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 | ||||||||||||||||||||
Acorn of Far Travel | ||||||||||||||||||||
Far Corners of the World | ||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Makes an acorn feel like a forest to the user and a spell. |
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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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Align Fang | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
Natural weapon becomes good, evil, lawful, or chaotic. |
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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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Animalistic Power | ||||||||||||||||||||
PHBII | ||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Duskblade 2, Rgr 2, Sor/Wiz 2 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
Avoid Planar Effects | ||||||||||||||||||||
Savage Species | ||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 3 | ||||||||||||||||||||
30 minutes | ||||||||||||||||||||
Provides temporary protection against overtly damaging planar traits. |
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Balancing Lorecall | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2, Rgr 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
You gain a +4 bonus on Balance checks and can balance on impossible surfaces if you have 5 or more ranks in Balance. |
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Barkskin | ||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||
None - Yes (harmless) | Arc 2, BVal 2, Drd 2, Plant 2, Rgr 2, Shu 2 | V, S, DF | ||||||||||||||||||
10 min./level | Touch | 1 hour | ||||||||||||||||||
Target: Living creature touched | ||||||||||||||||||||
Grants +2 (or higher) enhancement to natural armor. |
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Barkskin toughens a creatures skin. The effect grants a +2 enhancement bonus to the creatures existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th. The enhancement bonus provided by barkskin stacks with the targets natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.
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Bear's Endurance | ||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||
Will negates (harmless) - Yes | Adp 2, APeace 2, Arc 2, Artificer 2, Clr 2, Drd 2, Duskblade 2, Dwarf 2, Endurance 2, KotC 2, Retribution 2, Rgr 2, Shu 2, Sor/Wiz 2, Suffering 2, Vassal of Bahamut 2, Wuj 2 | V, S, DF | ||||||||||||||||||
1 min./level | Touch | 5 minutes | ||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||
Subject gains +4 to Con for 1 min./level. |
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The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subjects Constitution drops back to normal. They are not lost first as temporary hit points are. |
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Beastmask | ||||||||||||||||||||
DotF | ||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||
30 minutes | ||||||||||||||||||||
Animals and beasts think subject is one of them. |
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Binding Winds | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2, Weather 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Sound cannot penetrate to or from target and -2 on ranged attacks. |
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Bite of the Wererat | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
You become enhanced such as that of a dire rat. |
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Blaze of Light | ||||||||||||||||||||
HoB | ||||||||||||||||||||
Arc 1, Drd 2, Pal 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
60ft. cone of light dazzles creatures. |
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Blinding Spittle | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Ranged touch attack makes subject blind. |
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Blood Frenzy | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Grants extra use of rage. |
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Blood Snow | ||||||||||||||||||||
Frostburn | ||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Area of fallen snow drains 1d2 points of Con/round and causes nausea. |
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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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Body Ward | ||||||||||||||||||||
CC | ||||||||||||||||||||
Clr 2, Drd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject is protected against ability damage to Strength, Dexterity, or Constitution; |
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Bone Talisman | ||||||||||||||||||||
Magic Books of Faerun | ||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
Turns a bone into a turning attempt, or as an undead bane weapon (Club, Dagger, or Spear). |
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Brambles | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Clr 2, Drd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Wooden weapon grows spikes that deal +1 damage/caster level (max +10). |
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Briar Web | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||
30 minutes | ||||||||||||||||||||
Area slows creatures and thorns deal 1 point of damage/5 ft. moved. |
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Brumal Stiffening | ||||||||||||||||||||
Frostburn | ||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Brittle weapon's hardness reduced by 5. |
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Bull's Strength | ||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||
Will negates (harmless) - Yes (harmless) | Adp 2, Arc 2, Artificer 2, Bestial 2, Blk 2, ChamGwyn 2, Clr 2, Drd 2, Duskblade 2, HB 2, HotD 2, KotC 2, Pal 2, Shu 2, Sin-W 2, Sor/Wiz 2, Strength 2, Vassal of Bahamut 2, Wuj 2 | V, S, M/DF | ||||||||||||||||||
1 min./level | Touch | 5 minutes | ||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||
Subject gains +4 to Str for 1 min./level. |
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The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier. |
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Burrow | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2, Hrp 2, PUG 2, Rgr 2 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
Grow claws and gain burrow speed of 30 ft. |
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Mass Camouflage | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2, Rgr 2, Wuj 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
As camouflage, but affects all in range. |
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Cat's Grace | ||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||
Will negates (harmless) - Yes | Adp 2, Arc 2, Artificer 2, Asn 2, Brd 2, Celerity 2, Drd 2, Duskblade 2, Elf 2, EmBarachiel 2, Halfling 2, Hoard 2, Rgr 2, Shu 2, Sor/Wiz 2, Wuj 2 | V, S, M | ||||||||||||||||||
1 min./level | Touch | 5 minutes | ||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||
Subject gains +4 to Dex for 1 min./level. |
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The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier. |
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Chill Metal | ||||||||||||||||||||
Transmutation [Cold] | 1 standard action | SRD | ||||||||||||||||||
Will negates (object) - Yes (object) | Arc 2, Artificer 2, Blg 2, Cold 2, Drd 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, none of which can be more than 30 ft. away from any of the rest | ||||||||||||||||||||
Cold metal damages those who touch it. |
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Chill metal makes metal extremely cold. 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 cold damage if its equipment is chilled. 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 chilly 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, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below.
Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant. Chill metal counters and dispels heat metal. |
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Circle of Nausea | ||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||
Arc 3, Clr 3, Drd 2 | ||||||||||||||||||||
30 minutes | ||||||||||||||||||||
Foes are denied all actions or take -2 penalty on attacks, saving throws, and skill checks. |
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Cloud Wings | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||
6 hours | ||||||||||||||||||||
Increase the subject's fly speed by 30 feet. |
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Conjure Ice Beast II | ||||||||||||||||||||
Frostburn | ||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Rgr 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Conjures ice creature to fight for you. |
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Conjure Ice Object | ||||||||||||||||||||
Frostburn | ||||||||||||||||||||
Arc 2, Clr 2, Drd 2 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
Conjures an object made of ice. |
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Countermoon | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||
12 hours | ||||||||||||||||||||
Stop a lycanthrope from changing form, even after death, for 12 hours. |
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Creeping Cold (F) | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Creature feels chill that increases with each round. |
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Daggerspell Stance (F) | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Swift. You gain +2 insight bonus on attack and damage if you make a full attack, SR 5 + caster level if you fight defensively, and DR 5/magic if you use the total defense action. |
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Decomposition | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 1, Blg 1, Drd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Wounds deal 3 extra point of damage each round. |
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Delay Poison | ||||||||||||||||||||
Conjuration (Healing) | 1 standard action | SRD | ||||||||||||||||||
Fortitude negates (harmless) - Yes (harmless) | Adp 2, APeace 2, Arc 2, Brd 2, BVal 1, ChamGwyn 2, Clr 2, Drd 2, Feast 2, Hlr 2, Pal 2, Rgr 1, Shu 2 | V, S, DF | ||||||||||||||||||
1 hour/level | Touch | 6 hours | ||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||
Stops poison from harming subject for 1 hour/ level. |
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The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done. |
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Desiccate | ||||||||||||||||||||
Sandstorm | ||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 2, Thirst 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Deals 1d6/2 levels dessication damage and dehydrates living creature. |
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Detect Aberration | ||||||||||||||||||||
Lords | ||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Reveals aberrations within 60 ft. |
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Divine Presence | ||||||||||||||||||||
CC | ||||||||||||||||||||
Blk 2, Clr 2, Drd 2, Pal 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Gain a bonus on Intimidate checks against those who don't worship your deity. |
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Earthbind | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||
30 minutes | ||||||||||||||||||||
Earthen Grace (M) | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 3 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
Stone and rock damage sources deal nonlethal damage instead of lethal damage. |
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Earthfast | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Double hardness and hit points of stone structure or rock formation. |
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Easy Trail | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 1, Drd 2, Hrp 2, Rgr 1 | ||||||||||||||||||||
6 hours | ||||||||||||||||||||
Makes a trail easier to pass. |
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Embrace the Wild | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 1, Drd 2, Rgr 1 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
You gain an animal's senses for 10 min./level. |
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Estanna's Stew (F) | ||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Pal 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Conjures stew that heals 1d6+1 per serving. |
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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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Filter | ||||||||||||||||||||
Tome and Blood | ||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
Makes subject resistant to inhaled toxins. |
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Fins to Feet | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2, Seafolk 2, Sor/Wiz 2 | ||||||||||||||||||||
6 hours | ||||||||||||||||||||
Transforms tails and fins into legs and feet. |
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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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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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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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Flash-Freeze | ||||||||||||||||||||
Frostburn | ||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Earth, stone, and water become frozen. |
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Fog Cloud | ||||||||||||||||||||
