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 | ||||||||||
Eagle's Splendor | ||||||||||
Transmutation | 1 standard action | SRD | ||||||||
Will negates (harmless) - Yes | APeace 2, Arc 2, Artificer 2, Blk 2, Brd 2, BVal 2, ChamGwyn 2, Clr 2, EmBarachiel 2, HB 2, Pal 2, Sin-P 2, Sor/Wiz 2, Trade 3 | V, S, M/DF | ||||||||
1 min./level | Touch | 5 minutes | ||||||||
Target: Creature touched | ||||||||||
Subject gains +4 to Cha for 1 min./level. |
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The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spells effect do increase. |
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Mass Eagle's Splendor | ||||||||||
Transmutation | 1 standard action | SRD | ||||||||
Will negates (harmless) - Yes | APeace 6, Arc 6, Brd 6, Clr 6, Pleasure 5, Sor/Wiz 6 | V, S, M/DF | ||||||||
1 min./level | Close | 30 minutes | ||||||||
Target: One creature/level, no two of which can be more than 30 ft. apart | ||||||||||
As eagle's splendor, affects one subject/level. |
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This spell functions like eagle's splendor, except that it affects multiple creatures. |
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Early Twilight | ||||||||||
HoB | ||||||||||
Arc 4, Clr 4, HB 4, Sor/Wiz 4 | ||||||||||
General | ||||||||||
Reduce light in 80-ft.-radius cylinder. |
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Earth Glide | ||||||||||
Races of Stone | ||||||||||
Arc 8, Drd 8, Sor/Wiz 8 | ||||||||||
5 minutes | ||||||||||
Grants the ability to move through earth and stone like an earth elemental |
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Earth Hammer | ||||||||||
Races of Stone | ||||||||||
Arc 5, Clr 5, Pal 3 | ||||||||||
General | ||||||||||
You transform one melee weapon into a bludgeoning adamantine weapon. |
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Earth Lock (M) | ||||||||||
SPC | ||||||||||
Sor/Wiz 2 | ||||||||||
General | ||||||||||
Constricts tunnel, preventing access. |
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Earth Reaver | ||||||||||
SPC | ||||||||||
Arc 5, Clr 5, Sor/Wiz 5 | ||||||||||
General | ||||||||||
Eruption deals 4d6 impact damage and 3d6 fire damage to all in area. |
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Earthbind | ||||||||||
SPC | ||||||||||
Arc 2, Drd 2, Sor/Wiz 2 | ||||||||||
30 minutes | ||||||||||
Earthbolt | ||||||||||
Complete Arcane | ||||||||||
Wuj 3 | ||||||||||
General | ||||||||||
Deal 1d6 damage/level (max 10d6) on an earth bound line. |
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Earthen Grace (M) | ||||||||||
SPC | ||||||||||
Arc 2, Drd 2, Sor/Wiz 3 | ||||||||||
5 minutes | ||||||||||
Stone and rock damage sources deal nonlethal damage instead of lethal damage. |
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Earthen Grasp | ||||||||||
SPC | ||||||||||
Sor/Wiz 2 | ||||||||||
General | ||||||||||
Dense hand grapples creatures and pins them. |
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Earthfast | ||||||||||
SPC | ||||||||||
Arc 2, Drd 2 | ||||||||||
General | ||||||||||
Double hardness and hit points of stone structure or rock formation. |
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Earthquake | ||||||||||
Evocation [Earth] | 1 standard action | SRD | ||||||||
See text - No | Arc 8, Blg 7, Cavern 8, Clr 8, Destruction 8, Drd 8, Earth 7, Shu 8, Wmg 7, Wuj 8 | V, S, DF | ||||||||
1 round | Long | 12 hours | ||||||||
Area: 80-ft.-radius spread (S) | ||||||||||
Intense tremor shakes 5-ft./level radius. |
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When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can't move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast. Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half ) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris. Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below). Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within. Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below). River, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud. Pinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead. |
