<<

Complete Dragon and Dungeon Magazine 3.5 Spells - Introduction

WHO AM I? INTRODUCTION Plain and simple: nobody. I’m not a graphic artist. I do not design layouts for magazines or newsletters of any sort. INTRODUCTION TO V3.0 While I would love to say who I am, I’d rather not be hassled The inclusion of DUNGEON MAGAZINE in this compilation for creating this compilation for the gaming community. I yielded only 10 new spells none of which had images often go by the name of EldritchHorror or some variation associated with them. All of them were Sor/Wiz spells with and sometimes can be found as Strider. the exception of the two Epic level spells. Most of the spells Look for my other compilations: Arms and Equipment, found in DUNGEON MAGAZINE already come from another Feats, Flaws, and Fighting Styles, and Magic Items. source. There are no new Spellbooks and no new Domains. Adding these spells doesn’t significantly change much at all but is done more for uniformity between the compilations.

INTRODUCTION Collected here is a listing of all the spells found in DRAGON MAGAZINE issues 309-362. Most of the spells in the earlier issues have found their way into the . Other spells appear in various printed books. These spells have not been reproduced here. Even though there may be slight differences between the spells in the magazine and the spells in the books, it is my belief that newer issues and newer printed material supersedes anything that came before it. There is one exception to this reprinting rule. Greater Bestow Curse appears both in and . The Greater Bestow Curse that is found here is reprinted from these two books (which are identical with the exception of the Divine 7 level which is added to the RACES OF DESTINY version) solely for the purpose of including the variants to this spell which do not appear in either book. Entries found here have been entered using OCR and proofread. Some issues come from really bad scans in which case entries have been manually transcribed. Readers of my other compilations may notice a slight difference in chapter/appendix styles. This was done to mimic the layout of the SPELL COMPENDIUM.

DESCRIPTIONS There has been no change or standardization to the way spells have been listed in the 3.5 world and therefore, unlike other compilations, have not had to undergo changes. The entries are word for word from the magazine with a few exceptions: The Dragon Magazine # is included in the stat block which lists from which issue and article the spell originally appeared in. In a few rare cases, the spells had a lot of back-story to their origins. This information was pulled out and placed at the end of the description under the heading Lore.

IMAGES Although there weren’t as many images accompanying the spells as I would have liked, I took what was available and tried to place them near the corresponding spell description. These images all come from Dragon Magazines and have only been altered to clean them up for use in this compilation.

VERSIONS 1.0: The initial release. 2.0: Added missing information. 3.0: Added spells from DUNGEON MAGAZINE.

1

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

AGING TOUCH ANAMENSIS concentrating to maintain its effect. Thus, you do not need to concentrate to Necromancy Divination continue a performance or bardic music Level: Sor/Wiz 3 Level: Brd 3, Sor/Wiz 4 effect (that relies on the use of a musical Components: V, S, M Components: V, S instrument) and may cast spells or Casting Time: 1 standard action Casting Time: 1 standard action activate magic items. You may not, Range: Touch Range: Personal however, make further use of bardic Target: Living creature touched Target: You music while an animated instrument Duration: Instantaneous Duration: 1 hour/level or until continues a bardic music effect. Fortitude negates discharged (D) Saving Throw: You can animate any nonmagical Dragon 338 (Spellcraft – The Spell Resistance: Yes Source: musical instrument, such as a piano, Silver Hexameric Folio) Source: Dragon 350 (Spellcraft – fiddle, or harp. If the instrument must be

Chronomancy) carried or held while played, it floats in By casting this spell you tap into the the air in the square in which you cast musings of some alien collective Breathing a gasp of dust upon your hand, the spell. The animated instrument your flesh withers like that of a mummy, then memory. For the duration of the spell cannot move. The instrument continues reforms, aging and regenerating before your you can perform any Knowledge skill to play until the spell expires or a eyes. check untrained and can make one creature succeeds at a touch attack to Knowledge check with a +10 bonus. If ruin its tune. An animated instrument's Your touch ages living creatures. Any you have the bardic knowledge ability or AC is 10 plus any relevant size modifiers creature you touch with a successful a similar class ability, the +10 bonus can (most hand-held instruments are Small, melee touch attack takes 1 point of apply to that check instead. This bonus giving them a +1 size bonus to AC). Strength, Dexterity, and Constitution can only be applied once, as a free action, damage. This aging is reflected in the at any time during the duration of this target's appearance–skin becomes more spell. Once the Knowledge bonus is used ANIMATE UNDEAD LEGION wrinkled and pockmarked, hair turns the spell ends. Necromancy [Evil, ] white, posture stoops–and while this has For as long as this spell is in effect, Level: Clr 4, Sor/Wiz 6 no additional negative effect, it does however, you perceive noises - echoing Components: V, S, M provide a cumulative +2 bonus on hums, clicks, and complex rhythms - just Casting Time: 10 minutes Disguise checks. Only the target's body is at the edges of your senses, as if some Range: Long (400 ft. + 40ft. /level) aged by this spell, and it gains none of outside intelligence were trying to Area: Corpses within a 60-ft.-radius the benefits of growing older naturally. communicate with you. For as long as burst (see text) Creatures that gain benefits by age this spell is in effect you take a -4 penalty Duration: Concentration (up to 1 category do not gain additional on all Will saves. Spell weavers are not minute/level) advantages due to this spell. subject to this penalty. Saving Throw: None Every time a creature is affected by this You cannot have more than one Spell Resistance: No spell it is temporarily aged one age anamnesis active at the same time. Source: Dragon 309 (War Spells – category–a young character becomes Unleash Arcane Armageddon) middle age, a middle-aged character ANIMATE INSTRUMENT become old, and an old character become You cause all bones or corpses within venerable. (Assume a creature is young if Transmutation Level: Brd 2 the spell's radius (including those buried no age is given.) Every time the target underground to a depth of up to 10 feet) Components: V, S ages in this way the effects of this spell to rise as undead skeletons or zombies. Casting Time: 1 standard action stack, until the target reaches venerable Up to 25 Hit dice worth of undead Range: Touch age. If a creature is aged past venerable it creatures per caster level can be created Target: One instrument touched instead takes 5d6 points of damage each in this manner. These undead do not Duration: 1 minute/level time it is struck, as its body succumbs to count toward your control limit for Saving Throw: None the ravages of incredibly swift decay. commanding undead through the rebuke Spell Resistance: No Thus, a young character struck by a undead ability or through spells such as Dragon 335 (Spellcraft – wizard using aging touch three times takes Source: animate dead. Normally this spell is cast Songsabers of ) -3 points of damage to Strength, on a graveyard, burial ground, or

Dexterity, and Constitution and gains a battle site to maximize the number of You imbue a musical instrument with +6 bonus on Disguise checks. Upon available bodies. the ability to play at your command. This being struck a fourth time, that target Any undead created by this spell that instrument can play a tune on your takes 5d6 points of damage. move out of its range are instantly behalf even while you are busy with Ability damage dealt by this spell heals destroyed. Likewise, when the spell ends, other actions. As long as this spell is in as normal, at a rate of 1 point per day for all undead created by it are instantly effect you can cause the affected each affected ability. The bonus on destroyed. instrument to begin playing as a free Disguise checks also fades over time, Note: This spell requires the War Magic action, effectively mimicking and decreasing at a rate of -2 every day until Study feat to acquire and cast. continuing your performance (at the the target's Disguise modifier returns to Material Component: An iron crown same Perform result as yours, if one has normal. studded with black onyx gems worth been made). Once the animated Material Component: A pinch of dust. 3,000 gp, plus one 10-gp onyx for every instrument picks up the performance, undead creature created by the spell. you do not have to continue 2

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

ARCANE SEAL Components: V, S. DF, F As rage, except as noted above. Normally this spell is used on allied Abjuration Casting Time: 1 round troops, who forgo their saving throws to Level: Magewright 3, Sor/Wiz 3 Range: Banner touched gain the benefits of the spell. Components: V, S, F Effect: 6o-ft.-radius emanation Note: This spell requires the War Magic Casting Time: 1 standard action centered on the banner 1 minute Study feat to acquire and cast. Range: Touch Duration: Material Component: A handful of tiny Target: The door, chest, or portal Saving Throw: None weapons carved out of lapis lazuli, worth touched, up to 3o sq. ft. /level in size Spell Resistance: Yes a total of 2,500 gp. Duration: Permanent Source: Dragon 358 (Core Beliefs – St. Cuthbert) Saving Throw: None

Spell Resistance: No BATTLE TENTACLES You create an aura of power centered Source: Dragon 344 ( – Conjuration (Creation) on a banner bearing Saint Cuthbert's Dreadhold – Eberron’s Inescapable Level: Sor/Wiz 5 symbol or likeness. All allies within the Island Prison) Components: V, S, M aura gain a +2 morale bonus on attack Casting Time: 1 standard action rolls and saving throws against fear This spell can be cast upon a door, Range: Medium (100 ft. + 10 ft. /level) effects. The spell ends if the cloth of the chest, or portal. This magically seals the Area: a 2o-ft.-radius spread banner is destroyed or touches the target and attaches a mystical alarm to Duration: 1 round/level (D) ground. this location. The focus of the spell is a Saving Throw: None Focus: The banner and a small blessed platinum key. This key is bound to the Spell Resistance: No cloth worth 100 gp. target of the spell and cannot be used Source: Dragon 344 (A Dark and again for any other purpose. The bearer Stormy Knight – Another Evening With of the key may freely pass the arcane seal BATTLE FRIGHT the Wizards Three) without affecting it. Otherwise, a door or Necromancy [Fear, Mind-Affecting, object secured with this spell can be War] This spell conjures a field of rubbery opened only by breaking it or with a Level: Brd 4, Sor/Wiz 5 black tentacles very similar to those successful dispel magic or knock spell. Add Components: V, S, M created by the well-known Evard's black 10 to the normal DC to break open a door Casting Time: 1 minute tentacles spell. These waving members or portal affected by this spell. In Range: Long (400 ft. + 40ft. /level) seem to spring up from the floor, soil, addition, if the door is opened in any Area: All living creatures within a 60- water, or whatever other surface is manner, the bearer of the key receives a ft.-radius burst underfoot. They bash and slice creatures mental alert--a single word, set when the Duration: Concentration that enter the tentacle field, assaulting spell is cast. Saving Throw: Will negates their targets with great strength. The A knock spell suppresses the seal for 10 Spell Resistance: Yes tentacles are studded with irregular short minutes. Dispel magic permanently Source: Dragon 309 (War Spells – finlike spines, having edges as sharp as destroys the seal if the dispel check is Unleash Arcane Armageddon) many swordblades. successful. However, the act of dispelling The tentacles make one melee attack the seal triggers the mental alert. A rogue As fear, except as noted above. every round against every creature or artificer can sense the presence of an Creatures affected by this spell flee from within the spell area. Treat the tentacles arcane seal by making a successful DC 28 you and your allies. as a Medium creature with a base attack Search check. A rogue or artificer can Note: This spell requires the War Magic bonus equal to your caster level and a temporarily disable the alarm using an Study feat to acquire and cast. Strength score of 19. They deal 2d6+4 arcane key (see page 169 of SHARN: CITY Material Component: A handful of tiny points of damage with each successful OF TOWERS). feet carved out of onyx, worth a total of hit. This damage is half bludgeoning and Focus: A finely crafted platinum key 3,000 gp. half slashing. worth 50 gp. Any creature that enters the area of the BATTLE FURY spell is immediately attacked by the BANE, GREATER tentacles and can only move through the Enchantment (Compulsion) [Mind- area at half normal speed. To you, the Enchantment (Compulsion) [Mind- Affecting, War] tentacles seem insubstantial: you can pass Affecting] Level: Brd 3, Sor/Wiz 4 freely through them as if they don't exist, Level: Initiate of Hextor 3 Components: V, S, M without impairing their attacks or your Source: Dragon 342 (The Power of Casting Time: 1 minute movement at all. Faith – Initiate Feats of the Core Deities) Range: Long (400 ft. + 40ft. /level) Material Components: A piece of tentacle

Target: All living creatures within a 60- from a giant octopus or a giant squid, and This spell functions like bane, except ft.-radius burst a fragment of spine or bone from any that the penalty is equal to -1 per three Duration: Concentration aquatic creature. caster levels, to a maximum of -5. Saving Throw: Will negates Spell Resistance: Yes BANNER OF THE SAINT Source: Dragon 309 (War Spells – BATTLEARMS Evocation Enchantment (Compulsion) [Mind- Unleash Arcane Armageddon) Level: Clr 4, Blackguard 4 Affecting] Components: V, S, DF Level: Clr 3 (Saint Cuthbert) Casting Time: 1 standard action 3

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Range: Personal BESTOW CURSE, GREATER Target: You Transmutation Duration: 1 round/level Level: Brd 6, Clr 7, Sor/Wiz 8 Source: Dragon 356 (Core Beliefs – Components: V, S Hextor) Casting Time: 1 standard action

Range: Touch Calling upon the power of Hextor, you Target: Creature touched imbue yourself with skill in combat and Duration: Permanent create extra arms. Your base attack bonus Saving Throw: Will negates becomes equal to your character level Spell Resistance: Yes A witch bestows a powerful (which might give you additional Source: Dragon 348 (Bestowed curse on her enemy. attacks), you gain 1 temporary hit point Curses – Variants for the Vile) per caster level and you grow a pair of with some deed that the spellcaster

extra arms from your torso. You may use designates. The deed must be something The spellcaster places a curse on the these extra arms to make unarmed strikes that the subject can accomplish within creature touched, choosing, one of the or wield weapons. If you use these extra one year (assuming he undertakes it three following effects. limbs to attack, attacks with your primary immediately). For example, the deed hand are at -6, the three other hands are • One ability score is reduced to might be “slay the dragon under Castle at -10. If you have the Two-Weapon 1, or two ability scores take -6 Bluecraft,” or “climb the tallest mountain Fighting feat, the penalty on attacks with penalties (to a minimum of 1). in the world.” The cursed victim can have all of your hands drops to -4. At 12th • -8 penalty on attack rolls, help accomplishing the task. level, you grow an additional pair of saving throws, ability checks, Note: This spell is reprinted from RACES arms. and skill checks. OF DESTINY. See the Introduction for These extra arms cannot cast spells. You • Each turn, the subject has a more information. See the “Variant cannot cast a spell and make an attack 25% chance to act normally, Bestow Greater Curse” sidebar for with these arms in the same round. On otherwise, it takes no action. variations on this spell. the round you cast this spell, each new You can also invent your own curse, but arm may draw one of your weapons as a it should be no more powerful it in those BLACK STENCH OF LAOGZED free action. On any later round you must described above, and the Dungeon Conjuration (Creation) use a move action to equip weapons in Master has the final say on the curse's Level: Clr 4, Sor/Wiz 5 one or more of your extra hands. The effect. Components: V, S, M/DF arms are a neutral gray color and barely A greater curse cannot be dispelled, nor Casting Time: 1 standard action human. They cannot hold any items can it can be removed with a break Range: Personal other than weapons, climb or swim, or enchantment, limited wish, or remove curse Effect: Cloud spreads in a 20-ft. radius engage in any activity other than combat. spell. A miracle or wish spell removes the from you, 20 ft. high greater curse, but each greater curse also Duration: 1 round/level must have a single means of removing it

VARIANT GREATER BESTOW CURSE EFFECTS • The target loses a class ability, such as spellcasting, sneak attack damage, or barbarian rage. If this class ability is a prerequisite for other abilities or feats, the target loses the use of those feats as well. • The target gains a susceptibility to a one energy type (such as fire or electricity) or to weapons made of a specified rare or unusual material (such as adamantine or silver) of the caster's choice. The target takes an additional +5o% extra damage from this source. This effect does not stack with any other weaknesses the target might already possess. • The target's alignment gradually moves toward another of the caster's choice. For example, a lawful good paladin might be cursed to become chaotic evil, losing access to all of his paladin spells and abilities. There is no immediate effect, but the target must make a Will save each day thereafter or his alignment shifts one step toward the chosen alignment. • The target takes damage equal to the damage he deals to others. Only damage dealt with weapons is affected, not ability damage or spell effects. • One of the target's attack options is lost (such as a dragon's breath weapon or a medusa's petrifying gaze attack). • The target can no longer sleep soundly, perhaps wracked by nightmares or guilt over past evil deeds (caster's choice). He wakes fatigued each morning and cannot perform tasks that require him to be well-rested, such as a wizard preparing spells. • The target's most powerful or cherished possession (DM's discretion) is drawn by fate to fall into the hands of a hated enemy or rival. • The target is completely unable to use any three skills of the caster's choosing. Knowledge skills must be chosen separately. • Everyone the target sees appears to be undead, their flesh rotting from their bones and their voices reduced to hollow rasps. • All critical threats made against the target automatically confirm without requiring the attacker to reroll. • A noisy spirit haunts the target. Aside from unnerving those around the target, the spirit prevents him from using the Hide or Move Silently abilities, becoming invisible, disguising himself; or otherwise altering his appearance. A manifestation of the curse, the spirit is not actually undead and cannot be turned, rebuked, or destroyed. • All new creatures and NPCs the target encounters treat him with an initial attitude of hostile. Allies and current acquaintances do not change their attitudes toward the target.

4

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Saving Throw: Fortitude Source: Dragon 348 half (see text) (Spellcraft – The Tome of Spell Resistance: No Strahd) Source: Dragon 342 (Spellcraft – Alien Upon casting Bloodstone's Blessings – Spells of frightful joining your soul Monstrous Deities) attempts to invade the form of a nearby undead You produce a cloud of creature, leaving your body utterly black, acidic, and lifeless. If the target horrific-smelling gas, succeeds at its Will save, it centered on you, a breath resists your attack and the of foul air belched by the spell ends. If the creature stinking god Laogzed A necromancer casts blaze bones to bolster his undead fails its save, your spirit himself. Living creatures dominates the target, its in the cloud become nauseated, and take own consciousness–if any–being 1d6 points of acid damage per two caster You wreathe one corporeal undead subsumed for the duration of the spell. levels per round (maximum 5d6). A creature in a corona of flames. You gain complete control over the successful Fortitude save negates the Unintelligent undead receive no saving target, even if it was created or controlled nausea and halves the damage. In throw against this spell. The undead by another being. When you transfer addition, this gas obscures all sight, creature gains a +2 bonus on all melee your soul your body appears dead, including beyond 5 feet. A attack rolls and deals an additional 1d6 although a DC 2.5 Heal check reveals creature 5 feet away has concealment points of fire damage with every that it is merely in a state of suspended (attacks have a 20% miss chance). successful melee attack. It takes 1d3 animation. Creatures farther away have total points of fire damage every round. Any This spell is blocked by protection from concealment (50% miss chance, and the effect that prevents the 1d3 points of evil or similar wards that prevent attacker cannot use sight to locate the damage (such as fire resistance) also ends possession or control. target; creatures that rely on the scent the blaze bones spell. Once in control of an undead body, you ability cannot locate the caster while this If the undead drops to 0 hit points retain your Intelligence, Wisdom, spell is in effect). While you are immune while under the effects of this spell, it Charisma, level, class, base attack bonus, to the stench and acid damage of your explodes in a small burst of flames. The base save bonuses, alignment, and mental own spell, you are affected by this spell's flames deal 2d6 points of fire damage to abilities. The body retains its Strength, darkness. Holding one's breath does not all creatures adjacent to the undead Dexterity, hit points, extraordinary help to avoid the effects of this spell. (Reflex save for half). abilities, and automatic abilities. A body A moderate wind (11+ mph) disperses Note: See the “Dual School Spells” entry with extra limbs does not allow you to this gas in 4 rounds. A strong or greater in Appendix 2 for more information on make more attacks (or more wind (21+ mph), such as from a gust of the dual-school property of this spell. advantageous two-weapon attacks) than wind spell, disperses this gas in 1 round. normal. You also gain access to the body's A fireball, flame strike, or similar spell BLESS, GREATER extraordinary abilities, but the creature's burns away the gas in its area of effect. A Enchantment (Compulsion) [Mind- supernatural abilities, spells, and spell- wall of fire burns away the gas in the area Affecting] like abilities do not stay with the body. into which it deals damage. Level: Initiate of Heironeous 3, Initiate You gain no access to the target's This spell does not function of Pelor 3 thoughts or knowledge, but you can underwater. For the duration of this spell Source: Dragon 342 (The Power of choose to communicate with sentient any stench or scent-based ability you or Faith – Initiate Feats of the Core Deities) undead mentally. creatures in the area of effect possess is This spell functions like bless except As a standard action, you can shift overwhelmed and does not function. that the bonus is equal to +1 per three freely from your host's body back to your Arcane Material Component: A piece of a caster levels, to a maximum of +5. body if within range, thereby returning troglodyte's tail. control of the undead form to its original BLOODSTONE'S FRIGHTFUL consciousness or controller. The spell BLAZE BONES ends when you shift from the target's body to your own body. Evocation/Necromancy [Evil, Fire] JOINING If the host body is slain, you return to Level: Clr 2, Sor/Wiz 2 Necromancy your body, if within range, and the Components: V, S Level: Sor/Wiz 4 animating force of the target departs (it is Casting Time: 1 standard action Components: V, S dead). If the host body is slain beyond Range: Short (25 ft. + 5 ft.2/levels) Casting Time: 1 standard action the range of the spell, both you and the One corporeal undead Range: Medium (100 ft. + 10 ft/level) Targets: host die. Any life force with nowhere to Duration: 1 round/level Target: One undead creature Duration: 1 hour/level or until you go is treated as slain. Saving Throw: Will negates (see below) return to your body Spell Resistance: Yes Saving Throw: Will negates, see text BOLTS OF GLORY Source: Dragon 347 (Spellcraft – Spell Resistance: Yes Evocation [Good] Scripture of Elemental Evil) Level: Clr 3 5

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Source: Dragon 354 (Core Beliefs – through the wall must succeed at a or an Escape Artist check, but the brain Heironeous) Fortitude save or be dazed for one round. slave gets a +2 circumstance bonus on its Arcane Material Component: Four stones, opposed check. Completely detaching a This spell functions like searing light, one for each of the colors of the cloud. brain slave causes it to vanish. except that the spell delivers raw positive A brain slave of Ilsensine that begins its energy resembling a silver bolt of BRAIN SLAVE OF ILSENSINE turn with both tentacles attached and lightning rather than a blast of light. Conjuration (Summoning) that makes a successful grapple check Creatures from evil Outer Planes or from automatically extracts the opponent's Level: Clr 6, Sor/Wiz 6 the Negative Energy Plane take damage brain, instantly killing the target. This Components: V, S, M/DF as if they were undead. Creatures from power is useless against constructs, Casting Time: 1 round good Outer Planes or the Positive Energy elementals, oozes, plants, undead, or Range: Close (25 ft. + 5 ft / 2 levels) Plane take no damage. creatures of greater than Large size. It is Effect: One or more summoned not instantly fatal to foes with multiple disembodied brains heads. BOCCOB'S ROLLING CLOUD Duration: 1 round/level (D) You can summon an additional brain Evocation [Electricity, Fire] Will negates (see text) Saving Throw: slave of Ilsensine per 2 caster levels. Level: Clr 4, Sor/Wiz 3 Spell Resistance: No Arcane Material Component: A small Components: V, S, M/DF Source: Dragon 342 (Spellcraft – Alien portion of brain from a humanoid or Casting Time: 1 standard action Blessings – Spells of Monstrous Deities) monstrous humanoid. Range: Close (25 ft. + 5 ft. /2 levels)

Effect: Cone-shaped burst A glowing, floating green brain with Duration: Instantaneous two tentacles, similar in appearance to a BURNED TO BARE ROCK Saving Throw: Reflex half (see text) miniature avatar of Ilsensine, appears and Evocation [Fire, War] Spell Resistance: Yes circles about you. At any time during this Level: Sor/Wiz 4 Source: Dragon 338 (Core Belief’s: spell's duration you can command this Components: V, S, M Boccob) brain to attack a Small, Medium, or Large Casting Time: 1 minute creature in order to extract its brain. The Range: Long (400 ft. + 40ft. /level) A shimmering 10-foot-tall cloud made brain slave gets two attacks made at your Area: 60-ft.-radius spread of gold, red, violet, and blue energy base attack bonus, and has a +6 grapple Duration: Instantaneous springs into existence, resembling rolling bonus. If it hits with either of its attacks, Saving Throw: Reflex half fire and lightning. The cloud appears in it causes no damage but can immediately Spell Resistance: Yes front of you and sweeps outward to the attempt to start a grapple as a free action Source: Dragon 309 (War Spells – extent of the range. without provoking an attack of Unleash Arcane Armageddon) Creatures struck by the cloud take 1d6 opportunity. If it wins the grapple, it points of damage per level (maximum establishes a hold and attaches the As fireball, except as noted above. 10d6). The damage is one-quarter tentacle to its opponent's head. If neither Burned to Bare Rock can deal a maximum electricity, one-quarter fire, one-quarter tentacle is able to grapple the brain slave of 10d6 points of fire damage. negative energy, and one-quarter positive vanishes. Note: This spell requires the War Magic energy. Unlike the negative energy from If the brain slave of Ilsensine begins its Study feat to acquire and cast. an inflict wounds spell, this spell does not turn with one of its tentacles attached, it Material Component: Three flasks of cure undead (nor does its positive energy can try to attach the other with a single alchemist's fire and a powdered ruby component cure living creatures). grapple check (without making an attack worth at least 3,500 gp. A creature that fails its save is struck roll). The opponent can escape with a full-force by the cloud and must make a single successful opposed grapple check BURNING HATE Fortitude save or be dazed Enchantment/Evocation [Evil, for one round. Creatures Fire] immune to stunning are Level: Clr 2, Sor/Wiz 3 immune to this aspect of Components: V, S the spell. Casting Time: 1 standard action This spell can be made Range: Short (25 ft. + 5 permanent with a ft.2/levels) permanency spell Target: One creature (minimum caster level Duration: 1 round/level 11th; 1,5oo XP), in Saving Throw: Reflex half which case it creates a Yes straight cloud 5-foot- Spell Resistance: wide, 10-foot-tall, and Source: Dragon 347 (Spellcraft – up to 25-foot + 5 ft. /2 Scripture of Elemental Evil) levels long and deals 2d6 points of damage You fire a bolt of flame at the +1 point per caster target, both dealing damage and level to any creature marking it as the target of your that contacts it. A An commands a Brain Slave of Ilsensine to hate. The bolt deals 1d6 points or creature that passes attack a creature enhanced by Nails of Luthic fire damage per two levels (maximum 5d6). A successful 6

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Reflex save halves this damage. A thin its bite or a weapon, as it desires. When Source: Dragon 312 (The Ebon Maw – halo of flames surrounds the target for making a full attack, a subject fighting Beware the Waking Hunger) the remainder of the spell's duration. The without weapons uses its bite attack flames deal no damage, but they inspire along with its natural weapons. One You splash creatures in the spell's area great hatred in you and your allies when armed with a weapon usually uses the with a caustic substance not unlike bile looking at the target. You and your allies weapon along with its bite and any other or digestive juices that deals 1d6 points gain a +1 morale bonus on all attack and natural weapons as natural secondary of acid damage per level (maximum 10d6) damage rolls made against the target for attacks. to every creature within the area. the duration of the spell. If the subject does not have a bite You designate a point at which you Note: See the “Dual School Spells” entry attack, use the appropriate damage value want the bile to erupt, and a fountain of in Appendix 2 for more information on from the table below according to the greenish-brown acid erupts from that the dual-school property of this spell. creature's size, plus modifiers for point, showering creatures in the area. Strength. If it already possesses a bite Caustic bile deals acid damage to CAMEL'S TENACITY attack, its bite grows more potent, unattended objects within the area. At dealing damage as a creature one size Transmutation high levels, it could eat through a few category larger. inches of wood. Level: Clr 4, Drd 3 Furthermore, the subject gains vitality Components: V, S, M from consuming flesh during the spell's Casting Time: 1 standard action CAUSTIC DISDAIN duration. This must be the flesh of a Range: Touch Enchantment/Evocation [Acid, Evil] living creature-dead and undead bodies Target: Creature(s) touched (up to Level: Clr 4, Sor/Wiz 4 do not count. The subject gains 1 1/level) Components: V, S temporary hit Duration: 1 day/3 levels Casting Time: 1 standard action point for every 3 points of Will negates (harmless) Range: Medium (100 ft. + 10 ft. /level) Saving Throw: damage it deals to living creatures with Target: One creature Spell Resistance: Yes its bite attack. These temporary 1 round/level Source: Dragon 331 (Spellcraft – Spell hit points last for a maximum of 1 hour. Duration: Strips of the Black Pyramid) Saving Throw: Fortitude partial (see text) Creature Size Bite Damage You grant the targets of this spell the Fine 1 Spell Resistance: Yes ability to survive without food or water. Diminutive 1d2 Source: Dragon 347 (Spellcraft – The targets gain sufficient internal Tiny 1d3 Scripture of Elemental Evil) reserves of nourishment to sustain them Small 1d4 for as long as this spell is in effect. This Medium 1d6 You encase one target in a field of spell does not protect targets from the Large 1d8 acidic vapor. The field deals 1d6 points of effects of magical dehydration (see Huge 2d6 acid damage each round, with a Fortitude SANDSTORM for a complete description of Gargantuan 2d8 save allowed for half damage. (A single the effects of dehydration). Colossal 4d6 save is made for the duration of the Material Component: A fistful of camel spell). The aura of acid lingers around the hair. target, causing a foul odor, making its CAUSE FEAR, GREATER appearance haggard and unkempt, and Necromancy [Fear, Mind-Affecting] magically dampening the enthusiasm of CANABILIZE Level: Initiate of Nerull 2 Transmutation [Evil] characters wishing to assist your target. Target: One living creature with 15 or Any creature wishing to cast a spell Level: Hunger 3 fewer HD; see text noted as “harmless” (in the saving throw Components: V, S Source: Dragon 342 (The Power of line of a spell’s description) on the target Casting Time: 1 standard action Faith – Initiate Feats of the Core Deities) during the duration of the spell must Range: Touch make a Will save. On a failed save, the Target: Creature touched This spell is as cause fear, except that caster loses the spell and that part of his Duration: 1 round/level (D) you can affect one creature whose Hit action. A caster may make a new save Saving Throw: Will negates (harmless) Dice are equal to or fewer than yours, to a each round. Once a caster saves against Yes (harmless) Spell Resistance: maximum of 15 HD. Creatures with more the caustic disdain, he ignores the effect Source: Dragon 312 (The Ebon Maw – Hit Dice than you or with 16 or more for the remainder of the duration. This Beware the Waking Hunger) Hit Dice are immune to this spell. spell does not prevent the targeted creature from being affected by area-of- The subject of this spell gains a effect spells. powerful bite attack if its jaws are not CAUSTIC BILE Evocation [Evil] Note: See the “Dual School Spells” entry already built for biting, they elongate in Appendix 2 for more information on into a snout filled with razor-sharp teeth. Level: Hunger 4 Components: V, S, DF the dual-school property of this spell. If the subject can use weapons, it retains this ability A creature with natural Casting Time: 1 standard action weapons retains those weapons. When Range: Close (25 ft. + 5 ft /2 levels) CAVALRY CALL making a single attack, a subject fighting Area: 5-ft.-radius spread Conjuration (Summoning) [War] without weapons uses either its bite Duration: Instantaneous Level: Sor/Wiz 2 attack or its primary natural weapon (if it Saving Throw: Reflex half Components: V, S, M has any); one armed with a weapon uses Spell Resistance: Yes Casting Time: 1 minute 7

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Range: Medium (100 ft. + 10 ft. /level) large chalkboard, providing you with CIRCLE OF COLD Effect: Up to twenty-five light horses concealment. Evocation [Cold] Materials Component: A piece of colored or ponies per caster level Level: Sor/Wiz 4 2 hours/level (D) chalk. Duration: Components: V, S

Saving Throw: None Casting Time: 1 standard action No Spell Resistance: CHAMPION OF KORD Range: 10 ft. Source: Dragon 309 (War Spells – Transmutation Area: A 10-ft.-radius burst centered on Unleash Arcane Armageddon) Level: Initiate of Kord 4 you

Components: V, S, DF Duration: Instantaneous As mount, except as noted above. The Casting Time: 1 standard action Saving Throw: Reflex partial summoned mounts must all be of the Range: Touch Spell Resistance: Yes same kind (light horses or ponies). Target: One creature Source: Dragon 317 (Dungeons & Note: This spell requires the War Magic Duration: 1 minute/level Dragons Heroes – Magic, Monsters, and Study feat to acquire and cast. See the Saving Throw: Will negates (harmless) Mayhem) Appendix 2 for more information. Spell Resistance: Yes (harmless) Material Component: A miniature statue Source: Dragon 342 (The Power of You cause a sphere of cold energy to of a horse made of copper, silver, or gold, Faith – Initiate Feats of the Core Deities) manifest around you. The spell does not worth 1,000 gp. affect you, but any creature within 10 feet

Kord empowers the target to perform of you takes 1d6 points of cold damage CHALKBOARD great acts of strength. The target receives per caster level (maximum 10d6) and is Illusion (Figment) a sacred bonus equal to your caster level paralyzed for one round. A successful Level: Sor/Wiz 0 (maximum +10) on all bull rush, disarm, saving throw reduces this damage by half Components: S, M grapple, overrun, sunder, and trip and negates the paralyzing effect. Casting Time: 1 standard action attempts. The target receives these Range: Close (25 ft. + 5 ft / 2 levels) bonuses on checks he initiates, as well as CITYGATE Effect: Figment of chalkboard up to 10 those made as a reaction to other Transmutation [Teleportation] ft. by 10 ft. square creatures. Level: Urban Druid 9

Duration: Concentration +1 Components: V, F round/level Casting Time: 10 minutes Will disbelief (if Saving Throw: Range: Touch interacted with) Effect: One city gate set in a city wall Spell Resistance: No up to 20 feet wide and 20 feet tall Source: Dragon 324 (Spellcraft – teleports those who pass through it The Hidden Book) Duration: 1 hour/level (D)

Saving Throw: None Favored by apprentices and young Spell Resistance: Yes wizards just coming into their magical powers, this spell creates an intangible, You cause a gate built into a city's wall opaque, floating plane with the to teleport, as greater teleport, any creature appearance of a slate chalkboard. The that passes through it to a second city chalkboard must be square, but it can be gate designated by you when the spell is any size from 1-inch to 10-feet square. It cast. Once you select the destination, you first appears floating vertically at arm's can't change it. Both the departure point length from you. Thereafter, as long as and arrival point must be in city gates set you continue to concentrate you may in walls that surround a city of small move the image within the limits of the town site or larger (see page 137 in the spell's range as a free action. You can ’S GUIDE). The spell draw on this illusory chalkboard by fails if you attempt to set the gate to moving your finger as you would a piece teleport creatures into a solid object, to a of chalk. An illusory line of any color you place with which you are not familiar and choose appears as you move your hand have no clear description of, or to across the plane. You can erase existing another plane. The spell fails if either lines by wiping them out with the flat of city gate is closed, and the effects of your hand. You can create the the spell end instantly if either gate chalkboard as either a blank plane or is physically closed during the spell's one covered in writing and pictures (as duration. This spell is most often used detailed or vague as you wish, but to aid in the quick evacuation of a city within the limitations of what you in a time of disaster, but with a little can create with chalk). forethought and planning it can also be If you move, the illusion moves with used to stage sudden invasions of a city. you, always staying in the same relative Champion of Kord Focus: Ambers worth a total of at least orientation to you and distance from A champion of Kord can perform 1,000 gp must be buried in the ground you. You can hide behind a sufficiently feats of great strength underneath each gate. 8

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

CLOAK OF KHYBER CONSUME THE PARASITE must succeed at a Will save or be paralyzed for 1d4 rounds. Whether a Illusion (Glamer) Necromancy [Evil] creature succeeds at its save or not, that Level: Sor/Wiz 3 Level: Kyuss 3 creature cannot be affected by this Components: V, S, F Components: V, S, M casting of the spell again for its Casting Time: 1 standard action Casting Time: 1 swift action remaining duration. Range: Personal Range: Personal Material Component: A scrap of a Target: You Target: You mummy's burial linen. Duration: One day/level Duration: 1 round/level

Dragon Magazine #: 337 (Eternal Evil Source: Dragon 343 (Spellcraft – – The Lords of Dust) Worm Bound – The Secrets of Kyuss) CRUSHING COILS Conjuration (Teleportation) The Cloak of Khyber conceals the caster's You consume the Kyuss worm in your Level: Drd 3, Sor/Wiz 4 alignment from any form of divination. own body to grant yourself a temporary Components: V, S, F More importantly, it shields a boost in power. When you cast this spell, Casting Time: 1 standard action shapechanged or magically disguised you gain 3 hit points per caster level. If Range: Medium (100 ft. + 10 ft. /level) creature from true seeing, causing the this hit point gain takes you above your Effect: One snake teleported to disguise to appear to be the caster's true normal maximum gain the remaining constrict target form. However, there is one significant total as temporary hit points. These Duration: 1 round/level restriction to this power. The disguise temporary hit points expire when the Saving Throw: None must be maintained for six hours before spell's duration ends if they are not lost Spell Resistance: No the power of the cloak takes effect. As sooner. In addition, you gain a +4 Source: Dragon 330 (Spellcraft – such, it is an extremely useful spell for a enhancement bonus to Strength and Volume Veneficus) deep cover agent who rarely shifts his Dexterity for the duration of the spell. shape, but it is useless to a character This spell also increases the power of You teleport the snake that serves as casting a disguise self spell that only lasts your spells while it is in effect, granting this spell's focus around an opponent, for a few minutes. you a +2 bonus to caster level on other allowing the serpent to crush the Lore: Rakshasas are masters of spells cast during the duration of the creature within its grasp. The snake can deception, and over the course of spell and increasing the DC of any spell be teleported to any space within the hundreds of thousands of years they that you cast by 2. However, casting this spell's range and moves to attack the developed this spell to enhance their spell consumes the Kyuss worm that you nearest opponent. If it is teleported into powers of disguise. have bound to your soul, and you do not another creature's space it may Arcane Focus: A small Khyber gain the effects of the Wormbound feat immediately initiate a grapple that does dragonshard, worth 50 gp. If this focus is until you are able to find another Kyuss not provoke an attack of opportunity. If ever taken more than a foot away from worm and complete the ritual of binding the snake succeeds at this grapple check the subject, the spell immediately ends. once again. it establishes a hold and can immediately Note: This spell requires that the caster constrict. If the snake fails to grapple the COLD OF THE GRAVE possess either the Wormbound target it enters an empty space adjacent Spellcaster feat (see the “Wormbound” Evocation/Necromancy [Cold, Evil] to the target creature and attacks every entry in Appendix 2) or the wormspawn round on your initiative in an attempt to Level: Clr 2, Sor/Wiz 2 subtype (see the article in Dragon use its improved grapple ability. The Components: V, S Magazine #343). snake gains a bonus on its grapple check Casting Time: 1 standard action Material Component: A Kyuss worm and its constriction damage equal to half Range: Close (25 ft. + 5 ft. /2 levels) hosted within your body. Creatures with your caster level. Target: One creature or object the wormspawn subtype merely require a The snake gains no bonus on its attack Duration: Instantaneous live Kyuss worm. roll or bile damage, although it does gain Saving Throw: Fortitude partial (see DR 10/magic for the duration of the text) spell. Spell Resistance: Yes CROWN OF DESPAIR Enchantment (Compulsion) [Mind- As a move action, you can call the snake Source: Dragon 347 (Spellcraft – back to you, causing it to move at its full Scripture of Elemental Evil) Affecting] speed to the closet adjacent square to Level: Sor/Wiz 7 you. Once it has returned, you can You fire a ray of deathly cold Components: V, S, M teleport the snake elsewhere or against a necromantic energy. You make a ranged Casting Time: 1 standard action different target as a standard action touch attack against one target, dealing Range: Personal provided that the spell's duration has not Target: You 1d6 points of cold damage and 1d6 points yet expired. Once the spell expires you of negative energy damage. The target Duration: 1 round/level can no longer teleport the focus snake, takes 1 point of Strength damage +1 Saving Throw: Will negates and it loses its bonuses on grapple checks additional point of Strength damage per Spell Resistance: Yes and constriction damage as well as its 4 caster levels (max 5 points). A Source: Dragon 331 (Spellcraft – Spell damage reduction, successful Fortitude save negates the Strips of the Black Pyramid) Focus: A constrictor snake that is no

Strength damage. more than one size category larger than Upon casting this spell your head is Note: See the “Dual School Spells” entry you. See the “Serpentine Foci” entry in in Appendix 2 for more information on crowned in ghostly black burial the dual-school property of this spell. wrappings. All creatures that see you 9

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Appendix 2 for more information about Bad Luck: Whenever the target rolls a wandering gypsies–like the –are this focus. natural 20 on any roll that requires a 20- most likely to have access to this spell. sided die, he must reroll, accepting the CURSE OF SPILT WATER second result. If the second roll also CYNOSURE results in a 2o, the target keeps that Transmutation [Water] Conjuration (teleportation) result. This might prevent the target Level: Drd 6, Sor/Wiz 6 Level: Sor/Wiz 4 from being able to score critical hits Components: V, S, M Components: V, S unless he has a weapon or ability that Casting Time: 1 standard action Casting Time: 1 standard action allows a critical threat to occur on a 19 or Range: Close (25 ft. + 5 ft / 2 levels) Range: Touch lower. Target: One creature Target: Creature touched Mark of the Gypsies: A permanent arcane Duration: Instantaneous Duration: 1 round mark appears upon the forehead of the Fortitude negates Will negates Saving Throw: target. The mark is invisible to all but Saving Throw: Spell Resistance: Yes members of your group or family. (Who Spell Resistance: Yes Source: Dragon 334 (Spellcraft – Livre this group consists of is determined by Source: Dragon 338 (Spellcraft – The d’Aquatha) you and the DM, typically being less than Silver Hexameric Folio) one hundred others related by blood or a The target of this spell must succeed at similarly strong bond.) Anyone who can By using cynosure prior to casting spells a Fortitude saving throw or be see the mark immediately recognizes the like plane shift or teleport, which require or permanently transformed into water bearer as cursed and shunned by your have a chance of requiring you to roll to equal to its original volume. The water people. randomly determine the location targets immediately splashes to the ground and Typically, this elicits an attitude two are transported to, you decrease the spreads as normal water. If a suitable distance targets appear from the container is within 5 feet of the intended location by 75% (rounded target, the caster can direct the down to the nearest mile). water to collapse into the For example, a wizard who casts container. Any equipment carried cynosure before casting a teleport spell by the victim also transforms into that winds up off target by 18 miles water. While transformed into actually only appears a miles away water, the victim has no from his intended destination. consciousness and can take no Cynosure affects the next actions. conjuration (teleportation) spell or If any quantity of the water is similar special ability (such as a spell recovered, a break enchantment can weaver's plane shift spell-like ability) restore the victim to normal. of any creature touched. Cynosure has However, if the water is allowed to no effect on spells of the evaporate (a process that requires 1 teleportation subschool that do not hour for a creature of Fine size, 1 day have a chance of deviating. If this for Tiny creature, and 2 days for each A gypsy curse being placed spell is cast on a spell like teleport and size category larger than Tiny) or mixed the spell does not deviate, cynosure has no with a larger body of water, such as a lake steps lower than an NPC's normal effect. This spell lasts for only 1 round or sea, a limited wish, miracle, or wish is and is wasted if a relevant transportation bearing (see page 72 of the PLAYER'S required to restore the target to its spell is not cast within that time. HANDBOOK) and might provoke open original form. hostility. Detect magic or true seeing can Lore: As accuracy is frequently a Material Component: A rag doll soaked in also reveal this mark, but those who concern when using long-range seawater. cannot see it naturally must make a DC teleportation spells, spell weavers created 20 Knowledge (arcana) check to discern this spell to increase the reliability of CURSE OF THE GYPSIES its meaning. Spells like erase cannot their innate planes walking ability. Necromancy remove this mark. Level: Brd 2, Clr 2, Drd 2, Sor/Wiz 3 Unnatural Aura: Animals, whether wild DEPRESSION Components: V or domesticated, can sense the unnatural Necromancy Casting Time: 1 standard action presence of the target at a distance of 3o Level: Brd 3, Sor/Wiz 3 Range: Close (25 ft. + 5 ft. /2 levels) feet. They do not willingly approach Components: V, S Target: One creature nearer than that and panic if forced to do Casting Time: 1 standard action Duration: Permanent so; they remain panicked as long as they Range: 20 ft. Saving Throw: Will negates are within that range, Area: 20-ft.-radius burst centered on Spell Resistance: Yes The curse bestowed by this spell cannot you Source: Dragon 348 (Spellcraft – The be dispelled, but it can be removed with a Duration: 1 round/level Tome of Strahd) break enchantment, limited wish, miracle, Saving Throw: Will negates remove curse, or wish spell. Spell Resistance: Yes Speaking a vehement curse, you mark a The method of invoking this very rare Source: Dragon 339 (Spellcraft – target as an enemy of your people and of curse is often not known outside a Heinfroth’s Manual of Methods) nature. Choose one of the fallowing three tightly-knit group. As such, ancient effects: families, druidic circles, and tribes of 10

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Waves of weakness emanate from you, DETECT ATTITUDE aura's source is at least twice your crippling your enemies both mentally character level, you are stunned for 1 Divination and physically. All opponents within the round and the spell ends. Level: Brd 1, Clr 1, Pal 1 area must save or become fatigued and 3rd Round: The power and location of Components: V, S, DF take a penalty on their Will saves equal to each aura. If an aura is outside your line Casting Time: 1 standard action –1 per 3 caster levels (maximum –5). of sight, then you discern its direction Range: Close (25 ft. + 5 ft / 2 levels) Fatigue caused by this spell lasts for 1 but not its exact location. Target: One creature round per caster level. This spell does not Each round, you can turn to detect Duration: Concentration, up to 1 cause creatures that are already fatigued defilers in a new area. The spell can round/level or become fatigued during its duration to penetrate barriers, but 1 foot of stone, 1 None become exhausted. Saving Throw: inch of metal, a thin sheet of lead, or 3 Spell Resistance: Yes feet of wood or dirt blocks the spell. Source: Dragon 323 (See No Evil – DESERT BURIAL Athas is a metal-poor place, so metal Alternatives to the Detect Evil Spell) barriers are rare and lead sheets almost Evocation unheard of. Level: Drd 4, Sor/Wiz 4 You sense the target's attitude (see the Note: See DRAGON MAGAZINE #315 Components: V, S, M PLAYER'S HANDBOOK, page 72) toward ( – Defilers of Athas) for more Casting Time: 1 standard action you by seeing a faintly glowing colored information on Defilers and Defiler Range: Medium (100 ft. + 10 ft. /level) aura surrounding it, visible only to you. Points. Also see the “Disadvantages” Target: 20-ft.-radius spread You can determine how the target's sidebar on page 13 for information on Duration: Instantaneous attitude changes over time, allowing you limiting the use of detect spells. Reflex negates Saving Throw: to know the effectiveness of attempts to Spell Resistance: No change the target's attitude. If you cast Creature Aura Power Source: Dragon 331 (Spellcraft – Spell this spell on someone who has not met Has defiler points Faint Strips of the Black Pyramid) you, that person's aura always appears Defiler score of 1-10 Moderate blue (indifferent). Defiler score of 11-30 Strong This sadistic spell draws those within Note: See the “Disadvantages” sidebar Defiler score of 31+ Overwhelming the area of effect down into the sand, on page 13 for information on limiting leaving only the victims' heads exposed the use of detect spells. for the sun and scavengers to wreak their DETECT GUILT harsh will upon. Creatures within the Attitude Aura Color Divination area of effect must make a Reflex saving Friendly White Level: Clr 1, Pal 1 throw. Those that fail are sucked into the Indifferent Blue Components: V, S, DF ground. For most living creatures this Unfriendly Black Casting Time: 1 standard action means being buried up to their necks, Hostile Red Range: Close (25 ft. + 5 ft / 2 levels) though for some it might be a branch or Target: One creature pseudopod. Creatures are never buried in DETECT DEFILER Duration: Instantaneous a manner that prevents them from Saving Throw: None Divination breathing. Spell Resistance: No Level: Drd 3 Once a creature is buried by this spell it Source: Dragon 323 (See No Evil – Components: V, S is rendered helpless unless it can succeed Alternatives to the Detect Evil Spell) Casting Time: 1 standard action at a Strength or Escape Artist check with Range: 6o ft. a DC equal to 15 + 1 for every two caster You sense the presence of guilt in the Area: Cone-shaped emanation levels you possess. This check requires a target creature. This spell in no way Duration: Concentration, up to 10 full-round action. Spellcasters caught by reveals why the target feels guilty, only min. /level (D) this spell cannot cast any spell with a that is does. The level of guilt a creature None somatic component or a spell with a Saving Throw: feels has little to do with whatever act material component unless the Spell Resistance: No causes the creature's guilty feelings. A spellcaster has the component in hand Source: Dragon 315 (Dark Sun – serial killer might feel no guilt for the when affected by this spell. A creature Defilers of Athas) brutal murders he commits, for example, not caught by the spell can aid a trapped while a maid might feel strong guilt creature in its escape attempt. You can sense the presence of defilers about forgetting to mop the kitchen This spell only affects loose earth, such nearby. The amount of information floor. as dirt, mud, and sand. It is ineffectual revealed depends on how long you study Good creatures typically feel greater when cast upon stone, wood, or other a particular area or subject. amounts of guilt than neutral creatures, solid surfaces. Particularly cruel 1st Round: Presence or absence of who in turn usually feel more guilt than spellcasters often cast this spell upon creatures with a defiler score or defiler evil creatures. These generalization those wading through shallow waters, points. cannot guarantee how a creature reacts to areas replete with tiny carnivorous 2nd Round: Number of defilers (with its own actions, but they give a general vermin, or as a precursor to the spell either a defiler score, defiler points, or guideline. transmute mud to rock. both) and the power of the most potent A creature must have at least a 3 Material Component: A paper funnel and defiler present, according to the table Intelligence, 1 Wisdom, and 1 Charisma a handful of dirt, mud, or sand. below. in order to feel guilt. The spell fails if cast If the strongest defiler aura's power is overwhelming and the HD or level of the 11

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions on a creature without those minimum member of your religion shows as A blasphemous act is typically an ability scores. committing apostasy/blasphemy. affront to the faith, such as claiming to Note: See the “Disadvantages” sidebar The more heretical the thought or act, possess aspects of the religion's deity or on page 13 for information on limiting the stronger the aura of heresy the target claiming to live outside the laws of the the use of detect spells. displays. By concentrating, you can learn deity. Acts of apostasy or blasphemy more details of the heretical acts or result in the character turning from the Severity of Guilt Aura Power thoughts. faith, either to create a new religion or to Has occasional 1st Round: Presence of heretical acts in inadvertently embrace the religion of an Faint pangs of guilt the history of the subject or current opposing deity. For example, a priest of Stomach churning heretical thoughts in the subject. Heironeous who kills helpless prisoners, guilt; worries 2nd Round: Intensity of subject's flees from every battle, bullies those Moderate about what current heretical thoughts. weaker than himself, and gives no happened 3rd Round: Number and intensity of quarter in battle blasphemes against Loses sleep over past heretical acts performed by subject. Heironeous and embraces the ideals of what happened; Strong Hextor. obsesses about it Intensity of Note: See the “Disadvantages” sidebar Aura Strength Wants to take rash Heresy on page 13 for information on limiting actions to avoid Overwhelming Tangential heresy Faint the use of detect spells. the feeling of guilt Contrarian heresy Moderate Fundamental Strong DETECT VIOLENCE heresy Divination DETECT HERESY Apostasy/ Overwhelming Level: Clr 1, Pal 1, Rgr 1 Divination blasphemy Components: V, S, DF Level: Clr 3, Pal 2 Casting Time: 1 standard action Components: V, S, DF Tangential Heresy: This minor act of Range: 60 ft. Casting Time: 1 standard action heresy allows the heretic to function Effect: Cone-shaped emanation Range: Close (25 ft. + 5 ft / 2 levels) normally within the faith with little Duration: Concentration, up to 1 Target: One creature indication of non-dogmatic thought. round/level Duration: Concentration, up to 1 Such a belief must affect how the heretic round/level interacts with those of his faith, but in Saving Throw: None Saving Throw: Will negates such a way that only clerics or others Spell Resistance: No Spell Resistance: Yes trained in the religion's doctrines might Source: Dragon 323 (See No Evil – Alternatives to the Detect Evil Spell) Source: Dragon 323 (See No Evil – notice. For example, a priest of Alternatives to the Detect Evil Spell) Ehlonna who only thinks of the goddess as a gnome even though the Prized by inquisitors and martial religion defines her as an or religious orders, this spell reveals past human commits tangential heresy. heretical actions and the current Contrarian Heresy: This form of heretical thoughts of the target. You heresy goes against a relatively minor sense the target's heretical thoughts and but nonetheless important aspect of past actions by seeing a faintly glowing the religion's dogma. For example, a aura surrounding it, visible only to you. priest of Pelor who preaches and The strength of the aura shows the level believes the sun is something besides of heresy. You detect current heretical the embodiment of Pelor (but who thoughts in the target as well as all still faithfully believes in Pelor), consciously made acts of heresy practices contrarian heresy. performed within the past 1 day per Fundamental Heresy: A fundamental caster level. The spell cannot detect heretic believes and teaches the heretical acts that occurred prior to the opposite of a core tenet of the spell's time limit, regardless of the religion. For example, a priest of intensity. You define what constitutes who insists on preaching that heresy by your own belief structure, even the God of Secrets got his moniker if the majority of faithful disagree. because he reveals what secrets he This spell only affects people of your knows commits fundamental heresy. own faith, those who say they follow your Apostasy/Blasphemy: Those who faith, and those who show aspects of your commit apostasy completely turn faith (wearing your deity’s holy symbol, against the faith, utterly rejecting its for example, or attending a religious tenets. Such a person only marginally service). Any action or though that remains with the faith, if at all. An opposes your particular religion's dogma action considered apostasy generally or teachings counts as heresy. A character means the person committing it of a different faith doesn't show as consciously chooses to leave the heretical when you cast this spell, religion and join an opposing A warrior’s past deeds are easily detected although a character pretending to be a religion. through divination. 12

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

DISADVANTAGES DETECT VIOLENCE Residual Aura Nonlethal Lethal In campaigns that involve mysteries and * subplots, the right divination spell can bring Power Damage Damage Non-Damaging Effects about a quick and unsatisfying resolution to Faint ≤10 hp ≤2 h Blinding, deafening, pinning, and an otherwise interesting adventure. stunning effects. Dungeon Master’s who want to discourage Moderate 11-30 hp 3-10 hp Ability damage, paralyzing effect the use of detection spells without removing Strong 31-50 hp 11-30 hp Ability drain, unsuccessful death effect the spells from their campaigns have access Overwhelming 51+ hp 31+ hp Successful death effect to a number of disadvantages meant to curb *If the amount of damage dealt resulted in a creature’s death, the residual aura power automatically these spells’ power. Disadvantages shows the next most powerful level (up to a maximum of overwhelming). discourage these detection spells without causing too much trouble for the caster. Violence does not necessarily end in longer period of time prior to the spell’s Alternatively, the Dungeon Master can roll death, but the more violent the act, the casting, up to one month per caster level. 1d6 to determine a random disadvantage whenever a character casts a detection spell, stronger the psychic residue left As with reincarnate, the subject of a dire making detection an unpredictable process. behind. This spell does not detect the reincarnate spell gains all abilities Unless otherwise noted, a disadvantage lasts capacity to cause violence it only associated with its new form, including for the spell’s duration and for an additional detects violence committed against a forms of movement and speeds, natural 1 round per spell level after the spell ends. living creature. It also does not specify armor, natural attacks, extraordinary why the violence was committed, nor abilities, and the like. Random Disadvantages (1d6) the alignment of the assailant or of the A wish or miracle spell can restore a 1 – Beacon: Evil outsiders and undead victim. By concentrating, you can learn reincarnated character to his or her within 60 feet sense the presence of the more details of specific violent acts. original form, although the reincarnated caster pinpointing his exact location (distance and direction) in relation to 1st Round: Presence of violence in the creature can resist if it chooses (Will themselves. This effect penetrates barriers, area within the spell's time limit. negates). but 1 foot of stone, 1 inch of common metal, 2nd Round: Number and location of Material Component: Rare oils and a thin sheet of lead, or 3 feet of wood or dirt violent acts performed in the area. unguents worth a total of at least 5,000 blocks it. 3rd Round: Strength of aura of violent gp, spread over the remains. 2 – Discomfort: When the caster focuses acts performed. on one creature, that creature becomes aware 4th and Subsequent Rounds: Dire Reincarnation of the intrusion and knows that magical Number of days and hours since probing comes from the caster. It gains a +1 d% Incarnation Str Dex Con most recent violent act, then of 01-13 Dire rat +0 +6 +2 bonus on Listen, Search, and Spot checks earlier violent acts in made to find the caster. 14-26 Dire weasel +4 +8 +0 3 – Glowing Eyes: The caster’s eyes glow chronological progression from 27-39 Dire badger +4 +6 +8 and the caster suffers a -5 penalty on Bluff, second most recent backward, 40-50 Dire bat +6 +12 +6 Diplomacy, and Hide checks. with one act indicated per 51-59 Dire ape +12 +6 +8 4 – Empathy: Creatures subjected to the round. 60-68 Dire wolverine +12 +6 +8 detection spell learn about the caster. Thus, Note: See the “Disadvantages” 69-77 Dire wolf +14 +4 +6 if a cleric cast discern lies on a group of sidebar on page 13 for 78-84 Dire boar +16 +0 +6 creatures, he would allow those creatures to information on limiting the use know if he was lying for the duration of the 85-90 Dire lion +14 +4 +6 of detect spells. 91-96 Dire bear +20 +2 +4 spell, in addition to the spell’s normal effect. 5 – Trance: The caster enters a trance 97-100 Dire tiger +16 +4 +6 while concentrating, making the caster DIRE REINCARNATION

dazed (unable to act normally, can take no Transmutation actions, but has no penalty to AC). This Level: Drd 8 DISJOIN POSSESSION disadvantage ends when the concentration Components: V, S, M, DF Abjuration ends. Level: Divine 3 6 – Whispering Voice: A whispering, Casting Time: 1 hour disembodied voice that only the caster hears Range: Touch Components: V, S, DF explains the results of the divination. The Target: Dead creature touched Casting Time: 1 standard action caster must make a DC 10 Listen check to Duration: Instantaneous Range: Medium (400 ft. + 40 ft. /level) understand the voice. In areas of loud noise Saving Throw: None; see text Area: 5o-ft.-radius spread the DM might increase the DC. This Spell Resistance: Yes (harmless) Duration: Instantaneous (1 disadvantage ends when the spell ends. Source: Dungeon 100 ( The Lich- hour/level); see text Queen’s Beloved []) Saving Throw: Will negates Spell Resistance: Yes When casting this spell, you perceive This spell works exactly as the Source: Dragon 345 (Spellcraft – the residual aura caused by acts of reincarnate spell found in the PLAYER’S Artifact Spells – Magic of the Giants) violence committed in the area of effect. HANDBOOK, except the list of possible The spell detects violence committed new forms consists only of dire animals A wave of crackling blue energy within the past 1 month per caster level. (see below). In addition, the entire body spreads out from a point you designate The spell cannot detect violent acts that of the deceased creature need not be causing all possessing spirits within occurred prior to the spell's time limit, present for the casting of dire reincarnate. range to be immediately expelled from regardless of their intensity. A portion of the body is sufficient. The their host bodies. This includes demonic creature can also have been dead for a possession, quori possession, a ghost's 13

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions malevolence ability, magic jar, and other undead (nor does its positive energy voice causes captured creatures strong similar possession effects. A successful component cure living creatures). discomfort, you gain a bonus on all Will save prevents the expulsion. A creature or object that makes a opposed Charisma checks made to In addition, every creature within the successful Fortitude save is partially compel the target of your planar binding area of effect is protected from any affected, taking only half damage. If this to perform some service. This bonus is attempt to possess the warded creature damage reduces the creature or object too equal to +1 per three caster levels. For (by a magic jar attack, for example) or to or fewer hit points, it is entirely example, a 9th-level caster would gain a exercise mental control over the creature disintegrated. +3 bonus on Charisma checks made to (including enchantment [charm] effects Only the first creature or object struck influence the subject of his planar binding and enchantment [compulsion] effects can be affected; that is, the disk affects spell, while a 17th-level caster would gain that grant the caster ongoing control over only one target per casting. a +5 bonus. the subject, such as dominate person) for 1 Arcane Material Component: A small iron Using dolor poses two risks. First, the hour per level of the caster. Possessed and electrum wheel with a rod rising creature you compel using dolor is more creatures that avoid expulsion do not from the renter of one side. likely to try to maliciously corrupt the receive this protection. intent of your commands and later seek Note: This spell is an Artifact Spell. See DISPEL WAR SPELL revenge (how this occurs is decided by the “Casting Artifact Spells” entry in the DM). Secondly, because this spell ties Abjuration [War] Appendix 2 for more information. you more directly to the power of the Level: Brd 4, Clr 4, Drd 5, Pal 4, planar binding, if the result of your Sor/Wiz 4 opposed Charisma check is a natural 1, DISK OF CONCORDANT Components: V, S, M not only does the creature escape (see the Casting Time: 1 minute OPPOSITION lesser planar binding spell on page 261 of Range: Long (400 ft. + 40ft. /level) Conjuration (Creation) the PLAYER'S HANDBOOK), but you are Target: One spellcaster, creature, or Level: Clr 5 (Boccob), Sor/Wiz 5 automatically affected for a number of object; or a 60-ft.-radius burst Components: V. S, M/DF rounds equal to the escaped creature's Duration: Instantaneous Casting Time: 1 standard action Hit Dice as if it had successfully cast None Range: Short (25 ft. + 5 ft. /2 levels) Saving Throw: charm monster on you. Effect: Disk of energy Spell Resistance: No Source: Dragon 309 (War Spells – Duration: Instantaneous DOMINATE PERSON, MASS Saving Throw: Fortitude half (object) Unleash Arcane Armageddon) Enchantment (Compulsion) [Mind- Spell Resistance: Yes As dispel magic, except as noted above. Affecting] Source: Dragon 338 (Core Belief’s: You also gain a +10 bonus on dispel Level: Brd 7, Sor/Wiz 8 Boccob) checks made to dispel or counterspell Targets: One or more humanoid

war spells. Although dispel war spell can creatures, no two of which can be more You hurl a hand-sized disk of inter- than 30 ft. apart woven positive and negative energy, a be used to counterspell normal spells, its Source: Dragon 312 (Thieves of Will – lesser form of Boccob's own power with long casting time makes it impractical or impossible to use it in this way except Evil Enchanters) this name. You must make a successful against a spell with a casting time of at ranged touch attack to hit. Any creature least 1 minute. This spell functions like dominate person struck by the disk takes 1d6 points of Note: This spell requires the War Magic except that mass dominate person affects a damage per caster level (to a maximum of number of humanoid creatures whose 15d6). Any creature reduced to o or fewer Study feat to acquire and cast. See the combined HD do not exceed twice your hit points by this spell is entirely Appendix 2 for more information. Material Component: Sapphires, level, or at least one humanoid regardless disintegrated, leaving behind only a trace sunstones, and topazes worth a total of of HD. If there are more potential targets of fine dust. A disintegrated creature's 1,500 gp. than you can affect, you choose them one equipment is unaffected. at a time until you choose a humanoid When used against an object, the disk with too many HD. Treat each creature as simply disintegrates as much as one 5- DOLOR though individually dominated by a foot cube of non-living matter. Thus, the Evocation [Evil] separate dominate person spell. You must spell disintegrates only part of any very Sor/Wiz 5 Level: command each creature separately, and large object or structure targeted. Components: V, S you can receive the sensory input of only The disk affects even objects Casting Time: 3 rounds one subject at a time. constructed entirely of force, such as Range: Personal Bigby's interposing hand or a wall of force, as Target: You long as caster level of this spell's caster Duration: 24 hours DUST STORM equals or exceeds the caster level of the Source: Dragon 336 (Spellcraft – The Conjuration (Creation) target force effect's caster, but not Demonomicon of ) Level: Drd 3, Sor/Wiz 3 magical effects such as a globe of Components: V, S invulnerability or an antimagic field. You draw upon the power of a planar Casting Time: 1 standard action Half the damage from this spell comes binding to imbue your words with great Range: Medium (100 ft. + 10 ft. /level) from positive energy, half from negative , causing pain to creatures Effect: Sand storm cylinder 60-feet energy. Unlike the negative energy from caught within. This power has no effect across and 30 ft. high an inflict wounds spell, this spell does cure on creatures not caught in a planar Duration: 1 round/level binding spell cast by you. Because your Saving Throw: None 14

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Spell Resistance: No modifiers to speed due to terrain, fatigue, Range: Medium (100 ft. + 10 ft. /level) Source: Dragon 331 (Spellcraft – Spell weather, or other factors. Effect: One 5-foot square force plane/2 Strips of the Black Pyramid) levels ELEMENTAL GUARDIAN Duration: 1 minute/level A howling windstorm appears within Conjuration (Summoning) Saving Throw: None the spell's area of effect, filling it with a Level: Clr 5, Drd 4, Sor/Wiz 5 Spell Resistance: No dark bank of whirling sand that obscures Components: V, S, M Source: Dragon 323 (Spellcraft – Force vision while injuring those caught within Casting Time: 10 minutes Spells) it. The sand obscures all sight, including Range: Short (25 ft. + 5 ft. /2 levels) darkvision, beyond 5 feet. All targets When you cast this spell, you create Effect: One summoned lesser within 5 feet are treated as having elemental weird one or more flat, translucent green 5- concealment (attacks have a 20% miss foot-square, 1-inch-thick fields of force. Duration: 1 day/level chance). Creatures farther away have You can create one emerald plane per two Saving Throw: None total concealment (50% miss chance, and caster levels. An emerald plane cannot Spell Resistance: No the attacker can't use sight to locate the more, it is immune to damage of all Source: Dragon 347 (Ecology - Ecology target). kinds, and it is unaffected by most spells. of the Elemental Weird) If a creature ends its action within the However, a disintegrate spell, a rod of sand storm, it suffers 1d6 points of cancellation, or a sphere of annihilation You conjure a lesser elemental weird slashing damage from the stinging sand. destroy whichever emerald plane they (see Lesser Elemental Weird on the touch, while a ’s disjunction following page for stats) to guard an area or dispel magic dispels all of the planes EASY MARCH you designate. Choose one of the four created by a single casting of the spell. Transmutation types of elemental weirds and at least a 5- Breath weapons and spells cannot pass Level: Clr 5, Army 5 foot area comprised of the same element. through an emerald plane in either Components: V, S, DF The weird cannot move more than 100 direction, although dimension door, Casting Time: 10 minutes feet from that spot and cannot leave the teleport, and similar effects can bypass the Range: Close (25 ft. + 5 ft / 2 levels) element that it is bound to. For example, barrier. It blocks ethereal and incorporeal Area: 30-ft.-radius spread a lesser water weird tied to a point in a creatures as well as material ones. Hiding Duration: 1 day/level (D) pond could not leave the pond or go behind an emerald plane provides cover. Saving Throw: Fortitude negates more than 100 feet from the point it is An emerald plane cannot be conjured so (harmless) bound to, while a lesser air elemental that it occupies the same space as a Spell Resistance: Yes (Harmless) would have free range within a space or creature or another object. It must always Dragon Magazine: #317 (Faiths of open air but could not fly farther than be flat. Emerald planes require no anchors, Faerûn – Battleguard of Tempus – 100 from the designated point. The lesser and can float above ground wherever the Soldier-Saints of the Lord of Battle) elemental weird you summon appears in caster desires. Emerald planes can be You enable all creatures making local or the spot you designate; and acts created vertically or horizontally. Only overland movements (as per Table 9-3 on immediately on your turn. The lesser one edge of an emerald plane can page 162 of the PLAYERS HANDBOOK), elemental weird attacks any creature touch another surface at the time of the including mounts, to move swiftly other than you that comes within range casting, but an emerald plane can touch overland without suffering the tiring of its attack. If you speak the same more than one edge to a solid surface effects of prolonged travel. Creatures language as the weird you can provide it after casting. All emerald planes must be hustling under the effects of this spell are with more detailed instructions, like to placed so no part of them is within 5 feet treated as though they are merely not attack specific individuals or of any other emerald plane. On the battle walking, ignoring the potential to take members of specific races, or to only grid, a vertical emerald plane can only be damage or become fatigued from attack certain creatures. The elemental placed along the border of a square, and hustling. In addition, forced march weird obeys your commands until either must stretch from intersection to movements are easier to sustain, it is destroyed or the spell's duration intersection; a horizontal emerald plane requiring only a DC 5 (+1 per extra hour) expires, at which time it departs back to must be placed over a square without Constitution check each hour after a the appropriate Elemental Plane. extending over others. day's initial 8 hours of travel. A 15th level caster can use permanency All planes created by a particular For example, a troop (all of which have and expend 3,500 XP to make this spell casting of the emerald planes spell wink a speed of 30 feet) marching under the permanent. This effect binds the lesser out of existence when the spell duration effects of this spell could hustle for an elemental weird to the area until it is ends. Emerald planes can be made entire day's travel (8 hours), moving 48 destroyed. permanent with a permanency spell. miles, without making any checks for Material Component: A bowl or brazier Doing so requires a minimum caster level fatigue. If the troops wanted to make a filed with an element corresponding to of 10 and costs 1,000 xp. forced march by traveling for longer than the lesser elemental weird you plan to Material Component: A pinch of powder 8 hours, it must make a DC 5 summon. made from a green gem. Constitution check (+1 per every hour it continues after its first additional hour) EMERALD PLANES per continued hour of travel, moving Evocation [Force] another 6 miles each hour. Level: Sor/Wiz 2 The spell has no effect on round to Components: V, S, M round (tactical) movement or to Casting Time: 1 standard action 15

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

LESSER ELEMENTAL WEIRDS A sinuous elemental serpent rises up before you, its body comprised of raging primeval force.

LESSER ELEMENTAL WEIRD CR 5 It obeys the weird explicitly, even if ordered Lesser elemental weirds are immature N Medium elemental (extraplanar, see below) to attack the being who originally summoned versions of oracular elemental weirds. Init +8; Senses darkvision 60 ft.; Listen +6, it. The weird does not need to communicate Lacking the insight of true weirds the lesser Spot +5 to maintain control over any elemental it versions stay in constant contact with the Languages Aquan, Auran, Ignan, or Terran commands. elements that comprise them letting these AC 18, touch 14, flat-footed 14 Improved Grab (Ex) To use this ability, a primal forces whisper tales and portents they (+4 Dex, +4 natural) lesser elemental weird must hit with its slam might one day grow wise enough to decipher. hp 36 (8 HD) attack. It can then attempt to start a grapple as While most commonly found on their home Fort +3, Reef +3, Will +-4 a free action without provoking an attack of planes, lesser elemental weirds sometimes Spd 20 ft (2 squares), burrow 90 ft. or flly 90 ft. opportunity. If it wins the grapple check, it dwell near their mature brethren, protecting (perfect) or swim 90 ft. establishes a hold and can suffocate. them and learning their secrets, although Melee slam +7 (1d4+1 plus 1d6 energy Suffocate (Su) While being grappled by a they might also answer the calls of other damage*) lesser elemental weird a creature is deprived magic-users. It is thought that through some Ranged elemental blast* +10(2d6) of air. Normally, a creature can hold its breath process lesser weirds evolve into true weirds Base Atk +6; Grp +7 a number of rounds equal to twice its but such does not always seem to be the case, Special Atk constrict, elemental blast, Constitution score before it begins to as ancient and powerful lesser weirds are not elemental command, improved grab, suffocate. While being grappled by a weird, a unknown. suffocate creature can only hold its breath if it makes a Lesser elemental weirds exist for at least all * Energy damage varies by subtype. DC 13 Constitution check every round. Each four common types of elemental weirds (air, Abilities Str 12, Dex 19, Con 11, Int 12, Wis round, the DC increases by +1. When the earth, fire, and water), and others might exist. 15, Cha 11 character finally fails its Constitution check, These creatures understand the language SQ Elemental glide, elemental invisibility, it begins to suffocate. In the first round, it related to their elemental type (Auran for air elemental subtype falls unconscious (0 hit points). In the weirds, Terran for earth weirds, and so oon), Feats Dodge, Improved Initiative, Mobility following round, it drops to -1 hit points and although they cannot actually speak. Skills Hide +15, Listen +8, Move Silently +14, is dying. In the third round, if still being Spot+8 grappled by the weird, it suffocates. Advancement 9-14 HD (Medium); 16-30 HD Elemental Glide (Ex) A lesser elemental (Large); 31-45- HD (Huge) weird can glide through the same element as Elemental Blast (Ex) Once per round, a its subtype as easily as a fish swims throw lesser elemental weird ran release a blast of water. Its passage leaves behind no tunnel, elemental energy that deals 1d6 points of nor creates any sign of its presence. A gust of damage per Hit Dice. The energy type of this wind, move earth, wall of fire, or similar spell damage differs for each type of weird: air that manipulates elements cast on an area weirds fire a ball of electricity, earth weirds containing a burrowing weird flings the expel a glob of acid, fire weirds shoot a burst elemental back 30 feet, stunning the creature of fire, and water weirds discharge a blast of for 1 round unless it succeeds on a DC 15 incredibly cold water. The range increment Fortitude save. for this blast 30 feet. The type of damage dealt Elemental Invisibility (Ex) As a full-round is the same type dealt by the weirds slam action, a lesser elemental weird fully attack. submerged or surrounded by the same Elemental Command (Su) A lesser element as its subtype can turn invisible. True elemental weird can attempt to gain control seeinng and similar spells reveal these creatures over any elemental of the same subtype as it as normal. that it successfully hits with a melee attack. Elemental Immunities Lesser elemental The elemental must make a successful DC 14 weirds possess a subtype related to the Will save or succumb to the weirds control. element they embody. This subtype, air, An elemental that saves against this attack is earth, fire, or water, determines the damage immune to that weirds, elemental command type of a weird's elemental blast and slam ability for 24 hours. There is no limit to the attack, its immunities and vulnerabilities (see number of elementals that a weird can Chapter 7 of the ), and its control. The save DC is Charisma-based. movement type. Once under the weird's control, an elemental serves the weird for 1 day, until either it or the weird dies, until the weird dismisses it, or until the duration of its summoning expires.

16

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

EMPATHY Range: Medium (100 ft. + 10 ft. /level) a creature bound into the magic circle Divination [Mind-Affecting] Targets: Weapons in a 60-ft.-radius enhanced by your ensnarement. Material Component: Powdered onyx Level: Brd 1, Sor/Wiz 1 burst, up to twenty-five weapons/level 1 minute/level worth at least 1,000 gp, which is used to Components: V, S Duration: draw the required diagrams. Casting Time: 1 standard action Saving Throw: Will negates (harmless, object) Range: Close (25 ft. + 5 ft. /2 levels) Spell Resistance: Yes (harmless, Target: One intelligent creature ERYTHNUL'S SLAUGHTER object) Duration: 1 min. /level (D) Transmutation Source: Dragon 309 (War Spells – Saving Throw: Will negates Level: Initiate of Erythnul 5 Unleash Arcane Armageddon) Spell Resistance: No Components: V, S, DF

Source: Dragon 313 (Strange Casting Time: 1 standard action As magic weapon, except as noted above. Bedfellows – New Half-Monster Range: 30-ft.-radius emanation around You choose which weapons to enhance. Templates) you You may affect more than one weapon Area: You carried by a single creature, but each You can detect the emotions of a single Duration: 1 minute/level weapon affected by the spell counts creature. These emotions are relayed to Saving Throw: None toward the spell's limit. you as intense feelings of a particular Spell Resistance: No Note: This spell requires the War Magic type: fear, hatred, love, anger, joy, Source: Dragon 342 (The Power of Study feat to acquire and cast. See the despair, sorrow, desire, apathy, and so on. Faith – Initiate Feats of the Core Deities) Appendix 2 for more information. You sense the strength of the emotion as Material Component: Pieces of hematite mild, moderate, or strong. The bloody eye of Erythnul casts its worth a total of 1,000 gp. When reading the emotions of a gaze upon the battlefield. The melee creature, you gain a +2 competence bonus weapons of all creatures within 30 feet of on all Charisma-based checks made ENSNAREMENT you have their threat ranges doubled, as against that creature during the duration Abjuration per the spell keen edge. This spell affects of the spell. Level: Sor/Wiz 6 both alike. Components: V, S, M In addition, creatures within the area of ENHANCE ARMORS Casting Time: 10 minutes effect that are reduced to negative hit Transmutation [War] Range: Touch points cannot stabilize naturally. These creatures do not roll d% to become stable Level: Clr 4 Area: 10-ft.-radius circle and automatically loses hit point every Components: V, S, M, DF Duration: Instantaneous round until they die at -10 hit points. A Casting Time: 1 minute Source: Dragon 336 (Spellcraft – The Demonomicon of Iggwilv) successful Heal check or magical healing Range: Medium (100 ft. + 10 ft. /level) can stabilize a creature as normal. Targets: Armor and shields in a 60-ft.- Casters use this spell to augment the radius burst, up to twenty-five power of magic circles prepared for use items/level ESKELLA’S SOUL CYCLONE with planar binding. By inscribing a circle Duration: 1 minute/level Evocation [Air] and Necromancy of entrapping runes in a 10-foot radius, Saving Throw: Will negates (harmless, Level: Arcane 6 any magic circle cast upon the same area object) Components: V, S within the next hour is made more Spell Resistance: Yes (harmless, Casting Time: 1 standard action potent. Creating this initial circle object) Range: Long (400 ft. + 40 ft. /level) requires a DC 25 Spellcraft check, which Source: Dragon 309 (War Spells – Effect: Cyclone 30 ft. wide at base, 80 the DM makes in secret. You may take 10 Unleash Arcane Armageddon) ft. wide at top, and 100 ft. tall on this check if not rushed or threatened, Duration: 1 round/level (D) but may not take 20. If the check fails the As magic vestment, except as noted. You Saving Throw: Reflex negates; see text ensnarement has no effect. There is no choose which armor and shields to Spell Resistance: Yes outward sign of this failure. enhance. You may affect both the armor Source: Dragon 345 (Spellcraft – A magic circle augmented by ensnarement and shield of a single creature, but these Artifact Spells – Magic of the Giants) is more effective when used in count as two items toward the spell's conjunction with planar binding spells in limit. At a point you designate, a cyclone of three ways. First, the called creature Note: This spell requires the War Magic howling souls springs into being, drawn automatically acts as if a dimensional Study feat to acquire and cast. See the forth from the afterlife. The cyclone anchor spell had been successfully cast on Appendix 2 for more information. moves across ground and water at a speed it for as long as it is within the magic Material Component: A mixture of of 100 feet per round. You can circle. Second, any time you are forced to adamantine shards and crushed beryl, concentrate on controlling the cyclone's make an opposed Charisma check against worth a total of 3,000 gp. every movement or specify a simple a creature bound into a magic circle you program. Directing the cyclone's have enhanced with this spell you may movement or changing its programmed ENHANCE WEAPONS use your Intelligence modifier rather movement is a standard action for you. Transmutation [War] than your Charisma modifier. Third, you The cyclone always moves during your Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2 gain a +4 bonus on all caster level checks turn. If the cyclone exceeds the spell's Components: V, S, M, DF made to overcome the spell resistance of range, it moves in a random, Casting Time: 1 minute uncontrolled fashion for 1d3 rounds and 17

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Effect: One two-inch magic worm Duration: 1 day/level (but see text) DUELING CLOAKS (D) The Songsabers of New Olamn Saving Throw: Fortitude negates make regular use of the heavy dueling Spell Resistance: No cloaks predictably featured in daring Source: Dungeon 107 (Critical romances of nimble swordsmen and Threats – Evard, Debased Information cavalier swashbucklers. Favored by Broker) members of Waterdeep's elite who also feel the need to arm themselves, Evard researched this unusual spell these short cloaks sling over one to serve as a method to aid his allies or shoulder and might be taken in the to "help" those who pay for his hand to parry attacks. services, and to further his own ability A dueling cloak is specially made for to learn possibly dangerous material combat and is woven of material thick without directly placing himself in enough to defend a wearer in battle. A harm's way. When cast, this spell dueling cloak is held in your off hand creates a small, writhing, black worm and provides a +1 shield bonus, as its in the caster's hand. The worm can live heavy fabric turns aside blows. If you for up to one round per caster level are proficient with light armor you before it dies and the spell's effects are are proficient with a dueling cloak. wasted. Although masterwork dueling cloaks If the worm is placed in a living can be crafted, these items cannot be creature's mouth before the worm dies, enhanced using Craft Magic Arms it immediately burrows into the and Armor. Some rumors suggest, creature's brain. The creature can make however, that some dueling cloaks a Fortitude saving throw to resist (in (created through the use of the Craft which case the worm dies}, otherwise Wondrous Item feat) exist with a the creature takes one point of damage variety of flashy and particularly and becomes nauseated for 1d6 rounds. theatrical effects. Eskella’s soul cyclone summons After the nausea passes, the worm Disarm Attacks: By using it as an off- forth souls from the afterlife to deal grants a +4 competence bonus on hand weapon, you can use a dueling devastating damage Knowledge checks (the type of cloak to disarm an opponent. When Knowledge check to be affected is using a dueling cloak in this manner, then dissipates. (You can't regain control chosen by the caster as the spell is cast) you get a +2 bonus on opposed attack of the cyclone, even if it comes back for the spell's duration. rolls made to disarm opponents within range.) More importantly, the caster of the (including the roll to avoid being Any Huge or smaller creature that spell is constantly aware of that creature's disarmed if such an attack fails). For comes in contact with the spell effect location and condition, as if he had cast the purpose of penalties on your must succeed on a Reflex save or gain 1 status. The caster can sense the creature's attack roll, treat a dueling cloak as a negative level. A Large or smaller surroundings via its sensory organs by light weapon. If you use a dueling creature that fails its first save must concentrating. As long as the spell cloak to make a disarm attempt, you succeed on a second one or be picked up persists, the caster gains the same +4 lose its AC bonus until your next bodily by the cyclone and held competence bonus on the same action (usually the next round). suspended in its powerful winds, gaining Knowledge check as well. Finally, as long 1 negative level each round on your turn. as the worm remains in the creature's Armor Dueling Cloak A successful Fortitude save made each brain, he suffers a -4 penalty on any Cost 15 gp round avoids this negative level. You may saving throw made against the caster's Armor/Shield Bonus +1 direct the cyclone to eject any carried spells. Max Dex Bonus -- creatures whenever you wish, depositing The spell's duration can be ended Armor Check Penalty -1 the hapless souls wherever the cyclone early by remove disease or heal, but Arcane Spell Failure Chance 10% happens to be when they are released. creatures immune to diseases are not Weight 3 lbs. Note: This spell is an Artifact Spell and a immune to this spell's effects. The effects Dual School Spell. See the “Casting cannot be dispelled, nor can break Artifact Spells” entry and the “Dual Spell enchantment end the effect. If allowed to Schools” entries in Appendix 2 for more EVER ARMED run its full duration and expire naturally Conjuration (Creation) information. or if the caster dismisses the spell), the Level: Brd 3 worm crawls back out of the creature's Components: V, S EVARD’S ALL−SEEING WORM brain and into its mouth, dealing a point Casting Time: 1 standard action Conjuration (Creation) of damage and nauseating the victim for Range: 0 ft. Level: Sor/Wiz 5 1d6 rounds. Effect: Rapier and dueling cloak Components: V, S, M Material Component: A potion of fox’s Duration: 1 minute/level Casting Time: 1 minute cunning. Saving Throw: None Range: 0 ft. Spell Resistance: Yes

18

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Source: Dragon 335 (Spellcraft – to the full extent of your intentions, Source: Dragon 343 (Spellcraft – Songsabers of Waterdeep) preventing the target creature from Worm Bound – The Secrets of Kyuss) taking revenge later or trying to subvert Upon casting this spell a well-balanced the intent of its instructions. Second, You summon a swarm of Kyuss worms +1 rapier and brightly colored dueling completing the service does not free the to attack your foes. These writhing, cloak (see the Dueling Cloaks sidebar) target if it has agreed to multiple services twisting green worms swarm over your appear in your hands. For the duration of as a result of multiple exaction spells (see body briefly and then congregate in the spell you can use these armaments as below). adjacent squares of your choice. The normal equipment. The rapier created by You must make a sacrifice as part of the wormswarm takes no other action on the this spell gains a +1 enhancement bonus negotiation represented by planar first round that it is summoned, although for every three levels you possess above binding's opposed Charisma check. Each if it appears in occupied squares. The 7th, up to a maximum of +5. Thus, a 7th- sacrifice grants a Charisma bonus on creatures in those spaces suffer the level caster would call a +1 rapier into efforts made to compel the target's distraction effect typical of swarms. See existence, while a 10th-level caster would service (see the table below). Sacrifices the wormswarm sidebar for this terror's summon a +2 rapier. The dueling cloak can be negligible, minor, moderate, or statistics. gains no additional enhancement bonus. major, each with increasingly higher Note: This spell requires that the caster Casting this spell does not grant you costs and Charisma bonuses. These costs possess either the Wormbound proficiency with either of these items if do not vary, cannot be resisted, and Spellcaster feat (see the “Wormbound” you do not already possess it. The rapier cannot be healed through the use of entry in Appendix 2) or the wormspawn appears in your main hand and the magic less powerful than miracle or wish subtype (see the article in Dragon dueling cloak in your off hand. If either (for example, alignment changed by a Magazine #343). item leaves your possession, it vanishes. moderate sacrifice cannot be restored Focus: A Kyuss worm hosted within At the end of the spell's duration both through the use of atonement, while a your body. the rapier and the cloak vanish. loved one killed in a major sacrifice cannot be brought back to life by a raise FALLEN SOUL dead or resurrection spell). EXACTION Necromancy [Evil] While negligible, minor, and moderate Enchantment (Compulsion) [Mind- Level: Clr 5 sacrifices are largely set (although DMs Affecting] Components: V, S, DF might wish to create alternatives), what Level: Sor/Wiz 7 Casting Time: 1 standard action connotes a major sacrifice varies from Components: V, S Range: Touch person to person. Major sacrifices always Casting Time: 1 minute Target: Non-outsider living, intelligent extol a great loss of significance to you Range: Close (25 ft. + 5 ft / 2 levels) creature touched and often others, as you betray Target: One elemental or outsider Permanent information or perform acts that Duration: caught in a planar binding compromise your very being. Essentially, Saving Throw: Will negates Instantaneous Duration: this means giving up part of your soul to Spell Resistance: Yes Saving Throw: None the bound creature. Common examples Source: Dragon 312 (Blackguards – Spell Resistance: No of such offerings would be the sacrifice Reavers of the Divine, Despots, Source: Dragon 336 (Spellcraft – The of a loved one, a major holy relic of a Corrupters, and Anti-paladins) Demonomicon of Iggwilv) religious order you're a part of your entire library of magical texts, or your This sinister spell imbues the target's With this spell, you can make a beloved ancestral home. Overall, you and soul with a hidden taint of evil sacrifice to a creature caught within a the DM should agree upon whom or potentiality. Additionally, it brands the planar binding spell in an effort to win its what constitutes an appropriate major creature with an invisible mark on the willing service. This power has no effect sacrifice. forehead. Any creature with a moderate on creatures not caught in a planar aura of evil (see the detect evil spell) can binding spell, although it can be used to see this mark. Other creatures see it if EXTRUDE WORMSWARM they can see invisible objects. This mark gain a service from a creature caught in a Conjuration (Summoning) [Evil] denotes the creature bearing it as planar binding created by a different Level: Kyuss 7 someone who bears in his soul a seed of spellcaster. The effort to win the target's Components: V, S, F evil that, with proper coaxing and service is handled by an opposed Casting Time: 1 standard action opportunity, could blossom into true Charisma check just as for a planar Range: 5 ft. (see text) depravity and cruelty. When this spell is binding spell (see lesser planar binding), Effect: One wormswarm first cast on a creature, the creature with the following exceptions. First, if Duration: 1 round/level becomes nauseated for 1 minute. you win the Charisma check, the Saving Throw: None The recipient of this spell must be a creature's service is granted willingly and Spell Resistance: No living creature with an Intelligence score

EXACTION SACRIFICES Sacrifice Level Example Sacrifice Penalty Cha Bonus Negligible Sacrifice items of value to the target 50 gp/HD of target +2 Minor Pay worship to the target's power 100 XP/HD of target +4 Moderate Sacrifice a sentient being Change alignment one step closer to the target +6 Major Sacrifice a part of your soul Lose one level +12

19

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

of at least 3 and cannot be a creature of break enchantment can remove the spell, injects any poison it delivers with its bite the good subtype; the tainting of such a but remove curse cannot, and the fallen soul with a successful strike. If the snake is creature is beyond the power of this cannot be dispelled. Atonement spells non-poisonous, the blade does not deliver spell. automatically fail if cast on a creature any venom. Once a good or neutral target is under the effects of this spell. Only you can wield a fang blade. If affected by this spell, he begins to have anyone else attempts to wield it, the strange and increasingly powerful urges FANG BLADE blade snaps at him with its bite attack at to commit evil acts. His dreams grow the beginning of each of his turns. This Transmutation dark, sinister, and cruel, yet are attack uses the statistics of the snake that Level: Clr 4, Drd 3, Rgr 3, Sor/Wiz 4 disturbingly entertaining and soothing. served as the spell's focus. At the end of Components: V, S, F The magic of the spell does not force the the spell's duration, the snake returns to Casting Time: 1 standard action victim to make evil acts, but it does normal. If anyone attempts to sunder the Range: Touch encourage such behavior through weapon, it has hardness 8 and hit points Effect: Transforms snake into weapon conditioning. Each time the victim equal to the snake's total at the time of Duration: 1 minute/level (D) willingly commits an evil act, this spell the spell's casting. See text grants a +4 profane bonus to the Saving Throw: Focus: A live snake of any type that is no character's Strength, Constitution, and Spell Resistance: No more than one size category larger than Charisma scores; this bonus persists for 1 Source: Dragon 330 (Spellcraft – you. See the “Serpentine Foci” entry in hour before fading. If the target Volume Veneficus) Appendix 2 for more information about continues to perform evil acts, his this focus. alignment eventually becomes evil as You transform the snake that serves as the focus of this spell into a steel blade. well, at which time the spell no longer FEED THE MANY grants this bonus. The snake's scales glisten with a metallic Conjuration (Creation) [War] If the creature subjected to this spell is sheen and the weapons point consists of Level: Clr 4 evil, the fallen soul punished the creature the snake's fanged maw. This weapon is a Components: V, S, M for good acts. If the target ever willingly longsword appropriate to your size. You Casting Time: 10 minutes performs a good act, the spell causes 4 are automatically proficient with this Range: Medium (100 ft. + 10 ft. /level) points of permanent Strength, weapon, as the snake moves and weaves Effect: Food and water to sustain 100 Constitution, and Charisma drain. to aid you in handling it. In addition to humans or 30 horses/level for 24 hours. Dispel evil, limited wish, miracle, wish, or normal longsword damage, the fang blade

WORMSWARM Distraction (Su): Any living creature that Obey the Wormtouched (Su): Although A writhing mass of tiny green worms begins its turn with a wormswarm in its they are mindless, wormswarms surges across the floor, each one a horror of space must make a DC 20 Fortitude save or unerringly follow simple commands given teeth and malignant hunger. be nauseated for 1 round. The save DC is by other undead servants of Kyuss. Constitution-based. WORMSWARM CR 10 Poison (Ex): Injury, Fortitude DC 20, Always CE Diminutive Vermin initial damage 1d4 Int, secondary damage Init +6; Senses darkvision 60 ft., 2d4 Int. The save DC is Constitution based. tremorsense 60 ft.; Listen +0, Spot +0 Create Spawn (Su): Any living creature AC 20, touch 20, flat-footed 14 killed by a wormswarm rises as a zombie in hp 102 (12 HD) 1d4 hours. A humanoid creature with 11 or Immune critical hits, flanking, mind- more Hit Dice instead rises as a spawn of affecting, sneak attack, weapon Kyuss in 1d4 hours. damage Fort +12, Ref +10, Will +4 Weakness swarm weaknesses Spd 30 ft., burrow 10 ft., swim 30 ft. Melee swarm (3d6 plus poison) Space 10 ft.; Reach 0 ft. Base Atk +9; Grp -8 Atk Options distraction Special Atk create spawn Abilities Str 1, Dex 22, Con 18, Int --, Wis 10, Cha 8 SQ obey the wormtouched, swarm traits, vermin traits Environment any Kyuss-associated Organization solitary, swath (2-4), or infestation (5-12) Treasure none Advancement none 20

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Duration: 24 hours (see text of create FLEETING FAME Casting Time: 1 minute food and water in the PLAYER’S HANDBOOK) Illusion (Glamer) Range: Long (400 ft. + 40ft. /level) Saving Throw: None Level: Brd 0, Clr 0, Sor/Wiz 0 Targets: Up to twenty-five No creatures/level within a 60-ft.-radius Spell Resistance: Components: V, S Source: Dragon 309 (War Spells – Casting Time: 1 standard action Duration: Instantaneous Unleash Arcane Armageddon) None Range: Personal Saving Throw:

Target: You Spell Resistance: Yes As create food and water, except as noted Dragon 309 (War Spells – Duration: 1 round/level Source: above. Unleash Arcane Armageddon) Source: Dragon 326 (Spellcraft – Note: This spell requires the War Magic and Orisons of the Academy of Study feat to acquire and cast. See the Apprentices) As magic missile, except as noted. You Appendix 2 for more information. can fire only one missile at each target,

Material Component: A silver, gold, or regardless of your caster level. Upon casting this spell your clothing, platinum plate worth 500 gp, engraved Note: This spell requires the War Magic armor, weapons, equipment, and physical with holy symbols. Study feat to acquire and cast. countenance take on a well-kept and Material Component: 600 gp worth of stylish appearance. Those around you get FESTIVAL FEAST the impression that you are wealthy, well diamond dust.

Conjuration (Creation) known, and powerful, granting you a +2 Level: Brd 2, Clr 2 (Olidammara) bonus on your next single Bluff, FRIENDSIGHT Components: V, S, DF Diplomacy, or Intimidation skill made Illusion (Phantasm) [Mind-Affecting, Casting Time: 10 minutes during the spell’s duration. War] Range: Close (25 ft. + 5 ft / 2 levels) Lore: The infamous wizard-spy Level: Brd 1, Sor/Wiz 1 Effect: Food and drink to feed three Geldersi created this spell during her Components: V, S, M humans/level for one meal apprenticeship. of her city Casting Time: 1 minute Duration: 2 or 24 hours; see text enjoyed throwing lavish parties and Range: Medium (100 ft. + 10 ft. /level) Saving Throw: None Geldersi often breezed her way past wary Area: Allied creatures within a 60-ft.- Spell Resistance: No doormen using this spell. radius spread Source: Dragon 342 (Core Beliefs: Duration: 1 minute/level Olidammara) FLOAT Saving Throw: None Transmutation Spell Resistance: No You create a meal of good food, wine, Level: Clr 1, Sor/Wiz 1 Source: Dragon 309 (War Spells – ale, and beer. The food this spell creates Components: V, S Unleash Arcane Armageddon) smells and tastes wonderful, while being Casting Time: 1 standard action highly nourishing and satisfying to eat. Range: Touch All subjects of this spell perceive each The drinks are tasty but not strong Target: Willing creature or object other as surrounded by a glowing aura of enough to cause intoxication. The food touched a color you specify upon casting. and drink so created decays and becomes Duration: 10 minutes/level (D) Distance, cover, and concealment do not inedible within 2 hours if it is not Saving Throw: Will negates (harmless) negate the aura unless they prevent any consumed, although it can be kept fresh possibility of sight. (That is, any subject Spell Resistance: Yes (harmless) for 24 hours by casting a purify food and capable of spotting another subject under Source: Dragon 334 (Spellcraft – Livre drink spell on it. the prevailing conditions can see the d’Aquatha) latter's aura). Normally, this spell is used

to prevent accidental attacks against FIELD OF BLURS Upon casting this spell you magically allies in darkness, fog, battles with Illusion (Glamer) [War] support a willing target or object in similarly dressed foes, and other Level: Brd 3, Sor/Wiz 3 water or similar liquid, buoying it to the confusing situations. This spell also gives Components: V, M surface. If cast on a creature, the target each subject a +4 circumstance bonus on Casting Time: 1 minute gains a +5 bonus on Swim checks and saving throws or opposed Charisma Range: Long (400 ft. + 40ft. /level) does not go underwater if he fails a Swim checks made to avoid any magical effect Targets: Up to 500 creatures check by 5 or more. However, the target that would cause the subject to harm Duration: 1 minute cannot swim underwater for the duration another target of the spell. Saving Throw: Will negates (harmless) of this spell. If cast on an unattended Friendsight is a phantasm, so the Spell Resistance: Yes (harmless) object, that item bobs to the surface. You perceived auras are entirely in the mind Source: Dragon 309 (War Spells – can affect one item weighing no more of the subject. The recipients do not Unleash Arcane Armageddon) than 50 pounds plus 100 pounds per actually glow, although they radiate level. Objects that weigh more than the magic that can be detected with detect As blur, except as noted above. maximum weight you can affect are magic and similar effects. Note: This spell requires the War Magic unaffected by this spell. Note: This spell requires the War Magic Study feat to acquire and cast. See the Study feat to acquire and cast. Appendix 2 for more information. FORCE MISSILE STORM Material Component: 100 gp worth of Material Component: 1,500 gp worth of Evocation [Force, War] carbuncle and cat's eye agate, crushed. chrysoprase gems, powdered. Level: Sor/Wiz 2

Components: V, S, M 21

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

FROSTBITE ranged touch attack, the watery jet deals creatures do not consciously sense it at 2d6 points of nonlethal damage, +1d6 all, but a failed Will save means the Evocation [Cold] per two caster levels (dealing 5d6 damage sudden shift in perception registers long Level: Clr 4, Drd 3 at 6th level, 6d6 at 8th, and so on) up to a enough to leave the subject shaken for 1 Components: V, S maximum of 8d6 damage at 12th level. In round per caster level. A shaken creature Casting Time: 1 standard action addition, those struck by this spell must suffers a -2 penalty on attack rolls, saving Range: Close (25 ft. + 5 ft / 2 levels) save or be knocked prone. Geyser deals no throws, skill checks, and ability checks. Target: One creature damage to objects or those creatures Sightless creatures and creatures immune Duration: Instantaneous immune to nonlethal damage. to fear effects are not affected by this Fortitude partial Saving Throw: spell. Spell Resistance: Yes GLAMOUR COSTUME In addition, a target that fails the Will Source: Dragon 312 (Thieves of Will – save to resist this spell also takes a -4 Illusion (Glamer) Evil Enchanters) penalty on all Will saves made to resist Level: Clr 1, Sor/Wiz 1 spells with the fear descriptor for the Components: V, S This spell inflicts intense cold damage duration. Casting Time: 1 standard action upon the target, causing numbness, hypothermia, and frostbite as if the target Range: Personal had been exposed for a prolonged time to Target: You GLOBE OF RADIANT freezing temperatures. The target suffers Duration: 1 hour/level (D) (see below) INVULNERABILITY, GREATER 1d6 points of cold damage per two caster Source: Dragon 350 (Core Beliefs – Abjuration [Light] levels (maximum 10d6) and 1d4 points of Wee Jas) Level: Clr 7 nonlethal damage due to cold per two Source: Dragon 350 (Core Beliefs – caster levels (maximum 10d4). The target This spell functions like disguise self Wee Jas) may make a Fortitude save to negate the except you can only change the nonlethal damage. If the target suffers appearance of your clothing (including This spell functions like lesser globe of the nonlethal damage, the target becomes weapons, armor, and equipment) and radiant invulnerability, except that it fatigued. make superficial changes to your own functions like a greater globe of appearance. For example, you could make invulnerability and the searing radiance GEAS, MASS LESSER ragged traveler's gear look like a beautiful deals 6d6 points of damage. Undead, gown or a cleric's vestments. Superficial Enchantment (Compulsion) [Language- fungi, mold, oozes, and slimes in the area changes to your appearance include Dependent, Mind-Affecting] take 1d6 points of damage per caster level removing or adding beauty marks and Level: Brd 6, Sor/Wiz 7 (maximum 15d6). signs of aging, along with any coloration Range: Medium (100 ft. + 10 ft. /level) change that could be accomplished with Targets: One creature/level, no two of make-up (lips, cheeks, hair, and so on). GLOBE OF RADIANT which can be more than 30 ft. apart You are still recognizable as you and you Source: Dragon 312 (Thieves of Will – INVULNERABILITY, LESSER cannot use the spell to create a true Evil Enchanters) Abjuration [Light] disguise (although you could change the Level: Clr 5 appearance of your clothing to include a This spell functions like lesser geas Components: V, S, M hood or mask to conceal your features). except that it can affect more creatures. Casting Time: 1 standard action Once per hour as a standard action, you The same instructions apply to all targets. Range: 10 ft. can change your appearance according to All creatures affected must have 7 or Area: 1o-ft.-radius spherical emanation, the above guidelines, but doing so fewer Hit Dice and be able to understand centered on you reduces the duration by 1 hour for each you. If you choose a target with too many Duration: 1 round/level (D) change. Hit Dice, it is not affected, and you may Saving Throw: None or Reflex partial not choose another target in its place. (see text) GLIMPSE OF FEAR Spell Resistance: No or Yes (see text) Illusion (Phantasm) [Fear, Mind- Source: Dragon 350 (Core Beliefs – GEYSER Affecting] Wee Jas) Evocation [Water] Level: Brd 1, Clr 1, Sor/Wiz 1 Level: Drd 3, Sor/Wiz 2 Components: V, S This spell functions like lesser globe of Components: V, S Casting Time: 1 standard action invulnerability, except once per round as a Casting Time: 1 standard action Range: Close (25 ft. + 5 ft / 2 levels) free action you can cause the globe to Range: Close (25 ft. + 5 ft / 2 levels) Target: One living creature radiate light as if it were a candle, torch, Target: One ray Duration: 1 round/level; see text or daylight spell, or reduce it to its normal Duration: Instantaneous Saving Throw: Will negates faint shimmer. As a standard action you Saving Throw: Reflex Spell Resistance: Yes can cause the globe to explode in searing Spell Resistance: Yes Source: Dragon 333 (Spellcraft – radiance with a radius of 2o feet which Source: Dragon 334 (Spellcraft – Livre Visions of Fear) destroys the globe and ends the spell. All d’Aquatha) creatures within the area of searing

You plunge the subject directly into a radiance are blinded and take 3d6 points This spell creates a ray of water that waking nightmare, immersing it in a of damage. A creature to which sunlight blasts toward one target that you world of fear for a brief instant. The is harmful takes double damage. A designate. If you successfully hit with a change happens so fast that many successful Reflex save negates the 22

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions blindness and reduces the damage by can undo as many as three means of GUIDING STAR half: Spell resistance applies to the preventing egress. Thus, if a door is Divination searing radiance. locked, barred, and held, the spell can Level: Drd 1, Sor/Wiz 1 An Undead creature caught within the open it, but if there is another lock on the Components: V, S globe takes 1d6 points of damage per door, an additional casting is necessary. Casting Time: 1 standard action caster level (maximum 10d6), or half Range: Personal damage if a Reflex save is successful. The GROUNDSMOKE Target: You light generated by the spell deals damage Transmutation Duration: 1 minute/level to fungi, mold, oozes, and slimes just as if Level: Drd 0, Rng 1, Sor/Wiz 0 Dragon 340 (Spellcraft – The they were undead creatures. Source: Components: V, S Twilight Codex)

Casting Time: 1 standard action GREAT ELECTRIC BOLT Target: One fire no larger than 5 This spell calls an insubstantial mote of Evocation [Electricity, War] square feet. starlight, which descends from the sky Level: Sor/Wiz 4 Duration: 8 hours and orbits around your head. The guiding Components: V, S, M Saving Throw: None star sheds light equal to a candle and can Casting Time: 1 minute Spell Resistance: No be commanded to lead you toward any Range: Long (400 ft. + 40ft. /level) Source: Dragon 326 (Spellcraft – place you've previously visited. Once Effect: Bolt of electricity 100 ft. long Cantrips and Orisons of the Academy of ordered to find a location, the guiding star and either 10 ft. or 20 ft. wide Apprentices) stops orbiting and points like a compass Duration: Instantaneous in the direction of the location named. Saving Throw: Reflex half This spell prevents natural smoke from The star makes no adjustments for Spell Resistance: Yes rising into the air. The smoke instead barriers or obstructions, hovering inches Source: Dragon 309 (War Spells – rolls out from the fire and dissipates into from you in the direction of the location Unleash Arcane Armageddon the ground about six inches from its it seeks. The guiding star merely orbits As lightning bolt, except as noted. You source. your head if not commanded to proceed can create the bolt anywhere within the Lore: An apprentice wizard who to a location, if you have never been to range and in any orientation you desire; traveled with his adventuring master the desired location, or if the location it does not have to extend from you. created this spell as part of his lessons named is not on the same plane of Note: This spell requires the War Magic while traveling. Not only providing the existence. Study feat to acquire and cast. student with a unique educational Material Component: A handful of experience, the spell allowed the pair to HARMONIC VOID engraved copper and gold spheres worth enjoy the benefits of a fire without Abjuration at least 4,000 gp and a bit of animal fur. worrying about the smoke being spotted Level: Brd 5 by hostile creatures. Components: V, S

GREATER KNOCK Casting Time: 1 standard action

Transmutation Range: 60 ft.

Level: Sor/Wiz 4 Components: V Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft. /level) Targets: Doors, gates, boxes, chests, or other secured items, no two of which can be more than 20 ft. apart Duration: Instantaneous Saving Throw: None Spell Resistance: No Source: Dragon 316 (Spies Like Us – Stealth for Stumblers)

You open all stuck, barred, locked, held, or arcane locked doors or gates within the spell's area. Secret doors as well as locked boxes and chests and containers with trick openings also spring open. The spell loosens welds, shackles, and chains, provided they serve to hold closures shut. Greater knock dispels arcane lock immediately. In all cases, the door does not relock itself or become stuck again on its own. Greater knock also raises barred gates and similar impediments such as portcullises, but it does not affect A war wizard blasts his enemies away from him with a great electric bolt ropes and vines. Each casting of the spell 23

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Area: 60-ft.-radius-emanation, centered HIBYRNTIC’S CURSE Duration: 1 min. /level on you Conjuration and Evocation [Cold] Saving Throw: Will negates (harmless, Duration: Concentration, up to 1 Level: Divine 4 object) round/level Yes (harmless, Components: V, S Spell Resistance: Saving Throw: None object) Casting Time: 1 standard action Spell Resistance: No Source: Dragon 318 (Oriental Range: Medium (100 ft. + 10 ft. /level) Source: Dragon 335 (Spellcraft – Adventures – Eastern Flavor) Target: One creature Songsabers of Waterdeep) Duration: 1 round/level Honorable weapon makes a weapon Saving Throw: Fortitude partial You create a zone of murmuring, honorable, allowing it to bypass the Spell Resistance: No disrupting, arcane harmonies that makes damage reduction of certain Source: Dragon 345 (Spellcraft – it difficult to cast spells with verbal dishonorable creatures, primarily undead Artifact Spells – Magic of the Giants) components. Wizards, clerics, and other and a few non-oni residents of the spellcasters find that their spells' spoken Shadowlands. This spell has no effect on As you cast this spell, designate one words become warped, twisted, and a weapon that already has an alignment, creature within range. That creature is blurred, disrupting their efforts. A such as a Tainted sword. covered in a rime of deadly chilling ice creature that attempts to cast a spell with You can’t cast this spell on a natural for the duration. This ice has a number of verbal components in this area must weapon, such as an animal’s claw or bite. effects. First, it deals 4d6 points of cold make a Concentration check (DC 20 + damage each round that it persists. In your Charisma modifier + the spell's addition, the creature can take only a ICEFANE CORPSE level). On a failed check, the harmonic single move action or 1 standard action Necromancy [Cold] void ruins the spell's spoken component. each turn, but not both, and the creature Level: Sor/Wiz 3 The spell fails to function, although the moves at half speed. Each round, the Components: V, S, M caster expends a spell slot as normal. target gets to make a Fortitude save Casting Time: 1 standard action This spell has no effect on supernatural against this spell. If successful, the Range: Close (25 ft. + 5 ft./2 levels) abilities, magic items, and other magical damage is halved and the creature is not Area: One undead creature effects. It only affects spells with verbal slowed in any way. If the creature fails Duration: 1 round /level components. two such Fortitude saves in a row, it Saving Throw: Fortitude negates

becomes encased in ice, can take no (harmless) HEXTOR'S FIERY EYES further actions, and automatically fails all Spell Resistance: Yes (harmless) Enchantment (Compulsion) [Evil, future Fortitude saves to avoid this effect. Source: Dungeon 109 (Secrets of the Language-Dependent, Mind-Affecting] An encased creature can take no Soul Pillars) Level: Clr 5, Blackguard 4 actions, but those adjacent can attempt a Components: V, DF DC 25 Strength check to break the target You infuse the affected undead with a Targets: One creature each round free of the ice. Dealing 20 or more points powerful burst of necromantic cold. Duration: 1 round/level of damage in a single attack also frees the Affected undead gain the following Source: Dragon 356 (Core Beliefs – creature, but any damage in excess of 20 benefits: Hextor) points is applied to the target, who is • One of the undead creature's automatically hit and does not receive a natural attacks becomes infused This spell functions like command, save against the effect, although SR still with supernatural cold, and inflicts except you may affect one creature per applies. Fire damage deals 150% normal 1d6 additional points of cold round as a swift action and the activities damage to a creature encased in ice. Acid damage on a hit. continue beyond 1 round. At the start of deals one-quarter normal damage, while • Fire resistance 10 each commanded creature's turn after the electricity and sonic effects deal full first, it gets another Will save to attempt damage. Cold damage has no effect on a • Any time the undead suffers cold to break free from the spell. You do not creature encased in ice. Once free, the damage, it is instead healed for an have to give each creature the same target must begin making saves again. amount of hit points equal to the command (on the first round you can Note: This spell is an Artifact Spell and a damage it would have suffered. command a creature to approach, on the Dual School Spell. See the “Casting Any resistance to cold that the second round force a creature to fall Artifact Spells” entry and the “Dual Spell undead creature might have does prone, yet another to flee on the third Schools” entries in Appendix 2 for more not reduce the amount of healing round, and so on). information. that it receives when exposed to The duration of the effect of this spell cold damage. is limited by the overall spell duration, Material Component: A wight's HONORABLE WEAPON thumbnail. not when an individual was affected. For Transmutation (Lawful) example, the spell has a 9-round duration Level: Sha 2, Soh 2 and you affect a target on round 8, it only Components: V, S, DF ICY SPHERE obeys for 1 round, at which point the Evocation [Cold] Casting Time: 1 standard action spell ends and the compulsion no longer Level: Sor/Wiz 5 Range: Touch affects them. Components: V, S Target: Weapon touched or fifty When you cast this spell your face projectiles (all of which must be in Casting Time: 1 standard action distorts into a hideous gray visage with contact with each other at the time of Range: Close (25 ft. + 5 ft / 2 levels) bulging red-rimmed eyes. casting) 24

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Effect: 3-ft.-diameter sphere of ice that you or another willing creature within creature immediately returns to its home moves in a straight line from you to the range. The host must be a living creature plane. limit of the spell’s range. with an Intelligence and Wisdom of at Finally, the greatest advantage of Duration: Instantaneous least 6. If subject to detect magic, the host imbrue is its ability to essentially smuggle Saving Throw: Reflex negates emanates an aura of conjuration magic outsiders or elementals within a living Spell Resistance: Yes with a caster level equal to the bound host. As a standard action the host can Source: Dragon 317 (Dungeons & creature's HD. In addition, the host unleash the bound creature into Dragons Heroes – Magic, Monsters, and detects as being of the same alignment as an adjacent space (or closest open space if Mayhem) the bound creature (with an aura no adjacent spaces are available). Upon strength equal to the bound creature's being released, the bound creature This spell creates a ball of magic ice and HD) rather than of his own. follows the directions of the host for a frozen energy. The sphere darts away While fettered to its host, the bound number of rounds equal to the host's till from you in any direction indicated, in a creature cannot be found by any plus his Charisma modifier. After this straight line, to the limit of the spell's mundane or magical means, including period the creature returns to its home range. Any creature in a square crossed any form of magical scrying. It does not plane. by this line must make a Reflex saving age and cannot be affected by any There are side effects to hosting an throw to avoid the sphere; success damage, magic, or psionic abilities. If the elemental or outsider as the result of an indicated that the creature takes no host creature dies, it is released and imbrue. First, the bound creature sees and damage, but failure indicates the creature immediately returns to its home plane. In hears, making it impossible for the host takes 1d6 points of cold damage per addition, this allows bound creatures to to keep secrets from it for the duration of caster level (maximum 15d6) and pass through areas that might normally the spell. Further, the bound creature is becomes paralyzed for 1d4 rounds. prevent them from entering, such as able to speak to its host and weaken the through a magic circle (although, it cannot host’s ability to focus. The host takes a -4 be released into an area that is warded penalty on all Concentration checks, as IMBRUE against summoned creatures of its well as all Will saves against mind- Conjuration (Summoning) alignment). The host can dismiss the affecting spells for the duration of this Level: Sor/Wiz 9 bound creature back to its home plane at spell. V, S Components: any point prior to the end of the spell's Casting Time: 1 round duration. IMMOLATE THE WICKED Range: Close (25 ft. + 5 ft / 2 levels) Playing host to a bound creature has Evocation [Fire] Target: One elemental or outsider some advantages. First, the host has Level: Initiate of Pelor 4 caught in a planar binding access to all the bound creature's Components: V, S, DF Duration: 1 day/level (D) Intelligence-based skills. This does not Casting Time: 1 standard action Saving Throw: None allow the host to read the bound Range: Personal Spell Resistance: No creature's mind or discover secrets it Target: You Source: Dragon 336 (Spellcraft – The knows-he simply makes such skill checks Duration: 1 round/level Demonomicon of Iggwilv) using the bound creature's total bonus. None For example, a host with a nalfeshnee Saving Throw: This spell attempts the dangerous and bound to him could use the creature's Spell Resistance: Yes near unthinkable feat of binding a Intelligence-based skills (Knowledge Source: Dragon 342 (The Power of creature trapped within a planar binding [arcana] +23, Search +23, Spellcraft +25 Faith – Initiate Feats of the Core Deities) spell inside a mortal host. This spell only [+27 with scrolls]) instead of his own. functions if the target agrees to submit to The DM determines what Knowledge Pelor fills your turning checks with the spell as a service you compel it to skills creatures like a succubus (with holy power. While under the effects of perform (see lesser planar binding). The Knowledge [any one]) or glabrezu (with this spell, whenever you successfully target must be aware of this spell's effects Knowledge any two]) possess. turn an undead creature it bursts into and agree to its duration. Convincing a Second, if the host is subject to flames in addition to being turned. These creature to submit to imbrue is difficult at sufficient damage or an effect that kills flames deal 2d6 points of damage per best and has inherent dangers (see him (any magical or mundane damage three caster levels, to a maximum of below). You take a -4 penalty on the that would reduce the host to -10 hit 10d6. Half the damage is fire damage. but opposed Charisma check made to compel points or otherwise kill him outright), the other half results directly from divine the target to accept imbrue as its service. the host has a chance to allow the bound power and is therefore not subject to If you roll a 1 on the Charisma check to creature to absorb the fatal damage or being reduced by resistance to fire-based compel the target to accept this spell the effect. This requires the host to make a attacks, such as that granted by protection target breaks free of the binding and can DC 30 Will save. The host, however, from energy (fire), fire shield (chill shield), and similar magic. escape or attack you as normal. gains a bonus when making this save

Alternatively, if it so wishes, it may take equal to the total HD of the bound control of your body for a number of days creature. On a successful check, the fatal IMPLORE equal to its Hit Dice. At the end of this damage or effect acts as if it had targeted Conjuration (Calling) time it leaves your body and may return the bound creature, having no effect on Level: Sor/Wiz 9 home or stay on the current plane. the host and stabilizing him if he is Components: V, S, XP If the target creature fails the opposed dying. On a failed check the host takes Casting Time: 10 minutes Charisma check and thus agrees to the the damage or effect as normal. In either Range: Close (25 ft. + 5 ft / 2 levels) spell, it is bound to a host, being either case, the imbrue ends and the bound 25

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Target: One elemental or outsider with legendary bears and winged vipers), or INSATIABLE HUNGER even new species can also be options. You 22 HD or less Transmutation also gain the new form's type in place of Duration: Instantaneous Level: Hunger 6 Will negates your own. Saving Throw: Components: V, S, DF You gain the Strength, Dexterity, and Spell Resistance: No and yes; see text Casting Time: 1 round Dragon 336 (Spellcraft – The Constitution scores of the new form but Source: Range: Medium (1oo ft. + 10 ft. /level) Demonomicon of Iggwilv) retain your own Intelligence, Wisdom, Targets: One creature/level, no two of and Charisma scores. You also gain all the which can be more than 30 ft. apart Implore acts as greater planar binding new form's extraordinary special attacks Duration: Permanent except as noted above and as follows. Any (including a poisonous bite or sting, if Saving Throw: Fortitude negates spells or effects that affect planar binding applicable), but no its extraordinary Spell Resistance: Yes also work upon this spell. To cast implore, special qualities (such as blindsense, fast Source: Dragon 312 (The Ebon Maw – you must know the true name of the healing, or regeneration) or any of the Beware the Waking Hunger) creature targeted and that specific new form's supernatural or spell-like creature is summoned. The target abilities. Creatures affected by this spell begin creature takes a -4 penalty on all Will Upon changing, you regain hit points starving at a vastly accelerated rate, saves and Charisma checks made while as if you had rested for a night (though regardless of how much they eat. The trapped within the spell. If it is this healing does not restore temporary subjects suffer the effects of starvation on compelled to provide some service (see ability damage and provide other benefits an hourly, rather than daily, basis. That is, lesser planar binding), it makes no effort to or resting; and changing back does not after 3 hours, and every hour thereafter, subvert instructions it is given regarding heal the subject further). If slain, the the targets must make a Constitution that service. subject reverts to its original form, check (DC to, +1 for each previous check) Every time you call a specific target though it remains dead. or take 1d6 points of nonlethal damage. using implore the creature gains a Note: Some clergy of Set (such as Anyone who has taken nonlethal damage cumulative +1 bonus on future Will saves clerics who worship him under the guise from starvation is fatigued. So long as the to resist your summons. These bonuses of Varae or Sseth and know him only as a spell lasts, this damage cannot be fade if you do not summon the creature snake god) are unaware that this spell recovered by any means, natural or for a full year. allows the caste to assume any shape magical. XP Cost: 50 XP per Hit Die of the target other than various species of snakes. called. INESCAPABLE SWARM JAWS OF ADAMANTINE INCARNATION OF SET Illusion (Figment) Transmutation Level: Hunger 2 Transmutation Level: Brd 5, Sor/Wiz 4 Components: V, S Level: Clr 5 Components: V, S, M Casting Time: 1 standard action Components: V, S, DF Casting Time: 1 standard action Range: Touch Casting Time: 1 standard action Range: Close (25 ft. + 5 ft / 2 levels) Target: Creature touched Range: Personal Target: one creature/level, no two of Duration: 1 round/level Target: You which can be more than 30 feet apart Saving Throw: Will negates (harmless) Duration: 10 minutes/level (D) Duration: Concentration, up to 1 Spell Resistance: Yes (harmless) Saving Throw: None round/level

Spell Resistance: No Saving Throw: Will disbelief, then The subject's jaws gain increased Source: Dragon 313 (Faiths of Faerûn - Fortitude partial; see text strength, with nearly unbreakable teeth. Elder Serpents of Set – Servants of the Spell Resistance: Yes Further, the jaws unhinge and distend, Lord of Evil) Source: Dragon 333 (Spellcraft – allowing the subject to bite almost Visions of Fear) anything, albeit in a clumsy fashion The This spell functions like alter self and bite deals damage according to the enables you to assume the form of any This spell causes the targets to feel as creature's size, as shown on the table nonunique animal or vermin (size Tiny to though thousands of spiders, ants, below This spell is not intended for use Huge, inclusive) that is sacred to Set. locusts, and other insects were crawling in combat. Against a moving target, the Sacred creatures include normal, giant, over their flesh, exactly as if they were subject cannot bite with full force and and dire varieties of bears (black and caught in the heart of a swarm. applies only half of any Strength bonus brown), boars, crocodiles, donkeys, The targets first get a Will save to to damage. A subject of this spell who hippopotami, hyenas (treat dire hyenas as recognize the sensations as unreal. attempts to make a bite attack takes a -4 dire wolves), jackals (treat as dogs), saluki Targets that fail this save become shaken. penalty on attack rolls, due to the (treat as riding dogs with the Run feat In addition, those that become shaken awkward shape of the mouth. The subject instead of Alertness), snakes (constrictors due to this spell's effects must make an of this can bypass adamantine-based and vipers), and monstrous scorpions. additional Fortitude save. Targets that damage reduction with a successful bite The assumed form can't have more Hit fails this Fortitude save are overwhelmed attack, however. Dice than your caster level (or the by the inescapable barrage of grotesque Against inanimate objects, the subject subject's HD, whichever is lower), to a sensations, causing them to become adds its full Strength bonus (if any) to maximum of 15 HD at 15th level. With nauseated. bite damage and ignores hardness of 20 the DM's permission, other variations of Material Component: A handful of or less. these animal and vermin kinds (such as cobwebs wrapped between the fingers.

26

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Creature Size Bite Damage counteracting all the consequences of LASH OF THE KRAKEN Fine 1 advancing years that usually lead to Transmutation Diminutive 1d2 frailty and eventually death. While they Level: Drd 3, Sor/Wiz 3 Tiny 1d3 must still perform all the necessary Components: V, S Small 1d4 sustaining actions (eating, sleeping, Casting Time: 1 standard action Medium 1d6 breathing, and so on) normally Range: Personal Large 1d8 demanded of their type, they never suffer Target: You Huge 2d6 from any sort of physical deterioration or Duration: 1 minute/level Gargantuan 2d8 consequent reduction in Strength, Dragon 334 (Spellcraft – Livre Colossal 4d6 Dexterity, and Constitution. Lacking this Source: d’Aquatha) special insight into their own mortality,

and the incentive to find new, less taxing KISSED BY THE AGES This spell transforms one of your ways to deal with challenges they also Necromancy appendages into a lashing, barb-covered never gain any improvements to their Level: Sor/Wiz 9 tentacle like that of a kraken. This Intelligence, Wisdom, or Charisma due Components: V, S, F, XP rubbery appendage gives you reach and to advancing age. Casting Time: 1 hour deals damage as indicated on the Focus: Magic item with a market price Range: Touch following chart. As a primary attack, the of at least 4,000 gp. Target: Any living creature other then tentacle adds your Strength modifier to XP Cost: 5,000 XP. yourself damage. The tentacle can also be used as a

Duration: Instantaneous secondary natural attack in conjunction Saving Throw: Will negates (harmless) KORD’S GREETING with a manufactured weapon. Such Spell Resistance: Yes (harmless) Transmutation secondary attacks do not interfere with Source: Dragon 354 (Ancient PCs – Level: Initiate of Kord 2 your primary attack as attacking with an Playing Elders in D&D) Components: V, S, DF off-hand weapon would, but you take the Casting Time: 1 standard action usual -5 penalty for the tentacle attack You create a magical connection Range: Touch when used as a secondary natural attack. between a living creature and a small Target: One creature If you hit with this tentacle attack, you magic item like a ring, pendant, or Duration: 1 minute/level may attempt a grapple check against your similar trinket with a market price of at Saving Throw: Will negates (harmless) opponent without provoking an attack of least 4,000 gp. This forever eliminates Spell Resistance: Yes (harmless) opportunity. If you succeed at the any of the item's existing magical Source: Dragon 342 (The Power of grapple attempt, you immediately properties and causes it to radiate a Faith – Initiate Feats of the Core Deities) constrict the foe and deal automatic strong aura of necromancy. The recipient tentacle damage as if you had hit the of the spell may draw upon the strange, Kord grants his favor to those who target again. Each round you maintain a inanimate resilience of this object, recklessly put faith in their own strength. grapple you automatically deal tentacle gaining the endless special quality (see For the duration of this spell, the target damage to your foe. A constricted enemy below) so long as she wears it (which gains a +4 bonus on attack rolls while is grappled as normal and may escape by occupies an item slot on the body). If she charging, rather than the normal +2. In making a successful grapple check on its loses or otherwise removes this object, addition, the target only takes a -1 AC turn. however, she begins to age again at the penalty rather than the normal -2. A creature with a natural tentacle rate normal for her race and in addition attack may use its own tentacle damage suffers a -1 penalty upon all saving KORD’S POWER SURGE or that granted by the spell, whichever throws. Against death effects she instead is greater. It gains the ability to grab Transmutation suffers a -2 penalty. These penalties and constrict with all of its tentacle Level: Initiate of Kord 1 remain in effect until she once again attacks if it could not already. Components: V, S, DF carries the object on her person. The Casting Time: 1 standard action connection she enjoys with this object Size Damage Reach Range: Touch makes it all but impossible to destroy Fine 1 0 ft. Target: One creature while she lives, requiring the Diminutive 1 0 ft. Duration: 1 round/level intervention of a deity, contact with an Tiny 1d3 5 ft. Will negates (harmless) artifact, or similarly unusual Saving Throw: Small 1d4 5 ft. circumstances to smash it. Due to her Spell Resistance: Yes (harmless) Medium 1d6 10 ft. special connection with it, the recipient Source: Dragon 342 (The Power of Large 1d8 15 ft. of the spell always knows the Faith – Initiate Feats of the Core Deities) Huge 2d6 20 ft. approximate location of her object so Gargantuan 2d8 40 ft. long as both are on the same plane. Kord temporarily infuses the target Colossal 4d6 60 ft. with great strength. The target receives Endless (Ex): A creature with this special quality ceases to age once it an enhancement bonus to its Strength score equal to twice your caster level, LIFE SPRING achieves a certain point in its life cycle, Conjuration (Healing) most often sometime after reaching maximum +10, that applies only when making skill and ability checks. After the Level: Divine 6 adulthood but prior to its equivalent of Components: V, S, DF middle age. These creatures exist in a spell expires, the target is fatigued for Casting Time: 1 standard action special kind of physiological stasis, 1d4 minutes. Range: Touch 27

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Target: Dead creature touched magical healing for the duration of the spell, choose a specific spell level of 4th Duration: Instantaneous spell. level or lower, weapon proficiency, or Saving Throw: None; see text This spell is immune to the effects of two skills. Any creature you successfully Spell Resistance: Yes (harmless) dispel magic but can be ended with a touch with a melee touch attack has some Source: Dragon 345 (Spellcraft – remove curse, remove disease, or diminish aspect of that trait lobotomized. Artifact Spells – Magic of the Giants) plants spell. If you choose to lobotomize a spell level Note: See the “Dual School Spells” entry the target loses all spell slots or prepared You restore life to a dead creature, in Appendix 2 for more information on spells of that level. For example, if a healing it completely. You can raise a the dual-school property of this spell. sorcerer with four 3rd-level spell slots creature that has been dead for no longer has his 3rd-level spells lobotomized, he than 1 hour per caster level. In addition, LIGHTEN LOAD loses access to all four slots for the duration of this spell, while a wizard in the subject's soul must be free and Transmutation the same case would be unable to cast any willing to return. If the subject's soul is Level: Clr 2, Army 2 prepared 3rd-level spells. At the end of not willing to return, the spell does not Components: V, S, DF this spell any lobotomized spells or spell work; a subject that wants to return Casting Time: 1 standard action receives no saving throw. slots return. Range: Touch A creature restored to life by this spell If you choose a target’s proficiency with Target: Creature touched does not lose a level, but is stunned for weapons to be lobotomized, the target is Duration: 1 hour/level 1d6 rounds. This spell also heals the treated as being nonproficient with all Saving Throw: Will negates (harmless) creature of all hit point and ability weapons, taking a –4 penalty on attack Spell Resistance: Yes (Harmless) damage. Normal poison and normal rolls it makes with any weapon. A target Dragon Magazine: #317 (Faiths of disease are cured in the process of raising does not lose its proficiency with natural Faerûn – Battleguard of Tempus – the subject, but magical diseases and weapons. Soldier-Saints of the Lord of Battle) curses are not undone. While the spell If you choose to lobotomize skills, pick closes mortal wounds and repairs lethal two skills. For the duration of this spell You are capable of carrying a greater damage of most kinds, the body of the the target is treated as if he had 0 ranks in load than your Strength might allow. creature must be whole. Otherwise, these two skills. If a lobotomized skill can While affected by this spell, your missing parts are still missing when the be used untrained, the target can still carrying capacity (as per Table 9-1 on creature is brought back to life. None of make a skill check and add the bonus page 162 of the PLAYERS HANDBOOK) is the dead creature's equipment or from his relevant ability score. If a improved as if you had gained 1 point of possessions are affected in any way by lobotomized skill cannot be used Strength per caster level, to a maximum this spell. untrained, the target cannot make use of of +10. This virtual Strength is only This spell can restore a creature who that skill. useful for calculating carrying capacities has been turned into an undead creature Lobotomize in no way informs you of and determining the effects of carrying or killed by a death effect. The spell what spells, feats, or skills a target loads (as per table 9-2 on page 162 of the cannot bring back a creature that has possesses. If you attempt to lobotomize a PLAYERS HANDBOOK). The Strength died of old age. spell level the target does not possess, the bestowed by this spell offers no benefit to Note: This spell is an Artifact Spell. See spell has no effect. This spell has only combat rolls, skill checks, or other the “Casting Artifact Spells” entry in partial effect if you try to lobotomize a skill activities moving a grappled creature; the Appendix 2 for more information. the target does not possess, affecting only bonus should not be interpreted as a skills it actually has. bonus to any other situation except to This spell does not affect creatures LIFEROT those noted above. Thus, if a 6th level without minds, such as many constructs, Conjuration/Necromancy [Evil] cleric were to cast this spell upon a oozes, plants, numerous undead, or Level: Clr 3, Sor/Wiz 4 character with a 12 Strength, the target's similar creatures. V, S Components: Strength score remains the same, yet his Material Component: A small metal Casting Time: 1 standard action maximum heavy load increases to 300 lbs hammer and an iron spike. Range: Medium (100 ft. + 10 ft. /level) as if he had a Strength of 18. Target: One creature Duration: 1 minute/level LORESONG LOBOTOMIZE Divination Saving Throw: Will partial Transmutation Level: Brd 1, Sor/Wiz 1 Spell Resistance: Yes Sor/Wiz 5 Level: Components: V, S Source: Dragon 347 (Spellcraft – V, S, M Components: Casting Time: 1 minute Scripture of Elemental Evil) 1 standard action Casting Time: Range: Personal Range: Touch The target of this spell begins to sprout Target: You Target: Creature touched fungal growths across its body, Duration: 1 round/level Duration: 1 minute/level particularly around wounds or injuries. Source: Dragon 335 (Spellcraft – Saving Throw: Will negates For the duration of the spell, the target Songsabers of Waterdeep) Spell Resistance: Yes cannot be healed by any magical means, Source: Dragon 339 (Spellcraft – as every wound is filled with life-leaching You gain temporary mastery in a skill, Heinfroth’s Manual of Methods) fungi. A successful Will save allows the even one that you have never studied target to receive half the benefits of before. When you complete this spell, You cause a creature to forget how to select a single skill (other than Speak use a specific ability. Upon casting this 28

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Language). You gain a +4 competence month as determined by the DM). The become chaotic evil, lawful neutral bonus on all checks with it, with an target behaves accordingly for that entire characters become chaotic neutral, and so additional +1 bonus for every 2 caster night whether he can see the moon or on). Neutral creatures roll randomly to levels, and you may use it untrained. not. determine their new alignments. Upon casting this spell, you must Suicidal: Once an hour the target must LOVER’S CALL designate a task that will end the spell. make a Will save. If he fails, he attempts Conjuration (Calling) [Evil] The task cannot force the victim to to kill himself in the quickest way commit suicide, although it might be possible. The subject takes no other Spellcraft DC: 74 extremely dangerous for the victim. action on his turn except to harm Components: XP Upon being affected, the victim himself. If armed, the target attacks Casting Time: 1 standard action immediately knows how to lift the curse. himself as a full-round action. Such an Range: 75 ft. Only the completion of this task or a attack automatically succeeds and deals Target: One aspect of Graz’zt break enchantment, miracle, or wish spell damage as a critical hit. If unarmed, the Duration: 1 hour (D) can end the spell's effect. target moves to harm himself by Saving Throw: Will negates provoking attacks of opportunity from Spell Resistance: Yes Random Lunacy Behaviors enemies, leaping off cliffs, throwing To Develop: 648,000 gp; 13 days; d% Behavior himself into fires, and so on. 25,920 XP. Seed: Summon (DC 14). 01-5 Act normally Material Component: Three drops of Factors: summon CR 22 creature (+40 6-15 Delusion blood from a natural lycanthrope. DC), 1-action casting time (+20 DC), no 16-25 Fixation verbal component (+2 DC), no somatic 26-35 Flee MAILED MIGHT component (+2 DC), increase saving 36-50 Schizophrenia Transmutation throw DC by +8 (+16 DC). Mitigating 51-65 Catatonia Level: Sor/Wiz 8 factors: burn 3,000 XP (-30 DC). 66-75 Rage Components: V, S, F Source: Dungeon 149 (Savage Tide – 76-85 Murderous Casting Time: 1 standard action Enemies of my Enemy) 86-95 Suicidal Range: Touch 96-100 Blackout Target: Touched armor pieces This spell allows [the caster] to reach Duration: 1 round/level out across the planes and extract a Blackout: The DM takes control of the portion of Graz’zt’s demonic essence, spell's victim for the duration of the Saving Throw: None forcing an aspect of the Dark Prince to night. Spell Resistance: No appear before her to follow her orders. Catatonia; The target passes out and Source: Dragon 344 (A Dark and This is a CR 22 aspect with statistics cannot be awakened by any means. Stormy Knight – Another Evening With identical to those given on page 65 of the Wizards Three) Delusion: The target spends the entire FIENDISH CODEX I. [The caster] must beat night talking to inanimate objects, the aspect’s SR of 33 in order to cast this refusing to move, finding new objects to This spell animates up to two pieces of spell and the aspect can resist being talk to if forcibly moved. Nothing short metal armor into up to two variant summoned if it makes a DC 40 will save of magic or physical helmed horrors that fight for you (or (normally only possible with a natural force can compel the target to stop fetch, carry, open doors, or perform any 20). talking. other simple action you command). XP Cost: 3,000 XP. These constructs explode into a spray of Fixation: The target moves to a metal shards when destroyed, See page random location within sight and refuses 175 OF LOST EMPIRES OF FAERÛN for LUNACY to move from that spot, attempting to helmed horror stats. If you lack that Enchantment (Compulsion) [Mind- return there if forcibly moved. source, you can use shield guardians Affecting] Flee: The target moves in a random instead. Level: Drd 6, Sor/Wiz 6 direction at top speed, moving for the The helmed horrors created by this Components: V, S, M entire night. spell silently follow your will. If you Casting Time: 1 standard action Murderous: The target attacks the don't direct them to do anything, they Range: Medium (100 ft. + 10 ft. /level) nearest creature. If no creatures are stand idle. Once given a task, they pursue Target: One living creature present, the target seeks out others to it until completed, even if you turn your Duration: Instantaneous attack. Nothing short of killing or attention to other matters. Saving Throw: Will negates incapacitating the target can prevent him Unlike most helmed horrors, the ones from attacking other creatures. Spell Resistance: Yes you create with this spell have no Rage: The target begins to randomly Source: Dragon 340 (Spellcraft – The crossbows and make no missile attacks. If destroying all unattended objects within Twilight Codex) destroyed they explode, with effects sight. Once everything is destroyed, the equal to a shard storm spell (see page 187 You curse the target with a form of target moves on, searching for more to of THE SPELL COMPENDIUM: 20-ft.-radius destroy. The target spends no more than madness tied to a moon. On the night of burst, 3d6 force damage to all creatures, 1 minute trying to destroy a specific a full moon, a target affected by this spell Reflex half, spell resistance yes, lasts for object before moving onto another is unable to independently determine only 1 round). Note that the damage is object. what to do in a manner similar to the force damage. No metal shrapnel Schizophrenia: The target's alignment confusion spell. Roll once on the following survives. chart each time the target is affected by changes to the opposite of what it the full moon (a time occurring once a normally is (lawful good characters 29

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

When the spell expires, these Arcane Focus: An object owned by the constructs abruptly fade away and the creature or a piece of the creature to be You call upon the venomous might of pieces of armor that made them fall to tracked, such as a tuft of hair or a Merrshaulk to bless and enhance a the ground. fingernail. number of living snakes. This spell only Focus: Two pieces of nonmagical metal affects creatures with the animal type. armor previously worn in a battle. The MEERSALM SKIN Yuan-ti and other snakelike creatures are pieces' condition does not matter (they Abjuration not valid targets. can be damaged), but all of their metal Snakes affected by this spell gain a Level: Clr 6 must be present. 'They need not be from number of bonuses. Snakes with a poison Components: V, S, M the same suit of armor. The pieces cannot special attack receive a +2 morale bonus Source: Dragon 354 (Core Beliefs – be worn by you or any other creature to their poisons DC. Snakes with the Heironeous) while the spell is cast. constrict special attack gain a +2 morale

bonus on all grapple checks. In addition, This spell functions like stoneskin all snakes targeted by this spell gain a +1 MARK OF JUSTICE, LESSER except if the spell absorbs all the damage morale bonus on attack rolls, saves, and Necromancy dealt by a weapon, the weapon must skill checks. Level: Initiate of Heironeous 2 make a Fortitude saving throw or take Focus: A live snake. See the “Serpentine Source: Dragon 342 (The Power of 3d6 points of damage. Foci” entry in Appendix 2 for more Faith – Initiate Feats of the Core Deities) The target's skin takes on a metallic information about this focus. copper coloration for the duration of the

This spell is identical to mark of justice spell. except as indicated here. Choose one of Material Component: A vial of meersalm MINDWORMS the following three effects: worth 25o gp. Conjuration [Evil] Level: Kyuss 4 • -3 decrease to an ability score MEMORY JAR Components: V, s, F (minimum 1). Transmutation Casting Time: 1 standard action Range: Close (25 ft. + 5 ft / 2 levels) • -2 penalty on attack rolls, Level: Initiate of Boccob 1 One living creature saves, ability checks, and skill Components: V, S, DF Target: Duration: Instantaneous checks. Casting Time: 1 standard action Will partial • Each round, the target has a Range: Touch Saving Throw: Spell Resistance: Yes 25% chance to take no action; Target: One creature Dragon 343 (Spellcraft – otherwise, it acts normally. Duration: 1 minute/level Source: Worm Bound – The Secrets of Kyuss) Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless) MARKED MAN This spell causes incorporeal green Source: Dragon 342 (The Power of Divination worms to fly through the target creature. Faith – Initiate Feats of the Core Deities) Level: Asn 2, Rgr 1, Sor/Wiz 2 The affected creature takes 1d6 points of

Components: V, S, F Wisdom damage and loses three spell This spell allows the target to recall bits Casting Time: 1 minute levels worth of spells. The spell levels can and pieces of knowledge she might Range: Personal be in any form or combination of otherwise forget. She receives a +1 Target: You prepared spells or remaining spell slots competence bonus per two caster levels Duration: 1 day/level (for spontaneous casters) of the target's (maximum +5) on all knowledge-related Source: Dragon 325 (Spellcraft – choice. This spell-draining effect has no checks made for the duration of the spell. Myths of the Shadow) effect on spell-like abilities. The spells This includes Knowledge skill checks, drained can be either arcane or divine bardic knowledge, and similar abilities. Upon casting this spell, you become spells, depending on what kind of spells In addition, the target may reroll one attuned to the specific creature that owns the target has access to. If the target casts Knowledge skill check that it has failed the spell's focus item. (A creature is both arcane and divine spells, the target within the last minute. considered to own an item if it was the can choose any combination of arcane last creature to carry the item on its and divine spells that it currently has person for 1 day or more. You do not MERRSHAULK'S KISS prepared (or spell slots that it still has count when considering what creature Enchantment available) to meet the three-level was last to carry an item.) This Level: Clr 4, Drd 3 requirement. This spell has no effect on attunement grants you a +10 bonus on Components: V, S, F cantrips or orisons (0-level spells) and Search and Survival checks made to track Casting Time: 1 standard action only affects spells of 1st level or higher. the items owner or find evidence of his Range: Touch The target halves the Wisdom damage passage. This spell does not give you Target: Up to one snake per two levels, and negates the spell-draining effect with insight into who or what the creature he no two of which can be more than 30 ft. a successful Will saving throw. is attuned to is or where that creature apart If the target does not have the ability to ultimately might be. Also, the spell does Duration: 1 minute/level cast spells or has no remaining spells or not provide a trail that is not already Saving Throw: Will negates (harmless) spell slots of3rd level or lower, the spell- there nor does it provide you with the Spell Resistance: Yes (Harmless) draining effect of the spell has no effect. benefits of the Track feat. Source: Dragon 330 (Spellcraft – Whenever you successfully drain three Volume Veneficus) spells from a target with this spell, you 30

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Components: V, S, F spellbook, or weapon) by grinding the Casting Time: 10 minutes gem to dust and sprinkling it over the Range: Close (25 ft. + 5 ft / 2 new object. This requires a Spellcraft levels) check with a DC equal to 15 + the bound Target: One willing creature's HD. On a failed check the elemental or outsider creature is instead released and may caught in a planar binding return to its home plane or attack you. Duration: Permanent; This function is often used to bind see text outsiders to serve as guardians of valuable Saving Throw: None items. These items are not destroyed as a Spell Resistance: No gem is when the creature bound within is Source: Dragon 336 freed and completes its task. (Spellcraft – The Convincing a creature to submit to a Demonomicon of Iggwilv) minimus containment is incredibly difficult. The length of time that a Minimus containment can creature is contained and the conditions only be cast on a creature of its release determine the Charisma already trapped in a planar penalty you take when you try to compel The mindworm spell conjures incorporeal green worms for binding spell, and only if it to serve you. The following tables a Wormbound of Kyuss. that creature agrees to outline the Charisma penalties for a gain spell energy that can power your submit to the spell as a service you variety of variables. spells. Draining less than three spells compel it to perform (see lesser planar grants you no benefit. You can use this binding). The target must be aware of and Cha spell energy in any of three ways: have agreed to the exact terms set by the Example Conditions Penalty minimus containment when it consents to Released when any -2 • Recall one prepared spell of 3rd the spell, and these conditions cannot be creature touches the gem level or lower. The recalled spell changed. Released when taken to a -4 must have been previously cast Minimus containment binds the spirit new city during the same day, and you must and material body of the target elemental Released when the gem's -6 meet any other requirements for or outsider into a gem (the focus), in a owner falls unconscious being able to cast the spell. manner similar to a trap the soul spell. The Released when anyone -8 • Gain an additional spell slot of 3rd gem then detects as a magic item attempts to perform a level or lower. Spontaneous (exhibiting conjuration magic with a major ceremony within a spellcasters can use the spell caster level equal to the target's chamber the gem is in energy to give themselves one HD), but there is no way to identify the Released when someone -10 additional use of a 3rd level or magic property of the gem (not even who has stolen the gem is lower spell known. identify or analyze dweomer reveals the alone Released when an elf -12 • Spontaneously apply metamagic presence of the trapped creature). The touches the gem and effects to a spell. You can use the bound creature remains within the gem speaks the name spell energy to spontaneously for a certain period of time or until a "Tsojcanth" apply the effects of one metamagic specified condition is met (set by you and Cha feat that you possess to a spell as known to the target before submitting to Time Until Release Penalty you cast it. Applying this one the spell). The condition must be one the 24 hours or less +2 metamagic feat totally consumes target creature would recognize if it was 1-6 days 0 the spell energy. physically present. For example, a bound 1-10 weeks -2 creature could be released if its gem is 1 year or less -4 Regardless of how the spell energy is stolen, as it would know a theft if it saw 10 years or less -8 used, it is available only one time. The one, but couldn't be released when the More than 10 years (no -12 energy is completely gone once used, and first brave man touched the gem, since maximum time) if not used within 1 hour it fades bravery is not so easily defined or

harmlessly away. detected. Once the condition is met, the The difficulty of the task a creature Note: This spell requires that the caster target creature is released and must must perform once released does not possess either the Wormbound perform a single predetermined task. At influence the Charisma penalty except in Spellcaster feat (see the “Wormbound” the end of this task, the gem turns to cases of incredibly difficult or lengthy entry in Appendix 2) or the wormspawn worthless dust and the creature is feats (such as destroying an artifact or subtype (see the article in Dragon immediately sent to its home plane. If tasks that would take multiple years to Magazine #343). the described conditions do not occur perform). A bound creature will never Focus: A Kyuss worm hosted within within the agreed upon timeframe, the agree to perform a task that is impossible your body. creature is automatically set free (leaving for it to succeed at (such as killing a deity the gem undamaged) and returns to its home plane. or dousing the sun). MINIMUS CONTAINMENT The target creature's material body and Ultimately, the DM determines the Conjuration (Summoning) spirit can be transferred into another total Charisma check penalty using the Level: Sor/Wiz 8 nonliving object (such as a gold piece, totals gained from the relevant charts as a 31

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions guideline. If you roll a 1 on the Charisma to the moon (determined by the DM), the check to compel the elemental or By casting modulate on the target wand, caster can create a moonbridge from any outsider to accept this spell, the target followed by a second spell, you location within range. A moonbridge is breaks free of its binding and can escape temporarily alter the wand to cast a always 5 feet wide and must be at least 20 or attack you as normal. Alternatively, if different spell. After casting this spell, feet long, although you can extend it to a it so wishes, it may trap your soul within the next spell you cast upon the target length of up to 10 feet per caster level. the gem used as the focus of this spell wand infuses the remaining charges, This bridge can run in any horizontal and possess your body for a number of allowing the wand to discharge that spell direction or be angled in a gentle slope days equal to its Hit Dive as per the spell instead of the one it was created to cast. equal to 1/4th of the bridges length magic jar. At the end of this time the The spell cast after modulate must be one (rounded down to the nearest 5 foot creature leaves your body and may return or more levels lower than the spell the increment), as long as the entire length home or stay on the current plane. wand normally casts. While under the of the moonbridge is bathed in Regardless of its decision, you remain effect of modulate, spells cast from the moonlight without interruption. For trapped within the gem, your body target wand are cast at the minimum example, an 11th-level cleric can create a unaffected by raise dead, resurrection, or caster level. Each use of a modulated wand moonbridge with a maximum length of similar spells. Only magic jar, miracle, or expends two charges from the wand. If 110 feet and could angle it to be 25 feet wish can restore you from the gem back there are insufficient charges in the wand lower or higher at one of its ends. to your original body. If the gem is to invoke the new spell, the wand cannot Material Component: A vial of pure water destroyed while your soul is trapped be activated. bathed in the light of the full moon for at within you die but can then be raised or For example, while trapped in the dark least 6 hours. resurrected as normal. a 5th-level wizard wishes to cast a Focus: A gem worth at least 100 gp per number of light spells (a 0-level spell) MOON'S CHANGE HD of the target creature. from his wand of magic missile (a 1st-level Transmutation spell), which happens to have a caster Level: Drd 3, Sor/Wiz 3 level of 3rd. The wizard casts modulate MIRE Components: V, S, M and in the following round attaches a Transmutation [War] Casting Time: 1 standard action prepared light spell. The wand can now Level: Drd 6, Sor/Wiz 6 Range: Touch cast light as a 1st-level caster (the Components: V, S, M, DF Target: Creature touched minimum caster level), but expends two Casting Time: 10 minutes Duration: 1 round/level charges per casting. The wizard may now Range: Long (400 ft. + 40ft. /level) Will negates use the wand to cast light instead of magic Saving Throw: Area: Surface rock in a 60-ft.-radius missile for 5 minutes, at which time it Spell Resistance: No spread, 10 ft. high reverts back to a normal wand of magic Source: Dragon 340 (Eye of the Night Duration: Permanent (see text of missile. – The Moon and It’s Role In D&D) transmute rock to mud in the PLAYER’S HANDBOOK) This spell imbues a single target with Saving Throw: see text of transmute MOONBRIDGE enhancement bonuses to Strength, rock to mud in the PLAYER’S HANDBOOK Transmutation [Good, Light] Dexterity, and Constitution. These Spell Resistance: No Level: Clr 3, Drd 3 bonuses build up, peak, and then ebb off Source: Dragon 309 (War Spells – Components: V, S over the course of several rounds. Unleash Arcane Armageddon) Casting Time: 1 standard action On the spell's first round, the subject Range: Close (25 ft. + 5 ft / 2 levels) gains a +2 enhancement bonus to As transmute rock to mud, except as Effect: Bridge, 5 ft. wide and up to 10 Strength, Dexterity, and Constitution. noted. ft. /level long On the spell's second round, the subject Note: This spell requires the War Magic Duration: 1 round/level (D) gains a +4 enhancement bonus to Study feat to acquire and cast. See the Saving Throw: None Strength, Dexterity, and Constitution. Appendix 2 for more information. Spell Resistance: No On subsequent rounds, the subject gains Material Component: Brown, gray, and Source: Dragon 340 (Spellcraft – The a +6 enhancement bonus to Strength, black gems worth a total of 7,000 gp, all Twilight Codex) Dexterity, and Constitution, until the last of which must be dissolved in acid. two rounds of the spell's duration. On the This spell transforms a shaft of second to last round, the subject gains a MODULATE moonlight, whether naturally occurring +4 bonus to Strength, Dexterity, and or magically created (such as by the spell Constitution. On the last round, the Transmutation motes of moonlight), into a translucent subject gains a +2, bonus to Strength, Level: Sor/Wiz 3 bridge capable of supporting you and Dexterity, and Constitution. Components: V, S creatures of good alignment. Creatures of Material Component: One drop of the Casting Time: 1 round neutral alignment can also walk upon a blood of a monster with the Range: Touch moonbridge as long as they stay in direct shapechanger subtype. Target: 1 wand touched contact with you (losing contact with you Duration: 1 minute/level (D) causes them to fall). Evil creatures find MORNING MISTS Saving Throw: Yes (harmless, object) moonbridges as insubstantial as moonlight. Conjuration (Creation) [War] Spell Resistance: Yes (harmless, In areas bathed in moonlight with no Level: Clr 2, Drd 2, Sor/Wiz 2 object) distinctive shafts of light, such as in a Components: V, S, M Source: Dragon 338 (Spellcraft – The moonlit field or other open area exposed Silver Hexameric Folio) Casting Time: 1 minute 32

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Range: Long (400 ft. + 40ft. /level) black, viscous poison. These nails act as Saving Throw: Fortitude partial Area: 100-ft.-radius cloud 20 ft. high natural weapons that deal 1d6 points of Spell Resistance: Yes Duration: 1 minute/level damage and have a threat range of 19-20. Source: Dungeon 109 (Secrets of the Saving Throw: None You are considered armed while this Soul Pillars) Spell Resistance: No spell is in effect. If you are Small, your Source: Dragon 309 (War Spells – nails deal 1d4 points of damage. If you A chill black mist seeps from the Unleash Arcane Armageddon) are Large, they deal 1d8 points of damage. ground. The mist carries with it an Add your Strength modifier to your unwholesome chill. It slows and freezes As obscuring mist, except as noted. You attacks with these nails. Attacks with living creatures caught in its grasp, while may center the cloud anywhere within your transformed hands do not hinder at the same time healing undead. range. The cloud may be stationary or your manual dexterity or spellcasting, Living creatures in the cloud suffer 2d6 move away from you at a rate of 10 feet although the nails do replace any slam or points of cold damage per round on your per round, but you must make this choice claw attack you might possess for the turn (no save). Upon entering the cloud at the time of casting. duration of the spell. or at the beginning of each round spent Note: This spell requires the War Magic In addition, any creature that takes within the cloud, a living creature must Study feat to acquire and cast. See the damage from your nails risks being make a Fortitude saving throw or become Appendix 2 for more information. poisoned. Injury: Fortitude resists: initial slowed. Material Component: Bloodstones worth and secondary damage 1d4 Dexterity. Undead within the cloud heal 5 hit a total of 100 gp. points of damage per round. NECROSURGERY The mist obscures all sight, including MOTES OF MOONLIGHT Necromancy [Death] darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks Evocation [Light] Level: Sor/Wiz 0 have a 2o% miss chance). Creatures Level: Clr 1, Drd 1 Components: V, S, M farther away have total concealment (5o% Components: V, S Casting Time: 1 standard action miss chance, and the attacker can’t use Casting Time: 1 standard action Range: Touch sight to locate the target). Close (25 ft. + 5 ft / 2 levels) Target: Creature touched Range: Material Component: A small piece of a Duration: Instantaneous Effect: Beam of light tombstone dedicated to a creature that Saving Throw: Fortitude negates Duration: 1 hour/level (D) became undead after being buried for at Spell Resistance: Yes Saving Throw: None least 1 month. Source: Dragon 326 (Spellcraft – Spell Resistance: No Source: Dragon 340 (Spellcraft – The Cantrips and Orisons of the Academy of Twilight Codex) Apprentices) NERULL'S SCYTHE Conjuration (Creation) This spell creates a beam of silvery light This spell helps contain disease in a Level: Initiate of Nerull 3 in any direction you point. The beam subject by killing off infected flesh. The Components: V, S, DF extends from your position to a point spell grants the subject a +2 bonus on his Casting Time: 1 round within range that you have line of sight next saving throw to resist any disease Range: 0 ft. to. The light illuminates a 5-foot-wide he's already contracted. Effect: One scythe line with bright illumination, while the This spell has no effect on an Duration: 1 minute/level (see text) area within 5 feet of the beam is uninfected subject, nonliving creature, or Saving Throw: None considered to be in shadowy creature immune to the disease it carries. Spell Resistance: No illumination. Lore: Like most necromancers, the Source: Dragon 342 (The Power of Once cast, the beam hangs in place for wizard Titus found himself constantly Faith – Initiate Feats of the Core Deities) the duration of the spell, even if you surrounded by festering zombies and foul move. You can dismiss the light at any materials. Fearing the diseases that come You call forth a lesser aspect of Nerull's time but cannot move it once cast. with prolonged exposure to filth, Titus chosen weapon, "Lifecutter." This +1 keen developed this spell as a meager defense. scythe appears in your hands or at your NAILS OF LUTHIC During a dire plague in one city, the local feet (your choice). Nerull's Scythe only ruler commanded this spell carved upon functions at its full potential for a Transmutation stones in the city square to allow any follower of Nerull. If a non-believer picks Level: Clr 5 mage capable to learn it. up the weapon, it is treated merely as a Components: V, S Material Components: A sharp razor or normal scythe. Casting Time: 1 standard action blade. Range: Personal Target: You NOSY NEIGHBOR Duration: 1 minute/level NECROTIC MIST Transmutation Source: Dragon 342 (Spellcraft – Alien Necromancy [Cold] Level: Sor/Wiz 0 Blessings – Spells of Monstrous Deities) Level: Sor/Wiz 6 Components: V, S, M Components: V, S, M Casting Time: 1 standard action The nails on your hands grow long, Casting Time: 1 standard action Range: Personal extremely tough, and turn a deep purple, Range: Close (25 ft. + 5 ft./2 levels) Target: You similar to those of the goddess, Effect: Fog spreads in 2o-ft. radius, 20 Duration: 1 minute Luthic. Your nails also exude a thick, ft. high Duration: 1 round/level 33

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Source: Dragon 326 (Spellcraft – (either singing or music) just like an Duration: 1 hour/level or until Cantrips and Orisons of the Academy of actual bard spell. If the bard spell has a discharged Apprentices) material component or XP cost, you must Saving Throw: Will negates (see pay that cost when you cast that spell. below) This spell improves your sense of Normally you can only prepare Spell Resistance: Yes (See below) hearing for its duration, giving you a +2 common bard spells (those Source: Dragon 343 (Spellcraft – bonus on Listen skill checks. listed in the PLAYER'S HANDBOOK) with Worm Bound – The Secrets of Kyuss) Lore: Sertis was a nosy child and his this spell. You may prepare more exotic apprenticeship made him no less so. bard spells (such as unique spells or This spell infuses your own perceptions Sertis used this spell to spy upon his spells from other books) if you have a with a shard of Kyuss' power, granting fellow apprentices, allowing him to scroll of the spell or a bard on hand who you a sixth sense. Once during the spell's discover – quite by accident – and knows the spell. Preparing the spell from duration, you may choose to use its prevent a plot to kill his master. During a scroll reference destroys the scroll, but effect. This spell grants you a +6 insight his long career Sertis developed dozens preparing with the help of a bard does bonus on any single attack roll, opposed of spells to intrude upon others but none not expend any of the bard's spell slots. ability or skill check, or saving throw. held as much of a place in his heart as Alternately, you can apply the insight this one. Upon his death Sertis’s house OLIDAMMARA'S CARAPACE bonus to your AC against a single attack burnt to the ground, supposedly in an act Conjuration (Creation) (even if flat-footed). Activating the effect of arson committed by rivals terrified of Level: Clr 5 (Olidammara) is an immediate action. You must chose what secrets he might have kept. Components: V, S to use the path of worms bonus either However, this spell survived in the Casting Time: 1 standard action before you make the roll it is to modify spellbooks of Sertis’s apprentices. or, when increasing your AC, before a Range: Personal Material Components: A small cup. roll is made to attack you. Effect: 5-foot-radius protective Editor’s Note: The spell description When the spell is used, living creatures carapace states this spell give a +1 on Listen within 20 feet of you are exposed to a Duration: Instantaneous and 1 round checks, but the spell summary says +2. glimpse of the writhing madness (see text) Normally, the description outweighs the prophesied in the . For the Saving Throw: None summary but similar spells from this merest second, they see within their Spell Resistance: No article give a +2 bonus. I feel that the minds the desolation and ever-increasing Source: Dragon 342 (Core Beliefs: description is in error. However, the terror of what the world will one day Olidammara) other spells (fleeting fame and seeker’s become. These visions are so chant) do come with negatives and nosy overpowering that all who experience This spell functions like wall of stone, neighbor does not. I suggest asking your them must make a Will saving throw or except it always forms a 5-foot-radius DM for a ruling before incorporating this be stunned for 1 round. This discharge immobile hemispherical shell around spell into your game. effect is a mind-acting effect, and spell you that fuses with the floor. The shell is resistance applies. a nine-segmented carapace of some Note: This spell requires that the caster OLIDAMMARA'S BARD SPELL durable organic material (like very thick possess either the Wormbound Transmutation leather or animal horn) but has the same Spellcaster feat (see the “Wormbound” Level: Clr 4 (Olidammara) hardness and hit points as a wall of stone entry in Appendix 2) or the wormspawn Components: V, S, DF spell. subtype (see the article in Dragon Casting Time: 10 minutes After casting this spell, any time before Magazine #343). Range: Personal your next turn you may transport Focus: A Kyuss worm hosted within Target: You yourself elsewhere as a swift action as if your body. Duration: Instantaneous using a dimension door spell (you may

Source: Dragon 342 (Core Beliefs: carry objects or creatures as described in Olidammara) that spell). The carapace remains behind PERSUASIVE ORATION as a distraction (the dimension door effect Enchantment (Charm) [Mind- Casting this spell allows you to prepare gives no indication to those outside that Affecting] and cast a limited number of bard spells you are no longer within the carapace). If Level: Cleric 1 (Saint Cuthbert, billet as if they were cleric spells. Each casting you do not use this magical escape only) of Olidammara’s Bard Spell lets you method by your next turn, the lingering Components: V, S, DF prepare up to three levels of bard spells magic fades and you must find some Casting Time: 1 round (these cannot be combined to prepare other way to free yourself from the Duration: 10 minutes/level bard spells higher than 3rd level). A carapace. Source: Dragon 358 (Core Beliefs – St. counts as 1/2 level for this Cuthbert) purpose. You may spontaneously convert PATH OF WORMS these prepared bard spells to cure or inflict This spell functions like charm person Divination [Evil] spells just as you would any other non- except as noted above. Level: Kyuss 2 domain spells. These spells are Components: V, S, F considered divine spells. You use your Casting Time: 1 standard action PHADE'S FEARSOME ASPECT Wisdom modifier For the DC instead of Range: Personal Illusion (Glamer) your Charisma modifier. These bard Target: You Level: Brd 2, Clr 2, Sor/Wiz 2 spells always have a verbal component Components: V, S 34

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Casting Time: 1 standard action Anyone testing the "furniture," levels 6th-10th, and so on) to a maximum Range: Touch inspecting the "art," or otherwise of 40 feet. The pillar cannot cross water. Target: Creature touched interacting with a subject receives a The pillar cannot move into or through Duration: 1 minute/level saving throw to detect the hidden an occupied square. A creature moving Saving Throw: Will negates (harmless) individual. into the pillar of sand takes 1d4 points of Spell Resistance: Yes (Harmless) Material Component: A swatch of silk damage per round and becomes blinded Source: Dragon 333 (Spellcraft – and a piece of polished granite. for 1d6 minutes. A successful Reflex save Visions of Fear) halves the damage and negates the PILLAR OF SAND blindness. Creatures other than the target of the The target's facial features take on the Transmutation [Earth] spell riding atop the pillar can step off aspect of a threatening creature Level: Drd 2, Sor/Wiz 2 and on (such as onto or off of a nearby seemingly birthed from the Abyss. The Range: Touch balcony) without affecting its stability or subject's eyes seem to change to glowing Components: V, S, F dispelling it. If the target of the spell slits, its skin darkens and grows scales, Duration: 1 round/level (D) steps off the top of the pillar, it and horns and sharp teeth appear to jut Area of Effect: See description immediately collapses. The caster can from its face. The change has no affect on Saving Throw: Reflex (see text) the target's physical abilities, but it does collapse the pillar at any time by Spell Resistance: No bestow a +5 bonus on Intimidate checks dismissing the spell. Creatures stepping Source: Dragon 351 (Al-Qadim – Magic and allows the target to make an attempt off the pillar take falling damage and Intrigue in the High Desert Tribes) to demoralize opponents as a swift action. depending on the pillar's height.

Neither the caster nor the target of this Focus: Enough sand to create the pillar, Concentrating for a moment, you feel the such as that found on a beach or in desert spell has control over the specific sand around you solidify and congeal. In terrain. Pebbles less than an inch across, features of the illusion and it cannot be moments, it rises into the air in a column. grit, or even loose shale can also serve as used to create a specific disguise. You create a cylindrical pillar of sand sand, but solid stone, packed earth, mud, Regardless of being unable to choose that rises from the desert floor, carrying or rocks more than an inch across cannot. specific features and the horrific nature your target with it. Characters within 10 The spell requires 500 cubic feet of sand of your form, the illusion masks your feet of the target also rise unless they per 10 feet of height. appearance and grants you a +10 bonus jump clear with a successful Reflex save. on Disguise checks. This spell works only in sandy regions A creature that physically interacts such as dunes, beaches, and deserts, since PLAGUE CLOUD with the features of a Phade's fearsome the sand that makes up the pillar is Necromancy [War] aspect gets a Will save to recognize it as an drawn from the surrounding area. The Level: Clr 4, Drd 4, Sor/Wiz 5 illusion. For example, a creature that top of the pillar is a solid and level circle Components: V, S, M touches the subject may attempt a Will with a 10-foot radius centered around the Casting Time: 1 minute save to realize the tactile sensations do target of the spell. The solid top of the Range: Long (400 ft. + 40ft. /level) not match the visual ones. pillar is only an inch thick; the rest of it Effect: 100-ft.-radius cloud 20 ft. high

is very loose, thus requiring less sand Duration: Concentration (up to 1 PHANTOM OBJECTS than the volume would otherwise round/level) (see text) Illusion (Glamer) indicate. Saving Throw: Fortitude negates Level: Sor/Wiz 3 Once the pillar is formed, it can rise as Spell Resistance: Yes Components: V, S, M high as available sand allows, up to 10 Source: Dragon 309 (War Spells – Casting Time: 1 standard action feet per caster level. You can make the Unleash Arcane Armageddon) Range: Close (25 ft. + 5 ft / 2 levels) column shorter than its maximum height Targets: One willing creature per two if you wish. If the pillar of sand or those You create a sickly gray cloud that is heavier levels no two of which can be more than upon it strikes another solid object (such than air and laden with disease. 30 ft. apart. as a cavern ceiling), the pillar Duration: 10 minutes/level (D) automatically stops rising. Aside from At the time of casting, you must choose Saving Throw: Will disbelief (if those restrictions, you can raise and the disease the cloud carries from the interacted with) lower the pillar 10 feet per round as a free following list: blinding sickness, cackle Spell Resistance: No action. The pillar has Armor Class 9 + fever, filth fever, mindfire, red ace, the Source: Dragon 316 (Spies Like Us – your Intelligence modifier, Hardness 5, shakes, or slimy doom. Any creature Stealth for Stumblers) and 10 hp per caster level. If reduced to 0 within the cloud immediately contracts hit points or affected by a move earth or the disease on a failed save (no You create an illusion that the targets successful dispel magic, the pillar collapses incubation period). The cloud can be are finely crafted pieces of furniture, are, and creatures atop it fall. moved or dispersed by normal or magical or statuary of the appropriate size. A The pillar remains stationary unless winds, but it has no innate ability to target must remain still for 1 full round willed to move by the caster or the target move. It disperses automatically when to activate the illusion. If it moves creature (in the case where the caster or the spell expires, although anyone thereafter, the illusion is negated until it target creature disagree on where the infected by the cloud's disease remains so stops again and remains motionless for 1 pillar should go, the caster's will wins and must recover normally. full round. At that point, the illusion out). The pillar has a move speed equal to Note: This spell requires the War Magic reactivates. 10 feet per five caster levels (10 feet at Study feat to acquire and cast. See the caster levels 3rd-5th, 20 feet at caster Appendix 2 for more information. 35

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Material Component: 3,000 gp worth of effect is entitled to a Reflex save to avoid see how rain of terror manifests with each amber that has been crushed to a fine the effects. For information on the casting. If you wish, you can make a DC powder, mixed with dried otyugh blood, effects of quicksand, see page 88 of the 20 Concentration check to choose the and sealed inside a small flask. DUNGEON MASTER’S GUIDE. type of rain (failure results in a random roll). PROFANE WEAPON RAGE, MASS Transmutation [Evil] Transmutation 1d8 Type of Rain 1 Black, putrid water Level: Anti-paladin 1, Corrupter 1, Level: Initiate of Erythnul 6 2 Ash Despot 1 Range: Close (25 ft. + 5 ft / 2 levels) 3 Steaming blood Components: V, S Target: One creature/level, no two of 4 Toads Casting Time: 1 standard action which can be more than 30 ft. apart 5 Dead bats Range: Touch Source: Dragon 342 (The Power of 6 Snakes Effect: Weapon touched Faith – Initiate Feats of the Core Deities) 7 Spiders Duration: 1 min. /level 8 Reroll for a combination of None Mass rage works like rage, except that it Saving Throw: two rains (ignore any further affects multiple creatures. Spell Resistance: No results of 8)

Source: Dragon 312 (Blackguards – Reavers of the Divine, Despots, RAIN OF TERROR RAINBOW Corrupters, and Anti-paladins) Necromancy [Fear] Conjuration (Creation) Level: Clr 3, Drd 3, Sor/Wiz 3 Level: Clr 6, Radiance 6 This transmutation makes a weapon Components: V, S Components: V, S, DF strike true against good foes. The weapon Casting Time: 1 standard action Casting Time: 1 standard action is treated as having a +1 enhancement Range: 100 ft. bonus for the purpose of bypassing the Range: 0 ft. Area: 100-ft.-radius emanation centered damage reduction of good creatures or Effect: Rainbow bow, quiver, and on you striking good incorporeal creatures arrows Duration: 1 minute/level (though the spell doesn’t grant an actual Duration: 1 hour/level Saving Throw: None enhancement bonus). The weapon also Saving Throw: None Spell Resistance: No becomes evil, which means it can bypass Spell Resistance: Yes Source: Dragon 348 (Spellcraft – The the damage reduction of certain Source: Dragon 321 (The Limitless Tome of Strahd) creatures, particularly good outsiders. Light – A Tour of the Plane of Radiance)

(This effect overrides and suppresses any You cause a terrifying, unnatural rain to other alignment the weapon might have.) A rainbow-hued longbow appears in your begin falling from the sky. All creatures Individual arrows or bolts can be hand, along with a full quiver of arrows other than you within the area of effect transmuted but affect projectile weapons fletched in a variety of colors. take a penalty on Will saving throws (such as bows) don’t confer the benefit to made to resist fear effects (like the spell the projectiles they shoot. The longbow is treated in all ways as a fear or a dragon's frightful presence). This In addition, all critical hit rolls against +1 longbow that the cast is proficient in penalty is equal to -1 per 4 caster levels good goes are automatically successful, so using, regardless of having the proper (to a maximum penalty of -5). every threat is a critical hit. This last feats. The quiver holds an endless supply In addition, you gain a +10 bonus on effect does not apply to any weapon that of seven different colored arrows, each Intimidate checks while within the area already has a magical effect related to being made of a different material and of effect of the spell. critical hits, such as a keen weapon or a having the following effects: Rain of terror can manifest in a variety of vorpal sword. Red: +1 elemental-bane adamantine grotesque and horrifying ways, from arrows. torrents of hot blood to a hail of writhing Orange: +1 construct-bane silver arrows. QUICKSAND snakes. Regardless of its form, this Yellow: +1 plant-bane arrows. These Conjuration (Creation) [Earth] gruesome rain has all the effects of arrows are considered evil-aligned for the Level: Initiate of Obad-Hai 3 normal rain, reducing visibility by half, purpose of overcoming damage Components: V, S, DF imposing a -4 penalty on ranged attacks, reduction. Casting Time: 1 standard action Listen, Spot, and Search checks, and Green: +1 magical-beast-bane arrows. Range: Close (25 ft. + 5 ft / 2 levels) extinguishing flames (automatically These arrows are considered good- Area: 5 ft.-radius per 2 levels dousing unprotected flames and having a aligned for the purpose of overcoming Duration: Instantaneous 50% chance to snuff protected flames). damage reduction. Saving Throw: Reflex negates (see The animals and effects of this spell are Blue: +1 undead-bane arrows. These text) summoned, not illusory, but you have no arrows are considered lawful-aligned for Spell Resistance: No control over them. Living creatures that the purpose of overcoming damage Source: Dragon 342 (The Power of rain down are 50% likely to survive. Thus, reduction. Faith – Initiate Feats of the Core Deities) after a rain of toads, half are alive and Indigo: +1 aberration-bane arrows. These hopping around and the other half are arrows are considered chaotic-aligned for With this spell, you create a patch of dead, killed by the impact. None of these the purpose of overcoming damage quicksand. The surface upon which you animals are dangers or able to harm reduction. cast quicksand must be natural - rock, dirt, anyone, yet their presence is no less Violet: +1 dragon-bane cold iron arrows. and so on. Any creature in the area of unnerving. Roll on the following chart to 36

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Only the caster can use the longbow, This spell functions like mass repair light Casting Time: 1 standard action quiver, and arrows this spell creates, as damage, except that it repairs 3d8 points Range: Close (25 ft. + 5 ft. /2 levels) they immediately appear back in his of damage +1 point per caster level Targets: One defiler creature/level, no possession if dropped or given away. The (maximum +35). two of which can be more than 30 ft. caster can drop the longbow and quiver apart to use other weapons during this spell's RESEARCH AID Duration: 1 round/level duration; they rematerialize for use when Transmutation Saving Throw: Fortitude partial (see the caster wills it (a free action). The Level: Initiate of Boccob 4 text) longbow, quiver, and arrows created by Components: V, S, DF Spell Resistance: Yes this spell have no weight and cannot be Casting Time: 1 hour Source: Dragon 315 (Dark Sun – sundered or destroyed, although a Range: Personal Defilers of Athas) successful dispel attempt dispels all the Target: You items created by this spell. Once the The life energy of the earth is Duration: 1 day/level spell’s duration expires, the bow, quiver, channeled through your spell, affecting Source: Dragon 342 (The Power of and all arrows created by the spell creatures within range that have a defiler Faith – Initiate Feats of the Core Deities) disappear. score, then returning to the land.

Originally created by a servant of Translucent arcs of energy emerge from the ground near you and connect REPAIR CRITICAL DAMAGE, Boccob performing important research, unerringly with each target before Boccob now grants this spell to his most MASS connecting back to the ground. The dedicated clerics. After casting this spell, Transmutation energy deals 1d8 points of damage per 2 your mind achieves a level of clarity that Level: Urban Druid 8 caster levels each round. Targets need not permits you to perform research at a faster pace. While this spell is active you be in contact with the ground to be This spell functions like mass repair light affected by this spell. receive the following benefits: damage (SPELL COMPENDIUM), except that Targets can attempt a Fortitude save to it repairs 4d8 points of damage +1 point negate the damage for that round, but per caster level (maximum +40). • The casting time of legend lore they must apply their defiler score as a and identify is halved. penalty on the Fortitude save. As long as REPAIR LIGHT DAMAGE, • You gain a +5 circumstance targets are within range, they attempt a bonus on Spellcraft checks new save and potentially take damage MASS made to research new spells. anew at the beginning of each of your Transmutation • Only half the normal amount turns, regardless of whether they Level: Urban Druid 5 of time is required to research succeeded or failed at the save in the Components: V, S a new spell. previous round. 1f you don't penetrate a Casting Time: 1 standard action subject's spell resistance when you first Range: Close (25 Ft. + S Ft. /2 levels) RETRIBUTIVE STRIKE cast revenge of the land, that subject is Target: One construct/level, no two of unaffected by the spell in subsequent which can be more than 3o ft. apart Abjuration Level: Initiate of St. Cuthbert 3 rounds. Only by leaving the range of Duration: Instantaneous revenge of the land or waiting out the Components: V, S, DF Saving Throw: None spell's duration can targets avoid Casting Time: 1 standard action Spell Resistance: Yes (harmless) attempting the save each round. Range: Personal Creatures without a defiler score, Target: You You repair 1d8 points of damage +1 including those who have defiler points Duration: 1 round/level point per caster level (maximum +25) to but no defiler score, are unaffected. Source: Dragon 342 (The Power of each selected construct. Note: See DRAGON MAGAZINE #315 Faith – Initiate Feats of the Core Deities) (Dark Sun – Defilers of Athas) for more

information on Defilers and Defiler REPAIR MODERATE DAMAGE, This spell surrounds you with a Points. flickering silver aura that seems to reach MASS Material Component: A live seed, which out to those nearby. While in effect, any Transmutation is thrown at the caster's feet and ground adjacent opponent who successfully Level: Urban Druid 6 into the dirt. strikes you with a melee weapon

This spell functions like mass repair light provokes an attack of opportunity from damage, except that it repairs 2d8 points you. This spell does not grant you the RIGHTEOUSNESS OF of damage +1 point per caster level ability to make additional attacks of HEIRONEOUS (maximum +30). opportunity in 1 round. Opponents who Transmutation take other actions that provoke attacks of Level: Initiate of Heironeous 4 opportunity draw them normally from REPAIR SERIOUS DAMAGE, Components: V, S, DF those who threaten them. Casting Time: 1 standard action MASS Range: Personal Transmutation REVENGE OF THE LAND Target: You Level: Urban Druid 7 Evocation [Earth] Duration: 1 minute/level Level: Drd 5 Saving Throw: Will negates (harmless) Components: V, S, M Spell Resistance: Yes (harmless) 37

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Source: Dragon 342 (The Power of would put out a normal fire of that size. of overcoming damage reduction even if Faith – Initiate Feats of the Core Deities) You may move the wall up to 30 feet they do not gain any benefit from the along the ground as a move-equivalent sacred circle's enhancement bonus. Heironeous aids you in defeating those action, otherwise it remains in place. The who would do the most evil in the world. motion must be in a straight line but can SAINT CUTHBERT'S CUDGEL For the duration of this spell, you deal be either backward or forward. The wall Conjuration (Creation) 2d4 points of damage against evil targets can climb over barriers less than 4 feet Level: Clr 1 (Saint Cuthbert, chapeaux with your longsword rather than the tall, but it cannot cross water or other only) normal 1d4 granted by the Initiate of nonflammable liquids. The wall moves as Target: One touched nonmagical oak Heironeous feat. If the target is an evil a whole, even if parts of it have been or bronze-wood club or quarterstaff outsider, you instead deal an additional extinguished. Source: Dragon 358 (Core Beliefs – St. 2d6 points of damage. This bonus damage Note: This spell requires the War Magic Cuthbert) only applies to attacks made using a Study feat to acquire and cast. longsword. Material Component: A comb made of This spell functions like shillelagh copper and gold powdered with ruby except as noted above. dust, worth 1,500 gp as a whole. RIME

Necromancy [Cold] SAND SPIRAL Level: Sor/Wiz 1 SACRED CIRCLE Evocation Components: V, S, M Transmutation Level: Sor/Wiz 6 Casting Time: 1 standard action Level: Clr 5 Components: V, S, M Range: Close (25 ft. + 5 ft./2 levels) Components: V, S, DF Casting Time: 1 standard action Target: One living creature Casting Time: 10 minutes Range: 60 ft. Duration: 1 round/level Range: 10 ft. Effect: Cone-shaped burst Saving Throw: Fortitude negates Area: 10-ft. radius circle Duration: Instantaneous Spell Resistance: Yes Duration: 10 minutes/level Saving Throw: Reflex half and Dungeon 109 (Secrets of the Saving Throw: None Source: Fortitude negates; see text Soul Pillars) Spell Resistance: No Spell Resistance: No Source: Dragon 314 (D&D Miniatures Source: Dragon 331 (Spellcraft – Spell You infuse the target's body with the – Under Command – Using the New Strips of the Black Pyramid) unwholesome chill of the grave. This D&D Miniatures in Your RPG) chill dulls the creature's reactions and A swirling blast of the desert's elements weakens its stamina. If the saving throw You infuse the area with divine energy assaults your opponents. Creatures fails, the target suffers a -4 penalty to and the raw power of war. This grants all within the spell's area cough and gag as Dexterity and a -4 penalty on Fortitude attacks made with the affected area a +2 the sand pours into their mouths and saves. enchantment bonus, including ranged noses, scratches their eyes, and scours Material Component: A pinch of dirt attacks made by creatures within the their flesh, dealing 1d6 points of damage from a grave dug during a winter month. circle at targets outside it. In addition, all per caster level (maximum 15d6). Targets affected attacks overcome damage are allowed a Reflex save for half. reduction as if they were made by magic ROLLING FIRE In addition, any creature within the weapons. Weapons that already have Evocation [Fire, War] spell's area of effect must make a enhancement bonuses use this bonus or Level: Drd 3, Sor/Wiz 3 Fortitude save or suffer a -2 penalty on all their own, whichever is higher, but they Components: V, S, M attacks, checks, and saving throws for 1 count as magic weapons for the purposes Casting Time: 1 minute minute due to the painful, Range: Long (400 ft. + 40ft. searing sand. Creatures immune /level) to critical hits ignore this Effect: Wall of fire 3 ft. tall penalty and take only half and 100 ft. wide damage from this spell (none if Duration: 1 round/level they make their Reflex save). Saving Throw: Reflex negates Material Component: A fistful of Spell Resistance: Yes sand that the caster throws Source: Dragon 309 (War forward while casting the spell. Spells – Unleash Arcane Armageddon) SCENT OF THE

You create a low, movable wall MONARCH of fire. Any creature struck by Transmutation the wall takes 2d6 points of fire Level: Sor/Wiz 3 damage (Reflex save negates). It Components: V, S, M ignites any flammable materials Casting Time: 1 standard that is touches and illuminates action its surroundings like a torch. It A scorpion is warded off with the Range: Personal can be extinguished in 5-foot evocation of a sand spiral increments by any means that 38

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Area: 2 HD of vermin/level in a 30-ft.- illusion. If it is two-sided, creatures that also incur a -2 penalty on Move Silently radius burst centered on caster look through the screen from either checks as you must constantly intone the Duration: 10 minutes/level direction are affected by the warping words of the chant while concentrating. Saving Throw: Will negates illusion. The chant itself sounds rather like a Spell Resistance: Yes Creatures who look through the screen children's rhyme and is spoken in a firm Source: Dungeon 127 (The Hive) of heat's illusion see images on the other voice. side as wavering, distorted shapes. This Lore: An absentminded apprentice This spell creates a cloud of magical grants concealment to any creature authored this spell to make up for his pheromones around the caster. The cloud perceived through the illusion (25% miss habit of misplacing things, helping him is undetectable to creatures without the chance). A see invisibility spell does not locate lost spellbooks, notes, and even his Scent ability. counter the effects of this spell, although familiar. Sadly, the young wizard’s later Any vermin or insect-like creature with true seeing does. Creatures that do not rely more advanced magical accomplishments an organized communal society (such as on sight to perceive opponents suffer no were always eclipsed by the usefulness of formians) in the cloud must make a Will penalties when attacking through the this first creation. save or be deluded into believing that the screen. If the screen of heat's illusion is caster is their queen. Non-intelligent only one-sided, creatures on one side of SERPENT STORM the screen suffer a chance to miss, while vermin automatically respond to the Evocation those on the other side may make attacks caster as their queen, while intelligent Level: Clr 6, Drd 5 without being affected. insect-like creatures threat the caster as Components: V, S, F an ally, as if they were affected by charm Casting Time: 1 standard action person. SCYLLAN SCREAM Range: Medium (100 ft. + 10 ft. /level) Up to 2 Hit Dice of creatures per caster Enchantment (Compulsion) [Mind- Area: 20-ft.-radius spread level can be controlled by this spell at Affecting, Sonic] Duration: 1 round/level (D) any one time. Additional castings of the Level: Brd 5 Saving Throw: See text spell can be used to control additional Components: V, S Spell Resistance: Yes creatures. Creatures that leave the area of Casting Time: 1 standard action Source: Dragon 330 (Spellcraft – effect remain under the caster’s control Range: Personal Volume Veneficus) for the remainder of the spell’s duration. Area: 100-ft.-radius emanation centered This spell allows the caster to issue on you This spell causes the affected area to fill simple orders such as attack, guard, or Duration: Instantaneous with a storm of deadly snakes that rain follow as a move action to any controlled Saving Throw: Will negates from above and form a dense carpet upon vermin in the area of effect. Spell Resistance: Yes the ground. Material Components: A paste created Source: Dragon 334 (Spellcraft – Livre Anyone inside the area takes 1d6 points from 100 crushed ants and powdered d’Aquatha) of damage per two levels of the caster formian mandibles mixed with 200 gp in from dozens of bites and scratches per rare oils and applied to the caster’s face. Upon casting this spell, you issue forth round.

a terrible wail exactly like the screeching A Reflex save halves this damage. In SCREEN OF HEAT of a fierce scyllan (see for addition, creatures caught inside the area Illusion (Glamer) more on these myth-spawned outsiders). must succeed at a Fortitude save or be Level: Clr 3, Drd 3 All creatures within 100 feet that hear poisoned by the bites. This poison deals Components: V, S, DF this noise must make a Will save, with an initial 1d4 points of Constitution Casting Time: 1 standard action those that save being unaffected by the damage and has no secondary damage. Range: Medium (100 ft. + 10 ft. /level) spell. Creatures with 4 or fewer HD that Creatures that avoid all of the bite Effect: A screen of heat, up to 10-ft. fail this save become panicked damage avoid the poison as well. square/level for 2d6 rounds, while those with 5 or Creatures that remain in the area are Duration: 1 minute/level more HD become shaken for 2d6 rounds. subject to the poison damage each round. Saving Throw: None The creatures known as scyllans are Finally, the area covered by this spell is Spell Resistance: No immune to this spell. treated as difficult terrain for the Source: Dragon 331 (Spellcraft – Spell duration of the spell. The snakes that Strips of the Black Pyramid) SEEKER'S CHANT make up this spell appear just like the Divination focus snake, but they are magical in nature and cannot be harmed. You create a veil of shimmering heat Level: Brd 0, Sor/Wiz 0 Focus: One snake that is no more than that blurs and masks a creature's location, Components: V, S one size larger than you. See the similar to the effect that distorts objects Casting Time: 1 standard action “Serpentine Foci” entry in Appendix 2 for in the distance on a hot day. Range: Personal The screen is less than an inch thick more information about this focus. Target: You and is totally intangible. Duration: 1 minute You can make the screen's hazy illusion Source: Dragon 326 (Spellcraft – SERVANT OF THE GREEN either one-sided or two-sided. If it is one- Cantrips and Orisons of the Academy of sided, the illusion only affects those CORRUPTION Apprentices) looking through the screen from one Necromancy (Mind-Affecting) [Evil] direction, while those looking through it Level: Kyuss 5 You gain a +1 bonus on Search checks from the other side are unaffected by the Components: V, S, F while you utter this chant. However, you 39

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Casting Time: 1 standard action spell, changing to its humanoid form save fails, the shadow dagger deals an Range: Close (25 ft. + 5 ft. /2 levels) removes that condition, although the additional 1d6 points of damage per Target: One living creature fatigue returns if it retakes either its caster level (maximum 10d6). Duration: 1 minute/level hybrid or animal form. This spell does Saving Throw: Will negates not cause creatures that are already SHADOW PUPPETEER fatigued to become exhausted. Spell Resistance: Yes Illusion (Shadow)

Source: Dragon 343 (Spellcraft – Level: Sor/Wiz 4 Worm Bound – The Secrets of Kyuss) SHADOW CURSE Components: V, S, M Necromancy [Darkness] Casting Time: 1 standard action You imbue the affected creature with a Level: Sor/Wiz 4 Range: 20 ft.-radius emanation small shard of Kyuss' . The Components: V, S centered on you affected creature gains a +4 insight bonus Casting Time: 1 standard action Duration: 1 round/level (D) to attack rolls, armor class, and a +20 foot Range: Touch Saving Throw: Will negates; see text enhancement bonus to speed. Target: Creature touched Spell Resistance: Yes Kyuss' power never comes without a Duration: Permanent Source: Dungeon 115 (Strike on price, however, as the wormgod Saving Throw: Will negates Shatterhorn) constantly seeks to bind mortals to his Spell Resistance: Yes will and to bring about the long foretold Source: Dragon 322 (Lord of You can manipulate the shadows Age of Worms. Because of Kyuss' Darkness – Erebus, the Void Between the around you, giving them sinister, corrupting influence, the affected Stars) monstrous forms. All creatures within creature becomes more susceptible to the range, except those specified by you, powers of Kyuss. The affected creature This spell causes the target's natural must make a successful Will save or be suffers a -10 penalty on all saving throws healing process to be halted by an clawed and bitten for 2d6 points of against spells that require a Kyuss worm infusion of shadow essence. Upon damage +1 point of damage per caster as a component and against effects casting this spell, the next creature the level (maximum +15). Affected creatures generated by creatures with the caster touches is afflicted with the shadow within range must make a new Will save wormspawn subtype. curse. Those so cursed suffer no each round at the beginning of your turn A successful Will saving throw negates immediate noticeable effects from the or take damage. both the positive and negative effects of spell but soon find they no longer heal as This spell needs light to function and this spell. normal. deals no damage in areas of total Note: This spell requires that the caster Creatures affected by this spell can darkness. possess either the Wormbound only heal naturally or be affected by Material Component: A candle. Spellcaster feat (see the “Wormbound” magic healing while in an area of bright entry in Appendix 2) or the wormspawn illumination. Spells that heal damage fail subtype (see the article in Dragon SHADOW SHIELD if cast upon the creature in an area of Magazine #343). Necromancy [Darkness] shadowy illumination or darkness and Focus: A Kyuss worm hosted within Level: Sor/Wiz 6 natural healing does not occur while in your body. Components: V, S, M such areas. This curse can be removed by Casting Time: 1 standard action the break enchantment or remove curse Range: Personal SEVER TIES OF THE MOON spells. Target: You Transmutation Duration: 1 round/level Level: Clr 3, Drd 3, Sor/Wiz 3 SHADOW DAGGER Saving Throw: Will negates (see Components: V, S Illusion (Shadow) below) Casting Time: 1 standard action Level: Sor/Wiz 3 Spell Resistance: Yes (see below) Range: Close (25 ft. + 5 ft / 2 levels) Components: V, S Source: Dragon 322 (Lord of Darkness Target: One lycanthrope Casting Time: 1 standard action – Erebus, the Void Between the Stars) Duration: 1 minute/level (D) Range: 0 ft. Saving Throw: Will negates Effect: One shadowy masterwork You are surrounded in a smoky wreathe of Spell Resistance: Yes dagger flickering darkness. Source: Dragon 340 (Spellcraft – The Duration: 1 round/level (D) Twilight Codex) Saving Throw: Will negates; see text Any creature that strikes you with a

Spell Resistance: No natural weapon, an unarmed attack, or a You sever a lycanthrope's tie to the Source: Dungeon 115 (Strike on melee weapon deals normal damage, but moon, giving it increased control over its Shatterhorn) must make a Will save or be blinded for a shape but weakening it in its non- number of rounds equal to your caster humanoid forms. While under the effects A shadowy masterwork dagger appears in level. If the attacker has spell resistance, of this spell the target lycanthrope gains your hand. it applies to this effect. a +10 bonus on all attempts to Control Shape (see the Control Shape feat on On subsequent rounds, you can wield page 303 of the MONSTER MANUAL) but, SHADOWPLAY the dagger as though it was a real Illusion (Glamer) for the duration of the spell, becomes masterwork dagger. Each time the dagger Level: Sor/Wiz 0 fatigued while in its hybrid or animal hits, it deals normal damage and forces Components: V, S form. If the target is fatigued by this the target to make a Will save. If the Will 40

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Casting Time: 1 standard attack opponents within range action as directed. The number of Range: Touch bolts created depends on your Effect: Shadow of one Huge caster level. You create one or smaller object or creature bolt plus an additional bolt per Duration: Concentration five caster levels (two at 10th Saving Throw: Will negates level, three at 15th, and the (harmless) maximum of four bolts at 20th Spell Resistance: Yes level). Each bolt deals 1d6 (Harmless) points of damage per hit, +1 Source: Dragon 326 point per three caster levels (Spellcraft – Cantrips and (maximum +6 at 18th level). Orisons of the Academy of The bolts strike the opponents Apprentices) you designate, starting with one attack in the round the Shark‐shaped bolts of water lunge spell is cast and continuing This spell alters an existing for their target. shadow into any shape you each round thereafter on your desire. The shadow of any turn. Each uses your highest Huge or smaller creature or object can be Shadows twist and twine about the base attack bonus and attacks only once affected, but not the shadows of larger target, forcing many blows directed per round. The bolts always strike from forms and not actual creatures like against it to go awry. The subject of this your direction. They do not get flanking shadows, shadow hounds, or shadow spell benefits from a 20% miss chance bonuses or help combatants get them. dragons. While you concentrate upon a as if it had partial concealment. Your feats or combat actions do not affect shadow its shape changes and moves as In addition, any time the creature shark bolts. If the bolts go beyond the many times or however you wish. You moves, it can move through the Plane of spell range or go out of your sight they can alter the shape of the shadow, Shadow rather than through the Material return to you and hover. diminish it, and split it into numerous Plane. Moving in this manner slows the Each round after the first, you can smaller shadows, but you cannot increase creature to half speed, but does not spend a move action to redirect all of the shadow's actual size. In addition, a provoke attacks of opportunity. The your shark bolts to new targets. If you do shadow affected by this spell always creature moves only through the fringes not, the bolts continue to attack the remains affixed to the surface it's cast of the Plane of Shadow and cannot pass previous round's target. A bolt may attack upon and cannot move outside of the through any barriers or other obstacles on a round it switches targets if the new area it would normally fall. If the source on the Material Plane. The creature target is within 30 feet of its previous of the shadow is removed the spell ends. remains in the Plane of Shadow only target. If you cast this spell upon a shadow while moving and returns fully to the Shark bolts cannot be attacked or caused by a specific creature, that Material Plane at the end of each move harmed by physical attacks, but they are creature may make a Will save to resist action. destroyed by any spell that dispels magic having its shadow altered. This spell is Special: Shadar-kai under the effects of a or destroys water. In addition, shark bolts also affected by spell resistance when cast shadowslip spell do not suffer the effects within the area of effect of a spell with upon a specific creature's shadow. of the shadow curse. While any negative the fire descriptor (such as fireball) are Lore: Irinix, a young sorcerer and son levels they had gained as a result of the also dispelled. A bolt's AC against touch of a traveling showman created this spell curse previous to casting this spell still attacks is 11 (10 + size bonus for Small to complement his storytelling abilities. affect them, they cannot gain further object). Irinix became a famous playwright later negative levels from the shadow curse for If a creature attacked by a shark bolt has in life and offered this spell willingly to the duration of the spell. spell resistance, you make a caster level anyone who would use it to entertain. check (1d20 + caster level) against that For that reason, shadowplay is more SHARK BOLT spell resistance whenever a bolt strikes it. common among street performers than Conjuration (Creation) [Water] If a bolt is successfully resisted, it is adventuring wizards. Level: Clr 4, Sor/Wiz 3 dispelled. This dispels only the bolt Components: V, S, M attacking the creature and not the entire Casting Time: 1 standard action spell if multiple bolts are in existence. SHADOWSLIP Material Component: One shark’s tooth Illusion (Shadow) Range: Medium (100 ft. + 10 ft. /level) Effect: 1 to 4 shark-shaped bolts of for every bolt called into existence. Level: Brd 3, Sor/Wiz 3 Components: V, S water Casting Time: 1 standard action Duration: 1 round/level (D) SHIELD OF HEIRONEOUS Range: Touch Saving Throw: None Abjuration [Force] Target: Creature touched Spell Resistance: Yes Level: Clr 2, Pal 2 Duration: 1 round/level Source: Dragon 334 (Spellcraft – Livre Source: Dragon 354 (Core Beliefs – Saving Throw: Will negates (harmless) d’Aquatha) Heironeous) Spell Resistance: Yes (harmless) Source: Dragon 337 (Ecology – The This spell creates one or more bolts of This spell functions like shield, except Ecology of the Shadar-kai) water, each the size and shape of a Small that instead of an invisible disk it creates shark, that spring into existence and a barely-visible shield bearing 41

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Heironeous’s holy symbol. The shield Effect: One or more shooting stars If the wand or staff holds enough and symbol do not obscure vision in any Duration: Instantaneous charges, one casting of this spell can way. Saving Throw: Reflex half replace multiple spell levels at once. For Spell Resistance: Yes example, a sorcerer who has expended SHOCK TREATMENT Source: Dragon 340 (Spellcraft – The three of his 5th-level spell slots may drain 15 charges from his staff of frost to Evocation [Electricity] Twilight Codex) regain all three spell slots. Level: Sor/Wiz 2 Siphon has no effect on wands or staff's Components: V, S You call down stars from the sky to that do not hold enough charges to Casting Time: 1 standard action strike your enemies. When this spell is cast, one or more burning rocks fall from replenish the desired number of spell Range: Close (25 ft. + 5 ft. /2 levels) the heavens, each precisely striking those levels. Effect: One ray you have targeted. Each target must make Duration: Instantaneous Reflex saves or take 2d6 points of fire Saving Throw: Fortitude partial SKELETAL HAND damage. In addition, creatures of size Spell Resistance: Yes Necromancy Large or smaller who fail this save are Source: Dragon 339 (Spellcraft – Level: Clr 3, Sor/Wiz 3 knocked prone. Those who succeed at Heinfroth’s Manual of Methods) Components: V, S this save remain standing and take only Casting Time: 1 standard action half of the fire damage. You create a short stroke of electricity Range: Medium (100 ft. + 10 ft. /level) You can call down one shooting star for that arcs from your hand to the target Effect: Disembodied skeletal limb every three levels beyond 3rd (to a creature. This bolt of electricity deals 1d6 Duration: 1 round/level (D) maximum of six at 18th level). Additional points of electricity damage. In addition, Saving Throw: None shooting stars may be directed at separate the target must make a Fortitude save or Spell Resistance: Yes targets within the range of the spell, no be stunned for 1 round per 3 caster levels Source: Dragon 348 (Core Beliefs – two of which may be more than 30 feet (maximum 5 rounds). Creatures with any Vecna) apart. A target can only be affected once immunity or resistance to electricity are per casting of this spell. immune to the stun effect. A disembodied skeletal arm and claw This spell does not function indoors, appears and moves as you desire, underground, or in any other place the allowing you to attack and deliver touch SHOCKWAVE sky is not visible. spells at a distance. The skeletal Evocation (Force) Material Component: A chunk of white appendage deals 1d6 points of slashing Level: Sor/Wiz 3 rock and a small glass lens. damage per hit, +1 point per three caster Components: V, S, M levels (maximum +5 at 15th level). In Casting Time: 1 standard action SIPHON addition, any touch spell of 6th level or Range: Close (25 ft +5 ft. /2 levels) Transmutation lower that you cast can be channeled Area: 20-ft.-radius burst Level: Sor/Wiz 3 through the skeletal hand rather than Duration: Instantaneous Components: V, S through your own. The hand can attack Fortitude partial Saving Throw: Casting Time: 1 standard action to discharge the touch spell in lieu of its Yes Spell Resistance: Range: Touch regular attacks for the round. The limb is Dragon 344 (Eberron – Source: Target: Wand or staff touched corporeal and can be harmed by any Dreadhold – Eberron’s Inescapable Duration: Permanent normal weapon or effect. It has improved Island Prison) Saving Throw: None evasion (half damage on a failed Reflex

Spell Resistance: No save and no damage on a successful save), Shockwave creates a burst of concussive Source: Dragon 338 (Spellcraft – The your save bonuses, and a base AC of 12. force that stuns victims without causing Silver Hexameric Folio) Your Intelligence modifier applies to the any permanent damage. The burst deals hand's AC as if it were the hand's 3d4 points of nonlethal damage per caster You drain the charges from a magic Dexterity modifier. The hand has hit level (maximum 10d4) to every creature item, replacing spells you have already points equal to 5 + half your caster level. within the area and stuns them for 1 cast. By touching a staff or wand that has Upon appearing, the skeletal hand round. A successful Fortitude save at least 5 charges left, you expend 5 of strikes the opponent you reduces the damage by half and negates those charges to replace a cast spell or designate, starting with one the stun effect. Shockwave has no effect used spell slot. The spell or slot replaced attack in the round the spell on nonliving creatures or objects. must be of a level equal to or less than the is cast and continuing Creatures immune to nonlethal damage highest-level spell the staff or wand each round thereafter are immune to the stun effect as well. holds. Upon draining these charges, a on your turn. It uses Material Component: A small crystal wizard regains any one spell or slot of the your base attack sphere. affected level that he has already cast that bonus (possibly

day. For example, a wizard who has cast allowing it SHOOTING STAR his only fly spell for the day (a 3rd-level multiple attacks Evocation [Fire] spell) may drain 5 charges from his wand per round in Level: Drd 3, Sor/Wiz 3 of fireballs (another 3rd-level spell) to subsequent Components: V, S, M regain fly or any lower-level spell he has rounds) plus Casting Time: 1 standard action cast. your Range: Medium (100 ft. + 10 ft. /level) Intelligence 42

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions modifier as its attack bonus. It strikes as a Effect: One small stone keep (see text) spell, not as a weapon, so, for example, it Duration: 1 hour/level can damage creatures that have damage Saving Throw: None reduction. The hand always strikes from Spell Resistance: No your direction. It does not get a flanking Source: Dragon 309 (War Spells – bonus or help a combatant get one. Your Unleash Arcane Armageddon) feats or combat actions do not affect the hand. If the skeletal hand goes beyond the You cause a small stronghold made of spell range, if it goes out of your sight, or magically conjured rock to appear. if you are not directing it, the hand returns to you and hovers. This stronghold is identical to the Each round after the first, you can use a "Cheap Keep" described in the move action to redirect the skeletal limb STRONGHOLD BUILDER'S GUIDEBOOK. to a new target. If you do not, the hand The walls of the fortress cannot be continues to attack the previous round's placed so that any solid portion of one target. On any round the hand switches would occupy the same space as a targets, it gets one attack. Subsequent creature. The stronghold may enclose a rounds of attacking that target allow the creature in one of its open spaces but not hand to make multiple attacks if your harm or trap it. For example, a squadron base attack bonus would allow it. of soldiers could be arranged within the If an attacked creature has spell outer walls of the prospective keep in resistance, you make a caster level check such a way that the walls would form (1d20 + caster level) against that spell around them, placing them in defense- resistance the first time the skeletal hand ready positions inside. strikes it. If the hand is successfully When the spell ends, the keep collapses resisted, the spell is dispelled. If not, the into dust. A dispel magic spell used hand has its normal full effect on that successfully against the keep affects only creature for the duration of the spell. the area encompassed by the dispel magic effect (a 30-ft.-radius burst). SKILLFUL MOMENT Note: This spell requires the War Magic Divination Study feat to acquire and cast. See the Appendix 2 for more information. Level: Brd 1, Sor/Wiz 1 Material Component: 10,000 gp worth of Components: V, S germs (agate, sapphire, and topaz) that Casting Time: 1 standard action have been crushed, mixed with clay, and Range: Personal formed into a crude model of the keep. Target: You

Duration: 1 round Source: Dragon 350 (Spellcraft – SNAKE SHIELD Chronomancy) Evocation Level: Clr 3, Drd 3 A cloud of ghostly snakes created by Concentrating on the limitless possibilities Components: V, S, F a snake shield protects its caster of the future, you, draw one outcome into the Casting Time: 1 standard action (although it may only make a grapple present. Range: Personal check to hold and constrict for 1 round, Target: You and may not maintain a grapple in Upon casting this spell, you channel a Duration: 1 round/level (D) future result of one designated course of subsequent rounds). Source: Dragon 330 (Spellcraft – The snake can attack a single target action into an act you're about to per- Volume Veneficus) once per round, but there is no limit to form. When casting this spell, choose the number of different targets it can one skill. On the round after you cast this Grasping a snake in your hands, you attempt to strike. spell you may take 20 the chosen skill as infuse it with magical energy that creates Focus: A living snake. See the a single standard action. You only gain a shimmering field containing the this benefit on the skill noted at the time “Serpentine Foci” entry in Appendix 2 for essence of its predatory instincts and more information about this focus. of the spell's casting, gaining no bonus to stinging fangs. To observers, it appears as any other skill. If you do not make the a cloud of ghostly snakes floating in a skill check in the round immediately tight spiral around you. Anyone who SPELL STAR following the spell's casting the benefit is attempts to touch you, either to deliver a Abjuration lost. spell or to strike you with a weapon, Level: Sor/Wiz 8 suffers an attack from these snakes. Components: V, S, M SMALL STRONGHOLD These snakes attack with the focus Casting Time: 1 round + 6 rounds to Conjuration (Creation) [War] snake's normal bite attack bonus. If it has add spells Level: Clr 6, Drd 7, Sor/Wiz 6 any special abilities, such as constrict, Range: Personal Components: V, S, M, DF improved grab, or poison, it may use Target: You Casting Time: 1 hour them against its target as normal Duration: 10 minutes/level (D) 43

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Source: Dragon 338 (Spellcraft – The Silver Hexameric Folio)