Conjuration (Creation) | 1 standard action | SRD | ||||||||||||||||||
None - No | Arc 2, Beguiler 2, Drd 2, Shu 2, Sor/Wiz 2, Water 2, Wuj 2 | V, S | ||||||||||||||||||
10 min./level | Medium | General | ||||||||||||||||||
Effect: Fog spreads in 20-ft. radius, 20 ft. high | ||||||||||||||||||||
Fog obscures vision. |
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A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The spell does not function underwater. |
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Freedom of Breath | ||||||||||||||||||||
Sandstorm | ||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Pal 2, Rgr 2 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
Protects against suffocation and dangerous vapors. |
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Frost Breath | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Icy breath deals 1d4 damage/2 levels. |
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Frost Weapon | ||||||||||||||||||||
Frostburn | ||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Weapon gains frost special ability, +1d6 cold damage. |
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Gaze Screen | ||||||||||||||||||||
Tome and Blood | ||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject has a 50% chance to avoid gaze attacks. |
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Gust of Wind | ||||||||||||||||||||
Evocation [Air] | 1 standard action | SRD | ||||||||||||||||||
Fortitude negates - Yes | Arc 2, Drd 2, Shu 3, Sor/Wiz 2, Storm 2, Weather 2, Wmg 3 | V, S | ||||||||||||||||||
1 round | 60 ft. | General | ||||||||||||||||||
Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range | ||||||||||||||||||||
Blows away or knocks down smaller creatures. |
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This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting. Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet. Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet. Large or larger creatures may move normally within a gust of wind effect. A gust of wind can't move a creature beyond the limit of its range. Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range. Gust of wind can be made permanent with a permanency spell. |
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Halo of Sand | ||||||||||||||||||||
Sandstorm | ||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
Swirling sand grants +1 deflection bonus/3 levels. |
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Healing Lorecall | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Rgr 1 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells. |
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Healing Sting | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Touch deals 1d12 +1 point/level; caster gains damage as hp. |
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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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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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Hydrate | ||||||||||||||||||||
Sandstorm | ||||||||||||||||||||
Arc 2, Brd 2, Clr 2, Drd 2, Pal 2, Rgr 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Heals dessication damage. Heals 2d8 + 1/level (max +10) damage. |
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Invoke the Cerulean Sign | ||||||||||||||||||||
Lords | ||||||||||||||||||||
Adp 2, APeace 3, Arc 3, Brd 3, Clr 3, Drd 2, HB 2, Hlr 3, Hth 3, Pal 3, Rgr 2, Shu 3, Sor/Wiz 3, Wuj 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Aberrations become sickened, nauseated, dazed, or stunned. |
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Jaws of the Moray | ||||||||||||||||||||
Stormwrack | ||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
Subject gains a bite attack. |
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Kelpstrand | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
Ranged touch attack to special grapple with kelp. |
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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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Leap Into Animal | ||||||||||||||||||||
MoE | ||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Merge with animal and control its actions. |
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Listening Lorecall | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
Gain +4 on Listen checks, plus blindsense or blindsight if you have 5 or more ranks in Listen. |
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Local Tremor | ||||||||||||||||||||
RotDrg | ||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
Light tremor shakes in a 30-ft. line. |
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Mark of the Outcast | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Blk 1, Clr 2, Drd 2, Watery Death 2 | ||||||||||||||||||||
6 hours | ||||||||||||||||||||
Subject takes -5 penalty on bluff and Diplomacy checks and a -2 penalty to AC. |
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Master Air | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
You sprout insubstantial wings and can fly. |
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Mountain Stance | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
Subject can root itself against involuntary movement. |
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Nature's Favor | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Target animal gains +1/3 caster levels (max +5) luck bonus on attack and damage rolls. |
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Numbing Sphere | ||||||||||||||||||||
Frostburn | ||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Creates rolling ball of intense cold that deals 1d6 cold damage plus 1d4 Dex damage, lasts 1 round/level. |
