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School | Casting Time | Source Book | ||||||||||||||||||||||||||
Save - Res | Level | Comps | ||||||||||||||||||||||||||
Dur | Range | Recharge | ||||||||||||||||||||||||||
Effect | ||||||||||||||||||||||||||||
Expensive Focus | ||||||||||||||||||||||||||||
Expensive Material | ||||||||||||||||||||||||||||
XP Cost | ||||||||||||||||||||||||||||
Description | ||||||||||||||||||||||||||||
Full Description | ||||||||||||||||||||||||||||
Acorn of Far Travel | ||||||||||||||||||||||||||||
Far Corners of the World | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Makes an acorn feel like a forest to the user and a spell. |
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Addiction | ||||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||||
Arc 2, Asn 1, Brd 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Subject becomes addicted to a drug. |
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Aerial Alarm | ||||||||||||||||||||||||||||
HoB | ||||||||||||||||||||||||||||
Arc 2, Rgr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Wards and area for 2 hours/level |
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Aid | ||||||||||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||||||||||
None - Yes (harmless) | Adp 2, APeace 2, Arc 2, Clr 2, Courage 2, Good 2, KotC 2, Luck 2 | V, S, DF | ||||||||||||||||||||||||||
1 min./level | Touch | 5 minutes | ||||||||||||||||||||||||||
Target: Living creature touched | ||||||||||||||||||||||||||||
+1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). |
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Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th). |
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Alicorn Lance | ||||||||||||||||||||||||||||
Silver March Web | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Gain a unicorn's horn that can be a ranged touch attack to strike a foe once as a free action for 3d6 force damage. |
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Align Fang | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
Natural weapon becomes good, evil, lawful, or chaotic. |
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Align Weapon | ||||||||||||||||||||||||||||
Transmutation [Varies] | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates (harmless, object) - Yes (harmless, object) | Arc 2, Artificer 2, Clr 2, KotC 2, Vassal of Bahamut 2 | V, S, DF | ||||||||||||||||||||||||||
1 min./level | Touch | 5 minutes | ||||||||||||||||||||||||||
Target: Weapon touched or fifty projectiles (all of which must be in contact with each other at the time of casting) | ||||||||||||||||||||||||||||
Weapon becomes good, evil, lawful, or chaotic. |
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Align weapon makes a weapon good, evil, lawful, or chaotic, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment. You can't cast this spell on a natural weapon, such as an unarmed strike. When you make a weapon good, evil, lawful, or chaotic, align weapon is a good, evil, lawful, or chaotic spell, respectively. |
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Angelskin | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Pal 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
The subject gains damage reduction 5/evil. |
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Animal Trance | ||||||||||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] [Sonic] | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates; see text - Yes | Adp 2, Arc 2, Brd 2, Drd 2, Scalykind 2 | V, S | ||||||||||||||||||||||||||
Concentration | Close | General | ||||||||||||||||||||||||||
Targets: Animals or magical beasts with Intelligence 1 or 2 | ||||||||||||||||||||||||||||
Fascinates 2d6 HD of animals. |
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Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected. A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not. |
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Animalistic Power | ||||||||||||||||||||||||||||
PHBII | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Duskblade 2, Rgr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
Augury (M) (F) | ||||||||||||||||||||||||||||
Divination | 1 minute | SRD | ||||||||||||||||||||||||||
- | APeace 2, Arc 2, Clr 2, Destiny 2, Dream 2, Fate 2, Oracle 2, Planning 2 | V, S, M, F | ||||||||||||||||||||||||||
Instant | Personal | 6 hours | ||||||||||||||||||||||||||
Target: You | ||||||||||||||||||||||||||||
Focus: A set of marked sticks, bones, or similar tokens of at least 25 gp value. | ||||||||||||||||||||||||||||
Materials: Incense worth at least 25 gp. | ||||||||||||||||||||||||||||
Learns whether an action will be good or bad. |
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An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results: Weal (if the action will probably bring good results). Woe (for bad results). Weal and woe (for both). Nothing (for actions that don't have especially good or bad results). If the spell fails, you get the "nothing" result. A cleric who gets the nothing result has no way to tell whether it was the consequence of a failed or successful augury. The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting. |
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Aura Against Flame | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 1 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Ignores 10 fire damage/attack and extinguish fires. |
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Aura of Glory | ||||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||||
Arc 2, Pal 2 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
Bonus on Charisma-based skill checks, cure allies, and bolster them against fear. |
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Avoid Planar Effects | ||||||||||||||||||||||||||||
Savage Species | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 3 | ||||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||||
Provides temporary protection against overtly damaging planar traits. |
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Balancing Lorecall | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Rgr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
You gain a +4 bonus on Balance checks and can balance on impossible surfaces if you have 5 or more ranks in Balance. |
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Balor Nimbus | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Your flaming body damages foes in grapple. |
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Barkskin | ||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||
None - Yes (harmless) | Arc 2, BVal 2, Drd 2, Plant 2, Rgr 2, Shu 2 | V, S, DF | ||||||||||||||||||||||||||
10 min./level | Touch | 1 hour | ||||||||||||||||||||||||||
Target: Living creature touched | ||||||||||||||||||||||||||||
Grants +2 (or higher) enhancement to natural armor. |
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Barkskin toughens a creatures skin. The effect grants a +2 enhancement bonus to the creatures existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th. The enhancement bonus provided by barkskin stacks with the targets natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.
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Bear's Endurance | ||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates (harmless) - Yes | Adp 2, APeace 2, Arc 2, Artificer 2, Clr 2, Drd 2, Duskblade 2, Dwarf 2, Endurance 2, KotC 2, Retribution 2, Rgr 2, Shu 2, Sor/Wiz 2, Suffering 2, Vassal of Bahamut 2, Wuj 2 | V, S, DF | ||||||||||||||||||||||||||
1 min./level | Touch | 5 minutes | ||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||
Subject gains +4 to Con for 1 min./level. |
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The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subjects Constitution drops back to normal. They are not lost first as temporary hit points are. |
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Beastmask | ||||||||||||||||||||||||||||
DotF | ||||||||||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||||
Animals and beasts think subject is one of them. |
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Binding Winds | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Weather 5 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Sound cannot penetrate to or from target and -2 on ranged attacks. |
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Bite of the Wererat | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 3 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
You become enhanced such as that of a dire rat. |
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Blinding Spittle | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Ranged touch attack makes subject blind. |
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Blood Frenzy | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Grants extra use of rage. |
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Blood Snow | ||||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 3 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Area of fallen snow drains 1d2 points of Con/round and causes nausea. |
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Body Blades | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Clr 2 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
You attack as if armed, deal bonus damage, harm grapplers. |
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Body Of The Sun | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Your body emanates fire, dealing 1d4/2 levels (Max 5d4) damage. |
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Bone Talisman | ||||||||||||||||||||||||||||
Magic Books of Faerun | ||||||||||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||
Turns a bone into a turning attempt, or as an undead bane weapon (Club, Dagger, or Spear). |
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Boneblast | ||||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||||
Arc 2, Blk 1, Clr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
1d3 Con damage to subject. |
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Brambles | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Wooden weapon grows spikes that deal +1 damage/caster level (max +10). |
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Briar Web | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||||
Area slows creatures and thorns deal 1 point of damage/5 ft. moved. |
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Brilliant Energy Arrow (M) | ||||||||||||||||||||||||||||
CR | ||||||||||||||||||||||||||||
Arc 2, Asn 2, Rgr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Masterwork arrow or bolt radiates light and ignores armor. |
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Brumal Stiffening | ||||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Brittle weapon's hardness reduced by 5. |
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Bull's Strength | ||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | Adp 2, Arc 2, Artificer 2, Bestial 2, Blk 2, ChamGwyn 2, Clr 2, Drd 2, Duskblade 2, HB 2, HotD 2, KotC 2, Pal 2, Shu 2, Sin-W 2, Sor/Wiz 2, Strength 2, Vassal of Bahamut 2, Wuj 2 | V, S, M/DF | ||||||||||||||||||||||||||
1 min./level | Touch | 5 minutes | ||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||
Subject gains +4 to Str for 1 min./level. |
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The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier. |
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Burrow | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Hrp 2, PUG 2, Rgr 2 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
Grow claws and gain burrow speed of 30 ft. |
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Call Mount | ||||||||||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||||||||||
Arc 2, Pal 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Call your special mount, even if you have already called it today. |
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Calm Emotions | ||||||||||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates - Yes | APeace 2, Arc 2, Balance 2, Brd 2, Charm 2, Clr 2, EmBarachiel 2, Hlr 2, Law 2 | V, S, DF | ||||||||||||||||||||||||||
Concentration, up to 1 round/level (D) | Medium | General | ||||||||||||||||||||||||||
Area: Creatures in a 20-ft.-radius spread | ||||||||||||||||||||||||||||
Calms creatures, negating emotion effects. |
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This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures. This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime. |
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Mass Camouflage | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Rgr 2, Wuj 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
As camouflage, but affects all in range. |
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Cat's Grace | ||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates (harmless) - Yes | Adp 2, Arc 2, Artificer 2, Asn 2, Brd 2, Celerity 2, Drd 2, Duskblade 2, Elf 2, EmBarachiel 2, Halfling 2, Hoard 2, Rgr 2, Shu 2, Sor/Wiz 2, Wuj 2 | V, S, M | ||||||||||||||||||||||||||
1 min./level | Touch | 5 minutes | ||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||
Subject gains +4 to Dex for 1 min./level. |
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The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier. |
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Chill Metal | ||||||||||||||||||||||||||||
Transmutation [Cold] | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates (object) - Yes (object) | Arc 2, Artificer 2, Blg 2, Cold 2, Drd 2 | V, S, DF | ||||||||||||||||||||||||||
7 rounds | Close | General | ||||||||||||||||||||||||||
Target: Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, none of which can be more than 30 ft. away from any of the rest | ||||||||||||||||||||||||||||
Cold metal damages those who touch it. |
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Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creatures possession uses the creatures saving throw bonus unless its own is higher. A creature takes cold damage if its equipment is chilled. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if its not wearing metal armor and the metal that its carrying weighs less than one-fifth of its weight. On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spells duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below.
Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant. Chill metal counters and dispels heat metal. |
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Chill Touch | ||||||||||||||||||||||||||||
Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||||
Fortitude partial or Will negates; see text - Yes | Arc 2, Blg 2, Cold 1, Duskblade 1, Sor/Wiz 1, Wmg 1 | V, S | ||||||||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||||||||
Targets: Creature or creatures touched (up to one/level) | ||||||||||||||||||||||||||||
One touch/level deals 1d6 damage and possibly 1 Str damage. |
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A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level. An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level. |
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Close Wounds | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Hlr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Cure 1d4 +1/level (max +5) damage, even on another's turn (immediate). |
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Cloud of Knives | ||||||||||||||||||||||||||||
PHBII | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Release one knife/round, 1d6 damage +1/3 levels (max +5). |
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Cloud Wings | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||||
Increase the subject's fly speed by 30 feet. |
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Color Spray | ||||||||||||||||||||||||||||
Illusion (Pattern) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates - Yes | Arc 2, Beguiler 1, Duskblade 1, Shu 2, Sor/Wiz 1 | V, S, M | ||||||||||||||||||||||||||
Instant; see text | 15 ft. | General | ||||||||||||||||||||||||||
Area: Cone-shaped burst | ||||||||||||||||||||||||||||
Knocks unconscious, blinds, and/or stuns 1d6 weak creatures. |
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A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray. |
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Conjure Ice Beast II | ||||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Rgr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Conjures ice creature to fight for you. |
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Conjure Ice Object | ||||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
Conjures an object made of ice. |
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Consecrate (M) | ||||||||||||||||||||||||||||
Evocation [Positive] [Good] | 1 standard action | SRD | ||||||||||||||||||||||||||
None - No | APeace 2, Arc 2, Celestial 2, Clr 2, Deathless 2, Exalted Arcanist 2, KotC 2 | V, S, M, DF | ||||||||||||||||||||||||||
2 hours/level | Close | 30 minutes | ||||||||||||||||||||||||||
Area: 20-ft.-radius emanation | ||||||||||||||||||||||||||||
Materials: A vial of holy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area. | ||||||||||||||||||||||||||||
Fills area with positive energy, making undead weaker. |
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This spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, giving it a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus on turning checks, -2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron. If the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the consecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above. Consecrate counters and dispels desecrate. |
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Countermoon | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||||||||||
12 hours | ||||||||||||||||||||||||||||
Stop a lycanthrope from changing form, even after death, for 12 hours. |
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Creeping Cold (F) | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Creature feels chill that increases with each round. |
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Cure Moderate Wounds | ||||||||||||||||||||||||||||
Conjuration (Healing) [Positive] | 1 standard action | SRD | ||||||||||||||||||||||||||
Will half (harmless); see text - Yes (harmless); see text | Adp 2, APeace 2, Arc 2, Blk 2, Brd 2, BVal 2, ChamGwyn 3, Clr 2, Drd 3, EmBarachiel 2, Healing 2, Hlr 2, HotD 2, Pal 3, Rgr 3, Shu 2 | V, S | ||||||||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||
Cures 2d8 damage +1/level (max +10). |
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When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. |
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Curse of Ill Fortune | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Blk 2, Clr 2 | ||||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||||
Subject suffers -3 penalty on attacks, saves, and checks. |
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Curse of Impending Blades | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Brd 2, Rgr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
Subject takes -2 penalty to AC. |
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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. |
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Dance of Ruin | ||||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||||
Arc 2, Brd 2, Clr 2, Dem 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Nondemons take 2d20 points of damage. |
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Dark Way | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Brd 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Creates temporary unbreakable bridge supporting up to 200 lbs./level. |
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Vile Darkbolt | ||||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 2, VDarkness 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Deals 1d8 damage/2 levels and stuns 1 round. |
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Darkness | ||||||||||||||||||||||||||||
Evocation [Darkness] | 1 standard action | SRD | ||||||||||||||||||||||||||
None - No | Adp 2, Arc 2, Asn 2, Blg 2, Blk 2, Brd 2, Cavern 2, Clr 2, HB 2, Shadow 2, Slayer of Domiel 2, Sor/Wiz 2 | V, M/DF | ||||||||||||||||||||||||||
10 min./level (D) | Touch | 4 hours | ||||||||||||||||||||||||||
Target: Object touched | ||||||||||||||||||||||||||||
20-ft. radius of supernatural shadow. |
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This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness. If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spells effect is blocked until the covering is removed. Darkness counters or dispels any light spell of equal or lower spell level. |
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Death Knell | ||||||||||||||||||||||||||||
Necromancy [Death] [Ectomancy] [Evil] | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates - Yes | Arc 2, Blg 2, Blk 1, Clr 2, Death 2, DrgBlw 2, Sin-G 2 | V, S | ||||||||||||||||||||||||||
Instant/10 minutes per HD of subject; see text | Touch | General | ||||||||||||||||||||||||||
Target: Living creature touched | ||||||||||||||||||||||||||||
Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level. |
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You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature. |
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Deific Vengeance | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Purification 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
God's punishment deals 1d6 damage/two caster levels (max 5d6). (1d6/level max 10d6 vs undead.) |
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Delay Poison | ||||||||||||||||||||||||||||
Conjuration (Healing) | 1 standard action | SRD | ||||||||||||||||||||||||||
Fortitude negates (harmless) - Yes (harmless) | Adp 2, APeace 2, Arc 2, Brd 2, BVal 1, ChamGwyn 2, Clr 2, Drd 2, Feast 2, Hlr 2, Pal 2, Rgr 1, Shu 2 | V, S, DF | ||||||||||||||||||||||||||
1 hour/level | Touch | 6 hours | ||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||
