Index of Spells by Level - Sor/Wiz 0

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Acid Dart
Conjuration (Creation) [Acid] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Close General
Effect: Dart of acid

Energy bolt deals 1d3 acid damage.

You fire a small dart made of acid at the target, requiring a successful ranged touch attack. The spell deals 1d3 acid damage and no splash damage.

Acid Glove
Conjuration (Creation) [Acid] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Touch General
Target: Creature touched

Touch attack deals 1d6 acid damage.

Your hand is coated with a thin layer of acid, which you can use to damage creatures, requiring a successful melee touch attack. The spell deals 1d6 acid damage.

Acid Splash
Conjuration (Creation) [Acid] 1 standard action SRD
None - No Duskblade 0, Sor/Wiz 0, Wmg 0 V, S
Instant Close General
Effect: One missile of acid

Orb deals 1d3 acid damage.

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.

Aiming Line
Illusion (Figment) 1 standard action seankreynolds.com
Will disbelief (if interacted with) - No Brd 0, Sor/Wiz 0 V, S
1 min. Close General
Effect: Ray

Create an aiming line for +2 bonus to hit with touch attacks, target gains the same benefit vs. you.

You create a faint illusory line between yourself and one creature within range, which requires a successful ranged touch attack. This line causes no damage and does not illuminate an area. The spell ends if you no longer have line of effect between yourself and the target.

Any ranged touch attacks you make against the target gain a +2 circumstance bonus to hit, and concealment for these attacks is treated as one category less. If the target is an invisible creature, the line pinpoints the square for you (negating the need to choose a square to attack). Because the line is a visible illusion, it has no effect in darkness unless you can otherwise see in darkness (such as with darkvision) or if you cannot see the line because you are blind.

Because the spell also indicates a direct line to you, the target gains the same benefits against you that you do against it. The target may attempt to disbelieve the illusion as normal, but successful disbelief has no effect on the spell's benefits (the translucent outline of the revealed illusion works just as well as the illusion itself).

Amanuensis
    SPC
  Arc 0, Clr 0, Sor/Wiz 0  
    1 hour

Copy nonmagical text.

Arcane Mark
Universal 1 standard action SRD
None - No HB 1, Sor/Wiz 0, Wuj 0 V, S
Permanent 0 ft. General
Effect: One personal rune or mark, all of which must fit within 1 sq. ft.

Inscribes a personal rune (visible or invisible).

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.

Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Attract Fine Vermin
Transmutation 1 standard action seankreynolds.com
None (harmless) - Yes (harmless) Arc 0, Clr 0, Drd 0, Sor/Wiz 0 V, S
1 min. Personal General
Target: You

Attract a normal vermin to you.

You give off a faint scent that is undetectable to humanoids but attractive to normal (not monstrous) vermin. 1d10 rounds after casting this spell, one Fine vermin (at least 1/4 inch long) of a type common to the area arrives and crawls or flies into your square. The vermin has no hostile intent toward you and will crawl or fly onto your hand if you extend it. The creature is not compelled to remain, is not under your control, and unless fed or captured it probably leaves within a minute of its arrival.

Typical vermin that might appear include flies, spiders, bees, wasps, ants, centipedes, beetles, praying mantises, or scorpions.

Caltrops
    SPC
  Sor/Wiz 0  
    General

Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).

Candlelight
    Ghostwalk Web
  Arc 0, Brd 0, Clr 0, Drd 0, Sor/Wiz 0  
    6 hours

Cast a 5-foot radius light from the point touched.

Chalkboard
    Dragon 324
  Sor/Wiz 0  
    General

Creates opaque plane you can write on.

Conjurer's Toolbelt
    SPELLSandSPELLCRAFT
  Sor/Wiz 0  
    General

Creates a tool.

Dancing Lights
Evocation [Light] 1 standard action SRD
None - No Arc 0, Beguiler 0, Brd 0, Duskblade 0, Shu 0, Sor/Wiz 0, Wuj 0 V, S
1 min. (D) Medium General
Effect: Up to four lights, all within a 10-ft.-radius area

Creates torches or other lights.

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

Dancing lights can be made permanent with a permanency spell.

Daze
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Arc 0, Beguiler 0, Brd 0, Shu 0, Sor/Wiz 0, Wuj 0 V, S, M
1 round Close General
Target: One humanoid creature of 4 HD or less

Humanoid creature of 4 HD or less loses next action.

This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.

