Index of Spells by Book - Ultimate Wizard's Spellbook

Ultimate Wizard's Spellbook

Pages:3998 of 5000
DescriptionThis fictional book contains all wizard spells.

Sor/Wiz 0

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Acid Dart
Conjuration (Creation) [Acid] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Close General
Effect: Dart of acid

Energy bolt deals 1d3 acid damage.

You fire a small dart made of acid at the target, requiring a successful ranged touch attack. The spell deals 1d3 acid damage and no splash damage.

Acid Glove
Conjuration (Creation) [Acid] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Touch General
Target: Creature touched

Touch attack deals 1d6 acid damage.

Your hand is coated with a thin layer of acid, which you can use to damage creatures, requiring a successful melee touch attack. The spell deals 1d6 acid damage.

Acid Splash
Conjuration (Creation) [Acid] 1 standard action SRD
None - No Duskblade 0, Sor/Wiz 0, Wmg 0 V, S
Instant Close General
Effect: One missile of acid

Orb deals 1d3 acid damage.

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.

Aiming Line
Illusion (Figment) 1 standard action seankreynolds.com
Will disbelief (if interacted with) - No Brd 0, Sor/Wiz 0 V, S
1 min. Close General
Effect: Ray

Create an aiming line for +2 bonus to hit with touch attacks, target gains the same benefit vs. you.

You create a faint illusory line between yourself and one creature within range, which requires a successful ranged touch attack. This line causes no damage and does not illuminate an area. The spell ends if you no longer have line of effect between yourself and the target.

Any ranged touch attacks you make against the target gain a +2 circumstance bonus to hit, and concealment for these attacks is treated as one category less. If the target is an invisible creature, the line pinpoints the square for you (negating the need to choose a square to attack). Because the line is a visible illusion, it has no effect in darkness unless you can otherwise see in darkness (such as with darkvision) or if you cannot see the line because you are blind.

Because the spell also indicates a direct line to you, the target gains the same benefits against you that you do against it. The target may attempt to disbelieve the illusion as normal, but successful disbelief has no effect on the spell's benefits (the translucent outline of the revealed illusion works just as well as the illusion itself).

Amanuensis
    SPC
  Arc 0, Clr 0, Sor/Wiz 0  
    1 hour

Copy nonmagical text.

Arcane Mark
Universal 1 standard action SRD
None - No HB 1, Sor/Wiz 0, Wuj 0 V, S
Permanent 0 ft. General
Effect: One personal rune or mark, all of which must fit within 1 sq. ft.

Inscribes a personal rune (visible or invisible).

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.

Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Attract Fine Vermin
Transmutation 1 standard action seankreynolds.com
None (harmless) - Yes (harmless) Arc 0, Clr 0, Drd 0, Sor/Wiz 0 V, S
1 min. Personal General
Target: You

Attract a normal vermin to you.

You give off a faint scent that is undetectable to humanoids but attractive to normal (not monstrous) vermin. 1d10 rounds after casting this spell, one Fine vermin (at least 1/4 inch long) of a type common to the area arrives and crawls or flies into your square. The vermin has no hostile intent toward you and will crawl or fly onto your hand if you extend it. The creature is not compelled to remain, is not under your control, and unless fed or captured it probably leaves within a minute of its arrival.

Typical vermin that might appear include flies, spiders, bees, wasps, ants, centipedes, beetles, praying mantises, or scorpions.

Candlelight
    Ghostwalk Web
  Arc 0, Brd 0, Clr 0, Drd 0, Sor/Wiz 0  
    6 hours

Cast a 5-foot radius light from the point touched.

Chalkboard
    Dragon 324
  Sor/Wiz 0  
    General

Creates opaque plane you can write on.

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.

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.

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 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.

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.

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.

Electric Jolt
    SPC
  Sor/Wiz 0  
    General

Ray deals 1d3 electricity damage.

Electric Slap
Transmutation [Electricity] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Touch General
Target: Creature touched

Touch attack deals 1d6 electricity damage.

Your hand is imbued with a small electric charge that triggers when you touch an creature, requiring a successful melee touch attack. The spell deals 1d6 electricity damage.

Electric Spark
Transmutation [Electricity] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Close General
Effect: Spark of electricity

Ray deals 1d3 electricity damage.

You cause a spark of electricity to arc from you to the target, requiring a successful ranged touch attack. The spell deals 1d3 electricity damagee.

Enchanting Flavor
    BoEM
  Sor/Wiz 0  
    General

A meal tastes wonderful and you gain a one-time Charisma-based check bonus.

Fire Flash
Evocation [Fire] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Close General
Effect: Flame in your palm

Energy missile deals 1d3 fire damage.

You cause a tiny flame to appear in your hand, which does not harm you or your equipment. It immediately leaps to a target of your choice within range, requiring a successful ranged touch attack. The spell deals 1d3 fire damage, but cannot set a target on fire. It momentarily provides light equal to a candle.

Fire Hand
Evocation [Fire] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Touch General
Target: Creature touched

Touch attack deals 1d6 fire damage.

Your hand is imbued with magical power that causes it to burst into flame when touched to a creature, requiring a successful melee touch attack. The spell deals 1d6 fire damage.

Flare
Evocation [Light] 1 standard action SRD
Fortitude negates - Yes Arc 0, Blg 0, Brd 0, Drd 0, Duskblade 0, Shu 0, Sor/Wiz 0, Wuj 0 V
Instant Close General
Effect: Burst of light

Dazzles one creature (-1 on attack rolls).

This cantrip creates a burst of light*. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

Frost Touch
Evocation [Cold] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Touch General
Target: Creature touched

Touch attack deals 1d6 cold damage.

Your touch attacks a target with supernatural cold, requiring a successful melee touch attack. The spell deals 1d6 cold damage.

Ghost Sound
Illusion (Figment) 1 standard action SRD
Will disbelief (if interacted with) - No Adp 0, Arc 0, Asn 1, Beguiler 0, Blg 0, Brd 0, Duskblade 0, Hoard 1, Shu 0, Slayer of Domiel 1, Sor/Wiz 0, Wuj 0 V, S, M
1 round/level (D) Close General
Effect: Illusory sounds

Figment sounds.

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 sounds 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.

Minor Invisibility
Illusion (Glamer) 1 standard action seankreynolds.com
Will negates (harmless) or Will negates (harmless, object) - Yes (harmless) or Yes (harmless, object) Brd 0, Sor/Wiz 0 V, S, M/DF
See text Personal or touch General
Target: You or a creature or object weighing no more than 100 lb./level

As invisibility, except as noted above and that the spell ends at the end of your turn on the round it was cast.

As invisibility, except as noted above and that the spell ends at the end of your turn on the round it was cast.

Launch Bolt (M)
    SPC
  Sor/Wiz 0  
    General

Launches a crossbow bolt up to 800 feet.

Launch Item
    SPC
  Sor/Wiz 0  
    General

Hurls fine item up to long range.

Light
Evocation [Light] 1 standard action SRD
None - No Adp 0, APeace 0, Arc 0, Artificer 1, Brd 0, Clr 0, Drd 0, HB 1, Hlr 0, Shu 0, Sor/Wiz 0, Wmg 0, Wuj 0 V, M/DF
10 min./level (D) Touch 1 hour
Target: Object touched

Object shines like a torch.

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.

Mage Hand
Transmutation 1 standard action SRD
None - No Arc 0, Brd 0, Shu 0, Sor/Wiz 0, Wuj 0 V, S
Concentration Close General
Target: One nonmagical, unattended object weighing up to 5 lb.

5-pound telekinesis.

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spells range.

Mending
Transmutation 1 standard action SRD
Will negates (harmless, object) - Yes (harmless, object) Adp 0, APeace 0, Arc 0, Brd 0, Clr 0, Drd 0, Hlr 0, Shu 0, Sor/Wiz 0, Wuj 0 V, S
Instant 10 ft. 6 hours
Target: One object of up to 1 lb.

Makes minor repairs on an object.

Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.

Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the items magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).

Mental Alarm
    BoEM
  Sor/Wiz 0  
    6 hours

Mental alarm that goes off at a specific time within the duration to all subjects simultaneiously.

Message
Transmutation [Language-Dependent] 1 standard action SRD
None - No Beguiler 0, Brd 0, EmBarachiel 1, Sor/Wiz 0, Trade 1, Wuj 0 V, S, F
10 min./level Medium General
Targets: One creature/level

Whispered conversation at distance.

You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the paths entire length lies within the spells range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn't transcend language barriers.

Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.

Minor Energy Ward
Abjuration 1 standard action seankreynolds.com
None (harmless) - Yes (harmless) Arc 0, Clr 0, Drd 0, Sor/Wiz 0 V, S
1 min. Touch General
Target: Creature touched

Grant 5 points of energy resistance.

You grant a creature limited protection against one type of energy (acid, cold, electricity, fire, sonic). When the spell absorbs 5 points of energy damage of that type, it is discharged.

This spell overlaps (does not stack) with endure elements, resist energy, and protection from energy. It combines with the other spells in the same manner as protection from energy and is superceded by protection from energy (if a character is protected by this spell and protection from energy, the protection spell absorbs damage but the ward does not).

Open/Close
Transmutation 1 standard action SRD
Will negates (object) - Yes (object) Beguiler 0, Brd 0, Sor/Wiz 0, Wuj 0 V, S, F
Instant Close General
Target: Object weighing up to 30 lb. or portal that can be opened or closed

Opens or closes small or light things.

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spells ability to affect.

Prestidigitation
Universal 1 standard action SRD
See text - No Brd 0, HB 1, Sor/Wiz 0, Wuj 0 V, S
1 hour 10 ft. General
Target; Effect; or Area: See text

Performs minor tricks.

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.

Ray of Frost
Evocation [Cold] 1 standard action SRD
None - Yes Duskblade 0, Sor/Wiz 0, Wmg 0, Wuj 0 V, S
Instant Close General
Effect: Ray

Ray deals 1d3 cold damage.

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.

Read Magic
Divination 1 standard action SRD
- Adp 0, APeace 0, Arc 0, Beguiler 0, Blg 0, Brd 0, ChamGwyn 1, Clr 0, Drd 0, Duskblade 0, HB 1, Hlr 0, Hoard 1, Pal 1, Rgr 1, Shu 0, Sor/Wiz 0, Wuj 0 V, S, F
10 min./level Personal General
Target: You

Read scrolls and spellbooks.

By means of read magic, you can decipher magical inscriptions on objectsbooks, scrolls, weapons, and the likethat would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.

Repair Minor Damage
    Complete Arcane
  Sor/Wiz 0  
    General

"Cures" 1 point of damage to a construct.

Resistance
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) APeace 0, Arc 0, Brd 0, ChamGwyn 1, Clr 0, Drd 0, Pal 1, Shu 0, Sor/Wiz 0, Wuj 0 V, S, M/DF
1 min. Touch 5 minutes
Target: Creature touched

Subject gains +1 on saving throws.

You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

Resistance can be made permanent with a permanency spell.

Silent Portal
    Magic of Faerun
  Asn 1, Sor/Wiz 0  
    6 hours

Negates sound from door or window.

Silvered Weapon
    Mintipers Chapbook
  Arc 0, Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0  
    General

Transforms a single weapon or projectile into a silvered weapon or silvered projectile

Sonic Ray
Evocation [Sonic] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Close General
Effect: Ray of sound

Ray deals 1d3 sonic damage.

You cause an invisible ray of sound to strike the target, requiring a successful ranged touch attack. The spell deals 1d3 sonic damage.

Sonic Slap
Evocation [Sonic] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Touch General
Target: Creature touched

Touch attack deals 1d6 sonic damage.

Your hand transmits sonic vibrations to the target, requiring a successful melee touch attack. The spell deals 1d6 sonic damage.

Sonic Snap
    Magic of Faerun
  Sor/Wiz 0  
    General

Target takes 1 point of sonic damage and is deafened 1 round.

Stick
    Underdark
  Brd 0, PUG 1, Sor/Wiz 0  
    General

Glues an object weighing 5 pounds or less to a larger object.

Minor Temporary Soul Binding
Conjuration (Teleportation) 1 standard action ATB
Will negates (harmless, object) - No (object) Arc 0, Brd 0, Clr 0, Drd 0, Sor/Wiz 0 V, S
2 rounds/level up to 1 minute or until discharged Touch General
Targets: 1 Creature and 1 item

As Temporary Soul Binding, duration is shorter.

As Temporary Soul Binding, duration is shorter.

Tongue of Angels
    BoEM
  Arc 0, Clr 0, Sor/Wiz 0  
    General

You can speak Celestial.

Tongue of Fiends
    BoEM
  Arc 0, Clr 0, Sor/Wiz 0  
    General

You can speak Infernal.

Touch of Fatigue
Necromancy [Negative] 1 standard action SRD
Fortitude negates - Yes Adp 0, Arc 0, Blg 0, Duskblade 0, Sin-S 1, Sor/Wiz 0 V, S, M
1 round/level Touch General
Target: Creature touched

Touch attack fatigues target.

You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target.

The subject is immediately fatigued for the spell's duration.

This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spells duration expires.

Minor Ward
    BoEM
  Sor/Wiz 0  
    24 hours

See Text

Sor/Wiz 1

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Aberrate
    Book of Vile Darkness
  Sor/Wiz 1  
    1 hour

Subject becomes an aberration.

Acidic Curse
    BoEM
  Sor/Wiz 1  
    General

See Text

Alarm
Abjuration 1 standard action SRD
None - No Arc 1, Brd 1, HB 1, Rgr 1, Sor/Wiz 1, Wealth 1 V, S, F/DF
2 hours/level (D) Close 4 hours
Area: 20-ft.-radius emanation centered on a point in space

Wards an area for 2 hours/level.

Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.

Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.

Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.

Ethereal or astral creatures do not trigger the alarm.

Alustriel's Banner (M)
    Silver March Web
  Brd 1, Sor/Wiz 1  
    General

Create a minor image of a banner that is illuminated to guide and light.

Animate Rope
Transmutation 1 standard action SRD
None - No Artifice 1, Brd 1, Craft 1, Sor/Wiz 1, Wuj 1 V, S
1 round/level Medium General
Target: One ropelike object, length up to 50 ft. + 5 ft./level; see text

Makes a rope move at your command.

You can animate a nonliving ropelike object. The maximum length assumes a rope with a 1-inch diameter.

Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.

The possible commands are "coil" (form a neat, coiled stack), "coil and knot," "loop," "loop and knot," "tie and knot," and the opposites of all of the above ("uncoil," and so forth). You can give one command each round as a move action, as if directing an active spell.

The rope can enwrap only a creature or an object within 1 foot of it - it does not snake outward - so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1- inch-diameter hempen rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spell-casting that is bound by this spell must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.

The rope itself and any knots tied in it are not magical.

This spell grants a +2 bonus on any Use Rope checks you make when using the transmuted rope.

The spell cannot animate objects carried or worn by a creature.

Appraising Touch
    SPC
  Brd 1, Sor/Wiz 1  
    30 minutes

Grants a bonus on Appraise skill checks.

Arcane Bolt
    Spellbook Archive
  Sor/Wiz 1  
    General

Launch force bolts (1 + 1/two levels above 1st) at targets for 1d6 + 1 each.

Backbiter (F)
    SPC
  HB 1, Sor/Wiz 1, Wuj 1  
    General

Cause two handed or reach weapon to strike is wielder.

Benign Transposition
    SPC
  Sor/Wiz 1  
    General

Two willing subjects switch places.

Bestow Wound (M)
    Book of Vile Darkness
  Sor/Wiz 1  
    General

Caster transfers 1 hp/level of wounds to another.

Black Bag
    Book of Vile Darkness
  Asn 1, Sor/Wiz 1  
    General

Creates extradimensional bag of torture tools.

Blades of Fire
    SPC
  Arc 1, Rgr 1, Sor/Wiz 1, Wmg 2  
    General

Your melee weapons deal +1d8 fire damage for 1 round (swift).

Breath Flare
    SPC
  Sor/Wiz 1  
    General

Your breath weapon dazzles targets.

Burning Hands
Evocation [Fire] 1 standard action SRD
Reflex half - Yes Adp 1, Arc 1, Blg 1, Duskblade 1, Fire 1, Shu 1, Sor/Wiz 1, Wmg 1 V, S
Instant 15 ft. General
Area: Cone-shaped burst

1d4/level fire damage (max 5d4).

A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Buzzing Bee
    SPC
  Sor/Wiz 1  
    5 minutes

Bee gives subject -10 penalty on Move Silently and Concentration checks.

Cause Fear
Necromancy [Fear] [Mind-Affecting] 1 standard action SRD
Will partial - Yes Adp 1, Arc 1, Blackwater 1, Blk 1, Brd 1, Clr 1, Death 1, DrgBlw 1, Duskblade 1, HB 1, MH 1, Orc 1, Passion 1, Shu 1, Sor/Wiz 1 V, S
1d4 rounds or 1 round; see text Close General
Target: One living creature with 5 or fewer HD

One creature of 5 HD or less flees for 1d4 rounds.

The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.

Cause fear counters and dispels remove fear.

Charm Person
Enchantment (Charm) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Beguiler 1, Brd 1, Charm 1, EmBarachiel 1, Fey 2, HB 1, MH 1, Renewal 1, Sin-L 1, Sor/Wiz 1, Wuj 1 V, S
1 hour/level Close 1 hour
Target: One humanoid creature

Makes one person your friend.

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the targets 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.

Cheat (F)
    SPC
  Brd 1, Greed 1, Sor/Wiz 1  
    30 minutes

Caster rerolls when determining the success of a game of chance.

Chill Touch
Necromancy 1 standard action SRD
Fortitude partial or Will negates; see text - Yes Arc 2, Blg 2, Cold 1, Duskblade 1, Sor/Wiz 1, Wmg 1 V, S
Instant Touch General
Targets: Creature or creatures touched (up to one/level)

One touch/level deals 1d6 damage and possibly 1 Str damage.

A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.

An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.

Color Spray
Illusion (Pattern) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Arc 2, Beguiler 1, Duskblade 1, Shu 2, Sor/Wiz 1 V, S, M
Instant; see text 15 ft. General
Area: Cone-shaped burst

Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.

Each creature within the cone is affected according to its Hit Dice.

2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

5 or more HD: The creature is stunned for 1 round.

Sightless creatures are not affected by color spray.

Comprehend Languages
Divination 1 standard action SRD
- Adp 1, APeace 1, Arc 1, Beguiler 1, Brd 1, Clr 1, Commerce 1, EmBarachiel 1, Herald 1, Meditation 1, Mind 1, Sor/Wiz 1, Wuj 1 V, S, M/DF
10 min./level Personal 4 hours
Target: You

You understand all spoken and written languages.

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Comprehend languages can be made permanent with a permanency spell.

Corrosive Grasp
    SPC
  Sor/Wiz 1  
    General

You deal 1d8 acid damage with one touch/level

Cutting Hand
    SPC
  Sor/Wiz 1  
    General

Your hand gains a +2 enhancement bonus and is considered armed.

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

Illusions conceal the targets' spoor.

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 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.

Disarm
    Magic Books of Faerun
  Sor/Wiz 1  
    General

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

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.

Distract
    SPC
  Brd 1, Sor/Wiz 1  
    General

Distracts targets with the zest for life.

Divine Inspiration
    Book of Exalted Deeds
  Sanctified 1  
    General

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

Ebon Eyes
    SPC
  Arc 1, Asn 1, Clr 1, Sor/Wiz 1  
    1 hour

Subject can see through magical darkness.

Elf Disguise
    Magic Books of Faerun
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    4 hours

As disguise self, except no body changes and only to an Elf type.

Endure Elements
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) Adp 1, APeace 1, Arc 1, Blg 1, ChamGwyn 1, Clr 1, Drd 1, Endurance 1, KotC 1, Ocean 1, Pal 1, Rgr 1, Shu 1, Sor/Wiz 1, Sun 1, Vassal of Bahamut 1, Wuj 1 V, S
1 day Touch 6 hours
Target: Creature touched

Exist comfortably in hot or cold environments.

A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creatures equipment is likewise protected.

Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Enlarge Person
Transmutation 1 round SRD
Fortitude negates - Yes Sor/Wiz 1, Strength 1, Transformation 1 V, S, M
1 min./level (D) Close 5 minutes
Target: One humanoid creature

Humanoid creature doubles in size.

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creatures size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the targets speed.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creatures possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack,.

Enlarge person counters and dispels reduce person.

Enlarge person can be made permanent with a permanency spell.

Erase
Transmutation 1 standard action SRD
See text - No Brd 1, Rune 1, Sor/Wiz 1 V, S
Instant Close General
Target: One scroll or two pages

Mundane or magical writing vanishes.

Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.

Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.

Expeditious Retreat
Transmutation 1 standard action SRD
- Arc 1, Beguiler 1, Brd 1, Celerity 1, Duskblade 1, HB 1, Hoard 1, Shu 1, Sor/Wiz 1 V, S
1 min./level (D) Personal 30 minutes
Target: You

Your speed* increases by 30 ft.

This spell increases your base land speed* by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).

Eyes of the Avoral
    Book of Exalted Deeds
  APeace 1, Arc 1, BVal 1, Clr 1, Drd 1, Rgr 1, Sor/Wiz 1  
    1 hour

Subject gians +8 racial bonus on Spot checks.

False Vigor
Illusion (Shadow) 1 standard action seankreynolds.com
Will negates (harmless) - Yes (harmless) Sor/Wiz 1 V, S
1 min./level or until discharged Touch General
Target: Creature touched

Subject gains 1 temporary hitpoint and +1 morale bonus to attack until he attacks or is damaged.

The target is imbued with a false sense of vitality and courage. He gains 1 temporary hit point and a +1 morale bonus to attack rolls. The spell ends if the target attacks or if he takes any damage (the attack bonus applies to the target's attack roll that causes the spell to end, the temporary hit point works normally against the damage that ends the spell).

Familiar Pocket
    SPC
  Sor/Wiz 1  
    6 hours

Creates an extradimensional hiding place for your familiar.

Feather Fall
Transmutation 1 immediate action SRD
Will negates (harmless) or Will negates (object) - Yes (object) Arc 1, Asn 1, Brd 1, Shu 1, Sor/Wiz 1 V
Until landing or 1 round/level Close General
Targets: One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart

Objects or creatures fall slowly.

The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creatures maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn't your turn.

This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.

Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

Fengut
    Far Corners of the World
  Sor/Wiz 1  
    General

Subject is nauseated.

Fetid Breath
    Ghostwalk Web
  Sor/Wiz 1  
    General

This spell functions like stinking cloud, except as noted above and subjects are nauseated for 1d4+1 rounds.

Fist of Stone
    SPC
  Sor/Wiz 1, Wmg 1  
    General

Your fist gains +6 enhancement bonus to strength for attacks, grapples, breaking, or crushing things. You gain a slam attack.

Floating Disk
Evocation [Force] 1 standard action SRD
None - No Hoard 1, Sor/Wiz 1 V, S, M
1 hour/level Close 6 hours
Effect: 3-ft.-diameter disk of force

Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.

You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.

Frost Fingers
    Magic Books of Faerun
  Sor/Wiz 1  
    General

Area attack deals 1d4/level (max 5d4) cold damage. Liquids in containers freeze.

Grease
Conjuration (Creation) 1 standard action SRD
See text - No Brd 1, Slime 1, Sor/Wiz 1 V, S, M
1 round/level (D) Close General
Target or Area: One object or a 10-ft. square

Makes 10-ft. square or one object slippery.

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.

Guiding Light
    SPC
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    5 minutes

+2 on ranged attacks against creatures in illuminated area.

Guilt
    BoEM
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    General

A non-good creature is forced to think about some evil deed it performed, denying it any actions except to defend itself.

Hail of Stone (M)
    SPC
  Sor/Wiz 1, Wmg 1, Wuj 1  
    General

Stones deal 1d4 points of damage/level to creatures in the area (max 5d4).

Hold Portal
Abjuration 1 standard action SRD
None - No Sor/Wiz 1, Wuj 1 V
1 min./level (D) Medium 5 minutes
Target: One portal, up to 20 sq. ft./level

Holds door shut.

This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.

For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.

Horizikaul's Boom
    Magic of Faerun
  Sor/Wiz 1  
    General

Target takes 1d4/two levels sonic damage plus deafness.

Hypnotism
Enchantment (Compulsion) [Mind-Affecting] 1 round SRD
Will negates - Yes Arc 1, Beguiler 1, Brd 1, EmBarachiel 1, Shu 1, Sin-P 1, Sor/Wiz 1, Wuj 1 V, S
2d4 rounds (D) Close General
Area: Several living creatures, no two of which may be more than 30 ft. apart

Fascinates 2d4 HD of creatures.

Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.

If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.

While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.

A creature that fails its saving throw does not remember that you enspelled it.

Ice Dagger
    SPC
  Sor/Wiz 1  
    General

Splash weapon deals target 1d4 cold damage per level, plus area damage.

Identify (M)
Divination 1 hour SRD
None - No Artificer 1, Brd 1, HB 1, Hoard 1, Magic 2, Oracle 1, Sor/Wiz 1 V, S, M/DF
Instant Touch General
Targets: One touched object
Materials: A: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.

Determines properties of magic item.

The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).

Identify does not function when used on an artifact.

Incite
    SPC
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    5 minutes

Subject can't ready actions or delay.

Inhibit
    SPC
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    General

Subject delays until next round.

Ironguts
    SPC
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    1 hour

Target gains +5 bonus on saving throws against poison*.

Jump
Transmutation 1 standard action SRD
Will negates (harmless) - Yes Arc 1, Asn 1, Drd 1, Duskblade 1, Rgr 1, Sor/Wiz 1, Wuj 1 V, S, M
1 min./level (D) Touch 5 minutes
Target: Creature touched

Subject gets bonus on Jump checks.

The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

Know Protections
    Magic of Faerun
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    General

Determines target's defenses.

Lantern Light
    Book of Exalted Deeds
  Arc 1, Clr 1, Pal 1, Sor/Wiz 1, Vassal of Bahamut 1  
    General

Ranged touch attack deals 1d6 points of damage.

Low-Light Vision
    SPC
  Arc 1, Asn 1, Drd 1, Hrp 1, Hth 1, Rgr 1, Sor/Wiz 1  
    6 hours

Subject sees twice as far under current light.

Luminous Gaze
    SPC
  Sor/Wiz 1  
    General

You cast a dazzling light.

Mage Armor
Conjuration (Creation) [Force] 1 standard action SRD
Will negates (harmless) - No Beguiler 1, Force 1, Sor/Wiz 1, Spell 1 V, S, F
1 hour/level (D) Touch 6 hours
Target: Creature touched

Gives subject +4 armor bonus.

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.

Greater Mage Hand
    SPC
  Sor/Wiz 1  
    General

As mage hand, but medium range and 40 lb.

Magic Aura
Illusion (Glamer) 1 standard action SRD
None; see text - No Brd 1, HB 1, Hoard 1, Magic 1, Sor/Wiz 1 V, S, F
1 day/level (D) Touch 24 hours
Target: One touched object weighing up to 5 lb./level

Alters objects magic aura.

You alter an items aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.

If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the objects actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.

If the targeted items own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn't work.

Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.

Magic Missile
Evocation [Force] 1 standard action SRD
None - Yes Force 2, Sor/Wiz 1, Wmg 1, Wuj 1 V, S
Instant Medium General
Targets: Up to five creatures, no two of which can be more than 15 ft. apart

1d4+1 damage; +1 missile per two levels above 1st (max 5).

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.

Magic Weapon
Transmutation 1 standard action SRD
Will negates (harmless, object) - Yes (harmless, object) Arc 1, Artificer 1, Blk 1, ChamGwyn 1, Clr 1, Duskblade 1, Dwarf 1, HB 1, HotD 1, KotC 1, Metal 1, Pal 1, Shu 1, Sor/Wiz 1, War 1, Wuj 1 V, S, DF
1 min./level Touch 5 minutes
Target: Weapon touched

Weapon gains +1 bonus.

Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapons +1 bonus on attack rolls.)

You cant cas't this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

Master's Touch
    SPC
  Brd 1, Sor/Wiz 1  
    5 minutes

You gain proficiency in any one weapon or shield.

Mount
Conjuration (Summoning) 1 round SRD
None - No HB 1, Sor/Wiz 1 V, S, M
2 hours/level (D) Close 6 hours
Effect: One mount

Summons riding horse for 2 hours/level.

You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

Negative Energy Ray
    Tome and Blood
  Sor/Wiz 1  
    General

Ranged touch, 1d6 negative energy damage; 1d6/two levels above 1st (max 5d6).

Nerveskitter
    Magic of Faerun
  Sor/Wiz 1  
    5 minutes

Target gains +5 bonus on initiative checks.

Net of Shadows
    Magic of Faerun
  Sor/Wiz 1  
    General

Creates ordinary shadows that provide concealment to all in the area.

Nightshield
    Magic Books of Faerun
  Arc 1, Clr 1, Sor/Wiz 1  
    30 minutes

You gain +1/3 caster levels resistance bonus (max +3) and a magic missile shield for 5 points/level. Spell ends when all damage is absorbed.

Obscuring Mist
Conjuration (Creation) 1 standard action SRD
None - No Adp 1, Air 1, APeace 1, Arc 1, Asn 1, Beguiler 1, Clr 1, Darkness 1, Drd 1, Duskblade 1, Shadow 1, Shu 1, Slayer of Domiel 1, Sor/Wiz 1, Water 1, Weather 1, Wuj 1 V, S
1 min./level 20 ft. General
Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high

Fog surrounds you.

A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.

Lesser Orb of Acid
    Complete Arcane
  Sor/Wiz 1, Wmg 1  
    General

Ranged touch, 1d8 or more acid damage.

Lesser Orb of Cold
    Complete Arcane
  Sor/Wiz 1, Wmg 1  
    General

Ranged touch, 1d8 or more cold damage.

Lesser Orb of Electricity
    Complete Arcane
  Sor/Wiz 1, Wmg 1  
    General

Ranged touch, 1d8 or more electricity damage.

Lesser Orb of Fire
    Complete Arcane
  Sor/Wiz 1, Wmg 1  
    General

Ranged touch, 1d8 or more fire damage.

Lesser Orb of Sound
    Complete Arcane
  Sor/Wiz 1, Wmg 1  
    General

Ranged touch, 1d6 or more sonic damage.

Persistent Blade (F)
    Magic of Faerun
  Sor/Wiz 1  
    General

Blade of force attacks target, automatically flanks.

Precise Vision
    BoEM
  Sor/Wiz 1  
    1 hour

See Text

Protection from Chaos
Abjuration [Lawful] 1 standard action SRD
Will negates (harmless) - No; see text Adp 1, Arc 1, Clr 1, EmBarachiel 1, HB 1, Law 1, Pal 1, Sor/Wiz 1, Wuj 1 V, S, M/DF
1 min./level (D) Touch 5 minutes
Target: Creature touched

+2 to AC and saves, counter mind control, hedge out elementals and outsiders.

This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by chaotic creatures.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from chaotic effect. If the protection from chaos effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Lawful summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Protection from Evil
Abjuration [Good] 1 standard action SRD
Will negates (harmless) - No; see text Adp 1, APeace 1, Arc 1, ChamGwyn 1, Clr 1, Dem 1, EmBarachiel 1, Exorcism 1, Good 1, HB 1, Hlr 1, KotC 1, Pal 1, Sor/Wiz 1, Vassal of Bahamut 1, Wuj 1 V, S, M/DF
1 min./level (D) Touch 5 minutes
Target: Creature touched

+2 to AC and saves, counter mind control, hedge out elementals and outsiders.

This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Protection from Good
Abjuration [Evil] 1 standard action SRD
Will negates (harmless) - No; see text Adp 1, Arc 1, Clr 1, Dem 1, Evil 1, HB 1, MH 1, Sor/Wiz 1, Wuj 1 V, S, M/DF
1 min./level (D) Touch 5 minutes
Target: Creature touched

+2 to AC and saves, counter mind control, hedge out elementals and outsiders.

This spell wards a creature from attacks by good creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by good creatures.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from chaotic effect. If the protection from good effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Evil summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Protection from Law
Abjuration [Chaotic] 1 standard action SRD
Will negates (harmless) - No; see text Adp 1, Arc 1, Chaos 1, Clr 1, HB 1, Sor/Wiz 1, Wuj 1 V, S, M/DF
1 min./level (D) Touch 5 minutes
Target: Creature touched

+2 to AC and saves, counter mind control, hedge out elementals and outsiders.

This spell wards a creature from attacks by lawful creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by lawfulcreatures.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from chaotic effect. If the protection from law effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Chaotic summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Raging Flame
    Dragon 314
  Arc 1, Drd 1, Sor/Wiz 1  
    General

Accelerates burning fires, they last half as long, and burn twice as hot.

Ray of Enfeeblement
Necromancy 1 standard action SRD
None - Yes Arc 1, Blg 1, Decay 2, Duskblade 1, Necro 1, Sin-E 2, Sor/Wiz 1 V, S
1 min./level Close General
Effect: Ray

Ray deals 1d6 +1 per two levels Str penalty.

A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subjects Strength score cannot drop below 1.

Reduce Person
Transmutation 1 round SRD
Fortitude negates - Yes Sor/Wiz 1 V, S, M
1 min./level (D) Close 30 minutes
Target: One humanoid creature

Humanoid creature halves in size.

This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creatures size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.

A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponents square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.

All equipment worn or carried by a creature is similarly reduced by the spell.

Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

Multiple magical effects that reduce size do not stack.

Reduce person counters and dispels enlarge person.

Reduce person can be made permanent with a permanency spell.

Repair Light Damage
    Complete Arcane
  Artificer 1, Sor/Wiz 1, Warforged 1  
    General

"Cures" 1d8+1/level (max +5) points of damage to a construct.

Scatterspray
    FR
  Hrp 1, Hth 1, Sor/Wiz 1  
    General

Targeted items scatter in a burst dealing 1d8 damage (lethal or nonlethal).

Serene Visage
    Dragon 325
  Asn 1, Brd 1, Sor/Wiz 1  
    5 minutes

Grants a bonus on Bluff checks.

Shield
Abjuration [Force] 1 standard action SRD
- Sor/Wiz 1, Wuj 1 V, S
1 min./level (D) Personal 30 minutes
Target: You

Invisible disc gives +4 to AC, blocks magic missiles.

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.

Shock and Awe
    Dragon 325
  Asn 1, Brd 1, Sor/Wiz 1  
    General

Reduces a surprised creature's initiative roll.

Shocking Grasp
Evocation [Electricity] 1 standard action SRD
None - Yes Arc 1, Duskblade 1, Shu 1, Sor/Wiz 1, Wmg 1 V, S
Instant Touch General
Target: Creature or object touched

Touch delivers 1d6/level electricity damage (max 5d6).

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).

Silent Image
Illusion (Figment) 1 standard action SRD
Will disbelief (if interacted with) - No Arc 1, Beguiler 1, Brd 1, Gnome 1, Illusion 1, Shu 1, Sor/Wiz 1, Wuj 1 V, S, F
Concentration Long General
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)

Creates minor illusion of your design.

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

Silent Sound
    BoEM
  Brd 1, Sor/Wiz 1  
    General

Ranged attack roll deals 1d6/level (max 5d6) sonic damage.

Sleep
Enchantment (Compulsion) [Mind-Affecting] 1 round SRD
Will negates - Yes Adp 1, Arc 1, Asn 1, Beguiler 1, Brd 1, Dream 1, EmBarachiel 1, HB 1, MH 1, Shu 1, Sor/Wiz 1, Wmg 1, Wuj 1 V, S, M
1 min./level Medium General
Area: One or more living creatures within a 10-ft.-radius burst

Puts 4 HD of creatures into magical slumber.

A sleep spell causes a magical slumber to come upon 4 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.

Slide
    Miniatures
  Sor/Wiz 1  
    General

Move subject 5 feet.

Slow Burn
    Dragon 314
  Arc 1, Drd 1, Sor/Wiz 1  
    General

Dims and slows natural fire burn rates, doubling fire life and halving damage.

Snilloc's Snowball
    Unapproachable East
  Sor/Wiz 1  
    General

Touch attack (melee or ranged) deals 1d6 cold damage +1/level.

Speed Swim
    Magic of Faerun
  Arc 1, Drd 1, Rgr 1, Sor/Wiz 1  
    5 minutes

Target gains swim speed 30.

Spirit Worm
    Magic of Faerun
  Sor/Wiz 1  
    General

Target takes 1 point of Con damage every round for 1 round/level.

Spontaneous Search
    Dragon 325
  Sor/Wiz 1  
    General

Searches a 30-foot cube area in 1 round.

Summon Monster I
Conjuration (Summoning) [Varies] 1 round SRD
None - No Arc 1, Blk 1, Brd 1, Clr 1, Dem 1, KotC 1, Portal 1, Sor/Wiz 1, Summoner 1, Wuj 1 V, S, F/DF
1 round/level (D) Close General
Effect: One summoned creature

Calls extraplanar creature to fight for you.

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.

Summon Monster Alignment
Celestial dog LG
Celestial owl LG
Celestial giant fire beetle NG
Celestial porpoise (1) NG
Celestial badger CG
Celestial monkey CG
Fiendish dire rat LE
Fiendish raven LE
Fiendish Medium monstrous centipede NE
Fiendish Small monstrous scorpion NE
Fiendish hawk CE
Fiendish small monstrous spider CE
Fiendish octopus (1) CE
Fiendish small viper snake CE

1) May be summoned only into an aquatic or watery environment.

Summon Undead I
    PGtF
  Arc 1, Blk 1, Clr 1, Sor/Wiz 1  
    General

Summons undead to fight for you.

Temporary Soul Binding
Conjuration (Teleportation) 1 round ATB
Will negates (harmless, object) - No Arc 1, Blk 1, Brd 1, Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1 V, S
1 min./level or until discharged Touch General
Targets: 1 Creature and 1 item

An item is temporarily soul bound to the subject.

The item gains a temporary mark of Soulbinding (This is different from the Permenant binding mark.) and the item will disintigrate and appear near or in the possesion of the creature touched when the target creature is reborn in the Fount of Lost Souls. Should the duration lapse after the creature has died but before the creature is reborn, the duration automatically extends until rebirth.

Trembling Horn Marker
    Magic Books of Faerun
  Sor/Wiz 1  
    1 hour

Marks target with an invisible horn, which sounds when near a Watchman's horn.

True Strike
Divination 1 standard action SRD
- Asn 1, Duskblade 1, Elf 1, Fate 1, Sor/Wiz 1, Time 1, Wmg 1, Wuj 1 V, F
See text Personal 5 minutes
Target: You

+20 on your next attack roll.

Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

Twilight Luck
    Book of Exalted Deeds
  Sanctified 1  
    5 minutes

Target gains +1 luck bonus on all saving throws.

Unseen Servant
Conjuration (Creation) 1 standard action SRD
None - No Brd 1, HB 1, Hoard 1, Sin-S 2, Sor/Wiz 1, Wuj 1 V, S, M
1 hour/level Close 6 hours
Effect: One invisible, mindless, shapeless servant

Invisible force obeys your commands.

An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. Its speed is 15 feet.

The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.

Ventriloquism
Illusion (Figment) 1 standard action SRD
Will disbelief (if interacted with) - No Brd 1, EmBarachiel 1, Sor/Wiz 1, Wuj 1 V, F
1 min./level (D) Close 5 minutes
Effect: Intelligible sound, usually speech

Throws voice for 1 min./level.

You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).

Wall of Smoke
    Far Corners of the World
  Arc 1, Drd 1, Sor/Wiz 1  
    General

Simple wall of smoke to block vision. Breathing causes nausea for 1 round (Fort save).

Sor/Wiz 2

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Acid Arrow
Conjuration [Acid] 1 standard action SRD
None - No Duskblade 2, Slime 2, Sor/Wiz 2, Wmg 2 V, S, M, F
1 round + 1 round/3 levels Long General
Effect: One arrow of acid

Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.

A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.

Addiction
    Book of Vile Darkness
  Arc 2, Asn 1, Brd 2, Clr 2, Sor/Wiz 2  
    General

Subject becomes addicted to a drug.

Aganazzar's Scorcher
    FR
  Sor/Wiz 2  
    General

Deal 1d8/2 levels (max 5d8) fire damage to a line.

Aiming at the Target
    SPC
  Sor/Wiz 2, Wuj 2  
    General

Grants a +10 circumstance bonus to Concentration checks for a spell you are concentrating on already.

Alter Self
Transmutation (Polymorph) 1 standard action SRD
- Asn 2, Brd 2, HB 2, Slayer of Domiel 2, Sor/Wiz 2, Transformation 2, Vassal of Bahamut 2, Wuj 2 V, S
10 min./level (D) Personal 4 hours
Target: You

Assume form of a similar creature.

You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.

You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).

You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.

If the new form is capable of speech, you can communicate normally. You retain any spell-casting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.

You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for non-flying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.

You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.

You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn't change the creature type or subtype.

You can freely designate the new form's minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form's significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form's kind. You are effectively disguised as an average member of the new form's race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can't wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

Arcane Lock (M)
Abjuration 1 standard action SRD
None - No Sor/Wiz 2, Wuj 2 V, S, M
Permanent Touch 1 hour
Target: The door, chest, or portal touched, up to 30 sq. ft./level in size
Materials: Gold dust worth 25 gp.

Magically locks a portal or chest.

An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. (A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.)

Augment Familiar
    SPC
  HB 1, Sor/Wiz 2  
    General

Your familiar becomes more powerful.

Ayailla's Radiant Burst
    Book of Exalted Deeds
  Sanctified 2  
    General

Blind evil creatures and do 1d6/2 levels damage (max 5d6)

Baleful Transposition
    SPC
  Sor/Wiz 2  
    General

Two subjects switch places.

Battering Ram
    SPC
  Sor/Wiz 2  
    General

Deals 1d6 damage plus bull rush.

Bear's Endurance
Transmutation 1 standard action SRD
Will negates (harmless) - Yes Adp 2, APeace 2, Arc 2, Artificer 2, Clr 2, Drd 2, Duskblade 2, Dwarf 2, Endurance 2, KotC 2, Retribution 2, Rgr 2, Shu 2, Sor/Wiz 2, Suffering 2, Vassal of Bahamut 2, Wuj 2 V, S, DF
1 min./level Touch 5 minutes
Target: Creature touched

Subject gains +4 to Con for 1 min./level.

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 subjects Constitution drops back to normal. They are not lost first as temporary hit points are.

Black Lightning
Evocation [Electricity] [Negative] [Death] [Evil] 1 standard action seankreynolds.com
Reflex half - Yes Sor/Wiz 2 V, S, M
Instant Close General
Target: One creature

Ray that deals 1d6/2 levels (Max 10d6) damage, half of which is Electrical energy and the other half is Negative energy.

You launch crackling black lightning at the target creature, dealing 1d6 points of damage per 2 caster levels (maximum 10d6). Half the damage is electricity damage, but the rest is evil energy from the lower planes which is not affected by resistance to electricity (evil creatures, creatures native to evil planes, and creatures immune to death effects are not affected by the profane energy).

Bladesong
    Spellbook Archive
  Brd 2, Sor/Wiz 2  
    General

Causes weapon to have an extra touch attack to daze opponent.

Blindness/Deafness
Necromancy 1 standard action SRD
Fortitude negates - Yes Arc 3, Brd 2, Clr 3, Corruption 2, Darkness 2, EmBarachiel 2, HB 2, Sor/Wiz 2 V
Permanent (D) Medium General
Target: One living creature

Makes subject blind or deaf.

You call upon the powers of unlife to render the subject blinded or deafened, as you choose.

Blur
Illusion (Glamer) 1 standard action SRD
Will negates (harmless) - Yes (harmless) Beguiler 2, Brd 2, Celerity 3, EmBarachiel 2, Sor/Wiz 2, Wuj 2 V
1 min./level (D) Touch 5 minutes
Target: Creature touched

Attacks miss subject 20% of the time.

The subjects outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).

A see invisibility spell does not counteract the blur effect, but a true seeing spell does.

Opponents that cannot see the subject ignore the spells effect (though fighting an unseen opponent carries penalties of its own).

Body Of The Sun
    SPC
  Arc 2, Drd 2, Sor/Wiz 2  
    General

Your body emanates fire, dealing 1d4/2 levels (Max 5d4) damage.

Bull's Strength
Transmutation 1 standard action SRD
Will negates (harmless) - Yes (harmless) Adp 2, Arc 2, Artificer 2, Bestial 2, Blk 2, ChamGwyn 2, Clr 2, Drd 2, Duskblade 2, HB 2, HotD 2, KotC 2, Pal 2, Shu 2, Sin-W 2, Sor/Wiz 2, Strength 2, Vassal of Bahamut 2, Wuj 2 V, S, M/DF
1 min./level Touch 5 minutes
Target: Creature touched

Subject gains +4 to Str for 1 min./level.

The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

Cat's Grace
Transmutation 1 standard action SRD
Will negates (harmless) - Yes Adp 2, Arc 2, Artificer 2, Asn 2, Brd 2, Celerity 2, Drd 2, Duskblade 2, Elf 2, EmBarachiel 2, Halfling 2, Hoard 2, Rgr 2, Shu 2, Sor/Wiz 2, Wuj 2 V, S, M
1 min./level Touch 5 minutes
Target: Creature touched

Subject gains +4 to Dex for 1 min./level.

The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.

Choke
    Tome and Blood
  Sor/Wiz 2  
    General

Target takes 1d4 points of damage each round from strangling hands.

Claws of Darkness
    FR
  Sor/Wiz 2  
    General

Your hands become reach melee touch attacks that deal 1d8 cold damage plus slow.

Cloud of Bewilderment
    SPC
  Brd 2, Sor/Wiz 2  
    General

Generates a nauseating 10-ft. cone.

Combust
    SPC
  Sor/Wiz 2  
    General

Target takes 1d8/level (max 10d8) fire damage.

Command Undead
Necromancy 1 standard action SRD
Will negates; see text - Yes Necro 2, Sor/Wiz 2 V, S, M
1 day/level Close 1 hour
Targets: One undead creature

Undead creature obeys your commands.

This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. 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 intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as come here, go there, fight, stand still, and so on. Nonintelligent undead won't resist suicidal or obviously harmful orders.

Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.

Your commands are not telepathic. The undead creature must be able to hear you.

Continual Flame (M)
Evocation [Light] 1 standard action SRD
None - No Adp 3, Arc 3, Clr 3, HotD 2, Sor/Wiz 2, Wmg 2 V, S, M
Permanent Touch General
Effect: Magical, heatless flame
Materials: You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame.

Makes a permanent, heatless torch.

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.

Light spells counter and dispel darkness spells of an equal or lower level.

Create Magic Tattoo (M)
    SPC
  Sor/Wiz 2  
    General

Subject receives a magic tattoo with various effects.

Curse of Impending Blades
    SPC
  Arc 2, Brd 2, Rgr 2, Sor/Wiz 2  
    5 minutes

Subject takes -2 penalty to AC.

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.

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.

Death Armor (F)
    SPC
  Sor/Wiz 2  
    General

Black aura damages creatures attacking you.

Decastave
    Unapproachable East
  Sor/Wiz 2  
    General

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

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

Subject becomes overconfident and careless.

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.

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

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

Disguise Undead
    SPC
  Sor/Wiz 2  
    1 hour

Change appearance of one corporeal undead.

Eagle's Splendor
Transmutation 1 standard action SRD
Will negates (harmless) - Yes APeace 2, Arc 2, Artificer 2, Blk 2, Brd 2, BVal 2, ChamGwyn 2, Clr 2, EmBarachiel 2, HB 2, Pal 2, Sin-P 2, Sor/Wiz 2, Trade 3 V, S, M/DF
1 min./level Touch 5 minutes
Target: Creature touched

Subject gains +4 to Cha for 1 min./level.

The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spells effect do increase.

Earthbind
    SPC
  Arc 2, Drd 2, Sor/Wiz 2  
    30 minutes

Subject creature can't fly*.

Earthen Grasp
    SPC
  Sor/Wiz 2  
    General

Dense hand grapples creatures and pins them.

Electric Loop
    SPC
  Sor/Wiz 2  
    General

Deals 1d6/two levels electricity damage plus stunning to a single creature.

Energize Potion (M)
    Book of Exalted Deeds
  Arc 3, Clr 3, Drd 3, Sor/Wiz 2, Wrath 2  
    General

Transforms potion into a grenade that deals energy damage in a 10-ft.-radius burst.

Enhance Magical Flow (M)
    BoEM
  Arc 2, Clr 2, Sor/Wiz 2  
    General

Gain a +1 enhancement bonus to spell DCs.

Entice Gift
    SPC
  Brd 2, Greed 2, Sor/Wiz 2  
    General

Subject gives caster what its holding.

False Life
Necromancy 1 standard action SRD
- Asn 3, HB 2, Sor/Wiz 2 V, S, M
1 hour/level or until discharged; see text Personal 30 minutes
Target: You

Gain 1d10 temporary hp +1/level (max +10).

You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).

Fearsome Grapple
    SPC
  Sor/Wiz 2  
    General

You gain 2 additional arms that only improve your grapple checks.

Filter
    Tome and Blood
  Arc 2, Clr 2, Drd 2, Sor/Wiz 2  
    1 hour

Makes subject resistant to inhaled toxins.

Fireburst
    SPC
  Sor/Wiz 2, Wmg 2  
    General

Adjacent subjects take 1d8/level fire damage.

Flame Dagger
    SPC
  Hth 2, Sor/Wiz 2  
    General

As flame blade, but 1d4 +1/level.

Flaming Sphere
Evocation [Fire] 1 standard action SRD
Reflex negates - Yes Arc 2, Blg 2, Drd 2, Shu 2, Sor/Wiz 2, Wmg 2 V, S, M/DF
1 round/level Medium General
Effect: 5-ft.-diameter sphere

Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.

A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spells range.

Fog Cloud
Conjuration (Creation) 1 standard action SRD
None - No Arc 2, Beguiler 2, Drd 2, Shu 2, Sor/Wiz 2, Water 2, Wuj 2 V, S
10 min./level Medium General
Effect: Fog spreads in 20-ft. radius, 20 ft. high

Fog obscures vision.

A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

The spell does not function underwater.

Force Ladder (F)
    SPC
  Sor/Wiz 2  
    5 minutes

Creates a movable ladder of force.

Fox's Cunning
Transmutation 1 standard action SRD
Will negates (harmless) - Yes Artificer 2, Asn 2, Brd 2, EmBarachiel 2, Sor/Wiz 2 V, S, M/DF
1 min./level Touch 5 minutes
Target: Creature touched

Subject gains +4 to Int for 1 min./level.

The transmuted creature becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spells effect do increase. This spell doesn't grant extra skill points.

Gaze Screen
    Tome and Blood
  Arc 2, Clr 2, Drd 2, Sor/Wiz 2  
    General

Subject has a 50% chance to avoid gaze attacks.

Ghoul Touch
Necromancy [Negative] 1 standard action SRD
Fortitude negates - Yes Duskblade 2, Sor/Wiz 2 V, S, M
1d6+2 rounds Touch General
Target: Living humanoid touched

Paralyzes one subject, which exudes stench.

Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.

Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.

Glitterdust
Conjuration (Creation) 1 standard action SRD
Will negates (blinding only) - No Arc 2, Beguiler 2, Brd 2, EmBarachiel 2, HB 2, Shu 2, Sor/Wiz 2 V, S, M
1 round/level Medium General
Area: Creatures and objects within 10-ft.-radius spread

Blinds creatures, outlines invisible creatures.

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

Any creature covered by the dust takes a -40 penalty on Hide checks.

Gust of Wind
Evocation [Air] 1 standard action SRD
Fortitude negates - Yes Arc 2, Drd 2, Shu 3, Sor/Wiz 2, Storm 2, Weather 2, Wmg 3 V, S
1 round 60 ft. General
Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range

Blows away or knocks down smaller creatures.

This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.

A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.

Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet.

Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet.

Large or larger creatures may move normally within a gust of wind effect.

A gust of wind can't move a creature beyond the limit of its range.

Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind.

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

Gust of wind can be made permanent with a permanency spell.

Hideous Laughter
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Brd 1, HB 1, Passion 2, Sor/Wiz 2 V, S, M
1 round/level Close General
Target: One creature; see text

Subject loses actions for 1 round/level.

This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.

A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't translate well.

Hypnotic Pattern
Illusion (Pattern) 1 standard action SRD
Will negates - Yes Beguiler 2, Brd 2, EmBarachiel 2, Sor/Wiz 2, Wuj 2 V, S, M, text
Concentration + 2 rounds Medium General
Effect: Colorful lights in a 10-ft.-radius spread

Fascinates (2d4 + level) HD of creatures.

A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of Hit Dice of creatures affected. Creatures with the fewest HD are affected first; and, 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. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected.

A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.

Ice Knife
    SPC
  Asn 2, Sor/Wiz 2, Wmg 2, Wuj 2  
    General

Ranged attack, 1d8 points of cold damage and 2 cold Dexterity damage.

Icebolt
    BoEM
  Sor/Wiz 2  
    General

Ranged attack against a target with a piercing ice sicle for 2d6 piercing damage +1d6 + 1/level (max +10) cold damage. If a touch attack would hit, deal only the cold damage.

Indifference
    Tome and Blood
  Sor/Wiz 2  
    6 hours

Makes subject resistant to fear, compulsion, and morale effects.

Invisibility
Illusion (Glamer) 1 standard action SRD
Will negates (harmless) or Will negates (harmless, object) - Yes (harmless) or Yes (harmless, object) Adp 2, Arc 2, Asn 2, Beguiler 2, Brd 2, Duskblade 2, HB 2, Hoard 2, Shu 3, Sin-L 2, Slayer of Domiel 3, Sor/Wiz 2, Trickery 2, Wuj 2 V, S, M/DF
1 min./level (D) Personal or touch 5 minutes
Target: You or a creature or object weighing no more than 100 lb./level

Subject is invisible for 1 min./level or until it attacks.

The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible characters perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Invisibility can be made permanent (on objects only) with a permanency spell.

Ironthunder Horn
    SPC
  Brd 1, Sor/Wiz 2  
    General

Intense vibrations trip those in area.

Knock
Transmutation 1 standard action SRD
None - No Beguiler 2, Greed 3, Hoard 2, Sor/Wiz 2, Wuj 2 V
Instant; see text Medium 5 minutes
Target: One door, box, or chest with an area of up to 10 sq. ft./level

Opens locked or magically sealed door.

The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.

Levitate
Transmutation 1 standard action SRD
None - No Arc 2, Shu 2, Sor/Wiz 2 V, S, F
1 min./level (D) Personal or close 5 minutes
Target: You or one willing creature or one object (total weight up to 100 lb./level)

Subject moves up and down at your direction.

Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).

A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a 1 penalty on attack rolls, the second 2, and so on, to a maximum penalty of 5. A full round spent stabilizing allows the creature to begin again at 1.

Life Bolt
    SPC
  Sor/Wiz 2  
    General

1 ray/2 levels draws 1 hp from you to deal 2d4 damage to undead.

Lively Step
    SPC
  Brd 2, Sor/Wiz 2  
    4 hours

You and allies gain +10 increase to speed and can hustle for an extra hour per day per level.

Locate Node (F)
    CR
  Arc 3, Clr 3, Drd 1, Sor/Wiz 2  
    5 minutes

Finds closest earth node in 1 mile/level radius.

Locate Object
Divination 1 standard action SRD
None - No Arc 3, Brd 2, Clr 3, Hoard 2, Meditation 3, Shu 2, Sin-A 3, Sor/Wiz 2, Travel 2, Wuj 2 V, S, F/DF
1 min./level Long 30 minutes
Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level

Senses direction toward object (specific or type).

You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).

The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any object fools it.

Luminous Armor
    Book of Exalted Deeds
  Sanctified 2  
    6 hours

Shimmering light around target grants +5 armor bonus, dispels magical darkness, and imposes a -4 penalty on opponents' melee attacks.

Magic Mouth (M)
Illusion (Glamer) 1 standard action SRD
Will negates (object) - Yes (object) Brd 1, EmBarachiel 1, Sor/Wiz 2 V, S, M
Permanent until discharged Close 24 hours
Target: One creature or object
Materials: A small bit of honeycomb and jade dust worth 10 gp.

Speaks once when triggered.

This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Of course, magic mouth can be placed upon a tree, rock, or any other object or creature.

The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish alignment, level, Hit Dice, or class except by external garb.

The range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a magic mouth to respond to triggers as far as 90 feet away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.

Magic mouth can be made permanent with a permanency spell.

Malevolent Miasma
    SPC
  Sor/Wiz 2  
    General

Cloud of fog deals 1d4 nonlethal damage/level.

Mark of Air
    BoEM
  Sor/Wiz 2  
    6 hours

Subject gains +2 to Dex. The mark can be discharged to create sheild of air that provides +5 deflection bonus for 10 rounds.

Mark of Earth
    BoEM
  Sor/Wiz 2  
    6 hours

Subject gains +2 to Str. They can perform a ranged touch attack that deals 5d6 damage that ends the spell.

Mark of Fire
    BoEM
  Sor/Wiz 2  
    6 hours

Subject gains +2 to Dex. Can also use a Ray attack for 3d3 fire damage, dismissing the spell.

Mark of Frost
    BoEM
  Sor/Wiz 2  
    6 hours

Subject gains +1 natural armor bonus to AC. Can also create a spear that deals 1d8 piercing + 2d6 cold damage, dismissing the spell.

Mark of Water
    BoEM
  Sor/Wiz 2  
    6 hours

Subject gains +2 to Con. Can also create a stream of water that deals 5d6 damage to a target, dismissing the spell.

Marked Man (F)
    Dragon 325
  Arc 1, Asn 2, Rgr 1, Sor/Wiz 2  
    24 hours

Helps track a subject.

Mindless Rage
    SPC
  Brd 2, Sor/Wiz 2  
    General

Incite a rage in an opponent that drives them to attacking you by melee only.

Minor Image
Illusion (Figment) 1 standard action SRD
Will disbelief (if interacted with) - No Arc 2, Beguiler 2, Brd 2, Creation 2, Gnome 3, Illusion 2, Shu 2, Sor/Wiz 2, Wuj 2 V, S, F
Concentration + 2 rounds Long 12 hours
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)

As silent image, plus some sound.

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create smell, texture, or temperature.

The illusion includes some minor sounds but not understandable speech. You can move the image within the limits of the size of the effect.

Mirror Image
Illusion (Figment) 1 standard action SRD
- Adp 2, Arc 2, Beguiler 2, Brd 2, HB 2, Sor/Wiz 2 V, S
1 min./level (D) Personal; see text 30 minutes
Target: You

Creates decoy duplicates of you (1d4 +1 per three levels, max 8).

Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck.

Mirror image creates 1d4 images plus one image per three caster levels (maximum eight images total). These figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you. You can move into and through a mirror image. When you and the mirror image separate, observers can't use vision or hearing to tell which one is you and which the image. The figments may also move through each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on.

Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An images AC is 10 + your size modifier + your Dex modifier. Figments seem to react normally to area spells (such as looking like they're burned or dead after being hit by a fireball).

While moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded.

An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)

Mirror Move
    Spellbook Archive
  Brd 2, Sor/Wiz 2  
    5 minutes

Use general feat that you have seen used recently.

Misdirection
Illusion (Glamer) 1 standard action SRD
None or Will negates; see text - No Asn 2, Beguiler 2, Brd 2, Slayer of Domiel 3, Sor/Wiz 2, Wuj 2 V, S
1 hour/level Close 6 hours
Target: One creature or object, up to a 10-ft. cube in size

Misleads divinations for one creature or object.

By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. (Neither the subject nor the other object gets a saving throw against this effect.) Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).

Node Lock
    CR
  Sor/Wiz 2  
    1 hour

Deters others from using an earth node's powers.

Obscure Object
Abjuration 1 standard action SRD
Will negates (object) - Yes (object) Arc 3, Brd 1, Clr 3, Sor/Wiz 2, Wealth 2 V, S, M/DF
8 hours (D) Touch 24 hours
Target: One object touched of up to 100 lb./level

Masks object against scrying.

This spell hides an object from location by divination (scrying) effects, such as the scrying spell or a crystal ball. Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person).

Owl's Wisdom
Transmutation 1 standard action SRD
Will negates (harmless) - Yes APeace 2, Arc 2, Artificer 2, BVal 2, ChamGwyn 2, Clr 2, Drd 2, Meditation 2, Pal 2, Rgr 2, Sor/Wiz 2 V, S, M/DF
1 min./level Touch 5 minutes
Target: Creature touched

Subject gains +4 to Wis for 1 min./level.

The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, paladins, and rangers (and other Wisdom-based spellcasters) who receive owls wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.

Phantasmal Assailants
    Complete Arcane
  HB 2, Sor/Wiz 2  
    General

Phantasm deals 4 Wis damage and 4 Dex damage.

Phantom Foe (F)
    Dragon 324
  Asn 2, Sor/Wiz 2  
    General

Phantasm flanks subject.

Phantom Trap (M)
Illusion (Glamer) 1 standard action SRD
None - No Sor/Wiz 2 V, S, M
Permanent (D) Touch 24 hours
Target: Object touched
Materials: A piece of iron pyrite touched to the object to be trapped while the object is sprinkled with a special dust requiring 50 gp to prepare.

Makes item seem trapped.

This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is sprung; its primary purpose is to frighten away thieves or make them waste precious time.

If another phantom trap is active within 50 feet when the spell is cast, the casting fails.

Protection from Arrows
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) HB 2, Sor/Wiz 2, Wuj 2 V, S, F
1 hour/level or until discharged Touch 6 hours
Target: Creature touched

Subject immune to most ranged attacks.

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.

Pyrotechnics
Transmutation 1 standard action SRD
Will negates or Fortitude negates; see text - Yes or No; see text Brd 2, HB 2, Sor/Wiz 2, Wmg 2, Wuj 2 V, S, M
1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text Long General
Target: One fire source, up to a 20-ft. cube

Turns fire into blinding light or choking smoke.

Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose.

Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.

Smoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.

Material Component Note: A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level.

Rainbow Beam (M)
    Dragon 322
  Sor/Wiz 2  
    General

Ray does a random type of damage.

Ray of Depletion
    Spellbook Archive
  Brd 3, Sor/Wiz 2  
    General

Deplete some of a psion's power points.

Razorfanqs
    Draconomicon
  Sor/Wiz 2  
    General

Your bite or claw attack threatens a critical-hit on a 19 or 20.

Rebuke
    SPC
  Sor/Wiz 2  
    General

Target is dazed 1 round, thereafter shaken, and distracted.

Reflective Disguise
    Underdark
  Brd 2, PUG 2, Sor/Wiz 2  
    1 hour

Viewers see you as their own species and gender.

Repair Moderate Damage
    Complete Arcane
  Artificer 2, Sor/Wiz 2  
    General

"Cures" 2d8+1/level (max +10) points of damage to a construct.

Resist Energy
Abjuration 1 standard action SRD
Fortitude negates (harmless) - Yes (harmless) Adp 2, APeace 2, Arc 2, Blg 2, ChamGwyn 2, Clr 2, Dragon 2, Drd 2, Duskblade 1, Fire 3, HB 2, Hoard 2, KotC 2, Pal 2, Rgr 1, Shu 2, Sor/Wiz 2, Vassal of Bahamut 2, Wuj 2 V, S, DF
10 min./level Touch 1 hour
Target: Creature touched

Ignores 10 (or more) points of damage/attack from specified energy type.

This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well.

Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.

Note: Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.

Rope Trick
Transmutation 1 standard action SRD
None - No Sor/Wiz 2, Wuj 2 V, S, M
1 hour/level (D) Touch 6 hours
Target: One touched piece of rope from 5 ft. to 30 ft. long

As many as eight creatures hide in extradimensional space.

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 its 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.

Saltray
    Far Corners of the World
  Arc 2, Drd 2, Sor/Wiz 2  
    General

Ranged touch attack deals 1d6/2 levels (max 5d6) slashing damage. If cast near an ocean, a second ray is cast.

Scale Weakening
    Draconomicon
  Sor/Wiz 2  
    1 hour

Subject's natural armor weakens.

Scare
Necromancy [Fear] [Mind-Affecting] 1 standard action SRD
Will partial - Yes Brd 2, Hatred 2, Sor/Wiz 2 V, S, M
1 round/level or 1 round; see text for cause fear Medium General
Targets: One living creature per three levels, no two of which can be more than 30 ft. apart

Panics creatures of less than 6 HD.

This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened.

Scent
    Magic of Faerun
  Arc 2, Drd 2, Rgr 2, Sor/Wiz 2  
    6 hours

Grants the scent ability for 1 hour/level.

Scintillating Scales
    Draconomicon
  Sor/Wiz 2  
    General

You gain an AC deflection bonus equal to your Constitution modifier.

Scorching Ray
Evocation [Fire] 1 standard action SRD
None - Yes Adp 2, Arc 2, Duskblade 2, Sor/Wiz 2, Wmg 2 V, S
Instant Close General
Effect: One or more rays

Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).

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.

See Invisibility
Divination 1 standard action SRD
- Adp 2, Arc 2, Beguiler 2, Brd 3, Duskblade 2, EmBarachiel 3, HB 2, MH 2, Sor/Wiz 2, Truth 3, Wuj 2 V, S, M
10 min./level (D) Personal 4 hours
Target: You

Reveals invisible creatures or objects.

You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.

The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.

See invisibility can be made permanent with a permanency spell.

Shadow Mask
    FR
  Hrp 2, Sor/Wiz 2  
    1 hour

Shadows hide your face and protect against darkness, light, and gazes.

Shadow Spray
    FR
  Sor/Wiz 2  
    General

Shadows daze targets and deal 2 points of Str damage.

Shatter
Evocation [Sonic] 1 standard action SRD
Will negates (object); Will negates (object) or Fortitude half; see text - Yes (object) Arc 2, Blk 2, Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2, Wmg 2 V, S, M/DF
Instant Close General
Target or Area: 5-ft.-radius spread; or one solid object or one crystalline creature

Sonic vibration damages objects or crystalline creatures.

Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.

Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.

Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.

Shroud of Undeath
    SPC
  Arc 2, Clr 2, Sor/Wiz 2  
    1 hour

Negative energy shroud makes undead perceive you as undead.

Slapping Hand
    Miniatures
  Sor/Wiz 2  
    General

Hand makes creature provoke attacks of opportunity.

Greater Slide
    Miniatures
  Sor/Wiz 2  
    General

Move subject 20 feet.

Snake's Swiftness
    Miniatures
  Arc 1, Drd 1, Sor/Wiz 2  
    General

Subject immediately makes one attack.

Snowball Swarm
    SPC
  Sor/Wiz 2  
    General

Deals 1d6 cold/2 levels to a 10-ft. radius.

Spectral Hand
Necromancy 1 standard action SRD
None - No Sor/Wiz 2 V, S
1 min./level (D) Medium 30 minutes
Effect: One spectral hand

Creates disembodied glowing hand to deliver touch attacks.

A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range, goes out of your sight, the hand returns to you and hovers.

The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of at least 22. Your Intelligence modifier applies to the hands AC as if it were the hands Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.

Spider Climb
Transmutation 1 standard action SRD
Will negates (harmless) - Yes (harmless) Arc 2, Asn 2, Beguiler 2, Drd 2, Duskblade 2, HB 2, Hoard 2, Slayer of Domiel 1, Sor/Wiz 2, Spider 1, Wuj 2 V, S, M
10 min./level Touch 1 hour
Target: Creature touched

Grants ability to walk on walls and ceilings.

The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Splinterbolt
    Far Corners of the World
  Arc 2, Drd 2, Sor/Wiz 2  
    General

Ranged Attack that deals 4d6 piercing damage per bolt (3-6:1, 7-10: 2, 11+: 3). Threatens 18-20, x3. +4 damage, cold iron in forest.

Static Veil
    BoEM
  Arc 2, Clr 2, Sor/Wiz 2  
    6 hours

Scry DC increases by +1/level for targets within the area.

Stone Bones
    Magic of Faerun
  Arc 2, Clr 2, Sor/Wiz 2  
    1 hour

Corporeal undead gains +3 natural armor bonus.

Summon Monster II
Conjuration (Summoning) 1 round SRD
None - No Arc 2, Blk 2, Brd 2, Clr 2, Dem 2, KotC 2, Sor/Wiz 2, Summoner 2, Wuj 2 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list (Summon Monster I).

Summon Monster Alignment
Celestial giant bee LG
Celestial giant bombardier beetle NG
Celestial riding dog NG
Celestial eagle CG
Lemure (devil) LE
Fiendish squid (1) LE
Fiendish wolf LE
Fiendish Large monstrous centipede NE
Fiendish Medium monstrous scorpion NE
Fiendish Medium shark (1) NE
Fiendish Medium monstrous spider CE
Fiendish Medium viper snake CE

1 May be summoned only into an aquatic or watery environment.

Summon Swarm
Conjuration (Summoning) 1 round SRD
None - No Arc 2, Brd 2, Drd 2, HB 2, Pestilence 2, Sor/Wiz 2, Spider 2 V, S, M/DF
Concentration + 2 rounds Close General
Effect: One swarm of bats, rats, or spiders

Summons swarm of bats, rats, or spiders.

You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.

Summon Undead II
    PGtF
  Arc 2, Blk 2, Clr 2, Sor/Wiz 2  
    General

Summons undead to fight for you.

Surefooted Stride (M)
    Far Corners of the World
  Arc 2, Brd 2, Rgr 2, Sor/Wiz 2  
    General

Treat mountainous terrain as plains.

Swim
    Complete Arcane
  Arc 2, Drd 2, Sor/Wiz 2, Wuj 2  
    1 hour

Subject gains a swim speed equal to their land speed.

Moderate Temporary Soul Binding
Conjuration (Teleportation) 2 rounds ATB
Will negates (harmless, object) - No Arc 2, Blk 2, Brd 2, Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2 V, S, F/DF
10 min./level or until discharged Touch 1 hour
Targets: 1 Creature and 1 item

As Temporary Soul Binding, except the duration is longer.

As Temporary Soul Binding, except the duration is longer.

Thief Ward
    BoEM
  Sor/Wiz 2  
    5 minutes

All Hide and Move Silently checks suffer a -10 penalty.

Touch of Idiocy
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
None - Yes Beguiler 2, Duskblade 2, HB 2, Sin-E 3, Sor/Wiz 2 V, S
10 min./level Touch General
Target: Living creature touched

Subject takes 1d6 points of Int, Wis, and Cha damage.

With a touch, you reduce the targets mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, and Charisma scores. This penalty can't reduce any of these scores below 1.

This spells effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.

Undaunted Fixture
    BoEM
  Sor/Wiz 2  
    12 hours

Two objects cannot be separated except by a DC 30 strength check. Objects may break first.

Undeniable Gravity
    Miniatures
  Brd 2, Sor/Wiz 2  
    30 minutes

Flying creature loses flying ability.

