Index of Spells by Name Letters - D

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Daggerspell Stance (F)
    SPC
  Arc 2, Drd 2, Sor/Wiz 2  
    General

Swift. You gain +2 insight bonus on attack and damage if you make a full attack, SR 5 + caster level if you fight defensively, and DR 5/magic if you use the total defense action.

Damning Darkness
    Lords
  Arc 4, Clr 4, Sor/Wiz 4, VDarkness 4  
    General

Darkness deals either 2d6 or 1d6 damage per round.

Dampen Magic
    CC
  Clr 4  
    General

Decrease enhancement bonus of magic weapons as well as save DC and caster level of magical effects used against subject; subject can invoke a 5-ft.-radius antimagic field.

Dance of Ruin
    Book of Vile Darkness
  Arc 2, Brd 2, Clr 2, Dem 2, Sor/Wiz 2  
    General

Nondemons take 2d20 points of damage.

Dance of the Unicorn
    SPC
  Arc 5, Drd 5, Purification 5  
    5 minutes

Purifying mist washes the air clean of smoke, dust, and poisons.

Dancing Blade
    Complete Arcane
  Wuj 4  
    General

Sword fights with an ally and prevents flanking.

Dancing Chains
    Book of Vile Darkness
  Dem 3, Sor/Wiz 4  
    5 minutes

Animates one chain per level.

Dancing Lights
Evocation [Light] 1 standard action SRD
None - No Arc 0, Beguiler 0, Brd 0, Duskblade 0, Shu 0, Sor/Wiz 0, Wuj 0 V, S
1 min. (D) Medium General
Effect: Up to four lights, all within a 10-ft.-radius area

Creates torches or other lights.

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

Dancing lights can be made permanent with a permanency spell.

Dancing Web
    Book of Exalted Deeds
  Arc 5, Clr 5, Drd 5, Sor/Wiz 4  
    General

1d6 points/level of nonlethal damage and if save fails, evil creatures are entangled (half speed, -2 att, -4 Dex, Concentration DC 15 + level).

Dark Tide
    Stormwrack
  Blackwater 7  
    6 hours

Infuse water over a large area with negative energy, causing weakness and 1d6 damage/hour.

Dark Way
    SPC
  Arc 2, Brd 2, Clr 2, Sor/Wiz 2  
    General

Creates temporary unbreakable bridge supporting up to 200 lbs./level.

Darkness Darkbolt
    SPC
  Darkness 5  
    General

You hurl one/two levels beams of darkness dealing 2d8 damage/round and may daze target for 1 round.

Vile Darkbolt
    Book of Vile Darkness
  Arc 2, Clr 2, Sor/Wiz 2, VDarkness 2  
    General

Deals 1d8 damage/2 levels and stuns 1 round.

Darkfire
    SPC
  Arc 3, Clr 3  
    General

As produce flame, but dark flames visible with darkvision.

Darkflame Arrow (M)
    CR
  Arc 3, Asn 3, Rgr 3  
    General

Masterwork arrow or bolt deals normal damage plus 1d6 damage each round for 3 rounds.

Darkliqht
    Book of Vile Darkness
  Asn 2, Sor/Wiz 1  
    30 minutes

Creates 5-ft.-radius area where all can see without light.

Darkness
Evocation [Darkness] 1 standard action SRD
None - No Adp 2, Arc 2, Asn 2, Blg 2, Blk 2, Brd 2, Cavern 2, Clr 2, HB 2, Shadow 2, Slayer of Domiel 2, Sor/Wiz 2 V, M/DF
10 min./level (D) Touch 4 hours
Target: Object touched

20-ft. radius of supernatural shadow.

This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spells effect is blocked until the covering is removed.

Darkness counters or dispels any light spell of equal or lower spell level.

Darkvision
Transmutation 1 standard action SRD
None - Yes (harmless) Arc 3, BVal 3, Duskblade 2, HotD 2, Rgr 3, Sor/Wiz 2, VDarkness 1 V, S, M
1 hour/level Touch 6 hours
Target: Creature touched

See 60 ft. in total darkness.

The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.

Darkvision can be made permanent with a permanency spell.

Mass Darkvision
    SPC
  Hrp 4, PUG 4, Sor/Wiz 4  
    6 hours

As darkvision, but affects subjects within 10 feet of you.

Superior Darkvision
    Unapproachable East
  Arc 4, Rgr 4, Sor/Wiz 4  
    6 hours

Subject can see in the dark to any range.

Darts Of Life
    CC
  Clr 5  
    General

Create ten projectiles that you can launch at allies to cure ld8 points of damage each.

Dawn
    SPC
  Arc 0, Drd 0, Rgr 1  
    General

Swift, Awaken sleeping and unconscious creatures.

Dawn Shroud
    CV
  Arc 5, Clr 5, Drd 5  
    General

In addition to acting as a daylight* spell, the light is harmful to oozes and undead.

Daylight
Evocation [Light] 1 standard action SRD
None - No Adp 3, Arc 3, Brd 3, ChamGwyn 3, Clr 3, Drd 3, EmBarachiel 3, HotD 3, Pal 3, Shu 3, Sor/Wiz 3 V, S
10 min./level (D) Touch 4 hours
Target: Object touched

60-ft. radius of bright light.

The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

If daylight is cast on a small object that is then placed inside or under a light- proof covering, the spells effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

Daze
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Arc 0, Beguiler 0, Brd 0, Shu 0, Sor/Wiz 0, Wuj 0 V, S, M
1 round Close General
Target: One humanoid creature of 4 HD or less

Humanoid creature of 4 HD or less loses next action.

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.

Daze Monster
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Beguiler 2, Brd 2, Sor/Wiz 2 V, S, M
1 round Medium General
Target: One living creature of 6 HD or less

Living creature of 6 HD or less loses next action.

This enchantment clouds the mind of a living creature with 6 or fewer Hit Dice so that it takes no actions. Creatures of 7 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.

Dead End
    SPC
  Asn 1, Brd 1, Sor/Wiz 1  
    1 hour

Illusions conceal the targets' spoor.

Deadfall
    SPC
  Arc 8, Drd 8  
    General

Creates a deadfall, Reflex save dealing 1d6/level bludgeoning damage (save half), prone (save negate), and Fort save or stunned for 1 round.

Deafening Clang
    SPC
  Arc 1, Pal 1  
    General

Swift, Weapon deafens with a successful touch attack.

Death Armor (F)
    SPC
  Sor/Wiz 2  
    General

Black aura damages creatures attacking you.

Death by Thorns
    Book of Vile Darkness
  Corrupt 7  
    General

Up to three creatures die in 1d4 rounds or are incapacitated, taking 4d6 damage.

Death Dragon
    SPC
  Arc 7, Clr 7  
    General

You gain +4 natural armor, +4 deflection, and natural attacks.

