КАНТРИПЫ:
Acid SplashConjuration (Creation) [Acid]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One missile of acid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.
Detect MagicDivinationLevel: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Ray of FrostEvocation [Cold]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3
points of cold damage.
Mage HandTransmutationLevel: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One nonmagical, unattended
object weighing up to 5 lb.
Duration: Concentration
Saving Throw: None
Spell Resistance: No
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction,
though the spell ends if the distance between you and the object ever exceeds the spell’s range.
Open/CloseTransmutationLevel: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Object weighing up to 30 lb. or portal that can be opened or closed
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door
or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for
enormous creatures may be beyond this spell’s ability to affect.
Focus: A brass key
Arcane MarkUniversalLevel: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: One personal rune or mark, all of which must fit within 1 sq. ft.
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark
spell enables you to etch the rune upon any substance (even stone or metal) without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.
Arcane mark must be cast on an object prior to casting Drawmij’s instant summons on the same object (see that spell description for details).
Prestidigitation UniversalLevel: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour.
The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It
can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. Characters typically use prestidigitation spells to impress common folk, amuse children, and brighten dreary lives. Common tricks with prestidigitations include producing tinklings of ethereal music, brightening faded flowers, creating glowing balls that float over your hand, generating puffs of wind to flicker candles, spicing up aromas and flavors of bland food, and making little whirlwinds to sweep dust under rugs.
1-ЫЙ ЛВЛ ЗАКЛИНАНИЙCause FearNecromancy [Fear, Mind-Affecting]
Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 5 or fewer HD
Duration: 1d4 rounds or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect. Cause fear counters and dispels remove fear.
Disguise SelfIllusion (Glamer)
Level: Brd 1, Sor/Wiz 1, Trickery 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot
change your body type. For example, a human caster could look human, humanoid, or like any other human-shaped bipedal creature. Otherwise, the extent of the
apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your
equipment. A battleaxe made to look like a dagger still functions as a battleaxe. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.
A creature that interacts with the glamer gets a Will save to recognize it as an illusion. For example, a creature that touched you and realized that the tactile
sensation did not match the visual one would be entitled to such a save.
Summon Monster IConjuration (Summoning)
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts
immediately, on your turn. It attacks youropponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. Information on these creatures can be found in the Monster Manual. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. For instance, a celestial porpoise may only be summoned in an aquatic environment.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. For example, a summon
monster I is a lawful and evil spell when cast to summon a fiendish dire rat.
Arcane Focus: A tiny bag and a small (not necessarily lit) candle.
Fiendish hawk CE
Fiendish monstrous spider, Small CE
Fiendish octopus CE
Fiendish snake, Small viper CE
Summon Undead IConjuration (Summoning) [Evil]
Level: Blackguard 1, cleric 1, dread necromancer 1, sorcerer/wizard 1
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell functions like summon monster I (see page 285 of the Player’s Handbook), except that you summon an undead creature.
Summon undead I conjures one of the creatures from the 1st-level list in the Summon Undead table at right. You choose which creature to summon, and
you can change that choice each time you cast the spell. Summoned undead do not count toward the total Hit Dice of undead that you can control with
animate dead, plague of undead, or other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1.
Focus: A tiny bag, a small candle (not lit), and a carved bone from any humanoid.
Note: The descriptions of the summon undead spells presented here supersede earlier published descriptions.
Human warrior skeleton
Kobold zombie
Ray of EnfeeblementNecromancyLevel: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes
A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score cannot drop below 1.
1-ОЙ ЛВЛ ЗАКЛИНАНИЙScareNecromancy [Fear, Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One living creature per three levels, no two of which can be more than 30 ft. apart
Duration: 1 round/level or 1 round; see text for cause fear
Saving Throw: Will partial
Spell Resistance: Yes
This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened.
Material Component: A bit of bone from an undead skeleton, zombie, ghoul, ghast or mummy.
Summon Monster IIConjuration (Summoning) [see text for summon monster I]
Level: Brd 2, Clr 2, Sor/Wiz 2
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.
Fiendish shark, Medium NE
Fiendish monstrous spider CE
Medium Fiendish snake Medium viper CE
SUMMON UNDEAD IIConjuration (Summoning) [Evil]
Level: Blackguard 2, cleric 2, dread necromancer 2, sorcerer/wizard 2
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon undead I, except that you can summon one undead from the 2nd-level list or two undead of the same kind from the 1st-level list.
Owlbear skeleton
Bugbear zombie
BaneEnchantment (Compulsion) [Fear, Mind-Affecting]
Level: Clr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: 50 ft.
Area: All enemies within 50 ft.
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
Bane fills your enemies with fear and doubt. Each affected creature takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects.
Bane counters and dispels bless.
DoomNecromancy [Fear, Mind-Affecting]
Level: Clr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
[One subject takes –2 on attack rolls, damage rolls, saves, and checks.]
3-ИЙ ЛВЛ ЗАКЛИНАНИЙSummon Monster IIIConjuration (Summoning) [see text for summon monster I]
Level: Brd 3, Clr 3, Sor/Wiz 3
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st level list
Fiendish crocodile CE
Dretch (demon) CE
Fiendish snake, Large viper CE
Fiendish wolverine CE
DisplacementIllusion (Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Emulating the natural ability of the displacer beast (see the Monster Manual), the subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location.
Material Component: A small strip of leather made from displacer beast hide, twisted into a loop.
4-ЫЙ ЛВЛ ЗАКЛИНАНИЙ:
Necromancy [Fear, Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: 1 round/level or 1 round; see
text
Saving Throw: Will partial
Spell Resistance: Yes
An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. (See the Dungeon Master’s Guide for more information on fear-panicked creatures .) If the Will save succeeds, the creature is shaken for 1 round. Material Component: Either the heart of a hen or a white feather.