Planar Spells - Other Spells

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Age to Destruction (Necromancy)
Level: Clr7, Sor/Wiz8Components: V, S
Casting Time: 1 actionRange: Close
Area of Effect: RayDuration: Instantaneous
Saving Throw: Fortitude Partial (Object) (See text)Spell Resistance: Yes
  • A black ray fires from your hands. If you succeed at a ranged touch attack, this spell causes the target to age severely. If the target fails its save, it is aged 1, 000 years. If the target succeeds, it is wracked by internal pains and suffers 10d6 damage. If the target is an object, only a 10 foot cube is affected. Magical items, as well as items with permanent enchantments, still function if they survive the aging process. Beings that do not normally age, such as fiends, celestials, undead, or certain high-level druids and monks are immune.
  • Aileron’s Amazing Ambidexterity (Transmutation)
    Level: Sor/Wiz3, Brd3Components: V, S
    Casting Time: 1 actionRange: Touch
    Area of Effect: One creatureDuration: 10 minutes / level
    Saving Throw: Will negates (Harmless)Spell Resistance: Yes (Harmless)
  • Crafted by the "Amazing" Aileron for use in his many performances in the Festhall or his Bardic University, this spell grants the caster amazing coordination between his limbs. His penalty for fighting with a weapon in both hands is reduced by 4, thereby negating all penalties for a swordsman with two weapons and the Ambidexterity and Two-Weapon Fighting feats.
  • Alicorn Lance (Conjuration [Creation])
    Level: Drd2Components: V, S
    Casting Time: 1 actionRange: Close
    Area of Effect: One creatureDuration: Instantaneous
    Saving Throw: Reflex ½Spell Resistance: Yes
  • A shimmering unicorn horn fires from the caster’s finger tips and knifes through one opponent for 3d6 points of piercing damage. In addition, the silvery radiance clings to the target, granting enemies a +2 to hit for the next 3 rounds. The spell’s damage may be rendered ineffectual against creatures with damage reduction, as it is not magical.

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    Bands of Sirellyn (Conjuration [Creation])
    Level: Sor/Wiz3, Brd3, Wch3Components: V, S
    Casting Time: 1 actionRange: Medium
    Area of Effect: One creatureDuration: 1 minute + 1 round / level
    Saving Throw: Reflex negatesSpell Resistance: No
  • A number of shining metal bands materialize out of the air, encircling and capturing a target of the caster’s choice. The victim is allowed a Reflex save to elude capture. Any creature of less than size G (gargantuan) can be snared, but gargantuan monsters are simply too big to be restrained by the bands. If the victim fails his save, he is caught and held immobile by the bands. He may not move his arms and legs, but he is still capable of speech and can employ psionic powers or possibly trigger magic items. Subjects may sacrifice a partial action and attempt a strength check versus the DC of the spell to burst the bands and escape. While held, the character is treated as if he were helpless and can be attacked accordingly.
  • Bloodfire (Evocation [Fire])
    Level: Sor/Wiz5Components: V, S
    Casting Time: 1 actionRange: Close
    Area of Effect: One spell-casting creatureDuration: 1 round / level
    Saving Throw: Fortitude negatesSpell Resistance: Yes
  • This spell only works on spell-casting creatures, though spell-like abilities are also affected. Anytime the creature casts a spell, she takes 3 points of fire damage per spell level from her blood boiling up in response to the release of magic. Thus, a wizard casting a finger of death would take 21 points of fire damage. A Concentration check is required to cast the spell, as the damage takes place simultaneously with the casting. Spell resistance is only checked once.
  • Blunt Tip (Transmutation)
    Level: Brd3, Sor/Wiz3Components: V, S
    Casting Time: 1 actionRange: Close
    Area of Effect: One blunt weapon or fifty bulletsDuration: 10 minutes / level
    Saving Throw: Will negates (harmless, object)Spell Resistance: Yes (harmless, object)
  • This spell causes the striking surface of a blunt weapon to become heavier and harder, increasing the likelihood dealing a critical hit. The critical threat range of the weapon is doubled, as per the Impact ability.

