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CREDITSDESIGNERSCOV ER A RT ISTMatthew Sernett, Jeff Grubb, MikeMcArtorVictor Moray and Nyssa BaugherDEVELOPMENT TEAMAndy Collins, Jesse Decker, Mike Donais,Stephen Schubert, Rob WatkinsEDITORSMichele Carter, Kim MohanE DI T I NG M A NAGE RKim MohanDE SIG N M A NAGE RI N T ER IOR A RTISTSSteven Belledin, Mitch Cotie,Chris Dien, Wayne England,Jason Engle, Carl Frank, BrianHagan, Fred Hooper, Ralph Horsley,Jeremy Jarvis, David Martin, JimNelson, William O’Connor, LucioParrillo, Michael Phillippi, EricPolak, Wayne Reynolds, Ron Spears,Joel Thomas, Franz VohwinkelGR APHIC DESIGNERChristopher PerkinsDee BarnettDE V E L OPM E N T M A NAGE RJesse DeckerSEN IOR A RT DI R ECTOR R PGStacy LongstreetGR A PH IC PRODUCT IONSPECIALISTAngelika LokotzI M AGE T E C H N IC I A NDIRECTOR OF R PG R&DBill SlavicsekTravis AdamsA RT DI R ECTOR D&DPRODUC T ION M A NAGE R SJosh Fischer, Randall CrewsStacy LongstreetMuch of the material in this book was taken from or derived from other sources. For a list of all these sources, see page 285.Based on the original Dungeons & Dragons rules created by E. Gary Gygax and Dave Arneson, and the new Dungeons & Dragons gamedesigned by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.This product uses updated material from the v.3.5 revision.This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20.U.S., CANADA, ASIA, PACIFIC,& LATIN AMERICAWizards of the Coast, Inc.P.O. Box 707Renton WA 98057-0707 1-800-324-6496ISBN: 0-7869-3702-5EUROPEAN HEADQUARTERSHasbro UK LtdCaswell WayNewport, Gwent NP9 0YHGREAT BRITAINPlease keep this address for your records620-88598720-001 EN987654321First Printing: December 2005ISBN-13: 978-0-7869-3702-8Dungeons & Dragons, D&D, Dungeon Master, d20, d20 System, Wizards of the Coast, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, Spell Compendium, eCoast,Inc.andregionaldistributors. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein ventsispurelycoincidental. Printed in the U.S.A. 2005 Wizards of the Coast, Inc.Visit our website at www.wizards.com/dnd

ContentsIntroduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Chapter 1: Spell Descriptions . . . . . . . . . . . . . 5Chapter 2: Spell Lists . . . . . . . . . . . . . . . . . 245Appendix: Domain Spells . . . . . . . . . . . . . . 271pqqqqqqqqqqqqqqqqqqqqrstwisted hands making bizarre gestures—it sounds crazy, butin the Dungeons & Dragons game, these are the earmarks ofpower, for they are the signs of spellcasting. Spells and spellcasters form a cornerstone of fantasy, and Spell Compendiumbuilds on that cornerstone by presenting over a thousandspells in one place.This introduction describes the features of this book andhow to use them. After reading it, open this book to any page;you’ll find something magical on every one.USING THIS BOOKThis book puts over a thousand spells at your fingertips. Thatfact might be a little intimidating, but Spell Compendium iseasy to use. It works just like Chapter 11: Spells in the Player’sHandbook. When selecting spells for your character, ��sHandbookand use both books’ spell lists for your character’s class to makeyour spell selections. Use the same spellcasting rules presentedin the Player’s Handbook when casting spells from Spell Compendium, and look to Chapter 10 of the Player’s Handbook forexplanations of elements of the spell’s descriptions.Spell Compendium presents spells slightly differently fromthe Player’s Handbook format.Descriptive Passages: The first thing you’re likely to noteis a descriptive passage in italics. This serves much the samepurpose as the italicized descriptions of monsters in the MonsterManual: It lets you know what the spell looks like, sounds like,or feels like to cast. The text in this section presents the spellfrom the spellcaster’s view and describes what its typically liketo cast the spell. The descriptive passages shouldn’t be considered to be binding rules. A grand gesture indicated by a spell’sdescriptive passage is unnecessary if you use the Still Spell featto cast it, and even though a descriptive passage describes youcasting a spell on another creature, it might be possible to castthe spell on yourself, depending on the spell’s target entry andthe rules for spellcasting in the Player’s Handbook.References to Other Books: When Spell Compendiummentions a spell, monster, or some other rule element fromone of the three core rulebooks, that mention is frequentlyaccompanied by an abbreviation (PH, DMG, MM) and a pagenumber in parentheses, so you can find the necessary information quickly. On occasion, a spell in this book mentionsor makes use of material from a D&D supplement, such asComplete Arcane or Planar Handbook. Those mentions areaccompanied by parenthetical cross-references as well.Deities for Domains: The domains presented in this bookdo not include lists of deities that provide these domains totheir clerics. You can assign the domains to deities as you seefit, or leave the domains as options for generalist clerics whodon’t devote themselves to a particular deity.INTRODUCING SPELLSThe simplest way to introduce the spells in this book to yourcharacter or your campaign is to have a character choose themand cast them in play. You can assume that spellcasters alwayspossessed the ability to cast the spells but they simply hadn’tbeen cast in the presence of the PCs before. Alternatively,spells might be discovered in lost books of lore or newly created by a PC or NPC. Wands, scrolls, and other magic itemsalso present great ways to introduce the spells you want yourcharacter to cast or you want to see cast by your players’ PCs.Whichever way you choose to introduce Spell Compendiumspells, don’t hesitate or wait for the perfect moment; the bestway to get the most from this or any rules supplement is toput it into play right away.CONTENTS &INTRODUCTIONIntroductionPockets full of bat guano, incomprehensible speech, andOTHER SPELLCASTING CLASSESSpell Compendium deals exclusively with spells used by theclasses and prestige classes introduced in the Player’s Handbookand Dungeon Master’s Guide, but even if you’re playing a differentspellcasting class, you can still use this book. The advice belowshould help you decide how to adopt spells for your character.If the spellcasting class or prestige class you’re playing isn’tmentioned here, find a similar class and follow its advice. Also,many new classes and prestige classes reference the spell listsof existing classes. If your spellcaster uses the spell list of acharacter class mentioned in Chapter 2, your character gainsaccess to all the spells presented for that class.When deciding if other classes should have spells added totheir spell lists, consider the advice below.Demonologist (Book of Vile Darkness): The demonologist’sspell list is intentionally narrow. Carefully consider the consequences of expanding the list. If you chose to expand the spelllist, the spells you select should emphasize the demonologist’sfocus on demons and demonic abilities.Disciple of Thrym (Frostburn): The disciple of Thrym’sspell list is intentionally narrow. Carefully consider the consequences of expanding the list. If you choose to add spellsto the disciple of Thrym’s spell list, add cold spells.Fatemaker (Planar Handbook): The fatemaker’s spell list isintentionally narrow. Carefully consider the consequencesof expanding the list. If you choose to expand the spell list,the spells you add should focus on personal empowerment asopposed to defense or smiting foes from afar.Healer (Miniatures Handbook): Add spells concerned withhealing, removing affliction, providing protections, andproviding for needs. In particular, add higher-level versionsof spells the healer can already cast, such as mass restoration.3

INTRODUCTIONMaho-Tsukai (Oriental Adventures): The maho-tsukai’sspell list is intentionally narrow. Carefully consider theconsequences of expanding the list. When adding spells tothe maho-tsukai’s spell list, add mainly spells with the evildescriptor.Mortal Hunter (Book of Vile Darkness): The mortalhunters’s spell list is intentionally narrow. Carefully considerthe consequences of expanding the list. Examine the assassin,blackguard, and ranger spells in this book for likely additionsto the mortal hunter’s spell list.Prime Underdark Guide (Underdark): The prime Underdark guide’s spell list is intentionally narrow. Carefullyconsider the consequences of expanding the list. Whenadding to the spell list, look for spells that emphasize survivaland exploration.Spellthief (Complete Adventurer): The spellthief can learnsorcerer/wizard spells from several specific schools. Thus,spells in this book from those schools are available to aspellthief to learn.Shaman (Oriental Adventures): Shamans have a spell listthat is a blend of druid and cleric, but they should not getall the spells clerics and druids do. Examine the spell lists ofboth those classes for good choices. Also, consider using thecleric domains presented in this book as shaman domains.Shugenja (Complete Divine): Add spells with strongelemental or weather themes. The druid spell list is a goodplace to look.Sohei (Oriental Adventures): The sohei spell list is intentionally narrow. Carefully consider the consequences ofexpanding the list. If you choose to do so, add spells thatdeal with personal protection and martial ability.Warmage (Miniatures Handbook): Expanding the warmagespell list isn’t recommended. The warmage has a limited listof spells to balance its power and adding spells might tip thatbalance. If you’d like to add to the list anyway, try replacingaccess to spells rather than simply giving the warmage a widerrange of spells to choose from. Of course, when a warmagegains the advanced learning class feature, the evocation spellsin this book offer many options.Wu Jen (Complete Arcane): Add spells with element (exceptair), wood, and metal themes.WHAT YOU NEED TO PLAYSpell Compendium makes use of the information in the er’sGuide,and Monster Manual. Other books might increase yourenjoyment of this product, most notably Complete Arcane andComplete Divine, but they are not strictly necessary.SWIFT AND IMMEDIATE ACTIONSSome spells in this book have a casting time of “1 swift action”or “1 immediate action.” These action types, not described inthe core rulebooks, are defined and explained below.Swift Action: A swift action consumes a very smallamount of time, but represents a larger expenditure of effortand energy than a free action. You can perform one swiftaction per turn without affecting your ability to performother actions. In that regard, a swift action is like a freeaction. However, you can perform only a single swift actionper turn, regardless of what other actions you take. You cantake a swift action any time you would normally be allowedto take a free action.Casting a quickened spell is a swift action (instead of a freeaction, as stated in the Quicken Spell feat description in thePlayer’s Handbook).Casting a spell with a casting time of 1 swift action doesnot provoke attacks of opportunity.Immediate Action: Much like a swift action, an immediate action consumes a very small amount of time, butrepresents a larger expenditure of effort and energy than afree action. However, unlike a swift action, an immediateaction can be performed at any time—even if it’s not yourturn. Casting feather fall is an immediate action (instead ofa free action, as stated in the spell description in the Player’sHandbook), since the spell can be cast at any time.Using an immediate action on your turn is the same asusing a swift action, and counts as your swift action forthat turn. You cannot use another immediate action or aswift action until after your next turn if you have used animmediate action when it is not currently your turn. Youalso cannot use an immediate action if you are currentlyflat-footed.Magic Items: Activating a spell completion item, activating a spell trigger item, or drinking a potion is a standardaction even if the spell from which the scroll, potion, oritem is made can be cast as a swift action. In other words, ittakes a standard action to drink a potion of quick march(page164), even though casting the spell itself requires only aswift action.pqqqqqqqqqqqqqqqqqqqqrsSOURCES4This book includes spells from many sources, including Dragonmagazine, web articles previously published on the Wizards ofthe Coast website, and supplements such as Complete Arcaneand Manual of the Planes. Most of the spells are presentedwith little change, but some material has been revised to v.3.5based on feedback from thousands of D&D players comparingand debating the strengths and weaknesses of spells at gamingconventions, on message boards, on email lists, and over thecounters of their friendly local gaming stores. We hope you likethe changes we made to some of these spells.If you have been playing with a spell we’ve picked up and re-vised for this book, you should strongly consider updating yourcharacter or campaign to the new version. The simplest way todo this is simply offer a “mulligan” to any character who needstweaking. It’s pretty easy to note that a spell has a different duration or that another class can now cast the spell.Most of the changes we made to previously published material we made to create an improved version of that material—tohelp out spells that were formerly suboptimal choices, to adjustspells that were simply too good, or take whatever steps theD&D 3.5 revision made necessary. Of course, if you’re playing with older material and it’s working fine in your game, youshouldn’t feel compelled to change. It’s your game, after all.

CHAPTER 1SPELLDESCRIPTIONSIllus. by D. MartinThe spells herein are presented in alphabetical order (with the exception of those whosenames begin with “greater,” “lesser,” “mass,”“superior,” “swift,” or “final”; see Order ofPresentation, PH 181). For explanation ofspell terminology, see Chapter 10 of thePlayer’s Handbook.RENAMED SPELLSThe following spells were renamed before their inclusionin this book. If you look for a particular spell in this chapterand don’t find it, check this list to see if the spell has a newname.Previous NameAganazzar’s scorcherair bubbleAlamanther’s returnanalyze opponentassay resistanceAuril’s flowersAzuth’s exalted triadAzuth’s spell shieldBalagarn’s iron hornbane bowBarlen’s crabwalkBigby’s slapping handPresent Namescorchdeep breathreplicate castingknow opponentassay spell resistanceice flowerstriadspellmass spell resistanceironthunder hornfoebanecrabwalkslapping handbridge of soundCaligarde’s clawchamberchameleonclaws of the beastclimbcurse of petty failingcurse of petty failing, legion’sDarsson’s potiondeafening breathdark wayforce clawethereal chambercamouflageclaws of the bearclimb wallscurse of ill fortunemass curse of ill fortunequick potionincorporated intobreath weaponadmixtureDhulark’s glassstrikeglass strikeEilistraee’s gracegraceElminster’s effulgent epuration effulgent epurationElminster’s evasioninstant refugefavor of Ilmaterfavor of the martyrforce rambattering ramforce whipsonic whipfrost fingersfrost breathfugue of Tvash-Prullfuguegate sealseal portalGhorus Toth’s metal meltmetal meltgreat shoutincorporatedinto greater shoutgreen oathplant bodyGrimwald’s greymantlegreymantleguided arrowguided shothand of Tormhand of the faithful5

SPELLDESCRIPTIONSCHAPTER 1harmonyHorizikaul’s boomHorizikaul’s coughHorizikaul’s versatile vibrationIgedrazaar’s miasmaimproved alarmironguard, greaterKaupaer’s skittish nervesKelemvor’s graceKhelben’s suspended silenceLaeral’s cutting handLaogzed’s breathLeomund’s hidden lodgemanifest, massMestil’s acid breathMestil’s acid sheathminor reflectionminor servitormonstrous regenerationMordenkainen’s buzzing beeMordenkainen’s force missilesMystra’s miasmaNchaser’s glowing orbNybor’s gentle reminderNybor’s mild admonishmentNybor’s stern reproofNybor’s wrathful castigationinspirational boostsonic blastsonic snapsonic rumblemalevolent miasmagreater alarmironguardnerveskitterlife’s gracesuspended silencecutting handnauseating breathhidden lodgemass make manifestacid breathacid sheathray deflectionawaken constructgreater vigorbuzzing beeforce missilesmagic miasmaglowing orbrebukegreater rebukerebuke, finalwrathful castigationOtiluke’s dispelling screenOtiluke’s greater disp. screenPresper’s moonbowRary’s interplanar telep. bondrecall spiritremedy moderate woundsrighteous furydispelling screengreater dispelling screenmoonbowinterplanar telepathic bondrevenancevigorThe version of this spellfrom the MinaturesHandbook has beenrenamed rhino’s rushrogue wavetidal surgeShelgarn’s persistent bladepersistent bladeSimbul’s skeletal deliquescence corporeal instabilitySimbul’s spell sequencerspell matrixSimbul’s spell triggergreater spell matrixSimbul’s spell matrixlesser spell matrixSimbul’s synostodweomersynostodweomerSnilloc’s snowball swarmsnowball swarmteleport, massincorporated into teleportTenser’s floating disk, greater greater floating diskTirumel’s energy spheresenergy spheresTvash-Prull’s bonefiddlebonefiddleundeniable gravityearthbindVaeraun’s nightshieldnightshieldZajimarn’s avalancheobedient avalancheZajimarn’s ice claw prisonice clawSPELL DESCRIPTIONSABSORB WEAPONTransmutationLevel: Assassin 2Components: V, SCasting Time: 1 standard actionRange: TouchEffect: One touched weapon not inanother creature’s possessionDuration: 1 hour/level (D)Saving Throw: Will negates (object);see