This spell enables the caster to instantly know the age of any single person, creature, or object on which he concentrates. The age is accurate to the nearest year. The material component is a calendar page.
Residue
School
Divination
Source
Tome of Magic page 52
SMV
Know Time
Range
0
Casting Time
1 rd.
Save
None
AoE
The caster
Duration
Instantaneous
Damage
Materials
Know time is particularly useful when the caster has been unconscious. This spell enables the caster to know the precise time of day to the nearest minute, including the current hour, day, month, and year.
Residue
School
Divination
Source
Tome of Magic page 53
SMV
Hesitation
Range
30 yards
Casting Time
2
Save
Negate
AoE
20-foot-radius circle
Duration
1 round/level
Damage
Materials
Creatures affected by this spell hesitate before executing their intended actions. This causes them to modify their initiative rolls by +4. The initiative modifier occurs in the round following the round in which hesitation is cast. The spell affects 2-8 Hit Dice or levels of creatures, although only one creature of 4 or more Hit Dice can be affected regardless of the number rolled. All possible victims are allowed saving throws vs. spells; those failing their saving throws modify their initiative rolls by +4 for a number of rounds equal to the caster's level. The material component is a fragment of a turtle's shell.
Residue
School
Enchantment
Source
Tome of Magic page 59
SMV
Accelerate Healing
Range
Touch
Casting Time
1 turn
Save
None
AoE
One creature
Duration
1-4 days
Damage
Materials
This spell enables the affected creature to experience natural healing at twice the normal rate for 1-4 days. In other words, a person affected by accelerate healing regains 2 hit points per day of normal rest or 6 hit points per day spent resting in bed. The spell has no effect on potions of healing or other magical forms of healing.
Residue
School
Alteration
Source
Tome of Magic page 63
SMV
Choose Future
Range
Touch
Casting Time
3
Save
None
AoE
One creature
Duration
1 round
Damage
Materials
In the round immediately following the casting of this spell, the affected creature is allowed two rolls for any normal attack roll, initiative roll, or saving throw. The affected creature can then choose the roll he prefers. For example, a priest casts choose future on a warrior companion. In the next round, the warrior attacks an enemy with his sword. The warrior makes two attack rolls instead of one, then chooses which roll will determine the outcome of his attack. The material components are two grains of sand and a rose petal.
Residue
School
Divination
Source
Tome of Magic page 64
SMV
Unfailing Premonition
Range
0
Casting Time
6
Save
None
AoE
The caster
Duration
1 turn + 2 rds./level
Damage
Materials
By anticipating possible futures and outcomes of the caster's actions, this spell provides the character with a temporary sixth sense or feel for danger. The spell operates on a subconscious level, and the caster receives strong intuitive impulses when he contemplates courses of action that may bring immediate physical injury or harm to him. For example, if the priest was about to open a trapped chest, the unfailing premonition would create a flash of insight or a gut feeling telling him that he shouldn't do so. Similarly, opening a door that leads into the lair of a ferocious troll may also trigger the spell's warning. Threatening a NPC who is likely to respond by drawing a weapon and attacking the PC would create a warning, but threatening a NPC who will get even with the priest in an hour or two will not trigger the premonition. The unfailing premonition is also quite useful in combat, as long as the priest obeys his instincts and ducks, dodges, or withdraws when his subconscious tells him to. While the spell is in effect, the priest gains a +2 bonus to his Armor Class and saving throws, but in any given round there is a 25% chance that he will have to forego his intended action in order to obey the spell's warning impulses. The premonition only works on actions undertaken by the priest himself. If his companion is about to pull a mysterious lever that will drop a 10-ton block of stone on the priest, he receives no warning.
Residue
School
Divination
Source
Spells and Magic page 170
SMV
Age Plant
Range
30 yards
Casting Time
1 round
Save
None
AoE
One plant, seed, or tree/level
Duration
Permanent
Damage
Materials
This spell enables the caster to affect the aging of any plant, seed, or tree. The process can operate either forward or backward, causing flowers to blossom, seeds to sprout and grow, and trees to bear fruit; or fruit to turn to blossoms, trees to become saplings, and new shoots to turn to seeds. The change in age, either forward or backward, is chosen by the priest at the time of casting. The changes associated with normal or reversed growth occur instantaneously. Plants can be altered in age up to 10 years per level of the caster. The caster can stop the aging at any point within the limits imposed by his level; he could cause a tree to grow from a sapling until it withers and dies from old age or he could stop the tree's growth at a stage at which it would shelter his home. The spell does not alter the appearance or characteristics of a plant except those that result from normal aging (or regression). Age plant has no effect on magically-generated plants or plant-type monsters. The material components are the priest's holy symbol and the petal from an apple blossom.
