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Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries

http://www.crystalkeep.com/d20 Collected by Chet Erez ([email protected]) Report Suggestions or Errors at http://www.crystalkeep.com/forums/index.php December 9, 2005

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 Sorcerer / Wizard Spell List For Sorcerers – Charisma-based Impromptu Arcane Spells For Wizards – Intelligence-based Prepared Arcane Spells

0th Level Abjuration Electric Jolt(MoF p91) Touch of Fatigue(PH p294) Resistance(PH p272) 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 Ground Smoke(DR326 p73) Horizikaul’s Cough(MoF p101) – Deals 1d3 Acid damage. – One 5’ square target fire has its smoke 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). – Launches a single crossbow bolt as if from a 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’. The information gained increases each round: This spell Counters and Dispels spells with the st – A designated, unattended object that weights 1 round – presence of magic. [darkness] category of equal or lower level. 2nd round – number of magic auras & the no more than 5 lbs can be moved at up to 15’ Ray of Frost(PH p269) per Move Action. strength of the most powerful aura. If not direction. – Deals 1d3 Cold damage. rd – Repairs one object of up to 1 pound. 3 round – strength & location of each aura. Illusion If an aura is within line-of-sight, the caster Message(PH p253) Chalkboard(DR324 p70) can identify its school with a Spellcraft 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 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. Fleeting Fame(DR326 p73) Identifying the type of poison requires a – Opens or closes one unlocked door, window, ranks in Craft(alchemy), he/she may also Repair Minor Damage(CArc p120)(DR317 p35) – Receive a +2 bonus on the next Bluff, 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) stone, 1” of metal, & any amount of lead. Living Construct (at –9 hp or higher) is – Sounds of 4 people per level (max 20 people). Stick(Und p61) – Reads scrolls & spell books at 1 page per min. Shadowplay(DR326 p74) – An unattended target object weighting no Seeker’s Chant(DR326 p74) more than 5 pounds adheres to a larger object – Caster takes control of one shadow of up to The two objects can pulled apart automatically – Caster gains a +1 bonus to Search checks, but Huge-size. The caster can change its shape, by a Corporal creature as a Move Action, by receives a –2 penalty on Move Silently checks. but not move it way from the place where it is a Mage Hand, by an Unseen Servant, etc. Enchantment lying. Universal Daze(PH p217) If a sentient creature’s shadow is targeted, it is Silent Portal(MoF p117) SR> – One Humanoid with no more than 4HD is 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 month. applies> Immune to Dispel Magic. Dispelled by Erase. – The target Animal will shy away from anyone – 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 Necrosurgery(DR326 p73) must immediately make a Ride check vs. DC – Performs minor tasks, such as drying, 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 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.

Sorcerer / Wizard Spell List – 0th level Page 2 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

1st Level Abjuration Shield(PH p278) Obscuring Mist(PH p258) Alarm(PH p197) +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. – Creates a globe of air around the caster’s head st head, though he/she must be within 1 mile. – Does 1d8 Acid damage per two levels after 1 while underwater (i.e., it is no protection st rd This will wake the caster, but not disturb from Stinking Cloud, etc.). (1d8 at 1 , 2d8 at 3 , 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) next round. Corrosive Grasp(MoF p85) – Does 1d8 Cold damage per two levels after 1st Fortitude saves) from being in heat up to 140 (1d8 at 1st, 2d8 at 3rd, etc.) (max 5d8) on a degrees Fahrenheit –and– cold down to –50. – 1d6+1 Acid damage. Can make 1touch/level. successful Ranged Touch Attack. Hold Portal(PH p241) Deep Breath(DR314 p46) Orb of Electricity, Lesser(CArc p116) – “Locks” one door (or window, etc.) made – The caster’s lungs are constantly refilled with 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. – This spell has several uses: Orb of Fire, Lesser(CArc p116) – +4 Circumstance bonus on saves vs. poison. a) Make one 10’ square slippery. Going Protection from Chaos(PH p266) through the area requires a Reflex save to – Does 1d8 Fire damage per two levels after 1st 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 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 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 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. initiative starting its first round. – 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 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 must stay in range. – Touched subject gains +4 Armor bonus to AC. Protection from Law(PH p266) The servant cannot attack, nor can it be the Mount(PH p256) direct target of attacks, but if it takes 6hp of – Subject gains the following: 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.

Sorcerer / Wizard Spell List – 1st level Page 3 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Divination Empathy(DR313 p93) Scholar’s Touch(RoD p167) Appraising Touch(DR325 p70) WillNeg, no SR> 1StdAct, Personal, Concentration up to 1 rnd/lvl> – Gain an Insight bonus equal to your Caster – The caster sense the emotion of the living – The caster can “read” one touched book per level on Appraise check made to determine a target creature. He/she knows the target’s round. His/her understanding is the same as object’s value. emotion (fear, hate, joy, etc.) and its strength if time had been spent doing a single reading. Even if the check fails, the erroneous estimate (mild, moderate, or strong). If the caster does not know the language/code will be no more than 50% off. The caster gains a +2 Competence bonus to all the book is written in, this spell does not Charisma-based skill checks against the translate it. The spell does not help with Arrow Mind(CAdv p143) Golem Strike(CAdv p149) Sniper’s Shot(CAdv p157) – When using a straight bow of any size, the caster threatens all hexes within his/her – The caster treats Constructs as if they were not – The next single ranged attack made by the normal reach, allowing Attacks of immune to Sneak Attacks, though all caster within the spell’s duration may use Opportunity with the bow. requirements for Sneak Attacks still apply. his/her Sneak Attack no matter the range In addition, the caster does not generate Attacks Note: This spell does not give the caster the (assuming all other Sneak Attack of Opportunity when firing a bow in a ability to overcome Damage Reduction. requirements are met). threatened hex. Guided Shot(CAdv p150) Spontaneous Search(DR325 p72) Comprehend Languages(PH p212) 10min/lvl> ranged attacks: – Treat one 30’ cube as if the caster had just – Understands all spoken and written languages a) attack does not receive a penalty due to made a Search check upon it and “Took 10”. of the person or object touched. distance (though the maximum distance is If the value of the Search check was equal or Critical Strike(CAdv p145) still the same); and higher than the Open Lock DC of any locked b) ignores AC bonus due to Cover for less containers in the area of effect, the contents – If the caster succeeds on a melee attack than Total Cover. of those containers is known to the caster. against a foe that is flanked –or– denied Identify(PH p243) Note that the caster knows the items of value in his/her Dexterity bonus to AC, the caster help locate traps, etc. a) +1d6 damage (only if the foe is vulnerable – Determines all the properties of one magic If a creature is one of the things being searched to Sneak Attacks); item. by the spell, the creature receives a Will save b) threat range is doubled (does not stack Insightful Feint(CAdv p153) to avoid the effects (SR applies). with similar effects); and True Strike(PH p296) c) +4 Insight bonus to confirm critical threat. – The caster gains a +10 Insight bonus on the Detect Secret Doors(PH p220) next single Bluff check made to Feint in – Add +20 Insight bonus to your next attack roll Instant Locksmith(CAdv p153) due to Concealment. – The caster can see secret doors, compartments, Enchantment – The caster may make one Disable Device or caches, etc, in a 60’ Cone-shaped Emanation. Charm Person(PH p209) This spell does not locate items that are Open Lock check this round as a Free Action. The information gained increases each round: Instant Search(CAdv p153) – One Humanoid considers the caster its ally. 1st round – presence of a secret door. Anything the casters says or does will be 2nd round – number of secret doors & the – The caster may make one Search check this treated the same way as if a close friend has location of each one. If not in line-of- round as a Free Action. The check receives a done it. sight, the caster only knows the direction. +2 Insight bonus. If the target is in a threatening situation when If not in line-of-sight, the caster only Know Protections(MoF p104) the spell is cast, it gets a +5 on the save. Any knows the direction. threats from the caster or his/her allies after 3rd+ rounds – method to open one specific – Determine one target’s damage reduction, the spell is in effect breaks the charm. secret door. spell resistance, and energy resistances and/or Distract(DR314 p20) This spell is blocked by 3’ of wood or dirt, 1’ of immunities. Detect Undead(PH p220) – Up to 1 creature per level in a 30’ area minimum size has been designated by the Listen, Search, and Spot checks. – The caster can see the Undead Aura of any caster (as small as a Village or as large as a Distract Assailant(CAdv p146) Undead in a 60’ Cone-shaped Emanation. Metropolis). The spell does not penetrate 1st round – presence of Undead. underground cities. – The target creature is treated as Flat-Footed nd 2 round – number of Undead auras & the Magecraft(Eb p113) until the beginning of its next round. strength of the most powerful aura. If not Hypnotism(PH p242) in line-of-sight, the caster only knows the – The caster gains a +5 Competence bonus on a rd – 2d4 HD of creatures in a 30’ area who can see 3 round – strength & location of each aura. Master’s Touch(CAdv p154) This spell is blocked by 3’ of wood or dirt, 1’ of (+2 save if in combat, –2 if alone and unthreatened). Discern Bloodline(RoD p165) – The caster becomes proficient with one touched Note: If cast on a Short Sword, the caster is Attitude Categories better than normal. The – Each round, the caster can learn the race of proficient with that Short Sword. If he/she caster can make a simple, reasonable request one target creature, including any Inherited picked up any other Short Sword, the of the target which is likely to be followed. Templates. proficiency would not apply. A target who failed its saving throw does not remember the caster cast a spell on it after the spell wears off.

Sorcerer / Wizard Spell List – 1st level Page 4 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Inspirational Boost(CAdv p153) Shocking Grasp(PH p279) who are not currently Hostile towards the SR applies> Glimpse of Fear(DR333 p71) – The Morale bonus granted by the caster’s – Touch delivers 1d6 per level (max 5d6) of 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) 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 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, 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 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. 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 Silent Image(PH p279) Rush (Str 18, Medium-size, & Charging). If – Caster creates a 15’ Cone-shaped Burst of Horizikaul’s Boom(MoF p101) effect with sight: – Creates a visual-only illusion of an object, 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) 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. Cause Fear(PH p208) 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) SR applies> Disguise Self(PH p222) – Touch attack deals 1d6 Negative Energy – Generate one 1d4+1 Force damage missile per (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 / Anyone interacting with the caster (particularly per 2 levels (max 1d6+5) (min 1 Strength). – 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. Friendly Face(RoD p166) will flank opponents if possible. As a – On a failed Fortitude save, the target takes 1 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

Sorcerer / Wizard Spell List – 1st level Page 5 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Transmutation Extend Shifting(RoE p185) Raging Flame(DR314 p21) Accelerated Movement(CAdv p142) 1rnd/lvl(D)> Racial ability ‘Shifting’, the duration is – All non-magical fires in a 30’ Burst flare up: – The caster may move at his/her normal speed increased by 4 rounds. a) burn twice as bright & give off light in 2x when using Balance, Climb, or Move Silently After the Shifting ends, the caster is Fatigued the normal radius; without taking a penalty. This spell does not for 10 minutes. If he/she was already b) burn twice as hot & deal 2x damage (i.e.,. affect the caster’s Run or Charge speed. Fatigued, he/she becomes Exhausted. a creature who has Caught Fire takes 2d6 Animate Rope(PH p199) Eyes of the Avoral(BoED p99) damage per round if caught in the area of effect); – Animate a 1” diameter rope whose length is – Subject gains +8 Racial bonus on Spot checks. c) consumes its fuel twice as quickly (an 50’ + 5’/level (double the length if ½” Feather Fall(PH p229) (CArc p86)+ effected torch would only last 30 minutes). diameter cord is used & halve the length with Reduce Person(PH p269) the following each Move Action: “coil”, – Slows one Medium-sized creature or object “uncoil”, etc. a 20’ area. The subject falls at 60’ per round, – One Humanoid (& all his/her equipment) Anyone who steps within 1’ of the rope or who which causes no damage to the target on becomes 1 Size category smaller. Subject is hit by it with a ranged touch attack –and– landing (though dropped objects still do ½ gains +2 Size bonus to Dexterity, –2 Size who fails a Reflex save is Entangled. To damage but with no bonus damage for the penalty to Strength, and +1 bonus on attacks escape, make an Escape Artist check vs. DC height). Only free falling targets may be & AC. A subject who becomes Tiny-size 20, or a Strength check vs. DC 23, or an effected. have a reach of 0’ & must enter an attack vs. AC 10 & do 2 hp of damage. Fist of Stone(CArc p107) opponent’s hex to attack. An animated rope give a +2 bonus to Use Rope SR applies. Enlarge Person(PH p226) – One of the caster’s hands becomes powerful: This spell Counters & Dispels Enlarge Person. purposes of attacks, grapple checks, or – One Humanoid (& all his/her equipment) breaking / crushing items; & – The touched Construct (with at least 1 hp) or becomes 1 Size category larger. Subject b) gain a 1d6 Slam attack. Living Construct (at –9 hp or higher) is gains +2 Size bonus to Strength, –2 Size Float(DR334 p74) repaired 1d8 +1 per level (max 1d8+5) hp. penalty to Dexterity, and –1 penalty on Scatterspray(FR p73) attacks & AC. A subject who becomes – The caster may make one willing creature or a Large-size gains ‘Reach’. touched object of up to 50 pounds + 100 – Up to 25 lbs of Diminutive-size (or smaller) If the subject is within an area too small for pounds per level float: objects in a 1’ area scatter in a 10’ radius his/her new size, the subject may attempt to a) gains a +5 bonus on Swim checks; Burst dealing 1d8 normal damage (if hard ‘burst’ his/her surroundings with a Strength b) even if a Swim check is missed by more like coins (Reflex save for ½ damage)) or check (including the bonus). If the check than 5, the subject does not go underwater; subdual damage (if something soft, like fruit). fails, the subject is trapped, but takes no c) the target cannot swim underwater. Shifter Prowess(RoE p190) damage. Jump(PH p246) An unwilling subject gets a Fortitude save & Racial ability ‘Shifting’, this spell lasts until This spell Counters & Dispels Reduce Person. – Touched subject gains an Enhancement bonus the Shifting is complete. The caster receives Erase(PH p227) on Jump checks: the following benefit: Lvl Bonus Lvl Bonus Lvl Bonus a) the caster’s racial bonus on Balance, – One scroll or two pages of unattended non- 1 +10 5 +20 9 +30 Climb, & Jump checks increase to +8. magical writing are 90% likely to be erased Kaupaer’s Skittish Nerves(MoF p103) Slow Burn(DR314 p21) (100% if physically touched). One magical Arcane Marks, or Sepia Snake Sigil) has a Laeral’s Cutting Hand(MoF p104) – All non-magical fires in a 30’ Burst are 90% chance of being erased, but it must be magically fueled: touched and a Caster check vs. DC 15 (a – The caster’s hands gains a +2 Enhancement a) burn twice as long while consuming the natural 1 or 2 is always a failure). If the bonus on attack & damage, are considered same amount of fuel (a torch would burn check fails, then the magic rune is set off. armed, & does normal damage, but looses the for 2 hours while giving normal light); Expeditious Retreat(PH p228) ability to cast spells with somatic components b) twice as hard to put out (if a roll is needed Launch Item(MoF p105) to put a fire out, roll twice & take the – The caster’s base land speed receives a +30’ worst roll). Enhancement bonus. – Hurls one Fine-sized item. This spell Counters and Dispels Raging Flame. This spell has no effect on the speed of Flying, Low-Light Vision(CArc p113) Speed Swim(MoF p121) Burrowing, Climbing, or Swimming. Expeditious Retreat, Swift(CAdv p149) – Subject sees twice as far as a Human under poor light. – Subject gains a swim speed of 30’ without – The caster’s base land speed receives a +30’ Magic Weapon(PH p251) needing to make a Swim check. Enhancement bonus. This spell has no effect on the speed of Flying, – Touched manufactured weapon gains a +1 Burrowing, Climbing, or Swimming. Enhancement bonus to attack & damage. A Monk’s Unarmed Strike can be the target of this spell.

Sorcerer / Wizard Spell List – 1st level Page 6 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

2nd Level Abjuration Create Magic Tattoo(PGF p101) Summon Swarm(PH p289) Arcane Lock(PH p200) 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 rd +10 DC to force the portal open. Min 3 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 +1 Deflection bonus on AC. Summon Undead II(PGF p114)(PGFe)+ – When wielding a dagger in each hand, the Min 7th level (DC 15): 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 Dice than (Caster level + 1). Dispel Ward(DR313 p90) – Creates a Quarterstaff of force in the caster’s Web(PH p301) hand. If the quarterstaff leaves the caster’s 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 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. check exceeds 10. Obscure Object(PH p258) 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. 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) 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 & damage reduced by the amount listed below. Summon Monster II(PH p286) snow. Each round the caster balances on a up to 6 10 7 – 10 20 11 + 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 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.

Sorcerer / Wizard Spell List – 2nd level Page 7 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Detect Thoughts(PH p220) Vision of Fear(DR333 p73) Note: The caster may not have cause any 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 st 1 round – presence of thoughts. result of magic, the caster knows this. – 5’ wide path to the end of range deals 1d8 per nd 2 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: 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 stone, 1” of metal, & any amount of lead. Daze Monster(PH p217) Listening Lorecall(CAdv p154) 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’; 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. reaches the target, and then make Full Round 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. lead or the spell Node Lock. Nybor’s Gentle Reminder(PGF p107) Insidious Insight(RoE p187) 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) – 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 be located if the caster has personally viewed Fear effects. – Touched object radiates shadowy illumination in a 20’ radius. Creatures in the darkness it (using a scrying spell does not count). This Tasha’s Hideous Laughter(PH p292) spell is blocked by lead. 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. focus. caster’s hex (i.e., a ring of hexes around the Intelligence, Wisdom, & Charisma (min 1). Flame Dagger(MoF p94) – The caster can see Invisible creatures or Yoke of Mercy(BoED p112) 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.

Sorcerer / Wizard Spell List – 2nd level Page 8 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Flaming Sphere(PH p232) Shatter(PH p278) Hypnotic Pattern(PH p242) rod filled with phosphorescent material), 1StdAct, applies> – Sonic vibration destroy objects in 1 of 3 ways: Medium-range, Concentration + 2rnds, WillNeg, SR – Creates a 5’ diameter ball of fire, which can a) All non-magic glass, crystal, etc., in a 5’ applies> roll/jump 30’ per round. If the sphere enters radius Burst that weigh less than 1 lb/lvl – A 10’ radius Spread of colorful lights a hex per a creature, it stops for that round & are shattered. An attended object gets a fascinates up to 2d4 + 1/lvl (max +10) HD of does 2d6 Fire damage, unless the target Will save to negate. Otherwise, no save. creatures with sight, starting with the lowest makes a Reflex save for no damage. b) A single solid object weighing up to 10 HD creature in the area of effect. The caster can move the sphere as a Move lbs/lvl can be shattered. An attended Only Bards use the Verbal component. Action & it can go over barriers no more than object gets a Will save to negate. Invisibility(PH p245) 4’ high. c) A targeted crystalline creature takes 1d6 Force Ladder(MoF p95) Sonic damage per level (max 10d6), attacks. Can effect an object of up to 100 Snilloc’s Snowball Swarm(FR p74) pounds per level. – Creates an Invisible movable ladder of force Leomund’s Trap(PH p247) support 100 lbs. per level. – Deals 1d6 Cold damage per 2 levels (max Furnace Within(RoE p185) 5d6) in a 10’ radius Burst. – The touched lock (or other small mechanism) spells or manually, though it is actually an casting Dwarf takes 1d8 per two levels (max – Every creature within a 15’ Cone-shaped illusion. 5d8) of Fire damage. Everything within the Burst receives the following: If another Leomund’s Trap is in effect within area of effect may also Catch Fire. a) 1d6 damage per two Caster levels (max 50’ when this spell is cast, the new spell fails. If any barrier within the area of effect is 5d6) (Ref½, SR applies); & Magic Mouth(PH p251) destroyed by this spell, anything beyond that b) –4 penalties on Fortitude saving throws vs. damage. save, SR applies). – The caster creates an invisible ward which produces an illusionary mouth that speaks up Mindset – While this spell is prepared, but not Illusion yet cast, the caster’s natural attacks, unarmed to 25 words when it is triggered by a Bladeweave(CAdv p144) attacks, and melee attacks with metallic condition specified at cast time. The message can be in any language known by the caster weapons do +1hp of Fire damage. – Any round in which the caster attacks with a Note: This spell may only be cast by a Dwarf. and can be spread out over a 10 minute melee weapon, he/she can make an additional period if desired. Gedlee’s Electric Loop(PGF p103) touch attack roll at his/her best attack bonus opponent is Dazed for 1 round (WillNeg, SR – One creature per three Caster levels (max 4) conditions must be based on visual and/or applies). take 1d6 Electricity damage per 2 levels (max audible triggers, so the spell can be fooled by 5d6). Subject who fail their Reflex save must Blur(PH p206) disguises, silence, etc. make a Will save or be Stunned for 1 round. Minor Image(PH p254) – Attacks miss touched subject 20% of the time. Geyser(DR334 p75) Instantaneous, Ref½, SR applies> – Creates a visual illusion with some minor – The ray of water does the following if it hits: – Starting with his/her next action, the caster sounds (i.e., not speech) of an object, a) 2d6 non-lethal damage + 1d6 per 2 levels make an ‘armed’ melee touch attacks with creature, or force as the caster visualizes it. (i.e., 5d6 at 6th) (max 8d6) (no save); & his/her hands. Each hit does 1d4 Cold The image can move within an area of (4 + 1 b) target is knocked Prone (RefNeg). damage. Since both hands can be effected, per level) 10’ cubes that are contiguous. the caster have the option of making off-hand Gust of Wind(PH p238) Mirror Image(PH p254) attacks at the normal penalty. If he/she FortNeg, no SR> successfully grapple someone, the caster does – Creates 1d4 + 1 per 3 levels (max 8 total) – Creates a powerful Line of air 10’ wide by 10’ damage on each successful grapple check and decoy duplicates of the caster. Determine high by 60’ long starting at the caster. All the opponent is Slowed (FortNeg). The randomly if the caster or a decoy is targeted. Listen checks & ranged attacks within the caster may extend the claws to gain 10’ A decoy’s AC is 10 + size mod + Dex mod. area of the spell receive a –4 penalty, and reach. While this spell is in effect, the caster If it is damaged by a direct attack (i.e., not open flames are extinguished. may not cast spells with anything but Verbal area-of-effect spells), it is destroyed. components & any magic items on the The effect of the wind on creatures & objects is Misdirection(PH p254) based on their size. caster’s hands are suppressed. Size Flying? Blown Back Subdual Delusions of Grandeur(DR324 p71) – One creature or object up to a 10’ cube in size up to Tiny Yes 2d6 x 10’ 2d6 within range at cast time. This new aura Small Yes 1d6 x 10’ — – The target becomes overconfident in his/her fools some Divination spells, such as Detect Small No Prone — abilities: Evil, Detect Magic, and Discern Lies if the Medium Yes 1d6 x 5’ — a) receives a –2 penalty on All Actions; caster of the divination spell fails a Will save. Medium No 0’, but can’t advance b) receives a –2 penalty to Wisdom; & This spell does not fool Detect Thoughts. c) cannot Fight Defensively or take the Total Large + — No effect Misrepresent Alignment(RoE p188) Defense action. Scorching Ray(PH p274) Instantaneous, no save, SR applies> alignment by the caster, which can be (max 3 rays). Each ray does 4d6 Fire damage – Makes minor visual changes to one touched observed with Detect Evil, etc. & can be aimed at the same or separate Corporal Undead. +10 on Disguise checks. targets within a 30’ area.

