Spells and Feats


Ballista Reloader [General]

You reload ballistae faster than normal. Prerequisite: proficiency with simple weapon (heavy crossbow).

Benefit: You are able to reduce the reload time of light, medium, and heavy ballistae that you are loading by two rounds. Every member of the weapon’s crew must have this feat before the weapon’s reload time is shortened.

Catapult Reloader [General]

You reload catapults faster than normal.

Prerequisite: proficiency with simple weapon (heavy crossbow).

Benefit: You are able to reduce the reload time of light, medium, and heavy catapults that you are loading by two rounds. Every member of the weapon’s crew must have this feat before the weapon’s reload time is shortened.

Cannon Reloader [General]

You reload cannons faster than normal.

Prerequisite: Exotic Weapon Proficiency (Cannons).

Benefit: You are able to reduce the reload time of cannons that you are loading by two rounds. Every member of the weapon’s crew must have this feat before the weapon’s reload time is shortened.

Close-quarter Firing [General]

You are skilled at making well-placed shots with ship’s weapons at close range.

Prerequisite: Proficient with the weapon.

Benefit: You gain a +1 to your attack rolls with ship weapons at ranges of up to 100 ft. Only one member of the weapon crew must have this feat. The bonus does not stack.

Exotic Weapon Proficiency (cannons) [General]

You understand how to load and shoot cannons.

Benefit: You attack normally with cannons.

Normal: A character who shoots cannons without being proficient with it suffers a -4 penalty on attack rolls.

Special: Every member of the weapon’s crew must have this feat or the -4 penalty still applies on attack rolls.

Gravity Expertise [General]

You are able to function well in various levels of gravity.

Benefit: Gravity-imposed penalties affect you to a lesser degree, if at all. You ignore up to 4 points of strength and dexterity circumstance penalties.

Normal: A character in an unaccustomed gravity suffers circumstance penalties to strength and dexterity.

Sea Legs [General]

You are adept at working aboard sailing vessels.

Benefit: You get a +2 bonus to all balance and climb checks while aboard a sailing ship.

Steady Shot [General]

You are skilled at timing and aiming your attacks with ship weapons into melee combat.

Prerequisite: Close-Quarter Firing.

Benefit: You can shoot a ship’s weapon at a target engaged in melee without suffering the standard -4 penalty. Only one member of the weapon crew must have this feat. The bonus does not stack.

Take Aim [General]

You are exceptionally skilled in aiming ship’s weapons at targets protected by cover.

Prerequisites: Proficient with weapon, Close-Quarter Firing, Steady Shot.

Benefit: You gain a +2 to your attack rolls with ship’s weapons against targets that are protected by cover. This feat has no effect against targets that have either total cover or no cover. Only one member of the weapon crew must have this feat. The bonus does not stack.

Weapon Focus (Ballistae, Catapults, Or Cannons) [General]

Choose one type of ship’s weapon, such as a heavy ballista. You are especially good at using that ship’s weapon.

Prerequisite: Proficient with the weapon.

Benefit: You add +1 to all attack rolls you make using that type of ship’s weapon. Special: You may gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of ship’s weapon. Only one member of the weapon crew must have this feat. The bonus does not stack.

Craft Portal (Item Creation)

You can construct magical portals that allow travel between the planes.

Prerequisite: Caster level 5th.

Benefit: You can construct portals (using the rules on page 32-33). Creating a portal takes one day per 1,000 gp of the portal’s cost, and the creator must spend XP equal to 1/25th of the cost and use raw materials worth half its price, as per a normal magic item. You may also repair a broken portal if it is one you could make; doing so costs half the XP and half the raw materials needed to make it in the first place.

Special: A wizard may take Craft Portal as one of his wizard bonus feats.

Elemental Conversion (Metamagic)

You can alter your spells to suit different elemental planes.

Benefit: See the list of spells above, which notes the spells that this feat can alter. You can adjust the spell so it gives the same benefit on another plane; for example, you can adjust the water breathing spell so it lets you breathe on the airless, fire-filled reaches of the Fire Plane. All other aspects of the spell are unchanged (so fire breathing does not protect from the heat of the flames).

Foreign Magic (General)

You can disentangle your magic from the local weave.

Benefit: Three times per day, you may ignore the local restrictions on magic brought about by low Arcane, Divine or Green traits, or by the Elemental or Energy traits. For example, you can cast a Fire-based spell on the Plane of Water without having its power impeded by the Water-dominant trait.

Special: This feat cannot overcome the restriction of a Dead Magic plane.

Home Ground (General)

You become a native of another plane.

Prerequisites: The character must have spent at least one year living on the plane.

Benefit: You can choose another plane to be your ‘home plane,’ the plane that you return to when dismissed. Taking this feat does not make you an elemental or outsider; you do, however, acquire the ‘extraplanar’ subtype when on the Material Plane.

Normal: Most characters are natives of the Material Plane.

Improved Foreign Magic (General)

You can call upon the magical effects of your home plane.

Prerequisites: Foreign Magic, Home Ground

Benefit: Three times per day, you may cast a spell as if you were standing on your home plane, using its magical traits instead of those of the current plane. For example, if your home plane has a Green trait of +7, you can apply the metamagic benefits of that trait to three spells per day instead of using the Green trait of the current plane.

The three uses of this feat are in addition to the three uses of the Foreign Magic feat.

Punch Shift [Metamagic]

You can force your way through barriers that deny planar travel.

Benefit: You can increase the Accessibility trait of a plane for the purposes of a spell. For example, if a plane has an Accessibility of 1, it can normally only be accessed via a single portal. You can use this feat to increase the Accessibility, allowing you to travel to the plane via a plane shift spell. For every two levels you raise the accessibility of the plane by, the spell being cast with punch shift takes up a spell slot one level higher. For example, a plane shift that also increases the Accessibility by 6 takes up a spell slot three levels higher than normal.

Special: This feat can be used to escape a dimensional anchor. The anchor has an Accessibility of 0.

Acolyte of the Veil [General]

You traffic with demons and other evil outsiders, offering them sacrifices of living creatures and valuable treasure for their services. As an initiate of this horrid tradition, you can compel longer periods of service from evil creatures than is normally possible with your spells.

Prerequisite: Arcane caster level 1+, evil alignment.

Benefit: When using any summon monster spell, you may include 5 gp worth of gems or gold per level of the spell in the spell’s material components to increase its duration by one round. You may boost the spell’s length by a maximum of 1 round + your Charisma bonus. This bonus applies only when summoning evil creatures.

Alternatively, you can sacrifice a living, sentient creature to increase the spell’s duration one round per Hit Die of creatures slain. You and your fellows must commit these ghastly murders in the round immediately before and during your use of summon monster. There is no limit to how long you can extend the spell’s duration when offering living sacrifices to your demonic allies.

Combat Sense [Fighter, General]

At the slightest hint of trouble, you ready your guard and draw your weapon. Drawing on your combat experience, you react without thinking to sudden attacks and ambushes.

Prerequisite: Base attack bonus +1, Quick Draw.

Benefit: You gain a +2 bonus to initiative. If you are attacked in melee during a surprise round, you may draw a weapon and do not count as flat-footed. However, you may still be flanked as normal. Ranged attacks and spells do not trigger this feat.

Dimensional Sense [General]

You have a sixth sense for judging the ebb and flow of cosmic energy, allowing you to travel through the planes with greater ease.

Prerequisite: Wis 13+.

Benefit: When a creature attempts to use teleport, gate, planeshift, or dimension door to arrive at a spot within 30 ft. of your current position, you may make a Wisdom check (DC 10) to predict its arrival one round before it appears. In game terms, your DM tells you the spot where a creature is set to appear, though you learn nothing of the creature itself. In addition, you have an unerring sense of the direction and distance to the last gate you traveled through. As long as you remain on the plane the gate took you to, you can always find it.

Elemental Mastery [General]

Spellcasters who travel the planes can improve their mastery over an energy type by visiting worlds where it is much stronger than normal. You attune your magic to the planar elemental forces that generate the energy it uses, giving your spells an added punch.

Prerequisite: Arcane caster level 1+; you must have visited a plane with the arcane potency or elemental ascendancy trait for the descriptor you choose for this feat.


CHAPTER ONE: Planar Adventuring

Benefit: When you choose this feat, pick one of the following spell descriptors: acid, cold, electricity, fire, or sonic. When you cast a spell that deals damage of the type you selected, your spell deals an additional point of damage for every two caster levels. For example, if you had Elemental Mastery (fire) at 10th level, your fire spells would deal an additional 5 points of damage. Add this bonus damage to the spell’s total damage, not each die.

Special: You may take this feat more than once, choosing a different energy type each time you gain it.

Exotic Fighting Style [Fighter, General]

Compared to warriors on your home world, you utilize a strange method of dueling. Your unfamiliar strikes, blocks, and ripostes foil their efforts and, more importantly, sap their confidence.

Prerequisite: Base attack bonus +3, must have visited at least two planes for one month each.

Benefit: Once per encounter, you may gain either a +1 competence bonus to melee attacks or a +1 dodge bonus to AC for a number of rounds equal to 1 + your Intelligence bonus. Activating this ability is a free action, and you do not have to make use of it over consecutive rounds. For example, if you could use this ability for three rounds, you could employ it for the first two rounds of a fight, stop using it, and then use your final round later in the fight.

Expel Outsiders [General]

You channel divine energy into an outsider’s material form, disrupting it and forcing the creature to flee back to its plane of origin.

Prerequisite: Turn Outsiders, ability to turn undead.

Benefit: You may use one of your daily turning attempts to expel an outsider to its home plane. Make a turning check as normal with the following modifications. You may target only one creature with this ability, and it must be within 60 ft. of you. Unlike standard turning checks, you must roll 1d20 and add your level. If this total is greater than or equal to twice the target’s Hit Dice, it is immediately forced back

to its native plane. Note that the creature is under no compulsion to remain there. It can use any spells or abilities to travel the planes on its next action. Generally speaking, this ability is best used against weaker outsiders rather than the most powerful demons and devils.

You may also use this ability against any creature called into your world via a summon monster spell regardless of its type.

Normal: Turning affects only undead creatures.

Master Linguist [General]

You have a talent for language that allows you to puzzle out the meaning of tongues that you have never before encountered. By analyzing a creature’s physical mannerisms, its tone of voice, and the pattern of its speech, you can attempt to communicate with it.

Prerequisite: Int 13+, ability to speak at least three languages other than Common and your racial tongue.

Benefit: When you attempt to communicate with a creature whose language you do not understand, you must make an Intelligence check to determine how much you can decipher. The master linguist table gives guidelines for the ability check DCs. You may make a check once for each particular phrase. If you fail, you must spend an hour listening to the creature’s language before you can try again. You gain a +2 competence bonus to your check if the creature speaks slowly and clearly and a +4 circumstance bonus if it uses physical objects and gestures to convey its meaning.

After a short period, you can attempt to speak to a creature in its native language. After five successful Intelligence checks to use this feat, you may make an Intelligence check with a DC of 10 + the total words you attempt to communicate in a sentence. On a success, the creature understands you. On a natural roll of 1, regardless of modifiers, the attempt fails and you accidentally convey the opposite of your intended message.

Master Linguist Table


Simple phrases, no more than five words long Normal phrases, typical spoken sentence Complex phrases, touching on esoteric topics

Rapid Recovery [General]

Your toughness and resilience allow you to shrug off injuries that would leave weaker adventurers bed-ridden for weeks. A night’s rest is sometimes enough for you to recover from major injuries.

Prerequisite: Toughness.

Benefit: Eight hours of restful sleep counts as a full day of rest for you, allowing you to heal damage equal to your level. If you have suffered ability score damage, a night of rest counts as one day for purposes of recovering ability points. A day of rest heals double your level in hit points, while a day of complete bed rest heals triple your level in hit points. Note that you can only gain the equivalent of eight hours of sleep once per day. You cannot sleep 24 hours straight in order to gain three days worth of ability score recovery.

Turn Outsiders [General]

You call upon the power of the gods to terrify outsiders. Blasted by the power of your god, they quake in fear before your righteous aura.

Prerequisite: Divine caster level 3+, ability to turn undead.

Benefit: You may use your ability to turn undead against outsiders. Resolve the turn attempt as normal. Outsiders are not rebuked, commanded, turned, or destroyed. Instead, outsiders with an alignment different from yours become shaken. They suffer a –2 morale penalty to attacks, checks, and saves for a number of rounds equal to 1d4 + your Charisma modifier. Outsiders with an alignment identical to yours gain a +2 morale bonus to attacks, checks, and saves for the same duration.

Normal: Turning affects only undead creatures.


10 20 25

Watchful Strategist [Fighter, General]

The planes hold many strange creatures. Sometimes, it is best to hold back and assess a monster’s abilities before rushing into combat against it. Drawing on your battle experience, you have a good sense for predicting an opponent’s abilities by observing his actions.

Prerequisite: Base attack bonus +6, Sense Motive 4 ranks.

Benefit: As a standard action that does not provoke an attack of opportunity, you may observe an opponent and decipher his abilities based on his actions and bearing. Each time you use this feat, you learn 1d4 of your opponent’s feats or 1d2 of his extraordinary, supernatural, or spell- like abilities. Your DM selects the abilities you learn at random. You can only use this feat during combat, as you observe your foe’s fighting stance and tactics.

Well-Timed Strike [Fighter, General]

You watch an opponent’s actions, reading his movements to discern his intent and using that information to plan your counterattack.

Prerequisite: Base attack bonus +8, Watchful Strategist.

Benefit: As a move-equivalent action, you may choose to watch a single opponent and prepare a response to his action. When that foe takes his turn, the DM must announce his action. You may then take a standard action as normal. Your opponent must then take his action as stated by your DM, even if it is now impossible due to your action. In that case, your opponent wastes his action. You may use this feat once per encounter.


Summon Merchant I-IX

This spell functions like summon monster I, except that you can summon one Mercane for an hour according to the table below. The Mercane may leave at any time they choose. (The base limit is the maximum priced magic item they can procure, the purchase limit is how much they can pay the PC’s. All transactions with Mercane have a 5% difference from the list price.)

Base LimitPurchase LimitSummon Merchant
50 gp500 gp1st
200 gp1,000 gp2nd
500 gp2,500 gp3rd
1,000 gp5,000 gp4th
2,000 gp10,000 gp5th
4,000 gp25,000 gp6th
8,000 gp50,000 gp7th
16,000 gp100,000 gp8th

Celestial Vision

Celestial Vision provides you with information about the celestial bodies of the star system that you are in. It has no effect if cast outside of a solar system. Distance within the star system is not a factor, but the amount of information revealed depends on how long you study the area.

Girth Category

Miserean’s Air Cleansing

You create an area of fresh, healthy air. The area is created even if one did not previously exist, but the spell does not function underwater. Any naturally occurring impurity that taints the air, such as smoke, vapors, or even corrosive atmosphere is prevented from entering the area, and the spell will cleanse any within the area in one round. It does not remove or keep out odors, fog, or creatures.

Well of Gravity

Well of gravity is completely overwhelmed by the gravity of a celestial body such as a planet or satellite. It functions only in space, where the gravity of celestial bodies does not exist. For this reason, its use is limited to aetherships and their ports. If the spell is cast where gravity already exists, the direction of the gravity will coincide with the existing gravity.

If an object under the effect of a well of gravity comes within one mile of another object with a well of gravity, the smaller of the two objects will slowly turn, raise, or lower to match the gravity direction of the larger body (if they are the same size, they move equally). Once their spell effects overlap, they are in a mutually shared area of gravity. At this point, an aethership can sail up only if it rigs an oversail.

An aethership that has well of gravity in effect will be turned to match the planet’s direction of gravity at least one mile before it reaches the point where people can effectively feel the planet’s gravity. The effective gravity of celestial bodies extends to 1% of the body’s diameter (so the gravity of a planet that is 6,000 miles in diameter can be felt up to 60 miles above the planet’s surface).

Multiple castings of the spell are often targeted one above the other onboard aetherships or ports to provide tall areas of gravity.

Calling Ward

While a calling ward is in place, the affected creature cannot be called by spells such as planar binding or gate. The attempt simply fails as if the creature was dead or did not exist. Calling wards also prevent the creature from being summoned.

Material Component: A handful of dirt from the creature’s home plane.


Countercraft can be cast either of two ways.

If the caster is within Medium range of a creature who is using a planecrafting spell, then countercraft can be used to automatically counterspell that planecrafting spell.

Alternatively, a countercraft spell can be used from anywhere on the plane to counter the changes being made by an act of planecrafting. This includes nonmagical methods of planecrafting, such as infusions, spill overs or even divine right. Countercraft must be cast within one minute of the change being made.

The caster takes 3d6 points of damage for every change to a trait – for example, if a standard Chaotic infusion is being added to a plane (Law/Chaos +1d6, Morphic +1d6, Weather +1d4), then the caster of countercraft will suffer (1d6+1d6+1d4)x3d6 points of damage. Each 3d6 roll is resolved separately; if the caster is killed by this damage, any left over changes are applied to the plane as normal. The caster may choose what changes are countered first; for example, the caster countering the Chaotic infusion could choose to absorb the Morphic change first.

Focus: A shield or staff.


A door spell works like the planar travel version of the gate spell, with one important drawback – it can only create a portal where planes touch. Therefore, it can only be used to travel from one coexistent plane to another, or to travel from one coterminous plane to another if the door is opened where the two planes touch.

For example, from the Material Plane, a door can be opened to: † The Ethereal Plane (as the Material and Ethereal Planes are coexistent). † The Plane of Shadow (as the Material and Shadow Planes are coexistent). † The Astral Plane (as everywhere is coexistent with the Astral Plane). † In some places, any of the Elemental Planes.

The door spell opens to a specific point on the other plane, but is always the point closest to the point of origin. For example, opening a door to the Ethereal Plane would bring the traveller to the Border Ethereal immediately adjacent to where the door was cast, while opening a door in the depths of the ocean to the Plane of Water would bring the character to whatever section of the Water Plane was closest to that ocean.

Detect Portal

This spell functions like detect magic, except it detects portals within the area of effect. The information garnered depends on how long the caster concentrates.

1st round: Presence or absence of portals. 2nd round: Number of portals and whether or not they are currently open or closed. 3rd round: The auras of portals become visible.

Ether Tether

The target of an ether tether is magically linked to whatever plane it was on when the spell was cast. Whenever the creature leaves the plane (whether by a portal, by voluntary means such as plane shift or even by dismissal and similar effects), it is yanked back by the ether tether and reappears 1d6 rounds later. The creature reappears as close to where it vanished from as possible. An ether tether will not stop a summoned creature from vanishing when the summoning expires.

Material Component: A length of cat gut.

Gather Infusion

This spell draws together the ambient energy of a plane to create an infusion (see Planecrafting). The infusion appears as a glowing, fist-sized nexus of power. The infusion must immediately be placed in a suitable vessel (see below) when the spell is cast. Lesser infusions can be gathered anywhere on a suitable plane. Standard infusions can only be gathered where the trait is intense (± 7), while greater infusions can only be gathered near the most intense zones (± 10).

When an infusion is gathered, it must be placed in a vessel. The vessel must be sturdy enough to contain the infusion, and costs 1,000 gp for a vessel capable of holding lesser infusions, 4,000 gp for one capable of holding standard or lesser infusions and 16,000 gp for one capable of holding any potency of infusion. A vessel can only hold one kind of infusion, but can be reused.

For example, an infusion of Life might be held inside a carved wooden sphere; an infusion of Negative Energy inside a skull studded with black onyx gems or an infusion of Fire inside a brass urn rimed with frost.

Focus: The vessel.


Grace allows the caster to bring a ‘bubble’ of safe reality with him when he travels from one plane to another. For the duration of the spell, the caster is treated as if he was on his home plane for the purposes of all environmental and planar effects. For example, if a native of the Material Plane went through a portal to the Plane of Negative Energy, grace would protect him from the Negative Energy and from the cold and would allow him to use Positive Energy spells without impediment.

The grace effect manifests as a shimmering white sphere around the caster. Grace extends only to the caster and anyone else who travelled using the same portal effect; creatures on the new plane are untouched by grace.

