Spells (F)
Sections:
.Fabricate
.Faerie fire
.Faithful hound
.False vision
.Fear
.Feather fall
.Feeblemind
.Find the path
.Find traps
.Finger of death
.Fireball
.Fire seeds
.Fire shield
.Fire storm
.Fire trap
.Flame arrow
.Flame blade
.Flame strike
.Flaming sphere
.Flare
.Flesh to stone
.Floating disk
.Fly
.Fog cloud
.Forbiddance
.Forcecage
.Forceful hand
.Foresight
.Freedom
.Freedom of movement
.Freezing sphere
Tables:
Spells (F)
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.


Fabricate

Transmutation
The character converts material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If the character works with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.
The character must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship (jewelry, swords, glass, crystal, etc.).
Casting requires 1 full round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell.

Faerie fire

Evocation
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally caused by darkness, blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures. The faerie fire can be blue, green, or violet, according to the character's word at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.

Faithful hound

Conjuration (Creation)
The character conjures up a phantom watchdog that is invisible to everyone but the character. It then guards the area where it was conjured. The phantom watchdog immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it. (Those already within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions. It is stationary.
If an intruder approaches to within 5 feet of the watchdog, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of damage) once per round. The dog also gets the bonuses appropriate to an invisible creature. (For most defenders, the invisible creature gets a +2 attack bonus and the defender loses any Dexterity bonus to AC.) The dog is considered ready to bite intruders, so it delivers its first bite on the intruder's turn. Its bite is the equivalent of a +3 weapon for purposes of damage reduction. The hound cannot be attacked, but it can be dispelled.
The spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level. If the character is ever more than 100 feet distant from the watchdog, the spell ends.

False vision

Illusion (Glamer)
The character and all the character desires within the area of the spell become undetectable to scrying (whether by spell or magic device). Furthermore, if the character is aware of an attempt to scry, the character can create whatever image the character desires, including sight and sound, according to the medium of the scrying method. To do this, the character must concentrate on the figment the character is creating. Once concentration is broken, no further images can be created, although the area remains undetectable for the duration of the spell.

Fear

Necromancy [Fear, Mind-Affecting]
An invisible cone of terror causes living creatures to become panicked. They suffer a -2 morale penalty on saving throws, and they flee from the character. A panicked creature has a 50% chance to drop what it's holding, chooses its path randomly (as long as it is getting away from immediate danger), and flees any other dangers that confront it. If cornered, a panicked creature cowers.

Feather fall

Transmutation
The creatures or objects affected fall. The rate of falling is instantly changed to a mere 60 feet a round, with no damage incurred upon landing while the spell is in effect. However, when the spell duration ceases, a normal rate of fall resumes.
The character can cast this quickly enough to save the character if he or she unexpectedly falls. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round.
This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the item does half normal damage based on weight with no bonus for the height of the drop.
The spell works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

Feeblemind

Enchantment (Compulsion) [Mind-Affecting]
The subject's Intelligence score drops to 1. Still, the creature knows who its friends are and can follow them and even protect them. The creature remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effects. Creatures who can cast arcane spells or use arcane spell-like effects suffer a -4 penalty on their saving throws.

Find the path

Divination
The recipient of this spell can find the shortest, most direct physical route to a specified destination. Note that the spell works with respect to locales, not objects or creatures within a locale. The location must be on the same plane as the character at the time of casting.
The spell enables the subject to sense the correct direction that will eventually lead the subject to the destination, indicating at the appropriate times the exact path to follow or physical actions to take. The spell frees the subject, and those with the subject, from a maze spell in a single round.
This divination is keyed to the recipient, not the recipient's companions, and does not predict or allow for the actions of creatures (including guardians).

Find traps

Divination
The character can use the Search skill to detect traps just as a rogue can, but gains no special bonus on the Search checks.

Finger of death

Necromancy [Death]
The character can slay any one living creature within range. The subject is entitled to a Fortitude saving throw to survive the attack. If the save is successful, it instead sustains 3d6 points of damage +1 point per caster level.

Fireball

Evocation [Fire]
A fireball spell is a burst of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to all creatures within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
The character determines the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the character and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point (an early impact results in an early detonation). If the character attempts to send the bead through a narrow passage, such as through an arrow slit, 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 just as any other spell effect does.

Fire seeds

Conjuration (Creation) [Fire]


Fire shield

Evocation [Fire or Cold]
This spell wreathes the character in flame and causes damage to each creature who attacks the character in melee. The flames also protect the character from either cold-based or fire-based attacks (the character's choice).
Any creature striking the character with its body or handheld weapons deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level. This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If a creature has spell resistance, it applies to this damage. Note that weapons with exceptional reach do not endanger their users in this way.
When casting this spell, the character appears to be immolated, but the flames are thin and wispy, shedding no heat and giving light equal to only half the illumination of a normal torch (10 feet). The color of the flames is determined randomly (50% chance of either color)-blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each version are as follows.

Fire storm

Evocation [Fire]
When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and plant creatures in the area, if the character so desires. Any other creatures (and plant creatures the character wishes to affect) within the area take 1d6 points of fire damage per caster level (maximum 20d6).

Fire trap

Abjuration [Fire]
Fire trap creates a fiery explosion when an intruder opens the item that the trap wards. The fire trap can ward any closeable item. When casting fire trap, the character selects a point on the item as the spell's center. When someone other than the character opens the item, a fiery explosion fills the area within a 5-foot radius around the spell's center. The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion.
The fire trapped item cannot have a second closure or warding spell placed on it.
A knock spell does not affect a fire trap in any way, because knock only opens things and the fire trap in no way prevents one from opening the trapped item. An unsuccessful dispel magic spell does not detonate the spell.
Underwater, this ward deals half damage and creates a large cloud of steam.
As the caster, the character can use the trapped object without discharging it, as can any individual to whom the spell was specifically attuned when cast. "Attuning" to an individual usually involves a password that the character can share with friends.

Flame arrow

Conjuration (Creation) [Fire]
The character can either create flames that turn normal arrows, bolts, and stones into fiery projectiles, or the character can create fiery bolts and shoot them at enemies.

Flame blade

Evocation [Fire]
A 3-foot-long beam of fire springs forth from the character's hand. The character wields this bladelike beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of damage +1 point per two caster levels (maximum +10). Since the blade is immaterial, the character's Strength modifier does not apply to the damage, which is all fire damage. The flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth. It can harm any creature that is harmed by magical fire.
The spell does not function underwater.

Flame strike

Evocation [Fire]
A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage; the other half results from divine power and is therefore not subject to being reduced by magic or abilities that confer protection from fire.

Flaming sphere

Evocation [Fire]
A burning globe of fire rolls in whichever direction the character points and burns those it strikes. It moves 30 feet per round and can leap up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature. (The subject can negate this damage with a successful Reflex save.) The flaming sphere rolls over barriers less than 4 feet tall. The sphere ignites flammable substances it touches and illuminates the same area as a torch.
The sphere moves as long as the character actively directs it (a move-equivalent action for the character); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. The sphere winks out if it exceeds the spell's range.

Flare

Evocation [Light]
This cantrip creates a burst of bright light. If the character causes the light to burst directly in front of a single creature, that creature is dazzled. A dazzled creature suffers a -1 penalty on attack rolls. The creature recovers in 1 minute. Sightless creatures are not affected by flare.

Flesh to stone

Transmutation
The subject and all possessions it carries turn into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the being (if ever returned to its original state) has similar damage or deformities. The creature is not dead (its soul doesn't pass on), but it does not seem to be alive either (when viewed with spells that detect life). Only creatures made of flesh are affected by this spell.

