Index of Spells by Sources - Tome and Blood

SPC

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.

 
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 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.

 
Chain Contingency (F)
    Tome and Blood
  Sor/Wiz 9  
    General

As contingency except up to three spells.

 
Choke
    Tome and Blood
  Sor/Wiz 2  
    General

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

 
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.

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

Incorporeal* hand and candle reveals hidden creatures and objects.

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

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

 
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.

 
Disguise Undead
    SPC
  Sor/Wiz 2  
    1 hour

Change appearance of one corporeal undead.

 
Dispelling Screen
    SPC
  Sor/Wiz 4  
    30 minutes

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

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

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

 
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.

 
Energy Buffer
    Tome and Blood
  Sor/Wiz 5  
    30 minutes

Absorbs 1d6/level points of damage (maximum 15d6) from one kind of energy.

 
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.

 
Enhance Familiar
    SPC
  Sor/Wiz 3  
    6 hours

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

 
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).

 
Familiar Pocket
    SPC
  Sor/Wiz 1  
    6 hours

Creates an extradimensional hiding place for your familiar.

 
Feign Death
    Tome and Blood
  Sor/Wiz 3  
    6 hours

Makes one willing, living creature appear dead.

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

Makes subject resistant to inhaled toxins.

 
Mass Fly
    SPC
  Sor/Wiz 5  
    30 minutes

As fly, except this spell confers the power of flight upon all targeted creatures.

 
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.

 
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.

 
Ghostform
    Complete Arcane
  Sor/Wiz 8  
    General

You become incorporeal.

 
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.

 
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).

 
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.

 
Imbue Familiar with Spell Ability
    SPC
  Sor/Wiz 6  
    6 hours

You transfer spells to your familiar.

 
Indifference
    Tome and Blood
  Sor/Wiz 2  
    6 hours

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

 
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.

 
Negative Energy Burst
    Tome and Blood
  Sor/Wiz 3  
    General

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

 
Negative Energy Ray
    Tome and Blood
  Sor/Wiz 1  
    General

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

 
Negative Energy Wave
    Tome and Blood
  Sor/Wiz 4  
    General

Surge of negative energy rebukes or bolsters 1d6 HD/level (max 15d6) worth of undead.

 
Orb of Acid
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Ranged touch, 1d6/level (max 15d6) points of acid damage.

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

Ranged touch, 1d8 or more acid damage.

 
Orb of Cold
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Ranged touch, 1d6/level (max 15d6) points of cold damage.

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

Ranged touch, 1d8 or more cold damage.

 
Orb of Electricity
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Ranged touch, 1d6/level (max 15d6) points of electricity damage.

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

Ranged touch, 1d8 or more electricity damage.

 
Orb of Fire
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Ranged touch, 1d6/level (max 15d6) points of fire damage.

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

Ranged touch, 1d8 or more fire damage.

 
Orb of Sound
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Ranged touch, 1d4/level (max 15d4) points of sonic damage.

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

Ranged touch, 1d6 or more sonic damage.

 
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.

 
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.

 
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.

 
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.

 
Repair Minor Damage
    Complete Arcane
  Sor/Wiz 0  
    General

"Cures" 1 point of damage to a construct.

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

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

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

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

 
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.

 
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.

 
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.

 
Mass Teleport
    Magic of Faerun
  Sor/Wiz 7  
    4 hours

As teleport, but more weight and you don't have to go.

 
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.