Infuse Plane

This spell is used to incorporate an infusion into a plane. The material component for the spell is the infusion in question – as the spell is cast, the caster opens the vessel containing the infusion and hurls the little nexus of planar energy into the plane. The infusion immediately sinks into the plane in a cataclysmic eruption of furious power. See Planecrafting, for the effects of an infusion.

Alternatively, the character can touch an open portal while casting this spell to produce a lesser or standard infusion.

Material Component: The infusion produced using the gather infusion spell.

Locate Portal

Locate portal allows the caster to detect any portals within range of the spell. It detects portals whether they are open or closed, active or inactive. It also detects the use of planar travel or teleportation effects such as etherealness or dimension door. The caster does not learn anything about the portal other than its location. A thin sheet of lead blocks this spell.

Focus: A forked twig.


As lesser planecraft, but the XP cost and price of the materials is doubled. The number of changes to traits is also doubled (± 6).

Planecraft, Greater

As lesser planecraft, but the XP cost and price of the materials is tripled. The number of changes to traits is also tripled (± 9).

Planecraft, Lesser

The lesser planecraft allows the caster to adjust the traits of a Magically Morphic plane (see Planecrafting, page 228). The caster may adjust traits by a total of +/ - 3 (i.e., he could increase one trait by +2 and decrease another by 1, or add +3 to one trait or subtract -1 from three traits; any combination as long as the changes add up to three).

To alter the plane the character must make a Spellcraft check (DC 15 + twice the plane’s Size trait).

A plane can only take a limited number of planecrafting spells – each planecraft spell after the first adds 20 to the difficulty. The DC drops back down at a rate of five per week until it reaches the base level of 15 + twice the plane’s Size.

Material Components: Blood, powdered silver worth 500 gp and a gemstone worth at least 1,000 gp.

XP Cost: 250 XP.

Shifting Element Guard

This spell alters the properties of the spells endure elements, resist energy and protection from energy. As a free action once per round, the character under the effects of this spell can change what environment or energy type he is protected from. For example, a character on the Plane of Fire has the spells shifting element guard, endure elements (heat) and protection from energy (fire) cast on him. Just before stepping through a portal to the frozen wastes of the north, he uses shifting element guard to change the spells to endure elements (cold) and protection from energy (cold).

All the active spells must be changed at the same time to the same ‘setting.’

Shift Trace

A shift trace determines where a planar traveller went when they cast a plane shift or similar spell or stepped through a portal. The trace must be cast within one minute (10 rounds) of the traveller leaving. Shift trace only reveals what plane the traveller went to, not their location on that plane. Note that a traveller leaving via teleport is considered to have gone to the Astral Plane, but spells such as gate that pass through the Astral en route to another plane give a shift trace result of the destination plane.

Summoning Ward

While a summoning ward is in place, the affected creature cannot be summoned by spells such as summon monster. The attempt simply fails as if the creature was dead or did not exist.

Trivia of the Crossways

Trivia of the crossways gives a bard access to the bardic knowledge of the local plane. For example, a bard who travelled to the Firmament and cast this spell would instantly be able to use Bardic Knowledge to pick up on the latest gossip of the archons and angels.

A bard using trivia of the crossways in the Infernum would know which demon prince is currently ascendant. When the bard leaves the plane he is no longer able to use his Bardic Knowledge ability to learn any more about the plane he has just left. For example, knowing the name of a particular fiend would be obscure (DC 25) on the Material Plane. If the bard travelled to the Infernum and cast this spell, he would be using the same knowledge as a fiendish bard, so the DC would drop to Common (10) or Uncommon (20).


This spell conjures a tuning fork tuned to the frequency of the plane the caster is currently on, for use with the plane shift spell.

Focus: An instrument of some sort, used to produce the correct resonance.


For the duration of worldwalk, the caster may move from any plane to any another (as per plane shift) as a move action. He may not carry other creatures with him unless they weigh less than a total of 50 pounds, including all gear. The caster arrives within 1d20 miles of his destination on the target plane.

Material Component: A multifaceted gemstone worth at least 500 gp.

