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 | ||
Bigby's Tripping Hand | ||
PHBII | ||
Duskblade 1, Sor/Wiz 1 | ||
General | ||
Hand trips subject. |
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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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Burning Hands | ||
Evocation [Fire] | 1 standard action | SRD |
Reflex half - Yes | Adp 1, Arc 1, Blg 1, Duskblade 1, Fire 1, Shu 1, Sor/Wiz 1, Wmg 1 | V, S |
Instant | 15 ft. | General |
Area: Cone-shaped burst | ||
1d4/level fire damage (max 5d4). |
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A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action. |
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Cause Fear | ||
Necromancy [Fear] [Mind-Affecting] | 1 standard action | SRD |
Will partial - Yes | Adp 1, Arc 1, Blackwater 1, Blk 1, Brd 1, Clr 1, Death 1, DrgBlw 1, Duskblade 1, HB 1, MH 1, Orc 1, Passion 1, Shu 1, Sor/Wiz 1 | V, S |
1d4 rounds or 1 round; see text | Close | General |
Target: One living creature with 5 or fewer HD | ||
One creature of 5 HD or less flees for 1d4 rounds. |
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The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect. Cause fear counters and dispels remove fear. |
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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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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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Lesser Deflect | ||
PHBII | ||
Duskblade 1, Sor/Wiz 1 | ||
General | ||
Gain a deflection bonus of +1/3 levels (max +5) against one attack. |
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Expeditious Retreat | ||
Transmutation | 1 standard action | SRD |
- | Arc 1, Beguiler 1, Brd 1, Celerity 1, Duskblade 1, HB 1, Hoard 1, Shu 1, Sor/Wiz 1 | V, S |
1 min./level (D) | Personal | 30 minutes |
Target: You | ||
This spell increases your base land speed* by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill). |
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Swift Expeditious Retreat | ||
SPC | ||
Brd 1, Duskblade 1, Sor/Wiz 1 | ||
General | ||
Your speed increases by 30 ft. for 1 round (swift). |
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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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Kelgore's Fire Bolt | ||
PHBII | ||
Duskblade 1, Sor/Wiz 1 | ||
General | ||
1d6 fire damage/level (max 5d6), partially ignore SR. |
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Magic Weapon | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless, object) - Yes (harmless, object) | Arc 1, Artificer 1, Blk 1, ChamGwyn 1, Clr 1, Duskblade 1, Dwarf 1, HB 1, HotD 1, KotC 1, Metal 1, Pal 1, Shu 1, Sor/Wiz 1, War 1, Wuj 1 | V, S, DF |
1 min./level | Touch | 5 minutes |
Target: Weapon touched | ||
Weapon gains +1 bonus. |
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Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapons +1 bonus on attack rolls.) You cant cas't this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell. |
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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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Ray of Enfeeblement | ||
Necromancy | 1 standard action | SRD |
None - Yes | Arc 1, Blg 1, Decay 2, Duskblade 1, Necro 1, Sin-E 2, Sor/Wiz 1 | V, S |
1 min./level | Close | General |
Effect: Ray | ||
Ray deals 1d6 +1 per two levels Str penalty. |
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A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subjects Strength score cannot drop below 1. |
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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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Rouse | ||
PHBII | ||
Beguiler 1, Duskblade 1, Sor/Wiz 1 | ||
General | ||
Awakens creatures in area. |
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Shocking Grasp | ||
Evocation [Electricity] | 1 standard action | SRD |
None - Yes | Arc 1, Duskblade 1, Shu 1, Sor/Wiz 1, Wmg 1 | V, S |
Instant | Touch | General |
Target: Creature or object touched | ||
Touch delivers 1d6/level electricity damage (max 5d6). |
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Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like). |
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Stand | ||
PHBII | ||
Duskblade 1, Sor/Wiz 1 | ||
General | ||
Subject stands up from prone. |
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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. |