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    Call Lightning Bolt (Evocation [Electricity])
    Level: Drd4Components: V, S
    Casting Time: 1 roundRange: Long
    Area of Effect: One creatureDuration: Instantaneous
    Saving Throw: Reflex ½Spell Resistance: Yes
  • As per call lightning, but the effect is a single bolt that is summoned in one round rather than in ten minutes. It inflicts 1d8 damage per level (maximum of 10d8).
  • Cloudburst (Evocation [Electricity])
    Level: Drd3Components: V, S
    Casting Time: 1 actionRange: Medium
    Area of Effect: 30’ radiusDuration: 2 rounds
    Saving Throw: NoneSpell Resistance: Yes
  • Conjuring forth a magical rain, this spell saturates the area with wind, lightning, and energy. Creatures take 2d4 points of damage per round and have a 50% chance of being struck by a small bolt of lightning that deals an additional 2d6 points of damage. Flame blade, shroud of flame, and similar spells are extinguished by a cloudburst.
  • Conviction (Transmutation)
    Level: Pal3, Wch3Components: V, S
    Casting Time: 1 actionRange: Personal
    Area of Effect: All enemies within 30’Duration: 1 round / level
    Saving Throw: Will NegatesSpell Resistance: Yes
  • This spell lowers the resistances of the caster’s enemies within 30’. Saves and AC suffer a –2 penalty, while natural resistances lose 20% of their potency (a fire resist 20 would become fire resist 16, for example). In addition, spell resistance and power resistance are both reduced by 8.
  • Corpse Detonation (Necromancy)
    Level: Clr5Components: V, S
    Casting Time: 1 roundRange: Medium
    Area of Effect: 1 corpse / 4 levels in a 20’ radiusDuration: Instantaneous
    Saving Throw: Reflex ½Spell Resistance: No
  • An advanced version of the corpse explosion spell, this enchantment detonates all corpses within a 20’ radius. The caster can detonate one per 4 levels of experience. The explosion deals 1d6 points of damage per level (max 15d6) or 1d6 damage per hit dice of the creature, whichever is lower. A reflex save is allowed against the overall explosion damage in order to dodge for ½. The explosion moves outward 10’ from each affected corpse, thus layering the damage in some areas and spreading it out in others. Thus, a character standing between two corpses 20’ apart may be hit by the blast from each, but a character right next to only one would only be hit by that one.
  • Cowardice (Necromancy [Fear, Mind-Affecting])
    Level: Brd5, Sor/Wiz6, Wch6Components: V, S
    Casting Time: 1 actionRange: Medium
    Area of Effect: One creatureDuration: 1 round / level
    Saving Throw: NoneSpell Resistance: Yes
  • You inspire fear in the subject creature. He is unable to attack or cast spells upon any other target with more current hit points than him for the duration of the spell for fear of possible reprisal.

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    Defiance (Abjuration)
    Level: Pal 1Components: V, S
    Casting Time: 1 actionRange: Personal
    Area of Effect: Aura within 10’ of the casterDuration: Concentration up to 1 round / level
    Saving Throw: Will negates (Harmless)Spell Resistance: Yes (Harmless)
  • The caster summons a thin barrier of blue holy energy to protect he and all allies within 10’. The aura provides a +1 deflection bonus to AC for every 2 caster levels. It stacks with other deflection bonuses, but only up to a maximum of +5. Allies moving outside the 10’ aura lose the protection the moment they do so.
  • Demiplane Decay (Transmutation [Evil])
    Level: Sor/Wiz9Components: V, S, M
    Casting Time: SpecialRange: Special
    Area of Effect: 1 ethereal demiplaneDuration: Permanent
    Saving Throw: Will negatesSpell Resistance: Yes
  • Targets an ethereal demiplane, created through the means of a demiplane seed spell. The demiplanes starts loosing 1 foot per day until it’s reduced to nothingness. All contents are lost and creatures trapped within are destroyed as well. A demiplane seed spell can halt the decay and negate the spell, but lost radius isn’t recovered until another demiplane seed spell is cast.
  • Dictate (Enchantment (Compulsion) [Lawful, Language-Dependant, Mind-Affecting])
    Level: Clr 3, Pal 3Components: V
    Casting Time: 1 actionRange: Close (25 ft. + 5 ft./2 levels)
    Area of Effect: One creatureDuration: 1 round/level
    Saving Throw: Will negatesSpell Resistance: Yes
  • This spell is an improved version of the command spell. Dictate allows the caster to speak a short, precise phrase or order of no more than a dozen words that must be obeyed by the target. Examples include, "Throw down your weapons," "Stay here until I return," or "seize that elf." Dictate must be phrased to create an immediate course of action for the target. Commands to "die" or "sleep" don't work, but commands to "lie down and put your hands behind your head" prove effective. If the caster phrases the dictate spell poorly, the DM can assign a saving throw modifier of +1 to +4 for the targets.
  • If the caster directs the intended victim to take an obviously self-destructive action ("Throw yourself off that cliff" or "Kill yourself") the victim who fails his save stands still for one round, fighting the compulsion to obey. Such dictates never actually work. Once an order takes effect, the creature continues following it until it fulfills the condition or the spell's duration ends Therefore, when a creature ordered to "climb the ladder" reaches the top of the ladder, the spell ends. A creature ordered to "wait here" does so for the entire duration.
  • This spell was developed by and for the Harmonium. Since Harmonium security is very tight and very effective, non-Harmonium priests have little chance to gain access to this spell

