Spell:Spell W

Wail of the Banshee
Necromancy [Death, Sonic] Level: Death 9, Sor/Wiz 9 Components: V Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: One living creature/level within a 30-ft.-radius spread Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

The character emits a terrible scream that kills creatures who hear it (except for the character). The spell affects up to one creature per caster level. Creatures closest to the point of origin are affected first.

Wall of Fire
Evocation [Fire] Level: Drd 5, Fire 4, Sor/Wiz 4 Components: V, S, M/DF Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Opaque sheet of flame up to 20 ft. long/caster level or a ring of fire with a radius of up to 5 ft./two caster levels; either form 20 ft. high Duration: Concentration + 1 round/level Saving Throw: See text Spell Resistance: Yes

An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by the character, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and each round that a creature enters or remains in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.

If the character evokes the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall by making a successful Reflex save. (If the creature ends up on the hot side of the wall, it takes 2d4 points of damage, as normal.)

If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)

Wall of Force
Evocation [Force] Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: Wall whose area is up to one 10-ft. square/level or a sphere or hemisphere with a radius of up to 1 ft./level Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: No

A wall of force spell creates an invisible wall of force. The wall of force cannot move, it is immune to damage of all kinds, and it is totally unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, and Mordenkainen’s disjunction. Spells and breath weapons cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material creatures (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through the wall of force.

The caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level, or into a sphere or hemisphere with a radius of up to 1 foot per level.

The wall of force must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.

Wall of Ice
Evocation [Cold] Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. +1 ft./level Duration: 1 minute/level Saving Throw: See text Spell Resistance: Yes

This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Fire, including fireball and red dragon breath, can melt a wall of ice. It deals full damage to the wall (instead of the normal half damage suffered by objects). Suddenly melting the wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.

Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, etc.). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.

The wall is primarily defensive in nature and is used to stop pursuers from following the character and the like. Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level.

Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per caster level.

Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet +1 foot per caster level. Thus, a 7th-level caster can create a hemisphere 10 feet in radius. It is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.

The character can create the hemisphere so that it traps one or more creatures, though these creatures can avoid being trapped by the hemisphere by making successful Reflex saves.

Wall of Iron
Conjuration (Creation) Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Iron wall whose area is up to one 5-ft. square/level (see text) Duration: Instantaneous Saving Throw: See text Spell Resistance: No

The character causes a flat, vertical iron wall to spring into being. This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though the character can shape its edges to fit the available space.

The wall of iron is 1 inch thick per four caster levels. The character can double the wall’s area by halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness. Creatures can hit the wall automatically, but it is so hard that the first 10 points of damage from each blow are ignored. (For example, a blow of 17 points of damage deals only 7 to the wall.) A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.

If the character desires, the wall can be created vertically resting on a flat surface but not attached to the surface so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must succeed at a Strength check (DC 40) to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves. Large and smaller creatures who fail take 10d6 points of damage. The wall cannot crush Huge and larger creatures.

Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.

Material Component: Worth at least 50 gp.

Wall of Stone
Conjuration (Creation) Level: Clr 5, Drd 6, Earth 5, Sor/Wiz 5 Components: V, S, M/DF Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Stone wall whose area is up to one 5-ft. square/level (S) Duration: Instantaneous Saving Throw: See text Spell Resistance: No

This spell creates a wall of rock that merges into adjoining rock surfaces. It is typically employed to close passages, portals, and breaches against opponents. The wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. The character can double the wall’s area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.

Unlike a wall of iron, the character can create a wall of stone in almost any shape the character desires. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell’s area by half. Thus, a 20th-level caster can create a span with a surface area of ten 5-foot squares. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.

Like any other stone wall, this one can be destroyed by disintegrate or by normal means such as breaking and chipping. Each 5-foot square has 15 hit points per inch of thickness. Creatures can hit the wall automatically, but the wall is so hard that the first 8 points of damage from each blow are ignored. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.

It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures avoid entrapment with successful Reflex saves.

Wall of Thorns
Conjuration (Creation) Level: Drd 5, Plant 5 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Wall of thorny brush, up to one 10-ft. cube/level (S) Duration: 10 minutes/level (D) Saving Throw: None Spell Resistance: No

The wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a person’s finger. Any creature forced into or attempting to move through the wall of thorns takes 25 points of damage per round of movement, minus 1 point for each point of the creature’s AC. Dexterity bonuses to AC and dodge bonuses do not count for this calculation. (Creatures with an Armor Class of 25 or higher take no damage from contact with the wall.)

The character can make the wall as thin as 5 feet thick, which allows the character to shape the wall as a number of 10-by-10-by-5-foot blocks equal to caster level x2. This has no effect on the damage inflicted by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier.

Creatures can force their way slowly through the wall. To make any progress, a creature must succeed at a Strength check (DC 20). A successful creature moves a number of feet equal to its Strength check result minus 19, so a creature who rolled 24 on its Strength check could move 5 feet in a round. Of course, moving or attempting to move through the thorns incurs damage as described above. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage.

Any creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside. In order to escape, it must attempt to push its way free, or it can wait until the spell ends. Creatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at their normal speed without taking damage.

A wall of thorns can be carefully breached by slow work with edged weapons. Chopping away at the wall creates a safe passage 1 foot deep for every 10 minutes of work. Normal fire cannot harm the barrier, but magical fire burns away the barrier in 10 minutes.

Warp Wood
Transmutation Level: Drd 2 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 lb. of wood/level, all within a 20-ft. radius Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: Yes (0bject)

The character cause wood to bend and warp, permanently destroying its straightness, form, and strength. At 1st level, the character can warp a handaxe handle or ten crossbow bolts. At 3rd level, the character can warp the shaft of a typical shortspear. Boards or planks can also be affected, causing a door to be sprung or a boat or ship to leak. Warped ranged weapons are useless. Warped melee weapons suffer a –4 penalty to their attack rolls.

Alternatively, the character can unwarp wood (effectively warping it back to normal) with this spell, straightening wood that has been warped by this spell or by other means. Make whole, on the other hand, does no good in repairing a warped item.

Water Breathing
Transmutation Level: Clr 3, Drd 3, Sor/Wiz 3, Water 3 Components: V, S, M/DF Casting Time: 1 action Range: Touch Target: Living creatures touched Duration: 2 hours/level (see text) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures the character touches.

The spell does not make creatures unable to breathe air.

Water Walk
Transmutation Level: Clr 3, Rgr 3 Components: V, S, DF Casting Time: 1 action Range: Touch Targets: One touched creature/level Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects’ feet hover an inch or two above the surface. (Creatures crossing molten lava still take damage from the heat.) The creatures can walk, run, charge, or otherwise move across the surface as if it were normal ground.

If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.

Web
Conjuration (Creation) Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Webs in a 20-ft.-radius spread Duration: 10 minutes/level Saving Throw: Reflex negates (see text) Spell Resistance: Yes

Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points—floor and ceiling, opposite walls, etc.—or else the web collapses upon itself and disappears. Creatures caught within a web or simply touching its strands become entangled among the gluey fibers.

An entangled creature suffers a –2 penalty to attack rolls, suffers a –4 penalty to effective Dexterity, and can’t move. An entangled character who attempts to cast a spell must make a Concentration check (DC 15) or lose the spell.

Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is not stuck in the webs and is free to act, though moving may be a problem (see below). If the save fails, the creature is stuck. A stuck creature can break loose by spending 1 round and succeeding at a Strength check (DC 20) or an Escape Artist check (DC 25). Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature may progress through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.

The web provides one-quarter cover for every 5 feet of the substance between the character and an opponent—one-half cover for 10 feet of web, three-quarters for 15 feet, and total cover for 20 feet or more.

The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire—a torch, burning oil, a flaming sword, etc.—can set them alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of damage from the flames.

Weird
Illusion (Phantasm) [Fear, Mind-Affecting] Level: Sor/Wiz 9 Targets: Any number of creatures, no two of which can be more than 30 ft. apart

As phantasmal killer, except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though the character sees the attackers as shadowy shapes.

If a subject’s Fortitude save succeeds, the subject still takes 3d6 points of damage and is stunned for 1 round. The subject’s Strength score also drops 1d4 points for 10 minutes. A stunned creature can’t act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it.

Whirlwind
Evocation [Air] Level: Air 8, Drd 8 Components: V, S, DF Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Effect: Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall Duration: 1 round/level Saving Throw: Reflex negates (see text) Spell Resistance: Yes

This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. The character can concentrate on controlling the cyclone’s every movement or specify a simple program, such as move straight ahead, zigzag, circle, or the like. Directing the cyclone’s movement or changing its programmed movement is a standard action for the character. The whirlwind always moves during the character's turn in the initiative order. If the cyclone exceeds the spell’s range, it moves in a random, uncontrolled fashion for 1d3 rounds—possibly endangering the character or the character's allies—and then dissipates. (the character can’t regain control of the cyclone, even if comes back within range.)

Any Large or smaller creature who comes in contact with the whirlwind must succeed at a Reflex save or take 3d6 points of damage. Medium-size or smaller creatures who fail their first save must succeed at a second one or be picked up bodily by the whirlwind and held suspended in its powerful winds, taking 1d8 points of damage each round with no save allowed. The character may direct the cyclone to eject any carried creatures whenever the character wishes, depositing the hapless souls wherever the whirlwind happens to be when they are released.

Whispering Wind
Transmutation Level: Brd 2, Sor/Wiz 2 Components: V, S Casting Time: 1 action Range: One mile/level Area: 10-ft.-radius spread Duration: Until discharged (destination is reached) or no more than 1 hour/level Saving Throw: None Spell Resistance: No

The character sends a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to the character, provided that it can find a way to the location. (It can’t pass through walls, for instance.) The whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. The character can prepare the spell to bear a message of up to twenty-five words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. The character can likewise cause the whispering wind to move as slowly as one mile per hour or as quickly as one mile per 10 minutes. When the spell reaches its objective, it swirls and remains until the message is delivered. As with magic mouth, whispering wind cannot speak verbal components, use command words, or activate magical effects.

Wind Walk
Transmutation Level: Clr 6, Drd 7 Components: V, S, DF Casting Time: 1 action Range: Touch Targets: The character and one touched creature/ three levels Duration: 1 hour/level (D) Saving Throw: No and Will negates (harmless) Spell Resistance: No and Yes (harmless)

The character alters the substance of the character's body to a cloudlike vapor and move through the air, possibly at great speed. The character can take other creatures with the character, each of which acts independently.

A magical wind wafts a wind walker along at up to 600 feet per round (60 mph) or as slow as 5 feet per round (1/2 mph), as the walker wills. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, etc.

A wind walker can regain her physical form as desired and later resume the cloud form. Each change to and from vaporous form requires 5 rounds. The character, however, may dismiss the spell, ending it immediately. The character may even dismiss it for individual wind walkers and not others. While in vaporous form, subjects gain damage reduction 20/+1, though they may sustain damage from high winds (as determined by the DM). No spellcasting is possible in vaporous form.

For the last minute of the spell, a wind walker automatically descends 60 feet per round (for a total of 600 feet), though she may descend faster if she wishes. This descent serves as a warning that the spell is about to end.

Wind Wall
Evocation Level: Air 2, Brd 3, Clr 3, Rgr 4, Sor/Wiz 3 Components: V, S, M/DF Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Wall up to 10 ft./level long and 5 ft./level high (S) Duration: 1 round/level Saving Throw: None (see text) Spell Resistance: Yes

An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall suffers a 30% miss chance. (A giant-thrown boulder, a siege projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).

While the wall must be vertical, the character can shape it in any continuous path along the ground that the character likes. It is possible to create cylindrical or square wind walls to enclose specific points. A 5th-level caster can create a wall up to 50 feet long and up to 25 feet high, which is sufficient to form a cylinder of wind 15 feet in diameter.

Wish
Universal Level: Sor/Wiz 9 Components: V, XP Casting Time: 1 action Range: See text Target, Effect, or Area: See text Duration: See text Saving Throw: See text Spell Resistance: Yes

Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, the character can alter reality to better suit the character. Even wish, however, has its limits.

A wish can do any one of the following:

* Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not from a school prohibited to the character. * Duplicate any other spell of 6th level or lower, provided the spell is not from a school prohibited to the character. * Duplicate any wizard or sorcerer spell of 7th level or lower even if it’s from a prohibited school. * Duplicate any other spell of 5th level or lower even if it’s from a prohibited school. * Undo the harmful effects of many other spells, such as geas/quest or insanity. * Create a valuable item, even a magic item, of up to 15,000 gp in value. * Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies. * Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects must be cured of the same type of affliction. For example, the character could heal all the damage the character's party has suffered, or remove all the poison effects from the party, but not do both with the same wish. A wish can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead. * Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the feat takes two wishes, one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from losing an experience level. * Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place these creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate and SR. * Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including the character's last turn). Reality reshapes itself to accommodate the new result. For example, the wish could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate and SR.

The character may wish for greater effects than these, but doing so is dangerous. Such a wish gives the opportunity to fulfill the character's request without fulfilling it completely. (The wish may pervert the character's intent into a literal but undesirable fulfillment or only a partial fulfillment.)

Duplicated spells allow saves and SR as normal (but save DCs are for 9th-level spells). When a wish duplicates a spell that has an XP cost, the character must pay 5,000 XP or that cost, whichever is more. When a wish duplicates a spell with a material component that costs more than 10,000 gp, the character must provide that component.

XP Cost: 5,000 XP or more (see above).

Wood Shape
Transmutation Level: Drd 2 Components: V, S, DF Casting Time: 1 action Range: Touch Target: One touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: Yes (object)

Wood shape enables the character to form one existing piece of wood into any shape that suits the character's purpose. For example, the character can make a wooden weapon, fashion a special trapdoor, or sculpt a crude idol. This spell also permits the character to reshape a wood door to make an exit where one didn’t exist or to seal a door shut. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work.

Word of Chaos
Evocation [Chaotic, Sonic] Level: Chaos 7, Clr 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 word of chaos creates two effects:

If the character is on the character's home plane, nonchaotic 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 word of chaos.

Creatures native to the character's plane who hear the word of chaos and are not chaotic suffer the following ill effects:

HD		Effect --		--

12 or more 	Deafened Less than 12 	Stunned, deafened Less than 8 	Confused, stunned, deafened Less than 4 	Killed, confused, stunned, deafened

The effects are cumulative.

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

Stunned: The creature is stunned for 1 round. A stunned creature can’t act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it.

Confused: The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment.

Killed: Living creatures die. Undead creatures are destroyed.

Word of Recall
Transmutation [Teleportation] Level: Clr 6, Drd 8 Components: V Casting Time: 1 action Range: Unlimited Target: The character and objects and willing creatures totaling up to 50 lb./level Duration: Instantaneous Saving Throw: None or Will negates (harmless, object) Spell Resistance: No or Yes (harmless, object)

Word of recall teleports the character instantly back to the character's sanctuary when the word is uttered. The character must designate the sanctuary when the character prepares the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. The character can be transported any distance within a plane but cannot travel between planes. The character can transport, in addition to him or herself, objects and creatures weighing up to 50 pounds per caster level. Thus, a 15th-level cleric could transport his person and objects or creatures weighing an additional 750 pounds. Exceeding this limit causes the spell to fail.

An unwilling creature can’t be teleported by word of recall. Likewise, a creature’s Will save (or SR) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw.