Index of Spells by Level - Brd 5

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Greater Blink
    SPC
  Brd 5, Celerity 8, Sor/Wiz 5  
    General

As blink, but you control the timing.

Body Harmonic (F)
    SPC
  Brd 5  
    General

Piercing tone deals 1d10 damage to one ability/round.

Bolts of Bedevilment
Enchantment [Mind-Affecting] 1 standard action SRD
Will negates - Yes Brd 5, Madness 5 V, S
1 round/level Medium General
Effect: Ray

One ray/round, dazes 1d3 rounds.

This spell grants you the ability to make one ray attack per round. You must succeed on a ranged touch attack with the ray to strike a target. A living creature struck by the ray is dazed for 1d3 rounds if it fails its save.

Boreal Wind
    Frostburn
  Arc 5, Brd 5, Clr 5, Drd 4, Sor/Wiz 5  
    General

Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.

Cacophonic Burst
    SPC
  Brd 5, Sor/Wiz 5  
    General

A burst of low noise which deals sonic damage.

Mass Cure Light Wounds
Conjuration (Healing) [Positive] 1 standard action SRD
Will half (harmless) or Will half; see text - Yes (harmless) or Yes; see text APeace 5, Arc 5, Brd 5, Clr 5, Drd 6, Healing 5, Hlr 4, Shu 5 V, S
Instant Close General
Target: One creature/level, no two of which can be more than 30 ft. apart

Cures 1d8 damage +1/level for many creatures.

You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature.

Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.

Greater Dispel Magic
Abjuration 1 standard action SRD
None - No APeace 6, Arc 6, Beguiler 6, Blg 6, Brd 5, Clr 6, Drd 6, Drow 6, Liberation 6, Shu 6, Sor/Wiz 6, Wuj 6 V, S
Instant Medium General
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst

As dispel magic, but +20 on check.

This spell functions like dispel magic, except that the maximum caster level on your dispel check is +20 instead of +10.

Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect.

Dragonsight (F)
    Draconomicon
  Brd 5, Sor/Wiz 5  
    6 hours

Gain low-light vision*, darkvision*, and blindsense*.

Dream
Illusion (Phantasm) [Mind-Affecting] 1 minute SRD
None - Yes Brd 5, EmBarachiel 4, Herald 6, Sor/Wiz 5, Wuj 5 V, S
See text Unlimited General
Target: One living creature touched

Sends message to anyone sleeping.

You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.

Once the message is delivered, the messenger's mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message.

If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipients dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.

Creatures who don't sleep (such as elves, but not half-elves) or don't dream cannot be contacted by this spell.

The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always fails any saving throw) while in the trance.

Evacuation Rune
    CS
  Brd 5, Sor/Wiz 5  
    General

Create invisible rune that you can teleport to as swift action.

False Vision (M)
Illusion (Glamer) 1 standard action SRD
None - No Brd 5, Sor/Wiz 5, Trickery 5 V, S, M
1 hour/level (D) Touch 24 hours
Area: 40-ft.-radius emanation
Materials: A: The ground dust of a piece of jade worth at least 250 gp, which is sprinkled into the air when the spell is cast.

Fools scrying with an illusion.

Any divination (scrying) spell used to view anything within the area of this spell instead receives a false image (as the major image spell), as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren't concentrating, the image remains static.

Friend to Foe
    PHBII
  Beguiler 5, Brd 5, Sor/Wiz 5  
    General

Make subject creature believe its allies are its enemies.

Glimpse of Eternity
    MoE
  Brd 5, Sor/Wiz 5  
    General

Target takes 1d6 nonlethal damage/level and is confused.

Harmonic Void
    CS
  Brd 5  
    General

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

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).

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

Creates a camouflaged Secure Shelter.

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

Dragons can't perceive one subject/two levels.

Incite Riot
    PHBII
  Brd 5  
    General

Subjects attack nearest creature.

Inescapable Swarm
    Dragon 333
  Brd 5, Sor/Wiz 4  
    General

Targets feel as though they are covered by an invisible swarm of insects.

Leomund's Billet
    HoB
  Brd 5, Sor/Wiz 5  
    General

Creates sturdy barracks.

Mind Fog
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Beguiler 5, Brd 5, Mental 5, Sor/Wiz 5 V, S
30 minutes and 2d6 rounds; see text Medium 6 hours
Effect: Fog spreads in 20-ft. radius, 20 ft. high

Subjects in fog get -10 to Wis and Will checks.

Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 competence penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).

A moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph) disperses the fog in 1 round.

The fog is thin and does not significantly hamper vision.

Mirage Arcana
Illusion (Glamer) 1 standard action SRD
Will disbelief (if interacted with) - No Arc 5, Brd 5, Shu 5, Sor/Wiz 5 V, S
Concentration + 1 hour/level (D) Long General
Area: One 20-ft. cube/level (S)

As hallucinatory terrain, plus structures.

You make natural terrain look, sound, and smell like some other sort of natural terrain. The spell can alter the appearance of structures (or add them where none are present). Still, it can't disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).

Mislead
Illusion (Figment, Glamer) 1 standard action SRD
None or Will disbelief (if interacted with); see text - No Arc 7, Beguiler 6, Brd 5, Illusion 6, Luck 6, Shu 7, Sor/Wiz 6, Trickery 6 S
1 round/level (D) and concentration + 3 rounds; see text Close General
Target/Effect: You/one illusory double

Turns you invisible and creates illusory double.

You become invisible (as invisibility, greater, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.

The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The invisibility, greater lasts for 1 round per level, regardless of concentration.

Morality Undone
    Book of Vile Darkness
  Arc 5, Brd 5, Clr 5, Corruption 4, MH 4  
    1 hour

Subject becomes evil.

Nightmare
Illusion (Phantasm) [Mind-Affecting] [Evil] 10 minutes SRD
Will negates; see text - Yes Brd 5, Darkness 7, Dream 5, Sor/Wiz 5, Wuj 5 V, S
Instant Unlimited General
Target: One living creature

Sends vision dealing 1d10 damage, fatigue.

You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.

The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.

The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature.

KnowledgeWill Save Modifier
None(1)+10
Secondhand (you have heard of the subject)+5
Firsthand (you have met the subject)+0
Familiar (you know the subject well)-5

1 You must have some sort of connection to a creature you have no knowledge of.

ConnectionWill Save Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, etc.-10

Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil.

If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.

If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.

You are defenseless, both physically and mentally, while in the trance. (You always fail any saving throw, for example.)

Creatures who don't sleep (such as elves, but not half-elves) or dream are immune to this spell.

Persistent Image
Illusion (Figment) 1 standard action SRD
Will disbelief (if interacted with) - No Arc 5, Brd 5, Illusion 5, Shu 5, Sor/Wiz 5, Wuj 5 V, S, M
1 min./level (D) Long 30 minutes
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)

As major image, but no concentration required.

This spell creates the visual illusion of an object, creature, or force, as visualized by you.

The figment includes visual, auditory, olfactory, and thermal elements, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish.

Mass Reflective Disguise
    Underdark
  Brd 5, PUG 4, Sor/Wiz 6  
    24 hours

Viewers see subjects as their own species and gender.

Remorseless Charm (M)
    CR
  Arc 6, Brd 5, Clr 6, Sor/Wiz 6  
    General

Suppress the target's alignment.

Resistible Dance
    Song and Silence
  Brd 5  
    General

Makes listeners dance; -2 penalty to AC, Will saves, Concentration checks, and Spellcraft checks.

Scry Location
    CS
  Arc 7, Brd 5, Clr 7, Drd 7, Sor/Wiz 6  
    General

Spy on a distant location.

Scyllan Scream
    Dragon 334
  Brd 5  
    General

Scream panics or shakes those who hear it.

Seeming
Illusion (Glamer) 1 standard action SRD
Will negates or Will disbelief (if interacted with) - Yes or No; see text Beguiler 5, Brd 5, Sor/Wiz 5 V, S
12 hours (D) Close 24 hours
Targets: One creature per two levels, no two of which can be more than 30 ft. apart

Changes appearance of one person per two levels.

This spell functions like disguise self, except that you can change the appearance of other people as well. Affected creatures resume their normal appearances if slain.

Unwilling targets can negate the spells effect on them by making Will saves or with spell resistance.

Shadow Evocation
Illusion (Shadow) 1 standard action SRD
Will disbelief (if interacted with) - Yes Brd 5, Shadow 5, Sor/Wiz 5 V, S
See text See text General
Effect: See text

Mimics evocation of lower than 5th level, but only 20% real.

You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. (For a spell with more than one level, use the best one applicable to you.)

Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocations level (5th) rather than the spells normal level.

Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.

Objects automatically succeed on their Will saves against this spell.

Shadow Walk
Illusion (Shadow) 1 standard action SRD
Will negates - Yes Beguiler 6, Brd 5, Halfling 7, Shadow 6, Sin-S 7, Sor/Wiz 6, VDarkness 7 V, S
1 hour/level (D) Touch 24 hours
Targets: Up to one touched creature/ level

Step into shadow to travel rapidly.

To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.

In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.

Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can't make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. Its impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).

Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.

Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.

They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.

Song of Discord
Enchantment (Compulsion) [Mind-Affecting] [Sonic] 1 standard action SRD
Will negates - Yes Brd 5, Hatred 4, Passion 7, Sin-W 6 V, S
1 round/level Medium General
Area: Creatures within a 20-ft.-radius spread

Forces targets to attack each other.

This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creatures behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round.

Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious.

Soul Shackles
    Book of Vile Darkness
  Brd 5, Sor/Wiz 5  
    General

Imprison soul of dead creature in talisman from which you can question it.

Mass Suggestion
Enchantment (Compulsion) [Language-Dependent] [Mind-Affecting] 1 standard action SRD
Will negates - Yes Beguiler 6, Brd 5, Domination 7, Dragon 8, Sor/Wiz 6, Wuj 6 V, M
1 hour/level or until completed Medium 30 minutes
Targets: One creature/level, no two of which can be more than 30 ft. apart

As suggestion, plus one subject/level.

This spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures.

Summon Monster V
Conjuration (Summoning) 1 round SRD
None - No Arc 5, Brd 5, Clr 5, Sor/Wiz 5, Summoner 5, Wuj 5 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list (summon monster IV, or 1d4+1 creatures of the same kind from a lower-level list (summon monster I, summon monster II, summon monster III).

Summon Monster Alignment
Hound Archon LG
Celestial brown bear LG
Celestial giant stag beetle NG
Celestial sea cat 1 NG
Celestial griffon CG
Medium Elemental (any) N
Medium Air Elemental N
Medium Earth Elemental N
Medium Fire Elemental N
Medium Water Elemental N
Achaierai LE
Bearded Devil LE
Fiendish deinonychus LE
Fiendish dire ape LE
Fiendish dire boar NE
Fiendish Huge shark NE
Fiendish Large monstrous scorpion NE
Shadow mastiff NE
Fiendish dire wolverine CE
Fiendish giant crocodile CE
Fiendish tiger CE

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

Mass Surefooted Stride (M)
    Far Corners of the World
  Arc 4, Brd 5, Rgr 4, Sor/Wiz 5  
    General

Treat mountainous terrain as plains.

Telepathy Block
    Book of Exalted Deeds
  Arc 5, Brd 5, Clr 5, Sor/Wiz 5  
    General

Blocks all telepathic communication within 80-ft. radius.

Semiweekly Temporary Soul Binding (M)
Conjuration (Teleportation) 2 minutes ATB
Will negates (harmless, object) - No Arc 5, Brd 5, Clr 5, Drd 5, Sor/Wiz 5 V, S, M
8 hours/level or until discharged Touch General
Targets: 1 Creature and 1 item
Materials: A red colored gem valued at least 100gp

As Temporary Soul Binding, except 8 hours/level.

As Temporary Soul Binding, except 8 hours/level.

Unfettered Heroism
    RE
  Brd 5, Sor/Wiz 5  
    General

Spend more than one action point per round plus gain one free action point per round.

Wail of Doom
    Complete Adventurer
  Brd 5  
    General

Deal 1d4 damage/level in 30-ft. cone, plus targets panicked or shaken.

Wall of Greater Dispel Magic
    Underdark
  Arc 8, Brd 5, Clr 8, Drd 8, Sor/Wiz 8  
    5 minutes

Creatures passing through a transparent wall become subjects of targeted dispel magic, greater.