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    Elemental Apocalypse (Evocation [Fire, Cold, Acid, Electrical])
    Level: Sor/Wiz5, Drd6Components: V, S, M
    Casting Time: 1 roundRange: Personal
    Area of Effect: 20’ globe about youDuration: Instantaneous
    Saving Throw: Reflex ½Spell Resistance: Yes
  • This awesomely destructive spell is wondrous to behold. A rippling tide of blue energy is detonated outward from the caster in all directions, inflicting 1d100 + Level points of elemental damage on all creatures and objects within the area of effect. You must be able to resist fire, cold, acid AND electricity to resist some damage from this spell. Affected persons may save for half damage. The components are: a ruby (fire), a sapphire (ice), an obsidian (acid), or a crystal (lightning). In addition, the blast of energy leaves the caster helpless for two rounds. Obviously, this is often only an act of desperation.
  • Energy Shield (Abjuration)
    Level: Sor/Wiz6Components: V, S
    Casting Time: 1 actionRange: Personal
    Area of Effect: YouDuration: 1 hour / level
    Saving Throw: NoneSpell Resistance: No
  • This potent defensive spell allows you to sacrifice spells for damage. Any time you are wounded, you may absorb 6 hit points of damage for each spell level per day you burn away up to a maximum of one-half the damage you received. Thus, a sorcerer struck for 14 damage by a long sword could convert one 2nd level spell (12 damage) to reduce the damage to 7. The extra 5 points of damage are lost. The energy shield applies against any damage the caster takes and is calculated after damage reduction. In most cases, it ends up effectively doubling the caster’s hit points. Note that healing spells do not return lost spell levels, though they would return hit points normally.
  • Enflamed Joints (Evocation [Fire])
    Level: Sor/Wiz3, Wch3Components: V, S, M
    Casting Time: 1 actionRange: Close
    Area of Effect: One living creatureDuration: 1 round / level
    Saving Throw: Fortitude negatesSpell Resistance: Yes
  • This spell causes the victim’s body to experience paralyzing agony. His internal organs and joints are heated to the point where it becomes highly difficult to do anything but wheeze in agony. When the spell is first cast, the victim makes a fortitude save. If it is successful, the spell is negated. If it fails, he becomes paralyzed with pain. Victims normally immune to paralysis are still subject to this spell, though victims immune to fire, as well as those not normally subject to critical hits, are not.
  • Exorcise (Abjuration)
    Level: Clr4Components: V, S, DF
    Casting Time: 10+ minutesRange: 10 ft.
    Area of Effect: One creature or objectDuration: Instantaneous
    Saving Throw: NoneSpell Resistance: See text
  • This spell negates possession of a creature or an object by any outside or supernatural force. This includes control of a creature by a magic jar spell, fiendish possession, curses, and even charms, for the exorcise spell is similar to a dispel magic spell. Furthermore, it affects a magical item if such is the object of the exorcism. Thus, a soul object of any type affected by a successful exorcism expels the life force contained, to inhabit the nearest material body wholly and completely.
  • Once begun, exorcise cannot be interrupted without spoiling the spell. The cleric must make a special check – 1d20 + Level + Wisdom modifier. The DC of this check is equal to the level of the possessor or the possessing magic, plus its SR.
  • After each ten minutes of casting the cleric attempts the check, and if the result is equal to or higher than the DC, the spell is successful. If the result is less than the DC, the casting must continue for another minute. A religious artifact or relic can grant a sacred bonus of +1 to +10, according to its power. If the check is failed by 10 or more the spell it’s ended prematurely because of the sheer power of the possessing force, and cannot be tried again until the caster has gained a level. Divine Focus: The holy symbol of the priest and holy water.

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    Fist of the Heavens (Evocation)
    Level: Pal4Components: V, S
    Casting Time: 1 actionRange: Close
    Area of Effect: One creature per boltDuration: Instantaneous
    Saving Throw: Reflex ½ + variable (see text)Spell Resistance: Yes
  • The paladin selects one target within range and calls forth a holy lightning bolt (energy damage) that deals 1d6 points of damage per caster level with a Reflex save for half. In addition, the paladin may also call down one bolt of holy energy for every 3 levels to target any creature within range. Any unspent bolts are lost. The bolts inflict either 1d8+5 damage upon undead creatures or heal that same amount upon allies. Other creatures are unaffected. The bolts offer no save. A spell resistance check applies against both effects.
  • Flame Wave (Evocation)
    Level: Drd4Components: V, S
    Casting Time: 1 actionRange: Medium
    Area of Effect: wave of flame (see text)Duration: Instantaneous
    Saving Throw: Reflex HalfSpell Resistance: Yes
  • With this powerful spell the caster may send forth a ripple of flaming death. A billowing sheet of fire 10’ high and 25’ wide emerges from the caster’s hands and tears across the landscape. Anyone caught within the wave takes (2d8) + 1 points of damage per caster level. The caster may stop the wave short of its full range if desired.
  • Force Crush (Evocation [Force])
    Level: Sor/Wiz5Components: V, S
    Casting Time: 1 actionRange: Medium
    Area of Effect: One creatureDuration: Instantaneous
    Saving Throw: Reflex ½Spell Resistance: Yes
  • You crush a single target no greater in size than a cube eight feet on a side. If the target is an object, it must make a save or be crushed and destroyed. If the target is organic, the victim must make a Reflex save or suffer 1d8 damage per caster level (Reflex save for half, 10d8 maximum).
  • Force Explosion (Evocation [Force])
    Level: Sor/Wiz7Components: V, S
    Casting Time: 1 actionRange: Medium
    Area of Effect: One creature or objectDuration: Instantaneous + variable (see text)
    Saving Throw: Fortitude partial (see text)Spell Resistance: Yes
  • This spell creates an explosive force inside of a creature or an object whose weight is no more than 50lbs per level of the caster. The target must make a Fortitude save or detonate in a blast that inflicts damage on any creature or object within 10 feet of the explosion. The target is obliterated, though enough remains can be salvaged for resurrection. The explosion deals 1d6 points of damage per two hit dice of the victim or per 50lbs of the object, up to a max of 10d6, with a Reflex save for half.
  • If the target saves, it still takes 5d6 damage. If the target is a living creature, it suffers a -2 penalty on attack, damage, and saving throw rolls for 1 minute.