Residue
School
Alteration
Source
Tome of Magic page 74
SMV
Body Clock
Range
Touch
Casting Time
4
Save
None
AoE
One creature
Duration
1 hour/level
Damage
Materials
corn, water, glass bottle
Body clock affects a subject in the following ways. 1) The subject's need for sleep is reduced. For every hour that a subject sleeps, he is as refreshed as if he slept 10 hours. For every two hours that a subject sleeps during the spell (20 hours of rest), he regains hit points as if he spent a complete rest. However, wizards are not able to memorize spells; "real" time must pass for this to occur. 2) The subject's need to breathe is reduced. He breathes only 10% as often as normal for the duration of the spell, enabling him to hold his breath 10 times longer than normal and use less air in enclosed situations. 3) The subject can set an internal "alarm clock" to alert him when a specific amount of time has passed. The subject then hears a brief ringing in his ears, audible only to him. The ringing is loud enough to wake the subject. He can set as many internal alarm clocks as he wishes, as long as they all occur within the duration of the spell. the spell has no effect on movement, spellcasing, or any other normal activities. The material components are a kernel of corn, a drop of water, and a stoppered glass bottle.
Residue
School
Alteration
Source
Tome of Magic page 75
SMV
Age Object
Range
10 yards
Casting Time
1 round
Save
None
AoE
1 cubic foot/level
Duration
Permanent
Damage
Materials
With this spell, the caster can cause an amount of nonliving, nonmagical matter to age dramatically. Matter can be aged up to 20 years per level of the caster. The following table gives typical results of 100 years of aging for various objects, arranged in order of descending severity: Object Result of Aging diamond none silver becomes tarnished masonry cracks and weakens iron rusts and corrodes parchment cracks, turns brittle wood rots, crumbles, turns to sawdust The caster controls the extent of the aging; thus, he could age a book so its pages become yellowed and brittle but stop short of causing the book to crumble to dust. As a guideline, each additional 100 years of aging causes an increasingly severe reaction. Thus, after 200 years, parchment might become little more than powder, while iron might begin to flake away at a touch. Many items (especially gems) show little reaction to age. The DM must adjudicate all effects. The material components are a flask of seawater and a piece of coal. The reverse of this spell, youthful object, returns an object ravaged by the effects of time to its original condition; thus, rusty iron becomes strong and shiny, crumbled masonry becomes firm, and rotten wood becomes solid. The age of matter can be reduced by 20 years per level of the caster. The material components for youthful object are a piece of eggshell and a hair from the head of a human or humanoid infant.
Residue
School
Alteration
Source
Tome of Magic page 87
SMV
Othertime
Range
0
Casting Time
7
Save
None
AoE
The caster
Duration
Special
Damage
Materials
When a priest enters othertime, he steps into a different reality in which the world around him is frozen at a moment in the future. Until time catches up to him, he may move about unhindered and observe his surroundings; no force known can detect his presence or harm him in the alternate reality, although he in turn cannot affect any creature or object in the physical world. For instance, he could read a book at the page it was opened to, but he could not turn the page since that would require him to move an object that is temporarily immovable for him. To his companions or enemy in real time, the priest appears to simply vanish altogether, only to reappear at some later point. The duration of this spell is a little odd, to say the least. The priest may choose a duration of up to 1 round at 7th to 9th level, 2 rounds at 10th to 12th level, 3 rounds at 13th to 16th, 4 rounds at 17th to 19th, up to a maximum of 5 rounds at 20th level or higher. The duration chosen by the priest governs the length of the othertime; if the priest decides that the spell will last 2 rounds, then he is instantly transported to that point in time, surrounded by the frozen still-life of the world as it will appear 2 rounds after the priest cast othertime. The caster then has 2 rounds to himself to take any actions he cares to, although he cannot affect the real world by any physical, magical, or mental means. While the caster is in the othertime, he is completely unaware of the intervening events. In the example above, if the caster's friends were teleported away 1 round after the caster left and replaced by an identical group of dopplegangers, the caster would have no chance to detect the switch; all he sees are the bodies of his "friends," frozen in the positions they will occupy when he emerges from the othertime. This also means that nasty things like dragon breath, cloudkills, or mind blasts that pass through the spot where the caster happens to be have no effect on him-he simply does not exist in the real world while he waits for everyone else to catch up to him. As noted above, the caster gains an amount of subjective time equal to the duration of the spell. By leaping 3 rounds into the future, the caster gains 3 rounds of actions in the othertime. He could drink a potion, cast a spell, and then maneuver for an attack, for example, or he could gain a 3-round head start by running for his life while no one else can pursue him. If the priest uses this time to study a battle and position himself for an attack, he gains a -4 bonus to his initiative roll on the round he emerges from othertime, and a +4 attack bonus with his first strike. Leaping in and out of the time stream is a dangerous activity; every time the priest employs this spell, there is a 1% noncumulative chance that he becomes stuck in othertime, doomed to death by thirst or starvation when his own rations run out. Only the most extraordinary measures (a wish spell, divine intervention, etc.) can save a character in this predicament. Once a priest is in othertime, he cannot pray for further spells. After all, if the priest is going to attract his deity's attention by praying for spells, the deity will most likely allow him out! The material component for this spell is an hourglass filled with rare salts, worth at least 100 gold pieces.