textSpell Resistance: Yes (object)The weapon you hold in your hand beginsto fade from existence as you complete thespell. With the last words of the spell itdisappearscompletely.Atthesamemoment,a weapon-shaped red blotch appears onyour arm.You can harmlessly absorb a weaponyou are touching (even a poisonedone) into your arm, as long as it is notin another creature’s possession. Theweapon must be a light weapon foryou at the time you cast the spell. Theabsorbed weapon cannot be felt underthe skin and doesn’t restrict your rangeof motion in any way. An absorbed6weapon cannot be detected with evena careful search, although detect magicreveals the presence of a magical aura.The only evidence of its presence isa faint blotch on your skin shapedvaguely like the weapon.When you touch the spot (an actionequivalent to drawing a weapon), orwhen the spell duration expires, theweapon appears in your hand andthe spell ends. If you attack with theweapon in the same round that youretrieve it from its hiding place, youcan attempt a Bluff check to feint incombat as a free action, and you gaina 4 bonus on the Bluff check. Anintelligent magic weapon gets a savingthrow against this spell, but otherweapons do not.ABSORPTIONAbjurationLevel: Sorcerer/wizard 9Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: Until expended or estures,you detect a slight buzz at the edge of yourhearing. Your body feels warmer, and afeeling of security fills you.Spells and spell-like effects that targetyou are absorbed, their energy storedto power spells of your own. Absorptionabsorbs only ranged spells that haveyou as a target. Touch spells, effectspells, and area spells that affect youcannot be absorbed.Once the spell is cast, you can absorb1d4 6 spell levels (rolled secretly bythe DM). The level of each spell youabsorb is subtracted from the total. If aspell is only partially absorbed (becauseits level exceeds the number of levelsremaining to be absorbed), divide thenumber of spell levels left unabsorbedby the original spell level. For spellsthat deal damage, use the result todetermine what fraction of the damageyou take. For spells that create effects,use the result as a percentage chanceto be affected.For example, you have three spelllevels of absorption remaining and arestruck by dominate person cast as a 5th-

Conjuration (Summoning)[Chaotic, Evil]Level: Cleric 9, sorcerer/wizard 9Components: V, SCasting Time: 10 minutesRange: Medium (100 ft. 10 ft./level)Effect: Two or more summonedcreatures, no two of which aremore than 30 ft. apartDuration: 10 minutes/level (D)Saving Throw: NoneSpell Resistance: NoYou complete the spell and a hot fog risesfrom the ground, coiling round you. Stepping out of the billowing steam comes ahandfulofsquat,blubberydemons.Other,greater silhouettes loom behind them,answering your call.This spell summons a pack of demonsfrom the Infinite Layers of the Abyssto serve you.When the spell is complete, 2d4dretches (MM 42) appear. Ten minuteslater, 1d4 babau demons (MM 40) appear.Ten minutes after that, one vrock demon(MM 48) appears. Each creature hasmaximum hit points per Hit Die. Oncethese creatures appear, they serve you forthe duration of the spell.The demons obey you explicitly andnever attack you, even if someone elseACCELERATEDMOVEMENTTransmutationLevel: Bard 1, ranger 1, sorcerer/wizard 1Components: S, MCasting Time: 1 swift actionRange: PersonalTarget: YouDuration: 1 round/level (D)An azure glow surrounds you as you ly feel lighter of foot.While this spell is in effect, you canmove at your normal speed when usingBalance, Climb, Hide, Move Silently,and Tumble without taking any penaltyon your check. This spell does notaffect the penalty for using these skillswhile running or charging.Material Component: A dead cockroach.ACID BREATHConjuration (Creation) [Acid]Level: Sorcerer/wizard 3Components: V, S, MCasting Time: 1 standard actionRange: 15 ft.Area: Cone-shaped burstDuration: InstantaneousSaving Throw: Reflex halfSpell Resistance: YesYou pop the fire ants into your mouth inmidair,spatteringagainstyourfoes and leaving smoking holes.You breathe forth a cone of acidicdroplets. The cone deals 1d6 points ofacid damage per caster level (maximum10d6).Material Component: A handful of fireants (alive or dead).ACID SHEATHConjuration (Creation) [Acid]Level: Sorcerer/wizard 5Components: V, S, M, FCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round/level (D)Youcrushthefireantsbetweenyourfingersand rub the smashed mixture over yourexposed flesh. The smashed ants liquefy,and the liquid covers your body in a thick,translucent sheath.You enclose yourself in a fluid sheathof acid that does not harm you. You canbreathe normally and cast spells whilethe acid sheath is present. Any creaturestriking you deals normal damage, butat the same time the attacker takes 2points of acid damage per caster level(maximum 30 points). Reach weapons,such as longspears, do not endangertheir users in this way. The acid sheathdoes not protect you against otherattack forms, such as fire.If you are in a grapple, other creatures in the grapple takes acid damageonce per round at the beginning oftheir turn.Any spell you cast with the acid descriptor while the sheath surroundsyou deals an extra 1 point of damageper die.Material Component: A handful of fireants (alive or dead).Focus: A glass sculpture of a humanoid (worth 50 gp).CHAPTER 1ABYSSAL ARMYmanages to gain control over them.You do not need to concentrate tomaintain control over the demons. Youcan dismiss them singly or in groupsat any time.SPELLDESCRIPTIONSlevel spell. Absorption absorbs threelevels of the spell, resulting in a 40%chance (2/5) that you will be affectednormally. If affected, any saving throwthe spell allows you still applies. Likewise, if you’re struck by disintegrate castas a 6th-level spell with four levels ofabsorption remaining, two levels of thespell remain, and you take only 33%(1/3) of the damage you would normallytake from the spell.You can use captured spell energyto cast any spell you know or haveprepared, but spells so cast don’t disappear from your list of prepared spellsor count against the number of spellsyou can normally cast per day (so youso must keep a running total of spelllevels absorbed and used). The levelsof spell energy you have stored mustbe equal to or greater than the level ofthe spell you want to cast, and you musthave at hand (and expend) any materialcomponents required for the spell.ACID STORMConjuration (Creation) [Acid]Level: Sorcerer/wizard 6Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. 10 ft./level)Area: Cylinder (20-ft. radius,20 ft. high)Duration: InstantaneousSaving Throw: Reflex halfSpell Resistance: NoAdarkgreencloudwhirlsintobeingbeforeunleashing a shower of foul-smelling,yellow-green rain.Acid rain deals 1d6 points of aciddamage per caster level (maximum15d6) to each creature in the area.Material Component: A flask of acid(10 gp).7

AID, MASSSPELLDESCRIPTIONSCHAPTER 1Enchantment (Compulsion)[Mind-Affecting]Level: Cleric 3Range: Close (25 ft. 5 ft./2 levels)Targets: One or more creatures,no two of which are more than30 ft. apartYouholdyourholysymbolaloftandcastthespell. A silvery radiance dances from yourhands, leaping over all the nearby partymembers and strengthening them.This spell functions like aid (PH 196),except that it affects multiple subjectsat a distance and each subject gains temporary hit points equal to 1d8 casterlevel (to a maximum of 1d8 15).Illus. by W. ReynoldsAIMING AT THE TARGET8AbjurationLevel: Sorcerer/wizard 2Components: SCasting Time: 1 immediate actionRange: PersonalTarget: YouDuration: Concentration, up to 20minutes; see textWhen you cast this spell, you increaseyour ability to concentrate on a spellyou have already cast. You can cast thisspell while maintaining concentrationon another spell. Aiming at the targetgives you a 10 circumstance bonuson Concentration checks you make tomaintain concentration on the otherspell, and its effect lasts as long as youconcentrate on the other spell (to amaximum of 20 minutes).AIR BREATHINGTransmutationLevel: Cleric 3, druid 3, sorcerer/wizard 3Components: S, M/DFCasting Time: 1 standard actionRange: TouchTarget: Living creatures touchedDuration: 2 hours/level; see textSaving Throw: Will negates(harmless)Spell Resistance: Yes (harmless)Tiny bubbles form on your hands as heavesandshudders,thenbeginstorhythmically expand and contract.As you intone thewords of power torelease this spell,you feel far morefocused on thespellonwhichyou have beenconcentrating.Nebin surprises the trolls with acid breathThe transmuted creatures can breatheair freely. Divide the duration evenlyamong all the creatures you touch. Thisspell does not make creatures unable tobreathe water.Arcane Material Component: A shortreed or piece of straw.ALARM, GREATERAbjurationLevel: Bard 2, sorcerer/wizard 2Components: V, S, FDuration: 4 hours/level (D)Uttering a low chant, you ring a ing into being an invisible wardedarea.This spell functions like alarm (PH197), and in addition the spell works oncreatures traveling through the area oncoterminous or coexistent planes (DMG150), such the Ethereal Plane and thePlane of Shadow.Focus: A bell made of carved crystal,worth at least 100 gp.

ALIGN FANGAlign fang makes a creature’s naturalweapons good-, evil-, lawful-, or chaotic-aligned, as you choose. A naturalweapon that is aligned can overcomethe damage reduction of certain creatures, usually outsiders of the oppositealignment. This spell has no effect on anatural weapon that is already treatedas being aligned, such as the claw orbite attack of most demons.You can’t cast this spell on a manufactured weapon, such as a sword.When you cast this spell to make anatural weapon good-, evil-, lawful-,or chaotic-aligned, align fang is a good,evil, lawful, or chaotic spell, respectively.ALIGN FANG, MASSTransmutation [see text]Level: Druid 3, ranger 3Range: Close (25 ft. 5 ft./2 levels)Targets: One creature/level, no twoof which are more than 30 ft. apartYou hold a sprig of mistletoe aloft andinvoke the powers of nature. Your animalallies glow pale blue at their muzzles andpaws.This spell functions like align fang,except that it affects multiple allies ata distance.ALIGN WEAPON, MASSTransmutation [see text]Level: Cleric 3Range: Close (25 ft. 5 ft./2 levels)Targets: One weapon/level, no twoof which are more than 30 ft. apartALLEGROTransmutationLevel: Bard 3Components: V, S, MCasting Time: 1 swift actionRange: 20 ft.Area: 20-ft.-radius burst centered onyouDuration: 1 minute/level (D)Saving Throw: Fortitude negates(harmless)Spell Resistance: Yes (harmless)With a quick wiggle of your fingers and afewarcanewords,youreleasethefeatherinyour hand to complete the spell. dcollectonyourselfandyournearbyallies before fading away.Each creature within the spell’s areagains a 30-foot enhancement bonusto its land speed, up to a maximumof double the creature’s land speed.Affected creatures retain these effectsfor the duration of the spell, even ifthey leave the original area.Material Component: A tail featherfrom a bird of prey.AMANUENSISTransmutationLevel: Cleric

possessed the ability to cast the spells but they simply hadn’t been cast in the presence of the PCs before. Alternatively, spells might be discovered in lost books of lore or newly cre-ated by a PC or NPC. Wands, scrolls, and other magic items also present great wa