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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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Greater Alarm (F) | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
12 hours | ||||||||||||||||||||||||||||
As the Alarm spell, and it works on creatures on neighboring planes. |
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Alter Self | ||||||||||||||||||||||||||||
Transmutation (Polymorph) | 1 standard action | SRD | ||||||||||||||||||||||||||
- | Asn 2, Brd 2, HB 2, Slayer of Domiel 2, Sor/Wiz 2, Transformation 2, Vassal of Bahamut 2, Wuj 2 | V, S | ||||||||||||||||||||||||||
10 min./level (D) | Personal | 4 hours | ||||||||||||||||||||||||||
Target: You | ||||||||||||||||||||||||||||
Assume form of a similar creature. |
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You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself. You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack). You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels. If the new form is capable of speech, you can communicate normally. You retain any spell-casting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components. You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for non-flying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth. You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn't change the creature type or subtype. You can freely designate the new form's minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form's significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form's kind. You are effectively disguised as an average member of the new form's race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check. When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can't wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form. |
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Animal Messenger | ||||||||||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||||||||||
None; see text - Yes | Arc 1, Brd 2, Drd 2, EmBarachiel 2, Rgr 1 | V, S, M | ||||||||||||||||||||||||||
1 day/level | Close | 6 hours | ||||||||||||||||||||||||||
Target: One Tiny animal | ||||||||||||||||||||||||||||
Sends a Tiny animal to a specific place. |
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You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions. Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities. During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he or she doesn't know, for example). |
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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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Animate Instrument | ||||||||||||||||||||||||||||
CS | ||||||||||||||||||||||||||||
Brd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Your instrument animates and plays by itself. |
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Battle Hymn | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 4 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Allies can reroll one Will save/round. |
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Bladesong | ||||||||||||||||||||||||||||
Spellbook Archive | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Causes weapon to have an extra touch attack to daze opponent. |
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Bladeweave | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Swift. Your melee attack dazes your opponent. |
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Blindness/Deafness | ||||||||||||||||||||||||||||
Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||||
Fortitude negates - Yes | Arc 3, Brd 2, Clr 3, Corruption 2, Darkness 2, EmBarachiel 2, HB 2, Sor/Wiz 2 | V | ||||||||||||||||||||||||||
Permanent (D) | Medium | General | ||||||||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||||||||
Makes subject blind or deaf. |
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You call upon the powers of unlife to render the subject blinded or deafened, as you choose. |
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Blur | ||||||||||||||||||||||||||||
Illusion (Glamer) | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | Beguiler 2, Brd 2, Celerity 3, EmBarachiel 2, Sor/Wiz 2, Wuj 2 | V | ||||||||||||||||||||||||||
1 min./level (D) | Touch | 5 minutes | ||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||
Attacks miss subject 20% of the time. |
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The subjects outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance). A see invisibility spell does not counteract the blur effect, but a true seeing spell does. Opponents that cannot see the subject ignore the spells effect (though fighting an unseen opponent carries penalties of its own). |
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Bonefiddle (F) | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Target takes 3d6 sonic damage/round and -20 penalty on Move Silently checks. |
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Bridge of Sound | ||||||||||||||||||||||||||||
Savage Species | ||||||||||||||||||||||||||||
Arc 3, Brd 2, Clr 3, Sor/Wiz 3 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Create a ribbon-like, weightless, unbreakable, invisible bridge of sound. |
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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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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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Catapult | ||||||||||||||||||||||||||||
CS | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Magically propel an object from your hand. |
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Lesser Celerity | ||||||||||||||||||||||||||||
PHBII | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Take a move action immediately, but be dazed for a round. |
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Circle Dance | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 3, Brd 2, Clr 3, Drd 3, Sor/Wiz 3 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Indicates direction to known target. |
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Cloak Pool | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||||
Hide a color pool on the Astral Plane from view. |
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Clothier's Closet | ||||||||||||||||||||||||||||
MoE | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Conjure several sets of clothing. |
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Cloud of Bewilderment | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Generates a nauseating 10-ft. cone. |
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Control Darkness and Shadow | ||||||||||||||||||||||||||||
CR | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 3 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Manipulate existing areas of darkness and shadow. |
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Crescendo | ||||||||||||||||||||||||||||
Song and Silence | ||||||||||||||||||||||||||||
Brd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Grants increasing bonus on attack rolls. |
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Crown of Veils | ||||||||||||||||||||||||||||
PHBII | ||||||||||||||||||||||||||||
Beguiler 3, Brd 2, Sor/Wiz 3 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
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 Impending Blades | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 2, Brd 2, Rgr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