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Obscuring Snow | ||||||||||||||||||||
Frostburn | ||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||
6 hours | ||||||||||||||||||||
Obscures sight in a 30-ft. radius around the caster. |
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One with the Land | ||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||
Arc 2, Drd 2, Hth 2, Rgr 2 | ||||||||||||||||||||
4 hours | ||||||||||||||||||||
Link with nature gives a +2 bonus on nature-related skill checks. |
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Owl's Wisdom | ||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||
Will negates (harmless) - Yes | APeace 2, Arc 2, Artificer 2, BVal 2, ChamGwyn 2, Clr 2, Drd 2, Meditation 2, Pal 2, Rgr 2, Sor/Wiz 2 | V, S, M/DF | ||||||||||||||||||
1 min./level | Touch | 5 minutes | ||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||
Subject gains +4 to Wis for 1 min./level. |
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The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, paladins, and rangers (and other Wisdom-based spellcasters) who receive owls wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase. |
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Peaceful Serenity of Io | ||||||||||||||||||||
RotDrg | ||||||||||||||||||||
Arc 2, Brd 2, Clr 2, Drd 2 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
Grant subject +4 bonus on Concentration checks and against compulsions and fear effects. |
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Portal Well | ||||||||||||||||||||
CV | ||||||||||||||||||||
Arc 2, Brd 2, Clr 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
When you step into a portal affected by this spell, you can wait for a short time within an extradimensional space between the portal's entrance and exit. |
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Pressure Sphere | ||||||||||||||||||||
Stormwrack | ||||||||||||||||||||
Arc 2, Blackwater 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Water pressure deals 4d6 damage to submerged targets. |
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Protection from Dessication | ||||||||||||||||||||
Sandstorm | ||||||||||||||||||||
Arc 3, Clr 3, Drd 2, Rgr 2, Sor/Wiz 3, Summer 3 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
Absorb 10 points/level of dessication damage. |
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Razorscales | ||||||||||||||||||||
SK | ||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Rgr 2, Sor/Wiz 2 | ||||||||||||||||||||
Prohibited | ||||||||||||||||||||
You deal lethal instead of nonlethal damage when grappling*. |
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Reachwalker's Wariness | ||||||||||||||||||||
RE | ||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Automatically locate aberrations within 30 ft. |
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Reduce Animal | ||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||
None - No | Arc 2, Drd 2, Rgr 3 | V, S | ||||||||||||||||||
1 hour/level (D) | Touch | 6 hours | ||||||||||||||||||
Target: One willing animal of Small, Medium, Large, or Huge size | ||||||||||||||||||||
Shrinks one willing animal. |
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This spell functions like reduce person, except that it affects a single willing animal. Reduce the damage dealt by the animals natural attacks as appropriate for its new size. |
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Remove Addiction | ||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||
Arc 2, BVal 2, Clr 2, Drd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Cures target of drug addictions. |
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Resist Energy | ||||||||||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||||||||||
Fortitude negates (harmless) - Yes (harmless) | Adp 2, APeace 2, Arc 2, Blg 2, ChamGwyn 2, Clr 2, Dragon 2, Drd 2, Duskblade 1, Fire 3, HB 2, Hoard 2, KotC 2, Pal 2, Rgr 1, Shu 2, Sor/Wiz 2, Vassal of Bahamut 2, Wuj 2 | V, S, DF | ||||||||||||||||||
10 min./level | Touch | 1 hour | ||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||
Ignores 10 (or more) points of damage/attack from specified energy type. |
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This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well. Resist energy absorbs only damage. The subject could still suffer unfortunate side effects. Note: Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted. |
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Lesser Restoration | ||||||||||||||||||||
Conjuration (Healing) | 3 rounds | SRD | ||||||||||||||||||
Will negates (harmless) - Yes (harmless) | APeace 2, Arc 2, BVal 2, ChamGwyn 1, Clr 2, Drd 2, Hlr 2, HotD 2, Life 2, Pal 1, Renewal 2, SaveLife 2, Shu 2 | V, S | ||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||
Dispels magical ability penalty or repairs 1d4 ability damage. |
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Lesser restoration dispels any magical effects reducing one of the subjects ability scores or cures 1d4 points of temporary ability damage to one of the subjects ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain. |
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Rockburst | ||||||||||||||||||||
ShS | ||||||||||||||||||||
Arc 3, Clr 3, Drd 2, Sor/Wiz 3 | ||||||||||||||||||||
Prohibited | ||||||||||||||||||||
Cause stone object to explode, dealing 1d4 damage +1 point/level. |
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Saltray | ||||||||||||||||||||
Far Corners of the World | ||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Ranged touch attack deals 1d6/2 levels (max 5d6) slashing damage. If cast near an ocean, a second ray is cast. |