Understand Object
    Spellbook Archive
  Brd 1, Sor/Wiz 2  
    General

Determine the non-magical functions of an object or technological item.

Undertow
    Far Corners of the World
  Arc 1, Drd 1, Sor/Wiz 2  
    General

Cause water to splash out of containers or Stun creatures in large bodies of water for 1 round.

Veil of Shadow
    SPC
  Arc 2, Asn 2, Blk 2, Clr 2, Sor/Wiz 2  
    30 minutes

Darkness grants you concealment.

Wall of Gloom
    Complete Arcane
  Sor/Wiz 2, Wuj 2  
    General

A shadowy wall deters passage.

Web
Conjuration (Creation) 1 standard action SRD
Reflex negates; see text - No Adp 2, Arc 2, MH 2, Sor/Wiz 2 V, S, M
10 min./level (D) Medium 5 minutes
Effect: Webs in a 20-ft.-radius spread

Fills 20-ft.-radius spread with sticky spiderwebs.

Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won't cause you to become entangled.

Anyone in the effects area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and cant move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.

If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.

Whirling Blade (F)
    SPC
  Brd 2, HB 2, Sor/Wiz 2, Wmg 2  
    General

Make an attack on a line of foes with your slashing weapon.

Whispering Wind
Transmutation [Air] 1 standard action SRD
None - No Brd 2, EmBarachiel 2, Sor/Wiz 2, Wuj 2 V, S
No more than 1 hour/level or until discharged (destination is reached) 1 mile/level 30 minutes
Area: 10-ft.-radius spread

Sends a short message 1 mile/level.

You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.

You can prepare the spell to bear a message of no more than twenty-five words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes.

When the spell reaches its objective, it swirls and remains in place until the message is delivered. As with magic mouth, whispering wind cannot speak verbal components, use command words, or activate magical effects.

Wings of Air
    Draconomicon
  Sor/Wiz 2  
    5 minutes

Target's flight maneuverability improves by one step.

Yoke of Mercy
    Book of Exalted Deeds
  APeace 2, Arc 2, Sor/Wiz 2  
    General

Target deals nonlethal damage.

Sor/Wiz 3

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Abolish Shadows
    Unapproachable East
  Sor/Wiz 3  
    General

Shadow creatures take 1d6/level damage, shadow and darkness spells might be dispelled.

Acid Breath
    SPC
  Sor/Wiz 3  
    General

Cone of acid deals 1d6 damage/level.

Amorphous Form
    SPC
  Asn 3, PUG 3, Sor/Wiz 3  
    5 minutes

Subject becomes puddle-like and can slip through cracks quickly.

Analyze Portal
    SPC
  Brd 3, Portal 2, Portal (alt) 2, Sor/Wiz 3  
    General

Detects and analyzes portals within 60 ft.

Anticipate Teleportation (F)
    SPC
  Sor/Wiz 3  
    6 hours

Delays teleporting creatures 1 round within range.

Antidragon Aura (M)
    SPC
  Arc 3, Clr 3, Sor/Wiz 3  
    General

Allies gain bonus to AC and saves against dragons.

Arcane Sight
Divination 1 standard action SRD
- Beguiler 3, HB 3, Hoard 3, Sor/Wiz 3 V, S
1 min./level (D) Personal 30 minutes
Target: You

Magical auras become visible to you.

This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.

You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. 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 + one-half caster level for a nonspell effect.)

If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.

Arcane sight can be made permanent with a permanency spell.

Bands of Steel
    SPC
  Sor/Wiz 3  
    General

Bands immobilize or entangle* target.

Bite of the Wererat
    SPC
  Arc 2, Drd 2, Sor/Wiz 3  
    General

You become enhanced such as that of a dire rat.

Blacklight
Evocation [Darkness] 1 standard action SRD
Will negates or none (object) - Yes or no (object) Darkness 3, Sor/Wiz 3 V, S, M
1 round/level (D) Close General
Area: A 20-ft.-radius emanation centered on a creature, object or point in space.

Creates a 20-ft. radius of supernatural darkness you can see through.

You create an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but you can see normally within the blacklit area. Creatures outside the spell's area, even you, cannot see through it.

You can cast the spell on a point in space, but the effect is stationary unless you cast it on a mobile object. You can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.

Blacklight counters or dispels any light spell of equal or lower level, such as daylight. The 3rd-level cleric spell daylight counters or dispels blacklight.

Blink
Transmutation 1 standard action SRD
- Brd 3, Sor/Wiz 3 V, S
1 round/level (D) Personal General
Target: You

You randomly vanish and reappear for 1 round/level.

You blink back and forth between the Material Plane and the Ethereal Plane. You look as though you're winking in and out of reality very quickly and at random.

Blinking has several effects, as follows.

Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).

If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.

Any individually targeted spell has a 50% chance to fail against you while you're blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.

While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.

You take only half damage from falling, since you fall only while you are material.

While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material.)

Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.

An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.

An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.

Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.

Bolt of Conjuring
    BoEM
  Sor/Wiz 3  
    General

See Text

Bone Tattoo
    BoEM
  Sor/Wiz 3  
    30 minutes

See Text

Brilliant Emanation
    Book of Exalted Deeds
  Sanctified 3  
    General

Make evil creatures blind or suffer -1 to attacks.

Celestial Aspect
    Book of Exalted Deeds
  Sanctified 3  
    General

Gain armblade (+1 flaming/holy longsword) or fire eyes (2d6 fire at 60 ft.) or horns (1d8+1-1/2 Str + dismissal) or wings (100 ft. fly (good))

Clairaudience/Clairvoyance
Divination (Scrying) 10 minutes SRD
None - No Arc 3, Asn 4, Beguiler 3, Brd 3, Drow 2, EmBarachiel 3, Hoard 3, Knowledge 3, Mental 3, Planning 3, Shu 3, Sin-L 3, Sor/Wiz 3 V, S, F/DF
1 min./level (D) Long General
Effect: Magical sensor

Hear or see at a distance for 1 min./level.

Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect, but the locale must be a known place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other scrying* spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spells effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.

Cone of Dimness
    SPC
  Sor/Wiz 3  
    General

Cone temporarily convinces creatures that they are blind.

Corpse Candle
    SPC
  Sor/Wiz 3, Wuj 3  
    5 minutes

Incorporeal* hand and candle reveals hidden creatures and objects.

Mass Curse of Impending Blades
    SPC
  Arc 3, Brd 3, Rgr 3, Sor/Wiz 3  
    30 minutes

Enemies take -2 penalty to AC.

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.

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

Subject can see 90 ft. in magical darkness.

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.

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.

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.

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

Creates ambrosia.

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.

Dragonskin
    SPC
  Sor/Wiz 3  
    1 hour

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

Elation
    Book of Exalted Deeds
  Arc 2, Brd 2, Clr 2, EmBarachiel 2, Joy 2, Sor/Wiz 3  
    General

Allies gain +2 to Strength and Dexterity, +5 ft. of speed.

Elemental Familiar (XP)
    Spellbook Archive
  Sor/Wiz 3  
    General

Transmutes your familiar into an elemental.

Enhance Familiar
    SPC
  Sor/Wiz 3  
    6 hours

Your familiar gains a +2 modifier on saves, combat rolls, and AC for 1 hour/level.

Eradicate Earth
    SPC
  Sor/Wiz 3  
    General

Deals 1d8 points of damage/level to earth creatures (max 10d8).

Explosive Runes
Abjuration [Force] 1 standard action SRD
See text - Yes Rune 4, Sor/Wiz 3 V, S
Permanent until discharged (D) Touch 24 hours
Target: One touched object weighing no more than 10 lb.

Deals 6d6 damage when read.

You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw).

You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.

Note: Magic traps such as explosive runes are hard to detect and disable. A rogue (only) can use the Search skill to find the runes and Disable Device to thwart them. The DC in each case is 25 + spell level, or 28 for explosive runes.

Feign Death
    Tome and Blood
  Sor/Wiz 3  
    6 hours

Makes one willing, living creature appear dead.

Fireball
Evocation [Fire] 1 standard action SRD
Reflex half - Yes Sor/Wiz 3, Wmg 3, Wuj 3 V, S, M
Instant Long General
Area: 20-ft.-radius spread

1d6 damage per level, 20-ft. radius.

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.

Flame Arrow
Transmutation [Fire] 1 standard action SRD
None - No Arc 4, Shu 4, Sor/Wiz 3, Wmg 3 V, S, M
10 min./level Close General
Target: Fifty projectiles, all of which must be in contact with each other at the time of casting

Arrows deal +1d6 fire damage.

You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it wont ignite a creature it strikes.

Flashburst
    SPC
  Hth 3, Sor/Wiz 3  
    General

Blind or dazzle creatures within area.

Fly
Transmutation 1 standard action SRD
Will negates (harmless) - Yes (harmless) Duskblade 2, Sor/Wiz 3, Travel 3 V, S, F/DF
1 min./level Touch 5 minutes
Target: Creature touched

Subject gains a fly speed of 60 ft.

The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

Foil Tracer
    BoEM
  Sor/Wiz 3  
    30 minutes

Subject cannot be tracked while teleporting.

Fortify Familiar
    SPC
  Sor/Wiz 3  
    6 hours

Your familiar gains +2 natural armor and a 25% chance to avoid critical hits for 1 hour/level.

Gaseous Form
Transmutation 1 standard action SRD
None - No Air 3, Brd 3, Sor/Wiz 3, Transformation 3, Wuj 3 S, M/DF
2 min./level (D) Touch 5 minutes
Target: Willing corporeal creature touched

Subject becomes insubstantial and can fly slowly.

The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.

A gaseous creature can't run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.

Gentle Repose (M)
Necromancy 1 standard action SRD
Will negates (object) - Yes (object) Arc 2, Clr 2, Hlr 2, Repose 2, Slayer of Domiel 2, Sor/Wiz 3, Time 2 V, S, M/DF
1 day/level Touch General
Target: Corpse touched
Materials: A: A pinch of salt, and a copper piece for each eye the corpse has (or had).

Preserves one corpse.

You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant.

The spell also works on severed body parts and the like.

Giant's Wrath
    Far Corners of the World
  Arc 3, Clr 3, Sor/Wiz 3  
    General

Thrown pebble turns into boulder dealing 2d6 + 1/2 caster levels bludgeoning damage. Base damage increases to 2d8 at 9th level, 2d8 + 2d6 fire at 13th, and critical becomes x3 at 17th.

Glowing Orb (F)
    PGtF
  Arc 4, Clr 4, Sor/Wiz 3  
    6 hours

Creates permanent magical light; you control brightness.

Great Thunderclap
    SPC
  Sor/Wiz 3  
    General

Loud noise causes stunning, deafness, and knocks prone in a 20-ft.-radius spread.

Halt Undead
Necromancy 1 standard action SRD
Will negates; see text - Yes HotD 3, Sor/Wiz 3 V, S, M
1 round/level Medium General
Targets: Up to three undead creatures, no two of which can be more than 30 ft. apart

Immobilizes undead for 1 round/level.

This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage.

Hammer of Righteousness
    Book of Exalted Deeds
  Sanctified 3  
    General

Deals 1d6 points of damage per caster level, or 1d8 points of damage per caster level if the target is evil.

Haste
Transmutation 1 standard action SRD
Fortitude negates (harmless) - Yes (harmless) Arc 3, Beguiler 3, Brd 3, Celerity 4, EmBarachiel 3, Shu 3, Sor/Wiz 3, Time 3, Wuj 3 V, S, M
1 round/level Close General
Targets: One creature/level, no two of which can be more than 30 ft. apart

One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.

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

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

Healing Touch
    SPC
  Sor/Wiz 3  
    General

You heal the target 1d6/2 levels and take half as damage.

Heroism
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates (harmless) - Yes (harmless) Brd 2, Courage 4, Sin-P 3, Sor/Wiz 3 V, S
10 min./level Touch 1 hour
Target: Creature touched

Gives +2 on attack rolls, saves, skill checks.

This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

Hold Person
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates; see text - Yes Arc 2, Beguiler 3, Brd 2, Clr 2, EmBarachiel 2, MH 2, Shu 2, Sor/Wiz 3, Wuj 2 V, S, F/DF
1 round/level (D); see text Medium General
Target: One humanoid creature

Paralyzes one humanoid for 1 round/level.

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)

A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

Ice Burst
    Tome and Blood
  Sor/Wiz 3  
    General

Chunks of ice deal 1d4 points of cold damage and 1 point of blunt damage/level (max 10d4 + 10).

Icelance (F)
    SPC
  Arc 3, Drd 3, Sor/Wiz 3  
    General

Changes ice into lance, which attacks target for 6d6 damage and stuns for 1d4 rounds.

Illusory Script (M)
Illusion (Phantasm) [Mind-Affecting] 1 minute or longer; see text SRD
Will negates; see text - Yes Asn 2, Brd 3, Sor/Wiz 3, Wuj 3 V, S, M
1 day/level (D) Touch General
Target: One touched object weighing no more than 10 lb.
Materials: A lead-based ink (cost of not less than 50 gp).

Only intended reader can decipher.

You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it's unintelligible to any other character, although an illusionist recognizes it as illusory script.

Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include Close the book and leave, Forget the existence of the book, and so forth. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.

The casting time depends on how long a message you wish to write, but it is always at least 1 minute.

Invisibility Sphere
Illusion (Glamer) 1 standard action SRD
Will negates (harmless) or Will negates (harmless, object) - Yes (harmless) or Yes (harmless, object) Beguiler 3, Brd 3, HB 3, Sor/Wiz 3 V, S, M
1 min./level (D) Personal or touch General
Area: 10-ft.-radius emanation around the creature or object touched

Makes everyone within 10 ft. invisible.

This spell functions like invisibility, except that this spell confers invisibility upon all creatures within 10 feet of the recipient. The center of the effect is mobile with the recipient.

Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends.

Keen Edge
Transmutation 1 standard action SRD
Will negates (harmless, object) - Yes (harmless, object) Arc 3, Duskblade 3, Metal 3, Shu 3, Sor/Wiz 3, Wuj 3 V, S
10 min./level Close 1 hour
Targets: One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting

Doubles normal weapons threat range.

This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target. (Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.)

Multiple effects that increase a weapons threat range (such as the keen edge spell and the Improved Critical feat) dont stack. You can't cast this spell on a natural weapon, such as a claw.

Lightning Bolt
Evocation [Electricity] 1 standard action SRD
Reflex half - Yes Adp 3, Arc 3, Shu 4, Sor/Wiz 3, Wmg 3 V, S, M
Instant 120 ft. General
Area: 120-ft. line

Electricity deals 1d6/level damage.

You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.

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

Greater Mage Armor
    SPC
  Sor/Wiz 3  
    General

Field of force provides a +6 armor bonus.

Magic Circle against Chaos
Abjuration [Lawful] 1 standard action SRD
Will negates (harmless) - No; see text Arc 3, Clr 3, Law 3, Pal 3, Sor/Wiz 3, Wuj 3 V, S, M/DF
10 min./level Touch 4 hours
Area: 10-ft.-radius emanation from touched creature

As protection spells, but 10-ft. radius and 10 min./level.

All creatures within the area gain the effects of a protection from chaos spell, and no nonlawful summoned creatures can enter the area either. You must overcome a creatures spell resistance in order to keep it at bay (as in the third function of protection from chaos), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies spell resistance.

This spell has an alternative version that you may choose when casting it. A magic circle against chaos can be focused inward rather than outward. When focused inward, the spell binds a nonlawful called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circles boundaries. If a creature too large to fit into the spells area is the subject of the spell, the spell acts as a normal protection from chaos spell for that creature only.

A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creatures extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.

You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagrameven a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.

This spell is not cumulative with protection from chaos and vice versa.

Magic Circle against Evil
Abjuration [Good] 1 standard action SRD
Will negates (harmless) - No; see text APeace 3, Arc 3, ChamGwyn 3, Clr 3, Dem 2, Exorcism 2, Good 3, KotC 3, Pal 3, Sor/Wiz 3, Vassal of Bahamut 3, Wuj 3 V, S, M/DF
10 min./level Touch 4 hours
Area: 10-ft.-radius emanation from touched creature

As protection spells, but 10-ft. radius and 10 min./level.

All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either. You must overcome a creatures spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies spell resistance.

This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circles boundaries. If a creature too large to fit into the spells area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.

A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creatures extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.

You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagrameven a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.

This spell is not cumulative with protection from evil and vice versa.

Magic Circle against Good
Abjuration [Evil] 1 standard action SRD
Will negates (harmless) - No; see text Arc 3, Asn 3, Clr 3, Dem 2, Evil 3, MH 2, Sor/Wiz 3, Wuj 3 V, S, M/DF
10 min./level Touch 4 hours
Area: 10-ft.-radius emanation from touched creature

As protection spells, but 10-ft. radius and 10 min./level.

All creatures within the area gain the effects of a protection from good spell, and no nonevil summoned creatures can enter the area either. You must overcome a creatures spell resistance in order to keep it at bay (as in the third function of protection from good), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies spell resistance.

This spell has an alternative version that you may choose when casting it. A magic circle against chaos can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circles boundaries. If a creature too large to fit into the spells area is the subject of the spell, the spell acts as a normal protection from chaos spell for that creature only.

A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creatures extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.

You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagrameven a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.

This spell is not cumulative with protection from good and vice versa.

Magic Circle against Law
Abjuration [Chaotic] 1 standard action SRD
Will negates (harmless) - No; see text Arc 3, Chaos 3, Clr 3, Sor/Wiz 3, Wuj 3 V, S, M/DF
10 min./level Touch 4 hours
Area: 10-ft.-radius emanation from touched creature

As protection spells, but 10-ft. radius and 10 min./level.

This spell functions like magic circle against evil, except that it is similar to protection from law instead of protection from evil, and it can imprison a nonchaotic called creature.

All creatures within the area gain the effects of a protection from law spell, and no nonchaotic summoned creatures can enter the area either. You must overcome a creatures spell resistance in order to keep it at bay (as in the third function of protection from chaos), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies spell resistance.

This spell has an alternative version that you may choose when casting it. A magic circle against chaos can be focused inward rather than outward. When focused inward, the spell binds a nonchaotic called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circles boundaries. If a creature too large to fit into the spells area is the subject of the spell, the spell acts as a normal protection from chaos spell for that creature only.

A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creatures extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.

You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagrameven a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.

This spell is not cumulative with protection from law and vice versa.

Greater Magic Weapon
Transmutation 1 standard action SRD
Will negates (harmless, object) - Yes (harmless, object) Arc 4, Artificer 3, Clr 4, Duskblade 3, Dwarf 4, HB 3, KotC 4, Pal 3, Shu 3, Sor/Wiz 3, Wuj 3 V, S, M/DF
1 hour/level Close 6 hours
Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)

+1 bonus/four levels (max +5).

This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5).

Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)

Major Image
Illusion (Figment) 1 standard action SRD
Will disbelief (if interacted with) - No Arc 3, Beguiler 3, Brd 3, Shu 3, Sor/Wiz 3, Wuj 3 V, S, F
Concentration + 3 rounds Long General
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)

As silent image, plus sound, smell and thermal effects.

This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range.

The image disappears when struck by an opponent unless you cause the illusion to react appropriately.

Manyjaws
    SPC
  Sor/Wiz 3  
    General

One set of jaws/level attacks enemies for 1d6 damage.

Mesmerizing Glare
    SPC
  Brd 2, Sor/Wiz 3  
    General

Your gaze fascinates creatures.

Mind Poison
    SPC
  Sor/Wiz 3  
    General

Touch attack poison that deals 1d6 temporary Wisdom damage and again one minute later.

Miser's Envy
    SPC
  Brd 2, Sor/Wiz 3  
    General

Subject jealously covets nearby object.

Negative Energy Burst
    Tome and Blood
  Sor/Wiz 3  
    General

1d8+1/level (max +10) negative energy damage, 20-foot radius.

Node Door
    CR
  Arc 3, Drd 3, Sor/Wiz 3  
    General

Allows teleportation between any known nodes.

Nondetection (M)
Abjuration 1 standard action SRD
Will negates (harmless, object) - Yes (harmless, object) Arc 4, Asn 3, Beguiler 3, BVal 4, HB 3, MH 3, Rgr 4, Slayer of Domiel 3, Sor/Wiz 3, Trickery 3 V, S, M
1 hour/level Touch 6 hours
Target: Creature or object touched
Materials: A pinch of diamond dust worth 50 gp.

Hides subject from divination, scrying.

The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.

If cast on a creature, nondetection wards the creature's gear as well as the creature itself.

Path of the Exalted
    Book of Exalted Deeds
  Sanctified 3  
    24 hours

Caster receives divine guidance from a higher power.

Phantom Steed
Conjuration (Creation) 10 minutes SRD
None - No Brd 3, HB 3, Sor/Wiz 3, Spider 3 V, S
1 hour/level (D) 0 ft. 6 hours
Effect: One quasi-real, horselike creature

Magic horse appears for 1 hour/level.

You conjure a Large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.

The mount has an AC of 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet. It can bear its riders weight plus up to 10 pounds per caster level.

These mounts gain certain powers according to caster level. A mount's abilities include those of mounts of lower caster levels.

8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).

12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.

14th Level: The mount can fly at its speed (average maneuverability).

Phieran's Resolve
    Book of Exalted Deeds
  Sanctified 3  
    30 minutes

+4 sacred bonus on saves against spells with the evil descriptor.

Protection from Energy
Abjuration 1 standard action SRD
Fortitude negates (harmless) - Yes (harmless) APeace 3, Arc 3, Blg 3, Blk 3, Clr 3, Dem 2, Drd 3, Duskblade 3, HB 3, Hoard 3, HotD 3, KotC 3, Luck 3, Protection 3, Rgr 2, Shu 3, Sor/Wiz 3, Vassal of Bahamut 3, Wuj 3 V, S, DF
10 min./level or until discharged Touch 1 hour
Target: Creature touched

Absorb 12 points/level of damage from one kind of energy.

Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.

Note: Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.

Rage
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
None - Yes Brd 2, HB 2, Liberation 3, Madness 3, Sin-W 3, Sor/Wiz 3 V, S
Concentration + 1 round/level (D) Medium 5 minutes
Targets: One willing living creature per three levels, no two of which may be more than 30 ft. apart

Gives +2 to Str and Con, +1 on Will saves, -2 to AC.

Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarians rage except that the subjects aren't fatigued at the end of the rage.

Rainbow Blast (M)
    Dragon 322
  Sor/Wiz 3  
    General

Line deals damage from each type of energy.

Ray of Exhaustion
Necromancy 1 standard action SRD
Fortitude partial; see text - Yes Duskblade 3, Sor/Wiz 3 V, S, M
1 min./level Close General
Effect: Ray

Ray makes subject exhausted.

A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target.

The subject is immediately exhausted for the spell's duration. A successful Fortitude save means the creature is only fatigued.

A character that is already fatigued instead becomes exhausted.

This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spells duration expires.

Repair Serious Damage
    Complete Arcane
  Artificer 3, Sor/Wiz 3  
    General

"Cures" 3d8+1/level (max +15) points of damage to a construct.

Resonating Bolt
    Complete Arcane
  Brd 4, Sor/Wiz 3  
    General

60 ft. line deals 1d4/level (max 10d4) sonic damage.

Reverse Arrows
    Magic of Faerun
  Sor/Wiz 3  
    1 hour

As Protection from Arrows, but negated arrows turn back upon their source.

Scintillating Sphere
    Magic of Faerun
  Sor/Wiz 3  
    General

20-ft-radius spread deals 1d6 electicity/level.

Secret Page
Transmutation 10 minutes SRD
None - No Brd 3, Rune 2, Sor/Wiz 3 V, S, M
Permanent Touch 12 hours
Target: Page touched, up to 3 sq. ft. in size

Changes one page to hide its real content.

Secret page alters the contents of a page so that they appear to be something entirely different. The text of a spell can be changed to show even another spell. Explosive runes or sepia snake sigil can be cast upon the secret page.

A comprehend languages spell alone cannot reveal a secret pages contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page, and return it to its secret page form at will. You can also remove the spell by double repetition of the special word. A detect magic spell reveals dim magic on the page in question but does not reveal its true contents. True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages. A secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell.

Sensory Deprivation
    Dragon 324
  Sor/Wiz 3  
    General

Subject cannot Perceive world around it.

Sepia Snake Sigil (M)
Conjuration (Creation) [Force] 10 minutes SRD
Reflex negates - No Brd 3, Sor/Wiz 3 V, S, M
Permanent or until discharged; until released or 1d4 days + 1 day/level; see text Touch 24 hours
Target: One touched book or written work
Materials: 500 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.

Creates text symbol that immobilizes reader.

When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader.

Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a save to evade the snakes strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed.

While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends.

The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical.

A dispel magic can remove the sigil. An erase spell destroys the entire page of text.

Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page.

Shadow Binding
    Complete Arcane
  Sor/Wiz 3  
    General

Entangle and daze creatures.

Shatterfloor
    Magic of Faerun
  Sor/Wiz 3  
    General

Deals 1d4 sonic/level plus damages floor surface 6 inches deep.

Shrink Item
Transmutation 1 standard action SRD
Will negates (object) - Yes (object) Hoard 3, Sin-A 4, Sor/Wiz 3 V, S
1 day/level; see text Touch 24 hours
Target: One touched object of up to 2 cu. ft./level

Object shrinks to one-sixteenth size.

You are able to shrink one nonmagical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the objects size by four categories. Optionally, you can also change its now shrunken composition to a clothlike one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.

Shrink item can be made permanent with a permanency spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.

Sign of Sealing (M)
    Complete Arcane
  Sor/Wiz 3  
    General

As Arcane Lock, except when portal is breached it deals 1d4/level (max 10d4) damage.

Skull Watch (F)
    PGtF
  Arc 3, Clr 3, Sor/Wiz 3  
    4 hours

Skull shrieks when creature enters warded area.

Greater Sleep
    BoEM
  Brd 3, Sor/Wiz 3  
    30 minutes

As sleep, except that you roll 4d6 to see how many HD are affected: no creature with more than 10 HD is affected.

Sleet Storm
Conjuration (Creation) [Cold] 1 standard action SRD
None - No Arc 3, Cold 3, Drd 3, Sor/Wiz 3, Storm 4, Wmg 3 V, S, M/DF
1 round/level Long General
Area: Cylinder (40-ft. radius, 20 ft. high)

Hampers vision and movement.

Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Balance skill for details).

The sleet extinguishes torches and small fires.

Slow
Transmutation 1 standard action SRD
Will negates - Yes Beguiler 3, Brd 3, HB 3, Sin-S 4, Sor/Wiz 3 V, S, M
1 round/level Close General
Targets: One creature/level, no two of which can be more than 30 ft. apart

One subject/level takes only one action/round, -2 to AC and attack rolls.

An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creatures jumping distance as normal for decreased speed.

Multiple slow effects don't stack. Slow counters and dispels haste.

Mass Snake's Swiftness
    Miniatures
  Arc 2, Drd 2, Sor/Wiz 3  
    General

Allies each immediately make one attack.

Sonic Blast
    Spellbook Archive
  Sor/Wiz 3  
    General

Deal 1d6/level damage (max 10d6) to each creature in the area.

Soul Charge (F)
    Magic Books of Faerun
  Arc 3, Clr 3, Sor/Wiz 3  
    12 hours

Target gains one negetive level, and you can use a crystal to power a wand or staff instead of a charge.

Spider Poison
    Magic of Faerun
  Asn 3, Sor/Wiz 3  
    General

Touch deals 1d6 Str damage, repeats in 1 minute.

Spiderskin
    Underdark
  Arc 3, Drd 3, Sor/Wiz 3  
    1 hour

Subject gains increasing bonus to natural armor bonus, saves against poison, and Hide checks.

Stars of Arvandor
    Book of Exalted Deeds
  Arc 4, Clr 4, Drd 4, Rgr 4, Sor/Wiz 3  
    General

Tiny starbursts each deal 1d8 damage (half nonlethal), or 1d8 letal damage to evil creatures.

Steeldance
    Magic of Faerun
  Sor/Wiz 3  
    General

Daggers become Medium flying animated objects that attack foes.

Stinking Cloud
Conjuration (Creation) 1 standard action SRD
Fortitude negates; see text - No Arc 3, Blg 3, HB 3, Sor/Wiz 3, Wmg 3, Wuj 3 V, S, M
1 round/level Medium General
Effect: Cloud spreads in 20-ft. radius, 20 ft. high

Nauseating vapors, 1 round/level.

Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.

Stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes.

Stony Grasp
    Complete Arcane
  Sor/Wiz 3  
    General

As earthen grasp, except the stony arm can appear from any natural surface, including unworked rock, earth, mud, grass, or sand.

Suggestion
Enchantment (Compulsion) [Language-Dependent] [Mind-Affecting] 1 standard action SRD
Will negates - Yes Beguiler 3, Brd 2, Charm 3, Domination 3, Drow 3, EmBarachiel 2, HB 2, MH 3, Sor/Wiz 3, Wuj 3 V, M
1 hour/level or until completed Close 30 minutes
Target: One living creature

Compels subject to follow stated course of action.

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).

Summon Monster III
Conjuration (Summoning) 1 round SRD
None - No Arc 3, Blk 3, Brd 3, Clr 3, Dem 3, KotC 3, Sor/Wiz 3, Summoner 3, Wuj 3 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list (summon monster II), or 1d4+1 creatures of the same kind from the 1st-level list (summon monster I).

Summon MonsterAlignment
Celestial black bear LG
Celestial bison NG
Celestial dire badger CG
Celestial hippogriff CG
Small Air Elemental N
Small Earth Elemental N
Small Fire Elemental N
Small Water Elemental N
Fiendish ape LE
Fiendish dire weasel LE
Hellhound LE
Fiendish constrictor snake LE
Fiendish boar NE
Fiendish dire bat NE
Fiendish Huge monstrous centipede NE
Fiendish crocodile CE
Dretch (demon) CE
Fiendish Large viper snake CE
Fiendish wolverine CE
Summon Undead III
    PGtF
  Arc 3, Blk 3, Clr 3, Sor/Wiz 3  
    General

Summons undead to fight for you.

Suppress Breath Weapon
    Draconomicon
  Brd 3, Sor/Wiz 3  
    General

Subject can't use its breath weapon.

Suspended Silence (M)
    Magic of Faerun
  Sor/Wiz 3  
    General

Object becomes programmed to create an area of silence at your command.

Lesser Telepathic Bond
Divination [Mind-Affecting] 1 standard action SRD
None - No Arc 3, Clr 3, Mind 3, Sor/Wiz 3 V, S
10 min./level 30 ft. 1 hour
Targets: You and one willing creature within 30 ft.

As telepathic bond, but you and one other creature.

You forge a telepathic bond with another creature with an Intelligence score of 6 or higher. The bond can be established only with a willing subject. You can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

Telepathy Tap
    Book of Exalted Deeds
  Sanctified 3  
    General

Overhear creatures' telepathic communications.

Eventful Temporary Soul Binding
Conjuration (Teleportation) 2 rounds ATB
Will negates (harmless, object) - No Arc 3, Blk 3, Brd 3, Clr 3, Drd 3, Pal 3, Rgr 3, Sor/Wiz 3 V, S, M
1 hour/level or until discharged Touch 6 hours
Targets: 1 Creature and 1 item

As Temporary Soul Binding, except 1 hour/level.

As Temporary Soul Binding, except 1 hour/level.

Tiny Hut
Evocation [Force] 1 standard action SRD
None - No Brd 3, Sor/Wiz 3 V, S, M
2 hours/level (D) 20 ft. 12 hours
Effect: 20-ft.-radius sphere centered on your location

Creates shelter for ten creatures.

You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.

The temperature inside the hut is 70 F if the exterior temperature is between 0 and 100 F. An exterior temperature below 0 or above 100 lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.

The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).

Tongues
Divination 1 standard action SRD
Will negates (harmless) - No Adp 3, APeace 4, Arc 4, Brd 2, Clr 4, Commerce 3, Community 4, EmBarachiel 2, Herald 3, Meditation 4, Sor/Wiz 3, Vassal of Bahamut 4, Wuj 3 V, M/DF
10 min./level Touch 1 hour
Target: Creature touched

Speak any language.

This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.

Tongues can be made permanent with a permanency spell.

Tremorsense
    Underdark
  Arc 3, Hrp 3, Rgr 3, Sor/Wiz 3  
    1 hour

Grants tremorsense to a range of 30 feet.

Undead Lieutenant
    Magic of Faerun
  Sor/Wiz 3  
    5 minutes

Targeted undead can give orders to undead in your control.

Undead Torch
    Magic of Faerun
  Sor/Wiz 3  
    General

Undead creature gains blue aura that gives +2d4 against living creatures.

Vampiric Touch
Necromancy 1 standard action SRD
None - Yes Arc 3, Blg 3, Duskblade 3, HB 3, Necro 3, Sin-E 4, Sin-G 4, Sor/Wiz 3 V, S
Instant/1 hour; see text Touch General
Target: Living creature touched

Touch* deals 1d6/two levels damage; caster gains damage as HP.

You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. However, you can't gain more than the subject's current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later.

Walk the Mountain's Path
    Races of Stone
  Arc 3, Drd 3, Sor/Wiz 3  
    1 hour

You gain the agility of a mountain goat.

Warcry
    Book of Exalted Deeds
  Brd 3, ChamGwyn 2, Sor/Wiz 3  
    General

Creatures within 30-foot cone cower for 1d4 rounds.

Water Breathing
Transmutation 1 standard action SRD
Will negates (harmless) - Yes (harmless) APeace 3, Arc 3, Clr 3, Drd 3, Ocean 3, Shu 3, Sor/Wiz 3, Water 3, Wuj 3 V, S, M/DF
2 hours/level; see text Touch 4 hours
Target: Living creatures touched

Subjects can breathe underwater.

The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch.

The spell does not make creatures unable to breathe air.

Weapon of Impact
    SPC
  Arc 3, Brd 3, Clr 3, Sor/Wiz 3  
    1 hour

As keen edge, but aids blunt weapons.

Wind Wall
Evocation [Air] 1 standard action SRD
None; see text - Yes Air 2, APeace 3, Arc 3, Clr 3, Drd 3, HB 3, Rgr 2, Shu 3, Sor/Wiz 3 V, S, M/DF
1 round/level Medium General
Effect: Wall up to 10 ft./level long and 5 ft./level high (S)

Deflects arrows, smaller creatures, and gases.

An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).

While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.

Sor/Wiz 4

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Abyssal Might (M)
    Book of Vile Darkness
  Arc 4, Blk 3, Clr 4, Dem 3, Sor/Wiz 4  
    1 hour

You gain +2 to Str, Con, Dex, and SR.

Affliction
    Book of Exalted Deeds
  Arc 3, Clr 3, Drd 3, Sor/Wiz 4, Wrath 3  
    General

Infects evil subject with chosen affliction.

Animate Dead (M)
Necromancy [Evil] 1 standard action SRD
None - No Adp 3, Arc 3, Blg 4, Clr 3, Death 3, Sor/Wiz 4, Undeath 3, Wuj 4 V, S, M
Instant Touch General
Targets: One or more corpses touched
Materials: A black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse.

Creates undead skeletons and zombies.

This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.

The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can't be animated again.)

Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

Arcane Eye
Divination (Scrying) 10 minutes SRD
None - No Hoard 4, MH 4, Sor/Wiz 4 V, S, M
1 min./level (D) Unlimited General
Effect: Magical sensor

Invisible floating eye moves 30 ft./round.

You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.

The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can't enter another plane of existence, even through a gate or similar magical portal.

