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 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. |