Index of Spells by Level - Drd 8

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Animal Shapes
Transmutation (Polymorph) 1 standard action SRD
None; see text - Yes (harmless) Animal 7, Arc 8, Drd 8, Moon 8, Scalykind 8 V, S, DF
1 hour/level (D) Close 24 hours
Targets: Up to one willing creature per level, all within 30 ft. of each other

One ally/level polymorphs into chosen animal.

As polymorph, except you polymorph up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. The maximum HD of an assumed form is equal to the subject's HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level.

Mass Awaken (XP)
    SPC
  Arc 8, Drd 8  
    General

As awaken, but multiple creatures.

Bombardment
    SPC
  Arc 8, Drd 8  
    General

Falling rocks deal 1d8 damage/level and bury targets.

Brilliant Aura
    SPC
  Arc 8, Clr 8, Drd 8, Sor/Wiz 7  
    General

Allies' weapons become brilliant energy, ignoring armor.

Cocoon (XP)
    Magic of Faerun
  Arc 8, Drd 8  
    General

Paralyzes and drains levels from target.

Cocoon of Life (XP)
    SPC
  Arc 8, Drd 8  
    General

Preserves a corpse and reincarnates with no loss of level.

Conjure Ice Beast VIII
    Frostburn
  Arc 8, Clr 8, Drd 8  
    General

Conjures ice creature to fight for you.

Control Plants
Transmutation 1 standard action SRD
Will negates - No Arc 8, Drd 8, Plant 8, Wuj 8 V, S, DF
1 min./level Close 30 minutes
Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart

Control actions of one or more plant creatures.

This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior.

Suicidal or self-destructive commands are simply ignored.

Mass Cure Serious Wounds
Conjuration (Healing) [Positive] 1 standard action SRD
Will half (harmless) or Will half; see text - Yes (harmless) or Yes; see text APeace 7, Arc 7, Clr 7, Drd 8, Hlr 6 V, S
Instant Close General
Target: One creature/level, no two of which can be more than 30 ft. apart

Cures 3d8 damage +1/level for many creatures.

You channel positive energy to cure 3d8 points of damage +1 point per caster level (maximum +35) in each selected creature.

Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.

Deadfall
    SPC
  Arc 8, Drd 8  
    General

Creates a deadfall, Reflex save dealing 1d6/level bludgeoning damage (save half), prone (save negate), and Fort save or stunned for 1 round.

Depthsurge
    Stormwrack
  Arc 8, Drd 8, Seafolk 8, Sor/Wiz 8  
    General

Water slam deals 2d6 + 1/level damage to all within 20-ft. radius, pushes targets back, sinks ships.

Earth Glide
    Races of Stone
  Arc 8, Drd 8, Sor/Wiz 8  
    5 minutes

Grants the ability to move through earth and stone like an earth elemental

Earthquake
Evocation [Earth] 1 standard action SRD
See text - No Arc 8, Blg 7, Cavern 8, Clr 8, Destruction 8, Drd 8, Earth 7, Shu 8, Wmg 7, Wuj 8 V, S, DF
1 round Long 12 hours
Area: 80-ft.-radius spread (S)

Intense tremor shakes 5-ft./level radius.

When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can't move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.

Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half ) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.

Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).

Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.

Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).

River, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.

Pinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.

Fimbulwinter (XP)
    Frostburn
  Arc 9, Clr 9, Drd 8, Sor/Wiz 8, Winter 9  
    General

Creates winter weather for miles around you that lasts for months.

Finger of Death
Necromancy [Death] 1 standard action SRD
Fortitude partial - Yes Arc 6, Blg 6, Drd 8, Sor/Wiz 7, Wmg 7 V, S
Instant Close General
Target: One living creature

Kills one subject.

You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25).

The subject might die from damage even if it succeeds on its saving throw.

Flashflood
    Sandstorm
  Arc 8, Clr 8, Drd 8  
    General

Wave of water smashes everything in its path and floods area.

Frostfell
    Frostburn
  Arc 8, Drd 8, Sor/Wiz 9  
    6 hours

Intense cold turns all subjects in area into ice.

Glacier
    Frostburn
  Arc 8, Drd 8  
    General

Conjures glaciers that attack your enemies.

Leonal's Roar
    Book of Exalted Deeds
  Arc 8, Drd 8  
    General

Kills, paralyzes, weakens, or dazes nongood subjects, and deals 2d6 points of sonic damage.

Maelstrom
    SPC
  Arc 8, Blackwater 8, Drd 8, Ocean 8  
    General

Waterspout sucks in and damages creatures.

Mantle of the Fiery Spirit (M) (XP)
    Sandstorm
  Arc 9, Clr 9, Drd 8  
    General

Permanently grants one creature the fire subtype.

Megalodon Empowerment (M)
    Stormwrack
  Arc 8, Drd 8, Seafolk 7  
    General

Gain scent, water breathing, swim speed for 1 hour/level.

Phantom Wolf
    Complete Divine
  Arc 8, Drd 8  
    General

Incorporeal wolf fights for you.

Red Tide
    Stormwrack
  Arc 8, Drd 8  
    General

Sicken or Nauseate subjects in area for 1 minute. 3d6 temporary Strength damage poison to Fortitude save failure.

Repel Metal or Stone
Abjuration [Earth] 1 standard action SRD
None - No Arc 7, Blg 7, Drd 8, Metal 9, Wuj 8 V, S
1 round/level (D) 60 ft. General
Area: 60-ft. line from you

Pushes away metal and stone.

Like repel wood, this spell creates waves of invisible and intangible energy that roll forth from you. All metal or stone objects in the path of the spell are pushed away from you to the limit of the range. Fixed metal or stone objects larger than 3 inches in diameter and loose objects weighing more than 500 pounds are not affected. Anything else, including animated objects, small boulders, and creatures in metal armor, moves back. Fixed objects 3 inches in diameter or smaller bend or break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round.

Objects such as metal armor, swords, and the like are pushed back, dragging their bearers with them. Even magic items with metal components are repelled, although an antimagic field blocks the effects.

The waves of energy continue to sweep down the set path for the spell's duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell's power.

Reverse Gravity
Transmutation 1 standard action SRD
None; see text - No Arc 8, Drd 8, Sky 7, Sor/Wiz 7 V, S, M/DF
1 round/level (D) Medium General
Area: Up to one 10-ft. cube per two levels (S)

Objects and creatures fall upward.

This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.

Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.

Spark of Life
    SPC
  Arc 3, Clr 3, Clr 7, Drd 4, Drd 8  
    General

Undead creature loses most immunities.

Storm of Elemental Fury
    Complete Divine
  Arc 8, Drd 8  
    General

Magic cloud creates win-storm, then hail of stones, then rainstorm, then flame.

Summon Desert Ally VIII
    Sandstorm
  Arc 8, Drd 8  
    General

Calls dustform creature to fight.

Summon Nature's Ally VIII
Conjuration (Summoning) 1 round SRD
None - No Animal 8, Arc 8, Drd 8, Shu 8 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.

This spell functions like summon natures ally I, except that you can summon one 8th-level creature, 1d3 7th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

1) May be summoned only into an aquatic or watery environment.

Sunburst
Evocation [Light] 1 standard action SRD
Reflex partial; see text - Yes Arc 8, Drd 8, Elf 8, Purification 8, Shu 8, Sor/Wiz 8, Summer 8, Sun 8, Wmg 8 V, S, M/DF
Instant Long General
Area: 80-ft.-radius burst

Blinds all within 10 ft., deals 6d6 damage.

Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.

An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.

The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.

Sunburst dispels any darkness spells of lower than 9th level within its area.

Bimonthly Temporary Soul Binding (M) (XP)
Conjuration (Teleportation) 2 minutes ATB
Will negates (harmless, object) - No Arc 8, Clr 8, Drd 8, Sor/Wiz 8 V, S, M, XP
2 days/level Touch General
Target: 1 Creature and 1 item
Materials: A red colored gem valued at least 1000gp
XP Cost: 1000 XP

As Temporary Soul Binding, except 2 days/level and does not get discharged.

As Temporary Soul Binding, except 2 days/level and does not get discharged.

Unearthly Beauty
    Book of Exalted Deeds
  Arc 8, Drd 8, Fey 8  
    General

As blinding beauty, but creatures must save or die.

Wall of Greater Dispel Magic
    Underdark
  Arc 8, Brd 5, Clr 8, Drd 8, Sor/Wiz 8  
    5 minutes

Creatures passing through a transparent wall become subjects of targeted dispel magic, greater.

Whirlwind
Evocation [Air] 1 standard action SRD
Reflex negates; see text - Yes Air 8, Arc 8, Drd 8, Shu 8, Storm 8, Weather 8, Wuj 8 V, S, DF
1 round/level (D) Long General
Effect: Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall

Cyclone deals damage and can pick up creatures.

This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. You can concentrate on controlling the cyclones every movement or specify a simple program. Directing the cyclones movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spells range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You can't regain control of the cyclone, even if comes back within range.)

Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.

Word of Recall
Conjuration (Teleportation) 1 standard action SRD
None or Will negates (harmless, object) - No or Yes (harmless, object) APeace 6, Arc 6, Clr 6, Drd 8, Halfling 8 V
Instant Unlimited General
Target: You and touched objects or other willing creatures

Teleports you back to designated place.

Word of recall teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail.

An unwilling creature can't be teleported by word of recall. Likewise, a creature's Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw.