Spell:Spell D

Dancing Lights
Illusion (Figment) Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Up to four illusionary lights, all within a 10-ft.-radius area Duration: 1 minute Saving Throw: Will disbelief (if interacted with) Spell Resistance: No

Depending on the version selected, the character creates up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as the character desires (no concentration required): forward or back, up or down, straight or turning corners, etc. The lights can move up to 100 feet a round. A light winks out if the distance between the character and it exceeds the spell’s range.

Daze
Enchantment (Compulsion) [Mind-Affecting] Level: Brd 0, Sor/Wiz 0 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One person Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes

This enchantment clouds the mind of a humanoid of Medium-size or smaller so that he takes no actions. Humanoids of 5 or more HD are not affected. The dazed subject is not stunned (so attackers get no special advantage against him), but he can’t move, cast spells, use mental abilities, etc.

Detect Magic
Universal Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: 60 ft. Area: Quarter circle emanating from the character to the extreme of the range Duration: Concentration, up to 1 minute/level (D) Saving Throw: None Spell Resistance: No

The character detect magical auras. The amount of information revealed depends on how long the character studies a particular area or subject:

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the strength of the strongest aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, the character can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)

Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker auras.

Aura Strength: An aura’s magical power and strength depend on a spell’s functioning spell level or an item’s caster level.

Functioning Item Spell Caster Strength Level Level --- --

Dim 0-level or Lingering lingering aura aura Faint 1st–3rd 1st–5th Moderate 4th–6th 6th–11th Strong 7th–9th 12th–20th Overwhelming Artifact or Beyond deity-level mortal magic caster

If an aura falls into more than one category, detect magic indicates the stronger of the two.

Length Aura Lingers: How long the aura lingers depends on its original strength:

Aura Strength Duration -

Faint 1d6 minutes Moderate 1d6 X 10 minutes Strong 1d6 hours Overwhelming 1d6 days

Note: Each round, the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Outsiders and elementals are not magical in themselves, but if they are conjured, the conjuration spell registers. Detect Poison

Divination
Level: Clr 0, Drd 0, Pal 1, Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One creature, one object, or a 5-ft. cube Duration: Instantaneous Saving Throw: None Spell Resistance: No

The character determine whether a creature, object, or area has been poisoned or is poisonous. The character can determine the exact type of poison with a successful Wisdom check (DC 20). A character with the Alchemy skill may try an Alchemy check (DC 20) if the Wisdom check fails, or may try the Alchemy check prior to the Wisdom check.

Note: The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Disrupt Undead
Necromancy

Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

The character direct a shock wave of positive energy. The character must make a ranged touch attack roll to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Detect Poison
Divination Level: Clr 0, Drd 0, Pal 1, Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One creature, one object, or a 5-ft. cube Duration: Instantaneous Saving Throw: None Spell Resistance: No

The character determine whether a creature, object, or area has been poisoned or is poisonous. The character can determine the exact type of poison with a successful Wisdom check (DC 20). A character with the Alchemy skill may try an Alchemy check (DC 20) if the Wisdom check fails, or may try the Alchemy check prior to the Wisdom check.

Note: The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Darkness
Evocation [Darkness] Level: Brd 2, Clr 2, Sor/Wiz 2 Components: V, M/DF Casting Time: 1 action Range: Touch Target: Object touched Duration: 10 minutes/level (D) Saving Throw: None Spell Resistance: No

This spell causes an object to radiate darkness out to a 20-foot radius. Not even creatures who can normally see in the dark (such as with darkvision) can see in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) do not work, nor do light spells of lower level (flare, light, dancing lights). Darkness and the 2nd-level spell daylight cancel each other, leaving whatever light conditions normally prevail in the overlapping areas of the spells. Higher-level light spells (such as the 3rd-level cleric spell daylight) are not affected by darkness.

If the spell is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effects are blocked until the covering is removed.

Darkness counters or dispels any light spell of equal or lower level.

Darkvision
Transmutation Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: None Spell Resistance: Yes (harmless)

The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.

Daylight
Evocation [Light] Level: Brd 2, Clr 3, Sor/Wiz 2 Components: V, S Casting Time: 1 action Range: Touch Target: Object touched Duration: 10 minutes/level Saving Throw: None Spell Resistance: No

The object touched sheds light as bright as full daylight in a 60-foot radius. Creatures who suffer penalties in bright light suffer them while exposed to this magical light. If the spell is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

Death Knell
Necromancy [Death, Evil] Level: Clr 2, Death 2 Components: V, S Casting Time: 1 action Range: Touch Target: Living creature touched Duration: Instantaneous/10 minutes per target HD (see text) Saving Throw: Will negates Spell Resistance: Yes

The character draws forth the ebbing life force of a badly wounded creature and use it to fuel the character's own power. Upon casting this spell, the character touches a living creature with –1 hit points or lower. If the subject fails its saving throw, it dies, and the character gains 1d8 temporary hit points and +2 Strength. Additionally, the character's effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant the character access to more spells.) These effects last for 10 minutes per HD of the target creature.

Death Ward
Necromancy Level: Clr 4, Death 4, Drd 5, Pal 4 Components: V, S, DF Casting Time: 1 action Range: Touch Target: Living creature touched Duration: 10 minutes/level Saving Throw: None Spell Resistance: Yes (harmless)

The subject is immune to all death spells and magical death effects. The spell does not protect against other sorts of attacks, such as hit point loss, poison, petrification, or other effects even if they might be lethal.

Deathwatch
Necromancy Level: Clr 1 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: Quarter circle emanating from the character to the extreme of the range Duration: 10 minutes/level Saving Throw: None Spell Resistance: No

Using the foul sight granted by the powers of unlife, the character can determine the condition of creatures near death within the spell’s range. The character instantly knows whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (as a construct). This spell foils any spell or ability that allows creatures to feign death.

Deeper Darkness
Evocation [Darkness] Level: Clr 3 Components: V, S Casting Time: 1 action Range: Touch Target: Object touched Duration: 1 day/level Saving Throw: None Spell Resistance: No

This spell causes the object touched to shed absolute darkness in a 60-foot radius. Even creatures who can normally see in the dark cannot see through this magical darkness. If the spell is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effects are blocked until the covering is removed.

Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Deeper darkness counters or dispels any light spell of equal or lower level, including daylight and light.

Delay Poison
Conjuration (Healing) Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1 Components: V, S, DF Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

The subject becomes temporarily immune to poison. Any poison in the subject’s system, or any poison the subject is exposed to during the spell’s duration, does not affect the subject until the spell has expired. Delay poison does not cure any damage that poison may have already done.

Delayed Blast Fireball
Evocation [Fire] Level: Sor/Wiz 7 Duration: Up to 5 rounds (see text)

As fireball, except this spell is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame detonates with a low roar and delivers 1d8 points of fire damage per caster level.

The glowing bead created by the spell can detonate immediately if the character desires, or the character can choose to delay the burst for up to 5 rounds. The character chooses the amount of delay upon completing the spell, and the delay cannot change once it has been set (unless someone touches the bead; see below). If the character chose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while the creature is handling it.

Demand
Enchantment (Compulsion) [Mind-Affecting] Level: Sor/Wiz 8 Saving Throw: Will partial Spell Resistance: Yes

As sending, but the message can also contain a suggestion (see the suggestion spell), which the subject does her best to carry out. A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the creature’s Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand comes, the message is understood but the suggestion is ineffective.

The demand’s message to the creature must be twenty-five words or less, including the suggestion. The creature can also give a short reply immediately.

Desecrate
Evocation Level: Clr 2, Evil 2 Components: V, S, M, DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius emanation Duration: 2 hours/level Saving Throw: None Spell Resistance: Yes

This spell imbues an area with negative energy. All Charisma checks made to turn undead within this area suffer a –3 profane penalty. Undead entering this area gain a +1 profane bonus to attack rolls, damage rolls, and saving throws. Undead created within or summoned into a desecrated area gain +1 hit points per HD.

If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to the character's deity, pantheon, or aligned higher power, the effects are doubled (turning at –6, +2 profane bonuses to undead rolls, +2 hit points per HD).

If the area contains a similar fixture of a deity, pantheon, or higher power other than the character's patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses to undead as listed above.

Desecrate counters and dispels consecrate.

Material Component: Worth 25 gp.

Destruction
Necromancy [Death] Level: Clr 7, Death 7 Components: V, S, F Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes

This awful spell instantly slays the subject and consumes its remains utterly in holy (or unholy) fire. If the target’s Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.

Focus: Worth 500 gp.

Detect Animals or Plants
Divination Level: Drd 1, Rgr 1 Components: V, S Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Area: Quarter circle emanating from the character to the extreme of the range Duration: Concentration, up to 10 minutes/level (D) Saving Throw: None Spell Resistance: No

The character can detect a particular type of animal or plant in a quarter circle emanating out from the character in whatever direction the character faces. The character must think of a species of animal or plant when using the spell. Each round the character can change the animal or plant type. The amount of information revealed depends on how long the character searches a particular area or focus on a specific type of animal or plant:

1st Round: Presence or absence of the animal or plant type in that quarter.

2nd Round: Number of individuals of the specified type in the area, and the condition of the healthiest specimen.

3rd Round: The condition and location of each individual present. If an animal or plant is outside the character's line of sight, then the character discerns its direction but not its exact location.

Conditions: For purposes of this spell, the categories of condition are as follows:

Normal: Has at least 90% of original hit points, free of disease.

Fair: 30% to 90% of original hit points remaining.

Poor: Up to 30% of original hit points remaining, afflicted with a disease, or suffering from a debilitating injury.

Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.

If a creature falls into more than one category, the spell indicates the weaker of the two.

Note: Each round the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

The DM decides if a specific type of animal or plant is present.

Detect Chaos
Divination Level: Clr 1, Rgr 2

As detect evil, except that the spell detects chaotic creatures, spells, and magic items, and the character is vulnerable to an overwhelming chaotic aura if the character is lawful. It does not detect undead.

Detect Evil
Divination Level: Clr 1, Rgr 2 Components: V, S, DF Casting Time: 1 action Range: 60 ft. Area: Quarter circle emanating from the character to the extreme of the range Duration: Concentration, up to 10 minutes/level (D) Saving Throw: None Spell Resistance: No

The character can sense the presence of evil. The amount of information revealed depends on how long the character studies a particular area or subject:

1st Round: Presence or absence of evil.

2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the strength of the strongest evil aura present. If the character is of good alignment, the strongest evil aura’s strength is "overwhelming" (see below), and the strength is at least twice the character's character level, the character is stunned for 1 round and the spell ends. While the character is stunned, the character can’t act, the character loses any Dexterity bonus to AC, and attackers gain +2 bonuses to attack the character.

3rd Round: The strength and location of each aura. If an aura is outside the character's line of sight, then the character discerns its direction but not its exact location.

Aura Strength: An aura’s evil power and strength depend on the type of evil creature or object that the character is detecting and its HD, caster level, or (in the case of a cleric) class level.

Creature/Object	Evil Power ---	--

Evil creature 	HD / 5 Undead creature HD / 2 Evil elemental 	HD / 2 Evil magic item or spell 	Caster level / 2 Evil outsider 	HD Cleric of an evil deity 	Level

Evil Power	Aura Strength --	-

Lingering 	Dim 1 or less 	Faint 2–4 			Moderate 5–10 		Strong 11+ 		Overwhelming

If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Length Aura Lingers: How long the aura lingers depends on its original strength:

Original Strength	Duration -

Faint 			1d6 minutes Moderate 		1d6 X 10 minutes Strong 			1d6 hours Overwhelming 		1d6 days

Remember that animals, traps, poisons, and other potential perils are not evil; this spell does not detect them.

