C Spells

Camouflage
Illusion (Glamer)
Level: Rgr 2
Components: S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: See text
Drawing forth the natural obscuration from the nearby environment, you add an illusory mask as it settles around you, providing you with 25% concealment & a +4 bonus to Hide checks. A suspicious creature can make a Will save to notice the glamer, reducing your concealment against that creature to 10% but not negating the Hide bonus offered. True seeing offers no further information.

This spell also lets you hide even while being observed. It is not dispelled if you attack or take another hostile action, although doing so is likely to provoke suspicion.

Material Component: Dust & a thick piece of tree bark.

Choking Fumes
Conjuration (Creation)
Level: Poison 8
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100’ + 10’/level)
Effect: Cloud spreads in 5’ radius/level
Duration: 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No

This spell generates a bank of fog, similar to a fog cloud or a cloudkill, except that its fumes are black & toxic. These fumes strangle & choke all living creatures within their area of effect. A creature must make a successful Fortitude save each round, or begin to suffocate. In the first round, a creature falls unconscious (0HP, or lower if applicable). In the following round, it is dying (-1HP, or lower if applicable) &. In the third round, it suffocates, & is dead (-10HP, or lower if applicable). Creatures that make their saving throw instead take 2d4 points of Constitution damage each round that they are exposed to the fumes.

Even living creatures that do not normally need to breathe are affected by these fumes. Holding one’s breath doesn’t help, but non-living creatures (such as constructs or the undead) are immune to the spell’s effects.

All creatures within the fumes have partial concealment (attacks have a 20% miss chance). Hurricane-force winds (75+ mph) can disperse the fog in 1 round, but lesser winds have no effect upon the fumes. This spell does not function underwater.

Material Component: A garrote or noose.

Clarity
Divination
Level: Asn 1, Blk 1, Pal 1, Rgr 1
Components: V
Casting Time: 1 swift action
Range: Personal
Area: 40’ radius burst centered on you
Duration: 1 round
You can see with perfect clarity through illusions, obscuration & other magical deceptions. The sight conferred by this effect functions the same as that conferred by true seeing, with the exception that it does not enable you to see through polymorph & other transmutation effects.

Cleanse
Abjuration
Level: Cleansing 1, Drd 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25’ + 5’/2 levels)
Area: 10’ radius
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes (harmless)

You can create a zone that prevents disease & poison. If any creature would normally contract a disease or be poisoned within the zone’s area, then their Fortitude save to resist automatically succeeds. Also, all creatures within the zone gain a +2 sacred bonus on their next Fortitude save to resist either a poison or a disease, +1 point per 2 caster levels (maximum +10 at 20th level).

Cloak of Shadows
Illusion (Glamer) [Darkness]
Level: Asn 2, Night 5
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You wrap yourself in shadow & darkness, seeming to extend & retract from your actual position. This cloak grants you a +8 bonus to Hide checks in areas of darkness or shadowy illumination, but imposes a -4 penalty in bright illumination. Additionally, you gain a +2 circumstance bonus to normal & touch AC, & a +4 dodge bonus to AC against attacks of opportunity. True seeing & see invisibility will both reveal you & negate your Hide & AC bonuses from this spell.

Focus: A drop of blood from an evil outsider.

Coat of Colors
Illusion (Pattern) [Light, Mind-Affecting]
Level: Brd 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Effect: Colorful lights wrapped around you like a cloak
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: No
When you cast this spell, you bring forth an illusory cloak of shifting prismatic hues, which radiate brightly. The cloak acts as though you were wearing it, following you & billowing in the air.

Creatures within 30’ that observe this effect for the first time must make a Will save or be stunned for 1 round. Afterwards, they must make a Will save each time they look at you or become fascinated for as long as you remain within sight. Creatures within 30’ are also dazzled as long as they can see you (no save).

For as long as this effect is active, you suffer a -20 penalty to Hide checks. A spell with the [Darkness] descriptor will render this effect useless & conceal you. Obscuring mist & the like offer you no concealment, but negate the effects of this spell.
The spell does not affect sightless creatures.

Material Component: A pinch each of powder or sand that is colored red, yellow, & blue, & a crystal prism.

Columns of Flame
Evocation [Fire]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100’ + 10’/level)
Effect: One, two or four 15’ radius cylinders, 40’ high, centered within 60’ of one another
Duration: See text
Saving Throw: None
Spell Resistance: Yes

Immobile pillars of white-hot fire spring forth around the point you designate, blazing with menace to those who must avoid them. You may elect to place a single column at the target point, a pair of columns spaced 30’-60’ apart in line with the center point, or four columns forming the corners of a square with sides 30’-45’ in length. A single column lasts for 1 round/level. Paired columns last for 1 round/2 levels. The four corner formation of columns lasts for 1 round/4 levels.

The heat of each column remains confined within, dealing no damage beyond the limits of each pillar but producing a palpable & threatening temperature. Those who enter the radius of a column take 4d10 points of fire damage + 1 point of fire damage per caster level upon entering, as well as again each round they remain within the column. If you evoke the columns so that one or more appears where creatures are, each creature takes damage as if passing through a column. If any single column takes 30 points of cold damage or more in 1 round, that column goes out. (Do not divide cold damage by 4, as normal for objects.)

Columns of flame can be made permanent with a permanency spell. A permanent column that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.

Material Component: Four shards of red quartz & a bit of phosphorus.

Competence
Enchantment (Compulsion) [Mind-Affecting]
Level: Rgr 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Setting aside your personal feelings, you channel your focus against a particular enemy to a new foe. When you cast this spell, transfer all bonuses that you would normally gain for fighting one of your favored enemies to a different type of creature.

For the duration of the spell, these bonuses only apply to the new creature type. Multiple castings of this spell do not stack, but overlap, extending the duration for the same new foe.

Material Component: A strap of leather & a rayseed.

Constriction
Evocation [Force]
Level: Drd 9, Serpent 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25’ + 5’/2 levels)
Target: 1 creature
Duration: 1 round/level (D)
Saving Throw: Fortitude half; see text
Spell Resistance: Yes

The target of this spell is magically constrained by ghostly serpentine coils, which crush the life out of them. The target is considered pinned where they are by the magical binding, & feels squeezed as if by a great snake. The binding deals 3d6 points of damage each round; in addition, during this effect, the target cannot breathe, & may begin to suffocate. A target of this spell can only hold their breath for 1 round per point of Constitution, instead of the normal 2 rounds. A creature that makes their Fortitude saving throw versus this spell takes only half damage, & can breathe normally.

Conviction
Conjuration
Level: Blk 1, Clr 1, Pal 1
Components: V, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute or until discharged
Reaffirming your belief in your deity’s power, you bolster your resolve & strength of faith. You gain a +2 insight bonus to Concentration checks for 1 minute, & the next divine spell you cast is treated as though your caster level were one higher. Casting any divine spell discharges the effects of conviction, although the bonus to Concentration continues until 1 minute has elapsed.

Countermand
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 3, Sor 4
Components: V, M
Casting Time: 1 standard action
Range: Close (25’ + 5’ per 2 levels)
Target: One creature
Duration: See text
Saving Throw: Will negates
Spell Resistance: Yes
This spell allows you to override a magical charm or compulsion with a command of your own. A charmed creature can be realigned to view any other creature as a friend, instead of the original charmer. The instructions implanted in a creature under a compulsion effect can be supplanted by your orders. Creatures that are not currently under the influence of an enchantment spell are not affected by this spell. The alteration lasts until the original enchantment spell wears off.

Any creature under the effects of an enchantment spell can have their instructions altered by this spell. If the target creature is under the influence of 4th level spell or lower, then this spell succeeds automatically. If the enchantment is a 5th level spell or higher, then you must have a higher caster level than the original caster for this spell to succeed.

Material Component: The shard of a broken mirror or other reflective glass.

Crawling Object
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: One unattended object
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: No
You can transform an object so that it will stay where you put it. If the object is moved from where it was when you cast it, then it will “crawl” or “slide” back toward its original spot. The object gains a land speed of 10’/round, & a climb speed of 5’/round. In all other respects, the object remains ordinary (although it will have a faint magical aura), & is still subject to all rules regarding objects. The object can be up to Small in size.

Material Component: The leg of a spider.

Create Water**
Conjuration (Creation) [Water]
Level: Clr 2, Drd 2, Pal 2
Components: V, S
Casting Time: 1 minute
Range: Close (25’ + 5’/2 levels)
Effect: Up to 1 gallon of water/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large; possibly creating a downpour or filling many small receptacles.

Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

** = This is a revised version of the create water spell from the Player’s Handbook (page 215). It is intended to replace the published version of that spell.