Spell:Spell M

Mage Armor
Conjuration (Creation) [Force] Level: Brd 1, Sor/Wiz 1 Components: V, S, F Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

An invisible but tangible field of force surrounds the subject of mage armor, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

Mage Hand
Transmutation Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: Nonmagical, unattended object weighing up to 5 lb. Duration: Concentration Saving Throw: None Spell Resistance: No

The character points a finger at an object and can lift it and move it at will from a distance. As a move-equivalent action, the character can move the object up to 15 feet in any direction, though the spell ends if the distance between the character and the object ever exceeds the spell’s range.

Magic Circle against Chaos
Abjuration [Lawful] Level: Brd 3, Clr 3, Law 3, Sor/Wiz 3

As magic circle against evil, except that it is similar to protection from chaos instead of protection from evil.

Magic Circle against Evil
Abjuration [Good] Level: Brd 3, Clr 3, Good 3, Pal 3, Sor/Wiz 3 Area: Emanates 10 ft. from touched creature Duration: 10 minutes/level Spell Resistance: No (see text)

As protection from evil, except that it encompasses a much larger area and its duration is longer.

Unlike protection from evil, this spell has a special function that the character may choose when casting the spell. A magic circle can be focused inward rather than outward. In this case, it serves as an immobile, temporary magical prison for a summoned creature. The creature cannot cross the circle’s boundaries.

The character must beat a creature’s SR in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ SR.

If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.

This spell is not cumulative with protection from evil and vice versa.

Magic Circle against Good
Abjuration [Evil] Level: Brd 3, Clr 3, Evil 3, Sor/Wiz 3

As magic circle against evil, except that it is similar to protection from good instead of protection from evil.

Magic Circle against Law
Abjuration [Chaotic] Level: Brd 3, Chaos 3, Clr 3, Sor/Wiz 3

As magic circle against evil, except that it is similar to protection from law instead of protection from evil.

Magic Fang
Transmutation Level: Drd 1, Rgr 1 Components: V, S, DF Casting Time: 1 action Range: Touch Target: Living creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Magic fang gives one natural weapon of the subject a +1 enhancement bonus to attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. (The spell does not change an unarmed strike’s damage from subdual damage to normal damage.) If the character is a good druid, the natural weapon is considered blessed, which means it has special effects on certain creatures.

Magic Jar
Necromancy Level: Sor/Wiz 5 Components: V, S, F Casting Time: 1 action Range: Medium (100 ft.+10 ft./level) Target: One creature Duration: 1 hour/level or until the character returns to the character's body Saving Throw: Will negates (see text) Spell Resistance: Yes

By casting magic jar, the character places the character's own soul in a gem or large crystal (known as the magic jar), leaving the character's body lifeless. Then the character can attempt to take control of a nearby body, forcing its soul into the magic jar. The character may move back to the jar (returning the trapped soul to its body) and attempt to possess another body. The spell ends when the character sends the character's soul back to the character's own body (leaving the receptacle empty).

To cast the spell, the magic jar must be within spell range and the character must know where it is, though the character does not need line of sight or effect to it. When the character transfers the character's soul upon casting, the character's body is, as near as anyone can tell, dead.

While in the magic jar, the character can sense and attack any life force within 10 feet per caster level (on the same plane). The character does need line of effect from the jar to the creatures. The character, however, cannot determine the exact creature types or positions of these creatures. In a group of life forces, the character can sense a difference of four or more HD and can determine whether a life force is positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)

Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. The character possesses the body and forces the creature’s soul into the magic jar unless the subject succeeds at a Will save. Failure to take over the host leaves the character's life force in the magic jar, and the target automatically succeeds at further saving throws if the character attempts to possess its body again.

If successful, the character's life force occupies the host body, and the host’s life force is imprisoned in the magic jar. The character keeps most mental abilities and gains some physical abilities, as with polymorph other (except that the character gets the creature’s actual physical abilities, not average ones).

As a standard action, the character can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when the character shifts from the jar to the character's own body.

If the host body is slain, the character returns to the magic jar, if within range, and the life force of the host departs (that is, it is dead). If the host body is slain beyond the range of the spell, both the character and the host die. Any life force with nowhere to go is treated as slain.

If the spell ends while the character is in the magic jar, the character returns to the character's body (or dies if the character's body is out of range or destroyed). If the spell ends while the character is in a host, the character returns to the character's body (or dies, if it is out of range of the character's current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or the host.

Incorporeal creatures with the magic jar ability can use a handy, nearby object (not just a gem or crystal) as the magic jar.

Focus: Worth at least 100 gp.

Magic Missile
Evocation [Force] Level: Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Targets: Up to five creatures, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

A missile of magical energy darts forth from the character's fingertip and unerringly strikes its target. The missile deals 1d4+1 points of damage.

The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell.

For every two levels of experience past 1st, the character gains an additional missile. The character has two at 3rd level, three at 5th level, four at 7th level, and the maximum of five missiles at 9th level or higher. If the character shoots multiple missiles, the character can have them strike a single creature or several creatures. A single missile can strike only one creature. The character must designate targets before the character rolls for SR or roll damage.

Magic Mouth
Illusion (Glamer) 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 or object Duration: Permanent until discharged Saving Throw: Will negates (object) Spell Resistance: Yes (object)

This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can be in any language known by the character and can be delivered over a period of 10 minutes. The mouth cannot speak verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated. For instance, if it were placed upon a statue, the mouth of the statue would actually move and appear to speak. Of course, magic mouth can be placed upon a tree, rock, door, or any other object or creature.

The spell functions when specific conditions are fulfilled according to the character's command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Note that actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish invisible creatures, alignments, level, HD, or class except by external garb.

The range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a magic mouth to respond to triggers up to 90 feet away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.

Material Component: Worth 10 gp.

Magic Stone
Transmutation Level: Clr 1, Earth 1 Components: V, S, DF Casting Time: 1 action Range: Touch Targets: Up to three pebbles touched Duration: 30 minutes or until discharged Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object)

The character transmutes up to three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus to attack and damage rolls. The creature using the stones makes a normal ranged attack to use a magic stone. Each magic stone that hits deals 1d6+1 points of damage (including the enhancement bonus). Against undead creatures, this damage is doubled (2d6+2 points).

Magic Vestment
Transmutation Level: Clr 3, Strength 3, War 3 Components: V, S, DF Casting Time: 1 action Range: Touch Target: Armor or shield touched Duration: 1 hour/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object)

The character imbues a suit of armor or a shield that the character touches with an enhancement bonus of +1 per three caster levels (maximum +5 at 15th level). An outfit of regular clothing counts as a suit of armor that grants no AC bonus for purposes of this spell.

Note: An enhancement bonus increases armor’s or a shield’s benefit to the wearer’s AC. A suit of armor cannot have more than +5 in total bonuses (even if some of its bonus is from other than enhancement).

Magic Weapon
Transmutation Level: Brd 1, Clr 1, Pal 1, Sor/Wiz 1, War 1 Components: V, S, F, DF Casting Time: 1 action Range: Touch Target: Weapon touched Duration: 1 minute/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object)

Magic weapon gives a weapon a +1 enhancement bonus to attack and damage rolls. If the character is a good cleric, the cleric of a good deity, or a paladin, the weapon is considered blessed, which means it has special effects on certain creatures.

Major Creation
Conjuration (Creation) Level: Sor/Wiz 5 Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Duration: See text

As minor creation, except the character can also create an object of mineral nature: stone, crystal, metal, etc. The duration of the created item varies with its relative hardness and rarity:

Hardness and Rarity Examples				Duration ---

Vegetable matter 			2 hours/level Stone, crystal, base metals		1 hour/level Precious metals 			20 minutes/level Gems 					10 minutes/level Mithral* 				2 rounds/level Adamantite** 				1 round/level


 * Includes similar rare metals. Items made of mithral are 50% lighter than similar items made of steel.
 * Items made of adamantite weigh 75% as much as similar items made of steel. They are also harder and better capable of retaining an edge, so armor and shields provide 1 higher AC and weapons allow +1 on attack and damage rolls (although the items are not magical).

Major Image
Illusion (Figment) Level: Brd 3, Sor/Wiz 3 Duration: Concentration + 3 rounds

As silent image, except sound, smell, and thermal illusions are included in the spell effect. While concentrating, the character can move the image within the range.

The image disappears when struck by an opponent unless the character causes the illusion to react appropriately.

Make Whole
Transmutation Level: Clr 2 Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One object of up to 10 cu. ft./level

As mending, except make whole completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new. The spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized.

Mark of Justice
Transmutation Level: Clr 5 Components: V, S, DF Casting Time: 10 minutes Range: Touch Target: Creature touched Duration: Permanent (see text) Saving Throw: None Spell Resistance: Yes

When moral suasion fails to win a criminal over to right conduct, the character can use mark of justice to encourage the criminal to walk the straight and narrow path.

The character draws an indelible mark on the subject and states some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, the character designates some sort of criminal behavior that activates the mark, but the character can pick any act the character pleases. The effect of the mark is identical with the effect of bestow curse.

Since this spell takes 10 minutes to cast and involves writing on the target, the character can cast only it on someone who is willing or restrained.

Like bestow curse, mark of justice cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Remove curse, however, works only if the caster is at least as high level as the character's mark of justice. These restrictions apply regardless of whether the mark has activated.

Mass Charm
Enchantment (Charm) [Mind-Affecting] Level: Sor/Wiz 8 Components: V Targets: One or more creatures, no two of which can be more than 30 ft. apart Duration: 1 day/level

As charm person, except the spell affects a number of creatures (persons or not) whose combined HD do not exceed twice the character's level (or at least one creature regardless of HD). If there are more potential targets than the character can affect, the character chooses them one at a time until the character chooses a creature with too many HD.

Mass Haste
Transmutation Level: Brd 6, Sor/Wiz 6 Targets: One creature/level, no two of which can be more than 30 ft. apart

As haste, except that it affects multiple creatures.

Mass Heal
Conjuration (Healing) Level: Clr 8, Drd 9, Healing 8 Range: Close (25 ft. + 5 ft./2 levels) Targets: One or more creatures, no two of which can be more than 30 ft. apart

As heal, except as noted above.

Mass Invisibility
Illusion (Glamer) Level: Sor/Wiz 7 Components: V, S, M Range: Long (400 ft. + 40 ft./level) Targets: Any number of creatures, no two of which can be more than 180 ft. apart

As invisibility, except the effect is mobile with the group and is broken when anyone in the group attacks. Individuals in the group cannot see each other. The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. (If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 80 feet.)

Mass Suggestion
Enchantment (Compulsion) [Mind-Affecting, Language-Dependent] Level: Brd 6, Sor/Wiz 6 Range: Medium (100 ft. + 10 ft./level) Targets: One creature/level, no two of which can be more than 30 ft. apart

As suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures.

Maze
Conjuration (Creation) [Force] Level: Sor/Wiz 8 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: See text Saving Throw: None Spell Resistance: No

The character conjures up an extradimensional labyrinth of force planes, and the subject vanishes into it. If the subject attempts to escape, the time it takes to find the way out depends on its Intelligence score:

Intelligence Score	Time Trapped of Mazed Creature	in Maze --

Under 3 		2d4 minutes 3 			1d6 minutes 4–5 			1d4 minutes 6–8 			5d4 rounds 9–12 			4d4 rounds 13–15 			3d4 rounds 16–17 			2d4 rounds 18+ 			1d4 rounds

If the subject doesn’t attempt to escape, the maze disappears after 10 minutes, forcing the subject to leave.

On leaving the maze, the subject reappears in the spot it had been in when the maze spell was cast. If this spot is filled with a solid object, the subject appears nearby.

Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell.

Meld into Stone
Transmutation Level: Clr 3, Drd 3 Components: V, S, DF Casting Time: 1 action Range: Personal Target: The character Duration: 10 minutes/level

Meld into stone enables the character to meld the character's body and possessions into a single block of stone. The stone must be large enough to accommodate the character's body in all three dimensions. When the casting is complete, the character and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.

While in the stone, the character remains in contact, however tenuous, with the face of the stone through which the character melded. The character remains aware of the passage of time and can cast spells on him or herself while hiding in the stone. Nothing that goes on outside the stone can be seen, but the character can still hear what happens around the character. Minor physical damage to the stone does not harm the character, but its partial destruction to the extent that the character no longer fits within it expels the character and deals the character 5d6 points of damage. The stone’s complete destruction expels the character and slays the character instantly unless the character succeeds at a Fortitude save (DC 18).

At any time before the duration expires, the character can step out of the stone through the surface that the character entered. If the spell’s duration runs out or the effect is dispelled before the character voluntarily exits the stone, the character is violently expelled and takes 5d6 points of damage.

The following spells harm the character if cast upon the stone that the character is occupying: Stone to flesh expels the character and deals the character 5d6 points of damage. Stone shape deals the character 3d6 points of damage but does not expel the character. Transmute rock to mud expels the character and then slays the character instantly unless the character succeed at a Fortitude save (DC 18), in which case the character is merely expelled. Finally, passwall expels the character without damage.

Melf’s Acid Arrow
Conjuration (Creation) [Acid] Level: Sor/Wiz 2 Components: V, S, M, F Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Effect: One arrow of acid Duration: 1 round +1 round/three levels Saving Throw: None Spell Resistance: Yes

A magical arrow of acid springs from the character's hand and speeds to its target. The character must succeed at a ranged touch attack to hit the character's target. The arrow deals 2d4 points of acid damage. There is no splash damage. For every three caster levels (maximum 18), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage for that round. At 3rd–5th level, the acid lasts for 2 rounds; at 6th–8th level, the acid lasts for 3 rounds; and so on, to a maximum of 7 rounds at 18th level.

Mending
Transmutation Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: 10 ft. Target: One object of up to 1 pound Duration: Instantaneous Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object)

Mending repairs small breaks or tears in objects (not warps). In metallic objects, it will weld a broken ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands.

Message
Transmutation [Language-Dependent] Level: Brd 1, Sor/Wiz 1 Components: V, S, F Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Targets: One creature/level Duration: 10 minutes/level Saving Throw: None Spell Resistance: No

The character can whisper messages and receive whispered replies with little chance of being overheard. The character points a finger at each creature to be included in the spell effect. When the character whispers, the whispered message is audible to all of the targeted creatures who are within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message, however, does not have to travel in a straight line. It can circumvent a barrier if there is an open path between the character and the subject, and the path’s entire length lies within the spell’s range. The creatures who receive the message can whisper a reply that the character hears. The spell transmits sound, not meaning. It doesn’t transcend language barriers.

Note: To speak a message, the character must mouth the words and whisper, possibly allowing trained rogues the opportunity to read the character's lips.

Meteor Swarm
Evocation [Fire] Level: Sor/Wiz 9 Components: V, S Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Area: Pattern of fireball-like spreads (see text) Duration: Instantaneous Saving Throw: None or Reflex half (see text) Spell Resistance: Yes

Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When the character casts it, either four large spheres (2-foot-diameter) or eight small spheres (1-foot-diameter) spring from the character's outstretched hand and streak in a straight line to the spot the character selects. The meteor spheres leave a fiery trail of sparks.

Any creature in the straight-line path of these spheres is struck by each one and takes 24d6 points of fire damage (no save).

If the spheres reach their destination, each bursts like a fireball in a spread.

Each large sphere deals 6d6 points of fire damage. The four spheres explode with their points of origin forming a diamond or box pattern around the spell’s central point of origin, which the character designates upon casting. Each large sphere has a 15-foot-radius spread, and each blast is 20 feet apart along the sides of the pattern, creating overlapping areas of the spell’s effect and exposing the center to all four blasts.

The smaller spheres each have a 7 1/2-foot-radius spread, and each deals 3d6 points of fire damage. They explode with their points of origin forming a pattern around the spell’s central point of origin (which the character designated upon casting) of a box within a diamond or vice versa, with each of the outer sides measuring 20 feet long. The center has four areas of overlapping effect, and numerous peripheral areas have two or three overlapping areas of the spell’s effect.

Creatures caught in a blast can attempt Reflex saves for half damage. Creatures struck by multiple blasts save against each blast separately.

Mind Blank
Abjuration Level: Protection 8, Sor/Wiz 8 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 day Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish when they are used in such a way as to affect the subject’s mind or to gain information about him. In the case of scrying that scans an area that the creature is in, such as arcane eye, the spell works but the creature simply isn’t detected. Scrying attempts that are targeted specifically at the subject do not work at all.

Mind Fog
Enchantment (Compulsion) [Mind-Affecting] Level: Brd 5, Sor/Wiz 5 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Fog that spreads to fill a 20-ft. cube Duration: 30 minutes/+2d6 rounds (see text) Saving Throw: Will negates Spell Resistance: Yes

Mind fog produces a bank of fog that weakens the mental resistance of those caught in it. Creatures in the mind fog suffer a –10 competence penalty to all Wisdom checks and Will saves. (A creature who successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures suffer the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog itself is stationary and lasts for 30 minutes (or until dispersed by wind).

The fog is thin and does not significantly hamper vision.

Minor Creation
Conjuration (Creation) Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 minute Range: 0 ft. Effect: Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./ level Duration: 1 hour/level Saving Throw: None Spell Resistance: No

The character creates a nonmagical, unattended object of nonliving, vegetable matter: linen clothes, a hemp rope, a wooden ladder, etc. The volume of the item created cannot exceed 1 cubic foot per caster level. The character must succeed at an appropriate skill check to make a complex item, such as a Craft (bowmaking) check to make straight arrow shafts.

Attempting to use any created object as a material component causes the spell to fail.

Minor Globe of Invulnerability
Abjuration Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 action Range: 10 ft. Area: 10-ft.-radius spherical emanation, centered on the character Duration: 1 round/level Saving Throw: None Spell Resistance: No

An immobile, faintly shimmering magical sphere surrounds the character and excludes all spell effects of up to 3rd level. The area or effect of any such spells does not include the area of the minor globe of invulnerability. Such spells fail to affect any target located within the globe. This includes spell-like abilities and spells or spell-like effects from devices. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. The character can leave and return to the globe without penalty.

Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled. For example, creatures inside the globe would still see a mirror image created by a caster outside the globe. If that caster then entered the globe, the images would wink out, to reappear when the caster exited the globe. Likewise, a caster standing in the area of a light spell would still receive sufficient light for vision, even though that part of the light spell volume in the globe would not be luminous.

If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether minor globe of invulnerability stops it.

Minor Image
Illusion (Figment) Level: Brd 2, Sor/Wiz 2 Duration: Concentration+2 rounds

As silent image, except this spell includes some minor sounds but not understandable speech.

Miracle
Evocation Level: Clr 9, Luck 9 Components: V, S, XP (see text) Casting Time: 1 action Range: See text Target, Effect, or Area: See text Duration: See text Saving Throw: See text Spell Resistance: Yes

The character doesn’t so much cast a miracle as request one. The character states what the character would like to have happen and requests that the character's deity (or the power the character prays to for spells) intercede. The DM then determines the particular effect of the miracle.

A miracle can do any of the following:

* Duplicate any cleric spell of up to 8th level (including spells to which the character has access because of the character's domains). * Duplicate any other spell of up to 7th level. * Undo the harmful effects of certain spells, such as feeblemind or insanity. * Have any effect whose power level is in line with the above effects.

If the miracle has any of the above effects, casting it carries no experience point cost.

Alternatively, the cleric can make a very powerful request. Casting such a miracle costs the cleric 5,000 XP because of the powerful divine energies involved. A request that is out of line with the deity’s (or alignment’s) nature is refused.

A duplicated spell allows saving throws and SR as normal (but save DCs are for a 9th-level spell). When a miracle duplicates a spell that has an XP cost, the character must pay that cost. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, the character must provide that component.

XP Cost: 5,000 XP (for some uses of the miracle spell; see above).

Mirage Arcana
Illusion (Glamer) Level: Brd 5, Sor/Wiz 5 Components: V, S Casting Time: 1 action Area: One 20-ft. cube/level (S) Duration: Concentration+1 hour/level (D)

As hallucinatory terrain, except that it enables the character to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, and olfactory elements. Unlike hallucinatory terrain, the spell can alter the appearance of structures (or add them where none are present). Still, it can’t disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).