Floating disk

Evocation [Force]
The character creates a slightly concave, circular plane of force that follows the character about and carries loads for the character. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany the character at a rate of no more than the character's normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and the character. The disk winks out of existence when the spell duration expires. The disk also winks out if the character moves beyond range (by moving too fast or by such means as a teleport spell) or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.

Fly

Transmutation
The spell's subject can fly with a speed of 90 feet (60 feet if the creature wears medium or heavy armor). The subject can fly up at half speed and descend at double speed. The flying subject's maneuverability rating is good. Using the fly spell requires as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject drops 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance. Since dispelling a spell effectively ends it, the subject also falls in this way if the fly spell is dispelled.

Fog cloud

Conjuration (Creation)
A bank of fog billows out from the point the character designates. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has one-half concealment (attacks suffer a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
The spell does not function underwater.

Forbiddance

Abjuration
Forbiddance prevents creatures whose alignments are different from the character's from entering the area. Additionally, the spell seals the area against all planar travel into it, including dimension door, teleport, plane shifting, astral travel, ethereal travel, and all summoning spells. At the character's option, the abjuration can be locked by a password, in which case it can be entered only by those speaking the proper words (no saving throw allowed to those who don't speak the password, although SR applies). Otherwise, the effect on those entering the warded area is based on their alignment relative to the character's.
Once a saving throw is failed, an intruder cannot enter the forbidden area (future saving throws likewise fail). Intruders who enter by rolling successful saving throws feel uneasy and tense, despite their success.
Dispel magic does not dispel the forbiddance effect unless the dispeller's level is at least as high as the character's caster level.

Forcecage

Evocation [Force]
windowless cell (10-ft. cube)
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: No
This powerful spell brings into being an immobile cubical prison with bars or solid walls of force (the character's choice).
Creatures within the area are caught and contained unless they are too big to fit inside or can pass through the slits in the barred cage. All spells and breath weapons can pass through the gaps in the bars. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.
The forcecage resists dispel magic, but it is vulnerable to a disintegrate spell, and it can be destroyed by a sphere of annihilation or a rod of cancellation.

Forceful hand

Evocation
Creates a Large magic hand that appears between the character and one opponent. This hand pursues and pushes away the opponent that the character designates. Treat this as a bull rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being Large, and +2 for charging bonus, which it always gets). The hand always moves with the opponent to push him back the full distance allowed, and it has no speed limit.
A very strong creature could not push the hand out of its way, but it could push the hand up against the character by successfully bull rushing the hand.
The hand moves to remain between the character and the designated opponent, regardless of where the character moves or how the opponent tries to get around it, providing nine-tenths cover (+10 AC) for the character against that opponent. Nothing can fool the hand-it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt to hide or disguise himself.
A hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as the character when undamaged, and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it. The hand cannot push through a wall of force or enter an antimagic field. It suffers the full effects of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster. Disintegrate or a successful dispel magic destroys the hand.
By concentrating (as a standard action), the character can designate a new opponent for the hand.

Foresight

Divination
This spell grants the character a powerful sixth sense in relation to his or herself or another. Once the spell is cast, the character receives instantaneous warnings of impending danger or harm to the subject of the spell. The character is never surprised or flat-footed. In addition, the spell gives the character a general idea of what action the character might take to best protect him or herself and gives the character a +2 insight bonus to AC and to Reflex saves. This insight bonus is lost whenever the character would lose a Dexterity bonus to AC.
When another creature is the object of the spell, the character receives warnings about that creature. The character must communicate what the character learns to the other creature for the warning to be useful, and it can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the spell subject, provided the character acts on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.

Freedom

Abjuration
The subject is freed from spells and effects that restrict his movement. To free someone from the imprisonment spell, the character must know that person's name and background, and the character must cast this spell at the spot where that person was entombed.

Freedom of movement

Abjuration
This spell enables the character or the creature the character touches to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement.
The spell also allows a character to move and attack normally while underwater, provided that the weapon used is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.

Freezing sphere

Evocation [Cold]
Freezing sphere is a multipurpose spell. The character can cast any one of the following three versions: