Monster Codex | Rules | Duergar | New Rules | Duergar Spells

Duergar Spells

The following spells are known and were likely developed by duergar spellcasters.

Control Vermin

School: transmutation [] ()
Domain:
Level: cleric: 3; oracle: 3; warpriest: 3; druid: 2; ranger: 4; sorcerer: 3; wizard: 3; arcanist: 3; witch: 2; hunter: 2
Components: V, S, DF/M (a beetle)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 hour/level
Saving Throws: Will negates
Spell Resistance: no
Target: up to 1 HD/level of vermin, no two of which can be more than 30 ft. apart

You and a number of allies less than or equal to your caster level designated upon casting can use Handle Animal and Ride checks to influence or control the targeted vermin as if they were animals and had animal-level intelligence.

Dust Ward

School: abjuration [] ()
Domain:
Level: cleric: 6; oracle: 6; warpriest: 6; sorcerer: 6; wizard: 6; arcanist: 6; witch: 6
Components: V, S, M (a pinch of pumice)
Casting time: 10 minutes
Range: touch
Duration: permanent
Saving Throws: none
Spell Resistance: no
Target: one magic item

You ward a magic item against other creatures who try to learn to use or copy it. When you cast the spell, you designate one creature type, subtype, or a specific individual. If the item is worn or carried for 1 continuous hour or more by a creature that doesn't match the designation, the dust ward disintegrates the item into worthless gray dust. This destruction also occurs if the creature attempts to study the item in order to learn its properties or how to magically craft it (a miracle or wish spell used on the gray dust can still reveal this information). The destruction of the item doesn't harm the creature wearing or carrying the item (although the item's destruction may put the creature in harm's way, such as if a magical rope were being used to cross a chasm at the time). If the offending creature wears or carries the item for less than 1 hour and passes it to a different creature, the countdown to the item's destruction starts over.

The spell cannot affect a magic item with a caster level greater than half your caster level.

Ironskin

School: transmutation [] (earth)
Domain:
Level: alchemist: 2; investigator: 2; antipaladin: 2; bloodrager: 2; cleric: 2; oracle: 2; warpriest: 2; druid: 2; paladin: 2; ranger: 2; witch: 2; hunter: 2
Components: V, S, DF/M (a pinch of forge soot)
Casting time: 1 standard action
Range: personal
Duration: 1 minute/level (D; see text)
Saving Throws:
Spell Resistance:
Target: you

Your skin hardens and takes on the color and texture of rough iron. You gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level.

While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so.