Home
|
All magic spells from the 3.5 Player's Handbook are available to spellcasters in Tarrastra. I have modified quite a few of them in minor ways, because they were either confusing, broken, or unusably inferior to the 3.0 version, in my opinion. I made heavy use of Rich Burlew's House Rules in considering some of these changes. I did not agree with many of his concerns, but he made a lot of valid points. Rules of his that I adopted intact use his words and are marked [RB]. Except as listed on this page, spells from any book other than the 3.5 Player's Handbook are considered "rare" at best, or nonexistent. If you would like your spellcaster to prepare one of these spells, it must be found or researched. A word of warning: treat any such researching as if it were a totally new idea for a spell being given to the DM; it is possible that you might attempt to research a spell from a sourcebook only to have that research "fail" because the spell is unacceptable.
House rules for spells from the PHBAntimagic Field: If any portion of a creature is within the antimagic field, that creature is considered to be within the antimagic field. So if the antimagic field covers 10 feet of a 30-foot-long creature, that creature is considered to have "entered" the field. Any other creature occupying part of the same space as the creature that is not within the field, however, is unaffected. Thus, it is possible for a dragon to be in the antimagic field and its rider not. (Fixes confusion on how much of a Huge or bigger creature needs to be within the area.) [RB] Awaken: No creature can gain the benefits of awaken more than once, and the spell cannot be affected by metamagic. (Fixes loopholes with empowering awaken or casting it multiple times.) [RB] Baleful Polymorph: You may not use this spell to grant the form of a creature with a template. (Fixes a loophole in which you can turn your fighter into a paragon hawk, permanently, and be better off than as a human.) [RB] Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom (and Mass versions of the same): Increase duration to 10 minutes/level. This is a compromise from the 3.0 duration of 1 hour/level and the 3.5 duration of 1 round/level. The 3.5 version basically made them useful for one encounter, at most. [RB] Blasphemy, Dictum, Holy Word, Word of Chaos: No creature can be affected by one of these spells more than once per minute. If subjected to a second casting within a minute of a prior casting (even from a different caster), the target is immune. (Fixes a loophole in which certain powerful fiends/celestials can keep opponents permanently dazed with no saving throw because they can use this as an at-will spell-like ability) [RB] Darkness, Deeper Darkness: These spells create an area of darkness that is equal to shadowy illumination, but they do not brighten an area that is already of shadowy illumination or darker. (Just a clarification from the spells' really bad wording.) [RB] Energy Drain: energy drain bestows "temporary negative levels", as discussed in my page on Death and Energy Drain. Each failed Fortitude save 24 hours later converts the "temporary negative level" into a "semi-permanent negative level". Enlarge Person, Mass Enlarge Person: While the creature gains only a +2 size bonus to Strength, its carrying capacity multiplies by 8 (after taking the +2 Strength into account); this supercedes the normal increase in carrying capacity for size increase. (Fixes a loophole in which the average character would be crushed by the weight of their own equipment, which also increases in weight.) [RB] Fire Seeds: This spell creates only 4 holly berry bombs, not 8. Detonating the holly berry bombs requires a standard action. (Otherwise, one casting can be clustered together to inflict 8d8+88 damage as a free action on the first day the druid learns the spell, and 8d8+160 at 20th level; more than many higher level spells.) [RB] Flame Arrow: Reduce level to Sor/Wiz 2. (This got nerfed too much to remain a 3rd level spell.) [RB] Fly: Increase duration to 10 minutes/level. See comment under bear's endurance: the 3.5 duration of 1 minute/level nerfed this too much. [RB] Forcecage: Creatures that are not flat-footed can attempt to make a Reflex saving throw when the cage comes into existence. If they succeed, they are immediately moved outside