Index of Spells by Level - Clr 7

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Animate Siege Weapon
    HoB
  Arc 7, Clr 7  
    General

Siege weapon attacks your foes

Greater Aura of Cold
    Frostburn
  Arc 7, Clr 7, Drd 7  
    General

Intense cold deals 2d6 damage to creatures within 10 ft.

Bastion of Good
    Book of Exalted Deeds
  APeace 7, Arc 7, Clr 7  
    General

Create a simultaneous globe of invulnerability, lesser and magic circle against evil against evil creatures.

Greater Bestow Curse
    SPC
  Arc 7, Clr 7, Dem 4, Destiny 7, Sor/Wiz 8  
    General

As bestow curse, but more severe penalties.

Blasphemy
Evocation [Sonic] [Evil] 1 standard action SRD
None or Will negates; see text - Yes Arc 7, Clr 7, DrgBlw 7, Evil 7, Hatred 7, Mysticism 7, Orc 7 V
Instant 40 ft. General
Area: Nonevil creatures in a 40-ft.-radius spread centered on you

Kills, paralyzes, weakens, or dazes nonevil subjects.

Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.

HD Effect

Equal to caster level

Dazed

Up to caster level -1

Weakened, dazed

Up to caster level -5

Paralyzed, weakened, dazed

Up to caster level -10

Killed, paralyzed, weakened, dazed

The effects are cumulative and concurrent.

No saving throw is allowed against these effects.

Dazed: The creature can take no actions for 1 round, though it defends itself normally.

Weakened: The creature's Strength score decreases by 2d6 points for 2d4 rounds.

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

Killed: Living creatures die. Undead creatures are destroyed.

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

Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.

Blood to Water
    SPC
  Arc 7, Clr 7  
    General

2d6 Constitution damage to subjects.

Brain Spider
Divination [Mind-Affecting] 1 round SRD
Will negates - Yes Arc 7, Clr 7, Mind 7 V, S, M, DF
1 min./level Long 1 hour
Targets: Up to eight living creatures within range

Listen to thoughts of up to eight other creatures.

For the duration of the spell, as a standard action, you can eavesdrop on the thoughts of up to eight other creatures at once, hearing as desired:

  • A creature's surface thoughts.
  • Individual trains of thought in whatever order you desire.
  • One nugget of information per caster level from all the minds regarding one particular topic, thing, or being.
  • The thoughts and memories of one creature of the group in detail.

Once per round, if you do not perform a detailed study of one creature's mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures. The creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider. (Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion.) Success on this saving throw does not negate the other effects of the brain spider for that creature.

Brilliant Blade
    SPC
  Arc 7, Clr 7, Drd 7, Sor/Wiz 6  
    30 minutes

Weapon or group of projectiles gain the brilliant energy quality.

Call Kolyarut (XP)
    Planar Handbook
  Arc 7, Clr 7, Sor/Wiz 7  
    General

A kolyarut aids you in punishing an oath-breaker.

Calm Earth (M)
    Far Corners of the World
  Arc 7, Clr 7, Drd 6  
    General

Protects an area from earthquakes and lava. Also slows earth subtype creatures.

Conjure Ice Beast VII
    Frostburn
  Arc 7, Clr 7, Drd 7  
    General

Conjures ice creature to fight for you.

Greater Consumptive Field
    SPC
  Arc 7, Clr 7  
    General

Draw life from all creatures in 30-ft. radius with 9 or fewer hit points that fail save.

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.

Mass Cure Serious Wounds
Conjuration (Healing) [Positive] 1 standard action SRD
Will half (harmless) or Will half; see text - Yes (harmless) or Yes; see text APeace 7, Arc 7, Clr 7, Drd 8, Hlr 6 V, S
Instant Close General
Target: One creature/level, no two of which can be more than 30 ft. apart

Cures 3d8 damage +1/level for many creatures.

You channel positive energy to cure 3d8 points of damage +1 point per caster level (maximum +35) in each selected creature.

Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.

Death Dragon
    SPC
  Arc 7, Clr 7  
    General

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

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

Kills subject and destroys remains.

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

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

Kills, paralyzes, slows, or deafens nonlawful subjects.

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

HD Effect

Equal to caster level

Deafened

Up to caster level -1

Slowed, deafened

Up to caster level -5

Paralyzed, slowed, deafened

Up to caster level -10

Killed, paralyzed, slowed, deafened

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

Deafened: The creature is deafened for 1d4 rounds.

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

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

Killed: Living creatures die. Undead creatures are destroyed.

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

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

Energy Ebb
    SPC
  Arc 7, Clr 7, Sor/Wiz 7  
    General

Give subject one negative level/round for 1 round/level.

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.

Evil Glare
    SPC
  Arc 7, Clr 7, Sor/Wiz 7  
    General

Paralyze creature with your glare.

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.

Fiendish Clarity
    Book of Vile Darkness
  Arc 7, Clr 7, Demonic 7, Sor/Wiz 7  
    1 hour

You see in even magical darkness, see invisible up to 60 feet, and can detect good.

Fortunate Fate
    SPC
  Arc 7, Clr 7, SaveLife 8  
    1 hour

Target immediately receives a heal if killed by damage.

Heaven's Trumpet (F)
    Book of Exalted Deeds
  Arc 7, Brd 6, Clr 7, EmBarachiel 4  
    General

Blast of music paralyzes foes.

Holy Star
    SPC
  Arc 7, Clr 7  
    General

Glowing light turns spell, gives a cover bonus to AC, or shoots beams of fire.

Holy Transformation
    SPC
  Arc 7, Clr 7  
    General

You change into hound archon, gain abilities.

Holy Word
Evocation [Sonic] [Good] 1 standard action SRD
None or Will negates; see text - Yes Arc 7, Clr 7, Exalted Arcanist 7, Exorcism 7, Good 7, Mysticism 7 V
Instant 40 ft. General
Area: Nongood creatures in a 40-ft.-radius spread centered on you

Kills, paralyzes, blinds, or deafens nongood subjects.

Any nongood creature within the area that hears the holy word suffers the following ill effects.

HDEffect
Equal to caster level Deafened
Up to caster level - 1 Blinded, deafened
Up to caster level - 5 Paralyzed, blinded, deafened
Up to caster level - 10 Killed, paralyzed, blinded, deafened

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

Deafened: The creature is deafened for 1d4 rounds.

Blinded: The creature is blinded for 2d4 rounds.

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

Killed: Living creatures die. Undead creatures are destroyed.

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

Greater Humanoid Essence
    RE
  Arc 7, Artificer 6, Clr 7  
    General

Gives a construct the humanoid type.

Imprison Soul (M) (F)
    Book of Vile Darkness
  Arc 7, Clr 7  
    General

Traps soul in a small object, and victim takes 1d4 Con damage per day.

Infernal Transformation
    SPC
  Arc 7, Clr 7  
    General

You change into bone devil, gain abilities.

Mass Inflict Serious Wounds
Necromancy [Negative] 1 standard action SRD
Will half - Yes Arc 7, Clr 7 V, S
Instant Close General
Target: One creature/level, no two of which can be more than 30 ft. apart

Deals 3d8 damage +1/level to many creatures.

Negative energy spreads out in all directions from the point of origin, dealing 3d8 points of damage +1 point per caster level (maximum +35) to nearby living enemies.

Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells.

Leech Undeath
    MoE
  Arc 7, Clr 7, Sor/Wiz 8  
    General

Harm undead to gain temporary hit points.

Mark of the Unfaithful (F)
    CR
  Arc 7, Clr 7, Drd 7  
    12 hours

Mark someone as an enemy of your faith.

Minor Servitor (XP)
    Savage Species
  Arc 7, Clr 7, Sor/Wiz 5  
    General

Animated object does your bidding.

Nar Fiendbond (XP)
    LostEmpiresOfFaerun
  Arc 7, Clr 7, Sor/Wiz 7  
    General

Subject gains half-fiend template.

Necrotic Tumor (F)
    Libris
  Arc 7, Clr 7, Sor/Wiz 7  
    24 hours

Permanently control encysted subject.

Planar Bubble
    Planar Handbook
  Arc 7, Clr 7, Sor/Wiz 7  
    1 hour

Create bubble around target creature that emulates target's native planar environment.

Greater Plane Shift
    SPC
  Arc 7, Clr 7, Sor/Wiz 8  
    General

Plane shift accurately to your desired destination.

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.

Ravage
    CR
  Arc 7, Clr 7  
    General

A pillar of black, unholy power deals 1d6 vile damage/2 levels (max 10d6).

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.

Regenerate
Conjuration (Healing) 3 full rounds SRD
Fortitude negates (harmless) - Yes (harmless) APeace 7, Arc 7, Clr 7, Competition 7, Drd 9, Healing 7, Hlr 6, Life 7, Shu 8 V, S, DF
Instant Touch General
Target: Living creature touched

Subjects severed limbs grow back, cures 4d8 damage +1/level (max +35).

The subject's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.

Regenerate also cures 4d8 points of damage +1 point per caster level (maximum +35), rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).

Renewal Pact (XP)
    Complete Divine
  Arc 7, Clr 7, Pact 7  
    General

Creature is automatically healed if adverse condition affects it.

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.

Greater Restoration (XP)
Conjuration (Healing) 10 minutes SRD
Will negates (harmless) - Yes (harmless) APeace 7, Arc 7, Clr 7, Hlr 6, Renewal 7, Shu 7 V, S, XP
Instant Touch General
Target: Creature touched
XP Cost: 500 XP

As restoration, plus restores all levels and ability scores.

This spell functions like restoration, lesser, except that it dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level.

Greater restoration also dispels all magical effects penalizing the creatures abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. Greater restoration does not restore levels or Constitution points lost due to death.

Resurrection (M)
Conjuration (Healing) [Ectomancy] 10 minutes SRD
None; see text - Yes (harmless) APeace 7, Arc 7, Clr 7, Hlr 7, SaveLife 7, Shu 7 V, S, M, DF
Instant Touch General
Target: Dead creature touched
Materials: A sprinkle of holy water and diamonds worth a total of at least 10,000 gp.

Fully restore dead subject.

You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 10 years per caster level. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.

Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised). This level/HD loss or Constitution loss cannot be repaired by any means. Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells.

The condition of the remains is not a factor. So long as some small portion of the creatures body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creatures body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.)

You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can't be resurrected.

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.

Righteous Smite
    Book of Exalted Deeds
  Arc 7, Clr 7, Exalted Arcanist 7, Wrath 7  
    General

Deals 1d6 damage/level (1d8 damage/level to evil outsiders) in 20-ft. radius and blinds evil foes for 1d4 rounds.

Righteous Wrath of the Faithful
    Complete Divine
  Arc 7, Clr 7, Purification 7  
    General

Your allies get bonuses, especially if they worship your deity.

Scry Location
    CS
  Arc 7, Brd 5, Clr 7, Drd 7, Sor/Wiz 6  
    General

Spy on a distant location.

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.

Shadow Trap
    CR
  Arc 7, Clr 7, Sor/Wiz 7  
    General

Bind a greater shadow to an object as its guardian.

Shield of the Archons
    Book of Exalted Deeds
  APeace 7, Arc 7, Clr 7  
    General

Protective shield dissipates targeted magical attacks and grants +4 bonus on saving throws against magical areas and effects.

Slime Wave
    Complete Divine
  Arc 7, Clr 7, Drd 7  
    General

Creates 15-ft. spread of green slime.

Spark of Life
    SPC
  Arc 3, Clr 3, Clr 7, Drd 4, Drd 8  
    General

Undead creature loses most immunities.

Mass Spell Resistance
    Complete Divine
  Arc 7, Clr 7  
    General

As spell resistance, but multiple targets.

Summon Aspect Of Bahamut
    RotDrg
  Arc 7, Clr 7, Sor/Wiz 7  
    General

Summons an aspect of Bahamut.

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.

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.

Symphonic Nightmare (F)
    SPC
  Arc 7, Brd 6, Clr 7, Sor/Wiz 7  
    General

Haunting music disrupts target's sleep for 1 day/level.

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.

Undead Mask
    Savage Species
  Arc 7, Clr 7  
    1 hour

Subject's type changes to undead.

Undeath after Death (M)
    Magic of Faerun
  Arc 7, Clr 7  
    General

-2 to Constitution, in exchange gaining the crypt spawn template at death.

Withering Palm
    Complete Arcane
  Arc 7, Clr 7, Decay 7, Wuj 7  
    General

Touch attack deals 1/2 levels (max 10) Str and Con damage. A crit drains instead.

Word of Chaos
Evocation [Chaotic] [Sonic] 1 standard action SRD
None or Will negates; see text - Yes Arc 7, Chaos 7, Clr 7, Drow 7 V
Instant 40 ft. General
Area: Nonchaotic creatures in a 40-ft.- radius spread centered on you

Kills, confuses, stuns, or deafens nonchaotic subjects.

Any nonchaotic creature within the area who hears the word of chaos suffers the following ill effects.

HD Effect
Equal to caster level Deafened
Up to caster level -1 Stunned, deafened
Up to caster level -5 Confused, stunned, deafened
Up to caster level -10 Killed, confused, stunned, deafened

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

Deafened: The creature is deafened for 1d4 rounds.

Stunned: The creature is stunned for 1 round.

Confused: The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment effect.

Killed: Living creatures die. Undead creatures are destroyed.

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

Wretched Blight
    Book of Vile Darkness
  Arc 7, Clr 7  
    General

Deals 1d8 damage/level in 20-ft. radius and stuns foes for 1d4 rounds.