Note: Each round, the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Good
Divination Level: Clr 1, Rgr 2

As detect evil, except that the spell detects good creatures, spells, and magic items, and the character is vulnerable to an overwhelming good aura if the character is evil. It does not detect undead. Also, remember that healing potions, antidotes, and similar beneficial items are not good.

Detect Law
Divination Level: Clr 1, Rgr 2

As detect evil, except that the spell detects lawful creatures, spells, and magic items, and the character is vulnerable to an overwhelming lawful aura if the character is chaotic. It does not detect undead.

Detect Scrying
Divination Level: Brd 4, Sor/Wiz 4 Components: V, S, M Casting Time: 1 action Range: 120 ft. Area: 120-ft.-radius emanation centered on the character Duration: 24 hours Saving Throw: None Spell Resistance: No

The character immediately become aware of any attempt to observe the character by means of clairaudience/clairvoyance or scrying. The spell’s effect radiates from the character and moves as the character moves. The spell also reveals the use of crystal balls or other magic scrying devices. The character knows the location of every magical sensor within the spell’s area.

If the scrying attempt originates within the area, the character also knows its location. If the attempt originates outside this range, the character and the scrier immediately make opposed Scry skill checks. (A Scry check is the same as an Intelligence check for a creature without the Scry skill.) If the character at least matches the scrier’s result, the character gets a visual image of the scrier and a sense of the scrier’s direction and distance from the character (accurate to within one-tenth the distance).

Detect Secret Doors
Divination Level: Brd 1, Knowledge 1, Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: 60 ft. Area: Quarter circle emanating from the character to the extreme of the range Duration: Concentration, up to 1 minute/level (D) Saving Throw: None Spell Resistance: No

The character can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell—an ordinary trapdoor underneath a pile of crates would not be detected. The amount of information revealed depends on how long the character studies a particular area or subject:

1st Round: Presence or absence of secret doors.

2nd Round: Number of secret doors and the location of each. If an aura is outside the character's line of sight, then the character discerns its direction but not its exact location.

Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by the character.

Note: Each round, the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Snares and Pits
Divination Level: Drd 1, Rgr 1 Components: V, S Casting Time: 1 action Range: 60 ft. Area: Quarter circle emanating from the character to the extreme of the range Duration: Concentration, up to 10 minutes/level (D) Saving Throw: None Spell Resistance: No

The character can detect simple pits, deadfalls, snares of wilderness creatures (trapdoor spiders, giant sundews, ant lions, etc.), and primitive traps constructed of natural materials (mantraps, missile traps, hunting snares, etc.). The spell does not detect complex traps, including trapdoor traps.

The spell does detect certain natural hazards—quicksand (registers as a snare), a sinkhole (pit), or unsafe walls of natural rock (deadfall). However, it does not reveal other potentially dangerous conditions, such as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive.

The amount of information revealed depends on how long the character studies a particular area:

1st Round: Presence or absence of hazards.

2nd Round: Number of hazards and the location of each. If a hazard is outside the character's line of sight, then the character discerns its direction but not its exact location.

Each Additional Round: The general type and trigger for one particular hazard closely examined by the character.

Note: Each round, the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Thoughts
Divination [Mind-Affecting] Level: Brd 2, Knowledge 2, Sor/Wiz 2 Components: V, S, F/DF Casting Time: 1 action Range: 60 ft. Area: Quarter circle emanating from the character to the extreme of the range Duration: Concentration, up to 1 minute/level (D) Saving Throw: Will negates (see text) Spell Resistance: No

The character detect surface thoughts. The amount of information revealed depends on how long the character studies a particular area or subject:

1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).

2nd Round: Number of thinking minds and the mental strength of each.

3rd Round: Surface thoughts of any mind in the area. A target’s Will save prevents the character from reading its thoughts, and the character must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that the character can pick up.

Intelligence	Mental Strength ---

1–2 		Animal 3–5 		Very low 6–9 		Low 10–11 		Average 12–15 		High 16–17 		Very high 18–21 		Genius 22–25 		Supra-genius 26+ 		Deific

Note: Each round, the character can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Arcane Focus: A copper piece.

Detect Undead
Divination Level: Clr 1, Pal 1, Sor/Wiz 1 Components: V, S, M/DF Casting Time: 1 action Range: 60 ft. Area: Quarter circle emanating from the character to the extreme of the range Duration: Concentration, up to 1 minute/ level (D) Saving Throw: None Spell Resistance: No

The character can detect the aura that surrounds undead. The amount of information revealed depends on how long the character studies a particular area or subject:

1st Round: Presence or absence of undead auras.

2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If the character is of good alignment, the strongest undead aura’s strength is "overwhelming" (see below), and the strength is at least twice the character's character level, the character is stunned for 1 round and the spell ends. While the character is stunned, the character can’t act, the character loses any Dexterity bonus to AC, and attackers gain +2 bonuses to attack the character.

3rd Round: The strength and location of each aura. If an aura is outside the character's line of sight, then the character discerns its direction but not its exact location.

Aura Strength: The strength of the undead aura is determined by the HD of the undead creature.

Strength 	HD -- Dim 		Lingering aura Faint 		1 or less Moderate 	2–4 Strong 		5–10 Overwhelming 	11+

Length Aura Lingers: How long the aura lingers depends on its original strength:

Aura Strength	Duration -

Faint 		1d6 minutes Moderate 	1d6 X 10 minutes Strong 		1d6 hours Overwhelming 	1d6 days

Note: Each round, the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Dictum
Evocation [Lawful, Sonic] Level: Clr 7, Law 7 Components: V Casting Time: 1 action Range: 30 ft. Area: Creatures in a 30-ft.-radius spread centered on the character Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

Uttering dictum creates two effects.

If the character is on the character's home plane, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 1 day. This effect takes place regardless of whether the creatures hear the dictum.

Creatures native to the character's plane who hear the dictum and are not lawful suffer the following ill effects:

HD 		Effect -- 		--

12 or more 	Deafened Less than 12 	Slowed, deafened Less than 8 	Paralyzed, slowed, deafened Less than 4 	Killed, paralyzed, slowed, deafened

The effects are cumulative.

Deafened: The creature is struck deaf (see blindness/deafness) for 1d4 rounds.

Slowed: The creature is slowed, as by the slow spell, for 2d4 rounds.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes, unable to move or act in any way.

Killed: Living creatures die. Undead creatures are destroyed.

Dimensional Anchor
Abjuration Level: Clr 4, Sor/Wiz 4 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Ray Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes (object)

A green ray springs from the character's outstretched hand. The character must make a ranged touch attack to hit the target. Any creature or object struck is covered with a shimmering emerald field that completely blocks bodily extradimensional travel. Forms of movement barred by the dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. It prevents the use of a gate or teleportation circle for the duration of the spell.

The dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms such as a basilisk’s gaze. Also, it does not prevent summoned creatures from disappearing at the end of a summoning spell.

Dimension Door
Transmutation [Teleportation] Level: Brd 4, Sor/Wiz 4, Travel 4 Components: V Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) 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)

The character instantly transfers from the character's current location to any other spot within range. The character always arrives at exactly the spot desired—whether by simply visualizing the area or by stating direction, such as "900 feet straight downward," or "upward to the northwest, 45-degree angle, 1,200 feet." After using this spell, the character can’t take any other actions until the character's next turn.

If the character arrives in a place that is already occupied by a solid body, the character become trapped in the Astral Plane. Each round that the character is trapped in the Astral Plane in this way, the character may make a Will save (DC 25) to return to the Material Plane at a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, make a Will save (DC 25) each minute to appear in a free space within 1,000 feet. If there’s no free space within 1,000 feet, the character is stuck on the Astral Plane until rescued.

Diminish Plants
Transmutation Level: Drd 3, Rgr 3 Components: V, S, DF Casting Time: 1 action Range: See text Target or Area: See text Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell has two versions:

Prune Growth: The first version causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines, and so forth) within long range (400 feet + 40 feet per level) to shrink to about a third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed.

At the character's option, the area can be a circle with a radius of 100 feet, a semicircle with a radius of 150 feet, or a quarter circle with a radius of 200 feet. The character may also designate areas within the area that are not affected.

Stunt: The second version targets normal plants within a range of one-half mile, reducing their potential productivity over the course of the following year to one-third below normal.

Diminish plants counters plant growth.

Discern Lies
Divination Level: Clr 4, Pal 3 Components: V, S, DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level, no two of which can be more than 30 ft. apart Duration: Concentration, up to 1 round/level Saving Throw: Will negates Spell Resistance: No

Each round, the character concentrates on one subject, who must be in range. The character knows if the subject deliberately and knowingly speaks a lie by discerning disturbances in her aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. Each round, the character may concentrate on a different subject.

Discern Location
Divination Level: Clr 8, Knowledge 8, Sor/Wiz 8 Components: V, S, DF Casting Time: 10 minutes Range: Unlimited Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: No

A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of the direct intervention of a deity keeps the character from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and plane where the subject lies.

To find a creature with the spell, the character must have seen the creature or have some item that once belonged to it. To find an object, the character must have touched the object at least once.

Disintegrate
Transmutation Level: Destruction 7, Sor/Wiz 6 Components: V, S, M/DF Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Ray Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes

A thin, green ray springs from the character's pointing finger, causing the creature or object it strikes to glow and vanish, leaving behind only a trace of fine dust. The character must make a successful ranged touch attack to hit. Up to a 10-foot cube of nonliving matter is affected, so the spell disintegrates only part of any very large object or structure targeted. The ray affects even magical matter or energy of a magical nature, such as Bigby’s forceful hand or a wall of force, but not a globe of invulnerability or an antimagic field. A creature or object that makes a successful Fortitude save is only partially affected. It takes 5d6 points of damage instead of disintegrating. Only the first creature or object struck can be affected (that is, the ray affects only one target per casting).

Dismissal
Abjuration Level: Brd 4, Clr 4, Sor/Wiz 5 Components: V, S, F/DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One extraplanar creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes

This spell forces an extraplanar creature back to its proper plane. Add the creature’s HD to its saving throw and subtract the character's level as well. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

Arcane Focus: Any item that is distasteful to the subject.

Dispel Chaos
Abjuration [Lawful] Level: Clr 5, Law 5

As dispel evil, except that the character is surrounded by constant, blue, lawful energy, and the spell affects chaotic creatures and spells rather than evil ones.

Dispel Evil
Abjuration [Good] Level: Clr 5, Good 5, Pal 4 Components: V, S, DF Casting Time: 1 action Range: Touch Target or Targets: The character and a touched evil creature from another plane; or the character and an enchantment or evil spell on a touched creature or object Duration: 1 round/level or until discharged, whichever comes first Saving Throw: See text Spell Resistance: See text

Shimmering, white, holy energy surrounds the character. This power has three effects:

1. The character gains a +4 deflection bonus to AC against attacks by evil creatures.

2. On making a successful melee touch attack against an evil creature from another plane, the character can choose to drive that creature back to its home plane. The creature negates the effects with a Will save (SR applies). This use discharges and ends the spell.

3. With a touch, the character can automatically dispel any one enchantment cast by an evil creature or any one evil spell. Exception: Spells that can’t be dispelled by dispel magic also can’t be dispelled by dispel evil. Saving throws and SR do not apply to this effect. This use discharges and ends the spell.

