their level bonus) to their strength or dexterity 
  check to break the grapple. 
   
  Fast Movement:  Beginning at 2nd level, a monk moves faster than 
  normal members of his race. A monk wearing any armor or shield, or 
  carrying a medium or heavy load loses this extra speed. 
   
  Jump (Strength):  Monks add their full level bonus to all strength 
  checks made when leaping or high jumping.  In addition, their skill at 
  tumbling allows them to treat all falls as if they were 10 feet shorter 
  than they really are when determining damage, so long as the monk 
  is no more than lightly encumbered. 
   
  Mind Over Body:  A monk’s mental mastery over his body imparts a +1 
  bonus to all saving throws versus paralysis, polymorph, petrification, 
  and death attacks. The bonus increases to +2 at 5th level, +3 at 10th 
  level, +4 at 15th level and +5 at 20th level. 
   
  Multiple Attacks: Monks, like fighters, gain the ability to make more 
  than one attack per round.  At levels 1-6 monks are limited to making 
  1 attack each round with armed attacks.  At levels 7-12 monks may 
  make three armed attacks every two rounds.  At level 13-18 monks 
  may make 2 armed attacks per round.  Finally, at level 19 and 
  beyond, monks are able to make 5 armed attacks every two rounds.  
   
  As shown on the Monk Abilities chart on the previous page, monks 
  making unarmed strikes gain multiple attacks as if they were 3 levels 
  higher than their actual level.  As such, a 4th level monk may make 3 
  attacks every 2 rounds.   
   
  Perception (Wisdom):  A monk can hear noises that others might not 
  detect and are keen observers of their surroundings. Monks gain 
  perception as a class ability, rather than common ability, which allows 
  them to add their full level bonus to perception checks.   
   
  Stealth (Dexterity):  Monks can conceal themselves from others and 
  move about with utter silence when they so desire. Monks have 
  stealth as a class ability, rather than common ability, and add their full 
  level bonus to all stealth checks.   
   
  Stunning Attack:  The monk may designate one attack per round as 
  being a stunning attack.  If the monk hits with this attack, his foe must 
  make a constitution saving throw or be stunned, and unable to act, 
  for 1d4 combat rounds.  A missed attempt foils that use of the ability 
  and counts against the monk’s daily limit for such attacks.  Monks may 
  attempt one stunning attack per day for every 4 monk levels they 
  have attained.  As such, they may use one stunning attack per day at 
  levels 1-4, two at levels 5-8, three at levels 9-12, four at levels 13-16 and 
  five at levels 17-20.   
   
  Unarmed Attack:  A monk specializes in unarmed, hand-to-hand 
  combat. A monk gains multiple unarmed attacks and improved 
  unarmed combat damage as he progresses in level, as shown on the 
  Monk Abilities table. The monk may choose whether his unarmed 
  attacks inflict lethal or non-lethal damage.   
   
   
  A monk who combines unarmed strikes with armed attacks in a given 
  round must use their standard rate of attacks for that round and 
  applies the standard Two-Weapon Fighting penalties to such attacks.  
   
  Only monks may parry weapon attacks while unarmed.  
   
  Unarmored Defense: A monk knows how to use his body for defense, 
  and has an inherent armor class that increases with experience as 
  indicated on the table above, so long as they do not use armor or a 
  shield.  Monks wearing bracers of defense (or benefitting from the 
  armor spell) use either their inherent armor class bonus or that 
  provided by the bracers (or spell), whichever is greater.  
   
  Slow Fall:  At 2nd level, a falling monk takes damage as if a fall were 10 
  feet shorter than it actually is, but must be within 10 feet of a vertical 
  surface that he can use to slow the descent.  This distance increases 
  by 10’ for every 2 levels gained to a maximum of 90’ (18”) at level 18.  
  Note that the jump ability reduces the effective falling distance, in all 
  instances, by an additional 10’. 
   
  Ki Strike:  At 3rd level, a monk’s unarmed attack is empowered with ki. 
  This attack can deal damage to a creature as if from a + 1 magic 
  weapon. This ability improves as the monk rises in levels as follows: +2 
  at 6th level, +3 at 9th level, +4 at 12th level and +5 at 15th level and 
  beyond. 
   
  Purity of Body:  At 5th level a monk are not subject to diseases of any 
  sort. 
   
  Feign Death:  At 6th level, a monk has mastery over vital bodily 
  functions, and can slow them until he appears to be dead. The monk 
  may maintain the feigned death for a number of turns equal to the 
  character’s level. 
   
  Fast Healing:  At 7th level and beyond, a monk’s body naturally heals 
  faster than normal. Each day, a monk heals a number of hit points 
  equal to his monk level as long as 8 hours of rest, sleep or meditation is 
  possible.  
   
  Evasion:  At 8th level monks who make their dexterity saving throw 
  against breath weapons, traps or spells such as fireball take no 
  damage instead of half damage.  On a failed save they only take 
  half damage. 
   
  Still Mind:  At 9th level, a monk gains a +2 bonus to saving throws 
  against confusion, charm, fear, and spells that affect the mind. The 
  bonus increases to +4 at 12th level and +6 at level 15.  At level 18 and 
  beyond the monk is immune to all mind-effecting spells. 
   
  Tongues:  10th level monks may converse with all living creatures that 
  are capable of speech, as per the tongues spell. 
   
  Immunity to Poison:  11th level and higher monks are immune to all 
  poisons. 
   
  Quivering Palm: At 14th level, a monk gains a fearsome and fabled 
  attack, the quivering palm. The monk can use the quivering palm 
  attack once per week. The attack must be announced before an 
  attack roll is made. The monk must be of higher level than the target 
  or have more levels than the target’s number of hit dice. If the monk 
  strikes successfully, and the target takes damage from an unarmed 
  attack, the quivering palm succeeds. Thereafter, the monk can 
  choose to try to slay the victim at any later time within 1 round per 
  level of the monk. 
   
   
  The monk merely wills the target to die, and the victim makes a 
  constitution save. If the victim fails, it dies.  This attack has no effect on 
  undead or creatures that can only be struck by magic weapons, 
  unless the monk is able to hit the creature with the ki strike ability. 
   
  Speak with Plants:  By 18th level the monk is so attuned to his 
  surroundings that he may speak with plants at will. 
   
  Timeless Body:  At 20th level the monk is no longer affected by the 
  ravages of age and ignores all ability penalties that have been 
  accrued through aging.  Ability bonuses gained through aging remain 
  and the character’s lifespan is increased 
  considerably 
  (the 
  character’s maximum age is doubled). 
   
  
  Player’s Handbook 29 
   
  THE THIEF 
  Ancient cities with high towers and crumbling walls, sprawling towns 
  along coastal highways, villages, castles, and hamlets – all have one 
  thing in common. They all have thieves in their environs. Their names 
  vary: thieves, rapscallions, cutpurses, confidence men, burglars, 
  pickpockets, highwaymen. Their methods vary as widely as their 
  names, but their goals and the theme of their live are constant. 
  Thieves steal from others. They gather ill-gotten goods for their own 
  pleasure or needs and care not a whit for payment or compensation 
  of those they take from. Thieves make their living in the shadows, 
  through stealth, deceit, and thievery, or at times, in service to some 
  greater purpose known only to them.  
   
   
  The archetypical ne’er-do-well, thieves can be scions of the 
  wealthiest families or simple street urchins. Some make their living by 
  burglary, robbing wealthy merchants and pilfering the goods of 
  many a palace. Others pick the pockets of the unwary, from the 
  simple traveler to the noble lord. Still others find their skills best suited 
  to plundering dungeons, unraveling riddles in dark caves, and 
  stealing treasure from the forgotten places of the world, avoiding the 
  laws and the lawmen of the more civilized areas of the world. 
   
  To perform the many acts of daring a thief manages on a routine 
  basis, they must be exceedingly dexterous. A thief must be nimble of 
  hand and foot. They must be quick of wit and mind.  When perfectly 
  combined into a seamless coordination of mental acumen and 
  hand-eye coordination the thief becomes a foe to be feared and 
  friend never to be trusted. 
   
   
  It is true that there is no honor among these thieves. Every valuable is 
  a potential source of income and every circumstance an 
  enticement to misdeed. Driven by an anarchic soul and outcast’s 
  disdain, few laws are considered sacred and no oath made that is 
  not to be broken. Their only brotherhood is that of their 
  confederations and guilds of like-minded thieves who are as loyal to 
  one another as they are to anything else. They serve the purpose of 
  protection and organized rackets but have little more staying power 
  than the strength of its leadership to manage the unruly and 
  rebellious membership.  There are the rare exceptions to this 
  generally dispiriting lot.  There are burglars who steal only from 
  wealthy and evil overlords, rob dragon’s hordes, or pilfer the 
  treasuries of malicious and cruel tyrants. However, they too are 
  driven by the same forces that inspire others for it takes a wily and 
  willful individual to crawl down dark forbidding corridors and face 
  down dragons for a peek at their hordes.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Thieves try to avoid combat as much as possible. Though not 
  cowardly, they simply find the phrase “better to live and fight 
  another day” more meaningful and applicable than anything to do 
  with honor, pride or recognition of their martial prowess. Further, one 
  might actually die in combat, and that has little value to anyone, 
  especially to the thief in question. As such, their weapons are 
  generally of the smaller variety and not very impressive, being 
  daggers, saps and such or those that can be used from a great 
  distance such as bows, slings and darts.  Neither do thieves have 
  much regard for shields and armors as they hinder movement and 
  make even simple tasks difficult. And, since thieves avoid combat as 
  much as possible, the armor becomes a useless accoutrement in 
  most cases and in a city, attracts more attention than most thieves 
  desire. 
   
  level 
  hit dice (d6) 
  bonus to hit (bth) 
  experience points 
  1 
  1 
  +0 
  0 
  2 
  2 
  +1 
  2,500 
  3 
  3 
  +2 
  5,000 
  4 
  4 
  +2 
  10,000 
  5 
  5 
  +3 
  20,000 
  6 
  6 
  +4 
  37,500 
  7 
  7 
  +4 
  75,000 
  8 
  8 
  +5 
  150,000 
  9 
  9 
  +6 
  250,000 
  10 
  +2 
  +6 
  500,000 
  11 
  +2 
  +7 
  750,000 
  12 
  +2 
  +8 
  1,000,000 
  13 
  +2 
  +8 
  1,250,000 
  14 
  +2 
  +9 
  1,500,000 
  15 
  +2 
  +10 
  1,750,000 
  16 
  +2 
  +10 
  2,000,000 
  17 
  +2 
  +11 
  2,250,000 
  18 
  +2 
  +12 
  2,500,000 
  19 
  +2 
  +12 
  2,750,000 
  20 
  +2 
  +13 
  3,000,000 
   
  Ability Requirements:  Dexterity 9 
  Hit Die: 
  d6 
  Alignment: 
  Any 
  Weapons: 
  Blowgun, broadsword, club, dagger, dart, 
  hammer 
  (throwing), 
  hand 
  axe, 
  hand 
  crossbow, garrote, gauntlet, light crossbow, 
  longsword, mace (horseman’s), quarterstaff, 
  sap, 
  shortbow, 
  shortsword, 
  sling, 
  spiked 
  gauntlet, whip  
  Armor: 
  Light armor only 
  Class Abilities: 
  Backstab, balance, cant, climb, combat 
  sense, disable device, dodge, escape artist, 
  find traps, infiltration, jump, perception, sleight 
  of hands, sneak attack, stealth, decipher 
  script, evasion 
  * A thief who is more than lightly encumbered loses their dodge and 
  evasion abilities. 
   
  Backstab:  Thieves have the ability to capitalize on their foes’ 
  lowered defenses in order to deliver lethal melee attacks.  When 
  attacking a prone, stunned, surprised or unaware defender, or when 
  attacking a defender’s rear facing, thieves gain a +2 bonus to their 
  melee attack rolls and deal an additional 2 points of damage.  The 
  damage bonus increases by 1 point at levels 6, 11 and 16.   
   
  A thief can only use backstab against creatures with a discernible 
  anatomy.  The thief must be able to see the target well enough to 
  pick out a vital spot.  They may only backstab with melee weapons 
  listed on the thief weapon proficiency list. 
   
  Balance (Dexterity):  Thieves add their full level bonus when making 
  dexterity checks to balance on narrow or slippery surfaces.   
   
  Thieves, unlike other characters, move at ½ of their normal 
  movement rate, rounded to the nearest 5’ increment, when 
  balancing.  They may attempt to move at their normal movement 
  rate but suffer a -5 penalty to their balance check when doing so.  At 
  10th level they may balance at their full movement rate without 
  penalty. 
   
  Cant:  Thieves often use a street language known only to those in the 
  “trade.” Code words, hand signals, demeanor, and other signs 
  comprise the language of thieves’ cant and can be used to convey 
  complex ideas. Thief characters gain knowledge (language: cant) as 
  a bonus background skill at the start of play.  The language may vary 
  to some degree both geographically and culturally, making cants 
  unique to each region, city and even within a city. 
   
  Climb (Dexterity):  This ability allows a thief to climb up, down or 
  across a slope, wall, steep incline (even a ceiling with handholds) or 
  unusually angled natural or man-made slope or incline that others 
  would find impossible to climb.   Thieves add their full level bonus to 
  such checks and never need to make a climb check in order to 
  
  Player’s Handbook 30 
   
   
  climb natural slopes and man-made inclines, such as a rough ledge 
  or steep steps.   
  Thieves may climb at ½ of their normal movement rate without 
  penalty.  At 10th level thieves may attempt to climb at their normal 
  movement rate by making a climb check with a -5 penalty. 
   
  A failed climb check means that the character makes no progress. A 
  check that fails by 5 or more means that the character falls from the 
  currently attained height and suffers falling damage. Nothing can be 
  carried in the hands while climbing.   
   
  Combat Sense:  A thief, through years of training (whether that 
  training be formal, guild training or that borne of surviving in squalor 
  and under the constant threat of danger), has an uncanny sense for 
  the presence of foes when in a threatening environment. This 
  reduces the effectiveness of backstab and sneak attacks against 
  thieves.  At 1st level, backstabbed thieves negate the attack and 
  damage bonuses gained against them through the backstab ability 
  of other thieves and assassins.    
   
  At 6th level, thieves gain improved combat sense and can no longer 
  be sneak attacked when surprised.  At 11th level the thief gets 
  greater combat sense and is no longer vulnerable to sneak attacks 
  under any circumstances. 
   
  Disable Device (Dexterity):  A thief can use this ability to open 
  mechanical locks and disable traps, including magical traps, that he 
  has found.  The check penalty is usually equal to the device’s 
  creator, or to the caster level of person who created the magical 
  trap, though the penalty may be modified if exceptional tools or 
  materials are used in the device’s construction. 
   
  Generally, it takes one to four rounds to disarm a device, depending 
  on its complexity. This ability requires the use of a set of thieves’ tools, 
  including picks, blank keys, wires, or other appropriate tools. A thief 
  may only make one attempt per lock or trap.  
   
  A successful check indicates that the lock has been opened or the 
  trap has been disabled.  If a disable device attempt fails when 
  opening a lock, the thief cannot try to open the same lock again 
  until the next level of experience is gained, as it is beyond their ability.  
  Failure to disarm a trap indicates that the thief set off the trap and 
  suffers the trap’s effect. 
   
  To set a trap, or to reset a previously disabled trap, a thief must make 
  a successful disable device check.  If a character is resetting a trap 
  that he previously disabled, the thief gains a +5 bonus to the check. 
   
  Dodge:  Thieves rely upon agility and deftness in order to avoid 
  engaging in toe-to-toe combat with opponents.  While heavy-
  armored fighters and hardy barbarians are able to trade blows in 
  melee, thieves must make the most out of their maneuverability in 
  order to stand a fighting chance in combat.   
   
  A 1st level thief gains a +1 bonus to his armor class, so long as he is 
  unencumbered or carrying a light load.  This bonus improves by +1 at 
  6th level and every 5 levels thereafter, to a maximum of +4 at level 16.   
   
  Escape Artist (Strength or Dexterity):  Thieves have a knack for 
  escaping bonds, such as ropes, leather thongs, manacles, chains 
  and even straitjackets through feats of contortion and sheer 
  determination.  They may add their level bonus to all attempts made 
  to slip such bonds and, if grappled, may add their full level bonus 
  (rather than ½ their level bonus) to their strength or dexterity check to 
  break the grapple. 
   
  Find Traps:  Thieves may make perception checks to search for traps, 
  including magical traps.  To find a trap, a thief spends time intently 
  studying and searching an area to deduce possible trap locations. It 
  takes one round to locate a trap in a specific area such as a lock or 
  a doorknob, and one minute to locate traps in a 5’ by 5’ foot area.  
   
  A successful perception check indicates the thief finds a trap, if one 
  is present. If multiple traps are in an area, the thief’s perception 
  check is applied against all traps in the area.  The check penalty to 
  this perception check is usually equal to the level of the trap’s 
  creator or to the caster level of person who created the magical 
  trap, though the penalty may be modified if exceptional tools or 
  materials are used in a trap’s construction.  If multiple traps are 
  present, apply each check penalty separately against the thief’s 
  single perception check to find traps. 
   
  Infiltration:  Thieves, as unparalleled master burglars, gain a +2 bonus 
  to all disable device and stealth checks they make.  This bonus is 
  added to the thief’s level bonus, and may be combined with racial 
  bonuses to these abilities.   
   
  Jump (Strength):  Thieves add their full level bonus to all strength 
  checks made when leaping or high jumping.  In addition, their skill at 
  tumbling allows them to treat all falls as if they were 10 feet shorter 
  than they really are when determining damage, so long as the thief is 
  no more than lightly encumbered. 
   
  Perception (Wisdom):  A thief can hear noises that others might not 
  detect and, by necessity, are keen observers of their surroundings. 
  Thieves gain perception as a class ability, rather than common 
  ability, which allows them to add their full level bonus to perception 
  checks.   
   
  Sleight of Hands (Dexterity):  All thieves are trained in the arts of 
  legerdemain or sleight of hands.  When making a dexterity check to 
  perform any “sleight of hands” thieves add their level bonus to the 
  roll.  A thief can use this ability to remove the contents of a pocket or 
  pouch (or otherwise take something from a person) without being 
  noticed, by making a sleight of hands check (opposed by their 
  target’s perception check). Success may require the thief to cut the 
  purse or pouch from the target.  
   
  This ability also allows the thief to perform “sleight of hand” 
  maneuvers. A successful sleight of hands check (opposed by their 
  target’s perception check)   indicates the thief has hidden or moved 
  an item in such a manner that observers are not aware of where the 
  item has been hidden. Typical maneuvers include hiding a coin, 
  sliding a card up a sleeve, performing the peanut trick (table tricks), 
  and the like. A penalty to the check may be applied if there is an 
  observer present that is determined to note where an item is moved. 
   
  Sneak Attack:  A thief normally avoids face-to-face combat if 
  possible, preferring instead to use stealth or guile to catch an 
  opponent unaware or off-guard.   
   
  If the thief successfully attacks a surprised or unaware opponent their 
  base weapon damage, excluding all modifiers due to magic, class 
  abilities and/or exceptional strength, is doubled. As the thief gains 
  experience, the damage inflicted increases.  At 4th level, a thief’s 
  sneak attacks deal triple damage.  At 8th level, sneak attacks deal 
  quadruple damage.  At 12th level, a thief’s sneak attacks deal 
  quintuple damage and, at 16th level and beyond, such attacks deal 
  sextuple damage. 
   
  A thief can only sneak attack creatures that have a discernible 
  anatomy.  The thief must be able to see the target well enough to 
  pick out a vital spot.  They may only make sneak attacks with 
  weapons listed on the thief weapon proficiency list. 
   
   
  Stealth (Dexterity):  Thieves can conceal themselves from others and 
  move about with utter silence when they so desire. Thieves have 
  stealth as a class ability, rather than common ability, and add their 
  full level bonus to all stealth checks.   
  Thieves may attempt to move silently at ½ of their normal movement 
  rate, rounded to the nearest 5’ increment, without penalty.  They 
  may attempt to move at their normal movement rate but take a -5 
  penalty to their stealth check when doing so.  At 10th level they may 
  move at their full movement rate without penalty.  All attempts to 
  move silently while running suffer a -20 penalty. 
   
  Decipher Script (Intelligence):  At 4th level the thief gains the ability to 
  decipher writing in an unfamiliar language, a message written in an 
  incomplete or archaic font, or a message written in code. If the 
  check succeeds, the character understands the general content of 
  a piece of writing.  It takes 2d8 minutes to decipher each page of a 
  script.  The attempt may be made only once per writing. 
   
   
  A thief may use this ability to decipher arcane or divines scripts, as 
  per the read magic spell, if a successful check is made with a -10 
  penalty.  This does not permit the thief to cast spells they otherwise 
  could not cast but does allow them to identify the contents of a 
  deciphered scroll. 
   
  Evasion:  At 8th level thieves who make their dexterity saving throw 
  against breath weapons, traps or spells such as fireball take no 
  damage instead of half damage.  On a failed save they only take 
  half damage.   
  
  Player’s Handbook 31 
   
  THE ASSASSIN (Thief) 
  Assassins are the ultimate killers. Through cunning and guile they slay 
  their victims by any means necessary. They can be either heroes or 
  villains. It is all a matter of perspective as they stalk unwary and 
  undeserving victims through grim city streets or gilt palaces, striking 
  them down from behind or poisoning corrupt and evil nobles whose 
  fat fingers dip too far into the public’s coffers. 
   
  Although they are not necessarily evil, they are typically indifferent to 
  the world around them. They view life and death as the natural 
  course of things, and think little on the matter, if at all.   Though not all 
  assassins kill without regret, they do kill for a reason. Whether for pay 
  or personal morality, assassins carry out missions that others find 
  impossible and immoral. 
   
   
  Quick reflexes and swift movements are essential to an assassin’s 
  trade. They must be able to move with speed and grace when going 
  for the kill to avoid detection or a victim’s reaction to their attack. 
  The best of assassins are highly intelligent and focused individuals, 
  capable of undergoing extreme duress and great stress to perform 
  their duties. Whether working in disguise or slinking down back alleys, 
  patience, intelligence and speed are an assassin’s stock and trade. 
   
   
  The assassin’s weapons of choice are many and varied. Their most 
  important and valuable weapons are guile and deceit, patience 
  and willpower, swift action and cunning movements. With these, 
  assassins become the most lethal killers in the world and the most 
  feared and dreaded of foes. 
   
  Ability Requirements:  Intelligence 9, dexterity 9 
  Hit Die: 
  d6 
  Alignment: 
  Any non-good (lawful neutral, lawful evil, 
   
  neutral, neutral evil, chaotic neutral, or chaotic 
   
  evil)  
  Weapons: 
  Blowgun, broadsword, club, dagger, dart, 
  hammer 
  (throwing), 
  hand 
  axe, 
  hand 
  crossbow, garrote, gauntlet, light crossbow, 
  longsword, mace (horseman’s), quarterstaff, 
  sap, 
  shortbow, 
  shortsword, 
  sling, 
  spiked 
  gauntlet, whip   
  Armor: 
  Light armor and small shields* 
  Class Abilities: 
  Backstab, balance, climb, combat sense, death 
  attack, disable device, disguise, dodge, escape 
  artist, find traps, jump, perception, poisons, sleight 
  of hands, sneak attack, stealth 
  * An assassin who is more than lightly encumbered loses their dodge 
  and evasion abilities. 
   
  level 
  hit dice (d6) 
  bonus to hit (bth) 
  experience points 
  1 
  1 
  +0 
  0 
  2 
  2 
  +1 
  2,500 
  3 
  3 
  +2 
  5,000 
  4 
  4 
  +2 
  10,000 
  5 
  5 
  +3 
  20,000 
  6 
  6 
  +4 
  37,500 
  7 
  7 
  +4 
  75,000 
  8 
  8 
  +5 
  150,000 
  9 
  9 
  +6 
  250,000 
  10 
  +2 
  +6 
  500,000 
  11 
  +2 
  +7 
  750,000 
  12 
  +2 
  +8 
  1,000,000 
  13 
  +2 
  +8 
  1,250,000 
  14 
  +2 
  +9 
  1,500,000 
  15 
  +2 
  +10 
  1,750,000 
  16 
  +2 
  +10 
  2,000,000 
  17 
  +2 
  +11 
  2,250,000 
  18 
  +2 
  +12 
  2,500,000 
  19 
  +2 
  +12 
  2,750,000 
  20 
  +2 
  +13 
  3,000,000 
   
  Backstab:  Assassins have the ability to capitalize on their foes’ 
  lowered defenses in order to deliver lethal melee attacks.  When 
  attacking a prone, stunned, surprised or unaware defender, or when 
  attacking a defender’s rear facing, assassins gain a +2 bonus to their 
  melee attack rolls and deal an additional 2 points of damage.  The 
  damage bonus increases by 1 point at levels 6, 11 and 16.   
   
  An assassin can only use backstab against creatures with a 
  discernible anatomy.  The assassin must be able to see the target 
  well enough to pick out a vital spot.  They may only backstab with 
  melee weapons listed on the assassin weapon proficiency list. 
  Balance (Dexterity):  Assassins add their full level bonus when making 
  dexterity checks to balance on narrow or slippery surfaces.   
   
  Assassins, unlike other characters, move at ½ of their normal 
  movement rate, rounded to the nearest 5’ increment, when 
  balancing.  They may attempt to move at their normal movement 
  rate but suffer a -5 penalty to their balance check when doing so.  At 
  10th level they may balance at their full movement rate without 
  penalty 
   
  Climb (Dexterity):  This ability allows an assassin to climb up, down, or 
  across a slope, wall, steep incline (even a ceiling with handholds), or 
  unusually angled natural or man-made slope or incline that others 
  would find impossible to climb.   Assassins add their full level bonus to 
  such checks and never need to make a climb check in order to climb 
  natural slopes and man-made inclines, such as a rough ledge or steep 
  steps.   
   
  Assassins may climb at ½ of their normal movement rate, rounded to 
  the nearest 5’ increment, without penalty.  At 10th level assassins may 
  attempt to climb at their normal movement rate by making a climb 
  check with a -5 penalty. 
   
  A failed climb check means that the character makes no progress. A 
  check that fails by 5 or more means that the character falls from the 
  currently attained height and suffers falling damage. Nothing can be 
  carried in the hands while climbing.   
   
  Combat Sense:  An assassin, through years of training (whether that 
  training be formal, guild training or that borne of surviving in squalor 
  and under the constant threat of danger), has an uncanny sense for 
  the presence of foes when in a threatening environment.  This reduces 
  the effectiveness of backstab and sneak attacks against assassins.  
  At 1st level, backstabbed assassins negate the attack and damage 
  bonuses gained against them through the backstab ability of other 
  assassins and thieves.    
   
  At 6th level, assassins gain improved combat sense and can no longer 
  be sneak attacked when surprised.  At 11th level the assassin gets 
  greater combat sense and is no longer vulnerable to sneak attacks 
  under any circumstances. 
   
  Death Attack:  When attacking an unaware target, an assassin may 
  attempt to deliver a death attack rather than deal sneak attack 
  damage.   
   
  To do so, the assassin must study his target for 3 rounds without that 
  target noticing him.  While studying a victim, an assassin can move or 
  ready items, but must stay focused on the target.  After completing 3 
  rounds of study the assassin must attack within the next 6 rounds (1 
  minute) in order to use this ability.  Once the victim has been studied, 
  the assassin must deliver the attack with a weapon capable of 
  harming the target and must deliver that attack while the target is 
  caught unawares.  Only 1 death attack may be attempted per round. 
   
  An assassin can only use a death attack against living creatures that 
  have a discernible anatomy, must be able to see the target well 
  enough to pick out a vital spot and must be able to reach it. 
   
  The victim of such an attack must make a constitution saving throw 
  with the assassin’s level serving as the check penalty. If the victim fails 
  the save, they are automatically reduced to a number of negative 
  points equal to the number by which they failed their save.  As such if 
  the target failed his saving throw by 8, he would be reduced to -8 hit 
  points.  Any target brought to -10 or fewer hit points is instantly killed by 
  the death attack. 
   
   
  If a death attack is attempted but the victim succeeds at his saving 
  throw the victim takes normal damage and will almost certainly be 
  aware of the assassin’s status as an enemy. If the assassin attacks and 
  misses (and the target is not aware of the attack), or if the assassin 
  does not launch the attack within 6 rounds of completing the study, 3 
  new rounds of study are required before another death attack 
  attempt can be made.   
   
  Disable Device (Dexterity):  An assassin can use this ability to open 
  mechanical locks and disable traps, including magical traps, that he 
  has found.  The check penalty is usually equal to the device’s 
  creator, or to the caster level of person who created the magical 
  trap, though the penalty may be modified if exceptional tools or 
  materials are used in the device’s construction. 
   
  Generally, it takes one to four rounds to disarm a device, depending 
  on its complexity. This ability requires the use of a set of thieves’ tools, 
  
  Player’s Handbook 32 
   
   
  including picks, blank keys, wires, or other appropriate tools. An 
  assassin may only make one attempt per lock or trap.  
   
  A successful check indicates that the lock has been opened or the 
  trap has been disabled.  If a disable device attempt fails when 
  opening a lock, the assassin cannot try to open the same lock again 
  until the next level of experience is gained, as it is beyond their ability.  
  Failure to disarm a trap indicates that the assassin set off the trap and 
  suffers the trap’s effect. 
   
  To set a trap, or to reset a previously disabled trap, an assassin must 
  make a successful disable device check.  If a character is resetting a 
  trap that he previously disabled, the assassin gains a +5 bonus to the 
  check. 
   
  Disguise (Charisma):  With a successful check, assassins can disguise 
  themselves or impersonate people. The ability allows the assassin to 
  impersonate general types of people, as well as individuals, so long as 
  the impersonated human or demihuman is of the same size category 
  as the assassin.  
   
   
  The effort requires a few props, makeup, and 1d3 turns of work for a 
  general impersonation. The Dungeon Master makes the character’s 
  disguise check secretly so that the character is not sure of its success. 
  The following penalties are applied to a disguise check when 
  appropriate: sex difference (-2), race difference (-2), 10% height or 
  weight difference (-2), and age difference (-2 per age category of 
  difference).  If an assassin is impersonating a particular individual, all 
  who know that individual make a perception check to detect the 
  disguise. If the observer recognizes the impersonated individual on 
  sight, the check is made at +2. If the observer is a friend or close 
  associate, the check is made at +4. 
   
  To aid in their use of disguises, assassins who select knowledge 
  (language) skills may learn languages that are normally barred to other 
  characters.  They may learn the following “secret” languages in 
  addition to those typically available to characters of their race and 
  class:  cant, druidic, and other, campaign-specific, secret tongues. The 
  knowledge of these secret or esoteric tongues can prove useful in 
  affecting an effective disguise and an intelligent assassin is wise to 
  learn them.   
   
  Dodge:  Assassins rely upon agility and deftness in order to avoid 
  engaging in toe-to-toe combat with opponents.  While heavy-armored 
  fighters and hardy barbarians are able to trade blows in melee, 
  assassins must make the most out of their maneuverability in order to 
  stand a fighting chance in melee.   
   
  A 1st level assassin gains a +1 bonus to his armor class, so long as he is 
  unencumbered or carrying a light load.  This bonus improves by +1 at 
  6th level and every 5 levels thereafter, to a maximum of +4 at level 16.   
   
  Escape Artist (Strength or Dexterity):  Assassins have a knack for 
  escaping bonds, such as ropes, leather thongs, manacles, chains 
  and even straitjackets through feats of contortion and sheer 
  determination.  They may add their level bonus to all attempts made 
  to slip such bonds and, if grappled, may add their full level bonus 
  (rather than ½ their level bonus) to their strength or dexterity check to 
  break the grapple. 
   
  Find Traps:  Assassins may make perception checks to search for 
  traps, including magical traps.  To find a trap, an assassin spends time 
  intently studying and searching an area to deduce possible trap 
  locations. It takes one round to locate a trap in a specific area such 
  as a lock or a doorknob, and one minute to locate traps in a 5’ by 5’ 
  foot area.  
   
  A successful perception check indicates the assassin finds a trap, if 
  one is present. If multiple traps are in an area, the assassin’s 
  perception check is applied against all traps in the area.  The check 
  penalty to this perception check is usually equal to the level of the 
  trap’s creator or to the caster level of person who created the 
  magical trap, though the penalty may be modified if exceptional 
  tools or materials are used in a trap’s construction.  If multiple traps 
  are present, apply each check penalty separately against the 
  assassin’s single perception check to find traps. 
   
  Jump (Strength):  Assassins add their full level bonus to all strength 
  checks made when leaping or high jumping.  In addition, their skill at 
  tumbling allows them to treat all falls as if they were 10 feet shorter 
  than they really are when determining damage, so long as the 
  assassin is no more than lightly encumbered. 
   
  Perception (Wisdom):  An assassin can hear noises that others might 
  not detect and, by necessity, are keen observers of their surroundings. 
  Assassins gain perception as a class ability, rather than common ability, 
  which allows them to add their full level bonus to perception checks.   
   
  Poisons (Intelligence):  An assassin with this ability can identify and use 
  poisons and antitoxins. An assassin can identify a poison or antitoxin on 
  a successful check.  An assassin’s training in the use of poison means 
  that an assassin never risks accidental poisoning when applying poison 
  to a blade. Moreover, assassins train with poisons of all types, and they 
  slowly grow more resistant to their effects. This is reflected by a + 1 
  bonus to poison saving throws that is gained at 3rd level.  This bonus 
  increases by 1 point at levels 9 and 15. 
   
   
  At 9th level, an assassin gains the ability to make poisons and antitoxins.  
  To make a poison or antitoxin, the assassin needs some alchemical 
  equipment and raw materials costing one half of the street value of 
  the poison or antitoxin to be made. 
   
  Sleight of Hands (Dexterity):  An assassin can use this ability to remove 
  the contents of a pocket or pouch (or otherwise take something from a 
  person) without being noticed, by making a sleight of hands check 
  (opposed by their target’s perception check). Success may require the 
  assassin to cut the purse or pouch from the target.  
   
  This ability also allows the assassin to perform “sleight of hand” 
  maneuvers. A successful sleight of hands check (opposed by their 
  target’s perception check) indicates the assassin has hidden or moved 
  an item in such a manner that observers are not aware of where the 
  item has been hidden. Typical maneuvers include hiding a coin, sliding 
  a card up a sleeve, slipping poison into a person’s drink, performing the 
  peanut trick (table tricks), and the like. A penalty to the check may be 
  applied if there is an observer present that is determined to note where 
  an item is moved. 
   
   
  Sneak Attack:  An assassin normally avoids face-to-face combat if 
  possible, preferring instead to use stealth or guile to catch an 
  opponent unaware or off-guard.   
   
  If the assassin successfully attacks a surprised or unaware opponent 
  their base weapon damage, excluding all modifiers due to magic, 
  class abilities and/or exceptional strength, is doubled.  As the assassin 
  gains experience, the damage inflicted increases.  At 4th level, an 
  assassin’s sneak attacks deal triple damage.  At 8th level, their sneak 
  attacks deal quadruple damage.  At 12th level, an assassin’s sneak 
  attacks deal quintuple damage and, at 16th level and beyond, such 
  attacks deal sextuple damage. 
   
  An assassin can only sneak attack creatures that have a discernible 
  anatomy.  The assassin must be able to see the target well enough to 
  pick out a vital spot. They may only make sneak attacks with 
  weapons listed on the assassin weapon proficiency list. 
   
   
  Stealth (Dexterity):  Assassins can conceal themselves from others and 
  move about with utter silence when they so desire. Assassins have 
  stealth as a class ability, rather than common ability, and add their full 
  level bonus to all stealth checks.   
   
  Assassins may attempt to move silently at ½ of their normal 
  movement rate, rounded to the nearest 5’ increment, without 
  penalty.  They may attempt to move at their normal movement rate 
  but take a -5 penalty to their stealth check when doing so.  At 10th 
  level assassins may move at their full movement rate without penalty. 
  All attempts to move silently while running suffer a -20 penalty. 
  
  Player’s Handbook 33 
   
  Multiclassed Characters  
  A multiclassed character improves in two classes simultaneously, and his experience points are always divided equally between these two classes. In 
  all instances a multiclassed character’s level is equal to his level in each class (i.e.  a multiclassed 3rd level fighter/magic-user is a 3rd level character 
  with a +3 level bonus to saving throws, class abilities, and skill checks). The character can use the abilities of either class at any time, with only a few 
  restrictions. When creating a multiclassed character, use the following guidelines: 
  1. 
  The character’s hit points are the average of his hit die rolls for each class. When the character is first created, the player totals the maximum hit 
  points for each class and divides that total by 2.  Any constitution bonus or penalty is then applied to the character’s averaged hit points.  At 
  10th level and beyond average the bonus hit points for both classes. If this average winds up being a fractional number, round it down at odd 
  levels and up at even levels. 
  2.   Class combinations may be restricted by race and by alignment.  Multiclassed barbarians are literate. 
  3. 
  The multiclass options listed below only show primary class combinations.  Characters may also choose to multiclass using secondary classes of 
  each listed primary class, so long as the chosen secondary class is permitted by race and alignment.   
  4. 
  As shown by the Permitted Multiclass Options table below the character may not multiclass in a primary class and one of its secondary classes, 
  or with two secondary classes of the same primary class (i.e. Paladin/Rangers, CLERIC/Druids, and THIEF/Assassins are not permitted). 
  5.  
  The character must meet each class’s ability requirements. 
  6. 
  Multiclassed characters use the better Bonus to Hit (BtH) value of the two classes. 
  7. 
  Multiclassed characters use the least restrictive weapon and armor lists of the two classes, but suffer all penalties to class abilities (such as the 
  inability to cast arcane spells while armored) related to armor use.   
  9. 
  When determining starting funds, multiclass characters use the more advantageous die range of the two classes. 
  10. All experience points are always divided equally between the two chosen classes.  Once a character acquires enough experience points to 
  progress in level, they progress simultaneously in both classes. 
  11. Multiclassed characters have a level bonus to ability checks that is equal to their level in each class (the levels in these classes are not totaled 
  when determining the character’s class level).  If both classes share a class ability that provides a static bonus (rather than level bonus) to an 
  ability check do not combine these static bonuses, but use the better applicable bonus. 
   
  Permitted Multiclass Options 
  racial stock of character 
  options 
  dwarf 
  elf 
  gnome 
  half-elf 
  halfling 
  half-orc 
  human 
  CLERIC/FIGHTER 
  yes 
  yes 
  yes 
  yes 
  yes 
  yes 
  yes 
  CLERIC/MONK 
  no 
  no 
  no 
  yes 
  no 
  yes 
  yes 
  CLERIC/THIEF 
  yes 
  yes 
  yes 
  yes 
  yes 
  yes 
  yes 
  CLERIC/MAGIC-USER 
  no 
  yes 
  yes 
  yes 
  no 
  yes 
  yes 
  FIGHTER/MONK 
  no 
  no 
  no 
  yes 
  no 
  yes 
  yes 
  FIGHTER/THIEF 
  yes 
  yes 
  yes 
  yes 
  yes 
  yes 
  yes 
  FIGHTER/MAGIC-USER 
  no 
  yes 
  yes 
  yes 
  no 
  yes 
  yes 
  MAGIC-USER/THIEF 
  no 
  yes 
  yes 
  yes 
  no 
  yes 
  yes 
  MAGIC-USER/MONK 
  no 
  no 
  no 
  yes 
  no 
  yes 
  yes 
  MONK/THIEF 
  no 
  no 
  no 
  yes 
  no 
  yes 
  yes 
   
  Split-Classed Characters
  A player who plays a single-classed character may, eventually, wish to 
  broaden that character’s capabilities by having their character 
  advance in another character class.   
  Unlike 
  multiclassing, 
  which 
  requires 
  a 
  character 
  to 
  advance 
  simultaneously in two character classes, split-classing allows a single-
  classed character to end their advancement in one character class in 
  order to begin advancement in another character class.   
  Any single-classed character may split-class. A multiclassed character 
  may not split-class, nor may a split-classed character multiclass. You must 
  transition from a single class to another, single class when deciding to 
  split-class.   
  Split-classed characters do not face as many restrictions as multiclassed 
  characters when it comes to choosing another adventuring career. The 
  character must meet the ability requirements of their new class and be 
  eligible to take that class (based on his race, background, and 
  alignment).   
   
  Example:  A fighter wishing to split-class as an assassin must have a 
  strength, intelligence, and dexterity of 9 or more, and may not be of 
  good alignment.   
   
  The character must reach 2nd level in one class before switching to 
  another.  In addition, all characters may advance in a maximum of 3 
  different classes through split-classing. 
  Once a character begins training in a newly chosen class, he must halt 
  his advancement in whatever class or classes he formerly progressed in.  
  1st level in the newly chosen class is not gained until the character gains 
  additional experience points equal to those needed to achieve his 
  current character level (the total levels acquired in all of his classes) in his 
  new career.    
   
  Example:  A 7th level thief (with 75,000 experience points) who begins 
  fighter-training will not gain a fighter level until he earns enough 
  experience points to become an 8th level character (a total of 
  150,000 experience points).  At that point he will be a split-classed 
  thief 7-fighter 1.   
   
  As noted above, split-classed characters total the class levels acquired in 
  all of their classes to determine their character level.  Character level is 
  used to determine the character’s level bonus to all saving throws and 
  skill checks, and is used to determine the number of experience points 
  needed to reach next level.  His current class determines the hit die type 
  rolled for hit points.  The BtH bonuses for all classes are totaled when 
  determining the character’s combat bonus to hit.   
  The class level in each class determines the character’s class abilities for 
  that class, including the character’s available spells and caster level, 
  where applicable.  Class level also indicates his level bonus when using 
  class abilities for a chosen class.  A split-classed character that shares a 
  class ability between two or more of their chosen classes may total their 
  class levels in those classes when determining their level modifier for those 
  abilities.   
   
  Example:  A split-classed monk 3-thief 3 would get a +6 bonus to his 
  climb checks because both classes possess the climb class ability. 
   
  Characters with class abilities that are also common abilities (i.e.  
  balance, climb, perception, stealth) may add both level bonus and ½ 
  level bonuses, as applicable. 
   
  Example:  A split-classed thief 5-magic-user 2 would get a +5 level 
  bonus to his climb checks, due to his 5 thief levels (climb is a class 
  ability for thieves) and a +1 bonus due to his 2 magic-user levels 
  (climb is a common ability for magic-users, so the character applies 
  ½ his magic-user levels as a bonus to climb checks).  
   
  Once a split-classed character reaches a character level of 9 or greater, 
  the experience needed to progress in level becomes a set amount 
  (250,000 experience points). As such, the character must gain 250,000 
  experience points per character level beyond 9th.  Additionally, at 
  character level 10 and higher, the character no longer rolls hit dice but 
  gains the bonus hit points of the class that he is currently advancing in. 
  Split-classed casters are still restricted with regards to the armor that they 
  may wear and cast spells.  As such, a split-classed bard cannot wear 
  medium or heavy armor when spellcasting, while a split-classed magic-
  user may not wear any armor while spellcasting.   
  Split-classed characters with a class ability that provides a static bonus to 
  an ability check (rather than a level bonus) in more than one of their 
  chosen classes do not combine these static bonuses, but use the best 
  applicable bonus. 
  Finally, a character may choose to resume advancement in a previously 
  chosen class, but follows the procedures listed above for advancing in 
  character level. 
  
  Player’s Handbook 34 
   
   
   
  ALIGNMENT 
  After choosing both a race and class for their character, the player 
  must choose an alignment for that character. In some cases, 
  particularly for characters such as druids, monks and paladins, the 
  choice of alignment may be limited. 
  Alignment represents where a character falls in terms of the ever-
  present battle between good and evil. Along the law/chaos axis, it 
  also represents how the character approaches such issues.  
  Alignment is more than a philosophy; evil and good are palpably real 
  in the game world. An evil person bears the poison of his alignment in 
  his very soul, and magic spells can even be used to detect the stain of 
  it. In general, the good alignments will work together, although there 
  will be misunderstandings and disputes between those of differing 
  good alignments.  
  Relationships between those of evil alignments will generally be based 
  on power and fear, although many evil-aligned individuals or 
  monsters are natural followers, not seeking to usurp power as much as 
  they will seek to ally themselves with and serve the most powerful. The 
  moral dictates of alignment are not tied to culture in any way; they 
  are objective reality. If a barbarian comes from a society that kills the 
  weak, he is evil if he accedes to the practice, even though it is 
  considered necessary or beneficial in that culture. Such a culture is 
  evil. 
   
  THE NINE ALIGNMENTS 
  Nine distinct alignments define all the possible combinations of the 
  law–chaos axis with the good–evil axis.  Remember that individuals 
  vary from this norm, and that a given character may act more or less 
  in accord with his alignment from day to day. Use these descriptions 
  as guidelines, not as scripts. 
   
  Lawful Good, “Crusader”: A lawful good character acts as a good 
  person is expected or required to act. He combines a commitment to 
  oppose evil with the discipline to fight relentlessly. He normally tells the 
  truth, keeps his word, helps those in need, and speaks out against 
  injustice. A lawful good character hates to see the guilty go 
  unpunished. Lawful good characters seek to combine the values of 
  both honor and compassion. 
   
  Neutral Good, “Benefactor”: A neutral good character does the best 
  that a good person can do. He is devoted to helping others. He might 
  work with or on behalf of kings and magistrates, but does not feel 
  beholden to them if he feels that they are not serving the cause of 
  good. Neutral good characters value doing what is good without a 
  particular bias for or against order (or laws). 
   
  Chaotic Good, “Rebel”: A chaotic good character acts as his 
  conscience directs him, with little regard for what others might expect. 
  He makes his own way, but is generally kind and benevolent. He 
  believes in goodness and personal honor, but has little use for laws 
  and regulations.  
  Such a character disdains those who seek to intimidate others and tell 
  them what to do. He follows his own moral compass, which, although 
  good, may not agree with that of society.  Chaotic good characters 
  value the combination of a good heart with a free spirit. 
   
  Lawful Neutral, “Judge”: A lawful neutral character acts as law, 
  tradition, or a personal code directs him. Order and organization are 
  paramount. He may believe in personal order and live by a code or 
  standard, or might believe in order for all, favoring a strong, organized 
  government. 
  Lawful neutral characters value reliability and honor, and some can 
  be quite zealous about forcing these attributes onto society or other 
  individuals. 
    
  Neutral: A neutral character has no allegiance to either good vs. evil 
  or law vs. chaos. Most neutral characters exhibit a lack of conviction 
  or bias rather than a commitment to neutrality. These normally think of 
  good as preferable to evil - after all, they would rather have good 
  neighbors and rulers than evil ones. Still, such characters are not 
  personally committed to upholding good in any abstract or universal 
  way, especially when there is treasure to be had. 
  Some neutral characters, on the other hand, are morally committed 
  to neutrality. They see good, evil, law, and chaos as prejudices and 
  dangerous extremes, advocating and supporting neutrality as the 
  best, most balanced road in the long run. 
   
  Chaotic Neutral, “Free Spirit”: A chaotic neutral character follows his 
  whims. He is an individualist first and last. He values his own liberty but 
  doesn’t strive to protect others’ freedom. He avoids authority, resents 
  restrictions, and challenges traditions.  
  A 
  chaotic 
  neutral 
  character 
  does 
  not 
  intentionally 
  disrupt 
  organizations as part of a campaign of anarchy. To do so, he would 
  have to be motivated either by good (and a desire to liberate others) 
  or evil (and a desire to make those different from himself suffer). A 
  chaotic neutral character may be unpredictable, but his behavior is 
  not totally random.  
   
  Lawful Evil, “Dominator”: A lawful evil villain methodically takes what 
  he wants within the limits of his code of conduct without regard for 
  whom it hurts. He cares about tradition, loyalty, and order but not 
  about freedom, dignity, or life. He plays by the rules but without mercy 
  or compassion. He is comfortable in a hierarchy and would like to rule, 
  but is willing to serve. He condemns others not according to their 
  actions but according to race, religion, homeland, or social rank. He is 
  loath to break laws or promises.  
  This reluctance comes partly from his nature and partly because he 
  depends on order to protect him from those who oppose him on 
  moral grounds. Some lawful evil characters have particular taboos, 
  such as not killing in cold blood (but having underlings do it) or not 
  letting children come to harm (if it can be helped). 
  They imagine that these compunctions put them above unprincipled 
  villains. Some lawful evil people and creatures commit themselves to 
  evil with a zeal like that of a crusader committed to good. Beyond 
  being willing to hurt others for their own ends, they take pleasure in 
  spreading evil as an end unto itself. They may also see doing evil as 
  part of a duty to an evil deity or master. Lawful evil is sometimes called 
  “diabolical,” because devils are the epitome of lawful evil. 
   
  Neutral Evil, “Malefactor”: A neutral evil villain does whatever he can 
  get away with. He is out for himself, pure and simple. He sheds no 
  tears for those he kills, whether for profit, sport, or convenience. He has 
  no love of order and holds no illusion that following laws, traditions, or 
  codes would make him any better or nobler. On the other hand, he 
  doesn’t have the restless nature or love of conflict that a chaotic evil 
  villain has. Some neutral evil villains hold up evil as an ideal, 
  
  Player’s Handbook 35 
   
  committing evil for its own sake. Most often, such villains are devoted 
  to evil deities or secret societies. 
   
  Chaotic Evil, “Destroyer”: A chaotic evil character does whatever his 
  greed, hatred, and lust for destruction drive him to do. He is hot-
  tempered, vicious, arbitrarily violent, and unpredictable. If he is simply 
  out for whatever he can get, he is ruthless and brutal. If he is committed 
  to the spread of evil and chaos, he is even worse. His plans may be 
  worked out well in advance, but their implementation will often be 
  haphazard, and any group he forms is likely to be poorly organized. 
  Typically, chaotic evil creatures can be made to work together only by 
  force, and their leader lasts only as long as he can thwart attempts to 
  topple or assassinate him. Chaotic evil is sometimes called “demonic” 
  because demons are the epitome of chaotic evil. 
  Chaotic evil represents the destruction not only of beauty and life but 
  also of the order on which beauty and life depend. 
   
  Non-Aligned Creatures  
  In addition to the alignments above, some things - particularly 
  unintelligent monsters and animals - never bother with moral and ethical 
  concerns. For these creatures, alignment is simply not applicable and 
  always detects as neutral. A dog, even a well-trained one, is neither 
  good nor evil, lawful nor chaotic. It is simply a dog.  
   
  ALIGNMENT GRAPH 
   
   
  Changing Alignment 
  It is possible for a player to change his character's alignment after the 
  character is created, either by action or choice.  Most often the 
  character's alignment will change because his actions are more in line 
  with a different alignment. This can happen if the player is not paying 
  attention to the character and his actions, or if the player actively 
  wishes to change the alignment of their character.  In such instances, 
  the character gradually assumes an alignment that better suits his 
  actions and motives. 
   
  There are also magical effects that can change a character's 
  alignment. Rare and cursed magical items can instantly alter a 
  character's alignment. Powerful artifacts may slowly erode a character's 
  determination and willpower, causing subtle shifts in behavior. Spells can 
  compel a character to perform actions against his will but rarely have 
  the power to outright alter alignment. 
  Certain character classes require specific alignments. A paladin who is 
  no longer lawful good is no longer a paladin. A character may have 
  magical items usable only to specific alignments (intelligent swords, 
  etc.). Such items don't function (and may even prove dangerous) in the 
  hands of a differently aligned character.  
  There will be times when the DM, especially if he is clever, creates 
  situations to test the character's resolve and ethics. But finding the right 
  course of action within the character's alignment is part of the fun and 
  challenge of role-playing. 
   
   
   
   
   
   
   
   
   
   
   
   
  RELIGION 
  In fleshing out the character, it helps to choose a deity or pantheon of 
  deities whom the character calls upon (or even curses) in times of 
  need. A deity adds a depth to the character that cannot be 
  captured in any other way. 
   
   
  Choice of a deity is not required. Yet, in a world of fantasy where 
  deities are presumed to exist, it is an oft-overlooked aspect of 
  character creation. Players should consult with their Dungeon Master 
  when choosing their deities. You should not feel restricted to the 
  mantra of having one deity, or even a named deity. The ancient 
  Athenians, for example, paid homage to Athena, but they sacrificed 
  and even called upon Poseidon before they crossed the sea.  
   
   
  Polytheistic societies tend to be open in their religious devotion, with 
  gods rising and waning in power. In monotheistic societies, one deity 
  reigns supreme. Animistic societies turn to a host of spirits for their 
  explanations of the world. In short, take into consideration the kind of 
  religious society the character comes from. Consult with the Dungeon 
  Master to work out what is best for the theme of the game and the 
  idea of the character, and choose accordingly.  
   
   
  Clerics and druids draw their power from the deity, pantheon of 
  deities or whatever supernatural forces they have allegiance to. In 
  choosing a deity, consultation with the DM is necessary to learn more 
  about a particular deity or pantheon and what benefits they can give 
  a cleric as well as what is required of that cleric. Though clerics are 
  restricted in their choice of weapons, most clerics can wield a 
  weapon similar to that of their deity or from the pantheon worshipped 
  even if that weapon does not appear on the cleric weapon list.  
   
   
  The cleric and druid must hold true to the common belief system of 
  their deity. They must be have an alignment that is close to their 
  deity’s and possess the same worldview. A cleric who pays homage 
  to a goddess of wisdom should not approach problem-solving with 
  unreasoned violence, but rather with calm and wisdom. A druid who 
  needlessly destroys flora and fauna is certainly breaking a covenant 
  with their deity. Clerics and druids who break with their deity or act 
  against them are denied their spells and abilities. 
   
   
  Clerics, and even some druids, require holy symbols or icons 
  representing their deities or the supernatural powers. These symbols 
  serve as a conduit between the deity and the character. They range 
  in size, shape and form, and can be worn as necklaces, pendants, 
  bracelets, rings or any other jewelry.  
   
  Rods, staves, wands, scepters and even weapons can serve as holy 
  symbols. The shape and design of the symbol should be limited only 
  by the type of deity, style of game, and the imagination of the player. 
   
   
   
   
   
   
   
   
   
  
  Player’s Handbook 36 
   
   
  CHARACTER BACKGROUND 
  After you have selected your character’s race, class, alignment and 
  religious affiliations you may want to fill in the finer details of your 
  character. You are not required to do so, but there are many 
  situations in which this information is vital or useful to roleplaying. 
   
  The sex and name of your character are up to you. Your character 
  can be of the same sex as yourself or of the opposite sex.  Some 
  people feel it is important to know whether their character is right- or 
  left-handed. Actually, this has no bearing on the play of the game, 
  since all characters are assumed to be reasonably competent with 
  either hand (that doesn't mean everyone is trained to fight with two 
  weapons).  
   
  CHARACTER HEIGHT & WEIGHT 
  On occasion it may be useful to know your character's height and 
  weight. Typically these values are determined by the player, using the 
  racial descriptions provided in the CHARACTER RACES section. 
  Otherwise, heights and weights can be generated randomly using the 
  table below.  The table only reproduces a fairly average range for 
  each race. Heights and weights for demihuman races not listed on 
  the table must be decided by your DM.  
  Females tend to be lighter and shorter than males. Thus, the base 
  numbers for height and weight are divided into male/female values. 
   
  race 
  base height 
  modifier 
  base weight 
  modifier 
  dwarf 
  3’9” or 3’6” 
  +2d4” 
  130 lb. or 100 lb. 
  +8d6 lb. 
  elf 
  4’6” or 4’3” 
  +2d6” 
  85 lb. or 75 lb. 
  +6d6 lb. 
  gnome 
  3’ or 2’10” 
  +2d4” 
  50 lb.  or 45 lb. 
  +5d6 lb. 
  half-elf 
  4’9” or 4’6” 
  +2d8” 
  100 lb. or 80 lb. 
  +8d8 lb. 
  halfling 
  2’6” or 2’3” 
  +2d6” 
  40 lb. or 30 lb. 
  +5d6 lb. 
  half-orc 
  4’9” or 4’6” 
  +2d12” 
  130 lb. or 100 lb. 
  +12d8 lb. 
  human 
  4’9” or 4’6” 
  +2d10” 
  120 lb. or 90 lb. 
  +10d8 lb. 
   
  CHARACTER AGE 
  At the onset of each and every character’s creation it is necessary 
  that you establish his age. For player characters and henchmen you 
  must use the appropriate table. You may do the same for other 
  characters, or you may assign age as you see fit in light of the milieu 
  you have developed. 
   
   
  class (or secondary class thereof) 
  race 
  cleric 
  fighter 
  magic-user 
  monk 
  thief  
  dwarf  
  75+4d10 
  20+5d4 
  - 
  - 
  35+5d6 
  elf 
  150+2d% 
  25+2d% 
  75+2d% 
  - 
  50+2d% 
  gnome  
  75+5d10 
  20+5d10 
  75+5d10 
  - 
  35+5d10 
  half-elf 
  18+2d4 
  15+2d6 
  20+4d6 
  20+2d4 
  18+2d4 
  halfling 
  24+3d6 
  16+4d6 
  - 
  - 
  16+4d6 
  half-orc 
  16+2d4 
  13+1d6 
  20+2d6 
  20+1d4 
  20+2d4 
  human 
  18+1d4 
  15+1d6 
  20+2d6 
  20+1d4 
  18+1d4 
  *for multiclassed characters use the column that generates the 
  highest starting age.   
   
   
  Once character age is established, you must keep track of it from 
  game year to game year.  To normal game years must be added any 
  of the various unnatural causes of aging. These effectively add years 
  to the character's age. The effects of aging are given in the next 
  section. The maximum age of any character is likewise explained.  
   
  Aging:  In order to establish the overall effects of age, it is necessary to 
  establish a number of standard age brackets for each race of 
  characters (see the Age Categories table below for details). When 
  age category is established, modify ability scores accordingly, making 
  each change progressively from young adulthood, all additions and 
  subtractions being cumulative. No ability score may exceed its racial 
  maximum due to aging effects. 
   
   
  age categories 
   
   
   
   
   
   
  race 
  young 
  adult 
  mature 
  middle-
  aged 
  old 
  venerable 
  dwarf 
  25-50 
  51-150 
  151-250 
  251-350 
  351 -500 
  elf, high 
  25-175 
  176-550 
  551-800 
  801-1200 
  1201-1600 
  gnome 
  25-90 
  91-300 
  301-400 
  401–600 
  601-800 
  half-elf 
  15-40 
  41-100 
  101-175 
  176-250 
  251-350 
  halfling 
  18-32 
  33-68 
  69-110 
  111-150 
  151-220 
  half-orc 
  12-15 
  16-30 
  31-45 
  46-64 
  65-90 
  human 
  15-20 
  21-40 
  41-60 
  61-90 
  91-120 
   Middle-aged:  Subtract 1 point of strength & constitution; add 1 
  point of intelligence & wisdom.  
   Old:  Subtract 2 points of strength & dexterity, and 1 point of 
  constitution; add 1 point of wisdom.  
   Venerable:  Subtract 1 point of strength, dexterity, & constitution; 
  add 1 point of intelligence & wisdom. 
   
  Death Due To Age:  This is a serious matter, for unless the lifespan can 
  otherwise be prolonged, the character brought back from such 
  death faces the prospect of soon dying again. Beyond the maximum 
  age determined for the character in question, no form of magic 
  which does not prolong lifespan will work. 
   
  Of course, multiple potions of longevity, wishes, and possibly magical 
  devices will allow a greatly extended lifespan, but once a character 
  dies due to old (venerable) age, then it is all over. If you make this 
  clear, many participants will see the continuity of the family line as the 
  way to achieve a sort of immortality. 
   
  Determination of Maximum Age:  Unless the character dies of some 
  other cause, he will live to old age.  The character’s maximum age is 
  equal to the maximum age listed for “middle aged” plus 1-100% (d%) 
  of that listed age. 
   
  CHARACTER APPEARANCE & PERSONALITY 
  There are a number of other personal characteristics your character 
  has - hair and eye color, body shape, voice, noticeable features, and 
  general personality. There are no tables for these things, nor should 
  there be. Your job, as a player, is to add these details, thereby 
  creating the type of character you want.  More information on the 
  typical characteristics of demihuman characters is provided in the 
  CHARACTER RACES section of these rules. 
   
  SOCIAL CLASS 
  The Dungeon Master should determine the social class of each 
  character he has in the campaign. This is accomplished by use of the 
  Social Class table given on the next page. You will note that this table 
  does not include any social or political information, but that guidelines 
  of this sort are included in a reference immediately following the 
  table. This allows the DM to model the social class distinctions to the 
  tenor of his individual milieu. 
   
  For player characters, initial social status has no effect on starting 
  money and equipment.  Rules for starting gold and equipment for 
  those classes are detailed under the “Initial Character Funds” heading 
  in the EQUIPMENT section of this book. 
   
  The various occupations and status positions can be adjusted as 
  required by the background of each milieu. The positioning of non-
  humans is entirely dependent upon the individual milieu. As a general 
  rule, a human society would probably consider the demihumans as 
  members of the following social classes: 
   
  race 
  perceived social class 
  dwarves 
  UMC (they are reputed to have gold and gems!) 
  elves 
  ULC (wood elves) to LUC (gray elves) 
  gnomes 
  ULC to LMC 
  halflings 
  ULC (they are small and rustic) 
  half-elves 
  slightly above a human counterpart 
  half-orcs 
  LLC 
   
  Social Class & Character Class:  As a general rule, any character 
  should have a social status of, at the lowest, one rank below that 
  specified for his profession in the milieu. For instance, using the system 
  outlined above, a character embarking on a career as a fighter 
  should have a social standing of no lower than middle lower class, 
  and conversely a character with a standing lower than that would 
  usually have no hope of making his way in the fighter profession. At 
  the lowest extreme, a character born to the lower lower class should 
  be limited to being a barbarian, bard, thief or an assassin. 
   
   
   
   
   
   
   
   
   
   
   
  
  Player’s Handbook 37 
   
   
  d% roll 
  social class 
  typical members of society 
  01-04 
  lower lower  
  class (LLC) 
  freed 
  slaves, 
  peasants, 
  tinkers, 
  vagabonds, beggars, criminals, low-
  level thieves, low-level and mid-level 
  assassins 
  05-10 
  middle lower 
  class (MLC) 
  herdsmen, laborers, peddlers, actors, 
  jugglers, 
  men-at-arms, 
  low-level 
  barbarians, mid-level thieves, high level 
  assassins, low-level bards 
  11-20 
  upper lower  
  class (ULC) 
  freemen, tradesmen, petty officers, 
  money-changers, 
  fences, 
  low-level 
  fighters, high-level thieves 
  21-35 
  lower middle 
  class (LMC) 
  artisans, craftsmen, petty merchants, 
  junior officers, bankers, landless knights, 
  druids, rangers, tutors, clerks 
  36-55 
  middle middle 
  class (MMC) 
  landed gentry, academics, merchants, 
  petty officials, senior officers, landless 
  petty nobles, mid-level fighters, low-level 
  magic-users, low-level illusionists 
  56-87 
  upper middle 
  class (UMC) 
  guild masters, great merchants, military 
  commanders, officials, landless nobles, 
  lesser clerics, high-level fighters, mid-
  level magic-users, mid-level illusionists 
  88-96 
  lower upper  
  class (LUC) 
  great landed gentry, generals and 
  marshals, greater officials, knights, mid-
  level clerics, cavaliers, paladins, high-
  level magic-users & illusionists 
  97-99 
  middle upper 
  class (MUC) 
  knights, commanders, great clerics, 
  nobles, high-level paladins, very high-
  level magic-users and illusionists 
  00 
  upper upper  
  class (UUC) 
  great nobles, sovereign nobility, royalty 
   
  CIRCUMSTANCES OF BIRTH 
  By the nature of the topic, not much can be offered in the way of 
  “rules” for ascertaining the origin and background of characters in the 
  campaign milieu. The individual Dungeon Master must make virtually 
  all such decisions, so that the results fit smoothly into the adventuring 
  environment that he has designed.  As a starting point, however, the 
  following tables will suffice for those who wish to determine what role 
  fate has played with regard to when and how a character came into 
  the world. 
   
  Birth Rank 
   
  d% roll 
  order of birth 
   
  d% roll 
  order of birth 
  01-05 
  only child 
   
  81-85 
  7th child 
  06-10 
  1st child 
   
  86-90 
  8th child 
  11-20 
  2nd child 
   
  91-94 
  9th child 
  21-35 
  3rd child 
   
  95-97 
  10th child 
  36-50 
  4th child 
   
  98-99 
  11th child 
  51-65 
  5th child 
   
  00 
  12th child 
  66-80 
  6th child 
   
   
   
   
  The birth rank roll lets you know when you were born in relation to your 
  character’s siblings (or if you are an only child).   
  In order to determine how many siblings you have, roll on the Birth 
  Rank table a second time.  If the result of the second die roll is higher 
  than the first, that result determines the total number of children born 
  to your parents.  If the second roll is lower than the first, then your 
  character is the last child born to your parents and the first result 
  determines the total number of children born to your parents. 
   
  Parents’ Marital Status Table 
   
  d% roll 
  marital status 
  01- 80 
  parents legally married 
  81- 00 
  parents unmarried 
   
  Children of unmarried parents are typically one social class lower than 
  the social class of the father. 
   
  Racial Modifiers to the Birth Rank & Marital Status Tables 
   
  race 
  modifier 
   
  race 
  modifier 
  dwarves 
  -15% 
   
  halflings  
  -10% 
  elves 
  -15% 
   
  half-orcs  
  +10% 
  gnomes 
  -15% 
   
  humans 
  no modifier 
  half-elves 
  -10% 
   
   
   
   
  SKILLS 
  A player character is more than a collection of combat modifiers.  
  Like most people, player characters and NPCs have learned a variety 
  of skills over the years.  The character class chosen by a player 
  dictates much of what their character knows through years of training 
  and study; while their ability scores define their natural aptitudes and 
  weaknesses. 
   
   
  As described in the ABILITY DESCRIPTIONS section each ability score 
  governs certain tasks, called common abilities, that all characters 
  may attempt without any specialized training.  This section details a 
  number of skills that reflect specialized training or areas of learning 
  that the character acquired throughout their youth.   
   
  Skills function much like class abilities in that they must be possessed 
  by a character in order for that character to add their level bonus to 
  the check.  If a character attempts to use a skill they do not possess, 
  they may not add their level bonus to the check.  It is also up to the 
  DM whether an unskilled character may attempt to perform a given 
  task.  Note that the successful use of some skills, such as knowledge 
  (etiquette) or profession (herbalist), grant a static, +2, bonus to 
  another, related skill or ability check. 
   
  BACKGROUND SKILLS 
  All characters begin play with 3 background skills from any skill 
  category plus whatever bonus skills they receive from their chosen 
  character class or classes.  Characters with an intelligence of 8 or 
  lower subtract their intelligence penalty from their initial number of 
  background skills and, as a result, may begin play with no 
  background skills if their intelligence is 3 or lower.  Regardless of their 
  intelligence penalty, characters do not lose any bonus skills gained 
  from their chosen class or classes.  Those with an exceptional 
  intelligence score (13 or greater) may choose a number of additional 
  knowledge skills, including knowledge (language) skills, equal to their 
  intelligence modifier. 
   
  In most instances, excepting knowledge (language) skills, these skills 
  allow characters to add their level to any ability score checks related 
  to their chosen skills.  All skills are grouped into four broad categories 
  that cover a number of related skills:  craft skills, knowledge skills, 
  performance skills and profession skills. A player is free to choose more 
  than one skill from a given skill category and should choose skills that 
  reflect the character’s upbringing and training. 
   
  SKILL CATEGORIES & DESCRIPTIONS 
   
   
   
  Craft:  All craft skills involve the creation of a functional (or 
  consumable) item from raw materials.  Skilled craftsmen typically learn 
  their skills as apprentices to master craftsmen.  Craft skills include (but 
  are 
  not 
  limited 
  to): 
   
  armorsmith, 
  blacksmith, 
  bookbinder, 
  bowyer/fletcher, 
  brewer, 
  carpenter, 
  cart/wheelwright, 
  cobbler, 
  cook/baker, jeweler/lapidary, mason, siege engineer, shipwright, 
  tailor/weaver, tanner/leatherworker, and weaponsmith. 
   
  Use of this skill allows the character to appraise the craftsmanship and 
  value of items directly related to their craft with their level bonus.  In 
  addition, given time and adequate materials, the character can 
  repair or create such items.  Craft skill checks are usually intelligence 
  checks, though other abilities (such as dexterity) may come to bear 
  when crafting items. 
    
  Repair costs vary depending upon the amount of damage done to 
  the item, while (as a general rule) a character may craft an item for 
  half of the listed cost.  The DM is the final arbiter of what materials are 
  available and the costs accrued in crafting an item. 
   
  
  Player’s Handbook 38 
   
   
  Knowledge:  Knowledge skills reflect the interests, studies and/or 
  upbringing of the player character. Knowledge skills are limited in their 
  scope and are varied in their application.  Some, such as knowledge 
  (etiquette) or a knowledge (chosen language), may aid in social 
  situations while others may help characters identify items, map 
  locations or the type of mushroom that the poisoned halfling thief just 
  consumed.   
   
  Knowledge 
  checks 
  are 
  typically 
  intelligence 
  checks, 
  though 
  successful use of a knowledge skill may aid other skill checks (i.e. a 
  successful knowledge (etiquette) check may grant a +2 bonus to a 
  character’s persuasion (charisma) check while at court or a 
  knowledge (nature) check may grant a +2 bonus to character’s 
  wisdom check to determine direction or to a ranger’s survival check). 
   
  Arcana: 
  Knowledge (arcana) relates to the study of 
  ancient 
  mysteries, 
  magical 
  traditions 
  and 
  creatures, arcane symbols, cryptic phrases and 
  the creation of magical items or animated 
  creatures. 
  Etiquette:  
  This skill affords the character knowledge of racial 
  and/or cultural groups’ customs, social hierarchies 
  and behavioral norms.  Use of this skill is more 
  challenging in foreign cultures and with those 
  outside of your character’s social group.   
  Geography:   
  This skill provides a basic knowledge of a region’s 
  topography, trade routes and borders.  The more 
  remote the area addressed by the skill check, the 
  more difficult the check.  
  History:   
  This knowledge of various civilizations’ origins, 
  historical events and figures, as well as of their 
  legends, is covered by this skill.  The modifier to this 
  check is based on how common or obscure the 
  desired information is.  
  Language:   
  All characters begin play with the ability to speak 
  one or more languages, as detailed under 
  Intelligence in the Ability Descriptions section.  
  Those who choose knowledge (language) as a 
  background skill begin play with additional 
  starting languages as detailed under Intelligence 
  in the Ability Descriptions section.   
  Nature:   
  This skill imparts a specialized knowledge of 
  various environments (aquatic, forest, marsh, hill 
  and mountains, plains) and climates (arctic, 
  desert, subtropical, temperate, tropical).   
   
  With a skill check a character can identify plants 
  and animals from an environment and climate 
  accurately. This identification allows the skilled 
  character to determine the species of the plant or 
  animal and the special qualities or abilities of the 
  species.  This check is more difficult for characters 
  attempting a knowledge: nature check in an 
  unfamiliar climate.  
  Religion:  
  This skill provides knowledge of mythology and 
  rituals.  It allows a character to know of a religion’s 
  hierarchal structure and affords the character an 
  understanding of that faith’s tenets and practices. 
   
  Performance:  A skilled performer is valued by commoners and 
  highborn alike for their ability to provide a diversion from the cares 
  and woes of daily life.  Characters must choose a type of 
  performance in which they are skilled:  acting, buffoonery, dancing, 
  oratory, play (instrument), singing, etc.  Bards, on the other hand, 
  begin play skilled in all manner of performance arts. 
   
   
  A character may make a performance skill check (usually a charisma 
  check, though dancing and playing an instrument may involve 
  dexterity checks) in order to earn a few copper coins (perhaps silver, if 
  the audience is particularly wealthy) or earn their keep at an inn (with 
  modifiers and other considerations being worked out by the DM). 
   
   
  If the performance skill is used to entertain one’s hosts or other, non-
  hostile, NPCs a successful check may positively influence the 
  audience’s reaction to the performer (giving the performer a +2 
  bonus to persuasion checks). 
   
   
  Profession:  Profession skills allow a character to earn a living through 
  the specialized knowledge and techniques of their chosen vocation.  
  In general a character with a background profession is assumed to 
  have left their past profession behind in order to take up a career as a 
  professional adventurer, mercenary, agent of their church, etc.    
   
  Some professions that characters may choose from include:  alchemist, 
  animal 
  handler, 
  artist, 
  butcher, 
  clerk, 
  farmer, 
  fisher, 
  gambler, 
  healer/barber, 
  herbalist, 
  hostler/barkeep, 
  hunter, 
  miner/collier, 
  painter/limner, sailor, scribe, trader/barterer, trapper, etc. 
   
  These profession skills would allow the character to bring their 
  professional knowledge to bear, where appropriate, or even ply their 
  trade once they have settled down.  Profession skill checks are usually 
  wisdom checks though, at times, may involve other ability scores (as 
  the situation warrants).  The following are examples of professions that 
  may prove useful to an adventuring party:   
   
  Animal Handler: 
  The character must choose a type of animal they 
  have knowledge of (horses, pack animals, dogs, 
  falcons, etc) and can raise and train animals of 
  that 
  type 
  given 
  the 
  proper 
  amount 
  of 
  uninterrupted time.  Trained riders (those with the 
  professional: animal handler (horses) skill) add their 
  full level bonus to ride checks and may effectively 
  fight from the saddle.  See page 57 for rules on 
  mounted combat. 
  Healer: 
  Healers may bind wounds, just as other characters 
  can, but may add their full level bonus to the 
  check.  See the WOUNDS and HEALING sections 
  for more. 
  Herbalist: 
  Herbalists are able to aid healers (as well as cooks 
  and alchemists) in their trades.  When called for, a 
  successful herbalist check grants a +2 bonus to 
  another, related, skill check. 
  Mountaineer: 
  This skill allows the character to add their full level 
  bonus to climb checks made when scaling 
  natural, unworked stone surfaces or steep inclines. 
  The character climbs at ¼ of his movement rate, 
  rounded to the nearest 5’ increment. 
  Trapper: 
  Skilled trappers are able to build, locate and 
  disable simple traps (nets, snares or pits) in a 
  wilderness environment. Trapper’s snares and pits 
  are usually designed to capture or incapacitate 
  game animals and deliver no more than 1d8 
  points of damage plus whatever falling damage is 
  involved.  
   
  GAINING NEW SKILLS 
  Players who wish for their character to learn a new skill must have their 
  character invest their time towards the development of that skill over 
  the course of the campaign.   
   
  A character gains one additional skill at 6th level and, afterwards, 
  gains additional skills at levels 11 and 16.  These skills work just as other 
  background skills do, excepting that they are gained later in the 
  character’s career and do not gain the character’s full level bonus.  
  For skills gained at 6th level, reduce the level bonus by 5.  For skills 
  gained at 11th level, reduce the level bonus by 10 and, for skills gained 
  at 16th level, reduce the level bonus by 15.  Skills gained during game 
  play should reflect the character’s interests and/or in-game training. 
   
  Should a player wish for their character to acquire additional skills, 
  beyond those gained at levels 1, 6, 11 and 16, he must invest 
  additional time and experience into supplemental training.  If the 
  player, with his DM’s approval, finds a mentor willing to train their 
  character and has that character put aside time for that training 
  (typically 6 months to 1 year) he acquires a new skill. 
   
  Upon acquiring this skill, the character must forfeit 10% of his earned 
  experience points (these experience points are permanently lost) and 
  has all future experience point awards reduced by 10% to account for 
  his continued training in that skill.  If the initial forfeiture of experience 
  points would cause the character to lose a level, he must wait until he 
  has enough experience points to pay for the skill (without level loss) 
  before acquiring it.  Skills gained in this manner gain the character’s 
  full level bonus. 
   
   
  
  Player’s Handbook 39 
   
   
  EQUIPMENT 
  Although your character has some impressive abilities and skills, he 
  really isn't going to be effective without the equipment necessary for 
  adventuring. To get this equipment, he needs money. Not only does 
  he need money to outfit himself, but your character also has to cover 
  his living expenses. 
   
   
   
  The Monetary System:  Although there are many different types of 
  coins and currencies in the world, all prices and treasures in the AD&D 
  rules are given in standard coinage. Your DM may have specific 
  names for different coins and may have different rates of exchange, 
  but this is material particular to his campaign. He will tell you if there 
  are differences from the coins listed here. The standard rate of 
  exchange for each coin is given below. 
   
  The basic coins are the copper piece (cp) and the silver piece (sp). 
  These form the backbone of the monetary system and are the coins 
  most frequently found in the hands of the common folk. Above these 
  two coins is the much rarer gold piece (gp). This coin is seldom found 
  in common use and mainly exists on paper as the standard money of 
  account. This means it is used to measure the value of property and 
  goods. Land values, ship cargoes, gemstones, and penalty bonds 
  (royal court fines) are normally calculated in gold pieces, although 
  payment of such vast sums normally takes other forms. 
  In addition to these coins, there are other unusual metals used in 
  exchange. Most of these come from failed currencies. As such, they 
  are viewed with skepticism by many honest folk. Principal among 
  these coins are the electrum (ep) and platinum pieces (pp). These 
  coins are rarely circulated, and most are hidden away in ancient 
  treasure hoards. 
  However, remember that not all wealth is measured by coins. Wealth 
  can take many forms - land, livestock, the right to collect taxes or 
  customs, and jewelry are all measures of wealth. Coins have no 
  guaranteed value. A gold piece can buy a lot in a small village but 
  won't go very far in a large city. This makes other forms of wealth, land 
  for instance, all the more valuable. Indeed, many a piece of jewelry is 
  actually a way of carrying one's wealth. Silver armbands can be 
  traded for goods; a golden brooch can buy a cow, etc. In your 
  adventures, wealth and riches may take many different forms. 
   
  Standard Exchange Rates 
   
  exchange value 
  coin 
  cp 
  sp 
  ep 
  gp 
  pp 
  copper piece (cp) = 
  1 
  1/10 
  1/100 
  1/200 
  1/1000 
  silver piece (sp) = 
  10 
  1 
  1/10 
  1/20 
  1/100 
  electrum piece (ep) = 
  100 
  10 
  1 
  1/2 
  1/10 
  gold piece (gp) = 
  200 
  20 
  2 
  1 
  1/5 
  platinum piece (pp) = 
  1000 
  100 
  10 
  5 
  1 
   
   
   
  Circumstances can affect the value of any coin. If your characters 
  start flashing about a lot of gold, pumping it into the local economy, 
  merchants will quickly raise prices. As another example, the local lord 
  may commandeer most of the region's horses for his knights, making 
  those left all that much more expensive. 
  Silver pieces are about the size and weight of a modern day quarter, 
  which roughly equates to 50 silver pieces weighing one pound.  All 
  other coins, for the sake of simplicity, use this weight ratio.  Gold, 
  electrum and platinum pieces are smaller than silver pieces while 
  copper pieces are slightly larger than silver pieces. 
   
  Initial Character Funds:  All player characters begin with some amount 
  of cash. This nest egg may be your character's life savings.   It may be 
  a gift from his parents to start him out in the world.  It may be his booty 
  from an army campaign. Perhaps he stumbled across a small treasure 
  chest, whetting his appetite for greater and more dangerous prizes.  
  How he came by his money is not important (although it may be fun 
  to know). You are free to create any explanation you want. 
  To learn your character's starting funds, roll the dice indicated for his 
  class on the table below. This is the number of gold pieces your 
  character has to obtain equipment. If you are creating a character 
  starting out at a level above 1st level, check with the DM to see if you 
  can increase your character's funds beyond the amounts given here. 
  Multiclass characters use the most advantageous die range of their 
  classes.  Split-classed characters do not gain initial funds when taking 
  up a second (or third) character class.  
   
  class 
  initial funds (die range) 
  CLERIC 
  30-180 gold pieces (3d6x10) 
  bard 
  30-180 gold pieces (3d6x10) 
  druid 
  30-180 gold pieces (3d6x10) 
  FIGHTER 
  50-200 gold pieces (5d4x10) 
  barbarian 
  50-200 gold pieces (5d4x10) 
  cavalier 
  50-200 gold pieces (5d4x10) 
  paladin 
  50-200 gold pieces (5d4x10) 
  ranger 
  50-200 gold pieces (5d4x10) 
  MAGIC-USER 
  20-80 gold pieces (2d4x10) 
  illusionist 
  20-80 gold pieces (2d4x10) 
  MONK 
  5-20 gold pieces (5d4) 
  THIEF 
  20-120 gold pieces (2d6x10) 
  assassin 
  20-120 gold pieces (2d6x10) 
   
  Equipping the Character:  Careful selection of equipment and 
  supplies for characters is very important. Often there will not be 
  sufficient funds to purchase everything desired, so intelligent choices 
  will have to be made.  Also, the choice of equipment should always 
  be done with respect to encumbrance restrictions. 
  In many campaigns it is necessary for the characters to shop in a 
  number of places in order to obtain everything they desire. A few 
  games will have a trader’s establishment in which everything, or 
  nearly everything, can be found, but the average costs will be higher 
  because these traders are middlemen.  As in most dealings, the buyer 
  should always beware. Things may be as they appear or they might 
  be otherwise… 
   
  Equipment Lists:  The following lists include much of the equipment 
  your character needs for adventuring. The most basic of these are 
  armor, weapons, clothing, and outfitting gear. The other lists provide 
  goods and services your character may need during the course of his 
  many adventures. While most items are always available, your DM 
  may add to or delete from these lists. What you want may not be 
  available or, if your DM has set his game in a specific time period, may 
  not have been discovered or invented yet!  While he should tell you 
  which items are and aren't available, you should ask if you have any 
  doubts, particularly on large purchases.  Many of the uncommon 
  items in these lists are explained in the following pages. 
  The price given for each item in the lists is its average price, the 
  amount you can expect the item to cost in a normal economy. 
  However, large cities, barren wildernesses, and places with brave 
  adventurers carrying bags full of gold are not normal economies. In 
  these places you may find yourself paying more (very rarely less) than 
  the amount listed. You can also haggle with merchants over prices, 
  although to speed up the game it's recommended that you save this 
  for your important purchases. If you wind up haggling over the cost of 
  every tankard of ale, your character is going to spend more time 
  being a penny pincher than an adventurer! 
  The table at the top of the following page gives a brief overview of 
  what arms and armor are available to each character class, and 
  shows which classes may use poison.  
   
  Equipment for Small Characters:  The weight of most equipment 
  remains unchanged for small characters.  Worn items such as 
  backpacks, clothing items, armor and shields, weigh ½ of the 
  standard weight given.  Note that small characters are limited as to 
  what weapons they may employ (see Weapon Sizes on page 41 for 
  more details). 
   
  
  Player’s Handbook 40 
   
   
   
   
  Armor & Weapons Permitted By Class 
   
   
   
   
   
  class 
  armor 
  shield 
  weapons 
  poison 
  CLERIC 
  any 
  any 
  club, dagger, flail (any), hammer (throwing), mace (any), morningstar, quarterstaff, sling 
  ? 
  bard 
  light armor 
  small shield 
  any 
  ? 
  druid 
  light armor* 
  any wooden 
  club, dagger, dart, quarterstaff, scimitar, sling, sickle and spear (any) 
  ? 
  FIGHTER 
  any 
  any 
  any 
  ? 
  barbarian 
  light & medium 
  any 
  any 
  ? 
  cavalier 
  any 
  any 
  any 
  never 
  paladin 
  any 
  any 
  any 
  never 
  ranger 
  light & medium 
  any 
  any 
  ? 
  MAGIC-USER 
  none 
  none 
  club, dagger, dart, light crossbow and quarterstaff 
  ? 
  illusionist 
  none 
  none 
  club, dagger, dart, light crossbow and quarterstaff 
  ? 
  MONK 
  none 
  none 
  blowgun, bows, club, dagger, dart, hand axe, javelin, flail (horseman’s), light crossbow, 
  mace (any), pole arms, quarterstaff, sickle, scythe, shurikens, sling, spear (any) 
  ? 
  THIEF 
  light armor 
  none 
  blowgun, broadsword, club, dagger, dart, hammer (throwing), hand axe, hand 
  crossbow, garrote, gauntlet, light crossbow, longsword, mace (horseman’s), quarterstaff, 
  sap, shortbow, shortsword, sling, spiked gauntlet, whip 
  ? 
  assassin 
  light armor 
  small shield 
  blowgun, broadsword, club, dagger, dart, hammer (throwing), hand axe, hand 
  crossbow, garrote, gauntlet, light crossbow, longsword, mace (horseman’s), quarterstaff, 
  sap, shortbow, shortsword, sling, spiked gauntlet, whip 
  yes 
    *  druids may only wear non-metal light armor, such as leather or padded armor.  
   
   
  Note Regarding Poison Use: The question mark indicates that the use of poisons is possible depending upon your character’s alignment and the 
  permission of your Dungeon Master. 
   
  Weapons: 
  The listed weapons are those that the character can use proficiently.  If a character attempts to use a weapon with which they 
  are not proficient, they receive a –4 penalty to all of their attack rolls.  
   
  Armor: 
  The listed armors are those that the character may comfortably wear, those that he has trained in and may use without additional 
  penalties (see ENCUMBRANCE and EQUIPMENT for more details).  If a character dons and uses an armor that is not listed for their 
  class, they double that armor’s weight for the purposes of determining encumbrance.  They also are penalized on their attack rolls, 
  taking a –1 penalty to attack rolls if wearing light armor or using a shield unskilled, a –2 penalty if wearing medium armor unskilled or 
  a –3 penalty if wearing heavy armor without training in its use. 
   
   
   
  ARMOR 
  Armor, along with the use of a shield, is the basis for determination of how easily a character can be struck by an opponent's weapon. Other factors 
  modify this, of course. Dexterity and magical effects are the two principal modifiers. 
  Do not confuse armor that is worn with the armor class (AC) rating of a monster. Although a creature might be given a very high armor class because 
  of its exceptionally thick hide, armor plating, chitinous exoskeleton, or the like, other factors are considered in such ratings. For example, the size of the 
  creature, its speed, its agility, and perhaps its supernatural (extra-dimensional or multi-planed existence) aspects are considered in the armor class of 
  all non-human type monsters. 
  The cost of armor and shield varies. Generally speaking, the better the protection, the greater the expense.  Remember that attacks from the rear 
  always negate the advantage of the shield.  A character wearing medium armor is considered to be carrying a moderate load, even if carrying less 
  than a moderate load while a character wearing heavy armor is considered to be carrying a heavy load, even if carrying less than a heavy load.  See 
  the ENCUMBRANCE section for more details on the effects of armor encumbrance. 
   
   
   
   
   
  light armor 
  cost 
  AC bonus 
  weight (lbs) 
  notes 
  padded 
  5 gp 
  +1 
  10 
  includes quilted armor and leather jerkins 
  leather 
  15 gp 
  +2 
  15 
   
   
   
   
   
  medium armor 
  cost 
  AC bonus 
  weight (lbs) 
  notes 
  studded leather 
  30 gp 
  +3 
  25 
  includes brigandine, ringmail and scalemail 
  chain shirt 
  50 gp 
  +3 
  25 
   
  chainmail 
  100 gp 
  +4 
  35 
   
   
   
   
   
  heavy armor 
  cost 
  AC bonus 
  weight (lbs) 
  notes 
  platemail 
  250 gp 
  +5 
  45 
  includes splint mail and banded mail 
  full plate 
  1000 gp 
  +6 
  40 
   
   
   
   
   
  shields 
  cost 
  AC bonus 
  weight (lbs) 
  notes 
  small, wooden 
  4 gp 
  +1 
  3 
   
  small, steel 
  10 gp 
  +1 
  5 
   
  large, wooden 
  6 gp 
  +2 
  8 
   
  large, steel 
  15 gp 
  +2 
  10 
   
   
   
   
  
  Player’s Handbook 41 
   
  WEAPONS 
  The class of your character might circumscribe the choice of weapons used by your character, but selection is otherwise a matter of your preferences 
  based on various factors presented hereafter. Of course, the initial cost of the weapon might affect your selection at the beginning.  Beyond this 
  consideration, there are factors of size, weight and the damage inflicted by the weapon. These details are given hereafter.  
  Your character will be able to proficiently use all weapons listed beside their chosen class on the Armor & Weapons Permitted By Class table on page 
  40.  Note that proficiency with a normal weapon is subsumed in using a magical weapon of the same type.  
   
  Weapon Sizes:  All of the weapons listed below are categorized by size (Tiny, Small, Medium and Large) and type (melee or ranged).  Weapon size 
  helps a player to determine if and how a character can employ a weapon.  Generally, a character can employ a weapon of their size or smaller as a 
  1-handed weapon.  Weapons that are 1 size category larger than the wielder (i.e. a broadsword wielded by a halfling) must be used 2-handed.   
  Characters who fight with two-weapons often employ a “light weapon” in at least one hand.  Light weapons are weapons at least 1 size category 
  smaller than that of the character (i.e. a dagger wielded by a halfling would be a light weapon).  See the SPECIAL ATTACK MANUEVERS & MODIFIERS 
  section on page 57 for more details on various fighting maneuvers that characters may employ in melee combat. 
   
  tiny melee weapons 
  cost 
  damage 
  range 
  weight 
  notes 
  gauntlet f 
  2 gp 
  1d3 
  — 
  1 lb. 
   
  gauntlet, spiked f 
  5 gp 
  1d4 
  — 
  1 lb. 
   
  dagger f 
  2 gp 
  1d4 
  10’ (2”) 
  1 lb. 
  includes main gauches and dirks 
  unarmed strike f 
  — 
  1d2* 
  — 
  — 
  includes grappling damage 
   
   
   
   
   
   
   
  small melee weapons 
  cost 
  damage 
  range 
  weight 
  notes 
  axe, hand or throwing 
  2 gp 
  1d6 
  10’ (2”) 
  2 lbs. 
   
  flail, horseman’s 
  5 gp 
  1d6 
  — 
  5 lbs. 
  includes nunchaku 
  garrote 
  5sp 
  1d3* 
  - 
  ½ lb. 
  must be used two-handed 
  hammer, throwing 
  1 gp 
  1d4 
  20’ (4”) 
  2 lbs. 
   
  mace, horseman’s 
  4 gp 
  1d6 
  — 
  4 lbs. 
   
  pick, horseman’s 
  5 gp 
  1d6 
  — 
  3 lbs. 
   
  sap f 
  1 gp 
  1d6* 
  — 
  2 lbs. 
   
  shield, small steel  
  10 gp 
  1d3 
  — 
  6 lbs. 
   
  shield, small wooden 
  4 gp 
  1d3 
  — 
  4 lbs. 
   
  sword, short f 
  10 gp 
  1d6 
  — 
  2 lbs. 
  includes rapiers, small swords, wakisashis, etc 
  sickle f 
  6 gp 
  1d6 
  — 
  2 lbs. 
  includes kamas 
   
   
   
   
   
   
   
  medium melee weapons 
  cost 
  damage 
  range 
  weight 
  notes 
  axe, battle 
  8 gp 
  1d8 
  — 
  6 lbs. 
   
  club 
  — 
  1d6 
  10’ (2”) 
  3 lbs. 
   
  flail, footman’s 
  10 gp 
  1d8 
  — 
  10 lbs. 
   
  mace, footman’s 
  8 gp 
  1d8 
  — 
  8 lbs. 
   
  morningstar 
  8 gp 
  1d8 
  — 
  6 lbs. 
   
  pick, footman’s 
  8 gp 
  1d8 
  — 
  6 lbs. 
   
  sword, scimitar 
  15 gp 
  1d8 
  — 
  4 lbs. 
  includes cutlasses, falchions, sabers, tulwars, etc. 
  shield, large steel 
  15 gp 
  1d4 
  — 
  15 lbs. 
   
  shield, large wooden 
  6 gp 
  1d4 
  — 
  10 lbs. 
   
  spear 
  1 gp 
  1d6ˆ 
  20’ (4”) 
  3 lbs. 
   
  sword, bastard 
  25 gp 
  1d8 
  — 
  6 lbs. 
  deals 1d10 damage when used 2-handed 
  sword, broad 
  15 gp 
  2d4 
  — 
  5 lbs. 
   
  sword, long 
  15 gp 
  1d8 
  — 
  4 lbs. 
   
  trident 
  15 gp 
  1d8 
  10’ (2”) 
  4 lbs. 
   
  warhammer 
  10 gp 
  1d8 
  — 
  5 lbs. 
   
  whip d f t 
  1 gp 
  1d3* 
   
  2 lbs. 
  scourges are whips that deal lethal damage  
   
   
   
   
   
   
   
  large melee weapons 
  cost 
  damage 
  range 
  weight 
  notes 
  axe, great 
  15 gp 
  2d6 
  — 
  12 lbs. 
  includes bardiches 
  club, great 
  — 
  1d8 
  — 
  8 lbs. 
   
  flail, great 
  12 gp 
  1d10 
  — 
  12 lbs. 
   
  glaive r 
  8 gp 
  1d10 
  — 
  10 lbs. 
  includes naginatas 
  guisarme d r t 
  10 gp 
  2d4 
  — 
  10 lbs. 
  includes bill hooks, lochaber axes and voulges 
  halberd r t 
  10 gp 
  1d8ˆ 
  — 
  12 lbs. 
  includes most poleaxes 
  hammer, lucern r    
  8 gp 
  1d6ˆ 
  — 
  8 lbs. 
  includes bec de corbins and crowbills 
  lance, light r 
  6 gp 
  1d6ˆ 
  — 
  6 lbs. 
  may be used one-handed when mounted 
  lance, heavy r 
  10 gp 
  1d8ˆ 
  — 
  12 lbs. 
  may be used one-handed when mounted 
  longspear r 
  5 gp 
  1d8ˆ 
  — 
  9 lbs. 
  includes awl pikes, partisans and ash spears 
  military fork d r t 
  8 gp 
  1d8ˆ 
  — 
  8 lbs. 
   
  quarterstaff 
  — 
  1d6 
  — 
  4 lbs. 
   
  ranseur d r t 
  8 gp 
  2d4 
  — 
  12 lbs. 
  includes spetums 
  scythe t 
  12 gp 
  1d8 
  — 
  8 lbs. 
  includes fauchards 
  sword, two-handed 
  30 gp 
  2d6 
  — 
  8 lbs. 
  includes claymores, khopeshes, no dachis, etc.  
  * 
  deals non-lethal damage (See Non-Lethal Damage under Non-lethal Combat on page 58). 
  ˆ 
  does double damage if set against charging opponents. Lances do double damage on a mounted charge. 
  d 
  this weapon gives its user a +2 bonus to disarm checks (See Disarm under Non-lethal Combat on page 58). 
  f 
  this weapon is a “finesse” weapon.  Its wielder may add their dexterity modifier to attack rolls in place of their strength modifier, so long as 
  they may use the weapon 1-handed. 
  r 
  this weapon allows its user to strike at a foe up to 10 feet away. 
  t 
  this weapon gives its user a +2 bonus to trip checks (See Overbear or Trip Attacks under Non-lethal Combat on page 58). 
  
  Player’s Handbook 42 
   
   
  Ranged Weapons:  All ranged weapons may be fired up to their listed range without penalty.  Each 5’ distance corresponds to 1” on a map grid, so a 
  weapon with a range of 20’ may fire up to 4” away without a range penalty.  For each range increment beyond the first a cumulative -2 penalty is 
  applied to the ranged attack roll.  A weapon may be thrown up to 5 range increments away (the initial range increment plus 4 increments beyond 
  that) while a projectile weapon may be fired up to 10 range increments away.   
  All bows require two hands to use properly.  Crossbows require two hands while loading, though they may be fired 1-handed. 
   
   
  tiny ranged weapons 
  cost 
  damage 
  range 
  weight 
  notes 
  crossbow, hand 
  100 gp 
  1d4 
  30’ (6”) 
  2 lbs. 
   
  bolts (10) 
  1 gp 
  - 
  - 
  1 lb. 
   
  dart 
  5 sp 
  1d4 
  20’ (4”) 
  ½ lb. 
   
  shuriken (5) 
  1 gp 
  1d2 
  10’ (2”) 
  ½ lb. 
   
   
   
   
   
   
   
   
   
  small ranged weapons 
  cost 
  damage 
  range 
  weight 
  notes 
  blowgun 
  20gp 
  - 
  10’ (2”) 
  1 lb. 
   
  blowgun darts (10) 
  5sp 
  1 
  - 
  - 
   
  blowgun needles (10) 
  1sp 
  - 
  - 
  - 
  deal no damage 
  bolas 
  5 gp 
  1d4* 
  10’ (2”) 
  2 lbs. 
  may be used to make trip attacks 
  javelin 
  1 gp 
  1d4 
  30’ (6”) 
  2 lbs. 
   
  sling 
  - 
  1d4 
  50’ (10”) 
  0 lbs. 
   
  bullets, sling (10) 
  1 sp 
  - 
  - 
  4 lbs. 
   
   
   
   
   
   
   
   
   
  medium ranged weapons 
  cost 
  damage 
  range 
  weight 
  notes 
  bow, short 
  15 gp 
  1d6 
  60’ (12”) 
  2 lbs. 
   
  bow, short composite 
  75 gp 
  1d6 
  70’ (14”) 
  2 lbs. 
   
  arrows (20) 
  1 gp 
  - 
  - 
  3 lbs. 
   
  crossbow, light 
  15 gp 
  1d8 
  80’ (16”) 
  4 lbs. 
   
  bolts (10) 
  1 gp 
  - 
  - 
  1 lb. 
   
   
   
   
   
   
   
   
   
  large ranged weapons 
  cost 
  damage 
  range 
  weight 
  notes 
  bow, long 
  75 gp 
  1d8 
  100’ (20”) 
  3 lbs. 
   
  bow, long composite 
  100 gp 
  1d8 
  110’ (22”) 
  3 lbs. 
   
  arrows (20) 
  1 gp 
  - 
  - 
  3 lbs. 
   
  crossbow, heavy 
  25 gp 
  1d10 
  120’ (24”) 
  8 lbs. 
  reloading takes 1 round.   
  bolts (10) 
  1 gp 
  - 
  - 
  1 lb. 
   
  net 
  20 gp 
  - 
  10’ (2”) 
  6 lbs. 
  the maximum range is 10’ 
   see the crossbow entry in Equipment Descriptions section (page 45) for more details 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ACCOMMODATIONS & PROVISIONS 
  room & board 
  cost 
   
  household provisions 
  cost 
   
  services 
  cost 
  ale (per gallon) 
  4 sp 
   
  barrel of pickled fish 
  3 gp 
   
  bath 
  5 cp 
  banquet (per person) 
  10 gp 
   
  butter (per lb.) 
  4 sp 
   
  bearer/porter (per day) 
  2 sp 
  bread  
   
  10 cp 
   
  coarse sugar (per lb.) 
  1 gp 
   
  carpenter (per day) 
  4 sp 
  cheese 
  4 sp 
   
  dry rations (5 lbs, weekly supply) 
  5 gp 
   
  clerk (per letter) 
  4 sp 
  city rooms 
  - 
   
  eggs (per 100) 
  16 sp 
   
  doctor, leech, or bleeding 
  3 gp 
    common 
  15 sp 
   
           (per dozen) 
  2 sp 
   
  guide, in city (per day) 
  4 sp 
    poor 
  4 cp 
   
  figs (per lb.) 
  6 sp 
   
  linkboy (per night) 
  1 sp 
  common wine (pitcher) 
  4 sp 
   
  firewood (per day) 
  2 cp 
   
  laundry (by load) 
  2 cp 
  egg or fresh vegetables 
  2 cp 
   
  herbs (per lb.) 
  1 sp 
   
  leatherworker (per day) 
  4 sp 
  honey 
  10 sp 
   
  nuts (per lb.) 
  1 gp 
   
  limner (per day) 
  10 sp 
  inn lodging 
  - 
   
  raisins (per lb.) 
  4 sp 
   
  mason (per day) 
  5 sp 
    common 
  10 sp 
   
  rice (per lb.) 
  4 sp 
   
  messenger (per message) 
  2 sp 
    poor 
  10 cp 
   
  salt (per lb.) 
  2 sp 
   
  minstrel (per performance) 
  5 sp 
  meat for one meal 
  2 sp 
   
  salted herring (per 100) 
  1 gp 
   
  mourner (per funeral) 
  4 sp 
  meals 
  - 
   
  spice (per lb.) 
  - 
   
  pack handler (per day) 
  3 sp 
    good 
  10 sp 
   
  exotic (saffron, clove) 
  15 gp 
   
  tailor (per garment altered) 
  2 sp 
    common 
  6 sp 
   
  rare (pepper, ginger) 
  2 gp 
   
  teamster w/wagon 
  2sp/mi. 
    poor 
  2 sp 
   
  uncommon (cinnamon) 
  1 gp 
   
  valet 
  4 sp 
  small beer (gallon) 
  1 sp 
   
  tun of cider 
  8 gp 
   
   
   
  soup 
  1 sp 
   
  tun of good wine 
  20 gp 
   
   
   
  
  Player’s Handbook 43 
   
  CLOTHING 
  item 
  cost 
  weight 
   
  item 
  cost 
  weight 
   
  item 
  cost 
  weight 
  belt 
  3 sp 
  ½ lb. 
   
  gloves 
  10 sp 
  * 
   
  sandals 
  1 sp 
  1 lbs. 
  boots 
  - 
  - 
   
  gown, common 
  10 sp 
  2 lbs. 
   
  sash 
  4 sp 
  ½ lb. 
    riding 
  2 gp 
  2 lbs. 
   
  hose 
  1 gp 
  ½ lb. 
   
  scabbard 
  1 gp 
  1 lb. 
    soft 
  1 gp 
  1 lb. 
   
  knife sheath 
  3 cp 
  ½ lb. 
   
  shoes 
  10 sp 
  1 lb. 
  breeches 
  2 gp 
  1 lb, 
   
  mittens 
  3 sp 
  * 
   
  silk jacket 
  80 gp 
  2 lbs. 
  cap, hat 
  2 sp 
  * 
   
  pin 
  5 gp 
  * 
   
  surcoat 
  10 sp 
  1 lb. 
  cloak 
  - 
  - 
   
  plain brooch 
  5 gp 
  * 
   
  tabard 
  6 sp 
  1 lb. 
    good cloth 
  5 sp 
  2 lbs. 
   
  robe 
  - 
  - 
   
  toga, coarse 
  8 cp 
  2 lbs. 
    fine fur 
  50 gp 
  2 lbs. 
   
    common 
  6 sp 
  2 lbs. 
   
  tunic 
  8 sp 
  2 lbs. 
  girdle 
  2 gp 
  ½ lb. 
   
    embroidered 
  20 gp 
  2 lbs. 
   
  vest 
  6 sp 
  1 lb. 
   
  MISCELLANEOUS EQUIPMENT 
  item 
  cost 
  weight 
   
  item 
  cost 
  weight 
   
  item 
  cost 
  weight 
  backpack 
  2 gp 
  2 lbs. 
   
  fishing net (10’ sq) 
  4 gp 
  5 lbs. 
   
  perfume (vial) 
  5 gp 
  * 
  barrel, small 
  2 gp 
  30 lbs. 
   
  flint and steel 
  1 gp 
  * 
   
  piton 
  3 cp 
  ½ lb. 
  basket 
  - 
  - 
   
  glass bottle 
  10 gp 
  * 
   
  quiver 
  12 sp 
  1 lb. 
    large 
  3 sp 
  1 lb. 
   
  grappling hook 
  8 sp 
  4 lbs. 
   
  rope (per 50 ft.) 
  - 
  - 
    small 
  5 cp 
  * 
   
  holy symbol (silver) 
  25 gp 
  * 
   
    hemp 
  4 sp 
  20 lbs. 
  belt pouch 
  - 
  - 
   
  holy water (vial) 
  25 gp 
  * 
   
    silk 
  10 gp 
  8 lbs. 
    large 
  1 gp 
  1 lb. 
   
  hourglass 
  25 gp 
  1 lb. 
   
  sack 
  - 
  - 
    small 
  15 sp 
  ½ lb. 
   
  iron pot 
  5 sp 
  2 lbs. 
   
    large 
  2 sp 
  ½ lb. 
  block & tackle 
  5 gp 
  5 lbs. 
   
  ladder, 10 ft. 
  5 cp 
  20 lbs. 
   
    small 
  10 cp 
  * 
  bolt case 
  1 gp 
  1 lb. 
   
  lantern 
  - 
  - 
   
  sealing wax 
  1 gp 
  1 lb. 
  bucket 
  5 sp 
  3 lbs. 
   
    beacon 
  150 gp 
  50 lbs. 
   
  sewing needle 
  5 sp 
  ** 
  caltrops 
  2 gp 
  2 lbs. 
   
    bull’s-eye 
  12 gp 
  3 lbs. 
   
  signal whistle 
  8 sp 
  * 
  chain (per ft.) 
  - 
  - 
   
    hooded 
  7 gp 
  2 lbs. 
   
  signet ring 
  5 gp 
  * 
    heavy 
  4 gp 
  3 lbs. 
   
  lock 
  - 
  - 
   
  soap 
  5 sp 
  1 lb. 
    light 
  3 gp 
  1 lb. 
   
    good 
  100 gp 
  1 lb. 
   
  spellbook (blank) 
  25 gp 
  5 lb. 
  chest 
  - 
  - 
   
    poor 
  20 gp 
  1 lb. 
   
  spyglass 
  1,000 gp 
  1 lb. 
    large 
  2 gp 
  25 lbs. 
   
  magnifying glass 
  100 gp 
  * 
   
  tent 
  - 
  - 
    small 
  1 gp 
  10 lbs. 
   
  map or scroll case 
  8 sp 
  ½ lb. 
   
    large 
  25 gp 
  20 lbs. 
  cloth (10 sq. yards) 
  - 
  - 
   
  merchant's scale 
  2 gp 
  1 lb. 
   
    pavilion 
  100 gp 
  50 lbs. 
    common 
  7 gp 
  10 lbs. 
   
  mirror, small silver 
  20 gp 
  * 
   
    small 
  5 gp 
  10 lbs. 
    fine 
  50 gp 
  10 lbs. 
   
  musical instrument 
  5-100 gp 
  ½-3 lbs. 
   
  thieves' tools 
  30 gp 
  1 lb. 
    rich 
  100 gp 
  10 lbs. 
   
  oil (per flask) 
  - 
  - 
   
  torch 
  1 cp 
  1 lb. 
  candle 
  1 cp 
  * 
   
    Greek fire 
  10 gp 
  2 lbs. 
   
  water clock 
  1,000 gp 
  200 lbs. 
  canvas (sq. yard) 
  4 sp 
  1 lb. 
   
    lamp 
  6 cp 
  1 lb. 
   
  whetstone 
  2 cp 
  1 lb. 
  chalk 
  1 cp 
  * 
   
  paper (sheet) 
  2 gp 
  ** 
   
  wineskin 
  15 sp 
  1 lb. 
  climbing gear 
  25 gp 
  5 lbs. 
   
  papyrus (sheet) 
  8 sp 
  ** 
   
  winter blanket 
  5 sp 
  3 lbs. 
  fishhook 
  1 sp 
  ** 
   
  parchment (sheet) 
  1 gp 
  ** 
   
  writing ink (vial) 
  8 gp 
  * 
   
  ANIMALS & TRANSPORTS 
  animal 
  cost 
   
  animal 
  cost 
   
  transport 
  cost 
  boar 
  10 gp 
   
  peacock  
  5 sp 
   
  longship  
  10,000 gp 
  bull 
  20 gp 
   
  pig  
  3 gp 
   
  oar 
   
  - 
  calf 
  5 gp 
   
  pigeon 
  1 cp 
   
    common 
   
  2 gp 
  camel 
  50 gp 
   
  pigeon, homing 
  100 gp 
   
    galley 
   
  10 gp 
  capon 
  3 cp 
   
  pony 
  30 gp 
   
  raft or small keelboat 
  100 gp 
  cat 
  1 sp 
   
  ram 
  4 gp 
   
  sail 
  20 gp 
  chicken 
  2 cp 
   
  sheep 
  2 gp 
   
  sedan chair 
  100 gp 
  cow 
  10 gp 
   
  songbird  
  10 sp 
   
  wagon or cart wheel 
  5 gp 
  dog 
  - 
   
  swan 
  5 sp 
   
   
   
   
  guard 
  25 gp 
   
  transport 
  cost 
   
  tack & harness 
  cost 
  weight 
  hunting 
  17 gp 
   
  barge 
  500 gp 
   
  barding 
  - 
  - 
  war 
  20 gp 
   
  canoe 
  - 
   
    chain 
  500 gp 
  70 lbs. 
  donkey, mule or ass 
  8 gp 
   
    small 
  30 gp 
   
    leather or padded 
  150 gp 
  60 lbs. 
  elephant  
  - 
   
    war 
  50 gp 
   
    plate 
  2,000 gp 
  85 lbs. 
     labor 
  200 gp 
   
  caravel 
  10,000 gp 
   
    scale 
  1,000 gp 
  75 lbs. 
     war  
  500 gp 
   
  carriage or wagon 
  - 
   
  bit and bridle 
  15 sp 
  3 lbs. 
  falcon (trained) 
  1,000 gp 
   
  common 
  150 gp 
   
  cart harness 
  2 gp 
  10 lbs. 
  goat 
  1 gp 
   
  coach, ornamented 
  7,000 gp 
   
  halter 
  5 cp 
  * 
  goose 
  5 cp 
   
  chariot 
  - 
   
  horseshoes & shoeing 
  1 gp 
  10 lbs. 
  guinea hen 
  2 cp 
   
  chariot, riding 
  200 gp 
   
  saddle 
  - 
  - 
  horse  
  - 
   
  chariot, war 
  500 gp 
   
    pack 
  5 gp 
  15 lbs. 
     draft 
  200 gp 
   
  coaster 
  5,000 gp 
   
    riding 
  10 gp 
  35 lbs. 
     heavy war 
  400 gp 
   
  cog 
  10,000 gp 
   
  saddle bags 
  - 
  - 
     light war 
   
  150 gp 
   
  curragh 
  500 gp 
   
    large 
  4 gp 
  8 lbs. 
     medium war 
  225 gp 
   
  drakkar 
  25,000 gp 
   
    small 
  3 gp 
  5 lbs. 
     riding 
   
  75 gp 
   
  dromond 
  15,000 gp 
   
  saddle blanket 
  3 sp 
  4 lbs. 
  hunting cat 
   
  5,000 gp 
   
  galleon 
  50,000 gp 
   
  yoke 
  - 
  - 
  ox  
  15 gp 
   
  great galley 
  30,000 gp 
   
    horse 
  5 gp 
  15 lbs. 
  partridge  
  5 cp 
   
  knarr  
  3,000 gp 
   
    ox 
  3 gp 
  20 lbs. 
  * 
  these items weigh little individually. Ten of these items weigh one pound. 
  ** these items have no appreciable weight and should not be considered for encumbrance unless hundreds are carried. 
  
  Player’s Handbook 44 
   
   
  EQUIPMENT DESCRIPTIONS 
  Not every piece of equipment is described here. The vast majority of 
  things found on the equipment lists need no description, as their 
  functions, forms, and purposes are obvious. Only those items whose 
  use is obscure or appearance is unusual are described below. 
  Specific game effects of equipment are given in the appropriate 
  sections of the rules. 
   
  ARMOR 
  You are going to want your player character to buy armor, if he is 
  allowed to use any.  Armor is the easiest and cheapest way to 
  improve your character's chance of surviving the more violent 
  dangers of the adventuring life. Clearly, the better the armor the 
  character possesses, the less likely he is to be hurt. Armor protection is 
  measured by its armor class bonus; the higher the armor class bonus 
  number, the better the protection.  
   
   
   
  Although there is some controversy historically over the different types 
  of armor, all known or suspected types are included here. However, 
  not all armor may be available if your DM has chosen to set his 
  campaign in a particular historical era or locale. For example, full 
  plate armor is not available to characters adventuring in an ancient 
  Greek setting. 
   
  Chainmail: This armor is made of interlocking metal rings. It is always 
  worn with a layer of quilted fabric padding underneath to prevent 
  painful chafing and to cushion the impact of blows. Several layers of 
  mail are normally hung over vital areas. The links yield easily to blows, 
  absorbing some of the shock. Most of the weight of this armor is 
  carried on the shoulders and it is uncomfortable to wear for long 
  periods of time. 
   
  Chain Shirt: A chain shirt protects your torso while leaving your limbs 
  free and mobile. It includes a layer of quilted fabric worn underneath 
  to prevent chafing and to cushion the impact of blows. 
   
  Full Plate:  This armor consists of shaped and fitted metal plates riveted 
  and interlocked to cover the entire body. It includes gauntlets, boots 
  and a visored helmet. A thick layer of padding must be worn 
  underneath. However, the weight of the suit is well-distributed over the 
  whole body.  
   
  Aside from its expense, the main disadvantages are the lack of 
  ventilation and the time required to put it on and take it off (see 
  "Getting Into and Out of Armor" later on this page). Each suit of full 
  plate must be individually fitted to its owner by a master armorer, 
  although captured pieces can be resized to fit the new owner (unless 
  such is patently absurd, such as a human trying to resize a halfling's 
  armor). 
   
  Leather:  This armor is made of leather hardened in boiling oil and then 
  shaped into breastplate and shoulder protectors. The remainder of 
  the suit is fashioned from more flexible, somewhat softer materials.   
   
  Padded:   This is the simplest type of armor, fashioned from quilted 
  layers of cloth and batting. It tends to get hot and after a time 
  becomes foul with sweat, grime, lice, and fleas.  A leather jerkin uses 
  lighter, suppler leather than true leather armor and is closer to 
  padded armor in all respects. 
   
  Platemail:  This armor, which is also called half-plate or partial plate, is 
  a combination of chain or brigandine with metal plates (cuirass, 
  epaulettes, elbow guards, gauntlets, tasets, and greaves) covering 
  vital areas. The weight is distributed over the whole body and the 
  whole thing is held together by buckles and straps. This is the most 
  common form of heavy armor. 
   
  Banded mail is a form of platemail in which overlapping strips of metal 
  sewn to a backing of leather and chainmail. Generally the strips cover 
  only the more vulnerable areas, while the chain and leather protect 
  the joints where freedom of movement must be ensured. Through 
  straps and buckles, the weight is more or less evenly distributed. 
   
  Splint mail armor is made of narrow vertical strips riveted to a backing 
  of leather and cloth padding. Since this is not flexible, the joints are 
  protected by chain mail.  Lamellar armor is similar to splint mail in all 
  respects. 
   
   
  Shields:  All small shields (such as targes or bucklers) improve a 
  character's armor class by 1 while large shields (such as kite shields) 
  improve a character’s armor class by 2 against attacks.  A shield is 
  useful only to protect the front and flanks of the user. Attacks from the 
  rear cannot be blocked by a shield (exception: a shield slung across 
  the back does help defend against rear attacks). The reference to the 
  size of the shield is relative to the size of the character.  Thus, a 
  human's small shield would have all the effects of a large shield when 
  used by a gnome. 
  You can bash an opponent with a shield. The weapon table on page 
  41 gives the damage dealt by a shield bash. If you use your shield as a 
  weapon, you lose its AC bonus until your next action (usually until the 
  next round). A magical shield does not count as a magical weapon in 
  combat, and provides no bonus to attack and damage rolls. 
   
  Studded Leather:  This armor is made from leather (not hardened as 
  with normal leather armor) reinforced with close-set metal rivets. In 
  some ways it is very similar to brigandine, armor made from small 
  metal plates sewn or riveted to a layer of canvas or leather and 
  protected by an outer layer of cloth, although the spacing between 
  each metal piece is greater.   It is also similar to ringmail, in which 
  metal rings are sewn directly onto a leather backing instead of being 
  interlaced, or scalemail, in which a coat and leggings (and perhaps a 
  separate skirt) of leather is covered with overlapping pieces of metal, 
  much like the scales of a fish. 
   
  Armor Sizes:  The equipment list reflects the price of a suit of armor 
  (including an appropriate helmet) made for any normal player 
  character race. Although a halfling is much smaller than a human 
  and needs a smaller suit, there are fewer armorers available to meet 
  such specialized needs. Thus, the armor for a halfling is as expensive as 
  that for a human. Armor for non-standard sizes and shapes is going to 
  cost significantly more and must be custom-made. This is not the kind 
  of thing one can pick up at the local store! 
   
   
   
  When armor is found during the course of an adventure, the players 
  should note the creature that wore the armor previously. While a 
  human character might be able to wear the armor of a gnoll, it will do 
  little good for a halfling. Likewise, the armor of a giant is of little use to 
  anyone. 
   
   
   
  Armor size also affects the weight of the armor. The weights listed on 
  the table are for human-sized (Medium) armors.  Small armor weighs 
  half the amount listed, while Large armor weighs at least 100% more. 
   
  Getting Into and Out of Armor:  There are times when it is important to 
  know how quickly a character can get into or out of his armor. 
  Accidents and unforeseen events happen all the time. The party is 
  attacked at night. Those sleeping around the campfire may want to 
  don their armor before rushing into battle. A character slips and falls 
  into the river where his heavy armor pulls him down like a stone. He 
  greatly desires to get it off before he drowns. Just how long does it 
  take him? 
   
   
   
  The time required to don armor depends on its make and the 
  protection it affords.  A rough guideline for donning armor is that it 
  takes 6 rounds to don light armor, 12 rounds to don medium armor 
  and 18 rounds to don heavy armor.  Without aid, the time is doubled.  
  In all cases, the times given assume that the proper undergarments 
  and padding are also worn.  Shields take 1 round to strap on in all 
  instances. 
   
   
   
  If the character does not have the time to fully don their armor, they 
  may gain a partial bonus to their armor class.  By spending half of the 
  time required to don armor, the character may gain half of the AC 
  bonus normally provided by the armor.  As such, a character 
  spending 9 rounds donning full plate (with the aid of another 
  character) would gain a +3 armor class bonus.   
   
   
   
  Removing armor is a much quicker matter.  Armor can be shed in half 
  the time it takes to don, though this time is halved if the character is 
  willing to cut straps and bend pins. 
   
   
   
  
  Player’s Handbook 45 
   
  WEAPONS 
  The weapon tables list more than just the price of each item. It also 
  gives other game information. Since each weapon is different, you 
  should note this information separately for each weapon your 
  character purchases or finds. 
   
   
   
  Weapon Sizes 
  All weapons are classed according to a size category - T, S, M or L. 
  Tiny weapons (T) include unarmed strikes, gauntlets and other 
  weapons shorter than 1’ in length (such as knives and daggers).  Small 
  (S) weapons are approximately two feet or less in size; Medium (M) 
  weapons are two to five feet long; Large (L) weapons are generally six 
  feet or greater in length.   
  Polearms are usually 8 to 15 feet in length and allow characters to 
  attack at foes from a distance.  Of course once these foes advance 
  to close quarters the polearm may no longer be used and a more 
  suitable weapon needs to be employed.  
  A character can always wield a weapon of a size equal to his own or 
  less. Normally this requires only one hand, except for some missile 
  weapons (bows and crossbows in particular).  A character can also 
  use a weapon one size greater than himself although it must be 
  gripped with two hands. Beyond this size limit, the weapon is not 
  usable without special means (most often magical).   
   
  Blowgun:  Blowguns can fire two types of ammunition: a barbed dart 
  suitable for hunting small fowl, and a needle for carrying poison. Most 
  blowguns are six or seven feet in length, although assassins might carry 
  a miniature weapon two feet long that can only fire needles. 
  Blowgun ammunition is very light and cannot penetrate heavy armor. 
  If a target is protected by heavy armor, the attacker suffers an 
  additional –4 to his attack roll.  Blowgun darts deal 1 point of damage 
  on a hit, while needles deal no damage (unless poisoned). 
   
  Bows: Bows are grouped into short- and longbows, with composite 
  bows and stick bows of either type existing.  Stick bows such as the 
  English longbow are made from a single stave of wood while 
  composite bows are made from several layers of wood and/or bone 
  that grant the bow great strength and elasticity.   
  All bows but longbows may be fired from the saddle, with horse 
  nomads favoring recurved composite bows due to their greater 
  range. 
  All bows are limited by the strength of their wielder, with strength 
  penalties applied to all bow damage.   Only composite bows may be 
  made to accommodate exceptionally strong bowmen.   
  The materials and workmanship required to make such bows 
  increases their cost by 25 gold pieces per point of strength bonus to 
  damage permitted.  As such, a composite shortbow made for a 
  bowman with a 17 strength would cost 125 gold pieces (75 gold 
  pieces for the bow + 50 gold for the 2 extra points of damage that the 
  bow could deal). 
   
  Crossbow:  Strength bonuses or penalties do not apply to crossbows, 
  since these are purely mechanical devices. The hand crossbow is 
  easily held in one hand and cocked with the other. The light 
  crossbow, also called a latch, must be braced against an object to 
  be cocked with a lever mounted on the stock. The heavy crossbow 
  has a powerful pull and must be cocked with a cranequin (a simple 
  winch or lever) that comes with the weapon. One foot is placed in a 
  stirrup at the end of the crossbow while the cranequin is worked.   
  Only fighters with weapon specialization may fire light crossbows more 
  than once per round or heavy crossbows more than once every other 
  round.  Crossbows may be used in conjunction with small shields and 
  may be fired from a prone position. 
   
  Garrote:  Garrotes are ineffective melee weapons, requiring their 
  wielder to surprise their opponent, striking from behind, and wrap the 
  length of the garrote around their victim’s neck.  Garrotes require two-
  hands to use and are ineffective against targets with neck armor 
  (medium and heavy armors typically incorporate neck guards).  
  Likewise, it is usually impossible to use a garrote against a target that is 
  considerably (50%) taller or shorter than you.   
  When used properly against a suitably vulnerable target, garrotes 
  deal 1d3 points of non-lethal damage each round and render the 
  target speechless.   
  The target may attempt to break free of the garrote by foregoing their 
  attack and winning an opposed strength check against their 
  attacker.  The attacker gets a +4 bonus to this check.  If the garroted 
  opponent wishes to strike his assailant, he may make unarmed attacks 
  or attacks with a “light” weapon with a –4 penalty to hit as he flails 
  blindly at his assailant. 
  Wire garrotes cost twice as much as typical cord garrotes and deal 
  1d3 points of lethal damage each round.  Strength bonuses and 
  penalties always apply to the damage dealt by garrote attacks. 
   
  Glaive:  One of the most basic polearms, the glaive is a single-
  edged blade mounted on an eight- to ten-foot-long shaft. While not 
  the most efficient weapon, it is relatively easy to make and use. 
  Normally the blade turns outward to increase the cutting area until it 
  almost resembles a cleaver or axe. 
   
  Great Axe: Great axes are heavy, one- or two-bladed battleaxes that 
  require the use of two hands in combat.  These heavy, cleaving 
  blades evolved into one of the simplest of polearms, the bardiche, 
  which is little more than an elongated battle axe.  Bardiches are 
  treated as great axes in all instances, despite their longer hafts. 
   
  Guisarme: Thought to have derived from a pruning hook, this is an 
  elaborately curved heavy cleaving blade set atop a 7-8 foot pole. 
  While convenient and handy, it is not very effective.  Voulges and bill 
  hooks are similar polearms, designed to pull riders from their saddles as 
  well as cleave through enemy armor.  They are popular weapons, 
  easy to make and simple to learn. 
   
  Halberd:  After the awl pike and the bill, this was one of the most 
  popular weapons of the Middle Ages. Fixed on a shaft five to eight 
  feet long is a large axe blade, angled for maximum impact. The end 
  of the blade tapers to a long spear point or awl pike. On the back is a 
  hook for attacking armor or dismounting riders. Originally intended to 
  defeat cavalry, it is not tremendously successful in that role since it 
  lacks the reach of the pike and needs considerable room to swing. It 
  found new life against blocks of pikemen. Should the advance of the 
  main attack stall, halberdiers issue out of the formation and attack the 
  flanks of the enemy. The pikemen with their overlong weapons are 
  nearly defenseless in such close combat. 
   
  Lance: The different lances are rated according to size and sturdiness. 
  Each type can be used only if the rider is on the same type of horse or 
  a greater one. A man on a light warhorse could not effectively use a 
  heavy horse lance, while all lances require that the rider be firmly in a 
  saddle and using stirrups.   
  A jousting lance is a heavy horse lance modified for use in 
  tournaments, in which the desire is not to kill the opponent. The end of 
  the lance is fitted with a special blunted tip intended to lessen the 
  chance of wounds. Of course, good intentions often go awry, so there 
  is still a chance of injury during a joust.  In game terms, a jousting lance 
  always does non-lethal damage on a successful hit (see Non-Lethal 
  Damage on page 58 for more details). 
   
  Longspear: Essentially this is a spear of 12 to 20 feet in length.  This 
  weapon is quite similar to both the awl pike and partisan in its design 
  and use.  The awl pike, in particular, was a popular weapon during 
  the Renaissance. Since the pike stuck out in front, men could be 
  packed side-by-side in dense formations, and several rows of men 
  could fight. Large blocks of pikemen made formidable troops. 
  However, once the pikemen engaged in close combat, they normally 
  dropped their clumsy awl pikes and fought hand-to-hand with short 
  swords.  The partisan is slightly shorter, with an 8’ shaft on average and 
  broader spear-head.  
   
  Lucern Hammer: Fitted with a shaft up to ten feet long, it is usually 
  found in the hands of the common soldier. It, and the similarly 
  designed bec de corbin, were mainly used to punch through armor. 
  The end is fitted with the long point of an awl pike to hold off enemy 
  cavalry.  
   
  Military Fork: This is one of the simplest modifications of a peasant's 
  tool since it is little more than a pitchfork fixed to a longer shaft. With 
  tines strengthened and straightened, the military fork serves well. The 
  need for cutting and cleaving often results in combining the fork with 
  other weapons. 
   
  Net: A net is used to entangle enemies. When you throw a net, you 
  make a ranged attack against your target that ignores their armor or 
  shield bonuses to armor class.  
  If you hit, the target must make a strength check at -5 or be 
  effectively grappled by the net.   
  
  Player’s Handbook 46 
   
   
  If you control the trailing rope by succeeding on an opposed strength 
  check while holding it, the netted creature can move only within the 
  limits that the rope allows (moving only 5’ per round). If the netted 
  creature attempts to cast a spell, it must make a concentration check 
  with a -5 penalty or lose the spell.  
  A netted creature can escape by succeeding at an escape artist 
  check, with a -10 penalty, or by using a light edged weapon to cut 
  through the net.  The net takes 20 hit points of damage to cut through. 
   
  Polearms: A popular group of weapons during the ancient and 
  medieval periods were the polearms. Their length was a distinct 
  advantage and, for peasants, they were relatively easy to make. Thus, 
  there came to be an abundance of polearms of different sizes and 
  shapes. Due to their numbers, there is no standard system for naming 
  polearms. The names used in this game might possibly be applied to 
  other weapons elsewhere. 
  Because of their length, all polearms are infantry weapons and require 
  two hands to use. They are almost always the weapon of the 
  common peasant and soldier, who, lacking a horse and heavy armor, 
  needs some weapon to keep the enemy's knights at bay. Thus, most 
  polearms are intended to be used in close-packed formations that 
  present a forest of sharp points and wicked blades to any knight 
  foolish enough to charge. 
  The following weapons are polearms:  spears (all), glaives, guisarmes, 
  halberds, hammers (lucern), lances, military forks, ranseurs, scythes 
  and all weapons based upon or similar in design to these weapons. 
   
  Ranseur:  Very much like the partisan and spetum, the ranseur differs 
  in that the main blade is thinner and the projecting blades extended 
  more like tines of a fork. These can trap a weapon and sometimes 
  punch through armor.  Partisans with side tines may be treated as 
  ranseurs. 
   
  Scythe: Scythes and fauchards are long, inward curving blades 
  mounted on a shaft six to eight feet long. It can slash or thrust, 
  although the inward curving point makes thrusting rather ineffective. 
  Its advantage is that a peasant can easily convert his common scythe 
  into a weapon of war. 
   
  Sling:  You can fire a sling with one hand; though loading a sling 
  requires two hands.   
  You can use ordinary stones with a sling, but stones are inferior to 
  bullets. As such sling attacks made with stones suffer a -1 attack roll 
  penalty and deal 1d3 damage. 
   
  Sword, Bastard: This sword is similar to a long sword in size and weight, 
  but has a longer hilt. It can be used one- or two-handed.  
   
   
   
   
   
   
   
   
  Whip: The whip is a dangerous weapon only in the hands of a highly 
  skilled and well-trained user. To inflict damage, the whip must contact 
  exposed, or lightly covered, flesh.  As such, a whip wielder suffers a -4 
  penalty to attack rolls made against opponents in medium or heavy 
  armor.  
  The whip also has another use. It can entangle an opponent’s limb(s) 
  or weapon in order to make trip or disarm attacks.  
   
  Whip (Scourge): This wicked weapon is a short whip with several 
  thongs or tails. Each thong is studded with metal barbs, resulting in a 
  terrible lash. It is sometimes used as an instrument of execution. 
   
  MISCELLANEOUS EQUIPMENT  
   
  Caltrops: A caltrop is a four-pronged iron spike crafted so that one 
  prong faces up no matter how the caltrop comes to rest. You scatter 
  caltrops on the ground in the hope that your enemies step on them or 
  are at least forced to slow down to avoid them. One 2-pound bag of 
  caltrops covers a 5’ by 5’ square. 
  Each time a creature moves into an area covered by caltrops (or 
  spends a round fighting while standing in such an area), it might step 
  on one. The creature can avoid the caltrops by making a dexterity 
  common ability check with a –5 penalty.  If the creature is wearing 
  shoes or other footwear, it gets a +2 bonus to this check.  Creatures 
  moving cautiously through the area (at ½ their movement rate, 
  rounded to the nearest 5’ increment) need not roll a dexterity save to 
  avoid the caltrops.   
  If the creature fails its dexterity common ability check, it steps on 1d3 
  caltrops. Each deals 1 point of damage, and the creature’s speed is 
  reduced by one-half because its foot is wounded. This movement 
  penalty lasts for 24 hours, until the creature is successfully treated by a 
  healer, or until it receives at least 1 point of magical curing.  
   
  Climbing Gear: These tools (pitons, crampons and a small hammer) 
  give you a +2 bonus to all climb checks, so long as the time is taken to 
  properly use them.  Rope must be purchased separately. 
   
  Lanterns:  A hooded lantern (30’ radius of light) is a standard lantern 
  with shuttered or hinged sides. It is not directional, as its light is cast 
  equally in all directions. A bull’s-eye lantern (60’ cone of light) has only 
  a single shutter, the other sides being highly polished to reflect the 
  light in a single direction. Both hooded and bull’s-eye lanterns can be 
  carried in one hand. A single flask of oil (one pint) burns for six hours in 
  either. 
  The beacon lantern (240’ radius of light) is a much larger affair and 
  must be mounted on the prow of a ship, the bed of a wagon, or other 
  large structure. It operates like the bull’s-eye lantern but illuminates to 
  a greater distance. The beacon goes through oil quickly, burning a 
  flask every two hours. 
   
  Locks:  Locks are still fairly primitive affairs (except for those 
  complicated by the use of magic or made through the exceptional 
  artifice of the elven, gnomish or dwarven people). Most are worked 
  with a large bulky key. Combination locks are virtually unknown at this 
  time. As with most things, there are good, very complex locks as well 
  as bad, easily opened locks. 
   
  Magnifying Glass:  This simple lens is more an oddity than a useful tool. 
  It does not greatly enhance viewing, especially since many are 
  unevenly ground, creating distortion. It is useful as a substitute for 
  tinder and steel when starting fires. 
   
  Merchant's Scale: This is a small balance and pans along with a 
  suitable assortment of weights. Its main use is to weigh coins - a 
  common method of settling a transaction. Merchants are well aware 
  that coins can be undersized, shaved, or plated. The only sound 
  protection is to check the coins against a set of established weights. It 
  is also needed when using foreign coins to make a purchase or 
  exchange. Of course, merchants are no more noble than anyone else 
  and may use sets of false weights - one set heavier than normal for 
  selling an item (causing the customer to pay more) and another set 
  lighter than usual for buying items (letting the merchant pay less). In 
  well-regulated areas, officials verify the accuracy of weights and 
  measures.  
   
  Oil: Greek fire is a general name given to all highly flammable oils 
  used in combat. (Historically, Greek fire was a special combination of 
  oil and chemicals that was sticky and difficult to extinguish.) These oils 
  are highly flammable and a little dangerous to carry.  
  Lamp oil is used for lamps and lanterns. It is not particularly explosive 
  although it can be used to feed an existing blaze. 
   
  Spyglass:  Like the magnifying glass, the spyglass is more of an oddity 
  than a useful item. Objects viewed through it are a little closer, 
  although not much. For better results magical items are preferred. The 
  spyglass gives from two to three times magnification. 
   
  Thieves’ Tools:  This is a small collection of tools useful to burglars. The 
  kit includes one or more skeleton keys, long metal picks, a long-nosed 
  clamp, a small handsaw, and a small wedge and hammer. These 
  combined with some common tools (such as a crowbar) make up 
  most of the special equipment a thief needs to perform his trade. 
   
  Water Clock: This bulky item is good for giving the time accurate to a 
  half-hour. Activated by a regulated flow of drops, the water clock is 
  not something you carry in your pocket. For it to work at all, it must 
  have a source of water and be left undisturbed. 
   
   
   
   
  
  Player’s Handbook 47 
   
  TRANSPORT 
   
  Caravel:  This ship was sailed in late Medieval/early Renaissance times 
  and was the type of ship Columbus used to reach the New World. (It 
  should be used only in late Medieval settings.) It normally has two or 
  three masts and square sails. No oars are used. The typical caravel is 
  70 feet long and 20 feet wide. The normal crew is from 30 to 40 men. 
  The average cargo displacement is 150-200 tons. 
   
  Coaster:  Also called a round ship, this is a small merchant ship that 
  hugs the coasts. This is a sailing ship, fitted with two masts and 
  triangular sails. The average size is 60 to 70 feet long and 20 feet wide. 
  The rudder hangs from one side. The crew is 20 to 30 men, and the 
  cargo capacity is about 100 tons. Normally there is only a small 
  sterncastle. A coaster is slow and not tremendously seaworthy, but it 
  can carry large amounts of cargo with smaller crews than galleys. 
   
  Cog:  This ship is a larger, improved version of the coaster, able to 
  make ventures into the open sea. Like the coaster, it is a sailing ship 
  with one or two masts, but the cog employs square sails. It is about 75 
  to 90 feet long and 20 feet wide. The crew is only 18 to 20 men. There 
  is normally one deck and both a fore- and stern- castle. The cargo 
  capacities of cogs vary greatly, but the average is 100 to 200 tons. 
   
   
  Curragh:  This is an early, primitive vessel. It is made from thick hides 
  stretched over a wood-and-wicker frame. A single mast carries a small 
  square sail, but the curragh is usually worked by oars. It is normally 20 
  to 40 feet long. The crew is approximately six to eight and the cargo 
  space is limited - no more than five tons. 
   
  Drakkar:  The largest of the Viking longships is known as a drakkar or 
  dragonship. Built for war, this ship stretches about 100 feet in length. 
  Although a single mast can be raised, oars provide the main source of 
  power. The crew of 60 to 80 men rows, one man to an oar. Up to 160 
  additional men can be carried for boarding and raiding. Due to its 
  great size, a drakkar is not very seaworthy. This and the fact there is no 
  space on board for many supplies (certainly not enough for 240 men) 
  or sleeping quarters keep the drakkar close to the coast where it can 
  put in for the night. Because of its cost and limited use, a drakkar is 
  usually built by kings and rulers and is not used for the mundane task 
  of shipping cargo. 
   
  Dromond:  This ship is the largest of the Byzantine galleys. Although it 
  boasts one or two masts and triangular sails, the main power comes 
  from the 100 oars, 50 to a side. These oars are divided into an upper 
  and lower bank, with one man per oar on the lower bank and three 
  men on the upper bank. Thus, the total crew is about 200 men. The 
  dromond is about 130 to 175 feet long and 15 feet wide, making it a 
  very slender ship. The cargo capacity is around 70 to 100 tons. 
  A dromond can be used both for shipping and war. As a warship, a 
  ram projects from the front just above the water line. Castles are built 
  fore, aft, and amidships as firing platforms. The cargo space is then 
  taken up by marines. With such numbers of men, it is a very dangerous 
  ship to attack. A dromond is not a seaworthy craft, however, and 
  usually sails in sight of shore. They beach at night like all galleys, since 
  supplies and sleeping accommodations are very limited. 
   
  Galleon:  This is the largest and most advanced sailing ship that might 
  be available in the AD&D game. It should appear only in 
  Renaissance-period settings. It is a sail-driven ship with three or four 
  masts. There are normally three through decks (running the length of 
  the ship), while the castles fore and aft have two decks. The average 
  size is about 130 feet long and 30 feet wide. Crews average about 130 
  men. Although cargo capacity is about 500 tons, a galleon is mainly 
  used as a warship. (In the real world they were fitted with cannon, 
  something beyond the standard AD&D game rules.) They can easily 
  carry men equal to their tonnage, making capture by pirates nearly 
  impossible. 
   
  Great Galley:  Built during the Late Middle Ages, the great galley is an 
  improved version of the dromond. It is slightly smaller than the 
  dromond, about 130 feet long and 20 feet wide. The main power 
  comes from 140 rowers, one man to an oar, but is supplemented by 
  three masts; this combination gives it better speed and handling. The 
  cargo capacity is 150 tons. When outfitted as a warship, the front end 
  is built as a ram and marines are carried instead of cargo. Like all 
  galleys, the great galley is a coastal vessel, rarely venturing into open 
  water. It is not seaworthy in heavy storms and waits in port for these to 
  pass. 
   
  Knarr:   
  This small ship was a common cargo ship of the 
  Scandinavian region. It is 50 to 75 feet long and 15 to 20 feet wide. It 
  has a single mast and a square sail. In times of poor wind, a few oars 
  at the bow and stern can provide more power. The crew ranges from 
  eight to 14 men. The cargo capacity is small, anywhere from ten to 50 
  tons. The ship is, however, relatively seaworthy and can be used to 
  make long sea voyages (although it cannot be called comfortable). 
  Its flat bottom makes it useful for sailing up rivers and estuaries, and it 
  can be beached easily. 
   
  Longship:  This is the standard Viking warship. It is more substantial than 
  the knarr but not nearly as massive as the drakkar. An average 
  longship is 75 feet long with 20 to 25 oars per side. Each oar is worked 
  by a single man for a total crew of 40 to 50 men. There is also a single 
  mast and a square sail. In addition to the crew, the ship can carry 120 
  to 150 men. A longship can be used for shipping, but its cargo 
  capacity is only about 50 tons. It is, however, fairly seaworthy and can 
  sail across the open sea when necessary. 
   
  TACK & HARNESS  
   
  Barding:  A warhorse, or any animal trained for combat, is a 
  considerable investment for the average warrior. Therefore, it 
  behooves the owner to see that his mount is as well protected as 
  possible. Other than avoiding risks, the best non-magical protection is 
  horse armor or barding. 
   
   
  Padded or leather barding provides a +1 armor class bonus to the 
  beast wearing it.  Chain barding provides a +3 armor class bonus to its 
  wearer.  Plate barding provides a +5 armor class bonus to its wearer. 
   
  Saddles:  There are two basic saddles - riding and pack. Riding 
  saddles take many forms, but their basic purpose is to carry a person. 
  Pack saddles are special frames designed to carry supplies and 
  equipment. The only practical limit to how much a well-stowed pack 
  saddle can carry is the carrying ability of the animal. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Player’s Handbook 48 
   
   
  ABILITY SCORES & THE GAME 
  Throughout the game, the Dungeon Master and players must resolve 
  whether or not specific actions succeed or fail. These actions might 
  include tracking a band of goblins, detecting a trap, swimming a 
  mighty river or resisting the effects of a giant snake's poison. To resolve 
  these situations and others, a player rolls an ability check.   
  It is important to note that only those activities that have a significant 
  chance of failure, as determined by the DM, should be resolved by a 
  die roll. In most cases, narrative development and not chance should 
  guide the game. Judicious use of the ability check is essential to 
  maintaining the fast flow of action and adventure. There are instances 
  in which the ability check is required. These include class ability 
  checks, skill checks, saving throws and common ability checks where 
  the DM deems a check necessary to resolve a conflict. 
  Once it is decided an ability check is needed, the Dungeon Master 
  must identify the ability score to be checked against. In most cases, 
  the answer is obvious. In the case of class abilities, skills, and saving 
  throws, the appropriate ability score has already been identified. With 
  class abilities, the associated ability score is in the ability's description.  
  Non-specified situations requiring a check are typically easy to resolve 
  as well. The ability score descriptions located at the beginning of the 
  book and the USING ABILITY CHECKS IN YOUR GAME section below 
  should aid in deciding which ability score to associate with specific 
  actions.  
  Once the associated ability score is chosen, the Dungeon Master may 
  apply a modifier to the roll that is based upon the difficulty of the task.  
  A positive modifier, or bonus, improves the character’s chance of 
  success by adding to his die roll while a negative modifier, or penalty, 
  decreases his chance of success.   
  The Dungeon Master has vast discretion in determining the 
  challenge’s difficulty and assigning a check modifier (whether it’s a 
  penalty or bonus). Although the task sounds difficult, it is actually fairly 
  easy.  The check modifier represents the level of difficulty of the action 
  attempted or the reaction made.   
  The simplest way to determine the check modifier is by referencing 
  the level or hit dice of the NPC or creature that the character making 
  the check is acting against or reacting to. In such cases, the check 
  penalty is equal to the level or hit dice of the NPC or monster involved.  
  A monster's check penalty is equal to its hit dice; a spell's check 
  penalty is equal to the caster level or hit dice of its caster; a trap's 
  check penalty is equal to the level of the person who set it.  
  There are more arbitrary situations that require the DM to create an 
  adequate modifier. If a character is attempting a task such as making 
  an extraordinary jump or swinging on a rope to grab an object, the 
  Dungeon Master needs to assign a difficulty to the task. A good way 
  to assign such a modifier is to think of the task's difficulty as if it were a 
  monster, and then assign a penalty equal to the hit dice of the 
  monster imagined. In this way, a level or hit dice can be assigned to 
  tasks such as swimming a river, knocking down a door, jumping a pit 
  or catching a falling object.  
  As a rule of thumb, a check bonus of +10 is recommended for routine 
  tasks, while a bonus of +5 is adequate for most easy tasks. Checks that 
  are of average difficulty should have no bonus or penalty applied to 
  them (other than the relevant ability score modifier and level 
  modifier).  For tough tasks, a check penalty of -5 works well. For 
  challenging tasks, a check penalty of -10 suffices. Extremely difficult 
  checks should incur a penalty of -15 or greater, while truly heroic 
  actions require a check penalty of -20 or even higher. When in doubt, 
  err on the low side since it never hurts a game to have a character 
  succeed in something difficult. 
  After the check modifier is determined, the Dungeon Master applies it 
  to the character’s ability check.  If the d20 roll plus all modifiers is 
  equal to or greater than 15 (the Challenge Base or CB) then the ability 
  check is successful.   
  Note that rolling a “natural 20” (a “20” is rolled on your d20) always 
  indicates success on ability checks while rolling a “natural 1” always 
  indicates failure.   
   
  LEVEL BONUSES & ABILITY CHECKS 
  Every saving throw, class ability check, skill check and common ability 
  check has an associated ability score. Whenever one of these checks 
  is made a d20 is rolled by the player. The character’s ability modifier is 
  always added to this roll.  When making saving throws, the character 
  always adds his level (his level bonus) to the roll.  When using skills or 
  class abilities the character also adds his level bonus to the roll, so long 
  as he is trained in that skill or ability.   
  Any time an ability check that is NOT a skill check, saving throw, or 
  class ability is called for, it is a common ability check.  Common 
  abilities, which are described in greater detail below, are “everyman” 
  abilities that may be attempted by all characters and most intelligent 
  beings. When using common abilities the character adds ½ of his level 
  bonus to the roll, rounding fractions down.   
  There will be times when a player will want a character to attempt an 
  action that intrudes in the realm of the class ability of another 
  character class or use a skill they do not possess. It is up to the 
  Dungeon Master to decide if such an action is even possible.  If a 
  Dungeon Master does allow a character to attempt a skill or class 
  ability they do not possess then the character does not add any level 
  bonus to the ability check roll, unless the class ability may be also be 
  attempted as a common ability (e.g. a stealth or perception check).  
  It is important to note that the abilities of each class have the best 
  results when used by only that class.  
   
  USING ABILITY CHECKS IN YOUR GAME 
  One of the challenges of running a game is deciding when and how 
  to use the rules of the game to enhance the game play experience. 
  Knowing when and how to use the ability check to the best 
  advantage will make for a fun and exciting game. Misusing them will 
  cause the game to become bogged down with trivialities.  
   
  COMMON ABILITIES 
  As noted above, common abilities do not require specialized training, 
  as class abilities and skills do.  Common ability checks automatically 
  improve as characters advance in level, with all characters adding ½ 
  of their level bonus to common ability checks (rounding fractions 
  down). Examples of common abilities include appraising items, 
  balancing, climbing, haggling, jumping, perception, persuasion, and 
  swimming. 
  The following section details the various common abilities associated 
  with each ability score, as well as providing examples of skills and class 
  abilities tied to each ability.   
   
  Strength 
  The strength check should be used sparingly and with a healthy dose 
  of common sense. Even a character with a strength score of 18 
  cannot lift a boulder weighing over a ton. A rock for a sling stone can 
  be lifted by anyone. This extreme example illustrates the potential 
  downside of relying on ability score checks to resolve situations in a 
  game. If done too often, the act of making a check can begin to 
  replace the essential value of common sense when determining the 
  outcome of events. 
  Strength checks are most useful when a character is attempting feats 
  of strength beyond the norm. It often involves a situation where a 
  character is matched against another creature or character, 
  requiring an opposed strength check, or against a force of nature.  
   
  task 
  type of ability check 
  escape artist 
  class or common ability 
  feats of strength 
  common ability 
  jump 
  class or common ability 
  swim 
  common ability 
   
  Characters attempting to lift more than their maximum heavy load 
  (see ENCUMBRANCE on page 53) must make a strength check.  The 
  penalty to this check is -1 for every 10% over the listed maximum that is 
  lifted.  As such a character trying to lift double their maximum heavy 
  load would make a strength check with a -10 penalty, while a 
  character trying to lift three times their maximum heavy load would 
  suffer a -20 penalty. 
  All character may make strength checks to open stuck doors, break 
  free of restraints, move extremely heavy objects, attempt jumps (with 
  and without a running start), swim and so on.  Strength checks are 
  also made when making or resisting grapple, push, overbear and 
  disarm attacks (see page 58 for more details on NON-LETHAL 
  COMBAT). 
  Generally a character can jump a number of feet equal to their 
  movement rate divided by 5, by making a strength check.  For every 
  foot beyond this increase the check penalty by 2.  Without a running 
  
  Player’s Handbook 49 
   
  start of at least 20’ the base distance jumped is halved and each 
  additional foot of jumping distance increases the check penalty by 4.   
  For high jumps, characters may jump number of feet equal to their 
  movement rate divided by 10 with a successful strength check, with 
  every foot beyond this increasing the penalty by 4.   
  Characters trying to swim may move at ¼ of their movement rate, 
  rounded to the nearest 5’ increment.  Characters suffer encumbrance 
  penalties to all strength checks made to swim (see Encumbrance for 
  more details). 
   
  Intelligence 
  Characters often face daunting puzzles and tasks of mental discipline 
  on their adventures. Intelligence checks are one way to help 
  determine the success of a character at those tasks. Caution should 
  be used, however, lest the roll of the dice be used to solve all of a 
  player's problems. Part of the fun of the game is the sense of 
  accomplishment gained when roleplaying, reasoning and solving 
  problems or recalling information. Getting the answers from rolling 
  dice leaves that accomplishment empty. 
   
  task 
  type of ability check 
  appraise value 
  common ability 
  craft (type of object) 
  skill 
  create, use or identify poison 
  class ability 
  decipher script 
  class ability 
  estimate (distance, quantity, etc) 
  common ability 
  knowledge (specific subject) 
  skill 
  lore 
  class ability 
  recall information 
  common ability 
   
  All characters may make intelligence checks to estimate the rough 
  value of objects, recall information, determine the distance between 
  themselves and their opponents, estimate the number of soldiers in an 
  approaching army, and so on.   
  Besides allowing characters to make rough appraisals and estimates, 
  a character’s intelligence affects the number of background skills a 
  character begins play with (see Bonus Knowledge Skills on page 3).  
  Skills that are based upon intelligence are described in the SKILLS 
  section.  These skills represent specialized training on the character’s 
  part and function much like class abilities in that the character adds 
  their full level bonus to skill checks, if they have that particular skill, or 
  do not if unskilled. 
   
  Wisdom 
  Where a character, and not a player, has had an experience that 
  could impact a present circumstance, a wisdom ability score check is 
  often 
  involved. 
  Wisdom 
  checks 
  often 
  help 
  resolve 
  unclear 
  circumstances through hunches or gut feeling. Wisdom is also used to 
  determine surprise, or when allowed, to spot something not normal 
  about a situation. Wisdom checks are a particularly useful device with 
  new players that may be confused in such a circumstance. 
  In the end, the ultimate determination of whether to allow a wisdom 
  check or not lies in those circumstances where the fictional 
  character's knowledge and experience would exceed the player's 
  personal knowledge. The character's background and experiences 
  play an important role in this.  
  However, wisdom checks should not always be used to help 
  characters find hidden objects or gain intuitive insight. A player should 
  pay attention to the Dungeon Master's narrative description, and the 
  Dungeon Master should allow alert players to spot potential threats or 
  find hidden items, especially if deftly roleplayed. Wisdom checks are 
  not a replacement for alert and cautious play. Also, as detailed 
  ahead, surprise is a special type of wisdom check with its own rules. 
   
  task 
  type of ability check 
  bind wounds 
  common ability 
  direction sense 
  common ability 
  perception 
  class or common ability1, 2 
  profession (type) 
  skill 
  ride (mount) 
  common ability 
  survival 
  class ability 
  sense motive 
  common ability 
  track 
  class ability 
   
  1  All characters may attempt perception checks to notice when 
  something is amiss (bandits are lying in ready to ambush the 
  party, a strange keening noise can be heard in the distance), 
  though only those with the perception class ability may add their 
  full level bonus to such checks.  Perception checks can also be 
  made to hear and locate invisible attackers (this does not 
  negate the benefits of invisibility).  These checks, if made against 
  another creature, are opposed by that creature’s stealth 
  (dexterity) check (if they are attempting to hide or sneak up on 
  the character).  Generally a successful check indicates that the 
  character has detected some sort of noise or spotted something 
  amiss. Modifiers due to intervening cover, solid barriers, distance, 
  etc., as well as what details are heard or spotted, are 
  determined by the DM.  
   
  2 While only those with the find traps ability (thieves and assassins) 
  may make perception checks to find complicated mechanical 
  or magical traps, all characters may attempt to find crude traps 
  (such as concealed pit traps or rope snares) with a perception 
  check.  
  Wisdom checks are also used to “read” others and sense their true 
  motives.  These checks, if made against another creature, are 
  opposed by that creature’s bluff (charisma) check (if they are trying 
  to deceive that character).  Finally, wisdom checks allow characters 
  to handle mounts and pack animals.     
  Skills that are based upon wisdom are described in the SKILLS section. 
   
  Dexterity 
  Characters occasionally find themselves in situations where their 
  reflexes and balance are tested. Dexterity checks should be used in 
  those situations where the consequences are most dire, or dependent 
  upon some deft maneuver to avoid a hazard. A dexterity check might 
  also be required when a character attempts to retrieve an item 
  quickly, balance on a precarious surface, run up a steep incline and 
  so on. 
   
  task 
  type of ability check 
  balance 
  class or common ability1 
  climb 
  class or common ability2 
  disable device 
  class ability 
  escape artist 
  class or common ability 
  play instrument 
  skill 
  sleight of hands  
  class ability 
  stealth 
  common ability3 
   
  1 Characters may only move at ¼ of their movement rate, 
  rounded to the nearest 5’ increment, when balancing or 
  traversing difficult terrain.  Characters may attempt to move at ½ 
  of their movement rate, rounded to the nearest 5’ increment, 
  when balancing but take a -5 penalty to their dexterity check 
  when doing so.   
  2 Characters with the climb class ability may climb up, down or 
  across a slope, wall, steep incline (even a ceiling with 
  handholds), or unusually angled natural or man-made slope or 
  incline that others would find impossible to climb.   They add their 
  full level bonus to such checks and never need to make a climb 
  check in order to climb natural slopes and man-made inclines, 
  such as a rough ledge or steep steps.   
    All characters (even those without the climb class ability) may 
  make dexterity checks to climb rough ledges or natural slopes.  A 
  failed climb check means that the character makes no progress. 
  A check that fails by 5 or more means that the character slips 
  and falls, possibly taking damage if they fall from a height of 10’ 
  or more. Nothing can be carried in the hands while climbing and 
  a character moving under conditions where a dexterity check is 
  required may only move at ¼ of the their movement rate, 
  rounded to the nearest 5’ increment.   
   
  Characters may attempt to move at ½ of their movement rate, 
  rounded to the nearest 5’ increment, when climbing (or 
  balancing) but take a -5 penalty to their dexterity check when 
  doing so.   
  3 All characters may attempt stealth checks to hide from others or 
  move silently, though only those with the stealth class ability may 
  add their full level bonus to such checks.  These checks are 
  always opposed by the target’s perception check.  If the 
  character is being observed, even casually, they can’t hide. If 
  observers are momentarily distracted, though, the character can 
  attempt to hide. While the observer averts its attention from the 
  character, the character can attempt to get to a hiding place. 
  This check, however, is at a -10 penalty because the character 
  has to move quickly to the hiding place. A character cannot 
  
  Player’s Handbook 50 
   
   
  hide if there is nothing to hide behind or conceal oneself with. 
  Deep shadows can count as concealment at the Dungeon 
  Master’s discretion.  Characters attempting to move silently take 
  a -5 penalty to this check when moving at ½ of their movement 
  rate (rounded to the nearest 5’ increment) and a -20 penalty 
  when running or charging. 
   
  Skills that are based upon dexterity are described in the SKILLS section. 
   
  Constitution 
  There are plenty of situations in a game where a player might wish to 
  push the limits of the character's health and stamina. For example, a 
  character may need to run a mile in full chainmail without stopping. If 
  a Dungeon Master needs to determine if a character can succeed at 
  tasks such as this, a constitution check is used. 
  As with any check, common sense must be used. A contest of 
  endurance between a character with a constitution of 4 and one 
  with a constitution of 16 is really no contest at all. However, a contest 
  between characters with 15 and 17 would be much closer, and 
  constitution checks might be needed to determine how long each 
  character could succeed at the task, such as holding a book in each 
  hand with outstretched arms. 
   
  task 
  type of ability check 
  tests of fortitude or stamina 
  common ability 
   
  All characters may make constitution checks to exert themselves for 
  extended periods of time or test their intestinal fortitude (i.e. by 
  engaging in a drinking contest).  Checks made to push one’s 
  endurance, fight off illness or hold one’s breath are all governed by 
  constitution.   
   
  Charisma 
  Feats of will between two creatures along with situations involving 
  leadership, reaction, loyalty and negotiation are areas governed by 
  charisma. As with intelligence checks, players should be given the 
  opportunity to succeed through roleplaying before checks are 
  required. If the Dungeon Master deems an argument or negotiation 
  persuasive, then success can be allowed without requiring a check.  
  Under no circumstances should charisma checks replace the need for 
  players to roleplay interactions. If the character wants a deal from a 
  shopkeeper, the player should have to negotiate that deal. A 
  charisma check might aid in the resolution of the task, but it should 
  not determine it outright. A successful, opposed charisma check in 
  the negotiation of a peace treaty, for example, might cause the 
  opposing side to offer a small concession, but the ultimate success will 
  depend on the player's roleplaying ability. 
  However, as with wisdom, sometimes a character's charisma will be 
  greater than the player's ability to roleplay that charisma. The 
  Dungeon Master should take that into account when making 
  situational rulings. A paladin with an 18 charisma would have some 
  success in convincing a group of villagers to aid in hunting down an 
  evil bandit in the region, even if the player cannot deliver a speech 
  like Julius Caesar. If the player can give an adequate speech with a 
  modicum of oration ability, the DM should allow for some success. 
  Imposing one's will over another creature is one of the most difficult 
  situations for the Dungeon Master to referee. In such cases, a 
  character's charisma score is the primary determinative of success. In 
  most cases, a roll may not even be required. 
   
  task 
  type of ability check 
  animal empathy 
  class ability 
  bluff 
  common ability 
  haggle 
  common ability 
  intimidation 
  common ability 
  persuasion 
  common ability 
   
  All characters may make opposed charisma checks (see Encounter 
  Reactions page 54) to influence others, while NPCs may use charisma 
  checks to resist a player’s influence.  The use of persuasion, 
  intimidation and guile are all based upon a character’s charisma, as is 
  the player’s natural ability to haggle and to command others.  Skills 
  that are based upon charisma are described in the SKILLS section. 
   
   
   
   
  SAVING THROWS 
  Many times during a game something occurs which requires an ability 
  check, such as when a dryad attempts to charm a character or a 
  dragon breathes fiery breath upon a character, but the ability score 
  associated with the event that causes the check is unclear.  
  For example, what happens when a wight creeps up upon an 
  unsuspecting foe and reaches its hand out to steal some part of a 
  soul?  This is called an energy drain and, if successful, the character 
  whose energy is drained loses levels. In this case, the character is 
  being acted on in a potentially harmful manner and must make an 
  ability check to avoid being harmed. This ability score check is called 
  a saving throw. Often the Dungeon Master or new players are unsure 
  as to which ability score a particular type of attack or event relates. 
  Saving throws clarify this as many of the more common types of 
  events are examined. In the case of the wight's energy drain, the 
  saving throw relates to constitution. 
  A saving throw is simply an ability score check for a character to 
  avoid damage or other unwanted alteration or harm caused by a 
  creature's abilities and/or specific situations or effects. Saving throws 
  are unique only in that the character is being acted on and the 
  attacks or events causing it need clarification. 
  A saving throw is an ability check. A player rolls a d20, adds the 
  character's full level bonus and the appropriate ability score modifier.  
  The check penalty for saving throws is usually equal to the monster's 
  hit dice, the caster level of the spell, the level of the thief setting the 
  trap, or the level of the assassin brewing the poison. The Dungeon 
  Master may also give bonuses or impose penalties due to 
  circumstance and situation. The results of failed saving throws for a 
  particular type are explained below. 
  Monsters, creatures and non-player characters are also often required 
  to make saving throws when reacting to attacks by a character, 
  especially spells cast by magic-users and illusionists, clerics and druids. 
  Monster saving throws function in the same manner, substituting hit 
  dice in place of the level bonus.  Unlike player and non-player 
  characters, they do not add specific ability modifiers to their saving 
  throws. 
  Note that rolling a “natural 20” (a “20” is rolled on your d20) always 
  indicates success on a saving throw roll while rolling a “natural 1” 
  always indicates failure.   
   
  TYPES OF SAVING THROWS 
  There are six different kinds of saving throws each corresponding to an 
  ability score. The situations and effects that trigger a saving throw 
  generally fall into one of the following categories. This list is not 
  definitive but should provide a template for Dungeon Masters to 
  determine a saving throw category for something not listed here.  
  More information on saving throws, including details regarding Item 
  Saving Throws is provided below. 
   
  SAVE TYPE  
  Categories 
  Strength   
  Paralysis, Constriction 
  Intelligence  
  Arcane Magic, Illusion 
  Wisdom  
  Divine Magic, Confusion, Gaze Attack 
   
   
  Polymorph, Petrification 
  Dexterity   
  Breath Weapon, Traps 
  Constitution  
  Disease, Energy Drain, Poison 
  Charisma  
  Death Attack, Charm, Fear 
  Variable:   
  Spells 
   
  Breath Weapon (Dexterity or Constitution): Any character caught in 
  the area of effect of a breath weapon must make the appropriate 
  saving throw or suffer the breath weapon's full effects. The type of 
  saving throw necessary is described with the monster or spell that 
  causes the saving throw. Generally the character must dodge the 
  effects of a breath weapon, so a dexterity save is appropriate, but on 
  occasions gaseous clouds require a constitution saving throw. 
   
  Charm (Charisma): Charm spells or spell-Iike abilities allow a charisma 
  saving throw to avoid being overcome by the charm. A failed save 
  means the character suffers the effect of the charm spell. 
   
  Confusion (Wisdom): Confusion spells or spell-like powers allow a 
  wisdom saving throw to avoid being overcome by confusion. A failed 
  save means the character becomes confused, as per the confusion 
  spell, for an amount of time as specified by the spell or ability. 
   
  
  Player’s Handbook 51 
   
  Death Attacks (Charisma): Death attacks are rare and only a few 
  monsters and the rare artifact have them. In most cases, death 
  attacks allow the victim to make a charisma save to avoid the affect, 
  but if the save fails the character will die instantly. 
   
  Disease (Constitution): When a character is injured by a disease 
  attack such as from a mummy, touching an item smeared with 
  diseased matter or consumes disease-tainted food or drink, the 
  character must make an immediate constitution saving throw. If the 
  character succeeds, the disease has no effect, for the immune system 
  has fought off the infection. If failed, damage occurs after an 
  incubation period. The description for each disease will give the 
  details on the effects following the incubation period. It is 
  recommended that the Dungeon Master roll these constitution saving 
  throws for the player so that he doesn't know whether the disease has 
  taken hold. 
   
  Energy Drain (Constitution): An energy drain attack takes away levels 
  or ability score points from the victim unless a successful saving throw 
  is made.  Most energy drain attacks require a successful melee 
  attack. Mere physical contact is not enough. The full effect of an 
  energy drain, such as the number of levels taken away, is specified in 
  the monster, magic item or spell description causing the drain. If it is 
  not specified, one level is removed. 
  A character who loses a level this way suffers the effects of the drain 
  immediately. The character loses one hit die of hit points of the 
  appropriate class, and all other class abilities are reduced to the new 
  level. The victims experience point total is immediately set to the 
  midpoint point of the previous level. 
  A character drained below 1st level is instantly slain. Depending on the 
  creature that killed the character, the character may rise the next 
  night as a monster of that kind. If not, the character rises as a wight.  
  Lost levels or ability score points remain until removed by spells, such 
  as restoration, or other means. Sometimes level or ability score loss is 
  temporary and will return to normal in a day's time. A creature gains 
  temporary hit points each time it successfully uses its innate energy 
  drain ability. Unless specified otherwise, the creature gains the amount 
  of hit points that the victim loses. Energy drain through spell or magic 
  item does not grant temporary hit points unless their description 
  indicates otherwise. 
   
  Fear (Charisma): Spells, magic items and certain monsters can affect 
  characters with fear. The character facing a monster that emanates 
  fear or who has a spell cast upon him makes a charisma saving throw 
  to resist the effect. A failed roll means that the character is affected 
  by the fear, as detailed in the spell or monster description. 
   
  Gaze Attack (Wisdom): Each character within range of a gaze attack 
  must attempt a saving throw each round at the beginning of his turn.  
  Generally the character can avoid the gaze with a successful wisdom 
  save. In many instances, the situation is more appropriately handled 
  without a saving throw through narrative and roleplaying. If necessary, 
  the Dungeon Master may require a saving throw. Failure indicates the 
  character was unable to avoid the gaze and suffers its effect. 
  Magic/Illusion (Intelligence or Wisdom): This category is for spells cast 
  by creatures or from scrolls. It is a catch-all for magic not covered by 
  one of the other saving throw categories. Arcane or divine spells cast 
  by a magic item or other object, or spell-like abilities possessed by 
  creatures or items usually allow a saving throw to negate, lessen, 
  avoid or resist their effects. If the type of magic is arcane, then an 
  intelligence saving throw is made. If divine, then a wisdom saving 
  throw is made. 
  In some cases, the specific effect of the spell calls for another type of 
  saving throw. All charm spells, whether cast by creature, item or spell-
  like ability require a charisma saving throw (see above). Other saving 
  throw categories not covered by this catch-all would include 
  paralysis, polymorph, energy drain, death attack and fear. 
   
  Paralysis/Constriction (Strength): Some monsters and spells have the 
  supernatural or spell-like ability to paralyze or hold victims, immobilizing 
  them through magical means. Paralysis works on a character's body, 
  but a character can usually resist it with a strength saving throw. The 
  effects of spell, monster constriction and/or paralysis are discussed 
  above in the spell descriptions or in the MONSTER MANUAL. 
   
  Petrification/Polymorph (Wisdom): Arcane and divine magics can 
  cause creatures and characters to change their shapes, sometimes 
  against their will. The victim may make a wisdom saving throw to resist 
  the polymorph. Polymorphed creatures retain their own minds but 
  have new physical forms.   
  A petrified character is not dead if a majority of the body is intact. No 
  movement or actions of any kind can be made, not even mental 
  ones while petrified. Strength and dexterity scores are effectively (but 
  not actually) reduced to 0. There is no awareness of what is occurring 
  since all of the senses have ceased operating. If a petrified character 
  cracks or breaks but the broken pieces are joined with him as he 
  returns to flesh, he is unharmed. If the character's petrified body is 
  incomplete when returned to flesh, so is their restored body. 
   
  Poison (Constitution): When a character takes damage from a 
  poisoned weapon, an item smeared with contact poison, consumes 
  poisoned food or drink or is otherwise poisoned, he must make a 
  constitution saving throw. If he fails, he suffers the poison's initial 
  damage (usually ability damage). Even if he succeeds, he typically 
  faces more damage a short time later. Sometimes, the additional 
  damage allows for another saving throw. 
   
  Spells (Variable): Arcane and divine spells sometimes allow a saving 
  throw to negate, lessen, avoid, or resist the effect. Each spell 
  description indicates the type of saving throw including those spells 
  cast from scrolls, wands, rings or other magical devices. 
   
  Traps (Dexterity): When a character sets off a trap, a dexterity saving 
  throw is allowed to avoid all or some of the effects of the trap. Each 
  trap is unique and the effects of a successful or failed saving throw 
  should be designated beforehand. 
   
   
  
  Player’s Handbook 52 
   
   
  ITEM SAVING THROWS 
  Sometimes a spell or attack specifies whether items in its area of 
  effect are potentially destroyed. If this is the case, all items that are 
  not in a creature’s possession are required to make a saving throw or 
  be destroyed.  Typically items worn or carried by a creature do not 
  need to roll a saving throw unless that creature rolls a “1” on its 
  saving throw.   
   
   
  attack form 
  material 
  acid 
  crushing 
  disintegrate 
  fire 
  frost 
  lightning 
  sonic 
  bone, ceramic or ivory 
  P 
  - 
  - 
  P 
  P 
  P 
  - 
  cloth or rope 
  - 
  P 
  - 
  - 
  P 
  - 
  P 
  crystal or vial 
  P 
  - 
  - 
  P 
  P 
  - 
  - 
  glass* 
  P 
  - 
  - 
  P 
  - 
  - 
  - 
  leather or book 
  P 
  P 
  - 
  - 
  P 
  - 
  P 
  metal, hard 
  P 
  P 
  - 
  P 
  P 
  P 
  P 
  metal, soft or jewelry** 
  - 
  - 
  - 
  - 
  P 
  - 
  P 
  parchment or paper 
  - 
  P 
  - 
  - 
  P 
  - 
  P 
  stone or gem 
  P 
  P 
  - 
  P 
  P 
  - 
  - 
  wood (thin) 
  P 
  - 
  - 
  - 
  P 
  - 
  - 
  wood (thick) 
  P 
  P 
  - 
  P 
  P 
  - 
  - 
  *    category includes potion, magical oil, poison, and acid vials. If 
  the save is successful, the contents automatically save. 
  ** category includes pearls and all non-precious and semi-
  precious gems. 
   
  If an item is subjected to an attack form to which its save, as listed 
  above, is marked “P,” then a d20 is rolled with a +5 modifier.  If the 
  save is listed as “-” then the item receives no modifier to its save.   
  Magic items have a flat +5 bonus on all saves, with an additional +1 
  per magical bonus. In addition, if an item is subjected to an attack 
  form of its own mode (such as a wand of fireballs saving versus fire or 
  armor saving versus a crushing attack), the save is made with a +10 
  bonus.  
  Artifacts and relics, at the DM’s discretion, and on an individual basis, 
  can be considered to be indestructible, requiring a very specific 
  process to destroy. Alternatively, a DM can apply a bonus to all save 
  categories, say, with a +20 bonus, rendering their destruction 
  improbable, but still leaving it possible. 
  The save penalty is based upon the intensity of the attack.  The 
  penalty is usually equal to –1 per 5 points of damage dealt (round 
  fractions normally) with a minimum penalty of –1 applying to all 
  saves.  As such, an attack that deals 16 points of damage would 
  incur a save penalty of –3.   
  For effects that do not directly deal damage the penalty is equal to 
  the threat’s level (usually the caster level for spells or hit dice for spell-
  like abilities).  In all other ways, this save is treated identically to the 
  saving throw method utilized by characters. 
   
  Example:  A steel shield is struck by the awesome might of an ogre’s 
  giant club for 18 points of damage (-4 save penalty).  Normally the 
  shield would not need to make a save but, in this instance, the ogre 
  is specifically trying to sunder the shield.  The hard metal shield 
  normally gains a +10 bonus on its save because it is designed to 
  absorb blows (it was subjected to an attack form of its own mode) 
  and an additional +5 bonus because hard metal gets a bonus on 
  saves versus “crushing” attacks.  Its total save modifier is 
  +11(combining the +15 save bonus with the -4 save penalty) and, as 
  such, needs to roll a 4 or higher to make its save (d20+11≥15). 
   
   
   
  Attack Forms:   
   
  Acid:  
  This category assumes a tremendous amount of exposure 
  or subjection to a potent acid, such as the effects of a 
  black dragon breath attack, or immersion for an extended 
  period of time. In the latter case, a save is only made after 
  the item has been thusly exposed, and is not required if the 
  object is removed before the timeframe expires; as a 
  general rule of thumb, an item must be immersed for one 
  round +1 per round for each point of magical bonus the 
  item has (+2 for those items that do not have a specific 
  bonus). 
   
  In the case of total immersion, the save penalty 
  cumulatively increases by +1 per round of exposure, 
  beginning the round after the item must initially save - in 
  this way, the longer an object is left in acid, the more likely 
  it is to be destroyed. 
   
  Example: A magical +1 long sword is accidentally dropped 
  in a vat of potent acid that does 2d6 points of damage per 
  round. It has two rounds (1 round +1 round due to its 
  magical bonus) before it must save. On the third round of 
  immersion the acid deals 10 points of damage and a save 
  is required, with a -2 save penalty due to the intensity of the 
  attack.  
   
  It gains a +5 bonus for being a hard metal item saving 
  versus “acid” and another +6 bonus for being a +1 sword), 
  for a total modifier of +9 (combining the +11 save bonus 
  with the -2 save penalty).  A 6 or higher is required 
  (d20+9≥15) but a 3 is rolled and the sword is destroyed. 
   
  Crushing: This category assumes that an object has met with a 
  crushing or bludgeoning force, such as that delivered from 
  a giant’s attack or in a collision with an unyielding surface, 
  such as when an object falls and hits the ground.  
    
  Disintegrate: This category applies to any exposure to the spell 
  disintegrate, and damage dealt is always used to affect 
  the save difficulty. 
   
  Fire:  
  This category assumes direct contact with any magical 
  effect with “fire” or “flame” in its name, such as fireball, fire 
  storm or flame strike or with direct and prolonged exposure 
  to intense mundane fire sources, such as a bonfire or 
  flaming oil. It is also used for dragons’ breath weapon 
  attacks and for immersion in lava. In the latter case, the 
  rules for immersion in acid, above, apply. 
  An object that is highly susceptible to burning, such as 
  paper, must immediately save or be destroyed. Other items 
  may require additional rounds of exposure at the DM’s 
  discretion. Each round beyond the initial timeframe 
  increases the save penalty by 1.  In this way, the longer an 
  item is left to burn, the more likely it is to be destroyed. 
   
  Frost:   
  This category assumes exposure and direct contact with 
  any form of intense cold, such as the effects of a white 
  dragon’s breath or the magic spells cone of cold and ice 
  storm.  
   
  Note: A hard metallic object that is exposed to a frost 
  attack and then subjected to any form of blunt trauma 
  within 1 round of making its save versus frost must make a 
  save against crushing, at a -5 penalty. 
   
  Lightning: This category assumes exposure to any spell with the word 
  “lightning” in its name such as lightning bolt or call 
  lightning, contact with any lesser magical electricity effect, 
  such as shocking grasp, the electrical effects of an electric 
  eel and the effects of a blue dragon’s breath. 
   
   
   
   
   
  
  Player’s Handbook 53 
   
   
   
  ENCUMBRANCE 
   
  Determining Encumbrance:  Encumbrance rules determine how much 
  a character’s armor and equipment slow him down. If you want to 
  determine whether your character’s gear is heavy enough to slow him 
  down total the weight of all the character’s items, including armor, 
  weapons, and gear.  Do not add the weight of a character’s clothing 
  to this total, unless they are wearing particularly bulky or heavy 
  garments. Compare this total to the character’s strength on the 
  ENCUMBRANCE table below.  
  Depending on how the totaled weight compares to the character’s 
  carrying capacity, he may be carrying a light, medium, or heavy 
  load. A character’s load affects his dexterity checks and may impose 
  harsher restrictions, such as movement rate and armor class penalties.   
  Encumbrance penalties to a character’s movement rate are applied 
  to all of the character’s modes of movement, including jumping, 
  swimming, climbing, and balancing.  As such, a heavily encumbered 
  character has both his movement rate and jumping distance halved. 
  Note that a character wearing medium armor is considered to be 
  carrying a moderate load, even if carrying less than a moderate load, 
  while a character in heavy armor is considered to be carrying a 
  heavy load.  Modified movement rates are always rounded to the 
  nearest 5’ increment. 
   
  Bigger and Smaller Creatures: The figures on the ENCUMBRANCE table 
  below are for Medium bipedal creatures. A Small creature can carry 
  75% of the listed weights for each encumbrance category while Large 
  creatures can carry double the listed weights. 
  Quadrupeds can carry heavier loads than characters can. Instead of 
  the multipliers given above, multiply the value corresponding to the 
  creature’s strength score from the ENCUMBRANCE table below by the 
  appropriate modifier, as follows: Small x1, Medium x1½, Large x3. 
   
  ENCUMBRANCE 
   
   
   
   
  strength  
  score 
  maximum 
  light load 
  maximum 
  medium load 
  maximum 
  heavy load 
  1 
  3 lb 
  6 lb 
  10 lb 
  2 
  6 lb 
  13 lb 
  20 lb 
  3 
  10 lb 
  20 lb 
  30 lb 
  4 
  13 lb 
  26 lb 
  40 lb 
  5 
  16 lb 
  33 lb 
  50 lb 
  6 
  20 lb 
  40 lb 
  60 lb 
  7 
  23 lb 
  46 lb 
  70 lb 
  8 
  26 lb 
  53 lb 
  80 lb 
  9 
  30 lb 
  60 lb 
  90 lb 
  10 
  33 lb 
  66 lb 
  100 lb 
  11 
  37 lb 
  73 lb 
  110 lb 
  12 
  42 lb 
  83 lb 
  125 lb 
  13 
  48 lb 
  97 lb 
  145 lb 
  14 
  56 lb 
  113 lb 
  170 lb 
  15 
  66 lb 
  133 lb 
  200 lb 
  16 
  80 lb 
  160 lb 
  240 lb 
  17 
  100 lb 
  200 lb 
  300 lb 
  18 
  126 lb 
  253 lb 
  380 lb 
  19 
  160 lb 
  320 lb 
  480 lb 
  20 
  200 lb 
  400 lb 
  600 lb 
  21 
  266 lb 
  533 lb 
  760 lb 
  22 
  320 lb 
  640 lb 
  940 lb 
  23 
  380 lb 
  760 lb 
  1140 lb 
  24 
  453 lb 
  907 lb 
  1360 lb 
  25 
  533 lb 
  1066 lb 
  1600 lb 
   
   
   
   
   
   
   
  EFFECTS OF ENCUMBRANCE 
   
   
  load 
  penalties 
  light 
  load 
  none 
  medium 
  load  
  -3 penalty to all dexterity checks. –6 to swimming 
  checks.  -25% movement rate penalty (rounded 
  to the nearest 5’ increment). 
  heavy 
  load 
  -6 penalty to all dexterity checks.  –12 to 
  swimming checks.  Halve dexterity bonus to 
  armor class.   -50% movement rate penalty 
  (rounded to the nearest 5’ increment). 
  overloaded* 
  all 
  dexterity 
  checks 
  automatically 
  fail. 
  No 
  dexterity bonus to armor class. -2 to armor class.  
  Maximum movement rate of 5’ per round. 
  * up to 120% of the character’s maximum heavy load. 
   
  TIME 
  Time in the campaign is very important. Your referee will keep strict 
  account of the time consumed by various characters, for it is likely to 
  separate them, since not all participants in a campaign are likely to 
  play at the same actual time. Time costs characters money in support, 
  upkeep and wage payments. It takes time to adventure, to heal 
  wounds, to memorize spells, to learn skills, to build strongholds and to 
  create magic items. 
  Typically, while traveling, time is measured in hours.  Each hour is 
  divided into 10-minute intervals called turns (there are 6 turns in an 
  hour). Each minute is divided into 6 rounds.  Thus a turn is 10 minutes or 
  60 rounds, a minute is 6 rounds, and a round is 10 seconds. 
  For long-distance movement time is measured in days, usually 
  subdivided into daylight (movement) and night (rest) periods. Thus, 
  while actual time playing is about the same for a dungeon adventure, 
  the game time spent is much greater in the case of outdoor 
  adventures. 
   
  DISTANCE & MOVEMENT 
  For the purposes of combat and dungeoneering, each 1” map 
  square equates to 5 feet of distance.  Weapon ranges and 
  movement rates are all given in feet and inches in order to facilitate 
  combat and movement, which may easily be plotted out on 
  graphing paper or vinyl game mat during battles.   
  A character may move up to their movement rate each round 
  (assuming that take no other action and are not running).  As such, a 
  character with a 60’ movement rate may move up to 60’ each round 
  (or 6’ per second) while one with a 45’ movement rate may move up 
  to 45’ per round (or 4½’ per second). 
  Each minute of normal movement allows a character 30’ (6”) of 
  movement per 5’ (1”) of their movement rate.  Thus, a character with 
  a 60’ movement rate would move 360’ (72”) per minute while a 
  character with a 45’ movement rate would move 270’ (54”) per 
  minute.   
  Characters may run in order to double their movement rate.  A 
  character who attempts to run during combat (moving up to double 
  their movement rate per round) suffers a –2 penalty to armor class when 
  doing so (see Run on page on page 57 for more details).   
  Calculated to the hour, a character with a 60’ movement rate should 
  be able to travel 4.09 miles.  Due to the fact that long-distance travel 
  is, by necessity, slower in pace than the quick bursts of movement 
  required by combat, it is assumed that a character with a 60’ 
  movement rate travels around 3 miles per hour.  To calculate a 
  creature’s hourly rate of travel, simple divide their movement rate by 
  20 (every 5’ of MR = ¼ mile per hour). 
   
  movement 
  rate 
  distance traveled per: 
  round 
  minute 
  hour 
  day 
  (8 hours) 
  5’ (1”) 
  5’ 
  30’ 
  ¼ mile 
  2 miles 
  10’ (2”) 
  10’ 
  60’ 
  ½ mile 
  4 miles 
  15’ (3”) 
  15’ 
  90’ 
  ¾ mile 
  6 miles 
  30’ (6”) 
  30’ 
  180’ 
  1 ½ miles 
  12 miles 
  45’ (9”) 
  45’ 
  270’ 
  2 ¼ miles 
  18 miles 
  60’ (12”) 
  60’ 
  360’ 
  3 miles 
  24 miles 
  75’ (15”) 
  75’ 
  450’ 
  3 ¾ miles 
  30 miles 
  90’ (18”) 
  90’ 
  540’ 
  4 ½ miles 
  36 miles 
   
  
  Player’s Handbook 54 
   
   
  LIGHT 
  While some characters have darkvision (the ability to see in areas of 
  natural darkness) due to race or through magical means, most 
  characters can only see in darkness by aid of a light source.  The 
  following table gives the properties of typical light sources: 
   
  light source 
  radius of illumination 
  burning time 
  torch 
  30 feet 
  1 hour (6 turns) 
  hooded lantern 
  30 feet 
  6 hours (36 turns)* 
  bull’s-eye lantern 
  60 feet** 
  6 hours (36 turns)* 
  magic weapon 
  15 feet 
  infinite 
  *illumination is from burning 1 pot (pint) of fine oil 
  **illumination is in a 60o cone and can be masked by shutter. 
   
  Characters with twilight vision (elves, half-elves and halflings) can see 
  double the listed distances with the aid of a light source and may see 
  normally by moonlight.  Those with darkvision (dwarves, gnomes and 
  half-orcs) lose that ability while in the illuminated radius of a light 
  source.  It takes 6 rounds (1 minute) for their eyes to re-adjust after the 
  light source is moved away from them. 
  Characters that cannot see due to darkness or magical effects are 
  considered blinded and have their movement rate reduced to ½ of 
  their normal movement rate, rounded to the nearest 5’ increment.  All 
  opponents 
  are 
  effectively 
  “invisible” 
  to 
  blinded 
  characters. 
  Opponents who can see blinded characters gain a +2 to hit them 
  and, in the case of thieves or assassins, may sneak attack such 
  characters even if they are not surprised or unaware of their 
  presence.  See Invisible or Unseen Opponents under SPECIAL ATTACK 
  MANUEVERS & MODIFIERS for more details. 
   
  ENCOUNTER REACTIONS 
  Any intelligent creature that can be conversed with will react in some 
  way toward the character who is speaking.  When a creature is trying 
  to influence the actions or feelings of another through their words, an 
  opposed charisma check may be used to resolve the situation.   
  Charisma checks made to influence others (or resist such influence) 
  are common ability checks (see page 48 & 50 for more details).  
  Situations that warrant opposed charisma checks include the use of 
  intimidation or persuasion, haggling, begging, etc.  When one party is 
  attempting to deceive another, their charisma check to bluff is 
  opposed by their target’s wisdom check to sense motive. 
  The target’s charisma check is modified by their initial attitude towards 
  the speaker and his associates.  As shown on page 9, the various 
  player races typically greet each other with varying degrees of 
  acceptance that influence the interactions between these races.  Of 
  course these initial reactions are subject to change, and are based 
  upon generalizations that may not be relevant to the character’s 
  current situation or the DM’s campaign.   
  Humanoids and giants typically greet all humans and demihuman 
  races with “Hatred,” though half-orcs may be met with “Antipathy” or, 
  possibly, a “Neutral” attitude at the DM’s discretion.  The initial attitude 
  of other races towards the players is based upon the immediate 
  situation and upon the typical interactions between members of that 
  race with humans and demihumans.  The initial attitude categories, 
  and their social implications, are: 
   
  attitude  
  means  
  possible actions 
  hatred 
  will take risks to hurt you 
  attack, interfere, berate, flee 
  antipathy  
  wishes you ill  
  mislead, gossip, avoid, 
  scrutinize, insult and cheat 
  neutral 
  doesn’t much care  
  socially expected interaction 
  goodwill 
  wishes you well 
  chat, advise, offer limited 
  help, advocate 
  preferred 
  will take risks to help you 
  protect, back up, heal, aid 
   
   When trying to positively influence a target (make them friendlier or 
  less hostile), the initial attitude of the target modifies their charisma 
  check as follows: 
   
  initial attitude 
  target’s charisma check modifier 
  hatred 
  +5 bonus to charisma check 
  antipathy 
  +2 bonus to charisma check 
  neutral 
  ± 0 to charisma check 
  goodwill 
  -2 penalty to charisma check 
  preferred 
  -5 penalty to charisma check 
   
  Once the opposed checks are made, the check results are 
  compared and the degree of success or failure determines the result 
  of the interaction: 
   
  opposed check result 
  encounter reaction 
  failed 
  the target’s attitude is unchanged 
  and no further attempts may be 
  made to alter the target’s attitude. 
  succeeded by 4 or less 
  the target’s attitude is unchanged 
  but the character may make another 
  attempt at parleying with a +2 bonus. 
  succeeded by 5 or more 
  the target’s attitude improves by one 
  category (“Hatred” to “Antipathy”) 
  succeeded by 10 or more 
  the target’s attitude improves by two 
  categories (“Hatred” to “Neutral”) 
  succeeded by 15 or more 
  the target’s attitude improves by 
  three 
  categories 
  (“Hatred” 
  to 
  “Goodwill”) 
  succeeded by 20 or more 
  the target’s attitude improves by four 
  categories (“Hatred” to “Preferred”) 
   
  Example:  A band of adventurers making their way through a 
  mountain pass comes upon 2 hill giants resting by a mountain 
  stream.  Normally the giants would rush to slay the party, as their 
  initial attitude towards the party is one of “Hatred.”  The group, 
  having spotted the giants first, attempts to approach cautiously 
  and lets the group’s charismatic 8th level halfling thief speak on 
  their behalf.   
  The thief is using a common ability (persuasion) giving him a 
  level bonus equal to ½ of his level… a +4 modifier.  In addition, 
  he has a 16 charisma (+2 modifier) giving him a total bonus of 
  +6 to his charisma check.   
  The giants are resisting using a common ability (persuasion) 
  giving them a level bonus equal to ½ of their hit dice (a +6 
  modifier) and typically greet humans and demihumans with 
  “Hatred” (+5 modifier).  This gives them a total bonus of +11 to 
  their charisma check.   
   
  The halfling rolls a “16” on a d20 and adds 6 for a total of 22. 
  The giants roll a “6” on a d20 and add 11 for a total of 17. 
   
  The result (+5 in the halfling’s favor) means that the lucky halfling 
  has managed to make shift the giants’ attitude from “Hatred” 
  to “Antipathy.”  The giants demand 50 gold pieces from each 
  party member in order to let them pass and taunt the party 
  members as they leave the area.    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Avoiding:  It is always possible to flee or sneak away from an 
  undesired confrontation if the other party is unaware of your presence 
  or surprised. It is never possible to flee from an encounter where the 
  opponent party is in striking range without drawing parting shots and, 
  possibly, initiating a pursuit. (See Run on page 57.) A party can always 
  flee an encounter if it gains the first initiative. 
  Whether or not the opposing party will follow in pursuit of the fleeing 
  party is up to the DM, but should be based upon the relative strengths 
  of both parties and upon the reasons for and against such pursuit. 
   
  
  Player’s Handbook 55 
   
  COMBAT 
  Much of the excitement in playing Advanced Dungeons & Dragons 
  occurs during the characters’ combat with monsters.  Whether a 
  cavalier battling a horde of bloodthirsty orcs, a thief facing off with a 
  nefarious pirate or a cleric turning a vampire, combat is often the 
  climax of many roleplaying sessions.   
   
  Managing combat is often a challenging affair as the Dungeon 
  Master must not only know the rules, but must also know how to apply 
  the rules fluidly to maintain a sense of excitement through description 
  and action.  To facilitate this, the rules for combat have been kept as 
  simple as possible with much maneuver room left for the Dungeon 
  Master.  They are designed to organize the action of combat, yet 
  enable the DM to manipulate the rules in support of the narrative.  
  Narrative development is as equally important to the game as any 
  combat’s results.  The rules of combat and its narrative development 
  are discussed below. 
   
  THE COMBAT ROUND 
  If an encounter escalates into a combat situation, the time scale of 
  the game automatically goes to rounds (also called melee rounds or 
  combat rounds). Rounds are used to measure the actions of 
  characters in combat (or other intensive actions in which time is 
  important). 
   
   
  As stated above, a round is 10 seconds long. Six combat rounds equal 
  1 minute and sixty combat rounds equal a turn.  This is particularly 
  important to remember for spells that last for turns or minutes, rather 
  than rounds.  The progression of a typical combat usually follows the 
  following steps: 
   
  1. Determine if a party or creature is surprised. 
  2.  Resolve the surprise round.     
  3. Determine initiative for the combatants. 
  4. Resolve combat in initiative order, repeating actions in this same 
  order from round-to-round. 
   
  Surprise:  A surprised party is caught unprepared, becoming aware of 
  their opponent a moment before he strikes.  In such circumstances 
  the non-surprised combatants have an immediate advantage over 
  the other surprised combatants.  A group that is aware of another’s 
  presence cannot be surprised.  If a party can be surprised by 
  opponents who are not attempting an ambush (for example, a party 
  of adventurers turning the corner of a dungeon and stumbling into a 
  band of trolls), each combatant can make a perception check in 
  order to avoid being surprised.  Those failing the Challenge Base “15” 
  check are surprised and cannot act during the surprise round.  Those 
  who succeed may roll initiative and act during the surprise round.   
   
  When one group is trying to surprise their opponents, this perception 
  check is an opposed check against the ambushers’ stealth check.  In 
  such instances, the members of the potentially surprised party roll 
  perception checks opposed by the ambushing party’s stealth check.  
  Any party member whose perception check equals or exceeds the 
  ambushing party’s stealth check gets to roll initiative and act during 
  the surprise round.  When rolling an ambushing party’s stealth check, 
  the DM should use the least stealthy party member’s check to 
  determine the effectiveness of the ambush.   
   
  In most instances the penalties for being surprised or unaware are the 
  same.  Both surprised and unaware opponents lose their dexterity 
  bonus and shield bonus to armor class until they act.    Both surprised 
  and unaware opponents cannot act during the surprise round.  
  Thieves and assassins may backstab and sneak attack them for 
  added damage.  Assassins have the option of making death attacks 
  against unaware opponents.     
   
  Initiative:  The initiative roll determines who acts first in combat.  
  Initiative is determined at the start of combat (or during the surprise 
  round for those who may act) and does not change until the combat 
  ends.  Those who are surprised do not get to roll initiative until after the 
  surprise round. 
   
  Initiative is normally determined with a single roll for each combatant 
  in a conflict.  Roll 1d20 for each combatant who is not surprised, with 
  that combatant’s dexterity bonus or penalty applied to the roll.  
  Normally, the DM rolls for the monsters and NPCs while the players roll 
  for their respective player characters. The highest roll wins initiative 
  and actions are then resolved in initiative order, from the highest to 
  lowest initiative.   
   
   
   Simultaneous Initiative: If more than one opponent rolls the same 
  number for initiative, their actions are resolved in dexterity order, 
  from highest to lowest dexterity.  Those with equal dexterity 
  scores act simultaneously - all attack rolls, damage, spells and 
  other actions are completed before any results are applied.  
  With simultaneous actions it is possible for a magic-user to be 
  slain by a goblin that collapses from his sleep spell. 
   
   Holding Initiative:  A character or creature may hold their 
  initiative until an opponent is about to act (i.e. a paladin may 
  wait until their foe draws his weapon or a spellcaster may hold off 
  on casting dispel magic until their rival begins to cast a spell).  In 
  such instances the combatant must declare what will trigger their 
  action and the initiative score of the creature that held its 
  initiative drops to that of its target +1 (the combatant holding his 
  initiative strikes just before his opponent acts).   
  Characters with long-hafted weapons, such as polearms, or 
  greater natural reach, such as giants, may hold their initiative in 
  order to strike a foe who approaches within their extended reach 
  (and before that foe strikes them).  Similarly, some polearms (see 
  the weapon charts on page 41) may be set against a charging 
  opponent and, in this fashion, inflict double damage against that 
  opponent as it closes.  This damage bonus only applies when the 
  charging creature is running directly toward a polearm-
  equipped defender.   
   
  Combat Actions:  Put in simple terms, a character may take 1 action 
  each round.  Typical actions include moving (allowing a character to 
  move up to their movement rate), making an attack, casting a spell, 
  readying an item, using an item or using a skill or class ability.  Only 
  creatures or characters normally able to make more than one attack 
  per round (typically high-level warriors and creatures employing 
  multiple attacks, such as the dreaded claw/claw/bite attack routine) 
  may make additional attacks each round.  
   
   
  Most actions, such as readying a magical device, loading a heavy 
  crossbow, readying a shield or opening a stuck door take 1 round.  
  Other actions, like dropping an item, taking a 5’ step in any direction, 
  drawing a sheathed weapon, calling out to your allies or turning 
  around, require little-to-no time and may be done in addition to your 
  normal combat action. 
   
  Attack Rolls:  An attack roll represents your attempt to strike your 
  opponent on your turn in a round. When you make an attack roll, you 
  roll a d20 and add your attack bonus (totaling your BtH modifier, 
  relevant ability modifier and any other modifiers that apply to your 
  attack). If your result equals or beats the target’s Armor Class, you hit 
  and deal damage. 
   
   
  Facing & Number of Opponents:  When faced by multiple opponents, 
  a defender may be attacked from different directions.  All defenders 
  are considered to have four facings from which they may be 
  attacked; their front, left side, right side and rear.   
   
  Attacks directed at the front of a defender are made with no special 
  bonus, as the defender can see and respond to such attacks 
  normally.  Attacks directed at the right or left side of a defender are 
  called flank attacks.  Attacks made against a defender’s flanks are 
  made with a +1 bonus to the attack roll.  Rear attacks are made with 
  a +2 bonus to the attack roll and negate any shield bonus that the 
  defender may have to their armor class. 
   
  In a situation where a defender can be surrounded, assume that ¼ of 
  the attackers may attack from each of the defender’s facings 
  (defenders get to choose the number of creatures attacking each 
  facing, so that they are better able to defend against them). 
  A defender may be attacked by up to 8 opponents of the same size.  
  Each attacker of a larger size counts as 2 opponents.  Each attacker 
  of a smaller size counts as ½ an opponent.   
   
  Example:  Isolde Heimgard, a dwarven fighter, is attacked by a 
  band of 8 orcs and 2 ogres.  Dwarves are considered to be 
  Medium-sized creatures and, as such, can be attacked by 8 
  Medium-sized opponents.  All 8 orcs can attack her or 6 orcs and 
  1 ogre can attack her or 4 orcs and 2 ogres can attack her. 
   
   
  
  Player’s Handbook 56 
   
   
  COVER & CONCEALMENT 
   
  Taking Cover Against Missile Fire:  One of the best ways to avoid being 
  hit and injured is to hide behind something - a wall, a tree, a building 
  corner, a heap of boulders, or whatever happens to be available. 
  Taking cover doesn't work particularly well in a melee, since the cover 
  hampers defender and attacker equally. However, it is quite an 
  effective tactic against missile fire.  There are two types of protection a 
  character can have.  
   
  The first is concealment. A character hiding behind a clump of bushes is 
  concealed. He can be seen, but only with difficulty, and it's no easy task 
  to determine exactly where he is. The bushes cannot stop an arrow, but 
  they do make it less likely that the character is hit. Other types of 
  concealment include curtains, tapestries, smoke, fog, dimly lit rooms 
  and brambles. 
   
   
   
   
  The other type of protection is cover. It is, as its name implies, something 
  a character can hide behind that will block a missile. Cover can be 
  provided by stone walls, the corner of a building, tables, doors, earth 
  embankments, tree trunks and magical walls of force. 
   
   
   
   
  Cover or concealment helps a potential target by penalizing attack rolls 
  made against them. The exact penalty for concealment or cover 
  depends on the degree to which it is being used as shelter. A character 
  who stands behind a two-foot wall is a pretty obvious target, especially 
  when compared to the character who lies down behind that wall and 
  carefully peers over it.  The different modifiers for varying degrees of 
  cover and concealment are shown below. 
   
  Cover & Concealment Attack Roll Penalties 
   
   
   
  target is: 
  concealment 
  cover 
  25% hidden 
  -1 
  -2 
  50% hidden 
  -2 
  -4 
  75% hidden 
  -3 
  -6 
  100% hidden 
  -4 
  n/a 
   
  Furthermore, a character who has 75% cover (or more) gains added 
  protection against offensive spells.  He suffers ½ normal damage 
  (rounding down) on a failed save and no damage at all if a saving 
  throw is successful against such spells. This assumes, of course, that the 
  fireball, lightning bolt, or whatever, hit the cover - a man crouching 
  behind a stone wall would be protected if a fireball exploded in front of 
  the wall, but would not be protected by cover if the blast occurred 
  behind him, on his side of the wall.  A character with 100% cover cannot 
  be struck by an attacker while a defender with 100% concealment is 
  effectively “invisible”.  See Invisible or Unseen Opponents under SPECIAL 
  ATTACK MANUEVERS & MODIFIERS on page 57. 
   
  GRENADE-LIKE MISSILES  
  Unlike standard missiles, which target a specific creature, a grenade-like 
  missile is aimed at a point, whether this point is a creature or a spot on 
  the ground. When the attack is announced, the player indicates where 
  he wants the missile to land. This then becomes the target point and is 
  used to determine the direction and distance of any scatter. 
  Most grenade-like missiles are items of opportunity or necessity - flasks of 
  oil, vials of holy water, or beakers of acid. As such, these items are not 
  listed on the equipment tables for range and damage. The range each 
  can be thrown varies with the strength of the character and the weight 
  of the object. 
   
  A missile of five pounds or less has a range increment of 10’ (2”). Heavier 
  items have reduced ranges. The DM decides just how far an object can 
  be thrown.  Exceptionally heavy items can be thrown only if the 
  character rolls a successful strength check, with the check modified by 
  the item’s weight. In no case can a character throw an item heavier 
  than his strength would allow him to lift. Thus, the DM can rule that a 
  character would have little trouble chucking a half-empty backpack 
  across a ten-foot chasm, but the character would need to make a 
  check in order to heave an orc ten feet through the air into the faces of 
  his orcish friends. 
   
  Once a container hits, it normally breaks immediately. However, this is 
  not always true. Some missiles, like soft leather flasks or hard pottery, are 
  particularly resistant. If there's some doubt about whether or not a 
  thrown object will break, the DM can require an Item Saving Throw (this 
  information is on page 52) to see if it shatters or rips, spewing its contents 
  everywhere. 
   
  If a missile is off-target, it is important to know where it landed - an errant 
  grenade-like missile could present a hazard to other characters, start a 
  fire, or eat a hole in the floor. The process of finding where it lands is 
  known as "scatter."   First, determine the direction that the missing missile 
  takes in relation to its intended target.  Roll a d8 and consult the 
  following table: 
   
    
   
  Next determine how far off the mark the throw is. Roll a 4-sided die.  The 
  number rolled is the number of 5’ squares away from the intended 
  target the missile lands. 
   
  The damage taken from a grenade-like attack depends on whether a 
  direct hit was scored or the target was in the splash area, 5’ (1”) from 
  the intended target. 
   
  Grenade-Like Missile Effects 
   
   
   
  type of missile 
  direct hit damage 
  splash damage 
  acid 
  2d4 hp 
  2 hp 
  holy water 
  2d4 hp 
  2 hp 
  oil (lit) 
  2d6/1d6 hp 
  2 hp 
  poison 
  special 
  special 
   
  Types of Grenade-Like Missiles  
   
  Acid:  
  Acid damage is particularly grim. Aside from the 
  possibility of scarring (which is left to the DM), acid 
  damage cannot be healed by regeneration. It 
  must be healed normally. Thus, it is very useful 
  against regenerating creatures such as trolls. Acid is 
  very rare. 
  Holy Water: 
  Holy water affects most forms of undead and 
  creatures from the Lower Planes. It has no effect 
  against a creature in gaseous form or undead 
  without material form.  Unholy water (essentially 
  holy water used by evil priests) affects paladins, 
  creatures whose purpose is to defend good 
  (lammasu, shedu, etc.), and creatures and beings 
  from the Upper Planes.  Holy (or unholy) water 
  affects creatures as does acid, causing damage 
  that cannot be regenerated but must be healed 
  normally. 
  Oil:  
   
  Oil causes damage only when it is lit. This normally 
  requires a two-step process - first soaking the target 
  in flammable oil and then setting it afire. Thus, using 
  flaming oil often requires two successful attacks.  A 
  direct hit from flaming oil burns for two rounds, 
  causing 2d6 points of damage in the first round and 
  1d6 points in the second round. 
  Poison: 
  Poison is generally not very effective as a missile 
  weapon. Most poisons take effect only if the missile 
  scores a direct hit, and even then only if it drops into 
  the gaping maw of some huge creature. Contact 
  poisons have normal poison effects on a direct hit. 
  The DM has information about specific poison 
  effects in the DMG. 
  
  Player’s Handbook 57 
   
  SPECIAL ATTACK MANUEVERS & MODIFIERS 
   
  Charge:  This special combat action allows a character to move and 
  make one attack in a single melee round.  When a combatant charges 
  they must run in a straight line towards their opponent for at least 10’ 
  (2”) but no more than their movement rate and make a single attack.  
  A charging combatant gains a +2 bonus to their melee attack rolls, and 
  gains a +2 bonus to their opposed strength check for overbear attacks, 
  but takes a –2 penalty to their armor class (this penalty lasts until their 
  next round’s action).  A charging combatant draws attacks from all 
  combat-ready (e.g. not surprised or incapacitated) opponents they run 
  past because those opponents may take advantage of the runner’s 
  lowered defenses.  
  In order to charge a combatant must be able to easily traverse the 
  ground they are covering to get to their opponent.  An uneven or debris 
  strewn patch of ground could easily prevent a character from charging 
  unless the character makes a balance check with the penalty 
  determined by the DM. 
   
  Critical Hits:  On a natural "20" you automatically hit, even if you would 
  normally miss with the resulting attack roll total. So long as a natural "20" 
  was not required for you to hit your target rolling a natural “20” indicates 
  a critical hit has been scored.  A critical hit always deals maximum 
  damage. 
   
  Firing into Melee:  Combatants may make ranged weapon attacks 
  against creatures engaged in melee.  When doing so, they suffer 
  cover penalties to their attack rolls (see COVER AND CONCEALMENT 
  on the previous page) and may strike their allies by mistake.   
  In ranged combat against a target that has another combatant as 
  cover, it may be important to know whether the cover was actually 
  struck by an incoming attack that misses the intended target.  
  First, determine if the attack roll would have hit the protected target 
  without the cover.  If the attack roll falls within a range low enough to 
  miss the target with cover but high enough to strike the target if there 
  had been no cover, the object used for cover was struck.  If a 
  creature is providing cover for another character and the attack roll 
  exceeds the armor class of the covering creature, the covering 
  creature takes the damage intended for the target. 
   
  Flank Attacks:  Attacks against an opponent’s flank gain a +1 bonus to 
  hit.  Attacks from the flank receive no bonus to hit against a character 
  with combat sense.  See Number of Opponents & Facing on page 55 
  for details on the number of foes who may effectively flank a creature. 
   
  Fumbles:  On a natural "1" you automatically miss, even if you would 
  normally hit with the resulting attack roll total.  An attacker who has 
  fumbled is considered stunned until his next action. 
   
  Higher Ground:  In melee, those fighting from higher ground (this 
  includes mounted combatants fighting those on foot) have an 
  advantage over their opponents.  Those with this tactical advantage 
  gain a +1 on their melee attack rolls. 
   
  Incapacitated Opponents: During melee combat opponents who are 
  magically sleeping, held, unconscious or otherwise helpless are 
  automatically struck for a critical hit (see above) by any attack made 
  against them. Outside of melee such opponents may be automatically 
  slain, or bound as appropriate to materials at hand, in one round. Note 
  that this does not include normally sleeping or grappled opponents. 
   
  Invisible or Unseen Opponents: Invisible or unseen opponents are always 
  at an advantage.  They can only be attacked if they are attacking or 
  otherwise detected somehow (typically through a perception check to 
  hear them).  Invisible opponents always cause their attacker to attack 
  at a -4 on “to hit” rolls because their location cannot be accurately 
  pinpointed.   At the same time unseen attackers gain a +2 bonus to hit 
  opponents and, in the case of a thieves or assassins, may sneak attack 
  their foe even if that foe is aware of the their presence.  Spellcasters 
  cannot directly target invisible or unseen opponents with spells, though 
  they may use “area of affect” spells to strike them. 
   
  Mounted Combat:  Fighting while mounted is a difficult undertaking.  
  Untrained riders suffer a -2 to all attack rolls while mounted, -4 if the 
  mount is moving.  Those with the profession (animal handler: horses) 
  skill, do not suffer these penalties.  
  Trained horseman may ride a warhorse into combat without an ability 
  check while untrained riders must make a common ability wisdom 
  check (adding ½ of their level bonus) to do so.  When fighting from a 
  war-trained mount (light to heavy war horse), a cavalier (and only a 
  cavalier) can direct the mount to attack and still make his attacks 
  normally. 
  Untrained mounts must always be coaxed into combat.  This requires 
  a profession (animal handler: horses) skill check or a common ability 
  wisdom check (adding ½ of their level bonus) for untrained riders.   
  Trained riders can saddle, mount, dismount, perform simple leaps and 
  obstacle maneuvers, guide a mount with the knees, and stay in the 
  saddle when a mount rears or bolts without an ability check.  
  Untrained riders must make a common ability wisdom check (adding 
  ½ of their level bonus) to do so.   
  With a successful profession (animal handler: horses) skill check a 
  skilled rider can perform the following actions while mounted:  
   Charge: A charging mounted combatant gains a +2 bonus to 
  melee attack rolls and a +2 bonus to opposed strength checks 
  when making overbear attacks, but takes a –2 penalty to their 
  armor class (this penalty lasts until their next round’s action). Lance 
  attacks inflict double damage on a mounted charge attack.  
   Fall Softly: A trained rider can attempt to take no damage after 
  falling from a mount, including when the mount itself falls. 
  Otherwise, a character takes 1d6 points of falling damage on a 
  failed profession (animal handler: horses) skill check.  
   Leap: This occurs when the rider directs a mount to leap 
  obstacles as part of its movement. The obstacles jumped can be 
  no taller than 2/3rds the height of the horse.  
   
  Parry:  A character may forego their attack for the round in order to 
  parry an oncoming melee attack.  In order to parry an attack, the 
  character adds their attack bonus with the melee weapon they are 
  parrying with (totaling their BtH and any other modifiers they have to 
  attack rolls with that weapon) to their armor class against one, specified 
  attack.  If the character may make more than one attack per round 
  they may elect to parry additional attacks that round.  Only monks may 
  parry melee attacks while unarmed. 
  A combatant who has made all of his attacks in a given round may not 
  parry, as parrying attempts are made in place of melee attacks.  A 
  combatant may parry before his turn in the initiative order, so long as he 
  is not surprised or unaware of his opponent. 
   
  Prone or Stunned Opponents: Prone or stunned combatants suffer a   -2 
  penalty to their armor class.  Prone combatants suffer a -2 penalty to 
  their attack rolls, except with crossbows. 
   
  Ranged Attacks in Melee:  A combatant engaged in melee combat will 
  find it difficult to use ranged weapons against opponents.  Because of 
  their need to dodge incoming attacks, a combatant employing a 
  ranged weapon in melee suffers a -2 penalty to their attack rolls in 
  addition to the penalties imposed by firing at foes engaged in melee 
  combatant (see Firing into Melee above). 
   
  Rear Attacks: Opponents attacking a defender’s rear facing gain a +2 
  bonus to their attack roll.  In addition a defender does not gain any 
  armor class bonus for using a shield when defending against rear 
  attack.  Thieves and assassins may backtstab when making rear attacks. 
   
  Run:  A character who attempts to run during combat (moving up to 
  double their movement rate per round) suffers the usual –2 penalty to 
  armor class when doing so.  A combatant fleeing from opponents 
  draws a parting shot from all combat-ready (e.g. not surprised or 
  incapacitated) opponents within striking distance because those 
  opponents may take advantage of the runner’s lowered defenses.  
   
   
  Surprised or Unaware Opponents:  Surprised or unaware opponents lose 
  their dexterity bonus and shield bonus to armor class.  Thieves and 
  assassins may backstab and sneak attack surprised and unaware 
  opponents. Assassins have the option of making death attacks against 
  unaware opponents.    
   
  Two-Handed Weapon Fighting:  Characters using a melee weapon two-
  handed gain a +1 bonus to their damage rolls.   
    
  Two-Weapon Fighting:  When using two melee weapons, the player 
  must designate which hand is used for the primary attack and which is 
  the off-hand.  This is determined at the start of play.  The character is 
  allowed to swing with both weapons, thus gaining 1 additional attack 
  each round.  Characters who may make multiple attacks each round, 
  such as high level fighters, never gain more than 1 additional attack per 
  round with their off-hand weapon.  
  A character using two weapons receives a -6 penalty to hit with each 
  weapon wielded.  If at least one weapon is a light weapon (one that is 
  at least one size category smaller than the character wielding it) these 
  penalties are reduced by 1.  Characters with an exceptional dexterity 
  
  Player’s Handbook 58 
   
   
  may reduce the two-weapon fighting penalties by their ability modifier, 
  so long as they are not heavily encumbered.  These penalty reductions 
  stack, so that a character using a light weapon in his off-hand (+1 
  modifier) and with a dexterity of 18 (+3 modifier) has his two-weapon 
  fighting penalties reduced by 4, to -2/-2.  Note that these bonuses only 
  serve to offset the penalties for two-weapon fighting and may never 
  improve the character’s attack rolls.  
   
  Underwater Combat:  Land-based creatures can have considerable 
  difficulty when fighting in water. All attacks made with slashing or 
  bludgeoning weapons suffer a -2 attack penalty and deal ½ damage 
  (rounding 
  fractions 
  down). 
   
  Thrown 
  weapons 
  are 
  ineffective 
  underwater, even when launched from land. Attacks with other ranged 
  weapons take a -2 penalty on attack rolls for every 5 feet of water they 
  pass through, in addition to the normal penalties for range. Non-aquatic 
  creatures also suffer a -2 penalty to their Armor Class so long as they are 
  not drowning or sinking (they have failed a strength check in order to 
  swim).  Drowning or sinking characters suffer a -4 penalty to Armor Class 
  and attack rolls.  
  All non-aquatic creatures may swim at ¼ of their movement rate, 
  rounded to the nearest 5’ increment.  Sinking characters fall through the 
  water at 10’ per round if lightly encumbered, 20’ per round if 
  moderately encumbered and 30’ per round if heavily encumbered.  
  When walking beneath the surface of the water, a submerged 
  character may move ¼ of their normal movement rate, rounded to the 
  nearest 5’ increment.  Moderately or heavily encumbered characters 
  may move ½ of their normal movement rate, rounded to the nearest 5’ 
  increment, because their load minimizes the effects of their natural 
  buoyancy. Characters with freedom of movement do not suffer any of 
  the penalties listed for underwater combat. 
   
   Attacks from Land:  Characters swimming, floating, or treading 
  water on the surface, or wading in water at least chest deep, have 
  50% cover from opponents on land. Landbound opponents who 
  have freedom of movement effects ignore this cover when 
  making melee attacks against targets in the water. A completely 
  submerged creature has total cover against opponents on land 
  unless those opponents have freedom of movement effects.  
  Magical effects are unaffected except for those that require 
  attack rolls (which are treated like any other effects) and fire 
  effects.  
   
   Fire:  Non-magical fire does not burn underwater. Spells or spell-like 
  effects with the fiery effects are ineffective underwater unless the 
  caster makes a concentration check with a -10 penalty. If the 
  check succeeds, the spell creates a bubble of steam instead of its 
  usual fiery effect, but otherwise the spell works as described.  
   
   
  NON-LETHAL COMBAT 
   
  Bull Rush or Push:  You can make a bull rush attack as part of a 
  charge (see Charge on page 57) or simply attempt to shove an 
  opponent away. When you make a bull rush or push attack, you 
  attempt to push an opponent back instead of damaging him.  
  Bull rush or push attacks are resolved just as overbear attacks (see 
  Overbear or Trip below) except that if the attacker wins the opposed 
  strength check, he is able to push his opponent 5’ away from him plus 
  5’ for every 5 points that his strength check exceeds his target’s. If the 
  attacker fails this opposed strength check by 5 or more, he is knocked 
  prone.   
  Disarming:  A disarm attack is made when a combatant attempts to 
  knock an opponent’s weapon from his hands.  Disarming inflicts no 
  damage, but if a successful hit is made, the defender must win an 
  opposed strength check or lose the weapon they have in hand 
  (superior swordplay has torn the weapon from the opponent’s grasp).  
  If the attacker fails this opposed strength check by 5 or more, he is 
  disarmed.  
  The combatant with a larger weapon gains a +4 bonus to their 
  opposed strength check.  A disarmed weapon will fall at the owner’s 
  feet if that weapon is of the same size as the attacker’s or larger, or 
  1d10 feet away if of a smaller size than the weapon that did the 
  disarming.  
   
  Grapple:  This attack form is aimed at holding an opponent and 
  rendering him unable to attack. The attacker ignores the defender’s 
  armor bonus (but not his shield bonus) to armor class, because armor 
  does not make the defender harder to grapple when making his 
  attack roll.  If the attacker hits, he must win an opposed strength 
  check to hold his opponent fast.     
  An attacker may only attempt to grapple opponents up to double 
  their height or weight and are at a disadvantage against larger foes.  
  The larger grappler gains a +4 bonus to their opposed strength for 
  each size category difference between them and their opponent.  If 
  the attacker wins the strength check, he is able to hold his opponent 
  in place and, in the following rounds, may damage his opponent 
  (dealing 1d2 points of non-lethal damage). 
  A held grappler may attempt to break out of a grapple each round 
  by winning an opposed strength check.  Otherwise such a character 
  is unable to effectively attack.  All grappling combatants lose their 
  dexterity and shield bonuses to armor class.   Note that monks are 
  able to conduct unarmed attacks against an opponent who has 
  grappled them, though they suffer a -4 penalty to such rolls.  They 
  may not make unarmed strikes while grappling an opponent. 
   
  Non-lethal Damage:  Certain attacks, such as unarmed strikes, 
  deal non-lethal damage that heals at a rate of 1 hit point per hour.  
  When you take non-lethal damage, keep a running total of how 
  much 
  you’ve 
  accumulated 
  but 
  do 
  not 
  deduct 
  the non-
  lethal damage number from your current hit points.  Instead, when 
  your non-lethal damage 
  equals 
  your 
  current 
  hit 
  points, you 
  fall unconscious.  It doesn’t matter whether the non-lethal damage 
  equals or exceeds your current hit points because you’ve taken more 
  non-lethal damage or because your current hit points have gone 
  down.  
  You can use a melee weapon that deals lethal damage to deal non-
  lethal damage instead, but you take a -2 penalty on your attack roll. 
   
  Overbear or Trip:  This attack form aims at quickly taking the opponent 
  to a prone position while incidentally inflicting damage.  The attacker 
  can have either or both hands otherwise employed (carrying a shield, 
  weapon, etc) when making an overbear attack. Such an attack is 
  handled much like a grapple attack.  The attacker ignores the 
  defender’s armor bonus (but not his shield bonus) to armor class, 
  because armor does not make the defender harder to overbear, 
  when making his attack roll.  If the attacker hits, he must make an 
  opposed strength check to knock his opponent prone. 
  An attacker may only attempt to overbear opponents up to double 
  their height or weight and are at a disadvantage against larger foes 
  and creatures with greater stability (typically those with more legs or 
  creatures with serpent-like bodies).  The larger combatant gains a +4 
  bonus to their opposed strength for each size category difference 
  between them and their opponent.  Another +2 bonus is given to a 
  creature with greater stability (i.e. a creature with more legs than its 
  opponent or one with a serpentine body).  A charging character 
  gains a +2 bonus to his attack roll and strength check when 
  attempting to overbear an opponent. 
  If the attacker wins the strength check, he is able to trip or knock his 
  opponent prone, dealing non-lethal damage in the process.  If the 
  attacker fails this opposed strength check by 5 or more, he is knocked 
  prone.  Damage sustained from this attack is non-lethal damage. 
  Trip attacks may be attempted against mounted foes, provided that 
  the character can reach that foe.  Polearms such as guisarmes and 
  military hooks are designed for this very purpose and grant their 
  bearer a +2 bonus on their opposed strength check. 
  
  Player’s Handbook 59 
   
  ENVIRONMENTAL HAZARDS
  Getting hit by weapons or monsters isn't the only way a character can 
  get hurt. Indeed the world is full of dangers for poor, hapless player 
  characters, dangers the DM can occasionally spring on them with 
  glee. Some of the nastier forms of damage are described below. 
   
  Drowning or Suffocation:  A character who has no air to breathe can 
  hold his breath for 1 round per point of constitution. After this period of 
  time, the character must make a constitution saving throw in order to 
  continue holding his breath. The save must be repeated each round, 
  with the check penalty increasing by 2 for each previous success. 
   
  When the character fails one of these constitution saves, he begins to 
  suffocate. In the first round, he falls unconscious (0 hit points). In the 
  following round, he drops to –1 hit points and is dying. In the third 
  round, he suffocates. 
   
  Exposure to the Elements:  
  Exposure 
  to 
  extremely 
  cold (below freezing) or 
  hot 
  (above 
  100o 
  F) 
  climates deals 1d6 non-
  lethal damage (see Non-
  lethal Damage on page 
  58) to the victim each 
  hour. This damage cannot 
  be 
  naturally 
  recovered 
  until the character gets 
  out of the cold or heat.   
  As 
  with 
  all 
  non-lethal 
  damage, once your non-
  lethal 
  damage 
  equals 
  your current hit points, 
  you’re 
  knocked 
  unconscious. 
   
  Once 
  unconscious you take 1d6 
  points of lethal damage 
  each hour.   
   
  For 
  temperatures 
  well 
  below freezing or above 
  100o 
  F 
  the 
  rate 
  of 
  damage 
  should 
  be 
  increased to 1d6 non-
  lethal damage per turn, 
  minute, or round (at the 
  DM’s discretion). 
   
  High winds are also potentially hazardous to creatures. For the effects 
  of high winds upon creatures see the control winds spell entry on 
  page 84. 
   
  Falling Damage:  Player characters have a tendency to fall off of 
  things, generally from great heights and almost always onto hard 
  surfaces. While the falling is harmless, the abrupt stop at the end tends 
  to cause damage. 
   
  When a character falls, he suffers 1d6 points of damage for every 10 
  feet fallen, to a maximum of 20d6 (representing terminal velocity). 
   
  Fire Damage:  Fire or extremely hot liquids, other than burning oil 
  (which is described on page 56), magical fires (which are described in 
  various spell and item descriptions) or the fiery attacks of creatures 
  (which are described in their MONSTER MANUAL entries), causes 
  damage dependent upon the size and intensity of the blaze.   
   
  A torch’s flame, for example, should deal no more than 1d3 damage, 
  a raging fire should deal 1d6 points of damage each round and a 
  hellish blaze that has totally engulfed a character should deal 5d6 
  damage per round (this accounts for damage from smoke inhalation 
  as well).  Immersion in boiling water should deal 9d6 damage per 
  round (being doused with boiling water deals 1d6 damage) while 
  immersion in molten lava should deal 20d6 damage per round. 
   
  Starvation & Thirst:  Characters might find themselves without food or 
  water and with no means to obtain them. In normal climates, 
  characters need at least a gallon of fluids and about a pound of 
  decent food per day to avoid starvation.  In very hot climates, 
  characters need two or three times as much water to avoid 
  dehydration. 
  A character can go without water for 1 day plus a number of hours 
  equal to his constitution score. After this time, the character must 
  make a constitution save each hour (with a cumulative -2 check 
  penalty for each previous check) or take 1d6 points of non-lethal 
  damage (see Non-lethal Damage on page 58). 
   
  A character can go without food for 3 days, in growing discomfort. 
  After this time, the character must make a constitution save each day 
  (with a cumulative, -2 check penalty for each previous check) or take 
  1d6 points of non-lethal damage. 
   
  Non-lethal damage from thirst or starvation cannot be recovered until 
  the character gets food or water, as needed - not even magic that 
  restores hit points heals this damage. 
   
  WOUNDS & HEALING 
   
  Ability Damage & Ability Drain:  Ability damage typically results from 
  the ravages of disease, the ill-effects of poison, or through the baleful 
  powers of monstrous creatures and spellcasters.   
   
  Ability drain, on the other hand, permanently lowers one or more of 
  the target’s ability scores.  Nothing short of a restoration spell reverses 
  such ability loss. Permanent ability drain results from the attacks of 
  undead creatures, such as vampires and wraiths, and other dreadful 
  creatures, such as lamias.   
   
  The feeblemind spell permanently lowers the target’s intelligence, 
  wisdom and charisma scores but, unlike ability drain attacks, cannot 
  be reversed through the use of restoration spells.  Only a heal, limited 
  wish, miracle or wish spell may be used to cancel the effect of 
  feeblemind. 
   
  Characters who lose points of constitution after being raised or 
  resurrected cannot restore that ability loss through any means short of 
  divine intervention.   
   
  No ability scores can be damaged or drained to a value below 0.  If a 
  character’s constitution is reduced to a score of zero that character is 
  slain.  If any other ability score is reduced to a score of zero the 
  character is rendered immobile (in the case of strength or dexterity) or 
  comatose (in the case of intelligence, wisdom or charisma).  
   
  Binding Wounds:  Any character may attempt to bind wounds, a 
  common ability check based on wisdom, by bandaging wounds, 
  setting breaks, starting respiration, etc.  On a successful check, a 
  dying creature’s loss of hit points ends and the creature is stabilized.   
   
  Those with the profession (healer) skill add their full level bonus to this 
  check and help those under their care to heal more quickly.  
   
  Binding wounds does not receive a check penalty unless the target is 
  at negative hit points.  In such cases the penalty is equal to the 
  target’s current hit point total. 
   
  Healing Hit Point Damage:  Typically characters whose wounds have 
  been tended by a skilled healer heal 2 hit points per night of rest or 4 
  hit points per 24 hours of complete bed rest.  Without such care the 
  rate of healing is halved, meaning that characters only heal 1 hit point 
  per night of rest or 2 hit points per day of complete bed rest.   
   
  Healing Ability Damage: Ability damage is temporary, just as hit point 
  damage is. Ability damage returns at the rate of 1 point per night of 
  rest (8 hours) for each affected ability score. Complete bed rest under 
  the ministrations of a healer restores 2 points per day (24 hours) for 
  each affected ability score. 
   
  Injury and Death:  When any character is brought to 0 or fewer hit 
  points it is incapacitated and falls unconscious.  A character with 0 or 
  fewer hit points is dying from blood-loss, shock, convulsions, non-
  respiration, and similar causes, and loses 1 hit point per round until 
  they receive aid (see binding wounds above) or fall to -10 hit points.  
  Any character reduced to -10 or fewer hit points is slain.   
   
  Temporary Hit Points:  Certain effects give a character temporary hit 
  points. When a character gains temporary hit points, note his current 
  hit point total. When the temporary hit points go away the character’s 
  hit points drop to his current hit point total. When temporary hit points 
  are lost, they cannot be restored as real hit points can be, even by 
  magic. 
  
  Player’s Handbook 60 
   
   
  MAGIC
  Magic lies at the heart of fantasy and so it does in Advanced Dungeons 
  & Dragons.  Of greatest importance for the players of spellcasters, such 
  as clerics, bards and magic-users, is the acquisition of magic spells and 
  an explanation of how spells are used in the game. The following 
  section provides details regarding the preparation, acquisition and 
  casting of spells.    
   
  CHARACTER SPELLS 
  Before addressing specific spells, or their use and acquisition by 
  spellcasters, it is important to understand the fundamental nature and 
  differences between the magic they utilize. 
   
   
  The magic used by clerics, bards, druids, paladins, and rangers is 
  classified as divine magic because it is granted to them after prayer to, 
  reflection upon, or supplication to a deity or other powerful entity or 
  elemental force. In most cases, clerics, bards and paladins receive their 
  magic from deities or their intermediaries, who may limit or place special 
  restrictions on its use. Druids and rangers gain their magic ability from 
  more varied sources, be they primal forces, nature gods or elemental 
  powers. Thus divine casters act as a conduit, channeling and focusing 
  magic originating from a higher entity. This similarity can be seen in the 
  duplication of specific spells, or types of spells, in their spell lists. 
   
   
  The magic used by magic-users and illusionists is classified as arcane 
  magic because it is learned from ancient knowledge and passed down 
  from one generation of magic-users to the next, either through 
  apprenticeship or textual record.  Magic-users and illusionists, like clerics 
  and druids, have some spells in common - the two forms of arcane 
  magic are closely related.  Magic-users use their mystical knowledge to 
  create and give form, or to enhance or physically alter an existing form. 
  Illusionists, on the other hand, usually alter one's perception of form and 
  reality rather than effect reality itself.   
   
   
  When the same spell appears on both the magic-user and illusionist spell 
  lists, the casting and effect of the spell is different. Magic-users’ magic 
  deals with the real and concrete. Even though a magic-user may alter 
  reality, that reality is typically perceived in the same way by everyone. 
  Illusionists, however, alter each individual's perception of reality, 
  sometimes to such effect that it allows those individuals to defy nature 
  and its physical laws. 
   
  These differences affect game play in different ways, but at the least, 
  create a fundamental difference between each of the seven 
  spellcasting classes. Players and, more importantly, DMs need to keep 
  these differences in mind. 
   
  PREPARING SPELLS 
  Methods for preparing and casting spells are generally the same for 
  characters of all spellcasting classes. Spellcasters must prepare their 
  spells for casting on a daily basis and they utilize roughly the same 
  process to do so. 
   
  Magic-Users & Illusionists:  Magic-users and illusionists learn complex, 
  arcane formulas to harness magic and give it effect. Their spells are 
  known as arcane spells, and both classes inscribe them, in their own 
  unique language, in a spellbook. Each magic-user and illusionist begins 
  play possessing an arcane tome of spells containing those spells they 
  know how to prepare and cast. The number of spells of each level in the 
  book is equal to the number of spells of that level the caster can 
  prepare each day (including bonus spells) plus read magic. A magic-
  user's spellbook is typically quite large in size and thickness, using 1 page 
  per spell level (0-level spells take up 1 page each). New spells may be 
  learned and added to spellbooks through gaining a level, by copying 
  them from another spellbook or from scrolls, and through research. 
   
   
  Each day, magic-users and illusionists memorize and prepare the spells 
  they intend to cast during the day. A character's level limits the number 
  of spells the character can prepare and cast each day, although a 
  high or low intelligence score might grant bonus spells or limit the highest 
  spell level available to them.  A magic-user or illusionist must have 
  access to a spellbook to study, and sufficient light to read in order to 
  prepare the spells. A character can use a borrowed spellbook or a 
  spellbook written by another magic-user to prepare a spell that the 
  character already knows but must cast read magic first in order to 
  decipher the writing in the book (see below). 
   
   
  A character needs to sleep and rest for a total of 8 hours each day 
  before preparing spells. The character need not slumber for every 
  minute of that time, but must refrain from movement, combat, 
  spellcasting or any other fairly demanding physical or mental task during 
  the rest period. If the character's rest is interrupted, each interruption 
  adds one hour to the total amount of time the character has to rest, in 
  order to clear his mind. A character must have at least one hour of rest 
  immediately prior to preparing spells for the day. If the character does 
  not need to sleep for some reason, the character still must have eight 
  hours of restful calm each day before preparing any spells.  
   
  In addition to the complete hour of rest immediately prior to preparing 
  spells for the day, it takes 1 hour for a character to study a speIlbook 
  and memorize their full allotment of spells for the day. A character need 
  not prepare a full complement of spells allowed per day, but preparing 
  even one spell takes at least one hour of rest and another hour of study. 
   
   
  To prepare any spell, the character must have enough peace, quiet 
  and comfort to allow for proper concentration. The character's 
  surroundings must be free from overt distractions, such as nearby 
  combat or other loud noises. Exposure to inclement weather might 
  prevent the necessary concentration, as would any injury or failed 
  saving throw the character might suffer while studying.  Until a character 
  prepares spells from a spellbook, the only spells available to cast are the 
  ones that the character already had prepared from the previous day 
  and has not yet used. During the study period, a magic-user chooses 
  which spells to prepare. If a character already has spells prepared from 
  the previous day that have not been cast, the character can abandon 
  some or all of them to make room for new spells. 
   
   
  A character can prepare the same spell more than once each day. 
  Each preparation counts as one spell toward the character's daily limit 
  for each spell level. If a spell has multiple versions, the character must 
  choose which version to use when the character prepares it, unless the 
  spell description specifies that the choice is made upon casting. 
   
  When preparing spells for the day, the character can leave some spell 
  slots open. Later during that day, the character can repeat the 
  preparation process as often as the character likes, time and 
  circumstances permitting, to fill these unused spell slots. Like the first 
  session of the day, this preparation takes at least an hour of game time. 
  The character cannot, however, abandon a previously prepared spell 
  to replace it with another one, or fill a slot that is empty because the 
  character has cast a spell in the meantime. That sort of preparation can 
  only be done during the first study period after resting 8 hours. 
   
   
  Once a character prepares a spell, it remains in the character's mind 
  until the character triggers it through casting or until the character 
  abandons it. Upon casting, the spell is purged from the character's 
  mind. Certain other events, such as the disruption of a spell during 
  casting, the effects of magic items or special attacks from monsters can 
  wipe a prepared spell from a character's mind. If a character dies, all 
  spells stored in the character's mind are wiped away. 
   
  Clerics, Bards, Druids, Paladins & Rangers:  Divine casters prepare their 
  spells in largely the same manner. They choose and prepare spells 
  ahead of time, just as a magic-user or illusionist would, but clerics, bards, 
  druids, paladins and rangers do not require spellbooks. Instead they 
  select and prepare spells ahead of time, through prayer, recitation 
  and/or meditation, at a particular time of day. 
   
  Some deities set the time or impose other special conditions for granting 
  spells to divine casters. If some event prevents the character from 
  praying at the proper time, the character must do so as soon as possible 
  thereafter. If the character does not stop to pray for spells at the first 
  opportunity, the character must wait until the next day to prepare spells. 
   
  The time required for a divine speIlcaster to prepare speIls is the same as 
  for an arcane caster. There must be eight hours of rest each day before 
  prayer, and at least one hour of that rest must be immediately prior to 
  prayer. It takes 1 hour to pray for and receive one’s daily allotment of 
  spells. There must be a relatively peaceful environment in which to pray. 
  Unlike arcane casters whose choice of spells is limited to those in their 
  spellbook, a divine caster may pick any spell from the applicable spell 
  lists… unless the character's deity imposes a restriction. 
   
   
  Like arcane casters, divine casters do not have to prepare all of their 
  spells at once.  Like arcane casters, divine casters cannot refill spell slots 
  emptied through the casting or discarding of a prepared spell.  In this 
  and all other respects, the spell preparation rules for magic-users and 
  illusionists apply to clerics, bards, druids, paladin and rangers. 
   
   
  
  Player’s Handbook 61 
   
  ACQUIRING NEW SPELLS 
  Spellcasters, both arcane and divine, seek to add new spells to their 
  repertoire, but the process for adding new spells is different for each 
  group. 
   
  Magic-Users & Illusionists:  Most arcane spellcasters desire, beyond all 
  other treasure, the acquisition of new spells for their spellbooks. Magic-
  users and illusionists learn and add new spells through several methods. 
   
  1.  Gaining a Level: Just as a fighter constantly practices with his 
  weapons, a magic-user or illusionist spends time researching and 
  learning about arcane magic and spells. When a character gains 
  a new level, he chooses one new spell to add to his spellbook. The 
  spell chosen must be of a level the character can cast. For 
  example, upon attaining second level, a magic-user may add one 
  additional 1st level spell to the character's spellbook. The magic-
  user automatically knows the spell and can prepare it. 
  2. Deciphering Scrolls and Spellbooks:  To decipher spells in another's 
  spellbook or a scroll, a character must first cast read magic on the 
  spell to be deciphered. Once the character successfully casts read 
  magic, the character can learn or attempt to learn a new spell 
  and add it to a spellbook. The rules for adding new spells to a 
  spellbook depend upon  the source of the spell. Even reading 
  spells already known by a character contained in another's 
  spellbook requires the casting of read magic, because no two 
  spells are inscribed alike. 
  Once a magic-user deciphers a spellbook or scroll, the character 
  does not need to decipher it again to read it at a later time.  
  Deciphering a magical writing allows the  
  reader to identify the 
  spell and gain some idea of its effects although the character must 
  still learn the spell in order to cast it. Magical scrolls that are 
  deciphered can be used. 
  3. Learning and Copying Spells:  A character must first decipher the 
  spells contained in a spellbook or scroll as described above. 
  Thereafter, the character can learn the new spell from the book by 
  spending one day per level of  
  the spell being learned (0-level 
  spells still take one day to learn) in study of it. If the person who 
  created the spellbook is on hand to help the reader, the reader 
  can learn the spell in one-half the normal time. The number of days 
  necessary to learn the spell is reduced by a number of days equal 
  to the character's intelligence modifier, to a minimum of one day. 
  The Dungeon Master may choose to require the character to 
  make a successful intelligence check to learn a new spell (after 
  the necessary days of study). Once the new spell is learned, the 
  character can copy it into his spellbook, as described below. The 
  process of copying leaves the spellbook or scroll from which it was 
  copied unharmed. 
  4. Writing Spells: Once a magic-user understands a new spell, it can 
  be copied into a spellbook. The process requires one day per spell 
  level.  Zero-level spells require one day. A spell takes up 1 page of 
  the spellbook per spell level (0-level spells take up 1 page each). A 
  normal spellbook has 100 pages. Materials for writing a spell cost 
  25gp per page. 
  5. Replacing Spellbooks:  A lost spellbook may be replaced through 
  several methods.  If the character already has a particular spell 
  prepared, the character can write it directly into a new book at a 
  cost of 25gp per page. The process wipes the prepared spell from 
  the character's mind, just as casting it would. If the spell is not 
  prepared the character may not reconstruct it from memory but 
  can prepare it from a borrowed spellbook and then write it into a 
  new book. Spells copied from a borrowed spellbook must first be 
  be deciphered. Duplicating an existing spellbook uses the same 
  procedure as replacing it, except that the time requirement and 
  cost per page are halved. 
  6. Research: A character can also research a spell independently, 
  duplicating an existing spell from the spell list or creating an entirely 
  new one. At the end of the process, the character must write the 
  spell into a spellbook as described above. 
  7. Reading a Scroll into a Spellbook: A character must first decipher 
  the spell contained on a scroll by casting read  magic. Because a 
  scroll is magical, and the reduction of the spell to the scroll involves 
  all the necessary components for casting the spell from the scroll, a 
  character can simply read a scroll into a spellbook. Doing so 
  copies the spell to the character's spellbook, but destroys the scroll 
  in the process. 
   
  Clerics, Bards, Druids, Paladin & Rangers:  Characters who can cast 
  divine spells undertake a certain amount of study of divine magic 
  between adventures. Each time a character receives a new level of 
  divine spells, the character learns the new spells from that level 
  automatically. For example, a cleric reaching third level is granted 
  knowledge of all spells on the second Ievel cleric spell list by their deity. 
  Additionally, a cleric or druid can research a spell independently. Only 
  the creator of such a spell can prepare and cast it, unless the character 
  decides to share it with others. Some such creators share their research 
  with their churches, but others do not. The character can create a 
  magic scroll (provided they are high enough level) or write a special 
  text, similar to a spellbook, to contain spells the character has 
  independently researched. 
   
   
  Other divine spellcasters who find the spell in written form can learn to 
  cast it, provided they are of sufficient level to do so and may normally 
  cast the same type of spells as the written spell’s creator (a paladin 
  could learn to cast a spell written by a cleric, while a ranger could cast 
  a spell written by a druid). The process requires deciphering the writing 
  (see Divine Magical Writings, below). 
   
  Divine Magical Writings: Divine spells can be written down and de-
  ciphered just as arcane spells can, except that read magic is not used 
  to do so.  Instead, the character can decipher and learn the new spell 
  from the book by spending one day per level of the spell being learned 
  in study of it. Only characters who have the spell in question on their 
  class-based spell lists can cast a divine spell from a scroll. 
   
  CASTING SPELLS 
  A character must make all pertinent decisions about a spell (range, 
  target, area, effect, etc.) when the character begins casting, unless the 
  spell specifies otherwise. The character must make some choice about 
  whom the spell is to affect or where the effect is to originate, depending 
  on the type of spell. The Dungeon Master applies whatever result a spell 
  entails using the spell's description. 
   
  To cast a spell, the character must 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). The spell 
  descriptions indicate which components are necessary. Additionally, 
  the character must concentrate to cast a spell (see below). If 
  something interrupts the character's concentration while casting, the 
  spell is lost and marked off of the character's list of prepared spells.  If the 
  character ever tries to cast a spell in conditions where the 
  characteristics of the spell (range, area, etc.) cannot be made to 
  conform, the casting fails and the spell is wasted.  
   
  Spell durations are measured in rounds, minutes, turns or hours. When 
  the duration expires, the spell's effect ends. 
   
  Casting 0-Level Spells:  All spellcasters can prepare a number of 0-level 
  spells, each day, as noted on their “spells per day” table. These spells 
  are treated like any other spell, but are not expended when cast and 
  may be used again. 
   
  Concentration:  To cast a spell, the character must concentrate. If 
  something interrupts the character's concentration while the character 
  is casting, the spell is lost and marked off the character's list of prepared 
  spells. Sometimes, the Dungeon Master may allow a concentration 
  check (an intelligence check for arcane casters and a wisdom check 
  for divine casters) to see if the spell is disrupted (and lost) or not (casting 
  is completed).  Spellcasters add their caster level to this check. 
   
  All spellcasters attempting to cast spells while engaged in melee must 
  make a concentration check in order to successfully cast that spell.  The 
  penalty to this concentration check is equal to the level of the spell that 
  is being cast.  Additional penalties to this check could come from 
  injuries sustained as the spell is being cast (see simultaneous initiative on 
  page 55) or from being jostled or knocked about while casting.   
   
  If damaged, the added check penalty is based upon the damage 
  taken as the spell is cast.  The penalty is usually equal to 1 point per 5 
  points of damage dealt (round fractions normally) with a minimum, 
  additional penalty of –1 applying to all concentration checks.  As such, 
  an attack that deals 16 points of damage would impose a check 
  penalty of –3.  For effects that do not directly deal damage the 
  additional penalty is equal to the threat’s level (usually the caster level 
  for spells or hit dice for creature abilities).     
   
  Anything that could break the character's concentration when casting 
  a spell can also break the concentration necessary to maintain a spell. 
  A character can't cast a spell or attack while concentrating on another 
  
  Player’s Handbook 62 
   
   
  one, but may move at their normal movement rate (though running 
  would require a concentration check).  The only spells the character 
  can cast while grappling or pinned are those without somatic 
  components and whose material components the character has in 
  hand at the time. Even so, the Dungeon Master will often require a 
  concentration check for the character to cast the spell. Vigorous 
  motion, such as from riding a mount, the rocking of a small boat in 
  rough water or simply being jostled in a similar fashion, might necessitate 
  a concentration check. 
   
  Using Scrolls:  Scrolls are spells reduced to a portable form. Not only 
  does a scroll contains the text of a spell, all the necessary components, 
  except verbal, have been magically incorporated into the scroll. Before 
  using a scroll, a character must decipher it by casting read magic. The 
  character can then read the scroll aloud, casting the spell contained 
  on it just as if the character had the spell prepared. 
   
   
  The spell's casting time, range, area of effect, duration and all other 
  details and limitations are no different. A spell contained on a scroll may 
  only be cast once. When a spell is cast from a scroll, the spell disappears 
  or destroys the scroll. 
   
   
  There are some limitations scroll use, of course. A character must be of a 
  class that can cast the type of spells contained on the scroll. A divine 
  caster, for example, cannot cast arcane spells from a scroll. 
   
   
  A character can cast a spell from a scroll that they have not learned or 
  recorded in their spellbook provided that it appears on their spell list. The 
  character must be of a high enough level to cast the level of spell found 
  on the scroll.   
   
   
  A character can attempt to use a scroll to cast a spell of a level they 
  are not normally able to cast (provided that it appears on their spell list) 
  but must first make a concentration check to do so. A penalty to the 
  concentration check equal to the level of the spell is applied to the roll. 
  Failure indicates that the spell fails and the scroll is destroyed.  
    
  For example, a 2nd level magic-user deciphers a scroll bearing 
  teleport, which is a 5th level spell. The magic-user attempts to cast 
  the spell from the scroll, but he must first make a successful 
  concentration check with a check penalty of -5. 
   
  Spells can be learned and copied from scrolls normally, and doing so 
  does not destroy the scroll. 
   
  SPELL DESCRIPTION FORMAT 
  As mentioned, each spell is defined by a description of the effect it 
  causes and a set of terms necessary for game play. The spell 
  descriptions appear after the class spell lists. A summary reminder on 
  spell format and terms appears prior to the spell descriptions, but the 
  following provides more detail and information on spell terms. 
   
  SCHOOLS OF MAGIC 
  Spellcasters categorize their spells into schools.  Each spell listed belongs 
  to one of the following schools:  
   
  Abjuration:  This school encompasses spells that protect others, prevent 
  harm, and banish unwanted agents or creatures. 
  Alteration:  This school focuses on the manipulation of structure. Its spells 
  alter the form of living and inanimate things. 
  Conjuration/Summoning:  Spells of this school bring into existence or call 
  forth living or inanimate things. Casters of conjuration and summoning 
  spells often gain temporary control over creatures that appear. 
  Divination:  Such spells impart knowledge through the senses. Divination 
  spells can reveal information about the truth of something or someone. 
  Enchantment/Charm:  These spells enhance an object’s properties or 
  the attitude of a living creature. Some charm spells allow for the caster 
  to control the target.  
  Evocation:  This school handles energy manipulation. Evocation usually 
  involves the caster controlling and morphing energy to create an 
  object or effect. Invocation requires the assistance of a  more powerful 
  being. 
  Illusion/Phantasm:  These spells trick and deceive their targets to believe 
  that something else is occurring. Creatures encountering an illusion 
  usually receive saving throws to recognize it if they study it carefully or 
  interact with it in some fashion.  A successful saving throw against an 
  illusion reveals it to be false, while a failed saving throw indicates that a 
  character fails to notice something is amiss. A character faced with 
  proof that an illusion isn’t real needs no saving throw.  
   
  Some illusion/phantasm spells draw energy from the Plane of Shadow in 
  order to create quasi-real objects and effects.  A rule of illusion is that an 
  illusion is only as good as the caster who created it. They draw from 
  personal experience, so a caster cannot create a truly believable 
  illusion unless he is intimately familiar with whatever he is attempting to 
  create. 
  Necromancy:  Death and undeath are the two most prevailing subject 
  matters for necromancy, although some spells actually defy death by 
  regenerating lost limbs and restoring life. 
   
  CASTING TIME 
  Most spells take one round to cast. A spell that takes one round to cast 
  comes into effect during the caster's initiative turn for that round. 
  Complex spells may take more time to cast, and such casting times are 
  expressed in rounds, minutes, turns, hours or days. For relative 
  understanding of casting time, remember that a round is 10 seconds 
  long. 
   
  Spells that take more than one round to cast come into effect during 
  the caster's initiative on the last round of the casting time for the spell. 
   
  RANGE 
  A spell's range is the maximum distance from the spellcaster that the 
  spell's effect can occur, as well as the maximum distance at which the 
  caster can designate the spell's point of origin. The character aims a 
  spell by making some choice about whom the spell is to affect or where 
  the effect is to originate, depending on the type of spell. If any portion 
  of the spell's area extends beyond the range, that area is wasted. 
   
   
  Sometimes the range of a spell is only personal (the spell effects only the 
  caster or emanates from the caster) or touch (the caster must touch a 
  creature or object to affect it), as noted in the spell description. When 
  targeting an unwilling creature with a touch spell, the caster must 
  successfully touch his opponent with his hand.  The spellcaster ignores 
  the defender’s armor and shield bonus to armor class, because they do 
  not make the defender harder to touch.  If the attacking spellcaster hits, 
  the spell is delivered to the target creature.   
   
  There are also four distance ranges in AD&D:  30 feet (close), 100 feet 
  (medium), 300 feet (long), and unlimited (reaching anywhere on the 
  plane of existence). Some rare spells have no standard range category, 
  just a range expressed in feet. Some spells create or summon things 
  rather than affecting things that are already present. The character 
  must designate the location where these things are to appear, either by 
  seeing it or defining it. Range determines how far away an effect can 
  appear, but if the effect is mobile it can move without regard to the 
  spell's range (unless otherwise stated in the spell’s description). 
   
  TARGET OR AREA OF EFFECT 
  Spells that do not affect the caster personally generally have a target or 
  affect a certain area. This part of a spell description defines the number 
  of creatures, dimensions, volume, weight and so on that the spell 
  affects, if it is not otherwise obvious from the spell's description. 
   
  Targeted Spells:  Targeted spells are cast directly on creatures or 
  objects, as defined by the spell itself. In most cases, the character must 
  be able to see or touch the target, and the character must specifically 
  choose that target. If the character casts a targeted spell on the wrong 
  sort of target, the spell has no effect and is lost. If the target of a spell is 
  the caster, the caster does not receive a saving throw and magic 
  resistance does not apply. 
   
  Area Spells:  Some spells affect an area. The character selects where 
  the spell originates, but otherwise does not control which creatures or 
  objects the spell will effect. Sometimes a spell describes a specially 
  defined area, but usually an area falls into one of several categories: 
   
  Circle:   
  The spell radiates from a chosen point of origin (or from the 
  caster, in some instances) affecting whatever lies within its area 
  of effect.  This area lies along a horizontal plane. 
  Cone:   
  The cone shoots away from the character in the direction 
   
  the character designates, starting directly before the 
   
  character and widening out  as it goes, though some spells 
   
  affect all creatures  in 
  an 
  area 
  rather 
  than 
  individual 
   
  creatures. 
  Cylinder:  The character selects the center of a horizontal circle as 
   
  the spell's point of origin; the spell shoots down from the 
   
  circle, filling the cylinder. 
  
  Player’s Handbook 63 
   
  Sphere: 
  The spell radiates from a chosen point of origin (or from the 
  caster, in some instance) affecting whatever it catches in its 
  area of effect (a three dimensional globe).   
   
  Obstacle: Some spell effects likes rays, spreads, and cones are affected 
  by obstacles. The character must have a clear line of effect to any 
  target that the character casts a spell upon or to any space in which 
  the character wishes to create an effect. The character must have a 
  clear line of effect to the point of origin of any spell the character casts. 
  For circles, cones, cylinders, and spherical spells, the spell only affects 
  areas, creatures and objects to which it has line of effect from its origin 
  (a circle’s center, a cone's starting point, a cylinder's circle, or a 
  spherical spell's point of origin).  An otherwise solid barrier with a hole of 
  at least 1 square foot through it does not block a spell's line of effect. 
   
   
  A caster aims a ray as if using a ranged weapon, but requires no attack 
  roll to strike his target.  The character must be able see the creature he is 
  trying to hit, as with any other targeted spell.  Note that Intervening 
  creatures and obstacles can block the caster's line of sight to his target. 
  If a ray spell has a duration, the duration refers to the effect that the ray 
  causes, not to the length of time the ray itself persists. 
   
   
  Spreads and cones spread out from a point of origin to a distance 
  described in the spell. The effect can extend around corners and into 
  areas that the caster cannot see. The caster must designate the point of 
  origin for such an effect if the spell description does not specify one. 
   
  DURATIONS 
  Duration measures how long a spell's effect lasts. Durations are 
  measured in rounds, minutes, turns, hours or some other increment. 
  When the limit is up, the magic goes away and the spell ends. Some 
  spells have a permanent duration and some require the caster to 
  concentrate in order to maintain that spell's effect. A spellcaster can 
  typically dismiss personal spells at will, before the duration ends, unless 
  the spell description states otherwise. A spell that requires concentration 
  is dismissible by its very nature.  A character can't cast a spell or attack 
  while concentrating on another one, but may move at their normal 
  movement rate (running would require a concentration check). 
   
   
  Sometimes a spell lasts for a short time after the character ceases 
  concentrating. In these cases, the spell effects continue for the stated 
  length of time after the character stops concentrating. Otherwise, the 
  character must concentrate to maintain the spell but the character 
  cannot maintain it for more than the stated duration in any event. 
   
   
  If a spell affects creatures directly, the effects travel with the subject 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 prior to their duration’s end. If the spell affects an area, then 
  the spell stays with that area for the spell's duration. Creatures become 
  subject to the spell when they enter the area and become free of it 
  when they leave. Certain spells last for a set duration, or until triggered 
  or discharged. 
   
  SAVING THROW 
  Most harmful spells allow an affected creature to make a saving throw 
  in order to avoid some or all of the spell’s effect. A spell’s description 
  details whether that spell allows a saving throw, what type of saving 
  throw is made and the effect of a successful save. If a spell does not 
  include a saving throw entry, then assume no saving throw is allowed.  A 
  spell's saving throw penalty is always equal to the spellcaster’s caster 
  level unless specified otherwise.  As such, a spell cast by a 9th level 
  magic-user would impose a -9 check penalty on its target’s saving 
  throw.  
   
  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 the spell has 
  failed. The caster does not sense when creatures succeed at saving 
  throws against area of effect spells. 
   
  A creature can voluntarily forego a saving throw and willingly accept a 
  spell's result. 
   
  Negates: This term means that the spell has no effect on an affected 
  creature that makes a successful saving throw. 
  Partial: 
  The spell causes an effect on its subject, but a successful 
  saving throw means some lesser effect occurs. 
  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. 
   
  MAGIC RESISTANCE:  Magic resistance is a special defensive ability. A 
  defender's magic resistance grants them an additional measure of 
  protection against magical attacks. If a spell is being resisted by a 
  defender with magic resistance, the caster of the spell must pass a 
  concentration check (PHB, p. 62) modified by the target’s magic 
  resistance rating.  If the caster fails this check, the spell has no effect.  
   
  The magic resistance line of the descriptive text of a spell description 
  explains whether or not the magic resistance applies, as some spells are 
  not affected by a target creature's magic resistance.  Magic resistance 
  applies even if a given spell also allows the target creature a saving 
  throw. The effects of magic resistance, if any, are applied first, and then 
  the creature may also make a saving throw. In most cases, magic 
  resistance applies only when a resistant creature is targeted by the spell, 
  not when a resistant creature encounters a spell that is already in place, 
  such as a wall of iron. 
   
  A creature with magic resistance must voluntarily drop the resistance in 
  order to receive the effects of beneficial spells without the check 
  described above. If a spell does not include a magic resistance entry, 
  then assume no magic resistance check is allowed.  
   
  COMPONENTS 
  A spell's component's line includes abbreviations for the components 
  required to cast the spell. Spells can have verbal (V), somatic (S), 
  material (M) or experience (XP) components. If the necessary 
  components are not used, the casting fails. If a material component has 
  a gold piece cost, the cost is listed; otherwise the character can assume 
  that the actual materials involved have no significant monetary value, 
  unless the Dungeon Master rules otherwise.  
    
  V (Verbal):  A verbal component is a spoken incantation. To provide a 
  verbal component, the character must be able to speak in a strong 
  voice. A silence 15’ radius spell or a gag spoils the incantation.  A 
  deafened caster must make a concentration check to cast a spell with 
  a verbal component. 
   
  S (Somatic): 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. 
   
  M (Material):  A material component is a physical substance or object 
  that focuses a spellcaster’s energies during the casting process. The 
  component is generally destroyed in the process of casting a spell.  
  Unless listed, the material component is a holy symbol for clerics and 
  paladins, a musical instrument for bards, and a sprig of mistletoe for 
  druids and rangers.  Holy symbols, bardic instruments, and mistletoe 
  sprigs are not destroyed through spellcasting.  
   
  XP (Experience):  Some powerful spells entail an experience point cost 
  to you. No spell can restore the XP lost in this manner. You cannot spend 
  so much XP that you lose a level, so you cannot cast the spell unless you 
  have enough XP to spare. However, you may, on gaining enough XP to 
  attain a new level, use those XP for casting a spell rather than keeping 
  them and advancing a level. The XP are treated just like a material 
  component - expended when you cast the spell, whether or not the 
  casting succeeds.  
   
  REVERSIBLE SPELLS 
  Some spells are reversible (they can be cast for an effect opposite to 
  that of the standard spell). This is noted after the spell name. Spellcasters 
  with reversible spells must memorize the desired version. For example, a 
  cleric who desires a cause light wounds spell must petition for this form 
  of the cure light wounds spell when meditating and praying. Note that 
  severe penalties can result if the spell choice is at variance with a divine 
  spellcaster’s alignment (possible penalties include denial of specific 
  spells, entire spell levels, or even all spells for a certain period). The exact 
  result (if any) depends on the reaction of the priest's patron deity, as 
  determined by the DM.  When an arcane caster learns a reversible spell, 
  both forms are recorded in their spell books. However, the arcane 
  caster must still decide which version of the spell he desires to cast when 
  memorizing the spell, unless the spell description specifically states 
  otherwise. For example, a magic-user who has memorized stone to flesh 
  and desires to cast flesh to stone must wait until the latter form of the 
  spell can be memorized (i.e., rest eight hours and study). If he could 
  memorize two 6th level spells, he could memorize each version once or 
  one version twice. 
  
  Player’s Handbook 64 
   
   
   
  
  Player’s Handbook 65 
   
  SPELL TABLES 
   
   
  CLERICS 
   
  0-Level 
  1st Level 
  2nd Level 
  3rd Level 
  4th Level 
  1 
  bind wounds 
  bless  
  aid 
  animate dead 
  air walk 
  2 
  create water 
  bless water  
  augury 
  continual light 
  control water 
  3 
  detect magic 
  cause fear 
  consecrate  
  create food and water 
  dimensional anchor 
  4 
  detect poison 
  combine 
  cure moderate wounds  
  cure blindness/deafness 
  detect lie 
  5 
  light 
  command 
  darkness 15’ radius 
  cure disease 
  dismissal 
  6 
  purify food and drink  
  comprehend languages 
  enthrall 
  cure serious wounds 
  divination 
  7 
  read magic 
  cure light wounds  
  find traps 
  dispel magic 
  exorcise 
  8 
   
  detect evil  
  hold person 
  feign death 
  freedom of movement 
  9 
   
  detect life 
  know alignment 
  glyph of warding 
  imbue with spell ability 
  10 
   
  detect undead 
  lesser restoration 
  locate object 
  improved enchanted      
   
   
   
   
   
       weapon 
  11 
   
  enchanted weapon 
  remove paralysis 
  meld into stone 
  negative plane                
   
   
   
   
   
       protection 
  12 
   
  endure elements 
  resist energy 
  obscure object 
  neutralize poison 
  13 
   
  invisibility to undead 
  silence 15’ radius 
  prayer 
  restoration 
  14 
   
  magic stone 
  slow poison 
  protection from evil 10’ 
  sending 
   
   
   
   
       radius  
   
  15 
   
  penetrate disguise 
  speak with animals 
  remove curse 
  speak with plants 
  16 
   
  portent 
  speak with dead 
  sticks to snakes 
  spell immunity 
  17 
   
  protection from evil  
  spiritual weapon 
  water breathing 
  tongues 
  18 
   
  remove fear 
  zone of truth 
  water walk 
   
  19 
   
  sanctuary 
   
   
   
  20 
   
  shield of faith 
   
   
   
   
   
   
   
   
   
   
  5th Level 
  6th Level 
  7th Level  
  8th Level 
  9th Level 
  1 
  atonement 
  aerial servant 
  banishment 
  antimagic shell 
  astral spell 
  2 
  break enchantment 
  animate object 
  control weather 
  dimensional lock 
  energy drain 
  3 
  commune 
  blade barrier 
  destruction 
  discern location 
  etherealness 
  4 
  cure critical wounds 
  conjure elemental 
  ethereal jaunt 
  earthquake 
  gate 
  5 
  dispel evil 
  find the path 
  holy word 
  holy aura  
  miracle 
  6 
  flame strike 
  forbiddance 
  improved restoration 
  improved spell immunity 
  mind blank 
  7 
  insect plague 
  geas/quest 
  improved scrying 
  symbol of death 
  soul bind 
  8 
  plane shift 
  heal 
  regeneration 
  symbol of insanity 
   
  9 
  raise dead 
  heroes’ feast 
  repulsion 
   
   
  10 
  scrying 
  improved dispel magic 
  resurrection 
   
   
  11 
  slay living 
  improved glyph of  
  stone tell 
   
   
   
   
       warding 
  symbol of stunning 
   
   
  12 
  symbol of pain 
  symbol of fear 
  symbol of weakness 
   
   
  13 
  symbol of sleep 
  symbol of persuasion 
   
   
   
  14 
  true seeing 
  wind walk 
   
   
   
  15 
  word of recall 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  BARDS (Clerics) 
   
  0-Level 
  1st Level 
  2nd Level 
  3rd Level 
  4th Level 
  1 
  audible glamer 
  alarm 
  animal messenger 
  arcane sight 
  animal summoning I 
  2 
  bind wounds 
  calm animals 
  animal trance 
  charm monster 
  break enchantment 
  3 
  dancing lights 
  cause fear 
  calm emotions 
  clairaudience / 
  cure critical wounds 
   
   
   
   
     clairvoyance 
   
  4 
  detect magic 
  change self 
  cure moderate wounds 
  confusion 
  detect scrying 
  5 
  know direction 
  charm person or mammal 
  esp 
  cure serious wounds 
  dimension door 
  6 
  light 
  comprehend languages 
  enthrall 
  deep slumber 
  dominate person 
  7 
  message 
  cure light wounds 
  hold Person 
  detect lie 
  freedom of movement 
  8 
  prestidigitation 
  detect evil  
  know alignment 
  dispel magic 
  hallucinatory terrain 
  9 
  read magic 
  erase 
  locate object 
  fear 
  hold monster 
  10 
   
  friends 
  misdirection 
  illusionary script 
  legend lore 
  11 
   
  hypnotic pattern 
  scare 
  massmorph 
  locate creature 
  12 
   
  identify 
  shatter 
  nondetection 
  repel vermin 
  13 
   
  Nystul’s magic aura 
  silence 15’ radius 
  scrying 
  shout 
  14 
   
  obscure object 
  sound burst 
  secret page 
  speak with plants 
  15 
   
  obscurement 
  speak with animals 
   
   
  16 
   
  penetrate disguise 
  suggestion 
   
   
  17 
   
  remove fear 
  summon insects 
   
   
  18 
   
  sleep 
  tongues 
   
   
  19 
   
  Tasha’s hideous laughter 
   
   
   
  20 
   
  ventriloquism 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  spells listed in italics are reversible 
   
  
  Player’s Handbook 66 
   
   
  BARDS (Clerics), continued 
   
   
  5th Level 
  6th Level 
   
   
  1 
  animal summoning II 
  animal summoning III 
   
   
  2 
  dream 
  analyze dweomer 
   
   
  3 
  improved dispel magic 
  demand 
   
   
  4 
  mass suggestion 
  find the path 
   
   
  5 
  mind fog 
  qeas/quest 
   
   
  6 
  nightmare 
  improved scrying 
   
   
  7 
  seeming 
  mass charm 
   
   
  8 
  sending 
  Otto’s irresistible dance 
   
   
  9 
  stone tell 
  veil 
   
   
  10 
  true seeing 
  vision 
   
   
   
   
   
   
   
  DRUIDS (Clerics) 
   
   
   
   
   
   
   
  0-Level 
  1st Level 
  2nd Level 
  3rd Level 
  4th Level 
  1 
  bind wounds 
  alarm 
  animal messenger 
  call lightning 
  air walk 
  2 
  create water 
  animal friendship 
  animal trance 
  cure blindness/deafness 
  animal summoning I 
  3 
  detect magic 
  calm animals 
  barkskin 
  cure disease 
  antiplant shell 10’ 
   
   
   
   
   
       radius 
  4 
  detect poison 
  cure light wounds 
  charm person or mammal 
  cure moderate wounds 
  call woodland beings 
  5 
  know direction 
  detect animals or plants 
  enlarge animal 
  dominate animal 
  command plants 
  6 
  light 
  detect evil  
  feign death 
  improved magic fang 
  control water 
  7 
  purify food and drink 
  detect snares and pits 
  fog cloud 
  meld into stone 
  cure serious wounds 
  8 
   
  endure elements 
  fire trap 
  neutralize poison 
  dimension door 
  9 
   
  entangle 
  flame blade 
  plant growth 
  dispel magic 
  10 
   
  faerie fire 
  gust of wind 
  protection from energy 
  freedom of movement 
  11 
   
  goodberry 
  heat metal 
  pyrotechnics 
  hallucinatory terrain 
  12 
   
  invisibility to animals 
  hold animal 
  shape wood 
  hold plant 
  13 
   
  magic fang 
  know alignment 
  snare 
  produce fire 
  14 
   
  magic stone 
  lesser restoration 
  speak with plants 
  reincarnate 
  15 
   
  obscurement 
  resist energy 
  spike growth 
  repel vermin 
  16 
   
  pass without trace 
  soften earth and stone 
  sticks to snakes 
  restoration 
  17 
   
  produce flame 
  summon insects 
  stone shape 
  scrying 
  18 
   
  shillelagh 
  tree 
  wall of wind 
  sleet storm 
  19 
   
  slow poison 
  warp wood 
  water breathing 
  spike stones 
  20 
   
  speak with animals 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  5th Level 
  6th Level 
  7th Level 
  8th Level 
  9th Level 
  1 
  animal growth 
  animal summoning III 
  animate plants 
  animate rock 
  antipathy 
  2 
  animal summoning II 
  antilife shell 
  changestaff 
  chariot of Sustarre 
  elemental swarm 
  3 
  atonement 
  confusion 
  control weather 
  control plants 
  foresight 
  4 
  commune with nature 
  conjure elemental 
  creeping doom 
  earthquake 
  regenerate 
  5 
  control winds 
  find the path 
  fire storm 
  finger of death 
  shambler 
  6 
  cure critical wounds 
  feeblemind 
  heal 
  reverse gravity 
  shapechange 
  7 
  ice storm 
  fire seeds 
  heroes’ feast 
  sunburst 
  storm of vengeance 
  8 
  insect plague 
  geas/quest 
  improved scrying 
  turn metal or stone 
   
  9 
  negative plane      
  improved dispel magic 
  sunray 
  whirlwind 
   
   
  protection 
   
   
   
   
  10 
  plant door 
  liveoak 
  transmute metal to wood 
   
   
  11 
  stoneskin 
  move earth 
  true seeing 
   
   
  12 
  transmute rock to mud 
  stone tell 
  wind walk 
   
   
  13 
  wall of fire 
  transport via plant 
  word of recall 
   
   
  14 
  wall of stone  
  turn wood 
   
   
   
  15 
  wall of thorns 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  spells listed in italics are reversible 
  
  Player’s Handbook 67 
   
  MAGIC-USERS 
   
  0-Level 
  1st Level 
  2nd Level 
  3rd Level 
  4th Level 
  1 
  audible glamer 
  affect normal fires 
  alter self 
  arcane sight 
  animate dead 
  2 
  dancing lights 
  alarm 
  darkness 15’ radius 
  blink 
  charm monster 
  3 
  detect magic 
  animate rope 
  darkvision 
  clairaudience / 
  confusion 
   
   
   
   
  clairvoyance 
   
  4 
  detect poison 
  armor 
  detect invisibility 
  continual light 
  detect scrying 
  5 
  light 
  burning hands 
  esp 
  deep slumber 
  dimensional anchor 
  6 
  mending 
  cause fear 
  flaming sphere 
  dispel magic 
  dimension door 
  7 
  message 
  charm person 
  forget 
  explosive runes 
  Evard’s black tentacles 
  8 
  prestidigitation 
  comprehend languages 
  gust of wind 
  feign death 
  fear 
  9 
  read magic 
  detect evil  
  invisibility 
  fireball 
  fire shield 
  10 
  wizard mark 
  enchanted weapon 
  knock 
  flame arrow 
  fire trap 
  11 
  write 
  enlarge person 
  know alignment 
  fly 
  hallucinatory terrain 
  12 
   
  erase 
  Leomund’s trap 
  gaseous form 
  ice storm 
  13 
   
  feather fall 
  levitate 
  haste 
  improved invisibility 
  14 
   
  find familiar 
  locate object 
  hold person 
  Leomund’s secure shelter 
  15 
   
  friends 
  magic mouth 
  improved enchanted 
  locate creature 
   
   
   
   
       weapon 
   
  16 
   
  grease 
  Melf’s acid arrow 
  invisibility 10’ radius 
  massmorph 
  17 
   
  hold portal 
  mirror image 
  Leomund’s tiny hut 
  minor globe of 
   
   
   
   
   
       invulnerability 
  18 
   
  identify 
  misdirection 
  lightning bolt 
  monster summoning II 
  19 
   
  jump 
  obscure object 
  monster summoning I 
  Otiluke’s resilient sphere 
  20 
   
  magic missile 
  protection from normal 
  nondetection 
  polymorph 
   
   
   
       missiles 
   
   
  21 
   
  mount 
  pyrotechnics 
  protection from energy 
  Rary’s mnemonic 
   
   
   
   
   
       enhancer 
  22 
   
  Nystul’s magic aura 
  ray of enfeeblement 
  protection from evil 10’ 
  remove curse 
   
   
   
   
       radius  
   
  23 
   
  portent 
  rope trick 
  sepia snake sigil 
  scrying 
  24 
   
  protection from evil  
  scare 
  shrink item 
  shout 
  25 
   
  run 
  shatter 
  sleet storm 
  solid fog 
  26 
   
  shield 
  spider climb 
  stinking cloud 
  stone shape 
  27 
   
  shocking grasp 
  strength 
  suggestion 
  stoneskin 
  28 
   
  sleep 
  Tasha’s hideous laughter 
  tongues 
  wall of fire 
  29 
   
  Tenser’s floating disk 
  web 
  wall of wind 
  wall of ice 
  30 
   
  unseen servant 
  wizard lock 
  water breathing 
  wizard eye 
   
   
   
   
   
   
   
  5th Level 
  6th Level 
  7th Level 
  8th Level 
   9th Level 
  1 
  airy water 
  analyze dweomer 
  banishment 
  antipathy 
  astral spell 
  2 
  Bigby’s interposing hand 
  antimagic shell 
  Bigby’s grasping hand 
  Bigby’s clenched fist 
  Bigby’s crushing hand 
  3 
  break enchantment 
  Bigby’s forceful hand 
  control weather 
  binding 
  crystalbrittle 
  4 
  cloudkill 
  chain lightning 
  delayed blast fireball 
  clone 
  dominate monster 
  5 
  cone of cold 
  contingency 
  Drawmij’s instant summons 
  demand 
  energy drain 
  6 
  contact other plane 
  control water 
  ethereal jaunt 
  dimensional lock 
  etherealness 
  7 
  conjure elemental 
  death spell 
  forcecage 
  discern location 
  foresight 
  8 
  dismissal 
  disintegrate 
  improved arcane sight 
  glassteel 
  freedom 
  9 
  dominate person 
  eyebite 
  improved scrying 
  improved planar binding 
  gate 
  10 
  fabricate 
  flesh to stone 
  insanity 
  improved prying eyes 
  imprisonment 
  11 
  feeblemind 
  geas/quest 
  limited wish 
  incendiary cloud 
  meteor swarm 
  12 
  hold monster 
  glassee 
  mass invisibility 
  iron body 
  monster summoning VII 
  13 
  Leomund’s lamentable 
  globe of invulnerability 
  monster summoning V 
  mass charm 
  Mordenkainen’s  
   
       belaborment 
   
   
   
       disjunction 
  14 
  Leomund’s secret chest 
  guards and wards 
  Mordenkainen’s 
  maze 
  power word kill 
   
   
   
       magnificent mansion 
   
   
  15 
  lesser planar binding 
  improved dispel magic 
  Mordenkainen’s sword 
  mind blank 
  prismatic sphere 
  16 
  monster summoning III 
  invisible stalker 
  phase door 
  monster summoning VI 
  shapechange 
  17 
  Mordenkainen’s faithful 
  legend lore 
  plane shift 
  Otiluke’s telekinetic 
  soul bind 
   
       hound 
   
   
       sphere 
   
  18 
  magic jar 
  monster summoning IV 
  power word blind 
  Otto’s irresistible dance 
  time stop 
  19 
  passwall 
  Mordenkainen’s  
  prismatic spray 
  polymorph any object 
  wish 
   
   
       lucubration 
   
   
   
  20 
  permanency 
  move earth 
  reverse gravity 
  power word stun 
   
  21 
  prying eyes 
  Otiluke’s freezing sphere 
  sequester 
  prismatic wall 
   
  22 
  sending 
  planar binding 
  simulacrum 
  Serten’s spell immunity 
   
  23 
  symbol of pain 
  repulsion 
  spell turning 
  symbol of death 
   
  24 
  symbol of sleep 
  symbol of fear 
  statue 
  symbol of insanity 
   
  25 
  telekinesis 
  symbol of persuasion 
  symbol of stunning 
  temporal stasis 
   
  26 
  teleport 
  Tenser’s transformation 
  symbol of weakness 
  trap the soul 
   
  27 
  transmute rock to mud 
  true seeing 
  teleport without error 
   
   
  28 
  wall of force 
  wall of iron 
  vision 
   
   
  29 
  wall of stone 
   
   
   
   
   
   
   
   
   
   
  spells listed in italics are reversible 
  
  Player’s Handbook 68 
   
   
  ILLUSIONISTS (Magic-Users) 
   
  0-Level 
  1st Level 
  2nd Level 
  3rd Level 
  4th Level 
  1 
  audible glamer 
  animate rope 
  alter self 
  arcane sight 
  charm monster 
  2 
  dancing lights 
  armor 
  blur 
  blink 
  confusion 
  3 
  detect magic 
  cause fear 
  cure blindness/deafness  
  clairaudience / 
  detect scrying 
   
   
   
   
  clairvoyance 
   
  4 
  light 
  change self 
  darkness 15’ radius 
  continual light 
  dimension door 
  5 
  message 
  charm person 
  darkvision 
  deep slumber 
  hallucinatory terrain 
  6 
  prestidigitation 
  color spray 
  esp 
  detect lies 
  illusory wall 
  7 
  read magic 
  comprehend languages 
  feign death 
  dispel magic 
  improved invisibility 
  8 
  wizard mark 
  detect evil 
  fog cloud 
  explosive runes 
  minor creation 
  9 
  write 
  detect invisibility 
  forget 
  fear 
  minor globe of  
   
   
   
   
   
       invulnerability 
  10 
   
  detect secret doors 
  illusionary script 
  hold person 
  phantasmal killer 
  11 
   
  erase 
  invisibility 
  improved phantasmal      
  polymorph 
   
   
   
   
  force 
   
  12 
   
  faerie fire 
  know alignment 
  invisibility purge 
  rainbow pattern 
  13 
   
  find familiar 
  Leomund’s trap 
  invisibility 10’ radius 
  Rary’s mnemonic 
   
   
   
   
   
       enhancer 
  14 
   
  friends 
  magic mouth 
  massmorph 
  remove curse 
  15 
   
  hypnotic pattern 
  mirror image 
  nondetection 
  scrying 
  16 
   
  identify 
  misdirection 
  phantom steed 
  shadow conjuration 
  17 
   
  Nystul’s magic aura 
  phantasmal force 
  rope trick 
  shout 
  18 
   
  obscurement 
  pyrotechnics 
  sepia snake sigil 
  solid fog 
  19 
   
  silent image 
  scare 
  suggestion 
  wizard eye 
  20 
   
  sleep 
  secret page 
  tongues 
   
  21 
   
  ventriloquism 
  Tasha’s hideous laughter 
   
   
   
  5th Level 
  6th Level 
  7th Level 
  8th Level 
  9th Level 
  1 
  break enchantment 
  analyze dweomer 
  Drawmij’s instant  
  antipathy 
  astral spell 
   
   
   
       summons 
   
   
  2 
  chaos 
  antimagic shell 
  ethereal jaunt 
  demand 
  dominate monster 
  3 
  dominate person 
  contingency 
  improved arcane sight 
  find the path 
  etherealness 
  4 
  dream 
  death fog 
  improved scying 
  improved prying eyes 
  foresight 
   
   
   
  improved shadow 
   
   
  5 
  fabricate 
  eyebite 
       conjuration 
  improved shadow 
  polymorph any object 
   
   
   
   
       evocation 
   
  6 
  false vision 
  feeblemind 
  insanity 
  mass charm 
  power word kill 
  7 
  hold monster 
  globe of invulnerability 
  limited wish 
  maze 
  prismatic sphere 
  8 
  major creation 
  improved dispel magic 
  mass invisibility 
  mind blank 
  shades 
  9 
  mind fog 
  invisible stalker 
  phase door 
  Otto’s irresistible dance 
  weird 
  10 
  mirage arcana 
  legend lore 
  power word blind 
  power word stun 
  wish 
  11 
  Mordenkainen’s faithful 
  mass suggestion 
  prismatic spray 
  prismatic wall 
   
   
       hound 
   
   
   
   
  12 
  nightmare 
  mislead 
  project image 
  scintillating pattern 
   
  13 
  persistent image 
  Mordenkainen’s 
  repulsion 
  screen 
   
   
   
       lucubration 
   
   
   
  14 
  prying eyes 
  permanent image 
  sequester 
  symbol of death 
   
  15 
  seeming 
  programmed image 
  simulacrum 
  symbol of insanity 
   
  16 
  sending 
  shadow walk 
  statue 
   
   
  17 
  shadow evocation 
  summon shadow 
  symbol of stunning 
   
   
  18 
  symbol of pain 
  symbol of fear 
  symbol of weakness 
   
   
  19 
  symbol of sleep 
  symbol of persuasion 
  vision 
   
   
  20 
  true seeing 
  veil 
   
   
   
  spells listed in italics are reversible 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Player’s Handbook 69 
   
  SPELL DESCRIPTIONS 
   
   
  Aerial Servant 
  Conjuration/Summoning 
  Level: Cleric 6 
  Components: V, S 
  Casting Time:  1 round 
  Range: 30’ (Close) 
  Effect: One summoned creature 
  Duration: 1 day/caster level (dismissible) 
  Saving Throw: None 
  This spell summons an invisible aerial servant (see the MONSTER 
  MANUAL) to do the bidding of the cleric who conjured it. The creature 
  does not fight directly, but obeys the command of the cleric with 
  respect to finding and returning with whatever object or creature that 
  is described to it. Of course the object or creature must be such as to 
  allow the aerial servant to physically bring it to the cleric or his assign.  
  The spell lasts for a maximum of 1 day for each level of experience of 
  the cleric who cast it. The aerial servant returns to its own plane 
  whenever the spell lapses, its duty is fulfilled, it is dispelled, the cleric 
  releases it or the cleric is slain.  
  The aerial servant will always attack by complete surprise when sent 
  on a mission and gains the benefit of a surprise round in combat 
  unless the target creature is able to detect invisible creatures, in which 
  case initiative is determined normally. 
  If summoned to retrieve an object it will attempt to take that object 
  from its holder and, if summoned to retrieve a creature against that 
  creature’s will, will attempt to subdue that creature before carrying it 
  back to the summoning cleric.  
   
  Affect Normal Fires  
  Alteration 
  Level: Magic-User 1 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Area: 10’ radius circle 
  Duration:  1 turn/caster level 
  Saving Throw: None 
  Magic Resistance: No 
  This spell enables the magic-user to cause non-magical fires - from as 
  small as a torch or lantern to as large as the area of effect - to reduce 
  in size and brightness to become a dim glow or increase in light to 
  twice its normal intensity, which increases the illumination to double 
  the its normal radius. Note that this does not affect either fuel 
  consumption or damage caused by the fire.  
  The caster can affect any or all fires in the spell's area. He can alter 
  their intensities with a single gesture as long as the spell is in effect. The 
  spell lasts until the caster cancels it, all fuel is burned, or the duration 
  expires. The caster can also extinguish all non-magical flames in the 
  area, which expends the spell immediately. The spell does not affect 
  fire elementals or similar creatures. 
   
  Aid 
  Enchantment/Charm   
  Level: Cleric 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 minute/caster level 
  Saving Throw: Wisdom negates  
  Magic Resistance: Yes  
  Aid grants the touched target a +1 on attack rolls and saves against 
  fear effects (as a bless spell), plus 2d8+4 temporary hit points.  These 
  temporary hit points are lost first when an aided character is wounded 
  and, once lost, may not be healed.  At the end of the spell’s duration 
  any remaining temporary hit points are lost. 
   
   
   
   
   
   
   
   
  Air Walk 
  Alteration  
  Level: Cleric 4, Druid 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 turn/caster level 
  Saving Throw: Wisdom negates  
  Magic Resistance: Yes  
  The subject can tread on air as if walking on solid ground. Moving 
  upward is similar to walking up a hill. The maximum upward or 
  downward angle possible is 45 degrees, at a rate equal to one-half 
  the air-walker’s normal movement rate. 
  A strong wind (20+ mph) can push the subject along or hold it back. 
  At the end of its turn each round, the wind blows the air-walker 5 feet 
  for each 5 miles per hour of wind speed beyond 15 mph. The creature 
  may be subject to additional penalties in exceptionally strong or 
  turbulent winds, such as loss of control over movement or physical 
  damage from being buffeted about. 
  Should the spell duration expire while the subject is still aloft, the magic 
  fails slowly. The subject floats downward 120 feet per round for 1d6 
  rounds. If it reaches the ground in that amount of time, it lands safely. 
  If not, it falls the rest of the distance, taking 1d6 points of damage per 
  10 feet of distance fallen. Since dispelling a spell effectively ends it, 
  the subject also descends in this way if the air walk spell is dispelled, 
  but not if an antimagic shell negates it. 
   
  Airy Water 
  Alteration 
  Level:  Magic-User 5 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Area of Effect: 20’ radius hemisphere, centered on you 
  Duration: 3 turns/caster level  
  Saving Throw: Intelligence negates  
  Magic Resistance: Yes  
  The airy water spell turns normal liquid such as water or water-based 
  infusions or solutions to a less dense, breathable substance. Thus, if the 
  magic-user wished to enter an underwater place, he would step into 
  the water, cast the spell and sink downwards in a hemisphere of 
  bubbling water that he and any companions in the spell's area of 
  effect could move freely in and breathe just as if it were air rather 
  than water.  
  The hemisphere will move with the spellcaster. Note that water-
  breathing creatures will avoid a hemisphere of airy water, although 
  intelligent ones can enter it if they are able to move by means other 
  than swimming, but no water-breathers will be able to breathe in an 
  area affected by this spell. There is only one word which needs to be 
  spoken to actuate the magic and the material component of the 
  spell is a small handful of alkaline or bromine salts. 
   
  Alarm 
  Abjuration 
  Level: Bard 1, Druid 1, Magic-User 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Area: 20’ radius circle centered on a point in space 
  Duration: 2 hours/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  Alarm sounds a mental or audible alarm each time any creature 
  larger than a normal rat - anything larger than about ½ cubic foot in 
  volume or more than about three pounds in weight - enters the 
  warded area or touches it. A creature that speaks the password 
  (determined by you at the time of casting) does not set off the alarm. 
  Ethereal or astral creatures do not trigger the alarm.  You decide at 
  the time of casting whether the alarm will be mental or audible. 
  Mental Alarm: A mental alarm alerts you (and only you) so long as you 
  remain within 1 mile of the warded area. You note a single mental 
  “ping” that awakens you from normal sleep but does not otherwise 
  
  Player’s Handbook 70 
   
   
  disturb concentration. A silence 15’ radius spell has no effect on a 
  mental alarm. 
  Audible Alarm: An audible alarm produces the sound of a hand bell, 
  and anyone within 60 feet of the warded area can hear it clearly. 
  Reduce the distance by 10 feet for each interposing closed door and 
  by 20 feet for each substantial interposing wall. 
  In quiet conditions, the ringing can be heard faintly as far as 180 feet 
  away. The sound lasts for 1 round. Creatures within a silence 15’ radius 
  spell cannot hear the ringing.   
  Alarm can be made permanent with a permanency spell. 
  Arcane Material Component: A tiny bell and a piece of very fine silver 
  wire.  These are not consumed by this spell’s casting. 
   
  Alter Self 
  Alteration 
  Level: Magic-User 2, Illusionist 2 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 turn/caster level (dismissible) 
  When this spell is cast, the caster can alter his appearance and form - 
  including clothing and equipment - to appear taller or shorter; thin, 
  fat, or in between; human, demihuman, humanoid or any other 
  generally man-shaped bipedal creature. The new form must be of the 
  same size category as the caster’s true form.  
  If the form selected has wings, the magic-user can actually fly, but at 
  only ½ of the movement rate (rounded to the nearest 5’ increment) of 
  a true creature of that type, and with a loss of two maneuverability 
  classes (to a minimum of E). If the form has gills, the caster can 
  breathe underwater as long as the spell lasts. However, the caster 
  does not gain any multiple attack routines or additional damage 
  allowed to an assumed form.  Likewise he retains whatever sensory 
  powers he had before the spell was cast, and does not gain the 
  sensory powers of his new form. 
  The caster's hit dice, hit points, attack rolls, armor class and saving 
  throws do not change. The spell does not confer special abilities, 
  attack forms or defenses. Once the new form is chosen, it remains for 
  the duration of the spell. The caster can change back to his natural 
  form at will, though this ends the spell immediately. A caster who is 
  slain automatically returns to his normal form. 
  When the change occurs, your equipment, if any, either remains worn 
  or held by the new form (if it is capable of wearing or holding the 
  item) or melds into the new form and becomes non-functional. When 
  you revert to your true form, any objects previously melded into the 
  new form reappear in the same location on your body they previously 
  occupied and are once again functional. Any new items you wore in 
  the assumed form and can’t wear in your normal form fall off and 
  land at your feet; any that you could wear in either form or carry on a 
  body part common to both forms at the time of reversion are still held 
  in the same way. Any part of the body or piece of equipment that is 
  separated from the whole reverts to its true form. 
  A creature using alter self to impersonate another person gains a +5 
  bonus disguise ability checks.  If the creature does not have the 
  disguise ability it may make a charisma check, with no level modifier, 
  to affect a disguise.  
   
  Analyze Dweomer 
  Divination 
  Level: Bard 6, Magic-User 6, Illusionist 6 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Targets: One object or creature per caster level 
  Duration: 1 round/caster level (dismissible) 
  Saving Throw: See text 
  Magic Resistance: No 
  You discern all spells and magical properties present in a number of 
  creatures or objects. Each round you may examine a single creature 
  or object that you can see.  In the case of a magic item you learn its 
  functions, how to activate its functions (if appropriate) and how many 
  charges are left (if it uses charges). In the case of an object or 
  creature with active spells cast upon it, you learn each spell, its effect 
  and its caster level. 
  A creature examined through this spell may attempt a wisdom save (if 
  the caster is a bard) or intelligence save to resist this effect. If the save 
  succeeds you learn nothing about the creature except what you can 
  discern by looking at it. A creature that makes its save cannot be 
  affected by any other analyze dweomer spells for 24 hours. 
  Analyze dweomer does not function when used on an artifact. 
  Arcane Material Component: A tiny lens of ruby or sapphire, worth at 
  least 1,500 gp, set in a small golden loop. It is not expended by the 
  casting of this spell. 
   
  Animal Friendship  
  Enchantment/Charm 
  Level: Druid 1 
  Components:  V, S, M 
  Casting Time: 1 hour 
  Range: 30’ (Close) 
  Target: Up to 2 HD of animals per caster 
  level, no two of which can be more 
  than 30’ apart, see text 
  Duration:  Permanent 
   
  Saving Throw:   
  Charisma negates  
  Magic Resistance:  Yes 
  By means of this spell the caster is able to show any animal of animal 
  intelligence to semi-intelligence (i.e. intelligence 1-4) that he desires 
  friendship. If the animal does not roll a successful charisma saving 
  throw immediately when the spell is begun, it stands quietly while the 
  caster finishes the spell. Thereafter, it follows the caster as an animal 
  companion.  
  The spell functions only if the caster actually wishes to be the animal's 
  friend. If the caster has ulterior motives the animal always senses them 
  (for example, the caster intends to eat the animal, send it ahead to 
  set off traps, etc.). 
  The caster can teach the befriended animal three specific tricks or 
  tasks for each point of intelligence it possesses. Typical tasks are those 
  taught to a dog or similar pet (i.e., they cannot be complex). Training 
  for each such trick must be done over a period of one week, and all 
  must be done within three months of acquiring the creature. During 
  the three-month period, the animal will not harm the caster, but if the 
  creature is left alone for more than a week, it will revert to its natural 
  state and act accordingly.  Characters with the profession (animal 
  handler) skill for the type of animal befriended may teach that animal 
  2 tricks per week. 
  The caster can use this spell to attract up to 2 hit dice of animal(s) per 
  caster level to his residence or holy site (typically a druidic grove).  This 
  is also the maximum total hit dice of the animals that can be 
  attracted and trained at one time: no more than twice the caster's 
  experience level.   
  No single animal may have hit dice greater than the druid’s caster 
  level and no more than 1 hit die’s worth of animal companions per 
  caster level may accompany the caster should he leave his holy site, 
  grove or refuge. Aligned animals can only be attracted, befriended 
  and trained by similarly aligned casters.   
  Material Component: The material components of this spell are a sprig 
  of mistletoe and a piece of food liked by the animal, which is 
  consumed when the spell is cast. 
   
  Animal Growth (reversible) 
  Alteration 
  Level: Druid 5 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Targets: Up to 1 HD of animals per caster level, no two of which can 
  be more than 30’ apart 
  Duration: 1 round/caster level 
  Saving Throw:  Wisdom negates 
  Magic Resistance: Yes 
  A number of animals, with hit dice totaling no more than the druid’s 
  level, grow to twice their normal size and eight times their normal 
  weight. This alteration changes each animal’s size category to the 
  next largest (from Small to Medium or from Medium to Large). 
  The effects of this growth are doubled hit dice (with its consequential 
  improvement in attack rolls and saving throws) and an increase in the 
  damage dealt by the animal’s natural attacks (increase the damage 
  by one die type).  The spell lasts for one round for each level of 
  experience of the druid casting the spell.  
  The reverse of this spell, shrink animal, causes a number of animals to 
  
  Player’s Handbook 71 
   
  shrink to half of their size and one quarter of their normal weight. This 
  alteration changes each animal’s size category to the next smallest 
  (from Medium to Small or from Large to Medium). 
  The effects of this growth are halved hit dice (with the attendant 
  penalties to attack rolls) and a reduction in damage dealt by the 
  animal’s natural attacks (decrease the damage by one die type). The 
  spell lasts for one round for each level of experience of the druid 
  casting the spell.  
  Only natural animals, including giant forms, can be affected by 
  animal growth or shrink animal. 
  Material Component: The material components of this spell are a sprig 
  of mistletoe and a pinch of powdered bone, which is expended when 
  the spell is cast. 
   
  Animal Messenger 
  Enchantment/Charm   
  Level: Bard 2, Druid 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One Small-sized animal 
  Duration: One day/caster level 
  Saving Throw: Charisma negates  
  Magic Resistance: Yes 
  You compel a Small animal to go to a spot you designate. The most 
  common use for this spell is to get an animal to carry a message to 
  your allies. The animal cannot be one tamed or trained by someone 
  else. 
  Using some type of food desirable to the animal as a lure, you call the 
  animal to you. It advances and awaits your bidding. You can mentally 
  impress on the animal a certain place well known to you or an 
  obvious landmark. The directions must be simple, because the animal 
  depends on your knowledge and can’t find a destination on its own. 
  You can attach some small item or note to the messenger. The animal 
  then goes to the designated location and waits there until the 
  duration of the spell expires, whereupon it resumes its normal activities. 
  During this period of waiting, the messenger allows others to approach 
  it and remove any scroll or token it carries. The intended recipient 
  gains no special ability to communicate with the animal or read any 
  attached message (if it’s written in a language he doesn’t know, for 
  example). 
  Material Component: A morsel of food the animal likes.  This is 
  expended when the spell is cast 
   
  Animal Summoning I 
  Conjuration/Summoning  
  Level: Bard 4, Druid 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Effect: One or more creatures, no two of which can be more than 30’ 
  apart 
  Duration: 1 round/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  This spell summons up to 8 hit dice of animals, though no single animal 
  may have more than 4 hit dice.  They appear where you designate 
  (within 30’) and act immediately, on your turn. They attack your 
  opponents to the best of their ability. If you can communicate with 
  the creatures, you can direct them not to attack, to attack particular 
  enemies or to perform other actions. 
  Creatures cannot be summoned into an environment that cannot 
  support them.  Other than various sorts of giant animals; fantastic 
  animals or monsters cannot be summoned by this spell, i.e. no 
  chimerae, dragons, gorgons, manticores, etc. 
   
  Animal Summoning II 
  Conjuration/Summoning  
  Level: Bard 5, Druid 5 
  Effect: One or more creatures, no two of which can be more than 30’ 
  apart 
  This spell functions like animal summoning I, except that you can 
  summon up to 10 hit dice of animals, though no single animal may 
  have more than 5 hit dice. 
   
   
   
  Animal Summoning III 
  Conjuration/Summoning 
  Level: Bard 6, Druid 6 
  Effect: One or more creatures, no two of which can be more than 30’ 
  apart 
  This spell functions like animal summoning I, except that you can 
  summon up to 12 hit dice of animals, though no single animal may 
  have more than 6 hit dice. 
   
  Animal Trance 
  Enchantment/Charm 
  Level: Bard 2, Druid 2 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Targets: 2d6 hit dice of animals 
  Duration: Concentration (see text) 
  Saving Throw: Charisma negates 
  Magic Resistance: Yes 
  Your swaying motion and music (or singing, or chanting) compels 
  animals to do nothing but watch you. Only animals with animal 
  intelligence to semi-intelligence (i.e., intelligence 1-4) can be 
  fascinated by this spell. Roll 2d6 to determine the total number of HD 
  worth of creatures that you fascinate. The closest targets are selected 
  first until no more targets within range can be affected. 
  Fascinated creatures suffer a –4 penalty to their armor class and to all 
  saving throws, and are treated as surprised if attacked.  Any attack on 
  a fascinated creature breaks the effect. 
   
  Animate Dead 
  Necromantic  
  Level: Cleric 3, Magic-User 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Targets: One or more corpses 
  Duration: Instantaneous 
  Saving Throw: None 
  Magic Resistance: No 
  This spell turns the bones or bodies of dead creatures into undead 
  skeletons or zombies that follow your spoken commands.  The undead 
  can follow you, or they can remain in an area and attack any 
  creature (or just a specific kind of creature) entering the place. They 
  remain animated until they are destroyed. (A destroyed skeleton or 
  zombie can’t be animated again.) 
  Regardless of the type of undead you create with this spell, you can’t 
  create more HD of undead than your caster level with a single casting 
  of animate dead. (Desecrate doubles this limit). 
  The undead you create remain under your control indefinitely. No 
  matter how many times you use this spell, however, you can control 
  only 2 HD worth of undead creatures per caster level. If you exceed 
  this number, all the newly created creatures fall under your control, 
  and any excess undead from previous castings become uncontrolled. 
  (You choose which creatures are released.) If you are a cleric, any 
  undead you might command by virtue of your power to command or 
  rebuke undead do not count toward the limit. 
   
   Skeletons: A skeleton can be created only from a mostly intact 
  corpse or skeleton. The corpse must have bones. If a skeleton is 
  made from a corpse, the flesh falls off the bones.  
   Zombies: A zombie can be created only from a mostly intact 
  corpse. 
  Material Component: You must place a black onyx gem worth at 
  least 25 gp per hit die of the undead into the mouth or eye socket of 
  each corpse you intend to animate. The magic of the spell turns these 
  gems into worthless, burned-out shells.  Clerics must also have their 
  holy symbol at hand when casting this spell. 
   
  Animate Object 
  Alteration 
  Level:  Cleric 6 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Area of Effect: One Small object per 2 caster levels; see text 
  Duration: 1 round/caster level 
  Saving Throw: None  
  
  Player’s Handbook 72 
   
   
  Magic Resistance: No  
  You imbue inanimate, non-magical objects with mobility and a 
  semblance of life. Each animated object immediately attacks 
  whomever or whatever you initially designate. 
  An animated object can be of any non-magical material.  The 
  animated objects attack whomever or whatever the cleric first 
  designates. The object can be of any material whatsoever - wood, 
  metal, stone, fabric, leather, ceramic, glass, etc.  
  The speed of movement of the object is dependent upon its means of 
  propulsion and its weight.  Thus a large stone pedestal would rock 
  forward at 20’ per round while a slithering object could move at 45’ per 
  round. Objects with two legs (statues, ladders) or a similar shape that 
  allows faster movement have a 60’ movement rate. Objects with 
  multiple legs (tables, chairs) have a movement rate of 75’ per round. 
  Wheeled objects have a movement rate of 90’.  Objects might have 
  additional modes of movement as well. A wooden object can float and 
  has a movement rate on water equal to half its land speed. A rope or 
  similar sinuous object can climb at half of its normal speed. A sheet-like 
  object can fly (Maneuverability Class E) at half its normal movement 
  rate.  
  The damage caused by the attack of an animated object is 
  dependent upon its form and composition. Light, supple objects can 
  only obscure vision, obstruct movement, bind, trip, smother, etc. Light, 
  hard objects can fall upon or otherwise strike at their targets, or possibly 
  wrap around and trip as do light, supple objects. Hard objects can crush 
  or strike, with larger objects dealing more damage.  
  As a general guideline, assume that all animated objects have an 
  armor class of 15.  Small objects will have 15 hit points, Medium objects 
  will have 30 hit points and Large objects will have 45 hit points.  All 
  attack as if their hit dice equaled the spellcaster’s level.  Animated 
  objects deal 1d4 points of damage per size category (Small objects 
  deal 1-4, Medium objects deal 2d4 and Large objects deal 3d4 points of 
  damage).   
  Stone or hard metal objects take only ½ damage from piercing and 
  slashing weapons, while supple materials (such as rope or cloth) only 
  take ½ damage from bludgeoning and piercing weapons (fractional 
  damage is rounded down). 
  You may animate one Small or smaller object or an equivalent number 
  of larger objects per 2 caster levels. A Medium object counts as two 
  Small or smaller objects, a Large object as four Small objects.  As such, a 
  12th level cleric may animate either 6 Small objects or its equivalent in 
  larger objects. This spell cannot animate objects carried or worn by a 
  creature. 
  Animate object can be made permanent with a permanency spell. 
   
  Animate Plants 
  Alteration 
  Level: Druid 7 
  Components: V 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Targets: One Small plant per 2 caster levels; see text 
  Duration: 1 round/caster level or 1 hour/caster level; see text 
  Saving Throw: None 
  Magic Resistance: No 
  You imbue inanimate plants with mobility and a semblance of life. 
  Each animated plant then immediately attacks whomever or 
  whatever you initially designate as though it were an animated 
  object.  In all other respects this spell functions as the animate objects 
  spell.  
  Animate plants cannot affect plant creatures, nor does it affect non-
  living vegetable material.  Animated plants take only take ½ damage 
  from piercing or blunt weapons (round fractions down). 
   
  Entangle: Alternatively, you may imbue all plants within range with a 
  degree of mobility, which allows them to entwine around creatures in 
  the area. This usage of the spell duplicates the effect of an entangle 
  spell. Magic resistance does not keep creatures from being 
  entangled. This effect lasts 1 hour per caster level. 
   
  Animate Rock 
  Alteration 
  Level: Druid 8 
  Components: V 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Targets: One Small rock per 2 caster levels; see text 
  Duration: 1 round/caster level 
  Saving Throw: None  
  Magic Resistance: No  
  You imbue inanimate, non-magical rocks with mobility and a 
  semblance of life. Each animated rock creature then immediately 
  attacks whomever or whatever you initially designate as though it 
  were an animated object.   
  Animated rock creatures follow the guidelines for animated objects 
  but are stronger than those created through the animate object or 
  plants spells.  Assume that Small animated rocks have 30 hit points, 
  Medium animated rocks will have 45 hit points and Large animated 
  rocks will have a 60 hit points. All attack as if their hit dice equaled the 
  spellcaster’s level.  Animated rocks have an armor class of 18 and take 
  only ½ damage from piercing and slashing weapons (round fractions 
  down).  In all other respects this spell functions as the animate object 
  spell.  
  Animate rock cannot affect rock creatures such as elementals, galeb 
  duhrs or stone golems.  The spell cannot animate rocks carried or worn 
  by a creature. 
   
  Animate Rope 
  Alteration 
  Level: Magic-User 1, Illusionist 1 
  Components: V, S 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Target: One ropelike object, length up to 50’ + 5’/caster level; see text 
  Duration: 1 round/caster level 
  Saving Throw: None  
  Magic Resistance: No  
  You can animate a non-living, non-magical ropelike object. The 
  maximum length assumes a rope with a 1 inch diameter.  Reduce the 
  maximum length by 50% for every additional inch of thickness, and 
  increase it by 50% for each reduction of the rope’s diameter by half. 
  The possible commands are “coil” (form a neat, coiled stack), “coil 
  and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites 
  of all of the above (“uncoil,” and so forth). You can give one 
  command each round, as if directing an active spell. 
  A typical 1 inch diameter hempen rope has 10 hit points and an 
  armor class of 15.  Piercing and bludgeoning weapons only deal ½ 
  damage to an animated rope (round fractions down). 
  The rope can attack only a creature or an object within 5 feet of it - it 
  does not snake outward - so it must be thrown at or near the intended 
  target. Immediately following this, the rope springs towards its 
  intended target in an attempt to grapple (it attacks and makes 
  grapple checks as a creature with hit dice equal to the caster level of 
  the spell), gaining a +4 bonus to its grapple checks.  
  The only spells the character can cast while grappling or pinned are 
  those without somatic components. A grappled caster must also have 
  the required material components at hand in order to cast. Even so, 
  the Dungeon Master will often require a concentration check for the 
  character to cast the spell.  
  A grappled creature can break the hold by making an opposed 
  strength common ability check against the rope, which gets a +5 
  bonus to its grapple checks.  Unless the creature moves away from 
  the rope, it will attempt to grapple the same creature again.  
  The rope itself and any knots tied in it are not magical.  The spell 
  cannot animate ropes carried or worn by a creature. 
   
  Antilife Shell 
  Abjuration 
  Level: Druid 6 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Area: 10’ radius sphere, centered on you 
  Duration: 1 turn/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: Yes 
  You bring into being a mobile, spherical energy field that prevents the 
  entrance of most types of living creatures.  The effect hedges out 
  living creatures but not animated creatures, elementals, extraplanar 
  creatures or undead. 
  This spell may be used only defensively, not aggressively. Forcing an 
  abjuration barrier against creatures that the spell keeps at bay 
  collapses the barrier. 
  
  Player’s Handbook 73 
   
  Antimagic Shell 
  Abjuration 
  Level: Cleric 8, Magic-User 6, Illusionist 6 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Area: 10’ radius sphere, centered on you 
  Duration: 1 turn/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: See text 
  An invisible, spherical barrier surrounds you and moves with you. The 
  space within this barrier is impervious to most magical effects, 
  including spells and spell-like powers. Likewise, it prevents the 
  functioning of any magic items or spells within its confines. 
  An antimagic shell suppresses any spell or magical effect used within, 
  brought into, or cast into the area, but does not dispel it. Time spent 
  within an antimagic shell counts against the suppressed spell’s 
  duration. 
  Summoned creatures of any type are dispelled if they enter an 
  antimagic shell. If you cast antimagic shell in an area occupied by a 
  summoned creature that has magic resistance, you must make 
  concentration check (p. 62) modified by the target’s MR rating. 
  A normal creature can enter the area, as can normal missiles. 
  Furthermore, while a magic sword does not function magically within 
  the area, it is still a sword. The spell has no effect on golems and other 
  animated creatures that are imbued with magic during their creation 
  process and are thereafter self-supporting (unless they have been 
  summoned, in which case they are treated like any other summoned 
  creatures). Elementals, undead and extraplanar creatures are likewise 
  unaffected unless summoned. These creatures’ spell-like powers, 
  however, may be temporarily nullified by the field. Dispel magic does 
  not remove the field. 
  Two or more antimagic shells sharing any of the same space have no 
  effect on each other. Certain spells, such as wall of force, prismatic 
  sphere and prismatic wall, remain unaffected by antimagic shell (see 
  the individual spell descriptions). Artifacts and deities are unaffected 
  by mortal magic such as this.  
  Should a creature be larger than the area enclosed by the barrier, 
  any part of it that lies outside the barrier is unaffected by the field. 
  Arcane Material Component: A pinch of powdered iron or iron filings. 
   
  Antipathy (reversible) 
  Enchantment/Charm   
  Level: Druid 9, Magic-User 8, Illusionist 8 
  Components: V, S, M 
  Casting Time: 1 hour 
  Range: 30’ (Close) 
  Target: One location (up to a 10’ cube/caster level) or one object 
  Duration: 2 hours/caster level (dismissible) 
  Saving Throw: Charisma partial 
  Magic Resistance: Yes 
  You cause an object or location to emanate magical vibrations that 
  repel either a specific kind of intelligent creature or creatures of a 
  particular alignment, as defined by you. The kind of creature (i.e. 
  dwarf, elf, human, troll, zombie) to be affected must be named 
  specifically. Alternately, the specific alignment to be repelled must be 
  named.  Creatures of the designated kind or alignment feel an 
  overpowering urge to leave the area or to avoid the affected item. 
  A compulsion forces them to abandon the area or item, shunning it 
  and never willingly returning to it while the spell is in effect. A creature 
  that makes a successful saving throw can stay in the area or touch 
  the item but feels uncomfortable doing so. This distracting discomfort 
  reduces the creature’s dexterity modifier to ability checks, ranged 
  and finesse attack rolls, initiative checks, and armor class by 2. 
  The reverse of the spell, sympathy, causes an object or location to 
  emanate magical vibrations that attract either a specific kind of 
  intelligent creature or creatures of a particular alignment, as defined 
  by you. The particular kind of creature to be affected must be named 
  specifically. A creature subtype is not specific enough. Likewise, the 
  specific alignment must be named. 
  Creatures of the specified kind or alignment feel elated and pleased 
  to be in the area or desire to touch or to possess the object. The 
  compulsion to stay in the area or touch the object is overpowering. If 
  the save is successful, the creature is released from the enchantment, 
  but a subsequent save must be made 1d6 turns later. If this save fails, 
  the affected creature attempts to return to the area or object. 
  Sympathy counters and dispels antipathy and vice versa. 
  Arcane Material Component: A lump of alum soaked in vinegar or, for 
  sympathy, a drop of honey. These are expended when the spell is 
  cast. 
   
  Antiplant Shell 10’ Radius 
  Abjuration 
  Level: Druid 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Area: 10’ radius sphere, centered on the target 
  Duration: 1 turn/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: Yes 
  The antiplant shell spell creates an invisible, mobile sphere that keeps 
  all creatures within the shell protected from attacks by plant creatures 
  or animated plants. As with many abjuration spells, forcing the barrier 
  against creatures that the spell keeps at bay strains and collapses the 
  field. 
   
  Arcane Sight 
  Divination 
  Level: Bard 3, Magic-User 3, Illusionist 3 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Area: 120’cone 
  Duration: 1 minute/caster level (dismissible) 
  This spell makes your eyes glow blue and allows you to see magical 
  auras within a cone that extend to 120 feet (24”). The effect is similar 
  to that of a detect magic spell, but arcane sight does not require 
  concentration and discerns aura location and power more quickly. 
  You know the location and power of all magical auras within your 
  sight. An aura’s power depends on a spell’s functioning level or an 
  item’s caster level, as noted in the description of the detect magic 
  spell.  
  If you concentrate on a specific creature within 120 feet of you for 1 
  round you can determine whether it has any spellcasting or spell-like 
  powers, whether these are arcane or divine (spell-like powers register 
  as arcane) and the strength of the most powerful spell or spell-like 
  ability the creature currently has available for use. 
  Arcane sight can be made permanent with a permanency spell. 
   
  Armor 
  Abjuration 
  Level: Magic-User 1, Illusionist 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 hour/caster level (dismissible) 
  Saving Throw: Intelligence negates  
  Magic Resistance: No 
  By means of this spell, the magic-user creates a magical field of force 
  that serves as if it were chainmail armor (+4 bonus to armor class). The 
  spell has no effect on a person already armored and/or employing a 
  shield but is cumulative with the shield spell. A ring or cloak of 
  protection may be used with the armor spell, though bracers of 
  defense may not. 
  The armor spell does not hinder movement or prevent spellcasting, 
  and adds no weight or encumbrance.  
  The material component is a piece of finely cured leather that has 
  been blessed by a cleric. 
   
  Astral Spell 
  Conjuration/Summoning 
  Level: Cleric 9, Magic-User 9, Illusionist 9 
  Components: V, S, M 
  Casting Time: 30 minutes 
  Range: Touch 
  Targets: You and 1 additional, willing creature per two caster levels 
  Duration: See text 
  Saving Throw: None 
  Magic Resistance: Yes 
  By freeing your spirit from your physical body this spell allows you to 
  project an astral body onto another plane altogether.  You can bring 
  
  Player’s Handbook 74 
   
   
  the astral forms of other willing creatures with you, provided that these 
  subjects are linked in a circle with you at the time of the casting. These 
  fellow travelers are dependent upon you and must accompany you 
  at all times. If something happens to you during the journey, your 
  companions are stranded wherever you left them. 
  You project your astral self onto the Astral Plane, leaving your physical 
  body behind on the Material Plane in a state of suspended animation. 
  The spell projects an astral copy of you and all you wear or carry onto 
  the Astral Plane. Since the Astral Plane touches upon other planes, 
  you can travel astrally to any of these other planes as you will. To enter 
  one you leave the Astral Plane, forming a new physical body (and 
  equipment) on the plane of existence you have chosen to enter. 
  While you are on the Astral Plane your astral body is connected at all 
  times to your physical body by a silvery cord. If the cord is broken you 
  are killed, astrally and physically. Luckily very few things can destroy a 
  silver cord. When a second body is formed on a different plane, the 
  incorporeal silvery cord remains invisibly attached to the new body. If 
  the second body or astral form is slain the cord simply returns to your 
  body where it rests on the Material Plane, thereby reviving it from its 
  state of suspended animation. Although astral bodies are able to 
  function on the Astral Plane, their actions affect only creatures existing 
  on the Astral Plane; a physical body must be materialized on other 
  planes. 
  You and your companions may travel through the Astral Plane 
  indefinitely. Your bodies simply wait behind in a state of suspended 
  animation until you choose to return your spirits to them. The spell lasts 
  until you desire to end it or until it is terminated by some outside 
  means, such as dispel magic cast upon either the physical body or 
  the astral form (which ends the spell), the severing of the silver cord 
  (which kills you) or the destruction of your body back on the Material 
  Plane (which also kills you). 
  Material Component: A silver cord worth 5 gp for each person to be 
  affected.  These are not consumed when the spell is cast. 
   
  Atonement 
  Abjuration 
  Level: Cleric 5, Druid 5 
  Components: V, S, M, XP 
  Casting Time: 1 hour 
  Range: Touch 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: None 
  Magic Resistance: Yes 
  This spell removes the burden of evil acts or misdeeds from the 
  subject. The creature seeking atonement must be truly repentant and 
  desirous of setting right its misdeeds. If the atoning creature 
  committed the evil act unwittingly or under some form of compulsion, 
  atonement operates normally at no cost to you. However in the case 
  of a creature atoning for deliberate misdeeds and acts of a knowing 
  and willful nature, you must intercede with your deity (requiring you to 
  expend 5,000 XP) in order to expunge the subject’s burden. Many 
  casters first assign a subject of this sort a quest (see geas/quest) or 
  similar penance to determine whether the creature is truly contrite 
  before casting the atonement spell on its behalf. 
  Atonement may be cast for one of several purposes, depending on 
  the version selected. 
   
   Reverse Magical Alignment Change: If a creature has had its 
  alignment magically changed, atonement returns its alignment 
  to its original status at no cost in experience points. 
   Restore Class: A paladin who has lost his class features due to 
  committing an evil act may have his paladinhood restored to 
  him by this spell. 
   Restore Divine Spell Powers: A cleric, bard, druid, paladin or 
  ranger who has lost the ability to cast spells by incurring the 
  anger of his deity may regain that ability by seeking atonement 
  from another cleric of the same deity (or from a druid with a 
  similar ethos).  
   Redemption or Temptation: You may cast this spell upon a 
  creature of an opposing alignment in order to offer it a chance 
  to change its alignment to match yours. The prospective subject 
  must be present for the entire casting process. Upon completion 
  of the spell, the subject freely chooses whether it retains its 
  original alignment or acquiesces to your offer and changes to 
  your alignment. No duress, compulsion or magical influence can 
  force the subject to take advantage of the opportunity offered if 
  it is unwilling to abandon its old alignment. This use of the spell 
  does not work on extraplanar creatures or any creature 
  incapable of changing its alignment naturally. 
  Though the spell description refers to evil acts, atonement can also be 
  used on any creature that has performed acts against its alignment, 
  whether those acts are evil, good, chaotic or lawful. 
  Note: Normally, changing alignment is up to the player. This use of 
  atonement simply offers a believable way for a character to change 
  his alignment drastically, suddenly and definitively. 
  Material Component: Burning incense.  In addition to your holy 
  symbol, you need a set of prayer beads (or other prayer device, such 
  as a prayer wheel or prayer book) worth at least 500 gp. 
  XP Cost: When cast for the benefit of a creature whose guilt was the 
  result of deliberate acts, the cost to you is 5,000 XP per casting (see 
  above). 
   
  Audible Glamer 
  Illusion/Phantasm  
  Level: Bard 0, Magic-User 0, Illusionist 0 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Effect: Illusory sounds 
  Duration: 1 round/caster level (dismissible) 
  Saving Throw: Intelligence disbelief (if interacted with) 
  Magic Resistance: No 
  Audible glamer allows you to create a volume of sound that rises, 
  recedes, approaches or remains at a fixed place. You choose what 
  type of sound audible glamer creates when casting it and cannot 
  thereafter change the sound’s basic character. 
  The volume of sound created depends on your level. You can 
  produce as much noise as four normal humans per caster level 
  (maximum twenty humans). Thus talking, singing, shouting, walking, 
  marching or running sounds can be created. The noise an audible 
  glamer spell produces can be virtually 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, while a roaring lion is 
  equal to the noise from sixteen humans.  Audible glamer can 
  enhance the effectiveness of a silent image spell. 
  Audible glamer can be made permanent with a permanency spell. 
  Arcane Material Component: A bit of wool or a small lump of wax. 
   
  Augury 
  Divination 
  Level: Cleric 2 
  Components: V, S, M 
  Casting Time: 1 minute 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  An augury can tell you whether a particular action will bring good or 
  bad results for you in the immediate future. 
  In order to receive a meaningful reply the DM secretly makes a 
  wisdom common ability check, with a -5 penalty, on the caster’s 
  behalf. If this check succeeds, you get one of four results: 
  •  Weal (if the action will probably bring good results). 
  •  Woe (for bad results). 
  •  Weal and woe (for both). 
  •  Nothing (for actions that don’t have especially good or bad   
  results). 
  If the spell fails, you get the “nothing” result. A cleric who gets the 
  “nothing” result has no way to tell whether it was the consequence of 
  a failed or successful augury.  Furthermore, a question may be so 
  straightforward that a successful result is automatic, or so vague as to 
  have no chance of success. 
  The augury can see into the future only about half an hour, so 
  anything that might happen after that does not affect the result. Thus 
  the result might not take into account the long-term consequences of 
  a contemplated action. All auguries cast by the same person about 
  the same topic use the same dice result as the first casting. 
  
  Player’s Handbook 75 
   
  Material Component: Incense worth at least 25 gp, which is 
  consumed when the spell is cast.  The spell also uses a set of marked 
  sticks, bones, cards or similar tokens of at least 25 gp value, which are 
  not destroyed when the spell is cast. 
   
  Banishment 
  Abjuration 
  Level: Cleric 7, Magic-User 7 
  Components: V, S, M; see text 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Targets: One or more extraplanar creatures, no two of which can be 
  more than 30’ apart 
  Duration: Instantaneous 
  Saving Throw: Wisdom or intelligence negates 
  Magic Resistance: Yes 
  A banishment spell is a more powerful version of the dismissal spell. It 
  enables you to force extraplanar creatures out of your home plane. 
  As many as 2 hit dice of creatures per caster level can be banished. 
  You can improve the spell’s chance of success by presenting at least 
  one object or substance that the target hates, fears or otherwise 
  opposes. For each such object or substance, you gain a +1 bonus to 
  your intelligence (for arcane casters) or wisdom (for divine casters) 
  check when making magic resistance-based concentration checks 
  (p. 62).  Furthermore, the target’s saving throw penalty increases by 1 
  for each item used.  Up to three objects can be used to augment this 
  spell.  Certain rare items might work twice as well as a normal item for 
  the purpose of these bonuses (DM’s discretion). 
   
  Barkskin 
  Alteration 
  Level: Druid 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 turn/caster level 
  Saving Throw: Wisdom negates 
  Magic Resistance: Yes  
  When the druid casts the barkskin spell upon a creature, its armor class 
  improves by 2 because the creature's skin becomes as tough as bark.  
  In addition to mistletoe, the caster must have a handful of bark from 
  an oak as the material component of the spell. 
   
  Bigby’s Clenched Fist 
  Evocation  
  Level: Magic-User 8 
  Components: V, S, M 
  This spell functions like Bigby’s interposing hand, except that the hand 
  can interpose itself, push or strike one opponent that you select. The 
  floating hand can move as far as 60’ and attack in the same round. 
  Since this hand is directed by you, its ability to notice or attack invisible 
  or concealed creatures is no better than yours. 
  The hand attacks once per round, always striking its target.  The hand 
  deals 2d10 points of damage on each attack, and any creature 
  struck must make a strength save (modified by the spellcaster’s caster 
  level) or be stunned for 1 round. Directing the spell to a new target 
  requires the caster to concentrate for 1 round. Bigby’s clenched fist 
  can also interpose itself as Bigby’s interposing hand does or can bull 
  rush or push an opponent as Bigby’s forceful hand does, but with a +4 
  bonus on the strength check because of its Large size (assuming its 
  target is Medium-sized).  The hand gains the caster’s full level bonus to 
  any strength checks it makes. 
  Arcane Material Component: A leather glove, which is not destroyed 
  when the spell is cast. 
   
  Bigby’s Crushing Hand 
  Evocation  
  Level: Magic-User 9 
  Components: V, S, M 
  This spell functions like Bigby’s interposing hand, except that the hand 
  can interpose itself, push or crush one opponent that you select. 
  Bigby’s crushing hand can grapple an opponent like Bigby’s grasping 
  hand does. The hand attacks once per round and always hits its 
  target. The hand gains the caster’s full level bonus to any strength 
  checks it makes.  It gets a +4 bonus on strength checks because of its 
  Large size (assuming its target is Medium-sized).   
  The hand deals 3d10 points of damage each round that it holds its 
  grappled target (which is every round past the round it which it 
  successfully grapples its opponent). 
  Bigby’s crushing hand can also interpose itself as Bigby’s interposing 
  hand does, or it can bull rush or push an opponent as Bigby’s forceful 
  hand does, with a +4 bonus (assuming its target is Medium-sized).   
  Directing the spell to a new target requires the caster to concentrate 
  for 1 round. 
  Material Component: The shell of an egg, which is expended during 
  casting, and a glove of snakeskin. 
   
  Bigby’s Forceful Hand 
  Evocation  
  Level: Magic-User 6 
  Components: V, S, M 
  This spell functions like Bigby’s interposing hand, except that Bigby’s 
  forceful hand pursues and pushes away the opponent that you 
  designate.  
  The hand attacks once per round and always strikes its target. Treat 
  this attack as a bull rush or push attack with a +4 bonus on its strength 
  check for being Large (assuming its target is Medium-sized).  The hand 
  gains the caster’s full level bonus to any strength checks it makes. 
  Directing the spell to a new target requires the caster to concentrate 
  for 1 round.  A very strong creature could not push the hand out of its 
  way because the latter would instantly reposition itself between the 
  creature and you, but an opponent could push the hand up against 
  you by successfully bull rushing it. 
  Material Component: A sturdy glove made of leather or heavy cloth 
  that is not expended when the spell is cast. 
   
  Bigby’s Grasping Hand 
  Evocation  
  Level: Magic-User 7 
  Components: V, S, M 
  This spell functions like Bigby’s interposing hand, except the hand can 
  also grapple one opponent that you select.  
  Bigby’s grasping hand gets one grapple attack per round and always 
  strikes its target.  The hand gains the caster’s full level bonus to any 
  strength checks it makes.  It gets a +4 to its opposed strength checks 
  for these grapple attempts because it is Large (assuming its target is 
  Medium-sized).  The hand holds but does not harm creatures it 
  grapples.  Directing the spell to a new target requires the caster to 
  concentrate for 1 round. 
  Bigby’s grasping hand can also bull rush or push an opponent as 
  Bigby’s forceful hand does, or interpose itself as Bigby’s interposing 
  hand does. 
  Arcane Material Component: A leather glove that is not expended 
  when the spell is cast. 
   
  Bigby’s Interposing Hand 
  Evocation  
  Level: Magic-User 5 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: 10’ long hand 
  Duration: 1 round/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: Yes 
  Bigby’s interposing hand creates a large magic hand that appears 
  between you and one opponent. This floating, disembodied hand 
  then moves to remain between the two of you, regardless of where 
  you move or how the opponent tries to get around it, providing 50% 
  cover for you against that opponent. Nothing can fool the hand - it 
  sticks with the selected opponent in spite of darkness, invisibility, 
  polymorphing, or any other attempt at hiding or disguise. The hand 
  does not pursue an opponent, however. 
  Bigby’s interposing hand is 10 feet long and about that wide with its 
  fingers outstretched. It has as many hit points the caster has when 
  undamaged and its armor class is 20. It takes damage as a normal 
  creature, but most magical effects that don’t cause damage do not 
  affect it. 
  It cannot push through a wall of force or enter an antimagic shell and 
  suffers the full effect of a prismatic wall or prismatic sphere. The hand 
  makes saving throws as its caster. 
  Disintegrate or a successful dispel magic destroys it. 
  Any creature weighing 2,000 pounds or less that tries to push past the 
  hand is slowed to half its normal movement rate. The hand cannot 
  
  Player’s Handbook 76 
   
   
  reduce the speed of a creature weighing more than 2,000 pounds, 
  but it still affects the creature’s attacks.  Directing the spell to a new 
  target requires 1 round. 
  Material Component: A soft glove that is not expended when the 
  spell is cast. 
   
  Bind Wounds (reversible) 
  Necromantic 
  Level: Cleric 0, Bard 0, Druid 0 
  Upon casting this spell, you target a living creature that has 0 or fewer 
  hit points. That creature is automatically stabilized and does not lose 
  any further hit points. If the creature later takes damage, it 
  continues dying normally. 
  The reverse of this spell, open wounds, causes a living creature that is 
  at or below 0 hit points but stabilized to resume dying. The creature 
  can be stabilized later normally. This spell causes a creature that is 
  dying to take 1 point of damage.   
   
  Binding 
  Enchantment/Charm   
  Level: Magic-User 8 
  Components: V, S, M 
  Casting Time: One minute 
  Range: 30’ (Close) 
  Target: One creature 
  Duration: See text (dismissible) 
  Saving Throw: Charisma negates; see text 
  Magic Resistance: Yes 
  A binding spell creates a magical restraint to hold a creature. The 
  target gets an initial saving throw only if its hit dice equal or exceed ½ 
  of your caster level (round fractions down). 
  You may have as many as six assistants help you with the spell. For 
  each assistant who casts suggestion, your effective caster level for the 
  casting of binding increases by 1. For each assistant who casts 
  dominate animal, dominate person or dominate monster, your 
  effective caster level for the casting of binding increases by a number 
  equal to one-third of that assistant’s level, provided that the spell’s 
  target is appropriate for a binding spell. Since the assistants’ spells are 
  cast simply to improve your caster level for the purpose of the binding 
  spell, saving throws and magic resistance against the assistants’ spells 
  are irrelevant. Your caster level determines whether the target gets an 
  initial charisma saving throw and how long the binding lasts. All 
  binding spells are dismissible. 
  Regardless of the version of binding you cast, you can specify 
  triggering conditions that end the spell and release the creature 
  whenever they occur. These triggers can be as simple or elaborate as 
  you desire, but the condition must be reasonable and have a 
  likelihood of coming to pass. The conditions can be based on a 
  creature’s name, identity or alignment but otherwise must be based 
  on observable actions or qualities. Intangibles such as level, class, hit 
  dice or hit points don’t qualify. Once the spell is cast its triggering 
  conditions cannot be changed. Setting a release condition increases 
  the save’s penalty (assuming a saving throw is allowed) by 1. 
  If you are casting any of the first three versions of binding (those with 
  limited durations), you may cast additional binding spells to prolong 
  the effect, since the durations overlap. If you do so, the target gets a 
  saving throw at the end of the first spell’s duration, even if your caster 
  level was high enough to disallow an initial saving throw. If the 
  creature succeeds on this save all the binding spells it has received 
  are broken. 
  The binding spell has six versions. Choose one of the following versions 
  when you cast the spell.  Regardless of which version is chosen the 
  subject does not need to breathe, eat or drink while bound, nor does 
  it age. 
   
   Chaining: The subject is confined by restraints that generate an 
  antipathy spell affecting all creatures who approach the subject, 
  except you. The duration is one year per caster level. The subject 
  of this form of binding is confined to the spot it occupied when it 
  received the spell. 
   
   Slumber: This version causes the subject to become comatose for 
  as long as one year per caster level. This form of binding is more 
  difficult to cast than chaining, making it slightly easier to resist. 
  Reduce the target’s save penalty by 1. 
   
   Bound Slumber: This combination of chaining and slumber lasts 
  for as long as one month per caster level. Reduce the save’s 
  penalty by 1. 
   
   Hedged Prison: The subject is transported to or otherwise brought 
  within a confined area from which it cannot wander by any 
  means. The effect is permanent.  Reduce the target’s save 
  penalty by 1. 
   
   Metamorphosis: The subject assumes gaseous form, except for its 
  head or face. It is held harmless in a jar or other container, which 
  may be transparent if you so choose. The creature remains 
  aware of its surroundings and can speak, but it cannot leave the 
  container, attack or use any of its powers or abilities. The binding 
  is permanent. Reduce the save penalty by 2. 
   
   Minimus Containment: The subject is shrunk to a height of 1 inch 
  or even less and held within some gem, jar or similar object. The 
  binding is permanent. Reduce the save penalty by 2. 
   
   
   
  You can’t dispel a binding spell with dispel magic or a similar effect, 
  though an antimagic shell or Mordenkainen’s disjunction affects it 
  normally. A bound extraplanar creature cannot be sent back to its 
  home plane due to dismissal, banishment or a similar effect. 
   
  Components: The components for a binding spell vary according to 
  the version of the spell but always include a continuous chanting 
  utterance read from the scroll or spellbook page containing the spell, 
  somatic gestures and materials appropriate to the form of binding 
  used. These components can include such items as miniature chains 
  of special metals, soporific herbs of the rarest sort (for slumber 
  bindings), a bell jar of the finest crystal and the like. 
  In addition to the specially made props suited to the specific type of 
  binding (costing 500 gp), the spell requires opals worth at least 500 gp 
  for each HD of the target and a vellum depiction or carved statuette 
  of the subject to be captured.  These materials are destroyed upon 
  the casting of this spell. 
   
  Blade Barrier 
  Evocation  
  Level: Cleric 6 
  Components: V, S 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: Wall of whirling blades 20’ high and up to 20’ long/caster level, 
  Duration: 1 minute/caster level (dismissible) 
  Saving Throw: Dexterity half or dexterity negates; see text 
  Magic Resistance: Yes 
  An immobile, vertical curtain of whirling blades shaped of pure force 
  springs into existence. Any creature passing through the wall takes 
  10d6 points of damage, with a dexterity save for half damage. 
  If you evoke the barrier so that it appears where creatures are, each 
  creature takes damage as if passing through the wall. Each such 
  creature can avoid the wall (ending up on the side of its choice) and 
  thus take no damage by making a successful dexterity save. 
  A blade barrier provides 50% cover against attacks made through it. 
   
  Bless (reversible) 
  Enchantment/Charm   
  Level: Cleric 1 
  Components: V, S, M 
  Casting Time: 1 round 
  
  Player’s Handbook 77 
   
  Range: Personal 
  Area: 50’ radius circle, centered on the caster 
  Duration: 1 minute/caster level 
  Saving Throw: Charisma negates 
  Magic Resistance: Yes 
  Bless fills the caster and all allies within a 50’ radius with courage. Each 
  ally gains a +1 bonus on attack rolls and on saving throws against fear 
  effects. 
  The reverse of this spell, bane, fills all enemies within a 50’ radius with 
  fear and doubt. Each affected creature takes a –1 penalty on attack 
  rolls and saving throws against fear effects. 
  Bane counters and dispels bless and vice versa. 
   
  Bless Water (reversible) 
  Alteration  
  Level: Cleric 1 
  Components: V, S, M 
  Casting Time: 1 minute 
  Range: Touch 
  Target: One flask of water 
  Duration: Instantaneous 
  Saving Throw: Wisdom negates  
  Magic Resistance: Yes  
  This alteration transforms a flask (1 pint) of water into holy water.  Holy 
  water may be used as a grenade-like weapon (see page 56 for more 
  details). 
  The reverse of this spell, curse water, transforms a flask (1 pint) of water 
  into unholy water. Unholy water may be used as a grenade-like 
  weapon (see page 56 for more details). Unholy water damages good 
  extraplanar creatures the way holy water damages undead and evil 
  extraplanar creatures.   
  Material Component: 5 pounds of powdered silver (worth 25 gp) that 
  is expended during the casting of this spell and the cleric’s holy 
  symbol. 
   
  Blink 
  Alteration 
  Level: Magic-User 3, Illusionist 3 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 round/caster level (dismissible) 
  You “blink” back and forth between the Material Plane and the 
  Ethereal Plane. You look as though you’re winking in and out of reality 
  very quickly and at random. 
  Blinking has several effects, as follows: 
  Physical attacks against you have a 50% chance of missing, regardless 
  of your opponent’s attack roll. If the attacker is capable of striking 
  ethereal creatures, he only suffers a –2 attack penalty due to the 
  partial invisibility provided by the spell.  Attackers who can both see 
  invisible creatures and strike ethereal creatures suffer no attack 
  penalty and have no chance of missing a blinking target.   
  Likewise, your own attacks have a 50% chance of missing their target, 
  since you sometimes go ethereal just as you are about to strike. While 
  blinking you strike as an invisible creature (with a +2 bonus on attack 
  rolls), unless your opponent can see invisible creatures. 
  Any individually targeted spell has a 50% chance to fail against you 
  while you’re blinking unless your attacker can target invisible, ethereal 
  creatures. Your own spells have a 50% chance to activate just as you 
  go ethereal, in which case they typically do not affect the Material 
  Plane. 
  While blinking you take only half damage from area attacks (but full 
  damage from those that extend onto the Ethereal Plane) and 
  environmental effects (such as cold, fire or falling damage).  
  Since you spend about half your time on the Ethereal Plane, you can 
  see and even attack ethereal creatures. You interact with ethereal 
  creatures roughly the same way you interact with material ones. An 
  ethereal creature can’t attack material creatures and spells you cast 
  while ethereal affect only other ethereal things. 
  An ethereal creature is invisible, incorporeal and capable of moving 
  in any direction, even up or down. As an incorporeal creature, you 
  can move through (but not see through) solid objects, including living 
  creatures.  For each 5 feet of solid material you walk through, there is 
  a 50% chance that you become material. If this occurs, you are 
  shunted off to the nearest open space and take 1d6 points of 
  damage per 5 feet so traveled. 
  An ethereal creature can see and hear the Material Plane, but 
  everything looks gray and insubstantial.    
  Abjurations affect you normally. Their effects extend onto the Ethereal 
  Plane from the Material Plane, but not vice versa. Certain material 
  creatures or objects have attacks or effects that work on the Ethereal 
  Plane. Treat other ethereal creatures and objects as material. 
   
  Blur 
  Illusion/Phantasm  
  Level: Illusionist 2 
  Components: V 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 minute/caster level (dismissible) 
  Saving Throw: Intelligence negates  
  Magic Resistance: Yes  
  The subject’s outline appears blurred, shifting and wavering. This 
  distortion grants the subject 50% concealment.  A detect invisibility 
  spell does not counteract the blur effect though a true seeing spell 
  does.  Opponents that cannot see the subject ignore the spell’s effect 
  (though fighting an unseen opponent carries penalties of its own). 
   
  Break Enchantment 
  Abjuration 
  Level: Cleric 5, Bard 4, Magic-User 5, Illusionist 5 
  Components: V, S 
  Casting Time: 1 minute 
  Range: 30’ (Close) 
  Targets: Up to one creature per caster level, all within 30’ of each other 
  Duration: Instantaneous 
  Saving Throw: See text 
  Magic Resistance: No 
  This spell frees victims from enchantments, alterations and curses. 
  Break enchantment can reverse even an instantaneous effect such as 
  polymorphing or petrifying effects. For each such effect you make a 
  caster level check (1d20 + caster level) with a penalty equal to the 
  spellcaster’s caster level (or hit dice, for creatures with spell-like 
  powers). Success means that the creature is free of the spell, curse or 
  effect. For a cursed magic item, the penalty is equal to the creator’s 
  level (or 15 if the creator’s level is not known). 
  If the spell is one that cannot be dispelled by dispel magic, break 
  enchantment works only if that spell is 6th level or lower.  
  If the effect comes from some permanent magic item break 
  enchantment does not remove the curse from the item, but it does 
  free the victim from the item’s effects.  
   
  Burning Hands 
  Evocation  
  Level: Magic-User 1 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Area: 15’ cone 
  Duration: Instantaneous 
  Saving Throw: Dexterity half 
  Magic Resistance: Yes 
  A 120° cone of searing flame shoots from your fingertips, striking all 
  opponents standing directly in front the caster. Any creature in the 
  area of the flames takes 1d4 points of fire damage per caster level 
  (maximum of 5d4). Flammable materials burn if the flames touch them 
  (see Item Saving Throws on page 52). Items held by one of the spell’s 
  targets need not roll a saving throw unless that target failed his saving 
  throw with a “1”.  
   
  Call Lightning 
  Evocation 
  Level: Druid 3 
  Components: V, S 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: One or more 30’ long vertical lines of lightning 
  Duration: 1 minute/caster level 
  Saving Throw: Dexterity half 
  Magic Resistance: Yes 
  Immediately upon completion of the spell, and once per round 
  thereafter, you may call down a vertical bolt of lightning that deals 
  
  Player’s Handbook 78 
   
   
  3d8 points of electricity damage to those in its path. The bolt of 
  lightning flashes down in a vertical stroke at whatever target you 
  choose within the spell’s range.  Items held by the spell’s target must 
  save versus lightning (see Item Saving Throws on page 52) if the target 
  failed his saving throw with a “1”.  
  You need not call a bolt of lightning immediately; other actions, even 
  spellcasting, can be performed. However each round after the first 
  you may call a bolt by concentrating upon this spell. You may call a 
  total number of bolts equal to your caster level (maximum 9 bolts). 
  This spell functions indoors or under ground but not underwater. 
   
   
  Call Woodland Beings 
  Conjuration/Summoning 
  Level: Druid 4 
  Components: V, S, M 
  Casting Time: 1 turn 
  Range: 30’ (Close) 
  Target: One or more summoned woodland creatures  
  Duration: Special  
  Saving Throw: None 
  Magic Resistance: No 
  By means of this spell the druid is able to summon certain woodland 
  creatures to his location. Naturally this spell will only work outdoors, in 
  an area that could conceivably be a home to such creatures. 
  The druid begins the incantation and the spell must be continued, 
  uninterrupted, for 1 turn.  The verbalization and somatic gesturing are 
  easy so this is not particularly exhausting to the spellcaster, though the 
  spell will be disrupted if the caster loses concentration during this time.  
  Any woodland being answering the call will initially be favorably 
  disposed to the spellcaster and give whatever aid it is capable of, so 
  long as the actions are in keeping with their alignment. If the druid 
  requests that the summoned creatures engage in combat or act in a 
  manner that endangers it, he must win an opposed charisma 
  common ability check. 
  Only one of the following types of beings can be summoned by the 
  spell, and the type of creature summoned is limited by the caster’s 
  alignment: 
   
  creature 
  summoned 
  number 
  summoned 
  summoner’s alignment 
  brownies 
  1d8 
  neutral good, lawful neutral 
  centaurs 
  1d4 
  chaotic neutral, neutral, neutral good 
  dryads 
  1d4 
  lawful neutral, neutral, chaotic 
  neutral, neutral evil, neutral good 
  pixies 
  1d8 
  lawful neutral, neutral, chaotic 
  neutral, neutral evil, neutral good 
  quicklings 
  1d4 
  lawful neutral, neutral, chaotic 
  neutral, neutral evil 
  satyrs 
  1d4 
  lawful neutral, neutral, chaotic 
  neutral, neutral evil, neutral good 
  sprites 
  1d8 
  lawful neutral, neutral, chaotic 
  neutral, neutral good 
  unicorns 
  1d2 
  lawful neutral, neutral, chaotic 
  neutral, neutral good 
   
  The material components of this spell are a pinecone and 8 holly 
  berries. 
   
  Calm Animals 
  Enchantment/Charm   
  Level: Bard 1, Druid 1 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Targets: Animals within a 30’ radius of each other 
  Duration: 1 minute/caster level 
  Saving Throw: Charisma negates; see text 
  Magic Resistance: Yes 
  This spell soothes and quiets animals, rendering them docile and 
  harmless. Only ordinary animals (those with intelligence scores of 1-4) 
  can be affected by this spell. All the subjects must be of the same 
  kind, and no two may be more than 30 feet apart. The number of hit 
  dice of animals you can affect is equal to 1d4 per 2 caster levels 
  (10d4 maximum). An animal trained to attack or guard is allowed a 
  saving throw; other animals are not. 
  The affected creatures remain where they are and do not attack or 
  flee. They are not helpless and defend themselves normally if 
  attacked. Any threat breaks the spell on the threatened creatures. 
   
  Calm Emotions 
  Enchantment/Charm   
  Level: Bard 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Area: Creatures in a 20’ radius circle 
  Duration: Concentration, up to 1 round/caster level (dismissible) 
  Saving Throw: Charisma negates 
  Magic Resistance: Yes 
  This spell calms agitated creatures. You have no control over the 
  affected creatures but calm emotions can stop raging creatures from 
  fighting or joyous ones from reveling. Creatures so affected cannot 
  take violent actions, although they can defend themselves, nor do 
  anything destructive. Any aggressive action against or damage dealt 
  to a calmed creature immediately breaks the spell on all calmed 
  creatures. 
  This spell automatically suppresses any bonuses granted by spells such 
  as bless, aid and prayer as well as negating a bard’s ability to inspire 
  or a barbarian’s berserker rage ability. It also suppresses fear effects 
  and confusion conditions on all targeted creatures. While the spell 
  lasts a suppressed spell or effect has no effect. When the calm 
  emotions spell ends the original spell or effect takes hold of the 
  creature again, provided that its duration has not expired in the 
  meantime. 
   
  Cause Fear 
  Enchantment/Charm 
  Level: Cleric 1, Bard 1, Magic-User 1, Illusionist 1 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One creature with 5 or fewer HD 
  Duration: 1d4 rounds 
  Saving Throw: Charisma negates 
  Magic Resistance: Yes 
  The affected creature becomes frightened and flees from the caster 
  as quickly as possible. Creatures unable to flee cower in fear, unable 
  to attack but able to defend themselves.  Creatures with 6 or more hit 
  dice are immune to this effect. 
  Cause fear counters and dispels remove fear. 
   
  Chain Lightning 
  Evocation 
  Level: Magic-User 6 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 400’ (Long) 
  Targets: One primary target, plus one secondary target/caster level 
  (each of which must be within 30’ of the primary target) 
  Duration: Instantaneous 
  Saving Throw: Dexterity half 
  Magic Resistance: Yes 
  This spell creates an electrical discharge that begins as a single stroke 
  commencing from your fingertips. Unlike lightning bolt, chain lightning 
  initially strikes one object or creature and then arcs to other targets.   
  The bolt deals 1d6 points of electricity damage per caster level 
  (maximum 20d6) to the primary target. After it strikes, lightning can arc 
  to a number of secondary targets equal to your caster level 
  (maximum 20). The secondary bolts each strike one target and deal 
  half as much damage as the primary one did (rounded down). 
  You may choose secondary targets as you like but they must all be 
  within 30 feet of the primary target, and no target can be struck more 
  than once. You can choose to affect fewer secondary targets than 
  the maximum.   
  
  Player’s Handbook 79 
   
  Each target can attempt a dexterity saving throw for half damage.  
  Items held by one of the spell’s targets must save versus lightning (see 
  Item Saving Throws on page 52) if that target failed his saving throws 
  with a “1”.  
  Material Component: A bit of fur; a piece of amber, glass, or a crystal 
  rod; plus one silver pin for each of your caster levels.  These are not 
  expended by this spell’s casting. 
   
  Change Self 
  Illusion/Phantasm  
  Level: Bard 1, Illusionist 1 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 turn/caster level (dismissible) 
  You make yourself - including clothing, armor, weapons and 
  equipment - look different. You can seem 1 foot shorter or taller, thin, 
  fat, or of medium build. You cannot change your body type (a 
  humanoid caster must retain a humanoid form). Otherwise the extent 
  of the apparent change is up to you. You could add or obscure a 
  minor feature or look like an entirely different person.  A creature using 
  change self to impersonate another person gains a +5 bonus to their 
  disguise ability check, so long as the illusion goes unnoticed (see 
  below).  If the creature does not have the disguise ability it may make 
  a charisma check, with no level modifier, to affect a disguise.  
  The spell does not provide the abilities or mannerisms of the chosen 
  form, nor does it alter the perceived tactile (touch) or audible (sound) 
  properties of you or your equipment.  A creature that interacts with 
  the glamer gets an intelligence save to recognize it as an illusion. 
   
  Changestaff 
  Alteration 
  Level: Druid 7 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One specially prepared quarterstaff 
  Duration: 1 hour/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  You change a specially prepared quarterstaff into a treant. When you 
  plant the end of the staff in the ground and speak a special 
  command to conclude the casting of the spell, your staff turns into a 
  creature that looks and fights just like a treant. The staff-treant defends 
  you and obeys any spoken commands. However it is by no means a 
  true treant; it cannot converse with actual treants or control trees.  If 
  the staff-treant is reduced to 0 or fewer hit points it crumbles to 
  powder and the staff is destroyed. Otherwise the staff returns to its 
  normal form when the spell duration expires (or when the spell is 
  dismissed) and can be used as the material component for another 
  casting of the spell. The staff-treant is always at full strength when 
  created, despite any wounds it may have incurred the last time it 
  appeared. 
  Material Component: The quarterstaff, which must be specially 
  prepared. The staff must be a sound limb cut from an ash, oak or yew, 
  then cured, shaped, carved and polished (a process requiring twenty-
  eight days).  You cannot adventure or engage in other strenuous 
  activity during the shaping and carving of the staff. 
   
  Chaos 
  Enchantment/Charm 
  Level: Illusionist 5 
  Components: V,S,M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Area of Effect: 10’ radius circle 
  Duration: 1 round/caster level 
  Saving Throw: Wisdom negates 
  Magic Resistance:  Yes 
  This spell is similar to the confusion spell (q.v.) except that all creatures 
  in the area of effect are confused, as per the confusion spell, for the 
  duration of the spell. All spellcasters, other than illusionists, and 
  creatures with spell-like powers have a -2 penalty to their wisdom 
  save.  Paladins and rangers are always considered spellcasters, even 
  if they do not currently have the ability to cast spells. 
  The material component for this spell is a small disc of bronze and a 
  small rod of iron.  These components are not consumed by this spell’s 
  casting. 
   
  Chariot of Sustarre 
  Evocation 
  Level:  Druid 8 
  Components: V, S, M 
  Casting Time: 1 turn 
  Range: 30’ (Close) 
  Area of Effect: Special 
  Duration: 6 turns + 1 turn/caster level 
  Saving Throw: None 
  When this spell is cast by a druid, it brings forth a large flaming chariot 
  pulled by two fiery horses which appear in a clap of thunder amidst 
  cloud-like smoke. This vehicle moves at 120’ (24”) on the ground, 240’ 
  (48") flying, and can carry the druid and up to 8 other man-sized 
  creatures whom he first touches so as to enable these creatures to be 
  able to ride aboard this burning transport. The druid controls the 
  chariot by verbal command, causing the flaming steeds to stop or go, 
  walk, trot, run or fly, turning left or right as he desires.  
  Creatures other than the druid and his designated passengers will 
  sustain damage equal to that of a wall of fire spell if they are within 20' 
  of the horses or chariot, voluntarily or involuntarily.  
  Note that the Chariot of Sustarre is a physical manifestation and can 
  sustain damage. The vehicle and steeds are struck only by magical 
  weapons, water (one quart of which will cause 1 hit point of damage) 
  or cold attacks.  The chariot and horses are attacked as one entity, 
  with an armor class of 20 and 120 hit points. Naturally fire has 
  absolutely no effect upon either the vehicle or its steeds and the 
  chariot’s passengers are immune to all fire or heat-based attacks. 
  In addition to mistletoe the druid casting this spell must have a small 
  piece of wood, 2 holly berries and a fire source at least equal to a 
  torch. 
   
  Charm Monster 
  Enchantment/Charm 
  Level: Bard 3, Magic-User 4, Illusionist 4 
  Target: One creature 
  Duration: One day/caster level 
  This spell functions like charm person, except that the effect is not 
  restricted by creature type or size. 
   
  Charm Person 
  Enchantment/Charm 
  Level: Magic-User 1, Illusionist 1 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One humanoid creature 
  Duration: 1 day/caster level 
  Saving Throw: Charisma negates 
  Magic Resistance: Yes 
  This charm makes a humanoid creature regard you as its trusted friend 
  and ally (treat the target as having “goodwill” towards you). If the 
  creature is currently being threatened or attacked by you or your 
  allies, however, it receives a +3 bonus on its saving throw. 
  The spell does not enable you to control the charmed person as if he 
  were an automaton, but he perceives your words and actions in the 
  most favorable way. You can try to give the subject orders, but you 
  must win an opposed charisma common ability check in order to 
  convince him to do anything he wouldn’t ordinarily do (retries are not 
  allowed). An affected creature never obeys suicidal or obviously 
  harmful orders, but he might be convinced that something very 
  dangerous is worth doing.  Any act by you or your apparent allies that 
  threatens the charmed person breaks the spell. You must speak the 
  person’s language to communicate your commands, or else be good 
  at pantomiming. 
   
  Charm Person or Mammal 
  Enchantment/Charm 
  Level: Bard 1, Druid 2 
  Target: One humanoid creature or mammal 
  This spell functions like charm person, except that it affects all 
  mammalian animals as well. 
   
   
   
  
  Player’s Handbook 80 
   
   
  Clairaudience/Clairvoyance 
  Divination 
  Level: Bard 3, Magic-User 3, Illusionist 3 
  Components: V, S, M 
  Casting Time: 1 turn 
  Range: Personal 
  Effect: An invisible, magical sensor up to 400’ away 
  Duration: 1 minute/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  Clairaudience/clairvoyance creates an invisible magical sensor at a 
  specific location that enables you to hear or see (your choice) almost 
  as if you were there. You don’t need line of sight or line of effect, but 
  the locale must be known - a place familiar to you or an obvious one. 
  Once you have selected the locale the sensor doesn’t move, but you 
  can rotate it in all directions to view the area as desired. Unlike other 
  scrying spells this spell does not allow magically or supernaturally 
  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’ 
  radius around the center of the spell’s effect.  
  Clairaudience/clairvoyance functions only on the plane of existence 
  you are currently occupying. 
  Material Component: A small horn (for hearing) or a glass eye (for 
  seeing) that is not consumed by the spell’s casting. 
   
  Clone 
  Necromantic 
  Level: Magic-User 8 
  Components: V, S, M 
  Casting Time: 1 turn 
  Range: Special; see text 
  Effect: One clone 
  Duration: Instantaneous 
  Saving Throw: None 
  Magic Resistance: No 
  This spell makes an inert duplicate of a creature. If the original 
  individual has been slain its soul immediately transfers to the clone, 
  creating a replacement (provided that the soul is free and willing to 
  return). The original’s physical remains, should they still exist, become 
  inert and cannot thereafter be restored to life. If the original creature 
  has reached the end of its natural life span (that is, it has died of 
  natural causes), any cloning attempt fails. 
  To create the duplicate you must have a piece of flesh (not hair, nails, 
  scales or the like) that was taken from the original creature’s living 
  body. The piece of flesh need not be fresh but it must be kept from 
  rotting. Once the spell is cast the duplicate must be grown in a 
  laboratory for 2d4 months. 
  When the clone is completed the original’s soul enters it immediately if 
  that creature is already dead. The clone is physically identical to the 
  original and possesses the same personality and memories as the 
  original. In other respects treat the clone as if it were the original 
  character raised from the dead, including the loss of one level or 2 
  points of constitution (if the original was a 1st level character). If this 
  constitution adjustment would give the clone a constitution score of 0, 
  the spell fails. If the original creature has lost levels since the flesh 
  sample was taken, and died at a lower level than the clone would 
  otherwise be, the clone is one level below the level at which the 
  original died. 
  The spell duplicates only the original’s body and mind, not its 
  equipment.  A duplicate can be grown while the original still lives or 
  when the original soul is unavailable, but the resulting body is merely a 
  soulless bit of inert flesh which rots if not preserved. 
  Material Component: The piece of flesh and various laboratory 
  supplies (cost 1,000 gp) that are used up by the spell.  In addition, the 
  caster needs to have special laboratory equipment (cost 500 gp) that 
  is necessary for the spell’s functioning but is not consumed during its 
  casting. 
   
  Cloudkill 
  Conjuration  
  Level: Magic-User 5 
  Components: V, S 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: 20’ radius cylinder, 20’ in height 
  Duration: 1 minute/caster level 
  Saving Throw: Constitution partial; see text 
  Magic Resistance: No 
  This spell generates a bank of fog, similar to a fog cloud, except that 
  its vapors are yellowish green and poisonous. These vapors 
  automatically kill any living creature with 3 or fewer HD (no save). A 
  living creature with 4 to 6 HD is slain unless it succeeds on a 
  constitution save (in which case it takes 1 point of constitution 
  damage each round while in the cloud). 
  A living creature with 6 or more HD takes 1 point of constitution 
  damage each round while in the cloud (a successful constitution save 
  negates this damage). Holding one’s breath doesn’t help but 
  creatures immune to poison are unaffected by the spell. 
  The spell also obscures vision, providing concealment to those within 
  the spell’s radius.  A creature 5 feet away has 50% concealment. 
  Creatures up to 10 feet away have 75% concealment while those 
  further away have 100% concealment. 
  Unlike a fog cloud, cloudkill moves away from you at 10 feet per 
  round, rolling along the surface of the ground.  Figure out the cloud’s 
  new spread each round based on its new point of origin, which is 10 
  feet farther away from the point of origin where you cast the spell.  
  Because the vapors are heavier than air, they sink to the lowest level 
  of the land, even pouring down dens or sinkhole openings. It cannot 
  penetrate liquids, nor can it be cast underwater. 
   
  Color Spray 
  Illusion/Phantasm 
  Level: Illusionist 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Area: 15’ cone 
  Duration: Instantaneous; see text 
  Saving Throw: Intelligence negates 
  Magic Resistance: Yes 
  A vivid cone of clashing colors springs forth from your hand, causing 
  living creatures to become stunned, perhaps also blinded, and 
  possibly knocking them unconscious.  Each creature within the cone is 
  affected according to its hit dice. Sightless creatures are not affected 
  by color spray. 
   
   2 HD or less: The creature is knocked unconscious for 2d4 rounds 
  and then blinded and stunned for 1d4+1 rounds.  
   3 or 4 HD: The creature is blinded and stunned for 1d4+1 rounds. 
   5 or more HD:  The creature is stunned for 1 round. 
  Material Component: A pinch each of powder or sand that is colored 
  red, yellow, and blue. 
   
  Combine 
  Evocation 
  Level: Cleric 1 
  Components: V, S 
  Casting Time: 1 round 
  Range: Touch 
  Area of Effect: A circle of three to five clerics 
  Duration: Concentration, up to 3 turns (see below) 
  Saving Throw: None 
  Magic Resistance: No 
  This spell enables three to five clerics to combine their abilities and 
  thereby empower one of their number to cast a spell or turn undead 
  with greater efficacy. The highest-level cleric of the group stands, 
  while the other clerics join hands in a surrounding circle. All the 
  participating clerics then cast the combine spell together. 
  The central cleric temporarily functions as if of higher level, gaining 
  one level for each encircling cleric. The maximum gain is four levels 
  and the maximum duration is 3 turns. The increase applies to the 
  cleric’s effective level for determining the results of attempts to turn 
  undead, and to spell details which vary by the level of the caster 
  (including the penalty to opponents’ saving throws).  
  The encircling clerics must concentrate in order to maintain the 
  combine effect and must maintain their circle around the central 
  caster.  While linked by their hands they gain no armor class bonuses 
  from shield or dexterity, and their attackers gain a +4 bonus on all “to 
  hit” rolls. The central cleric gains no additional spells, but may cast any 
  previously memorized spell. 
   
   
  
  Player’s Handbook 81 
   
  Command 
  Enchantment/Charm 
  Level: Cleric 1 
  Components: V 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One creature 
  Duration: 1 round 
  Saving Throw: Charisma negates 
  Magic Resistance: Yes 
  You give the subject a single command, which it obeys to the best of 
  its ability at its earliest opportunity. You may select from the following 
  options: 
   
   Approach: On its turn the subject moves directly toward you at 
  its normal movement rate for 1 round. The creature may do 
  nothing but move during its turn.   
   Drop: On its turn the subject drops whatever it is holding. It can’t 
  pick up any dropped item until its next turn. 
   Fall:  On its turn the subject falls to the ground and remains prone 
  for 1 round. It may act normally while prone but takes any 
  appropriate penalties. 
   Flee: On its turn the subject moves away from you as quickly as 
  possible for 1 round. It may do nothing but run away during its 
  turn. 
   Halt: The subject stands in place for 1 round. It may not take any 
  actions but is not considered helpless. 
  If the subject can’t carry out your command on its next turn, the spell 
  automatically fails.  Any creature under the effects of a command 
  spell gains no shield or dexterity bonus until its next round’s action. 
   
  Command Plants 
  Enchantment/Charm 
  Level: Druid 4 
  Components: V 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Targets: Up to 2 HD/caster level of plant creatures, no two of which 
  can be more than 30’ apart 
  Duration: One day/caster level 
  Saving Throw: Charisma negates 
  Magic Resistance: Yes 
  This spell allows you some degree of control over one or more plant 
  creatures. Affected plant creatures can understand you and they 
  perceive your words and actions in the most favorable way (treat 
  them as if they had “goodwill” towards you). They will not attack you 
  while the spell lasts.  
  You can try to give a subject orders, but you must win an opposed 
  charisma common ability check to convince it to do anything it 
  wouldn’t ordinarily do (retries are not allowed.) A commanded plant 
  never obeys suicidal or obviously harmful orders, but it might be 
  convinced that something very dangerous is worth doing. 
  You can affect a number of plant creatures whose combined level or 
  HD do not exceed twice your level. 
   
  Commune 
  Divination 
  Level: Cleric 5 
  Components: V, S, M, XP 
  Casting Time: 1 turn 
  Range: Personal 
  Target: You 
  Duration: 1 round/caster level 
  You contact your deity - or agents thereof - and ask questions that 
  can be answered by a simple “yes” or “no.” You are allowed one 
  such question per caster level. The answers given are correct within 
  the limits of the entity’s knowledge. “Unclear” is a legitimate answer, 
  because powerful beings of the Outer Planes are not necessarily 
  omniscient.  
  In cases where a one-word answer would be misleading or contrary 
  to the deity’s interests, a short phrase (five words or less) may be given 
  as an answer instead. 
  The spell, at best, provides information to aid character decisions. The 
  entities contacted structure their answers to further their own 
  purposes. If you lag, discuss the answers, or go off to do anything else, 
  the spell ends. 
  Material Component: Holy (or unholy) water and incense, which is 
  consumed during the spell’s casting. 
  XP Cost: 1,000 XP. 
   
  Commune with Nature 
  Divination 
  Level: Druid 5 
  Components: V, S 
  Casting Time: 1 turn 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  You become one with nature, attaining knowledge of the surrounding 
  territory. You instantly gain knowledge of as many as three facts from 
  among the following subjects: the ground or terrain, plants, minerals, 
  bodies of water, people, general animal population, presence of 
  woodland creatures, presence of powerful unnatural creatures or 
  even the general state of the natural setting. 
  In outdoor settings the spell operates in a radius of 1 mile per caster 
  level. In natural subterranean settings - caves, caverns and the like - 
  the radius is limited to 100 feet per caster level. The spell does not 
  function where nature has been replaced by construction or 
  settlement, such as in dungeons and towns. 
   
  Comprehend Languages (reversible) 
  Divination 
  Level: Cleric 1, Bard 1, Magic-User 1, Illusionist 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal or, for the reverse of the spell, touch 
  Target: You 
  Duration: 1 turn/caster level 
  Saving Throw: Wisdom (intelligence for the arcane version) negates 
  Magic Resistance:  Yes 
  You can understand the spoken words of creatures or read otherwise 
  incomprehensible written messages. In either case, you must touch 
  the creature or the writing. The ability to read does not necessarily 
  impart insight into the material, merely its literal meaning. The spell 
  enables you to understand or read an unknown language, not speak 
  or write it. 
  Written material can be read at the rate of one page (250 words) per 
  minute. Magical writing cannot be read, though the spell reveals that 
  it is magical. This spell can be foiled by certain warding magic (such 
  as the secret page and illusionary script spells). It does not decipher 
  codes or reveal messages concealed in otherwise normal text.  
  Comprehend 
  languages 
  can 
  be 
  made 
  permanent 
  with 
  a 
  permanency spell. 
  The reverse of this spell, confuse languages, cancels a comprehend 
  languages spell or renders a writing or a creature's speech 
  incomprehensible, for the same duration as above. 
  Arcane Material Component: A pinch of soot and a few grains of salt. 
   
  Cone of Cold 
  Evocation  
  Level: Magic-User 5 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Area: 60’ cone 
  Duration: Instantaneous 
  Saving Throw: Dexterity half 
  Magic Resistance: Yes 
  Cone of cold creates an area of extreme cold, originating at your 
  hand and extending outward in a cone. It deals 1d6 points of cold 
  damage per caster level (maximum 15d6).  Items held by one of the 
  spell’s targets must save versus frost (see Item Saving Throws on page 
  52) if that target failed his saving throw with a “1”. 
  Arcane Material Component: A very small crystal or glass cone that 
  may be re-used by the caster. 
   
  Confusion 
  Enchantment/Charm   
  Level: Bard 3, Druid 6, Magic-User 4, Illusionist 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  
  Player’s Handbook 82 
   
   
  Area of Effect: 2d4 creatures in a 10’ radius circle 
  Duration: 1 round/caster level 
  Saving Throw: Wisdom negates 
  Magic Resistance: Yes 
  This spell causes the 2d4 targets within the spells area of effect to 
  become confused, making them unable to independently determine 
  what they will do. 
  Roll on the following table at the beginning of each subject’s turn 
  each round to see what the subject does in that round. 
   
  d20 roll 
  behavior 
  1-2 
  attack caster 
  3-4 
  act normally 
  5-10 
  do nothing but babble incoherently 
  11-14 
  flee from caster at top possible speed 
  15–20 
  attack nearest creature 
   
  A confused character who can’t carry out the indicated action does 
  nothing but babble incoherently. Attackers are not at any special 
  advantage when attacking a confused character. Any confused 
  character who is attacked automatically attacks its attackers on its 
  next turn, as long as it is still confused when its turn comes.  
  Arcane Material Component: A set of three nut shells that are not 
  expended during this spell’s casting. 
   
  Conjure Elemental  
  Conjuration/Summoning 
  Level: Cleric 6, Druid 6, Magic-User 5  
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One summoned elemental 
  Duration: 1 round/caster level; see text 
  Saving Throw: No 
  Magic Resistance: None 
  The caster of this spell is able to conjure an air, earth, fire or water 
  elemental with this spell - assuming he has the material component for 
  the particular elemental. Conjured elementals are very strong – see 
  the MONSTER MANUAL for more details - typically having 12 hit dice 
  (12d8). A caster may only have one such creature in his service at any 
  given time. 
  The type of elemental to be conjured must be decided upon before 
  memorizing or praying for the spell. The elemental conjured up must 
  be controlled by the caster, i.e. the spellcaster must concentrate on 
  the elemental doing his commands, or it will turn on the magic-user 
  and attack. The elemental, however, will not cease a combat to do 
  so, but it will avoid creatures when seeking its conjurer. If the magic-
  user is wounded or grappled, he must make a concentration check or 
  lose control of the elemental.  
  The elemental can be controlled up to 10’ distance per level of the 
  spellcaster. The elemental remains until its form on this plane is 
  destroyed due to damage or the spell's duration expires.  The material 
  component of this spell is a small amount of:  
   
  elemental conjured 
  material components 
  air elemental 
  burning incense 
  earth elemental 
  soft clay 
  fire elemental 
  sulfur and phosphorus 
  water elemental 
  water and sand 
   
  Special protection from uncontrolled elementals is available by 
  means of a protection from evil spell. 
   
  Consecrate (reversible) 
  Evocation  
  Level: Cleric 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Area: 20’ radius circle 
  Duration: 2 hours/caster level 
  Saving Throw: None 
  Magic Resistance: No 
  This spell blesses an area with positive energy. Every check made to 
  turn undead within this area gains a +2 bonus. Every undead creature 
  entering a consecrated area suffers minor disruption, giving it a –1 
  penalty to attack and damage rolls, and a -1 penalty to all saving 
  throws. Undead cannot be created within or summoned into a 
  consecrated area. 
  If the consecrated area contains an altar, shrine or other permanent 
  fixture dedicated to your deity, pantheon or aligned higher power, 
  the modifiers given above are doubled (+4 bonus on turning checks, –
  2 penalties for undead in the area). You cannot consecrate an area 
  with a similar fixture of a deity other than your own patron. 
  If the area does contain an altar, shrine or other permanent fixture of 
  a deity, pantheon or higher power other than your patron, the 
  consecrate spell instead curses the area, cutting off its connection 
  with the associated deity or power. This secondary function, if used, 
  does not also grant the bonuses and penalties relating to undead, as 
  given above. 
  The reverse of this spell, desecration, imbues an area with negative 
  energy. Each check made to turn undead within this area takes a –2 
  penalty, and every undead creature entering a desecrated area 
  gains a +1 bonus to attack and damage rolls, and a +1 bonus to all 
  saving throws.  
  If the desecrated area contains an altar, shrine, or other permanent 
  fixture dedicated to your deity or aligned higher power, the modifiers 
  given above are doubled (–4 penalty on turning checks, +2 bonus for 
  undead in the area). 
  Furthermore, anyone who casts animate dead within this area may 
  create as many as double the normal amount of undead (that is, 2 
  HD per caster level rather than 1 HD per caster level). 
  If the area contains an altar, shrine or other permanent fixture of a 
  deity, pantheon or higher power other than your patron, the 
  desecrate spell instead curses the area, cutting off its connection with 
  the associated deity or power. This secondary function, if used, does 
  not also grant the bonuses and penalties relating to undead, as given 
  above. 
  Desecrate counters and dispels consecrate, while consecrate 
  counters and dispels desecrate. 
  Material Component: A vial of holy water (unholy water for 
  desecrate) and 25 gp worth (5 pounds) of silver dust, all of which must 
  be sprinkled around the area.  They are consumed during this spell’s 
  casting. 
   
   
   
  Contact Other Plane 
  Divination 
  Level: Magic-User 5 
  Components: V 
  Casting Time: 1 turn 
  Range: Personal 
  Target: You 
  Duration: Concentration, up to 1 round /2 caster levels 
  You send your mind to another plane of existence (an Elemental 
  Plane or some plane farther removed) in order to receive advice and 
  information from powers there. (See the accompanying table for 
  possible consequences and results of the attempt.) The powers reply 
  in a language you understand, but they resent such contact and give 
  only brief answers to your questions. (All questions are answered with 
  “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word 
  answer.) 
  You must concentrate on maintaining the spell in order to ask 
  questions at the rate of one per round. A question is answered by the 
  power during the same round. For every two caster levels, you may 
  ask one question. 
  Contact with minds far removed from your home plane increases the 
  probability that you will incur a decrease to your intelligence, but also 
  increases the chance of the power knowing the answer to your 
  question.  The probability of the entity answering correctly is likewise 
  increased by moving to distant planes. 
  Once the Outer Planes are reached, the power of the deity 
  contacted determines the effects. (Random results obtained from the 
  table are subject to the personalities of individual deities.) 
  On rare occasions, this divination may be blocked by an act of 
  certain deities or forces. 
  Avoid Intelligence Decrease: You must succeed on an intelligence 
  save with the listed penalty (penalties range from ±0 to -10) or suffer a 
  decrease in intelligence. If the save fails, your intelligence score falls to 
  
  Player’s Handbook 83 
   
  8 for 1 week per -2 check penalty (so a -2 penalty equates to 
  intelligence loss for 1 week, while a -10 means that intelligence loss 
  lasts for 5 weeks) and you become unable to cast arcane spells. If you 
  lose intelligence the effect strikes as soon as the first question is asked 
  and no answer is received. (The entries in parentheses are for 
  questions that pertain to the appropriate Elemental Plane.) 
   
  plane 
  contacted 
  check 
  penalty  
  truth 
  unknown 
  lie 
  random 
  answer  
  elemental plane 
  ±0 
  01–34 
  35–62 
  63–83 
  84–100 
  (appropriate) 
  ±0 
  (01–68) 
  (69–75) 
  (76–
  98) 
  (99–100) 
  positive/negative 
  energy plane 
  -2 
  01–39 
  40–65 
  66–86 
  87–100 
  astral plane 
  -2 
  01–44 
  45–67 
  68–88 
  89–100 
  outer plane, 
  demigod 
  -4 
  01–49 
  50–70 
  71–91 
  92–100 
  outer plane, 
  lesser god 
  -6 
  01–60 
  61–75 
  76–95 
  96–100 
  outer plane, 
  intermediate god 
  -8 
  01–73 
  74–81 
  82–98 
  99–100 
  outer plane, 
  greater god 
  -10 
  01–88 
  89–90 
  91–99 
  100 
   
  Results of a Successful Contact: d% is rolled for the result shown on the 
  table: 
  Truth: You get a true, one-word answer. Questions that cannot be 
  answered in this way are answered randomly. 
  Unknown: The entity tells you that it doesn’t know. 
  Lie: The entity intentionally lies to you. 
  Random Answer: The entity tries to lie but doesn’t know the answer, so 
  it makes one up. 
   
  Contingency 
  Evocation 
  Level: Magic-User 6, Illusionist 6 
  Components: V, S, M 
  Casting Time: At least 1 turn; see text 
  Range: Personal 
  Target: You 
  Duration: One day/caster level (dismissible) or until discharged 
  You can place another spell upon your person so that it comes into 
  effect under some condition you dictate when casting contingency. 
  The contingency spell and the companion spell are cast at the same 
  time. The 1 turn casting time is the minimum total for both castings; if 
  the companion spell has a casting time longer than 1 turn, use that 
  instead. 
  The spell to be brought into effect by the contingency must be one 
  that affects your person and be of a spell level no higher than one-
  third your caster level (rounded down, maximum 6th level). 
  The conditions needed to bring the spell into effect must be clear, 
  although they can be general. In all cases the contingency 
  immediately brings into effect the companion spell, the latter being 
  “cast” instantaneously when the prescribed circumstances occur. If 
  complicated or convoluted conditions are prescribed, the whole spell 
  combination (contingency and the companion magic) may fail when 
  called on. The companion spell occurs based solely on the stated 
  conditions, regardless of whether you want it or not. 
  You can use only one contingency spell at a time; if a second is cast, 
  the first one (if still active) is dispelled. 
  Material Component: That of the companion spell plus quicksilver and 
  an eyelash of an ogre mage, rakshasa, or similar spell-using creature.  
  These components are expended during this spell’s casting.  In 
  addition the use of this spell requires the caster to carry a likeness of 
  himself, carved out of ivory and decorated with gems (worth at least 
  1,500 gp).  This is not consumed by the casting of this spell. 
   
  Continual Light (reversible) 
  Evocation 
  Level: Cleric 3, Magic-User 3, Illusionist 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One object 
  Effect: 30’ radius sphere of light 
  Duration: Permanent 
  Saving Throw: Wisdom (or intelligence for the arcane version) negates  
  Magic Resistance: Yes  
  A globe of light, equivalent in brightness to a torch, springs forth from 
  an object that you touch. An object bearing continual light can be 
  covered and hidden but not smothered or quenched.  If the object 
  upon which this spell is cast is held by another creature that creature 
  may save against this spell’s effect. 
  The reverse of this spell, continual darkness, creates a 30’ radius globe 
  of total, impenetrable darkness. Darkvision and twilight vision are 
  useless. Normal lights (torches, candles, lanterns, and so forth) are 
  incapable of brightening the area, as are light spells of lower level.   
  An object bearing continual darkness can be covered and hidden 
  but not smothered or quenched.  If the object upon which this spell is 
  cast is held by another creature that creature may save against this 
  spell’s effect. 
  Light spells counter and dispel darkness spells of an equal or lower 
  level and vice versa. 
  Material Component: You sprinkle ruby dust (or onyx dust for continual 
  darkness) worth 50 gp on the item that is to carry the light.  This dust is 
  consumed by the spell’s casting. 
   
  Control Plants 
  Enchantment/Charm 
  Level: Druid 8 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Targets: Up to 2 HD/caster level of plant creatures, no two of which 
  can be more than 30’ apart 
  Duration: 1 minute/caster level 
  Saving Throw: Charisma negates 
  Magic Resistance: Yes 
  This spell enables you to control the actions of one or more plant 
  creatures for a short period of time. You command the creatures by 
  voice and they understand you, no matter what language you speak. 
  Suicidal or self-destructive commands are simply ignored.  Even if 
  vocal communication is impossible the controlled plants do not 
  attack you. At the end of the spell the subjects revert to their normal 
  behavior. 
   
  Control Water 
  Alteration 
  Level: Cleric 4, Druid 4, Magic-User 6 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 400’ (Long) 
  Area: See below 
  Duration: 1 turn/caster level (dismissible) 
  Saving Throw: None; see text 
  Magic Resistance: No 
  Depending on the version you choose, the control water spell raises or 
  lowers water. 
  Lower Water: This causes water or similar liquid to reduce its depth by 
  as much as 2 feet per caster level (to a minimum depth of 1 inch). The 
  water is lowered within a squarish depression whose sides are up to 
  caster level x 10 feet long. In extremely large and deep bodies of 
  water, such as a deep ocean, the spell creates a whirlpool that 
  sweeps ships and similar craft downward, putting them at risk and 
  rendering them unable to leave by normal movement for the duration 
  of the spell. When cast on water elementals and other water-based 
  creatures, this spell acts as a slow spell (wisdom or intelligence 
  negates, depending on the type of caster - divine or arcane). The 
  spell has no effect on other creatures. 
  Raise Water: This causes water or similar liquid to rise in height, just as 
  the lower water version causes it to lower. Boats raised in this way slide 
  down the sides of the hump that the spell creates. If the area affected 
  by the spell includes riverbanks, a beach, or other land nearby, the 
  water can spill over onto dry land. 
  With either version, you may reduce one horizontal dimension by half 
  and double the other horizontal dimension. 
  Arcane Material Component: A drop of water (for raise water) or a 
  pinch of dust (for lower water). 
   
  Control Weather 
  Alteration 
  Level: Cleric 7, Druid 7, Magic-User 7 
  Components: V, S 
  Casting Time: 1 turn; see text 
  Range: Personal 
  Area: 2 mile radius circle, centered on you; see text 
  
  Player’s Handbook 84 
   
   
  Duration: 4d12 hours; see text 
  Saving Throw: None 
  Magic Resistance: No 
  You change the weather in the local area. It takes 1 turn to cast the 
  spell and an additional turn for the effects to manifest. 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 
  late winter 
  hurricane-force winds or early spring (coastal area) 
   
  You control the general tendencies of the weather, such as the 
  direction and intensity of the wind. You cannot control specific 
  applications of the weather - where lightning strikes, for example, or 
  the exact path of a tornado. When you select a certain weather 
  condition to occur, the weather assumes that condition 1 turn later 
  (changing gradually, not abruptly). The weather continues as you left 
  it for the duration or until you spend 1 round concentrating in order to 
  designate a new kind of weather (which fully manifests itself 1 turn 
  later). Contradictory conditions are not possible simultaneously. 
  Control weather can do away with atmospheric phenomena 
  (naturally occurring or otherwise) as well as create them. 
  A druid casting this spell doubles the duration and affects a circle with 
  a 3-mile radius. 
   
  Control Winds 
  Alteration  
  Level: Druid 5 
  Components: V, S 
  Casting Time: 1 round 
  Range: 400’ (Long) 
  Area: 40’/caster level radius cylinder, 40’ in height 
  Duration: 1 turn/caster level 
  Saving Throw: None, see text 
  Magic Resistance: No 
  You alter wind force in the area surrounding you. You can make the 
  wind blow in a certain direction or in a circular pattern, increase its 
  strength or decrease its strength. The new wind direction and strength 
  persist until the spell ends or until you choose to alter your handiwork, 
  which requires concentration. You may create an “eye” of calm air 
  up to 40 feet in radius at the center of the area, if you so desire, and 
  may choose to limit the area to any cylindrical area less than your full 
  limit. 
  Wind Strength: For every three caster levels, you can increase or 
  decrease wind strength by one level.  
   Strong Wind: Gusts that automatically extinguish unprotected 
  flames (candles, torches, and the like). Such gusts impose a –2 
  penalty on ranged attack rolls and on perception checks.   
   Severe Wind: In addition to automatically extinguishing any 
  unprotected flames there is a 50% chance of extinguishing 
  protected flames (such as lanterns). Ranged weapon attacks 
  and perception checks are at a –4 penalty.   Creatures in the 
  area must make a strength saving throw or be knocked prone.  
  Flying creatures take 1d4 points of non-lethal damage. 
   Windstorm: Powerful enough to bring down branches if not whole 
  trees, windstorms automatically extinguish unprotected flames 
  and have a 75% chance of blowing out protected flames. 
  Ranged weapon attacks are impossible, and even siege 
  weapons have a –4 penalty on attack rolls. Perception checks 
  are at a –8 penalty.   Creatures in the area must make a strength 
  saving throw, with a -5 penalty, or be knocked prone.  Flying 
  creatures take 1d4 points of damage. 
   Hurricane-Force Wind: All flames are extinguished. Ranged 
  attacks are impossible (except with siege weapons, which have 
  a –8 penalty on attack rolls). Perception checks are impossible. 
  Creatures in the area succeed at a strength saving throw, with a 
  -10 penalty, or be knocked prone.  Those failing by 5 or more 
  take 1d4 non-lethal damage.  Flying creatures take 2d4 points of 
  damage.   
   Tornado: All flames are extinguished. All ranged attacks are 
  impossible (even with siege weapons), as are perception checks. 
  Characters within 60’ of the 40’ radius tornado funnel must make 
  a strength saving throw, with a -15 penalty, or be knocked prone 
  and sucked towards the tornado.  Characters failing their 
  strength saving throw are moved 30’ closer + 5’ for every 5 points 
  by which they failed their strength saving throw. Those who 
  come in contact with the actual funnel cloud are picked up and 
  whirled around for 1d10 rounds, taking 5d8 points of damage per 
  round, before being violently expelled (falling damage may 
  apply).  
  While a tornado’s rotational speed can be as great as 300 mph, 
  the funnel itself moves forward at an average of 30 mph (roughly 
  450’ or 90” per round). A tornado uproots trees, destroys buildings 
  and causes other similar forms of major destruction.  Items held 
  by one of the spell’s targets must save versus crushing (see Item 
  Saving Throws on page 52) if that target failed his save with a 
  “1”. 
   
  Create Food and Water 
  Conjuration/Summoning  
  Level: Cleric 3 
  Components: V, S 
  Casting Time: 1 turn 
  Range: 30’ (Close) 
  Effect: Food & water to sustain 3 humans or 1 horse/caster level for 24 
  hours 
  Duration: 24 hours; see text 
  Saving Throw: None 
  Magic Resistance: No 
  The food that this spell creates is simple fare of your choice - highly 
  nourishing, if rather bland. Food so created decays and becomes 
  inedible within 24 hours, although it can be kept fresh for another 24 
  hours by casting a purify food and water spell on it. The water created 
  by this spell is just like clean rainwater and doesn’t go bad as the food 
  does. 
   
  Create Water 
  Conjuration/Summoning 
  Level: Cleric 0, Druid 0 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Effect: Up to 2 gallons of water/caster level 
  Duration: Instantaneous 
  Saving Throw: None 
  Magic Resistance: No 
  This spell generates wholesome, drinkable water, just like clean 
  rainwater. Water can be created in an area as small as will actually 
  contain the liquid, or in an area three times as large - possibly creating 
  a downpour or filling many small receptacles. 
  Note: Conjuration/Summoning spells can’t create substances or 
  objects within a creature. Water weighs about 8 pounds per gallon. 
  One cubic foot of water contains roughly 8 gallons and weighs about 
  60 pounds. 
   
  Creeping Doom 
  Conjuration/Summoning  
  Level: Druid 7 
  Components: V, S 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: One 10’ radius swarm of insects, arachnids and myriapods 
  Duration: 1 minute/caster level 
  Saving Throw: None 
  Magic Resistance: No 
  When the druid utters the spell of creeping doom, he calls forth a 
  mass of from 700 to 1,000 (1d4+6 x 1000) venomous, biting and 
  stinging arachnids, insects and myriapods. This carpet-like mass 
  swarms in a 10’ radius circle, appears within 30’ of the caster and can 
  move up to 20’ per round. 
  You may summon the swarm so that it shares the area of other 
  creatures. The swarm remains stationary, attacking any creatures in 
  their area, unless you command the creeping doom to move (which 
  requires the caster’s full concentration each round).  
  You can command the swarm to move toward any prey within 100 
  feet of you. You cannot command the swarm to move more than 100 
  feet away from you and, if you move more than 100 feet from the 
  
  Player’s Handbook 85 
   
  swarm, that swarm remains stationary, attacking any creatures in its 
  area.  It can be commanded again if you move within 100 feet. 
  The creeping doom will attack any creature subject to normal 
  attacks, each of the small horrors inflicting 1 hit point of damage 
  (each then dies after their attack), so that up to 1, 000 hit points of 
  damage can be inflicted on creatures within the path of the creeping 
  doom.  The damage is divided equally between all within the swarm’s 
  radius and no creature can be attacked by more than 50 insects per 
  round (limiting damage to 50 points per round).  
  The swarm cannot be harmed by weapons or most direct attacks but 
  is subject to damage from area effect spells or grenade-like attacks 
  (such as acid flasks or flaming oil).  Damage done to the swarm 
  reduces its number by 10 times the amount of damage done.  
   
  Crystalbrittle 
  Alteration 
  Level:  Magic-User 9 
  Components: V,S 
  Casting Time: 1 round 
  Range:  Touch 
  Target: One object or creature 
  Duration:  Permanent 
  Saving Throw:  See below 
  Magic Resistance:  No 
  The magic of this spell causes metal, whether as soft as gold or as 
  hard as adamantite, to turn to a crystalline substance as brittle and 
  fragile as crystal. Thus, a sword, metal shield, metal armor, or even an 
  iron golem can be changed to a delicate, glasslike material easily 
  shattered by any forceful blow. Furthermore, this change is 
  unalterable by any means short of a wish spell; a dispel magic will not 
  reverse the spell.  
  The caster must physically touch the item; if it is an opponent or 
  something an opponent is using or wearing, the wizard must get into 
  melee and make a successful attack roll.  Any single metal item can 
  be affected by the spell. Thus, a suit of armor worn by a creature can 
  be changed to crystal, but the creature's shield would not be 
  affected, and vice versa.  
  All magical items may make a saving throw with a bonus equal to 
  their creator’s level (assume 9th level plus 1 level for each point of 
  magical bonus). Artifacts and relics constructed of metal may be 
  affected, at the discretion of the DM, but gain a +20 bonus to their 
  saving throw. Affected items not immediately protected are shattered 
  and permanently destroyed if struck by a normal blow from a metal 
  tool or any weighty weapon, including a staff.  
   
  Cure Blindness/Deafness (reversible) 
  Alteration 
  Level: Cleric 3, Druid 3, Illusionist 2 
  Components: V, S 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: Instantaneous  
  Saving Throw: Constitution negates 
  Magic Resistance: Yes 
  Cure blindness/deafness cures blindness or deafness (your choice), 
  whether the effect is normal or magical in nature. The spell does not 
  restore ears or eyes that have been lost but repairs them if they are 
  damaged. 
  The reverse of this spell, cause blindness/deafness, calls upon the 
  powers of the Plane of Shadow to render the subject permanently 
  blinded or deafened, as you choose. 
  Cure blindness/deafness counters and dispels blindness/deafness. 
   
  Cure Critical Wounds (reversible) 
  Necromantic  
  Level: Cleric 5, Bard 4, Druid 5 
  This spell functions like cure light wounds, except that it cures 4d8+8 
  points of damage. 
  The reverse of this spell, cause critical wounds, deals 4d8+8 points of 
  damage to the target and a constitution save by the target halves 
  the resulting damage. 
   
  Cure Disease (reversible) 
  Necromantic  
  Level: Cleric 3, Druid 3 
  Components: V, S 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Constitution negates 
  Magic Resistance: Yes 
  Cure disease cures all diseases that the subject is suffering from. The 
  spell also kills parasites, including green slime and others. Certain 
  special diseases may not be countered by this spell or may be 
  countered only by a caster of a certain level or higher. 
  The reverse of this spell, cause disease, causes the touched subject to 
  contract a disease selected from the table below, which strikes 
  immediately (no incubation period).  
   
  disease 
  damage 
  red ache 
  1d4 strength 
  mindfire 
  1d4 intelligence 
  cackle fever 
  1d4 wisdom 
  shakes 
  1d4 dexterirty 
  slimy doom 
  1d4 constitution 
  creeping malaise 
  1d4 charisma 
   
  Cure Light Wounds (reversible) 
  Necromantic 
  Level: Cleric 1, Bard 1, Druid 1 
  Components: V, S 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Constitution half; see text 
  Magic Resistance: Yes; see text 
  When laying your hand upon a living creature, you channel positive 
  energy that cures 1d8+2 points of damage. 
  Since undead are powered by negative energy this spell deals 
  damage to them instead of curing their wounds. An undead creature 
  can apply magic resistance and can attempt a constitution save to 
  take half damage. 
  The reverse of this spell, cause light wounds, deals 1d8+2 points of 
  damage to the target.  A constitution save by the target halves the 
  resulting damage.  Undead are cured by all cause wounds spells. 
   
  Cure Moderate Wounds (reversible) 
  Necromantic 
  Level: Cleric 2, Bard 2, Druid 3 
  This spell functions like cure light wounds, except that it cures 2d8+4 
  points of damage. 
  The reverse of this spell, cause moderate wounds, deals 2d8+4 points 
  of damage to the target and a constitution save by the target halves 
  the resulting damage. 
   
  Cure Serious Wounds (reversible) 
  Necromantic 
  Level: Cleric 3, Bard 3, Druid 4 
  This spell functions like cure light wounds, except that it cures 3d8+6 
  points of damage. 
  The reverse of this spell, cause serious wounds, deals 3d8+6 points of 
  damage to the target and a constitution save by the target halves 
  the resulting damage. 
   
   
   
  Dancing Lights 
  Evocation 
  Level: Bard 0, Magic-User 0, Illusionist 0 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: Up to four lights, all within a 10’ radius area 
  Duration: 1 minute (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  Depending on the version selected you create up to four lights that 
  
  Player’s Handbook 86 
   
   
  resemble lanterns or torches, four glowing spheres of light (which look 
  like will-o’-wisps) or one faintly glowing, vaguely humanoid shape. The 
  dancing lights must stay within a 10’ radius area in relation to each 
  other but otherwise move as you desire (no concentration required): 
  forward or back, up or down, straight or turning corners, or the like. 
  The lights can move up to 60’ (12”) per round. A light winks out if the 
  distance between you and it exceeds the spell’s range. Dancing lights 
  can be made permanent with a permanency spell.  
  Arcane Material Component: a bit of phosphorus or wychwood, or a 
  glowworm. 
   
  Darkness 15’ Radius 
  Evocation 
  Level: Cleric 2, Magic-User 2, Illusionist 2 
  Components: V, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: 15’ radius sphere of darkness 
  Duration: 1 turn/caster level (dismissible) 
  Saving Throw: Wisdom (or intelligence for the arcane version) negates  
  Magic Resistance: Yes  
  This spell causes total, impenetrable darkness to emanate from the 
  touched object. Darkvision or twilight vision is useless. Normal lights 
  (torches, candles, lanterns, and so forth) are incapable of brightening 
  the area, as are light spells of lower level. Higher level light spells are 
  not affected by darkness 15’ radius though darkness 15’ radius 
  counters or dispels any light spell of equal or lower spell level. 
  If darkness 15’ radius is cast on a small object that is then placed 
  inside or under a lightproof covering, the spell’s effect is blocked until 
  the covering is removed.  If the object upon which this spell is cast is 
  held by another creature that creature may save against this spell’s 
  effect. 
  Arcane Material Component: A bit of bat fur and either a drop of 
  pitch or a piece of coal. 
   
  Darkvision 
  Alteration 
  Level: Magic-User 2, Illusionist 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 hour/caster level 
  Saving Throw: Intelligence negates  
  Magic Resistance: Yes  
  The subject gains the ability to see 60’ 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.  
  Darkvision can be made permanent with a permanency spell. 
  Material Component: Either a pinch of dried carrot or an agate. 
   
  Death Fog 
  Conjuration/Summoning 
  Level: Illusionist 6 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: 20’ radius cylinder, 20’ in height 
  Duration: 1 round/caster level 
  Saving Throw: Constitution half 
  Magic Resistance: No 
  Death fog creates a billowing mass of misty vapors similar to that 
  produced by a solid fog spell. In addition to slowing creatures down 
  and obscuring sight, this spell’s vapors, drawn from the Plane of 
  Shadow, are lethal to both living and undead creatures. Each round 
  on your turn, starting when you cast the spell, the fog deals 2d6 points 
  of damage to each creature within it, though a constitution save 
  halves the damage taken.   
  The spell also obscures vision, providing concealment to those with 
  the spell’s radius.  A creature 5 feet away has 50% concealment. 
  Creatures up to 10 feet away have 75% concealment while those 
  further away have 100% concealment. 
  Arcane Material Component: A pinch of dried, powdered peas 
  combined with powdered animal hoof. 
   
   
  Death Spell 
  Necromantic  
  Level: Magic-User 6 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Area: Several living creatures within a 40’ radius circle 
  Duration: Instantaneous 
  Saving Throw: Charisma negates 
  Magic Resistance: Yes 
  A death spell snuffs out the life force of living creatures, killing them 
  instantly.  The spell slays 1d4 HD worth of living creatures per caster 
  level (maximum 18d4). Creatures with the fewest HD are affected first; 
  among creatures with equal HD, those who are closest to the sphere’s 
  point of origin are affected first. No creature of 9 or more HD can be 
  affected, and hit dice that are not sufficient to affect a creature are 
  wasted. 
  Material Component: The powder of a crushed black pearl with a 
  minimum value of 500 gp. 
   
  Deep Slumber 
  Enchantment/Charm   
  Level: Bard 3, Magic-User 3, Illusionist 3 
  Range: 30’ (Close) 
  This spell functions like sleep; except that it affects 5d4 hit dice of 
  creatures and affects creatures of up to 10 hit dice. 
   
  Delayed Blast Fireball 
  Evocation  
  Level: Magic-User 7 
  Duration: 6 rounds or less; see text 
  This spell functions like fireball, except that it is more powerful and can 
  detonate up to 6 rounds after the spell is cast. The burst of flame deals 
  1d6 points of fire damage per caster level (maximum 20d6). 
  The glowing bead created by delayed blast fireball can detonate 
  immediately if you desire, or you can choose to delay the burst for as 
  many as 6 rounds.  
  You select the amount of delay upon completing the spell, and that 
  time cannot change once it has been set.  If you choose a delay, the 
  glowing bead sits at its destination until it detonates. A creature can 
  pick up and hurl the bead as a thrown weapon (10’ range 
  increment).  It explodes upon impact when thrown. 
    
  Demand 
  Enchantment/Charm   
  Level: Bard 6, Magic-User 8, Illusionist 8 
  Saving Throw: Charisma partial 
  Magic Resistance: Yes 
  This spell functions like sending but the message can also contain a 
  suggestion (see the suggestion spell), which the subject does its best 
  to carry out. A successful charisma save negates the suggestion 
  effect but not the contact itself. The demand, if received, is 
  understood even if the subject’s intelligence score is as low as 1. If the 
  message is impossible or meaningless according to the circumstances 
  that exist for the subject at the time the demand is issued, the 
  message is understood but the suggestion is ineffective. The 
  demand’s message to the creature must be twenty-five words or less, 
  including the suggestion. The creature can also give a short reply 
  immediately. 
  Arcane Material Component: A short piece of copper wire and some 
  small part of the subject - a hair, a bit of nail, or the like. 
   
  Destruction 
  Necromantic  
  Level: Cleric 7 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Charisma partial 
  Magic Resistance: Yes 
  This spell instantly slays the subject and consumes its remains (but not 
  its equipment and possessions) utterly. If the target’s charisma saving 
  throw succeeds it takes 7d6 points of damage instead. The only way 
  to restore life to a character who has failed to save against this spell is 
  
  Player’s Handbook 87 
   
  to use a carefully worded wish spell followed by resurrection, or 
  miracle. 
  Material Component: A special holy (or unholy) symbol of silver 
  marked with verses of anathema (cost 500 gp). 
   
  Detect Animals or Plants 
  Divination 
  Level: Druid 1 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Area: 400’ cone 
  Duration: Concentration, up to 1 turn/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  You can detect a particular kind of animal or plant in a cone 
  emanating out from you in whatever direction you face. You must 
  think of a kind of animal or plant when using the spell, but you can 
  change the animal or plant kind each round. The amount of 
  information revealed depends on how long you search a particular 
  area or focus on a specific kind of animal or plant. 
   
   1st Round: Presence or absence of that kind of animal or plant in 
  the area. 
   2nd Round: Number of individuals of the specified kind in the 
  area, and the condition of the healthiest specimen. 
   3rd Round: The condition (see below) and location of each 
  individual present. If an animal or plant is outside your line of 
  sight, then you discern its direction but not its exact location. 
  For purposes of this spell, the categories of condition are as follows: 
   
   Normal: Has at least 75% of full normal hit points, free of disease. 
   Fair:  25% to 75% of full normal hit points remaining. 
   Poor: Less than 25% of full normal hit points remaining, afflicted 
  with a disease, or suffering from a debilitating injury. 
   Weak: 0 or fewer hit points remaining, afflicted with a disease in 
  the terminal stage, or crippled. 
  If a creature falls into more than one category, the spell indicates the 
  weaker of the two.  Each round you can turn to detect a kind of 
  animal or plant in a new area. The spell can penetrate barriers, but 1’ 
  of stone, an inch of common metal, a thin sheet of lead or 3’ of wood 
  or dirt blocks it. 
   
  Detect Evil (reversible) 
  Divination 
  Level: Cleric 1, Bard 1, Druid 1, Magic-User 1, Illusionist 1 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Area: 60’ cone 
  Duration: Concentration, up to 1 minute/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  You can sense the presence of evil. The amount of information 
  revealed depends on how long you study a particular area or subject. 
   
   1st Round: Presence or absence of evil. 
   2nd Round: Number of evil auras (creatures, objects, or spells) in 
  the area and the power of the most potent evil aura present.  If 
  any aura detected in the area is overwhelming (see aura power 
  below) you are stunned for 1 round and the spell ends. 
   3rd Round: The power and location of each aura. If an aura is 
  outside your line of sight, then you discern its direction but not its 
  exact location. 
  Aura Power: An evil aura’s power depends on the type of evil 
  creature or object that you’re detecting and its HD, caster level, or (in 
  the case of a cleric) class level; see the accompanying table. If an 
  aura falls into more than one strength category, the spell indicates the 
  stronger of the two.   
  Animals, traps, poisons and other potential perils are not evil.  As such 
  this spell does not detect them.  Each round, you can turn to detect 
  evil in a new area. The spell can penetrate barriers, but 1’ of stone, an 
  inch of common metal, a thin sheet of lead or 3’ of wood or dirt 
  blocks it. 
   
   
  aura power  
  creature or object 
  faint 
  moderate 
  strong 
  over-
  whelming 
  creature (hit dice): 
  excluding those below 
   ¼ - 3 
  4 - 8 
  9 -15 
  16+ 
  extraplanar creature 
  (hit dice) 
  ¼ - 1 
  2 - 4 
  5 - 8 
  9+ 
  cleric, paladin or undead 
  (hit dice) 
  ¼ - 2 
  3 - 6 
  7 - 12 
  13+ 
  magic item or spell  
  (caster level) 
  1 - 4 
  5 - 8 
  9 - 16 
  17+ 
   
  The reverse of this spell, detect good, functions just as detect evil, 
  except that is detects the auras of good creatures, clerics or paladins 
  of good deities, good spells, and good magic items.  Healing potions, 
  antidotes, and similar beneficial items are not good. 
  Divine Material Component: The cleric’s holy symbol. 
   
  Detect Invisibility 
  Divination 
  Level: Magic-User 2, Illusionist 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Area: Special (see text) 
  Duration: 1 turn/caster level (dismissible) 
  You can see any objects or beings that are invisible within your range 
  of vision, as well as any that are ethereal, as if they were normally 
  visible. Such creatures are visible to you as translucent shapes, 
  allowing you easily to discern the difference between visible, invisible 
  and ethereal creatures. 
  The spell 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 
  otherwise hard to see. 
  Detect invisibility can be made permanent with a permanency spell. 
  Material Component: A pinch of talc and a small sprinkling of 
  powdered silver. 
   
  Detect Lie (reversible) 
  Divination 
  Level: Cleric 4, Bard 3, Illusionist 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Area: 60’ cone (does not apply to the reverse of the spell) 
  Duration: Concentration, up to 1 minute/caster level; see text 
  Saving Throw: Wisdom negates 
  Magic Resistance: No 
  Each round you concentrate on one subject within range. You know if 
  the subject deliberately and knowingly speaks a lie by discerning 
  disturbances in its aura caused by lying. The spell does not reveal the 
  truth, uncover unintentional inaccuracies or necessarily reveal 
  evasions.  Each round you may concentrate on a different subject. 
  The reverse of this spell, undetectable lie, makes bald-face untruths 
  seem reasonable, or simply counters the detect lie spell. Characters 
  attempting to deceive others with the aid of this spell add +10 to their 
  bluff check when doing so.  Undetectable lie does not require 
  concentration on the caster’s behalf and lasts for 1 minute/caster 
  level of the caster. 
  The material component of this spell is brass dust.   
   
  Detect Life 
  Divination 
  Level: Cleric 1 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Area: 60’ cone 
  Duration: Concentration, up to 1 minute/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  Each round you can concentrate on one creature, object or area 
  within the range of this spell in order to determine whether it is alive.  
  The magic will detect life in the recipient of a feign death spell or 
  someone in a coma, deathlike trance or state of suspended 
  animation. If cast upon the body of a creature that is engaged in 
  
  Player’s Handbook 88 
   
   
  astral travel, it will reveal that the creature is alive. The spell works on 
  plants and plant creatures as well as animals.    
  The spell can penetrate barriers, but 1’ of stone, an inch of common 
  metal, a thin sheet of lead or 3’ of wood or dirt blocks it. 
   
  Detect Magic 
  Divination 
  Level: Cleric 0, Bard 0, Druid 0, Magic-User 0, Illusionist 0 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Area: 60’ cone 
  Duration: Concentration, up to 1 minute/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  You detect magical auras. The amount of information revealed 
  depends on how long you study a particular area or subject. 
   1st Round: Presence or absence of magical auras. 
   2nd Round: Number of different magical auras and the power of 
  the most potent aura. If any aura detected in the area is 
  overwhelming (see aura power below) you are stunned for 1 
  round and the spell ends. 
   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 
  knowledge: arcana skill checks to determine the school of magic 
  involved in each. (Make one check per aura with a check 
  penalty equal to the caster level for that spell or, for spell-like 
  powers, the hit dice of the creature.) 
  Magical areas, multiple types of magic or strong local magical 
  emanations may distort or conceal weaker auras.   
   
  aura power 
  spell or object 
  faint 
  moderate 
  strong 
  overwhelming 
  functioning spell  
  (spell level)  
  0 - 2 
  3 - 4  
  5 - 8 
  9+ (deific) 
  magic item  
  (caster level) 
  1 - 4 
  5 - 8 
  9 - 16 
  17 - 20+ 
  (artifact) 
   
  Aura Power: An aura’s power depends on a spell’s functioning spell 
  level or an item’s caster level. If an aura falls into more than one 
  category, detect magic indicates the stronger of the two.   
   
  Extraplanar creatures and elementals are not magical in themselves, 
  but if they are summoned, the conjuration spell registers.  Magical 
  traps are often concealed through Nystul’s Magic Aura so that they 
  cannot be detected through use of detect magic. 
  Each round you can turn to detect magic in a new area. The spell 
  can penetrate barriers, but 1’ of stone, an inch of common metal, a 
  thin sheet of lead or 3’ of wood or dirt blocks it. 
  Detect magic can be made permanent with a permanency spell. 
   
  Detect Poison 
  Divination 
  Level: Cleric 0, Druid 0, Magic-User 0 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Area: 60’ cone 
  Duration: Concentration, up to 1 minute/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  Each round you can concentrate on one creature, object or area 
  within the range of this spell in order to determine whether it has been 
  poisoned or is poisonous. You can determine the exact type of poison 
  with a profession (alchemist) skill check or a poisons class ability 
  check.  
  The spell can penetrate barriers, but 1’ of stone, an inch of common 
  metal, a thin sheet of lead or 3’ of wood or dirt blocks it. 
   
  Detect Scrying 
  Divination 
  Level: Bard 4, Magic-User 4, Illusionist 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Area: 40’ radius circle centered on you 
  Duration: 24 hours 
  Saving Throw: None 
  Magic Resistance: No 
  You immediately become aware of any attempt to observe you by 
  means of a scrying spell or effect. The spell’s area radiates from you 
  and moves as you move. You know the location of every magical 
  sensor within the spell’s area. 
  If the scrying attempt originates within the area you also know its 
  location; otherwise you and the scrier immediately must make 
  opposed caster level checks (1d20 + caster level). If you at least 
  match the scrier’s result you get a visual image of the scrier and an 
  accurate sense of his direction and distance from you. 
  Arcane Material Component: A small piece of mirror and a miniature 
  brass hearing trumpet.  These are not expended by the spell’s casting. 
   
  Detect Secret Doors 
  Divination 
  Level: Illusionist 1 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Area: 60’ cone 
  Duration: Concentration, up to 1 minute/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  You can detect secret doors, compartments, caches and so forth. 
  Only passages, doors or openings that have been specifically 
  constructed to escape detection are detected by this spell. The 
  amount of information revealed depends on how long you study a 
  particular area or subject. 
   
   1st Round: Presence or absence of secret doors. 
   2nd Round: Number of secret doors and the location of each. If a 
  secret door is outside your line of sight, then you discern its 
  direction but not its exact location. 
  Each round, you can turn to detect secret doors in a new area. The 
  spell can penetrate barriers, but 1’ of stone, an inch of common 
  metal, a thin sheet of lead or 3’ of wood or dirt blocks it. 
   
  Detect Snares and Pits 
  Divination 
  Level: Druid 1 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Area: 60’ cone 
  Duration: Concentration, up to 1 turn/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  You can detect simple pits, deadfalls and snares, as well as 
  mechanical traps constructed of natural materials. The spell does not 
  detect complex traps, including trapdoor traps. 
  The detect snares and pits spell detects certain natural hazards -
  quicksand (a snare), a sinkhole (a pit) or unsafe walls of natural rock 
  (a deadfall). However it does not reveal other potentially dangerous 
  conditions. The spell does not detect magic traps (except those that 
  operate by pit, deadfall or snaring; see the spell snare), nor 
  mechanically complex ones, nor those that have been rendered safe 
  or inactive. 
  The amount of information revealed depends on how long you study 
  a particular area. 
   
