Index of Spells by School - Evocation

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Acid Storm (M)
    SPC
  Sor/Wiz 6  
    General

Deals 1d6/level acid damage in 20-ft radius.

Acidic Curse
    BoEM
  Sor/Wiz 1  
    General

See Text

Aganazzar's Scorcher
    FR
  Sor/Wiz 2  
    General

Deal 1d8/2 levels (max 5d8) fire damage to a line.

Alicorn Lance
    Silver March Web
  Arc 2, Clr 2, Drd 2  
    General

Gain a unicorn's horn that can be a ranged touch attack to strike a foe once as a free action for 3d6 force damage.

Amber Sarcophagus (M)
    Book of Exalted Deeds
  Sor/Wiz 7  
    General

Trap target in stasis sphere w/ hardness 5 and 10 hp/caster level.

Anger of the Noonday Sun
    SPC
  Arc 6, Drd 6, Shu 6  
    General

Blinds creatures within 20 ft.

Arcane Bolt
    Spellbook Archive
  Sor/Wiz 1  
    General

Launch force bolts (1 + 1/two levels above 1st) at targets for 1d6 + 1 each.

Assassin's Darkness
    CS
  Asn 4  
    General

Globe of pure darkness blocks all sight but your own.

Ayailla's Radiant Burst
    Book of Exalted Deeds
  Sanctified 2  
    General

Blind evil creatures and do 1d6/2 levels damage (max 5d6)

Ball Lightning
    SPC
  Sor/Wiz 5  
    General

Energy ball deals 1d6/level electricity damage.

Battering Ram
    SPC
  Sor/Wiz 2  
    General

Deals 1d6 damage plus bull rush.

Battlefield Illumination
    HoB
  Arc 4, Clr 4, Drd 4, Pal 4  
    General

Improve light in 80-ft.-radius cylinder

Bigby's Striking Fist
    PHBII
  Duskblade 2, Sor/Wiz 2  
    General

Hand deals 1d6 nonlethal damage/2 levels (max 5d6) and knocks subject back.

Bigby's Tripping Hand
    PHBII
  Duskblade 1, Sor/Wiz 1  
    General

Hand trips subject.

Bind Item
    BoEM
  Sor/Wiz 4  
    1 hour

See Text

Binding Winds
    SPC
  Arc 2, Drd 2, Weather 5  
    General

Sound cannot penetrate to or from target and -2 on ranged attacks.

Black Lightning
Evocation [Electricity] [Negative] [Death] [Evil] 1 standard action seankreynolds.com
Reflex half - Yes Sor/Wiz 2 V, S, M
Instant Close General
Target: One creature

Ray that deals 1d6/2 levels (Max 10d6) damage, half of which is Electrical energy and the other half is Negative energy.

You launch crackling black lightning at the target creature, dealing 1d6 points of damage per 2 caster levels (maximum 10d6). Half the damage is electricity damage, but the rest is evil energy from the lower planes which is not affected by resistance to electricity (evil creatures, creatures native to evil planes, and creatures immune to death effects are not affected by the profane energy).

Blacklight
Evocation [Darkness] 1 standard action SRD
Will negates or none (object) - Yes or no (object) Darkness 3, Sor/Wiz 3 V, S, M
1 round/level (D) Close General
Area: A 20-ft.-radius emanation centered on a creature, object or point in space.

Creates a 20-ft. radius of supernatural darkness you can see through.

You create an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but you can see normally within the blacklit area. Creatures outside the spell's area, even you, cannot see through it.

You can cast the spell on a point in space, but the effect is stationary unless you cast it on a mobile object. You can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.

Blacklight counters or dispels any light spell of equal or lower level, such as daylight. The 3rd-level cleric spell daylight counters or dispels blacklight.

Blade Barrier
Evocation [Force] 1 standard action SRD
Reflex half or Reflex negates; see text - Yes Arc 6, Artificer 6, Clr 6, Good 6, Metal 6, War 6, Wmg 6 V, S
1 min./level (D) Medium General
Effect: Wall of whirling blades up to 20 ft. long/ level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high

Wall of blades deals 1d6/level damage.

An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.

If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.

A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.

Blade of Pain and Fear
    SPC
  Arc 3, Asn 2, Blk 2, Clr 3, Deathbound 2, Sor/Wiz 3  
    General

Creates blade of gnashing teeth.

Blasphemy
Evocation [Sonic] [Evil] 1 standard action SRD
None or Will negates; see text - Yes Arc 7, Clr 7, DrgBlw 7, Evil 7, Hatred 7, Mysticism 7, Orc 7 V
Instant 40 ft. General
Area: Nonevil creatures in a 40-ft.-radius spread centered on you

Kills, paralyzes, weakens, or dazes nonevil subjects.

Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.

HD Effect

Equal to caster level

Dazed

Up to caster level -1

Weakened, dazed

Up to caster level -5

Paralyzed, weakened, dazed

Up to caster level -10

Killed, paralyzed, weakened, dazed

The effects are cumulative and concurrent.

No saving throw is allowed against these effects.

Dazed: The creature can take no actions for 1 round, though it defends itself normally.

Weakened: The creature's Strength score decreases by 2d6 points for 2d4 rounds.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.

Killed: Living creatures die. Undead creatures are destroyed.

Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. The banishment effect allows a Will save (at a -4 penalty) to negate.

Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.

Blast of Force
    SPC
  Force 3, Sor/Wiz 2  
    General

Ray deals 1d6 damage/2 caster levels (max 5d6).

Blast Rod
    MoE
  Artificer 3  
    General

Infused rod stores 1d8/level destructive energy.

Blaze of Light
    HoB
  Arc 1, Drd 2, Pal 1  
    General

60ft. cone of light dazzles creatures.

Blistering Radiance
    SPC
  Arc 5, Clr 5, Sor/Wiz 4  
    General

Dazzles sighted creatures and causes 2d6 fire damage/round.

Blood Sirocco
    SPC
  Arc 6, Drd 6  
    General

Wind bowls over foes and draws away their blood.

Blood Wind
    SPC
  Arc 1, Clr 1, Sor/Wiz 1  
    General

Subject uses natural weapons as thrown weapons.

Bloodbriars
    LostEmpiresOfFaerun
  Arc 4, Drd 4, Sor/Wiz 4  
    General

Wraps target in invisible briars that deal 1d8 points of damage per round if movement is attempted.

Body Blaze
    Sandstorm
  Sor/Wiz 3  
    General

Cause a miniature wall of fire to rise from where you tread.

Bolt of Glory
Evocation [Positive] [Good] 1 standard action SRD
None - Yes Arc 6, Clr 6, Exalted Arcanist 6, Glory 6 V, S, DF
Instant Close General
Effect: Ray

Positive energy ray deals extra damage to evil outsiders and undead.

You must succeed on a ranged touch attack with the ray to strike a target. A creature struck takes varying damage, depending on its nature or its home plane of existence and your level:

Creature's Origin/Nature Value Max Damage
Material Plane, Elemental Plane, neutral outsider 1d12/2 levels 7d12
Negative Energy Plane, evil outsider, undead creature 1d12/level 15d12
Positive Energy Plane, good outsider --
Boreal Wind
    Frostburn
  Arc 5, Brd 5, Clr 5, Drd 4, Sor/Wiz 5  
    General

Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.

Brilliant Emanation
    Book of Exalted Deeds
  Sanctified 3  
    General

Make evil creatures blind or suffer -1 to attacks.

Buoyant Lifting
    SPC
  Arc 1, Drd 1  
    1 hour

Underwater creatures rise to surface.

Burning Hands
Evocation [Fire] 1 standard action SRD
Reflex half - Yes Adp 1, Arc 1, Blg 1, Duskblade 1, Fire 1, Shu 1, Sor/Wiz 1, Wmg 1 V, S
Instant 15 ft. General
Area: Cone-shaped burst

1d4/level fire damage (max 5d4).

A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Burning Sword
    SPC
  Sor/Wiz 2  
    5 minutes

Weapon gains flaming burst special ability.

Cacophonic Burst
    SPC
  Brd 5, Sor/Wiz 5  
    General

A burst of low noise which deals sonic damage.

Cacophonic Shield
    SPC
  Brd 4, Sor/Wiz 5  
    5 minutes

Immobile shield blocks sound, deflects missiles, deals 1d6+1/level and deafens intruders.

Caligarde's Claw
   
  Sor/Wiz 4  
    General

Claw of force attacks opponent or guards area

Call Avalanche
    Frostburn
  Arc 5, Drd 5  
    General

Avalanche of ice and snow falls from the sky, burying subjects.

Call Lightning
Evocation [Electricity] 1 round SRD
Reflex half - Yes Arc 3, Drd 3, Shu 3, Storm 3, Weather 3 V, S
1 min./level Medium General
Effect: One or more 30-ft.-long vertical lines of lightning

Calls down lightning bolts (3d6 per bolt) from sky.

Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spells range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.

You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).

If you are outdoors and in a stormy area a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)each bolt deals 3d10 points of electricity damage instead of 3d6.

This spell functions indoors or underground but not underwater.

Call Lightning Storm
Evocation [Electricity] 1 round SRD
Reflex half - Yes Arc 5, Drd 5, Storm 6 V, S
1 min./level Long General
Effect: One or more 30-ft.-long vertical lines of lightning

As call lightning, but 5d6 damage per bolt.

Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 5d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spells range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.

You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 15 bolts).

If you are outdoors and in a stormy areaa rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)each bolt deals 5d10 points of electricity damage instead of 5d6.

This spell functions indoors or underground but not underwater.

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.

Capricious Zephyr
    SPC
  Arc 3, Drd 3, Sor/Wiz 3  
    General

A ball of air pushes targets around and trips them.

Castigate
    SPC
  Arc 4, Clr 4, Pal 4, Purification 4  
    General

Verbal rebuke damages those whose alignment differs from yours.

Chain Contingency (F)
    Tome and Blood
  Sor/Wiz 9  
    General

As contingency except up to three spells.

Chain Lightning
Evocation [Electricity] 1 standard action SRD
Reflex half - Yes Air 6, Arc 7, Duskblade 5, Shu 7, Sor/Wiz 6, Wmg 6 V, S, F
Instant Long General
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)

1d6/level damage; 1 secondary bolt/level each deals half damage.

This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.

The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).

Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.

Chain Missile
    SPC
  Sor/Wiz 3  
    General

1d4+1/2 levels damage; 1d4+1 damage to 1 secondary target/2 levels.

Chains of Vengeance
    BoEM
  Sor/Wiz 4  
    General

See Text

Channeled Pyroburst
    PHBII
  Duskblade 4, Sor/Wiz 4  
    General

Deal fire damage, amount and radius based on casting time.

Chaos Hammer
Evocation [Chaotic] 1 standard action SRD
Will partial; see text - Yes Chaos 4 V, S
Instant (1d6 rounds); see text Medium General
Area: 20-ft.-radius burst

Damages and staggers lawful creatures.

You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see slow spell). A successful Will save reduces the damage by half and negates the slow effect.

The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.

Checkmate's Light
    SPC
  Arc 3, Clr 3, Pal 2  
    General

Grants a weapon +1 enhancement bonus, +1 moral bonus to all within its light*, and is axiomatic.

Circle of Nausea
    Book of Vile Darkness
  Arc 3, Clr 3, Drd 2  
    30 minutes

Foes are denied all actions or take -2 penalty on attacks, saving throws, and skill checks.

City Lights
    RoD
  City 2, Sor/Wiz 2  
    General

Absorb nearby light to release as blinding flare.

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.

Cloud of Bewilderment
    SPC
  Brd 2, Sor/Wiz 2  
    General

Generates a nauseating 10-ft. cone.

Cloud Spear
    Far Corners of the World
  Arc 4, Drd 4  
    General

Cloud spear deals 1d8 +1/2 levels piercing damage and may inflict a gaseous form effect.

Cloudburst
    SPC
  Arc 1, Drd 1  
    1 hour

Rain obscures vision, extinguishes fires, and hampers missiles.

Coldscream
    BoEM
  Sor/Wiz 4  
    General

Deal 1d6/level (max 10d6) sonic and cold (half each) damage in a cone.

Combust
    SPC
  Sor/Wiz 2  
    General

Target takes 1d8/level (max 10d8) fire damage.

Conditional Spell
    BoEM
  Sor/Wiz 6  
    12 hours

See Text

Cone of Cold
Evocation [Cold] 1 standard action SRD
Reflex half - Yes Cold 6, Sor/Wiz 5, Water 6, Wmg 5, Wuj 5 V, S, M/DF
Instant 60 ft. General
Area: Cone-shaped burst

1d6/level cold damage.

Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).

Consecrate (M)
Evocation [Positive] [Good] 1 standard action SRD
None - No APeace 2, Arc 2, Celestial 2, Clr 2, Deathless 2, Exalted Arcanist 2, KotC 2 V, S, M, DF
2 hours/level Close 30 minutes
Area: 20-ft.-radius emanation
Materials: A vial of holy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.

Fills area with positive energy, making undead weaker.

This spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, giving it a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area.

If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus on turning checks, -2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron.

If the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the consecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Consecrate counters and dispels desecrate.

Consecrate Battlefield (M)
    HoB
  Arc 6, Clr 6  
    General

Fills large area with positive energy, making undead weaker.

Constricting Chains (F)
    Book of Exalted Deeds
  Sanctified 7  
    General

Chains (AC 20 hp 5/level (max 100), DR 10/magic, energy immune) entangle target and deal 3d6 nonlethal damage. Strength check DC 32 break or Escape Artist DC 40 (1 minute) to get free.

Contingency (F)
Evocation 10 minutes; see text SRD
- Arc 6, Shu 6, Sor/Wiz 6, Time 6 V, S, M, F
1 day/level or until discharged (D) Personal General
Target: You
Focus: A statuette of you carved from elephant ivory and decorated with gems (worth at least 1,500 gp). You must carry the focus for the contingency to work.

Sets trigger condition for another spell.

You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.

The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).

The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being "cast" instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.

You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.

Continual Flame (M)
Evocation [Light] 1 standard action SRD
None - No Adp 3, Arc 3, Clr 3, HotD 2, Sor/Wiz 2, Wmg 2 V, S, M
Permanent Touch General
Effect: Magical, heatless flame
Materials: You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame.

Makes a permanent, heatless torch.

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.

Light spells counter and dispel darkness spells of an equal or lower level.

Corona of Cold
    SPC
  Arc 3, Clr 3, Drd 3  
    General

Aura of cold protects you, damages others.

Crack Ice (M)
    Frostburn
  Sor/Wiz 3  
    General

Shatters ice structures or ice creatures.

Creeping Darkness
    Complete Arcane
  Wuj 4  
    General

Create a mobile darkness and silence effect.

Crescendo
    Song and Silence
  Brd 2  
    General

Grants increasing bonus on attack rolls.

Cross of Lightning
    BoEM
  Sor/Wiz 5  
    General

As lightning bolt, except four lightning bolts that lauch 90 degrees apart from each other.

Crown of Brilliance (M)
    Book of Exalted Deeds
  Arc 6, Clr 6  
    General

Holy light blinds or dazzles foes, repels light-sensitive creatures, and damages undead.

Crown of Flame
    Book of Exalted Deeds
  Arc 5, Clr 5, Exalted Arcanist 5  
    30 minutes

Aura burns evil outsiders, undead, and fey for 2d6 points of damage/round.

Crown Of Glory (M)
Evocation 1 round SRD
Will negates - Yes Glory 8, Herald 8 V, S, M, DF
1 min./level 120 ft. General
Area: 120-ft.-radius emanation, centered on you
Materials: An opal worth at least 200 gp.

You gain +4 Charisma and enthrall those who hear you.

You are imbued with an aura of celestial authority, inspiring awe in all lesser creatures that behold your terrible perfection and righteousness. You gain a +4 enhancement bonus to your Charisma score for the duration of the spell.

All creatures with fewer than 8 HD or levels cease whatever they are doing and are compelled to pay attention to you. Any such creature that wants to take hostile action against you must make a successful Will save to do so. Any creature that does not make this saving throw the first time it attempts a hostile action is enthralled for the duration of the spell (as the enthrall spell), as long as it is in the spell's area, nor will it try to leave the area on its own. Creatures with 8 HD or more may pay attention to you, but are not affected by this spell.

When you speak, all listeners telepathically understand you, even if they do not understand your language. While the spell lasts, you can make up to three suggestions to creatures of less than 8 HD in range, as if using the suggestion, mass spell (Will save negates): creatures with 8 HD or more aren't affected by this power. Only creatures within range at the time a suggestion is given are subject to it.

Crushing Fist of Spite (M)
    Book of Vile Darkness
  Sor/Wiz 9  
    General

Fist deals 1d6 damage/level each round.

Crushing Hand
Evocation [Force] 1 standard action SRD
None - Yes Force 9, Sor/Wiz 9, Strength 9 V, S, M, F/DF
1 round/level (D) Medium General
Effect: 10-ft. hand

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

This spell functions like interposing hand, except that the hand can interpose itself, push, or crush one opponent that you select.

The crushing hand can grapple an opponent like grasping hand does. Its grapple bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +12 for the hands Strength score (35), +4 for being Large. The hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent.

The crushing hand can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +18 bonus.

Directing the spell to a new target is a move action.

Clerics who cast this spell name it for their deities.

Crushing Sphere
    LostEmpiresOfFaerun
  Sor/Wiz 6  
    General

Force globe traps and crushes subject for 3d6 points of nonlethal damage per round.

Curtain of Light
    Book of Exalted Deeds
  Sanctified 5  
    General

Shapable curtain of light does 2d4 damage/round to evil creatures and 2d6 damage +1/level (max +20) to evil creatures passing through (double for undead).

Cyclonic Blast
    SPC
  Sor/Wiz 5  
    General

Horizontal cyclone deals 1d6/level (max 15d6) damage and initiates a bull rush.

Damning Darkness
    Lords
  Arc 4, Clr 4, Sor/Wiz 4, VDarkness 4  
    General

Darkness deals either 2d6 or 1d6 damage per round.

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.

Dancing Web
    Book of Exalted Deeds
  Arc 5, Clr 5, Drd 5, Sor/Wiz 4  
    General

1d6 points/level of nonlethal damage and if save fails, evil creatures are entangled (half speed, -2 att, -4 Dex, Concentration DC 15 + level).

Darkness Darkbolt
    SPC
  Darkness 5  
    General

You hurl one/two levels beams of darkness dealing 2d8 damage/round and may daze target for 1 round.

Vile Darkbolt
    Book of Vile Darkness
  Arc 2, Clr 2, Sor/Wiz 2, VDarkness 2  
    General

Deals 1d8 damage/2 levels and stuns 1 round.

Darkfire
    SPC
  Arc 3, Clr 3  
    General

As produce flame, but dark flames visible with darkvision.

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.

Darkliqht
    Book of Vile Darkness
  Asn 2, Sor/Wiz 1  
    30 minutes

Creates 5-ft.-radius area where all can see without light.

Darkness
Evocation [Darkness] 1 standard action SRD
None - No Adp 2, Arc 2, Asn 2, Blg 2, Blk 2, Brd 2, Cavern 2, Clr 2, HB 2, Shadow 2, Slayer of Domiel 2, Sor/Wiz 2 V, M/DF
10 min./level (D) Touch 4 hours
Target: Object touched

20-ft. radius of supernatural shadow.

This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spells effect is blocked until the covering is removed.

Darkness counters or dispels any light spell of equal or lower spell level.

Dawn Shroud
    CV
  Arc 5, Clr 5, Drd 5  
    General

In addition to acting as a daylight* spell, the light is harmful to oozes and undead.

Daylight
Evocation [Light] 1 standard action SRD
None - No Adp 3, Arc 3, Brd 3, ChamGwyn 3, Clr 3, Drd 3, EmBarachiel 3, HotD 3, Pal 3, Shu 3, Sor/Wiz 3 V, S
10 min./level (D) Touch 4 hours
Target: Object touched

60-ft. radius of bright light.

The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

If daylight is cast on a small object that is then placed inside or under a light- proof covering, the spells effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

Deeper Darkness
Evocation [Darkness] 1 standard action SRD
None - No Adp 3, Arc 3, Asn 3, Blg 3, Blk 3, Clr 3, Shadow 3, Slayer of Domiel 3, VDarkness 3 V, M/DF
1 day/level (D) Touch 24 hours
Target: Object touched

Object sheds supernatural shadow in 60-ft. radius.

This spell causes an object to radiate shadowy illumination out to a 60-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level.

If deeper darkness is cast on a small object that is then placed inside or under a lightproof covering, the spells effect is blocked until the covering is removed.

Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.

Defenestrating Sphere (F)
    SPC
  Sor/Wiz 4  
    General

Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.

Defile Snow and Ice
    Frostburn
  Arc 3, Clr 3  
    General

Grants undead a +4 profane bonus

Delayed Blast Fireball
Evocation [Fire] 1 standard action SRD
Reflex half - Yes Sor/Wiz 7, Wmg 7, Wuj 7 V, S, M
5 rounds or less; see text Long General
Area: 20-ft.-radius spread

1d6/level fire damage; you can postpone blast for 5 rounds.

This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6).

A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 20d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must hit the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below). If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.

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.

Desecrate (M)
Evocation [Negative] [Evil] 1 standard action SRD
None - Yes Arc 2, Blg 3, Clr 2, Evil 2, Undeath 2 V, S, M, DF
2 hours/level Close 30 minutes
Area: 20-ft.-radius emanation
Materials: A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.

Fills area with negative energy, making undead stronger.

This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a -3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.

If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (-6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area).

Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).

If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Desecrate counters and dispels consecrate.

Desecrate Battlefield (M)
    HoB
  Arc 6, Clr 6  
    General

Fills large area with negative energy, making undead stronger.

Desert Burial
    Dragon 331
  Arc 4, Drd 4, Sor/Wiz 4  
    General

Buries targets up to their necks in sand.

Diamond Spray (M)
    Book of Exalted Deeds
  Sanctified 4  
    General

Dazzle evil creature for 2d6 rounds (no save) and do 1d6 damage/level (max 10d6).

Dictum
Evocation [Sonic] [Lawful] 1 standard action SRD
None or Will negates; see text - Yes Arc 7, Clr 7, Dwarf 7, Inquisition 7, Law 7 V
Instant 40 ft. General
Area: Nonlawful creatures in a 40-ft.-radius spread centered on you

Kills, paralyzes, slows, or deafens nonlawful subjects.

Any nonlawful creature within the area of a dictum spell suffers the following ill effects.

HD Effect

Equal to caster level

Deafened

Up to caster level -1

Slowed, deafened

Up to caster level -5

Paralyzed, slowed, deafened

Up to caster level -10

Killed, paralyzed, slowed, deafened

The effects are cumulative and concurrent. No saving throw is allowed against these effects.

Deafened: The creature is deafened for 1d4 rounds.

Slowed: The creature is slowed, as by the slow spell, for 2d4 rounds.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.

Killed: Living creatures die. Undead creatures are destroyed.

Furthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the dictum. The banishment effect allows a Will save (at a 4 penalty) to negate.

Creatures whose HD exceed your caster level are unaffected by dictum.

Dinosaur Stampede
    SPC
  Arc 6, Drd 6  
    General

Spectral dinosaurs deal 1d12 damage +1/level.

Dirge
    SPC
  Brd 6  
    General

Enemies suffer 2 points of Str and Dex damage per round.

Disarm
    Magic Books of Faerun
  Sor/Wiz 1  
    General

Disarm a foe or push an object with an unseen force.

Dissonant Chord
    SPC
  Brd 3  
    General

Deal 1d8/2 levels sonic damage in 10-ft. burst.

Distracting Shadows
    MoE
  Brd 1, Sor/Wiz 1  
    General

-5 penalty on Spot and Search checks in a 10-ft.-radius spread.

Divine Favor
Evocation 1 standard action SRD
- Arc 1, ChamGwyn 1, Clr 1, KotC 1, Mysticism 1, Nobility 1, Pal 1, Slayer of Domiel 1, Vassal of Bahamut 1 V, S, DF
1 min. Personal 5 minutes
Target: You

You gain +1 per three levels on attack and damage rolls.

Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +6). The bonus doesn't apply to spell damage.

Divine Power
Evocation 1 standard action SRD
- Arc 4, Clr 4, Competition 4, Orc 4, Sin-P 4, Vassal of Bahamut 4, War 4 V, S, DF
1 round/level Personal 5 minutes
Target: You

You gain attack bonus, +6 to Str, and 1 hp/level.

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.

Divine Sacrifice
    SPC
  Arc 1, Blk 1, ChamGwyn 1, Pal 1  
    General

You sacrifice hit points to deal extra damage.

Divine Storm
    DotF
  Arc 4, Clr 4  
    General

Whirling disk of weapons, dealing 1d6 + 2/level (max +20) in a plane.

Dolor
    Dragon 336
  Sor/Wiz 5  
    General

Cause a creature trapped in a planar binding pain, compelling it to agree to some service.

Downdraft
    SPC
  Arc 3, Clr 3, Drd 3  
    General

Force flying creatures to fall 100 feet or knock landborne people prone.

Dragon Breath
    SPC
  Arc 5, Clr 5, Shu 5, Sor/Wiz 4  
    General

You choose a dragon type and mimic its breath weapon.

Dread Word
    Book of Vile Darkness
  Dem 3, Sor/Wiz 3  
    General

1d3 Cha drain on one target.

Dweomer of Transference
Evocation 1 minute SRD
Will negates (harmless) - Yes (harmless) Arc 4, Clr 4, Sor/Wiz 4 V, S
1 round/level Close 1 hour
Target: One willing psionic creature

Convert spellcasting into psionic power points.

With this spell, you form a radiating corona around the head of a psionic ally, then convert some of your spells into psionic power points. When you finish casting dweomer of transference, a red-orange glow surrounds the psionic creature's head. For the duration of the spell, any spells cast at the subject don't have their usual effect, instead converting themselves harmlessly into psionic energy that the subject can use as energy for psionic powers. You can cast any spell you like at the subject, even area spells, effect spells, and spells for whom the subject would ordinarily not be a legitimate target. The spells don't do anything other than provide the subject with power points, but you must still cast them normally, obeying the component and range requirements listed in the description of each spell. For each spell you cast into the dweomer of transference, the psionic creature gets temporary power points, according to the following table. The transference isn't perfectly efficient. The temporary power points acquired through a dweomer of transference dissipate after 1 hour if they haven't already been spent.

Spell LevelPower Points Acquired
00
1st1
2nd2
3rd4
4th6
5th8
6th10
7th12
8th14
9th16
Early Twilight
    HoB
  Arc 4, Clr 4, HB 4, Sor/Wiz 4  
    General

Reduce light in 80-ft.-radius cylinder.

Earthbolt
    Complete Arcane
  Wuj 3  
    General

Deal 1d6 damage/level (max 10d6) on an earth bound line.

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

Intense tremor shakes 5-ft./level radius.

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

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

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

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

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

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

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

Electric Jolt
    SPC
  Sor/Wiz 0  
    General

Ray deals 1d3 electricity damage.

Electric Loop
    SPC
  Sor/Wiz 2  
    General

Deals 1d6/two levels electricity damage plus stunning to a single creature.

Electrical Deluge
    BoEM
  Sor/Wiz 6  
    General

See Text

Elemental Burst
    Complete Arcane
  Wuj 1  
    General

Deal elemental damage in a burst.

Emerald Burst (M)
    Book of Exalted Deeds
  Sor/Wiz 5  
    General

20-ft.-radius burst dazes neutral creatures for 1 round, stuns evil creatures for 1d4 rounds.

Emerald Flame Fist
    SPC
  Sor/Wiz 7  
    General

You can transfer a burning aura to a subject dealing 3d6 +1/level (max +20) fire damage per round.

Emerald Planes
    Dragon 323
  Sor/Wiz 2  
    5 minutes

Creates up to five 5-foot squares that hold 100 lb./level.

Energy Spheres
    SPC
  Sor/Wiz 4  
    General

Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic damage.

Energy Vortex
    SPC
  Arc 3, Clr 3, Drd 3, Shu 5  
    General

Burst of energy centered on you damages nearby creatures.

Entomb (M)
    Frostburn
  Arc 6, Drd 6, Sor/Wiz 6  
    General

Captures subjects in blocks of ice, suffocating them.

Enveloping Cocoon (M)
    Complete Divine
  Arc 6, Drd 6  
    General

Entraps target creature and denies save for attached spell.

Ethereal Chamber
    SPC
  Sor/Wiz 2  
    5 minutes

Crystalline force chamber is incapable of planar travel away from the Ethereal Plane and normal movement.

Exalted Fury
    Book of Exalted Deeds
  Sanctified 9  
    General

All creatures within 40 ft. take damage equal to 50 + your current hp, and you die.

Explosive Cascade
    SPC
  Sor/Wiz 4  
    General

Bouncing flame ball deals 1d6/level fire damage.

Faerie Fire
Evocation [Light] 1 standard action SRD
None - Yes Arc 1, Drd 1, Fey 1, Moon 1, Shu 1 V, S, DF
1 min./level (D) Long General
Area: Creatures and objects within a 5-ft.-radius burst

Outlines subjects with light, canceling blur, concealment, and the like.

A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.

Fanfare
    Song and Silence
  Brd 6  
    General

Stuns and deafens targets; deals 4d6 damage to creatures and 2d6 damage to objects.

Fatal Flame
    CS
  Sor/Wiz 2  
    General

Target's body bursts into flame upon its death.

Favorable Wind
    Stormwrack
  Arc 3, Drd 3, Sor/Wiz 3  
    1 hour

Produces a strong wind that lasts 10 min./level.

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

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

Fiery Eyes
    Complete Arcane
  Wuj 1  
    General

Laser eyes cause fires after focusing for a full round action.

Fire Breath
    Complete Arcane
  Wuj 5  
    General

You can breath a ray of fire dealing 1d8/2 levels (max 10d8).

Fire Dance
    Far Corners of the World
  Brd 4  
    General

Perform (dance) DC 15 + 2/round, gain fire immunity, cast off light. End dance with ray of heat or personal healing 1d6/level. Failure results in fatigue and no ray of heat or healing.

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.

Fire Shield
Evocation [Cold] [Fire] 1 standard action SRD
- Arc 4, Duskblade 4, Fire 5, Retribution 4, Shu 4, Sor/Wiz 4, Sun 4, Wmg 3, Wuj 4 V, S, M/DF
1 round/level (D) Personal General
Target: You

Creatures attacking you take fire damage; you're protected from heat or cold.

This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice).

Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.

When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The color of the flames is determined randomly (50% chance of either color) blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each version are as follows.

Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.

Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.

Mass Fire Shield
    SPC
  Sor/Wiz 5, Wmg 5  
    General

Creatures attacking allies take damage; allies are protected from fire or cold.

Fire Shuriken (M)
    SPC
  Asn 2, Wuj 2  
    General

Evoke 1 fire shuriken/3 caster levels (max 6) each deal 3d6 fire damage.

Fire Storm
Evocation [Fire] 1 round SRD
Reflex half - Yes Arc 8, Blg 7, Clr 8, Drd 7, Fire 7, Shu 7, Wmg 7 V, S
Instant Medium General
Area: Two 10-ft. cubes per level (S)

Deals 1d6/level fire damage.

When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6).

Fireball
Evocation [Fire] 1 standard action SRD
Reflex half - Yes Sor/Wiz 3, Wmg 3, Wuj 3 V, S, M
Instant Long General
Area: 20-ft.-radius spread

1d6 damage per level, 20-ft. radius.

A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must hit the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Firebrand (M)
    SPC
  Sor/Wiz 5  
    General

One 5-ft. burst/level deals 1d6 fire/level plus burning for 1 round.

Fireburst
    SPC
  Sor/Wiz 2, Wmg 2  
    General

Adjacent subjects take 1d8/level fire damage.

Greater Fireburst
    SPC
  Sor/Wiz 5, Wmg 5  
    General

Subjects within 15 ft. take 1d10/level fire damage.

Fires of Purity
    SPC
  Arc 6, Drd 6, Purification 6, Shu 6, Sor/Wiz 6  
    General

Target bursts into magical flame, becoming a dangerous weapon.

Flame Blade
Evocation [Fire] 1 standard action SRD
None - Yes Arc 2, Drd 2, Shu 2 V, S, DF
1 min./level (D) 0 ft. General
Effect: Sword-like beam

Touch attack deals 1d8 +1/two levels damage.

A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage +1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.

The spell does not function underwater.

Flame Dagger
    SPC
  Hth 2, Sor/Wiz 2  
    General

As flame blade, but 1d4 +1/level.

Flame of Faith
    SPC
  Arc 3, Clr 3, Pal 2  
    General

Gives weapon the flaming burst quality.

Flame Strike
Evocation [Fire] 1 standard action SRD
Reflex half - Yes Arc 5, Blg 4, Clr 5, Drd 4, Shu 5, Sun 5, War 5, Wmg 5 V, S, DF
Instant Medium General
Area: Cylinder (10-ft. radius, 40 ft. high)

Smite foes with divine fire (1d6/level damage).

A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.

Flaming Corrosion
    BoEM
  Sor/Wiz 4  
    General

See Text

Flaming Sphere
Evocation [Fire] 1 standard action SRD
Reflex negates - Yes Arc 2, Blg 2, Drd 2, Shu 2, Sor/Wiz 2, Wmg 2 V, S, M/DF
1 round/level Medium General
Effect: 5-ft.-diameter sphere

Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.

A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spells range.

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.

Flashburst
    SPC
  Hth 3, Sor/Wiz 3  
    General

Blind or dazzle creatures within area.

Flaywind Burst
    Sandstorm
  Arc 5, Clr 5, Drd 5, Sand 5, Sor/Wiz 5  
    General

Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.

Flesh Ripper
    Book of Vile Darkness
  Arc 3, Clr 3, MH 3  
    General

Black claw deals 1d8 damage/level and critical hits deal bleeding wounds.

Floating Disk
Evocation [Force] 1 standard action SRD
None - No Hoard 1, Sor/Wiz 1 V, S, M
1 hour/level Close 6 hours
Effect: 3-ft.-diameter disk of force

Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.

You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.

Greater Floating Disk
    SPC
  Sor/Wiz 4  
    6 hours

As floating disk, but can move independently of the caster.

Foebane
    SPC
  Arc 4, Rgr 4  
    General

Enhances a weapon against a favored enemy, giving it +5 magic enhancement and +2d6 bonus damage.

Force Chest
    SPC
  Sor/Wiz 4  
    12 hours

Creates 2-foot-cube box of force.

Force Claw
    SPC
  Sor/Wiz 4  
    General

Claw of force guards an area, making attacks of opportunity.

Force Hammer
    Sh
  Sor/Wiz 2  
    General

Ray of force deals 1d4/level points of nonlethal damage

Force Ladder (F)
    SPC
  Sor/Wiz 2  
    5 minutes

Creates a movable ladder of force.

Force Missiles
    SPC
  Sor/Wiz 4  
    General

Missiles of force strike foes for 2d6 each (max 4 missiles)

Forcecage (M)
Evocation [Force] 1 standard action SRD
None - No Craft 8, Force 7, Sor/Wiz 7 V, S, M
2 hours/level (D) Close General
Area: Barred cage (20-ft. cube) or windowless cell (10-ft. cube)
Materials: Ruby dust worth 1,500 gp, which is tossed into the air and disappears when you cast the spell.

Cube or cage of force imprisons all inside.

This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).

Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.

Like a wall of force spell, a forcecage resists dispel magic, but it is vulnerable to a disintegrate spell, and it can be destroyed by a sphere of annihilation or a rod of cancellation.

Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can't attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.

Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides.

Forceful Hand
Evocation [Force] 1 standard action SRD
None - Yes Sor/Wiz 6 V, S, F
1 round/level (D) Medium General
Effect: 10-ft. hand

Hand pushes creatures away.

This spell functions like interposing hand, except that the forceful hand pursues and pushes away the opponent that you designate. Treat this attack as a bull rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being Large, and a +2 bonus for charging, which it always gets). The hand always moves with the opponent to push that target back the full distance allowed, and it has no speed limit. Directing the spell to a new target is a move action.

A very strong creature could not push the hand out of its way because the latter would instantly reposition itself between the creature and you, but an opponent could push the hand up against you by successfully bull rushing it.

Forcewave
    SPC
  Sor/Wiz 4  
    General

Bull rushes all creatures within 10 ft.

Fortissimo
    Song and Silence
  Brd 2  
    General

Doubles volume of sound; +2 on save DCs and +1d6 damage for sonic attacks.

Freezing Sphere
Evocation [Cold] 1 standard action SRD
Reflex half; see text - Yes Ocean 6, Sor/Wiz 6, Wmg 6 V, S, F
Instant or 1 round/level; see text Long General
Target; Effect; or Area: See text

Freezes water or deals cold damage.

Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area. An elemental (water) creature instead takes 1d8 points of cold damage per caster level (maximum 15d8).

If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10- foot square) per caster level (maximum 1,500 square feet). This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of frozen water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.

You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a standard action.

Frost Breath
    SPC
  Arc 2, Clr 2, Drd 2, Sor/Wiz 2  
    General

Icy breath deals 1d4 damage/2 levels.

Frost Fingers
    Magic Books of Faerun
  Sor/Wiz 1  
    General

Area attack deals 1d4/level (max 5d4) cold damage. Liquids in containers freeze.

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.

Fugue (F)
    SPC
  Brd 4  
    General

The target is hindered or harmed in a manner dictated by your Perform skill.

Furnace Within
    RE
  Arc 3, Clr 3, Sor/Wiz 2  
    General

Flame bursts from your body, deals 1d8/2 level (max 5d8) fire damage in 10-ft. radius.

Gembomb (M)
    SPC
  Gnome 2, Trade 2  
    General

Converts five gems into bombs that deal 1d8 force damage/two levels.

Geyser
    Dragon 334
  Arc 3, Drd 3, Sor/Wiz 2  
    General

Creates a line of water that deals 1d6 nonlethal damage +1d6/2 additional levels.

Ghostly Tail
    RotDrg
  Sor 1  
    6 hours

Your tail of force can be used to take advantage of an attack of opportunity.

Glossolalia
Evocation 1 standard action SRD
Fortitude partial; see text - Yes Brd 2 V
Instant 60 ft. General
Area: Cone-shaped burst

Cone-shaped shriek distracts smart foes, makes concentrating difficult.

You utter shrieks of nonsense and gibberish that thinking creatures find distracting and confusing. The spell affects only creatures with Intelligence scores of 3 or higher. Any such creatures within the spell's area must succeed on Fortitude saves or be stunned for 1 round (if they have Intelligence scores of 20 or higher), dazed for 1 round (if they have Intelligence scores between 10 and 19), or shaken for 1 round (if they have Intelligence scores between 3 and 9). In addition, a creature within the spell's area loses any psionic focus it might have had and takes a –4 penalty on Concentration checks for 1 round. These effects happen whether or not the creature succeeded on its save.

Glowing Orb (F)
    PGtF
  Arc 4, Clr 4, Sor/Wiz 3  
    6 hours

Creates permanent magical light; you control brightness.

Grasping Hand
Evocation [Force] 1 standard action SRD
None - Yes Sor/Wiz 7, Strength 7, Tyranny 7 V, S, F/DF
1 round/level (D) Medium General
Effect: 10-ft. hand

Large hand provides cover, pushes, or grapples.

This spell functions like interposing hand, except the hand can also grapple one opponent that you select. The grasping hand gets one grapple attack per round.

Its attack bonus to make contact equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for the hands Strength score (31), -1 for being Large. Its grapple bonus is this same figure, except with a +4 modifier for being Large instead of -1. The hand holds but does not harm creatures it grapples.

Directing the spell to a new target is a move action.

The grasping hand can also bull rush an opponent as forceful hand does, but at a +16 bonus on the Strength check (+10 for Strength 35, +4 for being Large, and a +2 bonus for charging, which it always gets), or interpose itself as interposing hand does.

Clerics who cast this spell name it for their deities.

Great Thunderclap
    SPC
  Sor/Wiz 3  
    General

Loud noise causes stunning, deafness, and knocks prone in a 20-ft.-radius spread.

Greenfire
    Unapproachable East
  Arc 3, Drd 3  
    General

Each creature in area takes 2d6 acid damage +1/level.

Guiding Light
    SPC
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    5 minutes

+2 on ranged attacks against creatures in illuminated area.

Gust of Wind
Evocation [Air] 1 standard action SRD
Fortitude negates - Yes Arc 2, Drd 2, Shu 3, Sor/Wiz 2, Storm 2, Weather 2, Wmg 3 V, S
1 round 60 ft. General
Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range

Blows away or knocks down smaller creatures.

This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.

A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.

Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet.

Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet.

Large or larger creatures may move normally within a gust of wind effect.

A gust of wind can't move a creature beyond the limit of its range.

Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind.

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

Gust of wind can be made permanent with a permanency spell.

Hailstones
    SPC
  Sor/Wiz 3  
    General

Frigid globes deal 5d6 cold damage.

Hallow (M)
Evocation [Good] 1 day SRD
See text - See text APeace 5, Arc 5, Clr 5, Deathless 5, Drd 5, Exalted Arcanist 5 V, S, M, DF
Instant Touch General
Area: 40-ft. radius emanating from the touched point
Materials: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area.

Designates location as holy.

Hallow makes a particular site, building, or structure a holy site. This has four major effects.

First, the site or structure is guarded by a magic circle against evil effect.

Second, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a -4 penalty. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.)

Third, any dead body interred in a hallowed site cannot be turned into an undead creature.

Finally, you may choose to fix a single spell effect to the hallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again.

Spell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells effects. (See the individual spell descriptions for details.)

An area can receive only one hallow spell (and its associated spell effect) at a time. Hallow counters but does not dispel unhallow.

Hammer of Righteousness
    Book of Exalted Deeds
  Sanctified 3  
    General

Deals 1d6 points of damage per caster level, or 1d8 points of damage per caster level if the target is evil.

Hand of Divinity
    SPC
  Arc 2, Blk 2, Clr 2, Pal 2  
    30 minutes

Gives +2 sacred or profane bonus on saving throws to worshiper of your patron.

Handfire
    Magic of Faerun
  Arc 1, Clr 1, Drd 1, Hrp 1, Hth 1, Rgr 1  
    General

Your hand glows and can make a touch attack dealing 1d4 +1/level, 1d6 +1/level vs undead.

Heartfire
    SPC
  Arc 2, Brd 2, Drd 2  
    General

Passions of targets ignite as real fire upon the target.

Heaven's Trumpet (F)
    Book of Exalted Deeds
  Arc 7, Brd 6, Clr 7, EmBarachiel 4  
    General

Blast of music paralyzes foes.

Heavenly Lightning
    Book of Exalted Deeds
  Celestial 5, Exalted Arcanist 5  
    General

Arcs of radiant lightning deal 3d6 damage to one target per two caster levels.

Heavenly Lightning Storm
    Book of Exalted Deeds
  Celestial 7, Exalted Arcanist 7  
    General

Arcs of radiant lightning deal 5d6 damage to one target per level.

Hellfire
    Book of Vile Darkness
  Diabolic 4  
    General

Deal 3d6 diabolic fire damage.

Hellfire Storm
    Book of Vile Darkness
  Diabolic 7  
    General

Explosion of brimstone deals 5d6 damage in 20-ft. radius.

Helping Hand
Evocation 1 standard action SRD
None - No APeace 3, Arc 3, Clr 3, Exalted Arcanist 3, Family 3 V, S, DF
1 hour/level 5 miles 6 hours
Effect: Ghostly hand

Ghostly hand leads subject to you.

You create the ghostly image of a hand, which you can send to find a creature within 5 miles. The hand then beckons to that creature and leads it to you if the creature is willing to follow.

When the spell is cast, the hand appears in front of you. You then specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class. When the description is complete, the hand streaks off in search of a subject that fits the description. The amount of time it takes to find the subject depends on how far away she is.

Distance, Time to Locate

100 ft. or less, 1 round

1,000 ft., 1 minute

1 mile, 10 minutes

2 miles, 1 hour

3 miles, 2 hours

4 miles, 3 hours

5 miles, 4 hours

Once the hand locates the subject, it beckons the creature to follow it. If the subject does so, the hand points in your direction, indicating the most direct feasible route. The hand hovers 10 feet in front of the subject, moving before it at a speed of as much as 240 feet per round. Once the hand leads the subject back to you, it disappears.

The subject is not compelled to follow the hand or act in any particular way toward you. If the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to you, the hand disappears; the subject must then rely on her own devices to locate you.

If more than one subject in a 5-mile radius meets the description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand does not seek out a second subject.

If, at the end of 4 hours of searching, the hand has found no subject that matches the description within 5 miles, it returns to you, displays an outstretched palm (indicating that no such creature was found), and disappears.

The ghostly hand has no physical form. It is invisible to anyone except you and a potential subject. It cannot engage in combat or execute any other task aside from locating a subject and leading it back to you. The hand can't pass through solid objects but can ooze through small cracks and slits. The hand cannot travel more than 5 miles from the spot it appeared when you cast the spell.

Holy Smite
Evocation [Good] 1 standard action SRD
Will partial; see text - Yes Exalted Arcanist 4, Glory 4, Good 4, KotC 4 V, S
Instant (1 round); see text Medium General
Area: 20-ft.-radius burst

Damages and blinds evil creatures.

You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.

The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.

Holy Sword
Evocation [Good] 1 standard action SRD
None - No Arc 4, ChamGwyn 4, Glory 5, Pal 4, Slayer of Domiel 4, Vassal of Bahamut 4 V, S
1 round/level Touch General
Target: Melee weapon touched

Weapon becomes +5, deals +2d6 damage against evil.

This spell allows you to channel holy power into your sword, or any other melee weapon you choose. The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one holy sword at a time.

If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way.

This spell does not work on artifacts.

Note: A masterwork weapons bonus to attack does not stack with an enhancement bonus to attack.

Holy Word
Evocation [Sonic] [Good] 1 standard action SRD
None or Will negates; see text - Yes Arc 7, Clr 7, Exalted Arcanist 7, Exorcism 7, Good 7, Mysticism 7 V
Instant 40 ft. General
Area: Nongood creatures in a 40-ft.-radius spread centered on you

Kills, paralyzes, blinds, or deafens nongood subjects.

Any nongood creature within the area that hears the holy word suffers the following ill effects.

HDEffect
Equal to caster level Deafened
Up to caster level - 1 Blinded, deafened
Up to caster level - 5 Paralyzed, blinded, deafened
Up to caster level - 10 Killed, paralyzed, blinded, deafened

The effects are cumulative and concurrent. No saving throw is allowed against these effects.

Deafened: The creature is deafened for 1d4 rounds.

Blinded: The creature is blinded for 2d4 rounds.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.

Killed: Living creatures die. Undead creatures are destroyed.

Furthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the holy word. The banishment effect allows a Will save (at a -4 penalty) to negate. Creatures whose HD exceed your caster level are unaffected by holy word.

Horizikaul's Boom
    Magic of Faerun
  Sor/Wiz 1  
    General

Target takes 1d4/two levels sonic damage plus deafness.

Howling Chain (F)
    SPC
  Sor/Wiz 6  
    General

Chain of force entangles and attacks opponent.

Hymn of Praise
    SPC
  Brd 3  
    General

Grants +2 caster level to good-aligned divine spellcasters.

Hypothermia
    SPC
  Arc 4, Clr 4, Drd 3  
    General

Causes 1d6 cold damage/level, fatigue.

Ice Axe
    SPC
  Arc 3, Clr 3  
    General

You create a battleaxe made of ice.

Ice Blast
    Complete Arcane
  Wuj 2  
    General

Deal 1d6/2 levels (max 10d6) cold damage in a cone.

Ice Burst
    Tome and Blood
  Sor/Wiz 3  
    General

Chunks of ice deal 1d4 points of cold damage and 1 point of blunt damage/level (max 10d4 + 10).

Ice Claw
    SPC
  Sor/Wiz 7  
    General

Claw of ice grapples and deals cold damage.

Ice Claw Prison
    Magic of Faerun
  Sor/Wiz 7  
    General

Ice claw grapples and deals normal and cold damage.

Ice Dagger
    SPC
  Sor/Wiz 1  
    General

Splash weapon deals target 1d4 cold damage per level, plus area damage.

Ice Gauntlet
    SPC
  Arc 1, Clr 1  
    General

A spiked gauntlet of ice forms around your fist.

Ice Rift
    Frostburn
  Arc 6, Clr 6, Drd 6, Sor/Wiz 6  
    General

Intense quake shakes 40-ft. radius spread of ice.

Ice Storm
Evocation [Cold] 1 standard action SRD
None - Yes Arc 4, Cold 4, Drd 4, Sor/Wiz 4, Storm 5, Water 5, Weather 4, Winter 4, Wmg 3, Wuj 4 V, S, M/DF
1 full round Long General
Area: Cylinder (20-ft. radius, 40 ft. high)

Hail deals 5d6 damage in cylinder 40 ft. across.

Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the ice storms effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no after-effects (other than the damage dealt).

Iceberg
    Frostburn
  Sor/Wiz 9  
    General

Block of ice falls from sky, dealing 20d6 damage and burying subjects.

Icebolt
    BoEM
  Sor/Wiz 2  
    General

Ranged attack against a target with a piercing ice sicle for 2d6 piercing damage +1d6 + 1/level (max +10) cold damage. If a touch attack would hit, deal only the cold damage.

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

Dispels illusions within 5 ft./level.

Imbue with Spell Ability
Evocation 10 minutes SRD
Will negates (harmless) - Yes (harmless) APeace 4, Arc 4, Clr 4, Family 4, Magic 4, Planning 4 V, S, DF
Permanent until discharged (D) Touch General
Target: Creature touched; see text

Transfer spells to subject.

You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal. Only cleric spells from the schools of abjuration, divination, and conjuration (healing) can be transferred. The number and level of spells that the subject can be granted depends on its Hit Dice; even multiple castings of imbue with spell ability can't exceed this limit.

HD of Recipient, Spells Imbued

2 or lower, One 1st-level spell

3-4, One or two 1st-level spells

5 or higher, One or two 1st-level spells and one 2nd-level spell

The transferred spells variable characteristics (range, duration, area, and the like) function according to your level, not the level of the recipient.

Once you cast imbue with spell ability, you cannot prepare a new 4th-level spell to replace it until the recipient uses the imbued spells or is slain, or until you dismiss the imbue with spell ability spell. In the meantime, you remain responsible to your deity or your principles for the use to which the spell is put. If the number of 4th-level spells you can cast decreases, and that number drops below your current number of active imbue with spell ability spells, the more recently cast imbued spells are dispelled.

To cast a spell with a verbal component, the subject must be able to speak. To cast a spell with a somatic component, it must have humanlike hands. To cast a spell with a material component or focus, it must have the materials or focus.

Implosion
Evocation 1 standard action SRD
Fortitude negates - Yes Arc 9, Blg 9, Clr 9, Destruction 9, Shu 9, Slime 9, Wmg 9 V, S
Concentration (up to 4 rounds) Close General
Targets: One corporeal creature/round

Kills one creature/round.

You create a destructive resonance in a corporeal creatures body. For each round you concentrate, you cause one creature to collapse in on itself, killing it. (This effect, being instantaneous, cannot be dispelled.)

You can target a particular creature only once with each casting of the spell.

Implosion has no effect on creatures in gaseous form or on incorporeal creatures.

Infernal Threnody
    SPC
  Brd 3  
    General

Grants +2 caster level to evil-aligned divine spellcasters.

Instant Refuge (M) (XP)
    SPC
  Sor/Wiz 9  
    General

Enhanced contingency spell teleports you under six possible conditions.

Internal Fire
    Complete Arcane
  Wuj 9  
    General

Subject dies or takes 6d6 +1 (max +20) fire damage.

Interplanar Message
    SPC
  Arc 3, Clr 3  
    6 hours

Send a limited message of 25 words or less to the targeted creature, who may be on another plane.

Interposing Hand
Evocation [Force] 1 standard action SRD
None - Yes Duskblade 4, Sor/Wiz 5 V, S, F
1 round/level (D) Medium General
Effect: 10-ft. hand

Hand provides cover against one opponent.

Interposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand, it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.

An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and its AC is 20 (1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.

The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster.

Disintegrate or a successful dispel magic destroys it.

Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed*. The hand cannot reduce the speed* of a creature weighing more than 2,000 pounds, but it still affects the creatures attacks.

Directing the spell to a new target is a move action

Invisibility Purge
Evocation 1 standard action SRD
- APeace 3, Arc 3, Clr 3, KotC 3 V, S
1 min./level (D) Personal 30 minutes
Target: You

Dispels invisibility within 5 ft./level.

You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility.

Anything invisible becomes visible while in the area.

Invoke Magic (M)
    Lords
  Sor/Wiz 9  
    General

Momentarily negate antimagic effects.

Invoke the Cerulean Sign
    Lords
  Adp 2, APeace 3, Arc 3, Brd 3, Clr 3, Drd 2, HB 2, Hlr 3, Hth 3, Pal 3, Rgr 2, Shu 3, Sor/Wiz 3, Wuj 3  
    General

Aberrations become sickened, nauseated, dazed, or stunned.

Irian's Light
    RE
  Arc 3, Clr 3  
    General

Ranged touch attack heals 2d8 damage, +1 ray/four levels (max 3).

Kelgore's Fire Bolt
    PHBII
  Duskblade 1, Sor/Wiz 1  
    General

1d6 fire damage/level (max 5d6), partially ignore SR.

Knife Spray
    DotF
  Arc 2, Clr 2  
    General

Cone of droplets, 1d6 and +1/level damage (max +5).

Lantern Light
    Book of Exalted Deeds
  Arc 1, Clr 1, Pal 1, Sor/Wiz 1, Vassal of Bahamut 1  
    General

Ranged touch attack deals 1d6 points of damage.

Lawful Sword
    SPC
  Arc 4, Pal 4  
    General

Weapon becomes +5 axiomatic weapon and emits Magic Circle against Chaos.

Leomund's Tiny Igloo
    Frostburn
  Sor/Wiz 2  
    6 hours

Creates igloo that lasts for 2 hours/level.

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

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

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.

Light of Lunia
    SPC
  Arc 1, Clr 1, Sor/Wiz 1  
    1 hour

You radiate silvery light, which you can expend as 2 bolts that deal 1d8 damage.

Light of Mercuria
    SPC
  Arc 2, Clr 2, Sor/Wiz 2  
    1 hour

You radiate golden light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders.

Light of Venya
    SPC
  Arc 3, Clr 3  
    1 hour

You radiate silvery light, which you can expend as 2 bolts that either deal 6d6 against evil outsiders and undead or heal 1d6 points of damage.

Lightning Blade
    Complete Arcane
  Wuj 2  
    General

Electrical long sword deals 1d6/level (max 10d6) in touch attacks or range touch attacks (30 ft.) each attack using up dice from the limit.

Lightning Bolt
Evocation [Electricity] 1 standard action SRD
Reflex half - Yes Adp 3, Arc 3, Shu 4, Sor/Wiz 3, Wmg 3 V, S, M
Instant 120 ft. General
Area: 120-ft. line

Electricity deals 1d6/level damage.

You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spells range permits; otherwise, it stops at the barrier just as any other spell effect does.

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.

Lightwall
    Dragon 322
  Arc 4, Clr 4, Sor/Wiz 4  
    5 minutes

Creates a wall of light that dazzles creatures passing through it.

Lion's Roar
    SPC
  Clr 8, Courage 8  
    General

Deal 1d8 sonic damage to foes and grant a +1 morale bonus and 1d8 + 1/level (max +20) temporary hit points to allies.

Local Tremor
    RotDrg
  Arc 2, Clr 2, Drd 2, Sor/Wiz 2  
    5 minutes

Light tremor shakes in a 30-ft. line.

Love's Pain
    Book of Vile Darkness
  Corrupt 3  
    General

Deals 1d6 damage/2 levels to subject's dearest loved one.

Luminous Gaze
    SPC
  Sor/Wiz 1  
    General

You cast a dazzling light.

Mace of Odo
    Magic of Faerun
  Arc 3, Clr 3  
    General

Force effect damages target or absorbs spell.

Mage's Sword (F)
Evocation [Force] 1 standard action SRD
None - Yes Sor/Wiz 7, Wmg 7 V, S, F
1 round/level (D) Close General
Effect: One sword
Focus: A miniature platinum sword with a grip and pommel of copper and zinc. It costs 250 gp to construct.

Floating magic blade strikes opponents.

This spell brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19-20 and a critical multiplier of x2.

The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers.

Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round's target.

The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation , or a rod of cancellation affects it. The swords AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).

If an attacked creature has spell resistance, the resistance is checked the first time Mage's sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.

Magic Missile
Evocation [Force] 1 standard action SRD
None - Yes Force 2, Sor/Wiz 1, Wmg 1, Wuj 1 V, S
Instant Medium General
Targets: Up to five creatures, no two of which can be more than 15 ft. apart

1d4+1 damage; +1 missile per two levels above 1st (max 5).

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile-two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Manyjaws
    SPC
  Sor/Wiz 3  
    General

One set of jaws/level attacks enemies for 1d6 damage.

Mark of Air
    BoEM
  Sor/Wiz 2  
    6 hours

Subject gains +2 to Dex. The mark can be discharged to create sheild of air that provides +5 deflection bonus for 10 rounds.

Greater Mark of Air
    BoEM
  Sor/Wiz 4  
    6 hours

See Text

Mark of Death
    BoEM
  Sor/Wiz 8  
    6 hours

See Text

Mark of Earth
    BoEM
  Sor/Wiz 2  
    6 hours

Subject gains +2 to Str. They can perform a ranged touch attack that deals 5d6 damage that ends the spell.

Greater Mark of Earth
    BoEM
  Sor/Wiz 4  
    6 hours

See Text

Mark of Fire
    BoEM
  Sor/Wiz 2  
    6 hours

Subject gains +2 to Dex. Can also use a Ray attack for 3d3 fire damage, dismissing the spell.

Greater Mark of Fire
    BoEM
  Sor/Wiz 4  
    6 hours

See Text

Mark of Frost
    BoEM
  Sor/Wiz 2  
    6 hours

Subject gains +1 natural armor bonus to AC. Can also create a spear that deals 1d8 piercing + 2d6 cold damage, dismissing the spell.

Greater Mark of Frost
    BoEM
  Sor/Wiz 4  
    6 hours

See Text

Mark of the Unfaithful (F)
    CR
  Arc 7, Clr 7, Drd 7  
    12 hours

Mark someone as an enemy of your faith.

Mark of Water
    BoEM
  Sor/Wiz 2  
    6 hours

Subject gains +2 to Con. Can also create a stream of water that deals 5d6 damage to a target, dismissing the spell.

Greater Mark of Water
    BoEM
  Sor/Wiz 4  
    6 hours

See Text

Melt
    Complete Arcane
  Wuj 1  
    General

Deal 2/level (max 10) damage to cold subtype creature.

Memory Rot
    SPC
  Arc 5, Drd 5  
    General

Spores deal 1d6 Int drain to target, plus 1 Int/round.

Meteor Swarm
Evocation [Fire] 1 standard action SRD
None or Reflex half; see text - Yes Arc 9, Shu 9, Sor/Wiz 9, Wmg 9 V, S
Instant Long General
Area: Four 40-ft.-radius spreads; see text

Four exploding spheres each deal 6d6 fire damage.

Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2- foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.

If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere's fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target's space. You may aim more than one meteor at the same target.

Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire resistance applies to each spheres damage individually.)

Miasma
    SPC
  Arc 6, Blg 7, Drd 6  
    General

Gas fills creature's mouth, suffocating it.

Miracle (XP)
Evocation 1 standard action SRD
See text - Yes APeace 9, Arc 9, Clr 9, Luck 9 V, S, XP, text
See text See text General
Target; Effect; or Area: See text
XP Cost: 5,000 XP (for some uses of the miracle spell; see above).

Requests a deity's intercession.

You don't so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.

A miracle can do any of the following things.

Duplicate any cleric spell of 8th level or lower (including spells to which you have access because of your domains).

Duplicate any other spell of 7th level or lower.

Undo the harmful effects of certain spells, such as feeblemind or insanity.

Have any effect whose power level is in line with the above effects.

If the miracle has any of the above effects, casting it has no experience point cost.

Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 5,000 XP because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following.

Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.

Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error.

Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.

In any event, a request that is out of line with the deity's (or alignments) nature is refused.

A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle duplicates a spell that has an XP cost, you must pay that cost. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component.

Mirror Sending (F)
    Book of Vile Darkness
  MH 3, Sor/Wiz 4  
    General

You send your image to a mirror and can see and speak through it.

Molten Strike
    HoB
  Sor/Wiz 2  
    General

5-ft.-radius burst deals 2d6 fire damage, ignites nearby targets.

Moon Blade
    SPC
  Arc 3, Hth 3, Moon 3  
    30 minutes

Touch attack deals 1d8 damage +1/two levels (max +15), more to undead, plus scrambles spellcasting.

Moon Bolt
    SPC
  Arc 4, Clr 4, Drd 4  
    General

1d4 Strength damage/3 levels; undead made helpless.

Moon Path
    SPC
  Arc 5, Hth 5, Moon 5  
    30 minutes

Grants sanctuary to 1 creature/level and bridges gaps.

Moonbeam
    SPC
  Arc 2, Hth 2, Moon 2  
    30 minutes

Creates a cone of moonlight that causes lycanthropes to assume animal form, penetrates darkness spells of equal or lower level.

Moonbow
    SPC
  Sor/Wiz 5  
    General

Creates 1d4 motes of light that attack enemies.

Moonfire
    SPC
  Arc 9, Moon 9  
    General

Cone of moonlight deals 1d8 damage/two levels (max 10d8, magical auras glow blue for 1 round/level, illuminates as full mune, negates electricity for 1 round/level.

Mystic Lash
    Magic of Faerun
  Arc 3, Clr 3  
    General

Ranged touch attack deals 1d8 +1/2 levels electricity, plus stunning.

Nature's Favor
    SPC
  Arc 2, Drd 2, Rgr 2  
    General

Target animal gains +1/3 caster levels (max +5) luck bonus on attack and damage rolls.

Nature's Purity
    Lords
  Arc 3, Drd 3  
    General

Ray deals 2d6 force damage to undead and 5d6 to aberrations.

Nature's Wrath
    Ebberon
  Arc 4, Drd 4  
    General

Damages and dazes aberrations; damages other creatures.

Nimbus of Light
    Complete Divine
  Arc 1, Clr 1, Purification 1  
    General

Sunlight illuminates you until released as an attack for 1d8+1/level damage.

Numbing Sphere
    Frostburn
  Arc 2, Drd 2, Sor/Wiz 2  
    General

Creates rolling ball of intense cold that deals 1d6 cold damage plus 1d4 Dex damage, lasts 1

round/level.

Order's Wrath
Evocation [Lawful] 1 standard action SRD
Will partial; see text - Yes Law 4 V, S
Instant (1 round); see text Medium General
Area: Nonlawful creatures within a burst that fills a 30-ft. cube

Damages and dazes chaotic creatures.

You channel lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect.

The spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Will save.

Overwhelming Revelations
    MoE
  Sor/Wiz 6  
    General

Creatures take a -2d6 penalty to Wisdom, are confused for 1 round.

Parboil
    Sandstorm
  Arc 5, Clr 5, Sor/Wiz 4  
    General

Flash-heats air dealing 6d6 fire and 2d4 Intelligence damage to one or more creatures.

Persistent Blade (F)
    Magic of Faerun
  Sor/Wiz 1  
    General

Blade of force attacks target, automatically flanks.

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).

Pressure Sphere
    Stormwrack
  Arc 2, Blackwater 2, Drd 2, Sor/Wiz 2  
    General

Water pressure deals 4d6 damage to submerged targets.

Prismatic Eye (F)
    SPC
  Sor/Wiz 6  
    General

Orb produces individual prismatic rays as touch attacks.

Prismatic Ray
    SPC
  Sor/Wiz 5, Wmg 5  
    General

Blind target with 6 HD or less and deal random effect.

Prismatic Spray
Evocation 1 standard action SRD
See text - Yes Sor/Wiz 7, Wmg 7 V, S
Instant 60 ft. General
Area: Cone-shaped burst

Rays hit subjects with variety of effects.

This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.

1d8 Color of Beam Effect
1 Red 20 points fire damage (Reflex half)
2 Orange 40 points acid damage (Reflex half)
3 Yellow 80 points electricity damage (Reflex half)
4 Green Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead)
5 Blue Turned to stone (Fortitude negates)
6 Indigo Insane, as insanity spell (Will negates)
7 Violet Sent to another plane (Will negates)
8 Struck by two rays; roll twice more, ignoring any 8 results.
Produce Flame
Evocation [Fire] 1 standard action SRD
None - Yes Arc 1, Blg 2, Drd 1, Fire 2, Orc 2, Shu 2 V, S
1 min./level (D) 0 ft. General
Effect: Flame in your palm

1d6 damage +1/level, touch or thrown.

Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.

In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

This spell does not function underwater.

Protégé
    Complete Adventurer
  Brd 6  
    30 minutes

Grants another creature bardic abilities.

Quagmire Vortex
    Far Corners of the World
  Arc 9, Drd 9  
    General

Muddy "whirlpool" causes death and destruction in a swamp.

Radiant Assault (F)
    Dragon 322
  Arc 7, Clr 7, Sor/Wiz 7  
    General

Light burst deals nonlethal damage and dazes creatures.

Radiant Shield
    Book of Exalted Deeds
  Sor/Wiz 4, Wrath 4  
    General

Creatures attacking you take electricity damage; you're protected from electricity.

Rain of Black Tulips
    Book of Exalted Deeds
  Arc 9, Drd 9  
    General

Black tulips fall from the sky; evil creatures take 5d6 damage per round and are nauseated.

Rain of Embers
    Book of Exalted Deeds
  Sanctified 7  
    General

Rain of divine fire deals 10d6 damage per round to evil creatures.

Rain of Roses
    Book of Exalted Deeds
  Arc 7, Drd 7  
    General

Roses fall from the sky; evil creatures take 1d4 Wis damage per round and are sickened.

Rainbow Beam (M)
    Dragon 322
  Sor/Wiz 2  
    General

Ray does a random type of damage.

Rainbow Blast (M)
    Dragon 322
  Sor/Wiz 3  
    General

Line deals damage from each type of energy.

Ray of Flame
    DA5
  Sor/Wiz 1  
    General

Ray deals 1d6 points +1 point/two levels fire damage.

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.

Ray of Ice
    DA5
  Sor/Wiz 2  
    General

Ray deals 1d6 points +1d6/two levels cold damage.

Ray of Light
    DA5
  Brd 1, Sor/Wiz 1  
    General

Creates a narrow cone of light.

Ray of Resurgence
    LostEmpiresOfFaerun
  Arc 1, Clr 1, Sor/Wiz 2  
    General

Yellow light restores 1 point/level (max 5 points) of Strength damage, negates penalties to Strength (up to 1d6+1/level, max +5) and either converts exhaustion to fatigue or removes fatigue.

Reality Maelstrom
    MotP
  Sor/Wiz 7  
    General

You tear a temporary hole in reality itself that sucks all loose material and living creatures into it.

Red Tide
    Stormwrack
  Arc 8, Drd 8  
    General

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

Resilient Sphere
Evocation [Force] 1 standard action SRD
Reflex negates - Yes Force 4, Sor/Wiz 4 V, S, M
1 min./level (D) Close General
Effect: 1-ft.-diameter/level sphere, centered around a creature

Force globe protects but traps one subject.

A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally.

The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.

Resonating Bolt
    Complete Arcane
  Brd 4, Sor/Wiz 3  
    General

60 ft. line deals 1d4/level (max 10d4) sonic damage.

Righteous Smite
    Book of Exalted Deeds
  Arc 7, Clr 7, Exalted Arcanist 7, Wrath 7  
    General

Deals 1d6 damage/level (1d8 damage/level to evil outsiders) in 20-ft. radius and blinds evil foes for 1d4 rounds.

Rockburst
    ShS
  Arc 3, Clr 3, Drd 2, Sor/Wiz 3  
    Prohibited

Cause stone object to explode, dealing 1d4 damage +1 point/level.

Saltray
    Far Corners of the World
  Arc 2, Drd 2, Sor/Wiz 2  
    General

Ranged touch attack deals 1d6/2 levels (max 5d6) slashing damage. If cast near an ocean, a second ray is cast.

Sand Spiral
    Dragon 331
  Sor/Wiz 6  
    General

Cone deals 1d6 damage per level, -2 penalty on attacks, checks, and saves.

Sandblast
    Complete Divine
  Arc 1, Drd 1  
    General

You fire hot sand that deals 1d6 nonlethal damage, stuns enemies.

Sandblast (LE)
    LostEmpiresOfFaerun
  Sor/Wiz 6  
    General

Cone of sand and wind deals 6d8 points of damage and blows away opponents.

Scalding Touch
    MoE
  Sor/Wiz 7  
    General

Touch deals 13d6 fire damage and dazes victim; usable a number of times equal to level.

Scimitar of Sand
    Sandstorm
  Arc 2, Drd 2, Sor/Wiz 2  
    5 minutes

Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated.

Scintillating Sphere
    Magic of Faerun
  Sor/Wiz 3  
    General

20-ft-radius spread deals 1d6 electicity/level.

Scorch
    SPC
  Sor/Wiz 2  
    General

Jet of flame deals 1d8/2 levels (max 5d8).

Scorching Ray
Evocation [Fire] 1 standard action SRD
None - Yes Adp 2, Arc 2, Duskblade 2, Sor/Wiz 2, Wmg 2 V, S
Instant Close General
Effect: One or more rays

Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).

You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.

The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

Scourge of Force
    CR
  Sor/Wiz 2  
    General

Tendrils of force lash foes for 1d8 + 1/2 levels damage each.

Searing Exposure
    Sandstorm
  Arc 4, Drd 4, Sor/Wiz 4  
    General

Target suffers hours of wasteland exposure in a moment.

Searing Light
Evocation 1 standard action SRD
None - Yes Arc 3, Clr 3, Exalted Arcanist 3, Glory 3, HotD 3, KotC 3, Shu 3, Sun 3, Vassal of Bahamut 3 V, S
Instant Medium General
Effect: Ray

Ray deals 1d8/two levels damage, more against undead.

Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).

Seeking Ray
    PHBII
  Duskblade 2, Sor/Wiz 2  
    General

Ray deals 4d6 electricity damage, ignores concealment and cover; you gain +4 on attacks with rays against the subject.

Sending
Evocation 10 minutes SRD
None - No APeace 4, Arc 4, Beguiler 5, Clr 4, EmBarachiel 4, HB 4, Herald 4, Sor/Wiz 5, Trade 4 V, S, M/DF
1 round; see text See text General
Target: One creature

Delivers short message anywhere, instantly.

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. A creature with an Intelligence score as low as 1 can understand the sending, though the subject's ability to react is limited as normal by its Intelligence score. Even if the sending is received, the subject is not obligated to act upon it in any manner.

If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably.)

Shadow Canopy
    RoF
  Sor/Wiz 6  
    General

You create a large umbrella of darkness.

Shadowblast
    MotP
  Arc 4, Clr 4, Drd 4  
    General

Temporarily block access to the Plane of Shadow and deal damage to Shaow natives.

Shard Storm
    Dragon 323
  Sor/Wiz 5  
    General

Creates a storm of shards.

Shatter
Evocation [Sonic] 1 standard action SRD
Will negates (object); Will negates (object) or Fortitude half; see text - Yes (object) Arc 2, Blk 2, Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2, Wmg 2 V, S, M/DF
Instant Close General
Target or Area: 5-ft.-radius spread; or one solid object or one crystalline creature

Sonic vibration damages objects or crystalline creatures.

Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.

Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.

Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.

Shatterfloor
    Magic of Faerun
  Sor/Wiz 3  
    General

Deals 1d4 sonic/level plus damages floor surface 6 inches deep.

Shock Treatment
    Dragon 339
  Sor/Wiz 2  
    General

A jolt of electricity damages and potentially stuns an opponent.

Shocking Grasp
Evocation [Electricity] 1 standard action SRD
None - Yes Arc 1, Duskblade 1, Shu 1, Sor/Wiz 1, Wmg 1 V, S
Instant Touch General
Target: Creature or object touched

Touch delivers 1d6/level electricity damage (max 5d6).

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).

Shockwave
    Sh
  Sor/Wiz 3  
    General

Shockwave deals 1d4/level points of nonlethal damage to creatures within area and dazes them for 1 round.

Shout
Evocation [Sonic] 1 standard action SRD
Fortitude partial or Reflex negates (object); see text - Yes (object) Brd 4, Duskblade 4, KotC 3, Sin-W 4, Sor/Wiz 4, Wmg 4, Wuj 4 V
Instant 30 ft. General
Area: Cone-shaped burst

Deafens all within cone and deals 5d6 sonic damage.

You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). 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.

A shout spell cannot penetrate a silence spell.

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.

Shrieking Blast
    HoB
  Sor/Wiz 5  
    General

40-ft.-radius burst deafens and deals 8d6 sonic damage.

Shroud of Flame
    PGtF
  Sor/Wiz 5  
    General

Target bursts into flames, taking 2d6 fire damage per round and shooting gouts of flame that deal 1d4 fire damage to creatures with 10 feet.

Silent Sound
    BoEM
  Brd 1, Sor/Wiz 1  
    General

Ranged attack roll deals 1d6/level (max 5d6) sonic damage.

Sirine's Grace (M)
    Far Corners of the World
  Arc 5, Brd 4, Drd 5  
    General

Grants +4 to Cha and Dex. Adds Cha Modifier deflection bonus to AC. +8 to Perform checks. 1d4 Int touch attack.

Slapping Hand
    Miniatures
  Sor/Wiz 2  
    General

Hand makes creature provoke attacks of opportunity.

Slashing Darkness
    SPC
  Arc 3, Clr 3  
    General

Ray deals 1d8/two levels damage and heals undead the same amount.

Slashing Dispel
    PHBII
  Duskblade 5, Sor/Wiz 4  
    General

As dispel magic, but creatures take damage for spells dispelled.

Snilloc's Snowball
    Unapproachable East
  Sor/Wiz 1  
    General

Touch attack (melee or ranged) deals 1d6 cold damage +1/level.

Snowball Swarm
    SPC
  Sor/Wiz 2  
    General

Deals 1d6 cold/2 levels to a 10-ft. radius.

Song of Festering Death
    Book of Vile Darkness
  Brd 2  
    General

Subject takes 2d6 damage per round while caster concentrates.

Sonic Blast
    Spellbook Archive
  Sor/Wiz 3  
    General

Deal 1d6/level damage (max 10d6) to each creature in the area.

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 Rumble (F)
    Magic of Faerun
  Sor/Wiz 5  
    General

Cone of sound deals damage or moves objects.

Sonic Shield
    PHBII
  Brd 3, Duskblade 5, Sor/Wiz 5  
    General

+4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee.

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.

Sonic Whip
    SPC
  Brd 2, Wuj 2  
    General

Scares animals, normal whip in combat.

Sonorous Hum
    SPC
  Arc 3, Brd 2, Clr 3, Sor/Wiz 3  
    5 minutes

Removes need to concentrate to maintain next spell cast.

Sound Burst
Evocation [Sonic] 1 standard action SRD
Fortitude partial - Yes Arc 2, Brd 2, Clr 2, KotC 2, Ocean 2 V, S, F/DF
Instant Close General
Area: 10-ft.-radius spread

Deals 1d8 sonic damage to subjects; may stun them.

You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round.

Creatures that cannot hear are not stunned but are still damaged.

Sound Lance
    SPC
  Arc 4, Clr 4, Sor/Wiz 3  
    General

Sonic energy deals 1d8/level damage.

Spiritual Cavalry
    HoB
  Arc 5, Clr 5  
    General

Horsemen of force attack enemies.

Spiritual Charger
    HoB
  Arc 3, Clr 3  
    General

Horseman of force attacks enemy.

Spiritual Weapon
Evocation [Force] 1 standard action SRD
None - Yes Arc 2, Clr 2, KotC 2, Mysticism 2, War 2 V, S, DF
1 round/level (D) Medium General
Effect: Magic weapon of force

Magic weapon attacks on its own.

A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.

Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous rounds target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapons normal range increment, and switching targets still is a move action.

A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapons AC against touch attacks is 12 (10 + size bonus for Tiny object).

If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.

The weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows.

Chaos: Battleaxe

Evil: Light flail

Good: Warhammer

Law: Longsword

Splinterbolt
    Far Corners of the World
  Arc 2, Drd 2, Sor/Wiz 2  
    General

Ranged Attack that deals 4d6 piercing damage per bolt (3-6:1, 7-10: 2, 11+: 3). Threatens 18-20, x3. +4 damage, cold iron in forest.

Stalwart Pact (XP)
    RoD
  Arc 5, Clr 5, Destiny 5, Pact 5  
    General

You gain combat bonuses automatically when reduced to half hit points or lower.

Stars of Arvandor
    Book of Exalted Deeds
  Arc 4, Clr 4, Drd 4, Rgr 4, Sor/Wiz 3  
    General

Tiny starbursts each deal 1d8 damage (half nonlethal), or 1d8 letal damage to evil creatures.

Stars Of Mystra
    CV
  Arc 4, Clr 4  
    General

Creates stars that remove spell slots when they hit a target.

Stars Of Selune
    CV
  Arc 4, Clr 4  
    General

Creates stars that deal force damage and cold damage to the target.

Steam Breath
    Complete Arcane
  Wuj 3  
    General

Cone of steam deals 1d6/level (max 10d6) fire damage.

Steeldance
    Magic of Faerun
  Sor/Wiz 3  
    General

Daggers become Medium flying animated objects that attack foes.

Stone Shatter
    Magic of Faerun
  Brd 4  
    General

Shatter a stone object or creature.

Stone Sphere
    Underdark
  Sor/Wiz 5  
    5 minutes

5-ft.-diameter stone sphere rolls over your enemies.

Storm Mote
    Sandstorm
  Arc 3, Drd 3, Sor/Wiz 3  
    General

Dust devil of flensing sand.

Storm of Shards
    Book of Exalted Deeds
  Sanctified 6  
    General

Evil creatures are blinded for 1 round; evil outsiders and undead also take 1d6 damage/level.

Storm Prison
    Far Corners of the World
  Sor/Wiz 6  
    General

Deal 1d6/level (max 15d6) electricity damage to target and encase them in a wind and lightning prison.

Storm Touch
    MoE
  Sor/Wiz 5  
    General

Touch deals 9d6 electricity damage and stuns victim for 1 round; usable a number of times equal to level.

Stunning Screech
    Book of Vile Darkness
  Brd 3, Dem 2  
    General

All within 30 ft. are stunned for 1 round.

Submerge Ship
    SPC
  Sor/Wiz 7  
    General

You control ship mentally while it travels underwater.

Submersion Treatment
    Dragon 339
  Arc 7, Drd 7, Sor/Wiz 7  
    General

A column of water paralyzes and potentially drowns one target.

Sun Bolt
    ShS
  Arc 2, Clr 2, Sor/Wiz 2  
    Prohibited

Ray deals 2d6 damage, more against undead, and might blind target.

Sunbeam
Evocation [Light] 1 standard action SRD
Reflex negates and Reflex half; see text - Yes Arc 7, Drd 7, Glory 7, Shu 7, Summer 6, Sun 7, Wmg 7 V, S, DF
1 round/level or until all beams are exhausted 60 ft. General
Area: Line from your hand

Beam blinds and deals 4d6 damage.