Detect Magic
Divination 1 standard action SRD
None - No Adp 0, APeace 0, Arc 0, Beguiler 0, Blg 0, Brd 0, Clr 0, Drd 0, Duskblade 0, HB 1, Hlr 0, Hoard 1, Shu 0, Sor/Wiz 0, Wuj 0 V, S
Concentration, up to 1 min./level (D) 60 ft. General
Area: Cone-shaped emanation

Detects spells and magic items within 60 ft.

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An auras power depends on a spells functioning spell level or an items caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.

 Aura Power
Spell or Object Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th - 6th 7th - 9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th - 11th 12th - 20th 21st+ (artifact)

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.

Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

Detect Poison
Divination 1 standard action SRD
None - No APeace 0, Arc 0, Asn 1, Blg 0, BVal 1, ChamGwyn 1, Clr 0, Drd 0, Hlr 0, Pal 1, Rgr 1, Shu 0, Sor/Wiz 0, Wuj 0 V, S
Instant Close 5 minutes
Target or Area: One creature, one object, or a 5-ft. cube

Detects poison in one creature or object.

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.

The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Devlin's Barb
    BoEM
  Asn 1, Sor/Wiz 0  
    5 minutes

You temporarily create an arrow, bolt, bullet, or sling stone that ceases to exist at the end of the duration.

Disrupt Undead
Necromancy [Positive] 1 standard action SRD
None - Yes Arc 0, Duskblade 0, Glory 1, Shu 0, Sor/Wiz 0, Wmg 0, Wuj 0 V, S
Instant Close General
Effect: Ray

Deals 1d6 damage to one undead.

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Electric Jolt
    SPC
  Sor/Wiz 0  
    General

Ray deals 1d3 electricity damage.

Electric Slap
Transmutation [Electricity] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Touch General
Target: Creature touched

Touch attack deals 1d6 electricity damage.

Your hand is imbued with a small electric charge that triggers when you touch an creature, requiring a successful melee touch attack. The spell deals 1d6 electricity damage.

Electric Spark
Transmutation [Electricity] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Close General
Effect: Spark of electricity

Ray deals 1d3 electricity damage.

You cause a spark of electricity to arc from you to the target, requiring a successful ranged touch attack. The spell deals 1d3 electricity damagee.

Enchanting Flavor
    BoEM
  Sor/Wiz 0  
    General

A meal tastes wonderful and you gain a one-time Charisma-based check bonus.

Fire Flash
Evocation [Fire] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Close General
Effect: Flame in your palm

Energy missile deals 1d3 fire damage.

You cause a tiny flame to appear in your hand, which does not harm you or your equipment. It immediately leaps to a target of your choice within range, requiring a successful ranged touch attack. The spell deals 1d3 fire damage, but cannot set a target on fire. It momentarily provides light equal to a candle.

Fire Hand
Evocation [Fire] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Touch General
Target: Creature touched

Touch attack deals 1d6 fire damage.

Your hand is imbued with magical power that causes it to burst into flame when touched to a creature, requiring a successful melee touch attack. The spell deals 1d6 fire damage.

Flare
Evocation [Light] 1 standard action SRD
Fortitude negates - Yes Arc 0, Blg 0, Brd 0, Drd 0, Duskblade 0, Shu 0, Sor/Wiz 0, Wuj 0 V
Instant Close General
Effect: Burst of light

Dazzles one creature (-1 on attack rolls).

This cantrip creates a burst of light*. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

Fleeting Fame
    Dragon 326
  Arc 0, Brd 0, Clr 0, Sor/Wiz 0  
    General

Gives you a +2 bonus on Bluff, Diplomacy, and Intimidate checks.

Frost Touch
Evocation [Cold] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Touch General
Target: Creature touched

Touch attack deals 1d6 cold damage.

Your touch attacks a target with supernatural cold, requiring a successful melee touch attack. The spell deals 1d6 cold damage.

Ghost Sound
Illusion (Figment) 1 standard action SRD
Will disbelief (if interacted with) - No Adp 0, Arc 0, Asn 1, Beguiler 0, Blg 0, Brd 0, Duskblade 0, Hoard 1, Shu 0, Slayer of Domiel 1, Sor/Wiz 0, Wuj 0 V, S, M
1 round/level (D) Close General
Effect: Illusory sounds

Figment sounds.

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sounds basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

Ghost sound can enhance the effectiveness of a silent image spell.

Ghost sound can be made permanent with a permanency spell.

