Name | ||
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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 | ||
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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Angry Ache | ||
Book of Vile Darkness | ||
Arc 1, Asn 1, Clr 1, Pain 1 | ||
General | ||
Subject takes -2/4 levels (max -10) penalty on attack rolls. |
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Black Bag | ||
Book of Vile Darkness | ||
Asn 1, Sor/Wiz 1 | ||
General | ||
Creates extradimensional bag of torture tools. |
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Blade of Blood | ||
PHBII | ||
Arc 1, Asn 1, Blk 1, Clr 1, Duskblade 1, Sor/Wiz 1 | ||
General | ||
Weapon deals +1d6, or +3d6 if you take 5 points of damage. |
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Critical Strike | ||
SPC | ||
Asn 1, Brd 1, HB 2, Sor/Wiz 1 | ||
General | ||
Swift. For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical hits. |
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Dead End | ||
SPC | ||
Asn 1, Brd 1, Sor/Wiz 1 | ||
1 hour | ||
Illusions conceal the targets' spoor. |
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Death Grimace | ||
Book of Vile Darkness | ||
Arc 1, Asn 1, Blk 1, Sor/Wiz 1 | ||
1 hour | ||
Caster leaves magical "calling card" on a corpse. |
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Detect Poison | ||
Divination | 1 standard action | SRD |
None - No | APeace 0, Arc 0, Asn 1, Blg 0, BVal 1, ChamGwyn 1, Clr 0, Drd 0, Hlr 0, Pal 1, Rgr 1, Shu 0, Sor/Wiz 0, Wuj 0 | V, S |
Instant | Close | 5 minutes |
Target or Area: One creature, one object, or a 5-ft. cube | ||
Detects poison in one creature or object. |
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You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. 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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Devlin's Barb | ||
BoEM | ||
Asn 1, Sor/Wiz 0 | ||
5 minutes | ||
You temporarily create an arrow, bolt, bullet, or sling stone that ceases to exist at the end of the duration. |
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Disguise Self | ||
Illusion (Glamer) | 1 standard action | SRD |
- | Arc 1, Asn 1, Beguiler 1, Brd 1, HB 1, Shu 1, Sin-E 1, Slayer of Domiel 1, Sor/Wiz 1, Trickery 1, Wuj 1 | V, S |
10 min./level (D) | Personal | 4 hours |
Target: You | ||
Changes your appearance. |
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You make yourself-including clothing, armor, weapons, and equipmentlook different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion. |
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Distract Assailant | ||
SPC | ||
Asn 1, HB 1, Sor/Wiz 1 | ||
General | ||
Swift. One creature is flat-footed* for 1 round. |
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Ebon Eyes | ||
SPC | ||
Arc 1, Asn 1, Clr 1, Sor/Wiz 1 | ||
1 hour | ||
Subject can see through magical darkness. |
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Feather Fall | ||
Transmutation | 1 immediate action | SRD |
Will negates (harmless) or Will negates (object) - Yes (object) | Arc 1, Asn 1, Brd 1, Shu 1, Sor/Wiz 1 | V |
Until landing or 1 round/level | Close | General |
Targets: One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart | ||
Objects or creatures fall slowly. |
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The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes. The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creatures maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth. You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn't your turn. This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop. Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature. |
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Ghost Sound | ||
Illusion (Figment) | 1 standard action | SRD |
Will disbelief (if interacted with) - No | Adp 0, Arc 0, Asn 1, Beguiler 0, Blg 0, Brd 0, Duskblade 0, Hoard 1, Shu 0, Slayer of Domiel 1, Sor/Wiz 0, Wuj 0 | V, S, M |
1 round/level (D) | Close | General |
Effect: Illusory sounds | ||
Figment sounds. |
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Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sounds basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans. Ghost sound can enhance the effectiveness of a silent image spell. Ghost sound can be made permanent with a permanency spell. |
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Healer's Vision | ||
CS | ||
Arc 1, Asn 1, Clr 1 | ||
General | ||
Gain +5 bonus on Heal checks, and +2 attack and damage on sneak attacks. |
