Index of Spells by Level - Sor/Wiz 8

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Antipathy
Enchantment (Compulsion) [Mind-Affecting] 1 hour SRD
Will partial - Yes Arc 6, Blg 6, Blg 9, Drd 9, Elf 9, Hatred 8, Mental 7, Shu 9, Sin-A 9, Sor/Wiz 8, Wealth 9, Wuj 8 V, S, M/DF
2 hours/level (D) Close General
Target: One location (up to a 10-ft. cube/level) or one object

Object or location affected by spell repels certain creatures.

You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named.

Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item.

A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points.

Antipathy counters and dispels sympathy.

Avascular Mass
    SPC
  Deathbound 8, Sor/Wiz 8  
    General

Reduce foe to half hp and stun foe for 1 round by purging blood vessels, which can trap creatures in 20-ft. radius from victim.

Axiomatic Creature (M) (XP)
    Book of Exalted Deeds
  Arc 8, Clr 8, Sor/Wiz 8  
    General

Transforms creature into an axiomatic creature.

Greater Bestow Curse
    SPC
  Arc 7, Clr 7, Dem 4, Destiny 7, Sor/Wiz 8  
    General

As bestow curse, but more severe penalties.

Binding (M)
Enchantment (Compulsion) [Mind-Affecting] 1 minute SRD
Will negates; see text - Yes Arc 8, Shu 8, Sor/Wiz 8 V, S, M
See text (D) Close General
Target: One living creature
Materials: Opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured.

Utilizes an array of techniques to imprison a creature.

A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least one-half your caster level.

You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases by 1. For each assistant who casts dominate animal, dominate person, or dominate monster, your caster level for this casting of binding increases by a number equal to one-third of that assistant's level, provided that the spell's target is appropriate for a binding spell. Since the assistants' spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants' spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding spells are dismissible.

Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or alignment but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don't qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.

If you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap. If you do so, the target gets a saving throw at the end of the first spell's duration, even if your caster level was high enough to disallow an initial saving throw. If the creature succeeds on this save, all the binding spells it has received are broken.

The binding spell has six versions. Choose one of the following versions when you cast the spell.

Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The duration is one year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell.

Slumber: This version causes the subject to become comatose for as long as one year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is more difficult to cast than chaining, making it slightly easier to resist. Reduce the spell's save DC by 1.

Bound Slumber: This combination of chaining and slumber lasts for as long as one month per caster level. Reduce the save DC by 2.

Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. Reduce the save DC by 3.

Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4.

Minimus Containment: The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4.

You can't dispel a binding spell with dispel magic or a similar effect, though an antimagic field or Mage's disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect.

Components: The components for a binding spell vary according to the version of the spell, but they always include a continuous chanting utterance read from the scroll or spellbook page containing the spell, somatic gestures, and materials appropriate to the form of binding used. These components can include such items as miniature chains of special metals, soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal, and the like.

In addition to the specially made props suited to the specific type of binding (cost 500 gp), the spell requires opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured.

Blackfire
    SPC
  Sor/Wiz 8  
    General

Negative energy fire burns at the life force of a living creature dealing 1d4 constitution damage/round.

Blackstaff
    Magic of Faerun
  Sor/Wiz 8  
    General

Greatly enhances staff or quarterstaff

Greater Celerity
    PHBII
  Sor/Wiz 8  
    General

Take a full-round action immediately, but be dazed for a round.

Mass Charm Monster
Enchantment (Charm) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Brd 6, Sin-P 9, Sor/Wiz 8, Tyranny 8 V
1 day/level Close 1 hour
Targets: One or more creatures, no two of which can be more than 30 ft. apart

As charm monster, but all within 30 ft.

This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.

This charm makes a creature regard you as its trusted friend and ally (treat the targets attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed creature as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldnt ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed creature breaks the spell. You must speak the persons language to communicate your commands, or else be good at pantomiming.

Clenched Fist
Evocation [Force] 1 standard action SRD
None - Yes Duskblade 5, Sor/Wiz 8, Strength 8 V, S, F/DF
1 round/level (D) Medium General
Effect: 10-ft. hand

Large hand provides cover, pushes, or attacks your foes.

This spell functions like interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.

The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +11 for the hands Strength score (33), 1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spells save DC) or be stunned for 1 round. Directing the spell to a new target is a move action.

The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +15 bonus on the Strength check.