the cage's area. (It's just too powerful to lock a creature in a forcecage with no save and then pelt it with arrows for a few hours.) [RB] Gate: Eliminate the "calling creatures" function entirely; Gate is now simply an accurate transport spell. Use greater planar ally or summon monster ix for creature-summoning. (Fixes more loopholes than I care to reiterate.) [RB] Greater Restoration: This spell no longer has a 500 XP cost. Instead, it has a 2,500 gp material cost. Hallow, Unhallow: These spells counter and dispel each other; a hallowed site subjected to unhallow becomes a normal area, and a second unhallow can make it an evil party-town. (Fixes a loophole where certain powerful fiends/celestials (those with one of these spells as a spell-like ability at will) could permanently hallow/unhallow the entire world, since they need no material component and have an infinite amount of time. Now they can still try, but the other team can undo it.) [RB] Hold Animal, Hold Person, Hold Monster (and Mass versions of same): Creatures under the effects of these spells can still take purely mental actions, such as casting quickened spells or communicating via telepathy. (Fixes some bad wording that makes it seem like such is not the case.) [RB] Invisibility: Increase duration to 10 minutes/level. See comment under bear's endurance: the 3.5 duration of 1 minute/level nerfed this too much. [RB]
Keen Edge: This spell stacks with the Improved Critical feat, but not
with other magical effects that increase a weapon's threat range. (This
was nerfed too much in 3.5; in my experience, a high crit range is not
overly powerful.) [RB] (See also Sean K. Reynold's
Rant
on this subject in which he came to the same conclusion.)
Liveoak: The tree animated as a treant cannot subsequently animate
trees. (Fixes a loophole where one spell can net you 3 treants.) [RB]
Magic Jar: Spells or effects cast upon you before entering the magic
jar do not transfer to the jar or any creature you
possess. (Clarifies/fixes a loophole where you can cast spells on
yourself than transfer them to another body.) [RB]
Mirror Image: You cannot gain a Cleave attack for destroying a mirror
image. (Clarifies a loophole where a character with Great Cleave can
basically entirely eliminate mirror image in one round.) [RB]
Mordenkainen's Disjunction: This spell does not destroy magic
items. Instead, treat this spell as a targeted greater
dispelling, targeting every creature and magic item within the area
independently. Thus, it can potentially suppress every item for 1d4
rounds and dispel every magical effect. There is no cap to the caster
level you can add to your caster level checks; artifacts are immune to
this spell entirely. (Yes, this is a major change, but I hate this
spell. It is pure player-hosing, and makes epic levels unplayable by
requiring the PCs to re-acquire all of their magic items after any
encounter with a spellcaster.) [RB]
Permanency: Spells made permanent by permanency can only be
dispelled by a dispel magic effect targeted on the creature, and
not by an area casting of that spell. For effects cast on yourself,
always use your current caster level (rather than the level at which you
made the effect permanent). (It's too easy to lose spells on which you
spent valuable XP.) [RB]
Planar Ally, Planar Binding (and Greater and Lesser versions of the
same): A creature summoned by this spell cannot use any spell-like
ability that would cost XP if it were a spell. (Fixes ability to bind an
efreet for 3 wishes.) [RB]
Plane Shift: You cannot plane shift to the Ethereal Plane or
Plane of Shadow. (Fixes a loophole making etherealness
and shadow walk somewhat irrelevant.) [RB]
Polymorph: This spell does not change your type or subtype. You cannot
assume the form of a creature with a template. (Fixes more loopholes
than I care to reiterate, most notably awakening yourself or
polymorphing into a type that is immune to polymorph.)
[RB]
Polymorph Any Object: Only targets without an Intelligence score (an
inanimate object or a mindless creature) can increase Intelligence as a
result of this spell (or gain Wisdom or Charisma, if relevant). Any
target can lose Intelligence as a result of this spell,
however. transmute water to dust still isn't a real spell, so
this spell cannot duplicate it. (Fixes Intelligence-gaining loopholes.)
