Index of Spells by Level - APeace 3

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Blessed Sight
    Book of Exalted Deeds
  APeace 3, Arc 3, Celestial 3, ChamGwyn 3, Clr 3, Pal 3, Slayer of Domiel 3  
    General

Perceive all evil auras as detect evil within 120 ft immediately.

Create Food and Water
Conjuration (Creation) 10 minutes SRD
None - No APeace 3, Arc 3, Clr 3, Creation 3, Feast 3, Hlr 3, Sin-G 3 V, S
1 day; see text Close 24 hours
Effect: Food and water to sustain three humans or one horse/level for 24 hours

Feeds three humans (or one horse)/level.

The food that this spell creates is simple fare of your choice highly nourishing, if rather bland. Food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and water spell on it. The water created by this spell is just like clean rain water, and it doesn't go bad as the food does.

Cure Serious Wounds
Conjuration (Healing) [Positive] 1 standard action SRD
Will half (harmless); see text - Yes (harmless); see text Adp 3, APeace 3, Arc 3, Blk 3, Brd 3, BVal 3, ChamGwyn 4, Clr 3, Drd 4, EmBarachiel 3, Healing 3, Hlr 3, HotD 3, Pal 4, Rgr 4, Shu 3 V, S
Instant Touch General
Target: Creature touched

Cures 3d8 damage +1/level (max +15).

When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +15).

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

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.

Helping Hand
Evocation 1 standard action SRD
None - No APeace 3, Arc 3, Clr 3, Exalted Arcanist 3, Family 3 V, S, DF
1 hour/level 5 miles 6 hours
Effect: Ghostly hand

Ghostly hand leads subject to you.

You create the ghostly image of a hand, which you can send to find a creature within 5 miles. The hand then beckons to that creature and leads it to you if the creature is willing to follow.

When the spell is cast, the hand appears in front of you. You then specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class. When the description is complete, the hand streaks off in search of a subject that fits the description. The amount of time it takes to find the subject depends on how far away she is.

Distance, Time to Locate

100 ft. or less, 1 round

1,000 ft., 1 minute

1 mile, 10 minutes

2 miles, 1 hour

3 miles, 2 hours

4 miles, 3 hours

5 miles, 4 hours

Once the hand locates the subject, it beckons the creature to follow it. If the subject does so, the hand points in your direction, indicating the most direct feasible route. The hand hovers 10 feet in front of the subject, moving before it at a speed of as much as 240 feet per round. Once the hand leads the subject back to you, it disappears.

The subject is not compelled to follow the hand or act in any particular way toward you. If the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to you, the hand disappears; the subject must then rely on her own devices to locate you.

If more than one subject in a 5-mile radius meets the description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand does not seek out a second subject.

If, at the end of 4 hours of searching, the hand has found no subject that matches the description within 5 miles, it returns to you, displays an outstretched palm (indicating that no such creature was found), and disappears.

The ghostly hand has no physical form. It is invisible to anyone except you and a potential subject. It cannot engage in combat or execute any other task aside from locating a subject and leading it back to you. The hand can't pass through solid objects but can ooze through small cracks and slits. The hand cannot travel more than 5 miles from the spot it appeared when you cast the spell.

Invisibility Purge
Evocation 1 standard action SRD
- APeace 3, Arc 3, Clr 3, KotC 3 V, S
1 min./level (D) Personal 30 minutes
Target: You

Dispels invisibility within 5 ft./level.

You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility.

Anything invisible becomes visible while in the area.

Invoke the Cerulean Sign
    Lords
  Adp 2, APeace 3, Arc 3, Brd 3, Clr 3, Drd 2, HB 2, Hlr 3, Hth 3, Pal 3, Rgr 2, Shu 3, Sor/Wiz 3, Wuj 3  
    General

Aberrations become sickened, nauseated, dazed, or stunned.

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 Vestment
Transmutation 1 standard action SRD
Will negates (harmless, object) - Yes (harmless, object) APeace 3, Arc 3, Artificer 1, Clr 3, Halfling 3, KotC 3, Nobility 3, Strength 3, War 3 V, S, DF
1 hour/level Touch 6 hours
Target: Armor or shield touched

Armor or shield gains +1 enhancement per four levels.

You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).

An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.

Meld into Stone
Transmutation [Earth] 1 standard action SRD
- APeace 3, Arc 3, Cavern 3, Clr 3, Drd 3, Shu 3 V, S, DF
10 min./level Personal 4 hours
Target: You

You and your gear merge with stone.

Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of non-living gear merge with the stone. If either condition is violated, the spell fails and is wasted.

While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stones complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save.

Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spells duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.

The following spells harm you if cast upon the stone that you are occupying: Stone to flesh expels you and deals you 5d6 points of damage. Stone shape deals you 3d6 points of damage but does not expel you. Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, passwall expels you without damage.

Prayer
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
None - Yes APeace 3, Arc 3, ChamGwyn 3, Clr 3, Community 3, Competition 3, KotC 3, Orc 3, Pal 3, Shu 3 V, S, DF
1 round/level 40 ft. 5 minutes
Area: All allies and foes within a 40-ft.-radius burst centered on you

Allies +1 bonus on most rolls, enemies -1 penalty.

You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and your each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.

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.

Refreshment
    Book of Exalted Deeds
  APeace 3, Arc 3, Brd 3, Clr 3, EmBarachiel 3, Endurance 3, SaveLife 3, Vassal of Bahamut 3  
    General

Cures creatures of all nonlethal damage.

Remove Blindness/Deafness
Conjuration (Healing) 1 standard action SRD
Fortitude negates (harmless) - Yes (harmless) APeace 3, Arc 3, ChamGwyn 3, Clr 3, Hlr 2, Pal 3, Shu 3 V, S
Instant Touch General
Target: Creature touched

Cures normal or magical conditions.

Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.

Remove blindness/deafness counters and dispels blindness/deafness.

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.

Remove Disease
Conjuration (Healing) 1 standard action SRD
Fortitude negates (harmless) - Yes (harmless) Adp 3, APeace 3, Arc 3, BVal 3, Clr 3, Drd 3, Hlr 2, Renewal 3, Rgr 3, Shu 3 V, S
Instant Touch General
Target: Creature touched

Cures all diseases affecting subject.

Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.

Note: Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.

Remove Nausea
    Book of Exalted Deeds
  APeace 3, Arc 3, Clr 3  
    General

Cure a nauseated or sickened character.

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.

Water Walk
Transmutation [Water] 1 standard action SRD
Will negates (harmless) - Yes (harmless) APeace 3, Arc 3, BVal 3, Clr 3, Rgr 3, Shu 3 V, S, DF
10 min./level (D) Touch 4 hours
Targets: One touched creature/level

Subject treads on water as if solid.

The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects feet hover an inch or two above the surface. (Creatures crossing molten lava still take damage from the heat because they are near it.) The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.

If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.

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.