Clerics who cast this spell name it for their deities.

Clone (M) (F)
Necromancy 10 minutes SRD
None - No Sor/Wiz 8 V, S, M, F
Instant 0 ft. General
Effect: One clone
Focus: Special laboratory equipment (cost 500 gp).
Materials: The piece of flesh and various laboratory supplies (cost 1,000 gp).

Duplicate awakens when original dies.

This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original's physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.

To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature's living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.

When the clone is completed, the original's soul enters it immediately, if that creature is already dead. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level character). If this Constitution adjustment would give the clone a Constitution score of 0, the spell fails. If the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is one level below the level at which the original died.

The spell duplicates only the originals body and mind, not its equipment.

A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.

Conjure Greater Midnight Construct (M)
    MOI
  Sor/Wiz 8  
    General

As conjure lesser midnight construct, except conjure a greater midnight construct instead with more essentia options.

Create Greater Undead (M)
Necromancy [Evil] 1 hour SRD
None - No Arc 8, Clr 8, Death 8, Pestilence 8, Sor/Wiz 8, Undeath 8 V, S, M
Instant Close General
Target: One corpse
Materials: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse.

Create shadows, wraiths, spectres, or devourers.

A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.

Caster LevelUndead Created
15th or lowerShadow
16th - 17thWraith
18th - 19thSpectre
20th or higherDevourer

You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.

This spell must be cast at night.

Demand
Enchantment (Compulsion) [Mind-Affecting] 10 minutes SRD
Will partial - Yes Beguiler 8, Charm 8, Diabolic 8, Nobility 8, Sor/Wiz 8 V, S, M/DF
1 round; see text See text 30 minutes
Target: One creature

As sending, plus you can send suggestion.

You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the demand does not arrive. (Local conditions on other planes may worsen this chance considerably.)

You influence the actions of the target creature by demanding a course of activity (limited to the length of the short message). The demand must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.

A very reasonable suggestion causes the save to be made with a penalty (such as 1 or 2).

A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subjects Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective.

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.

Desert Binding (M)
    Sandstorm
  Sand 8, Sor/Wiz 8  
    General

Imprisons creature as sand in an hourglass or wind in the waste.

Dimensional Lock
Abjuration 1 standard action SRD
None - Yes Arc 8, Clr 8, Portal 8, Sor/Wiz 8 V, S
1 day/level Medium 24 hours
Area: 20-ft.-radius emanation centered on a point in space

Teleportation and interplanar travel blocked for one day/level.

You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.

A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.

Discern Location
Divination 10 minutes SRD
None - No APeace 8, Arc 8, Beguiler 8, Clr 8, Hlr 8, Knowledge 8, Oracle 8, Planning 8, Retribution 8, Shu 8, Sin-A 8, Sor/Wiz 8, Trade 9, Truth 8, Wealth 8 V, S, DF
Instant Unlimited 6 hours
Target: One creature or object

Reveals exact location of creature or object.

A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or objects location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.

To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.

Dream Image (XP)
    BB
  Clr 8, Sor/Wiz 8  
    General

Create a shadow copy of yourself to interact with the area.

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

Excavate
    SPC
  Sor/Wiz 8  
    6 hours

Creates a permanent passage in earth and walls.

Field Of Icy Razors (F)
    SPC
  Sor/Wiz 8  
    General

Creatures in area take normal and cold damage, might be slowed.

Fierce Pride of the Beastlands
    SPC
  Arc 8, Clr 8, Sor/Wiz 8  
    1 hour

Summon celestial lions and celestial dire lions to follow you

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.

Flensing
    SPC
  Sor/Wiz 8  
    General

Trauma deals 2d6 damage plus 1d6 Cha and Con damage.

Ghostform
    Complete Arcane
  Sor/Wiz 8  
    General

You become incorporeal.

Golem Immunity
    RE
  Arc 8, Clr 8, Sor/Wiz 8  
    General

Grants a construct the magic immunity special quality of a particular golem.

Gutwrench
    Book of Vile Darkness
  Sor/Wiz 8  
    General

Kills subject and gives you 4d6 temporary hit points and +4 Strength.

Heart of Stone (F) (XP)
    SPC
  Sor/Wiz 8  
    General

You gain DR 5/- and resist energy 5 vs cold, fire, and electricity. Healing slows and requires caster level checks (DC 10 + your caster level)

Horrid Wilting
Necromancy 1 standard action SRD
Fortitude half - Yes Arc 8, Blg 8, Decay 8, Necro 8, Sor/Wiz 8, Suffering 8, Thirst 8, Water 8, Watery Death 8, Wmg 8, Wuj 8 V, S, M/DF
Instant Long General
Targets: Living creatures, no two of which can be more than 60 ft. apart

Deals 1d6/level damage within 30 ft.

This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).

Illusion Purge
    RE
  Arc 8, Clr 8, Sor/Wiz 8, Truth 7  
    General

Dispels illusions within 5 ft./level.

Imbue Guardian
    BoEM
  Sor/Wiz 8  
    General

A guardian gains bonuses to a 100-foot radius area.

Incendiary Cloud
Conjuration (Creation) [Fire] 1 standard action SRD
Reflex half; see text - No Arc 8, Blg 9, Fire 8, Shu 8, Sor/Wiz 8, Wmg 8, Wuj 8 V, S
1 round/level Medium General
Effect: Cloud spreads in 20-ft. radius, 20 ft. high

Cloud deals 4d6 fire damage/round.

An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage.

As with a cloudkill spell, the smoke moves away from you at 10 feet per round. Figure out the smokes new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainders spread thereafter.

As with fog cloud, wind disperses the smoke, and the spell can't be cast underwater.

Superior Invisibility
    SPC
  Sor/Wiz 8  
    5 minutes

As invisibility, greater, except you make no scent, sound, or image.

Iron Body
Transmutation 1 standard action SRD
- Earth 8, Endurance 9, Metal 8, Sor/Wiz 8 V, S, M/DF
1 min./level (D) Personal 30 minutes
Target: You

Your body becomes living iron.

This spell transforms your body into living iron, which grants you several powerful resistances and abilities.

You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.

You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can't use potions) or play wind instruments.

Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.

Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the oceanat least until the spell duration expires.

Irresistible Dance
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
None - Yes Brd 6, Gnome 8, Joy 9, Passion 8, Sor/Wiz 8 V
1d4+1 rounds Touch General
Target: Living creature touched

Forces subject to dance.

The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn.

Last Judgment
    Book of Exalted Deeds
  Arc 8, Clr 8, Sor/Wiz 8, Wrath 8  
    General

Evil creatures are struck dead and sent to Lower Planes.

Leech Undeath
    MoE
  Arc 7, Clr 7, Sor/Wiz 8  
    General

Harm undead to gain temporary hit points.

Lightning Ring
    SPC
  Sor/Wiz 8  
    General

Ring of lightning gives you resistance to electricity 20, damages adjacent creatures, and emits two lightning bolts per round.

Maddening Scream
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
None - Yes Madness 8, Sor/Wiz 8 V
1d4+1 rounds Touch General
Target: Living creature touched

Subject has -4 AC, no shield, Reflex save on 20 only.

This spell makes it impossible for the victim to do anything other than race about caterwauling. The creature must move its speed* each turn, unless somehow prevented, and can take no other action. The spell gives the subject a –4 penalty to Armor Class, its Reflex saving throws fail except on a roll of 20, and the subject cannot use a shield.

Maddening Whispers
    SPC
  Sor/Wiz 8  
    General

You induce confusion and madness in targets.

Mass Make Manifest
    SPC
  Arc 6, Clr 6, Sor/Wiz 8  
    General

As the Make Manifest spell except multiple targets.

Mantle of Egregious Might (F)
    BoEM
  Sor/Wiz 8  
    1 hour

Grant +4 luck bonus to AC, Attacks, saves, and ability scores.

Mark of Death
    BoEM
  Sor/Wiz 8  
    6 hours

See Text

Maze
Conjuration (Teleportation) 1 standard action SRD
None - Yes Sor/Wiz 8 V, S
See text Close General
Target: One creature

Traps subject in extradimensional maze.

You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesnt escape, the maze disappears after 10 minutes, forcing the subject to leave.

On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell.

Mind Blank
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) Arc 8, Beguiler 8, Blg 8, Liberation 8, Meditation 8, Mental 8, Mind 8, Protection 8, Sor/Wiz 8, Trade 8, Wuj 8 V, S
1 day Close 12 hours
Target: One creature

Subject is immune to mental/emotional magic and scrying.

The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subjects mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.

Minimus Containment (F)
    Dragon 336
  Sor/Wiz 8  
    General

Bind a creature from a planar binding into a gem.

Moment of Prescience
Divination 1 standard action SRD
- Beguiler 8, Competition 8, Destiny 8, Fate 8, Luck 8, Sor/Wiz 8, Time 7 V, S
1 hour/level or until discharged Personal 6 hours
Target: You

You gain insight bonus on single attack roll, check, or save.

This spell grants you a powerful sixth sense in relation to yourself. Once during the spells duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flatfooted). Activating the effect doesn't take an action; you can even activate it on another characters turn if needed. You must choose to use the moment of prescience before you make the roll it is to modify. Once used, the spell ends.

You can't have more than one moment of prescience active on you at the same time.

Mordenkainen's Capable Caravel (F)
    Stormwrack
  Sor/Wiz 8  
    General

Creates magical ship with extradimensional staterooms.

Necrotic Empowerment (F)
    Libris
  Arc 8, Clr 8, Sor/Wiz 8  
    General

Draw personal vigor from mother cyst.

Greater Orb of Acid
Conjuration (Creation) [Acid] 1 standard action ATB
Fortitude partial - No Sor/Wiz 8, Wmg 8 V, S
Instant Close General
Effect: One orb of Acid.

Orb deals 1d6/level (max 25d6) acid damage, may sicken subject for 1d6 + 1 rounds.

An orb of acid, greater about 3 inches across shoots from your palm at its target, dealing 1d6 points of acid damage per caster level (maximum 25d6). You must succeed on a ranged touch attack to hit your target.

A creature struck by the orb takes damage and becomes sickened by the acid's noxious fumes for 1d6 + 1 round. A successful Fortitude save negates the sickened effect but does not reduce the damage.

Phantasmal Thief
    Draconomicon
  Greed 8, Sor/Wiz 8  
    General

Creates an unseen force that steals from others.

Greater Planar Binding
Conjuration (Calling) 10 minutes SRD
Will negates - No and Yes; see text Hth 8, Sor/Wiz 8 V, S
Instant Close ; see text 24 hours
Targets: Up to three elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.

As lesser planar binding, but up to 18 HD.

Casting this spell attempts a dangerous act to lure a creature from another plane to a specifically prepared trap, which must lie within the spells range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.

To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individuals proper name in casting the spell.

The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap with by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure.

If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creatures Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.

Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.

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

Greater Plane Shift
    SPC
  Arc 7, Clr 7, Sor/Wiz 8  
    General

Plane shift accurately to your desired destination.

Polar Ray
Evocation [Cold] 1 standard action SRD
None - Yes Cold 8, Duskblade 5, Sor/Wiz 8, Wmg 8 V, S, F/DF
Instant Close General
Effect: Ray

Ranged touch attack deals 1d6/level cold damage.

A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6).

Polymorph Any Object
Transmutation (Polymorph) 1 standard action SRD
Fortitude negates (object); see text - Yes (object) Commerce 9, Renewal 8, Sor/Wiz 8, Transformation 8, Trickery 8, Wuj 8 V, S, M/DF
See text Close 12 hours
Target: One creature, or one nonmagical object of up to 100 cu. ft./level

Changes any subject into anything else.

This spell functions like polymorph, except that it changes one object or creature into another. The duration of the spell depends on how radical a change is made from the original state to its enchanted state. The duration is determined by using the following guidelines.

Changed Subject Is:Increase to Duration Factor (1)
Same kingdom (animal, vegetable, mineral)+5
Same class (mammals, fungi, metals, etc.)+2
Same size+2
Related (twig is to tree, wolf fur is to wolf, etc.)+2
Same or lower Intelligence+2

1 Add all that apply. Look up the total on the next table.

Duration FactorDurationExample
0 20 minutes Pebble to human
2 1 hour Marionette to human
4 3 hours Human to marionette
5 12 hours Lizard to manticore
6 2 days Sheep to wool coat
7 1 week Shrew to manticore
9+ Permanent Manticore to shrew

Unlike polymorph, polymorph any object does grant the creature the Intelligence score of its new form. If the original form didn't have a Wisdom or Charisma score, it gains those scores as appropriate for the new form.

Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force.

A nonmagical object cannot be made into a magic item with this spell. Magic items aren't affected by this spell.

This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.

This spell can also be used to duplicate the effects of baleful polymorph, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud.

Power Word Petrify
    RotDrg
  Sor/Wiz 8  
    General

Petrifies one creature with 100 hp or less.

Power Word Stun
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
None - Yes Beguiler 8, Dream 8, Sor/Wiz 8, War 8, Wuj 8 V
See text Close General
Target: One creature with 150 hp or less

Stuns creature with 150 hp or less.

You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the targets current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun.

Hit Points, Duration

50 or less, 4d4 rounds

51-100, 2d4 rounds

101-150, 1d4 rounds

Primal Release
    BoEM
  Sor/Wiz 8  
    1 hour

Subject gains physical bonuses (+10, +2, +10, -6, -2, -6) and Base Attack bonus becomes +1/HD of subject and gains feats.

Prismatic Wall
Abjuration 1 standard action SRD
See text - See text Sor/Wiz 8, Wmg 8 V, S
10 min./level (D) Close General
Effect: Wall 4 ft./level wide, 2 ft./level high

Wall’s colors have array of effects.

Prismatic wall creates a vertical, opaque wall -- a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall.

The wall’s maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.

Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.

The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage's disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and dispel magic, greater cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.

Prismatic wall can be made permanent with a permanency spell.

ColorOrderEffect of ColorNegated By
Red1stStops nonmagical ranged weapons. Deals 20 points of fire damage (Reflex half).Cone of cold
Orange2ndStops magical ranged weapons. Deals 40 points of acid damage (Reflex half).Gust of wind
Yellow3rdStops poisons, gases, and petrification. Deals 80 points of electricity damage (Reflex half).Disintegrate
Green4thStops breath weapons. Poison (Kills; Fortitude partial for 1d6 points of Con damage instead).Passwall
Blue5thStops divination and mental attacks. Turned to stone (Fortitude negates).Magic missile
Indigo6thStops all spells. Will save or become insane (as insanity spell).Daylight
Violet7thEnergy field destroys all objects and effects.1 Creatures sent to another plane (Will negates).Dispel magic

1) The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).

Protection from Spells (M) (F)
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) Arc 8, Balance 8, Dwarf 8, Family 8, Magic 8, Shu 8, Sor/Wiz 8 V, S, M, F
10 min./level Touch 4 hours
Targets: Up to one creature touched per four levels
Focus: One 1,000 gp diamond per creature to be granted the protection. Each subject must carry one such gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.
Materials: A diamond of at least 500 gp value, which must be crushed and sprinkled over the targets.

Confers +8 resistance bonus.

The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).

Greater Prying Eyes
Divination 1 minute SRD
None - No Sor/Wiz 8 V, S, M
1 hour/level; see text (D) 1 mile General
Effect: Ten or more levitating eyes

As prying eyes, but eyes have true seeing.

This spell functions like prying eyes, except that the eyes can see all things as they actually are, just as if they had true seeing with a range of 120 feet. Thus, they can navigate darkened areas at full normal speed. Also, a greater prying eyes maximum Spot modifier is +25 instead of +15.

Scintillating Pattern
Illusion (Pattern) [Mind-Affecting] 1 standard action SRD
None - Yes Beguiler 8, Sor/Wiz 8, Wmg 8 V, S, M
Concentration + 2 rounds Close General
Effect: Colorful lights in a 20-ft.-radius spread

Twisting colors confuse, stun, or render unconscious.

A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. The spell affects each subject according to its Hit Dice.

6 or less: Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.)

7 to 12: Stunned for 1d4 rounds, then confused for 1d4 rounds.

13 or more: Confused for 1d4 rounds.

Sightless creatures are not affected by scintillating pattern.

Screen
Illusion (Glamer) 10 minutes SRD
None or Will disbelief (if interacted with); see text - No Arc 8, Beguiler 8, Gnome 7, Illusion 8, Shu 8, Sor/Wiz 8, Trickery 7, VDarkness 9 V, S
1 day Close 24 hours
Area: 30-ft. cube/level (S)

Illusion hides area from vision, scrying.

This spell combines several elements to create a powerful protection from scrying and direct observation. When casting the spell, you dictate what will and will not be observed in the spells area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed.

Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the illusion created.

Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.

Greater Shadow Evocation
Illusion (Shadow) 1 standard action SRD
Will disbelief (if interacted with) - Yes Shadow 8, Sor/Wiz 8 V, S
See text See text General
See text: See text

As shadow evocation, but up to 7th level and 60% real.

This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 7th level or lower. If recognized as a greater shadow evocation, a damaging spell deals only three-fifths (60%) damage.

Shifting Paths
    SPC
  Arc 7, Drd 7, Sor/Wiz 8  
    General

Illusion hides path, creates false new path.

Greater Shout
Evocation [Sonic] 1 standard action SRD
Fortitude partial or Reflex negates (object); see text - Yes (object) Brd 6, Sin-W 8, Sor/Wiz 8, Wmg 8 V, S, F
Instant 60 ft. General
Area: Cone-shaped burst

Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.

You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is stunned for 1 round and deafened for 4d6 rounds and takes 10d6 points of sonic damage. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 20d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.

Simbul's Skeletal Deliquescence
    Magic of Faerun
  Sor/Wiz 8  
    24 hours

Target becomes a soft-bodied oozelike creature.

Skeletal Guard (M)
    Magic of Faerun
  Sor/Wiz 8  
    General

Creates one skeleton/level that is resistant to turning.

Soul's Treasure Lost
    Book of Vile Darkness
  Sor/Wiz 8  
    General

Disintegrates subject's most valuable object.

Spell Engine (M) (XP)
    Magic of Faerun
  Sor/Wiz 8  
    General

Magical energy disk absorbs incoming spells.

Stalking Spell
    Savage Species
  Sor/Wiz 8  
    6 hours

As greater invisibility, but subject is silent and scentless.

Steal Life
    Book of Vile Darkness
  Sor/Wiz 8  
    General

You drain 1 ability score point per round and becomes younger.

Greater Stone Metamorphosis
    Underdark
  Arc 6, Clr 6, Drd 6, Sor/Wiz 8  
    General

Changes 10 cu. ft. + 10 cu. ft./level of stone into another type of stone.

Summon Monster VIII
Conjuration (Summoning) 1 round SRD
None - No Arc 8, Clr 8, Sor/Wiz 8, Wuj 8 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list (summon monster VII), or 1d4+1 creatures of the same kind from a lower-level list (summon monster I, summon monster II, summon monster III, summon monster IV, summon monster V, summon monster VI).
Summon Monster Alignment
Celestial dire bear LG
Celestial cachalot whale 1 NG
Celestial triceratops NG
Lillend CG
Greater Elemental (any) N
Greater Air Elemental N
Greater Earth Elemental N
Greater Fire Elemental N
Greater Water Elemental N
Fiendish giant squid 1 LE
Hellcat LE
Fiendish Colossal monstrous centipede NE
Fiendish dire tiger CE
Fiendish Gargantuan monstrous spider CE
Fiendish tyrannosaurus CE
Vrock (demon) CE

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.

Swallow
    Dragon 323
  Sin-G 8, Sor/Wiz 8  
    General

Subject is grappled and swallowed whole. Extradimensional stomach deals 2d6 +1/level (max +25) bludgeoning and 6 acid damage per round.

Symbol of Death (M)
Necromancy [Death] [Ectomancy] 10 minutes SRD
Fortitude negates - Yes Arc 8, Clr 8, Sor/Wiz 8, Wuj 8 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp each.

Triggered rune slays nearby creatures.

This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death slays one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points worth of creatures, whichever comes first. Any creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.

Until it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally.

As a default, a symbol of death is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of death's triggering conditions cannot be changed.

In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of death to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of death offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the symbol of death is used to touch a creature. Likewise, a symbol of death cannot be placed on a weapon and set to activate when the weapon strikes a foe.

You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of death can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify.

When scribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular runes effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.

You also can attune any number of creatures to the symbol of death, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them.

Read magic allows you to identify a symbol of death with a DC 19 Spellcraft check. Of course, if the symbol of death is set to be triggered by reading it, this will trigger the symbol.

A symbol of death can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it.

Symbol of death can be made permanent with a permanency spell. A permanent symbol of death that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal.

Note: Magic traps such as symbol of death are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of death and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of death.

Symbol of Insanity (M)
Enchantment (Compulsion) [Mind-Affecting] 10 minutes SRD
Will negates - Yes Arc 8, Clr 8, Sor/Wiz 8, Wuj 8 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.

Triggered rune renders nearby creatures insane.

This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of insanity causes insanity on one or more creatures within 60 feet of the symbol (treat as a burst) . Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level. Any creature that enters the area while the symbol of insanity is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.

Until it is triggered, the symbol of insanity is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of insanity must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of insanity ineffective, unless a creature removes the covering, in which case the symbol of insanity works normally.

As a default, a symbol of insanity is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of insanity cant trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of insanitys triggering conditions cannot be changed.