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Scent | ||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||
Arc 2, Drd 2, Rgr 2, Sor/Wiz 2 | ||||||||||||||||||||
6 hours | ||||||||||||||||||||
Grants the scent ability for 1 hour/level. |
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Scimitar of Sand | ||||||||||||||||||||
Sandstorm | ||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated. |
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Share Husk | ||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||
4 hours | ||||||||||||||||||||
See and hear through the senses of a touched animal. |
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Smoke Stairs | ||||||||||||||||||||
CS | ||||||||||||||||||||
Arc 2, Asn 2, Drd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Walk up a column of smoke as if it were solid. |
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Mass Snake's Swiftness | ||||||||||||||||||||
Miniatures | ||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Allies each immediately make one attack. |
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Snow Walk | ||||||||||||||||||||
Frostburn | ||||||||||||||||||||
Arc 2, Drd 2, Rgr 2, Winter 2 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
Increase your speed and walk effortlessly on top of snow without leaving tracks or scent. |
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Soften Earth and Stone | ||||||||||||||||||||
Transmutation [Earth] | 1 standard action | SRD | ||||||||||||||||||
None - No | Arc 2, Drd 2, Earth 2 | V, S, DF | ||||||||||||||||||
Instant | Close | 6 hours | ||||||||||||||||||
Area: 10-ft. square/level; see text | ||||||||||||||||||||
Turns stone to clay or dirt to sand or mud. |
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When this spell is cast, all natural, undressed earth or stone in the spells area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected. A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it cant run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and cant run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before. While soften earth and stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls. A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed. |
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Spider Climb | ||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||
Will negates (harmless) - Yes (harmless) | Arc 2, Asn 2, Beguiler 2, Drd 2, Duskblade 2, HB 2, Hoard 2, Slayer of Domiel 1, Sor/Wiz 2, Spider 1, Wuj 2 | V, S, M | ||||||||||||||||||
10 min./level | Touch | 1 hour | ||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||
Grants ability to walk on walls and ceilings. |
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The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing. |
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Splinterbolt | ||||||||||||||||||||
Far Corners of the World | ||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Ranged Attack that deals 4d6 piercing damage per bolt (3-6:1, 7-10: 2, 11+: 3). Threatens 18-20, x3. +4 damage, cold iron in forest. |
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Summon Desert Ally II | ||||||||||||||||||||
Sandstorm | ||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Calls dustform creature to fight. |
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Summon Dire Hawk | ||||||||||||||||||||
RotW | ||||||||||||||||||||
Arc 2, Drd 2, Sky 2 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
Summons dire hawk to serve you. |
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Summon Nature's Ally II | ||||||||||||||||||||
Conjuration (Summoning) | 1 round | SRD | ||||||||||||||||||
None - No | Arc 2, BVal 2, Drd 2, Rgr 2 | V, S, DF | ||||||||||||||||||
1 round/level (D) | Close | General | ||||||||||||||||||
Effect: One or more creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||
Calls creature to fight. |
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This spell functions like summon nature's ally I, except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.
1) May be summoned only into an aquatic or watery environment. |
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Summon Swarm | ||||||||||||||||||||
Conjuration (Summoning) | 1 round | SRD | ||||||||||||||||||
None - No | Arc 2, Brd 2, Drd 2, HB 2, Pestilence 2, Sor/Wiz 2, Spider 2 | V, S, M/DF | ||||||||||||||||||
Concentration + 2 rounds | Close | General | ||||||||||||||||||
Effect: One swarm of bats, rats, or spiders | ||||||||||||||||||||
Summons swarm of bats, rats, or spiders. |
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You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel. |
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Sweet Water | ||||||||||||||||||||
DotF | ||||||||||||||||||||
Arc 3, Clr 3, Drd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Creates a well to fresh water up to 100 ft. down. |
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Swim | ||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 2, Wuj 2 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
Subject gains a swim speed equal to their land speed. |
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Moderate Temporary Soul Binding | ||||||||||||||||||||
Conjuration (Teleportation) | 2 rounds | ATB | ||||||||||||||||||
Will negates (harmless, object) - No | Arc 2, Blk 2, Brd 2, Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2 | V, S, F/DF | ||||||||||||||||||
10 min./level or until discharged | Touch | 1 hour | ||||||||||||||||||
Targets: 1 Creature and 1 item | ||||||||||||||||||||
As Temporary Soul Binding, except the duration is longer. |
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As Temporary Soul Binding, except the duration is longer.