Residue
School
Alteration
Source
Spells and Magic page 175
SMV
Repeat Action
Range
30 yards
Casting Time
5
Save
Negate
AoE
One creature
Duration
Special
Damage
Materials
This spell compels its victim to repeat the action of the previous round. The result of the repetition is always identical to the original result. For example, if a character fired an arrow and inflicted 4 points of damage, a repeat action spell will cause him to fire a second arrow that will also inflict 4 points of damage. As long as the victim of the first arrow is within range, the subject affected by repeat action will adjust his aim and fire the second arrow at him. If the victim of the arrow moves out of range, the subject will fire his second arrow in the direction of the recipient. If the recipient is out of sight, the subject will fire in the direction of the recipient's original location. The subject of a repeat action spell must be capable of performing the indicated action a second time. If a character has no arrows in his quiver, he cannot fire an arrow. If a wizard were ordered to repeat a spell, he would attempt the spell only if he had the spell memorized and had sufficient material components. If a subject discovered a gem during a given round, repeat action will only compel him to hunt again; he will not recover another gem unless a second gem is actually present. An unwilling subject is allowed a saving throw vs. spell to resist the effects of repeat action. The material components are two identical glass spheres, each an inch or less in diameter.
Residue
School
Enchantment
Source
Tome of Magic page 95
SMV
Time Pool
Range
Touch
Casting Time
1 round
Save
None
AoE
Special
Duration
1 round/level
Damage
Materials
This spell allows the caster to cause a mirror, a pool of water, or any other reflective surface to reveal a specific event from the past. The image provides a perfectly clear picture with normal sounds, as if the caster were present at the scene. The image continues for the duration of the spell.
Time pool will not reveal images from other planes of existence.
The spell's success is not automatic. The caster must know the general nature of the event he wishes to view (i.e., "Show me the murder of King Thamak"). The caster's base chance of viewing the desired scene is 50%, modified as follows, to a maximum of 90%:
•Add 5% for each point of the caster's Wisdom above 15. •Add 20% if the caster has successfully used time pool to observe the same event before. Only one of the following may apply: •Add 20% if the event is one in which the caster participated. •Add 10% if the caster is well informed about the event. •Add 5% if the caster is slightly informed about the event.
The caster cannot communicate or otherwise interact with the image. Spells cannot be cast into the time pool.
The material components are a suitable reflective surface and a pinch of powdered quartz.
Residue
School
Divination
Source
Tome of Magic page 96
SMV
Age Creature
Range
Touch
Casting Time
1 round
Save
Negate
AoE
One creature
Duration
Permanent
Damage
Materials
This spell ages the targeted creature one year per level of the caster. Unwilling subjects may attempt a saving throw to resist the spell. Subjects affected by age creature must make a successful system shock roll to survive the change. Subjects cannot be aged beyond their natural life spans. If the priest's level indicates that a creature would be aged beyond this level, the creature is aged to one year short of his maximum age. The spell cannot cause a subject to die. Human and humanoid characters affected by the spell experience changes in appearance associated with increased age, such as gray hair and wrinkles. More significantly, they suffer losses in Strength, Dexterity, and Constitution when they reach certain age levels. These are summarized in Table 12: Aging Effects in the Player's Handbook. The Player's Handbook also provides rules for determining a character's base age. Nonmagical monsters can be affected by age creature. The DM determines a monster's current age and natural life span based on its description in the MONSTROUS COMPENDIUM or based on his own judgment. To determine the effects of aging on a monster, assume the following: a monster is middle-aged when it reaches half its natural life span; a monster reaches old age at two-thirds of its natural life span; a monster reaches venerable age in the last one-sixth of its years. A monster suffers the penalties which follow when it reaches these age levels. The penalties are cumulative and permanent (unless the affected monster becomes younger). Age Penalty Middle Age -1 to all saving throws Old Age -1 to all saving throws -1 to all attack rolls Venerable -1 to all saving throws -1 to all attack rolls The material component is a pinch of powdered emerald. The reverse of this spell, restore youth, permanently restores age that has been lost as a result of magic (such as an age creature spell). Restore youth reduces the age of the targeted creature by one year per level of the caster. The subject must make a successful system shock roll to survive the change. Subjects who become younger regain the lost ability scores described above. A subject cannot become younger than his actual age as a result of this spell. The material component is a pinch of powdered ruby.
Residue
School
Alteration
Source
Tome of Magic page 98
SMV
Skip Day
Range
0
Casting Time
1 round
Save
Negate
AoE
10-foot radius
Duration
Instantaneous
Damage
Materials
When this spell is cast, all persons and intelligent creatures within 10 feet of the caster are instantly transported 24 hours into the future. Creatures outside the area of effect will believe that the affected characters have disappeared. Unwilling creatures can attempt a saving throw vs. spell to resist the effect of skip day. No time passes for creatures affected by skip day; they are in the exact condition that they were in before the spell was cast. They are fatigued, have recovered no hit points, and carry the same spells. Wizards must wait for actual time to pass before they can memorize spells. The affected creatures remain in the same location as they were before skip day was cast. Their immediate environment is likely to have changed; for instance, fires have burned out, enemies who were attacking have departed, and weather has changed for better or worse. Although skip day is a possible substitute for teleporting out of a dangerous situation, it is not without risk; characters could reappear in a situation more threatening than the one they left behind (for instance, a forest fire may have started or a pack of hungry wolves may have arrived).
Residue
School
Evocation
Source
Tome of Magic page 104
SMV
Age Dragon
Range
30 yards
Casting Time
1 round
Save
Negate
AoE
One dragon
Duration
1 round/level
Damage
Materials
This spell allows the caster to cause any dragon to temporarily gain or lose one age level per five levels of the caster. For instance, a 14th-level caster could cause a dragon to gain or lose two age levels; a mature adult dragon could be temporarily transformed into a young adult dragon or into a very old dragon. A dragon's age cannot be reduced below hatchling or increased beyond great wyrm. Unwilling dragons are allowed a saving throw vs. spells with a -4 penalty to avoid the effect. A dragon affected by age dragon temporarily acquires the armor class, hit points, spell abilities, combat modifiers, size, and other attributes of his new age level. The dragon retains his memories and personality. At the end of the spell's duration, the dragon returns to his normal age level. If the dragon suffered damage while experiencing his modified age, these hit points remain lost when he resumes his normal age. If the dragon loses more hit points at his modified age than he has at his actual age, he dies when the spell expires. For example, a young adult bronze dragon with 110 hit points is aged to a mature adult with 120 hit points. The dragon suffers 115 hit points in combat. Unless the dragon is healed of 6 points of damage before the spell expires, the dragon dies at the end of the spell since his damage is greater than his actual hit points. If a dragon is killed while under the effect of age dragon, he is dead at the end of the spell's duration. The material component is a handful of dirt taken from a dragon's footprint.
Residue
School
Alteration
Source
Tome of Magic page 105
SMV
Imago Interrogation
Range
0
Casting Time
1 turn
Save
None
AoE
The caster
Duration
Special
Damage
Materials
The imago is a mental image--a form of mental magical body. After casting this spell (requiring 1 turn), the caster falls asleep. After 1d6 turns of sleep, the imago of the priest begins to travel. The imago is not subject to any forms of attack and has no effective attacks. The imago may travel to as many as four different locations separated by any distance, even across the planes and/or backward in time. At these locations, the imago may interrogate the imagos of as many as 10 other sentient creatures (other than Powers), compelling them to reply truthfully to its questions. A maximum of 40 questions may be asked during the spell duration. Asking one question and listening to the reply takes 4 rounds of time in the caster's world. Each planar/time jump lasts 3 turns in that world. Imago communications are telepathic. The questions must be able to be answered in a sentence of reasonable length, or the interrogated creature becomes confused and cannot answer. The imagos of interrogated creatures will have no recollection of their interrogations. As a result, history cannot be changed through backward time travel using this spell.
Residue
School
Enchantment
Source
Tome of Magic page 116
SMV
Reversion
Range
0
Casting Time
1 round
Save
None
AoE
10-foot-radius sphere
Duration
Instantaneous
Damage
Materials
By casting this spell, the priest reverses certain recent events in the area of effect. The spell affects only creatures friendly to the priest. The magic takes effect immediately after the spell is completed rather than at the end of the round. All damage suffered by the priest's allies during the previous turn is undone. This includes energy drains, poison, and all special attack forms unless these resulted in instantaneous death. Death from cumulative physical damage is undone, however. Any creature brought back to life by the reversion spell is not required to make a resurrection survival roll. Any spells cast by the priest's allies during the previous turn are restored and may be used again. This does not apply to magical or spell-like effects from magical items or scrolls. Material components consumed in spellcasting during this time are also restored. The reversion spell affects only creatures and characters. Equipment and magical items are not affected. Casting this spell ages the priest one year.