Sorcerer / Wizard Spell List – 2nd level Page 9 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Phantasmal Assailants(CArc p117) Shadow Spray(FR p74) Scare(PH p274) range, FortNeg> 1StdAct, Medium-range, Will½, SR applies> – One living creature is “attacked” by nightmare – All creatures in a 5’ radius Burst who fail their – One living target per three levels within a 30’ monsters only the target can see. The target save take the following effects: area & up to 5HD are Frightened for 1rnd/lvl is allowed a Will save to disbelieve the effect. a) 2 points of Strength damage; unless a target makes its saving throw. On a If the save fails, the target takes 4 points of b) Dazed for 1 round; successful save, the target is Shaken for 1rnd. Wisdom damage (Fort½) –and– 4 points of c) receive a –2 Morale penalty on fear spells Shroud of Undeath(MoF p117)(MoFe)+ Dexterity damage (Fort½). & effects for 1rnd/lvl. 1StdAct, Medium-range, Concentration + 1rnd/lvl, of negative energy with the following effects: – The touched creature’s face is covered with an Will½, SR applies> a) Undead think the caster is one of their own illusionary demonic face. Anyone who – Creates a 20’ tall wall of ominous shadows b) +5 bonus on Disguise checks to make the physically interacts with the illusion is that is either up 40’ long -or- up to 15’ radius. caster appear to be Undead. allowed a save to know it is not real. Creatures next to the wall have Concealment c) Cure spells harm the caster & Inflict spell Neither the caster nor the target are allowed to from the other side, while creatures more than heal the caster. choose the specifics of the face. For purposes 1 hex way have Total Concealment from the d) Spells that target Undead can target the of masking the target’s appearance, the spell other side. caster. grants a +10 bonus on Disguise checks. A creature with 6HD or less cannot through the e) The caster can be Turned / Rebuked as if The target gains a +5 bonus on Intimidate wall without making a Will save. This save he/she were an Undead with the same checks and may attempt a Demoralize a foe can be reattempted for each Move Action the number of HD. The effect lasts for 10rnds as a Swift Action. creature wishes to use to get through the wall, & can be resisted on a Will save. Phantom Foe(DR324 p72) but there is a cumulative –1 penalty for each Action Effect DC to Resist Necromancy Destroyed Stunned 15+Cha mod – The target sees an illusory double of the Backbiter(CArc p98) Rebuked Cowering 10+Cha mod creature that threatens it the most in that Attacking an Undead immediately ends this spell. a) the double appears on the opposite side – The target wooden-hafted two-handed melee Spectral Hand(PH p282) from the caster, granting the caster a weapon attacks its wielder the next time it is ‘flank’ (if the target can be flanked); used in combat (within the spell’s duration). – Creates a disembodied glowing hand to b) if the target attacks the creature that The wielder uses his/her own AC and, if deliver Touch spells of up to 4th level (as a threatens it the most, there is a 50% chance successful, does normal damage. normal attack). The caster transfers 1d4hp it will attack the double instead. The Whether the surprise attack hits or not, the spell into the hand (which are restored when the double cannot be damage. is discharged after one attack. spell ends if the hand is not “killed”). If the target is not threatened for one round or Magic weapons are allowed a Will save to The hand has the following: the double cannot threaten the target for negate. a) gets a +2 bonus on melee touch attacks; one round, then the spell ends. Blindness/Deafness(PH p206) b) is Incorporeal; Reflective Disguise(Und p60) FortNeg, SR applies> d) uses its caster’s Base Save Bonuses; – An intelligent creature that see the caster think – Living subject become a) Blind; or b) Deaf. e) has AC 22 + caster’s Intelligence modifier. he/she is the same race and gender as itself. Command Undead(PH p211) Stolen Breath(DR314 p40) This only works if the viewer is within one Instantaneous, FortNeg, SR applies> This spell is only a visual illusion. It does not – One Undead creature becomes friendly – The air-breathing target has its lungs emptied provide sounds, smells, mannerisms, etc. towards the caster and will not attack of air unless it makes a Fortitude save. If A viewer who interacts with the caster or a him/her. Only intelligent Undead area target fails the save, he/she can either take creature with the scent ability is allowed a allowed a saving throw. The caster can give one Full Round action to recover –or– Will save to disbelieve (SR applies). the target orders. Intelligent Undead must be become Sickened for 1d4 rounds. Shadow Mask(FR p73) convinced with a Charisma check, but Wracking Touch(CAdv p158) commands (as long as they are simple). SR applies> – The caster’s face is obscured by darkness that Death Armor(MoF p87) – Touch attack does 1d6 + 1 per level (max 1d6 he/she can see through normally, granting the + 10) damage –and– the target takes damage following benefits: – The caster is surrounded by a black aura that as if the caster made a Sneak Attack on it (if a) +4 Resistance bonus on saving throws does 1d4 + 1/2 lvls (max +5) damage to any vulnerable). against ‘light’ spells, ‘darkness’ spells, & creature that attacks with a non-reach weapon Transmutation any spell that works due to bright light, False Life(PH p229) Alter Self(PH p197) such as Flare or Pyrotechnics. b) 50% chance to avoid needing to make a discharged up to 1hr/lvl> – The caster’s body changes into an other saving throw vs. a Gaze attack. If the – The caster gains 1d10 + 1/lvl (max +10) creature of the same type (typically caster’s eyes are averted (also a 50% Temporary HP. Humanoid) within 1 size category larger or chance to avoid), he/she has only a 25% Ghoul Touch(PH p235) smaller. The new creature can have a base chance of needing to make a save. When the spell ends (even if it is dispelled), the 5HD). The caster can choose the details of – Touched Humanoid is Held & gives off a shadows fade slowly over 1d4 rounds. the body within the typical range (eye color, stench. Anyone (other than the caster) who hair length, skin tone, etc.). The caster within 10’ of the target is Sickened (FortNeg) retains all his/her own ability scores, attack Life Bolt(MoF p105) bonuses, etc. See the Alternate Form Table. – One ray per 2 levels (max 5) deal 2d4 damage to Undead. Each ray costs the caster 1 hp.

Sorcerer / Wizard Spell List – 2nd level Page 10 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Augment Familiar(CWar p116) Energize Potion(BoED p98) Pyrotechnics(PH p267) 1rnd/lvl> applies> – Transforms a burning fire into either – The caster’s familiar gains the following: – A touched magical potion can be launched to a Fireworks or a Smoke Cloud. In either case, a) +4 Enhancement bonus to Strength, spot within Close-range, where it explodes in the fire (up to a 20’ cube) is extinguished Dexterity, &Constitution; a 10’ radius Burst, doing 1d6 damage per (unless it is cast on a Fire Elemental, which b) Damage Reduction 5/magic Spell level of the potion. The damage is of takes 1hp/level). c) +2 Resistance bonus to saving throws. an Energy Type designated at casting time. Fireworks – creatures within 120’ who are Balagarn’s Iron Horn(MoF p79) Fly, Swift(CAdv p149) looking are the fire are Blinded for 1d4+1rnds (WillNeg, SR applies). – A Cone of intense vibrations trip those in the – The caster flies at a speed of 60’ (40’ if in Smoke Cloud – 20’ radius Cloud of smoke area. Make a trip check for each target as if Medium or Heavy Armor –or– if carrying a lasts for 1rnd/lvl. Anyone within it the attacker had a Strength of 20. Medium or Heavy load) with Good receives a –4 penalty to Strength and Bear’s Endurance(PH p203) maneuverability. ½ speed going up, 2x speed Dexterity until 1d4+1rnds after getting out going down. of the smoke (FortNeg, no SR). – +4 Enhancement bonus to Constitution. If spells expires/is dispelled, subject descends Repair Moderate Damage(CArc p120)(Eb p114)(DR317 p36) Blindsight(PGF p100)(Und p56) at 60’ per round for 1d6 rounds before falling. Fox’s Cunning(PH p233) – The touched Construct (with at least 1 hp) or – Touched subject gains the Blindsight quality, Living Construct (at –9 hp or higher) is allowing it to sense creatures within 30’ even – +4 Enhancement bonus to Intelligence. repaired 2d8 +1 per level (max 2d8+10) hp. if they are Invisible or cloaked in darkness. Knock(PH p246) Returning Weapon(RotW p175) Body of the Sun(CDiv p155) – Opens locked, stuck, or magically sealed door – The touched thrown weapon returns to the – All creatures within 5’ of the caster take of up to 10 square feet per level. Two hand of its thrower at the start of the round 1d4+1 Fire damage (Ref½ ) each round. separate locks effected by each casting. after it was thrown. Catching the weapon is a Bull’s Strength(PH p207) Arcane Lock is Suspended for 10 minutes. Free Action. Levitate(PH p248) Rope Trick(PH p273) – +4 Enhancement bonus to Strength. Touch, 1hr/lvl(D)> – Willing subject or object (up to 100 lbs./level) – A touched piece of rope 5’ to 30’ long rises – +4 Enhancement bonus to Dexterity. moves up or down 20’/round under the into the air and connects to an extra- Construct Essence, Lesser(RoE p184) caster’s control as a Move Action. dimensional space. One person at a time can Attempts to attack with melee or ranged climb the rope (DC 5) into the space, which – The touched Living Construct gains the weapons while levitating result in the attacker can hold up to 8 creatures of any size following benefits: becoming increasingly unstable. Each attack (including the caster). a) Moderate Fortification (negates critical gains a cumulative –1 penalty (max –5). The The space is only accessible via the 3’x5’ hits and sneak attacks 75% of the time); penalty can be reduced back to –1 by taking a opening the people climb through. The b) gains Low-Light Vision; Full-Round Action to regain stability. opening is Invisible and creatures who can c) becomes immune to nonlethal damage and Lively Step(PGF p106) see through invisibility can only see the Stunning. portal, not what is inside of it. This spell Counters and Dispels Lesser – The caster and all allies within a 30’ radius Unless spells (including Divinations) can cross Humanoid Essence. Emanation receive the following benefits as dimensional boundaries, they cannot effect This spell is negated if cast upon a target under long as the caser only takes move actions: creatures within the extradimensional space. the effect of Humanoid Essence or Greater a) +10’ movement; At the end of the spell, everything inside the Humanoid Essence. b) may ‘Hustle’ for 1 extra hour per day per space falls to the ground. Darkvision(PH p216) Caster level (see PH3.5 p164), though If any other extra-dimensional magics (such as exceeding 8 hours of travel per day still a Bag of Holding) are brought into the Rope – The touched subject can see up to 60’ in non- counts as a ‘forced march’. Trick, there may be some destructive magical darkness, but in black & white only. Mountain Stance(DR314 p28) interference. Eagle’s Splendor(PH p225) Scent(CDiv p178) (CDivErrata)+ ground as Free-Action. When rooted, any Touch, 10min/lvl> – +4 Enhancement bonus to Charisma. attempt to move the subject must overcome a – The subject gains the Scent Ability. Earthen Grasp(CArc p104) DC of (12 + Caster level). This include Sonic Weapon(CAdv p157) range, 2rnds/lvl, no save, SR applies> Overrun, Throw, Trip, etc. – The touched weapon does +1d6 Sonic damage – A Medium-sized arm of soil rises from the If the subject is moved against his/her will, the on each hit. Projectile weapons bestow this targeted hex of earth or sand. It attempts to spell ends. bonus damage on its ammunition. Grapple any creature in its hex or one that is The subject can voluntarily move, though Spider Climb(PH p283) adjacent. If not directed by the caster, it he/she is then no longer rooted. The subject The arm has a Strength of 14 + 1 per three Owl’s Wisdom(PH p259) – Touched creature can travel along walls & caster levels. The arm can make one Grapple ceilings like a spider (20’ movement). The attempt per round and does generate an – +4 Enhancement bonus to Wisdom. subject does not loose his/her Dex bonus to Attack of Opportunity. If successful, it AC while climbing, nor do opponents gain a attempts to Pin the target, which does bonus to attack the subject. (1d6+Strength modifier) hp of lethal damage The subject must have bare hands & feet. each round. Stone Bones(MoF p123) The arm has AC 15, Hardness 4, and 3 hp per – Touched Corporeal Undead gains +3 Natural Armor bonus due to a hardened skeleton.

Sorcerer / Wizard Spell List – 2nd level Page 11 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Stonemantle(DR314 p29) Unseen Crafter(RoE p191) Whispering Wind(PH p201) range, 10min/lvl> – Creates invisible force that makes Craft – A message is carried on the wind to a location – One or more target objects within range gain checks using the caster’s ranks in the known to the caster. The message can be 25 the resilience of stone (i.e., Hardness 8, 15 hp appropriate skill plus the caster’s Primary words, a sound that lasts one round, or simply per inch). The caster can effect 1 Tiny-sized Stat modifier. The ‘crafter’ must be provided a faint stirring of air. The location must be object per level or the Object Equivalence. with tools and raw materials. The spell ends within range & there must be an open path All effected object have a dull-gray tint for when a single assigned task is completed. for the wind to travel through. the spell’s duration. Once instructed to repair a Warforged, the Once it arrives, the message is hearable within Swim(CArc p125) ‘crafter’ receives a +10 bonus on its check. a 10’ radius Spread. quickly (by increasing its DC by 10 – see the – The subject gains swimming ability: Skills Index for details). – The caster’s melee and/or natural weapons a) can swim at his/her normal land speed; The crafter has a movement of 15’, but it must become translucent, allowing the caster to b) gains a +8 Competence bonus on Swim stay in range. make attacks with a melee touch (instead of a checks to perform special actions or avoid The crafter cannot attack, nor can it be the normal attack). hazards, with standard penalties; direct target of attacks, but if it takes 6hp of Universal c) can “Take 10” on Swim checks under damage from area-of-effect attacks, it is rushed or threatened conditions; & Familiar Pocket(CArc p106) dissipated. Limitations: safe place for a familiar of up to Tiny size. If b) if carrying more than a Light Load, the – The caster throws the focus melee slashing the familiar is in contact with the wearer / subject must make a Swim check to move weapon and attacks creatures in a 60’ Line. possessor of the pocket, the subject (and even at his/her normal land speed. The caster makes a single melee attack at the familiar, if it can speak) can cause the each target, though the caster may use his/her familiar to enter or leave the Primary Casting Attribute in place of his/her extradimensional pocket as a Free Action. Strength modifier as the bonus on the attack While inside, the familiar has the following roll and the damage roll. Any feats, etc., benefits: apply normally. a) Total Cover; Once all creatures in the line has been attacked, b) Total Concealment; the focus weapon returns immediately to the c) if closed, the pocket is air & water tight caster’s hand. and contains 1 hour of air.

Sorcerer / Wizard Spell List – 2nd level Page 12 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

3rd Level Abjuration Magic Circle against Chaos(PH p249) Magic Circle against Good(PH p250) Abolish Shadows(UE p47) – 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)+ – 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) 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 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- 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 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) – 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 – 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.

Sorcerer / Wizard Spell List – 3rd level Page 13 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Reverse Arrow(MoF p114) Conjuration Sleet Storm(PH p280) – Touched subject gains Damage Reduction 1StdAct, Medium-range, 1rnd/lvl, Ref½, no SR> – Blocks all vision in a 40’ radius Spread by 20’ 10/magic against Ranged Weapons. – Target creature of up to Medium-size is made high cylinder. Moving in the area of effect This spell ends once it has prevented 10 hp per Helpless by encircling metal bands (Ref save requires a Balance check vs. DC 10. Success level (max 100 hp). to just be Entangled). allows ½ movement, while failing by 5 or Any projectile that does no damage to the caster To escape, the target must make a Strength more causes the target to fall down. is reflected back at the attacker using the check or Escape Artist check as a Full Round Stinking Cloud(PH p284) same attack roll (but new damage is rolled). Action (DC 18 if Helpless, DC 13 if – Creates a 20’ radius by 20’ high Cloud of Everyone within the fog must make a Fortitude semi-solid tentacle. The shadow is anchored – Creates an incorporeal hand carrying a lit save each round or be Nauseated, which at one end & attempt to Entangle an opponent candle that can move 50’/rnd under the remains until the target has been out of the within 5’/lvl (max 50’) of that point. To be caster’s control within the spell’s range fog for 1d4+1 rounds. successful, the tentacle must make a melee (does not require Concentration). The fog can be dispersed by Moderate Wind in touch attack using the caster’s Base Attack Any Invisible or ethereal creatures/objects in 4 rounds & a Strong Wind in 1 round. Bonus. Once Entangled, the opponent can be the candle’s 5’ radius of light is shown as an Summon Monster III(PH p286) held in place or allowed to move at half- outline (reducing it from Full Concealment to the target must make an Escape Artist check within the light have their miss chance – Summons one or more creatures to fight the vs. DC 20 or a Strength check vs. DC 23. lowered from 50% to 30%. caster’s enemies. The creatures can attack on The tentacle is AC 15 & has 20hp. It is not The hand has an AC of 14 + caster’s Charisma the caster’s initiative starting their first round. effected by light, magical or otherwise. modifier, 1hp/lvl, & has its caster’s saves Table # As a Standard Action, the caster can have the (immune to non-damage spells). Summon Monster III 1 Summon Monster II 1d3 tentacle attack a different opponent within Dust Storm(DR331 p71) range. If it had been entangling someone, Summon Undead III(PGF p114)(PGFe)+ Shark Bolt(DR334 p76) – Everything within a 60’ diameter by 30’ tall Medium-range, 1rnd/lvl(D), no save, SR applies> a) Anything with 5’ has Concealment, while – Summons one or more Undead to fight the – Creates 1 Medium-sized Shark made from anything farther has Total Concealment; caster’s enemies. The Undead can attack on th water for each 5 caster levels (max 5 at 20 ). b) Anything ending its round within the the caster’s initiative starting their first round. Each ‘shark’ appears next to a target cylinder takes 1d6 Slashing damage. Table # Summon Undead III 1 designated at casting time. The ‘shark’ Mage Armor, Greater(CArc p114) attacks its target once per round at the Summon Undead I 1d4+1 successful hit does 1d6 + 1 per three caster – Touched subject gains +6 Armor bonus to AC. No summoned Undead may have more Hit Dice th levels (max 1d6 +6 at 18 ). Mestil’s Acid Breath(MoF p108) than (Caster level + 1). One or more of the ‘sharks’ may be retargeted Analyze Portal(FR p66) shark only moved 30’ to its new target, it may – Cone deals 1d6/lvl acid dmg (max 10d6). A ‘shark’ may not be damaged, but is dispelled – Detects and analyzes Portals within 60’ in a by any [fire] spell that touches it (AC 11). – The caster creates a magic horse with 90 degree arc. Detection takes 1 round, as Also, each time a shark hits a creature with insubstantial hooves that make no sound, plus does each Portal property identified by a Spell Resistance, it must overcome the SR or saddle, bit, & bridle. Only the one person Caster check vs. DC 17. be dispelled. designated by the caster can ride the horse. Arcane Sight(PH p201) Sign of Sealing(CArc p122) The horse has AC 18, 7 + 1/lvl HP, can move plus 10 lbs/lvl. At higher caster levels, the auras within 120’, allowing his/her to know – One door, check, or portal of up to 30 square horse has extra abilities: the strength & school of all magic effects & feet per level is marked with a visible magical 8th: ride over mud, sand, etc. at normal rate. items by making a Spellcraft check vs. DC sign that prevents it from being opened. This 10th: ride over water at normal rate. (15 + spell level). By spending a Standard warded object can be opened with the 12th: ride horizontally across air for 1 round Action scrutinizing a target, the caster can following methods: at normal rate. know if it has any spell casting or spell-like a) the caster can open the object at will; 14th: Fly at normal rate/average. abilities, whether they are Arcane or Divine, b) breaking (the spells adds +10 DC to the Sepia Snake Sigil(PH p276) & the power level of the highest spell effect break check); e) counts as a Magical Trap that can be spell discharges & the target gets a Reflex – Hear –or– see into a known or obvious (i.e., disarmed with a Disable Device check vs. save. If it fails, the target is encased in amber other side of a door) location within range. DC 28. light & put into Suspended Animation for Once the location is targeted, the Magical If the warded object is magically or mundanely 1d4 + 1/lvl days, though the caster can cancel Sensor cannot be moved. forced open, everything within a 30’ Burst it. While in suspended animation, the target Magically enhanced senses cannot be used takes 1d4 damage per level (max 10d4) can still be injured or killed normally. through this spell, though a 10’ radius can be damage (Ref½, no SR). seen in non-magical darkness.