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    Geyser (Transmutation)
    Level: Drd6Components: V, S
    Casting Time: 1 roundRange: Long
    Area of Effect: 15’ radiusDuration: 1 round/3 levels
    Saving Throw: Reflex ½Spell Resistance: Yes
  • This spell opens a small crater in the ground, which erupts with a gout of superheated steam. Creatures in the area of effect must make a reflex save—doing so indicates that they have dived out of the way in time to avoid falling into the pit, and they take half damage (1d6 / level, 10d6 max). Failure indicates that a creature has fallen into the pit (10 ft. deep cylinder with a 5’ radius) and will continue to take full damage from the steam cloud until they free themselves (+5 DC to Climb skill checks due to the steam). Note that the crater does not close when the spell ends, so victims need not fear entombment. Creatures immune to gaseous attacks take no damage (those resistant receive a reduction), and creatures immune to water attacks take half (or receive benefit from only half of their reduction). This spell must be cast on rock or dirt ground, or the crater does not open and the spell is wasted.
  • Greater Magic Missile
    Level: Sor/Wiz5
  • An improved version of the 1st level spell sharing the name, you launch one missile for every odd caster level as per a normal magic missile spell; however, there upper limit to the number of missiles that can be fired is 10 at 19th level.
  • Greater Malison (Enchantment (charm))
    Level: Sor/Wiz4, Brd4, Wch4Components: V, S
    Casting Time: 1 actionRange: Close
    Area of Effect: 30’ radiusDuration: 2 rounds / level
    Saving Throw: NoneSpell Resistance: Yes
  • A greater malison adversely affects all hostile creatures within its boundaries, inflicting -4 penalty to all saves for the duration of the spell. It can be dispelled normally.
  • Greater Stone Explosion (Transmutation)
    Level: Drd4Components: S
    Casting Time: 1 actionRange: Medium
    Area of Effect: 20’ diameter globe of stoneDuration: Instantaneous
    Saving Throw: Fortitude HalfSpell Resistance: No
  • With this spell, the druid may simply point a finger to a nearby stone or rock structure with at least 30 lbs. of material and detonate it, throwing piercing debris in all directions. The stones pelt anyone within 20’ of the explosion, inflicting (2d8) + 1 point of damage per caster level. Note that the damage is piercing damage from a non-magical weapon; spell resistance is irrelevant, but immunity to normal weapons might prevent the creature from taking damage from the spell.

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    Holy Bolt (Evocation)
    Level: Clr3, Pal 2Components: V, S
    Casting Time: 1 actionRange: Medium
    Area of Effect: 10ft radiusDuration: Instantaneous
    Saving Throw: Reflex ½Spell Resistance: Yes
  • This spell allows the priest to throw out a small ball of white holy fire which detonates on impact, causing 1d6 per caster level up to 10d6. The holy fire (which causes half fire and half divine damage) only affects undead. Living creatures are unaffected.
  • Holy Fire (Evocation)
    Level: Pal 1Components: V, S
    Casting Time: 1 actionRange: Personal
    Area of Effect: One creature per roundDuration: 1 round a level (D)
    Saving Throw: NoneSpell Resistance: Yes
  • The caster is able to shoot (ranged touch attack) a burst of divine energy at one opponent within 15’ per round as a free action for the spell’s duration. The holy fire inflicts 2d6 fire damage (half of it is holy damage).
  • Holy Shield (Abjuration)
    Level: Pal 2Components: V, S
    Casting Time: 1 actionRange: Personal
    Area of Effect: One shield on the casterDuration: 1 round / level (D)
    Saving Throw: Will Negates (Harmless)Spell Resistance: Yes (Harmless)
  • Coating his shield in divine light, the paladin increases his defense against evil. This spell doubles the normal effectiveness of the shield towards AC, including magical bonuses but not special training. A large shield +2 would, for example, grant a +8 to AC instead of a +4.

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    Immunity to Normal Weapons (Transmutation)
    Level: Sor/Wiz5Components: V, S
    Casting Time: 1 actionRange: Personal
    Area of Effect: CasterDuration: 1 round / level
    Saving Throw: None (Harmless)Spell Resistance: Yes (Harmless)
  • While this spell is in effect, you are cannot be affected by normal weapons. No non-magical weapon, be it missile, sword, or otherwise, can touch you. All such attacks stop 5’ from your person.
  • Iron Skin
    Level: Drd 5/Wch 5
  • As the stoneskin spell.

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    Khelben’s Warding Whip (Abjuration)
    Level: Sor/Wiz7Components: V, S
    Casting Time: 1 actionRange: Close
    Area of Effect: One creatureDuration: 3 rounds
    Saving Throw: NoneSpell Resistance: No
  • Created by the Prime wizard Khelben "Blackstaff" Arunsen, rumored Lord-Mage of Waterdeep, this spell is targeted at a wizard’s defenses. It will automatically dispel one active spell of 8th level or lower each round. The spell dispelled is chosen based upon level; the higher the level, the faster it will drop. If two or more are the same level, it is chosen randomly. Warding whip can be deflected by spell shield and spell turning as normal.

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    Lance of Disruption (Evocation [Sonic])
    Level: Sor/Wiz3Components: V, S
    Casting Time: 1 actionRange: Close
    Area of Effect: ConeDuration: Instantaneous
    Saving Throw: Reflex ½Spell Resistance: Yes
  • You create a beam of concussive, disrupting force that lashes out from the wizard’s hand in a close ranged path. Any creatures caught in the beam’s path suffer 5d4 points of damage, plus 1 points of damage per caster level (maximum damage is 5d4+30); for example, a 6th level wizard would inflict 5d4+6 damage with the lance of disruption. Victims are allowed a reflex save for half damage. The lance’s energy delivers a powerful blow against inanimate objects and can easily blast light furniture, thin wooden walls, or fragile stonework to flinders. Barred wooden doors can be blasted of their hinges and even sturdy iron bound doors or heavy stonework can be seriously damaged by the lance of disruption. Treat the blast as ignoring 10 points of hardness rating for purposes of smashing doors and inanimate objects. Equipment, however, is effected normally.
  • Creatures with amorphous or nonsolid bodies, such as fire or air elementals and some oozes and slimes, are resistant to the lance’s effects and only sustain half damage, or one quarter damage with a successful save.

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    Mass Bestow Curse (Transmutation)
    Level: Brd 6, Clr6, Sor/Wiz7, Wch6Components: V, S
    Casting Time: 1 actionRange: Close
    Area of Effect: One creature / levelDuration: Permanent
    Saving Throw: Will negatesSpell Resistance: Yes
  • As bestow curse, though it affects multiple targets, no two of which can be more than 30ft. apart. The caster can place different curses for each target.
  • Mass Displacement (Illusion (Glamer))
    Level: Brd6, Sor/Wiz6Components: V, S
    Casting Time: 1 actionRange: Close
    Area of Effect: 1 creature / levelDuration: 1 minute / level
    Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)
  • As displacement, except it affects multiple targets, no two of which can be more than 30ft. apart.
  • Mask Scent (Transmutation)
    Level: Drd2, Rgr 2, Wch2Components: V, S
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 creatureDuration: 1 hour / level (D)
    Saving Throw: Fortitude Negates (harmless)Spell Resistance: Yes (harmless)
  • You magically mask your natural odor, making it more difficult for animals to track you. The Scent ability or similar abilities that allow tracking through odor are negated.
  • Minor Spell Turning (Abjuration)
    Level: Sor/Wiz4Components: V, S
    Casting Time: 1 actionRange: Personal
    Area of Effect: YouDuration: Until discharged or 10 minutes / level
    Saving Throw: NoneSpell Resistance: No
  • As spell turning, except that it deflects 2d4+1 spell levels, up to a maximum of 4th level. Spells cannot be partially turned.
  • Mold Touch (Transmutation)
    Level: Drd3Components: S
    Casting Time: 1 actionRange: Touch
    Area of Effect: One creatureDuration: 3 or 4 rounds
    Saving Throw: Fortitude partial (see text)Spell Resistance: Yes
  • Rapidly spreading brown mold encompassed the creature touched by this spell. If they fail a fortitude save at a –2 penalty, the infection causes damage by round, starting with 4d6 and lessening by one die per round (thus on the 4th round, the victim would take 1d6 damage). If the target saves, he takes only 2d6 damage the first round and 1d6 for two rounds after. In addition, each round after the first, the nearest creature within ten feet must make a fortitude save or be afflicted with the mold at full strength. This can continue until the mold runs out of suitable hosts.
  • Mordenkainen’s Force Missiles (Evocation [Force])
    Level: Sor/Wiz4Components: V, S
    Casting Time: 1 actionRange: Medium
    Area of Effect: Up to six creaturesDuration: Instantaneous
    Saving Throw: NoneSpell Resistance: Yes
  • This spell creates a brilliant globe of magical energy that streaks forth from your hand to unerringly strike its target, much like a magic missile spell. You create one missile at 7th level and an additional missile at every third level after 7th—in other words, two missiles at 10th level, three at 13th, four at 16th, and so on, to a maximum of six missiles at 19th level. Each missile inflicts 2d4 points of damage to the target and then bursts in a 3 foot radius concussive blast that inflicts 1 point of damage per level—for example, a 12th level wizard could conjure two force missiles, each of which strikes for 2d4+12 points of damage.
  • Just like magic missile, the force spheres may be directed at as many or as few targets as you like, no two of which can be more than 15ft. apart. The missiles can easily damage or destroy inanimate objects, especially fragile or delicate items.