In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of insanity to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of insanity offensively; for instance, a touch-triggered symbol of insanity remains untriggered if an item bearing the symbol of insanity is used to touch a creature. Likewise, a symbol of insanity cannot be placed on a weapon and set to activate when the weapon strikes a foe.

You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of insanity can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify.

When scribing a symbol of insanity, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular runes effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.

You also can attune any number of creatures to the symbol of insanity, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of insanity cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of insanity, and thus always ignore the effects and cannot inadvertently trigger them.

Read magic allows you to identify a symbol of insanity with a DC 19 Spellcraft check. Of course, if the symbol of insanity is set to be triggered by reading it, this will trigger the symbol.

A symbol of insanity can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of insanity. Destruction of the surface where a symbol of insanity is inscribed destroys the symbol but also triggers it.

Symbol of insanity can be made permanent with a permanency spell. A permanent symbol of insanity that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal.

Note: Magic traps such as symbol of insanity are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of insanity and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of insanity.

Sympathy (M)
Enchantment (Compulsion) [Mind-Affecting] 1 hour SRD
Will negates; see text - Yes Arc 9, Community 8, Drd 9, Greed 9, Joy 8, Sin-L 8, Sor/Wiz 8, Wuj 8 V, S, M
2 hours/level (D) Close General
Target: One location (up to a 10-ft. cube/level) or one object
Materials: 1,500 gp worth of crushed pearls and a drop of honey.

Object or location attracts certain creatures.

You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named.

Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or to possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6x10 minutes later. If this save fails, the affected creature attempts to return to the area or object.

Sympathy counters and dispels antipathy.

Telekinetic Sphere
Evocation [Force] 1 standard action SRD
Reflex negates (object) - Yes (object) Force 8, Sor/Wiz 8 V, S, M
1 min./level (D) Close General
Effect: 1-ft.-diameter/level sphere, centered around creatures or objects

As resilient sphere, but you move sphere telekinetically.

This spell functions like resilient sphere, with the addition that the creatures or objects inside the globe are nearly weightless. Anything contained within an telekinetic sphere weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents.

You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or the spells duration expires, or you begin concentrating again. If you cease concentrating (voluntarily or due to failing a Concentration check), you can resume concentrating on your next turn or any later turn during the spells duration.

The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.

You can move the sphere telekinetically even if you are in it.

Temporal Stasis (M)
Transmutation 1 standard action SRD
Fortitude negates - Yes Sor/Wiz 8 V, S, M
Permanent Touch General
Target: Creature touched
Materials: A powder composed of diamond, emerald, ruby, and sapphire dust with a total value of at least 5,000 gp.

Puts subject into suspended animation.

You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell).

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.

Transcribe Symbol
    PGtF
  Rune 8, Sor/Wiz 8  
    1 hour

Safely moves an untriggered magical symbol to another location.

Trap the Soul
Conjuration (Summoning) [Ectomancy] 1 standard action or see text SRD
See text - Yes; see text Sin-G 9, Sin-L 9, Sor/Wiz 8 V, S, M, F, text
Permanent; see text Close General
Target: One creature

Imprisons subject within gem.

Trap the soul forces a creatures life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.

Depending on the version selected, the spell can be triggered in one of two ways.

Spell Completion: First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject. This allows spell resistance (if any) and a Will save to avoid the effect. If the creatures name is spoken as well, any spell resistance is ignored and the save DC increases by 2. If the save or spell resistance is successful, the gem shatters.

Trigger Object: The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creatures soul in the trap. To use this method, both the creatures name and the trigger word must be inscribed on the trigger object when the gem is enspelled. A sympathy spell can also be placed on the trigger object. As soon as the subject picks up or accepts the trigger object, its life force is automatically transferred to the gem without the benefit of spell resistance or a save.

Material Note: . If the gem is not valuable enough, it shatters when the entrapment is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)

Veil of Undeath (M)
    Libris
  Arc 8, Clr 8, Sor/Wiz 8  
    1 hour

You gain undead traits.

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.

Wrathful Castigation
    Magic of Faerun
  Sor/Wiz 8  
    General

Target dies or may be dazed and -4 on all saves for 1 round/level.

Zajimarn's Field of Icy Razors (F)
    Magic of Faerun
  Sor/Wiz 8  
    5 minutes

Creatures in area take normal and cold damage, may be slowed.