   1st Round: Presence or absence of hazards. 
   2nd Round: Number of hazards and the location of each. If a 
  hazard is outside your line of sight, then you discern its direction 
  but not its exact location. 
  Each round you can turn to detect snares and pits in a new area. The 
  spell can penetrate barriers, but 1’ of stone, an inch of common 
  metal, a thin sheet of lead or 3’ of wood or dirt blocks it. 
   
  Detect Undead 
  Divination 
  Level: Cleric 1 
  Components: V, S, M 
  Casting Time: 1 round 
  
  Player’s Handbook 89 
   
  Range: Personal 
  Area: 60’ cone 
  Duration: Concentration, up to 1 minute/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  You can detect the aura that surrounds undead creatures. The 
  amount of information revealed depends on how long you study a 
  particular area. 
   
   1st Round: Presence or absence of undead auras. 
   2nd Round: Number of undead auras in the area and the strength 
  of the strongest undead aura present. If any aura detected in 
  the area is overwhelming (see aura power below) you are 
  stunned for 1 round and the spell ends. 
   3rd Round: The strength and location of each undead aura. If an 
  aura is outside your line of sight, then you discern its direction but 
  not its exact location. 
  Aura Power: The strength of an undead aura is determined by the HD 
  of the undead creature, as given on the following table.   
   
  hit dice 
  aura power 
  ¼ - 2 
  faint 
  3 - 6 
  moderate 
  7 - 12 
  strong 
  13+ 
  overwhelming 
   
  Each round, you can turn to detect undead in a new area. The spell 
  can penetrate barriers, but 1’ of stone, an inch of common metal, a 
  thin sheet of lead or 3’ of wood or dirt blocks it. 
  Material Component: A bit of earth from a grave. 
   
  Dimensional Anchor 
  Abjuration 
  Level: Cleric 4, Magic-User 4 
  Components: V, S 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Target: One creature 
  Duration: 1 minute/caster level 
  Saving Throw: Dexterity negates 
  Magic Resistance: Yes  
  A green ray springs from your outstretched hand and strikes your 
  target, unless it makes a successful dexterity save. Any creature or 
  object struck by the ray is covered with a shimmering emerald field 
  that completely blocks extra-dimensional travel. Forms of movement 
  barred by a dimensional anchor include astral spell, blink, dimension 
  door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow 
  walk, teleport and similar spell-like or psionic abilities. The spell also 
  prevents the use of a gate for the duration of the spell. 
  A dimensional anchor does not interfere with the movement of 
  creatures already in ethereal or astral form when the spell is cast, nor 
  does it block extra-dimensional perception or attack forms. Also 
  dimensional anchor does not prevent summoned creatures from 
  disappearing at the end of a summoning spell. 
   
  Dimensional Lock 
  Abjuration 
  Level: Cleric 8, Magic-User 8 
  Components: V, S 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Area: 20’ radius sphere centered on a point in space 
  Duration: 24 hours/caster level 
  Saving Throw: None 
  Magic Resistance: Yes 
  You create a shimmering emerald barrier that completely blocks 
  extra-dimensional travel. Forms of movement barred include astral 
  spell, blink, dimension door, ethereal jaunt, etherealness, gate, maze, 
  plane shift, shadow walk, teleport and similar spell-like or psionic 
  abilities. Once dimensional lock is in place, extra-dimensional travel 
  into or out of the area is not possible. 
  A dimensional lock does not interfere with the movement of creatures 
  already in ethereal or astral form when the spell is cast, nor does it 
  block extra-dimensional perception or attack forms. Also the spell 
  does not prevent summoned creatures from disappearing at the end 
  of a summoning spell. 
   
   
  Dimension Door 
  Conjuration/Summoning  
  Level: Bard 4, Druid 4, Magic-User 4, Illusionist 4 
  Components: V 
  Casting Time: 1 round 
  Range: Touch 
  Target: You and one willing creature/3 caster levels 
  Duration: Instantaneous 
  Saving Throw: None 
  Magic Resistance: Yes 
  You instantly transfer yourself from your current location to any other 
  spot within 400 feet. You always arrive at exactly the spot desired -
  whether by simply visualizing the area or by stating direction. After 
  using this spell, you can’t take any other actions until your next turn.  
  You can bring along objects as long as their weight doesn’t exceed 
  your maximum load. You may also bring one additional, willing 
  creature (carrying no more than its maximum load) per three caster 
  levels. All creatures to be transported must be in contact with one 
  another, and at least one of those creatures must be in contact with 
  you. 
  If you arrive in a place that is already occupied by a solid body, you 
  and each creature traveling with you take 1d6 points of damage and 
  are shunted to a random open space on a suitable surface within 100 
  feet of the intended location. 
  If there is no free space within 100’ you and each creature traveling 
  with you take an additional 2d6 points of damage and are shunted to 
  a free space within 1,000’. If there is no free space within 1,000’ you 
  and each creature traveling with you take an additional 4d6 points of 
  damage and the spell simply fails. 
   
  Discern Location 
  Divination 
  Level: Cleric 8, Magic-User 8 
  Components: V, S, M 
  Casting Time: 1 turn 
  Range: Personal 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: None 
  Magic Resistance: No 
  A discern location spell is among the most powerful means of locating 
  creatures or objects. Nothing short of a mind blank spell or the direct 
  intervention of a deity keeps you from learning the exact location of a 
  single individual or object. Discern location circumvents normal means 
  of protection from scrying or location. The spell reveals the name of 
  the creature or object’s location (place, name, business name, 
  building name or the like), community, county (or similar political 
  division), country, continent and the plane of existence where the 
  target lies. 
  To find a creature with the spell you must have seen the creature or 
  have some item that once belonged to it. To find an object you must 
  have touched it at least once. 
  Divine Material Component: The cleric’s holy symbol. 
   
  Disintegrate 
  Alteration 
  Level: Magic-User 6 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Dexterity partial 
  Magic Resistance: Yes 
  A thin, green ray springs from your pointing finger. Any creature struck 
  by the ray takes 24d6 points of damage. Any creature reduced to 0 or 
  fewer hit points by this spell is entirely disintegrated, leaving behind 
  only a trace of fine dust.   
  A creature or object that makes a successful dexterity save is partially 
  affected, taking only 6d6 points of damage. If this damage reduces 
  the creature or object to 0 or fewer hit points, it is entirely 
  disintegrated. 
  A disintegrated creature’s equipment must also save versus 
  disintegration (see Item Saving Throws on page 52) or be destroyed if 
  that target failed his saving throw with a roll of “1”. When used against 
  an object, the ray simply disintegrates up to 30 cubic feet of non-living 
  matter. Thus, the spell disintegrates only part of any very large object 
  
  Player’s Handbook 90 
   
   
  or structure targeted. The ray affects even objects constructed 
  entirely of force, such as Bigby’s forceful hand or a wall of force, but 
  not magical effects such as a globe of invulnerability or an antimagic 
  shell. 
  Material Component: A lodestone, which is not expended by the 
  spell’s casting, and a pinch of dust. 
   
   
   
  Dismissal 
  Abjuration 
  Level: Cleric 4, Magic-User 5 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One extraplanar creature 
  Duration: Instantaneous 
  Saving Throw: Wisdom (intelligence for arcane version) negates 
  Magic Resistance: Yes 
  This spell forces an extraplanar creature back to its proper plane if it 
  fails its save.  If the spell is successful the creature is instantly whisked 
  away, but there is a 20% chance of actually sending the subject to a 
  plane other than its own. 
  Divine Material Component: The cleric’s holy symbol. 
   
  Dispel Evil (reversible) 
  Abjuration  
  Level: Cleric 5 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target or Targets: See text 
  Duration: 1 round/caster level or until discharged, whichever comes 
  first 
  Saving Throw: See text 
  Magic Resistance: See text 
  Shimmering, white, holy energy surrounds you. This power has three 
  effects.   
   
   First, you gain a +4 bonus to AC against attacks by evil creatures.  
  This bonus may not be combined with that given by spells or 
  items of protection (i.e. protection from evil or ring of protection).   
   Second, on making a successful melee attack against an evil 
  creature from another plane, you can choose to drive that 
  creature back to its home plane. The creature can negate the 
  effects with a successful wisdom save (magic resistance applies). 
  This use discharges and ends the spell. 
   Third, with a touch you can automatically dispel any one 
  enchantment/charm spell cast by an evil creature. Spells that 
  can’t be dispelled by dispel magic also can’t be dispelled by 
  dispel evil. Saving throws and magic resistance do not apply to 
  this effect. This use discharges and ends the spell. 
  The reverse of this spell, dispel good, functions as dispel evil except 
  that it affects good creatures and spells rather than evil ones.  This use 
  of the spell surrounds the caster with dark, wavering, unholy energy.  
   
  Dispel Magic 
  Abjuration 
  Level: Cleric 3, Bard 3, Druid 4, Magic-User 3, Illusionist 3 
  Components: V, S 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Target or Area: One spellcaster, creature, or object 
  Duration: Instantaneous 
  Saving Throw: None 
  Magic 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, or to counter another caster’s spell. A dispelled spell 
  ends as if its duration had expired. Some spells, as detailed in their 
  descriptions, can’t be defeated by dispel magic. Dispel magic can 
  dispel (but not counter) spell-like effects just as it does spells.  The 
  effect of a spell with an instantaneous duration can’t be dispelled 
  because the magical effect is already over before the dispel magic 
  can take effect.  
  You choose to use dispel magic in one of two ways: a targeted dispel 
  or a counterspell: 
   
   Targeted Dispel: One object, creature or spell is the target of the 
  dispel magic spell. You make a caster level check (1d20 + caster 
  level) against each ongoing spell currently in effect on the 
  object or creature. This roll is opposed by a caster level check 
  (1d20 + caster level) for each targeted spell. If your check result is 
  greater than or equal to that of the targeted spell, it is dispelled.  
  If not, the spell remains in effect.   
  If you target a magic item you make a caster level check 
  opposed by the item creator’s caster level check.  If unknown 
  assume the item’s creator is level 10, for charged items, or 15, for 
  permanent items. If your check result equals or exceeds the 
  item’s then all of the item’s magical properties are suppressed for 
  1 minute (6 rounds), after which the item recovers on its own. A 
  suppressed item becomes non-magical for the duration of the 
  effect. An inter-dimensional interface (such as a bag of holding) 
  is temporarily closed. A magic item’s physical properties are 
  unchanged: a suppressed magic sword is still a sword. Artifacts 
  and deities are unaffected by mortal magic such as this.  You 
  automatically win a caster level check against any spell that you 
  have cast yourself. 
   
   Counterspell: When using dispel magic to counterspell, you may 
  hold your initiative in order to attempt to disrupt another caster’s 
  spell. When counterspelling, you make a caster level check 
  opposed by that of the targeted spellcaster.  If your caster level 
  check result is greater than or equal to that of the targeted 
  caster, his spell is dispelled.  If not, his spell is successfully cast. 
   
  Divination 
  Divination 
  Level: Cleric 4 
  Components: V, S, M 
  Casting Time: 1 turn 
  Range: Personal 
  Target: You 
  Duration: Instantaneous  
  Similar to augury but more powerful, a divination spell can provide 
  you with a useful piece of advice in reply to a question concerning a 
  specific goal, event or activity that is to occur within one week. The 
  advice can be as simple as a short phrase or it might take the form of 
  a cryptic rhyme or omen. If your party doesn’t act on the information, 
  the conditions may change so that the information is no longer useful. 
  The base chance for a correct divination is 70% + 1% per caster level, 
  
  Player’s Handbook 91 
   
  to a maximum of 90%. If the die roll fails, you know the spell failed, 
  unless specific magic yielding false information is at work. 
  As with augury, multiple divinations about the same topic by the same 
  caster use the same die result as the first divination spell and yield the 
  same answer each time. 
  Material Component: Incense and a sacrificial offering appropriate to 
  your religion, together worth at least 25 gp.  They are consumed by 
  the spell’s casting. 
   
  Dominate Animal 
  Enchantment/Charm   
  Level: Druid 3 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One animal 
  Duration: 1 round/caster level 
  Saving Throw: Charisma negates 
  Magic Resistance: Yes 
  You can enchant an animal and direct it with simple commands such 
  as “attack,” “run,” and “fetch.” Suicidal or self-destructive commands 
  (including an order to attack a creature larger than the dominated 
  animal) are simply ignored. 
  Dominate animal establishes a mental link between you and the 
  subject creature. The animal can be directed by silent mental 
  command as long as it remains in range. You need not see the 
  creature to control it. You do not receive direct sensory input from the 
  creature but know what it is experiencing. Because you are directing 
  the animal with your own intelligence it may be able to undertake 
  actions normally beyond its own comprehension.  
  You need not concentrate exclusively on controlling the creature 
  unless you are trying to direct it to do something it normally couldn’t 
  do. Changing your instructions or giving a dominated creature a new 
  command takes 1 round of concentration. 
  By concentrating fully on the spell, you can receive full sensory input 
  as interpreted by the mind of the subject, though it can’t 
  communicate with you.  
   
  Dominate Monster 
  Enchantment/Charm   
  Level: Magic-User 9, Illusionist 9 
  Target: One creature 
  This spell functions like dominate person, except that the spell is not 
  restricted by creature type. 
   
  Dominate Person 
  Enchantment/Charm   
  Level: Bard 4, Magic-User 5, Illusionist 5 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One humanoid creature 
  Duration: One day/caster level 
  Saving Throw: Charisma negates 
  Magic Resistance: Yes 
  You can control the actions of any humanoid creature through a 
  telepathic link that you establish with the subject’s mind. 
  If you and the subject have a common language, you can generally 
  force the subject to perform as you desire, within the limits of its 
  abilities. If no common language exists, you can communicate only 
  basic commands, such as “come here,” “go there,” “fight,” and 
  “stand still.” You know what the subject is experiencing but you do not 
  receive direct sensory input from it, nor can it communicate with you 
  telepathically. 
  Once you have given a dominated creature a command, it 
  continues to attempt to carry out that command to the exclusion of 
  all other activities except those necessary for day-to-day survival 
  (such as sleeping, eating and so forth). Because of this limited range 
  of activity, a sense motive check can determine that the subject’s 
  behavior is being influenced by an enchantment effect. 
  Changing your instructions or giving a dominated creature a new 
  command takes 1 round of concentration. 
  By concentrating fully on the spell, you can receive full sensory input 
  as interpreted by the mind of the subject, though it still can’t 
  communicate with you.  
  Subjects resist this control, and any subject forced to take actions 
  against its nature receives a new saving throw with a +2 bonus. 
  Obviously self-destructive orders are not carried out. Once control is 
  established the range at which it can be exercised is unlimited, as 
  long as you and the subject are on the same plane. You need not see 
  the subject to control it. 
  If you don’t spend at least 1 round concentrating on the spell each 
  day, the subject receives a new saving throw to throw off the 
  domination. 
  Protection from evil or a similar spell can prevent you from exercising 
  control or using the telepathic link while the subject is so warded, but 
  such an effect neither prevents the establishment of domination nor 
  dispels it. 
   
  Drawmij’s Instant Summons 
  Conjuration/Summoning  
  Level: Magic-User 7, Illusionist 7 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: See text 
  Target: One object weighing 10 lbs or less, with a longest dimension of 
  6’ or less 
  Duration: Permanent until discharged 
  Saving Throw: None 
  Magic Resistance: No 
  You call some non-living item from virtually any location directly to 
  your hand.   
  First, you must place your wizard mark on the item. Then you cast this 
  spell, which magically and invisibly inscribes the name of the item on 
  a sapphire worth at least 1,000 gp. Thereafter, you can summon the 
  item by speaking a special word (set by you when the spell is cast) 
  and crushing the gem. The item appears instantly in your hand. Only 
  you can use the gem in this way.  The inscription on the gem is 
  invisible. It is also unreadable, except by means of a read magic spell, 
  to anyone but you. 
  If the item is in the possession of another creature the spell does not 
  work, but you know who the possessor is and roughly where that 
  creature is located when the summons occurs.  The item can be 
  summoned from another plane, but only if no other creature has 
  claimed ownership of it. 
  Material Component: A sapphire worth at least 1,000 gp, which must 
  be crushed when the item is summoned. 
   
  Dream 
  Illusion/Phantasm 
  Level: Bard 5, Illusionist 5 
  Components: V, S 
  Casting Time: 1 minute 
  Range: Touch 
  Target: One creature 
  Duration: See text 
  Saving Throw: None 
  Magic Resistance: Yes 
  You, or a messenger touched by you, sends a phantasmal message 
  to others in the form of a dream. At the beginning of the spell you 
  must name the recipient or identify him by some title that leaves no 
  doubt as to identity. The messenger then enters a trance, appears in 
  the intended recipient’s dream and delivers the message. The 
  message can be of any length and the recipient remembers it 
  perfectly upon waking. The communication is one-way. The recipient 
  cannot ask questions or offer information, nor can the messenger gain 
  any information by observing the dreams of the recipient. 
  Once the message is delivered, the messenger’s mind returns instantly 
  to its body. The duration of the spell is the time required for the 
  messenger to enter the recipient’s dream and deliver the message. 
  If the recipient is awake when the spell begins, the messenger can 
  choose to wake up (ending the spell) or remain in the trance. The 
  messenger can remain in the trance until the recipient goes to sleep, 
  then enter the recipient’s dream and deliver the message as normal. 
  The messenger is unaware of its own surroundings or of the activities 
  around it while in the trance. It is defenseless both physically and 
  mentally (it always fails any saving throw) while in the trance.  A 
  messenger that is disturbed during the trance awakens, ending the 
  spell. 
  Creatures who don’t sleep cannot be contacted by this spell. 
   
   
   
   
   
  
  Player’s Handbook 92 
   
   
  Earthquake 
  Evocation  
  Level: Cleric 8, Druid 8 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 400’ (Long) 
  Area: 80’ radius circle 
  Duration: 1 round 
  Saving Throw: See text 
  Magic Resistance: No 
  When you cast earthquake, an intense but highly localized tremor rips 
  the ground. The shock knocks creatures down, collapses structures, 
  opens cracks in the ground, and more. The effect lasts for 1 round, 
  during which time creatures on the ground can’t move or attack. A 
  spellcaster on the ground must make a concentration check (the 
  penalty is equal to the caster level of the cleric or druid who cast 
  earthquake) or lose any spell he tries to cast. The earthquake affects 
  all terrain, vegetation, structures, and creatures in the area. The 
  specific effect of an earthquake spell depends on the nature of the 
  terrain where it is cast. 
   
   Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 
  points of damage to any creature caught under the cave-in 
  (dexterity save for half) and pinning that creature beneath the 
  rubble (see below). An earthquake cast on the roof of a very 
  large cavern could also endanger those outside the actual area 
  but below the falling debris.   
   Cliffs: Earthquake causes a cliff to crumble, creating a landslide 
  that travels horizontally as far as it fell vertically. Any creature in 
  the path takes 8d6 points of bludgeoning damage (dexterity 
  save for half) and is pinned beneath the rubble (see below). 
   Open Ground: Each creature standing in the area must make a 
  dexterity save or fall down. Fissures open in the earth, and every 
  creature on the ground has a 25% chance to fall into one (unless 
  they make a dexterity save with a -5 penalty). At the end of the 
  spell, all fissures grind shut, killing any creatures still trapped within. 
   Structure: Any structure standing on open ground takes 100 
  points of damage, enough to collapse a typical wooden or 
  masonry building, but not a structure built of stone or reinforced 
  masonry. Any creature caught inside a collapsing structure takes 
  8d6 points of damage (dexterity save for half) and is pinned 
  beneath the rubble (see below). 
   River, Lake, or Marsh: Fissures open underneath the water, 
  draining away the water from that area and forming muddy 
  ground. Soggy marsh or swampland becomes quicksand for the 
  duration of the spell, sucking down creatures and structures. 
  Each creature in the area must make a dexterity save or sink 
  down in the mud and quicksand. At the end of the spell, the rest 
  of the body of water rushes in to replace the drained water, 
  possibly drowning those caught in the mud. 
   Pinned beneath Rubble: Any creature pinned beneath rubble 
  takes 1d6 points of non-lethal damage per minute while pinned. 
  If a pinned character falls unconscious, he must make a 
  constitution save or take 1d6 points of lethal damage each 
  minute thereafter until freed or dead. 
  Items held by one of the spell’s targets must save versus crushing (see 
  Item Saving Throws on page 52) if that target failed his saving throw 
  against a damaging effect of an earthquake spell with a roll of “1”.  
  Those falling into open ground and perishing lose all items (their items 
  get no saving throws). 
   
  Elemental Swarm 
  Conjuration/Summoning 
  Level: Druid 9 
  Components: V, S 
  Casting Time: 1 turn 
  Range: 100’ (Medium) 
  Effect: Multiple summoned creatures, no two of which can be more 
  than 30’ apart 
  Duration: 1 turn/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  This spell opens a portal to an Elemental Plane and summons 
  elementals from it.  When the spell is complete, six 8 HD elementals 
  appear. One turn later, three 12 HD elementals appear. In the turn 
  after that, one 16 HD elemental appears. Each elemental has 
  maximum hit points per HD. Once these creatures appear, they serve 
  you for the duration of the spell. 
  The elementals obey you explicitly and never attack you, even if 
  someone else manages to gain control over them. You do not need 
  to concentrate to maintain control over the elementals. You can 
  dismiss them singly or in groups at any time. 
   
  Enchanted Weapon 
  Alteration 
  Level: Cleric 1, Magic-User 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One weapon 
  Duration: 1 minute/caster level 
  Saving Throw: None 
  Magic Resistance: No 
  Enchanted weapon gives a weapon a +1 bonus on attack and 
  damage rolls.  You can’t cast this spell on a natural weapon, such as 
  an unarmed strike (instead, see magic fang).  
   
  Endure Elements 
  Abjuration 
  Level: Cleric 1, Druid 1 
  Components: V, S 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 24 hours 
  Saving Throw: Wisdom negates  
  Magic Resistance: Yes  
  A creature protected by endure elements suffers no harm from being 
  in a hot or cold environment. It can exist comfortably in conditions 
  between –50 and 140 degrees Fahrenheit without taking nonlethal 
  damage (see Environmental Hazards on page 59 for more). The 
  creature’s equipment is likewise protected. 
  Endure elements doesn’t provide any protection from fire or cold 
  damage, nor does it protect against other environmental hazards 
  such as smoke, lack of air and so forth. 
   
  Energy Drain 
  Necromantic 
  Level: Cleric 9, Magic-User 9 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One living or undead creature 
  Duration: 1 minute/caster level (dismissible) 
  Saving Throw: Constitution negates or partial; (see text) 
  Magic Resistance: Yes 
  The creature touched by the caster of this spell struck loses 4 levels of 
  experience.  There is no saving throw to avoid this level drain, but 24 
  hours later, the subject must make a constitution saving throw for 
  each level lost. If the save succeeds, that lost level is regained. If it fails 
  one of the subject’s character levels is permanently drained.  A 
  creature slain by this spell rises the next night as a juju zombie. 
  An undead creature affected by this spell gains 20 temporary hit 
  points for 1 hour. 
   
  Enlarge Animal (reversible) 
  Alteration 
  Level: Druid 2 
  Components: V, S 
  Casting Time: 1 round 
  Range: Touch 
  Target: One animal 
  Duration: 1 hour/caster level (dismissible) 
  Saving Throw: Wisdom negates 
  Magic Resistance: Yes 
  This spell functions like enlarge person, except that it affects an 
  animal.  Increase the damage dealt by the animal’s natural attacks 
  by one die type (for example, from a d4 to a d6). 
  
  Player’s Handbook 93 
   
  The reverse of this spell, reduce animal, functions like reduce person, 
  except that it affects an animal. Reduce the damage dealt by the 
  animal’s natural attacks by one die type (for example, from a d6 to a 
  d4).  
  Only natural animals, including giant forms, can be affected by either 
  version of this spell. 
   
  Enlarge Person (reversible) 
  Alteration 
  Level: Magic-User 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One humanoid creature 
  Duration: 1 minute/caster level (dismissible) 
  Saving Throw: Intelligence negates 
  Magic Resistance: Yes 
  This spell causes the instant growth of a Small or Medium demihuman or 
  humanoid creature, doubling its height and multiplying its weight by 8. 
  This increase changes the creature’s size category to the next larger 
  one. The target gains a +1 bonus to strength checks and damage rolls, 
  a –1 penalty to all dexterity checks, and a -1 penalty to initiative rolls.  
  This spell does not change the target’s movement rate. 
  If insufficient room is available for the desired growth, the spell fails.  All 
  equipment worn or carried by a creature is similarly enlarged by the 
  spell. Melee weapons affected by this spell deal more damage, their 
  damage die improves by 1 type (for example, from a d4 to a d6 or from 
  2d6 to 2d8). Projectile or missile weapons are not affected because, 
  upon leaving the spell recipient’s possession, they revert to their normal 
  size.  Other magical properties are not affected by this spell. Magical 
  properties of enlarged items are not increased by this spell.  Multiple 
  magical effects that increase size may not be combined. 
  The reverse of this spell, reduce person, causes instant diminution of a 
  humanoid creature, halving its height, length, and width and dividing its 
  weight by 8. This decrease changes the creature’s size category to the 
  next smaller one. The target gains a +1 bonus to dexterity checks and 
  initiative rolls, and a –1 penalty to strength checks and damage rolls.  
  This spell doesn’t change the target’s movement rate.  All equipment 
  worn or carried by a creature is reduced by the spell. 
  Melee weapons affected by this spell deal less damage, their damage 
  die decreases by 1 type (for example, from a d6 to a d4 or from 2d8 to 
  2d6). Other magical properties are not affected by this spell.  Multiple 
  magical effects that reduce size do not stack. 
  Reduce person counters and dispels enlarge person and vice versa. 
  Enlarge or reduce person can be made permanent with a permanency 
  spell. 
  Material Component: A pinch of powdered iron. 
   
  Entangle 
  Alteration 
  Level: Druid 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 400’ (Long) 
  Area: Plants in a 40’ radius circle 
  Duration: 1 minute/caster level (dismissible) 
  Saving Throw: Dexterity partial; see text 
  Magic Resistance: No 
  Grasses, weeds, bushes and even trees wrap, twist and entwine about 
  creatures in the area or those that enter the area, holding them fast 
  and causing them to become entangled.  
  Creatures who fail their initial dexterity save versus this spell are 
  entangled.  While entangled, a creature loses its dexterity and shield 
  bonus to armor class.  Entangled creatures can attempt to break free 
  by making an escape artist check with a –5 penalty.  This attempt, 
  whether it succeeds or fails, takes a full round. 
  A creature that succeeds on the initial saving throw or who later breaks 
  free is not entangled and can move 5’ per round through the area.  
  Each round, on the caster’s initiative, the plants once again attempt to 
  entangle all creatures that have avoided or escaped entanglement, 
  requiring all in the spell’s radius to roll another saving throw. 
  All creatures within the entangle spell’s radius are afforded cover. A 
  creature 5 feet away has 50% cover. Creatures up to 10 feet away have 
  75% cover while those further away have 100% cover and cannot be 
  attacked or targeted by sight by spellcasters. 
   
   
  Enthrall 
  Enchantment/Charm 
  Level: Cleric 2, Bard 2 
  Components: V, S 
  Casting Time: 2 rounds 
  Range: Personal 
  Targets: Any number of creatures within 100’ radius (see text) 
  Duration: 1 hour or less 
  Saving Throw: Wisdom negates; see text 
  Magic Resistance: Yes 
  If you have the attention of a group of creatures, you can use this spell 
  to hold them spellbound with your voice. To cast the spell, you must 
  speak or sing without interruption for 1 round. Thereafter, those within 
  range must make a saving throw or give you their undivided attention, 
  ignoring their surroundings. They are considered to have an attitude of 
  “goodwill” towards you while under the effect of the spell. Any 
  potentially affected creature of a race or religion unfriendly to yours 
  gets a +5 bonus on the saving throw. 
  A creature with 4 or more HD or with a wisdom score of 16 or higher 
  remains aware of its surroundings and has an attitude of “neutral”. It 
  gains a new saving throw if it witnesses actions that it opposes. 
  The effect lasts as long as you speak or sing, to a maximum of 1 hour. 
  Those enthralled by your words take no action while you speak or sing 
  and for 1d3 rounds thereafter while they discuss the topic or 
  performance. Those entering the area during the performance must 
  also successfully save or become enthralled. The speech ends (but the 
  1d3-round delay still applies) if you lose concentration or do anything 
  other than speak or sing. 
  If those not enthralled have an attitude of “Antipathy” or “Hatred” 
  toward you, they can collectively make a charisma common ability 
  check to try to end the spell by jeering and heckling. For this check, roll 
  for the creature with highest charisma check bonus of the group; who 
  gains a +1 bonus per 3 people who join him in heckling the caster. The 
  heckling ends the spell if this check result beats your charisma common 
  ability check result. Only one such challenge is allowed per use of the 
  spell. 
  If any member of the audience is attacked or subjected to some other 
  overtly hostile act, the spell ends and the previously enthralled members 
  become immediately unfriendly, greeting the caster with “Antipathy”. 
  Each creature with 4 or more HD or with a wisdom score of 16 or higher 
  feels “Hatred” towards the caster. 
   
  Erase 
  Alteration 
  Level: Bard 1, Magic-User 1, Illusionist 1 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One scroll or two pages of text 
  Duration: Instantaneous 
  Saving Throw: See text 
  Magic Resistance: No 
  Erase removes writings of either magical or mundane nature from a 
  scroll or from one or two pages of paper, parchment or similar surfaces. 
  With this spell you can remove explosive runes, a glyph of warding, a 
  sepia snake sigil or a wizard mark, but not an illusory script or symbol 
  spell. Non-magical writing is automatically erased if touched. 
  Magic writing must be touched to be erased and you also must 
  succeed on an opposed caster level check against the scriber’s caster 
  level check in order to erase and dispel it.  If you fail to erase explosive 
  runes, a glyph of warding or a sepia snake sigil, you accidentally 
  activate that writing instead. 
   
  ESP 
  Divination  
  Level: Bard 2, Magic-User 2, Illusionist 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Area: 60’ cone 
  Duration: Concentration, up to 1 minute/caster level (dismissible) 
  Saving Throw: Wisdom (intelligence for arcane version) partial; see text 
  Magic Resistance: No 
  You detect surface thoughts. The amount of information revealed 
  depends on how long you study a particular area or subject. 
   
  
  Player’s Handbook 94 
   
   
   1st Round: Presence or absence of thoughts (from conscious 
  creatures with intelligence scores of 1 or higher). 
   2nd Round: Number of thinking minds and the intelligence score of 
  each. If the highest intelligence is 20 or higher (and at least 5 points 
  higher than your own intelligence score), you are stunned for 1 
  round and the spell ends. This spell does not let you determine the 
  location of the thinking minds if you can’t see the creatures whose 
  thoughts you are detecting. 
   3rd Round: Surface thoughts of any mind in the area. A target’s 
  successful save prevents you from reading its thoughts, and you 
  must cast ESP again to have another chance. Creatures of animal 
  intelligence have simple, instinctual thoughts that you can pick up. 
  Each round, you can turn to ESP in a new area. The spell can penetrate 
  barriers, but 1’ of stone, an inch of common metal, a thin sheet of lead, 
  or 3’ of wood or dirt blocks it. 
  Material Component: A copper piece. 
   
  Ethereal Jaunt 
  Conjuration/Summoning 
  Level: Cleric 7, Magic-User 7, Illusionist 7 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 round/caster level (dismissible) 
  You, along with your equipment, become ethereal. For the duration 
  of the spell you are in a place called the Ethereal Plane which 
  overlaps the normal, physical, Material Plane. When the spell expires 
  you return to material existence. 
  An ethereal creature is invisible, insubstantial and capable of moving 
  in any direction, even up or down, albeit at half their normal 
  movement rate. As an insubstantial creature you can move through 
  solid objects, including living creatures. An ethereal creature can see 
  and hear on the Material Plane, but everything looks gray and 
  ephemeral. Sight and hearing onto the Material Plane are limited to 
  60 feet. 
  Force effects (such as magic missiles) and abjurations affect an 
  ethereal creature normally. Their effects extend onto the Ethereal 
  Plane from the Material Plane, but not vice versa. An ethereal 
  creature can’t attack material creatures and spells you cast while 
  ethereal affect only other ethereal things. Certain material creatures 
  or objects have attacks or effects that work on the Ethereal Plane.  
  Treat other ethereal creatures and ethereal objects as if they were 
  material.  
  If you end the spell and become material while inside a material 
  object (such as a solid wall) you are shunted off to the nearest open 
  space and take 1d6 points of damage per 5 feet that you travel. 
   
  Etherealness 
  Conjuration/Summoning 
  Level: Cleric 9, Magic-User 9, Illusionist 9 
  Range: Touch 
  Targets: You and one willing creature/3 caster levels 
  Duration: 1 minute/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: Yes 
  This spell functions like ethereal jaunt except that you and other willing 
  creatures joined by linked hands (along with their equipment) 
  become ethereal. Besides yourself you can bring one creature per 
  three caster levels to the Ethereal Plane. Once ethereal the subjects 
  need not stay together.  When the spell expires all affected creatures 
  on the Ethereal Plane return to material existence. 
   
  Evard’s Black Tentacles 
  Conjuration/Summoning  
  Level: Magic-User 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Area: 20’ radius circle 
  Duration: 1 round/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  This spell conjures a field of rubbery black tentacles, each 10 feet 
  long. These waving members seem to spring forth from the earth, floor, 
  or whatever surface is underfoot - including water. They grapple 
  creatures that enter the area (see page 58 for more information on 
  grappling), holding them fast and crushing them with great strength. 
  Every creature within the area of the spell must make a strength 
  common ability check, opposed by that of the tentacles. Treat the 
  tentacles as a Large creature with hit dice equal to the spell’s caster 
  level.  The tentacles are immune to all types of damage. 
  Once the tentacles grapple an opponent, they may make an 
  opposed strength check each round on your turn to deal 2d4 points 
  of crushing damage. The tentacles continue to crush the opponent 
  until the spell ends or the opponent escapes. 
  Any creature that enters the area of the spell is immediately attacked 
  by the tentacles. Even creatures who aren’t grappled by the 
  tentacles may move only 5’ per round through the area. 
  Material Component: A piece of tentacle from a giant octopus or a 
  giant squid. 
   
  Exorcise  
  Abjuration 
  Level:  Cleric 4 
  Components:  V, S, M 
  Casting Time:  1 minute 
  Range:  Touch  
  Target:  One creature or object 
  Duration:  Instantaneous  
  Saving Throw: See text 
  Magic Resistance:  No 
  The spell of exorcism will negate possession of a creature or an object 
  by any outside or supernatural force. This includes control of a 
  creature by some force in an object, possession by magic jar spell, 
  demonic possession, cursed item, and even charm spells and abilities.   
  For each such effect you make a caster level check (1d20 + caster 
  level) with a penalty equal to the spellcaster’s caster level (or hit dice, 
  for creatures with spell-like powers). Success means that the creature 
  is free of the spell, curse or effect. For a cursed magic item, the 
  penalty is equal to the creator’s level (or 15 if the creator’s level is not 
  known). 
  If the effect comes from some permanent magic item exorcise does 
  not remove the curse from the item, but it does free the victim from 
  the item’s effects.  
   
  Explosive Runes 
  Abjuration  
  Level: Magic-User 3, Illusionist 3 
  Components: V, S 
  Casting Time: 1 round 
  Range: Touch 
  Target: One object weighing no more than 10 lbs 
  Duration: Permanent until discharged (dismissible) 
  Saving Throw: See text 
  Magic Resistance: Yes 
  You trace these mystic runes upon a book, map, scroll or similar object 
  bearing written information. The runes detonate when read, dealing 
  5d6 points of force damage. Anyone next to the runes (close enough 
  to read them) takes the full damage with no saving throw; any other 
  creature within 10’ of the runes is entitled to a dexterity save for half 
  damage. The object on which the runes were written must make an 
  Item Saving Throw versus crushing (see page 52) or be destroyed.  
  Items held by one of the spell’s targets must save versus crushing if 
  that target failed his saving throw with a “1” or was denied a saving 
  throw. 
  You and any characters you specifically instruct can read the 
  protected writing without triggering the runes. Likewise you can 
  remove the runes whenever desired. Another creature can remove 
  them with a successful dispel magic or erase spell, but attempting to 
  dispel or erase the runes and failing to do so triggers the explosion. 
  Note: An assassin or thief can use the find traps ability to find explosive 
  runes and thwart them.  The check penalty is equal to the level of the 
  spell’s caster. 
   
   
   
   
   
   
   
   
   
   
   
  
  Player’s Handbook 95 
   
  Eyebite 
  Enchantment/Charm 
  Level: Magic-User 6, Illusionist 7 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One creature 
  Duration: 1 round per three caster levels; see text 
  Saving Throw: See below 
  Magic Resistance: Yes 
  An eyebite spell enables the caster to merely meet the gaze of a 
  creature and speak a single word to cause an effect. This gaze attack 
  is in addition to any other attacks allowed to the caster. The caster 
  selects one of four possible gaze attacks at the time the spell is cast, 
  and this attack cannot be changed. For example, a 12th level caster 
  who chose fear would have four opportunities to make gaze attacks 
  causing fear, one for each round of the spell's duration. Any gaze 
  attack is negated by a successful saving throw versus the appropriate 
  effect. The four effects of the spell are as follows: 
   
   Charm: The caster can charm a single person or monster by 
  gaze and by uttering a single word. The effect is the same as a 
  charm monster spell. 
  All creatures other than humans, 
  demihumans and humanoids make their charisma saves with a 
  +2 bonus. 
   Fear: The caster can cause fear by gaze and by speaking a 
  single word. The subject flees in blind terror for 1d4 rounds. After 
  this, the creature refuses to face the caster and cowers (unable 
  to attack but able to defend themselves) or bolts for the nearest 
  cover if subsequently confronted by the caster (50% chance of 
  either). The latter effect lasts one turn per caster level. This attack 
  can be negated by spells that counter fear.  This effect is 
  negated by a successful charisma save. 
   Sicken: This power enables the caster to merely gaze, speak a 
  word and cause sudden pain and fever to sweep over the 
  subject's body. Sickened creatures suffer a -2 penalty to strength 
  and dexterity checks, as well as attack and damage rolls, and 
  take a -2 penalty to their armor class. Movement is reduced to ½ 
  its normal rate. The subject remains stricken for one turn per level 
  of the caster, after which all abilities return after 6 turns (1 hour) 
  of complete rest. The effects cannot be negated by a cure 
  disease or heal spell, but a remove curse or successful dispel 
  magic spell is effective. Creatures other than humans, 
  demihumans and humanoids make their constitution save with 
  +2 bonuses versus this attack. 
   Sleep: The caster can cause any individual to fall into a 
  comatose slumber by means of a gaze and a single word, unless 
  the subject successfully makes their intelligence saving throw. An 
  affected creature must be shaken or otherwise shocked back to 
  consciousness. 
  This spell does not affect undead of any type or extend beyond the 
  plane occupied by the caster. Note that the caster is subject to the 
  effects of his reflected gaze and is allowed any applicable saving 
  throw. In the case of a reflected charm gaze, the caster is paralyzed 
  until it wears off or is countered. 
   
  Fabricate 
  Alteration 
  Level: Magic-User 5, Illusionist 5 
  Components: V, S, M 
  Casting Time: See text 
  Range: 30’ (Close) 
  Target: Up to 10 cubic feet/caster level; see text 
  Duration: Instantaneous 
  Saving Throw: None 
  Magic Resistance: No 
  You convert material of one sort into a product that is of the same 
  material. Creatures or magic items cannot be created or transmuted 
  by the fabricate spell. The quality of items made by this spell is 
  commensurate with the quality of material used as the basis for the 
  new fabrication. If you work with a mineral, the target is reduced to 1 
  cubic foot per level instead of 10 cubic feet. 
  You must make an appropriate craft skill check to fabricate articles 
  requiring a high degree of craftsmanship.  Casting requires 1 round 
  per 10 cubic feet of material to be affected by the spell (or 1 cubic 
  foot in the case of minerals). 
  Material Component: The original material, which costs the same 
  amount as the raw materials required to craft the item to be created. 
   
  Faerie Fire 
  Evocation 
  Level: Druid 1, Illusionist 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 400’ (Long) 
  Area: Creatures and objects within a 5’ radius circle 
  Duration: 1 minute/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: Yes 
  A pale glow surrounds and outlines the subjects. Outlined subjects 
  shed light as candles. Outlined creatures do not benefit from the 
  concealment normally provided by darkness (though a 2nd level or 
  higher 
  magical 
  darkness 
  effect 
  functions 
  normally), 
  blur, 
  displacement, invisibility or similar effects. The light is too dim to have 
  any special effect on undead or dark-dwelling creatures vulnerable to 
  light.  
  The faerie fire can be blue, green or violet, according to your choice 
  at the time of casting. The faerie fire does not cause any harm to the 
  objects or creatures thus outlined. 
  Arcane Material Component:  The thorax of a firefly. 
   
  False Vision 
  Illusion/Phantasm  
  Level: Illusionist 5 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Area: 40’ radius circle 
  Duration: 1 hour/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  Any scrying spell or item used to view anything within the area of this 
  spell instead receives a false image (as the improved phantasmal 
  force spell), as defined by you at the time of casting. As long as the 
  duration lasts, you can concentrate to change the image as desired. 
  While you aren’t concentrating the image remains static. 
  Material Component: The ground dust of a piece of jade worth at 
  least 250 gp, which is sprinkled into the air when the spell is cast. 
   
  Fear 
  Enchantment/Charm 
  Level: Bard 3, Magic-User 4, Illusionist 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Area: 30’ cone 
  Duration: 1 round/caster level; see text 
  Saving Throw: Charisma negates 
  Magic Resistance: Yes 
  An invisible cone of terror instantaneously bursts forth from your hands, 
  forcing living creatures in the area to make a charisma saving throw 
  or run in fear for the spell’s duration.  If cornered, a panicked creature 
  cowers, unable to attack but able to defend itself.   
  Arcane Material Component: Either the heart of a hen or a white 
  feather. 
   
  Feather Fall 
  Alteration 
  Level: Magic-User 1 
  Components: V 
  Casting Time: Instantaneous 
  Range: 30’ (Close) 
  Targets: One creature/caster level, no two of which may be more 
  than 20’ apart; see text 
  Duration: Until landing or 1 round/caster level 
  Saving Throw: Intelligence negates  
  Magic Resistance: Yes 
  The affected creatures or objects fall slowly. Feather fall instantly 
  changes the rate at which the targets fall to a mere 120 feet per 
  round (equivalent to the end of a fall from a few feet) and the 
  subjects take no damage upon landing while the spell is in effect. 
  
  Player’s Handbook 96 
   
   
  Should the target of the spell fail to land by the end of feather fall’s 
  duration, the normal rate of falling resumes. 
  The spell affects one or more creatures (including gear and carried 
  objects up to each creature’s maximum load) or objects. 
  You can cast this spell with an instant utterance, quickly enough to 
  save yourself if you unexpectedly fall. Casting the spell is 
  instantaneous and it may even be cast when it isn’t your turn, or if 
  you’ve already acted that round. 
  The spell also works only upon free-falling or propelled objects. It will 
  not affect a sword blow or a charging creature, but it will affect a 
  projectile or thrown weapon (but not siege ammunition or giant-
  hurled boulders). 
   
  Feeblemind 
  Enchantment/Charm   
  Level: Druid 6, Magic-User 5, Illusionist 6 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Wisdom (or intelligence for the arcane version) negates; 
  see text 
  Magic Resistance: Yes 
  If the target creature fails a wisdom save (or intelligence save for the 
  arcane version of this spell), its intelligence, wisdom and charisma 
  scores each drop to 3 (scores less than 3 are not raised). The affected 
  creature is unable cast spells and can barely understand language or 
  communicate coherently. It still knows who its friends are and can 
  follow them and even protect them.  
  The subject remains in this state until a heal, limited wish, miracle or 
  wish spell is used to cancel the effect of the feeblemind. A creature 
  that can cast arcane spells, such as an illusionist or a magic-user, 
  takes a –2 penalty on its saving throw. 
  Arcane Material Component: A handful of clay, crystal, glass, or 
  mineral spheres. 
   
  Feign Death 
  Necromantic 
  Level:  Cleric 3, Druid 2, Magic-User 3, Illusionist 3 
  Components: V, S, M  
  Casting Time: 1 round 
  Range: Touch 
  Target: One willing creature 
  Duration: 1 hour/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: Yes 
  By means of this spell, the caster or any other willing creature whose 
  levels of experience/hit dice do not exceed the caster’s own level 
  can be put into a cataleptic state which is impossible to distinguish 
  from actual death. Although the creature affected by the feign 
  death spell can smell, hear and know what is going on, no feeling or 
  sight of any sort is possible; thus, any wounding or mistreatment of the 
  body will not be felt and no reaction will occur and damage will be 
  only one-half normal.  
  In addition, paralysis, poison, ability score drain or energy drain will not 
  affect the individual creature under the influence of this spell, but 
  poison injected or otherwise introduced into the body will become 
  effective when the spell recipient is no longer under the influence of 
  this spell, although a saving throw is permitted.  
  Note that only a willing individual can be affected by feign death. The 
  spellcaster is able to end the spell effects at any time desired, but it 
  requires 1 round for bodily functions to begin again. 
  The material components are a pinch of graveyard dirt and, if cast by 
  a cleric, the cleric‘s holy symbol. 
   
  Find Familiar 
  Conjuration/Summoning 
  Level: Magic-User 1, Illusionist 1 
  Components: V, S, M 
  Casting Time: 8 hours 
  Range: 30’ (Close) 
  Target: One summoned familiar 
  Duration: Permanent 
  Saving Throw: None 
  Magic Resistance: No 
  A familiar is of certain benefit to a caster, as the creature adds to the 
  spellcaster's hit points, conveys its sensory powers to its master and 
  can converse with its master. The caster has little control over what 
  sort of creature will answer the summoning, or if any at all will come, 
  and the power of the conjuration is such that it can be attempted but 
  once per year.  
  At such time as the caster determines to find a familiar, he must stoke 
  up a brass brazier with charcoal and, when this is burning well, add 
  100 gold pieces worth of incense, herbs (basil, savory and catnip for 
  sure) and fat. When these items are burning the spellcaster begins his 
  incantation and it must be continued for at least 8 hours.  
  Your referee will secretly determine all results. The caster has very little 
  control over what sort of a creature appears to become his familiar.  
  Normal familiars have 6 hit points, an armor class of 15 (due to size, 
  speed, etc.) and make saving throws as its master does. Each is 
  abnormally intelligent, with an intelligence of 8 + their master’s 
  intelligence modifier and totally faithful to the caster whose familiar it 
  becomes. The familiar's hit points are added to the hit point total of 
  the caster when it is within 60’ of its master but, if the familiar should 
  ever be killed, the master will lose those bonus hit points and a like 
  amount of hit points from their hit point total for a period of 1 year. 
  The familiar summoned is determined by rolling a d20 and consulting 
  the following table: 
   
  d20 roll* 
  familiar 
  sensory powers 
  1-4 
  no familiar 
  no familiar is available within spell range 
  5-8 
  cat 
  twilight vision 
  9-10 
  crow 
  +2 bonus to perception checks 
  11-12 
  hawk 
  all range penalties to attack rolls are 
  halved due to superior distance vision 
  13-14 
  owl 
  twilight vision 
  15-16 
  rat 
  +2 bonus to perception checks 
  17-18 
  toad 
  wide-angle vision negates foes’ flanking 
  bonus to hit you 
  19-20 
  weasel 
  +2 bonus to perception checks 
  21+ 
  caster’s choice 
  *Add 1 to the die roll per 5 caster levels.   
   
   
  Find the Path (reversible) 
  Divination 
  Level: Cleric 6, Bard 6, Druid 6, Illusionist 8 
  Components: V, S, M 
  Casting Time: 3 rounds 
  Range: Touch 
  Target: One creature 
  Duration: 1 turn/caster level 
  Saving Throw: Wisdom (intelligence for the arcane version) negates 
  Magic Resistance: Yes 
  The recipient of this spell can find the shortest, most direct physical route 
  to a specified destination, be it the way into or out of a locale. The 
  locale can be outdoors, under ground or even inside a maze spell. Find 
  the path works with respect to locations, not objects or creatures at a 
  locale. The location must be on the same plane as you are at the time 
  of casting. 
  The spell enables the subject to sense the correct direction that will 
  eventually lead it to its destination, indicating at appropriate times the 
  exact path to follow or physical actions to take. For example, the spell 
  enables the subject to sense trip wires or the proper word to bypass a 
  glyph of warding. The spell ends when the destination is reached or the 
  duration expires, whichever comes first.  Find the path can be used to 
  remove the subject and its companions from the effect of a maze spell 
  in a single round. 
  This divination is keyed to the recipient, not its companions, and its 
  effect does not predict or allow for the actions of creatures (including 
  guardians). 
  The reverse of this spell, lose the path, makes the creature touched 
  totally lost and unable to find its way for the duration of the spell.  It can 
  be led by others. 
  Material Component: A set of divination counters of the sort you favor. 
   
   
   
   
  
  Player’s Handbook 97 
   
  Find Traps 
  Divination 
  Level: Cleric 2 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 minute/caster level 
  You gain intuitive insight into the workings of traps. You can use the 
  find traps ability to detect traps just as a thief can, by making a 
  perception check.  In addition, you gain a +5 bonus on perception 
  checks made to find traps while the spell is in effect. 
  Note that find traps grants no ability to disable the traps that you may 
  find.   
   
  Finger of Death 
  Necromantic  
  Level: Druid 8 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Charisma partial 
  Magic Resistance: Yes 
  You can slay a single living creature within range. The target is entitled 
  to a charisma saving throw to survive the attack. If the save is 
  successful, the creature instead takes 8d6 points of damage. 
  The subject might die from damage even if it succeeds on its saving 
  throw. 
   
  Fireball 
  Evocation  
  Level: Magic-User 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 400’ (Long) 
  Area: 20’ radius circle 
  Duration: Instantaneous 
  Saving Throw: Dexterity half 
  Magic Resistance: Yes 
  A fireball spell is an explosion of flame that detonates with a low roar 
  and deals 1d6 points of fire damage per caster level (maximum 9d6) 
  to every creature within the area. Items held or worn by one of the 
  spell’s targets must save versus fire (see Item Saving Throws on page 
  52) if that target failed his saving throw with a “1”.  Other items in the 
  spell area must save as well. 
  You point your finger and determine the range (distance and height) 
  at which the fireball is to burst. A glowing, pea-sized bead streaks from 
  the pointing digit and, unless it impacts upon a material body or solid 
  barrier prior to attaining the prescribed range, blossoms into the 
  fireball at that point. (An early impact results in an early detonation.) 
  The fireball sets fire to combustibles and damages objects in the area 
  unless they make Item Saving Throws. It can melt metals with low 
  melting points, such as lead, gold, copper, silver and bronze. If the 
  damage caused to an interposing barrier shatters or breaks through it, 
  the fireball may continue beyond the barrier if the area permits; 
  otherwise it stops at the barrier just as any other spell effect does. 
  Material Component: A tiny ball of bat guano and sulfur. 
   
  Fire Seeds 
  Conjuration/Summoning   
  Level: Druid 6 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Targets: Up to four acorns or eight holly berries 
  Duration: 1 turn/caster level or until used 
  Saving Throw: None or dexterity half; see text 
  Magic Resistance: No 
  Depending on the version of fire seeds you choose, you turn acorns 
  into splash weapons that you or another character can throw or turn 
  holly berries into bombs that you can detonate on command. 
   
   Acorn Grenades: As many as four acorns turn into special splash 
  weapons that can be hurled as far as 100 feet. A ranged attack 
  roll is required to strike the intended target. Together, the acorns 
  are capable of dealing 1d6 points of fire damage per caster 
  level (maximum 18d6), divided up among the acorns as you 
  wish.  A creature struck directly is not allowed a saving throw. 
  Each acorn explodes upon striking any hard surface. In addition 
  to its regular fire damage, it deals 1 point of splash damage per 
  die and ignites any combustible materials within 5 feet. A 
  creature within the splash area that makes a successful dexterity 
  saving throw takes only half of the splash damage.  Creatures 
  struck directly by an acorn grenade do not take splash damage. 
   Holly Berry Bombs: You turn as many as eight holly berries into 
  special bombs. The holly berries are usually placed by hand, 
  since they are too light to make effective thrown weapons (they 
  can be tossed only 5 feet). If you are within 200 feet and speak a 
  word of command each berry instantly bursts into flame, causing 
  1d8 points of fire damage, +1 point per caster level, to every 
  creature in a 5-foot radius sphere and igniting any combustible 
  materials within 5 feet. A creature in the area that makes a 
  successful dexterity saving throw takes only half damage. 
  Items held by one of the spell’s targets must save versus fire (see Item 
  Saving Throws on page 52) if that target failed his saving throw with a 
  “1” or was struck directly by an acorn grenade.  Other items in the 
  spell area must save as well. 
  Material Component: The acorns or holly berries. 
   
  Fire Shield 
  Evocation 
  Level: Magic-User 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 round/caster level (dismissible) 
  Magic Resistance: Yes 
  This spell wreathes you in flame and causes damage to each creature 
  that attacks you in melee. The flames also protect you from either 
  cold-based or fire-based attacks (your choice). 
  Any creature striking you with its body or a melee weapon deals 
  normal damage but, at the same time, the attacker takes 1d6 points 
  of damage, +1 point per caster level (maximum +15). This damage is 
  either cold damage (if the shield protects against fire-based attacks) 
  or fire damage (if the shield protects against cold-based attacks). If 
  the attacker has magic resistance, it applies to this effect. Creatures 
  wielding weapons with exceptional reach are not subject to this 
  damage if they attack you. 
  When casting this spell, you appear to immolate yourself, but the 
  flames are thin and wispy, giving off light equal to the illumination of a 
  normal torch (30’ radius). The color of the flames is blue-green if the 
  chill shield is cast, violet-blue if the warm shield is employed. The 
  special powers of each version are as follows. 
   
   Chill Shield: The flames are cool to the touch. You take only half 
  damage from fire-based attacks. If such an attack allows a 
  dexterity save for half damage, you take no damage on a 
  successful save. 
   Warm Shield: The flames are warm to the touch. You take only 
  half damage from cold-based attacks. If such an attack allows a 
  dexterity save for half damage, you take no damage on a 
  successful save.   
  Material Component: A bit of phosphorus for the warm shield; a live 
  firefly or glowworm or the tail portions of four dead ones for the chill 
  shield. 
   
  Fire Storm 
  Evocation  
  Level: Druid 7 
  Components: V, S 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Area: 30’ radius circle 
  Duration: Instantaneous 
  Saving Throw: Dexterity half 
  Magic Resistance: Yes 
  When a fire storm spell is cast, the whole area is shot through with 
  sheets of roaring flame. The raging flames do not harm natural 
  vegetation, ground cover and any plant creatures in the area that 
  
  Player’s Handbook 98 
   
   
  you wish to exclude from damage. Any other creature within the area 
  takes 10d6 points of fire damage + 1 additional point per caster level.   
  Items held by one of the spell’s targets must save versus fire (see Item 
  Saving Throws on page 52) if that target failed his saving throw with a 
  “1”.  Other items in the spell area must save as well. 
   
  Fire Trap 
  Abjuration  
  Level: Druid 2, Magic-User 4 
  Components: V, S, M 
  Casting Time: 1 turn 
  Range: Touch 
  Target: One object 
  Duration: Permanent until discharged (dismissible) 
  Saving Throw: Dexterity half; see text 
  Magic Resistance: Yes 
  Fire trap creates a fiery explosion when an intruder opens the item 
  that the trap protects. A fire trap can ward any object that can be 
  opened and closed. 
  When casting fire trap, you select a point on the object as the spell’s 
  center. When someone other than you opens the object, a fiery 
  explosion fills the area within a 5’ radius around the spell’s center. The 
  flames deal 1d4 points of fire damage +1 point per caster level 
  (maximum +20).  
  The item protected by the trap is not harmed by this explosion.  Items 
  held by one of the spell’s targets must save versus fire (see Item Saving 
  Throws on page 52) if that target failed his saving throw with a “1”. 
  A fire trapped item cannot have a second closure or warding spell 
  placed on it.  A knock spell does not bypass a fire trap.  An 
  unsuccessful dispel magic spell does not detonate the spell.  
  Underwater, this ward deals half damage and creates a large cloud 
  of steam. 
  You can use the fire trapped object without discharging it, as can any 
  individual to whom the object was specifically attuned when cast. 
  Attuning a fire trapped object to an individual usually involves setting 
  a password that you can share with friends. 
  Note: An assassin or thief can use the find traps ability to find a fire 
  trap and thwart it.  The check penalty is equal to the level of the 
  spell’s caster. 
  Material Component: A half-pound of gold dust (cost 25 gp) sprinkled 
  on the warded object.  This is expended when the spell is cast. 
   
  Flame Arrow 
  Alteration  
  Level: Magic-User 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: Fifty projectiles, all of which must be in contact with each 
  other at the time of casting 
  Duration: 1 turn/caster level 
  Saving Throw: None 
  Magic Resistance: No 
  You turn ammunition (such as arrows, bolts, shuriken and stones) into 
  fiery projectiles. Each piece of ammunition deals an extra 1d6 points 
  of fire damage to any target it hits. A flaming projectile can easily 
  ignite a flammable object or structure but won’t ignite a creature it 
  strikes (see Item Saving Throws on page 52). 
  Material Component: A drop of oil and a small piece of flint. 
   
  Flame Blade 
  Evocation  
  Level: Druid 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Effect: Sword-like beam 
  Duration: 1 minute/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: Yes 
  A 3-foot-long, blazing beam of red-hot fire springs forth from your 
  hand. You wield this bladelike beam as if it were a scimitar. Attacks 
  with the flame blade are melee attacks. The blade deals 1d8 points of 
  fire damage +1 point per two caster levels (maximum +10). A flame 
  blade can ignite combustible materials such as parchment, straw, dry 
  sticks and cloth items (see Item Saving Throws on page 52).  An item 
  held or worn by an opponent need not save unless it is directly 
  targeted by the flame blade’s wielder.    
  The spell does not function underwater. 
   
  Flame Strike 
  Evocation  
  Level: Cleric 5 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Area: 10’ radius by 40’ high cylinder of divine fire 
  Duration: Instantaneous 
  Saving Throw: Dexterity half 
  Magic Resistance: Yes 
  A flame strike produces a vertical column of divine fire roaring 
  downward. The spell deals 1d6 points of damage per caster level 
  (maximum 12d6). Half the damage is fire damage but the other half 
  results directly from divine power and is not subject to being reduced 
  by resistance to fire-based attacks.  Items held by one of the spell’s 
  targets must save versus fire (see Item Saving Throws on page 52) if 
  that target failed his saving throw with a “1”.  Other items in the spell 
  area must save as well. 
   
  Flaming Sphere 
  Evocation  
  Level: Magic-User 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: 5’ diameter sphere 
  Duration: 1 round/caster level 
  Saving Throw: Dexterity negates 
  Magic Resistance: Yes 
  A burning globe of fire rolls in whichever direction you point and burns 
  those it strikes. It moves 60 feet per round so long as the caster 
  concentrates upon its movement. A flaming sphere rolls over barriers 
  less than 4 feet tall. It ignites flammable substances it touches and 
  illuminates the same area as a torch would.   
  If it enters a space with a creature it stops moving for the round and 
  deals 2d6 points of fire damage to that creature, though a successful 
  dexterity save negates that damage. Items held by one of the spell’s 
  targets must save versus fire (see Item Saving Throws on page 52) if 
  that target failed his saving throw with a “1”.  Other items in the spell 
  area must save as well. 
  The sphere moves as long as you actively direct it (it may only attack 
  1 target per round); otherwise it merely stays at rest and burns. It can 
  be extinguished by any means that would put out a normal fire of its 
  size. The surface of the sphere has a spongy, yielding consistency and 
  so does not cause damage except by its flame. It cannot push aside 
  unwilling creatures or batter down large obstacles. A flaming sphere 
  winks out if it exceeds the spell’s range. 
  Arcane Material Component: A bit of tallow, a pinch of brimstone 
  and a dusting of powdered iron. 
   
  Flesh to Stone (reversible) 
  Alteration 
  Level: Magic-User 6 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Target: One creature (see text) 
  Duration: Instantaneous 
  Saving Throw: Wisdom negates; see text 
  Magic Resistance: Yes 
  The subject, along with all its carried gear, turns into a mindless, inert 
  statue. If the statue resulting from this spell is broken or damaged the 
  subject, if ever returned to its original state, has similar damage or 
  deformities. The creature is not dead but does not seem to be alive 
  either. Only creatures made of flesh are affected by this spell. 
  The reverse of this spell, stone to flesh, restores a petrified creature to 
  its normal state, restoring life and goods. The creature must make a 
  constitution save to survive the process. Any petrified creature, 
  regardless of size, can be restored. 
  This spell also can convert a mass of stone into a fleshy substance. 
  Such flesh is inert and lacking a vital life force unless a life force or 
  magical energy is available. (For example, this spell would turn a stone 
  
  Player’s Handbook 99 
   
  golem into a flesh golem, but an ordinary statue would become a 
  corpse.) You can affect an object that fits within a cylinder from 1 foot 
  to 3 feet in diameter and up to 10 feet long or a cylinder of up to 
  those dimensions in a larger mass of stone. 
  Material Component: A pinch of earth and a drop of blood. 
   
  Fly 
  Alteration 
  Level: Magic-User 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 minute/caster level 
  Saving Throw: Intelligence negates  
  Magic Resistance: Yes  
  The subject can fly at a movement rate of 120’ (24”) per round, 90’ 
  (18”) if wearing medium or heavy armor or if carrying a medium to 
  heavy load. It can ascend at half speed and descend at double 
  speed, and its maneuverability class is B. Using a fly spell requires only 
  as much concentration as walking, so the subject can attack or cast 
  spells normally. The subject of a fly spell can make charge attacks but 
  cannot carry aloft more weight than its maximum load. 
  Should the spell duration expire while the subject is still aloft, the magic 
  fails slowly. The subject floats downward 120 feet per round for 1d6 
  rounds. If it reaches the ground in that amount of time, it lands safely. 
  If not, it falls the rest of the distance, taking 1d6 points of damage per 
  10 feet of fall. Since dispelling a spell effectively ends it, the subject 
  also descends in this way if the fly spell is dispelled, but not if it is 
  negated by an antimagic shell. 
  Arcane Material component: A wing feather from any bird. 
   
  Fog Cloud 
  Conjuration/Summoning  
  Level: Druid 2, Illusionist 2 
  Components: V, S 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: 20’ radius cylinder, 20’ in height 
  Duration: 1 turn/caster level 
  Saving Throw: None 
  Magic Resistance: No 
  A bank of fog billows out from the point you designate. The fog 
  obscures all sight, including darkvision, beyond 5 feet. A creature 5 
  feet away has 50% concealment. Creatures up to 10 feet away have 
  75% concealment while those further away have 100% concealment.  
  A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong 
  wind (21+ mph) disperses the fog in 1 round.   
  The spell does not function underwater. 
   
  Forbiddance 
  Abjuration 
  Level: Cleric 6 
  Components: V, S, M 
  Casting Time: 1 minute 
  Range: 400’ (Long) 
  Area: 100’ radius cylinder, 50’ in height 
  Duration: Permanent 
  Saving Throw: See text 
  Magic Resistance: Yes 
  Forbiddance seals an area against all planar travel into or within it. This 
  includes all teleportation spells (such as dimension door and teleport), 
  plane shifting, astral travel, ethereal travel and all summoning spells). 
  Such effects simply fail. 
  In addition it damages entering creatures whose alignments are 
  different from yours. The effect on those attempting to enter the 
  warded area is based on their alignment relative to yours (see below). 
  A creature inside the area when the spell is cast takes no damage 
  unless it exits the area and attempts to reenter, at which time it is 
  affected as normal. 
   
   Alignments identical: No effect. The creature may enter the area 
  freely (although not by planar travel). 
   Alignments different with respect to either law/chaos or 
  good/evil: The creature takes 5d6 points of damage. A 
  successful wisdom save halves the damage and magic 
  resistance applies. 
   Alignments different with respect to both law/chaos and 
  good/evil: The creature takes 9d6 points of damage. A 
  successful wisdom save halves the damage and magic 
  resistance applies. 
  At your option the abjuration can include a password, in which case 
  creatures of alignments different from yours can avoid the damage 
  by speaking the password as they enter the area. You must select this 
  option (and the password) at the time of casting. 
  Dispel magic does not dispel a forbiddance effect unless the 
  dispeller’s level is at least as high as your caster level. 
  You can’t have multiple overlapping forbiddance effects. In such a 
  case, the more recent effect stops at the boundary of the older 
  effect. 
  Material Component: A sprinkling of holy water and rare incenses 
  worth at least 25,000 gp. If a password is desired, this requires the 
  burning of additional rare incenses worth at least 12,500 gp.  These are 
  expended when the spell is cast. 
   
  Forcecage 
  Evocation  
  Level: Magic-User 7 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Area: Barred cage (20’ cube) or windowless cell (10’ cube) 
  Duration: 2 hours/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  This powerful spell brings into being an immobile, invisible cubical 
  prison composed of either bars of force or solid walls of force (your 
  choice). 
  Creatures within the area are caught and contained unless they are 
  too big to fit inside, in which case the spell automatically fails. 
  Teleportation and other forms of astral travel provide a means of 
  escape, but the force walls or bars extend into the Ethereal Plane, 
  blocking ethereal travel. 
  Like a wall of force spell, a forcecage resists dispel magic but is 
  vulnerable to a disintegrate spell and can be destroyed by a sphere 
  of annihilation or a rod of cancellation. 
   
   Barred Cage: This version of the spell produces a 20’ cube made 
  of bands of force (similar to a wall of force spell) for bars. The 
  bands are a half-inch wide, with half-inch gaps between them. 
  Any creature capable of passing through such a small space 
  can escape; others are confined. You can’t attack a creature in 
  a barred cage with a weapon unless the weapon can fit 
  between the gaps. Even against such weapons (including arrows 
  and similar ranged attacks) a creature in the barred cage has 
  50% cover. All spells and breath weapons can pass through the 
  gaps in the bars. 
   Windowless Cell: This version of the spell produces a 10’ cube 
  with no way in and no way out. Solid walls of force form its six 
  sides. 
  Material Component: Ruby dust worth 1,500 gp, which is tossed into 
  the air and disappears when you cast the spell. 
   
  Foresight 
  Divination 
  Level: Druid 9, Magic-User 9, Illusionist 9 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal and touch 
  Target: See text 
  Duration: 1 turn/caster level 
  Saving Throw: Wisdom (intelligence for the arcane version) negates  
  Magic Resistance: Yes  
  This spell grants you a powerful sixth sense in relation to yourself and 
  one other creature. Once foresight is cast, you receive instantaneous 
  warnings of impending danger or harm to yourself and the spell’s 
  other subject.  
  While you receive warnings about danger to yourself and the other 
  subject, you must communicate what you learn to the other creature 
  for the warning to be useful.  As such the other creature can be 
  caught unprepared in the absence of such a warning. Shouting a 
  warning, yanking the person back and telepathically communicating 
  
  Player’s Handbook 100 
   
   
  can all be accomplished before some danger befalls the subject, 
  provided you act on the warning without delay.  
  While protected by foresight you are never surprised and are immune 
  to all sneak attacks and the death attacks of assassins. In addition the 
  spell gives you a general idea of what action you might take to best 
  protect yourself, giving you a +3 bonus to armor class, initiative rolls 
  and dexterity saves.   The other subject of this spell, however, does not 
  gain the bonuses or immunities that the personal use of this spell 
  grants. 
  Arcane Material Component: A hummingbird’s feather. 
   
  Forget 
  Enchantment/Charm 
  Level: Magic-User 2, Illusionist 2  
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Area of Effect: 1-4 creatures in a 10’ radius circle 
  Duration: Permanent  
  Saving Throw: Intelligence negates 
  Magic Resistance:  Yes 
  By means of this dweomer the spellcaster causes creatures within the 
  area of effect to forget the events of the previous minute (6 rounds of 
  time previous to the utterance of the spell). For every 3 caster levels of 
  the spellcaster another minute of past time is forgotten. 
  Forget in no way negates any charm, suggestion, geas, quest or 
  similar spell, though it is possible for the caster to place such magic 
  upon a victim and, later, be forgotten through the use of forget.  
  From 1-4 individual creatures can be affected by the spell, at the 
  discretion of the caster. If only 1 is to be affected the recipient’s 
  intelligence save suffers a –2 penalty; if 2 are affected, both targets 
  suffer a -1 penalty; and if 3 or 4 are to be targeted by this dweomer 
  they save normally.  
  A clerical heal or restoration spell, specially cast for this purpose, will 
  restore the lost memories, as will a wish, but other means will not serve 
  to do so. 
   
  Freedom 
  Abjuration 
  Level: Magic-User 9 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) or see text 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Intelligence negates  
  Magic Resistance: Yes 
  The subject is freed from spells and effects that restrict its movement, 
  including binding, entangle, grappling, imprisonment, maze, paralysis, 
  petrification, sleep, slow, stunning, time stop and web. To free a 
  creature from imprisonment or maze, you must know its name and 
  background and you cast this spell at the spot where it was 
  entombed or banished into the maze. 
   
  Freedom of Movement 
  Abjuration 
  Level: Cleric 4, Bard 4, Druid 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 turn/caster level 
  Saving Throw: Wisdom negates  
  Magic Resistance: Yes  
  This spell enables you or a creature you touch to move and attack 
  normally for the duration of the spell, even under the influence of 
  magic that usually impedes movement, such as paralysis, solid fog, 
  slow and web. The subject automatically succeeds on any escape 
  artist checks. 
  The spell also allows the subject to move and attack normally while 
  underwater, even with slashing weapons such as axes and swords or 
  with bludgeoning weapons such as flails, hammers and maces, 
  provided that the weapon is wielded in the hand rather than hurled. 
  The freedom of movement spell does not, however, allow water 
  breathing. 
  Material Component: A leather thong, bound around the arm or a 
  similar appendage.  This thong is not consumed by the spell’s casting. 
   
  Friends 
  Enchantment/Charm 
  Level: Bard 1, Magic-User 1, Illusionist 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Target:  You  
  Duration: 1 turn 
  Saving Throw: Charisma partial; see text 
  Magic Resistance: Yes 
  A friends spell causes the caster to gain a +3 bonus to all charisma 
  ability checks, excluding saving throws, for the spell’s duration.   
  In addition friends offers limited protection to the caster.  Hostile living 
  creatures of animal or greater intelligence must succeed at a 
  charisma save in order to attack the caster.  Any creature attacked 
  by the caster is immune to this effect of the spell, as are creatures with 
  6 or more hit dice. 
  The components for this spell are chalk (or white flour), lampblack (or 
  soot) and vermillion applied to the face before casting the spell. 
   
  Gaseous Form 
  Alteration 
  Level: Magic-User 3 
  Components: S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 2 minutes/caster level (dismissible) 
  Saving Throw: Intelligence negates  
  Magic Resistance: No 
  The subject and all its gear become insubstantial, misty and 
  translucent. He cannot be harmed except by magical fire, cold or 
  lightning, in which case damage is normal. The creature is subject to 
  the effects of wind and can’t enter water or other liquids.  A gust of 
  wind spell or even normal strong air currents will blow the gaseous 
  form backwards 10’ per 5 mph of winds each round.  A whirlwind spell 
  will inflict double damage upon any creature in gaseous form.  
  A gaseous creature can’t run, but it can fly at a movement rate of 30’ 
  per round (maneuverability class A). When in gaseous form the 
  individual is able to enter any space which is not airtight, i.e., a small 
  crack or hole which allows air to penetrate also allows entry by a 
  creature in gaseous form.    
  He can’t attack or cast spells while in gaseous form. The subject also 
  loses its spell-like abilities while in gaseous form. If it has a touch spell 
  ready to use, that spell is discharged harmlessly when the gaseous 
  form spell takes effect. He also can’t manipulate objects or activate 
  items, even those carried along with its gaseous form. Continuously 
  active items remain active, though in some cases their effects may be 
  moot.  
   
  Gate 
  Conjuration/Summoning 
  Level: Cleric 9, Magic-User 9 
  Components: V, S, XP; see text 
  Casting Time: 1 round; see text 
  Range: 100’ (Medium) 
  Effect: See text 
  Duration: Instantaneous or concentration (up to 1 round/caster level 
  +3 rounds); see text 
  Saving Throw: None 
  Magic Resistance: No 
  Casting a gate spell has two effects. First, it creates an inter-
  dimensional connection between your plane of existence and a 
  
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  plane you specify, allowing travel between those two planes in either 
  direction.  Second, you may then call a particular individual or kind of 
  being through the gate. 
  The gate itself is a circular hoop or disk from 5 to 20 feet in diameter 
  (caster’s choice), oriented in the direction you desire when it comes 
  into existence (typically vertical and facing you). It is a two-
  dimensional window looking into the plane you specified when 
  casting the spell and anyone or anything that moves through is 
  shunted instantly to the other side.  A gate has a front and a back. 
  Creatures moving through the gate from the front are transported to 
  the other plane; creatures moving through it from the back are not. 
   
   
  Planar Travel: As a mode of planar travel, a gate spell 
  functions much like a plane shift spell except that the gate 
  opens precisely at the point you desire. Deities and other 
  beings who rule a planar realm can prevent a gate from 
  opening in their presence or personal demesnes if they so 
  desire. Travelers need not join hands with you - anyone who 
  chooses to step through the portal is transported. A gate 
  cannot be opened to another point on the same plane; the 
  spell works only for inter-planar travel. 
  You may hold the gate open only for a brief time (no more 
  than 1 round per caster level) and must concentrate on 
  doing so or else the inter-planar connection is severed 3 
  rounds after you stop concentrating upon the gate. 
   
  Calling Creatures: The second effect of the gate spell is to 
  call an extraplanar creature to your aid. By naming a 
  particular being or kind of being as you cast the spell you 
  cause the gate to open in the immediate vicinity of the 
  desired creature and pull the subject through, willing or 
  unwilling. Deities and unique beings are under no 
  compulsion to come through the gate, although they may 
  choose to do so of their own accord. This use of the spell 
  creates a gate that remains open just long enough to 
  transport the called creatures. This use of the spell has an XP 
  cost (see below). 
  If you choose to call a kind of creature instead of a known individual 
  you may call either a single creature (of any HD) or several creatures. 
  You can call and control several creatures as long as their HD total 
  does not exceed your caster level. In the case of a single creature, 
  you can control it if its HD do not exceed twice your caster level. A 
  single creature with more HD than twice your caster level can’t be 
  controlled. Deities and unique beings cannot be controlled in any 
  event. An uncontrolled being acts as it pleases, making the calling of 
  such creatures rather dangerous. An uncontrolled being may return to 
  its home plane at any time. 
  A controlled creature can be commanded to perform a service for 
  you. Such services fall into two categories: immediate tasks and 
  contractual service. Fighting for you in a single battle or taking any 
  other actions that can be accomplished within 1 round per caster 
  level counts as an immediate task; you need not make any 
  agreement or pay any reward for the creature’s help. The creature 
  departs at the end of the spell. 
  A task taking up to 1 minute per caster level requires a payment of 
  100 gp per HD of the creature called. For a task taking up to 1 hour 
  per caster level, the creature requires a payment of 500 gp per HD.  A 
  long-term task, one requiring up to one day per caster level, requires 
  a payment of 1,000 gp per HD.   Note that payment need not be 
  made directly to the gated creature and can take a variety of forms, 
  from donating gold or magic items to an allied temple, to a gift given 
  directly to the creature, to some other action on your part that 
  matches the creature’s alignment and goals. 
  A non-hazardous task requires only half the indicated payment while 
  an especially hazardous task might require a greater gift. Few if any 
  creatures will accept a task that seems suicidal (remember, a called 
  creature actually dies when it is killed, unlike a summoned creature). 
  However if the task is strongly aligned with the creature’s ethos, it may 
  halve or even waive the payment.  
  Regardless, this payment must be made before the creature agrees 
  to perform any services. If you choose to exact a longer or more 
  involved form of service from a called creature, you must offer some 
  fair trade in return for that service. The service exacted must be 
  reasonable with respect to the promised favor or reward.  The 
  bargaining takes at least 1 round, so any actions by the creature 
  begin in the round after it arrives.  
  Immediately upon completion of the service the being is transported 
  to your vicinity and you must then and there turn over the promised 
  reward. After this is done the creature is instantly freed to return to its 
  own plane.  Failure to fulfill the promise to the letter results in your 
  being subjected to service by the creature or by its liege and master, 
  at the very least. At worst the creature or its kin may attack you. 
  XP Cost: 10,000 XP (only for the calling creatures function). 
   
  Geas/Quest 
  Enchantment/Charm   
  Level: Cleric 6, Bard 6, Druid 6, Magic-User 6 
  Casting Time: 1 turn 
  Target: One creature 
  Saving Throw: Charisma negates 
  Magic Resistance: Yes 
  A geas places a magical command on a creature to carry out some 
  service or to refrain from some action or course of activity, as desired 
  by you. While a geas cannot compel a creature to kill itself or perform 
  acts that would result in certain death, it can cause almost any other 
  course of activity. 
  The geased creature must follow the given instructions until the geas is 
  completed, no matter how long it takes.  If the instructions involve 
  some open-ended task that the recipient cannot complete through 
  his own actions the spell remains in effect for a maximum of one day 
  per caster level. A clever recipient can subvert some instructions. 
  If the subject fails to obey the geas for 24 hours it takes 2d4 points of 
  damage.  This is repeated each day it does not attempt to follow the 
  geas/quest. Neither natural nor magical healing by any means short 
  of a heal or regenerate spell can cure this damage.   
  In addition the subject becomes sickened should it fail to follow its 
  geas. Sickened creatures suffer a -2 penalty to strength and dexterity 
  checks, as well as attack and damage rolls, and take a -2 penalty to 
  their armor class. Movement is reduced to ½ its normal rate, rounded 
  to the nearest 5’ increment. These effects end 24 hours after the 
  creature attempts to resume the geas/quest. 
  A remove curse spell ends a geas/quest spell only if its caster level is at 
  least two higher than your caster level. Break enchantment does not 
  end a geas/quest but limited wish, miracle and wish do. 
  Bards, druids and magic-users usually refer to this spell as geas, while 
  clerics call the same spell quest. 
   
  Glassee 
  Alteration 
  Level: Magic-User 6 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Area of Effect: Special, see text 
  Duration: 1 round/caster level 
  Saving Throw: None 
  Magic Resistance: None  
  By means of this spell the magic-user is able to make a 2’ radius 
  section of non-magical metal, stone or wood as transparent as glass.  
  Normally, up to four inches of metal can be seen through, stone up to 
  1' thick can be made transparent, or 3' of wood can be affected by 
  the glassee spell. The spell will not work on lead, gold or platinum.   
  The magic-user can opt to make the glassee work only for himself for 
  the duration of the spell, or he can actually make a transparent area, 
  a one-way window, in the material affected.   
  The material component of the spell is a small piece of crystal or glass. 
   
  Glassteel 
  Alteration 
  Level: Magic-User 8 
  Components: V, S, M  
  Casting Time: 8 segments 
  Range: Touch  
  Area of Effect: Up to 10 lbs of crystal or glass/caster level  
  Duration: Permanent  
  Saving Throw: None 
  Magic Resistance: No  
  The glassteel spell turns non-magical crystal or glass into a transparent 
  substance which has the tensile strength and malleability of actual 
  steel. Only a relatively small volume of material can be affected, a 
  maximum weight of 10 pounds per level of experience of the 
  spellcaster, and it must form one whole object.  The cost of the glass 
  or crystal item to be transformed depends upon its volume and 
  
  Player’s Handbook 102 
   
   
  craftsmanship, though each pound of glass would cost at least 1 gold 
  piece.  
  The material component of this spell is a small piece of steel. 
   
  Globe of Invulnerability 
  Abjuration 
  Level: Magic-User 6, Illusionist 6 
  This spell functions like minor globe of invulnerability, except that it also 
  excludes 4th level spells and spell-like powers. 
   
  Glyph of Warding 
  Abjuration 
  Level: Cleric 3 
  Components: V, S, M 
  Casting Time: 1 turn 
  Range: Touch 
  Target or Area: One object of up to 5 sq. ft./caster level 
  Duration: Permanent until discharged (dismissible) 
  Saving Throw: See text 
  Magic Resistance: No and Yes; see text 
  This powerful inscription harms those who enter, pass or open the 
  warded area or object. A glyph of warding can guard a bridge or 
  passage, ward a portal, trap a chest or box, and so on. 
  You set the conditions of the ward. Typically, any creature entering 
  the warded area or opening the warded object without speaking a 
  password (which you set when casting the spell) is subject to the 
  magic it stores. Alternatively, or in addition to a password trigger, 
  glyphs can be set according to physical characteristics (such as 
  height or weight) or creature type, subtype, or kind. Glyphs can also 
  be set with respect to good, evil, law, or chaos, or to pass those of 
  your religion. They cannot be set according to class, hit dice, or level. 
  Glyphs respond to invisible creatures normally but are not triggered by 
  those who travel past them ethereally. Multiple glyphs cannot be cast 
  on the same area. However, if a cabinet has three drawers, each can 
  be separately warded. 
  When casting the spell, you weave a tracery of faintly glowing lines 
  around the warding sigil. A glyph can be placed to conform to any 
  shape up to the limitations of your total square footage. When the 
  spell is completed, the glyph and tracery become nearly invisible. 
  Glyphs cannot be affected or bypassed by such means as physical or 
  magical probing, though they can be dispelled. Mislead, polymorph, 
  and nondetection (and similar magical effects) can fool a glyph, 
  though non-magical disguises and the like can’t. Read magic allows 
  you to identify a glyph of warding with a knowledge: arcana skill 
  check.  Identifying the glyph does not discharge it and allows you to 
  know the basic nature of the glyph (version, type of damage caused, 
  what spell is stored). 
  Note: Note: An assassin or thief can use the find traps ability to find 
  glyphs of warding and thwart them.  The check penalty is equal to the 
  level of the spell’s caster. 
   
  Depending on the version selected, a glyph either blasts the intruder 
  or activates a spell. 
   
   Blast Glyph: A blast glyph deals 1d8 points of damage per two 
  caster levels (maximum 5d8) to the intruder and to all within 5 
  feet of him. This damage is acid, cold, fire, electricity, or sonic 
  (caster’s choice, made at time of casting). Each creature 
  affected can attempt a dexterity save to take half damage. 
  Magic resistance applies against this effect.  Items held by one 
  of the spell’s targets must save versus the relevant effect (see 
  Item Saving Throws on page 52) if that target failed his saving 
  throw with a “1”.   
   Spell Glyph: You can store any harmful spell of 3rd level or lower 
  that you know. All level-dependent features of the spell are 
  based on your caster level at the time of casting the glyph. If the 
  spell has a target, it targets the intruder. If the spell has an area 
  of effect it is centered on the intruder. If the spell summons 
  creatures, they appear as close as possible to the intruder and 
  attack. Saving throws and magic resistance operate as normal. 
  Material Component: You trace the glyph with incense, which must 
  first be sprinkled with powdered diamond worth at least 200 gp.  Both 
  incense and powdered diamond are expended when the spell is 
  cast. 
   
   
  Goodberry 
  Alteration 
  Level: Druid 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: 2d4 fresh berries 
  Duration: One day/caster level 
  Saving Throw: None 
  Magic Resistance: Yes 
  Casting goodberry upon a handful of freshly picked berries makes 2d4 
  of them magical. You (as well as any other druid or ranger) can 
  immediately discern which berries are affected. Each transmuted 
  berry provides nourishment as if it were a normal meal for a Medium 
  creature. The berry also cures 1 point of damage when eaten, subject 
  to a maximum of 8 points of such curing in any 24-hour period. 
   
  Grease 
  Conjuration/Summoning  
  Level: Magic-User 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target or Area: One object or a 10’ radius circle 
  Duration: 1 round/caster level (dismissible) 
  Saving Throw: Dexterity partial; see text 
  Magic Resistance: No 
  A grease spell covers a solid surface with a layer of slippery grease. 
  Any creature in the area when the spell is cast, or who enters the area 
  while the spell is in effect, must make a successful dexterity save or fall 
  prone. This save must be made each round, on the caster’s initiative, 
  by those who remain within the spell’s area of effect. Those who make 
  their save may move within or through the area of grease at ½ of their 
  normal movement rate, rounded to the nearest 5’ increment.  
  The spell can also be used to create a greasy coating on an item. 
  Material objects not in use are always affected by this spell, while an 
  object wielded or employed by a creature receives a dexterity saving 
  throw to avoid the effect. If the initial saving throw fails, the creature 
  immediately drops the item. A saving throw must be made in each 
  round that the creature attempts to pick up or use the greased item. 
  A creature wearing greased armor or clothing gains a +10 bonus on 
  escape artist checks made to escape from restraints or bounds and to 
  avoid being grappled. 
  Material Component: A bit of pork rind or butter. 
   
  Guards and Wards 
  Abjuration 
  Level: Magic-User 6 
  Components: V, S, M 
  Casting Time: 3 turns 
  Range: Anywhere within the area to be warded 
  Area: Up to 200 sq. ft./caster level 
  Duration: 2 hours/caster level (dismissible) 
  Saving Throw: See text 
  Magic Resistance: See text 
  This powerful spell is primarily used to defend your stronghold. The 
  ward protects 200 square feet per caster level. The warded area can 
  be as much as 20 feet high, and shaped as you desire. You can ward 
  several stories of a stronghold by dividing the area among them; you 
  must be somewhere within the area to be warded to cast the spell. 
  The spell creates the following magical effects within the warded 
  area: 
   
   Fog: Fog fills all corridors, obscuring all sight, including darkvision, 
  beyond 5 feet. A creature 5 feet away has 50% concealment. 
  Creatures up to 10 feet away have 75% concealment while 
  those further away have 100% concealment. Saving Throw: 
  None. Magic Resistance: No. 
   Wizard Locks: All doors in the warded area are wizard locked. 
  Saving Throw: None. Magic Resistance: No. 
   Webs: Webs fill all stairs from top to bottom. These strands are 
  identical with those created by the web spell, except that they 
  regrow in 1 turn if they are burned or torn away while the guards 
  and wards spell lasts. Saving Throw: Dexterity negates; see text 
  for web. Magic Resistance: No. 
  
  Player’s Handbook 103 
   
   Confusion: Where there are choices in direction - such as a 
  corridor intersection or side passage - a minor confusion -type 
  effect functions so as to make it 50% probable that intruders 
  believe they are going in the opposite direction from the one 
  they actually chose.  Saving Throw: None.  Magic Resistance: 
  Yes. 
   Lost Doors: One door per caster level is covered by a silent image 
  to appear as if it were a plain wall. Saving Throw: Intelligence 
  disbelief (if interacted with).  Magic Resistance: No. 
   
  In addition, you can place your choice of one of the following five 
  magical effects: 
   
   Dancing lights in four corridors. You can designate a simple 
  program that causes the lights to repeat as long as the guards 
  and wards spell lasts. Saving Throw: None. Magic Resistance: No. 
   A magic mouth in two places. Saving Throw: None. Magic 
  Resistance: No. 
   A stinking cloud in two places. The vapors appear in the places 
  you designate; they return within 1 turn if dispersed by wind while 
  the guards and wards spell lasts. Saving Throw: constitution 
  negates; see text for stinking cloud. Magic Resistance: No. 
   A gust of wind in one corridor or room. Saving Throw: strength 
  negates. Magic Resistance: Yes. 
   A suggestion in one place. You select an area of up to 5 feet 
  square, and any creature who enters or passes through the area 
  receives the suggestion mentally. Saving Throw: charisma 
  negates. Magic Resistance: Yes. 
  The whole warded area radiates strong magic of the abjuration 
  school. A dispel magic cast on a specific effect, if successful, removes 
  only that effect. A successful Mordenkainen’s disjunction destroys the 
  entire guards and wards effect. 
  Material Component: Burning incense, a small measure of brimstone 
  and oil, a knotted string, and a small amount of blood are expended 
  in when this spell is cast.  A small silver rod must be held by the caster 
  at the time of casting, though this is not expended when the spell is 
  completed. 
   
  Gust of Wind 
  Evocation  
  Level: Druid 2, Magic-User 2 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Effect: 60’ long by 5’ wide gust of severe wind emanating from you 
  Duration: 1 round 
  Saving Throw: Strength negates 
  Magic Resistance: Yes 
  This spell creates a severe blast of air (approximately 50 mph) that 
  originates from you, affecting all creatures in its path. 
   
   Small creatures are knocked prone by the force of the wind and 
  take 1d6 of non-lethal damage or, if flying, are blown back 
  1d6x10 feet and takes 2d6 points of non-lethal damage due to 
  battering and buffeting. 
   Medium creatures are unable to move forward against the force 
  of the wind or, if flying, are blown back 1d6x5 feet and take 1d6 
  points of non-lethal damage. 
   Large creatures may move normally within a gust of wind effect.  
  A gust of wind can’t move a creature beyond the limit of its 
  range. 
   Any creature, regardless of size, takes a -4 penalty on ranged 
  attacks and any perception checks in the area of a gust of wind. 
  The force of the gust automatically extinguishes candles, torches, and 
  similar unprotected flames. It causes protected flames, such as those 
  of lanterns, to dance wildly and has a 50% chance to extinguish those 
  lights. 
  In addition to the effects noted, a gust of wind can do anything that a 
  sudden blast of wind would be expected to do. It can create a 
  stinging spray of sand or dust, fan a large fire, overturn delicate 
  awnings or hangings, heel over a small boat, and blow gases or 
  vapors to the edge of its range. 
  Gust of wind can be made permanent with a permanency spell. 
   
   
  Hallucinatory Terrain 
  Illusion/Phantasm  
  Level: Bard 4, Druid 4, Magic-User 4, Illusionist 4 
  Components: V, S, M 
  Casting Time: 1 turn 
  Range: 400’ (Long) 
  Area: One 30’ cube/caster level 
  Duration: 2 hours/caster level (dismissible) 
  Saving Throw: Intelligence disbelief (if interacted with) 
  Magic Resistance: No 
  You make natural terrain look, sound, and smell like some other sort of 
  natural terrain. Structures, equipment, and creatures within the area 
  are not hidden or changed in appearance. 
  Material Component: A stone, a twig and a bit of green plant. 
   
  Haste (reversible) 
  Alteration 
  Level: Magic-User 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Targets: One creature/caster level, no two of which can be more than 
  30’ apart 
  Duration: 1 round/caster level 
  Saving Throw: Intelligence negates 
  Magic Resistance: Yes 
  The transmuted creatures move and act more quickly than normal.  
  Hasted characters may make an extra attack each round and 
  double their usual movement rate.  When hasted a spellcaster may 
  still only cast one spell per round.   
  In addition, a hasted creature gains a +1 bonus on attack rolls, 
  initiative rolls, armor class and dexterity saves. 
  The reverse of this spell, slow, causes affected creatures to move and 
  attack at a drastically slowed rate. A slowed creature may only 
  attack once every other round if it normally makes 1 attack each 
  round.  Creatures that make multiple attacks per round lose one 
  attack each round.  Spells cast by slowed casters take twice their 
  usual time to cast.  
  Additionally, slowed creatures suffer a –1 penalty to attack rolls, 
  initiative rolls, armor class and dexterity saves. A slowed creature 
  moves at half of its normal movement rate. 
  Multiple haste or slow effects don’t stack. Slow counters and dispels 
  haste and vice versa. 
  Material Component: A shaving of licorice root for haste.  A drop of 
  molasses for slow. 
   
  Heal (reversible) 
  Conjuration/Summoning  
  Level: Cleric 6, Druid 7 
  Components: V, S 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Constitution negates 
  Magic Resistance: Yes 
  Heal enables you to channel positive energy into a creature to wipe 
  away injury and afflictions. It immediately ends any and all of the 
  following adverse conditions affecting the target: ability damage, 
  blinded, 
  confused, 
  deafened, 
  diseased, 
  exhausted, 
  fatigued, 
  feebleminded, insanity, sickened, stunned, and poisoned. It also cures 
  up to 100 hit points of damage. 
  Heal does not restore permanently drained levels, or restore 
  permanently drained ability score points. 
  The reverse of this spell, harm, charges a subject with negative energy 
  that deals 100 points of damage. If the creature successfully saves, 
  harm deals 50 points of damage.  Harm cannot reduce the target’s 
  hit points to less than 1. 
  If used on an undead creature, harm acts like heal.  If used against an 
  undead creature, heal instead acts like harm. 
   
   
   
   
   
   
   
  
  Player’s Handbook 104 
   
   
  Heat Metal (reversible) 
  Alteration  
  Level: Druid 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One creature per two caster levels, no two of which can be 
  more than 30’ apart 
  Duration: 7 rounds 
  Saving Throw: Wisdom negates  
  Magic Resistance: Yes  
  Heat metal makes metal extremely warm. A creature takes fire 
  damage if its equipment is heated. It takes full damage if wearing 
  metal armor or carrying metallic items weighing one-fifth of its weight. 
  The creature takes minimum damage (1 point or 2 points; see the 
  table below) if it’s not wearing metal armor or carrying metallic items 
  weighing less than one-fifth of its weight. 
  On the first round of the spell, the metal becomes warm and 
  uncomfortable to touch but deals no damage. The same effect also 
  occurs on the last round of the spell’s duration. During the second 
  (and also the next-to-last) round, intense heat causes pain and 
  damage. In the third, fourth, and fifth rounds, the metal is searing hot, 
  causing more damage, as shown on the table below. 
   
  round 
  metal temperature 
  damage 
  1 
  warm 
  none 
  2 
  hot 
  1d4 points 
  3–5 
  searing 
  2d4 points 
  6 
  hot 
  1d4 points 
  7 
  warm 
  none 
   
  Any cold intense enough to damage the creature negates fire 
  damage from the spell (and vice versa) on a point-for-point basis. If 
  cast underwater, heat metal deals half damage and warms the 
  surrounding water. 
  The reverse of this spell, chill metal, makes metal extremely cold. It 
  affects the targeted creature just as heat metal does, excepting that 
  the damage inflicted is from biting cold rather than searing heat. 
  Underwater, chill metal deals no damage, but ice immediately forms 
  around the affected metal, making it more buoyant. 
  Chill metal counters and dispels heat metal and vice versa. 
   
  Heroes’ Feast 
  Conjuration/Summoning 
  Level: Cleric 6, Druid 7 
  Components: V, S, M 
  Casting Time: 1 turn; see text 
  Range: 30’ (Close) 
  Effect: Feast for one creature/caster level 
  Duration: 2 hours; see text 
  Saving Throw: None 
  Magic Resistance: No 
  You bring forth a great feast, including a magnificent table, chairs, 
  service, food and drink. The feast takes 1 hour to consume and the 
  beneficial effects do not set in until this hour is over. Every creature 
  partaking of the feast is cured of all diseases, sickness, and nausea.  
  They also become immune to poison for 12 hours and gain 4d8+8 
  temporary hit points after imbibing the nectar-like beverage that is 
  part of the feast. The ambrosial food that is consumed grants each 
  creature that partakes a +1 bonus on attack rolls and constitution 
  saves, as well as immunity to fear effects for 12 hours. 
  If the feast is interrupted for any reason, the spell is ruined and all 
  effects of the spell are negated. 
   
  Hold Animal 
  Enchantment/Charm   
  Level: Druid 2 
  Components: V, S 
  Target: One animal 
  This spell functions like hold person, except that it affects an animal 
  instead of a humanoid. 
   
  Hold Monster 
  Enchantment/Charm   
  Level: Bard 4, Magic-User 5, Illusionist 5 
  Components: V, S, M 
  Target: One creature 
  This spell functions like hold person, except that it affects any living 
  creature that fails its strength save. 
  Arcane Material Component: One hard metal bar or rod, which can 
  be as small as a three-penny nail. 
   
  Hold Person 
  Enchantment/Charm   
  Level: Cleric 2, Bard 2, Magic-User 3, Illusionist 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Target: One humanoid creature 
  Duration: 1 round/caster level (dismissible); see text 
  Saving Throw: Strength negates; see text 
  Magic Resistance: Yes 
  The subject becomes paralyzed and freezes in place. It is aware and 
  breathes normally but cannot take any actions, even speech.  A 
  winged creature that is paralyzed cannot flap its wings and falls. A 
  swimmer can’t swim and may drown.  Held creatures are considered 
  to be incapacitated opponents (see page 57 for more details). 
  A held creature may attempt another saving throw on its turn each 
  round to break free of the spell’s effect.  Once this save is made the 
  spell is negated. 
  Arcane Material Component: A small, straight piece of iron. 
   
  Hold Plant 
  Enchantment/Charm 
  Level:  Druid 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Target: One plant creature 
  Duration: 1 round/caster level 
  Saving Throw: Wisdom negates; see text 
  Magic Resistance: Yes 
  The spell effects apply to all forms of vegetation, including parasitic 
  and fungoid types, and those magically animated or otherwise 
  magically empowered. It affects such monsters as green slime, molds 
  of any sort, shambling mounds, shriekers, treants, etc. Other than the 
  type of creatures it affects, this spell functions like hold person. 
   
  Hold Portal 
  Abjuration 
  Level: Magic-User 1 
  Component: V 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Target: One portal with an area of up to 20 sq. ft./caster level 
  Duration: 1 minute/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  This spell magically holds shut a door, portcullis, gate, window or 
  shutter of wood, metal or stone. The magic affects the portal just as if 
  it were securely closed and normally locked. A knock spell or a 
  successful dispel magic spell can negate a hold portal spell. 
  Add 5 to the normal penalty for forcing open a held portal and 
  reduce all damage done to the portal by 50%. 
   
  Holy Aura (reversible) 
  Abjuration  
  Level: Cleric 8 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Targets: One creature/caster level in a 20’ radius sphere centered on 
  you 
  Duration: 1 round/caster level (dismissible) 
  Saving Throw: See text 
  Magic Resistance: Yes  
  A brilliant divine radiance surrounds the subjects, protecting them 
  from attacks, granting them resistance to spells cast by evil creatures, 
  and causing evil creatures to become blinded when they strike the 
  subjects. This abjuration has four effects: 
   
   First, each warded creature gains a +4 bonus to AC and +4 
  bonus to its saves. Unlike protection from evil, this benefit applies 
  against all attacks, not just against attacks by evil creatures.  
  
  Player’s Handbook 105 
   
  These bonuses may not be combined with those gained from 
  spells or items of protection (i.e. ring of protection or protection 
  from evil spell). 
   Second, each warded creature gains a magic resistance rating 
  equal to ½ of the casting cleric’s level (round fractions down) 
  against spells and spell-like abilities employed by evil creatures. 
   Third, the abjuration blocks possession and mental influence, just 
  as protection from evil does.  
   Finally, if an evil creature succeeds on a melee attack against a 
  warded creature, the offending attacker is blinded (constitution 
  save negates, as blindness/deafness). 
  The reverse of this spell, unholy aura, surrounds the subjects in 
  malevolent darkness, protecting them from attacks, granting them 
  resistance to spells cast by good creatures, and blinding good 
  creatures when they strike the subjects. The effects mirror those of holy 
  aura except that they work against good-aligned creatures. 
  Material Component: A tiny reliquary containing some sacred relic. 
  The reliquary costs at least 500 gp and is not consumed by this spell’s 
  casting. 
   
  Holy Word (reversible) 
  Evocation 
  Level: Cleric 7 
  Components: V 
  Casting Time: 1 round 
  Range: Personal 
  Area: Evil creatures in a 40’ radius circle centered on you 
  Duration: Instantaneous 
  Saving Throw: None or Wisdom negates; see text 
  Magic Resistance: Yes 
  Any evil creature within the area that hears the holy word suffers the 
  following ill effects. 
   
  hit dice 
  effect 
  equal to caster level 
  stunned 
  up to caster level -1 
  blinded, stunned 
  up to caster level -5 
  paralyzed, blinded & stunned 
  up to caster level -10 
  killed 
   
  The effects are cumulative and concurrent. No saving throw is 
  allowed against these effects. 
   
   Stunned: The creature is stunned for 1d4 rounds.   
   Blinded: The creature is blinded for 2d4 rounds. 
   Paralyzed: The creature is paralyzed and helpless for 1d10 
  minutes. 
   Killed: Living creatures die. Undead creatures are destroyed. 
  Furthermore, if you are on your home plane when you cast this spell, 
  non-good extraplanar creatures within the area are instantly banished 
  back to their home planes. Creatures so banished cannot return for at 
  least 24 hours. This effect takes place regardless of whether the 
  creatures hear the holy word. The banishment effect allows a wisdom 
  save (at a –2 penalty) to negate. 
  Creatures whose HD exceed your caster level are unaffected by holy 
  word. 
  The reverse of this spell, unholy word, affects good creature within the 
  area just as holy word affects evil creatures. 
   
  Hypnotic Pattern 
  Illusion/Phantasm   
  Level: Bard 1, Illusionist 1 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Area: 2d4 hit dice of creatures +1 additional hit die/2 caster levels, no 
  two of which may be more than 30’ apart 
  Duration: 2d4 rounds (dismissible) 
  Saving Throw: Intelligence negates 
  Magic Resistance: Yes 
  Your gestures and droning incantation fascinate nearby creatures, 
  causing them to stop and stare blankly at you. In addition, you can 
  use their rapt attention to make your suggestions and requests seem 
  more plausible.  
  Roll 2d4 to see how many total hit dice of creatures you affect, 
  adding 1 additional HD for every 2 casters levels you have achieved. 
  Creatures with fewer HD are affected before creatures with more HD. 
  Only creatures that can see or hear you are affected, but they do not 
  need to understand you to be fascinated.  If used in combat, the 
  subjects gain a +2 bonus to their saving throws. 
  While the subject is fascinated by this spell it reacts as though it were 
  two steps more friendly in attitude, so long as you do not attack or 
  threaten it. This allows you to make a single request of the affected 
  creature (provided you can communicate with it). The request must 
  be brief and reasonable. Even after the spell ends, the creature 
  retains its new attitude toward you, but only with respect to that 
  particular request.  A creature that fails its saving throw does not 
  remember that you enspelled it. 
   
  Ice Storm 
  Evocation  
  Level: Druid 5, Magic-User 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 400’ (Long) 
  Area: 30’ radius by 40’ high cylinder 
  Duration: 1 round 
  Saving Throw: Dexterity half 
  Magic Resistance: Yes 
  Great magical hailstones pound down for 1 round, dealing 3d6 points 
  of bludgeoning damage and 2d6 points of cold damage to every 
  creature in the area. 
  A -4 penalty applies to all perception checks made within the ice 
  storm’s effect, and all land movement within its area is at half speed. 
  At the end of the duration, the hail disappears, leaving no aftereffects 
  (other than the damage dealt). 
  Items held by one of the spell’s targets must save versus either frost or 
  crushing (see Item Saving Throws on page 52), depending on what 
  effect dealt more damage, if that target failed his saving throw with a 
  “1”.   
  Arcane Material Component: A pinch of dust and a few drops of 
  water. 
   
  Identify 
  Divination 
  Level: Bard 1, Magic-User 1, Illusionist 1 
  Components: V, S, M 
  Casting Time: 1 hour 
  Range: Touch 
  Targets: One object 
  Duration: Instantaneous 
  Saving Throw: None 
  Magic Resistance: No 
  The spell determines up to four magic properties of a single magic 
  item, including how to activate those functions (if appropriate), and 
  how many charges are left (if any).  Identify does not function when 
  used on an artifact. 
  Material Component: A pearl of at least 100 gp value, crushed and 
  stirred into wine with an owl feather; the infusion must be drunk prior to 
  spellcasting. 
   
  Illusionary Script 
  Illusion/Phantasm 
  Level: Bard 3, Illusionist 2 
  Components: V, S, M 
  Casting Time: 1 minute or longer; see text 
  Range: Touch 
  Target: One object weighing no more than 10 lbs 
  Duration: One day/caster level (dismissible) 
  Saving Throw: Intelligence negates; see text 
  Magic Resistance: Yes 
  You write instructions or other information on parchment, paper or any 
  suitable writing material. The casting time depends on how long a 
  message you wish to write, but it is always at least 1 minute. 
  Illusionary script appears to be some form of foreign or magical 
  writing. Only the person (or people) designated by you at the time of 
  the casting are able to read the writing; it’s unintelligible to any other 
  character, although an illusionist recognizes it as illusionary script. 
  Any unauthorized creature attempting to read the script triggers a 
  potent illusory effect and must make a saving throw. A successful 
  saving throw means the creature can look away with only a mild 
  
  Player’s Handbook 106 
   
   
  sense of disorientation. Failure means the creature is subject to a 
  suggestion implanted in the script by you at the time the illusory script 
  spell was cast. The suggestion lasts only 30 minutes. Typical suggestions 
  include “Close the book and leave,” “Forget the existence of the 
  book,” and so forth. 
  If successfully dispelled by dispel magic, the illusionary script and its 
  secret message disappear. The hidden message can be read by a 
  combination of the true seeing spell along with the read magic or 
  comprehend languages spell. 
  Material Component: A lead-based ink (cost of not less than 50 gp). 
   
  Illusory Wall 
  Illusion/Phantasm  
  Level: Illusionist 4 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Effect: Image with dimensions no greater than 1’ by 10’ by 10’ 
  Duration: Permanent 
  Saving Throw: Intelligence disbelief (if interacted with) 
  Magic Resistance: No 
  This spell creates the illusion of a wall, floor, ceiling or similar surface. It 
  appears absolutely real when viewed but physical objects can pass 
  through it without difficulty. When the spell is used to hide pits, traps or 
  normal doors, any detection abilities that do not require sight work 
  normally. Touch or a probing search reveals the true nature of the 
  surface, though such measures do not cause the illusion to disappear. 
   
  Imbue with Spell Ability 
  Evocation 
  Level: Cleric 4 
  Components: V, S, M 
  Casting Time: 1 turn 
  Range: Touch 
  Target: One creature; see text 
  Duration: Permanent until discharged (dismissible) 
  Saving Throw: Wisdom negates  
  Magic Resistance: Yes  
  You transfer some of your currently prepared spells, and the ability to 
  cast them, to another creature. Only a creature with an intelligence 
  score of at least 6 and a wisdom score of at least 9 can receive this 
  bestowal. Only cleric spells from the schools of abjuration, divination 
  and conjuration/summoning can be transferred. The number and 
  level of spells that the subject can be granted depends on its hit dice; 
  even multiple castings of imbue with spell ability can’t exceed this 
  limit. 
   
  recipient’s HD 
  spells imbued 
  2 or lower 
  one 1st level spell 
  3–4 
  one or two 1st level spells 
  5 or higher 
  one or two 1st level spells & one 2nd level spell 
   
  The transferred spell’s variable characteristics (range, duration, area, 
  saving throws and the like) function according to your level, not the 
  level of the recipient. 
  Once you cast imbue with spell ability, you cannot prepare a new 4th 
  level spell to replace it until the recipient uses the imbued spells or is 
  slain, or until you dismiss the imbue with spell ability spell. In the 
  meantime, you remain responsible to your deity for the use to which 
  the spell is put. If the number of 4th level spells you can cast decreases, 
  and that number drops below your current number of active imbue 
  with spell ability spells, the more recently cast imbued spells are 
  dispelled. 
  To cast a spell with a verbal component, the subject must be able to 
  speak. To cast a spell with a somatic component, it must have 
  humanlike hands. To cast a spell with a material component, it must 
  have the material component on-hand. 
   
  Imprisonment 
  Abjuration 
  Level: Magic-User 9 
  Components: V, S 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Intelligence negates; see text 
  Magic Resistance: Yes 
  When you cast imprisonment and touch a creature, it is entombed in 
  a state of suspended animation (see the temporal stasis spell) in a 
  small sphere far beneath the surface of the earth. The subject remains 
  there unless a freedom spell is cast at the locale where the 
  imprisonment took place.  
  Magical search by a crystal ball, a locate object spell or some other 
  similar divination does not reveal the fact that a creature is imprisoned 
  but discern location does. A wish or miracle spell will not free the 
  recipient but will reveal where it is entombed. If you know the target’s 
  name and some facts about its life, the target takes a –2 penalty on its 
  save. 
   
  Improved Arcane Sight 
  Divination 
  Level: Magic-User 7, Illusionist 7 
  This spell functions like arcane sight, except that you automatically 
  know which spells or magical effects are active upon any individual or 
  object you see. 
  Improved arcane sight doesn’t let you identify magic items.  Unlike 
  arcane sight, this spell cannot be made permanent with a 
  permanency spell. 
   
  Improved Dispel Magic 
  Abjuration 
  Level: Cleric 6, Bard 5, Druid 6, Magic-User 6, Illusionist 6 
  This spell functions like dispel magic, except that you gain an 
  additional +5 bonus on your caster level check. 
  Additionally, improved dispel magic has a chance to dispel any 
  effect that remove curse can remove, even if dispel magic can’t 
  dispel that effect. 
   
  Improved Enchanted Weapon 
  Alteration 
  Level: Cleric 4, Magic-User 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One weapon or fifty projectiles (all of which must be in 
  contact with each other at the time of casting) 
  Duration: 1 hour/caster level 
  Saving Throw: None 
  Magic Resistance: Yes 
  This spell functions like enchanted weapon, except that it gives a 
  weapon a bonus on attack and damage rolls of +1 per four caster 
  levels (maximum +5). 
  Alternatively, you can affect as many as fifty arrows, bolts or bullets. 
  The projectiles must be of the same kind and have to be together (in 
  the 
  same 
  quiver 
  or 
  other 
  container). 
  Projectiles 
  lose 
  their 
  enchantment when used.  
  Arcane Material Component: Powdered lime and carbon. 
   
  Improved Glyph of Warding 
  Abjuration 
  Level: Cleric 6 
  This spell functions like glyph of warding, except that an improved 
  blast glyph deals up to 10d8 points of damage, and an improved spell 
  glyph can store a spell of 6th level or lower. 
  Material Component: You trace the glyph with incense, which must 
  first be sprinkled with powdered diamond worth at least 400 gp. 
   
  Improved Invisibility 
  Illusion/Phantasm  
  Level: Magic-User 4, Illusionist 4 
  Components: V, S 
  Duration: 1 round/caster level (dismissible) 
  Saving Throw: Intelligence negates  
  This spell functions like invisibility except that it doesn’t end if the 
  subject attacks. 
   
  Improved Magic Fang 
  Alteration 
  Level: Druid 3 
  Range: 30’ (Close) 
  Target: One creature 
  Duration: 1 hour/caster level 
  
  Player’s Handbook 107 
   
  This spell functions like magic fang except that the bonus on attack 
  and damage rolls is +1 per four caster levels (maximum +5).   
  Alternatively you may imbue all of the creature’s natural weapons 
  with a +1 bonus (regardless of your caster level). 
  Improved magic fang can be made permanent with a permanency 
  spell. 
   
  Improved Phantasmal Force 
  Illusion/Phantasm  
  Level: Illusionist 3 
  Duration: Concentration + 3 rounds 
  This spell functions like silent image, except that sound, smell, and 
  thermal illusions are included in the spell effect. While concentrating, 
  you can move the image within the range.  
  The image disappears when struck by an opponent unless you cause 
  the illusion to react appropriately. 
   
  Improved Planar Binding 
  Conjuration/Summoning 
  Level: Magic-User 8 
  Components: V, S 
  Targets: Up to three elementals or extraplanar creatures, totaling no 
  more than 15 HD, no two of which can be more than 30’ apart when 
  they appear. 
  This spell functions like lesser planar binding, except that you may call 
  a single creature of 15 HD or less, or up to three creatures of the same 
  kind whose hit dice total no more than 15. Each creature gets a 
  saving throw, makes independent attempts to escape, and must be 
  persuaded to aid you individually. 
   
  Improved Prying Eyes 
  Divination 
  Level: Magic-User 8, Illusionist 8 
  This spell functions like prying eyes, except that the eyes can see all 
  things as they actually are, just as if they had true seeing with a range 
  of 120’. They can navigate darkened areas at their normal movement 
  rate. 
   
  Improved Restoration 
  Conjuration/Summoning  
  Level: Cleric 7 
  Components: V, S, XP 
  Casting Time: 1 turn 
  This spell functions like lesser restoration, except that it also restores 1d4 
  drained levels. Drained levels are restored only if the time since the 
  creature lost the level is no more than one week per caster level. 
  Improved restoration also dispels all magical effects penalizing the 
  creature’s abilities, cures all temporary ability damage and restores all 
  points permanently drained from all ability scores. It also eliminates 
  fatigue and exhaustion, and removes all forms of insanity, confusion 
  and similar mental effects. Improved restoration does not restore 
  levels or constitution points lost due to death. 
  XP Cost: 5,000 XP. 
   
  Improved Scrying 
  Divination 
  Level: Cleric 7, Bard 6, Druid 7, Magic-User 7, Illusionist 7 
  Components: V, S 
  Casting Time: 1 round 
  Duration: 1 hour/caster level 
  This spell functions like scrying, except as noted above. Additionally, 
  all of the following spells function reliably through the sensor: detect 
  evil, detect invisibility, detect magic, message, read magic, and 
  tongues. 
   
  Improved Shadow Conjuration 
  Illusion/Phantasm 
  Level: Illusionist 7 
  This spell functions like shadow conjuration, except that it can 
  duplicate any magic-user conjuration spell of 6th level or lower. The 
  illusory conjurations created deal three-fifths (60%) damage to non-
  believers, and non-damaging effects are 60% likely to work against 
  non-believers. 
   
  Improved Shadow Evocation 
  Illusion/Phantasm 
  Level: Illusionist 8 
  This spell functions like shadow evocation, except that it enables you 
  to create partially real, illusory versions of magic-user evocation spells 
  of 7th level or lower. If recognized as an improved shadow evocation, 
  a damaging spell deals only three-fifths (60%) damage. 
   
  Improved Spell Immunity  
  Abjuration 
  Level: Cleric 8 
  This spell functions like spell immunity, except the immunity applies to 
  spells of 8th level or lower.  A creature can have only one spell 
  immunity or improved spell immunity spell in effect on it at a time. 
   
  Incendiary Cloud 
  Conjuration/Summoning   
  Level: Magic-User 8 
  Components: V, S 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: 20’ radius cylinder, 20’ in height 
  Duration: 1 round/caster level 
  Saving Throw: Dexterity half; see text 
  Magic Resistance: No 
  An incendiary cloud spell creates a cloud of roiling smoke shot 
  through with white-hot embers. The smoke obscures all sight as a fog 
  cloud does. In addition, the white-hot embers within the cloud deal 
  3d6 points of fire damage to everything within the cloud each round. 
  All targets can make dexterity saves each round to take half 
  damage.  Items held by one of the spell’s targets must save versus fire 
  (see Item Saving Throws on page 52) if that target failed his saving 
  throw with a “1”.  Other items in the spell area must save as well. 
  As with a cloudkill spell, the smoke moves away from you at 10 feet 
  per round. Figure out the smoke’s new spread each round based on 
  its new point of origin, which is 10 feet farther away from where you 
  were when you cast the spell.  
  The spell also obscures vision, providing concealment to those with 
  the spell’s radius.  A creature 5 feet away has 50% concealment. 
  Creatures up to 10 feet away have 75% concealment while those 
  further away have 100% concealment. 
  As with fog cloud, wind disperses the smoke, and the spell can’t be 
  cast underwater. 
   
  Insanity 
  Enchantment/Charm   
  Level: Magic-User 7, Illusionist 7 
  Components: V, S 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Charisma negates 
  Magic Resistance: Yes 
  The affected creature suffers from a permanent confusion effect, as 
  the spell.  Remove curse does not remove insanity. Improved 
  restoration, heal, limited wish, miracle, or wish can restore the 
  creature. 
   
  Insect Plague 
  Conjuration/Summoning  
  Level: Cleric 5, Druid 5 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 400’ (Long) 
  Effect: 20’ radius cylinder, 20’ in height 
  Duration: 1 minute/caster level 
  Saving Throw: None 
  Magic Resistance: No 
  When this spell is cast, a horde of creeping, hopping and flying insects 
  swarm in a thick cloud. These insects obscure vision, granting 
  concealment to those within the cloud and limit all vision within or into 
  the cloud to 15 feet.   
  A creature 5 feet away has 50% concealment. Creatures up to 10 feet 
  away have 75% concealment while those further away have 100% 
  concealment. 
  
  Player’s Handbook 108 
   
   
  Creatures within the insect plague sustain 2d6 hit point of damage 
  each round they remain in it due to the bites and stings of the insects, 
  regardless of armor class.  
  Heavy smoke will drive off insects within its bounds. Fire, lightning or 
  extreme cold will also drive away insects within its area of effect 
  (torches clear a 5’ square of insects, if the torchbearer spends one 
  round clearing that square, while a fireball cast into the center of the 
  insect swarm destroys it). 
  The insect plague does not move after it is summoned into existence.  
  The material components of this spell, other than a holy symbol or 
  mistletoe, are a few grains of sugar, some kernels of grain and a 
  smear of fat. 
  Spellcasting within the confines of an insect plague spell requires a 
  concentration check with a penalty equal to the damage the caster 
  suffered that round. 
   
  Invisibility 
  Illusion/Phantasm  
  Level: Magic-User 2, Illusionist 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: A creature or object weighing no more than 100 lb./caster 
  level 
  Duration: 1 minute/caster level (dismissible) 
  Saving Throw: Intelligence negates  
  Magic Resistance: Yes 
  The creature or object touched becomes invisible, vanishing from 
  sight, even from darkvision. If the recipient is a creature carrying gear, 
  that 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 you employ magic to do so.  Invisible creatures have 
  100% concealment. 
  Items dropped or put down by an invisible creature become visible; 
  items picked up disappear if tucked into the clothing or pouches worn 
  by the creature. Light, however, never becomes invisible, although a 
  source of light can become so (thus, the effect is that of a light with 
  no visible source).  
  Of course, the subject is not magically silenced, and certain other 
  conditions can render the recipient detectable (such as stepping in a 
  puddle). The spell ends if the subject attacks any creature. For 
  purposes of this spell, an attack includes any spell targeting a foe or 
  whose area of effect includes a foe.  
  Actions directed at unattended objects do not break the spell. 
  Causing harm indirectly is not an attack. Thus, an invisible being can 
  open doors, talk, eat, climb stairs, summon monsters and have them 
  attack, cut the ropes holding a rope bridge while enemies are on the 
  bridge, remotely trigger traps, open a portcullis to release attack 
  dogs, and so forth. If the subject attacks directly, however, it 
  immediately becomes visible along with all its gear. Spells such as 
  bless that specifically affect allies but not foes are not attacks for this 
  purpose, even when they include foes in their area. 
  Invisibility can be made permanent (on objects only) with a 
  permanency spell. 
  Material Component: An eyelash encased in a bit of gum arabic. 
   
  Invisibility to Animals 
  Abjuration 
  Level: Druid 1 
  Components: S, M 
  Casting Time: 1 round 
  Range: Touch 
  Targets: One creature/caster level 
  Duration: 1 turn/caster level (dismissible) 
  Saving Throw: Wisdom negates  
  Magic Resistance: Yes 
  Animals cannot see, hear or smell the warded creatures. Animals 
  simply act as though the warded creatures are not there. If a warded 
  character touches an animal or attacks any creature, even with a 
  spell, the spell ends for that character. 
   
  Invisibility to Undead 
  Abjuration 
  Level: Cleric 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Targets: One creature/caster level 
  Duration: 1 turn/caster level (dismissible) 
  Saving Throw: Wisdom negates; see text 
  Magic Resistance: Yes 
  Undead cannot see, hear or smell the warded creatures. Non-
  intelligent undead creatures are automatically affected and act as 
  though the warded creatures are not there. An intelligent undead 
  creature gets a single wisdom saving throw. If it fails, the subject can’t 
  see any of the warded creatures. However, if it has reason to believe 
  unseen opponents are present, it can attempt to find or strike them. If 
  a warded creature attempts to turn or command undead, touches 
  an undead creature, or attacks any creature (even with a spell), the 
  spell ends for that creature. 
   
  Invisibility Purge 
  Evocation 
  Level: Illusionist 3 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Effect: 50’ radius circle 
  Duration: 1 minute/caster level (dismissible) 
  You surround yourself with a sphere of power with a radius of 50’ that 
  negates all forms of invisibility.  Anything invisible becomes visible while 
  in the area. 
   
  Invisibility 10’ Radius 
  Illusion/Phantasm  
  Level: Magic-User 3, Illusionist 3 
  Components: V, S, M 
  Area: 10’ radius sphere around the targeted creature or object 
  This spell functions like invisibility, except that this spell confers invisibility 
  upon all creatures within 10 feet of the recipient. The center of the 
  effect is mobile with the recipient. 
  Those affected by this spell can see each other and themselves as if 
  unaffected by the spell. Any affected creature moving out of the 
  area becomes visible, but creatures moving into the area after the 
  spell is cast do not become invisible. Affected creatures (other than 
  the recipient) that attack negate the invisibility only for themselves. If 
  the spell recipient attacks, the invisibility 10’ radius ends. 
   
  Invisible Stalker 
  Conjuration/Summoning 
  Level: Magic-User, Illusionist 6 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close)  
  Effect: One summoned creature 
  Duration: 1 day/caster level (dismissible) 
  Magic Resistance: No 
  This spell summons an invisible stalker from the Elemental Plane of Air. 
  This 8 hit die monster will obey and serve the spellcaster in 
  performance of whatever tasks are set before it. Though the creature 
  is bound to serve; it does not do so from loyalty or desire. 
  Therefore it will resent prolonged missions or complex tasks and will 
  attempt to pervert instructions accordingly (see the MONSTER 
  MANUAL for complete details on invisible stalkers). The invisible stalker 
  follows instructions even at hundreds or thousands of miles distance. It 
  is a faultless tracker within one day of a given quarry's passing.   
  The material components of this spell are burning incense and a 
  piece of horn carved into a crescent shape.  They are expended 
  upon the casting of this spell. 
   
  Iron Body 
  Alteration 
  Level: Magic-User 8 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 minute/caster level (dismissible) 
  This spell transforms your body into living iron, which grants you several 
  powerful resistances and abilities.  You are immune to ability score 
  damage, blindness, deafness, disease, drowning, electricity, poison, 
  stunning, and all spells or attacks that affect your physiology or 
  respiration, because you have no physiology or respiration while this 
  
  Player’s Handbook 109 
   
  spell is in effect. You cannot drink (and thus can’t use potions) or play 
  wind instruments.  You take only half damage from acid and fire of all 
  kinds. You do not take additional damage from backstab and sneak 
  attacks, and subtract 10 points of damage from all attacks or spells 
  that strike you.   
  You gain a +3 bonus to all strength checks but your movement rate is 
  reduced to half normal. You may not cast arcane spells while 
  affected by the iron body spell and suffer a -3 penalty to all dexterity 
  checks.  Your unarmed attacks deal 1d6 damage.  Your weight 
  increases by a factor of ten, causing you to sink in water like a stone. 
  Luckily you can survive the crushing pressure and lack of air at the 
  bottom of the ocean - until the spell duration expires.  Unfortunately, 
  you become vulnerable to all special attacks that affect iron golems.    
  Material Component: A small piece of iron that was once part of 
  either an iron golem, a hero’s armor, or a war machine. 
   
  Jump 
  Alteration 
  Level: Magic-User 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 minute/caster level (dismissible) 
  Saving Throw: Intelligence negates  
  Magic Resistance: Yes 
  The subject gets a +10 bonus on all strength checks made in order to 
  jump. The bonus increases to +15 at caster level 6, +20 at caster level 
  11 and +25 at caster level 16 and beyond. 
  Material Component: A grasshopper’s hind leg, which you break 
  when the spell is cast. 
   
  Knock 
  Alteration 
  Level: Magic-User 2 
  Components: V 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Target: One door, box or chest with an area of up to 10 sq. ft./caster 
  level 
  Duration: Instantaneous; see text 
  Saving Throw: None 
  Magic Resistance: No 
  The knock spell opens stuck, barred, locked, held or wizard locked 
  doors. It opens secret doors, as well as locked or trick-opening boxes 
  or chests. It also loosens welds, shackles or chains (provided they serve 
  to hold closures shut). If used to open a wizard locked door, the spell 
  does not remove the wizard lock but simply suspends its functioning 
  for 1 turn. In all other cases, the door does not relock itself or become 
  stuck again on its own.  
  Knock does not raise barred gates or similar impediments (such as a 
  portcullis), nor does it affect ropes, vines and the like. The effect is 
  limited by the area. Each spell can undo as many as two means of 
  preventing egress.  
   
  Know Alignment (reversible) 
  Divination 
  Level: Cleric 2, Bard 2, Druid 2, Magic-User 2, Illusionist 2 
  Components:  V, S 
  Casting Time: 1 round 
  Range:  Personal or close 
  Target: Your or one creature 
  Duration:  Concentration, up to 1 turn/caster level; see text 
  (dismissible) 
  Saving Throw: None; see text 
  Magic Resistance: Yes 
  A know alignment spell enables the caster to know the exact 
  alignment of a creature within 30’ of him by concentrating upon that 
  creature.  The caster may concentrate upon another creature each 
  round in order to learn its alignment. 
  Certain magical devices or spells (such as undetectable alignment or 
  misdirection) will negate the ability to know alignment. 
  The reverse of this spell, undetectable alignment, conceals the 
  alignment of one object or willing creature within 30’ from all forms of 
  divination.  This use of the spell does not require the caster to maintain 
  concentration upon the target, nor does it require that the target 
  remain within 30’ of the caster once the spell is cast. 
   
  Know Direction 
  Divination 
  Level: Bard 0, Druid 0 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  Magic Resistance: Yes 
  You instantly know the direction of north from your current position. 
  The spell is effective in any environment in which “north” exists, but it 
  may not work in extraplanar settings. Your knowledge of north is 
  correct at the moment of casting, but you can get lost again within 
  moments if you don’t find some external reference point to help you 
  keep track of direction. 
   
  Legend Lore 
  Divination 
  Level: Bard 4, Magic-User 6, Illusionist 6 
  Components: V, S, M 
  Casting Time: See text 
  Range: Personal 
  Target: You 
  Duration: See text 
  Legend lore brings to your mind legends about an important person, 
  place or thing. If the person or thing is at hand, or if you are in the 
  place in question, the casting time is only 1d4 turns. If you have only 
  detailed information on the person, place or thing, the casting time is 
  1d10 days and the resulting lore is less complete and specific (though 
  it often provides enough information to help you find the person, 
  place or thing, thus allowing a better legend lore result next time). If 
  you know only rumors, the casting time is 2d6 weeks and the resulting 
  lore is vague and incomplete (though it often directs you to more 
  detailed information, thus allowing a better legend lore result next 
  time). 
  During the casting you cannot engage in other than routine activities: 
  eating, sleeping and so forth. When completed, the divination brings 
  legends (if any) about the person, place or things to your mind. These 
  may be legends that are still current, legends that have been 
  forgotten or even information that has never been generally known. If 
  the person, place or thing is not of legendary importance, you gain 
  no information. As a rule of thumb, characters who are 9th level and 
  higher are “legendary,” as are the sorts of creatures they contend 
  with, the major magic items they wield and the places where they 
  perform their key deeds. 
  Arcane Material Component: Incense worth at least 250 gp must be 
  burned when this spell is cast.  Four strips of ivory (worth 50 gp each) 
  that are formed into a rectangle are not consumed by this spell. 
   
  Leomund's Lamentable Belaborment 
  Enchantment 
  Level:  Magic-User 5 
  Components:  V 
  Casting Time: 1 round 
  Range:  30’ (Close) 
  Target: One or more creatures in a 10’ radius 
  Duration: Special 
  Saving Throw: Intelligence negates (see below) 
  Magic Resistance: Yes 
  This devious spell distracts creatures in a 10’ radius circle by drawing 
  them into an absorbing discussion on topics of interest to them. The 
  targeted creatures must be able to understand the spellcaster’s 
  language. 
  Upon casting the spell, the magic-user begins discussion of some topic 
  germane to the creature or creatures to be affected. Those making a 
  successful 
  saving 
  throw 
  are 
  unaffected. 
  Affected 
  creatures 
  immediately begin to converse with the spellcaster, agreeing or 
  disagreeing, all most politely, for four rounds.  
  As long as the spellcaster chooses, he can maintain the spell by 
  conversing with the subject(s). If the caster is attacked or otherwise 
  distracted, the subject creatures do not notice.  The wizard can leave 
  at any time after the casting and the subject(s) continue on as if the 
  caster were still present. As long as they are not attacked, the 
  creatures ignore all else going on around them, spending their time 
  talking and arguing to the exclusion of other activities. However, when 
  the caster leaves, each subject completes only the stage of the spell 
  that it is currently in, and then the spell is broken. 
  
  Player’s Handbook 110 
   
   
  If the caster maintains the spell for more than four rounds, each 
  affected creature can make another saving throw at the beginning 
  of the 5th round. Those failing to save wander off in confusion for 
  1d10+2 rounds, staying away from the spellcaster.  Those who make 
  this saving throw continue to talk during rounds 5-8. 
  If the spell is maintained for more than eight rounds, each subject 
  must make a successful saving throw to avoid going into a rage, 
  attacking all other subjects of the spell with intent to kill. This rage lasts 
  for 4 rounds, from rounds 9-12. Those who successfully save against the 
  rage effect realize that they have been deceived and collapse to the 
  ground, lamenting their foolishness, for 4 rounds unless attacked or 
  otherwise disturbed. 
   
  Leomund’s Secret Chest 
  Conjuration/Summoning  
  Level: Magic-User 5 
  Components: V, S, M 
  Casting Time: 1 turn 
  Range: See text 
  Target: One chest and up to 1 cu. ft. of goods/caster level 
  Duration: Sixty days or until discharged 
  Saving Throw: None 
  Magic Resistance: No 
  You hide a chest on the Ethereal Plane for as long as sixty days and 
  can retrieve it at will. The chest can contain up to 1 cubic foot of 
  material per caster level (regardless of the chest’s actual size, which is 
  about 3 feet by 2 feet by 2 feet). If any living creatures are in the 
  chest, there is a 75% chance that the spell simply fails. Once the chest 
  is hidden you can retrieve it by concentrating for 1 round, and it 
  appears next to you. 
  The chest must be exceptionally well-crafted and expensive, 
  constructed for you by master crafters. The cost of such a chest is 
  never less than 5,000 gp. Once it is constructed you must make a tiny 
  replica (of the same materials and perfect in every detail) so that the 
  miniature of the chest appears to be a perfect copy. (The replica 
  costs 50 gp.)  
  You can have but one pair of these chests at any given time - even a 
  wish spell does not allow more. The chests are non-magical and can 
  be fitted with locks, wards and so on, just as any normal chest can be. 
  To hide the chest you cast the spell while touching both the chest and 
  the replica. The chest vanishes into the Ethereal Plane. You need the 
  replica to recall the chest. After sixty days there is a cumulative 
  chance of 5% per day that the chest is irretrievably lost. If the 
  miniature of the chest is lost or destroyed there is no way, not even 
  with a wish spell, that the large chest can be summoned back, 
  although an extraplanar expedition might be mounted to find it. 
  Living things in the chest eat, sleep and age normally, and they die if 
  they run out of food, air, water or whatever they need to survive. 
  Material Component: The chest and its replica. 
   
  Leomund’s Secure Shelter 
  Conjuration/Summoning  
  Level: Magic-User 4 
  Components: V, S, M; see text 
  Casting Time: 1 turn 
  Range: 30’ (Close) 
  Effect: 20’ square structure 
  Duration: 2 hours/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  You conjure a sturdy cottage or lodge made of material that is 
  common in the area where the spell is cast. The floor is level, clean 
  and dry. In all respects the lodging resembles a normal cottage, with 
  a sturdy door, two shuttered windows and a small fireplace. 
  The shelter has no heating or cooling source (other than natural 
  insulation qualities). Therefore it must be heated as a normal dwelling, 
  and extreme heat adversely affects it and its occupants. The dwelling 
  does, however, provide considerable security otherwise - it is as strong 
  as a normal stone building, regardless of its material composition. The 
  dwelling resists flames and fire as if it were stone. It is impervious to 
  normal missiles (but not the sort cast by siege engines or giants). 
  The door, shutters and chimney are secure against intrusion, the 
  former two being wizard locked and the latter secured by an iron 
  grate at the top and a narrow flue. In addition these three areas are 
  protected by an alarm spell. Finally an unseen servant is conjured to 
  provide service to you for the duration of the shelter. 
  The secure shelter contains rude furnishings - eight bunks, a trestle 
  table, eight stools and a writing desk. 
  Material Component: A square chip of stone, crushed lime, a few 
  grains of sand, a sprinkling of water and several splinters of wood. 
  These must be augmented by the components of the unseen servant 
  spell (string and a bit of wood) if this benefit is to be included. 
  Optional Material Component: The material component of the alarm 
  spell (silver wire and a tiny bell) if this benefit is to be included.  These 
  are not expended. 
   
  Leomund’s Tiny Hut 
  Evocation  
  Level: Magic-User 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Effect: 20’ radius sphere centered on your location 
  Duration: 2 hours/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  You create an unmoving, opaque sphere of force of any color you 
  desire around yourself. Half the sphere projects above the ground, 
  and the lower hemisphere passes through the ground. As many as 
  nine other Medium creatures can fit into the field with you; they can 
  freely pass into and out of the hut without harming it. However, if you 
  remove yourself from the hut, the spell ends. 
  The temperature inside the hut is 70° F if the exterior temperature is 
  between 0° and 100° F. An exterior temperature below 0° or above 
  100° lowers or raises the interior temperature on a 1-degree-for-1 basis. 
  The hut also provides protection against the elements, such as rain, 
  dust, and sandstorms. The hut withstands any wind of less than 
  hurricane force, but a hurricane (75+ mph wind speed) or greater 
  force destroys it. 
  The interior of the hut is a hemisphere. You can illuminate it dimly upon 
  command or extinguish the light as desired. Although the force field is 
  opaque from the outside, it is transparent from within. Missiles, 
  weapons, and most spell effects can pass through the hut without 
  affecting it, although the occupants cannot be seen from outside the 
  hut.   They can only be attacked if they are attacking or otherwise 
  detected somehow (typically through a perception check to hear 
  them).  They always cause their attacker to attack at a -4 on “to hit” 
  rolls because their location cannot be accurately pinpointed, 
  effectively granting those within 100% concealment.    
  Material Component: A small crystal bead that shatters when the spell 
  duration expires or the hut is dispelled. 
   
  Leomund’s Trap 
  Illusion/Phantasm  
  Level: Magic-User 2, Illusionist 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One object 
  Duration: Permanent (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  This spell makes a lock or other small mechanism seem to be trapped 
  to anyone who can detect traps. You place the spell upon any small 
  mechanism or device, such as a lock, hinge, hasp, cork, cap, or 
  ratchet. Any character able to detect traps, or who uses any spell or 
  device enabling trap detection, is 100% certain a real trap exists. Of 
  course, the effect is illusory and nothing happens if the trap is 
  “sprung”; its primary purpose is to frighten away thieves or make them 
  waste precious time. 
  If another Leomund’s trap is active within 50 feet when the spell is 
  cast, the casting fails. 
  Material Component: A piece of iron pyrite touched to the object to 
  be trapped while the object is sprinkled with a special dust requiring 
  50 gp to prepare.  The iron pyrite is not expended by this spell’s 
  casting. 
   
   
   
   
   
   
  
  Player’s Handbook 111 
   
  Lesser Planar Binding 
  Conjuration/Summoning 
  Level: Magic-User 5 
  Components: V, S 
  Casting Time: 1 turn 
  Range: 30’ (Close); see text 
  Target: One elemental or extraplanar creature with 6 HD or less 
  Duration: Instantaneous 
  Saving Throw: Intelligence negates 
  Magic Resistance: No and Yes; see text 
  Casting this spell attempts a dangerous act: to lure a creature from 
  another plane to a specifically prepared trap, which must lie within 
  the spell’s range. The called creature is held in the trap until it agrees 
  to perform one service in return for its freedom. 
  To create the trap, you must use a magic circle spell, focused inward. 
  The kind of creature to be bound must be known and stated. If you 
  wish to call a specific individual, you must use that individual’s proper 
  name in casting the spell. 
  The target creature is allowed an intelligence saving throw. If the 
  saving throw succeeds, the creature resists the spell. If the saving 
  throw fails, the creature is immediately drawn to the trap (magic 
  resistance does not keep it from being called). The creature can 
  escape from the trap with by successfully pitting its magic resistance 
  against your concentration check (see page 63), by dimensional 
  travel, or with a successful charisma save with a penalty equal to your 
  caster level. It can try each method once per day. If it breaks loose, it 
  can flee or attack you. A dimensional anchor cast on the creature 
  prevents its escape via dimensional travel. You can also employ a 
  calling diagram (see protection from evil/good 10’ radius) to make 
  the trap more secure.  If the creature does not break free of the trap, 
  you can keep it bound for as long as you dare.  
  You can attempt to compel the creature to perform a service by 
  describing the service and perhaps offering some sort of reward. You 
  must win an opposed charisma common ability check against the 
  creature.   
  If the creature wins the opposed check, it refuses service. New offers, 
  bribes and the like can be made or the old ones reoffered every 24 
  hours. This process can be repeated until the creature promises to 
  serve, until it breaks free or until you decide to get rid of it by means of 
  some other spell. Impossible demands or unreasonable commands 
  are never agreed to. If you roll a natural “1” on the opposed charisma 
  check, the creature breaks free of the binding and can escape or 
  attack you. 
  Once the requested service is completed, the creature need only so 
  inform you to be instantly sent back whence it came. The creature 
  might later seek revenge. If you assign some open-ended task that 
  the creature cannot complete though its own actions the spell 
  remains in effect for a maximum of one day per caster level, and the 
  creature gains an immediate chance to break free. Note that a 
  clever recipient can subvert some instructions.  
   
  Lesser Restoration 
  Conjuration/Summoning  
  Level: Cleric 2, Druid 2 
  Components: V, S 
  Casting Time: 3 rounds 
  Range: Touch 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Wisdom negates  
  Magic Resistance: Yes  
  Lesser restoration dispels any magical effects reducing one of the 
  subject’s ability scores or cures 1d4 points of temporary ability 
  damage to one of the subject’s ability scores. It also eliminates any 
  fatigue or exhaustion suffered by the character. It does not restore 
  permanent ability drain or drained levels, nor does it negate ability 
  check penalties due to the sickened condition, discomfort (as with 
  the antipathy spell), illness, etc. 
   
  Levitate 
  Alteration 
  Level: Magic-User 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One creature or object (total weight up to 100 lb./caster level) 
  Duration: 1 minute/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: Yes  
  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 unattended or possessed by a willing creature. 
  You can mentally direct the recipient to move up or down as much as 
  40 feet each round by concentration upon the recipient. You cannot 
  move the recipient horizontally, but the recipient could clamber along 
  the face of a cliff, for example, or push against a ceiling to move 
  laterally (generally at half its base land speed). 
  A levitating creature that attacks with a melee or ranged weapon 
  finds itself increasingly unstable; the first attack has a –1 penalty on 
  attack rolls, the second –2, and so on, to a maximum penalty of –5. A 
  round spent stabilizing allows the creature to begin again at –1. 
  Material Component: Either a small leather loop or a piece of golden 
  wire bent into a cup shape with a long shank on one end.  The casting 
  of this spell does not expend the material component. 
   
  Light 
  Evocation 
  Level: Cleric 0, Bard 0, Druid 0, Magic-User 0, Illusionist 0 
  Components: V, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One object 
  Duration: 1 turn/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  This spell causes an object to glow like a torch, shedding light in a 30’ 
  foot radius from the point you touch. The effect is immobile, but it can 
  be cast on a movable object. Light taken into an area of magical 
  darkness does not function. 
  A light spell counters and dispels a darkness spell of an equal or lower 
  level and vice versa. 
  Arcane Material Component: A firefly or a piece of phosphorescent 
  moss. 
   
  Lightning Bolt 
  Evocation 
  Level: Magic-User 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Special) 
  Area: 100’ long bolt of electricity 
  Duration: Instantaneous 
  Saving Throw: Dexterity half 
  Magic Resistance: Yes 
  You release a powerful stroke of electrical energy from your fingertips 
  that deals 1d6 points of electricity damage per caster level (maximum 
  9d6) to each creature within its 100’ line of effect. Items held by one 
  of the spell’s targets must save versus lightning (see Item Saving Throws 
  on page 52) if that target failed his saving throw with a “1”.   
  The lightning bolt sets fire to combustibles and damages objects in its 
  path. It can melt metals with a low melting point, such as lead, gold, 
  copper, silver, or bronze. If the damage caused to an interposing 
  barrier shatters or breaks through it, the bolt may continue beyond the 
  barrier if the spell’s range permits; otherwise, it stops at the barrier just 
  as any other spell effect does. 
  Material Component: A bit of fur and an amber, crystal, or glass rod.  
  These materials are not expended by the spell’s casting. 
   
  Limited Wish 
  Conjuration/Summoning 
  Level: Magic-User 7, Illusionist 7 
  Components: V, S, XP 
  Casting Time: 1 round 
  Range: See text 
  Effect: See text 
  Duration: See text 
  Saving Throw: None; see text 
  Magic Resistance: Yes 
  A limited wish lets you create nearly any type of effect. For example, 
  a limited wish can do any of the following things. 
   
  •  Duplicate any illusionist/magic-user spell of 6th level or  lower. 
  •  Duplicate any other spell of 5th level or lower. 
  
  Player’s Handbook 112 
   
   
  •  Undo the harmful effects of many spells, such as geas/quest or 
  insanity. 
  •  Produce any other effect whose power level is in line with the 
  above effects, such as a single creature automatically hitting on 
  its next attack or taking a –7 penalty on its next saving throw. 
  A duplicated spell allows saving throws and magic resistance as 
  normal. When a limited wish duplicates a spell that has an XP cost, 
  you must pay that cost or 3,000 XP, whichever is more. When a limited 
  wish spell duplicates a spell with a material component that costs 
  more than 1,000 gp, you must provide that component. 
  XP Cost: 3,000 XP or more (see above). 
   
  Liveoak 
  Alteration 
  Level: Druid 6 
  Components: V, S 
  Casting Time: 1 turn 
  Range: Touch 
  Target: One tree 
  Duration: One day/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  This spell turns an oak tree into a protector or guardian. The spell can 
  be cast on only a single tree at a time; while liveoak is in effect, you 
  can’t cast it again on another tree. The tree on which the spell is cast 
  must be within 10 feet of your dwelling place, within a place sacred to 
  you, or within 300 feet of something that you wish to guard or protect. 
  Liveoak must be cast on a healthy oak tree. A triggering phrase of up 
  to one word per caster level is placed on the targeted oak. The 
  liveoak spell triggers the tree into animating as a treant.  If liveoak is 
  dispelled, the tree takes root immediately, wherever it happens to be. 
  If released by you, the tree tries to return to its original location before 
  taking root. 
   
  Locate Creature 
  Divination 
  Level: Bard 4, Magic-User 4 
  Components: V, S, M 
  Duration: 1 turn/caster level 
  This spell functions like locate object, except this spell locates a known 
  or familiar creature. 
  You slowly turn and sense when you are facing in the direction of the 
  creature to be located, provided it is within range. You also know in 
  which direction the creature is moving, if any.   
  The spell can locate a creature of a specific kind or a specific 
  creature known to you. To find a kind of creature, you must have seen 
  such a creature up close (within 30 feet) at least once. 
  Running water blocks the spell. It cannot detect objects. It can be 
  fooled by mislead, nondetection, and polymorph spells. 
  Material Component: A bit of fur from a bloodhound. 
   
   
   
  Locate Object 
  Divination 
  Level: Cleric 3, Bard 2, Magic-User 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Area: Circle, centered on you, with a radius of 400’ + 40’/caster level 
  Duration: 1 minute/caster level 
  Saving Throw: None 
  Magic Resistance: No 
  You sense the direction of a well-known or clearly visualized object. 
  You can search for general items, in which case you locate the 
  nearest one of its kind if more than one is within range. Attempting to 
  find a certain item 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 item unless you have observed that 
  particular item firsthand (not through divination). 
  The spell is blocked by even a thin sheet of lead. Creatures cannot be 
  found by this spell. Polymorph any object fools it. 
  Arcane Material component: A forked twig that is not consumed by 
  the casting of this spell. 
   
  Magic Fang 
  Alteration 
  Level: Druid 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 minute/caster level 
  Saving Throw: Wisdom negates  
  Magic Resistance: Yes  
  Magic fang gives one natural weapon of the subject a +1 bonus on 
  attack and damage rolls. The spell can affect an unarmed attack or 
  other natural weapon. (The spell does not change an unarmed strike’s 
  damage from non-lethal damage to lethal damage.) 
  Magic fang can be made permanent with a permanency spell. 
   
  Magic Jar 
  Necromantic 
  Level: Magic-User 5 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Target: One creature 
  Duration: 1 hour/caster level or until you return to your body 
  Saving Throw: Charisma negates; see text 
  Magic Resistance: Yes 
  By casting magic jar, you place your soul in a gem or large crystal 
  (known as the magic jar), leaving your body lifeless. Then you can 
  attempt to take control of a nearby body, forcing its soul into the 
  magic jar. You may move back to the jar (thereby returning the 
  trapped soul to its body) and attempt to possess another body. The 
  spell ends when you send your soul back to your own body, leaving 
  the receptacle empty. 
  To cast the spell, the magic jar must be within spell range and you 
  must know where it is, though you do not need line of sight or line of 
  effect to it. When you transfer your soul upon casting, your body is, as 
  near as anyone can tell, dead.  
  While in the magic jar, you can sense and attack any life force within 
  10 feet per caster level (and on the same plane of existence). You do 
  need line of effect from the jar to the creatures. You cannot 
  determine the exact creature types or positions of these creatures. In 
  a group of life forces, you can sense a difference of 3 or more hit dice 
  between one creature and another and can determine whether a life 
  force is powered by positive or negative energy. (Undead creatures 
  are powered by negative energy. Only sentient undead creatures 
  have, or are, souls.) 
  You could choose to take over either a stronger or a weaker creature, 
  but which particular stronger or weaker creature you attempt to 
  possess is determined randomly. 
  Attempting to possess a body takes 1 round. It is blocked by 
  protection from evil or a similar ward. You possess the body and force 
  the creature’s soul into the magic jar unless the subject succeeds on a 
  charisma save. Failure to take over the host leaves your life force in 
  the magic jar, and the target automatically succeeds on further 
  saving throws if you attempt to possess its body again. 
  If you are successful, your life force occupies the host body, and the 
  host’s life force is imprisoned in the magic jar. You keep your 
  intelligence, wisdom, charisma, level, class, bonus to hit (BtH), 
  
  Player’s Handbook 113 
   
  alignment, and mental abilities. The body retains its strength, dexterity, 
  constitution, hit points, natural abilities, and automatic abilities. A 
  body with extra limbs does not allow you to make more attacks (or 
  more advantageous two-weapon attacks) than normal. You can’t 
  choose to activate the body’s spell-like powers because the 
  creature’s spell-like powers do not stay with the body. 
  Each round, you can shift freely from a host to the magic jar if within 
  range, sending the trapped soul back to its body. The spell ends when 
  you shift from the jar to your own body. 
  If the host body is slain, you return to the magic jar, if within range, and 
  the life force of the host departs (it is dead). If the host body is slain 
  beyond the range of the spell, both you and the host die. Any life 
  force with nowhere to go is treated as slain. 
  If the spell ends while you are in the magic jar, you return to your body 
  (or die if your body is out of range or destroyed). If the spell ends while 
  you are in a host, you return to your body (or die, if it is out of range of 
  your current position), and the soul in the magic jar returns to its body 
  (or dies if it is out of range). Destroying the receptacle ends the spell, 
  and the spell can be dispelled at either the magic jar or at the host’s 
  location. 
  Material Component: A gem or crystal worth at least 100 gp. 
   
  Magic Missile 
  Evocation  
  Level: Magic-User 1 
  Components: V, S 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Targets: Up to five creatures 
  Duration: Instantaneous 
  Saving Throw: None 
  Magic Resistance: Yes 
  A missile of magical energy darts forth from your fingertip and strikes its 
  target unerringly, dealing 1d4+1 points of force damage. 
  For every two caster levels beyond 1st, you gain an additional missile - 
  two at 3rd level, three at 5th, four at 7th, and the maximum of five 
  missiles at 9th or higher level. If you shoot multiple missiles, you can 
  have them strike a single creature or several creatures. A single missile 
  can strike only one creature. You must designate targets before you 
  check for magic resistance or roll damage. 
   
  Magic Mouth 
  Illusion/Phantasm  
  Level: Magic-User 2, Illusionist 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One creature or object 
  Duration: Permanent until discharged 
  Saving Throw: Intelligence negates  
  Magic Resistance: Yes  
  This spell imbues the chosen object or creature with an enchanted 
  mouth that suddenly appears and speaks its message the next time a 
  specified event occurs. The message, which must be twenty-five or 
  fewer words long, can be in any language known by you and can be 
  delivered over a period of 1 turn. The mouth cannot utter verbal 
  components, use command words or activate magical effects. It 
  does, however, move according to the words articulated; if it were 
  placed upon a statue, the mouth of the statue would move and 
  appear to speak. Of course, magic mouth can be placed upon a 
  tree, rock or any other object or creature. 
  The spell functions when specific conditions are fulfilled according to 
  your command as set in the spell. Commands can be as general or as 
  detailed as desired, although only visual and audible triggers can be 
  used. Triggers react to what appears to be the case. 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 triggers can be 
  keyed to general types of noises or to a specific noise or spoken word. 
  Actions can serve as triggers if they are visible or audible. A magic 
  mouth cannot distinguish alignment, level, hit dice, or class except by 
  external garb. 
  The range limit of a trigger is 15 feet per caster level, so a 6th level 
  caster can command a magic mouth to respond to triggers as far as 
  90 feet away. Regardless of range, the mouth can respond only to 
  visible or audible triggers and actions in line of sight or within hearing 
  distance. 
  Magic mouth can be made permanent with a permanency spell. 
  Material Component: A small bit of honeycomb and jade dust worth 
  10 gp.  They are expended when this spell is cast. 
   
  Magic Stone 
  Alteration 
  Level: Cleric 1, Druid 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Targets: Up to three pebbles 
  Duration: 1 turn/caster level or until discharged 
  Saving Throw: Wisdom negates 
  Magic Resistance: Yes 
  You transmute as many as three pebbles, no larger than sling bullets, 
  into +1 weapons that strike with great force when thrown or slung.  
  If thrown, they have a range increment of 20 feet. If slung, they have 
  a range increment 50 feet.  Thrown or slung stones deas 1d6+1 points 
  of damage or 2d6+2 points against undead. 
   
  Major Creation 
  Conjuration/Summoning  
  Level: Illusionist 5 
  Casting Time: 1 turn 
  Range: 30’ (Close) 
  Duration: See text 
  This spell functions like minor creation, except that you can also 
  create an object of mineral nature: stone, crystal, metal, or the like.  
  The duration of the created item varies with its relative hardness and 
  rarity, as indicated on the following table. 
   
  hardness & rarity examples 
  duration 
  vegetable matter 
  2 hours/caster level 
  stone, crystal, base metals 
  1 hour/caster level 
  precious metals 
  2 turns/caster level 
  gems 
  1 turn/caster level 
  rare metal1 
  1 round/caster level 
  1 includes adamantite and mithral. 
   
  Mass Charm 
  Enchantment/Charm 
  Level: Bard 6, Magic-User 8, Illusionist 8 
  Components: V 
  Targets: One or more creatures, no two of which can be more than 
  30’ apart 
  Duration: One day/caster level 
  This spell functions like charm monster, except that mass charm 
  affects a number of creatures whose combined HD do not exceed 
  twice your caster level, or at least one creature regardless of HD. If 
  there are more potential targets than you can affect, you choose 
  them one at a time until you choose a creature with too many HD. 
   
  Massmorph 
  Illusion/Phantasm 
  Level: Bard 3, Magic-User 4, Illusionist 3 
  Components: V, S, M 
  Casting Time: 1 minute 
  Range: 30’ (Close) 
  Target: 10, Medium-sized, creatures /caster level within 30’ of the 
  caster 
  Duration: Special 
  Saving Throw: None 
  Magic Resistance: Yes 
  
  Player’s Handbook 114 
   
   
  When this spell is cast upon willing creatures of Medium size or smaller, 
  up to 10 such creatures per level of experience of the caster can be 
  made to appear as normal trees of any sort. Thus, a company of 
  creatures can be made to appear as a copse, grove, or orchard. 
  Furthermore, these massmorphed creatures can be passed through - 
  and even touched - by other creatures without revealing the illusion.  
  Note, however, that blows to the creature-trees will reveal their 
  nature, as damage will be sustained by the creatures struck and 
  blood will be seen.  Massmorphed creatures must be within 30’ of the 
  caster. 
   
  Unwilling creatures are not affected. The spell persists until the caster 
  commands it to cease or until a dispel magic is successfully cast upon 
  the creatures. The material component of this spell is a handful of bark 
  chips. 
   
  Mass Invisibility 
  Illusion/Phantasm  
  Level: Magic-User 7, Illusionist 7 
  Components: V, S, M 
  Range: 400’ (Long) 
  Targets: Any number of creatures, no two of which can be more than 
  180’ apart 
  This spell functions like invisibility, except that the effect is mobile with 
  the group and is broken when anyone in the group attacks. 
  Individuals in the group cannot see each other. The spell is broken for 
  any individual who moves more than 180 feet from the nearest 
  member of the group. (If only two individuals are affected, the one 
  moving away from the other one loses its invisibility. If both are moving 
  away from each other, they both become visible when the distance 
  between them exceeds 180 feet.) 
  Material Component: An eyelash encased in a bit of gum arabic. 
   
  Mass Suggestion  
  Enchantment/Charm   
  Level: Bard 5, Illusionist 6 
  Range: 100’ (Medium) 
  Targets: One creature/caster level, no two of which can be more than 
  30’ apart 
  This spell functions like suggestion, except that it can affect more 
  creatures. The same suggestion applies to all these creatures. 
   
  Maze 
  Conjuration/Summoning  
  Level: Magic-User 8, Illusionist 8 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One creature 
  Duration: See text 
  Saving Throw: See below 
  Magic Resistance: Yes 
  You banish the subject into an extra-dimensional labyrinth of force 
  planes.  Each round, on its turn, it may attempt an intelligence save, 
  with a penalty equal to your caster level, to escape the labyrinth.  If 
  the subject doesn’t escape the maze disappears after 1 turn, forcing 
  the subject to leave. 
  On escaping or leaving the maze, the subject reappears where it had 
  been when the maze spell was cast. If this location is filled with a solid 
  object, the subject appears in the nearest open space. Spells and 
  abilities that move a creature within a plane, such as teleport and 
  dimension door, do not help a creature escape a maze spell, 
  although a plane shift spell allows it to exit to whatever plane is 
  designated in that spell. Minotaurs are not affected by this spell. 
   
  Meld into Stone 
  Alteration  
  Level: Cleric 3, Druid 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 turn/caster level 
  Meld into stone enables you to meld your body and possessions into a 
  single block of stone. The stone must be large enough to 
  accommodate your body in all three dimensions. When the casting is 
  complete you merge with the stone. You may not carry more weight 
  than your maximum encumbrance permits. 
  While in the stone, you remain in contact, however tenuous, with the 
  face of the stone through which you melded. You remain aware of 
  the passage of time and can cast spells on yourself while hiding in the 
  stone. Nothing that goes on outside the stone can be seen, but you 
  can still hear what happens around you.  
  Minor physical damage to the stone does not harm you, but its partial 
  destruction (to the extent that you no longer fit within it) expels you 
  and deals 5d6 points of damage to you. The stone’s complete 
  destruction expels you and slays you instantly unless you make a 
  constitution save with a –5 penalty. 
  Any time before the duration expires, you can step out of the stone 
  through the surface that you entered. If the spell’s duration expires or 
  the effect is dispelled before you voluntarily exit the stone, you are 
  violently expelled and take 5d6 points of damage. 
  The following spells harm you if cast upon the stone that you are 
  occupying:  
   Passwall:  Expels you without damage. 
   Stone shape:  Deals 2d6 points of damage but does not expel 
  you.  
   Stone to flesh:  Expels you and deals 4d6 points of damage. 
   Transmute rock to mud:  Expels you and then slays you instantly 
  unless you make a constitution save with a –5 penalty, in which 
  case you are merely expelled.  
  Melf’s Acid Arrow 
  Conjuration/Summoning 
  Level: Magic-User 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 400’ (Long) 
  Effect: One arrow of acid 
  Duration: 1 round + 1 round per three caster levels 
  Saving Throw: None 
  Magic Resistance: No 
  A magical arrow of acid springs from your hand and speeds to its 
  target. You must succeed on a ranged attack to hit your target. The 
  arrow deals 2d4 points of acid damage. For every three caster levels 
  the acid, unless somehow neutralized, lasts for another round, dealing 
  another 2d4 points of damage in that round.   
  Material Component: Powdered rhubarb leaf and an adder’s 
  stomach, which are expended, and a dart, which is not. 
   
  Mending 
  Alteration 
  Level: Magic-User 0 
  Components: V, S 
  Casting Time: 1 round 
  Range: Touch 
  Target: One object of up to 1 lb. 
  Duration: Instantaneous 
  Saving Throw: Wisdom negates 
  Magic Resistance: Yes 
  Mending repairs small breaks or tears in objects (but not warps, such 
  as might be caused by a warp wood spell). It will weld broken metallic 
  objects such as a ring, a chain link, a medallion, or a slender dagger, 
  providing but one break exists. 
  
  Player’s Handbook 115 
   
  Ceramic or wooden objects with multiple breaks can be invisibly 
  rejoined to be as strong as new. A hole in a leather sack or a wineskin 
  is completely healed over by mending. The spell can repair a magic 
  item, but the item’s magical abilities are not restored. The spell cannot 
  mend broken magic rods, staffs, or wands, nor does it affect creatures 
  (including animated creatures). 
   
  Message 
  Alteration 
  Level: Bard 0, Magic-User 0, Illusionist 0 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Targets: One creature/caster level within 100’ 
  Duration: 1 turn/caster level 
  Saving Throw: None 
  Magic Resistance: No 
  You can whisper messages and receive whispered replies with little 
  chance of being overheard. You point your finger at each creature 
  you want to receive the message. When you whisper, the whispered 
  message is audible to all targeted creatures within range. Magical 
  silence, 1’ of stone, an inch of common metal (or a thin sheet of 
  lead), or 3’ of wood or dirt blocks the spell. The message does not 
  have to travel in a straight line. It can circumvent a barrier if there is an 
  open path between you and the subject, and the path’s entire length 
  lies within the spell’s range. The creatures that receive the message 
  can whisper a reply that you hear. The spell transmits sound, not 
  meaning. It doesn’t transcend language barriers. 
  Note: To speak a message, you must mouth the words and whisper, 
  possibly allowing observers the opportunity to read your lips. 
  Material Component: A short piece of copper wire, which is not 
  consumed by the spell’s casting. 
   
  Meteor Swarm 
  Evocation  
  Level: Magic-User 9 
  Components: V, S 
  Casting Time: 1 round 
  Range: 400’ (Long) 
  Area: Four, 40’ radius circles; see text 
  Duration: Instantaneous 
  Saving Throw: None or dexterity half; see text 
  Magic Resistance: Yes 
  Meteor swarm is a very powerful and spectacular spell that is similar to 
  fireball in many aspects. When you cast it, four 2’ diameter spheres 
  spring from your outstretched hand and streak in straight lines to the 
  spots you select. The meteor spheres leave a fiery trail of sparks. 
  If you aim a sphere at a specific creature, you may make a ranged 
  attack to strike the target with the meteor. Any creature struck by one 
  of these spheres takes 2d6 points of bludgeoning damage (no save) 
  and receives no saving throw against the sphere’s fire damage (see 
  below). You may aim more than one meteor at the same target. 
  Regardless of whether it strikes or misses its target, each sphere 
  explodes in a 40’ radius circle when it reaches its destination, dealing 
  5d6 points of fire damage to each creature in the area. If a creature is 
  within the area of more than one sphere, it must save separately 
  against each. (Fire resistance applies to each sphere’s damage 
  individually.)  Items held by one of the spell’s targets must save versus 
  magical fire (see Item Saving Throws on page 52) if that target failed 
  his saving throw with a “1”.  Other items in the spell area must save as 
  well. 
   
  Mind Blank 
  Abjuration 
  Level: Cleric 9, Magic-User 8, Illusionist 8 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One creature 
  Duration: 24 hours 
  Saving Throw: Wisdom (or intelligence for the arcane version) negates  
  Magic Resistance: Yes  
  The subject is protected from all devices and spells that detect, 
  influence, or read emotions or thoughts. This spell protects against all 
  enchantment/charm spells and effects as well as information 
  gathering by divination spells or effects. Mind blank even foils limited 
  wish, miracle, and wish spells when they are used in such a way as to 
  affect the subject’s mind or to gain information about it. In the case of 
  scrying that scans an area the creature is in, such as arcane sight, the 
  spell works but the creature simply isn’t detected. Scrying attempts 
  that specifically target the subject do not work at all. 
   
  Mind Fog 
  Enchantment/Charm   
  Level: Bard 5, Illusionist 5 
  Components: V, S 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: 20’ radius cylinder, 20’ in height 
  Duration: 3 turns plus 2d6 rounds; see text 
  Saving Throw: Wisdom (intelligence for the arcane version) negates 
  Magic Resistance: Yes 
  Mind fog produces a bank of thin mist that weakens the mental 
  resistance of those caught in it. Creatures in the mind fog take a –5 
  penalty to all wisdom and intelligence checks. Affected creatures 
  take the penalty as long as they remain in the fog and for 2d6 rounds 
  thereafter. A creature that successfully saves against the fog is not 
  affected and need not make further saves even if it remains in the 
  fog.  The fog is stationary and lasts for 3 turns (or until dispersed by 
  wind). 
  A moderate wind (11+ mph) disperses the fog in four rounds; a strong 
  wind (21+ mph) disperses the fog in 1 round. 
  The fog is thin and does not significantly hamper vision. 
   
  Minor Creation 
  Conjuration/Summoning  
  Level: Illusionist 4 
  Components: V, S, M 
  Casting Time: 1 minute 
  Range: 30’ (Close) 
  Effect: One non-magical object of non-living plant matter of up to 1 
  cubic foot/caster level 
  Duration: 1 hour/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  You create a non-magical object of non-living, vegetable matter. The 
  volume of the item created cannot exceed 1 cubic foot per caster 
  level. You must succeed on an appropriate skill check to make a 
  complex item. 
  Material Component: A tiny piece of matter of the same sort of item 
  you plan to create with minor creation. 
   
  Minor Globe of Invulnerability 
  Abjuration 
  Level: Magic-User 4, Illusionist 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Area: 10’ radius sphere, centered on you 
  Duration: 1 round/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  An immobile, faintly shimmering magical sphere surrounds you and 
  excludes all spell effects of 3rd level or lower. The area of effect of any 
  such spells does not include the area of the minor globe of 
  invulnerability. Such spells fail to affect any target located within the 
  globe. Excluded effects include spell-like powers, spells and spell-like 
  effects from items. However, any type of spell can be cast through or 
  out of the magical globe.  
  Spells of 4th level and higher are not affected by the globe, nor are 
  spells already in effect when the globe is cast. The globe can be 
  brought down by a targeted dispel magic spell, but not by an area 
  dispel magic. You can leave and return to the globe without penalty. 
  Note that spell effects are not disrupted unless their effects enter the 
  globe, and even then they are merely suppressed, not dispelled.  
  If a given spell has more than one level depending on which 
  character class is casting it, use the level appropriate to the caster to 
  determine whether minor globe of invulnerability stops it. 
  Material Component: A glass or crystal bead that shatters at the 
  expiration of the spell. 
   
   
   
   
   
   
   
   
  
  Player’s Handbook 116 
   
   
  Miracle 
  Evocation 
  Level: Cleric 9 
  Components: V, S, XP; see text 
  Casting Time: 1 round 
  Range: See text 
  Effect: See text 
  Duration: See text 
  Saving Throw: See text 
  Magic Resistance: Yes 
  You don’t so much cast a miracle as request one. You state what you 
  would like to have happen and request that your deity (or the power 
  you pray to for spells) intercede. 
  A miracle can do any of the following things. 
   
  •  Duplicate any cleric spell of 8th level or lower.  
  •  Duplicate any other spell of 7th level or lower. 
  •  Undo the harmful effects of certain spells, such as feeblemind or 
  insanity. 
  •  Have any effect whose power level is in line with the above 
  effects. 
  If the miracle has any of the above effects, casting it has no 
  experience point cost.  Alternatively, a cleric can make a very 
  powerful request. Casting such a miracle costs the cleric 50,000 XP 
  because of the powerful divine energies involved. Examples of 
  especially powerful miracles of this sort could include the following. 
   
  •  Swinging the tide of a battle in your favor by raising fallen allies to 
  continue fighting. 
  •  Moving you and your allies, with all of your and their gear, from 
  one plane to another through planar barriers to a specific locale 
  with no chance of error. 
  •  Protecting a city from an earthquake, volcanic eruption, flood, 
  or other major natural disaster. 
  A duplicated spell allows saving throws and magic resistance as 
  normal. When a miracle duplicates a spell that has an XP cost, you 
  must pay that cost. When a miracle spell duplicates a spell with a 
  material component that costs more than 100 gp, you must provide 
  that component. In any event, a request that is out of line with the 
  deity’s (or alignment’s) nature is refused. 
  XP Cost: 50,000 XP (for some uses of the miracle spell; see above). 
   
  Mirage Arcana 
  Illusion/Phantasm  
  Level: Illusionist 5 
  Components: V, S 
  Casting Time: 1 round 
  Area: One 20’ cube/caster level 
  Duration: Concentration +1 hour/caster level (dismissible) 
  This spell functions like hallucinatory terrain, except that it enables you 
  to make any area appear to be something other than it is. The illusion 
  includes audible, visual, tactile, and olfactory elements. Unlike 
  hallucinatory terrain, the spell can alter the appearance of structures 
  (or add them where none are present). Still, it can’t disguise, conceal, 
  or add creatures (though creatures within the area might hide 
  themselves within the illusion just as they can hide themselves within a 
  real location). 
   
  Mirror Image 
  Illusion/Phantasm  
  Level: Magic-User 2, Illusionist 2 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Effect: 1d4 or more illusory doubles of you appear within 5’  
  Duration: 1 minute/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  Several illusory duplicates of you pop into being, making it difficult for 
  enemies to know which target to attack. The figments stay near you 
  and disappear when struck. 
  Mirror image creates 1d4 images plus one image per three caster 
  levels (maximum eight images total). These figments separate from 
  you and remain in a cluster, each within 5 feet of at least one other 
  figment or you. You can move into and through a mirror image. When 
  you and the mirror image separate, observers can’t use vision or 
  hearing to tell which one is you and which the image. The figments 
  may also move through each other.  
   
  The figments mimic your actions, pretending to cast spells when you 
  cast a spell, drink potions when you drink a potion, levitate when you 
  levitate, and so on. 
  Enemies attempting to attack you or cast spells at you must select 
  from among indistinguishable targets. Generally, roll randomly to see 
  whether the selected target is real or a figment. Any successful attack 
  against an image destroys it. An image’s AC is 10 + your dexterity 
  modifier. Figments seem to react normally to area spells (such as 
  looking like they’re burned or dead after being hit by a fireball). 
  While moving, you can merge with and split off from figments so that 
  enemies who have learned which image is real are again 
  confounded. 
  An attacker must be able to see the images to be fooled. If you are 
  invisible or an attacker shuts his eyes, the spell has no effect. (Being 
  unable to see carries the same penalties as being blinded.) 
   
  Misdirection 
  Illusion/Phantasm  
  Level: Bard 2, Magic-User 2, Illusionist 2 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One creature or object, up to a 10’ cube in size 
  Duration: 1 hour/caster level 
  Saving Throw: None or intelligence negates; see text 
  Magic Resistance: No 
  By means of this spell, you misdirect the information from divination 
  spells that reveal auras (detect evil, detect magic, detect lies, and 
  the like). On casting the spell, you choose another creature or object 
  within range. For the duration of the spell, the subject of misdirection is 
  detected as if it were the other creature or object.  Neither the 
  subject nor the other object gets a saving throw against this effect.  
  Detection spells provide information based on the second object 
  rather than on the actual target of the detection unless the caster of 
  the detection succeeds on an intelligence save. 
  For instance, you could make yourself detect as a tree if one were 
  within range at casting: not evil, not lying, not magical, neutral in 
  alignment, and so forth. This spell does not affect other types of 
  divination magic (augury, clairaudience/clairvoyance, ESP, etc.). 
   
  Mislead 
  Illusion/Phantasm 
  Level: Illusionist 6 
  Components: S 
  Casting Time: 1 round 
  Range: Personal 
  Effect: You & one illusory double of you 
  Duration: 1 round/caster level & concentration + 3 rounds (dismissible); 
  see text 
  Saving Throw: None or intelligence disbelief (if interacted with); see text 
  Magic Resistance: No 
  You become invisible (as improved invisibility), and at the same time, 
  an illusory double of you (as per improved phantasmal force) 
  appears. You are then free to go elsewhere while your double moves 
  away. The double appears exactly where you stand, superimposed 
  perfectly over your own body, but thereafter moves as you direct it 
  (which requires concentration beginning on the first round after the 
  casting).  
  
  Player’s Handbook 117 
   
  You and the figment can then move in different directions. The 
  double moves at your movement rate and can talk and gesture as if it 
  were real, but it cannot attack or cast spells, though it can pretend to 
  do so. 
  The illusory double lasts as long as you concentrate upon it, plus 3 
  additional rounds. After you cease concentration, the illusory double 
  continues to carry out the same activity until the duration expires. The 
  improved invisibility lasts for 1 round per level, regardless of 
  concentration. 
   
  Monster Summoning I 
  Conjuration/Summoning 
  Level: Magic-User 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Effect: One or more summoned creatures, no two of which can be 
  more than 30’ apart 
  Duration: 1 round/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  This spell summons creatures to fight on the caster’s behalf. They 
  appear in the area you designate on your next turn and act 
  immediately. They attack your opponents to the best of their ability. If 
  you can communicate with the creature, you can direct it not to 
  attack, to attack particular enemies, or to perform other actions. 
  The spell conjures 1d6 creatures of the same kind from the 
  accompanying monster summoning I table. You randomly determine 
  which kind of creature is summoned each time you cast the spell by 
  rolling 2d6 and consulting the following table. 
  A summoned monster cannot summon or otherwise conjure another 
  creature, nor can it use any teleportation or planar travel abilities. 
  Creatures cannot be summoned into an environment that cannot 
  support them. 
  2d6 roll 
  creature encountered 
  2 
  webbird  
  3 
  bullywug 
  4 
  centipede, giant  
  5 
  goblin  
  6 
  men, bandit  
  7 
  stirge  
  8 
  orc  
  9 
  rat, giant  
  10 
  kobold  
  11 
  norker  
  12 
  gnome 
   
  Arcane Material Component: A tiny bag and a small (not necessarily 
  lit) candle that are not consumed when the spell is cast. 
   
  Monster Summoning II 
  Conjuration/Summoning 
  Level: Magic-User 4 
  Effect: One or more summoned creatures, no two of which can be 
  more than 30’ apart 
  This spell functions like monster summoning I, except that you conjure 
  1d4 creatures of the same kind from the accompanying monster 
  summoning II table.  
  2d6 roll 
  creature encountered 
  2 
  duergar  
  3 
  lizard man  
  4 
  gnoll 
  5 
  land lamprey  
  6 
  centipede, giant  
  7 
  troglodyte 
  8 
  grimlock  
  9 
  mongrelman  
  10 
  quaggoth  
  11 
  frog, killer  
  12 
  hobgoblin  
   
  Monster Summoning III 
  Conjuration/Summoning 
  Level: Magic-User 5 
  Effect: One or more summoned creatures, no two of which can be 
  more than 30’ apart 
  This spell functions like monster summoning I, except that you conjure 
  1d3 creatures of the same kind from the accompanying monster 
  summoning III table.  
  2d6 roll 
  creature encountered 
  2 
  mephit, fire or smoke 
  3 
  ahkheg, (5 hit die) 
  4 
  ogre 
  5 
  beetle, giant boring 
  6 
  spider, large 
  7 
  scorpion, large 
  8 
  bugbear  
  9 
  ustilagor 
  10 
  shocker  
  11 
  weasel, giant 
  12 
  thoquaa  
   
  Monster Summoning IV 
  Conjuration/Summoning 
  Level: Magic-User 6 
  Effect: One or more summoned creatures, no two of which can be 
  more than 30’ apart 
  This spell functions like monster summoning I, except that you conjure 
  1d3 creatures of the same kind from the accompanying monster 
  summoning IV table.  
  2d6 roll 
  creature encountered 
  2 
  lava children  
  3 
  meenlock  
  4 
  hook horror  
  5 
  owlbear  
  6 
  pseudo-undead, ghast  
  7 
  scorpion, huge 
  8 
  toad, poisonous 
  9 
  gargoyle  
  10 
  ghast 
  11 
  solifugid, giant  
  12 
  githyanki  
   
  Monster Summoning V 
  Conjuration/Summoning 
  Level: Magic-User 7 
  Effect: One or more summoned creatures, no two of which can be 
  more than 30’ apart 
  This spell functions like monster summoning I, except that you conjure 
  1-2 creatures of the same kind from the accompanying monster 
  summoning V table.  
  2d6 roll 
  creature encountered 
  2 
  algoid  
  3 
  phycomid 
  4 
  minotaur  
  5 
  snake, giant poisonous  
  6 
  lizard, subterranean 
  7 
  cockatrice  
  8 
  spider, giant  
  9 
  giant, verbeeg  
  10 
  margoyle  
  11 
  rock reptile  
  12 
  solifugid, giant  
   
  Monster Summoning VI 
  Conjuration/Summoning 
  Level: Magic-User 8 
  Effect: One or more summoned creatures, no two of which can be 
  more than 30’ apart 
  This spell functions like monster summoning I, except that you conjure 
  1-2 creatures of the same kind from the accompanying monster 
  summoning VI table.  
  2d6 roll 
  creature encountered 
  2 
  drider  
  3 
  basilisk  
  4 
  otyugh  
  5 
  wraith 
  6 
  wight  
  7 
  pseudowraith  
  8 
  carrion crawler  
  9 
  scorpion, giant  
  10 
  troll  
  11 
  ogre mage  
  12 
  yuan-Ti  
  
  Player’s Handbook 118 
   
   
  Monster Summoning VII 
  Conjuration/Summoning 
  Level: Magic-User 9 
  Effect: One or more summoned creatures, no two of which can be 
  more than 30’ apart 
  This spell functions like monster summoning I, except that you conjure 
  1-2 creatures of the same kind from the accompanying monster 
  summoning VII table.  
  2d6 roll 
  creature encountered 
  2 
  dao 
  3 
  basilisk, greater  
  4 
  umber hulk  
  5 
  mummy  
  6 
  chimera 
  7 
  giant, frost or fire  
  8 
  slug, giant  
  9 
  will-o-wisp  
  10 
  spectre  
  11 
  invisible stalker  
  12 
  daemon, mezzo- 
   
  Mordenkainen’s Disjunction 
  Abjuration 
  Level: Magic-User 9 
  Components: V 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Area: All magical effects and magic items within a 40’ radius sphere 
  Duration: Instantaneous 
  Saving Throw: Intelligence negates  
  Magic Resistance: No 
  All magical effects and magic items within the radius of the spell, 
  except for those that you carry or touch, are disjoined. That is, spells 
  and spell-like effects are separated into their individual components 
  (ending the effect as a dispel magic spell does), and each 
  permanent magic item must win an opposed dispel check (see dispel 
  magic) or be turned into a normal item. You also have a 1% chance 
  per caster level of destroying an antimagic shell. If the antimagic shell 
  survives the disjunction, no items within it are disjoined. 
  Even artifacts are subject to disjunction, though there is only a 1% 
  chance per caster level of actually affecting such powerful items. 
  Additionally, if an artifact is destroyed, you must make an intelligence 
  save with a –10 penalty or permanently lose all spellcasting abilities. 
  (These abilities cannot be recovered by mortal magic, not even 
  miracle or wish.)  Destroying artifacts is a dangerous business, and it is 
  95% likely to attract the attention of some powerful being who has an 
  interest in or connection with the device. 
   
  Mordenkainen’s Faithful Hound 
  Conjuration/Summoning  
  Level: Magic-User 5, Illusionist 5 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Effect: Phantom watchdog 
  Duration: See text (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  You conjure up a phantom watchdog that is invisible to everyone but 
  yourself. It then guards the area where it was conjured (it does not 
  move). The hound immediately starts barking loudly if any creature 
  approaches within 30 feet of it. (Those within 30 feet of the hound 
  when it is conjured may move about in the area, but if they leave and 
  return, they activate the barking.) The hound sees invisible and 
  ethereal creatures. It does not react to illusions other than semi-real 
  shadow illusions. 
  If an intruder approaches to within 5 feet of the hound, the dog stops 
  barking and delivers a vicious bite (+10 attack bonus, 1d6+5 points of 
  damage) once per round. The dog also gets the bonuses appropriate 
  to an invisible creature. Its bite is the equivalent of a +2 magic 
  weapon.  The hound cannot be attacked, but it can be dispelled. 
  The spell lasts for 1 hour per caster level, but once the hound begins 
  barking, it lasts only 1 round per caster level. If you are ever more than 
  100 feet distant from the hound, the spell ends. 
  Material Component: A tiny silver whistle, a piece of bone, and a 
  thread.  These are not expended by the spell’s casting. 
  Mordenkainen’s Lucubration 
  Alteration 
  Level: Magic-User 6, Illusionist 6 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Effect: Recall any one spell of 5th level or lower 
  Duration: Instantaneous 
  You instantly recall any one spell of 5th level or lower that you have 
  used during the past 24 hours. The spell must have been actually cast 
  during that period. The recalled spell is stored in your mind as through 
  prepared in the normal fashion. 
  If the recalled spell requires material components, you must provide 
  them. The recovered spell is not usable until the material components 
  are available. 
   
  Mordenkainen’s Magnificent Mansion 
  Conjuration/Summoning  
  Level: Magic-User 7 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Effect: Extra-dimensional mansion, up to three 10’ cubes/caster level 
  Duration: 2 hours/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  You conjure up an extra-dimensional dwelling that has a single 
  entrance on the plane from which the spell was cast. The entry point 
  looks like a faint shimmering in the air that is 4 feet wide and 8 feet 
  high. Only those you designate may enter the mansion and the portal 
  is shut and made invisible behind you when you enter. You may open 
  it again from your own side at will. Once observers have passed 
  beyond the entrance, they are in a magnificent foyer with numerous 
  chambers beyond. The air within is clean, fresh and warm. You can 
  create any floor plan you desire to the limit of the spell’s effect. The 
  place is furnished and contains sufficient foodstuffs to serve a nine-
  course banquet to a dozen people per caster level. A staff of near-
  transparent servants (as many as two per caster level), liveried and 
  obedient, wait upon all who enter. The servants function as unseen 
  servant spells except that they are visible and can go anywhere in the 
  mansion. 
  Since the place can be entered only through its special portal, 
  outside conditions do not affect the mansion, nor do conditions inside 
  it pass to the plane beyond. 
  Material Component: A miniature portal carved from ivory, a small 
  piece of polished marble, and a tiny silver spoon (each item worth 5 
  gp).  These items are not expended when the spell is cast. 
   
  Mordenkainen’s Sword 
  Evocation  
  Level: Magic-User 7 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Effect: One sword 
  Duration: 1 round/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: Yes 
  This spell brings into being a shimmering, sword of force. The sword 
  strikes at any opponent within its range, as you desire, starting in the 
  round that you cast the spell. The sword attacks its designated target 
  once per round on the caster’s turn, requiring his concentration in 
  order to strike. Its attack bonus is equal to your caster level + your 
  intelligence bonus, with an additional +3 bonus. As a force effect, it 
  can strike ethereal and incorporeal creatures. It deals 5d4 points of 
  force damage and strikes as a +3 weapon. 
  The sword always strikes from your direction. If the sword goes beyond 
  the spell range from you, if it goes out of your sight, or if you are not 
  directing it through concentration, the sword returns to you and 
  hovers. Each round after the first, you can automatically switch the 
  sword to a new target. 
  The sword cannot be attacked or harmed by physical attacks, but 
  dispel magic, disintegrate, a sphere of annihilation, or a rod of 
  cancellation affects it. 
  If an attacked creature has magic resistance, the resistance is 
  checked the first time Mordenkainen’s sword strikes it. If the sword is 
  
  Player’s Handbook 119 
   
  successfully resisted, the spell is dispelled. If not, the sword has its 
  normal full effect on that creature for the duration of the spell. 
  Material Component: A miniature platinum sword with a grip and 
  pommel of copper and zinc. It costs 250 gp to construct and is not 
  expended by the spell’s casting. 
   
  Mount 
  Conjuration/Summoning  
  Level: Magic-User 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Effect: One summoned mount 
  Duration: 2 hours/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  You summon a riding horse (use the horse, wild statistics from the 
  MONSTER MANUAL) or a pony (your choice) to serve you as a mount. 
  The steed serves willingly and well. The mount comes with a bit, bridle 
  and a riding saddle. 
  Material Component: A bit of horse hair. 
   
  Move Earth 
  Alteration  
  Level: Druid 6, Magic-User 6 
  Components: V, S, M 
  Casting Time: See text 
  Range: 400’ (Long) 
  Area: Dirt in an area up to 750’ square and up to 10’ deep 
  Duration: Instantaneous 
  Saving Throw: None 
  Magic Resistance: No 
  Move earth moves dirt (clay, loam, sand), possibly collapsing 
  embankments, moving hillocks, shifting dunes, and so forth.  In no 
  event, however, can rock formations be collapsed or moved. The 
  area to be affected determines the casting time. For every 150-foot 
  square (up to 10 feet deep), casting takes 1 turn. The maximum area, 
  750 feet by 750 feet, takes 4 hours and 1 turn to move. 
  This spell does not violently break the surface of the ground. Instead, it 
  creates wavelike crests and troughs, with the earth reacting with 
  glacier-like fluidity until the desired result is achieved. Trees, structures, 
  rock formations, and such are mostly unaffected except for changes 
  in elevation and relative topography. 
  The spell cannot be used for tunneling and is generally too slow to 
  trap or bury creatures. Its primary use is for digging or filling moats or 
  for adjusting terrain contours before a battle.  This spell has no effect 
  on earth creatures. 
  Material Component: A mixture of soils (clay, loam, and sand) in a 
  small bag, and an iron blade.  The blade in not expended when the 
  spell is cast. 
   
  Negative Plane Protection 
  Necromantic 
  Level: Cleric 4, Druid 5 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 turn/caster level 
  Saving Throw: Wisdom negates  
  Magic Resistance: Yes  
  The subject is immune to the finger of death, slay living and symbol of 
  death spells, magical death effects and energy drains. 
  This spell doesn’t restore the subject’s drained levels nor does it affect 
  the saving throw(s) that must be made 24 hours after having levels 
  drained. 
  Negative plane protection does not protect against other sorts of 
  attacks even if those attacks might be lethal. 
   
  Neutralize Poison (reversible) 
  Conjuration/Summoning  
  Level: Cleric 4, Druid 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: Creature or object of up to 1 cu. ft./caster level 
  Duration: 1 hour/caster level; instantaneous for poison (see text) 
  Saving Throw: Constitution negates, see text 
  Magic Resistance: Yes 
  You detoxify any sort of venom in the creature or object touched. A 
  poisoned creature suffers no additional effects from the poison and 
  any temporary effects are ended.  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. 
  The creature is immune to any poison it is exposed to for the spell’s 
  duration. Unlike with slow poison, such effects aren’t postponed until 
  after the duration - the creature need not make any saves against 
  poison effects applied to it during the length of the spell. 
  This spell can instead neutralize the poison in a poisonous creature or 
  object for the duration of the spell, at the caster’s option. 
  The reverse of this spell, poison, calls upon the venomous powers of 
  natural predators to infect the touched subject with a horrible poison. 
  The poison deals 2d6 points of temporary constitution damage.  This 
  constitution damage is repeated 1 minute later.  Each instance of 
  damage can be negated by a constitution save. 
   
  Nightmare 
  Illusion/Phantasm 
  Level: Bard 5, Illusionist 5 
  Components: V, S 
  Casting Time: 1 turn 
  Range: Unlimited 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Wisdom (intelligence for arcane version) negates; see 
  text 
  Magic Resistance: Yes 
  You send a hideous and unsettling phantasmal vision to a specific 
  creature that you name or otherwise specifically designate. 
  The nightmare prevents restful sleep and causes 1d10 points of 
  damage. The nightmare leaves the subject fatigued (-1 to strength 
  and dexterity checks, as well as attack and damage rolls, and -25% to 
  movement rate) and unable to regain spells for the next 24 hours. 
   
  knowledge 
  save modifier 
  none1 
  +5 
  secondhand (you have heard of the subject) 
  +2 
  firsthand (you have met the subject) 
  +0 
  familiar (you know the subject well) 
  –2 
  1 you must have some sort of connection to a creature you have 
  no knowledge of. 
   
  connection 
  save modifier 
  likeness or picture 
  –1 
  possession or garment 
  –2 
  body part, lock of hair, bit of nail, etc. 
  –5 
   
  The difficulty of the save depends on how well you know the subject 
  and what sort of physical connection you have to that creature.  
  Dispel evil cast on the subject while you are casting the spell dispels 
  the nightmare and causes you to be stunned for 1 turn per caster 
  level of the dispel evil. 
  If the recipient is awake when the spell begins, you can choose to 
  cease casting (ending the spell) or enter a trance until the recipient 
  goes to sleep, whereupon you become alert again and complete the 
  casting. If you are disturbed during the trance, you must succeed on 
  a concentration check as if you were in the midst of casting a spell or 
  the spell ends. 
  While in the trance, you are not aware of your surroundings or the 
  activities around you.  You are defenseless, both physically and 
  mentally, while in the trance. (You always fail any saving throw, for 
  example.) 
  Creatures that don’t sleep are immune to this spell. 
   
  Nondetection 
  Abjuration 
  Level: Bard 3, Magic-User 3, Illusionist 3  
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature or object 
  Duration: 1 hour/caster level 
  Saving Throw: Wisdom (intelligence for the arcane version) negates 
  Magic Resistance: Yes 
  The warded creature or object becomes difficult to detect by 
  divination spells such as clairaudience/clairvoyance, locate object, 
  and detect spells. Nondetection also prevents location by such magic 
  
  Player’s Handbook 120 
   
   
  items as crystal balls. If a divination is attempted against the warded 
  creature or item, the caster of the divination must succeed on a 
  caster level check (1d20 + caster level) with a check penalty equal to 
  the caster level of the nondetection spell.  
  If cast on a creature nondetection wards both the creature and its 
  gear. 
  Material Component: A pinch of diamond dust worth 50 gp. 
   
  Nystul’s Magic Aura 
  Illusion/Phantasm  
  Level: Bard 1, Magic-User 1, Illusionist 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One object weighing up to 5 lb./caster level 
  Duration: One day/caster level (dismissible) 
  Saving Throw: None; see text 
  Magic Resistance: No 
  You alter an item’s aura so that it registers to detect spells (and spells 
  with similar capabilities) as though it were non-magical, or a magic 
  item of a kind you specify, or the subject of a spell you specify.  
  If the object bearing Nystul’s magic aura has identify cast on it or is 
  similarly examined, the examiner recognizes that the aura is false and 
  detects the object’s actual qualities if he succeeds on an intelligence 
  save. Otherwise, he believes the aura and no amount of testing 
  reveals what the true magic is. 
  If the targeted item’s true aura is exceptionally powerful (such as that 
  of an artifact), Nystul’s magic aura doesn’t work. 
  Material Component: A small square of silk that must be passed over 
  the object that receives the aura.  The silk is not consumed by the 
  spell’s casting. 
   
  Obscure Object 
  Abjuration 
  Level: Cleric 3, Bard 1, Magic-User 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One object of up to 100 lb./caster level 
  Duration: 8 hours (dismissible) 
  Saving Throw: Wisdom (intelligence for the arcane version) negates  
  Magic Resistance: Yes  
  This spell hides an object from location by divination effects, such as 
  the scrying spell or a crystal ball. Such an attempt automatically fails 
  (if the divination is targeted on the object) or fails to perceive the 
  object (if the divination is targeted on a nearby location, object, or 
  person). 
  Arcane Material Component: A piece of chameleon skin. 
   
  Obscurement 
  Conjuration/Summoning  
  Level: Bard 1, Druid 1, Illusionist1 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Effect: 20’ radius cylinder, 20’ in height 
  Duration: 1 minute/caster level 
  Saving Throw: None 
  Magic Resistance: No 
  A misty vapor arises around you. It is stationary once created. The 
  vapor obscures all sight, including darkvision, beyond 5 feet. A 
  creature 5 feet away has 50% concealment. Creatures up to 10 feet 
  away have 75% concealment while those further away have 100% 
  concealment. 
  A moderate wind (11+ mph), such as from a gust of wind spell, 
  disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the 
  fog in 1 round. A fireball, flame strike, or similar spell burns away the 
  fog in the explosive or fiery spell’s area. A wall of fire burns away the 
  fog in the area into which it deals damage.  This spell does not 
  function underwater. 
   
  Otiluke’s Freezing Sphere 
  Evocation  
  Level: Magic-User 6 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 400’ (Long) 
  Effect: See text 
  Duration: Up to 1 round/caster level; see text 
  Saving Throw: Dexterity half; see text 
  Magic Resistance: Yes 
  Freezing sphere creates a frigid globe of cold energy that streaks from 
  your fingertips to the location you select, where it explodes in a 10’ 
  radius sphere, dealing 1d6 points of cold damage per caster level 
  (maximum 15d6) to each creature in the area. An elemental (water) 
  creature instead takes 1d8 points of cold damage per caster level 
  (maximum 15d8).  Items held by one of the spell’s targets must save 
  versus frost (see Item Saving Throws on page 52) if that target failed his 
  saving throw with a “1”.  Other items in the spell area must save as 
  well. 
  You can refrain from firing the globe after completing the spell if you 
  wish. You can hold the charge for as long as 1 round per level, at the 
  end of which time the freezing sphere bursts centered on you (and 
  you receive no saving throw to resist its effect).  
  If the freezing sphere strikes a body of water or a liquid that is 
  principally water (not including water-based creatures), it freezes the 
  liquid to a depth of 6 inches over an area equal to 100 square feet (a 
  10’ foot square) per caster level (maximum 1,500 square feet). This ice 
  lasts for 1 minute per caster level. Creatures that were swimming on 
  the surface of frozen water become trapped in the ice. Attempting to 
  break free takes 1 round. A trapped creature must make strength 
  common ability check with a -10 penalty to do so. 
  Material Component: A small crystal sphere that is consumed by the 
  casting of the spell. 
   
  Otiluke’s Resilient Sphere 
  Evocation  
  Level: Magic-User 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Effect: 1’ diameter/caster level sphere, centered on a creature 
  Duration: 1 minute/caster level (dismissible) 
  Saving Throw: Dexterity negates 
  Magic Resistance: Yes 
  A globe of shimmering force encloses a creature, provided the 
  creature is small enough to fit within the diameter of the sphere. The 
  sphere contains its subject for the spell’s duration. The sphere is not 
  subject to damage of any sort except from a rod of cancellation, a 
  rod of negation, a disintegrate spell, or a targeted dispel magic spell. 
  These effects destroy the sphere without harm to the subject. Nothing 
  can pass through the sphere, inside or out, though the subject can 
  breathe normally. 
  The subject may struggle, but the sphere cannot be physically moved 
  either by people outside it or by the struggles of those within. 
  Material Component: A hemispherical piece of clear crystal and a 
  matching hemispherical piece of gum arabic.  These are not 
  expended when the spell is cast. 
   
  Otiluke’s Telekinetic Sphere 
  Evocation 
  Level: Magic-User 8 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close); see text 
  Effect: 1’ diameter/caster level sphere, centered on the target 
  Duration: 1 minute/caster level (dismissible) 
  Saving Throw: Dexterity negates  
  Magic Resistance: Yes  
  This spell functions like Otiluke’s resilient sphere, with the addition that 
  the creatures or objects inside the globe are nearly weightless. 
  Anything contained within a telekinetic sphere weighs only one-
  sixteenth of its normal weight. You can telekinetically lift and move 
  anything in the sphere that normally weighs 5,000 pounds or less by 
  concentrating on the sphere. You can begin moving a sphere in the 
  round after casting the spell. If you concentrate on doing so you can 
  move the sphere as much as 60 feet in a round. If you cease 
  concentrating, the sphere does not move in that round (if on a level 
  surface) or descends at its falling rate (if aloft) until it reaches a level 
  surface, or the spell’s duration expires, or you begin concentrating 
  again. If you cease concentrating (voluntarily or due to failing a 
  concentration check), you can resume concentrating on your next 
  
  Player’s Handbook 121 
   
  turn or any later turn during the spell’s duration.  The sphere falls at a 
  rate of only 120 feet per round, which is not fast enough to cause 
  damage to the contents of the sphere. You can move the sphere 
  telekinetically even if you are in it. 
  The telekinetic control extends from you out to medium range (100 
  feet) once the sphere has succeeded in encapsulating its contents. 
  Material Component: A hemispherical piece of clear crystal, a 
  matching hemispherical piece of gum arabic, and a pair of small bar 
  magnets. 
   
  Otto’s Irresistible Dance 
  Enchantment/Charm   
  Level: Bard 6, Magic-User 8, Illusionist 8 
  Components: V 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1d4+1 rounds 
  Saving Throw: None 
  Magic Resistance: Yes 
  The subject feels an undeniable urge to dance and begins doing so, 
  complete with foot shuffling and tapping. The spell effect makes it 
  impossible for the subject to do anything other than caper and 
  prance in place. The effect imposes a –4 penalty to armor class, 
  negates any armor class bonus granted by the target’s shield and 
  imposes a –5 penalty to the target’s dexterity saves. 
   
   
   
  Passwall 
  Alteration 
  Level: Magic-User 5 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Effect: 10’ x 5’ x 10’ opening, + 5’ deep per 3 levels above 9th  
  Duration: 1 hour/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  You create a 10’ high by 5’ wide passage through wooden, plaster, or 
  stone walls, but not through metal or other harder materials. The 
  passage is 10 feet deep plus an additional 5 feet deep per three 
  caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a maximum 
  of 25 feet deep at 18th level). 
  If the wall’s thickness is more than the depth of the passage created, 
  then a single passwall simply makes a niche or short tunnel. Several 
  passwall spells can then form a continuing passage to breach very 
  thick walls. When passwall ends, creatures within the passage are 
  ejected out the nearest exit. If someone dispels the passwall or you 
  dismiss it, creatures in the passage are ejected out the far exit, if there 
  is one, or out the sole exit if there is only one. 
  Material Component: A pinch of sesame seeds. 
  Pass without Trace 
  Alteration 
  Level: Druid 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Targets: One creature/caster level 
  Duration: 1 hour/caster level (dismissible) 
  Saving Throw: Wisdom negates  
  Magic Resistance: Yes  
  The subject or subjects can move through any type of terrain and 
  leave neither footprints nor scent. Tracking the subjects is impossible 
  by non-magical means. 
   
   
  Penetrate Disguise 
  Divination 
  Level: Cleric 1, Bard 1, Illusionist 1  
  Components: V, S 
  Casting Time: 1 round 
  Range:  30’ (Close) 
  Targets: One creature 
  Duration: Instantaneous 
  Saving Throw:  None 
  Magic Resistance: Yes 
  By means of this spell, the caster is empowered to see through a 
  disguise composed solely of makeup or altered clothing (i.e., non-
  magical in nature). The caster cannot identify the actual class, 
  profession, or the true appearance of the disguised figure; the spell 
  merely points out that the target is posing as someone or something 
  else.  
  The spell does not detect actual rank or status and cannot reveal an 
  illusion for what it is, but it can detect whether a figure is the object of 
  a friends spell. The spell cannot detect any deception involving 
  alignment.  
   
  Permanency 
  Alteration 
  Level: Magic-User 5 
  Components: V, S, XP 
  Casting Time: 1 round 
  Range: See text 
  Target, Effect, or Area: See text 
  Duration: Permanent; see text 
  Saving Throw: None 
  Magic Resistance: No 
  This spell makes certain other spells permanent.  Depending on the 
  spell, you must be of a minimum caster level and must expend a 
  number of XP. 
  You can make the following spells permanent in regard to yourself.  
  You cast the desired spell and then follow it with the permanency 
  spell. You cannot cast these spells on other creatures. This application 
  of permanency can be dispelled only by a caster of higher level than 
  you were when you cast the spell. 
  spell 
  xp cost 
  arcane sight 
  15,000 XP 
  comprehend languages 
  5,000 XP 
  darkvision 
  10,000 XP 
  detect invisibility 
  10,000 XP 
  detect magic 
  5,000 XP 
  read magic 
  5,000 XP 
  tongues 
  15,000 XP 
  In addition to personal use, permanency can be used to make the 
  following spells permanent on yourself or another creature (as 
  appropriate). 
   
  spell 
  xp cost 
  enlarge person 
  5,000 XP 
  magic fang 
  5,000 XP 
  improved magic fang 
  15,000 XP 
  reduce person 
  5,000 XP 
   
  Additionally, the following spells can be cast upon objects or areas 
  only and rendered permanent. 
   
  spell 
  minimum caster level 
  xp cost 
  alarm 
  9th  
  5,000 XP 
  animate object 
  15th  
  37,500 XP 
  audible glamer 
  9th  
  5,000 XP 
  dancing lights 
  9th  
  5,000 XP 
  gust of wind 
  9th  
  5,000 XP 
  invisibility 
  9th  
  5,000 XP 
  magic mouth 
  9th  
  5,000 XP 
  phase door 
  15th  
  37,500 XP 
  prismatic sphere 
  18th  
  50,000 XP 
  prismatic wall 
  15th  
  37,500 XP 
  shrink item 
  12th  
  25,000 XP 
  solid fog 
  12th  
  25,000 XP 
  stinking cloud 
  12th  
  25,000 XP 
  symbol of death 
  15th  
  37,500 XP 
  symbol of fear 
  15th  
  37,500 XP 
  symbol of insanity 
  15th  
  37,500 XP 
  symbol of pain 
  12th  
  25,000 XP 
  
  Player’s Handbook 122 
   
   
  symbol of persuasion 
  15th  
  37,500 XP 
  symbol of sleep 
  15th  
  37,500 XP 
  symbol of stunning 
  15th  
  37,500 XP 
  symbol of weakness 
  15th  
  37,500 XP 
  wall of fire 
  12th  
  25,000 XP 
  wall of force 
  12th  
  25,000 XP 
  web 
  9th  
  5,000 XP 
   
  Spells cast on other creatures, objects or locations (not on you) are 
  vulnerable to dispel magic as normal. 
  XP Cost: See tables above. 
   