Dispel Good
Abjuration [Evil] Level: Clr 5, Evil 5

As dispel evil, except that the character is surrounded by dark, wavering, unholy energy, and the spell affects good creatures and spells rather than evil ones.

Dispel Law
Abjuration [Chaotic] Level: Chaos 5, Clr 5

As dispel evil, except that the character is surrounded by flickering, yellow, chaotic energy, and the spell affects lawful creatures and spells rather than evil ones.

Dispel Magic
Abjuration Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target or Area: One spellcaster, creature, or object; or 30-ft.-radius burst Duration: Instantaneous Saving Throw: None Spell Resistance: No

The character can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells. Dispel magic affects spell-like effects just as it affects spells.

Note: The effects of spells with instantaneous duration can’t be dispelled, because the magic effect is already over before the dispel magic can take effect.

The character choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:

Targeted Dispel: One object, creature, or spell is the target of the spell. The character makes a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20 +1 per caster level (maximum +10) against a DC of 11 + the spell’s caster level.

If the spellcaster targets an object or creature who is the effect of an ongoing spell (such as a monster summoned by monster summoning), she makes a dispel check to end the spell that conjured the object or creature.

If the object that the character targets is a magic item, the character makes a dispel check against the item’s caster level. If the character succeeds, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. Remember that a magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and creatures of demigod or higher status are unaffected by mortal magic such as this.

The character automatically succeeds at the dispel check against any spell that the character cast.

Area Dispel: The spell affects everything within a 30-foot radius.

For each creature who is the target of one or more spells, the character makes a dispel check against the spell with the highest caster level. If that fails, the character makes dispel checks against progressively weaker spells until the character dispels one spell (which discharges the dispel so far as that target is concerned) or fail all the character's checks. The creature’s magic items are not affected.

For each object that is the target of one or more spells, the character makes dispel checks as with creatures. Magic items are not affected by area dispels.

For each ongoing area or effect spell centered within the dispel magic’s area, the character makes a dispel check to dispel the spell.

For each ongoing spell whose area overlaps that of the dispel, the character makes a dispel check to end the effect, but only within the area of the dispel magic.

If an object or creature who is the effect of an ongoing spell, such as a monster summoned by monster summoning, is in the area, the character makes a dispel check to end the spell that conjured the object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.

The character may choose to automatically succeed at dispel checks against any spell that the character cast.

Counterspell: The spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work. The character must make a dispel check to counter the other spellcaster’s spell.

Displacement
Illusion (Glamer) Level: Brd 3, Sor/Wiz 3 Components: V, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Emulating the natural ability of the displacer beast, the subject appears to be about 2 feet away from his true location. He benefits from a 50% miss chance as if he had full concealment. However, unlike actual full concealment, displacement does not prevent enemies from targeting him normally. True seeing reveals his true location.

Divine Favor
Evocation Level: Clr 1, Pal 1 Components: V, S, DF Casting Time: 1 action Range: Personal Target: The character Duration: 1 minute

Calling upon the strength and wisdom of a deity, the character gains a +1 luck bonus to attack and weapon damage rolls for every three caster levels the character has (at least +1, maximum +6). The bonus doesn’t apply to spell damage.

Divine Power
Evocation Level: Clr 4, War 4 Components: V, S, DF Casting Time: 1 action Range: Personal Target: The character Duration: 1 round/level

Calling upon the divine power of the character's patron, the character is imbued with strength and skill in combat. The character gains the base attack bonus of a fighter of the character's total character level, an enhancement bonus to Strength sufficient to raise the character's Strength score to 18 (if it is not already 18 or higher), and 1 temporary hit point per level.

Dominate Animal
Enchantment (Compulsion) [Mind-Affecting] Level: Animal 3, Drd 3 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One animal Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes

The character can enchant an animal and direct it with simple commands such as "Attack," "Run," and "Fetch." Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.