This spell creates a glowing blues white, six-pointed star that hovers in front of the caster and sheds light equal to a candle. For the 6 rounds following the casting of spell star, the creator may cast one spell each round into the spell star. Only spells of 6th-level or lower may he placed into the spell star. Once the spell star is full, it disappears and can only be seen with an arcane sight, see invisibility, true seeing, or similar effect. Using a deadly snake as a focus, spitting For the duration of the spell, whenever cobra allows the caster to spray forth the caster is targeted by one of the spells concentrated venom placed within the spell star, the spell is Saving Throw: Fortitude automatically countered as a counterspell Source: Dragon 333 (Spellcraft – negates action, requiring no action (or even Visions of Fear) Spell Resistance: No knowledge) on the targets part. The Source: Dragon 330 (Spellcraft – countered spell is then removed from the This spell creates a globe filled with Volume Veneficus) spell star. Once a spell is removed, the spell flickering shadows, similar to the spell star cannot counter another casting of darkness, causing a 30-foot radius to fill You siphon forth the venom of the that spell. To counter the same spell with shadowy illumination. All creatures focus snake and distill it into a deadly more than once, that spell must be placed in the area gain concealment (20% miss toxin. For the duration of the spell you into the spell star more than once. For chance). Even creatures that can can spray forth this venom from your example, a 14th-level wizard casts spell normally see in such conditions (such as outstretched hand. This allows you to star and in the following rounds casts those with darkvision or low-light vision) make a ranged touch attack once per three magic missile spells, ray of have a miss chance in an area shrouded in round at a target within 120 feet. This enfeeblement, baleful polymorph, and magical darkness. attack delivers the focus snake's poison as phantasmal killer. Afterward, for the Normal lights (torches, candles, a blast of concentrated venom. Upon a duration of the spell, this spell star lanterns, and so forth) are incapable of successful attack, the target is affected by automatically counters each of the spells brightening the area, as are spells with the poison as if bitten by the focus snake once, except magic missile, which it can the light descriptor of lower level, such and is allowed a Fortitude save equal to counter up to three times. as daylight. Higher level light spells are the spell's DC. Use the snake's type to You may not have more than one spell not affected by sphere of terror. This spell determine initial and secondary poison star functioning at the same time. counters or dispels any light spell of equal damage as normal (1d6 Con damage, Wearing a ring of counterspells or lower spell level. initial and secondary, for a normal viper). immediately ends spell star. Slots that are Those creatures surrounded by the This attack gains no benefit from a not filled with spells within 6 rounds of shadows created by this spell that fail successful critical hit. Each attack you the spell star being east are effectively their Will save are shaken, unnerved by make reduces the spell's remaining wasted. A spell star is briefly visible the shrieking and constant movement. In duration by 2 minutes. If an attack whenever it counters a spell, allowing addition, they are attacked by the reduces the remaining duration to 0 viewers to make a DC 25 Spellcraft check phantasmal creatures they fleetingly minutes or less, the spell ends after the to recognize the spell or - as this spell is perceive, wracked by ghostly stabs and attack is resolved. The focus snake used probably quite rare - at least discern its bites from behind. The sphere makes one for this spell must be willing and it loses effect. A spell star takes up no room and attack every round against every creature its poison attack for the duration of the cannot be damaged. within it that has failed its Will save, spell. Material Component: A moonstone dealing 1d6 points of damage. These Focus: A live, venomous snake no larger worth 25 gp. attacks persist for as long as the creature than your size category. A non-poisonous remains within the sphere. snake causes the spell to fail. See the SPHERE OF TERROR Material Component: A claw or talon and “Serpentine Foci” entry in Appendix 2 for a blindfold. more information about this focus. Illusion (Shadow) [Darkness, Fear,

Mind-Affecting] Level: Sor/Wiz 4 SPITTING COBRA SPONTANEOUS Components: V, S, M Transmutation COMBUSTION Level: Drd 4, Sor/Wiz 5 Casting Time: 1 standard action Evocation [Fire] Components: V, S, F Range: Medium (100 ft. + 10 ft. /level) Level: Initiate of Obad-Hai 3 Casting Time: 1 standard action Area: 30-ft. radius hemisphere Components: V, S, DF Range: 0 ft. Duration: 1 round/level Casting Time: 1 standard action Effect: Venom concentrated within the Saving Throw: Will disbelief, the Range: Close (25 ft. + 5 ft / 2 levels) focus snake Fortitude half Target: 1 creature or object Duration: 1 minute/level (D) Spell Resistance: Yes Duration: Instantaneous (see text) 44

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Saving Throw: Yes (see text) Caster Level Snakes from Sticks Chains of lightning bind a target, Spell Resistance: Yes Constrictor snakes or entangling it and dealing 2d6 electricity 8th or lower Source: Dragon 342 (The Power of Large vipers damage each round. (An entangled Faith – Initiate Feats of the Core Deities) 9th-11th Huge vipers creature moves at half speed, cannot run Giant constrictor or charge, takes a -2 penalty on attack 12th-15th You point at a creature or object snakes (11 HD) rolls and a -4 penalty to Dexterity, and causing white-hot flames to burst from Giant constrictor must make a DC 15 Concentration check 16th-19th the target. Creatures and attended objects snakes (14 HD) to cast spells.) A target may escape by receive a Reflex saving throw to avoid the Gargantuan giant taking a full-round action to make a DC 20th or affect. Objects that are not constrictor snakes 25 Strength check or a DC 30 Escape higher flammable (such as a stone wall) (20 HD) Artist check. are unaffected by this spell. Additionally the target can choose to The flames produced by spontaneous STONEMANTLE free itself from the chains of electricity by submitting to a charm monster effect. combustion are much hotter than normal Transmutation [Earth] The target becomes aware of this option 1 flames, Targets take 3d6 points of fire Level: Clr 2, Drd 1, Sor/Wiz 2 round after the spell is cast. damage the first round, and 2d6 every Components: V, S, M subsequent round until the target If the target allows this, the storm slave Casting Time: 1 standard action extinguishes the flames. Creatures can spell ends, and the target is affected as if Range: Close (25 ft. + 5 ft / 2 levels) attempt a new Reflex save every round to by charm monster with no Will save (the Target: One Tiny object per caster level extinguish the flames. Subjects can opt to target is considered to have consciously Duration: 10 minutes/level spend a full-round action that provokes failed any saving throw). Saving Throw: Will negates (harmless, an attack of opportunity to smother the If the target of the storm slave makes its object) flames. Doing so grants a +4 bonus on Reflex save, it is not entangled by the Spell Resistance: No their next Reflex save. Submerging the lightning and takes only 1d6 points of Source: Dragon 314 (Dust to Dust – target completely in water automatically electricity damage a round. It may still Magic of the Earthborn) douses the flames. A person can end the spell by allowing itself to be extinguish a burning unattended object affected by a charm monster effect. This spell grants the resilience of stone as a full-round action that provokes an A creature that touches the target of the to weaker objects. You may affect one attack of opportunity. spell (to heal it, aid another, or even Tiny or smaller object, or an equivalent make an unarmed or natural weapon number of larger objects per caster level. STICKS TO SNAKES attack) takes 1d6 points of electricity A Small object counts as 2 Tiny objects, a damage. Transmutation Medium object counts as 4, a Large object Note: See the “Dual School Spells” entry Level: Clr 3, Drd 3 counts as 8, a Huge object counts as 16, a in Appendix 2 for more information on Components: V, S, DF Gargantuan object count as 32, and a the dual-school property of this spell. Casting Time: 1 standard action Colossal object counts as 64. The Range: Close (25 ft. + 5 ft / 2 levels) hardness of an object affected by this Effect: Up to 1 stick/4 levels spell becomes 8, and it has 15 hit points STRAHD'S BANEFUL Duration: 1 round/level per inch of thickness. If the object to be ATTRACTOR Saving Throw: Will negates (object) affected has greater hardness or more hit Evocation Spell Resistance: Yes (object) points, use the better value. The DC to Level: Sor/Wiz 4 Source: Dragon 317 (Dungeons & break the object increases by +5 unless Components: V, S, M Dragons Heroes – Magic, Monsters, and the spell did not increase the object's Casting Time: 1 standard action Mayhem) hardness. The surface of an affected Range: Medium (100 ft. + 10 ft. /level) object takes on a faint, dull-gray tint, but Target: One creature You turn a number of dead branches or its appearance does not otherwise Duration: 1 minute/level other long slender pieces of wood (arrow change. Saving Throw: None shafts, sticks, staffs, and so on) into giant Material Component: A small amount Spell Resistance: Yes of powdered marble. snakes. The type of snakes that you create Source: Dragon 348 (Spellcraft – The depends on your level; see the table Tome of Strahd) below. The MONSTER MANUAL has STORM SLAVE statistics for snakes. Enchantment/Evocation [Electricity, You cause spells to divert from their Any snakes created by this spell do not Evil] original paths to strike your target. Upon attempt to harm you, and you can control Level: Clr 6, Sor/Wiz 6 casting this spell, you surround the target their actions telepathically as a free Components: V, S with a 15-foot-diameter invisible aura action. Left to their own devices, the Casting Time: 1 standard action that attracts spells aimed at nearby snakes attack whomever or whatever is Range: Medium (100 ft. + 10 ft. /level) creatures. Any ranged spell that deals hit near them, but while you control them Target: One creature point damage and targets a specific they can perform any stunt or action they Duration: 1 round/level creature (such as disintegrate, magic missile, are physically capable of doing. Saving Throw: Reflex partial or scorching ray) within 15 feet is diverted When reduced to 0 hit points or less, Spell Resistance: Yes to strike the target of this spell instead. the snakes revert to their original, Dragon 347 (Spellcraft – The diverted spell strikes the creature undamaged object form. Source: Scripture of Elemental Evil) affected by Strahd's baneful attractor, even

if this would cause it to exceed its normal 45

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions range. The aura of this spell does not pass A character outside the water column black rock triskelion into answering your through barriers that would impede line may attempt to help the subject of this summons. The creature you summon of effect. spell. As a full-round action, a rescuer appears in the spot you designate and acts Ranged beneficial spells with a specific adjacent to the pillar of liquid may make immediately on your turn, attacking your target or area-effecting spells (like fireball, a Strength check with a DC equal to the opponents to the best of its ability. You flame strike, or lightning bolt) are not spell’s initial saving throw to pull the must concentrate to maintain this spell’s affected by Strahd's baneful attractor. subject free. Doing so ends the spell. effect, but commanding the creature is a Potentially harmful spells that don't Material Component: A drop of water and free action. directly deal hit point damage (like a drop of blood. If you speak the avatar of elemental enervation, magic jar, silence, or many evil’s language and are close enough to enchantment spells) are also not diverted SUMMER BREEZES communicate with it, you can direct it to by this spell. attack particular enemies or to perform Conjuration (Creation) [Air] For example, Hennet the sorcerer and other actions. An avatar can’t be Level: Initiate of Obad-Hai 1 Tordek the fighter are standing 10 feet summoned into an environment hostile Components: V, DF apart when Hennet is affected by Strahd's to it in any way (for example, you Casting Time: 1 round baneful attractor. On the following round, couldn’t summon a holocaust disciple Range: Personal enemies cast scorching ray, magic missile, underwater or a black rock triskelion in Area: 20-ft.-radius emanating from baleful polymorph, and ice storm–all at midair). caster Tordek. To reach Tordek, all of the spells When you use a summoning spell to Duration: 1 hour/level enter the area affected by the baneful summon an avatar of elemental evil None attractor surrounding Hennet. As such, Saving Throw: related to air, earth, fire, or water, it the scorching ray is diverted and rolls to Spell Resistance: No becomes a spell of that type. hit Hennet instead of Tordek and all the Source: Dragon 342 (The Power of Note: See the “Dual School Spells” entry magic missiles created divert and Faith – Initiate Feats of the Core Deities) in Appendix 2 for more information on automatically strike Hennet. Ice storm, the dual-school property of this spell. being an area spell, is unaffected by This spell conjures forth light, cool breezes around the caster. These breezes Hennet's aura, as is baleful polymorph as it SUMMON MONSTROUS deals no hit point damage. make hot environs much more Material Component: A few bits of comfortable, reducing the effective HORDE broken glass. temperature within the area of effect by Conjuration (Summoning) [War] 20 degrees. Level: Brd 3, Clr 3, Sor/Wiz 3 In addition, the swirling nature of the SUBMERSION TREATMENT Components: V, S, M winds makes it more difficult for Casting Time: 10 minutes Evocation creatures that rely on scent. Within the Range: Long (400 ft. + 40ft. /level) Level: Drd 7, Sor/Wiz 7 area of effect, creatures using only the Effect: Up to 25 creatures per level (see Components: V, S, M scent ability to target you suffer a 20% text) Casting Time: 1 standard action miss chance. Duration: 1 round/level (D) Range: Medium (100 ft. + 10 ft. /level) Saving Throw: None Target: One creature SUMMON AVATAR OF Spell Resistance: No Duration: 1 round/level Source: Dragon 309 (War Spells – Saving Throw: Reflex negates ELEMENTAL EVIL Unleash Arcane Armageddon) Spell Resistance: Yes Conjuration (Summoning) [Evil, see

text] As summon monster II, except that you You create a column of freezing, Level: Clr 8 summon twenty-five of the kind of swirling water that engulfs your target. Components: V, S, DF creature you have selected per caster The subject is paralyzed by the water’s Casting Time: 1 round level you posses, no two of which can be powerful grip and takes 1d6 points of Range: Medium (100 ft. + 10 ft. /level) more than 100 ft. apart. You cannot cold damage every round. However, the Effect: One summoned avatar of summon creatures from the summon target gains a +6 bonus to AC as the elemental evil monster I list. liquid sheath protects it. Duration: Concentration, up to 1 Note: This spell requires the War Magic While surrounded by water, if the round/level Study feat to acquire and cast. See the subject is alive and cannot breathe water, None Saving Throw: Appendix 2 for more information. it can hold its breath for 2 rounds per Spell Resistance: No Material Component: 1,500 gp worth of point of Constitution but must make a Source: Dragon 347 (Spellcraft – jet, powdered. Constitution check (DC+1 per previous Scripture of Elemental Evil) success) each round thereafter to continue doing so. Failure on any such You conjure a being equal parts SUMMON THE PACK AND check (or voluntary resumption of elemental force and unabashed evil HERD breathing) causes the subject to fall known as an avatar of elemental evil (see Conjuration (Summoning) [War] unconscious (0 hp). On the next round, page 7 of MONSTER MANUAL IV). You Level: Drd 3, Clr 3, Sor/Wiz 3 the subject drops to –1 hit points and is can use this spell to summon a cyclonic Components: V, S, M dying; on the third round it suffocates ravager, a holocaust disciple, or a Casting Time: 10 minutes (see Drowning on page 304 of the waterveiled assassin. You must be caster Range: Long (400 ft. + 40ft. /level) DUNGEON MASTER’S GUIDE). level 18 or higher, though, to coerce a 46

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Target: Up to 25 creatures per level round. Against undead, the weapon deals target. On any round the sunmace (see text) 2d6 points of fire damage instead of 1d8 switches targets, it gets only one attack. Duration: 1 round/level (D) and the creature must make a Will save Subsequent rounds of attacking that Saving Throw: None or be blinded for 1 round; undead target allow the sunmace to make multiple Spell Resistance: No especially vulnerable to daylight or attacks if your base attack bonus would Source: Dragon 309 (War Spells – sunlight (such as specters, vampires, and allow it to. Unleash Arcane Armageddon) wraiths) take a -2 penalty on this saving A sunmace cannot be attacked or throw. The sunmace has the same threat harmed by physical attacks, but dispel As summon nature's ally II, except that range and critical multipliers as a real magic, disintegrate, a sphere of annihilation, you summon twenty-five of the kind of mace (critical threat on a 20, double or a rod of cancellation affects it. A creature you have selected per caster damage on a successful critical hit). sunmace's AC against touch attacks is 12 level you possess, no two of which can be The mace strikes the opponent you (10 + Size bonus for Tiny object). A deeper more than 100 ft. apart. You cannot designate, starting with one attack in the darkness spell cast on a sunmace instantly summon creatures from the summon round the spell is cast and continuing dispels it (and has no other effect). nature's ally I list. each round thereafter on your turn. It If an attacked creature has spell Note: This spell requires the War Magic uses your base attack bonus (possibly resistance, you make a caster level check Study feat to acquire and cast. See the (1d20 + caster level) against that spell Appendix 2 for more information. resistance the first time the sunmace Material Component: 1,500 gp worth strikes it. If the sunmace is of jet, powdered. successfully resisted, the spell is dispelled. If not, the weapon has its normal effect on that creature for the SUN FATHERS FACE duration of the spell. Evocation [Light]

Level: Clr 1, Drd 1, Pal 1, Rgr 1 Components: V, S, DF SUSURRUS OF THE CITY Casting Time: 1 swift action Divination Range: Personal Level: Urban Druid 5 Target: You Components: V, F, XP Duration: 1 minute or until Casting Time: 10 minutes discharged Range: Personal Source: Dragon 346 (Core Beliefs: Effect: You Pelor) Duration: 1 round/level

Your face and hair take on aspects This spell awakens the secret voice of Pelor's greatness, becoming golden of the city and causes a vacant and shining. You shed light equal to a building in the city to speak. The candle and your hair extends outward facade of the building forms a crude like the rays of the sun. You gain a +4 face and answers questions you have. sacred bonus on a single turn undead You may ask one question per round. or wild empathy check. You must Each question must be one that can choose to use this bonus before be answered in no more than one making the roll to which it applies. word, and the knowledge imparted by the susurrus of the city must be knowledge that is known to at least SUNMACE one person who is currently located in Evocation [Light] The city walls speak at the urging of the city. Clr 2, Drd 2 an urban druid. Level: This spell, at best, provides Components: V, S, DF information to aid character decisions. allowing it multiple attacks per round in Casting Time: 1 standard action The susurrus of the city has no agenda of its subsequent rounds) plus your Wisdom Range: Medium (100 ft. + 10 ft. /level) own, and does not try to deceive or trick modifier as its attack bonus. It strikes as a Effect: Magic weapon of sunlight the caster. In cases where there are spell, not as a weapon, so, for example, it Duration: 1 round/level (D) multiple answers to a question, the spell can damage creatures that have damage Saving Throw: None or Will negates provides the one that is the most reduction. It does not get a flanking (see text) pertinent to the caster. If you lag, discuss bonus or help a combatant get one. Your Spell Resistance: Yes the answers, or go off to do anything else, feats or combat actions do not affect the Source: Dragon 346 (Core Beliefs: the spell ends. sunmace. If the sunmace goes beyond the Pelor) Focus: An abandoned building in a spell range, if it goes out of your sight, or settlement of at least small town size or A mace made of pure sunlight springs if you are not directing it, it returns to larger (see page 137 of the DUNGEON into existence and attacks opponents at a you and hovers. MASTER’S GUIDE). Each round after the first, you can use a distance, as you direct it, dealing 1d8 XP Cost: 100 XP move action to redirect the sunmace to a points fire damage per hit, +1 point per new target. If you do not, the sunmace three caster levels (maximum +5 at 15th level), and dazzling the target for 1 continues to attack the previous round's 47

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

SWALLOW creature cannot be transported.) Mounts, When casting this spell, you name a familiars, and animal companions of the Conjuration (Teleportation) specific creature to scry upon. For the spell's targets are also considered willing Level: Gluttony 8, Sor/Wiz 8 duration of the spell, you see and hear creatures for the purpose of this spell. Components: V, S through that creature's eyes and ears Familiars do not count toward the spell's Casting Time: 1 standard action using all the natural senses available to limit, but mounts and animal Range: Touch the target. For example, if the creature companions do. Target: Creature touched possesses darkvision, you can see using Note: This spell requires the War Magic Duration: 1 hour/level; see text that ability while looking through its Study feat to acquire and cast. None Saving Throw: eyes. This spell does not allow you to take Material Component: Two linked metal Spell Resistance: Yes advantage of magical senses possessed by rings (one silver, one gold) studded with Dragon Magazine #: 323 (Seven the target, such as detect magic, tongues, jacinths, worth a total of 7,000 gp. Deadly Domains – Spells for Sinners) and true seeing. A successful Will save

negates this effect and ends the spell TEMPORAL JOLT You can make a touch attack to trap an immediately. Evocation opponent in a deadly extradimensional Once per casting of this spell, you can Level: Sor/Wiz 4 space. Touching an enemy causes a chose to lash out at a single target with a Components: V, S horrific visual effect as your mouth devastating telepathic wave. The target of Casting Time: 1 standard action grotesquely distends, swallowing the this wave must be within line of sight of Range: Medium (100 ft. + 10 ft. /level) target and banishing it to a tight, the creature whose senses you see Effect: Ray swelteringly humid extradimensional through (which includes the original Duration: Instantaneous chamber with constricting, pulpy walls. creature). The target of this wave takes None Upon being teleported to this 1d6 points of Intelligence, Wisdom, and Saving Throw: extradimensional gizzard, the victim is Charisma damage and is stunned for 1 Spell Resistance: Yes considered grappled and suffers 2d6 round. A successful Will save halves the Source: Dragon 350 (Spellcraft – points of bludgeoning damage +1 damage and negates the stunning effect. Chronomancy) point/level as well as 6 points of acid If used to target the original creature, damage every round for a number of that creature does not receive a saving Pointing your finger, a ray of erratic temporal energies ripples through the air, rounds equal to the caster level. The throw to halve this damage and is wavering like a beam of intense heat. victim may attempt to escape by using a automatically stunned. light slashing or piercing weapon to deal The targets of this spell must be on the A colorless beam streaks toward your 30 points of damage to the space's walls. same plane as the caster. This spell is target, violently throwing the target back The space has an AC equal to the caster's negated by spells and effects that block and forth in time, aging natural materials level. The target may also try to escape by scrying. and damaging the brittle remains. The making a grapple or Escape Artist check Note: This spell is an Artifact Spell and a ray requires a ranged touch attack to hit opposed by the space, which has a Dual School Spell. See the “Casting and deals 1d6 points of damage per 3 grapple bonus equal to double the caster Artifact Spells” entry and the “Dual Spell caster levels (maximum 5d6). In addition, level. If the victim succeeds either at Schools” entries in Appendix 2 for more the beam speeds the decay or corrosion cutting or grappling its way free, it is information. of nonmagical items, aging them expelled from the extradimensional gizzard and reappears where it had been hundreds of years in a single moment. when the swallow spell was cast. If this TELEPORT LEGION Nonmagical armor worn by an affected location is filled with a solid object, the Transmutation [Teleportation, War] target permanently loses 1d6 points of subject appears in the next nearest open Level: Sor/Wiz 6 Armor Class (to the maximum amount of space. Otherwise, the target remains Components: V, S, M protection the armor offered) and trapped and takes damage every round Casting Time: 10 minutes nonmagical weapons and items being until the spell ends. If the target is killed Range: Medium (100 ft. + 10 ft. /level) held are instantly destroyed (items in by the spell, its body is dissolved and Targets: Willing creatures within a 60 backpacks, pouches, and other containers possessions are expelled onto the Astral ft.-radius burst (see text) are unaffected). Armor that has its armor Plane. Duration: Instantaneous bonus reduced to 0 is destroyed. Magic Saving Throw: None items are unaffected by this spell. TELEPATHIC STRIKE Spell Resistance: No Dragon 309 (War Spells – Divination and Enchantment [Mind- Source: TEMPORAL REPAIR Affecting] Unleash Arcane Armageddon) Abjuration

Level: Arcane 3 Level: Sor/Wiz 5 You instantly transport the target Components: V Components: V, S, M creatures to a location you designate. The Casting Time: 1 standard action Casting Time: 1 standard action destination must be on the same plane Range: See text Range: 50 ft. and either very familiar to you or a place Target: One living creature; see text Effect: 5o-ft.-radius-sphere centered on you have studied carefully. You may Duration: 1 round/level you transport up to ten Medium or smaller Will negates; see text Duration: 1 minute/level Saving Throw: creatures per caster level, along with Saving Throw: None Spell Resistance: Yes their gear. (A Large creature counts as Spell Resistance: No Source: Dragon 345 (Spellcraft – two Medium creatures; a Huge or Larger Artifact Spells – Magic of the Giants) 48

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Source: Dragon 350 (Spellcraft – spells can destroy it: dispel evil, heal, this spell in addition to any racial Chronomancy) remove curse, and remove disease. A bonuses to rock throwing. successful DC 20 Heal check extracts the Creatures of Small size or smaller are A wave of shimmering, visible time forms a worm and destroys it. Once the worm beneath Iallanis's notice and gain no field around you, guarding and restoring the reaches the brain, it deals 1d2 points of benefit from this spell. flow of time within. Intelligence damage per round until either it is killed or it slays its host. A Rock You cement the flow of time around Small, Medium, or Large creature rises as Target Size Range Damage you, preventing time-altering effects a spawn of Kyuss 1d6+4 rounds later. A Medium 120 ft. 2d6 from affecting those within and Tiny or smaller creature quickly Large 140 ft. 2d8 returning any area of manipulated time putrefies, and a Huge or larger creature Huge 160 ft. 3d6 back to normal. Any time altering spell of becomes a normal zombie of the Gargantuan 180 ft. 3d8 lower level than temporal repair cannot appropriate size. This spell grants no Colossal 200 ft. 4d6 affect creatures within its area of effect. If control over undead creatures created in the target of a time-altering effect that this manner. lasts for multiple rounds enters temporal TIME SHIELD A successful Fortitude saving throw Abjuration repair's area of effect, that spell is negates the effects of this spell. Level: Brd 4, Sor/Wiz 4 dispelled. Thus, spells like temporal jolt or Note: This spell requires that the caster Components: V, S time shield have no effect on those within possess either the Wormbound Casting Time: 1 standard action temporal repair's area and time shield would Spellcaster feat (see the “Wormbound” Range: 3o ft. instantly be dispelled if its target entered entry in Appendix 2) or the wormspawn Effect: 3o-ft.-radius sphere centered on the area. For spells of a higher level then subtype (see the article in Dragon you temporal repair, such as time stop, you must Magazine #343). Duration: 1 minute/level make an opposed caster level check Focus: A Kyuss worm hosted within Saving Throw: None against the opposing caster. If you fail, your body. No your opponent's time-altering spell Spell Resistance: proves stronger than your temporal repair Source: Dragon 350 (Spellcraft – and it functions normally. If you succeed, THROWING ARM OF Chronomancy) your opponent's time-altering spell is IALLANIS dispelled. Transmutation The sound of a swift-moving wind rises Exactly what spells are affected by Level: Clr 4, Drd 5 around you as time almost imperceptibly quickens. temporal repair is largely decided by the Components: V, S, DF

DM. Typically, time stop, all the spells in Casting Time: 1 standard action You create a bubble of magically this article, and any spells with "time" or Range: Touch enhanced time that consumes spells at a similar words in their names are Effect: Creature touched quickened rate. Upon casting this spell, considered time-altering spells, but more Duration: 1 round/5 levels all spells and spell effects within the time or fewer might exist at the DM's Saving Throw: Will negates (harmless) shield have their durations consumed at discretion. The state of certain spells, Yes Spell Resistance: twice their normal rate. Any spell with a such as gentle repose, haste, or slow, is a Source: Dragon 342 (Spellcraft – Alien consideration left to the DM. duration measured in rounds or minutes, Blessings – Spells of Monstrous Deities) whether beneficial or harmful, is affected Material Component: A handful of seeds (spells measured in hours, days, or longer and rust. The affected creature gains the ability are shortened imperceptibly). Creatures

to throw massive rocks. Upon casting affected by spells cast outside a time shield THE WORM WITHIN this spell a giant stone materializes in one that enter the time shield have their Necromancy [Evil] of the target's empty hands (the spell fails spells consumed at the increased rate. Level: Kyuss 3 if the target does not have an empty Upon leaving the time shield, the Components: V, S, M hand). Although this rock would creature's spells again decrease at their Casting Time: 1 standard action probably be too heavy to heft under normal rate. Range: Close (25 ft. + 5 ft. /2 levels) normal conditions, the target can fling Even spending only a portion a round Target: One living creature this projectile as a giant one size category within a time shield causes spells to expire Duration: Instantaneous larger than himself. The rock has a range at an accelerated rate. Thus, if a creature Saving Throw: Fortitude negates increment and deals damage as noted on begins and ends its turn outside a time the following chart. The rock created by Spell Resistance: Yes shield but passes through the area of this spell cannot be used in any other Source: Dragon 343 (Spellcraft – effect in the interim, any spells that way than to make a ranged attack. Worm Bound – The Secrets of Kyuss) affect the creature lose 2 rounds of For every round this spell lasts a new duration that round. rock materializes in one of the target's You create a Kyuss worm burrowing A time shield cannot affect another time empty hands, which he is then capable of within the flesh of your foe. The worm shield, thus the spell has no effect on throwing on his next turn (up to a makes its way through the host's body, other instances of this spell. maximum of 4 rocks). dealing 1 point of damage per round for If the target already possesses the rock 1d4+1 rounds. At the end of that point, it throwing ability, he gains a +4 bonus on TORMENT reaches the brain. While the worm is attacks made using the rocks created by Evocation [Evil] inside a victim, any of the following Level: Sor/Wiz 7 49

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Components: V, S hold and deals additional damage, as Casting Time: 3 rounds described on the following table, each Range: Personal round with a successful grapple check. Target: You The claw's size bonus applies on all Duration: 24 hours disarm, grapple, and trip attempts made Source: Dragon 336 (Spellcraft – with the claw. The Demonomicon of Iggwilv) A creature that already possesses a claw attack may use its own claw damage or This spell functions like dolor, that granted by the spell, whichever is except that you must know the true greater. You cannot hold any objects in name of the creature targeted and your transformed hand or cast spells your bonus on Charisma checks is +5, with somatic components while your +1 per 2 caster levels above 13th. This hand is in this shape. bonus does not stack with the bonus provided by dolor. Additionally, the Size target does not attempt to subvert Size Dmg Reach Bonus your instructions, instead obeying Fine 1 0 ft. -12 both the letter and intention of its Diminutive 1 0 ft. -8 orders to the best of its ability. Tiny 1d3 5 ft. -4

Small 1d4 5 ft.+0 TORTURE Medium 1d6 10 ft. +4 Enchantment (compulsion) Large 1d8 15 ft.+8 [language-dependant, mind affecting] Huge 2d6 20 ft. +12 Level: Clr 4, Sor/Wiz 5 Gargantuan 2d8 40 ft. +16 Components: V, S Colossal 4d6 60 ft. +20 Casting Time: 1 minute Range: Close (25 ft. + 5 ft. /2 levels) A Kuo‐toa benefits from a TOUCH OF THE PHARAOH Target: One living creature touch of Blibdoolpoolp Necromancy [Evil] Duration: 1 round/2 levels Level: Clr 5 Saving Throw: Will partial Components: V, S Spell Resistance: Yes Components: V, S, DF Casting Time: 1 standard action Source: Dragon 348 (Core Beliefs – Range: Touch Vecna) Casting Time: 1 standard action Range: Personal Target: Living creature touched Duration: Instantaneous This spell allows you to ask questions of Target: You Duration: 1 minute/level Saving Throw: Fortitude negates the target, who must answer them Spell Resistance: Yes truthfully or suffer terrible pain. Source: Dragon 342 (Spellcraft – Alien Source: Dragon 331 (Spellcraft – Spell Once each round, for the duration of Blessings – Spells of Monstrous Deities) Strips of the Black Pyramid) the spell, you can ask the target one question. If the target answers truthfully Your hand turns into an enormous The subject contracts mummy rot the spell has no effect that round. If the lobster like claw. This claw gives you a (dealing 1d6 Constitution and 1d6 target deliberately lies or does not natural attack with reach and deals Charisma damage), which strikes answer, the target is wracked by bludgeoning damage as indicated on the immediately (no incubation period). excruciating pain and takes 1d6 points of following chart. If you attack only with Targets affected by mummy rot cannot be Constitution damage. A successful Will the claw, making it your primary attack, healed normally. Any character afflicted save halves this damage (minimum 1). the claw adds 1-1/2 times your Strength by mummy rot cannot be affected by a The target must make a new save each modifier to damage. The claw can also be conjuration (healing) spell unless the time it fails to answer a question used as a secondary attack in conjunction caster of that spell succeeds at a DC 20 truthfully. with a manufactured weapon. Such caster level check. See page 191 of the The target must be conscious, able to secondary attacks do not interfere with MONSTER MANUAL for mummy rot's full understand you, and able to respond for your primary attack as attacking with an off-hand weapon would, but you take the effects. this spell to function. If you ask a question that the target simply does not usual -5 penalty and add only half of your know, you immediately become aware of Strength modifier to damage. Regardless TRANSFUSION this fact and the question is wasted (with of how you use the claw, you are Necromancy the target suffering no ill effects). The considered armed while this spell is in Level: Sor/Wiz 5 target must remain within range for the effect. Components: V, S, M entire duration of this spell and it is If you hit with this claw attack, you can Casting Time: 1 minute typically bound to prevent escape. attempt a grapple check against your Range: Touch opponent without provoking an attack of Target: Living creature touched opportunity and as if you were one size TOUCH OF BLIBDOOLPOOLP Duration: Instantaneous and 10 category larger. If you succeed at the minutes/level; see text Transmutation grapple attempt, the claw establishes a Saving Throw: None Level: Clr 3, Drd 3 50

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Through a minute-long ritual, you siphon a specific ability score from a creature. Upon casting target takes a penalty to the chosen ability score equal to 1d6 +1 per 3 caster levels (maximum 1d6+5). The target’s affected ability score cannot drop below 1. You then gain a bonus to the chosen ability score equal to half the penalty imposed upon the target (rounded down). Both the penalty and the bonus incurred by this spell last for 1 minute per level. For example, if a 13th-level wizard used this spell to damage the Intelligence of a krenshar (Intelligence 6) and rolled a 5, the krenshar would take a –9 penalty to its Intelligence (5 + 4 from wizard levels), lowering its Intelligence to 1. The wizard then gains a +2 bonus to his Intelligence, Tune of the dancing weapon makes a bard’s songsaber dance as the krenshar effectively only lost 5 points of Intelligence (halved and rounded down to 2). this spell most often requires the target You imbue a single weapon with the If you attempt to use this spell to affect to be unconscious, restrained in some dancing special ability (described on page an ability score the target does not have manner, or willing. 224 of the DUNGEON MASTER’S GUIDE) (like trying to drain the Constitution of Material Component: A syringe. for the duration of this spell. The affected an undead creature) the target suffers no weapon immediately begins attacking on ill effects, but you still roll to see how TRUE TURNING its own. After 4 rounds, the weapon much of a penalty it would have taken if drops, as normal for the dancing special Divination it had the ability. Instead of the target ability. Level: Initiate of Pelor 1 taking this penalty, you take 5 points of Components: V, DF damage for every point of that penalty. Casting Time: 1 standard action UNEARTH HERESY You must maintain contact with the Range: Personal Divination [Mind -Affecting] target for the entire casting time. If you Target: You Level: Clr 2 (Saint Cuthbert, star only) break contact for any reason the spell Duration: See text Source: Dragon 358 (Core Beliefs – St. ends and you gain no benefit. Casting Source: Dragon 342 (The Power of Cuthbert) Faith – Initiate Feats of the Core Deities) This spell functions like detect thoughts Pelor's radiance inspires your holy except as noted above. symbol to the bane of undead. Your next turning check (if it is made before the UNHOLY SWORD end of the next round) gains a +4 insight Evocation [Evil] bonus. In addition, you may add your Level: Anti-paladin 4 cleric level x 2 (to maximum of 10) to Components: V, S your turning damage. Casting Time: 1 standard action Range: Touch TUNE OF THE DANCING Effect: Melee weapon touched WEAPON Duration: 1 round/level Transmutation Saving Throw: None Level: Brd 2, Sor/Wiz 2 Spell Resistance: No Components: V, S Source: Dragon 312 (Blackguards – Reavers of the Divine, Despots, Casting Time: 1 standard action Corrupters, and Anti-paladins) Range: Touch This spell allows you to channel unholy Target: Weapon touched power into your sword, or any other Duration: 4 rounds melee weapon you choose. The weapon Saving Throw: Will negates (harmless, acts as a +5 unholy weapon (+5 object) enhancement bonus on attack and Spell Resistance: Yes (harmless, damage rolls, extra 2d6 damage against object) good opponents). It also emits a magic Source: Dragon 335 (Spellcraft – circle against good effect (as the spell). If Songsabers of Waterdeep) the magic circle ends, the weapon creates a A horde of undead withers before the true turning of a new one on your turn as a free action. Initiate of Pelor The spell is automatically canceled 1 51

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions round after the weapon leaves your hand. long enough to be seen, then quickly at loggerheads; unable to ever make You cannot have more than one unholy fades away. The four living creatures in peace. One of the apprentices owned a sword at a time. the area of the spell immediately take 4d6 particularly fine horse and lorded it over If this spell is cast on a magic weapon, points of damage (half if they make their the other one by riding the horse about the powers of the spell supersede any Will save), and suffer 4d6 points of their master’s lands at every opportunity. that the weapon normally has, rendering damage (half if they make their Will The other apprentice created this spell the normal enhancement bonus and save) every round until the spell ends. and used it so frequently that her rival powers of the weapon inoperative for the The damage continues even if the targets could not mount his horse within sight duration of the spell. This spell is not move out of the initial area of effect. of their master’s tower. cumulative with profane weapon or any Material Components: A riding crop or other spell that might modify the weapon VECNA'S COURIER willow switch. See the “Serpentine Foci” in any way. entry in Appendix 2 for more Enchantment [Mind-Affecting] This spell does not work on artifacts. information about this focus. Level: Initiate of Vecna 4 Note: A masterwork weapon’s bonus to Components: V, S, DF attack does not stack with an Casting Time: 1 round VENOMOUS VOLLEY enhancement bonus to attack. Range: Touch Evocation

Target: One intelligent creature Level: Clr 2, Drd 2, Sor/Wiz 2 VAMPIRIC DRAIN Duration: 1 day/level Components: V, S, F Necromancy Saving Throw: Will negates Casting Time: 1 standard action Level: Sor/Wiz 8 Spell Resistance: Yes Range: 15 ft. Components: V, S Source: Dragon 342 (The Power of Area: Cone-shaped burst Casting Time: 1 standard action Faith – Initiate Feats of the Core Deities) Duration: Instantaneous; see text Range: Close (25 ft. + 5 ft / 2 levels) Saving Throw: Reflex half Targets: All living and undead Upon casting this spell, you can embed Spell Resistance: Yes creatures in a 10-ft. cube a message of up to 25 words +1 word per Source: Dragon 330 (Spellcraft – Duration: 1 round/3 levels caster level into the target's mind. The Volume Veneficus) Saving Throw: Will half target cannot recall the message by any Spell Resistance: Yes means share of a limited wish, wish, or A cone of venomous fangs shoots from Source: Dragon 317 (Dungeons & miracle. When the target hears a your fingertips. Any creature in the area Dragons Heroes – Magic, Monsters, and predetermined word or phrase, he enters of the cone takes 1d6 points of damage Mayhem) a trance-like state and recites the message per two caster levels (maximum 5d6). A A complicated circular rune of purple light word for word-even if he doesn't speak Reflex save halves this damage. to manifests briefly in the area of effect, then the language the message is in. After In addition, anyone caught in the area quickly fades. delivering the message, the target exits of this spell suffers a -4 penalty on all the trance, with no memory of having Fortitude saves to resist poison for 1 All living creatures in the area of effect delivered the secret message. minute per caster level. There is no save immediately take1d6 points of damage versus this effect, although spell per four caster levels (maximum 5d6). VENGEFUL MOUNT resistance does apply. Thereafter, they take damage once per Focus: A living snake. See the Enchantment (Compulsion) [Mind- round for the spell's duration. A creature “Serpentine Foci” entry in Appendix 2 for Affecting] that makes a successful Will save takes more information about this focus. Level: Drd 0, Rgr 1, Sor/Wiz 0 only half damage from the vampiric drain on the initial round and all following Components: V, S, M rounds of the spell's duration. Casting Time: 1 standard action VISION OF FEAR Each time this spell deals damage to a Range: Close (25 ft. + 5 ft / 2 levels) Divination living creature, the caster gains Target: One animal Level: Brd 3, Clr 3, Sor/Wiz 2 temporary hit points equal to half the Duration: Instantaneous Components: V, S damage dealt. You can't gain more from Saving Throw: Will negates Casting Time: 1 standard action any single target than the target's current Spell Resistance: Yes Range: 60 ft. hit points +10, which is enough to kill Source: Dragon 326 (Spellcraft – Target: 1 creature the target. These temporary hit points Cantrips and Orisons of the Academy of Duration: Instantaneous/24 hours; see disappear 1 hour later. Apprentices) text Care should be taken to avoid targeting Saving Throw: Will negates undead creatures with a vampiric This spell causes a creature of the Spell Resistance: Yes drain. An undead creature targeted by animal type to shy away from riders or Source: Dragon 333 (Spellcraft – this spell heals 1d6 points of damage per those attempting to use the Handle Visions of Fear) four caster levels (maximum 5d6), and Animal skill on it. The target animal can the caster takes damage equal to half this attempt a Will save to negate this effect. You get a sudden vision of either the amount. If the animal fails this save, any creature target's greatest fear or its most recent For example, a 16th level sorcerer casts riding the animal must immediately source of fear, be it a situation, location, this spell into an area where four make a Ride check to remain mounted, item, type of creature, or individual. You creatures can be targeted. A purple rune, usually requiring DC 10 Ride check. choose which fear to gain knowledge of, as described above, appears in the area Lore: The two apprentices of the either greatest or most recent. The image wizard Nuru spent their entire education is drawn directly from the subject's 52

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions subconscious and is accompanied by a This epic spell grants the caster two burst of vivid details. The intensity of the additional heads for the duration of the sensations connected to the vision and spell, provided the caster’s size is Large or the clarity of the image is strong enough greater (casters of smaller size are limited that the caster is treated as having first- to one additional head). Each additional hand knowledge of it for the purposes of head is able to make use of any breath scrying and having studied it carefully for weapons possessed by the caster. All the purposes of teleporting. This memory breath weapons activate on the same is magically aided and remains vivid for round but can aim in different directions. 24 hours, after which all but the vaguest The caster also gains the following images fade from your memory. If you benefits: attempt to scry upon or teleport using this • An attack with each additional memory after vision of fear has expired, head for any bite, gore, or tongue you are treated as having second-hand attack normally possessed. knowledge in the case of scry and as • +2 bonus to natural armor having viewed the area once when using • Darkvision to 90 feet teleport. If you choose to use this spell to gain • Decapitation attacks must affect all knowledge of the subject's greatest fear, heads to be effective your intimate understanding of the • +4 bonus on Fortitude saves target's fears causes it to suffer a -2 • +4 bonus on Concentration, Listen, penalty on Will saves to resist any of your Search and Spot checks spells with the fear descriptor for the Salt water crashes from above next 24 hours. After that time, your WALL OF TENTACLES as an Initiate of Obad‐Hai intimate understanding of the target's Conjuration (Creation) evokes waves of destruction mind wanes and the target no longer Level: Clr 6 suffers a penalty against your fear spells. lower level. All creatures within the area Source: Dragon 359 (1d20 Villains – However, you may cast this spell again to of effect take 1d6 points of nonlethal D&D’s Most Wanted; Preferably Dead) renew your understanding and again damage per caster level, to a maximum of impose this penalty upon a target. 15d6, with a Reflex save for half damage. This spell functions as wall of stone The spell has no effect on targets with Creatures with the fire subtype take except as noted. The caster an anyone an Intelligence lower than 3 or on lethal damage instead. who worships Lollth can freely move creatures immune to fear. If the through the wall as though it did not creature's most recent fear was due to a exist. Any other creature that touches the WRAITHFORM fear effect from a spell or spell-like wall is attacked by a tentacle that springs Transmutation ability, you immediately identify the fear from the wall’s surface. Each tentacle has Level: Sor/Wiz 4 as a magical compulsion (and not a true a reach of 30 feet, attacks using your base Components: S, M personal fear), although the spell does attack bonus (Strength 26), and is treated Casting Time: 1 standard action not also relate an earlier more private as a Huge creature. Each tentacle deals Range: Touch fear. 2d6+12 points of damage on a hit, has Target: One willing corporeal creature

improved grab, and constricts for 2d6+12 touched VOURZOUN’S MULTIPLICITY points of damage. Duration: 2 min/level (D) Saving Throw: None OF VISAGE Spell Resistance: Yes Transmutation WAVES OF DESTRUCTION Source: Dragon 348 (Spellcraft – The Spellcraft DC: 79 Evocation [Water] Tome of Strahd) Components: V, S Level: Initiate of Obad-Hai 5 Casting Time: 1 free action Components: V, S, DF Upon casting this spell, your target Range: 300 ft. Casting Time: 1 standard action becomes shadowy and ghostlike, its eyes Target: One creature Range: Close (25 ft. + 5 ft / 2 levels) glowing a sinister red. This spell Duration: 20 rounds Area: 40 ft. radius functions as the spell gaseous form, with Saving Throw: None Duration: Instantaneous the exception that the target can move at Spell Resistance: No Saving Throw: Reflex half its normal speed while affected. In To Develop: 711,00 gp; 14 days; 28,440 Spell Resistance: Yes addition, mindless undead (those with no XP. Seed: transform (grow additional Source: Dragon 342 (The Power of Intelligence score) do not perceive the heads DC 21, additional breath weapon Faith – Initiate Feats of the Core Deities) target as a threat. Even those with minds +10 DC, other bonuses and defenses +10 are likely to assume the target is merely a DC); Factor: 1 standard action casting You call forth a large volume of water wraith or other vengeful spirit. The target time (+20 DC), quickened spell (+28 DC), that batters the area. Salt water crashes gains a +10 bonus on its Disguise check reduced duration from permanent to 20 down from above, drenching everything to appear to be a wraith, although rounds (-10 DC). within the area of effect that is sentient beings may still make Spot Source: Dungeon 123 (Quicksilver unprotected. The water automatically checks to see through the morbid Hourglass) extinguishes nonmagical fires, as well as disguise. magical flames produced by spells of a 53

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

Material Component: A piece of gauze Initiate of Hextor feat. If the target is a dragon-like claws and fanged jaws that and a wisp of smoke. good outsider, you instead deal an originates at your hand and extends additional 2d6 points of damage. This outward in a cone. Its sharp-edged and WRATH OF HEXTOR bonus damage only applies to attacks pointed force deals 2d4 points of damage made using a flail. per caster level (maximum 3od4). This Transmutation damage is half slashing damage and half Level: Initiate of Hextor 4 energy damage. The type of energy Components: V, S, DF WYRMCONE depends on the color of the dragon used Casting Time: 1 standard action Evocation as the spell's material component, as Range: Personal Level: Sor/Wiz 6 shown, on the following chart. Target: You Components: V, S, M/DF Material Component: Casting Time: 1 standard action Duration: 1 minute/level A very small crystal or glass cone and a 60 ft. Saving Throw: Will negates (harmless) Range: tiny fragment or speck of dragon scale, Spell Resistance: Yes (Harmless) Area: Cone-shaped burst bone, tooth, or talon. Source: Dragon 342 (The Power of Duration: Instantaneous Faith – Initiate Feats of the Core Deities) Saving Throw: Reflex half Dragon Energy Spell Resistance: Yes Hextor's unholy rage and lust for battle Source: Dragon 344 (A Dark and Black, copper, green Acid provokes you to destroy those who most Stormy Knight – Another Evening With Blue, bronze Electricity inspire his wrath, For the duration of this the Wizards Three) Brass, gold, red Fire spell, you deal 2d4 points of damage Silver, white Cold against good targets with your flail rather Wyrmcone momentarily creates an area than the normal 1d4 granted by the of chaotically-whirling, translucent .

A wizardess delights in the torment of a bound demon

54

Complete Dragon and Dungeon Magazine 3.5 Spells – Spells Lists

SPELL LISTS

These lists summarize the spells described here. Most of the Loresong: You gain a bonus with one skill and can use it spell summaries come right from the pages of DRAGON and untrained. DUNGEON MAGAZINE. Others were created for this Skillful Moment: Take 20 on your next skill check. compilation. 2ND LEVEL BARD SPELLS Animate Instrument: Instrument carries a tune for you, allowing you to take other actions. ANTI−PALADIN SPELLS Curse of the Gypsies: Afflict a target with bad luck, an 1ST LEVEL ANTI−PALADIN SPELLS invisible mark, or an unnatural aura. Profane Weapon: Weapon becomes evil, bypasses DR, and Enhance Weapons: Imbue up to twenty-five weapons with critically hits good foes. +1 enhancement. Festival Feast: Create a meal of good food, wine, ale, and 4TH LEVEL ANTI−PALADIN SPELLS beer. Unholy Sword: Weapon becomes a +5 unholy weapon that Tune of the Dancing Weapon: Sword animates and fights emits a magic circle against good. for you.

3RD LEVEL BARD SPELLS ASSASSIN SPELLS Anamensis: Taps into an alien unconscious, providing a bonus on Knowledge skill checks. 2ND LEVEL ASSASSIN SPELLS Battle Fury: Rage to all creatures in a 60-ft burst. Marked Man: Helps track a subject. Depression: Enemies around you become fatigued and take penalties to Will saves. BARD SPELLS Dispel War Spell: Dispel war spells. Ever Armed: A rapier and dueling cloak appear in your 0 – LEVEL BARD SPELLS (CANTRIPS) hands. Fleeting Fame: Gives you a +2 bonus on Bluff, Diplomacy, Field of Blurs: As blur that effects up to 500 creatures for a and Intimidate checks. shorter period of time. Seeker’s Chant: Gives you a +2 bonus on Search checks, Shadowslip: Shadows provide partial concealment and but a -2 penalty on Move Silently checks. allow the caster to move through the Plane of Shadow. 1ST LEVEL BARD SPELLS Summon Monstrous Horde: As summon monster II but Detect Attitude: Reveals target's attitude. summon twenty-five/level of the kind of creature Empathy: Detect the emotions of a single creature. selected. Friendsight: Allies perceive each other as glowing to 4TH LEVEL BARD SPELLS prevent confusion. Battle Fright: As fear in a 60-ft. burst.

55

Complete Dragon and Dungeon Magazine 3.5 Spells – Spells Lists

Pillar of Sand: Create a pillar of sand that you can raise, Enhance Weapons: Imbue up to twenty-five weapons with lower, and move as desired. +1 enhancement. Time Shield: Spells are consumed at double the normal Festival Feast: Create a meal of good food, wine, ale, and rate in the area around you. beer. 5TH LEVEL BARD SPELLS Lighten Load: Increase the carrying capacity of a creature. Harmonic Void: Creates a dead zone that makes Morning Mists: As obscuring mist but over a larger area. spellcasting difficult. Shield of Heironeous: As shield except instead of an Scyllan Scream: Scream panics or shakes those who hear invisible disk, a barely-visible shield bearing Heironeous’s it. holy symbol appears. Stonemantle: Object gains hardness and increases in DC 6TH LEVEL BARD SPELLS to break. Bestow Curse, Greater: Ability score reduced to 1 or -6 to Sunmace: A mace of pure sunlight attacks opponents at a two ability scores; -8 on attack rolls, saves, and checks; or distance dealing 1d8 + 1 per three caster levels (max +5). do nothing with a 25% chance to act normally. Unearth Heresy: As detect thoughts. Geas, Mass Lesser: As lesser geas but affects 1 7HD or less Venomous Volley: Cone of fangs damages and weakens creature/level. targets. 7TH LEVEL BARD SPELLS 3RD LEVEL CLERIC SPELLS Dominate Person, Mass: Dominate multiple humanoids Banner of the Saint: Create an aura of power centered on (up to twice your level in HD) a banner giving all allies +2 attack and saves against fear effects. BLACKGUARD SPELLS Bolts of Glory: As searing light except damage is through positive energy. 4TH LEVEL BLACKGUARD SPELLS Detect Heresy: Reveals heretical thoughts or actions in Battlearms: Grow an extra set of arms to aid you in target's recent past. combat. Liferot: Cover target in fungi, making it unable to benefit Hextor’s Fiery Eyes: As command, except you can affect from magical healing. one creature per round and activities continue beyond 1 Moonbridge: Solidifies moonlight into a bridge. round. Rain of Terror: An unnatural rain makes those within it more susceptible to fear effects. Screen of Heat: Shimmering illusion causes 25% miss CLERIC SPELLS chance to all attacks through it. 0 – LEVEL CLERIC SPELLS (ORISON) Serpent Storm: Creates a hail of deadly serpents that bite Fleeting Fame: Gives you a +2 bonus on Bluff, Diplomacy, and poison everyone in the area. and Intimidate checks. Sever Ties Of The Moon: Gives a lycanthrope increased 1st level cleric spells control of its shape, but fatigues it. Burning Hate: Deal 1d5 fire damage/two levels and Skeletal Hand: A disembodied skeletal arm and claw inspire hate toward your target. attacks or delivers touch spells at a distance. Detect Attitude: Reveals target's attitude. Snake Shield: Serpentine force surrounds you and protects Detect Guilt: Reveals how much guilt target feels. you from attack. Detect Violence: Reveals violence done in the area within Sticks to Snakes: Create snakes from sticks that follow recent past. your command. Float: Makes a willing creature or object buoyant. Summon Monstrous Horde: As summon monster II but Glamour Costume: As disguise self except you can only summon twenty-five/level of the kind of creature change the appearance of your clothing and superficial selected. changed to your own appearance. Summon the Pack and Herd: As summon nature's ally II Motes of Moonlight: Creates an illuminating beam of but summon twenty-five/level of the kind of creature moonlight. selected. Persuasive Oration: As charm person, except with a longer Touch of Blibdoolpoolp: Transforms one of your hands casting time and a lesser duration. into an oversized claw. Saint Cuthbert’s Cudgel: As shillelagh, except effects one 4TH LEVEL CLERIC SPELLS bronzewood club or quarterstaff. Animate Undead Legion: Animate corpses up to 25 HD Sun Father’s Face: Your face becomes like Pelor’s, per caster level. shedding light and granting a +4 to turn undead or on Battlearms: Grow an extra set of arms to aid you in wild empathy checks. combat. 2ND LEVEL CLERIC SPELLS Black Stench of Laogzed: Creates a cloud of opaque, Blaze Bones: Enhance an undead with flames that also acidic, nauseating gas. damage it. Boccob’s Rolling Cloud: A rolling cloud of fire and Cold of the Grave: Deal 1d6 cold damage, 1d6 damage lightning deals 1d6 (max 10d6) damage. from negative energy, and Strength damage. Camel’s Tenacity: Travel without food or water. Curse of the Gypsies: Afflict a target with bad luck, an Caustic Disdain: Deal 1d6 acid damage/round to target invisible mark, or an unnatural aura. and make others less willing to aid it. Dispel War Spell: Dispel war spells.

56

Complete Dragon and Dungeon Magazine 3.5 Spells – Spells Lists

Enhance Armors: Enhance up to twenty five armor and Globe of Radiant Invulnerability, Greater: As lesser globe shields with +1/three caster levels. of radiant invulnerability, except it functions as a greater Fang Blade: Transforms a snake into a sword that can bite globe if invulnerability and deals 6d6 damage when and poison targets. exploding. Feed the Many: As create food and water except on a grand 8TH LEVEL CLERIC SPELLS scale. Summon Avatar of Elemental Evil: Calls powerful being Frostbite: Expose target to freezing temperatures dealing of elemental evil to fight for you. lethal and nonlethal damage, fatiguing the target. Merrshaulk's Kiss: Enhances a number of living snakes. Olidammara’s Bard Spell: Allows a cleric to prepare and CORE INITIATE SPELLS cast a limited number of bard spells. Plague Cloud: A sickly gray cloud infects creatures with 1ST LEVEL INITIATE OF BOCCOB SPELLS chosen disease. Memory Jar: Gain bonus on Knowledge checks and reroll Shark Bolt: Summons sharks made of water to attack your one failed Knowledge check. enemies. 4TH LEVEL INITIATE OF BOCCOB SPELLS Throwing Arm of Iallanis: Target can throw rocks as a Research Aid: Perform research at a faster pace. giant one size category larger. Torture: Ask questions of a target, who must answer 3RD LEVEL INITIATE OF ST. CUTHBERT truthfully or suffer 1d6 Con damage. SPELLS 5TH LEVEL CLERIC SPELLS Retributive Strike: Opponents who strike you provoke attacks of opportunity from you. Disk of Concordant Opposition: A hand-sized disk of energy deals 1d6 (max 15d6) damage to targets, 5TH LEVEL INITIATE OF ERYTHNUL SPELLS disintegrating them. Erythnul’s Slaughter: Increase threat range for all Easy March: Creatures move overland swiftly without weapons within 30-ft and creatures do not stabilize suffering the tiring effects of prolonged travel. normally. Elemental Guardian: Conjure a lesser elemental weird to 6TH LEVEL INITIATE OF ERYTHNUL SPELLS guard an area you designate. Rage, Mass: As rage, except that it affects multiple Fallen Soul: Encourage a good or neutral creature to creatures. become evil and punish evil creatures for doing good. Globe of Radiant Invulnerability, Lesser: As lesser globe 2ND LEVEL INITIATE OF HEIRONEOUS of invulnerability, except the globe can radiate light and SPELLS explode to blind and damage opponents for 3d6 damage. Mark of Justice, Lesser: As Mark of Justice with lesser Hextor’s Fiery Eyes: As command, except you can affect effects. one creature per round and activities continue beyond 1 round. 3RD LEVEL INITIATE OF HEIRONEOUS Incarnation of Set: Assume the shape of a nonunique SPELLS animal or vermin that is sacred to Set. Bless, Greater: As bless, but with increased bonus. Nails of Luthic: Your hands grow nails that exude poison. Olidammara's Carapace: Creates a protective carapace 4TH LEVEL INITIATE OF HEIRONEOUS that allows escape. SPELLS Sacred Circle: Infuse an area with divine every giving all Righteousness of Heironeous: Deal extra damage with a attacks +2 and all weapons are considered magical for longsword to evil creatures. overcoming DR. Touch of the Pharaoh: Afflicts a creature with mummy 3RD LEVEL INITIATE OF HEXTOR SPELLS rot. Bane, Greater: As bane, but with increased penalty. 6TH LEVEL CLERIC SPELLS 4TH LEVEL INITIATE OF HEXTOR SPELLS Brain Slave of Ilsensine: Summons disembodied brains Wrath of Hextor: Deal additional damage to good that can extract an opponent's brain. creatures with a flail. Meersalm Skin: As stoneskin but if all weapon damage is 1ST LEVEL INITIATE OF KORD SPELLS absorbed, the weapon must save or take 3d6 damage. Kord's Power Surge: Give strength bonus of twice your Rainbow: Creates a longbow with arrows that have a caster level to creature touched. variety of properties. Small Stronghold: Creates a small stronghold. 2RD LEVEL INITIATE OF KORD SPELLS Storm Slave: Entangle target in lightning and possibly Kord's Greeting: Gain charge bonus of +4 and AC penalty cause it to accept a charm monster effect. of -1. Wall of Tentacles: As wall of stone, except tentacles spring 4TH LEVEL INITIATE OF KORD SPELLS from the wall and attack for 2d6+12 damage. Champion of Kord: Receive a bonus equal to caster level 7TH LEVEL CLERIC SPELLS on feats of strength. Bestow Curse, Greater: Ability score reduced to 1 or -6 to 2RD LEVEL INITIATE OF NERULL SPELLS two ability scores; -8 on attack rolls, saves, and checks; or Cause Fear, Greater: As cause fear except that it can affect a do nothing with a 25% chance to act normally. creature with more Hit Dice.

57

Complete Dragon and Dungeon Magazine 3.5 Spells – Spells Lists

3RD LEVEL INITIATE OF NERULL SPELLS Sunmace: A mace of pure sunlight attacks opponents at a distance dealing 1d8 + 1 per three caster levels (max +5). Nerull's Scythe: Calls forth a +1 keen scythe. Venomous Volley: Cone of fangs damages and weakens 1ST LEVEL INITIATE OF OBAD−HAI SPELLS targets. Summer Breezes: Light, cool breezes make hot environs more comfortable and throws off scent. 3RD LEVEL DRUID SPELLS Camel’s Tenacity: Travel without food or water. 3RD LEVEL INITIATE OF OBAD−HAI SPELLS Crushing Coils: Teleport constrictor to crush opponent. Quicksand: Creates an area of quicksand. Detect Defiler: Detect the presence, strength, and location Spontaneous Combustion: Cause creature or object to of defilers. burst into flames. Dust Storm: Create a blinding storm that deals 1d6 5TH LEVEL INITIATE OF OBAD−HAI SPELLS damage per round. Waves of Destruction: Waves crash from above Fang Blade: Transforms a snake into a sword that can bite extinguishing fires and dealing non-lethal damage. and poison targets. Frostbite: Expose target to freezing temperatures dealing 1ST LEVEL INITIATE OF PELOR SPELLS lethal and nonlethal damage, fatiguing the target. True Turning: Gain insight bonus to turn undead and add Geyser: Creates a line of water that deals 1d6 nonlethal two times your cleric level to turning damage. damage +1d6/2 additional levels. 3RD LEVEL INITIATE OF PELOR SPELLS Lash of the Kraken: Transforms the target’s arm into a Bless, Greater: As bless, but with increased bonus. constricting tentacle. Merrshaulk's Kiss: Enhances a number of living snakes. 4TH LEVEL INITIATE OF PELOR SPELLS Moon’s Change: Give subject bonus to Strength, Immolate the Wicked: Undead burst into flames when Dexterity, and Constitution that build up, peak, and then they are successfully turned. ebb off. 4TH LEVEL INITIATE OF VECNA SPELLS Moonbridge: Solidifies moonlight into a bridge. Vecna's Courier: Embed message in target's mind that can Rain of Terror: An unnatural rain makes those within it only be recalled by a word or phrase. more susceptible to fear effects. Rolling Fire: Create a low, moveable wall of fire that ignites flammable objects and deals 2d6 damage to CORRUPTER SPELLS creatures. 1ST LEVEL CORRUPTER SPELLS Screen of Heat: Shimmering illusion causes 25% miss Profane Weapon: Weapon becomes evil, bypasses DR, and chance to all attacks through it. critically hits good foes. Sever Ties Of The Moon: Gives a lycanthrope increased control of its shape, but fatigues it. Shooting Star: Rains burning stars down upon your DESPOT SPELLS enemies. Snake Shield: Serpentine force surrounds you and protects 1ST LEVEL DESPOT SPELLS you from attack. Profane Weapon: Weapon becomes evil, bypasses DR, and Sticks to Snakes: Create snakes from sticks that follow critically hits good foes. your command.

Summon the Pack and Herd: As summon nature's ally II DRUID SPELLS but summon twenty-five/level of the kind of creature selected. 0 – LEVEL DRUID SPELLS (ORISON) Touch of Blibdoolpoolp: Transforms one of your hands Groundsmoke: Prevents smoke from rising from a small into an oversized claw. fire. Vengeful Mount: Makes an animal more difficult to ride 4TH LEVEL DRUID SPELLS or handle. Desert Burial: Buries targets up to their necks in sand. Elemental Guardian: Conjure a lesser elemental weird to 1ST LEVEL DRUID SPELLS guard an area you designate. Guiding Star: Creates a light that guides you somewhere Plague Cloud: A sickly gray cloud infects creatures with you've been. chosen disease. Motes of Moonlight: Creates an illuminating beam of Spitting Cobra: You make ranged attacks with a snake's moonlight. venom. Stonemantle: Object gains hardness and increases in DC to break. 5TH LEVEL DRUID SPELLS Sun Father’s Face: Your face becomes like Pelor’s, Dispel War Spell: Dispel war spells. shedding light and granting a +4 to turn undead or on Serpent Storm: Creates a hail of deadly serpents that bite wild empathy checks. and poison everyone in the area. Throwing Arm of Iallanis: Target can throw rocks as a 2ND LEVEL DRUID SPELLS giant one size category larger. Curse of the Gypsies: Afflict a target with bad luck, an Revenge of the Land: Life energy of the earth deals 1d8/2 invisible mark, or an unnatural aura. levels to defilers. Morning Mists: As obscuring mist but over a larger area.

58

Complete Dragon and Dungeon Magazine 3.5 Spells – Spells Lists

6TH LEVEL DRUID SPELLS 3RD LEVEL RANGER SPELLS Curse of Spilt Water: Transforms an enemy into water. Fang Blade: Transforms a snake into a sword that can bite Lunacy: Curses a victim with madness tied to the moon and poison targets. Mire: As transmute rock to mud at a greater range and affecting a larger area. SPELLS 7TH LEVEL DRUID SPELLS Small Stronghold: Creates a small stronghold. 2ND LEVEL SHAMAN SPELLS Submersion Treatment: A column of water paralyzes and Honorable Weapon: Weapon becomes honorable possibly drowns a target. allowing it to bypass DR of certain dishonorable creatures. 8TH LEVEL DRUID SPELLS Dire Reincarnation: As reincarnate but the new forms consists only of dire animals. SORCERER / WIZARD SPELLS EPIC SPELLS 0 – LEVEL SORCERER/WIZARD SPELLS Spellcraft DC 27 Vourzoun’s Multiplicity of Visage: (CANTRIPS) Grants the caster two additional heads along with Div Loresong: You gain a bonus with one skill and can additional bonuses. use it untrained. Spellcraft DC 74 Lover’s Call: Summon an aspect of Seeker’s Chant: Gives you a +2 bonus on Search Graz’zt. checks, but a -2 penalty on Move Silently checks. Ench Vengeful Mount: Makes an animal more difficult MAGEWRIGHT SPELLS to ride or handle. Illus Chalkboard: Creates opaque plane you can write 3RD LEVEL MAGEWRIGHT SPELLS on. Arcane Seal: Seals a target and attaches a mystical alarm. Fleeting Fame: Gives you a +2 bonus on Bluff, Diplomacy, and Intimidate checks. PALADIN SPELLS Shadowplay: Manipulates the shape and movement of an existing shadow. 1ST LEVEL PALADIN SPELLS Necro Necrosurgery: Grants +2 bonus to resist disease by Detect Attitude: Reveals target's attitude. dealing 1d4 damage. Detect Guilt: Reveals how much guilt target feels. Trans Groundsmoke: Prevents smoke from rising from Detect Violence: Reveals violence done in the area within a small fire. recent past. Nosy Neighbor: Provides you with a +2 bonus to Sun Father’s Face: Your face becomes like Pelor’s, Listen checks. shedding light and granting a +4 to turn undead or on wild empathy checks. 1ST LEVEL SORCERER/WIZARD SPELLS Div Empathy: Detect the emotions of a single creature. 2ND LEVEL PALADIN SPELLS Guiding Star: Creates a light that guides you Detect Heresy: Reveals heretical thoughts or actions in somewhere you've been. target's recent past. Skillful Moment: Take 20 on your next skill check. Enhance Weapons: Imbue up to twenty-five weapons with Illus Friendsight: Allies perceive each other as glowing +1 enhancement. to prevent confusion. Shield of Heironeous: As shield except instead of an Necro Rime: Target suffers -4 Dex and -4 Fortitude. invisible disk, a barely-visible shield bearing Heironeous’s Trans Float: Makes a willing creature or object buoyant. holy symbol appears. 2ND LEVEL SORCERER/WIZARD SPELLS 4TH LEVEL PALADIN SPELLS Conj Cavalry Call: As mount but summons 25 horses or Dispel War Spell: Dispel war spells. ponies. Morning Mists: As obscuring mist but over a larger RANGER SPELLS area. Div Marked Man: Helps track a subject. 1ST LEVEL RANGER SPELLS Evoc Blaze Bones: Enhance an undead with flames that Detect Violence: Reveals violence done in the area within also damage it. recent past. Cold of the Grave: Deal 1d6 cold damage, 1d6 Groundsmoke: Prevents smoke from rising from a small damage from negative energy, and Strength fire. damage. Marked Man: Helps track a subject. Force Missile Storm: Magic missile's target up to Sun Father’s Face: Your face becomes like Pelor’s, twenty five creatures at a longer range. shedding light and granting a +4 to turn undead or on Geyser: Creates a line of water that deals 1d6 wild empathy checks. nonlethal damage +1d6/2 additional levels. Vengeful Mount: Makes an animal more difficult to ride Shock Treatment: A jolt of electricity damages and or handle. potentially stuns an opponent. Venomous Volley: Cone of fangs damages and weakens targets. 59

Complete Dragon and Dungeon Magazine 3.5 Spells – Spells Lists

Illus Glamour Costume: As disguise self except you can Skeletal Hand: A disembodied skeletal arm and only change the appearance of your clothing and claw attacks or delivers touch spells at a distance. superficial changed to your own appearance. Trans Lash of the Kraken: Transforms the target’s arm Necro Blaze Bones: Enhance an undead with flames that into a constricting tentacle. also damage it. Modulate: Temporarily changes what spell is cast Trans Enhance Weapons: Imbue up to twenty-five from a wand. weapons with +1 enhancement. Moon’s Change: Give subject bonus to Strength, Stonemantle: Object gains hardness and increases Dexterity, and Constitution that build up, peak, in DC to break. and then ebb off. Tune of the Dancing Weapon: Sword animates Scent of the Monarch: Delude vermin and insect- and fights for you. like creatures into thinking you are their queen. 3RD LEVEL SORCERER/WIZARD SPELLS Sever Ties Of The Moon: Gives a lycanthrope increased control of its shape, but fatigues it. Abjur Arcane Seal: Seals a target and attaches a mystical alarm. Siphon: Drains charges from wands or staffs to replace expended spells. Conj Dust Storm: Create a blinding storm that deals 1d6 damage per round. 4TH LEVEL SORCERER/WIZARD SPELLS Shark Bolt: Summons sharks made of water to Abjur Dispel War Spell: Dispel war spells. attack your enemies. Pillar of Sand: Create a pillar of sand that you can Summon Monstrous Horde: As summon monster II raise, lower, and move as desired. but summon twenty-five/level of the kind of Time Shield: Spells are consumed at double the creature selected. normal rate in the area around you. Summon the Pack and Herd: As summon nature's Conj Crushing Coils: Teleport constrictor to crush ally II but summon twenty-five/level of the kind of opponent. creature selected. Cynosure: Increases the accuracy of inaccurate Ench Burning Hate: Deal 1d5 fire damage/two levels and teleportation spells. inspire hate toward your target. Liferot: Cover target in fungi, making it unable to Evoc Boccob’s Rolling Cloud: A rolling cloud of fire and benefit from magical healing. lightning deals 1d6 (max 10d6) damage. Div Anamensis: Taps into an alien unconscious, Burning Hate: Deal 1d5 fire damage/two levels and providing a bonus on Knowledge skill checks. inspire hate toward your target. Ench Battle Fury: Rage to all creatures in a 60-ft burst. Emerald Planes: Creates up to five 5-foot squares Caustic Disdain: Deal 1d6 acid damage/round to that hold 100 lb./level. target and make others less willing to aid it. Rolling Fire: Create a low, moveable wall of fire Evoc Burned to Bare Rock: As fireball except over a that ignites flammable objects and deals 2d6 larger radius. damage to creatures. Caustic Disdain: Deal 1d6 acid damage/round to Shockwave: Concussive force stuns a victim and target and make others less willing to aid it. deals 1d4 (max 10d4) nonlethal damage. Circle of Cold: A sphere of cold energy bursts from Shooting Star: Rains burning stars down upon your you paralyzing nearby creatures and dealing enemies. 1d6/level (max 10d6). Illus Cloak of Khyber: Conceals casters alignment and Desert Burial: Buries targets up to their necks in shields shapechanged creatures from true seeing. sand. Field of Blurs: As blur that effects up to 500 Great Electric Bolt: As lightning bolt, except at a creatures for a shorter period of time. greater range and over wider area. Phantom Objects: Make creature appear as Strahd’s Baneful Attractor: Diverts spells from furniture or art. their original target to one of your choosing. Shadow Dagger: Wield a shadowy masterwork Temporal Jolt: Unstable time deals 1d6/three dagger that deals an additional 1d6 points of caster levels damage and destroys non-magical damage per caster level (10d6 max) on a failed Will items. save. Illus Shadow Puppeteer: Shadows deal 2d6 points of Shadowslip: Shadows provide partial concealment damage +1 point per caster level (max +15) to all and allow the caster to move through the Plane of creatures in range. Shadow. Necro Bloodstone’s Frightful Joining: Enables Necro Aging Touch: You deal 1 point of Strength, possession of an undead creature. Dexterity, and Constitution damage. Liferot: Cover target in fungi, making it unable to Depression: Enemies around you become fatigued benefit from magical healing. and take penalties to Will saves. Shadow Curse: Affected creature cannot heal Curse of the Gypsies: Afflict a target with bad luck, normally or magically unless in areas of bright an invisible mark, or an unnatural aura. illumination. Icefane Corpse: Infuse one undead creature with Trans Fang Blade: Transforms a snake into a sword that cold granting it a cold attack, fire resistance 10, can bite and poison targets. and the ability to heal from cold damage. Greater Knock: As knock but unlocks all secured Rain of Terror: An unnatural rain makes those items in an area. within it more susceptible to fear effects. 60

Complete Dragon and Dungeon Magazine 3.5 Spells – Spells Lists

Wraithform: Subject is disguised and can move as a Teleport Legion: Teleport up to 10 creatures/level wraith. to a familiar place. 5TH LEVEL SORCERER/WIZARD SPELLS 7TH LEVEL SORCERER/WIZARD SPELLS Abjur Temporal Repair: Dispels time affecting spells in Ench Crown of Despair: All creatures that see you must the area around you. save or be paralyzed. Conj Battle Tentacles: Tentacles spring from the ground Exaction: Make a sacrifice to gain bonuses when attacking all with the spell’s area. trying to compel service from a creature in a planar Black Stench of Laogzed: Creates a cloud of binding. opaque, acidic, nauseating gas. Geas, Mass Lesser: As lesser geas but affects 1 7HD Disk of Concordant Opposition: A hand-sized or less creature/level. disk of energy deals 1d6 (max 15d6) damage to Evoc Submersion Treatment: A column of water targets, disintegrating them. paralyzes and possibly drowns a target. Elemental Guardian: Conjure a lesser elemental Torment: Similar to dolor but causes greater pain. weird to guard an area you designate. 8TH LEVEL SORCERER/WIZARD SPELLS Evard’s All-Seeing Worm: A small, black, Abjur Spell Star: Creates a magic construction that burrowing worm grants target a bonus to counters spells targeting the caster. Knowledge and provides the caster with status. Conj Minimus Containment: Bind a creature from a Ench Ask questions of a target, who must Torture: planar binding into a gem. answer truthfully or suffer 1d6 Con damage. Swallow: Traps victim in an extradimensional Evoc Cause a creature trapped in a planar binding Dolor: stomach. pain, compelling it to agree to some service. Ench Dominate Person, Mass: Dominate multiple Icy Sphere: Magic ball of ice and frozen energy humanoids (up to twice your level in HD) strikes creatures for 1d6/level (max 15d6) and Necro Vampiric Drain: Caster gains half of 1d6 (max 5d6) paralyzes creatures for 1d4 rounds. damage dealt per round. Undead in the area are Illus Lobotomize: You cause a target to forget how to use healed and caster takes half damage instead. specific feats, skills, or spells. Trans Bestow Curse, Greater: Ability score reduced to 1 Necro As fear in a 60-ft. burst. Battle Fright: or -6 to two ability scores; -8 on attack rolls, saves, Plague Cloud: A sickly gray cloud infects creatures and checks; or do nothing with a 25% chance to act with chosen disease. normally. Transfusion: You damage one of a target’s ability Mailed Might: Create two giant helmed horrors scores to increase your own. that fight for you and explore when destroyed. Trans Spitting Cobra: You make ranged attacks with a snake's venom. 9TH LEVEL SORCERER/WIZARD SPELLS Conj Imbrue: Bind a creature from a planar binding into a 6TH LEVEL SORCERER/WIZARD SPELLS gem. Abjur Augment the effectiveness of a Ensnarement: Implore: Call and trap an elemental or outsider of magic circle prior to casting planar binding. 24 HD using its true name. Conj Brain Slave of Ilsensine: Summons disembodied Necro Kissed by the Ages: Create a small magic item that brains that can extract an opponent's brain. grants you the endless special quality. Small Stronghold: Creates a small stronghold. Ench Lunacy: Curses a victim with madness tied to the moon. Storm Slave: Entangle target in lightning and SOSHI SPELLS possibly cause it to accept a charm monster effect. Evoc Sand Spiral: Cone deals 1d6 damage per level, -2 2ND LEVEL SOSHI SPELLS penalty on attacks, checks, and saves. Honorable Weapon: Weapon becomes honorable Storm Slave: Entangle target in lightning and allowing it to bypass DR of certain dishonorable possibly cause it to accept a charm monster effect. creatures. Wyrmcone: Create a whirling area of translucent dragon-like claws and fangs that deal energy URBAN DRUID SPELLS damage. Necro Animate Undead Legion: Animate corpses up to 25 5TH LEVEL URBAN DRUID SPELLS HD per caster level. Susurrus of the City: Vacant building speaks answering 1 Necrotic Mist: A chilling black cloud deals damage question/round. to living creatures, heals undead creatures, and Repair Light Damage, Mass: Repairs 1d8+1/level (max provides concealment. +5) damage to constructs. Shadow Shield: Creatures that deal you damage 6TH LEVEL URBAN DRUID SPELLS become blinded. Repair Moderate Damage, Mass: Repairs 2d8+1/level Trans Curse of Spilt Water: Transforms an enemy into (max +30) damage to constructs. water. Mire: As transmute rock to mud at a greater range and 7TH LEVEL URBAN DRUID SPELLS affecting a larger area. Repair Serious Damage, Mass: Repairs 3d8+1/level (max +35) damage to constructs.

61

Complete Dragon and Dungeon Magazine 3.5 Spells – Spells Lists

8TH LEVEL URBAN DRUID SPELLS Repair Critical Damage, Mass: Repairs 4d8+1/level (max +40) damage to constructs. 9TH LEVEL URBAN DRUID SPELLS Citygate: Teleports anyone walking through one city gate to another city gate.

WORMBOUND SPELLS 2ND LEVEL WORMBOUND SPELLS Path of Worms: Kyuss’s power grants +6 on a single attack roll, opposed ability or skill check, or saving through, or AC. 3RD LEVEL WORMBOUND SPELLS Consume the Parasite: Temporary boost hp; +4 Strength and Dexterity; increase spell power. The Worm Within: Create a Kyuss worm that burrows within the target. 4TH LEVEL WORMBOUND SPELLS Mindworms: Incorporeal worms deal Wisdom damage; Drain the spell power of target to add to your own. 5TH LEVEL WORMBOUND SPELLS Servant of the Green Corruption: Creature gains +4 to attack rolls and AC; +20 speed. 7TH LEVEL WORMBOUND SPELLS Extrude Wormswarm: You summon a swarm of Kyuss worms to attack your foes.

62

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books

SPELLBOOKS

This section combines the magical spellbooks found in rarely used 0-level spells with these alternatives. DRAGON MAGAZINE. These books are mostly informational New Spells from the Academy of Apprentices: The and are included for roleplaying purposes. The spells noted Academy of Apprentices shares the majority of the 0-level by the symbol appear in the SPELL COMPENDIUM, the rest spells from the PLAYER'S HANDBOOK among its members, are already recorded above. along with a host of signature spells. Although these spells Some of the images that accompanied these articles were hold little real power, the apprentices who scribe and share used as filler elsewhere in this compilation. them are as fanatical about–and as dedicated to–their work as the greatest archmages. The following spells represent some of the Academy of Apprentice’s most widespread and useful ACADEMY OF APPRENTICES spells. Often overlooked as mere parlor tricks with no practical Source: Dragon 326 (Spellcraft – Cantrips and Orisons of application, cantrips and orisons offer as much range and the Academy of Apprentices) versatility as spells of any other levels. Only a foolish spellcaster underestimates the usefulness of these minor yet BARD SPELLS versatile spells. With the power to light dark corridors, fetch 0-Level Bard Spells unreachable items. and perform countless other tasks, few Fleeting Fame: Gives you a +2 bonus on Bluff, Diplomacy, adventurers could hope to succeed without these expendable and intimidate checks. wonders. Seeker's Chant: Gives you a +2 bonus on Search checks, but a Decades ago, the research and distribution of such simple -2 penalty on Move Silently checks. and functional spells motivated some young magic users to form the Academy of Apprentices. While not an actual school CLERIC SPELLS or even a structured organization, the so-called academy is 0-Level Cleric Spells little more than an ongoing correspondence between Fleeting Fame: Gives you a +2 bonus on Bluff, Diplomacy, novices. Passionate but untested spellcasters, the group's and Intimidate checks. members pass their notes and theories between one another, cobbling together more advanced magical secrets from the DRUID SPELLS lessons, of their peers. Often, such amalgamated studies 0-Level Druid Spells provide nothing of actual worth, Ground Smoke: Prevents smoke from while on rare occasions they unlock rising from a small fire. powers far beyond the students'–and Vengeful Mount: Makes an animal sometimes even their masters'– more difficult to ride or handle. ability to control. What all members of the academy hope for is the right RANGER SPELLS flash of inspiration and the proper 1st-Level Ranger Spells tidbit of actual magical knowledge to Ground Smoke: Prevents smoke from align, creating a minor yet unique rising from a small fire. and recordable new spell. Vengeful Mount: Makes an animal Presented here are several of the more difficult to ride or handle. cantrips and orisons most frequently circulated by the Academy of SORCERER/WIZARD SPELLS Apprentices, many created by 0-Level Sorcerer/Wizard Spells members of the group with lore Fleeting Fame: Gives you a +2 bonus provided by their peers. Although on Bluff, Diplomacy, and Intimidate wizards make the most frequent use checks. of the knowledge and spells provided Ground Smoke: Prevents smoke from by this correspondence, these spells rising from a small fire. have found their way into the Necrosurgery: Grants +2 bonus to repertoires of many bards, sorcerers, resist disease by dealing 1d4 damage. and even clerics and druids. While Nosy Neighbor: Provides you with a apprentices might make clever use of +2 bonus on Listen checks. cantrips, even higher-level Seeker's Chant: Gives you a +2 bonus spellcasters might employ these on Search checks, but a -2 penalty on spells to perform mundane tasks Move Silently checks. quickly without wasting greater Shadowplay: Manipulates the shape magic. and movement of an existing shadow. To avoid placing too much Vengeful Mount: Makes an animal emphasis on minor spells, DMs more difficult to ride or handle. should consider replacing existing

63

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books

CHRONOCORSA BARD SPELLS Perhaps even more daring than 1st-Level Bard Spell Skillful Moment: Take 20 on your next skill check. planewalking wizards who explore the endless reaches of reality or binders who 4th-Level Bard Spell Time Shield: Spells are consumed at double the normal deal with entities from beyond the realms rate in the area around you. of existence are the rare arcane explorers who plumb the mysteries of time itself: chronomancers. SORCERER/WIZARDS SPELLS

Through their research and temporal 1st-Level Sorcerer/Wizard Spell Skillful Moment: Take 20 on your next skill check. travels, chronomancers explore the breadth of civilization, 3rd-Level Sorcerer/Wizard Spell observing the interplay of war and political strife while Aging Touch: You deal 1 point of Strength, Dexterity, and marveling at the waning and waxing of knowledge and Constitution damage. technologies. The greatest of their kind travel to the future, 4th-Level Sorcerer/Wizard Spells to stand speechless in the face of both the disasters and Temporal Jolt: Unstable time deals 1d6/three caster levels graceful beauty of the ascendant races, and to the past, damage and destroys non-magical items. witnessing wonders forgotten long ago. Time Shield: Spells are consumed at double the normal rate Beyond the endless secrets of the ages, one of the greatest in the area around you. puzzles known to chronomancers is also one of their most 5th-Level Sorcerer/Wizard Spell coveted collections of magical lore: a strange compilation Temporal Repair: Dispels time affecting spells in the area known as the Chronocorsa. None know who scribed this around you. elusive, time-shifting collection of spells nor know when it was created, as evidence of its existence has appeared both within the impossible seas of prehistory and at the farthest- DEMONOMICON OF IGGWILV flung epochs explorers dare to visit. The Chronocorsa is a work Favored of fiends, dark gods, and seemingly magic itself, surrounded by unstable temporal energies constantly few mortals have known the heights of arcane prowess, shifting forms through a variety of written mediums. Thus, plane-spanning dread, and sheer power achieved by the its appearance ranges from cuneiform clay tablets to ink on archmage Iggwilv. Rumored to have created countless spells, papyrus, from an elegantly bound spellbook to a sphere of mothered demigods, and rebuked princes of the Abyss, the some unknown metal that projects three-dimensional Witch Queen has become a legend as dark as her ambitions. illusory symbols. Although facts regarding her history sometimes prove rare, Chronomancers speculate that this arcane work is the throughout her life Iggwilv conquered nations, enslaved result of one of the first time mage's mistakes. Perhaps this demon princes, and–perhaps most notoriously–authored the forgotten wizard traveled too far into the past and had his infamous Demonomicon. mortal essence shunted across every eon to follow, or maybe Six copies of the Demonomicon of Iggwilv are known to exist, he traveled too far into the future, becoming something else all of which have traded hands countless times. In addition to entirely. Regardless, infused with such powerful temporal a selection of spells supposedly created by the Witch Queen, magics, this arcane compilation was cast back into the river of each also includes information on various evil outsiders, time but unfettered from its flow, left to drift where the including descriptions of many and research into their fickle eddies of ages might take it. truenames. Iggwilv used these books as her primary Collected here is a sampling of the spells appearing within repository of demonic knowledge, usually taken from her the Chronocorsa. Those few researchers who have studied the personal interactions with these fiends. Although the spells work at any length hint at greater secrets hidden within the contained within each copy of the Demonomicon are collection–a timeline of spells that becomes progressively consistent, each describes a different host of demons and more complex and powerful as the compilation's shape research into their profane existences. These demonic transitions through time. Thus, many chronomancers believe catalogs were lynchpins of Iggwilv's dominance over the work holds not just the power to manipulate time, but creatures from the Lower Planes, and many wizards have true mastery over all ages, past and future. sought to equal that power by gaining access to all six tomes. New Spells From the Chronocorsa: As much as the As yet, none have succeeded. Chronocorsa is a collection of spells it is also a temporal Presented here are the unique spells found in anomaly. Upon appearing (anywhere and seemingly at every Demonomicon of Iggwilv, many of which random), there is a cumulative 1% chance per day that the work in conjunction with the spells magic compilation vanishes back into the time stream, lost to an era circle and planar binding. Any spellcaster until its reappears again. Regardless of the collection's capable of making use of a Demonomicon constantly changing appearance, its arcane notations gains considerable influence over transcend any pastor future language and the spells within otherworldly creatures but also can be learned and scribed as normal. immediately becomes a target, as both The Chronocorsa contains many spells from the PLAYER'S evil outsiders and power-hungry HANDBOOK that manipulate time, along with the unique demonologists seek to take the spells presented in this article. A spellbook containing only legendary tome for themselves. these spells would normally cost 2,700 gp, but many Powers of the Demonomicon: chronomancers would gladly pay any price for even a few Scribed by the mother of tyrants, present hours with the fabled Chronocorsa. during some of the darkest acts in history, Source: Dragon 350 (Spellcraft – Chronomancy) and detailing some of the most powerful

64

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books evil beings in existence, few creations bear such a dark 9th-Level Sorcerer/Wizard Spells heritage as the Demonomicon of Iggwilv. Each of the six copies Imbrue: Bind a creature from a planar binding into a living of this fell tome is a lesser artifact, and while their contents host. differ, the powers they possess are the same. The bearer of a Implore: Call and trap an elemental or outsider of 24 HD copy of the Demonomicon casts all spells with the evil using its true name. descriptor as if he were +5 caster levels higher. Also, the owner gains a +5 bonus on Charisma checks made as part of a DEMONOMICON OF KRESTIBLE planar binding or similar conjuration spell if the spell's target Recently, the constabulary of the trade town of Krestible, a is a demon, and a +3 bonus if the target is any other type of small city once among those controlled by the Witch Queen evil outsider. Iggwilv, raided the warehouse sanctuary of a cult of sinister In addition, the first five pages of each Demonomicon are infernalists. What they found instead of cultists was a scene blank. Each page functions as a gem suitable for the purposes of indescribable carnage and, amid the gore, a black-bound of casting spells like magic jar, minimus containment, or trap the tome emanating a palpable dread. Examined by wizards in the soul that bind souls or whole forms into them (but no other guards' employ, this foul text has been identified as a copy of spells). These pages are not destroyed when used as the the foul Demonomicon of Iggwilv. Since its discovery, dark material component of a spell and may be reused multiple dreams have filled the minds of the people of Krestible and times. If a soul or creature is trapped within one of these the city's nights have been alive with dreadful forms. pages, a distorted shadowy face reminiscent of the bound The Demonomicon recently found in Krestible is typical of being's visage appears upon the parchment. Although this its brethren in many ways. A vrock is magically bound into image does not move while being directly scrutinized, it its first page by the spell minimus containment. This vrock, changes whenever the tome is closed or unattended. who calls himself Razfeth, is a canny demon and delights in Creatures trapped within the Demonomicon are aware of their meddling in the minds of mortals through the use of the surroundings but cannot directly interact with them. book's dream ability. Besides the demon, the soul of an However, the creature with the highest HD bound within a ancient and nameless nobleman is also trapped within the Demonomicon may, once per day, use the spell dream on any Demonomicon. This pitiable figure went mad centuries ago creature who has touched the tome within the last 24 hours. and does little more than scream and pleas for his release to Trapped beings can also be contacted and conversed with any who listen. through the use of spells like detect thoughts or Rary's telepathic Aside from the presences trapped within, the Krestible bond. Demonomicon also contains the truenames of numerous Strong conjuration [evil]; CL 18th; Weight 3 lb. demons (see the article "True Names and Fetishes" in Dragon New Spells in the Demonomicon of Iggwilv: The six #317), Among them are the thoroughly insane quasit copies of the Demonomicon of Iggwilv are heavy, brass-bound Kramvilshanki, the ebon-skinned succubus Amquessol, tomes with parchment pages and powerful clawed claps. Dark identical twin bebiliths Chr’rt and Vr'rsst, and the obese– covers crafted from the leather of some long-forgotten even for his kind–nalfeshnee, Rwarurgar'ekbluroo. In abyssal horror and sinewy bindings protect the profane lore addition to directly documenting these names, the Krestible within each. In addition to its unique spells and a number of Demonomicon holds a number of expansive treaties on the other spells with the evil descriptor, each book contains the ambitions, domains cults, and servants of several Abyssal truenames of 4d6 evil outsiders of CR 1 to 12, and 1d6 evil personalities. The most notable of these figures are Fraz- outsiders of CR 13 or higher. The exact evil outsiders named Urb'luu (see Dragon #333),) Juiblex (see the BOOK OF VILE vary, as old names are erased and new ones are added by DARKNESS, mature audiences only), Pazuzu (see Dragon various owners. These names hold significant value by *329), and Zuggtmoy (see Dragon #337) themselves, but prove most valuable when combined with Source: Dragon 336 (Spellcraft – The Demonomicon of the spells within the Demonomicon. Iggwilv) For purposes of the following spells, any reference to planar binding spell includes the spells lesser planar binding and greater planar binding (see page 261 of the PLAYER'S HEINFROTH’S MANUAL OF METHODS HANDBOOK). Letter, Dr. Daclaud Heinfroth to Source: Dragon 336 (Spellcraft – The Demonomicon of Dr. Gregorian Illhousen, Iggwilv) Head Physician, Clinic for the Mentally Disturbed

SORCERER/WIZARD SPELLS My Dearest Dr. Illhousen, 5th-Level Sorcerer/Wizard Spell At your request, I am most Dolor: Cause a creature trapped in a planar binding pain, fortunate and pleased to share compelling it to agree to some service. with you some of my more 6th-Level Sorcerer/Wizard Spell successful methods in treating Ensnarement: Augment the effectiveness of a magic circle those desperate charges to prior to casting planar binding. whom we both attend. 7th-Level Sorcerer/Wizard Spells Fortunate, for reasons that Exaction: Make a sacrifice to gain bonuses when trying to will become clear in time to compel service from a creature in a planar binding. you, and pleased, for these Torment: Similar to dolor but causes greater pain. arcane tools have been of great benefit to 8th-Level Sorcerer/Wizard Spell me in many ways… and of course, to my “wards” as Minimus Containment: Bind a creature from a planar binding well. I know that, as a colleague, you will more than humor into a gem. my indulgence of such occult treatments. In truth, I initially 65

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books

observations refer to the results of cruel medical procedures, gory dissections of living brains, and the blatant gas lighting of defenseless patients. The arcane formulae scattered haphazardly throughout seem to be merely secondary instruments of Heinfroth’s research. The market value of a copy of this book, based on the spells alone, is 2,500 gp. In Gothic Earth, the world of MASQUE OF THE RED DEATH, the Asylum for the Mentally Disturbed dominates a lonely hillock north of Boston, Massachusetts. In , Heinfroth’s asylum is situated on the island of Dominia in the Sea of Sorrows. Source: Dragon 339 (Spellcraft – Heinfroth’s Manual of Methods)

BARD SPELL 3rd-Level Bard Spell Depression: Enemies around you become fatigued and take penalties to Will saves.

DRUID SPELL 7th-Level Druid Spell Submersion Treatment: A column of water paralyzes and possibly drowns a target. pursued this path merely to observe the effects of such cabalistic trappings on superstitious minds, but the results of SORCERER/WIZARD SPELLS my research have been extraordinary beyond my most 2nd-Level Sorcerer/Wizard Spell hopeful expectations. Shock Treatment: A jolt of electricity damages and To illustrate that impact, I urge you to employ these potentially stuns an opponent. methods in the treatment of your unfortunate charge, 3rd-Level Sorcerer/Wizard Spell Reymond S., about whom we recently corresponded. (To Depression: Enemies around you become fatigued and take which I must add: my offer of treatment stands yet, and I penalties to Will saves. shall happily bear the costs of transporting him to the 5th-Level Sorcerer/Wizard Spells asylum. Keep in mind that strain is sometimes of the utmost Lobotomize: You cause a target to forget how to use specific benefit in eliciting the desired responses from our charges.) feats, skills, or spells. It is my advice that you avail yourself of the mild rebuking Transfusion: You damage one of a target’s ability scores to incantations I detail here, especially at those times Reymond increase your own. seems most disruptive. Isolation of the subject is 7th-Level Sorcerer/Wizard Spell recommended, as are vocal restrictions… unless you find a Submersion Treatment: A column of water paralyzes and benefit—as I have—upon your other charges at hearing the potentially drowns one target. subject’s strident complaints! You must forgive my rambling; I become loquacious when INVISIS VIS faced with the encouraging prospect of another employing Once a student an later a professor at a little known wizard’s some of my personal procedures. I will leave the rest for you college, Aeroth Blith felt the path to true power led through to discover and make use of as you see fit. I expect to hear of the mastery of magical force. To that end, he spent his your wondrous results forthwith! lifetime studying and experimenting, developing new and unique spells based on force. Yours in Earnest, Aeroth led an active adventuring career in his years as a Dr. Daclaud Heinfroth student at the college. During that time, his near obsession with force magic developed. While exploring a previously New Spells in Heinfroth’s Manual of Methods: unknown tomb, Aeroth watched in horror as several of his Heinfroth’s Manual of Methods is a compilation of notes and companions met their fates at the hands of wraiths that case files complied by Dr. Daclaud Heinfroth, head physician dwelled within. The group disbanded soon after it returned of the Asylum for the Mentally Disturbed, detailing his use of to the wizard’s college, but Aeroth never forgot the lesson arcane methods in treating the insane. Few of these learned in the wraith-filled cairn. Knowing that the proper “treatments,” however, could even remotely be considered spells could have saved his friends, Aeroth decided to make humane or ethical. force magic his field of study. The Manual of Methods appears as a tattered journal of Aeroth’s New Spells: In his retirement, Aeroth compiled a bleached parchment and handwritten notes collected tome of spells and theories he entitled Invisis Vis, which between two glossy black leather covers. The majority of the 66

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books

undersea wreck. Passed down from ship's captain to first FORCE EFFECTS mate for over a century, the tome holds powerful spells Force effects ha a number of rules you should keep in buried among stories of dozens of sailors recorded with mind. Force is not an energy type. Spells with the force detailed sea charts and logs of distant lands and fascinating descriptor ignore a creature’s damage reduction and an travels. Even without the spells contained within the Livre object’s hardness, and they deal full damage to objects. d'Aquatha carries a significant value, but it is for these rare Force effects reach into the Ethereal Plane and always affect arcane formulas and not its monetary value that seafaring incorporeal and ethereal creatures (force effects ignore the spellcasters have hunted for the tome since it was first chance of not affecting such creatures, and spells such as penned. wall of force block incorporeal and ethereal creatures). Those who trust tales passed between dockhands and old Nothing can damage a force effect, including other force salts might hear stories of the Livre d'Aquatha rumored to date effects. back thousands of years. In truth, however, none really know the origins of the tome. One legend of the Livre d'Aquatha traces its creation back to the captain's quarters of the notorious pirate-mage Eves "Squideye" Riddlebone, although his name appears nowhere within the tome's text. Another rumor claims that the spells within are holy teachings scribed by a priestess of Persana– the god of tritons–written upon the empty pages of her lost lover's journal. Alternatively, a variation of that tale claims that the spells within are in fact creations of the foul deity Panzuriel (see page 63 of Dragon Magazine #334) and that his cult, and their many-armed masters, seek it out to this day. Given the transient nature of most sea-going owners, the Livre d'Aquatha might appear in the possession of any ship's captain or high-ranking mate worthy of such a tome. There are some who say the Livre d'Aquatha has long been lost, citing famous ghost ships, cursed sargasso islands, or contains many of his notes on the nature and application of mythical sunken cities as likely resting places. More recent magical force. The book contains, among other things, all of reports, however, cite the St. Asmod's Hope as the tome's the following new spells. location, a relatively new but already notorious shipwreck Source: Dragon 323 (Spellcraft – Force Spells) said to be haunted by swimming fiends. New Spells within the Livre d’Aquatha: The Livre DRUID SPELL d'Aquatha contains many unique spells, as well as those found 2nd-Level Druid Spell in the PLAYER'S HANDBOOK involving the creation and Force Ram : Ram of force deals 1d6 damage, opens doors, destruction of water and that assist in travel on or below the and performs bull rushes. seas. Besides the various spells and arcane formulae, the numerous reports, sketches, and maps within this tome are SORCERER/WIZARD SPELLS detailed enough to grant anyone who references it a +2 2nd-Level Sorcerer/Wizard Spells circumstance bonus on both Profession (sailor) checks and Emerald Planes: Creates up to five 5-foot squares that hold Knowledge (geography) checks related to the sea and costal 100 lb. /level. lands. Force Ram : Ram of force deals 1d6 damage, opens doors, Those interested in further expanding the ir repertoire of and performs bull rushes. water-related magic or who wish to add more spells to the 4th-Level Sorcerer/Wizard Spells pages of the Livre d'Aquatha should consider the numerous Chain Missile : 1d4+1/2 levels damage; 1d4+1 damage to 1 spells presented in STORMWRACK. secondary target/2 levels. Source: Dragon 334 (Spellcraft – Livre d'Aquatha) ’s Floating Disk, Greater : As Tenser’s floating disk, but can move independently of the caster. BARD SPELLS 5th-Level Sorcerer/Wizard Spells 5th-Level Bard Spell Force Chest : Creates a 2-foot-cube box of force. Scyllan Scream: Scream panics or shakes those who hear it. Mage Armor, Mass : As mage armor, but affects one creature/level. CLERIC SPELLS 1st-Level Cleric Spell Shard Storm : Creates a storm of shards. Float: Makes a willing creature or

object buoyant. LIVRE D'AQUATHA 4th-Level Cleric Spell Sailors often say the ocean waves whisper countless tales Shark Bolt: Summons sharks and hide boundless secrets, but they rarely mention legends made of water to attack your of the one tome that attempts to catalog all of these enemies. mysteries: the Livre d'Aquatha. Bristling with brine and alive with barnacles and seaweed, only a simple rune on its cover marks the Liars d'Aquatha as something more than debris salvaged from some ancient 67

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books

DRUID SPELLS abilities easily grasp them. The following spells appear in that 3rd-Level Druid Spells book. Geyser: Creates a line of water that deals 1d6 nonlethal New Spells Within Myths of the Shadow: Those who damage +1d6/2 additional levels. created the new spells for Myths of the Shadow kept in mind Lash of the Kraken: Transforms the target's arm into a many of those who cast spells, and they ensured that a variety constricting tentacle. of spellcasters can benefit from the fruits of their labor. The 6th-Level Druid Spell following list presents some of the Black Cloaks' most Curse of Spilt Water: Transforms an enemy into water. infamous spells. Source: Dragon 325 (Spellcraft – Myths of the Shadow) SORCERER/WIZARD SPELLS 1st-Level Sorcerer/Wizard Spell ASSASSIN SPELLS Float: Makes a willing creature or object buoyant. 1st-Level Assassin Spells Dead End : Illusions conceal the targets' spoor. 2nd-Level Sorcerer/Wizard Spells Serene Visage : Grants a bonus on Bluff checks. Geyser: Creates a line of water that deals 1d6 nonlethal Shock and Awe : Reduces a surprised creature's Initiative damage +1d6/2 additional levels. roll. 3rd-Level Sorcerer/Wizard Spell 2nd-Level Assassin Spell Lash of the Kraken: Transforms the target's arm into a Marked Man: Helps track a subject. constricting tentacle. Shark Bolt: Summons sharks made of water to attack your BARD SPELLS enemies. 1st-Level Bard Spells 6th-Level Sorcerer/Wizard Spell Appraising Touch : Grants a bonus on Appraise checks. Curse of Spilt Water: Transforms an enemy into water. Dead End : Illusions conceal the targets' spoor.

Serene Visage : Grants a bonus on Bluff checks. MYTHS OF THE SHADOWS Shock and Awe : Reduces a surprised creature's initiative Large cities attract criminals like dung attracts flies. They roll. come with cold eyes, plotting sinister schemes to bring them both wealth and power. Yet even more frightening than such SORCERER/WIZARD SPELLS thugs and thieves are those who dare to play such dangerous 1st-Level Sorcerer/Wizard Spells players against each other. Appraising Touch : Grants a bonus on Appraise skill checks. For centuries, the shadow of the Black Cloaks loomed like a Dead End : Illusions conceal the targets' spoor. deadly cloud over numerous cities, selling their skills to the Serene Visage : Grants a bonus on Bluff checks. highest bidder. When a courtier became careless or his Shock and Awe : Reduces a surprised creature's initiative enemies became powerful, the Black Cloaks struck from the roll. shadows and vanished without a trace. Many scoundrels, Spontaneous Search : Searches a 30-foot-cube area in 1 from petty criminals to angel-faced schemers, passed through round. the ranks of the Black Cloaks, their identities, exploits, and 2nd-Level Sorcerer/Wizard Spells tools recorded in only one place–Myths of the Shadow, a Black Marked Man: Helps track a subject. Cloak manual, This tome holds the secrets of the Black Cloaks and is as much a spellbook as a manual of thieving, RANGER SPELL disguise, and evasion. Among treatises on slipping bonds and 1st-Level Ranger Spell histories of the sinister organization lurk the group's best Marked Man: Helps track a subject. kept secrets: a host of unique spells known only to the most sly and dark-hearted magic users. Since the supposed fall of the Black Cloaks, Myths of the Shadow has appeared many SCRIPTURE OF ELEMENTAL EVIL times in the hands of numerous wizards. However, as is its The compiled blasphemies known as the Scripture of elusive nature, every time it surfaces, it quickly slips away, Elemental Evil have a long and confused history, tying back to either lost by or stolen from even the most watchful masters. the atrocities of' the dreaded Temple of Elemental Evil, the Myths of the Shadow physically possesses the same foul rites of evil archomentals, and the plots of the mad god anonymity as its past masters. Unremarkable with utterly (See page 123 of COMPLETE DIVINE). Numerous black covers, this tall, thin tome hides itself among those fiend worshipers dark cultists have around it, changing its appearance to mirror theirs. Those employed these spells in the past: looking for the book must succeed at a DC 18 Search check to fanatical priests of supposedly notice it among others. Even those who know exactly where forgotten deities; the fiendish the book should be must make a DC 12 Search check to find acolytes or Zuggtmoy, Demon it. Queen of Fungi; and the deluded Myths of the Shadow contains many appropriately elusive cultists of the Elder Elemental and misleading spells from the PLAYER'S HANDBOOK among Eye. its more mundanely sinister writings. It is most notable, how- In truth, worshipers of the god ever, for containing the signature spells of the Black Cloaks. Tharizdun produced the original Since most are relatively simple spells, those who merely Scripture of Elemental Evil after their dabble in magic or seek to augment their more stealthy lord was imprisoned and became unable to affect the world directly.

68

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books

His most devout followers believed if they could create spells in their god's honor and persuade others to cast them, the CURSE OF THE BLACK PYRAMID escape of his profane energies would result in his eventual Long ago, a mortal wizard named Arzarran stole freedom. Convincing members of other religions that the knowledge of these spells from the deities of the sun and spells were granted by forgotten deities, they spread their desert. For this transgression, he was cursed for eternity, blasphemous works, tricking their dupes into speeding as have been all other spellcasters who learn his secrets. Tharizdun’s unholy release. To further hasten their sinister Every time an arcane caster uses one of these spells, there work, these zealots also formed the cult of the Elder is a cumulative 1% chance that Arzarran's curse activates. Elemental Eye, a mysterious religion that still lingers today. This chance resets to 0% during the spring equinox. Most worshipers, however, are unaware that the Elder If the curse comes into play, the caster faces a dire Elemental Eye is truly an aspect of Tharizdun. threat. The mummy of Arzarran, the same mummy from New Spells of Elemental Evil: The Scripture of Elemental which the spell strips were first stolen, rises from the Evil possesses several new spells. black pyramid and pursues the caster. This mummy is Source: Dragon 347 (Spellcraft – Scripture of Elemental wrapped in ancient, black silks and wears a mantle of Evil) frayed cloth strips upon which every spell within Spell Strips of the Black Pyramid is scribed. This creature's CR CLERIC SPELLS should exceed the caster's level by at least 3, and it 2nd-Level Cleric Spells therefore probably has numerous class levels, probably in Blaze Bones: Enhance an undead with flames also damage it. wizard or sorcerer. While the mummy or mummy lord Burning Hate: Deal 1d5 fire damage/two levels and inspire presented on page 190 of the MONSTER MANUAL might hate toward your target. suffice as Arzarran, the skirr or mummified creature Cold of the Grave: Deal 1d6 cold damage, 1d6 damage from template on page 111 of make negative energy, and Strength damage. considerably more monstrous threats-ones obviously 3rd-Level Cleric Spells cursed by the gods. Additionally, higher-level parties Liferot: Cover target in fungi, making it unable to benefit might be better challenged by the swarm-shifter template from magical healing. and the CR 16 mummy king presented with it as an 4th-Level Cleric Spells example–on page 124 of LIBRIS MORTIS, or the dry lich Caustic Disdain: Deal 1d6 acid damage/round to target and template from chapter 6 of SANDSTORM. make others less willing to aid it. Once awakened by use of these accursed spells, this 6th-Level Cleric Spells undead monster pursues its quarry until either it or its Storm Slave: Entangle target in lightning and possibly cause target is destroyed. The body of anyone slain by Arzarran it to accept a charm monster effect. disappears a day later, leaving behind only a pile of black 8th-Level Cleric Spells sand, the corpse carried away by the gods and Summon Avatar of Elemental Evil: Calls powerful being of mummified within the black pyramid. elemental evil to fight for you. tell what tragedy befell this accursed place, all things touched by its sands are irreversibly tainted and the unliving things SORCERER/WIZARD SPELLS that call it home are little more than half-seen nightmares. 2nd-Level Sorcerer/Wizard Spells Thus, it’s no surprise that the ancient arcana pilfered from its Blaze Bones: Enhance an undead with flames also damage it. depths bear not only powerful secrets, but the taint of this Cold of the Grave: Deal 1d6 cold damage, 1d6 damage from land's forgotten curse. negative energy, and Strength damage. The Spell Strips of the Black Pyramid harbor many formulae 3rd-Level Sorcerer/Wizard Spells that draw upon the power of the desert, but those who use Burning Hate: Deal 1d5 fire damage/two levels and inspire them risk the wrath of ancient gods. Found scribed upon the hate toward your target. wrappings of a mummy discovered deep within the pyramid, 4th-Level Sorcerer/Wizard Spells these spells have since been copied onto actual parchment. Caustic Disdain: Deal 1d6 acid damage/round to target and Readers should be warned, however, for these spells have make others less willing to aid it. brought woe upon all who come to possess them. Little is Liferot: Cover target in fungi, making it unable to benefit known of the mage who first found these spells. According to from magical healing. rumors, he died shortly after returning to civilization. His 6th-Level Sorcerer/Wizard Spells apprentice, eager to carry on his master's work, copied the Storm Slave: Entangle target in lightning spells from the cloth strips that originally bore them into and possibly cause it to accept a charm monster actual tomes and sold them to a number of mages. Within a effect. year, the apprentice disappeared. Similar mysterious fates befell numerous mages who purchased the scribed strips. SPELL STRIPS OF THE BLACK Presented here are the unique spells found within the rare PYRAMID tomes now known as Spell Strips of the Black Pyramid. Spellcasters who come across one of these tomes gain great Hidden amid the sun-scorched dunes control over the powers of the sand and sun, but not without of the most forbidding desert lies a risking a terrible price (see the Curse of the Black Pyramid tainted barren of black sand. From the sidebar). withered heart of this lifeless waste New Spells in Spell Strips of the Black Pyramid: Copies rises a single structure, a black of Spell Strips of the Black Pyramid most commonly appear as pyramid that radiates an eternal weathered folios, their pages scribed in faded brown inks and curse. Although no lore survives to 69

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books with stylized images of the sun adorning their covers. SONGSABERS Although these tomes are rare, at least eleven copies were From impetuous noble scions to the light-fingered youths originally created and more might have been copied since of the streets, Waterdeep's younger generations are wearied then. However, every time the bearer of one of these tomes on tales of daring heroes, quick-tongued rogues, and high vanishes the spellbook goes missing as well, supposedly magic. In recent months, the reopening of New Olamn bard spirited away by the gods back to the black pyramid. A copy college has attracted many of these thrill seekers, uniting of Spell Strips of the Black Pyramid, holding only the new spells groups of the most unlikely companions in their shared love presented here, is worth 800 gold pieces, although this might of art and desire for adventure. From among these collections be significantly lower if the buyer knows about the associated of brash and bold students one troupe has distinguished itself curse. not just for its exceptional skill in the bardic arts but for Those interested in further expanding their repertoire of unmatched bravado and a penchant for disruption. Members desert magic or who wish to unlock spells similar to those of this fraternity call themselves Songsabers. found in Spell Strips of the Black Pyramid should consider the The Songsabers are a coed organization of New Olamn's dozens of spells presented in chapter 5 of SANDSTORM. students dedicated to their studies, each other, and their Source: Dragon 331 (Spellcraft - Spell Strips of the Black collective desires to one day feature as heroes in the tales Pyramid) they were raised on. To this end, these aspiring adventurers embrace the theatrical and indulge in extracurricular–and CLERIC SPELLS often impromptu competitions of spellcasting and 3rd-Level Cleric Spells swordsmanship, usually in highly visible public areas. Such Screen of Heat: Shimmering illusion causes 25% miss chance displays often interrupt the practice and performances of to all attacks through it. other students not to mention the public lives of Waterdeep's 4th-Level Cleric Spells citizenry and have caused many members of New Olamn's Camel's Tenacity: Travel without food or water. faculty to condemn the group as upstarts scuffing the 5th-Level Cleric Spells college's still fragile name. Secretly, though, several of the Touch of the Pharaoh: Afflicts a creature with mummy rot. college's teachers lend approving winks and nods to the

Songsabers, seeing them as the most ambitious of their peers. DRUID SPELLS This encouragement is perhaps best evidenced by the rare 3rd-Level Druid Spells magic and unique weapons gifted to–or stolen by–the Camel's Tenacity: Travel without food or water. fraternity, from which they take their name: songsabers. Dust Storm: Create a blinding storm that deals 1 d6 damage New Spells of the Songsabers: A mystery to many among per round. the faculty of New Olamn college are the spells frequently Screen of Heat: Shimmering illusion causes 25% miss chance put into use in the pranks, forays, and performances to all attacks through it. conducted by the Songsabers. Obscure, far-flung, ancient, or 4th-Level Druid Spell new, many of the spells Songsaber bards so flippantly cast are Desert Burial: Buries targets up to their necks in sand. uncommon to even master bards. Many believe that one of

the college's senior instructors provides the group with their SORCERER/WIZARD SPELLS magic through specially made songsabers. Others fear that 3rd-Level Sorcerer/Wizard Spell these spells might be provided by a more sinister source, Dust Storm: Create a blinding storm that deals 1d6 damage however, tempting the Songsabers to perform foolhardy per round. deeds and bring about consequences for which they're totally 4th-Level Sorcerer/Wizard Spells unprepared. Desert Burial: Buries targets up to their necks in sand. Source: Dragon 335 (Spellcraft – Songsabers of Waterdeep) 6th-Level Sorcerer/Wizard Spell

Sand Spiral: Cone deals 1d6 damage per level, -2 penalty on BARD SPELLS attacks, checks, and saves. 1st-Level Bard Spell 7th-Level Sorcerer/Wizard Spell Loresong: You gain a bonus with one skill and can use it Crown of Despair: All creatures that see you must save or be untrained. paralyzed. 2nd-Level Bard Spells Animate Instrument: Instrument carries a tune for you, allowing you to take other actions. Tune of the Dancing Weapon: Sword animates and fights for you. 3rd-Level Bard Spell Ever-Armed: A rapier and dueling cloak appear in your hands. 5th-Level Bard Spell Harmonic Void: Creates a dead zone that makes spellcasting difficult.

70

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books

SORCERER/WIZARD SPELLS THE HIDDEN BOOK 1st-Level Sorcerer/Wizard Spell On an unremarkable shelf in the most neglected section of Loresong: You gain a bonus with one skill and can use it the least prestigious magic university in the land sits a small untrained. 2nd-Level Sorcerer/Wizard Spell brown book with no distinguishing qualities whatsoever. Tune of the Dancing Weapon: Sword animates and fights for Entitled simply An Examination of the Effect of Atmospheric you. Disturbances on the Mating Habits of Aphids, none of the many learned wizards and scholars who have searched through the SONGSABERS library's stacks over the years have ever felt even the slightest Aside from being a group of particularly reckless urge to peruse it. It has thus sat untouched for decades, students at New Olamn bard college (see page 24 of perhaps centuries, since its gnome author donated it to the Dragon Magazine #335), songsabers are also rare magic school. weapons that grow In power as their bard wielders' skills Unknown to all, however, the small book's author was not increase. To most characters, songsabers are nothing more the long-forgotten sage whose name appears on the cover, but than wooden cutlasses, longswords, rapiers, or sabers (see rather a powerful gnome illusionist. The gnome spent his page 97 of the ). entire professional life stretching the boundaries of what Those using wooden weapons take a -2 penalty on attack illusion magic can accomplish and recorded all of his rolls and such weapons only deal nonlethal damage. In the findings in this single tome. While he gifted the university hands of a bard, however, these weapons become far more with the sum of his knowledge, his sense of humor could not potent. resist playing a little joke on future generations. He gave his Constructed as educational tools, not actual weapons, work a fake title and author, and interspersed engravings of songsabers are repositories of bardic lore. Upon the blades aphids throughout the text to give anyone flipping through it of these artfully crafted practice weapons run various the impression that the book's title was accurate. He also complex runes. When wielded by a bard, however, these littered the book with secret page spells. Finally, he delivered runes lose their mundane appearance, with one rune his masterpiece mixed in with seven cartloads of other glowing brightly for every spell level the bard is capable of mundane books that he had acquired solely to camouflage his casting (thus a 5th-level bard, capable of casting o 1st-, and true gift. Thus the book was added to the university's 2nd-level spells, would cause three runes to glow). These collection with no one the wiser to its true contents. glowing runes (regardless of number) shed shadowy One of the gnome illusionist's most promising apprentices illumination to a radius of 5 feet. A bard who studies one began searching for her master's masterpiece soon after he of a songsaber's glowing runes for a full day and succeeds at died. She knew he donated it to a library, but she could never a Spellcraft check (DC 15 +1 per spell level of the spell find out when or to which one. Knowing her master's held by the rune), reveals a spell from the bard spell list of penchant for supporting smaller institutions of learning, she a level he is capable of casting. Only the spells contained began a search for the book among all the lesser magic within glowing runes can be revealed. If a bard wielder university libraries. Even the smallest such libraries held chooses, he may replace a spell he knows of the same level thousands of tomes and she never knew which of the myriad with the newly revealed spell. This replacement is books in the stacks belonged to her master. Her quest to permanent and the old spell known is lost (although it can locate the Hidden Book, as she called it, passed down to her be relearned normally). Usually flashy, martial, or heroic apprentices and then to theirs. Four generations of gnome in theme, spells held within a spellsaber's runes are fixed wizards have searched for the Hidden Book, and none have yet at the time of a songsaber's creation and do not change, found it. It has become something of a joke among gnome regardless of its wielder. A sample songsaber might hold the scholars, and many wonder if the book ever existed at all. following spells (one from each spell level, o to 6th): The book does exist, and some of its contents are described dancing lights, expeditious retreat, tune of the dancing weapon, below. ever armed, rainbow pattern, greater heroism, mass cat's grace. New Spells Within the Hidden Book: The Hidden Book Some of these spells are uncommon bard spells seeing contains many illusion spells from the PLAYER'S HANDBOOK, renewed use due to their recent appearances upon as well as lengthy treatises on proper ways to use them. It is songsabers. These spells are detailed in this article. most notable, however, for the spells developed personally by Lesser songsabers also exist, which are the same as normal the tome's author. He was a master of using illusions in songsabers but only hold spells from o to 3rd level. unusual and unexpected ways, particularly mind-altering Songsaber: Moderate (all schools of the spells held within phantasms. The following spells represent some of his more the songsaber, most commonly conjuration, evocation, creative experiments in his chosen field. illusion, and transmutation); CL 16th; Craft Magic Arms Source: Dragon 324 (Spellcraft – The Hidden Book) and Armor, creator must be a bard, seven spells of differing levels from the bard spell list to be held by the ASSASSIN SPELL 2nd-Level Assassin Spell songsaber; Price 12,000; Weight 4 lb. Lesser songsaber: Faint (all schools of the spells held Phantom Foe : Phantasm flanks subject. within the songsaber, most commonly conjuration, evocation, illusion, and transmutation); CL 7th; Craft BARD SPELL Magic Arms and Armor, creator must be a bard, four spells 2nd-Level Bard Spell of differing levels from the bard spell list to be held by the Delusions of Grandeur . Subject becomes overconfident and songsaber; Price 4,000; Weight 4 lb. careless.

71

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books

SORCERER/WIZARD SPELLS Dexterity check. 0-Level Sorcerer/Wizard Spells Ghosts in the Machine: Those arcanists who Chalkboard: Creates opaque plane you can write on. decode the mystery of the Silver Hexameric Folio 2nd-Level Sorcerer/Wizard Spells are in for a surprise. In addition to being a Delusions of Grandeur : Subject becomes overconfident and nontraditional spellbook, the folio is also a careless. sentient magic item, although one with no Phantom Foe : Phantasm flanks subject. abilities beyond its own self-awareness. Created as a 3rd-Level Sorcerer/Wizard Spells repository of spell weaver magical lore, the Sensory Deprivation : Subject cannot perceive world around collection was also meant to be a teacher of not it. only the spell weavers’ magical tradition, but 6th-Level Sorcerer/Wizard Spells also their history. The volume, calling itself Shadowy Grappler : Shadowy force grapples subject. Numunal, can speak with anyone who Solipsism : Subject is convinced the world is fake. holds it, as well as any spell weaver within 100 feet via a form of telepathy, filling the target’s head with strange chirps and beeps THE SILVER HEXAMERIC FOLIO that are likely mistaken for noises made A remnant of the vast and mysterious spell weaver empire, audibly by the folio. While spell weavers understand this the book now known only as the Silver Hexameric Folio was noise as their ancient abandoned language (see the “Ecology discovered only a short time ago. Unearthed and catalogued of the Spell Weaver” on page 62 of Dragon Magazine #338), with its current name by the not especially creative scholar the application of a comprehend languages or tongues spell Thannor Gwervilal, this oddly designed volume consists of translates this unusual mental communication for other three separate pentagonal books, each made of silver and races. covered on all surfaces by inscrutable spell weaver Those who come to understand Numunal find it to be hieroglyphics. A fine metallic cord connects the top and helpful and friendly, offering to assist the fledgling bottom folios to the middle book forming an interconnected researcher in his search for further lost lore. This sociability, series. however, is merely a charade. Numunal seeks the return of Filled with indecipherable runes, the Silver Hexameric Folio the spell weaver empire and encourages his new master to has proved a mystery to all modem scholars who have horde magic items and seek out anything spell weaver examined it. In order to explain their inability to related. It does this in secret hope that eventually its user comprehend the folio, Thannor and his peers claimed that might encounter an actual spell weaver who Numunal can the three books were designed to be read simultaneously but present the collected mass of magic items to, any of which that the pages are numbered non-linearly. As such, the open might be a piece of the Code of Reversion. pages from a difficult code requiring both mental and Numunal has the following statistics: Int 17,Wis 10, Cha 17; physical dexterity to accurately reveal, but even then it is still Alignment N; telepathy (limited), blindsense 120 ft.; Bluff written in a language that only magic can decipher. +13, Knowledge (arcana) +13, Knowledge (history) +13, Thannor's claim has largely been accepted as a likely Spellcraft +13; Ego 11 score. reasoning, and thus the Silver Hexameric Folio has been New Spells of the Silver Hexameric Folio: The Silver tagged, filed, and put into storage. Hexameric Folio contains several unique spells created by the Thannor's claim, however, is wrong. peerless hands of ancient spell weaver masters. The following The Silver Hexameric Folio in fact contains some of the last new spells are among those found within its hidden fragments of advanced spell weaver magical lore, arcane knowledge. sciences perfected by one of the most magically adept races The artificer standard class from Eberron Campaign Setting known to prehistory. Currently. these secrets languish in the casts numerous spells that manipulate magic items, making hands of the uncomprehending, waiting for a properly spells like modulate and siphon perfect for these characters. brilliant mind to once again reveal them to an unprepared Conversely, a number of artificer spells are thematically world. similar to the spells included upon the Silver Hexameric Folio’s Shapes in Silver: Contrary to the frustrated suppositions shimmering sheets and might find their way into its of Thannor Gwervilal, the Silver Hexameric Folio is not merely collected knowledge. a randomly organized code requiring multiple pairs of hands Source: Dragon 338 (Spellcraft – The Silver Hexameric to handle. Anyone who spends a day examining the Silver Folio) Hexameric Folio can make a DC 25 Intelligence check. While failure reveals nothing, a successful check exposes a BARD SPELL fundamental secret of the folio: If the chains connecting the 3rd-Level Bard Spell individual books of the folio are removed, the silver pages of Anamensis: Taps into an alien unconscious, providing a each can be reassembled. When the correct four pages from bonus on Knowledge skill checks. each of the three books are removed and placed together in the shape of a dodecahedron, the arcane runes thus revealed SORCERER/WIZARD SPELLS expose a wealth of arcane secrets. This 3rd-Level Sorcerer Wizard Spells assemblage results in a twelve-sided silver Modulate: Temporarily changes what spell is cast from a polyhedron that hums as the writing glows wand. faintly. After its true shape is discovered, Siphon: Drains charges from wands or staffs to replace the Silver Hexameric Folio can be collapsed expended spells. back into its normal form or reconstructed as a full-round action requiring a DC 15 72

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books

4th-Level Sorcerer Wizard Spells CLERIC SPELLS Anamensis: Taps into an alien unconscious, providing a 2nd-level Cleric Spell bonus on Knowledge skill checks. Curse of the Gypsies: Afflict a target with bad luck, an Cynosure: Increases the accuracy of inaccurate teleportation invisible mark, or an unnatural aura. spells. 3rd-level Cleric Spell 8th-Level Sorcerer Wizard Spells Rain of Terror: An unnatural rain makes those within more Spell Star: Creates a magic construction that counters spells susceptible to fear effects. targeting the caster. DRUID SPELL THE TOME OF STRAHD 2nd-level Druid Spell “I am Ancient, I am the Land. My Curse of the Gypsies: Afflict a target with bad luck, an beginnings are lost in the darkness of the past. invisible mark, or an unnatural aura. I was the warrior, I was good and just. I 3rd-level Druid Spell thundered across the land like the wrath of a Rain of Terror: An unnatural rain makes those within more just god, but the war years and the killing susceptible to fear effects. years wore down my soul as the wind wears stone to sand. All goodness slipped from my SORCERER/WIZARD SPELLS life; I found my youth gone, and all I had left 3rd-level Sorcerer/Wizard Spells was death.” Curse of the Gypsies: Afflict a target with bad luck, an –Count invisible mark, or an unnatural aura. The Tome of Strahd Rain of Terror: An unnatural rain makes those within it more susceptible to fear effects. So begins the Tome of Strahd, 4th-level Sorcerer/Wizard Spells autobiography and confession of the Bloodstone's Frightful Joining: Enables possession of an infamous Count Strahd von Zarovich. undead creature. Hidden within the haunted halls of Strahd's Baneful Attractor: Diverts spells from their original Castle Ravenloft the Tome of Strahd holds target to one of your choosing. revelations intimate not just to one of the Wraithform: Subject is disguised and can move as a wraith. most feared villains of all legend, but to the misty realm he both rules and suffers THE TWILIGHT CODEX within as captive. Aside from even these The elven mage Cirath Iyshane spent his life exploring the mysteries, though, the account details Strahd's first lessons mysteries of the night sky and the cryptic patterns formed by and experiments with necromancy, a morbid art learned from the stars and celestial bodies. Applying much of what he a sinister being he knows only as Death. These first steps learned to magic, he discovered strange symbols in the down a path of betrayal, fratricide, and immortal frustration movements of the heavens and deeper mysteries in unearthly are embodied by a number of unique and long forgotten bodies. Realizing he had stumbled across greater secrets than spells. While the rare and dreadful formulae penned within he could ever hope to fathom, even in his long lifetime, he the Tome of Strahd are said to number in scores, presented cataloged his discoveries in a journal he called the Twilight here are but a few of the incantations and related secrets the Codex. As his work progressed, however, it became apparent Dark Powers have allowed to escape the misty borders of that some constellations held magical meanings and that Barovia. more than serendipity seemed to be at work in the New Spells From the Tome of Strahd: While the actual night's ballet. Thus, the Twilight Tome of Strahd is. a unique volume, numerous corruptions and Codex; become one of the half legitimate copies have leaked out from Castle Ravenloft. most unlikely yet Of these, none contain a wholly accurate account of Strahd's remarkable spellbooks ever history or a complete collection of the magical formulae penned. within the original. Some rumors even claim that the spells Iyshane's research was in many of these copies are dangerously incomplete or cut tragically short, purposefully misscribed, imperiling any caster who might though. Not long after use them. Regardless, copies with merely the spells presented revealing his discoveries here are worth upward of 1,9oo gp. More dire whispers, to an incredulous group of though, question how any copies of the tome managed to colleagues, the e lven escape Ravenloft and to what foul end–as it seems unlikely wizard's observatory that such secrets could slip from Count Von Zarovich's home was attacked by a demesne against his will. pack of werebeasts, Source: Dragon 348 (Spellcraft – The Tome of Strahd) seemingly intent on destroying the BARD SPELL stargazer's work. In the 2nd-level Bard Spell raid, all of Iyshane’s Curse of the Gypsies: Afflict a target with bad luck, an notes and star charts were invisible mark, or an unnatural aura. destroyed and the Twilight Codex stolen.

73

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books

Bound in black leather, upon its surface the Twilight Codex bears the image of a silver crescent moon. Within, page after page of notes detail hundreds of constellations, along with the arcane significance of each. Since its creator's death, the tome has resurfaced numerous times, often in the hands of some mysterious lycanthrope spellcaster. Those who have pursued the book hoping to reveal the secrets of the stars have found the tome elusive–as insubstantial as moonlight. New Spells of the Twilight Codex: The Twilight Codex contains many spells with the darkness descriptor found in the PLAYER'S HANDBOOK, as well as purportedly "new" spells recorded by the book's author. While Iyshane was perhaps the first modern wizard to pen these spells, it is suspected that numerous circles of druids have know n of this magic for centuries, and as such might have access t0 spells thought to be exclusive to the Twilight Codex. Deities of the moon, stars, TVASH−PRULL'S SYMPHONY and sky also sometimes grant their most favored clerics Tvash-Prull is one of the more obscure figures in the access to these spells. history of music. The talented half-elf spent most of his youth Amid its treatises on the moon and maps of the in a large symphony, hall working odd jobs that ranged from constellations, one can find the following new spells within janitor to carpenter to personal assistant for many of the the Twilight Codex. hall's regular performers. Yet as he worked, he absorbed a Source: Dragon 340 (Spellcraft – The Twilight Codex) great deal of knowledge. One winter disaster struck and the hall burnt to the ground in a fiery conflagration. Tvash-Prull was forced out onto the street where he took up the mantle of CLERIC SPELLS 1st-Level Cleric Spell an adventuring bard. After retiring from the adventuring life Motes of Moonlight: Creates an illuminating beam of several years later, he turned his attentions in full back to his moonlight. 3rd-Level Cleric Spells music, and it is, from this period of his life that his Moonbridge: Solidifies moonlight into a bridge. accomplishments are best remembered. Sever Ties of the Moon: Gives a lycanthrope increased control Tvash-Prull composed nearly one hundred and fifty of its shape, but fatigues it. movements for many different types of compositions during his twilight years, yet he never composed a full symphony. He explained to his admirers that he simply got distracted DRUID SPELLS 1st-Level Druid Spells too easily, that he didn't have the patience or talent to focus Guiding Star: Creates a light that guides you somewhere on such a large undertaking. In truth, Tvash-Prull's deepest you've been before. desire was to write a symphony for the ages, one that would Motes of Moonlight: Creates an illuminating beam of be remembered for centuries to come. He theorized that by moonlight. weaving several unique spells he had researched into the 3rd-Level Druid Spells fabric of a symphony's music, the result would be one to rival Moonbridge: Solidifies moonlight into a bridge. the classics. He toiled for years in secret on his masterpiece, Sever Ties of the Moon: Gives a lycanthrope increased control but unfortunately never got to hear it–Tvash-Prull died of old of its shape, but fatigues it. age only minutes after finishing his life's work. Shooting Star: Rains burning stars down upon your enemies. The symphony itself usually appears as a large folio that 6th-Level Druid Spell contains several dozen sheets of music for a full orchestra of Lunacy: Curses a victim with madness tied to the moon. instruments. Copies of the symphony typically appear on high-quality sheets of parchment or paper and are beautifully SORCERER/WIZARD SPELLS illuminated. The artistic quality of this complete symphony 1st-Level Sorcerer/Wizard Spell in sheet mu sic form is of such mastery that it is worth 2,500 Guiding Star: Creates a light that guides you somewhere gp to a collector on the merits of its workmanship alone. To a you've been before. and-Level Sorcerer/Wizard Spell collector who knows the symphony's secret, it is worth Shooting Star: Rains burning stars down upon your enemies. considerably more. 3rd-Level Sorcerer/Wizard Spell New Spells within Tvash-Prull’s Symphony: One of the Sever Ties of the Moon: Gives s lycanthrope increased control little-known facts about his symphony is that several of of its shape, but fatigues it. Tvash-Prull's unique spells are cleverly encoded in the sheet 6th-Level music. Read magic deciphers the magic, as does a Sorcerer/Wizard Spell successful Spellcraft check (DC 22 + spell level), Lunacy: Curses a victim but the spells cannot be cast directly from the with madness tied to the sheets. moan. Tvash-Prull's symphony was created with bardic spellcasters in mind and thus the spells hidden therein are only accessible to them. A bard who successfully studies the symphony's spells may 74

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books exchange any spells he currently knows of an equal level for something more of the frightful sorcerer any of the spells encoded in the sheets. He can also select any lives on, haunting their nightmares of these spells as new spells in the future when he increases and possibly his only surviving his bard spellcaster levels. work. Source: Dragon 328 (Spellcraft - Tvash-Prull’s Symphony) New Spells from Visions of Fear: Visions of Fear BARD SPELLS contains many spells from 1st-Level Bard Spells the PLAYER'S HANDBOOK Undersong : You may make Perform checks in place of with the fear descriptor, Concentration checks. along with a host of unique 2nd-Level Bard Spells spells. Paradigms of dread- Tvash-Prull's Bonefiddle : A spectral bow plays upon the inspiring magic, the spells in target's bones, dealing sonic damage. this folio are some of the most 3rd-Level Bard Spells sought after by all manner of Love's Lament : A cone of disheartening music deals 1d6 corrupt and malicious spellcasters. Wisdom damage and nauseates those affected. The following spells represent the 4th-Level Bard Spells legacy of Phade Evanshad: a handful of ingeniously sinister Fugue of Tvash-Prull : The target is hindered or harmed in a spells that instill horror with their every casting. manner dictated by the caster's Perform skill Source: Dragon 333 (Spellcraft – Visions of Fear) 6th-Level Bard Spells Symphonic Nightmare : Disruptive music fills the target's BARD SPELLS sleep, preventing him from resting. 1st-Level Bard Spells Glimpse of Fear: A flash of horror causes the target to become shaken. VISIONS OF FEAR 2nd-Level Bard Spells Few who knew Phade Evanshad in his youth could have Phade's Fearsome Aspect: The target gains a +5 bonus on predicted the terror he would later unleash. A slight and Intimidate checks and can demoralize as a swift action. sickly youth, bullied by other children and plagued by 3rd-Level Bard Spells nightmares for much of his adolescence, none suspected the Vision of Fear: You gain knowledge of the target's greatest or cruel revenges and morbid delights he imagined even then. most recent fear. When Phade's natural mastery of magic first manifested some 5th-Level Bard Spells say he willed it into existence through his frustrated rage–it Inescapable Swarm: Targets feel as though they are covered was shaped by the incessant anger and fear that so inspired by an invisible swarm of insects. him. Delighting in his ability to spread abject panic with but a few severe gestures, Phade's transformation from a tortured CLERIC SPELLS child to a dark menace proved swift and startling. 1st-Level Cleric Spells While many common folk remember Phade as a cruel Glimpse of Fear: A flash of horror causes the target to become tyrant and self-proclaimed Master of All Fears, in arcane shaken. circles he remains better known for his development of new 2nd-Level Cleric Spells methods of using fear as a weapon. With his intimate Phade's Fearsome Aspect: The target gains a +5 bonus on knowledge of what it is to be afraid coupled with a burning Intimidate checks and can demoralize as a swift action. passion to incite terror in others, Phade's documentation and 3rd-Level Cleric Spells rediscovery of numerous unique spells was far more prolific Vision of Fear: You gain knowledge of the targets greatest or than many other sorcerers. most recent fear. Phade's legacy of horrors came to an end in a conflagration of otherworldly fire that destroyed his tower. Along with SORCERER/WIZARD SPELLS their creator, many of Phade's signature spells disappeared, 1st-Level Sorcerer/Wizard Spells presumably destroyed in the fire. Yet something survived. Glimpse of Fear: A flash of horror causes the target to become Presented here are the contents shaken. of the only text found within 2nd-Level Sorcerer/Wizard Spells the charred ruins, a folio Phade's Fearsome Aspect: The target gains a +5 bonus on inexplicably untouched by Intimidate checks and can demoralize as a swift action. flame and seemingly newly Vision of Fear: You gain knowledge of the target's greatest or penned entitled Visions of Fear. most recent fear. This fearful text, coveted by 4th-Level Sorcerer/Wizard Spells magic-using tyrants and Inescapable Swarm: Targets feel as though they are covered sinister spellcasters the world by an invisible swarm of insects. over, is widely believed to Sphere of Terror: Creates 3o-ft. radius of supernatural shadow constitute all that remains of filled with deadly shadowy illusions. the Master of All Fear's reign of terror. However, those who lived in dread of the foul magics of Phade Evanshad still can't help but suspect 75

Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books

VOLUME VENEFICUS 4th-Level Cleric Spells Few works of magical lore so inspire both covetousness and Fang Blade: Transforms a snake into a sword that can bite dread as the deadly Volume Veneficus. Unlike any other and poison targets. magical writing, the spells that encompass this work are Merrshaulk’s Kiss: Enhances a number of living snakes. scribed upon the scales of living snakes, each one's colorful 6th-Level Cleric Spells Serpent Storm: Creates a hail of deadly serpents that bite and scales magically altered into mystic runes. According to yuan- ti legend, these powerful spells were gifts from their terrible poison everyone in the area. god Merrshaulk, a reward to those yuan-ti who bred the mightiest and deadliest serpents. While the original snakes DRUID SPELLS have long since been lost, once a generation an egg laid by a 2nd-Level Druid Spells Venomous Volley: Cone of fangs damages and weakens particularly favored yuan-ti temple leader hatches as a nest of targets. fully grown serpents bearing the Volume Veneficus. Thus, this lore has passed from one generation of yuan-ti to the next. 3rd-Level Druid Spells Crushing Coils: Teleport constrictor to crush opponent. On rare occasions, a new snake appears bearing the Volume Fang Blade: Transforms a snake into a sword that can bite Veneficus mystic patterns or additions to it. Great omens and and poison targets. portents signal this event to the yuan-ti, and sometimes their Merrshaulk’s Kiss: Enhances a number of living snakes. cruel god places such a great boon within the territories of Snake Shield: Serpentine force surrounds you and protects other sentient creatures. The yuan-ti invariably launch a dark you from attack. crusade to reclaim what they see as their birthright, and in so doing fill Merrshaulk's thirst for conquest and destruction. 4th-Level Druid Spells Spitting Cobra: You make ranged attacks with a snake's New Spells of the Volume Veneficus: Widely considered venom. one of the most holy texts of Merrshaulk's church, the 5th-Level Druid Spells Volume Veneficus bears not just spells favored by the yuan-ti, Serpent Storm: Creates a hail of deadly serpents that bite and but words of power sacred to their dark god. Any creature poison everyone in the area. bearing this serpentine collection of spells gains a +2 bonus on all Knowledge (nature) checks as they pertain to yuan-ti RANGER SPELLS and Knowledge (religion) checks concerning Merrshaulk's 3rd-Level Ranger Spells worship. Fang Blade: Transforms a snake into a sword that can bite The Volume Veneficus commonly covers the scales of three and poison targets. Medium vipers, although these spells have been known to appear upon both larger and different types of serpents SORCERER/WIZARD SPELLS throughout history. These snakes become docile in the hands 4th-Level Sorcerer/Wizard Spells of any yuan-ti spellcaster, allowing such bearers to prepare Fang Blade: Transforms a snake into a sword that can bite the spells covering them. Should any other creature attempt and poison targets. to handle them, the snakes attack ferociously and can only be Crushing Coils: Teleport constrictor to crush opponent. studied after they are slain or magically calmed (Handle 5th-Level Sorcerer/Wizard Spells Animal attempts always fail). Spitting Cobra: You make ranged attacks with a snake's Although it is possible, scribing the Volume Veneficus into a venom. standard spellbook is considered a heresy punishable by death among the yuan-ti. However, that doesn't stop the scholars of other races from doing so. A textual copy of the Volume Veneficus, holding only the new wizard spells presented here, is worth 1,700 gp, although a seller aware of such a tome's extreme rarity might sell it for triple the price. Should the yuan-ti hear of such of a compilation, they spare no length in hunting down and torturously murdering all parties even tangentially connected to the heretical text. Source: Dragon 330 (Spellcraft - Volume Veneficus)

CLERIC SPELLS 2nd-Level Cleric Spells Venomous Volley: Cone of fangs damages and weakens targets. 3rd-Level Cleric Spells Snake Shield: Serpentine force surrounds you and protects you from attack. Page from the Silver Hexameric Folio

76

Complete Dragon Magazine 3.5 Spells – Domain Spells

gain no insight into what the item is. This ability does not tell you the gold piece value of an item. APPENDIX 1: Source: Dragon 323 (Seven Deadly Domains – Spells for Sinners)

DOMAIN SPELLS Avarice Domain Spells The following domains supplement those described in 1 Bless: Allies gain +1 on attack rolls and saves against Chapter 11 of the PLAYER’S HANDBOOK. Spells new to this fear. compilation are noted with a †. Spells from the SPELL 2 Lighten Load†: Increase the carrying capacity of a COMPENDIUM are noted with a . Spells from the BOOK OF creature. VILE DARKNESS are noted with a 1. 3 Prayer: Allies +1 bonus on most rolls, enemies –1 penalty. ARMY DOMAIN 4 Divination: Provides useful advice for specific Granted Power: You have the spell-like ability to inspire proposed actions. allies within 30 feet, giving them a +2 morale bonus on saving 5 Easy march†: Creatures move overland swiftly throws, attack rolls, ability checks, skill checks, and weapon without suffering the tiring effects of prolonged damage rolls. Allies must be able to hear you speak for 1 travel. round. Using this ability is a full-round action. It lasts a 6 Heroes' feast: Food for one creature/level cures and number of rounds equal to your Charisma bonus and can be grants combat bonuses. used once per day. 7 Scrying, Greater: As scrying, but faster and longer. Dragon Magazine: #317 (Faiths of Faerûn – Battleguard 8 Heal, Mass: As heal, but with several subjects. of Tempus – Soldier-Saints of the Lord of Battle) 9 Teleportation Circle: Circle teleports any creature inside to designated spot. Army Domain Spells: 1 Sticky Fingers : Grants you a +1 bonus on Sleight BEGUILEMENT DOMAIN of Hand checks. Deities: Gods of trickery, rulership, and magic might 2 Treasure Scent : Allows you to detect and follow grant access to this domain. valuable materials by scent. Granted Power: You cast compulsion spells at +1 caster 3 Locate Object: Sense direction toward object level. (specific or type). Source: Dragon 312 (Thieves of Will – Evil Enchanters) 4 Shrink Item: Object shrinks to one-sixteenth size. 5 Telekinesis: Moves objects, attacks creature, or Beguilement Domain Spells hurls object or creature. 1 Hypnotism: Fascinates 2d4 HD of creatures. 6 Leomund’s Secret Chest: Hides expensive chest on 2 Enthrall: Captivates all within 100 ft. + 10 ft./level Ethereal Plane; you retrieve it at will. 3 Hypnotic Pattern: Fascinates (2d4 + level) HD of 7 Sequester: Subject is invisible to sight and scrying; creatures. renders creature comatose. 4 Deep Slumber: Puts 10 HD of creatures to sleep. 8 Discern Location: Revels exact location of creature 5 Confusion: Subjects behave oddly for 1 round/level. or object. 6 Modify Memory: Changes 5 minutes of subject's 9 Antipathy: Object or location affected by spell memories. repels certain creatures. 7 Suggestion, Mass: As suggestion, plus one subject/level. AVARICE DOMAIN 8 Hold Person, Mass: As hold person, but all within 30 Avarice is the desire for wealth, whether it ft. is material goods, knowledge, or any other 9 Otto's Irresistible Dance: Forces subject to dance. conceivable item or concept that could have value. This kind of excessive, covetous greed CHARITY DOMAIN causes creatures to take more than they Selfless and giving, clerics of charity believe every person could ever use, regardless of the needs of suffers from a lack of something. Clerics of charity devote others. themselves to filling needs, from something obvious like a Clerics of avarice covet all they can get; street urchin dreaming of food and a warm bed to the subtle working for free is anathema for them. desires of a prince who needs reassurances of his ability to When the time comes to divide up party treasure, they are rule. Scorning their own wealth, clerics of charity always put not afraid to explain why they deserve a greater share, but the material needs of others above their own. They regard they are also willing to take tremendous risks to justify their even precious magic items as but temporary possessions, claims. willingly handing off such items to those they perceive with Granted Power: Once per day, as a standard action, you greater need. While their noble impulses do leave them may determine the most valuable item within 30 feet. An vulnerable to liars with a sob story, charitable clerics must item’s value is determined by its listed gold-piece value. If struggle with an even greater flaw: sometimes, in their zeal, you cannot see the most valuable item within range, you they offer help to those who neither need nor want their become aware of its general location (within 5 feet), but you interference.

77

Complete Dragon Magazine 3.5 Spells – Domain Spells

A cleric of charity gives freely. Such a character adventures protection preparing more defensive spells than just the ones for all the normal reasons, including the acquisition of on her domain spell list. She might even take levels as an wealth, but the wealth he acquires rarely stays with him for abjurer to heighten her protectiveness. long. Unless a fellow character has an honest need, a cleric of Deities: Kord, Rao, Zuoken charity never gives to another adventurer–only to the truly Eberron Deities: Dol Arrah, Silver Flame needy (or the truly adept at lying). Forgotten Realms Deities: Lathander, Selûne, Sharindlar Deities: Hiatea, Pelor, Rao Granted Power: Once per day, you may dispel a single Eberron Deities: Arawai, Dol Arrah spell effect targeting you as a targeted dispel magic spell. Forgotten Realms Deities: Eldath, Ilmater, Sharindlar Caster level equals your character level. Granted Power: Once per day, as a full-round action, you Source: Dragon 355 (Seven Saintly Domains) may reduce your hit points by up two times your class level and touch an ally to give him temporary hit points equal to Chastity Domain Spells that amount. For instance, a 5th-level cleric can give up to 10 1 Shield of Faith: Aura grants +2 or higher deflection hit points to an ally. Your ally retains these temporary hit bonus. points for 1 minute per your class level and you cannot 2 Restoration, Lesser: Dispels magical ability penalty reclaim them or use healing magic to regain them or repairs 1d4 ability damage. prematurely, even to save your own life. At the end of the 3 Magic Vestment: Armor or shield gains +1 effect you regain all the hit points you donated, even if your enhancement per four levels. ally suffered injuries during this time. 4 Spell Immunity: Subject is immune to one spell per Source: Dragon 355 (Seven Saintly Domains) four levels. 5 Break Enchantment: Frees subjects from Charity Domain Spells enchantments, alterations, curses, and petrification. 1 Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 6 Bigby's Interposing Hand: Hand provides cover hours). against one opponent. 2 Aid: +1 on attack rolls and saves against fear, 1d8 7 Repulsion: Creatures can't approach you. temporary hp +1/level (max +10). 8 Antimagic Field: Negates magic within 1o ft. 3 Create Food and Water: Feeds three humans (or 9 Mind Blank: Subject is immune to mental/ one horse)/level. emotional magic and scrying. 4 Imbue with Spell Ability: Transfer spell to subject. 5 Cure Light Wounds, Mass: Cures 1d8 damage +1/ CHROMATIC DRAGON DOMAIN level for many creatures. Chromatic dragons usually compel worship through terror. 6 Heroes' Feast: Food for one creature/level cures and Red and white dragons in particular delight in the abject grants combat bonuses. submission of their followers. Blue dragons sometimes rule 7 Refuge: Alters item to transport its possessor to you. expansive theocracies, using the devotions of their adherents 8 Mordenkainen's Magnificent Mansion: Door less to stroke their egos and more to control masses of leads to extradimensional mansion. subjects. 9 Heal, Mass: As heal, but with several subjects. Granted Power: Choose a chromatic dragon color. You cannot later change the kind of CHASTITY DOMAIN dragon. Once per day, Pure of thought, body, and soul, clerics of chastity treat you may use a breath their whole selves as inviolate. Many believe strongly in the weapon similar to the mantra "my body is my temple," and most expand on the idea chosen dragon's. This to include their minds as well. Chaste clerics do not merely breath weapon deals practice sexual abstinence, they seek to prevent anything 1d6 points of damage "foreign" from entering their bodies. They do not have tattoos per five cleric levels or piercings, and many practice strict vegetarianism or you possess. A veganism. While clerics of chastity possess strong (some say successful Reflex save over-developed) senses of self, they are not entirely self- (DC 10 + 1/2 your cleric absorbed. Seeking purity in the world–not just in level + your Charisma themselves–clerics of chastity attempt constantly to cleanse modifier) halves the others of taint, both physical and mental. They preach (and damage. A black practice) that prevention precludes a cure, that a small breathes a 60-foot line amount of the former prevents the need for a great deal of the of acid, a blue breathes latter. While a cleric of chastity at her best makes for a prime a 6o-foot line of example of how remaining removed from certain temptations electricity, a green promotes a healthy life, at her worst a chaste cleric goes breathes a 3o-foot cone beyond maintaining her purity. When overzealous, a cleric of of acid, a red breathes a chastity becomes xenophobic to a ridiculous degree, not even 3o-foot cone of fire, and allowing other creatures to speak to her–much less touch a white breathes 30-foot her–for fear of exposing herself to some kind of taint. cone of cold. Because the game does not touch upon the activities that Source: Dragon 344 might cause a chaste character consternation, playing a cleric (Class Acts – Devotees of of chastity is relatively easy. Such a character focuses on self the Dragon) 78

Complete Dragon Magazine 3.5 Spells – Domain Spells

thoughts. Chromatic Dragon Domain Spells 3 Mesmerizing Glare: Your gaze fascinates creatures. 1 Cause Fear: One creature of 5 HD or less flees for 4 Suggestion: Compels subject to follow stated course 1d4 rounds. of action. 2 Gust of Wind: Blows away or knocks down smaller 5 Dragonsight : Gain low-light vision, darkvision creatures. and blindsense. 3 Claws of Darkness : Claws deal 1d8 cold damage 6 Probe Thoughts : Read subject's memories, one and have reach. question/round. 4 Fear: Subjects within cone flee for 1 round/level 7 True Seeing: Lets you see all things as they really 5 Rebuking Breath : Your breath weapon rebukes are. undead. 8 Mind Blank: Subject is immune to 6 Symbol of Fear: Triggered rune panics nearby mental/emotional magic and scrying. creatures. 9 Foresight: "Sixth sense" warns of impending danger. 7 Aura of Terror : You gain an aura of fear, or your frightful presence becomes more effective. GENEROSITY DOMAIN 8 Stunning Breath, Greater : Your breath weapon Vigilant, watchful, and thoughtful, clerics of generosity put also stuns creatures for 2d4 rounds. others' needs ahead of their own. Whereas clerics of charity 9 Weird: As phantasmal killer, but affects all within 30 give freely without much regard to need, clerics of generosity ft. keep ever-watchful eyes on their surroundings, targeting those most in need with their gifts. A generous cleric does EMOTION DOMAIN not, for example, give a hungry man a single fish–he teaches The Emotion domain, available to clerics of Linara, may also such a man how to fish. Clerics of generosity tend to hold be associated with deities who have influence over the mind, back their giving a little more than clerics of charity, for they passion, and madness. do not wish themselves to become needful. They do give Deities: Linara more than they can truly afford when the need is great, but Granted Power: Your understanding of the mind and they do not practice such selfless gifting as their whims emotions allows you to more easily shrug off the effects of dictate. Every gift a generous cleric makes is carefully mind-affecting spells and effects. You gain a +4 bonus on Will planned beforehand to perform the most good possible. At saves to resist mind-affecting spells and spell-like abilities. their best, clerics of generosity can maintain the livelihood of Source: Dragon 340 (Eye of the Night – The Moon and Its large groups of people through their well-placed acts of Role in D&D) giving. At their worst, generous clerics keep their eyes so trained on helping the greatest number of needy possible Emotion Domain Spells that they sometimes overlook lesser, easier-to-fix problems. A 1 Detect Emotions: Detects the presence and cleric of generosity, for example, might put into motion a strength of emotions. plan that feeds an entire village 10 miles away even as a lone 2 Hypnotism: Fascinates 2d4 HD of creatures. beggar starves to death nearby. 3 Rage: Subjects gains +2 to Str and Con, +1 on Will The generosity domain works well for those who wish to saves, –2 to AC. play a good guy schemer. While others scheme for purely 4 Confusion: Subjects behave oddly for 1 round/level selfish reasons, clerics of generosity's planning usually 5 Crushing Despair: Subject takes -2 on attack rolls, involves the most efficient way of helping the greatest damage rolls, saves, and Skill checks. number of people. Such a character is a natural leader, 6 Nightmare: Sends vision dealing 1d10 damage, particularly of a group with no actual power (such as rebels fatigue. intent on freeing a kingdom from tyranny). 7 Heroism, Greater: Gives +4 bonus on attack rolls, Deities: Bralm, Fharlanghn, Yondolla skill checks; immunity to fear; temporary hp. Eberron Deities: Arawai, Olladra 8 Insanity: Subject suffers continuous confusion. Forgotten Realms Deities: Chauntea, Cyrrollalee, Tymora 9 Weird: As phantasmal killer, but affects all within 30 Granted Power: Once per day, as an immediate action you ft. may choose to cast a maximized conjuration (healing) spell without increasing the spell level or casting time. Source: Dragon 355 (Seven Saintly Domains) GEM DRAGON DOMAIN Gem dragons rarely seek out followers, but when they Generosity Domain Spells acquire worshipers they do not necessarily object to being 1 Death Watch: Reveals how near death subjects seen as deities. A gem dragon rarely interacts with its within 3o ft. are. devotees directly, but it might serve as an inspirational figure 2 Shield Other: You take half of subject's damage. to primitive psionic humanoids. 3 Detect Thoughts: Allows "listening" to surface Granted Power: Add Autohypnosis, Knowledge (psionics), thoughts. and Psi-craft to your list of cleric class skills. 4 Discern Lies: Reveals deliberate falsehoods. Source: Dragon 344 (Class Acts – Devotees of the Dragon) 5 True Seeing: Lets you see all things as they really are. Gem Domain Spells 6 Prying Eyes: 1d4+1/level floating eyes scout for you. 1 True Strike: +20 on your next attack roll. 7 Guards and Wards: Array of magic effects protect 2 Detect Thoughts: Allows "listening" to surface area. 79

Complete Dragon Magazine 3.5 Spells – Domain Spells

8 Teleport Object: As teleport, but affects a touched 2 Hold Person: Paralyzes one humanoid for 1 object. round/level. 9 Foresight: "Sixth sense" warns of impending danger. 3 Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 5o% chances of losing each HOPE DOMAIN action. 4 Posses by clerics of the Order of the Eternal Light (see Ray of Exhaustion: Ray makes subject exhausted. Dragon Magazine #340), the Hope domain can also find a 5 Enervation: Subject gains 1d4 negative levels. home with other deities of the sun, courage, or even some 6 Waves of Fatigue: Several targets become fatigued. (usually good-aligned) war deities. 7 Symbol of Weakness: Triggered rune weakens Deities: The Eternal Light. nearby creatures Granted Power: Once per day, when you fail a skill check, 8 Spell Turning: Reflect 1d4+6 spell levels back at attack roll, or saving throw, you may roll 1d6 and add it to the caster. result. This ability is used after the result of the roll or check 9 Energy Drain: Subject gains 2d4 negative levels. is revealed, but before any other actions are taken. Source: Dragon 340 (The Eternal Light – The Sun and Its HUNT DOMAIN Role In D&D) Deities: Ehlonna, Obad-Hai, Llerg, , Malar, Balinor Hope Domain Spells Granted Power: You gain Track as a bonus feat. 1 Bless: Allies gain +1 on attack rolls and saves against Source: Dragon 342 (Class Acts – The Wild Hunt) fear. 2 Aid: +1 on attack rolls and saves against fear, 1d8 Hunt Domain Spells temporary hp +1/level (max +10). 1 Hide from Animals: Animals can’t perceive one 3 Heroism: Gives +2 bonus on attack rolls, saves, skill subject/level. checks. 2 Bear’s Endurance: Subject gains +4 to Con for 1 4 Good Hope: Subjects gain a +2 on attack rolls, min. /level. damage rolls, saves, and checks. 3 Snare: Creates a magic booby trap. 5 Atonement: Removes burden of misdeeds from 4 Locate Creature: Indicates direction to familiar subject. creature. 6 Heroism, Greater: Gives +4 bonus on attack rolls, 5 Commune with Nature: Learn about terrain for 1 skill checks; immunity to fear; temporary hp. mile/level. 7 Restoration, Greater: As restoration, plus restores all 6 Find the Path: Shows most direct way to a location. levels and ability scores. 7 Control Weather: Changes weather in local area. 8 Planar Ally, Greater: As lesser planar ally, but up to 8 Discern Location: Reveals exact location of creature 18 HD. or object. 9 Miracle: Requests a deity’s intercession. 9 Foresight: “Sixth sense” warns of impending danger.