Death Grimace
    Book of Vile Darkness
  Arc 1, Asn 1, Blk 1, Sor/Wiz 1  
    1 hour

Caster leaves magical "calling card" on a corpse.

Death Hail
    Frostburn
  Arc 6, Drd 6, Winter 6  
    General

Summons a storm of death hail dealing 1d2 points of Strength and Constitution damage.

Death Knell
Necromancy [Death] [Ectomancy] [Evil] 1 standard action SRD
Will negates - Yes Arc 2, Blg 2, Blk 1, Clr 2, Death 2, DrgBlw 2, Sin-G 2 V, S
Instant/10 minutes per HD of subject; see text Touch General
Target: Living creature touched

Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.

You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature.

Death Pact (M)
    SPC
  Arc 8, Clr 8, Pact 8  
    General

-2 to Constitution, in exchange for effects of true resurrection.

Death Throes
    SPC
  Arc 5, Clr 5, Sor/Wiz 5  
    6 hours

Your body explodes when you die.

Death Ward
Necromancy [Ectomancy] 1 standard action SRD
Will negates (harmless) - Yes (harmless) APeace 4, Arc 4, Blg 4, ChamGwyn 4, Clr 4, Death 4, Drd 5, Hlr 4, HotD 4, Life 4, Pal 4, Repose 4, Shu 4, Slayer of Domiel 4, Undeath 4 V, S, DF
1 min./level Touch 5 minutes
Target: Living creature touched

Grants immunity to death spells and negative energy effects.

The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects.

This spell doesn't remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.

Death ward does not protect against other sorts of attacks even if those attacks might be lethal.

Mass Death Ward
    SPC
  Arc 8, Clr 8, Drd 9  
    30 minutes

As death ward, but more targets.

Deathwatch
Necromancy [Evil] 1 standard action SRD
None - No Arc 1, Clr 1, Hlr 0, Planning 1, Slayer of Domiel 1 V, S
10 min./level 30 ft. 4 hours
Area: Cone-shaped emanation

Reveals how near death subjects within 30 ft. are.

Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spells range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct).

Deathwatch sees through any spell or ability that allows creatures to feign death.

Decapitating Scarf
    Complete Arcane
  Wuj 7  
    General

Decapitate target or deal 1d4/level (max 20d4) damage. Some creatures take 6d4 instead.

Decastave
    Unapproachable East
  Sor/Wiz 2  
    General

Thundering quarterstaff of force deals 1d6 damage with touch attack.

Decomposition
    SPC
  Arc 1, Blg 1, Drd 2  
    General

Wounds deal 3 extra point of damage each round.

Decoy Image
    SPC
  Arc 3, Rgr 3  
    6 hours

Figment mimics you and allies.

Deep Breath
    SPC
  Arc 1, Drd 1, Rgr 1, Sor/Wiz 1  
    General

Your lungs fill with fresh air for the duration of the spell.

Deep Slumber
Enchantment (Compulsion) [Mind-Affecting] 1 round SRD
Will negates - Yes Asn 3, Beguiler 3, Brd 3, Dream 3, EmBarachiel 3, HB 3, Sin-S 3, Sor/Wiz 3 V, S, M
1 min./level Close General
Area: One or more living creatures within a 10-ft.-radius burst

Puts 10 HD of creatures to sleep.

A sleep spell causes a magical slumber to come upon 10 Hit Dice of creatures. Creatures with the fewest HD are affected first.

Among creatures with equal HD, those who are closest to the spells point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.

Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

Sleep does not target unconscious creatures, constructs, or undead creatures.

Deeper Darkness
Evocation [Darkness] 1 standard action SRD
None - No Adp 3, Arc 3, Asn 3, Blg 3, Blk 3, Clr 3, Shadow 3, Slayer of Domiel 3, VDarkness 3 V, M/DF
1 day/level (D) Touch 24 hours
Target: Object touched

Object sheds supernatural shadow in 60-ft. radius.

This spell causes an object to radiate shadowy illumination out to a 60-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level.

If deeper darkness is cast on a small object that is then placed inside or under a lightproof covering, the spells effect is blocked until the covering is removed.

Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.

Deeper Darkvision
    SPC
  Arc 4, PUG 4, Rgr 4, Sor/Wiz 3  
    6 hours

Subject can see 90 ft. in magical darkness.

Defenestrating Sphere (F)
    SPC
  Sor/Wiz 4  
    General

Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.

Defile Snow and Ice
    Frostburn
  Arc 3, Clr 3  
    General

Grants undead a +4 profane bonus

Deflect
    PHBII
  Duskblade 2, Sor/Wiz 2  
    General

Gain bonus to AC for one attack.

Lesser Deflect
    PHBII
  Duskblade 1, Sor/Wiz 1  
    General

Gain a deflection bonus of +1/3 levels (max +5) against one attack.

Dehydrate
    SPC
  Arc 3, Drd 3, Watery Death 5  
    General

Deals Con damage to target.

Deific Bastion
    CC
  Blk 3, Clr 3, Pal 3  
    General

Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity.

Deific Vengeance
    SPC
  Arc 2, Clr 2, Purification 2  
    General

God's punishment deals 1d6 damage/two caster levels (max 5d6). (1d6/level max 10d6 vs undead.)

Delay Death
    SPC
  Arc 4, Clr 4, Destiny 3  
    General

Losing hit points doesn't kill subject.

Delay Disease
    SPC
  Arc 1, Clr 1, Drd 1  
    24 hours

Postpones effects of a disease.

Delay Poison
Conjuration (Healing) 1 standard action SRD
Fortitude negates (harmless) - Yes (harmless) Adp 2, APeace 2, Arc 2, Brd 2, BVal 1, ChamGwyn 2, Clr 2, Drd 2, Feast 2, Hlr 2, Pal 2, Rgr 1, Shu 2 V, S, DF
1 hour/level Touch 6 hours
Target: Creature touched

Stops poison from harming subject for 1 hour/ level.

The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done.

Delayed Blast Fireball
Evocation [Fire] 1 standard action SRD
Reflex half - Yes Sor/Wiz 7, Wmg 7, Wuj 7 V, S, M
5 rounds or less; see text Long General
Area: 20-ft.-radius spread

1d6/level fire damage; you can postpone blast for 5 rounds.

This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6).

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 20d6) 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.

The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below). If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.

Delusions of Grandeur
    SPC
  Brd 2, Sor/Wiz 2  
    1 hour

Subject becomes overconfident and careless.

Demand
Enchantment (Compulsion) [Mind-Affecting] 10 minutes SRD
Will partial - Yes Beguiler 8, Charm 8, Diabolic 8, Nobility 8, Sor/Wiz 8 V, S, M/DF
1 round; see text See text 30 minutes
Target: One creature

As sending, plus you can send suggestion.

