Index of Spells by School - Universal

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Arcane Mark
Universal 1 standard action SRD
None - No HB 1, Sor/Wiz 0, Wuj 0 V, S
Permanent 0 ft. General
Effect: One personal rune or mark, all of which must fit within 1 sq. ft.

Inscribes a personal rune (visible or invisible).

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.

Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Enhance Familiar
    SPC
  Sor/Wiz 3  
    6 hours

Your familiar gains a +2 modifier on saves, combat rolls, and AC for 1 hour/level.

Enhance Magical Flow (M)
    BoEM
  Arc 2, Clr 2, Sor/Wiz 2  
    General

Gain a +1 enhancement bonus to spell DCs.

Greater Enhance Magical Flow (M)
    BoEM
  Arc 4, Clr 4, Sor/Wiz 4  
    General

Gain a +2 enhancement bonus to spell DCs.

Familiar Pocket
    SPC
  Sor/Wiz 1  
    6 hours

Creates an extradimensional hiding place for your familiar.

Fortify Familiar
    SPC
  Sor/Wiz 3  
    6 hours

Your familiar gains +2 natural armor and a 25% chance to avoid critical hits for 1 hour/level.

Imbue Familiar with Spell Ability
    SPC
  Sor/Wiz 6  
    6 hours

You transfer spells to your familiar.

Limited Wish (XP)
Universal 1 standard action SRD
None; see text - Yes Sin-E 7, Sor/Wiz 7, Spell 7, Wuj 7 V, S, XP
See text See text General
Target; Effect; or Area: See text
XP Cost: 300 XP or more (see above).

Alters reality within spell limits.

A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things.

Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell is not of a school prohibited to you.

Duplicate any other spell of 5th level or lower, provided the spell is not of a school prohibited to you.

Duplicate any sorcerer/wizard spell of 5th level or lower, even if its of a prohibited school.

Duplicate any other spell of 4th level or lower, even if its of a prohibited school.

Undo the harmful effects of many spells, such as geas/quest or insanity.

Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw.

A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a limited wish duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component.

Permanency (XP)
Universal 2 rounds SRD
None - No Sor/Wiz 5, Time 5, Wuj 5 V, S, XP
Permanent; see text See text General
Target; Effect; or Area: See text
XP Cost: Varies

Makes certain spells permanent.

This spell makes certain other spells permanent. Depending on the spell, you must be of a minimum caster level and must expend a number of XP.

You can make the following spells permanent in regard to yourself.

SpellMinimum Caster LevelXP Cost
Arcane sight11th1,500 XP
Comprehend languages9th500 XP
Darkvision10th1,000 XP
Detect magic9th500 XP
Read magic9th500 XP
See invisibility10th1,000 XP
Tongues11th1,500 XP

You cast the desired spell and then follow it with the permanency spell. You cannot cast these spells on other creatures. This application of permanency can be dispelled only by a caster of higher level than you were when you cast the spell.

In addition to personal use, permanency can be used to make the following spells permanent on yourself, another creature, or an object (as appropriate).

SpellMinimum Caster LevelXP Cost
Enlarge person9th500 XP
Magic fang9th500 XP
Magic fang, greater11th1,500 XP
Reduce person9th500 XP
Resistance9th500 XP
Telepathic bond 113th2,500 XP
Silvered Claws 9th500 XP
Silvered Weapon, Alternate 9th500 XP
Touch of Adamantine 12th2,000 XP
Enhance Familiar 11th1,500 XP
Fortify Familiar 12th2,000 XP

1 Only bonds two creatures per casting of permanency.

Additionally, the following spells can be cast upon objects or areas only and rendered permanent.

SpellMinimum Caster LevelXP Cost
Alarm9th500 XP
Animate objects14th3,000 XP
Dancing lights9th500 XP
Ghost sound9th500 XP
Gust of wind11th1,500 XP
Invisibility10th1,000 XP
Mage's private sanctum13th2,500 XP
Magic mouth10th1,000 XP
Phase door15th3,500 XP
Prismatic sphere17th4,500 XP
Prismatic wall16th4,000 XP
Shrink item11th1,500 XP
Solid fog12th2,000 XP
Stinking cloud11th1,500 XP
Symbol of death16th4,000 XP
Symbol of fear14th3,000 XP
Symbol of insanity16th4,000 XP
Symbol of pain13th2,500 XP
Symbol of persuasion14th3,000 XP
Symbol of sleep16th4,000 XP
Symbol of stunning15th3,500 XP
Symbol of weakness15th3,500 XP
Teleportation circle17th4,500 XP
Wall of fire12th2,000 XP
Wall of force13th2,500 XP
Web10th1,000 XP
Curtain of Light13th2,500 XP
Emerald Planes10th1,000 XP
Expeditious Excavation 15th3,500 XP
Familiar Pocket 10th1,000 XP
Otiluke's Dispelling Screen 12th2,000 XP
Spiritwall 13th2,500 XP
Otiluke's Greater Dispelling Screen 15th3,500 XP
Ice Web12th2,000 XP
Wall of coldfire12th2,000 XP
Black Sand11th1,500 XP
Wall of Magma13th2,500 XP
Wall of Sand 212th2,000 XP
Wall of Water12th2,000 XP
Spell8th level + 1 per spell level (min 9th)500 XP * spell level (min 500 XP)

Spells cast on other creatures, objects, or locations (not on you) are vulnerable to dispel magic as normal.

Prestidigitation
Universal 1 standard action SRD
See text - No Brd 0, HB 1, Sor/Wiz 0, Wuj 0 V, S
1 hour 10 ft. General
Target; Effect; or Area: See text

Performs minor tricks.

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Wish (XP)
Universal 1 standard action SRD
See text - Yes Sin-E 9, Sor/Wiz 9, Wuj 9 V, XP
See text See text General
Target; Effect; or Area: See text
XP Cost: At least 5,000 XP

As limited wish, but with fewer limits.

Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you.

Even wish, however, has its limits.

A wish can produce any one of the following effects.

Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you.

Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you.

Duplicate any wizard or sorcerer spell of 7th level or lower even if its of a prohibited school.

Duplicate any other spell of 5th level or lower even if its of a prohibited school.

Undo the harmful effects of many other spells, such as geas/quest or insanity.

Create a nonmagical item of up to 25,000 gp in value.

Create a magic item, or add to the powers of an existing magic item.

Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.

Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A wish can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead.

Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from losing an experience level.

Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.

Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent's successful save, a foe's successful critical hit (either the attack roll or the critical roll), a friend's failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.

You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)

Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).

XP Cost: The minimum XP cost for casting wish is 5,000 XP. When a wish duplicates a spell that has an XP cost, you must pay 5,000 XP or that cost, whichever is more. When a wish creates or improves a magic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP.