RolePal

Shadow Elf Magic

Shadow elves have their own higher magical system which is similar to that of human wizards, but reflects their habitat of living underground — some spells are useless in the environment of the shadow elves, and so were never discovered.

Shadow elves live in an underground environment, and their available spells reflect that fact. The spell descriptions explain many of the restrictions imposed by the underground environment, where appropriate. The restriction is noted with a plus sign (+) next to the spell name. An asterisk indicates a reversible spell.

First-Level Spells

Analyze
Range
0 (Touch only)
Duration
1 round
Effect
Analyzes magic on one item

A shadow elf using this spell can handle one item and learn the enchantment on it. Helms must be put on, swords held in hand, bracelets put on wrists, etc. Any consequences of this action fall upon the elf, as usual, though he or she gets the usual saving throws. The elf has a chance of 15% plus 5% per magic-user level of determining one characteristic of the item, or of whether the item has no magic at all. The determination is not exact. Pluses on weapons can be characterized as many or few, charges can be estimated within 25% of the actual number, etc.

Charm Person
Range
120 feet
Duration
Indefinite (see below)
Effect
One human, demihuman, or human-like creature

A single human, demihuman, or human-like creature must save vs. spells or be charmed. The charmed subject regards the caster as a trusted friend and will come to the caster's defence. If they share a language, the caster may issue commands the subject will follow, though it can resist orders conflicting with its nature or alignment, and will refuse self-destructive commands. The spell does not affect undead or human-like monsters of more than 4+1 HD. The subject may attempt a new saving throw at intervals based on Intelligence: once per month (INT 8 or less), once per week (INT 9–12), or once per day (INT 13+).

Detect Magic
Range
60 feet
Duration
2 turns
Effect
Reveals enchanted objects, areas, and creatures

Enchanted objects, areas, and creatures within range are caused to glow. Both permanent and temporary enchantments are revealed.

Faerie Fire
Range
60 feet
Duration
1 round per level of caster
Effect
Illuminates creatures or objects

With this spell, the shadow elf can outline one or more creatures or objects with a pale, flickering, greenish fire. The fire does not inflict any damage. The objects or creatures need only be detected in some way (such as by detect magic) to be the object of this spell. All attacks against the outlined creature or object gain a +2 bonus to Hit Rolls, as it is more easily seen. The elf can outline one man-sized creature (about 12 feet of fire) for each 5 levels of experience. Thus, at 20th level, 48 feet of fire can be produced (outlining one dragon-sized creature, two horse-sized, or four man-sized creatures).

Fairie Lights
Range
40 feet plus 10 feet per level
Duration
2 rounds per level
Effect
Illuminates an area

This spell creates from one to four lights which resemble either torches or lanterns and cast up to the same amount of light. The actual intensity of the light can be varied by the caster at any time he spends a round concentrating. The caster must create the lights where he can see them; he can then move the lights anywhere within his range, even if they pass out of his vision (such as around a corner). He cannot move them through solid objects.

This spell is frequently used by shadow elves to mislead parties of orcs who come too close in a cavern or passageway.

Fellowship
Range
0 (shadow elf only)
Duration
1 round per level
Effect
Increases charisma

This spell causes the shadow elf to gain either a temporary increase of 2–8 points in charisma in the eyes of the target, or a loss of 1–4 points if the target makes a Saving Throw versus Magic. All those failing the Saving Throw are very impressed by the caster and desire greatly to be his friend and assist him in any way they can. Those who do not fail the Saving Throw are uneasy in the caster's presence and tend to find him or her irritating. This spell has no effect on creatures of animal intelligence or lower. It also has no effect on Charisma-based skills.

Locate
Range
0 (shadow elf only)
Duration
6 turns (1 hour)
Effect
Detects one animal or plant within 120 feet

This spell allows the shadow elf to sense the direction of one known normal animal or plant. The elf can locate (similar to the locate object spell) any normal or giant-sized animal, but not fantastic creatures, plant monsters, nor any intelligent creature or plant. He must name the exact type of animal or plant, but does not need to see the specific one he wishes to locate. The animal or plant gets no Saving Throw. (This spell is most often used to find special plants.)

Longstride
Range
0 (touch)
Duration
5–8 hours
Effect
Doubles normal movement speed

The longstride spell enables the shadow elf or other recipient of the spell to move at twice normal ground speed (walking) for 1d4+4 hours without tiring, or run normally for the same amount of time without tiring. However, after this the recipient must spend the same amount of time resting, as well as drinking plenty of liquids and eating heartily. If he does not rest, he loses 2–8 Constitution points. These are recovered by rest at the rate of 1d4 days per point, and only after he has spent time resting and drinking and eating, as noted above. Only bipedal humans and demihumans are affected by this spell.

Magic Missile
Range
150 feet
Duration
1 turn
Effect
One or more targets

This spell conjures glowing missiles of magical energy that strike with perfect accuracy — no attack roll or saving throw is needed. Each missile deals 1d6+1 damage. The number of missiles increases with caster level: one missile at 1st level, three at 6th level, and five at 11th level. Multiple missiles may target a single opponent or be split among several targets.

Precipitation
Range
Special
Duration
1 round per level
Effect
Creates light rain in 30 feet + 10 feet per level diameter area

This spell takes all the water vapor in the area of effect and turns it into a light rain. Note that a low-level shadow elf would be caught within the effect of his own spell because of the short range.

Except when used by high-level elves, the principal effect of this spell is to dampen clothing, film solid rock floors with water (making footing uncertain), water plants, and snuff out fires. The rain turns into obscuring fog of double its normal area when it hits fire magic (such as a wall of fire). If the weather is below freezing, the rain turns into sleet (between 31 and 33 degrees F) or snow (30 degrees F and below).

Magical cold (such as an ice storm) applied to the result of the precipitation turns it into ice.

Within the domains of the shadow elves, this spell can be cast only in the cavern which contains the City of Stars; this spell cannot be used on the surface.

Protection from Evil
Range
The caster
Duration
6 turns
Effect
Protective ward around the caster

This spell creates a protective ward around the caster. The caster gains +1 to saving throws against attacks from creatures of opposing alignment, and such creatures suffer −1 to attack rolls against the caster. Magically created, summoned, or animated monsters cannot attack the caster in melee (though they may make ranged attacks). If the caster initiates melee against such a creature, the melee protection ends, but the saving throw bonus and attack penalty remain.

Read Languages
Range
The caster
Duration
2 turns
Effect
Comprehend any written language

This spell enables the caster to understand written information in any language, including coded messages and symbols (such as those found on treasure maps). The spell provides no ability to speak or write in unknown languages — only reading comprehension is granted.

Read Magic
Range
The caster
Duration
1 turn
Effect
Comprehend magical writings

This spell enables the caster to comprehend magical inscriptions: the script of a scroll of arcane spells, a spell book written by another arcane caster, and runes or magical words inscribed on an object or surface. Once a particular text has been deciphered with this spell, the caster can read it again without recasting.

Ventriloquism
Range
60 feet
Duration
2 turns
Effect
Projects voice to another location

This spell permits the caster to project their voice so it appears to originate from a different location within range, such as a statue, a tapestry, or an animal.

Watcher
Range
10 feet
Duration
2–8 turns plus 1 turn per level
Effect
Plants or animals give warning

When the watcher spell is cast, the shadow elf causes a specific plant or local animal to react to the presence of any living creature bigger than a rat, i.e., anything larger than about one-half cubic foot in volume or than about 3 pounds in weight. As soon as any living creature steps past the plant or animal, touches it, or otherwise disturbs it, the plant or animal emits a loud keening sound which can be clearly heard within a 60-foot radius (subtract 10 feet for interposing doors, 20 feet for thick walls). The sound lasts for one round, then subsides. Undead do not cause the spell to function, but invisible creatures do. Flying and levitating creatures attempting to pass over the watcher within the radius are also discovered.

Second-Level Spells

Detect Invisible
Range
10 feet per level
Duration
6 turns
Effect
Reveals invisible creatures and objects

This spell allows the caster to perceive invisible creatures and objects within the spell's range.