You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the demand does not arrive. (Local conditions on other planes may worsen this chance considerably.)

You influence the actions of the target creature by demanding a course of activity (limited to the length of the short message). The demand 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.

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

A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subjects Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective.

Demon Dirge
    SPC
  Arc 3, Clr 3, Sor/Wiz 3  
    General

Demons are stunned and take 2d6 damage/round for 1d6 rounds.

Demon Wings
    Book of Vile Darkness
  Arc 3, Blk 3, Dem 3, Demonic 3  
    General

You fly at your land speed.

Demoncall
    Book of Vile Darkness
  Arc 2, Blk 2, Dem 2, Demonic 2  
    4 hours

You gain +10 on one Knowledge (the planes), Knowledge (arcana)or Knowledge (religion) check.

Demonflesh
    Book of Vile Darkness
  Arc 1, Blk 1, Dem 1, Demonic 1  
    30 minutes

Caster gains +1 natural armor/5 caster levels.

Demonhide
    SPC
  Arc 2, Blk 2  
    General

The subject gains damage reduction 5/cold iron or good.

Demonic Blood Infusion (M)
    Ghostwalk Web
  Arc 6, Clr 6, Sor/Wiz 6  
    General

Temporarily grant subject the fiendish template, may cause the subject to become chaotic and evil permanently.

Depression
    Dragon 339
  Brd 3, Sor/Wiz 3  
    General

Enemies around you become fatigued and take penalties to Will saves.

Depthsurge
    Stormwrack
  Arc 8, Drd 8, Seafolk 8, Sor/Wiz 8  
    General

Water slam deals 2d6 + 1/level damage to all within 20-ft. radius, pushes targets back, sinks ships.

Desecrate (M)
Evocation [Negative] [Evil] 1 standard action SRD
None - Yes Arc 2, Blg 3, Clr 2, Evil 2, Undeath 2 V, S, M, DF
2 hours/level Close 30 minutes
Area: 20-ft.-radius emanation
Materials: A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.

Fills area with negative energy, making undead stronger.

This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a -3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.

If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (-6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area).

Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).

If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Desecrate counters and dispels consecrate.

Desecrate Battlefield (M)
    HoB
  Arc 6, Clr 6  
    General

Fills large area with negative energy, making undead stronger.

Desert Binding (M)
    Sandstorm
  Sand 8, Sor/Wiz 8  
    General

Imprisons creature as sand in an hourglass or wind in the waste.

Desert Burial
    Dragon 331
  Arc 4, Drd 4, Sor/Wiz 4  
    General

Buries targets up to their necks in sand.

Desert Diversion
    Sandstorm
  Sor/Wiz 4  
    5 minutes

Those attempting planar travel are diverted to a random wasteland.

Desiccate
    Sandstorm
  Arc 2, Clr 2, Drd 2, Sor/Wiz 2, Thirst 2  
    General

Deals 1d6/2 levels dessication damage and dehydrates living creature.

Mass Desiccate
    Sandstorm
  Arc 6, Clr 6, Drd 6, Sor/Wiz 6, Thirst 5  
    General

Desiccates several creatures.

Desiccating Bubble
    SPC
  Sor/Wiz 2  
    General

Directable globe of supernaturally dry air which causes evaporative damage to those it engulfs.

Despoil (M)
    Book of Vile Darkness
  Arc 9, Clr 9, Corruption 9  
    General

Kills plants, damages objects in 100-ft. radius/level.

Destruction (F)
Necromancy [Death] 1 standard action SRD
Fortitude partial - Yes Arc 7, Clr 7, Death 7, Repose 7, Slime 7 V, S, F
Instant Close General
Target: One creature
Focus: A special holy (or unholy) symbol of silver marked with verses of anathema (cost 500 gp).

Kills subject and destroys remains.

This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.

Detect Aberration
    Lords
  Arc 2, Clr 2, Drd 2, Sor/Wiz 2  
    General

Reveals aberrations within 60 ft.

Detect Animals or Plants
Divination 1 standard action SRD
None - No Arc 1, Drd 1, Rgr 1 V, S
Concentration, up to 10 min./level (D) Long General
Area: Cone-shaped emanation

Detects kinds of animals or plants.

You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant.

1st Round: Presence or absence of that kind of animal or plant in the area.

2nd Round: Number of individuals of the specified kind in the area, and the condition of the healthiest specimen.

3rd Round: The condition (see below) and location of each individual present. If an animal or plant is outside your line of sight, then you discern its direction but not its exact location.

Conditions: For purposes of this spell, the categories of condition are as follows:

Normal: Has at least 90% of full normal hit points, free of disease.

Fair: 30% to 90% of full normal hit points remaining.

Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.

Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.

If a creature falls into more than one category, the spell indicates the weaker of the two.

Each round you can turn to detect a kind of animal or plant 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 Attitude
    Dragon 323
  Arc 1, Brd 1, Clr 1, Pal 1  
    General

Reveals target's attitude.

Detect Chaos
Divination 1 standard action SRD
None - No Adp 1, Arc 1, Clr 1, Inquisition 1, KotC 1, Wuj 1 V, S, DF
Concentration, up to 10 min./level (D) 60 ft. General
Area: Cone-shaped emanation

Reveals creatures, spells, or objects of selected alignment.

This spell functions like detect evil, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.

Detect Crossroads
    Magic of Faerun
  Arc 0, Brd 0, Drd 0  
    General

Detect fey crossroads within 60 ft.

Detect Dragonmark
    MoE
  Arc 1, Clr 1, Sor/Wiz 1  
    General

Detect and identify dragonmarks within 60 ft.

Detect Evil
Divination 1 standard action SRD
None - No Adp 1, APeace 1, Arc 1, Clr 1, KotC 1, Wuj 1 V, S, DF
Concentration, up to 10 min./level (D) 60 ft. General
Area: Cone-shaped emanation

Reveals creatures, spells, or objects of selected alignment.

You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of evil.

2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.

If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the auras source is at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Power: An evil auras power depends on the type of evil creature or object that youre detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

 Aura Power
Object/Creature Faint Moderate Strong Overwhelming
Evil creature1 (HD) 10 or lower 11-25 26-50 51 or higher
Undead (HD) 2 or lower 3-8 9-20 21 or higher
Evil outsider (HD) 1 or lower 2-4 5-10 11 or higher
Cleric of an evil deity 2 (class levels) 1 2-4 5-10 11 or higher
Evil magic item or spell (caster level) 2nd or lower 3rd-8th 9th-20th 21st or higher

1 Except for undead and outsiders, which have their own entries on the table.

2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.

Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil 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 1d6x10 minutes
Overwhelming 1d6 days

Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them.

