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 | ||||||||||||||||||||||||||
Aboleth Curse | ||||||||||||||||||||||||||
Stormwrack | ||||||||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||||||||
24 hours | ||||||||||||||||||||||||||
Subject's skin undergoes a horrible transformation. |
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Absorb Strength (F) | ||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||
Corrupt 4 | ||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||
You gain 1/4 of a creature's Str and Con when he eats it. |
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Affliction | ||||||||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||||||||
Arc 3, Clr 3, Drd 3, Sor/Wiz 4, Wrath 3 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Infects evil subject with chosen affliction. |
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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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Animate Dead (M) | ||||||||||||||||||||||||||
Necromancy [Evil] | 1 standard action | SRD | ||||||||||||||||||||||||
None - No | Adp 3, Arc 3, Blg 4, Clr 3, Death 3, Sor/Wiz 4, Undeath 3, Wuj 4 | V, S, M | ||||||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||||||
Targets: One or more corpses touched | ||||||||||||||||||||||||||
Materials: A black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse. | ||||||||||||||||||||||||||
Creates undead skeletons and zombies. |
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This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can't be animated again.) Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit) The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. |
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Animate Dead Familiar (XP) | ||||||||||||||||||||||||||
Spellbook Archive | ||||||||||||||||||||||||||
Sor/Wiz 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Revives your dead familiar as an undead familiar. |
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Animate Dread Warrior (XP) | ||||||||||||||||||||||||||
Unapproachable East | ||||||||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Transform dead skilled warrior into undead monster you control. |
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Animate Legion (M) | ||||||||||||||||||||||||||
HoB | ||||||||||||||||||||||||||
Arc 4, Clr 4, Sor/Wiz 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Creates skeletons or zombies. |
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Arrow of Bone (M) | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Creates a killer missile or thrown weapon, or deals 3d6 +1 (max +20) damage on successful save. |
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Ashen Union | ||||||||||||||||||||||||||
Sandstorm | ||||||||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Drains moisture from a creature, possibly killing it and destroying its body. |
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Astral Projection (M) | ||||||||||||||||||||||||||
Necromancy [Ectomancy] | 30 minutes | SRD | ||||||||||||||||||||||||
None - Yes | APeace 9, Arc 9, Clr 9, Meditation 9, Mental 9, Sin-S 9, Sor/Wiz 9, Travel 9, Wuj 9 | V, S, M | ||||||||||||||||||||||||
See text | Touch | General | ||||||||||||||||||||||||
Targets: You plus one additional willing creature touched per two caster levels | ||||||||||||||||||||||||||
Materials: A jacinth worth at least 1,000 gp, plus a silver bar worth 5 gp for each person to be affected. | ||||||||||||||||||||||||||
Projects you and companions onto Astral Plane. |
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By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them. You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter. While you are on the Astral Plane, your astral body is connected at all times to your physical body by a silvery cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes. You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you). |
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Aura of Terror | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||
You gain an aura of fear, or your frightful presence becomes more effective. |
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Avascular Mass | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Deathbound 8, Sor/Wiz 8 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Reduce foe to half hp and stun foe for 1 round by purging blood vessels, which can trap creatures in 20-ft. radius from victim. |
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Avasculate | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Deathbound 7, Sor/Wiz 7 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Reduce foe to half hp and stun foe for 1 round by purging blood vessels. |
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Awaken Undead (XP) | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Deathbound 6, Sor/Wiz 7 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Grant sentience to otherwise mindless undead. |
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Backbiter (F) | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
HB 1, Sor/Wiz 1, Wuj 1 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Cause two handed or reach weapon to strike is wielder. |
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Barghest's Feast (M) | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 6, Clr 6, Sor/Wiz 7 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Destroy target corpse, potentially preventing its return to life. |
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Bestow Curse | ||||||||||||||||||||||||||
Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||
Will negates - Yes | Adp 3, Arc 3, Clr 3, Dem 2, Destiny 4, DrgBlw 3, Fate 3, Hatred 3, Sor/Wiz 4, Suffering 3 | V, S | ||||||||||||||||||||||||
Permanent | Touch | General | ||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||
-6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action. |
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You place a curse on the subject. Choose one of the following three effects. 1) -6 decrease to an ability score (minimum 1). 2) -4 penalty on attack rolls, saves, ability checks, and skill checks. 3) Each turn, the target has a 50% chance to act normally; otherwise, it takes no action. You may also invent your own curse, but it should be no more powerful than those described above. The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Bestow curse counters remove curse. |
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Greater Bestow Curse | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 7, Clr 7, Dem 4, Destiny 7, Sor/Wiz 8 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
As bestow curse, but more severe penalties. |
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Bite of the King | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Hunger 8 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Swallow enemies whole. |
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Black Mulching | ||||||||||||||||||||||||||
BoEM | ||||||||||||||||||||||||||
Arc 4, Drd 4, Sor/Wiz 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
See Text |
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Black Sand | ||||||||||||||||||||||||||
Sandstorm | ||||||||||||||||||||||||||
Arc 3, Clr 3, Sand 2 | ||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||
Creates a 20-ft.-radius area of black sand. |
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Blackfire | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Sor/Wiz 8 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Negative energy fire burns at the life force of a living creature dealing 1d4 constitution damage/round. |
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Blackwater Taint | ||||||||||||||||||||||||||
Stormwrack | ||||||||||||||||||||||||||
Blackwater 6, Sor/Wiz 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Desecrate water, deal 1d6/2 levels negative energy damage, bestow a negative level. |
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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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Bleed | ||||||||||||||||||||||||||
CC | ||||||||||||||||||||||||||
Blk 4, Clr 5, Drd 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Touched creature takes Con damage from piercing or slashing weapons; repeated use imposes a -4 penalty on certain Fort saves. |
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Blight | ||||||||||||||||||||||||||
Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||
Fortitude half; see text - Yes | Arc 4, Blg 4, Decay 5, Drd 4, Sor/Wiz 5 | V, S, DF | ||||||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||||||
Target: One plant | ||||||||||||||||||||||||||
Withers one plant or deals 1d6/level damage to plant creature. |
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This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn't a creature doesn't receive a save and immediately withers and dies. This spell has no effect on the soil or surrounding plant life. |
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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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Blood of the Martyr | ||||||||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||||||||
APeace 4, Arc 4, ChamGwyn 4, Clr 4, Pal 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Take Damage and Heal another at least 20 HP. |
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Blood Snow | ||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 3 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Area of fallen snow drains 1d2 points of Con/round and causes nausea. |
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Blood to Water | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 7, Clr 7 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
2d6 Constitution damage to subjects. |
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Bodak's Glare (F) | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 8, Clr 8 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
You slay a creature, which turns into a bodak 24 hours later. |
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Bone Chill | ||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Corporeal undead are held by a thick layer of frost. |
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Bone Talisman | ||||||||||||||||||||||||||
Magic Books of Faerun | ||||||||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||
Turns a bone into a turning attempt, or as an undead bane weapon (Club, Dagger, or Spear). |
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Bone Tattoo | ||||||||||||||||||||||||||
BoEM | ||||||||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||
See Text |
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Boneblade | ||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||
Arc 3, Blk 2, Clr 3 | ||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||
Turns a bone into a magic weapon. |
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Boneblast | ||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||
Arc 2, Blk 1, Clr 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
1d3 Con damage to subject. |
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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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Foe's Burning Blood | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Subject creature's blood deals 1d8 acid and 1d8 fire damage per round. |
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Burrowing Bony Digits | ||||||||||||||||||||||||||
SPELLSandSPELLCRAFT | ||||||||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Shoot the fingers form a dismembered hand and watch them burrow into the flesh of those they hit. |
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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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Charnel Fire | ||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||
Arc 5, Clr 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Consumes one corpse or undead creature. |
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Chill of the Grave | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Deathbound 1 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Ray causes cold damage. |
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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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Choking Sands | ||||||||||||||||||||||||||
Sandstorm | ||||||||||||||||||||||||||
Arc 5, Clr 5, Drd 5, Sor/Wiz 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Touched creature begins to suffocate on sand. |
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Circle of Death (M) | ||||||||||||||||||||||||||
Necromancy [Death] | 1 standard action | SRD | ||||||||||||||||||||||||
Fortitude negates - Yes | Arc 6, Blg 6, Sor/Wiz 6, Wmg 6 | V, S, M | ||||||||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||||||||
Area: Several living creatures within a 40-ft.-radius burst | ||||||||||||||||||||||||||
Materials: The powder of a crushed black pearl with a minimum value of 500 gp. | ||||||||||||||||||||||||||
Kills 1d4/level HD of creatures. |
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A circle of death snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the bursts point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted. |
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Clone (M) (F) | ||||||||||||||||||||||||||
Necromancy | 10 minutes | SRD | ||||||||||||||||||||||||
None - No | Sor/Wiz 8 | V, S, M, F | ||||||||||||||||||||||||
Instant | 0 ft. | General | ||||||||||||||||||||||||
Effect: One clone | ||||||||||||||||||||||||||
Focus: Special laboratory equipment (cost 500 gp). | ||||||||||||||||||||||||||
Materials: The piece of flesh and various laboratory supplies (cost 1,000 gp). | ||||||||||||||||||||||||||
Duplicate awakens when original dies. |
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This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original's physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails. To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature's living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months. When the clone is completed, the original's soul enters it immediately, if that creature is already dead. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level character). If this Constitution adjustment would give the clone a Constitution score of 0, the spell fails. If the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is one level below the level at which the original died. The spell duplicates only the originals body and mind, not its equipment. A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved. |
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Clutch of Orcus | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 3, Clr 3 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Deals 1d3 damage/round and paralyzes foe with concentration. |
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Command Undead | ||||||||||||||||||||||||||
Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||
Will negates; see text - Yes | Necro 2, Sor/Wiz 2 | V, S, M | ||||||||||||||||||||||||
1 day/level | Close | 1 hour | ||||||||||||||||||||||||
Targets: One undead creature | ||||||||||||||||||||||||||
Undead creature obeys your commands. |
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This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as come here, go there, fight, stand still, and so on. Nonintelligent undead won't resist suicidal or obviously harmful orders. Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell. Your commands are not telepathic. The undead creature must be able to hear you. |
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Consume Likeness (F) | ||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||
Corrupt 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Caster steals the appearance of a dead person, adding +10 on Disguise checks. |
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Consumptive Field | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 4, Clr 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Draw life from all creatures in 30-ft. radius with -1 or fewer hit points that fail save. |
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Greater Consumptive Field | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 7, Clr 7 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Draw life from all creatures in 30-ft. radius with 9 or fewer hit points that fail save. |
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Contagion | ||||||||||||||||||||||||||
Necromancy [Evil] | 1 standard action | SRD | ||||||||||||||||||||||||
Fortitude negates - Yes | Adp 3, Arc 3, Blg 3, Blk 3, Clr 3, Corruption 3, Decay 3, Destruction 3, Drd 3, Pestilence 3, Sor/Wiz 4, Wmg 4 | V, S | ||||||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||||||
Target: Living creature touched | ||||||||||||||||||||||||||
Infects subject with chosen disease. |
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The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagions normal save DC for the initial saving throw).
