Spells of Farland
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
BARD SPELLS
1ST-LEVEL BARD SPELLS
3RD-LEVEL BARD SPELLS
5TH-LEVEL BARD SPELLS
6TH-LEVEL BARD SPELLS CLERIC SPELLS
0-LEVEL CLERIC SPELLS
7TH-LEVEL CLERIC SPELLS SORCERER / WIZARD SPELLS
1ST-LEVEL SORCERER / WIZARD SPELLS
3RD-LEVEL SORCERER / WIZARD SPELLS
4TH-LEVEL SORCERER / WIZARD SPELLS
5TH-LEVEL SORCERER / WIZARD SPELLS
7TH-LEVEL SORCERER / WIZARD SPELLS
8TH-LEVEL SORCERER / WIZARD SPELLS EPIC SPELLS
EPIC-LEVEL SPELLS |
SPELLS
Adroitness
- Divination
- Level: Brd 1, Sor/Wiz 1
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: One creature
- Duration: 10 minutes/ level or until discharged
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes
You gain temporary, intuitive insight into the immediate future during your next skill check. Your next single skill check roll (if it is made before the end of the duration of the spell) gains an insight bonus of +1 per caster level up to a maximum of +10. Since this spell does not provide any skill ranks, it does not allow a target to use an untrained skill that could not normally be used. Once a single skill check is made while under the duration of the spell, the spell is discharged.
Amnesia
- Enchantment (Compulsion) [Mind-affecting]
- Level: Brd 5, Sor/Wiz 7
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft. per 2/levels)
- Target: One creature
- Duration: Permanent (D)
- Saving Throw: Will negates
- Spell Resistance: Yes
This powerful spell causes the target to forget everything that is not innately known. This means that the victim forgets his own name, his history, his family and friends, as well as his goal or current mission. The fact that this spell has just been cast is also forgotten. He retains his level and all abilities that go along with his class; for example, a fighter does not forget how to use his feats, a barbarian remembers how to instinctively rage, and a rogue knows how to use sneak attack. A wizard or cleric does not forget memorized spells. Moreover, a character will automatically use class abilities if the situation demands their use. The victim does not forget how to use any skills except knowledge and related skills; he can also make such checks if a situation warrants it, although he will not know that he has such knowledge until he actually is prompted to make a check. Furthermore, the victim does not forget his alignment and will instinctively resist actions that are against his ethical bent. The character remembers how to speak all the languages he formerly knew. A subject who is affected by this spell will often be very confused and distraught for some time following the spell. Break Enchantment can possibly end the amnesia. Remove Curse does not end the amnesia, although Limited Wish, Miracle, and Wish do. These are the only spells that remove the amnesia.
Material Component: Silver powder soaked in expensive wine, both worth a total of 200 silver pieces.
Arcane Mimicry
- Universal
- Level: Brd 6, Sor/Wiz 8
- Components: V, S
- Casting Time: See text
- Range: See text
- Target: See text
- Duration: See text
- Saving Throw: Special (see text)
- Spell Resistance: Special (see text)
This spell allows you to duplicate a spell that was cast in your presence. When casting this spell, you choose any arcane spell of a level equal to or lower than arcane mimicry that appears on your class' spell list and that was cast no longer ago than a number of rounds equal to your caster level. Upon completion of arcane mimicry, the mimicked spell immediately takes effect and functions as normal (although if it was enhanced in any way, by a metamagic feat for example, the enhancement is not duplicated). The casting time of arcane mimicry is identical to the spell being duplicated. All effects of the mimicked spell are calculated according to your level. When you mimic a spell that has an XP cost, you must pay that cost. When you mimic a spell with a material component that costs more than 50 you must provide that component.
