Spells (D)
Sections:
.Dancing lights
.Darkness
.Darkvision
.Daylight
.Daze
.Death knell
.Death ward
.Deathwatch
.Deeper darkness
.Delay poison
.Delayed blast fireball
.Demand
.Desecrate
.Destruction
.Detect animals or plants
.Detect chaos
.Detect evil
.Detect good
.Detect law
.Detect magic
.Detect poison
.Detect scrying
.Detect secret doors
.Detect snares and pits
.Detect thoughts
.Detect undead
.Dictum
.Dimensional anchor
.Dimension door
.Diminish plants
.Discern lies
.Discern location
.Disintegrate
.Disjunction
.Dismissal
.Dispel chaos
.Dispel evil
.Dispel good
.Dispel law
.Dispel magic
.Displacement
.Disrupt undead
.Divination
.Divine favor
.Divine power
.Dominate animal
.Dominate monster
.Dominate person
.Doom
.Dream
Tables:
.Detect Chaos - Chaotic Powers
.Detect Chaos - Aura Strengths
.Detect Chaos - Duration
.Detect Evil - Evil Powers
.Detect Evil - Aura Strengths
.Detect Evil - Duration
.Detect Good - Good Powers
.Detect Good - Aura Strengths
.Detect Good - Duration
.Detect Law - Lawful Powers
.Detect Law - Aura Strengths
.Detect Law - Duration
.Detect Magic - Aura Strenghts
.Detect Magic - Duration
.Detect Thoughts - Mental Strengths
.Detect Undead - Aura Strengths
.Detect Undead - Duration
.Dictum - Ill Effects
Spells (D)
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Dancing lights

Evocation (Light)
Depending on the version selected, the character creates up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as the character desires (no concentration required): forward or back, up or down, straight or turning corners, etc. The lights can move up to 100 feet a round. A light winks out if the distance between the character and it exceeds the spell's range.

Darkness

Evocation [Darkness]
This spell causes an object to radiate darkness out to a 20-foot radius. Not even creatures that can normally see in the dark can see in an area shrouded in magical darkness. Normal lights do not work, nor do light spells of a lower level. Darkness and the 2nd-level spell daylight cancel each other, leaving whatever light conditions normally prevail in the overlapping areas of the spells. Higher-level light spells are not affected by darkness.
If the spell is cast on a small object that is then placed inside or under a lightproof covering, the spell's effects are blocked until the covering is removed.
Darkness counters or dispels any light spell of equal or lower level.

Darkvision

Transmutation
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.

Daylight

Evocation [Light]
The object touched sheds light as bright as full daylight in a 60-foot radius. Creatures who suffer penalties in bright light suffer them while exposed to this magical light. If the spell is cast on a small object that is then placed inside or under a lightproof covering, the spell's effects are blocked until the covering is removed.
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Daylight counters or dispels any darkness spell of equal or lower level.

Daze

Enchantment (Compulsion) [Mind-Affecting]
This enchantment clouds the mind of a humanoid of Medium-size or smaller so that he takes no actions. Humanoids of 5 or more HD are not affected. The dazed subject is not stunned (so attackers get no special advantage against him), but can't move, cast spells, use mental abilities, etc.

Death knell

Necromancy [Death, Evil]
Upon casting this spell, the character touches a living creature with -1 hit points or lower. If the subject fails its saving throw, it dies, and the character gains 1d8 temporary hit points and +2 Strength. Additionally, the character's effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant the character access to more spells.) These effects last for 10 minutes per HD of the target creature.

Death ward

Necromancy
The subject is immune to all death spells and magical death effects. The spell does not protect against other sorts of attacks, such as hit point loss, poison, petrification, or other effects even if they might be lethal.

Deathwatch

Necromancy
The character can determine the condition of creatures near death within the spell's range. The character instantly knows whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (as a construct). This spell foils any spell or ability that allows creatures to feign death.

Deeper darkness

Evocation [Darkness]
This spell causes the object touched to shed absolute darkness in a 60-foot radius. Even creatures that can normally see in the dark cannot see through this magical darkness. If the spell is cast on a small object that is then placed inside or under a lightproof covering, the spell's effects are blocked until the covering is removed.
The effects of a daylight spell brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Deeper darkness counters or dispels any light spell of equal or lower level.

Delay poison

Conjuration (Healing)
The subject becomes temporarily immune to poison. Any poison in the subject's system, or any poison the subject is exposed to during the spell's duration, does not affect the subject until the spell has expired. Delay poison does not cure any damage that poison may have already done.

Delayed blast fireball

Evocation [Fire]
This spell creates a burst of flame that delivers 1d6 points of fire damage per caster level (maximum 20d6) to all creatures within the area. Unattended objects also take this damage. The explosion creates almost no pressure. The spell can detonate up to 5 rounds after being cast.
The character determines the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead travels the distance from the character and can detonate immediately (the same round as the spell was cast) if the character desires, or the character can choose to delay the burst for up to 5 rounds. The character chooses the amount of delay upon completing the spell, and the delay cannot change once it has been set (unless someone touches the bead; see below). If the bead impacts upon a material body or solid barrier prior to attaining the prescribed range, bursts into the fireball at that point (an early impact results in an early detonation).
If the character chooses a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while the creature is handling it.
If the character attempts to send the bead through a narrow passage the character must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
The fireball sets fire to combustibles and damages objects in the area. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier.

Demand

Enchantment (Compulsion) [Mind-Affecting]
The character contacts a particular creature with whom the character is familiar and sends a short message of twenty-five words or less to the subject. The subject recognizes the character if it knows the character. It can answer in like manner immediately. Creatures with Intelligence scores as low as 1 can understand the sending, though the subject's ability to react is limited normally by its Intelligence. The message can also contain a suggestion, which the subject does its best to carry out. A suggestion recommends a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. The suggested course of activity can continue for 1hour/level of the caster. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. The character can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell expires, the activity is not performed.

A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the creature's Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand comes, the message is understood but the suggestion is ineffective.
The demand's message to the creature must be twenty-five words or less. The creature can also give a short reply immediately.
If the creature in question is not on the same plane of existence as the character is, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably, at the option of the DM.)

Desecrate

Evocation
This spell imbues an area with negative energy. All Charisma checks made to turn undead within this area suffer a -3 profane penalty. Undead entering this area gain a +1 profane bonus to attack rolls, damage rolls, and saving throws. Undead created within or summoned into a desecrated area gain +1 hit points per HD.
If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to the character's deity, pantheon, or aligned higher power, the effects are doubled (turning at -6, +2 profane bonuses to undead rolls, +2 hit points per HD).
If the area contains a similar fixture of a deity, pantheon, or higher power other than the character's patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses to undead as listed above.
Desecrate counters and dispels consecrate.

Destruction

Necromancy [Death]
This spell instantly slays the subject and consumes its remains utterly in holy (or unholy) fire. If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.

Detect animals or plants

Divination
The character can detect a particular type of animal or plant in a quarter circle emanating out from the character in whatever direction the character faces. The character must think of a species of animal or plant when using the spell. Each round the character can change the animal or plant type. The amount of information revealed depends on how long the character searches a particular area or focus on a specific type of animal or plant:
Conditions: For purposes of this spell, the categories of condition are as follows:
If a creature falls into more than one category, the spell indicates the weaker of the two.
Note: Each round the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
The DM decides if a specific type of animal or plant is present.

Detect chaos

Divination
The character can sense the presence of chaos. The amount of information revealed depends on how long the character studies a particular area or subject:
Detect Chaos - Chaotic Powers
Creature/Object Chaotic Power
Chaotic creature HD / 5
Chaotic elemental HD / 2
Chaotic magic item or spell Caster level / 2
Chaotic outsider - HD
Cleric of an chaotic deity Level
Detect Chaos - Aura Strengths
Chaotic Power
Aura Strength
Lingering
Dim
1 or less
Faint
2-4
Moderate
5-10
Strong
11+
Overwhelming
If an aura falls into more than one strength category, the spell indicates the stronger of the two.
Length Aura Lingers: How long the aura lingers depends on its original strength:
Detect Chaos - Duration
Original Strength
Duration
Faint
1d6 minutes
Moderate
1d6 X 10 minutes
Strong
1d6 hours
Overwhelming
1d6 days
Note: Each round, the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect evil

Divination
The character can sense the presence of evil. The amount of information revealed depends on how long the character studies a particular area or subject:
Aura Strength: An aura's evil power and strength depend on the type of evil creature or object that the character is detecting and its HD, caster level, or (in the case of a cleric) class level.
Detect Evil - Evil Powers
Creature/Object Evil Power
Evil creature HD / 5
Undead creature HD / 2
Evil elemental HD / 2
Evil magic item or spell Caster level / 2
Evil outsider HD
Cleric of an evil deity Level
Detect Evil - Aura Strengths
Evil Power
Aura Strength
Lingering
Dim
1 or Less
Faint
2-4
Moderate
2-4
Moderate
5-10
Strong
11+
Overwhelming
If an aura falls into more than one strength category, the spell indicates the stronger of the two.
Length Aura Lingers: How long the aura lingers depends on its original strength:
Detect Evil - Duration
Original Strength
Duration
Faint
1d6 minutes
Moderate
1d6 X 10 minutes
Strong
1d6 hours
Overwhelming
1d6 days
Remember that animals, traps, poisons, and other potential perils are not evil; this spell does not detect them.
Note: Each round, the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect good

Divination
The character can sense the presence of good. The amount of information revealed depends on how long the character studies a particular area or subject:
Aura Strength: An aura's good power and strength depend on the type of good creature or object that the character is detecting and its HD, caster level, or (in the case of a cleric) class level.
Detect Good - Good Powers
Creature/Object Good Power
Good creature HD / 5
Good elemental HD / 2
Good magic item or spell Caster level / 2
Good outsider HD
Cleric of an good deity Level
Detect Good - Aura Strengths
Good Power
Aura Strength
Lingering
Dim
1 or less
Faint
2-4
Moderate
5-10
Strong
11+
Overwhelming
If an aura falls into more than one strength category, the spell indicates the stronger of the two.
Length Aura Lingers: How long the aura lingers depends on its original strength:
Detect Good - Duration
Original Strength
Duration
Faint
1d6 minutes
Moderate
1d6 X 10 minutes
Strong
1d6 hours
Overwhelming
1d6 days
Remember that healing potions, antidotes, and similar beneficial items are not good; this spell does not detect them.
Note: Each round, the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect law

Divination
The character can sense the presence of law. The amount of information revealed depends on how long the character studies a particular area or subject:
Aura Strength: An aura's lawful power and strength depend on the type of lawful creature or object that the character is detecting and its HD, caster level, or (in the case of a cleric) class level.
Detect Law - Lawful Powers
Creature/Object Lawful Power
Lawful creature HD / 5
Lawful elemental HD / 2
Lawful magic item or spell Caster level / 2
Lawful outsider HD
Cleric of an lawful deity Level
Detect Law - Aura Strengths
Lawful Power
Aura Strength
1 or less
Faint
Lingering
Dim
2-4
Moderate
5-10
Strong
11+
Overwhelming
If an aura falls into more than one strength category, the spell indicates the stronger of the two.
Length Aura Lingers: How long the aura lingers depends on its original strength:
Detect Law - Duration
Original Strength
Duration
Faint
1d6 minutes
Moderate
1d6 X 10 minutes
Strong
1d6 hours
Overwhelming
1d6 days
Note: Each round, the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic

Universal
The character can detect magical auras. The amount of information revealed depends on how long the character studies a particular area or subject:
Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker auras.
Aura Strength: An aura's magical power and strength depend on a spell's functioning spell level or an item's caster level.

Detect Magic - Aura Strenghts
Strength
Functioning Spell Level
Item Caster Level
Dim
0-level or lingering aura
Lingering aura
Faint
1st-3rd
1st-5th
Moderate
4th-6th
6th-11th
Strong
7th-9th
12th-20th
Overwhelming
Artifact or deity-level magic
Beyond mortal caster
If an aura falls into more than one category, detect magic indicates the stronger of the two.
Length Aura Lingers: How long the aura lingers depends on its original strength:
Detect Magic - Duration
Aura Strength
Duration
Faint
1d6 minutes
Moderate
1d6 X 10 minutes
Strong
1d6 hours
Overwhelming
1d6 days
Note: Each round, the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Outsiders and elementals are not magical in themselves, but if they are conjured, the conjuration spell registers.

