Index of Spells by Level - Brd 1

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Accelerated Movement
    SPC
  Arc 1, Brd 1, Rgr 1, Sor/Wiz 1  
    General

Swift. Balance, Climb, Hide, Move Silently, and Tumble at normal speed with no penalty on skill check.

Alarm
Abjuration 1 standard action SRD
None - No Arc 1, Brd 1, HB 1, Rgr 1, Sor/Wiz 1, Wealth 1 V, S, F/DF
2 hours/level (D) Close 4 hours
Area: 20-ft.-radius emanation centered on a point in space

Wards an area for 2 hours/level.

Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.

Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.

Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.

Ethereal or astral creatures do not trigger the alarm.

Alustriel's Banner (M)
    Silver March Web
  Brd 1, Sor/Wiz 1  
    General

Create a minor image of a banner that is illuminated to guide and light.

Ambient Song
    Song and Silence
  Brd 1  
    30 minutes

Masks bardic music effects as other sounds.

Amplify
    SPC
  Brd 1  
    General

Lowers Listen DC by 20.

Ancient Knowledge
    MoE
  Brd 1, Sor/Wiz 1  
    General

Gain a +5 insight bonus on a single Knowledge check.

Animate Rope
Transmutation 1 standard action SRD
None - No Artifice 1, Brd 1, Craft 1, Sor/Wiz 1, Wuj 1 V, S
1 round/level Medium General
Target: One ropelike object, length up to 50 ft. + 5 ft./level; see text

Makes a rope move at your command.

You can animate a nonliving ropelike object. The maximum length assumes a rope with a 1-inch diameter.

Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.

The possible commands are "coil" (form a neat, coiled stack), "coil and knot," "loop," "loop and knot," "tie and knot," and the opposites of all of the above ("uncoil," and so forth). You can give one command each round as a move action, as if directing an active spell.

The rope can enwrap only a creature or an object within 1 foot of it - it does not snake outward - so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1- inch-diameter hempen rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spell-casting that is bound by this spell must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.

The rope itself and any knots tied in it are not magical.

This spell grants a +2 bonus on any Use Rope checks you make when using the transmuted rope.

The spell cannot animate objects carried or worn by a creature.

Appraising Touch
    SPC
  Brd 1, Sor/Wiz 1  
    30 minutes

Grants a bonus on Appraise skill checks.

Armor Lock
    CS
  Brd 1, HB 1, Sor/Wiz 1  
    General

Target's armor becomes restrictive, slowing movement to 10 ft.

Beastland Ferocity
    SPC
  Arc 1, Brd 1, Drd 1  
    30 minutes

Subject fights without penalty while disabled or dying.

Cause Fear
Necromancy [Fear] [Mind-Affecting] 1 standard action SRD
Will partial - Yes Adp 1, Arc 1, Blackwater 1, Blk 1, Brd 1, Clr 1, Death 1, DrgBlw 1, Duskblade 1, HB 1, MH 1, Orc 1, Passion 1, Shu 1, Sor/Wiz 1 V, S
1d4 rounds or 1 round; see text Close General
Target: One living creature with 5 or fewer HD

One creature of 5 HD or less flees for 1d4 rounds.

The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.

Cause fear counters and dispels remove fear.

Charm Person
Enchantment (Charm) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Beguiler 1, Brd 1, Charm 1, EmBarachiel 1, Fey 2, HB 1, MH 1, Renewal 1, Sin-L 1, Sor/Wiz 1, Wuj 1 V, S
1 hour/level Close 1 hour
Target: One humanoid creature

Makes one person your friend.

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the targets attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

Cheat (F)
    SPC
  Brd 1, Greed 1, Sor/Wiz 1  
    30 minutes

Caster rerolls when determining the success of a game of chance.

Comprehend Languages
Divination 1 standard action SRD
- Adp 1, APeace 1, Arc 1, Beguiler 1, Brd 1, Clr 1, Commerce 1, EmBarachiel 1, Herald 1, Meditation 1, Mind 1, Sor/Wiz 1, Wuj 1 V, S, M/DF
10 min./level Personal 4 hours
Target: You

You understand all spoken and written languages.

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Comprehend languages can be made permanent with a permanency spell.

Lesser Confusion
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Brd 1, Madness 1, Mental 1 V, S, DF
1 round Close General
Target: One living creature

One creature is confused for 1 round.

This spell causes the targets to become confused, making them unable to independently determine what they will do. Roll on the following table at the beginning of each subjects turn each round to see what the subject does in that round.

d%Behavior
01-10Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
11-20Act normally.
21-50Do nothing but babble incoherently.
51-70Flee away from caster at top possible speed.
71-100Attack nearest creature (for this purpose, a familiar counts as part of the subjects self).

A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Crabwalk
    SPC
  Arc 1, Brd 1, Drd 1, Rgr 1  
    5 minutes

Subject gains +2 to AC and Attacks when charging.

Critical Strike
    SPC
  Asn 1, Brd 1, HB 2, Sor/Wiz 1  
    General

Swift. For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical hits.

Cure Light Wounds
Conjuration (Healing) [Positive] 1 standard action SRD
Will half (harmless); see text - Yes (harmless); see text Adp 1, APeace 1, Arc 1, Blk 1, Brd 1, BVal 1, ChamGwyn 1, Clr 1, Drd 1, EmBarachiel 1, Healing 1, Hlr 1, HotD 1, Pal 1, Rgr 2, Shu 1 V, S
Instant Touch General
Target: Creature touched

Cures 1d8 damage +1/level (max +5).

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Dead End
    SPC
  Asn 1, Brd 1, Sor/Wiz 1  
    1 hour

Illusions conceal the targets' spoor.

Detect Attitude
    Dragon 323
  Arc 1, Brd 1, Clr 1, Pal 1  
    General

Reveals target's attitude.

Detect Secret Doors
Divination 1 standard action SRD
None - No Beguiler 1, Brd 1, Cavern 1, Hoard 1, Knowledge 1, Sor/Wiz 1 V, S
Concentration, up to 1 min./level (D) 60 ft. General
Area: Cone-shaped emanation

Reveals hidden doors within 60 ft.

You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of secret doors.

2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Discern Bloodline
    RoD
  Brd 1, Sor/Wiz 1  
    General

Know the race of one creature/level.

Disguise Self
Illusion (Glamer) 1 standard action SRD
- Arc 1, Asn 1, Beguiler 1, Brd 1, HB 1, Shu 1, Sin-E 1, Slayer of Domiel 1, Sor/Wiz 1, Trickery 1, Wuj 1 V, S
10 min./level (D) Personal 4 hours
Target: You

Changes your appearance.

You make yourself-including clothing, armor, weapons, and equipmentlook different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.

If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.

A creature that interacts with the glamer gets a Will save to recognize it as an illusion.

Distort Speech
    SPC
  Brd 1  
    General

Target's speech becomes unintelligible, hampers spellcasting.

Distract
    SPC
  Brd 1, Sor/Wiz 1  
    General

Distracts targets with the zest for life.

Distracting Shadows
    MoE
  Brd 1, Sor/Wiz 1  
    General

-5 penalty on Spot and Search checks in a 10-ft.-radius spread.

Elf Disguise
    Magic Books of Faerun
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    4 hours

As disguise self, except no body changes and only to an Elf type.

Erase
Transmutation 1 standard action SRD
See text - No Brd 1, Rune 1, Sor/Wiz 1 V, S
Instant Close General
Target: One scroll or two pages

Mundane or magical writing vanishes.

Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.

Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.

Expeditious Retreat
Transmutation 1 standard action SRD
- Arc 1, Beguiler 1, Brd 1, Celerity 1, Duskblade 1, HB 1, Hoard 1, Shu 1, Sor/Wiz 1 V, S
1 min./level (D) Personal 30 minutes
Target: You

Your speed* increases by 30 ft.

