Name | ||
---|---|---|
School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Ice Assassin (M) (XP) | ||
Frostburn | ||
Sor/Wiz 9 | ||
General | ||
Creates duplicate of creature with sole purpose to slay original. |
||
Ice Axe | ||
SPC | ||
Arc 3, Clr 3 | ||
General | ||
You create a battleaxe made of ice. |
||
Ice Blast | ||
Complete Arcane | ||
Wuj 2 | ||
General | ||
Deal 1d6/2 levels (max 10d6) cold damage in a cone. |
||
Ice Burst | ||
Tome and Blood | ||
Sor/Wiz 3 | ||
General | ||
Chunks of ice deal 1d4 points of cold damage and 1 point of blunt damage/level (max 10d4 + 10). |
||
Ice Castle (F) | ||
Frostburn | ||
Sor/Wiz 7 | ||
General | ||
Creates castle of snow and ice with an array of magical effects. |
||
Ice Claw | ||
SPC | ||
Sor/Wiz 7 | ||
General | ||
Ice Claw Prison | ||
Magic of Faerun | ||
Sor/Wiz 7 | ||
General | ||
Ice claw grapples and deals normal and cold damage. |
||
Ice Dagger | ||
SPC | ||
Sor/Wiz 1 | ||
General | ||
Splash weapon deals target 1d4 cold damage per level, plus area damage. |
||
Ice Darts | ||
Frostburn | ||
Brd 2, Sor/Wiz 2 | ||
General | ||
Icicle missiles deal 2d4 damage, half of which is cold. |
||
Ice Flowers | ||
SPC | ||
Arc 6, Clr 6, Drd 5 | ||
General | ||
Ice and earth deal 1d6 damage/level. |
||
Ice Gauntlet | ||
SPC | ||
Arc 1, Clr 1 | ||
General | ||
A spiked gauntlet of ice forms around your fist. |
||
Ice Knife | ||
SPC | ||
Asn 2, Sor/Wiz 2, Wmg 2, Wuj 2 | ||
General | ||
Ranged attack, 1d8 points of cold damage and 2 cold Dexterity damage. |
||
Ice Rift | ||
Frostburn | ||
Arc 6, Clr 6, Drd 6, Sor/Wiz 6 | ||
General | ||
Intense quake shakes 40-ft. radius spread of ice. |
||
Ice Shape | ||
Frostburn | ||
Arc 3, Clr 3, Drd 3, Sor/Wiz 5 | ||
General | ||
Sculpts ice into any shape. |
||
Ice Shield (M) | ||
Frostburn | ||
Arc 5, Drd 5, Sor/Wiz 4 | ||
General | ||
Subject gains damage reduction 15/—. |
||
Ice Ship (M) | ||
Frostburn | ||
Sor/Wiz 4 | ||
General | ||
Creates ice runner or ice galleon. |
||
Ice Skate | ||
Frostburn | ||
Arc 1, Drd 1, Rgr 1 | ||
1 hour | ||
While on ice, your speed increases by 60 feet. |
||
Ice Slick | ||
Frostburn | ||
Arc 1, Clr 1 | ||
General | ||
Creates a 20-ft. square of slippery ice. |
||
Ice Storm | ||
Evocation [Cold] | 1 standard action | SRD |
None - Yes | Arc 4, Cold 4, Drd 4, Sor/Wiz 4, Storm 5, Water 5, Weather 4, Winter 4, Wmg 3, Wuj 4 | V, S, M/DF |
1 full round | Long | General |
Area: Cylinder (20-ft. radius, 40 ft. high) | ||
Hail deals 5d6 damage in cylinder 40 ft. across. |
||
Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the ice storms effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no after-effects (other than the damage dealt). |
||
Ice to Flesh | ||
Frostburn | ||
Sor/Wiz 5 | ||
General | ||
Restores frozen creature. |
||
Ice Web (M) | ||
Frostburn | ||
Sor/Wiz 4 | ||
General | ||
Creates webs of coldfire that entangle and deal 1d6 frostburn damage/round. |
||
Iceberg | ||
Frostburn | ||
Sor/Wiz 9 | ||
General | ||
Block of ice falls from sky, dealing 20d6 damage and burying subjects. |
||
Icebolt | ||
BoEM | ||
Sor/Wiz 2 | ||
General | ||
Ranged attack against a target with a piercing ice sicle for 2d6 piercing damage +1d6 + 1/level (max +10) cold damage. If a touch attack would hit, deal only the cold damage. |
||
Icelance (F) | ||
SPC | ||
Arc 3, Drd 3, Sor/Wiz 3 | ||
General | ||
Changes ice into lance, which attacks target for 6d6 damage and stuns for 1d4 rounds. |
||
Icicle | ||
Frostburn | ||
24 hours | ||
Magical trap hangs from ceiling, dealing 4d6 damage when triggered. |
||
Identify (M) | ||
Divination | 1 hour | SRD |
None - No | Artificer 1, Brd 1, HB 1, Hoard 1, Magic 2, Oracle 1, Sor/Wiz 1 | V, S, M/DF |
Instant | Touch | General |
Targets: One touched object | ||
Materials: A: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting. | ||
Determines properties of magic item. |
||
The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any). Identify does not function when used on an artifact. |
||
Identify Transgressor | ||
Book of Vile Darkness | ||
Arc 4, Clr 4 | ||
12 hours | ||
You learn the identity of one person. |
||
Illusion Purge | ||
RE | ||
Arc 8, Clr 8, Sor/Wiz 8, Truth 7 | ||
General | ||
Dispels illusions within 5 ft./level. |
||
Illusory Feast | ||
SPC | ||
Sor/Wiz 5 | ||
General | ||
Subjects become dazed by illusory food. |
||
Illusory Pit | ||
SPC | ||
Sor/Wiz 6 | ||
General | ||
Illusiory pit causes creature to believe it is falling helplessly and stuns for 1 round when done. |
||
Illusory Script (M) | ||
Illusion (Phantasm) [Mind-Affecting] | 1 minute or longer; see text | SRD |
Will negates; see text - Yes | Asn 2, Brd 3, Sor/Wiz 3, Wuj 3 | V, S, M |
1 day/level (D) | Touch | General |
Target: One touched object weighing no more than 10 lb. | ||
Materials: A lead-based ink (cost of not less than 50 gp). | ||
Only intended reader can decipher. |
||
You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it's unintelligible to any other character, although an illusionist recognizes it as illusory script. Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include Close the book and leave, Forget the existence of the book, and so forth. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell. The casting time depends on how long a message you wish to write, but it is always at least 1 minute. |
||
Illusory Wall | ||
Illusion (Figment) | 1 standard action | SRD |
Will disbelief (if interacted with) - No | Arc 4, Shu 4, Sor/Wiz 4 | V, S |
Permanent | Close | 24 hours |
Effect: Image 1 ft. by 10 ft. by 10 ft. | ||
Wall, floor, or ceiling looks real, but anything can pass through. |
||
This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear. |
||
Ilyykur's Mantle (M) | ||
Unapproachable East | ||
Sor/Wiz 4 | ||
General | ||
Aura grants +1/three levels against spells and spell-like abilities and resistance to electricity 10. |
||
Imbrue | ||
Dragon 336 | ||
Sor/Wiz 9 | ||
General | ||
Bind a creature from a planar binding into a living host. |
||
Imbue Familiar with Spell Ability | ||
SPC | ||
Sor/Wiz 6 | ||
6 hours | ||
You transfer spells to your familiar. |
||
Imbue Guardian | ||
BoEM | ||
Sor/Wiz 8 | ||
General | ||
A guardian gains bonuses to a 100-foot radius area. |
||
Imbue with Spell Ability | ||
Evocation | 10 minutes | SRD |
Will negates (harmless) - Yes (harmless) | APeace 4, Arc 4, Clr 4, Family 4, Magic 4, Planning 4 | V, S, DF |
Permanent until discharged (D) | Touch | General |
Target: Creature touched; see text | ||
Transfer spells to subject. |
||
You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal. Only cleric spells from the schools of abjuration, divination, and conjuration (healing) can be transferred. The number and level of spells that the subject can be granted depends on its Hit Dice; even multiple castings of imbue with spell ability can't exceed this limit. HD of Recipient, Spells Imbued 2 or lower, One 1st-level spell 3-4, One or two 1st-level spells 5 or higher, One or two 1st-level spells and one 2nd-level spell The transferred spells variable characteristics (range, duration, area, and the like) function according to your level, not the level of the recipient. Once you cast imbue with spell ability, you cannot prepare a new 4th-level spell to replace it until the recipient uses the imbued spells or is slain, or until you dismiss the imbue with spell ability spell. In the meantime, you remain responsible to your deity or your principles for the use to which the spell is put. If the number of 4th-level spells you can cast decreases, and that number drops below your current number of active imbue with spell ability spells, the more recently cast imbued spells are dispelled. To cast a spell with a verbal component, the subject must be able to speak. To cast a spell with a somatic component, it must have humanlike hands. To cast a spell with a material component or focus, it must have the materials or focus. |
||
Impede Sun's Brilliance | ||
Sandstorm | ||
Arc 1, Drd 1, Rgr 1, Summer 1 | ||
1 hour | ||
Diminishes the heat and light of the sun in an area. |
||
Imperious Glare | ||
SPC | ||
Sor/Wiz 6 | ||
General | ||
You cause targets to cower in fear. |
||
Implacable Pursuer | ||
SPC | ||
Arc 4, Asn 4, Blk 4, Rgr 4 | ||
6 hours | ||
You know where prey is, as long as it's moving. |
||
Implore (XP) | ||
Dragon 336 | ||
Sor/Wiz 9 | ||
General | ||
Call and trap an elemental or outsider of 24 HD using its true name. |
||
Implosion | ||
Evocation | 1 standard action | SRD |
Fortitude negates - Yes | Arc 9, Blg 9, Clr 9, Destruction 9, Shu 9, Slime 9, Wmg 9 | V, S |
Concentration (up to 4 rounds) | Close | General |
Targets: One corporeal creature/round | ||
Kills one creature/round. |
||
You create a destructive resonance in a corporeal creatures body. For each round you concentrate, you cause one creature to collapse in on itself, killing it. (This effect, being instantaneous, cannot be dispelled.) You can target a particular creature only once with each casting of the spell. Implosion has no effect on creatures in gaseous form or on incorporeal creatures. |
||
Impotent Possessor | ||
Book of Vile Darkness | ||
Dem 4, Sor/Wiz 6 | ||
General | ||
Subject that can possess creatures is rendered powerless. |
||
Imprison Possessor | ||
Book of Vile Darkness | ||
Dem 4, Sor/Wiz 5 | ||
General | ||
Subject that can possess creatures is trapped in current body. |
||
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. |
||
Imprisonment | ||
Abjuration | 1 standard action | SRD |
Will negates; see text - Yes | Arc 9, Cavern 9, Inquisition 9, Shu 9, Sor/Wiz 9, Wuj 9 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Entombs subject beneath the earth. |
||
When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the earth. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient, but will reveal where it is entombed. If you know the targets name and some facts about its life, the target takes a -4 penalty on its save. |
||
Improvisation | ||
SPC | ||
Brd 1 | ||
General | ||
Applies +2 points/level of luck bonuses to selected checks or attacks. |
||
Incarnate Construct (XP) | ||
Savage Species | ||
Arc 9, Clr 9, Sor/Wiz 9 | ||
General | ||
Turns construct into living creature. |
||
Incarnation of Evil | ||
Magic Books of Faerun | ||
Arc 5, Clr 5 | ||
30 minutes | ||
As polymorph except only into crocodile, jackal, medium scorpion, or Medium viper. |
||
Incendiary Cloud | ||
Conjuration (Creation) [Fire] | 1 standard action | SRD |
Reflex half; see text - No | Arc 8, Blg 9, Fire 8, Shu 8, Sor/Wiz 8, Wmg 8, Wuj 8 | V, S |
1 round/level | Medium | General |
Effect: Cloud spreads in 20-ft. radius, 20 ft. high | ||
Cloud deals 4d6 fire damage/round. |
||
An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage. As with a cloudkill spell, the smoke moves away from you at 10 feet per round. Figure out the smokes new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainders spread thereafter. As with fog cloud, wind disperses the smoke, and the spell can't be cast underwater. |
||
Incite | ||
SPC | ||
Arc 1, Brd 1, Clr 1, Sor/Wiz 1 | ||
5 minutes | ||
Subject can't ready actions or delay. |
||
Incite Riot | ||
PHBII | ||
Brd 5 | ||
General | ||
Subjects attack nearest creature. |
||
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. |
||
Indifference | ||
Tome and Blood | ||
Sor/Wiz 2 | ||
6 hours | ||
Makes subject resistant to fear, compulsion, and morale effects. |
||
Indisputable Possession | ||
MoE | ||
Artificer 1 | ||
General | ||
Call an item back to your hand if it leaves your possession. |
||
Indomitability | ||
SPC | ||
Sor/Wiz 5 | ||
General | ||
Subject can't be reduced below 1 hp. |
||
Inescapable Swarm | ||
Dragon 333 | ||
Brd 5, Sor/Wiz 4 | ||
General | ||
Targets feel as though they are covered by an invisible swarm of insects. |
||
Inevitable Defeat | ||
PHBII | ||
Beguiler 3, Sor/Wiz 3 | ||
General | ||
Subject takes 3d6 nonlethal damage/round. |
||
Infernal Threnody | ||
SPC | ||
Brd 3 | ||
General | ||
Grants +2 caster level to evil-aligned divine spellcasters. |
||
Infernal Transformation | ||
SPC | ||
Arc 7, Clr 7 | ||
General | ||
You change into bone devil, gain abilities. |
||
Lesser Infernal Transformation | ||
SPC | ||
Arc 4, Clr 4 | ||
General | ||
You change into bearded devil, gain abilities. |
||
Infernal Wound | ||
SPC | ||
Arc 2, Clr 2, Sor/Wiz 2 | ||
General | ||
Weapon inflicts persistent, bleeding wounds. |
||
Inferno | ||
SPC | ||
Arc 5, Drd 5 | ||
General | ||
Creature bursts into flames and suffers 6d6 fire damage or less per round. |
||
Infestation of Maggots | ||
SPC | ||
Arc 3, Drd 3 | ||
General | ||
Maggotlike creatures deal 1d4 temporary Con damage every round |
||
Inflict Critical Damage | ||
Ebberon | ||
Artificer 4 | ||
General | ||
Deals 4d8 + 1/level damage (maximum +20) to a construct. |
||
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. |
||
Inflict Light Damage | ||
Ebberon | ||
Artificer 1 | ||
General | ||
Deals 1d8 + 1/level damage (maximum +5) to a construct. |
||
Mass Inflict Light Damage | ||
RE | ||
Artificer 5 | ||
General | ||
Deals 1d8 damage +1/level to many constructs. |
||
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. |
||
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 Damage | ||
Ebberon | ||
Artificer 2 | ||
General | ||
Deals 2d8 + 1/level damage (maximum +10) to a construct. |
||
Mass Inflict Moderate Damage | ||
RE | ||
Artificer 6 | ||
General | ||
Deals 2d8 damage +1/level to many constructs. |
||
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 Damage | ||
Ebberon | ||
Artificer 3 | ||
General | ||
Deals 3d8 + 1/level damage (maximum +15) to a construct. |
||
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. |
||
Inhibit | ||
SPC | ||
Arc 1, Brd 1, Clr 1, Sor/Wiz 1 | ||
General | ||
Subject delays until next round. |
||
Inky Cloud | ||
SPC | ||
Arc 2, Clr 2, Sor/Wiz 2 | ||
1 hour | ||
Obscures sight underwater beyond 5 ft. |
||
Inquisition | ||
Book of Exalted Deeds | ||
Sanctified 5 | ||
General | ||
Compels target to divuldge information truthfully. |
||
Insanity | ||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD |
Will negates - Yes | Charm 7, Corruption 7, Madness 7, Moon 7, Sor/Wiz 7 | V, S |
Instant | Medium | General |
Target: One living creature | ||
Subject suffers continuous confusion. |
||
The affected creature suffers from a continuous confusion effect, as the spell. Remove curse does not remove insanity. restoration, Greater, heal, limited wish, miracle, or wish can restore the creature. |
||
Insect Plague | ||
Conjuration (Summoning) | 1 round | SRD |
None - No | Arc 5, Clr 5, Drd 5, Spider 5 | V, S, DF |
1 min./level | Long | 5 minutes |
Effect: One swarm of locusts per three levels, each of which must be adjacent to at least one other swarm | ||
Locust swarms attack creatures. |
||
You summon a number of swarms of locusts (one per three levels, to a maximum of six swarms at 18th level). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the locust swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won't pursue creatures that flee. |
||
Insidious Insight | ||
RE | ||
Brd 2, Sor/Wiz 2 | ||
General | ||
Gain insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive against affected creature. |
||
Insidious Rhythm | ||
SPC | ||
Brd 1 | ||
30 minutes | ||
Implants melody in subject's mind; -4 penalty on Concentration checks, requires Concentration check for spellcasting. |
||
Insidious Suggestion | ||
RE | ||
Brd 4, Sor/Wiz 5 | ||
General | ||
Suggestion repeats over and over in creature's mind. |
||
Insightful Feint | ||
SPC | ||
Asn 1, Sor/Wiz 1 | ||
General | ||
Swift. Gain +10 on your next Bluff check to feint in combat. |
||
Insignia of Alarm (F) | ||
RoD | ||
Arc 2, Brd 2, Clr 2, Pal 2 | ||
General | ||
Alert bearers of special insignia. |
||
Insignia of Blessing | ||
RoD | ||
Arc 3, Clr 3, Pal 3 | ||
5 minutes | ||
Bearers of special insignia gain +1 bonus on attack rolls and saves against fear. |
||
Insignia of Healing | ||
RoD | ||
Arc 3, Brd 3, Clr 3 | ||
General | ||
Bearers of special insignia healed of 1d8 damage +1 point/level (max. +10). |
||
Insignia of Warding | ||
RoD | ||
Arc 3, Clr 3, Pal 3 | ||
5 minutes | ||
Bearers of special insignia gain +1 to AC, Fortitude saves. |
||
Inspirational Boost | ||
SPC | ||
Brd 1 | ||
General | ||
Swift. The bonuses granted by your inspire courage ability increase by 1 |
||
Inspired Aim | ||
Book of Exalted Deeds | ||
Arc 3, Brd 4, Clr 3, Fey 3, Rgr 3 | ||
General | ||
Allies within 40 ft. gain +2 insight bonus on ranged attack rolls. |
||
Instant Diversion | ||
RotDrg | ||
Brd 1, Sor/Wiz 1 | ||
General | ||
Creates illusory doubles of you. |
||
Instant Locksmith | ||
SPC | ||
Asn 1, Sor/Wiz 1 | ||
General | ||
Swift. Make Disable Device or Open Lock check at +2 as free action. |
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Instant Refuge (M) (XP) | ||
SPC | ||
Sor/Wiz 9 | ||
General | ||
Enhanced contingency spell teleports you under six possible conditions. |
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Instant Search | ||
SPC | ||
Arc 1, Asn 1, Rgr 1, Sor/Wiz 1 | ||
General | ||
Swift. Make Search check at +2 as free action. |
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Instant Summons (M) | ||
Conjuration (Summoning) | 1 standard action | SRD |
None - No | Rune 7, Sor/Wiz 7 | V, S, M |
Permanent until discharged | See text | General |
Target: One object weighing 10 lb. or less whose longest dimension is 6 ft. or less | ||
Materials: A sapphire worth at least 1,000 gp. | ||
Prepared object appears in your hand. |
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You call some nonliving item from virtually any location directly to your hand. First, you must place your arcane mark on the item. Then you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem. The item appears instantly in your hand. Only you can use the gem in this way. If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs. The inscription on the gem is invisible. It is also unreadable, except by means of a read magic spell, to anyone but you. The item can be summoned from another plane, but only if no other creature has claimed ownership of it. |
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Internal Fire | ||
Complete Arcane | ||
Wuj 9 | ||
General | ||
Subject dies or takes 6d6 +1 (max +20) fire damage. |
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Interplanar Message | ||
SPC | ||
Arc 3, Clr 3 | ||
6 hours | ||
Send a limited message of 25 words or less to the targeted creature, who may be on another plane. |
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Interposing Hand | ||
Evocation [Force] | 1 standard action | SRD |
None - Yes | Duskblade 4, Sor/Wiz 5 | V, S, F |
1 round/level (D) | Medium | General |
Effect: 10-ft. hand | ||
Hand provides cover against one opponent. |
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Interposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand, it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however. An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and its AC is 20 (1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it. The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster. Disintegrate or a successful dispel magic destroys it. Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed*. The hand cannot reduce the speed* of a creature weighing more than 2,000 pounds, but it still affects the creatures attacks. Directing the spell to a new target is a move action |
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Invisibility | ||
Illusion (Glamer) | 1 standard action | SRD |
Will negates (harmless) or Will negates (harmless, object) - Yes (harmless) or Yes (harmless, object) | Adp 2, Arc 2, Asn 2, Beguiler 2, Brd 2, Duskblade 2, HB 2, Hoard 2, Shu 3, Sin-L 2, Slayer of Domiel 3, Sor/Wiz 2, Trickery 2, Wuj 2 | V, S, M/DF |
1 min./level (D) | Personal or touch | 5 minutes |
Target: You or a creature or object weighing no more than 100 lb./level | ||
Subject is invisible for 1 min./level or until it attacks. |
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The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible characters perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Invisibility can be made permanent (on objects only) with a permanency spell. |
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Invisibility Purge | ||
Evocation | 1 standard action | SRD |
- | APeace 3, Arc 3, Clr 3, KotC 3 | V, S |
1 min./level (D) | Personal | 30 minutes |
Target: You | ||
Dispels invisibility within 5 ft./level. |
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You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility. Anything invisible becomes visible while in the area. |
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Invisibility Sphere | ||
Illusion (Glamer) | 1 standard action | SRD |
Will negates (harmless) or Will negates (harmless, object) - Yes (harmless) or Yes (harmless, object) | Beguiler 3, Brd 3, HB 3, Sor/Wiz 3 | V, S, M |
1 min./level (D) | Personal or touch | General |
Area: 10-ft.-radius emanation around the creature or object touched | ||
Makes everyone within 10 ft. invisible. |
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This spell functions like invisibility, except that this spell confers invisibility upon all creatures within 10 feet of the recipient. The center of the effect is mobile with the recipient. Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends. |
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Greater Invisibility | ||
Illusion (Glamer) | 1 standard action | SRD |
Will negates (harmless) - Yes (harmless) or Yes (harmless, object) | Arc 5, Asn 4, Beguiler 4, Brd 4, HB 4, Shu 5, Slayer of Domiel 4, Sor/Wiz 4, Wuj 4 | V, S |
1 round/level (D) | Personal or touch | General |
Target: You or creature touched | ||
As invisibility, but subject can attack and stay invisible. |
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This spell functions like invisibility, except that it doesnt end if the subject attacks. |
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Mass Invisibility | ||
Illusion (Glamer) | 1 standard action | SRD |
Will negates (harmless) or Will negates (harmless, object) - Yes (harmless) or Yes (harmless, object) | Arc 7, Beguiler 7, Shu 7, Sor/Wiz 7 | V, S, M |
1 min./level (D) | Long | 30 minutes |
Targets: Any number of creatures, no two of which can be more than 180 ft. apart | ||
As invisibility, but affects all in range. |
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This spell functions like invisibility, except that the effect is mobile with the group and is broken when anyone in the group attacks. Individuals in the group cannot see each other. The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. (If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.) |
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Minor Invisibility | ||
Illusion (Glamer) | 1 standard action | seankreynolds.com |
Will negates (harmless) or Will negates (harmless, object) - Yes (harmless) or Yes (harmless, object) | Brd 0, Sor/Wiz 0 | V, S, M/DF |
See text | Personal or touch | General |
Target: You or a creature or object weighing no more than 100 lb./level | ||
As invisibility, except as noted above and that the spell ends at the end of your turn on the round it was cast. |
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As invisibility, except as noted above and that the spell ends at the end of your turn on the round it was cast. |
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Superior Invisibility | ||
SPC | ||
Sor/Wiz 8 | ||
5 minutes | ||
As invisibility, greater, except you make no scent, sound, or image. |
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Swift Invisibility | ||
SPC | ||
Asn 2, Brd 1, Duskblade 2, HB 2 | ||
General | ||
Invisibility lasts 1 round (swift). |
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Invoke Elemental | ||
EH | ||
Artificer 5 | ||
General | ||
You temporarily release a bound elemental and compel it to obey you. |
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Invoke Magic (M) | ||
Lords | ||
Sor/Wiz 9 | ||
General | ||
Momentarily negate antimagic effects. |
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Invoke the Cerulean Sign | ||
Lords | ||
Adp 2, APeace 3, Arc 3, Brd 3, Clr 3, Drd 2, HB 2, Hlr 3, Hth 3, Pal 3, Rgr 2, Shu 3, Sor/Wiz 3, Wuj 3 | ||
