NOTE: This is a Season 0 scenario written with 3.5 OGL rules, so not everything is going to be the same as in the equivalent rule Pathfinder rule books. I've copied out a bunch of stuff that might seem superfluous, but actually may make a difference.  Likewise, if players argue “but that's not how that works” please remind them that you have to use the 3.5 OGL version, while they get all the Pathfinder options.

Source other than the scenario: http://www.d20srd.org/ 

ACT 1: THE WEDDING RECEPTION
Frenzied Lions (3)  CR 3 (MM 274)

LION
Male Lion NN Large Animal
Init +7; Senses Low-Light Vision, Scent; Perception +9

DEFENSE
AC 15, touch 12, flat-footed 12 (+3 Dex, -1 size, +3 natural)
hp 32 (5d8+10)
Fort +6, Ref +7, Will +2 

OFFENSE
Spd 40 ft.

Melee Bite (Lion) +7 (1d8+5/20/x2)
Claw x2 (Lion) +7 x2 (1d4+5/20/x2)
Rake x2 (Lion) +7 x2 (1d4+5/20/x2)
Unarmed Strike +7 (1d4+5/20/x2)

Space 10 ft.; Reach 5 ft.

Special Attacks Grab, Pounce

TACTICS
During Combat: Hungry and frustrated, the lions attack anything in the area. If damaged, they turn their aggression on their tormentors. Morale The beasts attempt to flee if reduced below 10 hit points.

STATISTICS
Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +9 (+13 Grappling); CMD 22 (26 vs. Trip)
Feats Improved Initiative, Run, Skill Focus: Perception
Skills Acrobatics +11, Fly +1, Perception +9, Stealth +8 Modifiers +4 Stealth in undergrowth
Languages

SPECIAL ABILITIES
+4 Stealth in undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.

Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Pounce (Ex) You can make a full attack as part of a charge.

Run You run faster than normal.

Scent (Ex) Detect opponents within 15+ feet by sense of smell 
ACT 1: THE WEDDING RECEPTION (Continued)
Panicked Elephant CR 7 hp 104 (MM 272)

ELEPHANT
Male Elephant NN Huge Animal

Init +0; Senses Low-Light Vision, Scent; Perception +21

DEFENSE
AC 17, touch 8, flat-footed 17 (-2 size, +9 natural)
hp 104 (11d8+44)
Fort +13, Ref +7, Will +6

OFFENSE
Spd 40 ft.

Melee Gore (Elephant) +16 (2d8+10/20/x2)
Slam (Elephant) +16 (2d6+10/20/x2)
Trample (DC 25) (Elephant) +16 (2d8+15)
Unarmed Strike +16/+11 (1d6+10/20/x2)

Space 15 ft.; Reach 10 ft.

TACTICS
During Combat: The elephant breaks free of its handler and tramples randomly about the wedding reception. Use the “missing with a thrown weapon” rules in the PH (page 158) to determine a random direction for the elephant each turn and have it charge its full movement in that direction as far as it can, bull-rushing and trampling guests, PCs, and lions alike. The elephant does this for the entirety of the encounter (regardless of whether or not it’s attacked) unless successfully calmed down magically or by Handle Animal checks. PCs must roll a successful DC 25 Handle Animal check to “push” the elephant to perform a “down” or “stay” trick. The elephant cannot be commanded to do any other tricks besides these two.

STATISTICS
Str 30, Dex 10, Con 19, Int 2, Wis 13, Cha 7
Base Atk +8; CMB +20 (+22 Bull Rushing); CMD 30 (32 vs. Bull Rush34 vs. Trip)

Feats Endurance, Great Fortitude, Improved Bull Rush, Iron Will, Power Attack -3/+6, Skill Focus: Perception
Skills Fly -4, Perception +21, Stealth -8
Languages

SPECIAL ABILITIES
Endurance
+4 to a variety of skill checks. Sleep in L/M armor with no fatigue.

Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Power Attack -3/+6 You can subtract from your attack roll to add to your damage.

