Spell Compendium Spell Descriptions

Silent Portal
Illusion (Glamer)
Level: Asn 1, Sor/Wiz 0
Components: S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One portal
Duration: 1 minute/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

The door squeaks slightly as you force it. You pause and wave your finger in a pattern along the opening and it silences.

This simple cantrip negates the sound of opening and closing a single portal (door, window, gate, drawer, chest lid, or the like). Even the squeakiest door opens without a sound when under the effect of this spell. Silent portal covers only the normal means of opening and closing the targeted portal. Breaking a window or kicking in a door still makes noise, but opening a door that is loosely hanging by its hinges does not (since this is the normal way a door would be opened). Portals composed of magical energy are not affected by this spell.

In the case of magic or even intelligent portals, spell resistance and a Will save (DC 10 + caster’s ability modifier + other modifiers as appropriate) apply.

Spark of Life
Necromancy
Level: Clr 3, Drd 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Undead creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

A touch from your hand outlines an undead creature in a faint yellow glow, making it vulnerable to many of the dangers that can harm living creatures.

For the duration of the spell, the undead creature is subject to extra damage from critical hits (and thus sneak attacks), nonlethal damage, ability drain, energy drain, fatigue, exhaustion, and damage to its physical ability scores (though it still lacks a Constitution score and thus can’t take Constitution damage) as if it were alive.

It loses its immunity to effects that require a Fortitude save, as well as its invulnerability to poison, sleep effects, paralysis, stunning, disease, and death effects. However, an undead affected by this spell gains a bonus on its Fortitude saves equal to its Charisma bonus (if any). (The bonus doesn’t apply to Fortitude saves against effects that also affect objects.) It must breathe, eat, and sleep just like a normal living creature (though the last two aren’t likely to come into play thanks to the spell’s short duration).

While it is under the effect of this spell, both negative energy (such as inflict spells) and positive energy (such as cure spells) heal damage to the undead creature, rather than damaging it.

An undead creature affected by this spell retains all of its other traits.

Spell Vulnerability
Transmutation (Compulsion) [Mind-Affecting]
Level: Clr 4, Sor/Wiz 3
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: No

A violet spray springs from your fingertips and wraps around your opponent. It fades into a dull purple glow, which attracts spell energies as opposed to shrugging them off.

This spell reduces the subject’s spell resistance by 1 per caster level (maximum reduction 15). This reduction can’t lower a subject’s spell resistance
below 0.

Stick
Transmutation
Level: Brd 0, Prime Underdark Guide 1, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Nonmagical, unattended object weighing up to 5 lb.
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

Lacking someone to hold the item where you need it, you mutter and wave your hand in a simple gesture before sticking the item in place.

Stick affixes one object weighing up to 5 pounds to another object. The two items can be separated with even a small amount of force, such as a wind stronger than 10 mph, a mage hand or unseen servant spell, or a move action by any corporeal creature (which provokes attacks of opportunity).

Material Component: A bit of dried glue.

Summon Elemental Monolith
Conjuration (Summoning) [see text]
Level: Clr 9, Drd 9, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One summoned elemental monolith
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: No

You call into being a gigantic, roughly humanoid creature composed entirely of elemental matter. The creature immediately attacks a nearby enemy.

You conjure a tremendously powerful creature known as an elemental monolith (Complete Arcane 156 or Monolith, Air, Monolith, Earth, Monolith, Fire, and Monolith, Water). It appears at the spot you designate and acts immediately on your turn, attacking your opponents to the best of its ability. You must concentrate to maintain the spell’s effect, but commanding the creature is a free action.

If you speak the elemental monolith’s language and are close enough to communicate with it, you can direct it not to attack, to attack particular enemies, or to perform other actions. A monolith can’t be summoned into an environment hostile to it in any way (for example, you couldn’t summon a fire monolith underwater or an earth monolith high in midair).

When you use a summoning spell to summon an air, earth, fire, or water creature, it becomes a spell of that type.

Material Component: A gem worth 100 gp — aquamarine for air, tourmaline for earth, garnet for fire, or pearl for water.

Stone Body
Transmutation
Level: Clr 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)

As the echoes of your spellcasting die, your flesh begins to stiffen and turn gray, gaining the rough texture and consistency of stone.

This spell transforms your body into living stone, which grants you several powerful resistances and abilities.

You gain damage reduction 10/adamantine. You are immune to blindness, extra damage from critical hits, ability score damage, deafness, disease, drowning, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You gain a +4 enhancement bonus to Strength, but you take a -4 penalty to Dexterity (minimum Dexterity 1). Your speed is reduced to one-half normal, and your weight increases by a factor of three.

If you are targeted with transmute rock to mud, you are slowed for 2d6 rounds with no saving throw. A transmute mud to rock heals you of all your lost hit points. A stone to flesh spell cast on you automatically ends this spell.

Arcane Material Component: A small piece of stone that was once part of a stone golem, a greater earth elemental, or a castle’s outer wall.

Leave a Reply