Spell:Spell T

Tasha’s Hideous Laughter
Enchantment (Compulsion) Level: Brd 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature (see text) Duration: 1d3 rounds Saving Throw: Will negates Spell Resistance: Yes

This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing. After the spell ends, it can act normally.

Creatures with Intelligence scores of 2 or lower are not affected. A creature whose type (such as humanoid or dragon) is different from the caster’s receives a +4 bonus on its saving throw, because humor doesn’t "translate" well.

Telekinesis
Transmutation Level: Sor/Wiz 5 Components: V, S Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Target or Targets: See text Duration: Concentration (up to 1 round/level) or instantaneous (see text) Saving Throw: Will negates (object)(see text) Spell Resistance: Yes (object) (see text)

The character moves objects or creatures by concentrating on them. Depending on the version selected, the spell can provide either a gentle, sustained force or a single short, violent thrust.

Sustained Force: A sustained force moves a creature or object weighing up to 25 pounds per caster level up to 20 feet per round. A creature can negate the effect against itself or against an object it possesses with a successful Will save or with SR.

This version of the spell lasts up to 1 round per caster level, but it ends if the character ceases concentration. The weight can be moved vertically, horizontally, or both. An object cannot be moved beyond the character's range. The spell ends if the object is forced beyond the range. If the character ceases concentration for any reason, the object falls or stops.

An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. The character might even be able to untie simple knots, though delicate activities such as these require Intelligence checks against a DC set by the DM.

Violent Thrust: Alternatively, the spell energy can be expended in a single round. The character can hurl one or more objects or creatures who are within range and all within 10 feet of each other toward any target within 10 feet/level of all the objects. The character can hurl up to a total weight of 25 pounds per caster level.

The character must succeed at attack rolls (one per creature or object thrown) to hit the target with the items, using the character's base attack bonus + the character's Intelligence modifier. Weapons cause standard damage (with no Strength bonus). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects such as a barrel) to 1d6 points of damage per 25 pounds (for hard, dense objects such as a boulder).

Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).

Teleport
Transmutation [Teleportation] Level: Sor/Wiz 5, Travel 5 Components: V Casting Time: 1 action Range: Personal and touch Target: The character and touched objects or other touched willing creatures weighing up to 50 lb./level Duration: Instantaneous Saving Throw: None and Will negates (object) Spell Resistance: No and Yes (object)

This spell instantly transports the character to a designated destination. Distance is not a factor, but interplanar travel is not possible. The character can bring along objects and willing creatures totaling up to 50 pounds per caster level. As with all spells where the range is personal and the target is the character, the character need not make a saving throw, nor is SR applicable to the character. Only objects held or in use (attended) by another person receive saving throws and SR.

The character must have some clear idea of the location and layoutt of the destination. The character can’t simply teleport to the warlord’s tent if the character don’t know where that tent is, what it looks like, or what’s in it. The clearer the character's mental image, the more likely the teleportation works. Areas of strong physical or magical energies may make teleportation more hazardous or even impossible.

Note: Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.

To see how well the teleportation works, roll d% and consult the Teleport table.

On 		Off 		Similar Familiarity 		Target 		Target 		Area 		Mishap --- 		-- 		-- 		--- 	--

Very familiar 		01–97 		98–99 		100 		— Studied carefully 	01–94 		95–97 		98–99 		100 Seen casually 		01–88 		89–94 		95–98 		99–100 Viewed once 		01–76 		77–88 		89–96 		97–100 Description 		01–52 		53–76 		77–92 		93–100 False destination 	(1d20+80) 	— — 		81–92 		93–100

Refer to the following information for definitions of the terms on the table.

Familiarity: "Very familiar" is a place where the character has been very often and where the character feels at home. "Studied carefully" is a place the character knows well, either because the character has been there often or the character has used other means (such as scrying) to study the place. "Seen casually" is a place that the character has seen more than once but with which the character is not very familiar. "Viewed once" is a place that the character has seen once, possibly using magic. "Description" is a place whose location and appearance the character knows through someone else’s description, perhaps even from a precise map.

"False destination" is a place that doesn’t exist. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for the character to hope to arrive at or even be off target from.

On Target: The character appears where the character wants to be.

Off Target: The character appears safely a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10% of the distance that was to be traveled. The DM determines the direction off target randomly, such as by rolling 1d8 and designating 1 as north, 2 as northeast, etc. If the character was teleporting to a coastal city and wound up 18 miles out at sea, the character could be in trouble.

Similar Area: The character winds up in an area that’s visually or thematically similar to the target area. Generally, the character appears in the closest similar place, but since the spell has no range limit, the character could conceivably wind up somewhere else across the globe.

Mishap: The character and anyone else teleporting with the character have gotten "scrambled." the travellers each take 1d10 points of damage, and the character rerolls on the chart to see where the travellers wind up. For these rerolls, roll 1d20+80. Each time "Mishap" comes up, the characters take more damage and must reroll.

Teleportation Circle
Transmutation [Teleportation] Level: Sor/Wiz 9 Components: V, M Casting Time: 10 minutes Range: Touch Effect: Circle up to 5 ft. in radius that teleports those who activate it Duration: 10 minutes/level (D) Saving Throw: None Spell Resistance: Yes

The character create a circle on the floor or other horizontal surface that teleports, as teleport without error, any creature who stands on it to a designated spot. Once the character designates the destination for the circle, the character can’t change it. The spell fails if the character attempts to set the circle to teleport creatures into a solid object, to a place with which the character is not familiar and has no clear description, or to another plane.

The circle itself is subtle and nearly impossible to notice. If the character intends to keep creatures from activating it accidentally, the character needs to mark the circle in some way, such as by placing it on a raised platform.

Material Component: Worth at least 1,000 gp.

Teleport without Error
Transmutation [Teleportation] Level: Sor/Wiz 7, Travel 7

As teleport, except there is no chance the character arrives off target. The character must have at least a reliable description of the place to which the character is teleporting. If the character attempts to teleport with insufficient information (or with misleading information), the character disappears and simply reappears in the character's original location.

Temporal Stasis
Transmutation Level: Sor/Wiz 9 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: Permanent Saving Throw: None Spell Resistance: Yes

The character must succeed at a melee touch attack. The character places the subject into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed by a successful dispel magic spell.

Material Component: Worth at least 5,000 gp.

Tenser’s Floating Disk
Evocation [Force] Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: 3-ft.-diameter disk of force Duration: 1 hour/level Saving Throw: None Spell Resistance: No

The character creates a slightly concave, circular plane of force that follows the character about and carries loads for the character. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany the character at a rate of no more than the character's normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and the character. The disk winks out of existence when the spell duration expires. The disk also winks out if the character moves beyond range (by moving too fast or by such means as a teleport spell) or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.

Tenser’s Transformation
Transmutation Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 action Range: Personal Target: The character Duration: 1 round/level

The character can’t cast spells, even from magic items.

The character gain 1d6 temporary hit points per caster level, a +4 natural armor bonus to AC, a +2d4 Strength enhancement bonus, a +2d4 Dexterity enhancement bonus, a +1 base attack bonus per two caster levels (which may give the character an extra attack), a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. The character attacks opponents with melee or ranged weapons if the character can, even resorting to unarmed attacks if that’s all the character can do.

Material Component: A potion of Strength, which the character drinks (and whose effects are subsumed by the spell effects).

Time Stop
Transmutation Level: Sor/Wiz 9, Trickery 9 Components: V Casting Time: 1 action Range: Personal Target: The character Duration: 1d4+1 rounds (apparent time)

This spell seems to make time cease to flow for everyone but the character. In fact, the character speeds up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. The character is free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm the character. While the time stop is in effect, other creatures are invulnerable to the character's attacks and spells; however, the character can create spell effects and leave them to take effect when the time stop spell ends. (The spells’ durations do not begin until the time stop is over.)

The character cannot move or harm items held, carried, or worn by a creature stuck in normal time, but the character can affect any item that is not in another creature’s possession.