Groundsmoke
    Dragon 326
  Arc 0, Drd 0, Sor/Wiz 0  
    General

Prevents smoke from rising from a small fire.

Minor Invisibility
Illusion (Glamer) 1 standard action seankreynolds.com
Will negates (harmless) or Will negates (harmless, object) - Yes (harmless) or Yes (harmless, object) Brd 0, Sor/Wiz 0 V, S, M/DF
See text Personal or touch General
Target: You or a creature or object weighing no more than 100 lb./level

As invisibility, except as noted above and that the spell ends at the end of your turn on the round it was cast.

As invisibility, except as noted above and that the spell ends at the end of your turn on the round it was cast.

Launch Bolt (M)
    SPC
  Sor/Wiz 0  
    General

Launches a crossbow bolt up to 800 feet.

Launch Item
    SPC
  Sor/Wiz 0  
    General

Hurls fine item up to long range.

Light
Evocation [Light] 1 standard action SRD
None - No Adp 0, APeace 0, Arc 0, Artificer 1, Brd 0, Clr 0, Drd 0, HB 1, Hlr 0, Shu 0, Sor/Wiz 0, Wmg 0, Wuj 0 V, M/DF
10 min./level (D) Touch 1 hour
Target: Object touched

Object shines like a torch.

This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.

A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

Mage Hand
Transmutation 1 standard action SRD
None - No Arc 0, Brd 0, Shu 0, Sor/Wiz 0, Wuj 0 V, S
Concentration Close General
Target: One nonmagical, unattended object weighing up to 5 lb.

5-pound telekinesis.

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spells range.

Mending
Transmutation 1 standard action SRD
Will negates (harmless, object) - Yes (harmless, object) Adp 0, APeace 0, Arc 0, Brd 0, Clr 0, Drd 0, Hlr 0, Shu 0, Sor/Wiz 0, Wuj 0 V, S
Instant 10 ft. 6 hours
Target: One object of up to 1 lb.

Makes minor repairs on an object.

Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.

Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the items magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).

Mental Alarm
    BoEM
  Sor/Wiz 0  
    6 hours

Mental alarm that goes off at a specific time within the duration to all subjects simultaneiously.

Message
Transmutation [Language-Dependent] 1 standard action SRD
None - No Beguiler 0, Brd 0, EmBarachiel 1, Sor/Wiz 0, Trade 1, Wuj 0 V, S, F
10 min./level Medium General
Targets: One creature/level

Whispered conversation at distance.

You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the paths entire length lies within the spells range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn't transcend language barriers.

Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.

Minor Energy Ward
Abjuration 1 standard action seankreynolds.com
None (harmless) - Yes (harmless) Arc 0, Clr 0, Drd 0, Sor/Wiz 0 V, S
1 min. Touch General
Target: Creature touched

Grant 5 points of energy resistance.

You grant a creature limited protection against one type of energy (acid, cold, electricity, fire, sonic). When the spell absorbs 5 points of energy damage of that type, it is discharged.

This spell overlaps (does not stack) with endure elements, resist energy, and protection from energy. It combines with the other spells in the same manner as protection from energy and is superceded by protection from energy (if a character is protected by this spell and protection from energy, the protection spell absorbs damage but the ward does not).

Necrosurgery
    Dragon 326
  Sor/Wiz 0  
    General

Grants +2 bonus to resist disease.

No Light
    Book of Vile Darkness
  Arc 0, Brd 1, Clr 0, Sor/Wiz 0  
    5 minutes

Prevents normal light from illuminating.

Nosy Neighbor
    Dragon 326
  Sor/Wiz 0  
    General

Provides you with a +1 bonus on Listen checks.

Open/Close
Transmutation 1 standard action SRD
Will negates (object) - Yes (object) Beguiler 0, Brd 0, Sor/Wiz 0, Wuj 0 V, S, F
Instant Close General
Target: Object weighing up to 30 lb. or portal that can be opened or closed

Opens or closes small or light things.

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spells ability to affect.

Preserve Organ
    Book of Vile Darkness
  Arc 0, Clr 0, Drd 0, Sor/Wiz 0  
    24 hours

Protects one detached organ from decay for 24 hours.

Prestidigitation
Universal 1 standard action SRD
See text - No Brd 0, HB 1, Sor/Wiz 0, Wuj 0 V, S
1 hour 10 ft. General
Target; Effect; or Area: See text

Performs minor tricks.

