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 | ||
Obedient Avalanche | ||
Complete Divine | ||
Cold 9 | ||
General | ||
Snowy avalanche crushes and buries your foes. |
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Obscure Object | ||
Abjuration | 1 standard action | SRD |
Will negates (object) - Yes (object) | Arc 3, Brd 1, Clr 3, Sor/Wiz 2, Wealth 2 | V, S, M/DF |
8 hours (D) | Touch | 24 hours |
Target: One object touched of up to 100 lb./level | ||
Masks object against scrying. |
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This spell hides an object from location by divination (scrying) effects, such as the scrying spell or a crystal ball. Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person). |
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Obscuring Mist | ||
Conjuration (Creation) | 1 standard action | SRD |
None - No | Adp 1, Air 1, APeace 1, Arc 1, Asn 1, Beguiler 1, Clr 1, Darkness 1, Drd 1, Duskblade 1, Shadow 1, Shu 1, Slayer of Domiel 1, Sor/Wiz 1, Water 1, Weather 1, Wuj 1 | V, S |
1 min./level | 20 ft. | General |
Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high | ||
Fog surrounds you. |
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A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater. |
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Obscuring Snow | ||
Frostburn | ||
Arc 2, Clr 2, Drd 2, Sor/Wiz 2 | ||
6 hours | ||
Obscures sight in a 30-ft. radius around the caster. |
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Omen of Peril (F) | ||
RoD | ||
Arc 1, Clr 1, Destiny 1, Drd 1, Liberation 1 | ||
6 hours | ||
You know how dangerous the future will be. |
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One Mind | ||
SPC | ||
Arc 2, Pal 2 | ||
General | ||
As lesser one mind, but also gain +2 to attack while mounted. |
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Greater One Mind | ||
SPC | ||
Arc 3, Pal 3 | ||
General | ||
As one mind, but also gain +2 to damage while mounted. |
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Lesser One Mind | ||
SPC | ||
Arc 1, Pal 1 | ||
General | ||
One with the Land | ||
Magic of Faerun | ||
Arc 2, Drd 2, Hth 2, Rgr 2 | ||
4 hours | ||
Link with nature gives a +2 bonus on nature-related skill checks. |
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Ooze Puppet | ||
SPC | ||
Sor/Wiz 6 | ||
General | ||
You telekinetically control an ooze. |
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Opalescent Glare | ||
Planar Handbook | ||
Arc 5, Clr 5, Sor/Wiz 5 | ||
General | ||
Kill evil creatures with a look, or make them very afraid. |
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Open/Close | ||
Transmutation | 1 standard action | SRD |
Will negates (object) - Yes (object) | Beguiler 0, Brd 0, Sor/Wiz 0, Wuj 0 | V, S, F |
Instant | Close | General |
Target: Object weighing up to 30 lb. or portal that can be opened or closed | ||
Opens or closes small or light things. |
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You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spells ability to affect. |
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Opportune Dodge | ||
CS | ||
Brd 2 | ||
General | ||
Subject can avoid a single attack of opportunity. |
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Orb of Acid | ||
Complete Arcane | ||
Sor/Wiz 4, Wmg 4 | ||
General | ||
Ranged touch, 1d6/level (max 15d6) points of acid damage. |
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Greater Orb of Acid | ||
Conjuration (Creation) [Acid] | 1 standard action | ATB |
Fortitude partial - No | Sor/Wiz 8, Wmg 8 | V, S |
Instant | Close | General |
Effect: One orb of Acid. | ||
Orb deals 1d6/level (max 25d6) acid damage, may sicken subject for 1d6 + 1 rounds. |
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An orb of acid, greater about 3 inches across shoots from your palm at its target, dealing 1d6 points of acid damage per caster level (maximum 25d6). You must succeed on a ranged touch attack to hit your target. A creature struck by the orb takes damage and becomes sickened by the acid's noxious fumes for 1d6 + 1 round. A successful Fortitude save negates the sickened effect but does not reduce the damage. |
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Lesser Orb of Acid | ||
Complete Arcane | ||
Sor/Wiz 1, Wmg 1 | ||
General | ||
Ranged touch, 1d8 or more acid damage. |
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Orb of Cold | ||
Complete Arcane | ||
Sor/Wiz 4, Wmg 4 | ||
General | ||
Ranged touch, 1d6/level (max 15d6) points of cold damage. |
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Lesser Orb of Cold | ||
Complete Arcane | ||
Sor/Wiz 1, Wmg 1 | ||
General | ||
Ranged touch, 1d8 or more cold damage. |
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Orb of Dancing Death | ||
MoE | ||
Arc 5, Clr 5, Sor/Wiz 5 | ||
General | ||
Orb you control bestows 1 negative level each round. |
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Orb of Electricity | ||
Complete Arcane | ||
Sor/Wiz 4, Wmg 4 | ||
General | ||
Ranged touch, 1d6/level (max 15d6) points of electricity damage. |
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Lesser Orb of Electricity | ||
Complete Arcane | ||
Sor/Wiz 1, Wmg 1 | ||
General | ||
Ranged touch, 1d8 or more electricity damage. |
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Orb of Fire | ||
Complete Arcane | ||
Sor/Wiz 4, Wmg 4 | ||
General | ||
Ranged touch, 1d6/level (max 15d6) points of fire damage. |
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Lesser Orb of Fire | ||
Complete Arcane | ||
Sor/Wiz 1, Wmg 1 | ||
General | ||
Ranged touch, 1d8 or more fire damage. |
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Orb of Force | ||
Complete Arcane | ||
Sor/Wiz 4, Wmg 4 | ||
General | ||
Globes of force deal 1d6/level (max 10d6) damage. |
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Orb of Negative Energy | ||
Necromancy [Negative] | 1 standard action | ATB |
None - No | Sor/Wiz 4, Wmg 4 | V, S |
Instant | Medium | General |
Effect: One orb of negative energy | ||
Globes of negative energy deal 1d6/level damage (max 10d6). |
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You create a globe of negative energy 3 inches across, which streaks from your palm toward your target. You must succeed on a ranged touch attack to hit the target. The orb deals a total of 1d6 points of damage per caster level (maximum 10d6). |
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Orb of Sound | ||
Complete Arcane | ||
Sor/Wiz 4, Wmg 4 | ||
General | ||
Ranged touch, 1d4/level (max 15d4) points of sonic damage. |
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Lesser Orb of Sound | ||
Complete Arcane | ||
Sor/Wiz 1, Wmg 1 | ||
General | ||
Ranged touch, 1d6 or more sonic damage. |
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Orbs of Various Energy | ||
Conjuration (Creation) [Acid] [Cold] [Electricity] [Fire] [Force] [Sonic] [Negative] | 1 standard action | ATB |
None - No | Sor/Wiz 6, Wmg 6 | V, S |
Instant | Close | General |
Effect: 7 orbs of energy. | ||
7 orbs deal 1d6/level (max 20d6) of damage dice divided evenly amoung the five elemental energies, force, and negative energy. |
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You create 7 orbs of energy, one for each of the primary energies, a force orb, and a negative energy orb. You may deal 1d6 damage per caster level (max 20d6) divided any way you want amoung the seven orbs, with no orb having more than 1 die of damage more than any other die. Thus an 11th level wizard could do 2d6 damage with each Acid, Cold, Fire, and Electricity and 1d6 with each negative energy, sonic, and force. None of his orbs could have 3d6 until 15th level. If the negative energy orb is directed at an undead or other creature powered by negative energy, it is healed instead of damaged. |
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Order's Wrath | ||
Evocation [Lawful] | 1 standard action | SRD |
Will partial; see text - Yes | Law 4 | V, S |
Instant (1 round); see text | Medium | General |
Area: Nonlawful creatures within a burst that fills a 30-ft. cube | ||
Damages and dazes chaotic creatures. |
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You channel lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect. The spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Will save. |
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Otyugh Swarm | ||
Complete Divine | ||
Pestilence 9 | ||
24 hours | ||
Creates 4d4 otyughs or 1d3+1 Huge otyughs. |
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Overland Flight | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless) - Yes (harmless) | Sor/Wiz 5 | V, S |
1 hour/level | Personal | 6 hours |
Target: You | ||
You fly at a speed of 40 ft. and can hustle over long distances. |
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The subject can fly at a speed of 40 feet (or 30 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is average. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an eight-hour period of flight (or 48 miles at a speed of 30 feet). |
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Overwhelming Revelations | ||
MoE | ||
Sor/Wiz 6 | ||
General | ||
Creatures take a -2d6 penalty to Wisdom, are confused for 1 round. |
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Owl's Insight | ||
Magic of Faerun | ||
Arc 7, Drd 7 | ||
1 hour | ||
Subject gains +1/2 levels enhancement bonus to Wis for 1 hour. |
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Owl's Wisdom | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless) - Yes | APeace 2, Arc 2, Artificer 2, BVal 2, ChamGwyn 2, Clr 2, Drd 2, Meditation 2, Pal 2, Rgr 2, Sor/Wiz 2 | V, S, M/DF |
1 min./level | Touch | 5 minutes |
Target: Creature touched | ||
Subject gains +4 to Wis for 1 min./level. |
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The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, paladins, and rangers (and other Wisdom-based spellcasters) who receive owls wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase. |
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Mass Owl's Wisdom | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless) - Yes | APeace 6, Arc 6, Clr 6, Drd 6, 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 owl's wisdom, affects one subject/level. |
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This spell functions like owl's wisdom, except that it affects multiple creatures. |