The character is undetectable while time stop lasts. The character cannot enter an area protected by an antimagic field, or by protection from chaos/evil/good/law, or by a magic circle spell, while under the effects of time stop.

Tongues
Divination Level: Brd 2, Clr 4, Sor/Wiz 3 Components: V, M/DF Casting Time: 1 action Range: Touch Target: Creature touched Duration: 10 minutes/level Saving Throw: None Spell Resistance: No

This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. Naturally, the subject can speak only one language at a time, although she may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make herself understood as far as her voice carries. This spell does not predispose any creature addressed toward the subject in any way.

Transmute Metal to Wood
Transmutation Level: Drd 7 Components: V, S, DF Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Area: All metal objects within a 40-ft.-radius burst Duration: Instantaneous Saving Throw: None Spell Resistance: Yes (object; see text)

This spell enables the character to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. Magic objects made of metal effectively have SR 20 + caster level against this spell. Artifacts cannot be transmuted. Weapons converted from metal to wood suffer a –2 penalty to attack and damage rolls. Armor converted from metal to wood loses 2 points of AC bonus. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of AC bonus every time it is struck by a natural attack roll of 19 or 20.

Only a limited wish, miracle, or wish or similar magic can restore a transmuted object to its metallic state. Otherwise, for example, a metal door changed to wood is forevermore a wooden door.

Transmute Mud to Rock
Transmutation Level: Drd 5, Sor/Wiz 5 Components: V, S, M/DF Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area: Up to two 10-ft. cubes/level (S) Duration: Permanent Saving Throw: See text Spell Resistance: No

This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently. Creatures in the mud are allowed a Reflex save to escape before the area is hardened to stone.

Transmute mud to rock counters and dispels transmute rock to mud.

Transmute Rock to Mud
Transmutation Level: Drd 5, Sor/Wiz 5 Components: V, S, M/DF Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area: Up to two 10-ft. cubes/level (S) Duration: Permanent (see text) Saving Throw: See text Spell Resistance: No

This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. If the spell is cast upon a boulder, for example, the boulder collapses into mud. Magical or enchanted stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. Creatures unable to levitate, fly, or otherwise free themselves from the mud sink until hip- or chest-deep, reducing their speed to 5 feet and giving them –2 penalties on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.

If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. For example, a 10th-level caster could convert twenty 10-foot cubes into mud. Pooling on the floor, this mud would cover an area of forty 10-foot squares to a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of damage to anyone caught directly beneath the area, or half damage to those who succeed at Reflex saves.

Castles and large stone buildings are generally immune to the effects of the spell, since transmute rock to mud can’t affect worked stone and doesn’t reach deep enough to undermine such buildings’ foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.

The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance—but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.

Transport via Plants
Transmutation Level: Drd 6 Components: V, S Casting Time: 1 action Range: Unlimited Target: The character Duration: 1 round

The character can enter any normal plant (Medium-size or larger) and pass any distance to a plant of the same species in a single round, regardless of the distance separating the two. The entry plant must be alive. The destination plant need not be familiar to the character, but it also must be alive. If the character is uncertain of the location of a particular kind of destination plant, the character needs merely designate direction and distance ("an oak tree one hundred miles due north of here"), and the transport via plants spell moves the character as close as possible to the desired location. If a particular destination plant is desired (the oak tree outside the character's druid grove, for instance), but the plant is not living, the spell fails and the character is ejected from the entry plant.

This spell does not function with plant creatures such as shambling mounds and treants.

The destruction of an occupied plant slays the character.

Trap the Soul
Conjuration (Summoning) Level: Sor/Wiz 8 Components: V, S, M, (F) Casting Time: 1 action or see text Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Permanent (see text) Saving Throw: See text Spell Resistance: Yes (see text)

Trap the soul forces a creature’s life force (and its material body) into a gem.

The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane (which could mean a character trapped by an inhabitant of another plane when the character is not on the Material Plane), it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.

Depending on the version selected, the spell can be triggered in one of two ways.

Spell Completion: First, the spell can be completed by speaking its final word as a standard action as if the character were casting a regular spell at the subject. This allows SR (if any) and a Will save to avoid the effect. If the creature’s name is spoken as well, any SR is ignored and the save DC increases by 2. If the save or SR is successful, the gem shatters.

Trigger Object: The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creature’s soul in the trap. To use this method, both the creature’s name and the trigger word must be inscribed on the trigger object when the gem is enchanted. A sympathy spell can also be placed on the trigger object. As soon as the subject picks up or accepts the trigger object, its life force is automatically transferred to the gem without the benefit of SR or a save.

Material Component: Before the actual casting of trap the soul, the character must procure a gem of at least 1,000 gp value for every Hit Die possessed by the creature to be trapped. If the gem is not valuable enough, it shatters when the entrapment is attempted. (While characters have no concept of level as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as characters advance.)

Focus (Trigger Object Only): If the trigger object method is used, a special trigger object, prepared as described above, is needed.

Tree Shape
Transmutation Level: Drd 2, Rgr 3 Components: V, S, DF Casting Time: 1 action Range: Personal Target: The character Duration: 1 hour/level (D)

By means of this spell, the character is able to assume the form of a small, living tree or shrub or a large, dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests the character is, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, the character can observe all that transpires around the character just as if the character were in the character's normal form, and the character's hit points and saves remain unaffected. The character gains a +10 natural armor bonus to AC but has an effective Dexterity score of 1. The character is immune to critical hits while in tree form. All clothing and gear carried or worn changes with the character.

The character can dismiss tree shape as a free action.

Tree Stride
Transmutation [Teleportation] Level: Drd 5, Rgr 4 Components: V, S, DF Casting Time: 1 action Range: Personal Target: The character Duration: 1 hour/level or until expended (see text)

The character gains the ability to enter trees and move from inside one tree to inside another tree. The first tree the character enters and all others the character enters must be of the same type, must all be living, and must have girth at least equal to the character's. By moving into an oak tree (for example), the character instantly knows the location of all other oak trees within transport range (see below) and may choose whether the character wants to pass into one or simply step back out of the tree the character moved into. The character may choose to pass to any tree of the appropriate kind within the transport range shown in the following table:

Type of Tree		Range of Transport --

Oak, ash, yew 		3,000 feet Elm, linden 		2,000 feet Other deciduous 	1,500 feet Any coniferous 		1,000 feet All other trees 	500 feet

The character may move into a tree up to one time per level (passing from one tree to another counts only as moving into one tree). The spell lasts until the duration is expended or the character exit a tree. Each transport is a full-round action.

The character can, at the character's option, remain within a tree without transporting, though the character is forced out when the spell ends. If the tree in which the character are concealed is chopped down or burned, the character is slain if the character does not exit before the process is complete.

True Resurrection
Conjuration (Healing) Level: Clr 9, Healing 9 Casting Time: 10 minutes

As raise dead, except the cleric can resurrect a creature who has been dead up to 10 years per caster level. This spell can even bring back creatures whose bodies have been wholly destroyed, provided the character unambiguously identifies the deceased in some fashion (reciting the deceased’s time and place of birth or death is the most common method).

Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution point) or prepared spells.

The character can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed.

Even true resurrection can’t restore to life a creature who has died of old age.

Material Components: Worth at least 5,000 gp.

True Seeing
Divination Level: Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

The character confers on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus her vision to see into the Ethereal Plane. The range of true seeing conferred is 120 feet.

True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not cancel concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.

Additionally, the divine version of this spell allows the subject to see auras, noting alignments of creatures at a glance.

Material Component: Worth at least 250 gp.

True Strike
Divination Level: Sor/Wiz 1 Components: V, F Casting Time: 1 action Range: Personal Target: The character Duration: 1 round

The character gains temporary, intuitive insight into the immediate future during the character's next attack. The character's next single attack roll (within the duration of the spell) gains a +20 insight bonus. Additionally, the character is not affected by the miss chance that applies to attacks against a concealed target.