Index of Spells by School - Abjuration

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Ablative Armor
    MoE
  Artificer 1  
    General

Reduce damage from next attack by 5 + caster level (max 15).

Abolish Shadows
    Unapproachable East
  Sor/Wiz 3  
    General

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

Absorption
    SPC
  Sor/Wiz 9, Wuj 9  
    General

You absorb 1d4+6 spell levels directed at you.

Aerial Alarm
    HoB
  Arc 2, Rgr 2, Sor/Wiz 2  
    General

Wards and area for 2 hours/level

Mass Aid
    SPC
  Arc 3, Clr 3  
    5 minutes

Allies gain +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +15).

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.

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.

Greater Alarm (F)
    SPC
  Brd 2, Sor/Wiz 2  
    12 hours

As the Alarm spell, and it works on creatures on neighboring planes.

Aligned Aura
    CC
  Blk 4, Clr 4, Pal 4  
    General

Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment.

Angelskin
    SPC
  Arc 2, Pal 2  
    General

The subject gains damage reduction 5/evil.

Animate Instrument
    CS
  Brd 2  
    General

Your instrument animates and plays by itself.

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

Delays teleporting creatures 1 round within range.

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

As anticipate teleportation, except for three rounds and types of creatures.

Anticold Sphere
    SPC
  Arc 5, Drd 5, Sor/Wiz 5  
    1 hour

Mobile energy field provides immunity to cold.

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

Allies gain bonus to AC and saves against dragons.

Antifire Sphere
    Sandstorm
  Sor/Wiz 5  
    1 hour

Creatures within sphere gain immunity to fire damage.

Antilife Shell
Abjuration 1 round SRD
None - Yes Animal 6, APeace 6, Arc 6, Blg 5, Clr 6, Decay 6, Drd 6 V, S, DF
10 min./level (D) 10 ft. General
Area: 10-ft.-radius emanation, centered on you

10-ft. field hedges out living creatures.

You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.

The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.

This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.

Antimagic Aura
    Magic of Faerun
  Sor/Wiz 7  
    General

Antimagic field that affects one creature.

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.

Antimagic Ray (M)
    SPC
  Sor/Wiz 7  
    General

Target loses all magical powers.

Antiplant Shell
Abjuration 1 standard action SRD
None - Yes Arc 4, Blg 4, Drd 4, Wuj 4 V, S, DF
10 min./level (D) 10 ft. General
Area: 10-ft.-radius emanation, centered on you

Keeps animated plants at bay.

The antiplant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field.

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.)

Improved Arcane Lock (M)
    SBG
  Sor/Wiz 3  
    General

As arcane lock, except you may attune 1 additional individual per level.

Arcane Seal
    Sh
  Sor/Wiz 3  
    Prohibited

Magically seals a door, portal or chest.

Armor of Darkness
Abjuration [Darkness] 1 standard action SRD
Will negates (harmless) - Yes (harmless) Darkness 4 V, S, DF
10 min./level Touch 1 hour
Target: Creature touched

Shroud grants deflection bonus, darkvision, and other effects.

The shroud grants the subject a +4 deflection bonus to Armor Class plus an additional +1 for every three caster levels above 7th (for a total of +5 at 10th level, +6 at 13th, +7 at 16th, to a maximum of +8 at 19th level.). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet. Finally, the subject gains a +2 saving throw bonus against any holy, good, or light spells or effects.

Undead creatures that are subjects of armor of darkness also gain +4 turn resistance.

Arrowsplit (M)
    CR
  Arc 3, Asn 3, Rgr 3  
    General

Transform a masterwork arrow or bolt mid-flight into 1d4+1 masterwork missiles.

Atonement (F) (XP)
Abjuration 1 hour SRD
None - Yes APeace 5, Arc 5, Clr 5, Drd 5, EmBarachiel 4, Hlr 5, Renewal 5, Shu 5 V, S, M, F, DF, XP
Instant Touch General
Target: Living creature touched
Focus: In addition to your holy symbol or normal divine focus, you need a set of prayer beads (or other prayer device, such as a prayer wheel or prayer book) worth at least 500 gp.
XP Cost: When cast for the benefit of a creature whose guilt was the result of deliberate acts, the cost to you is 500 XP per casting (see above).

Removes burden of misdeeds from subject.

This spell removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds and acts of a knowing and willful nature, you must intercede with your deity (requiring you to expend 500 XP) in order to expunge the subject's burden. Many casters first assign a subject of this sort a quest (see geas/quest) or similar penance to determine whether the creature is truly contrite before casting the atonement spell on its behalf.

Atonement may be cast for one of several purposes, depending on the version selected.

Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no cost in experience points.

Restore Class: A paladin who has lost her class features due to committing an evil act may have her paladinhood restored to her by this spell.

Restore Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast spells by incurring the anger of his or her deity may regain that ability by seeking atonement from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric loses 500 XP for his intercession. If the transgression was unintentional, he does not lose XP.

Redemption or Temptation: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally.

Though the spell description refers to evil acts, atonement can also be used on any creature that has performed acts against its alignment, whether those acts are evil, good, chaotic, or lawful.

Note: Normally, changing alignment is up to the player. This use of atonement simply offers a believable way for a character to change his or her alignment drastically, suddenly, and definitively.

Aura Against Flame
    SPC
  Arc 2, Clr 2, Drd 1  
    General

Ignores 10 fire damage/attack and extinguish fires.

Aura of Evasion (M)
    SPC
  Arc 5, Clr 5, Sor/Wiz 6  
    General

All within 10 ft. gain evasion against breath weapons.

Aura of the Sun
    LostEmpiresOfFaerun
  Arc 4, Clr 4, Pal 4  
    General

Fills an area with light that damages undead and hampers magical darkness.

Avoid Planar Effects
    Savage Species
  Arc 2, Clr 2, Drd 2, Sor/Wiz 3  
    30 minutes

Provides temporary protection against overtly damaging planar traits.

