Spells (B)
Sections:
.Bane
.Banishment
.Barkskin
.Bestow curse
.Binding
.Black tentacles
.Blade barrier
.Blasphemy
.Bless
.Bless water
.Bless weapon
.Blindness/deafness
.Blink
.Blur
.Break enchantment
.Bull's strength
.Burning hands
Tables:
.Blasphemy - Ill Effects
Spells (B)
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Bane

Enchantment (Compulsion) [Mind-Affecting]
The character's enemies suffer a -1 morale penalty on their attack rolls and a -1 morale penalty on saving throws against fear effects.
Bane counters and dispels bless.

Banishment

Abjuration
Banishment enables the character to force extraplanar creatures out of the character's home plane. Up to 2 HD of creatures per caster level can be banished. To target a creature, the character must present at least one object or substance that it hates, fears, or otherwise opposes. For each such object or substance, the character gains +1 on the character's caster level check to overcome the target's SR (if any) and +2 on the saving throw DC.
At the DM's option, certain rare items might work twice as well.

Barkskin

Transmutation
Barkskin grants a +3 natural armor bonus to AC. This bonus increases to +4 at 6th level and to +5 at 12th level and up.

Bestow curse

Transmutation
The character places a curse on the creature touched. The character chooses one of the three following effects:
The character may also invent the a new curse, but it should be no more powerful than those listed above, and the DM has final say on the curse's effect.
The curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Bestow curse counters remove curse.

Binding

Enchantment (Compulsion) [Mind-Affecting]
A binding spell creates a magical restraint to hold a creature. The target only gets an initial saving throw if its HD is equal to at least half the character's caster level.
The character may have up to six assistants help the character with the spell. For each assistant who casts suggestion, the character's caster level for this casting of the spell increases by +1. For each assistant who casts dominate animal, dominate person, or dominate monster, the character's effective level increases by a number equal to one-third that assistant's level (provided the target is appropriate for the spell). All the assistants must join in chanting the spell (see the details on the spell's verbal component, below). The character's caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding durations are dismissible.
The binding spell has six versions. Choose one of the following versions when the character casts the spell.
Regardless of the version of binding the character cast, the character can specify triggering conditions that end the spell and release the creature whenever they occur. These can be as simple or elaborate as the character desires (but the DM must agree that the condition is reasonable and has a likelihood of coming to pass). The conditions can be based on a creature's name, identity, or alignment but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, or hit points don't qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by +2.
In the case of the first three versions of binding (those with limited durations), the character may cast additional binding spells to prolong the effect (the durations overlap). If the character does so, the target gets a saving throw at the end of the first spell's duration (even if the character's caster level was high enough to disallow an initial saving throw). If the creature succeeds at this save, all the binding spells it has received are broken.

Black tentacles

Conjuration (Creation)
This spell conjures many rubbery black tentacles. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot-including water. There are 1d4 such tentacles, plus one per caster level, appearing randomly scattered about the area. Each tentacle is 10 feet long (Large) and saves as the character does. It has AC 16, 1 hit point/per caster level, an attack bonus of +1/per caster level, and a Strength score of 19 (+4 bonus). It is immune to spells that don't cause damage (other than disintegrate).
Each round that a tentacle is not already grappling someone or something, starting the round after it appears, it makes a grapple attack at a random creature or object within 10 feet of it. These attacks take place on the character's turn. The tentacles do not attack each other, nor do they attack objects that are smaller than a Medium-size creature. The attacks are like regular grappling attacks, except that they don't provoke attacks of opportunity from opponents. Also, they cause 1d6 points of normal damage (+4 for Strength), not subdual damage. A tentacle maintains its grapple even after its subject is dying or dead.

Blade barrier

Evocation
This spell creates a spinning disk of blades. These whirl around a central point, creating an immobile, circular barrier. Any creature passing through the blade barrier takes 1d6 points of slashing damage per caster level (maximum 20d6). The plane of rotation of the blades can be horizontal, vertical, or slanted.
Creatures within the blade barrier when it is invoked take the damage as well. They can negate the damage with a successful Reflex saving throw, provided they can and do physically leave the area of the blades by the shortest possible route. Once the barrier is in place, anything entering or passing through the blades automatically takes damage.
A blade barrier serves as one-half cover (+4 AC) for anyone beyond it.

Blasphemy

Evocation [Evil, Sonic]
Casting blasphemy creates two effects.
If the character is on the character's home plane, nonevil 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 blasphemy.
Creatures native to the character's plane who hear the blasphemy and are not evil suffer the following ill effects:
Blasphemy - Ill Effects
HD Effect
12 or more Dazed
Less than 12 Weakened, dazed
Less than 8 Paralyzed, weakened, dazed
Less than 4 Killed
The effects are cumulative.

Bless

Enchantment (Compulsion) [Mind-Affecting]
The character's allies gain a morale bonus of +1 on their attack rolls and a morale bonus of +1 on saving throws against fear effects.
Bless counters and dispels bane.

Bless water

Transmutation [Good]
This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water. Holy water is considered blessed, which means it has special effects on certain creatures.

Bless weapon

Transmutation
All critical rolls against evil foes are automatically successful. The weapon negates the damage reduction of evil creatures and is capable of striking evil incorporeal creatures as if it had a +1 enhancement bonus. Also, the weapon is considered blessed, which means it has special effects on certain creatures. Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer the benefit to the projectiles they shoot.
This transmutation can't affect any weapon that already has a magical effect related to critical hits.

Blindness/deafness

Transmutation
The subject becomes blinded or deafened, as the character chooses. In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus to attackers' attack rolls (they are effectively invisible), moves at half speed, and suffers a -4 penalty on most Strength- and Dexterity-based skills. A deafened character, in addition to the obvious effects, automatically fails Listen checks, suffers a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal (V) component that he tries to cast.

Blink

Transmutation
The blink effect rapidly cycles the character in and out of the ethereal plane. Blinking has several effects:

Blur

Illusion (Glamer)
The subject's outline appears blurred. This distortion grants the subject one-half concealment (20% miss chance).
A see invisibility spell does not counteract the blur effect, but a true seeing spell does.
Note: Opponents who cannot see the subject ignore the spell's effect.

Break enchantment

Abjuration
This spell frees creatures from enchantments, transmutations, curses, and petrification (as well as other magical transformations). Break enchantment can reverse even an instantaneous effect. For each such effect, the character makes a check of 1d20 + caster level (maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For cursed magic items, the DC is 25.
If the spell is one that, as a special property, cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower.
If the effect comes from some permanent magic item, such as a cursed sword, break enchantment does not remove the curse from the item but merely frees the victim from the item's effects, leaving the item cursed.

Bull's strength

Transmutation
The spell grants an enhancement bonus to Strength of 1d4+1 points.

Burning hands

Transmutation [Fire]
A thin sheet of flame shoots from the character's outspread fingertips. The sheet of flame is about as thick as the character's thumbs. Any creature in the area of the flames takes 1d4 points of fire damage per the character's caster level (maximum 5d4). Flammable materials such as cloth, paper, parchment, and thin wood burn if the flames touch them.