Index of Spells by Name Letters - H

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Haboob
    Sandstorm
  Arc 3, Clr 3, Drd 3, Rgr 3, Sand 3, Sor/Wiz 3  
    5 minutes

Cloud of dust obscures sight and abrades those passing through it.

Hail of Stone (M)
    SPC
  Sor/Wiz 1, Wmg 1, Wuj 1  
    General

Stones deal 1d4 points of damage/level to creatures in the area (max 5d4).

Hailstones
    SPC
  Sor/Wiz 3  
    General

Frigid globes deal 5d6 cold damage.

Hallow (M)
Evocation [Good] 1 day SRD
See text - See text APeace 5, Arc 5, Clr 5, Deathless 5, Drd 5, Exalted Arcanist 5 V, S, M, DF
Instant Touch General
Area: 40-ft. radius emanating from the touched point
Materials: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area.

Designates location as holy.

Hallow makes a particular site, building, or structure a holy site. This has four major effects.

First, the site or structure is guarded by a magic circle against evil effect.

Second, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a -4 penalty. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.)

Third, any dead body interred in a hallowed site cannot be turned into an undead creature.

Finally, you may choose to fix a single spell effect to the hallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again.

Spell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells effects. (See the individual spell descriptions for details.)

An area can receive only one hallow spell (and its associated spell effect) at a time. Hallow counters but does not dispel unhallow.

Hallucinatory Terrain
Illusion (Glamer) 10 minutes SRD
Will disbelief (if interacted with) - No Arc 4, Brd 4, Gnome 5, Shu 4, Sor/Wiz 4 V, S, M
2 hours/level (D) Long 6 hours
Area: One 30-ft. cube/level (S)

Makes one type of terrain appear like another (field into forest, or the like).

You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.

Halo of Sand
    Sandstorm
  Arc 2, Drd 2, Rgr 2  
    1 hour

Swirling sand grants +1 deflection bonus/3 levels.

Halt
    PHBII
  Beguiler 3, Brd 3, Duskblade 3, Sor/Wiz 3  
    General

Subject's feet become stuck to the ground.

Halt Deathless
    Ebberon
  Deathless 3  
    General

Immobilizes deathless for 1 round/level.

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.

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.

Hamatula Barbs
    SPC
  Arc 3, Clr 3, Sor/Wiz 3  
    1 hour

Subjects grow barbs, which damage foes that attack subject in melee.

Hammer of Righteousness
    Book of Exalted Deeds
  Sanctified 3  
    General

Deals 1d6 points of damage per caster level, or 1d8 points of damage per caster level if the target is evil.

Hand of Divinity
    SPC
  Arc 2, Blk 2, Clr 2, Pal 2  
    30 minutes

Gives +2 sacred or profane bonus on saving throws to worshiper of your patron.

Hand of the Faithful
    SPC
  Arc 4, Clr 4, Pal 4  
    4 hours

Immobile zone of warding stuns those of different patrons.

Handfang
    SK
  Arc 3, Clr 3, Sor/Wiz 3  
    General

Mouth in your hand deals 1d8 damage and allows a free grapple attempt on critical hit.

Handfire
    Magic of Faerun
  Arc 1, Clr 1, Drd 1, Hrp 1, Hth 1, Rgr 1  
    General

Your hand glows and can make a touch attack dealing 1d4 +1/level, 1d6 +1/level vs undead.

Hardening (M)
Transmutation 1 standard action SRD
None - Yes (object) Artifice 7, Artificer 6, Sor/Wiz 6 V, S
Permanent Touch General
Target: One item of a volume no greater than 10 cu. ft./level (see text)
Materials: An ointment made with 50 gp of diamond dust per 10 cubic feet of material.

Permanently make an object's hardness improve.

This spell increases the hardness of materials. Paper becomes harder to tear, glass becomes harder to break, wood becomes more resilient, and so on. For every two caster levels, add 1 point of hardness to the material targeted by the spell. This hardness increase improves only the material's resistance to damage. Nothing else is modified by the improvement. For example, a longsword (treat steel as iron, base hardness 10) affected by a hardening spell cast by a 12th-level caster would have hardness 16 for the purpose of ignoring damage caused by someone making a sunder attack. The sword's hit points, attack and damage modifiers, and other factors are not affected. A hardening spell does not in any way affect a substance's resistance to other forms of transformation. Ice still melts, paper and wood still burn, rock still becomes transmutable to mud with the proper spell, and so on.