Assay Spell Resistance
    SPC
  Arc 4, Clr 4, HB 4, Sor/Wiz 4  
    General

Gain +10 bonus to caster level checks for spell resistance against one creature.

Backlash
    SPC
  Sor/Wiz 4  
    1 hour

Subject takes damage if it uses spells against another creature.

Bestow Curse
Necromancy 1 standard action SRD
Will negates - Yes Adp 3, Arc 3, Clr 3, Dem 2, Destiny 4, DrgBlw 3, Fate 3, Hatred 3, Sor/Wiz 4, Suffering 3 V, S
Permanent Touch General
Target: Creature touched

-6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.

You place a curse on the subject. Choose one of the following three effects.

1) -6 decrease to an ability score (minimum 1).

2) -4 penalty on attack rolls, saves, ability checks, and skill checks.

3) Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.

You may also invent your own curse, but it should be no more powerful than those described above.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Bestow curse counters remove curse.

Bind Item
    BoEM
  Sor/Wiz 4  
    1 hour

See Text

Bite of the Werewolf
    SPC
  Arc 3, Drd 3, Sor/Wiz 4  
    General

You become enhanced such as that of a wolf.

Black Mulching
    BoEM
  Arc 4, Drd 4, Sor/Wiz 4  
    General

See Text

Black Tentacles
Conjuration (Creation) 1 standard action SRD
None - No Blackwater 3, Slime 5, Sor/Wiz 4, VDarkness 5, Wmg 4 V, S, M
1 round/level (D) Medium General
Area: 20-ft.-radius spread

Tentacles grapple all within 15 ft. spread.

This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.

Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage.

Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.

Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren't grappling with the tentacles may move through the area at only half normal speed.

Bladebane (M)
    Unapproachable East
  Arc 3, Clr 3, Pal 2, Sor/Wiz 4  
    General

Slashing weapon becomes a bane weapon.

Blast of Flame
    SPC
  Sor/Wiz 4, Wmg 4  
    General

60-ft. cone of fire (1d6/level damage).

Blinding Breath
    SPC
  Wiz 4  
    General

Your breath weapon blinds targets.

Blistering Radiance
    SPC
  Arc 5, Clr 5, Sor/Wiz 4  
    General

Dazzles sighted creatures and causes 2d6 fire damage/round.

Foe's Burning Blood
    SPC
  Sor/Wiz 4  
    General

Subject creature's blood deals 1d8 acid and 1d8 fire damage per round.

Foe's Burning Blood
    SPC
  Sor/Wiz 4  
    General

Subject creature's blood deals 1d8 acid and 1d8 fire damage per round.

Celestial Brilliance
    Book of Exalted Deeds
  Arc 4, Clr 4, Sor/Wiz 4  
    24 hours

120 ft emanation of light, bright to 60 feet (double penalty to light sensitive, 1d6 damage to undead, 2d6 damage to evil outsiders and sensitive undead within 60 feet)

Chains of Vengeance
    BoEM
  Sor/Wiz 4  
    General

See Text

Charm Monster
Enchantment (Charm) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Beguiler 4, Bestial 5, Brd 3, Charm 5, EmBarachiel 3, HB 3, Sor/Wiz 4, Wuj 4 V, S
1 day/level Close 1 hour
Target: One living creature

Makes monster believe it is your ally.

This spell functions like charm person, except that the effect is not restricted by creature type or size.

This charm makes a creature regard you as its trusted friend and ally (treat the targets 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 creature 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 creature breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

Coldscream
    BoEM
  Sor/Wiz 4  
    General

Deal 1d6/level (max 10d6) sonic and cold (half each) damage in a cone.

Confusion
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Arc 5, Beguiler 4, Brd 3, HB 3, Madness 4, Passion 3, Shu 5, Sor/Wiz 4, Trickery 4, Wuj 4 V, S, M/DF
1 round/level Medium General
Targets: All creatures in a 15-ft. radius burst

For 1 round/level, subject will attack caster 10%, act normally 10%, babble 30%, flee 20%, attack nearest creature 30%.

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 subjects turn each round to see what the subject does in that round.

d%Behavior
01-10Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
11-20Act normally.
21-50Do nothing but babble incoherently.
51-70Flee away from caster at top possible speed.
71-100Attack nearest creature (for this purpose, a familiar counts as part of the subjects 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).

Contagion
Necromancy [Evil] 1 standard action SRD
Fortitude negates - Yes Adp 3, Arc 3, Blg 3, Blk 3, Clr 3, Corruption 3, Decay 3, Destruction 3, Drd 3, Pestilence 3, Sor/Wiz 4, Wmg 4 V, S
Instant Touch General
Target: Living creature touched

Infects subject with chosen disease.

The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagions normal save DC for the initial saving throw).

DiseaseDC Damage
Blinding sickness 16 1d4 Str (1)
Cackle fever 16 1d6 Wis
Filth fever 12 1d3 Dex and 1d3 Con
Mindfire 12 1d4 Int
Red ache 15 1d6 Str
Shakes 13 1d8 Dex
Slimy doom 14 1d4 Con

1 Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease's save DC) or be permanently blinded.

Crushing Despair
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Beguiler 4, Brd 3, Passion 4, Sin-E 5, Sor/Wiz 4, Wuj 4 V, S, M
1 min./level 30 ft. General
Area: Cone-shaped burst

Subjects take -2 on attack rolls, damage rolls, saves, and checks.

An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.

Crushing despair counters and dispels good hope.

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).

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.

Defenestrating Sphere (F)
    SPC
  Sor/Wiz 4  
    General

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

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.

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).

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.

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.

Dispelling Screen
    SPC
  Sor/Wiz 4  
    30 minutes

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

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

You choose a dragon type and mimic its breath weapon.

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
Energy Spheres
    SPC
  Sor/Wiz 4  
    General

Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic damage.

Enervation
Necromancy [Negative] 1 standard action SRD
None - Yes Decay 4, Duskblade 4, HB 4, Hunger 4, Necro 4, Sor/Wiz 4, Suffering 4 V, S
Instant Close General
Effect: Ray of negative energy

Subject gains 1d4 negative levels.

You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4 negative levels.

If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).

Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.

Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victims levels, but the negative levels from enervation don't last long enough to do so.

An undead creature struck by the ray gains 1d4x5 temporary hit points for 1 hour.

Greater Enhance Magical Flow (M)
    BoEM
  Arc 4, Clr 4, Sor/Wiz 4  
    General

Gain a +2 enhancement bonus to spell DCs.

Mass Enlarge Person
Transmutation 1 round SRD
Fortitude negates - Yes Sor/Wiz 4 V, S, M
1 min./level (D) Close 30 minutes
Target: One humanoid creature/level, no two of which can be more than 30 ft. apart

Enlarges several creatures.

This spell functions like enlarge person, except that it affects multiple creatures.

Explosive Cascade
    SPC
  Sor/Wiz 4  
    General

Bouncing flame ball deals 1d6/level fire damage.

Fear
Necromancy [Fear] [Mind-Affecting] 1 standard action SRD
Will partial - Yes Brd 3, HB 4, Sor/Wiz 4, Tyranny 4 V, S, M
1 round/level or 1 round; see text 30 ft. General
Area: Cone-shaped burst

Subjects within cone flee for 1 round/level.

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.

Fire Shield
Evocation [Cold] [Fire] 1 standard action SRD
- Arc 4, Duskblade 4, Fire 5, Retribution 4, Shu 4, Sor/Wiz 4, Sun 4, Wmg 3, Wuj 4 V, S, M/DF
1 round/level (D) Personal General
Target: You

Creatures attacking you take fire damage; you're protected from heat or cold.

This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice).

Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.

When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The color of the flames is determined randomly (50% chance of either color) blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each version are as follows.

Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.

Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.

Fire Stride
    SPC
  Sor/Wiz 4  
    1 hour

Multiple-use dimension door that works only through large fires.

Fire Trap (M)
Abjuration [Fire] 10 minutes SRD
Reflex half; see text - Yes Arc 2, Blg 2, Drd 2, Greed 4, Sor/Wiz 4, Wmg 2, Wuj 4 V, S, M
Permanent until discharged (D) Touch 24 hours
Target: Object touched
Materials: A half-pound of gold dust (cost 25 gp) sprinkled on the warded object.

Opened object deals 1d4 +1/level damage.

Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap can ward any object that can be opened and closed.

When casting fire trap, you select a point on the object as the spells center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spells center. The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion.

A fire trapped item cannot have a second closure or warding spell placed on it.

A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell does not detonate the spell.

Underwater, this ward deals half damage and creates a large cloud of steam.

You can use the fire trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire trapped object to an individual usually involves setting a password that you can share with friends.

Note: Magic traps such as fire trap are hard to detect and disable. A rogue (only) can use the Search skill to find a fire trap and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druids fire trap or DC 29 for the arcane version).

Flaming Corrosion
    BoEM
  Sor/Wiz 4  
    General

See Text

Flight of the Dragon
    SPC
  Sor/Wiz 4  
    1 hour

You grow dragon wings.

Force Claw
    SPC
  Sor/Wiz 4  
    General

Claw of force guards an area, making attacks of opportunity.

Force Missiles
    SPC
  Sor/Wiz 4  
    General

Missiles of force strike foes for 2d6 each (max 4 missiles)

Forcewave
    SPC
  Sor/Wiz 4  
    General

Bull rushes all creatures within 10 ft.

Lesser Geas
Enchantment (Compulsion) [Language-Dependent] [Mind-Affecting] 1 round SRD
Will negates - Yes Brd 3, EmBarachiel 3, Sor/Wiz 4 V
1 day/level or until discharged (D) Close General
Target: One living creature with 7 HD or less

Commands subject of 7 HD or less.

A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must have 7 or fewer Hit Dice and be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.

The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.

If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions:

If the subject is prevented from obeying the lesser geas for 24 hours, it takes a 2 penalty to each of its ability scores. Each day, another 2 penalty accumulates, up to a total of 8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas.

A lesser geas (and all ability score penalties) can be ended by break enchantment, limited wish, remove curse, miracle, or wish. Dispel magic does not affect a lesser geas.

Lesser Globe of Invulnerability
Abjuration 1 standard action SRD
None - No Artificer 4, Sor/Wiz 4, Wuj 4 V, S, M
1 round/level (D) 10 ft. General
Area: 10-ft.-radius spherical emanation, centered on you

Stops 1st- through 3rd-level spell effects.

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty.

Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.

If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.

Hallucinatory Terrain
Illusion (Glamer) 10 minutes SRD
Will disbelief (if interacted with) - No Arc 4, Brd 4, Gnome 5, Shu 4, Sor/Wiz 4 V, S, M
2 hours/level (D) Long 6 hours
Area: One 30-ft. cube/level (S)

Makes one type of terrain appear like another (field into forest, or the like).

You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.

Hidden Object
    BoEM
  Sor/Wiz 4  
    General

Object is subject to invisibility and can be seen through a piece of glass. Otherwise, cannot be seen.

Ice Storm
Evocation [Cold] 1 standard action SRD
None - Yes Arc 4, Cold 4, Drd 4, Sor/Wiz 4, Storm 5, Water 5, Weather 4, Winter 4, Wmg 3, Wuj 4 V, S, M/DF
1 full round Long General
Area: Cylinder (20-ft. radius, 40 ft. high)

Hail deals 5d6 damage in cylinder 40 ft. across.

Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the ice storms effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no after-effects (other than the damage dealt).

Illusory Wall
Illusion (Figment) 1 standard action SRD
Will disbelief (if interacted with) - No Arc 4, Shu 4, Sor/Wiz 4 V, S
Permanent Close 24 hours
Effect: Image 1 ft. by 10 ft. by 10 ft.

Wall, floor, or ceiling looks real, but anything can pass through.

This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.

Ilyykur's Mantle (M)
    Unapproachable East
  Sor/Wiz 4  
    General

Aura grants +1/three levels against spells and spell-like abilities and resistance to electricity 10.

Greater Invisibility
Illusion (Glamer) 1 standard action SRD
Will negates (harmless) - Yes (harmless) or Yes (harmless, object) Arc 5, Asn 4, Beguiler 4, Brd 4, HB 4, Shu 5, Slayer of Domiel 4, Sor/Wiz 4, Wuj 4 V, S
1 round/level (D) Personal or touch General
Target: You or creature touched

As invisibility, but subject can attack and stay invisible.

This spell functions like invisibility, except that it doesnt end if the subject attacks.

Iron Bones
    SPC
  Arc 4, Clr 4, Sor/Wiz 4  
    1 hour

Corporeal undead gains +6 natural armor bonus.

Lightwall
    Dragon 322
  Arc 4, Clr 4, Sor/Wiz 4  
    5 minutes

Creates a wall of light that dazzles creatures passing through it.

Llenol's Hasty Spell Scriber (M) (F)
Transmutation 1 hour ATB
Fortitude half - No Wiz 4 V, S, M, F
Instant Touch General
Targets: Scroll or spellbook source, and target spellbook.
Focus: The spellbook or spellbooks.
Materials: The scroll and spell scribing components

Inscribes spell into target spellbook from source scroll or spellbook.

While casting this spell, you are enhanced to quickly understand and scribe a spell. The first half hour of this spell casting time is spent studying the source spell from a spellbook or scroll. A scroll used this way is destroyed at this point, even upon failure of the following check. After this time, you must make a DC 30 + spell level Spellcraft check to see if you understand the spell. If you succeed, you procceed to the second half of this spell. If you fail, you take 1d6 temporary Intelligence damage, Fortitude save for half damage, and you cannot try to learn that spell until you gain at least one more rank in Spellcraft.

Once you understand the spell. The spell enhances your ability to scribe the spell into a spellbook. At the end of the casting time, you take 2d6 points of nonleathal damage per spell level (minimum 1d6 for cantrips), Fortitude save for half damage.

The scribing process still uses up the normal amount of materials as usual for the spellbook.

If the spell source is one you scribed yourself, casting time and damages are halved. You also automatically succeed on the spellcraft check.

Llenol started researching this spell once he realized he would not have the continous safety and time needed to maintain his spellbooks.

Locate Creature
Divination 1 standard action SRD
None - No Arc 4, Asn 4, Beguiler 4, Brd 4, MH 4, Shu 4, Sor/Wiz 4, Wuj 4 V, S, M
10 min./level Long 4 hours
Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level

Indicates direction to familiar creature.

You sense the direction of a known or familiar creature. You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.

The spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.

Running water blocks the spell. It cannot detect objects. It can be fooled by mislead, nondetection, and polymorph spells.

Lower Spell Resistance
    Draconomicon
  Arc 4, Clr 4, Sor/Wiz 4  
    5 minutes

Subject's spell resistance reduced.

Greater Luminous Armor
    Book of Exalted Deeds
  Sanctified 4  
    6 hours

Shimmering light around target grants +8 armor bonus, dispels magical darkness, and imposes a -4 penalty on opponents' melee attacks.

Magnetic Pulse
    Far Corners of the World
  Arc 4, Drd 4, Sor/Wiz 4  
    General

Magnetic forces cause 5d6 or 3d6 damage and trip attacks.

Greater Mark of Air
    BoEM
  Sor/Wiz 4  
    6 hours

See Text

Greater Mark of Earth
    BoEM
  Sor/Wiz 4  
    6 hours

See Text

Greater Mark of Fire
    BoEM
  Sor/Wiz 4  
    6 hours

See Text

Greater Mark of Frost
    BoEM
  Sor/Wiz 4  
    6 hours

See Text

Greater Mark of Water
    BoEM
  Sor/Wiz 4  
    6 hours

See Text

Metal Melt
    SPC
  Sor/Wiz 4  
    General

Melts metal object without heat.

Minor Creation
Conjuration (Creation) 1 minute SRD
None - No Adp 4, Arc 4, Artifice 4, Artificer 4, Craft 4, Creation 4, Gnome 4, Sor/Wiz 4, Wuj 4 V, S, M
1 hour/level (D) 0 ft. 6 hours
Effect: Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level

Creates one cloth or wood object.

You create a non-magical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item.

Attempting to use any created object as a material component causes the spell to fail.

Mnemonic Enhancer (F)
Transmutation 10 minutes SRD
- Wiz 4, Spell 4 V, S, M, F
Instant Personal General
Target: You
Focus: An ivory plaque of at least 50 gp value.

Wizard only. Prepares extra spells or retains one just cast.

Casting this spell allows you to prepare additional spells or retain spells recently cast. Pick one of these two versions when the spell is cast.

Prepare: You prepare up to three additional levels of spells. A cantrip counts as 1/2 level for this purpose. You prepare and cast these spells normally.

Retain: You retain any spell of 3rd level or lower that you had cast up to 1 round before you started casting the mnemonic enhancer. This restores the previously cast spell to your mind.

In either event, the spell or spells prepared or retained fade after 24 hours (if not cast).

Orb of Acid
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Ranged touch, 1d6/level (max 15d6) points of acid damage.

Orb of Cold
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Ranged touch, 1d6/level (max 15d6) points of cold damage.

Orb of Electricity
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Ranged touch, 1d6/level (max 15d6) points of electricity damage.

Orb of Fire
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Ranged touch, 1d6/level (max 15d6) points of fire damage.

Orb of Force
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Globes of force deal 1d6/level (max 10d6) damage.

Orb of Negative Energy
Necromancy [Negative] 1 standard action ATB
None - No Sor/Wiz 4, Wmg 4 V, S
Instant Medium General
Effect: One orb of negative energy

Globes of negative energy deal 1d6/level damage (max 10d6).

You create a globe of negative energy 3 inches across, which streaks from your palm toward your target. You must succeed on a ranged touch attack to hit the target. The orb deals a total of 1d6 points of damage per caster level (maximum 10d6).

Orb of Sound
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Ranged touch, 1d4/level (max 15d4) points of sonic damage.

Perfect Summons
    Book of Exalted Deeds
  Sor/Wiz 4  
    General

Creates an area where only good creatures can be summoned.

Phantasmal Killer
Illusion (Phantasm) [Fear] [Mind-Affecting] 1 standard action SRD
Will disbelief (if interacted with), then Fortitude partial; see text - Yes Dream 4, Duskblade 4, HB 4, Illusion 4, Madness 6, MH 4, Sor/Wiz 4, Wmg 4 V, S
Instant Medium General
Target: One living creature

Fearsome illusion kills subject or deals 3d6 damage.

You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.

If the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.

Polymorph
Transmutation (Polymorph) 1 standard action SRD
None - No Adp 4, Arc 4, HB 4, Sor/Wiz 4, Transformation 5, Wuj 4 V, S, M
1 min./level (D) Touch 30 minutes
Target: Willing living creature touched

Gives one willing subject a new form.

This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can't have more Hit Dice than your caster level (or the subject's HD, whichever is lower), to a maximum of 15 HD at 15th level. You can't cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject's creature type and subtype (if any) change to match the new form.

Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.

The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.

Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

Portal View
    Underdark
  Brd 4, Portal (alt) 3, Sor/Wiz 4  
    5 minutes

Turns target portal transparent.

Quick Potion
    Magic of Faerun
  Sor/Wiz 4  
    4 hours

Creates a potion that must be used within 1 hour/level.

Radiant Fog
    Book of Exalted Deeds
  Sor/Wiz 4  
    5 minutes

As solid fog, but dazzles or blinds creatures within.

Radiant Shield
    Book of Exalted Deeds
  Sor/Wiz 4, Wrath 4  
    General

Creatures attacking you take electricity damage; you're protected from electricity.

Rainbow Pattern
Illusion (Pattern) 1 standard action SRD
Will negates - Yes Beguiler 4, Brd 4, Sor/Wiz 4 V, S, M, F, text
Concentration + 1 round/level (D) Medium General
Effect: Colorful lights with a 20-ft.-radius spread

Lights fascinate 24 HD of creatures.

A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates a maximum of 24 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern.

With a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to get or remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area each fascinated creature gets a second save. If the view of the lights is completely blocked creatures who can't see them are no longer affected.

The spell does not affect sightless creatures.

Verbal Component: A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.

Greater Rebuke
    SPC
  Sor/Wiz 4  
    General

Target cowers for 1d4 rounds then is shaken and distracted.

Rebuking Breath
    Draconomicon
  Sor/Wiz 4  
    General

Your breath weapon rebukes undead.

Mass Reduce Person
Transmutation 1 round SRD
Fortitude negates - Yes Sin-P 5, Sor/Wiz 4 V, S, M
1 min./level (D) Close 30 minutes
Target: One humanoid creature/level, no two of which can be more than 30 ft. apart

Reduces several creatures.

This spell functions like reduce person, except that it affects multiple creatures.

Remove Curse
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) Adp 3, APeace 3, Arc 3, Brd 3, ChamGwyn 3, Clr 3, EmBarachiel 3, Exorcism 3, Hlr 3, Pal 3, Shu 3, Sor/Wiz 4, Wuj 3 V, S
Instant Touch General
Target: Creature or item touched

Frees object or person from curse.

Remove curse instantaneously removes all curses on an object or a creature. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher.

Remove curse counters and dispels bestow curse.

Repair Critical Damage
    Complete Arcane
  Artificer 4, Sor/Wiz 4, Warforged 4  
    General

"Cures" 4d8 +1/level (max +20) points of damage to a construct.

Resilient Sphere
Evocation [Force] 1 standard action SRD
Reflex negates - Yes Force 4, Sor/Wiz 4 V, S, M
1 min./level (D) Close General
Effect: 1-ft.-diameter/level sphere, centered around a creature

Force globe protects but traps one subject.

A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally.

The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.

Mass Resist Energy
    Complete Arcane
  Arc 3, Clr 3, Drd 3, Sor/Wiz 4, Wuj 4  
    1 hour

As resist energy, except that it affects multiple creatures.

Scrying (F)
Divination (Scrying) 1 hour SRD
Will negates - Yes APeace 5, Arc 5, Brd 3, Clr 5, Drd 4, EmBarachiel 3, HB 4, MH 3, Oracle 4, Shu 5, Sin-L 5, Sor/Wiz 4, Wuj 4 V, S, F, M/DF
1 min./level See text General
Effect: Magical sensor
Focus: A: A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.

Spies on subject from a distance.

You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.

KnowledgeWill Save Modifier
None(1)+10
Secondhand (you have heard of the subject)+5
Firsthand (you have met the subject)+0
Familiar (you know the subject well)-5

1) You must have some sort of connection to a creature you have no knowledge of.

ConnectionWill Save Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, etc.,-10

If the save fails, you can see and hear the subject and the subjects immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet. As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.

If the save succeeds, you can't attempt to scry on that subject again for at least 24 hours.

Secure Shelter
Conjuration (Creation) 10 minutes SRD
None - No Brd 4, Cavern 4, Feast 5, Sor/Wiz 4 V, S, M, F, text
2 hours/level (D) Close 12 hours
Effect: 20-ft.-square structure

Creates sturdy cottage.

You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.

The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise-it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).

The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shelter.

The secure shelter contains rude furnishings eight bunks, a trestle table, eight stools, and a writing desk.

Additional Component matrials include the components of the unseen servant spell (string and a bit of wood) if this benefit is to be included.

Focus: The focus of the alarm spell (silver wire and a tiny bell) if this benefit is to be included.

Shadow Conjuration
Illusion (Shadow) 1 standard action SRD
Will disbelief (if interacted with); varies; see text - Yes; see text Brd 4, Shadow 4, Sor/Wiz 4 V, S
See text See text General
Effect: See text

Mimics conjuring below 4th level, but only 20% real.

You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.

Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.

Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.

Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjurations level (4th) rather than the spells normal level. In addition, any effect created by shadow conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them.

Against disbelievers, they are 20% likely to work.

A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether its recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature's damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creatures AC bonuses are one-fifth as large.

A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms.

Objects automatically succeed on their Will saves against this spell.

Shadow Curse
    Dragon 322
  Sor/Wiz 4  
    12 hours

Subject becomes unable to heal except in well illuminated areas until curse is removed.

Shadow Phase
    Dragon 322
  Asn 4, Sor/Wiz 4  
    General

Subject becomes semi-incorporeal.

Shadow Well
    Magic of Faerun
  Sor/Wiz 4  
    General

Target enters gloomy pocket plane and emerges frightened.

Sharptooth
    Draconomicon
  Sor/Wiz 4  
    General

One of your natural weapons deals damage as if you were one size larger.

Shout
Evocation [Sonic] 1 standard action SRD
Fortitude partial or Reflex negates (object); see text - Yes (object) Brd 4, Duskblade 4, KotC 3, Sin-W 4, Sor/Wiz 4, Wmg 4, Wuj 4 V
Instant 30 ft. General
Area: Cone-shaped burst

Deafens all within cone and deals 5d6 sonic damage.

You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.

A shout spell cannot penetrate a silence spell.

Sinsabur's Baleful Bolt
    Unapproachable East
  Sor/Wiz 4  
    General

Bolt of dark energy deals 1d3 Str and Con damage +1/four levels.

Solid Fog
Conjuration (Creation) 1 standard action SRD
None - No Beguiler 4, HB 4, Sor/Wiz 4, Wuj 4 V, S, M
1 min./level Medium General
Effect: Fog spreads in 20-ft. radius, 20 ft. high

Blocks vision and slows movement.

A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

The solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in solid fog.

However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

Solid fog can be made permanent with a permanency spell. A permanent solid fog dispersed by wind reforms in 10 minutes.

The spell does not function underwater.

Spell Enhancer
    SPC
  Sor/Wiz 4  
    General

Lets you cast another spell in the same round at +2 caster level.

Spelltrap (F)
    BoEM
  Sor/Wiz 4  
    5 minutes

An intangible gem absobs spell and detonates if touched dealing 2d6/spell level absorbed in 20-ft.-spread.

Stone Shape
Transmutation [Earth] 1 standard action SRD
None - No Arc 3, Artifice 3, Clr 3, Craft 3, Drd 3, Earth 3, Shu 3, Sor/Wiz 4, Wuj 5 V, S, M/DF
Instant Touch 6 hours
Target: Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level

Sculpts stone into any shape.

You can form an existing piece of stone into any shape that suits your purpose. While its possible to make crude coffers, doors, and so forth with stone shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.

Stoneskin (M)
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) Adp 4, Arc 4, Dragon 6, Drd 5, Earth 6, Endurance 5, Shu 6, Sor/Wiz 4, Strength 6, Wuj 4 V, S, M
10 min./level or until discharged Touch General
Target: Creature touched
Materials: Granite and 250 gp worth of diamond dust sprinkled on the targets skin.

Ignore 10 points of damage per attack.

The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.

Stunning Breath
    Draconomicon
  Sor/Wiz 4  
    General

Your breath weapon also stuns creatures for 1 round.

Summon Monster IV
Conjuration (Summoning) 1 round SRD
None - No Arc 4, Blk 4, Brd 4, Clr 4, Dem 4, Sor/Wiz 4, Wuj 4 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list (summon monster III), or 1d4+1 creatures of the same kind from a lower-level list (summon monster I, summon monster II).

Summon Monster IV List
Monster Alignment
Lantern Archon LG
Celestial giant owl LG
Celestial giant eagle CG
Celestial lion CG
Air Mephit N
Earth Mephit N
Fire Mephit N
Water Mephit N
Mephit (any) N
Fiendish dire wolf LE
Fiendish giant wasp LE
Fiendish giant praying mantis NE
Fiendish Large shark1 NE
Yeth hound NE
Fiendish Large monstrous spider CE
Fiendish Huge viper snake CE
Howler CE

1) May be summoned only into an aquatic or watery environment.

Summon Undead IV
    PGtF
  Arc 4, Blk 4, Clr 4, Sor/Wiz 4  
    1 hour

Summons undead to fight for you.

Sunmantle
    Book of Exalted Deeds
  Sanctified 4  
    General

Illuminates as daylight spell; target gains damage reduction 5/-; lashes foe for 5 points of damage each time target takes damage in melee.

Daily Temporary Soul Binding
Conjuration (Teleportation) 1 minute ATB
Will negates (harmless, object) - No Arc 4, Blk 4, Brd 4, Clr 4, Drd 4, Pal 4, Rgr 4, Sor/Wiz 4 V, S, M
4 hours/level or until discharged Touch 24 hours
Targets: 1 Creature and 1 item

As Temporary Soul Binding, except 4 hours/level.

As Temporary Soul Binding, except 4 hours/level.

Thunderlance
    FR
  Sor/Wiz 4  
    General

Lance of force deals 1d6 damage, plus can dispel force effects.

Mass Undeniable Gravity
    Miniatures
  Brd 4, Sor/Wiz 4  
    30 minutes

Flying creatures lose flying ability.

Unluck
    Complete Arcane
  Brd 4, HB 4, Sor/Wiz 4  
    General

All actions involving random elements are rolled twice and the worse roll is used.

Voice of the Dragon
    Draconomicon
  Brd 4, Dragon 4, Sor/Wiz 4  
    1 hour

+10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.

Wall of Chaos
    Magic of Faerun
  Arc 4, Clr 4, Sor/Wiz 4  
    4 hours

As magic circle against law, except as once-sided wall.

Wall of Evil
    Magic of Faerun
  Arc 4, Clr 4, Sor/Wiz 4  
    4 hours

As magic circle against good, except as once-sided wall.

Wall of Fire
Evocation [Fire] 1 standard action SRD
None - Yes Adp 4, Arc 4, Blg 4, Drd 5, Fire 4, Shu 4, Sor/Wiz 4, Wmg 4, Wuj 4 V, S, M/DF
Concentration + 1 round/level Medium General
Effect: Opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft. per two levels; either form 20 ft. high

Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.

An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)

Wall of fire can be made permanent with a permanency spell. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.

Wall of Good
    Magic of Faerun
  Arc 4, Clr 4, Sor/Wiz 4  
    4 hours

As magic circle against evil, except as once-sided wall.

Wall of Ice
Evocation [Cold] 1 standard action SRD
Reflex negates; see text - Yes Arc 5, Cold 5, Ocean 5, Shu 5, Sor/Wiz 4, Wuj 4 V, S, M/DF
1 min./level Medium General
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

Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

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.

Wall of Law
    Magic of Faerun
  Arc 4, Clr 4, Sor/Wiz 4  
    4 hours

As magic circle against chaos, except as once-sided wall.

Wall of Sand
    PGtF
  Arc 4, Clr 4, Drd 5, Sor/Wiz 4  
    General

Swirling sand blocks ranged attacks, slows movement through.

Wingbind
    SPC
  Sor/Wiz 4  
    General

A net of force entangles the target, preventing it from charging, running, or flying.

Greater Wings of Air
    Draconomicon
  Arc 4, Drd 4, Sor/Wiz 4  
    5 minutes

Target's flight maneuverability improves by two steps.

Zone of Speed
    BoEM
  Sor/Wiz 4  
    30 minutes

Nothing moves faster than the speed you choose within the area.

Sor/Wiz 5

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Acid Sheath
    SPC
  Sor/Wiz 5  
    General

Sheath of acid damages those who attack you, improves acid spell damage.

Animal Growth
Transmutation 1 standard action SRD
Fortitude negates - Yes Arc 4, Drd 5, Rgr 4, Scalykind 5, Sor/Wiz 5, Wuj 5 V, S
1 min./level Medium General
Targets: Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart

One animal/two levels doubles in size.

A number of animals grow to twice their normal size and eight times their normal weight. This alteration changes each animal's size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC and attack rolls and its base damage. The animal's space and reach change as appropriate to the new size, but its speed does not change.

The spell also grants each subject damage reduction 10/magic and a +4 resistance bonus on saving throws. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it - the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by an animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.

Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size.

The spell gives no means of command or influence over the enlarged animals.

Multiple magical effects that increase size do not stack.

Animate Dead Familiar (XP)
    Spellbook Archive
  Sor/Wiz 5  
    General

Revives your dead familiar as an undead familiar.

Arc of Lightning
    SPC
  Arc 4, Drd 4, Sor/Wiz 5, Wmg 5, Wuj 5  
    General

Line of electricity between two creatures (1d6/level damage).

Baleful Polymorph
Transmutation (Polymorph) 1 standard action SRD
Fortitude negates, Will partial; see text - Yes Adp 5, Arc 5, Drd 5, HB 4, Sin-G 5, Sor/Wiz 5, Transformation 6, Wuj 5 V, S
Permanent Close General
Target: One creature

Transforms subject into harmless animal.

As polymorph, except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature the subject gets a +4 bonus on the save.

If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren't extraordinary, supernatural, or spell-like abilities.

Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

Ball Lightning
    SPC
  Sor/Wiz 5  
    General

Energy ball deals 1d6/level electricity damage.

Bite of the Wereboar
    SPC
  Arc 4, Drd 4, Sor/Wiz 5  
    General

You become enhanced such as that of a boar.

Blight
Necromancy 1 standard action SRD
Fortitude half; see text - Yes Arc 4, Blg 4, Decay 5, Drd 4, Sor/Wiz 5 V, S, DF
Instant Touch General
Target: One plant

Withers one plant or deals 1d6/level damage to plant creature.

This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn't a creature doesn't receive a save and immediately withers and dies.

This spell has no effect on the soil or surrounding plant life.

Greater Blink
    SPC
  Brd 5, Celerity 8, Sor/Wiz 5  
    General

As blink, but you control the timing.

Break Enchantment
Abjuration 1 minute SRD
See text - No Adp 5, APeace 5, Arc 5, Beguiler 5, Brd 4, ChamGwyn 4, Clr 5, EmBarachiel 4, HB 4, Hlr 5, Liberation 5, Luck 5, Pal 4, Sor/Wiz 5, Spell 5 V, S
Instant Close 1 hour
Targets: Up to one creature per level, all within 30 ft. of each other

Frees subjects from enchantments, alterations, curses, and petrification.

This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25.

If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower.

If the effect comes from some permanent magic item break enchantment does not remove the curse from the item, but it does frees the victim from the items effects.

Breath Weapon Substitution
    SPC
  Sor/Wiz 5  
    General

Your breath weapon deals a different kind of damage than normal.

Burning Blood
    Draconomicon
  Sor/Wiz 5  
    6 hours

Your blood deals energy damage to nearby creatures when you are struck.

Cacophonic Shield
    SPC
  Brd 4, Sor/Wiz 5  
    5 minutes

Immobile shield blocks sound, deflects missiles, deals 1d6+1/level and deafens intruders.

Call Dretch Horde
    Book of Vile Darkness
  Dem 3, MH 4, Sor/Wiz 5  
    12 hours

Summons 2d4 dretches.

Call Lemure Horde
    Book of Vile Darkness
  Sor/Wiz 5  
    12 hours

Summons 2d4 lemures.

Call Nightmare
    Book of Vile Darkness
  Dem 4, Sor/Wiz 5  
    12 hours

Summons a nightmare.

Cloudkill
Conjuration (Creation) 1 standard action SRD
Fortitude partial; see text - No Arc 6, Shu 6, Sor/Wiz 5, Wmg 5 V, S
1 min./level Medium General
Effect: Cloud spreads in 20-ft. radius, 20 ft. high

Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.

This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).

A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding ones breath doesn't help, but creatures immune to poison are unaffected by the spell.

Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.

Figure out the clouds new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.

Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.

Cone of Cold
Evocation [Cold] 1 standard action SRD
Reflex half - Yes Cold 6, Sor/Wiz 5, Water 6, Wmg 5, Wuj 5 V, S, M/DF
Instant 60 ft. General
Area: Cone-shaped burst

1d6/level cold damage.

Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).

Contact Other Plane
Divination 10 minutes SRD
- HB 4, Sor/Wiz 5 V
Concentration Personal 6 hours
Target: You

Lets you ask question of extraplanar entity.

