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Sorcerer / Wizard Spell List ......................... 2 Spell Tables ................................................56 Level of Exhaustion ....................................... 68
0th Level ............................................................2 Summon Monster............................................56 Levels of Fear ................................................ 68
1st Level.............................................................3 Summon Undead.............................................58 Areas of Effect – Shape ................................. 68
2nd Level............................................................7 Permanency Table...........................................59 Areas of Effect – Fill ..................................... 68
3rd Level ..........................................................13 Alternate Form Table......................................66 Casting Times ................................................ 68
4th Level ..........................................................19 Glossary......................................................67 Other Definitions ........................................... 69
5th Level ..........................................................26 Auras ...............................................................67 Appendix ....................................................71
6th Level ..........................................................34 Ranges.............................................................67 Revision History ............................................ 71
7th Level ..........................................................40 Levels of Concealment ...................................68 Key to Sourcebooks ....................................... 71
8th Level ..........................................................45 Levels of Cover...............................................68
9th Level ..........................................................51
Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005
0th Level
Abjuration Electric Jolt(MoF p91) Touch of Fatigue(PH p294)
Resistance(PH p272) <Evoc[electricity][energy missile], VS, 1StdAct, <Necro[touch attack], VSM(sweat), 1StdAct, Touch,
<Abj, VS/AM(cloth)/DF, 1StdAct, Touch, 1min> Close-range, no save> 1rnd/lvl, FortNeg, SR applies>
– Subject gains +1 Resistance bonus on all saves. – Deals 1d3 Electrical damage. – Touched opponent becomes Fatigued for the
Flare(PH p232) spell’s duration.
Conjuration
<Evoc[light], V, 1StdAct, Close-range, Instantaneous, Transmutation
Acid Splash(PH p196) FortNeg, SR applies>
<Conj(creat)[acid][energy missile], VS, 1StdAct, Ground Smoke(DR326 p73)
– Target with sight is Dazzled for 1 minute. <Trans, VS, 1StdAct, Close-range, 8 hours>
Close-range, no save, no SR>
Horizikaul’s Cough(MoF p101) – One 5’ square target fire has its smoke
– Deals 1d3 Acid damage.
<Evoc[sonic], VS, 1StdAct, Close-Range> dissipate close to the ground.
Divination – Target takes 1 point of Sonic damage (no
Launch Bolt(MoF p105)
Detect Magic(PH p219) save) & is Deafened for 1 round (WillNeg). <Trans, VS, 1StdAct, Medium-range>
<Div, VS/DF, 1StdAct, Concentration up to 1min/lvl, Light(PH p248)
no save, no SR> – Launches a single crossbow bolt as if from a
<Evoc[light], VM(firefly)/DF, 1StdAct, 10min/lv(D)> light crossbow.
– The caster can see the Magic Aura of a spell – Object touched gives off bright light in a 20’
or item in a 60’ Cone-shaped Emanation. Mage Hand(PH p249)
radius & dim light for another 20’. <Trans, VS, 1StdAct, Close-range, Concentration>
The information gained increases each round: This spell Counters and Dispels spells with the
1st round – presence of magic. – A designated, unattended object that weights
[darkness] category of equal or lower level. no more than 5 lbs can be moved at up to 15’
2nd round – number of magic auras & the
Ray of Frost(PH p269) per Move Action.
strength of the most powerful aura. If not <Evoc[cold][ray], VS, 1StdAct, Close-range,
in line-of-sight, the caster only knows the Mending(PH p253)
no save, SR applies>
direction. <Trans, VS, 1StdAct, 10’ range, Instantaneous>
– Deals 1d3 Cold damage.
3rd round – strength & location of each aura. – Repairs one object of up to 1 pound.
Illusion Message(PH p253)
If an aura is within line-of-sight, the caster
Chalkboard(DR324 p70) <Trans[language], VSF(copper wire), 1StdAct,
can identify its school with a Spellcraft <Ill(figment), SM(piece of chalk), 1StdAct, Close- Medium-range, 10min/lvl, no SR>
check vs. DC 15 + spell level. range, Concentration + 1rnd/lvl, WillDisbelief> – The caster plus 1 creature per level can
This spell is blocked by 3’ of wood or dirt, 1’ of – Creates a vertical writing surface whose size is communicate within range by whispering as
stone, 1” of metal, & any amount of lead. between 1” square to 10’ square. The caster long as there is no physical/magical barrier.
Detect Poison(PH p219) can “write” on it with his/her finger and erase
<Div, VS/DF, 1StdAct, Close-range, Instantaneous, no
Nosy Neighbor(DR326 p74)
with the flat of his/her hand. The chalkboard <Trans, VSM(cup), 1StdAct, Personal, 1min>
save, no SR> is arm’s length away when created, but may
– Determines if one creature, one object, or one – Caster gains a +1 bonus to Listen checks.
be moved anywhere within range as a Free Open/Close(PH p258)
5’ cube is poisonous, has been poisoned, or Action.
contains poison. <Trans, VSF(brass key), 1StdAct, Close-range>
Fleeting Fame(DR326 p73) – Opens or closes one unlocked door, window,
Identifying the type of poison requires a <Ill(glamer), VS, 1StdAct, Personal, until discharged
Wisdom check vs. DC 20. If the caster has pouch, etc., that weighs up to 30 pounds.
up to 1rnd/lvl>
ranks in Craft(alchemy), he/she may also Repair Minor Damage(CArc p120)(DR317 p35)
– Receive a +2 bonus on the next Bluff, <Trans, VS, 1StdAct, Touch, Instantaneous>
make a check with that skill vs. DC 20. Diplomacy, or Intimidate check.
This spell is blocked by 3’ of wood or dirt, 1’ of – The touched Construct (with at least 1 hp) or
Ghost Sound(PH p235) Living Construct (at –9 hp or higher) is
stone, 1” of metal, & any amount of lead. <Ill(figment), VSM(wool/wax), 1StdAct, Close-range, repaired 1 hp.
Read Magic(PH p269) 1rnd/lvl(D), WillDisbelief, no SR>
<Div, VSF(prism), 1StdAct, Personal, 10min/lvl> – Sounds of 4 people per level (max 20 people). Stick(Und p61)
– Reads scrolls & spell books at 1 page per min. <Trans, VSM(dry glue), 1StdAct, Touch, Instantaneous>
Shadowplay(DR326 p74) – An unattended target object weighting no
Seeker’s Chant(DR326 p74) <Ill(glamer), VS, 1StdAct, Touch, Concentration>
<Div, VS, 1StdAct, Personal, 1min>
more than 5 pounds adheres to a larger object
– Caster takes control of one shadow of up to
– Caster gains a +1 bonus to Search checks, but The two objects can pulled apart automatically
Huge-size. The caster can change its shape,
receives a –2 penalty on Move Silently checks. by a Corporal creature as a Move Action, by
but not move it way from the place where it is
a Mage Hand, by an Unseen Servant, etc.
Enchantment lying.
If a sentient creature’s shadow is targeted, it is Universal
Daze(PH p217)
<Ench(comp)[mind], VSM(wool), 1StdAct, Close- allowed a Will save to Negate (SR applies). Arcane Mark(PH p201)
range, 1rnd, WillNeg, SR applies> <Univ, VS, 1StdAct, Touch, Permanent(D), no save, no
Silent Portal(MoF p117)
– One Humanoid with no more than 4HD is SR>
<Ill(glamer), S, Close-range, 1hr/lvl(D)>
Dazed. – Negates sound from opening one door/window. – Inscribes a visible or invisible personal rune,
up to 1’x1’ and/or 6 characters. The mark
Vengeful Mount(DR326 p74) Necromancy
<Ench(comp)[mind], VSM(riding crop or willow
can be placed on any material or even on
Disrupt Undead(PH p223) skin, though in the later case it fades in 1
switch), 1StdAct, Close-range, Instantaneous,
<Necro[ray], VS, 1StdAct, Close-range, no save, SR month.
WillNeg, SR applies>
applies>
– The target Animal will shy away from anyone Immune to Dispel Magic. Dispelled by Erase.
– Deals 1d6 Positive Energy damage to one
attempting to make a Ride check or a Handle Undead. Prestidigitation(PH p264)
Animal check with it. If mounted, the rider <Univ, VS, 1StdAct, 10’range, 1hour, no SR>
Necrosurgery(DR326 p73) – Performs minor tasks, such as drying,
must immediately make a Ride check vs. DC <Necro[death], VSM(blade), 1StdAct, Touch,
10 to stay on. Instantaneous, FortNeg, SR applies>
cleaning, & soaking objects.
Evocation – The touched subject receives a +2 bonus on
Dancing Lights(PH p216) his/her next saving throw to resist a disease
<Evoc[light], VS, 1StdAct, Medium-range, 1min> he/she has already contracted.
– Up to 4 spheres in a 10’ area that each give off
30’ of light. They can move 100’ per round.
1st Level
Abjuration Shield(PH p278) Obscuring Mist(PH p258)
Alarm(PH p197) <Abj[force], VS, 1StdAct, Personal, 1min/lvl(D)> <Conj(creat), VS, 1StdAct, 1min/lvl, no SR>
<Abj, VS/AF(tiny bell, silver wire)/DF, 1StdAct, – An Invisible disc of force grants the caster a – Creates a 20’ radius Spread by 20’ high Cloud
Close-range, 2hrs/lvl(D), no save, no SR> +4 Shield bonus to AC (no matter from of fog centered around the caster.
– If any creature of Tiny-size or larger passes which direction the attack originates) & The cloud can be dispersed by Moderate Wind
through the warded 20’ radius Emanation negates any Magic Missile that targets the in 4 rounds & a Strong Wind in 1 round.
without saying the password, an alarm caster. Large amounts of fire, such as a Fireball, will
(chosen at casting time) will sound. Conjuration also disperse the cloud.
Audible: Chimes for 1 round. Easily heard Airbubble(DR314 p45) Orb of Acid, Lesser(CArc p115)
within 60’ in typical conditions. <Conj(creat)[air], S, 1StdAct, Personal, 1min/lvl> <Conj(sum)[acid], VS, 1StdAct, Close-range,
Mental: The chime is only in the caster’s – Creates a globe of air around the caster’s head Instantaneous, no save, no SR>
head, though he/she must be within 1 mile. while underwater (i.e., it is no protection – Does 1d8 Acid damage per two levels after 1st
This will wake the caster, but not disturb from Stinking Cloud, etc.). (1d8 at 1st, 2d8 at 3rd, etc.) (max 5d8) on a
his/her concentration. Another creature can breath the air from this successful Ranged Touch Attack.
Endure Elements(PH p226) globe, but the spell then ends on the caster’s Orb of Cold, Lesser(CArc p116)
<Abj, VS, 1StdAct, Touch, 24hrs> next round. <Conj(sum)[cold], VS, 1StdAct, Close-range,
– Touched subject takes no harm (i.e., no Instantaneous, no save, no SR>
Corrosive Grasp(MoF p85) – Does 1d8 Cold damage per two levels after 1st
Fortitude saves) from being in heat up to 140 <Conj(creat)[acid][touch attack], VS, 1StdAct, no save>
degrees Fahrenheit –and– cold down to –50. (1d8 at 1st, 2d8 at 3rd, etc.) (max 5d8) on a
– 1d6+1 Acid damage. Can make 1touch/level.
successful Ranged Touch Attack.
Hold Portal(PH p241) Deep Breath(DR314 p46)
<Abj, V, 1StdAct, Medium-range, 1min/lvl(D), no SR> <Conj(creat)[water], V, 1Free-Action, Personal, 1rnd/lvl> Orb of Electricity, Lesser(CArc p116)
– “Locks” one door (or window, etc.) made <Conj(sum)[electricity], VS, 1StdAct, Close-range,
– The caster’s lungs are constantly refilled with
Instantaneous, no save, no SR>
from wood, metal, or stone of up to 20 square air, so he/she has no danger of drowning. – Does 1d8 Electricity damage per two levels
feet per level. +5 DC to force the portal open Grease(PH p237) after 1st (1d8 at 1st, 2d8 at 3rd, etc.) (max 5d8)
This spell is Dispelled by Knock. <Conj(creat), VSM(butter/pork rind), 1StdAct, Close-
on a successful Ranged Touch Attack.
IronGuts(MoF p102) range, 1rnd/lvl(D), no SR>
<Abj, VSM(diluted poison), 1StdAct, Touch, 10min/lvl> – This spell has several uses: Orb of Fire, Lesser(CArc p116)
<Conj(sum)[fire], VS, 1StdAct, Close-range,
– +4 Circumstance bonus on saves vs. poison. a) Make one 10’ square slippery. Going
Instantaneous, no save, no SR>
Protection from Chaos(PH p266) through the area requires a Reflex save to – Does 1d8 Fire damage per two levels after 1st
<Abj[law], VSM(silver)/DF, Touch, 1min/lvl(D)> avoid falling down. A creature can go (1d8 at 1st, 2d8 at 3rd, etc.) (max 5d8) on a
– Subject gains the following: through the area at ½ movement by successful Ranged Touch Attack.
a) +2 Deflection bonus to AC & +2 making a Balance check vs. DC 10 (failure
Orb of Sound, Lesser(CArc p116)
Resistance bonus to saves against the of this check by less than 5 allows a Reflex <Conj(sum)[sonic], VS, 1StdAct, Close-range,
attacks & magic of Chaotic creatures; save to avoid falling, while failing by 5 or Instantaneous, no save, no SR>
b) Any mind control (such as Magic Jar, more guarantees a fall); – Does 1d6 Sonic damage per two levels after
Dominate Person, etc.) is Suppressed; & b) Make one object slippery. If the object is 1st (1d6 at 1st, 2d6 at 3rd, etc.) (max 5d6) on a
c) Keeps non-Lawful Summoned creatures 1’ held, the wielder gets a Reflex save to successful Ranged Touch Attack.
away unless they make a Spell Resistance avoid the effect entirely. If the save fails Summon Monster I(PH p285)
check or the subject attacks. (or was not in anyone’s possession when <Conj(sum)[variable alignment/element], VSF(bag,
Protection from Evil(PH p266) the spell was cast), the object becomes candle)/DF, 1Round, Close-range, 1rnd/lvl(D)>
<Abj[good], VSM(silver)/DF, Touch, 1min/lvl(D)> slippery for the duration & is immediately – Summons one creature from the ‘Summon
– Subject gains the following: dropped. A Reflex save is then required Monster I’ Table to fight the caster’s enemy.
a) +2 Deflection bonus to AC & +2 each round to hold the object. The creature can attack on the caster’s
Resistance bonus to saves against the c) Make one person slippery. The subject initiative starting its first round.
attacks & magic of Evil creatures; gains a +10 Circumstance bonus on Summon Undead I(PGF p114)(PGFe)+
b) Any mind control (such as Magic Jar, Escape Artist checks & on Grapple checks <Conj(sum)[evil], VSF(bag, candle, humanoid
Dominate Person, etc.) is Suppressed; & made to resist or escape a grapple, or bone)/DF, 1Round, Close-range, 1rnd/lvl>
c) Keeps non-Good Summoned creatures 1’ escape a pin. – Summons one creature from the ‘Summon
away unless they make a Spell Resistance Hail of Stone(Und p58) Undead I’ Table to fight the caster’s enemy.
check or the subject attacks. <Conj(creat)[earth], VSM(5gp jade), 1Round, The creature can attack on the caster’s
Protection from Good(PH p266) Medium-range, Instantaneous, no save, SR applies> initiative starting its first round.
<Abj[evil], VSM(silver)/DF, Touch, 1min/lvl(D)> – Stones fall in a 5’ radius by 40’ tall Column. No summoned Undead may have more Hit Dice
– Subject gains the following: The caster makes a standard Ranged Attack than (Caster level + 1).
a) +2 Deflection bonus to AC & +2 against each creature in the area of effect Unseen Servant(PH p297)
Resistance bonus to saves against the using the (caster level + Primary Spellcasting <Conj(creat), VSM(string, wood), 1StdAct, Close-
attacks & magic of Good creatures; Attribute) at the attack bonus. If the stones range, 1hr/lvl>
b) Any mind control (such as Magic Jar, hit, the target takes 1d4 per level damage – Creates invisible force that can do simple
Dominate Person, etc.) is Suppressed; & (max 5d4). tasks, like cleaning & opening doors. It has a
c) Keeps non-Evil Summoned creatures 1’ Mage Armor(PH p249) Strength of 2 (so it can lift 20 pounds or drag
away unless they make a Spell Resistance <Conj(creat)[force], VSF(leather), 1StdAct, Touch, 100 pounds) & a movement of 15’, but it
check or the subject attacks. 1hr/lv(D)> must stay in range.
Protection from Law(PH p266) – Touched subject gains +4 Armor bonus to AC. The servant cannot attack, nor can it be the
<Abj[chaos], VSM(silver)/DF, Touch, 1min/lvl(D)> Mount(PH p256) direct target of attacks, but if it takes 6hp of
– Subject gains the following: <Conj(sum), VSM(horse hair), 1Round, Close-range, damage from area-of-effect attacks, it is
a) +2 Deflection bonus to AC & +2 2hrs/lvl(D)> dissipated.
Resistance bonus to saves against the – Summons a light horse or a pony (with bit,
attacks & magic of Lawful creatures; bridle, & a riding saddle) to serve as a mount.
b) Any mind control (such as Magic Jar,
Dominate Person, etc.) is Suppressed; &
c) Keeps non-Chaotic Summoned creatures
1’ away unless they make a Spell
Resistance check or the subject attacks.
Inspirational Boost(CAdv p153) Shocking Grasp(PH p279) who are not currently Hostile towards the
<Ench(comp)[mind][sonic], VS, 1 Swift Action, <Evoc[electricity][touch attack], VS, 1StdAct, no save, caster.
Personal, 1rnd+duration of song> SR applies> Glimpse of Fear(DR333 p71)
– The Morale bonus granted by the caster’s – Touch delivers 1d6 per level (max 5d6) of <Ill(phantasm)[mind][fear], VS, 1StdAct, Close-range,
Inspire Courage bardic music effect increases electrical damage. Remains until discharged. 1rnd/lvl, WillNeg, SR applies>
by one. If the bardic music is not started +3 attack bonus if target is in metal armor. – The target living creature that can see and is
within one round, the spell is lost. Snilloc’s Snowball(UE p52) vulnerable to fear becomes Shaken and
Shock and Awe(DR325 p72) <Evoc[cold][energy missile][touch attack], VSM(ivory receive a –4 penalty vs. other [fear] effects
<Ench[mind], VS, 1StdAct, Close-range, 1rnd, WillNeg, chip), 1StdAct, 1rnd/lvl, no save> for the spell’s duration.
SR applies> – An orb of cold appears in the caster’s hand. Net of Shadows(MoF p110)
– One target per level in a 30’ area that are The orb does 1d6 + 1/lvl (max 1d6+5) Cold <Ill(shadow)[darkness], VS, 1StdAct, Close-range, 3
Flat-Footed due to a surprise round of combat damage. The caser can either rounds, WillNeg, SR applies>
receive a –10 penalty on their Initiative roll. a) make a touch attack; or – One target per level within a 25’ area are
Targets that cannot be Flat-Footed (such as b) throw the snowball. To do damage, the engulfed in a single-person Cloud of shadows
creatures with Uncanny Dodge) are immune caster has to make a ranged touch attack that don’t hamper movement.
to this spell. on a target within 120’. Once thrown, a Nystul’s Magic Aura(PH p257)
Sleep(PH p280) new snowball appears in the caster’s hand, <Ill(glamer), VSF(silk cloth), 1StdAct, Touch,
<Ench(com)[mind], VSM(sand), 1Round, Medium- up to one snowball per level (max 5 orbs). 1day/lvl(D), no SR>
range, 1min/lvl, WillNeg, SR applies> Tenser’s Floating Disk(PH p294) – Touched object of up to 5 pounds per level
– Put 4 HD of creatures in a 10’ radius Burst <Evoc[force], VSM(drop of mercury), 1StdAct, Close- gains one of the following magical auras:
into comatose slumber. Target are woken by range, 1hr/lvl> a) not magical;
being damaged or with a Standard Action. – 3’ diameter horizontal disk that holds 100 b) under the effect of a spell specified by the
The lowest HD creatures are put to sleep first. pounds per level. Hovers 3’ above the caster;
Evocation ground. The disk typically stays about 5’ c) having a magical property specified by the
Burning Hands(PH p207) from the caster, though it can be directed to caster.
<Evoc[fire], VS, 1StdAct, Ref½, SR applies> move anywhere within Close-range. Detect Magic, Detect Evil, etc., are always
– Creates a 15’ Cone-shaped Burst that does 1d4 The disk can fly at the caster’s normal fooled by this spell. If Identify is cast on the
Fire damage per level (max 5d4). This can movement rate. If the caster moves faster target object, its caster is allowed a Will save
set flammable materials on fire, which than that, the disk will be left behind and (no SR) to see through this spell.
requires a Full-Round Action to put out. wink out when it gets beyond Close-range. Serene Visage(DR325 p72)
Forcewave(MoF p95) Illusion <Ill(glamer), VS, 1StdAct, Personal, 1min/lvl>
<Evoc[force], VSF(string, water), 1StdAct, Medium- Color Spray(PH p210) – Receive an Insight bonus on Bluff checks
range, Fort½, SR applies> <Ill(pattern)[mind], VSM(colored powder), 1StdAct, equal to your Caster level.
– One target takes 1d4+1 damage plus Bull WillNeg, SR applies> Silent Image(PH p279)
Rush (Str 18, Medium-size, & Charging). If – Caster creates a 15’ Cone-shaped Burst of <Ill(figment), VSF(fleece), 1StdAct, Long-range,
the target’s save is successful, it takes 1 hp. color that effects all creatures in the area of Concentration, WillDisbelief, no SR>
Horizikaul’s Boom(MoF p101) effect with sight: – Creates a visual-only illusion of an object,
<Evoc[sonic], VS, 1StdAct, Close-range, Will½> 5+ HD: Stunned for 1 round. creature, or force as the caster visualizes it.
– Target takes 1d4 Sonic damage per 2 levels 3-4 HD:Blinded & Stunned for 1d4 rounds, The image can move within an area of (4 + 1
(max 5d4) (no save), plus Deafened (WillNeg). then Stunned for 1 round. per level) 10’ cubes that are contiguous.
Ice Dagger(MoF p101) 0-2 HD:Unconscious, Blinded, & Stunned for Ventriloquism(PH p298)
<Evoc[cold], VSM(melted ice), 1StdAct, Close-range, 2d4 rounds, <Ill(figment), VF(parchment), 1StdAct, Close-range,
Ref½, SR applies> then Blinded & Stunned for 1d4rnds, 1min/lvl(D), WillDisbelief, no SR>
– Grenade-like weapon deals target 1d4 Cold then Stunned for 1 round. – The caster’s voice seems to come from a
damage per caster level (max 5d4). Anyone designated location within range.
Dead End(DR325 p71)
within 5’ of the target takes 1 hp Cold dmg. <Ill(shadow), VSM(pinch of spice), 1StdAct, Touch, Necromancy
Lantern Light(BoED p101) 1hr/lvl(D)> Cause Fear(PH p208)
<Evoc[good][light][ray], S, 1StdAct, Close-range, up – One touched subject per level has its tracks, <Necro[fear][mind], VS, 1StdAct, Close-range, Will½,
to 1rnd/lvl, no save, SR applies> scent, etc., obscured. Any creature that SR applies>
– One 1d6 damage ray may be fired each attempts to locate a subject’s trail with a – One living target with up to 5HD is Frightened
round, up to one ray per two Caster levels. Search check, a Survival check for tracking, for 1d4 rounds unless it makes its saving
Note: The caster may not have engaged in or using the Scent Ability must make a Will throw. On a successful save, the target is
sexual congress for 24 hours before save (no SR) to even be allowed an attempt. Shaken for 1 round.
casting this spell. If the save is successful, any Search, This spell Counters and Dispels Remove Fear.
Magic Missile(PH p251) Survival, or Wisdom check to find / follow Chill Touch(PH p209)
<Evoc[force], VS, 1StdAct, Medium-range, no save, tracks still receives a –5 penalty. <Necro[touch attack], VS, 1StdAct, SR applies>
SR applies> – Touch attack deals 1d6 Negative Energy
Disguise Self(PH p222)
– Generate one 1d4+1 Force damage missile per damage (no save) and 1 Strength Damage
<Ill(glamer), VS, 1StdAct, Personal, 10min/lv(D),
2 levels (max 5 missiles) that automatically WillDisbelief> (FortNeg), except to Undead, who become
hit (unless the target has Total Cover or Total – The caster can make minor visual changes to Panicked for 1d4 + 1/lvl rounds (WillNeg).
Concealment). All targets must be within a his/her appearance. These include gaining or Touch attack may be used 1 time per level.
15’ area. Inanimate objects cannot be loosing 1’ of height, gaining or loosing Ray of Enfeeblement(PH p269)
targeted. weight, the addition or removal of a beard / <Necro[ray], VS, 1StdAct, Close-range, 1min/lvl, no
Shelgarn’s Persistent Blade(MoF p117) scar, etc. save, SR applies>
<Evoc[force], VSF(silvered dagger), 1StdAct, Close- This spell provides a +10 on Disguise checks. – Target takes a penalty to Strength of 1d6 + 1
range, 1round per 2 levels> per 2 levels (max 1d6+5) (min 1 Strength).
Anyone interacting with the caster (particularly
– A dagger of force attacks a target of the if they touch him/her) are allowed a Will save Spirit Worm(MoF p123)
caster’s choice. Its attack bonus is half of its to Disbelieve the illusion. <Necro[touch attack], VSM(carved bone), 1StdAct,
caster’s Primary Stat Modifier. The dagger Touch, 1rnd/lvl, Fort½, SR applies>
Friendly Face(RoD p166)
will flank opponents if possible. As a – On a failed Fortitude save, the target takes 1
<Ill(glamer), VS, 1StdAct, Personal, 10min/lvl(D)>
Standard Action, the caster can change the – The caster gains a +5 Circumstance bonus on point of Constitution damage every round
dagger’s target, though the dagger can only Diplomacy & Gather Information checks (max 5). On a successful Fortitude save, it
move 40’. The dagger has an AC 14 & 1hp made to influence or gain information from takes 1d2 lethal damage per round (max 5d2).
creatures with an Intelligence of at least 3 and
2nd Level
Abjuration Create Magic Tattoo(PGF p101) Summon Swarm(PH p289)
Arcane Lock(PH p200) <Conj(creat), VSM(100gp tattoo ink)F(tattoo needles), <Conj(sum), VS/AM(red cloth)/DF, 1Round, Close-
<Abj, VSM(25gp gold dust), 1StdAct, Touch, 10Minutes, Touch, 1day> range, Concentration+2rnds, no save, no SR>
Permanent, no SR> – Subject receives a magic tattoo that lasts for 1 – Summons either a Swarm of Bats(MM p237), a
– “Locks” one door of up to 30 square feet per day with 1 effects (3 tattoos max per person). Swarm of Rats(MM p239), or a Swarm of
level. The caster may open the door at will. Creating the tattoo requires a Craft (drawing), Spiders(MM p239). The swarm attacks any
This spell is suppressed by Knock for 10 min. Craft (painting), etc., check against the list DC. creatures that are within its area. If there is
+10 DC to force the portal open. Min 3rd level (DC 10): no creature to attack, the swarm moves to the
Daggerspell Stance(CAdv p145) +2 Resistance bonus on 1 type of save; or nearest creature. The caster has no control
<Abj, VF(2 daggers), 1 Swift Action, Personal, +1 Luck bonus on attacks; or over the swarm’s movement or target.
1rnd/lvl(D)> +1 Deflection bonus on AC. Summon Undead II(PGF p114)(PGFe)+
– When wielding a dagger in each hand, the Min 7th level (DC 15): <Conj(sum)[evil], VSF(bag, candle, humanoid
caster gains the following: +2 Resistance bonus on all saves; or bone)/DF, 1Round, Close-range, 1rnd/lvl>
a) if making a Full Round Attack, the caster +2 Competence bonus on attacks. – Summons one or more Undead to fight the
gains a +2 Insight bonus on attacks & Min 13th level (DC 20): caster’s enemies. The Undead can attack on
damage; SR 10 + 1 per 6 caster levels; or the caster’s initiative starting their first round.
b) if Fighting Defensively, the caster gains +2 Enhancement bonus to 1 ability; or Table #
Spell Resistance (5 + Caster level); +1 effective caster level. Summon Undead II 1
c) if making a Total Defense Action, the Decastave(UE p49) Summon Undead I 1d3
caster gains Spell Resistance (5 + Caster <Conj(create)[force], VSM(duskwood stick), 1StdAct, No summoned Undead may have more Hit
level) –and– Damage Reduction 5/magic. 1rnd/lvl(D)> Dice than (Caster level + 1).
Dispel Ward(DR313 p90) – Creates a Quarterstaff of force in the caster’s Web(PH p301)
<Abj, VS, 1StdAct, Medium-range, no SR> hand. If the quarterstaff leaves the caster’s <Conj, VSM(spider web), 1StdAct, Medium-range,
– Cancels Abjuration spells & effects placed on grip for any reason, the spell ends. Since it is 10min/lvl(D), no SR>
objects and/or areas on a successful Dispel a force weapon, the quarterstaff can hit – Fills 20’ radius Spread with sticky webs,
Check (max +5). This spell can be used in incorporeal & ethereal creatures. The which must be anchored on two diametrically
one of two ways: weapon does 1d6 damage on a successful opposing surfaces. Without support, the
a) Targeted Dispel – Each ongoing touch attack. On a critical hit, it does +1d8 webs collapse & the spell ends.
Abjuration spell effect on one target object sonic damage & the opponent is permanently All creatures within the area of effect are
or area gets a separate Dispel Check. If Deaf (FortNeg DC14). Entangled. Those that fail a Reflex save are
successful, the spell effect is ended. Fog Cloud(PH p232) also anchored & cannot move. To become
b) Area Dispel – Each Abjuration spell on an <Conj(creat), VS, 1StdAct, Medium-range, 10min/lvl> unanchored requires a Strength check vs. DC
object or area in a 20’ radius Burst gets a – Creates a 20’ radius Spread by 20’ high Cloud 20 or an Escape Artist check vs. DC 25 (each
Dispel Check against each spell in turn of fog. of which consumes a Full-Round Action).
(highest caster level spell checked first) The cloud can be dispersed by Moderate Wind An unanchored creature can move slowly
until one is dispelled or all checks fail. in 4 rounds & a Strong Wind in 1 round. through the webs by making a Strength or
A caster does not need to make a Dispel Check Glitterdust(PH p236) Escape Artist check as a Full-Round Action.
to end a spell he/she cast. <Conj(creat), VSM(ground mica), 1StdAct, Medium- The target can move 5’ per 5 full points the
range, 1rnd/lvl, no SR> check exceeds 10.
Obscure Object(PH p258)
<Abj, VSM(chameleon skin)/DF, 1StdAct, Touch, – Coats all creatures & objects in a 10’ radius 5’ – 20’ of webs provide Cover. More than 20’
8hrs(D)> Spread with sparkling dust which cannot be provide Total Cover. A creature in the webs
– A touched object of up to 100 pounds per removed for the duration of the spell. This can be attack without the attacker becoming
level cannot be found with Divination (scry) outlines Invisible creatures & objects. entangled.
spells. If a scrying is targeted nearby, the Hide checks receive a –40 penalty. An open flame can burn away a 5’ cube per
subject cannot be seen. Creatures in the area of effect must make a Will round, though any creature in that area takes
Protection from Arrows(PH p266) save or be Blinded for the spell’s duration. 2d4 Fire damage.
<Abj, VSF(turtle shell), 1StdAct, Touch, until Igedrazzar’s Miasma(MoF p101) Divination
discharged up to 1hr/lvl> <Conj(creat), VSF(3 stones), 1StdAct, Close-range, Balancing Lorecall(CAdv p143)
– Touched subject gains Damage Reduction 1rnd, FortNeg> <Div, VSM(3” wood dowel)/DF, 1StdAct, Personal,
10/magic against Ranged Weapons. – 15’ radius of vapors deals 1d4 subdual 1min/lvl(D)>
This spell ends once it has prevented 10 hp per damage per level (max 5d4). – The caster gains a +4 Insight bonus on
level (max 100 hp). Melf’s Acid Arrow(PH p253) Balance checks.
Resist Energy(PH p272) <Conj(creat)[acid][energy missile], VSM(rhubarb, If the caster has 5+ ranks in Balance, the slope
<Abj, VS/DF, 1StdAct, Touch, 10min/lvl> adder’s stomach) F(dart), 1StdAct, Long-range, no of the surface being balance upon no longer
save, no SR>
– The touched subject & his/her equipment are matters, even if the surface is vertical.
– 2d4 Acid damage for 1 round + 1 round per 3
protected from one Energy Type. Each attack If the caster has 10+ ranks in Balance, he/she
levels (7 rounds max).
doing damage of that type has the hp of can “balance” on liquids, including mud &
damage reduced by the amount listed below. Summon Monster II(PH p286) snow. Each round the caster balances on a
<Conj(sum)[variable alignment/element], VSF(bag,
Lvl # Lvl # Lvl # candle)/DF, 1Round, Close-range, 1rnd/lvl(D)>
substance that cannot normally hold his/her
up to 6th 10 7th – 10th 20 11th + 30 – Summons one or more creatures to fight the weight, the DC to continue “balancing”
Conjuration caster’s enemies. The creatures can attack on increases by +5.
Blades of Fire(CArc p99) the caster’s initiative starting their first round. When under the effect of this spell, the DC for
<Conj(create)[fire], V, 1 Swift Action, Touch, 1rnd> Table # balancing on “impossible” surfaces is 20.
