New Spells
Abjuration Level: Bard 3, sorcerer/wizard 3 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 hour/level (D) Saving Throw: Will negates (harmless); see text Spell Resistance: Yes
CHAPTER 4
Disobedience
controller becomes able to mentally command the targeted creature. In addition to protecting the subject, disobedience sends false information to the creature that is attempting to gain control of the subject. The would-be controller must succeed on a Will save or believe that its spell or ability has taken effect and that the target is now under its control. The spell’s subject becomes aware of commands issued by that creature and can choose to act however she pleases, disregarding the would-be controller’s orders or going along with them in a pretense of obedience. Material Component: A scrap of tin.
Enlarge Weapon
Disobedience shields a scoundrel from an illithid’s attempt at control
A ghostly great helm that only you can see appears around your companion’s head, warding her mind against control. You shield your subject against mind-controlling spells and abilities. Disobedience blocks any attempt to exercise mental control over the subject creature, including charm and compulsion effects that grant ongoing control over the subject, such as dominate person or a vampire’s dominate ability. The protection does not prevent such effects from targeting a subject affected by disobedience, but it suppresses the effect for the duration of this spell. If disobedience ends before the effect granting mental control does, the would-be
Transmutation Level: Sorcerer/wizard 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: One touched melee weapon Duration: 1 round/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object)
Illus. by K. Yanner
The fetch has an effective Strength score of 6, so it can lift 60 pounds or drag 300 pounds. Its Dexterity is 10, so it has an AC of 10 (plus size modifier). It gains no AC benefit from any equipment or effect on you when the spell is cast (such as armor you wear, since the armor created for it is part of its form), though it can then wear real armor or other items to increase its Armor Class. It has no Constitution score and 10 hit points; if reduced to 0 hit points, it is destroyed. It can’t be healed, nor can it benefit from temporary hit points. The fetch has no Intelligence, Wisdom, or Charisma score. You can command it to make noise, but it can’t communicate in any way, nor can it understand instructions other than the simple orders you give it telepathically. The fetch cannot attack in any way; it is never allowed an attack roll. Even if armed, it doesn’t threaten an area around it and thus can’t flank an enemy, nor can it use the aid another action to improve your Armor Class or attack rolls. The fetch has the same alignment aura as you do. Detect thoughts does not register its existence (since it has no Intelligence), but detect magic reveals it as a magical effect. Material Component: One of your own hairs.
With a shriek of warping wood and scraping metal, your weapon grows, becoming far more intimidating. A melee weapon you hold enlarges by one size category (Small weapons become Medium, Medium weapons become Large, and so on). As its size increases, the damage the weapon deals increases as well (PH 114). When your weapon is affected by this spell, you do not take a penalty for wielding an inappropriately sized weapon. If you drop the enlarged weapon, are disarmed, or hand the weapon to another creature, the spell ends. This spell does not grant you the ability to wield any other inappropriately sized weapon without
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