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Tern's Persistence | ||||||||||||||||||||
Stormwrack | ||||||||||||||||||||
Arc 1, Drd 2, Rgr 1, Sor/Wiz 2 | ||||||||||||||||||||
24 hours | ||||||||||||||||||||
Subject can travel overland 50% longer without fatigue. |
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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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Thin Air | ||||||||||||||||||||
Frostburn | ||||||||||||||||||||
Arc 2, Clr 2, Drd 2, Sor/Wiz 3 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
Creatures suffer from altitude sickness. |
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Tiger's Tooth | ||||||||||||||||||||
Miniatures | ||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
One natural weapon of subject gets +1/four levels on attack and damage rolls (max +5) for 1 round (swift). |
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Tojanida Sight | ||||||||||||||||||||
Stormwrack | ||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
Gain all-around vision. |
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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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Tree Shape | ||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||
- | Arc 2, Drd 2, Rgr 3 | V, S, DF | ||||||||||||||||||
1 hour/level (D) | Personal | 24 hours | ||||||||||||||||||
Target: You | ||||||||||||||||||||
You look exactly like a tree for 1 hour/level. |
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By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you. You can dismiss tree shape as a free action (instead of as a standard action). |
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Trip Vine | ||||||||||||||||||||
HoB | ||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Plants trip creatures entering area. |
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Urchin's Spines | ||||||||||||||||||||
Stormwrack | ||||||||||||||||||||
Arc 1, Drd 2, Rgr 1, Sor/Wiz 2 | ||||||||||||||||||||
30 minutes | ||||||||||||||||||||
Target grows spines that damage opponents. |
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Warp Wood | ||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||
Will negates (object) - Yes (object) | Arc 2, Blg 2, Drd 2, Wuj 2 | V, S | ||||||||||||||||||
Instant | Close | 5 minutes | ||||||||||||||||||
Target: 1 Small wooden object/level, all within a 20-ft. radius | ||||||||||||||||||||
Bends wood (shaft, handle, door, plank). |
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You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a -4 penalty on attack rolls. You may warp one Small or smaller object or its equivalent per caster level. A Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell, straightening wood that has been warped by this spell or by other means. Make whole, on the other hand, does no good in repairing a warped item. You can combine multiple consecutive warp wood spells to warp (or unwarp) an object that is too large for you to warp with a single spell. Until the object is completely warped, it suffers no ill effects. |
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Whip of Thorns | ||||||||||||||||||||
CR | ||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Create a thorny whip that can damage or entangle opponents. |
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Wild Instincts | ||||||||||||||||||||
RE | ||||||||||||||||||||
Arc 2, Drd 2, Rgr 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
You gain +10 bonus on Listen and Spot checks and retain Dex bonus to AC when flat-footed*. |
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Winter's Embrace | ||||||||||||||||||||
Frostburn | ||||||||||||||||||||
Arc 2, Drd 2, Winter 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Wolfskin | ||||||||||||||||||||
Magic Books of Faerun | ||||||||||||||||||||
Arc 2, Drd 2, Rgr 3 | ||||||||||||||||||||
5 minutes | ||||||||||||||||||||
You take the shape of a normal wolf as if you had the wild shape ability of a 5th-level druid. |
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Wood Shape | ||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||
Will negates (object) - Yes (object) | Arc 2, Artifice 2, Craft 2, Drd 2, Wuj 2 | V, S, DF | ||||||||||||||||||
Instant | Touch | 6 hours | ||||||||||||||||||
Target: One touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level | ||||||||||||||||||||
Rearranges wooden objects to suit you. |
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Wood shape enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isnt possible. There is a 30% chance that any shape that includes moving parts simply doesn't work. |
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Woodland Veil | ||||||||||||||||||||
RotW | ||||||||||||||||||||
Arc 2, Drd 2, Rgr 2 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
Blend unobtrusively into natural surroundings, along with your friends. |
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Wracking Touch | ||||||||||||||||||||
Complete Adventurer | ||||||||||||||||||||
Arc 2, Drd 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any. |
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Zone of Glacial Cold | ||||||||||||||||||||
Frostburn | ||||||||||||||||||||
Arc 2, Drd 2, Rgr 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Deals 1d6 cold damage to all creatures in area. |
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Zone of Natural Purity (M) | ||||||||||||||||||||
Ebberon | ||||||||||||||||||||
Arc 2, Drd 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Aberrations in area become weaker, fey and plants become stronger. |