Backblast
    LostEmpiresOfFaerun
  Sor/Wiz 3  
    General

Grants fire resistance* 10 and functions like spell turning with respect to spells with the fire descriptor that are targeted on you.

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).

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.

Battle Line
    CR
  IOTDF 2  
    General

Creates an area of doom on the battlefield.

Benediction
    CC
  Clr 2, Pal 2  
    General

Subject gains bonus on saves, can make one reroll.

Blessing Of Bahamut
    SPC
  Arc 3, Pal 3  
    General

You gain damage reduction 10/magic.

Body Ward
    CC
  Clr 2, Drd 2  
    General

Subject is protected against ability damage to Strength, Dexterity, or Constitution;

Bolster Aura
    CC
  Clr 3, Pal 4  
    General

Subject's aura strengthens as if it had 1 HD/ two caster levels more than it actually does.

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.

Burial Blessing (M) (XP)
    DotF
  Arc 1, Clr 1  
    General

Prevents a corpse from rising as undead.

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.

Celestial Blood (M)
    Book of Exalted Deeds
  APeace 6, Arc 6, Clr 6, Pleasure 6  
    General

Gain acid, cold, and electricity resistance 10, +4 to saves versus poison, and DR 10/evil.

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)

Censure Elementals
    MoE
  Artificer 4  
    General

Deal 2d4 + 1/level damage each round to elementals.

Clarity of Mind
    SPC
  Balance 3  
    6 hours

Grants +4 bonus on saves against charm*, compulsion*, and glamer spells; reduces glamer miss chance by 10%.

Clear Mind
    SPC
  Arc 1, Pal 1  
    1 hour

+4 on saves against mind-affecting spells and abilities.

Cloak of Bravery
    SPC
  Arc 3, Clr 3, Courage 3, Pal 2  
    1 hour

You and your allies gain a bonus on saves against fear.

Greater Cloak of Bravery
    SPC
  Courage 9  
    6 hours

As cloak of bravery, except very large area.

Cloak of Chaos (F)
Abjuration [Chaotic] 1 standard action SRD
See text - Yes (harmless) Arc 8, Chaos 8, Clr 8, Orc 8 V, S, F
1 round/level (D) 20 ft. General
Targets: One creature/level in a 20-ft.-radius burst centered on you
Focus: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a chaotic text. The reliquary costs at least 500 gp.

+4 to AC, +4 resistance, and SR 25 against lawful spells.

A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from law, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.

Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.

Third, the abjuration blocks possession and mental influence, just as protection from law does.

Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).

Cloak of Dark Power
    SPC
  Drow 1  
    30 minutes

Protects subject from effects of sunlight, grants +4 resistance bonus on saves against light* or darkness effects.

Cloak of Shade
    Sandstorm
  Arc 1, Clr 1, Drd 1  
    6 hours

Touched creature gains protection from heat and sun.

Construct Energy Ward
    Ebberon
  Artificer 3  
    1 hour

As resist energy, except that the target must be a construct.

Greater Construct Energy Ward
    Ebberon
  Artificer 4, Warforged 5  
    1 hour

As protection from energy, except that the target must be a construct.

Contingent Energy Resistance
    SPC
  Arc 4, Clr 4, Drd 4, Sor/Wiz 5  
    6 hours

Energy damage triggers a resist energy spell.

Conviction
    SPC
  Arc 1, Clr 1  
    1 hour

Subject gains +2 or higher save bonus.

Mass Conviction
    SPC
  Arc 3, Clr 3  
    1 hour

Allies gain +2 or higher save bonus.

Countermoon
    SPC
  Arc 2, Drd 2  
    12 hours

Stop a lycanthrope from changing form, even after death, for 12 hours.

Daggerspell Stance (F)
    SPC
  Arc 2, Drd 2, Sor/Wiz 2  
    General

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

Dampen Magic
    CC
  Clr 4  
    General

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

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

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

Dawn
    SPC
  Arc 0, Drd 0, Rgr 1  
    General

Swift, Awaken sleeping and unconscious creatures.

Deflect
    PHBII
  Duskblade 2, Sor/Wiz 2  
    General

Gain bonus to AC for one attack.

Lesser Deflect
    PHBII
  Duskblade 1, Sor/Wiz 1  
    General

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

Demonhide
    SPC
  Arc 2, Blk 2  
    General

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

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

Bars extradimensional movement.

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

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

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

Teleportation and interplanar travel blocked for one day/level.

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

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

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

Forces a creature to return to native plane.

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

Disobedience
    CS
  Brd 3, Sor/Wiz 3  
    General

Subject is shielded from mind control.

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

+4 bonus against attacks by chaotic creatures.

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

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

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

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

Dispel Cold
    Frostburn
  Arc 5, Clr 5  
    General

Cancels cold spells and effects.

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

+4 bonus against attacks by evil creatures.

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

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

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

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

Dispel Fire
    Frostburn
  Arc 5, Clr 5  
    General

Cancels fire spells and effects.

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

+4 bonus against attacks by good creatures.

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

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

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

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

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

+4 bonus against attacks by lawful creatures.

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

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

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

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

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

Cancels magical spells and effects.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

As dispel magic, but +20 on check.

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

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

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

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

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

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

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

As dispel magic, but affects only wards.

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

Cancels water spells and effects or dismisses water creatures.

Dispelling Breath
    SPC
  Sor/Wiz 5  
    General

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

Dispelling Screen
    SPC
  Sor/Wiz 4  
    30 minutes

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

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

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

Dispelling Touch
    PHBII
  Duskblade 3, Sor/Wiz 2  
    General

Dispel one magical effect on touched subject.

Dissonant Chant
    SPC
  Brd 2, Sor/Wiz 2  
    General

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

Distracting Ray
    SPC
  Brd 2, Sor/Wiz 2  
    General

Distracts target spellcaster as counterspell.

Divine Flame
    DotF
  Arc 2, Clr 2  
    General

Wards area against cold creatures.

Divine Interdiction
    SPC
  Arc 2, Clr 2  
    General

Prevents other divine characters from turning or rebuking.

Divine Retribution
    CC
  Clr 5  
    General

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

Divine Zephyr
    DotF
  Arc 2, Clr 2  
    General

Wards area against fire creatures.

Duelward
    SPC
  Sor/Wiz 5  
    General

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

Earth Lock (M)
    SPC
  Sor/Wiz 2  
    General

Constricts tunnel, preventing access.

Earthen Grace (M)
    SPC
  Arc 2, Drd 2, Sor/Wiz 3  
    5 minutes

Stone and rock damage sources deal nonlethal damage instead of lethal damage.

Easy Trail
    SPC
  Arc 1, Drd 2, Hrp 2, Rgr 1  
    6 hours

Makes a trail easier to pass.

Ectoplasmic Armor
    SPC
  Sor/Wiz 1  
    General

Gain +5 to +9 armor bonus against incorporeal* touch attacks.

Ectoplasmic Feedback
    SPC
  Sor/Wiz 2  
    5 minutes

Incorporeal* attackers take 1d6 damage.

Effulgent Epuration
    SPC
  Sor/Wiz 9  
    General

Creates one sphere/level to negate hostile magic.

Elemental Prod
    MoE
  Artificer 2  
    General

Move an elemental creature a short distance.

Elemental Ward
    Complete Arcane
  Wuj 4  
    General

Drive Wu Jen type elementals away from you.

Empyreal Ecstasy
    Book of Exalted Deeds
  Brd 6, Pleasure 7  
    30 minutes

Targets immune to pain and mind-influencing effects, and take half damage from melee and ranged attacks; -4 to skill checks.

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.

Energized Shield
    SPC
  Arc 3, Clr 3, Pal 2  
    General

Shield provides user resistance 10, shield bash deals +2d6 damage.

Lesser Energized Shield
    SPC
  Arc 2, Clr 2, Pal 1  
    General

Shield provides user resistance 5, shield bash deals +1d6 damage.

Energy Aegis
    PHBII
  Clr 3, Duskblade 3, Sor/Wiz 3  
    General

Subject gains resistance 20 against one energy type for one attack.

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.

Ensnarement (M)
    Dragon 336
  Sor/Wiz 6  
    General

Augment the effectiveness of a magic circle prior to casting planar binding.

Entropic Shield
Abjuration 1 standard action SRD
- APeace 1, Arc 1, Clr 1, HB 1, Luck 1, Storm 1 V, S
1 min./level (D) Personal 30 minutes
Target: You

Ranged attacks against you have 20% miss chance.

A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.

Eradicate Earth
    SPC
  Sor/Wiz 3  
    General

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

Ether Blast
    MotP
  Arc 4, Clr 4  
    General

Blast Ethereal creatures with an ethereal tornado.

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.

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.

Eye of the Hurricane
    SPC
  Arc 4, Drd 4  
    General

Cause a hurricane to spring forth around you. It prevents ranged attacks, knocks people back and others prone.

Fang Trap
    SK
  Arc 4, Clr 4, Sor/Wiz 4  
    Prohibited

Inscription bites those who pass it.

Favorable Sacrifice (M)
    SPC
  Arc 3, Clr 3  
    General

Subject gains better protection the more gems you sacrifice.

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

Makes subject resistant to inhaled toxins.

Finding the Center
    Complete Arcane
  Wuj 8  
    General

You do not have to concentrate on a previous spell to maintain concentration on it.

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).

Flesh Armor (F)
    Book of Vile Darkness
  Asn 4  
    1 hour

Caster gains DR 5/magic.

Foil Tracer
    BoEM
  Sor/Wiz 3  
    30 minutes

Subject cannot be tracked while teleporting.

Forbiddance (M)
Abjuration 6 rounds SRD
See text - Yes APeace 6, Arc 6, Blg 5, Clr 6, Hatred 6, Sin-P 6, Wealth 6 V, S, M, DF
Permanent Medium General
Area: 60-ft. cube/level (S)
Materials: A sprinkling of holy water and rare incenses worth at least 1,500 gp, plus 1,500 gp per 60-foot cube. If a password is desired, this requires the burning of additional rare incenses worth at least 1,000 gp, plus 1,000 gp per 60-foot cube.

Blocks planar travel, damages creatures of different alignment.

Forbiddance seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.

In addition, it damages entering creatures whose alignments are different from yours. The effect on those attempting to enter the warded area is based on their alignment relative to yours (see below). A creature inside the area when the spell is cast takes no damage unless it exits the area and attempts to re-enter, at which time it is affected as normal.

Alignments identical: No effect. The creature may enter the area freely (although not by planar travel).

Alignments different with respect to either law/chaos or good/evil: The creature takes 6d6 points of damage. A successful Will save halves the damage, and spell resistance applies.

Alignments different with respect to both law/chaos and good/evil: The creature takes 12d6 points of damage. A successful Will save halves the damage, and spell resistance applies.

At your option, the abjuration can include a password, in which case creatures of alignments different from yours can avoid the damage by speaking the password as they enter the area. You must select this option (and the password) at the time of casting.

Dispel magic does not dispel a forbiddance effect unless the dispeller's level is at least as high as your caster level.

You can't have multiple overlapping forbiddance effects. In such a case, the more recent effect stops at the boundary of the older effect.

Force Shapechange
    RE
  Truth 6  
    General

Forces shapechangers into natural form.

Forceward
    PGtF
  Arc 3, Pal 3  
    General

Creates a sphere of force that prevents entry by all but you and your allies, grants +2 sacred bonus on saving throws against effects created by evil creatures to those inside.

