Spell:Spell I

Ice Storm
Evocation [Cold] Level: Drd 5, Sor/Wiz 4, Water 5 Components: V, S, M/DF Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Area: Cylinder (20-ft. radius, 40 ft. high) Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

Great hailstones pound down, dealing 5d6 points of damage to creatures in their path; the damage is 3d6 impact plus 2d6 cold.

Identify
Divination Level: Brd 1, Magic 2, Sor/Wiz 1 Components: V, S, M/DF Casting Time: 8 hours Range: Touch Targets: Up to 1 touched object per level Duration: Instantaneous Saving Throw: None Spell Resistance: No

The spell determines the single most basic function of each magic item, including how to activate that function (if appropriate), and how many charges are left (if any). For example, a +2 vorpal sword, a +2 dancing sword, and a +2 sword would all register as "+2 to attack and damage rolls."

If a magic item has multiple different functions that are equally basic, identify determines the lowest-level function. If these functions are also of equal level, the DM decides randomly which is identified.

Arcane Material Components: Worth at least 100 gp value.

Illusory Script
Illusion (Phantasm) [Mind-Affecting] Level: Brd 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 minute or longer (see text) Range: Touch Target: One touched object weighing no more than 10 lb. Duration: 1 day/level Saving Throw: Will negates (see text) Spell Resistance: Yes

The character write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magic writing. Only the person (or people) designated by the character at the time of the casting are able to read the writing; it’s completely unintelligible to any other character, although an illusionist recognizes it as illusory script.

Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by the character at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include "Close the book and leave," "Forget the existence of the book," and so forth. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.

The casting time depends on how long a message the character wishes to write, but it is always at least 1 minute.

Material Component: At least 50 gp.

Illusory Wall
Illusion (Figment) Level: Sor/Wiz 4 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: Image 1 ft. x 10 ft. x 10 ft. Duration: Permanent Saving Throw: Will disbelief (if interacted with) Spell Resistance: No

This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or probing searches reveal the true nature of the surface, though they do not cause the illusion to disappear.

Imbue with Spell Ability
Evocation Level: Clr 4, Magic 4 Components: V, S, DF Casting Time: 10 minutes Range: Touch Target: Creature touched Duration: Until discharged Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

The character transfers some of the character's currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal. Only cleric abjurations, divinations, or conjuration (healing) spells can be transferred. The number and level of spells that the subject can be granted depends on her HD; even multiple castings of imbue with spell ability can’t exceed this limit. If the character's limit of 4th-level spells decreases, and it drops below the current number of active imbue with spell ability spells, the more recently cast imbued spells are dispelled.

HD of 		Spells Recipient 	Imbued -

1–2 		One 1st-level spell 3–4 		Up to two 1st-level spells 5+ 		Up to two 1st- and one 2nd-level spell

The transferred spell’s variable characteristics (range, duration, area, etc.) function according to the character's level, not the level of the recipient.

Once the character casts imbue with spell ability on another character, the character cannot prepare a new 4th-level spell to replace it until the recipient uses the transferred spells or is slain. In the meantime, the character remains responsible to the character's deity or the character's principles for the use to which the spell is put.

To cast a spell with a verbal component, the recipient must be able to speak. To cast a spell with a somatic component, she must have humanlike hands. To cast a spell with a material component or focus, she must have the materials or focus.

Implosion
Evocation Level: Clr 9, Destruction 9 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Targets: One corporeal creature/round Duration: Concentration (up to 4 rounds) Saving Throw: Fortitude negates Spell Resistance: Yes

The character creates a destructive resonance in a corporeal creature’s body. For each round the character concentrates, the character causes one creature to collapse in on itself, killing it. (This effect, being instantaneous, cannot be dispelled.)

The character can target a particular creature only once with each casting of the spell.

Implosion has no effect on creatures in gaseous form or on incorporeal creatures.

Imprisonment
Abjuration Level: Sor/Wiz 9 Components: V, S Casting Time: 1 action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

When the character casts imprisonment and touches an opponent, the target is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the earth. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient but will reveal where it is entombed. The imprisonment spell functions only if the target’s name and some facts about its life are known.

Improved Invisibility
Illusion (Glamer) Level: Brd 4, Sor/Wiz 4 Components: V, S Target: The character or creature touched Duration: 1 minute/level (D) Saving Throw: Will negates (harmless)

As invisibility, except the spell doesn’t end if the subject attacks.

Incendiary Cloud
Conjuration (Creation) [Fire] Level: Fire 8, Sor/Wiz 8 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Cloud spreads 30 ft. wide and 20 ft. high Duration: 1 round/level Saving Throw: Reflex half (see text) Spell Resistance: Yes (see text)

An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within it each round (half damage on a successful Reflex save).

As with a cloudkill spell, the smoke moves away from the character at 10 feet per round. Figure out the smoke’s new spread each round based on its new point of origin, 10 feet farther away from where the character was when the character cast the spell. By concentrating, the character can make the cloud (actually its point of origin) move up to 60 feet each round. Any portion of the cloud that would extend beyond the character's maximum range dissipates harmlessly, reducing the remainder’s spread thereafter.

As with fog cloud, wind disperses the smoke, and the spell can’t be cast underwater.

Inflict Critical Wounds
Necromancy Level: Clr 4, Destruction 4

As inflict light wounds, except the character deals 4d8 points of damage +1 point per caster level (maximum +20).

Inflict Light Wounds
Necromancy Level: Clr 1, Destruction 1 Components: V, S Casting Time: 1 action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will half (see text) Spell Resistance: Yes

When laying the character's hand upon a creature, the character channels negative energy that deals 1d8 points of damage +1 point per caster level (up to +5).

Since undead are powered by negative energy, this spell cures them of a like amount of damage, rather than harming them.

Inflict Minor Wounds
Necromancy Level: Clr 0 As inflict light wounds, except the character deals 1 point of damage.

Inflict Moderate Wounds
Necromancy Level: Clr 2 As inflict light wounds, except the character deals 2d8 points of damage +1 point per caster level (maximum +10).

Inflict Serious Wounds
Necromancy Level: Clr 3

As inflict light wounds, except the character deals 3d8 points of damage +1 point per caster level (maximum +15).

Insanity
Enchantment (Compulsion) [Mind-Affecting] Level: Sor/Wiz 7 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes

The enchanted creature suffers from a continuous confusion effect.

Remove curse does not remove insanity. Greater restoration, limited wish, miracle, and wish can restore the creature.

Insect Plague
Conjuration (Summoning) [see text] Level: Clr 5, Drd 5 Components: V, S, DF Casting Time: 1 full round Range: Long (400 ft. + 40 ft./level) Effect: Cloud of insects 180 ft. wide and up to 60 ft. high Duration: 1 minute/level Saving Throw: See text Spell Resistance: No

A horde of creeping, hopping, and flying insects swarm in a thick cloud when the character casts this spell. The insects limit vision to 10 feet, and spellcasting within the cloud is impossible. Creatures inside the insect plague, regardless of Armor Class, sustain 1 point of damage at the end of each round they remain within, due to the bites and stings of the insects. Invisibility is no protection. All creatures with 2 or fewer HD are driven from the cloud at their fastest possible speed in a random direction and flee until they are at least 100 feet away from the insects. Creatures with 3 to 5 HD flee as well, though a Will save negates this effect. (This urge to flee is an extraordinary fear effect.)

Heavy smoke drives off insects within its bounds. Fire also drives insects away. For example, a wall of fire in a ring shape keeps a subsequently cast insect plague outside its confines, but a fireball spell simply clears insects from its blast area for 1 round. A single torch is ineffective against this vast horde of insects. Lightning, cold, and ice are likewise ineffective, while a strong wind (21+ mph) that covers the entire plague area disperses the insects and ends the spell.

Invisibility
Illusion (Glamer) Level: Brd 2, Sor/Wiz 2, Trickery 2 Components: V, S, M/DF Casting Time: 1 action Range: Personal or touch Target: The character or a creature or object weighing no more than 100 lb./level Duration: 10 minutes/level (D) Saving Throw: None or Will negates (harmless, object) Spell Resistance: No or Yes (harmless, object)

The creature or object touched vanishes from sight, even from darkvision. If the recipient is a creature carrying gear, the gear vanishes, too. If the character casts the spell on someone else, neither the character nor the character's allies can see the subject, unless the character can normally see invisible things or employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible, such as a trailing rope.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an "attack" includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Note that spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Invisibility Purge
Evocation Level: Clr 3 Components: V, S Casting Time: 1 action Range: Personal Target: The character Duration: 1 minute/level (D)

The character surrounds his or herself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility. Anything invisible becomes visible while in the area. Only creatures with no visible form, such as an invisible stalker, remain invisible.

Invisibility Sphere
Illusion (Glamer) Level: Brd 3, Sor/Wiz 3 Components: V, S, M Area: 10-ft. radius sphere around the creature or object touched

As invisibility, except this spell confers invisibility upon all creatures within 10 feet of the recipient. The center of the effect is mobile with the recipient.

Those affected by this spell cannot see each other but can see themselves. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends.

Invisibility to Animals
Abjuration Level: Drd 1 Components: S, DF Casting Time: 1 action Range: Touch Targets: One creature touched/level Duration: 10 minutes/level Saving Throw: None Spell Resistance: Yes

Animals cannot perceive the warded creatures. They act as though the warded creatures are not there. Warded creatures could stand before the hungriest of lions and not be molested or even noticed. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.

Invisibility to Undead
Abjuration Level: Clr 1 Components: V, S, DF Casting Time: 1 action Range: Touch Targets: One touched creature/level Duration: 10 minutes/level (D) Saving Throw: Will negates Spell Resistance: Yes

Undead cannot perceive the warded creatures. Nonintelligent undead are automatically affected and act as though the warded creatures are not there. Intelligent undead get saving throws. If they fail, they can’t see the warded creatures. However, if they have reason to believe unseen opponents are present, they can attempt to find or strike them. If a warded character attempts to turn or command undead, touches an undead, or attacks any creature (even with a spell), the spell ends for all recipients.

Note: An intelligent undead creature gets one saving throw against the spell. It either sees all the warded creatures or none of them.

Iron Body
Transmutation Level: Earth 8, Sor/Wiz 8 Components: V, S, M/DF Casting Time: 1 action Range: Personal Target: The character Duration: 1 minute/level (D)

This spell transforms the character's body into living iron, which grants the character several powerful resistances and abilities.

The character gains damage reduction 50/+3. The character is immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect the character's physiology or respiration, because the character has no physiology or respiration while this spell is in effect. The character takes only half damage from acid and fire of all kinds. However, the character also becomes vulnerable to all special attacks that affect iron golems.

The character gains a +6 enhancement bonus to the character's Strength score, but the character suffer a –6 Dexterity penalty as well (to a minimum Dexterity score of 1), and the character's speed is reduced to half normal. The character has an arcane spell failure chance of 50% and a –8 armor check penalty, just as if the character were clad in full plate armor. The character cannot drink (and thus can’t use potions) or play wind instruments.

The character's unarmed attacks deal 1d6 points of lethal damage, and the character is considered "armed" when making unarmed attacks (a Small caster deals 1d4 points of damage, not 1d6).

The character's weight increases by a factor of ten, causing the character to sink in water like a stone. However, the character could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell expires.

Ironwood
Transmutation Level: Drd 6 Components: V, S Casting Time: 1 minute/lb. transformed Range: Touch Target: 5 lb. of touched wood/level Duration: 1 day/level (D) Saving Throw: None Spell Resistance: No

Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron (such as heat metal) do not function on ironwood. Spells that affect wood (such as wood shape) do affect ironwood, although ironwood does not burn. Using this spell with wood shape or a wood-related Craft check, the character can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal, steel counterparts. These items are freely usable by druids.

Further, if the character made only half as much ironwood as the spell would normally allow, any weapon, shield, or suit of armor so transmuted is treated as a +1 magic item.