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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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Ease Pain | ||||||||||
Book of Exalted Deeds | ||||||||||
APeace 2, Arc 2, BVal 2, Clr 2 | ||||||||||
General | ||||||||||
Removes lingering effects of pain. |
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Easy Climb | ||||||||||
SPC | ||||||||||
Arc 2, Rgr 2 | ||||||||||
1 hour | ||||||||||
Changes vertical surface Climb DC to 10. |
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Easy Math | ||||||||||
Song and Silence | ||||||||||
Brd 0 | ||||||||||
General | ||||||||||
Allows instant counting and distance calculation. |
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Easy Trail | ||||||||||
SPC | ||||||||||
Arc 1, Drd 2, Hrp 2, Rgr 1 | ||||||||||
6 hours | ||||||||||
Makes a trail easier to pass. |
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Ebon Eyes | ||||||||||
SPC | ||||||||||
Arc 1, Asn 1, Clr 1, Sor/Wiz 1 | ||||||||||
1 hour | ||||||||||
Subject can see through magical darkness. |
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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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Echo Skull | ||||||||||
SPC | ||||||||||
Arc 5, Drd 5 | ||||||||||
6 hours | ||||||||||
See, hear, and speak through a prepared animal skull for 1 hour/level. |
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Ectoplasmic Armor | ||||||||||
SPC | ||||||||||
Sor/Wiz 1 | ||||||||||
General | ||||||||||
Gain +5 to +9 armor bonus against incorporeal* touch attacks. |
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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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Ectoplasmic Feedback | ||||||||||
SPC | ||||||||||
Sor/Wiz 2 | ||||||||||
5 minutes | ||||||||||
Incorporeal* attackers take 1d6 damage. |
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Effulgent Epuration | ||||||||||
SPC | ||||||||||
Sor/Wiz 9 | ||||||||||
General | ||||||||||
Creates one sphere/level to negate hostile magic. |
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Eladrin Form | ||||||||||
Book of Exalted Deeds | ||||||||||
Sor/Wiz 7 | ||||||||||
General | ||||||||||
You become an incorporeal globe. |
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Elation | ||||||||||
Book of Exalted Deeds | ||||||||||
Arc 2, Brd 2, Clr 2, EmBarachiel 2, Joy 2, Sor/Wiz 3 | ||||||||||
General | ||||||||||
Allies gain +2 to Strength and Dexterity, +5 ft. of speed. |
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Electric Jolt | ||||||||||
SPC | ||||||||||
Sor/Wiz 0 | ||||||||||
General | ||||||||||
Ray deals 1d3 electricity damage. |
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Electric Loop | ||||||||||
SPC | ||||||||||
Sor/Wiz 2 | ||||||||||
General | ||||||||||
Deals 1d6/two levels electricity damage plus stunning to a single creature. |
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Electric Slap | ||||||||||
Transmutation [Electricity] | 1 standard action | seankreynolds.com | ||||||||
None - Yes | Sor/Wiz 0 | V, S | ||||||||
Instant | Touch | General | ||||||||
Target: Creature touched | ||||||||||
Touch attack deals 1d6 electricity damage. |
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Your hand is imbued with a small electric charge that triggers when you touch an creature, requiring a successful melee touch attack. The spell deals 1d6 electricity damage. |
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Electric Spark | ||||||||||
Transmutation [Electricity] | 1 standard action | seankreynolds.com | ||||||||
None - Yes | Sor/Wiz 0 | V, S | ||||||||
Instant | Close | General | ||||||||
Effect: Spark of electricity | ||||||||||
Ray deals 1d3 electricity damage. |
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You cause a spark of electricity to arc from you to the target, requiring a successful ranged touch attack. The spell deals 1d3 electricity damagee. |
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Electrical Deluge | ||||||||||
BoEM | ||||||||||
Sor/Wiz 6 | ||||||||||
