Bigby’s Interposing Hand

Evocation

Level: Sor/Wiz 5

Components: V, S, F

Casting Time: 1 action

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

Effect: A 10-ft. hand

Duration: 1 round/level (D)

Saving Throw: None

Spell Resistance: Yes

Bigby’s interposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two, regardless of where you move or how the opponent tries to get around it, providing nine-tenths cover (+10 AC) for you against that opponent. Nothing can fool the hand—it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt to hide or disguise himself. The hand does not pursue an opponent, however.

A Bigby’s hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you when undamaged, and its AC is 20 (–1 Size, +11 Natural). It suffers damage as a normal creature, but most magical effects that don’t cause damage do not affect it. The hand cannot push through a wall of force or enter an antimagic field. It suffers the full effects of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster. Disintegrate or a successful dispel magic destroys the hand.

Any creature weighing less than 2,000 pounds trying to push past the hand is slowed to half its normal speed. If the opponent weighs more than 2,000 pounds, the hand cannot reduce its speed but still affects the opponent’s attacks.

By concentrating (as a standard action), you can designate a new opponent for the hand.

Focus: A soft glove.

Cone of Cold

Evocation [Cold]

Level: Sor/Wiz 5, Water 6

Components: V, S, M

Casting Time: 1 action

Range: 5 ft.

Area: Cone

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, causing 1d6 points of cold damage per caster level (maximum 15d6).

Arcane Material Component: A very small crystal or glass cone.

Domination

Enchantment (Compulsion) [Mind-Affecting]

Level: Brd 4, Sor/Wiz 5

Components: V, S

Casting Time: 1 action

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

Target: One humanoid of Medium-size or smaller

Duration: 1 day/level

Saving Throw: Will negates

Spell Resistance: Yes

You can control the actions of any humanoid that is Medium-size or smaller. You establish a telepathic link with the subject’s mind. If a common language is shared, you can generally force the subject to perform as you desire, within the limits of his abilities. If no common language is shared, you can only communicate basic commands, such as “come here,” “go there,” “fight,” “stand still,” etc. You know what the subject is experiencing but do not receive direct sensory input from him.

Subjects resist this control, and those forced to take actions against their natures receive a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are not carried out. Once control is established, there is no limit to the range at which it can be exercised, as long as you and subject are on the same plane. 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 domination or dispel it.

Hold Monster

Enchantment (Compulsion) [Mind-Affecting]

Level: Brd 4, Law 6, Sor/Wiz 5

Components: V, S, M/DF

Target: One living creature

As hold person, except this spell holds any living creature who fails his Will save.

Arcane Material Component: One hard metal bar or rod, which can be as small as a three-penny nail.

Leomund’s Secret Chest

Conjuration (Summoning)

Level: Sor/Wiz 5

Components: V, S, F

Casting Time: 10 minutes

Range: See text

Target: One chest and up to 1 cubic ft. of goods/caster level

Duration: 60 days or until discharged

Saving Throw: None

Spell Resistance: No

You hide a chest in the Deep Ethereal plane for up to 60 days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest’s actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.

The chest must be exceptionally well crafted and expensive, constructed for you by master crafters. If made principally of wood, it must be ebony, rosewood, sandalwood, teak, or the like, and all of its corner fittings, nails, and hardware must be platinum. If constructed of ivory, the metal fittings of the chest must be gold. If the chest is fashioned from bronze, copper, or silver, its fittings must be silver or electrum. The cost of such a chest is never less than 5,000 gp. Once it is constructed, you must have a tiny replica (of the same materials and perfect in every detail) made, so that the miniature of the chest appears to be a perfect copy (the replica costs 50 gp). You can have but one pair of these chests at any given time—even wishes do not allow exceptions. The chests themselves are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest.

To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Deep Ethereal. You need the replica to recall the chest. After 60 days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.

Living things in the chest eat, sleep, and age normally; and they die if they run out of food, air, water, or whatever they need to survive.

Focus: The chest and its replica.

Permanency

Universal

Level: Sor/Wiz 5

Components: V, S, XP

Casting Time: 2 rounds

Range: See text

Target, Effect, or Area: See text

Duration: Permanent (see text)

Saving Throw: None

Spell Resistance: No

This spell makes certain other spells permanent. Depending on the spell, you must be at least a minimum level and must expend a number of XP.

You can make these spells permanent in regard to yourself:

SpellMinimum LevelXP Cost
Comprehend languages9th500 XP
Darkvision 10th1,000 XP
Detect magic9th500 XP
Protection from arrows11th1,500 XP
Protection from chaos/evil/good/law9th500 XP
Read magic9th500 XP
See invisibility10th1,000 XP
Tongues11th1,500 XP

You cast the desired spell and then follow it with the permanency spell. You cannot cast these spells on other creatures. This application of permanency can be dispelled only by a caster of greater level than you were when you cast the spell.