Sorcerer / Wizard Spell List – 3rd level Page 14 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Detect Metal and Minerals(RoF p189) Hold Person(PH p241) Daylight(PH p216) 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., 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. this spell, it is not possible to cast spells or The information gained increases the more Fireball(PH p231) rounds spent focusing: make some skill checks. target metal or mineral. Fire damage (max 10d6). – Target is Dazed for 1d4 rounds, then –2 on All material that was detected. Flashburst(FR p70) 3rd rnd – the distance & direction to the target Actions. Discern Shapechanger(CArc p103)(RoE p184) light are Dazzled for 1 round (no save) & 1hr/lvl, WillNeg, SR applies> – By spending a Standard Action looking at a Blinded for 2d8 rounds (WillNeg). If outside – The caster gives the target 1 or 2 sentences of creature within 60’, the caster can determine the burst, but looking at it & within 120’ feet, reasonable sounding instructions. The if that creature is polymorphed, disguised, or Blinded for 2d8 rounds (WillNeg). 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. caster also knows if he/she is viewing a 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 & – The caster becomes telepathically connected up to 9 Medium-sized creatures. The sphere – All creatures in a 30’ Cone-shaped Burst are to one willing creature within 30’ that has an provides protection from temperatures, wind, Cowered for 1d4 rounds. Intelligence of at least 6. rain, etc. The spell ends if the caster leaves. 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. – 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 Manyjaws(PGF p106) – Creates 1 set of ‘jaws’ per caster level (max into comatose slumber. Target are woken by the creature receives a Will save to negate. 10). Each ‘jaw’ automatically does 1d4 being damaged or with a Standard Action. Counters or dispels ‘light’ spell of equal or Force damage to a target (Ref½). The caster The lowest HD creatures are put to sleep first. lower level, though Daylight will cancel this 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 flickering lights per level. The “clouds” can a flying speed of 40’ with Perfect – All creatures in a Cone-shaped Burst (10’ tall be placed anywhere within range and do not maneuverability. and out to the end of range) take 1d6 per level need to be contiguous. Nchaser’s Glowing Orb(PGF p107) damage (Ref½). Damage is ¼th Electricity, Any creature within a cloud or who enters a 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 for one round (FortNeg). (60’ radius). – All allies within an 80’ radius Spread of the If the caster dies, then any Cleric, Sorcerer, or caster become full of energy & joy: Capricious Zephyr(DR314 p38) 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 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’.

Sorcerer / Wizard Spell List – 3rd level Page 15 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Scintillating Sphere(MoF p115)(MoFe)+ Invisibility Sphere(PH p245) Spectral Weapon(CAdv p157) range, Ref½, SR applies> Touch, 1min/lvl(D)> – The caster creates a single weapon with which – All creatures in a 20’ radius Burst take 1d6/lvl – Makes everyone within 10’ of the touched he/she is proficient. This weapon is normal Electrical damage (max 10d6). creature / object become Invisible. If except for the following: Shatterfloor(MoF p116) someone made invisible by this spell leaves a) only the caster may wield the weapon (it visible. b) the caster makes touch attacks (instead of – All creatures in a 15’ radius Spread take 1d4 Khelben’s Suspended Silence(MoF p103) normal attacks) to do damage; and Sonic damage per level (max 10d4), plus (SR applies). If successful, that attack and movement to cross). – Once cast upon an object, this effect remains 1 th any that follow only do /5 damage and Stars of Arvandor(BoED p108) dormant until the caster touches the object any special effect, such as Death Attack, then negates sound for 6 rounds in a 15’ A caster may only maintain 1 Spectral Weapon – One twinkling star per level (max 10) floats radius that is centered on it. at a time. around the caster’s head. Major Image(PH p252) Necromancy Once per round, the caster may either take a Gentle Repose(PH p234) Standard Action to launch up to three stars. – Creates an illusion that has visuals, sound, Each star can have a separate target, requires a smell, & heat of an object, creature, or force – Prevents the touched corpse from rotting. Ranged Touch attack to hit, & does 1d8 as the caster visualizes it. The image can Time spells under the effect of this spell does damage (no save, SR applies). If the target is move within an area of (4 + 1 per level) 10’ not count towards the time limit of the corpse non-Evil, half the damage is non-lethal. cubes that are contiguous. being brought back by Raise Dead, etc. Steeldance(MoF p123) If the image is struck, it disappears unless the caster makes it react appropriately. Halt Undead(PH p238) – Two touched daggers enlarge to become flying animated longswords that attack Target gets a Will save to negate only if it has Medium Animated Objects that have AC 14, – The target becomes Blind, Deaf, and cannot intelligence. If attacked, that target is Hardness 10, 5 hp, Flying 30’/good, +2 atk, use its Blindsense, Blightsight, Scent, or immediately freed. & 1d8 slashing damage (19-20/x2 threat). Treamorsense abilities. Handfang(LoD p187)(RoF p190) Wind Wall(PH p302) Phantom Guardians(RoD p167) range, 1hour/lvl, WillDisbelief, no SR> – An Invisible wall of air 2’ wide is created in – Creates up to one Medium or Small-sized If the caster touches an opponent, it takes 1d8 any continuous shape desired by the caster up Humanoid per level within the area of effect. damage (Ref½). If the opponent fails its to 10’ long per level & 5’ high per level. Each is visual illusion with some minor saving throw, the caster may initiate a The wall is total protection from gases sounds (i.e., not speech) and follows a set of Grapple as a Free Action without generating (including some breath weapons), gaseous instructions set at creation time (such as an attack of opportunity. If a hold is forms, flying creatures up to Small-size, etc. “stand at the gate and yawn every twenty established, the mouth can continue to bite Arrows & bolts are blocked by the wall, & minutes”, etc.). The instructions cannot be for 1d8 per round. other ranged weapons have a 30% miss changed and will not interact with changes in Healing Touch(BoED p100) (MoF p100) chance. Large ranged weapons, such as a its surroundings. Each illusion may have giant’s boulders, are not effected. separate instruction. – The touched subject is healed up to 1d6 per two levels (max 10d6) & the caster takes the The wall may be walked through normally. Shadow Binding(CArc p122) same amount of damage. Illusion Ray of Exhaustion(PH p269) Cloak of Khyber(DR337 p59) 1StdAct, Personal, 1day/lvl> – If the target fails the save, he/she becomes – Six hours after being cast, the caster’s Entangled (DC 20 Strength or Escape Artist check to get free). Exhausted for the spell’s duration. On a becomes protected from the following: successful save, the target becomes Fatigued Shadowslip(DR337 p74) a) Divination effects that determine (unless already Fatigued, in which case the alignment; and target becomes Exhausted anyway). b) being recognized as a disguised or – The touched creature gains the following: Skull Watch(PGF p111) Shapechanging creature by True Seeing. a) 20% Miss Chance due to a layer of protective shadows; b) when during each Move Action spent in and faces a direction of the caster’s choice. If the Plane of Shadows, which negates – Attacks miss touched subject 50% of the time. any living creature comes into an area 20’ Attacks of Opportunity due to movement; Illusory Script(PH p243) wide by 90’ long in front of the skull’s face, c) members of the Shadar-Kai race under the effect of this spell have their ‘shadow a) The caster knows the skull was triggered; – The caster writes a message that looks like a curse’ suppressed. b) The skull gives off a loud shriek that can foreign language to everyone but the intended be heard within ¼ mile; targets. Those seeing a ‘foreign language’ c) Everyone within 60’ of the skull becomes must make a Will save or obey a suggestion Deaf for 1d6 rounds (FortNeg); for up to 30 minutes (usually “put the book d) The spell then ends. back & forget about it”). An untriggered skull can be moved from This spell, including the hidden message, are ‘behind’, which does not trigger it. removed with a successful Dispel Magic. The skull has AC12, Hardness 1, and 1hp/lvl. Destroying the skull does not trigger it.

Sorcerer / Wizard Spell List – 3rd level Page 16 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Spider Poison(MoF p123) f) attacks as if Invisible, gaining a +2 attack Icelance(PGF p105) applies. Medium-range, Instantaneous, SR applies> – Touch deals 1d6 Strength damage, repeats in 1 g) able to attack creatures in the Ethereal – The material component ice/show becomes a minute. DC is 10 + ½ caster level + Primary plane with a 20% chance of loosing the spear made from ice, which is magically Stat modifier. attack or spell. launched at a target. The caster must make a Undead Lieutenant(MoF p129) Burrow(Und p56) ranged attack roll (with a +4 bonus). If Piercing damage, ½ Cold damage) and least 5 can give orders to Undead under the – Touched subject gains claws that do 1d6 becomes Stunned for 1d4 rounds (FortNeg). caster’s control. damage and are treated as an armed attack. The spell Ice Storm can be used to create this Undead Torch(MoF p129) The subject gains a Burrow speed of 10’ spell’s material component. through earth, sand, clay, & gravel , but not Keen Edge(PH p245) – One Corporal Undead gains a blue aura that solid stone. causes its melee attacks to do +2d4 damage Distilled Joy(BoED p96) – Doubles the threat range of one slashing or against living creatures. piercing weapon or 50 grouped projectiles Vampiric Touch(PH p298) – The caster fills a vial with Ambrosia that is that do slashing or piercing damage. joy. The process does not remove the any other threat range improving effect. – Touch attack against a living creature deals subject’s feeling; instead the spell solidifies Lash of the Kraken(DR334 p75) 1d6 per two levels (max 10d6). Caster gains the joy the subject was already giving off. damage as Temporary HP, which last up to 1 Ambrosia is a magical substance that is used in – The caster gains a barb-covered tentacle: hour. the creation of some magic items, or drunk to a) may be used as a primary natural weapon Transmutation heal 1hp & take the edge of grief & sadness or a secondary natural weapon (with a Amanuensis(MoF p77) for 1d4+1 hours. standard –5 penalty); plus Strength modifier and can start a – Transcribes non-magical text to bank pages at – The touched subject can see up to 60’ in non- Grapple without generating an attack of a rate of 250 words per minute. Illustrations magical and magical darkness, but in black & opportunity. If successful, the caster may & magical writing are not copied, leaving white only. constrict for standard damage. blank areas into destination pages. This spell Flame Arrow(PH p231) Size Dmg Reach Size Dmg Reach triggers writing-based magical traps. Dimin. 1 0’ Huge 2d6 20’ – 50 grouped projectiles do +1d6 Fire damage Tiny 1d3 5’ Garg. 2d8 40’ – The touched, willing corporeal creature & its Fly(PH p232) Small 1d4 5’ Colos 4d6 60’ equipment becomes ooze-like: Medium 1d6 10’ a) can move through openings as small as 2 – Subject flies at a speed of 60’ (40’ if in Modulate(DR338 p78) inches in diameter; Medium or Heavy Armor –or– if carrying a b) gain immunity to poison, polymorphing, Medium or Heavy load) with Good – The touched Wand generates a different spell stunning, & critical hits; maneuverability. ½ speed going up, 2x speed for this spell’s duration. The new spell must c) cannot be Flanked; going down. be cast by Modulate’s caster on the round d) gains a Swim speed equal to its land speed If spells expires/is dispelled, subject descends following Modulate and it must be at least and can remain submerged without at 60’ per round for 1d6 rounds before falling one level less than the spell normally in the breathing indefinitely; Gaseous Form(PH p234) wand. The new spell is cast at the minimum e) Armor & Natural Armor bonuses to AC become 0 (though Mage Armor still Mage Hand, Greater(MoF p97) applies); – A willing subject & all his/her gear transform f) cannot attack; into mist which has Fly 10’/Perfect & can slip – A designated object or creature that weights g) cannot cast spells that have Verbal, through any opening. While gaseous, the no more than 10 lbs per level can be moved at Somatic, Material, or Focus components subject has Damage Reduction 10/magic, up to 20’ per move-equivalent action, though (i.e., spells must be modified by one or becomes immune to poison & criticals, has an it must stay within the spell’s range. A more Metamagics); AC based only on Dexterity, size, Deflection targeted creature is allowed a Will save to h) all Supernatural & magic items are bonuses, & armor bonuses due to Force resist. The target can be manipulated as if suppressed. effects. The subject cannot attack & can only moved by a hand, allowing keys to turn, etc. cast spells with no Verbal, Somatic, Material, Blink(PH p206) Magic Weapon, Greater(PH p251) or Focus components (due to Metamagics). plane at random. The caster bundled group of 50 projectiles gain an spell; – One subject/lvl within a 30’ area moves faster: Enhancement bonus to attack & damage of b) has a 50% chance of any attack or spell a) +1 bonus on attacks; +1 per four levels (max +5). targeting him being lost (20% if the b) +1 Dodge bonus to AC; A Monk’s Unarmed Strike can be the target of attacker can see Invisible –or– can target c) +30’ Enhancement bonus to all forms of this spell. movement (land, climb, swim, burrow, Ethereal creatures, no chance of missing if Repair Serious Damage(CArc p120)(Eb p114)(DR317 p36) the opponent can do both). Note that Feat: fly), up to double the base movement; Blind-Fight does not apply when fighting a d) when making a Full-Round Attack, the – The touched Construct (with at least 1 hp) or blinking opponent; subject gets an additional attack at his/her Living Construct (at –9 hp or higher) is c) takes ½ damage from area-of-effect attacks best attack bonus. repaired 3d8 +1 per level (max 3d8+15) hp. & falling; This spell Counters & Dispels Slow. d) can only move ¾ of normal; e) can step through solid matter with a 50% chance of becoming solid per 5’ (taking 1d6 damage per 5’ if becomes solid & is shunted to the closest available space); and

Sorcerer / Wizard Spell List – 3rd level Page 17 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Scorpion Tail(RoE p190) Slow(PH p280) Tremorsense(Und p62) 1StdAct, Personal, 10min/lvl(D)> tail. As a Free Action each round, the target – One subject per level within a 30’ area: – The caster can pinpoint the location of any may make a Melee attack with the tail at full a) may only take one Standard Action or creature or object within 30’ that is in contact attack bonus against an adjacent foe. If the Move Action each round; with the ground. attack hits, the tails does 2d6 + Strength b) suffers a –1 penalty to AC, attacks, & Walk the Mountain’s Path(RoS p163) modifier Piercing damage (no save) and the Reflex saves; tail attack is treated as ‘magic’ for purposes This spell Counters & Dispels Haste. – Touched creature gains the following benefits: of overcoming Damage Reduction. Spiderskin(Und p61) a) not slowed by slopes; Note: This spell may only be cast by Drow. Land Speed; and Secret Page(PH p275) This grants a ‘+n’ bonus to the following, Jump checks. rd th – The touched page looks like something totally where ‘+n’ is +1 at 3 level, +2 at 6 level, Water Breathing(PH p300) different (such as a map or poetry) unless a up to +5 at 12th level: key-word is used. Using the key-word again a) +n Enhancement bonus to the subject’s – The touched subjects of the spell can breathe returns the page to its disguised state. Natural Armor; underwater. 2hrs/lvl duration is evenly split If this spell is Dispelled, the hidden material is b) +n Racial bonus on saves vs. poison; & between all the subjects. destroyed too. c) +n Racial bonus on Hide checks. Weapon of Impact(MoF p134) True Seeing reveals the nature of this spell, but Stony Grasp(CArc p124) must be used in conjunction with

Sorcerer / Wizard Spell List – 3rd level Page 18 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

4th Level Abjuration Globe of Invulnerability, Lesser(PH p236) Wall of Chaos(MoF p131) Anticipate Teleportation(CArc p97) sphere appears around the caster. Any 0 – 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 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 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 Otiluke’s Dispelling Screen(CArc p116) b) hedges out non-Evil Summoned & – Target creature or object is encased in a green Spell Resistance check. – Creates an immobile wall of one 10’ square This includes spells & spell-like abilities such Wall of Good(MoF p131) as Astral Projection, Blink, Etherealness, per level –or– sphere/hemisphere whose 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 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 Wall of Law(MoF p132)(MoFe)+ spells. – Touched person or object is freed from all -or- curses upon it, assuming the curse doesn’t – Creates a magical barrier of one 10’ square per 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 ‘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. Stoneskin(PH p284) Blast of Flame(CArc p99) – Sets a one-time trap on a closable item. If Instantaneous, Ref½, no SR> its password open the item, it explodes with a – Touched creature gains Damage Reduction – All creatures in a 60’ Cone shaped Burst take 5’ radius, doing 1d4 + 1/level (max +20) Fire 10/adamantine. When 10 hp per level (max 1d6 Fire damage per level (max 10d6). damage. The item itself is unharmed. 150 hp) have been prevented, the spell is discharged.

Sorcerer / Wizard Spell List – 4th level Page 19 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Crushing Coils(DR330 p70) Leomund’s Secure Shelter(PH p247) Radiant Fog(BoED p104) 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. 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 24 hours of casting this spell. – Ranged Touch Attack does the following: Cynosure(DR338 p77) Rogue Wave(DR314 p46) a) 1d6 Acid damage per level (max 15d6) (no 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 (Fort½). If a creature of up to Large-size – Ranged Touch Attack does the following: Dimension Door(PH p221) fails its save, it is knocked Prone. 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. Orb of Electricity(CArc p116) Medium-sized subject per three levels (or the Solid Fog(PH p281) touching, with the caster touching at least one 1StdAct, Medium-range, 1min/lvl, no SR> – Ranged Touch Attack does the following: subject. – Creates a 20’ radius Spread by 20’ high Cloud a) 1d6 Electricity damage per level (max If the target location is occupied, the caster (and of fog. Movement in the cloud is slowed to 15d6) (no save); anyone with him/her) take 1d6 damage & are 5’ and taking a 5’ step is not an option. b) if the target took at least 1 point of shunted in a random direction 100’. While in the fog, melee attacks & damage Electricity damage and is wearing metal The caster cannot act again until the next round. have a –2 penalty & ranged attacks (other armor, he/she is Entangled for 1 round than magical rays, etc.) are impossible. Evard’s Black Tentacles(PH p228) (FortNeg). Orb of Fire(CArc p116) per 10’ of solid fog fallen through. – A 20’ radius Spread is filled with 10’ tentacles. The tentacles attempt to Grapple – Ranged Touch Attack does the following: Summon Monster IV(PH p286) every creature within the area of effect. Each a) 1d6 Fire damage per level (max 15d6) (no save); and has a Base Attack Bonus equal to its – Summons one or more creatures to fight the b) if the target took at least 1 point of Fire caster level (i.e., attack of +(8+lvl)). Anyone caster’s enemies. The creatures can attack on damage, he/she is Blinded for 1 round grappled takes 1d6+4 lethal damage each the caster’s initiative starting their first round. (FortNeg). round. Table # Even if not grappled, it is only possible to go Orb of Force(CArc p116) Summon Monster IV 1 Summon Monster II (or lower) 1d4+1 The tentacles are immune to damage, but can – Ranged Touch Attack does 1d6 Force damage be dispelled. per level (max 10d6). Summon Undead IV(PGF p114)(PGFe)+ 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).