Mirror Image
Illusion (Figment) Level: Brd 2, Sor/Wiz 2 Components: V, S Casting Time: 1 action Range: Personal (see text) Target: The character Duration: 1 minute/level

Several illusory duplicates of the character pop into being, making it difficult for enemies to know which target to attack. The figments stay near the character and disappear when struck.

Mirror image creates 1d4 images plus one image per three caster levels (maximum eight images). These figments separate from the character and remain in a cluster, each within 5 feet of at least one other figment or the character. The character can move into and through a mirror image. When the character and the mirror image separate, observers can’t use vision or hearing to tell which one is the character and which the image. The figments may also move through each other. The figments mimic the character's actions, pretending to cast spells when the character casts a spell, drink potions when the character drinks a potion, levitate when the character levitates, and so on.

Enemies attempting to attack the character or cast spells at the character must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack roll against a figment destroys it. A figment’s AC is 10 + size modifier + Dexterity modifier. Figments seem to react normally to area spells (such as looking like they’re burned or dead after being struck by a fireball).

While moving, the character can merge with and split off from figments so that enemies who have learned which image is real are again confounded.

An attacker must be able to see the images to be fooled. If the character is invisible or an attacker shuts her eyes, the spell has no effect, though being unable to see carries the same penalties as being blinded: In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus to attackers’ attack rolls (they are effectively invisible), moves at half speed, and suffers a –4 penalty on most Strength- and Dexterity-based skills.

Misdirection
Illusion (Glamer) Level: Brd 2, Sor/Wiz 2 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature or object, up to a 10-ft. cube in size Duration: 1 hour/level Saving Throw: Will negates (object) Spell Resistance: No

By means of this spell, the character misdirects the information from divination spells that reveal auras (including detect evil, detect magic, discern lies, etc.). On casting the spell, the character chooses another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds at his save. For instance, the character could make the character's self detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, etc. This spell does not affect other types of divination (augury, detect thoughts, clairaudience/clairvoyance, etc.).

Mislead
Illusion (Figment, Glamer) Level: Brd 5, Luck 6, Sor/Wiz 6, Trickery 6 Components: S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target/Effect: The character/one illusory double Duration: 1 round/level (D) Saving Throw: None/Will disbelief (if interacted with) Spell Resistance: No

An illusory double of the character (a figment) appears, and at the same time, the character become invisible (as improved invisibility, a glamer). The character is then free to go elsewhere while the character's double moves away. The double appears within range but thereafter moves according to the character's intent at the time of casting. The character can make the figment appear superimposed perfectly over the character's own body so that observers don’t notice an image appearing and the character turning invisible. The character and the figment can then move in different directions. The double moves at the character's speed, can talk and gesture as if it were real, and even smells and feels real. The double cannot attack or cast spells, but it can pretend to do so.

Modify Memory
Enchantment (Compulsion) [Mind-Affecting] Level: Brd 4 Components: V, S Casting Time: 1 action (see text) Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes

The character reachs into the subject’s mind and modifies up to 5 minutes of her memory in one of the following ways:

* Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, suggestion, geas, quest, or similar spells. * Allow the subject to recall with perfect clarity an event she actually experienced. For instance, she could recall every word from a 5-minute conversation or every detail from a passage in a book. * Change the details of an event the subject actually experienced. * Implant a memory of an event the subject never experienced.

Casting the spell takes 1 action. If the subject fails to save, the character proceeds with the spell by spending up to 5 minutes (a period of time equal to the amount of memory time the character want to modify) visualizing the memory the character wishes to modify in the subject. If the character's concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell’s range during this time, the spell is lost.

A modified memory does not necessarily affect the subject’s actions, particularly if it contradicts her natural inclinations. An illogical modified memory, such as the subject recalling how much she enjoyed drinking poison, is dismissed by the subject as a bad dream or a memory muddied by too much wine. More useful applications of modify memory include implanting memories of friendly encounters with the character (inclining the subject to act favorably toward the character), changing the details of orders given to the subject by a superior, or causing the subject to forget that she ever saw the character or the character's party. The DM reserves the right to decide whether a modified memory is too nonsensical to significantly affect the subject.

