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 | ||
Mass Align Fang | ||
SPC | ||
Arc 3, Drd 3, Rgr 3 | ||
30 minutes | ||
This spell functions like align fang, except that it affects multiple allies at a distance. |
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Anathema (F) | ||
CR | ||
Arc 9, Asn 3, Clr 9, Drd 9, Rgr 3 | ||
6 hours | ||
Break the divine link between your god and lower-ranked members of your faith. |
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Arrow Storm | ||
SPC | ||
Arc 3, Rgr 3 | ||
General | ||
Swift. You make one ranged attack against each foe within one range increment. |
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Arrowsplit (M) | ||
CR | ||
Arc 3, Asn 3, Rgr 3 | ||
General | ||
Transform a masterwork arrow or bolt mid-flight into 1d4+1 masterwork missiles. |
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Binding Snow | ||
Frostburn | ||
Arc 3, Clr 3, Drd 3, Pal 3, Rgr 3 | ||
6 hours | ||
Snow freezes, impeding movement. |
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Blade Storm | ||
SPC | ||
Arc 3, Rgr 3 | ||
General | ||
Swift. You make melee attacks against every foe you threaten. |
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Blade Thirst | ||
SPC | ||
Arc 3, Rgr 3 | ||
General | ||
Slashing weapon glows and gains +3 enhancement bonus. |
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Bottle of Smoke (F) | ||
SPC | ||
Arc 3, Drd 3, Rgr 3 | ||
6 hours | ||
Uncorking bottle creates fast horse made of smoke. |
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Mass Burrow | ||
SPC | ||
Arc 3, Drd 4, Hrp 4, PUG 4, Rgr 3 | ||
5 minutes | ||
As burrow but affects 1/level subjects. |
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Charge of the Triceratops | ||
SPC | ||
Arc 3, Drd 3, Rgr 3 | ||
General | ||
Command Plants | ||
Transmutation | 1 standard action | SRD |
Will negates - Yes | Arc 3, Drd 4, Plant 4, Rgr 3, Wuj 4 | V |
1 day/level | Close | 1 hour |
Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart | ||
Sway the actions of one or more plant creatures. |
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This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldnt ordinarily do. (Retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. You can affect a number of plant creatures whose combined level or HD do not exceed twice your level. |
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Conjure Ice Beast III | ||
Frostburn | ||
Arc 3, Clr 3, Drd 3, Rgr 3 | ||
General | ||
Conjures ice creature to fight for you. |
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Cure Moderate Wounds | ||
Conjuration (Healing) [Positive] | 1 standard action | SRD |
Will half (harmless); see text - Yes (harmless); see text | Adp 2, APeace 2, Arc 2, Blk 2, Brd 2, BVal 2, ChamGwyn 3, Clr 2, Drd 3, EmBarachiel 2, Healing 2, Hlr 2, HotD 2, Pal 3, Rgr 3, Shu 2 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Cures 2d8 damage +1/level (max +10). |
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When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. |
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Mass Curse of Impending Blades | ||
SPC | ||
Arc 3, Brd 3, Rgr 3, Sor/Wiz 3 | ||
30 minutes | ||
Enemies take -2 penalty to AC. |
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Darkflame Arrow (M) | ||
CR | ||
Arc 3, Asn 3, Rgr 3 | ||
General | ||
Masterwork arrow or bolt deals normal damage plus 1d6 damage each round for 3 rounds. |
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Darkvision | ||
Transmutation | 1 standard action | SRD |
None - Yes (harmless) | Arc 3, BVal 3, Duskblade 2, HotD 2, Rgr 3, Sor/Wiz 2, VDarkness 1 | V, S, M |
1 hour/level | Touch | 6 hours |
Target: Creature touched | ||
See 60 ft. in total darkness. |
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The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness. Darkvision can be made permanent with a permanency spell. |
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Decoy Image | ||
SPC | ||
Arc 3, Rgr 3 | ||
6 hours | ||
Figment mimics you and allies. |
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Diminish Plants | ||
Transmutation | 1 standard action | SRD |
None - No | Arc 3, Blg 3, Drd 3, Rgr 3 | V, S, DF |
Instant | See text | 4 hours |
Target or Area: See text | ||
Reduces size or blights growth of normal plants. |
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This spell has two versions. Prune Growth: This version causes normal vegetation within long range (400 feet + 40 feet per level) to shrink to about one-third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed. At your option, the area can be a 100- foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter-circle. You may also designate portions of the area that are not affected. Stunt Growth: This version targets normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to one third below normal. Diminish plants counters plant growth. This spell has no effect on plant creatures. |
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Find the Gap | ||
SPC | ||
Arc 3, Asn 3, Pal 3, Rgr 3 | ||
General | ||
Your attacks ignore armor and natural armor. |
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Forestfold | ||
SPC | ||
Arc 3, Drd 3, Rgr 3 | ||
6 hours | ||
You gain +20 on Hide and Move Silently in a designated terrain type. |
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Haboob | ||
Sandstorm | ||
Arc 3, Clr 3, Drd 3, Rgr 3, Sand 3, Sor/Wiz 3 | ||
5 minutes | ||
Cloud of dust obscures sight and abrades those passing through it. |
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Heal Animal Companion | ||
SPC | ||
Arc 3, Drd 5, Rgr 3 | ||
General | ||
Restores health and damage to an animal companion. |
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Inspired Aim | ||
Book of Exalted Deeds | ||
Arc 3, Brd 4, Clr 3, Fey 3, Rgr 3 | ||
General | ||
Allies within 40 ft. gain +2 insight bonus on ranged attack rolls. |
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Greater Magic Fang | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless) - Yes (harmless) | Arc 3, Bestial 3, Dragon 3, Drd 3, Rgr 3, Scalykind 3 | V, S, DF |
1 hour/level | Close | 6 hours |
Target: One living creature | ||
One natural weapon of subject creature gets +1/three levels on attack and damage rolls (max +5). |
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This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5). Alternatively, you may imbue all of the creatures natural weapons with a +1 enhancement bonus (regardless of your caster level). Greater magic fang can be made permanent with a permanency spell. |
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Mark of the Hunter | ||
SPC | ||
Arc 3, Rgr 3 | ||
5 minutes | ||
Rune on creature makes it easier to track and attack. |
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Neutralize Poison | ||
Conjuration (Healing) | 1 standard action | SRD |
Will negates (harmless, object) - Yes (harmless, object) | Adp 3, APeace 4, Arc 4, Brd 4, BVal 3, ChamGwyn 4, Clr 4, Drd 3, Feast 4, Hlr 3, Pal 4, Rgr 3, Shu 4 | V, S, M/DF |
10 min./level | Touch | 1 hour |
Target: Creature or object of up to 1 cu. ft./level touched | ||
Immunizes subject against poison, detoxifies venom in or on subject. |
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You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own. The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren't postponed until after the duration the creature need not make any saves against poison effects applied to it during the length of the spell. This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster's option. |
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Phantasmal Decoy | ||
Complete Divine | ||
Arc 3, Rgr 3 | ||
General | ||
Creates illusory enemy for foe to chase. |
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Plant Growth | ||
Transmutation | 1 standard action | SRD |
None - No | Arc 3, Drd 3, Life 3, Plant 3, Rgr 3, Shu 3, Wuj 3 | V, S, DF |
Instant | See text | 24 hours |
Target or Area: See text | ||
Grows vegetation, improves crops. |
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Plant growth has different effects depending on the version chosen. Overgrowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within long range (400 feet + 40 feet per caster level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. The area must have brush and trees in it for this spell to take effect. At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle. You may designate places within the area that are not affected. Enrichment: This effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal. Plant growth counters diminish plants. This spell has no effect on plant creatures. |
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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 Disease | ||
Conjuration (Healing) | 1 standard action | SRD |
Fortitude negates (harmless) - Yes (harmless) | Adp 3, APeace 3, Arc 3, BVal 3, Clr 3, Drd 3, Hlr 2, Renewal 3, Rgr 3, Shu 3 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Cures all diseases affecting subject. |
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Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher. Note: Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date. |
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Repel Vermin | ||
Abjuration | 1 standard action | SRD |
None or Will negates; see text - Yes | APeace 4, Arc 4, Blg 4, Brd 4, Clr 4, Drd 4, HB 3, Rgr 3 | V, S, DF |
10 min./level (D) | 10 ft. | 4 hours |
Area: 10-ft.-radius emanation centered on you | ||
Insects, spiders, and other vermin stay 10 ft. away. |
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An invisible barrier holds back vermin. A vermin with Hit Dice of less than one-third your level cannot penetrate the barrier. A vermin with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin. |
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Safe Clearing | ||
Magic of Faerun | ||
Arc 3, Rgr 3 | ||
6 hours | ||
As sanctuary, but protects an area and lasts 1 hour/level. |
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Scales of the Sealord | ||
Stormwrack | ||
Arc 3, Drd 3, Rgr 3, Seafolk 3 | ||
6 hours | ||
Add 10 ft. to swim speed or gain swim speed of 15 ft.; add natural armor bonus +1/3 levels. |
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Skin of the Cactus | ||
Sandstorm | ||
Arc 3, Drd 4, Rgr 3, Summer 4 | ||
1 hour | ||
Grants natural armor, thorns, and resistance to dehydration. |
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Mass Snowshoes | ||
SPC | ||
Arc 3, Clr 3, Drd 3, Rgr 3 | ||
General | ||
As snowshoes, affects one creature/level. |
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Summon Desert Ally III | ||
Sandstorm | ||
Arc 3, Drd 3, Rgr 3 | ||
General | ||
Calls dustform creature to fight. |
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Summon Nature's Ally III | ||
Conjuration (Summoning) | 1 round | SRD |
None - No | Arc 3, BVal 3, Drd 3, Rgr 3, Shu 3 | 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 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-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. |
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Eventful Temporary Soul Binding | ||
Conjuration (Teleportation) | 2 rounds | ATB |
Will negates (harmless, object) - No | Arc 3, Blk 3, Brd 3, Clr 3, Drd 3, Pal 3, Rgr 3, Sor/Wiz 3 | V, S, M |
1 hour/level or until discharged | Touch | 6 hours |
Targets: 1 Creature and 1 item | ||
As Temporary Soul Binding, except 1 hour/level. |
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As Temporary Soul Binding, except 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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Tremorsense | ||
Underdark | ||
Arc 3, Hrp 3, Rgr 3, Sor/Wiz 3 | ||
1 hour | ||
Grants tremorsense to a range of 30 feet. |
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Wake Trailing | ||
Stormwrack | ||
Arc 3, Drd 4, Rgr 3 | ||
24 hours | ||
You can track a ship across the sea. |
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Water Walk | ||
Transmutation [Water] | 1 standard action | SRD |
Will negates (harmless) - Yes (harmless) | APeace 3, Arc 3, BVal 3, Clr 3, Rgr 3, Shu 3 | V, S, DF |
10 min./level (D) | Touch | 4 hours |
Targets: One touched creature/level | ||
Subject treads on water as if solid. |
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The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects feet hover an inch or two above the surface. (Creatures crossing molten lava still take damage from the heat because they are near it.) The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground. If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it. |
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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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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. |