Sorcerer / Wizard Spell List – 4th level Page 20 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Unseen Servant, Mass(RoD p168) Divination Scrying(PH p274)(PH3.5e)+ SR applies> Each do simple tasks, like cleaning and – While this spell is in effect, the caster receives – Sends a Magical Sensor to watch & listen to a opening doors. Each has a Strength of 2 (so the following: target creature. This spell’s DC is adjusted it can lift 20 pounds or drag 100 pounds) and a) can make any Knowledge skill check by the caster’s knowledge and connection to a movement of 15’, but it must stay in range. untrained; and the target. A servant cannot attack, nor can it be the direct b) receives –4 penalty on Will saves (Spell Knowledge DC target of attacks, but if it takes 6hp of damage Weavers are immune to this penalty). None (must have a Connection) –10 from area-of-effect attacks, it is dissipated. As a Free Action, the caster may take a +10 Heard of the target –5 Viscid Glob(Und p63) bonus on one Knowledge skill check, Bardic Met the target +0 Once this check is made, the spell is Connection DC – The caster launches a 5’ diameter glob of discharged. Likeness or picture +2 sticky goo at a target. On a successful ranged A caster may only have one instance of this Possession or garment +5 touch attack, the target is stuck. Breaking the spell in effect at a time. Lock of hair, bit of fingernail, etc. +10 goo requires a Strength or Escape Artist Arcane Eye(PH p200) If the spell is successful, the caster can see in a check vs. DC (20 + caster level) as a Full 10’ radius around the target & the Sensor Round action – The caster creates a Magical Sensor under follows the target up to a rate of 150’. If the target is Medium-size or less, it can talk, his/her control. By concentrating, the caster If the spell is resisted, the caster may not breath, cast spells with no Somatic or can see through the ‘eye’ with his/her normal attempt to scry on the target again for 1day. Material components, or attempt to escape. vision (including any spells currently in Spells that improve the caster’s vision (such as If the target is Large-size or greater, it cannot effect) & control its movement. The eye can Darkvision) apply when he/she is looking move from its current location, but otherwise move up to 30’ per round, but slowing to through the Sensor. is unhindered. 10’/round is needed to fully look at the The following spells have a 5%/lvl chance of Any other creature touching the sticky goo is surrounding walls & ceiling. The eye can fit working through the ‘sensor’: Detect Chaos, also stuck (RefNeg). The effect is the same through openings as small as 1” in diameter Detect Evil, Detect Good, Detect Law, Detect as above, except the DC to escape is (15 + and is not subject to damage, though it can be Magic, & Message. caster level). dispelled. Focus is determined by class – Clerics use a (PGF p118) Wall of Sand Assay Resistance(CArc p97) Holy Water font (min 100gp), Druids use a natural pool of water, all others uses a 2’x4’ Medium-range, Concentration + 1rnd/lvl, no save, – Gain a +10 bonus on Caster checks to no SR> silver mirror (min 1,000gp). – Creates an opaque wall made from sand, up to overcome Spell Resistance against one target, Unluck(CArc p128) one contiguous 5’ square per level, arranged which must be visible when this spell is cast. following properties: a) Blocks ranged attacks; based on chance (such as an attack roll, a – The caster is immediately aware of the b) May be moved through by taking a Full- damage roll, a saving throw, etc.), he/she existence & location of any Magical Sensors Round Action to make a Strength check. must roll twice & take the worst of the 2 rolls. within a 40’ radius Emanation. For each 5 points the check exceeds 15, Enchantment On a successful Caster check, the caster can get the target may move 5’. Charm Monster(PH p209) a visual image of the scryer, and his/her c) Any creature within the wall is considered Locate Creature(PH p249) must hold its breath or start to suffocate. – One living creature considers the caster its weapon at a creature within the wall, but be treated the same way as if a close friend – Senses direction toward named type of has done it. the target has Cover and Total creature (human, unicorn, etc.) or a specific Concealment. If the target is in a threatening situation when creature within range (must have been seen at the spell is cast, it gets +5 on its save. Any Wall of Water(DR314 p47) least once within 30’). Running water blocks threats from the caster or his/her allies after the spell is in effect breaks the charm. Portal View(Und p60) – The caster creates a transparent wall of fresh Confusion(PH p212) Medium-range, 1rnd/lvl, WillNeg, SR applies> shaped as the caster desires. The water forms – The target closed Portal shows those on the around creatures, who are allowed a Reflex – All targets within a 15’ radius Burst are caster’s side what is on the other side (i.e., its Confused. save to get out of the area of effect before the destination). The Portal is not open and Crushing Despair(PH p215) wall finishes forming. spells cannot be cast through it. The wall has the following properties: – All targets within a 30’ Cone-shaped Burst taken from the wall disappears & is receive a –2 penalty on All Actions and instantly replaced); damage rolls due to great sadness. b) creatures can move through the wall by This spell Counters and Dispels Good Hope. making a Swim check as if swimming through calm water; c) any creature with the [fire] subtype takes 2d6 + 1/lvl damage each round he/she is partially or entirely within the wall; d) creatures within the wall have Cover with respect to those outside of the wall.

Sorcerer / Wizard Spell List – 4th level Page 21 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Geas, Lesser(PH p235) Defenestrating Sphere(CArc p103) Ice Storm(PH p243) Medium-range, 1rnd/lvl(D), SR applies> range, Instantaneous, no save, SR applies> – One subject with 7 HD or less obeys the – Creates a 2’ radius sphere of air that the caster – Hail deals 3d6 Bludgeoning damage + 2d6 caster’s command “to the letter”, though self- can move 30’ as a Move Action. If the Cold damage in a 20’ radius by 40’ high destructive orders break the spell. sphere succeeds on a ranged touched attack, cylinder. Listen checks receive a –4 penalty Open-ended commands, such as “Guard this the target takes 3d6 damage (no save) and is during the round of hail & movement through Door”, last for 1 day per Caster level. knocked Prone (FortNeg, creatures larger the target area is halved. Specific tasks must be completed for the spell than Medium-size are immune). A creature Otiluke’s Resilient Sphere(PH p258) to be discharged. knocked Prone is thrown 1d8 x 10’ into the each ability score per full day (max of –8). the appropriate falling damage. – An immobile sphere of Force 1’ per level in diameter protects but traps one subject small The ability scores return to normal after a full Desert Burial(DR331 p71) day of obeying the instructions. This spell is Cancelled by Disintegrate. though it can be ended by Remove Curse, – All creatures in a 20’ radius Spread that are Radiant Shield(BoED p104) Break Enchantment, Limited Wish, Miracle, standing upon loose earth, mud, or sand sink – The caster is surrounded by a scintillating Evocation not restricted). While trapped, a target is considered Helpless, white aura which gives off bright light in a Blistering Radiance(CArc p99) though a caster may use spells that do not 10’ radius: have Somatic components if the Material reach weapon (including natural) takes 1d6 – A brilliant 50’ radius sphere hovers at the components are in hand. +1 per Caster level Electrical damage (no target location for 1 round per level. All To free oneself from the loose earth requires save, SR applies); creatures within the 50’ radius Spread on the either a Strength or Escape Artist check vs. b) The caster takes ½ damage from caster’s initiative are Dazzled (no save) and DC (15 + 1 per two caster levels) as a Full Electricity attacks (if a Reflex save for ½ take 2d6 Fire damage (Fort½). Round Action. Untrapped creatures may aid in this attempt. damage is allowed, a successful save Caligarde’s Claw(PGF p100) means the caster takes no damage). Necromancy spell or a [darkness] spell within a Medium-sized creature. The claw can be – Bouncing fire ball deals 1d6 per level Fire 24 hours of casting this spell. ordered to attack a specific creature or to damage (max 10d6) to one 5’ square per Shout(PH p279) defend a location. This choice can be level, all of which must be in a continuous changed as a Free Action each round once per path, but not necessarily straight. – All creatures & objects within the 30’ Cone- round. Fire Shield(PH p230) shaped Burst take 5d6 Sonic damage (Fort½) The claw has the following attributes: Anyone with an attended object is allowed a b) Dexterity 18; – Warm Shield: The caster is sheathed in blue Reflex save to negate damage to the object. c) Has ½ the Caster’s hit-points; or violet flames that give off 10’ of light. Crystalline creatures take 1d6 damage per level d) AC 16 (+4 Dex, +2 for Invisibility); Creatures succeeding in melee attacks against (max 15d6) (Fort½). e) Has all other advantages of Invisibility the caster take 1d6 + 1/lvl (max +15) Fire This spell is Suppressed by Silence. (attackers have a 50% Miss Chance, most damage (SR applies). The caster takes ½ Thunderlance(FR p75) defenders loose their Dex modifier to AC, damage from Cold attacks (if the attack has a +2 bonus on attacks, etc.); Reflex save for ½ damage, take no damage – Create a spear of force that is from 1’ to 20’ f) Uses the Caster’s Base Attack Bonus, on a successful save). (which gives reach). It does 2d6 damage adjusted by its Strength modifier (+6) and -or- proficiency and the caster’s Strength is g) Can makes multiple attacks per round if – Cold Shield: The caster is sheathed in blue or treated as 12+1/lvl (max +15) when attacking the Caster’s BAB is high enough; green flames that give off 10’ of light. & doing damage. If the ‘spear’ hits a force h) Does 1d6+6 damage; Creatures succeeding in melee attacks against effect of 3rd level or less (such as Shield or i) Has a movement of 90’. the caster take 1d6 + 1/lvl (max +15) Cold Mage Armor), make a Dispel Check. If If ordered to attack, the claw moves to the damage (SR applies). The caster takes ½ successful, the force effect is dispelled. The designated target and attacks. It continues to damage from Fire attacks (if the attack has a ‘spear’ is not hurt either way. attack until the opponent is destroyed, the Reflex save for ½ damage, take no damage opponent goes out of range, or the claw is Tirumael’s Energy Spheres(MoF p127)(MoFe)+ on a successful save). If ordered to defend, the claw moves to the range, Fort½ or Ref½> – Creates 1 colored sphere of each energy type designated 5’ area and waits to make Attacks –Divide up 1d6 per level (max 10d6) into any which can be offensively or defensively in of Opportunity. The claw is treated as having number of energy missiles (min 1d6). Each any combination, changeable each round as a Feat: Combat Reflexes and can make up to target must be within 30’ of another target. If Standard Action: 5 Attacks of Opportunity per round. It cannot a missile hits, the target takes the appropriate a) Offensive – ranged touch that deals 1d4 make standard attacks, only attacks of Force damage (Fort½). If a missile misses, damage per 4 levels (max 4d4) of the opportunity. everyone in a 10’ radius takes 2 points of appropriate energy type for each sphere Dancing Web(BoED p96) Force damage per ‘die’ of that missile (Ref½) that attacks. Each sphere can be aimed at a b) Defensive – a sphere can absorb 1d4 – All creatures in a 20’ radius Burst take 1d6 per damage per 4 levels (max 4d4) of the level non-lethal damage (max 10d6) (Ref½). appropriate energy type inflicted on the Evil creatures within the area of effect caster, but then that sphere is dispelled. become Entangled for 1d6 rounds (RefNeg).

Sorcerer / Wizard Spell List – 4th level Page 22 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Wall of Fire(PH p298) Rainbow Pattern(PH p268) Necromancy 1rnd/lv(D), WillNeg, SR applies> applies> – Creates a opaque 20’ tall wall of violet fire – Up to 24HD of creatures in a 20’ radius – Infects touched Evil target with chosen that is either 20’ long per level & straight – Spread who fail their save will be captivated Affliction(BoED p34) which takes effect or– a ring 5’ radius per 2 levels. One side by the lights & try to stay in them. They will without an incubation period. (caster’s choice) causes 2d4 fire damage only defend themselves if attacked. Name DC Base Damage within 10’ and 1d4 fire damage between 10’ The lights can be moved 30’ per round as a Depraved Decadence 18 1d4 Str & 20’. Going through the wall does 2d6 + Free Action & those captivated will follow. Eternal Torpor 14 1d6 Dex 1/lvl (max +20) Fire damage (2x to Undead). If this leads them into danger, each target gets Raging Desire 15 1d3 Con If the wall is created on top of someone, the a new save. Consuming Passion 17 1d4 Int target gets a Reflex save to jump to one side If the lights are obscured (such as by Obscuring Haunting Conscience 16 1d4 Wis (taking damage if the wrong side is chosen). Mist), the effect ends on the targets. Pride in Vain 20 1d6 Cha 20hp of Cold damage in one round will Only Bards need to use the Verbal component. The Base Damage has the target’s Charisma extinguish a 5’ length of wall. Shadow Conjuration(PH p276) modifier added to it. If it is an Evil Wall of Ice(PH p299) Elemental or Evil Undead, it takes +1 damage or Conj(creation) spell of up to 3rd level. The 1 th Evil Deity, it takes +2 damage. – Creates an anchored sheet of ice. To breach a spell is /5 real & the remainder is ‘shadow’. 10’ section requires 3hp/lvl (Fire does normal Animate Dead(PH p198) The target of the spell always get a Will save to 15+Caster level. The wall has 2 forms: target’s Spell Resistance always applies too. – Permanently animates skeletons and/or a) Ice Plane – one 10’ square per level that Range & duration match the copied spell. zombies from one or more touched corpses. can be stacked vertically or horizontally. The possible effects fall into 3 categories: (2 * Caster level) HD of Undead may be Going through a breach does 1d6 +1/lvl Damage Spells (e.g., Melf’s Acid Arrow): animated in one casting & a caster may only Cold damage (no save, but SR applies). Believer – effected by the spell normally, have 4HD/lvl Undead under control (if b) Hemisphere – maximum radius of 3’ + including any normal saving throws. exceeded, caster chooses which are “freed”). 1 th 1’/lvl. Going through a breach causes no Nonbeliever – takes /5 damage & any Undead controlled via Clerical “Rebuke / damage. non-damage effect has only a 20% Control” ability don’t count against this total. Any creature adjacent to where the wall is chance of effecting the target. Bestow Curse(PH p203) being created is allowed a Reflex save to Creating Objects or Substances (e.g., Web): Illusion including any normal saving throws. – Touched subject is inflicted with one of the Hallucinatory Terrain(PH p238) Nonbeliever – 20% chance of effecting the following: Believer – creature has all its normal checks; or 1 th – Makes one contiguous 30’ cube per level of abilities & weaknesses, but only has /5 c) 50% chance of losing each action. one type of terrain look, sound, & smell like of its normal hp. This spell is not effected by Dispel Magic. It 1 th another (field into forest, etc.). Structures, Nonbeliever – creature has /5 of its can only be removed by Break Enchantment, 1 th equipment, & creatures are not disguised. normal hp, does /5 of its normal Limited Wish, Miracle, Remove Curse, or Wish. 1 th Illusory Wall(PH p243) damage, only has /5 of its normal AC This spell Counters the spell Remove Curse. only 20% chance of working each time. floor, or ceiling that looks real, but anything 1d8 Acid damage and 1d8 Fire damage each Inescapable Swarm(DR333 p71) – Target is forced through a gateway to the round (Fort½) and can only take a single location, but is Frightened & must flee for like it is being overrun with bugs and Sphere of Terror(DR333 p72) – Infects touched subject with chosen disease becomes Shaken (WillNeg). If Shaken, the Name DC Dmg Invisibility, Greater(PH p245) – Creates an immobile 30’ radius hemisphere Cackle Fever 16 1d6 Wis grants all those within it Concealment. Mindfire 12 1d4 Int – Subject is Invisible, even if he/she attacks. All creatures within the area of effect are Red Ache 15 1d6 Str Phantasmal Killer(PH p260) Shaken (WillNeg). Any Shaken creatures Shakes 13 1d8 Dex damage per round (Fort½). – The targeted creature sees its worst fear Blinding Sickness 16 1d4 Str & if the (though no one else sees anything). If the victim takes 2+ Str dmg, must make an target fails its Will save, it must then make a additional save or go permanently Blind. Fortitude save. If it fails, the target dies. If successful, the target takes still 3d6 damage.

Sorcerer / Wizard Spell List – 4th level Page 23 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Enervation(PH p226) Darkvision, Superior(UE p53) Fang Blade(DR330 p71) – The touched subject can see normally (though category larger than the caster), 1StdAct, Touch, – Target gains 1d4 Negative Levels that fade in in black & white) in non-magical darkness. 1min/lvl(D)> 1hr/lvl. Spot checks are made normally. The range of – The focus snake is transformed into the Undead targeted with this spell gain 1d4 * 5 vision is only limited by the surroundings. equivalent of a Longsword sized for the caster. The caster is considered proficient Temporary HP for 1 hour. Darkvision, Mass(CArc p102) Fear(PH p229) with the weapon. On a hit, the foe is affected ability to see up to 60’ in non-magical the normal Longsword damage. – All living creatures within a 30’ Cone-shaped darkness, but in black & white only. If anyone other than the caster attempts to wield Burst are Panicked for 1rnd/lvl. On a Enduring Flight(RotW p175) the weapon, the snake attacks its holder. successful save, a creature is Shaken for 1rnd. The weapon has a Hardness of 8 & the snake’s Plague Carrier(RoF p190) – The caster gains the following benefits: hp at the time of the casting with regards to a) is able to Fly at normal speed while Sunder attempts. – Infects touched subject with chosen disease wearing Medium Armor and/or carrying a At the spell’s end, the snake returns to normal. which takes effect after the incubation period. Medium Load; and Fire Stride(FR p69) During the incubation period, the target does b) if the caster’s flight has a limited duration disease to those who come in contact. ability), the duration is doubled. – The caster may teleport up to 1 time per level Disease choices are Blinding Sickness, Cackle The spell ends as soon as the caster lands. from one fire to another. Both the source & Fever, Filth Fever, Mind Fire, Red Ache, The target fires must be large enough to contain Enlarge Person, Mass(PH p226) Shakes, or Slimy Doom. Long-range of each other. Teleporting is a – One Humanoid per level (& all their Full Round action. – All creatures within a 5’ wide Line out to the equipment) within a 30’ area becomes 1 Size This spell does not protect the caster from fire end of the spell’s range take Strength and category larger. Subjects gain +2 Size bonus damage. Constitution Damage of 1d3 + 1 per 4 lvls to Strength, –2 Size penalty to Dexterity, and Ghorus Toth’s Metal Melt(MoF p96)(MoFe)+ (max 1d3+3). –1 penalty on attacks & AC. A subject who his/her new size, the subject may attempt to to liquid for 1 round & then regains its – Target humanoid is Blind and Helpless due to ‘burst’ his/her surroundings with a Strength normal consistency (usually in the shape of a pain for 1 round per level. check (including the bonus). If the check puddle). Magic items are broken as a result. For the 3d10 minutes after the spell ends, the fails, the subject is trapped, but takes no The object does not change temperature in target receives a –2 penalty on All Actions. damage. the process. Transmutation Unwilling subjects get a Fortitude save & SR Gutsnake(MoF p98) This spell Counters & Dispels Reduce Person – A 15’ fanged tentacle grows from the caster’s – The caster gains the following: and Mass Reduce Person. abdomen. As a Free Action, the caster can a) Flying speed increases by +30’; Entangling Staff(CAdv p147) order it to attack any foe within range as if it b) Maneuverability category improves by one tentacle can even be killed as if it were a c) while airborne, the caster gains a +1 – The quarterstaff wielded by the caster grows Giant Constrictor with no negative effect on Dodge bonus to AC and Reflex saves. vines that can be used to grab foes. the caster. Backlash(MoF p79) When the Quarterstaff makes a successful then can start a Grapple as a Free Action – If the touched target casts an “attack spell” without provoking an Attack of Opportunity. – Touched Corporeal Undead gains +5 Natural that is resisted, interrupted, or saved against, The Grapple attempt has a +8 bonus and can Armor bonus due to a hardened skeleton. the attack spell takes effected on the target be used on creatures up to one size larger too, who receives no saving throw. than the caster. Perfect Summons(BoED p103) Bladebane(UE p48) If the Grapple check is successful, the foe takes – The caster designates a 40’ radius Burst where can chose the damage to be lethal or summoned. For example, an attempted to – The touched bladed weapon becomes more nonlethal). summon a Fiendish creature would end up effective against one type of creature (use the After doing damage, the caster has the option of summoning a Celestial one instead, while Ranger List for categories). Against a chosen releasing the foe, which leaves it Entangled. attempting to summon a Formian might result creature, the weapon gains +2 Enhancement If the grapple is maintained, the caster has the in an Archon arriving. bonus that stacks with any base bonus, and an opportunity to do constriction damage once If a different alignment creature appears, it is extra +2d6 damage when it hits. per round on a successful Grapple check. not under the control of the summoner. It Darsson’s Potion(MoF p87) will act as it wishes, which sometimes – The touched flask of water is readied to absorb includes attacking the summoner. Under a spell & become a temporary potion. A spell these circumstances, the spell cannot be must be cast the next round for the water to dismissed, though it may be dispelled. absorb. Only spells up to 3rd level that can This spell Counters and Dispels Distort target the caster are allowed. The caster must Summons (from the Book of Vile Darkness). expend (Caster level) * (Spell level) * 2 XP (i.e., the same as making a potion).

Sorcerer / Wizard Spell List – 4th level Page 24 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Polymorph(PH p263)(DR337 p88)+ Rary’s Mnemonic Enhancer(PH p268) Repair Critical Damage(CArc p120)(Eb p114)(DR317 p36) – 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 rd Spell Enhancer(PGF p112) Humanoid, Magical Beast, Monstrous b) Restore a spell up to 3 level that was cast 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 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. subject who becomes Tiny-size have a reach flying; & Universal of 0’ & must enter an opponent’s hex to d) gain its creature type. Fortify Familiar(CArc p108) attack. The subject does not get the following from the An unwilling subject gets a Fortitude save & new form: – The caster’s familiar gains the following: SR applies. a) Extraordinary Special Qualities (such as a) 2d8 Temporary HP; Blindsight, Regeneration, or Scent); & This spell Counters & Dispels Enlarge Person b) +2 Enhancement bonus to Natural Armor; and Mass Enlarge Person. b) Supernatural or Spell-like Abilities. 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.