Scent (Ex) Detect opponents within 15+ feet by sense of smell. 
Area 2a: The Hall of Discipleship

DERVISHES OF THE UNFORGIVING (3 OR 8) CR 3
Male Human Rogue 3/Warrior 2

LE Medium Humanoid (Human)
Init +6; Senses Perception +4
DEFENSE
AC 18, touch 13, flat-footed 15 (+5 armor, +2 Dex, +1 dodge)
hp 22 (2d10+3d8)
Fort +4, Ref +5, Will +0
Defensive Abilities Trap Sense

OFFENSE
Spd 20 ft.
Melee
Dagger, Punching +5 (1d4+1/20/x3)
Gauntlet (from Armor) +5 (1d3+1/20/x2)
Javelin +1 (1d6+1/20/x2)
Scimitar +5 (1d6+1/18-20/x2)
Unarmed Strike +5 (1d3+1/20/x2)
Special Attacks Sneak Attack +2d6

TACTICS
Before Combat: If the dervishes hear a break-in from the front, one of them spreads oil in the area marked P on the map. If the PCs enter through other means, the dervishes spread the oil wherever it tactically benefits them most.
During Combat: The dervishes work together to surround and flank opponents, preferring to take them down one at a time.
Morale: So long as more than one dervish fights, they fight to the death. If one dervish remains, he attempts to flee. 

STATISTICS
Str 12, Dex 14, Con 11, Int 10, Wis 8, Cha 9
Base Atk +4; CMB +5; CMD 18
Feats Dodge, Improved Initiative, Mobility, Rogue Weapon Proficiencies
Skills Acrobatics +3, Bluff +5, Climb +2, Disguise +4, Escape Artist -1, Fly -1, Knowledge (Local) +1, Perception +4, Ride -1, Stealth +6, Survival +1, Swim -2 
Languages Common
SQ Trap Spotter (Ex), Trapfinding +1
Combat Gear Dagger, Punching, Javelin (3), Masterwork Scale Mail, Scimitar; Other Gear Tindertwig

TRACKED RESOURCES
Javelin – 0/3

SPECIAL ABILITIES
Mobility +4 to AC against some attacks of opportunity.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +1 +1 to find or disable traps. 

ACT 3: AVENUE OF THE PHOENIX
Qutirh the Prudent (1) TIER 5-6, and Erinyes Friend (add a 2nd) TIER 8-9
DEVIL, ERINYES (1 OR 2) CR 8
Male Devil, Erinyes LE Medium Outsider (Devil, Evil, Extraplanar, Lawful)
Init +6; Senses Darkvision, See in Darkness; Perception +16 

DEFENSE
AC 23, touch 17, flat-footed 16 (+6 Dex, +6 natural, +1 dodge) hp 94 (9d10+45)
Fort +11, Ref +12, Will +7
DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 19

OFFENSE
Spd 30 ft., Flight (50 feet, Good)

Melee
+1 Longsword +15/+10 (1d8+8/19-20/x2)
Unarmed Strike +14/+9 (1d3+5/20/x2)

Ranged
+1 Flaming Composite Longbow (Str +5) +16/+11 (1d8+6/20/x3)

Spell-Like Abilities Fear (single target, dc 19) (At will), Minor Image (At will), Summon (level 3, 2 bearded devils, 50%) (1/day), Teleport, Greater (self plus 50 lbs. of objects on, True Seeing (Constant), Unholy Blight (At will)

TACTICS
Before Combat: If Qutirh hears the servants approaching (Listen DC 10) or the PCs approaching (Listen opposed by the PCs worst Move Silently check, he waits just inside the slave hut, hoping to ensnare intruders with charm monster.
During Combat: Qutirh first uses his rope to entangle a spellcaster, concentrating subsequent attacks on spellcasters and healers. If confronted by multiple strong warriors, the erinyes teleports clear, repeatedly casting charm monster and turning to his bow. Summoning bearded devils places Qutirh in debt to others of his kind, so he prefers to conjure lemurs instead.
Morale: If knocked below 20 hp, Qutirh teleports away to find and warn Ibn-Chadli.

STATISTICS
Str 20, Dex 23, Con 21, Int 14, Wis 18, Cha 21 Base Atk +9; CMB +14; CMD 31
Feats Combat Reflexes (7 AoO/round), Dodge, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Shot On The Run
Skills Acrobatics +18, Bluff +17, Diplomacy +14, Escape Artist +12, Fly +19, Intimidate +17, Knowledge (Planes) +8, Knowledge (Religion) +8, Perception +16, Sense Motive +10, Stealth +15
Languages Celestial, Common, Draconic, Infernal; Telepathy (100 feet)
SQ Entangle (DC 20) (Su)
Combat Gear +1 Flaming Composite Longbow (Str +5), +1 Longsword;

SPECIAL ABILITIES
Combat Reflexes (7 AoO/round) You may make up to 7 attacks of opportunity per round, and may make them while flat-footed.

Damage Reduction (5/good) You have Damage Reduction against all except Good attacks. 

Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.

Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
ACT 3: AVENUE OF THE PHOENIX (Continued)
Darkvision (60 feet) You can see in the dark (black and white vision only).

Entangle (DC 20) (Su) Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an animate rope spell (CL 16th, DC 20). An erinyes can hurl its rope 30 feet with no range penalty. An erinyes's rope functions only for the erinyes who made it and no other,

Flight (50 feet, Good) You can fly!

Immunity to Fire You are immune to fire damage.

Immunity to Poison You are immune to poison.

Mobility +4 to AC against some attacks of opportunity.

Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. 

Precise Shot You don't get -4 to hit when shooting or throwing into combat.

Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. See in Darkness See perfectly in darkness of any kind, including magical darkness.

Shot On The Run When attacking with a ranged weapon, you can move - attack – move.

Spell Resistance (19) You have Spell Resistance. Summon (level 3, 2 bearded devils, 50%) (1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no creatures appear.

Telepathy (100 feet) (Su) Communicate telepathically if the target has a language. 

Bearded Devil
Medium Outsider (Evil, Extraplanar, Lawful)
6d8+18 (45 hp)
Initiative:	+6
Speed:	40 ft. (8 squares)
Armor Class:	 19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Base Attack/Grapple:	+6/+8
Attack:	Glaive +9 melee (1d10+3 plus infernal wound) or claw +8 melee (1d6+2)
Full Attack:	 Glaive +9/+4 melee (1d10+3 plus infernal wound) or 2 claws +8 melee (1d6+2)
Space/Reach:	5 ft./5 ft. (10 ft. with glaive)
Special Attacks:	Infernal wound, beard, battle frenzy, summon devil
Special Qualities:	Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 17, telepathy 100 ft.
Saves:	Fort +8, Ref +7, Will +5
Abilities:	Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10
Skills:	Climb +11, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9
Feats:	 Improved Initiative, Power Attack, Weapon Focus (glaive)
ACT 5: THE CHAPEL OF THE HIGH PRIEST
RAAMIZ IBN-CHADLI (TIER 5-6) CR 5
Male Human Sorcerer 6 LE Medium Humanoid (Human)
Init +1; Senses Perception +3

DEFENSE
AC 19, touch 11, flat-footed 18 (+4 armor, +4 shield, +1 Dex)
hp 40 (6d6+24)
Fort +6, Ref +3, Will +4

OFFENSE
Spd 30 ft.
Melee
Sickle +3 (1d6/20/x2)
Unarmed Strike +3 (1d3/20/x2)
Whip +3 (1d3/20/x2)
Ranged
Masterwork Crossbow, Light +5 (1d8/19-20/x2)
Sorcerer Spells Known (CL 6, +3 melee touch, +4 ranged touch):
3 (3/day) Suggestion (DC 16)
2 (6/day) Bear's Endurance (DC 14), Scorching Ray
1 (7/day) Charm Person (DC 14), Mage Armor (DC 13), Magic Missile, True Strike (DC 13), 
0 (at will) Acid Splash, Daze (DC 13), Detect Magic, Light, Message, Prestidigitation, Ray of Frost

TACTICS
Before Combat: At the start of each day, Ibn-Chadli casts mage armor on himself. If he or any of his minions hear the PCs coming, Ibn-Chadli also casts bear’s endurance and shield (included in his stats). He is currently disguised as the Pathfinder Farendir.
During Combat: Ibn-Chadli orders the ogres to attack while he blasts away with scorching ray. Once the ogres threaten archers or spellcasters, he blocks further movement with web from his wand. Particularly effective opponents face the suggestion that they surrender.
Morale: Ibn-Chadli fights to the death.
Base Statistics AC 11, touch 11, flat-footed 10; hp 28; Con 14 

STATISTICS
Str 10, Dex 12, Con 14/18, Int 14, Wis 8, Cha 15 Base Atk +3; CMB +3; CMD 14
Feats Eschew Materials, Exotic Weapon Proficiency: Whip, Silent Spell, Spell Focus: Enchantment, Still Spell
Skills Bluff +10, Concentration: Sorcerer +8, Perception +3, Profession (Merchant) +7, Spellcraft +9
Languages Common, Giant, Kelish
SQ +3 to sight-based Perception checks in shadows, Arcane, Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Metamagic Adept (1/day) (Ex), Share Spells with Familiar, Speak With Familiar (Ex)
Combat Gear Bolts, Crossbow (20), Masterwork Crossbow, Light, Sickle, Whip; Other Gear Potion of Barkskin +2, Potion of Invisibility, Wand of Web

TRACKED RESOURCES
Bolts, Crossbow - 0/20 Metamagic Adept (1/day) (Ex) - 0/1 Potion of Barkskin +2 - 0/1 Potion of Invisibility - 0/1 Wand of Web – 0/50

SPECIAL ABILITIES
Alertness +3 to sight-based Perception checks in shadows You gain the Alertness feat while your familiar is within arm's reach.
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
ACT 5: THE CHAPEL OF THE HIGH PRIEST (Continued)
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. 
Eschew Materials Cast spells without materials, if component cost is 1 gp or less. 
Metamagic Adept (1/day) (Ex) Apply a metamagic feat 1/day without increasing the casting time.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Silent Spell Cast a spell with no verbal components. +1 Level.
Speak With Familiar (Ex) You can communicate verbally with your familiar. 
Spell Focus: Enchantment Spells from one school of magic have +1 to their save DC. 
Still Spell You can cast a spell with no somatic components. +1 Level.

ACHMIT CR 1/3 Male Owl NN Tiny Magical Beast ((Animal)) Init +3; Senses Low-Light Vision; Perception +13

DEFENSE
AC 18, touch 15, flat-footed 15 (+3 Dex, +2 size, +3 natural)
hp 20 (1d8)
Fort +2, Ref +5, Will +7

OFFENSE
Spd 10 ft., Flight (40 feet, Average)
Melee Talon (Owl) +8 (1d4-2/20/x2)
Unarmed Strike +8 (1-2/20/x2)
Space 2 ft.; Reach 0 ft.

STATISTICS
Str 6, Dex 17, Con 11, Int 8, Wis 15, Cha 6 Base Atk +3; CMB +4; CMD 12
Feats Weapon Finesse
Skills Bluff +3, Climb +3, Fly +7, Perception +13, Spellcraft +3, Stealth +15, Swim +3 Languages SQ Improved Evasion (Ex)

TRACKED RESOURCES -none-

SPECIAL ABILITIES
Flight (40 feet, Average) You can fly! Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

ACT 5: THE CHAPEL OF THE HIGH PRIEST (Continued)
RAAMIZ IBN-CHADLI (TIER 8-9) CR 8 Male Human Sorcerer 9 LE Medium Humanoid (Human) Init +1; Senses Perception +3

DEFENSE
AC 19, touch 11, flat-footed 18 (+4 armor, +4 shield, +1 Dex) hp 60 (9d6+36) Fort +7, Ref +4, Will +5 DR 10/melee or magic

OFFENSE
Spd 30 ft.
Melee Sickle +4 (1d6/20/x2)
Unarmed Strike +4 (1d3/20/x2)
Whip +4 (1d3/20/x2)

Ranged Masterwork Crossbow, Light +6 (1d8/19-20/x2)

Sorcerer Spells Known (CL 9, +4 melee touch, +5 ranged touch):
4 (4/day) Confusion (DC 18), Wall of Ice (DC 17)
3 (7/day) Fireball (DC 16), Haste (DC 16),Suggestion (DC 17)
2 (7/day) Bear's Endurance (DC 15), Protection from Arrows (DC 15), Rope Trick, Scorching Ray
1 (7/day) Charm Person (DC 15),  Mage Armor (DC 14), Magic Missile, Shield, True Strike (DC 14)
0 (at will) Acid Splash, Daze (DC 14), Detect Magic, Ghost Sound (DC 13), Light, Message, Prestidigitation (DC 13), Ray of Frost

TACTICS
Before Combat: At the start of each day, Ibn-Chadli casts mage armor and protection from arrows on himself. If he or any of his minions hear the PCs coming, Ibn-Chadli also casts bear’s endurance and shield (included in his stats). He is currently disguised as the Pathfinder Farendir.
During Combat: Ibn-Chadli bolsters his ogre minions with haste, then inflicts confusion on his foes. He enjoys using suggestion to send opponents running from the battlefield. Wall of ice is used to divide enemy groups.
Morale: Ibn-Chadli fights to the death.
Base Statistics AC 11, touch 11, flat-footed 10; hp 42; Con 14 