[RB]
Protection from Chaos, Protection from Evil, Protection from Good,
Protection from Law (And Magic Circles against the same): These spells
do not block Enchantment (Charm) or Enchantment (Compulsion)
spells. They do block commands given as part of an ongoing Enchantment
(Compulsion) effect, as if the target was out of the spell's control
range, but do not end an effect or prevent a new effect from taking
hold. For example, casting protection from evil does not cause a
character under the effects of a sleep spell to wake up, or a
character under the effects of a confusion spell to act
normally. It does prevent a character under the effect of dominate
person from being given commands. Possession is blocked
entirely. (This was a nonsensical 3.5 change that would cause all
Enchantment spells to be negated by a single 1st level spell.) [RB]
Raise Dead: The subject of raise dead does not lose a level of
experience, but instead gains a "permanent negative level", as discussed
in my page on Death and Energy Drain.
Reincarnate: A creature reincarnated is of the same age category
as he or she was previous, and applies the same age penalties to their
physical ability scores. (Fixes the fact that otherwise, this spell is
effectively immortality at level 7.) [RB]
Resurrection: The subject of resurrection does not lose a level
of experience, but instead gains a "permanent negative level", as
discussed in my page on Death and Energy
Drain.
Scrying, Greater Scrying: Only the caster sees the image in the pool or
mirror. (This is actually how the spell is already worded, but it is a
common misinterpretation that everyone sees the image, like a cliched
crystal ball.) [RB]
See Invisibility: This spell negates all bonuses to Hide skill checks
due to being invisible. (Necessary clarification, because the PHB states
on pg. 153 that invisible creatures gain a +20 or +40 bonus to Hide
checks, which the see invisibility spell description says nothing
about.) [RB]
Shadow Conjuration, Shadow Evocation, Greater Shadow Conjuration,
Greater Shadow Evocation, Shades: These spells have the casting time of
the spell you are copying; spells with a range of Touch or Ranged Touch
retain their range rather than gaining a range of Close. (Fixes a
loophole where you could create objects via major creation in
combat time. Fixes a loophole allowing you to mimic spells like
Scorching Ray in such a way that they hit automatically.) [RB]
Shield: Increase duration to 10 minutes/level. (This spell as written is
inherently worse than mage armor, which is the same level.) [RB]
Teleport: This spell has a chance of failure, depending on how familiar
the caster is with the destination. To determine your success, you roll
percentile dice and look it up on a table. Unlike every single other
die roll in D&D, the higher the number you roll, the worse. I'll use
this table, instead:
Additional "standard" spellsHere are the spell lists for all spellcasting classes for spells from sources other than the SRD. Sexual spells are described on a separate page.
Spells from The Complete Book of Eldritch Might and Sean K. Reynolds are all Open Content as defined by the Open Gaming License. Spells from the Forgotten Realms Campaign Setting, Magic of Faerûn, or Manual of the Planes are © by Wizards of the Coast and should not be here.
Acid Dart (Sean K. Reynolds) You fire a small dart made of acid at the target, requiring a successful ranged touch attack. The spell deals 1d3 acid damage and no splash damage.
Acid Glove (Sean K. Reynolds) Your hand is coated with a thin layer of acid, which you can use to damage creatures, requiring a successful melee touch attack. The spell deals 1d6 acid damage.
Analyze Portal (Manual of the Planes) You can tell whether an area contains a magical portal. If you study an area for 1 round, you know the sizes and locations of any portals in the area. Once you find a portal, you can study it. (If you find more than one portal, you can only study one at a time). Each round you study a portal, you can discover one property of the portal, in this order:
For each property, you make a caster level check against DC 17. If you fail, you can try again the next round. Analyze portal has only a limited ability to reveal unusual properties, as follows:
Material Components: A crystal lens and a small mirror.
Compelling Question (Complete Book of Eldritch Might) You ask another creature a single, simple question that can be answered with a single word. On the creature's next turn, as a free action, it answers as truthfully as possible. The DM is free to assign modifiers to the saving throw based on how important the target considers the answer. Asking someone whether she is the king's murderer, for example, involves a closely guarded secret and may ear a trained assassin a +4 competence bonus on the save.