General | ||
Aberrations become sickened, nauseated, dazed, or stunned. |
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Involuntary Shapeshifting | ||
RE | ||
Sor/Wiz 5, Transformation 4 | ||
General | ||
If able to do so, target creature must change shape. |
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Irian's Light | ||
RE | ||
Arc 3, Clr 3 | ||
General | ||
Ranged touch attack heals 2d8 damage, +1 ray/four levels (max 3). |
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Iron Body | ||
Transmutation | 1 standard action | SRD |
- | Earth 8, Endurance 9, Metal 8, Sor/Wiz 8 | V, S, M/DF |
1 min./level (D) | Personal | 30 minutes |
Target: You | ||
Your body becomes living iron. |
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This spell transforms your body into living iron, which grants you several powerful resistances and abilities. You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems. You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can't use potions) or play wind instruments. Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks. Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the oceanat least until the spell duration expires. |
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Iron Bones | ||
SPC | ||
Arc 4, Clr 4, Sor/Wiz 4 | ||
1 hour | ||
Corporeal undead gains +6 natural armor bonus. |
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Iron Construct | ||
Ebberon | ||
Artificer 4, Warforged 6 | ||
30 minutes | ||
Construct gains DR 15/adamantine and takes half damage from acid and fire. |
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Iron Scarf | ||
Complete Arcane | ||
Wuj 1 | ||
General | ||
Scarf deals 1d8 +1 (max +5) damage to target. |
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Iron Silence | ||
SPC | ||
Arc 2, Asn 2, Brd 2, Clr 2 | ||
6 hours | ||
Armor touched has no armor check penalty on Hide and Move Silently checks for 1 hour/level. |
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Ironguard (F) | ||
SPC | ||
Sor/Wiz 7 | ||
General | ||
Subject becomes immune to both magical and mundane metal. |
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Lesser Ironguard | ||
SPC | ||
Sor/Wiz 5 | ||
General | ||
Subject becomes immune to nonmagical metal. |
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Ironguts | ||
SPC | ||
Arc 1, Brd 1, Clr 1, Sor/Wiz 1 | ||
1 hour | ||
Target gains +5 bonus on saving throws against poison*. |
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Ironthunder Horn | ||
SPC | ||
Brd 1, Sor/Wiz 2 | ||
General | ||
Intense vibrations trip those in area. |
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Ironwood | ||
Transmutation | 1 minute/lb. created | SRD |
None - No | Arc 6, Drd 6, Wuj 6 | V, S, M |
1 day/level (D) | 0 ft. | 12 hours |
Effect: An ironwood object weighing up to 5 lb./level | ||
Magic wood is strong as steel. |
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Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with wood shape or a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids. Further, if you make only half as much ironwood as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enhancement bonus. |
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Irresistible Dance | ||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD |
None - Yes | Brd 6, Gnome 8, Joy 9, Passion 8, Sor/Wiz 8 | V |
1d4+1 rounds | Touch | General |
Target: Living creature touched | ||
Forces subject to dance. |
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The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn. |
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Item Alteration | ||
Ebberon | ||
Artificer 4 | ||
1 hour | ||
Item that provides a certain type of bonus provides a different type of bonus to the same value or roll. |
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Ivory Flesh | ||
Frostburn | ||
Arc 1, Brd 1, Drd 1, Rgr 1 | ||
6 hours | ||
Flesh turns white, granting +5 circumstance bonus on Hide checks in snow and ice. |