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Insightful Feint | ||
SPC | ||
Asn 1, Sor/Wiz 1 | ||
General | ||
Swift. Gain +10 on your next Bluff check to feint in combat. |
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Instant Locksmith | ||
SPC | ||
Asn 1, Sor/Wiz 1 | ||
General | ||
Swift. Make Disable Device or Open Lock check at +2 as free action. |
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Instant Search | ||
SPC | ||
Arc 1, Asn 1, Rgr 1, Sor/Wiz 1 | ||
General | ||
Swift. Make Search check at +2 as free action. |
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Jump | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless) - Yes | Arc 1, Asn 1, Drd 1, Duskblade 1, Rgr 1, Sor/Wiz 1, Wuj 1 | V, S, M |
1 min./level (D) | Touch | 5 minutes |
Target: Creature touched | ||
Subject gets bonus on Jump checks. |
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The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th. |
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Lightfoot | ||
SPC | ||
Arc 1, Asn 1, Rgr 1 | ||
General | ||
Your move does not provoke attacks of opportunity for 1 round (swift) |
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Low-Light Vision | ||
SPC | ||
Arc 1, Asn 1, Drd 1, Hrp 1, Hth 1, Rgr 1, Sor/Wiz 1 | ||
6 hours | ||
Subject sees twice as far under current light. |
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Mimicry | ||
CS | ||
Asn 1, Brd 1 | ||
General | ||
Perfectly mimic familiar sounds, voices, or accents. |
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Obscuring Mist | ||
Conjuration (Creation) | 1 standard action | SRD |
None - No | Adp 1, Air 1, APeace 1, Arc 1, Asn 1, Beguiler 1, Clr 1, Darkness 1, Drd 1, Duskblade 1, Shadow 1, Shu 1, Slayer of Domiel 1, Sor/Wiz 1, Water 1, Weather 1, Wuj 1 | V, S |
1 min./level | 20 ft. | General |
Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high | ||
Fog surrounds you. |
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A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater. |
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Rooftop Strider | ||
RoD | ||
Asn 1, City 1 | ||
5 minutes | ||
Move across uneven surfaces with ease. |
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Serene Visage | ||
Dragon 325 | ||
Asn 1, Brd 1, Sor/Wiz 1 | ||
5 minutes | ||
Grants a bonus on Bluff checks. |
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Shock and Awe | ||
Dragon 325 | ||
Asn 1, Brd 1, Sor/Wiz 1 | ||
General | ||
Reduces a surprised creature's initiative roll. |
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Silent Portal | ||
Magic of Faerun | ||
Asn 1, Sor/Wiz 0 | ||
6 hours | ||
Negates sound from door or window. |
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Sleep | ||
Enchantment (Compulsion) [Mind-Affecting] | 1 round | SRD |
Will negates - Yes | Adp 1, Arc 1, Asn 1, Beguiler 1, Brd 1, Dream 1, EmBarachiel 1, HB 1, MH 1, Shu 1, Sor/Wiz 1, Wmg 1, Wuj 1 | V, S, M |
1 min./level | Medium | General |
Area: One or more living creatures within a 10-ft.-radius burst | ||
Puts 4 HD of creatures into magical slumber. |
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A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spells point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures. |
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Sniper's Shot | ||
Complete Adventurer | ||
Arc 1, Asn 1, Rgr 1, Sor/Wiz 1 | ||
General | ||
Swift. No range limit on next ranged sneak attack. |
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Spring Sheath | ||
Song and Silence | ||
Asn 1 | ||
1 hour | ||
Automatically draws a weapon. |
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Sticky Fingers | ||
Dragon 323 | ||
Asn 1, Brd 1, Sin-A 1 | ||
1 hour | ||
Gain +10 bonus to Sleight of Hand checks. |
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Stupor | ||
Book of Vile Darkness | ||
Arc 1, Asn 1, Clr 1, Sor/Wiz 1 | ||
12 hours | ||
One helpless subject is put in a state that allows him to be moved but take no other actions. |
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True Strike | ||
Divination | 1 standard action | SRD |
- | Asn 1, Duskblade 1, Elf 1, Fate 1, Sor/Wiz 1, Time 1, Wmg 1, Wuj 1 | V, F |
See text | Personal | 5 minutes |
Target: You | ||
+20 on your next attack roll. |
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Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target. |
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Woodwisp Arrow (M) | ||
CR | ||
Arc 1, Asn 1, Drd 1, Rgr 1 | ||
General | ||
Enables a masterwork arrow or bolt to pass through wood. |