Each round, you can turn to detect evil 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 Favored Enemy
    SPC
  Arc 1, Rgr 1  
    General

You know if favored enemies are within 60 ft.

Detect Fire
    Frostburn
  Arc 1, Clr 1  
    General

Detect fire within 60 ft.

Detect Good
Divination 1 standard action SRD
None - No Adp 1, Arc 1, Clr 1, MH 1, Wuj 1 V, S, DF
Concentration, up to 10 min./level (D) 60 ft. General
Area: Cone-shaped emanation

Reveals creatures, spells, or objects of selected alignment.

This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil. Healing potions, antidotes, and similar beneficial items are not good.

Detect Guilt
    Dragon 323
  Arc 1, Clr 1, Pal 1  
    30 minutes

Reveals how much guilt target feels.

Detect Heresy
    Dragon 323
  Arc 3, Clr 3, Pal 2  
    30 minutes

Reveals heretical thoughts or actions in target's recent past.

Detect Law
Divination 1 standard action SRD
None - No Adp 1, Arc 1, Clr 1, Wuj 1 V, S, DF
Concentration, up to 10 min./level (D) 60 ft. General
Area: Cone-shaped emanation

Reveals creatures, spells, or objects of selected alignment.

This spell functions like detect evil, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic.

Detect Magic
Divination 1 standard action SRD
None - No Adp 0, APeace 0, Arc 0, Beguiler 0, Blg 0, Brd 0, Clr 0, Drd 0, Duskblade 0, HB 1, Hlr 0, Hoard 1, Shu 0, Sor/Wiz 0, Wuj 0 V, S
Concentration, up to 1 min./level (D) 60 ft. General
Area: Cone-shaped emanation

Detects spells and magic items within 60 ft.

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 auras power depends on a spells functioning spell level or an items caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.

 Aura Power
Spell or Object 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 1d6x10 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.

Detect Metal and Minerals
    RoF
  Arc 3, Clr 3, Sor/Wiz 3  
    General

Find metals and minerals within 60 ft.

Detect Poison
Divination 1 standard action SRD
None - No APeace 0, Arc 0, Asn 1, Blg 0, BVal 1, ChamGwyn 1, Clr 0, Drd 0, Hlr 0, Pal 1, Rgr 1, Shu 0, Sor/Wiz 0, Wuj 0 V, S
Instant Close 5 minutes
Target or Area: One creature, one object, or a 5-ft. cube

Detects poison in one creature or object.

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.

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 Scrying
Divination 1 standard action SRD
None - No Arc 4, Brd 4, HB 4, Planning 5, Shu 4, Sor/Wiz 4, Wealth 4 V, S, M
1 day 40 ft. General
Area: 40-ft.-radius emanation centered on you

Alerts you of magical eavesdropping.

You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spells area radiates from you and moves as you move. You know the location of every magical sensor within the spells area.

If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scriers result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you.

Detect Secret Doors
Divination 1 standard action SRD
None - No Beguiler 1, Brd 1, Cavern 1, Hoard 1, Knowledge 1, Sor/Wiz 1 V, S
Concentration, up to 1 min./level (D) 60 ft. General
Area: Cone-shaped emanation

Reveals hidden doors within 60 ft.

You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of secret doors.

2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors 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 Ship (F)
    Stormwrack
  Brd 3, Sor/Wiz 3  
    24 hours

Detect and identify ships.

Detect Snares and Pits
Divination 1 standard action SRD
None - No Arc 1, BVal 1, Drd 1, Rgr 1, Shu 1 V, S
Concentration, up to 10 min./level (D) 60 ft. General
Area: Cone-shaped emanation

Reveals natural or primitive traps.

You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps.

Detect snares and pits does detect certain natural hazardsquicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). However, it does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive.

The amount of information revealed depends on how long you study a particular area.

1st Round: Presence or absence of hazards.

2nd Round: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location.

Each Additional Round: The general type and trigger for one particular hazard closely examined by you.

Each round, you can turn to detect snares and pits 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 Thoughts
Divination [Mind-Affecting] 1 standard action SRD
Will negates; see text - No Arc 2, Beguiler 2, Brd 2, EmBarachiel 2, Inquisition 3, Knowledge 2, Mental 2, MH 2, Mind 2, Shu 2, Sor/Wiz 2, Truth 1, Wuj 2 V, S, F/DF
Concentration, up to 1 min./level (D) 60 ft. General
Area: Cone-shaped emanation

Allows listening to surface thoughts.

You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).

2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you cant see the creatures whose thoughts you are detecting.

3rd Round: Surface thoughts of any mind in the area. A targets Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.

Each round, you can turn to detect thoughts 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 Undead
Divination 1 standard action SRD
None - No APeace 1, Arc 1, Blg 1, ChamGwyn 1, Clr 1, Deathless 1, Pal 1, Sor/Wiz 1, Undeath 1 V, S, M/DF
Concentration, up to 1 min./level (D) 60 ft. General
Area: Cone-shaped emanation

Reveals undead within 60 ft.

You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.

1st Round: Presence or absence of undead auras.

2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table:

HD Strength
1 or lower Faint
2-4 Moderate
5-10 Strong
11 or higher Overwhelming

Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead 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 1d6x10 minutes
Overwhelming 1d6 days

Each round, you can turn to detect undead 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 Violence
    Dragon 323
  Arc 1, Clr 1, Pal 1, Rgr 1  
    30 minutes

Reveals violence done in area within recent past.

Detoxify
    Ebberon
  Feast 8  
    General

Neutralize poison in 30-ft. radius.

Devil Blight
    SPC
  Arc 3, Clr 3, Sor/Wiz 3  
    General

Damage and confuse baatezu; damage other lawful and evil creatures.

Devil's Ego
    Book of Vile Darkness
  Diabolic 3  
    30 minutes

You gain 1d4+1 Cha and become an outsider.

Devil's Eye
    Book of Vile Darkness
  Arc 3, Blk 2, Clr 3, Diabolic 2, Sor/Wiz 3  
    30 minutes

You can see even in magical darkness up to 30 feet.

Devil's Tail
    Book of Vile Darkness
  Diabolic 1  
    30 minutes

You gain a spiked tail that deals 1d4 damage.

Devil's Tongue
    Book of Vile Darkness
  Corrupt 2  
    30 minutes

Tongue grapples with reach 15 ft.

Devlin's Barb
    BoEM
  Asn 1, Sor/Wiz 0  
    5 minutes

You temporarily create an arrow, bolt, bullet, or sling stone that ceases to exist at the end of the duration.

Devlin's Venomblade
    BoEM
  Asn 3, Sor/Wiz 3  
    5 minutes

Temporarily create a slashing weapon coated in venom that disappears after the first wounding.

Diamond Spray (M)
    Book of Exalted Deeds
  Sanctified 4  
    General

Dazzle evil creature for 2d6 rounds (no save) and do 1d6 damage/level (max 10d6).

Diamondsteel (M)
    SPC
  Arc 3, Pal 3, Sor/Wiz 3  
    General

Metal armor provides damage reduction*.

Dictum
Evocation [Sonic] [Lawful] 1 standard action SRD
None or Will negates; see text - Yes Arc 7, Clr 7, Dwarf 7, Inquisition 7, Law 7 V
Instant 40 ft. General
Area: Nonlawful creatures in a 40-ft.-radius spread centered on you

Kills, paralyzes, slows, or deafens nonlawful subjects.

Any nonlawful creature within the area of a dictum spell suffers the following ill effects.

HD Effect

Equal to caster level

Deafened

Up to caster level -1

Slowed, deafened

Up to caster level -5

Paralyzed, slowed, deafened

Up to caster level -10

Killed, paralyzed, slowed, deafened

The effects are cumulative and concurrent. No saving throw is allowed against these effects.

Deafened: The creature is deafened for 1d4 rounds.

Slowed: The creature is slowed, as by the slow spell, for 2d4 rounds.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.

Killed: Living creatures die. Undead creatures are destroyed.

Furthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the dictum. The banishment effect allows a Will save (at a 4 penalty) to negate.

Creatures whose HD exceed your caster level are unaffected by dictum.

Dimension Door
Conjuration (Teleportation) 1 standard action SRD
None and Will negates (object) - No and Yes (object) Arc 5, Asn 4, Brd 4, Duskblade 4, HB 4, Hoard 4, Portal 4, Portal (alt) 4, Shu 5, Slayer of Domiel 4, Sor/Wiz 4, Travel 4, Wuj 4 V
Instant Long General
Target: You and touched objects or other touched willing creatures

Teleports you short distance.

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired-whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesnt 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 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.

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.

Dimension Door, Greater
    SPC
  Sor/Wiz 5  
    General

Creates short-range, multiple-use dimension door.

Dimension Hop
    PHBII
  Duskblade 2, Sor/Wiz 2  
    General

Teleport subject short distance.

Dimension Leap
    MoE
  Brd 2, Sor/Wiz 2  
    General

Teleport 10 ft./level.

Dimensional Anchor
Abjuration 1 standard action SRD
None - Yes (object) Arc 4, Clr 4, Dem 3, Demonic 4, KotC 4, Portal 3, Shu 4, Sor/Wiz 4 V, S
1 min./level Medium General
Effect: Ray

Bars extradimensional movement.

A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.

A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

Dimensional Lock
Abjuration 1 standard action SRD
None - Yes Arc 8, Clr 8, Portal 8, Sor/Wiz 8 V, S
1 day/level Medium 24 hours
Area: 20-ft.-radius emanation centered on a point in space

Teleportation and interplanar travel blocked for one day/level.

You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.

A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.

Diminish Plants
Transmutation 1 standard action SRD
None - No Arc 3, Blg 3, Drd 3, Rgr 3 V, S, DF
Instant See text 4 hours
Target or Area: See text

Reduces size or blights growth of normal plants.

This spell has two versions.

Prune Growth: This version causes normal vegetation within long range (400 feet + 40 feet per level) to shrink to about one-third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed.

At your option, the area can be a 100- foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter-circle.

You may also designate portions of the area that are not affected.

Stunt Growth: This version targets normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to one third below normal.

Diminish plants counters plant growth.

This spell has no effect on plant creatures.

Dinosaur Stampede
    SPC
  Arc 6, Drd 6  
    General

Spectral dinosaurs deal 1d12 damage +1/level.

Dire Hunger
    SPC
  Arc 5, Drd 5  
    General

Subject grows fangs and attacks creatures near it.

Dirge
    SPC
  Brd 6  
    General

Enemies suffer 2 points of Str and Dex damage per round.

Dirge of Discord
    SPC
  Brd 3  
    General

Unnatural dirge that causes -4 to attack and concentration checks, and -4 enhancement penalty to Dexterity.

Disable Construct
    Ebberon
  Artificer 6  
    General

Deals 10/level damage to target construct.

Disarm
    Magic Books of Faerun
  Sor/Wiz 1  
    General

Disarm a foe or push an object with an unseen force.

Discern Bloodline
    RoD
  Brd 1, Sor/Wiz 1  
    General

Know the race of one creature/level.

Discern Lies
Divination 1 standard action SRD
Will negates - No APeace 4, Arc 4, BVal 3, ChamGwyn 3, Clr 4, Drow 4, Inquisition 4, KotC 4, Mind 4, Nobility 4, Pal 3, Shu 4, Truth 4, Tyranny 3, Vassal of Bahamut 3 V, S, DF
Concentration, up to 1 round/level Close 6 hours
Targets: One creature/level, no two of which can be more than 30 ft. apart

Reveals deliberate falsehoods.

Each round, you concentrate on one subject, who must be within range. You know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

Each round, you may concentrate on a different subject.

Discern Location
Divination 10 minutes SRD
None - No APeace 8, Arc 8, Beguiler 8, Clr 8, Hlr 8, Knowledge 8, Oracle 8, Planning 8, Retribution 8, Shu 8, Sin-A 8, Sor/Wiz 8, Trade 9, Truth 8, Wealth 8 V, S, DF
Instant Unlimited 6 hours
Target: One creature or object

Reveals exact location of creature or object.

A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or objects location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.

To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.

Discern Shapechanger (M)
    SPC
  Sor/Wiz 2, Wuj 2  
    General

See creatures as they really are or know they can shapechange.

Discolor Pool
    SPC
  Brd 2, Sor/Wiz 2  
    6 hours

Change the color of a color pool on the Astral Plane.

Disguise Self
Illusion (Glamer) 1 standard action SRD
- Arc 1, Asn 1, Beguiler 1, Brd 1, HB 1, Shu 1, Sin-E 1, Slayer of Domiel 1, Sor/Wiz 1, Trickery 1, Wuj 1 V, S
10 min./level (D) Personal 4 hours
Target: You

Changes your appearance.

You make yourself-including clothing, armor, weapons, and equipmentlook different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.

If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.

A creature that interacts with the glamer gets a Will save to recognize it as an illusion.

Disguise Ship
    Stormwrack
  Sor/Wiz 4  
    6 hours

Disguises a ship.

Disguise Undead
    SPC
  Sor/Wiz 2  
    1 hour

Change appearance of one corporeal undead.

Disintegrate
Transmutation 1 standard action SRD
Fortitude partial (object) - Yes Arc 7, Destruction 7, Duskblade 5, Shu 7, Sor/Wiz 6, Wmg 6, Wuj 7 V, S, M/DF
Instant Medium General
Effect: Ray

Makes one creature or object vanish.

A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.

When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.

Dismissal
Abjuration 1 standard action SRD
Will negates; see text - Yes APeace 4, Arc 4, Balance 4, Clr 4, Dem 4, Exorcism 4, KotC 4, Shu 4, Sor/Wiz 5, Wuj 4 V, S, DF
Instant Close General
Target: One extraplanar creature

Forces a creature to return to native plane.

This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spells save DC - creatures HD + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

Disobedience
    CS
  Brd 3, Sor/Wiz 3  
    General

Subject is shielded from mind control.

Dispel Chaos
Abjuration [Lawful] 1 standard action SRD
See text - See text Arc 5, Clr 5, Law 5, Pal 4 V, S, DF
1 round/level or until discharged, whichever comes first Touch General
Target or Targets: You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object

+4 bonus against attacks by chaotic creatures.

Shimmering, blue, lawful energy surrounds you. This power has three effects.

First, you gain a +4 deflection bonus to AC against attacks by chaotic creatures.

Second, on making a successful melee touch attack against a chaotic creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell.

Third, with a touch you can automatically dispel any one enchantment spell cast by a chaotic creature or any one chaotic spell. Exception: Spells that can't be dispelled by dispel magic also can't be dispelled by dispel chaos. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.

Dispel Cold
    Frostburn
  Arc 5, Clr 5  
    General

Cancels cold spells and effects.

Dispel Evil
Abjuration [Good] 1 standard action SRD
See text - See text APeace 5, Arc 5, BVal 4, ChamGwyn 4, Clr 5, Exorcism 5, Good 5, KotC 4, Pal 4, Vassal of Bahamut 4 V, S, DF
1 round/level or until discharged, whichever comes first Touch General
Target or Targets: You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object

+4 bonus against attacks by evil creatures.

Shimmering, white, holy energy surrounds you. This power has three effects.

First, you gain a +4 deflection bonus to AC against attacks by evil creatures.

Second, on making a successful melee touch attack against an evil creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell.

Third, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell. Exception: Spells that can't be dispelled by dispel magic also can't be dispelled by dispel evil. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.

Dispel Fire
    Frostburn
  Arc 5, Clr 5  
    General

Cancels fire spells and effects.

Dispel Good
Abjuration [Evil] 1 standard action SRD
See text - See text Arc 5, Clr 5, Evil 5 V, S, DF
1 round/level or until discharged, whichever comes first Touch General
Target or Targets: You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object

+4 bonus against attacks by good creatures.

Shimmering, dark, unholy energy surrounds you. This power has three effects.

First, you gain a +4 deflection bonus to AC against attacks by good creatures.

Second, on making a successful melee touch attack against a good creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell.

Third, with a touch you can automatically dispel any one enchantment spell cast by a good creature or any one good spell. Exception: Spells that can't be dispelled by dispel magic also can't be dispelled by dispel good. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.

Dispel Law
Abjuration [Chaotic] 1 standard action SRD
See text - See text Arc 5, Chaos 5, Clr 5 V, S, DF
1 round/level or until discharged, whichever comes first Touch General
Target or Targets: You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object

+4 bonus against attacks by lawful creatures.

Shimmering, yellow, chaotic energy surrounds you. This power has three effects.

First, you gain a +4 deflection bonus to AC against attacks by chaotic creatures.

Second, on making a successful melee touch attack against a chaotic creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell.

Third, with a touch you can automatically dispel any one enchantment spell cast by a chaotic creature or any one good spell. Exception: Spells that can't be dispelled by dispel magic also can't be dispelled by dispel chaotic. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.

Dispel Magic
Abjuration 1 standard action SRD
None - No APeace 3, Arc 3, Beguiler 3, Blg 3, Brd 3, ChamGwyn 3, Clr 3, Drd 4, Duskblade 4, EmBarachiel 3, HB 3, Hoard 3, KotC 3, Magic 3, Pal 3, Shu 3, Sor/Wiz 3, Wuj 3 V, S
Instant Medium General
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst

Cancels magical spells and effects.

You can use dispel magic to end on-going spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcasters spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.

Note: The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.

You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:

Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each on-going spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spells caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.

If you target an object or creature that is the effect of an on-going spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item's caster level. If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes non-magical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic items physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

You automatically succeed on your dispel check against any spell that you cast yourself.

Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius.

For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creatures magic items are not affected.

For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.

For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.

For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.

You may choose to automatically succeed on dispel checks against any spell that you have cast.

Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.

Greater Dispel Magic
Abjuration 1 standard action SRD
None - No APeace 6, Arc 6, Beguiler 6, Blg 6, Brd 5, Clr 6, Drd 6, Drow 6, Liberation 6, Shu 6, Sor/Wiz 6, Wuj 6 V, S
Instant Medium General
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst

As dispel magic, but +20 on check.

This spell functions like dispel magic, except that the maximum caster level on your dispel check is +20 instead of +10.

Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect.

Dispel Shield
Abjuration 1 standard action ATB
- Arc 3, Clr 3, Sor/Wiz 3 V, S
1 hour/level (D) Personal 6 hours
Target: You

This spell protects you from dispel magic attemps by being dispelled first.

When an area dispel magic lands on you, this spell automatically registers as the highest level spell, even if it is not, and also automatically fails its caster level check. Thus protecting your other active spells.

You may not have more than one dispel shield active at once. Any additional castings replace the previous ones.

Dispel Ward
    SPC
  Arc 1, Clr 1, Sor/Wiz 1  
    General

As dispel magic, but affects only wards.

Dispel Water
    Sandstorm
  Arc 5, Brd 4, Clr 5, Drd 4, Sor/Wiz 5, Thirst 4  
    General

Cancels water spells and effects or dismisses water creatures.

Dispelling Breath
    SPC
  Sor/Wiz 5  
    General

Your breath weapon acts as a targeted dispel magic to all creatures in its area.

Dispelling Screen
    SPC
  Sor/Wiz 4  
    30 minutes

Create an opaque screen that targets passing objects with dispel magic.

Greater Dispelling Screen
    SPC
  Drow 6, Sor/Wiz 7  
    30 minutes

As dispelling screen, except that the maximum caster level bonus on the dispel check is +20.

Dispelling Touch
    PHBII
  Duskblade 3, Sor/Wiz 2  
    General

Dispel one magical effect on touched subject.

Displacement
Illusion (Glamer) 1 standard action SRD
Will negates (harmless) - Yes (harmless) Beguiler 3, Brd 3, Illusion 3, Sor/Wiz 3, Wuj 3 V, M
1 round/level (D) Touch General
Target: Creature touched

Attacks miss subject 50%.

The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location.

Displacer Form
    SPC
  Sor/Wiz 4  
    General

You change into displacer beast, gain some abilities.

Disquietude
    SPC
  Brd 2  
    General

Target avoids physical contact with others.

Disrupt Undead
Necromancy [Positive] 1 standard action SRD
None - Yes Arc 0, Duskblade 0, Glory 1, Shu 0, Sor/Wiz 0, Wmg 0, Wuj 0 V, S
Instant Close General
Effect: Ray

Deals 1d6 damage to one undead.

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Greater Disrupt Undead
    SPC
  Sor/Wiz 3  
    General

As disrupt undead, but damage increases per caster level.

Disrupting Weapon
Transmutation 1 standard action SRD
Will negates (harmless, object); see text - Yes (harmless, object) Arc 5, Artificer 5, Clr 5, HotD 4, Life 5 V, S
1 round/level Touch 5 minutes
Targets: One melee weapon

Melee weapon destroys undead.

This spell makes a melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed on a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect.

Dissonant Chant
    SPC
  Brd 2, Sor/Wiz 2  
    General

Distracting chant which makes Concentration checks in the area more difficult.

Dissonant Chord
    SPC
  Brd 3  
    General

Deal 1d8/2 levels sonic damage in 10-ft. burst.

Distilled Joy
    Book of Exalted Deeds
  Joy 3, Sor/Wiz 3  
    General

Creates ambrosia.

Distort Speech
    SPC
  Brd 1  
    General

Target's speech becomes unintelligible, hampers spellcasting.

Distort Summons
    Book of Vile Darkness
  Dem 3, Sor/Wiz 4  
    6 hours

Creates area where only evil creatures can be summoned.

Distort Weapon
    Book of Vile Darkness
  Arc 1, Blk 1  
    30 minutes

All threats of a critical hit against good foes are automatically confirmed.

Distract
    SPC
  Brd 1, Sor/Wiz 1  
    General

Distracts targets with the zest for life.

Distract Assailant
    SPC
  Asn 1, HB 1, Sor/Wiz 1  
    General

Swift. One creature is flat-footed* for 1 round.

Distracting Ray
    SPC
  Brd 2, Sor/Wiz 2  
    General

Distracts target spellcaster as counterspell.

Distracting Shadows
    MoE
  Brd 1, Sor/Wiz 1  
    General

-5 penalty on Spot and Search checks in a 10-ft.-radius spread.

Divination (M)
Divination 10 minutes SRD
- APeace 4, Arc 4, Clr 4, Fate 4, Knowledge 4, Oracle 3, Pact 4, Vassal of Bahamut 4 V, S, M
Instant Personal 6 hours
Target: You
Materials: Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp.

Provides useful advice for specific proposed actions.

Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work.

As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time.

Divine Agility
    SPC
  Arc 5, Clr 5  
    General

Subject gains +10 to Dexterity for 1 round/level.

Divine Favor
Evocation 1 standard action SRD
- Arc 1, ChamGwyn 1, Clr 1, KotC 1, Mysticism 1, Nobility 1, Pal 1, Slayer of Domiel 1, Vassal of Bahamut 1 V, S, DF
1 min. Personal 5 minutes
Target: You

You gain +1 per three levels on attack and damage rolls.

Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +6). The bonus doesn't apply to spell damage.

Divine Flame
    DotF
  Arc 2, Clr 2  
    General

Wards area against cold creatures.

Divine Insight
    SPC
  Arc 2, Clr 2, Pal 2  
    General

You gain insight bonus of 5 + caster level on one single skill check.

Divine Inspiration
    Book of Exalted Deeds
  Sanctified 1  
    General

Target gains +3 sacred bonus on attack rolls against evil creatures.

Divine Interdiction
    SPC
  Arc 2, Clr 2  
    General

Prevents other divine characters from turning or rebuking.

Divine Power
Evocation 1 standard action SRD
- Arc 4, Clr 4, Competition 4, Orc 4, Sin-P 4, Vassal of Bahamut 4, War 4 V, S, DF
1 round/level Personal 5 minutes
Target: You

You gain attack bonus, +6 to Str, and 1 hp/level.

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.

Divine Presence
    CC
  Blk 2, Clr 2, Drd 2, Pal 2  
    General

Gain a bonus on Intimidate checks against those who don't worship your deity.

Divine Protection
    SPC
  Arc 2, Clr 2, Pal 2  
    30 minutes

Allies gain a +1 morale bonus to their Armor Class and on saving throws.

Divine Retribution
    CC
  Clr 5  
    General

Any creature that harms you takes ld6/caster level points of damage and ld4 points of ability damage based on the deity selected.

Divine Sacrifice
    SPC
  Arc 1, Blk 1, ChamGwyn 1, Pal 1  
    General

You sacrifice hit points to deal extra damage.

Divine Storm
    DotF
  Arc 4, Clr 4  
    General

Whirling disk of weapons, dealing 1d6 + 2/level (max +20) in a plane.

Divine Zephyr
    DotF
  Arc 2, Clr 2  
    General

Wards area against fire creatures.

Dolor
    Dragon 336
  Sor/Wiz 5  
    General

Cause a creature trapped in a planar binding pain, compelling it to agree to some service.

Dolorous Blow
    SPC
  Brd 3, Sor/Wiz 3  
    5 minutes

Weapon's threat range is doubled and threats are automatically confirmed.

Dolorous Motes
    Book of Exalted Deeds
  Brd 4, Sor/Wiz 3  
    General

Creates clouds of flickering light (1 10-ft. cube/level) that dazes creatures.

Dominate Animal
Enchantment (Compulsion) [Mind-Affecting] 1 round SRD
Will negates - Yes Animal 3, Arc 3, Drd 3 V, S
1 round/level Close General
Target: One animal

Subject animal obeys silent mental commands.

You can enchant an animal and direct it with simple commands such as Attack, Run, and Fetch. Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.

Dominate animal establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn't do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

Dominate Living Construct
    RE
  Artificer 5  
    General

As dominate person, but affecting a living construct.

Dominate Monster
Enchantment (Compulsion) [Mind-Affecting] 1 round SRD
Will negates - Yes Beguiler 9, Charm 9, Dragon 9, Passion 9, Sor/Wiz 9, Tyranny 9, Wuj 9 V, S
1 day/level Close 1 hour
Target: One creature

As dominate person, but any creature.

You can control the actions of any creature through a telepathic link that you establish with the subjects mind.

If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as Come here, Go there, Fight, and Stand still. You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description).

Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on.

Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.

Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.

Dominate Person
Enchantment (Compulsion) [Mind-Affecting] 1 round SRD
Will negates - Yes Beguiler 5, Brd 4, Domination 4, HB 4, Sor/Wiz 5, Wuj 5 V, S
1 day/level Close 1 hour
Target: One humanoid

Controls humanoid telepathically.