– Up to two melee weapons that the caster is Summon Monster II 1
wielding are sheathed in flames, doing +1d6 Summon Monster I 1d3
Fire damage for one round.
This effect stacks with any other energy
damage the weapons deal.
Detect Thoughts(PH p220) Vision of Fear(DR333 p73) Note: The caster may not have cause any
<Div[mind], VSF(copper piece)/DF, 1StdAct, <Div, VS, 1 Full Round, 60’ range, Instantaneous, damage (including by spells) to another living
Concentration up to 1min/lvl, WillNeg, no SR> WillNeg, SR applies> creature within the prior 8 hours.
– The caster can thoughts from a conscious – Learn either the ‘greatest’ or ‘most recent’ Evocation
creature with an Intelligence of at least 1 in a fear (chosen at casting time) of the target
Aganazzar’s Scorcher(FR p66)
60’ Cone-shaped Emanation. (who must be vulnerable to fear and have at <Evoc[fire], VSF(red dragon scale), 1StdAct, Close-
The information gained increases each round: least a 3 Intelligence). If the fear was the range, Ref½>
1st round – presence of thoughts. result of magic, the caster knows this. – 5’ wide path to the end of range deals 1d8 per
2nd round – number of thinking minds & the For 24 hours, the caster has a very clear image two levels (max 5d8) Fire damage.
Intelligence score of each one. If not in of the ‘fear’, after which it becomes hazy. Battering Ram(MoF p80)
line-of-sight, the caster only knows the The caster may use the image as follows: <Evoc[force], VSF(ram’s horn), 1StdAct, Close-range,
direction. If any have an Intelligence of at Spell within 24 hrs after 24 hrs no save>
least 26 (assuming it is at least 10 points Scry First-Hand Second-Hand – Deals 1d6 damage. Creatures are inflicted
higher than the caster’s), the caster is Teleport Studied Carefully Viewed Once with a Bull Rush (treat spell as a Large
Stunned for 1 round & the spell ends. any [fear] –2 penalty on Will n/a creature with a Strength 25). A door is
3rd round – Surface thoughts of any mind in “any [fear]” indicates the target’s penalty on opened on a successful Strength check at +7.
the area (WillNeg). Will saves vs. the caster’s fear spells. City Lights(RoD p164)
This spell is blocked by 3’ of wood or dirt, 1’ of Enchantment <Evoc[light], VSM(tinder), 1StdAct, Instantaneous,
stone, 1” of metal, & any amount of lead. Daze Monster(PH p217) Fort½, SR applies>
Listening Lorecall(CAdv p154) <Ench(comp)[mind], VSM(wool), 1StdAct, Medium- – All creatures within a 60’ radius Burst of the
<Div, VS/DF, 1StdAct, Personal, 10min/lvl> range, 1rnd, WillNeg, SR applies> caster are Dazzled for 1 minute (no save) and
– The caster’s listening improves: – One living creature with no more than 6HD is Blind for 1 round (FortNeg).
a) +4 Insight bonus on Listen checks; Dazed. Any [darkness] spell within the area of effect
b) if the caster has 5+ ranks in Listen, he/she Mindless Rage(CAdv p155) whose spell level is equal or lower than this
gains Blindsense 30’; <Ench(comp)[mind], VSF(red cloth), 1StdAct, Close- spell is Countered or Dispelled.
c) if the caster has 10+ ranks in Listen, he/she range, 1rnd/lvl, WillNeg, SR applies> This spell may only be cast if there are at least
gains Blindsight 30’. – The target creature does its best to enter melee four sources of artificial light (Light spells,
If the caster is in an area of magical Silence, combat with the caster as quickly as it may torches, lanterns, etc.) within the area of
effects b) & c) are suppressed. do safely. It may not make ranged attacks, effect. The spell does not need to be cast
Locate Node(Und p58) cast spells, or activate magic items. The within the limits of a city, despite its name.
<Div[earth], VSF(pebble from an earth node)/DF, target must make double moves until it Cloud of Bewilderment(PGF p101)
1StdAct, 1min/lvl> reaches the target, and then make Full Round <Evoc, VS, 1StdAct, Instantaneous, FortNeg, SR
– The caster may detect the distance and attacks as soon as possible. applies>
direction all Earth Nodes(Und p49) within The target is not suicidal (i.e., will not jump off – Create an invisible 10’ long Cone of noxious
1 mile per level –or– the distance and a cliff to reach the caster) and may make full air. Anyone in the area is Nauseated for 1d6
direction to a specific, previously visited use of its offensive and defensive abilities. rounds.
Earth Node within 2 miles per level. Barbarians, etc., immediately rage if they fail Combust(MoF p85)(LoD p185)
This spell cannot detect Earth Nodes warded by their save vs. this spell. <Evoc[fire][touch attack], VSM(oil, flint), 1StdAct,
lead or the spell Node Lock. Nybor’s Gentle Reminder(PGF p107) Touch, Instantaneous, no save>
Insidious Insight(RoE p187) <Ench(comp)[mind], VSF(stick), 1StdAct, Close- – A touched creature or object (up to 25 lbs./lvl)
<Div[mind], V, 1FullRound, Close-range, 1day/lvl, range, 1rnd/lvl, FortNeg, SR applies> bursts into flames, taking 2d6 + 1/level (max
WillNeg, SR applies> – Pain causes the living target to be Dazed for +10) Fire damage. Reflex save vs. DC 15 or
– The caster gains +10 Insight bonus on Bluff, one round and then receive a –2 penalty on Catch Fire. Anyone touching the target must
Diplomacy, Intimidate, & Sense Motive All Actions for the remainder of the spell. make a Reflex save to take ½ damage.
checks made against the target living creature. Spellcasting requires a Concentration check. Continual Flame(PH p213)
Note: Gnomes cast this spell at +1 Caster level. Proud Arrogance(RoD p167) <Evoc[light], VSM(50gp ruby dust), 1StdAct, Touch,
Locate Object(PH p249) <Ench(charm), VSM(brass), 1StdAct, Medium-range, Permanent>
<Div, VSF(forked twig)/DF, 1StdAct, Long-range, 1min/lvl> – Makes a permanent, heatless torch (30’ light).
1min/lvl, no save, no SR> – One willing creature per level of the same race Darkness(PH p216)
– Senses direction toward object (specific or per level in a 30’ area gains a +2 Resistance <Evoc[darkness], VM(bat fur, coal)/DF, 1StdAct,
type) within range. A unique object can only bonus on saves vs. Charm, Compulsion, and Touch, 10min/lvl(D), no SR>
be located if the caster has personally viewed Fear effects. – Touched object radiates shadowy illumination
it (using a scrying spell does not count). This Tasha’s Hideous Laughter(PH p292) in a 20’ radius. Creatures in the darkness
spell is blocked by lead. <Ench(comp)[mind], VSM(feather, tiny tarts), have Concealment (20% miss chance).
Marked Man(DR325 p71) 1StdAct, Close-range, 1rnd/lvl, WillNeg, SR Darkvision cannot see through this spell. The
<Div, VSF(a piece hair or clothing from the target), applies> darkness may be blocked by putting the
1Minute, Personal, 1day/lvl> – One target with 3 or higher Intelligence falls object in a container.
– The caster gains a +10 bonus on Search and down laughing & can make no action for the This spell Counters and Dispels spells with the
Survival checks to track the source of the duration of the spell (but is not Helpless). [light] category of equal or lower level.
Focus object (typically a lock of hair or a A creature of a different type from the caster Fireburst(CArc p107)
piece of clothing). The caster does not need receive a +4 bonus on its save. <Evoc[fire], VSM(sulfur), 1StdAct, Instantaneous,
to know the creature who left behind the Touch of Idiocy(PH p294) Ref½, SR applies>
focus. <Ench(comp)[mind][touch attack], VS, 1StdAct, – Everything within a 5’ radius, but not in the
See Invisibility(PH p275) Touch, 10min/lvl, no save, SR applies> caster’s hex (i.e., a ring of hexes around the
<Div, VSM(pinch of talc, silver powder), 1StdAct, – Touched opponent receives a 1d6 penalty to caster) take 1d8/lvl Fire damage (max 5d8).
Personal, 10min/lvl(D), no SR> Intelligence, Wisdom, & Charisma (min 1). Flame Dagger(MoF p94)
– The caster can see Invisible creatures or Yoke of Mercy(BoED p112) <Evoc[fire][touch attack], VSM(candle), 1StdAct,
objects within its range of vision. <Ench(comp)[good][mind], V, 1StdAct, Close-range, Personal, 1min/lvl(D)>
1rnd/lvl, WillNeg, no SR> – A dagger made of flames appears in the
– The target creature, who may at most be a caster’s hand. Can be used for touch attacks
(Caster level + 4) HD creature, will fight that deals 1d4 + 1/level Fire damage (max
mercifully. It will only deal non-lethal 1d4+10), but no Strength modifier.
damage, avoid damaging spells & spell-like
abilities, not deliver a Coup de Grace, etc.
3rd Level
Abjuration Magic Circle against Chaos(PH p249) Magic Circle against Good(PH p250)
Abolish Shadows(UE p47) <Abj[law], VSM(silver)/DF, Touch, 10min/lvl> <Abj[evil], VSM(silver)/DF, Touch, 10min/lvl>
<Abj, VSM(obsidian), 1StdAct> – All creatures within a 10’ radius Emanation – All creatures within a 10’ radius Emanation
– All shadows within a 30’ radius of the caster around the touched subject gain the following around the touched subject gain the following
are disrupted: a) +2 Deflection bonus to AC & +2 a) +2 Deflection bonus to AC & +2
a) All shadow creatures (i.e., shadows, Resistance bonus to saves against the Resistance bonus to saves against the
shades, creatures with the ‘shadow’ attacks & magic of Chaotic creatures; attacks & magic of Good creatures;
subtype) take 1d6/lvl (max 10d6) Fort½. b) Any mind control (such as Magic Jar, b) Any mind control (such as Magic Jar,
b) All spells with the subtype or descriptor of Dominate Person, etc.) is Suppressed; & Dominate Person, etc.) is Suppressed; &
‘shadow’ are dispelled on a successful c) Keeps non-Lawful Summoned creatures 3’ c) Keeps non-Evil Summoned creatures 3’
Caster check (max +10) vs. DC (11 + the away unless they make a Spell Resistance away unless they make a Spell Resistance
effect’s caster level). check or the subject attacks. check or the subject attacks.
-or- -or-
Dispel Magic(PH p223)(PH3.5e)+
<Abj[law], VSM(silver)/DF, 1day/lvl, SR applies> <Abj[evil], VSM(silver)/DF, 1day/lvl, SR applies>
<Abj, VS, 1StdAct, Medium-range, no SR>
– The caster casts this spell while drawing a 3’ – The caster casts this spell while drawing a 3’
– Cancels magical spells and effects on a
diameter circle with silver dust and then casts diameter circle with silver dust and then casts
successful Dispel Check (max +10). This
a Conj(call) spell to call a non-Lawful a Conj(call) spell to call a non-Evil creature
spell can be used in one of three ways:
creature within 1 round. The target is trapped within 1 round. The target is trapped within
a) Counterspell – Acts like a standard
within the circle, though it is allowed one the circle, though it is allowed one Spell
counterspell except it works against any
Spell Resistance check per day to break the Resistance check per day to break the spell.
spell, but a Dispel Check must be made.
spell. The trapped creature cannot cross the The trapped creature cannot cross the circle’s
b) Targeted Dispel – Each ongoing spell
circle’s boundary or interfere with the circle boundary or interfere with the circle itself,
effect on one target gets a separate Dispel
itself, but it can attack with spells & ranged but it can attack with spells & ranged attacks,
Check. If successful, the spell effect is
attacks, teleport away, etc., unless this spell is teleport away, etc., unless this spell is
ended (except for those caused by magic
augmented with Dimensional Anchor. augmented with Dimensional Anchor.
items, which are only suppressed for 1d4
rounds). Magic Circle against Evil(PH p249) Magic Circle against Law(PH p250)
<Abj[good], VSM(silver)/DF, Touch, 10min/lvl> <Abj[chaos], VSM(silver)/DF, Touch, 10min/lvl>
c) Area Dispel – Each target in a 20’ radius
– All creatures within a 10’ radius Emanation – All creatures within a 10’ radius Emanation
Burst gets a Dispel Check against each
around the touched subject gain the following around the touched subject gain the following
spell in turn (highest caster level spell
a) +2 Deflection bonus to AC & +2 a) +2 Deflection bonus to AC & +2
checked first) until one is dispelled or all
Resistance bonus to saves against the Resistance bonus to saves against the
checks fail. Items are not effected.
attacks & magic of Evil creatures; attacks & magic of Lawful creatures;
A caster does not need to make a Dispel Check
b) Any mind control (such as Magic Jar, b) Any mind control (such as Magic Jar,
to end a spell he/she cast.
Dominate Person, etc.) is Suppressed; & Dominate Person, etc.) is Suppressed; &
Earthen Grace(DR314 p28) c) Keeps non-Good Summoned creatures 3’ c) Keeps non-Chaotic Summoned creatures
<Abj[earth], VSM(1 pound granite, 100gp powdered
gems), 1StdAct, Touch, 1min/lvl> away unless they make a Spell Resistance 3’ away unless they make a Spell
– The touched creature take nonlethal damage check or the subject attacks. Resistance check or the subject attacks.
from the natural attacks from creatures made -or- -or-
<Abj[good], VSM(silver)/DF, 1day/lvl, SR applies> <Abj[chaos], VSM(silver)/DF, 1day/lvl, SR applies>
of earth or stone, creatures with the [earth]
– The caster casts this spell while drawing a 3’ – The caster casts this spell while drawing a 3’
subtype, falling damage into the ground,
diameter circle with silver dust and then casts diameter circle with silver dust and then casts
weapons with stone heads, etc.
a Conj(call) spell to call a non-Good creature a Conj(call) spell to call a non-Chaotic
If the target’s nonlethal damage ever becomes
within 1 round. The target is trapped within creature within 1 round. The target is trapped
equal to its current hit-points, the spell ends.
the circle, though it is allowed one Spell within the circle, though it is allowed one
Eradicate Earth(Und p58)
Resistance check per day to break the spell. Spell Resistance check per day to break the
<Abj[earth], VSM(stone), 1StdAct, Instantaneous,
Fort½, SR applies> The trapped creature cannot cross the circle’s spell. The trapped creature cannot cross the
– All creatures with the [earth] subtype within a boundary or interfere with the circle itself, circle’s boundary or interfere with the circle
40’ radius Burst of the caster take 1d8 but it can attack with spells & ranged attacks, itself, but it can attack with spells & ranged
damage per level (max 10d8). All other teleport away, etc., unless this spell is attacks, teleport away, etc., unless this spell is
creatures take no damage. augmented with Dimensional Anchor. augmented with Dimensional Anchor.
Explosive Runes(PH p228) Nondetection(PH p257)
<Abj[force], VS, 1StdAct, Touch, until discharged(D)> <Abj, VSM(50gp diamond dust), 1StdAct, Touch, 1hr/lvl>
– Touched object weighing no more than 10 lbs. – Touched subject (and its possessions) or an
(typically a book) is magically trapped with object can only be a target of a Locate Object,
runes. Anyone reading them takes 6d6 Force Crystal Ball, etc., on a Caster check vs. DC
damage (no save). Those within 10’ of the (11 + caster level) (+4 if caster is the subject).
explosion receive a Reflex save for half Protection from Energy(PH p266)
damage. The trapped object also takes the <Abj, VS/DF, 1StdAct, Touch, until depleted up to
10min/lvl>
damage. The caster & anyone the caster
– Touched creature is immune to a total of 12
designated at cast-time do not set off the
damage per level (max 120 hp) from one
runes.
Energy Type. Once all the damage has been
taken, the spell ends.
Note: This spell takes precedence over Resist
Energy. Only when this spell is depleted will
Resist Energy be applied.
Detect Metal and Minerals(RoF p189) Hold Person(PH p241) Daylight(PH p216)
<Div, VSM(10 lbs of sample metal / mineral), 1StdAct, <Ench(comp)[mind], VSF(iron nail)/DF, 1StdAct, <Evoc[light], VS, 1StdAct, Touch, 10min/lvl(D), no SR>
60’ range, Concentration up to 10min/lvl(D)> Medium-range, 1rnd/lvl(D), WillNeg(repeat), SR – Touched object gives off bright light in a 60’
– The caster locates metal or minerals within applies> radius & dim light for another 60’. The light
60’ in a 90 degree arc, even through walls, – One Humanoid is Held. He/she gets a new may be blocked by putting the object in a
etc. A 10 pound sample of the material must Will save each round to end the spell. container.
be available, though as a Standard Action, the Rage(PH p268) Treated as ‘sunlight’ for creatures who receive
caster can switch to a different sample (i.e., <Ench(comp)[mind], VS, 1StdAct, Medium-range, penalties in those conditions, but is not real
scan for gold first, and then silver) as long as Concentration + 1rnd/lvl(D)> sunlight so certain Undead are not destroyed.
Concentration is maintained. A worked – One willing, living creature per three levels in This spell Suppresses Deeper Darkness and is
sample (e.g., coins, weapons, etc.) can only a 30’ area gains a +2 Morale bonus to suppressed by it, leaving only the natural
help in the detection of a worked target, and a Strength & Constitution, +1 Morale bonus on illumination in the overlapping area.
raw sample (e.g., iron ore) can only help in Will saves, & a –2 penalty to AC for the This spell Counters and Dispels spells with the
the detection of an unworked target. spell’s duration. While under the effect of [darkness] category of equal or lower level.
The information gained increases the more this spell, it is not possible to cast spells or Fireball(PH p231)
rounds spent focusing: make some skill checks. <Evoc[fire], VSM(bat guano, sulfur), 1StdAct, Long-
1st rnd – detect presence or absence of the Nybor’s Mild Admonishment(PGF p107) range, Ref½>
target metal or mineral. <Ench(comp)[mind], VSF(stick), 1StdAct, Close- – Everything in a 20’ radius Burst take 1d6/lvl
2nd rnd – approximate weight of the target range, 1rnd/lvl, FortNeg, SR applies> Fire damage (max 10d6).
material that was detected. – Target is Dazed for 1d4 rounds, then –2 on All Flashburst(FR p70)
3rd rnd – the distance & direction to the target Actions. <Evoc[fire][sight], VSM(sulfur)/DF, 1StdAct, Long-
Discern Shapechanger(CArc p103)(RoE p184) Suggestion(PH p285) range>
<Ench(comp)[mind][language], VM(snake tongue, – All creatures within the 20’ radius Burst of
<Div, VSM(honey, lotus flower), 1Round, Personal,
honeycomb/sweet oil), 1StdAct, Close-range, up to light are Dazzled for 1 round (no save) &
1rnd/lvl>
1hr/lvl, WillNeg, SR applies> Blinded for 2d8 rounds (WillNeg). If outside
– By spending a Standard Action looking at a
– The caster gives the target 1 or 2 sentences of the burst, but looking at it & within 120’ feet,
creature within 60’, the caster can determine
reasonable sounding instructions. The Blinded for 2d8 rounds (WillNeg).
if that creature is polymorphed, disguised, or
instructions may contain a trigger to activate
transmuted and what its true form is. The Leomund’s Tiny Hut(PH p247)
them later or may activate immediately. <Evoc[force], VSM(crystal bead), 1StdAct,
caster also knows if he/she is viewing a
At the end of the duration, the instructions 2hrs/lvl(D)>
shapechanger in its true form.
loose their power, triggered or otherwise. – Creates a 20’ radius, immobile sphere around
Telepathic Bond, Lesser(CDiv p183)
Warcry(BoED p111) the caster that acts as shelter for the caster &
<Div[mind], VS, 1StdAct, 10min/lvl>
<Ench(comp)[mind], V, 1StdAct, WillNeg, SR applies> up to 9 Medium-sized creatures. The sphere
– The caster becomes telepathically connected
– All creatures in a 30’ Cone-shaped Burst are provides protection from temperatures, wind,
to one willing creature within 30’ that has an
Cowered for 1d4 rounds. rain, etc. The spell ends if the caster leaves.
Intelligence of at least 6.
Once connected, the subjects can communicate Evocation Opaque from outside, but transparent from
at any range & language is not an issue. Blacklight(FR p67)(D&D p216) within. No cover, but Total Concealment.
<Evoc[darkness], VSM(coal, dried eyeball), 1StdAct, Lightning Bolt(PH p248)
Tongues(PH p294)
Close-range, 1rnd/lvl(D)> < Evoc[electricity], VSM(fur, glass rod), 1StdAct,
<Div, VM(small clay ziggurat)/DF, 1StdAct, Touch,
10min/lvl, no SR> – The target creature, object, or location Ref½, SR applies>
– The touched subject can understand & speak emanates supernatural darkness in a 20’ – Everything in a 120’ long Line takes 1d6/lvl
any intelligent creature’s language. radius. Even creatures with Darkvision Electrical damage (max 10d6).
cannot see through it. The caster can see If the bolt hits a barrier that is does not destroy,
Enchantment
through the darkness while in the area of it stops.
Deep Slumber(PH p217) effect, but from outside, the area is opaque to
<Ench(com)[mind], VSM(sand), 1Round, Close-range, Manyjaws(PGF p106)
1min/lvl, WillNeg, SR applies>
the caster too. If a creature or an object in a <Evoc[force], VSM(2 teeth), 1StdAct, Medium-range,
– Put 10 HD of creatures in a 10’ radius Burst creature’s possession is targeted by this spell, 3rounds, SR applies>
the creature receives a Will save to negate. – Creates 1 set of ‘jaws’ per caster level (max
into comatose slumber. Target are woken by
Counters or dispels ‘light’ spell of equal or 10). Each ‘jaw’ automatically does 1d4
being damaged or with a Standard Action.
lower level, though Daylight will cancel this Force damage to a target (Ref½). The caster
The lowest HD creatures are put to sleep first.
spell and be canceled by it. may assign as may jaws to a target as he/she
Dolorous Motes(BoED p97) wishes, and may reassign them later as a
<Ench(charm)[mind], VS, 1StdAct, Long-range, Boccob’s Rolling Cloud(DR338 p49)
1rnd/lvl(D)> <Evoc[fire][electricity], VSM(4 colored stones)/DF, Standard Action.
– The caster creates one 10’ cube of immobile, 1StdAct, Close-range, Instantaneous, Ref½ and The jaws start at the caster’s location and have
FortNeg, SR applies> a flying speed of 40’ with Perfect
flickering lights per level. The “clouds” can
– All creatures in a Cone-shaped Burst (10’ tall maneuverability.
be placed anywhere within range and do not
and out to the end of range) take 1d6 per level Nchaser’s Glowing Orb(PGF p107)
need to be contiguous.
damage (Ref½). Damage is ¼th Electricity, <Evoc[light], VSF(fist-sized glass orb), 1StdAct, Touch,
Any creature within a cloud or who enters a
¼th Fire, ¼th Positive Energy, & ¼th Negative Permanent>
cloud is Dazed for 1 round (WillNeg, SR
energy. This form of Positive and Negative – Enchants a glass orb to give off light. The
applies).
energy does damage to all types of creatures controller (by default the caster) can
Note: The caster takes 1d3 Wisdom damage
and may never heal them. command the orb within 30’ to adjust from
Elation(BoED p98) Any creature that fails its Reflex save is Dazed no light to any brightness up to its maximum
<Ench[mind], VS, 1StdAct, 1rnd/lvl>
for one round (FortNeg). (60’ radius).
– All allies within an 80’ radius Spread of the
Capricious Zephyr(DR314 p38) If the caster dies, then any Cleric, Sorcerer, or
caster become full of energy & joy:
<Evoc[air], VS, 1StdAct, Medium-range, 1rnd/lvl, SR Wizard able to cast 4th level spells can
a) +2 Morale bonus to Strength & Dexterity; applies> become an orb’s controller by touching it.
b) +5’ movement. – Creates a 5’ diameter sphere of powerful wind Resonating Bolt(CArc p121)
Heroism(PH p240) that the caster can move up to 30’ per round <Evoc[sonic], VS, 1StdAct, Instantaneous, Ref½, SR
<Ench(comp)[mind], VS, 1StdAct, Touch, 10min/lvl> as a Move Action. If it comes in contact with applies>
– The touched creature gains a +2 Morale bonus a creature, its movement for that round end. – All creatures and object in a 60’ long Line
on attacks, saves, & skill checks. The Medium-size or smaller target is from the caster take 1d4 Sonic damage per
subjected to a Bull Rush action at +6 in a level (max 10d4). If the line strikes a barrier
random direction (FortNeg) –and– a Trip at that is broken by the damage, the line
+4 (no save). continues out to the full 60’.
4th Level
Abjuration Globe of Invulnerability, Lesser(PH p236) Wall of Chaos(MoF p131)
Anticipate Teleportation(CArc p97) <Abj, VSM(glass bead), 1StdAct, 1rnd/lvl(D), no SR> <Abj[chaos], VSM/DF, Close-range, 10min/lvl>
<Abj, VSF(500gp platinum & crystal hourglass), – An immobile, slightly shimmering 10’ radius – Creates a magical barrier of one 10’ square per
1 Round, Touch, 1hr/lvl> sphere appears around the caster. Any 0th – level –or– a sphere/hemisphere of 5’ radius
– If any spell with the [teleport] subtype has its 3rd level spell or spell-like abilities cannot per 2 levels. The caster designates a ‘hostile’
destination within a 5’ per level Emanation of enter the sphere, though those already in side. Crossing from the ‘hostile’ side to the
the touched subject, the following occurs: effect are merely Suppressed while in the ‘non-hostile’ side has the following effects:
a) the subject knows where within the area of area. Area of effect spells do not effect a) +2 Deflection bonus to AC & +2
effect is the destination of the spell; anything within the sphere either, though the Resistance bonus to saves when attacked
b) the subject knows the number of creatures rest of the area of effect is targeted normally. by Lawful creatures;
the spell is transporting and their sizes; Spells can be cast out of the sphere or through b) hedges out non-Chaotic Summoned &
c) the arrival of the teleporting creatures is the sphere without penalty. Once in effect, Conjured creatures unless they make a
delayed for 1 round, allowing the subject anyone (including the caster) can leave and Spell Resistance check.
(any anyone he/she informs) a chance to reenter the sphere. Wall of Evil(MoF p131)(MoFe)+
prepare. The teleporting creatures do not This spell can be Dispelled by a targeted Dispel <Abj[evil], VSM/DF, Close-range, 10min/lvl>
know they were delayed. Magic, but not an area Dispel Magic. – Creates a magical barrier of one 10’ square per
This spell applies even if the destination is not Ilyykur’s Mantle(UE p50) level –or– a sphere/hemisphere of 5’ radius
the one intended by the caster of the <Abj, VSM(50gp diamond), 1StdAct, Personal, per 2 levels. The caster designates a ‘hostile’
teleportation spell (due to a mishap). 1rnd/lvl(D)> side. Crossing from the ‘hostile’ side to the
Note: the subject must carry the focus or the – The caster is surrounded with a glowing aura: ‘non-hostile’ side has the following effects:
spell ends. a) Electricity Resistance 10; a) +2 Deflection bonus to AC & +2
Dimensional Anchor(PH p221)(PH p250)+ b) Luck bonus on all saves vs. spells & spell- Resistance bonus to saves when attacked
<Abj[ray], VS, 1StdAct, Medium-range, 1min/lvl, no like abilities of +1 per 3 levels (max +5). by Good creatures;
save, no SR> Otiluke’s Dispelling Screen(CArc p116) b) hedges out non-Evil Summoned &
– Target creature or object is encased in a green <Abj, VSM(lead crystal), 1StdAct, Close-range, Conjured creatures unless they make a
glow & cannot travel extradimensionally. 1min/lvl(D)> Spell Resistance check.
This includes spells & spell-like abilities such – Creates an immobile wall of one 10’ square Wall of Good(MoF p131)
as Astral Projection, Blink, Etherealness, per level –or– sphere/hemisphere whose <Abj[good], VSM/DF, Close-range, 10min/lvl>
Gate, Maze, Shadow Walk, Teleport, etc. It radius is up to 1’ per level. Any creature or – Creates a magical barrier of one 10’ square per
does not extend the duration of Summoning object passing through the screen is subject to level –or– a sphere/hemisphere of 5’ radius
spells. a Targeted Dispel – Each ongoing spell on per 2 levels. The caster designates a ‘hostile’
-or- the target gets a separate Dispel Check (max side. Crossing from the ‘hostile’ side to the
<Abj, VSF(calling diagram), 1StdAct, Medium-range, +10). If successful, the spell is terminated, ‘non-hostile’ side has the following effects:
24hrs/lvl, no save, no SR> except for unattended magic items, in which a) +2 Deflection bonus to AC & +2
– Target creature within the Calling Diagram case the item is suppressed for 1d4 rounds. Resistance bonus to saves when attacked
cannot leave it or travel extradimensionally. Magical effects that are not affecting an object by Evil creatures;
This includes spells & spell-like abilities such or creature are blocked by the screen. b) hedges out non-Good Summoned &
as Astral Projection, Blink, Etherealness, Dispelled by Disintegrate. Conjured creatures unless they make a
Gate, Maze, Shadow Walk, Teleport, etc. It Remove Curse(PH p270) Spell Resistance check.
does not extend the duration of Summoning <Abj, VS, 1StdAct, Touch> Wall of Law(MoF p132)(MoFe)+
spells. – Touched person or object is freed from all <Abj[law], VSM/DF, Close-range, 10min/lvl>
-or- curses upon it, assuming the curse doesn’t – Creates a magical barrier of one 10’ square per
<Abj, VS, 1StdAct, Medium-range, no save, no SR> explicitly say that this spell is ineffective. level –or– a sphere/hemisphere of 5’ radius
– Target creature within a Magic Circle against This spell Counters & Dispels Bestow Curse. per 2 levels. The caster designates a ‘hostile’
Good, etc., cannot leave it or travel Resist Energy, Mass(CArc p120) side. Crossing from the ‘hostile’ side to the
extradimensionally for the remainder of the <Abj, VS/DF, 1StdAct, Close-range, 10min/lvl> ‘non-hostile’ side has the following effects:
Magic Circle’s duration. This includes spells – The one subject (& his/her equipment) per a) +2 Deflection bonus to AC & +2
& spell-like abilities such as Astral level within a 30’ area are protected from one Resistance bonus to saves when attacked
Projection, Blink, Etherealness, Gate, Maze, Energy Type. Each attack doing damage of by Chaotic creatures;
Shadow Walk, Teleport, etc. It does not that type has the hp of damage reduced by the b) hedges out non-Lawful Summoned &
extend the duration of Summoning spells. amount listed below. Conjured creatures unless they make a
Fire Trap(PH p231) Lvl # Lvl # Lvl # Spell Resistance check.
<Abj[fire], VSM(25gp gold), 10Minutes, Touch, until up to 6th 10 7th – 10th 20 11th + 30
discharged(D), Ref½, SR applies> Conjuration
Stoneskin(PH p284)
– Sets a one-time trap on a closable item. If <Abj, VSM(250gp diamond, granite), 1StdAct, Touch,
Blast of Flame(CArc p99)
anyone besides the caster & those who know <Conj(create)[fire], VSM(oil-soaked wick), 1StdAct,
until discharged up to 10min/lvl>
Instantaneous, Ref½, no SR>
its password open the item, it explodes with a – Touched creature gains Damage Reduction
5’ radius, doing 1d4 + 1/level (max +20) Fire – All creatures in a 60’ Cone shaped Burst take
10/adamantine. When 10 hp per level (max
damage. The item itself is unharmed. 1d6 Fire damage per level (max 10d6).
150 hp) have been prevented, the spell is
discharged.
Crushing Coils(DR330 p70) Leomund’s Secure Shelter(PH p247) Radiant Fog(BoED p104)
<Conj[teleport], VSF(living constrictor snake no more <Conj(creat), VSM(bits of stone, lime, sand, water, & <Conj(creat)[good], VS, 1StdAct, Medium-range,
than one size category larger than the caster), wood, string)F(tiny bell, silver wire), 10Minutes, 1min/lvl, Fort½, SR applies>
1StdAct, Medium-range, 1rnd/lvl> Close-range, 2hrs/lvl(D)> – Creates a 20’ radius Spread by 20’ high Cloud
– The caster may teleport the focus snake that – A 20’x20’ cottage appears, which is made of dense fog filled with flashes of light.
he/she is touching into any hex within range. from materials appropriate for the location a) A creature within the fog is Dazzled until
If that hex contains a creature, the snake may (stone, timber, or sod). It has a door, 2 it has been out of the fog for 1 minute
immediately attempt a Grapple check without shuttered windows, & a fireplace whose (FortNeg, SR applies).
provoking an Attack of Opportunity. If the chimney is sealed with an iron grate. The b) A creature with Light Sensitivity becomes
snake is successful, it immediately establishes door & shutters are under the effect of Arcane Blind until it has been out of the fog for 1
a hold and can immediately constrict. Lock and Alarm. The chimney grate simply minute (FortNeg, SR applies).
If the snake fails to grapple, it ends up in an has an Alarm. An Unseen Servant is also c) Movement in the cloud is slowed to 5’ and
adjacent hex and attempts to use its Improved available for the duration. There are simple taking a 5’ step is not an option. (no save,
Grapple ability on the target each round. furnishings for 8 occupants. SR applies)
As a Move Action, the caster can tell the snake Minor Creation(PH p253) d) While in the fog, melee attacks & damage
to crawl back to him/her at full movement. <Conj(creat), VSM(tiny piece of substance to be have a –2 penalty & ranged attacks (other
Once touched again, the caster may teleport created), 1Minute, 1hr/lvl(D)> than magical rays, etc.) are impossible. (no
the snake as long as the duration has not been – Creates an object of up to 1 cubic foot per save, SR applies)
exceeded. level made from wood, cloth, hemp, or other e) The fog slows falling, reducing 1d6 of
For the duration of the spell, the snake gains the non-living vegetable matter. damage per 10’ of solid fog fallen through.
following: A Craft check is needed to make complex items The fog is dispersed by a Strong Wind in 1 rnd.
a) Damage Reduction 10 / magic; Orb of Acid(CArc p115) Note: The caster may not have cast a
b) bonus on Grapple checks and constriction <Conj(sum)[acid], VS, 1StdAct, Close-range, Necromancy spell or a [darkness] spell within
damage equal to ½ Caster level. Instantaneous, Fort½, no SR>
24 hours of casting this spell.