This spell affects up to 10 cubic feet of material per level of the caster. If cast upon a metal or mineral, the spell affects only 1 cubic foot per level.

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.

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.

Harmonic Chorus
    SPC
  Brd 2  
    General

Give another caster +2 caster levels and +2 on save DCs as long as you concentrate.

Harmonic Void
    CS
  Brd 5  
    General

Nearby casters must succeed on Concentration check to use verbal-component spells.

Harmonize
    Races of Stone
  Brd 2  
    5 minutes

Using your bardic music requires less effort.

Greater Harmonize
    Races of Stone
  Brd 4  
    5 minutes

Same as Harmonize, but more powerful.

Harrier
    DotF
  Arc 4, Clr 4, Drd 3  
    General

Summons an incorporeal bird of prey to fight for you.

Haste
Transmutation 1 standard action SRD
Fortitude negates (harmless) - Yes (harmless) Arc 3, Beguiler 3, Brd 3, Celerity 4, EmBarachiel 3, Shu 3, Sor/Wiz 3, Time 3, Wuj 3 V, S, M
1 round/level Close General
Targets: One creature/level, no two of which can be more than 30 ft. apart

One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.

The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creatures full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you cant use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creatures modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subjects normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creatures jumping distance as normal for increased speed.

Multiple haste effects don't stack. Haste dispels and counters slow.

Swift Haste
    SPC
  Arc 2, Rgr 2  
    General

You are hasted for 1d4 rounds (swift).

Haunt Shift
    Libris
  Arc 5, Clr 5, Sor/Wiz 5  
    General

Turn corporeal and incorporeal undead into haunting presences.

Haunting Tune
    SPC
  Brd 3  
    1 hour

1 target/level becomes shaken.

Hawkeye
    SPC
  Arc 1, Drd 1, Rgr 1  
    1 hour

You gain +5 on spot checks and fire ranged weapons better.

Heal
Conjuration (Healing) [Positive] 1 standard action SRD
Will negates (harmless) - Yes (harmless) Adp 5, APeace 6, Arc 6, Clr 6, Drd 7, Healing 6, Hlr 6, Shu 6 V, S
Instant Touch General
Target: Creature touched

Cures 10 points/level of damage, all diseases and mental conditions.

Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.

Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.

If used against an undead creature, heal instead acts like harm.

Heal Animal Companion
    SPC
  Arc 3, Drd 5, Rgr 3  
    General

Restores health and damage to an animal companion.

Heal Mount
Conjuration (Healing) 1 standard action SRD
Will negates (harmless) - Yes (harmless) Arc 3, Pal 3 V, S
Instant Touch General
Target: Your mount touched

As heal on warhorse or other special mount.

This spell functions like heal, but it affects only the paladin's special mount (typically a warhorse).

Mass Heal
Conjuration (Healing) [Positive] 1 standard action SRD
Will negates (harmless) - Yes (harmless) APeace 9, Arc 9, Clr 9, Community 9, Healing 9, Hlr 8, Life 9, Shu 8 V, S
Instant Close General
Targets: One or more creatures, no two of which can be more than 30 ft. apart

As heal, but with several subjects.

This spell functions like heal, except as noted above. The maximum number of hit points restored to each creature is 250.

Healer's Vision
    CS
  Arc 1, Asn 1, Clr 1  
    General

Gain +5 bonus on Heal checks, and +2 attack and damage on sneak attacks.

Healing Lorecall
    SPC
  Arc 2, Clr 2, Drd 2, Rgr 1  
    1 hour

If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells.

Healing Sting
    SPC
  Arc 2, Drd 2  
    General

Touch deals 1d12 +1 point/level; caster gains damage as hp.

Healing Surf (M)
    Far Corners of the World
  Arc 4, Clr 4  
    General

Heals 5 points/level (max 50) and removes all trace of disease, ability damage, exhaustion, fatigue, nausea, and sickened. Targets gain +4 sacred bonus against these effects that cause those conditions.

Healing Touch
    SPC
  Sor/Wiz 3  
    General

You heal the target 1d6/2 levels and take half as damage.

Healthful Rest
    SPC
  Arc 1, Brd 1, Clr 1, Drd 1  
    General

Subjects heal at twice the normal rate.

Healthful Slumber
    Song and Silence
  Brd 3  
    12 hours

Doubles natural healing rate.

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)

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.

Heart's Ease
    Book of Exalted Deeds
  Arc 3, BVal 3, Clr 3, Pleasure 3  
    General

Removes fear, despair, confusion, insanity, and some mind-influencing effects; restores 2d4 points of temporary Wisdom damage.

Heartache
    Book of Vile Darkness
  Arc 1, Clr 1, MH 1  
    General

Subject helpless for 1 round.

Heartclutch
    Book of Vile Darkness
  Arc 5, Clr 5  
    General

Subject dies in 1d3 rounds or takes 3d6 damage +1/level.

Heartfire
    SPC
  Arc 2, Brd 2, Drd 2  
    General

Passions of targets ignite as real fire upon the target.

Heartfreeze
    Frostburn
  Sor/Wiz 6  
    General

Subject exhausted, dies in 1d3+2 rounds.

Heat Drain
    SPC
  Arc 8, Clr 8  
    General

Subjects take 1d6 cold damage/level, you gain equal amount hp.

Heat Leech
    Frostburn
  Sor/Wiz 2  
    General

Subject takes 1d8 points of cold damage/round.

Heat Metal
Transmutation [Fire] 1 standard action SRD
Will negates (object) - Yes (object) Arc 2, Artificer 2, Blg 2, Drd 2, Metal 2, Shu 2, Sun 2 V, S, DF
7 rounds Close General
Target: Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, all of which must be within a 30-ft. circle

Make metal so hot it damages those who touch it.

Heat metal makes metal extremely warm. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creatures possession uses the creatures saving throw bonus unless its own is higher.

A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if its not wearing metal armor and the metal that its carrying weighs less than one-fifth of its weight.

On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spells duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below.

RoundMetal TemperatureDamage
1WarmNone
2Hot1d4 points
3-5Searing2d4 points
6Hot1d4 points
7WarmNone

Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, heat metal deals half damage and boils the surrounding water.

Heat metal counters and dispels chill metal.

Heatstroke
    SPC
  Arc 3, Drd 3  
    General

Subject creature takes nonlethal damage and becomes fatigued.

Heaven's Trumpet (F)
    Book of Exalted Deeds
  Arc 7, Brd 6, Clr 7, EmBarachiel 4  
    General

Blast of music paralyzes foes.

Heavenly Host
    SPC
  Arc 9, Clr 9, Sor/Wiz 9  
    1 hour

Summons archons to fight for you.

Heavenly Lightning
    Book of Exalted Deeds
  Celestial 5, Exalted Arcanist 5  
    General

Arcs of radiant lightning deal 3d6 damage to one target per two caster levels.

Heavenly Lightning Storm
    Book of Exalted Deeds
  Celestial 7, Exalted Arcanist 7  
    General

Arcs of radiant lightning deal 5d6 damage to one target per level.

Hell's Power (M)
    Book of Vile Darkness
  Arc 4, Blk 3, Clr 4, Sor/Wiz 4  
    General

You gain +2 AC and good to existing DR.

Hellfire
    Book of Vile Darkness
  Diabolic 4  
    General

Deal 3d6 diabolic fire damage.

Hellfire Storm
    Book of Vile Darkness
  Diabolic 7  
    General

Explosion of brimstone deals 5d6 damage in 20-ft. radius.

Hellish Horde
    SPC
  Arc 9, Clr 9, Sor/Wiz 9  
    1 hour

Summons devils to fight for you.

Helping Hand
Evocation 1 standard action SRD
None - No APeace 3, Arc 3, Clr 3, Exalted Arcanist 3, Family 3 V, S, DF
1 hour/level 5 miles 6 hours
Effect: Ghostly hand

Ghostly hand leads subject to you.

You create the ghostly image of a hand, which you can send to find a creature within 5 miles. The hand then beckons to that creature and leads it to you if the creature is willing to follow.

When the spell is cast, the hand appears in front of you. You then specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class. When the description is complete, the hand streaks off in search of a subject that fits the description. The amount of time it takes to find the subject depends on how far away she is.

Distance, Time to Locate

100 ft. or less, 1 round

1,000 ft., 1 minute

1 mile, 10 minutes

2 miles, 1 hour

3 miles, 2 hours

4 miles, 3 hours

5 miles, 4 hours

Once the hand locates the subject, it beckons the creature to follow it. If the subject does so, the hand points in your direction, indicating the most direct feasible route. The hand hovers 10 feet in front of the subject, moving before it at a speed of as much as 240 feet per round. Once the hand leads the subject back to you, it disappears.

