Creating the Spell (HLC)

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The first step in creating a true dweomer is deciding what it does. Table 28 and the accompanying notes lists the basic spell types and their functions. The player and the DM must decide which types are needed to construct the proposed spell.
Types can be freely combined to create the effect the player wants. Once the enchantment's parts are selected, the difficulty ratings are added up.
A spell's basic area of effect, range, and duration is very limited, but all three can be augmented by increasing the spell's difficulty.
Table 29 (page 130) gives areas of effect; the larger the area, the more difficult the enchantment. It is possible to create a spell that affects the entire plane where it is cast. The type of magic determines which column to use (this information is given on Table 28). If several types of magic are being combined, the DM and player must agree on the spell's primary effect. All secondary magic types function at the area of effect and range assigned to the basic magic.
Table 31 (page 131) gives ranges; the longer the range, the greater the difficulty. It is possible to create an enchantment that can affect a target anywhere on the plane where the spell is cast, and some spells can reach into other planes of existence. Selecting a fairly short range makes the magic easier to cast, but might make the spell difficult to use when it is finally ready to cast.
Table 32 (page 131) gives durations. The longer the duration, the more difficult the enchantment. It is possible to make a spell permanent, but this usually drains a point of Constitution from the caster.
Once the spell is created, all difficulty factors for type, area of effect, range, and duration are added together. The caster's level is subtracted from the total. If the caster is a specialist wizard, subtract an extra five points. If the caster has used the spell before—all the elements must be exactly the same—or has a set of written notes from someone who has used the spell before, subtract 10 more points from the total. The result is the spell's adjusted difficulty.
The caster can further reduce the adjusted difficulty by incorporating unusual material components or adding special conditions, see Table 34 and the accompanying notes. The spell's preparation time and casting time depend on the adjusted difficulty, as given on Table 33.
 Table 28: True Dweomers
Type1 	BaseDiff.2	BaseDuration3	Effect4
Abjuration 	 	 	
Banish 	30 	Instantaneous	Crea./Ob.5
Dispel 	30 	Instantaneous	Area
Reflect 	25 	1 Round 	Area
Ward 	35 	1 Round 	Area
Alteration 	 	 	
Animate 	25 	1 Round 	Object
Destroy 	45 	Instantaneous	Object
Fortify 	30 	1 Round 	Crea./Ob.5
Transform 	35 	1 Round 	Crea./Ob.5
Transport 	35 	1 Round/Inst.	Crea./Ob.5
Conjuration/Summoning	 	 	
Afflict 	40 	1 Round 	Crea./Area6
Bind 	35 	1 Round 	Creature
Conjure 	40 	1 Round 	Object
Summon 	50 	1 Round/Inst.	Creature
Enchantment/Charm 	 	 	
Charm 	20 	1 Round 	Creature
Compel 	30 	1 Round 	Creature
Fortify 	30 	1 Round 	Crea./Ob.5
Imbue 	45 	1 Round 	Crea./Ob.5
Divination 	 	 	
Foresee 	25 	1 Round 	Area
Reveal 	20 	1 Round 	Area
Illusion/Phantasm 	 	 	
Conceal 	20 	1 Round 	Crea./Area6
Delude 	30 	1 Round 	Crea./Area6
Shadow Shape 	Var. 	-Variable- 	-Variable-
Phantom 	40 	1 Round 	Area
Invocation/Evocation 	 	 	
Create 	35 	1 Round/Inst.	Area
Imbue 	45 	1 Round 	Crea./Ob.5
Strike 	25 	Instantaneous	Area
Necromancy 	 	 	
Animate 	25 	Instantaneous	Area
Slay 	50 	Instantaneous	Creature
Tap 	40 	Instantaneous	Creature
Notes to Table 25
: 1  Spell effects are arranged according to the eight schools of magic listed in Chapter 7 ofthe Player's Handbook. Individual effects are explained below.
: 2  Base Difficulty: A spell's difficulty number determines the spell's preparation time, casting time, and other miscellaneous characteristics, such has how powerful the magic appears to be when a detect magic spell is used. Other factors, such as caster level, range, duration, and area of effect, influence a spell's final difficulty number (see page 133).
: 3  Base Duration: A spell uses its base duration unless the caster increases the difficulty (see Table 32). Some spells have a base duration of either one round or instantaneous (1 round/Inst.), depending on how they are used.
: 4  This is what the spell usually affects, see Table 29 for details.
: 5  Creature or Object: The spell works on creatures or objects.
: 6  Creature or Area: The spell works on creatures or areas.
==Abjuration==
===Banish===
The spell takes something that is out of place and returns it to its proper location. It is important to remember that a character can create many different types of banishments. Sending an extra-planar creature back to its home plane is a classic example. However, banishment-type magic can also drive away a psyche that has used a magic jar spell to invade another mind, return a restless spirit to its grave, or even restore a stolen object to its rightful owner. All other types of magic described in this section are similarly versatile.
The main difference between a banishment and a dispel is that a banishment works even if there is no magic operating on a target. For example, a tanar'ri who has come to the Prime Material Plane of its own free will can be returned to the Abyss. A banishment only returns something to its proper place; it cannot undo a transformation or affliction.
A banishment's duration cannot be extended. At base difficulty (30), a banishment spell performs one action on one creature or object.
The distance a banished target must travel to return to its proper place is not a factor in a banishment, but the distance between the caster and where the target is when the spell is cast is a factor (see Table 31).
===Dispel===
The spell ends or undoes other magic. Unlike banishment, a dispel is ineffective unless there is magic currently operating on the target. A dispel can send a summoned tanar'ri back to the Abyss as long as the magic that brought it here is still operating, but it can't send the tanar'ri away if it left the Abyss on its own or arrived on the Prime Material Plane through the use of instantaneous magic, such as teleport without error or plane shift.
When pitted against other 10th-level spells, a dispel's area of effect must be large enough to cover the entire target; if not, the dispel automatically fails. A dispel always works against the caster's own magic; otherwise, the chance to dispel depends on the difference in level between the caster and the targeted magical effect.
At base difficulty (30) the chance to destroy an opposing spell is 50%; the check is made on 1d20, and a roll of 11 or higher indicates success. If the dispel caster is higher level than the character who created the targeted effect, the caster adds the difference in levels to the die roll. If the caster is lower level than the character who created the targeted effect, the caster subtracts the difference in levels from the roll. The caster rolls once for each 10th-level effect present.
If directed against spells or spell-like effects of 9th level or lower, the base chance for success is 100% instead of 50%, and the dispel's area of effect is irrelevant—dispelling any portion of the effect unravels the whole spell.
A successfully cast dispel destroys a permanent effect or magical item if the caster is of higher level than the creator of the magical item or spell effect. If the caster of the dispel is of lower level, the permanent effect or magical item merely ceases to function for 1d4 rounds. A successful dispel also destroys a permanent effect or magical item if the dispel caster is of higher level than the spell caster or item creator. If the dispel fails, or the dispel caster is of lower level, the permanent effect is rendered nonoperational for 1d4 rounds.
The permanent item or effect must be individually targeted, and the dispel has no other effect when so used. Note that a magical item resists this spell at its creator's level.
If the creator's level is unknown, the DM should assign one or use the values listed in the dispel magic spell description from the PHB.
Augmenting a dispel can have varied effects. The caster receives a+1 bonus to the die roll for every five points of difficulty added to the spell, making it easier for a lower level caster to dispel a higher level caster's magic. If a dispel's duration is extended, the spell creates a zone of antimagic that prevents spellcasting and disrupts any magic brought into the area. See Nazzer's nullification.
===Reflect===
The spell reverses or redirects actions within the area of effect. A spell that forces a group of workers to demolish a wall they are building is a reflection. A spell that reflects hostile actions back upon the aggressor is a reflection coupled with a ward.
One specific action, such as brick laying, by one creature can be reversed at base difficulty (25). The reversal can affect several creatures if the caster chooses a larger area of effect. If a limited class of actions, such as movement or physical attacks, is reversed, the base difficulty is doubled (50). If a general class of actions is reversed, such as all attacks, the difficulty is tripled (75).
===Ward===
The spell foils a specific type of attack or discourages hostile actions.
At base difficulty (35), a ward provides complete immunity to the normal form of a specific type of attack (fire, edged weapons, poison, etc.) and grants a +4 bonus against magical attacks (or a –4 attack penalty if a saving throw is not applicable). Even if the save fails, damage from the warded attack is reduced by half.
If the difficulty is increased further, the ward can negate damage from the warded form of attack by one point of damage for every two points of difficulty. The protection lasts until exhausted or the spell duration ends. Reduced damage is computed after applicable saving throws.
A ward can provide protection against attacks that do not inflict damage (charms, petrifaction, etc.). At base difficulty (35), a ward provides a +4 saving throw bonus against the specified attack. At a difficulty of 105, a ward grants a 50% resistance to the attack form in addition to the saving throw bonus. At a difficulty of 210, the ward provides 100% resistance to the attack. This resistance can be reduced if the attack is a true dweomer that has an increased difficulty (see the notes to Table 34). If a ward spell is applied to a creature that already enjoys magic resistance, the creature is entitled to two resistance rolls when attacked, once for the ward and once for the creature's magic resistance—the two values are not added together.
A ward can also be used as a hedge to keep a specific creature (Razortooth the orc, Infyrana the red dragon, etc.) from entering the area of effect unless it saves vs. magic. If a type of creature is hedged out (orcs, red dragons), the base difficulty is doubled (70). If a general class of creature is hedged out (humanoids, dragons), the difficulty is tripled (105).
A ward can be combined with another type of spell—usually a strike, reflection, or charm. An active ward can be triggered by a creature entering the area or by a specific action performed within the area. The more general the condition, the greater the difficulty, as above. For example, a ward that triggers a blast of fire if Razortooth the orc enters the room has a difficulty of 35. A similar ward that is triggered when a certain gem is moved also has a difficulty of 35 (because only one specific action triggers it), even though any creature could be affected.
==Alteration==
===Animate (Object)===
The spell causes inanimate objects—not dead creatures—to move. The object's shape and general physical characteristics are not changed. At base difficulty (25), the spell causes an object weighing 50 pounds or less to move at a speed of 12 over normal surfaces. The spell is often combined with a transport spell to improve the object's movement rate.
If directed to fight, an animated object can strike once a round using the caster's THAC0 (see the notes to Table 30 for damage ratings). An animated object can be imbued with an improved THAC0 or the ability to make extra attacks.
===Destroy===
The magic wrecks inanimate objects. At base difficulty (45), the target object is smashed or crumpled; the object cannot be repaired, but it can be remade at 10–60% of its original cost. Doubling the difficulty (90) shatters or disintegrates the object, destroying it utterly.
Objects in a creature's possession gain the creature's saving throw to resist the effect.