Stops poison from harming subject for 1 hour/ level. |
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The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done. |
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Demoncall | ||||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||||
Arc 2, Blk 2, Dem 2, Demonic 2 | ||||||||||||||||||||||||||||
4 hours | ||||||||||||||||||||||||||||
You gain +10 on one Knowledge (the planes), Knowledge (arcana)or Knowledge (religion) check. |
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Demonhide | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Blk 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
The subject gains damage reduction 5/cold iron or good. |
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Desecrate (M) | ||||||||||||||||||||||||||||
Evocation [Negative] [Evil] | 1 standard action | SRD | ||||||||||||||||||||||||||
None - Yes | Arc 2, Blg 3, Clr 2, Evil 2, Undeath 2 | V, S, M, DF | ||||||||||||||||||||||||||
2 hours/level | Close | 30 minutes | ||||||||||||||||||||||||||
Area: 20-ft.-radius emanation | ||||||||||||||||||||||||||||
Materials: A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area. | ||||||||||||||||||||||||||||
Fills area with negative energy, making undead stronger. |
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This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a -3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD. If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (-6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area). Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level). If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above. Desecrate counters and dispels consecrate. |
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Desiccate | ||||||||||||||||||||||||||||
Sandstorm | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 2, Thirst 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Deals 1d6/2 levels dessication damage and dehydrates living creature. |
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Detect Aberration | ||||||||||||||||||||||||||||
Lords | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Reveals aberrations within 60 ft. |
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Detect Thoughts | ||||||||||||||||||||||||||||
Divination [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates; see text - No | Arc 2, Beguiler 2, Brd 2, EmBarachiel 2, Inquisition 3, Knowledge 2, Mental 2, MH 2, Mind 2, Shu 2, Sor/Wiz 2, Truth 1, Wuj 2 | V, S, F/DF | ||||||||||||||||||||||||||
Concentration, up to 1 min./level (D) | 60 ft. | General | ||||||||||||||||||||||||||
Area: Cone-shaped emanation | ||||||||||||||||||||||||||||
Allows listening to surface thoughts. |
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You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher). 2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you cant see the creatures whose thoughts you are detecting. 3rd Round: Surface thoughts of any mind in the area. A targets Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up. Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. |
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Divine Flame | ||||||||||||||||||||||||||||
DotF | ||||||||||||||||||||||||||||
Arc 2, Clr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Wards area against cold creatures. |
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Divine Insight | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Pal 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
You gain insight bonus of 5 + caster level on one single skill check. |
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Divine Interdiction | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Clr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Prevents other divine characters from turning or rebuking. |
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Divine Protection | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Pal 2 | ||||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||||
Allies gain a +1 morale bonus to their Armor Class and on saving throws. |
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Divine Zephyr | ||||||||||||||||||||||||||||
DotF | ||||||||||||||||||||||||||||
Arc 2, Clr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Wards area against fire creatures. |
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Eagle's Splendor | ||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates (harmless) - Yes | APeace 2, Arc 2, Artificer 2, Blk 2, Brd 2, BVal 2, ChamGwyn 2, Clr 2, EmBarachiel 2, HB 2, Pal 2, Sin-P 2, Sor/Wiz 2, Trade 3 | V, S, M/DF | ||||||||||||||||||||||||||
1 min./level | Touch | 5 minutes | ||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||
Subject gains +4 to Cha for 1 min./level. |
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The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spells effect do increase. |
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Earthbind | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||||
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. |
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Earthfast | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Double hardness and hit points of stone structure or rock formation. |
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Ease Pain | ||||||||||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||||||||||
APeace 2, Arc 2, BVal 2, Clr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Removes lingering effects of pain. |
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Easy Climb | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Rgr 2 | ||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||
Changes vertical surface Climb DC to 10. |
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Elation | ||||||||||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||||||||||
Arc 2, Brd 2, Clr 2, EmBarachiel 2, Joy 2, Sor/Wiz 3 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Allies gain +2 to Strength and Dexterity, +5 ft. of speed. |
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Lesser Energized Shield | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Pal 1 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Shield provides user resistance 5, shield bash deals +1d6 damage. |
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Enhance Magical Flow (M) | ||||||||||||||||||||||||||||
BoEM | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Gain a +1 enhancement bonus to spell DCs. |
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Enthrall | ||||||||||||||||||||||||||||
Enchantment (Charm) [Sonic] [Mind-Affecting] [Language-Dependent] | 1 round | SRD | ||||||||||||||||||||||||||
Will negates; see text - Yes | APeace 2, Arc 2, Brd 2, Clr 2, Domination 2, EmBarachiel 2, HB 2, Herald 2, Nobility 2, Tyranny 2 | V, S | ||||||||||||||||||||||||||
1 hour or less | Medium | General | ||||||||||||||||||||||||||
Targets: Any number of creatures | ||||||||||||||||||||||||||||
Captivates all within 100 ft. + 10 ft./level. |
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If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw. A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes. The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing. If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell. If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile. |
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Estanna's Stew (F) | ||||||||||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Pal 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Conjures stew that heals 1d6+1 per serving. |
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Evergreen | ||||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Magical heat warms plant life, healing 1d8 damage +1/level (max. +10) and granting immunity to cold. |
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Exacting Shot | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Rgr 2 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
Enhances ranged weapons critical on threat and negates concealment miss chances. |
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Expose The Dead | ||||||||||||||||||||||||||||
MoE | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Pal 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Gain insight bonuses to locate undead or when investigating a corpse. |
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Extend Tentacles | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
+5 ft. to reach of tentacle attack; also lengthens medusa's snakes. |
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Eyes of the Zombie | ||||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 3 | ||||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||||
You see through a zombie's eyes. |
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Filter | ||||||||||||||||||||||||||||
Tome and Blood | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||
Makes subject resistant to inhaled toxins. |
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Find Traps | ||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | ||||||||||||||||||||||||||
- | Arc 2, Clr 2 | V, S | ||||||||||||||||||||||||||
1 min./level | Personal | 30 minutes | ||||||||||||||||||||||||||
Target: You | ||||||||||||||||||||||||||||
Notice traps as a rogue does. |
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You gain intuitive insight into the workings of traps. You can use the Search skill to detect traps just as a rogue can. In addition, you gain an insight bonus equal to one-half your caster level (maximum +10) on Search checks made to find traps while the spell is in effect. Note that find traps grants no ability to disable the traps that you may find. |
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Fins to Feet | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Seafolk 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||||
Transforms tails and fins into legs and feet. |
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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. |
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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). |
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Flame Blade | ||||||||||||||||||||||||||||
Evocation [Fire] | 1 standard action | SRD | ||||||||||||||||||||||||||
None - Yes | Arc 2, Drd 2, Shu 2 | V, S, DF | ||||||||||||||||||||||||||
1 min./level (D) | 0 ft. | General | ||||||||||||||||||||||||||
Effect: Sword-like beam | ||||||||||||||||||||||||||||
Touch attack deals 1d8 +1/two levels damage. |
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A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage +1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth. The spell does not function underwater. |
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Flaming Sphere | ||||||||||||||||||||||||||||
Evocation [Fire] | 1 standard action | SRD | ||||||||||||||||||||||||||
Reflex negates - Yes | Arc 2, Blg 2, Drd 2, Shu 2, Sor/Wiz 2, Wmg 2 | V, S, M/DF | ||||||||||||||||||||||||||
1 round/level | Medium | General | ||||||||||||||||||||||||||
Effect: 5-ft.-diameter sphere | ||||||||||||||||||||||||||||
Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. |
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A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would. The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spells range. |
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Flash-Freeze | ||||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Earth, stone, and water become frozen. |
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Fog Cloud | ||||||||||||||||||||||||||||
Conjuration (Creation) | 1 standard action | SRD | ||||||||||||||||||||||||||
None - No | Arc 2, Beguiler 2, Drd 2, Shu 2, Sor/Wiz 2, Water 2, Wuj 2 | V, S | ||||||||||||||||||||||||||
10 min./level | Medium | General | ||||||||||||||||||||||||||
Effect: Fog spreads in 20-ft. radius, 20 ft. high | ||||||||||||||||||||||||||||
Fog obscures vision. |
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A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The spell does not function underwater. |
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Freedom of Breath | ||||||||||||||||||||||||||||
Sandstorm | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Pal 2, Rgr 2 | ||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||
Protects against suffocation and dangerous vapors. |
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Frost Breath | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Icy breath deals 1d4 damage/2 levels. |
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Frost Weapon | ||||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Weapon gains frost special ability, +1d6 cold damage. |
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Lesser Frostburn | ||||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||||
Arc 2, Clr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Touch deals 1d12 frostburn damage +1/level (max +5). |
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Fuse Arms | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||
Multiple arms/tentacles become one pair of stronger limbs. |
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Gaze Screen | ||||||||||||||||||||||||||||
Tome and Blood | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Subject has a 50% chance to avoid gaze attacks. |
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Gentle Repose (M) | ||||||||||||||||||||||||||||
Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates (object) - Yes (object) | Arc 2, Clr 2, Hlr 2, Repose 2, Slayer of Domiel 2, Sor/Wiz 3, Time 2 | V, S, M/DF | ||||||||||||||||||||||||||
1 day/level | Touch | General | ||||||||||||||||||||||||||
Target: Corpse touched | ||||||||||||||||||||||||||||
Materials: A: A pinch of salt, and a copper piece for each eye the corpse has (or had). | ||||||||||||||||||||||||||||
Preserves one corpse. |
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You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant. The spell also works on severed body parts and the like. |
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Ghost Touch Armor | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
Armor works normally against incorporeal attacks. |
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Glitterdust | ||||||||||||||||||||||||||||
Conjuration (Creation) | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates (blinding only) - No | Arc 2, Beguiler 2, Brd 2, EmBarachiel 2, HB 2, Shu 2, Sor/Wiz 2 | V, S, M | ||||||||||||||||||||||||||
1 round/level | Medium | General | ||||||||||||||||||||||||||
Area: Creatures and objects within 10-ft.-radius spread | ||||||||||||||||||||||||||||
Blinds creatures, outlines invisible creatures. |
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A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Any creature covered by the dust takes a -40 penalty on Hide checks. |
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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. |
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Guidance of the Avatar | ||||||||||||||||||||||||||||
Spellbook Archive | ||||||||||||||||||||||||||||
Arc 2, Clr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Provides +20 bonus to a skill check. |
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Gust of Wind | ||||||||||||||||||||||||||||
Evocation [Air] | 1 standard action | SRD | ||||||||||||||||||||||||||
Fortitude negates - Yes | Arc 2, Drd 2, Shu 3, Sor/Wiz 2, Storm 2, Weather 2, Wmg 3 | V, S | ||||||||||||||||||||||||||
1 round | 60 ft. | General | ||||||||||||||||||||||||||
Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range | ||||||||||||||||||||||||||||
Blows away or knocks down smaller creatures. |
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This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting. Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet. Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet. Large or larger creatures may move normally within a gust of wind effect. A gust of wind can't move a creature beyond the limit of its range. Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range. Gust of wind can be made permanent with a permanency spell. |
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Halo of Sand | ||||||||||||||||||||||||||||
Sandstorm | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||
Swirling sand grants +1 deflection bonus/3 levels. |
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Hand of Divinity | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Blk 2, Clr 2, Pal 2 | ||||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||||
Gives +2 sacred or profane bonus on saving throws to worshiper of your patron. |
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Swift Haste | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Rgr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
You are hasted for 1d4 rounds (swift). |
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Healing Lorecall | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Rgr 1 | ||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||
If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells. |
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Healing Sting | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Touch deals 1d12 +1 point/level; caster gains damage as hp. |
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Heartfire | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Brd 2, Drd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Passions of targets ignite as real fire upon the target. |
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Heat Metal | ||||||||||||||||||||||||||||
Transmutation [Fire] | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates (object) - Yes (object) | Arc 2, Artificer 2, Blg 2, Drd 2, Metal 2, Shu 2, Sun 2 | V, S, DF | ||||||||||||||||||||||||||
7 rounds | Close | General | ||||||||||||||||||||||||||
Target: Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, all of which must be within a 30-ft. circle | ||||||||||||||||||||||||||||
Make metal so hot it damages those who touch it. |
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Heat metal makes metal extremely warm. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creatures possession uses the creatures saving throw bonus unless its own is higher. A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if its not wearing metal armor and the metal that its carrying weighs less than one-fifth of its weight. On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spells duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below.
Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, heat metal deals half damage and boils the surrounding water. Heat metal counters and dispels chill metal. |
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Hold Animal | ||||||||||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates; see text - Yes | Animal 2, Arc 2, BVal 2, Drd 2, Rgr 2 | V, S | ||||||||||||||||||||||||||
1 round/level (D); see text | Medium | General | ||||||||||||||||||||||||||
Target: One animal | ||||||||||||||||||||||||||||
Paralyzes one animal for 1 round/level. |
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The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) A winged creature who is paralyzed cannot flap its wings and falls. A swimmer cant swim and may drown. |
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Hold Person | ||||||||||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates; see text - Yes | Arc 2, Beguiler 3, Brd 2, Clr 2, EmBarachiel 2, MH 2, Shu 2, Sor/Wiz 3, Wuj 2 | V, S, F/DF | ||||||||||||||||||||||||||
1 round/level (D); see text | Medium | General | ||||||||||||||||||||||||||
Target: One humanoid creature | ||||||||||||||||||||||||||||
Paralyzes one humanoid for 1 round/level. |
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The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. |
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Holy Mount | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Pal 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Special mount gains celestial template. |
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Hydrate | ||||||||||||||||||||||||||||
Sandstorm | ||||||||||||||||||||||||||||
Arc 2, Brd 2, Clr 2, Drd 2, Pal 2, Rgr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Heals dessication damage. Heals 2d8 + 1/level (max +10) damage. |
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Infernal Wound | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Weapon inflicts persistent, bleeding wounds. |
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Inflict Moderate Wounds | ||||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | SRD | ||||||||||||||||||||||||||
Will half - Yes | Arc 2, Blg 2, Blk 2, Clr 2 | V, S | ||||||||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||
Touch attack, 2d8 damage +1/level (max +10). |
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When laying your hand upon a creature, you channel negative energy that deals 2d8 points of damage +1 point per caster level (maximum +10). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
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Inky Cloud | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||
Obscures sight underwater beyond 5 ft. |
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Insignia of Alarm (F) | ||||||||||||||||||||||||||||
RoD | ||||||||||||||||||||||||||||
Arc 2, Brd 2, Clr 2, Pal 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Alert bearers of special insignia. |
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Invisibility | ||||||||||||||||||||||||||||
Illusion (Glamer) | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates (harmless) or Will negates (harmless, object) - Yes (harmless) or Yes (harmless, object) | Adp 2, Arc 2, Asn 2, Beguiler 2, Brd 2, Duskblade 2, HB 2, Hoard 2, Shu 3, Sin-L 2, Slayer of Domiel 3, Sor/Wiz 2, Trickery 2, Wuj 2 | V, S, M/DF | ||||||||||||||||||||||||||
1 min./level (D) | Personal or touch | 5 minutes | ||||||||||||||||||||||||||
Target: You or a creature or object weighing no more than 100 lb./level | ||||||||||||||||||||||||||||
Subject is invisible for 1 min./level or until it attacks. |
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The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible characters perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Invisibility can be made permanent (on objects only) with a permanency spell. |
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Iron Silence | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Asn 2, Brd 2, Clr 2 | ||||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||||
Armor touched has no armor check penalty on Hide and Move Silently checks for 1 hour/level. |
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Jagged Tooth | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Drd 3, Rgr 2 | ||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||
Doubles the critical threat range of natural weapons. |
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Jaws of the Moray | ||||||||||||||||||||||||||||
Stormwrack | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
Subject gains a bite attack. |
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Kelpstrand | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
Ranged touch attack to special grapple with kelp. |
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Knife Spray | ||||||||||||||||||||||||||||
DotF | ||||||||||||||||||||||||||||
Arc 2, Clr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Cone of droplets, 1d6 and +1/level damage (max +5). |
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Lastai's Caress | ||||||||||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Pleasure 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Intense feelings of good leave evil subject cowering, frightened, nauseated, or shaken. |
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Lava Missile | ||||||||||||||||||||||||||||
SK | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2 | ||||||||||||||||||||||||||||
Prohibited | ||||||||||||||||||||||||||||
1d4 fire damage; 1 missile per two levels (max 5). |
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Leap Into Animal | ||||||||||||||||||||||||||||
MoE | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Merge with animal and control its actions. |
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Levitate | ||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||
None - No | Arc 2, Shu 2, Sor/Wiz 2 | V, S, F | ||||||||||||||||||||||||||
1 min./level (D) | Personal or close | 5 minutes | ||||||||||||||||||||||||||
Target: You or one willing creature or one object (total weight up to 100 lb./level) | ||||||||||||||||||||||||||||
Subject moves up and down at your direction. |
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Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed). A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a 1 penalty on attack rolls, the second 2, and so on, to a maximum penalty of 5. A full round spent stabilizing allows the creature to begin again at 1. |
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Light of Mercuria | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||
You radiate golden light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders. |
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Listening Lorecall | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||
Gain +4 on Listen checks, plus blindsense or blindsight if you have 5 or more ranks in Listen. |
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Living Undeath | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Clr 2 | ||||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||||
Subject becomes immune to critical hits and sneak attacks. |
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Local Tremor | ||||||||||||||||||||||||||||
RotDrg | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
Light tremor shakes in a 30-ft. line. |
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Locate Touchstone | ||||||||||||||||||||||||||||
Planar Handbook | ||||||||||||||||||||||||||||
Arc 2, Brd 1, Clr 2, Drd 1, Sor/Wiz 1 | ||||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||||
Find nearest planar touchstone on the plane you currently inhabit. |
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Loyal Vassal | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Pal 2 | ||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||
Ally gains +3 against mind-affecting effects and cannot be compelled to harm you. |
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Legion's Magic Weapon | ||||||||||||||||||||||||||||
MoE | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Pal 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Allies' weapons gain +1 enhancement bonus. |
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Make Whole | ||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates (harmless, object) - Yes (harmless, object) | APeace 2, Arc 2, Balance 1, Clr 2, Shu 2 | V, S | ||||||||||||||||||||||||||
Instant | Close | 6 hours | ||||||||||||||||||||||||||
Target: One object of up to 10 cu. ft./ level | ||||||||||||||||||||||||||||
Repairs an object. |
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This spell functions like mending, except that make whole completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new. The spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized, nor does it affect creatures (including constructs). |
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Manifestation Of The Deity | ||||||||||||||||||||||||||||
CS | ||||||||||||||||||||||||||||
Arc 2, Clr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Create illusion of your deity, rendering enemies shaken for 1 round. |
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Mark of the Outcast | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Blk 1, Clr 2, Drd 2, Watery Death 2 | ||||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||||
Subject takes -5 penalty on bluff and Diplomacy checks and a -2 penalty to AC. |
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Master Air | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
You sprout insubstantial wings and can fly. |
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Minor Image | ||||||||||||||||||||||||||||
Illusion (Figment) | 1 standard action | SRD | ||||||||||||||||||||||||||
Will disbelief (if interacted with) - No | Arc 2, Beguiler 2, Brd 2, Creation 2, Gnome 3, Illusion 2, Shu 2, Sor/Wiz 2, Wuj 2 | V, S, F | ||||||||||||||||||||||||||
Concentration + 2 rounds | Long | 12 hours | ||||||||||||||||||||||||||
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S) | ||||||||||||||||||||||||||||
As silent image, plus some sound. |
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This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create smell, texture, or temperature. The illusion includes some minor sounds but not understandable speech. You can move the image within the limits of the size of the effect. |
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Mirror Image | ||||||||||||||||||||||||||||
Illusion (Figment) | 1 standard action | SRD | ||||||||||||||||||||||||||
- | Adp 2, Arc 2, Beguiler 2, Brd 2, HB 2, Sor/Wiz 2 | V, S | ||||||||||||||||||||||||||
1 min./level (D) | Personal; see text | 30 minutes | ||||||||||||||||||||||||||
Target: You | ||||||||||||||||||||||||||||
Creates decoy duplicates of you (1d4 +1 per three levels, max 8). |
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Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck. Mirror image creates 1d4 images plus one image per three caster levels (maximum eight images total). These figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you. You can move into and through a mirror image. When you and the mirror image separate, observers can't use vision or hearing to tell which one is you and which the image. The figments may also move through each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on. Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An images AC is 10 + your size modifier + your Dex modifier. Figments seem to react normally to area spells (such as looking like they're burned or dead after being hit by a fireball). While moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded. An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.) |
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Moonbeam | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Hth 2, Moon 2 | ||||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||||
Creates a cone of moonlight that causes lycanthropes to assume animal form, penetrates darkness spells of equal or lower level. |
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Mountain Stance | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
Subject can root itself against involuntary movement. |
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Nature's Favor | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Target animal gains +1/3 caster levels (max +5) luck bonus on attack and damage rolls. |
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Necrotic Cyst (F) | ||||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Encyst undead sac of tissue in subject. |
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Necrotic Scrying (F) | ||||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
4 hours | ||||||||||||||||||||||||||||
Hear or see encysted subject at a distance. |
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Numbing Sphere | ||||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Creates rolling ball of intense cold that deals 1d6 cold damage plus 1d4 Dex damage, lasts 1 round/level. |
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Obscuring Snow | ||||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||||
Obscures sight in a 30-ft. radius around the caster. |
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One Mind | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Pal 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
As lesser one mind, but also gain +2 to attack while mounted. |
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One with the Land | ||||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Hth 2, Rgr 2 | ||||||||||||||||||||||||||||
4 hours | ||||||||||||||||||||||||||||
Link with nature gives a +2 bonus on nature-related skill checks. |
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Owl's Wisdom | ||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates (harmless) - Yes | APeace 2, Arc 2, Artificer 2, BVal 2, ChamGwyn 2, Clr 2, Drd 2, Meditation 2, Pal 2, Rgr 2, Sor/Wiz 2 | V, S, M/DF | ||||||||||||||||||||||||||
1 min./level | Touch | 5 minutes | ||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||
Subject gains +4 to Wis for 1 min./level. |
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The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, paladins, and rangers (and other Wisdom-based spellcasters) who receive owls wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase. |
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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. |
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Phade's Fearsome Aspect | ||||||||||||||||||||||||||||
Dragon 333 | ||||||||||||||||||||||||||||
Arc 2, Brd 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
The target gains a +5 bonus on Intimidate checks and can demoralize as a swift action. |
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Portal Well | ||||||||||||||||||||||||||||
CV | ||||||||||||||||||||||||||||
Arc 2, Brd 2, Clr 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
When you step into a portal affected by this spell, you can wait for a short time within an extradimensional space between the portal's entrance and exit. |
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Pressure Sphere | ||||||||||||||||||||||||||||
Stormwrack | ||||||||||||||||||||||||||||
Arc 2, Blackwater 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Water pressure deals 4d6 damage to submerged targets. |
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Quick March | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Pal 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Allies' speed increases by 30 ft. for 1 round |
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Razorscales | ||||||||||||||||||||||||||||
SK | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Rgr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
Prohibited | ||||||||||||||||||||||||||||
You deal lethal instead of nonlethal damage when grappling*. |
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Reachwalker's Wariness | ||||||||||||||||||||||||||||
RE | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Automatically locate aberrations within 30 ft. |
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Reduce Animal | ||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||
None - No | Arc 2, Drd 2, Rgr 3 | V, S | ||||||||||||||||||||||||||
1 hour/level (D) | Touch | 6 hours | ||||||||||||||||||||||||||
Target: One willing animal of Small, Medium, Large, or Huge size | ||||||||||||||||||||||||||||
Shrinks one willing animal. |
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This spell functions like reduce person, except that it affects a single willing animal. Reduce the damage dealt by the animals natural attacks as appropriate for its new size. |
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Remove Addiction | ||||||||||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||||||||||
Arc 2, BVal 2, Clr 2, Drd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Cures target of drug addictions. |
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Remove Paralysis | ||||||||||||||||||||||||||||
Conjuration (Healing) | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | APeace 2, Arc 2, ChamGwyn 2, Clr 2, Hlr 1, HotD 2, Pal 2, Shu 2 | V, S | ||||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||||
Targets: Up to four creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||||||||
Frees one or more creatures from paralysis or slow effect. |
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You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul touch or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus. The spell does not restore ability scores reduced by penalties, damage, or drain. |
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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. |
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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. |
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Resounding Voice | ||||||||||||||||||||||||||||
HoB | ||||||||||||||||||||||||||||
Arc 2, Brd 2, Clr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Target's voice carries 100-ft./level. |
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Lesser Restoration | ||||||||||||||||||||||||||||
Conjuration (Healing) | 3 rounds | SRD | ||||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | APeace 2, Arc 2, BVal 2, ChamGwyn 1, Clr 2, Drd 2, Hlr 2, HotD 2, Life 2, Pal 1, Renewal 2, SaveLife 2, Shu 2 | V, S | ||||||||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||
Dispels magical ability penalty or repairs 1d4 ability damage. |
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Lesser restoration dispels any magical effects reducing one of the subjects ability scores or cures 1d4 points of temporary ability damage to one of the subjects ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain. |
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Rigor Mortis | ||||||||||||||||||||||||||||
HoH | ||||||||||||||||||||||||||||
Arc 2, Clr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Suspends all vital functions; target appears dead. |
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Saltray | ||||||||||||||||||||||||||||
Far Corners of the World | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Ranged touch attack deals 1d6/2 levels (max 5d6) slashing damage. If cast near an ocean, a second ray is cast. |
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Sap Strength | ||||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Subject becomes exhausted. |
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Scent | ||||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Rgr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||||
Grants the scent ability for 1 hour/level. |
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Scimitar of Sand | ||||||||||||||||||||||||||||
Sandstorm | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated. |
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Scorching Ray | ||||||||||||||||||||||||||||
Evocation [Fire] | 1 standard action | SRD | ||||||||||||||||||||||||||
None - Yes | Adp 2, Arc 2, Duskblade 2, Sor/Wiz 2, Wmg 2 | V, S | ||||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||||
Effect: One or more rays | ||||||||||||||||||||||||||||
Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3). |
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You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously. |
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See Invisibility | ||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | ||||||||||||||||||||||||||
- | Adp 2, Arc 2, Beguiler 2, Brd 3, Duskblade 2, EmBarachiel 3, HB 2, MH 2, Sor/Wiz 2, Truth 3, Wuj 2 | V, S, M | ||||||||||||||||||||||||||
10 min./level (D) | Personal | 4 hours | ||||||||||||||||||||||||||
Target: You | ||||||||||||||||||||||||||||
Reveals invisible creatures or objects. |
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You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures. The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see. See invisibility can be made permanent with a permanency spell. |
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Sense Weakness | ||||||||||||||||||||||||||||
MoE | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Automatically confirm one critical hit. |
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Share Husk | ||||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||||||||||
4 hours | ||||||||||||||||||||||||||||
See and hear through the senses of a touched animal. |
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Shared Healing | ||||||||||||||||||||||||||||
MoE | ||||||||||||||||||||||||||||
Arc 2, Clr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Subject creature can cure up to twice your caster level of its own hit points. |
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Shatter | ||||||||||||||||||||||||||||
Evocation [Sonic] | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates (object); Will negates (object) or Fortitude half; see text - Yes (object) | Arc 2, Blk 2, Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2, Wmg 2 | V, S, M/DF | ||||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||||
Target or Area: 5-ft.-radius spread; or one solid object or one crystalline creature | ||||||||||||||||||||||||||||
Sonic vibration damages objects or crystalline creatures. |
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Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature. Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered. Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage. |
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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. |
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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. |
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Shroud of Undeath | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||
Negative energy shroud makes undead perceive you as undead. |
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Silence | ||||||||||||||||||||||||||||
Illusion (Glamer) | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates; see text or none (object) - Yes; see text or no (object) | APeace 2, Arc 2, Beguiler 2, Brd 2, Clr 2, EmBarachiel 2, Shu 2, Spell 2 | V, S | ||||||||||||||||||||||||||
1 min./level (D) | Long | 30 minutes | ||||||||||||||||||||||||||
Area: 20-ft.-radius emanation centered on a creature, object, or point in space | ||||||||||||||||||||||||||||
Negates sound in 15-ft. radius. |
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Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise what-so-ever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks. |
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Smoke Stairs | ||||||||||||||||||||||||||||
CS | ||||||||||||||||||||||||||||
Arc 2, Asn 2, Drd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Walk up a column of smoke as if it were solid. |
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Mass Snake's Swiftness | ||||||||||||||||||||||||||||
Miniatures | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 3 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Allies each immediately make one attack. |
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Snare | ||||||||||||||||||||||||||||
Transmutation | 3 rounds | SRD | ||||||||||||||||||||||||||
None - No | Arc 2, Drd 3, Elf 3, Rgr 2 | V, S, DF | ||||||||||||||||||||||||||
Until triggered or broken | Touch | 12 hours | ||||||||||||||||||||||||||
Target: Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level | ||||||||||||||||||||||||||||
Creates a magic booby trap. |
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This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings (Search DC 23 for a character with the trap-finding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle. If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled. The snare is magical. To escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell. |
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Snow Walk | ||||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Rgr 2, Winter 2 | ||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||
Increase your speed and walk effortlessly on top of snow without leaving tracks or scent. |
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Soften Earth and Stone | ||||||||||||||||||||||||||||
Transmutation [Earth] | 1 standard action | SRD | ||||||||||||||||||||||||||
None - No | Arc 2, Drd 2, Earth 2 | V, S, DF | ||||||||||||||||||||||||||
Instant | Close | 6 hours | ||||||||||||||||||||||||||
Area: 10-ft. square/level; see text | ||||||||||||||||||||||||||||
Turns stone to clay or dirt to sand or mud. |
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When this spell is cast, all natural, undressed earth or stone in the spells area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected. A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it cant run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and cant run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before. While soften earth and stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls. A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed. |
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Sound Burst | ||||||||||||||||||||||||||||
Evocation [Sonic] | 1 standard action | SRD | ||||||||||||||||||||||||||
Fortitude partial - Yes | Arc 2, Brd 2, Clr 2, KotC 2, Ocean 2 | V, S, F/DF | ||||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||||
Area: 10-ft.-radius spread | ||||||||||||||||||||||||||||
Deals 1d8 sonic damage to subjects; may stun them. |
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You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged. |
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Spawn Screen | ||||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||||
You resist being transformed into an undead spawn if slain. |
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Speak with Plants | ||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | ||||||||||||||||||||||||||
- | Arc 2, Brd 4, Drd 3, Rgr 2 | V, S | ||||||||||||||||||||||||||
1 min./level | Personal | 30 minutes | ||||||||||||||||||||||||||
Target: You | ||||||||||||||||||||||||||||
You can talk to normal plants and plant creatures. |
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You can comprehend and communicate with plants, including both normal plants and plant creatures. You are able to ask questions of and receive answers from plants. A regular plants sense of its surroundings is limited, so it won't be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The spell doesn't make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If a plant creature is friendly toward you, it may do some favor or service for you. |
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Spectral Stag | ||||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||||
Arc 2, Clr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Phantom stag can bull rush and be a mount. |
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Lesser Spell Immunity | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Clr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
As spell immunity, but only 1st and 2nd-level spells. |
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Spell Shield | ||||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||||
Arc 2, Clr 2 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
Target gains +3 resistance on saving throws against spells and spell-like abilities. |
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Spellslayer Arrow (M) | ||||||||||||||||||||||||||||
CR | ||||||||||||||||||||||||||||
Arc 2, Asn 2, Rgr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Masterwork arrow or bolt deals extra damage to a creature with ongoing spells cast upon it. |
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Spider Climb | ||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | Arc 2, Asn 2, Beguiler 2, Drd 2, Duskblade 2, HB 2, Hoard 2, Slayer of Domiel 1, Sor/Wiz 2, Spider 1, Wuj 2 | V, S, M | ||||||||||||||||||||||||||
10 min./level | Touch | 1 hour | ||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||
Grants ability to walk on walls and ceilings. |
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The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing. |
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Spider Leqs | ||||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||||
Arc 2, Clr 2 | ||||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||||
You grow long spider legs that have a speed of 30 ft. and move on vertical surfaces. |
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Spike Growth | ||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||
Reflex partial - Yes | Arc 2, Drd 3, Rgr 2 | V, S, DF | ||||||||||||||||||||||||||
1 hour/level (D) | Medium | 6 hours | ||||||||||||||||||||||||||
Area: One 20-ft. square/level | ||||||||||||||||||||||||||||
Creatures in area take 1d4 damage, may be slowed. |
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Any ground-covering vegetation in the spells area becomes very hard and sharply pointed without changing its appearance. In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spells area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area. Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spells save DC. Spike growth can't be disabled with the Disable Device skill. Note: Magic traps such as spike growth are hard to detect. A rogue (only) can use the Search skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a ranger). |
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Spiritual Weapon | ||||||||||||||||||||||||||||
Evocation [Force] | 1 standard action | SRD | ||||||||||||||||||||||||||
None - Yes | Arc 2, Clr 2, KotC 2, Mysticism 2, War 2 | V, S, DF | ||||||||||||||||||||||||||
1 round/level (D) | Medium | General | ||||||||||||||||||||||||||
Effect: Magic weapon of force | ||||||||||||||||||||||||||||
Magic weapon attacks on its own. |
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A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers. Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous rounds target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapons normal range increment, and switching targets still is a move action. A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapons AC against touch attacks is 12 (10 + size bonus for Tiny object). If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell. The weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows. Chaos: Battleaxe Evil: Light flail Good: Warhammer Law: Longsword |
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Splinterbolt | ||||||||||||||||||||||||||||
Far Corners of the World | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Ranged Attack that deals 4d6 piercing damage per bolt (3-6:1, 7-10: 2, 11+: 3). Threatens 18-20, x3. +4 damage, cold iron in forest. |
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Spores of the Vrock (M) | ||||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Dem 1 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
All within 5 ft. take 1d8 damage and 1d2 damage each round thereafter for 10 rounds. |
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Stabilize | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Pal 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Cures 1 point of damage to all creatures in area. |
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Static Veil | ||||||||||||||||||||||||||||
BoEM | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||||
Scry DC increases by +1/level for targets within the area. |
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Status | ||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | APeace 2, Arc 2, Clr 2, Community 2, Hlr 3 | V, S | ||||||||||||||||||||||||||
1 hour/level | Touch | 24 hours | ||||||||||||||||||||||||||
Targets: One living creature touched per three levels | ||||||||||||||||||||||||||||
Monitors condition, position of allies. |
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When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it. |
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Stay the Hand | ||||||||||||||||||||||||||||
PHBII | ||||||||||||||||||||||||||||
Arc 2, Beguiler 2, Brd 1, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Change subject creature's attitude to helpful for 1 round. |
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Steed of the Seas | ||||||||||||||||||||||||||||
Stormwrack | ||||||||||||||||||||||||||||
Arc 2, Pal 2 | ||||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||||
Make your special mount amphibious. |
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Stone Bones | ||||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||
Corporeal undead gains +3 natural armor bonus. |
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Stone Fist | ||||||||||||||||||||||||||||
Races of Stone | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Pal 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Your fists become rocky bludgeoning weapons. |
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Stonemantle | ||||||||||||||||||||||||||||
Dragon 314 | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 1, Sor/Wiz 2 | ||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||
Object gets hardness set to 8 and 15 hit points per inch unless it already has a better hardness. |
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Strength of Stone | ||||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||||
Arc 2, Pal 2 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
Bull's strength that ends if you lose contact with the ground. |
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Summon Desert Ally II | ||||||||||||||||||||||||||||
Sandstorm | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Calls dustform creature to fight. |
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Summon Dire Hawk | ||||||||||||||||||||||||||||
RotW | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Sky 2 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
Summons dire hawk to serve you. |
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Summon Elysian Thrush | ||||||||||||||||||||||||||||
Planar Handbook | ||||||||||||||||||||||||||||
Arc 2, Brd 2, Clr 2 | ||||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||||
Summon an Elysian thrush, which accelerates natural healing. |
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Summon Monster II | ||||||||||||||||||||||||||||
Conjuration (Summoning) | 1 round | SRD | ||||||||||||||||||||||||||
None - No | Arc 2, Blk 2, Brd 2, Clr 2, Dem 2, KotC 2, Sor/Wiz 2, Summoner 2, Wuj 2 | V, S, F/DF | ||||||||||||||||||||||||||
1 round/level (D) | Close | General | ||||||||||||||||||||||||||
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||||||||
Calls extraplanar creature to fight for you. |
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This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list (Summon Monster I).
1 May be summoned only into an aquatic or watery environment. |
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Summon Nature's Ally II | ||||||||||||||||||||||||||||
Conjuration (Summoning) | 1 round | SRD | ||||||||||||||||||||||||||
None - No | Arc 2, BVal 2, Drd 2, Rgr 2 | V, S, DF | ||||||||||||||||||||||||||
1 round/level (D) | Close | General | ||||||||||||||||||||||||||
Effect: One or more creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||||||||
Calls creature to fight. |
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This spell functions like summon nature's ally I, except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.
1) May be summoned only into an aquatic or watery environment. |
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Summon Swarm | ||||||||||||||||||||||||||||
Conjuration (Summoning) | 1 round | SRD | ||||||||||||||||||||||||||
None - No | Arc 2, Brd 2, Drd 2, HB 2, Pestilence 2, Sor/Wiz 2, Spider 2 | V, S, M/DF | ||||||||||||||||||||||||||
Concentration + 2 rounds | Close | General | ||||||||||||||||||||||||||
Effect: One swarm of bats, rats, or spiders | ||||||||||||||||||||||||||||
Summons swarm of bats, rats, or spiders. |
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You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel. |
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Summon Undead II | ||||||||||||||||||||||||||||
PGtF | ||||||||||||||||||||||||||||
Arc 2, Blk 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Summons undead to fight for you. |
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Sun Bolt | ||||||||||||||||||||||||||||
ShS | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
Prohibited | ||||||||||||||||||||||||||||
Ray deals 2d6 damage, more against undead, and might blind target. |
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Surefooted Stride (M) | ||||||||||||||||||||||||||||
Far Corners of the World | ||||||||||||||||||||||||||||
Arc 2, Brd 2, Rgr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Treat mountainous terrain as plains. |
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Swim | ||||||||||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 2, Wuj 2 | ||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||
Subject gains a swim speed equal to their land speed. |
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Moderate Temporary Soul Binding | ||||||||||||||||||||||||||||
Conjuration (Teleportation) | 2 rounds | ATB | ||||||||||||||||||||||||||
Will negates (harmless, object) - No | Arc 2, Blk 2, Brd 2, Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2 | V, S, F/DF | ||||||||||||||||||||||||||
10 min./level or until discharged | Touch | 1 hour | ||||||||||||||||||||||||||
Targets: 1 Creature and 1 item | ||||||||||||||||||||||||||||
As Temporary Soul Binding, except the duration is longer. |
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As Temporary Soul Binding, except the duration is longer.
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Thaw | ||||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Transforms one 10-ft. cube/level of everfrost, slush, snow, and ice. |
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Thin Air | ||||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 3 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
Creatures suffer from altitude sickness. |
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Tiger's Tooth | ||||||||||||||||||||||||||||
Miniatures | ||||||||||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
One natural weapon of subject gets +1/four levels on attack and damage rolls (max +5) for 1 round (swift). |
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Tojanida Sight | ||||||||||||||||||||||||||||
Stormwrack | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||
Gain all-around vision. |
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Train Animal | ||||||||||||||||||||||||||||
Complete Adventurer | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||
Affected animal gains additional tricks equal to 1/2 caster level for 1 hour/level. |
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Tree Shape | ||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||
- | Arc 2, Drd 2, Rgr 3 | V, S, DF | ||||||||||||||||||||||||||
1 hour/level (D) | Personal | 24 hours | ||||||||||||||||||||||||||
Target: You | ||||||||||||||||||||||||||||
You look exactly like a tree for 1 hour/level. |
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By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you. You can dismiss tree shape as a free action (instead of as a standard action). |
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Trip Vine | ||||||||||||||||||||||||||||
HoB | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Plants trip creatures entering area. |
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Tyche's Touch | ||||||||||||||||||||||||||||
LostEmpiresOfFaerun | ||||||||||||||||||||||||||||
Arc 2, Clr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Confers a decreasing sacred bonus or penalty on the subject's next four saving throws. |
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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. |
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An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination. |
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Unseen Crafter | ||||||||||||||||||||||||||||
RE | ||||||||||||||||||||||||||||
Arc 2, Artificer 2, Brd 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Invisible force obeys your command and can use the Craft skill. |
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Veil of Shadow | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Asn 2, Blk 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||||
Darkness grants you concealment. |
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Warp Wood | ||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates (object) - Yes (object) | Arc 2, Blg 2, Drd 2, Wuj 2 | V, S | ||||||||||||||||||||||||||
Instant | Close | 5 minutes | ||||||||||||||||||||||||||
Target: 1 Small wooden object/level, all within a 20-ft. radius | ||||||||||||||||||||||||||||
Bends wood (shaft, handle, door, plank). |
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You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a -4 penalty on attack rolls. You may warp one Small or smaller object or its equivalent per caster level. A Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell, straightening wood that has been warped by this spell or by other means. Make whole, on the other hand, does no good in repairing a warped item. You can combine multiple consecutive warp wood spells to warp (or unwarp) an object that is too large for you to warp with a single spell. Until the object is completely warped, it suffers no ill effects. |
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Wave of Grief | ||||||||||||||||||||||||||||
Complete Divine | ||||||||||||||||||||||||||||
Arc 2, Blk 2, Brd 2, Clr 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Cone imposes -3 penalty on attacks, checks, and saves. |
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Web | ||||||||||||||||||||||||||||
Conjuration (Creation) | 1 standard action | SRD | ||||||||||||||||||||||||||
Reflex negates; see text - No | Adp 2, Arc 2, MH 2, Sor/Wiz 2 | V, S, M | ||||||||||||||||||||||||||
10 min./level (D) | Medium | 5 minutes | ||||||||||||||||||||||||||
Effect: Webs in a 20-ft.-radius spread | ||||||||||||||||||||||||||||
Fills 20-ft.-radius spread with sticky spiderwebs. |
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Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won't cause you to become entangled. Anyone in the effects area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and cant move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10. If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover. The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes. |
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Whip of Thorns | ||||||||||||||||||||||||||||
CR | ||||||||||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Create a thorny whip that can damage or entangle opponents. |
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Wild Instincts | ||||||||||||||||||||||||||||
RE | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Rgr 3 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
You gain +10 bonus on Listen and Spot checks and retain Dex bonus to AC when flat-footed*. |
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Winter's Embrace | ||||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Winter 3 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Wolfskin | ||||||||||||||||||||||||||||
Magic Books of Faerun | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Rgr 3 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
You take the shape of a normal wolf as if you had the wild shape ability of a 5th-level druid. |
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Wood Shape | ||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates (object) - Yes (object) | Arc 2, Artifice 2, Craft 2, Drd 2, Wuj 2 | V, S, DF | ||||||||||||||||||||||||||
Instant | Touch | 6 hours | ||||||||||||||||||||||||||
Target: One touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level | ||||||||||||||||||||||||||||
Rearranges wooden objects to suit you. |
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Wood shape enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isnt possible. There is a 30% chance that any shape that includes moving parts simply doesn't work. |
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Woodland Veil | ||||||||||||||||||||||||||||
RotW | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||
Blend unobtrusively into natural surroundings, along with your friends. |
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Wracking Touch | ||||||||||||||||||||||||||||
Complete Adventurer | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any. |
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Yoke of Mercy | ||||||||||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||||||||||
APeace 2, Arc 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Target deals nonlethal damage. |
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Zeal | ||||||||||||||||||||||||||||
Complete Divine | ||||||||||||||||||||||||||||
Arc 2, Blk 2, Competition 2, Pal 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
You move through foes to attack the enemy you want. |
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Zone of Glacial Cold | ||||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||||
Arc 2, Drd 2, Rgr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Deals 1d6 cold damage to all creatures in area. |
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Zone of Natural Purity (M) | ||||||||||||||||||||||||||||
Ebberon | ||||||||||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Aberrations in area become weaker, fey and plants become stronger. |
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Zone of Truth | ||||||||||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates - Yes | APeace 2, Arc 2, BVal 2, Clr 2, Commerce 2, Exalted Arcanist 2, Inquisition 2, Pal 2, Truth 2 | V, S, DF | ||||||||||||||||||||||||||
1 min./level | Close | 30 minutes | ||||||||||||||||||||||||||
Area: 20-ft.-radius emanation | ||||||||||||||||||||||||||||
Subjects within range cannot lie. |
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Creatures within the emanation area (or those who enter it) can't speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose. |