Index of Spells by Level - HB 3

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Arcane Sight
Divination 1 standard action SRD
- Beguiler 3, HB 3, Hoard 3, Sor/Wiz 3 V, S
1 min./level (D) Personal 30 minutes
Target: You

Magical auras become visible to you.

This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.

You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect.)

If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.

Arcane sight can be made permanent with a permanency spell.

Charm Monster
Enchantment (Charm) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Beguiler 4, Bestial 5, Brd 3, Charm 5, EmBarachiel 3, HB 3, Sor/Wiz 4, Wuj 4 V, S
1 day/level Close 1 hour
Target: One living creature

Makes monster believe it is your ally.

This spell functions like charm person, except that the effect is not restricted by creature type or size.

This charm makes a 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 creature 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 creature breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

Confusion
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Arc 5, Beguiler 4, Brd 3, HB 3, Madness 4, Passion 3, Shu 5, Sor/Wiz 4, Trickery 4, Wuj 4 V, S, M/DF
1 round/level Medium General
Targets: All creatures in a 15-ft. radius burst

For 1 round/level, subject will attack caster 10%, act normally 10%, babble 30%, flee 20%, attack nearest creature 30%.

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).

Deep Slumber
Enchantment (Compulsion) [Mind-Affecting] 1 round SRD
Will negates - Yes Asn 3, Beguiler 3, Brd 3, Dream 3, EmBarachiel 3, HB 3, Sin-S 3, Sor/Wiz 3 V, S, M
1 min./level Close General
Area: One or more living creatures within a 10-ft.-radius burst

Puts 10 HD of creatures to sleep.

A sleep spell causes a magical slumber to come upon 10 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.

Dispel Magic
Abjuration 1 standard action SRD
None - No APeace 3, Arc 3, Beguiler 3, Blg 3, Brd 3, ChamGwyn 3, Clr 3, Drd 4, Duskblade 4, EmBarachiel 3, HB 3, Hoard 3, KotC 3, Magic 3, Pal 3, Shu 3, Sor/Wiz 3, Wuj 3 V, S
Instant Medium General
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst

Cancels magical spells and effects.

You can use dispel magic to end on-going spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcasters spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.

Note: The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.

You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:

Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each on-going spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spells caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.

If you target an object or creature that is the effect of an on-going spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item's caster level. If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes non-magical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic items physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

You automatically succeed on your dispel check against any spell that you cast yourself.

Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius.

For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creatures magic items are not affected.

For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.

For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.

For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.

You may choose to automatically succeed on dispel checks against any spell that you have cast.

Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.

Hound of Doom
    CW
  HB 3  
    30 minutes

Create a shadow dire wolf that serves you.

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.

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.

Greater Magic Weapon
Transmutation 1 standard action SRD
Will negates (harmless, object) - Yes (harmless, object) Arc 4, Artificer 3, Clr 4, Duskblade 3, Dwarf 4, HB 3, KotC 4, Pal 3, Shu 3, Sor/Wiz 3, Wuj 3 V, S, M/DF
1 hour/level Close 6 hours
Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)

+1 bonus/four levels (max +5).

This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5).

Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)

Nondetection (M)
Abjuration 1 standard action SRD
Will negates (harmless, object) - Yes (harmless, object) Arc 4, Asn 3, Beguiler 3, BVal 4, HB 3, MH 3, Rgr 4, Slayer of Domiel 3, Sor/Wiz 3, Trickery 3 V, S, M
1 hour/level Touch 6 hours
Target: Creature or object touched
Materials: A pinch of diamond dust worth 50 gp.

Hides subject from divination, scrying.

The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.

If cast on a creature, nondetection wards the creature's gear as well as the creature itself.

Phantom Steed
Conjuration (Creation) 10 minutes SRD
None - No Brd 3, HB 3, Sor/Wiz 3, Spider 3 V, S
1 hour/level (D) 0 ft. 6 hours
Effect: One quasi-real, horselike creature

Magic horse appears for 1 hour/level.

You conjure a Large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.

The mount has an AC of 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet. It can bear its riders weight plus up to 10 pounds per caster level.

These mounts gain certain powers according to caster level. A mount's abilities include those of mounts of lower caster levels.

8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).

12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.

14th Level: The mount can fly at its speed (average maneuverability).

Poison
Necromancy 1 standard action SRD
Fortitude negates; see text - Yes Arc 4, Asn 4, Blg 3, Blk 4, Clr 4, Drd 3, HB 3, Pestilence 4, Scalykind 4, Slime 3, Wmg 3 V, S, DF
Instant; see text Touch General
Target: Living creature touched

Touch deals 1d10 Con damage, repeats in 1 min.

Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier).

Protection from Energy
Abjuration 1 standard action SRD
Fortitude negates (harmless) - Yes (harmless) APeace 3, Arc 3, Blg 3, Blk 3, Clr 3, Dem 2, Drd 3, Duskblade 3, HB 3, Hoard 3, HotD 3, KotC 3, Luck 3, Protection 3, Rgr 2, Shu 3, Sor/Wiz 3, Vassal of Bahamut 3, Wuj 3 V, S, DF
10 min./level or until discharged Touch 1 hour
Target: Creature touched

Absorb 12 points/level of damage from one kind of energy.

Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.

Note: Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.

Repel Vermin
Abjuration 1 standard action SRD
None or Will negates; see text - Yes APeace 4, Arc 4, Blg 4, Brd 4, Clr 4, Drd 4, HB 3, Rgr 3 V, S, DF
10 min./level (D) 10 ft. 4 hours
Area: 10-ft.-radius emanation centered on you

Insects, spiders, and other vermin stay 10 ft. away.

An invisible barrier holds back vermin. A vermin with Hit Dice of less than one-third your level cannot penetrate the barrier.

A vermin with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.

Slow
Transmutation 1 standard action SRD
Will negates - Yes Beguiler 3, Brd 3, HB 3, Sin-S 4, Sor/Wiz 3 V, S, M
1 round/level Close General
Targets: One creature/level, no two of which can be more than 30 ft. apart

One subject/level takes only one action/round, -2 to AC and attack rolls.

An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creatures jumping distance as normal for decreased speed.

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

Spectral Weapon
    Complete Adventurer
  Asn 3, Brd 4, HB 3, Sor/Wiz 3  
    General

Creates a quasi-real weapon.

Stinking Cloud
Conjuration (Creation) 1 standard action SRD
Fortitude negates; see text - No Arc 3, Blg 3, HB 3, Sor/Wiz 3, Wmg 3, Wuj 3 V, S, M
1 round/level Medium General
Effect: Cloud spreads in 20-ft. radius, 20 ft. high

Nauseating vapors, 1 round/level.

Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.

Stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes.

Vampiric Touch
Necromancy 1 standard action SRD
None - Yes Arc 3, Blg 3, Duskblade 3, HB 3, Necro 3, Sin-E 4, Sin-G 4, Sor/Wiz 3 V, S
Instant/1 hour; see text Touch General
Target: Living creature touched

Touch* deals 1d6/two levels damage; caster gains damage as HP.

You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. However, you can't gain more than the subject's current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later.

Wind Wall
Evocation [Air] 1 standard action SRD
None; see text - Yes Air 2, APeace 3, Arc 3, Clr 3, Drd 3, HB 3, Rgr 2, Shu 3, Sor/Wiz 3 V, S, M/DF
1 round/level Medium General
Effect: Wall up to 10 ft./level long and 5 ft./level high (S)

Deflects arrows, smaller creatures, and gases.

An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).

While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.