Spells (G)
Sections:
.Gaseous form
.Gate
.Geas/quest
.Gentle repose
.Ghost sound
.Ghoul touch
.Giant vermin
.Glitterdust
.Globe of invulnerability
.Glyph of warding
.Goodberry
.Grasping hand
.Grease
.Greater command
.Greater dispelling
.Greater glyph of warding
.Greater magic fang
.Greater magic weapon
.Greater planar ally
.Greater planar binding
.Greater restoration
.Greater scrying
.Greater shadow conjuration
.Greater shadow evocation
.Guards and wards
.Guidance
.Gust of wind
Tables:
.Giant Vermin
.Greater Scrying - Scry Check DC
.Greater Scrying - Scry Check Bonus
Spells (G)
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

SPELLS (G)

Gaseous form

Transmutation
The subject and all the subject's gear become insubstantial, misty, and translucent. The subject gains damage reduction 20/+1. The subject's material armor (including natural armor) becomes worthless, though the subject's size, Dexterity, deflection bonuses, and armor bonuses from force armor still apply. The subject becomes immune to poison and critical hits. The subject can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (Note that this does not rule out certain spells that the subject may have prepared using the metamagic feats Silent Spell and Still Spell.) The subject loses supernatural abilities while in gaseous form. If the subject has a touch spell ready to use, it is discharged harmlessly when the spell takes effect.
The gaseous creature can't run but can fly (speed 10, maneuverability perfect). The subject can pass through small holes or narrow openings, even mere cracks, with all the subject was wearing or holding, as long as the spell persists. The gaseous creature is subject to wind. The subject can't enter water or other liquid.

Gate

Conjuration (Creation, Calling)
Casting a gate spell has two effects. First, it creates an interdimensional connection between the character's plane of existence and the plane desired, allowing travel between the planes in either direction. Second, the character may then call a particular individual or type of being through the gate. The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster's choice), oriented in the direction the character desires when it comes into existence. It is a two-dimensional window into the plane the character named, and anyone or anything that moves through is shunted instantly to the other side. The gate has a front and a back. Creatures moving through the gate from the front are transported to another plane; creatures moving through it from the back are not.
Note: When the character uses a calling spell such as gate to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.

Geas/quest

Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
A geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by the character. The creature must be able to understand the character. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity. The geased creature must follow the given instructions until the geas is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions, the spell remains in effect for a maximum of 1 day per caster level. Note that a clever recipient can subvert some instructions.
If the subject is prevented from obeying the geas for a whole day, the subject takes 3d6 points of damage each day he does not attempt to follow the geas/quest. Additionally, each day he must make a Fortitude saving throw or sicken. A sickened creature moves at half his normal speed and suffers -4 penalties on both Strength and Dexterity. He heals damage at one-tenth his normal rate and cannot benefit from any magical healing effects. A sickened creature must make a Fortitude save each day or become crippled. Once crippled, the subject is effectively disabled (as if he had 0 hit points) and can't choose to take strenuous actions. These effects end 1 day after the creature attempts to resume the geas/quest.
A geas (and all penalties) can be ended by limited wish, remove curse (only if the remove curse's caster level is at least two higher than the character's caster level), miracle, or wish. Dispel magic does not affect a geas.
Wizard and bards usually refer to this spell as geas, while clerics call the same spell quest.

Gentle repose

Necromancy
The character preserves the remains of a dead creature so that they do not decay. Doing so extends the time limit on raising that creature from the dead. Days spent under the influence of this spell don't count against the time limit.
The spell also works on severed body parts and the like.

Ghost sound

Illusion (Figment)
Ghost sound allows the character to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. The character chooses what type of sound the spell creates when casting the spell and cannot thereafter change its basic character. The volume of sound created, however, depends on the character's level. The character can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire cat is equal to the noise from twenty humans.
Note that ghost sound can enhance the effectiveness of a silent image spell.

Ghoul touch

Necromancy
Imbuing the character with negative energy, this spell allows the character to paralyze a single humanoid for 1d6+2 rounds with a successful melee touch attack. Additionally, the paralyzed subject exudes a carrion stench that causes retching and nausea in a 10-foot radius. Those in the radius (excluding the character) must make a Fortitude save or suffer a -2 penalty to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks until the spell ends.

Giant vermin

Transmutation
The character turns one or more normal-sized insects, arachnids, or other vermin into larger forms resembling giant vermin. Only one type of vermin can be transmuted, and all must be grown to the same number of HD. he HD to which the vermin can be grown depends upon the character's level; see the accompanying table.

Giant Vermin





------ Saves ------
Caster Level
Target's New HD
New Size
Armor Class
Attack/ Damage
Fortitude
Reflex
Will
7-9
3d8+6
Large
14
+4/1d8+4
+5
+0
+1
10-12
4d8+16
Huge
14
+8/2d6+8
+8
+0
+1
13-15
5d8+20
Huge
14
+8/2d6+8
+8
+0
+1
16-18
6d8+24
Huge
14
+9/2d6+8
+9
+1
+2
19-20
7d8+28
Huge
14
+9/2d6+8
+9
+1
+2
Any giant vermin created by this spell do not attempt to harm the character, but the character's control of such creatures is limited to simple. Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whoever or whatever is near them.

Glitterdust

Conjuration (Creation)
A cloud of glittering golden particles covers everyone and everything in the area, blinding creatures and visibly outlining invisible things. Blindness lasts for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.
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 opponents' attack rolls (they are effectively invisible), moves at half speed, and suffers a -4 penalty on most Strength- and Dexterity-based skills.

Globe of invulnerability

Abjuration
An immobile, faintly shimmering magical sphere surrounds the character and excludes all spells effects of up to 4rd level. The area or effect of any such spells does not include the area of the minor globe of invulnerability. Such spells fail to affect any target located within the globe. This includes spell-like abilities and spells or spell-like effects from devices. However, any type of spell can be cast through or out of the magical globe. Spells of 5th level and higher are not affected by the globe. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. The character can leave and return to the globe without penalty.
Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.
If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether minor globe of invulnerability stops it.

Glyph of warding

Abjuration
This inscription harms those who enter, pass, or open the warded area or object.
The character set the conditions of the ward. Typically, any creature violating the warded area without speaking a pass phrase (which the character set when casting the spell) is subject to the magic it stores. Glyphs can be set according to physical characteristics or creature type, subtype, or species. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of the character's religion. They cannot be set according to class, HD, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, discrete areas of one object can be separately warded.
The glyph can be placed to conform to any shape up to the limitations of the character's total square footage. When the spell is completed, the glyph becomes nearly invisible.
Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection can fool a glyph.
Read magic allows the character to identify a glyph of warding with a successful Spellcraft check (DC 13). Identifying the glyph does not discharge it and allows the character to know the basic nature of the glyph (version, type of damage caused, what spell is stored).
Depending on the version selected, a glyph either blasts the intruder or activates a spell.

Goodberry

Transmutation
Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. The character (as well as any other caster of the same faith and 3rd or higher level) can immediately discern which berries are affected. Each enchanted berry nourishes a creature as if it were a normal meal for a Medium-size creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.

Grasping hand

Evocation
Creates a Large magic hand that appears between the character and one opponent. This floating, disembodied hand then moves to remain between the two, regardless of where the character moves or how the opponent tries to get around it.
The hand can grapple one opponent that the character selects. The grasping hand gets one grappling attack per round. Its attack bonus to make contact is the character's level + the character's Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for the hand's Strength score (31), -1 for being Large. Its grapple check is this same figure, except with +4 for being Large instead of -1. It holds but does not harm creatures it grapples.
The hand can also bull rush an opponent. The hand pursues and pushes away the opponent that the character designates. Treat this as a bull rush with a +16 bonus on the Strength check (+10 for Strength 31, +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 can interpose itself between the caster and the opponent. Interposing provides 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. The hand does not pursue an opponent, however.
The 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.

Grease

Conjuration (Creation)
A grease spell covers a solid surface with a layer of slippery grease. Any creature entering the area or caught in it when the spell is cast must make a successful Reflex save or slip, skid, and fall. Those that successfully save can move at half speed across the surface. However, those that remain in the area must each make a new saving throw every round to avoid falling and to be able to move. The DM should adjust saving throws by circumstance.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while objects wielded or employed by creatures receive a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made each round the creature attempts to pick up or use the greased item.

Greater command

Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
The character gives the subject a one-word command, which the subject obeys to the best of his or her ability. A very reasonable command causes the subject to suffer a penalty on the saving throw (from -1 to -4, at the DM's discretion). A command of "Die" causes the subject to fake death. A command of "Suicide" fails because "suicide" is generally used as a noun, not as a command.
At the start of each commanded creature's action after the first, it gets another Will save to attempt to break free from the spell.

Greater dispelling

Abjuration
The character can use greater dispelling 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 greater dispelling. Greater dispelling can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells. Greater dispelling affects spell-like effects just as it affects spells. Greater dispelling has a chance to dispel any effect that remove curse can remove.
Note: The effects of spells with instantaneous duration can't be dispelled, because the magic effect is already over before the greater dispelling can take effect.
The character choose to use greater dispelling in one of three ways: a targeted dispel, an area dispel, or a counterspell:

Greater glyph of warding

Abjuration
This inscription harms those who enter, pass, or open the warded area or object.
The character set the conditions of the ward. Typically, any creature violating the warded area without speaking a pass phrase (which the character set when casting the spell) is subject to the magic it stores. Glyphs can be set according to physical characteristics or creature type, subtype, or species. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of the character's religion. They cannot be set according to class, HD, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, discrete areas of one object can be separately warded.
The glyph can be placed to conform to any shape up to the limitations of the character's total square footage. When the spell is completed, the glyph becomes nearly invisible.
Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection can fool a glyph.
Read magic allows the character to identify a glyph of warding with a successful Spellcraft check (DC 16). Identifying the glyph does not discharge it and allows the character to know the basic nature of the glyph (version, type of damage caused, what spell is stored).
Depending on the version selected, a glyph either blasts the intruder or activates a spell.

Greater magic fang

Transmutation
Greater magic fang gives one natural weapon of the subject a +1 enhancement bonus per three caster levels (maximum +5) to attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. (The spell does not change an unarmed strike's damage from subdual damage to normal damage.) If the character is a good druid, the natural weapon is considered blessed, which means it has special effects on certain creatures.

Greater magic weapon

Transmutation
This spell gives a weapon an enhancement bonus to attack and damage of +1 per three caster levels (maximum +5). An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attacks.
Alternatively, the character can affect up to fifty arrows, bolts, or bullets. The projectiles must all be of the same type, and they have to be together in one group (such as in the same quiver). Projectiles (but not thrown weapons) lose their transmutation when used.
If the character is a good cleric, the cleric of a good deity, or a paladin, the weapon is considered blessed, which means it has special effects on certain creatures.

Greater planar ally

Conjuration (Calling) [see text]
By casting this spell, the character requests the character's deity to send the character an elemental or outsider (of up to 24 HD), or a number of creatures of the same type whose HD do not total more than 24, of the deity's choice. If the character serves no particular deity, the spell is a general plea answered by a creature sharing the character's philosophical alignment. If the character knows an individual creature's name, the character may request that individual by speaking the name during the spell (though the character might get a different creature anyway).
The character may ask the creature to perform one task for the character, and the creature may request some service in return. If multiple creatures are called, the creatures, as a group, agree to perform one task for the character and request one favor in return. The more demanding the character's request, the greater return favor the creature asked for. This bargaining takes at least 1 round, so any actions by the creature begin in the round after they arrive. If the character agrees to the service, the creature performs the task the character requested, reports back to the character afterward (if possible), and returns to its home plane. The character is honor bound to perform the return favor.
A creature may accept some form of payment in return for its service. The creature may keep it or may deliver the item to another member of the character's religion somewhere else, where it can help the religion's cause.
Note: When the character uses a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Greater planar binding

Conjuration (Calling) [see text]
Casting this spell attempts a dangerous act: to lure a creature or creatures from another plane to a specifically prepared trap, which must lie within the spell's range. The character may call a single creature of up to 24 HD or a number of creatures of the same type whose HD total no more than 24. The called creature is held in the trap until it agrees to perform one service in return for its freedom. To create the trap, the character must use a magic circle spell, focused inward. The type of creature to be bound must be known and stated. If it has a specific, proper, or given name, this must be used in casting the spell.
The target creature must attempt a Will saving throw. If more than one creature is called, each creature makes a saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep the creature from being called). The creature can escape from the trap with a successful SR roll, dimensional travel, or a successful Charisma check (DC 18 + 1/2 the caster's level + the caster's Charisma modifier). It can try each method once per day. Multiple creatures make individual escape attempts. If it breaks loose, it can flee or attack the character. A dimensional anchor cast on the creature prevents its escape via dimensional travel. The character can also employ a calling diagram to make the trap more secure.
If the creature does not break free of the trap, the character can keep it bound for as long as the character dares. The character can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. The character makes a Charisma check opposed by the creature's Charisma check. The DM then assigns a bonus based on the service and reward, from 0 to +6. This bonus applies to the character's Charisma check. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This can be repeated until the creature promises to serve, until it breaks free, or until the character decides to get rid of it by means of some other spell. If multiple creatures have been called, the caster must negotiate with each individually. Impossible demands or unreasonable commands are never agreed to. If the character rolls a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack the character.
Once the requested service is completed, the creature need only so inform the character to be instantly sent back whence it came. The creature might later seek revenge. If the character assigns some open-ended task that the creature cannot complete though its own actions, the spell remains in effect for a maximum of 1 day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.
When the character uses a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Greater restoration

Conjuration (Healing)
Greater restoration dispels any magical effects reducing one of the subject's ability scores, all magical effects penalizing the character's abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also removes all forms of insanity, confusion, and similar mental effects. The spell dispels all negative energy levels afflicting the subject, restoring the creature to the highest level it had previously achieved. This reverses level drains by a force or creature. The drained levels are restored only if the time since the creature lost the level is no more than 1 week per caster level.
Greater restoration does not restore levels or Constitution points lost due to death.

Greater scrying

Divination

The character can see and hear a creature, who may be at any distance. The character must succeed at a Scry check to do so. The difficulty of the task depends on how well the character knows the subject and what sort of physical connection (if any) the character has to that creature. Furthermore, if the subject is on another plane, the character gets a -5 penalty on the Scry check.
Greater Scrying - Scry Check DC
Knowledge
DC
None*
20
Secondhand (the character has heard of the subject)
15
Firsthand (the character has met the subject)
10
Familiar (the character know the subject well)
5
*The character must have some sort of connection to a creature the character has no knowledge of.
Greater Scrying - Scry Check Bonus
Connection
Scry Check Bonus
Likeness or picture
+5
Possession or garment
+8
Body part, lock of hair, nail clippings, etc.
+10
This spell creates a magical sensor located near the subject. Any creature with Intelligence 12 or higher can notice the sensor by making a Scry check (or an Intelligence check) against DC 20.
You may cast the following spells reliably through the sensor: comprehend languages, darkvision, detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues.

Greater shadow conjuration

Illusion (Shadow)
The character uses material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration spell of 4rd level or lower. Shadow conjurations are actually two-fifths (40%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.
All those that interact with the conjured object, force, or creature can make Will saves to recognize its shadowy nature. Those who succeed do so.
Attack spells have normal effects unless those affected succeed at Will saves. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is two-fifths as strong (if applicable) or only 40% likely to occur. Mimicked spells allow the normal saves and SR.
Shadow objects or substances have normal effects except against those who disbelieve them. Against disbelievers, they are two-fifths strength or 40% likely to work.
Shadow creatures have two-fifths the normal hit points (regardless of whether they're recognized as shadowy). They deal normal damage and have all normal abilities and weaknesses. Against a creature who recognizes them as shadowy, however, such a creature's damage is two-fifths normal, and all special abilities that do not produce normal damage (in hit points) are only 40% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature's AC bonuses are two-fifths normal.
Those who succeed at their saves see the shadow conjurations as transparent images superimposed on vague, shadowy forms.

Greater shadow evocation

Illusion (Shadow)
The character taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a wizard or sorcerer evocation of 5th level or lower. (For a spell with more than one level, use the best one applicable to the character.) If recognized as a shadow evocation, a damaging spell deals only two-fifths (40%) of normal damage, with a minimum of 2 points per die of damage.. Regardless of the result of the save to disbelieve, affected creatures are also allowed any save the spell being simulated allows, but set the save DC according to shadow magic's level (6th) rather than the spell's normal level. Nondamaging effects are only 40% likely to work when the greater shadow evocation is recognized as mostly illusory (roll separately for each effect and each creature who recognizes the evocation as shadowy).

Guards and wards

Abjuration
This powerful spell is primarily used to defend the character's stronghold. The ward protects 200 square feet per caster level. The warded area can be up to 20 feet high, and shaped as the character desires. The character can ward several stories of a stronghold by dividing the area among them; the character must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area:
In addition, the character can place the character's choice of one of the following five magical effects:
The whole warded area radiates strong magic of the abjuration school. A dispel magic cast on a specific effect, if successful, removes only that effect. A successful disjunction destroys the entire guards and wards effect.

Guidance

Divination
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Gust of wind

Evocation
This spell creates a strong blast of air that originates from the character and moves in the direction the character is facing. The force of this gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish these lights. Creatures caught in the area may be affected. Any creature is entitled to a saving throw to ignore the gust's effects.
A gust of wind can do anything a sudden blast of wind would be expected to do.