Spell:Spell G

Gaseous Form
Transmutation Level: Air 3, Brd 3, Sor/Wiz 3

Components: S, M/DF

Casting Time: 1 action

Range: Touch

Target: Willing corporeal creature touched

Duration: 2 minutes/level (D)

Saving Throw: None

Spell Resistance: No

The subject and all her gear become insubstantial, misty, and translucent. The subject gains damage reduction 20/+1. Her material armor (including natural armor) becomes worthless, though her size, Dexterity, deflection bonuses, and armor bonuses from force armor (for example, from the mage armor spell) still apply. She becomes immune to poison and critical hits. She can’t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (Note that this does not rule out certain spells that the subject may have prepared using the metamagic feats Silent Spell and Still Spell.) As with polymorph other, the subject loses supernatural abilities while in gaseous form. If she has a touch spell ready to use, it is discharged harmlessly when the spell takes effect.

The gaseous creature can’t run but she can fly (speed 10, maneuverability perfect). She can pass through small holes or narrow openings, even mere cracks, with all she was wearing or holding in her hands, as long as the spell persists. She is subject to wind. She can’t enter water or other liquid.

Gate
Conjuration (Creation, Calling)

Level: Clr 9, Sor/Wiz 9

Components: V, S

Casting Time: 1 action

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

Effect: See text

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

Casting a gate spell has two effects. First, it creates an interdimensional connection between the character's plane of existence and the plane desired, allowing travel between the planes in either direction. Second, the character may then call a particular individual or type of being through the gate. The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster’s choice), oriented in the direction the character desires when it comes into existence (typically vertical and facing the character). It is a two-dimensional window into the plane the character named, and anyone or anything that moves through is shunted instantly to the other side. The gate has a front and a back. Creatures moving through the gate from the front are transported to another plane; creatures moving through it from the back are not.

Planar Travel: As a mode of planar travel, gate functions much like the plane shift spell, except that the gate opens precisely at the point the character desires (a creation effect). Note that deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with the character—anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.

The character may hold the gate open only for a brief time (no more than 1 round per caster level) and must concentrate on doing so or sever the interplanar connection.

Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to the character's aid (a calling effect). By naming a particular being or type of being as the character cast the spell, the character may cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures.

If the character chooses to call a type of being instead of a known individual the character may call either a single creature (of any HD) or several creatures. If several creatures, the character can call and control them as long as their HD total does not exceed the character's caster level. In the case of a single creature, the character can control it if its HD does not exceed twice the character's caster level. A single creature with more than twice the character's caster level in HD can’t be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.

A controlled creature can be commanded to perform a service for the character. These fall into two categories: immediate tasks and contractual service. Fighting for the character in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; the character need not make any agreement or pay any reward for the creature’s help. The creature departs at the end of the spell.

If the character chooses to exact a longer or more involved form of service from the called creature, the character must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward. In general, a gift of 100 gp per HD of the called creature per day of service is reasonable. (Unfortunately, some creatures want their payment in "livestock" rather than in coin, which may involve complications.) Immediately upon completion of the service, the being is transported to the character's vicinity, and the character must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.

Failure to fulfill the promise to the letter results in the character's being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack the character.

Note: When the character uses a calling spell such as gate to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type. For example, gate is a chaotic and evil spell when the character casts it to call a demon.

Geas/Quest
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]

Level: Brd 6, Clr 6, Sor/Wiz 6

Target: One living creature

Saving Throw: None

As lesser geas, except that geas/quest affects a creature of any HD and allows no saving throw.

Instead of suffering penalties to abilities, the subject takes 3d6 points of damage each day he does not attempt to follow the geas/quest. Additionally, each day he must make a Fortitude saving throw or sicken. A sickened creature moves at half his normal speed and suffers –4 penalties on both Strength and Dexterity. He heals damage at one-tenth his normal rate and cannot benefit from any magical healing effects. A sickened creature must make a Fortitude save each day or become crippled. Once crippled, the subject is effectively disabled (as if he had 0 hit points) and can’t choose to take strenuous actions. These effects end 1 day after the creature attempts to resume the geas/quest.

Remove curse ends the geas/quest only if its caster level is at least two higher than the character's caster level. Break enchantment does not end the geas/quest, although limited wish, miracle, and wish do.

Wizard and bards usually refer to this spell as geas, while clerics call the same spell quest.

Gentle Repose
Necromancy

Level: Clr 2, Sor/Wiz 3

Components: V, S, M/DF

Casting Time: 1 action

Range: Touch

Target: Corpse touched

Duration: 1 day/level

Saving Throw: Will negates (object)

Spell Resistance: Yes (object)

The character preserves the remains of a dead creature so that they do not decay. Doing so extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don’t count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant.

The spell also works on severed body parts and the like.

Ghost Sound
Illusion (Figment)

Level: Brd 0, Sor/Wiz 0

Components: V, S, M

Casting Time: 1 action

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

Effect: Illusory sounds

Duration: 1 round/level (D)

Saving Throw: Will disbelief (if interacted with)

Spell Resistance: No

Ghost sound allows the character to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. The character chooses what type of sound the spell creates when casting the spell and cannot thereafter change its basic character. The volume of sound created, however, depends on the character's level. The character can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire cat is equal to the noise from twenty humans.

Note that ghost sound can enhance the effectiveness of a silent image spell.

Ghoul Touch
Necromancy

Level: Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target: Living humanoid touched

Duration: 1d6+2 rounds

Saving Throw: Fortitude negates

Spell Resistance: Yes

Imbuing the character with negative energy, this spell allows the character to paralyze a single humanoid for 1d6+2 rounds with a successful melee touch attack. Additionally, the paralyzed subject exudes a carrion stench that causes retching and nausea in a 10-foot radius. Those in the radius (excluding the character) must make a Fortitude save or suffer a –2 penalty to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks until the spell ends.

Giant Vermin
Transmutation

Level: Clr 4, Drd 4

Components: V, S, DF

Casting Time: 1 action

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

Targets: Up to three vermin, no two of which can be more than 30 ft. apart

Duration: 1 minute/level

Saving Throw: None

Spell Resistance: Yes

The character turn one or more normal-sized insects, arachnids, or other vermin into larger forms resembling giant vermin. Only one type of vermin can be transmuted (so a single casting cannot affect both an ant and a fly), and all must be grown to the same number of HD. The number of vermin and the HD to which they can be grown depends upon the character's level; see the accompanying table.

Caster	Target’s	New	Armor	Attack/			–——–—— Saves –————— Level	New HD		Size	Class	Damage		Fortitude	Reflex		Will --	 		-	---		-	--

7–9 	3d8+6 		Large 	14 	+4/1d8+4	+5 		+0 		+1 10–12 	4d8+16 		Huge 	14 	+8/2d6+8 	+8 		+0 		+1 13–15 	5d8+20 		Huge 	14 	+8/2d6+8 	+8 		+0 		+1 16–18 	6d8+24 		Huge 	14 	+9/2d6+8 	+9 		+1 		+2 19–20 	7d8+28 		Huge 	14 	+9/2d6+8 	+9 		+1 		+2

Any giant vermin created by this spell do not attempt to harm the character, but the character's control of such creatures is limited to simple commands ("Attack," "Defend," "Stop," and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whoever or whatever is near them.

Glitterdust
Conjuration (Creation)

Level: Brd 2, Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

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

Area: Creatures and objects within 10-ft. spread

Duration: 1 round/level

Saving Throw: Will negates (blinding only)

Spell Resistance: Yes

A cloud of glittering golden particles covers everyone and everything in the area, blinding creatures and visibly outlining invisible things. Blindness lasts for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus to opponents’ attack rolls (they are effectively invisible), moves at half speed, and suffers a –4 penalty on most Strength- and Dexterity-based skills.

Globe of Invulnerability
Abjuration Level: Sor/Wiz 6

As minor globe of invulnerability, except that it also excludes 4th-level spells and spell-like effects.

Glyph of Warding
Abjuration

Level: Clr 3

Components: V, S, M

Casting Time: 10 minutes

Range: Touch

Target or Area: Object touched or up to 5 sq. ft./level

Duration: Until discharged

Saving Throw: See text

Spell Resistance: Yes (object)

This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph can guard a bridge or passage, ward a portal, trap a chest or box, and so on.

The character set the conditions of the ward. Typically, any creature violating the warded area without speaking a pass phrase (which the character set when casting the spell) is subject to the magic it stores. Glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or species (such as "Varsidar" or "aberration"). Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of the character's religion. They cannot be set according to class, HD, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet had three drawers, each could be separately warded.

When casting the spell, the character weaves a tracery of faintly glowing lines around the warding sigil. The glyph can be placed to conform to any shape up to the limitations of the character's total square footage. When the spell is completed, the glyph and tracery become nearly invisible.

Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection can fool a glyph.

Read magic allows the character to identify a glyph of warding with a successful Spellcraft check (DC 13). Identifying the glyph does not discharge it and allows the character to know the basic nature of the glyph (version, type of damage caused, what spell is stored).

Depending on the version selected, a glyph either blasts the intruder or activates a spell.

Blast Glyph: A blast deals 1d8 points of damage per two caster levels to the intruder and to all within 5 feet of the intruder (maximum 5d8). This damage is acid, cold, fire, electricity, or sonic (caster’s choice, made at time of casting). Those affected can make Reflex saves to take half damage.

Spell Glyph: The character can store any harmful spell of up to 3rd level that the character knows. All level-dependent features of the spell are based on the character's level at the time of casting. If the spell has targets, it targets the intruder. If the spell has an area or an amorphous effect (such as a cloud), the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. All saving throws operate as normal, except that the DC is based on the level of the glyph.

Material Component: Worth at least 200 gp.

Goodberry
Transmutation Level: Drd 1 Components: V, S, DF Casting Time: 1 action Range: Touch Targets: 2d4 fresh berries touched Duration: 1 day/level Saving Throw: None Spell Resistance: Yes

Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. The character (as well as any other caster of the same faith and 3rd or higher level) can immediately discern which berries are affected. Each enchanted berry nourishes a creature as if it were a normal meal for a Medium-size creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.

Grease
Conjuration (Creation) Level: Brd 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or a 10-ft. x 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No

A grease spell covers a solid surface with a layer of slippery grease. Any creature entering the area or caught in it when the spell is cast must make a successful Reflex save or slip, skid, and fall. Those that successfully save can move at half speed across the surface. However, those that remain in the area must each make a new saving throw every round to avoid falling and to be able to move. The DM should adjust saving throws by circumstance. For example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not).

The spell can also be used to create a greasy coating on an item—a rope, ladder rungs, or a weapon handle, for instance. Material objects not in use are always affected by this spell, while objects wielded or employed by creatures receive a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made each round the creature attempts to pick up or use the greased item.

Greater Command
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting] Level: Clr 5 Targets: One creature/level, no two of which can be more than 30 ft. apart Duration: 1 round/level

As command, except that up to one creature per level may be affected. At the start of each commanded creature’s action after the first, it gets another Will save to attempt to break free from the spell.

Greater Dispelling
Abjuration Level: Brd 5, Clr 6, Drd 6, Sor/Wiz 6

As dispel magic, except that the maximum bonus on the dispel check is +20 instead of +10. Additionally, greater dispelling has a chance to dispel any effect that remove curse can remove, even if dispel magic can’t dispel that effect.

Greater Glyph of Warding
Abjuration Level: Clr 6

As glyph of warding, except that the blast deals up to 10d8 damage, and the greater glyph can store a harmful spell of up to 6th level.

Material Component: Worth at least 400 gp.

Greater Magic Fang
Transmutation Level: Drd 3, Rgr 3 Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 hour/level

As magic fang, except that the enhancement bonus to attack and damage is +1 per three caster levels (maximum +5).

Greater Magic Weapon
Transmutation Level: Brd 3, Clr 4, Pal 3, Sor/Wiz 3 Components: V, S, M/DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./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 hour/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object)

This spell gives a weapon an enhancement bonus to attack and damage of +1 per three caster levels (maximum +5). An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attacks.

Alternatively, the character can affect up to fifty arrows, bolts, or bullets. The projectiles must all be of the same type, and they have to be together in one group (such as in the same quiver). Projectiles (but not thrown weapons) lose their transmutation when used.

If the character is a good cleric, the cleric of a good deity, or a paladin, the weapon is considered blessed, which means it has special effects on certain creatures.

Greater Planar Ally
Conjuration (Calling) [see text] Level: Clr 8

Effect: Up to 24 HD worth of summoned elementals and outsiders, no two of which can be more than 30 ft. apart when they appear

As lesser planar ally, except the character may call a single creature of up to 24 HD or a number of creatures whose HD total no more than 24. The creatures agree to help the character and request the character's return favor together.

Greater Planar Binding
Conjuration (Calling) [see text] Level: Sor/Wiz 8 Components: V, S, M Targets: Up to 24 HD worth of elementals and outsiders, no two of which can be more than 30 ft. apart

As lesser planar binding, except the character may call a single creature of up to 24 HD or a number of creatures whose HD total no more than 24. Each creature gets a saving throw, makes independent attempts to escape, and must be persuaded to aid the character individually.

Greater Restoration
Necromancy Components: V, S, XP Level: Clr 7 Casting Time: 10 minutes

As lesser restoration, except the spell dispels all negative energy levels afflicting the healed creature, restoring the creature to the highest level it had previously achieved. This reverses level drains by a force or creature. The drained levels are restored only if the time since the creature lost the level is no more than 1 week per caster level.

Greater restoration also dispels all magical effects penalizing the character’s abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also removes all forms of insanity, confusion, and similar mental effects. Greater restoration does not restore levels or Constitution points lost due to death.

XP Cost: 500 XP.

Greater Scrying
Divination Level: Brd 6, Clr 7, Drd 7, Sor/Wiz 7 Components: V, S Casting Time: 1 action Duration: 1 hour/level

As scrying, except as noted above. All of the following spells can be cast reliably through the sensor: comprehend languages, darkvision, detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues.

Greater Shadow Conjuration
Illusion (Shadow) Level: Sor/Wiz 5

As shadow conjuration, except that it can duplicate wizard or sorcerer conjurations of up to 4th level, and the illusory conjurations created are two-fifths (40%) as strong as the real thing instead of one-fifth as strong.

Greater Shadow Evocation
Illusion (Shadow) Level: Sor/Wiz 6

As shadow evocation, but it enables the caster to create partially real, illusory versions of sorcerer or wizard evocations of up to 5th level. If recognized as greater shadow evocation, damaging spells deal only two-fifths (40%) of normal damage, with a minimum of 2 points per die of damage. For example, a greater shadow cloudkill has a 40% chance to kill creatures of 6 HD or less, and creatures of 4 to 6 HD get a saving throw. Creatures not killed take 1d10 x 0.4 points of damage each round.

Nondamaging effects, such as a web’s ensnarement, are only 40% likely to work when the greater shadow evocation is recognized as mostly illusory (roll separately for each effect and each creature who recognizes the evocation as shadowy).

Guards and Wards
Abjuration Level: Sor/Wiz 6 Components: V, S, M, F Casting Time: 30 minutes (D) Range: Anywhere within the area to be warded Area: Up to 200 sq. ft./level (S) Duration: 2 hours/level Saving Throw: None Spell Resistance: See text

This powerful spell is primarily used to defend the character's stronghold. The ward protects 200 square feet per caster level. The warded area can be up to 20 feet high, and shaped as the character desires. The character can ward several stories of a stronghold by dividing the area among them; the character must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area:

Fog: Fog fills all corridors, obscuring all sight, including darkvision, beyond 5 feet. A creature within 5 feet has one-half concealment (attacks suffer a 20% miss chance). Creatures farther away have full concealment (50% miss chance; the attacker cannot use sight to locate the target). Spell resistance: No.

Arcane Locks: All doors in the warded area are arcane locked. Spell resistance: No.

Webs: Webs fill all stairs from top to bottom. These strands are identical with those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts. Spell resistance: Yes.

Confusion: Where there are choices in direction—such as a corridor intersection or side passage—a minor confusion-type spell functions so as to make it 50% probable that intruders believe they are going in the exact opposite direction from the one they actually chose. This is an enchantment (mind-affecting) effect. Spell resistance: No.

Lost Doors: One door per caster level is covered by a glamer to appear as if it were a plain wall. Spell resistance: No.

In addition, the character can place the character's choice of one of the following five magical effects:

* Dancing lights in four corridors. The character can designate a simple program that causes the lights to repeat as long as the guards and wards spell lasts. Spell resistance: No. * A magic mouth in two places. Spell resistance: No. * A stinking cloud in two places. The vapors appear in the places the character designate; they return within 10 minutes if dispersed by wind while the guards and wards spell lasts. Spell resistance: Yes. * A gust of wind in one corridor or room. Spell resistance: Yes. * A suggestion in one place. The character selects an area up to 5 feet square, and any creature who enters or passes through the area receives the suggestion mentally. Spell resistance: Yes.

The whole warded area radiates strong magic of the abjuration school. A dispel magic cast on a specific effect, if successful, removes only that effect. A successful Mordenkainen’s disjunction destroys the entire guards and wards effect.

Guidance
Divination Level: Clr 0, Drd 0 Components: V, S Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 minute or until discharged Saving Throw: None Spell Resistance: Yes

This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Gust of Wind
Evocation Level: Brd 3, Sor/Wiz 3 Components: V, S, F Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Gust of wind (10 ft. wide, 10 ft. high) emanating out from the character to the extreme of the range Duration: 1 round Saving Throw: Fortitude negates Spell Resistance: Yes

This spell creates a strong blast of air that originates from the character and moves in the direction the character is facing. The force of this gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish these lights. Creatures caught in the area may be affected. Any creature is entitled to a saving throw to ignore the gust’s effects.

A gust of wind can do anything a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of the range.