Force Effects Forceward
    SPC
  Sor/Wiz 4  
    30 minutes

Creates a sphere of force that protects against force effects and keeps out incorporeal creatures.

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.

Freedom of Breath
    Sandstorm
  Arc 2, Clr 2, Drd 2, Pal 2, Rgr 2  
    1 hour

Protects against suffocation and dangerous vapors.

Freedom of Movement
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) APeace 4, Arc 4, Asn 4, Beguiler 4, Blk 4, Brd 4, BVal 4, ChamGwyn 4, Clr 4, Drd 4, Halfling 4, Hlr 4, Hoard 4, HotD 4, Liberation 4, Luck 4, Ocean 4, Rgr 4, Slayer of Domiel 4, Time 4 V, S, M, DF
10 min./level Personal or touch 1 hour
Target: You or creature touched

Subject moves normally despite impediments.

This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.

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

Subject has a 50% chance to avoid gaze attacks.

Ghost Trap
    SPC
  Arc 6, Clr 6, Sor/Wiz 7  
    6 hours

Incorporeal creatures turn corporeal.

Glacial Globe of Invulnerability
    Frostburn
  Arc 4, Clr 4, Sor/Wiz 3  
    General

Stops 1st- through 3rd-level fire spell effects and provides concealment.

Glacial Ward
    Frostburn
  Sor/Wiz 4  
    General

Subject gains SR 18 against fire spells and effects.

Greater Glacial Ward (M)
    Frostburn
  Sor/Wiz 7  
    General

Area around you provides SR 25 against fi re spells and effects.

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.

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.

Glorious Raiment
    Book of Exalted Deeds
  APeace 2, Arc 2, Glory 2  
    5 minutes

Wearer gains +1 sacred bonus to AC per five caster levels and damage reduction 5/evil.

Glory of the Martyr
    Magic of Faerun
  Arc 4, ChamGwyn 4, Pal 4  
    24 hours

As shield other, but affecting multiple creatures, and healing them if you die.

Glyph of Warding (M)
Abjuration 10 minutes SRD
See text - No (object) and Yes; see text Arc 3, Clr 3, Dwarf 3, Rune 3, Shu 3, Wealth 3 V, S, M
Permanent until discharged (D) Touch General
Target or Area: Object touched or up to 5 sq. ft./level
Materials: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 200 gp.

Inscription harms those who pass it.

This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.

You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion. They cannot be set according to class, Hit Dice, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded.

When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.

Glyphs cannot be affected or by-passed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though non-magical disguises and the like can't. Read magic allows you to identify a glyph of warding with a DC 13 Spellcraft check. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph (version, type of damage caused, what spell is stored).

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

Depending on the version selected, a glyph either blasts the intruder or activates a spell.

Blast Glyph: A blast glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (casters choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect.

Spell Glyph: You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and spell resistance operate as normal, except that the DC is based on the level of the spell stored in the glyph.

Greater Glyph of Warding (M)
Abjuration 10 minutes SRD
See text - No (object) and Yes; see text Arc 6, Clr 6, Rune 6, Shu 6 V, S, M
Permanent until discharged (D) Touch General
Target or Area: Object touched or up to 5 sq. ft./level
Materials: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 400 gp.

As glyph of warding, but up to 10d8 damage or 6th-level spell.

This spell functions like glyph of warding, except that a greater blast glyph deals up to 10d8 points of damage, and a greater spell glyph can store a spell of 6th level or lower.

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.

Halo of Sand
    Sandstorm
  Arc 2, Drd 2, Rgr 2  
    1 hour

Swirling sand grants +1 deflection bonus/3 levels.

Hand of the Faithful
    SPC
  Arc 4, Clr 4, Pal 4  
    4 hours

Immobile zone of warding stuns those of different patrons.

Harmonic Void
    CS
  Brd 5  
    General

Nearby casters must succeed on Concentration check to use verbal-component spells.

Hide from Animals
Abjuration 1 standard action SRD
Will negates (harmless) - Yes Arc 1, Blg 1, Drd 1, Rgr 1 S, DF
10 min./level (D) Touch 4 hours
Targets: One creature touched/level

Animals cant perceive one subject/level.

Animals cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.

Hide from Dragons
    SPC
  Asn 4, Brd 5, Hoard 4, Sor/Wiz 7  
    General

Dragons can't perceive one subject/two levels.

Hide from Undead
Abjuration [Ectomancy] 1 standard action SRD
Will negates (harmless); see text - Yes APeace 1, Arc 1, Clr 1, HotD 1, Life 1, Repose 1 V, S, DF
10 min./level (D) Touch 4 hours
Targets: One touched creature/level

Undead can't perceive one subject/level.

Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.

Hide the Path (F)
    SPC
  Arc 6, Clr 6, Drd 6  
    24 hours

Disrupts find the path and other 6th level or lower divination spells.

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.

Holy Aura (F)
Abjuration [Good] 1 standard action SRD
See text - Yes (harmless) APeace 8, Arc 8, Celestial 8, Clr 8, Exalted Arcanist 8, Exorcism 8, Good 8, Hlr 8, Mysticism 8 V, S, F
1 round/level (D) 20 ft. General
Targets: One creature/level in a 20-ft.-radius burst centered on you
Focus: A tiny reliquary containing some sacred relic. The reliquary costs at least 500 gp.

+4 to AC, +4 resistance, and SR 25 against evil spells.

A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.

Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.

Third, the abjuration blocks possession and mental influence, just as protection from evil does.

Finally, if an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC).

Holy Star
    SPC
  Arc 7, Clr 7  
    General

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

Ice Shield (M)
    Frostburn
  Arc 5, Drd 5, Sor/Wiz 4  
    General

Subject gains damage reduction 15/—.

Icicle
    Frostburn
   
    24 hours

Magical trap hangs from ceiling, dealing 4d6 damage when triggered.

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.

Impede Sun's Brilliance
    Sandstorm
  Arc 1, Drd 1, Rgr 1, Summer 1  
    1 hour

Diminishes the heat and light of the sun in an area.

Impotent Possessor
    Book of Vile Darkness
  Dem 4, Sor/Wiz 6  
    General

Subject that can possess creatures is rendered powerless.

Imprison Possessor
    Book of Vile Darkness
  Dem 4, Sor/Wiz 5  
    General

Subject that can possess creatures is trapped in current body.

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.

Indomitability
    SPC
  Sor/Wiz 5  
    General

Subject can't be reduced below 1 hp.

Insignia of Alarm (F)
    RoD
  Arc 2, Brd 2, Clr 2, Pal 2  
    General

Alert bearers of special insignia.

Insignia of Warding
    RoD
  Arc 3, Clr 3, Pal 3  
    5 minutes

Bearers of special insignia gain +1 to AC, Fortitude saves.

Ironguard (F)
    SPC
  Sor/Wiz 7  
    General

Subject becomes immune to both magical and mundane metal.

Lesser Ironguard
    SPC
  Sor/Wiz 5  
    General

Subject becomes immune to nonmagical metal.

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

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

Joyful Noise
    SPC
  Brd 1  
    General

You negate silence in a 10-ft.-radius emanation for as long as you concentrate.

Khyber Trap
    MoE
  Sor/Wiz 3  
    General

Trap extraplanar creature within a Khyber dragonshard.

Land Womb
    SPC
  Arc 4, Drd 4, Hth 4, Rgr 4  
    1 hour

You and one creature/level hide within the earth.

Life Ward
    SPC
  Arc 4, Clr 4  
    General

Grants immunity to healing spells and positive energy effects.

Life's Grace
    SPC
  Arc 5, Clr 5  
    30 minutes

Grants immunity to death effects, energy drain, and negative energy effects. Also grants ghost touch to armor.

Lionheart
    SPC
  Arc 1, Pal 1  
    General

The subject gains immunity to fear effects.

Loyal Vassal
    SPC
  Arc 2, Pal 2  
    1 hour

Ally gains +3 against mind-affecting effects and cannot be compelled to harm you.

Lucky Blade
    MoE
  Artificer 2  
    General

Weapon grants a single reroll of an attack.

Lucky Cape
    MoE
  Artificer 3  
    General

Cape grants a single reroll of a saving throw.

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.

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.

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.

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 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.

Magic Miasma
    SPC
  Sor/Wiz 9  
    General

Solid fog reduces caster level by -4 and spell DCs by -2.

Mantle of Chaos
    SPC
  Arc 3, Clr 3  
    1 hour

You gain spell resistance 12 + caster level against spells with opposite alignment descriptor.

Mantle of Evil
    SPC
  Arc 3, Blk 3, Clr 3  
    1 hour

You gain spell resistance 12 + caster level against spells with opposite alignment descriptor.

Mantle of Good
    SPC
  Arc 3, Clr 3, Pal 3  
    1 hour

You gain spell resistance 12 + caster level against spells with opposite alignment descriptor.

Mantle of Law
    SPC
  Arc 3, Clr 3, Pal 3  
    1 hour

You gain spell resistance 12 + caster level against spells with opposite alignment descriptor.

Mantle of the Slime Lord
    CR
  IOTDF 7  
    General

Nonintelligent oozes do not attack you, and you gain some ooze immunities.

Maw of Chaos
    SPC
  Sor/Wiz 9  
    General

Area of energy damages creatures and disrupts concentration.

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.

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).

Moment of Clarity
    Book of Exalted Deeds
  Arc 1, Pal 1  
    General

Target immediately makes a new saving throw to resist a mind-affecting spell or effect.

Nezram's Amethyst Aura
    LostEmpiresOfFaerun
  Sor/Wiz 3  
    General

Prevents poisons and diseases from affecting the subject.

Nezram's Emerald Energy Shield
    LostEmpiresOfFaerun
  Sor/Wiz 4  
    General

Grants immunity to deafness effects and language-dependent, mind-affecting effects, plus sonic resistance* 10 and a +4 bonus on saves against spells and effects with the sonic descriptor to which the subject isn't already immune.

Nezram's Sapphire Screen of Shielding
    LostEmpiresOfFaerun
  Sor/Wiz 5  
    General

Moving shield of force grants +4 bonus to AC against ranged attacks and DR 10/magic against all other attacks.

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.

Node Lock
    CR
  Sor/Wiz 2  
    1 hour

Deters others from using an earth node's powers.

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.

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).

Opportune Dodge
    CS
  Brd 2  
    General

Subject can avoid a single attack of opportunity.

Peaceful Serenity of Io
    RotDrg
  Arc 2, Brd 2, Clr 2, Drd 2  
    1 hour

Grant subject +4 bonus on Concentration checks and against compulsions and fear effects.

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

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

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.

Planar Tolerance
    SPC
  Arc 4, Clr 4, Drd 4, Rgr 4, Sor/Wiz 5  
    6 hours

Provides long-term protection against overtly damaging planar traits.

Portal Alarm
    MotP
  Brd 2, Sor/Wiz 2  
    12 hours

Attach an alarm to a portal that my be audible or mental.

Improved Portal Alarm
    MotP
  Brd 4, Sor/Wiz 4  
    General

As the portal alarm spell, and may be mental, audible, or both.

Positive Energy Protection
    MotP
  Arc 3, Clr 3  
    General

Provides protection from Positive Energy effects for 1 round/level.

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).

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 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.

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 Charm
    Complete Arcane
  Wuj 2  
    General

The recipient of this spell gains a resistance bonus of +1 per three caster levels (maximum +5) on any Will save against charm or compulsion spells or effects.

Protection from Dessication
    Sandstorm
  Arc 3, Clr 3, Drd 2, Rgr 2, Sor/Wiz 3, Summer 3  
    1 hour

Absorb 10 points/level of dessication damage.

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.