  Permanent Image 
  Illusion/Phantasm  
  Level: Illusionist 6 
  Effect: Figment that cannot extend beyond a 20’ cube + one 10’ 
  cube/caster level 
  Duration: Permanent (dismissible) 
  This spell functions like silent image, except that the figment includes 
  visual, auditory, olfactory and thermal elements, and the spell is 
  permanent. By concentrating, you can move the image within the 
  limits of the range, but it is static while you are not concentrating.  The 
  illusion can include intelligible speech if you wish.  
  Material Component: A bit of fleece plus powdered jade worth 100 
  gp. 
   
  Persistent Image 
  Illusion/Phantasm  
  Level: Illusionist 5 
  Duration: 1 minute/caster level (dismissible) 
  This spell functions like silent image, except that the figment includes 
  visual, auditory, olfactory and thermal components, and the figment 
  follows a script determined by you. The figment follows that script 
  without your having to concentrate on it. The illusion can include 
  intelligible speech if you wish.  
  Material Component: A bit of fleece and several grains of sand. 
   
  Phantasmal Force 
  Illusion/Phantasm  
  Level: Illusionist 2 
  Duration: Concentration +2 rounds 
  This spell functions like silent image, except that phantasmal force 
  includes some minor sounds but not understandable speech. 
   
  Phantasmal Killer 
  Illusion/Phantasm 
  Level: Illusionist 4 
  Components: V, S 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Intelligence disbelief (if interacted with), then charisma 
  partial; see text 
  Magic Resistance: Yes 
  You create a phantasmal image of the most fearsome creature 
  imaginable to the subject simply by forming the fears of the subject’s 
  subconscious mind into something that its conscious mind can 
  visualize: this most horrible beast. Only the spell’s subject can see the 
  phantasmal killer clearly.  You see only a vague shape.  
  The target first gets an intelligence save to recognize the image as 
  unreal. If that save fails the phantasm touches the subject, who must 
  succeed on a charisma save or die of fright.  Even if the charisma 
  save is successful, the subject takes 4d6 points of damage. 
  If the subject of a phantasmal killer attack succeeds in disbelieving 
  and is wearing a helm of telepathy, the beast can be turned upon 
  you. You must then disbelieve it or become subject to its deadly fear 
  attack. 
   
  Phantom Steed 
  Conjuration/Summoning  
  Level: Illusionist 3 
  Components: V, S 
  Casting Time: 1 turn 
  Range: 30’ (Close) 
  Effect: One quasi-real, horse 
  Duration: 1 hour/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  You conjure a quasi-real horse into existence. The steed can be 
  ridden only by you or by the one person for whom you specifically 
  created the mount. A phantom steed has a black head and body, 
  gray mane and tail, and smoke-colored, insubstantial hooves that 
  make no sound. It has what seem to be a saddle, bit and bridle. It 
  does not fight but animals shun it and refuse to attack it. 
  The mount has an AC of 18 and 7 hit points +1 hit point per caster 
  level. If reduced to 0 hit points the phantom steed disappears. A 
  phantom steed has a movement rate of 15’ per caster level, to a 
  maximum of 180’ (36”) at level 12 and beyond. It can bear its rider’s 
  weight plus up to 10 pounds per caster level. 
  These mounts gain certain powers according to caster level. A 
  mount’s abilities include those of mounts of lower caster levels.  
  6th Level: The mount can ride over sandy, muddy, or even swampy 
  ground without difficulty or decrease in speed. 
  9th Level: The mount can use water walk at will (as the spell, no action 
  required to activate this ability). 
  12th Level: The mount can use air walk at will (as the spell, no action 
  required to activate this ability) for up to 1 turn per hour, after which it 
  floats downward 60 feet per round for 1d6 rounds. If it reaches the 
  ground in that amount of time, it lands safely. If not, it falls the rest of 
  the distance, taking 1d6 points of damage per 10 feet of fallen.  
  15th Level: The mount can fly at its speed (maneuverability class C). 
   
  Phase Door 
  Conjuration/Summoning  
  Level: Magic-User 7, Illusionist 7 
  Components: V 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Effect: Ethereal 10’ x 5’ x 10’ opening, + 5’ deep per 3 levels  
  Duration: One usage per two levels 
  Saving Throw: None 
  Magic Resistance: No 
  This spell creates an ethereal 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 disappear when you enter the phase door and appear 
  when you exit. If you desire, you can take one other creature 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. Thus, the spell can provide an escape route, though 
  certain creatures, such as phase spiders, can follow with ease. A gem 
  of true seeing or similar magic reveals a phase door’s presence but 
  does not allow its use. 
  A phase door is subject to dispel magic. If anyone is within the 
  passage when it is dispelled, he is harmlessly ejected just as if he were 
  inside a passwall effect. 
  You can allow other creatures to use the phase door by setting some 
  triggering condition for the door. Such conditions can be as simple or 
  elaborate as you desire. They can be based on a creature’s name, 
  identity or alignment, but otherwise must be based upon observable 
  actions or qualities. Intangibles such as level, class, hit dice and hit 
  points don’t qualify. 
  Phase door can be made permanent with a permanency spell. 
   
  Planar Binding 
  Conjuration/Summoning 
  Level: Magic-User 6 
  Components: V, S 
  Targets: Up to three elementals or extraplanar creatures, totaling no 
  more than 12 HD, no two of which can be more than 30’ apart when 
  they appear 
  This spell functions like lesser planar binding, except that you may call 
  a single creature of 12 HD or less, or up to three creatures of the same 
  kind whose hit dice total no more than 12. Each creature gets a save, 
  makes an independent attempt to escape, and must be individually 
  persuaded to aid you. 
   
  
  Player’s Handbook 123 
   
   
  Plane Shift 
  Conjuration/Summoning  
  Level: Cleric 5, Magic-User 7 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: You and up to 7 willing creatures 
  Duration: Instantaneous 
  Saving Throw: None 
  Magic Resistance: Yes 
  You move yourself or some other creature to another plane of 
  existence or alternate dimension. If several willing persons link hands in 
  a circle, as many as eight can be affected by the plane shift at the 
  same time. Precise accuracy as to a particular arrival location on the 
  intended plane is nigh impossible. From the Material Plane, you can 
  reach any other plane, though you appear 5 to 500 miles (5d%) from 
  your intended destination. 
  Note: Plane shift transports creatures instantaneously and then ends. 
  The creatures need to find other means if they are to travel back. 
  Material Component: A small, forked metal rod. The size and metal 
  type dictates to which plane of existence or alternate dimension the 
  spell sends the affected creatures.  It is not consumed by the casting 
  of this spell. 
   
  Plant Door 
  Conjuration/Summoning  
  Level: Druid 5 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 hour/caster level or until expended; see text 
  You gain the ability to enter trees and move from inside one tree to 
  inside another tree. The first tree you enter and all others you enter 
  must be of the same kind, must be living and must have girth at least 
  equal to yours. By moving into an oak tree (for example), you instantly 
  know the location of all other oak trees within transport range (see 
  below) and may choose whether you want to pass into one or simply 
  step back out of the tree you moved into. You may choose to pass to 
  any tree of the appropriate kind within the transport range as shown 
  on the following table. 
   
  tree type 
  transport range 
  deciduous 
  2,000 feet 
  coniferous 
  1,000 feet 
   
  You may move into one tree per caster level (passing from one tree to 
  another counts only as moving into one tree). The spell lasts until the 
  duration expires or you expend all of your passes through trees. Each 
  transport takes 1 round. 
  You can, at your option, remain within a tree without transporting 
  yourself but are forced out when the spell ends. If the tree in which 
  you are concealed is chopped down or burned, you are slain if you 
  do not exit before the process is complete. 
   
  Plant Growth (reversible) 
  Alteration 
  Level: Druid 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 400’ (Long); see text 
  Effect: See text 
  Duration: Instantaneous 
  Saving Throw: None 
  Magic Resistance: No 
  Plant growth has different effects depending on the version chosen. 
   
   Overgrowth: This effect causes normal vegetation (grasses, briars, 
  bushes, creepers, thistles, trees, vines) within long range (400 feet) 
  to become thick and overgrown. The plants entwine to form a 
  thicket or jungle that creatures must hack or force a way 
  through. Movement rates in such overgrown areas are reduced 
  to 1/3 (½ for Large creatures).  The area must have brush and 
  trees in it for this spell to take effect. 
  At your option, the area can be a 100-foot-radius circle, a 150-
  foot-radius semicircle, or a 200-foot-radius quarter circle.  You 
  may designate places within the area that are not affected. 
   Enrichment: This effect targets plants within a range of one-half 
  mile, raising their potential productivity over the course of the 
  next year to one-third above normal.   
  This reverse of this spell, diminish plants, has two versions as well: 
   Prune Growth: This version causes normal vegetation within long 
  range (400’) to shrink to about one-third of their normal size, 
  becoming untangled and less bushy. The affected vegetation 
  appears to have been carefully pruned and trimmed. 
  At your option, the area can be a 100’ radius circle, a 150’ radius 
  semicircle, or a 200’ radius quarter-circle.  You may also 
  designate portions of the area that are not affected. 
   Stunt Growth: This version targets normal plants within a range of 
  ½ mile, reducing their potential productivity over the course of 
  the following year to one third below normal. 
  Diminish plants counters plant growth and vice versa.  This spell has no 
  effect on plant creatures. 
   
  Polymorph 
  Alteration 
  Level: Magic-User 4, Illusionist 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 minute/caster level (dismissible) 
  Saving Throw: Wisdom negates 
  Magic Resistance: Yes 
  This spell functions like alter self, except that you change the subject 
  into another form of living creature of any size. The new form may not 
  be that of an undead, elemental, extraplanar or animated creature. 
  The assumed form can’t have more hit dice than your caster level (or 
  the subject’s HD, whichever is lower), to a maximum of 15 HD at 15th 
  level. You can’t cause a subject to assume an incorporeal or gaseous 
  form. 
  Upon changing the subject regains lost hit points as if it had rested for 
  a night. All equipment worn or carried by the polymorphed creature 
  melds with their new form and becomes non-functional.  If slain the 
  subject reverts to its original form, though it remains dead. 
  The subject gains the physical attributes (including natural weapons 
  and sensory abilities) of the new form but retains its own intelligence, 
  wisdom and charisma scores. It uses the armor class of its new form 
  but keeps its own hit points and BtH bonuses. The polymorphed 
  creature may use their class abilities, special attacks or special 
  defenses, so long as their new form would allow for their use.  It does 
  not gain the special attacks or defenses possessed by their new form 
  (including spell-like abilities and magic resistance).   
  Incorporeal or gaseous creatures are immune to being polymorphed, 
  and a shapechanging creature can revert to its natural form in 1 
  round.  If the new form would prove fatal to the creature (for 
  example, if you polymorphed a landbound target into a fish or an 
  airborne target into a toad), the subject gets a +4 bonus on the save.  
  Material Component: An empty cocoon. 
   
  Polymorph Any Object 
  Alteration 
  Level: Magic-User 8, Illusionist 9 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One creature, or one non-magical object of up to 100 cu. 
  ft./caster level 
  Duration: See text 
  Saving Throw: Wisdom negates; see text 
  Magic Resistance: Yes  
  
  Player’s Handbook 124 
   
   
  This spell functions like polymorph, except that it can change both 
  objects and creatures into other objects or creatures and the form 
  assumed has a 20 HD hit die maximum. The duration of the spell 
  depends on how radical a change is made from the original state to 
  its enchanted state. The duration is determined by using the following 
  guidelines.  The base Duration Factor is 0. 
   
  changed subject is: 
  duration factor1 
  same kingdom (animal, vegetable, mineral) 
  +5 
  same class (mammals, fungi, metals, etc) 
  +2 
  same size 
  +2 
  related (twig is to tree, wolf fur is to wolf, etc) 
  +2 
  same or lower intelligence 
  +2 
  1 add all that apply. Look up the total on the next table. 
   
  duration factor 
  duration 
  example 
  0 
  20 minutes 
  pebble to human 
  2 
  1 hour 
  marionette to human 
  4 
  3 hours 
  human to marionette 
  5 
  12 hours 
  lizard to manticore 
  6 
  2 days 
  sheep to wool coat 
  7 
  1 week 
  shrew to manticore 
  9+ 
  permanent 
  manticore to shrew 
   
  Unlike polymorph, polymorph any object does grant the creature the 
  intelligence score of its new form. If the original form didn’t have a 
  wisdom or charisma score, it gains those scores as appropriate for the 
  new form. 
  Damage taken by the new form can result in the injury or death of the 
  polymorphed creature. In general, damage occurs when the new 
  form is changed through physical force.  If the new form would prove 
  fatal to the creature (for example, if you polymorphed a landbound 
  target into a fish, or an airborne target into a toad), the subject gets a 
  +4 bonus on the save.  
  A non-magical object cannot be made into a magic item with this 
  spell. Magic items aren’t affected by this spell.  Items held by a 
  creature use that creature’s wisdom save to resist the polymorph spell.  
  This spell cannot create material of great intrinsic value, such as 
  copper, silver, gems, silk, gold, platinum, mithral or adamantite.  
  This spell can also be used to duplicate the effects of polymorph, flesh 
  to stone, stone to flesh, transmute mud to rock, transmute metal to 
  wood, or transmute rock to mud. 
  Arcane Material Component: Mercury, gum arabic, and smoke. 
   
  Portent 
  Divination 
  Level: Cleric 1, Magic-User 1  
  Components: V, S, M 
  Casting Time: 1 turn 
  Range: Touch 
  Target: One willing creature 
  Duration: See text 
  Saving Throw: None 
  Magic Resistance: No 
  This spell enables the caster to tell something of a willing recipient’s 
  future “luck.” Only willing individuals are subject to this spell.  This 
  “luck” takes the form of a modifier to a “to hit” or saving throw roll at 
  some unknown point in the future. After this spell is cast, the Dungeon 
  Master makes two die rolls in secret:  
   
   First, 1d12 is rolled to determine at what point in the future the 
  portent takes effect.  The result of the d12 roll represents the 
  number of d20 die rolls, such as “to hit” or saving throws rolls, that 
  the target character must make before the roll to be affected by 
  the portent occurs.   
   Second, 1d6 is rolled to determine the exact effect upon that 
  roll.  A “1” imposes a -4 penalty to the indicated die roll, while a 
  “2’ imposes a -2 penalty, a “3” or “4” results in no modifier, a “5’ 
  grants a +2 bonus and a “6” grants a +4 bonus to the indicated 
  die roll.  When the d20 roll designated by the portent is made, 
  the result will be adjusted upward or downward as indicated by 
  the result of the d6. Based upon the result of the 1d6 roll, the DM 
  should indicate to the caster whether the portent is “good”, 
  “fair” or “poor”.   
  Arcane Material Component: A numbered wheel, a deck of cards or 
  tea leaves. 
   
  Power Word Blind 
  Enchantment/Charm   
  Level: Magic-User 7, Illusionist 7 
  Components: V 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One creature 
  Duration: See text 
  Saving Throw: None 
  Magic Resistance: Yes 
  You utter a single word of power that causes one creature of your 
  choice to become blinded, whether the creature can hear the word 
  or not. The duration of the spell depends on the target’s current hit 
  point total. Any creature that currently has 151 or more hit points is 
  unaffected by power word blind.  Blindness can be removed by cure 
  blindness or a successful dispel magic. 
   
  hit points 
  duration 
  50 or less 
  permanent 
  51–100 
  1d4+1 minutes 
  101–150 
  1d4+1 rounds 
   
  Power Word Kill 
  Enchantment/Charm 
  Level: Magic-User 9, Illusionist 9 
  Components: V 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: None 
  Magic Resistance: Yes 
  You utter a single word of power that instantly kills one creature of 
  your choice, whether the creature can hear the word or not. Any 
  creature that currently has 76 or more hit points is unaffected by 
  power word kill. 
   
  Power Word Stun 
  Enchantment/Charm   
  Level: Magic-User 8, Illusionist 8 
  Components: V 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One creature 
  Duration: See text 
  Saving Throw: None 
  Magic Resistance: Yes 
  You utter a single word of power that instantly causes one creature of 
  your choice to become stunned, whether the creature can hear the 
  word or not. The duration of the spell depends on the target’s current 
  hit point total. Any creature that currently has 101 or more hit points is 
  unaffected by power word stun. 
   
  hit points 
  duration 
  50 or less 
  1d4 minutes 
  51–75 
  4d4 rounds 
  76–100 
  1d4 rounds 
   
  Prayer 
  Enchantment/Charm   
  Level: Cleric 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Area: All allies and foes within a 50’ radius circle centered on you 
  Duration: 1 round/caster level 
  Saving Throw: None 
  Magic Resistance: Yes 
  You bring special favor upon yourself and your allies while bringing 
  disfavor to your enemies. You and your allies gain a +1 bonus on 
  attack rolls, weapon damage rolls and ability checks (including 
  saves), while your foes takes a -1 penalty on such rolls. 
   
  Prestidigitation 
  Illusion/Phantasm 
  Level: Bard 0, Magic-User 0, Illusionist 0 
  Components: V, S 
  Casting Time: 1 round 
  
  Player’s Handbook 125 
   
  Range: 30’ (Close) 
  Effect: See text 
  Duration: 1 hour 
  Saving Throw: See text 
  Magic Resistance: No 
  Prestidigitations are minor tricks that novice spellcasters use for 
  practice. Once cast, a prestidigitation spell enables you to perform 
  simple magical effects for 1 hour. The effects are minor and have 
  severe limitations. Prestidigitation can slowly lift 1 pound of material. It 
  can color, clean or soil items in a 1’ cube each round. It can chill, 
  warm or flavor 1 pound of non-living material. 
  It cannot deal damage or affect the concentration of spellcasters. 
  Prestidigitation can create small objects, but they look crude and 
  artificial. The materials created by a prestidigitation spell are 
  extremely fragile and cannot be used as tools, weapons or spell 
  components.  
  Finally, prestidigitation lacks the power to duplicate any other spell 
  effects. Any actual change to an object (beyond just moving, 
  cleaning, or soiling it) persists only 1 hour. 
   
  Prismatic Sphere 
  Abjuration 
  Level: Magic-User 9, Illusionist 9 
  Components: V 
  Range: Personal 
  Effect: 10’ radius sphere centered on you 
  This spell functions like prismatic wall, except you conjure up an 
  immobile, opaque globe of shimmering, multicolored light that 
  surrounds you and protects you from all forms of attack. The sphere 
  flashes in all colors of the visible spectrum.  
  The sphere’s blindness effect on creatures with less than 8 HD lasts 2d4 
  turns. 
  You can pass into and out of the prismatic sphere and remain near it 
  without harm. However, when you’re inside it, the sphere blocks any 
  attempt to project something through the sphere (including spells). 
  Other creatures that attempt to attack you or pass through suffer the 
  effects of each color, one at a time. 
  Typically, only the upper hemisphere of the globe will exist, since you 
  are at the center of the sphere, so the lower half is usually excluded 
  by the floor surface you are standing on. 
  The colors of the sphere have the same effects as the colors of a 
  prismatic wall. 
  Prismatic sphere can be made permanent with a permanency spell. 
   
  Prismatic Spray 
  Evocation 
  Level: Magic-User 7, Illusionist 7 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Area: 60’ cone 
  Duration: Instantaneous 
  Saving Throw: See text 
  Magic Resistance: Yes 
  This spell causes seven shimmering, intertwined, multicolored beams of 
  light to spray from your hand. Each beam has a different power.  
   
  d8 roll 
  color 
  effect (relevant save, effect if successful) 
  1 
  red 
  20 points fire damage (dexterity for half) 
  2 
  orange 
  40 points acid damage (dexterity for half) 
  3 
  yellow 
  80 points electricity damage (dexterity half) 
  4 
  green 
  poison (see the reverse of neutralize poison) 
  5 
  blue 
  turned to stone (wisdom negates) 
  6 
  indigo 
  insane, as insanity spell (charisma negates) 
  7 
  violet 
  sent to another plane (intelligence negates) 
  8 
  struck by two rays; roll twice more, ignoring any “8” results. 
   
  Creatures in the area of the spell with 8 HD or less are automatically 
  blinded for 2d4 rounds. Every creature in the area is randomly struck 
  by one or more beams, which have additional effects. 
  Items held by the target of the red, orange or yellow beam must save 
  versus the relevant effect (see Item Saving Throws on page 52) if he 
  failed his saving throw with a “1”. 
   
  Prismatic Wall 
  Abjuration 
  Level: Magic-User 8, Illusionist 8 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Effect: Wall up to 5’/caster level wide by 2½’/caster level high 
  Duration: 1 turn/caster level (dismissible) 
  Saving Throw: See text 
  Magic Resistance: See text 
  Prismatic wall creates a vertical, opaque wall - a shimmering, 
  multicolored plane of light that protects you from all forms of attack. 
  The wall flashes with seven colors, each of which has a distinct power 
  and purpose. The wall is immobile though the caster can pass through 
  and remain near the wall without harm. Any other creature with less 
  than 8 HD that is within 20’ of the wall is blinded for 2d4 rounds by the 
  colors if it looks at the wall. 
  The wall’s maximum proportions are 5 feet wide per caster level and 
  2½ feet high per caster level. A prismatic wall spell cast to materialize 
  in a space occupied by a creature is disrupted, and the spell is 
  wasted. 
   
  color 
  order 
  effect of color 
  negated by 
  red 
  1st  
  stops non-magical ranged 
  weapons & deals 16 points of 
  fire damage (dexterity half). 
  cone of cold 
  orange 
  2nd  
  stops magical ranged 
  weapons & deals 32 points of 
  acid damage (dexterity half). 
  gust of wind 
  yellow 
  3rd  
  stops poisons, gases and 
  petrification & deals 64 points 
  of electricity damage 
  (dexterity half). 
  disintegrate 
  green 
  4th  
  stops breath weapons & 
  poisons (see the reverse of 
  neutralize poison) 
  passwall 
  blue 
  5th  
  stops divination and mental 
  attacks & turns to stone 
  (wisdom negates). 
  magic missile 
  indigo 
  6th  
  stops all spells & causes 
  insanity, as per the insanity 
  spell (charisma negates) 
  continual 
  light 
  violet 
  7th  
  energy field destroys all 
  objects and effects, plus 
  creatures are sent to another 
  plane (intelligence negates). 1 
  dispel  magic 
  1 the violet effect makes the special effects of the other six colors 
  redundant, but these six effects are included here because 
  certain magic items can create prismatic effects one color at a 
  time, and magic resistance might render some colors ineffective 
  (see above). 
   
  Each color in the wall has a special effect. The accompanying table 
  shows the seven colors of the wall, the order in which they appear, 
  their effects on creatures trying to attack you in melee or pass through 
  the wall, and the magic needed to negate each color. 
  The wall can be destroyed, color by color, in consecutive order, by 
  various magical effects; however, the first color must be brought 
  down before the second can be affected, and so on. A rod of 
  cancellation or a mage’s disjunction spell destroys a prismatic wall, 
  but an antimagic shell fails to penetrate it. Dispel magic and 
  improved dispel magic cannot dispel the wall or anything beyond it. 
  Magic resistance is effective against a prismatic wall, but the 
  concentration check to overcome MR must be made for each color 
  present. 
  Items held by a creature who comes into contact with the red, 
  orange or yellow wall must save versus the relevant effect (see Item 
  Saving Throws on page 52) if that creature failed his saving throw with 
  a “1”. 
  Prismatic wall can be made permanent with a permanency spell. 
   
  Produce Fire (reversible) 
  Alteration 
  Level: Druid 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Area of Effect: 60’ radius circle 
  Duration: Instantaneous  
  Saving Throw: Dexterity half 
  Magic Resistance: No 
  By means of this spell the druid causes a natural fire of up to a 60’ 
  radius to spring into existence. While it lasts but a single round, the 
  
  Player’s Handbook 126 
   
   
  intense fire produced by the spell inflicts 3d6 hit points of damage to 
  all creatures within its area and ignites unattended, combustible 
  materials such as cloth, oil, paper, parchment, wood and the like so 
  as to cause continued burning (see Item Saving Throws on page 52). 
  The reverse of this spell, quench fire, enables the druid to extinguish all 
  fires within the spell’s area of effect.  Non-permanent magical fires are 
  extinguished, and fire-based creatures in the area of effect take 1d6 
  points of damage per caster level (maximum 12d6).  Permanent 
  magical fires are suppressed for 1 round.   
  This spell counters, and is countered by, the produce fire spell.   
   
  Produce Flame 
  Evocation  
  Level: Druid 1 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Effect: Flame in your palm 
  Duration: 1 minute/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: Yes 
  Flames as bright as a torch appear in your open hand. The flames 
  harm neither you nor your equipment. 
  In addition to providing illumination, the flames can be hurled or used 
  to touch enemies. You can strike an opponent with a melee attack 
  that deals 1d6 points of fire damage +1 point per caster level 
  (maximum +5). Alternatively, you can hurl the flames up to 120’ (24”) 
  as a thrown weapon. When doing so, you attack with a ranged 
  attack (with no range penalty) and deal the same damage as with 
  the melee attack. No sooner do you hurl the flames than a new set 
  appears in your hand.  
  Each attack you make reduces the remaining duration by 1 minute. If 
  an attack reduces the remaining duration to 0 minutes or less, the 
  spell ends after the attack resolves. 
  This spell does not function underwater. 
   
  Programmed Image 
  Illusion/Phantasm  
  Level: Illusionist 6 
  Effect: Visual figment that cannot extend beyond a 20’ cube + one 
  10’ cube/caster level 
  Duration: Permanent until triggered, then 1 round/caster level 
  This spell functions like silent image, except that this spell’s figment 
  activates when a specific condition occurs. The figment includes 
  visual, auditory, olfactory and thermal elements, including intelligible 
  speech. 
  You set the triggering condition (which may be a special word) when 
  casting the spell. The event that triggers the illusion can be as general 
  or as specific and detailed as desired but must be based on an 
  audible, tactile, olfactory or visual trigger. The trigger cannot be 
  based on some quality not normally obvious to the senses, such as 
  alignment. (See magic mouth for more details about such triggers.) 
  Material Component: A bit of fleece and jade dust worth 25 gp. 
   
  Project Image 
  Illusion/Phantasm 
  Level: Illusionist 7 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: One shadow duplicate 
  Duration: 1 round/caster level (dismissible) 
  Saving Throw: Intelligence disbelief (if interacted with) 
  Magic Resistance: No 
  You tap energy from the Plane of Shadow to create a quasi-real, 
  illusory version of yourself. The projected image looks, sounds and 
  smells like you but is intangible. The projected image mimics your 
  actions (including speech) unless you direct it to act differently (which 
  takes 1 round of concentration). 
  You can see through its eyes and hear through its ears as if you were 
  standing where it is and, during your turn, can switch from using its 
  senses to using your own, or back again, at will. While you are using its 
  senses, your body is considered blinded and deafened. 
  If you desire, any spell you cast whose range is touch or greater can 
  originate from the projected image instead of from you. The 
  projected image can’t cast any spells on itself except for illusion spells. 
  The spells affect other targets normally, despite originating from the 
  projected image.  Objects are unaffected by the projected image 
  but are affected normally by spells cast through the image. 
  You must maintain line of effect to the projected image at all times. If 
  your line of effect is obstructed, the spell ends. If you use dimension 
  door, teleport, plane shift, or a similar spell that breaks your line of 
  effect, even momentarily, the spell ends. 
  Material Component: A small replica of you (a doll), which costs 5 gp 
  to create and is not consumed by this spell’s casting. 
   
  Protection from Energy 
  Abjuration 
  Level: Druid 3, Magic-User 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 turn/caster level or until discharged 
  Saving Throw: Wisdom (intelligence for arcane version) negates  
  Magic Resistance: Yes  
  Protection from energy grants temporary immunity to the type of 
  energy you specify when you cast it (acid, cold, electricity, fire, or 
  sonic). When the spell absorbs 10 points per caster level of energy 
  damage (to a maximum of 100 points at 10th level) it is discharged.  
  This spell may be used in conjunction with the resist energy spell.  The 
  damage absorbed by protection from energy would first be reduced 
  by resist energy. 
  Arcane Material Component: A snail shell that is not consumed by the 
  casting of this spell. 
   
  Protection from Evil (reversible) 
  Abjuration  
  Level: Cleric 1, Magic-User 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 minute/caster level (dismissible) 
  Saving Throw: Wisdom (intelligence for arcane version) negates  
  Magic Resistance: No; see text 
  This spell wards a creature from attacks by evil creatures, from mental 
  control and from summoned creatures. It creates a magical barrier 
  around the subject at a distance of 1 foot. The barrier moves with the 
  subject and has three major effects. 
  First, the subject gains a +2 bonus to AC and a +2 bonus on saves. 
  Both these bonuses apply against attacks made or effects created by 
  evil creatures. 
  Second, the barrier blocks any attempt to possess the warded 
  creature (by a magic jar attack, for example) or to exercise mental 
  control over the creature (including enchantment/charm effects that 
  grant the caster ongoing control over the subject, such as dominate 
  person). The protection does not prevent such effects from targeting 
  the protected creature, but it suppresses the effect for the duration of 
  the protection from evil effect. If the protection from evil effect ends 
  before the effect granting mental control does, the would-be 
  controller would then be able to mentally command 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 second 
  effect works regardless of alignment. 
  Third, the spell prevents bodily contact by summoned creatures. This 
  causes the natural weapon attacks of such creatures to fail and the 
  creatures to recoil if such attacks require touching the warded 
  creature. Good summoned creatures are immune to this effect. The 
  protection against contact by summoned creatures ends if the 
  warded creature makes an attack against or tries to force the barrier 
  against the blocked creature. Magic resistance can allow a creature 
  to overcome this protection and touch the warded creature. 
  The reverse of this spell, protection from good spell functions like 
  protection from evil, except that the armor class and saving throw 
  bonuses apply to attacks from good creatures, and good-to-neutral 
  summoned creatures cannot touch the subject. 
  Material Component: A little powdered silver (or bone, for the reverse 
  of this spell) with which you trace a 3’ diameter circle on the floor (or 
  ground) around the creature to be warded. 
   
  
  Player’s Handbook 127 
   
  
  Player’s Handbook 128 
   
   
  Protection from Evil 10’ Radius (reversible) 
  Abjuration  
  Level: Cleric 3, Magic-User 3 
  Components: V, S, M 
  Casting Time: 1 round; see text 
  Range: Touch 
  Area: 10’ radius sphere 
  Duration: 1 turn/caster level; see text 
  Saving Throw: Wisdom (intelligence for arcane version) negates  
  Magic Resistance: No; see text 
  All creatures within the area gain the effects of a protection from evil 
  spell, and no non-good summoned creatures can enter the area 
  either. You must overcome a creature’s magic resistance in order to 
  keep it at bay (as in the third function of protection from evil), but the 
  armor class and saving throw bonuses and the protection from mental 
  control apply regardless of enemies’ magic resistance.   
  This spell has an alternative version that you may choose when 
  casting it. Protection from evil 10’ radius can be focused inward rather 
  than outward. When focused inward, the spell binds a non-good 
  called creature (such as those called by the lesser planar binding, 
  planar binding, and improved planar binding spells) for a maximum of 
  24 hours per caster level, provided that you cast the spell that calls 
  the creature within 1 round of casting the magic circle. The creature 
  cannot cross the circle’s boundaries. If a creature too large to fit into 
  the spell’s area is the subject of the spell, the spell acts as a normal 
  protection from evil spell for that creature only. 
  This spell leaves much to be desired as a trap. If the circle of 
  powdered silver laid down in the process of spellcasting is broken, the 
  effect immediately ends. The trapped creature can do nothing that 
  disturbs the circle, directly or indirectly but other creatures can. If the 
  called creature has magic resistance, it can test the trap once per 
  day. If you fail to overcome its magic resistance the creature breaks 
  free, destroying the circle. A creature capable of any form of 
  dimensional travel (astral spell, blink, dimension door, etherealness, 
  gate, plane shift, teleport and similar abilities) can simply leave the 
  circle through that means. You can prevent the creature’s extra-
  dimensional escape by casting a dimensional anchor spell on it, but 
  you must cast the spell before the creature acts. If you are successful, 
  the anchor effect lasts as long as the protection from evil 10’ radius 
  does. The creature cannot reach across the magic circle, but its 
  ranged attacks (ranged weapons, spells, magical abilities and the 
  like) can. The creature can attack any target it can reach with its 
  ranged attacks except for the circle itself. 
  You can add a special diagram (a two-dimensional bounded figure 
  with no gaps along its circumference, augmented with various 
  magical sigils) to make the protection from evil 10’ radius more 
  secure. Drawing the diagram by hand takes 1 turn and requires a 
  knowledge: arcana skill check with a -5 penalty. You do not know the 
  result of this check. If the check fails, the diagram is ineffective. A 
  successful diagram allows you to cast a dimensional anchor spell on 
  the protection from evil 10’ radius on the round before casting any 
  summoning spell.  The dimensional anchor holds any called creatures 
  in the protection from evil 10’ radius for the duration of the 
  dimensional anchor spell (24 hours/caster level).  
  A creature cannot use its magic resistance against a protection from 
  evil 10’ radius prepared with a diagram, and none of its abilities or 
  attacks can cross the diagram. The creature can escape from the 
  diagram with a successful charisma save, with a penalty equal to your 
  caster level+5. It can attempt this once per day. If it breaks loose, it 
  can flee or attack you. The creature is immediately released if 
  anything disturbs the diagram - even a straw laid across it. However, 
  the creature itself cannot disturb the diagram either directly or 
  indirectly, as noted above. 
  The reverse of this spell, protection from good 10’ radius, functions like 
  protection from evil, except that the armor class and saving throw 
  bonuses apply to attacks from good creatures, and non-evil 
  summoned creatures cannot touch the subject. 
  Material Component: A little powdered silver (or bone, for the reverse 
  of this spell) with which you trace a 10’ diameter circle on the floor (or 
  ground) around the creature to be warded. 
   
  Protection from Normal Missiles 
  Abjuration 
  Level: Magic-User 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 turn/caster level 
  Saving Throw: Intelligence negates  
  Magic Resistance: Yes  
  The warded creature gains total invulnerability to hurled and 
  projectile missiles such as arrows, axes, bolts, small stones and spears.  
  Furthermore, it reduces each die of damage inflicted by large missiles, 
  such as ballista missiles, catapult stones and giant-hurled boulders, by 
  1.  
  Note, however, that this spell does not convey any protection from 
  such magical attacks as fireballs, lightning bolts and magic missiles nor 
  from magical thrown weapons or projectiles. 
  Material Component: A piece of shell from a tortoise or a turtle.  It is 
  not consumed by the casting of this spell. 
   
  Prying Eyes 
  Divination 
  Level: Magic-User 5, Illusionist 5 
  Components: V, S, M 
  Casting Time: 1 minute 
  Range: 400’ (Long); see text 
  Effect: Ten or more levitating eyes 
  Duration: 1 hour/caster level; see text (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  You create a number of semi-tangible, visible magical orbs (called 
  “eyes”) equal to 1d4 + your caster level. These eyes initially appear 
  within 400’ of the caster but, from there, may move out, scout around 
  and return as you direct them. Each eye can see 120’ (normal vision 
  only) in all directions. 
  While the individual eyes are quite fragile, they’re small and difficult to 
  spot. Each eye is about the size of a small apple and has 1 hit point, 
  AC 18, a movement rate of 60’ (12”) and maneuverability class A.  
  It may make perception checks with the caster’s level bonus and is 
  subject to illusions, darkness, fog and any other factors that would 
  affect your ability to receive visual information about your 
  surroundings. An eye traveling through darkness must find its way by 
  touch. 
  When you create the eyes, you specify instructions you want them to 
  follow in a command of no more than twenty-five words. Any 
  knowledge you possess is known by the eyes as well. 
  In order to report their findings, the eyes must return to your hand. 
  Each replays in your mind all it has seen during its existence. It takes an 
  eye 1 round to replay 1 hour of recorded images. After relaying its 
  findings, an eye disappears.  
  If an eye ever gets more than 1 mile away from you, it instantly ceases 
  to exist. However, your link with the eye is such that you won’t know if 
  the eye was destroyed because it wandered out of range or because 
  of some other event. 
  The eyes exist for up to 1 hour per caster level or until they return to 
  you. Dispel magic can destroy eyes. Roll separately for each eye 
  caught in an area dispel.  
  Material Component: A handful of crystal marbles that disappear 
  after the spell duration ends or when destroyed (see text above). 
   
  Purify Food and Drink (reversible) 
  Alteration 
  Level: Cleric 0, Druid 0 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: 1 cu. ft./caster level of contaminated food and water 
  Duration: Instantaneous 
  Saving Throw: Wisdom negates  
  Magic Resistance: Yes  
  This spell makes spoiled, rotten, poisonous or otherwise contaminated 
  food and water pure and suitable for eating and drinking. This spell 
  does not prevent subsequent natural decay or spoilage. Unholy water 
  and similar food and drink of significance is spoiled by purify food and 
  drink, but the spell has no effect on creatures of any type or upon 
  magic potions. 
  The reverse of this spell, putrify food and drink, contaminates food or 
  potable liquids and spoils holy water. 
  Note: Water weighs about 8 pounds per gallon. One cubic foot of 
  water contains roughly 8 gallons and weighs about 60 pounds. 
  
  Player’s Handbook 129 
   
  Pyrotechnics 
  Alteration 
  Level: Druid 3, Magic-User 2, Illusionist 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 400’ (Long) 
  Target: One fire source, up to a 20’ radius 
  Duration: 1d4+1 rounds; see text 
  Saving Throw: Wisdom or constitution negates; see text 
  Magic Resistance: No 
  Pyrotechnics turns a fire into either a burst of blinding fireworks or a 
  thick cloud of choking smoke, depending on the version you choose. 
   
   Fireworks: The fireworks are a flashing, fiery, momentary burst of 
  glowing, colored aerial lights. This effect causes creatures within 
  120’ (24”) of the fire source to become blinded for 1d4+1 rounds 
  (wisdom negates). These creatures must have line of sight to the 
  fire to be affected.  
   
   Smoke Cloud: A writhing stream of smoke billows out from the 
  source, forming a choking cloud. The cloud spreads 20 feet in all 
  directions and lasts for 1 round per caster level. All sight, even 
  darkvision, is ineffective in or through the cloud, blinding all 
  creatures within the cloud and giving those within the cloud 100% 
  concealment. In addition, all within the cloud are sickened 
  (constitution negates). Sickened creatures suffer a -2 penalty to 
  strength and dexterity checks, as well as attack and damage 
  rolls, and take a -2 penalty to their armor class. Movement is 
  reduced to ½ its normal rate, rounded to the nearest 5’ 
  increment. These effects last for 1d4+1 rounds after the cloud 
  dissipates or after the creature leaves the area of the cloud. 
  Magic resistance does not apply. 
   
  Material Component: The spell uses one fire source, which is 
  immediately extinguished. A fire so large that it exceeds a 20’radius is 
  only partly extinguished. Magical fires are not extinguished, although 
  a fire-based creature used as a source takes 1 point of damage per 
  caster level. 
   
  Rainbow Pattern 
  Illusion/Phantasm 
  Level: Illusionist 4 
  Components: S, M; see text 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: Colorful lights with a 20’ radius circle 
  Duration: Concentration +1 round/caster level (dismissible) 
  Saving Throw: Intelligence negates 
  Magic Resistance: Yes 
  A glowing, rainbow-hued pattern of interweaving colors fascinates 
  those within it.  While fascinated, the creature is distracted, suffering a 
  -4 penalty to all saving throws and armor class.  If attacked they are 
  considered surprised 
  Rainbow pattern fascinates a maximum of 24 hit dice of creatures. 
  Creatures with the fewest HD are affected first. Among creatures with 
  equal HD, those who are closest to the spell’s point of origin are 
  affected first. An affected creature that fails its saves is fascinated by 
  the pattern. 
  By concentrating upon the spell, you can make the rainbow pattern 
  move up to 30 feet per round (moving its effective point of origin). All 
  fascinated creatures follow the moving rainbow of light, trying to get 
  or remain within the effect. Fascinated creatures who are restrained 
  and removed from the pattern still try to follow it. If the pattern leads 
  its subjects into a dangerous area each fascinated creature gets a 
  second save. If the view of the lights is completely blocked creatures 
  who can’t see them are no longer affected.  The spell does not affect 
  sightless creatures. 
  Material component: A crystal prism.  This is not consumed during 
  casting. 
   
  Raise Dead 
  Conjuration/Summoning  
  Level: Cleric 5 
  Components: V, S, M 
  Casting Time: 1 minute 
  Range: Touch 
  Target: One corpse 
  Duration: Instantaneous 
  Saving Throw: None 
  Magic Resistance: Yes  
  You restore life to a deceased creature. You can raise a creature that 
  has been dead for no longer than one day per caster level. In 
  addition, the subject’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, 
  a subject that wants to return receives no saving throw. 
  Coming back from the dead is an ordeal. The subject of the spell loses 
  one level (or 1 hit die) when it is raised, just as if it had lost a level or a 
  hit die to an energy-draining creature. If the subject is 1st level, it loses 
  2 points of constitution instead (if this would reduce its Con to 0 or less, 
  it can’t be raised). This level/HD loss or constitution loss cannot be 
  repaired by any means.  
   
   
   
  A raised creature has a number of hit points equal to its current hit 
  dice. Any ability scores damaged to 0 are raised to 1. Normal poisons 
  and normal diseases are cured in the process of raising the subject, 
  but magical diseases and curses are not undone. While the spell 
  closes mortal wounds and repairs lethal damage of most kinds, the 
  body of the creature to be raised must be whole. Otherwise, missing 
  parts are still missing when the creature is brought back to life. None of 
  the dead creature’s equipment or possessions are affected in any 
  way by this spell.  
  A creature who has been turned into an undead creature or killed by 
  a death effect can’t be raised by this spell. Animated creatures, 
  elementals, extraplanar creatures and undead creatures can’t be 
  raised. The spell cannot bring back a creature that has died of old 
  age. 
  Material Component: Diamonds worth a total of least 5,000 gp.  They 
  are consumed upon this spell’s completion.   
   
  Rary’s Mnemonic Enhancer 
  Alteration 
  Level: Magic-User 4, Illusionist 4 
  Components: V, S, M 
  Casting Time: 1 turn 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  Casting this spell allows you to prepare additional spells or retain spells 
  recently cast. Pick one of these two versions when the spell is cast. In 
  either event, the spell or spells prepared or retained fade after 24 
  hours (if not cast). 
   
   Prepare: You prepare up to three additional levels of spells. A 
  cantrip counts as a ½ level spell for this purpose. You prepare 
  and cast these spells normally. 
   Retain: You retain any spell of 3rd level or lower that you had cast 
  up to 1 round before you started casting the mnemonic 
  enhancer. This restores the previously cast spell to your mind. 
  Material Components: A piece of string and ink consisting of squid 
  secretion with black dragon’s blood or giant slug digestive juice.  
  These are expended when the spell is cast.   
  
  Player’s Handbook 130 
   
   
  The spell requires the caster to have an ivory plaque of at least 50 gp 
  value on-hand as well, though this is not consumed upon the spell’s 
  completion. 
   
  Ray of Enfeeblement 
  Necromantic 
  Level: Magic-User 2 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Effect: One creature 
  Duration: 1 minute/caster level 
  Saving Throw: Constitution negates 
  Magic Resistance: Yes 
  A coruscating ray springs from your hand, draining the target’s 
  strength unless he succeeds at his saving throw.  
  The subject suffers a -3 penalty to all strength checks, including attack 
  and damage rolls, and has their carrying capacity halved, for the 
  duration of the spell. 
   
  Read Magic 
  Divination 
  Level: Cleric 0, Bard 0, Magic-User 0, Illusionist 0 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 turn/caster level 
  By means of read magic, you can decipher magical inscriptions on 
  objects - books, scrolls, weapons and the like - that would otherwise 
  be unintelligible. This deciphering does not normally invoke the magic 
  contained in the writing, although it may do so in the case of a cursed 
  scroll. Furthermore, once the spell is cast and you have read the 
  magical inscription, you are thereafter able to read that particular 
  writing without recourse to the use of read magic.  
  You can read at the rate of one page (250 words) per minute. The 
  spell allows you to identify a glyph of warding, an improved glyph of 
  warding or any symbol spell with a knowledge: arcana skill check, 
  with the caster level of the glyph or symbol’s creator serving as the 
  check penalty.   
  Read magic can be made permanent with a permanency spell. 
  Material component: A clear crystal or mineral prism that is not 
  consumed by the casting of this spell. 
   
  Regenerate (reversible) 
  Conjuration/Summoning  
  Level: Cleric 7, Druid 9 
  Components: V, S, M 
  Casting Time: 3 rounds 
  Range: Touch 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Constitution negates 
  Magic Resistance: Yes 
  The subject’s severed body members (fingers, toes, hands, feet, arms, 
  legs, tails or even heads of multi-headed creatures), broken bones 
  and ruined organs grow back. After the spell is cast the physical 
  regeneration is complete in 1 round if the severed members are 
  present and touching the creature. It takes 2d10 rounds otherwise. 
  Regenerate also cures 6d8 points of damage, rids the subject of 
  fatigue and eliminates all non-lethal damage the subject has taken. It 
  has no effect on non-living creatures (including undead). 
  The reverse of the spell, wither, causes 6d8 damage to the target and 
  causes the limb, appendage or bodily member touched to shrivel 
  and cease functioning immediately.  The target creature must be 
  touched in order to have this harmful effect occur and is entitled to a 
  constitution save to negate the withering effect of this spell. Creatures 
  without discernible limbs or appendages are immune to this 
  secondary effect, though they still are wounded by this spell.   
  Material Component:  The material components of this spell are a 
  prayer device and holy/unholy water. 
   
   
   
   
   
   
  Reincarnate 
  Alteration 
  Level: Druid 4 
  Components: V, S, M 
  Casting Time: 1 turn 
  Range: Touch 
  Target: One corpse 
  Duration: Instantaneous 
  Saving Throw: None 
  Magic Resistance: Yes  
  With this spell, you bring back a dead creature in another body, 
  provided that its death occurred no more than one week before the 
  casting of the spell and the subject’s soul is free and willing to return. If 
  the subject’s soul is not willing to return, the spell does not work; 
  therefore, a subject that wants to return receives no saving throw. 
  Since the dead creature is returning in a new body, all physical ills and 
  afflictions are repaired. The condition of the remains is not a factor. So 
  long as some small portion of the creature’s body still exists, it can be 
  reincarnated, but the portion receiving the spell must have been part 
  of the creature’s body at the time of death. The magic of the spell 
  creates an entirely new young adult body for the soul to inhabit from 
  the natural elements at hand. This process takes 1 hour to complete.  
  When the body is ready, the subject is reincarnated. 
   
  d% 
  incarnation 
  d% 
  incarnation 
  01-02 
  badger 
  58-63 
  halfling 
  03-04 
  bear, black 
  64-65 
  hawk 
  05-06 
  bear, brown 
  66-69 
  hobgoblin 
  07-10 
  bugbear 
  70-76 
  human 
  11-14 
  centaur 
  77-80 
  kobold 
  15-16 
  deer 
  81-84 
  lizardman 
  17-21 
  dwarf 
  85-88 
  ogre 
  22-23 
  eagle 
  89-90 
  orc 
  24-29 
  elf 
  91 
  owl 
  30-31 
  fox 
  92 
  raccoon 
  32-35 
  gnoll 
  93 
  troglodyte 
  36-41 
  gnome 
  94 
  troll 
  42-45 
  goblin 
  95-96 
  wolf 
  46-51 
  half-elf 
  97-98 
  wolverine 
  52-57 
  half-orc 
  99-00 
  dm’s choice 
   
  A reincarnated creature recalls the majority of its former life and form. 
  The subject of the spell loses one level (or 1 hit die) when it is raised, 
  just as if it had lost a level or a hit die to an energy-draining creature. If 
  the subject is 1st level, it loses 2 points of constitution instead (if this 
  would reduce its Con to 0 or less, it can’t be raised). This level/HD loss 
  or constitution loss cannot be repaired by any means.  Its class, bonus 
  to hit (BtH), base save bonuses and hit points are unchanged, though 
  its new form may not be suited to its profession. While its strength, 
  dexterity and constitution scores depend partly on the new body 
  (with penalties or bonuses to ability scores decided by the Dungeon 
  Master) its intelligence, wisdom and charisma are unchanged.  
  A creature that has been turned into an undead creature or killed by 
  a death effect can’t be returned to life by this spell.  Animated 
  creatures, elementals, extraplanar creatures and undead creatures 
  can’t be reincarnated. The spell cannot bring back a creature who 
  has died of old age. 
  The reincarnated creature gains all abilities associated with its new 
  form, including forms of movement and movement rate, its armor 
  class and natural attacks, its sensory powers and special defenses and 
  its spell-like powers. It doesn’t automatically speak the language of 
  the new form.  
  A wish or a miracle spell can restore a reincarnated character to his 
  original form. 
  Material Component: Rare oils and unguents worth a total of least 
  1,000 gp, spread over the remains.  These are expended once the 
  spell is completed. 
   
  Remove Curse (reversible) 
  Abjuration 
  Level: Cleric 3, Magic-User 4, Illusionist 4 
  Components: V, S 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature or item 
  Duration: Instantaneous 
  Saving Throw: Wisdom (intelligence for arcane version) negates 
  
  Player’s Handbook 131 
   
  Magic Resistance: Yes 
  Remove curse instantaneously removes all curses on an object or a 
  creature. Remove curse does not remove the curse from a cursed 
  shield, weapon or suit of armor, although the spell typically enables 
  the creature afflicted with any such cursed item to remove and get 
  rid of it. Certain special curses may not be countered by this spell or 
  may be countered only by a caster of a certain level or higher. 
  The reverse of this spell, curse, places a permanent curse on the 
  subject. Choose one of the following three effects. 
   
  • –6 decrease to an ability score (minimum 1) 
  • –2 penalty to all attack rolls and ability checks 
  •  Each turn, the target has a 50% chance to act normally; 
  otherwise, it takes no action 
  You may also invent your own curse, but it should be no more 
  powerful than those described above.  The curse bestowed by this 
  spell cannot be dispelled, but it can be removed with a break 
  enchantment, limited wish, miracle, remove curse, or wish spell. 
  Curse counters remove curse while remove curse counters and dispels 
  curse. 
   
  Remove Fear 
  Abjuration 
  Level: Cleric 1, Bard 1 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Targets: One creature plus one additional creature per four caster 
  levels, no two of which can be more than 30’ apart 
  Duration: 1 turn; see text 
  Saving Throw: Wisdom negates  
  Magic Resistance: Yes  
  You instill courage in the subject, granting it a +4 bonus against fear 
  effects for 1 turn. If the subject is under the influence of a fear effect 
  when receiving the spell, that effect is suppressed for the duration of 
  the spell. 
  Remove fear counters and dispels cause fear. 
   
  Remove Paralysis 
  Conjuration/Summoning  
  Level: Cleric 2 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Targets: Up to 4 creatures, no two of which can be more than 30’ apart 
  Duration: Instantaneous 
  Saving Throw: Wisdom negates  
  Magic Resistance: Yes  
  You can free one or more creatures from the effects of any temporary 
  paralysis or related magic, including a ghoul’s touch, hold person or a 
  slow spell. If the spell is cast on one creature, the paralysis is negated. 
  If cast on two creatures, each receives another save with a +4 bonus 
  against the effect that afflicts it. If cast on three or four creatures, 
  each receives another save with a +2 bonus. 
  The spell does not restore ability scores reduced by penalties, 
  damage or drain. 
   
  Repel Vermin 
  Abjuration 
  Level: Bard 4, Druid 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Area: 10’ radius sphere centered on you 
  Duration: 1 turn/caster level (dismissible) 
  Saving Throw: None or Wisdom negates; see text 
  Magic Resistance: Yes 
  An invisible barrier holds back vermin (insects, arachnids and rodents).  
  Vermin with hit dice of less than one-third your level cannot penetrate 
  the barrier. 
  A vermin with hit dice of one-third your level or more can penetrate 
  the barrier if it succeeds on a wisdom save. Even so, crossing the 
  barrier deals the vermin 2d4 points of damage, and pressing against 
  the barrier causes pain, which deters most vermin. 
  This spell effectively protects those within its radius from the insect 
  plague spell. 
   
  Repulsion 
  Abjuration 
  Level: Cleric 7, Magic-User 6, Illusionist 7 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Area: Up to 10’ radius/caster level sphere centered on you 
  Duration: 1 round/caster level (dismissible) 
  Saving Throw: Wisdom (intelligence for arcane version) negates 
  Magic Resistance: Yes 
  An invisible, mobile field surrounds you and prevents creatures from 
  approaching you. You decide how big the field is at the time of 
  casting (to the limit your level allows). Any creature within or entering 
  the field must attempt a save. If it fails, it becomes unable to move 
  toward you for the duration of the spell. Repelled creatures’ actions 
  are not otherwise restricted. 
  They can fight other creatures, cast spells or attack you with ranged 
  weapons. If you move closer to an affected creature, nothing 
  happens (i.e. the creature is not forced back).  The creature is free to 
  make melee attacks against you if you come within striking distance. 
  If a repelled creature moves away from you and then tries to turn 
  back toward you, it cannot move any closer if it is still within the spell’s 
  area. 
  Arcane Material Component: A pair of small iron bars attached to 
  two small canine statuettes, one black and one white, the whole 
  array is worth 50 gp.  These items are not consumed by the casting of 
  this spell. 
   
  Resist Energy 
  Abjuration 
  Level: Cleric 2, Druid 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 turn/caster level 
  Saving Throw: Wisdom negates  
  Magic Resistance: Yes  
  This abjuration grants a creature limited protection from damage of 
  whichever one of five energy types you select: acid, cold, electricity, 
  fire or sonic. The subject gains a +2 bonus to saving throws made 
  against such attacks and only suffers half of the damage that they 
  normally would from such attacks.  The spell protects the recipient’s 
  equipment as well.  The save bonus provided by this spell increases by 
  +1 per 6 caster levels of the caster (to a maximum of +5 at level 18 
  and higher). 
  Note: Resist energy overlaps with protection from energy. If a 
  character is warded by protection from energy and resist energy, the 
  protection spell absorbs the reduced amount of damage affected by 
  the resist energy spell until its power is exhausted. 
   
  Restoration 
  Conjuration/Summoning  
  Level: Cleric 4, Druid 4 
  This spell functions like lesser restoration, except that it cures all 
  temporary ability damage and it restores all points permanently 
  drained from a single ability score (your choice if more than one is 
  drained). It also eliminates any fatigue or exhaustion suffered by the 
  target. 
   
  Resurrection 
  Conjuration/Summoning  
  Level: Cleric 7 
  Casting Time: 1 turn 
  This spell functions like raise dead, except that you are able to restore 
  life and complete strength to any deceased creature.  The condition 
  of the remains is not a factor. So long as some small portion of the 
  creature’s body still exists, it can be resurrected, but the portion 
  receiving the spell must have been part of the creature’s body at the 
  time of death.  The remains of a creature hit by a disintegrate spell 
  count as a small portion of its body.  The creature can have been 
  dead no longer than 10 years per caster level. 
  Upon completion of the spell, the creature is immediately restored to 
  full hit points, vigor and health, with no loss of prepared spells. 
  However, the subject loses one level, or 2 points of constitution if the 
  subject was 1st level.  If this reduction would bring its Con to 0 or lower, 
  
  Player’s Handbook 132 
   
   
  it can’t be resurrected. This level loss or constitution loss cannot be 
  repaired by any means. 
  You can resurrect someone killed by a death effect or someone who 
  has been turned into an undead creature and then destroyed. You 
  cannot resurrect someone who has died of old age. Animated 
  creatures, elementals, extraplanar creatures, and undead creatures 
  can’t be resurrected. 
  Material Component: A sprinkle of holy water and diamonds worth a 
  total of at least 10,000 gp. 
   
  Reverse Gravity 
  Alteration 
  Level: Druid 8, Magic-User 7 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Area: 20’ radius cylinder, 20’ in height 
  Duration: 1 round/caster level (dismissible) 
  Saving Throw: None; see text 
  Magic Resistance: No 
  This spell reverses gravity in an area, causing all unattached objects 
  and creatures within that area to fall upward and reach the top of 
  the area in 1 round. If some solid object (such as a ceiling) is 
  encountered in this fall, falling objects and creatures strike it in the 
  same manner as they would during a normal downward fall. If an 
  object or creature reaches the top of the area without striking 
  anything, it remains there, oscillating slightly, until the spell ends. At the 
  end of the spell duration, affected objects and creatures fall 
  downward. 
  Provided it has something to hold onto, a creature caught in the area 
  can attempt a dexterity save to secure itself when the spell strikes. 
  Creatures who can fly or levitate can keep themselves from falling. 
  Arcane Material Component: A lodestone and iron filings.  The 
  lodestone is not consumed when this spell is cast. 
   
  Rope Trick 
  Alteration 
  Level: Magic-User 2, Illusionist 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One piece of rope from 5’ to 30’ long 
  Duration: 1 hour/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  When this spell is cast upon a piece of rope from 5 to 30’ long, one 
  end of the rope rises into the air until the whole rope hangs 
  perpendicular to the ground, as if affixed at the upper end. The upper 
  end is, in fact, fastened to an extra-dimensional space that is outside 
  the multiverse of extra-dimensional spaces (“planes”). Creatures in the 
  extra-dimensional space are hidden, beyond the reach of spells 
  (including divinations), unless those spells work across planes. The 
  space holds as many as eight creatures (of any size). Creatures in the 
  space can pull the rope up into the space, making the rope 
  “disappear.” In that case, the rope counts as one of the eight 
  creatures that can fit in the space. The rope can support up to 16,000 
  pounds. A weight greater than that can pull the rope free. 
  Spells cannot be cast across the extra-dimensional interface, nor can 
  area effects cross it. Those in the extra-dimensional space can see out 
  of it as if a 3’ radius window were centered on the rope. The window is 
  present on the Material Plane, but it’s invisible, and even creatures 
  that can see the window can’t see through it. Anything inside the 
  extra-dimensional space drops out when the spell ends. The rope can 
  be climbed by only one person at a time. The rope trick spell enables 
  climbers to reach a normal place if they do not climb all the way to 
  the extra-dimensional space. 
  Note: It is hazardous to create an extra-dimensional space within an 
  existing extra-dimensional space or to take an extra-dimensional 
  space into an existing one. 
  Material Component: Powdered corn extract and a twisted loop of 
  parchment that are expended by this spell’s casting. 
   
   
   
   
   
   
   
  Run 
  Alteration 
  Level: Magic-User 1 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 minute/caster level (dismissible) 
  This spell increases your movement rate speed by 30’ per round.  
  There is no effect on other modes of movement, such as burrow, 
  climb, fly or swim. As with any effect that increases your movement 
  rate, this spell affects your jumping distance. 
   
  Sanctuary 
  Abjuration 
  Level: Cleric 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 round/caster level 
  Saving Throw: Wisdom negates 
  Magic Resistance: Yes 
  Any opponent attempting to strike or otherwise directly attack the 
  warded creature, even with a targeted spell, must attempt a wisdom 
  save. If the save succeeds, the opponent can attack normally and is 
  unaffected by that casting of the spell. If the save fails, the opponent 
  can’t follow through with the attack and it can’t directly attack the 
  warded creature for the duration of the spell. Those not attempting to 
  attack the subject remain unaffected. This spell does not prevent the 
  warded creature from being attacked or affected by area of effect 
  spells. The subject cannot attack without breaking the spell but may 
  use non-attack spells or otherwise act. 
   
  Scare 
  Enchantment/Charm 
  Level: Bard 2, Magic-User 2, Illusionist 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Targets: One creature per three caster levels, no two of which can be 
  more than 30’ apart 
  Duration: 1 round/caster level 
  Saving Throw: Charisma negates 
  Magic Resistance: Yes 
  This spell functions like cause fear, except that it causes all targeted 
  creatures of less than 6 HD to become frightened and flee from the 
  caster. 
  Arcane Material Component: A bit of bone from an undead creature.  
  It is not consumed during the casting of this spell.   
   
  Scintillating Pattern 
  Illusion/Phantasm 
  Level: Illusionist 8 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Effect: Colorful lights in a 20’ radius circle 
  Duration: Concentration + 2 rounds 
  Saving Throw: None 
  Magic Resistance: Yes 
  A twisting pattern of discordant, coruscating colors weaves through 
  the air, affecting creatures within it. The spell affects a total number of 
  hit dice of creatures equal to your caster level (maximum 20). 
  Creatures with the fewest HD are affected first; and, among creatures 
  with equal HD, those who are closest to the spell’s point of origin are 
  affected first. Hit dice that are not sufficient to affect a creature are 
  wasted. The spell affects each subject according to its hit dice. 
   
   6 or less: Unconscious for 1d4 rounds, then stunned for 1d4 
  rounds, and then confused, as per the confusion spell, for 1d4 
  rounds. (Treat an unconscious result as stunned for non-living 
  creatures.) 
   7 to 12: Stunned for 1d4 rounds, then confused for 1d4 rounds.  
   13+:  Confused for 1d4 rounds.  
  
  Player’s Handbook 133 
   
  Sightless creatures are not affected by scintillating pattern. 
  Material Component: A small crystal prism that is not expended when 
  the spell is cast. 
   
  Screen 
  Illusion/Phantasm  
  Level: Illusionist 8 
  Components: V, S 
  Casting Time: 1 turn 
  Range: 30’ (Close) 
  Area: 30’ cube/caster level 
  Duration: 24 hours 
  Saving Throw: None or intelligence disbelief; see text 
  Magic Resistance: No 
  This spell combines several elements to create a powerful protection 
  from scrying and direct observation. When casting the spell, you 
  dictate what will and will not be observed in the spell’s area. The 
  illusion created must be stated in general terms. Once the conditions 
  are set, they cannot be changed. 
  Attempts to scry the area automatically detect the image stated by 
  you with no save allowed. Sight and sound are appropriate to the 
  illusion created.  
  Direct observation may allow a save (as per a normal illusion) if there 
  is cause to disbelieve what is seen. Even entering the area does not 
  cancel the illusion or necessarily allow a save, assuming that hidden 
  beings take care to stay out of the way of those affected by the 
  illusion. 
   
  Scrying 
  Divination 
  Level: Cleric 5, Bard 3, Druid 4, Magic-User 4, Illusionist 4 
  Components: V, S, M 
  Casting Time: 1 hour 
  Range: See text 
  Effect Magical sensor 
  Duration: 1 minute/caster level 
  Saving Throw: Wisdom (intelligence for the arcane version) negates 
  Magic Resistance: Yes 
  You can see and hear some creature, which may be at any distance. 
  If the subject succeeds at its save, the scrying attempt simply fails. The 
  difficulty of the save depends on how well you know the subject and 
  what sort of physical connection (if any) you have to that creature. 
  Furthermore, if the subject is on another plane, it gets a +5 bonus on its 
  save. 
   
  knowledge 
  save modifier 
  none1 
  +10 
  secondhand (you have heard of the subject) 
  +5 
  firsthand (you have met the subject) 
  +0 
  familiar (you know the subject well) 
  –5 
  1 you must have some sort of connection to a creature you have 
  no knowledge of. 
   
  connection 
  save modifier 
  likeness or picture 
  –2 
  possession or garment 
  –5 
  body part, lock of hair, bit of nail, etc. 
  –10 
   
  If the save fails, you can see and hear the subject and the subject’s 
  immediate surroundings (approximately 10 feet in all directions of the 
  subject). If the subject moves, the sensor follows at a movement rate 
  of up to 150’ (30”) per round.  The sensor has your full visual acuity, 
  including any magical effects. In addition, the following spells have a 
  5% chance per caster level of operating through the sensor: detect 
  evil or good, detect magic and message. 
  If the save succeeds, you can’t attempt to scry on that subject again 
  for at least 24 hours. 
  Arcane Material Components: The eye of a hawk, an eagle or a roc, 
  plus nitric acid, copper and zinc.  These are consumed by the casting 
  of this spell.  The caster must also have a mirror of finely wrought and 
  highly polished silver, costing no less than 1,000 gp. The mirror must be 
  at least 2 feet wide by 4 feet in height.  It is not consumed when this 
  spell is cast. 
  Cleric Material Component: A holy water font costing not less than 
  100 gp. 
  Bard or Druid Material component: A natural pool of water.  
   
   
  Secret Page 
  Alteration 
  Level: Bard 3, Illusionist 2 
  Components: V, S, M 
  Casting Time: 1 turn 
  Range: Touch 
  Target: One page, up to 3 sq. ft. in size 
  Duration: Permanent 
  Saving Throw: None 
  Magic Resistance: No 
  Secret page alters the contents of a page so that they appear to be 
  something entirely different. The text of a spell can be changed to 
  show even another spell. Explosive runes or sepia snake sigil can be 
  cast upon the secret page. 
  A comprehend languages spell alone cannot reveal a secret page’s 
  contents. You are able to reveal the original contents by speaking a 
  special word. You can then peruse the actual page and return it to its 
  secret page form at will. You can also remove the spell by double 
  repetition of the special word.  
  A detect magic spell reveals dim magic on the page in question but 
  does not reveal its true contents. True seeing reveals the presence of 
  the hidden material but does not reveal the contents unless cast in 
  combination with comprehend languages. A secret page spell can 
  be dispelled and the hidden writings can be destroyed by means of 
  an erase spell. 
  Material Component: Powdered herring scales and will-o’-wisp 
  essence. 
   
  Seeming 
  Illusion/Phantasm  
  Level: Bard 5, Illusionist 5 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Targets: One creature per two caster levels, no two of which can be 
  more than 30’ apart 
  Duration: 12 hours (dismissible) 
  Saving Throw: Intelligence negates 
  Magic Resistance: Yes 
  This spell functions like change self, except that you can change the 
  appearance of other people as well. Affected creatures resume their 
  normal appearances if slain. 
  Unwilling targets can negate the spell’s effect on them by saving 
  against it.  Magic resistance applies as well. 
   
  Sending 
  Evocation 
  Level: Cleric 4, Bard 5, Magic-User 5, Illusionist 5 
  Components: V, S, M 
  Casting Time: 1 turn 
  Range: See text 
  Target: One creature 
  Duration: 1 round; see text 
  Saving Throw: None 
  Magic Resistance: No 
  You contact a particular creature with which you are familiar and 
  send a short message of twenty-five words or less to the subject. The 
  subject recognizes you if it knows you. It can answer in like manner 
  immediately. A creature with an intelligence score as low as 1 can 
  understand the sending, though the subject’s ability to react is limited 
  as normal by its intelligence score. Even if the sending is received the 
  subject is not obligated to act upon it in any manner. 
  If the creature in question is not on the same plane of existence as 
  you are there is a 5% chance that the sending does not arrive.  Local 
  conditions on other planes may worsen this chance considerably. 
  Arcane Material Component: A short piece of fine copper wire that is 
  not consumed during the casting of this spell. 
   
  Sepia Snake Sigil 
  Conjuration/Summoning   
  Level: Magic-User 3, Illusionist 3 
  Components: V, S, M 
  Casting Time: 1 turn 
  Range: Touch 
  Target: One book or written work 
  Duration: Permanent until released, then 1d4 days + one day/caster 
  level; see text 
  
  Player’s Handbook 134 
   
   
  Saving Throw: Dexterity negates 
  Magic Resistance: No 
  When you cast sepia snake sigil, a small symbol appears in the text of 
  one written work such as a book, scroll or map. The text containing 
  the symbol must be at least twenty-five words long. When anyone 
  reads the text containing the symbol, the sepia snake springs into 
  being and strikes the reader, provided there is line of effect between 
  the symbol and the reader. 
  Simply seeing the enspelled text is not sufficient to trigger the spell; the 
  subject must deliberately read it. The target is entitled to a save to 
  evade the snake’s strike. If it succeeds, the sepia snake dissipates in a 
  flash of brown light accompanied by a puff of dun-colored smoke 
  and a loud noise. If the target fails its save, it is engulfed in a 
  shimmering amber field of force and immobilized until released, either 
  at your command or when 1d4 days + one day per caster level have 
  elapsed. 
  While trapped in the amber field of force, the subject does not age, 
  breathe, grow hungry, sleep or regain spells. It is preserved in a state 
  of suspended animation, unaware of its surroundings. It can be 
  damaged by outside forces (and perhaps even killed), since the field 
  provides no protection against physical injury. However, a dying 
  subject does not lose hit points or become stable until the spell ends. 
  The hidden sigil cannot be detected by normal observation and 
  detect magic reveals only that the entire text is magical. 
  A dispel magic can remove the sigil. An erase spell destroys the entire 
  page of text.  Sepia snake sigil can be cast in combination with other 
  spells that hide or garble text, such as secret page. 
  Material Component: 500 gp worth of powdered amber, a scale from 
  any snake, and a pinch of mushroom spores. 
   
  Sequester 
  Abjuration 
  Level: Magic-User 7, Illusionist 7 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One willing creature or object (up to a 2’ cube/caster level) 
  Duration: One day/caster level (dismissible) 
  Saving Throw: None  
  Magic Resistance: Yes  
  When cast, this spell not only prevents divination spells from working to 
  detect or locate the creature or object affected by sequester, it also 
  renders the affected creature or object invisible to any form of sight or 
  seeing (as the invisibility spell). The spell does not prevent the subject 
  from being discovered through tactile means. Creatures affected by 
  sequester become comatose and are effectively in a state of 
  suspended animation until the spell wears off or is dispelled. 
  Material Component: A basilisk eyelash, gum arabic and a dram of 
  whitewash. 
   
  Serten’s Spell Immunity 
  Abjuration 
  Level: Magic-User 8 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Targets: Up to one creature per four caster levels 
  Duration: 1 turn/caster level 
  Saving Throw: Intelligence negates  
  Magic Resistance: Yes  
  The subject gains a +8 bonus on saving throws against all spells and 
  spell-like powers. 
  Material Component: A diamond of at least 500 gp value, which must 
  be crushed and sprinkled over the targets.  Furthermore, each 
  targeted creature must carry one 1,000 gp diamond in order to be 
  granted the protection of this spell. Each subject must carry one such 
  gem for the duration of the spell. If a subject loses the gem, the spell 
  ceases to affect him. 
   
  Shades 
  Illusion/Phantasm 
  Level: Illusionist 9 
  This spell functions like shadow conjuration, except that it mimics 
  magic-user conjuration/summoning spells of 8th level or lower. The 
  illusory conjurations created deal four-fifths (80%) damage to non-
  believers, and non-damaging effects are 80% likely to work against 
  non-believers. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Shadow Conjuration 
  Illusion/Phantasm 
  Level: Illusionist 4 
  Components: V, S 
  Casting Time: 1 round 
  Range: See text 
  Effect: See text 
  Duration: See text 
  Saving Throw: Intelligence disbelief (if interacted with); varies; see text 
  Magic Resistance: Yes; see text 
  You use material from the Plane of Shadow to shape quasi-real 
  illusions of one or more creatures, objects or forces. Shadow 
  conjuration can mimic any magic-user conjuration/summoning spell 
  of 3rd level or lower.  Shadow conjurations are actually one-fifth (20%) 
  as strong as the real things, though creatures who believe the shadow 
  conjurations to be real are affected by them at full strength. 
  Any creature that interacts with the conjured object, force or creature 
  can make a intelligence save to recognize its true nature. 
  Spells that deal damage have normal effects unless the affected 
  creature succeeds on a intelligence save. Each disbelieving creature 
  takes only one-fifth (20%) damage from the attack. If the disbelieved 
  attack has a special effect other than damage, that effect is only 20% 
  likely to occur. Regardless of the result of the save to disbelieve, an 
  affected creature is also allowed any save that the spell being 
  simulated allows. In addition, any effect created by shadow 
  conjuration allows Magic Resistance, even if the spell it is simulating 
  does not. Shadow objects or substances have normal effects except 
  against those who disbelieve them.  Against disbelievers, they are 20% 
  likely to work. 
  A shadow creature has one-fifth the hit points of a normal creature of 
  its kind (regardless of whether it’s recognized as shadowy). It deals 
  normal damage and has all normal abilities and weaknesses. Against 
  a creature that recognizes it as a shadow creature, however, the 
  shadow creature’s damage is one-fifth (20%) normal, and all special 
  abilities that do not deal lethal damage are only 20% likely to work. 
  Roll for each use and each affected character separately.  
  Furthermore, the shadow creature’s AC is reduced.  For every 5 full 
  points that the simulated creature’s AC exceeds 10, add 1 point to 
  the shadow creature’s base AC of 10.  As such, a shadow version of a 
  creature that normally has an 18 armor class would have an AC of 11. 
  A creature that succeeds on its save sees the shadow conjurations as 
  transparent images superimposed on vague, shadowy forms. 
  Objects automatically succeed on their intelligence saves against this 
  spell. 
   
  Shadow Evocation 
  Illusion/Phantasm 
  Level: Illusionist 5 
  Components: V, S 
  Casting Time: 1 round 
  Range: See text 
  Effect: See text 
  Duration: See text 
  Saving Throw: Intelligence disbelief (if interacted with) 
  Magic Resistance: Yes 
  
  Player’s Handbook 135 
   
  You tap energy from the Plane of Shadow to cast a quasi-real, illusory 
  version of a magic-user evocation spell of 4th level or lower.  
  Spells that deal damage have normal effects unless an affected 
  creature succeeds on an intelligence save. Each disbelieving 
  creature takes only one-fifth damage from the attack. If the 
  disbelieved attack has a special effect other than damage, that 
  effect is one-fifth as strong (if applicable) or only 20% likely to occur. If 
  recognized as a shadow evocation, a damaging spell deals only one-
  fifth (20%) damage. Regardless of the result of the save to disbelieve, 
  an affected creature is also allowed any save (or magic resistance) 
  that the spell being simulated allows. 
  Non-damaging effects have normal effects except against those who 
  disbelieve them. Against disbelievers, they have no effect. 
  Objects automatically succeed on their intelligence saves against this 
  spell. 
   
  Shadow Walk 
  Illusion/Phantasm 
  Level: Illusionist 6 
  Components: V, S 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature/caster level 
  Duration: 1 hour/caster level 
  Saving Throw: Intelligence negates 
  Magic Resistance: Yes 
  To use the shadow walk spell, you must be in an area of shadowy 
  illumination. You and any creature you touch are then transported 
  along a coiling path of shadowstuff to the edge of the Prime Material 
  Plane where it borders the Plane of Shadow. The effect is largely 
  illusory, but the path is quasi-real. You can take more than one 
  creature along with you (subject to your level limit), but all must be 
  touching each other. 
  In the region of shadow, you move at a rate of 50 miles per hour (or 
  1000’ per round), moving normally on the borders of the Plane of 
  Shadow but much more rapidly relative to the Material Plane. Thus, 
  you can use this spell to travel rapidly by stepping onto the Plane of 
  Shadow, moving the desired distance, and then stepping back onto 
  the Material Plane. 
  Because of the blurring of reality between the Plane of Shadow and 
  the Material Plane, you can’t make out details of the terrain or areas 
  you pass over during transit, nor can you predict perfectly where your 
  travel will end. It’s impossible to judge distances accurately, making 
  the spell virtually useless for scouting or spying. Furthermore, when the 
  spell effect ends, you are shunted 1d10×100 feet in a random 
  horizontal direction from your desired endpoint. If this would place you 
  within a solid object, you are shunted 1d10×1,000 feet in the same 
  direction. If this would still place you within a solid object, you (and 
  any creatures with you) are shunted to the nearest empty space 
  available, 
  but 
  the 
  strain 
  of 
  this 
  activity 
  renders 
  each 
  creature fatigued (no save). 
  Shadow walk can also be used to travel to other planes that border 
  on the Plane of Shadow, but this usage requires the transit of the 
  Plane of Shadow to arrive at a border with another plane of reality. 
  The transit of the Plane of Shadow requires 1d4 hours. 
  Any creatures touched by you when shadow walk is cast also make 
  the transition to the borders of the Plane of Shadow. 
  They may opt to follow you, wander off through the plane, or stumble 
  back into the Prime Material Plane (50% chance for either of the latter 
  results if they are lost or abandoned by you). Creatures unwilling to 
  accompany you into the Plane of Shadow receive a saving throw, 
  negating the effect if successful. 
   
  Shambler 
  Conjuration/Summoning  
  Level: Druid 9 
  Components: V, S 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: Three mounds, no two of which can be more than 30’ apart; 
  see text 
  Duration: Seven days or seven months (dismissible); see text 
  Saving Throw: None 
  Magic Resistance: No 
  The shambler spell creates 3 shambling mounds with 9 HD each. The 
  creatures willingly aid you in combat or battle, perform a specific 
  mission or serve as bodyguards. The creatures remain with you for 
  seven days unless you dismiss them. If the shamblers are created only 
  for guard duty, however, the duration of the spell is seven months. In 
  this case, the shamblers can only be ordered to guard a specific site 
  or location. Shamblers summoned to guard duty cannot move 
  outside the spell’s range, which is measured from the point where 
  each first appeared.  
  The shamblers have resistance to fire as normal shambling mounds do 
  only if the terrain is rainy, marshy or damp. 
   
  Shapechange 
  Alteration 
  Level: Druid 9, Magic-User 9 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 turn/caster level (dismissible) 
  This spell functions like polymorph, except that it enables you to 
  assume the form of any single non-unique creature of any type or size. 
  The assumed form cannot have more than your caster level in hit dice 
  (to a maximum of 20 HD). Unlike polymorph, this spell allows 
  incorporeal or gaseous forms to be assumed. 
  You gain all the special attacks, defenses and spell-like powers of the 
  assumed form, but you lose your own special attacks, defenses and 
  spell-like powers. Parts of your body or pieces of equipment that are 
  separated from you do not revert to their original forms. 
  You can become just about anything you are familiar with. You can 
  change form once each round on your initiative, either before or after 
  you act. If you use this spell to create a disguise, you get a +10 bonus 
  on your disguise ability check.  If you do not have the disguise ability 
  you may make a charisma check, with no level modifier, to affect a 
  disguise. 
  Material component: A jade circlet worth no less than 1,500 gp, which 
  you must place on your head when casting the spell. (The material 
  component melds into your new form when you change shape.)  It is 
  not consumed by the spell. 
   
  Shape Wood 
  Alteration 
  Level: Druid 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One piece of wood no larger than 10 cu. ft. + 1 cu. ft./ caster 
  level 
  Duration: Instantaneous 
  Saving Throw: Wisdom negates  
  Magic Resistance: Yes  
  This spell enables you to form one existing piece of wood into any 
  shape that suits your purpose. While it is possible to make crude 
  coffers, doors, and so forth, fine detail isn’t possible. There is a 30% 
  chance that any shape that includes moving parts simply doesn’t 
  work. 
   
  Shatter 
  Evocation 
  Level: Bard 2, Magic-User 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Area or Target: 5’ radius circle; or one solid object or one crystalline 
  creature 
  Duration: Instantaneous 
  Saving Throw: Dexterity negates or half; see text 
  Magic Resistance: Yes  
  Shatter creates a loud, ringing noise that breaks brittle, non-magical 
  objects; sunders a single solid, non-magical object; or damages a 
  crystalline creature. 
  Used as an area attack, shatter destroys non-magical objects of 
  crystal, glass, ceramic, or porcelain (no Item Saving Throw). All such 
  objects within a 5-foot radius of the point of origin are smashed into 
  dozens of pieces by the spell. Objects weighing more than 1 pound 
  per your level are not affected, but all other objects of the 
  appropriate composition are shattered.  Held or carried items need 
  not save unless their bearer failed his dexterity save with a roll of “1”.  
  Alternatively, you can target shatter against a single solid object, 
  regardless of composition, weighing up to 10 pounds per caster level. 
  
  Player’s Handbook 136 
   
   
  Targeted against a crystalline creature (of any weight), shatter deals 
  1d6 points of sonic damage per caster level (maximum 9d6), with a 
  dexterity save for half damage. 
  Arcane Material Component: A chip of mica. 
   
  Shield 
  Abjuration  
  Level: Magic-User 1 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 minute/caster level (dismissible) 
  Shield creates an invisible, mobile disk of force that hovers in front of 
  you. It negates magic missile attacks directed at you.  
  The disk also provides 75% cover versus attacks (+6 to AC) and 
  offensive spells originating from a point in front of the caster.  As such 
  the shield bearer suffers one-half normal damage on a failed save 
  and no damage at all if a saving throw is successful against a spell 
  originating from a point in front of a shield-protected magic-user. 
   
  Shield of Faith 
  Abjuration 
  Level: Cleric 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 minute/caster level 
  Saving Throw: Wisdom negates  
  Magic Resistance: Yes  
  This spell creates a shimmering, magical field around the touched 
  creature that averts attacks. The spell grants the subject a +2 bonus to 
  armor class, with an additional +1 to the bonus for every six levels you 
  have (maximum +5 bonus at 18th level). 
  Material Component: A small parchment with a bit of holy text written 
  upon it. 
   
  Shillelagh 
  Alteration 
  Level: Druid 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One non-magical oak club or quarterstaff 
  Duration: 1 minute/caster level 
  Saving Throw: Wisdom negates  
  Magic Resistance: Yes  
  Your own non-magical club or quarterstaff becomes a +1 weapon 
  that deals 1d12 damage.  These effects only occur when the weapon 
  is wielded by you. If you do not wield it the weapon behaves as if 
  unaffected by this spell. 
   
  Shocking Grasp 
  Evocation 
  Level: Magic-User 1 
  Components: V, S 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: None 
  Magic Resistance: Yes 
  Your successful melee attack deals 1d6 points of electricity damage 
  per caster level (maximum 5d6). When delivering the jolt, you gain a 
  +3 bonus on attack rolls if the opponent is wearing metal armor (or 
  made out of metal, carrying a lot of metal or the like). 
   
  Shout 
  Evocation 
  Level: Bard 4, Magic-User 4, Illusionist 4 
  Components: V 
  Casting Time: 1 round 
  Range: Personal 
  Area: 30’ cone 
  Duration: Instantaneous 
  Saving Throw: Dexterity partial; see text 
  Magic Resistance: Yes 
  You emit an ear-splitting yell that stuns and damages creatures in its 
  path. Any creature within the area is stunned for 1d4 rounds and takes 
  4d4 points of damage. An affected creature is allowed a dexterity 
  save reduce the damage by half, negating the stun effect as well.  
  Crystalline creatures suffer double damage from a shout spell.    
  Any exposed brittle or crystalline object within the cone must make an 
  Item Saving Throw or be destroyed.  Brittle, ceramic or crystalline items 
  held or carried need not make Item Saving Throws unless their bearer 
  failed his dexterity saving throw with a roll of “1”. 
  A shout spell cannot penetrate a silence 15’ radius spell. 
   
  Shrink Item 
  Alteration 
  Level: Magic-User 3 
  Components: V, S 
  Casting Time: 1 round 
  Range: Touch 
  Target: One object of up to 2 cu. ft./caster level 
  Duration: One day/caster level; see text 
  Saving Throw: Intelligence negates  
  Magic Resistance: Yes  
  You are able to shrink one non-magical item (if it is within the size limit) 
  to 1/16 of its normal size in each dimension (to about 1/4,000 the 
  original volume and mass). Optionally, you can also change its now 
  shrunken composition to a cloth-like one.  
  Objects changed by a shrink item spell can be returned to normal 
  composition and size merely by tossing them onto any solid surface or 
  by a word of command from the original caster. Even a burning fire 
  and its fuel can be shrunk by this spell. Restoring the shrunken object 
  to its normal size and composition ends the spell. 
  Shrink item can be made permanent with a permanency spell, in 
  which case the affected object can be shrunk and expanded an 
  indefinite number of times, but only by the original caster. 
   
  Silence 15’ Radius 
  Conjuration/Summoning  
  Level: Bard 2, Cleric 2 
  Components: V, S 
  Casting Time: 1 round 
  Range: 400’ (Long) 
  Area: 15’ radius centered on a creature, object, or point in space 
  Duration: 1 minute/caster level (dismissible) 
  Saving Throw: Wisdom negates or none; see text  
  Magic Resistance: Yes or no; see text  
  Upon the casting of this spell, complete silence prevails in the 
  affected area. All sound is stopped: Conversation is impossible, spells 
  with verbal components cannot be cast and no noise whatsoever 
  issues from, enters or passes through the area.  
  The spell can be cast on a point in space, but the effect is stationary 
  unless cast on a mobile object. The spell can be centered on a 
  creature and the effect then radiates from the creature and moves as 
  it moves. An unwilling creature can attempt a wisdom save and use 
  magic resistance, if any, to prevent the spell from being cast upon 
  them. Items in a creature’s possession or magic items that emit sound 
  receive the benefits of saves and magic resistance, but unattended 
  objects and points in space do not. This spell provides a defense 
  against sonic or language-based attacks.  
   
  Silent Image 
  Illusion/Phantasm  
  Level: Illusionist 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 400’ (Long) 
  Effect: Visual figment that cannot extend beyond four 10’ cubes + 
  one 10’ cube/caster level 
  Duration: Concentration 
  Saving Throw: Intelligence disbelief (if interacted with) 
  Magic Resistance: No 
  This spell creates the visual illusion of an object, creature or force, as 
  visualized by you. The illusion does not create sound, smell, texture or 
  temperature. You can move the image within the limits of the size of 
  the effect. 
  Material component: A bit of fleece. 
   
   
  
  Player’s Handbook 137 
   
  Simulacrum 
  Illusion/Phantasm 
  Level: Magic-User 7, Illusionist 7 
  Components: V, S, M, XP 
  Casting Time: 12 hours 
  Range: Special; see text 
  Effect: One duplicate creature 
  Duration: Instantaneous 
  Saving Throw: None 
  Magic Resistance: No 
  Simulacrum creates an illusory duplicate of any creature. The 
  duplicate creature is partially real and formed from ice or snow. It 
  appears to be the same as the original, but it has only one-half of the 
  real creature’s levels or hit dice (and the appropriate hit points, saves 
  and level bonuses for a creature of that level or HD). You can’t create 
  a simulacrum of a creature whose hit dice or levels exceed your 
  caster level. You must make a perception check when you cast the 
  spell to determine how good the likeness is. A creature familiar with 
  the original might detect the ruse with a successful perception check 
  (opposed by the caster’s perception check). 
  At all times the simulacrum remains under your absolute command. 
  No special telepathic link exists, so command must be exercised in 
  some other manner. A simulacrum has no ability to become more 
  powerful. It cannot increase its level or abilities. If reduced to 0 hit 
  points or otherwise destroyed, it reverts to snow and melts instantly into 
  nothingness. A complex process requiring at least 24 hours, 100 gp per 
  hit point and a fully equipped magical laboratory can repair damage 
  to a simulacrum. 
  Material Component: The spell is cast over the rough snow or ice form 
  and some piece of the creature to be duplicated (hair, nail, or the 
  like) must be placed inside the snow or ice. Additionally, the spell 
  requires powdered ruby worth 100 gp per HD of the simulacrum to be 
  created.  These components are expended by the casting of this 
  spell. 
  XP Cost: 1,000 XP per HD of the simulacrum to be created (minimum 
  10,000 XP). 
   
  Slay Living 
  Necromantic  
  Level: Cleric 5 
  Components: V, S 
  Casting Time: 1 round 
  Range: Touch 
  Target: Once creature 
  Duration: Instantaneous 
  Saving Throw: Charisma partial 
  Magic Resistance: Yes 
  You can slay a single living creature. You must succeed on a melee 
  attack to touch the subject, and it can avoid death with a successful 
  charisma save. If it succeeds, it instead takes 5d6 points of damage. 
   
  Sleep 
  Enchantment/Charm   
  Level: Bard 1, Magic-User 1, Illusionist 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Area: One or more living creatures within a 10’ radius circle 
  Duration: 1 minute/caster level 
  Saving Throw: Wisdom (intelligence for arcane version) negates 
  Magic Resistance: Yes 
  A sleep spell causes 2d4 hit dice of creatures to fall into a magical 
  slumber.  Only creatures with 4 or fewer hit dice are affected by this 
  spell.  Creatures with the fewest HD are affected first. 
  Among creatures with equal HD, those who are closest to the spell’s 
  point of origin are affected first. Hit dice that are not sufficient to 
  affect a creature are wasted. 
  Sleeping creatures are helpless. Slapping or wounding awakens an 
  affected creature, but normal noise does not. Awakening a creature 
  takes 1 round.  Sleep does not target unconscious, animated or 
  undead creatures. 
  Arcane Material Component: A pinch of fine sand, rose petals or a 
  live cricket.  The live cricket is not harmed by this spell’s casting and 
  may be used for subsequent castings. 
   
   
   
  Sleet Storm 
  Conjuration/Summoning   
  Level: Druid 4, Magic-User 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 400’ (Long) 
  Area: 40’ radius by 20’ high cylinder 
  Duration: 1 round/caster level 
  Saving Throw: None 
  Magic Resistance: No 
  Driving sleet blocks all sight (even darkvision) within it and causes the 
  ground in the area to be icy. A creature can walk within or through 
  the area of sleet at half normal speed with a balance check with a -5 
  penalty. Failure means it can’t move in that round, while failure by 5 or 
  more means it falls.  The sleet extinguishes torches and small fires. 
  Arcane Material Component: A pinch of dust and a few drops of 
  water. 
   
  Slow Poison 
  Conjuration/Summoning  
  Level: Cleric 2, Druid 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 hour/caster level 
  Saving Throw: Constitution negates  
  Magic Resistance: Yes  
  The subject becomes temporarily immune to poison. Any poison in its 
  system or any poison to which it is exposed during the spell’s duration 
  does not affect the subject until the spell’s duration has expired. Slow 
  poison does not cure any damage that poison may have already 
  done. 
   
  Snare 
  Alteration 
  Level: Druid 3 
  Components: V, S, M 
  Casting Time: 3 rounds 
  Range: Touch 
  Target: Non-magical circle of vine, rope or thong with a 1” diameter + 
  1”/6 caster levels 
  Duration: Until triggered or broken 
  Saving Throw: None 
  Magic Resistance: No 
  This spell enables you to make a snare that functions as a magic trap. 
  The snare can be made from any supple vine, a thong, or a rope. 
  When you cast snare upon it, the cordlike object blends with its 
  surroundings (-5 penalty to all perception checks to notice it). One 
  end of the snare is tied in a loop that contracts around one or more of 
  the limbs of any creature stepping inside the circle. 
  If a strong and supple tree is nearby, the snare can be fastened to it. 
  The spell causes the tree to bend and then straighten when the loop is 
  triggered, dealing 1d6 points of damage to the creature trapped and 
  lifting it off the ground by the trapped limb or limbs. If no such tree is 
  available, the cordlike object tightens around the creature, dealing 
  no damage but causing it to be entangled. 
  The snare is magical. To escape, a trapped creature must make an 
  escape artist check with a -10 penalty.  The escape attempt counts 
  as the target’s action for the round.  The snare has AC 10 and 10 hit 
  points per 1’ diameter. Piercing and blunt weapons only deal ½ 
  damage to a snare (round fractions down).  A successful escape from 
  the snare breaks the loop and ends the spell. 
   
  Soften Earth and Stone 
  Alteration  
  Level: Druid 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Area: 10’ square/caster level; see text 
  Duration: Instantaneous 
  Saving Throw: None; see text 
  Magic Resistance: No 
  When this spell is cast, all natural, undressed earth or stone in the 
  spell’s area is softened. Wet earth becomes thick mud, dry earth 
  becomes loose sand or dirt and stone becomes soft clay that is easily 
  
  Player’s Handbook 138 
   
   
  molded or chopped. You affect a 10’ square area to a depth of 1 to 
  4 feet, depending on the toughness or resilience of the ground at that 
  spot. Magical, enchanted, dressed or worked stone cannot be 
  affected. Earth or stone creatures are not affected. 
  A creature in mud must succeed on a dexterity save or be caught for 
  1d2 rounds and unable to move, attack or cast spells. A creature that 
  succeeds on its save can move through the mud at half speed, but 
  can’t run or charge. 
  Loose dirt is not as troublesome as mud, but all creatures in the area 
  can move at only half their normal speed and can’t run or charge 
  over the surface. 
  Stone softened into clay does not hinder movement, but it does allow 
  characters to cut, shape, or excavate areas they may not have been 
  able to affect before. 
  While soften earth and stone does not affect dressed or worked stone, 
  cavern ceilings or vertical surfaces such as cliff faces can be affected. 
  Usually, this causes a moderate collapse or landslide as the loosened 
  material peels away from the face of the wall or roof and falls.  A 
  moderate amount of structural damage can be dealt to a 
  manufactured structure by softening the ground beneath it, causing it 
  to settle. However, most well-built structures will only be damaged by 
  this spell, not destroyed. 
   
  Solid Fog 
  Conjuration/Summoning  
  Level: Magic-User 4, Illusionist 4 
  Components: V, S, M 
  Duration: 1 minute/caster level 
  Magic Resistance: No 
  This spell functions like fog cloud, but in addition to obscuring sight, the 
  solid fog is so thick that any creature attempting to move through it 
  progresses at a movement rate of 5’ per round, regardless of its 
  normal speed, and it takes a –2 penalty on all melee attack and 
  melee damage rolls. A creature 5 feet away has 50% concealment.  
  Creatures up to 10 feet away have 75% concealment while those 
  further away have 100% concealment. 
  The vapors prevent effective ranged weapon attacks (except for 
  magic rays and the like). A creature or object that falls into solid fog is 
  slowed, so that each 10 feet of vapor that it passes through reduces 
  falling damage by 1d6.  
  However, unlike normal fog, only a severe wind (31+ mph) disperses 
  these vapors, doing so in 1 round. 
  Solid fog can be made permanent with a permanency spell. A 
  permanent solid fog dispersed by wind reforms in 1 turn. 
  Material Component: A pinch of dried, powdered peas combined 
  with powdered animal hoof. 
   
  Soul Bind 
  Necromantic 
  Level: Cleric 9, Magic-User 9 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One corpse 
  Duration: Permanent 
  Saving Throw: Wisdom (intelligence for arcane version) negates 
  Magic Resistance: No 
  You draw the soul from a newly dead body and imprison it in a black 
  sapphire gem. The subject must have been dead no more than 1 
  round per caster level. The soul, once trapped in the gem, cannot be 
  returned through clone, raise dead, reincarnation, resurrection or 
  even a miracle or a wish. Only by destroying the gem or dispelling the 
  spell on the gem can one free the soul. 
  Material component: A black sapphire of at least 1,000 gp value for 
  every hit die possessed by the creature whose soul is to be bound. If 
  the gem is not valuable enough, it shatters when the binding is 
  attempted. (While creatures have no concept of level or hit dice as 
  such, the value of the gem needed to trap an individual can be 
  researched. Remember that this value can change over time as 
  creatures gain more hit dice.) 
   
   
   
   
   
   
  Sound Burst 
  Evocation 
  Level: Bard 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Area: 10’ radius circle 
  Duration: Instantaneous 
  Saving Throw: Constitution partial 
  Magic Resistance: Yes 
  You blast an area with a tremendous cacophony. Every creature in 
  the area takes 1d8 points of sonic damage and must succeed on a 
  constitution save to avoid being stunned for 1 round.  
  Creatures that cannot hear are not stunned but are still damaged. 
   
  Speak with Animals 
  Divination 
  Level: Cleric 2, Bard 2, Druid 1  
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 minute/caster level 
  You can comprehend and communicate with animals. You are able 
  to ask questions of and receive answers from animals, although the 
  spell doesn’t make them any more friendly or cooperative than 
  normal. Furthermore, wary and cunning animals are likely to be terse 
  and evasive, while the more stupid ones make inane comments. If an 
  animal is friendly toward you, it may do some favor or service for you. 
   
  Speak with Dead 
  Necromantic 
  Level: Cleric 2, Bard 3 
  Components: V, S, M 
  Casting Time: 1 turn 
  Range: Touch 
  Target: One corpse 
  Duration: 1 minute/caster level 
  Saving Throw: Wisdom negates; see text 
  Magic Resistance: No 
  You grant the semblance of life and intellect to a corpse, allowing it 
  to answer several questions you put to it. You may ask one question 
  per two caster levels. Unasked questions are wasted if the duration 
  expires. The corpse’s knowledge is limited to what the creature knew 
  during life, including the languages it spoke (if any). Answers are 
  usually brief, cryptic or repetitive. If the creature’s alignment was 
  different from yours, the corpse gets a wisdom save to resist the spell 
  as if it were alive. 
  If the corpse has been subject to speak with dead within the past 
  week, the new spell fails. You can cast this spell on a corpse that has 
  been deceased for any amount of time, but the body must be mostly 
  intact to be able to respond. A damaged corpse may be able to give 
  partial answers or partially correct answers, but it must at least have a 
  mouth in order to speak at all.  
  This spell does not let you actually speak to the person (whose soul has 
  departed). It instead draws on the imprinted knowledge stored in the 
  corpse. The partially animated body retains the imprint of the soul that 
  once inhabited it, and thus it can speak with all the knowledge that 
  the creature had while alive. The corpse, however, cannot learn new 
  information.  Indeed, it can’t even remember being questioned.  This 
  spell does not affect a corpse that has been turned into an undead 
  creature. 
   
  Speak with Plants 
  Divination 
  Level: Cleric 4, Bard 4, Druid 3 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 minute/caster level 
  You can comprehend and communicate with plants, including both 
  normal plants and plant creatures. You are able to ask questions of 
  and receive answers from plants. A regular plant’s sense of its 
  surroundings is limited, so it won’t be able to give (or recognize) 
  
  Player’s Handbook 139 
   
  detailed descriptions of creatures or answer questions about events 
  outside its immediate vicinity. 
  The spell doesn’t make plant creatures any more friendly or 
  cooperative than normal. Furthermore, wary and cunning plant 
  creatures are likely to be terse and evasive, while the more stupid 
  ones may make inane comments. If a plant creature is friendly toward 
  you, it may do some favor or service for you. 
   
  Spell Immunity 
  Abjuration 
  Level: Cleric 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 turn/caster level 
  Saving Throw: Wisdom negates  
  Magic Resistance: Yes  
  The warded creature is immune to the effects of one specified spell 
  for every four levels you have. The spells must be of 4th level or lower. 
  The warded creature effectively has unbeatable magic resistance 
  regarding the specified spell or spells. Naturally, that immunity doesn’t 
  protect a creature from spells for which magic resistance doesn’t 
  apply. Spell immunity protects against spells and spell-like powers of 
  creatures. It does not protect against breath weapons or gaze 
  attacks. 
  Only a particular spell can be protected against, not a certain school 
  of spells or a group of spells that is similar in effect.  
  A creature can have only one spell immunity or improved spell 
  immunity spell in effect on it at a time. 
   
  Spell Turning 
  Abjuration 
  Level: Magic-User 7 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal  
  Target: You  
  Duration: Until expended or 1 turn/caster level  
  Spells and spell-like effects targeted on you are turned back upon the 
  original caster. The abjuration turns only spells that have you as a 
  target. Effect and area spells are not affected. Spell turning also fails 
  to stop spells with a range of “touch”. 
  From seven to ten (1d4+6) spell levels are affected by the turning. The 
  exact number is rolled secretly.  When you are targeted by a spell of 
  higher level than the amount of spell turning you have left, that spell is 
  partially turned. You subtract the amount of spell turning left from the 
  spell level of the incoming spell, then divide the result by the spell level 
  of the incoming spell to see what fraction of the effect gets through. 
  For damaging spells, you and the caster each take a fraction of the 
  damage. For non-damaging spells, each of you has a proportional 
  chance to be affected. 
  If you and a spellcasting attacker are both warded by spell turning 
  effects in operation, a resonating field is created.  Roll randomly to 
  determine the result. 
  d% roll 
  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 rendered non-functional for 
  1d4 minutes. 
  98–100 
  both of you go through a rift into another plane. 
  Material Component: A small silver mirror. 
   
  Spider Climb 
  Alteration 
  Level: Magic-User 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 turn/caster level 
  Saving Throw: Intelligence negates  
  Magic Resistance: Yes  
  The subject can climb and travel on vertical surfaces or even traverse 
  ceilings as well as a spider does. The affected creature must have its 
  hands free to climb in this manner. The subject moves at ½ their 
  normal movement rate, rounded to the nearest 5’ increment, and 
  does not need to make climb checks to traverse a vertical or 
  horizontal surface (even upside down).  
  Material Component: A drop of bitumen and a live spider, both of 
  which must be eaten by the subject. 
   
  Spike Growth 
  Alteration 
  Level: Druid 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Area: One 20’ square/caster level 
  Duration: 1 hour/caster level (dismissible) 
  Saving Throw: Dexterity partial, see text 
  Magic Resistance: Yes 
  Any ground-covering vegetation in the spell’s area becomes very 
  hard and sharply pointed without changing its appearance. 
  In areas of bare earth, roots and rootlets act in the same way. 
  Typically, spike growth can be cast in any outdoor setting except 
  open water, ice, heavy snow, sandy desert or bare stone. Any 
  creature moving on foot into or through the spell’s area takes 1d3 
  points of piercing damage for each 5 feet of movement through the 
  spiked area. 
  Any creature that takes damage from this spell must also succeed on 
  a dexterity save or suffer injuries to its feet and legs that slow its 
  movement rate by one-half. This penalty lasts for 24 hours or until the 
  injured creature receives a cure spell (which also restores lost hit 
  points). Another character can remove the penalty by taking 1 turn to 
  dress the injuries and succeeding at a profession (healer) or bind 
  wounds check with the damage dealt serving as the check penalty. 
  Note: An assassin or thief can use the find traps ability to find a spike 
  growth. The check penalty is equal to the caster level of the spell. 
   
  Spike Stones 
  Alteration  
  Level: Druid 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Area: One 20’ square/caster level 
  Duration: 1 hour/caster level (dismissible) 
  Saving Throw: Dexterity partial 
  Magic Resistance: Yes 
  Rocky ground, stone floors, and similar surfaces shape themselves into 
  long, sharp points that blend into the background. 
  Spike stones impede progress through an area and deal damage. 
  Any creature moving on foot into or through the spell’s area moves at 
  half speed.  In addition, each creature moving through the area takes 
  1d6 points of piercing damage for each 5 feet of movement through 
  the spiked area. 
  Any creature that takes damage from this spell must also succeed on 
  a dexterity save to avoid injuries to its feet and legs. A failed save 
  causes the creature’s movement rate to be reduced to half normal 
  for 24 hours or until the injured creature receives a cure spell (which 
  also restores lost hit points). Another character can remove the 
  penalty by taking 1 turn to dress the injuries and succeeding at a 
  profession (healer) or bind wounds check with the damage dealt 
  serving as the check penalty. 
  Note: An assassin or thief can use the find traps ability to find a spike 
  growth. The penalty is equal to the caster level of the spell. 
   
  Spiritual Weapon 
  Evocation  
  Level: Cleric 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: Magic weapon of force 
  Duration: 1 round/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: Yes 
  A weapon made of pure force springs into existence and attacks 
  opponents at a distance, as you direct it, dealing 1d8 points of 
  damage per hit. The weapon takes the shape of a weapon favored 
  by your deity.  
  It strikes the opponent you designate; starting with one attack in the 
  round the spell is cast and continuing each round thereafter on your 
  
  Player’s Handbook 140 
   
   
  turn. It uses your bonus to hit (BtH) plus your wisdom modifier as its 
  attack bonus.  The weapon of force strikes as a magical weapon 
  equal to +1 per 3 levels of experience of the spell caster (maximum +5 
  at 15th level), adding this bonus to the weapon’s attack rolls and 
  damage. 
  The weapon always strikes from your direction. If the weapon goes 
  beyond the spell range, if it goes out of your sight, or if you are not 
  directing it, the weapon returns to you and hovers. 
  Each round after the first, you can redirect the weapon to a new 
  target within 30’ (6”) of its last target. Redirecting the weapon does 
  not use your action for the round.  If you do not, the weapon 
  continues to attack the previous round’s target. On any round that 
  the weapon switches targets, it may still attack. Even if the spiritual 
  weapon is a ranged weapon, use the spell’s range, not the weapon’s 
  normal range increment. 
  A spiritual weapon cannot be attacked or harmed by physical 
  attacks, but dispel magic, disintegrate, a sphere of annihilation or a 
  rod of cancellation affects it.  
  If an attacked creature has magic resistance, you must succeed at a 
  concentration check (p. 62), modified by the target’s MR rating, the 
  first time the spiritual weapon strikes it. If the weapon is successfully 
  resisted, the spell is dispelled. If not, the weapon has its normal full 
  effect on that creature for the duration of the spell.  
   
  Statue 
  Alteration 
  Level: Magic-User 7, Illusionist 7 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 hour/caster level (dismissible) 
  Saving Throw:  Wisdom negates  
  Magic Resistance: Yes  
  A statue spell turns the subject, along with any garments and 
  equipment they wear or carry, to solid stone.  The subject retains its 
  own hit points and takes ½ damage from all attacks (round fractions 
  down). 
  The subject can see, hear and smell normally, but does not need to 
  eat or breathe. Feeling is limited to those sensations that can affect 
  the granite-hard substance of the individual’s body. Chipping is equal 
  to a mere scratch, but breaking off one of the statue’s arms 
  constitutes serious damage. 
  The subject of a statue spell can alternate between its normal and 
  statue forms for as long as the spell is in effect, with 1 change of form 
  permitted each round.  Shifting forms does not count against the 
  character’s actions for the round but must be done during the 
  character’s turn.   
  Material Component: Lime, sand, and a drop of water stirred by an 
  iron bar, such as a nail or spike. 
   
  Sticks to Snakes 
  Alternation 
  Level: Cleric 3, Druid 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch  
  Target: One stick/2 caster levels  
  Duration: 1 round/caster level 
  Saving Throw: None 
  Magic Resistance: None 
  By means of this spell the cleric is able to change 1 stick into a 3 hit die 
  snake for every two levels of experience he has attained, i.e. an 8th 
  level cleric can change 4 sticks into 3 hit die snakes. These snakes will 
  attack as commanded by the cleric. There must, of course, be sticks 
  or similar pieces of wood (such as torches, spears, etc.) at hand to 
  turn into snakes. Note that magical items such as staves and spears 
  which are enchanted are not affected by the spell.  
  The probability of a snake thus changed being venomous is 5% per 
  level of experience of the spellcaster, so that there is a 55% probability 
  of any given snake created by the spell being poisonous when sticks 
  are turned to snakes by an 11th level cleric.  
  The effect lasts for 1 melee round for each level of experience of the 
  spellcaster. The material components of the spell are a small piece of 
  bark and several snake scales. 
   
  Stinking Cloud 
  Conjuration/Summoning  
  Level: Magic-User 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: 20’ radius cylinder, 20’ in height 
  Duration: 1 round/caster level 
  Saving Throw: Constitution negates; see text 
  Magic Resistance: No 
  Stinking cloud creates a bank of fog like that created by fog cloud, 
  except that the vapors are nauseating. Living creatures in the cloud 
  become sickened.  Sickened creatures suffer a -2 penalty to strength 
  and dexterity checks, as well as attack and damage rolls, and take a 
  -2 penalty to their armor class. Movement is reduced to ½ its normal 
  rate.  This condition lasts as long as the creature is in the cloud and for 
  2d4 rounds after it leaves. Roll separately for each nauseated 
  character. Any creature that succeeds on its save but remains in the 
  cloud must continue to save each round on your turn. 
  The spell also obscures vision, providing concealment to those within 
  the spell’s radius.  A creature 5 feet away has 50% concealment. 
  Creatures up to 10 feet away have 75% concealment while those 
  further away have 100% concealment. 
  Stinking cloud can be made permanent with a permanency spell. A 
  permanent stinking cloud dispersed by wind reforms in 1 turn. 
  Material Component: A rotten egg or several skunk cabbage leaves. 
   
  Stone Shape 
  Alteration  
  Level: Druid 3, Magic-User 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One stone object, up to 10 cu. ft. + 1 cu. ft./caster level 
  Duration: Instantaneous 
  Saving Throw: None 
  Magic Resistance: No 
  You can form an existing piece of stone into any shape that suits your 
  purpose. While it’s possible to make crude coffers, doors, and so forth 
  with stone shape, fine detail isn’t possible. There is a 5 in 20 chance 
  that any shape including moving parts simply doesn’t work. 
  Arcane Material Component: Soft clay, which must be worked into 
  roughly the desired shape of the stone object and then touched to 
  the stone while the verbal component is uttered.  This clay may be 
  reworked for subsequent castings of this spell. 
   
  Stoneskin 
  Abjuration 
  Level: Druid 5, Magic-User 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 turn/caster level or until discharged 
  Saving Throw: Wisdom (intelligence for arcane version) negates  
  Magic Resistance: Yes  
  When this spell is cast, the affected creature gains a virtual immunity 
  to any attack by cut, blow, projectile or the like. Even a sword of 
  sharpness cannot affect a creature protected by stoneskin, nor can a 
  rock hurled by a giant, a snake's strike, etc. However, magical attacks 
  from such spells as fireball, magic missile, lightning bolt and so forth 
  have their normal effects. The spell's effects are not cumulative with 
  multiple castings. 
  The spell blocks 10 attacks, plus one attack per four levels of 
  experience beyond 10th that the caster has achieved. This limit applies 
  regardless of attack rolls and regardless of whether the attack was 
  physical or magical.  
  For example, a stoneskin spell cast by a 9th level magic-user would 
  protect against 10 attacks. An attacking griffon would reduce the 
  protection by three each round, while four magic missiles would count 
  as four attacks in addition to inflicting their normal damage. 
  Material Component: Granite dust sprinkled on the target’s skin. 
   
   
   
   
  
  Player’s Handbook 141 
   
  Stone Tell 
  Divination 
  Level: Cleric 7, Bard 5, Druid 6 
  Components: V, S, M 
  Casting Time: 1 turn 
  Range: Personal 
  Target: You 
  Duration: 1 minute/caster level 
  You gain the ability to speak with stones, which relate to you who or 
  what has touched them as well as revealing what is covered or 
  concealed behind or under them. The stones relate complete 
  descriptions if asked. A stone’s perspective, perception and 
  knowledge may prevent the stone from providing the details you are 
  looking for.  You can speak with natural or worked stone. 
   
  Storm of Vengeance 
  Conjuration/Summoning  
  Level: Druid 9 
  Components: V, S 
  Casting Time: 1 round 
  Range: 400’ (Long) 
  Effect: 200’ radius storm cloud 
  Duration: Concentration, up to 1 round/2 caster levels 
  Saving Throw: See text 
  Magic Resistance: Yes 
  This spell creates an enormous black storm cloud. Lightning and 
  crashing claps of thunder appear within the storm. Each creature 
  beneath the cloud must succeed on a constitution save or be 
  deafened for 1d6 turns. 
  If you do not maintain concentration on the spell after casting it, the 
  spell ends.  If you continue to concentrate, the spell generates 
  additional effects in each following round, as noted below. Each 
  effect occurs during your turn. 
   
   2nd Round: Acid rains down in the area, dealing 1d6 points of 
  acid damage (no save). 
   3rd Round: You call six bolts of lightning down from the cloud. You 
  decide where the bolts strike. No two bolts may be directed at 
  the same target. Each bolt deals 9d6 points of electricity 
  damage. A creature struck can attempt a dexterity save for half 
  damage. Items held by one of the spell’s targets must save 
  versus lightning (see Item Saving Throws on page 52) if that 
  target failed his saving throw with a “1”.   
   4th Round: Hailstones rain down in the area, dealing 4d6 points of 
  bludgeoning damage (no save). 
   5th through 10th Rounds: Violent rain and wind gusts reduce 
  visibility. The rain obscures all sight, including darkvision, beyond 5 
  feet. A creature 5 feet away has 50% concealment. Creatures 
  up to 10 feet away have 75% concealment while those further 
  away have 100% concealment. 
  Ranged attacks within the area of the storm are impossible. Spells cast 
  within the area are disrupted unless the caster succeeds on a 
  concentration check with a check penalty equal to the level of storm 
  of vengeance’s caster.  Movement rate is reduced to ½ normal within 
  the storm, rounded to the nearest 5’ increment.  
   
  Strength 
  Alteration 
  Level: Magic-User 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 turn/caster level 
  Saving Throw: Constitution negates 
  Magic Resistance:  Yes 
  Application of this spell increases the strength bonus of the character 
  by 1.  This bonus is applied to all strength checks, as well to all attack 
  and damage rolls.  A character using a strength-boosting magic item 
  such as gauntlets of ogre power or a girdle of giant strength cannot 
  benefit from this spell. 
  The material component of this spell is a few hairs or a pinch of dung 
  from a particularly strong animal - ape, bear, ox, etc. 
   
   
  Suggestion 
  Enchantment/Charm   
  Level: Bard 2, Magic-User 3, Illusionist 3 
  Components: V, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One creature 
  Duration: 1 hour/caster level or until completed 
  Saving Throw: Charisma negates 
  Magic Resistance: Yes 
  You influence the actions of the target creature by suggesting a 
  course of activity (limited to a sentence or two). The suggestion must 
  be worded in such a manner as to make the activity sound 
  reasonable. Asking the creature to do some obviously harmful act 
  automatically negates the effect of the spell.  
  The suggested course of activity can continue for the entire duration. 
  If the suggested activity can be completed in a shorter time, the spell 
  ends when the subject finishes what it was asked to do. You can 
  instead specify conditions that will trigger a special activity during the 
  duration. If the condition is not met before the spell duration expires, 
  the activity is not performed. 
  A very reasonable suggestion causes the save to be made with an 
  additional save penalty (equal to the charisma modifier of the caster, 
  if positive). 
  Material Component: A snake’s tongue and either a bit of 
  honeycomb or a drop of sweet oil. 
   
  Summon Insects 
  Conjuration/Summoning  
  Level: Bard 2, Druid 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: 5’ diameter swarm 
  Duration: Concentration + 2 rounds 
  Saving Throw: None 
  Magic Resistance: No 
  You summon a small swarm of insects or spiders (your choice) that 
  attacks the spell’s designated target. If no living creatures are within 
  the 5’ square into which the swarm is summoned, the swarm attacks 
  or pursues the nearest creature as best it can, moving at 30’ (6”) per 
  round. The caster has no control over its subsequent target or 
  direction of travel. 
  Those attacked take 1d4 points of biting and stinging damage each 
  round and take a -2 penalty to all attack rolls and ability checks due 
  to their distraction.  Spellcasters must make a concentration check in 
  order to cast while within a swarm of insects.  Area of effect spells that 
  cause physical damage will destroy the summoned swarm and a 
  repel vermin spell will protect a creature from this spell. 
  Arcane Material Component: A square of red cloth. 
   
  Summon Shadow 
  Conjuration/Summoning  
  Level: Illusionist 6  
  Components: V, S, M  
  Casting Time: 1 round  
  Range: 30’ (Close)  
  Area: See below  
  Duration: 1 round/caster level (dismissible) 
  Saving Throw: None  
  Magic Resistance: No  
  When this spell is cast, the illusionist conjures up one shadow for every 
  three levels of experience he has attained. These monsters are under 
  the control of the spellcaster and attack his enemies on command. 
  The shadows remain until slain, turned, or the spell duration expires.  
  The material component for this spell is a bit of smoky quartz. 
   
  Sunburst 
  Evocation 
  Level: Druid 8 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 400’ (Long) 
  Area: 80’ radius sphere 
  Duration: Instantaneous 
  Saving Throw: Dexterity partial; see text 
  Magic Resistance: Yes 
  
  Player’s Handbook 142 
   
   
  Sunburst causes a globe of searing radiance to explode silently from a 
  point you select. All creatures in the globe are blinded and take 5d6 
  points of damage.  A creature to which sunlight is harmful or unnatural 
  takes double damage. A successful dexterity save negates the 
  blindness and reduces the damage by half. 
  An undead creature caught within the globe takes 1d6 points of 
  damage per caster level (maximum 20d6), or half damage if a 
  dexterity save is successful. In addition, the burst results in the 
  destruction of any undead creature specifically harmed by bright light 
  if it fails its save. The ultraviolet light generated by the spell deals 
  damage to fungi, mold, oozes and slimes just as if they were undead 
  creatures. 
  Items held by one of the spell’s targets must save versus magical fire 
  (see Item Saving Throws on page 52) if that target failed his saving 
  throw with a “1”.   
  Sunburst dispels any darkness spells of lower than 9th level within its 
  area. 
   
  Sunray 
  Evocation 
  Level: Druid 7 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Area: A 60’ long ray of light 
  Duration: 1 round/caster level or until all beams are exhausted 
  Saving Throw: Dexterity partial; see text 
  Magic Resistance: Yes 
  For the duration of this spell, you can evoke a dazzling ray of intense 
  light each round. You can call forth one beam per three caster levels 
  (maximum six beams at 18th level). The spell ends when its duration 
  runs out or your allotment of beams is exhausted. 
  Each creature in the ray’s straight path is blinded and takes 3d6 points 
  of damage. Any creatures to which sunlight is harmful or unnatural 
  take double damage. A successful dexterity save negates the 
  blindness and reduces the damage by half. 
  An undead creature caught within the beam takes 1d6 points of 
  damage per caster level (maximum 18d6), or half damage if a 
  dexterity save is successful. In addition, the beam results in the 
  destruction of any undead creature specifically harmed by bright light 
  if it fails its save.  The ultraviolet light generated by the spell deals 
  damage to fungi, mold, oozes and slimes just as if they were undead 
  creatures. 
  Items held by one of the spell’s targets must save versus magical fire 
  (see Item Saving Throws on page 52) if that target failed his saving 
  throw with a “1”.   
   
  Symbol of Death 
  Necromantic  
  Level: Cleric 8, Magic-User 8, Illusionist 8 
  Components: V, S, M 
  Casting Time: 1 turn 
  Range: Touch; see text 
  Area: 60’ radius circle; see text  
  Duration: Permanent until discharged; see text   
  Saving Throw: Constitution negates 
  Magic Resistance: Yes 
  This spell allows you to scribe a potent rune of power upon a surface. 
  When triggered, a symbol of death slays one or more creatures within 
  60’ of the symbol whose combined total current hit points do not 
  exceed 100. The symbol of death affects the closest creatures first, 
  skipping creatures with too many hit points to affect.  
  Once triggered, the symbol becomes active and glows, lasting for 1 
  turn per caster level or until it has affected 100 hit points’ worth of 
  creatures, whichever comes first. Any creature that enters the area 
  while the symbol of death is active is subject to its effect, whether or 
  not that creature was in the area when it was triggered. A creature 
  need save against the symbol only once as long as it remains within 
  the area, though if it leaves the area and returns while the symbol is 
  still active, it must save again. 
  Until it is triggered, the symbol of death is inactive (though visible and 
  legible at a distance of 60’). To be effective, a symbol of death must 
  always be placed in plain sight and in a prominent location. Covering 
  or hiding the rune renders the symbol of death ineffective unless a 
  creature removes the covering, in which case the symbol of death 
  works normally. 
  As a default, a symbol of death is triggered whenever a creature does 
  one or more of the following, as you select: looks at the rune; reads 
  the rune; touches the rune; passes over the rune; or passes through a 
  portal bearing the rune. Regardless of the trigger method or methods 
  chosen, a creature more than 60 feet from a symbol of death can’t 
  trigger it (even if it meets one or more of the triggering conditions, 
  such as reading the rune). Once the spell is cast, a symbol of death’s 
  triggering conditions cannot be changed. 
  In this case, “reading” the rune means any attempt to study it, identify 
  it or fathom its meaning. Throwing a cover over a symbol of death to 
  render it inoperative triggers it if the symbol reacts to touch. You can’t 
  use a symbol of death offensively; for instance, a touch-triggered 
  symbol of death remains untriggered if an item bearing the symbol of 
  death is used to touch a creature. Likewise, a symbol of death cannot 
  be placed on a weapon and set to activate when the weapon strikes 
  a foe. 
  You can also set special triggering limitations of your own. These can 
  be as simple or elaborate as you desire. Special conditions for 
  triggering a symbol of death can be based on a creature’s name, 
  identity or alignment, but otherwise must be based on observable 
  actions or qualities. Intangibles such as level, class, hit dice and hit 
  points don’t qualify.  
  When scribing a symbol of death, you can specify a password or 
  phrase that prevents a creature using it from triggering the effect. 
  Anyone using the password remains immune to that particular rune’s 
  effects so long as the creature remains within 60’ of the rune. If the 
  creature leaves the radius and returns later, it must use the password 
  again. 
  You also can attune any number of creatures to the symbol of death, 
  but doing this can extend the casting time. Attuning one or two 
  creatures takes negligible time, and attuning a small group (as many 
  as ten creatures) extends the casting time to 1 hour. Attuning a large 
  group (as many as twenty-five creatures) takes 24 hours. Attuning 
  larger groups takes proportionately longer. Any creature attuned to a 
  symbol of death cannot trigger it and is immune to its effects, even if 
  within its radius when triggered. You are automatically considered 
  attuned to your own symbols of death, and thus always ignore the 
  effects and cannot inadvertently trigger them. 
  Read magic allows you to identify a symbol of death with a 
  knowledge: arcana skill check (the penalty is equal to the caster level 
  of the symbol’s creator). Of course, if the symbol of death is set to be 
  triggered by reading it, this will trigger the symbol. 
  A symbol of death can be removed by a successful dispel magic 
  targeted solely on the rune. An erase spell has no effect on a symbol 
  of death. Destruction of the surface where a symbol of death is 
  inscribed destroys the symbol but also triggers it. 
  Symbol of death can be made permanent with a permanency spell. 
  A permanent symbol of death that is disabled or that has affected its 
  maximum number of hit points becomes inactive for 1 turn but, 
  thereafter, can be triggered again as normal. 
  Note: An assassin or thief can use the find traps ability to find a symbol 
  of death and thwart it. The penalty in each case is equal to the caster 
  level of the symbol’s creator. 
  Material Component: Mercury and phosphorus, plus powdered 
  diamond and opal with a total value of at least 5,000 gp each.  These 
  are expended when the spell is cast. 
   
  Symbol of Fear 
  Necromantic 
  Level: Cleric 6, Magic-User 6, Illusionist 6 
  Saving Throw: Charisma negates 
  This spell functions like symbol of death, except that all creatures 
  within 60’ of the symbol of fear instead become panicked for 1 round 
  per caster level (as per the fear spell). 
  Material Component: Mercury and phosphorus, plus powdered 
  diamond and opal with a total value of at least 1,000 gp.  These are 
  expended when the spell is cast. 
   
  Symbol of Insanity 
  Enchantment/Charm   
  Level: Cleric 8, Magic-User 8, Illusionist 8 
  Saving Throw: Charisma negates 
  This spell functions like symbol of death, except that all creatures 
  within the radius of the symbol of insanity instead suffer from a 
  permanent, continuous confusion effect (as per the insanity spell). 
  
  Player’s Handbook 143 
   
  Unlike symbol of death, symbol of insanity has no hit point limit; once 
  triggered, a symbol of insanity simply remains active for 1 turn per 
  caster level. 
  Material Component: Mercury and phosphorus, plus powdered 
  diamond and opal with a total value of at least 5,000 gp.  These are 
  expended when the spell is cast. 
   
  Symbol of Pain 
  Necromantic  
  Level: Cleric 5, Magic-User 5, Illusionist 5 
  This spell functions like symbol of death, except that each creature 
  within the radius of a symbol of pain instead suffers wracking pains 
  that impose a –2 penalty on all attack rolls and ability checks 
  (including saves). These effects last for 1 hour after the creature moves 
  farther than 60’ from the symbol. 
  Unlike symbol of death, symbol of pain has no hit point limit; once 
  triggered, a symbol of pain simply remains active for 1 turn per caster 
  level. 
  Material Component: Mercury and phosphorus, plus powdered 
  diamond and opal with a total value of at least 1,000 gp.  These are 
  expended when the spell is cast. 
   
  Symbol of Persuasion 
  Enchantment/Charm 
  Level: Cleric 6, Magic-User 6, Illusionist 6 
  Saving Throw: Charisma negates 
  This spell functions like symbol of death, except that all creatures 
  within the radius of a symbol of persuasion instead become charmed 
  by the caster (as the charm monster spell) for 1 hour per caster level. 
  Unlike symbol of death, symbol of persuasion has no hit point limit; 
  once triggered, a symbol of persuasion simply remains active for 1 turn 
  per caster level. 
  Material Component: Mercury and phosphorus, plus powdered 
  diamond and opal with a total value of at least 5,000 gp.  These are 
  expended when the spell is cast. 
   
  Symbol of Sleep 
  Enchantment/Charm   
  Level: Cleric 5, Magic-User 5, Illusionist 5 
  Saving Throw: Wisdom (intelligence for arcane version) negates 
  This spell functions like symbol of death, except that all creatures of 9 
  HD or less within 60 feet of the symbol of sleep instead fall into a 
  catatonic slumber for 3d6 turns. Unlike with the sleep spell, sleeping 
  creatures cannot be awakened by non-magical means before this 
  time expires.  Unlike symbol of death, symbol of sleep has no hit point 
  limit; once triggered, a symbol of sleep simply remains active for 1 turn 
  per caster level. 
  Material Component: Mercury and phosphorus, plus powdered 
  diamond and opal with a total value of at least 1,000 gp.  These are 
  expended when the spell is cast. 
   
  Symbol of Stunning 
  Enchantment/Charm   
  Level: Cleric 7, Magic-User 7, Illusionist 7 
  Saving Throw: Wisdom negates 
  This spell functions like symbol of death, except that all creatures 
  within 60 feet of a symbol of stunning instead become stunned for 1d6 
  rounds. 
  Material Component: Mercury and phosphorus, plus powdered 
  diamond and opal with a total value of at least 5,000 gp.  These are 
  expended when the spell is cast. 
   
  Symbol of Weakness 
  Necromantic 
  Level: Cleric 7, Magic-User 7, Illusionist 7 
  This spell functions like symbol of death, except that every creature 
  within 60 feet of a symbol of weakness instead suffers crippling 
  weakness.  The subjects suffer a -5 penalty to attack and damage 
  rolls, and have their carrying capacities quartered, for the duration of 
  the spell. 
  Unlike symbol of death, symbol of weakness has no hit point limit; 
  once triggered, a symbol of weakness simply remains active for 1 turn 
  per caster level. 
  Material Component: Mercury and phosphorus, plus powdered 
  diamond and opal with a total value of at least 5,000 gp.  These are 
  expended when the spell is cast. 
   
   
  Tasha’s Hideous Laughter 
  Enchantment/Charm   
  Level: Bard 1, Magic-User 2, Illusionist 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One creature; see text 
  Duration: 1 round/caster level 
  Saving Throw: Charisma negates 
  Magic Resistance: Yes 
  This spell afflicts the subject with uncontrollable laughter. It collapses 
  into gales of manic laughter, falling prone. The subject can take no 
  actions while laughing, losing its dexterity and shield bonuses to armor 
  class, though it is not considered helpless. After the spell ends, it can 
  act normally. 
  A creature with an intelligence score of 2 or lower is not affected. A 
  creature whose creature type is different from that of the caster 
  receives a +4 bonus on its saving throw, because humor doesn’t 
  “translate” well. 
  Material Component: Tiny tarts that are thrown at the target and a 
  feather that is waved in the air. 
   
  Telekinesis 
  Alteration 
  Level: Magic-User 5 
  Components: V, S 
  Casting Time: 1 round 
  Range: 400’ (Long) 
  Target or Targets: See text 
  Duration: Concentration (up to 1 round/caster level) or instantaneous; see 
  text 
  Saving Throw: Strength negates or none; see text 
  Magic Resistance: Yes; see text 
  You move objects or creatures by concentrating on them. Depending 
  on the version selected, the spell can provide a gentle, sustained 
  force, perform a variety of combat maneuvers, or exert a single short, 
  violent thrust. 
   
   Sustained Force: A sustained force moves an object weighing no 
  more than 25 pounds per caster level (maximum 375 pounds at 
  15th level) at a movement rate of 30’ (6”). A creature can negate 
  the effect on an object it possesses with a successful strength 
  save or with magic resistance. 
  This version of the spell can last 1 round per caster level, but it 
  ends if you cease concentration. The weight can be moved 
  vertically, horizontally, or in both directions. An object cannot be 
  moved beyond the spell’s range. The spell ends if the object is 
  forced beyond the range. If you cease concentration for any 
  reason, the object falls or stops. 
  An object can be telekinetically manipulated as if with one 
  hand. For example, a lever or rope can be pulled, a key can be 
  turned, an object rotated and so on, if the force required is within 
  the weight limitation. You might even be able to untie simple 
  knots, 
  though 
  delicate 
  activities 
  such 
  as 
  these 
  require 
  intelligence common ability checks. 
   
   Combat Maneuver: Alternatively, once per round, you can use 
  telekinesis to perform a bull rush, disarm, grapple, or overbear 
  (see page 58 for more details on these combat maneuvers). 
  Resolve these attempts as normal, except that they use your 
  caster level in place of your bonus to hit (BtH) and you use your 
  intelligence modifier in place of your strength modifier. No save is 
  allowed against these attempts, but magic resistance applies 
  normally. This version of the spell can last 1 round per caster level, 
  but it ends if you cease concentration. 
   
   Violent Thrust: Alternatively, the spell energy can be spent in a 
  single round. You can hurl one object or creature per caster level 
  (maximum 15) that are within range and all within 10 feet of 
  each other toward any target within 10 feet per level of all the 
  objects. You can hurl up to a total weight of 25 pounds per 
  caster level (maximum 375 pounds at 15th level). 
  You must succeed on attack rolls (one per creature or object 
  thrown) to hit the target with the items, using your bonus to hit 
  (BtH) + your intelligence modifier. Weapons cause standard 
  damage (with no strength bonus). Other objects cause damage 
  ranging from 1 point per 25 pounds (for less dangerous objects) 
  
  Player’s Handbook 144 
   
   
  to 1d6 points of damage per 25 pounds (for hard, dense 
  objects). 
  Creatures that fall within the weight capacity of the spell can be 
  hurled, but they are allowed strength saves (and magic 
  resistance) to negate the effect, as are those whose held 
  possessions are targeted by the spell. If a telekinesed creature is 
  hurled against a solid surface, it takes damage as if it had fallen 
  10 feet (1d6 points). 
  Hurled objects must save versus crushing (see Item Saving Throws 
  on page 52). 
   
  Teleport 
  Conjuration/Summoning  
  Level: Magic-User 5 
  Components: V 
  Casting Time: 1 round 
  Range: Touch 
  Target: You and one willing creature/3 caster levels  
  Duration: Instantaneous 
  Saving Throw: None 
  Magic Resistance: Yes  
  This spell instantly transports you to a designated destination, which 
  may be as distant as 100 miles per caster level. Inter-planar travel is 
  not possible.  
  You can bring along objects as long as their weight doesn’t exceed 
  your maximum load.  You may also bring one additional, willing 
  creature (carrying gear or objects up to its maximum load) per three 
  caster levels.  
  All creatures to be transported must be in contact with one another, 
  and at least one of those creatures must be in contact with you. As 
  with all spells where the range is personal and the target is you, you 
  need not make a saving throw, nor is magic resistance applicable to 
  you.  
  You must have some clear idea of the location and layout of the 
  destination. The clearer your mental image, the more likely the 
  teleportation works. Areas of strong physical or magical energy may 
  make teleportation more hazardous or even impossible. 
  To see how well the teleportation works, roll d% and consult the table 
  below. Refer to the following information for definitions of the terms on 
  the table. 
  familiarity 
  on target 
  off target 
  similar area 
  mishap 
  very familiar 
  01–97 
  98–99 
  100 
  — 
  studied carefully 
  01–94 
  95–97 
  98–99 
  100 
  seen casually 
  01–88 
  89–94 
  95–98 
  99–100 
  viewed once 
  01–76 
  77–88 
  89–96 
  97–100 
  false destination 
  — 
  — 
  81–92 
  93–100 
   
   Familiarity: “Very familiar” is a place where you have been very 
  often and where you feel at home. “Studied carefully” is a place 
  you know well, either because you can currently see it, you’ve 
  been there often, or you have used other means (such as 
  scrying) to study the place for at least one hour. “Seen casually” 
  is a place that 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.  “False destination” is a 
  place that does not truly exist or if you are teleporting to an 
  otherwise familiar location that no longer exists as such or has 
  been so completely altered as to no longer be familiar to you. 
  When traveling to a false destination, roll 1d20+80 to obtain 
  results on the table, rather than rolling d%, since there is no real 
  destination for you to hope to arrive at or even be off target 
  from. 
   On Target: You appear where you want to be. 
   Off Target: You appear safely a random distance away from the 
  destination in a random direction. Distance off target is 
  1d10x1d10% of the distance that was to be traveled. The 
  direction off target is determined randomly. 
   Similar Area: You wind up in an area that’s visually or 
  thematically similar to the target area.  Generally, you appear in 
  the closest similar place within range. If no such area exists within 
  the spell’s range, the spell simply fails instead. 
   Mishap: You and anyone else teleporting with you have gotten 
  “scrambled.” You each take 1d10 points of damage, and you 
  reroll on the chart to see where you wind up. For these rerolls, roll 
  1d20+80. Each time “Mishap” comes up, the characters take 
  more damage and must reroll. 
  Teleport without Error 
  Conjuration/Summoning 
  Level: Magic-User 7 
  This spell functions like teleport, except that there is no range limit and 
  there is no chance you arrive off target. In addition, you need not 
  have seen the destination, but in that case you must have at least a 
  reliable description of the place to which you are teleporting. If you 
  attempt to teleport with insufficient information (or with misleading 
  information), you disappear and simply reappear in your original 
  location. Inter-planar travel is not possible. 
   
  Temporal Stasis 
  Alteration 
  Level: Magic-User 8 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: Permanent 
  Saving Throw: Intelligence negates 
  Magic Resistance: Yes 
  You must succeed on a melee attack. You place the subject into a 
  state of suspended animation. For the creature, time ceases to flow 
  and its condition becomes fixed. The creature does not grow older. Its 
  body functions virtually cease and no force or effect can harm it. This 
  state persists until the magic is removed (such as by a successful dispel 
  magic spell or a freedom spell). 
  Material Component: A powder composed of diamond, emerald, 
  ruby and sapphire dust with a total value of at least 5,000 gp.  It is 
  consumed by the casting of this spell. 
   
  Tenser’s Floating Disk 
  Evocation  
  Level: Magic-User 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Effect: 3’ diameter disk of force 
  Duration: 1 hour/caster level 
  Saving Throw: None 
  Magic Resistance: No 
  You create a slightly concave, circular plane of force that follows you 
  about and carries loads for you. The disk is 3’ in diameter and 1” deep 
  at its center. It can hold 100 pounds of weight per caster level. (If used 
  to transport a liquid, its capacity is 2 gallons.) 
  The disk floats approximately 3’ above the ground at all times and 
  remains level. It floats along horizontally within spell range and will 
  accompany you at a rate of no more than your normal movement 
  rate each round. If not otherwise directed, it maintains a constant 
  interval of 5’ between itself and you.  
  The disk winks out of existence when the spell duration expires. The 
  disk also winks out if you move beyond range or try to take the disk 
  more than 3’ away from the surface beneath it. When the disk winks 
  out, whatever it was supporting falls to the surface beneath it. 
  Material Component: A drop of mercury. 
   
  Tenser’s Transformation 
  Alteration 
  Level: Magic-User 6 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 round/caster level 
  You become a virtual fighting machine - stronger, tougher, faster and 
  more skilled in combat. Your mind-set changes so that you relish 
  combat and you can’t cast spells, even from magic items. 
  You temporarily gain proficiency with all weapons as well as a +2 
  bonus to attack and damage rolls, a +2 bonus to armor class, 2 
  additional hit points per level and a +2 bonus to all strength, dexterity 
  and constitution checks (including saves and initiative rolls).   
  Your bonus to hit (BtH) equals your magic-user level but you lose your 
  ability to cast spells or use magic-user items such as scrolls, rods, staves 
  and wands. 
  
  Player’s Handbook 145 
   
  Time Stop 
  Alteration 
  Level: Magic-User 9 
  Components: V 
  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1d4+1 rounds (apparent time); see text 
  This spell seems to make time cease to flow for everyone but you. In 
  fact, you speed up so greatly that all other creatures seem frozen, 
  though they are actually still moving at their normal speeds. You are 
  free to act for 1d4+1 rounds of apparent time. Normal and magical 
  fire, cold, gas and the like can still harm you.  
  While the time stop is in effect, other creatures are invulnerable to 
  your attacks and spells; you cannot target such creatures with any 
  attack or spell. A spell that affects an area and has a duration longer 
  than the remaining duration of the time stop have their normal effects 
  on other creatures once the time stop ends. Most spellcasters use the 
  additional time to improve their defenses, summon allies or flee from 
  combat. 
  You cannot move or harm items held, carried or worn by a creature 
  stuck in normal time, but you can affect any item that is not in another 
  creature’s possession. 
  You are undetectable while time stop lasts. You cannot enter an area 
  protected by an antimagic shell while under the effect of time stop. 
   
  Tongues (reversible) 
  Divination 
  Level: Cleric 4, Bard 2, Magic-User 3, Illusionist 3 
  Components: V, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 turn/caster level 
  Saving Throw: Wisdom (intelligence for arcane version) negates 
  Magic Resistance: Yes 
  This spell grants the creature touched the ability to speak and 
  understand the language of any intelligent creature, whether it is a 
  racial tongue or a regional dialect. The subject can speak only one 
  language at a time, although it may be able to understand several 
  languages. Tongues does not enable the subject to speak with 
  creatures who don’t speak. The subject can make itself understood as 
  far as its voice carries. This spell does not predispose any creature 
  addressed toward the subject in any way. 
  Tongues can be made permanent with a permanency spell. 
  The reverse of this spell, babble, cancels the effects of a tongues spell 
  or confounds the target’s ability to understand verbal communication 
  of any sort.  In addition the target’s speech is rendered 
  incomprehensible for the spell’s duration. 
  Arcane Material Component: A small clay model of a ziggurat, which 
  shatters when the verbal component is pronounced. 
   
  Transmute Metal to Wood 
  Alteration 
  Level: Druid 7 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 400’ (Long) 
  Area: All metal objects within a 40’ radius circle 
  Duration: Instantaneous 
  Saving Throw: None 
  Magic Resistance: Yes; see text 
  This spell enables you to change all metal objects within its area to 
  wood. Weapons, armor and other metal objects carried by creatures 
  are affected as well. A magic object made of metal effectively has a 
  magic resistance rating equal to its creator’s caster level against this 
  spell. Artifacts cannot be transmuted. Weapons converted from metal 
  to wood take a –2 penalty on attack rolls and deal ½ damage (round 
  fractions down). The armor bonus of any armor converted from metal 
  to wood is reduced by 2. Weapons changed by this spell splinter and 
  break on any natural attack roll of 1 or 2, and armor changed by this 
  spell loses an additional point of armor bonus every time it is struck 
  with a natural attack roll of 19 or 20. 
  Only limited wish, miracle, wish or similar magic can restore a 
  transmuted object to its metallic state. 
   
   
  Transmute Rock to Mud (reversible) 
  Alteration  
  Level: Druid 5, Magic-User 5 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Area: Up to two 10’ cubes/caster level 
  Duration: Instantaneous 
  Saving Throw: See text 
  Magic Resistance: No 
  This spell turns natural, uncut or unworked rock of any sort into an 
  equal volume of mud. Magical stone is not affected by the spell. The 
  depth of the mud created cannot exceed 10’. A creature unable to 
  levitate, fly, or otherwise free itself from the mud sinks until hip- or 
  chest-deep, reducing its movement rate to 5’ per round and imposing 
  a –2 penalty to its attack rolls and armor class. Brush thrown atop the 
  mud can support creatures able to climb on top of it. Creatures large 
  enough to walk on the bottom can wade through the area at 1/3rd 
  their normal movement rate per round. 
  If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, 
  the mud falls to the floor and spreads out in a pool at a depth of 5 
  feet. The falling mud and the ensuing cave-in deal 8d6 points of 
  bludgeoning damage to anyone caught directly beneath the area or 
  half damage to those who succeed on dexterity saves. 
  Castles and large stone buildings are generally immune to the effect 
  of the spell, since transmute rock to mud can’t affect worked stone 
  and doesn’t reach deep enough to undermine such buildings’ 
  foundations. However, small buildings or structures often rest upon 
  foundations shallow enough to be damaged or even partially toppled 
  by this spell. 
  The mud remains until a transmute mud to rock spell restores its 
  substance - but not necessarily its form. Evaporation turns the mud to 
  normal dirt over a period of days. The exact time depends on 
  exposure to the sun, wind and normal drainage. 
  The reverse of this spell, transmute mud to rock, transforms normal 
  mud or quicksand of any depth into soft stone (sandstone or a similar 
  mineral) permanently.  Any creature in the mud is allowed a dexterity 
  save to escape before the area is hardened to stone. 
  Transmute mud to rock counters and dispels transmute rock to mud 
  and vice versa. 
  Arcane Material Component: Sand, lime, and water. 
   
  Transport via Plants 
  Conjuration/Summoning  
  Level: Druid 6 
  Components: V, S 
  Casting Time: 1 round 
  Range: Touch 
  Target: You and one willing creature/3 caster levels 
  Duration: 1 round 
  Saving Throw: None 
  Magic Resistance: Yes 
  This spell is a more powerful version of the plant door spell.  Through 
  the use of this spell you can enter any normal plant (of Medium size or 
  larger) and pass any distance to a plant of the same kind in a single 
  round, regardless of the distance separating the two. The entry plant 
  must be alive.  
  The destination plant need not be familiar to you, but must be alive. If 
  you are uncertain of the location of a particular kind of destination 
  plant, you need merely designate direction and distance and the 
  transport via plants spell moves you as close as possible to the desired 
  location. If a particular destination plant is desired but the plant is not 
  living, the spell fails and you are ejected from the entry plant. 
  You can bring along objects as long as their weight doesn’t exceed 
  your maximum load. You may also bring one additional, willing 
  creature per three caster levels.  All creatures to be transported must 
  be in contact with one another, and at least one of those creatures 
  must be in contact with you. 
  The destruction of an occupied plant slays you and any creatures you 
  have brought along, and ejects the bodies and all carried objects 
  from the tree. 
   
   
   
   
   
   
  
  Player’s Handbook 146 
   
   
  Trap the Soul 
  Conjuration/Summoning  
  Level: Magic-User 8 
  Components: V, S, M, (F); see text 
  Casting Time: 1 round or see text 
  Range: 30’ (Close) 
  Target: One creature 
  Duration: Permanent; see text 
  Saving Throw: See text 
  Magic Resistance: Yes; see text 
  Trap the soul forces a creature’s life force (and its material body) into 
  a gem. The gem holds the trapped entity indefinitely or until the gem 
  is broken and the life force is released, which allows the material body 
  to reform. If the trapped creature is a powerful creature from another 
  plane it can be required to perform a service immediately upon being 
  freed. Otherwise, the creature can go free once the gem imprisoning 
  it is broken. 
  Depending on the version selected, the spell can be triggered in one 
  of two ways. 
   
   Spell Completion: First, the spell can be completed by speaking 
  its final word as if you were casting a regular spell at the subject. 
  This allows a magic resistance check (if any) and a charisma 
  save to avoid the effect. If the creature’s name is spoken as well, 
  any magic resistance is ignored and the save penalty increases 
  by 2. If the save is made (or magic resistance check is failed by 
  the caster) the gem shatters. 
   Trigger Object: The second method is far more insidious, for it 
  tricks the subject into accepting a trigger object inscribed with 
  the final spell word, automatically placing the creature’s soul in 
  the trap. To use this method, both the creature’s name and the 
  trigger word must be inscribed on the trigger object when the 
  gem is enspelled. A sympathy spell can also be placed on the 
  trigger object. As soon as the subject picks up or accepts the 
  trigger object, its life force is automatically transferred to the 
  gem without the benefit of magic resistance or a save. 
  Material Component: Before the actual casting of trap the soul, you 
  must procure a gem of at least 1,000 gp value for every hit die or level 
  possessed by the creature to be trapped. If the gem is not valuable 
  enough, it shatters when the entrapment is attempted. (While 
  creatures have no concept of level or hit dice as such, the value of 
  the gem needed to trap an individual can be researched. Remember 
  that this value can change over time as creatures gain more hit dice.) 
  Material Component (Trigger Object Only): If the trigger object 
  method is used, a special trigger object, prepared as described 
  above, is needed. 
   
  Tree 
  Alteration 
  Level: Druid 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 hour/caster level (dismissible) 
  By means of this spell, you are able to assume the form of a large 
  living tree or shrub or a large dead tree trunk with a small number of 
  limbs. The closest inspection cannot reveal that the tree in question is 
  actually a magically concealed creature.  To all normal tests you are, 
  in fact, a tree or shrub, although a detect magic spell reveals a faint 
  Alteration on the tree. 
  While in tree form, you can observe all that transpires around you just 
  as if you were in your normal form.  Your hit points and save bonuses 
  remain unaffected as well. While in tree form you take ½ damage 
  from all attacks (round fractions down) except for fire, which deals full 
  damage.  All clothing and gear carried or worn changes with you. 
   
  True Seeing (reversible) 
  Divination 
  Level: Cleric 5, Bard 5, Druid 7, Magic-User 6, Illusionist 5 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One creature 
  Duration: 1 minute/caster level 
  Saving Throw: Wisdom (intelligence for arcane version) negates 
  Magic Resistance: Yes 
  You confer on the subject the ability to see all things as they actually 
  are. The subject sees through normal and magical darkness, notices 
  secret doors hidden by magic, sees the exact locations of creatures 
  or objects under blur or displacement effects, sees invisible creatures 
  or objects normally, sees through illusions and sees the true form of 
  polymorphed, changed, or transmuted creatures. Further, the subject 
  can focus its vision to see into the Ethereal Plane (but not into extra-
  dimensional spaces). The range of true seeing conferred is 120’ (24”). 
  True seeing, however, does not penetrate solid objects. It in no way 
  confers x-ray vision or its equivalent. It does not negate concealment, 
  including that caused by fog and the like. True seeing does not help 
  the viewer see through mundane disguises, spot creatures who are 
  simply hiding or notice secret doors hidden by mundane means. In 
  addition, the spell effects cannot be further enhanced with known 
  magic, so one cannot use true seeing through a crystal ball or in 
  conjunction with clairaudience/clairvoyance. 
  The reverse of this spell, false seeing, causes the person to see things 
  as they are not, rich being poor, rough smooth, beautiful ugly.  The 
  target does not lose its natural visual abilities (such as darkvision or 
  twilight vision) but cannot see creatures or objects as they really are.  
  While terrain features (hills, stairs, cliffs, etc) are still distinguishable, 
  false seeing grossly distorts the details of their appearance.  False 
  seeing also dispels, and is dispelled by, the true seeing spell.   
  Material Component: An ointment for the eyes that costs 250 gp and 
  is made from mushroom powder, saffron (poppy dust for the false 
  seeing), and fat.  This ointment is expended when the spell is cast. 
   
  Turn Metal or Stone 
  Abjuration  
  Level: Druid 8 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Area: 120’ long by 5’ wide wave 
  Duration: 1 round/caster level (dismissible) 
  Saving Throw: None; see text 
  Magic Resistance: No 
  Like turn wood, this spell creates waves of invisible and intangible 
  energy that roll forth from you. All metal or stone objects in the path of 
  the spell are pushed away from you to the limit of the range.  
  Fixed metal or stone objects larger than 2” in diameter and loose 
  objects weighing more than 500 pounds are not affected. Anything 
  else, including animated objects, small boulders and creatures in 
  metal armor, is moved back. Fixed objects 2” in diameter or smaller 
  bend or break, and the pieces move with the wave of energy. 
  Objects affected by the spell are repelled at the rate of 60’ per round. 
  Objects such as metal armor, swords and the like are pushed back, 
  dragging their bearer with them unless he succeeds at a strength 
  saving throw.  Even magic items with metal components are repelled, 
  although an antimagic shell blocks the effects. (A creature being 
  dragged by an item it is carrying can let go.) 
  The waves of energy continue to sweep down the set path for the 
  spell’s duration. After you cast the spell, the path is set, and you can 
  then do other things or go elsewhere without affecting the spell’s 
  power. 
   
  Turn Wood 
  Alteration 
  Level: Druid 6 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Area: 120’ long by 5’ wide wave 
  Duration: 1 round/caster level (dismissible) 
  Saving Throw: None; see text 
  Magic Resistance: No 
  Waves of energy roll forth from you, moving in the direction that you 
  determine, causing all wooden objects in the path of the spell to be 
  pushed away from you to the limit of the range. Wooden objects 
  larger than 2” in diameter that are fixed firmly are not affected, but 
  loose objects are. Objects 2” in diameter or smaller that are fixed in 
  place splinter and break, and the pieces move with the wave of 
  energy. Objects affected by the spell are repelled at the rate of 60’ 
  per round. 
  
  Player’s Handbook 147 
   
  Objects such as wooden shields, spears, wooden weapon shafts and 
  hafts, arrows and bolts are pushed back, dragging those carrying 
  them along unless they succeed at a strength saving throw. If a spear 
  is planted (set) to prevent this forced movement, it splinters. Even 
  magic items with wooden sections are repelled, although an 
  antimagic shell blocks the effects. (A creature being dragged by an 
  item it is carrying can let go.) 
  The waves of energy continue to sweep down the set path for the 
  spell’s duration. After you cast the spell, the path is set, and you can 
  then do other things or go elsewhere without affecting the spell’s 
  power. 
   
  Unseen Servant 
  Conjuration/Summoning  
  Level: Magic-User 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Effect: One invisible, mindless, shapeless servant 
  Duration: 1 hour/caster level 
  Saving Throw: None 
  Magic Resistance: No 
  An unseen servant is an invisible, mindless, shapeless force that 
  performs simple tasks at your command. It can fetch things, open 
  unstuck doors and hold chairs, as well as clean and mend. The 
  servant can perform only one activity at a time, but it repeats the 
  same activity over and over again if told to do so as long as you 
  remain within range. It can open only normal doors, drawers, lids                               
  and the like. It has an effective strength score of 2 (so it can lift 20 
  pounds at most). It can trigger traps and such, but it can exert only 20 
  pounds of force, which is not enough to activate certain pressure 
  plates and other devices. It can’t perform any task that requires an 
  ability check.  Its movement rate is 30’ per round. 
  The servant cannot attack in any way; it is never allowed an attack 
  roll. It cannot be killed, but it dissipates if it takes 6 points of damage 
  from area attacks (it gets no saves against such attacks). If you 
  attempt to send it beyond the spell’s range (measured from your 
  current position), the servant ceases to exist. 
  Material Component: A piece of string and a bit of wood that are not 
  consumed when the spell is cast. 
   
  Veil 
  Illusion/Phantasm  
  Level: Bard 6, Illusionist 6 
  Components: V, S 
  Casting Time: 1 round 
  Range: 400’ (Long) 
  Targets: One or more creatures, no two of which can be more than 
  30’ apart 
  Duration: Concentration + 1 hour/caster level (dismissible) 
  Saving Throw: Intelligence negates; see text 
  Magic Resistance: Yes; see text 
  You instantly change the appearance of the subjects and then 
  maintain that appearance for the spell’s duration. You can make the 
  subjects appear to be anything you wish. The subjects look, feel and 
  smell just like the creatures the spell makes them resemble. Affected 
  creatures resume their normal appearances if slain. You must succeed 
  on a disguise check, with a +10 bonus, to duplicate the appearance of 
  a specific individual.  If you do not have the disguise ability you may 
  make a charisma check, with no level modifier, to affect a disguise.  
  Unwilling targets can negate the spell’s effect on them by making 
  intelligence saves or with magic resistance. Those who interact with 
  the subjects can attempt intelligence disbelief saves to see through 
  the glamer, but magic resistance doesn’t help. 
   
  Ventriloquism 
  Illusion/Phantasm  
  Level: Bard 1, Illusionist 1 
  Components: V, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Effect: Intelligible sound, usually speech 
  Duration: 1 minute/caster level (dismissible) 
  Saving Throw: Intelligence disbelief (if interacted with) 
  Magic Resistance: No 
  You can make your voice (or any sound that you can normally make 
  vocally) seem to issue from someplace else. You can speak in any 
  language you know. With respect to such voices and sounds, anyone 
  who hears the sound and rolls a successful save recognizes it as illusory 
  (but still hears it). 
  Material component: A parchment rolled up into a small cone.  This 
  parchment may be reused. 
   
  Vision 
  Divination 
  Level: Bard 6, Magic-User 7, Illusionist 7 
  Components: V, S, M, XP 
  Casting Time: 1 round 
  This spell functions like legend lore, except that it works more quickly 
  but produces some strain on you. You pose a question about some 
  person, place or object, then cast the spell. If the person or object is 
  at hand or if you are in the place in question, you receive a vision 
  about it by succeeding on a caster level check (1d20 + caster level) 
  with a penalty of -10. If only detailed information on the person, place 
  or object is known, the penalty is -15 and the information gained is 
  incomplete. If only rumors are known, the penalty is -20, and the 
  information gained is vague. 
  Arcane Material Component: Incense worth at least 250 gp must be 
  burned when this spell is cast.  Four strips of ivory (worth 50 gp each) 
  that are formed into a rectangle are not consumed by this spell. 
  XP Cost: 1,000 XP. 
   
  Wall of Fire 
  Evocation  
  Level: Druid 5, Magic-User 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: Opaque sheet of flame up to 20’ long/caster level or a ring of 
  fire with a radius of up to 5’ per two caster levels; either form is 20’ high 
  Duration: Concentration + 1 round/caster level 
  Saving Throw: None; see below 
  Magic Resistance: Yes 
  An immobile, blazing curtain of shimmering violet fire springs into 
  existence. One side of the wall, selected by you, sends forth waves of 
  heat, dealing 1d6 points of fire damage to creatures within 10’ and 
  1d4 points of fire damage to those past 10’ but within 20’. The wall 
  deals this damage when it appears and on your turn each round to 
  all creatures in the area. In addition, the wall deals 5d6 points of fire 
  damage to any creature passing through it. The wall deals double 
  damage to undead creatures. 
  If you evoke the wall so that it appears where creatures are, each 
  creature takes damage as if passing through the wall.  If any 5’ length 
  of wall takes 20 points of cold damage or more in 1 round, that length 
  goes out. 
  Wall of fire can be made permanent with a permanency spell. A 
  permanent wall of fire that is extinguished by cold damage becomes 
  inactive for 1 turn, then reforms at normal strength. 
  Arcane Material Component: A small piece of phosphorus. 
   
  Wall of Force 
  Evocation  
  Level: Magic-User 5 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Effect: Wall whose area is up to one 10’ square/caster level 
  Duration: 1 round /caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  A wall of force spell creates an invisible wall of force. The wall cannot 
  move, is immune to damage of all kinds and is unaffected by most 
  spells, including dispel magic. However, disintegrate immediately 
  destroys it, as does a rod of cancellation, a sphere of annihilation or a 
  Mordenkainen’s disjunction spell. Breath weapons and spells cannot 
  pass through the wall in either direction, although dimension door, 
  teleport and similar effects can bypass the barrier. It blocks corporeal 
  and ethereal creatures (though ethereal creatures can usually get 
  around the wall by floating under or over it through material floors and 
  ceilings). Gaze attacks can operate through a wall of force. 
  The caster can form the wall into a flat, vertical plane whose area is 
  up to one 10’ square per caster level. The wall must be continuous 
  and unbroken when formed. If its surface is broken by any object or 
  creature, the spell fails. 
  Wall of force can be made permanent with a permanency spell. 
  Material Component: A pinch of powder made from a clear gem. 
  
  Player’s Handbook 148 
   
   
  Wall of Ice 
  Evocation  
  Level: Magic-User 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: Anchored plane of ice, up to one 10’ square/caster level, or 
  hemisphere of ice with a radius of up to 3’ + 1’/caster level 
  Duration: 1 minute/caster level 
  Saving Throw: Dexterity negates; see text 
  Magic 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. Any creature adjacent to the 
  wall when it is created may attempt a dexterity save to disrupt the 
  wall as it is being formed. A successful save indicates that the spell 
  automatically fails. Fire can melt a wall of ice, and it deals full 
  damage to the wall (instead of the normal half damage taken by 
  objects). Suddenly melting a wall of ice creates a great cloud of 
  steamy fog that lasts for 1 turn. 
  Ice Plane: A sheet of strong, hard ice appears. The wall is 1” thick per 
  caster level. It covers up to a 10-foot-square area per caster level (so 
  a 10th level magic-user can create a wall of ice 100’ long and 10’ 
  high, a wall 50’ long and 20’ high, or some other combination of 
  length and height that does not exceed 1,000 square feet). The plane 
  can be oriented in any fashion as long as it is anchored. A vertical 
  wall need only be anchored on the floor, while a horizontal or slanting 
  wall must be anchored on two opposite sides. 
  Each 10’ square of wall has 10 hit points per inch of thickness. 
  Creatures can hit the wall automatically. A section of wall reduced to 
  0 hit points is breached.  
  Even when the ice has been broken through, a sheet of frigid air 
  remains. Any creature stepping through it (including the one who 
  broke through the wall) takes 4d6 points of cold damage (no save).   
  Hemisphere: The wall takes the form of a hemisphere whose maximum 
  radius is 3’ + 1’ per caster level. The hemisphere is as hard to break 
  through as the ice plane form, but it does not deal damage to those 
  who go through a breach. 
  Material Component: A small piece of quartz or similar rock crystal. 
   
  Wall of Iron 
  Conjuration/Summoning  
  Level: Magic-User 6 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: Iron wall whose area is up to one 5’ square/caster level; see 
  text 
  Duration: Instantaneous 
  Saving Throw: See text 
  Magic Resistance: No 
  You cause a flat, vertical iron wall to spring into being. The wall inserts 
  itself into any surrounding non-living material if its area is sufficient to 
  do so. The wall cannot be conjured so that it occupies 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. 
  A wall of iron is 1” thick per four caster levels. You can double the 
  wall’s area by halving its thickness. Each 5’ square of the wall has 100 
  hit points per inch of thickness. A section of wall reduced to 0 hit 
  points is breached.  
  If you desire, the wall can be created vertically 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% likely to tip in 
  either direction if left unpushed. Creatures can push the wall in one 
  direction rather than letting it fall randomly. A creature must make a 
  strength common ability check with a penalty of -15 to push the wall 
  over. Creatures with room to flee the falling wall may do so by making 
  successful dexterity saves. Any creature that fails takes 9d6 points of 
  damage. Like any iron wall, this wall is subject to rust, perforation and 
  other natural phenomena. 
  Material Component: A small piece of sheet iron, which is not 
  expended upon the casting of this spell, plus gold dust worth 50 gp (1 
  pound of gold dust).  The gold dust is expended upon the casting of 
  this spell. 
   
  Wall of Stone 
  Conjuration/Summoning   
  Level: Druid 5, Magic-User 5 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: Stone wall whose area is up to one 5’ square/caster level 
  Duration: Instantaneous 
  Saving Throw: See text 
  Magic Resistance: No 
  This spell creates a wall of rock that merges into adjoining rock 
  surfaces. A wall of stone is 1” thick per four caster levels and 
  composed of up to one 5’ square per caster level. You can double 
  the wall’s area by halving its thickness. The wall cannot be conjured so 
  that it occupies the same space as a creature or another object. 
  Unlike a wall of iron, you can create a wall of stone in almost any 
  shape you desire. 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. It can be used to bridge a chasm, for 
  instance, or as a ramp. For this use, if the span is more than 20’, the 
  wall must be arched and buttressed. This requirement reduces the 
  spell’s area by half. The wall can be crudely shaped to allow 
  crenellations, battlements and so forth by likewise reducing the area. 
  Like any other stone wall, this one can be destroyed by a disintegrate 
  spell or by normal means such as breaking and chipping. Each 5’ 
  square of the wall has 50 hit points per inch of thickness. A section of 
  wall reduced to 0 hit points is breached.  
  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 can avoid entrapment with successful dexterity saves. 
  Arcane Material Component: A small block of granite that is not 
  expended upon the casting of this spell. 
   
  Wall of Thorns 
  Conjuration/Summoning  
  Level: Druid 5 
  Components: V, S 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: Wall of thorny brush, up to one 10’x10’x5’ block/caster level 
  Duration: 1 turn/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  A wall of thorns spell creates a barrier of very tough, pliable, tangled 
  brush bearing needle-sharp thorns as long as a human’s finger. Any 
  creature forced into or attempting to move through a wall of thorns 
  takes 1d8 points of damage per round of movement.  
  You can make the wall as thin as 5’ thick, which allows you to shape 
  the wall as a number of 10’ by 10’ by 5’ blocks equal to your caster 
  level. This has no effect on the damage dealt by the thorns, but any 
  creature attempting to break through takes that much less time to 
  force its way through the barrier. 
  Creatures can force their way slowly through the wall by making a 
  strength common ability check (this takes 1 round). Success means 
  that the creature moves 5’ through the wall, with an additional 5’ of 
  movement allowed for every 5 points by which the check exceeds 
  the target number (up to a maximum distance equal to its normal 
  movement rate). Of course, moving or attempting to move through 
  the thorns incurs damage as described above. A creature trapped in 
  the thorns can choose to remain motionless in order 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 attempt to push its way free, or it can wait until the 
  spell ends. Creatures with the ability to pass through overgrown areas 
  unhindered can pass through a wall of thorns at normal speed without 
  taking damage. 
  A wall of thorns can be breached by slow work with edged weapons. 
  Chopping away at the wall creates a safe passage 1’ deep for every 
  1 turn of work. Normal fire cannot harm the barrier, but magical fire 
  burns it away in 1 turn. 
  Despite its appearance, a wall of thorns is not actually a living plant, 
  and thus is unaffected by spells that affect plants. 
   
   
   
  
  Player’s Handbook 149 
   
  Wall of Wind 
  Evocation  
  Level: Druid 3, Magic-User 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: Wall up to 10’/caster level long and 5’/caster level high 
  Duration: 1 round/caster level 
  Saving Throw: None; see text 
  Magic Resistance: Yes 
  An invisible vertical curtain of wind appears. It is 2’ thick and of 
  considerable strength. It is a roaring blast sufficient to blow away any 
  bird smaller than an eagle or tear papers and similar materials from 
  unsuspecting hands (a dexterity save allows a creature to maintain its 
  grasp on an object.)  
  Small flying creatures cannot pass through the barrier. Loose materials 
  and cloth garments fly upward when caught in a wall of wind. Arrows 
  and bolts are deflected upward and miss, while any other normal 
  ranged weapon passing through the wall suffers a –3 penalty to hit 
  (targets protected by a wall of wind effectively have 75% 
  concealment).  
  A giant-thrown boulder, a siege engine projectile and other massive 
  ranged weapons are not affected by this spell. Gases, most gaseous 
  breath weapons and creatures in gaseous form cannot pass through 
  the wall (although it is no barrier to incorporeal creatures). 
  While the wall must be vertical, you can shape it in any continuous 
  path along the ground that you like. It is possible to create cylindrical 
  or square wall of wind to enclose specific points.  
  Arcane Material Component: A tiny fan and a feather of exotic origin.  
  It is not consumed when this spell is cast.  
   
   
  Warp Wood (reversible) 
  Alteration 
  Level: Druid 2 
  Components: V, S 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Target: One small wooden object/caster level, all within a 20’ radius 
  Duration: Instantaneous 
  Saving Throw: Wisdom negates  
  Magic Resistance: Yes  
  You cause wood to bend and warp, permanently destroying its 
  straightness, form and strength. A warped door springs open (or 
  becomes stuck, requiring a strength common ability check to open, 
  at your option). A boat or ship springs a leak. Warped ranged 
  weapons are useless. A warped melee weapon causes a –3 penalty 
  on attack rolls. 
  You may warp one small object (such as a spear or club) or its 
  equivalent per caster level. A medium-sized object (such as a door) 
  counts as two small objects, a large object (such as a rowboat) 
  counts as four or more objects, depending upon its relative mass. 
  Alternatively, you can unwarp wood (effectively warping it back to 
  normal) with this spell, straightening wood that has been warped by 
  this spell or by other means. Mending, on the other hand, does no 
  good in repairing a warped item. 
  You can combine multiple consecutive warp wood spells to warp (or 
  unwarp) an object that is too large for you to warp with a single spell.  
  Until the object is completely warped, it suffers no ill effects. 
   
  Water Breathing (reversible) 
  Alteration 
  Level: Cleric 3, Druid 3, Magic-User 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One or more creatures 
  Duration: 2 hours/caster level; see text 
  Saving Throw: Wisdom (arcane for intelligence version) negates  
  Magic Resistance: Yes  
  The transmuted creatures can breathe water freely. Divide the 
  duration evenly among all the creatures you touch.  The spell does 
  not make creatures unable to breathe air and can be reversed to 
  allow water-breathing creatures to breathe air. 
  Arcane Material Component: A short reed or piece of straw that is not 
  expended upon this spell’s casting.  
   
  Water Walk 
  Alteration 
  Level: Cleric 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Targets: One creature/caster level 
  Duration: 1 turn/caster level (dismissible) 
  Saving Throw: Wisdom negates  
  Magic Resistance: Yes  
  The transmuted creatures can tread on any liquid as if it were firm 
  ground. Mud, oil, snow, quicksand, running water, ice and even lava 
  can be traversed easily, since the subjects’ feet hover an inch or two 
  above the surface. Creatures crossing molten lava still take damage 
  from the heat because they are near it. The subjects can walk, run, 
  charge or otherwise move across the surface as if it were normal 
  ground. 
  If the spell is cast underwater (or while the subjects are partially or 
  wholly submerged in whatever liquid they are in), the subjects are 
  borne toward the surface at 120’ per round until they can stand on it. 
   
  Web 
  Conjuration/Summoning  
  Level: Magic-User 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 100’ (Medium) 
  Effect: Webs in a 20’ radius cylinder, 20’ in height 
  Duration: 1 turn/caster level (dismissible) 
  Saving Throw: Dexterity negates; see text 
  Magic Resistance: No 
  Web creates a many-layered mass of strong, sticky strands. These 
  strands trap those caught in them. The strands are similar to spider 
  webs but far larger and tougher. These masses must be anchored to 
  two or more solid and diametrically opposed points or else the web 
  collapses upon itself and disappears.  
  Creatures caught within a web become entangled among the gluey 
  fibers and cannot move or attack.  Those within the web lose any 
  dexterity bonus they might have to armor class and may not employ 
  a shield to defend themselves.  
  Anyone in the area of effect when the spell is cast must make a 
  dexterity save. If this save succeeds, the creature has avoided 
  entanglement and may attempt to move through the web’s area of 
  effect (see below).  
  If the save fails, the creature is entangled and can’t move from its 
  space, but can break loose by spending 1 round and making an 
  escape artist check with a -5 penalty.  
  Once loose (either by making the initial dexterity save or a later 
  escape artist check), a creature may move through the web at a rate 
  of 5’ per round. 
  The web offers cover to those within it.  A creature 5’ away from his 
  attacker has 50% cover. Creatures up to 10’ away have 75% cover 
  while those further away have 100% cover and cannot be attacked 
  nor targeted by sight by spellcasters.  Attacking a creature in a web 
  won’t cause you to become entangled.   
  
  Player’s Handbook 150 
   
   
  The strands of a web spell are flammable. A magic flaming sword can 
  slash them away as easily as a hand brushes away cobwebs. Any fire 
  can set the webs alight and burns away the entire web in 1 round. All 
  creatures within flaming webs take 2d4 points of fire damage from the 
  flames.  
  Web can be made permanent with a permanency spell. A 
  permanent web that is destroyed regrows in 1 turn. 
  Material Component: A bit of spider web. 
   
  Weird 
  Illusion/Phantasm (Phantasm) 
  Level: Illusionist 9 
  Targets: Any number of creatures, no two of which can be more than 
  30’ apart 
  This spell functions like phantasmal killer, except it can affect more 
  than one creature. Only the affected creatures see the phantasmal 
  creatures attacking them, though you see the attackers as shadowy 
  shapes. 
  If a subject’s charisma save succeeds, it still takes 3d6 points of 
  damage and is stunned for 1 round. The subject also takes 2 points of 
  temporary strength damage. 
   
  Whirlwind 
  Evocation  
  Level: Druid 8 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 400’ (Long) 
  Effect: Cyclone 10’ wide at base, 30’ wide at top, and 30’ tall 
  Duration: 1 round/caster level (dismissible) 
  Saving Throw: Dexterity negates; see text 
  Magic Resistance: Yes 
  This spell creates a powerful cyclone of raging wind that moves 
  through the air, along the ground, or over water at a movement rate 
  of 120’. You can concentrate on controlling the cyclone’s every 
  movement or let it move randomly each round. Directing the 
  cyclone’s movement requires you to concentrate upon the spell. The 
  cyclone always moves during your turn. If the cyclone exceeds the 
  spell’s range, it moves in a random, uncontrolled fashion for 1d3 
  rounds and then dissipates. (You can’t regain control of the cyclone, 
  even if comes back within range.) 
  Any creature that comes in contact with the spell effect must 
  succeed on a dexterity save or take 3d6 points of damage. A 
  Medium-sized or smaller creature that fails its first save must succeed 
  on a second one or be picked up bodily by the cyclone and held 
  suspended in its powerful winds, taking 1d8 points of damage each 
  round on your turn with no save allowed. You may direct the cyclone 
  to eject any carried creatures whenever you wish, depositing the 
  hapless souls wherever the cyclone happens to be when they are 
  released. 
   
  Wind Walk 
  Alteration  
  Level: Cleric 6, Druid 7 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Targets: You and one creature per three caster levels 
  Duration: 1 hour/caster level (dismissible); see text 
  Saving Throw: Wisdom negates  
  Magic Resistance: Yes  
  You alter the substance of your body to a cloudlike vapor (as the 
  gaseous form spell) and move through the air, possibly at great 
  speed. You can take other creatures with you, each of which acts 
  independently. 
  Normally, a wind walker flies at a movement rate of 15’ (3”) with 
  maneuverability class A. If desired by the subject, a magical wind 
  wafts a wind walker along at up to 1200’ per round (240” movement 
  rate) with maneuverability class E. Wind walkers are not invisible but 
  rather appear misty and translucent. If fully clothed in white, they are 
  likely to be mistaken for clouds, fog, vapors, or the like (gaining a +10 
  bonus to stealth checks made to conceal themselves). 
  A wind walker can regain its physical form as desired and later resume 
  the cloud form. Each change to and from vaporous form takes 5 
  rounds, which counts toward the duration of the spell (as does any 
  time spent in physical form). As noted above, you can dismiss the 
  spell, and you can even dismiss it for individual wind walkers and not 
  others. 
  For the last minute of the spell’s duration, a wind walker in cloud form 
  automatically descends 100’ per round (for a total of 600’), though it 
  may descend faster if it wishes. This descent serves as a warning that 
  the spell is about to end. 
   
  Wish 
  Conjuration/Summoning 
  Level: Magic-User 9, Illusionist 9 
  Components: V, XP 
  Casting Time: 1 round 
  Range: See text 
  Target, Effect, or Area: See text 
  Duration: See text 
  Saving Throw: See text 
  Magic Resistance: Yes 
  Wish is the mightiest spell a magic-user or illusionist can cast. By simply 
  speaking aloud, you can alter reality to better suit you. 
  Even wish, however, has its limits. 
  A wish can produce any one of the following effects. 
   
  •  Duplicate any magic-user or illusionist spell of 8th level or lower. 
  •  Duplicate any other spell of 6th level or lower. 
  •  Undo the harmful effects of many other spells, such as 
  geas/quest or insanity. 
  •  Create a non-magical item of up to 50,000 gp in value. 
  •  Create a magic item, or add to the powers of an existing magic 
  item. 
  •  Grant a creature a +1 bonus to an ability score. Two to five wish 
  spells cast in succession can grant a creature a +2 to +5 bonus to 
  an ability score (two wishes for a +2 bonus, three for a +3 bonus, 
  and so on). These bonuses are instantaneous, so they cannot be 
  dispelled. Note: Bonuses granted through wish spells may not 
  exceed +5 for a single ability score, nor can ability scores be 
  raised beyond 20 through the use of wish spells. 
  •  Remove injuries and afflictions. A single wish can aid one 
  creature per caster level, and all subjects are cured of the same 
  kind of affliction. For example, you could heal all the damage 
  you and your companions have taken, or remove all poison 
  effects from everyone in the party, but not do both with the 
  same wish. A wish can never restore the experience point loss 
  from casting a spell or the level or constitution loss from being 
  raised from the dead. 
  •  Revive the dead. A wish can bring a dead creature back to life 
  by duplicating a resurrection spell. A wish can revive a dead 
  creature whose body has been destroyed, but the task takes 
  two wishes, one to recreate the body and another to infuse the 
  body with life again. A wish cannot prevent a character who 
  was brought back to life from losing an experience level. 
  •  Transport travelers. A wish can lift one creature per caster level 
  from anywhere on any plane and place those creatures 
  anywhere else on any plane regardless of local conditions. An 
  unwilling target gets an intelligence save to negate the effect, 
  and magic resistance (if any) applies. 
  •  Undo misfortune. A wish can undo a single recent event. The 
  wish forces a reroll of any roll made within the last round 
  (including your last turn). Reality reshapes itself to accommodate 
  the new result. For example, a wish could undo an opponent’s 
  successful save, a foe’s successful hit, a friend’s failed save, and 
  so on. The reroll, however, may be as bad as or worse than the 
  original roll. An unwilling target gets an intelligence save to 
  negate the effect, and magic resistance (if any) applies. 
  You may try to use a wish to produce greater effects than these, but 
  doing so is dangerous. (The wish may pervert your intent into a literal 
  but undesirable fulfillment or only a partial fulfillment.)  Duplicated 
  spells allow saves and a magic resistance check as normal. 
  Material Component: When a wish duplicates a spell with a material 
  component that costs more than 10,000 gp, you must provide that 
  component. 
  XP Cost: The minimum XP cost for casting wish is 50,000 XP. When a 
  wish duplicates a spell that has an XP cost, you must pay 50,000 XP or 
  
  Player’s Handbook 151 
   
  that cost, whichever is more. When a wish creates or improves a 
  magic item, you must pay the normal FP cost for crafting or improving 
  the item, plus 50,000 XP. 
   
  Wizard Eye 
  Divination 
  Level: Magic-User 4, Illusionist 4 
  Components: V, S, M 
  Casting Time: 1 turn 
  Range: Unlimited 
  Effect: Magical sensor 
  Duration: 1 minute/caster level (dismissible) 
  Saving Throw: None 
  Magic Resistance: No 
  You create an invisible magical sensor that sends you visual 
  information. You can create the wizard eye at any point you can see, 
  but it can then travel outside your line of sight without hindrance. A 
  wizard eye travels at 60’ per round if viewing an area ahead as a 
  human would (primarily looking at the floor) or 15’ per round if 
  examining the ceiling and walls as well as the floor ahead. It sees 
  exactly as you would see if you were there.  
   
   
   
  The eye can travel in any direction as long as the spell lasts. Solid 
  barriers block its passage, but it can pass through a hole or space as 
  small as 1 inch in diameter. The eye can’t enter another plane of 
  existence, even through a gate or similar magical portal. 
  You must concentrate to use a wizard eye. If you do not concentrate, 
  the eye is inert until you again concentrate. 
  Material Component: A bit of bat fur. 
   
  Wizard Lock 
  Abjuration 
  Level: Magic-User 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: One door, chest, or portal, up to 30 sq. ft./caster level in size 
  Duration: Permanent 
  Saving Throw: None 
  Magic Resistance: No 
  A wizard lock spell cast upon a door, chest, or portal magically locks 
  it. You can freely pass your own wizard lock without affecting it; 
  otherwise, a door or object secured with this spell can be opened 
  only by breaking in or with a successful dispel magic or knock spell. 
  Add 10 to the normal penalty to break open a door or portal affected 
  by this spell. (A knock spell does not remove a wizard lock; it only 
  suppresses the effect for 1 turn.) 
  Material Component: Gold dust worth 25 gp. 
   
  Wizard Mark 
  Alteration 
  Level: Magic-User 0, Illusionist 0 
  Components: V, S 
  Casting Time: 1 round 
  Range: 0’ 
  Effect: One personal rune or mark, all of which must fit within 1 sq. ft. 
  Duration: Permanent 
  Saving Throw: None 
  Magic Resistance: No 
  This spell allows you to inscribe your personal rune or mark, which can 
  consist of no more than six characters. The writing can be visible or 
  invisible. A wizard mark spell enables you to etch the rune upon any 
  substance without harm to the material upon which it is placed. If an 
  invisible mark is made, a detect magic spell causes it to glow and be 
  visible, though not necessarily understandable. 
  Detect invisibility, true seeing, a gem of seeing or a robe of eyes 
  likewise allows the user to see an invisible wizard mark. A read magic 
  spell reveals the words, if any. The mark cannot be dispelled, but it 
  can be removed by the caster or by an erase spell. 
  If a wizard mark is placed on a living being, normal wear gradually 
  causes the effect to fade in about a month. 
  Wizard mark must be cast on an object prior to casting Drawmij’s 
  instant summons on the same object (see that spell description for 
  details). 
   
  Word of Recall 
  Conjuration/Summoning  
  Level: Cleric 5, Druid 7 
  Components: V 
  Casting Time: 1 round 
  Range: Unlimited 
  Target: You and additional, willing creatures 
  Duration: Instantaneous 
  Saving Throw: None 
  Magic Resistance: Yes 
  Word of recall teleports you instantly back to your sanctuary when the 
  word is uttered. You must designate the sanctuary when you prepare 
  the spell, and it must be a very familiar place. The actual point of 
  arrival is a designated area no larger than 10’ by 10’. You can be 
  transported any distance within a plane but cannot travel between 
  planes.  
  You can transport, in addition to yourself, any objects you carry, as 
  long as their weight doesn’t exceed your maximum load. You may 
  also bring one additional, willing creature (carrying gear or objects up 
  to its maximum load) per three caster levels.  
  All creatures to be transported must be in contact with one another, 
  and at least one of those creatures must be in contact with you. 
  Exceeding this limit causes the spell to fail. 
   
  Write 
  Evocation 
  Level: Magic-User 0, Illusionist 0  
  Components: V, S, M 
  Casting Time: Special (see text) 
  Range: Personal 
  Duration: Permanent 
  Area of Effect: One magical spell inscription 
  Saving Throw: None 
  Magic Resistance: No 
  By means of this spell an arcane spellcaster might be able to inscribe 
  a spell he cannot understand at the time (due to level or lack of 
  sufficient intelligence) into the tome or other compilation he employs 
  to maintain a library of spells.  
  The caster must make a knowledge: arcana skill check to attempt the 
  writing of any spell, with a +2 bonus if it is only up to 1 level greater 
  than he currently uses, ±0 at 2 levels higher, and -1 per level from 3 
  levels higher onwards.  
  If this throw fails, the caster temporarily loses 1 point of intelligence for 
  every level of the spell he was attempting to transcribe into his 
  spellbook and is knocked unconscious for a like number of turns.  
  Furthermore, a spell will take 1 hour per level to transcribe in this 
  fashion, and during this period, the spellcaster is in a trance state and 
  can always be surprised by any foe. In addition to the writing surface 
  upon which the spell is to be transcribed, the spell caster needs a fine 
  ink composed of rare substances (minimum cost 100 gp per spell level 
  to be scribed). 
   
  Zone of Truth 
  Enchantment/Charm   
  Level: Cleric 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: 30’ (Close) 
  Area: 20’ radius circle 
  Duration: 1 minute/caster level 
  Saving Throw: Wisdom negates 
  Magic Resistance: Yes 
  Creatures within the emanation area (or those who enter it) can’t 
  speak any deliberate and intentional lies. Each potentially affected 
  creature is allowed a save to avoid the effects when the spell is cast 
  or when the creature first enters the emanation area. Affected 
  creatures are aware of this enchantment. Therefore, they may avoid 
  answering questions to which they would normally respond with a lie, 
  or they may be evasive as long as they remain within the boundaries 
  of the truth. Creatures that leave the area are free to speak as they 
  choose. 
   
  
  Player’s Handbook 152 
   
   
  
  Player’s Handbook 153 
   
  REWARDS 
   
  After defeating fearsome foes in deadly combat and gathering long 
  lost treasures from dark caverns, the characters should have garnered 
  some little experience in the arts of mortal combat, the capacity to 
  withstand the rigors of a harsh world, the senses to avoid trouble and 
  not some small amount of wisdom. Considering the gold, gems, 
  jewelry and magical treasures acquired, the real experience gained is 
  that of knowledge. The characters end their adventures stronger, 
  wiser and more capable.  
   
  Experience points are awarded by the Dungeon Master to the players 
  either on an individual basis or collectively. The experience points 
  awarded are for monsters killed or overcome, treasure acquired, 
  good roleplaying and successful adventuring. 
   
  EXPERIENCE POINTS 
  After characters defeat monsters or acquire treasure, they earn 
  experience points (XP). The Dungeon Master is free to award 
  experience points in whatever manner desired, but the following is a 
  recommended general method. 
   
  Magic Items: Like monsters, magic items have an XP value. The 
  Dungeon Master should award a magic item's XP value to a 
  character who possesses and uses the item for a period of time. 
   
  Monsters:  The Dungeon Master adds the value of all monsters 
  defeated or overcome on the adventure. Each monster has a base 
  XP value, and a bonus can be given if a specific monster was greater 
  than normal for its type. The total XP are then divided by the number 
  of characters that defeated the monsters. 
    
  Money:  Although not all Dungeon Masters do so, some award XP for 
  non-magical treasure. The Dungeon Master should award 1 XP to the 
  party for every 1gp value of non-magical treasure such as money, 
  gems, art and other items acquired during the adventure. 
   
  Roleplaying:  The Dungeon Master can also award specific characters 
  XP bonuses for good roleplaying (or penalties for bad) in a specific 
  situation or over the course of an adventure. A good range to award 
  is from 25 to 250 XPs, depending on the level of the character. 
   
  Story:  The Dungeon Master should assign an XP value to each 
  adventure and award that total to each character who completed 
  the adventure successfully. An easy way to determine the story XP 
  value is to compare the adventure to a monster of a hit dice that is 
  challenging to the party. The Dungeon Master can then award XPs as 
  if the party overcame that monster. 
   
  Gaining Levels of Experience:  Characters gain levels as they 
  adventure. Gaining levels equates to becoming better and more 
  experienced at one's chosen profession. With new levels, the 
  character gains more abilities and greater chances of performing 
  abilities successfully. Hit points increase as does a character’s bonus to 
  hit (BtH). 
   
  To gain a level, the character must accumulate enough experience 
  points to meet the next level's experience point requirement (XPs). 
  Experience points are gained by successfully completing an 
  adventure, killing foes, successfully performing actions, collecting 
  treasure and as rewards for good roleplaying. 
   
  The Dungeon Master awards experience points as described in the 
  rules but always has the right to add or subtract experience points for 
  whatever reason.  Monster experience points are located in the 
  Monster Manual.  Experience points awarded for treasure acquired is 
  equal to the gold piece value of all the treasure picked up in the 
  course of adventuring. Optionally, the Dungeon Master may not allow 
  this or only some percentage of the treasure's value, as this may 
  speed up the rate of level progression depending on the amount of 
  treasure acquired. For experience points awarded for defeating 
  monsters and roleplaying, see the Dungeon Master’s Guide. Bear in 
  mind that the Dungeon Master does not have to award this amount if 
  the player did a poor job of roleplaying, but can if he wants to. 
   
  Once enough experience points are acquired to advance a level, 
  the character must train for the number of weeks equal to the level 
  reached before receiving the benefits of that level. For example, a 6th 
  level cleric, upon acquiring the experience points necessary to reach 
  7th level, must train for 7 weeks before receiving the benefits of that 
  level. Once training is completed, the character gains the extra hit 
  points, spells or abilities which that level confers upon the class. 
   
  TREASURE 
  Treasure can consist of any, some or all of the following: coins, gems, 
  jewels, art objects, mundane items, treasure maps, spellbooks and 
  magic items. 
   
  Treasure can be found in lost dungeons, hidden in a merchant's 
  pocket or serve as the bed for an ancient red dragon.  Treasure 
  reflects the wealth that a character or monster owns or has acquired 
  in a lair. In most cases, a creature keeps valuables in its home or lair, 
  and carries little or no treasure when it travels. Intelligent creatures 
  that own useful, portable treasure such as magic items tend to carry 
  and use them, leaving bulky and valuable monies and gems in their 
  lair. 
   
   
   
  SUGGESTED AGREEMENTS FOR DIVISION OF TREASURE 
   
  Agreements: 
   
  1.  
  Equal shares (share and share alike) is a simple division by 
   
  the total number of characters involved.  
  2. 
  Shares by level is a division whereby all* character levels of 
   
  experience are added and the total treasure divided by 
   
  this sum.  One share of treasure is given for each 
   
  experience level. 
  3. 
  Equal shares plus bonus is a method to reward excellence 
   
  and leadership. Treasure is divided by the sum of all 
   
  characters, plus two or three. The outstanding character or 
   
  characters, as determined by vote, each gain one extra 
   
  share. 
   
  *For multiclassed characters multiply their class level by 125% in order 
  to determine total experience levels for the division of treasure. 
  Characters with two classes receive shares based upon their total 
  levels in all classes. 
   
  Modifiers: 
  1.  
  Non-player characters who are henchmen of a player 
   
  character count as one-half character or for one half of 
   
  their levels and cannot gain bonus shares. 
  2.  
  A character incapacitated or killed (but subsequently 
   
  brought back to life) is eligible to share only in treasure 
   
  gained prior to such incapacity or death. 
  3.  
  Characters who are uncooperative, who obstruct the 
   
  party, attack party members, or are the proximate cause 
   
  of the incapacitation or death of a party member shall 
   
  forfeit from one-quarter to all of their share(s) as penalty for 
   
  their actions. 
   
   
   
   
  
  Player’s Handbook 154 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  GLOSSARY
  Ability:  any of the six natural traits that represent the basic definition 
  of a player character: strength, dexterity, constitution, intelligence, 
  wisdom, and charisma. A player character's abilities are determined 
  at the beginning of a game by rolling 6-sided dice (d6s). The scores 
  continue to be used throughout the game as a means of determining 
  success or failure of many actions. 
  Ability check: a 1d20 roll that adds your character’s ability modifier, 
  level bonus (if applicable) and a difficulty modifier. If the result is equal 
  to or greater than 15 (the Challenge Base) the attempted action 
  succeeds. 
  AC:  abbreviation for armor class. 
  Alignment:  a factor in defining a player character that reflects his 
  basic attitude toward society and the forces of the universe. Basically 
  there are nine categories demonstrating the character's relationship 
  to order vs. chaos and good vs. evil. A player character's alignment is 
  selected by the player when the character is created. 
  Area of effect:  the area in which a magical spell or a breath weapon 
  works on any creatures unless they make a saving throw. 
  Armor Class (abbr. AC): a rating for the protective value of a type of 
  armor, figured from 10 (no armor at all) to 20 (heavily armored or 
  difficult to hit) or even 30 (extremely difficult to hit). The higher the AC, 
  the less vulnerable the character is to attacks. 
  Attack roll: the 1d20 roll used to determine if an attack is successful. 
  Blinded:  Blind characters have their movement rate reduced to ½ of 
  their normal movement rate.  All opponents are effectively “invisible” 
  to blinded characters. See Invisible or Unseen Opponents under 
  SPECIAL ATTACK MANUEVERS & MODIFIERS for more details. 
  Bonus spells: extra spells at various spell levels that a spellcaster is 
  entitled to because of a high wisdom (for divine casters) or 
  intelligence score (for arcane casters), as shown in the ABILITY 
  MODIFIER table. 
  Breath weapon: the ability of a dragon or other creature to spew a 
  substance out of its mouth just by breathing, without making an 
  attack roll. Those in the area of effect must roll a saving throw. 
  CB: abbreviation for Challenge Base. 
  Cha: abbreviation for charisma. 
  Challenge Base (abbr. CB):  The base number (15) that must be met 
  or exceeded on a character’s ability check in order to succeed. 
  Charisma (abbr. Cha): an ability score representing a character's 
  persuasiveness, personal magnetism, and ability to lead. 
  Class: A character's primary profession or career. 
  Class ability:  an ability that a character of a given class may use.  
  Members of that class may add their level bonus to such ability 
  checks. 
  Common: the language that all player characters in the AD&D game 
  world speak. Other languages may require the use of proficiency slots. 
  Common ability: an ability that all characters and most intelligent 
  creatures may attempt.  These are ability checks, like saving throws or 
  class ability checks, but only receive ½ of a character’s level bonus. 
  Con: abbreviation for constitution. 
  Confused:  a confused creature acts as if under the effects of a 
  confusion spell (see pages 81-82 for more details). 
  Constitution (abbr. Con): an ability score that represents a character's 
  general physique, hardiness, and state of health. 
  Cower:  a cowering creature may defend itself normally, but is unable 
  to attack. 
  d: abbreviation for dice or die. A roll that calls for 2d6, for example, 
  means that the player rolls two six-sided dice. 
  d3: since there is no such thing as a three-sided die, a roll calling for d3 
  means to use a d6, making 1 and 2 be a 1, 3 and 4 be a 2, and 5 and 
  6 be a 3. 
  d4: a four-sided die. 
  d6: a six-sided die. 
  d8: an eight-sided die. 
  d10: a ten-sided die. Two d10s can be used as percentile dice. 
  d12: a twelve-sided die. 
  d20: a twenty-sided die. 
  d100: either an actual 100-sided die or two different-colored ten-sided 
  dice to be rolled as percentile dice. 
  DMG: a reference to the Dungeon Master Guide. 
  
  Player’s Handbook 155 
   
  Damage: the effect of a successful attack or other harmful situation, 
  measured in hit points. 
  Deafened:  deafened creatures cannot make perception checks to 
  hear sounds.  A deafened spellcaster must make a concentration 
  check to cast a spell with a verbal component. 
  Demihuman: a player character who is not human: a dwarf, elf, 
  gnome, half-elf, half-orc or halfling. 
  Dex: abbreviation for dexterity. 
  Dexterity (abbr. Dex): an ability score representing a combination of a 
  character's agility, reflexes, hand-eye coordination, and the like. 
  Encumbrance: the amount, in pounds, that a character is carrying. 
  How much he can carry and how being encumbered affects his 
  movement rate are based on strength and are shown in the 
  Encumbrance section, on page 53. 
  Energy drain: the ability of a creature, especially undead, to drain 
  energy in the form of class levels from a character, in addition to the 
  normal loss of hit points. 
  Exhausted:  exhausted characters act as if sickened (see below). 
  Experience points (abbr. XP): points a character earns (determined by 
  the Dungeon Master) for completing an adventure, for doing 
  something related to his class particularly well, or for solving a major 
  problem. Experience points are accumulated, enabling the character 
  to rise in level in his class, as shown in each class’s description. 
  Fascinated:  while fascinated, the creature is distracted, suffering a -4 
  penalty to all saving throws and armor class.  If attacked they are 
  considered surprised (see page 55 for more details). 
  Fatigued:  fatigued creatures suffer a -1 penalty to strength and 
  dexterity checks, as well as attack & damage rolls, and to armor class.  
  Their movement rate is reduced by 25%.   
  Follower: a non-player character who is drawn to the service of a 
  player character by his reputation. 
  Gaze attack: the ability of a creature, such as a basilisk, to attack 
  simply by making eye contact with the victim. 
  Henchmen: non-player characters who work for a character mainly 
  out of loyalty and love of adventure.  
  Hireling: non-player characters who work for a character just for 
  money. Hirelings are completely under the control of the DM. 
  Hit Dice (abbr. HD): the dice rolled to determine a character's hit 
  points. Up to a certain level, one or more new hit dice are rolled each 
  time a character attains a new class level. A fighter, for example, has 
  only one 10-sided hit die (1d10) at 1st level, but when he rises to the 
  2nd level, the player rolls a second d10, increasing the character's hit 
  points. 
  Hit Points (abbr. HP): a number representing: 1. how much damage a 
  character can suffer before being killed, determined by hit dice. The 
  hit points lost to injury can usually be regained by rest or healing; 2. 
  how much damage a specific attack does, determined by weapon 
  or monster statistics, and subtracted from a player's total. 
  Initiative: the right to attack first in a combat round, usually 
  determined by the highest roll of a 20-sided die. Initiative is not rolled 
  by surprised combatants. 
  Int: abbreviation for intelligence. 
  Intelligence (abbr. Int): an ability score representing a character's 
  memory, reasoning, and learning ability. 
  Italic type: used primarily to indicate spells and magical items. 
  Level: any of several different game factors that are variable in 
  degree, especially: 1. class level, a measure of the character's power, 
  starting at the 1st level as a beginning adventurer and rising through 
  the accumulation of experience points to the 20th level or higher. At 
  each level attained, the character receives new powers. 2. spell level, 
  a measure of the power of a magical spell. A magic-using character 
  can use only those spells for which his class level qualifies him. 3. 
  challenge level, the relative difficulty of any given ability check. 4. 
  dungeon level, a term that describes both the depth and difficulty of 
  a particular dungeon’s layer. 
  Level bonus:  a bonus to ability checks that is based on a character’s 
  or creature’s level or hit dice. 
  M: abbreviation for material component. 
  Material component (abbr. M): any specific item that must be 
  handled in some way during the casting of a magical spell. 
  Melee: combat in which characters are fighting in direct contact, 
  such as with swords, claws, or fists, as opposed to fighting with missile 
  weapons or spells. 
  Missile combat: combat involving the use of weapons that shoot 
  missiles or items that can be thrown. Because the combat is not "toe-
  to-toe," the rules are slightly different than those for regular combat. 
  Movement rate (abbr. MR): a number used in calculating how far and 
  how fast a character can move in a round. This number is in feet and 
  units of 1” squares that represent 5’x5’ squares. Thus, an MR of 12” 
  equates to 60 feet of movement and vice versa. 
  MR: abbreviation for movement rate. 
  Multiclass character: a character who improves in two or more classes 
  at the same time by dividing experience points between the different 
  classes. 
  Mythos (pl. mythoi): a complete body of belief particular to a certain 
  time or place, including the pantheon of its gods. 
  Neutrality: a philosophical position, or alignment, of a character that is 
  between belief in good or evil, order or chaos. 
  Non-human: any humanoid creature that is neither a human nor a 
  demihuman. 
  Non-player character (abbr. NPC): any character controlled by the 
  DM instead of a player. 
  NPC: abbreviation for non-player character. 
  PC: abbreviation for player character. 
  Percentage (or percent) chance: a number between 1 and 100 used 
  to represent the probability of something happening. If a character is 
  given an X percentage chance of an event occurring, the player rolls 
  percentile dice. 
  Percentile dice: either a 100-sided die or two 10-sided dice used in 
  rolling a percentage number. If 2d10 are used, they are of different 
  colors, and one represents the tens digit while the other is the ones. 
  Perception check: a common ability check that is based on a 
  character’s or creature’s wisdom score. 
  Player character (abbr. PC): the characters in a role-playing game 
  who are under the control of the players. 
  Race: a player character's species: human, elf, dwarf, gnome, half-elf, 
  Halfling, or half-orc. 
  Regeneration: a special ability to heal faster than usual. 
  Resistance: the innate ability of a being to withstand attack, such as 
  by magic. Gnomes, for example, have an innate resistance that adds 
  bonuses to their saving throws against magic. 
  Round: in combat, a segment of time approximately 10 seconds long, 
  during which a character can accomplish one action (typically 
  moving, attacking, readying an item or casting a spell). 6 combat 
  rounds equal one minute. 
  S: abbreviation for somatic component. 
  Saving throw: a measure of a character's ability to resist (to "save vs.") 
  special types of attacks, especially poison, paralyzation, magic, and 
  breath weapons. Success is determined by rolling the relevant ability 
  check. 
  Sickened:  Sickened creatures suffer a -2 penalty to strength and 
  dexterity checks, as well as attack and damage rolls, and take a -2 
  penalty to their armor class. Movement is reduced to ½ its normal 
  rate, rounded to the nearest 5’ increment.  
  Somatic component (abbr. S): the gestures that a spellcaster must use 
  to cast a specific spell. A bound magic-user cannot cast a spell 
  requiring somatic components. 
  Split-classed character:  a character who improves in two or more 
  classes, advancing in each class separately. 
  Str: abbreviation for strength. 
  Strength (abbr. Str): an ability score representing a character's muscle 
  power, endurance, and stamina. 
  Stunned:  while stunned, a creature can take no actions and suffers a 
  –2 penalty to armor class. 
  Surprise roll: a perception check made by combatants who might be 
  surprised at the start of combat.  Success indicates that the 
  combatant may act normally during the surprise round, while failure 
  indicates that the combatant is surprised and may not act during the 
  surprise round  (see page 55 for more details).   
  To-hit roll: another name for attack roll. 
  Turn: in game time, approximately 10 minutes; used especially in 
  figuring how long various magic spells may last. In combat, a turn 
  consists of 60 rounds. 
  Turn undead: an ability of a cleric or paladin to turn away an undead 
  creature, such as a skeleton or a vampire. 
  V: abbreviation for verbal component. 
  Verbal component (abbr. V): specific words or sounds that must be 
  uttered while casting a spell. 
  Wis: abbreviation for wisdom. 
  Wisdom (abbr. Wis): an ability score representing a composite of a 
  character's intuition, judgment, common sense, and will power. 
  XP: abbreviation for experience points. 
  
  Player’s Handbook 156 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 3e/AD&D 3e Core Books/AD&D 3e Player’s Handbook.pdf