HUMILITY DOMAIN HUNGER DOMAIN Self-effacing and penitent, clerics of humility play down Deity: Turaglas their contributions. More than any others, humble clerics Granted Power: You are immune to natural poisons, call themselves channels for their deities' awesome powers. diseases, or drugs that require ingestion. Substances Clerics of humility do not consider themselves more pious or delivered by touch, inhalation, or injection still affect you, in any way better than any other non-cleric followers of their and you are still subject to ingested toxins that are magical in deities, placing instead the decision of becoming clerics nature. solely in the hands of those they worship. While they do not Source: Dragon 312 (The Ebon Maw – Beware the Waking themselves crave attention or seek the spotlight, neither do Hunger) clerics of humility stand by idly as the undeserving (and sometimes even the deserving, if-over-proud) call for credit Hunger Domain Spells or acclaim. Opposing pride and the lesser sins it spawns at 1 Slow Consumption1: Caster absorbs health and every turn, humble clerics not only bow before their deities, sustenance from helpless subject. but they also have the ability to force others to bow as well. [Ray of Enfeeblement: Ray deals 1d6 points +1 per While some clerics strive constantly to remain ever humble two levels Str damage.] others work to counter pride and instill humility in others. 2 Jaws of Adamantine†: Subject gains an adamantine Such proactive clerics of humility make excellent use of the bite attack. domain's spells, but they draw the line at killing a proud foe– 3 Cannibalize†: Subject gains a powerful bite attack death does not redeem. and gains temporary hit points by consuming flesh. Deities: Cyndor, Delleb, St. Cuthbert 4 Caustic Bile†: Acidic splash deals 1d6/level (max Eberron Deities: Arawai, Undying Court 10d6). Forgotten Realms Deities: Helm, Ilmater, Thoth 5 Enervation: Subject gains 1d4 negative levels. Granted Power: You cast all divination spells at +1 caster 6 Insatiable Hunger†: Subjects starve regardless of level. how much they eat. Source: Dragon 355 (Seven Saintly Domains) 7 Whirlwind of Teeth1: Creates moving 5-ft./level Humility Domain Spells cylinder that deals 1d8 damage per two levels each 1 Reduce Person: Humanoid creature halves in size. 80

Complete Dragon Magazine 3.5 Spells – Domain Spells

round. 3 Diamondsteel: Metal armor provides damage [Destruction: Kills subject and destroys remains.] reduction. 8 Steal Life1: Caster drains 1 ability score point per 4 Protection from Energy: Absorb 12 points level of round and becomes younger. damage from one kind of energy. [Horrid Wilting: Deals 1d8 damage/level within 30 5 Globe of Invulnerability, Lesser: Stops 1st- ft.] through 3rd-level spells. 9 Gate: Connects two planes for travel or summoning; 6 Wall of Iron: 30 hp/four levels, can topple onto foes. when cast as a Hunger spell, can be used only to 7 Ironguard: Subject becomes immune to all metal connect with the Abyss. weapons. 8 Iron Body: Your body becomes living iron. Spells in [brackets] are suggested replacement spells if the Book of 9 Dragon Ally, Greater: As lesser dragon ally, but up to Vile Darkness is not being used. 21 HD. (Metallic dragons only.)

Note: This domain appears in the SPELL COMPENDIUM but is significantly different in spells and granted power. Therefore, NIGHT DOMAIN it is included in this compilation. Deities: Celestian, Eilistraee, Selune, Shar, The Keeper, The Shadow LUNG DRAGON DOMAIN Granted Power: You gain low-light vision. If you already have low-light vision you gain darkvision with a range of 30 Many shamans (see , page 22) select the Lung Dragon domain as part of their veneration of the ft. wider spirit world. A cleric who worships a lung dragon tends Source: Dragon 342 (Class Acts – The Wild Hunt) to live with the misapprehension that the object of his devotions is a singularly divine entity. Night Domain Spells 1 Granted Power: You gain a +2 competence bonus on Sleep: Puts 4 HD of creatures into magical slumber. Charisma-based skill checks and Charisma checks against 2 Deeper Darkness: Object sheds supernatural creatures of the dragon type or spirit subtype. This bonus shadow in 60-ft. radius. increases to +4 against dragon (spirit) creatures. 3 Deep Slumber: Puts 10 HD of creatures to sleep. Source: Dragon 344 (Class Acts – Devotees of the Dragon) 4 Phantom Steed: Magic horse appears for 1 hour/level. Lung Dragon Domain Spells 5 Nightmare: Sends vision dealing 1d10 damage, 1 Unseen Servant: Invisible force obeys your fatigue. commands. 6 Shadow Walk: Step into shadow to travel rapidly. 2 Fog Cloud: Fog obscures vision. 7 Waves of Exhaustion: Several targets become exhausted. 3 Sign of Sealing : Magical sigil protects door or 8 Shadow Evocation, Greater: As shadow evocation, chest, deals 1d4/level (max 10d4) if opened. but up to 7th level and 60% real. 4 Air Walk: Subject treads on air as if solid (climb at a 9 Shades: As shadow conjuration, but up to 8th level 45° angle). and 80% real. 5 Draconic Might : Gain +5 to Str, Con, Cha; +4 natural armor, immunity to magic sleep and paralysis effects. PATIENCE DOMAIN 6 Sign of Sealing, Greater : Magical sigil protects Finn, resolved, and composed, clerics of patience devote door or chest, deals 1d6/level (max 20d6) if opened. themselves to serving as living examples of mortal 7 Control Weather: Changes weather in local area. perseverance. Often believers in predestination or fate, they 8 Polymorph Any Object: Changes subject into advise that every event or action has a proper time, so anything else. attempting to rush an occurrence does nothing but cause 9 Meteor Swarm: Four exploding spheres each deal frustration. There is a time to everything under the sun, and 6d6 fire damage. until that time comes the cleric of patience waits. These clerics frequently watch impassively–often to the annoyance of their impatient comrades–as events transpire around METALLIC DRAGON DOMAIN them, only to suddenly and purposefully act. Usually, when a Metallic dragons are, as a rule, too honest to accept open cleric of patience finally moves, his actions create a far worship. A few, however, placing the greater good (and, greater effect than they might have if performed earlier. perhaps, their own draconic egos) ahead of personal honor, Sometimes these clerics become too patient, calmly watching do teach would-be clerics how to use their dragon-inspired as horrific events they could easily halt transpire unhindered. powers for good. In other words, on rare occasions clerics of patience slip Granted Power: You gain damage reduction 1/adamantine. toward sloth and apathy. This increases by 1 per five cleric levels. Never hasty, a cleric of patience waits. A lot. He frequently Source: Dragon 344 (Class Acts – Devotees of the Dragon) delays in combat, watching as the battle unfolds and moving at exactly the right time. Outside of combat, the patient cleric believes strongly in letting events sort themselves out, and he Metallic Dragon Domain Spells interferes only when he believes his actions might resolve a 1 Vision of Glory: Subject gains morale bonus equal dispute or crisis. If he does not think he can end a negative to your Cha modifier to one saving throw. event with action, he remains inactive. 2 Shield Other: You take half of subject's damage. 81

Complete Dragon Magazine 3.5 Spells – Domain Spells

Deities: Bahmut, Wee Jas, Xan Yae, Zuoken Granted Power: You gain a +1 bonus on all Charisma Eberron Deities: Balinor, the Becoming God, Undying checks and all opposed Charisma-based skill checks. Court Source: Dragon 312 (Thieves of Will – Evil Enchanters) Forgotten Realms Deities: Dugmaren Brightmantle, Deneir, Labelas, Enoreth, Tyr Seduction Domain Spells Granted Power: Once per day, as an immediate action, you 1 Charm Person: Makes one person your friend. may delay the effect of a spell that affects you for 10 rounds. 2 Eagle's Splendor: Subject gains +4 to Cha for 1 You may choose to use this ability after you know the result min./level of any saving throws for the spell (if any). 3 Geas, Lesser: Commands subject of 7 HD or less. Source: Dragon 355 (Seven Saintly Domains) 4 Suggestion: Compels subject to follow stated course of action. Patience Domain Spells 5 Charm Monster: Makes monster believe it is your 1 Sanctuary: Opponents can’t attack you and you can't ally. attack. 6 Dominate Person: Controls humanoid 2 Delay Poison: Stops poison from harming subject telepathically. for 1 hour/level. 7 Charm Monster, Mass: As charm monster, but all 3 Protection from Energy: Absorb 12 points/level of within 30 ft. damage form one kind of energy. 8 Dominate Monster: As dominate person, but any 4 Slow: One subject/level takes only one action/ creature. round, -2 to AC, -2 on attack rolls. 9 Demand: As sending, plus you can send suggestion. 5 Hold Monster: As hold person, but any creature. 6 Bear's Endurance Mass: As bear’s endurance, but SPIRIT DOMAIN affects one subject/level. The spirit domain involves the control and manipulation of 7 Contingency: Sets trigger conditions for another a creature's immortal soul. The spells to which this domain spell. grants access allow a cleric to exert his influence over a 8 Sequester: Subject is invisible to sight and scrying; creature's luck, capture or destroy its soul, or even slay it with renders creature comatose. mighty magic. 9 Time Stop: You act freely for 1d4+1 rounds. Deities: Any evil deity whose portfolio emphasizes trapping and binding souls can grant access to this domain. RADIANCE DOMAIN Logical candidates might include a god who judges the souls Deities: Pelor, The Path of Light, Horus-Re, Lathander, of the damned or a lord of the undead. Lliira. Granted Power: You may create a spiritual bond between Granted Power: You are immune to patter effects. This is a an item you have created (usually a doll or similar object) and supernatural ability. a single enemy. Creating this item requires 100 gp and a Source: Dragon 321 (The Limitless Light – A Tour of the sample of the hair, skin, fingernails, or other bodily material Plane of Radiance) of the victim. You may cast any spell of 3rd level or lower with a touch Radiance Domain Spells range on the creature without making a touch attack roll by 1 Color Spray: Knocks unconscious, blinds, and/or casting the spell on the bonded object. The creature gains a stuns 1d6 creatures. +2 circumstance bonus on its saving throw (if any) against 2 Hypnotic Pattern: Fascinates (2d4 + level) HD of the effect. You must be within long range (400 ft. + 40 ft. creatures. /level) of your target and have line of effect to it to use the 3 Searing Light: Ray deals 1d8/two levels damage, object in this manner. more against undead. You may create one of these items per month, but you 4 Faerie Fire, Widened: Outlines subjects in a 10-ft.- may not have more than one active at a time. When you radius burst of light, cancelling blur, concealment, create a new bounded item, your previous one loses its and the like. power. 5 Rainbow Pattern: Lights fascinate 24 HD of Source: Dragon 312 (Among the Dead – Necromancer creatures. Archetypes and Abilities) 6 Rainbow†: Creates a longbow with arrows that have a variety of properties. Spirit Domain Spells 7 Prismatic Spray: Ray hits subjects with variety of 1 Bane: Enemies take -1 on attack rolls and saves effects. against fear 8 Scintillating Pattern: Twisting colors confuse, stun, 2 Scare: Panics creatures of less than 6 HD. or render unconscious. 3 Bestow Curse: -6 to an ability score; -4 on attack 9 Prismatic Wall: Wall’s colors have array of effects. rolls, saves, and checks; or 50% chance of losing each action. 4 Death Ward: Grants immunity to death spells and negative energy effects. SEDUCTION DOMAIN 5 Enervation: Subject gains 1d4 negative levels. Deities: Gods of beauty, desire, love, and courtesans might 6 Magic Jar: Enables possession of another creature. grant access to this domain. 7 Eyebite: Target becomes panicked, sickened, and comatose. 82

Complete Dragon Magazine 3.5 Spells – Domain Spells

8 Finger of Death: Kills one subject. power of life and death, this one involves the creature and 9 Soul Bind: Traps newly dead soul to prevent control of undead creatures. Clerics with this domain can, in resurrection. time, become lords of the walking dead. Deities: Gods directly associated with the undead and necromancy should have access to this domain. TEMPERANCE DOMAIN Granted Powers: You gain a +2 competence bonus on your Sell-restrained and moderate, clerics of temperance indulge turning checks to turn or rebuke undead. in every wonderful bounty the world provides–to a point. A Source: Dragon 312 (Among the Dead – Necromancer temperate cleric happily consumes alcohol and eats the most Archetypes and Abilities) delicious foods with gleeful abandon, but he always stops before such indulgences can cause him any negative effects. Undead Domain Spells There are no fat or drunken clerics of temperance. They lead 1 Chill Touch: One touch/level deals 1d6 damage and by example, always practicing as they preach. Clerics of possibly 1 Str damage. temperance rarely find many fans among the wealthy or 2 Command Undead: Undead creature obeys your those who wish to become wealthy, like adventurers. commands. Speaking incessantly against overindulgence, greed, and 3 Animate Dead: Creates undead skeletons and excess, clerics of temperance endlessly extol the benefits of zombies. the moderate life. When they themselves become 4 Halt Undead: Immobilizes undead for 1 intemperate about extolling the virtues of moderation, these round/level. clerics become absolutely intolerable to interact with. If they 5 Slay Living: Touch attack kills subject. choose to act on their teachings of balance, the clerics of 6 Create Undead: Create ghouls, ghasts, mummies, or temperance who go bad attempt to physically prevent those mohrgs. around them from overindulgence, sometimes going so far as 7 Undeath to Death: Destroy 1d4/level HD of undead to shut down legitimate businesses that serve legal vices (max 20d4) (such as taverns). 8 A cleric of temperance does all the things other characters Create Greater Undead: Create shadows, wraiths, do, but she is careful to not overdo anything. In battle, a specters, or devourers. temperate cleric does not kill when merely incapacitating 9 Wail of the Banshee: Kills on creature/level. suffices. She does not engorge herself with food, drink herself sick with alcohol, or overextend her finances with ZEAL DOMAIN lavish spending. Confident and enthusiastic, clerics of zeal consider Deities: Ehlonna, Heironeous, Rao, Skoraeus Stonebones themselves Living conduits of divine will and power. They Eberron Deities: Boldrei, Onatar believe their deity's teachings are universally applicable and Forgotten Realms Deities: Ilmater, Red Knight, always relevant to every situation. Clerics of zeal strive every Clangeddin Silverbeard, Skoraeus Stonebones, Tyr, Urogalan moment to remain worthy of such a deity's trust–trust Granted Power: When you prepare spells you immediately exhibited through the granting of spells and other obvious heal 1 hit point per spell level of domain spells you still have manifestations of faith. Zealous clerics maintain that nothing prepared from the previous day. For example, if you did not exceeds their grasp or that of their patron deities, and with cast your 2nd-level and 4th-level domain spells the previous the aid of their deities they can achieve anything. This almost day you heal back 6 hit points when preparing your spells. impossible standard drives then to feats of unparalleled Source: Dragon 355 (Seven Saintly Domains) heroics and valor. Ever ready to take the lead, to strike against the foes of their deities, clerics of zeal at their best act as the Temperance Domain Spells strong hand of their patrons in the mortal realm. At their 1 Remove Fear: Suppresses fear or gives +4 on saves worst, when consumed by arrogance, forgetting that the against fear for one subject + one per four levels. power comes from outside them, they put everyone around at 2 Calm Emotions: Calms creatures, negating risk with half-considered schemes and a blithe confidence emotion effects (some say overconfidence) in their ability to rise to the 3 Dispel Magic: Cancels spells and magical effects. occasion. 4 Neutralize Poison: Immunizes subject against A cleric of zeal feels enthusiasm for all activities, from poison, detoxifies venom in or on subject. performing a religious service to smiting foes to cleaning 5 Atonement: Removes burden of misdeeds from stables. He is not necessarily optimistic or joyful, but he subject. never lacks in intensity. 6 Greater Dispel Magic: As dispel magic, but up to +20 Deities: Corellon, Larethinan, Heironeous, Hextor, Kord, on check. St. Cuthbert 7 Symbol of Stunning: Triggered rune stuns nearby Eberron Deities: Dol Arrah, Dol Dorn, Silver Flame creatures. Forgotten Realms Deities: Angharradh, Haela Brightaxe, 8 Shield of Law: +4 to AC, +4 resistance, and SR as Hanali Celanil, Lathandar, Lurue, Torm against chaotic spells. Granted Power: Once per day you may take 20 on a skill 9 Iron Body: Your body becomes living iron. check without increasing the amount of time needed to make the check. You cannot take 20 on checks for which you cannot normally take 20 (such as Balance or Climb checks). UNDEAD DOMAIN Source: Dragon 355 (Seven Saintly Domains) The Undead domain is the province of clerics with a bent for necromancy. While the Death domain focuses on the

83

Complete Dragon Magazine 3.5 Spells – Domain Spells

Zeal Domain Spells 1 Bless: Allies gain +1 on attack rolls and saves against fear. 2 Consecrate: Fills area with positive energy, making undead weaker. 3 Helping Hand: Ghostly hand leads subject to you. 4 Dismissal: Forces a creature to return to its native plane. 5 Commune: Deity answers one yes-or-no question/level. 6 Dispel Magic, Greater: As dispel magic but up to +20 on the check. 7 Holy Word: Kills, paralyzes, blinds or deafens non good subjects. 8 Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells. 9 Miracle: Request a deity's intercession.

84

Complete Dragon Magazine 3.5 Spells – Information

CORE INITIATE FEATS APPENDIX 2: Initiate feats are gateways to unique spells that deities grant their most faithful servants. While all of these feats require a character to be able to cast divine spells of a specific level and INFORMATION have a patron deity, the DM might add additional campaign- This chapter provides descriptions of feats and rules used to specific requirements. For example, to become an initiate of cast or access spells in this compilation. Boccob, one might have to create a magic item and sanctify it in Boccob's name, research a new spell, or perform a similarly pious act (see “Core Beliefs: Boccob” in DRAGON #338 for CASTING ARTIFACT SPELLS more possibilities). Artifact spells are a new and powerful form of magic Some of these initiate feats grant access to new spells found detailed in the newly released exploration of EBERRON’S dark in this compilation. New spells are marked with an †. continent, SECRETS OF XEN’DRIK. These rare magical formulas Currently, initiate feats appear for many deities of the are far more complex than normal spells and as such require FORGOTTEN REALM’S pantheon in PLAYER'S GUIDE TO FAERÛN use of the following supplementary rules. and for EBERRON’S druids in the EBERRON CAMPAIGN SETTING. Anyone capable of casting a spell of the proper level and type (arcane or divine) can learn to cast an artifact spell. INITIATE OF BOCCOB [INITIATE] Although artifact spells must be studied like any other, they Your strong faith in Boccob grants you special powers. are too complex and difficult to fully comprehend, and so Prerequisites: Ability to cast 3rd level divine spells, patron they cannot be added to a caster's normal repertoire. Those deity Boccob. who study one of these spells gain the ability to prepare or Benefits: You can make all Knowledge checks untrained. spontaneously cast the spell only once. You also cast all divination spells at +1 caster level (this stacks A spellcaster must study the appropriate runes and with the bonus provided by the Knowledge domain’s granted formulas for 1d4 hours and succeed on a Spellcraft check (DC power). 15 + twice the spell's level) in order to comprehend an In addition, you may add the following spells to one of your artifact spell. A failed check can be repeated in 24 hours. A divine spell lists character cannot take 10 on this check. Once an artifact spell has been learned, a character can cast Level Spells the spell once during the next year. If it is not cast within one 1st Memory Jar†: The target gains a bonus on year, the spell fades and is lost. A character who prepares Knowledge checks. spells can prepare an artifact spell in an appropriate slot. If 2nd Identify: Determines properties of magic the artifact spell is not cast (if its spell slot is used for some items. other purpose, for example), it can be prepared again at a later 4th Research Aid†: Get assistance when date within the year. A character who casts spells performing research. spontaneously can simply cast the artifact spell using a spell slot of the appropriate level. Because an artifact spell is Identify also appears on the Magic domain spell learned only temporarily, it does not replace one of a Special: list. With this feat, you can cast it as a regular cleric spell, not spontaneous caster's known spells. just as a domain spell. Artifact spells never have a material component or an arcane focus, though divine artifact spells might have a divine focus. An artifact spell can't be modified by any INITIATE OF EHLONNA [INITIATE] metamagic feat or effect. An artifact spell cannot be made Your strong faith in Ehlonna grants you special power. into a potion, scroll, or other magic item. Prerequisites: Ability to cast 3rd-level divine spells, patron A caster cannot possess the ability to cast a given artifact deity Ehlonna. spell more than once, although once cast (or if lost after a Benefits: Once per day you may cast pass without trace year has passed), the spell can be renewed if the ancient upon yourself as a spell-like ability. In addition, add Handle source is studied again. Artifact spells are always scribed on Animal and Survival to the skill list of one of your divine some large, immovable object, such as an immense stone spellcasting classes. wall, or inscribed on the facets of a towering crystal pillar. As In addition, you may add the following spells to one of your such, they cannot be transported and are far too complex to divine spell lists. translate into written form or copy as rubbings. Those wishing to learn, an artifact spell must travel to its ancient Level Spells resting place and learn from the source. 1st Longstrider: Your speed increases by 10 ft. Only a small number of artifact spells have thus far been 3rd Snare: Creates a magic booby trap. discovered within the depths of Xen'drik. If you wish to use 4th Commune with Nature: Learn about terrain for artifact spells in a campaign set outside of EBERRON, similar 1 mile/level. magic might be attributed to any ancient race known for 8th Animal Shapes: One ally/level polymorphs their magical mastery. For example, in the FORGOTTEN into chosen animal. REALMS, artifact spells might he relics of Netheril or the cruel phaerimm, while in , such magic might have INITIATE OF ERYTHNUL [INITIATE] been used by the Suel and Baklunish empires during the time Your strong faith in Erythnul grants you special powers. of the Twin Cataclysms. Prerequisites: Ability to cast 4th-level divine spells, patron deity Erythnul. 85

Complete Dragon Magazine 3.5 Spells – Information

Benefits: Any time you kill a creature with a critical hit Level Spells you gain the benefits of the spell death knell. This effect does 2nd Scare: Panics creatures of less than 6 HD. not function if the critical hit is made as part of a coup de 4th Bane, Greater†: Enemies gain -1 per 4 levels on grace. In addition, the creature must be reduced to -10 hp attack rolls and saves against fear. with the critical hit, not merely rendered unconscious. 4th Wrath of Hextor†: You deal extra damage In addition, you may add the following spells to one of your against good targets. divine spell lists INITIATE OF KORD [INITIATE] Level Spells Your strong faith in Kord grants you special powers. 2nd Cause Fear, Greater†: As cause fear, but affects up Prerequisites: Ability to cast 2nd-level divine spells, to 15 HD. patron deity Kord. 5th Erythnul’s Slaughter†: Doubles critical threat Benefits: You get a +4 size modifier on bull rush, disarm, ranges and prevents stabilization. grapple, overrun, sunder, and trip attempts. 6th Rage, Mass†: As rage, but affects one subject In addition, you may add the following spells to one of your level. divine spell lists.

INITIATE OF FHARLANGHN [INITIATE] Level Spells Your strong faith in Fharlanghn grants you special powers. 1st Kord’s Power Surge†: Receive a bonus on Prerequisites: Ability to cast 3rd-level divine spells, patron Strength-based ability checks and skills. deity Fharlanghn. 2nd Kord's Greeting†: Bonuses for charging double Benefits: Your base land speed increases by +10 feet. and penalties reduce to half. In addition, you may add the following spells to one of your 4th Champion of Kord†: Receive bonuses on acts of divine spell lists. strength

Level Spells INITIATE OF NERULL [INITIATE] 1st Alarm: an area for 2 hours/level. Your strong faith in Nerull grants you special powers. 1st Expeditious Retreat: Your speed increases by 30 Prerequisites: Ability to cast 4th-level divine spells, patron ft. deity Nerull. 4th Dimension Door: Teleports you a short Benefits: When using your Death domain granted power, distance. you may roll d8s instead of d6s to determine the damage. 7th Phase Door: Creates an invisible passage In addition, you may add the following spells to one of your through wood or stone divine spell lists.

INITIATE OF HEIRONEOUS [INITIATE] Level Spells Your strong faith in Heironeous grants you special powers. 2nd Cause Fear, Greater†: As cause fear, but affects Prerequisites: Ability to cast 3rd-level divine spells, patron creatures up to 15 HD deity Heironeous 3rd Nerull’s Scythe†: You bring a magical scythe Benefits: When fighting with a longsword, you deal an into existence extra 1d4 points of damage against evil targets; if the target 9th Wail of the Banshee: Kills one creature/level. possesses an aura of evil or is an evil-aligned outsider you instead deal 1d6 extra points of damage. Special: Wail of the banshee also appears on the Death In addition, you may add the following spells to one of your domain spell list. With this feat, you can cast it as a regular divine spell lists. cleric spell, not just a domain spell.

Level Spells INITIATE OF OBAD−HAI [INITIATE] † 2nd Mark of Justice, Lesser : Designate action that Your strong faith in Obad-Hai grants you special powers. will trigger curse on subject. Prerequisites: Ability to cast 3rd-level divine spells, patron † 3rd Bless, Greater : Allies gain +1 per 4 levels on deity Obad-Hai. attack rolls and saves against fear. Benefits: You can "lose" a prepared spell to spontaneously 4th Righteousness of Heironeous†: You deal extra cast any summon nature's ally spell of the same level or lower, damage against evil targets. just as a druid, in addition to cure spells. In addition, you may add the following spells to one of your INITIATE OF HEXTOR [INITIATE] divine spell lists. Your strong faith in Hextor grants you special powers. Prerequisites: Ability to cast 3rd-level divine spells, patron Level Spells deity Hextor. 1st Summer Breezes†: Cools you in uncomfortable Benefits: When fighting with a flail, you deal an extra 1d4 environments points of damage against good targets: if the target possesses 2nd Spontaneous Combustion†: Target touched an aura of good or is a good-aligned outsider you instead deal catches fire 1d6 extra points of damage. 3rd Quicksand†: Creates an area of quicksand In addition, you may add the following spells to one of your 5th Waves of Destruction†: Seawater crashes down divine spell lists. upon your targets.

86

Complete Dragon Magazine 3.5 Spells – Information

INITIATE OF OLIDAMMARA [INITIATE] magic device, if you are also a wizard, actual wizard levels and Your strong faith in Olidammara grants you special powers. these effective wizard levels stack. Prerequisites: Ability to cast 2nd-level divine spells, patron deity Olidammara. In addition, you may add the following spells to one of your Benefits: Add Gather Information, Sleight of Hand, and divine spell lists. Tumble to the skill list of one of your divine spellcasting classes. Level Spells In addition, you may add the following spells to one of your 3rd Vecna’s Courier†: Deliver secrets without fear divine spell lists. These spells appear in “Core Beliefs: of having them revealed. Olidammara” on page 82 of Dragon Magazine #342. 4th Arcane Eye: Invisible floating eye moves 30 ft./level Level Spells 6th Eyebite: Target becomes panicked, sickened, 1st Festival Feast: Creates delicious food for 3 and comatose. humans/level. 2nd Olidammara’s Bard Spell†: You can prepare INITIATE OF WEE JAS [INITIATE] spells from the bard spell list Your strong faith in Wee Jas grants you special powers. 3rd Olidammara’s Carapace†: Creates a protective Prerequisites: Ability to cast 3rd-level divine spells, patron shell around you. deity Wee Jas. Benefits: You can, as a standard action, spend one of your INITIATE OF PELOR [INITIATE] turning attempts to release a wave of energy in a 20-foot Your strong faith in Pelor grants you special powers. radius. If you channel positive energy, this wave deals 1d6 Prerequisites: Ability to cast 3rd-level divine spells, patron points of damage per two cleric levels you possess to undead deity Pelor. creatures. A successful Will save halves this damage (DC = 10 Benefits: You receive a +2 sacred bonus on turning checks + 1/2 your cleric level + Cha modifier). If you channel and turning damage rolls. negative energy, this wave cures 1d6 points of damage per In addition, you may add the following spells to one of your cleric levels you posses to undead creatures. Hit points cured divine spell lists. in excess a creature’s normal hit point total are lost. In addition, you may add the following spells to one of your Level Spells divine spell lists. 1st True Turning†: You gain bonuses on your next turn undead attempt. Level Spells 3rd Bless, Greater†: Allies gain +1 per 4 levels on 2nd Disguise Undead: Changes the appearance of attack rolls and saves against fear. one corporeal undead. 4th Immolate the Wicked†: Undead you have turned 5th Magic Jar: Enables possession of another burst into flames. creature. 6th Circle of Death: Kills 1d4/level HD of creatures. INITIATE OF ST. CUTHBERT [INITIATE]

Your strong faith in St. Cuthbert grants you special powers. Prerequisites: Ability to cast 3rd-level divine spells, patron DUAL SCHOOL SPELLS deity St. Cuthbert. Dual school spells is a concept first introduced in the Benefits: You can generate the protective ward granted by PLAYER’S HANDBOOK II. Dungeon Masters without that book the Protection domain ability once per day per four cleric can either simply restrict the spells to spellcasters with access levels. to both schools (preventing a specialist wizard with no In addition, you may add the following spells to one of your enchantment spells from casting burning hate, for example), divine spell lists. or treat them all as belonging to only one of the two listed schools. Level Spells 2nd Mark of Justice, Lesser†: Designates action that SERPENTINE FOCI will trigger a curse on the subject. All of the Volume Veneficus’s spells use at least one live snake † 3rd Retributive Strike : You gain an attack of as a focus. In most cases, the spell’s magic alters the snake or opportunity when attacked. somehow combines it with the caster. The snake used as a 7th Spell Turning: Reflects 1d4+6 spell levels back focus must be the caster’s familiar, magically coerced (using a at caster. spell such as charm animal or hypnotism), or trained using the Handle Animal skill (this training is the equivalent of a INITIATE OF VECNA [INITIATE] single trick that teaches the snake how to help complete a Your strong faith in Vecna grants you special powers. spell). Dead serpents or material representations do not meet Prerequisites: Ability to cast 3rd-level divine spells, patron the requirements of these spells. deity Vecna. A snake used as a focus retains its normal sstatistics unless Benefits: You can use scrolls, wands, and other devices otherwise noted. Should a snake used as a focus of one of with spell completion or spell trigger activation as a wizard of these spells die, the spell immediately ends. When the spell your cleric level. For the purpose of using a scroll or other ends the snake returns to normal. You can only use snakes with the animal type to cast these spells. Most commonly this

87

Complete Dragon Magazine 3.5 Spells – Information means using the snakes listed on pages 279-281 of the uninterrupted meditation, 500 gp in special materials, and a MONSTER MANUAL, although those presented on pages 83-87 living Kyuss worm. At the end of the ceremony, you must on the FORGOTTEN REALMS accessory succeed at a DC 15 Fortitude saving throw or die. If you fail might be welcome additions. A snake used in casting one of the saving throw, you rise as a spawn of Kyuss within 1d6+4 these spells cannot be more than one size larger than you, rounds. If you succeed at the saving throw, you can add the and it cannot have more hit dice than your caster level. following spells to your class spell list: 2nd-path of worms WAR MAGIC STUDY [GENERAL] 3rd-consume the parasite, the worm within 4th-mindworms You have studied war magic and can perform the complex 5th-servant of the green corruption rituals necessary to utilize it. 7th-extrude wormswarm Prerequisites: Great Fortitude, Iron Will, spellcaster level You must still learn and prepare these spells according to 3rd. the normal spellcasting rules for your class. Benefit: You may acquire and cast spells with the war The worm can he removed only by casting one of the descriptor. following spells: dispel evil, heal, remove curse, or remove disease Normal: War magic spells do not appear on any class spell in a hallowed area, or by casting consume the parasite. If the list for a character without this feat. Such a character cannot worm is removed, you cannot cast these spells and lose any of acquire or cast spells with the war descriptor but still can aid these spells that you may have prepared. You must repeat the another person who is casting such a spell. binding ritual to regain this feat's benefits.

Special: If you die with a living Kyuss worm inside you, WORMBOUND [GENERAL] you rise as a spawn of Kyuss within 1d6+4 rounds. As a spawn You have taken a vile green Kyuss worm into your own of Kyuss, you exist only to spread the corrupting power of body and bound yourself to its power. Kyuss and have no free will of your own (meaning that the Prerequisites: Living creature, host a living Kyuss worm. spawn of Kyuss becomes a monster under the DM's control). Benefits: Successfully hosting a Kyuss worm requires a special binding ritual. The ritual requires 4 hours of

A rogue makes use of the spells found in the Myth of Shadows

88

Complete Dragon Magazine 3.5 Spells – Spells by Dragon Magazine

Frostbite Dragon Magazine #317 The Ebon Maw – Beware the Waking Dungeons & Dragons Heroes – Magic, APPENDIX 3: Hunger Monsters, and Mayhem Cannibalize Circle of Cold Caustic Bile Icy Sphere SPELLS BY Hunger Domain Sticks to Snakes Insatiable Hunger Vampiric Drain Jaws of Adamantine Faiths of Faerûn – Battleguard of Thieves of Will – Evil Enchanters Tempus – Soldier‐Saints of the Lord of SOURCE Beguilement Domain Battle Charm Person, Mass appears in RACES Army Domain Below is a complete list of items in OF DESTINY Easy March this compilation and their Dominate Person, Mass Lighten Load originating source. Entries are listed Geas, Mass Lesser Faiths of Faerûn – Holy Strategists of under the articles from which they Seduction Domain the Red Knight appear. Entries in gray have not been Dragon Magazine #313 Analyze Opponent (Know Opponent), entered here and are given a short Faiths of Faerûn ‐ Elder Serpents of Set and Knights Move appears in the SPELL explanation as to why. Generally, if an – Servants of the Lord of Evil COMPENDIUM. item appears in print other than Dispel Ward and Sarcophagus of Stone Urban Druids – Secret Voice of the appears in the SPELL COMPENDIUM. City RAGON DUNGEON MAGAZINE D or , it is Incarnation of Set Repair Critical Damage, Repair Light not included here. Strange Bedfellows – New Half‐ Damage, Repair Minor Damage, Monster Templates Repair Moderate Damage, Repair Dragon Magazine #309 Empathy Serious Damage, and Scatterspray War Spells – Unleash Arcane Dragon Magazine #314 appear in the SPELL COMPENDIUM. Armageddon Brotherhood of the Burning Heart – Citygate Animate Undead Legion The Magic and Mettle of Fire Repair Critical Damage, Mass Battle Fright Distract, Heartfire, Raging Flame, and Repair Light Damage, Mass Battle Fury Slow Burn appear in the Spell Repair Moderate Damage, Mass Burned to Bare Rock Compendium. Repair Serious Damage, Mass Cavalry Call Dust to Dust – Magic of the Earthborn Susurrus of the City Dispel War Spell Earthen Grace, Mountain Stance, and Dragon Magazine #318 Enhance Armors Tremor appear in the SPELL Oriental Adventures – Eastern Flavor Enhance Weapons COMPENDIUM. Honorable Weapon Feed the Many Stonemantle Campaign Classics: Hollow World – Field of Blurs Masters of the Four Winds – The Children of Ka – The Dagger of the Force Missile Storm Mysteries of Air Magic Dinosaur Sage Friendsight Cyclonic Blast, Eye of the Hurricane, Charge of the Triceratops, Mass Great Electric Bolt Capricious Zephyr, Updraft, Contagion, Enrage Animal, Sink, Mire Downdraft, and Stolen Breath appear Swamp Lung, Swamp Stride, Swim, and Morning Mists in the SPELL COMPENDIUM. Mass Swim appear in the SPELL Plague Cloud Guardians of the Deepest Seas – Water COMPENDIUM. Rolling Fire Spells and Feats From the Dragon Magazine #319 Small Stronghold Blood to Water, Body Harmonic, Air Countdown to Eberron – A World Summon Monstrous Horde Bubble (Deep Breath), Extract Water Tempered by Magic Summon the Pack and Herd Elemental, Nixie’s Grace, Raise from Energy Alteration, Hero’s Blade, Teleport Legion the Deep, Rogue Wave (Tidal Surge), Magecraft, Nature’s Wrath, Power Dragon Magazine #310 Submerge Ship, Tsunami, and Wall of Surge, Deathless Domain, and Life None to record Water appear in the SPELL COMPENDIUM. Domain appear in the EBERRON Dragon Magazine #311 D&D Miniatures – Under Command – CAMPAIGN SETTING book. None to record Using the New D&D Miniatures in Your Dragon Magazine #320 Dragon Magazine #312 RPG Under Command – Forms of Legend Among the Dead – Necromancer Sacred Circle Aspect of the Earth Hunter, Aspect of Archetypes and Abilities Dragon Magazine #315 the Wolf, Body or War, Displacer Form, Spirit Domain Dark Sun – Defilers of Athas Holy Transformation, Lesser Holy Undead Domain Detect Defiler Transformation, Infernal Blackguards – Reavers of the Divine, Revenge of the Land Transformation, Lesser Infernal Despots, Corrupters, and Anti‐paladins Forgotten Realms – Sin Eaters of Transformation, Primal Form, and Wild Fallen Soul Eilistraee Runner appear in the SPELL Profane Weapon Awaken Sin, Eilistraee’s Grace (Grace), COMPENDIUM. Unholy Sword Moon Bolt, and Moon Lust appear in Dragon Magazine #321 Faiths of Faerûn – Prayers of the the SPELL COMPENDIUM. The Limitless Light – A Tour of the Frostmaiden – The Spells of Auril ‐ The Bloody Swords Plane of Radiance Auril’s Flowers (Ice Flowers), Cold Fire, Rejuvenative Corpse appears in the Rainbow Cold Snap, Corona of Cold, Freeze, SPELL COMPENDIUM. Radiance Domain Frost Breath, Heat Leech (Heat Drain), Dragon Magazine #316 Dragon Magazine #322 Ice Axe, Ice Gauntlet, Snowshoes, and Spies Like Us – Stealth for Stumblers Lord of Darkness – Erebus, the Void Mass Snowshoes appear in the SPELL Greater Knock Between the Stars COMPENDIUM. Phantom Objects 89

Complete Dragon Magazine 3.5 Spells – Spells by Dragon Magazine

Shadow Curse Dragon Magazine #329 Dragon Magazine #337 Shadow Shield None to record Ecology – The Ecology of the Shadar‐ Patterns of Shadow and Light – Same Dragon Magazine #330 kai Coin, Different Sides Enter the Far Realm – Unspeakable Shadowslip Cone of Dimness, Ebon Eyes, Lucent Madness, Corruption, and Terror From Eternal Evil – The Lords of Dust Lance, Luminous Gaze, Radiant Beyond Reality Cloak of Khyber Assault, Rainbow Beam, Rainbow The spells listed in this article require Dragon Magazine #338 Blast, and Shadow Phase appear in the a feat, which also requires a ritual Core Beliefs: Boccob SPELL COMPENDIUM. detailed in the article. Most of the Disk of Concordant Opposition Dragon Magazine #323 spells summon new creatures in the Boccob’s Rolling Cloud See No Evil – Alternatives to the Detect article. All of this is too much to Spellcraft – The Silver Hexameric Folio Evil Spell reprint here. Anamensis Detect Attitude Spellcraft – Volume Veneficus Cynosure Detect Guilt Crushing Coils Modulate Detect Heresy Fang Blade Siphon Detect Violence Merrshaulk’s Kiss Spell Star Seven Deadly Domains – Spells for Serpent Magazine #339 Sinners Snake Shield Spellcraft – Heinfroth’s Manual of Avarice Domain Spitting Cobra Methods Envy Domain, Gluttony Domain, Lust Venomous Volley Depression Domain, Pride Domain, Sloth Domain, Dragon Magazine #331 Lobotomize Wrath Domain, Sticky Fingers, Rhino’s Spellcraft – Spell Strips of the Black Shock Treatment Rush, and Treasure Scent appear in the Pyramid Submersion Treatment SPELL COMPENDIUM. Camel’s Tenacity Transfusion Swallow Desert Burial Dragon Magazine #340 Spellcraft – Force Spells Dust Storm Eye of the Night – The Moon and It’s Chain Missile, Force Chest, Force Ram Crown of Despair Role In D&D (Battering Ram), Mass Mage Armor, Sand Spiral Emotion Domain Shard Storm, and Greater Tenser’s Screen of Heat Moon’s Change Floating Disk (Greater Floating Disk) Touch of the Pharaoh Silvered Weapon appears in the BOOK appear in the SPELL COMPENDIUM. Dragon Magazine #332 OF EXALTED DEEDS Emerald Planes None to record Spellcraft – The Twilight Codex Dragon Magazine #324 Dragon Magazine #333 Guiding Star Spellcraft – The Hidden Book Spellcraft – Visions of Fear Lunacy Chalkboard Glimpse of Fear Moonbridge Delusions of Grandeur, Phantom Foe, Inescapable Swarm Motes of Moonlight Sensory Deprivation, Shadowy Phade’s Fearsome Aspect Sever Ties of the Moon Grappler, and Solipsism appear in the Sphere of Terror Shooting Star SPELL COMPENDIUM. Vision of Fear The Eternal Light – The Sun and its Dragon Magazine #325 The Relics of Faerûn – Gifts From The Role in D&D Spellcraft – Myths of the Shadow Gods Hope Domain Appraising Touch, Dead End, Serene Hand of Torm appears in the MAGIC OF Dragon Magazine #341 Visage, Shock and Awe, and FAERÛN as well as in the SPELL None to record Spontaneous Search appear in the COMPENDIUM as Hand of the Faithful. Dragon Magazine #342 SPELL COMPENDIUM. Dragon Magazine #334 Beyond the Pale – Six Ways To Raise Marked Man Spellcraft – Livre d’Aquatha The Dead Dragon Magazine #326 Curse of Spilt Water Revivify appears in the SPELL Spellcraft – Cantrips and Orisons of the Float COMPENDIUM. Academy of Apprentices Geyser Class Acts – The Wild Hunt Fleeting Fame Lash of the Kraken Hunt Domain Groundsmoke Scyllan Scream Night Domain Necrosurgery Shark Bolt Core Beliefs: Olidammara Nosy Neighbor Dragon Magazine #335 Festival Feast Seeker’s Chant Spellcraft – Songsabers of Waterdeep Olidammara’s Bard Spell Shadowplay Animate Instrument Olidammara’s Carapace Vengeful Mount Ever Armed Spellcraft – Alien Blessings – Spells of Dragon Magazine #327 Harmonic Void Monstrous Deities None to record Loresong Black Stench of Laogzed Dragon Magazine #328 Tune of the Dancing Weapon Brain Slave of Ilsensine Gaining Prestige – The Force Missile Dragon Magazine #336 Nails of Luthic Mage Spellcraft ‐ The Demonomicon of Throwing Arm of Iallanis Blast of Force and Orb of Force appear Iggwilv Touch of Blibdoolpoolp in the SPELL COMPENDIUM. Dolor The Power of Faith – Initiate Feats of Spellcraft ‐ Tvash‐Prull’s Symphony Ensnarement the Core Deities Fugue of Tvash‐Prull (Fugue), Love’s Exaction Bane, Greater Lament, Symphonic Nightmare, Tvash‐ Imbrue Bless, Greater Prull’s Bonefiddle (Bonefiddle), and Implore Cause Fear, Greater Undersong appear in the SPELL Minimus Containment Champion of Kord COMPENDIUM. Torment Disguise Undead appears in the SPELL COMPENDIUM. 90

Complete Dragon Magazine 3.5 Spells – Spells by Dragon Magazine

Erythnul’s Slaughter Burning Hate Banner of the Saint Immolate the Wicked Caustic Disdain Persuasive Oration Kord’s Greeting Cold of the Grave Saint Cuthbert’s Cudgel Kord’s Power Surge Liferot Unearth Heresy Mark of Justice, Lesser Storm Slave Dragon Magazine #359 Memory Jar Summon Avatar of Elemental Evil 1d20 Villains – D&D’s Most Wanted; Nerull’s Scythe Dragon Magazine #348 Preferably Dead Quicksand Bestowed Curses – Variants for the Vile Wall of Tentacles Rage, Mass Bestow Curse, Greater appears in Dragon Magazine #360 Research Aid COMPLETE DIVINE and RACES OF DESTINY. It None to record Retributive Strike is this version that is reprinted in this Dragon Magazine #361 Righteousness of Heironeous compilation. See the Introduction None to record Spontaneous Combustion section for more information. Dragon Magazine #362 Summer Breezes Core Beliefs – Vecna None to record True Turning Skeletal Hand Vecna’s Courier Torture Waves of Destruction Spellcraft – The Tome of Strahd Dungeon Magazine #100 Wrath of Hextor Bloodstone’s Frightful Joining Old Embers Never Die Dragon Magazine #343 Curse of the Gypsies The Domination Prestige Domain was Ecology – The Ecology of the Ettercap Rain of Terror not recorded since it is only accessible to Dracolyte prestige classes. Spider Hand appears in the BOOK OF Strahd’s Baneful Attractor The Lich‐Queens Beloved (Web VILE DARKNESS. Wraithform Spellcraft – Wormbound: The Secrets of Dragon Magazine #349 Enhancement) Dire Reincarnation Kyuss None to record Consume the Parasite Woe to Mistledale Dragon Magazine #350 Snilloc’s Snowball Swarm appears in Extrude Wormswarm Core Beliefs – Wee Jas the FORGOTTEN REALMS CAMPAIGN Mindworms Glamour Costume Path of Worms SETTING. Globe of Radiant Invulnerability, Dungeon Magazine #101 Servant of the Green Corruption Lesser None to record The Worm Within Globe of Radiant Invulnerability, Dragon Magazine #344 Greater Dungeon Magazine #102 A Dark and Stormy Knight – Another Spellcraft – Chronomancy None to record Evening With the Wizards Three Aging Touch Dungeon Magazine #103 Battle Tentacles Skillful Moment None to record Mailed Might Temporal Jolt Dungeon Magazine #104 Wyrmcone Temporal Repair None to record Class Acts – Devotees of the Dragon Time Shield Dungeon Magazine #105 Chromatic Dragon Domain Dragon Magazine #351 None to record Gem Dragon Domain Al‐Qadim – Magic and Intrigue in the Dungeon Magazine #106 Lung Dragon Domain High Desert Tribes None to record Metallic Dragon Domain Pillar of Sand Dungeon Magazine #107 Eberron – Dreadhold – Eberron’s Dragon Magazine #352 Critical Threats – Evard, Debased Inescapable Island Prison None to record Information Broker Arcane Seal Dragon Magazine #353 Evard’s All‐Seeing Worm Shockwave None to record Melloran Hospitality Dragon Magazine #345 Dragon Magazine #354 Seal Portal appears in the MANUAL OF Spellcraft – Artifact Spells – Magic of the Ancient PCs – Playing Elders in D&D THE PLANES. Giants Kissed by the Ages Dungeon Magazine #108 Disjoin Possession Core Beliefs – Heironeous None to record Eskella’s Soul Cyclone Bolts of Glory Dungeon Magazine #109 Hibyrntic’s Curse Meersalm Skin Secrets of the Soul Pillars Life Spring Shield of Heironeous Icefane Corpse Telepathic Strike Dragon Magazine #355 Necrotic Mist Dragon Magazine #346 Seven Saintly Domains Rime Core Beliefs: Pelor Charity Domain Dungeon Magazine #110 Sun Father’s Face Chastity Domain None to record Sunmace Generosity Domain Dungeon Magazine #111 Dragon Magazine #347 Humility Domain None to record Ecology ‐ Ecology of the Elemental Weird Patience Domain Dungeon Magazine #112 Elemental Guardian Temperance Domain Paraelemental Paragons – Ice, Magma, None to record Zeal Domain Dungeon Magazine #113 Ooze, and Smoke Dragon Magazine #356 Summon Elemental Monolith was not None to record Core Beliefs – Hextor recorded since its function is to Dungeon Magazine #114 Battlearms summon one of the new elemental None to record Hextor’s Fiery Eyes Monolith’s described in the article. Dungeon Magazine #115 There are four in total which is too Dragon Magazine #357 Strike on Shatterhorn much to reprint here. None to record Shadow Dagger Spellcraft ‐ Scripture of Elemental Evil Dragon Magazine #358 Shadow Puppeteer Blaze Bones Core Beliefs – St. Cuthbert 91

Complete Dragon Magazine 3.5 Spells – Spells by Dragon Magazine

Dungeon Magazine #116 Dungeon Magazine #129 The Heart of Hellfire Mountain None to record None to record Hellfire and Hellfire Storm appear in Dungeon Magazine #117 Dungeon Magazine #130 the . None to record Palace of Plenty Dungeon Magazine #141 Dungeon Magazine #118 Animate Water, Ice Knife, and Swim None to record None to record appear in both and Dungeon Magazine #142 Dungeon Magazine #119 the SPELL COMPENDIUM. Cobra’s Breath, None to record None to record Ice Blast, Steam Breath, and Water to Dungeon Magazine #143 Dungeon Magazine #120 Poison appear in COMPLETE ARCANE. None to record The Obsidian Eye The Spire of Long Shadows Dungeon Magazine #144 Slashing Darkness appears in the Sunstroke appears in SANDSTORM. None to record Dungeon Magazine #121 MINIATURES HANDBOOK. Dungeon Magazine #145 None to record Dungeon Magazine #131 None to record Dungeon Magazine #122 None to record Dungeon Magazine #146 None to record Dungeon Magazine #132 None to record Dungeon Magazine #123 None to record Dungeon Magazine #147 Quicksilver Hourglass Dungeon Magazine #133 None to record Vourzoun’s Multiplicity of Visage None to record Dungeon Magazine #148 Dungeon Magazine #124 Dungeon Magazine #134 None to record None to record None to record Dungeon Magazine #149 Dungeon Magazine #125 Dungeon Magazine #135 Savage Tide – Enemies of my Enemy Seekers of the Silver Forge None to record Lover’s Call Airy Water and Transformation of the Dungeon Magazine #136 Dungeon Magazine #150 Deeps appear in STORMWRACK. None to record None to record Dungeon Magazine #126 Dungeon Magazine #137 Dungeon Magazine #151 None to record None to record None to record Dungeon Magazine #127 Dungeon Magazine #138 Dungeon Magazine #152 The Hive None to record None to record Scent of the Monarch Dungeon Magazine #139 Dungeon Magazine #153 Dungeon Magazine #128 Requiem of the Shadows Serpent None to record The Fireplace Level Verraketh’s Shadow Crown appears in Dungeon Magazine #154 Gate Seal appears in the FORGOTTEN RACES OF FAERÛN. None to record REALMS CAMPAIGN SETTING. Dungeon Magazine #140

A page from the Hidden Book

92