Bind Weapon
- Transmutation
- Level: Sor/Wiz 2
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Effect: Ray
- Duration: 1 round/level
- Saving Throw: None
- Spell Resistance: Yes
A thin, gray ray springs from your pointing finger. You must make a successful ranged touch attack to hit a weapon held by a target (A weapon's AC is equal to 10 + its size modifier + the Dexterity modifier of the carrying character). For every four caster levels beyond 1st, you gain an additional ray--two at 5th level, three at 9th, four at 13th, and the maximum of five rays at 17th level or higher. You may only shoot one ray per round as a standard action. If the ray strikes a weapon, the wielder of the weapon must succeed on a strength check (the DC of the check is the same as if he were saving against the spell) to maintain his grasp on the weapon, in which case the spell has no effect; otherwise the weapon is pinned to the ground as if by a powerful force. Magic weapons grant a bonus to the strength check equivalent to +2 per point of enhancement. An unattended weapon is automatically pinned by the spell. A weapon so affected can only be recovered with another strength check as above, performed as a full-round action. Once the item is recovered, the spell effect ends.
This spell affects magical weapons but does not affect natural weapons, artifacts or relics, or objects that are not weapons, even if they are currently being wielded as improvised weapons (i.e it only affects things listed in the SRD as weapons). Binding a weapon attached to a locked gauntlet will effectively pin to the ground the arm of the wielder until the gauntlet is removed or unlocked.
Material Component: A small magnet.
Carpet of Flame
- Evocation [fire]
- Level: Sor/Wiz 5
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft. per 2/levels)
- Area: One 5' square/level
- Duration: 1 round/level
- Saving Throw: Reflex half
- Spell Resistance: Yes
This spell calls into being a carpet of fire that covers an area of the ground and burns to a height of 16 inches. Once per round as a move action the caster may choose to extinguish up to two 5 ft. squares in the area and may immolate the same number of 5 ft. squares adjacent to the area; these new squares then become included in the area. At the beginning of her turn each round a character stands in or moves through the area, she must make a reflex save for half damage. The spell does 1d4 points of fire damage per level of the caster (up to a maximum of 12d4). Any character who takes full damage from the spell must make an additional reflex save DC 15 or catch fire, taking an additional 1d6 points of damage immediately and each round she remains in the area. Once a burning character leaves the area, she must continue to make reflex saving throws each round. Failure means she takes another 1d6 points of damage that round. Success means that the fire has gone out. A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus. A character who catches fire must make a DC 15 reflex saves for each item she possesses. Flammable items that fail take the same amount of damage as the character.
Material Component: A pinch of tar and sulphur.
Energy Infusion
- Transmutation
- Level: Sor/Wiz 5
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft. per 2/levels)
- Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)
- Duration: 1 minute/level
- Saving Throw: Will negates (harmless, object)
- Spell Resistance: Yes (harmless, object)
This spell infuses a weapon or 50 projectiles with a certain type of energy. The type of energy is picked at the time of casting. The energies to choose from are flame, ice, or shock. The effect is the same as the burst ability of the same name (Flaming Burst, Icy Burst, or Shocking Burst). The weapon will deal an extra 1D6 points of damage of that type on a successful strike, and it will deal additional energy damage on a critical hit according to the burst weapon ability. You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell. This spell may not be used more than once on the same weapon before the duration of the first spell has expired; thus it cannot be used to make a weapon both Icy Burst and Shocking Burst at the same time, for example. This spell also may not be used on a weapon that already has the Burst ability.
Material Component: A pinch of sulfur for flaming, a bit of fur for shocking, or a pinch of dust and a few drops of water for Ice.
Flight Suppression Field
- Abjuration
- Level: Sor/Wiz 3
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft. per 2/levels)
- Area: 50 ft. + 10 ft./level radius emanation
- Duration: 1 hr./level (D)
- Saving Throw: None
- Spell Resistance: No
This spell is a very specialized version of Antimagic Field. It affects an area centered within close range (25 ft. +5 ft./2 caster levels) and is immovable once cast; the spell prevents magical flight or levitation within the hemisphere of effect. The flight suppression field will remove or prevent flight from spells, magic items, spell-like abilities, and supernatural abilities, but not extraordinary or normal flight, even from a magically summoned or polymorphed creature. Any magical effect causing flight that enters the area or is present when the spell is cast is subject to an effect similar to a targeted Dispel Magic. The flight suppression field makes a dispel check (1d20 + caster level, maximum +10). The DC is 11 + the caster level of the magical effect (spell-like and supernatural abilities usually have a caster level equal to the creature's hit dice). If it succeeds on a particular check, that spell is dispelled (A dispelled spell ends as if its duration had expired); if you fail, that spell remains in effect. If the object targeted is a magic item, the field makes a dispel check against the item's caster level. If it succeeds, all the magical properties of the item relating to flight are suppressed for the duration of the spell or until removed from the field, after which the item recovers on its own. An effect that leaves and reenters the field is subject to another dispel check. An effect which was not successfully dispelled is unaffected until it leaves the area and reenters. The effect does extends into the ethereal plane.
Material Component: A tiny vial of tar or molasses.
Imbued Orb
- Conjuration
- Level: Sor/Wiz 1
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft. per 2/levels)
- Target: One creature
- Duration: Instantaneous
- Saving Throw: None (see text)
- Spell Resistance: Yes
You fire an orb of multi-colored electricity at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d4 points of electrical damage per two caster levels (maximum 5d4). In addition you may imbue the orb with one of the following 0-level arcane spells, so that the orb delivers the spell if it hits the target: Acid Splash, Daze, Disrupt Undead, Flare, or Ray of Frost. You imbue the 0-level spell as part of the casting (doing so does not take additional time), and it is lost from memory if you are a wizard (it must be memorized to begin with), or you use one of your 0-level casting slots if you are a sorcerer (you must know the spell). Ray of Frost, Disrupt Undead, and Acid Splash automatically affect the foe, while the target recieves the normal saving throw against Daze and Flare (The save DC is that of the cantrip, not this spell). You need only make one caster level check to overcome spell resistance.
Material Component: A thimble or a walnut shell.
Lag Behind
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Brd 1, Sor/Wiz 1
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Targets: 1 creature/2 levels up to a max of 4
- Duration: 2d4 rounds
- Saving Throw: Will negates
- Spell Resistance: Yes
This spell is similar to but less powerful than Confusion. If the subject fails his Will save he is magically confused and delays his turn until all other combatants have acted. Thus he drops to the bottom of the initiative order and always goes last in the round; he is unable to ready an action. Each round, as a swift action at the start of his turn, the subject can attempt a new saving throw to end the effect. If the save succeeds, the subject can then act normally.
Material Component: A small copper disk.
Memory Spectacle
- Illusion (figment)
- Level: Brd 2, Sor/Wiz 2
- Components: V, S, F
- Casting Time: 1 round
- Range: Close (25 ft. + 5 ft./2 levels)
- Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
- Duration: Concentration up to 1 round/level (D)
- Saving Throw: None (harmless)
- Spell Resistance: No
The caster can create a moving image of any event exactly as he or she witnessed it, either in person or by magical means. The image includes visual, olfactory, and auditory components, including speech. The figment displays the events as the caster perceived them; for example if the caster was blind-folded, the image will have no visual component. Only things actually perceived by the caster are displayed. If the caster was unaware of something in the original event, that thing will not be displayed in the image. Anyone viewing the figment immediately knows that it is an illusion.
Material Component: A small mirror.
Rectify Inebriation
- Conjuration (Healing)
- Level: Clr 0
- Components: V, S
- Casting Time: 1 round
- Range: Touch
- Target: Creature touched
- Duration: Instantaneous
- Saving Throw: Fort negates (harmless)
- Spell Resistance: Yes (harmless)
When laying your hand upon a living creature, you remove any effects from alcohol and similar non-magical concoctions. This spell immediately makes inebriated creatures sober and cures hangovers. It is ineffective against poisons and magical concoctions such as potions and elixirs.
Sanctuary, Greater
- Abjuration
- Level: Clr 7
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 round/level
- Saving Throw: Will negates
- Spell Resistance: No
This is a more powerful version of the sanctuary spell. Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. Unlike with the sanctuary spell, the subject can attack normally without breaking the spell.