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    Pestilential Aura (Necromancy)
    Level: Drd6, Wch6Components: V, S
    Casting Time: 1 actionRange: Personal
    Area of Effect: 10’ radius emanating from casterDuration: 1 minute
    Saving Throw: Fortitude negatesSpell Resistance: Yes
  • Invoking an aura of pestilence is a deadly ability for a high-level druid. In a 10’ radius globe about him the air will taint a slight green, and all hostile creature standing within the aura must make a Fortitude save or suffer 2d8/2d8 points of Con loss. This occurs every round the creatures remain within the aura.
  • Pestilential Blade (Necromancy)
    Level: Drd2Components: V, S
    Casting Time: 1 roundRange: Personal
    Area of Effect: One weaponDuration: Special (D)
    Saving Throw: NoneSpell Resistance: No
  • Pestilential blade allows a caster to enchant a single melee weapon or 1 piece of missile ammunition / level with a vicious poison (1d4/1d4 Con Injected). The poison is only effective for one use in the missile or 1 use / level in the melee weapon or 24 hours of time, whichever comes first.
  • Pestilential Cloud (Necromancy)
    Level: Drd3, Wch3Components: V, S
    Casting Time: 1 actionRange: Personal
    Area of Effect: 5’ aura outward from casterDuration: 1round / level (D)
    Saving Throw: Fortitude negatesSpell Resistance: Yes
  • A pestilential cloud is a billowing haze of vapor that surrounds the caster in a 5’ area. The misty green gas is quite deadly and acts as a contact poison to all creatures attacking the caster or stepping within its boundary. The poison inflicts 1d6/1d6 Con damage with a Fort save to avoid. This damage is cumulative, so any creature attacking the priest for more than one round will continue to take damage when the poison sets. The caster is unaffected by this cloud.
  • Pestilential Death (Necromancy)
    Level: Drd7Components: V, S
    Casting Time: 1 actionRange: Close
    Area of Effect: 30’ globeDuration: Instantaneous
    Saving Throw: Fortitude partialSpell Resistance: Yes
  • You summon a globe of contact poison that may be hurled much like a fireball. The explosion hits everything within 30’, and all creatures within must make a Fortitude save or lose 2d8/2d8 Con. Victims saving still lose 1d6 points of Con without further effects.
  • Pestilential Nova (Necromancy)
    Level: Drd5Components: V, S
    Casting Time: 1 actionRange: Personal
    Area of Effect: 30’ globe surrounding youDuration: Instantaneous
    Saving Throw: Fortitude partialSpell Resistance: Yes
  • This nova blasts a ring of naturally conjured contact toxin outward, poisoning all within 30’ of the caster. The poison is quite potent. Victims must make a Fortitude save or suffer 1d10/1d10 Con.
  • Pestilential Orb (Necromancy)
    Level: Drd1Components: V, S
    Casting Time: 1 actionRange: Close
    Area of Effect: One creatureDuration: Instant
    Saving Throw: Fortitude negatesSpell Resistance: Yes
  • The caster of this spell may call forth a glowing ball of toxic energy. The ball may be thrown at one target, poisoning the victim for 1d2/1d2 points of temporary Constitution damage.
  • Power Word, Silence (Conjuration)
    Level: Sor/Wiz6Components: V
    Casting Time: 1 actionRange: Close
    Area of Effect: One creatureDuration: 1d4+1 rounds
    Saving Throw: NoneSpell Resistance: No
  • With this word of power, you silence one creature for 1d4+1 rounds. Neither it nor anything on its person at the time of casting makes any noise for the spell’s duration.
  • Power Word, Slow (Conjuration [Creation])
    Level: Sor/Wiz7Components: V
    Casting Time: 1 actionRange: Close
    Area of Effect: Creatures in a 15’ radius sphereDuration: 3d4 rounds
    Saving Throw: NoneSpell Resistance: Yes
  • As slow, except the target(s) is not allowed a save. It affects creatures with the lowest hit points first, moving on until up to 200 hit points of creatures are affected. If the target is already hasted, or receives a partial action from other source, the effect is dispelled.

