3rd Level Spells

Animate Dead
Area of Effect: See below
Range: 10 ft
Casting Time: 1 round
Duration: Permanent

By casting this spell, the cleric calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator’s simple commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell’s effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per level.

Blink
Area of Effect: Caster
Range: Caster
Casting Time: 1 segment
Duration: 1 round/level
Saving Throw: None

This spell is a weak and rather unreliable form of one of the true mage’s most powerful capabilities: teleportation magic. For the duration of the spell, the magic user teleports 2 ft in a random direction once per round. The segment in which the magic user disappears and reappears is determined on 2d4, while the compass direction is rolled on a d8. If the direction roll would result in the caster being teleported into a solid object, the caster will blink a second time, for a distance of no more than 10 ft. If this second blink also results in the caster occupying a solid object, the spell will end, marooning the caster in the ethereal plane of existence. During and after the segment in which the teleportation occurs, the magic user’s sudden change of location prevents any direct attacks upon him or her. The caster may only be attacked directly if the attack is made before the blink takes place. If the caster teleports both from and into an area which is affected by an area of effect spell, he will suffer its effects. The constant changes of location take a toll upon the caster, who has a 25% chance of failing at attempts to cast spells, use most magic items, or take any action beyond making physical attacks.

Clairaudience
Area of Effect: See below
Range: See below
Casting Time: 3 segments
Duration: 1 round/level
Saving Throw: None

Clairaudience allows the caster to eavesdrop magically upon a particular location. There is no effective limit to the spell’s range, but the location must either be familiar to the caster or be obvious, such as the top floor inside a tower the caster can see, or just beyond a dungeon door. The spell cannot penetrate metal; sheets of any type of metal between the caster and the target area will prevent the magic user from being able to scry upon the area. The caster will be able to hear sounds in a 6 ft radius of the spell’s focal point. The spell cannot be used to scry across planes of existence; it is limited to locations in the same plane in which it is cast.

Clairvoyance
Area of Effect: See below
Range: See below
Casting Time: 3 segments
Duration: 1 round/level
Saving Throw: None

Clairvoyance, together with clairaudience, is one of the classic “scrying” spells—spells that allow the caster to extend his or her perception and senses far into the distance to spy upon enemies and scout locations. Clairvoyance is a means of seeing events in a distant location. There is no effective limit to the spell’s range, but the location must either be familiar to the caster or be obvious, such as the top floor inside a tower the caster can see, or just beyond a dungeon door. The spell cannot penetrate metal; sheets of any type of metal between the caster and the target area will prevent the magic user from being able to scry upon the area. The caster will be able to hear sounds in a 10 ft radius of the spell’s focal point even if the area is dark. If the area is not dark, the caster will be able to see as if he or she were standing at the spell’s focal point, for a normal distance but in all directions at once (for the vision is in his or her mind’s eye). The spell cannot be used to scry across planes of existence; it is limited to locations in the same plane in which it is cast.

Continual Light (Reversible)
Area of Effect: 60 ft radius globe
Range: 120 ft
Casting Time: 6 segments
Duration: Permanent
Saving Throw: See below

This spell brings into being a bright, magical illumination almost sufficient to rival the light of day. In some respects the spell is identical to the first level cleric spell light, but its effects are permanent until dispelled. The light cast is greater than that produced by a light spell, extending 60 ft into the darkness. The reverse of the spell, continual darkness, produces an ink-like darkness in the same 60 ft area and negates the illumination of a continual light spell if one is present. By casting the spell upon an enemy’s eyes or other organs of sight, the caster may blind the spell’s subject, causing the same penalties as if the creature were blinded by a light spell. In this instance, a saving throw is permitted, and if it is successful the spell’s effect will center upon the area immediately behind the targeted creature.

Create Food and Water
Area of Effect: A day’s ration per level
Range: 10 ft
Casting Time: 1 turn
Duration: Instantaneous (permanent)

Upon completion of the ritual words of this spell, food and/or water will appear from thin air. A caster of fifth level can conjure up enough food and water to sustain a person or even a horse for five full days. The volume of food and water produced by the spell is approximately one cubic ft per level of the caster.

Cure Blindness (Reversible)
Area of Effect: Creature touched
Range: Touch
Casting Time: 1 round
Duration: Instantaneous (permanent)(negates)

This powerful spell allows the cleric permanently to remove virtually all forms of blindness. The reverse of the spell permits a saving throw, and the cleric must successfully touch the spell’s intended target to inflict blindness (permanent duration).

Cure Disease (Reversible)
Area of Effect: Creature touched
Range: Touch
Casting Time: 1 turn
Duration: Instantaneous (permanent)(negates)

By means of this spell, the cleric may cure most diseases by laying hands upon the afflicted creature. Depending upon the nature of the disease, full recovery may require as little time as a single turn, or as long as a week. The spell’s reverse, cause disease, requires that the cleric successfully touch the intended victim, who is permitted a saving throw against the spell’s insidious effects. If the saving throw is failed, the effects of the disease will manifest within 1d6 turns, inflicting 1 hit point of damage per turn thereafter and one point of lost strength per hour (6 turns) until the victim is reduced to 10% of his or her original hit points and strength. Until the disease is cured or runs its course, the afflicted person will not be able to naturally recover either strength or hit points over and above 10%. The disease runs its course in 1d6 days.

Dispel Magic
Area of Effect: 30 cubic ft
Range: 120 ft
Casting Time: 3 segments
Duration: Permanent
Saving Throw: None

Dispel magic has a base chance of 50% permanently to negate magic, both the magical properties of potions and the ongoing effects of certain spells. All spell effects and relevant items within the stated area of effect are subject to dispelling. Permanent magical items are not disenchanted by the spell, with the exception of potions, which are treated as 12th level for purposes of resolution. However, even a permanently enchanted item must make a saving throw or become nonoperational for one round. Any spells in the process of being cast in the spell’s area of effect will be lost, and any ongoing spell effects (such as invisibility) will be dispelled. With respect to each potion, casting, or ongoing spell effect, the base chance of successful dispelling is increased 5% for every level by which the caster’s level exceeds the level of the potion, the casting, or the spell effect. The base chance is conversely reduced by 2% per level of difference if the caster is lower level than the caster of the magic to be dispelled. The spell will automatically negate the caster’s own spells if it is used for this purpose or if the caster has previously cast a spell into the same area.

Explosive Runes
Area of Effect: One object
Range: Touch
Casting Time: 3 segments
Duration: Permanent (until triggered)
Saving Throw: See below

This spell creates a magical trap in the form of traceries and sigils placed upon a piece of writing that create a magical detonation when they are read. It is possible to detect the presence of explosive runes without detonating them: a magic user has a 5% chance per level to notice their presence, and a thief has a 1% chance per level. When the runes are read, the resulting explosion causes 6d4+6 points of damage (half with a successful saving throw) to any creature within a 10 ft radius. The reader of the runes does not receive a saving throw. The caster and any other magic user with whom the caster has made familiar the secret pattern of the runes can read the protected document or tome without danger, and the caster can erase them at will. Otherwise, only a dispel magic or similar enchantment will remove the runes before they are triggered. Note that the item upon which the runes are scribed, if it is not resistant to fire, will undoubtedly be destroyed when the runes detonate.

Feign Death
Area of Effect: One creature
Range: Touch
Casting Time: 1 segment
Duration: 6 rounds +1 round/level
Saving Throw: None (willing recipient only)

This spell magically slows the recipient’s metabolism into a state so close to death that it is impossible to distinguish the enspelled person from a corpse by any means other than magical. The recipient can hear, smell, and think; the senses of touch and sight no longer function. Damage caused to the pseudocorpse is reduced by one half, and the spell’s recipient will not even know that the damage has been caused potentially a dangerous situation. A person under the influence of this spell is not subject to level draining by the undead and will not be affected by poisons until the spell wears off or is otherwise removed; the caster can remove the catalepsy at will, and the spell is subject to being dispelled.

Fireball
Area of Effect: 20 ft radius sphere
Range: 100 ft +10 ft/level
Casting Time: 3 segments
Duration: Instantaneous
Saving Throw: Half

With a pointing gesture at the ending of the incantation, the magic user causes a massive explosion of magical fire at the target point. The fireball detonates with a low roar, causing 1d6 damage per level to all creatures within the area of effect. Creatures making successful saving throws suffer only half the indicated damage. When the magic user casts the spell, a bead of light streaks from his or her pointed finger to the target area, and if it strikes another object directly in its path the fireball will detonate immediately. The blast fills the entire volume of the spell radius, and if it is cast into an enclosed area smaller than the area of effect the flames will expand from this area until the spell’s full volume has been reached. The volume of a 20 ft radius sphere is approximately 33,500 cubic ft, and there are 1,000 cubic ft in a 10 x 10 x 10 ft area, so in an area with a 10 ft ceiling the fireball will fill approximately thirty-three 10 x 10 ft squares. Thus, if a fireball explodes in the middle of a corridor 10 ft wide and 10 ft high, the blast will extend a staggering 165 ft in both directions. It is quite possible, particularly in dungeoneering environments, for the magic user to be caught in the backblast of his or her own fireball spell. The flames do not create any significant change in air pressure, but the furnace-like heat causes all items in the blast to make saving throws against magical fire or ignite (or, in the case of metals, melt).

Flame Arrow
Area of Effect: Arrows or bolts
Range: Touch
Casting Time: 3 segments
Duration: 1 segment/level
Saving Throw: None

By means of this spell, the magic user may enchant one arrow per segment, causing it to burst into normal flame. The enchanted arrows have no bonus to hit, and the enchantment is not powerful enough to hit a creature that can be damaged only by magical weapons. Each arrow causes 1 hp of fire damage in addition to its normal damage. The arrows (or crossbow bolts) will burn up in one round, so they must be shot before this time.

Fly
Area of Effect: One creature
Range: Touch
Casting Time: 3 segments
Duration: 6 turns/level +1d6 turns
Saving Throw: None

This spell grants the power of flight with aerial agility level V (see Chapter III) to any creature the magic user touches. The base movement rate for flight is 120 ft per round, with the base speed being doubled when diving, halved when climbing. The GM secretly rolls a 1d6 to determine how much time the spell will last after the base duration expires.

Glyph of Warding
Area of Effect: 25 square ft/level
Range: Touch
Casting Time: See below
Duration: Permanent (until discharged)
Saving Throw: See below

The glyph of warding is a magically charged sigil or rune, scribed and enchanted to serve as the focal point of a powerful magical trap. The enchantment affects surfaces, with the caster being able to ward up to 5 ft x 5 ft of wall, floor, door, etc., per level. The cleric writes or otherwise inscribes the surface to be protected with the glyph of his choice, thereby defining what effect the glyph will have when discharged. He or she then traces the area to be affected with incense and, if the area to be covered exceeds 50 sq ft, he or she must also sprinkle it with at least 2,000 gp worth of powdered gems to bind the spell over such a large area. When the spell is completed, the glyph and the tracery of its area fade from sight and remain invisible thereafter until the spell is discharged. Any being touching the protected surface without speaking the name of the glyph will discharge the glyph’s power. Depending upon the nature of the glyph, a successful saving throw will either reduce the damage by one-half or negate the glyph’s effects entirely. The amount of power that can be held within a glyph depends upon the caster’s level. Most glyphs cause physical damage from fire or other elemental energies, causing 2 hit points of damage per level. More powerful glyphs are known that can induce paralysis or drain experience levels, although these are clearly the province only of the most powerful clerics. The GM must determine what glyphs may be within the capabilities of such formidable individuals.

Gust of Wind
Area of Effect: 10 ft wide path, 10 ft long/level
Range: 0
Casting Time: 3 segments
Duration: 1 segment
Saving Throw: None

Hand outstretched in the final somatic gesture of this spell, the magic user summons forth a powerful blast of air, forceful enough to blow out unprotected flames smaller than a campfire. Flames the size of a campfire or greater will flare back as far as 1d6 ft, and even shielded flames have a high chance of being extinguished (5% per level). The wind is strong enough to hurl a small flying creature backwards by 1d6 x 10 ft, and will hold medium-sized creatures back from moving.

Haste
Area of Effect: 1 creature/level in a 40 x 40 ft area
Range: 60 ft
Casting Time: 3 segments
Duration: 3 rounds + 1 round/level
Saving Throw: None (willing targets only)

This spell imbues creatures in the targeted area with preternatural speed, allowing them to move and attack at twice the normal rate. The rate of spell casting cannot be increased. Within the area of effect, creatures closest to the caster will be affected first by the spell if the caster’s level is not sufficient to affect all of the creatures in the area. The spell ages the creatures upon which it is cast by 2 years.

Hold Person
Area of Effect: See below
Range: 120 ft
Casting Time: 3 segments
Duration: 2 rounds/level
Saving Throw: Negates

This spell has the same effect as the clerical spell hold person: to immobilize foes and render them helpless. However, the magic user’s version of the spell is somewhat more flexible in terms of the caster’s options. A hold person spell completely immobilizes up to four man-sized or smaller persons for the spell’s duration. The magic user decides how many of his or her foes he or she will target with the spell: if there is only one target, the saving throw is made at -3, if two, each makes the saving throw at -1, and if the magic user seeks to hold three or four enemies, each makes his or her saving throw with no penalty. Creatures affected by this spell would include humans, demi-humans and humanoids. Ultimately, it is in the discretion of the GM to decide if a creature is considered a “person” for the purposes of this spell. If a magic item or spell operates to partially negate the effects of paralysis, failure on the saving throw will have the effect of a slow spell rather than completely immobilising the target. Persons held by this spell may be killed or bound at a rate of one per round, or, if the attacker chooses, may be attacked at twice the normal rate with an automatic hit, for maximum damage.

Infravision
Area of Effect: One creature
Range: Touch
Casting Time: 1 round
Duration: 12 turns +6 turns/level
Saving Throw: None

This spell allows the magic user to confer the ability to see in the dark, perceiving variations of heat in the infrared spectrum. The range of this vision is 60 ft. Lamps and other light sources tend to spoil the effects of infravision. Infravision does not perceive invisibility any more than normal vision.

Invisibility (10 ft radius)
Area of Effect: All creatures within a 10 ft radiusRange: Touch
Casting Time: 3 segments
Duration: See below
Saving Throw: None (willing targets only)

This spell operates as does the invisibility spell, but affects all creatures within 10 ft of the recipient at the time the final words of the spell are uttered. If the creature upon which the spell was cast makes an attack, the attack will negate the invisibility of all the others. However, if one of the creatures affected by the spell’s radius (not the direct recipient) attacks, the invisibility only of that one creature is negated thereby. In order to remain invisible, those who were made invisible by virtue of the spell’s radius must remain within 10 ft of the creature upon whom the spell is centered. All creatures affected can see each other.

Lightning Bolt
Area of Effect: See below
Range: 40 ft +10 ft/level
Casting Time: 3 segments
Duration: Instantaneous
Saving Throw: Half

As the caster completes this spell, he or she unleashes a bolt of lightning from the spell’s point of origin, which may be as far away from the caster as the spell’s maximum range. The bolt extends in a straight line from the caster beginning, at whatever point along the spell’s range the caster desires, and may extend beyond the spell’s range. The bolt deals 1d6 damage per level to all creatures standing in the bolt’s area of effect. Creatures that make successful saving throws suffer half damage. The area of effect may be either a branching, forking maelstrom of electricity 10 ft wide and 40 ft long, or it may be a concentrated blast 5 ft wide and 80 ft long. The length of the bolt itself is not affected by the caster’s level, only the range at which the caster may cause the bolt to originate. All items hit by the full force of the bolt must make item saving throws or be destroyed. The force of the bolt is often sufficient to blast doors into smouldering ruin. If the bolt strikes an object that does not conduct electricity, such as a stone wall, it will be deflected backward toward the caster (potentially inflicting a second shock upon those in the target area). Note that the length of a deflected bolt is not increased; the bolt will only rebound for the distance remaining in its original area of effect.

Locate Object (Reversible)
Area of Effect: See below
Range: 60 ft + 10 ft/level
Casting Time: 1 turn
Duration: 1 round/level

Any object (not creature) known or familiar to the caster may be located within the spell’s range. It is not necessary for the caster to have seen the precise object that the spell will locate: if the caster is familiar with ladders in general, he or she may cast the spell successfully to locate any ladder within the spell’s range. The spell is directional, requiring the cleric to turn in different directions in order to sense an object in his or her path. The cleric may move after casting the spell to search a broader area, and need not be in actual line of sight of the object. (In other words, the spell’s effect is not hindered by walls or other such obstacles.) The reverse of the spell may be used to obscure one object from magical detection of virtually all kinds (including such means as a crystal ball as well as divination spells).

Monster Summoning I
Area of Effect: Summoned creaturesRange: 30 ft
Casting Time: 3 segments
Duration: 2 rounds +1 round/level
Saving Throw: None

By casting this spell, the magic user conjures up 2-8 monsters to serve him or her as allies in combat or to perform other services. The monsters appear from thin air within 1d4 rounds of the spell’s completed casting. If the caster is in combat, the monsters will fight on his or her behalf, attacking whatever foes he directs, or guarding him or her. For more complex tasks, the magic user must somehow have the ability to communicate these more specific commands.

The GM has the ultimate discretion as to what monsters will appear, but the general likelihood is described below:

Monster Summoned roll d6

1 Rat, Giant
2 Goblin (Dwarf)
3 Hobgoblin (Elf)
4 Kobold (Halfling)
5 Orc (Gnome)
6 Demon, Kullule (Badger, Giant)

Evil casters may get the monsters in parentheses, at the GM’s option.

Phantasmal Force
Area of Effect: 80 sq ft + 10 sq ft/level
Range: 80 ft +10 ft/level
Casting Time: 3 segments
Duration: See below
Saving Throw: See below

This extremely flexible spell allows the magic user to craft a visual illusion of virtually anything that can fit within the spell’s area of effect. The spell creates no sound whatsoever. The caster must maintain his or her concentration upon the illusion, or it will evaporate, but while concentrating the caster is able to make the illusion move and respond to events. The illusion is dispelled if it is struck with a blow, a falling person, etc. There is no saving throw against the illusion if the observer believes it, and the illusion can actually cause damage to such a deceived victim. A demon wielding a sword can attack and do damage, and the appearance of a pit full of spikes can be fatal even though it is not real. If the observer doubts the reality of the illusion, he or she will be permitted a saving throw to see the illusion for what it really is. If one observer disbelieves the illusion and this disbelief is communicated to others, the others will also gain a saving throw at a bonus of +4. Note that the spell relies purely on a visual effect; it will have no effect upon a creature that does not see it. Furthermore, the lack of any audible component can make certain illusions completely non-credible. An explosion, for example, is not likely to be believed by anyone if it creates no sound. Various methods may be used by the GM to determine if an NPC or monster believes the effect of a phantasmal force, common sense being the first thing to consider. A player who takes care to craft a believable illusion should be rewarded for skilful use of the spell, not forced into a table of random results.

Prayer
Area of Effect: 60 ft radius
Range: 0
Casting Time: 6 segments
Duration: 1 round/level

Casting prayer is a matter of intoning an invocation to the cleric’s god(s), following which any of the cleric’s allies who were in the spell’s area of effect will gain, for the duration of the spell, the same benefits as if they were affected by an ongoing chant spell. Note that the cleric is able to move and take other actions while the prayer spell is in effect, which is not the case with the more restricted chant spell.

Protection from Evil (10 ft radius) (Reversible)
Area of Effect: One creature
Range: Touch
Casting Time: 3 segments
Duration: 2 round/level
Saving Throw: None

This spell, except as noted above, is similar to the clerical spell protection from evil 10 ft radius.

Protection from Normal Missiles
Area of Effect: One creature
Range: Touch
Casting Time: 3 segments
Duration: 1 turn/level
Saving Throw: None

The subject of this spell becomes completely invulnerable to the effects of projectiles. The spell’s power is not sufficient completely to ward off the larger missiles hurled by siege engines such as catapults and ballistae, nor the enchantment of a magic arrow or bolt, but does reduce any damage caused by such weapons by 1 hit point per die of damage. The spell conveys no protection whatsoever against spells, including spells with missile-like qualities such as fireball or ray of enfeeblement.

Remove Curse (Reversible)
Area of Effect: See below
Range: Touch
Casting Time: 6 segments
Duration: Instantaneous
Saving Throw: See below

This spell allows the cleric to remove curses from persons and objects, and the spell can have a variety of other applications against evil manifestations. Magical items imbued with curses cannot be destroyed by the spell’s power, but use of the spell upon a person under the influence of such an item will generally free the person from the curse and allow him or her to be rid of the item. The spell’s reverse, bestow curse, inflicts the subject with a magical curse, the exact nature of which is not entirely within the caster’s control:

Reduce one ability score to 3: 50%
Cause -4 penalty to hit and on saving throws: 25%
Cause victim (50% chance per turn) to drop any objects it is holding (or in the case of an non-tool using creature, not act for one round): 25%

With the GM’s agreement, the character may design a specific curse to use with this spell other than the random curse the spell normally unleashes. In order to bestow a curse, the cleric must successfully touch the intended victim, who is entitled to a saving throw. The duration of a bestowed curse is 1 turn/level.