Soul Transference
- Transmutation
- Level: Sor/Wiz 8, Mind 8
- Components: V, S, M
- Casting Time: 1 hour
- Range: Touch
- Target: One creature
- Duration: Permanent
- Saving Throw: Will negates
- Spell Resistance: Yes
This spell allows the caster to transfer the life essence of a sentient creature into a magical item. The item in question then becomes a sentient item, as per the rules for creation of intelligent items in the SRD. While typically the item imbued with this life essence is a weapon, any permanent magical item may be so enchanted.
The casting of this spell is typically done on a willing subject, although there have been instances in which the spell has been cast on unwilling subjects. A saving throw is allowed for unwilling recipients, and if the subject succeeds the spell fails.
The focus of this spell is a magical item, valued at no less than 5,000 sp (Farland) per HD of the subject. Upon the successful completion of the spell, the magical item becomes imbued with the spirit of the target and operates as per the intelligent item rules in the SRD, including the stipulations for languages and ego, with the following exceptions:
The Item Gains its Powers according to the following chart:
Up to 3 HD: | Empathy; one lesser power; 30 ft. vision and hearing |
4 HD - 6HD: | Empathy; two lesser powers; 60 ft. vision and hearing |
7 HD - 9HD: | Speech; two lesser powers; 120 ft. vision and hearing |
10 HD - 12HD: | Speech; three lesser powers; 60 ft.darkvision and hearing |
13 HD - 15HD: | Speech; three lesser powers; 60 ft. darkvision and hearing |
16 HD - 18HD: | Speech and telepathy; three lesser powers and one greater power; 120 ft. darkvision and hearing |
19 HD +: | Speech and telepathy; three lesser powers and two greater powers; 120 ft. darkvision, blindsense and hearing |
Lesser Powers are as follows:
- Bestow upon the possessor the use of 1 feat or 1 skill (10 ranks max) that the subject had prior to the transformation.
- Bestow upon the possessor the use of a level 1 spell known by the subject up to 3 times per day
Greater Powers are as follows:
- Bestow upon the possessor the use of 1 feats or 1 skill (20 ranks max) that the subject had prior to the transformation.
- Bestow upon the possessor the use of a spell up to level 4 known by the subject up to 3 times per day.
- Bestow upon the possessor the use of a level 1 spell with a duration of anything other than ?instantaneous? at will
The Intelligence, Wisdom, Charisma, and alignment of the item are as per the subject prior to the transformation. If the DM so decides and if the subject of the spell had over 16 HD, the item may have a purpose consistent with the goals of the character in life; any dedicated powers the item possesses must be abilities the subject had in life.
While the newly enchanted intelligent item does not retain any spells or abilities it had available in life (except as noted above), the life essence of the subject is wholly transferred into the item, and the subject?s body disintegrates. Henceforth, only a combination of the destruction of the item and the casting of clone and wish in conjunction can restore the subject to its original state.
Material components: a magic item/ receptacle and a diamond worth 1000 sp* per Hit Die of the subject.
XP Cost: 200 times subject's ECL.
Steal Power
- Necromancy [Evil]
- Level: Clr 7, Sor/Wiz 7
- Components: V, S, M
- Casting Time: 1 hour
- Range: Close (25 ft. + 5 ft./2 levels)
- Duration: 1 hour/level
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
The Drow developed this spell to share power between slaves and their masters. Through a brutal ceremony, the caster drains the life energy from a victim and temporarily takes it for his own.
At the conclusion of the ceremony (during which the subject must remain within the spell's range), the subject gains 1 negative level per 4 levels of the spell caster. If this causes the subject to fall below 1st level, it results in the death of the subject and the failure of the spell. This effect functions like enervation, except that the negative levels last longer. Twenty-four hours after gaining them, the subject must make a Fortitude saving throw (DC = Steal Power spell's save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject's character levels is permanently drained.
During the duration, for each negative level the victim has gained, the caster gains one effective level. Each effective level grants a +1 bonus on attack rolls, saving throws, skill checks, and ability checks; the power, duration, DC, and other details of spells or special abilities are determined by his effective level. Additionally, the spell caster now has the spell slots of his effective level for the purposes of preparing or spontaneously casting spells. A caster who prepares spells may prepare the additional spells gained immediately (the caster does not learn any new spells when he casts this spell).
Material Component: An onyx worth at least 500, which is consumed during the casting of the spell.
Telekinetic Explosion
- Evocation [force]
- Level: Sor/Wiz 7
- Components: V, S
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Targets: Creatures in a 20-ft.-radius burst
- Duration: Instantaneous
- Saving Throw: Reflex half (see text)
- Spell Resistance: Yes
This area-effect spell potentially affects all creatures affected by the burst in a 20 foot radius from the target point, hitting each enemy with a wave of telekinetic force. You can choose which creatures in the area are affected, although you must be able to target each creature you wish to exclude from the effect. If you cannot, the spell hits every target in the area that cannot be seen (the game master may call for a spot check to pick out creatures at a distance or in a crowd). The spell deals each target 1d6 points of force damage per caster level (maximum 15d6); a successful reflex save will halve this damage. Targets who fail the reflex save are affected as if bull rushed by a medium creature. The bull rush proceeds from the center point of the spell and pushes directly outwards toward its edge. Resolve the bull rush attempt as normal, except that it doesn't provoke attacks of opportunity, and you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength.
Weight of the World
- Enchantment [Mind-Affecting]
- Level: Brd 3, Sor/Wiz 4
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Targets: One creature
- Duration: 1 round/level
- Saving Throw: Will partial (see text)
- Spell Resistance: Yes
This spell causes the victim to believe that his gear (including armor, clothing and items but excluding weapons and ammunition) are suddenly extremely heavy. If he fails his will save, he believes his gear is 5 times heavier, and he suffers encumbrance effects accordingly. If this causes him to be overloaded, he suffers a -8 armor check penalty, loses any Dexterity bonus to AC, and can either move 5 feet per round as a full round action or take a single action in lieu of moving. If he succeeds at his will save, he believes his gear is twice as heavy, suffering encumbrance effects accordingly. The victim can escape from these effects by removing all his gear, though he need not drop any weapons or ammunition, as their perceived weight is not changed by the spell. Creatures not carrying or wearing gear are essentially unaffected by this spell, although if they acquire gear while under its affect, it applies normally.
Material Component: A small piece of lead.
Winter (Ritual)
- Evocation (Cold)
- Spellcraft DC: 201
- Components: V, S, XP,Ritual
- Casting Time: 10 minutes
- Area: 2 mile radius emanation
- Duration: 1 year
- Spell Resistance: None
- To Develop: 1,800,000 sp (gp in non-Farland campaigns); 36 days; 72,000 XP. Seed: energy (create cold weather in a 2 mile radius) (DC 25). Factor: 400 times increase in duration (+1600 DC). Mitigating factors: three additional casters contributing one epic spell slot (-57 DC), eleven additional casters contributing 9th-level spell slots (-187 DC), burn 20,000 XP per epic caster (- 690 DC), burn 10,000 XP per non-epic caster (-490 XP).
Once this spell is cast, its effects take 10 minutes to manifest. The spell blankets an area in snow and ice, changing the local climate to extreme cold (below 0° F). The intense cold freezes water out of the air, causing constant snowfall and wind. The epicenter of the spell, the physical location where the caster is standing when casting the spell, emanates conditions of extreme cold to a radius of 50 feet. Extreme cold (below -20° F) deals 1d6 points of lethal damage per minute (no save) to unprotected creatures. In addition, unprotected creatures must make Fortitude saves (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing metal armor or coming into contact with very cold metal are affected as if by a chill metal spell. The spell remains centered on a location even if the caster leaves the area; it is not centered on the caster. If this spell is cast again before its original effects expire, its radius expands by 1 mile for each casting. Up to five other casters can engage in the casting of this spell, adding their spellcraft ranks to those of the main caster. In this case, each caster pays the experience point cost.
XP Cost: 5,000 XP.