1 Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease's save DC) or be permanently blinded. |
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Mass Contagion | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 5, Clr 5, Drd 5, Sor/Wiz 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
As contagion, but 20-ft. radius. |
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Contagious Touch | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 3, Blg 3, Drd 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
You infect one creature per round with chosen disease. |
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Control Deathless | ||||||||||||||||||||||||||
Ebberon | ||||||||||||||||||||||||||
Deathless 7 | ||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||
Deathless don't attack you while under your command. |
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Control Undead | ||||||||||||||||||||||||||
Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||
Will negates - Yes | Arc 7, Blg 7, Necro 7, Sor/Wiz 7, Undeath 7 | V, S, M | ||||||||||||||||||||||||
1 min./level | Close | 30 minutes | ||||||||||||||||||||||||
Targets: Up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||||||
Undead don't attack you while under your command. |
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This spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior. Intelligent undead creatures remember that you controlled them. |
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Create Deathless (M) | ||||||||||||||||||||||||||
Ebberon | ||||||||||||||||||||||||||
Deathless 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Create undying soldier. |
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Create Greater Deathless (M) | ||||||||||||||||||||||||||
Ebberon | ||||||||||||||||||||||||||
Deathless 8 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Create undying councilor. |
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Create Greater Undead (M) | ||||||||||||||||||||||||||
Necromancy [Evil] | 1 hour | SRD | ||||||||||||||||||||||||
None - No | Arc 8, Clr 8, Death 8, Pestilence 8, Sor/Wiz 8, Undeath 8 | V, S, M | ||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||
Target: One corpse | ||||||||||||||||||||||||||
Materials: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. | ||||||||||||||||||||||||||
Create shadows, wraiths, spectres, or devourers. |
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A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.
You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms. This spell must be cast at night. |
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Create Spirit Idol (XP) | ||||||||||||||||||||||||||
PGtE | ||||||||||||||||||||||||||
Arc 4, Clr 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Keeps a fallen elf away from Dolurrh and allows necromancers to call on his wisdom in the future. |
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Create Undead (M) | ||||||||||||||||||||||||||
Necromancy [Evil] | 1 hour | SRD | ||||||||||||||||||||||||
None - No | Arc 6, Blg 5, Clr 6, Death 6, Evil 6, Sor/Wiz 6, Undeath 6 | V, S, M | ||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||
Target: One Corpse | ||||||||||||||||||||||||||
Materials: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. | ||||||||||||||||||||||||||
Creates ghouls, ghasts, mummies, or mohrgs. |
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A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below.
You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms. This spell must be cast at night. |
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Curse of Ill Fortune | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 2, Blk 2, Clr 2 | ||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||
Subject suffers -3 penalty on attacks, saves, and checks. |
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Mass Curse of Ill Fortune | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 5, Clr 5 | ||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||
Enemies take -3 penalty on attack rolls and saves. |
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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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Mass Curse of Impending Blades | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 3, Brd 3, Rgr 3, Sor/Wiz 3 | ||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||
Enemies take -2 penalty to AC. |
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Curse of Lycanthropy (M) | ||||||||||||||||||||||||||
Complete Divine | ||||||||||||||||||||||||||
Pestilence 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Causes temporary lycanthropy in subject. |
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Curse of Lycanthropy 2 (M) | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Pestilence 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Kills subject and summons wererats. |
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Curse of Petty Failing | ||||||||||||||||||||||||||
Miniatures | ||||||||||||||||||||||||||
Arc 3, Clr 3 | ||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||
Subject takes -2 penalty on attack rolls and saves. |
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Curse Water (M) | ||||||||||||||||||||||||||
Necromancy [Evil] | 1 minute | SRD | ||||||||||||||||||||||||
Will negates (object) - Yes (object) | Arc 1, Blg 1, Clr 1 | V, S, M | ||||||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||||||
Target: Flask of water touched | ||||||||||||||||||||||||||
Materials: 5 pounds of powdered silver (worth 25 gp). | ||||||||||||||||||||||||||
Makes unholy water. |
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This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead and evil outsiders. |
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Cursed Blade | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Asn 4, HB 4 | ||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||
Swift, Creature gains a curse that prevents healing or raising until removed. |
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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 Tide | ||||||||||||||||||||||||||
Stormwrack | ||||||||||||||||||||||||||
Blackwater 7 | ||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||
Infuse water over a large area with negative energy, causing weakness and 1d6 damage/hour. |
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Death Armor (F) | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Black aura damages creatures attacking you. |
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Death Dragon | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 7, Clr 7 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
You gain +4 natural armor, +4 deflection, and natural attacks. |
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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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Death Knell | ||||||||||||||||||||||||||
Necromancy [Death] [Ectomancy] [Evil] | 1 standard action | SRD | ||||||||||||||||||||||||
Will negates - Yes | Arc 2, Blg 2, Blk 1, Clr 2, Death 2, DrgBlw 2, Sin-G 2 | V, S | ||||||||||||||||||||||||
Instant/10 minutes per HD of subject; see text | Touch | General | ||||||||||||||||||||||||
Target: Living creature touched | ||||||||||||||||||||||||||
Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level. |
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You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature. |
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Death Pact (M) | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 8, Clr 8, Pact 8 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
-2 to Constitution, in exchange for effects of true resurrection. |
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Death Throes | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 5, Clr 5, Sor/Wiz 5 | ||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||
Your body explodes when you die. |
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Death Ward | ||||||||||||||||||||||||||
Necromancy [Ectomancy] | 1 standard action | SRD | ||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | APeace 4, Arc 4, Blg 4, ChamGwyn 4, Clr 4, Death 4, Drd 5, Hlr 4, HotD 4, Life 4, Pal 4, Repose 4, Shu 4, Slayer of Domiel 4, Undeath 4 | V, S, DF | ||||||||||||||||||||||||
1 min./level | Touch | 5 minutes | ||||||||||||||||||||||||
Target: Living creature touched | ||||||||||||||||||||||||||
Grants immunity to death spells and negative energy effects. |
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The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects. This spell doesn't remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level. Death ward does not protect against other sorts of attacks even if those attacks might be lethal. |
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Mass Death Ward | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 8, Clr 8, Drd 9 | ||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||
As death ward, but more targets. |
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Deathwatch | ||||||||||||||||||||||||||
Necromancy [Evil] | 1 standard action | SRD | ||||||||||||||||||||||||
None - No | Arc 1, Clr 1, Hlr 0, Planning 1, Slayer of Domiel 1 | V, S | ||||||||||||||||||||||||
10 min./level | 30 ft. | 4 hours | ||||||||||||||||||||||||
Area: Cone-shaped emanation | ||||||||||||||||||||||||||
Reveals how near death subjects within 30 ft. are. |
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Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spells range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death. |
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Decomposition | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 1, Blg 1, Drd 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Wounds deal 3 extra point of damage each round. |
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Dehydrate | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 3, Drd 3, Watery Death 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Deals Con damage to target. |
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Delay Death | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 4, Clr 4, Destiny 3 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Losing hit points doesn't kill subject. |
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Depression | ||||||||||||||||||||||||||
Dragon 339 | ||||||||||||||||||||||||||
Brd 3, Sor/Wiz 3 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Enemies around you become fatigued and take penalties to Will saves. |
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Desiccate | ||||||||||||||||||||||||||
Sandstorm | ||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 2, Thirst 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Deals 1d6/2 levels dessication damage and dehydrates living creature. |
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Mass Desiccate | ||||||||||||||||||||||||||
Sandstorm | ||||||||||||||||||||||||||
Arc 6, Clr 6, Drd 6, Sor/Wiz 6, Thirst 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Desiccates several creatures. |
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Desiccating Bubble | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Directable globe of supernaturally dry air which causes evaporative damage to those it engulfs. |
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Destruction (F) | ||||||||||||||||||||||||||
Necromancy [Death] | 1 standard action | SRD | ||||||||||||||||||||||||
Fortitude partial - Yes | Arc 7, Clr 7, Death 7, Repose 7, Slime 7 | V, S, F | ||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||
Target: One creature | ||||||||||||||||||||||||||
Focus: A special holy (or unholy) symbol of silver marked with verses of anathema (cost 500 gp). | ||||||||||||||||||||||||||
Kills subject and destroys remains. |
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This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle. |
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Disrupt Undead | ||||||||||||||||||||||||||
Necromancy [Positive] | 1 standard action | SRD | ||||||||||||||||||||||||
None - Yes | Arc 0, Duskblade 0, Glory 1, Shu 0, Sor/Wiz 0, Wmg 0, Wuj 0 | V, S | ||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||
Effect: Ray | ||||||||||||||||||||||||||
Deals 1d6 damage to one undead. |
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You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it. |
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Greater Disrupt Undead | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
As disrupt undead, but damage increases per caster level. |
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Doom | ||||||||||||||||||||||||||
Necromancy [Fear] [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||||||||
Will negates - Yes | Arc 1, Blg 1, Blk 1, Clr 1, Corruption 1, Decay 1, Dem 1, Hatred 1, KotC 1, Pestilence 1, Wrath 1 | V, S, DF | ||||||||||||||||||||||||
1 min./level | Medium | General | ||||||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||||||
One subject takes -2 on attack rolls, damage rolls, saves, and checks. |
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This spell fills a single subject with a feeling of horrible dread that causes it to become shaken. |
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Doom Scarabs | ||||||||||||||||||||||||||
PHBII | ||||||||||||||||||||||||||
Duskblade 3, Sor/Wiz 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Scarab swarm deals 1d6/2 levels, gives you temporary hit points. |
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Ease of Breath | ||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||
Arc 1, Clr 1, Drd 1, Rgr 1 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
+20 inherent bonus on Fortitude saves to resist altitude sickness. |
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Ebon Ray of Doom | ||||||||||||||||||||||||||
LostEmpiresOfFaerun | ||||||||||||||||||||||||||
Asn 3, Sor/Wiz 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Black energy prevents magical healing and special healing abilities from functioning. |
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Ectoplasmic Enhancement | ||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||||||||
24 hours | ||||||||||||||||||||||||||
Incorporeal undead gain +1 AC, +1d8 hp, +1 on attacks, +2 turn resistance for every 3 levels. |
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Elemental Shroud | ||||||||||||||||||||||||||
BoEM | ||||||||||||||||||||||||||
Sor/Wiz 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Grant undead creatures armor and turn bonuses and deal elemental damage upon being struck by a foe or striking a foe. |
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Energy Drain | ||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | SRD | ||||||||||||||||||||||||
Fortitude partial; see text - Yes | Arc 9, Clr 9, Decay 9, Hunger 9, Necro 9, Sor/Wiz 9, Suffering 9, Thirst 9, Undeath 9 | V, S | ||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||
Effect: Ray of negative energy | ||||||||||||||||||||||||||
Subject gains 2d4 negative levels. |
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You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 2d4 negative levels. If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a 1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack. There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spells save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subjects character levels is permanently drained. An undead creature struck by the ray gains 2d4x5 temporary hit points for 1 hour. |
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Energy Ebb | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 7, Clr 7, Sor/Wiz 7 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Give subject one negative level/round for 1 round/level. |
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Enervating Breath | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Sor/Wiz 9 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Your breath weapon also bestows 2d4 negative levels. |
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Enervation | ||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | SRD | ||||||||||||||||||||||||
None - Yes | Decay 4, Duskblade 4, HB 4, Hunger 4, Necro 4, Sor/Wiz 4, Suffering 4 | V, S | ||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||
Effect: Ray of negative energy | ||||||||||||||||||||||||||
Subject gains 1d4 negative levels. |
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You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4 negative levels. If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack. Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victims levels, but the negative levels from enervation don't last long enough to do so. An undead creature struck by the ray gains 1d4x5 temporary hit points for 1 hour. |
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Eternity of Torture | ||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||
Pain 9 | ||||||||||||||||||||||||||
24 hours | ||||||||||||||||||||||||||
Target is rendered helpless, ageless, and has all ability scores except for Con drop to 0. |
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Evil Glare | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 7, Clr 7, Sor/Wiz 7 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Paralyze creature with your glare. |
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Execration | ||||||||||||||||||||||||||
CC | ||||||||||||||||||||||||||
Blk 2, Clr 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Target takes a -2 penalty on saves and must take the lower of two rolls on one attack. |
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Eyebite | ||||||||||||||||||||||||||
Necromancy [Evil] | 1 standard action | SRD | ||||||||||||||||||||||||
Fortitude negates - Yes | Brd 6, Necro 6, Orc 6, Scalykind 6, Sor/Wiz 6 | V, S | ||||||||||||||||||||||||
1 round/3 levels; see text | Close | General | ||||||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||||||
Target becomes panicked, sickened, and comatose. |
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Each round, you may target a single living creature, striking it with waves of evil power. Depending on the targets HD, this attack has as many as three effects.
The effects are cumulative and concurrent. Sickened: Sudden pain and fever sweeps over the subjects body. A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective. Panicked: The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect. Comatose: The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it. The spell lasts for 1 round per three caster levels. You must spend a move action each round after the first to target a foe. |
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False Life | ||||||||||||||||||||||||||
Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||
- | Asn 3, HB 2, Sor/Wiz 2 | V, S, M | ||||||||||||||||||||||||
1 hour/level or until discharged; see text | Personal | 30 minutes | ||||||||||||||||||||||||
Target: You | ||||||||||||||||||||||||||
Gain 1d10 temporary hp +1/level (max +10). |
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You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10). |
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Favor of the Martyr | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 4, Pal 4 | ||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||
Subject gains Endurance plus immunity to nonlethal damage, charm and compulsion effects, pain attacks, and other adverse conditions, subject can function at -1 to -9 hp. |
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Fear | ||||||||||||||||||||||||||
Necromancy [Fear] [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||||||||
Will partial - Yes | Brd 3, HB 4, Sor/Wiz 4, Tyranny 4 | V, S, M | ||||||||||||||||||||||||
1 round/level or 1 round; see text | 30 ft. | General | ||||||||||||||||||||||||
Area: Cone-shaped burst | ||||||||||||||||||||||||||
Subjects within cone flee for 1 round/level. |
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An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round. |
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Feign Death | ||||||||||||||||||||||||||
Tome and Blood | ||||||||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||
Makes one willing, living creature appear dead. |
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Field of Ghouls | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Hunger 7 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Transform dying creatures into ghouls. |
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Finger of Death | ||||||||||||||||||||||||||
Necromancy [Death] | 1 standard action | SRD | ||||||||||||||||||||||||
Fortitude partial - Yes | Arc 6, Blg 6, Drd 8, Sor/Wiz 7, Wmg 7 | V, S | ||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||||||
Kills one subject. |
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You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25). The subject might die from damage even if it succeeds on its saving throw. |
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Fleshshiver | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Target is stunned for 1 round, takes 1d6/level damage, and is nauseated for 1d4+2 rounds. |
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Frostburn | ||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||
Arc 4, Clr 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Touch deals 3d12 frostburn damage +1/level (max +20). |
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Lesser Frostburn | ||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||
Arc 2, Clr 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Touch deals 1d12 frostburn damage +1/level (max +5). |
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Mass Frostburn | ||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||
Arc 6, Clr 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Deals 3d12 +1/level (max +20) frostburn damage to many creatures. |
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Gelid Blood | ||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||
Sor/Wiz 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Subject takes –4 penalty on attacks, AC, and Str- and Dex-related checks, 50% failure of spells with somatic components. |
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General of Undeath | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 8, Clr 8 | ||||||||||||||||||||||||||
24 hours | ||||||||||||||||||||||||||
Increases your maximum HD of controlled undead by your caster level. |
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Gentle Repose (M) | ||||||||||||||||||||||||||
Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||
Will negates (object) - Yes (object) | Arc 2, Clr 2, Hlr 2, Repose 2, Slayer of Domiel 2, Sor/Wiz 3, Time 2 | V, S, M/DF | ||||||||||||||||||||||||
1 day/level | Touch | General | ||||||||||||||||||||||||
Target: Corpse touched | ||||||||||||||||||||||||||
Materials: A: A pinch of salt, and a copper piece for each eye the corpse has (or had). | ||||||||||||||||||||||||||
Preserves one corpse. |
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You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant. The spell also works on severed body parts and the like. |
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Ghost Light | ||||||||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||||||||
Wuj 1 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
An eerie green torch light causes creatures to become shaken. |
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Ghost Storm | ||||||||||||||||||||||||||
Far Corners of the World | ||||||||||||||||||||||||||
Arc 5, Clr 5, Sor/Wiz 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Save and become Frightened or fail and gain a temporary negative level, per round. Levels return at the rate of 1 per minute. More nastiness. |
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Ghoul Gauntlet | ||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||
Hunger 5, Sor/Wiz 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Convert victim to a ghoul under your control. |
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Ghoul Gesture | ||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||
Hunger 3 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Ray paralyzes target. |
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Ghoul Glyph (M) | ||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||
Hunger 2, Sor/Wiz 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Glyph wards area, paralyzes victims. |
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Ghoul Light | ||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||
Hunger 1 | ||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||