For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted.

Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half.

An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails 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
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.

Sword of Deception
    Complete Arcane
  Sor/Wiz 5, Wuj 5  
    General

A blade of pale green force to appear and strikes the opponent you designate.

Sword Stream
    DotF
  Arc 3, Clr 3  
    General

As knife spray, but 1d8 and max +10.

Sympathetic Vibration
Evocation [Sonic] 10 minutes SRD
None; see text - Yes Brd 6 V, S, F
Up to 1 round/level Touch 12 hours
Target: One freestanding structure

Deals 2d10 damage/round to freestanding structure.

By attuning yourself to a freestanding structure such you can create a damaging vibration within it. Once it begins, the vibration deals 2d10 points of damage per round to the target structure. (Hardness has no effect on the spell's damage.) You can choose at the time of casting to limit the duration of the spell; otherwise it lasts for 1 round/level. If the spell is cast upon a target that is not freestanding the surrounding stone dissipates the effect and no damage occurs.

Sympathetic vibration cannot affect creatures (including constructs). Since a structure is an unattended object, it gets no saving throw to resist the effect.

Tail Slap
    RotDrg
  Sor 2  
    General

Attack a foe for 1 round/level and knock him back on the first round.

Tail Sweep
    RotDrg
  Sor 4  
    General

Your tail of force can attack a group of foes within 10 ft.

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.

Teleport Redirect
    BoEM
  Sor/Wiz 5  
    6 hours

Any teleportation subtype spell with an origin within the area directs the subjects to a destination of your choice.

Teleport Tracer
    BoEM
  Sor/Wiz 6  
    General

Learn the destination of the most recent teleportation spell within the area.

Theskyn's Hearty Heave
    LostEmpiresOfFaerun
  Sor/Wiz 2  
    General

Blast of force pushes away creatures surrounding you as though via a bull rush maneuver by a foe of Large size with a Strength score equal to 20 + your caster level (max 25).

Thunderhead
    SPC
  Arc 1, Drd 1, Sor/Wiz 1  
    General

Small lightning bolts deal 1d6 electricity damage/round.

Thunderlance
    FR
  Sor/Wiz 4  
    General

Lance of force deals 1d6 damage, plus can dispel force effects.

Thunderous Roar
    SPC
  Arc 3, Drd 3  
    General

Roar deals 1d6 sonic damage/2 levels, deafens.

Tidal Surge
    Complete Divine
  Arc 6, Drd 6, Ocean 5  
    General

Wave of water deals 1d8/two levels damage and bull rushes.

Tiny Hut
Evocation [Force] 1 standard action SRD
None - No Brd 3, Sor/Wiz 3 V, S, M
2 hours/level (D) 20 ft. 12 hours
Effect: 20-ft.-radius sphere centered on your location

Creates shelter for ten creatures.

You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.

The temperature inside the hut is 70 F if the exterior temperature is between 0 and 100 F. An exterior temperature below 0 or above 100 lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.

The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).

Toothed Tentacle
    LostEmpiresOfFaerun
  Sor/Wiz 2  
    General

Shadowy tentacle ending in three mouths (each AC 15, hp 10 + your caster level) projects from your hand. The mouths can strike foes within 10 feet of each other independently, dealing 2d6 points of damage each.

Torment
    Dragon 336
  Sor/Wiz 7  
    General

Similar to dolor but causes greater pain.

Tremor
    SPC
  Arc 3, Clr 3, Drd 3  
    General

Force casters and skill users to Concentrate as well as knock creatures prone.

Unhallow (M)
Evocation [Evil] 1 day SRD
See text - See text Arc 5, Blg 4, Clr 5, Drd 5 V, S, M
Instant Touch General
Area: 40-ft. radius emanating from the touched point
Materials: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be tied to the unhallowed area.

Designates location as unholy.

Unhallow makes a particular site, building, or structure an unholy site. This has three major effects.

First, the site or structure is guarded by a magic circle against good effect.

Second, all turning checks made to turn undead take a -4 penalty, and turning checks to rebuke undead gain a +4 profane bonus. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.)

Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again.

Spell effects that may be tied to an unhallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect magic, detect good, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth.

Saving throws and spell resistance might apply to these spells effects. (See the individual spell descriptions for details.)

An area can receive only one unhallow spell (and its associated spell effect) at a time.

Unhallow counters but does not dispel hallow.

Unholy Blight
Evocation [Evil] 1 standard action SRD
Will partial - Yes Evil 4 V, S
Instant (1d4 rounds); see text Medium General
Area: 20-ft.-radius spread

Damages and sickens good creatures.

You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness.

Only good and neutral (not evil) creatures are harmed by the spell.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal, but remove curse is effective.

The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. Such a creature can reduce the damage in half again (down to one-quarter) with a successful Will save.

Veil of Shadow
    SPC
  Arc 2, Asn 2, Blk 2, Clr 2, Sor/Wiz 2  
    30 minutes

Darkness grants you concealment.

Venom Bolt
    SK
  Arc 4, Clr 4, Sor/Wiz 4  
    Prohibited

All in beam take 2d8 acid damage; paralyzed.

Vile Lance
    Book of Vile Darkness
  Arc 3, Blk 4, Clr 3, MH 3, Sor/Wiz 3  
    1 hour

Creates +2 shortspear that deals vile damage.

Vortex of Teeth
    SPC
  Arc 4, Drd 4, Sor/Wiz 4  
    General

3d8 points of damage due to force per round to all creatures in the area.

Wail of Doom
    Complete Adventurer
  Brd 5  
    General

Deal 1d4 damage/level in 30-ft. cone, plus targets panicked or shaken.

Wall of Coldfire (M)
    Frostburn
  Arc 5, Drd 5, Sor/Wiz 4  
    General

Deals 2d4 of cold damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 frostburn damage +1/level.

Wall of Fire
Evocation [Fire] 1 standard action SRD
None - Yes Adp 4, Arc 4, Blg 4, Drd 5, Fire 4, Shu 4, Sor/Wiz 4, Wmg 4, Wuj 4 V, S, M/DF
Concentration + 1 round/level Medium General
Effect: Opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft. per two levels; either form 20 ft. high

Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.

An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)

Wall of fire can be made permanent with a permanency spell. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.

Wall of Force
Evocation [Force] 1 standard action SRD
None - No Artificer 5, Force 5, Sor/Wiz 5, VDarkness 6, Wuj 5 V, S, M
1 round/level (D) Close General
Effect: Wall whose area is up to one 10-ft. square/level

Wall is immune to damage.

A wall of force spell creates an invisible wall of force. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage's disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of force.

The caster can form the wall into a flat, vertical plane whose area is up to one 10- foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.

Wall of force can be made permanent with a permanency spell.

Wall of Ice
Evocation [Cold] 1 standard action SRD
Reflex negates; see text - Yes Arc 5, Cold 5, Ocean 5, Shu 5, Sor/Wiz 4, Wuj 4 V, S, M/DF
1 min./level Medium General
Effect: Anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft./level

Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.

Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or some other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.

Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level.

Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per caster level (no save).

Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.

Wall Of Light
    SPC
  Arc 3, Clr 3, Sor/Wiz 3  
    General

Creates wall of light, can dazzle creatures.

Wall Of Limbs
    SPC
  Sor/Wiz 5  
    General

Whirling limbs deal 5d6 damage and grab creatures passing through.

Waterball
    MotW
  Arc 4, Drd 4  
    General

Splash does subdual damage.

Were-Doom
    Book of Vile Darkness
  Arc 9, Bestial 9, Clr 9, Drd 9  
    General

1d4 creatures infected with lycanthropy.

Whirl of Fangs
    SK
  Arc 6, Clr 6, Sor/Wiz 7  
    Prohibited

Passing through wall deals 12d4 damage.

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

Cyclone deals damage and can pick up creatures.

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

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

Whirlwind of Teeth
    Book of Vile Darkness
  Bestial 7, Sor/Wiz 7  
    General

Creates moving 5-ft./level cylinder that deals 1d8 damage/2 levels each round.

Greater Whirlwind
    SPC
  Arc 9, Drd 9, Weather 9  
    General

As whirlwind, but larger and more destructive.

Wind at Back
    SPC
  Arc 4, Drd 4  
    12 hours

Doubles overland speed* of targets for 1 day.

Wind Tunnel
    SPC
  Arc 5, Drd 5  
    General

Ranged weapons gain +10 bonus and double range increment.

Wind Wall
Evocation [Air] 1 standard action SRD
None; see text - Yes Air 2, APeace 3, Arc 3, Clr 3, Drd 3, HB 3, Rgr 2, Shu 3, Sor/Wiz 3 V, S, M/DF
1 round/level Medium General
Effect: Wall up to 10 ft./level long and 5 ft./level high (S)

Deflects arrows, smaller creatures, and gases.

An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).

While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.

Wingbind
    SPC
  Sor/Wiz 4  
    General

A net of force entangles the target, preventing it from charging, running, or flying.

Wings of Bounding
    RotDrg
  Sor 1  
    General

Get a +20 circumstance bonus on a Jump* check.

Wings of Cover
    RotDrg
  Sor 2  
    General

Grant cover against a specific attack.

Wings of Flurry
    RotDrg
  Sor 4  
    General

Your wings of force can attack all foes within 30 ft.

Wings of Swift Flying
    RotDrg
  Sor 1  
    6 hours

Increase your temporary fly speed by 30 ft.

Winter's Embrace
    Frostburn
  Arc 2, Drd 2, Winter 3  
    General

Subject takes 1d8 damage/round; can cause fatigue.

Word of Balance
    SPC
  Arc 7, Balance 7, Drd 7  
    General

Kills, paralyzes, weakens, or nauseates nonneutral creatures.

Word of Chaos
Evocation [Chaotic] [Sonic] 1 standard action SRD
None or Will negates; see text - Yes Arc 7, Chaos 7, Clr 7, Drow 7 V
Instant 40 ft. General
Area: Nonchaotic creatures in a 40-ft.- radius spread centered on you

Kills, confuses, stuns, or deafens nonchaotic subjects.

Any nonchaotic creature within the area who hears the word of chaos suffers the following ill effects.

HD Effect
Equal to caster level Deafened
Up to caster level -1 Stunned, deafened
Up to caster level -5 Confused, stunned, deafened
Up to caster level -10 Killed, confused, stunned, deafened

The effects are cumulative and concurrent. No saving throw is allowed against these effects.

Deafened: The creature is deafened for 1d4 rounds.

Stunned: The creature is stunned for 1 round.

Confused: The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment effect.

Killed: Living creatures die. Undead creatures are destroyed.

Furthermore, if you are on your home plane when you cast this spell, nonchaotic extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the word of chaos. The banishment effect allows a Will save (at a 4 penalty) to negate. Creatures whose HD exceed your caster level are unaffected by word of chaos.

Wretched Blight
    Book of Vile Darkness
  Arc 7, Clr 7  
    General

Deals 1d8 damage/level in 20-ft. radius and stuns foes for 1d4 rounds.

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.

Zealot Pact (XP)
    Complete Divine
  Arc 6, Clr 6, Competition 6, Pact 6  
    General

You automatically gain combat bonuses when you attack someone of opposite alignment.

Zone of Natural Purity (M)
    Ebberon
  Arc 2, Drd 2  
    General

Aberrations in area become weaker, fey and plants become stronger.

Zone of Speed
    BoEM
  Sor/Wiz 4  
    30 minutes

Nothing moves faster than the speed you choose within the area.