Index of Spells by Sources - PHBII

PHBII

Name Scl Sv Rs Dur CT Rng Re Description
Animalistic Power T W- Y 1m/l 1a T 5m

Subject gains +2 bonus to Str, Dex, and Con.

Bigby's Striking Fist Ev R~ Y ! 1a M G

Hand deals 1d6 nonlethal damage/2 levels (max 5d6) and knocks subject back.

Bigby's Tripping Hand Ev R- Y ! 1a M G

Hand trips subject.

Blade of Blood N N N 1r/l#* 1sw T G

Weapon deals +1d6, or +3d6 if you take 5 points of damage.

Blinding Color Surge I W- Y 1r/l 1a M G

Blind subject for 1 round, gain invisibility even if target unaffected.

Celerity T N N ! 1ia P G

Take a standard action immediately, but be dazed for a round.

Greater Celerity T N N ! 1ia P G

Take a full-round action immediately, but be dazed for a round.

Lesser Celerity T N N ! 1ia P G

Take a move action immediately, but be dazed for a round.

Channeled Pyroburst Ev Y ! txt M G

Fire damage per 2 caster levels to targets depending cast time (swift, std, full, 2-rds). Dmg 1d4, 1d6, 1d8, 1d10 to 1 target, 10', 15', 20' radius, respectively.

Cloud of Knives C N N 1r/l 1a P G

Release one knife/round for 1d6 damage +1/3 levels (max +5). Ranged attack to hit with an attack bonus of your caster level + your key ability modifier.

Crown Of Might T W- Y 1h/l#* 1a T 6h

Gain +2 Strength, discharge to gain +8 bonus for 1 round.

Crown of Protection T W- Y 1h/l#* 1a T 6h

+1 deflection bonus to AC, +1 resistance bonus on saves; discharge to gain +4 for 1 round.

Crown of Veils I W- Y 1h/l#* 1a T G

Gain +2 to Disguise and Hide, discharge to gain +8 on Disguise OR Hide.

Deflect A N N 1r# 1ia P G

Gain 1/2 CL shield bonus until end of your next turn.

Lesser Deflect A N N 1r# 1ia P G

Gain deflection AC +1 per 3 CL vs 1 attack. Can cast when not your turn.

Dimension Hop C W- Y ! 1a T G

Teleport subject 5'/2 CL, to empty square within line of sight.

Dispelling Touch A N N ! 1a T G

Dispel one magical effect on touched subject.

Doom Scarabs C/N * ! 1a 60f G

Scarab swarm deals 1d6/2 levels (max 10d6), you gain 1d4 temp HP for 1 hour for overcoming SR.

Energy Aegis A W- Y 1r 1ia C G

Subject gains resistance 20 against one energy type for one attack.

Energy Surge T W- Y 1r 1sw C G

Weapon deals extra 2d6 acid, cold, electricity, fire, or sonic damage (your choice).

Greater Energy Surge T W- Y 1r 1sw C G

Weapon deals extra 3d6 acid, cold, electricity, fire, or sonic damage (your choice).

Lesser Energy Surge T W- Y 1r 1sw C G

Weapon deals extra 1d6 acid, cold, electricity, fire, or sonic damage (your choice).

Etherealness, Swift T W- Y 1r 1sw C G

Subject becomes ethereal, takes 1d6 damage per 5' shunted movement if rematerialized in occupied space.

Friend to Foe I W- Y 1r/l*;x 1a M G

Enemies failing save turn on each other. Spell ends for an attacker that deals damage to its ally.

Halt T W- Y 1r 1ia C G

Non-flying subject cannot move. Can be cast out of turn before subject finishes moving.

Hesitate En W- Y 1r/l*;x 1ia C G

Subject can take no action other than move and defend. Attacking subject ends spell. Subject can attempt save each turn.

Incite Riot En W- Y 1r 1a C G

Subjects attack adjacent friendor foe, or charge/move to nearest creature to attack.

Inevitable Defeat En N&W- Y 1r/l 1a T G

Target takes 3d6 nonlethal damage (no save), then 3d6/round thereafter (with save). Spell ends if subject saves.

Kelgore's Fire Bolt C/Ev * ! 1a M G

1d6 fire damage/CL (max 5d6), but only 1d6 if you fail to overcome SR.

Legion of Sentinels I N N 1r/l 1a C G

1 incorporeal* swordsman/square in 10' radius circle, BaB=CL, crit=19-20, AC=25, HP=2xCL, save bonus=CL, deal 1d8 slash damage +1/3 levels (max +5).

Mark of Doom N N N 1r/l 1a M G

Subject takes 1d6 damage for each hostile action.

Mirror Image, Greater I N N 1m/l* 1ia P G

As mirror image*, but gain an additional image each round (max 8). Can be cast out of turn.

Phantom Battle I W- Y 1r/l 1a M G

Creatures failing save in area are flanked and denied attacks of opportunity. A CL number of designated allies are unaffected.

Regroup C N N ! 1a C G

Teleports nearby allies to your side.

Rouse En N N ! 1a C G

Awaken positive-HP creatures in area.

Seeking Ray Ev N Y ! 1a M G

4d6 electricity damage despite concealment/cover, gain +4 to attack subject with rays.

Slashing Dispel A/Ev N N ! 1a M G

As dispel magic but creatures take 2 damage/spell level for each spell dispelled.

Sonic Shield Ev N N 1r/l 1a P G

+4 deflection AC. Attackers get 1d8 sonic damage, and must Fort save to avoid knocked 5 ft back or take another 1d8 sonic damage.

Stand C W- Y ! 1ia C G

Subject stands from prone, provoking no AoO.

Stay the Hand En W- Y ! 1ia M G

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

Stretch Weapon T W- Y 1r# 1sw 0f G

Melee weapon gains 5 ft. of reach for one attack.

Sure Strike D N N 1r# 1sw P G

Gain +1 bonus/3 levels on next attack.

Toxic Weapon C F- N 1h# 1a T 1h

Poison weapon for next successful melee attack, deal 1d10 Con dmg, +1d10 Con dmg 1 min later (2 saves).

Vertigo A Wdisbelief N 1d 1a 0f G

Target checks DC 10 Balance to move. If fail by 5 or more, falls prone and takes -2 to attacks and saves.

Vertigo Field I F~ Y 1r/l 1a M G

Field of 20% miss chance and difficult terrain. Creatures nauseated for 1 round on failing save. CL number of designated allies unaffected.

Whelm En W- Y ! 1a C G

Deal 1d6 nonlethal damage +1d6/2 levels above 1st (max 5d6).

Whelm, Mass A W- Y 1d 1a 0f G

1d6 nonlethal damage/level (max 10d6) to 1 creature/level.

Whelming Blast En W- Y ! 1a 30f G

15-foot cone deals 1d6 nonlethal damage /2 levels (max 5d6).