Slow
Area of Effect: 1 creature/level in a 40 x 40 ft area
Range: 90 ft +10 ft/level
Casting Time: 3 segments
Duration: 3 rounds +1 round/level
Saving Throw: None

This spell acts upon its targets to slow down their movements, or can be used to negate the effects of a haste spell. Any creature affected by a slow spell will find that it can only move at half normal speed and attack at half its normal rate. The spell may be cast upon up to 1 creature/level, but all must be within the area of the spell’s area of effect at the time of casting. If more than one slow spell is cast upon the same subject, the effects of the two spells will be cumulative.

Speak with Dead
Area of Effect: One dead creature
Range: 10 ft
Casting Time: 1 turn
Duration: See below

By casting speak with dead, the cleric opens a mystical channel to the afterworld, permitting him or her to ask a dead creature several questions. As with most spells that concern the afterlife, the length of time that the soul has departed is a factor—the longer the creature has been dead, the more powerful the casting cleric must be to initiate contact. The cleric must be able to speak the dead creature’s language and must have some portion of its bodily remains available as the focus of the spell.

Suggestion
Area of Effect: One creature
Range: 30 ft
Casting Time: 3 segments
Duration: 6 turns +6 turns/level
Saving Throw: None (negates)

This spell empowers the caster to suggest facts or courses of action with an almost unavoidable power of persuasion. Factual suggestions (“These are not the halflings you seek”), suggestions of a course of action (“You won’t mention you saw us, I have no doubt”), or a combination of both are possible. Even a victim who has failed a saving throw against the spell will not undertake a course of action that is palpably unreasonable, but the experienced caster can easily phrase his or her requests in such a way as to avoid this problem. No creature will leap off a cliff for no reason; but the caster might need to scout the bottom of a chasm and promise to cast a feather fall spell, or hand the victim a “magical” torch that supposedly permits the power of flight. The creature to be influenced must be able to hear and understand the language spoken by the caster.

Tiny Hut
Area of Effect: 5 ft radius sphere
Range: 0
Casting Time: 3 segments
Duration: 6 turns/level
Saving Throw: None

This spell causes a bubble of magical force to form around the caster. The field will extend through solid substances if necessary, providing a complete sphere of protection even against burrowing creatures. When the caster stands on the ground, the sphere will thus appear to be a hemisphere, with half of it beneath the ground. The field’s outside surface is not transparent and is usually a dark amber color, but anyone inside the sphere can see through to the outside as if the force field did not exist. The spell provides protection against inclement winds and temperature within a certain range, but offers no protection against attacks from outside. Anyone can pass into and out of the hut, and up to 6 medium-sized or 8 small creatures can shelter inside with the caster. If the caster leaves the hut, the spell ends. Inside the hut, the inhabitants will not feel winds of up to 50 mph, which are completely blocked by the bubble of force, but if the wind reaches gale force of 50 mph the tiny hut will be shredded into oblivion. The temperature inside the hut remains at a pleasant 70˚ Fahrenheit for so long as the outside temperature remains in a range from 0˚ to 100˚. For every degree of outside temperature beyond this range, the temperature inside the hut will rise or fall accordingly from 70˚. The caster may illuminate the inside of the hut with a dim, ambient light that will not, of course, show to the outside.

Tongues (Reversible)
Area of Effect: 30 ft radius
Range: 0
Casting Time: 3 segments
Duration: 1 round/level
Saving Throw: None

Within the radius established by this spell, the caster, and the caster alone, will be able to speak and understand any verbal language, including alignment tongues. Note that the spell’s area of effect does not move with the caster. The reverse of the spell makes any verbal communication impossible for any person (not just the caster) in the spell’s area, or may be used to cancel out the effects of the tongues spell.

Water Breathing (Reversible)
Area of Effect: One creature
Range: Touch
Casting Time: 3 segments
Duration: 1 round/level
Saving Throw: None

This spell grants the ability to breathe underwater while the spell lasts. The reverse of the spell allows a water-breathing creature to breathe in the air.

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