This spell increases your base land speed* by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).

Swift Expeditious Retreat
    SPC
  Brd 1, Duskblade 1, Sor/Wiz 1  
    General

Your speed increases by 30 ft. for 1 round (swift).

Extract Drug (F)
    Book of Vile Darkness
  Arc 1, Brd 1, Clr 1, Drd 1, Sor/Wiz 1  
    General

Creates drug from inanimate object.

Feather Fall
Transmutation 1 immediate action SRD
Will negates (harmless) or Will negates (object) - Yes (object) Arc 1, Asn 1, Brd 1, Shu 1, Sor/Wiz 1 V
Until landing or 1 round/level Close General
Targets: One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart

Objects or creatures fall slowly.

The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creatures maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn't your turn.

This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.

Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

Focusing Chant
    SPC
  Brd 1  
    General

Improves concentration; +1 on attack rolls or selected checks.

Friendly Face
    RoD
  Brd 1, Sor/Wiz 1  
    1 hour

Gain +5 bonus on Diplomacy and Gather Information checks.

Ghost Pipes
    LostEmpiresOfFaerun
  Brd 1  
    General

Causes an instrument to float above the ground and play itself.

Glimpse of Fear
    Dragon 333
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    General

A flash of horror causes the target to become shaken.

Grease
Conjuration (Creation) 1 standard action SRD
See text - No Brd 1, Slime 1, Sor/Wiz 1 V, S, M
1 round/level (D) Close General
Target or Area: One object or a 10-ft. square

Makes 10-ft. square or one object slippery.

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.

Guiding Light
    SPC
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    5 minutes

+2 on ranged attacks against creatures in illuminated area.

Guilt
    BoEM
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    General

A non-good creature is forced to think about some evil deed it performed, denying it any actions except to defend itself.

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

Subjects heal at twice the normal rate.

Herald's Call
    SPC
  Brd 1, Hrp 1  
    General

Shout slows those within 20 ft.

Hidden Ward
    MoE
  Brd 1, Sor/Wiz 1  
    General

Hide magical effects on an object.

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.

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.

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.

Improvisation
    SPC
  Brd 1  
    General

Applies +2 points/level of luck bonuses to selected checks or attacks.

Incite
    SPC
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    5 minutes

Subject can't ready actions or delay.

Inhibit
    SPC
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    General

Subject delays until next round.

Insidious Rhythm
    SPC
  Brd 1  
    30 minutes

Implants melody in subject's mind; -4 penalty on Concentration checks, requires Concentration check for spellcasting.

Inspirational Boost
    SPC
  Brd 1  
    General

Swift. The bonuses granted by your inspire courage ability increase by 1

Instant Diversion
    RotDrg
  Brd 1, Sor/Wiz 1  
    General

Creates illusory doubles of you.

Swift Invisibility
    SPC
  Asn 2, Brd 1, Duskblade 2, HB 2  
    General

Invisibility lasts 1 round (swift).

Ironguts
    SPC
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    1 hour

Target gains +5 bonus on saving throws against poison*.

Ironthunder Horn
    SPC
  Brd 1, Sor/Wiz 2  
    General

Intense vibrations trip those in area.

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.

Joyful Noise
    SPC
  Brd 1  
    General

You negate silence in a 10-ft.-radius emanation for as long as you concentrate.

Know Protections
    Magic of Faerun
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    General

Determines target's defenses.

Locate City
    RoD
  Arc 1, Brd 1, Rgr 1, Sor/Wiz 1  
    1 hour

Find nearest city.

Locate Touchstone
    Planar Handbook
  Arc 2, Brd 1, Clr 2, Drd 1, Sor/Wiz 1  
    6 hours

Find nearest planar touchstone on the plane you currently inhabit.

Loresong
    Dragon 335
  Brd 1, Sor/Wiz 1  
    General

You gain a bonus with one skill and can use it untrained.

Lucky Streak
    CS
  Brd 1, Sor/Wiz 2  
    General

Target gains +2 luck bonus on rerolls made with luck feats.