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    Red Lightning (Evocation [Fire, Electricity])
    Level: Drd7Components: V, S
    Casting Time: 1 actionRange: Close
    Area of Effect: ConeDuration: Concentration, up to 3 rounds.
    Saving Throw: Reflex ½Spell Resistance: Yes
  • You throw your hands outward and launch a torrent of death that extends forth in a cone You may wave the red lightning back and forth while active, though never more than 90 degrees in a single round. A target caught in the blast that continues to charge the caster may take damage each round if the spell is held. The caster must hold concentration to keep the spell going.
  • The red lightning is made up of lightning bolt-like strands that are a combination of lightning and fire. Therefore the damage is treated as part of each; creatures normally immune to one may still take damage from the other. Targets hit by the spell suffer 1d6 points of damage per caster level (max 20d6), save for half.
  • Restraining Field (Abjuration)
    Level: Clr4, Sor/Wiz5Components: V, S
    Casting Time: 1 roundRange: Medium
    Area of Effect: 30ft cube / levelDuration: 10 minutes / level
    Saving Throw: NoneSpell Resistance: No
  • You create a large area in which spells that increase the speed of the caster, such as battle tide, expeditious retreat, haste, slow, time stop or similar magic, do not function. The spell has no effect on any other enchantments. Note that this field merely suppresses these effects but does not dispel them. It can be dispelled normally if targeted at its center.
  • Righteous Magic (Transmutation)
    Level: Clr5Components: V, S
    Casting Time: 1 roundRange: Personal
    Area of Effect: CasterDuration: 1 round / level
    Saving Throw: Will negates (Harmless)Spell Resistance: Yes (Harmless)
  • This deadly combat spell allows the caster to become a juggernaut of destruction. He gains 1 hp per caster level, adds 1 point of strength for every 3 levels, and inflicts maximum damage with each successful hit.
  • At the end of the spell, the caster’s strength score is effectively halved until he can rest for a full turn.

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    Scent (Transmutation)
    Level: Drd3, Rgr3, Wch3Components: V, S
    Casting Time: 1 actionRange: Personal
    Area of Effect: CasterDuration: 1 minute / level (D)
    Saving Throw: NoneSpell Resistance: No
  • You gain the extraordinary ability of Scent, as explained in the DMG, for a short period of time.
  • Slayer (Transmutation)
    Level: Brd4, Sor/Wiz4Components: V, S
    Casting Time: 1 actionRange: Touch
    Area of Effect: One creatureDuration: 1 round / 2 levels
    Saving Throw: Yes (harmless)Spell Resistance: Yes (harmless)
  • A creature with this spell active always hits for maximum damage in melee. Special damage, such as that from a sneak attack, is not maximized. Thus, a 20th level monk would always roll a 20 for damage with her fists, and likewise a 3rd level rogue would always hit for 4 points of damage with a dagger.
  • Smashing Wave (Evocation)
    Level: Drd4Components: V, S
    Casting Time: 1 actionRange: Close
    Area of Effect: 5ft waveDuration: Instantaneous
    Saving Throw: Reflex partial (see text)Spell Resistance: No
  • By summoning forth a great wall of water, the caster can blast his enemies and shatter obstacles. The water impacts for 4d10 points of crushing damage. Further, creatures thusly struck must make a reflex save or be stunned for 2 rounds.
  • Spell Shield (Abjuration)
    Level: Sor/Wiz4Components: V, S
    Casting Time: 1 actionRange: Personal
    Area of Effect: CasterDuration: 1 minute / level
    Saving Throw: None (Harmless)Spell Resistance: Yes (Harmless)
  • A spell shield wards the wizard against attacks that would otherwise bring down his defenses. He cloaks himself in the energy field that will unfailingly absorb the next dispel magic, or similar magic targeted directly at him or within an area in which he would normally be affected.
  • Steal Enchantment (Transmutation)
    Level: Brd6, Sor/Wiz6, Wch6Components: V, S
    Casting Time: 1 actionRange: Close
    Area of Effect: One creature or objectDuration: Instantaneous
    Saving Throw: NoneSpell Resistance: Yes
  • You lift an existing non-permanent beneficial active spell-effect from the target creature/object and apply it to any of your allies within 30’. The spell you lift is chosen at random from the creature’s active enchantments, though you may choose which creature receives the boon. If you succeed at a Spellcraft check, you may know which enchantment you stole and then allocate it to the appropriate ally. If your ally already has the spell in effect, the spell with the highest caster level stays. If the spell is inappropriate for the class (such as an energy shield on a fighter) it simply fails to function, though it is still stolen from the target. Spell shield, spell turning, and similar spells that work against targeted magic effects will block this spell. Spells last until their duration expires or until dispelled. Dismissible spells are no longer subject to the previous caster’s wishes; they must be dispelled normally.
  • Stone Explosion (Transmutation)
    Level: Drd2Components: S
    Casting Time: 1 actionRange: Medium
    Area of Effect: 10’ diameter globe of stoneDuration: Instantaneous
    Saving Throw: NoneSpell Resistance: No
  • With this spell, the druid may simply point a finger to a nearby stone weighing at least 10 lbs. and detonate it, throwing piercing debris in all directions. The stones pelt anyone within 10’ of the explosion, inflicting a point of damage per caster level. Note that the damage is piercing damage from a non-magical weapon; spell resistance is irrelevant, but immunity to normal weapons or damage reduction might prevent the creature from taking damage from the spell.
  • Storm Shield (Evocation [Electricity])
    Level: Sor/Wiz4Components: V, S, F
    Casting Time: 1 actionRange: Personal
    Area of Effect: The casterDuration: 1 rd / level
    Saving Throw: NoneSpell Resistance: No
  • Similar to the spell fire shield, this spell allows to caster to take half damage from all electrical attacks. Furthermore, any creature striking the caster in melee takes 1d4 + (1 per caster level) points of electrical damage.
  • Sunfire (Evocation [Fire])
    Level: Sor/Wiz5, Drd5Components: V, S
    Casting Time: 1 actionRange: Personal
    Area of Effect: 20’ radius spreadDuration: Instantaneous
    Saving Throw: Reflex ½Spell Resistance: Yes
  • This spell blasts everything within 20’ feet of the caster with flames. It deals 1d6 damage / level, up to a maximum of 15d6. It is more or less identical to the fireball spell, excepting that it surrounds the caster but without damaging him.

