Improved Invisibility
Illusion (Glamer)
Level: Brd 4, Sor/Wiz 4
Components: V, S
Target: You or creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
As invisibility, except the spell doesn’t end if the target attacks.
Minor Globe of Invulnerability
Abjuration
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: 10 ft.
Area: A 10-ft.-radius spherical emanation, centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
An immobile, faintly shimmering magical sphere surrounds you and excludes all 1st-, 2nd-, and 3rd-level spell effects. The area or effect of any such spells does not include the area of the minor globe of invulnerability. Such spells fail to affect any target or subject located within the globe. This includes spell-like abilities and spells or spell-like effects from devices. However, any type of spell can be cast through or out of the magical globe. Fourth and higher level spells are not affected by the globe. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty.
Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled. For example, creatures inside the globe would still see a mirror image created by a caster outside the globe. If that caster then entered the globe, the images would wink out, to reappear when the caster exited the globe. Likewise, a caster standing in the area of a light spell would still receive sufficient light for vision, even though that part of the light spell volume in the globe would not be luminous.
If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether minor globe of invulnerability stops it.
Arcane Material Component: A glass or crystal bead that shatters at the expiration of the spell.
Polymorph Self
Transmutation
Level: Rgr 4, Sor/Wiz 4
Components: V
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 hour/level (D)
As polymorph other, except that you assume the form of a different creature.
You can change your form as often as desired for the duration of the spell simply by willing it so. Each change is a full-round action. You regain hit points as if having rested for a day only from the initial transformation, however.
Scry
Divination
Level: Brd 3, Clr 5, Drd 4, Sor/Wiz 4
Components: V, S, M/DF, F
Casting Time: 1 hour
Range: See text
Effect: One magical sensor
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You can see and hear some creature, who may be at any distance. You must succeed at a Scry check to do so. The difficulty of the task depends on how well you knows the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, you get a –5 penalty on the Scry check.
| Knowledge | DC |
| None* | 20 |
| Secondhand. You have heard of the subject. | 15 |
| Firsthand. You have met the subject. | 10 |
| Familiar. You know the subject well. | 5 |
*You must have some sort of connection of a creature whom you have no knowledge of.
| Connection | Scry Check Bonus |
| Likeness or picture | +5 |
| Possession or garment | +8 |
| Body part, lock of hair, nail clippings, etc. | +10 |
This spell creates a magical sensor located near the subject. Any creature with a 12 Intelligence or higher can notice the sensor by making a Scry skill check (or Intelligence check) at a DC of 20.
The following spells can be cast through a scry spell: comprehend languages, read magic, tongues, and darkvision. The following spells have a 5% chance per caster level of operating correctly: detect magic, detect chaos, detect evil, detect good, detect law, and message.
Arcane Material Components: The eye of a hawk, an eagle, or even a roc and nitric acid, copper, and zinc.
Wizard, Sorcerer, or Bard Focus: A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.
Cleric Focus: A holy water font costing not less than 100 gp.
Druid Focus: A natural pool of water.
Stoneskin
Abjuration
Level: Earth 6, Sor/Wiz 4, Strength 6
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction (10/+5). (It ignores the first 10 points of damage each time it takes damage, though a weapon with a +5 enhancement bonus or any magical attack bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.
Material Components: Granite and 250 gp worth of diamond dust sprinkled on the target’s skin.
Wall of Fire
Evocation [Fire]
Level: Drd 5, Fire 4, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft.+10 ft./level)
Effect: An opaque sheet of flame up to 20-ft. long/caster level or a ring of fire with a radius of up to 5 ft./2 caster levels; either form 20 ft. high
Duration: Concentration+1 round/level
Saving Throw: See text
Spell Resistance: Yes
An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, inflicting 2d4 points of fire damage on creatures within 10 feet and 1d4 points of fire damage on those past 10 feet but within 20 feet. The wall deals this damage when it appears and each round that a creature enters or remains in the area. In addition, the wall deals 2d6 points of damage plus 1 point of damage per caster level to any creature passing through it (maximum 2d6+20, all fire damage). The wall deals double damage to undead creatures.
If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall by making a successful Reflex save. (If the creature ends up on the hot side of the will, it takes 2d4 points of damage, as normal.)
If any 5-foot length of wall suffers 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)
Arcane Material Component: Phosphorus.