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Ray of Frost
Evocation [Cold] 1 standard action SRD
None - Yes Duskblade 0, Sor/Wiz 0, Wmg 0, Wuj 0 V, S
Instant Close General
Effect: Ray

Ray deals 1d3 cold damage.

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Read Magic
Divination 1 standard action SRD
- Adp 0, APeace 0, Arc 0, Beguiler 0, Blg 0, Brd 0, ChamGwyn 1, Clr 0, Drd 0, Duskblade 0, HB 1, Hlr 0, Hoard 1, Pal 1, Rgr 1, Shu 0, Sor/Wiz 0, Wuj 0 V, S, F
10 min./level Personal General
Target: You

Read scrolls and spellbooks.

By means of read magic, you can decipher magical inscriptions on objectsbooks, scrolls, weapons, and the likethat would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.

Repair Minor Damage
    Complete Arcane
  Sor/Wiz 0  
    General

"Cures" 1 point of damage to a construct.

Resistance
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) APeace 0, Arc 0, Brd 0, ChamGwyn 1, Clr 0, Drd 0, Pal 1, Shu 0, Sor/Wiz 0, Wuj 0 V, S, M/DF
1 min. Touch 5 minutes
Target: Creature touched

Subject gains +1 on saving throws.

You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

Resistance can be made permanent with a permanency spell.

Seeker's Chant
    Dragon 326
  Brd 0, Sor/Wiz 0  
    General

Gives you a +2 bonus on Search checks, but a -2 penalty on Move Silently checks.

Shadowplay
    Dragon 326
  Sor/Wiz 0  
    General

Manipulates the shape and movement of an existing shadow.

Silent Portal
    Magic of Faerun
  Asn 1, Sor/Wiz 0  
    6 hours

Negates sound from door or window.

Silvered Weapon
    Mintipers Chapbook
  Arc 0, Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0  
    General

Transforms a single weapon or projectile into a silvered weapon or silvered projectile

Skull Snare
    Necromancy
  Sor/Wiz 0  
    General

Animates a skull that guards a 10 area.

Slash Tongue
    Book of Vile Darkness
  Arc 0, Clr 0, Sor/Wiz 0  
    General

Subject takes -1 penalty on attacks, saves and checks for 1 round.

Sonic Ray
Evocation [Sonic] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Close General
Effect: Ray of sound

Ray deals 1d3 sonic damage.

You cause an invisible ray of sound to strike the target, requiring a successful ranged touch attack. The spell deals 1d3 sonic damage.

Sonic Slap
Evocation [Sonic] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Touch General
Target: Creature touched

Touch attack deals 1d6 sonic damage.

Your hand transmits sonic vibrations to the target, requiring a successful melee touch attack. The spell deals 1d6 sonic damage.

Sonic Snap
    Magic of Faerun
  Sor/Wiz 0  
    General

Target takes 1 point of sonic damage and is deafened 1 round.

Stick
    Underdark
  Brd 0, PUG 1, Sor/Wiz 0  
    General

Glues an object weighing 5 pounds or less to a larger object.

Minor Temporary Soul Binding
Conjuration (Teleportation) 1 standard action ATB
Will negates (harmless, object) - No (object) Arc 0, Brd 0, Clr 0, Drd 0, Sor/Wiz 0 V, S
2 rounds/level up to 1 minute or until discharged Touch General
Targets: 1 Creature and 1 item

As Temporary Soul Binding, duration is shorter.

As Temporary Soul Binding, duration is shorter.

Tongue of Angels
    BoEM
  Arc 0, Clr 0, Sor/Wiz 0  
    General

You can speak Celestial.

Tongue of Fiends
    BoEM
  Arc 0, Clr 0, Sor/Wiz 0  
    General

You can speak Infernal.

Touch of Fatigue
Necromancy [Negative] 1 standard action SRD
Fortitude negates - Yes Adp 0, Arc 0, Blg 0, Duskblade 0, Sin-S 1, Sor/Wiz 0 V, S, M
1 round/level Touch General
Target: Creature touched

Touch attack fatigues target.

You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target.

The subject is immediately fatigued for the spell's duration.

This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spells duration expires.

Unnerving Gaze
    Book of Vile Darkness
  Dem 1, MH 1, Sor/Wiz 0  
    General

Subject takes -1 penalty on attacks.

Vengeful Mount
    Dragon 326
  Arc 0, Drd 0, Rgr 1, Sor/Wiz 0  
    General

Makes an animal more difficult to ride or handle.

Minor Ward
    BoEM
  Sor/Wiz 0  
    24 hours

See Text