The subject is not compelled to follow the hand or act in any particular way toward you. If the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to you, the hand disappears; the subject must then rely on her own devices to locate you.

If more than one subject in a 5-mile radius meets the description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand does not seek out a second subject.

If, at the end of 4 hours of searching, the hand has found no subject that matches the description within 5 miles, it returns to you, displays an outstretched palm (indicating that no such creature was found), and disappears.

The ghostly hand has no physical form. It is invisible to anyone except you and a potential subject. It cannot engage in combat or execute any other task aside from locating a subject and leading it back to you. The hand can't pass through solid objects but can ooze through small cracks and slits. The hand cannot travel more than 5 miles from the spot it appeared when you cast the spell.

Hemorrhage
    Spellbook Archive
  Arc 1, Clr 1  
    General

Inflict wound that bleeds 1d3 damage per round.

Herald's Call
    SPC
  Brd 1, Hrp 1  
    General

Shout slows those within 20 ft.

Hero's Blade
    Ebberon
  Deathless 9  
    General

Channel the spirit of a great hero into a melee weapon.

Heroes' Feast
Conjuration (Creation) 10 minutes SRD
None - No APeace 6, Arc 6, Brd 6, Clr 6, Community 6, Courage 6, Creation 6, Family 6, Feast 6, Fey 6, Hlr 6, Planning 6, Renewal 6, Sin-G 6 V, S, DF
1 hour plus 12 hours; see text Close 24 hours
Effect: Feast for one creature/level

Food for one creature/level cures and grants combat bonuses.

You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.

If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.

Heroics
    SPC
  Sor/Wiz 2  
    1 hour

Fighter gains one fighter bonus feat.

Heroism
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates (harmless) - Yes (harmless) Brd 2, Courage 4, Sin-P 3, Sor/Wiz 3 V, S
10 min./level Touch 1 hour
Target: Creature touched

Gives +2 on attack rolls, saves, skill checks.

This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

Greater Heroism
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates (harmless) - Yes (harmless) Brd 5, Courage 7, Joy 6, Passion 6, Sin-P 7, Sor/Wiz 6 V, S
1 min./level Touch 30 minutes
Target: Creature touched

Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.

This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).

Hesitate
    PHBII
  Arc 3, Beguiler 3, Brd 3, Clr 3, Sor/Wiz 3  
    General

Force subject to lose actions.

Hibernal Healing
    Frostburn
  Arc 5, Clr 5, Drd 4  
    General

You absorb ice, slush, and snow, curing 10 points/level of damage (max 150).

Hibernate
    Frostburn
  Arc 5, Clr 5, Drd 5  
    24 hours

Sends subject into state of hibernation for one week/level.

Hidden Lodge
    SPC
  Brd 5, Sor/Wiz 5  
    12 hours

Creates a camouflaged Secure Shelter.

Hidden Object
    BoEM
  Sor/Wiz 4  
    General

Object is subject to invisibility and can be seen through a piece of glass. Otherwise, cannot be seen.

Hidden Ward
    MoE
  Brd 1, Sor/Wiz 1  
    General

Hide magical effects on an object.

Hide from Animals
Abjuration 1 standard action SRD
Will negates (harmless) - Yes Arc 1, Blg 1, Drd 1, Rgr 1 S, DF
10 min./level (D) Touch 4 hours
Targets: One creature touched/level

Animals cant perceive one subject/level.

Animals cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.

Hide from Dragons
    SPC
  Asn 4, Brd 5, Hoard 4, Sor/Wiz 7  
    General

Dragons can't perceive one subject/two levels.

Hide from Undead
Abjuration [Ectomancy] 1 standard action SRD
Will negates (harmless); see text - Yes APeace 1, Arc 1, Clr 1, HotD 1, Life 1, Repose 1 V, S, DF
10 min./level (D) Touch 4 hours
Targets: One touched creature/level

Undead can't perceive one subject/level.

Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.

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.

Hide the Path (F)
    SPC
  Arc 6, Clr 6, Drd 6  
    24 hours

Disrupts find the path and other 6th level or lower divination spells.

Hideous Laughter
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Brd 1, HB 1, Passion 2, Sor/Wiz 2 V, S, M
1 round/level Close General
Target: One creature; see text

Subject loses actions for 1 round/level.

This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.

A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't translate well.

Hindsight (M)
    SPC
  Brd 6, Sor/Wiz 9  
    General

Divination that allows you to see the history of a location.