Compelling Question, Greater (Complete Book of Eldritch Might) As compelling question, except that the answer may involve up to 25 words. Answering the question remains a free action and the details of the answer still modify the saving throw.
Create Crossroads and Backroad (Magic of Faerûn) You create two crossroads and a backroad that links them. The crossroads are vertical rectangular areas of up to 50 square feet each. You must have personally visited the end crossroad location in order to create the backroad. The spell summons a crossroads guardian and establishes a crossroad at each end. The crossroads guardian always starts with a Helpful attitude towards the creator. The procedure requires your complete dedication and attention for a full fay, preparing and nurturing the site, typically naturalizing it and removing signs of civilization. XP cost: 3,500 XP.
Detect Crossroads (Magic of Faerûn) You can see fey crossroads within 60 feet, if your visibility isn't blocked. A crossroads appears to you as a blue-lined x-shaped shadow upon the ground. You recognuze the crossroads for what it is and won't be fooled by a false or illusory one. Detect crossroads gives you no information on where the backroads leads. If the nearest crossroads is less than a mile away, but blocked visually from you either by distance or barriers, you can still sense its general direction. Each round, you can turn to detect in a new direction. See <link> for more on crossroads.
Electric Slap (Sean K. Reynolds) Your hand is imbued with a small electric charge that triggers when you touch an creature, requiring a successful melee touch attack. The spell deals 1d6 electricity damage.
Electric Spark (Sean K. Reynolds) You cause a spark of electricity to arc from you to the target, requiring a successful ranged touch attack. The spell deals 1d3 electricity damage.
Elemental Familiar (Wizards of the Coast) In order to cast this spell, you must have a familiar. When you cast the spell, the target creature becomes a Tiny air, earth, fire, or water elemental, as detailed below. You choose what type of elemental the creature becomes. The creature retains its basic shape, but it is in every way an elemental, not an element creature (as described in Manual of the Planes). You lose any special ability the familiar previously granted to you (such as the +2 bonus to Move Silently checks bestowed by a cat familiar). However, you gain a replacement special ability, depending on the type of elemental your familiar becomes: Air — Master gains a +2 bonus to Initiative checks (stacks with Improved Initiative). Earth — Master gains +1 natural armor. Fire — Master gains a +3 resistance bonus to saving throws against fire attacks. Water — Master gains a +1 resistance bonus to Fortitude saving throws. Only a limited wish, miracle, or wish or similar magic can restore a transmuted familiar to its original state. Otherwise, the familiar remains an elemental forevermore. You cannot cast this spell on another character's familiar. Most creatures consider the transformation harmless and beneficial, but if the creature decides to resist, a successful Fortitude save negates the spell. Material Component: A small quantity of air, earth, fire, or water, depending on the elemental type the creature is to become. XP Cost: 500 XP.
A Tiny air elemental is 2 feet tall and weighs 1/4 pound. A Tiny earth elemental is 2 feet tall and weighs 20 pounds. A Tiny fire elemental is 2 feet tall and weighs 1/4 pound. A Tiny water elemental is 2 feet tall and weighs 8 pounds. Elemental Traits: Immune to poison, sleep, paralysis, and stunning; not subject to critical hits or flanking; darkvision 60 ft.; cannot be raised or resurrected (though a wish or miracle spell can restore life). The special attacks of Tiny elementals conform to the information given for elementals of their subtype in the Monster Manual, except as specified. The save DC against the Tiny air elemental's whirlwind is 9, the damage is 1d3, and the whirlwind's height is 10 feet. The save DC against the Tiny fire elemental's burn is 10. The save DC against the Tiny water elemental's vortex is 11, the damage is 1d3, and the vortex's height is 10 feet.
Enhance Magical Flow (Complete Book of Eldritch Might) The Difficulty Class of all your spells increases by a +1 enhancement bonus. Material Component: A small jewel worth at least 10 gp.