Dimension Portal

Conjuration [Teleportation] Level: Sor/Wiz 6 Components: V Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Effect: A dimensional passage connecting two points Duration: 1 round/level Saving Throw: None Spell Resistance: No

As dimension door, save that the passage you create remains in place after you travel through it and other creatures may use it until the spell’s duration ends. The portal appears as a gleaming point of light. It has no effect on attacks, provides no cover, and does not block movement. A creature must enter the space you occupied when you first cast this spell and spend a standard action to move through the portal. It counts as having cast dimension door save that it appears at the destination point you originally chose.

Travel is possible in only one direction. Creatures can enter at the spot at which you created the portal and exit it at the same place you traveled to, but they cannot do the opposite. If a creature would appear in a spot that is too tight to hold its bulk or in an area already occupied by a creature, it counts as having used dimension door to enter a spot occupied by solid matter.

A creature affected by a dimensional anchor cannot travel via this spell.

Dimensional Hop

Conjuration [Teleportation] Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

You create a planar bubble around a creature, allowing it to cover the full range of its movement in a single step. The recipient of this spell may take a move-equivalent action to teleport a distance equal to its current speed, taking into account encumbrance and any other modifiers to speed. The creature must be able to see its destination point, but it may otherwise move up, down, or in any other direction. The creature instantaneously disappears from its starting point and appears at its destination. Moving in this manner does not draw attacks of opportunity.

A creature affected by a dimensional anchor cannot travel via this spell.

Material Component: A piece of parchment crumpled into a ball that you pull flat as you cast the spell.

Dimensional Slip

Conjuration [Teleportation] Level: Sor/Wiz 1 Components: V, S, F Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

You create a slight fold in the planar fabric, allowing a creature to move faster than normal as it takes steps in sixth- or seventh-dimensional space. The recipient of this spell gains a +5 ft. bonus to speed for every five caster levels. Apply this bonus to the creature’s speed before accounting for any armor or heavy loads it carries.

A creature affected by a dimensional anchor cannot travel via this spell.

Arcane Focus: A slip of paper folded into a loop.

Dimensional Warp

Conjuration [Teleportation] Level: Sor/Wiz 3 Components: V, S, F Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: You and one willing recipient per caster level Duration: Instantaneous Saving Throw: None (see below) Spell Resistance: Yes (harmless)

You and a number of willing creatures up to your caster level are teleported to any point up to this spell’s maximum range. You may determine the exact placement of your fellow travelers at your arrival point, but they must all appear within 30 ft. of your destination. They can be above, below, or beside you, as long as they are within this range. Unwilling creatures are never affected by this spell.

A creature affected by a dimensional anchor cannot travel via this spell.

Arcane Focus: A small, iron mesh net worth 25 gp.

Planar Compass

Divination Level: Brd 2, Clr 2, Drd 2, Sor/Wiz 2 Components: V, S Casting Time: 1 action Range: Personal Target: You Duration: 1 minute/level

You tap into the planar system, analyzing the ebb and flow of cosmic energy to determine your relative position and the unique traits of the world you are on. For the duration of this spell, you intuitively know the destination of any gate or portal you discover. You learn the nature and strength of all planar traits that are currently in effect. Finally, if you cast plane shift while under this spell’s effects you may cut the distance you are off target by half. If you cast teleport, you may roll twice to see if you deviate from your target, taking whichever result you want of the two.


33 CHAPTER ONE: Planar Adventuring

Sphere of Safe Passage

Abjuration Level: Clr 3, Drd 3, Sor/Wiz 3 Components: V, S, F Casting Time: 1 action Range: Personal Area: 30 ft. radius centered on caster Duration: 10 minutes per level Saving Throw: None Spell Resistance: No

You create a sphere of force that extends 30 ft. in all directions around you. Within this bubble, the air remains comfortably warm and has enough oxygen to sustain you and your companions for the spell’s duration. You do not suffer the effects of planar traits while you remain within the sphere, and you ignore extreme weather, any heat or cold effects that deal sub- dual damage, and strong winds. Spells, abilities, and all other effects function within the sphere as normal. The sphere moves with you, but any physical barriers limit its size. It bends and folds to reshape itself as you move through tight quarters, into open areas, and back into a narrow area.