STATISTICS
Str 10, Dex 12, Con 14/18, Int 14, Wis 8, Cha 16 Base Atk +4; CMB +4; CMD 15
Feats Eschew Materials, Exotic Weapon Proficiency: Whip, Silent Spell, Skill Focus: Bluff, Spell Focus: Enchantment, Still Spell
Skills Bluff +20, Concentration: Sorcerer +12, Diplomacy +6, Disguise +6, Intimidate +6, Perception +3, Profession (Merchant) +10, Spellcraft +9
Languages Common, Giant, Kelish
SQ +3 to sight-based Perception checks in shadows, Arcane, Circlet of Persuasion, Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Metamagic Adept (2/day) (Ex), Share Spells with Familiar, Speak with Animals (Ex), Speak With Familiar (Ex)
Combat Gear Bolts, Crossbow (20), Masterwork Crossbow, Light, Sickle, Whip; Other Gear Circlet of Persuasion, Potion of Barkskin +2, Potion of Invisibility, Scroll: Invisibility, Wand of Web
TRACKED RESOURCES
Bolts, Crossbow - 0/20 Metamagic Adept (2/day) (Ex) - 0/2 Potion of Barkskin +2 - 0/1 Potion of Invisibility - 0/1 Wand of Web – 0/50

SPECIAL ABILITIES
Alertness +3 to sight-based Perception checks in shadows You gain the Alertness feat while your familiar is within arm's reach.
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Circlet of Persuasion +3 competence bonus to CHA-based checks (skills already included).
ACT 5: THE CHAPEL OF THE HIGH PRIEST (Continued)
Damage Reduction (10/melee or magic) You have Damage Reduction against non-magical ranged weapons.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. 
Eschew Materials Cast spells without materials, if component cost is 1 gp or less. 
Metamagic Adept (2/day) (Ex) Apply a metamagic feat 2/day without increasing the casting time.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Silent Spell Cast a spell with no verbal components. +1 Level.
Speak with Animals (Ex) Your familiar can communicate with similar animals to itself. 
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus: Enchantment Spells from one school of magic have +1 to their save DC. 
Still Spell You can cast a spell with no somatic components. +1 Level.

ACHMIT CR 1/3 Male Owl NN Tiny Magical Beast ((Animal)) Init +3; Senses Low-Light Vision; Perception +13

DEFENSE
AC 20, touch 15, flat-footed 17 (+3 Dex, +2 size, +5 natural) hp 30 (1d8)
Fort +3, Ref +6, Will +8

OFFENSE
Spd 10 ft., Flight (40 feet, Average)
Melee
Talon (Owl) +9 (1d4-2/20/x2)
Unarmed Strike +9 (1-2/20/x2)
Space 2 ft.; Reach 0 ft.

STATISTICS
Str 6, Dex 17, Con 11, Int 10, Wis 15, Cha 6 Base Atk +4; CMB +5; CMD 13
Feats Weapon Finesse
Skills Bluff +7, Climb +3, Fly +7, Perception +13, Spellcraft +4, Stealth +15, Swim +3
Languages
SQ Improved Evasion (Ex)

TRACKED RESOURCES -none-

SPECIAL ABILITIES
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

ACT 5: THE CHAPEL OF THE HIGH PRIEST (Continued)

OGRE (2) (TIER 5-6), (5) (TIER 8-9)
CR 3 Male Ogre CE Large Humanoid (Giant)
Init -1; Senses Darkvision, Low-Light Vision; Perception +5

DEFENSE
AC 17, touch 8, flat-footed 17 (+4 armor, -1 Dex, -1 size, +5 natural) hp 30 (4d8+12)
Fort +6, Ref +0, Will +3

OFFENSE
Spd 30 ft.
Melee
Greatclub +7 (2d8+7/20/x2)
Javelin +3 (1d8+5/20/x2)
Unarmed Strike +7 (1d4+5/20/x2)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7 Base Atk +3; CMB +9; CMD 18
Feats Iron Will, Toughness +4
Skills Acrobatics -4, Climb +7, Escape Artist -4, Fly -6, Perception +5, Ride -4, Stealth -8, Swim +2
Languages Giant
Combat Gear Greatclub, Hide, Javelin (4)

SPECIAL ABILITIES
Darkvision (60 feet) You can see in the dark (black and white vision only).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. 
OGL Spells (in Alphabetical Order)

Acid Splash
Conjuration (Creation) [Acid]
Level:	Sor/Wiz 0
Components:	V, S
Casting Time:	1 standard action
Range:	Close (25 ft. + 5 ft./2 levels)
Effect:	One missile of acid
Duration:	Instantaneous
Saving Throw:	None
Spell Resistance:	No
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.