Cynosure(DR338 p77) – Ranged Touch Attack does the following:
Rogue Wave(DR314 p46)
<Conj[teleport], VS, 1StdAct, Touch, 1rnd> a) 1d6 Acid damage per level (max 15d6) (no <Conj(creat)[water], VS/DF, 1StdAct, Medium-range,
– If the touched creature uses a spell or ability to save); Instantaneous, Fort½, no SR>
teleport or plane shift that has a chance of b) if the target took at least 1 point of Acid – The caster creates a wave of water that has its
failure within this spell’s duration, the damage, he/she is Sickened for 1 round starting point anywhere within range and then
distance the spell/ability can miss the target (FortNeg). moves is a direction the caster chooses. All
by is reduced by 75%. No effect on abilities Orb of Cold(CArc p115) creatures struck by the wave take 1d6 per two
that cannot miss (such as Teleport without <Conj(sum)[cold], VS, 1StdAct, Close-range, levels (max 10d6) bludgeoning damage
Error). Instantaneous, Fort½, no SR> (Fort½). If a creature of up to Large-size
– Ranged Touch Attack does the following: fails its save, it is knocked Prone.
Dimension Door(PH p221)
<Conj[teleport], V, 1StdAct, Long-range>
a) 1d6 Cold damage per level (max 15d6) (no If cast on dry land, the wave is 20’ wide, 10’
– Teleports the caster anywhere within range save); long, & 10’ high and moves 60’.
that can visualized or described by direction. b) if the target took at least 1 point of Cold If cast in the water, the wave is 40’ wide, 10’
The caster may bring up to his/her maximum damage, he/she is Blinded for 1 round long, & 10’ high and moves 120’. Also, all
carry load with this spell and one willing, (FortNeg). creatures receive a –4 penalty on their save.
Medium-sized subject per three levels (or the Orb of Electricity(CArc p116) Solid Fog(PH p281)
Creature Equivalent). All subjects must be <Conj(sum)[electricity], VS, 1StdAct, Close-range,
<Conj(creat), VSM(powdered peas, powdered hoof),
Instantaneous, Fort½, no SR>
touching, with the caster touching at least one 1StdAct, Medium-range, 1min/lvl, no SR>
– Ranged Touch Attack does the following: – Creates a 20’ radius Spread by 20’ high Cloud
subject.
a) 1d6 Electricity damage per level (max of fog. Movement in the cloud is slowed to
If the target location is occupied, the caster (and
15d6) (no save); 5’ and taking a 5’ step is not an option.
anyone with him/her) take 1d6 damage & are
b) if the target took at least 1 point of While in the fog, melee attacks & damage
shunted in a random direction 100’.
Electricity damage and is wearing metal have a –2 penalty & ranged attacks (other
The caster cannot act again until the next round.
armor, he/she is Entangled for 1 round than magical rays, etc.) are impossible.
Evard’s Black Tentacles(PH p228) (FortNeg).
<Conj(creat), VSM(octopus or squid tentacle), The fog slows falling, reducing 1d6 of damage
1StdAct, Medium-range, 1rnd/lvl(D), no SR> Orb of Fire(CArc p116) per 10’ of solid fog fallen through.
<Conj(sum)[fire], VS, 1StdAct, Close-range,
– A 20’ radius Spread is filled with 10’ The fog is dispersed by a Strong Wind in 1 rnd.
Instantaneous, Fort½, no SR>
tentacles. The tentacles attempt to Grapple Summon Monster IV(PH p286)
– Ranged Touch Attack does the following:
every creature within the area of effect. Each <Conj(sum)[variable alignment/element], VSF(bag,
a) 1d6 Fire damage per level (max 15d6) (no candle)/DF, 1Round, Close-range, 1rnd/lvl(D)>
is considered Large-sized, has a Strength 19,
save); – Summons one or more creatures to fight the
and has a Base Attack Bonus equal to its
b) if the target took at least 1 point of Fire caster’s enemies. The creatures can attack on
caster level (i.e., attack of +(8+lvl)). Anyone
damage, he/she is Blinded for 1 round the caster’s initiative starting their first round.
grappled takes 1d6+4 lethal damage each
(FortNeg). Table #
round.
Even if not grappled, it is only possible to go Orb of Force(CArc p116) Summon Monster IV 1
<Conj(sum)[force], VS, 1StdAct, Medium-range,
half movement through the area of effect. Summon Monster III 1d3
Instantaneous, no save, no SR>
The tentacles are immune to damage, but can Summon Monster II (or lower) 1d4+1
– Ranged Touch Attack does 1d6 Force damage
be dispelled. per level (max 10d6). Summon Undead IV(PGF p114)(PGFe)+
<Conj(sum)[evil], VSF(bag, candle, humanoid
Orb of Sound(CArc p116) bone)/DF, 1Round, Close-range, 1rnd/lvl>
<Conj(sum)[sonic], VS, 1StdAct, Close-range,
– Summons one or more Undead to fight the
Instantaneous, Fort½, no SR>
caster’s enemies. The Undead can attack on
– Ranged Touch Attack does the following:
the caster’s initiative starting their first round.
a) 1d4 Sonic damage per level (max 15d4)
Table #
(no save);
Summon Undead IV 1
b) if the target took at least 1 point of Sonic
Summon Undead III 1d3
damage, he/she is Deafened for 1 round
Summon Undead II (or lower) 1d4+1
(FortNeg).
No summoned Undead may have more Hit Dice
than (Caster level + 1).
Polymorph(PH p263)(DR337 p88)+ Rary’s Mnemonic Enhancer(PH p268) Repair Critical Damage(CArc p120)(Eb p114)(DR317 p36)
<Trans, VSM(cocoon), 1StdAct, Touch, 1min/lvl(D)> <Trans, VSF(string, ink from black dragon blood & <Trans, VS, 1StdAct, Touch, Instantaneous>
– The touched willing subject is changed into a squid ink)M(50gp ivory plaque), 10Minutes, – The touched Construct (with at least 1 hp) or
new form, which Personal, Instantaneous> Living Construct (at –9 hp or higher) is
a) can be one of the following creature types: – Either repaired 4d8 +1 per level (max 4d8+20) hp.
Aberration, Animal, Dragon, Fey, Giant, a) Prepare 3 levels of spells normally; or Spell Enhancer(PGF p112)
Humanoid, Magical Beast, Monstrous b) Restore a spell up to 3rd level that was cast <Trans, V, 1StdAct, Personal, 1rnd>
Humanoid, Ooze, Plant, or Vermin; in the round before this spell was started. – The caster may cast another spell this round as
b) cannot have more HD than either the Only usable by Wizards. a Swift Action. The second spell has a +2
caster or the target (max 15HD); Reduce Person, Mass(PH p269) bonus to its DC.
c) can be as small as Fine-size; and <Trans, VSM(powdered iron), 1Round, Close-range, Stone Shape(PH p284)(PH3.5e)+
d) cannot be incorporeal or gaseous. 1min/lvl(D)> <Trans[earth], VS/AM(clay sculpted into the new
Subject gets the following from the new form: – One Humanoid per level (& all their shape)/DF, 1StdAct, Touch>
a) Strength, Dexterity, & Constitution; equipment) within a 30’ area becomes 1 Size – Permanently reshapes a single piece of stone
b) Extraordinary Special Attacks (such as category smaller. Subject gains +2 Size of up to 10 cubic feet + 1 cubic foot per level
Constrict, Improved Grab, & Poison); bonus to Dexterity, –2 Size penalty to into a shape of the caster’s choosing, though
c) natural movement, like swimming & Strength, and +1 bonus on attacks & AC. A fine detail is not possible.
flying; & subject who becomes Tiny-size have a reach
Universal
d) gain its creature type. of 0’ & must enter an opponent’s hex to
Fortify Familiar(CArc p108)
The subject does not get the following from the attack.
<Univ, VS, 1StdAct, Touch, 1hr/lvl>
new form: An unwilling subject gets a Fortitude save &
– The caster’s familiar gains the following:
a) Extraordinary Special Qualities (such as SR applies.
a) 2d8 Temporary HP;
Blindsight, Regeneration, or Scent); & This spell Counters & Dispels Enlarge Person b) +2 Enhancement bonus to Natural Armor;
b) Supernatural or Spell-like Abilities. and Mass Enlarge Person.
c) 25% chance of ignoring extra damage
Subject keeps the following from its original from Sneak Attacks or Critical Hits .
form:
a) Intelligence, Wisdom, & Charisma;
b) hit points (ignore new Constitution score);
c) level, class, & alignment;
d) base attack bonus & base save bonuses
(though these can be modified by the new
form’s Str, Dex, & Con); and
e) extraordinary abilities, spells, & spell-like
abilities (but not supernatural abilities).
In addition:
a) the new form can cast spells if it is
physically capable (i.e., mouth for verbal
components, hands for somatic, etc.);
b) the subject’s equipment is transformed into
analogous equipment for the new form if
humanoid shaped, otherwise it is absorbed
into the body & suppressed;
c) gain 1 day’s natural healing of hit-points
only;
e) if slain, return to original form;
f) creatures with the Shapeshifter subtype
can return to the original form as a
Standard Action.
5th Level
Abjuration Refusal(CArc p120) Watchware(UE p53)
Aiming at the Target(CArc p96) <Abj, VSM(pinch of dust from a wizard’s tomb), <Abj, VSM(500gp of rare sands & reagents), 1Full-
<Abj, S, 1 Swift Action, Personal, Concentration up to 1StdAct, Medium-range, 1hr/lvl, WillNeg, SR Round, Touch, Permanent until discharged>
20min/lvl> applies> – When the touched inanimate object is touched,
– Receive a +10 Circumstance bonus on – Up to two contiguous 10’ squares per level moved, or damage without the password being
Concentration checks. keep spellcasting creatures out. In order for a used, the caster gets an image of the object and
Note: Unlike most spells, this spell can be cast creature with prepared spells, impromptu its surroundings. The image counts as “first-
while Concentrating on a spell. Its benefits spell slots, or spell-like abilities to enter the hand knowledge” with regards to Scrying and
last until that spell ends (or 20min/lvl has warded area, it must make a Will save at a similar spells. Note that natural movement,
elapsed). penalty equal to it highest available spell such as an earthquake can set this spell off.
level (i.e., the higher the level of spell still Counts as a Magical Trap.
Break Enchantment(PH p207)(DR306 p110)+
<Abj, VS, 1Minute, Close-range, no SR> available, the harder it is to get in). Conjuration
– Attempts to free 1 subject per level within a Creatures teleporting into the area must also
Arc of Lightning(CArc p97)
30’ area from all Curses, Enchantments, save. Failure results in the creature ending up <Conj(create)[electricity], VSM(2 small iron rods),
Transmutations, and Petrifaction. Each effect in the closest safe place outside the area of 1StdAct, Close-range, Instantaneous, Ref½, no SR>
is subject to a Dispel Check (max +15). effect. – Two creatures within range, and all creatures
Cursed items typically have a DC of 25. Creatures without spells can enter and leave at in a Line between them, take 1d6 Electricity
If petrifaction is removed from a creature, it will. damage per level (max 15d6).
does not need to make a saving throw. Shadow Tentacle, Greater(LoD p186) Call Faithful Servants(BoED p93)
Effects that cannot be removed by Dispel <Abj[shadow], S, 1StdAct, Medium-range, <Conj(call)[good], VS, 1Minute, Close-range,
Concentration up to 1rnd/lvl> Instantaneous>
Magic can be removed by this spell if their
– One shadow within range is animated into a – The caster calls 1d4 Lantern Archons (LG),
level is no more than 5th.
semi-solid tentacle. The shadow is anchored 1d4 Coure Eladrins (CG), or 1d4 Musteval
This spell breaks effects on creatures. A cursed
at one end & attempt to Entangle an opponent Guardinals (NG) to server as guards, soldiers,
item still have its curse, it just may no longer
within 10’/lvl (max 100’) of that point. To be spies, etc., for up to 1 year. Only 2HD per
apply to the subject.
successful, the tentacle must make a melee Caster level of Celestials can be controlled at
Dismissal(PH p222) touch attack using the caster’s Base Attack
<Abj, VS/DF, 1StdAct, Close-range, Instantaneous, any time.
WillNeg, SR applies> Bonus. Once Entangled, the opponent can be Note: This spell can only be cast by Celestials,
– Forces an Extraplanar creature to return to its held in place or allowed to move at half- and the caster may not have cast a
native plane (80%) or a random plane (20%). speed within the tentacle’s length. To escape, Conjuration spell for 3 days prior to casting
The target receives its HD as a bonus to its the target must make an Escape Artist check this spell.
saving throw & the Caster level as a penalty vs. DC 22 or a Strength check vs. DC 25. Cloudkill(PH p210)
to its saving throw. The tentacle is AC 18 & has 40hp. It is not <Conj(creat), VS, 1StdAct, Medium-range, 1min/lvl,
Duelward(CArc p103) effected by light, magical or otherwise. no SR>
<Abj, VSM(tiny silk glove), 1StdAct, Personal, until As a Standard Action, the caster can have the – Creates a 20’ radius Spread by 20’ high Cloud
discharged up to 1rnd/lvl(D)> tentacle attack a different opponent within of yellowish fog that moves 10’ per round
– The caster gains the following benefits: range. If it had been entangling someone, away from its caster. Living creatures in the
a) +4 Competence bonus on Spellcraft checks that opponent is released. cloud take the following effect each round:
to identify a spell being cast; Telepathy Block(BoED p109) 6+ HD: 1d4 Constitution Damage (Fort½)
b) the caster may make a Counterspell action <Abj, VS, 1StdAct, Close-range, 1rnd/lvl(D), no save, 4-5 HD: Death (Fort save for 1d4 Con dmg)
as an Immediate Action. no SR> 0-3 HD: Death (no save).
This spell is discharged when the caster is – All telepathic communicated, including A creature is affected even if holding its breath.
successful with any Counterspell action. telepathic speech, is blocked in a 80’ radius The vapors are heavier than air & will sink into
Ironguard, Lesser(FR p71) Emanation from the target. If the spell is cast an opening in the ground, like an ant hill.
<Abj, VSM(tiny shield of wood or crystal), 1StdAct, on a creature or object, the effect moves with The cloud can be dispersed by Moderate Wind
Touch, 1rnd/lvl> the target. If cast on a point in space, the in 4 rounds, or by a Strong Wind in 1 round.
– The touched subject’s body passes through effect is immobile. Disk of Concordant Opposition(DR338 p48)
non-magical metal. Vanishing Weapon(BoED p111) <Conj(create), VSM(small iron & electrum wheel)/DF,
Mordenkainen’s Private Sanctum(PH p256) <Abj, VS, 1StdAct, Touch, 1min/lvl> 1StdAct, Close-range, Instantaneous, Fort½, SR
<Abj, VSM(lead, opaque glass, cloth, powdered – The touched weapon Dispels creatures applies>
chrysolite), 10Minutes, Close-range, 24hrs(D)> brought into existence by Illusion(shadow) & – By making a ranged touch attack, one creature
– The caster gains privacy in an area of one Conjuration(summoning) spells on a or object is struck. Damage is half Positive
contiguous 30’ cubic feet per level, shaped successful Dispel Check on a successful hit Energy and half Negative energy, though
however the caster desires. The area cannot (or by being picked up by an appropriate neither may heal a creature of any type:
be seen into from the outside, nor can sound creature). A ranged weapon imparts this Creature: takes 1d6 per level (max 15d6)
travel in or out of the area. Divination effect on its ammunition. (Fort½). If the target is reduced to 0 or
(scrying) spells cannot enter the area, Wall of Dispel Magic(Und p63) fewer hit-points, it is turned to dust.
including Arcane Eye. Anyone can enter or <Abj, VS/DF, 1StdAct, Medium-range, 1min/lvl> Object: one object of up to a 5’ cube is
leave the area at will. – Creates an transparent wall whose area is one disintegrated, or a 5’ cube is disintegrated
Reciprocal Gyre(CArc p119) 10’ square per level. out of a larger object;
<Abj, VSM(copper wire), 1StdAct, Medium-range, When a creature passes through the wall, each Force Effect: one Wall of Force or other
Instantaneous, no SR> ongoing spell effect on the target gets a force effect is dispelled if the disk’s caster
– The target creature or object takes 1d6 damage separate Dispel Check (max +10). If level is equal or higher than the force
for each level of spell or spell-effect currently successful, the spell effect is ended (except effect’s caster level.
affecting it (max 10d6). This includes spells for those caused by magic items, which are Note: mainly used by followers of Boccob.
that directly target the creature, but not those only suppressed for 1d4 rounds).
that affect an area (such as Solid Fog). The The wall cannot be seen with See Invisibility,
total includes spell from magic items, but not but it can be detected with Detect Magic and
ongoing effects, such as the bonus from a True Seeing.
Cloak of Resistance.
The target receives a Will save for ½ damage.
If it fails this save, it is Dazed for 1d6 rounds
(FortNeg).
Freezing Fog(CArc p108) Mestil’s Acid Sheath(MoF p108) Summon Monster V(PH p287)
<Conj(creat)[cold], VS, 1StdAct, Medium-range, <Conj(creat)[acid], VSM(fire ants)F(glass humanoid), <Conj(sum)[variable alignment/element], VSF(bag,
1min/lvl, no save, no SR> 1StdAct, Personal, 1rnd/lvl(D)> candle)/DF, 1Round, Close-range, 1rnd/lvl(D)>
– Creates a 20’ radius, 20’ high Cloud. – Sheath of acid does 1d6 + 2/lvl Acid damage – Summons one or more creatures to fight the
Anything within the fog takes the following: to those who hit you in melee. You can make caster’s enemies. The creatures can attack on
a) 1d6 Cold damage each round; touch attacks that do 1d6+1 Acid damage. the caster’s initiative starting their first round.
b) must make a Reflex save each round to Mordenkainen’s Faithful Hound(PH p255) Table #
avoid falling Prone. Even if successful, a <Conj(creat), VSM(whistle, bone, thread), 1StdAct, Summon Monster V 1
Balance check vs. DC 10 is required to Close-range, until triggered up to 1hr/lvl then Summon Monster IV 1d3
move, which is limited to 5’. If the check 1rnd/lvl, no SR> Summon Monster III (or lower) 1d4+1
is missed by more than 5, the target falls – The caster creates an Invisible & stationary Summon Undead V(PGF p114)(PGFe)+
anyway; watch-dog that can see Invisible and Ethereal <Conj(sum)[evil], VSF(bag, candle, humanoid
c) –2 penalty on melee attacks & damage; creatures & is immune to Figments. If any bone)/DF, 1Round, Close-range, 1rnd/lvl>
d) –6 penalty on ranged weapon attacks; & creature of at least Small size comes within – Summons one or more Undead to fight the
e) anything falling through the fog is slowed 30’ of the casting point (not counting caster’s enemies. The Undead can attack on
as if it had only fallen 10’. creatures already in the area when the spell the caster’s initiative starting their first round.
Leomund’s Hidden Lodge(CArc p113) was cast), the watch-dog is triggered & Table #
<Conj(creat), VSF(tiny bell), 10Minutes, Close-range, begins to bark. Summon Undead V 1
24hours> If a creature moves within 5’ of the watch-dog, Summon Undead IV 1d3
– A 20’x20’ cottage appears which is made it stops barking and attacks (+10 attack Summon Undead III (or lower) 1d4+1
from materials appropriate for the location bonus, 2d6+3 damage) once per round. The No summoned Undead may have more Hit Dice
(stone, timber, or sod). It has a door, 2 watch-dog attacks with a Readied Action & than (Caster level + 1).
shuttered windows, & a fireplace whose remains Invisible when it attacks. The watch- Teleport(PH p292)
chimney is sealed with an iron grate. The dog cannot be killed, only dispelled. The <Conj[teleport], V, 1StdAct, Touch>
door & shutters are under the effect of Arcane caster must stay within 100’ of the watch-dog – The caster (carrying Maximum load) & one
Lock and Alarm. The chimney grate simply or the spell ends. willing Medium-size creature per three levels
has an Alarm. An Unseen Servant is also Planar Binding, Lesser(PH p261) (or the Creature Equivalent) are instantly
available for the duration. There are simple <Conj(call)[variable alignment/element], VS, transported up to 100 miles per level. The
furnishings for 8 occupants. 10Minutes, Close-range, WillNeg> destination must be pictured by the caster.
From more than 30’ away, the cottage appears – Calls & traps a named type or specific How On Off Similar
to be a natural feature of the terrain, such as a Outsider or Elemental of up to 6HD until it Familiar Target Target Area Mishap
boulder, a sand dune, etc. Even smoke from performs a task. Before casting this spell, the Familiar 01-97 98-99 100 —
the chimney is hidden. A creature within 30’ caster must prepare a ‘holding area’ within Studied 01-94 95-97 98-99 100
is allowed a Survival check vs. DC 30 to range with either an inward-focused Magic Visited 01-88 89-94 95-98 99-100
recognize the cottage for what it really is. Circle or a Calling Diagram. Seen Once 01-76 77-88 89-96 97-100
Leomund’s Secret Chest(PH p247) Steps in a binding: False Dest.(d20+80) — 81-92 93-100
<Conj(sum), VSF(5,000gp chest & a 50gp replica), 1) Target gets a Will save (but no SR) to Vitriolic Sphere(CArc p128)
10Minutes, until discharged> avoid being Called into the ‘holding area’. <Conj(create)[acid], VSM(tiny vial of aqua regia),
– The caster may place 1 cubic foot of material 2) Target can try to escape from the ‘holding 1StdAct, Long-range, Instantaneous, no SR>
per level in a specially made chest, despite area’ with a Spell Resistance check, – Everything within a 10’ radius Burst is
the actual masterwork chest being only 3’ x’ dimensional travel (which can be blocked covered with acid, which can do damage for
2’ x 2’. At the spell’s completion, the chest with Dimensional Anchor), or a Charisma up to 3 rounds.
disappears into the Ethereal Plane (75% check vs. DC (15 + ½ Caster level + Round 1: 1d4 per level Acid damage (max
chance of failure if there is anything living in Caster’s Charisma modifier). Success 15d4) (Ref½). If the Reflex save is
the chest). means it can flee or attack. successful, the target takes no more
By holding the miniature replica & spending a 3) Caster requests a service & offers a damage on the subsequent rounds.
Standard Action, the caster may summon the reward. The difficulty of the 1st & the Round 2: 6d4 Acid damage (Ref½). If the
chest back to the current location. If the generosity of the 2nd results in a bonus of Reflex save is successful, the target takes
replica is lost, the chest can not be summoned 0 - +6. The Caster & the Target then make no more damage on the subsequent rounds.
back, even by a Wish. an opposed Charisma check, with success Round 3: 3d4 Acid damage (Ref½).
Each day the chest spends in the Ethereal Plane meaning the Target accepted the Caster’s Wall of Stone(PH p299)
after the 60 days, there is a cumulative 5% offer. If the Caster rolls a ‘1’, then the <Conj(creat)[earth], VS/AM(granite)/DF, 1StdAct,
chance that the replica will loose its Target escapes immediately. Medium-range, Instantaneous, no SR>
connection to the original chest, resulting in Steps 2) & 3) are repeated every day until a) the – Creates a wall of stone that is one 5’ square
the later being lost. Target accepts; b) the Target escapes; or c) per level & 1” thick per 4 levels. The area
Items in the chest are not in stasis, so they age the Target is dismissed with a separate spell. can be doubled by halving the thickness. The
normally. If the Target accepts, it will follow the wording stone has a Hardness 8 & each 5’ square has
Major Creation(PH p252) of the task & then report back when it is 15 hit points per inch of thickness.
<Conj(creat), VSM(tiny piece of substance to be done. Open-ended tasks (i.e., “guard this The wall can be of any shape & will merge into
created), 10Minutes, Close-Range> door”) last up to 1 day per Caster level. adjoining stone surfaces.
– Creates one object of up to 1 cubic foot per Servant Horde(CArc p121) Divination
level. Duration is based on the material <Conj(creat), VSM(string wood), 1StdAct, Close- Contact Other Plane(PH p212)
created: range, 1hr/lvl> <Div, V, 10Minutes, Personal, Concentration up to
Wood/Cloth 2hrs/lvl – Creates 2d6 + 1 per level (max 2d6+15) 1rnd per 2 lvls>
Stone/Base Metal 1hr/lvl invisible “servants” that can do simple tasks, – The caster may ask one question per two level
Precious Metal 20min/lvl like cleaning & opening doors. Each has a of Extraplanar entity. At the start, the caster
Gem 10min/lvl Strength of 2 (so it can lift 20 pounds or drag must make an Intelligence check to get
Adamantite, Mithral, 100 pounds) & a movement of 15’, but it answers & avoid having his/her Intelligence
Alchemical Silver 1rnd/lvl must stay in range. or Charisma reduced for a few weeks. More
Note that a Cold Iron item cannot be created. The servants cannot attack, nor can they be the powerful entities have a greater chance of
A Craft check is needed to make complex items direct target of attacks, but if any of them knowing the answer, but there is a higher
takes 6hp of damage from area-of-effect chance of being “punished”.
attacks, that one is dissipated.
Cyclonic Blast(DR314 p38) Fire Shield, Mass(CArc p106) Prismatic Ray(CArc p118)
<Evoc[air], VSF(child’s spinning top), 1StdAct, <Evoc[fire], VS/AM(phosphorous)/DF, 1StdAct, <Evoc[ray], VS, 1StdAct, Medium-range, SR applies>
Medium-range, Instantaneous, Ref½, SR applies> Close-range, 1rnd/lvl(D)> – The target of the Ranged Touch attack is:
– Creates a Line of wind from the caster’s hand – Warm Shield: Any number of subjects within a) Blind for 2d4 rounds, unless 7HD+; and
to the end of Medium-range. a 30’ area are sheathed in blue or violet b) The target is effected by one random color:
a) targets takes 1d6 per level (max 15d6), flames that give off 10’ of light. Creatures d6 Color Effect
though objects bigger than Large-size take succeeding in melee attacks against a subject 1 Red 20hp Fire damage (Ref½)
half damage; take 1d6 + 1/lvl (max +15) Fire damage (SR 2 Orange 40hp Acid damage (Ref½)
b) if a creature failed its Reflex save, it is applies). Each subject takes ½ damage from 3 Yellow 80hp Electricity damage (Ref½)
subjected to a Bull Rush action at +12. Cold attacks (if the attack has a Reflex save 4 Green Poison – Death (Fort½ 1d6Con)
When resisting the Bull Rush, airborne for ½ damage, take no damage on a 5 Blue Turned to Stone (FortNeg)
creatures are treated as one size smaller. successful save). 6 Indigo Insanity (as spell) (WillNeg)
Dolor(DR336 p78) -or- Sending(PH p275)
<Evoc[evil], VS, 3 Rounds, Personal, 24hrs> <Evoc[cold], VS/AM(fireflies/glow worms)/DF, <Evoc, VSM(copper wire)/DF, 10Minutes, no SR>
– When casting one of the Planar Ally spells, 1StdAct, Close-range, 1rnd/lvl(D)> – Sends a message of 25 words or less to a
the caster receives a bonus of +1 per 3 Caster – Cold Shield Any number of subjects within a familiar subject anywhere, who may send
levels when making the opposed Charisma 30’ area are sheathed in blue or green flames back a 25 word response immediately. If the
check (i.e., Step 3). This additional ability to that give off 10’ of light. Creatures subject is on another plane of existence, there
convince is in the form of discomfort for the succeeding in melee attacks against a subject is a 5% chance of the message being lost.
target, who won’t forget. take 1d6 + 1/lvl (max +15) Cold damage (SR
Shroud of Flame(PGF p110)
If the caster rolls ‘1’ on the opposed Charisma applies). Each subject ½ damage from Fire <Evoc[fire], VSM(saltpeter, phosphorus, spider web),
check, the target is freed (as usual) but also attacks (if the attack has a Reflex save for ½ 1StdAct, Close-range, 1rnd/lvl, RefNeg, SR applies>
the caster is under the effect of Charm damage, take no damage on a successful – The target creatures is engulfed in flame. If it
Monster for 1 round per target’s HD. Even if save). fails its initial Reflex save, it takes 2d6 Fire
the Charisma check is successful, the target Firebrand(MoF p94)(MoFe)+ damage each round. By taking a Move
will desire revenge upon the caster at a later <Evoc[fire], VSM(alchemist’s fire), Medium-range, Action to try and extinguish itself, the target
Ref½> gets a new Reflex save to end the spell.
date.
– Designate one 5’ radius area per level within In addition, all creatures within 10’ of the target
Note: The bonus from this spell does not stack
range. Each explodes, dealing 1d6 Fire take 1d4 Fire damage (RefNeg).
with that of Torment.
damage per level (max 15d6). A target can
Dragon Breath(CDiv p164) Stone Sphere(Und p62)
only be effected by 1 burst. <Evoc[earth], VSM(1” marble sphere), 1StdAct,
<Evoc[good/evil], VS/DF, 1StdAct, Personal, 1rnd/lvl>
– The caster gains one breath weapon (listed Fireburst, Greater(CArc p107) Medium-range, 1rnd/lvl>
<Evoc[fire], VSM(sulfur), 1StdAct, Instantaneous, – Creates a 5’ diameter sphere of stone under
below) for the spell’s duration. After it is Ref½, SR applies>
use, the caster must wait 1d4 rounds before the caster’s control. The sphere has a Move
– Everything within a 10’ radius, but not in the of 30’, AC 5, Hardness 8, and 500 hp.
the breath weapon can be used again. caster’s hex (i.e., a ring of hexes around the
Dragon align Effect Save As a Free Action on the casting round and a
caster) take 1d8/lvl Fire damage (max 10d8). Move Action on the subsequent rounds, the
Black [evil] 30’ Line of Acid Ref½
Horizikaul’s Versatile Vibration(MoF p101) caster may direct the sphere’s movement. If
Blue [evil] 30’ Line of Electricity Ref½ <Evoc[sonic], VSF(50gp gold & brass cone), 1StdAct,
Brass [good] 15’ Cone of Sleep WillNeg not directed, the sphere doesn’t move.
Close-range, Concentration up to 1rnd/lvl, Ref½>
Bronze [good] 30’ Line of Electricity Ref½ If the sphere is moved into the same hex as a
– Cone of sound deals 1hp of Sonic damage per
Copper [good] 15’ Cone of Slow WillNeg creature, the creature takes damage based on
2 levels each round.
Gold [good] 15’ Cone of Fire Ref½ its size (RefNeg, SR applies) and there sphere
Also, the cone can be pointed at objects, which
Green [evil] 15’ Cone of Acid Ref½ ends its movement in an adjacent hex.
are pushed away up to 10’/lvl. Only 25
Red [evil] 15’ Cone of Fire Ref½ Size Dmg Size Dmg
pounds per level of objects can be targeted.
Silver [good] 15’ Cone of Paralysis FortNeg up to Medium 8d6 Huge 2d6
In order to hit a creature with a targeted
White [evil] 15’ Cone of Cold Ref½ Large 4d6 Gargan+ can’t attack
object, the caster must make an attack roll,
Energy breath weapons do 1d8 per two levels using his/her Base Attack Bonus + When rolling over creatures up to Medium-size,
(max 10d8). Non-energy breath weapons last Intelligence modifier. If the target object was the sphere can stop in the creature’s hex,
for 1d6 rounds. a weapon, it does normal damage (no forcing it to immediately move to an adjacent
Emerald Burst(BoED p98) Strength modifier), while other objects do hex of its choice, which results in an Attack
<Evoc[good], VSM(1,000gp emerald), 1StdAct, Close- from 1hp to 1d6hp damage per 25 pounds, of Opportunity.
range, Instantaneous, FortNeg, SR applies> depending on the object. If a creature is to be
– All creatures within a 20’ radius Burst are thrown, it receives a Will save to negated & it
affected as per their alignment: takes 1d6 damage if thrown against a wall.
Evil: Stunned for 1d4 rounds.
Presper’s Moonbow(PGF p108)
Neutral: Dazed for 1 round. <Evoc[electric], VSM(moonstone), 1StdAct, Medium-
Good: No effect. range, up to 4 rounds, no save, SR applies>
– The caster creates up to 4 glowing orbs of
electricity which spin around the caster until
used.
The caster can launch one or more of the orbs at
a single or multiple opponents. If the caster
makes a ranged touch attack roll, then the orb
does damage. Each orb can only be used once.
If all the orbs are not launched on the first
round, one or more can be launched the
following round as a Standard Action. If a
round goes by without an orb being launched,
the spell ends and the remaining orbs are lost.
The damage done by the orbs is determined by
the number summoned.
# Damage # Damage
1 4d6 3 2d6
2 3d6 4 2d4
Fleshshiver(PGF p103)(PGFe)+ As a Full-Round action, the caster can attempt Symbol of Pain(PH p290)
<Necro, VSM(bone), 1StdAct, Close-range, to swap his/her soul into a target body, <Necro[evil], VSM(1,000gp of diamond & opal
Instantaneous, SR applies> forcing that body’s soul into the jar (where it powder, mercury, phosphorus), 10Minutes, Touch,
– This spell twists the target’s skeleton. is helpless). The target gets a Will save to until triggered then 10min/lvl, FortNeg, SR applies>
1st round – Target is Stunned for 1rnd (no save) resist & is immune if under the effect of – Creates a magical trap by drawing a symbol.
2nd round – Target takes 1d6 Bludgeoning Protection from Evil or a similar spell. If the When triggered (see below), the symbol
damage per Caster level (max 15d6) and is target saves, the caster cannot attempt to take glows & creatures within a 60’ radius
Nauseated for 1d4+2 rounds (FortNeg). over the target body again during the current Emanation suffer from wracking pain,
Grimwald’s Graymantle(FR p71) spell’s duration. If the save fails, the caster is receiving a –4 penalty to attacks, skill checks,
<Necro, VSM(bone), 1StdAct, Touch, 1rnd/lvl, in the target’s body & the target’s soul is in & ability checks for 1 hour after they leave
FortNeg> the jar. the area of effect. The triggered symbol
– The caster imbues the touched bone with a While in the target body, the caster has a mix of remains active for 10min/lvl
gray aura. The bone can then be touched or his/her mental abilities & the target’s physical Any creature who saves is safe until it leaves
thrown (up to Medium-range) at a target as abilities, as listed below: the 60’ radius. Reentering requires a new
part of the spellcasting action, or as a The caster gets these from the new body: save.
Standard Action on any subsequent round a) Strength, Dexterity, & Constitution; The symbol must be in plain sight and is
before the spell’s duration ends. If the bone b) hit points; triggered by one or more of following actions
hits, the gray aura is transferred to the target c) natural armor & weapons; is performed within 60’ (chosen at cast time):
for the remainder of the spell’s duration. d) natural movement, such as flying a) target looks at the symbol;
While under the effects of the aura, the target e) automatic extraordinary abilities, such b) target reads the symbol;
cannot heal hit-points or ability score points as a Troll’s regeneration. c) target touches the symbol (including
by either natural, extraordinary (i.e., The caster does not get the following from covering it);
regeneration), or magical means. the target body: d) target passes over the symbol;
Kiss of the Vampire(MoF p103)(MoFe)+ a) ability to use extra limbs in combat; e) target passes through the portal marked
<Necro[evil], VSM(50gp of carved black onyx), b) extraordinary abilities that require with the symbol;
1StdAct, Personal, 1rnd/lvl> f) custom triggering condition based on
activation &
– The caster temporarily becomes a vampire: c) spells, spell-like, or supernatural target’s name, alignment, a visual quality,
a) Become gaunt with red eyes. abilities. or a visual action.
b) Melee touch attack can do 1d4 Negative The caster keeps the following from his/her The caster may include a password, which
Levels. original form: allows the creature saying the password to
c) Melee touch attach can do 1d6 per 2 levels a) Intelligence, Wisdom, & Charisma; not trigger the symbol.
(max 10d6). Caster gains damage as b) level, class, & alignment; The caster may attune multiple creatures to the
temporary hit points, which last up to 1hr. c) base attack bonus & base save bonuses symbol at cast time (the caster is always
d) Charm Person, though this effect ends (though these can be modified by the considered attuned). Attuned creatures
when the spell ends. new form’s Str, Dex, & Con). cannot trigger the symbol & are not effected
e) Gaseous Form (self only). If the caster takes a Standard Action or the by it when triggered. Attuning up to 10
f) Damage Reduction 10/magic. target body is slain, the caster’s soul is people takes an extra hour of cast time,
g) Cure spells harm the caster & Inflict spell returns to the jar (if it is within range) & the attuning up to 25 takes 24 hours, etc.
heal the caster. target’s soul goes back to its body (assuming The specific symbol can be identified with
h) Spells that target Undead can target the the body is still living). If the jar is not Read Magic and a Spellcraft check vs. DC
caster. within Medium-range, the caster & the target 19, though this may trigger it.
i) The caster can be Turned / Rebuked as if both die. Once back in the jar, the caster can This spell can be Dispelled by a targeted Dispel
he/she were an Undead with the same attempt to take over a new target, or transfer Magic. It is immune to Erase.
number of HD. The effect lasts for 10rnds to his/her own body. Wave of Fatigue(PH p301)
& can be resisted on a Will save. The spell ends if the caster transfers back to <Necro, VS, 1StdAct, no save, SR applies>
Action Effect DC to Resist his/her original body, the jar is destroyed, the – All living creatures in a 30’ Cone-shaped
Turned Panicked 10+Cha mod jar is targeted with Dispel Magic, or the Burst become Fatigued. Creatures already
Destroyed Stunned 15+Cha mod caster’s body is targeted with Dispel Magic. fatigued receive no additional penalties.
Rebuked Cowering 10+Cha mod When the spell ends, the caster’s soul returns to Transmutation
Commanded Charmed 15+Cha mod his/her body if it is within Medium-range. If Animal Growth(PH p198)
Magic Jar(PH p250) the body is out of range, the soul cannot <Trans, VS, 1StdAct, Medium-range, 1min/lvl,
<Necro, VSF(100gp gem), 1StdAct, Medium-range, up FortNeg, SR applies>
return and the caster is dead. If a target’s
to 1hr/lvl, WillNeg, SR applies> – One animal per two levels in a 30’ area is
– The caster transfers his/her ‘soul’ into the soul is in the jar when the spell ends, it also
returns to its body if it is within range, increased to the next larger Size Category.
spell’s focus gem (known as the ‘jar’), The targets also gain Damage Reduction
otherwise it dies.
leaving his/her original body lifeless. The 10/magic and a +4 Resistance bonus to
spell normally ends when the caster’s soul Spiritwall(CArc p124)
<Necro, VSM(clear gem), 1StdAct, 1min/lvl(D)> Saving Throws.
explicitly returns to its original body, or This spell does not grant the caster special
– Creates an immobile wall of wailing spirits of
1hr/lvl passes (which forces the soul back to influence over the target animals.
one 10’ square per level –or– a sphere /
its rightful place). The jar must be within
hemisphere whose radius is up to 1’ per level. Baleful Polymorph(PH p202)
range when the spell is cast, but the caster <Trans, VS, 1StdAct, Close-range, Permanent,
All creatures within 60’ of a side designated by
does not need line of sight. WillNeg, SR applies>
the caster are Panicked for 1d4rnds (WillNeg)
Once in the jar, the caster can sense all life – The target is permanently transformed into a
The wall provides Cover, Full Concealment, &
forces (though not the specifics of what those 1HD animal of up to Small size (such as a
blocks magical effects. Touching the wall
life forces are) within 10’/lvl, even through dog, lizard, monkey, etc.). If the caster
deals 1d10 damage (no save). Going through
solid material. The caster knows if each life attempts to transform the target into a form
the wall deals 1d10 damage (no save) and
force is powered by Positive Energy or that will be fatal (i.e., a fish on dry land), the
inflicts one Negative Level (FortNeg).
Negative Energy, and if some life forces are target receives a +4 bonus on its save.
more powerful than others (i.e., which has If the target is transformed, it must make a Will
more HD, though the difference must be at save to resist becoming the target animal
least 4HD to be noticed). mentally too.
Blink, Improved / Greater(CArc p99)(UE p50)(CDiv p154) Fly, Mass(CArc p108) Passwall(PH p259)
<Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)> <Trans, VSF(feather), 1StdAct, Close-range, 1min/lvl> <Trans, VSM(sesame seeds), 1StdAct, Touch,
– The caster flashes in & out of the Ethereal – One subject per level within a 30’ area flies at 1hr/lvl(D)>
plane at random. The caster a speed of 60’ (40’ if in Medium or Heavy – Creates a 5’ x 8’ passage through wood,
a) has no chance of losing each attack or Armor –or– if carrying a Medium or Heavy plaster, or stone. The passage’s depth is 10’
spell; load) with Good maneuverability. ½ speed + 5’ per 3 levels (max 25’ total). If the depth
b) has a 50% chance of any attack or spell going up, 2x speed going down. is not enough to pierce the wall, a dead-end
targeting him/her being lost (20% if the If a subject goes more than 30’ from another passage is created, though another Passwall
attacker can see Invisible –or– can effect target of this spell, the spell ends for the can be cast at its end to make it longer.
incorporeal creatures); subject. If only two subjects remain and are If Dispelled, anything in the passage is pushed
c) takes ½ damage from area-of-effect attacks more than 30’ apart, the spell ends for both. out the side away from the dispelling.
& falling; If spells expires/is dispelled, subject descends Shape Metal(RoF p191)
d) can move at 75% of normal rate; at 60’ per round for 1d6 rounds before falling <Trans[touch attack], VSM(wire bent into the new
e) can step through solid matter up to his/her Involuntary Shapeshifting(RoE p188) shape)/DF, 1StdAct, Touch, Instantaneous>
modified movement rate. If movement <Trans, VS/DF, 1StdAct, Close-range, 1rnd/2lvls(D), – Permanently reshapes a single piece of metal
ends before the solid material is exited, the FortNeg, SR applies> of up to 10 cubic feet + 1 cubic foot per level
caster takes 1d6 damage per 5’ traveled; – One target creature with the Extraordinary or into a shape of the caster’s choosing, though
f) attacks as if Invisible; & Supernatural ability to change shape must do fine detail is not possible.
g) the caster can ready an action to avoid a so as its action every round (though depending This spell can be used to ruin the weapons &
specific attack (including magic). Unless on the amount of time this action consumes, armor of an opponent fighting the caster by
the attack can effect an incorporeal target, the target may be able to take other actions). making a Touch Attack (which generates an
it misses. Also, each time the target changes shape, it Attack of Opportunity). If the caster readies
Construct Essence(RoE p183) takes 1hp/lvl (max 15hp) damage. an action to touch the opponent when he/she
<Trans, VS, 1StdAct, Touch, 1min/lvl> If the target has more than one target form, it attacks, then no Attack of Opportunity is
– The touched Living Construct gains the may choose whichever one it wishes. generated. The item’s wearer / user gets to
following benefits: Lutzaen’s Frequent Jaunt(MoF p106) make a Fortitude save to negate the effect.
a) Immunity critical hits, sneak attacks, <Trans[teleport], V, 1StdAct, Close-range, 1rnd/2lvls> Metal Armor – looses 1d6 of AC bonus.
ability damage, ability drain, death effects, – Teleports the caster & up to 50 lbs/lvl Partially-Metal Armor (e.g., Studded
Necromancy effects, nonlethal damage, & anywhere within range. The caster cannot act Leather) – looses 1d3 of AC bonus.
Stunning; again until the following round. Weapon, Shield, Metallic Creature – takes
b) gains Low-Light Vision; Nightstalker’s Transformation(CAdv p155) 1d6 per 2 levels damage, which bypasses
c) gains Darkvision 60’. <Trans, VSM(potion of Cat’s Grace), 1StdAct, Hardness & Damage Reduction.
If cast on a target under the effect of Lesser Personal, 1rnd/lvl(D)> Simbul’s Spell Matrix(PGF p110)
Humanoid Essence, that spell is Dispelled – The caster gains the following: <Trans, VSF(500gp amber), 1StdAct, Personal,
and this one takes effect. Also can Counter a) +4 Enhancement bonus to Dexterity; 10min/lvl(D)>
Lesser Humanoid Essence. b) +3 Luck bonus to AC; – Creates a magical container for one spell. For
Counters and Dispels Humanoid Essence. c) +5 Luck bonus to Reflex saves; the one round after the matrix is created, the
This spell is negated if cast upon a target under d) +5 Competence bonus on Listen, Hide, caster can transfer a spell of up to 3rd level
the effect of Greater Humanoid Essence. Move Silently, and Spot checks; whose casting time is no more than 1 Full
e) proficiency with all Simple Weapons, plus Round into the container. The caster to loose
Create Chosen One(MMF p28)
<Trans, VSM(helpless human), 1Hour, Touch, Hand Crossbow, Rapier, Sap, Short Bow, 1d6hp which cannot be healed until this spell
Instantaneous, WillNeg> and Short Sword; ends.
– Transforms a Helpless human into a Chosen f) gain Feat: Weapon Finesse; The caster may cast the spell out of the matrix
One(MMF p27), a CR2 Monstrous Humanoid g) 3d6 Sneak Attack damage (stacks with any as a Swift Action, after which this spell ends.
with twisted features that sees everyone but other Sneak Attack damage the caster has); Spitting Cobra(DR330 p73)
its creator as an enemy. h) cannot cast spells; and <Trans, VSF(willing snake no larger than the caster’s
This spell can only be cast by an Evil character. i) cannot use Spell Activation or Spell size category), 1StdAct, Personal, 1min/lvl(D)>
Completion magic items. – The caster gains a ranged touch attack that can
Create Darkenbeast(MMF p31)
<Trans[evil], VSM(wyvern blood, 200gp black pearl), The effects of the Cat’s Grace potion drunk as be used up to once per round. The maximum
1Hour, Close-range, Permanent> this spell’s material component are subsumed range is 120’. If hit, the target is inflicted
– Transforms a Small or Medium-sized animal by the spell. with the same type of poison as the focus
with up to 2 HD into a Darkenbeast(MMF p30), Overland Flight(PH p259) snake (i.e., same initial & secondary damage,
a flying CR4 Magical Beast. If the original <Trans, VSF(feather)/DF, 1StdAct, Personal, 1hr/lvl> same DC).
animal has an Intelligence of 5 or greater, it is – The caster flies at a speed of 40’ (30’ if in Each use of the ranged attack reduces the
allowed a Will save to negate. The creature Medium or Heavy Armor –or– if carrying a spell’s duration by 2 minutes. If this would
is under the telepathic control of its creator. Medium or Heavy load) with Average reduce the remaining duration to 0 minutes
For every 10 minutes in sunlight or exposed to a maneuverability. (or less), the spell ends after the final attack is
Daylight spell, there is a 25% chance this When doing long-distance travel, the caster can resolved.
spell will end, restoring the animal. “hustle” without taking subdual damage, For the duration of the spell, the focus snake
Dispelled by Sunbeam. tough a “forced march” still requires a loses its poison attack. If it did not have any
Fabricate(PH p229) Constitution check. By hustling, the caster poison, then the spell fails.
<Trans, VS, 1Round per Unit of raw materials, Close- can travel 64 miles in 8 hours (or 48 miles if
range, Instantaneous> encumbered).
– Converts 1 Unit of raw materials per level into If spells expires/is dispelled, the caster
mundane items. For this spell, a Unit is 1 descends at 60’ per round for 1d6 rounds
cubic foot of metal –or– 10 cubic feet of before falling.
other materials. An appropriate Craft check
must be made to determine the quality of the
produced items.
6th Level
Abjuration 4th level spell or spell-like abilities cannot Each individual effect can be removed with
Antimagic Field(PH p200) enter the sphere, though those already in Dispel Magic.
<Abj, VSM(iron powder)/DF, 1StdAct, 10min/lvl(D), effect are merely Suppressed while in the The entire Guards and Wards can be removed
no save> area. Area of effect spells do not effect with Mordenkainen’s Disjunction.
– Almost all magical effects, spells, spell-like anything within the sphere either, though the Repulsion(PH p271)
abilities, supernatural abilities, and magic rest of the area of effect is targeted normally. <Abj, VS/AF(2 small iron bars with dog statuettes on
items are suppressed (but not dispelled) Spells can be cast out of the sphere or through the ends)/DF, 1StdAct, 1rnd/lvl(D), WillNeg, SR
within 10’ radius Emanation of the caster. the sphere without penalty. Once in effect, applies>
Summoned, conjured, & incorporeal anyone (including the caster) can leave and – Creatures cannot approach the caster within an
creatures ‘wink out’ until the antimagic field reenter the sphere. invisible circle of up to 10’ radius per level
stops overlapping with their last location, at This spell can be Dispelled by a targeted Dispel Emanation. The circle moves with the caster,
which point they return. Time spent Magic, but not an area Dispel Magic. but cannot push creatures back. The caster
suppressed counts against duration. The field Guards and Wards(PH p237) can still be attacked with spells & ranged
is invisible & moves with the caster. <Abj, VSM(incense, rope, umber hulk blood, oil, weapons.
Magical creatures, such as Elementals & brimstone)F(silver rod), 30Minutes, 2hrs/lvl> Sign of Sealing, Greater(CArc p122)
Golems, can enter the field & even fight, but – Up to 200 square feet per level (up to a height <Abj, VSM(500gp emerald), 10Minutes, Close-range,
of 20’) of contiguous rooms, halls, etc., are Permanent>
they cannot use their supernatural & spell-
protected from intrusion with the following – One door, check, portal, or open passage
like abilities
effects: (forming a magical barrier) of up to 30 square
Some spells, such as Wall of Force & Prismatic
a) All corridors are filled with a Cloud of fog. feet per level is marked with a visible magical
Sphere are specifically immune to this spell.
b) All doors are magically locked (though the sign that prevents it from being opened or
Dispel Magic, Greater(PH p223)(PH3.5e)+ passed through.
<Abj, VS, 1StdAct, Medium-range, no SR> caster can open them freely). A Knock
spell suppresses the lock for 10 minutes. The warded object receives the follow
– Cancels magical spells and effects on a
+10 DC to force the door open. advantages:
successful Dispel Check (max +20). This
c) All staircases are filled with sticky webs. a) +10 DC on break checks;
spell can be used in one of three ways:
Any creature entering it must make a b) +10 Hardness;
a) Counterspell – Acts like a standard
Reflex save or become Entangled & can’t c) +5 hp per level;
counterspell except it works against any
move. To break free from the webs, make d) treated as a magic item for purposes of
spell, but a Dispel Check must be made.
a Strength check vs. DC 20 or an Escape saving throws, to which it receives a +4
b) Targeted Dispel – Each ongoing spell
Artist check vs. DC 25. For a non- Resistance bonus.
effect on one target gets a separate Dispel
entangled person to move through the This warded object can be opened with the
Check. If successful, the spell effect is
webs, make a Strength or Escape Artist following methods:
ended (except for those caused by magic
check as a Full-Round action. The target a) the caster can open the object at will;
items, which are only suppressed for 1d4
can move 5’ per 5 points the check b) breaking;
rounds).
exceeds 10. The webs provide ¼ cover c) Dispel Magic can break the ward. DC is
c) Area Dispel – Each target in a 20’ radius
per 5’, up to 100% at 20’. An open flame 15 + caser level;
Burst gets a Dispel Check against each
can burn away a 5’ cube per round, though e) counts as a Magical Trap that can be
spell in turn (highest caster level spell
any creature in that area takes 2d4 fire disarmed with a Disable Device check vs.
checked first) until one is dispelled or all
damage. The webs “grow back” in 10 DC 31.
checks fail. Items are not effected.
minutes. If the warded object is magically or mundanely
A caster does not need to make a Dispel Check
d) At each intersection, a Mind-Affecting forced open, everything within a 40’ Burst
to end a spell he/she cast.
Enchantment results in a 50% chance that takes 1d6 damage per level (max 20d4)
Ensnarement(DR336 p78) damage (Ref½, no SR).
<Abj, VSM(1,000gp onyx), 10 Minutes, Touch, intruders go the opposite direction from
Instantaneous> which they intended. No save, but SR Starmantle(BoED p108)
– When cast upon a Calling Diagram, the applies. <Abj, VSM(20gp pixie dust), 1StdAct, Touch,
1min/lvl(D)>
following benefits apply for the duration of e) Up to one door per level has an illusion
over it to make it appear to be a wall. – The touched living creature is surrounded the
the Magic Circle:
f) One of the following: a cascade of tiny stars that fall from the
a) Target creature within the Calling Diagram
1) Four floating, glowing spheres that give subject’s shoulders to the ground. This effect
cannot leave it or travel extradimensionally.
off 30’ of light. The spheres move in a gives off light as a torch & has the following:
This includes spells & spell-like abilities
simple pattern designed by the caster. a) Non-magical weapons (including
such as Astral Projection, Blink,
4 corridors. projectiles) at destroyed & cause no dmg;
Etherealness, Gate, Maze, Shadow Walk,
2) A 25 word message that is triggered by b) Magical weapons & projectiles do half
Teleport, etc. It does not extend the
a condition that must occur in line-of- damage if the subject can make a Reflex
duration of Summoning spells (i.e., the
sight. save vs. DC 15.
caster does not need to cast Dimensional
Anchor); 2 locations. Conjuration
b) When making the opposed Charisma 3) Noxious Cloud, where everyone must Acid Fog(PH p196)
check as part of a Planar Binding spell, make a Fortitude save each round or be <Conj(creat)[acid], VSM(peas, powdered hoof)/DF,
the caster may use his/her Intelligence Nauseated, which remains until the 1StdAct, Medium-range, 1rnd/lvl, no save, no SR>
modifier instead of his/her Charisma target has been out of the cloud for – 20’ radius spread by 20’ high Cloud deals 2d6
modifier; and 1d4+1 rounds. Acid damage per round. Movement in the
c) the caster receives a +4 bonus on Caster 2 locations. cloud is slowed to 5’. Melee attacks &
checks to overcome Spell Resistance of 4) A powerful blast of air 10’ wide by 10’ damage have a –2 penalty & ranged attacks
the creature trapped in the Calling Diagram. high by Medium-range long. are not possible. Anyone falling into the
1 corridor. cloud is slowed down by 1d6 dmg per 10’.
Gate Seal(FR p70)
<Abj, VSM(50gp silver), FIX!!!, Close-range, 5) A 5’ squares that mentally gives each The cloud can be dispersed by Severe Wind in
Permanent> creature that passes through it a 1 or 2 1 round.
– The targeted Gate or Portal cannot no longer sentences of reasonable sounding
be used unless this spell is dispelled. instructions (WillNeg). The
Globe of Invulnerability(PH p236) instructions may contain a trigger to
<Abj, VSM(glass bead), 1StdAct, 1rnd/lvl(D), no SR> activate them or may activate
– An immobile, slightly shimmering 10’ radius immediately.
sphere appears around the caster. Any 0th – 1 location.
Fire Spiders(MoF p94) Summon Monster VI(PH p287) Legend Lore(PH p246)
<Conj(sum)[fire], VSM(500gp ruby dust), 1StdAct, <Conj(sum)[variable alignment/element], VSF(bag, <Div, VSM(250gp incense)F(200gp ivory strips),
Close-range, 1rnd/lvl> candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> Personal>
– Summon 240 Fine-sized Fire Elementals who – Summons one or more creatures to fight the – By only meditating, sleeping, & eating for the
initially fill a 20’ radius spread. The caster’s enemies. The creatures can attack on listed casting time, the caster “remember”
Elementals maintain a density of 6 “spiders” the caster’s initiative starting their first round. legends about a target creatures, place, or
per hex (redistricting as needed if some are Table # object:
killed). Each Elemental has 1hp, has AC 18, Summon Monster VI 1 Connection to Target Casting Time
& a move/climb speed of 10’. Anything Summon Monster V 1d3 Touching 1d4x10 minutes
sharing a hex with the Elementals takes 1hp Summon Monster IV (or lower) 1d4+1 Detailed Information 1d10 days
of fire damage per “spider” in that hex Tunnel Swallow(Und p62) Rumors Only 2d6 weeks
(Ref½). The Elementals can be killed <Conj(creat)[earth], VSM(chewed meat or vegetation), Probe Thoughts(CDiv p176) (CDivErrata)+
normally, plus non-flammable liquid does 1StdAct, Medium-range, Instantaneous, no SR> <Div[mind], VS, 1Minute, Close-range, Concentration,
2d4 damage + a splash damage of 1hp in each – A section of tunnel up to 50’ long and no more WillNeg, SR applies>
neighboring hex. than 20’ in diameter squeezes closed at a – The caster may telepathically look into one
Planar Binding(PH p261) designated end and the closed section moves living target’s memories for answers. The
<Conj(call)[variable alignment/element], VS, 10Min, along to the other end of the effected tunnel, answer to one question per round can be
Close-range, WillNeg> like a throat swallowing. The tunnel takes no acquired from the target’s memories. Since
– Calls & traps up to three Outsiders or damage and returns to normal after the spell. the communication is telepathic, the caster &
Elementals of the same type with a total of All creatures and objects in the effected section target do not need to share a language.
12HD until they performs a task. Before of tunnel take 1d6 damage per lvl (max 15d6) The target knows it is being mentally probed
casting this spell, the caster must prepare a (Ref½) and are moved to the part of the and may try to disrupt the concentration of
‘holding area’ within range with either an tunnel section that was the end of the the caster or attempt to leave the spell’s range
inward-focused Magic Circle or a Calling ‘swallow’ (Reflex save to only move half of If the target is sleeping, it gets a Will save each
Diagram. the distance from a target’s starting location round to wake.
Steps in a binding: to the end of the section). True Seeing(PH p296)
1) Target gets a Will save (but no SR) to This spell effects worked and natural tunnels, <Div, VSM(250gp ointment), 1StdAct, Touch, 1min/lvl>
avoid being Called into the ‘holding area’. corridors in above-ground buildings, etc. – Within 120 unobstructed feet, the subject can
2) Target can try to escape from the ‘holding Wall of Iron(PH p299) see through normal & magical darkness, see
area’ with a Spell Resistance check, <Conj(creat), VSM(iron, 50gp gold), 1StdAct, magically hidden secret doors, not effected
dimensional travel (which can be blocked Medium-range, Instantaneous, no SR> by Blur & Displacement, not effected by
with Dimensional Anchor), or a Charisma – Creates a wall of iron that is one 5’ square per Invisibility, sees through illusions, know the
check vs. DC (15 + ½ Caster level + level & 1” thick per 4 levels. The area can be true form of polymorphed creatures &
Caster’s Charisma modifier). Success doubled by halving the thickness. The iron objects, and view the Ethereal Plane.
means it can flee or attack. has a Hardness 10 & each 5’ square has 30 hit This spell cannot be used in conjunction with
3) Caster requests a service & offers a points per inch of thickness. scrying magics, such as Clairaudience /
reward. The difficulty of the 1st & the The wall must be vertical & can merge into Clairvoyance.
generosity of the 2nd results in a bonus of adjoining non-living surfaces. If not Enchantment
0 - +6. The Caster & the Target then make supported, the wall will fall over in a random
Geas/Quest(PH p234)
an opposed Charisma check, with success direction unless pushed (Strength check vs. <Ench(comp)[mind][language], V, 10Minutes, Close-
meaning the Target accepted the Caster’s DC 40). Anything of up to Large-size caught range, until discharged(D), no save, SR applies>
offer. If the Caster rolls a ‘1’, then the under the wall takes 10d6 damage (Reflex – One subject obeys the caster’s command “to
Target escapes immediately. save to negate). the letter”, though self-destructive orders
Steps 2) & 3) are repeated every day until a) the Divination break the spell.
Target accepts; b) the Target escapes; or c) Analyze Dweomer(PH p197) Open-ended commands, such as “Guard this
the Target is dismissed with a separate spell. <Div, VSF(tiny lens made from ruby/sapphire and gold Door”, last for 1 day per Caster level.
If the Target accepts, it will follow the wording worth 1,500gp), 1StdAct, Close-range, 1rnd/lvl(D), Specific tasks must be completed for the spell
of the task & then report back when it is no SR> to be discharged.
done. Open-ended tasks (i.e., “guard this – Each round as a Free Action, the caster may If the subject is prevented from carrying out the
door”) last up to 1 day per Caster level. learn the magical properties of one object or instructions, he/she suffers 3d6 damage each
If more than one target was called, each one the spells on one person. An attended object day (no save) & is Sickened (FortNeg). The
gets a separate saving throw, a separate Spell is allowed a Will save to resist, in which case effects end after a full day of obeying the
Resistance check to escape, and needs a it is immune to this spell for 24 hours. instructions.
separate Charisma check to convince it. Target Person: All active spells on the target, This spell is not effected by Dispel Magic or
Spore Cloak(RoF p191) including the effect & its Caster level. Break Enchantment, though it can be ended
<Conj(create), VS, 1StdAct, Personal, 1min/lvl> Target Object: How the magic item by Limited Wish, Miracle, or Wish. Remove
– The caster is surrounded by a cloud of Yellow functions, how to activate it, & the number Curse only works if its Caster level is two
Mold spores. of remaining charges. If it has active higher than this spell’s Caster level.
a) Gain Concealment. spells on it, the caster knows their effects Heroism, Greater(PH p240)
b) Anyone who enters the caster’s hex (due to & Caster levels. <Ench(comp)[mind], VS, 1StdAct, Touch, 1min/lvl>
a Grapple attack, an Overrun attack, etc.) Eye of Stone(RoS p162) – The touched creature gains a +4 Morale bonus
is affected by 1d6 Con / 2d6 Con Poison. <Div(scry), VS, 10Min, 1rnd/lvl(D)> on attacks, saves, & skill checks, immunity to
Direct sunlight ends this effect. – The caster creates a Magical Sensor under fear effects, and 1 per level (max +20)
c) The caster is immune to the spore attacks his/her control. By concentrating, the caster Temporary HP.
of Yellow Mold, Brown Mold, & the can see through the ‘eye’ with his/her normal
rotting touch of Violet Fungus. Direct vision (including any spells currently in
sunlight ends this effect. effect) & control its movement. The eye can
If the caster fails a saving throw against a ‘fire’ move up to 30’ per round, but slowing to
spell or effect, this spell ends. 10’/round is needed to fully look at the
surrounding walls & ceiling. The eye can
move through solid stone and is not subject to
damage, though it can be dispelled.
Prismatic Eye(PGF p109) Permanent Image(PH p260) If the shadowy grappler successfully grapples,
<Evoc, VSF(abalone shell), 1StdAct, Medium-range, <Ill(figment), VSF(fleece, sand), 1StdAct, Long-range, it attempts to pin. If it pins, then it will
1rnd/lvl, SR applies> Permanent(D), WillDisbelief, no SR> prevent the target from speaking.
– Creates a visible 6” orb which can make ray – Creates an illusion that has visuals, sound, The shadowy grappler remains in the same hex
attacks starting the round it was created. The smell, & heat of objects, creatures, etc., as the as the target, even if he/she moves.
orb has +6 attack bonus on its ranged touch caster visualizes them. The image can move Solipsism(DR324 p72)
attacks, 50’ range, AC 18, 9hp, & its caster’s within an area of a 20’ cube + 1 10’ cube per <Ill(phantasm)[mind], V, 1StdAct, Medium-range,
saves. The caster can have the eye move the level that are contiguous. 1rnd/lvl(D), WillNeg, SR applies>
caster’s own movement as a Movement The caster can move the image with – The target thinks that everything around it is
Equivalent action within spell range. The ray concentration, but otherwise it is static. not real. It becomes Helpless and will take
effect is chosen randomly each time & each Programmed Image(PH p265) no actions.
can only be used once. Save DC is 19. <Ill(figment), VSM(fleece, 50gp jade dust), 1StdAct, Veil(PH p298)
a) 20 hp of Fire damage (Ref½) Long-range, Permanent until triggered then 1rnd/lvl, <Ill(glamer), VS, 1StdAct, Long-range, Concentration
b) 40 hp of Acid damage (Ref½) WillDisbelief, no SR> + 1hr/lvl(D), WillDisbelief>
c) 80 hp of Electrical damage (Ref½) – Creates an illusion that has visuals, sound, – The caster may change the appearance of
d) Death from poison (Fort save for smell, & heat of objects, creatures, etc., as the every creature in a 30’ area. The new
1d6 Constitution damage) caster visualizes them. The image can move appearances can be any combination of
e) Turned to Stone (FortNeg) within an area of a 20’ cube + 1 10’ cube per creatures, though a Disguise check (at +10) is
f) Insanity spell-effect (WillNeg) level that are contiguous. needed to make the subjects look believable.
g) Sent to another plane (WillNeg) The illusion is triggered by a caster-defined Unwilling subjects are allowed a Will save to
Sand Spiral(DR331 p72) audible, tactile, olfactory, or visual event. resist being changed & SR applies.
<Evoc, VSM(sand), 1StdAct, Instantaneous, no SR> Once triggered, the illusion follows the Necromancy
– All creatures in a 60’ Cone-shaped Burst caster’s script.
Arrow of Bone(CArc p97)
receive the following: Project Image(PH p265) <Necro[death], VSM(50gp powered gems, bone,
a) 1d6 damage per level (max 15d6) (Ref½); <Ill(shadow), VSM(5gp doll of the caster), 1StdAct, blood), 10Minutes, Touch, until discharged up to
b) –2 penalty on All Actions for 1 minute Medium-range, 1rnd/lvl(D), WillDisbelief, no SR> 8hrs, Fort½, SR applies>
(FortNeg). – An insubstantial, but otherwise real double of – The touched missile or thrown weapon
Creatures immune to critical hits take half the caster is created. The caster must (typically an arrow, bolt, javelin, or spear)
damage (save for no damage) and are maintain line-of-sight with the double or the gains a +4 Enhancement bonus to attack and
immune to the penalty. spell ends. damage. If it hits, the target Dies (Fort save
As a Free Action, the caster can choose to see for 3d6+1/lvl damage (max 3d6+15)).
Shadow Canopy(LoD p188)(RoF p190)
<Evoc[darkness], VSM(coal dust, eye of a diurnal
through the double’s eyes & hear through its The spell is discharged after one attack,
creature), Medium-range, 1hr/lvl> ears. whether it hits or not.
– Create a dome of darkness that is 25’ tall & As a Move Action, the caster can take direct Circle of Death(PH p209)
100’ + 50’/level in diameter. The dome is control of the double, otherwise it mimics the <Necro[death], VSM(500gp black pearl), 1StdAct,
opaque (even to darkvision) from the outside. caster. Medium-range, FortNeg, SR applies>
Creatures inside without darkvision can only Spells can be cast through the double, but – Kills 1d4 HD per level (max 20d4) of living
see 5’ in the deep shadows. Daylight otherwise act normally. creatures in a 40’ radius Burst. The lowest
sensitive creatures, including Vampires, are Reflective Disguise, Mass(Und p61) HD creatures in the area are effected first &
safe from sunlight under this spell. <Ill(glamer), VS, 1StdAct, Close-range, 12hours(D)> creatures with 9 or more HD are immune.