Entangle
Range
30 feet
Duration
1 round per level
Effect
Controls ropes

This spell allows the shadow elf to use any rope-like object of living or once-living material (roots, vines, leather ropes, plant-fibre ropes, etc.) to behave as he orders. About 50 feet of normal 1/2-inch diameter vine plus 5 feet per level of caster can be affected. The commands to be given under an entangle spell include: coil (form a neat stack), coil and knot, loop, loop and knot, tie and knot, and the reverses of all the above. The vine or rope must be within 1 foot of any object it is to coil around or tie up, so it must often be thrown at the target. The affected vine can be handled by the target as it would any other entangling object.

ESP*
Range
60 feet
Duration
12 turns
Effect
Reads surface thoughts of living creatures

The caster concentrates in one direction for one turn to pick up thoughts of creatures within range in that direction. When multiple creatures are present, the caster receives a jumbled mix initially, but can focus on individual thoughts with another turn of concentration. The spell grants comprehension of languages the caster doesn't know. Lead sheeting or rock 2 or more feet thick blocks ESP.

Invisibility
Range
240 feet
Duration
Permanent (until broken)
Effect
One creature or object becomes invisible

The caster may render themselves, another creature, or an object invisible. All carried gear becomes invisible along with the creature. Items dropped afterward become visible. The spell ends if the target attacks or casts a spell. When cast on an object, the invisibility persists indefinitely. If an invisible light source is targeted, the light it emits remains visible even though the source is concealed.

Levitate
Range
The caster
Duration
6 turns +1 per level
Effect
Caster moves vertically through the air

This spell enables the caster to move vertically through the air at up to 20 feet per round. Lateral movement is possible by pushing off solid objects. The caster may carry a standard load while levitating.

Locate Object
Range
60 feet +10 feet per level
Duration
2 turns
Effect
Senses direction of one object

The caster gains a sense of the direction (but not distance) of an object. The caster may seek a general type of object — such as a stairway or altar, locating the nearest example — or a specific object already known to the caster. This spell cannot be used to locate creatures.

Mirror Image
Range
The caster
Duration
6 turns
Effect
Creates 1d4 illusory duplicates of the caster

This illusion spell generates 1d4 magical duplicates of the caster that look and behave exactly as the caster. Any attack directed at the caster — whether it hits or misses — eliminates one duplicate.

Phantasmal Force
Range
240 feet
Duration
Concentration
Effect
Visual illusion within a 20-foot cube

This spell creates a visual illusion within a 20-foot cube. The caster may create an illusory monster that can be directed to attack (AC 9, vanishes if hit); an illusory attack such as an avalanche (targets who save are unaffected); or an illusory scene that alters the area's appearance (vanishes if touched). The spell requires concentration — if the caster moves or loses focus, the illusion ends. Illusory effects appear harmful but cause no real damage; creatures that seem to "die" fall unconscious instead, and those "turned to stone" are paralyzed for 1d4 turns.

Produce Fire
Range
0 (shadow elf only)
Duration
2 turns per level
Effect
Creates fire in hand

This spell causes a small flame to appear in the shadow elf's hand. It does not harm the caster in any way, and sheds light as if a normal torch. The flame can be used to ignite combustible materials touched (lantern, torch, oil, etc.) without harming the magical flame. While holding the flame, the caster can cause it to disappear and reappear by concentration once per round, until the duration ends. Other items may be held and used in the hand while the fire is out. If desired, the fire may be dropped or thrown to 30 feet range, but disappears 1 round after leaving the elf's hand.

Web
Range
10 feet
Duration
48 turns
Effect
Fills a 10-foot cube with sticky webbing

This spell creates a volume of sticky webbing that blocks a 10-foot cube and traps any creatures caught within. Escape requires time based on strength: normal characters need 2d4 turns, those with magically enhanced strength need 4 rounds, and those with giant strength break free in 2 rounds. The webbing burns away in 2 rounds if set on fire, dealing 1d6 damage to any trapped creatures.

Third-Level Spells

Clairvoyance
Range
60 feet
Duration
12 turns
Effect
See through the eyes of another creature

This spell allows the caster to perceive through the eyes of another living creature. Establishing a connection requires one full turn of concentration in a specific direction. Once linked, the caster receives visual input from one creature within range. The caster may maintain or switch connections as desired. Lead sheeting or rock 2 or more feet thick blocks the spell.

Dispel Magic
Range
120 feet
Duration
Instant
Effect
Cancels magical effects in a 20-foot cube

This spell eliminates magical effects within a 20-foot cube. Effects created by casters of equal or lower level are automatically dispelled. Against effects from higher-level casters, there is a 5% cumulative chance of failure per level difference. Magic items are unaffected.

Fly
Range
The caster or a creature touched
Duration
1d6 turns +1 per level
Effect
Grants full aerial movement

The subject gains the ability to fly at up to 360 feet per round, with complete directional freedom including hovering and vertical movement.

Haste*
Range
240 feet
Duration
3 turns
Effect
Up to 24 creatures in a 30-foot radius move at double speed

Affected creatures move and act at twice their normal rate. They may move at double speed and make twice the usual number of attacks per round. The spell does not increase spell-casting frequency or the rate at which magical devices can be activated.

Hold Underground Animal*
Range
180 feet
Duration
1 turn per level of caster
Effect
Paralyzes several animals

This spell will affect any normal or giant-sized underground animal, but will not affect any fantastic creature, nor one of greater than animal intelligence. Each victim must make a Saving Throw vs. Spells or be paralyzed for 6 turns. The shadow elf can affect 1 Hit Die of animals for each level of experience, ignoring "pluses" to Hit Dice. For example, a 20th-level elf could cast the spell at 10 giant toads (2+2 Hit Dice each). Note that the spell can affect summoned, conjured, or controlled animals.

The reverse of the spell, free underground animal, removes the paralysis of up to 4 victims of the normal form of the spell (including one cast by a cleric). It has no other effect.

Hold Person*
Range
120 feet
Duration
1 turn per level
Effect
Paralyzes 1d4 humanoids

This spell paralyzes humanoid creatures if they fail a save vs. spells. The caster may target either a single individual (with a −2 penalty to its save) or 1d4 members of a group. The spell does not affect undead or human-like monsters of more than 4+1 HD.

Invisibility, 10′ Radius
Range
120 feet
Duration
Permanent (but may be broken, see below)
Effect
All creatures within 10′ of a chosen creature

The spell renders a selected creature and all creatures within 10 feet of it invisible. The invisibility moves with the designated target. Creatures who move beyond the 10-foot radius become visible again; newcomers who enter the area do not gain invisibility. Carried equipment is hidden along with each creature, though light from invisible sources still emanates normally. If any invisible creature attacks or casts a spell, its invisibility ends for that individual.

Protection from Evil, 10′ Radius
Range
10′ around the caster
Duration
12 turns
Effect
The caster and all allies within 10′

Creates a protective ward around the caster and all companions within 10 feet. Those shielded receive a +1 bonus to saving throws against attacks and special powers of creatures with opposing alignments; such creatures suffer a −1 penalty to attack rolls against the protected group. Magically created, summoned, or animated creatures cannot make melee attacks against those warded, though ranged attacks remain possible. This melee restriction is negated if anyone in the warded group initiates melee combat with such a creature; the saving throw and attack bonuses persist regardless.

Protection from Normal Missiles
Range
30 feet
Duration
12 turns
Effect
One creature immune to small non-magical projectiles

This spell grants a single targeted creature complete immunity to small non-magical projectiles (arrows, bolts, sling stones, thrown daggers, etc.). It does not protect against hurled boulders or enchanted missiles, which affect the recipient normally.

Speak with Underground Animals
Range
0 (shadow elf only)
Duration
6 turns
Effect
Allows conversation within 30 feet

When this spell is cast, the shadow elf must name one type of underground animal (such as normal bats, lizards, etc.) For the duration of the spell, the elf may speak with all animals of that type if they are within 30 feet; the effect moves with the caster. Any normal or giant forms of animals (including underground mammals, insects, birds, etc.) may be spoken to, but intelligent animals and fantastic creatures are not affected. When there exist both normal and giant forms, only one type (either normal or giant) may be named. The creatures' reactions are usually favorable (+2 bonus to reaction roll), and they may be talked into doing a favor for the shadow elf if the reaction is high enough. The favor requested must be understood by the animal, and must be possible for the creature to perform.

Water Breathing
Range
30 feet
Duration
1 day
Effect
One creature can breathe underwater

This spell grants one subject the ability to breathe underwater. It does not affect the subject's ability to breathe air, and does not enhance underwater movement speed.

Fourth-Level Spells

Charm Monster
Range
120 feet
Duration
Indefinite (see below)
Effect
3d6 creatures of 3 HD or less, or one creature of more than 3 HD

This enchantment affects either 3d6 creatures of 3 HD or less, or a single creature of more than 3 HD. Each target must save vs. spells or be charmed. Charmed creatures regard the caster as a trusted friend. If a language is shared, the caster may issue commands, though targets can resist orders contrary to their nature. The spell does not affect undead. Subjects may attempt new saves at intervals based on Intelligence: monthly (INT 8 or less), weekly (INT 9–12), or daily (INT 13+).

Confusion
Range
120 feet
Duration
12 rounds
Effect
3d6 creatures in a 30-foot radius act randomly

This spell causes 3d6 creatures within a 30-foot radius to become confused, unable to act coherently. Creatures of 2+1 HD or more may save vs. spells each round to resist. Each round, affected creatures' actions are determined randomly: attack the caster's group, take no action, or attack their own allies.

Dimension Door
Range
10 feet
Duration
1 round
Effect
Teleports caster or one creature up to 360 feet

This spell instantly transports the caster or a single touched creature to a known location within 360 feet, or to an unknown location specified by directional offsets totaling no more than 360 feet. The spell fails if the destination is occupied by a solid object. An unwilling target may save vs. spells to resist.

Enchanted Weapon
Range
Touch
Duration
5 rounds per level
Effect
Makes a weapon temporarily magical

A weapon of any kind that this spell is cast on becomes magical for the duration of the spell. It has no bonuses to hit or for damage, but it can be used against lycanthropes, various undead, gargoyles, some non-corporeal creatures, and other creatures who are invulnerable to normal weapons.

This is a very popular spell among fighting shadow elves.

Fear
Range
0 (Touch)
Duration
Instantaneous
Effect
Causes targets to run away in fear

The victim must make a Saving Throw vs. Magic or run away from the caster (at 3 times the normal rate) for 30 rounds.

Growth of Underground Animal
Range
120 feet
Duration
12 turns
Effect
Doubles the size of one animal

This spell doubles the size of one normal or giant underground animal. The animal then has twice its normal strength and inflicts double normal damage. It may also carry twice its normal encumbrance. This spell does not change an animal's behavior, Armor Class, or hit points, and does not affect intelligent animal races or fantastic creatures.

Hallucinatory (Underground) Terrain
Range
240 feet
Duration
Until touched
Effect
Creates illusory terrain features or conceals existing ones

This spell creates illusory terrain features such as tunnels, rock formations, or open spaces, or conceals existing landscape. The illusion must remain fully within range. It immediately dissipates if any intelligent creature makes physical contact with it.

Massmorph
Range
240 feet
Duration
Permanent
Effect
Up to 100 creatures appear as a copse of trees or other natural feature

This illusion spell veils up to 100 human-sized creatures within a 120-foot radius, making them appear as a copse of trees or similar natural feature. The illusion persists even when other creatures move through the area. Any veiled subject who leaves the area loses the illusory effect. The caster may dismiss the entire illusion at will.

Polymorph Others
Range
60 feet
Duration
Permanent
Effect
Transforms one living creature into another form

This spell transforms a living creature into another form selected by the caster. The new creature's HD cannot exceed twice the subject's original HD, or the spell fails. The subject retains its original hit points but gains the special abilities and behavioral traits of the new form. The spell cannot replicate a specific individual. An unwilling target may save vs. spells to resist. If the transformed creature dies, it reverts to its original form.

Polymorph Self
Range
The caster
Duration
6 turns +1 per level
Effect
Caster takes the form of another creature

The caster transforms into another creature of no more Hit Dice than the caster's level. The transformation preserves the caster's hit points, saving throws, attack rolls, and mental faculties while granting the physical capabilities of the new shape. Special non-physical abilities such as immunities or breath weapons are not gained. The caster cannot cast spells while transformed and cannot impersonate a specific individual. Death during the transformation causes reversion to original form.

Remove Curse*
Range
The caster or a creature touched
Duration
Instant
Effect
Removes one curse from the subject

This spell removes a single curse affecting the subject, including curses from magical items. The reverse, curse, inflicts a harmful effect on a target that fails a save vs. spells. The caster determines the nature of the curse — possible effects include attack roll penalties, saving throw reductions, or ability score reductions. Multiple curses can affect one creature simultaneously.

Summon Underground Animals
Range
360 feet
Duration
3 turns
Effect
Calls and befriends normal animals

With this spell, the shadow elf can summon any or all normal underground animals within range. Only normal, non-magical creatures of animal intelligence are affected, excluding insects, arthropods, humans, and demihumans but including mammals, reptiles, amphibians, etc. The shadow elf may choose one or more known animals, may call for specific types, or may summon everything within range. The total Hit Dice of the animals responding will equal the level of the caster. Treat normal small creatures (frogs, mice, squirrels, small birds, etc.) as ½ Hit Die each. Animals affected will come at their fastest movement rate, and will understand the elf's speech while the spell is in effect. They will be friends of and will help the caster, to the limit of their abilities. If harmed in any way, a summoned animal will normally flee, the spell broken for that animal. However, if the shadow elf is being attacked when a summoned animal arrives, the animal will immediately attack the opponent, fleeing only if a Morale Check is failed.

This spell may be used to calm hostile animals encountered while adventuring.

Shadow elves seldom use this while hunting normal food animals.

Wizard Eye
Range
240 feet
Duration
6 turns
Effect
Creates an invisible magical eye that the caster sees through

This spell conjures an invisible, magical eye that grants the caster remote vision. The eye can travel up to 120 feet per turn within its 240-foot range. By concentrating, the caster views through the eye, which provides both normal sight and infravision to 60 feet. The eye is invisible but solid and cannot penetrate barriers; it is approximately the size of a human eye.

Fifth-Level Spells

Conjure Elemental
Range
240 feet
Duration
Until dismissed or slain
Effect
Summons one 16 HD elemental

This spell summons a 16 Hit Dice elemental from one of the four elemental planes (air, earth, fire, or water). The caster must maintain concentration to command the elemental; if they move faster than half speed or lose focus, the elemental becomes independent and hostile. The spell requires a large volume of the appropriate element nearby. The caster can dismiss the elemental at will. Only one elemental per plane may be summoned per day.

Contact Higher Plane
Range
The caster
Duration
One conversation
Effect
Commune with beings of a chosen plane (3rd–12th) to ask yes/no questions

A channel of communication is opened to a higher plane of existence, allowing the caster to ask powerful, otherworldly beings for advice and knowledge on any subject.

The caster must choose which plane of existence to contact: communion with beings of the 3rd to 12th planes is possible via this spell. Higher numbered planes are home to more powerful and knowledgeable beings.

The caster can then ask a number of simple yes/no questions equal to the number of the plane contacted. The referee plays the role of the contacted being, responding to the caster's questions.

For each question asked, there is a chance of the contacted being not knowing the answer and a chance of them answering untruthfully: see the table below. It is impossible to detect whether the entity is lying.

Communion with otherworldly beings of great power can shatter the caster's sanity. The basic chance is shown in the table below. For every level of the caster above 11, this chance is reduced by 5%. If the caster is driven insane as a result of the communion, they are unable to adventure for a number of weeks equal to the number of the plane contacted.

Using contact higher plane is a great and perilous deed. It can be cast at most once per week. The referee may limit the spell's usage to even less frequently, if desired.

Plane Questions Don't Know Truth Insanity
3rd375%50%5%
4th470%55%10%
5th565%60%15%
6th660%65%20%
7th750%70%25%
8th840%75%30%
9th930%80%35%
10th1020%85%40%
11th1110%90%45%
12th125%95%50%
Dissolve*
Range
120′
Duration
3-18 days
Effect
Liquifies 3000 square feet

This spell changes a volume of soil or rock (but not a construction) to a morass of mud. An area up to 10′ deep or thick is affected, and may have up to 3,000 square feet of surface area. The magic-user may choose the exact width and length (20′ × 150′, 30′ × 100′, etc.), but the entire area of effect must be within 240′ of the caster. Creatures moving through the mud are slowed to 10% of their normal movement rate at best, and may become stuck (at the DM's discretion, a victim must make saving throw vs. spells to avoid becoming stuck).

The reverse of this spell (harden) will change the same volume of mud to rock, but permanently. A victim in the mud may make a saving throw vs. spells to avoid being trapped in the hardened mud.

Feeblemind
Range
240 feet
Duration
Permanent
Effect
Destroys the mind of one magic-user or elf

This spell targets an enemy spellcaster (magic-user or elf). The victim must save vs. spells with a −4 penalty. On failure, the victim becomes helplessly mentally enfeebled — unable to think clearly or cast spells.

Magic Jar
Range
Special (possesses creatures within 120 feet of the jar)
Duration
Special
Effect
Transfers caster's life-force into a receptacle to possess other bodies

The caster enters a trance, projecting their life-force into an inanimate object (the "magic jar") within 30 feet. From within the jar, the caster may attempt to possess creatures within 120 feet — each target may save vs. spells to resist. On a failed save, the caster takes full control of the body, though the victim's magical abilities remain unavailable. The caster may return to their original body at any time. If the jar is destroyed while the caster occupies it, the caster dies. If the caster is possessing another body when the jar is destroyed, the caster becomes permanently trapped in that host.

Pass-Wall
Range
30 feet
Duration
3 turns
Effect
Creates a 5-foot diameter opening in stone

This spell creates a temporary opening in solid rock or stone. The passageway is 5 feet in diameter and up to 10 feet deep.

Rock Door
Range
0 (shadow elf only)
Duration
1 turn per level of caster
Effect
Opens a path through rocks

For the duration of this spell, no rocks can prevent the shadow elf's passage, no matter how dense. Even stalagmites will bend or magically open to allow the druid to pass. All equipment carried can also be moved through such barriers, but no other creature can use the passage.

Telekinesis
Range
120 feet
Duration
Concentration (up to 6 rounds)
Effect
Moves objects or creatures without physical contact

The caster can move objects and creatures mentally without physical contact, affecting up to 200 coins of weight per caster level. Objects and creatures may be moved up to 20 feet per round in any direction. A creature targeted by this spell may save vs. spells to resist. If concentration breaks, any suspended target falls immediately.

Teleport
Range
10 feet
Duration
Instant
Effect
Instantly transports caster or one creature to a distant location

The caster or a touched creature is instantly transported to a location the caster selects, along with all carried gear up to maximum load. An unwilling subject may save vs. spells to resist. The destination must be known to the caster and must be an open space at ground level. Accuracy depends on the caster's familiarity: 95% success for exact knowledge, 80% for moderate knowledge, 50% for scant knowledge. Miscalculations result in arriving 1d10 × 10 feet too high (risking fall damage) or underground (instant death).

Transmute Rock to Mud
Range
160 feet
Duration
Permanent
Effect
Turns hard rock to soft mud

This spell turns natural rock of any kind into an equal volume of mud. The most that can be transmuted is a cube of 20 feet on a side per level. The depth of the mud can never exceed one-half its length and breadth.

Once the spell is cast, the resulting mud acts like normal mud in all situations.

Wall of Stone
Range
60 feet
Duration
Permanent
Effect
Creates a wall of solid rock

This spell conjures a wall of solid rock totalling 1,000 cubic feet in volume that may take whatever shape the caster desires (e.g., 2 feet thick, 50 feet long, 10 feet high). The wall must be supported and cannot materialize in an area occupied by objects.