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.

Protection from Negative Energy
    Libris
  Arc 3, Clr 3  
    1 hour

Ignore 10 points of negative energy damage per attack.

Protection from Positive Energy
    Libris
  Arc 3, Clr 3  
    1 hour

Ignore 10 points of positive energy damage per attack.

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).

Psychic Poison (M)
    Book of Vile Darkness
  Arc 4, Clr 4, Sor/Wiz 4  
    General

Poisons those casting divination or mind-affecting spells at object, creature, or area.

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.

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.

Ray Deflection
    DA5
  Brd 3, Sor/Wiz 3  
    30 minutes

Reflect ranged touch attacks back on caster.

Ray of Deanimation
    DA5
  Sor/Wiz 4  
    General

Ray deals 1d6/level to constructs (max 10d6).

Reaving Dispel
    Complete Arcane
  Sor/Wiz 9  
    General

As dispel magic, except maximum +25 and if targeted, you can take control of the spell.

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.

Rejection
    SPC
  Arc 6, Clr 6  
    General

Creatures within cone are blasted away from you.

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 Fear
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) APeace 1, Arc 1, Brd 1, ChamGwyn 1, Clr 1, Competition 1, Courage 1, Hlr 1, HotD 1, KotC 1, Pleasure 1, Shu 1 V, S
10 min.; see text Close General
Targets: One creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart

Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.

You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.

Remove fear counters and dispels cause fear.

Rend Shadow Weave
    CV
  Arc 3, Clr 3, Sor/Wiz 3  
    General

You damage the Shadow Weave, creating an area of dead magic that only affects the Shadow Weave rather than the Weave.

Repel Metal or Stone
Abjuration [Earth] 1 standard action SRD
None - No Arc 7, Blg 7, Drd 8, Metal 9, Wuj 8 V, S
1 round/level (D) 60 ft. General
Area: 60-ft. line from you

Pushes away metal and stone.

Like repel wood, this spell creates waves of invisible and intangible energy that roll forth from you. All metal or stone objects in the path of the spell are pushed away from you to the limit of the range. Fixed metal or stone objects larger than 3 inches in diameter and loose objects weighing more than 500 pounds are not affected. Anything else, including animated objects, small boulders, and creatures in metal armor, moves back. Fixed objects 3 inches in diameter or smaller bend or break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round.

Objects such as metal armor, swords, and the like are pushed back, dragging their bearers with them. Even magic items with metal components are repelled, although an antimagic field blocks the effects.

The waves of energy continue to sweep down the set path for the spell's duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell's power.

Repel Vermin
Abjuration 1 standard action SRD
None or Will negates; see text - Yes APeace 4, Arc 4, Blg 4, Brd 4, Clr 4, Drd 4, HB 3, Rgr 3 V, S, DF
10 min./level (D) 10 ft. 4 hours
Area: 10-ft.-radius emanation centered on you

Insects, spiders, and other vermin stay 10 ft. away.

An invisible barrier holds back vermin. A vermin with Hit Dice of less than one-third your level cannot penetrate the barrier.

A vermin with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.

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.

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.

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.

Resist Planar Alignment
    Planar Handbook
  Arc 1, Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1  
    1 hour

Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.

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.

Resistance Item
    Ebberon
  Artificer 1  
    1 hour

Item bestows +1 or better resistance bonus on saving throws.

Greater Resistance
    SPC
  Arc 4, Brd 4, Clr 4, Drd 4, Sor/Wiz 4  
    24 hours

Subject gains +3 on saving throws.

Superior Resistance
    SPC
  Arc 6, Brd 6, Clr 6, Drd 6, Sor/Wiz 6  
    General

Subject gains +6 on saving throws.

Resurgence
    Complete Divine
  Arc 1, Blk 1, Clr 1, Pal 1  
    General

You grant subject a second chance at a saving throw.

Mass Resurgence
    SPC
  Arc 3, Blk 3, Clr 3, Clr 4, Pal 3  
    General

As resurgence, but multiple targets.

Reverse Arrows
    Magic of Faerun
  Sor/Wiz 3  
    1 hour

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

Righteous Aura
    Miniatures
  Arc 4, Pal 4  
    6 hours

You detonate on death, healing good creatures and damaging others (2d6/level damage).

Rosemantle
    Magic of Faerun
  Arc 1, Clr 1  
    General

Adds +1/level (max +10) sacred bonus against pain, nausea, and fear affects. Also delays poison.

Ruby Ray of Reversal (M)
    PGtF
  Sor/Wiz 7  
    General

Ray negates magical or mundane hazards.

Sacred Haven
    Complete Divine
  Arc 4, Pal 4  
    5 minutes

Creature gains AC bonus, and you can monitor and heal it magically.

Safe Clearing
    Magic of Faerun
  Arc 3, Rgr 3  
    6 hours

As sanctuary, but protects an area and lasts 1 hour/level.

Safety
    SPC
  Arc 3, Clr 3  
    1 hour

Know how to get somewhere where the environment is not hostile to the subject.

Sanctuary
Abjuration 1 standard action SRD
Will negates - No APeace 1, Arc 1, Clr 1, EmBarachiel 1, Hlr 1, Protection 1, Shu 1 V, S, DF
1 round/level Touch 5 minutes
Target: Creature touched

Opponents cant attack you, and you can't attack.

Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use non-attack spells or otherwise act.

Mass Sanctuary
    Underdark
  Balance 5  
    5 minutes

One touched creature/2 levels can't be attacked, and can't attack.

Scintillating Scales
    Draconomicon
  Sor/Wiz 2  
    General

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

Scry Trap
    MoE
  Arc 5, Clr 5, Sor/Wiz 5  
    General

Scry attempts against target deal 1d6/level damage and blind scrying creature.

Seal Portal (M)
    Planar Handbook
  Arc 6, Brd 6, Clr 6, Drd 6, Sor/Wiz 6  
    General

Seal an interplanar portal or gate.

Segojan's Armor
    Magic Books of Faerun
  Arc 1, Clr 1, Drd 1, Rgr 1  
    6 hours

You fabricate a suit of armor from natural materials that is suitable for a creature of Medium or smaller size.

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.

Sheltered Vitality
    Libris
  Arc 3, Clr 3, Drd 4  
    5 minutes

Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain.

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.

Shield of Faith
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) APeace 1, Arc 1, Artificer 1, Clr 1, Retribution 1, Shu 1, Vassal of Bahamut 1 V, S, M
1 min./level Touch 30 minutes
Target: Creature touched

Aura grants +2 or higher deflection bonus.

This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).

Mass Shield of Faith
    Miniatures
  Arc 4, Clr 4  
    30 minutes

Allies gain +3 or higher AC bonus.

Shield of Law (F)
Abjuration [Lawful] 1 standard action SRD
See text - Yes (harmless) Arc 8, Clr 8, Inquisition 8, Law 8 V, S, F
1 round/level (D) 20 ft. General
Targets: One creature/level in a 20-ft.-radius burst centered on you
Focus: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text. The reliquary costs at least 500 gp.

+4 to AC, +4 resistance, and SR 25 against chaotic spells.

A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic creatures.

Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures.

Third, the abjuration blocks possession and mental influence, just as protection from chaos does.

Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of laws save DC).

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.

Shield of Warding
    Draconomicon
  Arc 3, Clr 3, Pal 2  
    30 minutes

Shield grants +1 bonus on Reflex saves, +1 per five levels (max +5).

Shield Other (F)
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) APeace 2, Arc 2, BVal 2, ChamGwyn 2, Clr 2, Family 2, Pact 2, Pal 2, Protection 2, Vassal of Bahamut 2 V, S, F
1 hour/level (D) Close 24 hours
Target: One creature
Focus: A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature.

You take half of subjects damage.

This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.

If you and the subject of the spell move out of range of each other, the spell ends.

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.

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.

Skin of the Cactus
    Sandstorm
  Arc 3, Drd 4, Rgr 3, Summer 4  
    1 hour

Grants natural armor, thorns, and resistance to dehydration.

Slashing Dispel
    PHBII
  Duskblade 5, Sor/Wiz 4  
    General

As dispel magic, but creatures take damage for spells dispelled.

Snare Astral Traveler
    Book of Vile Darkness
  Arc 6, Clr 6, Sor/Wiz 6  
    General

Captures one astral creature and holds it motionless.

Spell Engine (M) (XP)
    Magic of Faerun
  Sor/Wiz 8  
    General

Magical energy disk absorbs incoming spells.

Spell Immunity
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) APeace 4, Arc 4, Clr 4, Protection 4, Shu 4, Strength 4 V, S, DF
10 min./level Touch 1 hour
Target: Creature touched

Subject is immune to one spell per four levels.

The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn't protect a creature from spells for which spell resistance doesn't apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against super-natural or extraordinary abilities, such as breath weapons or gaze attacks.

Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect.

A creature can have only one spell immunity or spell immunity, greater spell in effect on it at a time.

Greater Spell Immunity
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) Arc 8, Clr 8, Sin-P 8 V, S, DF
10 min./level Touch 1 hour
Target: Creature touched

As spell immunity, but up to 8th-level spells.

This spell functions like spell immunity, except the immunity applies to spells of 8th level or lower.

A creature can have only one spell immunity or spell immunity, greater spell in effect on it at a time.

Lesser Spell Immunity
    SPC
  Arc 2, Clr 2  
    General

As spell immunity, but only 1st and 2nd-level spells.

Spell Resistance
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) APeace 5, Arc 5, Clr 5, Magic 5, Meditation 5, Protection 5, Shu 5 V, S, DF
1 min./level Touch 30 minutes
Target: Creature touched

Subject gains SR 12 + level.

The creature gains spell resistance equal to 12 + your caster level.

Mass Spell Resistance
    Complete Divine
  Arc 7, Clr 7  
    General

As spell resistance, but multiple targets.

Spell Shield
    Magic of Faerun
  Arc 2, Clr 2  
    5 minutes

Target gains +3 resistance on saving throws against spells and spell-like abilities.

Spell Snare
    MoE
  Artificer 3, Sor/Wiz 4  
    General

Dragonshard absorbs a spell or spell-like ability of up to 3rd level.

Greater Spell Snare
    MoE
  Artificer 6, Sor/Wiz 7  
    General

Dragonshard absorbs a spell or spelllike ability of up to 6th level.

Spell Theft
    CS
  Brd 4, HB 4, Sor/Wiz 5  
    General

Dispel spells on target and gain their benefit

for yourself.

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.
Lesser Spell Turning
    Mintipers Chapbook
  Adp 4, Arc 4, Sor/Wiz 4  
    1 hour

As spell turning, except only 1d4+1 spell levels are affected by the turning.

Spellmantle
    Magic of Faerun
  Arc 6, Clr 6  
    General

As spell immunity, but negated spells triggers a helpful spell upon the target.

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.

Srinshee's Spell Shift
    LostEmpiresOfFaerun
  Sor/Wiz 9  
    General

Instead of countering another's spell, you can apply a metamagic feat to it, manipulate one of its properties, or stun the caster.

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.

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

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

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.

Storm Shield
    LostEmpiresOfFaerun
  Arc 3, Clr 3, Drd 3  
    General

Glowing sphere absorbs 20 points per caster level of electricity damage from effects that pass within 30 ft.

Storm Tower
    Magic of Faerun
  Arc 7, Drd 7  
    General

Tower of swirling clouds absorbs electricity, gives concealment, and prevents movement.

Stormrunner's Ward
    Stormwrack
  Sor/Wiz 2  
    6 hours

Add +4 (+1/4 levels) to ship's checks to weather storms.

Strategic Charge
    Magic of Faerun
  Arc 1, Blk 1, Pal 1  
    General

You gain the benefits of the Mobility feat.

Sublime Revelry
    Book of Exalted Deeds
  Arc 9, Clr 9, Pleasure 9  
    30 minutes

Targets immune to pain and mind-influencing effects, and take half damage from melee and ranged attacks.

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.

Suppress Dragonmark
    MoE
  Artificer 2, Sor/Wiz 2  
    General

Suppress the spell-like abilities of target's dragonmark.

Surefoot
    Magic of Faerun
  Arc 1, Rgr 1  
    1 hour

You gain a +10 competence bonus on Balance checks.

Surelife
Abjuration 1 round SRD
- Repose 8 V, S, M
1 min./level Personal 30 minutes
Target: You

Protects you from one kind of certain death.

This spell protects you against some condition--such as being immersed in boiling oil or being buried under an avalanche--that would ordinarily cause certain death. You can protect yourself only against natural occurrence or nonmagical condition, not against a spell or the direct attack of a creature (such as the breath of a dragon or the swords of a group of bandits). At the time of casting, you must specify the condition against which you wish to protect yourself. Should you be subjected to that condition during the duration of the spell, you feel no discomfort and take no damage from the condition, though the spell does not protect any items carried on your person. If you are still subject to the condition at the end of the spell's duration, you suffer its full normal effects.

Suspend Disease
    Book of Vile Darkness
  Arc 1, Clr 1, Drd 1, Sor/Wiz 1  
    24 hours

Keeps disease from harming creature for 24 hours.

Symbol Of Spell Loss
    SPC
  Arc 5, Clr 5, Sor/Wiz 5  
    General

Triggered rune absorbs spells yet to be cast.

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 Block (M)
    BoEM
  Sor/Wiz 5  
    General

Teleportation spells fail when the destination or the origin is within the area.

Thief Ward
    BoEM
  Sor/Wiz 2  
    5 minutes

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

Tortoise Shell
    Magic of Faerun
  Arc 3, Drd 3  
    1 hour

Large shell provides cover or shelter.

Transcribe Symbol
    PGtF
  Rune 8, Sor/Wiz 8  
    1 hour

Safely moves an untriggered magical symbol to another location.

Turbidity
    Stormwrack
  Sor/Wiz 2  
    30 minutes

Water surrounding you becomes cloudy, granting concealment.

Twilight Luck
    Book of Exalted Deeds
  Sanctified 1  
    5 minutes

Target gains +1 luck bonus on all saving throws.

Tyche's Touch
    LostEmpiresOfFaerun
  Arc 2, Clr 2  
    General

Confers a decreasing sacred bonus or penalty on the subject's next four saving throws.

Unbinding
    Complete Divine
  Liberation 9, Sor/Wiz 9  
    General

Frees everyone in range from spells that constrain or bind.

Undeath's Eternal Foe
    Magic of Faerun
  Arc 9, Clr 9  
    General

Targets receive death ward and immunity to most undead special attacks.

Undetectable Alignment
Abjuration 1 standard action SRD
Will negates (object) - Yes (object) Arc 2, Asn 2, Beguiler 1, Brd 1, Clr 2, HB 1, KotC 2, Liberation 2, Pal 2, Vassal of Bahamut 2 V, S
1 day Close 24 hours
Target: One creature or object

Conceals alignment for 24 hours.

An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.

Unheavened
    Book of Vile Darkness
  Sor/Wiz 2  
    1 hour

Subject gains +4 save bonus again powers of good outsiders.

Unholy Aura (F)
Abjuration [Evil] 1 standard action SRD
See text - Yes (harmless) Arc 8, Clr 8, Evil 8, Mysticism 8 V, S, F
1 round/level (D) 20 ft. General
Targets: One creature/level in a 20-ft.-radius burst centered on you
Focus: A tiny reliquary containing some sacred relic, such as a piece of parchment from an unholy text. The reliquary costs at least 500 gp.

+4 to AC, +4 resistance, and SR 25 against good spells.

A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.

Second, a warded creature gains spell resistance 25 against good spells and spells cast by good creatures.

Third, the abjuration blocks possession and mental influence, just as protection from good does.

Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage (Fortitude negates).

Urban Shield
    RoD
  City 7  
    General

City grants cover to you, not to enemies.

Vanishing Weapon
    Book of Exalted Deeds
  Sor/Wiz 5  
    30 minutes

Weapons' touch dispels summoned or quasi-real creatures.

Vengeance Halo
    Book of Exalted Deeds
  Arc 6, Clr 6, Wrath 6  
    30 minutes

Any creature that slays the spell's recipient takes 1d6/level (max 20d6) damage.

Vertigo
    PHBII
  Beguiler 2, Brd 2, Sor/Wiz 2  
    General

Subject creature must succeed on a DC 10 Balance check to move each round.

Vertigo (Sky)
    PHBII
  Brd 2, Sor/Wiz 3  
    General

Creature believes it is at the top of a great fall and has nowhere it can move. Takes non-lethal damage if it moves or is moved.

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 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 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 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 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.

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.

Minor Ward
    BoEM
  Sor/Wiz 0  
    24 hours

See Text

Watchware
    Unapproachable East
  Sor/Wiz 5  
    General

You know when target object is touched.

Whelm, Mass
    PHBII
  Beguiler 4, Sor/Wiz 4  
    General

1d6 nonlethal damage/level (max 10d6) to 1 creature/level.

Wounding Whispers
    Magic of Faerun
  Brd 3  
    General

Sonic aura damages foes that strike you.

Zeal
    Complete Divine
  Arc 2, Blk 2, Competition 2, Pal 2  
    General

You move through foes to attack the enemy you want.

Zone of Respite
    SPC
  Arc 5, Clr 5, Sor/Wiz 5  
    1 hour

Prevents teleportation and similar effects from functioning in the area