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 | ||||||||||||||||||||
Aganazzar's Scorcher | ||||||||||||||||||||
FR | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Deal 1d8/2 levels (max 5d8) fire damage to a line. |
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Aid | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
None - Yes (harmless) | Adp 2, APeace 2, Arc 2, Clr 2, Courage 2, Good 2, KotC 2, Luck 2 | V, S, DF | ||||||||||||||||||
1 min./level | Touch | 5 minutes | ||||||||||||||||||
Target: Living creature touched | ||||||||||||||||||||
+1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). |
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Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th). |
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Mass Aid | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 3, Clr 3 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
Allies gain +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +15). |
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Alicorn Lance | ||||||||||||||||||||
Silver March Web | ||||||||||||||||||||
Arc 2, Clr 2, Drd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Gain a unicorn's horn that can be a ranged touch attack to strike a foe once as a free action for 3d6 force damage. |
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Animal Messenger | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
None; see text - Yes | Arc 1, Brd 2, Drd 2, EmBarachiel 2, Rgr 1 | V, S, M | ||||||||||||||||||
1 day/level | Close | 6 hours | ||||||||||||||||||
Target: One Tiny animal | ||||||||||||||||||||
Sends a Tiny animal to a specific place. |
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You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions. Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities. During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he or she doesn't know, for example). |
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Animal Trance | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] [Sonic] | 1 standard action | SRD | ||||||||||||||||||
Will negates; see text - Yes | Adp 2, Arc 2, Brd 2, Drd 2, Scalykind 2 | V, S | ||||||||||||||||||
Concentration | Close | General | ||||||||||||||||||
Targets: Animals or magical beasts with Intelligence 1 or 2 | ||||||||||||||||||||
Fascinates 2d6 HD of animals. |
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Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected. A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not. |
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Animate Fire | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 1, Drd 1, Wuj 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Turn campfire into Small fire elemental. |
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Antipathy | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 hour | SRD | ||||||||||||||||||
Will partial - Yes | Arc 6, Blg 6, Blg 9, Drd 9, Elf 9, Hatred 8, Mental 7, Shu 9, Sin-A 9, Sor/Wiz 8, Wealth 9, Wuj 8 | V, S, M/DF | ||||||||||||||||||
2 hours/level (D) | Close | General | ||||||||||||||||||
Target: One location (up to a 10-ft. cube/level) or one object | ||||||||||||||||||||
Object or location affected by spell repels certain creatures. |
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You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named. Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item. A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points. Antipathy counters and dispels sympathy. |
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Apparition | ||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||
Wuj 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Cause foes to become shaken when seeing subject disfigured creature. |
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Arcane Bolt | ||||||||||||||||||||
Spellbook Archive | ||||||||||||||||||||
Sor/Wiz 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Launch force bolts (1 + 1/two levels above 1st) at targets for 1d6 + 1 each. |
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Archon's Focus | ||||||||||||||||||||
Enchantment [Mind-Affecting] | 1 standard action | Cypren | ||||||||||||||||||
- | Sor/Wiz 5 | V, S, M | ||||||||||||||||||
1 round/level (D) | Personal | General | ||||||||||||||||||
Target: You | ||||||||||||||||||||
Your mind goes into overdrive and you can cast an additional spell of lower level per round, provided any material components are in hand before casting. |
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Your mental focus sharpens drastically, permitting you to safely rush the casting of spells that do not overly stress your magical potential. Beginning with the round after this spell is cast, each round you may cast one spell as a free action that provokes attacks of opportunity and cannot be cast defensively. It is not a quickened spell and does not count toward the regular limit of one quickened spell per round.
This secondary spell is cast as if your caster level were eight levels lower than normal. Spells (including metamagic-enhanced spells) which would be unavailable to a caster of this level are likewise unavailable when using this ability. Spells with a casting time longer than 1 standard action cannot be cast using archon's focus.
Archon's focus only increases your mental speed, not your physical dexterity. As a result, spells which use material components or focus items cannot be cast unless those items were present in your hands prior to casting. If you have already cast another spell that did not require material components or focus items during the round, it is acceptable to ready the components for your second spell during the casting of the first. |
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Aura of Terror | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
You gain an aura of fear, or your frightful presence becomes more effective. |
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Awaken Sin | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 3, Clr 3, Pal 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject faces its sins, takes 1d6 nonlethal damage/level (10d6 max). |
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Axiomatic Storm (M) | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 3, Clr 3, Pal 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Lawful-aligned rain falls in 20-ft. radius. |
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Axiomatic Water (M) | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 1, Clr 1, Pal 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Makes lawful-aligned axiomatic water. |
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Backblast | ||||||||||||||||||||
LostEmpiresOfFaerun | ||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Grants fire resistance* 10 and functions like spell turning with respect to spells with the fire descriptor that are targeted on you. |
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Bane | ||||||||||||||||||||
Enchantment (Compulsion) [Fear] [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates - Yes | Arc 1, Blg 1, Clr 1, Dem 1, Suffering 1 | V, S, DF | ||||||||||||||||||
1 min./level | 50 ft. | General | ||||||||||||||||||
Area: All enemies within 50 ft. | ||||||||||||||||||||
Enemies take -1 on attack rolls and saves against fear. |
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Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. Bane counters and dispels bless. |
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Battering Ram | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Battle Hymn | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Brd 2, Sor/Wiz 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Allies can reroll one Will save/round. |
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Beastland Ferocity | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 1, Brd 1, Drd 1 | ||||||||||||||||||||
30 minutes | ||||||||||||||||||||
Subject fights without penalty while disabled or dying. |
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Bewildering Mischance | ||||||||||||||||||||
CC | ||||||||||||||||||||
Adp 5, Clr 5, Shu 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Target must take the lower of two rolls for each save, attack roll, and skill check. |
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Bewildering Substitution | ||||||||||||||||||||
CC | ||||||||||||||||||||
Adp 2, Clr 2, Shu 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Seemingly swap one ally with one enemy. |
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Bewildering Visions | ||||||||||||||||||||
CC | ||||||||||||||||||||
Adp 2, Clr 2, Shu 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Bigby's Striking Fist | ||||||||||||||||||||
PHBII | ||||||||||||||||||||
Duskblade 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Hand deals 1d6 nonlethal damage/2 levels (max 5d6) and knocks subject back. |
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Bigby's Tripping Hand | ||||||||||||||||||||
PHBII | ||||||||||||||||||||
Duskblade 1, Sor/Wiz 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Hand trips subject. |
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Bind Item | ||||||||||||||||||||
BoEM | ||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
See Text |
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Binding (M) | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 minute | SRD | ||||||||||||||||||
Will negates; see text - Yes | Arc 8, Shu 8, Sor/Wiz 8 | V, S, M | ||||||||||||||||||
See text (D) | Close | General | ||||||||||||||||||
Target: One living creature | ||||||||||||||||||||
Materials: Opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured. | ||||||||||||||||||||
Utilizes an array of techniques to imprison a creature. |
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A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least one-half your caster level. You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases by 1. For each assistant who casts dominate animal, dominate person, or dominate monster, your caster level for this casting of binding increases by a number equal to one-third of that assistant's level, provided that the spell's target is appropriate for a binding spell. Since the assistants' spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants' spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding spells are dismissible. Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or alignment but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don't qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2. If you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap. If you do so, the target gets a saving throw at the end of the first spell's duration, even if your caster level was high enough to disallow an initial saving throw. If the creature succeeds on this save, all the binding spells it has received are broken. The binding spell has six versions. Choose one of the following versions when you cast the spell. Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The duration is one year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell. Slumber: This version causes the subject to become comatose for as long as one year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is more difficult to cast than chaining, making it slightly easier to resist. Reduce the spell's save DC by 1. Bound Slumber: This combination of chaining and slumber lasts for as long as one month per caster level. Reduce the save DC by 2. Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. Reduce the save DC by 3. Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4. Minimus Containment: The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4. You can't dispel a binding spell with dispel magic or a similar effect, though an antimagic field or Mage's disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect. Components: The components for a binding spell vary according to the version of the spell, but they always include a continuous chanting utterance read from the scroll or spellbook page containing the spell, somatic gestures, and materials appropriate to the form of binding used. These components can include such items as miniature chains of special metals, soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal, and the like. In addition to the specially made props suited to the specific type of binding (cost 500 gp), the spell requires opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured. |
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Blade Barrier | ||||||||||||||||||||
Evocation [Force] | 1 standard action | SRD | ||||||||||||||||||
Reflex half or Reflex negates; see text - Yes | Arc 6, Artificer 6, Clr 6, Good 6, Metal 6, War 6, Wmg 6 | V, S | ||||||||||||||||||
1 min./level (D) | Medium | General | ||||||||||||||||||
Effect: Wall of whirling blades up to 20 ft. long/ level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high | ||||||||||||||||||||
Wall of blades deals 1d6/level damage. |
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An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage. If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save. A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it. |
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Blades of Fire | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 1, Rgr 1, Sor/Wiz 1, Wmg 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Your melee weapons deal +1d8 fire damage for 1 round (swift). |
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Blast of Flame | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 4, Wmg 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
60-ft. cone of fire (1d6/level damage). |
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Blast of Force | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Force 3, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Ray deals 1d6 damage/2 caster levels (max 5d6). |
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Bless | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
None - Yes (harmless) | Adp 1, APeace 1, Arc 1, ChamGwyn 1, Clr 1, Community 1, Exalted Arcanist 1, Family 1, Pal 1, Shu 1, Vassal of Bahamut 1 | V, S, DF | ||||||||||||||||||
1 min./level | 50 ft. | 30 minutes | ||||||||||||||||||
Area: The caster and all allies within a 50-ft. burst, centered on the caster | ||||||||||||||||||||
Allies gain +1 on attack rolls and saves against fear. |
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Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane. |
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Blistering Radiance | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 5, Clr 5, Sor/Wiz 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Dazzles sighted creatures and causes 2d6 fire damage/round. |
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Body Blaze | ||||||||||||||||||||
Sandstorm | ||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Cause a miniature wall of fire to rise from where you tread. |
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Body Of The Sun | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Your body emanates fire, dealing 1d4/2 levels (Max 5d4) damage. |
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Boiling Oil | ||||||||||||||||||||
HoB | ||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
10-ft. cylinder deals 4d6 damage, +2d6 damage per round for 1 round/3 levels. |
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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 | ||||||||||||||||||||
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. |
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Brain Spider | ||||||||||||||||||||
Divination [Mind-Affecting] | 1 round | SRD | ||||||||||||||||||
Will negates - Yes | Arc 7, Clr 7, Mind 7 | V, S, M, DF | ||||||||||||||||||
1 min./level | Long | 1 hour | ||||||||||||||||||
Targets: Up to eight living creatures within range | ||||||||||||||||||||
Listen to thoughts of up to eight other creatures. |
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For the duration of the spell, as a standard action, you can eavesdrop on the thoughts of up to eight other creatures at once, hearing as desired:
Once per round, if you do not perform a detailed study of one creature's mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures. The creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider. (Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion.) Success on this saving throw does not negate the other effects of the brain spider for that creature. |
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Burning Hands | ||||||||||||||||||||
Evocation [Fire] | 1 standard action | SRD | ||||||||||||||||||
Reflex half - Yes | Adp 1, Arc 1, Blg 1, Duskblade 1, Fire 1, Shu 1, Sor/Wiz 1, Wmg 1 | V, S | ||||||||||||||||||
Instant | 15 ft. | General | ||||||||||||||||||
Area: Cone-shaped burst | ||||||||||||||||||||
1d4/level fire damage (max 5d4). |
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A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action. |
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Burning Sword | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
Weapon gains flaming burst special ability. |
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Caligarde's Claw | ||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Claw of force attacks opponent or guards area |
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Call Kolyarut (XP) | ||||||||||||||||||||
Planar Handbook | ||||||||||||||||||||
Arc 7, Clr 7, Sor/Wiz 7 | ||||||||||||||||||||
General | ||||||||||||||||||||
A kolyarut aids you in punishing an oath-breaker. |
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Call Marut (XP) | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 9, Clr 9, Sor/Wiz 9 | ||||||||||||||||||||
General | ||||||||||||||||||||
A marut aids you in pursuing one seeking to cheat time. |
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Call Zelekhut (XP) | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 5, Clr 5, Sor/Wiz 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
A zelekhut aids you in hunting a fugitive. |
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Calm Animals | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates; see text - Yes | Animal 1, Arc 1, BVal 1, Drd 1, Rgr 1 | V, S | ||||||||||||||||||
1 min./level | Close | General | ||||||||||||||||||
Targets: Animals within 30 ft. of each other | ||||||||||||||||||||
Calms (2d4 + level) HD of animals. |
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This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures. |
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Calm Emotions | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates - Yes | APeace 2, Arc 2, Balance 2, Brd 2, Charm 2, Clr 2, EmBarachiel 2, Hlr 2, Law 2 | V, S, DF | ||||||||||||||||||
Concentration, up to 1 round/level (D) | Medium | General | ||||||||||||||||||
Area: Creatures in a 20-ft.-radius spread | ||||||||||||||||||||
Calms creatures, negating emotion effects. |
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This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures. This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime. |
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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. |
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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. |
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Celebration | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Brd 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Intoxicate Subjects. |
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Chaav's Laugh | ||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||
Arc 5, Clr 5, Joy 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Good creatures gain +2 on attacks and saves versus fear and gain 1d8+1/level temporary hit points, while evil creatures save or suffer -2 on attacks and saves versus fear. |
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Chain Missile | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
1d4+1/2 levels damage; 1d4+1 damage to 1 secondary target/2 levels. |
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Chain of Chaos | ||||||||||||||||||||
DotF | ||||||||||||||||||||
Arc 8, Clr 8 | ||||||||||||||||||||
General | ||||||||||||||||||||
Creates plague of insanity passed by touch. |
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Chains of Vengeance | ||||||||||||||||||||
BoEM | ||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
See Text |
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Channeled Pyroburst | ||||||||||||||||||||
PHBII | ||||||||||||||||||||
Duskblade 4, Sor/Wiz 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Deal fire damage, amount and radius based on casting time. |
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Charm Animal | ||||||||||||||||||||
Enchantment (Charm) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates - Yes | Arc 1, BVal 1, Drd 1, Rgr 1 | V, S | ||||||||||||||||||
1 hour/level | Close | 1 hour | ||||||||||||||||||
Target: One animal | ||||||||||||||||||||
Makes one animal your friend. |
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This spell functions like charm person, except that it affects a creature of the animal type.
This charm makes an animal 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 animal 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 wouldnt 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 animal's language to communicate your commands, or else be good at pantomiming. |
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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. |
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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. |
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Mass Charm Monster | ||||||||||||||||||||
Enchantment (Charm) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates - Yes | Brd 6, Sin-P 9, Sor/Wiz 8, Tyranny 8 | V | ||||||||||||||||||
1 day/level | Close | 1 hour | ||||||||||||||||||
Targets: One or more creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||
As charm monster, but all within 30 ft. |
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This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD. 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 wouldnt 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 persons language to communicate your commands, or else be good at pantomiming. |
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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. |
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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. |
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Mass Charm Person | ||||||||||||||||||||
RoD | ||||||||||||||||||||
Brd 4, Sor/Wiz 5 | ||||||||||||||||||||
6 hours | ||||||||||||||||||||
As charm person, but all within 30 feet. |
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Checkmate's Light | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 3, Clr 3, Pal 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Grants a weapon +1 enhancement bonus, +1 moral bonus to all within its light*, and is axiomatic. |
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Choir | ||||||||||||||||||||
Song and Silence | ||||||||||||||||||||
Brd 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Creates illusory accompanists; +2 on Perform checks. |
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Choke | ||||||||||||||||||||
Tome and Blood | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Target takes 1d4 points of damage each round from strangling hands. |
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Clenched Fist | ||||||||||||||||||||
Evocation [Force] | 1 standard action | SRD | ||||||||||||||||||
None - Yes | Duskblade 5, Sor/Wiz 8, Strength 8 | V, S, F/DF | ||||||||||||||||||
1 round/level (D) | Medium | General | ||||||||||||||||||
Effect: 10-ft. hand | ||||||||||||||||||||
This spell functions like interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours. The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +11 for the hands Strength score (33), 1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spells save DC) or be stunned for 1 round. Directing the spell to a new target is a move action. The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +15 bonus on the Strength check. Clerics who cast this spell name it for their deities. |
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Cloak of Bravery | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 3, Clr 3, Courage 3, Pal 2 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
You and your allies gain a bonus on saves against fear. |
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Greater Cloak of Bravery | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Courage 9 | ||||||||||||||||||||
6 hours | ||||||||||||||||||||
As cloak of bravery, except very large area. |
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Color Spray | ||||||||||||||||||||
Illusion (Pattern) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates - Yes | Arc 2, Beguiler 1, Duskblade 1, Shu 2, Sor/Wiz 1 | V, S, M | ||||||||||||||||||
Instant; see text | 15 ft. | General | ||||||||||||||||||
Area: Cone-shaped burst | ||||||||||||||||||||
Knocks unconscious, blinds, and/or stuns 1d6 weak creatures. |
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A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray. |
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Coma | ||||||||||||||||||||
BoEM | ||||||||||||||||||||
Arc 6, Clr 6, Sor/Wiz 6 | ||||||||||||||||||||
6 hours | ||||||||||||||||||||
You put a living creature in a coma. |
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Combust | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Target takes 1d8/level (max 10d8) fire damage. |
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Command | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] [Language-Dependent] | 1 standard action | SRD | ||||||||||||||||||
Will negates - Yes | Adp 1, APeace 1, Arc 1, Clr 1, Domination 1, Pact 1, Tyranny 1 | V | ||||||||||||||||||
1 round | Close | General | ||||||||||||||||||
Target: One living creature | ||||||||||||||||||||
One subject obeys selected command for 1 round. |
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You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options. Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn. Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties. Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject can't carry out your command on its next turn, the spell automatically fails. |
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Greater Command | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] [Language-Dependent] | 1 standard action | SRD | ||||||||||||||||||
Will negates - Yes | APeace 5, Arc 5, Clr 5, Domination 5, Herald 5, Nobility 5, Passion 5, Tyranny 5 | V | ||||||||||||||||||
1 round/level | Close | General | ||||||||||||||||||
Targets: One creature/level, no two of which can be more than 30 ft. apart | ||||||||||||||||||||
As command, but affects one subject/level. |
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This spell functions like command, except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creatures action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command. |
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Cone of Dimness | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Cone temporarily convinces creatures that they are blind. |
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Confound | ||||||||||||||||||||
CC | ||||||||||||||||||||
Clr 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Gain a on attack rolls against subject and impose a penalty on its attack rolls against you |
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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%. |
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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.
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). |
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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. |
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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.
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). |
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Control Elemental | ||||||||||||||||||||
MoE | ||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||
General | ||||||||||||||||||||
Gain control of an elemental creature |
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Control Temperature | ||||||||||||||||||||
Frostburn | ||||||||||||||||||||
Arc 3, Drd 3, Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Raise or lower temperature by one band/5 levels. |
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Crack Ice (M) | ||||||||||||||||||||
Frostburn | ||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Shatters ice structures or ice creatures. |
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Crisis of Confidence | ||||||||||||||||||||
HoB | ||||||||||||||||||||
Brd 3, HB 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Target loses commander rating, aura; can't add Cha to rally checks. |
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Crown of Despair | ||||||||||||||||||||
Dragon 331 | ||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||
General | ||||||||||||||||||||
All creatures that see you must save or be paralyzed. |
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Crown of Glory 2 | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Glory 8 | ||||||||||||||||||||
30 minutes | ||||||||||||||||||||
You gain +4 Charisma and inspire your allies. |
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Cruel Disappointment | ||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Fools subject for 1 round, then -4 penalty on attacks, saves, and checks. |
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Crushing Despair | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates - Yes | Beguiler 4, Brd 3, Passion 4, Sin-E 5, Sor/Wiz 4, Wuj 4 | V, S, M | ||||||||||||||||||
1 min./level | 30 ft. | General | ||||||||||||||||||
Area: Cone-shaped burst | ||||||||||||||||||||
Subjects take -2 on attack rolls, damage rolls, saves, and checks. |
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An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Crushing despair counters and dispels good hope. |
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Crushing Fist of Spite (M) | ||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||
Sor/Wiz 9 | ||||||||||||||||||||
General | ||||||||||||||||||||
Fist deals 1d6 damage/level each round. |
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Crushing Hand | ||||||||||||||||||||
Evocation [Force] | 1 standard action | SRD | ||||||||||||||||||
None - Yes | Force 9, Sor/Wiz 9, Strength 9 | V, S, M, F/DF | ||||||||||||||||||
1 round/level (D) | Medium | General | ||||||||||||||||||
Effect: 10-ft. hand | ||||||||||||||||||||
Large hand provides cover, pushes, or crushes your foes. |
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This spell functions like interposing hand, except that the hand can interpose itself, push, or crush one opponent that you select. The crushing hand can grapple an opponent like grasping hand does. Its grapple bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +12 for the hands Strength score (35), +4 for being Large. The hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent. The crushing hand can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +18 bonus. Directing the spell to a new target is a move action. Clerics who cast this spell name it for their deities. |
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Crushing Sphere | ||||||||||||||||||||
LostEmpiresOfFaerun | ||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||
General | ||||||||||||||||||||
Force globe traps and crushes subject for 3d6 points of nonlethal damage per round. |
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Curse of the Putrid Husk | ||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||
Brd 3, Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject is unconscious for 1d10 minutes. |
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Darkfire | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 3, Clr 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
As produce flame, but dark flames visible with darkvision. |
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Daze | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates - Yes | Arc 0, Beguiler 0, Brd 0, Shu 0, Sor/Wiz 0, Wuj 0 | V, S, M | ||||||||||||||||||
1 round | Close | General | ||||||||||||||||||
Target: One humanoid creature of 4 HD or less | ||||||||||||||||||||
Humanoid creature of 4 HD or less loses next action. |
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This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. |
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Daze Monster | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates - Yes | Beguiler 2, Brd 2, Sor/Wiz 2 | V, S, M | ||||||||||||||||||
1 round | Medium | General | ||||||||||||||||||
Target: One living creature of 6 HD or less | ||||||||||||||||||||
Living creature of 6 HD or less loses next action. |
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This enchantment clouds the mind of a living creature with 6 or fewer Hit Dice so that it takes no actions. Creatures of 7 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. |
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Death Dragon | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 7, Clr 7 | ||||||||||||||||||||
General | ||||||||||||||||||||
You gain +4 natural armor, +4 deflection, and natural attacks. |
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Death Throes | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 5, Clr 5, Sor/Wiz 5 | ||||||||||||||||||||
6 hours | ||||||||||||||||||||
Your body explodes when you die. |
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Decastave | ||||||||||||||||||||
Unapproachable East | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Thundering quarterstaff of force deals 1d6 damage with touch attack. |
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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. |
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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. |
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Deflect | ||||||||||||||||||||
PHBII | ||||||||||||||||||||
Duskblade 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Gain bonus to AC for one attack. |
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Lesser Deflect | ||||||||||||||||||||
PHBII | ||||||||||||||||||||
Duskblade 1, Sor/Wiz 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Gain a deflection bonus of +1/3 levels (max +5) against one attack. |
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Delayed Blast Fireball | ||||||||||||||||||||
Evocation [Fire] | 1 standard action | SRD | ||||||||||||||||||
Reflex half - Yes | Sor/Wiz 7, Wmg 7, Wuj 7 | V, S, M | ||||||||||||||||||
5 rounds or less; see text | Long | General | ||||||||||||||||||
Area: 20-ft.-radius spread | ||||||||||||||||||||
1d6/level fire damage; you can postpone blast for 5 rounds. |
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This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6).
A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 20d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must hit the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below). If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled. |
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Delusions of Grandeur | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
Subject becomes overconfident and careless. |
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Demand | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 10 minutes | SRD | ||||||||||||||||||
Will partial - Yes | Beguiler 8, Charm 8, Diabolic 8, Nobility 8, Sor/Wiz 8 | V, S, M/DF | ||||||||||||||||||
1 round; see text | See text | 30 minutes | ||||||||||||||||||
Target: One creature | ||||||||||||||||||||
As sending, plus you can send suggestion. |
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You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the demand does not arrive. (Local conditions on other planes may worsen this chance considerably.) You influence the actions of the target creature by demanding a course of activity (limited to the length of the short message). The demand must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. A very reasonable suggestion causes the save to be made with a penalty (such as 1 or 2). A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subjects Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective. |
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Desert Binding (M) | ||||||||||||||||||||
Sandstorm | ||||||||||||||||||||
Sand 8, Sor/Wiz 8 | ||||||||||||||||||||
General | ||||||||||||||||||||
Imprisons creature as sand in an hourglass or wind in the waste. |
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Detect Thoughts | ||||||||||||||||||||
Divination [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates; see text - No | Arc 2, Beguiler 2, Brd 2, EmBarachiel 2, Inquisition 3, Knowledge 2, Mental 2, MH 2, Mind 2, Shu 2, Sor/Wiz 2, Truth 1, Wuj 2 | V, S, F/DF | ||||||||||||||||||
Concentration, up to 1 min./level (D) | 60 ft. | General | ||||||||||||||||||
Area: Cone-shaped emanation | ||||||||||||||||||||
Allows listening to surface thoughts. |
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You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher). 2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you cant see the creatures whose thoughts you are detecting. 3rd Round: Surface thoughts of any mind in the area. A targets Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up. Each round, you can turn to detect thoughts 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. |
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Dictum | ||||||||||||||||||||
Evocation [Sonic] [Lawful] | 1 standard action | SRD | ||||||||||||||||||
None or Will negates; see text - Yes | Arc 7, Clr 7, Dwarf 7, Inquisition 7, Law 7 | V | ||||||||||||||||||
Instant | 40 ft. | General | ||||||||||||||||||
Area: Nonlawful creatures in a 40-ft.-radius spread centered on you | ||||||||||||||||||||
Kills, paralyzes, slows, or deafens nonlawful subjects. |
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Any nonlawful creature within the area of a dictum spell suffers the following ill effects.
