Spell:Spell N

Negative Energy Protection
Abjuration Level: Clr 3 Components: V, S Casting Time: 1 action Range: Touch Target: Living creature touched Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

The warded creature gains partial protection from undead creatures who use negative energy and certain weapons and spells that drain energy levels. The negative energy protection spell uses positive energy, which can offset the effects of a negative energy attack. Each time the warded creature is struck by a negative energy attack that drains levels or ability scores, it rolls 1d20 + caster level against a DC of 11 + the attacker’s HD.

If the warded creature succeeds, the energies cancel with a bright flash of light and a thunderclap. The warded creature takes only hit point damage from the attack and does not suffer any drain of experience levels or ability scores, regardless of the number of levels or ability score points the attack would have drained. An attacking undead creature takes 2d6 points of damage from the positive energy. An attacking caster or weapon receives no damage.

If the warded creature does not succeed, the negative energy attack deals its normal damage. An attacking undead creature in such a situation does not take any positive energy damage.

Neutralize Poison
Conjuration (Healing) Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3 Components: V, S, M/DF Casting Time: 1 action Range: Touch Target: Creature or object of up to 1 cu. ft./level touched Duration: Instantaneous Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object)

The character detoxifies any sort of venom in the creature or object touched. A poisoned creature suffers no additional damage or effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.

This spell also neutralizes the poison in a poisonous creature or object. A poisonous creature replenishes its poison at its normal rate.

Nightmare
Illusion (Phantasm) [Mind-Affecting, Evil] Level: Brd 5, Sor/Wiz 5 Components: V, S Casting Time: 10 minutes Range: Unlimited Target: One living creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes

The character sends a hideous and unsettling phantasmal vision to a specific creature whom the character names or otherwise specifically designates. The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject tired out and unable to regain arcane spells for the next 24 hours.

Dispel evil cast on the subject while the character is casting the spell dispels the nightmare and stuns the character for 10 minutes per caster level of the dispel evil. While the character is stunned, the character can’t act, the character loses any Dexterity bonus to AC, and attackers get a +2 bonus against the character.

If the recipient is awake when the spell begins, the character can choose to cease casting (ending the spell) or enter a trance until the recipient goes to sleep, whereupon the character becomes alert again and completes the casting. If the character is disturbed during the trance, the spell ends.

If the character chooses to enter a trance, the character is not aware of the character's surroundings or the activities around the character while in the trance. The character is defenseless, both physically and mentally, while in the trance. (the character always fails any saving throw, for example.)

Creatures who don’t sleep or dream (such as elves, but not half-elves) are immune to this spell.

Nondetection
Abjuration Level: Rgr 4, Sor/Wiz 3, Trickery 3 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature or object touched Duration: 1 hour/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object)

The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detection spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed at a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If the character cast nondetection on the character's self or on an item currently in the character's possession, the DC is 15 + the character's caster level.

If cast on a creature, nondetection wards the creature’s gear as well as the creature itself.

Material Component: Worth 50 gp.

Nystul’s Magic Aura
Illusion (Glamer) Level: Sor/Wiz 1 Components: V, S, F Casting Time: 1 action Range: Touch Target: One touched object weighing up to 5 lb./level Duration: 1 day/level Saving Throw: None (see text) Spell Resistance: No

The character makes an item’s aura register to detection spells (and similar spells) as though it were either a magic item of the type that the character specifies or the subject of a spell that the character specifies. The character could make an ordinary sword register as a +2 vorpal sword as far as magical detection is concerned or make a +2 vorpal sword register as if it were a +1 sword.

If the object bearing Nystul’s magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds at a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.

If the targeted item’s own aura is exceptionally powerful (if it is an artifact, for instance), Nystul’s magic aura doesn’t work.

Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.

Nystul’s Undetectable Aura
Illusion (Glamer) Level: Magic 1, Sor/Wiz 1 Components: V, S, F Casting Time: 1 action Range: Touch Target: Object touched weighing up to 5 lb./level Duration: 1 day/level Saving Throw: None (see text) Spell Resistance: No

This spell allows the character to mask a magic item’s aura from detection. If the object bearing Nystul’s undetectable aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds at a Will save.