Sorcerer / Wizard Spell List – 4th level Page 25 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

5th Level Abjuration Refusal(CArc p120) Watchware(UE p53) Aiming at the Target(CArc p96) 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 Break Enchantment(PH p207)(DR306 p110)+ Counts as a Magical Trap. available, the harder it is to get in). Conjuration Creatures teleporting into the area must also – Attempts to free 1 subject per level within a Arc of Lightning(CArc p97) 30’ area from all Curses, Enchantments, save. Failure results in the creature ending up 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 Instantaneous> – One shadow within range is animated into a level is no more than 5th. – The caster calls 1d4 Lantern Archons (LG), semi-solid tentacle. The shadow is anchored This spell breaks effects on creatures. A cursed 1d4 Coure Eladrins (CG), or 1d4 Musteval at one end & attempt to Entangle an opponent item still have its curse, it just may no longer Guardinals (NG) to server as guards, soldiers, within 10’/lvl (max 100’) of that point. To be apply to the subject. spies, etc., for up to 1 year. Only 2HD per 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 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 Duelward(CArc p103) 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 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 Emanation from the target. If the spell is cast Ironguard, Lesser(FR p71) an opening in the ground, like an ant hill. 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) 1StdAct, Close-range, Instantaneous, Fort½, SR 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 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; 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).

Sorcerer / Wizard Spell List – 5th level Page 26 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Freezing Fog(CArc p108) Mestil’s Acid Sheath(MoF p108) Summon Monster V(PH p287) 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 Summon Monster III (or lower) 1d4+1 – The caster creates an Invisible & stationary is missed by more than 5, the target falls Summon Undead V(PGF p114)(PGFe)+ anyway; watch-dog that can see Invisible and Ethereal 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. was cast), the watch-dog is triggered & Leomund’s Hidden Lodge(CArc p113) Table # 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 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 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 Steps in a binding: Leomund’s Secret Chest(PH p247) False Dest.(d20+80) — 81-92 93-100 1) Target gets a Will save (but no SR) to avoid being Called into the ‘holding area’. 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 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. 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 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.

Sorcerer / Wizard Spell List – 5th level Page 27 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Prying Eyes(PH p267) Feeblemind(PH p229) f) custom triggering condition based on Medium-range, Instantaneous, WillNeg, SR or a visual action. – Creates 1d4 + 1/lvl scouts (called “eyes”), applies> The caster may include a password, which which are Fine-sized floating Constructs with – Target’s Intelligence & Charisma permanently allows the creature saying the password to AC 18 (due to size), 1hp, 30’ (perfect) drops to 1. If the target is an Arcane not trigger the symbol. movement, makes Hide checks at +16, makes spellcaster or uses arcane spell-like effects, it The caster may attune multiple creatures to the Spot checks at Caster level (max +15), & has gets a –4 penalty on its save. symbol at cast time (the caster is always normal vision up to 120’. This spell can only be removed by Heal, considered attuned). Attuned creatures The caster gives each ‘eye’ instructions of up to Limited Wish, Miracle, or Wish. cannot trigger the symbol & are not effected 25 words on how he/she wants it to scout. Hold Monster(PH p241) by it when triggered. Attuning up to 10 Once its mission is done, the ‘eye’ returns to experienced at the rate of 1 round per hour The specific symbol can be identified with – One living creature is Held. It gets a new Will the eye has existed. Once an ‘eye’ has Read Magic and a Spellcraft check vs. DC save each round to end the spell. reported, it disappears. 19, though this may trigger it. An ‘eye’ can be destroyed by taking damage, Insidious Suggestion(RoE p187) This spell can be Dispelled by a targeted Dispel being Dispelled, or traveling more than 1 Evocation an ‘eye’ is destroyed, but does not know the – The caster gives the target 1 or 2 sentences of Ball Lightning(PGF p99) circumstances. reasonable sounding instructions. The 10min/lvl(D)> At the end of the duration, the instructions – Create one 3’ diameter sphere per 2 levels – One willing creature per three levels in a 30’ loose their power, triggered or otherwise. (max 8). Each sphere has the following area can be telepathically connected, though The target must make a Will save each round properties: the caster does not have to be one of the (for up to 1 round per level) to resist the a) Can be programmed to follow a set of subjects. Each subject must be willing & suggestion. If the target ever fails his/her instructions as a Free Action on the round have an Intelligence of 3 or higher. save, then the suggestion take effect. it is created and as a Move Action on any Once connected, the group can communicate at Mindset – While this spell is prepared, but not other round. Typically programs would be any range. All subjects can hear all yet cast, the caster gains a +2 Competence “follow the passage on the left and attack communications of the group & language is bonus on Bluff, Diplomacy, and Intimidate the creature within it” or “form a 5’ radius not an issue. checks. circle around me”. Enchantment Note: Gnomes cast this spell at +1 Caster level. b) Moves up to 100’ per round with Perfect maneuverability. Charm Person, Mass(RoD p164)(DR312 p51) Mind Fog(PH p253) 30min, WillNeg, SR applies> d) Gives off light equivalent to a candle. – One or more Humanoids in a 30’ area – All targets who enter the 20’ radius by 20’ This is very helpful to offset its “human” considers the caster his/her ally. Anything high Spread of light vapor receive a –10 eyesight in dark conditions. the casters says or does will be treated the Competence penalty to Will saving throws & e) If it comes in contact with a creature (as a same way as if a close friend has done it. Wisdom checks for as long as they remain in Touch attack or by being touched by its The caster can either target one Humanoid of the fog & 2d6 rounds after leaving. If a opponent), the opponent is allowed a Spell any number of HD –or– two or more target makes its saving throw, it is immune to Resistance check to see if this sphere can Humanoids in the 30’ area whose total HD do this casting of the spell. harm it. If it can, the opponent takes 2d6 not exceed (2 * Caster level). The vapors do not provide Concealment. Electricity damage (Ref½). Any If a target is in a threatening situation when the The vapors can be dispersed by Moderate Wind successful attack causes the sphere’s spell is cast, it gets a +5 on the save. Any in 4 rounds & a Strong Wind in 1 round. programming to end and leave it hovering threats from the caster or his/her allies after Symbol of Sleep(PH p291) in the opponent’s hex. the spell is in effect breaks the charm. applies> Bigby’s Interposing Hand(PH p204) – Telepathically control one Humanoid. If the – Creates a magical trap by drawing a symbol. control is limited. The caster knows what the glows & creatures with up to 10HD within a – Creates a magical 10’x10’ hand which stays target is experiencing & as a Standard Action, 60’ radius Emanation fall into a catatonic in between the creator & a designated target, can actually receive full sensory input. sleep for 3d6x10minutes. Targets cannot be providing a +4 Cover bonus to AC for the The caster can change his/her orders with a waken without magic. The triggered symbol caster against that target. The hand will Move Action. Once the target has remains active for 10min/lvl function even under the effect of darkness, instructions, he/she will continue trying to Any creature who saves is safe until it leaves invisibility, disguise, etc. The target can be carry them out as long as the spell lasts, the 60’ radius. Reentering requires a new changed as a Move Action. The hand has the pausing only to sleep & eat as needed. save. caster’s maximum hit points & saving throw Actions against the target’s nature result in a The symbol must be in plain sight and is and has an AC of 20. A target of up to 2,000 new save with a bonus of +4, and self- triggered by one or more of following actions pounds is at ½ movement approaching the destructive orders are ignored. is performed within 60’ (chosen at cast time): caster. Once dominated, the caster & target can be any a) target looks at the symbol; Cone of Cold(PH p212) distance from each other. Protection from b) target reads the symbol; Dispel it. covering it); – 60’ Cone-shaped Burst deals 1d6/lvl Cold A Sense Motive check vs. DC 15 will show that d) target passes over the symbol; damage (max 15d6). the target is under magic control. e) target passes through the portal marked with the symbol;

Sorcerer / Wizard Spell List – 5th level Page 28 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Cyclonic Blast(DR314 p38) Fire Shield, Mass(CArc p106) Prismatic Ray(CArc p118) 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) – 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. take 1d6 + 1/lvl (max +15) Cold damage (SR target, who won’t forget. Shroud of Flame(PGF p110) If the caster rolls ‘1’ on the opposed Charisma applies). Each subject ½ damage from Fire 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 date. gets a new Reflex save to end the spell. – Designate one 5’ radius area per level within Note: The bonus from this spell does not stack In addition, all creatures within 10’ of the target range. Each explodes, dealing 1d6 Fire with that of Torment. take 1d4 Fire damage (RefNeg). damage per level (max 15d6). A target can Stone Sphere(Und p62) Dragon Breath(CDiv p164) only be effected by 1 burst. the caster’s control. The sphere has a Move use, the caster must wait 1d4 rounds before – Everything within a 10’ radius, but not in the the breath weapon can be used again. of 30’, AC 5, Hardness 8, and 500 hp. caster’s hex (i.e., a ring of hexes around the As a Free Action on the casting round and a Dragon align Effect Save caster) take 1d8/lvl Fire damage (max 10d8). Black [evil] 30’ Line of Acid Ref½ Move Action on the subsequent rounds, the Horizikaul’s Versatile Vibration(MoF p101) Blue [evil] 30’ Line of Electricity Ref½ caster may direct the sphere’s movement. If If the sphere is moved into the same hex as a Bronze [good] 30’ Line of Electricity Ref½ – Cone of sound deals 1hp of Sonic damage per creature, the creature takes damage based on Copper [good] 15’ Cone of Slow WillNeg 2 levels each round. its size (RefNeg, SR applies) and there sphere Gold [good] 15’ Cone of Fire Ref½ Also, the cone can be pointed at objects, which ends its movement in an adjacent hex. Green [evil] 15’ Cone of Acid Ref½ are pushed away up to 10’/lvl. Only 25 Size Dmg Size Dmg Red [evil] 15’ Cone of Fire Ref½ pounds per level of objects can be targeted. up to Medium 8d6 Huge 2d6 Silver [good] 15’ Cone of Paralysis FortNeg In order to hit a creature with a targeted Large 4d6 Gargan+ can’t attack White [evil] 15’ Cone of Cold Ref½ 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 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. – 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

Sorcerer / Wizard Spell List – 5th level Page 29 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Sword of Deception(CArc p126) Nightmare(PH p257) Shadow Form(CAdv p156) Range, Instantaneous, WillNeg, SR applies> 1StdAct, Personal, 1min/lvl(D)> – Creates a green blade of force that attacks the – Causes a sleeping target to have hideous – The caster becomes shadow-like and receives caster’s opponents without need for attention. nightmares which deals 1d10 damage and the following benefits: a) Attacks its target automatically with an prevents restful sleep, leaving the target a) +4 Competence bonus on Escape Artist, attack bonus equal to its Caster level. The Fatigued. Any subsequent attempts to sleep Hide, & Move Silently checks; sword can make a Standard Attack on the in the 24 hour period after the spell is cast b) treated as having Concealment when not in round it is created; will also result in nightmares. Arcane spell bright natural light, in the area of effect of b) By making a Full Round attack, the sword casters cannot regain spells during this time. Daylight, or when viewed by someone can make multiple attacks as appropriate This spell’s DC is adjusted by the caster’s under the effect of True Seeing. for its attack bonus; knowledge and connection to the target. Depending on the number of ranks of Escape c) Does 1d4 damage with a threat range of Knowledge DC Artist the caster has, he/she can pass through 19-20 & a x2 critical modifier –and– a None (must have a Connection) –10 an object or barrier by succeeding on an cumulative –1 penalty on the target’s next Heard of the target –5 Escape Artist check vs. DC 20. The spell saving throw (–2 penalty on a critical hit), Met the target +0 then ends, even if the check failed. up to a maximum of –5 on a single Know the target well +5 Ranks Max Barrier creature. Penalty lasts until the target Connection DC 5 solid up to 5’ thick attempts a save under a dangerous Likeness or picture +2 10 solid up to 10’ thick situation or is targeted with Remove Curse; Possession or garment +5 15 magical barrier (including force) d) If the sword attacks a creature with Spell Lock of hair, bit of fingernail, etc. +10 Shadow Guardians(RoD p168) Resistance, it gets one check to dispel the If the target is not asleep when the spell is cast, – Creates up to one Medium or Small-sized target freely. trance (which leave the caster Defenseless & Humanoid per level within the area of effect. e) The caster can change the sword’s target as unaware of his/her surroundings) until the Each is a 4HD Construct (18 hp, AC 17, +4 a Standard Action. On such a round, it can target does fall asleep, at which time the spell melee 1d8+2 damage) (RoD p168). Each only do a Standard Attack; acts normally. If the caster chooses not to go “guardian” follows a set of instructions set at f) Attacks from the caster’s direction, but can into a trance, the spell is still used up. creation time (such as “stand at the gate and give Flanking bonuses to the caster’s allies; If Dispel Evil is cast on the target while this yawn every twenty minutes”, etc.), and can g) The sword cannot be damaged, but can be spell is being cast, Nightmare is Cancelled include a simple trigger which will cause it to Dispelled. and the Nightmare’s caster is Stunned for 10 fight (“attack anyone approaching within Wall of Force(PH p298) minutes per Caster level of Dispel Evil. 30’”, etc.). The instructions cannot be this spell. – Creates an Invisible, immobile vertical wall of separate instruction. up to one contiguous 10’ square per level. Persistent Image(PH p260) If a creature makes it save against this spell, the “guardians” only do 50% damage. magic (including Dispel Magic). Spells & – Creates an illusion that has visuals, sound, Shadow Hand(MoF p115) breath weapons cannot go through the wall, smell, & heat of objects, creatures, etc., as the but gaze attacks & teleportation can. caster visualizes them. The image can move – Creates a magical 5’x 5’ hand that has half the This spell is Dispelled by Disintegrate & within an area of (4 + 1 per level) 10’ cubes caster’s hit-points, uses its caster saving Mordenkainen’s Disjunction. It is immune to that are contiguous. throws, & is AC 18 (+6 Natural, +2 Dispel Magic. The illusion follows a script set up the caster. Deflection). As a Standard Action, the caster can order the hand to do the following: Illusion Seeming(PH p275) Dream(PH p225) WillDisbelief, no SR> the caster and a designated target; – The touched living subject gains the ability to – One target per 2 levels in a 30’ area receive b) carry up to 100 pound per level; enter a target’s dream & deliver a one-way, minor visual changes to their appearance. c) attack a designated opponent. The hand predetermined message of any length (i.e., These include gaining or loosing 1’ of height, uses its caster’s Base Attack Bonus with a Q&A). The target must be unambiguously gaining or loosing weight, the addition or +4 bonus due to its 18 Strength. Its identified by name or title & must be able to removal of a beard / scar, etc. damage is 1d6+4. The hand can only do dream. If the target is not asleep when the This spell provides a +10 on Disguise checks. slam attacks (i.e., no trips, disarms, etc.); spell is cast, the subject can either cancel the Anyone interacting with a subject (particularly d) point & gesture as a normal hand. spell –or– stay in a deep trance until the if they touch him/her) are allowed a Will save Necromancy target does go to sleep. to Disbelieve the illusion. Beltyn’s Burning Blood(UE p48) False Vision(PH p229) Unwilling subjects are allowed a Will save to 1hr/lvl(D), no save, no SR> Shadow Evocation(PH p277) – One living target has his/her blood become hot – If a Divination (scrying) spell is used within a & acidic. Each round, the target must make a 40’ radius Emanation of the touched object, – Mimics a Wizard/Sorcerer Evocation spell of Fortitude save or take 1d8 Acid damage, 1d8 th 1 th the Magical Sensor automatically sees & up to 4 level. The spell is /5 real & the Fire damage, & only be able to take a Move- hears an illusion designated by the caster at remainder is ‘shadow’. Equivalent action for that round due to pain. casting time. By concentrating, the caster can The target of the spell always get a Will save to Blight(PH p206) make the image move within the area of realize the spell is not entirely real (objects effect, otherwise it is static. always make this save). The target’s Spell – The touched Plant Creature takes 1d6 damage Mirage Arcana(PH p254) Resistance always applies too. Range & per level (max 15d6), Fortitude save for ½. If Believer – effected by the spell normally, is targeted by this spell, it dies immediately. – Makes one contiguous 20’ cube per level look, including any normal saving throws. sound, & smell different, including changing 1 th Nonbeliever – takes /5 damage & any non- or adding structures & equipment. Creatures damage effect has only a 20% chance of are not disguised, but are able to hide within effecting the target. mirage as if it were real (i.e., inside buildings or behind bushes).

Sorcerer / Wizard Spell List – 5th level Page 30 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Fleshshiver(PGF p103)(PGFe)+ As a Full-Round action, the caster can attempt Symbol of Pain(PH p290) 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, 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 activation & f) custom triggering condition based on – 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 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 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’), otherwise it dies. The targets also gain Damage Reduction leaving his/her original body lifeless. The Spiritwall(CArc p124) 10/magic and a +4 Resistance bonus to spell normally ends when the caster’s soul Saving Throws. explicitly returns to its original body, or – Creates an immobile wall of wailing spirits of This spell does not grant the caster special 1hr/lvl passes (which forces the soul back to one 10’ square per level –or– a sphere / influence over the target animals. 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 All creatures within 60’ of a side designated by Once in the jar, the caster can sense all life The wall provides Cover, Full Concealment, & – The target is permanently transformed into a forces (though not the specifics of what those blocks magical effects. Touching the wall 1HD animal of up to Small size (such as a life forces are) within 10’/lvl, even through deals 1d10 damage (no save). Going through dog, lizard, monkey, etc.). If the caster solid material. The caster knows if each life the wall deals 1d10 damage (no save) and attempts to transform the target into a form force is powered by Positive Energy or inflicts one Negative Level (FortNeg). that will be fatal (i.e., a fish on dry land), the 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.

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Blink, Improved / Greater(CArc p99)(UE p50)(CDiv p154) Fly, Mass(CArc p108) Passwall(PH p259) 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 e) can step through solid matter up to his/her Involuntary Shapeshifting(RoE p188) modified movement rate. If movement 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 an action to touch the opponent when he/she Construct Essence(RoE p183) takes 1hp/lvl (max 15hp) damage. 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, 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’. Simbul’s Spell Matrix(PGF p110) Humanoid Essence, that spell is Dispelled – The caster gains the following: Lesser Humanoid Essence. b) +3 Luck bonus to AC; – Creates a magical container for one spell. For c) +5 Luck bonus to Reflex saves; the one round after the matrix is created, the Counters and Dispels Humanoid Essence. rd 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 3 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) 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 – The caster gains a ranged touch attack that can Create Darkenbeast(MMF p31) Completion magic items. 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 snake (i.e., same initial & secondary damage, with up to 2 HD into a Darkenbeast(MMF p30), Overland Flight(PH p259) a flying CR4 Magical Beast. If the original 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 poison, then the spell fails. Fabricate(PH p229) Constitution check. By hustling, the caster 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.

Sorcerer / Wizard Spell List – 5th level Page 32 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Telekinesis(PH p292) Touch of Adamantine(BoED p110) Universal Permanency(PH p259) – The caster can mentally move an object – A single touched weapon is considered to be weighing up to 25 pound per level (max 375 Adamantine. It gains a +1 Enhancement – The targeted spell gains a duration of pounds), in one of three ways: bonus on attacks (as if Masterwork), bypasses “Permanent”. See the Permanency Table for Sustained Force: The target object can be Hardness of less than 20, has 30% extra hp, spells that are allowed to become permanent. moved as if by one hand in any direction & bypasses certain types of Damage up to 20’/rnd as long as the caster Reduction. If the weapon is already made maintains concentration, up to 1rnd/lvl. If from a special material (such as Cold Iron or the target is a creature or in the possession Adamantine), it looses the benefit from the of a creature, it gets a Will save to negate original material for the spell’s duration. & SR applies. Transmute Mud to Rock(PH p295) Combat Maneuver: Once per round, the Rush, Disarm, Grapple (including Pin), or – Transforms two contiguous 10’ cubes per Trip an opponent. These actions are level of mud or quicksand into sandstone. resolved normally, except that the Caster Anyone in the mud is allowed a Reflex save level is used in place of a Base Attack to escape before it hardens. Bonus, & the caster’s Primary Stat This spell Counters & Dispels Transmute Rock modifier is used instead of Strength or to Mud. Dexterity. There is no save, but SR Transmute Rock to Mud(PH p295) applies. The caster may continue this Violent Thrust: Up to 15 target objects (up to – Transforms two contiguous 10’ cubes per the total weight allowance) are hurled in a level of non-magical, unworked stone into desired direction rapidly, expending the mud. spell instantaneously. All target objects a) If cast on the ground, the depth of mud must be within a 10’ area & can be thrown cannot exceed 10’. Movement through up to 10’/lvl. In order to hit a creature the mud is reduced to 5’ & the target with a targeted object, the caster must receives a –2 penalty on attacks & AC. make an attack roll, using his/her Base b) If cast on the ceiling, the mud falls (doing Attack Bonus + Primary Stat modifier. If 8d6 Ref½, no SR) & pools 5’ deep on the the target object was a weapon, it does floor. normal damage (no Strength modifier), If this spell is not dispelled, the mud dries while other objects do from 1hp to 1d6hp naturally into dirt. damage per 25 pounds, depending on the This spell Counters & Dispels Transmute Mud object. If a creature is to be thrown, it to Rock. receives a Will save to negated (SR applies) & it takes 1d6 damage if thrown against a wall.

Sorcerer / Wizard Spell List – 5th level Page 33 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

6th Level th Abjuration 4 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. 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. 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 can still be attacked with spells & ranged suppressed counts against duration. The field Guards and Wards(PH p237) is invisible & moves with the caster. 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 – One door, check, portal, or open passage like abilities protected from intrusion with the following (forming a magical barrier) of up to 30 square Some spells, such as Wall of Force & Prismatic effects: feet per level is marked with a visible magical Sphere are specifically immune to this spell. a) All corridors are filled with a Cloud of fog. 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. caster can open them freely). A Knock The warded object receives the follow – Cancels magical spells and effects on a spell suppresses the lock for 10 minutes. advantages: successful Dispel Check (max +20). This +10 DC to force the door open. a) +10 DC on break checks; spell can be used in one of three ways: c) All staircases are filled with sticky webs. b) +10 Hardness; a) Counterspell – Acts like a standard Any creature entering it must make a c) +5 hp per level; counterspell except it works against any Reflex save or become Entangled & can’t d) treated as a magic item for purposes of spell, but a Dispel Check must be made. move. To break free from the webs, make saving throws, to which it receives a +4 b) Targeted Dispel – Each ongoing spell a Strength check vs. DC 20 or an Escape Resistance bonus. effect on one target gets a separate Dispel Artist check vs. DC 25. For a non- This warded object can be opened with the Check. If successful, the spell effect is entangled person to move through the following methods: ended (except for those caused by magic webs, make a Strength or Escape Artist a) the caster can open the object at will; items, which are only suppressed for 1d4 check as a Full-Round action. The target b) breaking; rounds). can move 5’ per 5 points the check c) Dispel Magic can break the ward. DC is c) Area Dispel – Each target in a 20’ radius exceeds 10. The webs provide ¼ cover 15 + caser level; Burst gets a Dispel Check against each per 5’, up to 100% at 20’. An open flame e) counts as a Magical Trap that can be spell in turn (highest caster level spell can burn away a 5’ cube per round, though disarmed with a Disable Device check vs. checked first) until one is dispelled or all any creature in that area takes 2d4 fire DC 31. checks fail. Items are not effected. damage. The webs “grow back” in 10 If the warded object is magically or mundanely A caster does not need to make a Dispel Check minutes. forced open, everything within a 40’ Burst to end a spell he/she cast. d) At each intersection, a Mind-Affecting Enchantment results in a 50% chance that takes 1d6 damage per level (max 20d4) Ensnarement(DR336 p78) damage (Ref½, no SR). which they intended. No save, but SR Starmantle(BoED p108) – When cast upon a Calling Diagram, the applies. – The touched living creature is surrounded the the Magic Circle: over it to make it appear to be a wall. a cascade of tiny stars that fall from the a) Target creature within the Calling Diagram f) One of the following: subject’s shoulders to the ground. This effect cannot leave it or travel extradimensionally. 1) Four floating, glowing spheres that give gives off light as a torch & has the following: This includes spells & spell-like abilities off 30’ of light. The spheres move in a a) Non-magical weapons (including such as Astral Projection, Blink, simple pattern designed by the caster. projectiles) at destroyed & cause no dmg; Etherealness, Gate, Maze, Shadow Walk, 4 corridors. b) Magical weapons & projectiles do half Teleport, etc. It does not extend the 2) A 25 word message that is triggered by damage if the subject can make a Reflex duration of Summoning spells (i.e., the a condition that must occur in line-of- save vs. DC 15. caster does not need to cast Dimensional sight. 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 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 cloud is slowed down by 1d6 dmg per 10’. Gate Seal(FR p70) 1 corridor. The cloud can be dispersed by Severe Wind in 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 activate them or may activate – An immobile, slightly shimmering 10’ radius immediately. sphere appears around the caster. Any 0th – 1 location.

Sorcerer / Wizard Spell List – 6th level Page 34 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Fire Spiders(MoF p94) Summon Monster VI(PH p287) Legend Lore(PH p246) 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 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 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, 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,

Sorcerer / Wizard Spell List – 6th level Page 35 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Suggestion, Mass(PH p285) Wages of Sin(BoED p111) Fires of Purity(CDiv p165) SR applies> to 1hr/lvl, WillNeg, SR applies> – One Evil target per level believes that its allies – The touched (usually willing) creature is – The caster gives 1 target per level in a 30’ area are trying to kill it & attacks the nearest Evil engulfed in magical flames that do not harm 1 or 2 sentences of reasonable sounding creature to the best of its ability. Targets do it and gains the following benefits: instructions. The instructions may contain a not ignore other threats, but attack other Evil a) melee attacks do +1d6 + 1 per caster level trigger to activate them later or may activate creatures in preference to other foes. (max +1d6+15) Fire damage (no save, SR immediately. Note: The caster must refrain from intoxicants applies) and Catches Fire (RefNeg); At the end of the duration, the instructions & stimulants for one week prior to casting b) any creature that strikes the subject with a loose their power, triggered or otherwise. this spell. non-reach weapon 1d6 + 1/lvl (max Symbol of Persuasion(PH p290) Evocation 1d6+15) Fire damage (no save, SR attacks. If the attack allows a Reflex save, applies> the subject takes no damage on a – Creates a magical trap by drawing a symbol. – 1d8 Acid damage per level (max 15d8) in a successful save. When triggered (see below), the symbol 20’ radius by 20’ high cylinder. glows & creatures within a 60’ radius Bigby’s Forceful Hand(PH p204) Howling Chain(PGF p104) Medium-range, 1rnd/lvl, SR applies> (i.e., consider him a good friend) for 1 hour – Creates a magical 10’x10’ hand which stays – The caster creates a chain made from force per level. The triggered symbol remains in between the creator & a designated target that has the following properties: active for 10min/lvl and tries to push the target away (treat as a a) Counts as a Medium-sized object with Any creature who saves is safe until it leaves Bull’s Rush at +14) up to the spell’s range. AC12, 33hp, and uses the Caster’s save the 60’ radius. Reentering requires a new The hand also provide a +4 Cover bonus to bonuses; save. AC for the caster against that target. The b) Everyone within 100’ of the chain receives The symbol must be in plain sight and is target can be changed as a Move Action. The a –2 penalty on Listen checks due to the triggered by one or more of following actions hand has the caster’s maximum hit points & noise; is performed within 60’ (chosen at cast time): saving throw and has an AC of 20. c) On the round it is cast, the target receives a a) target looks at the symbol; Cacophonic Shield(CAdv p144)(MoF p83) Reflex save to avoid being wrapped up by b) target reads the symbol; the chain. If successful, the chain ends up c) target touches the symbol (including – The caster creates a 10’ radius Emanation 5’ from the target and makes a new covering it); barrier of sound around himself/herself that attempt each round until it succeeds. The d) target passes over the symbol; moves with the caster. Crossing the barrier chain has a move of 20’ in order to chase e) target passes through the portal marked has the following effects: its target; with the symbol; Non-Magical Sound – cannot cross. d) Once its target is wrapped up, the target f) custom triggering condition based on Magical Sound – requires a successful Caster receives a –2 penalty on all attacks, skill target’s name, alignment, a visual quality, check to cross. checks, and saving throws. The target or a visual action. Creature – takes 1d6 +1/lvl (max 1d6+20) must make a Concentration check vs. DC The caster may include a password, which Sonic damage (no save) & is Deafened for (15 + spell level) to cast a spell with a allows the creature saying the password to 1 minute (FortNeg). somatic component; not trigger the symbol. Missile Weapons –20% miss chance. e) The chain attacks a target that it has The caster may attune multiple creatures to the Chain Lightning(PH p208) wrapped up at (+13 / +8) and does 3d4 symbol at cast time (the caster is always the DC for the target’s Concentration cannot trigger the symbol & are not effected – Primary target takes 1d6 electrical damage per check goes up by +5 until the next round. by it when triggered. Attuning up to 10 level (max 20d6). Up to one secondary target f) If the chain takes damage, the target takes people takes an extra hour of cast time, per level (max 20) within 30’ of the primary the same amount of damage (Fort½). attuning up to 25 takes 24 hours, etc. target takes ½ damage. Otiluke’s Freezing Sphere(PH p258) The specific symbol can be identified with Contingency(PH p213) 19, though this may trigger it. creature)F(1,500gp ivory & gem statue), 10Minutes, – An icy sphere shoots to the target point & This spell can be Dispelled by a targeted Dispel Personal, until discharged up to 1day/lvl> explodes in a 10’ radius Burst, doing 1d6/lvl Magic. It is immune to Erase. – The caster presets a spell to be cast (max 15d6). Elementals with the ‘water’ Transfix(CArc p127) automatically upon himself when a condition subtype instead take 1d8/lvl (max 15d8). be “if I fall more than 10’, cast Feather Fall". freezes to a depth of 6” in an area of 100 – All Humanoids of up to Medium-size that are 1 rd The preset spell can be no higher than /3 the square feet per level (max 1,500 square feet). th within or who enter a 10’ radius Emanation Caster’s level (rounded up, max 6 ). The water stays frozen for 1 round per level. are Paralyzed. Each target is allowed a new A caster may have only one Contingency-class Any creature swimming on the surface is save each hour and the spell automatically spell at any given time. trapped in the ice, requiring a Strength or ends on a target if he/she is removed from the Escape Artist check vs. DC 25 to escape. area of effect. Unlike most spells, the caster can cast this spell The caster must specify a condition that causes and then “hold the charge” (just like a Touch the spell to end early, though he/she is Spell) for up to 1 round per level. The caster allowed to choose a seemingly impossible can use the spell normally during that time as condition. A target learns the condition upon a Standard Action. After 1 round per level becoming paralyzed, which in theory can be has expired, the sphere explodes centered on read from his/her mind. the caster.

Sorcerer / Wizard Spell List – 6th level Page 36 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Prismatic Eye(PGF p109) Permanent Image(PH p260) If the shadowy grappler successfully grapples, 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 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. + 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 audible, tactile, olfactory, or visual event. Sand Spiral(DR331 p72) resist being changed & SR applies. Once triggered, the illusion follows the Necromancy caster’s script. – All creatures in a 60’ Cone-shaped Burst Arrow of Bone(CArc p97) receive the following: Project Image(PH p265) 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 Shadow Canopy(LoD p188)(RoF p190) for 3d6+1/lvl damage (max 3d6+15)). 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 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. 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 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. Illusion without an incubation period. 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. Fever, Filth Fever, Mind Fire, Red Ache, The 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 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 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: faster than in the Material Plane, so the – 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. up to 4HD:Comatose for 10min/lvl & above. do at cast time, with no requirement that it Shadowy Grappler(DR324 p72) stays in range. A Will save is required to 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.

Sorcerer / Wizard Spell List – 6th level Page 37 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Symbol of Fear(PH p290) Burrow, Mass(Und p56) Energy Transformation Field(MoF p92) 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 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 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 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 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 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 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 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 Bear’s Endurance, Mass(PH p203) b) hit points (ignore new Constitution score); 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. Brilliant Blade(CArc p100) form’s Str, Dex, & Con); and Disintegrate(PH p222) (PH p272)+ e) extraordinary abilities, spells, & spell-like – One melee, one thrown, or 50 grouped pieces of ammunition gain the Brilliant Energy In addition: – The ray dissolved one creature or a single weapon enhancement: a) the new form can cast spells if it is object of up to a 10’ cube to dust unless the a) gives off 20’ radius of light; physically capable (i.e., mouth for verbal target makes its Fortitude save, in which case b) ignores nonliving matter (ignore an components, hands for somatic, etc.); it takes 5d6 damage (if this damage brings the opponent’s Armor bonus to AC). b) the caster’s equipment is transformed into target to 0hp, it is disintegrated anyway). c) cannot harm Undead, Construct, or objects analogous equipment for the new form if If collected, the resulting dust is enough to be humanoid shaped, otherwise it is absorbed Bull’s Strength, Mass(PH p207) used with Resurrection. Eagle’s Splendor, Mass(PH p225) c) +10 bonus to Disguise checks; – One subject per level in a 30’ area gains a +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.

Sorcerer / Wizard Spell List – 6th level Page 38 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Flesh to Stone(PH p232) Stone Body(PGF p113) Subvert Planar Essence(CDiv p183) 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 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, 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; 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: 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) 1StdAct, Touch, Instantaneous> 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 This spell cannot create gems and does not – 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 1 rd (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 & – One subject per level in a 30’ area gains a +4 Enhancement bonus to Wisdom.

Sorcerer / Wizard Spell List – 6th level Page 39 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

7th Level Abjuration Spell Turning(PH p282)(PH3.5e)+ Phase Door(PH p261) Antimagic Aura(MoF p77) – 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 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 Conjuration Teleport, Greater(PH p292) – The touched creature & his/her possessions Drawmij’s Instant Summons(PH p225) becomes immune to one type of Energy 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 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. At any point in the future, the sapphire can be – 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. Alternatively, the caster can send the object deep 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. 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; 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. Sequester(PH p276) – The caster’s eyes glow blue & is to see magic 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.

Sorcerer / Wizard Spell List – 7th level Page 40 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Scrying, Greater(PH p275)(PH3.5e)+ Geas, Mass Lesser(DR312 p51) Symbol of Stunning(PH p291) 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 This spell is not effected by Dispel Magic, The symbol must be in plain sight and is 10’ radius around the target & the Sensor though it can be ended by Remove Curse, triggered by one or more of following actions follows the target up to a rate of 150’. Break Enchantment, Limited Wish, Miracle, or is performed within 60’ (chosen at cast time): If the spell is resisted, the caster may not attempt Wish. a) target looks at the symbol; to scry on the target again for 1day. Hold Person, Mass(PH p241) b) target reads the symbol; Spells that improve the caster’s vision (such as c) target touches the symbol (including Darkvision) apply when he/she is looking 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, 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 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. 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 Evocation Exaction(DR336 p80) – One target creature is Blind: Amber Sarcophagus(BoED p90) 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 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.

Sorcerer / Wizard Spell List – 7th level Page 41 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Delay Blast Fireball(PH p217) Prismatic Spray(PH p264) Illusion Invisibility, Mass(PH p245) range, Ref½> – Everyone within the 60’ long Cone-shaped Burst Fire damage (max 20d6). a) Blind for 2d4 rounds, unless 9HD+; and – All creatures in a 180’ area become Invisible. The caster may set the time of detonation to be b) Each subject is hit by 1-2 random colors: The effect moves with the group & any up to 5 rounds after the spell is cast. If not set d8 Color Effect individual straying out of range becomes to detonate immediately, a glowing bead 1 Red 20hp fire damage (Ref½) visible. If any of the creatures attack, the spell appears at the target location. The bead can 2 Orange 40hp acid damage (Ref½) ends. Note that the spell’s targets cannot see be picket & thrown (range increment 10’). If 3 Yellow 80hp electricity damage (Ref½) each other. handled within 1 round of detonating, the bead 4 Green Poison – Death (Fort½ 1d6Con) Project Image(PH p265) has a 25% chance of detonating immediately. 5 Blue Turned to Stone (FortNeg) 7 Violet Plane Shift (as spell) (WillNeg) – An insubstantial, but otherwise real double of – One of the caster’s hands is surrounded by 8 2 colors Roll twice, ignoring ‘8’s. the caster is created. The caster must maintain green flame, which gives off 20’ radius of line-of-sight with the double or the spell ends. Submerge Ship(DR314 p47) light. through the double’s eyes & hear through its or object takes 3d6 + 1 per Caster level (max – The touched ship becomes able to travel ears. 3d6+20) Fire damage (no save) and has the underwater at a “swim” speed of 60’. The As a Move Action, the caster can take direct green fire move from the caster’s hand to ship is controlled by the caster or any creature control of the double, otherwise it mimics the his/her body (FortNeg). to whom he/she transfers the focus rudder. caster. If the flame is no longer on the caster’s hand, the While under the effect of this spell, the ship has Spells can be cast through the double, but target takes 3d6 + 1 per Caster level (max 3d6 the following properties: otherwise act normally. + 20) Fire damage each round (Fort½) until a) protected from water & pressure damage; Shadow Conjuration, Greater(PH p276) the spell’s duration ends. b) interior stays dry, even if a door or porthole Forcecage(PH p232) is opened; – Mimics a Wizard/Sorcerer Conj(summoning) target ship, he/she can breath water, is spell is /5 real & the remainder is ‘shadow’. – Creates a six-sided box of invisible force walls. immune to pressure damage, and can move The target of the spell always get a Will save to The walls is immune to all damage & most around the ship as if it were on calm seas. realize the spell is not entirely real. The magic (including Dispel Magic). The cube When the spell ends (due to its duration running target’s Spell Resistance always applies too. can be of two configurations: out, the focus becoming unattended or Range & duration match the copied spell. a) Barred Cage – 20’ cube with 6” bands of destroyed, or the spell being Dispelled), the The possible effects fall into 3 categories: force alternating with 6” gaps; or ship rises to the surface at a rate of 60’ for 1 Damage Spells (e.g., Melf’s Acid Arrow): b) Windowless Cell – 10’ cube with six solid round per Caster level. If it has not reached Believer – effected by the spell normally, walls. the surface at that time, the ship sinks. including any normal saving throws. Teleportation & Astral travel can escape the 3 th Torment(DR336 p84) Nonbeliever – takes /5 damage & any spell, but not spells based on Ethereal travel. non-damage effect has only a 60% Great Thunderclap(MoF p98) – When casting one of the Planar Ally spells on a chance of effecting the target. creature whose true name is known, the caster Creating Objects or Substances (e.g., Web): – All creatures in a 5’/lvl radius spread take the receives a bonus of +2 plus 1 per 2 Caster Believer – effected by the spell normally, following effects: levels above 13th when making the opposed including any normal saving throws. a) Stunned for 1 round (WillNeg); Charisma check (i.e., Step 3). This additional Nonbeliever – 60% chance of effecting the b) Deafened for 1 minute (FortNeg); and ability to convince is in the form of discomfort target. c) knocked prone (RefNeg). for the target, who won’t forget. It is effective Summon a Creature. (e.g., Summon Swarm): Mordenkainen’s Sword(PH p256) enough that the Target will not attempt to Believer – creature has all its normal 3 th If the caster rolls ‘1’ on the opposed Charisma of its normal hp. – Creates a flying blade of force that attacks the 3 th check, the target is freed (as usual) but also Nonbeliever – creature has /5 of its caster’s opponents without need for attention. 3 th the caster is under the effect of Charm normal hp, does /5 of its normal a) Attacks its target once per round 3 th Monster for 1 round per target’s HD. Even if damage, only has /5 of its normal AC automatically with an attack bonus of the Charisma check is successful, the target bonus, & its non-damage abilities have (Caster level + Primary Stat modifier + 3 will desire revenge upon the caster at a later only 60% chance of working each time. Enhancement bonus). The sword attacks date. Simulacrum(PH p279) the round it is created; Note: The bonus from this spell does not stack sword. If it fails, the sword can attack that – Creates a 10’x10’ claw made from ice which which is made from snow. The replica has target freely. can grab an opponent. The claw is AC 20, has 50% of the original’s hit points, skills, & d) The caster can change the sword’s target as the caster’s hit-points, is immune to cold, and personality. The original can have no more a Standard Action; takes double damage from fire. As a Standard HD than twice the Caster level. The replica e) Does not gain or give Flanking bonuses; Action, the caster may have the claw initiate a follows the caster’s verbal orders, even if f) The sword cannot be damaged, but can be Grapple. Its attack & grapple bonus equals suicidal. If brought to 0 hp, the replica melts dispelled with Dispel Magic, Disintegrate, the caster’s level + 7 (for its 24 Strength). into slush. etc. For targeting purposes, it has AC 13. The claw may only attack once per round, but Anyone meeting the replica who is familiar with once the grapple succeeds, the caster may the original can make a contested Spot check order the claw to pin or damage (1d3+7) the (DC is the caster’s Disguise check at the time target as a Free Action. Any round where the of creation) or a Sense Motives check (DC 20) target is still grappled it takes 1d8 Cold to determine that something is wrong. damage. The replica cannot naturally heal. The caster must spend 24 hours in a specially equipped lab and expend 100gp/hp repaired in materials

Sorcerer / Wizard Spell List – 7th level Page 42 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Necromancy Symbol of Weakness(PH p291) Control Weather(PH p214) Control Undead(PH p214) triggered then 10min/lvl, FortNeg, SR applies> mile radius (if the caster is a Druid, then the – Up to 2HD of Undead per level in a 30’ area – Creates a magical trap by drawing a symbol. spell effects a three mile radius, plus double will not attack the caster. If the caster gives When triggered (see below), the symbol glows duration). Once the spell is cast, it takes 10 the Undead an order, they will obey. & creatures within a 60’ radius Emanation minutes for the desired weather to manifest. Finger of Death(PH p230) take 3d6 Strength Damage. Targets cannot be The weather must be seasonally appropriate. remains active for 10min/lvl Spring Tornado, Thunderstorm, Hot – The living target dies on a failed saving throw. Any creature who saves is safe until it leaves the Summer Rain, Heat Wave, Hailstorm On success, target takes 3d6 + 1/level (max 60’ radius. Reentering requires a new save. Autumn Hot, Cold, Fog, Sleet +25). The symbol must be in plain sight and is Winter Frigid Cold, Blizzard, Thaw Righteous Glare(BoED p105) triggered by one or more of following actions Any time within the duration, the caster can is performed within 60’ (chosen at cast time): change the weather again as a Standard Action – The caster gets a Gaze attack with a 60’ range: a) target looks at the symbol; (followed by another 10 minutes while it Evil creatures with 5HD or less: Make a Will b) target reads the symbol; manifests). save or die. On a successful save, Panicked c) target touches the symbol (including Eladrin Form(BoED p97) for 2d10 rounds. covering it); Evil creatures with more than 5HD –or– d) target passes over the symbol; – The caster becomes a 5’ sphere of light: Neutral creatures: Panicked for 2d10 e) target passes through the portal marked a) Incorporeal, so immune from non-magical rounds (WillNeg). with the symbol; attacks & 50% likely to avoid most magical Sword of Darkness(CArc p126) f) custom triggering condition based on attacks; or a visual action. c) cannot cast spells. – Creates a black blade of negative energy that The caster may include a password, which Ethereal Jaunt(PH p227) attacks the caster’s opponents without need allows the creature saying the password to not for attention. trigger the symbol. – The caster become ethereal, along with his/her a) Attacks its target automatically with an The caster may attune multiple creatures to the equipment. attack bonus equal to its Caster level. The symbol at cast time (the caster is always Gemjump(MoF p96) sword can make a Standard Attack on the considered attuned). Attuned creatures cannot b) By making a Full Round attack, the sword when triggered. Attuning up to 10 people – Once this spell has been cast on a touched can make multiple attacks as appropriate takes an extra hour of cast time, attuning up to Rogue Stone(MoF p176), the caster & up to 50 for its attack bonus; 25 takes 24 hours, etc. pounds per level can teleport to it by using a c) Does 1 Negative Level each time it hits a The specific symbol can be identified with Read command word. The caster can only have one living creature. The sword threat range of Magic and a Spellcraft check vs. DC 19, Gemjump cast on any given Rogue Stone, but 19-20 & does 2 Negative Levels on a though this may trigger it. other casters may use it as their focus too. critical hit. The Negative Levels fade when This spell can be Dispelled by a targeted Dispel Reverse Gravity(PH p273) the spell ends, but it a creature takes as Magic. It is immune to Erase. e) An Undead struck by the sword gains 5 – All unattached objects & creatures in one Temporary HP per two levels (max 25 hp) – All living creatures in a 60’ Cone-shaped Burst contiguous 10’ cube per 2 levels falls up. If that fade after 1 hour. become Exhausted. Creatures already an attached object is available, a target can d) If the sword attacks a creature with Spell exhausted receive no additional penalties. attempt a Reflex save to grab onto it. Targets Resistance, it gets one check to dispel the Transmutation only “fall” to the limit of the area of effect & sword. If it fails, the sword can attack that hover there until the spell ends. Any ability to Changestones(Und p57) target freely. Simbul’s Spell Sequencer(PGF p111) a Standard Action. On such a round, it can – One or more specially prepared focus stones f) Attacks from the caster’s direction, but can are “stone-born” and have no psionics or – Creates a magical container for up to two give Flanking bonuses to the caster’s allies; ability to speak. spells. For the two rounds after the matrix is g) The sword cannot be damaged, but can be For the spell’s duration, the Stone-Born Liths created, the caster can transfer a spell of up to rd Dispelled. will obey the caster’s commands, including 3 level whose casting time is no more than 1 attacking his/her foes. If destroyed, the focus Full Round into the container. The caster stone is destroyed too. Otherwise, the focus looses 2d6hp per spell which cannot be healed can be used over and over again, each time until this spell ends. becoming a Stone-Born Lith with full hp. The caster may cast one spell out of the matrix as A caster may have one focus stone per four a Swift Action. Alternatively, if both spells are nd caster levels (max 5). Preparing each stone 2 level or lower, they can both be cast as a require 200 gp of materials and 1 full day, single Free Action. after which is can be used over and over. After all spells have been cast, this spell ends.

Sorcerer / Wizard Spell List – 7th level Page 43 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Statue(PH p284) Teleport, Mass(MoF p107)(T&B p93) Universal Limited Wish(PH p248) Touch, 1hr/lvl(D)> – Up to 100 pounds per level are instantly – Touched subject & its equipment are transported to anywhere the caster pictures in – The caster may cast any one spell, even from transformed into stone (gaining Hardness 8). the current plane of existence. The caster has another class’ spell list & even from a In statue form, the subject continues to see, the option of not joining in the teleport. Note prohibited school of magic, up to the level hear, & smell normally, but doesn’t need to that any subjects must be willing. listed below: breath. How On Off Similar Wizards Spell Any Class As a Free Action, the subject can shift between Familiar Target Target Area Mishap non-prohibited 6th 5th statue form & its original form as many times Familiar 01-97 98-99 100 — prohibited 5th 4th as desired during the spell’s duration. Studied 01-94 95-97 98-99 100 The spell has all the normal restrictions, such as Stone Shape, Greater(Und p62) Visited 01-88 89-94 95-98 99-100 allowing a saving throw, except that it is Described 01-52 53-76 77-92 93-100 components worth less than 1,000gp can be – Permanently reshapes a single piece of stone of False Dest. — — 01-60 61-100 ignored. up to 10 cubic feet + 10 cubic feet per level Tomb of Light(BoED p110) This spell can also be used to break harmful into a shape of the caster’s choosing, though – The touched Evil Extraplanar Creature is Paralyzed if it fails its initial Fortitude save. Each round that the caster maintains the spell after the first, the target gets a new Fortitude save. If successful, the spell ends & the target is no longer paralyzed. Otherwise, the target takes 1d6 Constitution Drain & the caster takes 1d6 non-lethal damage.

Sorcerer / Wizard Spell List – 7th level Page 44 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

8th Level Abjuration Spell Engine(MoF p121)(MoFe)+ The wall cannot be seen with See Invisibility, Anticipate Teleportation, Greater(CArc p97) 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 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. comes in contact with an active disk, the the one intended by the caster of the Maze(PH p252) teleportation spell (due to a mishap). item is destroyed & the disk explodes for spell ends. Close-range (no save). – A single target becomes trapped in an The disk absorbs Dispel Magic, but a Dimensional Lock(PH p221) extradimensional maze made from force. Spell Star(DR338 p79) by making an Intelligence check vs. DC 20. – An immobile 20’ radius Emanation with a 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 light as a candle. For 6 rounds, the caster Projection, Blink, Etherealness, Gate, Maze, th magics, but can use Plane Shift. Minotaurs Shadow Walk, Teleport, etc., are blocked. It may cast one spell (up to 6 level) per round are immune to this spell. into the ‘star’. The ‘star’ then turns Invisible does not extend the duration of Summoning Planar Binding, Greater(PH p261) spells. and enters the next stage. 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: While countering a spell, the ‘star’ turns visible Prismatic Wall(PH p264) 1) Target gets a Will save (but no SR) to 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 means it can flee or attack. – The caster may “pick up” one touched, check required for each color), unless they 3) Caster requests a service & offers a untriggered Glyph of Warding or Symbol by st are dispelled in order. The colors, in order, reward. The difficulty of the 1 & the making a Caster check vs. DC (20 + the nd are the following: generosity of the 2 results in a bonus of spell’s level). Failure means the rune goes Color Negated by Effect 0 - +6. The Caster & the Target then make 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 wall is immune to Dispel Magic, Greater the Target is dismissed with a separate spell. Wall of Greater Dispel Magic(Und p63) Dispel Magic, and Antimagic Sphere, but not If the Target accepts, it will follow the wording 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. If more than one target was called, each one ongoing spell effect on the target gets a – Up to 1 touched subject per 4 levels gains a gets a separate saving throw, a separate Spell separate Dispel Check (max +20). If +8 Resistance bonus to saving throws against Resistance check to escape, and needs a successful, the spell effect is ended (except spells & spell-like abilities. separate Charisma check to convince it. 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.

Sorcerer / Wizard Spell List – 8th level Page 45 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Minimus Containment(DR336 p82) Divination Binding(PH p204) props, opals worth 500gp per HD of the target, no save, no SR> – Finds a named creature or object, no mater written or carved description of the target), 1Minute, – The target of a Planar Binding-class spell can Close-range, WillNeg> where it is located (even on other planes!). be bound into a gem or an object (see below). – Traps one living creature in one of 6 different The caster must have either seen the target Convincing the Outsider / Elemental to make ways. If the spell’s caster level is at least 2 creature or have an object that belonged to the deal requires the standard Opposed times the target’s HD, its does not receive an him/her. To find an object, the caster must Charisma check with a penalty based on initial saving throw. have touched it at least once. maximum duration and the likelihood of early Up to 6 assistants can help raise the spell’s This spell bypasses most anti-scrying release. caster level by casting one spell: protections and can only be blocked Mind If the ‘early release’ condition occurs, the focus +1 - Suggestion Blank. 1 gem turns to dust and the Target is released to + /3 of assistant’s lvl - Dominate Animal, perform a single task and then returns to its Moment of Prescience(PH p255) Dominate Person, or Dominate Monster The caster may set a trigger condition that will The focus of the spell can be transferred from – The caster gains an Insight bonus equal to the end this spell automatically, which gives a +2 the gem to an nonliving object by Caster level (max +25) to be used one time bonus to the DC of the spell, but increases the the gem to dust and making a Spellcraft within 1 hour per level. The bonus can be spell’s “props” cost to 750gp. check vs. DC 15 + Target’s HD. used on one attack roll, opposed ability Spells marked as ‘stackable’ can be cast Max Duration Charisma Penalty check, opposed skill check, saving throw, or multiple times on the target. As each up to 24 hours +2 as a bonus to AC against a single attack (even instance of the spell runs out, the next one 1 – 6 days +0 if the caster is Flat-Footed). takes effect, but the target is allowed a new 1 – 10 weeks –2 Only one instance of this spell can be in effect saving throw even if its HD are less than half up to 1 year –4 on a person at any time. up to 10 years –8 of the caster level. Prying Eyes, Greater(PH p267) No maximum duration –12 Target is chained the location where the spell is When focus taken to new city –4 which are Fine-sized floating Constructs with cast. Any creature except the caster must Focus’ owner falls unconscious –6 AC 18 (due to size), 1hp, 30’ (perfect) make a Will save to enter the area, but even When a major ceremony is performed in the movement, makes Hide checks at +16, makes this causes a –4 penalty to Dexterity due to same room as the focus –8 Spot checks at Caster level (max +25), & has the discomfort of the act. When focus has been stolen and the thief is True Seeing up to 120’. This allows the ‘eye’ alone –10 to see through normal & magical darkness, Binding (slumber) When an Elf touches the focus and speaks the notice magically-hidden secret doors, see through Invisibility, see through illusions, see Target enters Suspended Animation. Target Summon Monster VIII(PH p287) the true form of polymorphed, changed, & receives a +1 bonus on its saving throw. Ethereal Plane. – Summons one or more creatures to fight the caster’s enemies. The creatures can attack on 25 words on how he/she wants it to scout. the caster’s initiative starting their first round. Target enters Suspended Animation & is Once its mission is done, the ‘eye’ returns to chained the location where the spell is cast. Table # the caster, who learns all the ‘eye’ has Summon Monster VIII 1 Any creature except the caster must make a experienced at the rate of 1 round per hour Will save to enter the area, but even this Summon Monster VII 1d3 the eye has existed. Once an ‘eye’ has Summon Monster VI (or lower) 1d4+1 causes a –4 penalty to Dexterity due to the reported, it disappears. discomfort of the act. Target receives a +2 Trap the Soul(PH p295) An ‘eye’ can be destroyed by taking damage, bonus on its saving throw. mile from the caster. The caster knows when – The target’s body & soul are trapped within a circumstances. worth 1,000gp per HD of the target, it Target is transported to a confined area (often a shatters immediately & the spell is wasted. Enchantment labyrinth) which it cannot leave. Target The target receives a Spell Resistance check Antipathy(PH p200) receives a +3 bonus on its saving throw. if the caster does not say its name as part of target’s name, there is no SR check and the level) is avoided by a named type of creature Target is forced into gaseous form & trapped in save DC is at +2. If the spell is resisted in (such as Red Dragons) or specific alignment a jar. The target is aware of its surroundings any way, the focus gem shatters. (such as Lawful Evil). If a creature of the & can speak (usually forming a face in its -or- gaseous form), but is unable to use any of its the area or touch the object, but even this abilities or powers. The target does not age, – The target’s body & soul are trapped within a causes a –4 penalty to Dexterity due to the need nourishment, or even breath. Target gem until it is broken. If the focus gem is not discomfort of the act. receives a +4 bonus on its saving throw. worth 1,000gp per HD of the target, it This spell Counters and Dispels Sympathy. Binding (minimus containment) shatters immediately & the spell is wasted. Target is shrunk to 1” (or smaller) & trapped in target’s name. When that target picks up or a gem or other container. The target does not accepts the trigger object, the spell is age, need nourishment, or even breath. activated & the target does not receive a Target receives a +4 bonus on its saving saving throw or a Spell Resistance check. throw.

Sorcerer / Wizard Spell List – 8th level Page 46 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Charm Monster, Mass(PH p209) Otto’s Irresistible Dance(PH p259) Symbol of Spell Loss(MoF p127) 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 Emanation loose their high level prepared number of HD –or– (2 * Caster level) HD of Power Word Stun(PH p263) creatures in a 30’ area. 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. The symbol must be in plain sight and is Demand(PH p217) 150–101 1d4 rnds up to 50 4d4 rnds 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 Dominate Person, Mass(DR312 p51) The caster may include a password, which 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. or a visual action. commanded separately. Once the target has Sympathy(PH p292) instructions, he/she will continue trying to The caster may include a password, which 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 19, though this may trigger it. Maddening Scream(CDiv p168)(Eb p113) Bigby’s Clenched Fist(PH p203) 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 + 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.

Sorcerer / Wizard Spell List – 8th level Page 47 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Illusion Purge(RoE p187) Sunburst(PH p289) Necromancy Undead 1d6/lvl (max 25d6) (Ref½) & causes the target 1d4 Constitution damage – A ring of electricity circles the caster with the destroyed if vulnerable to sunlight (FortNeg) and leaves him/her Nauseated following benefits: (RefNeg) & Blind (RefNeg). (Fort save to be Sickened). If a target makes a) gain Electricity Resistance 20; Oozes 1d6/lvl (max 25d6) (Ref½). three consecutive Fortitude saves, the b) each round, the ring generates two others 6d6 (Ref½) & Blind (RefNeg). ‘blackfire’ goes out. If the target dies from Lightning Bolts heightened to 8th level and This spell Dispels any spells with the [darkness] the ‘blackfire’, his/her body is destroyed. to Caster level 5 (i.e., 5d6 Electricity subtype within its area of effect. Only Wish or True Resurrection and a damage to anything in a 120’ long Line, Zajimarn’s Field of Icy Razors(MoF p135) successful Caster level check vs. DC 30 can DC is 18 + Spellcasting Modifier). The Any living creature adjacent to someone separately. – One 10’ square per level is filled with razor engulfed by ‘blackfire’ becomes engulfed in –or– sharp ice shards. Any creature in the area of ‘blackfire’ too (RefNeg). damage (no save) and suffer leg & foot Field, Remove Curse, Break Enchantment, or – Generate eight Lightning Bolts from the Caster injuries which reduce the creature’s a successful Dispel Magic. A creature under 2 going towards each compass point. Each movement to /3 of normal. The same effect th the effect of Death Ward is immune to Lightning Bolt is heightened to 8 level and is inflicted for each 5’ moved through the ‘blackfire’. has a Caster level of 5. area of effect. The movement damage lasts Clone(PH p210) Lightning Bolt(PH p248) until the target is magically cured, receives a Illusion no SR> – Everything in a 120’ long Line takes 1d6/lvl – Grow the full body of the subject from 1 Electrical damage (max 10d6). Scintillating Pattern(PH p274) months to grow in the lab. it stops. – A 20’ radius Spread of colors effects 1 HD per When the new body has finished growing, the Otiluke’s Telekinetic Sphere(PH p258) level of creatures with sight (lowest HD 1st): subject’s soul enters the body & brings it to not dead, the soul has been trapped, the – A sphere of Force 1’ per level in diameter 7-12 Stunned for 1d4 rounds, previous body died from old age, etc.) when protects but traps one subject small enough to then Confused for 1d4 round. the body is ready, the new body rots away fit within it. 0-6 Unconscious for 1d4 rounds, (unless preserved). If the contents of the sphere weigh 5,000 then Stunned for 1d4 rounds, pounds or less, the caster can telekinetically then Confused for 14d round. Create Greater Undead(PH p215) dirt, brackish water), 1Hour, Close-range> Moving the sphere requires a Standard Action – Transforms a dead body into an Undead. Note and results in the sphere moving 30’. If the – The caster makes an illusion that obscures any or all objects in an area of one contiguous 30’ that the Undead is not automatically under caster does not move the sphere or the creator’s control. concentration is disturbed, the sphere stops, cube per level (laid out in any way desired by the caster). All troops could be obscured in a Undead Min Lvl Undead Min Lvl or falls at a rate of 60’ if in the air (landing at Shadow 15 Spectre 18 this speed does no damage). crossing, or only 1 out of 5 could be shown, etc. The “rules” of the illusion are set at cast Wraith 16 Devourer 20 The caster can move the sphere from within. This spell must be cast at night. This spell is Cancelled by Disintegrate. time & are unchangeable. Scrying always sees the illusion, while local Greater Shout(PH p279) onlookers get a Will save to disbelieve if – All creatures & objects within the 60’ Cone- there is a reason to doubt what is seen. shaped Burst take 10d6 Sonic dmg (Fort½), Shadow Evocation, Greater(PH p277) are Deafened for 4d6rnds (FortNeg), and are – Mimics a Wizard/Sorcerer Evocation spell of Stunned for 1 round (FortNeg). th 3 th Anyone with an attended object is allowed a up to 7 level. The spell is /5 real & the Reflex save to negate damage to the object. remainder is ‘shadow’. Crystalline creatures take 1d6 damage per level The target of the spell always get a Will save to (max 20d6) (Fort½). realize the spell is not entirely real (objects This spell is Suppressed by Silence. always make this save). The target’s Spell Resistance always applies too. Range & Polar Ray(PH p262) duration match the copied spell. Believer – effected by the spell normally, – Ray does 1d6 Cold dmg per lvl (max 25d6). including any normal saving throws. 3 th Nonbeliever – takes /5 damage & any non- damage effect has only a 60% chance of effecting the target.

Sorcerer / Wizard Spell List – 8th level Page 48 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Death Symbol of Bane(MoF p127) Heart of Stone(CArc p110) Symbol of Death(PH p289) 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; 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. Magic. It is immune to Erase. – Touched subject is inflicted with one of the Devastate Undead(LoD p186) following: 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.

Sorcerer / Wizard Spell List – 8th level Page 49 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Blackstaff(MoF p81) Golem Immunity (RoE p186) Iron Body(PH p245) armor)/DF, 1StdAct, Personal, 1min/lvl(D)> abilities suppressed & gains the following: – The touched Construct gains the immunities of – The caster’s body becomes living iron, which a) +4 Enhancement bonus to attack & dmg; a Golem chosen at casting time. In addition has the following benefits & penalties: b) On a hit, each ongoing spell effect on the to being covered by a think layer of the a) Damage Reduction 15/Adamantine; target gets a separate Dispel Check. If material listed below, it has the following b) Immune to Blindness, Criticals, Ability successful, the spell is terminated, except benefits: Score Damage, Deafness, Disease, for magic items, in which case the spell is Clay – gain the following: Drowning, Electricity, Poison, & suppressed for 1d4 rounds. a) unless listed below, the target is immune Stunning; c) On a hit, spellcasters loose their highest to any spell or spell-like ability that allows c) Immune to any effects that modify a level prepared spell / spell slot (WillNeg). Spell Resistance; target’s physiology or respiration. Since Each round as a Free Action, the wielder may b) for each 3 hp of magically-generated Acid the caster cannot breath or drink, he/she suppress this spell & regain access to any damage the target would have taken, it is cannot play woodwind instruments or magical properties the staff possesses. healed 1 hp. If already at full hp, the drink potions; Earth Glide(RoS p162) excess becomes Temporary HP; d) ½ damage from Acid & Fire; c) a Move Earth spell deals 3d12 damage and e) +6 Enhancement bonus to Strength; – The touched creature may move through earth moves the target back 120’ (no save); f) –6 penalty to Dexterity (min Dex 1) ; and stone at its Land Speed like a fish swims d) a Disintegrate spell deals 1d12 damage g) ½ movement; through water. The creature leaves no sign of and Slowed for 1d6 rounds (no save); h) –8 Armor Check penalty; its passing, nor can make a tunnel for others e) an Earthquake spell cast directly at the i) 50% Arcane spell failure; to follow it. target deals 5d10 damage and the target j) 10x normal weight & cannot swim; If the area the subject is within is targeted with cannot move next turn (no save). k) Fists to 1d6 normal damage (1d4 if Small); a Move Earth spell, the subject moves back Flesh – gain the following: l) Vulnerable to rust-based attacks. 30’ and is Stunned for 1 round (FortNeg a) unless listed below, the target is immune Polymorph Any Object(PH p263)(PH3.5e)+ DC15). to any spell or spell-like ability that allows Electrical damage the target would have “Minor” changes can be permanent (e.g., – Creates a 5’ x 8’ lasting passage through taken, it is healed 1 hp & ends any Slow changing a manticore into a shrew), while wood, plaster, or stone. The passage’s depth effect caused by Cold or Fire damage. If extreme changes have a limited durations is 1’ per level. If the depth is not enough to already at full hp, the excess becomes (e.g., changing a pebble into a human). pierce a wall, a dead-end passage is created, Temporary HP; This spell can mimic the following spells: though another Excavate can be cast at its end c) magically generated Cold or Fire damage Flesh to Stone, Baleful Polymorph, Stone to to make it longer. instead causes the target to be Slowed for Flesh, Transmute Mud to Rock, Transmute Flensing(CArc p108) 2d6 rounds (no save). Rock to Mud, Transmute Metal to Wood. a) unless listed below, the target is immune following: Spell Resistance; – Touched target has its bones, etc., liquefied. a) 2d6 damage (Fort ½); b) for each 3 hp of magically-generated Fire This does no damage, but the target collapses b) 1d6 Charisma damage (FortNeg); & damage the target would have taken, it is into a heap, has a Dexterity of 1, cannot c) 1d6 Constitution damage (FortNeg). healed 1 hp & ends any Slow effect caused attack, speak, cast spells with somatic The spell ends after the target makes a single by Electricity damage. If already at full components, etc. The target does gain save, or after 4 rounds. hp, the excess becomes Temporary HP; immunity to critical hits. The target’s Ghostform(CArc p109) c) magically generated Electricity damage equipment is not modified. instead causes the target to be Slowed for Stone Metamorphosis, Greater(Und p61)(Und p103)+ – The caster become incorporeal. Only magical 3 rounds (no save); effect the caster, and even then there is a 50% Monster’s attack as if it were iron. – 10 cubic feet + 10 cubic feet per level of chance than that any damage can be ignored Stone – gain the following: touched stone is permanently changed into (other than force damage). a) unless listed below, the target is immune another type of stone. Typically this means to any spell or spell-like ability that allows changing the stone’s Hardness anywhere Spell Resistance; from 6 to 9 (see Underdark page 103 for b) a Transmute Mud to Rock spell causes the examples). target to be effected with a Total Repair This spell cannot create gems and does not spell; change the value of stone objects. c) a Transmute Rock to Mud spell causes the Temporal Stasis(PH p293) target to be Slowed for 2d6 rnds (no save); lose its immunity to magic for 1 Full – Puts touched target into Suspended Round. Animation. While under this effect, the target cannot be harmed by any force or effect. This spell is Dispelled by Freedom.