The effects are cumulative and concurrent. No saving throw is allowed against these effects. Deafened: The creature is deafened for 1d4 rounds. Slowed: The creature is slowed, as by the slow spell, for 2d4 rounds. Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Killed: Living creatures die. Undead creatures are destroyed. Furthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the dictum. The banishment effect allows a Will save (at a 4 penalty) to negate. Creatures whose HD exceed your caster level are unaffected by dictum. |
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Dinosaur Stampede | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 6, Drd 6 | ||||||||||||||||||||
General | ||||||||||||||||||||
Spectral dinosaurs deal 1d12 damage +1/level. |
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Dirge of Discord | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Brd 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Unnatural dirge that causes -4 to attack and concentration checks, and -4 enhancement penalty to Dexterity. |
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Disarm | ||||||||||||||||||||
Magic Books of Faerun | ||||||||||||||||||||
Sor/Wiz 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Disarm a foe or push an object with an unseen force. |
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Dispel Chaos | ||||||||||||||||||||
Abjuration [Lawful] | 1 standard action | SRD | ||||||||||||||||||
See text - See text | Arc 5, Clr 5, Law 5, Pal 4 | V, S, DF | ||||||||||||||||||
1 round/level or until discharged, whichever comes first | Touch | General | ||||||||||||||||||
Target or Targets: You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object | ||||||||||||||||||||
+4 bonus against attacks by chaotic creatures. |
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Shimmering, blue, lawful energy surrounds you. This power has three effects. First, you gain a +4 deflection bonus to AC against attacks by chaotic creatures. Second, on making a successful melee touch attack against a chaotic creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell. Third, with a touch you can automatically dispel any one enchantment spell cast by a chaotic creature or any one chaotic spell. Exception: Spells that can't be dispelled by dispel magic also can't be dispelled by dispel chaos. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell. |
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Dispel Cold | ||||||||||||||||||||
Frostburn | ||||||||||||||||||||
Arc 5, Clr 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Cancels cold spells and effects. |
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Disquietude | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Brd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Target avoids physical contact with others. |
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Distract | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Brd 1, Sor/Wiz 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Distracts targets with the zest for life. |
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Distract Assailant | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Asn 1, HB 1, Sor/Wiz 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Swift. One creature is flat-footed* for 1 round. |
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Divine Protection | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Clr 2, Pal 2 | ||||||||||||||||||||
30 minutes | ||||||||||||||||||||
Allies gain a +1 morale bonus to their Armor Class and on saving throws. |
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Dolorous Motes | ||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||
Brd 4, Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Creates clouds of flickering light (1 10-ft. cube/level) that dazes creatures. |
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Dominate Animal | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 round | SRD | ||||||||||||||||||
Will negates - Yes | Animal 3, Arc 3, Drd 3 | V, S | ||||||||||||||||||
1 round/level | Close | General | ||||||||||||||||||
Target: One animal | ||||||||||||||||||||
Subject animal obeys silent mental commands. |
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You can enchant an animal and direct it with simple commands such as Attack, Run, and Fetch. Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored. Dominate animal establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn't do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action. |
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Dominate Living Construct | ||||||||||||||||||||
RE | ||||||||||||||||||||
Artificer 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
As dominate person, but affecting a living construct. |
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Dominate Monster | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 round | SRD | ||||||||||||||||||
Will negates - Yes | Beguiler 9, Charm 9, Dragon 9, Passion 9, Sor/Wiz 9, Tyranny 9, Wuj 9 | V, S | ||||||||||||||||||
1 day/level | Close | 1 hour | ||||||||||||||||||
Target: One creature | ||||||||||||||||||||
As dominate person, but any creature. |
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You can control the actions of any creature through a telepathic link that you establish with the subjects mind. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as Come here, Go there, Fight, and Stand still. You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically. Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description). Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action. By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on. Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it. If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination. Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it. |
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Dominate Person | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 round | SRD | ||||||||||||||||||
Will negates - Yes | Beguiler 5, Brd 4, Domination 4, HB 4, Sor/Wiz 5, Wuj 5 | V, S | ||||||||||||||||||
1 day/level | Close | 1 hour | ||||||||||||||||||
Target: One humanoid | ||||||||||||||||||||
Controls humanoid telepathically. |
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You can control the actions of any humanoid creature through a telepathic link that you establish with the subjects mind. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as Come here, Go there, Fight, and Stand still. You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically. Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subjects behavior is being influenced by an enchantment effect (see the Sense Motive skill description). Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action. By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subjects eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on. Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it. If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination. Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it. |
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Doom | ||||||||||||||||||||
Necromancy [Fear] [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates - Yes | Arc 1, Blg 1, Blk 1, Clr 1, Corruption 1, Decay 1, Dem 1, Hatred 1, KotC 1, Pestilence 1, Wrath 1 | V, S, DF | ||||||||||||||||||
1 min./level | Medium | General | ||||||||||||||||||
Target: One living creature | ||||||||||||||||||||
One subject takes -2 on attack rolls, damage rolls, saves, and checks. |
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This spell fills a single subject with a feeling of horrible dread that causes it to become shaken. |
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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. |
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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. |
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Dream Casting | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||
General | ||||||||||||||||||||
Alter subject's dreams to produce desired effect. |
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Drums of War (F) | ||||||||||||||||||||
HoB | ||||||||||||||||||||
Brd 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Enemies take -2 penalty on attacks and saves. |
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Earth Reaver | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 5, Clr 5, Sor/Wiz 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Eruption deals 4d6 impact damage and 3d6 fire damage to all in area. |
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Elation | ||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||
Arc 2, Brd 2, Clr 2, EmBarachiel 2, Joy 2, Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Allies gain +2 to Strength and Dexterity, +5 ft. of speed. |
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Elemental Shroud | ||||||||||||||||||||
BoEM | ||||||||||||||||||||
Sor/Wiz 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Grant undead creatures armor and turn bonuses and deal elemental damage upon being struck by a foe or striking a foe. |
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Emerald Flame Fist | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||
General | ||||||||||||||||||||
You can transfer a burning aura to a subject dealing 3d6 +1/level (max +20) fire damage per round. |
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Emerald Planes | ||||||||||||||||||||
Dragon 323 | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
Creates up to five 5-foot squares that hold 100 lb./level. |
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End to Strife | ||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||
APeace 9, Arc 9, Clr 9 | ||||||||||||||||||||
General | ||||||||||||||||||||
Any attack made within 80 feet of caster causes attacker to take 1d6 points of lethal or nonlethal damage/caster level (max 20d6). |
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Energy Spheres | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic damage. |
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Enrage Animal | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 1, Drd 1, Rgr 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Animal rages like barbarian, not fatigued. |
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Enrage Animals | ||||||||||||||||||||
CR | ||||||||||||||||||||
Arc 1, Drd 1, Rgr 1 | ||||||||||||||||||||
30 minutes | ||||||||||||||||||||
Enthrall | ||||||||||||||||||||
Enchantment (Charm) [Sonic] [Mind-Affecting] [Language-Dependent] | 1 round | SRD | ||||||||||||||||||
Will negates; see text - Yes | APeace 2, Arc 2, Brd 2, Clr 2, Domination 2, EmBarachiel 2, HB 2, Herald 2, Nobility 2, Tyranny 2 | V, S | ||||||||||||||||||
1 hour or less | Medium | General | ||||||||||||||||||
Targets: Any number of creatures | ||||||||||||||||||||
Captivates all within 100 ft. + 10 ft./level. |
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If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw. A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes. The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing. If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell. If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile. |
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Entice Gift | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Brd 2, Greed 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject gives caster what its holding. |
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Erupt | ||||||||||||||||||||
SK | ||||||||||||||||||||
Arc 9, Clr 9 | ||||||||||||||||||||
Prohibited | ||||||||||||||||||||
Molten lava burns everthing in area of effect. |
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Ethereal Chamber | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
Crystalline force chamber is incapable of planar travel away from the Ethereal Plane and normal movement. |
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Evergreen | ||||||||||||||||||||
Frostburn | ||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Magical heat warms plant life, healing 1d8 damage +1/level (max. +10) and granting immunity to cold. |
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Evil Glare | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 7, Clr 7, Sor/Wiz 7 | ||||||||||||||||||||
General | ||||||||||||||||||||
Paralyze creature with your glare. |
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Exaction | ||||||||||||||||||||
Dragon 336 | ||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||
General | ||||||||||||||||||||
Make a sacrifice to gain bonuses when trying to compel service from a creature in a planar binding. |
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Explosive Cascade | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Bouncing flame ball deals 1d6/level fire damage. |
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Explosive Runes | ||||||||||||||||||||
Abjuration [Force] | 1 standard action | SRD | ||||||||||||||||||
See text - Yes | Rune 4, Sor/Wiz 3 | V, S | ||||||||||||||||||
Permanent until discharged (D) | Touch | 24 hours | ||||||||||||||||||
Target: One touched object weighing no more than 10 lb. | ||||||||||||||||||||
Deals 6d6 damage when read. |
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You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw). You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion. Note: Magic traps such as explosive runes are hard to detect and disable. A rogue (only) can use the Search skill to find the runes and Disable Device to thwart them. The DC in each case is 25 + spell level, or 28 for explosive runes. |
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Faerinaal's Hymn | ||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||
Brd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Up to one creature/level cannot take attacks of opportunity. |
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Fatal Flame | ||||||||||||||||||||
CS | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Target's body bursts into flame upon its death. |
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Fear | ||||||||||||||||||||
Necromancy [Fear] [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will partial - Yes | Brd 3, HB 4, Sor/Wiz 4, Tyranny 4 | V, S, M | ||||||||||||||||||
1 round/level or 1 round; see text | 30 ft. | General | ||||||||||||||||||
Area: Cone-shaped burst | ||||||||||||||||||||
Subjects within cone flee for 1 round/level. |
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An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round. |
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Feeblemind | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates; see text - Yes | Arc 5, Beguiler 5, Corruption 5, Shu 5, Sor/Wiz 5, Wuj 5 | V, S, M | ||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||
Target: One creature | ||||||||||||||||||||
Subjects Int and Cha drop to 1. |
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If the target creature fails a Will saving throw, its Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw. |
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Fengut | ||||||||||||||||||||
Far Corners of the World | ||||||||||||||||||||
Sor/Wiz 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject is nauseated. |
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Fiery Eyes | ||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||
Wuj 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Laser eyes cause fires after focusing for a full round action. |
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Fire Breath | ||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||
Wuj 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
You can breath a ray of fire dealing 1d8/2 levels (max 10d8). |
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Fire Dance | ||||||||||||||||||||
Far Corners of the World | ||||||||||||||||||||
Brd 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Perform (dance) DC 15 + 2/round, gain fire immunity, cast off light. End dance with ray of heat or personal healing 1d6/level. Failure results in fatigue and no ray of heat or healing. |
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Fire Flash | ||||||||||||||||||||
Evocation [Fire] | 1 standard action | seankreynolds.com | ||||||||||||||||||
None - Yes | Sor/Wiz 0 | V, S | ||||||||||||||||||
Instant | Close | General | ||||||||||||||||||
Effect: Flame in your palm | ||||||||||||||||||||
Energy missile deals 1d3 fire damage. |
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You cause a tiny flame to appear in your hand, which does not harm you or your equipment. It immediately leaps to a target of your choice within range, requiring a successful ranged touch attack. The spell deals 1d3 fire damage, but cannot set a target on fire. It momentarily provides light equal to a candle. |
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Fire Hand | ||||||||||||||||||||
Evocation [Fire] | 1 standard action | seankreynolds.com | ||||||||||||||||||
None - Yes | Sor/Wiz 0 | V, S | ||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||
Touch attack deals 1d6 fire damage. |
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Your hand is imbued with magical power that causes it to burst into flame when touched to a creature, requiring a successful melee touch attack. The spell deals 1d6 fire damage. |
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Fire Seeds | ||||||||||||||||||||
Conjuration (Creation) [Fire] | 1 standard action | SRD | ||||||||||||||||||
None or Reflex half; see text - No | Arc 6, Blg 6, Drd 6, Fire 6, Shu 6, Sun 6, Wmg 6, Wuj 6 | V, S, M | ||||||||||||||||||
10 min./level or until used | Touch | 1 hour | ||||||||||||||||||
Targets: Up to four touched acorns or up to eight touched holly berries | ||||||||||||||||||||
Acorns and berries become grenades and bombs. |
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Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command. Acorn Grenades: As many as four acorns turn into special splash weapons that can be hurled as far as 100 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d6 points of fire damage per caster level (maximum 20d6), divided up among the acorns as you wish. Each acorn explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet. A creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw. Holly Berry Bombs: You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 5-foot radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage. |
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Fire Shield | ||||||||||||||||||||
Evocation [Cold] [Fire] | 1 standard action | SRD | ||||||||||||||||||
- | Arc 4, Duskblade 4, Fire 5, Retribution 4, Shu 4, Sor/Wiz 4, Sun 4, Wmg 3, Wuj 4 | V, S, M/DF | ||||||||||||||||||
1 round/level (D) | Personal | General | ||||||||||||||||||
Target: You | ||||||||||||||||||||
Creatures attacking you take fire damage; you're protected from heat or cold. |
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This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice). Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you. When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The color of the flames is determined randomly (50% chance of either color) blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each version are as follows. Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save. Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save. |
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Mass Fire Shield | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 5, Wmg 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Creatures attacking allies take damage; allies are protected from fire or cold. |
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Fire Shuriken (M) | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Asn 2, Wuj 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Evoke 1 fire shuriken/3 caster levels (max 6) each deal 3d6 fire damage. |
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Fire Spiders | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||
General | ||||||||||||||||||||
Swarm of Fine fire elementals attacks targets. |
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Fire Storm | ||||||||||||||||||||
Evocation [Fire] | 1 round | SRD | ||||||||||||||||||
Reflex half - Yes | Arc 8, Blg 7, Clr 8, Drd 7, Fire 7, Shu 7, Wmg 7 | V, S | ||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||
Area: Two 10-ft. cubes per level (S) | ||||||||||||||||||||
Deals 1d6/level fire damage. |
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When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6). |
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Fire Trap (M) | ||||||||||||||||||||
Abjuration [Fire] | 10 minutes | SRD | ||||||||||||||||||
Reflex half; see text - Yes | Arc 2, Blg 2, Drd 2, Greed 4, Sor/Wiz 4, Wmg 2, Wuj 4 | V, S, M | ||||||||||||||||||
Permanent until discharged (D) | Touch | 24 hours | ||||||||||||||||||
Target: Object touched | ||||||||||||||||||||
Materials: A half-pound of gold dust (cost 25 gp) sprinkled on the warded object. | ||||||||||||||||||||
Opened object deals 1d4 +1/level damage. |
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Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap can ward any object that can be opened and closed. When casting fire trap, you select a point on the object as the spells center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spells center. The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion. A fire trapped item cannot have a second closure or warding spell placed on it. A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell does not detonate the spell. Underwater, this ward deals half damage and creates a large cloud of steam. You can use the fire trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire trapped object to an individual usually involves setting a password that you can share with friends. Note: Magic traps such as fire trap are hard to detect and disable. A rogue (only) can use the Search skill to find a fire trap and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druids fire trap or DC 29 for the arcane version). |
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Fire Wings (F) | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 3, Drd 3, Shu 3, Wuj 3 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
Your arms become wings that enable flight, deal 2d6 fire damage. |
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Fireball | ||||||||||||||||||||
Evocation [Fire] | 1 standard action | SRD | ||||||||||||||||||
Reflex half - Yes | Sor/Wiz 3, Wmg 3, Wuj 3 | V, S, M | ||||||||||||||||||
Instant | Long | General | ||||||||||||||||||
Area: 20-ft.-radius spread | ||||||||||||||||||||
1d6 damage per level, 20-ft. radius. |
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A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must hit the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. |
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Firebrand (M) | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
One 5-ft. burst/level deals 1d6 fire/level plus burning for 1 round. |
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Fireburst | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 2, Wmg 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Adjacent subjects take 1d8/level fire damage. |
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Greater Fireburst | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 5, Wmg 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subjects within 15 ft. take 1d10/level fire damage. |
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Fires of Purity | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 6, Drd 6, Purification 6, Shu 6, Sor/Wiz 6 | ||||||||||||||||||||
General | ||||||||||||||||||||
Target bursts into magical flame, becoming a dangerous weapon. |
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Flame Arrow | ||||||||||||||||||||
Transmutation [Fire] | 1 standard action | SRD | ||||||||||||||||||
None - No | Arc 4, Shu 4, Sor/Wiz 3, Wmg 3 | V, S, M | ||||||||||||||||||
10 min./level | Close | General | ||||||||||||||||||
Target: Fifty projectiles, all of which must be in contact with each other at the time of casting | ||||||||||||||||||||
Arrows deal +1d6 fire damage. |
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You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it wont ignite a creature it strikes. |
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Flame Blade | ||||||||||||||||||||
Evocation [Fire] | 1 standard action | SRD | ||||||||||||||||||
None - Yes | Arc 2, Drd 2, Shu 2 | V, S, DF | ||||||||||||||||||
1 min./level (D) | 0 ft. | General | ||||||||||||||||||
Effect: Sword-like beam | ||||||||||||||||||||
Touch attack deals 1d8 +1/two levels damage. |
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A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage +1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth. The spell does not function underwater. |
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Flame Dagger | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Hth 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
As flame blade, but 1d4 +1/level. |
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Flame Strike | ||||||||||||||||||||
Evocation [Fire] | 1 standard action | SRD | ||||||||||||||||||
Reflex half - Yes | Arc 5, Blg 4, Clr 5, Drd 4, Shu 5, Sun 5, War 5, Wmg 5 | V, S, DF | ||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||
Area: Cylinder (10-ft. radius, 40 ft. high) | ||||||||||||||||||||
Smite foes with divine fire (1d6/level damage). |
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A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks. |
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Flaming Corrosion | ||||||||||||||||||||
BoEM | ||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
See Text |
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Flaming Sphere | ||||||||||||||||||||
Evocation [Fire] | 1 standard action | SRD | ||||||||||||||||||
Reflex negates - Yes | Arc 2, Blg 2, Drd 2, Shu 2, Sor/Wiz 2, Wmg 2 | V, S, M/DF | ||||||||||||||||||
1 round/level | Medium | General | ||||||||||||||||||
Effect: 5-ft.-diameter sphere | ||||||||||||||||||||
Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. |
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A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would. The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spells range. |
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Flashburst | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Hth 3, Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Blind or dazzle creatures within area. |
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Floating Disk | ||||||||||||||||||||
Evocation [Force] | 1 standard action | SRD | ||||||||||||||||||
None - No | Hoard 1, Sor/Wiz 1 | V, S, M | ||||||||||||||||||
1 hour/level | Close | 6 hours | ||||||||||||||||||
Effect: 3-ft.-diameter disk of force | ||||||||||||||||||||
Creates 3-ft.-diameter horizontal disk that holds 100 lb./level. |
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You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and |
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Greater Floating Disk | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||
6 hours | ||||||||||||||||||||
As floating disk, but can move independently of the caster. |
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Focusing Chant | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Brd 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Improves concentration; +1 on attack rolls or selected checks. |
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Follow the Leader (F) | ||||||||||||||||||||
Song and Silence | ||||||||||||||||||||
Brd 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Causes 1 HD/level of creatures to follow. |
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Forbidden Speech | ||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||
Corrupt 5 | ||||||||||||||||||||
12 hours | ||||||||||||||||||||
Subject cannot speak about a certain topic. |
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Force Blow (F) | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 immediate action | ATB | ||||||||||||||||||
Will negates - No | Brd 0 | V, F | ||||||||||||||||||
1 round/level | Close | General | ||||||||||||||||||
Target: One living creature | ||||||||||||||||||||
Focus: One diamond worth at least 50 gp. Usually on a ring. | ||||||||||||||||||||
This spell description has been self-censored. |
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This spell description has been self-censored. For each 50 gp the ring is worth, the will save has a -1 penalty added to it. |
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Force Chest | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||
12 hours | ||||||||||||||||||||
Creates 2-foot-cube box of force. |
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Force Claw | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Claw of force guards an area, making attacks of opportunity. |
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Force Hammer | ||||||||||||||||||||
Sh | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Ray of force deals 1d4/level points of nonlethal damage |
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Force Ladder (F) | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
Creates a movable ladder of force. |
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Force Missiles | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Missiles of force strike foes for 2d6 each (max 4 missiles) |
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Forcecage (M) | ||||||||||||||||||||
Evocation [Force] | 1 standard action | SRD | ||||||||||||||||||
None - No | Craft 8, Force 7, Sor/Wiz 7 | V, S, M | ||||||||||||||||||
2 hours/level (D) | Close | General | ||||||||||||||||||
Area: Barred cage (20-ft. cube) or windowless cell (10-ft. cube) | ||||||||||||||||||||
Materials: Ruby dust worth 1,500 gp, which is tossed into the air and disappears when you cast the spell. | ||||||||||||||||||||
Cube or cage of force imprisons all inside. |
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This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice). Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel. Like a wall of force spell, a forcecage resists dispel magic, but it is vulnerable to a disintegrate spell, and it can be destroyed by a sphere of annihilation or a rod of cancellation. Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can't attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars. Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides. |
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Forceful Hand | ||||||||||||||||||||
Evocation [Force] | 1 standard action | SRD | ||||||||||||||||||
None - Yes | Sor/Wiz 6 | V, S, F | ||||||||||||||||||
1 round/level (D) | Medium | General | ||||||||||||||||||
Effect: 10-ft. hand | ||||||||||||||||||||
Hand pushes creatures away. |
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This spell functions like interposing hand, except that the forceful hand pursues and pushes away the opponent that you designate. Treat this attack as a bull rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being Large, and a +2 bonus for charging, which it always gets). The hand always moves with the opponent to push that target back the full distance allowed, and it has no speed limit. Directing the spell to a new target is a move action. A very strong creature could not push the hand out of its way because the latter would instantly reposition itself between the creature and you, but an opponent could push the hand up against you by successfully bull rushing it. |
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Forceward | ||||||||||||||||||||
PGtF | ||||||||||||||||||||
Arc 3, Pal 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Creates a sphere of force that prevents entry by all but you and your allies, grants +2 sacred bonus on saving throws against effects created by evil creatures to those inside. |
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Force Effects Forceward | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||
30 minutes | ||||||||||||||||||||
Creates a sphere of force that protects against force effects and keeps out incorporeal creatures. |
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Forcewave | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Bull rushes all creatures within 10 ft. |
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Friend to Foe | ||||||||||||||||||||
PHBII | ||||||||||||||||||||
Beguiler 5, Brd 5, Sor/Wiz 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Make subject creature believe its allies are its enemies. |
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Furnace Within | ||||||||||||||||||||
RE | ||||||||||||||||||||
Arc 3, Clr 3, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Flame bursts from your body, deals 1d8/2 level (max 5d8) fire damage in 10-ft. radius. |
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Lesser Geas | ||||||||||||||||||||
Enchantment (Compulsion) [Language-Dependent] [Mind-Affecting] | 1 round | SRD | ||||||||||||||||||
Will negates - Yes | Brd 3, EmBarachiel 3, Sor/Wiz 4 | V | ||||||||||||||||||
1 day/level or until discharged (D) | Close | General | ||||||||||||||||||
Target: One living creature with 7 HD or less | ||||||||||||||||||||
Commands subject of 7 HD or less. |
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A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must have 7 or fewer Hit Dice and be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity. The geased creature must follow the given instructions until the geas is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions: If the subject is prevented from obeying the lesser geas for 24 hours, it takes a 2 penalty to each of its ability scores. Each day, another 2 penalty accumulates, up to a total of 8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas. A lesser geas (and all ability score penalties) can be ended by break enchantment, limited wish, remove curse, miracle, or wish. Dispel magic does not affect a lesser geas. |
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Geas/Quest | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] [Language-Dependent] | 10 minutes | SRD | ||||||||||||||||||
None - Yes | APeace 6, Arc 6, Brd 6, Charm 6, Clr 6, Domination 6, Fate 6, Inquisition 6, Nobility 6, Sor/Wiz 6, Tyranny 6, Wuj 6 | V | ||||||||||||||||||
1 day/level or until discharged (D) | Close | General | ||||||||||||||||||
Target: One living creature | ||||||||||||||||||||
As geas, lesser, plus it affects any creature. |
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A geas/quest places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity. The geased creature must follow the given instructions until the geas is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions: If the subject is prevented from obeying the geas/quest for 24 hours, it takes 3d6 points of damage each day it does not attempt to follow the geas/quest. Additionally, each day it must make a Fortitude saving throw or become sickened. These effects end 24 hours after the creature attempts to resume the geas/quest. A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. Break enchantment does not end a geas/quest, but limited wish, miracle, and wish do. Bards, sorcerers, and wizards usually refer to this spell as geas, while clerics call the same spell quest. |
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Gembomb (M) | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Gnome 2, Trade 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Converts five gems into bombs that deal 1d8 force damage/two levels. |
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Getaway | ||||||||||||||||||||
Song and Silence | ||||||||||||||||||||
Asn 2 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
Causes pursuers to go astray 50% of the time. |
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Ghost Light | ||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||
Wuj 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
An eerie green torch light causes creatures to become shaken. |
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Ghostly Tail | ||||||||||||||||||||
RotDrg | ||||||||||||||||||||
Sor 1 | ||||||||||||||||||||
6 hours | ||||||||||||||||||||
Your tail of force can be used to take advantage of an attack of opportunity. |
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Glimpse of Eternity | ||||||||||||||||||||
MoE | ||||||||||||||||||||
Brd 5, Sor/Wiz 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Target takes 1d6 nonlethal damage/level and is confused. |
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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. |
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Golden Barding | ||||||||||||||||||||
Complete Divine | ||||||||||||||||||||
Arc 1, Blk 1, Pal 1 | ||||||||||||||||||||
6 hours | ||||||||||||||||||||
Your mount gets force armor. |
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Good Hope | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates (harmless) - Yes (harmless) | APeace 4, Arc 4, Brd 3, Charm 4, EmBarachiel 3, Joy 4, Moon 4, Wuj 4 | V, S | ||||||||||||||||||
1 min./level | Medium | 30 minutes | ||||||||||||||||||
Targets: One living creature/level, no two of which may be more than 30 ft. apart | ||||||||||||||||||||
Subjects gain +2 on attack rolls, damage rolls, saves, and checks. |
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This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Good hope counters and dispels crushing despair. |
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Grasping Hand | ||||||||||||||||||||
Evocation [Force] | 1 standard action | SRD | ||||||||||||||||||
None - Yes | Sor/Wiz 7, Strength 7, Tyranny 7 | V, S, F/DF | ||||||||||||||||||
1 round/level (D) | Medium | General | ||||||||||||||||||
Effect: 10-ft. hand | ||||||||||||||||||||
This spell functions like interposing hand, except the hand can also grapple one opponent that you select. The grasping hand gets one grapple attack per round. Its attack bonus to make contact equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for the hands Strength score (31), -1 for being Large. Its grapple bonus is this same figure, except with a +4 modifier for being Large instead of -1. The hand holds but does not harm creatures it grapples. Directing the spell to a new target is a move action. The grasping hand can also bull rush an opponent as forceful hand does, but at a +16 bonus on the Strength check (+10 for Strength 35, +4 for being Large, and a +2 bonus for charging, which it always gets), or interpose itself as interposing hand does. Clerics who cast this spell name it for their deities. |
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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. |
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Hammer of Righteousness | ||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||
Sanctified 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Deals 1d6 points of damage per caster level, or 1d8 points of damage per caster level if the target is evil. |
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Harmonic Chorus | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Brd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Give another caster +2 caster levels and +2 on save DCs as long as you concentrate. |
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Haunting Tune | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Brd 3 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
1 target/level becomes shaken. |
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Heart's Ease | ||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||
Arc 3, BVal 3, Clr 3, Pleasure 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Removes fear, despair, confusion, insanity, and some mind-influencing effects; restores 2d4 points of temporary Wisdom damage. |
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Heartache | ||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||
Arc 1, Clr 1, MH 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject helpless for 1 round. |
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Heartfire | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Brd 2, Drd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Passions of targets ignite as real fire upon the target. |
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Heat Metal | ||||||||||||||||||||
Transmutation [Fire] | 1 standard action | SRD | ||||||||||||||||||
Will negates (object) - Yes (object) | Arc 2, Artificer 2, Blg 2, Drd 2, Metal 2, Shu 2, Sun 2 | V, S, DF | ||||||||||||||||||
7 rounds | Close | General | ||||||||||||||||||
Target: Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, all of which must be within a 30-ft. circle | ||||||||||||||||||||
Make metal so hot it damages those who touch it. |
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Heat metal makes metal extremely warm. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creatures possession uses the creatures saving throw bonus unless its own is higher. A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if its not wearing metal armor and the metal that its carrying weighs less than one-fifth of its weight. On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spells duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below.
Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, heat metal deals half damage and boils the surrounding water. Heat metal counters and dispels chill metal. |
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Heavenly Host | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 9, Clr 9, Sor/Wiz 9 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
Summons archons to fight for you. |
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Hellish Horde | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 9, Clr 9, Sor/Wiz 9 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
Summons devils to fight for you. |
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Herald's Call | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Brd 1, Hrp 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Shout slows those within 20 ft. |
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Heroism | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates (harmless) - Yes (harmless) | Brd 2, Courage 4, Sin-P 3, Sor/Wiz 3 | V, S | ||||||||||||||||||
10 min./level | Touch | 1 hour | ||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||
Gives +2 on attack rolls, saves, skill checks. |
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This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks. |
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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. |
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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). |
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Hesitate | ||||||||||||||||||||
PHBII | ||||||||||||||||||||
Arc 3, Beguiler 3, Brd 3, Clr 3, Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Force subject to lose actions. |
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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. |
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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. |
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Hiss of Sleep | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||
General | ||||||||||||||||||||
You induce comatose slumber in targets. |
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Hold Animal | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates; see text - Yes | Animal 2, Arc 2, BVal 2, Drd 2, Rgr 2 | V, S | ||||||||||||||||||
1 round/level (D); see text | Medium | General | ||||||||||||||||||
Target: One animal | ||||||||||||||||||||
Paralyzes one animal for 1 round/level. |
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The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) A winged creature who is paralyzed cannot flap its wings and falls. A swimmer cant swim and may drown. |
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Hold Monster | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates; see text - Yes | Beguiler 5, Bestial 6, Brd 4, Duskblade 5, EmBarachiel 4, Law 6, Sor/Wiz 5, Wuj 5 | V, S, M/DF | ||||||||||||||||||
1 round/level (D); see text | Medium | General | ||||||||||||||||||
Target: One living creature | ||||||||||||||||||||
As hold person, but any creature. |
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The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. |
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Mass Hold Monster | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates; see text - Yes | Beguiler 9, Sor/Wiz 9 | V, S, M/DF | ||||||||||||||||||
1 round/level (D); see text | Medium | General | ||||||||||||||||||
Targets: One or more creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||
As hold monster, but all within 30 ft. |
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The subjects become paralyzed and freezes in place. They're aware and breathe normally but cannot take any action, even speech. Each round on their turn, each subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. |
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Hold Person | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates; see text - Yes | Arc 2, Beguiler 3, Brd 2, Clr 2, EmBarachiel 2, MH 2, Shu 2, Sor/Wiz 3, Wuj 2 | V, S, F/DF | ||||||||||||||||||
1 round/level (D); see text | Medium | General | ||||||||||||||||||
Target: One humanoid creature | ||||||||||||||||||||
Paralyzes one humanoid for 1 round/level. |
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The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. |
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Mass Hold Person | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates; see text - Yes | Beguiler 7, Sor/Wiz 7 | V, S, F/DF | ||||||||||||||||||
1 round/level (D); see text | Medium | General | ||||||||||||||||||
Targets: One or more humanoid creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||
As hold person, but all within 30 ft. |
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The subjects become paralyzed and freeze in place. They are aware and breathe normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. |
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Howling Chain (F) | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||
General | ||||||||||||||||||||
Chain of force entangles and attacks opponent. |
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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. |
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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. |
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Illusory Feast | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subjects become dazed by illusory food. |
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Illusory Script (M) | ||||||||||||||||||||
