Alter Self

Transmutation

Level: Sor/Wiz 2

Components: V, S

Casting Time: 1 action

Range: Personal

Target: You

Duration: 10 minutes/level (D)

You can alter your appearance and form—including clothing and equipment—to appear taller or shorter, thin, fat, or in-between. The assumed form must be corporeal. Your body can undergo a limited physical transmutation, including adding or subtracting one or two limbs, and your mass can be changed up to one-half. If the form selected has wings, you can fly at a speed of 30 feet with poor maneuverability. If the form has gills, you can breathe underwater.

Your attack rolls, natural armor bonus, and saves do not change. The spell does not confer special abilities, attack forms, defenses, ability scores, or mannerisms of the chosen form. Once the new form is chosen, it remains for the duration of the spell. If you are slain, you automatically return to your normal form.

If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

Bull’s Strength

Transmutation

Level: Brd 2, Clr 2, Sor/Wiz 2, Strength 2

Components: V, S, M/DF

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 hour/level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

The subject becomes stronger. The spell grants an enhancement bonus to Strength of 1d4+1 points, adding the usual benefits to melee attack rolls, melee damage rolls, Strength-related skill checks, etc.

Arcane Material Component: A few hairs, or a pinch of dung, from a bull.

Cat’s Grace

Transmutation

Level: Brd 2, Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 hour/level

Saving Throw: None

Spell Resistance: Yes

The transmuted creature becomes more graceful, agile, and coordinated. The spell grants an enhancement bonus to Dexterity of 1d4+1 points, adding the usual benefits to AC, Reflex saves, Dexterity-based skills, etc.

Arcane Material Component: A pinch of cat fur.

Invisibility

Illusion (Glamer)

Level: Brd 2, Sor/Wiz 2, Trickery 2

Components: V, S, M/DF

Casting Time: 1 action

Range: Personal or touch

Target: You or a creature or object weighing no more than 100 lbs./level

Duration: 10 minutes/level (D)

Saving Throw: Will negates (harmless, object)

Spell Resistance: Yes (harmless, object)

The creature or object touched vanishes from sight, even from darkvision. If the recipient is a creature, she becomes visible again if she attacks any other creature. If the recipient is a creature carrying gear, the gear 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 employ magic to do so.

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). Any part of an item that the subject carries but that extends more than 10 feet from her becomes visible, such as a trailing rope.

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 or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) 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 for her, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, etc. If she attacks directly, however, she immediately becomes visible along with all her gear. Note that 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.

See Combat Modifiers on page @@ for the effects of invisibility on combat.

Arcane Material Components: An eyelash and a bit of gum arabic, the former encased in the latter.

Mirror Image

Illusion (Figment)

Level: Brd 2, Sor/Wiz 2

Components: V, S

Casting Time: 1 action

Range: Personal (see text)

Target: You

Duration: 1 minute/level

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 1 image per three caster levels (maximum 8). These figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you. The wizard 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, etc.

Enemies attempting to attack 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 roll against a figment destroys it. A figment’s AC is 10 plus size modifier plus Dexterity modifier. Figments seem to react normally to area spells (such as looking like they’re burned or dead after being struck by fireballs.)

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 her eyes, the spell has no effect, though being unable to see carries the same penalties as being blind: In addition to the obvious effects, a blind character suffers a 50% miss chance in combat (as all opponents have full concealment), loses any positive Dexterity bonus to AC and grants a +2 bonus to attackers’ attack rolls (as they are effectively invisible), moves at half speed, and suffers a –4 penalty on most Strength- and Dexterity-based skills.

See Invisibility

Divination

Level: Brd 2, Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Medium (100 ft.+10 ft./level)

Area: Cone

Duration: 10 minutes/level (D)

Saving Throw: None

Spell Resistance: No

You see any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase, as if they were normally visible.

The spell does not reveal the method used obtain invisibility, though an astral traveler is easy to identify if he has a silver cord. 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.

Arcane Material Components: A pinch of talc and a small sprinkling of powdered silver.