Detect poison

Divination
The character can determine whether a creature, object, or area has been poisoned or is poisonous. The character can determine the exact type of poison with a successful Wisdom check (DC 20). A character with the Alchemy skill may try an Alchemy check (DC 20) if the Wisdom check fails, or may try the Alchemy check prior to the Wisdom check.
Note: The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect scrying

Divination
The character immediately becomes aware of any attempt to observe the character by means of clairaudience/clairvoyance or scrying. The spell's effect radiates from the character and moves as the character moves. The spell also reveals the use of crystal balls or other magic scrying devices. The character knows the location of every magical sensor within the spell's area.
If the scrying attempt originates within the area, the character also knows its location. If the attempt originates outside this range, the character and the scrier immediately make opposed Scry skill checks (a creature without the Scry skill can make an Intelligence check). If the character at least matches the scrier's result, the character gets a visual image of the scrier and a sense of the scrier's direction and distance from the character (accurate to within one-tenth the distance).

Detect secret doors

Divination
The character can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long the character studies a particular area or subject:
Note: Each round, the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect snares and pits

Divination
The character can detect simple pits, deadfalls, snares of wilderness creatures, and primitive traps constructed of natural materials. The spell does not detect complex traps.
The spell does detect certain natural hazards-quicksand (registers as a snare), a sinkhole (pit), or unsafe walls of natural rock (deadfall). However, it does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring), nor mechanically complex ones, nor those that have been rendered safe or inactive.
The amount of information revealed depends on how long the character studies a particular area:
1st Round: Presence or absence of hazards.
2nd Round: Number of hazards and the location of each. If a hazard is outside the character's line of sight, then the character discerns its direction but not its exact location.
Each Additional Round: The general type and trigger for one particular hazard closely examined by the character.
Note: Each round, the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect thoughts

Divination [Mind-Affecting]
The character can detect surface thoughts. The amount of information revealed depends on how long the character studies a particular area or subject:
Detect Thoughts - Mental Strengths
Intelligence
Mental Strength
1-2
Animal
3-5
Very low
6-9
Low
10-11
Average
12-15
High
16-17
Very high
18-21
Genius
22-25
Supra-genius
26+
Deific
Note: Each round, the character can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Arcane Focus: A copper piece.

Detect undead

Divination
The character can detect the aura that surrounds undead. The amount of information revealed depends on how long the character studies a particular area or subject:
Aura Strength: The strength of the undead aura is determined by the HD of the undead creature.
Detect Undead - Aura Strengths
Strength
HD
Dim
Lingering aura
Faint
1 or less
Moderate
2-4
Strong
5-10
Overwhelming
11+
Length Aura Lingers: How long the aura lingers depends on its original strength:
Detect Undead - Duration
Aura Strength
Duration
Faint
1d6 minutes
Moderate
1d6 X 10 minutes
Strong
1d6 hours
Overwhelming
1d6 days
Note: Each round, the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Dictum

Evocation [Lawful, Sonic]
Uttering dictum creates two effects.
If the character is on the character's home plane, nonlawful 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 dictum.
Creatures native to the character's plane who hear the dictum and are not lawful suffer the following ill effects:
Dictum - Ill Effects
HD Effect
12 or more Deafened
Less than 12 Slowed, deafened
Less than 8 Paralyzed, slowed, deafened
Less than 4 Killed, paralyzed, slowed, deafened
The effects are cumulative.

Dimensional anchor

Abjuration
The character must make a ranged touch attack to hit the target. Any creature or object struck is covered with a field that completely blocks bodily extradimensional travel. Forms of movement barred by the dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. It prevents the use of a gate or teleportation circle for the duration of the spell.
The dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, it does not prevent summoned creatures from disappearing at the end of a summoning spell.

Dimension door

Transmutation [Teleportation]
The character instantly transfers from the character's current location to any other spot within range. The character always arrives at exactly the spot desired-whether by simply visualizing the area or by stating direction. After using this spell, the character can't take any other actions until the character's next turn.
If the character arrives in a place that is already occupied by a solid body, the character become trapped in the Astral Plane. Each round that the character is trapped in the Astral Plane in this way, the character may make a Will save (DC 25) to return to the Material Plane at a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, make a Will save (DC 25) each minute to appear in a free space within 1,000 feet. If there's no free space within 1,000 feet, the character is stuck on the Astral Plane until rescued.

Diminish plants

Transmutation
At the character's option, the area can be a circle with a radius of 100 feet, a semicircle with a radius of 150 feet, or a quarter circle with a radius of 200 feet. The character may also designate areas within the area that are not affected.
Stunt: This version targets normal plants within a range of one-half mile, reducing their potential productivity over the course of the following year to one-third below normal.
Diminish plants counters plant growth.

Discern lies

Divination
Each round, the character concentrates on one subject, who must be in range. The character knows if the subject deliberately and knowingly speaks a lie. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. Each round, the character may concentrate on a different subject.

Discern location

Divination
Nothing short of the direct intervention of a deity keeps the character from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the location, community, county, country, continent, and plane where the subject lies.
To find a creature with the spell, the character must have seen the creature or have some item that once belonged to it. To find an object, the character must have touched the object at least once.

Disintegrate

Transmutation
A thin, green ray springs from the character's pointing finger, causing the creature or object it strikes to glow and vanish, leaving behind only a trace of fine dust. The character must make a successful ranged touch attack to hit. Up to a 10-foot cube of nonliving matter is affected, so the spell disintegrates only part of any very large object or structure targeted. The ray affects even magical matter or energy of a magical nature but not a globe of invulnerability or an antimagic field. A creature or object that makes a successful Fortitude save is only partially affected. It takes 5d6 points of damage instead of disintegrating. Only the first creature or object struck can be affected (that is, the ray affects only one target per casting).

Disjunction

Abjuration
All magical effects and magic items within the radius of the spell, except for those that the character carries or touches, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and permanent magic items must make successful Will saves or be turned into normal items. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher.
The character also has a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.
Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. Additionally, if an artifact is destroyed, the character must succeed at a Will save (DC 25) or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish.)
Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.

Dismissal

Abjuration
This spell forces an extraplanar creature back to its proper plane. Add the creature's HD to its saving throw and subtract the character's level as well. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.
Arcane Focus: Any item that is distasteful to the subject.

Dispel chaos

Abjuration [Lawful]
Constant, blue, lawful energy surrounds the character. This power has three effects:
  1. The character gains a +4 deflection bonus to AC against attacks by chaotic creatures.
  2. On making a successful melee touch attack against a chaotic creature from another plane, the character can choose to drive that creature back to its home plane. The creature negates the effects with a Will save (SR applies). This use discharges and ends the spell.
  3. With a touch, the character can automatically dispel any one enchantment cast by a chaotic creature or any one chaotic spell. Exception: Spells that can't be dispelled by dispel magic also can't be dispelled by dispel chaos. Saving throws and SR do not apply to this effect. This use discharges and ends the spell.

Dispel evil

Abjuration [Good]
Shimmering, white, holy energy surrounds the character. This power has three effects:
  1. The character gains a +4 deflection bonus to AC against attacks by evil creatures.
  2. On making a successful melee touch attack against an evil creature from another plane, the character can choose to drive that creature back to its home plane. The creature negates the effects with a Will save (SR applies). This use discharges and ends the spell.
  3. With a touch, the character can automatically dispel any one enchantment cast by an evil creature or any one evil spell. Exception: Spells that can't be dispelled by dispel magic also can't be dispelled by dispel evil. Saving throws and SR do not apply to this effect. This use discharges and ends the spell.

Dispel good

Abjuration [Evil]
Dark, wavering, unholy energy surrounds the character. This power has three effects:
  1. The character gains a +4 deflection bonus to AC against attacks by good creatures.
  2. On making a successful melee touch attack against a good creature from another plane, the character can choose to drive that creature back to its home plane. The creature negates the effects with a Will save (SR applies). This use discharges and ends the spell.
  3. With a touch, the character can automatically dispel any one enchantment cast by a good creature or any one good spell. Exception: Spells that can't be dispelled by dispel magic also can't be dispelled by dispel good. Saving throws and SR do not apply to this effect. This use discharges and ends the spell.

Dispel law

Abjuration [Chaotic]
Flickering, yellow, chaotic energy surrounds the character. This power has three effects:
  1. The character gains a +4 deflection bonus to AC against attacks by lawful creatures.
  2. On making a successful melee touch attack against a lawful creature from another plane, the character can choose to drive that creature back to its home plane. The creature negates the effects with a Will save (SR applies). This use discharges and ends the spell.
  3. With a touch, the character can automatically dispel any one enchantment cast by a lawful creature or any one lawful spell. Exception: Spells that can't be dispelled by dispel magic also can't be dispelled by dispel law. Saving throws and SR do not apply to this effect. This use discharges and ends the spell.

Dispel magic

Abjuration
The character can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells. Dispel magic affects spell-like effects just as it affects spells.
Note: The effects of spells with instantaneous duration can't be dispelled, because the magic effect is already over before the dispel magic can take effect.
The character choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:

Displacement

Illusion (Glamer)
The subject appears to be about 2 feet away from the subject's true location. The subject benefits from a 50% miss chance as if the subject had full concealment. However, unlike actual full concealment, displacement does not prevent enemies from targeting the subject normally. True seeing reveals the subject's true location.

Disrupt undead

Necromancy
The character directs a ray of positive energy. The character must make a ranged touch attack roll to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Divination

Divination
This divination spell can provide the character with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen.
In all cases, the DM controls what information the character receives. Note that if the character's party doesn't act on the information, the conditions may change so that the information is no longer useful.
The base chance for a correct divination is 70% + 1% per caster level. The DM adjusts the chance if unusual circumstances require it (if, for example, unusual precautions against divination spells have been taken). If the dice roll fails, the character knows the spell failed, unless specific magic yielding false information is at work.
Multiple divinations about the same topic by the same caster use the same dice result as the first divination and yield the same answer each time.

Divine favor

Evocation
The character gains a +1 luck bonus to attack and weapon damage rolls for every three caster levels the character has (at least +1, maximum +6). The bonus doesn't apply to spell damage.

Divine power

Evocation
The character gains the base attack bonus of a fighter of the character's total character level, an enhancement bonus to Strength sufficient to raise the character's Strength score to 18 (if it is not already 18 or higher), and 1 temporary hit point per level.

Dominate animal

Enchantment (Compulsion) [Mind-Affecting]
The character can enchant an animal and direct it with simple commands such as "Attack," "Run," and "Fetch." Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.
Dominate animal establishes a mental link between the character and the subject animal. The animal can be directed by silent mental command as long as it remains in range. The character need not see the animal to control it. The character does not receive direct sensory input from the animal, but the character knows what it is experiencing. Because the character is directing the animal with the character's own intelligence, it may be able to undertake actions normally beyond its own comprehension, such as manipulating objects with its paws and mouth. The character need not concentrate exclusively on controlling the animal unless the character is trying to direct it to do something it normally couldn't do.

Dominate monster

Enchantment (Compulsion) [Mind-Affecting]
The character can control the actions of any creature. The character establishes a telepathic link with the subject's mind. If a common language is shared, the character can generally force the subject to perform as the character desires, within the limits of his abilities. If no common language is shared, the character can communicate only basic commands. The character knows what the subject is experiencing, but the character does not receive direct sensory input from him.
Subjects resist this control, and those forced to take actions against their nature receive a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as the character and the subject are on the same plane. The character need not see the subject to control it.
Protection from evil or a similar spell can prevent the character from exercising control or using the telepathic link while the subject is so warded, but it does not prevent the establishment of domination or dispel it.

Dominate person

Enchantment (Compulsion) [Mind-Affecting]
The character can control the actions of any humanoid that is Medium-size or smaller. The character establishes a telepathic link with the subject's mind. If a common language is shared, the character can generally force the subject to perform as the character desires, within the limits of his abilities. If no common language is shared, the character can communicate only basic commands, such as "Come here," "Go there," "Fight," and "Stand still." the character knows what the subject is experiencing, but the character does not receive direct sensory input from him.
Subjects resist this control, and those forced to take actions against their nature receive a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as the character and the subject are on the same plane. The character need not see the subject to control it.
Protection from evil or a similar spell can prevent the character from exercising control or using the telepathic link while the subject is so warded, but it does not prevent the establishment of domination or dispel it.

Doom

Enchantment (Compulsion) [Fear, Mind-Affecting]
The subject is shaken, suffering a -2 morale penalty to attack rolls, checks, and saving throws.

Dream

Illusion (Phantasm) [Mind-Affecting]
The character, or a messenger touched by the character, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, the character must name the recipient or identify him or her by some title that leaves no doubt as to his or her identity. The messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking.
The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient. Once the message is delivered, the messenger's mind returns instantly to his or her body. The duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message.
If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient's dream and deliver the message as normal. If the messenger is disturbed during the trance, the messenger awakens, and the spell ends.
Creatures who don't sleep or dream cannot be contacted by this spell.
The messenger is unaware of his or her own surroundings or the activities around him or her while in the trance. The messenger is defenseless, both physically and mentally (always fails any saving throw, for example) while in the trance.