Sorcerer / Wizard Spell List – 8th level Page 50 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

9th Level Abjuration Maw of Chaos(MoF p107) Reaving Dispel(CArc p119) Absorption(CArc p96) – 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 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 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 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. Freedom(PH p233) spell in turn (highest caster level spell 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. level checks when attempting to cast spells. Paralysis, Petrifaction (no save needed to Unbinding(CDiv p185) survive), Pinning, Sleep, Slow, Stunning, Note: If used within the Forgotten Realms, 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 & 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 Imprisonment(PH p244) Magic Mouth & Imbue with Spell Ability, are 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) Miracle, or Discern Location can find the Orange Gust of Wind 40hp acid (Ref½) 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.

Sorcerer / Wizard Spell List – 9th level Page 51 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Conjuration Imbrue(DR336 p81) offer. If the Caster rolls a ‘1’, then the Black Blade of Disaster(MoF p81) 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; 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. full bonus. 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 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 modifier, the Target will obey the Host’s 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, 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 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 3) Caster requests a service & offers a be fairly paid when the task is completed. 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

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Zajimarn’s Avalanche(MoF p134) Hold Monster, Mass(PH p241) Elminster’s Evasion(FR p69) 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 six conditions (set at cast time) occurs. An Divination 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 1 rd Programmed Amnesia(CArc p118) preset spells can be no higher than /3 the – The caster receives mental warnings about th 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) 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 1” in diameter. words or details; Bigby’s Crushing Hand(PH p203) 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 Meteor Swarm(PH p253) Centuries – able to see 1 century + 1 per four a) tries to push the target away (treat as a 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, 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 Illusion The caster can change his/her orders with a throw and has an AC of 20. Move Action. Once the target has Invisibility, Superior(CArc p125) instructions, he/she will continue trying to 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.

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Shades(PH p276) Stasis Clone(LoD p189) Raise from the Deep(DR314 p46) or Conj(creation) spell of up to 8th level. The no SR> – The targeted creature or object becomes 4 th – Grow the full body of the subject from 1 spell is /5 real & the remainder is ‘shadow’. 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 4 th Nonbeliever – takes /5 damage & any Wail of the Banshee(PH p298) fragments are brought to the surface, along non-damage effect has only a 80% chance of effecting the target. Shapechange(PH p277)(PH3.5e)+ Creating Objects or Substances (e.g., Web): – One living creature per level in a 40’ radius 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): b) cannot have more HD than the Caster level 4 th – The caster can duplicate any spell or spell-like (max 25HD); abilities & weaknesses, but only has /5 th of its normal hp. ability of 8 level or less that he/she has c) may be as small as Fine-size & as large as 4 th observed. The duplicated magic can be Colossal-size. Nonbeliever – creature has /5 of its 4 th arcane or divine & be from any school of The caster gets the following from the new form: normal hp, does /5 of its normal 4 th magic. a) Strength, Dexterity, & Constitution; damage, only has /5 of its normal AC bonus, & its non-damage abilities have Construct Essence, Greater(RoE p183) b) Extraordinary & Supernatural attacks & only 80% chance of working each time. The caster keeps the following from its original Weird(PH p301) – The touched Living Construct gains the 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; Necromancy In addition: e) Immunity to mind-affecting spells and a) the new form can cast spells if it is Astral Projection(PH p201) effects; physically capable (i.e., mouth for verbal 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 Energy Drain(PH p226) 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 rd Temporary HP for 1 hour. and Humanoid Essence. 3 level whose casting time is no more than 1 Soul Bind(PH p281) Etherealness(PH p228) Full Round into the container. The caster 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.

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Time Stop(PH p294) Undermaster(Und p62) – The caster steps out of time, gaining 1d4+1 – While the caster stand upon or below the rounds. During this time, the caster cannot earth, he/she can use any of the following as a harm others or target other creatures with spell-like ability as a Standard Action (even if spells. Persistent effects, such as fire, cold, or the normal casting time is longer): Burrow, gases can still harm the caster. The caster Earthquake, Excavate, Flesh to Stone, Meld cannot pass through antimagic fields. into Stone, Move Earth, Reverse Gravity, Transmute Rock to Lava(CArc p127) Soften Earth and Stone, Statue, Stone Shape, Transmute Mud to Rock, Transmute Rock to – Instantly heat a 10’x10’x10 area of natural, Mud, and Wall of Stone. uncorked stone into molten lava. The lava Universal cools & solidifies naturally, leaving it Wish(PH p302) dangerous for at least a day, and possibly for weeks. This spell has a variety of effects: – The caster may do any one of the following: a) If cast under a target, the target must make a) Cast any one spell, even from another a Reflex save or sink into the lava, taking class’ spell list & even from a prohibited 20d6 fire damage each round they remain, school of magic, up to the level listed & 10d6 fire damage for 1d3 rounds after below: escaping. A creature in lava has a move of Wizards Spell Any Class 5’ & -2 penalty to attacks & AC. non-prohibited 8th 6th Even if a target makes his/her save, he/she prohibited 7th 5th must leave the area of effect within one The spell has all the normal restrictions, such round or be treated as if he/she didn’t as allowing a saving throw, except that it is make the save. It the target is able to treated as a 9th level spell & any material leave, he/she still takes 2d6 Fire damage, components worth less than 10,000gp can and receives 1d6 Fire damage for 1d3 be ignored; rounds. b) This spell can be used to break harmful b) If cast on a ceiling, it falls and creatures a spells, such as Insanity and Geas/Quest; 15’ radius splash area about 1’6” deep. c) Grant a creature a +1 Inherent bonus on a The falling lava and collateral ceiling single attribute. To grant a +2 Inherent damage do 2d6 fire damage & 1d6 bonus, 2 Wishes must be cast back-to- Bludgeoning damage (Ref½). While in back. No attribute may have higher than a the area, a target takes 2d6 Fire damage, & +5 Inherent bonus; takes 1d6 Fire damage for 1d3 rounds after d) Remove one type of injury or affliction leaving are area of effect. (such as poison) from 1 subject/lvl; c) If cast under a worked stone foundation, e) Recreate a creature’s body so that is can be the object (possibly a castle’s wall) takes resurrected. 10d6 Fire damage per round, typically f) Transport 1 subject/lvl to any location in destroying it in short order. any plane of existence; g) Undo misfortune (i.e., force a reroll) of an event within the last round; h) Creat a normal or magical item worth up to 15,000 gp.

Sorcerer / Wizard Spell List – 9th level Page 55 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005 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 III Celestial Bison [good] Elemental, Fire (small) [fire] Fiendish Monstrous Centipede, Huge [evil] (MM p269) & (MM p31) (MM p98) (MM p287) & (MM p107) Celestial Black Bear [good] Elemental, Water (small) [water] Fiendish Snake, Constrictor [evil] (MM p269) & (MM p31) (MM p98) (MM p279) & (MM p107) Celestial Dire Badger [good] Fiendish Ape [evil] Fiendish Snake, Large Viper [evil] (MM p62) & (MM p31) (MM p268) & (MM p107) (MM p279) & (MM p107) Celestial Hippogriff [good] Fiendish Boar [evil] Fiendish Wolverine [evil] (MM p152) & (MM p31) (MM p270) & (MM p107) (MM p283) & (MM p107) Demon, Dretch [evil] Fiendish Crocodile [evil] Hell Hound [evil][lawful][fire] (MM p42) (MM p271) & (MM p107) (MM p151) Elemental, Air (small) [air] Fiendish Dire Bat [evil] (MM p95) (MM p62) & (MM p107) Elemental, Earth (small) [earth] Fiendish Dire Weasel [evil] (MM p98) (MM p282) & (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)

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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 VII Celestial Baleen Whale [good] Elemental, Air (huge) [air] Fiendish Megaraptor [evil] (MM p282) & (MM p31) (MM p95) (MM p60) & (MM p107) Celestial Elephant [good] Elemental, Earth (huge) [earth] Fiendish Monstrous Scorpion, Huge [evil] (MM p272) & (MM p31) (MM p98) (MM p287) & (MM p107) Demon, Arrow [evil][chaotic] Elemental, Fire (huge) [fire] Fiendish Octopus, Giant [evil] (MM3 p35) (MM p98) (MM p276) & (MM p107) Demon, Babau [evil][chaotic] Elemental, Storm (large) [air] Guardinal, Avoral [good] (MM p40) (MM3 p48) (MM p141) Devil, Bone [evil][lawful] Elemental, Water (huge) [water] Invisible Stalker [air] (MM p52) (MM p98) (MM p160) Djinni [air] Fiendish Girallon [evil] Slaad, Red [chaotic] (MM p114) (MM p126) & (MM p107) (MM p228)

Summon Monster VIII Celestial Cachalot Whale [good][chaotic] Elemental, Earth (great) [earth] Fiendish Monstrous Spider, Gargantuan [evil] (MM p283) & (MM p31) (MM p98) (MM p288) & (MM p107) Celestial Dire Bear [good][chaotic] Elemental, Fire (great) [fire] Fiendish Squid, Giant [evil] (MM p62) & (MM p31) (MM p98) (MM p281) & (MM p107) Celestial Triceratops [good][chaotic] Elemental, Storm (huge) [air] Fiendish Tyrannosaurus [evil] (MM p61) & (MM p31) (MM3 p48) (MM p61) & (MM p107) Demon, Vrock [evil][chaotic] Elemental, Water (great) [water] Lillend [good][chaotic] (MM p48) (MM p98) (MM p168) Devil, Hellcat [evil] Fiendish Dire Tiger [evil] Slaad, Blue [chaotic] (MM p54) (MM p65) & (MM p107) (MM p229) Elemental, Air (great) [air] Fiendish Monstrous Centipede, Colossal [evil] (MM p95) (MM p287) & (MM p107)

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)

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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 III Ghoul Skeleton, Large Zombie, Medium (MM p118) (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)

Spell Tables Page 58 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

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 – Subject gains +1 Resistance bonus on all saves.

Alarm(PH p197) PH3.5 p260 Location 9 500 – 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 – Understands all spoken and written languages of the person or object touched. Dancing Lights(PH p216) PH3.5 p260 Location 9 500 – 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 – 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 – 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 – Sounds of 4 people per level (max 20 people). Read Magic(PH p269) PH3.5 p260 Self only 9 500 – Reads scrolls & spellbooks at 1 page per min. Reduce Person(PH p269) PH3.5 p260 Creature 9 500 – 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 – 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 – 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 – 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 – The caster can see Invisible creatures or objects within its range of vision.

Spell Tables Page 59 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

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 – 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 – 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 – 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 – 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 1 th 1 th – Shrinks touched non-magical object of up to 2 cubic feet per level to /16 its normal size & /4,000 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 – 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 – 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 – The touched subject can understand & speak any intelligent creature’s language.

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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 – 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 – 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 – 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 (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 – 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 – 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.

Spell Tables Page 61 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

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 – 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 – 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 – 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 – 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.

Spell Tables Page 62 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

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 – 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 – 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 – 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.

Spell Tables Page 63 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

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 – 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 – 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.

Spell Tables Page 64 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

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 – 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 – 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 – 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.

Spell Tables Page 65 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

Alternate Form Table

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 Animal only Same as New form (typically Humanoid) Monstrous 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?

Spell Tables Page 66 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005 Glossary

Auras Alignment Aura(PH p219) Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc.

Dim Faint Moderate Strong Overwhelming Creature / Object Unit Aura Aura Aura Aura Aura Outsider HD see below up to 1 2 – 4 5 – 10 11+ Undead HD see below up to 2 3 – 8 9 – 20 21+ other Creature HD see below up to 10 11 – 25 26 – 50 51+ Cleric, Paladin or Class see below 1st 2nd – 4th 5th – 10th 11th+ other religious class Level Spell or Magic Items Caster see below up to 2nd 3rd – 8th 9th – 20th 21st + with an alignment Level Lingering Aura — — 1d6 rnds 1d6 min 1d6 * 10 min 1d6 days remains

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.

Magic Aura(PH p219) Use the following table to determine the strength of the aura seen by Detect Magic.

Dim Faint Moderate Strong Overwhelming Creature / Object Unit Aura Aura Aura Aura Aura Spell Active Spell see below up to 3rd 4th – 6th 7th – 9th 10th+ Level Caster Magic Item see below up to 5th 6th – 11th 12th – 20th 21st+ Level Lingering Aura — — 1d6 rnds 1d6 min 1d6 * 10 min 1d6 days remains

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’.

Undead Aura(PH p220) Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc.

Dim Faint Moderate Strong Overwhelming Creature / Object Unit Aura Aura Aura Aura Aura Undead HD see below up to 1 2 – 4 5 – 10 11+ Lingering Aura — — 1d6 rnds 1d6 min 1d6 * 10 min 1d6 days remains

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.

Glossary Page 67 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

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.

Areas of Effect – Shape

Cone(PH p175) Line(PH p175) Effect starts at the caster and extends out to the A Line area-of-effect stretches from the caster to cone’s length in a quarter circle. the end of range. All creatures & objects within a hex touched by that line are targeted.

Areas of Effect – Fill

Burst(PH p175) Emanation(PH p175) Spread(PH p175) Cannot go around corners or through Total Cannot go around corners or though Total Can go around corners, but not though Total Cover. The targets are determined when the Cover. Any creature that enters the Cover. spell is cast only. emanation during the spell’s duration is effected.

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.

Glossary Page 68 Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries December 9, 2005

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 entanglement is ‘anchored’, the subject Gain a 50% chance to avoid a gaze attack, but 51-70: Run away from the caster at top speed 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 looses Dexterity modifier to AC, moves at ½ See above. 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. creature; Diagram & Dimensional Anchor, the called 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 1 Colossal-size = 16 Medium-size not heal starvation, thirst, or suffocation 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. 1d6 fire damage. A new Reflex save vs. DC Held 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 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 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 Deafened(PH p307) in one round. immune to non-magical attacks. Magic Subject cannot hear, suffers a –4 Initiative Comatose(PH p228) 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) Insignia(RoD p166) population will be 10% – 40% more. Dismissing a spell requires the caster to be Focus for the spells Insignia of Alarm, Insignia Thorp 20 – 80 within spell range & use a verbal component. If the original spell did not have a verbal of Blessing, Insignia of Healing, & Insignia Hamlet 81 – 400 component, a somatic component is used of Warding. Must have been crafted by the 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 a set must have a matching logo, crest, or Large City 12,001 – 25,000 Action on the caster’s action. 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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Invisible(PH p309) Object Equivalent(PH p300) Slowed(PH p280) Gain a +2 bonus on attack, and the target looses Some spells express the amount of inanimate Subject may only take one Standard or Move its Dexterity modifier to AC. An attacker matter that can be effected as a number of Action each round; suffers a –1 penalty to must guess at the correct hex of the invisible Small-sized objects. Larger object may be AC, melee attacks, melee damage, & Reflex creature. If the guess is correct, then there is substituted according to the following table saves. still a 50% miss chance (i.e., Total 1 Small-size = 2 Tiny-size Staggered(PH p313) Concealment). 1 Medium-size = 2 Small-size Subject can only take one Standard Action or Magical Sensor 1 Large-size = 4 Small-size one Move Action each round. When using Clairvoyance/Clairaudience, 1 Huge-size = 8 Small-size Stunned(PH p313) Scrying, or any other “Div(scry)” spell., the 1 Gargantuan-size = 16 Small-size Subject looses Dex bonus to AC, has a –2 spell creates a magical, Invisible spot that is penalty to AC, and cannot take actions. looked and/or listened through. It cannot be 1 Colossal-size = 32 Small-size damaged, but can be Dispelled. It also can be Panicked(PH p311) Suspended Animation located with See Invisible, Detect Magic, or See above. Target is unconscious, does not need to eat, Detect Scrying. drink, or break, and no longer ages. Primary Stat Nauseated(PH p310) For Artificers & Wizards, use Intelligence. Untyped Damage Subject cannot attack, cast spells, concentrate, Damage that is not Acid damage, Cold damage, For Bards & Sorcerers, use Charisma. or do anything other than a single move Electricity damage, Fire damage, Sonic action each round. For Clerics, Druids, Paladins, & Rangers, use damage, Positive Energy damage, nor Wisdom. Negative Energy Damage Negative Energy damage. This kind of Positive Energy damage is not blocked by any type of Harms the living (& the Deathless) and heals the resistance. Undead. Heals the living (& the Deathless) and damages the Undead, who typically receives a Will Weakened Negative Level(PH p310) save for ½ damage. Target’s has a 2d6 penalty to Strength for the For 24 hours, the subject has the following Prone(PH p311) indicated time. penalties per Negative Level: –1 to all skill & ability checks, –1 to all attack rolls, –1 to The subject is lying on the ground. Wind, Moderate (DMG p95) all saving throws; –5 hit points, –1 effective Attackers gain a +4 bonus with melee attacks, 11 – 20 mph level, looses 1 spell from the highest level but receive a –4 penalty with ranged attacks. Wind, Strong (DMG p95) castable that is still available for that day. The prone creature receives a –4 penalty on 21 – 30 mph For any Negative Level that is still in effect after melee attacks & cannot make most ranged 24 hours, the subject must make a Fortitude attacks. Wind, Severe (DMG p95) save vs. the DC of the Negative Level (either Rubble, Dense(DMG p90) 31 – 50 mph the spell’s DC or for a monster, 10 + ½ HD + TBD Temporary HP Charisma modifier). If the subject fails, then These hit-points are removed first if the subject he/she loose an actual level permanently Scent Ability(MM p314) is damaged. They cannot be restored, even (though it may be returned with Restoration Subject can detect opponents by smell within by healing. or Greater Restoration). 30’ (60’ downwind, 15’ upwind) & can track Vile Damage Non-Recoverable Level by scent. HP lost due to Vile Damage can only be Levels lost by Raise Dead or Resurrection Shaken(PH p312) regained by magical healing within a Hallow cannot be replaced by any means. See above. or Consecrate spell. Sickened(PH p228) Target suffers a –2 penalty on attacks, damage, saves, skill checks, & ability checks.

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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

PH – Player’s Handbook v.3.5 DMG – Dungeon Master’s Guide v.3.5 MM – Monster Manual v.3.5 MM3 – Monster Manual

CWar – Complete Warrior CDiv – Complete Divine CArc – Complete Arcane CAdv – Complete Adventurer

RoS – Races of Stone RoD – Races of Destiny RotW – Races of the Wild RoE – Races of Eberron

BoED – Book of Exalted Deeds UA – Unearthed Arcana

FR – Forgotten Realms Campaign Setting MoF – Magic of Faerûn LoD – Lords of Darkness RoF – Races of Faerûn SM – Silver Marches Und – Underdark PGF – Player’s Guide to Faerûn

Eb – Eberron Campaign Setting

DR### – Dragon Magazine (with issue number) DU## – Dungeon Magazine (with issue number)

3.5up – D&D v.3.5 Accessory Update – http://www.wizards.com/dnd/files/DnD35_update_booklet.zip PH3.5e – Player’s Handbook v.3.5 Errata – http://www.wizards.com/dnd/files/PHB_Errata09242003.zip PGFe – Player’s Guide to Faerûn Errata – http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip CDivErrata – Complete Divine Errata – http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip CArcErrata – Complete Arcane Errata – http://www.wizards.com/dnd/files/CompArcaneErrata03162005.zip EbErrata – Eberron Errata – http://www.wizards.com/dnd/files/Eberron_Errata10222004.zip

Note: If a Key reference is followed by a “+”, then it is partially superseded the entry above it.

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