Banth's Spellbooks

A collection of spells.


New non-core spells are noted by *.

0 Level 1st Level 2nd Level 3rd Level
Dancing Lights Disguise Self Animal Aspect Dispell Magic
Daze Expeditious Retreat Invisibility Displacement
Read Magic Mage Armor Mirror Image Gaseous Form
Arcane Mark Magic Missile Rope Trick Haste
Detect Magic Borrow Skill* See Invisibility Slow
Detect Poison Alter Self Beast Shape I
Ghost Sound Protection from Arrows Fireball
Light Thinner* Monstrous Physique I
Mage Hand
Ray of Frost
4th Level 5th Level 6th Level
Beast Shape II Baleful Polymorph Beast Shape IV
Greater Invisibility Cone of Cold Repulsion
Phantasmal Killer Wall of Force Transformation
Stoneskin Polymorph Change Command*
Vermin Shape I Underwater Movement*
Borrow Skill

School: Transmutation
Level: bard 1, ranger 1, sorcerer/wizard 1
Casting Time: 1 standard action
Component: S
Range: Touch
Target: Creature touched
Duration: See text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Upon casting this spell, your hand pulses with a soft blue light. You may touch a target creature to borrow the ranks it has in any one skill. On your next action, you can make a single skill check using the subject’s ranks, but modified by your own key ability. If a skill check requires more than 1 round to make, you may not use this spell to borrow that skill.

Change Command

School: transmutation
Level: sorcerer/wizard 6
Casting Time: 1 standard action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: one spell or effect controlling a construct or
undead creature
Duration: 1/min. per level (D)
Saving Throw: None
Spell Resistance: No
You steal control of a construct or undead creature under the control of another creature. If this control is based on a spell or spell-like ability, you control that spell as if you had cast the spell. If the existing controller is within line of site of the undead or construct creature at this time, you make opposed Charisma checks with the winner gaining ultimate control over the creature. A standard action is required to give mental or verbal orders to a commanded creature. You cannot command a creature or a total number of creatures whose total Hit Dice exceeds twice your caster level. Any creature that has been subjected to a change command spell cannot be affected by any other change command spells for 24 hours. This spell does not affect the mind of the target creature nor the caster, for it targets the spell or effect that is in control.


School: transmutation
Level: sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: one creature
Duration: 10 min. (D)
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The target creature’s body and gear flattens depth-wise (though her height does not change), allowing her to move though tight spaces. The target can move without penalty through any space that is at least half as wide as the space she normally occupies.


School: transmutation
Level: sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, S, M (a small piece of clear glass)
Range: personal
Target: you
Duration: 1 round/level
Saving Throw: none
Spell Resistance: no
You gain the temporary ability to see through solid objects – walls, doors, chests, barrels, etc. You can see through up to six inches of wood, stone, earth, or metal (except adamantine, which you can’t see through at all). Enchantments block your vision – for example, you can’t see through a magical door. Only your normal type of vision is granted – if there is not a light source beyond the wall to aid your normal vision, or enough light coming in between the slats of a barrel for your low-light vision, you still can’t identify anything beyond or within. If you normally have darkvision, no light sources are needed.

Underwater Movement

School: transmutation
Level: bard 4, cleric 5, druid 5, ranger 4, sorcerer/wizard 5
Casting Time: 1 standard action
Components: S, M (fish scales or similar)
Range: close (25 ft. + 5 ft./2 levels)
Target: 1 creature/2 levels
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The affected creatures may act normally underwater without incurring penalties. This benefit applies to attack and damage rolls made with slashing and bludgeoning weapons, attack rolls made with missile weapons, and casting spells with verbal components. Underwater movement does not confer the ability to breathe underwater nor does it provide any ability to swim proficiently.


Banth's Spellbooks

Rappan Athuk Garrion