In addition to personal use, the permanency spell can be used to make the following spells permanent on yourself, another creature, an object, or a location (as appropriate):

SpellMinimum LevelXP Cost
Enlarge9th500 XP
Fear12th2,000 XP
Gust of wind11th1,500 XP
Invisibility10th1,000 XP
Magic mouth10th1,000 XP
Prismatic sphere17th4,500 XP
Shrink item11th1,500 XP
Stinking cloud11th1,500 XP
Wall of fire12th2,000 XP
Wall of force13th2,500 XP
Web10th1,000 XP

Additionally, the following spells can be cast upon objects or areas only and rendered permanent:

SpellMinimum LevelXP Cost
Alarm9th500 XP
Dancing lights9th500 XP
Ghost sound9th500 XP
Phase door15th3,500 XP
Solid fog12th2,000 XP
Symbol16th4,000 XP
Wall of fire12th2,000 XP
Teleportation circle17th4,500 XP

Spells cast on other creatures, objects, or locations (not on you) are vulnerable to dispel magic as normal.

Spells that have conditions that end them are suppressed under these conditions, but the spell returns 10 minutes later. For example, a creature made permanently invisible becomes visible when it attacks, but then becomes invisible again 10 minutes later.

The DM may allow other selected spells to be made permanent. Researching this possible application of a spell costs as much time and money as independently researching the selected spell (see the Dungeon Master Guide). If the DM has already determined that the application is not possible, the research automatically fails. Note that you never learn what is possible except by the success or failure of your research.

XP Cost: See tables above.

Teleport

Transmutation [Teleportation]

Level: Sor/Wiz 5, Travel 5

Components: V

Casting Time: 1 action

Range: Personal and touch

Target: You and touched objects or other touched willing creatures weighing up to 50 pounds/level

Duration: Instantaneous

Saving Throw: None and Will negates (object)

Spell Resistance: No and Yes (object)

This spell instantly transports you to a designated destination. Distance is not a factor, but interplanar travel is not possible. You can bring along objects and willing creatures totaling up to 50 pounds per caster level. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is SR applicable to you, only objects held or in use (attended) by another person receive saving throws and SR.

You must have some clear idea of the location and layout of the destination. You can’t simply teleport to the warlord’s tent if you don’t know where that tent is, what it looks like, or what’s in it. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energies may make teleportation more hazardous or even impossible.

Note: Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.

To see how well the teleportation works, roll d% and consult the below table:

FamiliarityOn TargetOff TargetSimilar AreaMishap
Very familiar01–9798–99100
Studied carefully01–9495–9798–99100
Seen casually01–8889–9495–9899–100
Viewed once01–7677–8889–9697–100
Description01–5253–7677–9293–100
False destination (1d20+80)81–9293–100

Familiarity: “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you’ve been there often or you have used other means (such as scry) to study the place. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps even from a precise map.

“False destination” is a place that doesn’t exist, such as if you have mistranslated an ancient tome and tried to teleport into a nonexistent treasure vault that you believe you read about, or if a traitorous guide has carefully described an enemy’s sanctum to you when that sanctum is completely different from what the traitor described. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.

On Target: You appear where you want to be.

Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10x1d10% of the distance that was to be traveled. For example, it you tried to travel 120 miles, landed off target, and rolled 6 and 3 on the two d10s, then you would be 18% off target. That’s 22 miles, in this case. The DM would determine the direction off target randomly, such as by rolling 1d8 and designating 1 as north, 2 as northeast, etc. If you were teleporting to a coastal city and wound up 22 miles out at sea, you could be in trouble.

Similar Area: You wind up in an area that’s visually or thematically similar to the target area. A wizard heading for her home laboratory might wind up in another wizard’s laboratory or in an alchemy supply shop that has many of the same tools and implements as in her laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up somewhere else across the globe.

Mishap: You and anyone else teleporting with you have gotten “scrambled.” You each suffer 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters suffer more damage and must reroll.

Wall of Force

Evocation [Force]

Level: Sor/Wiz 5

Components: V, S, M

Casting Time: 1 action

Range: Close (25 ft.+5 ft./2 levels)

Effect: A wall whose area is up to one 10-ft. square/level or a sphere or hemisphere with a radius of up to 1 ft./level

Duration: 1 minute/level (D)

Saving Throw: None

Spell Resistance: No

A wall of force spell creates an invisible wall of force. The wall of force cannot move, it is immune to damage of all kinds, and it is totally unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, and Mordenkainen’s disjunction. Spells and breath weapons cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material creatures (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through the wall of force.

The wizard can form the wall into a straight, vertical plane whose area is up to one 10-foot square per level or into a sphere or hemisphere with a radius of up to 1 foot per level.

The wall of force must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.

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