You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. (See the accompanying table for possible consequences and results of the attempt.) The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. (All questions are answered with yes, no, maybe, never, irrelevant, or some other one-word answer.)

You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. For every two caster levels, you may ask one question.

Contact with minds far removed from your home plane increases the probability that you will incur a decrease to Intelligence and Charisma, but the chance of the power knowing the answer, as well as the probability of the entity answering correctly, are likewise increased by moving to distant planes.

Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.)

On rare occasions, this divination may be blocked by an act of certain deities or forces.

Plane Contacted Avoid Int/Cha Decrease True Answer Dont Know Lie Random Answer
Elemental Plane DC 7/1 week 01-34 35-62 63-83 84-100
Elemental Plane (appropriate) (DC 7/1 week) (01-68) (69-75) (76-98) (99-100)
Positive/Negative Energy Plane DC 8/1 week 01-39 40-65 66-86 87-100
Astral Plane DC 9/1 week 01-44 45-67 68-88 89-100
Outer Plane, demideity DC 10/2 weeks 01-49 50-70 71-91 92-100
Outer Plane, lesser deity DC 12/3 weeks 01-60 61-75 76-95 96-100
Outer Plane, intermediate deity DC 14/4 weeks 01-73 74-81 82-98 99-100
Outer Plane, greater deity DC 16/5 weeks 01-88 89-90 91-99 100

Avoid Int/Cha Decrease: You must succeed on an Intelligence check against this DC to avoid a decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores each fall to 8 for the stated duration, and you become unable to cast arcane spells. If you lose Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. (The entries in parentheses are for questions that pertain to the appropriate Elemental Plane.)

Results of a Successful Contact: d% is rolled for the result shown on the table:

True Answer: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly.

Dont Know: The entity tells you that it doesn't know.

Lie: The entity intentionally lies to you.

Random Answer: The entity tries to lie but doesn't know the answer, so it makes one up.

Contingent Energy Resistance
    SPC
  Arc 4, Clr 4, Drd 4, Sor/Wiz 5  
    6 hours

Energy damage triggers a resist energy spell.

Cross of Lightning
    BoEM
  Sor/Wiz 5  
    General

As lightning bolt, except four lightning bolts that lauch 90 degrees apart from each other.

Curtain of Light
    Book of Exalted Deeds
  Sanctified 5  
    General

Shapable curtain of light does 2d4 damage/round to evil creatures and 2d6 damage +1/level (max +20) to evil creatures passing through (double for undead).

Dimension Door, Greater
    SPC
  Sor/Wiz 5  
    General

Creates short-range, multiple-use dimension door.

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.

Dispelling Breath
    SPC
  Sor/Wiz 5  
    General

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

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.

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.

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

Exchange services with a 15 HD dragon.

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

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

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.

Duelward
    SPC
  Sor/Wiz 5  
    General

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

Elemental Shroud
    BoEM
  Sor/Wiz 5  
    General

Grant undead creatures armor and turn bonuses and deal elemental damage upon being struck by a foe or striking a foe.

Emerald Burst (M)
    Book of Exalted Deeds
  Sor/Wiz 5  
    General

20-ft.-radius burst dazes neutral creatures for 1 round, stuns evil creatures for 1d4 rounds.

Energy Buffer
    Tome and Blood
  Sor/Wiz 5  
    30 minutes

Absorbs 1d6/level points of damage (maximum 15d6) from one kind of energy.

Ethereal Breath
    SPC
  Sor/Wiz 5  
    General

Your breath weapon manifests on the Ethereal Plane.

Fabricate (M)
Transmutation See text SRD
None - No Artifice 5, Artificer 5, Dwarf 5, Greed 5, Sor/Wiz 5, Trade 5, Wuj 5 V, S, M
Instant Close 4 hours
Target: Up to 10 cu. ft./level; see text
Materials: The original material, which costs the same amount as the raw materials required to craft the item to be created.

Transforms raw materials into finished items.

You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.

You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship.

Casting requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell.

False Vision (M)
Illusion (Glamer) 1 standard action SRD
None - No Brd 5, Sor/Wiz 5, Trickery 5 V, S, M
1 hour/level (D) Touch 24 hours
Area: 40-ft.-radius emanation
Materials: A: The ground dust of a piece of jade worth at least 250 gp, which is sprinkled into the air when the spell is cast.

Fools scrying with an illusion.

Any divination (scrying) spell used to view anything within the area of this spell instead receives a false image (as the major image spell), as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren't concentrating, the image remains static.

Feeblemind
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates; see text - Yes Arc 5, Beguiler 5, Corruption 5, Shu 5, Sor/Wiz 5, Wuj 5 V, S, M
Instant Medium General
Target: One creature

Subjects Int and Cha drop to 1.

If the target creature fails a Will saving throw, its Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.

Fiendform
    SPC
  Sor/Wiz 5  
    30 minutes

As Alter Self, except you can gain the form and powers of an evil outsider.

Mass Fire Shield
    SPC
  Sor/Wiz 5, Wmg 5  
    General

Creatures attacking allies take damage; allies are protected from fire or cold.

Firebrand (M)
    SPC
  Sor/Wiz 5  
    General

One 5-ft. burst/level deals 1d6 fire/level plus burning for 1 round.

Greater Fireburst
    SPC
  Sor/Wiz 5, Wmg 5  
    General

Subjects within 15 ft. take 1d10/level fire damage.

Mass Fly
    SPC
  Sor/Wiz 5  
    30 minutes

As fly, except this spell confers the power of flight upon all targeted creatures.

Ghost Storm
    Far Corners of the World
  Arc 5, Clr 5, Sor/Wiz 5  
    General

Save and become Frightened or fail and gain a temporary negative level, per round. Levels return at the rate of 1 per minute. More nastiness.

Graymantle
    SPC
  Sor/Wiz 5  
    General

Target is prevented from regaining hit points by any means.

Gutsnake
    SPC
  Sor/Wiz 5  
    General

15-ft tentacle grows from your stomach and attacks your enemies.

Hidden Lodge
    SPC
  Brd 5, Sor/Wiz 5  
    12 hours

Creates a camouflaged Secure Shelter.

Hold Monster
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates; see text - Yes Beguiler 5, Bestial 6, Brd 4, Duskblade 5, EmBarachiel 4, Law 6, Sor/Wiz 5, Wuj 5 V, S, M/DF
1 round/level (D); see text Medium General
Target: One living creature

As hold person, but any creature.

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)

A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

Inquisition
    Book of Exalted Deeds
  Sanctified 5  
    General

Compels target to divuldge information truthfully.

Interposing Hand
Evocation [Force] 1 standard action SRD
None - Yes Duskblade 4, Sor/Wiz 5 V, S, F
1 round/level (D) Medium General
Effect: 10-ft. hand

Hand provides cover against one opponent.

Interposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand, it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.

An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and its AC is 20 (1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.

The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster.

Disintegrate or a successful dispel magic destroys it.

Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed*. The hand cannot reduce the speed* of a creature weighing more than 2,000 pounds, but it still affects the creatures attacks.

Directing the spell to a new target is a move action

Lesser Ironguard
    SPC
  Sor/Wiz 5  
    General

Subject becomes immune to nonmagical metal.

Leech Ghost Skill (M)
    Ghostwalk Web
  Sor/Wiz 5  
    General

Another creature can use a ghost's skill ranks instead of their own and the ghost is supressed.

Lucent Lance
    SPC
  Arc 6, Clr 6, Sor/Wiz 5  
    General

Ray uses ambient light to deal varied amounts of damage and dazzle target.

Mage's Faithful Hound
Conjuration (Creation) 1 standard action SRD
None - No Halfling 5, Sor/Wiz 5 V, S, M
1 day Close 6 hours
Effect: Phantom watchdog

Phantom dog can guard, attack.

You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). The hound immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it. (Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions.

If an intruder approaches to within 5 feet of the hound, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) once per round. The dog also gets the bonuses appropriate to an invisible creature.

The dog is considered ready to bite intruders, so it delivers its first bite on the intruders turn. Its bite is the equivalent of a magic weapon for the purpose of damage reduction. The hound cannot be attacked, but it can be dispelled.

The spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level. If you are ever more than 100 feet distant from the hound, the spell ends.

Mage's Private Sanctum
Abjuration 10 minutes SRD
None - No Sor/Wiz 5 V, S, M
1 day (D) Close 24 hours
Area: 30-ft. cube/level (S)

Prevents anyone from viewing or scrying* an area for 24 hours.

This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.

Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between a wizard and her familiar.

The spell does not prevent creatures or objects from moving into and out of the area.

Mage's private sanctum can be made permanent with a permanency spell.

Magic Jar (F)
Necromancy 1 standard action SRD
Will negates; see text - Yes Sin-E 6, Sor/Wiz 5 V, S, F
1 hour/level or until you return to your body Medium General
Target: One creature
Focus: A gem or crystal worth at least 100 gp.

Enables possession of another creature.

By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty.

To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.

While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more Hit Dice between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)

You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.

Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. You possess the body and force the creature's soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again.

If you are successful, your life force occupies the host body, and the host's life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body.

As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.

If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.

If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or at the host's location.

Major Creation
Conjuration (Creation) 10 minutes SRD
None - No Adp 5, Arc 5, Artifice 6, Artificer 5, Craft 7, Creation 5, Sor/Wiz 5, Wuj 5 V, S, M
See text Close General
Effect: Unattended, nonmagical object of matter, up to 1 cu. ft./level

As minor creation, plus stone and metal.

You create a non-magical, unattended object of nonliving, vegetable, stone, crystal, metal, or the like matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item.

Attempting to use any created object as a material component causes the spell to fail.

Hardness and Rarity ExamplesDuration
Vegetable matter2 hr./level
Stone, crystal, base metals1 hr./level
Precious metals20 min./level
Gems10 min./level
Rare metal1 round/level

Rare metals include adamantine, alchemical silver, and mithral. You can't use major creation to create a cold iron item.

Mind Fog
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Beguiler 5, Brd 5, Mental 5, Sor/Wiz 5 V, S
30 minutes and 2d6 rounds; see text Medium 6 hours
Effect: Fog spreads in 20-ft. radius, 20 ft. high

Subjects in fog get -10 to Wis and Will checks.

Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 competence penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).

A moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph) disperses the fog in 1 round.

The fog is thin and does not significantly hamper vision.

Mirage Arcana
Illusion (Glamer) 1 standard action SRD
Will disbelief (if interacted with) - No Arc 5, Brd 5, Shu 5, Sor/Wiz 5 V, S
Concentration + 1 hour/level (D) Long General
Area: One 20-ft. cube/level (S)

As hallucinatory terrain, plus structures.

You make natural terrain look, sound, and smell like some other sort of natural terrain. The spell can alter the appearance of structures (or add them where none are present). Still, it can't disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).

Moonbow
    SPC
  Sor/Wiz 5  
    General

Creates 1d4 motes of light that attack enemies.

Nightmare
Illusion (Phantasm) [Mind-Affecting] [Evil] 10 minutes SRD
Will negates; see text - Yes Brd 5, Darkness 7, Dream 5, Sor/Wiz 5, Wuj 5 V, S
Instant Unlimited General
Target: One living creature

Sends vision dealing 1d10 damage, fatigue.

You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.

The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.

The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature.

KnowledgeWill Save Modifier
None(1)+10
Secondhand (you have heard of the subject)+5
Firsthand (you have met the subject)+0
Familiar (you know the subject well)-5

1 You must have some sort of connection to a creature you have no knowledge of.

ConnectionWill Save Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, etc.-10

Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil.

If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.

If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.

You are defenseless, both physically and mentally, while in the trance. (You always fail any saving throw, for example.)

Creatures who don't sleep (such as elves, but not half-elves) or dream are immune to this spell.

Overland Flight
Transmutation 1 standard action SRD
Will negates (harmless) - Yes (harmless) Sor/Wiz 5 V, S
1 hour/level Personal 6 hours
Target: You

You fly at a speed of 40 ft. and can hustle over long distances.

The subject can fly at a speed of 40 feet (or 30 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is average. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an eight-hour period of flight (or 48 miles at a speed of 30 feet).

Passwall
Transmutation 1 standard action SRD
None - No Arc 5, Cavern 5, Shu 5, Sor/Wiz 5, Wuj 5 V, S, M
1 hour/level (D) Touch 6 hours
Effect: 5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per three additional levels

Creates passage through wood or stone wall.

You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 10 feet deep plus an additional 5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a maximum of 25 feet deep at 18th level). If the walls thickness is more than the depth of the passage created, then a single passwall simply makes a niche or short tunnel. Several passwall spells can then form a continuing passage to breach very thick walls. When passwall ends, creatures within the passage are ejected out the nearest exit. If someone dispels the passwall or you dismiss it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one.

Permanency (XP)
Universal 2 rounds SRD
None - No Sor/Wiz 5, Time 5, Wuj 5 V, S, XP
Permanent; see text See text General
Target; Effect; or Area: See text
XP Cost: Varies

Makes certain spells permanent.

This spell makes certain other spells permanent. Depending on the spell, you must be of a minimum caster level and must expend a number of XP.

You can make the following spells permanent in regard to yourself.

SpellMinimum Caster LevelXP Cost
Arcane sight11th1,500 XP
Comprehend languages9th500 XP
Darkvision10th1,000 XP
Detect magic9th500 XP
Read magic9th500 XP
See invisibility10th1,000 XP
Tongues11th1,500 XP

You cast the desired spell and then follow it with the permanency spell. You cannot cast these spells on other creatures. This application of permanency can be dispelled only by a caster of higher level than you were when you cast the spell.

In addition to personal use, permanency can be used to make the following spells permanent on yourself, another creature, or an object (as appropriate).

SpellMinimum Caster LevelXP Cost
Enlarge person9th500 XP
Magic fang9th500 XP
Magic fang, greater11th1,500 XP
Reduce person9th500 XP
Resistance9th500 XP
Telepathic bond 113th2,500 XP
Silvered Claws 9th500 XP
Silvered Weapon, Alternate 9th500 XP
Touch of Adamantine 12th2,000 XP
Enhance Familiar 11th1,500 XP
Fortify Familiar 12th2,000 XP

1 Only bonds two creatures per casting of permanency.

Additionally, the following spells can be cast upon objects or areas only and rendered permanent.

SpellMinimum Caster LevelXP Cost
Alarm9th500 XP
Animate objects14th3,000 XP
Dancing lights9th500 XP
Ghost sound9th500 XP
Gust of wind11th1,500 XP
Invisibility10th1,000 XP
Mage's private sanctum13th2,500 XP
Magic mouth10th1,000 XP
Phase door15th3,500 XP
Prismatic sphere17th4,500 XP
Prismatic wall16th4,000 XP
Shrink item11th1,500 XP
Solid fog12th2,000 XP
Stinking cloud11th1,500 XP
Symbol of death16th4,000 XP
Symbol of fear14th3,000 XP
Symbol of insanity16th4,000 XP
Symbol of pain13th2,500 XP
Symbol of persuasion14th3,000 XP
Symbol of sleep16th4,000 XP
Symbol of stunning15th3,500 XP
Symbol of weakness15th3,500 XP
Teleportation circle17th4,500 XP
Wall of fire12th2,000 XP
Wall of force13th2,500 XP
Web10th1,000 XP
Curtain of Light13th2,500 XP
Emerald Planes10th1,000 XP
Expeditious Excavation 15th3,500 XP
Familiar Pocket 10th1,000 XP
Otiluke's Dispelling Screen 12th2,000 XP
Spiritwall 13th2,500 XP
Otiluke's Greater Dispelling Screen 15th3,500 XP
Ice Web12th2,000 XP
Wall of coldfire12th2,000 XP
Black Sand11th1,500 XP
Wall of Magma13th2,500 XP
Wall of Sand 212th2,000 XP
Wall of Water12th2,000 XP
Spell8th level + 1 per spell level (min 9th)500 XP * spell level (min 500 XP)

Spells cast on other creatures, objects, or locations (not on you) are vulnerable to dispel magic as normal.

Persistent Image
Illusion (Figment) 1 standard action SRD
Will disbelief (if interacted with) - No Arc 5, Brd 5, Illusion 5, Shu 5, Sor/Wiz 5, Wuj 5 V, S, M
1 min./level (D) Long 30 minutes
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)

As major image, but no concentration required.

This spell creates the visual illusion of an object, creature, or force, as visualized by you.

The figment includes visual, auditory, olfactory, and thermal elements, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish.

Lesser Planar Binding
Conjuration (Calling) 10 minutes SRD
Will negates - No and Yes; see text Dem 3, Demonic 5, Diabolic 5, Hth 5, Rune 5, Sor/Wiz 5 V, S
Instant Close ; see text 24 hours
Target: one elemental or outsider with 6HD or less

Traps extraplanar creature of 6 HD or less until it performs a task.

Casting this spell attempts a dangerous act to lure a creature from another plane to a specifically prepared trap, which must lie within the spells range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.

To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individuals proper name in casting the spell.

The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap with by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure.

If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creatures Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.

Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.

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

Prismatic Ray
    SPC
  Sor/Wiz 5, Wmg 5  
    General

Blind target with 6 HD or less and deal random effect.

Prying Eyes
Divination 1 minute SRD
None - No Darkness 6, Orc 5, Sor/Wiz 5 V, S, M
1 hour/level; see text (D) 1 mile General
Effect: Ten or more levitating eyes

1d4 +1/level floating eyes scout for you.

You create a number of semi-tangible, visible magical orbs (called eyes) equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.

While the individual eyes are quite fragile, they're small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with perfect maneuverability, and has a +16 Hide modifier. It has a Spot modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that would affect your ability to receive visual information about your surroundings. An eye traveling through darkness must find its way by touch.

When you create the eyes, you specify instructions you want them to follow in a command of no more than twenty-five words. Any knowledge you possess is known by the eyes as well.

In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye disappears.

If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you wont know if the eye was destroyed because it wandered out of range or because of some other event.

The eyes exist for up to 1 hour per caster level or until they return to you. Dispel magic can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.

Psychic Turmoil
Abjuration 1 standard action SRD
Will partial; see text - Yes Arc 5, Clr 5, Sor/Wiz 5 V, S, M
1 round/level Close General
Area: 40-ft.-radius emanation centered on a point in space

Invisible field leeches psionic power points away.

With this spell, you create an invisible field that leeches away the power points of psionic characters standing within the emanation. Nonpsionic characters are unaffected.

When the spell is cast and at the beginning of each of your subsequent turns, psionic creatures within the area of the psychic turmoil lose 1 power point per manifester level they have. Characters who succeed on a Will save when they first come into contact with the emanation lose only half as many power points (round down) each round. Characters get only one save attempt against any particular psychic turmoil effect, even if they leave the spell's area and later return.

Raise Hummock (M)
    Far Corners of the World
  Sor/Wiz 5  
    General

Raise swamp land into dry stable land.

Reciprocal Gyre
    Complete Arcane
  Sor/Wiz 5  
    General

Deal 1d6 damage to target for each on-going spell on the target (max 25d6).

Refusal
    Complete Arcane
  Sor/Wiz 5  
    6 hours

Create a ward that blocks spell users from entering an area.

Secret Chest (F)
Conjuration (Summoning) 10 minutes SRD
None - No Commerce 6, Sin-A 6, Sor/Wiz 5, Wealth 5 V, S, F
60 days or until discharged See text General
Target: One chest and up to 1 cu. ft. of goods/caster level
Focus: The chest and its replica.

Hides expensive chest on Ethereal Plane; you retrieve it at will.

You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest's actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.

The chest must be exceptionally well crafted and expensive, constructed for you by master crafters. The cost of such a chest is never less than 5,000 gp. Once it is constructed, you must make a tiny replica (of the same materials and perfect in every detail), so that the miniature of the chest appears to be a perfect copy. (The replica costs 50 gp.) You can have but one pair of these chests at any given time-even a wish spell does not allow more. The chests are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be.

To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. You need the replica to recall the chest. After sixty days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.

Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive.

Seeming
Illusion (Glamer) 1 standard action SRD
Will negates or Will disbelief (if interacted with) - Yes or No; see text Beguiler 5, Brd 5, Sor/Wiz 5 V, S
12 hours (D) Close 24 hours
Targets: One creature per two levels, no two of which can be more than 30 ft. apart

Changes appearance of one person per two levels.

This spell functions like disguise self, except that you can change the appearance of other people as well. Affected creatures resume their normal appearances if slain.

Unwilling targets can negate the spells effect on them by making Will saves or with spell resistance.

Sending
Evocation 10 minutes SRD
None - No APeace 4, Arc 4, Beguiler 5, Clr 4, EmBarachiel 4, HB 4, Herald 4, Sor/Wiz 5, Trade 4 V, S, M/DF
1 round; see text See text General
Target: One creature

Delivers short message anywhere, instantly.

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. A creature with an Intelligence score as low as 1 can understand the sending, though the subject's ability to react is limited as normal by its Intelligence score. Even if the sending is received, the subject is not obligated to act upon it in any manner.

If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably.)

Servant Horde
    Complete Arcane
  Sor/Wiz 5, Wuj 5  
    6 hours

This spell creates a number of unseen servants, up to a maximum of 2d6 +1 servant per level (maximum +15).

Shadow Evocation
Illusion (Shadow) 1 standard action SRD
Will disbelief (if interacted with) - Yes Brd 5, Shadow 5, Sor/Wiz 5 V, S
See text See text General
Effect: See text

Mimics evocation of lower than 5th level, but only 20% real.

You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. (For a spell with more than one level, use the best one applicable to you.)

Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocations level (5th) rather than the spells normal level.

Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.

Objects automatically succeed on their Will saves against this spell.

Shadow Hand
    Magic of Faerun
  Sor/Wiz 5  
    General

Medium-sized hand attacks, blocks opponents, or carries items.

Shroud of Flame
    PGtF
  Sor/Wiz 5  
    General

Target bursts into flames, taking 2d6 fire damage per round and shooting gouts of flame that deal 1d4 fire damage to creatures with 10 feet.

Sicken Evil
    Book of Exalted Deeds
  Sanctified 5  
    5 minutes

Evil creatures are sickened by your presence.

Sonic Rumble (F)
    Magic of Faerun
  Sor/Wiz 5  
    General

Cone of sound deals damage or moves objects.

Lesser Spell Matrix (F)
    SPC
  Sor/Wiz 5  
    1 hour

Magical matrix stores a 3rd level or lower spell to be cast later as a quickened spell.

Spiritwall
    Complete Arcane
  Sor/Wiz 5  
    30 minutes

Creates a wall of wailing spirits that inspires fear; 1d10 points of damage and energy drain on contact.

Stone Sphere
    Underdark
  Sor/Wiz 5  
    5 minutes

5-ft.-diameter stone sphere rolls over your enemies.

Stop Heart
    Book of Vile Darkness
  Arc 4, Asn 4, Clr 4, Sor/Wiz 5  
    General

Touched living humanoid drops to -8 hitpoints.

Summon Monster V
Conjuration (Summoning) 1 round SRD
None - No Arc 5, Brd 5, Clr 5, Sor/Wiz 5, Summoner 5, Wuj 5 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

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 (summon monster IV, or 1d4+1 creatures of the same kind from a lower-level list (summon monster I, summon monster II, summon monster III).

Summon Monster Alignment
Hound Archon LG
Celestial brown bear LG
Celestial giant stag beetle NG
Celestial sea cat 1 NG
Celestial griffon CG
Medium Elemental (any) N
Medium Air Elemental N
Medium Earth Elemental N
Medium Fire Elemental N
Medium Water Elemental N
Achaierai LE
Bearded Devil LE
Fiendish deinonychus LE
Fiendish dire ape LE
Fiendish dire boar NE
Fiendish Huge shark NE
Fiendish Large monstrous scorpion NE
Shadow mastiff NE
Fiendish dire wolverine CE
Fiendish giant crocodile CE
Fiendish tiger CE

1) May be summoned only into an aquatic or watery environment.

Summon Undead V
    PGtF
  Arc 5, Clr 5, Sor/Wiz 5  
    General

Summons undead to fight for you.

Mass Surefooted Stride (M)
    Far Corners of the World
  Arc 4, Brd 5, Rgr 4, Sor/Wiz 5  
    General

Treat mountainous terrain as plains.

Sword of Deception
    Complete Arcane
  Sor/Wiz 5, Wuj 5  
    General

A blade of pale green force to appear and strikes the opponent you designate.

Symbol of Pain (M)
Necromancy [Evil] 10 minutes SRD
Fortitude negates - Yes Arc 5, Clr 5, Pain 8, Sor/Wiz 5, Suffering 5, Wuj 5 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.

Triggered rune wracks nearby creatures with pain.

This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of pain inflicts wracking pains that impose a 4 penalty on attack rolls, skill checks, and ability checks one or more creatures within 60 feet of the symbol (treat as a burst). These effects last for 1 hour after the creature moves farther than 60 feet from the symbol. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level. Any creature that enters the area while the symbol of pain is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.

Until it is triggered, the symbol of pain is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of pain must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of pain ineffective, unless a creature removes the covering, in which case the symbol of pain works normally.

As a default, a symbol of pain is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of pain cant trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of pains triggering conditions cannot be changed.

In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of pain to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of pain offensively; for instance, a touch-triggered symbol of pain remains untriggered if an item bearing the symbol of pain is used to touch a creature. Likewise, a symbol of pain cannot be placed on a weapon and set to activate when the weapon strikes a foe.

You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of pain can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify.

When scribing a symbol of pain, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular runes effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.

You also can attune any number of creatures to the symbol of pain, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of pain cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of pain, and thus always ignore the effects and cannot inadvertently trigger them.

Read magic allows you to identify a symbol of pain with a DC 19 Spellcraft check. Of course, if the symbol of pain is set to be triggered by reading it, this will trigger the symbol.

A symbol of pain can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of pain. Destruction of the surface where a symbol of pain is inscribed destroys the symbol but also triggers it.

Symbol of pain can be made permanent with a permanency spell. A permanent symbol of pain that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal.

Note: Magic traps such as symbol of pain are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of pain and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of pain.

Symbol of Sleep (M)
Enchantment (Compulsion) [Mind-Affecting] 10 minutes SRD
Will negates - Yes APeace 5, Arc 5, Clr 5, Sin-S 5, Sor/Wiz 5, Wuj 5 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.

Triggered rune puts nearby creatures into catatonic slumber.

This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of sleep causes all creatures of 10 HD or less within 60 feet of the symbol (treat as a burst) to fall into a catatonic slumber for 3d6x10 minutes. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level. Any creature that enters the area while the symbol of sleep is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.

Until it is triggered, the symbol of sleep is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of sleep must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of sleep ineffective, unless a creature removes the covering, in which case the symbol of sleep works normally.

As a default, a symbol of sleep is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of sleep cant trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of sleeps triggering conditions cannot be changed.

In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of sleep to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of sleep offensively; for instance, a touch-triggered symbol of sleep remains untriggered if an item bearing the symbol of sleep is used to touch a creature. Likewise, a symbol of sleep cannot be placed on a weapon and set to activate when the weapon strikes a foe.

You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of sleep can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify.

When scribing a symbol of sleep, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular runes effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.

You also can attune any number of creatures to the symbol of sleep, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of sleep cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of sleep, and thus always ignore the effects and cannot inadvertently trigger them.

Read magic allows you to identify a symbol of sleep with a DC 19 Spellcraft check. Of course, if the symbol of sleep is set to be triggered by reading it, this will trigger the symbol.

A symbol of sleep can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of sleep. Destruction of the surface where a symbol of sleep is inscribed destroys the symbol but also triggers it.

Symbol of sleep can be made permanent with a permanency spell. A permanent symbol of sleep that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal.

Note: Magic traps such as symbol of sleep are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of sleep and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of sleep.

Telekinesis
Transmutation 1 standard action SRD
Will negates (object) or None; see text - Yes (object); see text Sin-A 5, Sor/Wiz 5, Wuj 5 V, S
Concentration (up to 1 round/level) or instantaneous; see text Long General
Target or Targets: See text

Moves object, attacks creature, or hurls object or creature.

You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.

Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.

This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.

An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks.

Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn't allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.

Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).

You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).

Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).

Telepathic Bond
Divination 1 standard action SRD
None - No Beguiler 5, Community 5, Family 5, Mental 6, Mind 5, Sor/Wiz 5 V, S, M/DF
10 min./level (D) Close 4 hours
Targets: You plus one willing creature per three levels, no two of which can be more than 30 ft. apart

Link lets allies communicate.

You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.

Telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency.

Telepathy Block
    Book of Exalted Deeds
  Arc 5, Brd 5, Clr 5, Sor/Wiz 5  
    General

Blocks all telepathic communication within 80-ft. radius.

Teleport
Conjuration (Teleportation) 1 standard action SRD
None and Will negates (object) - No and Yes (object) Arc 6, Portal 5, Shu 6, Sor/Wiz 5, Travel 5, Wuj 5 V
Instant Personal and touch 4 hours
Target: You and touched objects or other touched willing creatures

Instantly transports you as far as 100 miles/level.

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 1d10x1d10% of the distance that was to be traveled. The direction off target is determined randomly.

Similar Area: You wind up in an area thats 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 spells range, the spell simply fails instead.

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.

FamiliarityOn TargetOff TargetSimilar AreaMishap
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 Block (M)
    BoEM
  Sor/Wiz 5  
    General

Teleportation spells fail when the destination or the origin is within the area.

Teleport Redirect
    BoEM
  Sor/Wiz 5  
    6 hours

Any teleportation subtype spell with an origin within the area directs the subjects to a destination of your choice.

Semiweekly Temporary Soul Binding (M)
Conjuration (Teleportation) 2 minutes ATB
Will negates (harmless, object) - No Arc 5, Brd 5, Clr 5, Drd 5, Sor/Wiz 5 V, S, M
8 hours/level or until discharged Touch General
Targets: 1 Creature and 1 item
Materials: A red colored gem valued at least 100gp

As Temporary Soul Binding, except 8 hours/level.

As Temporary Soul Binding, except 8 hours/level.

Touch of Adamantine
    Book of Exalted Deeds
  Arc 6, Clr 6, Drd 6, Sor/Wiz 5  
    30 minutes

Weapon gains the properties of an adamantime weapon.

Transmute Mud to Rock
Transmutation [Earth] 1 standard action SRD
See text - No Arc 4, Blg 4, Drd 5, Sor/Wiz 5 V, S, M/DF
Permanent Medium 6 hours
Area: Up to two 10-ft. cubes/level (S)

Transforms two 10-ft. cubes per level.

This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently.

Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone.

Transmute mud to rock counters and dispels transmute rock to mud.

Transmute Rock to Mud
Transmutation [Earth] 1 standard action SRD
See text - No Arc 4, Blg 4, Drd 5, Slime 6, Sor/Wiz 5 V, S, M/DF
Permanent; see text Medium 6 hours
Area: Up to two 10-ft. cubes/level (S)

Transforms two 10-ft. cubes per level.

This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.

If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the area, or half damage to those who succeed on Reflex saves.

Castles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can't affect worked stone and doesn't reach deep enough to undermine such buildings foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.

The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance-but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.

Vanishing Weapon
    Book of Exalted Deeds
  Sor/Wiz 5  
    30 minutes

Weapons' touch dispels summoned or quasi-real creatures.

Viscid Glob
    SPC
  Sor/Wiz 5  
    6 hours

Ranged touch attack hurls 5-ft.-diameter glob of glue at target.

Vitriolic Sphere
    SPC
  Sor/Wiz 5, Wuj 5  
    General

Potent acid deals 6d6 acid damage plus possible damage in following 2 rounds.

Vulnerability
    Draconomicon
  Arc 5, Asn 4, Clr 5, Sor/Wiz 5  
    General

Reduces an opponent's damage reduction.

Wall of Dispel Magic
    Underdark
  Arc 5, Brd 4, Clr 5, Drd 5, Sor/Wiz 5  
    5 minutes

Creatures passing through a transparent wall becomes subject of targeted dispel magic.

Wall of Force
Evocation [Force] 1 standard action SRD
None - No Artificer 5, Force 5, Sor/Wiz 5, VDarkness 6, Wuj 5 V, S, M
1 round/level (D) Close General
Effect: Wall whose area is up to one 10-ft. square/level

Wall is immune to damage.

A wall of force spell creates an invisible wall of force. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage's disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of force.

The caster can form the wall into a flat, vertical plane whose area is up to one 10- foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.

Wall of force can be made permanent with a permanency spell.

Wall of Stone
Conjuration (Creation) [Earth] 1 standard action SRD
See text - No Adp 5, APeace 5, Arc 5, Artificer 5, Clr 5, Craft 5, Drd 6, Earth 5, Shu 5, Sor/Wiz 5, Wuj 5 V, S, M/DF
Instant Medium 12 hours
Effect: Stone wall whose area is up to one 5-ft. square/level (S)

Creates a stone wall that can be shaped.

This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the walls area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.

Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spells area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.

Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8. 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 20 + 2 per inch of thickness.

It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.

Watchware
    Unapproachable East
  Sor/Wiz 5  
    General

You know when target object is touched.

Waves of Fatigue
Necromancy [Negative] 1 standard action SRD
None - Yes Arc 5, Blg 5, Duskblade 5, Necro 5, Sin-S 6, Sor/Wiz 5 V, S
Instant 30 ft. General
Area: Cone-shaped burst

Several targets become fatigued.

Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued.

Wrack
    Complete Divine
  Arc 4, Clr 4, MH 4, Pain 4, Sor/Wiz 5  
    General

Renders creature helpless with pain.

Sor/Wiz 6

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Acid Fog
Conjuration (Creation) [Acid] 1 standard action SRD
None - No Arc 6, Blg 6, Sor/Wiz 6, Water 7, Wmg 6 V, S, M/DF
1 round/level Medium General
Effect: Fog spreads in 20-ft. radius, 20 ft. high

Fog deals acid damage.

Acid fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.

Acid Storm (M)
    SPC
  Sor/Wiz 6  
    General

Deals 1d6/level acid damage in 20-ft radius.

Alert Bebilith (M)
    Book of Vile Darkness
  Sor/Wiz 6  
    General

Summons bebilith to deal with a demon.

Analyze Dweomer (F)
Divination 1 standard action SRD
None or Will negates; see text - No Brd 6, Commerce 8, Sor/Wiz 6 V, S, F
1 round/level (D) Close General
Targets: One object or creature per caster level
Focus: A tiny lens of ruby or sapphire set in a small golden loop. The gemstone must be worth at least 1,500 gp.

Reveals magical aspects of subject.

You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.

An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours.

Analyze dweomer does not function when used on an artifact.

Animate Dread Warrior (XP)
    Unapproachable East
  Sor/Wiz 6  
    General

Transform dead skilled warrior into undead monster you control.

Animate Objects
Transmutation 1 standard action SRD
None - No Arc 6, Brd 6, Chaos 6, Clr 6, Life 6, Sor/Wiz 6 V, S
1 round/level Medium General
Targets: One Small object per caster level; see text

Objects attack your foes.

You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.

An animated object can be of any non-magical material. You may animate one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. You can change the designated target or targets as a move action, as if directing an active spell.

This spell cannot animate objects carried or worn by a creature.

Animate objects can be made permanent with a permanency spell.

Greater Anticipate Teleportation (F)
    SPC
  Sor/Wiz 6  
    6 hours

As anticipate teleportation, except for three rounds and types of creatures.

Antimagic Field
Abjuration 1 standard action SRD
None - See text APeace 8, Arc 8, Clr 8, Magic 6, Protection 6, Shu 6, Sor/Wiz 6, Spell 8 V, S, M/DF
10 min./level (D) 10 ft. General
Area: 10-ft.-radius emanation, centered on you

Negates magic within 10 ft.

An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.

Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)

A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field.

Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this.

Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.

Aura of Evasion (M)
    SPC
  Arc 5, Clr 5, Sor/Wiz 6  
    General

All within 10 ft. gain evasion against breath weapons.

Aura of Terror
    SPC
  Sor/Wiz 6  
    5 minutes

You gain an aura of fear, or your frightful presence becomes more effective.

Mass Bear's Endurance
Transmutation 1 standard action SRD
Will negates (harmless) - Yes APeace 6, Arc 6, Clr 6, Drd 6, Endurance 6, Sor/Wiz 6 V, S, DF
1 min./level Close 30 minutes
Targets: One creature/level, no two of which can be more than 30 ft. apart

As bear's endurance, affects one subject/ level.

Mass bear's endurance works like bear's endurance, except that it affects multiple creatures.

Bite of the Weretiger
    SPC
  Arc 5, Drd 5, Sor/Wiz 6  
    General

You become enhanced such as that of a tiger

Brilliant Blade
    SPC
  Arc 7, Clr 7, Drd 7, Sor/Wiz 6  
    30 minutes

Weapon or group of projectiles gain the brilliant energy quality.

Mass Bull's Strength
Transmutation 1 standard action SRD
Will negates (harmless) - Yes (harmless) Arc 6, Clr 6, Drd 6, Sor/Wiz 6 V, S, M/DF
1 min./level Close 30 minutes
Targets: One creature/level, no two of which can be more than 30 ft. apart

As bull's strength, affects one subject/level.

This spell functions like bull's strength, except that it affects multiple creatures.

Mass Cat's Grace
Transmutation 1 standard action SRD
Will negates (harmless) - Yes Arc 6, Brd 6, Celerity 7, Drd 6, Sor/Wiz 6 V, S, M
1 min./level Close 30 minutes
Targets: One creature/level, no two of which can be more than 30 ft. apart

As cat's grace, affects one subject/level.

This spell functions like cat's grace, except that it affects multiple creatures.

Chain Lightning
Evocation [Electricity] 1 standard action SRD
Reflex half - Yes Air 6, Arc 7, Duskblade 5, Shu 7, Sor/Wiz 6, Wmg 6 V, S, F
Instant Long General
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)

1d6/level damage; 1 secondary bolt/level each deals half damage.

This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.

The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).

Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.

Circle of Death (M)
Necromancy [Death] 1 standard action SRD
Fortitude negates - Yes Arc 6, Blg 6, Sor/Wiz 6, Wmg 6 V, S, M
Instant Medium General
Area: Several living creatures within a 40-ft.-radius burst
Materials: The powder of a crushed black pearl with a minimum value of 500 gp.

Kills 1d4/level HD of creatures.

A circle of death snuffs out the life force of living creatures, killing them instantly.

The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the bursts point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.

Coma
    BoEM
  Arc 6, Clr 6, Sor/Wiz 6  
    6 hours

You put a living creature in a coma.

Conditional Spell
    BoEM
  Sor/Wiz 6  
    12 hours

See Text

Contingency (F)
Evocation 10 minutes; see text SRD
- Arc 6, Shu 6, Sor/Wiz 6, Time 6 V, S, M, F
1 day/level or until discharged (D) Personal General
Target: You
Focus: A statuette of you carved from elephant ivory and decorated with gems (worth at least 1,500 gp). You must carry the focus for the contingency to work.

Sets trigger condition for another spell.

You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.

The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).

The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being "cast" instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.

You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.

Control Water
Transmutation [Water] 1 standard action SRD
None; see text - No APeace 4, Arc 4, Clr 4, Drd 4, Shu 4, Sor/Wiz 6, Water 4, Watery Death 3, Wuj 6 V, S, M/DF
10 min./level (D) Long 1 hour
Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)

Raises or lowers bodies of water.

Depending on the version you choose, the control water spell raises or lowers water.

Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.

Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.

Create Undead (M)
Necromancy [Evil] 1 hour SRD
None - No Arc 6, Blg 5, Clr 6, Death 6, Evil 6, Sor/Wiz 6, Undeath 6 V, S, M
Instant Close General
Target: One Corpse
Materials: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse.

Creates ghouls, ghasts, mummies, or mohrgs.

A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below.

Caster LevelUndead Created
11th or lowerGhoul
12th - 14thGhast
15th - 17thMummy
18th or higherMohrg

You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.

This spell must be cast at night.

Cry of Ysgard
    Book of Exalted Deeds
  Sanctified 6  
    General

2d4 bariaur defenders of Ysgard (but no more than 4) serve you for up to one year.

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.

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.

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.

Mass Eagle's Splendor
Transmutation 1 standard action SRD
Will negates (harmless) - Yes APeace 6, Arc 6, Brd 6, Clr 6, Pleasure 5, Sor/Wiz 6 V, S, M/DF
1 min./level Close 30 minutes
Target: One creature/level, no two of which can be more than 30 ft. apart

As eagle's splendor, affects one subject/level.

This spell functions like eagle's splendor, except that it affects multiple creatures.

Electrical Deluge
    BoEM
  Sor/Wiz 6  
    General

See Text

Exalted Raiment
    Book of Exalted Deeds
  Sanctified 6  
    30 minutes

Wearer gains +1 sacred bonus to AC per five caster levels, damage reduction 10/evil, SR 5 + caster level, and ability damage from spell-casting.

Eye of Stone
    Races of Stone
  Sor/Wiz 6  
    General

Invisible floating eye moves 30 ft./round, can pass through stone.

Eyebite
Necromancy [Evil] 1 standard action SRD
Fortitude negates - Yes Brd 6, Necro 6, Orc 6, Scalykind 6, Sor/Wiz 6 V, S
1 round/3 levels; see text Close General
Target: One living creature

Target becomes panicked, sickened, and comatose.

Each round, you may target a single living creature, striking it with waves of evil power. Depending on the targets HD, this attack has as many as three effects.

HDEffect
10 or moreSickened
5-9Panicked, sickened
4 or lessComatose, panicked, sickened

The effects are cumulative and concurrent.

Sickened: Sudden pain and fever sweeps over the subjects body. A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective.

Panicked: The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect.

Comatose: The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it.

The spell lasts for 1 round per three caster levels. You must spend a move action each round after the first to target a foe.

Fire Spiders
    SPC
  Sor/Wiz 6  
    General

Swarm of Fine fire elementals attacks targets.

Fires of Purity
    SPC
  Arc 6, Drd 6, Purification 6, Shu 6, Sor/Wiz 6  
    General

Target bursts into magical flame, becoming a dangerous weapon.

Flesh to Stone
Transmutation 1 standard action SRD
Fortitude negates - Yes Arc 7, Shu 7, Sor/Wiz 6, Wuj 6 V, S, M
Instant Medium General
Target: One creature

Turns subject creature into statue.

The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.

Only creatures made of flesh are affected by this spell.

Fleshshiver
    SPC
  Sor/Wiz 6  
    General

Target is stunned for 1 round, takes 1d6/level damage, and is nauseated for 1d4+2 rounds.

Forceful Hand
Evocation [Force] 1 standard action SRD
None - Yes Sor/Wiz 6 V, S, F
1 round/level (D) Medium General
Effect: 10-ft. hand

Hand pushes creatures away.

This spell functions like interposing hand, except that the forceful hand pursues and pushes away the opponent that you designate. Treat this attack as a bull rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being Large, and a +2 bonus for charging, which it always gets). The hand always moves with the opponent to push that target back the full distance allowed, and it has no speed limit. Directing the spell to a new target is a move action.

A very strong creature could not push the hand out of its way because the latter would instantly reposition itself between the creature and you, but an opponent could push the hand up against you by successfully bull rushing it.

Mass Fox's Cunning
Transmutation 1 standard action SRD
Will negates (harmless) - Yes Brd 6, Sor/Wiz 6 V, S, M/DF
1 min./level Close 30 minutes
Target: One creature/level, no two of which can be more than 30 ft. apart

As fox's cunning, affects one subject/level.

This spell functions like fox's cunning, except that it affects multiple creatures.

Freezing Claw
    BoEM
  Sor/Wiz 6  
    General

Flying hand deals cold damage and freezes targets.

Freezing Fog
    SPC
  Sor/Wiz 6  
    30 minutes

Freezing fog deals 1d6 cold damage each round, and creatures must make a Reflex save or fall. Ballance DC 10 to move. Max speed* 5.

Freezing Sphere
Evocation [Cold] 1 standard action SRD
Reflex half; see text - Yes Ocean 6, Sor/Wiz 6, Wmg 6 V, S, F
Instant or 1 round/level; see text Long General
Target; Effect; or Area: See text

Freezes water or deals cold damage.

Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area. An elemental (water) creature instead takes 1d8 points of cold damage per caster level (maximum 15d8).

If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10- foot square) per caster level (maximum 1,500 square feet). This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of frozen water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.

You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a standard action.

Geas/Quest
Enchantment (Compulsion) [Mind-Affecting] [Language-Dependent] 10 minutes SRD
None - Yes APeace 6, Arc 6, Brd 6, Charm 6, Clr 6, Domination 6, Fate 6, Inquisition 6, Nobility 6, Sor/Wiz 6, Tyranny 6, Wuj 6 V
1 day/level or until discharged (D) Close General
Target: One living creature

As geas, lesser, plus it affects any creature.

A geas/quest places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.

The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.

If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions:

If the subject is prevented from obeying the geas/quest for 24 hours, it takes 3d6 points of damage each day it does not attempt to follow the geas/quest. Additionally, each day it must make a Fortitude saving throw or become sickened. These effects end 24 hours after the creature attempts to resume the geas/quest.

A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. Break enchantment does not end a geas/quest, but limited wish, miracle, and wish do.

Bards, sorcerers, and wizards usually refer to this spell as geas, while clerics call the same spell quest.

Gemjump (F)
    SPC
  Sor/Wiz 6  
    4 hours

Teleport to the location of a specially prepared gem.

Ghorus Toth's Magnetism
    Unapproachable East
  Sor/Wiz 6  
    General

Metallic creature or object becomes strongly magnetic.

Glass Strike
    Magic of Faerun
  Sor/Wiz 6  
    General

Turns subject into glass.

Globe of Invulnerability
Abjuration 1 standard action SRD
None - No Artificer 6, Endurance 7, Sor/Wiz 6, Wuj 6 V, S, M
1 round/level (D) 10 ft. General
Area: 10-ft.-radius spherical emanation, centered on you

As globe of invulnerability, lesser, plus 4th-level spell effects.

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 4th level or lower. The area or effect of any such spells does not include the area of the globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 5th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty.

Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.

If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether globe of invulnerability stops it.

Guards and Wards
Abjuration 30 minutes SRD
See text - See text Greed 6, Sor/Wiz 6 V, S, M, F
2 hours/level (D) Anywhere within the area to be warded 24 hours
Area: Up to 200 sq. ft./level (S)

Array of magic effects protect area.

This powerful spell is primarily used to defend your stronghold. The ward protects 200 square feet per caster level. The warded area can be as much as 20 feet high, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area.

Fog: Fog fills all corridors, obscuring all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Saving Throw: None. Spell Resistance: No.

Arcane Locks: All doors in the warded area are arcane locked. Saving Throw: None. Spell Resistance: No.

Webs: Webs fill all stairs from top to bottom. These strands are identical with those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts. Saving Throw: Reflex negates; see text for web. Spell Resistance: No.

Confusion: Where there are choices in direction-such as a corridor intersection or side passage-a minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is an enchantment, mind-affecting effect. Saving Throw: None. Spell Resistance: Yes.

Lost Doors: One door per caster level is covered by a silent image to appear as if it were a plain wall. Saving Throw: Will disbelief (if interacted with). Spell Resistance: No.

In addition, you can place your choice of one of the following five magical effects.

1. Dancing lights in four corridors. You can designate a simple program that causes the lights to repeat as long as the guards and wards spell lasts. Saving Throw: None. Spell Resistance: No.

2. A magic mouth in two places. Saving Throw: None. Spell Resistance: No.

3. A stinking cloud in two places. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while the guards and wards spell lasts. Saving Throw: Fortitude negates; see text for stinking cloud. Spell Resistance: No.

4. A gust of wind in one corridor or room. Saving Throw: Fortitude negates. Spell Resistance: Yes.

5. A suggestion in one place. You select an area of up to 5 feet square, and any creature who enters or passes through the area receives the suggestion mentally. Saving Throw: Will negates. Spell Resistance: Yes.

The whole warded area radiates strong magic of the abjuration school. A dispel magic cast on a specific effect, if successful, removes only that effect. A successful Mage's disjunction destroys the entire guards and wards effect.

Hardening (M)
Transmutation 1 standard action SRD
None - Yes (object) Artifice 7, Artificer 6, Sor/Wiz 6 V, S
Permanent Touch General
Target: One item of a volume no greater than 10 cu. ft./level (see text)
Materials: An ointment made with 50 gp of diamond dust per 10 cubic feet of material.

Permanently make an object's hardness improve.

This spell increases the hardness of materials. Paper becomes harder to tear, glass becomes harder to break, wood becomes more resilient, and so on. For every two caster levels, add 1 point of hardness to the material targeted by the spell. This hardness increase improves only the material's resistance to damage. Nothing else is modified by the improvement. For example, a longsword (treat steel as iron, base hardness 10) affected by a hardening spell cast by a 12th-level caster would have hardness 16 for the purpose of ignoring damage caused by someone making a sunder attack. The sword's hit points, attack and damage modifiers, and other factors are not affected. A hardening spell does not in any way affect a substance's resistance to other forms of transformation. Ice still melts, paper and wood still burn, rock still becomes transmutable to mud with the proper spell, and so on.

This spell affects up to 10 cubic feet of material per level of the caster. If cast upon a metal or mineral, the spell affects only 1 cubic foot per level.

Greater Heroism
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates (harmless) - Yes (harmless) Brd 5, Courage 7, Joy 6, Passion 6, Sin-P 7, Sor/Wiz 6 V, S
1 min./level Touch 30 minutes
Target: Creature touched

Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.

This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).

Howling Chain (F)
    SPC
  Sor/Wiz 6  
    General

Chain of force entangles and attacks opponent.

Illusory Pit
    SPC
  Sor/Wiz 6  
    General

Illusiory pit causes creature to believe it is falling helplessly and stuns for 1 round when done.

Imbue Familiar with Spell Ability
    SPC
  Sor/Wiz 6  
    6 hours

You transfer spells to your familiar.

Legend Lore (M) (F)
Divination See text SRD
- Brd 4, Knowledge 7, Oracle 6, Sor/Wiz 6 V, S, M, F
See text Personal General
Target: You
Focus: Four strips of ivory (worth 50 gp each) formed into a rectangle.
Materials: Incense worth at least 250 gp.

Lets you learn tales about a person, place, or thing.

Legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4x10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).

During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are legendary, as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.

Mage's Lucubration
Transmutation 1 standard action SRD
- Wiz 6 V, S
Instant Personal Prohibited
Target: You

Wizard only. Recalls spell of 5th level or lower.

You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours. The spell must have been actually cast during that period. The recalled spell is stored in your mind as through prepared in the normal fashion.

If the recalled spell requires material components, you must provide them. The recovered spell is not usable until the material components are available.

Mental Pinnacle (M)
Transmutation 1 standard action SRD
- Sor/Wiz 6 V, S, M
1 round/level Personal General
Target: You
Materials: A potion of fox's cunning, which you drink (its effect is overridden by the effect of this spell).

You gain the mental powers of a psion.

For a brief time, you achieve the mental dominance of a powerful psion, able to lash out at enemies using only the power of your mind. Your revel in your new mental powers to the point that you disdain using spells, even in the form of effects from magic items. You gain a +4 enhancement bonus to Intelligence and Wisdom, 3 power points per caster level, and access to the following powers.

  • Mind Thrust: Deal 1d10 damage.
  • Ego Whip: Deal 1d4 Cha damage and daze for 1 round.
  • Psionic Blast: Stun creatures in 30-ft. cone for 1 round.
  • Id Insinuation: Swift tendrils of thought disrupt and confuse your target.
  • Psychic Crush: Brutally crush subject’s mental essence, reducing subject to –1 hit points.

You manifest the powers as a psion of your caster level does, creating displays as described in each power's description. You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if those spells were no longer on your class list. For the duration of this spell, you use magic items and psionic items as if you were a psion with only the five powers given above on your class list.

Any unspent power points dissipate when the spell ends.

Mineralize Warrior (M) (XP)
    Underdark
  Sor/Wiz 6  
    General

Grants willing subject the mineral warrior template

Mislead
Illusion (Figment, Glamer) 1 standard action SRD
None or Will disbelief (if interacted with); see text - No Arc 7, Beguiler 6, Brd 5, Illusion 6, Luck 6, Shu 7, Sor/Wiz 6, Trickery 6 S
1 round/level (D) and concentration + 3 rounds; see text Close General
Target/Effect: You/one illusory double

Turns you invisible and creates illusory double.

You become invisible (as invisibility, greater, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.

The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The invisibility, greater lasts for 1 round per level, regardless of concentration.

Move Earth
Transmutation [Earth] See text SRD
None - No Arc 6, Artificer 6, Drd 6, Halfling 6, Shu 6, Sor/Wiz 6, Wuj 6 V, S, M
Instant Long 1 hour
Area: Dirt in an area up to 750 ft. square and up to 10 ft. deep (S)

Digs trenches and builds hills.

Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.

However, in no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.

This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.

The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.

This spell has no effect on earth creatures.

Orbs of Various Energy
Conjuration (Creation) [Acid] [Cold] [Electricity] [Fire] [Force] [Sonic] [Negative] 1 standard action ATB
None - No Sor/Wiz 6, Wmg 6 V, S
Instant Close General
Effect: 7 orbs of energy.

7 orbs deal 1d6/level (max 20d6) of damage dice divided evenly amoung the five elemental energies, force, and negative energy.

You create 7 orbs of energy, one for each of the primary energies, a force orb, and a negative energy orb. You may deal 1d6 damage per caster level (max 20d6) divided any way you want amoung the seven orbs, with no orb having more than 1 die of damage more than any other die.

Thus an 11th level wizard could do 2d6 damage with each Acid, Cold, Fire, and Electricity and 1d6 with each negative energy, sonic, and force. None of his orbs could have 3d6 until 15th level.

If the negative energy orb is directed at an undead or other creature powered by negative energy, it is healed instead of damaged.

Mass Owl's Wisdom
Transmutation 1 standard action SRD
Will negates (harmless) - Yes APeace 6, Arc 6, Clr 6, Drd 6, Sor/Wiz 6 V, S, M/DF
1 min./level Close 30 minutes
Target: One creature/level, no two of which can be more than 30 ft. apart

As owl's wisdom, affects one subject/level.

This spell functions like owl's wisdom, except that it affects multiple creatures.

Permanent Image (M)
Illusion (Figment) 1 standard action SRD
Will disbelief (if interacted with) - No Arc 6, Brd 6, Creation 7, Moon 6, Shu 6, Sor/Wiz 6, Wuj 6 V, S, M
Permanent (D) Long 24 hours
Effect: Figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
Materials: A bit of fleece plus powdered jade worth 100 gp.

Includes sight, sound, and smell.

This spell creates the visual illusion of an object, creature, or force, as visualized by you.

The figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.

Planar Binding
Conjuration (Calling) 10 minutes SRD
Will negates - No and Yes; see text Dem 4, Demonic 6, Diabolic 6, Hth 6, Sor/Wiz 6 V, S
Instant Close ; see text 24 hours
Targets: Up to three elementals or outsiders, totaling no more than 12 HD, no two of which can be more than 30 ft. apart when they appear

As lesser planar binding, but up to 12 HD.

This spell functions like lesser planar binding, except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a save, makes an independent attempt to escape, and must be individually persuaded to aid you.

Casting this spell attempts a dangerous act to lure a creature from another plane to a specifically prepared trap, which must lie within the spells range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.

To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individuals proper name in casting the spell.

The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap with by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure.

If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creatures Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.

Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.

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

Prismatic Eye (F)
    SPC
  Sor/Wiz 6  
    General

Orb produces individual prismatic rays as touch attacks.

Probe Thoughts
    Complete Divine
  Mind 6, Sor/Wiz 6  
    General

Read subject's memories, one question/round.

Programmed Image (M)
Illusion (Figment) 1 standard action SRD
Will disbelief (if interacted with) - No Arc 7, Brd 6, Shu 7, Sor/Wiz 6, Wuj 6 V, S, M
Permanent until triggered, then 1 round/level Long 12 hours
Effect: Visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
Materials: A bit of fleece and jade dust worth 25 gp.

As major image, plus triggered by event.

This spell creates the visual illusion of an object, creature, or force, as visualized by you. This spell's figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech. You set the triggering condition (which may be a special word) when casting the spell. The event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses, such as alignment. (See magic mouth for more details about such triggers.)

Quickshift
    Book of Exalted Deeds
  Arc 6, Clr 6, Sor/Wiz 6  
    General

Caster can use teleport or teleport, greater spell-like ability as a free action for 1 round/level.

Mass Reflective Disguise
    Underdark
  Brd 5, PUG 4, Sor/Wiz 6  
    24 hours

Viewers see subjects as their own species and gender.

Repulsion (F)
Abjuration 1 standard action SRD
Will negates - Yes APeace 7, Arc 7, Beguiler 6, Blg 7, Clr 7, Force 6, Hlr 7, Nobility 7, Protection 7, Sor/Wiz 6, Wuj 6 V, S, F/DF
1 round/level (D) 10 ft./level General
Area: Up to 10-ft.-radius/level emanation centered on you
Focus: A: A pair of small iron bars attached to two small canine statuettes, one black and one white, the whole array worth 50 gp.

Creatures can't approach you.

An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures actions are not otherwise restricted.

They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell's area.

Seal Portal (M)
    Planar Handbook
  Arc 6, Brd 6, Clr 6, Drd 6, Sor/Wiz 6  
    General

Seal an interplanar portal or gate.

Shadow Shield
    Dragon 322
  Sor/Wiz 6  
    General

A smoky shroud causes attackers to be blinded for 1 round/level.

Shadow Walk
Illusion (Shadow) 1 standard action SRD
Will negates - Yes Beguiler 6, Brd 5, Halfling 7, Shadow 6, Sin-S 7, Sor/Wiz 6, VDarkness 7 V, S
1 hour/level (D) Touch 24 hours
Targets: Up to one touched creature/ level

Step into shadow to travel rapidly.

To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.

In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.

Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can't make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. Its impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).

Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.

Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.

They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.

Shadowy Grappler
    Dragon 324
  Sor/Wiz 6  
    General

Shadowy force grapples subject.

Greater Sign of Sealing (M)
    Complete Arcane
  Sor/Wiz 6  
    General

This spell functions like sign of sealing, except that it can also be used to seal an open space and deals 1d6 (max 20d6) when breached.

Sirellyn's Superior Magnetism
    Spellbook Archive
  Sor/Wiz 6  
    General

Attract metalic objects and creatures to target creature or object.

Solipsism
    Dragon 324
  Sor/Wiz 6  
    General

Subject is convinced the world is fake.

Starmantle (M)
    Book of Exalted Deeds
  Joy 7, Sor/Wiz 6  
    General

Cloak of stars destroys nonmagical weapons on contact and allows wearer a DC 15 Reflex save to reduce damage from magic weapons by half.

Stone Body
    PGtF
  Arc 6, Clr 6, Sor/Wiz 6  
    30 minutes

Your body becomes living stone.

Stone Metamorphosis
    Underdark
  Arc 4, Clr 4, Drd 4, Sor/Wiz 6  
    General

Changes type of stone.

Stone to Flesh
Transmutation 1 standard action SRD
Fortitude negates (object); see text - Yes Arc 5, Hlr 5, Sin-G 7, Sor/Wiz 6, Wuj 6 V, S, M
Instant Medium General
Target: One petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long

Restores petrified creature.

This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored.

The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse.) You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.

Storm of Shards
    Book of Exalted Deeds
  Sanctified 6  
    General

Evil creatures are blinded for 1 round; evil outsiders and undead also take 1d6 damage/level.

Subvert Planar Essence (M)
    Complete Divine
  Arc 5, Clr 5, Sor/Wiz 6  
    General

Reduces target's DR and SR.

Mass Suggestion
Enchantment (Compulsion) [Language-Dependent] [Mind-Affecting] 1 standard action SRD
Will negates - Yes Beguiler 6, Brd 5, Domination 7, Dragon 8, Sor/Wiz 6, Wuj 6 V, M
1 hour/level or until completed Medium 30 minutes
Targets: One creature/level, no two of which can be more than 30 ft. apart

As suggestion, plus one subject/level.

This spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures.

Summon Monster VI
Conjuration (Summoning) 1 round SRD
None - No Arc 6, Brd 6, Clr 6, Sor/Wiz 6, Wuj 6 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list (summon monster V), or 1d4+1 creatures of the same kind from a lower-level list. (summon monster I, summon monster II, summon monster III, summon monster IV)

Summon Monster VI List
Monster Alignment
Celestial polar bear LG
Celestial orca whale 1 NG
Bralani (eladrin) CG
Celestial dire lion CG
Large Elemental (any) N
Large Air Elemental N
Large Earth Elemental N
Large Fire Elemental N
Large Water Elemental N
Janni (genie) N
Chaos beast CN
Chain Devil LE
Xill LE
Fiendish Gargantuan monstrous centipede NE
Fiendish rhinoceros NE
Fiendish elasmosaurus 1 CE
Fiendish Huge monstrous spider CE
Fiendish giant constrictor snake CE

1 May be summoned only into an aquatic or watery environment.

Symbol of Fear (M)
Necromancy [Fear] [Mind-Affecting] 10 minutes SRD
Will negates - Yes Arc 6, Clr 6, Sor/Wiz 6, Wuj 6 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.

Triggered rune panics nearby creatures.

This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of fear panicks for 1 round per caster level one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of fear affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points worth of creatures, whichever comes first. Any creature that enters the area while the symbol of fear is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.

Until it is triggered, the symbol of fear is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of fear must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of fear ineffective, unless a creature removes the covering, in which case the symbol of fear works normally.

As a default, a symbol of fear is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of fear can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of fear triggering conditions cannot be changed.

In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of fear to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of fear offensively; for instance, a touch-triggered symbol of fear remains untriggered if an item bearing the symbol of fear is used to touch a creature. Likewise, a symbol of fear cannot be placed on a weapon and set to activate when the weapon strikes a foe.

You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of fear can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify.

When scribing a symbol of fear, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular runes effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.

You also can attune any number of creatures to the symbol of fear, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of fear cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of fear, and thus always ignore the effects and cannot inadvertently trigger them.

Read magic allows you to identify a symbol of fear with a DC 19 Spellcraft check. Of course, if the symbol of fear is set to be triggered by reading it, this will trigger the symbol.

A symbol of fear can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of fear. Destruction of the surface where a symbol of fear is inscribed destroys the symbol but also triggers it.

Symbol of fear can be made permanent with a permanency spell. A permanent symbol of fear that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal.

Note: Magic traps such as symbol of fear are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of fear and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of fear.

Symbol of Persuasion (M)
Enchantment (Charm) [Mind-Affecting] 10 minutes SRD
Will negates - Yes APeace 6, Arc 6, Clr 6, Sin-L 6, Sor/Wiz 6, Wuj 6 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp each.

Triggered rune acts as charm monster on nearby creatures.

This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of persuasion charms as charm monster one or more creatures within 60 feet of the symbol (treat as a burst). The charm last for 1 hour per level. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level. Any creature that enters the area while the symbol of persuasion is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.

Until it is triggered, the symbol of persuasion is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of persuasion must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of persuasion ineffective, unless a creature removes the covering, in which case the symbol of persuasion works normally.

As a default, a symbol of persuasion is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of persuasion can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of persuasions triggering conditions cannot be changed.

In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of persuasion to render it inoperative triggers it if the symbol reacts to touch. You can't use a symbol of persuasion offensively; for instance, a touch-triggered symbol of persuasion remains untriggered if an item bearing the symbol of persuasion is used to touch a creature. Likewise, a symbol of persuasion cannot be placed on a weapon and set to activate when the weapon strikes a foe.

You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of persuasion can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify.

When scribing a symbol of persuasion, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular rune's effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.

You also can attune any number of creatures to the symbol of persuasion, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of persuasion cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of persuasion, and thus always ignore the effects and cannot inadvertently trigger them.

Read magic allows you to identify a symbol of persuasion with a DC 19 Spellcraft check. Of course, if the symbol of persuasion is set to be triggered by reading it, this will trigger the symbol.

A symbol of persuasion can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of persuasion. Destruction of the surface where a symbol of persuasion is inscribed destroys the symbol but also triggers it.

Symbol of persuasion can be made permanent with a permanency spell. A permanent symbol of persuasion that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal.

Note: Magic traps such as symbol of persuasion are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of persuasion and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of persuasion.

Teleport Coordinates Transfer
    BoEM
  Sor/Wiz 6  
    General

Teach somebody else a familiar location so the location is familiar to them, or improve the quaility of a location to familiar learned by a divination spell.

Teleport Tracer
    BoEM
  Sor/Wiz 6  
    General

Learn the destination of the most recent teleportation spell within the area.

Semimonthly Temporary Soul Binding (M)
Conjuration (Teleportation) 2 minutes ATB
Will negates (harmless, object) - No Arc 6, Brd 6, Clr 6, Drd 6, Sor/Wiz 6 V, S, M
1 day/level or until discharged Touch General
Targets: 1 Creature and 1 item
Materials: A red colored gem valued at least 500gp

As Temporary Soul Binding, except 1 day/level.

As Temporary Soul Binding, except 1 day/level.

The Hamagess' Staffsprout (F)
    Mintipers Chapbook
  Brd 6, Sor/Wiz 6  
    General

Creates short-lived wands of 1 charge from a staff.

Transfix
    Complete Arcane
  Sor/Wiz 6, Wuj 6  
    6 hours

Medium or smaller targets are paralyzed.

Transformation (M)
Transmutation 1 standard action SRD
- Sin-W 7, Sor/Wiz 6, Wmg 6 V, S, M
1 round/level Personal General
Target: You
Materials: A potion of bull's strength, which you drink (and whose effects are subsumed by the spell effects).

You gain combat bonuses.

You become a virtual fighting machine stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can't cast spells, even from magic items.

You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).

You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.

Translocation Trick
    Magic of Faerun
  Sor/Wiz 6  
    1 hour

You and target switch places and appear as each other.

True Seeing (M)
Divination 1 standard action SRD
Will negates (harmless) - Yes (harmless) Adp 5, APeace 5, Arc 5, Beguiler 6, Clr 5, Commerce 5, Dragon 5, Drd 7, Hlr 5, Inquisition 5, Knowledge 5, Shu 6, Sor/Wiz 6, Trade 6, Truth 5, Wuj 6 V, S, M
1 min./level Touch General
Target: Creature touched
Materials: An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat.

Lets you see all things as they really are.

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.

Tunnel Swallow
    Underdark
  Sor/Wiz 6  
    General

Tunnel's peristaltic convulsions deal 1d6 points of damage/level (max 15d6).

Undeath to Death (M)
Necromancy 1 standard action SRD
Will negates - Yes Arc 6, Clr 6, Repose 6, Sor/Wiz 6 V, S, M/DF
Instant Medium General
Area: Several undead creatures within a 40-ft.-radius burst
Materials: The powder of a crushed diamond worth at least 500 gp.

Destroys 1d4 HD/level undead (max 20d4).

A circle of death snuffs out the life force of undead creatures, destroying them instantly.

The spell destroys 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the bursts point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.

Valiant Steed
    Book of Exalted Deeds
  Sanctified 6  
    General

Calls a pegasus or unicorn, which serves caster for up to 1 year.

Veil
Illusion (Glamer) 1 standard action SRD
Will negates; see text - Yes; see text Arc 6, Beguiler 6, Brd 6, Shu 6, Sor/Wiz 6, Wuj 6 V, S
Concentration + 1 hour/level (D) Long 12 hours
Targets: One or more creatures, no two of which can be more than 30 ft. apart

Changes appearance of group of creatures.

You instantly change the appearance of the subjects and then maintain that appearance for the spell's duration. You can make the subjects appear to be anything you wish. The subjects look, feel, and smell just like the creatures the spell makes them resemble. Affected creatures resume their normal appearances if slain. You must succeed on a Disguise check to duplicate the appearance of a specific individual. This spell gives you a +10 bonus on the check.

Unwilling targets can negate the spells effect on them by making Will saves or with spell resistance. Those who interact with the subjects can attempt Will disbelief saves to see through the glamer, but spell resistance doesn't help.

Wages of Sin
    Book of Exalted Deeds
  Sor/Wiz 6  
    General

Evil creatures attack other evil creatures.

Wall of Iron (M)
Conjuration (Creation) 1 standard action SRD
See text - No Arc 5, Artificer 6, Metal 5, Shu 5, Sor/Wiz 6, Wuj 6 V, S, M
Instant Medium 12 hours
Effect: Iron wall whose area is up to one 5-ft. square/level; see text
Materials: A small piece of sheet iron plus gold dust worth 50 gp (1 pound of gold dust).

30 hp/four levels; can topple onto foes.

You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.

A wall of iron is 1 inch thick per four caster levels. You can double the walls area by halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness and hardness 10. 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 25 + 2 per inch of thickness.

If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a DC 40 Strength check to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves. Any Large or smaller creature that fails takes 10d6 points of damage. The wall cannot crush Huge and larger creatures.

Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.

Sor/Wiz 7

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Amber Sarcophagus (M)
    Book of Exalted Deeds
  Sor/Wiz 7  
    General

Trap target in stasis sphere w/ hardness 5 and 10 hp/caster level.

Animate Breath
    SPC
  Sor/Wiz 7  
    General

Your breath weapon becomes an elemental.

Antimagic Aura
    Magic of Faerun
  Sor/Wiz 7  
    General

Antimagic field that affects one creature.

Antimagic Ray (M)
    SPC
  Sor/Wiz 7  
    General

Target loses all magical powers.

Greater Arcane Sight
Divination 1 standard action SRD
- Beguiler 7, Sor/Wiz 7 V, S
1 min./level (D) Personal 30 minutes
Target: You

As arcane sight, but also reveals magic effects on creatures and objects.

This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.

You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. 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 + one-half caster level for a nonspell effect.)

If you look at a specific creature within 120 feet of you, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.

This spell cannot be made permanent with a permanency spell.

Arrow of Bone (M)
    SPC
  Sor/Wiz 7  
    General

Creates a killer missile or thrown weapon, or deals 3d6 +1 (max +20) damage on successful save.

Banishment
Abjuration 1 standard action SRD
Will negates - Yes APeace 6, Arc 6, Balance 6, Clr 6, Exorcism 6, Portal 6, Retribution 6, Shu 6, Sor/Wiz 7 V, S, F
Instant Close General
Targets: One or more extraplanar creatures, no two of which can be more than 30 ft. apart

Banishes 2 HD/level of extraplanar creatures.

A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.

You can improve the spells chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the targets spell resistance (if any), the saving throw DC increases by 2.

Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).

Bite of the Werebear
    SPC
  Arc 6, Drd 6, Sor/Wiz 7  
    General

You become enhanced such as that of a brown bear.

Changestones (F)
    Underdark
  Arc 7, Drd 7, Sor/Wiz 7  
    General

Prepared stones become liths.

Channel Celestial
    Book of Exalted Deeds
  Sanctified 7  
    General

Gain supernatural and spell-like abilities, spells, mental stats-5, and skills of a willing celestial of 12 HD or less.

Constricting Chains (F)
    Book of Exalted Deeds
  Sanctified 7  
    General

Chains (AC 20 hp 5/level (max 100), DR 10/magic, energy immune) entangle target and deal 3d6 nonlethal damage. Strength check DC 32 break or Escape Artist DC 40 (1 minute) to get free.

Control Undead
Necromancy 1 standard action SRD
Will negates - Yes Arc 7, Blg 7, Necro 7, Sor/Wiz 7, Undeath 7 V, S, M
1 min./level Close 30 minutes
Targets: Up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart

Undead don't attack you while under your command.

This spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.

Intelligent undead creatures remember that you controlled them.

Control Weather
Transmutation 10 minutes; see text SRD
None - No Air 7, APeace 7, Arc 7, Blg 7, Clr 7, Cold 7, Drd 7, Shu 6, Sor/Wiz 7, Storm 7, Summer 7, Weather 7, Winter 7, Wuj 6 V, S
4d12 hours; see text 2 miles General
Area: 2-mile-radius circle, centered on you; see text

Changes weather in local area.

You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in.

SeasonPossible Weather
Spring Tornado, thunderstorm, sleet storm, or hot weather
Summer Torrential rain, heat wave, or hailstorm
Autumn Hot or cold weather, fog, or sleet
Winter Frigid cold, blizzard, or thaw
Late winter Hurricane-force winds or early spring (coastal area)

You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weatherwhere lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.

Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.

A druid casting this spell doubles the duration and affects a circle with a 3-mile radius.

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.

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.

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

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

Eladrin Form
    Book of Exalted Deeds
  Sor/Wiz 7  
    General

You become an incorporeal globe.

Emerald Flame Fist
    SPC
  Sor/Wiz 7  
    General

You can transfer a burning aura to a subject dealing 3d6 +1/level (max +20) fire damage per round.

Energy Immunity
    SPC
  Arc 6, Clr 6, Drd 6, Sor/Wiz 7, Wuj 7  
    24 hours

Subject is immune to damage from one kind of energy.

Energy Transformation Field (M) (XP)
    SPC
  Sor/Wiz 7  
    General

Area absorbs magic energy to power a predetermined spell.

Ethereal Jaunt
Transmutation 1 standard action SRD
- APeace 7, Arc 7, Beguiler 7, Clr 7, Sor/Wiz 7, Wuj 7 V, S
1 round/level (D) Personal 30 minutes
Target: You

You become ethereal for 1 round/level.

You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you return to material existence.

An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.

Force effects and abjurations affect an ephemeral creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.

Treat other ethereal creatures and ethereal objects as if they were material.

If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.

Expeditious Excavation (M) (F)
    Far Corners of the World
  Sor/Wiz 7  
    General

Clear pathway of loose stone, sand, gravel, or other lightweight rubble into a tunnel.

Fey Ring (XP)
    Far Corners of the World
  Arc 7, Brd 6, Clr 7, Drd 6, Sor/Wiz 7  
    General

Call a Fey creature that may or may not help you.

Finger of Death
Necromancy [Death] 1 standard action SRD
Fortitude partial - Yes Arc 6, Blg 6, Drd 8, Sor/Wiz 7, Wmg 7 V, S
Instant Close General
Target: One living creature

Kills one subject.

You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25).

The subject might die from damage even if it succeeds on its saving throw.

Forcecage (M)
Evocation [Force] 1 standard action SRD
None - No Craft 8, Force 7, Sor/Wiz 7 V, S, M
2 hours/level (D) Close General
Area: Barred cage (20-ft. cube) or windowless cell (10-ft. cube)
Materials: Ruby dust worth 1,500 gp, which is tossed into the air and disappears when you cast the spell.

Cube or cage of force imprisons all inside.

This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).

Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.

Like a wall of force spell, a forcecage resists dispel magic, but it is vulnerable to a disintegrate spell, and it can be destroyed by a sphere of annihilation or a rod of cancellation.

Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can't attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.

Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides.

Grasping Hand
Evocation [Force] 1 standard action SRD
None - Yes Sor/Wiz 7, Strength 7, Tyranny 7 V, S, F/DF
1 round/level (D) Medium General
Effect: 10-ft. hand

Large hand provides cover, pushes, or grapples.

This spell functions like interposing hand, except the hand can also grapple one opponent that you select. The grasping hand gets one grapple attack per round.

Its attack bonus to make contact equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for the hands Strength score (31), -1 for being Large. Its grapple bonus is this same figure, except with a +4 modifier for being Large instead of -1. The hand holds but does not harm creatures it grapples.

Directing the spell to a new target is a move action.

The grasping hand can also bull rush an opponent as forceful hand does, but at a +16 bonus on the Strength check (+10 for Strength 35, +4 for being Large, and a +2 bonus for charging, which it always gets), or interpose itself as interposing hand does.

Clerics who cast this spell name it for their deities.

Hide from Dragons
    SPC
  Asn 4, Brd 5, Hoard 4, Sor/Wiz 7  
    General

Dragons can't perceive one subject/two levels.

Hiss of Sleep
    SPC
  Sor/Wiz 7  
    General

You induce comatose slumber in targets.

Mass Hold Person
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates; see text - Yes Beguiler 7, Sor/Wiz 7 V, S, F/DF
1 round/level (D); see text Medium General
Targets: One or more humanoid creatures, no two of which can be more than 30 ft. apart

As hold person, but all within 30 ft.

The subjects become paralyzed and freeze in place. They are aware and breathe normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)

A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

Ice Claw Prison
    Magic of Faerun
  Sor/Wiz 7  
    General

Ice claw grapples and deals normal and cold damage.

Insanity
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Charm 7, Corruption 7, Madness 7, Moon 7, Sor/Wiz 7 V, S
Instant Medium General
Target: One living creature

Subject suffers continuous confusion.

The affected creature suffers from a continuous confusion effect, as the spell.

Remove curse does not remove insanity. restoration, Greater, heal, limited wish, miracle, or wish can restore the creature.

Instant Summons (M)
Conjuration (Summoning) 1 standard action SRD
None - No Rune 7, Sor/Wiz 7 V, S, M
Permanent until discharged See text General
Target: One object weighing 10 lb. or less whose longest dimension is 6 ft. or less
Materials: A sapphire worth at least 1,000 gp.

Prepared object appears in your hand.

You call some nonliving item from virtually any location directly to your hand.

First, you must place your arcane mark on the item. Then you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem. The item appears instantly in your hand. Only you can use the gem in this way.

If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.

The inscription on the gem is invisible. It is also unreadable, except by means of a read magic spell, to anyone but you.

The item can be summoned from another plane, but only if no other creature has claimed ownership of it.

Mass Invisibility
Illusion (Glamer) 1 standard action SRD
Will negates (harmless) or Will negates (harmless, object) - Yes (harmless) or Yes (harmless, object) Arc 7, Beguiler 7, Shu 7, Sor/Wiz 7 V, S, M
1 min./level (D) Long 30 minutes
Targets: Any number of creatures, no two of which can be more than 180 ft. apart

As invisibility, but affects all in range.

This spell functions like invisibility, except that the effect is mobile with the group and is broken when anyone in the group attacks. Individuals in the group cannot see each other. The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. (If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.)

Ironguard (F)
    SPC
  Sor/Wiz 7  
    General

Subject becomes immune to both magical and mundane metal.

Kiss of the Vampire (M)
    SPC
  Sor/Wiz 7  
    General

You gain vampire-like supernatural abilities, but are vulnerable to attacks that harm undead.

Limited Wish (XP)
Universal 1 standard action SRD
None; see text - Yes Sin-E 7, Sor/Wiz 7, Spell 7, Wuj 7 V, S, XP
See text See text General
Target; Effect; or Area: See text
XP Cost: 300 XP or more (see above).

Alters reality within spell limits.

A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things.

Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell is not of a school prohibited to you.

Duplicate any other spell of 5th level or lower, provided the spell is not of a school prohibited to you.

Duplicate any sorcerer/wizard spell of 5th level or lower, even if its of a prohibited school.

Duplicate any other spell of 4th level or lower, even if its of a prohibited school.

Undo the harmful effects of many spells, such as geas/quest or insanity.

Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw.

A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a limited wish duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component.

Mage's Magnificent Mansion (F)
Conjuration (Creation) 1 standard action SRD
None - No Community 8, Feast 7, Sor/Wiz 7, Trade 7 V, S, F/DF
2 hours/level (D) Close 6 hours
Effect: Extradimensional mansion, up to three 10-ft. cubes/level (S)
Focus: A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon (each item worth 5 gp).

Door leads to extradimensional mansion.

You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you desire to the limit of the spells effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.

Mage's Sword (F)
Evocation [Force] 1 standard action SRD
None - Yes Sor/Wiz 7, Wmg 7 V, S, F
1 round/level (D) Close General
Effect: One sword
Focus: A miniature platinum sword with a grip and pommel of copper and zinc. It costs 250 gp to construct.

Floating magic blade strikes opponents.

This spell brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19-20 and a critical multiplier of x2.

The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers.

Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round's target.

The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation , or a rod of cancellation affects it. The swords AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).

If an attacked creature has spell resistance, the resistance is checked the first time Mage's sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.

Phase Door
Conjuration (Creation) 1 standard action SRD
None - No Beguiler 7, Sor/Wiz 7, Travel 8 V
1 usage/2 levels 0 ft. 12 hours
Effect: Ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per three levels

Creates an invisible passage through wood or stone.

This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The phase door is invisible and inaccessible to all creatures except you, and only you can use the passage. You disappear when you enter the phase door and appear when you exit. If you desire, you can take one other creature (Medium or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can you see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing or similar magic reveals the presence of a phase door but does not allow its use.

A phase door is subject to dispel magic. If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a passwall effect.

You can allow other creatures to use the phase door by setting some triggering condition for the door. Such conditions can be as simple or elaborate as you desire. They can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify.

Phase door can be made permanent with a permanency spell.

Phoenix Fire (F)
    Book of Exalted Deeds
  Sanctified 7  
    General

Evil creatures take 2d6 damage/caster level as you immolate yourself.

Plane Shift
Conjuration (Teleportation) 1 standard action SRD
Will negates - Yes APeace 5, Arc 5, Clr 5, Sor/Wiz 7 V, S, F
Instant Touch General
Target: Creature touched, or up to eight willing creatures joining hands

As many as eight subjects travel to another plane.

You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination.

Note: Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back.

Power Word Blind
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
None - Yes Arc 8, Beguiler 7, Darkness 8, Shu 8, Slime 8, Sor/Wiz 7, War 7, Wuj 7 V
See text Close General
Target: One creature with 200 hp or less

Blinds creature with 200 hp or less.

You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the targets current hit point total. Any creature that currently has 201 or more hit points is unaffected by power word blind.

Hit Points, Duration

50 or less, Permanent

51-100, 1d4+1 minutes

101-200, 1d4+1 rounds

Prismatic Spray
Evocation 1 standard action SRD
See text - Yes Sor/Wiz 7, Wmg 7 V, S
Instant 60 ft. General
Area: Cone-shaped burst

Rays hit subjects with variety of effects.

This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.

1d8 Color of Beam Effect
1 Red 20 points fire damage (Reflex half)
2 Orange 40 points acid damage (Reflex half)
3 Yellow 80 points electricity damage (Reflex half)
4 Green Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead)
5 Blue Turned to stone (Fortitude negates)
6 Indigo Insane, as insanity spell (Will negates)
7 Violet Sent to another plane (Will negates)
8 Struck by two rays; roll twice more, ignoring any 8 results.
Project Image (M)
Illusion (Shadow) 1 standard action SRD
Will disbelief (if interacted with) - No Beguiler 7, Brd 6, Illusion 7, Sor/Wiz 7 V, S, M
1 round/level (D) Medium General
Effect: One shadow duplicate
Materials: A small replica of you (a doll), which costs 5 gp to create.

Illusory double can talk and cast spells.

You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action).

You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your body is considered blinded and deafened.

If you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you. The projected image can't cast any spells on itself except for illusion spells. The spells affect other targets normally, despite originating from the projected image.

Objects are affected by the projected image as if they had succeeded on their Will save.

You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, teleport, plane shift, or a similar spell that breaks your line of effect, even momentarily, the spell ends.

Greater Psychic Turmoil
Abjuration 1 standard action SRD
Will partial; see text - Yes Arc 7, Clr 7, Sor/Wiz 7 V, S, M
1 round/level Close General
Area: 40-ft.-radius emanation centered on a point in space

As psychic turmoil, but you gain power points as temporary hit points.

As psychic turmoil, except you gain 1 temporary hit point for each power point the spell takes from a psionic creature. The temporary hit points last for 1 hour.

Radiant Assault (F)
    Dragon 322
  Arc 7, Clr 7, Sor/Wiz 7  
    General

Light burst deals nonlethal damage and dazes creatures.

Rain of Embers
    Book of Exalted Deeds
  Sanctified 7  
    General

Rain of divine fire deals 10d6 damage per round to evil creatures.

Final Rebuke
    SPC
  Sor/Wiz 7  
    General

As rebuke except the target must save or die.

Reverse Gravity
Transmutation 1 standard action SRD
None; see text - No Arc 8, Drd 8, Sky 7, Sor/Wiz 7 V, S, M/DF
1 round/level (D) Medium General
Area: Up to one 10-ft. cube per two levels (S)

Objects and creatures fall upward.

This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.

Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.

Righteous Glare
    Book of Exalted Deeds
  Arc 7, Clr 7, Sor/Wiz 7  
    General

Your gaze attack kills evil creatures with less than 5 HD, causes fear in others.

Ruby Ray of Reversal (M)
    PGtF
  Sor/Wiz 7  
    General

Ray negates magical or mundane hazards.

Greater Scrying
Divination (Scrying) 1 standard action SRD
Will negates - Yes APeace 7, Arc 7, Brd 6, Clr 7, Drd 7, Dream 7, Oracle 7, Planning 7, Shu 7, Sor/Wiz 7, Wuj 7 V, S
1 hour/level See text 6 hours
Effect: Magical sensor

As scrying, but faster and longer.

This spell functions like scrying. Additionally, all of the following spells function reliably through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues.

Sequester
Abjuration 1 standard action SRD
None or Will negates (object) - No or Yes (object) Sin-A 7, Sor/Wiz 7, Wealth 7 V, S, M
1 day/level (D) Touch 24 hours
Target: One willing creature or object (up to a 2-ft. cube/level) touched

Subject is invisible to sight and scrying; renders creature comatose.

When cast, this spell not only prevents divination spells from working to detect or locate the creature or object affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled.

Note: The Will save prevents an attended or magical object from being sequestered. There is no save to see the sequestered creature or object or to detect it with a divination spell.

Greater Shadow Conjuration
Illusion (Shadow) 1 standard action SRD
Will disbelief (if interacted with); varies; see text - Yes; see text Shadow 7, Sor/Wiz 7 V, S
See text See text General
See text: See text

As shadow conjuration, but up to 6th level and 60% real.

This spell functions like shadow conjuration, except that it can duplicate any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower. The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers.

Simulacrum (M) (XP)
Illusion (Shadow) 12 hours SRD
None - No Sin-E 8, Sor/Wiz 7 V, S, M, XP
Instant 0 ft. General
Effect: One duplicate creature
Materials: The spell is cast over the rough snow or ice form, and some piece of the creature to be duplicated must be placed inside. The spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created.
XP Cost: 100 XP per HD of the simulacrum to be created (minimum 1,000 XP).

Creates partially real double of a creature.

Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only one-half of the real creatures levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can't create a simulacrum of a creature whose Hit Dice or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster's Disguise check) or a DC 20 Sense Motive check.

At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.

Spell Matrix (F)
    SPC
  Sor/Wiz 7  
    1 hour

Stores up to two spells of 3rd level or lower to be released later.

Spell Turning
Abjuration 1 standard action SRD
- Arc 7, Beguiler 7, Endurance 8, Luck 7, Magic 7, Meditation 7, Retribution 7, Shu 7, Sor/Wiz 7 V, S, M/DF
10 min./level or until expended Personal 4 hours
Target: You

Reflect 1d4+6 spell levels back at caster.

Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.

From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.

When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected.

If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created.

Roll randomly to determine the result.

d%Effect
01-70 Spell drains away without effect.
71-80 Spell affects both of you equally at full effect.
81-97 Both turning effects are rendered nonfunctional for 1d4 minutes.
98-100 Both of you go through a rift into another plane.
Statue
Transmutation 1 round SRD
Will negates (harmless) - Yes (harmless) Arc 7, Shu 7, Sor/Wiz 7, Wuj 7 V, S, M
1 hour/level (D) Touch 6 hours
Target: Creature touched

Subject can become a statue at will.

A statue spell turns the subject to solid stone, along with any garments and equipment worn or carried. In statue form, the subject gains hardness 8. The subject retains its own hit points.

The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual's body. Chipping is equal to a mere scratch, but breaking off one of the statue's arms constitutes serious damage.

The subject of a statue spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires, as long as the spell duration is in effect.

Greater Stone Shape
    Underdark
  Arc 5, Clr 5, Drd 5, Sor/Wiz 7  
    6 hours

Sculps 10 cu. ft. + 10 cu. ft./level of stone into any shape.

Greater Stunning Breath
    Draconomicon
  Sor/Wiz 7  
    General

Your breath weapon also stuns creatures for 2d4 rounds.

Summon Monster VII
Conjuration (Summoning) 1 round SRD
None - No Arc 7, Clr 7, Sor/Wiz 7, Summoner 7, Wuj 7 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list (summon monster VI), or 1d4+1 creatures of the same kind from a lower-level list (summon monster I, summon monster II, summon monster III, summon monster IV, summon monster V).
Summon Monster Alignment
Celestial elephant LG
Avoral (guardinal) NG
Celestial baleen whale (1) NG
Djinni (genie) CG
Huge Elemental (any) N
Huge Air Elemental N
Huge Earth Elemental N
Huge Fire Elemental N
Huge Water Elemental N
Invisible stalker N
Bone Devil LE
Fiendish megaraptor LE
Fiendish Huge monstrous scorpion NE
Babau (demon) CE
Fiendish giant octopus 1 CE
Fiendish girallon CE

1) May be summoned only into an aquatic or watery environment.

Sword of Darkness (M)
    Complete Arcane
  Sor/Wiz 7, Wuj 7  
    General

As sword of deception, except you cause a black blade of pure negative energy to appear and attack opponents at a distance, as directed by you.

Symbol of Stunning (M)
Enchantment (Compulsion) [Mind-Affecting] 10 minutes SRD
Will negates - Yes Arc 7, Clr 7, Sor/Wiz 7, Wuj 7 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.

Triggered rune stuns nearby creatures.

This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of stunning causes all creatures within 60 feet of the symbol (treat as a burst) to be stunned for 1d6 rounds. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level. Any creature that enters the area while the symbol of stunning is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.

Until it is triggered, the symbol of stunning is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of stunning must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of stunning ineffective, unless a creature removes the covering, in which case the symbol of stunning works normally.

As a default, a symbol of stunning is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of stunning cant trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of stunnings triggering conditions cannot be changed.

In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of stunning to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of stunning offensively; for instance, a touch-triggered symbol of stunning remains untriggered if an item bearing the symbol of stunning is used to touch a creature. Likewise, a symbol of stunning cannot be placed on a weapon and set to activate when the weapon strikes a foe.

You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of stunning can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify.

When scribing a symbol of stunning, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular runes effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.

You also can attune any number of creatures to the symbol of stunning, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of stunning cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of stunning, and thus always ignore the effects and cannot inadvertently trigger them.

Read magic allows you to identify a symbol of stunning with a DC 19 Spellcraft check. Of course, if the symbol of stunning is set to be triggered by reading it, this will trigger the symbol.

A symbol of stunning can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of stunning. Destruction of the surface where a symbol of stunning is inscribed destroys the symbol but also triggers it.

Symbol of stunning can be made permanent with a permanency spell. A permanent symbol of stunning that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal.

Note: Magic traps such as symbol of stunning are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of stunning and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of stunning.

Symbol of Weakness (M)
Necromancy 10 minutes SRD
Fortitude negates - Yes Arc 7, Clr 7, Sor/Wiz 7, Wuj 7 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.

Triggered rune weakens nearby creatures.

This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of weakness causes all creatures within 60 feet of the symbol (treat as a burst) to suffer crippling weakness that deals 3d6 points of strength damage. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level. Any creature that enters the area while the symbol of weakness is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.

Until it is triggered, the symbol of weakness is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of weakness must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of weakness ineffective, unless a creature removes the covering, in which case the symbol of weakness works normally.

As a default, a symbol of weakness is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of weakness cant trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of weaknesss triggering conditions cannot be changed.

In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of weakness to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of weakness offensively; for instance, a touch-triggered symbol of weakness remains untriggered if an item bearing the symbol of weakness is used to touch a creature. Likewise, a symbol of weakness cannot be placed on a weapon and set to activate when the weapon strikes a foe.

You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of weakness can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify.

When scribing a symbol of weakness, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular runes effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.

You also can attune any number of creatures to the symbol of weakness, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of weakness cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of weakness, and thus always ignore the effects and cannot inadvertently trigger them.

Read magic allows you to identify a symbol of weakness with a DC 19 Spellcraft check. Of course, if the symbol of weakness is set to be triggered by reading it, this will trigger the symbol.

A symbol of weakness can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of weakness. Destruction of the surface where a symbol of weakness is inscribed destroys the symbol but also triggers it.

Symbol of weakness can be made permanent with a permanency spell. A permanent symbol of weakness that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal.

Note: Magic traps such as symbol of weakness are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of weakness and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of weakness.

Synostodweomer
    Magic of Faerun
  Sor/Wiz 7  
    General

Channel a spell into positive energy to cure 1d6/spell level.

Teleport Object
Conjuration (Teleportation) 1 standard action SRD
Will negates (object) - Yes (object) Arc 7, Greed 7, Shu 7, Sor/Wiz 7, Wuj 7 V
Instant Personal and touch 4 hours
Target: One touched object of up to 50 lb/level and 3 cu. ft/level

As teleport, but affects a touched object.

This spell functions like teleport, except that it teleports an object, not you. Creatures and magical forces cannot be teleported.

If desired, the target object can be sent to a distant location on the Ethereal Plane. In this case, the point from which the object was teleported remains faintly magical until the item is retrieved. A successful targeted dispel magic spell cast on that point brings the vanished item back from the Ethereal Plane.

Greater Teleport
Conjuration (Teleportation) 1 standard action SRD
None and Will negates (object) - No and Yes (object) Arc 8, Shu 8, Sor/Wiz 7, Travel 7, Wuj 7 V
Instant Personal and touch 4 hours
Targets: You and touched objects or other touched willing creatures

As teleport, but no range limit and no off-target arrival.

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.

Mass Teleport
    Magic of Faerun
  Sor/Wiz 7  
    4 hours

As teleport, but more weight and you don't have to go.

Monthly Temporary Soul Binding (M)
Conjuration (Teleportation) 2 minutes ATB
Will negates (harmless, object) - No Arc 7, Clr 7, Drd 7, Sor/Wiz 7 V, S, M
2 days/level or until discharged Touch General
Targets: 1 Creature and 1 item
Materials: A red colored gem valued at least 1000gp

As Temporary Soul Binding, except 2 days/level.

As Temporary Soul Binding, except 2 days/level.

Tomb of Light (M)
    Book of Exalted Deeds
  Arc 7, Clr 7, Sor/Wiz 7  
    General

Entraps and harms evil extraplanar creatures.

Vipergout
    PGtF
  Scalykind 7, Sor/Wiz 7  
    General

You spit forth celestial or fiendish vipers that attack your foes.

Vision (M) (XP)
Divination 1 standard action SRD
- Fate 7, Sor/Wiz 7 V, S, M, XP
See text Personal 6 hours
Target: You
Materials: Incense worth at least 250 gp.
XP Cost: 100 XP

As legend lore, but quicker and strenuous.

This spell functions like legend lore, except that it works more quickly but produces some strain on you. You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 +1 per caster level; maximum +25) against DC 20. If only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete. If only rumors are known, the DC is 30, and the information gained is vague.

Volcanic Storm (M)
    Far Corners of the World
  Sor/Wiz 7  
    General

Wind, Rocks, and lava sweep an area.

Waves of Exhaustion
Necromancy [Negative] 1 standard action SRD
None - Yes Arc 8, Blg 8, Sin-S 8, Sor/Wiz 7, Suffering 7, Wmg 7 V, S
Instant 60 ft. General
Area: Cone-shaped burst

Several targets become exhausted.

Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted.

Sor/Wiz 8

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Antipathy
Enchantment (Compulsion) [Mind-Affecting] 1 hour SRD
Will partial - Yes Arc 6, Blg 6, Blg 9, Drd 9, Elf 9, Hatred 8, Mental 7, Shu 9, Sin-A 9, Sor/Wiz 8, Wealth 9, Wuj 8 V, S, M/DF
2 hours/level (D) Close General
Target: One location (up to a 10-ft. cube/level) or one object

Object or location affected by spell repels certain creatures.

You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named.

Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item.

A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points.

Antipathy counters and dispels sympathy.

Axiomatic Creature (M) (XP)
    Book of Exalted Deeds
  Arc 8, Clr 8, Sor/Wiz 8  
    General

Transforms creature into an axiomatic creature.

Greater Bestow Curse
    SPC
  Arc 7, Clr 7, Dem 4, Destiny 7, Sor/Wiz 8  
    General

As bestow curse, but more severe penalties.

Binding (M)
Enchantment (Compulsion) [Mind-Affecting] 1 minute SRD
Will negates; see text - Yes Arc 8, Shu 8, Sor/Wiz 8 V, S, M
See text (D) Close General
Target: One living creature
Materials: Opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured.

Utilizes an array of techniques to imprison a creature.

A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least one-half your caster level.

You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases by 1. For each assistant who casts dominate animal, dominate person, or dominate monster, your caster level for this casting of binding increases by a number equal to one-third of that assistant's level, provided that the spell's target is appropriate for a binding spell. Since the assistants' spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants' spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding spells are dismissible.

Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or alignment but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don't qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.

If you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap. If you do so, the target gets a saving throw at the end of the first spell's duration, even if your caster level was high enough to disallow an initial saving throw. If the creature succeeds on this save, all the binding spells it has received are broken.

The binding spell has six versions. Choose one of the following versions when you cast the spell.

Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The duration is one year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell.

Slumber: This version causes the subject to become comatose for as long as one year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is more difficult to cast than chaining, making it slightly easier to resist. Reduce the spell's save DC by 1.

Bound Slumber: This combination of chaining and slumber lasts for as long as one month per caster level. Reduce the save DC by 2.

Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. Reduce the save DC by 3.

Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4.

Minimus Containment: The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4.

You can't dispel a binding spell with dispel magic or a similar effect, though an antimagic field or Mage's disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect.

Components: The components for a binding spell vary according to the version of the spell, but they always include a continuous chanting utterance read from the scroll or spellbook page containing the spell, somatic gestures, and materials appropriate to the form of binding used. These components can include such items as miniature chains of special metals, soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal, and the like.

In addition to the specially made props suited to the specific type of binding (cost 500 gp), the spell requires opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured.

Blackfire
    SPC
  Sor/Wiz 8  
    General

Negative energy fire burns at the life force of a living creature dealing 1d4 constitution damage/round.

Blackstaff
    Magic of Faerun
  Sor/Wiz 8  
    General

Greatly enhances staff or quarterstaff

Mass Charm Monster
Enchantment (Charm) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Brd 6, Sin-P 9, Sor/Wiz 8, Tyranny 8 V
1 day/level Close 1 hour
Targets: One or more creatures, no two of which can be more than 30 ft. apart

As charm monster, but all within 30 ft.

This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.

This charm makes a creature regard you as its trusted friend and ally (treat the targets 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 creature 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 wouldnt 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 creature breaks the spell. You must speak the persons language to communicate your commands, or else be good at pantomiming.

Clenched Fist
Evocation [Force] 1 standard action SRD
None - Yes Duskblade 5, Sor/Wiz 8, Strength 8 V, S, F/DF
1 round/level (D) Medium General
Effect: 10-ft. hand

Large hand provides cover, pushes, or attacks your foes.

This spell functions like interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.

The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +11 for the hands Strength score (33), 1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spells save DC) or be stunned for 1 round. Directing the spell to a new target is a move action.

The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +15 bonus on the Strength check.

Clerics who cast this spell name it for their deities.

Clone (M) (F)
Necromancy 10 minutes SRD
None - No Sor/Wiz 8 V, S, M, F
Instant 0 ft. General
Effect: One clone
Focus: Special laboratory equipment (cost 500 gp).
Materials: The piece of flesh and various laboratory supplies (cost 1,000 gp).

Duplicate awakens when original dies.

This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original's physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.

To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature's living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.

When the clone is completed, the original's soul enters it immediately, if that creature is already dead. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level character). If this Constitution adjustment would give the clone a Constitution score of 0, the spell fails. If the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is one level below the level at which the original died.

The spell duplicates only the originals body and mind, not its equipment.

A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.

Create Greater Undead (M)
Necromancy [Evil] 1 hour SRD
None - No Arc 8, Clr 8, Death 8, Pestilence 8, Sor/Wiz 8, Undeath 8 V, S, M
Instant Close General
Target: One corpse
Materials: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse.

Create shadows, wraiths, spectres, or devourers.

A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.

Caster LevelUndead Created
15th or lowerShadow
16th - 17thWraith
18th - 19thSpectre
20th or higherDevourer

You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.

This spell must be cast at night.

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.

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.

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.

Dragon Cloud
    Book of Exalted Deeds
  Sanctified 8  
    General

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

Earth Glide
    Races of Stone
  Arc 8, Drd 8, Sor/Wiz 8  
    5 minutes

Grants the ability to move through earth and stone like an earth elemental

Excavate
    SPC
  Sor/Wiz 8  
    6 hours

Creates a permanent passage in earth and walls.

Flensing
    SPC
  Sor/Wiz 8  
    General

Trauma deals 2d6 damage plus 1d6 Cha and Con damage.

Ghostform
    Complete Arcane
  Sor/Wiz 8  
    General

You become incorporeal.

Heart of Stone (F) (XP)
    SPC
  Sor/Wiz 8  
    General

You gain DR 5/- and resist energy 5 vs cold, fire, and electricity. Healing slows and requires caster level checks (DC 10 + your caster level)

Horrid Wilting
Necromancy 1 standard action SRD
Fortitude half - Yes Arc 8, Blg 8, Decay 8, Necro 8, Sor/Wiz 8, Suffering 8, Thirst 8, Water 8, Watery Death 8, Wmg 8, Wuj 8 V, S, M/DF
Instant Long General
Targets: Living creatures, no two of which can be more than 60 ft. apart

Deals 1d6/level damage within 30 ft.

This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).

Imbue Guardian
    BoEM
  Sor/Wiz 8  
    General

A guardian gains bonuses to a 100-foot radius area.

Incendiary Cloud
Conjuration (Creation) [Fire] 1 standard action SRD
Reflex half; see text - No Arc 8, Blg 9, Fire 8, Shu 8, Sor/Wiz 8, Wmg 8, Wuj 8 V, S
1 round/level Medium General
Effect: Cloud spreads in 20-ft. radius, 20 ft. high

Cloud deals 4d6 fire damage/round.

An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage.

As with a cloudkill spell, the smoke moves away from you at 10 feet per round. Figure out the smokes new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainders spread thereafter.

As with fog cloud, wind disperses the smoke, and the spell can't be cast underwater.

Superior Invisibility
    SPC
  Sor/Wiz 8  
    5 minutes

As invisibility, greater, except you make no scent, sound, or image.

Iron Body
Transmutation 1 standard action SRD
- Earth 8, Endurance 9, Metal 8, Sor/Wiz 8 V, S, M/DF
1 min./level (D) Personal 30 minutes
Target: You

Your body becomes living iron.

This spell transforms your body into living iron, which grants you several powerful resistances and abilities.

You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.

You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can't use potions) or play wind instruments.

Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.

Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the oceanat least until the spell duration expires.

Irresistible Dance
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
None - Yes Brd 6, Gnome 8, Joy 9, Passion 8, Sor/Wiz 8 V
1d4+1 rounds Touch General
Target: Living creature touched

Forces subject to dance.

The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn.

Last Judgment
    Book of Exalted Deeds
  Arc 8, Clr 8, Sor/Wiz 8, Wrath 8  
    General

Evil creatures are struck dead and sent to Lower Planes.

Lightning Ring
    SPC
  Sor/Wiz 8  
    General

Ring of lightning gives you resistance to electricity 20, damages adjacent creatures, and emits two lightning bolts per round.

Maddening Whispers
    SPC
  Sor/Wiz 8  
    General

You induce confusion and madness in targets.

Mantle of Egregious Might (F)
    BoEM
  Sor/Wiz 8  
    1 hour

Grant +4 luck bonus to AC, Attacks, saves, and ability scores.

Mark of Death
    BoEM
  Sor/Wiz 8  
    6 hours

See Text

Maze
Conjuration (Teleportation) 1 standard action SRD
None - Yes Sor/Wiz 8 V, S
See text Close General
Target: One creature

Traps subject in extradimensional maze.

You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesnt escape, the maze disappears after 10 minutes, forcing the subject to leave.

On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell.

Mind Blank
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) Arc 8, Beguiler 8, Blg 8, Liberation 8, Meditation 8, Mental 8, Mind 8, Protection 8, Sor/Wiz 8, Trade 8, Wuj 8 V, S
1 day Close 12 hours
Target: One creature

Subject is immune to mental/emotional magic and scrying.

The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subjects mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.

Moment of Prescience
Divination 1 standard action SRD
- Beguiler 8, Competition 8, Destiny 8, Fate 8, Luck 8, Sor/Wiz 8, Time 7 V, S
1 hour/level or until discharged Personal 6 hours
Target: You

You gain insight bonus on single attack roll, check, or save.

This spell grants you a powerful sixth sense in relation to yourself. Once during the spells duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flatfooted). Activating the effect doesn't take an action; you can even activate it on another characters turn if needed. You must choose to use the moment of prescience before you make the roll it is to modify. Once used, the spell ends.

You can't have more than one moment of prescience active on you at the same time.

Phantasmal Thief
    Draconomicon
  Greed 8, Sor/Wiz 8  
    General

Creates an unseen force that steals from others.

Greater Planar Binding
Conjuration (Calling) 10 minutes SRD
Will negates - No and Yes; see text Hth 8, Sor/Wiz 8 V, S
Instant Close ; see text 24 hours
Targets: Up to three elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.

As lesser planar binding, but up to 18 HD.

Casting this spell attempts a dangerous act to lure a creature from another plane to a specifically prepared trap, which must lie within the spells range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.

To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individuals proper name in casting the spell.

The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap with by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure.

If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creatures Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.

Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.

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

Polar Ray
Evocation [Cold] 1 standard action SRD
None - Yes Cold 8, Duskblade 5, Sor/Wiz 8, Wmg 8 V, S, F/DF
Instant Close General
Effect: Ray

Ranged touch attack deals 1d6/level cold damage.

A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6).

Polymorph Any Object
Transmutation (Polymorph) 1 standard action SRD
Fortitude negates (object); see text - Yes (object) Commerce 9, Renewal 8, Sor/Wiz 8, Transformation 8, Trickery 8, Wuj 8 V, S, M/DF
See text Close 12 hours
Target: One creature, or one nonmagical object of up to 100 cu. ft./level

Changes any subject into anything else.

