Spell Descriptions

( ⇪ Magic )

Auspicious Odds

Evocation
Level: Luck 3
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Spell Points: Luck 5

Whenever making a 3d6 roll to determine success (an attack roll, an AC roll, etc.), the subject rolls 4d6 and drops the lowest single die roll from the total rather than rolling 3d6. If, on a single roll, all four die results are 1s, the spell immediately ends.

Material Component: A copper piece (that’s not in a spell component pouch).

Auspicious Odds, Mass

Evocation
Level: Luck 5
Range: Close (25 + 5ft./2 levels)
Target: One creature/three levels, no two of which can be more than 30 ft. apart
Duration: 1 round/level; see text.
Spell Points: Luck 9

As auspicious odds, except that this spell affects multiple targets and the duration is shorter. If, on a single roll, all four die results are 1s, the spell immediately ends for that subject only, unless it’s the caster, in which case it ends for everyone.

Charm Hypertech

Enchantment (Charm) [Mind-Affecting]
Level: Artificer 2 (and Psionic Artificer 2)
Target: One creature with the hypertech subtype
Duration: One minute/level
Infusion Points 3

Be it by either outsmarting it or by breaking down defenses in its neural net, you can hack hypertech to do your bidding.

This infusion functions like charm person , except in the following ways:

  • Charm hypertech ignores immunity to charm effects or mind-affecting effects.
  • Instead of humanoids, charm hypertech is restricted to creatures with the hypertech subtype, but otherwise can be any size.
  • The opposed check is either an opposed Intelligence or Charisma check (your choice at the time of casting).
  • At the end of the duration, if you’re in range, you can do another opposed check of the same kind as an immediate action or swift action to restart the duration.

Special: Non-biological creatures with the Hyperion Template have a cyberghost, which grants this spell as a spell-like ability (CL 5) 3/day.

Detect Evil

Divination
Level: Clr 1, Adept 1, Ebonmar Infiltrator 1, Knight of the Chalice 1, Witch 0
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation centered on you
Duration: Concentration, up to 10 min./level (D)
Saving Throw: None
Spell Resistance: No
Spell Points: Clr 1, Adept 1, Ebonmar Infiltrator 1, Knight of the Chalice 1

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 you are of good alignment, and the strongest evil aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, 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

Table: Detect Evil Aura Power
Power or Object Faint Moderate Strong Overwhelming
Evil creature1 (HD) 10 or lower 11-25 26-50 51 or higher
Evil outsider (HD) 1 or lower 2-4 5-10 11 or higher
Cleric of an evil deity2 (class levels) 1 2-4 5-10 11 or higher
Evil magic item or spell (caster level) 2nd or lower 3rd-8th 9th-20th 21st or higher

1 Except for outsiders, which have their own entry on the table.

2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.

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.

(NOTE: Detecting undead now instead uses the creature line)

4th Round: You learn the dominant personality aspect(s) (by specific alignment) of every evil creature in the affected area.

5th Round: You learn the next-dominant personality aspects of the closest evil creature in the affected area (pick one if more than one is closest, and reset to this step or earlier as appropriate if a different creature is chosen). “Next-dominant” means the personality aspects of the adjacent whole-step alignments, which likely are important to the target creature.

6th Round and every round thereafter: You learn one new useful piece of generic information about the motivations of the closest evil creature in the affected area (pick one if more than one is closest, and reset to this step or earlier as appropriate if a different creature is chosen). “Generic” means the texts of the associated values they value most.

Lingering Aura

Table: Detect Evil Lingering Aura
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6×10 minutes
Overwhelming 1d6 days

An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Animals, traps, poisons, and other potential perils are not evil, and 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 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Psionics, Magic

Divination
Level: Brd 2, Clr 2, Drd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation centered on you
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No
Spell Points: Brd 3, Clr 3, Sor/Wiz 3

You detect psionic auras. A psionic aura is given off by any active or permanent power, or during the use of any psionic feat. Characters who have levels in a psionic class, creatures with the psionic subtype, and creatures with the Wild Talent feat or Hidden Talent feat also possess psionic auras. The amount of information revealed by the manifestation of this power depends on how long you study a particular area or subject.

1st Round: Presence or absence of psionic auras.

2nd Round: Number of different psionic auras and the strength of the most potent aura.

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 Psicraft checks to determine the discipline involved in each aura. (Make one check per aura; DC 15 + power level, or 15 + one-half manifester level for an effect that is not created by a power, such as that of a psionic item, or 15 + one-half HD to determine that it’s a creature)

Psionically charged locations, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.

Aura Strength

Table: Magic Detect Psionics Aura Strength
Power or Object Faint Moderate Strong Overwhelming
Functioning power (power level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Psionic item (manifester level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)
Psionic creature (HD) 10 or lower 11-25 26-50 51 or higher

A psionic aura’s strength depends on a functioning power’s level, an item’s manifester level, or a creature’s HD. If an aura falls into more than one category, detect psionics indicates the stronger of the two. Detection of an overwhelming aura (see the accompanying table) dazes you for 1 round and the power ends.

Lingering Aura

Table: Magic Detect Psionics Lingering Aura
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6×10 minutes
Overwhelming 1d6 days

A psionic aura lingers after its original source dissipates (in the case of a power), is destroyed (in the case of a psionic item), or is killed (in the case of a psionic creature). If detect psionics is manifested and directed at such a location, the power indicates an aura of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original strength.

Each round, you can turn to detect psionics in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Each round, you can turn to detect psionics in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Magic detect psionics can be made permanent with a permanency spell. Doing so requires a minimum caster level of 10th and 1000 XP.

Dispel Psionics, Magic

Evocation
Level: Brd 5, Clr 5, Drd 6, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One creature or object; or 20-ft.-radius burst
Duration: Instantaneous or 1d4 rounds; see text
Saving Throw: None
Spell Resistance: No
Spell Points: Brd 9, Clr 9, Drd 11, Sor/Wiz 9

This spell functions as if cast by a caster two levels lower than the caster’s actual level.

You can use magic dispel psionics to end ongoing powers that have been manifested on a creature or object, to temporarily suppress the psionic abilities of a psionic item, or to end ongoing powers (or at least their effects) within an area. A dispelled power ends as if its duration had expired. Some powers, as detailed in their descriptions, can’t be defeated by magic dispel psionics, or can be ended only if you cast magic dispel psionics at a high enough caster level (The power states that it can be ended only at a high enough manifester level, but use the caster level here instead for that purpose).

The effect of a power with an instantaneous duration can’t be dispelled, because the psionic effect is already over before the magic dispel psionics can take effect.

You choose to use magic dispel psionics in one of two ways: a targeted dispel or an area dispel.

Targeted Dispel

One object, creature, or power is the target of the magic dispel psionics spell. You make a dispel check (3d6 + your caster level, maximum +10) against the power or against each ongoing power currently in effect on the object or creature. The DC for this dispel check is 11 + the power’s manifester level. If you succeed on a particular check, that power is dispelled; if you fail, that power remains in effect.

If you target an object or creature that is the effect of an ongoing power or is under the effect of an ongoing power, you make a dispel check to end the power or its effect. If the object that you target is a psionic item, you make a dispel check against the item’s manifester level. If you succeed, all the item’s psionic properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonpsionic for the duration of the effect. An interdimensional interface is temporarily closed. A psionic item’s physical properties are unchanged: A suppressed psionic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal power such as this.

You automatically succeed on your dispel check against any power that you manifested yourself.

Area Dispel

When magic dispel psionics is used in this way, the power affects everything within a 20-foot radius. For each creature within the area that is the subject of one or more powers, you make a dispel check against the power with the highest manifester level. If that check fails, you make dispel checks against progressively weaker powers until you dispel one power (which discharges the magic dispel psionics spell so far as that target is concerned) or until you fail all your checks. The creature’s psionic items are not affected.

For each object within the area that is the target of one or more powers, you make dispel checks as with creatures. Psionic items are not affected by an area dispel.

For each ongoing area or effect power whose point of origin is within the area of the magic dispel psionics power, you can make a dispel check to dispel the power.

For each ongoing power whose area overlaps that of the magic dispel psionics spell, you can make a dispel check to end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing power is in the area, you can make a dispel check to end the power that created that object or construct in addition to attempting to dispel powers targeting the creature or object. You can choose to automatically succeed on dispel checks against any power that you have manifested.

Dispel Psionics, Greater, Magic

Abjuration
Level: Clr 8, Drd 8, Sor/Wiz 8
Spell Points: Clr 15, Drd 15, Sor/Wiz 15

This spell functions like magic dispel psionics, except that the maximum caster level on your dispel check is +20 instead of +10.

Emerald Planes

Evocation [Force]
Level: Sor/Wiz 2, Warmage 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One 5-foot square force plane / 2 levels
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
Spell Points: Sor/Wiz 3, Warmage 3

When you cast this spell, you create one or more flat, translucent green 5-foot-square, 1-inch-thick fields of force. You can create one emerald plane per two caster levels. An emerald plane cannot move, it is immune to damage of all kinds, and it is unaffected by most spells. However, a disintegrate effect, a rod of cancellation, or a sphere of annihilation destroy whichever emerald plane they touch, while a mage’s disjunction or dispel magic dispels all of the planes created by a single casting of the spell. Breath weapons and spells cannot pass through an emerald plane in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal and incorporeal creatures as well as material ones. Hiding behind an emerald plane provides cover.

An emerald plane cannot be conjured so that it occupies the same space as a creature or another object. It must always be flat. Emerald planes require no anchors, and can float above ground wherever the caster desires. Emerald planes can be created vertically or horizontally. Only one edge of an emerald plane can touch another surface at the time of the casting, but an emerald plane can touch more than one edge to a solid surface after casting. All emerald planes must be placed so that no part of them is within 5 feet of any other emerald plane. On the battle grid, a vertical emerald plane can only be placed along the border of a square, and must stretch from intersection to intersection; a horizontal emerald plane must be placed over a square without extending over others.

All planes created by a particular casting of the emerald planes spell wink out of existence when the spell duration ends. Emerald planes can be made permanent with a permanency spell. Doing so requires a minimum caster level of 10 and costs 1000 XP.

Material Component: A pinch of powder made from a green gem.

Source: Dragon Magazine #323, page 79

Mage Hand, Reflexive

Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V
Casting Time: 1 immediate action
Target: One unattended object weighing up to 5 lb.
Saving Throw: Will negates (object); see text
Spell Points: Brd 1, Sor/Wiz 1

This spell functions as mage hand, except as noted here. This spell can be cast even while flat-footed.

You can target magical or psionic objects as well, but they’re allowed a will save to avoid the effects of this casting of reflexive mage hand. You can immediately stop a moving object or propel the object (moving or not) as far as 15 feet in any direction. This movement is still too slow to treat the object as a weapon. You affect the first target immediately, but you must use move actions (as normal) to move the object around after that. You can change the target of the spell on your turn, but doing so is a move action.

Mana Restoration

Evocation
Level: Brd 4, Clr 4, Drd 4, Sor/Wiz 4, Warmage 4, Witch 4
Components: V, S, Burn
Casting Time: 1 standard action
Range: Touch
Target: Spellcaster touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Spell Points: Brd 7, Clr 7, Drd 7, Sor/Wiz 7

The effects of mana restoration are different depending on the caster level used when casting the spell (remember that you can always lower the caster level of a spell as low as you want down to the minimum caster level of the spell). Regardless of the caster level, all of the target spellcaster’s ZP are recovered for all of their spellcasting classes.

Up through caster level 20, the affected spellcaster recovers a number of spell points in each of their spellcasting classes equal to three times the caster level. Beyond caster level 20, the number of spell points recovered is 60.

Use the rules for “Spellcaster Recovery Limits” as appropriate to determine the limits on how many spell points are recovered (since this spell recovers spell points for all of their spellcasting classes).

Burn Cost: The burn cost is equal to three times the caster level.

Special: For the purposes of creating magic items, only potions of mana restoration can be created. For the purposes of making a potion of mana restoration, ignore the burn cost and treat this spell as having an XP cost of 25 per caster level. In addition, as a 4th-level spell potions of mana restoration can only be crafted by Master Alchemists (Magic of Faerun PrC) of 2nd level or higher and their market value follows those rules for potion creation.

Mana Restoration, Lesser

Evocation
Level: Brd 2, Clr 2, Drd 2, Sor/Wiz 2, Warmage 2, Witch 2
Components: V, S, Burn
Casting Time: 1 standard action
Range: Touch
Target: Spellcaster touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Spell Points: Brd 3, Clr 3, Drd 3, Sor/Wiz 3

This spell functions like mana restoration, except that up through caster level 10, the affected spellcaster recovers a number of spell points in each of their spellcasting classes equal to two times the caster level. Beyond caster level 10, the number of spell points recovered is 20. All other effects and limits described for mana restoration also apply here.

Burn Cost: The burn cost is equal to two times the caster level.

Special: For the purposes of creating magic items, only potions of lesser mana restoration can be created. For the purposes of making a potion of lesser mana restoration, ignore the burn cost and treat this spell as having an XP cost of 25 per caster level. Unlike mana restoration, as a 2nd-level spell potions of lesser mana restoration can be crafted by anyone with the Brew Potion feat and their market value follows that feat’s rules for potion creation.

Omen of Peril

Divination
Level: Clr 1, Drd 1, Rgr 1, Witch 0
Components: V, F
Casting Time: 1 round
Range: Personal
Target: You
Duration: Instantaneous
Spell Points: Clr 1, Drd 1, Rgr 1

A brief supplication gives you a vision that hints at how dangerous the immediate future is likely to be.

Based on an assessment of your immediate surroundings and chosen path of travel, you receive one of three visions that reflect the next hour’s journey: safety, peril, or great danger. The base chance for receiving an accurate reply is 70% +1% per caster level, to a maximum of 90%; the DM makes the roll secretly. If the omen of peril is successful, you get one of three visions, which lasts just a second or two.

  • Safety: You aren’t in any immediate danger. If you continue on your present course (or remain where you are if you have been stationary for some time before casting the spell), you will face no significant monsters, traps, or other challenges for the next hour or so.
  • Peril: You will face challenges typical of an adventure: challenging but not overwhelming monsters, dangerous traps, and other hazards for the next hour or so.
  • Great Danger: Your very life is at grave risk. You will likely face powerful NPCs or deadly traps in the next hour.

If the roll fails, you get one of the two incorrect results, determined randomly by the DM, and you don’t necessarily know that you failed because the DM rolls secretly. Choosing which vision is “correct” takes some educated guesswork on the part of the DM, who should assess the characters’ likely courses of action and what dangers they’re likely to face.

The exact form that an omen of peril takes depends on whether you worship a specific deity, venerate nature as a druid, or simply uphold abstract principles. A druid might see a white dove for safety, a dark cloud obscuring the sun for peril, and a forest fire for great danger. A cleric of Fharlanghn might get a vision of a straight road for safety, a crossroads for peril, and a washed-out bridge for great danger.

Unlike the more powerful augury spell (PH 202), an omen of peril doesn’t respond to a specific question. It indicates only the level of danger likely for the next hour, not what form the danger will take.

Focus: A set of marked sticks, bones, or similar tokens worth at least 25 gp.

Special: Biological creatures with the Hyperion Template have a neural implant, which grants this spell as a spell-like ability (CL 5) 3/day.

Source: Spell Compendium, page 149

Ray of Depletion

Necromancy
Level: Sor/Wiz 2, Brd 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Spell Points: Sor/Wiz 3, Brd 5

A shimmering ray springs from your hand to disrupt the mental fabric of psionically empowered beings, causing them a loss of power points. You must succeed at a ranged touch attack to strike a target.

The ray of depletion affects only targets possessing psionic power points. Non-psionic beings hit by a ray register some momentary unpleasant sensory awareness, but not so much as to disrupt an action or concentration.

Affected targets suffer a temporary loss of a number of psionic power points equal to 1+ half the attacker’s caster level (round down). Thus a 10th-level caster would deplete 6 points. The victim’s available psionic power point total can never drop below 0. Lost psionic power points are regained through normal means.

Source: Web

Weapon Shift, Swift

Transmutation
Level: Sor/Wiz 2, Brd 3, Duskblade 1, Hexblade 1, Jester 2
Components: V
Casting Time: 1 swift action
Range: Touch
Target: One melee weapon of up to 25 lb.
Duration: 1 minute/level
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)
Spell Points: Sor/Wiz 3, Brd 5

As weapon shift (Spell Compendium, page 237), except as noted above.

Spell Descriptions

Hyperion Voyages Ternal Ternal