Mage Burr
    CS
  Brd 1, HB 1, Sor/Wiz 1  
    General

Double arcane spell failure chance for target's armor.

Magic Aura
Illusion (Glamer) 1 standard action SRD
None; see text - No Brd 1, HB 1, Hoard 1, Magic 1, Sor/Wiz 1 V, S, F
1 day/level (D) Touch 24 hours
Target: One touched object weighing up to 5 lb./level

Alters objects magic aura.

You alter an items aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.

If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the objects actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.

If the targeted items own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn't work.

Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.

Magic Mouth (M)
Illusion (Glamer) 1 standard action SRD
Will negates (object) - Yes (object) Brd 1, EmBarachiel 1, Sor/Wiz 2 V, S, M
Permanent until discharged Close 24 hours
Target: One creature or object
Materials: A small bit of honeycomb and jade dust worth 10 gp.

Speaks once when triggered.

This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Of course, magic mouth can be placed upon a tree, rock, or any other object or creature.

The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish alignment, level, Hit Dice, or class except by external garb.

The range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a magic mouth to respond to triggers as far as 90 feet away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.

Magic mouth can be made permanent with a permanency spell.

Master's Touch
    SPC
  Brd 1, Sor/Wiz 1  
    5 minutes

You gain proficiency in any one weapon or shield.

Mimicry
    CS
  Asn 1, Brd 1  
    General

Perfectly mimic familiar sounds, voices, or accents.

No Light
    Book of Vile Darkness
  Arc 0, Brd 1, Clr 0, Sor/Wiz 0  
    5 minutes

Prevents normal light from illuminating.

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.

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).

Phantom Threat
    CW
  Brd 1, HB 1  
    General

Subject is flanked despite nothing being there.

Quickswim
    Stormwrack
  Arc 1, Brd 1, Drd 1, Rgr 1, Seafolk 1, Sor/Wiz 1  
    6 hours

Your swim speed increases by 10 ft.

Ray of Hope
    Book of Exalted Deeds
  APeace 1, Arc 1, Brd 1, Clr 1, EmBarachiel 1  
    General

Subject gains +2 bonus on attacks, saves, and checks.

Ray of Light
    DA5
  Brd 1, Sor/Wiz 1  
    General

Creates a narrow cone of light.

Remove Fear
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) APeace 1, Arc 1, Brd 1, ChamGwyn 1, Clr 1, Competition 1, Courage 1, Hlr 1, HotD 1, KotC 1, Pleasure 1, Shu 1 V, S
10 min.; see text Close General
Targets: One creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart

Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.

You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.

Remove fear counters and dispels cause fear.

Remove Scent
    SPC
  Arc 1, Brd 1, Drd 1, Rgr 1, Sor/Wiz 1  
    General

Hides touched creature's scent.

Scholar's Touch
    RoD
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    1 hour

Read books in seconds.

Serene Visage
    Dragon 325
  Asn 1, Brd 1, Sor/Wiz 1  
    5 minutes

Grants a bonus on Bluff checks.

Shock and Awe
    Dragon 325
  Asn 1, Brd 1, Sor/Wiz 1  
    General

Reduces a surprised creature's initiative roll.

Silent Image
Illusion (Figment) 1 standard action SRD
Will disbelief (if interacted with) - No Arc 1, Beguiler 1, Brd 1, Gnome 1, Illusion 1, Shu 1, Sor/Wiz 1, Wuj 1 V, S, F
Concentration Long General
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)

Creates minor illusion of your design.

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

Silent Sound
    BoEM
  Brd 1, Sor/Wiz 1  
    General

Ranged attack roll deals 1d6/level (max 5d6) sonic damage.

Sleep
Enchantment (Compulsion) [Mind-Affecting] 1 round SRD
Will negates - Yes Adp 1, Arc 1, Asn 1, Beguiler 1, Brd 1, Dream 1, EmBarachiel 1, HB 1, MH 1, Shu 1, Sor/Wiz 1, Wmg 1, Wuj 1 V, S, M
1 min./level Medium General
Area: One or more living creatures within a 10-ft.-radius burst

Puts 4 HD of creatures into magical slumber.

A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.

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.

Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

Sleep does not target unconscious creatures, constructs, or undead creatures.

Sorrow
    Book of Vile Darkness
  Arc 1, Brd 1, Clr 1  
    General

Subject takes -3 penalty on attacks, saves, and checks.

Stay the Hand
    PHBII
  Arc 2, Beguiler 2, Brd 1, Clr 2, Sor/Wiz 2  
    General

Change subject creature's attitude to helpful for 1 round.

Sticky Fingers
    Dragon 323
  Asn 1, Brd 1, Sin-A 1  
    1 hour

Gain +10 bonus to Sleight of Hand checks.

Summon Monster I
Conjuration (Summoning) [Varies] 1 round SRD
None - No Arc 1, Blk 1, Brd 1, Clr 1, Dem 1, KotC 1, Portal 1, Sor/Wiz 1, Summoner 1, Wuj 1 V, S, F/DF
1 round/level (D) Close General
Effect: One summoned creature

Calls extraplanar creature to fight for you.

This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Monster Alignment
Celestial dog LG
Celestial owl LG
Celestial giant fire beetle NG
Celestial porpoise (1) NG
Celestial badger CG
Celestial monkey CG
Fiendish dire rat LE
Fiendish raven LE
Fiendish Medium monstrous centipede NE
Fiendish Small monstrous scorpion NE
Fiendish hawk CE
Fiendish small monstrous spider CE
Fiendish octopus (1) CE
Fiendish small viper snake CE

1) May be summoned only into an aquatic or watery environment.

Targeting Ray
    DA5
  Brd 1, Sor/Wiz 1  
    General

Creates a beam of light between caster and target.

Temporary Soul Binding
Conjuration (Teleportation) 1 round ATB
Will negates (harmless, object) - No Arc 1, Blk 1, Brd 1, Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1 V, S
1 min./level or until discharged Touch General
Targets: 1 Creature and 1 item

An item is temporarily soul bound to the subject.

The item gains a temporary mark of Soulbinding (This is different from the Permenant binding mark.) and the item will disintigrate and appear near or in the possesion of the creature touched when the target creature is reborn in the Fount of Lost Souls. Should the duration lapse after the creature has died but before the creature is reborn, the duration automatically extends until rebirth.

Undersong
    SPC
  Brd 1  
    1 hour

Make Perform checks in place of Concentration checks.

Understand Object
    Spellbook Archive
  Brd 1, Sor/Wiz 2  
    General

Determine the non-magical functions of an object or technological item.

Undetectable Alignment
Abjuration 1 standard action SRD
Will negates (object) - Yes (object) Arc 2, Asn 2, Beguiler 1, Brd 1, Clr 2, HB 1, KotC 2, Liberation 2, Pal 2, Vassal of Bahamut 2 V, S
1 day Close 24 hours
Target: One creature or object

Conceals alignment for 24 hours.

An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.

Unravel
    SPELLSandSPELLCRAFT
  Brd 1, Sor/Wiz 1, Trickery 1  
    General

Unravels targets cloths, entangleing them.

Unseen Servant
Conjuration (Creation) 1 standard action SRD
None - No Brd 1, HB 1, Hoard 1, Sin-S 2, Sor/Wiz 1, Wuj 1 V, S, M
1 hour/level Close 6 hours
Effect: One invisible, mindless, shapeless servant

Invisible force obeys your commands.

An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. Its speed is 15 feet.

The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.

Ventriloquism
Illusion (Figment) 1 standard action SRD
Will disbelief (if interacted with) - No Brd 1, EmBarachiel 1, Sor/Wiz 1, Wuj 1 V, F
1 min./level (D) Close 5 minutes
Effect: Intelligible sound, usually speech

Throws voice for 1 min./level.

You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).