Subject takes -2 penalty to AC. |
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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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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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Daze Monster | ||||||||||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates - Yes | Beguiler 2, Brd 2, Sor/Wiz 2 | V, S, M | ||||||||||||||||||||||||||
1 round | Medium | General | ||||||||||||||||||||||||||
Target: One living creature of 6 HD or less | ||||||||||||||||||||||||||||
Living creature of 6 HD or less loses next action. |
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This enchantment clouds the mind of a living creature with 6 or fewer Hit Dice so that it takes no actions. Creatures of 7 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. |
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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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Delusions of Grandeur | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||
Subject becomes overconfident and careless. |
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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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Dimension Leap | ||||||||||||||||||||||||||||
MoE | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Teleport 10 ft./level. |
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Discolor Pool | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||||
Change the color of a color pool on the Astral Plane. |
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Disquietude | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Brd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Target avoids physical contact with others. |
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Dissonant Chant | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Distracting chant which makes Concentration checks in the area more difficult. |
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Distracting Ray | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Distracts target spellcaster as counterspell. |
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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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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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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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Entice Gift | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Brd 2, Greed 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Subject gives caster what its holding. |
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Faerinaal's Hymn | ||||||||||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||||||||||
Brd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Up to one creature/level cannot take attacks of opportunity. |
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Swift Fly | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 3, Brd 2, Drd 3, Duskblade 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
This spell functions like fly except for 1 round (swift). |
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Fortissimo | ||||||||||||||||||||||||||||
Song and Silence | ||||||||||||||||||||||||||||
Brd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Doubles volume of sound; +2 on save DCs and +1d6 damage for sonic attacks. |
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Fox's Cunning | ||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates (harmless) - Yes | Artificer 2, Asn 2, Brd 2, EmBarachiel 2, Sor/Wiz 2 | V, S, M/DF | ||||||||||||||||||||||||||
1 min./level | Touch | 5 minutes | ||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||
Subject gains +4 to Int for 1 min./level. |
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The transmuted creature becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spells effect do increase. This spell doesn't grant extra skill points. |
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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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Glossolalia | ||||||||||||||||||||||||||||
Evocation | 1 standard action | SRD | ||||||||||||||||||||||||||
Fortitude partial; see text - Yes | Brd 2 | V | ||||||||||||||||||||||||||
Instant | 60 ft. | General | ||||||||||||||||||||||||||
Area: Cone-shaped burst | ||||||||||||||||||||||||||||
Cone-shaped shriek distracts smart foes, makes concentrating difficult. |
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You utter shrieks of nonsense and gibberish that thinking creatures find distracting and confusing. The spell affects only creatures with Intelligence scores of 3 or higher. Any such creatures within the spell's area must succeed on Fortitude saves or be stunned for 1 round (if they have Intelligence scores of 20 or higher), dazed for 1 round (if they have Intelligence scores between 10 and 19), or shaken for 1 round (if they have Intelligence scores between 3 and 9). In addition, a creature within the spell's area loses any psionic focus it might have had and takes a –4 penalty on Concentration checks for 1 round. These effects happen whether or not the creature succeeded on its save. |
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Grace | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 3, Brd 2, Clr 3 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Silvery light grants +2 Dexterity, +10 feet to land speed*, melee attacks treated as good; take -20 to Hide checks. |
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Harmonic Chorus | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Brd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Give another caster +2 caster levels and +2 on save DCs as long as you concentrate. |
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Harmonize | ||||||||||||||||||||||||||||
Races of Stone | ||||||||||||||||||||||||||||
Brd 2 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
Using your bardic music requires less effort. |
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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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Heroism | ||||||||||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | Brd 2, Courage 4, Sin-P 3, Sor/Wiz 3 | V, S | ||||||||||||||||||||||||||
10 min./level | Touch | 1 hour | ||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||
Gives +2 on attack rolls, saves, skill checks. |
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This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks. |
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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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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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Hypnotic Pattern | ||||||||||||||||||||||||||||
Illusion (Pattern) | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates - Yes | Beguiler 2, Brd 2, EmBarachiel 2, Sor/Wiz 2, Wuj 2 | V, S, M, text | ||||||||||||||||||||||||||
Concentration + 2 rounds | Medium | General | ||||||||||||||||||||||||||
Effect: Colorful lights in a 10-ft.-radius spread | ||||||||||||||||||||||||||||
Fascinates (2d4 + level) HD of creatures. |