This spell functions like polymorph, except that it changes one object or creature into another. The duration of the spell depends on how radical a change is made from the original state to its enchanted state. The duration is determined by using the following guidelines.

Changed Subject Is:Increase to Duration Factor (1)
Same kingdom (animal, vegetable, mineral)+5
Same class (mammals, fungi, metals, etc.)+2
Same size+2
Related (twig is to tree, wolf fur is to wolf, etc.)+2
Same or lower Intelligence+2

1 Add all that apply. Look up the total on the next table.

Duration FactorDurationExample
0 20 minutes Pebble to human
2 1 hour Marionette to human
4 3 hours Human to marionette
5 12 hours Lizard to manticore
6 2 days Sheep to wool coat
7 1 week Shrew to manticore
9+ Permanent Manticore to shrew

Unlike polymorph, polymorph any object does grant the creature the Intelligence score of its new form. If the original form didn't have a Wisdom or Charisma score, it gains those scores as appropriate for the new form.

Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force.

A nonmagical object cannot be made into a magic item with this spell. Magic items aren't affected by this spell.

This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.

This spell can also be used to duplicate the effects of baleful polymorph, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud.

Power Word Stun
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
None - Yes Beguiler 8, Dream 8, Sor/Wiz 8, War 8, Wuj 8 V
See text Close General
Target: One creature with 150 hp or less

Stuns creature with 150 hp or less.

You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the targets current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun.

Hit Points, Duration

50 or less, 4d4 rounds

51-100, 2d4 rounds

101-150, 1d4 rounds

Primal Release
    BoEM
  Sor/Wiz 8  
    1 hour

Subject gains physical bonuses (+10, +2, +10, -6, -2, -6) and Base Attack bonus becomes +1/HD of subject and gains feats.

Prismatic Wall
Abjuration 1 standard action SRD
See text - See text Sor/Wiz 8, Wmg 8 V, S
10 min./level (D) Close General
Effect: Wall 4 ft./level wide, 2 ft./level high

Wall’s colors have array of effects.

Prismatic wall creates a vertical, opaque wall -- a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall.

The wall’s maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.

Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.

The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage's disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and dispel magic, greater cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.

Prismatic wall can be made permanent with a permanency spell.

ColorOrderEffect of ColorNegated By
Red1stStops nonmagical ranged weapons. Deals 20 points of fire damage (Reflex half).Cone of cold
Orange2ndStops magical ranged weapons. Deals 40 points of acid damage (Reflex half).Gust of wind
Yellow3rdStops poisons, gases, and petrification. Deals 80 points of electricity damage (Reflex half).Disintegrate
Green4thStops breath weapons. Poison (Kills; Fortitude partial for 1d6 points of Con damage instead).Passwall
Blue5thStops divination and mental attacks. Turned to stone (Fortitude negates).Magic missile
Indigo6thStops all spells. Will save or become insane (as insanity spell).Daylight
Violet7thEnergy field destroys all objects and effects.1 Creatures sent to another plane (Will negates).Dispel magic

1) The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).

Protection from Spells (M) (F)
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) Arc 8, Balance 8, Dwarf 8, Family 8, Magic 8, Shu 8, Sor/Wiz 8 V, S, M, F
10 min./level Touch 4 hours
Targets: Up to one creature touched per four levels
Focus: One 1,000 gp diamond per creature to be granted the protection. Each subject must carry one such gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.
Materials: A diamond of at least 500 gp value, which must be crushed and sprinkled over the targets.

Confers +8 resistance bonus.

The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).

Greater Prying Eyes
Divination 1 minute SRD
None - No Sor/Wiz 8 V, S, M
1 hour/level; see text (D) 1 mile General
Effect: Ten or more levitating eyes

As prying eyes, but eyes have true seeing.

This spell functions like prying eyes, except that the eyes can see all things as they actually are, just as if they had true seeing with a range of 120 feet. Thus, they can navigate darkened areas at full normal speed. Also, a greater prying eyes maximum Spot modifier is +25 instead of +15.

Restore Soul's Treasure
    Book of Exalted Deeds
  Sanctified 8  
    General

Restores a magic item destroyed by soul's treasure lost spell.

Scintillating Pattern
Illusion (Pattern) [Mind-Affecting] 1 standard action SRD
None - Yes Beguiler 8, Sor/Wiz 8, Wmg 8 V, S, M
Concentration + 2 rounds Close General
Effect: Colorful lights in a 20-ft.-radius spread

Twisting colors confuse, stun, or render unconscious.

A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. The spell affects each subject according to its Hit Dice.

6 or less: Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.)

7 to 12: Stunned for 1d4 rounds, then confused for 1d4 rounds.

13 or more: Confused for 1d4 rounds.

Sightless creatures are not affected by scintillating pattern.

Screen
Illusion (Glamer) 10 minutes SRD
None or Will disbelief (if interacted with); see text - No Arc 8, Beguiler 8, Gnome 7, Illusion 8, Shu 8, Sor/Wiz 8, Trickery 7, VDarkness 9 V, S
1 day Close 24 hours
Area: 30-ft. cube/level (S)

Illusion hides area from vision, scrying.

This spell combines several elements to create a powerful protection from scrying and direct observation. When casting the spell, you dictate what will and will not be observed in the spells area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed.

Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the illusion created.

Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.

Greater Shadow Evocation
Illusion (Shadow) 1 standard action SRD
Will disbelief (if interacted with) - Yes Shadow 8, Sor/Wiz 8 V, S
See text See text General
See text: See text

As shadow evocation, but up to 7th level and 60% real.

This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 7th level or lower. If recognized as a greater shadow evocation, a damaging spell deals only three-fifths (60%) damage.

Greater Shout
Evocation [Sonic] 1 standard action SRD
Fortitude partial or Reflex negates (object); see text - Yes (object) Brd 6, Sin-W 8, Sor/Wiz 8, Wmg 8 V, S, F
Instant 60 ft. General
Area: Cone-shaped burst

Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.

You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is stunned for 1 round and deafened for 4d6 rounds and takes 10d6 points of sonic damage. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 20d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.

Simbul's Skeletal Deliquescence
    Magic of Faerun
  Sor/Wiz 8  
    24 hours

Target becomes a soft-bodied oozelike creature.

Skeletal Guard (M)
    Magic of Faerun
  Sor/Wiz 8  
    General

Creates one skeleton/level that is resistant to turning.

Spell Engine (M) (XP)
    Magic of Faerun
  Sor/Wiz 8  
    General

Magical energy disk absorbs incoming spells.

Greater Stone Metamorphosis
    Underdark
  Arc 6, Clr 6, Drd 6, Sor/Wiz 8  
    General

Changes 10 cu. ft. + 10 cu. ft./level of stone into another type of stone.

Summon Monster VIII
Conjuration (Summoning) 1 round SRD
None - No Arc 8, Clr 8, Sor/Wiz 8, Wuj 8 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list (summon monster VII), or 1d4+1 creatures of the same kind from a lower-level list (summon monster I, summon monster II, summon monster III, summon monster IV, summon monster V, summon monster VI).
Summon Monster Alignment
Celestial dire bear LG
Celestial cachalot whale 1 NG
Celestial triceratops NG
Lillend CG
Greater Elemental (any) N
Greater Air Elemental N
Greater Earth Elemental N
Greater Fire Elemental N
Greater Water Elemental N
Fiendish giant squid 1 LE
Hellcat LE
Fiendish Colossal monstrous centipede NE
Fiendish dire tiger CE
Fiendish Gargantuan monstrous spider CE
Fiendish tyrannosaurus CE
Vrock (demon) CE

1) May be summoned only into an aquatic or watery environment.

Sunburst
Evocation [Light] 1 standard action SRD
Reflex partial; see text - Yes Arc 8, Drd 8, Elf 8, Purification 8, Shu 8, Sor/Wiz 8, Summer 8, Sun 8, Wmg 8 V, S, M/DF
Instant Long General
Area: 80-ft.-radius burst

Blinds all within 10 ft., deals 6d6 damage.

Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.

An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.

The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.

Sunburst dispels any darkness spells of lower than 9th level within its area.

Symbol of Death (M)
Necromancy [Death] [Ectomancy] 10 minutes SRD
Fortitude negates - Yes Arc 8, Clr 8, Sor/Wiz 8, Wuj 8 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp each.

Triggered rune slays nearby creatures.

This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death slays one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points worth of creatures, whichever comes first. Any creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.

Until it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally.

As a default, a symbol of death is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of death's triggering conditions cannot be changed.

In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of death to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of death offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the symbol of death is used to touch a creature. Likewise, a symbol of death cannot be placed on a weapon and set to activate when the weapon strikes a foe.

You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of death can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify.

When scribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular runes effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.

You also can attune any number of creatures to the symbol of death, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them.

Read magic allows you to identify a symbol of death with a DC 19 Spellcraft check. Of course, if the symbol of death is set to be triggered by reading it, this will trigger the symbol.

A symbol of death can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it.

Symbol of death can be made permanent with a permanency spell. A permanent symbol of death that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal.

Note: Magic traps such as symbol of death are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of death and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of death.

Symbol of Insanity (M)
Enchantment (Compulsion) [Mind-Affecting] 10 minutes SRD
Will negates - Yes Arc 8, Clr 8, Sor/Wiz 8, Wuj 8 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.

Triggered rune renders nearby creatures insane.

This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of insanity causes insanity on one or more creatures within 60 feet of the symbol (treat as a burst) . Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level. Any creature that enters the area while the symbol of insanity is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.

Until it is triggered, the symbol of insanity is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of insanity must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of insanity ineffective, unless a creature removes the covering, in which case the symbol of insanity works normally.

As a default, a symbol of insanity is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of insanity cant trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of insanitys triggering conditions cannot be changed.

In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of insanity to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of insanity offensively; for instance, a touch-triggered symbol of insanity remains untriggered if an item bearing the symbol of insanity is used to touch a creature. Likewise, a symbol of insanity cannot be placed on a weapon and set to activate when the weapon strikes a foe.

You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of insanity can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify.

When scribing a symbol of insanity, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular runes effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.

You also can attune any number of creatures to the symbol of insanity, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of insanity cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of insanity, and thus always ignore the effects and cannot inadvertently trigger them.

Read magic allows you to identify a symbol of insanity with a DC 19 Spellcraft check. Of course, if the symbol of insanity is set to be triggered by reading it, this will trigger the symbol.

A symbol of insanity can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of insanity. Destruction of the surface where a symbol of insanity is inscribed destroys the symbol but also triggers it.

Symbol of insanity can be made permanent with a permanency spell. A permanent symbol of insanity that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal.

Note: Magic traps such as symbol of insanity are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of insanity and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of insanity.

Sympathy (M)
Enchantment (Compulsion) [Mind-Affecting] 1 hour SRD
Will negates; see text - Yes Arc 9, Community 8, Drd 9, Greed 9, Joy 8, Sin-L 8, Sor/Wiz 8, Wuj 8 V, S, M
2 hours/level (D) Close General
Target: One location (up to a 10-ft. cube/level) or one object
Materials: 1,500 gp worth of crushed pearls and a drop of honey.

Object or location attracts certain creatures.

You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named.

Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or to possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6x10 minutes later. If this save fails, the affected creature attempts to return to the area or object.

Sympathy counters and dispels antipathy.

Telekinetic Sphere
Evocation [Force] 1 standard action SRD
Reflex negates (object) - Yes (object) Force 8, Sor/Wiz 8 V, S, M
1 min./level (D) Close General
Effect: 1-ft.-diameter/level sphere, centered around creatures or objects

As resilient sphere, but you move sphere telekinetically.

This spell functions like resilient sphere, with the addition that the creatures or objects inside the globe are nearly weightless. Anything contained within an telekinetic sphere weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents.

You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or the spells duration expires, or you begin concentrating again. If you cease concentrating (voluntarily or due to failing a Concentration check), you can resume concentrating on your next turn or any later turn during the spells duration.

The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.

You can move the sphere telekinetically even if you are in it.

Temporal Stasis (M)
Transmutation 1 standard action SRD
Fortitude negates - Yes Sor/Wiz 8 V, S, M
Permanent Touch General
Target: Creature touched
Materials: A powder composed of diamond, emerald, ruby, and sapphire dust with a total value of at least 5,000 gp.

Puts subject into suspended animation.

You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell).

Bimonthly Temporary Soul Binding (M) (XP)
Conjuration (Teleportation) 2 minutes ATB
Will negates (harmless, object) - No Arc 8, Clr 8, Drd 8, Sor/Wiz 8 V, S, M, XP
2 days/level Touch General
Target: 1 Creature and 1 item
Materials: A red colored gem valued at least 1000gp
XP Cost: 1000 XP

As Temporary Soul Binding, except 2 days/level and does not get discharged.

As Temporary Soul Binding, except 2 days/level and does not get discharged.

Transcribe Symbol
    PGtF
  Rune 8, Sor/Wiz 8  
    1 hour

Safely moves an untriggered magical symbol to another location.

Trap the Soul
Conjuration (Summoning) [Ectomancy] 1 standard action or see text SRD
See text - Yes; see text Sin-G 9, Sin-L 9, Sor/Wiz 8 V, S, M, F, text
Permanent; see text Close General
Target: One creature

Imprisons subject within gem.

Trap the soul forces a creatures life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.

Depending on the version selected, the spell can be triggered in one of two ways.

Spell Completion: First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject. This allows spell resistance (if any) and a Will save to avoid the effect. If the creatures name is spoken as well, any spell resistance is ignored and the save DC increases by 2. If the save or spell resistance is successful, the gem shatters.

Trigger Object: The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creatures soul in the trap. To use this method, both the creatures name and the trigger word must be inscribed on the trigger object when the gem is enspelled. A sympathy spell can also be placed on the trigger object. As soon as the subject picks up or accepts the trigger object, its life force is automatically transferred to the gem without the benefit of spell resistance or a save.

Material Note: . If the gem is not valuable enough, it shatters when the entrapment is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)

Wall of Greater Dispel Magic
    Underdark
  Arc 8, Brd 5, Clr 8, Drd 8, Sor/Wiz 8  
    5 minutes

Creatures passing through a transparent wall become subjects of targeted dispel magic, greater.

Wrathful Castigation
    Magic of Faerun
  Sor/Wiz 8  
    General

Target dies or may be dazed and -4 on all saves for 1 round/level.

Zajimarn's Field of Icy Razors (F)
    Magic of Faerun
  Sor/Wiz 8  
    5 minutes

Creatures in area take normal and cold damage, may be slowed.

Sor/Wiz 9

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Absorption
    SPC
  Sor/Wiz 9, Wuj 9  
    General

You absorb 1d4+6 spell levels directed at you.

Arcana Form
    BoEM
  Sor/Wiz 9  
    1 hour

Become incorporeal and cast spells with your hit points and constitution.

Armageddon
    Book of Exalted Deeds
  Sanctified 9  
    General

Summon 2d4 avorals rnd 1, a ghaele eladrin rnd 3, and an astral deva rnd 5.

Astral Projection (M)
Necromancy [Ectomancy] 30 minutes SRD
None - Yes APeace 9, Arc 9, Clr 9, Meditation 9, Mental 9, Sin-S 9, Sor/Wiz 9, Travel 9, Wuj 9 V, S, M
See text Touch General
Targets: You plus one additional willing creature touched per two caster levels
Materials: A jacinth worth at least 1,000 gp, plus a silver bar worth 5 gp for each person to be affected.

Projects you and companions onto Astral Plane.

By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether.

You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.

You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.

While you are on the Astral Plane, your astral body is connected at all times to your physical body by a silvery cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.

You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).

Black Blade of Disaster
    SPC
  Sor/Wiz 9  
    General

Floating magic weapon deals damage and may disintegrate targets.

Blinding Glory
    Book of Exalted Deeds
  Sor/Wiz 9  
    General

Create light as daylight in a 100 ft/level radius burst that blinds evil creatures.

Breath Weapon Admixture
    SPC
  Sor/Wiz 9  
    General

Your breath weapon also deals a second type of damage.

Breath Weapon Admixture
    SPC
  Sor/Wiz 9  
    General

Your breath weapon also deals a second type of damage.

Chain Contingency (F)
    Tome and Blood
  Sor/Wiz 9  
    General

As contingency except up to three spells.

Greater Channel Celestial
    Book of Exalted Deeds
  Sanctified 9  
    General

Gain supernatural and spell-like abilities, spells, mental stats -5, and skills of a willing celestial of 12 HD or less.

Crushing Hand
Evocation [Force] 1 standard action SRD
None - Yes Force 9, Sor/Wiz 9, Strength 9 V, S, M, F/DF
1 round/level (D) Medium General
Effect: 10-ft. hand

Large hand provides cover, pushes, or crushes your foes.

This spell functions like interposing hand, except that the hand can interpose itself, push, or crush one opponent that you select.

The crushing hand can grapple an opponent like grasping hand does. Its grapple bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +12 for the hands Strength score (35), +4 for being Large. The hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent.

The crushing hand can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +18 bonus.

Directing the spell to a new target is a move action.

Clerics who cast this spell name it for their deities.

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.

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

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

Effulgent Epuration
    SPC
  Sor/Wiz 9  
    General

Creates one sphere/level to negate hostile magic.

Energy Drain
Necromancy [Negative] 1 standard action SRD
Fortitude partial; see text - Yes Arc 9, Clr 9, Decay 9, Hunger 9, Necro 9, Sor/Wiz 9, Suffering 9, Thirst 9, Undeath 9 V, S
Instant Close General
Effect: Ray of negative energy

Subject gains 2d4 negative levels.

You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 2d4 negative levels.

If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a 1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).

Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.

There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spells save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subjects character levels is permanently drained.

An undead creature struck by the ray gains 2d4x5 temporary hit points for 1 hour.

Enervating Breath
    SPC
  Sor/Wiz 9  
    General

Your breath weapon also bestows 2d4 negative levels.

Etherealness
Transmutation 1 standard action SRD
- Yes APeace 9, Arc 9, Beguiler 9, Clr 9, Portal 7, Portal (alt) 7, Shu 9, Sor/Wiz 9, Wuj 9 V, S
1 min./level (D) Touch; see text 30 minutes
Targets: You and one other touched creature per three levels

Travel to Ethereal Plane with companions.

You and other willing creatures joined by linked hands become ethereal, along with your equipment. Besides yourself, you can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the subjects need not stay together. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you all return to material existence.

An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.

Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature cant attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.

Treat other ethereal creatures and ethereal objects as if they were material.

If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.

Exalted Fury
    Book of Exalted Deeds
  Sanctified 9  
    General

All creatures within 40 ft. take damage equal to 50 + your current hp, and you die.

Eye of Power
    SPC
  Sor/Wiz 9  
    General

As arcane eye, but you can cast spells of 3rd level or lower through it.

Foresight
Divination 1 standard action SRD
None or Will negates (harmless) - No or Yes (harmless) Arc 9, Beguiler 9, Blg 9, Drd 9, Fate 9, Halfling 9, Hlr 9, Knowledge 9, Oracle 9, Seafolk 9, Sor/Wiz 9, Time 8 V, S, M/DF
10 min./level Personal or touch 1 hour
Target: See text

Sixth sense warns of impending danger.

This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.

When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.

Freedom
Abjuration 1 standard action SRD
Will negates (harmless) - Yes Exorcism 9, Renewal 9, Sor/Wiz 9, Wuj 9 V, S
Instant Close or see text General
Target: One creature

Releases creature from imprisonment.

The subject is freed from spells and effects that restrict its movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web. To free a creature from imprisonment or maze, you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the maze.

Gate (XP)
Conjuration (Creation or Calling) 1 standard action SRD
None - No APeace 9, Arc 9, Celestial 9, Clr 9, Demonic 9, Diabolic 9, DrgBlw 9, Drow 9, Glory 9, Hlr 9, Pact 9, Portal 9, Portal (alt) 9, Sor/Wiz 9, Summoner 9, Wuj 9 V, S, XP, text
Instant or concentration (up to 1 round/level); see text Medium General
Effect: See text
XP Cost: 1,000 XP (only for the calling creatures function).

Connects two planes for travel or summoning.

Casting a gate spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.

Second, you may then call a particular individual or kind of being through the gate.

The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (casters choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.

A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not.

Planar Travel: As a mode of planar travel, a gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you-anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.

You may hold the gate open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.

Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures. This use of the spell has an XP cost (see below).

If you choose to call a kind of creature instead of a known individual you may call either a single creature (of any HD) or several creatures. You can call and control several creatures as long as their HD total does not exceed your caster level. In the case of a single creature, you can control it if its HD do not exceed twice your caster level. A single creature with more HD than twice your caster level can't be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.

A controlled creature can be commanded to perform a service for you. Such services fall into two categories: immediate tasks and contractual service. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creatures help. The creature departs at the end of the spell.

If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the planar ally, lesser spell for appropriate rewards. (Some creatures may want their payment in livestock rather than in coin, which could involve complications.) Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.

Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.

Note: When you use a calling spell such as gate to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.

Hide Life (XP)
    Tome and Blood
  Sor/Wiz 9  
    General

You lock away your life force into a small receptacle and cannot be killed while the receptacle remains intact.

Hindsight (M)
    SPC
  Brd 6, Sor/Wiz 9  
    General

Divination that allows you to see the history of a location.

Mass Hold Monster
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates; see text - Yes Beguiler 9, Sor/Wiz 9 V, S, M/DF
1 round/level (D); see text Medium General
Targets: One or more creatures, no two of which can be more than 30 ft. apart

As hold monster, but all within 30 ft.

The subjects become paralyzed and freezes in place. They're aware and breathe normally but cannot take any action, even speech. Each round on their turn, each subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)

A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

Imprisonment
Abjuration 1 standard action SRD
Will negates; see text - Yes Arc 9, Cavern 9, Inquisition 9, Shu 9, Sor/Wiz 9, Wuj 9 V, S
Instant Touch General
Target: Creature touched

Entombs subject beneath the earth.

When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the earth. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient, but will reveal where it is entombed. If you know the targets name and some facts about its life, the target takes a -4 penalty on its save.

Instant Refuge (M) (XP)
    SPC
  Sor/Wiz 9  
    General

Enhanced contingency spell teleports you under six possible conditions.

Mage's Disjunction
Abjuration 1 standard action SRD
Will negates (object) - No Magic 9, Sor/Wiz 9, Spell 9 V
Instant Close General
Area: All magical effects and magic items within a 40-ft.-radius burst

Dispels magic, disenchants magic items.

All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item. An item in a creatures possession uses its own Will save bonus or its possessors Will save bonus, whichever is higher.

You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.

Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish.)

Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.

Magic Miasma
    SPC
  Sor/Wiz 9  
    General

Solid fog reduces caster level by -4 and spell DCs by -2.

Magma Burst
    BoEM
  Arc 9, Drd 9, Sor/Wiz 9  
    General

Creates an area of lava, dealing 20d6 fire damage/round.

Maw of Chaos
    SPC
  Sor/Wiz 9  
    General

Area of energy damages creatures and disrupts concentration.

Meteor Swarm
Evocation [Fire] 1 standard action SRD
None or Reflex half; see text - Yes Arc 9, Shu 9, Sor/Wiz 9, Wmg 9 V, S
Instant Long General
Area: Four 40-ft.-radius spreads; see text

Four exploding spheres each deal 6d6 fire damage.

Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2- foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.

If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere's fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target's space. You may aim more than one meteor at the same target.

Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire resistance applies to each spheres damage individually.)

Node Genesis (XP)
    CR
  Sor/Wiz 9  
    General

Creates a Class 1 earth node.

Permanent Soul Binding (M) (XP)
Conjuration (Teleportation) 8 hours ATB
Will negates (harmless, object) - No Arc 9, Clr 9, Drd 9, Sor/Wiz 9 V, S, M, XP
Instant Touch General
Targets: 1 Creature and 1 item
Materials: A red colored gem worth 5000gp.
XP Cost: 2000 XP

Permanently soul bind an item to a person.

The item gains a Permanent mark of Soulbinding (This is different from the Temporary binding marks.) and the item will disintigrate and appear near or in the possesion of the creature touched when the target creature is reborn in the Fount of Lost Souls. Soulbound Items can be identified as such with a Knowledge(San Suras) check (DC 10) or a Search check (DC 20).

Power Word Kill
Enchantment (Compulsion) [Death] [Mind-Affecting] 1 standard action SRD
None - Yes Beguiler 9, Darkness 9, Orc 9, Sor/Wiz 9, War 9, Wuj 9 V
Instant Close General
Target: One living creature with 100 hp or less

Kills one creature with 100 hp or less.

You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word kill.

Prismatic Sphere
Abjuration 1 standard action SRD
See text - See text Artifice 9, Family 9, Protection 9, Sor/Wiz 9, Sun 9, Wmg 9 V
10 min./level (D) 10 ft. General
Effect: 10-ft.-radius sphere centered on you

As prismatic wall, but surrounds on all sides.

Prismatic sphere creates a vertical, opaque globe of a shimmering, multicolored light that protects you from all forms of attack. The sphere flashes with seven colors, each of which has a distinct power and purpose. The sphere is immobile, and you can pass through and remain near the sphere without harm. However, any other creature with less than 8 HD that is within 20 feet of the sphere is blinded for 2d4x10 minutes by the colors if it looks at the sphere.

A Prismatic sphere spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.

Each color in the sphere has a special effect. The accompanying table shows the seven colors of the sphere, the order in which they appear, their effects on creatures trying to attack you or pass through the sphere, and the magic needed to negate each color.

The sphere can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage's disjunction spell destroys a Prismatic sphere, but an antimagic field fails to penetrate it. Dispel magic and dispel magic, greater cannot dispel the sphere or anything beyond it. Spell resistance is effective against a Prismatic sphere, but the caster level check must be repeated for each color present.

Prismatic sphere can be made permanent with a permanency spell.

ColorOrderEffect of ColorNegated By
Red1stStops nonmagical ranged weapons. Deals 20 points of fire damage (Reflex half).Cone of cold
Orange2ndStops magical ranged weapons. Deals 40 points of acid damage (Reflex half).Gust of wind
Yellow3rdStops poisons, gases, and petrification. Deals 80 points of electricity damage (Reflex half).Disintegrate
Green4thStops breath weapons. Poison (Kills; Fortitude partial for 1d6 points of Con damage instead).Passwall
Blue5thStops divination and mental attacks. Turned to stone (Fortitude negates).Magic missile
Indigo6thStops all spells. Will save or become insane (as insanity spell).Daylight
Violet7thEnergy field destroys all objects and effects.1 Creatures sent to another plane (Will negates).Dispel magic

1) The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).

Programmed Amnesia (M)
    Complete Arcane
  Sor/Wiz 9  
    General

You can selectively destroy, alter, or implant memories in the target creature as you see fit.

Reaving Dispel
    Complete Arcane
  Sor/Wiz 9  
    General

As dispel magic, except maximum +25 and if targeted, you can take control of the spell.

Refuge (M)
Conjuration (Teleportation) 1 standard action SRD
None - No APeace 7, Arc 7, Clr 7, Commerce 7, Community 7, Family 7, Liberation 7, Sin-L 7, Sor/Wiz 9 V, S, M
Permanent until discharged Touch General
Target: Object touched
Materials: The specially prepared object, whose construction requires gems worth 1,500 gp.

Alters item to transport its possessor to you.

You create powerful magic in some specially prepared object. This object contains the power to instantly transport its possessor across any distance within the same plane to your abode. Once the item is transmuted, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used. To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the characters heavy load) are instantly transported to your abode. No other creatures are affected (aside from a familiar that is touching the subject).

You can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken. You will have a general idea of the location and situation of the item possessor at the time the refuge spell is discharged, but once you decide to alter the spell in this fashion, you have no choice whether or not to be transported.

Replicate Casting (M) (XP)
    Magic of Faerun
  Sor/Wiz 9  
    General

Duplicate observed spell or spell-like ability.

Sanctify the Wicked (F)
    Book of Exalted Deeds
  Sanctified 9  
    General

Traps evil creature in a diamond for one year, then releases it as a sanctified creature.

Shades
Illusion (Shadow) 1 standard action SRD
Will disbelief (if interacted with); varies; see text - Yes; see text Shadow 9, Sor/Wiz 9 V, S
See text See text General
Effect: See text

As shadow conjuration, but up to 8th level and 80% real.

You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.

Shadow conjurations are actually four-fifths (80%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.

Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.

Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only four-fifths (80%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 80% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjurations level (9th) rather than the spells normal level. In addition, any effect created by shadow conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them.

Against disbelievers, they are 80% likely to work.

A shadow creature has four-fifths the hit points of a normal creature of its kind (regardless of whether its recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creatures damage is four-fifths (80%) normal, and all special abilities that do not deal lethal damage are only 80% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creatures AC bonuses are four-fifths as large.

A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms.

Objects automatically succeed on their Will saves against this spell.

Shapechange (F)
Transmutation (Polymorph) 1 standard action SRD
- Animal 9, Arc 9, Drd 9, Scalykind 9, Sor/Wiz 9, Transformation 9, Wuj 9 V, S, F
10 min./level (D) Personal 4 hours
Target: You
Focus: A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell. (The focus melds into your new form when you change shape.)

Transforms you into any creature, and change forms once per round.

This spell functions like polymorph, except that it enables you to assume the form of any single nonunique creature (of any type) from Fine to Colossal size. The assumed form cannot have more than your caster level in Hit Dice (to a maximum of 25 HD). Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed.

You gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities. You also gain the type of the new form in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms.

You can become just about anything you are familiar with. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

Soul Bind (F)
Necromancy [Ectomancy] 1 standard action SRD
Will negates - No Arc 9, Clr 9, Sor/Wiz 9 V, S, F
Permanent Close General
Target: Corpse
Focus: A black sapphire of at least 1,000 gp value for every Hit Die possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted.

Traps newly dead soul to prevent resurrection.

You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnate, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).

Focus note: While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.

Greater Spell Matrix (F)
    SPC
  Sor/Wiz 9  
    General

Stores up to three spells of 3rd level or lower to be released later.

Sphere of Ultimate Destruction
    Complete Arcane
  Sor/Wiz 9  
    General

Sphere disintegrates everything it touches.

Summon Elemental Monolith (M)
    Complete Arcane
  Arc 9, Clr 9, Drd 9, Sor/Wiz 9, Wuj 9  
    General

You conjure a tremendously powerful creature known as an elemental monolith.

Summon Monster IX
Conjuration (Summoning) 1 round SRD
None - No Arc 9, Chaos 9, Clr 9, Evil 9, Good 9, Law 9, Sor/Wiz 9, Wuj 9 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list (summon monster VIII), or 1d4+1 creatures of the same kind from a lower-level list (summon monster I, summon monster II, summon monster III, summon monster IV, summon monster V, summon monster VI, summon monster VII).

Summon Monster Alignment
Couatl LG
Leonal (guardinal) NG
Celestial roc CG
Elder Elemental (any) N
Elder Air Elemental N
Elder Earth Elemental (any) N
Elder Fire Elemental (any) N
Elder Water Elemental (any) N
Barbed Devil LE
Fiendish dire shark 1 NE
Fiendish Gargantuan monstrous scorpion NE
Night hag NE
Bebilith (demon) CE
Fiendish Colossal monstrous spider CE
Hezrou (demon) CE

1) May be summoned only into an aquatic or watery environment.

Teleportation Circle (M)
Conjuration (Teleportation) 10 minutes SRD
None - Yes Arc 9, Rune 9, Shu 9, Sor/Wiz 9, Wuj 9 V, M
10 min./level (D) 0 ft. General
Effect: 5-ft.-radius circle that teleports those who activate it
Materials: Amber dust to cover the area of the circle (cost 1,000 gp).

Circle teleports any creature inside to designated spot.

You create a circle on the floor or other horizontal surface that teleports, as teleport, greater, any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can't change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane.

The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way.

Teleportation circle can be made permanent with a permanency spell. A permanent teleportation circle that is disabled becomes inactive for 10 minutes, then can be triggered again as normal.

Note: Magic traps such as teleportation circle are hard to detect and disable. A rogue (only) can use the Search skill to find the circle and Disable Device to thwart it. The DC in each case is 25 + spell level, or 34 in the case of teleportation circle.

Time Stop
Transmutation 1 standard action SRD
- Beguiler 9, Celerity 9, Planning 9, Sor/Wiz 9, Time 9, Trickery 9, Wuj 9 V
1d4+1 rounds (apparent time); see text Personal 4 hours
Target: You

You act freely for 1d4+1 rounds.

This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.

You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creatures possession.

You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.

Transmute Rock to Lava
    Complete Arcane
  Arc 9, Drd 9, Sor/Wiz 9, Wuj 9  
    General

Transmute rock to lava dealing 2d6 points of fire damage or 20d6.

Unbinding
    Complete Divine
  Liberation 9, Sor/Wiz 9  
    General

Frees everyone in range from spells that constrain or bind.

Undermaster (XP)
    Underdark
  Arc 9, Drd 9, Sor/Wiz 9  
    General

You gain earth-related spell-like abilities.

Wail of the Banshee
Necromancy [Sonic] [Death] [Ectomancy] 1 standard action SRD
Fortitude negates - Yes Death 9, Deathbound 9, Hatred 9, Repose 9, Sor/Wiz 9, Wmg 9 V
Instant Close General
Area: One living creature/level within a 40-ft.-radius spread

Kills one creature/level.

You emit a terrible scream that kills creatures that hear it (except for yourself). Creatures closest to the point of origin are affected first.

Weird
Illusion (Phantasm) [Fear] [Mind-Affecting] 1 standard action SRD
Will disbelief (if interacted with), then Fortitude partial; see text - Yes Dream 9, Illusion 9, Madness 9, Mind 9, Sor/Wiz 9, Wmg 9 V, S
Instant Medium General
Targets: Any number of creatures, no two of which can be more than 30 ft. apart

As phantasmal killer, but affects all within 30 ft.

You create a phantasmal image of the most fearsome creatures imaginable to the subjects simply by forming the fears of the subjects' subconscious mind into something that their conscious minds can visualize: these most horrible beasts. Only the spell's subjects can see the phantasmal killers. You see only vague shapes. The targets first gets a Will save to recognize the images as unreal. If that save fails, the phantasms touch their subject, and the subjects must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subjects takes 3d6 points of damage and is stunned for 1 round. The subject also takes 1d4 points of temporary Strength damage.

If a subject of a Weird attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.

Wish (XP)
Universal 1 standard action SRD
See text - Yes Sin-E 9, Sor/Wiz 9, Wuj 9 V, XP
See text See text General
Target; Effect; or Area: See text
XP Cost: At least 5,000 XP

As limited wish, but with fewer limits.

Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you.

Even wish, however, has its limits.

A wish can produce any one of the following effects.

Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you.

Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you.

Duplicate any wizard or sorcerer spell of 7th level or lower even if its of a prohibited school.

Duplicate any other spell of 5th level or lower even if its of a prohibited school.

Undo the harmful effects of many other spells, such as geas/quest or insanity.

Create a nonmagical item of up to 25,000 gp in value.

Create a magic item, or add to the powers of an existing magic item.

Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.

Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A wish can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead.

Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from losing an experience level.

Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.

Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent's successful save, a foe's successful critical hit (either the attack roll or the critical roll), a friend's failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.

You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)

Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).

XP Cost: The minimum XP cost for casting wish is 5,000 XP. When a wish duplicates a spell that has an XP cost, you must pay 5,000 XP or that cost, whichever is more. When a wish creates or improves a magic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP.

Zajimarn's Avalanche
    Magic of Faerun
  Sor/Wiz 9  
    General

Wave of slush deals 1d4 cold/level and moves targets.