You can control the actions of any humanoid creature through a telepathic link that you establish with the subjects mind.

If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as Come here, Go there, Fight, and Stand still. You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subjects behavior is being influenced by an enchantment effect (see the Sense Motive skill description).

Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subjects eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on.

Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.

Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.

Doom
Necromancy [Fear] [Mind-Affecting] 1 standard action SRD
Will negates - Yes Arc 1, Blg 1, Blk 1, Clr 1, Corruption 1, Decay 1, Dem 1, Hatred 1, KotC 1, Pestilence 1, Wrath 1 V, S, DF
1 min./level Medium General
Target: One living creature

One subject takes -2 on attack rolls, damage rolls, saves, and checks.

This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.

Doom of the Seas (XP)
    Stormwrack
  Arc 9, Blackwater 9, Drd 9  
    General

Summons a fiendish kraken (Doom of the Seas) under your command.

Doom Scarabs
    PHBII
  Duskblade 3, Sor/Wiz 4  
    General

Scarab swarm deals 1d6/2 levels, gives you temporary hit points.

Doomtide
    SPC
  Arc 5, Clr 5  
    General

Black mist obscures vision, dazes creatures.

Door Of Decay
    CC
  Clr 5  
    General

Move instantly from one willing or ontrolled

undead to another.

Door to Great Evil
    Ghostwalk Web
  Arc 4, Pal 4  
    4 hours

Send yourself or another paladin to the nearest evil you can deal with.

Doppelganger Transformation
    RE
  Transformation 7  
    General

You gain physical and mental bonuses.

Doublestrike Arrow (M)
    CR
  Arc 4, Rgr 4  
    General

One arrow or bolt strikes two targets within 30 feet of each other.

Downdraft
    SPC
  Arc 3, Clr 3, Drd 3  
    General

Force flying creatures to fall 100 feet or knock landborne people prone.

Draconic Might
    SPC
  Arc 4, Pal 4, Sor/Wiz 5  
    30 minutes

Gain +5 to Str, Con, Cha; +4 natural armor; immunity to magic sleep and paralysis effects.

Draconic Polymorph
    Draconomicon
  Sor/Wiz 5  
    30 minutes

As polymorph, except average Str + 8 and average Con + 2 and Max 20 HD.

Dragon Ally (XP)
    SPC
  Dragon 7, Sor/Wiz 7  
    General

As dragon ally, lesser, but up to 18 HD.

Greater Dragon Ally (XP)
    SPC
  Sor/Wiz 9  
    General

As dragon ally, lesser, but up to 27 HD.

Lesser Dragon Ally (XP)
    SPC
  Sor/Wiz 5  
    General

Exchange services with a 15 HD dragon.

Dragon Breath
    SPC
  Arc 5, Clr 5, Shu 5, Sor/Wiz 4  
    General

You choose a dragon type and mimic its breath weapon.

Dragon Cloud
    Book of Exalted Deeds
  Sanctified 8  
    General

Calls forth an elemental spirit that assumes a cloudy, dragonlike form.

Dragonsight (F)
    Draconomicon
  Brd 5, Sor/Wiz 5  
    6 hours

Gain low-light vision*, darkvision*, and blindsense*.

Dragonskin
    SPC
  Sor/Wiz 3  
    1 hour

You gain +3 to +5 natural armor bonus and Energy Resistance 10 to 20.

Dread Word
    Book of Vile Darkness
  Dem 3, Sor/Wiz 3  
    General

1d3 Cha drain on one target.

Dream
Illusion (Phantasm) [Mind-Affecting] 1 minute SRD
None - Yes Brd 5, EmBarachiel 4, Herald 6, Sor/Wiz 5, Wuj 5 V, S
See text Unlimited General
Target: One living creature touched

Sends message to anyone sleeping.

You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.

Once the message is delivered, the messenger's mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message.

If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipients dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.

Creatures who don't sleep (such as elves, but not half-elves) or don't dream cannot be contacted by this spell.

The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always fails any saving throw) while in the trance.

Dream Casting
    SPC
  Sor/Wiz 6  
    General

Alter subject's dreams to produce desired effect.

Dream Image (XP)
    BB
  Clr 8, Sor/Wiz 8  
    General

Create a shadow copy of yourself to interact with the area.

Dream Sight
    SPC
  Dream 6  
    30 minutes

Your spirit can hear and see at distance for 1 min./level.

Drown
    SPC
  Arc 6, Drd 6, Watery Death 6  
    General

Target immediately begins to drown.

Mass Drown
    SPC
  Arc 9, Drd 9, Watery Death 9  
    General

As drown, but affects multiple creatures.

Vile Drown
    Book of Vile Darkness
  Sor/Wiz 3  
    General

Subject begins to drown.

Drug Resistance
    Book of Vile Darkness
  Arc 1, Clr 1, Sor/Wiz 1  
    6 hours

Subject is immune to addiction.

Drums of War (F)
    HoB
  Brd 4  
    General

Enemies take -2 penalty on attacks and saves.

Duelward
    SPC
  Sor/Wiz 5  
    General

You can counterspell as an immediate action with a +4 bonus to Spellcraft.

Dust Storm
    Dragon 331
  Arc 3, Drd 3, Sor/Wiz 3  
    General

Create a blinding storm that deals 1d6 damage per round.

Dust to Dust
    RotW
  Arc 4, Clr 4  
    General

Disintegrate undead with your ray attack. Deals 1d8/2 levels (max 10d8) damage.

Dweomer of Transference
Evocation 1 minute SRD
Will negates (harmless) - Yes (harmless) Arc 4, Clr 4, Sor/Wiz 4 V, S
1 round/level Close 1 hour
Target: One willing psionic creature

Convert spellcasting into psionic power points.

With this spell, you form a radiating corona around the head of a psionic ally, then convert some of your spells into psionic power points. When you finish casting dweomer of transference, a red-orange glow surrounds the psionic creature's head. For the duration of the spell, any spells cast at the subject don't have their usual effect, instead converting themselves harmlessly into psionic energy that the subject can use as energy for psionic powers. You can cast any spell you like at the subject, even area spells, effect spells, and spells for whom the subject would ordinarily not be a legitimate target. The spells don't do anything other than provide the subject with power points, but you must still cast them normally, obeying the component and range requirements listed in the description of each spell. For each spell you cast into the dweomer of transference, the psionic creature gets temporary power points, according to the following table. The transference isn't perfectly efficient. The temporary power points acquired through a dweomer of transference dissipate after 1 hour if they haven't already been spent.

Spell LevelPower Points Acquired
00
1st1
2nd2
3rd4
4th6
5th8
6th10
7th12
8th14
9th16