Light provides turn resistance. |
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Ghoul Touch | ||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | SRD | ||||||||||||||||||||||||
Fortitude negates - Yes | Duskblade 2, Sor/Wiz 2 | V, S, M | ||||||||||||||||||||||||
1d6+2 rounds | Touch | General | ||||||||||||||||||||||||
Target: Living humanoid touched | ||||||||||||||||||||||||||
Paralyzes one subject, which exudes stench. |
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Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack. Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. |
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Graymantle | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Sor/Wiz 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Target is prevented from regaining hit points by any means. |
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Grim Revenge | ||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Tears hand from target, dealing 6d6 damage, then hand attacks target. |
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Gutwrench | ||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||
Sor/Wiz 8 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Kills subject and gives you 4d6 temporary hit points and +4 Strength. |
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Halt Deathless | ||||||||||||||||||||||||||
Ebberon | ||||||||||||||||||||||||||
Deathless 3 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Immobilizes deathless for 1 round/level. |
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Halt Undead | ||||||||||||||||||||||||||
Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||
Will negates; see text - Yes | HotD 3, Sor/Wiz 3 | V, S, M | ||||||||||||||||||||||||
1 round/level | Medium | General | ||||||||||||||||||||||||
Targets: Up to three undead creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||||||
Immobilizes undead for 1 round/level. |
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This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage. |
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Harm | ||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | SRD | ||||||||||||||||||||||||
Will half; see text - Yes | Arc 6, Blg 6, Clr 6, Destruction 6, Suffering 6 | V, S | ||||||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||
Deals 10 points/level damage to target. |
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Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount, but it cannot reduce the targets hit points to less than 1. If used on an undead creature, harm acts like heal. |
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Haunt Shift | ||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||
Arc 5, Clr 5, Sor/Wiz 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Turn corporeal and incorporeal undead into haunting presences. |
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Healing Sting | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Touch deals 1d12 +1 point/level; caster gains damage as hp. |
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Healing Touch | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
You heal the target 1d6/2 levels and take half as damage. |
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Heart of Stone (F) (XP) | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Sor/Wiz 8 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
You gain DR 5/- and resist energy 5 vs cold, fire, and electricity. Healing slows and requires caster level checks (DC 10 + your caster level) |
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Heart Ripper | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Asn 4, Wuj 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Slay a creature with HD totaling up to your caster level or less. Stun him if more. |
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Heartfreeze | ||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Subject exhausted, dies in 1d3+2 rounds. |
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Heat Drain | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 8, Clr 8 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Subjects take 1d6 cold damage/level, you gain equal amount hp. |
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Heat Leech | ||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Subject takes 1d8 points of cold damage/round. |
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Hemorrhage | ||||||||||||||||||||||||||
Spellbook Archive | ||||||||||||||||||||||||||
Arc 1, Clr 1 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Inflict wound that bleeds 1d3 damage per round. |
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Hero's Blade | ||||||||||||||||||||||||||
Ebberon | ||||||||||||||||||||||||||
Deathless 9 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Channel the spirit of a great hero into a melee weapon. |
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Hibernate | ||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||
Arc 5, Clr 5, Drd 5 | ||||||||||||||||||||||||||
24 hours | ||||||||||||||||||||||||||
Sends subject into state of hibernation for one week/level. |
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Hide Life (XP) | ||||||||||||||||||||||||||
Tome and Blood | ||||||||||||||||||||||||||
Sor/Wiz 9 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
You lock away your life force into a small receptacle and cannot be killed while the receptacle remains intact. |
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Horrid Wilting | ||||||||||||||||||||||||||
Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||
Fortitude half - Yes | Arc 8, Blg 8, Decay 8, Necro 8, Sor/Wiz 8, Suffering 8, Thirst 8, Water 8, Watery Death 8, Wmg 8, Wuj 8 | V, S, M/DF | ||||||||||||||||||||||||
Instant | Long | General | ||||||||||||||||||||||||
Targets: Living creatures, no two of which can be more than 60 ft. apart | ||||||||||||||||||||||||||
Deals 1d6/level damage within 30 ft. |
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This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8). |
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Imperious Glare | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
You cause targets to cower in fear. |
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Imprison Soul (M) (F) | ||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||
Arc 7, Clr 7 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Traps soul in a small object, and victim takes 1d4 Con damage per day. |
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Incorporeal Enhancement | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||||||||
24 hours | ||||||||||||||||||||||||||
Grant bonuses to incorporeal undead. |
||||||||||||||||||||||||||
Incorporeal Nova | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 5, Clr 5, Sor/Wiz 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Destroy incorporeal undead. |
||||||||||||||||||||||||||
Infestation of Maggots | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 3, Drd 3 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Maggotlike creatures deal 1d4 temporary Con damage every round |
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Inflict Critical Wounds | ||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | SRD | ||||||||||||||||||||||||
Will half - Yes | Arc 4, Blg 4, Blk 4, Clr 4, Destruction 4 | V, S | ||||||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||
Touch attack, 4d8 damage +1/level (max +20). |
||||||||||||||||||||||||||
When laying your hand upon a creature, you channel negative energy that deals 4d8 points of damage +1 point per caster level (maximum +20). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
||||||||||||||||||||||||||
Mass Inflict Critical Wounds | ||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | SRD | ||||||||||||||||||||||||
Will half - Yes | Arc 8, Clr 8 | V, S | ||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||
Target: One creature/level, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||||||
Deals 4d8 damage +1/level to many creatures. |
||||||||||||||||||||||||||
Negative energy spreads out in all directions from the point of origin, dealing 4d8 points of damage +1 point per caster level (maximum +40) to nearby living enemies. Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells. |
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Inflict Light Wounds | ||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | SRD | ||||||||||||||||||||||||
Will half - Yes | Arc 1, Blg 1, Blk 1, Clr 1, Destruction 1 | V, S | ||||||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||
Touch deals 1d8 damage +1/level (max +5). |
||||||||||||||||||||||||||
When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
||||||||||||||||||||||||||
Mass Inflict Light Wounds | ||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | SRD | ||||||||||||||||||||||||
Will half - Yes | Arc 5, Clr 5, Destruction 5, Undeath 5 | V, S | ||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||
Target: One creature/level, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||||||
Deals 1d8 damage +1/level to many creatures. |
||||||||||||||||||||||||||
Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage +1 point per caster level (maximum +25) to nearby living enemies. Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells. |
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Inflict Minor Wounds | ||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | SRD | ||||||||||||||||||||||||
Will negates - Yes | Arc 0, Blg 0, Clr 0 | V, S | ||||||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||
Touch attack, 1 point of damage. |
||||||||||||||||||||||||||
When laying your hand upon a creature, you channel negative energy that deals 1 point of damage. Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
||||||||||||||||||||||||||
Inflict Moderate Wounds | ||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | SRD | ||||||||||||||||||||||||
Will half - Yes | Arc 2, Blg 2, Blk 2, Clr 2 | V, S | ||||||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||
Touch attack, 2d8 damage +1/level (max +10). |
||||||||||||||||||||||||||
When laying your hand upon a creature, you channel negative energy that deals 2d8 points of damage +1 point per caster level (maximum +10). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
||||||||||||||||||||||||||
Mass Inflict Moderate Wounds | ||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | SRD | ||||||||||||||||||||||||
Will half - Yes | Arc 6, Clr 6 | V, S | ||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||
Target: One creature/level, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||||||
Deals 2d8 damage +1/level to many creatures. |
||||||||||||||||||||||||||
Negative energy spreads out in all directions from the point of origin, dealing 2d8 points of damage +1 point per caster level (maximum +30) to nearby living enemies. Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells. |
||||||||||||||||||||||||||
Inflict Serious Wounds | ||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | SRD | ||||||||||||||||||||||||
Will half - Yes | Arc 3, Blg 3, Blk 3, Clr 3 | V, S | ||||||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||
Touch attack, 3d8 damage +1/level (max +15). |
||||||||||||||||||||||||||
When laying your hand upon a creature, you channel negative energy that deals 3d8 points of damage +1 point per caster level (maximum +15). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
||||||||||||||||||||||||||
Mass Inflict Serious Wounds | ||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | SRD | ||||||||||||||||||||||||
Will half - Yes | Arc 7, Clr 7 | V, S | ||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||
Target: One creature/level, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||||||
Deals 3d8 damage +1/level to many creatures. |
||||||||||||||||||||||||||
Negative energy spreads out in all directions from the point of origin, dealing 3d8 points of damage +1 point per caster level (maximum +35) to nearby living enemies. Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells. |
||||||||||||||||||||||||||
Junglerazer | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 3, Drd 3, Sor/Wiz 3 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Kiss of the Toad | ||||||||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||||||||
Wuj 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Your touch becomes poisonous dealing 1d6 Con damage secondary 1d6 Con. |
||||||||||||||||||||||||||
Kiss of the Vampire (M) | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
You gain vampire-like supernatural abilities, but are vulnerable to attacks that harm undead. |
||||||||||||||||||||||||||
Last Breath (M) | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 4, Drd 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Returns to life a creature that has been dead no longer than 1 round. As raise dead, except to 0 hp. You take 1d4 damage/HD of creature. |
||||||||||||||||||||||||||
Last Judgment | ||||||||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||||||||
Arc 8, Clr 8, Sor/Wiz 8, Wrath 8 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Evil creatures are struck dead and sent to Lower Planes. |
||||||||||||||||||||||||||
Leech Ghost Skill (M) | ||||||||||||||||||||||||||
Ghostwalk Web | ||||||||||||||||||||||||||
Sor/Wiz 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Another creature can use a ghost's skill ranks instead of their own and the ghost is supressed. |
||||||||||||||||||||||||||
Leech Undeath | ||||||||||||||||||||||||||
MoE | ||||||||||||||||||||||||||
Arc 7, Clr 7, Sor/Wiz 8 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Harm undead to gain temporary hit points. |
||||||||||||||||||||||||||
Life Bolt | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
1 ray/2 levels draws 1 hp from you to deal 2d4 damage to undead. |
||||||||||||||||||||||||||
Liquid Pain | ||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||
Pain 4, Sor/Wiz 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Extracts one dose of liquid pain from tortured victim. |
||||||||||||||||||||||||||
Living Undeath | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 2, Clr 2 | ||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||
Subject becomes immune to critical hits and sneak attacks. |
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Magic Jar (F) | ||||||||||||||||||||||||||
Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||
Will negates; see text - Yes | Sin-E 6, Sor/Wiz 5 | V, S, F | ||||||||||||||||||||||||
1 hour/level or until you return to your body | Medium | General | ||||||||||||||||||||||||
Target: One creature | ||||||||||||||||||||||||||
Focus: A gem or crystal worth at least 100 gp. | ||||||||||||||||||||||||||
Enables possession of another creature. |
||||||||||||||||||||||||||
By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead. While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more Hit Dice between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.) You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly. Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. You possess the body and force the creature's soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again. If you are successful, your life force occupies the host body, and the host's life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body. As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body. If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain. If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or at the host's location. |
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Mark of Doom | ||||||||||||||||||||||||||
PHBII | ||||||||||||||||||||||||||
Arc 3, Clr 3, Pal 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Subject takes 1d6 damage for each hostile action. |
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Mark of Justice | ||||||||||||||||||||||||||
Necromancy | 10 minutes | SRD | ||||||||||||||||||||||||
None - Yes | APeace 5, Arc 5, Clr 5, Exalted Arcanist 5, Fate 5, Pal 4, Retribution 5 | V, S, DF | ||||||||||||||||||||||||
Permanent; see text | Touch | General | ||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||
Designates action that will trigger curse on subject. |
||||||||||||||||||||||||||
You draw an indelible mark on the subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of criminal behavior that activates the mark, but you can pick any act you please. The effect of the mark is identical with the effect of bestow curse. Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained. Like the effect of bestow curse, a mark of justice cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Remove curse works only if its caster level is equal to or higher than your mark of justice caster level. These restrictions apply regardless of whether the mark has activated. |
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Mark of the Outcast | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 2, Blk 1, Clr 2, Drd 2, Watery Death 2 | ||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||
Subject takes -5 penalty on bluff and Diplomacy checks and a -2 penalty to AC. |
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Miasma of Entropy | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 4, Drd 4, Sor/Wiz 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Rot all natural materials in 30-ft. cone-shaped burst. |
||||||||||||||||||||||||||
Mind Poison | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Touch attack poison that deals 1d6 temporary Wisdom damage and again one minute later. |
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Mindfrost | ||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Deals 5d6 cold damage, 1d4 Int damage. |
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Mummify | ||||||||||||||||||||||||||
Sandstorm | ||||||||||||||||||||||||||
Arc 6, Clr 6, Drd 6, Sor/Wiz 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Touched living creature dies and is mummified. |
||||||||||||||||||||||||||
Naturewatch | ||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||
Arc 0, Drd 0, Hth 0, Rgr 1 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
As deathwatch, but only for animals and plants. |
||||||||||||||||||||||||||
Necrosurgery | ||||||||||||||||||||||||||
Dragon 326 | ||||||||||||||||||||||||||
Sor/Wiz 0 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Grants +2 bonus to resist disease. |
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Necrotic Awareness (F) | ||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||
Arc 1, Clr 1, Sor/Wiz 1 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Sense encysted subjects. |
||||||||||||||||||||||||||
Necrotic Bloat (F) | ||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||
Arc 3, Clr 3, Sor/Wiz 3 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Encysted subject takes 1d6 damage/level. |
||||||||||||||||||||||||||
Necrotic Burst (F) | ||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||
Arc 5, Clr 5, Sor/Wiz 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Encysted subject killed, cyst begins to roam. |
||||||||||||||||||||||||||
Necrotic Cyst (F) | ||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Encyst undead sac of tissue in subject. |
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Necrotic Domination (F) | ||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||
Arc 4, Clr 4, Sor/Wiz 4 | ||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||
Completely control encysted subject. |
||||||||||||||||||||||||||
Necrotic Empowerment (F) | ||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||
Arc 8, Clr 8, Sor/Wiz 8 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Draw personal vigor from mother cyst. |
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Necrotic Eruption (F) | ||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||
Arc 6, Clr 6, Sor/Wiz 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Encysted subject killed, those nearby damaged and possibly encysted. |
||||||||||||||||||||||||||
Necrotic Scrying (F) | ||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||
4 hours | ||||||||||||||||||||||||||
Hear or see encysted subject at a distance. |
||||||||||||||||||||||||||
Necrotic Skull Bomb | ||||||||||||||||||||||||||
CR | ||||||||||||||||||||||||||
Arc 5, Clr 5, Sor/Wiz 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Exploding skull releases negative energy; targets each gain 1d4 negative levels. |
||||||||||||||||||||||||||
Necrotic Termination (F) (XP) | ||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||
Arc 9, Clr 9, Sor/Wiz 9 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Permanently eliminates encysted subject. |
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Necrotic Tumor (F) | ||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||
Arc 7, Clr 7, Sor/Wiz 7 | ||||||||||||||||||||||||||
24 hours | ||||||||||||||||||||||||||
Permanently control encysted subject. |
||||||||||||||||||||||||||
Negative Energy Aura | ||||||||||||||||||||||||||
Planar Handbook | ||||||||||||||||||||||||||
Arc 4, Clr 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
10-ft. radius surrounding you deals 2 points of damage/round. |
||||||||||||||||||||||||||
Negative Energy Burst | ||||||||||||||||||||||||||
Tome and Blood | ||||||||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
1d8+1/level (max +10) negative energy damage, 20-foot radius. |
||||||||||||||||||||||||||
Negative Energy Ray | ||||||||||||||||||||||||||
Tome and Blood | ||||||||||||||||||||||||||
Sor/Wiz 1 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Ranged touch, 1d6 negative energy damage; 1d6/two levels above 1st (max 5d6). |
||||||||||||||||||||||||||
Negative Energy Wave | ||||||||||||||||||||||||||
Tome and Blood | ||||||||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Surge of negative energy rebukes or bolsters 1d6 HD/level (max 15d6) worth of undead. |
||||||||||||||||||||||||||
Night's Caress | ||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||
Sor/Wiz 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Touched foe take 1d8 points of damage per level plus 1d8+2 Con damage. |
||||||||||||||||||||||||||
Opalescent Glare | ||||||||||||||||||||||||||
Planar Handbook | ||||||||||||||||||||||||||
Arc 5, Clr 5, Sor/Wiz 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Kill evil creatures with a look, or make them very afraid. |
||||||||||||||||||||||||||
Orb of Dancing Death | ||||||||||||||||||||||||||
MoE | ||||||||||||||||||||||||||
Arc 5, Clr 5, Sor/Wiz 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Orb you control bestows 1 negative level each round. |
||||||||||||||||||||||||||
Orb of Negative Energy | ||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | ATB | ||||||||||||||||||||||||
None - No | Sor/Wiz 4, Wmg 4 | V, S | ||||||||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||||||||
Effect: One orb of negative energy | ||||||||||||||||||||||||||
Globes of negative energy deal 1d6/level damage (max 10d6). |
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You create a globe of negative energy 3 inches across, which streaks from your palm toward your target. You must succeed on a ranged touch attack to hit the target. The orb deals a total of 1d6 points of damage per caster level (maximum 10d6). |
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Pain | ||||||||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||||||||
Wuj 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
The target creatures are struck by wracking pains and agony, giving them a -4 penalty on attack rolls, skill checks, and ability checks. A successful Fortitude save lessens this penalty to -2. |
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Parching Touch | ||||||||||||||||||||||||||
Sandstorm | ||||||||||||||||||||||||||
Sor/Wiz 1, Thirst 1 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
One touch/level deals 1d6 desication damage and possibly 1 Con damage. |
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Pestilence | ||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||
Arc 8, Clr 8, Drd 7 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Subject gains a disease, as do all who touch him. |
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Phoenix Fire (F) | ||||||||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||||||||
Sanctified 7 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Evil creatures take 2d6 damage/caster level as you immolate yourself. |
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Plague Carrier | ||||||||||||||||||||||||||
RoF | ||||||||||||||||||||||||||
Clr 3, Drd 3, Sor/Wiz 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
As contagion, except target can transmit the disease for a short time. |
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Plague of Undead (M) | ||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||
Arc 9, Clr 9, Sor/Wiz 9 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Animates horde of undead. |
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Poison | ||||||||||||||||||||||||||
Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||
Fortitude negates; see text - Yes | Arc 4, Asn 4, Blg 3, Blk 4, Clr 4, Drd 3, HB 3, Pestilence 4, Scalykind 4, Slime 3, Wmg 3 | V, S, DF | ||||||||||||||||||||||||
Instant; see text | Touch | General | ||||||||||||||||||||||||
Target: Living creature touched | ||||||||||||||||||||||||||
Touch deals 1d10 Con damage, repeats in 1 min. |
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Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier). |
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Power Leech | ||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||
Corrupt 5 | ||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||
You drain subject's ability score 1 point/round and gains +1 bonus per point. |
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Pox | ||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||
Arc 6, Corruption 6, Drd 6, Pain 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
One creature/level takes 1d4 Con drain. |
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Preserve Organ | ||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||
Arc 0, Clr 0, Drd 0, Sor/Wiz 0 | ||||||||||||||||||||||||||
24 hours | ||||||||||||||||||||||||||
Protects one detached organ from decay for 24 hours. |
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Pronouncement Of Fate | ||||||||||||||||||||||||||
HoH | ||||||||||||||||||||||||||
Arc 4, Clr 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Imposes a -4 penalty on an offender's attacks, damage, saves, and checks; target loses actions. |
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Ravage | ||||||||||||||||||||||||||
CR | ||||||||||||||||||||||||||
Arc 7, Clr 7 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
A pillar of black, unholy power deals 1d6 vile damage/2 levels (max 10d6). |
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Ray of Depletion | ||||||||||||||||||||||||||
Spellbook Archive | ||||||||||||||||||||||||||
Brd 3, Sor/Wiz 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Deplete some of a psion's power points. |
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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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Ray of Entropy | ||||||||||||||||||||||||||
DA5 | ||||||||||||||||||||||||||
Sor/Wiz 5 | ||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||
Ray reduces Str, Dex, Con by -4. |
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Ray of Exhaustion | ||||||||||||||||||||||||||
Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||
Fortitude partial; see text - Yes | Duskblade 3, Sor/Wiz 3 | V, S, M | ||||||||||||||||||||||||
1 min./level | Close | General | ||||||||||||||||||||||||
Effect: Ray | ||||||||||||||||||||||||||
A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target. The subject is immediately exhausted for the spell's duration. A successful Fortitude save means the creature is only fatigued. A character that is already fatigued instead becomes exhausted. This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spells duration expires. |
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Ray of Sickness | ||||||||||||||||||||||||||
DA5 | ||||||||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Target becomes temporarily nauseated. |
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Ray of Weakness | ||||||||||||||||||||||||||
DA5 | ||||||||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Ray reduces Str by 2d6 points +1 point/two levels. |
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Rebuking Breath | ||||||||||||||||||||||||||
Draconomicon | ||||||||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Your breath weapon rebukes undead. |
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Red Fester | ||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||
Corrupt 3 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Subject takes 1d6 Str damage and 1d4 Cha damage. |
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Rejuvenative Corpse | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 3, Clr 3 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Negative energy fills corpse, feeding undead healed. |
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Reveille | ||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||
Brd 3 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Target dead creature speaks a short sentence about what caused its death. |
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Revive Undead (M) | ||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||
Deathbound 5, Sor/Wiz 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Restores undeath to undead that was destroyed up to 1 day/level ago. |
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Righteous Glare | ||||||||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||||||||
Arc 7, Clr 7, Sor/Wiz 7 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Your gaze attack kills evil creatures with less than 5 HD, causes fear in others. |
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Rigor Mortis | ||||||||||||||||||||||||||
HoH | ||||||||||||||||||||||||||
Arc 2, Clr 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Suspends all vital functions; target appears dead. |
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Sanctify the Wicked (F) | ||||||||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||||||||
Sanctified 9 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Traps evil creature in a diamond for one year, then releases it as a sanctified creature. |
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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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Scourge (F) | ||||||||||||||||||||||||||
Complete Divine | ||||||||||||||||||||||||||
Pestilence 7 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Inflicts a disease that must be magically cured, one subject/level. |
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Secure Corpse | ||||||||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||||||||
Arc 6, Clr 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Traps corpse inside holy symbol. |
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Semblance of Life | ||||||||||||||||||||||||||
MoE | ||||||||||||||||||||||||||
Arc 6, Clr 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
undead take 3d6 damage per round; intelligent undead also dazed 1 round. |
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Shadow Arrow (M) | ||||||||||||||||||||||||||
CR | ||||||||||||||||||||||||||
Arc 4, Asn 4, Rgr 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Masterwork arrow or bolt deals 1d6 points of Strength damage. |
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Shadow Curse | ||||||||||||||||||||||||||
Dragon 322 | ||||||||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||||||||
12 hours | ||||||||||||||||||||||||||
Subject becomes unable to heal except in well illuminated areas until curse is removed. |
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Shadow Shield | ||||||||||||||||||||||||||
Dragon 322 | ||||||||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
A smoky shroud causes attackers to be blinded for 1 round/level. |
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Shivering Touch | ||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||
Arc 3, Clr 3, Sor/Wiz 3 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Touch deals 3d6 Dex damage. |
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Lesser Shivering Touch | ||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||
Arc 1, Clr 1, Sor/Wiz 1 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Touch deals 1d6 Dex damage. |
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Shriveling | ||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||
Arc 3, Clr 3, Sor/Wiz 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Subject takes 1d4 damage per level. |
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Shroud of Undeath | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||
Negative energy shroud makes undead perceive you as undead. |
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Sicken Evil | ||||||||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||||||||
Sanctified 5 | ||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||
Evil creatures are sickened by your presence. |
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Sinsabur's Baleful Bolt | ||||||||||||||||||||||||||
Unapproachable East | ||||||||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Bolt of dark energy deals 1d3 Str and Con damage +1/four levels. |
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Skeletal Guard (M) | ||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||
Sor/Wiz 8 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Creates one skeleton/level that is resistant to turning. |
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Skull Snare | ||||||||||||||||||||||||||
Necromancy | ||||||||||||||||||||||||||
Sor/Wiz 0 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Animates a skull that guards a 10 area. |
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Skull Watch (F) | ||||||||||||||||||||||||||
PGtF | ||||||||||||||||||||||||||
Arc 3, Clr 3, Sor/Wiz 3 | ||||||||||||||||||||||||||
4 hours | ||||||||||||||||||||||||||
Skull shrieks when creature enters warded area. |
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Slay Living | ||||||||||||||||||||||||||
Necromancy [Death] [Ectomancy] | 1 standard action | SRD | ||||||||||||||||||||||||
Fortitude partial - Yes | Arc 5, Clr 5, Death 5, DrgBlw 5, Repose 5 | V, S | ||||||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||||||
Target: Living creature touched | ||||||||||||||||||||||||||
Touch attack kills subject. |
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You can slay any one living creature. You must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save. If it succeeds, it instead takes 3d6 points of damage +1 point per caster level. |
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Slow Consumption | ||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||
Arc 1, Clr 1, Sor/Wiz 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Caster absorbs health and sustenance from helpless subject. |
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Soul Bind (F) | ||||||||||||||||||||||||||
Necromancy [Ectomancy] | 1 standard action | SRD | ||||||||||||||||||||||||
Will negates - No | Arc 9, Clr 9, Sor/Wiz 9 | V, S, F | ||||||||||||||||||||||||
Permanent | Close | General | ||||||||||||||||||||||||
Target: Corpse | ||||||||||||||||||||||||||
Focus: A black sapphire of at least 1,000 gp value for every Hit Die possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted. | ||||||||||||||||||||||||||
Traps newly dead soul to prevent resurrection. |
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You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnate, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead). Focus note: While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice. |
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Soul Charge (F) | ||||||||||||||||||||||||||
Magic Books of Faerun | ||||||||||||||||||||||||||
Arc 3, Clr 3, Sor/Wiz 3 | ||||||||||||||||||||||||||
12 hours | ||||||||||||||||||||||||||
Target gains one negetive level, and you can use a crystal to power a wand or staff instead of a charge. |
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Soul Scour | ||||||||||||||||||||||||||
Unapproachable East | ||||||||||||||||||||||||||
Arc 5, Clr 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Touch deals 2d6 Cha damage and 1d6 Wis damage immediately, 1d6 Cha damage after 1 minute. |
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Soul Shackles | ||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||
Brd 5, Sor/Wiz 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Imprison soul of dead creature in talisman from which you can question it. |
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Spark of Life | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Arc 3, Clr 3, Clr 7, Drd 4, Drd 8 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Undead creature loses most immunities. |
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Spawn Screen | ||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||
You resist being transformed into an undead spawn if slain. |
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Speak with Dead | ||||||||||||||||||||||||||
Necromancy [Language-Dependent] | 10 minutes | SRD | ||||||||||||||||||||||||
Will negates; see text - No | Arc 3, Clr 3, HotD 3, Pact 3, Repose 3, Retribution 3, Slayer of Domiel 3, Wuj 6 | V, S, DF | ||||||||||||||||||||||||
1 min./level | 10 ft. | 30 minutes | ||||||||||||||||||||||||
Target: One dead creature | ||||||||||||||||||||||||||
Corpse answers one question/two levels. |
||||||||||||||||||||||||||
You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpses knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creatures alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive. If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. This spell does not let you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information. Indeed, it can't even remember being questioned. This spell does not affect a corpse that has been turned into an undead creature. |
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Spectral Hand | ||||||||||||||||||||||||||
Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||
None - No | Sor/Wiz 2 | V, S | ||||||||||||||||||||||||
1 min./level (D) | Medium | 30 minutes | ||||||||||||||||||||||||
Effect: One spectral hand | ||||||||||||||||||||||||||
Creates disembodied glowing hand to deliver touch attacks. |
||||||||||||||||||||||||||
A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range, goes out of your sight, the hand returns to you and hovers. The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of at least 22. Your Intelligence modifier applies to the hands AC as if it were the hands Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it. |
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Spectral Touch | ||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Your touch bestows one negative level per round. |
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Spider Poison | ||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||
Asn 3, Sor/Wiz 3 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Touch deals 1d6 Str damage, repeats in 1 minute. |
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Spirit Self | ||||||||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||||||||
Wuj 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
You can become incorporeal but must remain within 200 feet of your body. |
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Spirit Steed | ||||||||||||||||||||||||||
Ebberon | ||||||||||||||||||||||||||
Deathless 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Channels an ancient spirit into your steed, increasing its speed and granting other benefits. |
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Spirit Worm | ||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||
Sor/Wiz 1 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Target takes 1 point of Con damage every round for 1 round/level. |
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Spiritwall | ||||||||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||||||||
Sor/Wiz 5 | ||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||
Creates a wall of wailing spirits that inspires fear; 1d10 points of damage and energy drain on contact. |
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Steal Life | ||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||
Sor/Wiz 8 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
You drain 1 ability score point per round and becomes younger. |
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Sticks And Stones | ||||||||||||||||||||||||||
ShS | ||||||||||||||||||||||||||
Arc 3, Clr 3, Sor/Wiz 3 | ||||||||||||||||||||||||||
Prohibited | ||||||||||||||||||||||||||
Create stone and wood skeleton with energy drain** attack to fight for you. |
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Stolen Breath | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Subject has wind knocked out of it. |
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Stop Heart | ||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||
Arc 4, Asn 4, Clr 4, Sor/Wiz 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Touched living humanoid drops to -8 hitpoints. |
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Sunstroke | ||||||||||||||||||||||||||
Sandstorm | ||||||||||||||||||||||||||
Arc 1, Drd 1, Sor/Wiz 1, Summer 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Target takes 2d6 nonlethal damage and is fatigued. |
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Sword of Darkness (M) | ||||||||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||||||||
Sor/Wiz 7, Wuj 7 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
As sword of deception, except you cause a black blade of pure negative energy to appear and attack opponents at a distance, as directed by you. |
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Symbol of Death (M) | ||||||||||||||||||||||||||
Necromancy [Death] [Ectomancy] | 10 minutes | SRD | ||||||||||||||||||||||||
Fortitude negates - Yes | Arc 8, Clr 8, Sor/Wiz 8, Wuj 8 | V, S, M | ||||||||||||||||||||||||
See text | 0 ft.; see text | General | ||||||||||||||||||||||||
Effect: One symbol | ||||||||||||||||||||||||||
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp each. | ||||||||||||||||||||||||||
Triggered rune slays nearby creatures. |
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This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death slays one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points worth of creatures, whichever comes first. Any creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again. Until it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally. As a default, a symbol of death is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of death's triggering conditions cannot be changed. In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of death to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of death offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the symbol of death is used to touch a creature. Likewise, a symbol of death cannot be placed on a weapon and set to activate when the weapon strikes a foe. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of death can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify. When scribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular runes effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again. You also can attune any number of creatures to the symbol of death, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them. Read magic allows you to identify a symbol of death with a DC 19 Spellcraft check. Of course, if the symbol of death is set to be triggered by reading it, this will trigger the symbol. A symbol of death can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it. Symbol of death can be made permanent with a permanency spell. A permanent symbol of death that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal. Note: Magic traps such as symbol of death are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of death and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of death. |
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Symbol of Fear (M) | ||||||||||||||||||||||||||
Necromancy [Fear] [Mind-Affecting] | 10 minutes | SRD | ||||||||||||||||||||||||
Will negates - Yes | Arc 6, Clr 6, Sor/Wiz 6, Wuj 6 | V, S, M | ||||||||||||||||||||||||
See text | 0 ft.; see text | General | ||||||||||||||||||||||||
Effect: One symbol | ||||||||||||||||||||||||||
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp. | ||||||||||||||||||||||||||
Triggered rune panics nearby creatures. |
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This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of fear panicks for 1 round per caster level one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of fear affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points worth of creatures, whichever comes first. Any creature that enters the area while the symbol of fear is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again. Until it is triggered, the symbol of fear is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of fear must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of fear ineffective, unless a creature removes the covering, in which case the symbol of fear works normally. As a default, a symbol of fear is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of fear can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of fear triggering conditions cannot be changed. In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of fear to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of fear offensively; for instance, a touch-triggered symbol of fear remains untriggered if an item bearing the symbol of fear is used to touch a creature. Likewise, a symbol of fear cannot be placed on a weapon and set to activate when the weapon strikes a foe. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of fear can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify. When scribing a symbol of fear, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular runes effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again. You also can attune any number of creatures to the symbol of fear, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of fear cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of fear, and thus always ignore the effects and cannot inadvertently trigger them. Read magic allows you to identify a symbol of fear with a DC 19 Spellcraft check. Of course, if the symbol of fear is set to be triggered by reading it, this will trigger the symbol. A symbol of fear can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of fear. Destruction of the surface where a symbol of fear is inscribed destroys the symbol but also triggers it. Symbol of fear can be made permanent with a permanency spell. A permanent symbol of fear that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal. Note: Magic traps such as symbol of fear are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of fear and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of fear. |
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Symbol of Pain (M) | ||||||||||||||||||||||||||
Necromancy [Evil] | 10 minutes | SRD | ||||||||||||||||||||||||
Fortitude negates - Yes | Arc 5, Clr 5, Pain 8, Sor/Wiz 5, Suffering 5, Wuj 5 | V, S, M | ||||||||||||||||||||||||
See text | 0 ft.; see text | General | ||||||||||||||||||||||||
Effect: One symbol | ||||||||||||||||||||||||||
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp. | ||||||||||||||||||||||||||
Triggered rune wracks nearby creatures with pain. |
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This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of pain inflicts wracking pains that impose a 4 penalty on attack rolls, skill checks, and ability checks one or more creatures within 60 feet of the symbol (treat as a burst). These effects last for 1 hour after the creature moves farther than 60 feet from the symbol. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level. Any creature that enters the area while the symbol of pain is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again. Until it is triggered, the symbol of pain is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of pain must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of pain ineffective, unless a creature removes the covering, in which case the symbol of pain works normally. As a default, a symbol of pain is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of pain cant trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of pains triggering conditions cannot be changed. In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of pain to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of pain offensively; for instance, a touch-triggered symbol of pain remains untriggered if an item bearing the symbol of pain is used to touch a creature. Likewise, a symbol of pain cannot be placed on a weapon and set to activate when the weapon strikes a foe. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of pain can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify. When scribing a symbol of pain, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular runes effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again. You also can attune any number of creatures to the symbol of pain, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of pain cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of pain, and thus always ignore the effects and cannot inadvertently trigger them. Read magic allows you to identify a symbol of pain with a DC 19 Spellcraft check. Of course, if the symbol of pain is set to be triggered by reading it, this will trigger the symbol. A symbol of pain can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of pain. Destruction of the surface where a symbol of pain is inscribed destroys the symbol but also triggers it. Symbol of pain can be made permanent with a permanency spell. A permanent symbol of pain that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal. Note: Magic traps such as symbol of pain are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of pain and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of pain. |