Hiss of Sleep
    SPC
  Sor/Wiz 7  
    General

You induce comatose slumber in targets.

Hoard Life
    RotDrg
  Sor 4  
    General

Store some of your life force for later healing.

Hold Animal
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates; see text - Yes Animal 2, Arc 2, BVal 2, Drd 2, Rgr 2 V, S
1 round/level (D); see text Medium General
Target: One animal

Paralyzes one animal for 1 round/level.

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)

A winged creature who is paralyzed cannot flap its wings and falls. A swimmer cant swim and may drown.

Hold Monster
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates; see text - Yes Beguiler 5, Bestial 6, Brd 4, Duskblade 5, EmBarachiel 4, Law 6, Sor/Wiz 5, Wuj 5 V, S, M/DF
1 round/level (D); see text Medium General
Target: One living creature

As hold person, but any creature.

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)

A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

Mass Hold Monster
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates; see text - Yes Beguiler 9, Sor/Wiz 9 V, S, M/DF
1 round/level (D); see text Medium General
Targets: One or more creatures, no two of which can be more than 30 ft. apart

As hold monster, but all within 30 ft.

The subjects become paralyzed and freezes in place. They're aware and breathe normally but cannot take any action, even speech. Each round on their turn, each subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)

A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

Hold Person
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates; see text - Yes Arc 2, Beguiler 3, Brd 2, Clr 2, EmBarachiel 2, MH 2, Shu 2, Sor/Wiz 3, Wuj 2 V, S, F/DF
1 round/level (D); see text Medium General
Target: One humanoid creature

Paralyzes one humanoid for 1 round/level.

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)

A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

Mass Hold Person
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates; see text - Yes Beguiler 7, Sor/Wiz 7 V, S, F/DF
1 round/level (D); see text Medium General
Targets: One or more humanoid creatures, no two of which can be more than 30 ft. apart

As hold person, but all within 30 ft.

The subjects become paralyzed and freeze in place. They are aware and breathe normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)

A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

Hold Portal
Abjuration 1 standard action SRD
None - No Sor/Wiz 1, Wuj 1 V
1 min./level (D) Medium 5 minutes
Target: One portal, up to 20 sq. ft./level

Holds door shut.

This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.

For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.

Holy Aura (F)
Abjuration [Good] 1 standard action SRD
See text - Yes (harmless) APeace 8, Arc 8, Celestial 8, Clr 8, Exalted Arcanist 8, Exorcism 8, Good 8, Hlr 8, Mysticism 8 V, S, F
1 round/level (D) 20 ft. General
Targets: One creature/level in a 20-ft.-radius burst centered on you
Focus: A tiny reliquary containing some sacred relic. The reliquary costs at least 500 gp.

+4 to AC, +4 resistance, and SR 25 against evil spells.

A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.

Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.

Third, the abjuration blocks possession and mental influence, just as protection from evil does.

Finally, if an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC).

Holy Mount
    SPC
  Arc 2, Pal 2  
    General

Special mount gains celestial template.

Holy Smite
Evocation [Good] 1 standard action SRD
Will partial; see text - Yes Exalted Arcanist 4, Glory 4, Good 4, KotC 4 V, S
Instant (1 round); see text Medium General
Area: 20-ft.-radius burst

Damages and blinds evil creatures.

You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.

The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.

Holy Spurs
    SPC
  Arc 1, Pal 1  
    General

Special mount's speed increases by 40 ft. for 1 round (swift).

Holy Star
    SPC
  Arc 7, Clr 7  
    General

Glowing light turns spell, gives a cover bonus to AC, or shoots beams of fire.

Holy Storm (M)
    SPC
  Arc 3, Clr 3, Pal 3  
    General

Good-aligned rain falls in 20-ft. radius.

Holy Sword
Evocation [Good] 1 standard action SRD
None - No Arc 4, ChamGwyn 4, Glory 5, Pal 4, Slayer of Domiel 4, Vassal of Bahamut 4 V, S
1 round/level Touch General
Target: Melee weapon touched

Weapon becomes +5, deals +2d6 damage against evil.

This spell allows you to channel holy power into your sword, or any other melee weapon you choose. The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one holy sword at a time.

If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way.

This spell does not work on artifacts.

Note: A masterwork weapons bonus to attack does not stack with an enhancement bonus to attack.

Holy Transformation
    SPC
  Arc 7, Clr 7  
    General

You change into hound archon, gain abilities.

Lesser Holy Transformation
    SPC
  Arc 4, Clr 4  
    General

You change into protectar, gain abilities.

Holy Word
Evocation [Sonic] [Good] 1 standard action SRD
None or Will negates; see text - Yes Arc 7, Clr 7, Exalted Arcanist 7, Exorcism 7, Good 7, Mysticism 7 V
Instant 40 ft. General
Area: Nongood creatures in a 40-ft.-radius spread centered on you

Kills, paralyzes, blinds, or deafens nongood subjects.

Any nongood creature within the area that hears the holy word suffers the following ill effects.

HDEffect
Equal to caster level Deafened
Up to caster level - 1 Blinded, deafened
Up to caster level - 5 Paralyzed, blinded, deafened
Up to caster level - 10 Killed, paralyzed, blinded, deafened

The effects are cumulative and concurrent. No saving throw is allowed against these effects.

Deafened: The creature is deafened for 1d4 rounds.

Blinded: The creature is blinded for 2d4 rounds.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.

Killed: Living creatures die. Undead creatures are destroyed.

Furthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the holy word. The banishment effect allows a Will save (at a -4 penalty) to negate. Creatures whose HD exceed your caster level are unaffected by holy word.

Horizikaul's Boom
    Magic of Faerun
  Sor/Wiz 1  
    General

Target takes 1d4/two levels sonic damage plus deafness.

Horrible Taste
    SPC
  Arc 1, Drd 1, Rgr 1, Sor/Wiz 1  
    1 hour

Attackers that bite you must make a Fort save or be Nauseated for 1 full round.

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.

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).

Hound of Doom
    CW
  HB 3  
    30 minutes

Create a shadow dire wolf that serves you.

Howling Chain (F)
    SPC
  Sor/Wiz 6  
    General

Chain of force entangles and attacks opponent.

Humanoid Essence
    RE
  Arc 5, Artificer 4, Clr 5  
    General

Imposes upon a construct some of the weakness of the humanoid type.

Greater Humanoid Essence
    RE
  Arc 7, Artificer 6, Clr 7  
    General

Gives a construct the humanoid type.

Lesser Humanoid Essence
    RE
  Arc 3, Artificer 3, Clr 3  
    General

Grants a construct the ability to accept healing magic.

Hungry Gizzard
    SPC
  Arc 6, Drd 6  
    General

Gizzard engulfs victim, grapples and deals damage.

Hunter's Mercy
    SPC
  Arc 1, Rgr 1  
    General

Your next attack with a bow automatically is a critical hit if you hit.

Hunters of Hades (M)
    SPC
  Arc 9, Clr 9  
    1 hour

Summons a pair of pack fiends or a Retriever to follow your commands.

Hurl
    SPC
  Sor/Wiz 2  
    General

Thrown weapon returns to thrower.

Hurtling Stone
    HoB
  Arc 4, Drd 4  
    General

Stone deals 6d6 damage, knocks targets prone.

Hydrate
    Sandstorm
  Arc 2, Brd 2, Clr 2, Drd 2, Pal 2, Rgr 2  
    General

Heals dessication damage. Heals 2d8 + 1/level (max +10) damage.

Hymn of Praise
    SPC
  Brd 3  
    General

Grants +2 caster level to good-aligned divine spellcasters.

Hypnotic Pattern
Illusion (Pattern) 1 standard action SRD
Will negates - Yes Beguiler 2, Brd 2, EmBarachiel 2, Sor/Wiz 2, Wuj 2 V, S, M, text
Concentration + 2 rounds Medium General
Effect: Colorful lights in a 10-ft.-radius spread

Fascinates (2d4 + level) HD of creatures.

A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of Hit Dice of creatures affected. Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spells point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected.

A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.

Hypnotism
Enchantment (Compulsion) [Mind-Affecting] 1 round SRD
Will negates - Yes Arc 1, Beguiler 1, Brd 1, EmBarachiel 1, Shu 1, Sin-P 1, Sor/Wiz 1, Wuj 1 V, S
2d4 rounds (D) Close General
Area: Several living creatures, no two of which may be more than 30 ft. apart

Fascinates 2d4 HD of creatures.

Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.

If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.

While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.

A creature that fails its saving throw does not remember that you enspelled it.

Hypothermia
    SPC
  Arc 4, Clr 4, Drd 3  
    General

Causes 1d6 cold damage/level, fatigue.