Dominate animal establishes a mental link between the character and the subject animal. The animal can be directed by silent mental command as long as it remains in range. The character need not see the animal to control it. The character does not receive direct sensory input from the animal, but the character knows what it is experiencing. Because the character is directing the animal with the character's own intelligence, it may be able to undertake actions normally beyond its own comprehension, such as manipulating objects with its paws and mouth. The character need not concentrate exclusively on controlling the animal unless the character is trying to direct it to do something it normally couldn’t do.

Dominate Monster
Enchantment (Compulsion) [Mind-Affecting] Level: Sor/Wiz 9 Target: One creature

As dominate person, except that the spell is not restricted by creature type or size.

Dominate Person
Enchantment (Compulsion) [Mind-Affecting] Level: Brd 4, Sor/Wiz 5 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One humanoid of Medium-size or smaller Duration: 1 day/level Saving Throw: Will negates Spell Resistance: Yes

The character can control the actions of any humanoid that is Medium-size or smaller. The character establishes a telepathic link with the subject’s mind. If a common language is shared, the character can generally force the subject to perform as the character desires, within the limits of his abilities. If no common language is shared, the character can communicate only basic commands, such as "Come here," "Go there," "Fight," and "Stand still." the character knows what the subject is experiencing, but the character does not receive direct sensory input from him.

Subjects resist this control, and those forced to take actions against their nature receive a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as the character and the subject are on the same plane. The character need not see the subject to control it.

Protection from evil or a similar spell can prevent the character from exercising control or using the telepathic link while the subject is so warded, but it does not prevent the establishment of domination or dispel it.

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

This curse fills a single subject with a feeling of horrible dread and causes her to weaken and lose confidence. The subject suffers a –2 morale penalty to attack rolls, weapon damage rolls, ability checks, skill checks, and saving throws.

Drawmij’s Instant Summons
Conjuration (Summoning) Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 action Range: See text Target: One object weighing up to 10 lb. whose longest dimension is 6 ft. or less Duration: Permanent until discharged Saving Throw: None Spell Resistance: No

The character call some nonliving item from virtually any location directly to the character's hand.

First, the character places his or her arcane mark on the item. Then the character casts this spell, which magically and invisibly inscribes the name of the item on a gem worth at least 1,000 gp. Thereafter, the character can summon the item by speaking a special word (set by the character when the spell is cast) and crushing the gem. The item appears instantly in the character's hand. Only the character can use the gem in this way.

If the item is in the possession of another creature, the spell does not work, but the character knows who the possessor is and roughly where he, she, or it is located when the summons is cast.

The inscription on the gem is invisible. It is also unreadable, except by means of a read magic spell, to anyone but the character.

The item can be summoned from another plane, but only if no other creature has claimed ownership of it.

Dream
Illusion (Phantasm) [Mind-Affecting] Level: Brd 5, Sor/Wiz 5 Components: V, S Casting Time: 1 minute Range: Unlimited Target: One living creature touched Duration: See text Saving Throw: None Spell Resistance: Yes

The character, or a messenger touched by the character, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, the character must name the recipient or identify him by some title that leaves no doubt as to his identity. The messenger then enters a trance, appears in the intended recipient’s dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking.

The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient. Once the message is delivered, the messenger’s mind returns instantly to her body. The duration of the spell is the time required for the messenger to enter the recipient’s dream and deliver the message.

If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. She can remain in the trance until the recipient goes to sleep, then enter the recipient’s dream and deliver the message as normal. If the messenger is disturbed during the trance, she awakens, and the spell ends.

Creatures who don’t sleep or dream (such as elves, but not half-elves) cannot be contacted by this spell.

The messenger is unaware of her own surroundings or the activities around her while in the trance. She is defenseless, both physically and mentally (she always fails any saving throw, for example) while in the trance.