Counters & dispels any light spell of an equal or – One person per two levels is affected by a Contagion, Mass(RoF p190)
lower level. glamer which makes creatures looking at <Necro, VS, 1StdAct, Close-range, FortNeg>
This spell is countered or dispelled by light them think they are the same race. An – Infects one or more targets within a 30’ area
spells of a higher level. unwilling subject is allowed a Will save and with chosen disease which takes effect
SR applies. without an incubation period.
Illusion
An intelligent creature that see the subject think Disease choices are Blinding Sickness, Cackle
Illusory Pit(CArc p112) he/she is the same race and gender as itself.
<Ill(figment), VS, 1StdAct, Medium-range,
Fever, Filth Fever, Mind Fire, Red Ache, The
Concentration + 1rnd/lvl, Will½, SR applies> This only works if the viewer is within one Shakes, or Slimy Doom.
– Creates a seemingly bottomless chasm of up size category of the subject. Create Undead(PH p215)
to a 10’ cube per level. Any creature entering This spell is only a visual illusion. It does not <Necro[evil], VSM(black onyx worth 50gp/HD, grave
the area (or having it appear beneath them) provide sounds, smells, mannerisms, etc. dirt, brackish water), 1Hour, Close-range>
gets a Will save: A viewer who interacts with the caster or a – Transforms a dead body into an Undead. Note
Success) Stunned for 1 round. creature with the scent ability is allowed a that the Undead is not automatically under
Failure) Fall Prone and claw at the floor. Will save to disbelieve (SR applies). the creator’s control.
If attacked or when the spell ends, the Shadow Walk(PH p277) Undead Min Lvl Undead Min Lvl
target is freed from the illusion, but is <Ill(shadow), VS, 1StdAct, Touch, 1hr/lvl(D)> Ghoul 11 Mummy 15
Stunned for 1 round. – The caster and up to 1 touched subject per Ghast 12 Mohrg 18
A creature flying over the pit is also Stunned level travel into the Plane of Shadows This spell must be cast at night.
for 1 round (WillNeg). (unwilling subjects receive a Will save to Eyebite(PH p228)
negate). Travel can be in two different ways: <Necro[evil], VS, 1StdAct, Close-range, Personal,
Mislead(PH p255) 1rnd/3lvls, FortNeg, SR applies>
<Ill(figment)(glamer), S, 1StdAct, Close-range, a) Movement in the Plane of Shadows is
faster than in the Material Plane, so the – The caster gains the ability to target a single
Concentration + 3rnds, no SR>
– Simultaneously, the caster becomes Invisible party can effectively travel 50 miles/hour. living creature once per round as a Move
and an illusionary copy (sight, sound, smell, When the desired destination is reached, Action. The effect is determined by the
& touch) of the caster appears within range the party returns to the Material Plane. target’s HD:
(with the option of it appearing supper- b) The party can travel to a plane of existence 10+ HD: Sickened for 10min/lvl
imposed on the caster). The illusionary copy that borders the Plane of Shadows. This 5 – 9 HD: Panicked for 1d4 rounds & then
will then do whatever it was programmed to takes 1d4 hours. Shaken for 10min/lvl & above.
do at cast time, with no requirement that it Shadowy Grappler(DR324 p72) up to 4HD:Comatose for 10min/lvl & above.
stays in range. A Will save is required to <Ill(shadow)[mind], VSM(dry squid tentacle), 1StdAct,
realize the copy isn’t the original. Medium-range, 1rnd/lvl(D), Will½, SR applies>
The caster stays Invisible even if he/she attacks, – An effect made from shadow attempts to
up to 1rnd/lvl(D). Grapple the target. Its grapple bonus is 10 +
Caster level + Primary Stat. If the target
made its Will save, this total is halved.
Symbol of Fear(PH p290) Burrow, Mass(Und p56) Energy Transformation Field(MoF p92)
<Necro[fear][mind], VSM(1,000gp diamond & opal <Trans, VS/AF(claw from burrowing creature)/DF, <Trans, VSM(3 drops of caster’s blood, eye from a
powder, mercury, phosphorus), 10Minutes, Touch, 1StdAct, Close-range, 1min/lvl(D)> humanoid, 5,000gp of diamond)X(250),
until triggered then 10min/lvl, WillNeg, SR – One subject per level within a 30’ area gains 4FullRounds, Close-range, Permanent>
applies> claws that do 1d6 damage and are treated as – Creates a permanent 40’ radius area that
– Creates a magical trap by drawing a symbol. an armed attack. absorbs spells to power its own linked spell.
When triggered (see below), the symbol Each subject gains a Burrow speed of 10’ For each spell or magic items that is targeted
glows & creatures within a 60’ radius through earth, sand, clay, & gravel , but not into or used within the area of effect, the
Emanation are Panicked for 1rnd/lvl, up to solid stone. magic is negated & transformation field gains
150hp total (calculate starting from the Cat’s Grace, Mass(PH p208) 1 “charge” per negated spell level. Once the
closest to the symbol & skipping any with too <Trans, VSM(cat hair), 1StdAct, Close-range, transformation field a number of charges
many hp). If the symbol does not effect 1min/lvl> equal to or greater than the spell level of the
150hp worth of creatures when triggered, it – One subject per level in a 30’ area gains a linked spell, it consumes the appropriate
remains active until it effects the remaining +4 Enhancement bonus to Dexterity. number of charges & activates the linked
hp of creatures, up to 10min/lvl. Cloak of the Sea(CAdv p144) spell (if a target is required, the closest living
Any creature who saves is safe until it leaves <Trans, VS/DF, 1StdAct, Touch, 1hr/lvl(D)> creature to the field is the target). Any extra
the 60’ radius. Reentering requires a new – The touched subject takes one a watery charges wrap around for the next use, though
save. appearance. for each unused day, one charge disperses.
The symbol must be in plain sight and is While underwater, the subject is under the This spell can only be negated by Limited Wish,
triggered by one or more of following actions effect of Blur, Freedom of Movement, Water Wish, Mordenkainen’s Disjunction, or Miracle.
is performed within 60’ (chosen at cast time): Breathing, is immune to subdual damage due This spell is suppressed by Antimagic Field.
a) target looks at the symbol; to water pressure or hypothermia. Extract Water Elemental(DR314 p46)
b) target reads the symbol; Leaving water suppresses the effects (except for <Trans[water], VS, 1StdAct, Short-range, Instantaneous,
c) target touches the symbol (including Water Breathing), though the return when the Fort½, SR applies>
covering it); subject is submerged again. – The targeted living creature has the water
d) target passes over the symbol; Control Water(PH p214) pulled from his/her body, causing 1d6
e) target passes through the portal marked <Trans[water], VSM(dust (to lower) -or- water (to damage per level (max 20d6) (Fort½).
with the symbol; raise))/DF, 1StdAct, Long-range, 10min/lvl(D)> If the target is slain, a Water Elemental of the
f) custom triggering condition based on – Effects 10’/lvl x 10’/lvl x 2’/lvl (shapeable) of same size category as the target is formed.
target’s name, alignment, a visual quality, water by either: The Elemental is free willed and has no
or a visual action. a) lowering the water by 2’/lvl (min of 1”). obligation towards the caster.
The caster may include a password, which In large / deep bodies of water, this forms Creatures with the [fire] or [water] subtype
allows the creature saying the password to a whirlpool. This effect will Slow water- cannot be targeted by this spell.
not trigger the symbol. based creatures / elementals (WillNeg); or, Fiendform(PGF p102) (CArc p106)
The caster may attune multiple creatures to the b) raising the water by 2’/lvl. Boats will slide <Trans[evil], VM(bone from a fiendish creature, devil,
symbol at cast time (the caster is always off the “hump” of the water. demon, etc.), 1StdAct, Personal, 1min/lvl>
considered attuned). Attuned creatures Curse of Spilt Water(DR334 p74) – Take the form of an Evil Outsider which could
cannot trigger the symbol & are not effected <Trans[water], VSM(rag doll, sea water), 1StdAct, be summoned by the spell Summon Monster I
by it when triggered. Attuning up to 10 Close-range, Instantaneous, FortNeg, SR applies> up to Summon Monster IV. Spells that effect
people takes an extra hour of cast time, – The target and any equipment he/she is Outsiders now effect the caster. If targeted
attuning up to 25 takes 24 hours, etc. wearing are changed into an identical volume with the spell Banish, this spell ends and you
The specific symbol can be identified with of water. If an open container is within 5’ of are Staggered for 1rnd/lvl, but not send
Read Magic and a Spellcraft check vs. DC the target, the caster may have the water fall him/her to another plane.
19, though this may trigger it. into it. The caster gets the following from the new
This spell can be Dispelled by a targeted Dispel Break Enchantment restores the target if cast form:
Magic. It is immune to Erase. before the water evaporate or mixes with a a) Strength, Dexterity, & Constitution;
Undeath to Death(PH p297) larger body of water. b) natural armor & weapons; and
<Necro[death], VSM(500gp of diamond power)/DF, Dhulark’s Glasstrike(MoF p89)(MoFe)+ c) natural movement, like swimming &
1StdAct, Medium-range, WillNeg, SR applies> <Trans, VSF(glass from a mirror), 1StdAct, Close- flying.
– Destroys 1d4 HD per level (max 20d4) of range, 1hr/lvl, FortNeg> d) extraordinary, spell-like, or supernatural
Undead in a 40’ radius Burst. The lowest HD – This spell either abilities.
creatures in the area are effected first & a) Transforms a creature into glass for the The caster keeps the following from its original
creatures with 9 or more HD are immune. spell’s duration. Any magic items carried form:
Transmutation by the target are left unchanged. When a) Intelligence, Wisdom, & Charisma;
restored, any damage the glass took is b) hit points (ignore new Constitution score);
Bear’s Endurance, Mass(PH p203)
<Trans, VS/DF, 1StdAct, Close-range, 1min/lvl>
applied to the target. –or– c) level, class, & alignment;
– One subject per level in a 30’ area gains a b) Transforms 4 cubic feet of material into d) base attack bonus & base save bonuses
+4 Enhancement bonus to Constitution. glass for the spell’s duration. The target (though these can be modified by the new
can be a section of a larger object. form’s Str, Dex, & Con); and
Brilliant Blade(CArc p100)
<Trans, V, 1StdAct, Close-range, 1min/lvl> Disintegrate(PH p222) (PH p272)+ e) extraordinary abilities, spells, & spell-like
– One melee, one thrown, or 50 grouped pieces <Trans[ray], VSM(loadstone, dust)/DF, 1StdAct, abilities (but not supernatural abilities).
Medium-range, Instantaneous, Fort½, SR applies> In addition:
of ammunition gain the Brilliant Energy
– The ray dissolved one creature or a single a) the new form can cast spells if it is
weapon enhancement:
object of up to a 10’ cube to dust unless the physically capable (i.e., mouth for verbal
a) gives off 20’ radius of light;
target makes its Fortitude save, in which case components, hands for somatic, etc.);
b) ignores nonliving matter (ignore an
it takes 5d6 damage (if this damage brings the b) the caster’s equipment is transformed into
opponent’s Armor bonus to AC).
target to 0hp, it is disintegrated anyway). analogous equipment for the new form if
c) cannot harm Undead, Construct, or objects
If collected, the resulting dust is enough to be humanoid shaped, otherwise it is absorbed
Bull’s Strength, Mass(PH p207) used with Resurrection.
<Trans, VSM(bull hair)/DF, 1StdAct, Close-range, into the body & suppressed;
1min/lvl> Eagle’s Splendor, Mass(PH p225) c) +10 bonus to Disguise checks;
– One subject per level in a 30’ area gains a <Trans, VSM(eagle feather/dung)/DF, 1StdAct, Close- d) gain 1 day’s natural healing; and
range, 1min/lvl>
+4 Enhancement bonus to Strength. e) if slain, return to original form.
– One subject per level in a 30’ area gains a +4
Enhancement bonus to Charisma.
Flesh to Stone(PH p232) Stone Body(PGF p113) Subvert Planar Essence(CDiv p183)
<Trans, VSM(lime, water, earth), 1StdAct, Medium- <Trans, VSM(stone from a stone golem, a greater earth <Trans, VSM(100gp adamantine statuette)/DF,
range, Instantaneous, FortNeg, SR applies> elemental, or a castle’s outer wall)/DF, 1StdAct, 1StdAct, Medium-range, 1rnd/lvl, FortNeg, SR
– Target creature composed of flesh & its gear Personal, 1min/lvl(D)> applies>
are turned into stone. – The caster’s body becomes living stone, which – An Outsider within this spell’s immobile 20’
Fox’s Cunning, Mass(PH p233) has the following benefits & penalties: radius Emanation have its Damage Reduction
<Trans, VSM(fox hair)/DF, 1StdAct, Close-range, a) Damage Reduction 10 / adamantine; and Spell Resistance reduced by 10 points if
1min/lvl> b) Immune to Blindness, Criticals, Ability its fails its initial Spell Resistance check and
– One subject per level in a 30’ area gains a +4 Score Damage, Deafness, Disease, saving throw.
Enhancement bonus to Intelligence. Drowning, Electricity, Poison, & A creature that resists the spell in either way
Hardening(MoF p99)(D&D p216)(Eb p112) Stunning; can enter and exit its area of effect freely,
<Trans, VS, 1StdAct, Touch, Permanent> c) Immune to any effects that modify a while one that fails both checks is effected
– Touched object’s Hardness is increased by 1 target’s physiology or respiration. Since again every time it enters the area of effect
per 2 levels. the caster cannot breath or drink, he/she within a single occurrence of the spell.
A metal or mineral object can have a volume up cannot play woodwind instruments or Tenser’s Transformation(PH p298)
to 1 cubic foot per level. An object of drink potions; <Trans, VSM(Potion of Bull’s Strength), 1StdAct,
another material can be up to 10 cubic feet d) ½ damage from Acid & Fire; Personal, 1rnd/lvl>
per level. e) +4 Enhancement bonus to Strength; – The caster becomes a fighting machine,
Mineralize Warrior(Und p59) f) –4 penalty to Dexterity (min Dex 1) ; gaining the following:
<Trans[earth], VSM(500gp per HD of gems)X(250 per g) ½ movement; a) +4 Enhancement bonus to Strength;
HD), 1Hour, Touch, Touch, Instantaneous> h) –8 Armor Check penalty; b) +4 Enhancement bonus to Dexterity;
– The touched willing Humanoid is infused with i) 50% Arcane spell failure; c) +4 Enhancement bonus to Constitution;
minerals, gaining the Mineral Warrior j) 3x normal weight & cannot swim; d) +4 Natural Armor bonus to AC;
Template (Und p96). The subject may not have k) Fists to 1d6 normal damage (1d4 if Small); e) +5 Competence bonus to Fortitude saves;
more HD than the Caster level. l) If targeted with Transmute Rock to Mud, f) Proficiency in all Simple & Martial
The subject is under a compulsion to serve the the caster is Slow’d fro 2d6 rnds (no save). weapons; and
caster for 1 year plus 1 day after the spell is m)If targeted with Stone to Flesh, the caster g) the caster’s Base Attack Bonus becomes
completed, though any given caster may not loses the spell’s Damage Reduction for equivalent to the Caster level.
have more than 2*HD Mineral Warriors one round. For the duration, the caster cannot cast spells or
serving him/her at one time. Stone Metamorphosis(Und p61)(Und p103)+ use spell-completion magic items.
Mordenkainen’s Lucubration(PH p256) <Trans[earth], VSM(grain of talc, chip of obsidian), Translocation Trick(MoF p128)(MoFe)+
<Trans, VS, 1StdAct, Personal> 1StdAct, Touch, Instantaneous> <Trans[teleport], V, 1StdAct, Medium-range,
th
– Restores a Prepared spell of 5 level or less – 10 cubic feet + 1 cubic foot per level of 10min/lvl, WillNeg>
that was cast during the previous 24 hours. touched stone is permanently changed into – The caster and the target swap locations (as
Once restored, the spell can be cast as if another type of stone. Typically this means per Dimension Door) and appearances (as per
prepared in the normal fashion. changing the stone’s Hardness anywhere Alter Self).
Move Earth(PH p257) from 6 to 9 (see Underdark page 103 for Universal
<Trans[earth], VSM(dirt, iron blade), 10Minutes per examples). Imbue Familiar with Spell Ability(CArc p112)
150’square, Long-range> This spell cannot create gems and does not <Univ, VS, 1StdAct, Touch, until discharged(D)>
– For each 10 minutes of cast time, 150’ square change the value of stone objects. – The caster transfers his/her ability to cast one
(up to 10’ deep) of dirt, sand, etc., if moved, Stone to Flesh(PH p285) spell per 3 caster level into his/her familiar.
up to a maximum of 750’ x 750’ (which <Trans, VSM(earth, blood), 1StdAct, Medium-range, The maximum spell level is 1/3rd Caster level
would have a casting time of 4hrs 10min). Instantaneous> (max 5th).
The movement is smooth, so buildings, trees, – Instantly transforms stone into flesh. Until the familiar casts the imbued spell(s), the
etc. are not toppled by this spell, though they a) Restores a petrified creature of any size to caster does not regain the spell slot
may be raised or lowered. This spell cannot its original state, though a Fortitude save corresponding to this spell –and– the
be used to tunnel. vs. DC 15 is needed to survive; or transferred spells.
Owl’s Wisdom, Mass(PH p259) b) A volume of stone up to 3’ is diameter &
<Trans, VSM(owl feather)/DF, 1StdAct, Touch, up to 10’ long can be turned to “flesh”.
1min/lvl>
– One subject per level in a 30’ area gains a +4
Enhancement bonus to Wisdom.
7th Level
Abjuration Spell Turning(PH p282)(PH3.5e)+ Phase Door(PH p261)
Antimagic Aura(MoF p77) <Abj, VSM(small silver mirror)/DF, 1StdAct, Personal, <Conj(creat), V, 1StdAct, Touch, 1use/2lvls>
<Abj, VSM(iron powder)/DF, 1StdAct, Touch, 1rnd/lvl, until expended up to 10min/lvl> – Creates an ethereal passage 5’ wide by 8’ high
WillNeg> – Reflects ranged targeted spells (i.e., not area- with a depth of 10’ + 5’ per 3 levels through
– Almost all magical effects, spells, spell-like of-effect spells or touch attacks) back at their wood, plaster, or stone. The passage is
abilities, supernatural abilities, and magic caster. 1d4+6 spell levels are reflect in total. invisible and only usable by the caster and
items are suppressed (but not dispelled) on the If a spell is partially reflected (i.e., not enough anyone else who can trigger it (set at creation
touched target. The target is immune to spell levels remaining to totally reflect the time). The trigger must be based on
spells, etc. Time spent suppressed counts spell), the percentage of remaining ‘levels of observable qualities. Anyone using the
against duration. Note that the field is reflection’ to the spell’s level is the percentage passage can take one other creature through,
invisible & moves with the target. Some of the spell being reflected or the percentage but this counts as 2 uses.
spells, such as Wall of Force & Prismatic of spell damage that is reflected. Summon Monster VII(PH p287)
Sphere are specifically immune to this spell. For example, if a caster has 2 remaining levels <Conj(sum)[variable alignment/element], VSF(bag,
Banishment(PH p202) of reflection is targeted with an 8th level Polar candle)/DF, 1Round, Close-range, 1rnd/lvl(D)>
<Abj, VS/AF(object or substance hated by the target), Ray, the caster with Spell Turning will take – Summons one or more creatures to fight the
Close-range, WillNeg, SR applies> 75% of the damage while the caster of Polar caster’s enemies. The creatures can attack on
– Banishes up to 2 HD per level of Extraplanar Ray will take 25%. On the other hand, if the the caster’s initiative starting their first round.
creatures in a 30’ area away from the current caster with Spell Turning was targeted with an Table #
plane. Extra hated objects give a +1 on SR 8th level Maze, there would be a 75% chance Summon Monster VII 1
Checks and +2 to the spell’s DC. of him/her being effected & a 25% chance of Summon Monster VI 1d3
Energy Immunity(CArc p105) the caster of the Maze being effected. Summon Monster V (or lower) 1d4+1
<Abj, VS, 1StdAct, Touch, 24hrs> Conjuration Teleport, Greater(PH p292)
– The touched creature & his/her possessions Drawmij’s Instant Summons(PH p225) <Conj[teleport], V, 1StdAct, Touch>
becomes immune to one type of Energy <Conj(sum), VSM(1,000gp sapphire), 1StdAct, until – The caster (carrying Maximum load) & one
Damage. Non-damage effects, such as being discharged> willing Medium-size creature per three levels
Deafened by a sonic attack, still apply. – This spell allows a target object to be located (or the Creature Equivalent) are instantly
Ironguard, Greater(MoF p97) or summoned to the caster by breaking the transported anywhere in the current plane of
<Abj, VSM(tiny shield)F(100gp adamantine), 1StdAct, material component sapphire. The target existence. The destination must be pictured
Touch, 1rnd/lvl> object can weigh no more than 10 pounds by the caster. There is no chance of ending up
– Touched subject passes through all metal with –or- not be longer than 6’ and must have the in the wrong place, but if the caster’s
less than a +3 Enhancement bonus. caster’s Arcane Mark on it. When this spell is information is somehow false, the spell’s
Otiluke’s Greater Dispelling Screen(CArc p117) cast, the target object’s name is invisible subjects remain in the casting location.
<Abj, VSM(lead crystal), 1StdAct, Close-range, marked on the sapphire. Teleport Object(PH p293)
1min/lvl(D)> At any point in the future, the sapphire can be <Conj[teleport], V, 1StdAct, Touch>
– Creates an immobile wall of one 10’ square broken by the caster while he/she speaks a – One object (but not a creature or a magic
per level –or– sphere/hemisphere whose word of activation. At that point, one of two effect) of up to 50 pounds per level and 3
radius is up to 1’ per level. Any creature or things happens: cubic feet per level is instantly transported to
object passing through the screen is subject to a) If the target object is in the possession of a anywhere the caster pictures in the current
a Targeted Dispel – Each ongoing spell on the creature, the caster immediately knows the plane of existence.
target gets a separate Dispel Check (max +20). name and location of the possessor. How On Off Similar
If successful, the spell is terminated, except b) Otherwise, the target object is teleported Familiar Target Target Area Mishap
for unattended magic items, in which case the into the caster’s grasp, even if it was on Familiar 01-97 98-99 100 —
item is suppressed for 1d4 rounds. another plane of existence. Studied 01-94 95-97 98-99 100
Magical effects that are not affecting an object Mordenkainen’s Magnificent Mansion(PH p256) Visited 01-88 89-94 95-98 99-100
or creature are blocked by the screen. <Conj(creat), VSF(5gp small ivory portal, 5gp piece of Seen Once 01-76 77-88 89-96 97-100
Dispelled by Disintegrate. marble, 5hp tiny silver spoon), 1StdAct, Close-range, False Dest.(d20+80) — 81-92 93-100
Ruby Ray of Reversal(PGF p110) 2hrs/lvl(D)> Alternatively, the caster can send the object deep
<Abj, VSM(1,000gp ruby), 1StdAct, Medium-range, – Creates an extra-dimensional space of up to three into the Ethereal Plane. The object can then
Instantaneous> contiguous 10’ cubes per level. The space is only be brought back by casting a targeted
– Deals with one magical or mundane hazard as designed for many people to rest comfortably: Dispel Magic successfully on its point of
listed below: a) Contains fresh air & food for 12 people/lvl. departure (whose Magic Aura is Faint).
a) Trigger a trap of which you are aware; b) Has 2 Unseen Servants per lvl. Vipergout(PGF p117)
b) Open knots, doors, shackles, Arcane Lock, c) The floor plan is designated by the caster. <Conj(sum)[variable alignment], VSM(snakeskin),
etc. The entrance is 8’ tall by 4’ wide & can only be 1StdAct, Close-range, 1rnd/lvl>
c) Dispels Entangle, etc. entered by those designated by the caster. – The caster summons either Celestial or
d) Creates a 1’ radius hole in a Wall of Force, Once the caster enters the mansion, the Fiendish Medium-sized Vipers. The caster
Force Cage, etc. entrance becomes Invisible & sealed, though it can “spit” 3 snakes as a Standard Action or 1
e) A creature that has been petrified, may be reopened from the inside. snake as a Move Action, for a total of 1d4 + 3.
polymorphed, etc., is restored to its natural Plane Shift(PH p262) Once spat out, a snake moves to the desired
form; <Conj(teleport), VSF(plane-specific tuning fork), target and attacks. Until the full number of
f) Dispels Magic Jar if the focus is targeted; 1StdAct, Touch, Instantaneous, WillNeg, SR snakes are “spat out”, the caster cannot speak.
g) Destroys movement hampering substances, applies>
Divination
such as web, Web, slime, grease, etc., in a – Either 1 unwilling target –or– 8 willing targets
are sent to another plane of existence. Arcane Sight, Greater(PH p201)
20’ radius Spread. <Div, VS, 1StdAct, Personal, 1min/lvl(D)>
Sequester(PH p276) – The caster’s eyes glow blue & is to see magic
<Abj, VSM(basilisk eyelash, gum arabic, whitewash), auras within 120’, allowing his/her to know
1StdAct, Touch, 1day/lvl(D)>
the strength & school of all magic effects &
– Touched willing creature or object (up to 2’
items automatically. By spending a Standard
cube per level) becomes Invisible & immune
Action scrutinizing a target, the caster can
to divination magics. Living targets are
know if it has any spell casting or spell-like
placed in Suspended Animation for the spell’s
abilities, whether they are Arcane or Divine,
duration.
& the power level of the highest spell effect
still available to the target today.
Scrying, Greater(PH p275)(PH3.5e)+ Geas, Mass Lesser(DR312 p51) Symbol of Stunning(PH p291)
<Div(scry), VS, 1Hour, 1hr/lvl, WillNeg, SR applies> <Ench(comp)[mind][language], V, 1Round, Medium- <Ench(comp)[mind], VSM(5,000gp diamond & opal
– Sends a Magical Sensor to watch & listen to a range, until discharged(D), WillNeg, SR applies> powder, mercury, phosphorus), 10Minutes, Touch,
target creature. This spell’s DC is adjusted by – One subject per level with 7 HD or less in a 30’ until triggered then 10min/lvl, WillNeg, SR applies>
the caster’s knowledge and connection to the area obeys the caster’s command “to the – Creates a magical trap by drawing a symbol.
target. letter”, though self-destructive orders break When triggered (see below), the symbol glows
Knowledge DC the spell. & creatures within a 60’ radius Emanation are
None (must have a Connection) –10 Open-ended commands, such as “Guard this Stunned for 1d6rnds, up to 150hp total
Heard of the target –5 Door”, last for 1 day per Caster level. (calculate starting from the closest to the
Met the target +0 Specific tasks must be completed for the spell symbol & skipping any with too many hp). If
Know the target well +5 to be discharged. the symbol does not effect 150hp worth of
Connection DC If a subject is prevented from carrying out the creatures when triggered, it remains active
Likeness or picture +2 instructions, he/she suffers a –2 penalty on until it effects the remaining hp of creatures,
Possession or garment +5 each ability score per full day (max of –8). up to 10min/lvl.
Lock of hair, bit of fingernail, etc. +10 The ability scores return to normal after a full Any creature who saves is safe until it leaves the
day of obeying the instructions. 60’ radius. Reentering requires a new save.
If the spell is successful, the caster can see in a The symbol must be in plain sight and is
This spell is not effected by Dispel Magic,
10’ radius around the target & the Sensor triggered by one or more of following actions
though it can be ended by Remove Curse,
follows the target up to a rate of 150’. is performed within 60’ (chosen at cast time):
Break Enchantment, Limited Wish, Miracle, or
If the spell is resisted, the caster may not attempt a) target looks at the symbol;
Wish.
to scry on the target again for 1day. b) target reads the symbol;
Spells that improve the caster’s vision (such as Hold Person, Mass(PH p241)
<Ench(comp)[mind], VSF(iron nail)/DF, 1StdAct, c) target touches the symbol (including
Darkvision) apply when he/she is looking covering it);
Medium-range, 1rnd/lvl(D), WillNeg(repeat), SR
through the Sensor. In addition, the caster can applies> d) target passes over the symbol;
use the following: Detect Chaos, Detect Evil, – One or more Humanoids in a 30’ area are Held. e) target passes through the portal marked
Detect Good, Detect Law, Detect Magic, Each target gets a new Will save each round to with the symbol;
Message, Read Magic, and Tongues. end the spell. f) custom triggering condition based on
Vision(PH p298) Insanity(PH p244) target’s name, alignment, a visual quality,
<Div, VSM(250gp incense)F(200gp ivory strips)X(100), <Ench(comp)[mind], VS, 1StdAct, Medium-range, or a visual action.
1StdAct, Personal> Instantaneous, WillNeg, SR applies> The caster may include a password, which
– The caster “remembers” legends about a target – One target becomes continuously Confused.
creatures, place, or object by making a Caster allows the creature saying the password to not
Only curable by Greater Restoration, Limited trigger the symbol.
Check (max level bonus +25): Wish, Miracle, or Wish. The caster may attune multiple creatures to the
Connection to Target DC Info Gained Nybor’s Stern Reproof(PGF p107)
Touching 20 Good symbol at cast time (the caster is always
<Ench(comp)[mind], VSF(stick), 1StdAct, Close-range, considered attuned). Attuned creatures cannot
Detailed Information 25 Incomplete 1rnd/lvl, Fort½, SR applies>
trigger the symbol & are not effected by it
Rumors Only 30 Vague – Pain causes the living target to Die unless when triggered. Attuning up to 10 people
Enchantment he/she makes a Fortitude save. If the save is takes an extra hour of cast time, attuning up to
Crown of Despair(DR331 p72) successful, the target receives a –2 penalty on 25 takes 24 hours, etc.
<Ench(comp)[mind], VSM(mummy burial linen), All Actions for the remainder of the spell & The specific symbol can be identified with Read
1StdAct, Personal, 1rnd/lvl> must make a Will save or be Dazed for 1d4 Magic and a Spellcraft check vs. DC 19,
– Anyone looking at the caster is Paralyzed for rounds. Spellcasting requires a Concentration though this may trigger it.
1d4 rounds (WillNeg, SR applies). Whether check. This spell can be Dispelled by a targeted Dispel
the save is successful or not, a target needs Power Word Blind(PH p263) Magic. It is immune to Erase.
only make one save against a given casting of <Ench(comp)[mind], V, 1StdAct, Close-range, no save,
this spell. SR applies> Evocation
Exaction(DR336 p80) – One target creature is Blind: Amber Sarcophagus(BoED p90)
<Ench(comp)[mind], VS, 1Minute, Close-range, current hp duration current hp duration <Evoc, VSM(500gp amber sphere), 1StdAct, Close-range,
Instantaneous, no save, no SR> 201+ no effect 100–51 1d4+1min 1day/lvl, no save, SR applies>
– By making a sacrifice to a creature caught in a 200–101 1d4+1rnds up to 50 Permanent – A target hit by a ranged touch attack is encased
Planar Binding spell, the caster receives a in amber and goes into Stasis. While within,
bonus on one Opposed Charisma check to get the target is immune to all attacks, including
it to agree to serve. mental ones.
The examples below are suggestions. Other The amber has Hardness of 5 & 10 hp per level
possibilities can be used and should be (max 200hp). The spell ends if the
customized for the target Outsider / Elemental. sarcophagus is broken.
Sacrifice Example of Charisma However the spell ends, the amber disappears.
Level Sacrifice Cost Bonus Bigby’s Grasping Hand(PH p204)
Negligible Item of Value 50gp/HD +2 <Evoc[force], VSF(leather glove)/DF, 1StdAct,
Minor Worship Target 100XP/HD +4 Medium-range, 1rnd/lvl(D), SR applies>
Moderate Sacrifice Sentient Alignment Change +6 – Creates a magical 10’x10’ hand which stays in
Major Part of caster’s soul Lose 1 level +12 between the creator & a designated target and
Note: The sacrifice may not be undone with either
anything less than a Wish / Miracle. For a) tries to push the target away (treat as a
example, a sentient being sacrificed could not Bull’s Rush at +16) up to the spell’s range;
be brought back to life with Raise Dead or b) attempts to grapple to target (Touch check:
even Resurrection, the change of alignment + 9 + Caster level + Primary Stat modifier;
towards that of the target creature could not be Grapple check: +14 +Caster level +
undone with an Atonement, etc. Primary Stat modifier). Does not harm a
grappled opponent.
The hand also provide +4 Cover bonus to AC for
the caster against that target. The target can
be changed as a Move Action. The hand has
the caster’s maximum hit points & saving
throw and has a AC of 20.
8th Level
Abjuration Spell Engine(MoF p121)(MoFe)+ The wall cannot be seen with See Invisibility,
Anticipate Teleportation, Greater(CArc p97) <Abj[force], VSM(1,000gp silver wheel, disk of stone, but it can be detected with Detect Magic and
<Abj, VSF(1,000gp platinum & crystal hourglass), tear from the caster)X(250), 10Minutes, Close- True Seeing.
10 Minutes, Touch, 24 hours> range, Permanent until it explodes>
Conjuration
– If any spell with the [teleport] subtype has its – Creates an incorporeal, 10’ diameter disk of
force. When created, the disk is ‘inactive’. Incendiary Cloud(PH p244)
destination within a 5’ per level Emanation of <Conj(creat)[fire], VS, 1StdAct, Medium-range,
the touched subject, the following occurs: Once it is activated, the disk remains that way 1rnd/lvl, Ref½, no SR>
a) the subject knows where within the area of until it is destroyed. – Creates a 20’ radius by 20’ high Cloud of
effect is the destination of the spell; Inactive: The disk is invisible. If a spell or smoke. Anyone within the cloud take 4d6
b) the subject knows the number of creatures spell-like ability is used within its Fire damage each round.
the spell is transporting, their sizes, and diameter, the spell is absorbed & the disk The cloud moves away from its starting point at
their creature types; becomes ‘Active’. a rate of 10’ per round. By concentrating, the
c) the arrival of the teleporting creatures is Active: The disk glows like a torch and caster can move the “starting point” 60’ per
delayed for 3 rounds, allowing the subject spells take half the normal time to prepare round, effectively steering the direction the
(any anyone he/she informs) a chance to in its light. If a spell or spell-like ability is cloud will drift. Any section of the cloud that
prepare. The teleporting creatures do not used within its diameter, the spell is goes beyond range is dispelled.
know they were delayed. absorbed & the disk spins for 1 hour per The cloud can be dispersed by Moderate Wind
This spell applies even if the destination is not absorbed level. If a permanent magic item in 4 rounds & a Strong Wind in 1 round.
the one intended by the caster of the comes in contact with an active disk, the
Maze(PH p252)
teleportation spell (due to a mishap). item is destroyed & the disk explodes for <Conj[teleport], VS, 1StdAct, Close-range, up to
Note: the subject must carry the focus or the 1d6/lvl (max 20d6) to everyone within 10min, no save, SR applies>
spell ends. Close-range (no save). – A single target becomes trapped in an
The disk absorbs Dispel Magic, but a extradimensional maze made from force.
Dimensional Lock(PH p221)
<Abj, VS, 1StdAct, Medium-range, 1day/lvl, no save, Disintegrate makes it explode. Each round, the target may attempt to escape
SR applies> Spell Star(DR338 p79) by making an Intelligence check vs. DC 20.
– An immobile 20’ radius Emanation with a <Abj, VSM(25gp Moonstone), 1Round, Personal, until When successful, or when 10 minutes pass,
glowing green border is blocked from discharged up to 10min/lvl> the target is returned to the location from
extradimensionally into or out of that area. – In this spell’s first stage, a blue-white glowing which it disappeared.
Spells & spell-like abilities such as Astral ‘star’ floats in front of the caster and gives off The target cannot escape with teleportation
Projection, Blink, Etherealness, Gate, Maze, light as a candle. For 6 rounds, the caster magics, but can use Plane Shift. Minotaurs
Shadow Walk, Teleport, etc., are blocked. It may cast one spell (up to 6th level) per round are immune to this spell.
does not extend the duration of Summoning into the ‘star’. The ‘star’ then turns Invisible
Planar Binding, Greater(PH p261)
spells. and enters the next stage. <Conj(call)[variable alignment/element], VS, 10Min,
During Stage 2, the ‘star’ follows around the Close-range, WillNeg>
Mind Blank(PH p253)
<Abj, VS, 1StdAct, Close-range, 1day> caster and automatically Counterspells any – Calls & traps up to three Outsiders or
– Subject is total immunity to mind-affecting incoming spells that correspond to those Elementals of the same type with a total of
spells & effects, mind reading, detections, placed into it. The caster does not need to 18HD until they performs a task. Before
and all forms of scrying & divinations. Even use an action or even be aware of the spell for casting this spell, the caster must prepare a
Limited Wish, Wish, & Miracle cannot gain it to be countered. Each spell in the ‘star’ ‘holding area’ within range with either an
information about the subject. Scrying spells may only counter one other spell (though a inward-focused Magic Circle or a Calling
that come into the subject’s area, such as given spell may be placed more than once in Diagram.
Arcane Eye, will not even see the subject. the ‘star’). Steps in a binding:
Prismatic Wall(PH p264) While countering a spell, the ‘star’ turns visible 1) Target gets a Will save (but no SR) to
<Abj, VS, 1StdAct, Close-range, 10min/lvl(D)> for a moment, allowing identification with a avoid being Called into the ‘holding area’.
– Creates an opaque, vertical wall 4’/lvl wide by Spellcraft check vs. DC 28. 2) Target can try to escape from the ‘holding
2’/lvl tall. Anyone within 20’ of the wall A spell star takes up no space, cannot be area’ with a Spell Resistance check,
who has less than 8HD is Blind for 2d4 damaged, and immediately ends if all the dimensional travel (which can be blocked
rounds (no save). spells in it are discharged. with Dimensional Anchor), or a Charisma
The caster can walk through the wall without Transcribe Symbol(PGF p116) check vs. DC (15 + ½ Caster level +
difficulty. Anyone else trying to go through <Abj, VSF(piece of slate), 1StdAct, Personal, until Caster’s Charisma modifier). Success
discharged up to 10min/lvl> means it can flee or attack.
the wall is effected by each of its colors (SR
– The caster may “pick up” one touched, 3) Caster requests a service & offers a
check required for each color), unless they
untriggered Glyph of Warding or Symbol by reward. The difficulty of the 1st & the
are dispelled in order. The colors, in order,
making a Caster check vs. DC (20 + the generosity of the 2nd results in a bonus of
are the following:
spell’s level). Failure means the rune goes 0 - +6. The Caster & the Target then make
Color Negated by Effect
Red Cone of Cold 20hp fire (Ref½) off. If successfully picked up, the caster must an opposed Charisma check, with success
Orange Gust of Wind 40hp acid (Ref½) maintain Concentration until he/she can find meaning the Target accepted the Caster’s
Yellow Disintegrate 80hp electricity (Ref½) a suitable place to “put down” the rune again. offer. If the Caster rolls a ‘1’, then the
Green Passwall Death (Fort½ 1d6Con) If Concentration is lost or the duration is Target escapes immediately.
Blue Magic Missile Flesh to Stone (FortNeg) exceeded, the rune goes off. Once “put
Indigo Daylight Insanity (WillNeg)
Steps 2) & 3) are repeated every day until a) the
down”, the rune acts normally in its new Target accepts; b) the Target escapes; or c)
Violet Dispel Magic Plane Shift (WillNeg)
location. the Target is dismissed with a separate spell.
The wall is immune to Dispel Magic, Greater
Wall of Greater Dispel Magic(Und p63) If the Target accepts, it will follow the wording
Dispel Magic, and Antimagic Sphere, but not
<Abj, VS/DF, 1StdAct, Medium-range, 1min/lvl> of the task & then report back when it is
Mordenkainen’s Disjunction. – Creates an transparent wall whose area is one
Protection from Spells(PH p266) done. Open-ended tasks (i.e., “guard this
10’ square per level. door”) last up to 1 day per Caster level.
<Abj, VSM(500gp diamond)F(1,000gp diamond per
When a creature passes through the wall, each If more than one target was called, each one
subject), 1StdAct, Touch, 10min/lvl>
ongoing spell effect on the target gets a gets a separate saving throw, a separate Spell
– Up to 1 touched subject per 4 levels gains a
separate Dispel Check (max +20). If Resistance check to escape, and needs a
+8 Resistance bonus to saving throws against
successful, the spell effect is ended (except separate Charisma check to convince it.
spells & spell-like abilities.
for those caused by magic items, which are
The spell ends for any subject that stops
only suppressed for 1d4 rounds).
carrying his/her focus diamond.
Charm Monster, Mass(PH p209) Otto’s Irresistible Dance(PH p259) Symbol of Spell Loss(MoF p127)
<Ench(charm)[mind], V, 1StdAct, Close-range, <Ench(comp)[mind], V, 1StdAct, Touch, 1d4+1rnds, <Ench[mind], VSM(5,000gp of diamond powder,
1day/lvl, WillNeg, SR applies> no save, SR applies> 5,000gp of opal powder, mercury, phosphorus),
– The caster causes one or more creatures to – Touched target starts to dance uncontrollably 10Minutes, Touch, until triggered then 10min/lvl,
considers the caster its ally. Anything the & cannot take any actions, receives a –4 AC WillNeg, SR applies>
casters says or does will be treated the same penalty, a –10 penalty to Reflex saves, & – Creates a magical trap by drawing a symbol.
way as if a close friend has done it. cannot effectively use a shield. The target When triggered (see below), the symbol
The caster can target one creature of with any provokes an attack of opportunity each round. glows & creatures within a 60’ radius
number of HD –or– (2 * Caster level) HD of Power Word Stun(PH p263) Emanation loose their high level prepared
creatures in a 30’ area. <Ench(comp)[mind], V, 1StdAct, Close-range, no save, spell or spell slot (WillNeg), up to 30 spell
If the target is in a threatening situation when SR applies> levels. Until it depletes 30 spell levels, the
the spell is cast, it gets +5 on its save. Any – One target creature is Stunned: symbol remains active, up to 10min/lvl.
threats from the caster or his/her allies after current hp duration current hp duration Any creature within the 60’ radius must make a
the spell is in effect breaks the charm. 151+ no effect 100–51 2d4 rnds new save every round.
Demand(PH p217) 150–101 1d4 rnds up to 50 4d4 rnds The symbol must be in plain sight and is
<Ench(comp)[mind], VSM(copper wire, hair from Symbol of Insanity(PH p290) triggered by one or more of following actions
subject), 10Minutes, 1hr/lvl, Will½> <Ench(comp)[mind], VSM(5,000gp of diamond & opal is performed within 60’ (chosen at cast time):
– Sends instructions of 25 words or less to a powder, mercury, phosphorus), 10Minutes, Touch, a) target looks at the symbol;
familiar target anywhere, who may send back until triggered then 10min/lvl, WillNeg, SR b) target reads the symbol;
a 25 word response immediately. applies> c) target touches the symbol (including
If the target fails its Will save, it is compelled – Creates a magical trap by drawing a symbol. covering it);
to follow the instructions in the message, if When triggered (see below), the symbol d) target passes over the symbol;
reasonable. The instructions may activate glows & creatures within a 60’ radius e) target passes through the portal marked
immediately or may contain a trigger to Emanation become permanently Confused with the symbol;
activate them later. At the end of the (see Insanity for methods of removing this f) custom triggering condition based on
duration, the instructions loose their power, effect). The triggered symbol remains active target’s name, alignment, a visual quality,
triggered or otherwise. for 10min/lvl or a visual action.
Any creature who saves is safe until it leaves The caster may include a password, which
Dominate Person, Mass(DR312 p51)
<Ench(comp)[mind], VS, 1Round, Close-range,
the 60’ radius. Reentering requires a new allows the creature saying the password to
1day/lvl, WillNeg, SR applies> save. not trigger the symbol.
– Telepathically control one or more The symbol must be in plain sight and is The caster may attune multiple creatures to the
Humanoids. If the caster & the target do not triggered by one or more of following actions symbol at cast time (the caster is always
share a language, control is limited. The is performed within 60’ (chosen at cast time): considered attuned). Attuned creatures
caster knows what the target is experiencing a) target looks at the symbol; cannot trigger the symbol & are not effected
& as a Standard Action, can actually receive b) target reads the symbol; by it when triggered. Attuning up to 10
full sensory input from any one target. c) target touches the symbol (including people takes an extra hour of cast time,
The caster can either target one Humanoid of covering it); attuning up to 25 takes 24 hours, etc.
any number of HD –or– two or more d) target passes over the symbol; The symbol can be identified with Read Magic
Humanoids in the 30’ area whose total HD do e) target passes through the portal marked and a Spellcraft check vs. DC 19, though this
not exceed (2 * Caster level). with the symbol; may trigger it.
The caster can change his/her orders with a f) custom triggering condition based on This spell can be Dispelled by a targeted Dispel
Move Action, though each target must be target’s name, alignment, a visual quality, Magic. It is immune to Erase.
commanded separately. Once the target has or a visual action. Sympathy(PH p292)
instructions, he/she will continue trying to The caster may include a password, which <Ench(comp)[mind], VSM(1,500gp of pearls,
carry them out as long as the spell lasts, allows the creature saying the password to honey)/DF, 1Hour, Close-range, 2hrs/lvl, Will½, SR
pausing only to sleep & eat as needed. not trigger the symbol. applies>
Actions against the target’s nature result in a The caster may attune multiple creatures to the – Target object or location (up to 10’ cube per
new save with a bonus of +4, and self- symbol at cast time (the caster is always level) attracts a named type of creature (such
destructive orders are ignored. considered attuned). Attuned creatures as Red Dragons) or specific alignment (such
Once dominated, the caster & target can be any cannot trigger the symbol & are not effected as Lawful Evil). If a creature of the named
distance from each other. Protection from by it when triggered. Attuning up to 10 type makes its Will save, it can leave the area
Evil, et. al., only Suppress this spell, not people takes an extra hour of cast time, or object, but must make an other save 10-60
Dispel it. attuning up to 25 takes 24 hours, etc. minutes later or feel the urge to return.
A Sense Motive check vs. DC 15 will show that The specific symbol can be identified with This spell Counters and Dispels Antipathy.
the target is under magic control. Read Magic and a Spellcraft check vs. DC Evocation
Maddening Scream(CDiv p168)(Eb p113) 19, though this may trigger it. Bigby’s Clenched Fist(PH p203)
<Ench(comp)[mind][touch attack], V, 1StdAct, Touch, This spell can be Dispelled by a targeted Dispel <Evoc[force], VSF(leather glove)/DF, 1StdAct,
1d4+1rnds, no save, SR applies> Magic. It is immune to Erase. Medium-range, 1rnd/lvl(D), SR applies>
– Touched target goes into a screaming and – Creates a magical 10’x10’ hand which attacks
twitching fit that does not allow it to take any a target designated by the caster once per
actions, results in a –4 AC penalty, allows round. The caster chooses the target as a
Reflex saves only on a natural 20, and makes Move Action, and the hand may move 60’
it impossible to use a shield. and automatically attacks each round. The
Nybor’s Wrathful Castigation(MoF p111) hand’s attack bonus is (Caster level +
<Ench(comp)[mind], VSF(whip), 1StdAct, Close- Primary Stat modifier + 10). Its damage is
range, 1rnd/lvl(D), Fort½> 1d8+12 & Fortitude save or become Stunned
– Target dies unless it makes its Fortitude save. for 1 round.
Even if it does, it must make a Will save or The hand may also be directed to interpose
be Dazed and –4 on all saves for the duration. itself between the caster and a target, or Bull
Rush an opponent with an attack bonus of
(Caster level + Primary Stat modifier + 14).
The hand has the caster’s normal hit points &
saving throw and has AC 20.
Death Symbol of Bane(MoF p127) Heart of Stone(CArc p110) Symbol of Death(PH p289)
<Necro[death][evil], VSM(30HD of Intelligence <Necro, VSF(5,000gp heart-shaped stone)X(1,000), <Necro[death], VSM(5,000gp of diamond powder,
creatures must be sacrificed, 5,000gp of diamond 1Hour, Personal, 1year> 5,000gp of opal powder, mercury, phosphorus),
powder, 5,000gp of opal powder, mercury, – The caster extracts his/her own heart and 10Minutes, Touch, until triggered then 10min/lvl,
phosphorus), 10Minutes, Touch, until triggered then replaces it with one made from stone. The FortNeg, SR applies>
until depleted, FortNeg, SR applies> organic heart still beats, and the caster dies if – Creates a magical trap by drawing a symbol.
– Creates a magical trap by drawing a symbol. it is damaged. When triggered (see below), the symbol
When triggered (see below), the symbol The caster gains the following benefits and glows & creatures within a 60’ radius
glows & creatures within a 60’ radius disadvantages: Emanation die, up to 150hp total (calculate
Emanation die, up to 150hp total (calculate a) Damage Reduction 5 / —; starting from the closest to the symbol &
starting from the closest to the symbol & b) Cold Resistance 5; skipping any with too many hp). If the
skipping any with too many hp). If the c) Fire Resistance 5; symbol does not slay 150hp worth of
symbol does not slay 150hp worth of d) Electricity Resistance 5; creatures when triggered, it remains active
creatures when triggered, it remains active e) natural healing is limited to 1hp per day; until it slays the remaining hp of creatures, up
until it slays the remaining hp of creatures, f) magical healing must make a Caster check to 10min/lvl.
however long that takes. vs. (10 + caster level); Any creature who saves is safe until it leaves
Each creature also takes 1d12 Cold damage The living heart is teleported back into the the 60’ radius. Reentering requires a new
(FortNeg) and suffers a –2 Morale penalty on caster’s body (the stone one takes its place) save.
All Actions and damage rolls (FortNeg). when the spell ends, or any of the following The symbol must be in plain sight and is
Any creature who saves is safe until it leaves the occur: triggered by one or more of following actions
60’ radius. Reentering requires a new save. a) this spell is Dispelled; is performed within 60’ (chosen at cast time):
The symbol must be in plain sight and is b) caster is targeted with Stone to Flesh a) target looks at the symbol;
triggered by one or more of following actions (FortNeg); b) target reads the symbol;
is performed within 60’ (chosen at cast time): c) Antimagic Field suppresses this spell (and c) target touches the symbol (including
a) target looks at the symbol; restores the caster’s heart), but the stone covering it);
b) target reads the symbol; heart returns when the caster leaves the d) target passes over the symbol;
c) target touches the symbol (including antimagic effect. e) target passes through the portal marked
covering it); with the symbol;
Horrid Wilting(PH p242)
d) target passes over the symbol; <Necro, VSM(sponge)/DF, 1StdAct, Long-range, f) custom triggering condition based on
e) target passes through the portal marked Fort½, SR applies target’s name, alignment, a visual quality,
with the symbol; – All living creatures in a 60’ area takes 1d6 or a visual action.
f) custom triggering condition based on damage per level (max 20d6) from The caster may include a password, which
target’s name, alignment, a visual quality, dehydration, except for Water Elementals & allows the creature saying the password to
or a visual action. Plant Creatures, who take 1d8/lvl (max 20d8) not trigger the symbol.
The caster may include a password, which instead. The caster may attune multiple creatures to the
allows the creature saying the password to Skeletal Guard(Sav p69)(MoF p119)(MoFe)+ symbol at cast time (the caster is always
not trigger the symbol. <Necro[evil], VSM(one finger bone & one 50gp black considered attuned). Attuned creatures
The caster may attune multiple creatures to the onyx per skeleton to be created), 1StdAct, Touch> cannot trigger the symbol & are not effected
symbol at cast time (the caster is always – Transforms up to one finger bone per level by it when triggered. Attuning up to 10
considered attuned). Attuned creatures into a Medium-sized skeleton that stays people takes an extra hour of cast time,
cannot trigger the symbol & are not effected within 60’ of its creator (farther than that & it attuning up to 25 takes 24 hours, etc.
by it when triggered. Attuning up to 10 goes inert). For purposes of being turned, The symbol can be identified with Read Magic
people takes an extra hour of cast time, each skeleton is considered to have ‘Caster and a Spellcraft check vs. DC 19, though this
attuning up to 25 takes 24 hours, etc. All level’ hit dice. may trigger it.
creatures wearing Bane’s Holy Symbol are This spell can be Dispelled by a targeted Dispel
automatically considered attuned. Magic. It is immune to Erase.
The symbol can be identified with Read Magic Transmutation
and a Spellcraft check vs. DC 19, though this
Bestow Curse, Greater(RoD p164) (CDiv p153)(CDivErrata)+
may trigger it. <Trans[touch attack], VS, 1StdAct, Touch, Permanent,
This spell can be Dispelled by a targeted Dispel WillNeg, SR applies>
Magic. It is immune to Erase. – Touched subject is inflicted with one of the
Devastate Undead(LoD p186) following:
<Necro, VSF(weapon with the ‘Disruption’ feature), a) One ability score reduced to 1;
1StdAct, Close-range, FortNeg> b) Two ability scores receive a –6 penalty
– All Undead in a 30’ area who have no more (min 1);
HD than the caster are destroyed unless they c) –8 penalty on All Actions; or
make their Fortitude save. The caster d) 75% chance of losing each action.
receives 5hp/HD of Negative Energy Damage The caster must designate a task which, if
for each Undead destroyed. completed, will cause the curse to be lifted.
The task must be some that the target could
do in a 1 year time-frame.
This spell is not effected by Dispel Magic,
Break Enchantment, Limited Wish, or
Remove Curse. It can be removed with a
Wish or Miracle.
9th Level
Abjuration Maw of Chaos(MoF p107) Reaving Dispel(CArc p119)
Absorption(CArc p96) <Abj[chaotic][force], VSM(jawbone with teeth), <Abj, VS, 1StdAct, Medium-range, no SR>
<Abj, VS, 1StdAct, Personal, until depleted up to 1StdAct, Medium-range, 1rnd/lvl> – Cancels or redirects magical spells and effects
10min/lvl> – All creatures in a 15’ radius spread take the on a successful Dispel Check (max +25).
– Spells and Spell-Like Abilities that target the following effects each round: This spell can be used in one of three ways:
caster are absorbed. To qualify, a spell must a) non-chaotic creatures take 1hp/lvl force a) Counterspell – Acts like a standard
be ranged. Area of effect spells to not apply. damage (Will½); counterspell except it works against any
A total of 1d4+6 spell levels can be absorbed b) any activity that requires concentration, spell, but a Dispel Check must be made.
(value only known to the DM). If the target such as casting spells, requires a The caster can identify the effect by
spell has more spell levels than can be fully Concentration check vs. DC 34. making a Spellcraft check vs. DC 25 +
absorbed, the ratio of absorbed levels vs. Creatures with the ‘chaotic’ subtype are not spell level.
spell level is the chance the spell will work effected by this spell. On a successful Dispel Check, the caster
normally (i.e., if one spell level is absorbed Mordenkainen’s Disjunction(PH p255) has the option of redirecting the spell.
from a 5th level spell, there is a 80% chance it <Abj, V, 1StdAct, Close-range, Instantaneous> This can be done even if the spell wasn’t
will work normally, otherwise it fizzles) –or– – All magical effects & items in a 40’ radius identified, though this may result in the
the amount of damage that the caster takes Burst are disrupted: spell failing, such as by exceeding the
(i.e., if one spell level is absorbed from a 5th a) The caster’s spells & items are safe; spell’s range or targeting a creature that
level damage spell, the spell’s base damage b) There is a 1% per caster level chance of can’t be affected by it.
goes down to 80%). destroying an Antimagic Field. If b) Targeted Dispel – Each ongoing spell
Any absorbed spell levels can be used “power” destroyed, all spells & items within it are effect on one target gets a separate Dispel
Prepared or Impromptu spells (i.e., a effected, otherwise they are immune. Check. If successful, the spell effect is
Prepared Fireball would consume 3 absorbed c) Spells & magical effects vulnerable to ended (except for those caused by magic
spell levels (and a ball of bat guano), but Dispel Magic are dispelled; items, which are only suppressed for 1d4
leave the spell in the caster’s memory). d) Magic items must make a Will save or rounds).
Elminster’s Effulgent Epuration(PGF p102) loose all their magic. Items in a creature’s The caster can identify each effect by
<Abj, VS, 1StdAct, 1rnd/lvl> possession may use its Will base if better; making a Spellcraft check vs. DC 25 +
– Creates one small, floating, silvery sphere per e) There is a small chance that any Artifact in spell level.
Caster level which may be moved as a group the area will have its magic destroyed, but If the dispel check was successful, the
as a Standard Action around an other creature this usually results in the destruction of the caster has the option of moving the spell to
(by default, they surround & follow the spellcaster too. himself / herself as if he / she were the
caster). Mystra’s Miasma(PGF p107) caster. This can be done even if the spell
Any hostile spell or spell-like effect that comes <Abj, VSM(cloth, water), 1StdAct, Medium-range, wasn’t identified, though this can be
in contact with the sphere is negated. Once a 1rnd/lvl, no SR> dangerous (the caster mighty suddenly be
sphere has negated a spell or spell-like – Creates (30’ + 5’ per level) radius Emanation under the effect of Dominate Person). The
ability, it fades away. The spheres cannot of fog. Movement in the cloud is slowed to spell / effect continues with its remaining
negate Area of Effect spells or spells that do 5’ and taking a 5’ step is not an option. duration, etc.
not a target (such as Bigby’s Interposing While in the fog, melee attacks & damage c) Area Dispel – Each target in a 20’ radius
Hand). have a –2 penalty & ranged attacks (other Burst gets a Dispel Check against each
than magical rays, etc.) are impossible. spell in turn (highest caster level spell
Freedom(PH p233)
<Abj, VS, 1StdAct, Close-range> The fog slows falling, reducing 1d6 of damage checked first) until one is dispelled or all
– Releases target creature from any magics or per 10’ of solid fog fallen through. checks fail. Items are not affected.
effects restricting its movement, including Anyone within the area of effect must make a A caster does not need to make a Dispel Check
Binding, Entangle, Grappling, Maze, Will save or receive a –4 penalty on Caster to end a spell he/she cast.
Paralysis, Petrifaction (no save needed to level checks when attempting to cast spells. Unbinding(CDiv p185)
survive), Pinning, Sleep, Slow, Stunning, Note: If used within the Forgotten Realms, <Abj, VSM(loadstone, saltpeter)/DF, 1Round>
Temporal Stasis, & Web. Shadow Weave magics are not effected – All binding spells within 180’ radius Burst of
It is the only effect that can remove the spell (unless specifically targeted, in which case the caster are destroyed. Effected spells
Imprisonment, but to do so, it must be cast in Weave magics are not effected). include charms, holds, arcane lock, magically
the same location as the spell it is dispelling Prismatic Sphere(PH p264) created walls (including Wall of Stone, etc.),
& the caster must know the target’s name & <Abj, V, 1StdAct, 10min/lvl(D)> Guards and Wards, Temporal Stasis, Slow, &
background. – Creates a 10’ radius opaque sphere around the Statue. Pending magical effects, such as
caster. Anyone within 20’ of the sphere who Magic Mouth & Imbue with Spell Ability, are
Imprisonment(PH p244)
<Abj[touch attack], VS, 1StdAct, Touch, WillNeg, SR has less than 8HD is Blind for 2d4 x 10 discharged.
applies> minutes. The focus of a Magic Jar is shattered, slaying
– Touched target goes into Suspended The caster can walk through the sphere without the life force within it.
Animation & is hidden within a sphere deep difficulty. Anyone else trying to go through Geas/Quest spells are negated if their Caster
below the earth. If the caster knows the the wall is effected by each of its colors (SR level is lower that this spell’s Caster level.
target’s name & details about its life, the check required for each color), unless they Protection spells are not effected, including
target receives a –4 penalty on its save. are dispelled in order. The colors, in order, Protection from Evil, Shield, etc., though
The target can only be freed by the spell are the following: creatures trapped in Magic Circle against
Freedom cast in the area where this spell was Color Negated by Effect Evil are freed.
cast. If not previously known, only Wish, Red Cone of Cold 20hp fire (Ref½)
Orange Gust of Wind 40hp acid (Ref½)
Miracle, or Discern Location can find the Yellow Disintegrate 80hp electricity (Ref½)
location where to cast Freedom. Green Passwall Death (Fort½ 1d6Con)
Blue Magic Missile Flesh to Stone (FortNeg)
Indigo Daylight Insanity (WillNeg)
Violet Dispel Magic Plane Shift (WillNeg)
The sphere is immune to Dispel Magic, Greater
Dispel Magic, and Antimagic Sphere, but not
Mordenkainen’s Disjunction.
Conjuration Imbrue(DR336 p81) offer. If the Caster rolls a ‘1’, then the
Black Blade of Disaster(MoF p81) <Conj(sum), VS, 1 Round, Close-range, 1day/lvl(D), Target escapes immediately.
<Conj(creat), VS, 1StdAct, Close-range, Concentration no save, no SR> Steps 2) & 3) are repeated every day until a) the
up to 1rnd/lvl> – The target of a Planar Binding-class spell can Target accepts; b) the Target escapes; or c)
– The caster creates a 3’ long planar rift that be bound into a living creature within range the Target is dismissed with a separate spell.
he/she can designate to attack one target that has an Intelligence and Wisdom of at If the Target accepts, it will follow the Caster’s
within range. The ‘blade’ has the following: least 6 each. Convincing the Outsider / intent (i.e., it will not try to take advantage of
a) Can attempt a ‘melee touch attack’ each Elemental to make the deal requires the wording) of the task & then report back when
round without attention from the caster, standard Opposed Charisma check with an it is done. Open-ended tasks (i.e., “guard this
though the caster must spend a Standard additional –4 penalty. door”) last up to 1 day per Caster level.
Action choosing a new target; While the Target creature is inside of the Host Each time this spell is cast on a named target
b) Has an attack bonus of the caster’s Base creature, the following apply: creature, it receives a cumulative +1 bonus on
Attack Bonus + the caster’s Spellcasting a) the Host has a magic and alignment Aura its Will save to resist being summoned. This
Attribute modifier. appropriate for the Target’s HD; bonus fades after a full year has passed since
c) Does 2d12 damage (bypassing Hardness); b) the Host may enter areas that would the last attempt to summon the creature.
d) Has a threat range is 18-20 / Disintegrate; normally hedge out the Target, such as a Refuge(PH p270)
e) Considered a Force effect for hitting Magic Circle; <Conj[teleport], VSM(1,500gp trigger object),
ethereal & incorporeal creatures; c) the Target may not be affected by any 1StdAct, Touch, until discharged>
f) Can bypass magical barriers (not including damage, magic, or psionic abilities; – A preset teleportation is activated when the
Antimagic Field) of a lesser level than d) the Target sees and hears everything the trigger object is broken at the same time the
itself; Host sees and hears; command word is spoken. The caster presets
g) Does not get or help give flanking bonuses e) the Host receives a –4 penalty on the object to either
Countered by Gate. Concentration checks and Will saves vs. a) teleport the breaker to the caster’s
Dispelled by Dimensional Anchor. Mind-Affecting effects; sanctum; or
Blinding Glory(BoED p92) f) the Host may use any of the Target’s b) teleport the caster to the breaker’s location.
<Conj(create)[good], VS/AM(silver rod)/DF, 1Hour, Intelligence-based skills with the Target’s Sphere of Ultimate Destruction(CArc p123)
1hour/lvl, no save, no SR> full bonus. <Conj(creat), VSM(dust from a disintegrated creature),
– The caster is surrounded by bright light in a The spell can end in the following ways, which 1StdAct, Medium-range, 1rnd/lvl(D)>
100’ per level radius. In addition, all Evil return the Target back to its home plane: – The caster creates a 2’ radius sphere of
creatures are Blind as long as they remain a) the spell’s duration ends; nothingness. As a Move Action, the caster
within this light. b) the Caster dismisses the spell; can have the sphere fly up to 30’ and attempt
Since this spell does not have the [light] subtype, c) the Host is subjected to damage and/or an a Touch Attack on a creature or object.
it does cancel or suppress [darkness] spells. effect that would kill him/her. In this case, A touched object takes 2d6 damage per level
Gate(PH p234) the Host may make a Will save vs. DC 30, (max 40d6) (Fort save for 5d6 damage, SR
<Conj(creat), VS, 1StdAct, Medium-range, with a bonus on the save equal to the applies). If the target has its hp reduced to 0,
Concentration up to 1rnd/lvl> Target’s HD. If successful, the Target is it is disintegrated into dust (though its
– Opens a portal to a different plane of existence effected by the final attack/spell/etc. before equipment remains).
that is 5’ to 20’ wide. Creatures on both sides it returns to its home plane, leaving the The sphere can also destroy one 10’ cube of
can see through & can travel freely through Host stabilized (if appropriate); matter each round.
the opening. d) the Host may release the Target as a Any spell effect that is ended by Disintegrate
-or- Standard Action, who appears next to the (such as Wall of Force) is ended by a touch of
<Conj(call)[variable alignment/element], VSX(1,000), Host. For a number of rounds equal to the the sphere.
1StdAct, Medium-range, Instantaneous, no save, no Host’s HD plus the Host’s Charisma Summon Elemental Monolith(CArc p124)
SR> <Conj(sum)[variable element], VSM(100gp gem)/DF,
modifier, the Target will obey the Host’s
– Calls & controls one or more Outsiders to 1Round, Medium-range, Concentration up to
instructions. Afterwards, the Target is free
perform a task. The caster may target: 1rnd/lvl>
to return to its home plane.
a) 2 or more Outsiders of the same type – Summons one Elemental Monolith (CArc p156),
Implore(DR336 p82)
whose total HD is no more than the Caster a CR17 Gargantuan Elemental, of Air, Earth,
<Conj(call)[variable alignment/element],
level are called & controlled. VSX(50XP/HD), 10Min, Close-range, WillNeg> Fire, or Water. It attacks immediately on the
b) a single non-unique / divine Outsider of up – Calls & traps a specifically named Outsider or turn that the caster finishes the spell under the
to 2x the Caster level can be called & Elemental of up to 22HD until it performs a verbal direction of the caster.
controlled. task. Before casting this spell, the caster The material component determines which type
c) a single non-unique / divine Outsider of must prepare a ‘holding area’ within range of elemental is summoned: Aquamarine for
more than 2x the Caster level can be called with either an inward-focused Magic Circle Air, Tourmaline for Earth, Garnet for Fire, &
but not controlled. or a Calling Diagram. Pearl for Water.
d) a unique / divine Outsider can be called, Steps in a binding: Summon Monster IX(PH p288)
but it decides whether or not to arrive & it 1) Target gets a Will save (but no SR) with a <Conj(sum)[variable alignment/element], VSF(bag,
is never controlled. –4 penalty to avoid being Called into the candle)/DF, 1Round, Close-range, 1rnd/lvl(D)>
A controlled creature may not attack the caster ‘holding area’. – Summons one or more creatures to fight the
& may not leave until a task is at least 2) Target can try to escape from the ‘holding caster’s enemies. The creatures can attack on
discussed. The assigned task can be area’ with a Spell Resistance check, the caster’s initiative starting their first round.
“immediate” or “contractual” term: dimensional travel (which can be blocked Table #
a) Any task which requires no more than with Dimensional Anchor), or a Charisma Summon Monster IX 1
1rnd/lvl to complete can be assigned check vs. DC (15 + ½ Caster level + Summon Monster VIII 1d3
without a ‘contract’ (i.e., no payment). Caster’s Charisma modifier). Success Summon Monster VII (or lower) 1d4+1
b) A “long term” task requires a ‘contract’, means it can flee or attack. Teleportation Circle(PH p293)
which entitles the summoned creature(s) to <Conj[teleport], VM(1,000gp amber), 10Minutes,
3) Caster requests a service & offers a
be fairly paid when the task is completed. Touch, 10min/lvl(D), no save, SR applies>
reward. The difficulty of the 1st & the
– Create an almost invisible circle up to 5’
generosity of the 2nd results in a bonus of
radius on the floor, ground, etc. Anyone
0 - +6. The Caster & the Target then make
stepping into the circle is teleported safely to
an opposed Charisma check, with the
a familiar destination in the same plane of
Target receiving a –4 penalty. Success
existence chosen at casting time.
means the Target accepts the Caster’s
Zajimarn’s Avalanche(MoF p134) Hold Monster, Mass(PH p241) Elminster’s Evasion(FR p69)
<Conj(creat)[cold], VS, 1StdAct, Long-range> <Ench(comp)[mind], VSF(iron nail)/DF, 1StdAct, <Evoc, VSM(quicksilver, eyelash from a magic-using
– One contiguous 10’ per level is filled with a Medium-range, 1rnd/lvl(D), WillNeg(repeat), SR creature, caster’s blood)F(1,500gp ivory & gem
wave of ice and slush. All creatures in the applies> statue)X(5,000), 10Minutes, Personal, until
area of effect take 1d4/lvl (max 24d4) (no – One or more creatures in a 30’ area are Held. discharged>
save) and are carried away from the caster Each one gets a new Will save each round to – The caster presets a Teleport without Error
5’/lvl (RefNeg). Creatures that are swept end the spell. and up to 2 other spells to be cast
away are left Prone, but take no extra damage Power Word Kill(PH p263) automatically upon himself when any one of
<Ench(comp)[mind][death], V, 1StdAct, Close-range, six conditions (set at cast time) occurs. An
Divination no save, SR applies> example would be “if I fall more than 10’,
Foresight(PH p233) – One target creature with up to 101hp dies. teleport me home and cast Feather Fall". The
<Div, VSM(feather)/DF, 1StdAct, Touch, 10min/lvl>
Programmed Amnesia(CArc p118) preset spells can be no higher than 1/3rd the
– The caster receives mental warnings about <Ench(comp)[mind], VSM(500gp crystal lenses set in caster’s level (rounded up, max 6th).
what may harm the touched subject. gold hoops), 10Minutes, Close-range, Permanent, This spell teleports the caster’s body and soul.
If the caster placed the spell on himself, he can WillNeg, SR applies> If the two are separated (such as by a Magic
never be surprised or flat-footed, knows if – The caster can change the memory of a living Jar), both are teleported to the target location
he/she is being targeted with spells, ranged target that must be present during the entire & reunited. If the soul is trapped (such as by
attacks, sneak attacks, etc., gains a +2 Insight casting time of the spell. At the spell’s Trap the Soul), the caster is allowed a Dispel
bonus to AC & Reflex saves, & knows in completion, the caster has full access to all of Check to break the trapping spell (failure
general what to do in order to be safe (such as the target’s thoughts & memories. The caster means this entire spell fails).
“close your eyes”, “jump”, “run”). can then choose any of the following effects: The blood material component of this spell
If cast on a different target, the caster gets the Memory Erasure – erase any or all of the causes the caster to take 1d4 Constitution
warnings & must pass them on verbally to the target’s memories. damage (healable normally).
target. In this case, neither gets the Insight Memory Implant – create false memories. A caster may have only one Contingency-class
bonuses. Negative Levels – inflict up to ½ Caster at any given time.
Hindsight(CAdv p151) levels of Negative Levels. These levels Eye of Power(PGF p102)
<Div, VSM(1,000gp diamond), 1Hour, Personal, cannot become actual lost levels nor can <Evoc, VSM(bat fur), 10Min, 1min/lvl(D)>
Instantaneous> they be removed with Restoration. The – The caster creates a Magical Sensor under
– The caster can see what occurred in the past Penalties persist until this spell ends. his/her control. The sensor is a visible, Fine-
within a 60’ radius Burst. The level of detail Persona Rebuilding – extreme combination sized corporeal object with AC 18 and 77hp.
is based on the amount of time covered of Memory Erasure and Memory Implant It uses it caster’s save bonuses.
(chosen as casting time): that can result in an alignment change. By concentrating, the caster can see through the
Days – able to see 1 day back in time per Any of the effects listed above can be activated ‘eye’ with his/her normal vision (including
Caster level. Gain a detailed knowledge of (or deactivated) by a trigger at the caster’s any spells currently in effect) & control its
people, conversations, and events in the option. movement. The eye can move up to 30’ per
area of effect. Can only be Dispelled by Greater Restoration round, but slowing to 10’/round is needed to
Weeks – able to see 1 week back in time per or Wish. fully look at the surrounding walls & ceiling.
Caster level. Know conversations and
Evocation The eye can fit through openings as small as
events that occurred, but not the exact
Bigby’s Crushing Hand(PH p203) 1” in diameter.
words or details;
<Evoc[force], VSF(egg shell)M(snakeskin glove)/DF, The caster may cast any spell up to 7th level
Years – able to see 1 year back in time per 1StdAct, Medium-range, 1rnd/lvl(D), SR applies> with a range other than ‘Personal’ through the
Caster level. Remember noteworthy – Creates a magical 10’x10’ hand which stays ‘eye’. The location of the ‘eye’ counts as the
events, such as deaths, battles, scenes of in between the creator & a designated target starting of all range calculations.
great emotion, etc.; and either
Centuries – able to see 1 century + 1 per four Meteor Swarm(PH p253)
a) tries to push the target away (treat as a <Evoc[fire], VS, 1StdAct, Long-range, SR applies>
Caster levels after 1st (i.e., 4 centuries at Bull’s Rush at +18) up to the spell’s range; – The caster launches four 2’ diameter spheres
16th level & 5 centuries at 17th level) back b) attempts to grapple to target (Touch check: at any target(s) within range. On a successful
in time. Only the most remarkable events +11 + Caster level + Primary Stat ranged touch attack, a sphere hits & does 2d6
are noted, such as coronations, great modifier; Grapple check: +16 + Caster Bludgeoning damage (no save) and then
battles, etc. level + Primary Stat modifier; Damage: explodes. On a miss, the sphere explodes in
Enchantment 2d6+12 normal damage) the corner of the target’s hex.
Dominate Monster(PH p224) The hand may also be directed to interpose itself Each sphere explodes in a 40’ radius Spread,
<Ench(comp)[mind], VS, 1Round, Close-range, between the caster and a target, or Bull Rush doing 6d6 Fire damage. If the sphere hit its
1day/lvl, WillNeg, SR applies> an opponent with an attack bonus of (Caster target, the target does not get a saving throw,
– Telepathically control one creature. If the level + Primary Stat modifier + 18). all others get a Reflex save for half.
caster & the target do not share a language, The hand also provide a +4 Cover bonus to AC Depending on the targeting, a creature may be
control is limited. The caster knows what the for the caster against that target. The target within the area of effect of more than one
target is experiencing & as a Standard Action, can be changed as a Move Action. The hand explosion. All damage is cumulative.
can actually receive full sensory input. has the caster’s normal hit points & saving
The caster can change his/her orders with a Illusion
throw and has an AC of 20.
Move Action. Once the target has Invisibility, Superior(CArc p125)
instructions, he/she will continue trying to <Ill(glamer), VS, 10Minutes, Touch, 1hr/lvl(D)>
carry them out as long as the spell lasts, – Makes the touched creature or object (up to
pausing only to sleep & eat as needed. 100 pounds per level) Invisible, silent,
Actions against the target’s nature result in a scentless, doesn’t set of tremor-sense, not
new save with a bonus of +4, and self- noticed by Blindsense, and immune to Faerie
destructive orders are ignored. Fire, Glitterdust, See Invisibility, Invisibility
Once dominated, the caster & target can be any Purge.
distance from each other. Protection from The subject can be observed with True Seeing,
Evil, et. al., only Suppress this spell, not Blindsight, and does leave foot prints.
Dispel it. Attacking doesn’t break this spell.
A Sense Motive check vs. DC 15 will show that
the target is under magic control.
Shades(PH p276) Stasis Clone(LoD p189) Raise from the Deep(DR314 p46)
<Ill(shadow), VS, 1StdAct, WillDisbelief, SR applies> <Necro, VSM(piece of the subject’s skin, 1,000gp of <Trans[water], V, 1Minute, Long-range, 1hr/lvl,
– Mimics a Wizard/Sorcerer Conj(summoning) lab supplies)F(500gp of lab equipment), 10Minutes, FortNeg, SR applies>
or Conj(creation) spell of up to 8th level. The no SR> – The targeted creature or object becomes
spell is 4/5th real & the remainder is ‘shadow’. – Grow the full body of the subject from 1 magically buoyant for the spells duration. If
The target of the spell always get a Will save to square inch of skin. The body takes 2d4 it is underwater, the target rises at a rate of
realize the spell is not entirely real. The months to grow in the lab. At that point, the 150’ & is immune to damage due to water
target’s Spell Resistance always applies too. subject’s soul (i.e., the subject is dead & its pressure changes. Water breathing creatures
Range & duration match the copied spell. soul isn’t trapped) can enter the body. The can still breath water while on the surface.
The possible effects fall into 3 categories: subject is now alive, but with 1 non- This spell is specially designed for raising
Damage Spells (e.g., Melf’s Acid Arrow): recoverable lost level. If the soul is not sunken ships. If the history of the targeted
Believer – effected by the spell normally, available when the body is ready, the body ship is known, the vertical distance to the
including any normal saving throws. enters stasis until it is needed. ship is not a factor & all the surviving ship’s
Nonbeliever – takes 4/5th damage & any Wail of the Banshee(PH p298) fragments are brought to the surface, along
non-damage effect has only a 80% <Necro[death][sonic], V, 1StdAct, Close-range, with any loose objects within the ship.
chance of effecting the target. FortNeg, SR applies> Shapechange(PH p277)(PH3.5e)+
Creating Objects or Substances (e.g., Web): – One living creature per level in a 40’ radius <Trans, VSF(1500gp jade circlet), 1StdAct, Personal,
Believer – effected by the spell normally, Spread dies. If there are too many targets, 10min/lvl(D)>
including any normal saving throws. count from the point of origin outward. – The caster takes a new form, which can be
Nonbeliever – 80% chance of effecting the Transmutation changed each round as Free Action, which:
target. Alamanther’s Return(MoF p76) a) can by any creature type, including those
Summon a Creature. (e.g., Summon Swarm): <Trans[variable alignment], VSM(50gp silver mirror) which has Incorporeal or Gaseous forms;
Believer – creature has all its normal X(1,000), 1FullRound> b) cannot have more HD than the Caster level
abilities & weaknesses, but only has 4/5th – The caster can duplicate any spell or spell-like (max 25HD);
of its normal hp. ability of 8th level or less that he/she has c) may be as small as Fine-size & as large as
Nonbeliever – creature has 4/5th of its observed. The duplicated magic can be Colossal-size.
normal hp, does 4/5th of its normal arcane or divine & be from any school of The caster gets the following from the new form:
damage, only has 4/5th of its normal AC magic. a) Strength, Dexterity, & Constitution;
bonus, & its non-damage abilities have Construct Essence, Greater(RoE p183) b) Extraordinary & Supernatural attacks &
only 80% chance of working each time. <Trans, VS, 1StdAct, Touch, 1min/lvl, WillNeg, SR qualities.
applies> The caster keeps the following from its original
Weird(PH p301)
– The touched Living Construct gains the form:
<Ill(phantasm)[fear][mind], VS, 1StdAct, Medium-
range, WillDisbelief, SR applies> following benefits: a) Intelligence, Wisdom, & Charisma;
– All creatures in a 30’ area sees their worst fear a) Immunity critical hits, sneak attacks, b) hit points (ignore new Constitution score);
(though no one else sees anything). Each ability damage, ability drain, death effects, c) level, class, & alignment;
target that fails its Will save must then make Necromancy effects, nonlethal damage, & d) base attack bonus & base save bonuses
a Fortitude save. If it fails, that target dies. If Stunning; (though these can be modified by the new
successful, the target takes still 3d6 damage, b) gains Low-Light Vision; form’s Str, Dex, & Con); and
is Stunned for 1 round, & takes 1d4 Strength c) gains Darkvision 60’; e) extraordinary abilities, spells, & spell-like
Damage. d) creature type changes from Living abilities (but not supernatural abilities).
Construct to Construct; In addition:
Necromancy
e) Immunity to mind-affecting spells and a) the new form can cast spells if it is
Astral Projection(PH p201) effects;
<Necro, VSM(1,000gp jacinth, 5gp silver per subject), physically capable (i.e., mouth for verbal
30Minutes, Touch>
f) has no Constitution score (thought the components, hands for somatic, etc.);
– The caster and up to 1 willing, touched subject target’s hit-points remain the same); b) the caster’s equipment is transformed into
per 2 levels have their souls projected into the g) Immunity to effects that require Fortitude analogous equipment for the new form if
Astral Plane. While traveling, their bodies are saves (unless they effect objects too); humanoid shaped, otherwise it is absorbed
in Suspended Animation. The travelers have h) cannot be healed by Conjuration(healing) into the body & suppressed;
astral copies of all their equipment. Travel spells; c) +10 bonus on Disguise checks;
can continue until a subject decides to return i) If reduced to 0 to –9 hp, the spell ends and d) gain 1 day’s natural healing of hit-points
to his/her body, the effect is ended with the Living Construct is Immobile as is only; and
Dispel Magic, or the subject’s body is slain standard (at –10 or fewer hp, it is e) if slain, return to original form.
(which kills the subject). destroyed). Simbul’s Spell Trigger(PGF p111)
If cast on a target under the effect of Lesser <Trans, VSF(1,500gp diamond), 1StdAct, Personal,
Energy Drain(PH p226)
<Necro[ray], VS, 1StdAct, Close-range, no save, SR
Humanoid Essence or Humanoid Essence, 10min/lvl(D)>
applies> that spell is Dispelled and this one takes – Creates a magical container for up to three
– Target gains 2d4 Negative Levels. effect. spells. For the three rounds after the matrix is
Undead targeted with this spell gain (2d4 * 5) Counters and Dispels Lesser Humanoid Essence created, the caster can transfer a spell of up to
Temporary HP for 1 hour. and Humanoid Essence. 3rd level whose casting time is no more than 1
Soul Bind(PH p281) Etherealness(PH p228) Full Round into the container. The caster
<Necro, VSF(black sapphire worth 1,000gp per HD of <Trans, VS, 1StdAct, Touch, 1min/lvl(D)> looses 3d6hp per spell which cannot be
target), 1StdAct, Close-range, Permanent, WillNeg, – The caster & up to 1 subject per 3 levels healed until this spell ends.
no SR> becomes ethereal, along with their The caster may set up one spell or a sequence of
– When cast on a body which has been dead no equipment. spells up to 2nd level to be cast from the
more than 1rnd/lvl, the body’s soul becomes matrix when a specified event occurs (similar
trapped in the focus gem. If the gem is not to Contingency).
worth 1,000gp per HD of the target, it After all spells have been cast, this spell ends.
shatters & the spell fails.
Once the soul is trapped, the spells Clone, Raise
Dead, Reincarnation, Resurrection, etc.,
cannot be successfully cast on the target until
this spell is Dispelled, or the gem is shattered.
Spell Tables
Summon Monster
Creatures with Templates include the creature’s page first, followed by the template’s page.
List Constructed from the table on PH3.5 p287.
Summon Monster I
Celestial Badger [good] Celestial Porpoise [good] Fiendish Monstrous Spider, Small [evil]
(MM p268) & (MM p31) (MM p278) & (MM p31) (MM p288) & (MM p107)
Celestial Dog [good] Fiendish Dire Rat [evil] Fiendish Octopus [evil]
(MM p271) & (MM p31) (MM p64) & (MM p107) (MM p276) & (MM p107)
Celestial Giant Fire Beetle [good] Fiendish Hawk [evil] Fiendish Raven [evil]
(MM p285) & (MM p31) (MM p273) & (MM p107) (MM p278) & (MM p107)
Celestial Monkey [good] Fiendish Monstrous Centipede, Medium [evil] Fiendish Snake, Small Viper [evil]
(MM p276) & (MM p31) (MM p287) & (MM p107) (MM p279) & (MM p107)
Celestial Owl [good] Fiendish Monstrous Scorpion, Small [evil]
(MM p277) & (MM p31) (MM p287) & (MM p107)
Summon Monster II
Celestial Giant Bee [good] Devil, Lemure [evil][lawful] Fiendish Monstrous Scorpion, Medium [evil]
(MM p284) & (MM p31) (MM p57) (MM p287) & (MM p107)
Celestial Giant Bombardier Beetle [good] Fiendish Squid [evil] Fiendish Shark, Medium [evil]
(MM p284) & (MM p31) (MM p281) & (MM p107) (MM p279) & (MM p107)
Celestial Riding Dog [good] Fiendish Wolf [evil] Fiendish Monstrous Spider, Medium [evil]
(MM p272) & (MM p31) (MM p283) & (MM p107) (MM p288) & (MM p107)
Celestial Eagle [good] Fiendish Monstrous Centipede, Large [evil] Fiendish Snake, Medium Viper [evil]
(MM p272) & (MM p31) (MM p287) & (MM p107) (MM p279) & (MM p107)
Summon Monster IV
Archon, Lantern [good][lawful] Fiendish Monstrous Spider, Large [evil] Mephit, Ice [air][cold]
(MM p16) (MM p288) & (MM p107) (MM p182)
Celestial Giant Eagle [good] Fiendish Shark, Large [evil] Mephit, Magma [fire]
(MM p93) & (MM p31) (MM p279) & (MM p107) (MM p183)
Celestial Giant Owl [good] Fiendish Snake, Huge Viper [evil] Mephit, Ooze [water]
(MM p205) & (MM p31) (MM p279) & (MM p107) (MM p183)
Celestial Lion [good] Howler [evil][chaotic] Mephit, Salt [earth]
(MM p274) & (MM p31) (MM p154) (MM p184)
Elemental, Storm (small) [air] Mephit, Air [air] Mephit, Steam [fire]
(MM3 p48) (MM p181) (MM p184)
Fiendish Dire Wolf [evil] Mephit, Dust [air] Mephit, Water [water]
(MM p65) & (MM p107) (MM p181) (MM p184)
Fiendish Giant Praying Mantis [evil] Mephit, Earth [earth] Yeth Hound [evil]
(MM p285) & (MM p107) (MM p182) (MM p260)
Fiendish Giant Wasp [evil] Mephit, Fire [fire]
(MM p285) & (MM p107) (MM p182)
Summon Monster V
Achaierai [evil][lawful] Elemental, Air (med.) [air] Fiendish Dire Boar [evil]
(MM p9) (MM p95) (MM p63) & (MM p107)
Archon, Hound [good][lawful] Elemental, Earth (med.) [earth] Fiendish Dire Wolverine [evil]
(MM p16) (MM p98) (MM p66) & (MM p107)
Celestial Brown Bear [good] Elemental, Fire (med.) [fire] Fiendish Monstrous Scorpion, Large [evil]
(MM p269) & (MM p31) (MM p98) (MM p287) & (MM p107)
Celestial Giant Stag Beetle [good] Elemental, Water (med.) [water] Fiendish Shark, Huge [evil]
(MM p285) & (MM p31) (MM p98) (MM p279) & (MM p107)
Celestial Griffon [good] Fiendish Crocodile, Giant [evil] Fiendish Tiger [evil]
(MM p139) & (MM p31) (MM p271) & (MM p107) (MM p281) & (MM p107)
Celestial Sea Cat [good] Fiendish Deinonychus [evil] Shadow Mastiff
(MM p220) & (MM p31) (MM p60) & (MM p107) (MM p222)
Devil, Bearded [evil][lawful] Fiendish Dire Ape [evil]
(MM p52) (MM p62) & (MM p107)
Summon Monster VI
Celestial Dire Lion [good] Elemental, Air (large) [air] Fiendish Monstrous Centipede, Gargantuan [evil]
(MM p63) & (MM p31) (MM p95) (MM p287) & (MM p107)
Celestial Orca Whale [good] Elemental, Earth (large) [earth] Fiendish Monstrous Spider, Huge [evil]
(MM p283) & (MM p31) (MM p98) (MM p288) & (MM p107)
Celestial Polar Bear [good] Elemental, Fire (large) [fire] Fiendish Rhinoceros [evil]
(MM p269) & (MM p31) (MM p98) (MM p278) & (MM p107)
Chaos Beast [chaotic] Elemental, Storm (med.) [air] Fiendish Snake, Giant Constrictor [evil]
(MM p33) (MM3 p48) (MM p279) & (MM p107)
Devil, Chain [evil][lawful] Elemental, Water (large) [water] Janni
(MM p53) (MM p98) (MM p116)
Eladrin, Bralani [good][chaotic] Fiendish Elasmosaurus [evil] Xill [evil][lawful]
(MM p93) (MM p60) & (MM p107) (MM p259)
Summon Monster IX
Celestial Roc [good] Elemental, Earth (elder) [earth] Fiendish Monstrous Spider, Colossal [evil]
(MM p215) & (MM p31) (MM p98) (MM p288) & (MM p107)
Couatl Elemental, Fire (elder) [fire] Guardinal, Leonal [good][chaotic]
(MM p37) (MM p98) (MM p142)
Demon, Bebilith [evil][chaotic] Elemental, Storm (greater) [air] Night Hag [evil]
(MM p42) (MM3 p48) (MM p193)
Demon, Hezrou [evil][chaotic] Elemental, Water (elder) [water] Slaad, Green [chaotic]
(MM p44) (MM p98) (MM p230)
Devil, Barbed [evil][lawful] Fiendish Dire Shark [evil]
(MM p51) (MM p279) & (MM p107)
Elemental, Air (elder) [air] Fiendish Monstrous Scorpion, Gargantuan [evil]
(MM p95) (MM p287) & (MM p107)
Summon Undead
Summon Undead I
Skeleton, Medium Zombie, Small
(MM p226) (MM p266)
Summon Undead II
Skeleton, Large Zombie, Medium
(MM p226) (MM p266)
Summon Undead IV
Allip Ghast Zombie, Huge
(MM p10) (MM p119) (MM p266)
Summon Undead V
Mummy Vampire Spawn
(MM p190) (MM p253)
Shadow Wight
(MM p221) (MM p255)
Permanency Table
Legal Min XP
Spell that can be made Permanent(PH p259) Reference
Target Lvl Cost
Resistance(PH p272) PH3.5 p260 Creature 9 250
<Abj, VS/AM(cloth)/DF, 1StdAct, Touch, 1min>
– Subject gains +1 Resistance bonus on all saves.
Alarm(PH p197) PH3.5 p260 Location 9 500
<Abj, VS/AF(tiny bell, silver wire)/DF, 1StdAct, Close-range, 2hrs/lvl(D), no save, no SR>
– If any creature of Tiny-size or larger passes through the warded 20’ radius Emanation without saying the
password, an alarm (chosen at casting time) will sound.
Audible: Chimes for 1 round. Easily heard within 60’ in typical conditions.
Mental: The chime is only in the caster’s head, though he/she must be within 1 mile. This will wake the
caster, but not disturb his/her concentration.
Comprehend Languages(PH p212) PH3.5 p260 Self only 9 500
<Div, VSM(soot, salt)/DF, 1StdAct, Personal, 10min/lvl>
– Understands all spoken and written languages of the person or object touched.
Dancing Lights(PH p216) PH3.5 p260 Location 9 500
<Evoc[light], VS, 1StdAct, Medium-range, 1min>
– Up to 4 spheres in a 10’ area that each give off 30’ of light. They can move 100’ per round.
Detect Magic(PH p219) PH3.5 p260 Self only 9 500
<Div, VS/DF, 1StdAct, Concentration up to 1min/lvl, no save, no SR>
– The caster can see the Magic Aura of a spell or item in a 60’ Cone-shaped Emanation.
The information gained increases each round:
1st round – presence of magic.
2nd round – number of magic auras & the strength of the most powerful aura. If not in line-of-sight, the
caster only knows the direction.
3rd round – strength & location of each aura. If an aura is within line-of-sight, the caster can identify its
school with a Spellcraft check vs. DC 15 + spell level.
This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead.
Enlarge Person(PH p226) PH3.5 p260 Creature 9 500
<Trans, VSM(powdered iron), 1Round, Close-range, 1min/lvl(D)>
– One Humanoid (& all his/her equipment) becomes 1 Size category larger. Subject gains +2 Size bonus to
Strength, –2 Size penalty to Dexterity, and –1 penalty on attacks & AC. A subject who becomes Large-
size gains ‘Reach’.
If the subject is within an area too small for his/her new size, the subject may attempt to ‘burst’ his/her
surroundings with a Strength check (including the bonus). If the check fails, the subject is trapped, but
takes no damage.
Unwilling targets get a Fortitude save & SR applies.
This spell Counters & Dispels Reduce Person.
Ghost Sound(PH p235) PH3.5 p260 Location 9 500
<Ill(figment), VSM(wool/wax), 1StdAct, Close-range, 1rnd/lv(D), WillDisbelief, no SR>
– Sounds of 4 people per level (max 20 people).
Read Magic(PH p269) PH3.5 p260 Self only 9 500
<Div, VSF(prism), 1StdAct, Personal, 10min/lvl>
– Reads scrolls & spellbooks at 1 page per min.
Reduce Person(PH p269) PH3.5 p260 Creature 9 500
<Trans, VSM(powdered iron), 1Round, Close-range, 1min/lvl(D)>
– One Humanoid (& all his/her equipment) becomes 1 Size category smaller. Subject gains +2 Size bonus
to Dexterity, –2 Size penalty to Strength, and +1 bonus on attacks & AC. A subject who becomes Tiny-
size have a reach of 0’ & must enter an opponent’s hex to attack.
An unwilling subject gets a Fortitude save & SR applies.
This spell Counters & Dispels Enlarge Person.
Darkvision(PH p216) PH3.5 p260 Self only 10 1,000
<Trans, VSM(carrot/agate), 1StdAct, Touch, 1hr/lvl>
– The touched subject can see up to 60’ in non-magical darkness, but in black & white only.
Invisibility(PH p245) PH3.5 p260 Object 10 1,000
<Ill(glamer), VSM(eyelash, gum arabic)/DF, 1StdAct, Touch, 1min/lvl(D)>
– Touched creature or object is Invisible until it attacks. Can effect an object of up to 100 pounds per level.
Magic Mouth(PH p251) PH3.5 p260 Object 10 1,000
<Ill(glamer), VSM(10gp jade power, honeycomb), 1StdAct, Close-range, Permanent until discharged>
– The caster creates an invisible ward which produces an illusionary mouth that speaks up to 25 words when
it is triggered by a condition specified at cast time. The message can be in any language known by the
caster and can be spread out over a 10 minute period if desired.
The trigger must be within the spell’s range in line-of-sight, up to 15’ per level. The conditions must be
based on visual and/or audible triggers, so the spell can be fooled by disguises, silence, etc.
See Invisibility(PH p275) PH3.5 p260 Self only 10 1,000
<Div, VSM(pinch of talc, silver powder), 1StdAct, Personal, 10min/lvl(D), no SR>
– The caster can see Invisible creatures or objects within its range of vision.
Legal Min XP
Spell that can be made Permanent(PH p259) Reference
Target Lvl Cost
Web(PH p301) PH3.5 p260 Location 10 1,000
<Conj, VSM(spider web), 1StdAct, Medium-range, 10min/lvl(D), no SR>
– Fills 20’ radius Spread with sticky webs, which must be anchored on two diametrically opposing surfaces.
Without support, the webs collapse & the spell ends.
All creatures within the area of effect are Entangled. Those that fail a Reflex save are also anchored &
cannot move. To become unanchored requires a Strength check vs. DC 20 or an Escape Artist check vs.
DC 25 (each of which consumes a Full-Round Action).
An unanchored creature can move slowly through the webs by making a Strength or Escape Artist check as
a Full-Round Action. The target can move 5’ per 5 full points the check exceeds 10.
5’ – 20’ of webs provide Cover. More than 20’ provide Total Cover. A creature in the webs can be attack
without the attacker becoming entangled.
An open flame can burn away a 5’ cube per round, though any creature in that area takes 2d4 Fire damage.
Note: A Permanent Web that is damage (but not destroyed) (typically by fire) regrows in 10 minutes.
Arcane Sight(PH p201) PH3.5 p260 Self only 11 1,500
<Div, VS, 1StdAct, Personal, 1min/lvl(D)>
– The caster’s eyes glow blue & is to see magic auras within 120’, allowing his/her to know the strength &
school of all magic effects & items by making a Spellcraft check vs. DC (15 + spell level). By spending a
Standard Action scrutinizing a target, the caster can know if it has any spell casting or spell-like abilities,
whether they are Arcane or Divine, & the power level of the highest spell effect still available to the
target today.
Boccob’s Rolling Cloud(DR338 p49) DR338 p49 Location 11 1,500
<Evoc[fire][electricity], VSM(4 colored stones)/DF, 1StdAct, Close-range, Instantaneous, Ref½ and FortNeg, SR applies>
– All creatures in a Cone-shaped Burst (10’ tall and out to the end of range) take 1d6 per level damage
(Ref½). Damage is ¼th Electricity, ¼th Fire, ¼th Positive Energy, & ¼th Negative energy. This form of
Positive and Negative energy does damage to all types of creatures and may never heal them.
Any creature that fails its Reflex save is Dazed for one round (FortNeg).
Note: A Permanent Boccob’s Rolling Cloud is 5’ wide, 10’ tall and (25’ + 5 per 2 levels) long. Any
creature coming into contact with it takes 2d6 + 1 per caster level damage. Any creature going through it
also is Dazed for one round.
Gust of Wind(PH p238) PH3.5 p260 Location 11 1,500
<Evoc[air], VSF(tiny bellows), 1StdAct, 1rnd, FortNeg, no SR>
– Creates a powerful Line of air 10’ wide by 10’ high by 60’ long starting at the caster. All Listen checks &
ranged attacks within the area of the spell receive a –4 penalty, and open flames are extinguished.
The effect of the wind on creatures & objects is based on their size.
Size Flying? Blown Back Subdual
up to Tiny Yes 2d6 x 10’ 2d6
up to Tiny No 1d4 x 10’ 1d4 per 10’
Small Yes 1d6 x 10’ —
Small No Prone —
Medium Yes 1d6 x 5’ —
Medium No 0’, but can’t advance
Large + — No effect
Shrink Item(PH p279) PH3.5 p260 Object 11 1,500
<Trans, VS, 1StdAct, Touch, 1day/lvl(D)>
– Shrinks touched non-magical object of up to 2 cubic feet per level to 1/16th its normal size & 1/4,000th its
normal mass (i.e., 4 size categories) & optionally turns it into cloth.
The spells ends when the caster throws the target object against a solid surface or says the command word
(or the duration runs out).
A permanent Shrink Item can be enlarged & shrunk by the caster as often as desired by touch.
Skull Watch(PGF p111) PGF p112 Object 11 1,500
<Necro, VSF(humanoid skull), 1StdAct, Touch, until discharged up to 1hr/lvl, no SR>
– The touched skull levitates 5’ off the ground and faces a direction of the caster’s choice. If any living
creature comes into an area 20’ wide by 90’ long in front of the skull’s face, the following happens:
a) The caster knows the skull was triggered;
b) The skull gives off a loud shriek that can be heard within ¼ mile;
c) Everyone within 60’ of the skull becomes Deaf for 1d6 rounds (FortNeg);
d) The spell then ends.
An untriggered skull can be moved from ‘behind’, which does not trigger it.
The skull has AC12, Hardness 1, and 1hp/lvl. Destroying the skull does not trigger it.
Note: The spell will reset itself 1d4 rounds after it is triggered
Stinking Cloud(PH p284) PH3.5 p260 Location 11 1,500
<Conj(creat), VSM(rotten eggs/skunk cabbage leaves), 1StdAct, Medium-range, 1rnd/lvl, FortNeg>
– Creates a 20’ radius by 20’ high Cloud of noxious fog.
Everyone within the fog must make a Fortitude save each round or be Nauseated, which remains until the
target has been out of the fog for 1d4+1 rounds.
The fog can be dispersed by Moderate Wind in 4 rounds & a Strong Wind in 1 round.
Note: A Permanent Solid Fog that is dispersed by wind reforms in 10 minutes.
Tongues(PH p294) PH3.5 p260 Self only 11 1,500
<Div, VM(small clay ziggurat)/DF, 1StdAct, Touch, 10min/lvl, no SR>
– The touched subject can understand & speak any intelligent creature’s language.
Legal Min XP
Spell that can be made Permanent(PH p259) Reference
Target Lvl Cost
Solid Fog(PH p281) PH3.5 p260 Location 12 2,000
<Conj(creat), VSM(powdered peas, powdered hoof), 1StdAct, Medium-range, 1min/lvl, no SR>
– Creates a 20’ radius Spread by 20’ high Cloud of fog. Movement in the cloud is slowed to 5’ and taking a
5’ step is not an option. While in the fog, melee attacks & damage have a –2 penalty & ranged attacks
(other than magical rays, etc.) are impossible.
The fog slows falling, reducing 1d6 of damage per 10’ of solid fog fallen through.
The fog can be dispersed by a Strong Wind in 1 round.
Note: A Permanent Solid Fog that is dispersed by wind reforms in 10 minutes.
Wall of Fire(PH p298) PH3.5 p260 Location 12 2,000
<Evoc[fire], VS/AM(phosphorus)/DF, 1StdAct, Medium-range, Concentrations + 1rnd/lvl, SR applies>
– Creates a opaque 20’ tall wall of violet fire that is either 20’ long per level & straight –or– a ring 5’ radius
per 2 levels. One side (caster’s choice) causes 2d4 fire damage within 10’ and 1d4 fire damage between
10’ & 20’. Going through the wall does 2d6 + 1/lvl (max +20) Fire damage (2x to Undead).
If the wall is created on top of someone, the target gets a Reflex save to jump to one side (taking damage if
the wrong side is chosen).
20hp of Cold damage in one round will extinguish a 5’ length of wall.
Note: if a section of a Permanent Wall of Fire is extinguished, it will reignite after 10 minutes.
Mordenkainen’s Private Sanctum(PH p256) PH3.5 p260 Area 13 2,500
<Abj, VSM(lead, opaque glass, cloth, powdered chrysolite), 10Minutes, Close-range, 24hrs(D)>
– The caster gains privacy in an area of one contiguous 30’ cubic feet per level, shaped however the caster
desires. The area cannot be seen into from the outside, nor can sound travel in or out of the area.
Divination (scrying) spells cannot enter the area, including Arcane Eye. Anyone can enter or leave the
area at will.
Rary’s Telepathic Bond(PH p268) PH3.5 p260 Creature 13 2,500
<Div, VSM(eggshells), 1StdAct, Close-range, 10min/lvl(D)> (2)
– One willing creature per three levels in a 30’ area can be telepathically connected, though the caster does
not have to be one of the subjects. Each subject must be willing & have an Intelligence of 3 or higher.
Once connected, the group can communicate at any range. All subjects can hear all communications of the
group & language is not an issue.
Note: a Permanent Rary’s Telepathic Bond is only between 2 creatures.
Symbol of Pain(PH p290) PH3.5 p260 Location 13 2,500
<Necro[evil], VSM(1,000gp of diamond & opal powder, mercury, phosphorus), 10Minutes, Touch, until triggered then or Object
10min/lvl, FortNeg, SR applies>
– Creates a magical trap by drawing a symbol. When triggered (see below), the symbol glows & creatures
within a 60’ radius Emanation suffer from wracking pain, receiving a –4 penalty to attacks, skill checks,
& ability checks for 1 hour after they leave the area of effect. The triggered symbol remains active for
10min/lvl
Any creature who saves is safe until it leaves the 60’ radius. Reentering requires a new save.
The symbol must be in plain sight and is triggered by one or more of following actions is performed within
60’ (chosen at cast time):
a) target looks at the symbol;
b) target reads the symbol;
c) target touches the symbol (including covering it);
d) target passes over the symbol;
e) target passes through the portal marked with the symbol;
f) custom triggering condition based on target’s name, alignment, a visual quality, or a visual action.
The caster may include a password, which allows the creature saying the password to not trigger the
symbol.
The caster may attune multiple creatures to the symbol at cast time (the caster is always considered
attuned). Attuned creatures cannot trigger the symbol & are not effected by it when triggered. Attuning
up to 10 people takes an extra hour of cast time, attuning up to 25 takes 24 hours, etc.
The specific symbol can be identified with Read Magic and a Spellcraft check vs. DC 19, though this may
trigger it.
This spell can be Dispelled by a targeted Dispel Magic. It is immune to Erase.
Note: a Permanent Symbol of Pain that reaches its duration resets itself after 10 minutes, ready to be triggered
again.
Wall of Force(PH p298) PH3.5 p260 Location 13 2,500
<Evoc[force], VSM(clear gem powder), 1StdAct, Close-range, 1min/lvl(D), no SR>
– Creates an Invisible, immobile vertical wall of up to one contiguous 10’ square per level.
The wall is immune to all damage & most magic (including Dispel Magic). Spells & breath weapons
cannot go through the wall, but gaze attacks & teleportation can.
This spell is Dispelled by Disintegrate & Mordenkainen’s Disjunction. It is immune to Dispel Magic.
Legal Min XP
Spell that can be made Permanent(PH p259) Reference
Target Lvl Cost
Animate Objects(PH p199) PH3.5 p260 Object 14 3,000
<Trans, VS, 1StdAct, Medium-range, 1rnd/lvl>
– Animates the equivalent of one Small-sized, non-magical, unattended (i.e., not carried or worn) object per
level, which can be used to immediately attack an opponent. Use the Animated Object creature(MM p13)
for the items effected by this spell.
The caster may change which objects are animated as a Move Action each round.
The caster may animate larger objects in place of a number of Small objects.
1 Medium = 2 Small 1 Gargantuan = 16 Small
1 Large = 4 Small 1 Colossal = 32 Small
1 Huge = 8 Small
Symbol of Fear(PH p290) PH3.5 p260 Location 14 3,000
<Necro[fear][mind], VSM(1,000gp diamond & opal powder, mercury, phosphorus), 10Minutes, Touch, until triggered then or Object
10min/lvl, WillNeg, SR applies>
– Creates a magical trap by drawing a symbol. When triggered (see below), the symbol glows & creatures
within a 60’ radius Emanation are Panicked for 1rnd/lvl, up to 150hp total (calculate starting from the
closest to the symbol & skipping any with too many hp). If the symbol does not effect 150hp worth of
creatures when triggered, it remains active until it effects the remaining hp of creatures, up to 10min/lvl.
Any creature who saves is safe until it leaves the 60’ radius. Reentering requires a new save.
The symbol must be in plain sight and is triggered by one or more of following actions is performed within
60’ (chosen at cast time):
a) target looks at the symbol;
b) target reads the symbol;
c) target touches the symbol (including covering it);
d) target passes over the symbol;
e) target passes through the portal marked with the symbol;
f) custom triggering condition based on target’s name, alignment, a visual quality, or a visual action.
The caster may include a password, which allows the creature saying the password to not trigger the
symbol.
The caster may attune multiple creatures to the symbol at cast time (the caster is always considered
attuned). Attuned creatures cannot trigger the symbol & are not effected by it when triggered. Attuning
up to 10 people takes an extra hour of cast time, attuning up to 25 takes 24 hours, etc.
The specific symbol can be identified with Read Magic and a Spellcraft check vs. DC 19, though this may
trigger it.
This spell can be Dispelled by a targeted Dispel Magic. It is immune to Erase.
Note: a Permanent Symbol of Fear that has been triggered & panics 150hp of creatures resets itself after 10
minutes, ready to be triggered again.
Symbol of Persuasion(PH p290) PH3.5 p260 Location 14 3,000
<Ench(charm)[mind], VSM(5,000gp of diamond & opal powder, mercury, phosphorus), 10Minutes, Touch, until triggered or Object
then 10min/lvl, WillNeg, SR applies>
– Creates a magical trap by drawing a symbol. When triggered (see below), the symbol glows & creatures
within a 60’ radius Emanation become charmed by the caster (i.e., consider him a good friend) for 1 hour
per level. The triggered symbol remains active for 10min/lvl
Any creature who saves is safe until it leaves the 60’ radius. Reentering requires a new save.
The symbol must be in plain sight and is triggered by one or more of following actions is performed within
60’ (chosen at cast time):
a) target looks at the symbol;
b) target reads the symbol;
c) target touches the symbol (including covering it);
d) target passes over the symbol;
e) target passes through the portal marked with the symbol;
f) custom triggering condition based on target’s name, alignment, a visual quality, or a visual action.
The caster may include a password, which allows the creature saying the password to not trigger the
symbol.
The caster may attune multiple creatures to the symbol at cast time (the caster is always considered
attuned). Attuned creatures cannot trigger the symbol & are not effected by it when triggered. Attuning
up to 10 people takes an extra hour of cast time, attuning up to 25 takes 24 hours, etc.
The specific symbol can be identified with Read Magic and a Spellcraft check vs. DC 19, though this may
trigger it.
This spell can be Dispelled by a targeted Dispel Magic. It is immune to Erase.
Note: a Permanent Symbol of Persuasion that reaches its duration resets itself after 10 minutes, ready to be
triggered again.
Phase Door(PH p261) PH3.5 p260 Location 15 3,500
<Conj(creat), V, 1StdAct, Touch, 1use/2lvls>
– Creates an ethereal passage 5’ wide by 8’ high with a depth of 10’ + 5’ per 3 levels through wood, plaster,
or stone. The passage is invisible and only usable by the caster and anyone else who can trigger it (set at
creation time). The trigger must be based on observable qualities. Anyone using the passage can take
one other creature through, but this counts as 2 uses.
Note: A permanent Phase Door never runs out of uses & is often has an object as a trigger.
Legal Min XP
Spell that can be made Permanent(PH p259) Reference
Target Lvl Cost
Symbol of Stunning(PH p291) PH3.5 p260 Location 15 3,500
<Ench(comp)[mind], VSM(5,000gp diamond & opal powder, mercury, phosphorus), 10Minutes, Touch, until triggered then or Object
10min/lvl, WillNeg, SR applies>
– Creates a magical trap by drawing a symbol. When triggered (see below), the symbol glows & creatures
within a 60’ radius Emanation are Stunned for 1d6rnds, up to 150hp total (calculate starting from the
closest to the symbol & skipping any with too many hp). If the symbol does not effect 150hp worth of
creatures when triggered, it remains active until it effects the remaining hp of creatures, up to 10min/lvl.
Any creature who saves is safe until it leaves the 60’ radius. Reentering requires a new save.
The symbol must be in plain sight and is triggered by one or more of following actions is performed within
60’ (chosen at cast time):
a) target looks at the symbol;
b) target reads the symbol;
c) target touches the symbol (including covering it);
d) target passes over the symbol;
e) target passes through the portal marked with the symbol;
f) custom triggering condition based on target’s name, alignment, a visual quality, or a visual action.
The caster may include a password, which allows the creature saying the password to not trigger the
symbol.
The caster may attune multiple creatures to the symbol at cast time (the caster is always considered
attuned). Attuned creatures cannot trigger the symbol & are not effected by it when triggered. Attuning
up to 10 people takes an extra hour of cast time, attuning up to 25 takes 24 hours, etc.
The specific symbol can be identified with Read Magic and a Spellcraft check vs. DC 19, though this may
trigger it.
This spell can be Dispelled by a targeted Dispel Magic. It is immune to Erase.
Note: a Permanent Symbol of Stunning that has been triggered & stuns 150hp of creatures resets itself after 10
minutes, ready to be triggered again.
Symbol of Weakness(PH p291) PH3.5 p260 Location 15 3,500
<Necro, VSM(5,000gp of diamond & opal powder, mercury, phosphorus), 10Minutes, Touch, until triggered then or Object
10min/lvl, FortNeg, SR applies>
– Creates a magical trap by drawing a symbol. When triggered (see below), the symbol glows & creatures
within a 60’ radius Emanation take 3d6 Strength Damage. Targets cannot be waken without magic. The
triggered symbol remains active for 10min/lvl
Any creature who saves is safe until it leaves the 60’ radius. Reentering requires a new save.
The symbol must be in plain sight and is triggered by one or more of following actions is performed within
60’ (chosen at cast time):
a) target looks at the symbol;
b) target reads the symbol;
c) target touches the symbol (including covering it);
d) target passes over the symbol;
e) target passes through the portal marked with the symbol;
f) custom triggering condition based on target’s name, alignment, a visual quality, or a visual action.
The caster may include a password, which allows the creature saying the password to not trigger the
symbol.
The caster may attune multiple creatures to the symbol at cast time (the caster is always considered
attuned). Attuned creatures cannot trigger the symbol & are not effected by it when triggered. Attuning
up to 10 people takes an extra hour of cast time, attuning up to 25 takes 24 hours, etc.
The specific symbol can be identified with Read Magic and a Spellcraft check vs. DC 19, though this may
trigger it.
This spell can be Dispelled by a targeted Dispel Magic. It is immune to Erase.
Note: a Permanent Symbol of Weakness that reaches its duration resets itself after 10 minutes, ready to be
triggered again.
Prismatic Wall(PH p264) PH3.5 p260 Location 16 4,000
<Abj, VS, 1StdAct, Close-range, 10min/lvl(D)>
– Creates an opaque, vertical wall 4’/lvl wide by 2’/lvl tall. Anyone within 20’ of the wall who has less than
8HD is Blind for 2d4 rounds (no save).
The caster can walk through the wall without difficulty. Anyone else trying to go through the wall is
effected by each of its colors (SR check required for each color), unless they are dispelled in order. The
colors, in order, are the following:
Color Negated by Effect
Red Cone of Cold 20hp fire (Ref½)
Orange Gust of Wind 40hp acid (Ref½)
Yellow Disintegrate 80hp electricity (Ref½)
Green Passwall Death (Fort½ 1d6Con)
Blue Magic Missile Flesh to Stone (FortNeg)
Indigo Daylight Insanity (WillNeg)
Violet Dispel Magic Plane Shift (WillNeg)
The wall is immune to Dispel Magic, Greater Dispel Magic, and Antimagic Sphere, but not
Mordenkainen’s Disjunction.
Legal Min XP
Spell that can be made Permanent(PH p259) Reference
Target Lvl Cost
Symbol of Death(PH p289) PH3.5 p260 Location 16 4,000
<Necro[death], VSM(5,000gp of diamond powder, 5,000gp of opal powder, mercury, phosphorus), 10Minutes, Touch, until or Object
triggered then 10min/lvl, FortNeg, SR applies>
– Creates a magical trap by drawing a symbol. When triggered (see below), the symbol glows & creatures
within a 60’ radius Emanation die, up to 150hp total (calculate starting from the closest to the symbol &
skipping any with too many hp). If the symbol does not slay 150hp worth of creatures when triggered, it
remains active until it slays the remaining hp of creatures, up to 10min/lvl.
Any creature who saves is safe until it leaves the 60’ radius. Reentering requires a new save.
The symbol must be in plain sight and is triggered by one or more of following actions is performed within
60’ (chosen at cast time):
a) target looks at the symbol;
b) target reads the symbol;
c) target touches the symbol (including covering it);
d) target passes over the symbol;
e) target passes through the portal marked with the symbol;
f) custom triggering condition based on target’s name, alignment, a visual quality, or a visual action.
The caster may include a password, which allows the creature saying the password to not trigger the
symbol.
The caster may attune multiple creatures to the symbol at cast time (the caster is always considered
attuned). Attuned creatures cannot trigger the symbol & are not effected by it when triggered. Attuning
up to 10 people takes an extra hour of cast time, attuning up to 25 takes 24 hours, etc.
The symbol can be identified with Read Magic and a Spellcraft check vs. DC 19, though this may trigger it.
This spell can be Dispelled by a targeted Dispel Magic. It is immune to Erase.
Note: a Permanent Symbol of Death that has been triggered & slays 150hp of creatures resets itself after 10
minutes, ready to be triggered again.
Symbol of Insanity(PH p290) PH3.5 p260 Location 16 4,000
<Ench(comp)[mind], VSM(5,000gp of diamond & opal powder, mercury, phosphorus), 10Minutes, Touch, until triggered or Object
then 10min/lvl, WillNeg, SR applies>
– Creates a magical trap by drawing a symbol. When triggered (see below), the symbol glows & creatures
within a 60’ radius Emanation become permanently Confused (see Insanity for methods of removing this
effect). The triggered symbol remains active for 10min/lvl
Any creature who saves is safe until it leaves the 60’ radius. Reentering requires a new save.
The symbol must be in plain sight and is triggered by one or more of following actions is performed within
60’ (chosen at cast time):
a) target looks at the symbol;
b) target reads the symbol;
c) target touches the symbol (including covering it);
d) target passes over the symbol;
e) target passes through the portal marked with the symbol;
f) custom triggering condition based on target’s name, alignment, a visual quality, or a visual action.
The caster may include a password, which allows the creature saying the password to not trigger the
symbol.
The caster may attune multiple creatures to the symbol at cast time (the caster is always considered
attuned). Attuned creatures cannot trigger the symbol & are not effected by it when triggered. Attuning
up to 10 people takes an extra hour of cast time, attuning up to 25 takes 24 hours, etc.
The specific symbol can be identified with Read Magic and a Spellcraft check vs. DC 19, though this may
trigger it.
This spell can be Dispelled by a targeted Dispel Magic. It is immune to Erase.
Note: a Permanent Symbol of Insanity that reaches its duration resets itself after 10 minutes, ready to be
triggered again.
Legal Min XP
Spell that can be made Permanent(PH p259) Reference
Target Lvl Cost
Symbol of Sleep(PH p291) PH3.5 p260 Location 16 4,000
<Ench(comp)[mind], VSM(1,000gp of diamond & opal powder, mercury, phosphorus), 10Minutes, Touch, until triggered or Object
then 10min/lvl, WillNeg, SR applies>
– Creates a magical trap by drawing a symbol. When triggered (see below), the symbol glows & creatures
with up to 10HD within a 60’ radius Emanation fall into a catatonic sleep for 3d6x10minutes. Targets
cannot be waken without magic. The triggered symbol remains active for 10min/lvl
Any creature who saves is safe until it leaves the 60’ radius. Reentering requires a new save.
The symbol must be in plain sight and is triggered by one or more of following actions is performed within
60’ (chosen at cast time):
a) target looks at the symbol;
b) target reads the symbol;
c) target touches the symbol (including covering it);
d) target passes over the symbol;
e) target passes through the portal marked with the symbol;
f) custom triggering condition based on target’s name, alignment, a visual quality, or a visual action.
The caster may include a password, which allows the creature saying the password to not trigger the
symbol.
The caster may attune multiple creatures to the symbol at cast time (the caster is always considered
attuned). Attuned creatures cannot trigger the symbol & are not effected by it when triggered. Attuning
up to 10 people takes an extra hour of cast time, attuning up to 25 takes 24 hours, etc.
The specific symbol can be identified with Read Magic and a Spellcraft check vs. DC 19, though this may
trigger it.
This spell can be Dispelled by a targeted Dispel Magic. It is immune to Erase.
Note: a Permanent Symbol of Sleep that reaches its duration resets itself after 10 minutes, ready to be triggered
again.
Prismatic Sphere(PH p264) PH3.5 p260 Location 17 4,500
<Abj, V, 1StdAct, 10min/lvl(D)>
– Creates a 10’ radius opaque sphere around the caster. Anyone within 20’ of the sphere who has less than
8HD is Blind for 2d4 x 10 minutes.
The caster can walk through the sphere without difficulty. Anyone else trying to go through the wall is
effected by each of its colors (SR check required for each color), unless they are dispelled in order. The
colors, in order, are the following:
Color Negated by Effect
Red Cone of Cold 20hp fire (Ref½)
Orange Gust of Wind 40hp acid (Ref½)
Yellow Disintegrate 80hp electricity (Ref½)
Green Passwall Death (Fort½ 1d6Con)
Blue Magic Missile Flesh to Stone (FortNeg)
Indigo Daylight Insanity (WillNeg)
Violet Dispel Magic Plane Shift (WillNeg)
The sphere is immune to Dispel Magic, Greater Dispel Magic, and Antimagic Sphere, but not
Mordenkainen’s Disjunction.
Teleportation Circle(PH p293) PH3.5 p260 Location 17 4,500
<Conj[teleport], VM(1,000gp amber), 10Minutes, Touch, 10min/lvl(D), no save, SR applies>
– Create an almost invisible circle up to 5’ radius on the floor, ground, etc. Anyone stepping into the circle
is teleported safely to a familiar destination in the same plane of existence chosen at casting time.
Note: The spell will reset itself after 10 minutes if ‘disabled’ by a Disable Trap check.
Results of the Spell Alter Self Polymorph Animal Shapes Shapechange Magic Jar
(PH p197) (PH p263) (PH p198) (PH p277)(PH3.5e)+ (PH p250)
Same as original form or
Aberration, Animal,
Dragon, Fey, Giant,
Same as original creature Humanoid, Magical Beast, Any, but not unique
Creature Type Monstrous Humanoid, Animal only Same as New form
(typically Humanoid) creatures.
Ooze, Plant, Vermin.
Cannot be Incorporeal or
Gaseous.
Up to Caster level, but no Up to Caster level, but no
Up to Caster level Up to Caster level
New Form’s HD Max more than target’s HD more than target’s HD n/a
(max 5HD) (max 25 HD)
(max 15HD) (max 20 HD)
1 size category larger Limited only by creature Limited only by creature
Largest Possible Size Colossal-size n/a
than original form choice (i.e., Max HD) choice (i.e., Max HD)
1 size category smaller
Smallest Possible Size Fine-size Fine-size Fine-size n/a
than original form
Strength Same as original form Same as New form Same as New form Same as New form Same as New form
Dexterity Same as original form Same as New form Same as New form Same as New form Same as New form
Constitution Same as original form Same as New form Same as New form Same as New form Same as New form
Intelligence Same as original form Same as original form Same as original form Same as original form Same as original form
Wisdom Same as original form Same as original form Same as original form Same as original form Same as original form
Charisma Same as original form Same as original form Same as original form Same as original form Same as original form
Class & Level Same as original form Same as original form Same as original form Same as original form Same as original form
Hit-Points Same as original form Same as original form Same as original form Same as original form Same as original form
Alignment Same as original form Same as original form Same as original form Same as original form Same as original form
Base Attack Bonus Same as original form Same as original form Same as original form Same as original form Same as original form
Base Save Bonuses Same as original form Same as original form Same as original form Same as original form Same as original form
Keep Original Form’s
Yes, if gained from Yes, if gained from Yes, if gained from Yes, if gained from
Extraordinary Special Yes, if a mental ability
Class levels Class levels Class levels Class levels
Attacks?
Keep Original Form’s
Spell-Like Special Yes Yes Yes Yes Yes, if a mental ability
Attacks?
Keep Original Form’s
Spell-Like Special Yes Yes Yes Yes Yes, if a mental ability
Qualities?
Keep Original Form’s
Supernatural Special Yes Yes Yes No Yes, if a mental ability
Attacks?
Keep Original Form’s
Supernatural Special Yes Yes Yes No Yes, if a mental ability
Qualities?
Keep Original Form’s
Supernatural Special Yes Yes Yes Yes Yes, if a mental ability
Qualities?
Gain New Form’s
Extraordinary Special No Yes Yes Yes Yes
Attacks?
Gain New Form’s
Extraordinary Special No No No No Yes
Qualities?
Gain New Form’s Super-
No No No Yes No
natural Special Attacks?
Gain New Form’s Super-
No No No Yes No
natural Special Qualities?
Same as New form, up to Same as New form, up to Same as New form, up to
Movement 120’ flying and/or 60’ 120’ flying and/or 60’ 120’ flying and/or 60’ Same as New form Same as New form
other movement other movement other movement
Natural Armor Bonus Same as New form Same as New form Same as New form Same as New form Same as New form
Natural Weapons Same as New form Same as New form Same as New form Same as New form Same as New form
Racial Skill Bonuses Same as New form Same as New form Same as New form Same as New form unclear
Racial Bonus Feats Same as New form Same as New form Same as New form Same as New form Same as New form
Add a Template to the
No No No No n/a
New Form?
Creature type & subtype Same as original form Same as New form Same as New form Same as New form Same as New form
Bonus to Disguise check +10 +10 +10 +10 No
Regain hp as if rested one
No Yes Yes Yes No
night?
Glossary
Auras
Alignment Aura(PH p219)
Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc.
A ‘Lingering Aura’ is left behind by an aligned spell ending or the dead/destruction of an aligned creature or magic item. The time it lasts depends on the strength
of the original aura. The lingering aura itself is always a ‘Dim Aura’.
If a caster sees an ‘Overwhelming Aura’ that is opposite of his/her own alignment and the aura was generate by something with twice the HD / Class Level / Caster
level of the caster, the caster is Stunned for one round & the detection spell ends.
A ‘Lingering Aura’ is left behind by an spell ending or the destruction of a magic item. The time it lasts depends on the strength of the original aura. The lingering
aura itself is always a ‘Dim Aura’.
A ‘Lingering Aura’ is left behind by the destruction of an Undead. The time it lasts depends on the strength of the original aura. The lingering aura itself is always
a ‘Dim Aura’.
Ranges
Close-range – 25’ + 5’ per 2 levels.
Medium-range – 100’ + 10’ per level.
Long-range – 400’ + 40’ per level.
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Levels of Concealment
Concealment(PH p152) Total Concealment(PH p152)
20% miss chance. Must guess at the correct hex. If the guess is
correct, then there is still a 50% miss chance.
Levels of Cover
Cover, Hard (such as walls) (PH p150) Cover, Soft (such as opponents) (PH p150)(PH3.5e)+ Full Cover (PH p150)
+4 Cover bonus to AC & +2 Cover bonus to +4 Cover bonus to AC against Ranged Attacks. Can’t be targeted
Reflex saves for spell’s whose point of origin Not subject to Attacks of Opportunity through
is on the other side of the cover. the cover
Not subject to Attacks of Opportunity through
the cover.
Level of Exhaustion
Fatigued(PH p308) Exhausted(PH p308)
Subject cannot move run or change and suffers a Subject can only move at ½ speed and suffers a
–2 penalty of Strength & Dexterity. Any –6 penalty of Strength & Dexterity.
action that would cause ‘Fatigue’ instead After one hour of complete rest, the subject
causes the subject to become Exhausted. becomes Fatigued.
After 8 hours of complete rest, fatigue is
removed.
Levels of Fear
(in order of severity) Shaken, Frightened, Panicked, Cowering
Shaken(PH p312) Frightened(PH p309) Panicked(PH p311) Cowering(PH p306)
Subject suffers a –2 penalty to Subject must flee from the source Subject drops anything in his/her Subject is paralyzed with fear and
attacks, skill checks, ability of the fear. hands & flees from the source cannot take any actions. –2
checks, & saving throws. If cornered, the subject can fight of the fear. penalty to AC & looses
with a –2 penalty to attacks, If cornered, the subject must use Dexterity modifier to AC.
skill checks, ability checks, & Total Defense. All skill
saving throws. checks, ability checks, &
saving throws have a –2
penalty.
Casting Times
Immediate Action(CArc p86) Swift Action(CArc p86) Standard Action(PH p138) Full Round Action(PH p139)
A Swift Action that can be used You may execute one Swift The default casting time for a A Full Round Action. Casting
when it is not your turn. It still Action each turn during your spell. time for many summoning
counts as your one Swift action. It takes as much time as spells.
Action of the coming turn. a Free Action.
You cannot use an Immediate Example: A spell with Feat:
Action when Flat-Footed. Quicken Spell applied to it.
Example: Feather Fall.
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Other Definitions
All Actions Confused(PH p212) Energy Type
Attack Rolls, Saving Throws, Skill Checks, & Mental-effect causes the target acts randomly Acid, Cold, Electricity, Fire, or Sonic.
Ability Checks. each round that the spell is in effect: Entangled(PH p308)
Attitude Categories(PH p72) 01-10: Attack the caster. Subject receives a –2 penalty to attacks, a –4
See table on PH3.5 p72. 11-20: Act normally. penalty to effective Dexterity, & must make
Avert Gaze (i.e., try to avoid eye contact) (MM p309) 21-50: Do nothing. Concentration checks to cast spells. If the
51-70: Run away from the caster at top speed entanglement is ‘anchored’, the subject
Gain a 50% chance to avoid a gaze attack, but
cannot move, otherwise the subject can only
grant your opponent Concealment (20% miss 71-00: Attack the nearest creature (ignoring
move at ½ speed, but can’t run or charge.
chance). your familiar).
To remove the entangle usually requires a
Blind(PH p305) Cowering Strength or Escape Artist check whose DC is
Subject cannot see, has a 50% chance of missing See above designated by the effect.
outright in combat (assuming the correct hex Creature Equivalent Exhausted(PH p308)
was chosen), receives a –2 penalty on AC &
Some spells express the amount of load that can See above.
looses Dexterity modifier to AC, moves at ½
be carried and/or teleported as a number of
speed, suffers a –4 penalty on most Strength Fascinated(PH p308)
Medium-sized creatures.
& Dexterity skills. Subject stays still & quiet as long as the effect
a) the count does not include that caster;
Calling Diagram(PH p249) lasts. During this time, it receives a –4
b) each subject, including the caster, can penalty on Listen & Spot checks.
Created by making a Spellcraft roll vs. DC 20 carry Maximum Load;
and spending 10 minutes (it is possible to If potentially threatened, the subject receives a
‘Take 10’, but not ‘Take 20’). When a c) one Small-sized (or smaller) creature can new saving throw. Of obviously threatened,
Conj(call) spell is used with a Calling be substituted for one Medium-sized the fascination ends.
Diagram & Dimensional Anchor, the called creature;
An ally can “shake” a creature out of fascination
creature cannot leave the diagram either by d) larger creatures may be substituted as a Standard Action.
magic or mundane means. The captured according to the following table
Fast Healing N
creature also cannot use any of its abilities, 1 Large-size = 2 Medium-size
attacks, or even Spell Resistance to escape. Subject heals damage taken during the spell’s
1 Huge-size = 4 Medium-size duration at the rate of N hit points per round
The description of a Calling Diagram is 1 Gargantuan-size = 8 Medium-size & automatically Stabilizes. This spell does
contained in the spell Magic Circle against not heal starvation, thirst, or suffocation
1 Colossal-size = 16 Medium-size
Evil.
Crippled damage. Fast Healing effects do not stack.
Caster Check(PH p305)
Effectively has 0 hp, & can’t partake in Fatigued(PH p308)
Caster level + 1d20 vs. the indicated DC.
strenuous activity. See above.
Catch Fire
Dazed(PH p307) Frightened
Reflex save vs. DC 15 to avoid catching fire.
Subject can take no actions, but is able to defend See above.
Each round, the subject & its equipment take
itself normally & has not AC penalty. Held
1d6 fire damage. A new Reflex save vs. DC
15 is allowed each round to put the fire out. Dazzled(PH p307) Subject cannot move & is Helpless. Subject can
+4 bonus for rolling on the ground or having Sighted creatures receive a –1 penalty to attack still breath & think, though.
useful help. The fire goes out automatically rolls, Spot checks, & Search checks. Helpless(PH p309)
if the subject is doused with water, jumps in a <ability> Damage Subject is immobile & extremely vulnerable.
lake, etc.
Target looses an ability score which heals Dexterity is considered 0, so the subject’s AC
Cloud normally. is at –5. Melee attacks are at an additional
5’ of cloud provides Concealment, while 10’ or <ability> Drain +4. The subject is vulnerable to sneak attacks
more provides Full Concealment. & coup de graces.
Target looses an ability score which can only be
Dispersed by a Moderate Wind (11-20 mph) in healed with magic. Incorporeal(PH p309)
four rounds or by a Strong Wing (21+ mph) The subject does not have a solid body & is
in one round. Deafened(PH p307)
immune to non-magical attacks. Magic
Comatose(PH p228) Subject cannot hear, suffers a –4 Initiative weapons & spells can effect them with a 50%
penalty, can has a 20% chance of spell failure miss chance. Force effects always effect an
Target enters a catatonic coma & cannot be if the spell has verbal components.
awaken. Elves & Half-Elves are vulnerable incorporeal target. When attacking,
to this effect. Defenseless(PH p257) incorporeal creatures ignore Natural Armor
Helpless, plus always fail saving throws. bonuses & Armor bonuses (unless generated
Community Sizes(DMG p137) by a Force effect, such as Mage Armor).
Indicates the adult population. Non-adult Dismissible (D)(PH p176)
Dismissing a spell requires the caster to be Insignia(RoD p166)
population will be 10% – 40% more.
within spell range & use a verbal component. Focus for the spells Insignia of Alarm, Insignia
Thorp 20 – 80
If the original spell did not have a verbal of Blessing, Insignia of Healing, & Insignia
Hamlet 81 – 400 of Warding. Must have been crafted by the
component, a somatic component is used
Village 401 – 900 instead. Either act counts as a Standard spellcaster.
Small Town 901 – 2,000 Action that does not generate an Attack of Emblem of an organization, such as a Guild,
Large Town 2,001 – 5,000 Opportunity. Church, or Militia. The insignia may be an
Small City 5,001 – 12,000 Concentration spells can be dismissed as a Free amulet, badge, ring, etc., but each insignia of
Action on the caster’s action. a set must have a matching logo, crest, or
Large City 12,001 – 25,000
symbol and be worth at least 10gp.
Metropolis 25,001 or more Dispel Check(PH p307)
1d20 + Caster Level (max +N) vs. DC 11 +
target spell’s caster level. ‘N’ is determined
by spell.
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Glossary Page 70
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Appendix
Revision History
October 1, 2003 – Creation of the new D&D 3.5 Spell Index.
Contains Player’s Handbook 3.5.
March 12, 2004 – Added Complete Warrior & the Book of Exalted Deeds.
Added Dragon #309 – Dragon #313.
August 12, 2004 – Added Dragon #314.
Added Player’s Guide to Faerûn.
October 12, 2004 – Added Complete Divine.
November 12, 2004 – Added Eberron Campaign Setting.
Added Dragon #325.
Added Monster Manual 3. Change the abbreviation of Monster Manual v3.5 from “MM3.5” to “MM” to avoid confusion with “MM3”
April 1, 2005 – Added Complete Arcane.
Change the abbreviation of Player’s Handbook v3.5 from “PH3.5” to “PH”.
Change the abbreviation of Dungeonmaster’s Guide v3.5 from “DMG3.5” to “DMG”.
September 7, 2005 – Added Races of Eberron.
Added Complete Adventurer.
Added Dragon #330 – #335.
December 9, 2005 – Added Races of Stone, Races of Destiny, Races of the Wild, Unearthed Arcana, & Underdark
Added Dragon #336 – #338.
Made a seperate Assassin Spell List.
Key to Sourcebooks
Note: If a Key reference is followed by a “+”, then it is partially superseded the entry above it.
Appendix Page 71