General | ||||||||||
See Text |
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Elemental Body | ||||||||||
SPC | ||||||||||
Sor/Wiz 7 | ||||||||||
6 hours | ||||||||||
You take on the qualities of a type of elemental. |
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Elemental Burst | ||||||||||
Complete Arcane | ||||||||||
Wuj 1 | ||||||||||
General | ||||||||||
Deal elemental damage in a burst. |
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Elemental Familiar (XP) | ||||||||||
Spellbook Archive | ||||||||||
Sor/Wiz 3 | ||||||||||
General | ||||||||||
Transmutes your familiar into an elemental. |
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Elemental Prod | ||||||||||
MoE | ||||||||||
Artificer 2 | ||||||||||
General | ||||||||||
Move an elemental creature a short distance. |
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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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Elemental Swarm | ||||||||||
Conjuration (Summoning) | 10 minutes | SRD | ||||||||
None - No | Air 9, Arc 9, Drd 9, Dwarf 9, Earth 9, Fire 9, Ocean 9, Shu 9, Water 9, Wmg 9 | V, S | ||||||||
10 min./level (D) | Medium | 1 hour | ||||||||
Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart | ||||||||||
Summons multiple elementals. |
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This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water); a cleric opens a portal to the plane matching his domain. When the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell. The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time. When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type. |
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Elemental Ward | ||||||||||
Complete Arcane | ||||||||||
Wuj 4 | ||||||||||
General | ||||||||||
Drive Wu Jen type elementals away from you. |
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Elf Disguise | ||||||||||
Magic Books of Faerun | ||||||||||
Arc 1, Brd 1, Clr 1, Sor/Wiz 1 | ||||||||||
4 hours | ||||||||||
As disguise self, except no body changes and only to an Elf type. |
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Embrace of Endless Day | ||||||||||
FE | ||||||||||
Arc 4, Clr 4, Pal 3 | ||||||||||
General | ||||||||||
Target gets 3/level (max 30) "points" of positive energy to heal or harm, and gains +1 on saves against necromantic and death effects. |
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Embrace the Wild | ||||||||||
SPC | ||||||||||
Arc 1, Drd 2, Rgr 1 | ||||||||||
1 hour | ||||||||||
You gain an animal's senses for 10 min./level. |
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Emerald Burst (M) | ||||||||||
Book of Exalted Deeds | ||||||||||
Sor/Wiz 5 | ||||||||||
General | ||||||||||
20-ft.-radius burst dazes neutral creatures for 1 round, stuns evil creatures for 1d4 rounds. |
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Emerald Flame Fist | ||||||||||
SPC | ||||||||||
Sor/Wiz 7 | ||||||||||
General | ||||||||||
You can transfer a burning aura to a subject dealing 3d6 +1/level (max +20) fire damage per round. |
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Emerald Planes | ||||||||||
Dragon 323 | ||||||||||
Sor/Wiz 2 | ||||||||||
5 minutes | ||||||||||
Creates up to five 5-foot squares that hold 100 lb./level. |
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Empyreal Ecstasy | ||||||||||
Book of Exalted Deeds | ||||||||||
Brd 6, Pleasure 7 | ||||||||||
30 minutes | ||||||||||
Targets immune to pain and mind-influencing effects, and take half damage from melee and ranged attacks; -4 to skill checks. |
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Enchanting Flavor | ||||||||||
BoEM | ||||||||||
Sor/Wiz 0 | ||||||||||
General | ||||||||||
A meal tastes wonderful and you gain a one-time Charisma-based check bonus. |
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End to Strife | ||||||||||
Book of Exalted Deeds | ||||||||||
APeace 9, Arc 9, Clr 9 | ||||||||||
General | ||||||||||
Any attack made within 80 feet of caster causes attacker to take 1d6 points of lethal or nonlethal damage/caster level (max 20d6). |
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Endure Elements | ||||||||||
Abjuration | 1 standard action | SRD | ||||||||
Will negates (harmless) - Yes (harmless) | Adp 1, APeace 1, Arc 1, Blg 1, ChamGwyn 1, Clr 1, Drd 1, Endurance 1, KotC 1, Ocean 1, Pal 1, Rgr 1, Shu 1, Sor/Wiz 1, Sun 1, Vassal of Bahamut 1, Wuj 1 | V, S | ||||||||
1 day | Touch | 6 hours | ||||||||
Target: Creature touched | ||||||||||
Exist comfortably in hot or cold environments. |
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A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creatures equipment is likewise protected. Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. |
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Enduring Flight | ||||||||||
RotW | ||||||||||
Sky 3, Sor/Wiz 4 | ||||||||||
1 hour | ||||||||||
Carry medium loads at full fly speed; flight duration doubles. |
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Energetic Healing | ||||||||||
Book of Exalted Deeds | ||||||||||
APeace 5, Arc 5, Clr 5, Drd 5 | ||||||||||
1 hour | ||||||||||
Target is immune to one energy type and gains 10% of the energy damage as healing. |
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Energize Potion (M) | ||||||||||
Book of Exalted Deeds | ||||||||||
Arc 3, Clr 3, Drd 3, Sor/Wiz 2, Wrath 2 | ||||||||||
General | ||||||||||
Transforms potion into a grenade that deals energy damage in a 10-ft.-radius burst. |
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Energized Shield | ||||||||||
SPC | ||||||||||
Arc 3, Clr 3, Pal 2 | ||||||||||
General | ||||||||||
Shield provides user resistance 10, shield bash deals +2d6 damage. |
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Lesser Energized Shield | ||||||||||
SPC | ||||||||||
Arc 2, Clr 2, Pal 1 | ||||||||||
General | ||||||||||
Shield provides user resistance 5, shield bash deals +1d6 damage. |
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Energy Aegis | ||||||||||
PHBII | ||||||||||
Clr 3, Duskblade 3, Sor/Wiz 3 | ||||||||||
General | ||||||||||
Subject gains resistance 20 against one energy type for one attack. |
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Energy Alteration (M) | ||||||||||
Ebberon | ||||||||||
Artificer 1 | ||||||||||
General | ||||||||||
Item using one kind of energy uses another instead. |
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Energy Buffer | ||||||||||
Tome and Blood | ||||||||||
Sor/Wiz 5 | ||||||||||
30 minutes | ||||||||||
Absorbs 1d6/level points of damage (maximum 15d6) from one kind of energy. |
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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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Energy Immunity | ||||||||||
SPC | ||||||||||
Arc 6, Clr 6, Drd 6, Sor/Wiz 7, Wuj 7 | ||||||||||
24 hours | ||||||||||
Subject is immune to damage from one kind of energy. |
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Energy Spheres | ||||||||||
SPC | ||||||||||
Sor/Wiz 4 | ||||||||||
General | ||||||||||
Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic damage. |
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Energy Surge | ||||||||||
PHBII | ||||||||||
Duskblade 3, Sor/Wiz 3 | ||||||||||
General | ||||||||||
As lesser energy surge, but 2d6 damage. |
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Greater Energy Surge | ||||||||||
PHBII | ||||||||||
Sor/Wiz 6 | ||||||||||
General | ||||||||||
As lesser energy surge, but 3d6 damage. |
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Lesser Energy Surge | ||||||||||
PHBII | ||||||||||
Sor/Wiz 2 | ||||||||||
General | ||||||||||
One attack deals an extra 1d6 energy damage. |
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Energy Transformation Field (M) (XP) | ||||||||||
SPC | ||||||||||
Sor/Wiz 7 | ||||||||||
General | ||||||||||
Area absorbs magic energy to power a predetermined spell. |
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Energy Vortex | ||||||||||
SPC | ||||||||||
Arc 3, Clr 3, Drd 3, Shu 5 | ||||||||||
General | ||||||||||
Burst of energy centered on you damages nearby creatures. |
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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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Enhance Familiar | ||||||||||
SPC | ||||||||||
Sor/Wiz 3 | ||||||||||
6 hours | ||||||||||
Your familiar gains a +2 modifier on saves, combat rolls, and AC for 1 hour/level. |
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Enhance Magical Flow (M) | ||||||||||
BoEM | ||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||
General | ||||||||||
Gain a +1 enhancement bonus to spell DCs. |
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Greater Enhance Magical Flow (M) | ||||||||||
BoEM | ||||||||||
Arc 4, Clr 4, Sor/Wiz 4 | ||||||||||
General | ||||||||||
Gain a +2 enhancement bonus to spell DCs. |
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Enhance Wild Shape | ||||||||||
SPC | ||||||||||
Arc 4, Drd 4 | ||||||||||
6 hours | ||||||||||
Your wild shape ability gains a bonus. |
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Enhanced Shifting | ||||||||||
RE | ||||||||||
Arc 3, Drd 3 | ||||||||||
General | ||||||||||
Gain bonuses depending on shifter characteristics. |
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Enhancement Alteration | ||||||||||
Ebberon | ||||||||||
Artificer 1 | ||||||||||
1 hour | ||||||||||
Magic shield's enhancement bonus applies to shield bash attacks, or magic weapon's enhancement bonus applies to Two-Weapon Defense. |
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Enlarge Person | ||||||||||
Transmutation | 1 round | SRD | ||||||||
Fortitude negates - Yes | Sor/Wiz 1, Strength 1, Transformation 1 | V, S, M | ||||||||
1 min./level (D) | Close | 5 minutes | ||||||||
Target: One humanoid creature | ||||||||||
Humanoid creature doubles in size. |
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This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creatures size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the targets speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creatures possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack,. Enlarge person counters and dispels reduce person. Enlarge person can be made permanent with a permanency spell. |
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Greater Enlarge Person | ||||||||||
SPC | ||||||||||
Sor/Wiz 5 | ||||||||||
6 hours | ||||||||||
Humanoid creature doubles in size. |
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Mass Enlarge Person | ||||||||||
Transmutation | 1 round | SRD | ||||||||
Fortitude negates - Yes | Sor/Wiz 4 | V, S, M | ||||||||
1 min./level (D) | Close | 30 minutes | ||||||||
Target: One humanoid creature/level, no two of which can be more than 30 ft. apart | ||||||||||
Enlarges several creatures. |
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This spell functions like enlarge person, except that it affects multiple creatures. |
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Enlarge Weapon | ||||||||||
CS | ||||||||||
Sor/Wiz 2 | ||||||||||
General | ||||||||||
Your weapon grows one size category. |
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Enrage Animal | ||||||||||
SPC | ||||||||||
Arc 1, Drd 1, Rgr 1 | ||||||||||
General | ||||||||||
Animal rages like barbarian, not fatigued. |
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Enrage Animals | ||||||||||
CR | ||||||||||
Arc 1, Drd 1, Rgr 1 | ||||||||||
30 minutes | ||||||||||
Ensnarement (M) | ||||||||||
Dragon 336 | ||||||||||
Sor/Wiz 6 | ||||||||||
General | ||||||||||
Augment the effectiveness of a magic circle prior to casting planar binding. |
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Entangle | ||||||||||
Transmutation | 1 standard action | SRD | ||||||||
Reflex partial; see text - No | Arc 1, BVal 1, Drd 1, Plant 1, Rgr 1, Watery Death 1 | V, S, DF | ||||||||
1 min./level (D) | Long | General | ||||||||
Area: Plants in a 40-ft.-radius spread | ||||||||||
Plants entangle everyone in 40-ft.-radius. |
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Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement. Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants. |