Mord’s Disjunction
Abjuration Level: Magic 9, Sor/Wiz 9 Components: V Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: All magical effects and magic items within a 30-ft.-radius burst Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: No

All magical effects and magic items within the radius of the spell, except for those that the character carries or touches, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and permanent magic items must make successful Will saves or be turned into normal items. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher.

The character also has a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.

Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. Additionally, if an artifact is destroyed, the character must succeed at a Will save (DC 25) or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish.)

Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.

Mord’s Faithful Hound
Conjuration (Creation) Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: Phantom watchdog Duration: 1 hour/caster level or until discharged, then 1 round/caster level Saving Throw: None Spell Resistance: No

The character conjures up a phantom watchdog that is invisible to everyone but the character. It then guards the area where it was conjured. The phantom watchdog immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it. (Those already within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions. It is stationary.

If an intruder approaches to within 5 feet of the watchdog, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of damage) once per round. The dog also gets the bonuses appropriate to an invisible creature. (For most defenders, the invisible creature gets a +2 attack bonus and the defender loses any Dexterity bonus to AC.) The dog is considered ready to bite intruders, so it delivers its first bite on the intruder’s turn. Its bite is the equivalent of a +3 weapon for purposes of damage reduction. The hound cannot be attacked, but it can be dispelled.

The spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level. If the character is ever more than 100 feet distant from the watchdog, the spell ends.

Mord’s Lucubration
Transmutation Level: Wiz 6 Components: V, S Casting Time: 1 action Range: Personal Target: The character Duration: Instantaneous

The character instantly recalls any one spell of up to 5th level that the character has used during the past 24 hours. The spell must have been actually cast during that time period. The recalled spell is stored in the character's mind as through prepared in the normal fashion. If the recalled spell requires material components, the character must provide these. The recovered spell is not usable until the material components are available.

Mord’s Magnificent Mansion
Conjuration (Creation) Level: Sor/Wiz 7 Components: V, S, F Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: Extradimensional mansion, up to three 10-ft. cubes/level (S) Duration: 2 hours/level Saving Throw: None Spell Resistance: No

The character conjures up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those the character designates may enter the mansion, and the portal is shut and made invisible behind the character when the character enters. The character may open it again from the character's own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

The character can create any floor plan the character desires to the limit of the spell’s effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. There is a staff of near-transparent servants, liveried and obedient, to wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion. There are two such servants for each caster level.

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond. Rest and relaxation within the place occurs as normal.

Mord’s Sword
Evocation [Force] Level: Sor/Wiz 7 Components: V, S, F Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: One sword Duration: 1 round/level (D) Saving Throw: None Spell Resistance: Yes

The character brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within its range, as the character desires, starting the round that the character cast the spell. The sword attacks its designated target once each round. Its attack bonus is the character's level + the character's Intelligence bonus or the character's Charisma bonus (for wizards and sorcerers, respectively) with a +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of damage, with a threat range of 19–20 and a crit of x2.

The sword always strikes from the character's direction. It does not get a flanking bonus or help a combatant get one. If the sword goes beyond the spell range from the character, if it goes out of the character's sight, or if the character is not directing it, the sword returns to the character and hovers.

Each round after the first, the character can use a standard action to switch the sword to a new target. If the character does not, the sword continues to attack the previous round’s target. The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The sword’s AC against touch attacks is 13.

If an attacked creature has SR, the resistance is checked the first time Mordenkainen’s sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.

Focus: Worth at least 250 gp.

Mount
Conjuration (Summoning) Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Effect: One mount Duration: 2 hours/level Saving Throw: None Spell Resistance: No

The character summons a light horse or a pony (the character's choice) to serve the character as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

Move Earth
Transmutation Level: Sor/Wiz 6 Components: V, S, M Casting Time: See text Range: Long (400 ft. + 40 ft./level) Area: Dirt in an area up to 750 ft. square and up to 10 ft. deep (S) Duration: Instantaneous Saving Throw: None Spell Resistance: No

Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, etc. However, in no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.

This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.

The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.