Bear's Endurance
Transmutation
Level:	Clr 2, Drd 2, Rgr 2, Sor/Wiz 2
Components:	V, S, DF
Casting Time:	1 standard action
Range:	Touch
Target:	Creature touched
Duration:	1 min./level
Saving Throw:	Will negates (harmless)
Spell Resistance:	Yes
The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth.

Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are.

Charm Person
Enchantment (Charm) [Mind-Affecting]
Level:	Brd 1, Sor/Wiz 1
Components:	V, S
Casting Time:	1 standard action
Range:	Close (25 ft. + 5 ft./2 levels)
Target:	One humanoid creature
Duration:	1 hour/level
Saving Throw:	Will negates
Spell Resistance:	Yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

OGL Spells (in Alphabetical Order) (Continued)

Confusion
Enchantment (Compulsion) [Mind-Affecting]
Level:	Brd 3, Sor/Wiz 4, Trickery 4
Components:	V, S, M/DF
Casting Time:	1 standard action
Range:	Medium (100 ft. + 10 ft./level)
Targets:	All creatures in a 15-ft. radius burst
Duration:	1 round/level
Saving Throw:	Will negates
Spell Resistance:	Yes
This spell causes the targets to become confused, making them unable to independently determine what they will do.

Roll on the following table at the beginning of each subject’s turn each round to see what the subject does in that round.

d%	Behavior
01-10	Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
11-20	Act normally.
21-50	Do nothing but babble incoherently.
51-70	Flee away from caster at top possible speed.
71-100	Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Arcane Material Component
A set of three nut shells.

Daze
Enchantment (Compulsion) [Mind-Affecting]
Level:	Brd 0, Sor/Wiz 0
Components:	V, S, M
Casting Time:	1 standard action
Range:	Close (25 ft. + 5 ft./2 levels)
Target:	One humanoid creature of 4 HD or less
Duration:	1 round
Saving Throw:	Will negates
Spell Resistance:	Yes
This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.

Material Component
A pinch of wool or similar substance.

OGL Spells (in Alphabetical Order) (Continued)

Detect Magic
Divination
Level:	Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components:	V, S
Casting Time:	1 standard action
Range:	60 ft.
Area:	Cone-shaped emanation
Duration:	Concentration, up to 1 min./level (D)
Saving Throw:	None
Spell Resistance:	No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round
Presence or absence of magical auras.

2nd Round
Number of different magical auras and the power of the most potent aura.

3rd Round
The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength
An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Spell or Object	Aura Power
Faint	Moderate	Strong	Overwhelming
Functioning spell (spell level)	3rd or lower	4th-6th	7th-9th	10th+ (deity-level)
Magic item (caster level)	5th or lower	6th-11th	12th-20th	21st+ (artifact)
Lingering Aura
A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength	Duration of Lingering Aura
Faint	1d6 rounds
Moderate	1d6 minutes
Strong	1d6×10 minutes
Overwhelming	1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.

Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

OGL Spells (in Alphabetical Order) (Continued)

Fear
Necromancy [Fear, Mind-Affecting]
Level:	Brd 3, Sor/Wiz 4
Components:	V, S, M
Casting Time:	1 standard action
Range:	30 ft.
Area:	Cone-shaped burst
Duration:	1 round/level or 1 round; see text
Saving Throw:	Will partial
Spell Resistance:	Yes
An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.

Material Component
Either the heart of a hen or a white feather.

Fireball
Evocation [Fire]
Level:	Sor/Wiz 3
Components:	V, S, M
Casting Time:	1 standard action
Range:	Long (400 ft. + 40 ft./level)
Area:	20-ft.-radius spread
Duration:	Instantaneous
Saving Throw:	Reflex half
Spell Resistance:	Yes
A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Material Component
A tiny ball of bat guano and sulfur.

OGL Spells (in Alphabetical Order) (Continued)

Ghost Sound
Illusion (Figment)
Level:	Brd 0, Sor/Wiz 0
Components:	V, S, M
Casting Time:	1 standard action
Range:	Close (25 ft. + 5 ft./2 levels)
Effect:	Illusory sounds
Duration:	1 round/level (D)
Saving Throw:	Will disbelief (if interacted with)
Spell Resistance:	No
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

Ghost sound can enhance the effectiveness of a silent image spell.
Ghost sound can be made permanent with a permanency spell.

Material Component: A bit of wool or a small lump of wax.

Haste
Transmutation
Level:	Brd 3, Sor/Wiz 3
Components:	V, S, M
Casting Time:	1 standard action
Range:	Close (25 ft. + 5 ft./2 levels)
Targets:	One creature/level, no two of which can be more than 30 ft. apart
Duration:	1 round/level
Saving Throw:	Fortitude negates (harmless)
Spell Resistance:	Yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.

Multiple haste effects don’t stack. Haste dispels and counters slow.

Material Component: A shaving of licorice root.
OGL Spells (in Alphabetical Order) (Continued)

Light
Evocation [Light]
Level:	Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components:	V, M/DF
Casting Time:	1 standard action
Range:	Touch
Target:	Object touched
Duration:	10 min./level (D)
Saving Throw:	None
Spell Resistance:	No
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.

A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

Arcane Material Component
A firefly or a piece of phosphorescent moss.

Mage Armor
Conjuration (Creation) [Force]
Level:	Sor/Wiz 1
Components:	V, S, F
Casting Time:	1 standard action
Range:	Touch
Target:	Creature touched
Duration:	1 hour/level (D)
Saving Throw:	Will negates (harmless)
Spell Resistance:	No
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

Focus: A piece of cured leather.

Magic Missle
Evocation [Force]
Level:	Sor/Wiz 1
Components:	V, S
Casting Time:	1 standard action
Range:	Medium (100 ft. + 10 ft./level)
Targets:	Up to five creatures, no two of which can be more than 15 ft. apart
Duration:	Instantaneous
Saving Throw:	None
Spell Resistance:	Yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

OGL Spells (in Alphabetical Order) (Continued)

For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Minor Image
Evocation [Force]
Level:	Sor/Wiz 1
Components:	V, S
Casting Time:	1 standard action
Range:	Medium (100 ft. + 10 ft./level)
Targets:	Up to five creatures, no two of which can be more than 15 ft. apart
Duration:	Instantaneous
Saving Throw:	None
Spell Resistance:	Yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Message
Evocation [Force]
Level:	Sor/Wiz 1
Components:	V, S
Casting Time:	1 standard action
Range:	Medium (100 ft. + 10 ft./level)
Targets:	Up to five creatures, no two of which can be more than 15 ft. apart
Duration:	Instantaneous
Saving Throw:	None
Spell Resistance:	Yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

OGL Spells (in Alphabetical Order) (Continued)

Prestidigitation
Universal
Level:	Brd 0, Sor/Wiz 0
Components:	V, S
Casting Time:	1 standard action
Range:	10 ft.
Target, Effect, or Area:	See text
Duration:	1 hour
Saving Throw:	See text
Spell Resistance:	No
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Protection from Arrows
Abjuration
Level:	Sor/Wiz 2
Components:	V, S, F
Casting Time:	1 standard action
Range:	Touch
Target:	Creature touched
Duration:	1 hour/level or until discharged
Saving Throw:	Will negates (harmless)
Spell Resistance:	Yes (harmless)
The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. (This spell doesn’t grant you the ability to damage creatures with similar damage reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.

Focus
A piece of shell from a tortoise or a turtle.

Ray of Frost
Evocation [Cold]
Level:	Sor/Wiz 0
Components:	V, S
Casting Time:	1 standard action
Range:	Close (25 ft. + 5 ft./2 levels)
Effect:	Ray
Duration:	Instantaneous
Saving Throw:	None
Spell Resistance:	Yes
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

OGL Spells (in Alphabetical Order) (Continued)

Rope Trick
Transmutation
Level:	Sor/Wiz 2
Components:	V, S, M
Casting Time:	1 standard action
Range:	Touch
Target:	One touched piece of rope from 5 ft. to 30 ft. long
Duration:	1 hour/level (D)
Saving Throw:	None
Spell Resistance:	No
When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces (“planes”). Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). Creatures in the space can pull the rope up into the space, making the rope “disappear.” In that case, the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.

Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot by 5-foot window were centered on the rope. The window is present on the Material Plane, but it’s invisible, and even creatures that can see the window can’t see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.

Note: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.

Material Component
Powdered corn extract and a twisted loop of parchment.

Scorching Ray
Evocation [Fire]
Level:	Sor/Wiz 2
Components:	V, S
Casting Time:	1 standard action
Range:	Close (25 ft. + 5 ft./2 levels)
Effect:	One or more rays
Duration:	Instantaneous
Saving Throw:	None
Spell Resistance:	Yes
You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.

The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

OGL Spells (in Alphabetical Order) (Continued)

Shield
Abjuration [Force]
Level:	Sor/Wiz 1
Components:	V, S
Casting Time:	1 standard action
Range:	Personal
Target:	You
Duration:	1 min./level (D)
Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield spell for cover.

Suggestion
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level:	Brd 2, Sor/Wiz 3
Components:	V, M
Casting Time:	1 standard action
Range:	Close (25 ft. + 5 ft./2 levels)
Target:	One living creature
Duration:	1 hour/level or until completed
Saving Throw:	Will negates
Spell Resistance:	Yes
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.

The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.

A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).

Material Component
A snake’s tongue and either a bit of honeycomb or a drop of sweet oil.

OGL Spells (in Alphabetical Order) (Continued)

Summon Monster V, (bearded devil only)
Conjuration (Summoning) [see text for summon monster I]
Level:	Brd 5, Clr 5, Sor/Wiz 5
Effect:	One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Monster 1
Conjuration (Summoning) [see text]
Level:	Brd 1, Clr 1, Sor/Wiz 1
Components:	V, S, F/DF
Casting Time:	1 round
Range:	Close (25 ft. + 5 ft./2 levels)
Effect:	One summoned creature
Duration:	1 round/level (D)
Saving Throw:	None
Spell Resistance:	No
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Arcane Focus
A tiny bag and a small (not necessarily lit) candle.

OGL Spells (in Alphabetical Order) (Continued)

Teleport
Conjuration (Teleportation)
Level:	Sor/Wiz 5, Travel 5
Components:	V
Casting Time:	1 standard action
Range:	Personal and touch
Target:	You and touched objects or other touched willing creatures
Duration:	Instantaneous
Saving Throw:	None and Will negates (object)
Spell Resistance:	No and Yes (object)
This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.

You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.

To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table.

Familiarity
“Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently see it, you’ve been there often, or you have used other means (such as scrying) to study the place for at least one hour. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic.

“False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.

On Target
You appear where you want to be.

Off Target
You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10×1d10% of the distance that was to be traveled. The direction off target is determined randomly

Similar Area
You wind up in an area that’s visually or thematically similar to the target area.

Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead.

OGL Spells (in Alphabetical Order) (Continued)

Mishap
You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll.

Familiarity	      On Target	Off Target	Similar Area	  Mishap
Very familiar	01-97	      98-99	      100	        —
Studied carefully	01-94	      95-97	      98-99	       100
Seen casually	01-88	      89-94	      95-98	       99-100
Viewed once	      01-76	      77-88	      89-96	       97-100
False destination (1d20+80)	—	—	81-92	       93-100

Teleport, Greater
Conjuration (Teleportation)
Level:	Sor/Wiz 7, Travel 7
This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.

True Seeing
Divination
Level:	Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6
Components:	V, S, M
Casting Time:	1 standard action
Range:	Touch
Target:	Creature touched
Duration:	1 min./level
Saving Throw:	Will negates (harmless)
Spell Resistance:	Yes (harmless)
You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.

True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.

Material Component
An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat.

OGL Spells (in Alphabetical Order) (Continued)

True Strike
Divination
Level:	Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6
Components:	V, S, M
Casting Time:	1 standard action
Range:	Touch
Target:	Creature touched
Duration:	1 min./level
Saving Throw:	Will negates (harmless)
Spell Resistance:	Yes (harmless)
You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.

True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.

Material Component
An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat.

Unholy Blight
Evocation [Evil]
Level:	Evil 4
Components:	V, S
Casting Time:	1 standard action
Range:	Medium (100 ft. + 10 ft./level)
Area:	20-ft.-radius spread
Duration:	Instantaneous (1d4 rounds); see text
Saving Throw:	Will partial
Spell Resistance:	Yes
You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness.

Only good and neutral (not evil) creatures are harmed by the spell.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal, but remove curse is effective.

The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. Such a creature can reduce the damage in half again (down to one-quarter) with a successful Will save.

OGL Spells (in Alphabetical Order) (Continued)

Wall of Ice
Evocation [Cold]
Level:	Sor/Wiz 4
Components:	V, S, M
Casting Time:	1 standard action
Range:	Medium (100 ft. + 10 ft./level)
Effect:	Anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft./level
Duration:	1 min./level
Saving Throw:	Reflex negates; see text
Spell Resistance:	Yes
This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.

Ice Plane
A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or some other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.

Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level.

Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per caster level (no save).

Hemisphere
The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.

Material Component
A small piece of quartz or similar rock crystal.