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Entangling Scarf | ||||||||||
Complete Arcane | ||||||||||
Wuj 2 | ||||||||||
General | ||||||||||
A scarf entangles foe. |
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Entangling Staff | ||||||||||
SPC | ||||||||||
Arc 3, Drd 3, Sor/Wiz 4 | ||||||||||
General | ||||||||||
Swift. Quarterstaff gains improved grab and can constrict grappled foes. |
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Enthrall | ||||||||||
Enchantment (Charm) [Sonic] [Mind-Affecting] [Language-Dependent] | 1 round | SRD | ||||||||
Will negates; see text - Yes | APeace 2, Arc 2, Brd 2, Clr 2, Domination 2, EmBarachiel 2, HB 2, Herald 2, Nobility 2, Tyranny 2 | V, S | ||||||||
1 hour or less | Medium | General | ||||||||
Targets: Any number of creatures | ||||||||||
Captivates all within 100 ft. + 10 ft./level. |
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If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw. A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes. The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing. If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell. If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile. |
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Entice Gift | ||||||||||
SPC | ||||||||||
Brd 2, Greed 2, Sor/Wiz 2 | ||||||||||
General | ||||||||||
Subject gives caster what its holding. |
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Entomb (M) | ||||||||||
Frostburn | ||||||||||
Arc 6, Drd 6, Sor/Wiz 6 | ||||||||||
General | ||||||||||
Captures subjects in blocks of ice, suffocating them. |
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Entropic Shield | ||||||||||
Abjuration | 1 standard action | SRD | ||||||||
- | APeace 1, Arc 1, Clr 1, HB 1, Luck 1, Storm 1 | V, S | ||||||||
1 min./level (D) | Personal | 30 minutes | ||||||||
Target: You | ||||||||||
Ranged attacks against you have 20% miss chance. |
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A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected. |
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Enveloping Cocoon (M) | ||||||||||
Complete Divine | ||||||||||
Arc 6, Drd 6 | ||||||||||
General | ||||||||||
Entraps target creature and denies save for attached spell. |
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Eradicate Earth | ||||||||||
SPC | ||||||||||
Sor/Wiz 3 | ||||||||||
General | ||||||||||
Deals 1d8 points of damage/level to earth creatures (max 10d8). |
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Erase | ||||||||||
Transmutation | 1 standard action | SRD | ||||||||
See text - No | Brd 1, Rune 1, Sor/Wiz 1 | V, S | ||||||||
Instant | Close | General | ||||||||
Target: One scroll or two pages | ||||||||||
Mundane or magical writing vanishes. |
||||||||||
Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%. Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead. |
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Erupt | ||||||||||
SK | ||||||||||
Arc 9, Clr 9 | ||||||||||
Prohibited | ||||||||||
Molten lava burns everthing in area of effect. |
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Essence Of The Dragon | ||||||||||
RotDrg | ||||||||||
Sor 2 | ||||||||||
5 minutes | ||||||||||
Confer the dragon type on touched creature. |
||||||||||
Essence Of The Raptor | ||||||||||
SPC | ||||||||||
Arc 4, Drd 4 | ||||||||||
1 hour | ||||||||||
Base speed* becomes 60 feet, gain skill bonuses and scent**. |
||||||||||
Estanna's Stew (F) | ||||||||||
Book of Exalted Deeds | ||||||||||
Arc 2, Clr 2, Drd 2, Pal 2 | ||||||||||
General | ||||||||||
Conjures stew that heals 1d6+1 per serving. |
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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. |
||||||||||
Ether Blast | ||||||||||
MotP | ||||||||||
Arc 4, Clr 4 | ||||||||||
General | ||||||||||
Blast Ethereal creatures with an ethereal tornado. |
||||||||||
Ethereal Breath | ||||||||||
SPC | ||||||||||
Sor/Wiz 5 | ||||||||||
General | ||||||||||
Your breath weapon manifests on the Ethereal Plane. |
||||||||||
Ethereal Chamber | ||||||||||
SPC | ||||||||||
Sor/Wiz 2 | ||||||||||
5 minutes | ||||||||||
Crystalline force chamber is incapable of planar travel away from the Ethereal Plane and normal movement. |
||||||||||
Ethereal Jaunt | ||||||||||
Transmutation | 1 standard action | SRD | ||||||||
- | APeace 7, Arc 7, Beguiler 7, Clr 7, Sor/Wiz 7, Wuj 7 | V, S | ||||||||
1 round/level (D) | Personal | 30 minutes | ||||||||
Target: You | ||||||||||
You become ethereal for 1 round/level. |
||||||||||
You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you return to material existence. An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet. Force effects and abjurations affect an ephemeral creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and ethereal objects as if they were material. If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel. |
||||||||||
Ethereal Mount | ||||||||||
SPC | ||||||||||
Brd 4, Sor/Wiz 4 | ||||||||||
6 hours | ||||||||||
Creates ethereal mounts. |
||||||||||
Etherealness | ||||||||||
Transmutation | 1 standard action | SRD | ||||||||
- Yes | APeace 9, Arc 9, Beguiler 9, Clr 9, Portal 7, Portal (alt) 7, Shu 9, Sor/Wiz 9, Wuj 9 | V, S | ||||||||
1 min./level (D) | Touch; see text | 30 minutes | ||||||||
Targets: You and one other touched creature per three levels | ||||||||||
Travel to Ethereal Plane with companions. |
||||||||||
You and other willing creatures joined by linked hands become ethereal, along with your equipment. Besides yourself, you can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the subjects need not stay together. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you all return to material existence. An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet. Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature cant attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and ethereal objects as if they were material. If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel. |
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Etherealness, Swift | ||||||||||
PHBII | ||||||||||
Arc 5, Beguiler 5, Clr 5, Sor/Wiz 5 | ||||||||||
General | ||||||||||
Subject momentarily becomes ethereal. |
||||||||||
Evacuation Rune | ||||||||||
CS | ||||||||||
Brd 5, Sor/Wiz 5 | ||||||||||
General | ||||||||||
Create invisible rune that you can teleport to as swift action. |
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Ever Armed | ||||||||||
Dragon 335 | ||||||||||
Brd 3 | ||||||||||
5 minutes | ||||||||||
A rapier and dueling cloak appear in your hands. |
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Evergreen | ||||||||||
Frostburn | ||||||||||
Arc 2, Drd 2 | ||||||||||
General | ||||||||||
Magical heat warms plant life, healing 1d8 damage +1/level (max. +10) and granting immunity to cold. |
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Evil Eye | ||||||||||
Book of Vile Darkness | ||||||||||
MH 2, Sor/Wiz 3 | ||||||||||
4 hours | ||||||||||
Subject takes -4 penalty on attacks, saves, and checks. |
||||||||||
Evil Glare | ||||||||||
SPC | ||||||||||
Arc 7, Clr 7, Sor/Wiz 7 | ||||||||||
General | ||||||||||
Paralyze creature with your glare. |
||||||||||
Evil Weather (M) (XP) | ||||||||||
Book of Vile Darkness | ||||||||||
Corrupt 8 | ||||||||||
General | ||||||||||
Caster conjures one type of evil weather. |
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Exacting Shot | ||||||||||
SPC | ||||||||||
Arc 2, Rgr 2 | ||||||||||
5 minutes | ||||||||||
Enhances ranged weapons critical on threat and negates concealment miss chances. |
||||||||||
Exaction | ||||||||||
Dragon 336 | ||||||||||
Sor/Wiz 7 | ||||||||||
General | ||||||||||
Make a sacrifice to gain bonuses when trying to compel service from a creature in a planar binding. |
||||||||||
Exalted Fury | ||||||||||
Book of Exalted Deeds | ||||||||||
Sanctified 9 | ||||||||||
General | ||||||||||
All creatures within 40 ft. take damage equal to 50 + your current hp, and you die. |
||||||||||
Exalted Raiment | ||||||||||
Book of Exalted Deeds | ||||||||||
Sanctified 6 | ||||||||||
30 minutes | ||||||||||
Wearer gains +1 sacred bonus to AC per five caster levels, damage reduction 10/evil, SR 5 + caster level, and ability damage from spell-casting. |
||||||||||
Excavate | ||||||||||
SPC | ||||||||||
Sor/Wiz 8 | ||||||||||
6 hours | ||||||||||
Creates a permanent passage in earth and walls. |
||||||||||
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. |
||||||||||
Expeditious Excavation (M) (F) | ||||||||||
Far Corners of the World | ||||||||||
Sor/Wiz 7 | ||||||||||
General | ||||||||||
Clear pathway of loose stone, sand, gravel, or other lightweight rubble into a tunnel. |
||||||||||
Expeditious Retreat | ||||||||||
Transmutation | 1 standard action | SRD | ||||||||
- | Arc 1, Beguiler 1, Brd 1, Celerity 1, Duskblade 1, HB 1, Hoard 1, Shu 1, Sor/Wiz 1 | V, S | ||||||||
1 min./level (D) | Personal | 30 minutes | ||||||||
Target: You | ||||||||||
This spell increases your base land speed* by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill). |
||||||||||
Swift Expeditious Retreat | ||||||||||
SPC | ||||||||||
Brd 1, Duskblade 1, Sor/Wiz 1 | ||||||||||
General | ||||||||||
Your speed increases by 30 ft. for 1 round (swift). |
||||||||||
Explosive Cascade | ||||||||||
SPC | ||||||||||
Sor/Wiz 4 | ||||||||||
General | ||||||||||
Bouncing flame ball deals 1d6/level fire damage. |
||||||||||
Explosive Runes | ||||||||||
Abjuration [Force] | 1 standard action | SRD | ||||||||
See text - Yes | Rune 4, Sor/Wiz 3 | V, S | ||||||||
Permanent until discharged (D) | Touch | 24 hours | ||||||||
Target: One touched object weighing no more than 10 lb. | ||||||||||
Deals 6d6 damage when read. |
||||||||||
You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw). You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion. Note: Magic traps such as explosive runes are hard to detect and disable. A rogue (only) can use the Search skill to find the runes and Disable Device to thwart them. The DC in each case is 25 + spell level, or 28 for explosive runes. |
||||||||||
Expose The Dead | ||||||||||
MoE | ||||||||||
Arc 2, Clr 2, Pal 2, Sor/Wiz 2 | ||||||||||
General | ||||||||||
Gain insight bonuses to locate undead or when investigating a corpse. |
||||||||||
Extend Shifting | ||||||||||
RE | ||||||||||
Arc 1, Drd 1, Rgr 1, Sor/Wiz 1 | ||||||||||
General | ||||||||||
Extend duration of shifting ability by 4 rounds. |
||||||||||
Extend Tentacles | ||||||||||
SPC | ||||||||||
Arc 2, Clr 2, Sor/Wiz 2 | ||||||||||
General | ||||||||||
+5 ft. to reach of tentacle attack; also lengthens medusa's snakes. |
||||||||||
Extract Drug (F) | ||||||||||
Book of Vile Darkness | ||||||||||
Arc 1, Brd 1, Clr 1, Drd 1, Sor/Wiz 1 | ||||||||||
General | ||||||||||
Creates drug from inanimate object. |
||||||||||
Extract Water Elemental | ||||||||||
SPC | ||||||||||
Arc 6, Drd 6, Sor/Wiz 6 | ||||||||||
General | ||||||||||
Pulls water from victim, forms water elemental. |
||||||||||
Eye of Power | ||||||||||
SPC | ||||||||||
Sor/Wiz 9 | ||||||||||
General | ||||||||||
As arcane eye, but you can cast spells of 3rd level or lower through it. |
||||||||||
Eye of Stone | ||||||||||
Races of Stone | ||||||||||
Sor/Wiz 6 | ||||||||||
General | ||||||||||
Invisible floating eye moves 30 ft./round, can pass through stone. |
||||||||||
Eye of the Beholder | ||||||||||
Book of Vile Darkness | ||||||||||
Sor/Wiz 7 | ||||||||||
General | ||||||||||
Your eye gains random beholder ray. |
||||||||||
Eye of the Hurricane | ||||||||||
SPC | ||||||||||
Arc 4, Drd 4 | ||||||||||
General | ||||||||||
Cause a hurricane to spring forth around you. It prevents ranged attacks, knocks people back and others prone. |
||||||||||
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. |
||||||||||
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. |
||||||||||
Eyes of the Avoral | ||||||||||
Book of Exalted Deeds | ||||||||||
APeace 1, Arc 1, BVal 1, Clr 1, Drd 1, Rgr 1, Sor/Wiz 1 | ||||||||||
1 hour | ||||||||||
Subject gians +8 racial bonus on Spot checks. |
||||||||||
Eyes of the King | ||||||||||
SPC | ||||||||||
Hunger 6 | ||||||||||
General | ||||||||||
Summon fiendish dire bats. |
||||||||||
Eyes of the Zombie | ||||||||||
Book of Vile Darkness | ||||||||||
Arc 2, Clr 2, Sor/Wiz 3 | ||||||||||
6 hours | ||||||||||
You see through a zombie's eyes. |