Illusion (Phantasm) [Mind-Affecting] | 1 minute or longer; see text | SRD | ||||||||||||||||||
Will negates; see text - Yes | Asn 2, Brd 3, Sor/Wiz 3, Wuj 3 | V, S, M | ||||||||||||||||||
1 day/level (D) | Touch | General | ||||||||||||||||||
Target: One touched object weighing no more than 10 lb. | ||||||||||||||||||||
Materials: A lead-based ink (cost of not less than 50 gp). | ||||||||||||||||||||
Only intended reader can decipher. |
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You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it's unintelligible to any other character, although an illusionist recognizes it as illusory script. Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include Close the book and leave, Forget the existence of the book, and so forth. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell. The casting time depends on how long a message you wish to write, but it is always at least 1 minute. |
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Imperious Glare | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||
General | ||||||||||||||||||||
You cause targets to cower in fear. |
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Incendiary Cloud | ||||||||||||||||||||
Conjuration (Creation) [Fire] | 1 standard action | SRD | ||||||||||||||||||
Reflex half; see text - No | Arc 8, Blg 9, Fire 8, Shu 8, Sor/Wiz 8, Wmg 8, Wuj 8 | V, S | ||||||||||||||||||
1 round/level | Medium | General | ||||||||||||||||||
Effect: Cloud spreads in 20-ft. radius, 20 ft. high | ||||||||||||||||||||
Cloud deals 4d6 fire damage/round. |
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An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage. As with a cloudkill spell, the smoke moves away from you at 10 feet per round. Figure out the smokes new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainders spread thereafter. As with fog cloud, wind disperses the smoke, and the spell can't be cast underwater. |
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Incite | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 1, Brd 1, Clr 1, Sor/Wiz 1 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
Subject can't ready actions or delay. |
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Incite Riot | ||||||||||||||||||||
PHBII | ||||||||||||||||||||
Brd 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subjects attack nearest creature. |
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Indifference | ||||||||||||||||||||
Tome and Blood | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
6 hours | ||||||||||||||||||||
Makes subject resistant to fear, compulsion, and morale effects. |
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Inevitable Defeat | ||||||||||||||||||||
PHBII | ||||||||||||||||||||
Beguiler 3, Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject takes 3d6 nonlethal damage/round. |
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Inferno | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 5, Drd 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Creature bursts into flames and suffers 6d6 fire damage or less per round. |
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Inhibit | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 1, Brd 1, Clr 1, Sor/Wiz 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject delays until next round. |
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Inquisition | ||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||
Sanctified 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Compels target to divuldge information truthfully. |
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Insanity | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates - Yes | Charm 7, Corruption 7, Madness 7, Moon 7, Sor/Wiz 7 | V, S | ||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||
Target: One living creature | ||||||||||||||||||||
Subject suffers continuous confusion. |
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The affected creature suffers from a continuous confusion effect, as the spell. Remove curse does not remove insanity. restoration, Greater, heal, limited wish, miracle, or wish can restore the creature. |
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Insidious Insight | ||||||||||||||||||||
RE | ||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Gain insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive against affected creature. |
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Insidious Rhythm | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Brd 1 | ||||||||||||||||||||
30 minutes | ||||||||||||||||||||
Implants melody in subject's mind; -4 penalty on Concentration checks, requires Concentration check for spellcasting. |
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Insidious Suggestion | ||||||||||||||||||||
RE | ||||||||||||||||||||
Brd 4, Sor/Wiz 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Suggestion repeats over and over in creature's mind. |
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Insignia of Blessing | ||||||||||||||||||||
RoD | ||||||||||||||||||||
Arc 3, Clr 3, Pal 3 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
Bearers of special insignia gain +1 bonus on attack rolls and saves against fear. |
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Inspirational Boost | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Brd 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Swift. The bonuses granted by your inspire courage ability increase by 1 |
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Inspired Aim | ||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||
Arc 3, Brd 4, Clr 3, Fey 3, Rgr 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Allies within 40 ft. gain +2 insight bonus on ranged attack rolls. |
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Internal Fire | ||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||
Wuj 9 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject dies or takes 6d6 +1 (max +20) fire damage. |
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Interposing Hand | ||||||||||||||||||||
Evocation [Force] | 1 standard action | SRD | ||||||||||||||||||
None - Yes | Duskblade 4, Sor/Wiz 5 | V, S, F | ||||||||||||||||||
1 round/level (D) | Medium | General | ||||||||||||||||||
Effect: 10-ft. hand | ||||||||||||||||||||
Hand provides cover against one opponent. |
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Interposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand, it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however. An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and its AC is 20 (1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it. The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster. Disintegrate or a successful dispel magic destroys it. Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed*. The hand cannot reduce the speed* of a creature weighing more than 2,000 pounds, but it still affects the creatures attacks. Directing the spell to a new target is a move action |
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Irresistible Dance | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
None - Yes | Brd 6, Gnome 8, Joy 9, Passion 8, Sor/Wiz 8 | V | ||||||||||||||||||
1d4+1 rounds | Touch | General | ||||||||||||||||||
Target: Living creature touched | ||||||||||||||||||||
Forces subject to dance. |
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The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn. |
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Jig of the Waves | ||||||||||||||||||||
Stormwrack | ||||||||||||||||||||
Brd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Force creatures to dance a jig which causes penalties and forces random movement. |
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Kaupaer's Quickblast | ||||||||||||||||||||
Magic Books of Faerun | ||||||||||||||||||||
Sor/Wiz 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Quickened spell deals 1 fire, cold or electricity damage/level to target. |
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Kelgore's Fire Bolt | ||||||||||||||||||||
PHBII | ||||||||||||||||||||
Duskblade 1, Sor/Wiz 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
1d6 fire damage/level (max 5d6), partially ignore SR. |
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Lastai's Caress | ||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||
Arc 2, Clr 2, Pleasure 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Intense feelings of good leave evil subject cowering, frightened, nauseated, or shaken. |
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Lava Missile | ||||||||||||||||||||
SK | ||||||||||||||||||||
Arc 2, Clr 2, Drd 2 | ||||||||||||||||||||
Prohibited | ||||||||||||||||||||
1d4 fire damage; 1 missile per two levels (max 5). |
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Lava Splash | ||||||||||||||||||||
SK | ||||||||||||||||||||
Arc 5, Clr 5, Drd 4 | ||||||||||||||||||||
Prohibited | ||||||||||||||||||||
Wave of lava deals 1d4/level (max 15d4) fire damage. |
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Lawful Sword | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 4, Pal 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Weapon becomes +5 axiomatic weapon and emits Magic Circle against Chaos. |
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Lionheart | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 1, Pal 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
The subject gains immunity to fear effects. |
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Love's Lament | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Brd 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Creatures in 60-ft. cone take 1d6 Wisdom damage and are nauseated for 1d4 rounds. |
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Love's Pain | ||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||
Corrupt 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Deals 1d6 damage/2 levels to subject's dearest loved one. |
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Loyal Vassal | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Pal 2 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
Ally gains +3 against mind-affecting effects and cannot be compelled to harm you. |
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Lullaby | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates - Yes | Brd 0 | V, S | ||||||||||||||||||
Concentration + 1 round/level (D) | Medium | General | ||||||||||||||||||
Area: Living creatures within a 10-ft.-radius burst | ||||||||||||||||||||
Makes subject drowsy; 5 on Spot and Listen checks, 2 on Will saves against sleep. |
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Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Listen and Spot checks and a -2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter. |
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Mace of Odo | ||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||
Arc 3, Clr 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Force effect damages target or absorbs spell. |
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Maddening Scream | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
None - Yes | Madness 8, Sor/Wiz 8 | V | ||||||||||||||||||
1d4+1 rounds | Touch | General | ||||||||||||||||||
Target: Living creature touched | ||||||||||||||||||||
Subject has -4 AC, no shield, Reflex save on 20 only. |
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This spell makes it impossible for the victim to do anything other than race about caterwauling. The creature must move its speed* each turn, unless somehow prevented, and can take no other action. The spell gives the subject a –4 penalty to Armor Class, its Reflex saving throws fail except on a roll of 20, and the subject cannot use a shield. |
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Maddening Whispers | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 8 | ||||||||||||||||||||
General | ||||||||||||||||||||
You induce confusion and madness in targets. |
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Mage Armor | ||||||||||||||||||||
Conjuration (Creation) [Force] | 1 standard action | SRD | ||||||||||||||||||
Will negates (harmless) - No | Beguiler 1, Force 1, Sor/Wiz 1, Spell 1 | V, S, F | ||||||||||||||||||
1 hour/level (D) | Touch | 6 hours | ||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||
Gives subject +4 armor bonus. |
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An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor. |
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Greater Mage Armor | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Field of force provides a +6 armor bonus. |
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Mass Mage Armor | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||
6 hours | ||||||||||||||||||||
As mage armor, but affects one creature/level. |
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Mage's Sword (F) | ||||||||||||||||||||
Evocation [Force] | 1 standard action | SRD | ||||||||||||||||||
None - Yes | Sor/Wiz 7, Wmg 7 | V, S, F | ||||||||||||||||||
1 round/level (D) | Close | General | ||||||||||||||||||
Effect: One sword | ||||||||||||||||||||
Focus: A miniature platinum sword with a grip and pommel of copper and zinc. It costs 250 gp to construct. | ||||||||||||||||||||
Floating magic blade strikes opponents. |
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This spell brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19-20 and a critical multiplier of x2. The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers. Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round's target. The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation , or a rod of cancellation affects it. The swords AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus). If an attacked creature has spell resistance, the resistance is checked the first time Mage's sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell. |
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Magic Circle against Chaos | ||||||||||||||||||||
Abjuration [Lawful] | 1 standard action | SRD | ||||||||||||||||||
Will negates (harmless) - No; see text | Arc 3, Clr 3, Law 3, Pal 3, Sor/Wiz 3, Wuj 3 | V, S, M/DF | ||||||||||||||||||
10 min./level | Touch | 4 hours | ||||||||||||||||||
Area: 10-ft.-radius emanation from touched creature | ||||||||||||||||||||
As protection spells, but 10-ft. radius and 10 min./level. |
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All creatures within the area gain the effects of a protection from chaos spell, and no nonlawful summoned creatures can enter the area either. You must overcome a creatures spell resistance in order to keep it at bay (as in the third function of protection from chaos), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies spell resistance. This spell has an alternative version that you may choose when casting it. A magic circle against chaos can be focused inward rather than outward. When focused inward, the spell binds a nonlawful called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circles boundaries. If a creature too large to fit into the spells area is the subject of the spell, the spell acts as a normal protection from chaos spell for that creature only. A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creatures extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself. You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20. A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagrameven a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above. This spell is not cumulative with protection from chaos and vice versa. |
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Magic Missile | ||||||||||||||||||||
Evocation [Force] | 1 standard action | SRD | ||||||||||||||||||
None - Yes | Force 2, Sor/Wiz 1, Wmg 1, Wuj 1 | V, S | ||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||
Targets: Up to five creatures, no two of which can be more than 15 ft. apart | ||||||||||||||||||||
1d4+1 damage; +1 missile per two levels above 1st (max 5). |
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A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile-two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. |
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Magma Burst | ||||||||||||||||||||
BoEM | ||||||||||||||||||||
Arc 9, Drd 9, Sor/Wiz 9 | ||||||||||||||||||||
General | ||||||||||||||||||||
Creates an area of lava, dealing 20d6 fire damage/round. |
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Mailed Might of The Magelords | ||||||||||||||||||||
LostEmpiresOfFaerun | ||||||||||||||||||||
Sor/Wiz 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Field of force around subject grants +8 armor bonus, immunity to 2nd level or lower force spells, and DR 5/magic. |
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Manifestation Of The Deity | ||||||||||||||||||||
CS | ||||||||||||||||||||
Arc 2, Clr 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Create illusion of your deity, rendering enemies shaken for 1 round. |
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Mantle of Law | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 3, Clr 3, Pal 3 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
You gain spell resistance 12 + caster level against spells with opposite alignment descriptor. |
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Manyjaws | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
One set of jaws/level attacks enemies for 1d6 damage. |
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Mark of Fire | ||||||||||||||||||||
BoEM | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
6 hours | ||||||||||||||||||||
Subject gains +2 to Dex. Can also use a Ray attack for 3d3 fire damage, dismissing the spell. |
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Greater Mark of Fire | ||||||||||||||||||||
BoEM | ||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||
6 hours | ||||||||||||||||||||
See Text |
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Mechanus Mind | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
30 minutes | ||||||||||||||||||||
Reformat subject's mind to be coldly calculating. |
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Mesmerizing Glare | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Brd 2, Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Your gaze fascinates creatures. |
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Metal Melt | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Melts metal object without heat. |
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Meteor Swarm | ||||||||||||||||||||
Evocation [Fire] | 1 standard action | SRD | ||||||||||||||||||
None or Reflex half; see text - Yes | Arc 9, Shu 9, Sor/Wiz 9, Wmg 9 | V, S | ||||||||||||||||||
Instant | Long | General | ||||||||||||||||||
Area: Four 40-ft.-radius spreads; see text | ||||||||||||||||||||
Four exploding spheres each deal 6d6 fire damage. |
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Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2- foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks. If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere's fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target's space. You may aim more than one meteor at the same target. Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire resistance applies to each spheres damage individually.) |
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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. |
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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. |
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Mindburn | ||||||||||||||||||||
MoE | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Target loses a spell or infusion each round. |
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Mindless Rage | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Incite a rage in an opponent that drives them to attacking you by melee only. |
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Mindrape | ||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||
Sor/Wiz 9 | ||||||||||||||||||||
12 hours | ||||||||||||||||||||
You learn everything subject knows and can alter its memory or knowledge. |
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Miser's Envy | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Brd 2, Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject jealously covets nearby object. |
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Modify Memory | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 round; see text | SRD | ||||||||||||||||||
Will negates - Yes | Asn 4, Brd 4, Mental 4 | V, S | ||||||||||||||||||
Permanent | Close | General | ||||||||||||||||||
Target: One living creature | ||||||||||||||||||||
Changes 5 minutes of subjects memories. |
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You reach into the subjects mind and modify as many as 5 minutes of its memories in one of the following ways. Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas/quest, suggestion, or similar spells. Allow the subject to recall with perfect clarity an event it actually experienced. Change the details of an event the subject actually experienced. Implant a memory of an event the subject never experienced. Casting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory time you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spells range during this time, the spell is lost. A modified memory does not necessarily affect the subjects actions, particularly if it contradicts the creatures natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream or a memory muddied by too much wine. |
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Molten Strike | ||||||||||||||||||||
HoB | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
5-ft.-radius burst deals 2d6 fire damage, ignites nearby targets. |
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Monstrous Thrall | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Domination 9 | ||||||||||||||||||||
General | ||||||||||||||||||||
As true domination, but nearly permanent and affects any creature. |
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Moon Lust | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 1, Clr 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject obsesses about moon, is fascinated or dazzled. |
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Moon Path | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 5, Hth 5, Moon 5 | ||||||||||||||||||||
30 minutes | ||||||||||||||||||||
Grants sanctuary to 1 creature/level and bridges gaps. |
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Morality Undone | ||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||
Arc 5, Brd 5, Clr 5, Corruption 4, MH 4 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
Subject becomes evil. |
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Nature's Purity | ||||||||||||||||||||
Lords | ||||||||||||||||||||
Arc 3, Drd 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Ray deals 2d6 force damage to undead and 5d6 to aberrations. |
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Nezram's Sapphire Screen of Shielding | ||||||||||||||||||||
LostEmpiresOfFaerun | ||||||||||||||||||||
Sor/Wiz 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Moving shield of force grants +4 bonus to AC against ranged attacks and DR 10/magic against all other attacks. |
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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. |
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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.
1 You must have some sort of connection to a creature you have no knowledge of.
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. |
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Nightmare Lullaby | ||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||
Brd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Target is confused as long as you concentrate +2 rounds. |
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Nybor's Psychic Imprint (F) | ||||||||||||||||||||
Magic Books of Faerun | ||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||
General | ||||||||||||||||||||
Imprint a mind into a gem that can be used as the personality of an intelligent item. |
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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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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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Parboil | ||||||||||||||||||||
Sandstorm | ||||||||||||||||||||
Arc 5, Clr 5, Sor/Wiz 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Flash-heats air dealing 6d6 fire and 2d4 Intelligence damage to one or more creatures. |
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Persistent Blade (F) | ||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||
Sor/Wiz 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Blade of force attacks target, automatically flanks. |
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Phantasmal Assailants | ||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||
HB 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Phantasm deals 4 Wis damage and 4 Dex damage. |
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Phantasmal Decoy | ||||||||||||||||||||
Complete Divine | ||||||||||||||||||||
Arc 3, Rgr 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Creates illusory enemy for foe to chase. |
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Phantasmal Disorientation | ||||||||||||||||||||
Complete Divine | ||||||||||||||||||||
Arc 6, Drd 6 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
Fools creature's sense of direction, making movement difficult. |
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Phantasmal Killer | ||||||||||||||||||||
Illusion (Phantasm) [Fear] [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will disbelief (if interacted with), then Fortitude partial; see text - Yes | Dream 4, Duskblade 4, HB 4, Illusion 4, Madness 6, MH 4, Sor/Wiz 4, Wmg 4 | V, S | ||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||
Target: One living creature | ||||||||||||||||||||
You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage. If the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack. |
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Phantasmal Thief | ||||||||||||||||||||
Draconomicon | ||||||||||||||||||||
Greed 8, Sor/Wiz 8 | ||||||||||||||||||||
General | ||||||||||||||||||||
Creates an unseen force that steals from others. |
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Phantom Foe (F) | ||||||||||||||||||||
Dragon 324 | ||||||||||||||||||||
Asn 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Phantasm flanks subject. |
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Phantom Threat | ||||||||||||||||||||
CW | ||||||||||||||||||||
Brd 1, HB 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject is flanked despite nothing being there. |
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Phoenix Fire (F) | ||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||
Sanctified 7 | ||||||||||||||||||||
General | ||||||||||||||||||||
Evil creatures take 2d6 damage/caster level as you immolate yourself. |
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Plague of Nightmares (F) | ||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||
Corrupt 8 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject takes ld4 Con damage and does not heal. |
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Power Word Blind | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
None - Yes | Arc 8, Beguiler 7, Darkness 8, Shu 8, Slime 8, Sor/Wiz 7, War 7, Wuj 7 | V | ||||||||||||||||||
See text | Close | General | ||||||||||||||||||
Target: One creature with 200 hp or less | ||||||||||||||||||||
Blinds creature with 200 hp or less. |
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You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the targets current hit point total. Any creature that currently has 201 or more hit points is unaffected by power word blind. Hit Points, Duration 50 or less, Permanent 51-100, 1d4+1 minutes 101-200, 1d4+1 rounds |
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Power Word Deafen | ||||||||||||||||||||
RotDrg | ||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Deafens one creature with 100 hp or less. |
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Power Word Disable | ||||||||||||||||||||
RotDrg | ||||||||||||||||||||
Sor/Wiz 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Reduces living creature with 50 hp or less to 0 hp. |
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Power Word Distract | ||||||||||||||||||||
RotDrg | ||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Makes one creature with 150 hp or less flat-footed*. |
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Power Word Fatigue | ||||||||||||||||||||
RotDrg | ||||||||||||||||||||
Sor/Wiz 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Makes one creature with 100 hp or less fatigued. |
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Power Word Kill | ||||||||||||||||||||
Enchantment (Compulsion) [Death] [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
None - Yes | Beguiler 9, Darkness 9, Orc 9, Sor/Wiz 9, War 9, Wuj 9 | V | ||||||||||||||||||
Instant | Close | General | ||||||||||||||||||
Target: One living creature with 100 hp or less | ||||||||||||||||||||
Kills one creature with 100 hp or less. |
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You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word kill. |
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Power Word Maladroit | ||||||||||||||||||||
RotDrg | ||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Deals 2 points Dex damage to one creature with 75 hp or less. |
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Power Word Nauseate | ||||||||||||||||||||
RotDrg | ||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||
General | ||||||||||||||||||||
Makes one creature with 150 hp or less nauseated. |
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Power Word Pain | ||||||||||||||||||||
RotDrg | ||||||||||||||||||||
Sor/Wiz 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Deal 1d6 points of damage per round to one creature with 100 hp or less. |
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Power Word Petrify | ||||||||||||||||||||
RotDrg | ||||||||||||||||||||
Sor/Wiz 8 | ||||||||||||||||||||
General | ||||||||||||||||||||
Power Word Sicken | ||||||||||||||||||||
RotDrg | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Sickens one creature with 100 hp or less. |
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Power Word Stun | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
None - Yes | Beguiler 8, Dream 8, Sor/Wiz 8, War 8, Wuj 8 | V | ||||||||||||||||||
See text | Close | General | ||||||||||||||||||
Target: One creature with 150 hp or less | ||||||||||||||||||||
Stuns creature with 150 hp or less. |
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You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the targets current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun. Hit Points, Duration 50 or less, 4d4 rounds 51-100, 2d4 rounds 101-150, 1d4 rounds |
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Power Word Weaken | ||||||||||||||||||||
RotDrg | ||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Deals 2 points Str damage to one creature with 75 hp or less. |
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Prayer | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
None - Yes | APeace 3, Arc 3, ChamGwyn 3, Clr 3, Community 3, Competition 3, KotC 3, Orc 3, Pal 3, Shu 3 | V, S, DF | ||||||||||||||||||
1 round/level | 40 ft. | 5 minutes | ||||||||||||||||||
Area: All allies and foes within a 40-ft.-radius burst centered on you | ||||||||||||||||||||
Allies +1 bonus on most rolls, enemies -1 penalty. |
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You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and your each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls. |
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Price of Loyalty | ||||||||||||||||||||
PGtE | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Identical to charm person except subject does not know a spell was cast. |
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Probe Thoughts | ||||||||||||||||||||
Complete Divine | ||||||||||||||||||||
Mind 6, Sor/Wiz 6 | ||||||||||||||||||||
General | ||||||||||||||||||||
Read subject's memories, one question/round. |
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Produce Flame | ||||||||||||||||||||
Evocation [Fire] | 1 standard action | SRD | ||||||||||||||||||
None - Yes | Arc 1, Blg 2, Drd 1, Fire 2, Orc 2, Shu 2 | V, S | ||||||||||||||||||
1 min./level (D) | 0 ft. | General | ||||||||||||||||||
Effect: Flame in your palm | ||||||||||||||||||||
1d6 damage +1/level, touch or thrown. |
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Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment. In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. This spell does not function underwater. |
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Programmed Amnesia (M) | ||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||
Sor/Wiz 9 | ||||||||||||||||||||
General | ||||||||||||||||||||
You can selectively destroy, alter, or implant memories in the target creature as you see fit. |
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Protection from Chaos | ||||||||||||||||||||
Abjuration [Lawful] | 1 standard action | SRD | ||||||||||||||||||
Will negates (harmless) - No; see text | Adp 1, Arc 1, Clr 1, EmBarachiel 1, HB 1, Law 1, Pal 1, Sor/Wiz 1, Wuj 1 | V, S, M/DF | ||||||||||||||||||
1 min./level (D) | Touch | 5 minutes | ||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||
+2 to AC and saves, counter mind control, hedge out elementals and outsiders. |
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This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by chaotic creatures. Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from chaotic effect. If the protection from chaos effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment. Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Lawful summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. |
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Puppeteer | ||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||
Brd 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Target mimics your actions |
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Rage | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
None - Yes | Brd 2, HB 2, Liberation 3, Madness 3, Sin-W 3, Sor/Wiz 3 | V, S | ||||||||||||||||||
Concentration + 1 round/level (D) | Medium | 5 minutes | ||||||||||||||||||
Targets: One willing living creature per three levels, no two of which may be more than 30 ft. apart | ||||||||||||||||||||
Gives +2 to Str and Con, +1 on Will saves, -2 to AC. |
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Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarians rage except that the subjects aren't fatigued at the end of the rage. |
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Raging Flame | ||||||||||||||||||||
Dragon 314 | ||||||||||||||||||||
Arc 1, Drd 1, Sor/Wiz 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Accelerates burning fires, they last half as long, and burn twice as hot. |
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Rain of Embers | ||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||
Sanctified 7 | ||||||||||||||||||||
General | ||||||||||||||||||||
Rain of divine fire deals 10d6 damage per round to evil creatures. |
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Rapture of the Deep | ||||||||||||||||||||
Stormwrack | ||||||||||||||||||||
Brd 6 | ||||||||||||||||||||
12 hours | ||||||||||||||||||||
Target becomes comatose. |
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Ray of Dizziness | ||||||||||||||||||||
DA5 | ||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Dizzying ray staggers enemy. |
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Ray of Stupidity | ||||||||||||||||||||
DA5 | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
30 minutes | ||||||||||||||||||||
Ray reduces Int by 1d6 points +1 point/two levels. |
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Reality Blind | ||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
Subject can take no actions and afterward does not heal naturally. |
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Rebuke | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Final Rebuke | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||
General | ||||||||||||||||||||
As rebuke except the target must save or die. |
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Greater Rebuke | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Remorseless Charm (M) | ||||||||||||||||||||
CR | ||||||||||||||||||||
Arc 6, Brd 5, Clr 6, Sor/Wiz 6 | ||||||||||||||||||||
General | ||||||||||||||||||||
Suppress the target's alignment. |
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Resilient Sphere | ||||||||||||||||||||
Evocation [Force] | 1 standard action | SRD | ||||||||||||||||||
Reflex negates - Yes | Force 4, Sor/Wiz 4 | V, S, M | ||||||||||||||||||
1 min./level (D) | Close | General | ||||||||||||||||||
Effect: 1-ft.-diameter/level sphere, centered around a creature | ||||||||||||||||||||
Force globe protects but traps one subject. |
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A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within. |
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Resistible Dance | ||||||||||||||||||||
Song and Silence | ||||||||||||||||||||
Brd 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Makes listeners dance; -2 penalty to AC, Will saves, Concentration checks, and Spellcraft checks. |
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Righteous Wrath of the Faithful | ||||||||||||||||||||
Complete Divine | ||||||||||||||||||||
Arc 7, Clr 7, Purification 7 | ||||||||||||||||||||
General | ||||||||||||||||||||
Your allies get bonuses, especially if they worship your deity. |
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Roar of the Waves | ||||||||||||||||||||
Stormwrack | ||||||||||||||||||||
Brd 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Make one target/2 levels deafened and shaken. |
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Rouse | ||||||||||||||||||||
PHBII | ||||||||||||||||||||
Beguiler 1, Duskblade 1, Sor/Wiz 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Awakens creatures in area. |
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Scalding Mud | ||||||||||||||||||||
Sandstorm | ||||||||||||||||||||
Arc 6, Drd 6, Sor/Wiz 6 | ||||||||||||||||||||
General | ||||||||||||||||||||
Transmute rock or earth into boiling muck. |
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Scalding Touch | ||||||||||||||||||||
MoE | ||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||
General | ||||||||||||||||||||
Touch deals 13d6 fire damage and dazes victim; usable a number of times equal to level. |
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Scare | ||||||||||||||||||||
Necromancy [Fear] [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will partial - Yes | Brd 2, Hatred 2, Sor/Wiz 2 | V, S, M | ||||||||||||||||||
1 round/level or 1 round; see text for cause fear | Medium | General | ||||||||||||||||||
Targets: One living creature per three levels, no two of which can be more than 30 ft. apart | ||||||||||||||||||||
Panics creatures of less than 6 HD. |
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This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened. |
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Scintillating Pattern | ||||||||||||||||||||
Illusion (Pattern) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
None - Yes | Beguiler 8, Sor/Wiz 8, Wmg 8 | V, S, M | ||||||||||||||||||
Concentration + 2 rounds | Close | General | ||||||||||||||||||
Effect: Colorful lights in a 20-ft.-radius spread | ||||||||||||||||||||
Twisting colors confuse, stun, or render unconscious. |
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A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. The spell affects each subject according to its Hit Dice. 6 or less: Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.) 7 to 12: Stunned for 1d4 rounds, then confused for 1d4 rounds. 13 or more: Confused for 1d4 rounds. Sightless creatures are not affected by scintillating pattern. |
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Scorch | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Jet of flame deals 1d8/2 levels (max 5d8). |
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Scorching Ray | ||||||||||||||||||||
Evocation [Fire] | 1 standard action | SRD | ||||||||||||||||||
None - Yes | Adp 2, Arc 2, Duskblade 2, Sor/Wiz 2, Wmg 2 | V, S | ||||||||||||||||||
Instant | Close | General | ||||||||||||||||||
Effect: One or more rays | ||||||||||||||||||||
Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3). |
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You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously. |
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Scourge of Force | ||||||||||||||||||||
CR | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Tendrils of force lash foes for 1d8 + 1/2 levels damage each. |
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Scyllan Scream | ||||||||||||||||||||
Dragon 334 | ||||||||||||||||||||
Brd 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Scream panics or shakes those who hear it. |
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Searing Exposure | ||||||||||||||||||||
Sandstorm | ||||||||||||||||||||
Arc 4, Drd 4, Sor/Wiz 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Target suffers hours of wasteland exposure in a moment. |
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Secret Signs | ||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||
Wuj 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Using nonverbal means, you can communicate a simple message to one other intelligent creature within range. |
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Sensory Deprivation | ||||||||||||||||||||
Dragon 324 | ||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject cannot Perceive world around it. |
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Sepia Snake Sigil (M) | ||||||||||||||||||||
Conjuration (Creation) [Force] | 10 minutes | SRD | ||||||||||||||||||
Reflex negates - No | Brd 3, Sor/Wiz 3 | V, S, M | ||||||||||||||||||
Permanent or until discharged; until released or 1d4 days + 1 day/level; see text | Touch | 24 hours | ||||||||||||||||||
Target: One touched book or written work | ||||||||||||||||||||
Materials: 500 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores. | ||||||||||||||||||||
Creates text symbol that immobilizes reader. |
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When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader. Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a save to evade the snakes strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed. While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends. The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical. A dispel magic can remove the sigil. An erase spell destroys the entire page of text. Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page. |
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Shadowy Grappler | ||||||||||||||||||||
Dragon 324 | ||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||
General | ||||||||||||||||||||
Shadowy force grapples subject. |
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Shard Storm | ||||||||||||||||||||
Dragon 323 | ||||||||||||||||||||
Sor/Wiz 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Creates a storm of shards. |
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Shield | ||||||||||||||||||||
Abjuration [Force] | 1 standard action | SRD | ||||||||||||||||||
- | Sor/Wiz 1, Wuj 1 | V, S | ||||||||||||||||||
1 min./level (D) | Personal | 30 minutes | ||||||||||||||||||
Target: You | ||||||||||||||||||||
Invisible disc gives +4 to AC, blocks magic missiles. |
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Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can't use the shield spell for cover. |
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Shield of Law (F) | ||||||||||||||||||||
Abjuration [Lawful] | 1 standard action | SRD | ||||||||||||||||||
See text - Yes (harmless) | Arc 8, Clr 8, Inquisition 8, Law 8 | V, S, F | ||||||||||||||||||
1 round/level (D) | 20 ft. | General | ||||||||||||||||||
Targets: One creature/level in a 20-ft.-radius burst centered on you | ||||||||||||||||||||
Focus: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text. The reliquary costs at least 500 gp. | ||||||||||||||||||||
+4 to AC, +4 resistance, and SR 25 against chaotic spells. |
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A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic creatures. Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures. Third, the abjuration blocks possession and mental influence, just as protection from chaos does. Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of laws save DC). |
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Shock and Awe | ||||||||||||||||||||
Dragon 325 | ||||||||||||||||||||
Asn 1, Brd 1, Sor/Wiz 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Reduces a surprised creature's initiative roll. |
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Shockwave | ||||||||||||||||||||
Sh | ||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Shockwave deals 1d4/level points of nonlethal damage to creatures within area and dazes them for 1 round. |
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Shroud of Flame | ||||||||||||||||||||
PGtF | ||||||||||||||||||||
Sor/Wiz 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Target bursts into flames, taking 2d6 fire damage per round and shooting gouts of flame that deal 1d4 fire damage to creatures with 10 feet. |
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Sign | ||||||||||||||||||||
Miniatures | ||||||||||||||||||||
Arc 1, Clr 1 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
Your initiative check result improves, and you know enemies' initiative check results. |
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Siren's Call | ||||||||||||||||||||
Stormwrack | ||||||||||||||||||||
Brd 3, Seafolk 4, Sor/Wiz 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Compel one creature/2 levels to submerse itself. |
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Skull of Secrets | ||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||
Arc 4, Clr 4 | ||||||||||||||||||||
24 hours | ||||||||||||||||||||
Intangible skull stores message and can be triggered to breathe fire. |
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Slapping Hand | ||||||||||||||||||||
Miniatures | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Hand makes creature provoke attacks of opportunity. |
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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. |
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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. |
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Sleep Mote | ||||||||||||||||||||
Sandstorm | ||||||||||||||||||||
Arc 5, Drd 5, Sor/Wiz 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Dust devil of magic sand puts foes to sleep. |
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Greater Sleep | ||||||||||||||||||||
BoEM | ||||||||||||||||||||
Brd 3, Sor/Wiz 3 | ||||||||||||||||||||
30 minutes | ||||||||||||||||||||
As sleep, except that you roll 4d6 to see how many HD are affected: no creature with more than 10 HD is affected. |
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Slow Burn | ||||||||||||||||||||
Dragon 314 | ||||||||||||||||||||
Arc 1, Drd 1, Sor/Wiz 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Dims and slows natural fire burn rates, doubling fire life and halving damage. |
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Snowsong | ||||||||||||||||||||
Frostburn | ||||||||||||||||||||
Brd 6 | ||||||||||||||||||||
General | ||||||||||||||||||||
Musical snowfall aids allies in within 30 ft. and hinders enemy spellcasters. |
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Solipsism | ||||||||||||||||||||
Dragon 324 | ||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject is convinced the world is fake. |
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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. |
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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. |
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Sonic Whip | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Brd 2, Wuj 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Scares animals, normal whip in combat. |
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Sorrow | ||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||
Arc 1, Brd 1, Clr 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject takes -3 penalty on attacks, saves, and checks. |
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Spell Engine (M) (XP) | ||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||
Sor/Wiz 8 | ||||||||||||||||||||
General | ||||||||||||||||||||
Magical energy disk absorbs incoming spells. |
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Sphere of Terror | ||||||||||||||||||||
Dragon 333 | ||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Creates a 30-ft. radius of supernatural shadow filled with deadly shadowy illusions. |
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Spider Curse | ||||||||||||||||||||
FR | ||||||||||||||||||||
Spider 6 | ||||||||||||||||||||
12 hours | ||||||||||||||||||||
You turn a humanoid into a driderlike creature that obeys you. |
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Spiritual Cavalry | ||||||||||||||||||||
HoB | ||||||||||||||||||||
Arc 5, Clr 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Horsemen of force attack enemies. |
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Spiritual Charger | ||||||||||||||||||||
HoB | ||||||||||||||||||||
Arc 3, Clr 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Horseman of force attacks enemy. |
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Spiritual Weapon | ||||||||||||||||||||
Evocation [Force] | 1 standard action | SRD | ||||||||||||||||||
None - Yes | Arc 2, Clr 2, KotC 2, Mysticism 2, War 2 | V, S, DF | ||||||||||||||||||
1 round/level (D) | Medium | General | ||||||||||||||||||
Effect: Magic weapon of force | ||||||||||||||||||||
Magic weapon attacks on its own. |
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A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers. Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous rounds target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapons normal range increment, and switching targets still is a move action. A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapons AC against touch attacks is 12 (10 + size bonus for Tiny object). If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell. The weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows. Chaos: Battleaxe Evil: Light flail Good: Warhammer Law: Longsword |
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Spread of Contentment | ||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||
Arc 8, Clr 8, Pleasure 8 | ||||||||||||||||||||
6 hours | ||||||||||||||||||||
Calms hostile creatures within 10-ft./level radius. |
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Stars of Arvandor | ||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||
Arc 4, Clr 4, Drd 4, Rgr 4, Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Tiny starbursts each deal 1d8 damage (half nonlethal), or 1d8 letal damage to evil creatures. |
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Stars Of Mystra | ||||||||||||||||||||
CV | ||||||||||||||||||||
Arc 4, Clr 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Creates stars that remove spell slots when they hit a target. |
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Stars Of Selune | ||||||||||||||||||||
CV | ||||||||||||||||||||
Arc 4, Clr 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Creates stars that deal force damage and cold damage to the target. |
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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. |
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Steam Breath | ||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||
Wuj 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Cone of steam deals 1d6/level (max 10d6) fire damage. |
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Sting Ray | ||||||||||||||||||||
DA5 | ||||||||||||||||||||
Brd 3, Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Ray staggers enemies and disrupts spellcasters. |
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Stupor | ||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||
Arc 1, Asn 1, Clr 1, Sor/Wiz 1 | ||||||||||||||||||||
12 hours | ||||||||||||||||||||
One helpless subject is put in a state that allows him to be moved but take no other actions. |
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Suggestion | ||||||||||||||||||||
Enchantment (Compulsion) [Language-Dependent] [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates - Yes | Beguiler 3, Brd 2, Charm 3, Domination 3, Drow 3, EmBarachiel 2, HB 2, MH 3, Sor/Wiz 3, Wuj 3 | V, M | ||||||||||||||||||
1 hour/level or until completed | Close | 30 minutes | ||||||||||||||||||
Target: One living creature | ||||||||||||||||||||
Compels subject to follow stated course of action. |
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You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed. A very reasonable suggestion causes the save to be made with a penalty (such as 1 or 2). |
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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. |
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This spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures. |
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Summon Bearded Devil | ||||||||||||||||||||
Planar Handbook | ||||||||||||||||||||
Arc 4, Clr 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Summon a bearded devil to follow your commands. |
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Summon Hound Archon | ||||||||||||||||||||
Planar Handbook | ||||||||||||||||||||
Arc 4, Clr 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Summon a hound archon to follow your commands. |
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Sun Scepter | ||||||||||||||||||||
LostEmpiresOfFaerun | ||||||||||||||||||||
Arc 6, Clr 6 | ||||||||||||||||||||
General | ||||||||||||||||||||
Scepter of light functions as a melee weapon with the axiomatic, disruption, and flaming burst special abilities. |
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Suppress Breath Weapon | ||||||||||||||||||||
Draconomicon | ||||||||||||||||||||
Brd 3, Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject can't use its breath weapon. |
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Sword of Conscience | ||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||
Arc 4, ChamGwyn 4, Clr 4, Exalted Arcanist 4, Pal 4, Slayer of Domiel 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Evil creature confesses crimes, takes Wisdom damage. |
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Symbol of Fear (M) | ||||||||||||||||||||
Necromancy [Fear] [Mind-Affecting] | 10 minutes | SRD | ||||||||||||||||||
Will negates - Yes | Arc 6, Clr 6, Sor/Wiz 6, Wuj 6 | V, S, M | ||||||||||||||||||
See text | 0 ft.; see text | General | ||||||||||||||||||
Effect: One symbol | ||||||||||||||||||||
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp. | ||||||||||||||||||||
Triggered rune panics nearby creatures. |
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This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of fear panicks for 1 round per caster level one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of fear affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points worth of creatures, whichever comes first. Any creature that enters the area while the symbol of fear is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again. Until it is triggered, the symbol of fear is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of fear must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of fear ineffective, unless a creature removes the covering, in which case the symbol of fear works normally. As a default, a symbol of fear is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of fear can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of fear triggering conditions cannot be changed. In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of fear to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of fear offensively; for instance, a touch-triggered symbol of fear remains untriggered if an item bearing the symbol of fear is used to touch a creature. Likewise, a symbol of fear cannot be placed on a weapon and set to activate when the weapon strikes a foe. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of fear can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify. When scribing a symbol of fear, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular runes effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again. You also can attune any number of creatures to the symbol of fear, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of fear cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of fear, and thus always ignore the effects and cannot inadvertently trigger them. Read magic allows you to identify a symbol of fear with a DC 19 Spellcraft check. Of course, if the symbol of fear is set to be triggered by reading it, this will trigger the symbol. A symbol of fear can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of fear. Destruction of the surface where a symbol of fear is inscribed destroys the symbol but also triggers it. Symbol of fear can be made permanent with a permanency spell. A permanent symbol of fear that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal. Note: Magic traps such as symbol of fear are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of fear and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of fear. |
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Symbol of Insanity (M) | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 10 minutes | SRD | ||||||||||||||||||
Will negates - Yes | Arc 8, Clr 8, Sor/Wiz 8, Wuj 8 | V, S, M | ||||||||||||||||||
See text | 0 ft.; see text | General | ||||||||||||||||||
Effect: One symbol | ||||||||||||||||||||
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp. | ||||||||||||||||||||
Triggered rune renders nearby creatures insane. |
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This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of insanity causes insanity on one or more creatures within 60 feet of the symbol (treat as a burst) . Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level. Any creature that enters the area while the symbol of insanity is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again. Until it is triggered, the symbol of insanity is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of insanity must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of insanity ineffective, unless a creature removes the covering, in which case the symbol of insanity works normally. As a default, a symbol of insanity is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of insanity cant trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of insanitys triggering conditions cannot be changed. In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of insanity to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of insanity offensively; for instance, a touch-triggered symbol of insanity remains untriggered if an item bearing the symbol of insanity is used to touch a creature. Likewise, a symbol of insanity cannot be placed on a weapon and set to activate when the weapon strikes a foe. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of insanity can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify. When scribing a symbol of insanity, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular runes effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again. You also can attune any number of creatures to the symbol of insanity, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of insanity cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of insanity, and thus always ignore the effects and cannot inadvertently trigger them. Read magic allows you to identify a symbol of insanity with a DC 19 Spellcraft check. Of course, if the symbol of insanity is set to be triggered by reading it, this will trigger the symbol. A symbol of insanity can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of insanity. Destruction of the surface where a symbol of insanity is inscribed destroys the symbol but also triggers it. Symbol of insanity can be made permanent with a permanency spell. A permanent symbol of insanity that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal. Note: Magic traps such as symbol of insanity are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of insanity and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of insanity. |
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Symbol of Persuasion (M) | ||||||||||||||||||||
Enchantment (Charm) [Mind-Affecting] | 10 minutes | SRD | ||||||||||||||||||
Will negates - Yes | APeace 6, Arc 6, Clr 6, Sin-L 6, Sor/Wiz 6, Wuj 6 | V, S, M | ||||||||||||||||||
See text | 0 ft.; see text | General | ||||||||||||||||||
Effect: One symbol | ||||||||||||||||||||
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp each. | ||||||||||||||||||||
Triggered rune acts as charm monster on nearby creatures. |
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This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of persuasion charms as charm monster one or more creatures within 60 feet of the symbol (treat as a burst). The charm last for 1 hour per level. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level. Any creature that enters the area while the symbol of persuasion is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again. Until it is triggered, the symbol of persuasion is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of persuasion must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of persuasion ineffective, unless a creature removes the covering, in which case the symbol of persuasion works normally. As a default, a symbol of persuasion is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of persuasion can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of persuasions triggering conditions cannot be changed. In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of persuasion to render it inoperative triggers it if the symbol reacts to touch. You can't use a symbol of persuasion offensively; for instance, a touch-triggered symbol of persuasion remains untriggered if an item bearing the symbol of persuasion is used to touch a creature. Likewise, a symbol of persuasion cannot be placed on a weapon and set to activate when the weapon strikes a foe. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of persuasion can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify. When scribing a symbol of persuasion, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular rune's effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again. You also can attune any number of creatures to the symbol of persuasion, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of persuasion cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of persuasion, and thus always ignore the effects and cannot inadvertently trigger them. Read magic allows you to identify a symbol of persuasion with a DC 19 Spellcraft check. Of course, if the symbol of persuasion is set to be triggered by reading it, this will trigger the symbol. A symbol of persuasion can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of persuasion. Destruction of the surface where a symbol of persuasion is inscribed destroys the symbol but also triggers it. Symbol of persuasion can be made permanent with a permanency spell. A permanent symbol of persuasion that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal. Note: Magic traps such as symbol of persuasion are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of persuasion and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of persuasion. |
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Symbol of Sleep (M) | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 10 minutes | SRD | ||||||||||||||||||
Will negates - Yes | APeace 5, Arc 5, Clr 5, Sin-S 5, Sor/Wiz 5, Wuj 5 | V, S, M | ||||||||||||||||||
See text | 0 ft.; see text | General | ||||||||||||||||||
Effect: One symbol | ||||||||||||||||||||
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp. | ||||||||||||||||||||
Triggered rune puts nearby creatures into catatonic slumber. |
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This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of sleep causes all creatures of 10 HD or less within 60 feet of the symbol (treat as a burst) to fall into a catatonic slumber for 3d6x10 minutes. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level. Any creature that enters the area while the symbol of sleep is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again. Until it is triggered, the symbol of sleep is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of sleep must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of sleep ineffective, unless a creature removes the covering, in which case the symbol of sleep works normally. As a default, a symbol of sleep is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of sleep cant trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of sleeps triggering conditions cannot be changed. In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of sleep to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of sleep offensively; for instance, a touch-triggered symbol of sleep remains untriggered if an item bearing the symbol of sleep is used to touch a creature. Likewise, a symbol of sleep cannot be placed on a weapon and set to activate when the weapon strikes a foe. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of sleep can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify. When scribing a symbol of sleep, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular runes effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again. You also can attune any number of creatures to the symbol of sleep, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of sleep cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of sleep, and thus always ignore the effects and cannot inadvertently trigger them. Read magic allows you to identify a symbol of sleep with a DC 19 Spellcraft check. Of course, if the symbol of sleep is set to be triggered by reading it, this will trigger the symbol. A symbol of sleep can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of sleep. Destruction of the surface where a symbol of sleep is inscribed destroys the symbol but also triggers it. Symbol of sleep can be made permanent with a permanency spell. A permanent symbol of sleep that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal. Note: Magic traps such as symbol of sleep are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of sleep and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of sleep. |
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Symbol of Stunning (M) | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 10 minutes | SRD | ||||||||||||||||||
Will negates - Yes | Arc 7, Clr 7, Sor/Wiz 7, Wuj 7 | V, S, M | ||||||||||||||||||
See text | 0 ft.; see text | General | ||||||||||||||||||
Effect: One symbol | ||||||||||||||||||||
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp. | ||||||||||||||||||||
Triggered rune stuns nearby creatures. |
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This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of stunning causes all creatures within 60 feet of the symbol (treat as a burst) to be stunned for 1d6 rounds. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level. Any creature that enters the area while the symbol of stunning is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again. Until it is triggered, the symbol of stunning is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of stunning must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of stunning ineffective, unless a creature removes the covering, in which case the symbol of stunning works normally. As a default, a symbol of stunning is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of stunning cant trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of stunnings triggering conditions cannot be changed. In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of stunning to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of stunning offensively; for instance, a touch-triggered symbol of stunning remains untriggered if an item bearing the symbol of stunning is used to touch a creature. Likewise, a symbol of stunning cannot be placed on a weapon and set to activate when the weapon strikes a foe. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of stunning can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify. When scribing a symbol of stunning, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular runes effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again. You also can attune any number of creatures to the symbol of stunning, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of stunning cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of stunning, and thus always ignore the effects and cannot inadvertently trigger them. Read magic allows you to identify a symbol of stunning with a DC 19 Spellcraft check. Of course, if the symbol of stunning is set to be triggered by reading it, this will trigger the symbol. A symbol of stunning can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of stunning. Destruction of the surface where a symbol of stunning is inscribed destroys the symbol but also triggers it. Symbol of stunning can be made permanent with a permanency spell. A permanent symbol of stunning that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal. Note: Magic traps such as symbol of stunning are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of stunning and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of stunning. |
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Symbol of Thirst (M) | ||||||||||||||||||||
Sandstorm | ||||||||||||||||||||
Arc 6, Clr 6, Sor/Wiz 6, Thirst 6 | ||||||||||||||||||||
General | ||||||||||||||||||||
Triggered rune overwhelms nearby creatures with thirst. |
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Sympathy (M) | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 hour | SRD | ||||||||||||||||||
Will negates; see text - Yes | Arc 9, Community 8, Drd 9, Greed 9, Joy 8, Sin-L 8, Sor/Wiz 8, Wuj 8 | V, S, M | ||||||||||||||||||
2 hours/level (D) | Close | General | ||||||||||||||||||
Target: One location (up to a 10-ft. cube/level) or one object | ||||||||||||||||||||
Materials: 1,500 gp worth of crushed pearls and a drop of honey. | ||||||||||||||||||||
Object or location attracts certain creatures. |
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You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named. Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or to possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6x10 minutes later. If this save fails, the affected creature attempts to return to the area or object. Sympathy counters and dispels antipathy. |
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Symphonic Nightmare (F) | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 7, Brd 6, Clr 7, Sor/Wiz 7 | ||||||||||||||||||||
General | ||||||||||||||||||||
Haunting music disrupts target's sleep for 1 day/level. |
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Tactical Precision | ||||||||||||||||||||
Complete Adventurer | ||||||||||||||||||||
Brd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Allies gain additional +2 bonus on attack rolls and +1d6 additional damage against flanked foes. |
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Tail Slap | ||||||||||||||||||||
RotDrg | ||||||||||||||||||||
Sor 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Attack a foe for 1 round/level and knock him back on the first round. |
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Tail Sweep | ||||||||||||||||||||
RotDrg | ||||||||||||||||||||
Sor 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Your tail of force can attack a group of foes within 10 ft. |
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Telekinetic Sphere | ||||||||||||||||||||
Evocation [Force] | 1 standard action | SRD | ||||||||||||||||||
Reflex negates (object) - Yes (object) | Force 8, Sor/Wiz 8 | V, S, M | ||||||||||||||||||
1 min./level (D) | Close | General | ||||||||||||||||||
Effect: 1-ft.-diameter/level sphere, centered around creatures or objects | ||||||||||||||||||||
As resilient sphere, but you move sphere telekinetically. |
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This spell functions like resilient sphere, with the addition that the creatures or objects inside the globe are nearly weightless. Anything contained within an telekinetic sphere weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents. You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or the spells duration expires, or you begin concentrating again. If you cease concentrating (voluntarily or due to failing a Concentration check), you can resume concentrating on your next turn or any later turn during the spells duration. The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere. You can move the sphere telekinetically even if you are in it. |
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Lesser Telepathic Bond | ||||||||||||||||||||
Divination [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
None - No | Arc 3, Clr 3, Mind 3, Sor/Wiz 3 | V, S | ||||||||||||||||||
10 min./level | 30 ft. | 1 hour | ||||||||||||||||||
Targets: You and one willing creature within 30 ft. | ||||||||||||||||||||
As telepathic bond, but you and one other creature. |
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You forge a telepathic bond with another creature with an Intelligence score of 6 or higher. The bond can be established only with a willing subject. You can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).
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Thaw | ||||||||||||||||||||
Frostburn | ||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Transforms one 10-ft. cube/level of everfrost, slush, snow, and ice. |
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Theskyn's Hearty Heave | ||||||||||||||||||||
LostEmpiresOfFaerun | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Blast of force pushes away creatures surrounding you as though via a bull rush maneuver by a foe of Large size with a Strength score equal to 20 + your caster level (max 25). |
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Thunderlance | ||||||||||||||||||||
FR | ||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Lance of force deals 1d6 damage, plus can dispel force effects. |
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Tiny Hut | ||||||||||||||||||||
Evocation [Force] | 1 standard action | SRD | ||||||||||||||||||
None - No | Brd 3, Sor/Wiz 3 | V, S, M | ||||||||||||||||||
2 hours/level (D) | 20 ft. | 12 hours | ||||||||||||||||||
Effect: 20-ft.-radius sphere centered on your location | ||||||||||||||||||||
Creates shelter for ten creatures. |
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You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends. The temperature inside the hut is 70 F if the exterior temperature is between 0 and 100 F. An exterior temperature below 0 or above 100 lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment). |
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Tormenting Thirst | ||||||||||||||||||||
Sandstorm | ||||||||||||||||||||
Brd 3, Sor/Wiz 3, Thirst 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject is overwhelmed by thirst. |
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Touch of Idiocy | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
None - Yes | Beguiler 2, Duskblade 2, HB 2, Sin-E 3, Sor/Wiz 2 | V, S | ||||||||||||||||||
10 min./level | Touch | General | ||||||||||||||||||
Target: Living creature touched | ||||||||||||||||||||
Subject takes 1d6 points of Int, Wis, and Cha damage. |
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With a touch, you reduce the targets mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, and Charisma scores. This penalty can't reduce any of these scores below 1. This spells effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level. |
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Touch of Madness | ||||||||||||||||||||
Enchantment [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates - Yes | Madness 2 | V, S | ||||||||||||||||||
1 round/level | Touch | General | ||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||
Dazes one creature for 1 round/level. |
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You may daze one living creature by making a successful touch attack. If the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level. A dazed creature is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on.
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Train Animal | ||||||||||||||||||||
Complete Adventurer | ||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
Affected animal gains additional tricks equal to 1/2 caster level for 1 hour/level. |
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Transfix | ||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||
Sor/Wiz 6, Wuj 6 | ||||||||||||||||||||
6 hours | ||||||||||||||||||||
Medium or smaller targets are paralyzed. |
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Transmute Rock to Lava | ||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||
Arc 9, Drd 9, Sor/Wiz 9, Wuj 9 | ||||||||||||||||||||
General | ||||||||||||||||||||
Transmute rock to lava dealing 2d6 points of fire damage or 20d6. |
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True Domination | ||||||||||||||||||||
Complete Divine | ||||||||||||||||||||
Domination 8 | ||||||||||||||||||||
General | ||||||||||||||||||||
As dominate person. but save at -4. |
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Unfettered Grasp | ||||||||||||||||||||
RotDrg | ||||||||||||||||||||
Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Grappling creature immediately gains free attempt to escape. |
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Vengeful Mount | ||||||||||||||||||||
Dragon 326 | ||||||||||||||||||||
Arc 0, Drd 0, Rgr 1, Sor/Wiz 0 | ||||||||||||||||||||
General | ||||||||||||||||||||
Makes an animal more difficult to ride or handle. |
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Verraketh's Shadow Crown | ||||||||||||||||||||
RoF | ||||||||||||||||||||
Brd 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Your bardic music effects tap the Shadow Weave, granting +4 competence bonus to Perform. |
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Vertigo | ||||||||||||||||||||
PHBII | ||||||||||||||||||||
Beguiler 2, Brd 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject creature must succeed on a DC 10 Balance check to move each round. |
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Vertigo (Sky) | ||||||||||||||||||||
PHBII | ||||||||||||||||||||
Brd 2, Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Creature believes it is at the top of a great fall and has nowhere it can move. Takes non-lethal damage if it moves or is moved. |
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Vision of Heaven | ||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||
APeace 1, Arc 1, Celestial 1, Clr 1, Exalted Arcanist 1, Joy 1, Slayer of Domiel 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Evil creature is dazed for 1 round. |
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Volcanic Storm (M) | ||||||||||||||||||||
Far Corners of the World | ||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||
General | ||||||||||||||||||||
Wind, Rocks, and lava sweep an area. |
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Vortex of Teeth | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 4, Drd 4, Sor/Wiz 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
3d8 points of damage due to force per round to all creatures in the area. |
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Wages of Sin | ||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||
General | ||||||||||||||||||||
Evil creatures attack other evil creatures. |
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Wall of Fire | ||||||||||||||||||||
Evocation [Fire] | 1 standard action | SRD | ||||||||||||||||||
None - Yes | Adp 4, Arc 4, Blg 4, Drd 5, Fire 4, Shu 4, Sor/Wiz 4, Wmg 4, Wuj 4 | V, S, M/DF | ||||||||||||||||||
Concentration + 1 round/level | Medium | General | ||||||||||||||||||
Effect: Opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft. per two levels; either form 20 ft. high | ||||||||||||||||||||
Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. |
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An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures. If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.) Wall of fire can be made permanent with a permanency spell. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength. |
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Wall of Force | ||||||||||||||||||||
Evocation [Force] | 1 standard action | SRD | ||||||||||||||||||
None - No | Artificer 5, Force 5, Sor/Wiz 5, VDarkness 6, Wuj 5 | V, S, M | ||||||||||||||||||
1 round/level (D) | Close | General | ||||||||||||||||||
Effect: Wall whose area is up to one 10-ft. square/level | ||||||||||||||||||||
Wall is immune to damage. |
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A wall of force spell creates an invisible wall of force. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage's disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of force. The caster can form the wall into a flat, vertical plane whose area is up to one 10- foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails. Wall of force can be made permanent with a permanency spell. |
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Wall of Gloom | ||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||
Sor/Wiz 2, Wuj 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
A shadowy wall deters passage. |
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Wall of Law | ||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||
Arc 4, Clr 4, Sor/Wiz 4 | ||||||||||||||||||||
4 hours | ||||||||||||||||||||
As magic circle against chaos, except as once-sided wall. |
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Wall of Magma | ||||||||||||||||||||
Sandstorm | ||||||||||||||||||||
Arc 5, Clr 5, Drd 6, Sor/Wiz 5 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level. |
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Wall of Smoke | ||||||||||||||||||||
Far Corners of the World | ||||||||||||||||||||
Arc 1, Drd 1, Sor/Wiz 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Simple wall of smoke to block vision. Breathing causes nausea for 1 round (Fort save). |
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War Cry | ||||||||||||||||||||
Complete Adventurer | ||||||||||||||||||||
Brd 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Swift. Gain +2 morale bonus on attack and damage rolls, or +4 if you charge, for 1 round/level. Any opponent you damage must save or become panicked for 1 round. |
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Warcry | ||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||
Brd 3, ChamGwyn 2, Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Creatures within 30-foot cone cower for 1d4 rounds. |
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Weird | ||||||||||||||||||||
Illusion (Phantasm) [Fear] [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will disbelief (if interacted with), then Fortitude partial; see text - Yes | Dream 9, Illusion 9, Madness 9, Mind 9, Sor/Wiz 9, Wmg 9 | V, S | ||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||
Targets: Any number of creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||
As phantasmal killer, but affects all within 30 ft. |
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You create a phantasmal image of the most fearsome creatures imaginable to the subjects simply by forming the fears of the subjects' subconscious mind into something that their conscious minds can visualize: these most horrible beasts. Only the spell's subjects can see the phantasmal killers. You see only vague shapes. The targets first gets a Will save to recognize the images as unreal. If that save fails, the phantasms touch their subject, and the subjects must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subjects takes 3d6 points of damage and is stunned for 1 round. The subject also takes 1d4 points of temporary Strength damage.
If a subject of a Weird attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack. |
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Whelm | ||||||||||||||||||||
PHBII | ||||||||||||||||||||
Beguiler 1, Sor/Wiz 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Deal 1d6 nonlethal damage +1d6/2 levels above 1st (max 5d6). |
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Whelm, Mass | ||||||||||||||||||||
PHBII | ||||||||||||||||||||
Beguiler 4, Sor/Wiz 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
1d6 nonlethal damage/level (max 10d6) to 1 creature/level. |
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Whelming Blast | ||||||||||||||||||||
PHBII | ||||||||||||||||||||
Beguiler 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
15-foot cone deals 1d6 nonlethal damage /2 levels (max 5d6). |
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Whirl of Fangs | ||||||||||||||||||||
SK | ||||||||||||||||||||
Arc 6, Clr 6, Sor/Wiz 7 | ||||||||||||||||||||
Prohibited | ||||||||||||||||||||
Passing through wall deals 12d4 damage. |
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Winding Alleys | ||||||||||||||||||||
RoD | ||||||||||||||||||||
Brd 3, City 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Trap foe in phantasmal maze. |
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Wingbind | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
A net of force entangles the target, preventing it from charging, running, or flying. |
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Wings of Bounding | ||||||||||||||||||||
RotDrg | ||||||||||||||||||||
Sor 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Wings of Cover | ||||||||||||||||||||
RotDrg | ||||||||||||||||||||
Sor 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Grant cover against a specific attack. |
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Wings of Flurry | ||||||||||||||||||||
RotDrg | ||||||||||||||||||||
Sor 4 | ||||||||||||||||||||
General | ||||||||||||||||||||
Your wings of force can attack all foes within 30 ft. |
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Wings of Swift Flying | ||||||||||||||||||||
RotDrg | ||||||||||||||||||||
Sor 1 | ||||||||||||||||||||
6 hours | ||||||||||||||||||||
Increase your temporary fly speed by 30 ft. |
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Wrathful Castigation | ||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||
Sor/Wiz 8 | ||||||||||||||||||||
General | ||||||||||||||||||||
Target dies or may be dazed and -4 on all saves for 1 round/level. |
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Yoke of Mercy | ||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||
APeace 2, Arc 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Target deals nonlethal damage. |
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Zone of Truth | ||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will negates - Yes | APeace 2, Arc 2, BVal 2, Clr 2, Commerce 2, Exalted Arcanist 2, Inquisition 2, Pal 2, Truth 2 | V, S, DF | ||||||||||||||||||
1 min./level | Close | 30 minutes | ||||||||||||||||||
Area: 20-ft.-radius emanation | ||||||||||||||||||||
Subjects within range cannot lie. |
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Creatures within the emanation area (or those who enter it) can't speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose. |