Enhance Magical Flow, Greater (Complete Book of Eldritch Might) The Difficulty Class of all your spells increases by a +2 enhancement bonus. Material Component: A small jewel worth at least 50 gp.
Fey Storage (Complete Book of Eldritch Might) You create an extradimensional space hidden on your person that can store up to 5 lbs. per level of objects able to fit through a 6-inch-square opening. This space resembles a bag of holding in most ways. If this spell ends with objects stored, they fall to the ground. Although some say the spell gains its name from the fact that you could store a pixie in the space, it actually comes from the fact that it was created by a fey caster.
Fey Ward (Complete Book of Eldritch Might) A sphere of yellowish magical energy surrounds you. No fey with fewer hit dice than you can get through the globe. The spell moves with you. Note: This spell may be used only defensively, not aggressively. Forcing a fey ward against creatures the spell keeps at bay collapses the barrier.
Fire Flash (Sean K. Reynolds) You cause a tiny flame to appear in your hand, which does not harm you or your equipment. It immediately leaps to a target of your choice within range, requiring a successful ranged touch attack. The spell deals 1d3 fire damage, but cannot set a target on fire. It momentarily provides light equal to a candle.
Fire Hand (Sean K. Reynolds) Your hand is imbued with magical power that causes it to burst into flame when touched to a creature, requiring a successful melee touch attack. The spell deals 1d6 fire damage.
Frost Touch (Sean K. Reynolds) Your touch attacks a target with supernatural cold, requiring a successful melee touch attack. The spell deals 1d6 cold damage.
Gate Seal (Forgotten Realms Campaign Setting) You permanently seal a gate or portal. Gate seal prevents any activation of the gate or portal, though the spell may be negated by a successful dispel magic cast upon the spell. A knock spell does not function on the gate seal, but a chime of opening dispels the spell. Material Component: A silver bar worth 50 gp.
Hindsight (Wizards of the Coast) You can see and hear into the past of your current location. The level of detail you see and hear via this spell depends on the span of time you wish to observe; concentrating on a span of days during the past renders a more detailed perspective than, say, a span of centuries. Chose a span of time from the options below:
The following spells can be used in conjunction with a hindsight spell: darkvision, detect magic, detect chaos, detect evil, detect good, detect law, read magic, see invisibility, tongues, and true seeing. Focus: An hourglass-shaped diamond worth at least 5,000 gp.
Hygiene (Complete Book of Eldritch Might) You clean one creature, ridding it of dirt, sweat, contamination, foul odors, and so on. This spell not only makes its subject presentable for fine company, it promotes better health. For 24 hours after casting, the affected creature gains a +1 circumstance bonus against disease. Used frequently, this spell can stave off tooth decay and other such minor maladies, although this has no in-game effect.
Keep Dry (Complete Book of Eldritch Might) You magically protect one object from getting wet. Even if submerged underwater, the object remains dry. Objects that would normally absorb water (cloth, paper, a sponge) under the influence of this spell do not. Characters often cast this spell to protect their spellbooks or scrolls when in damp areas. Material Component: A pinch of dust.
Keep Fresh (Complete Book of Eldritch Might) Food under the effect of this spell does not spoil, rot, or decay in any way. It doesn't even change temperature (hot food stays hot, cold food stays cold). It remains as fresh at the end of the duration as it was at the beginning. Material Component: A pinch of salt.
Leomund's Hidden Lodge (Wizards of the Coast) This spell is similar to Leomund's secure shelter, except that the conjured structure is perfectly camouflaged to blend in with whatever terrain or surroundings are appropriate. It may appear as a house-sized boulder in mountainous or rocky areas, a sand dune, a deadfall, a small grassy knoll, or even a mighty tree. The spell also conceals all telltale signs of habitation, including any smoke, light, or sound coming from within the lodge. Creatures examining the lodge or studying its immediate vicinity note the presence and extent of the shelter with a successful Wilderness Lore check (DC 30). If the lodge's occupants are seen entering or leaving the lodge, the DC for this check drops to 10.
Planar Familiar (Wizards of the Coast) In order to cast this spell, you must have a familiar, special mount, animal companion, or other companion acquired as a class ability. The spell does not function on outsiders or undead. When you cast the spell, the target creature undergoes a transformation into a celestial, fiendish, axiomatic, or anarchic creature, depending on the alignment of your patron deity (or your alignment, if you have no patron deity). If your patron deity is good, the creature becomes celestial. If your patron deity is evil, the creature becomes fiendish. If your patron deity is lawful neutral, the creature becomes axiomatic, and if your patron deity is chaotic neutral, the creature becomes anarchic. The axiomatic and anarchic creature templates are detailed in Manual of the Planes. If the target creature is your familiar, it gains energy resistance, fast healing, damage reduction, and additional damage for its smite attack as though its Hit Dice were equal to your character level. Otherwise, use its actual Hit Dice to determine these qualities. If the target creature becomes axiomatic, its linked minds ability applies to you (and only to you). You cannot cast this spell on another character's companion creature. Most creatures consider the transformation harmless and beneficial, but if the creature resists, a successful Fortitude save negates the spell. XP Cost: 500 XP.
Portal Alarm (Manual of the Planes) Portal alarm sounds a mental or audible alarm each time a creature of Tiny or larger size passes through the magic portal the spell is cast upon. You decide at the time of casting whether the portal alarm will be mental or audible. Mental alarm: A mental alarm alerts you (and only you) as long as you remain within one mile of the warded area and on the same plane. You notice a mental tremor that would awaken you from a normal sleep but does not otherwise disturb concentration (it would not interfere with spellcasting). A silence spell has no effect on a mental alarm. Audible alarm: An audible portal alarm produces the sound of a hand bell, buzzer, or other similar repeating sound that can be heard quite clearly up to 60 feet away, and it pierces closed doors and extends onto other planes. The ringing may be heard faintly up to 180 feet away and lasts for 1 round. Creatures within the area of a silence spell cannot hear the ringing, and if the portal itself is within the area of a silence spell, no alarm is sounded. Ethereal and astral creatures trigger the portal alarm if they pass through the portal. You may set the portal alarm with a password, determined at the time of the casting, and this password may be discerned with the analyze portal spell. Those speaking the password before passing through the portal do not set off the alarm. Material Component: A tiny bell.
Portal Alarm, Greater (Manual of the Planes) As the portal alarm spell, with the following additions:
Focus: A small leather pouch containing three brass bells.
Portal Beacon (Manual of the Planes) You may alter a magic portal so it sends out a mental beacon for up to six creatures, including yourself if you choose. These individuals must be known to you but need not be present at the time of the casting. Once you cast portal beacon, these creatures always know the direction and distance to the targeted portal. Moving to a plane other than the two connected by the portal ends portal beacon for that creature but leaves it intact for others. You may have any number of portal beacons tuned to you without impairing other abilities or actions.
Recitation (Complete Divine) By reciting a sacred passage or declaration from your holy writings, you bring special favor upon yourself and your allies while causing confusion and weakness among your enemies. You and your allies gain a +2 luck bonus on attack rolls and saving throws, or a +3 luck bonus if they worship the same patron deity as you. Enemies suffer a -2 luck penalty on attack rolls and saving throws. After casting the spell, you are free to take further actions during the spell's duration as you see fit. Divine Focus: In addition to your holy symbol, this spell requires a sacred text as a divine focus.
Scramble Portal (Manual of the Planes) You may randomize the destination of one magical portal for the duration of the spell. Anyone who passes through the portal from either side is sent to a random destination unless they make a Will save. All those who fail the save go to the same location on the same plane. Material Component: A cracked mirror.
Sonic Blast (Wizards of the Coast) You generate a deadly beam of sonic energy from your outstretched hand that deals 1d6 points of damage per caster level (maximum 10d6) to each creature within its area. The sonic blast may shove creatures in the area back along the path of the spell. Any creature failing its saving throw must make a Strength check (DC equal to damage inflicted by the spell); those who fail find themselves bull rushed directly away from the caster as if by a Large creature with a Strength score equal to the damage the spell inflicted. The spell moves with the target; see the bull rush description in the SRD for details on attacks of opportunity, stability modifiers, etc. If a creature is shoved back into a solid barrier such as a wall or a strong door, the creature sustains an additional 1d4 points of bludgeoning damage. Like a lightning bolt, the sonic blast damages or destroys objects in its path. If the damage caused to an interposing barrier such as a closed door shatters or breaks through it, the sonic blast may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier. Material Components: A tiny glass cone.
Sonic Ray (Sean K. Reynolds) You cause an invisible ray of sound to strike the target, requiring a successful ranged touch attack. The spell deals 1d3 sonic damage.
Sonic Slap (Sean K. Reynolds) Your hand transmits sonic vibrations to the target, requiring a successful melee touch attack. The spell deals 1d6 sonic damage.
Tongue of Angels (Complete Book of Eldritch Might) You can speak Celestial, allowing you to confer with celestials and celestial beings, as well as give commands to your summoned celestial creatures.
Tongue of Fiends (Complete Book of Eldritch Might) You can speak Infernal, allowing you to confer with demons, devils, and fiendish beings, as well as give commands to your summoned fiendish creatures.
Understand Object (Wizards of the Coast) Understand object determines the non-magical functions of an object or technological item. The caster must handle or touch the object throughout the casting time and spell duration to gain any knowledge. If the item has more than one function, the spell identifies its most general or most likely use. Casters can gather further information about the item only through additional uses of the spell. Understand object does not reveal magical functions (as identify would), only mechanical operations. The spell is used most often to help casters understand the nature and use of an object from another technological level (such as a firearm found in a world where such weapons don't normally exist), or to gain some clues to extremely complex gadgets or puzzles. If used in the latter manner, however, this spell can prove very, very dangerous. Using understand object to figure out how a trapped device operates can be disastrous, as the spell does not distinguish a harmful nonmagical trap from any other gadget! And, since the spell starts with the easiest or most general effect first (and traps are often much easier to trigger than non-trap functions of an item), understand object may just tell you how to kill yourself. For example, a character might cast the spell on three interlocking rings found on what appears to be the locking mechanism of a box. The first use of the spell tells the caster that the interlocking rings are, indeed, a locking mechanism and they have to be turned in a certain way to cause a needle to spring out of the box (a trap, though the spell doesn't tell the caster that). On a second use of the spell, the caster learns that turning the interlocking rings also can cause the box to open. Since the interlocking rings have no other function, further uses of the spell reveal nothing. If opening the box causes a fire trap to go off in the opener's face, that is not revealed, since fire trap is a magical effect. But when the spell is used in its most basic way, it can be a boon to adventurers who encounter technological items and strange objects that they have no way of understanding without help. New exotic weapons, high-tech gadgets, and the like are the province of understand object.
Utter Thrall (Complete Book of Eldritch Might) As a more powerful version of dominate person, this spell allows you to completely enslave any humanoid of Medium or smaller size. You establish a telepathic link with the subject's mind and can convey your wishes even if you share no common language. You know what the subject is experiencing, but you do not receive direct sensory input from him. Subjects cannot resist this control and always act in the best interests of their controller, even if not commanded to do so. The subjects truly believe you are their rightful master and serve you lovingly with utter devotion. They carry out even self-destructive orders - in fact, thralls will give their lives willingly for the good of their controller, even if not commanded to do so. Once the caster establishes control, he can exercise it at unlimited range. You need not see the subject to control it. 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 it does not prevent the establishment of utter thrall nor dispel it.
|
Copyright © 2007 by Brianna Sollandry <brianna at hambo dot com> |
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah-nagl fhtagn. |