Unattended objects must save vs. disintegration or be destroyed.
An object does not have to be totally destroyed to be adversely affected by a destroy spell. It is possible ruin objects larger than the area of effect by destroying their key parts, such as disintegrating the arms and legs of an attacking giant statue.
===Fortify===
The spell increases the target's natural potency in some fashion. One of a character's ability scores can be enhanced, a beverage might become sweeter, a rope might become stronger, etc.
At base difficulty (30), the fortified attribute is increased 10% for the duration of the spell. Doubling the difficulty (60) results in a gain of 10–40% (1d4x10). Tripling the difficulty (90) results in a gain of 20–60% (2d3x10). Quadrupling the difficulty (120) results in a gain of 30–120% (3d4x10). Each additional multiple of the base difficulty adds another 1d4x10% gain.
If used to enhance an ability score, each 10% gain equals a +1 bonus if the enhanced score is 15 or less. If the score being enhanced is 16 or higher, each 100% gain equals a +1 bonus. An ability score cannot be fortified beyond the recipient's racial maximum unless the fortify is combined with an imbue spell.
===Transform===
The spell changes the target's form or nature. An object's shape might change or the object might become another object altogether. A creature might grow extra limbs or become an entirely different creature. A transformation spell cannot affect a single object weighing more than 50 tons.
At base difficulty (35), an object can be bent or shaped into a new form for the duration of the spell. The object does not break, but it is most likely rendered useless for its original purpose. Some examples include shaping a sword into a very thin shield, changing a dagger into a candelabra, or blunting the tips of arrows to make them useless.
Doubling the difficulty (70) allows the spell to transform a living creature (similar to a polymorph other spell) or change one type of material into another similar material. For example, leather could be changed into wood, a fire giant could be transformed into a rust monster, or a section of a castle's stone wall could be changed into iron. This form of the spell can also purify tainted food and water.
Tripling the difficulty (105) allows the caster to transform a creature into an object (similar to a polymorph any object spell) or change one type of material into a wholly different type of material of approximately the same value. Wood can be converted into glass, a fire giant changed into a small catapult, or emeralds can be converted into rubies or star sapphires. A material can be transformed into a more valuable material if the transformation is combined with an imbue spell.
A simple transformation spell—one not combined with another type of spell—can be made permanent without the loss of a point of Constitution if the material transformed is not magical.
===Transport===
The spell enhances a creature's movement abilities. The recipient can move faster, acquire a new mode of movement, or travel instantaneously.
At base difficulty (35), the recipient's normal movement rate increases by 12 or the recipient receives a new mode of travel for the duration of the spell. For example, a land-based recipient could fly or swim at a rate of 12, burrow through normal ground or jump at a rate of 3, or move across difficult terrain (webs, treetops, quicksand, etc.) at a rate of 6.
Doubling the difficulty (70) doubles the speed bestowed or allows extraordinary movement at a rate of 3. A character could walk on water, burrow through solid rock or ice, or travel through difficult terrain at a movement rate of 6.
Tripling the difficulty (105) allows teleportation with no chance for error, but the distance teleported increases the difficulty (use Table 31 on page 131 to determine the modifier). Teleportation has an instantaneous duration. The caster could also increase movement over difficult or extraordinary terrain by 3.
==Conjuration/Summoning==
===Afflict===
The spell imposes some ill effect on a target creature. The caster states what sort of affliction the victim suffers and the affliction's duration, which can be conditional (see below). An affliction can be dispelled only by a caster of equal or higher level.
A harmless affliction, such as the victim's hair turning white, can be created at half difficulty (20), and modifiers for duration are halved as well. Such an affliction can be made permanent without the loss of a point of Constitution.
At base difficulty (40), the victim is afflicted in some minor way: shaking hands reduce Dexterity by one point and impose a –5% penalty on thieving skills, clouded vision imposes a –1 penalty to missile attacks, etc.
At double difficulty (80), the victim suffers a major, but not life-threatening, affliction: one type of weapon always breaks when the victim uses it in combat, the character suffers a terrible disfigurement that reduces Charisma to 3, the sight of treasure drives the character insane, a farmer's field is blighted so that the crop loses 10–20% of its value, etc.
At triple difficulty (120), the target is afflicted badly enough to ruin the character's life: a warrior's weapon arm withers, a rogue is struck blind when violating a law, a wizard is rendered speechless, a blight in a field reduces the crop to bare subsistence level, etc.
At quadruple difficulty (160), the target's life is imperiled: wounds never heal, saving throws fail, every word spoken provokes violence, a field bears no crop at all, etc.
The spellcaster can specify a duration or state a condition that ends the affliction. In either case, use Table 32 to determine the additional difficulty. When a condition is imposed, the DM must set an effective duration based how much time might be required to fulfill the condition and what lasting effects fulfilling the condition might have.
For example, if a character is struck blind until he apologizes to the caster for an insult, the effective duration is one round if the caster is present. However, if the character must crawl to the caster's tower 10 miles away, the effective duration is a day.
Conditions that are extremely difficult to fulfill or that require a major change in the victim's life are effectively permanent. For example, having hands that shake until a rogue gives up his thieving ways—thus retiring or assuming a new character class—is an effectively permanent affliction. Such an affliction would not cost the caster a point of Constitution, however, as it is within the victim's power to end the affliction.
===Bind===
The spell imposes an agreement upon a creature. It differs from charm and compel (see below) in that the subject agrees to undertake, or refrain from, a single action but otherwise retains its own will. Any type of creature can be bound, even those normally immune to charm effects. A binding is often combined with a summoning spell to insure that the summoned creature obeys the caster—this is the only form of binding a conjuration specialist can cast.
A binding can have either a fixed or conditional duration, just as an affliction can. A summoning combined with a conditional binding ends when the condition is met, sending the summoned creature back where it came from.
If a binding lasts a year or more, the target is allowed a saving throw each year to break the spell. If the binding was combined with a summoning, the creature returns to the locale from which it came if the saving throw is successful. If the saving throw fails, it remains bound by the spell.
No binding is effective if it is impossible to honor or requires a suicidal action. For example, trying to force a creature to stop breathing or eating is an invalid binding.
Conjure: The spell brings forth matter from somewhere else, usually one of the elemental planes. Conjurations can produce valuable materials when combined with an imbue spell, and those conjurations with a base difficulty of 80 or less can be made permanent without a loss of constitution.
At base difficulty (40), the spell produces a block of simple elemental material. Doubling the difficulty (80) produces simple objects made from a single common material, such as wooden tables or iron spikes. Tripling the difficulty (120) produces complex objects made from multiple common materials, such as weapons, wagons, and castles.
===Summon===
The spell brings forth creatures from somewhere else, usually one of the outer planes.
At base difficulty (50), the spell summons a single creature whose Hit Dice does not exceed the caster's level. The caster can choose to summon multiple creatures, but there is a difficulty modifier (see Table 29). The caster can choose to summon a specific creature if its name is known. Doubling the base difficulty (100) doubles the total Hit Dice of creatures that can be summoned, tripling (150) the base difficulty triples the Hit Dice, and so on.
A summoned creature whose Hit Dice are less than the caster's level automatically attacks the caster's foes for the duration of the spell or until the caster commands it to cease. If the caster has no enemies to fight, the creature can be commanded to perform other actions for the duration of the spell. The spell does not grant the ability to communicate with a summoned creature, so additional magic may be required. Any summoned creature returns to the locale from which is was summoned if it is dispelled, banished, or slain.
If a summoned creature's Hit Dice are greater than the caster's level, or if the creature was specifically named in the summoning, the caster has no special control over it, though it can be bound, charmed, or compelled.
The initial distance between the caster and the summoned creature is not a factor, but the distance between the caster and where the summoned creature appears is.
==Enchantment/Charm==
===Charm===
The spell causes a target creature with an Intelligence rating to abandon its own thoughts and feelings and adopt a specified emotional response toward the caster. The caster might inspire fear, love, loyalty, friendship, or any other purely emotional state. The emotional state remains for the duration of the spell; however, creatures are periodically allowed new saving throws based on their Intelligence scores as noted in the charm person spell.
If communication between the caster and the charmed creature is possible, the caster can exercise limited control over the subject. Charmed creatures that are asked to perform obviously suicidal actions are typically freed from a charm, see the charm person spell for details.
Casting this spell on an undead creature triples the difficulty (60). Golems, automatons, and animated objects cannot be charmed.
===Compel===
The spell forces the target creature to take an immediate action of the caster's choosing. The action must be something the target could normally do, and the action must not be suicidal.
At base difficulty, a compulsion lasts a single round. If the action requires more time, the duration must be extended appropriately, with a corresponding increase in difficulty.
===Fortify===
See the notes under Alteration.
===Imbue===
The spell grants the target a quality or ability—other than movement—that it did not have before. An imbued ability cannot change the target's basic nature.
At base difficulty (45), the target can be imbued with a common, non-offensive, ability that does not extend beyond the target's touch. An animal can be taught a simple trick, an unskilled person can be given a general proficiency, or an object can be given a simple, physical quality it does not normally possess, such as a bit of cloth becoming abrasive.
At double difficulty (90), the target can be given unusual abilities that do not extend more than 30 feet from the object and are nonmagical in nature. Characters can be granted proficiencies outside the general category or racial abilities such as infravision. Similarly, a sword can be given the ability to harm creatures normally harmed only by magical weapons or the ability to float in water.
Targets can be imbued with magical abilities or extraordinary properties, but the spellcaster must combine the spell with another type of magic. For example, giving a sword a true magical bonus requires a strike spell (one multiple of difficulty per plus).
Transmuting lead into a more valuable metal requires a transform spell at a difficulty of 105. In addition, the extent of the transmutation increases the imbue difficulty one multiple. At base difficulty (45+105), lead can be transmuted into copper. Transmuting lead into silver doubles the imbue difficulty (90), and transmuting lead into gold triples the imbue difficulty (135). If the original material was nonmetallic, the imbue spell requires an extra multiple of difficulty—turning wood into gold has a difficulty of 285.
Granting a creature the ability to detect magic by touch requires a reveal spell at base difficulty (20). Granting the same creature the ability to inspire fear on sight requires a charm spell at an adjusted difficulty of 60 (base 20 + 40 for a line-of-sight effect).
Imbue can also be used to create an effect that lasts until triggered. The caster begins by creating the imbue spell with a permanent duration (this does not cause a loss of Constitution) and then follows immediately with the effect to be triggered. If more than a day passes between the completion of the imbue spell and the effect, the second spell must be combined with another imbue spell. Such effects can be combined to produce an effect that can be triggered multiple times.
==Divination==
===Foresee===
The spell reads the future. The caster poses a single question and receives an answer. The spell's final difficulty depends on the how far into the future the caster delves (use Table 32) and the actual range to the subject. The answer is truthful, but often cryptic and always literal. For example, a spell that asks the fate of a king has an adjusted difficulty of 125 (base 25 plus 100 for an unspecified time frame) and is likely to reveal only that the king eventually dies. Careful wording of a question can produce clearer results.
By tripling the base difficulty (75), the caster can extend one normal sense (sight, hearing, touch, taste, and smell) into the future, with additional modifiers for the temporal and actual distance, as above.
There is no saving throw vs. a foresee spell unless the spell is used to predict an unwilling creature's alignment, intentions, or mental state.
===Reveal===
The spell shows what is hidden or not readily apparent. The spell reveals information about the present or the past.
At base difficulty (20), the caster can project one normal sense to the limit of the spell's range. For the duration of the spell, the caster can see, hear, smell, feel, or taste as though standing in the target area. If the target area is larger than the five-foot-square default area, the caster's point of view can be freely shifted within the area. If the caster wishes to employ an enchanted sense (microscopic vision, ESP, infravision, etc.), the base difficulty is doubled (40).
A reveal spell can also detect auras. At base difficulty (20), the caster can perceive one aura, effect, or substance (magic, evil, invisibility, charm, gold, etc.) by touch for the duration of the spell. Increasing the spell's range extends the caster's detection ability in a 10-foot path that is as long as the range. If the caster concentrates for one round, a ranged detection can penetrate one yard of earth or wood, one foot of stone, or one inch of steel or other metal. A thin sheet of lead blocks the detection. The caster—and only the caster—perceives the aura through feedback to his senses (hands tingling, throbbing headache, light intensity, etc.) and can tell where the source lies and how powerful it is (faint, moderate, strong, or overwhelming).
Doubling the difficulty (40), doubles the penetration (up to one inch of lead) and allows the caster to analyze what is detected (the type of magic, how much gold, etc.). If there are multiple sources, only that fact is revealed; analysis takes one round.
Tripling the difficulty (60) triples the penetration and allows complete analysis. The caster can determine the subject's alignment, all types of magic in operation, etc. Each additional multiple of difficulty extends the penetration range. At quintuple difficulty (100), a reveal spell bestows the power of true seeing (as the 5th-level priest spell).
A reveal spell allows the caster to sense or ask questions about the past just as the foresee spell provides insights into the future. The past is easier to divine that the future—divide the time periods on Table 32 by 10 when determining difficulty. For example, looking 10 years into the past adds 70 to the difficulty.
A single use of the spell produces one effect (sense extension, aura reading, or divining the past), though an ambitions caster could combine all three functions into one very difficult spell.
There is no saving throw vs. a reveal spell unless the spell is used to examine an unwilling creature's alignment, thoughts, or mental state.
==Illusion/Phantasm==
===Conceal===
The spell hides objects or creatures, rendering them undetectable for the duration of the spell.
At base difficulty (20), the target becomes undetectable to one ordinary sense for the duration of the spell. The spell's area must be large enough to cover the entire target, and each multiple to the base difficulty eliminates one additional sense. Concealment from magical senses, such as ESP and detection spells, double the difficulty (40). A single type of detection counts as one sense. For example, a spell that conceals a target from both ESP and magical detection has a difficulty of at least 40. A true seeing spell always defeats a conceal spell, but a target can be warded against detection.
If a concealed creature makes an attack, the spell is broken unless the conceal is combined with an imbue with the same duration as the conceal spell—this is an exception to the general rule about combining spells. Damage from a successful attack is never concealed, even if the attacker is concealed from the sense of touch. Magical items that produce visible effects, such as a fireball from a wand of fire, are not concealed along with a creature.
===Delude===
The spell confounds or distorts the senses, making the target seem like something else.
At base difficulty (30), one of the target's sensory aspects can be changed for the duration of the spell. The target does not actually change, but it looks, feels, smells, sounds, or tastes like something else. Changing the target's apparent size more than one category (see Tables 29 and 30) doubles the difficulty, and each additional multiple of difficulty allows one additional category of change.
Doubling the base difficulty (60) changes the way the target appears to extraordinary senses such as ESP. For example, making an astral deva seem mindless or an agitated storm giant appear calm doubles the difficulty. This is in addition to any multiplier for changing the target's apparent size. For example, making a 30-foot-tall storm giant look like an unintelligent halfling has a minimum difficulty of 150.
===Phantom===
The spell creates a sensory or mental image that can effect any thinking creature if the creature believes the image.
At base difficulty (40), the image impacts one sense—smell, sound, sight, taste, or touch—or exists solely as a mental image in the target creature's mind. Each multiple added to the base difficulty adds one sensory attribute to the image. If a sensory image is given a mental attribute, the image appears to have thoughts or emotions. Adding a specific thought or emotion adds 40 to the difficulty.
If the image's duration is instantaneous, the image lasts only as long as the caster concentrates. If a duration is specified, the image follows a simple program of action, as specified by the caster, for the duration of the spell. A programmed illusion can be made to activate itself in response to a specific trigger if combined with an imbue spell. A programmed illusion can react logically any situation it encounters if combined with an imbue spell at triple difficulty (135).
Unlike a shadow shape, an image cannot inflict real damage, even if the target believes it is real (see Player's Handbook, Chapter 7).
An image can be used to kill, however, by drawing on the target's fears. Such images are purely mental and function just like slay spells.
Shadow Shape: The spell allows the user to manipulate material from the Demiplane of Shadow, creating partially real illusions that retain their effectiveness even if disbelieved. The caster can employ a shadow shape as a conjure, summon, or strike spell. A shadow shape's base difficulty is the same as the spell it mimics.
If disbelieved, the shadow shapes retain an Armor Class of 4 and 80% of their hit points and damage potential. Special attacks, such as petrifaction and level draining, generally persist for as long as the spell lasts or until dispelled or disbelieved, but there is a 50% chance that they remain even after the spell fades.
==Evocation/Invocation==
===Create===
The spell creates something out of nothing. The caster can create a wall or block of material.
At base difficulty (25), the caster creates a wall of energy (fire, lightning, or cold) five
feet square and hair thin. Anything passing through the wall suffers 2d8 points of damage plus one point per caster level. Anything within 10 feet of the sheet suffers 1d8 points of damage, save vs. spells for half.
The caster can orient a wall of energy in any direction and shape it in any fashion.
Once created, the wall remains in place and retains its shape for the duration of the spell. The wall can be cast upon a creature without difficulty, but the target suffers the lesser amount of damage unless the sheet is combined with a strike spell—in which case a save vs. spells for half damage applies. At the caster's option, one side of the wall can be harmless, inflicting no damage even to things that pass through it.
If the caster increases the difficulty to get a wall larger than the minimum size, use the area column from Table 29. The wall is five feet high and as long as the area's base dimension. For example, adding five points to the difficulty makes a wall five feet high and 50 feet long. The caster can increase the height by reducing the length. For example, a 50-foot wall becomes 10 feet high and 25 feet long.
Doubling the base difficulty (50) creates a wall of soft material (such as wood, clay, or ice) five feet square and six inches thick. The caster can double the thickness by halving the area.
The caster can orient a physical wall in any direction and shape it freely. Once created, the wall retains its shape for the duration of the spell. If not properly supported, either by previously existing material or by virtue of a self-supporting shape (see the wall of stone spell description in the PHB for guidelines), the wall falls over, inflicting 3d10 points of damage on any creature caught underneath (save vs. death magic to avoid). If the wall is created in the same space as a target, it appears with a hole large enough to allow the target to remain unharmed.
At triple the base difficulty (75), the caster can create a wall of a hard substance, such as granite or iron. The wall has the same general characteristics as a wall of soft material, but if it falls, it crushes and kills creatures caught underneath (save vs. death magic to avoid).
At quadruple the base difficulty (100), the caster creates a wall of pure force that duplicates the effects of the 5th-level wizard spell wall of force.
At base difficulty (35), the caster can create a 50-pound block of simple elemental matter, such as water or dirt, or a pile of smaller blocks whose total weight does not exceed 50 pounds. At double difficulty (70) the caster can create soft, compound materials, such as brick or wood. At triple difficulty (105), the caster can create common, pure metals, such as iron or lead. The caster can combine a creation spell with an imbue spell to create valuable metals as detailed in the transform spell.
A creation spell that produces matter—not force or energy—can be made permanent without the loss of a point of Constitution.
===Imbue===
See the notes under Enchantment/Charm.
===Strike===
The spell directs energy or force against a target.
At base difficulty (25), the caster inflicts 2d8 points of damage plus one point per caster level by touch. The damage can be delivered through a burst of energy (fire, electricity, or cold) or force. The target is allowed a saving throw vs. spell for half damage. Energy bursts can damage objects, but force bursts cannot. A touch-delivered strike requires an attack roll, but a ranged strike does not. For every five points of additional difficulty, the caster can add 1d8, to a maximum of 30d8.
Adding a duration to a strike creates a static effect that can damage anything that blunders into it while the spell lasts.
If a strike is combined with a wall of energy, the resulting spell inflicts wall damage or strike damage, whichever is greater. The combination spell effect can be imbued with an animate spell to create an effect that moves at the caster's command. The mobile spell has an Armor Class of 0 and as many hit points as the caster. The spell effect can be harmed only by magical weapons and magical attacks; an effect is immune to its own form of energy.
A strike combined with a force wall can trap a target for the duration of the spell provided it is large enough to surround the creature. The target is not otherwise harmed and may escape by destroying the wall or teleporting away. The combined spell can be imbued with an animate spell and move at the caster's command, grasping, crushing, or smashing objects. The effect is similar to the 9th-level spell Bigby's crushing hand spell except that it has an Armor Class of –2 and twice the caster's hit points.
==Necromancy==
===Animate (dead)===
The spell restores movement to dead creatures.
At base difficulty (25), the spell animates one Hit Die of skeletons or zombies for each level of the caster's experience. Doubling the base difficulty (50) doubles the Hit Dice of creatures animated, tripling the difficulty (75) triples the Hit Dice of creatures animated, and so on. All the remains to be animated must be intact and within the spell's area of effect. See the 5th-level wizard spell animate dead for details.
The current condition of the remains can affect the spell. If the remains have been scattered, but not destroyed, the spell's base difficulty increases by 25. If the remains are scattered and ancient, such as buried and broken up by time and natural forces, the difficulty increases by 75.
===Slay===
The spell destroys life, utterly and irrevocably slaying living creatures.
At base difficulty (50), the caster can slay a single creature whose Hit Dice do not exceed his own. If the spell is extended over an area, the total Hit Dice of the creatures slain cannot exceed the caster's level.
A touch-delivered slaying requires an attack roll, but ranged slayings do not. Targets with 9 Hit Dice or more gain saving throws vs. death to negate the effects. For every five points of additional difficulty, the Hit Dice affected increases by 1 die. There is no maximum.
===Tap===
The spell manipulates a creature's life force. Priests (and only priests) use this spell to heal injuries.
At base difficulty (40), this spell drains 1d8 hit points from living targets by touch. A touch-delivered tap requires an attack roll, but ranged taps do not. Targets with 9 Hit Dice or more gain a saving throws vs. spells to negate the effects. For every five points of additional difficulty, the damage increases by one die to a maximum of 30d8. A damage-inflicting tap always has an instantaneous duration which cannot be increased.
At double difficulty (80), a tap can transfer hit points drained from a victim to the caster for the duration of the spell or until the caster loses the hit points through combat or other means. Any damage the caster suffers is deducted from the stolen hit points first. In any case, the target does not automatically regain the lost points when the spell ends, though the damage can be restored through rest or magical healing just as most other forms of damage.
Alternately, the caster can employ a tap at double difficulty (80) to drain one point from an ability score. The loss persists for the duration of the spell (the ability score is suppressed, not drained away). At a difficulty of 160, the caster can transfer the stolen ability score to himself for the duration of the spell.
At triple difficulty (120), the caster can drain one energy level for the duration of the spell. At a difficulty of 240, the caster can transfer the stolen level to himself.
==Material Components==
As explained on page 119, the caster must employ some object or material to create a true dweomer. The caster can use combinations of common, rare, and exotic components to make a true dweomer easier to prepare and cast, according to the limitations outlined below. The caster must have a common material component on hand to begin preparing a spell.
Common: The component is something fairly plentiful and easy to get under normal circumstances. The caster might use a butterfly's cocoon for a transformation spell, a handful of nails to create an iron wall, or a magnifying glass for a reveal spell. Every true dweomer requires at least one common material component. There is no reduction in the spell's adjusted or final difficulty for multiple common components.
Rare: A rare component is normally expensive and difficult to find. The caster might use a legal document or writ issued by a court against the target of a banishment spell, a packet of expensive herbs in a compel spell, or a live electric eel in a strike spell that employs electricity. A character can employ as many as three rare components to reduce a spell's adjusted or final difficulty by –30. The limit applies once per spell. That is, the caster can use three rare components to reduce the spell's adjusted difficulty by 30, the final difficulty by 30, the adjusted difficulty by 20 and the final difficulty by 10, or vice versa.
If the caster does not have a rare component on hand during the entire preparation time for a spell, the modifier can be applied only to the spell's final difficulty number.
Exotic: An exotic component is unique or unusual and cannot be purchased—the character must undertake an adventure to get it. The caster might use a fragment of an ancient sundial in a destroy spell, a displacer beast's hide in a delude spell, or sand taken from the track an iron golem left after taking its first step in an animate spell. A character can employ any number of exotic components to reduce a spell's adjusted or final difficulty. When an exotic component is used in a spell, the adjusted or final difficulty is reduced by half or by 20 points, whichever is greater. It is usually to the caster's advantage to apply the modifier for an exotic component before any modifiers for rare components, but the caster is not required to do so.
A single exotic component reduces either the spell's adjusted difficulty or final difficulty, but not both. If an exotic component is not available for the spell's entire preparation time, the modifier for it can be applied only to the final difficulty.
==Special Conditions==
Any technique or unusual restriction that the caster imposes on himself during the spell's preparation time can reduce the spell's adjusted or final difficulty. Similarly, the caster can limit the way the spell is used and make the spell easier to prepare and cast.
Like material components, special conditions are classified according to rarity.
Common: This is the minimum condition for preparing or casting a spell (see page 119).
Rare: The condition requires some extra effort or extraordinary expense on the caster's part. The caster might remain in a locale that is particularly appropriate for casting a spell; for example, staying in school or library when preparing a reveal spell. The caster might refrain from taking a certain action during a spell's preparation time, such as never answering a question truthfully while preparing a delude spell. The caster might specify a limited use for the spell, such as a dispel that only works against afflictions that have been unjustly laid.
A rare condition is not effective unless the character is exceptionally clever or undergoes some hardship or sacrifice. Only one rare condition can apply to any given spell, affecting either the adjusted or final difficulty. The DM must be very careful when assigning limitations, as players tend to specify limitations that only apply to the situation immediately at hand. A limitation reduces difficulty only when it actually makes the spell harder for a player character to use.
Exotic: The condition is unique, and the character must undertake an adventure to complete it. An exotic condition often exists only in a metaphorical sense. Shielding the innocent from a tyrant's wrath might be useful in preparing a ward spell. Carrying an idea to the four corners of the world might help with a transport spell. Freeing a village from fear might help with a dispel, especially if the target of the dispel and the source of the fear are one in the same. Only one modifier for an exotic condition can apply to a single spell. The caster can apply it to either the adjusted or final difficulty, but not both.
==Tables==
 Table 29: Areas of Effect
Creature 	Area 	Object 	Difficulty
1 	5 	200 lbs. 	0
1d4+1 (3) 	50 	500 lbs. 	5
1d6+5 (6) 	500 	1,000 lbs.	10
1d8+6 (9) 	5,000 	1 ton 	15
1d10+7 (12)	10,000 	5 tons 	20
1d12+8 (15)	25,000 	10 tons 	25
2d8+8 (18) 	50,000 	50 tons 	30
3d10+8 (21)	Province	100 tons 	40
4d12+8 (24)	Region 	200 tons 	80
5d20+8 (27)	Plane 	500 tons 	160
: Creature: The spell affects the indicated number of creatures or less. If the caster does not wish to roll dice, use the number in parentheses instead.
: All creatures to be affected cannot be farther apart than the distance listed in the area column. For example, if a spell affects six creatures, they must all be within 500 feet of each other.
: A spell can affect all creatures in a designated area, but the difficulty modifier is 10 times the value listed. For example, a spell that charms every creature in a 10,000 square feet area has a difficulty modifier of 200.
: Area: The spell effect fills a square area five feet high. Numbers indicate the length of the square's sides in feet. A province is an area 20 miles square. A region is an area 100 miles square. A planar effect fills the entire plane where the spell is cast. An area can be angled or reshaped to fill whatever volume the caster desires, but the volume's minimum height is always considered to be five feet.
: Object: The spell affects a number of objects whose weight does not exceed the listed value. If multiple objects are affected, they cannot be farther apart than the distance listed in the corresponding area column.
 Table 30: Animated Objects
Size1 	Weight2 	Damage3
Tiny 	50 lbs. 	2
Small 	100 lbs. 	5
Man 	200 lbs. 	10
Large 	500 lbs. 	15
Huge 	1,000 lbs.	20
Gargantuan	1 Ton 	25
: 1 Size categories are taken from the Monstrous Manual and the various Monstrous Compendium tomes.
: 2 Use the object column from Table 29 to calculate how difficult the object is to animate. Use this table to determine how much damage the object can inflict in combat. Objects weighing more than one ton cannot move if animated, but portions of them can move. For example, animating a castle has a difficulty of 80. The castle itself cannot move, but individual parts can.
: 3 The figure given is average damage from a single blow. Any combination of damage dice and bonuses that produces the listed average is acceptable. For example, a stool or chair might inflict 1d3 points of damage with a single blow, a table might inflict 1d6+1 or 1d8 points of damage, and a castle's drawbridge might inflict 4d4+8 or 3d10+10 points of damage.
 Table 31: Ranges
Range1 	Difficulty
Touch or 0 	0
20 yards 	5
50 yards 	10
100 yards 	15
500 yards 	20
1,000 yards 	25
1,500 yards 	30
Line of Sight2	40
Plane3 	60
Trans-Planar4 	100
: 1 A spell's range is either the distance between the caster and the portion of the spell's area of effect closest to the caster or between the caster and the center of the area of effect; the choice is the caster's. Spells with touch range are always centered on the target the caster touches.
: 2 A spell with line-of-sight range can affect any target the caster can see, regardless of the range.
: 3 A spell with planar range can affect a target anywhere on the plane where the spell is cast. Use this category for any spell where the target's location is not known.
: 4 A spell with trans-planar range actually reaches across planar boundaries. Only transport and reveal spells work at this range.
 Table 32: Durations
Duration 	Difficulty
Instantaneous1	0
1 round 	1
1 turn 	3
1 hour 	5
6 hours 	7
12 hours 	10
1 day 	15
1 week 	30
1 month 	50
1 year 	70
Permanent2 	100
: 1 Spells with instantaneous durations have permanent effects. For example, a strike occurs in an instant, but the damage it inflicts remains until healed. Spells with longer durations cease to affect their targets once their durations expire.
: 2 Making a spell permanent usually drains a point of Constitution from the caster, see the individual spell descriptions for exceptions.
 Table 33: Preparation and Casting Times
Adjusted 	Preparation	Casting
Difficulty	Time1 	Time
–1 or less	None 	1 round
0 	1 round 	1 round
1–5 	1 turn 	1 round
6–10 	1 day2 	1 turn
11–20 	1 week 	1 turn
21–30 	2 weeks 	1 hour
31–50 	1 month 	1 hour
51–100 	2 months 	1 day
101–150 	6 months 	1 day
151+ 	1 year 	1 week
: 1 The figure given is the minimum preparation time.
: 2 Preparation and casting times of one day or more require a maximum of eight hours of effort per day.
 Table 34: Difficulty Adjustments
Condition 	Modifier
Material Component 	Material Component
Common 	None
Rare 	–10
Exotic 	–20 or
Special Condition 	Special Condition
Common 	None
Rare 	–10
Exotic 	–20 or
Caster Level 	–1 per Level1
Specialist2 	–51
Caster has cast this spell before	–103
Saving Throw or MR modifier4 	Variable
: 1 The caster's level applies to adjusted difficulty before any other modifiers for material components and conditions.
: 2 Specialist wizards receive this modifier when casting true dweomers that use a type of spell from their schools of specialization.
: 3 This adjustment only applies if the spell is cast the same way it was previously. If range, duration, or other attributes are changed, the –10 reduction does not apply.
: 4 If the true dweomer normally allows a saving throw, the caster can alter the spell's adjusted difficulty to increase or decrease the target's saving throw as explained below (see the True Dweomers in Play section for more information).
: Each +5 added to the difficulty imposes a –1 saving throw modifier on the target; each –5 subtracted from the difficulty gives the target a +1 saving throw bonus. A difficulty modifier of 100 eliminates any saving throw.
: A true dweomer's adjusted difficulty can be increased to reduce the target's magic resistance, including resistance provided by a ward spell. Each +1 added to the difficulty reduces magic resistance by –1. It is not possible to reduce a spell's difficulty by increasing the target's magic resistance. If the resistance penalty lowers the target's magic resistance to 0 or less, there is no further effect other than negating the roll.