Spell:Spell O

Obscure Object
Abjuration Level: Brd 2, Clr 3, Sor/Wiz 2 Components: V, S, M/DF Casting Time: 1 action Range: Touch Target: One object touched of up to 100 lb./level Duration: 8 hours Saving Throw: Will negates (object) Spell Resistance: Yes (object)

This spell hides an object from location by a spell, a crystal ball, and other forms of scrying.

Obscuring Mist
Conjuration (Creation) Level: Air 1, Clr 1, Drd 1, Sor/Wiz 1, Water 1 Components: V, S Casting Time: 1 action Range: 30 ft. Effect: Cloud centered on the character spreads 30 ft. and is 20 ft. high Duration: 1 minute/level Saving Throw: None Spell Resistance: No

A misty vapor arises around the character. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has one-half concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from the gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.

Open/Close
Transmutation Level: Brd 0, Sor/Wiz 0 Components: V, S, F Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: Portal or object that can be opened or closed Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: Yes (object)

The character can open or close (caster’s choice) a door, chest, box, window, bag, pouch, bottle, 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 that are of standard weight. The lid of a big chest or an oversized door is beyond the spell’s capability.

Order’s Wrath
Evocation [Lawful] Level: Law 4 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area: Nonlawful creatures within a burst that fills a 30-ft. cube Duration: Instantaneous (1 round) Saving Throw: Reflex partial (see text) Spell Resistance: Yes

The character channels lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell.

The spell deals 1d8 points of damage per caster level (maximum 5d8) to chaotic creatures and dazes them for 1 round. A dazed creature can take no actions but suffers no penalties when attacked. A successful Reflex save reduces the damage to half and negates the daze effect.

The spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Reflex save.

Otiluke’s Freezing Sphere
Evocation [Cold] Level: Sor/Wiz 6 Components: V, S, F Casting Time: 1 action Range: See text Target, Effect, or Area: See text Duration: See text Saving Throw: See text Spell Resistance: Yes

Otiluke’s freezing sphere is a multipurpose spell. The character can cast any one of the following three versions:

Frigid Sphere: A tiny sphere of freezing matter steaks from the character's fingertips to up to long range (400 feet + 40 feet/level) to strike a body of water or a liquid that is principally water. When it strikes such a target, it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10-foot square) per caster level. This ice lasts for 1 round per caster level. The sphere has no effect if it strikes a creature, even a water-based creature, but creatures swimming on the surface of frozen water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must succeed at a Strength check (DC 25) to do so.

Cold Ray: A ray of cold springs from the character's hand to close range (25 feet + 5 feet/2 levels). The character must succeed at a ranged touch attack to hit the character's target. The ray instantaneously deals 1d6 points of cold damage per caster level (maximum 20d6).

Globe of Cold: The character creates a small globe about the size of a sling stone, cool to the touch but not harmful. This globe is a grenadelike weapon and can be hurled either as a thrown weapon (range increment 20 feet) or in a sling. The globe bursts on impact, dealing 6d6 points of cold damage instantaneously to all targets within a 10-foot radius. Affected creatures can attempt Reflex saves for half damage. If the character does not hurl the globe, it bursts on its own after 1 round per caster level. The character can command the globe to burst sooner if the character wishes, but the time cannot be changed once set (though it still bursts on impact after being hurled).

Otiluke’s Resilient Sphere
Evocation [Force] Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: 1-ft.-diameter/level sphere, centered around a creature Duration: 1 minute /level Saving Throw: Reflex negates Spell Resistance: Yes

A globe of shimmering force encloses a creature, provided it is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a wand of negation, disintegrate, or a targeted dispel magic spell. These destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the only effect that act produces is to move the sphere slightly. The globe can be physically moved either by people outside it or by the struggles of those within.

Otiluke’s Telekinetic Sphere
Evocation [Force] Level: Sor/Wiz 8 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: 1-ft.-diameter/level sphere, centered around creatures or objects Duration: 1 minute/level (D) Saving Throw: Reflex negates (object) Spell Resistance: Yes (object)

As Otiluke’s resilient sphere, with the addition that the creatures or objects inside the globe are nearly weightless. Anything contained within an Otiluke’s telekinetic sphere weighs only one-sixteenth of its normal weight. The character can telekinetically lift anything in the sphere that normally weighs up to 5,000 pounds. The range of the telekinetic control extends to a maximum distance of medium range from the character (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents.

The character moves objects or creatures in the sphere that weigh up to a total of 5,000 pounds by concentrating on the sphere. The character can begin moving a sphere the round after casting the spell. A round’s concentration (a standard action) moves the sphere up to 30 feet. If the character ceases concentrating, the sphere does not move that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, the spell’s duration ends, or the character begins concentrating again. If the character ceases concentrating (voluntarily or due to failing a Concentration check), the character can resume concentrating on the character's next turn or any later turn during the spell’s duration.

Note that even if more than 5,000 pounds of weight is englobed, the perceived weight is only one-sixteenth of the actual weight, so the orb can be rolled without exceptional effort. The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.

The character can move the sphere telekinetically even if the character is in it.

Otto’s Irresistible Dance
Enchantment (Compulsion) [Mind-Affecting] Level: Sor/Wiz 8 Components: V Casting Time: 1 action Range: Touch Target: Living creature touched Duration: 1d4+1 rounds Saving Throw: None Spell Resistance: Yes

The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The dance makes it impossible for the subject to do anything other than caper and prance, worsens the Armor Class of the creature by –4, makes Reflex saves impossible except on a roll of 20, and makes it impossible to use a shield.