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Symbol of Weakness (M) | ||||||||||||||||||||||||||
Necromancy | 10 minutes | SRD | ||||||||||||||||||||||||
Fortitude negates - Yes | Arc 7, Clr 7, Sor/Wiz 7, Wuj 7 | V, S, M | ||||||||||||||||||||||||
See text | 0 ft.; see text | General | ||||||||||||||||||||||||
Effect: One symbol | ||||||||||||||||||||||||||
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp. | ||||||||||||||||||||||||||
Triggered rune weakens nearby creatures. |
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This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of weakness causes all creatures within 60 feet of the symbol (treat as a burst) to suffer crippling weakness that deals 3d6 points of strength damage. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level. Any creature that enters the area while the symbol of weakness is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again. Until it is triggered, the symbol of weakness is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of weakness must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of weakness ineffective, unless a creature removes the covering, in which case the symbol of weakness works normally. As a default, a symbol of weakness is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of weakness cant trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of weaknesss triggering conditions cannot be changed. In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of weakness to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of weakness offensively; for instance, a touch-triggered symbol of weakness remains untriggered if an item bearing the symbol of weakness is used to touch a creature. Likewise, a symbol of weakness cannot be placed on a weapon and set to activate when the weapon strikes a foe. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of weakness can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify. When scribing a symbol of weakness, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular runes effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again. You also can attune any number of creatures to the symbol of weakness, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of weakness cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of weakness, and thus always ignore the effects and cannot inadvertently trigger them. Read magic allows you to identify a symbol of weakness with a DC 19 Spellcraft check. Of course, if the symbol of weakness is set to be triggered by reading it, this will trigger the symbol. A symbol of weakness can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of weakness. Destruction of the surface where a symbol of weakness is inscribed destroys the symbol but also triggers it. Symbol of weakness can be made permanent with a permanency spell. A permanent symbol of weakness that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal. Note: Magic traps such as symbol of weakness are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of weakness and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of weakness. |
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Thalassemia | ||||||||||||||||||||||||||
Stormwrack | ||||||||||||||||||||||||||
Arc 4, Drd 4, Sor/Wiz 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Turns blood to seawater, dealing 1d6/level damage. |
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Thin Air | ||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 3 | ||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||
Creatures suffer from altitude sickness. |
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Threshold of Unlife | ||||||||||||||||||||||||||
Necromancy | ||||||||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Creata a shadowy area that hinders the living and helps the dead |
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Touch of Fatigue | ||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | SRD | ||||||||||||||||||||||||
Fortitude negates - Yes | Adp 0, Arc 0, Blg 0, Duskblade 0, Sin-S 1, Sor/Wiz 0 | V, S, M | ||||||||||||||||||||||||
1 round/level | Touch | General | ||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||
Touch attack fatigues target. |
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You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spells duration expires. |
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Touch of the Pharaoh | ||||||||||||||||||||||||||
Dragon 331 | ||||||||||||||||||||||||||
Arc 5, Clr 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Afflicts a creature with mummy rot. |
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Transfusion | ||||||||||||||||||||||||||
Dragon 339 | ||||||||||||||||||||||||||
Sor/Wiz 5 | ||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||
You damage one of a target's ability scores to increase your own. |
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Undead Couduit | ||||||||||||||||||||||||||
Necromancy | ||||||||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Cast necromatic spells through your undead. |
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Undead Lieutenant | ||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||
Targeted undead can give orders to undead in your control. |
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Undead Mask | ||||||||||||||||||||||||||
Savage Species | ||||||||||||||||||||||||||
Arc 7, Clr 7 | ||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||
Subject's type changes to undead. |
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Undead Torch | ||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Undead creature gains blue aura that gives +2d4 against living creatures. |
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Undeath after Death (M) | ||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||
Arc 7, Clr 7 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
-2 to Constitution, in exchange gaining the crypt spawn template at death. |
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Undeath to Death (M) | ||||||||||||||||||||||||||
Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||
Will negates - Yes | Arc 6, Clr 6, Repose 6, Sor/Wiz 6 | V, S, M/DF | ||||||||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||||||||
Area: Several undead creatures within a 40-ft.-radius burst | ||||||||||||||||||||||||||
Materials: The powder of a crushed diamond worth at least 500 gp. | ||||||||||||||||||||||||||
Destroys 1d4 HD/level undead (max 20d4). |
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A circle of death snuffs out the life force of undead creatures, destroying them instantly. The spell destroys 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the bursts point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted. |
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Unliving Weapon | ||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||
Arc 3, Clr 3 | ||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||
Undead subject explodes for 1d6 damage/2 levels when struck or at a specific time. |
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Vampiric Touch | ||||||||||||||||||||||||||
Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||
None - Yes | Arc 3, Blg 3, Duskblade 3, HB 3, Necro 3, Sin-E 4, Sin-G 4, Sor/Wiz 3 | V, S | ||||||||||||||||||||||||
Instant/1 hour; see text | Touch | General | ||||||||||||||||||||||||
Target: Living creature touched | ||||||||||||||||||||||||||
Touch* deals 1d6/two levels damage; caster gains damage as HP. |
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You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. However, you can't gain more than the subject's current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later. |
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Veil of Undeath (M) | ||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||
Arc 8, Clr 8, Sor/Wiz 8 | ||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||
You gain undead traits. |
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Visage of the Dead | ||||||||||||||||||||||||||
Necromancy | ||||||||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Look like you are dead, gain some bonuses |
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Wail of the Banshee | ||||||||||||||||||||||||||
Necromancy [Sonic] [Death] [Ectomancy] | 1 standard action | SRD | ||||||||||||||||||||||||
Fortitude negates - Yes | Death 9, Deathbound 9, Hatred 9, Repose 9, Sor/Wiz 9, Wmg 9 | V | ||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||
Area: One living creature/level within a 40-ft.-radius spread | ||||||||||||||||||||||||||
Kills one creature/level. |
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You emit a terrible scream that kills creatures that hear it (except for yourself). Creatures closest to the point of origin are affected first. |
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Wave of Pain | ||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||
Brd 6, Pain 7 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Stuns all within cone for 1 round/2 levels. |
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Waves of Cold (M) | ||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Fire creatures become shaken and cold creatures lose immunity to cold. |
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Waves of Exhaustion | ||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | SRD | ||||||||||||||||||||||||
None - Yes | Arc 8, Blg 8, Sin-S 8, Sor/Wiz 7, Suffering 7, Wmg 7 | V, S | ||||||||||||||||||||||||
Instant | 60 ft. | General | ||||||||||||||||||||||||
Area: Cone-shaped burst | ||||||||||||||||||||||||||
Several targets become exhausted. |
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Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted. |
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Waves of Fatigue | ||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | SRD | ||||||||||||||||||||||||
None - Yes | Arc 5, Blg 5, Duskblade 5, Necro 5, Sin-S 6, Sor/Wiz 5 | V, S | ||||||||||||||||||||||||
Instant | 30 ft. | General | ||||||||||||||||||||||||
Area: Cone-shaped burst | ||||||||||||||||||||||||||
Several targets become fatigued. |
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Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued. |
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Weighed in the Balance | ||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||
Balance 9 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Harms or heals creatures within 30 feet of you. |
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Wither | ||||||||||||||||||||||||||
Sandstorm | ||||||||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Deals 1d6 dessication damage/level (max 10d6) and causes dehydration. |
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Wither Limb | ||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||
Deathbound 4, MH 2 | ||||||||||||||||||||||||||
12 hours | ||||||||||||||||||||||||||
Cause enemy's limbs to wither. |
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Withering Palm | ||||||||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||||||||
Arc 7, Clr 7, Decay 7, Wuj 7 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Touch attack deals 1/2 levels (max 10) Str and Con damage. A crit drains instead. |
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Wrack | ||||||||||||||||||||||||||
Complete Divine | ||||||||||||||||||||||||||
Arc 4, Clr 4, MH 4, Pain 4, Sor/Wiz 5 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Renders creature helpless with pain. |
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Wracking Touch | ||||||||||||||||||||||||||
Complete Adventurer | ||||||||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any. |