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A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of Hit Dice of creatures affected. Creatures with the fewest HD are affected first; and, 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. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected. A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component. |
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Ice Darts | ||||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Icicle missiles deal 2d4 damage, half of which is cold. |
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Insidious Insight | ||||||||||||||||||||||||||||
RE | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Gain insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive against affected creature. |
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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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Jig of the Waves | ||||||||||||||||||||||||||||
Stormwrack | ||||||||||||||||||||||||||||
Brd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Force creatures to dance a jig which causes penalties and forces random movement. |
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Know Vulnerabilities | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 3, Brd 2, Clr 3, Sor/Wiz 4 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Determine target's vulnerabilities and resistances. |
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Lively Step | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
4 hours | ||||||||||||||||||||||||||||
You and allies gain +10 increase to speed and can hustle for an extra hour per day per level. |
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Locate Object | ||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | ||||||||||||||||||||||||||
None - No | Arc 3, Brd 2, Clr 3, Hoard 2, Meditation 3, Shu 2, Sin-A 3, Sor/Wiz 2, Travel 2, Wuj 2 | V, S, F/DF | ||||||||||||||||||||||||||
1 min./level | Long | 30 minutes | ||||||||||||||||||||||||||
Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level | ||||||||||||||||||||||||||||
Senses direction toward object (specific or type). |
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You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination). The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any object fools it. |
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Mesmerizing Glare | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 3 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Your gaze fascinates creatures. |
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Mindless Rage | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Incite a rage in an opponent that drives them to attacking you by melee only. |
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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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Mirror Move | ||||||||||||||||||||||||||||
Spellbook Archive | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
Use general feat that you have seen used recently. |
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Misdirection | ||||||||||||||||||||||||||||
Illusion (Glamer) | 1 standard action | SRD | ||||||||||||||||||||||||||
None or Will negates; see text - No | Asn 2, Beguiler 2, Brd 2, Slayer of Domiel 3, Sor/Wiz 2, Wuj 2 | V, S | ||||||||||||||||||||||||||
1 hour/level | Close | 6 hours | ||||||||||||||||||||||||||
Target: One creature or object, up to a 10-ft. cube in size | ||||||||||||||||||||||||||||
Misleads divinations for one creature or object. |
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By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. (Neither the subject nor the other object gets a saving throw against this effect.) Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like). |
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Miser's Envy | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 3 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Subject jealously covets nearby object. |
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Misrepresent Alignment | ||||||||||||||||||||||||||||
RE | ||||||||||||||||||||||||||||
Arc 3, Brd 2, Clr 3, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Projects a false alignment for an object or creature. |
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Nightmare Lullaby | ||||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||||
Brd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Target is confused as long as you concentrate +2 rounds. |
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Opportune Dodge | ||||||||||||||||||||||||||||
CS | ||||||||||||||||||||||||||||
Brd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Subject can avoid a single attack of opportunity. |
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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 Alarm | ||||||||||||||||||||||||||||
MotP | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
12 hours | ||||||||||||||||||||||||||||
Attach an alarm to a portal that my be audible or mental. |
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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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Proud Arrogance | ||||||||||||||||||||||||||||
RoD | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
Targets gain +4 bonus on saves against charm, compulsion, and fear. |
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Pyrotechnics | ||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates or Fortitude negates; see text - Yes or No; see text | Brd 2, HB 2, Sor/Wiz 2, Wmg 2, Wuj 2 | V, S, M | ||||||||||||||||||||||||||
1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text | Long | General | ||||||||||||||||||||||||||
Target: One fire source, up to a 20-ft. cube | ||||||||||||||||||||||||||||
Turns fire into blinding light or choking smoke. |
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Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose. Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness. Smoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply. Material Component Note: A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level. |
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Rage | ||||||||||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||||||||||
None - Yes | Brd 2, HB 2, Liberation 3, Madness 3, Sin-W 3, Sor/Wiz 3 | V, S | ||||||||||||||||||||||||||
Concentration + 1 round/level (D) | Medium | 5 minutes | ||||||||||||||||||||||||||
Targets: One willing living creature per three levels, no two of which may be more than 30 ft. apart | ||||||||||||||||||||||||||||
Gives +2 to Str and Con, +1 on Will saves, -2 to AC. |
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Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarians rage except that the subjects aren't fatigued at the end of the rage. |
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Ray of Dizziness | ||||||||||||||||||||||||||||
DA5 | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Dizzying ray staggers enemy. |
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Reflective Disguise | ||||||||||||||||||||||||||||
Underdark | ||||||||||||||||||||||||||||
Brd 2, PUG 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||
Viewers see you as their own species and gender. |
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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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Scare | ||||||||||||||||||||||||||||
Necromancy [Fear] [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||||||||||
Will partial - Yes | Brd 2, Hatred 2, Sor/Wiz 2 | V, S, M | ||||||||||||||||||||||||||
1 round/level or 1 round; see text for cause fear | Medium | General | ||||||||||||||||||||||||||
Targets: One living creature per three levels, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||||||||
Panics creatures of less than 6 HD. |
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This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened. |
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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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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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Slipping the Ranks | ||||||||||||||||||||||||||||
SPELLSandSPELLCRAFT | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Every 5 ft. set becomes a 10 ft. teleport. |
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Song of Festering Death | ||||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||||
Brd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Subject takes 2d6 damage per round while caster concentrates. |
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Sonic Weapon | ||||||||||||||||||||||||||||
Complete Adventurer | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
Weapon touched deals +1d6 sonic damage with each hit. |
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Sonic Whip | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Brd 2, Wuj 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Scares animals, normal whip in combat. |
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Sonorous Hum | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Arc 3, Brd 2, Clr 3, Sor/Wiz 3 | ||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||
Removes need to concentrate to maintain next spell cast. |
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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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Speak To Allies | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||
Subjects can converse at distance without moving lips. |
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Spymaster's Coin | ||||||||||||||||||||||||||||
CS | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Hide a scrying sensor in a coin or other Tiny object for later activation. |
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Stretch Weapon | ||||||||||||||||||||||||||||
PHBII | ||||||||||||||||||||||||||||
Brd 2, Clr 2, Duskblade 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Melee weapon gains 5 ft. of reach for one attack. |
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Suggestion | ||||||||||||||||||||||||||||
Enchantment (Compulsion) [Language-Dependent] [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates - Yes | Beguiler 3, Brd 2, Charm 3, Domination 3, Drow 3, EmBarachiel 2, HB 2, MH 3, Sor/Wiz 3, Wuj 3 | V, M | ||||||||||||||||||||||||||
1 hour/level or until completed | Close | 30 minutes | ||||||||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||||||||
Compels subject to follow stated course of action. |
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You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed. A very reasonable suggestion causes the save to be made with a penalty (such as 1 or 2). |
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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 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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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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Tactical Precision | ||||||||||||||||||||||||||||
Complete Adventurer | ||||||||||||||||||||||||||||
Brd 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Allies gain additional +2 bonus on attack rolls and +1d6 additional damage against flanked foes. |
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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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Tongues | ||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | ||||||||||||||||||||||||||
Will negates (harmless) - No | Adp 3, APeace 4, Arc 4, Brd 2, Clr 4, Commerce 3, Community 4, EmBarachiel 2, Herald 3, Meditation 4, Sor/Wiz 3, Vassal of Bahamut 4, Wuj 3 | V, M/DF | ||||||||||||||||||||||||||
10 min./level | Touch | 1 hour | ||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||
Speak any language. |
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This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way. Tongues can be made permanent with a permanency spell. |
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Tune of the Dancing Weapon | ||||||||||||||||||||||||||||
Dragon 335 | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Sword animates and fights for you. |
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Undeniable Gravity | ||||||||||||||||||||||||||||
Miniatures | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||||
Flying creature loses flying ability. |
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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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Vertigo | ||||||||||||||||||||||||||||
PHBII | ||||||||||||||||||||||||||||
Beguiler 2, Brd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Subject creature must succeed on a DC 10 Balance check to move each round. |
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Vertigo (Sky) | ||||||||||||||||||||||||||||
PHBII | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 3 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Creature believes it is at the top of a great fall and has nowhere it can move. Takes non-lethal damage if it moves or is moved. |
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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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Weapon Shift | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Brd 2, Sor/Wiz 1 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Touched weapon changes form. |
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Whirling Blade (F) | ||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||
Brd 2, HB 2, Sor/Wiz 2, Wmg 2 | ||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||
Make an attack on a line of foes with your slashing weapon. |
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Whispering Wind | ||||||||||||||||||||||||||||
Transmutation [Air] | 1 standard action | SRD | ||||||||||||||||||||||||||
None - No | Brd 2, EmBarachiel 2, Sor/Wiz 2, Wuj 2 | V, S | ||||||||||||||||||||||||||
No more than 1 hour/level or until discharged (destination is reached) | 1 mile/level | 30 minutes | ||||||||||||||||||||||||||
Area: 10-ft.-radius spread | ||||||||||||||||||||||||||||
Sends a short message 1 mile/level. |
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You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. You can prepare the spell to bear a message of no more than twenty-five words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes. When the spell reaches its objective, it swirls and remains in place until the message is delivered. As with magic mouth, whispering wind cannot speak verbal components, use command words, or activate magical effects. |