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    Thunder Wall (Evocation [Electricity])
    Level: Sor/Wiz4Components: V, S
    Casting Time: 1 actionRange: Medium
    Area of Effect: One wall, one 10’ square per levelDuration: 10 minutes / level
    Saving Throw: Fortitude partial (see text)Spell Resistance: Yes
  • Just like the fire wall spell but electrical.
  • True Dispelling
    Level: Clr9, Drd9, Wch9
  • As dispel magic, though the bonus is not limited by caster level.

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    Undetectable Power (Abjuration)
    Level: Asn3, Brd3, Sor/Wiz3Components: V, S, F
    Casting Time: 1 actionRange: Touch
    Area of Effect: Creature touched and objects on its possession.Duration: 1 day / level
    Saving Throw: None (see text)Spell Resistance: No
  • Similar to Nystul’s undetectable aura, though it applies to creatures and any object the creature is holding or carrying when the spell is cast. New items grabbed after the casting radiate normally. Those released maintain the enchantment until the duration expires. This spell blocks magical aura detection from all forms of divination. Focus: A small amount of silk passed over the creature.

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    Vampiric Regeneration (Necromancy)
    Level: Sor/Wiz4, Wch4Components: V, S
    Casting Time: 1 actionRange: Personal
    Area of Effect: CasterDuration: 1 round / level
    Saving Throw: NoneSpell Resistance: No
  • Whenever you successfully damage your opponent in melee combat, you drain a number of hit points equal to ½ the damage you inflict. These hit points are not temporary and cannot raise your total above normal maximum, though they can heal you of any damage you’ve taken. This spell does not work on creatures immune to drain or negative energy.
  • Vitriolic Sphere (Conjuration [Creation] [Acid])
    Level: Sor/Wiz4Components: V, S, M
    Casting Time: 1 actionRange: Long
    Area of Effect: One creature, splashes with 5’Duration: Special
    Saving Throw: Reflex ½ + special (see text)Spell Resistance: Yes
  • This spell conjures a one foot sphere of glowing emerald acid that the caster can direct to strike any target within range using a ranged touch attack. When it reaches its target, the sphere explodes and drenches the victim in potent acid. The victim suffers 1d4 points of damage per caster level (to a maximum damage of 12d4) and may attempt a Reflex save for ½ damage. If the victim fails his saving throw, he continues to suffer acid damage in the following rounds, sustaining two less dice of damage each round. For example, an 8th level wizard inflicts 8d4 damage with this spell on the first round, 6d4 on the second round, 4d4 on the third round, 2d4 on the fourth round, and the spell ends in the fifth round. Each round, the subject is entitled to a Fortitude saving throw—the spell ends when he succeeds, or when the acid damage runs its course. The acid can also be neutralized with soda, ash, lye, charcoal, or removed with a large quantity of water.
  • The vitriolic sphere also splashes acid in a 5 foot radius around the primary target. Any creatures within the splash radius must make a Reflex save or suffer a splash hit that inflicts 1d4 points of damage per every five caster levels. Splash hits do not cause continuing damage. The material component for this spell is a drop of giant slug bile.
  • Volcano (Transmutation)
    Level: Drd9Components: V, S
    Casting Time: 1 roundRange: Long
    Area of Effect: 15’ radius (see text)Duration: 1 round/3 levels
    Saving Throw: Reflex ½Spell Resistance: Yes
  • Similar to the spell geyser, but rather than superheated steam, the ground erupts with liquid hot magma. The damage is 1d8 / level (maximum 25d8), and anyone within 30 feet but NOT within the 15 foot eruption takes 1 point of damage per caster level from the shower of droplets (max 25). Like geyser, creatures failing their initial save are thrust into a 10 foot hole of burning magma, which will continue to inflict full damage against them until they leave it (+7 DC to Climb checks). Also like geyser, it must be cast upon ground made of rock or dirt to have any effect. A Quench spell will automatically halt this use of the spell.
  • Alternately, if the caster has access to an active volcano, he can cause it to erupt with this spell. It then lasts for 1 day/3 levels, and will decimate the region around it for 1 mile per caster level (up to 20 miles). This use of the spell is usually an evil act, especially if villages or other sites of civilization are affected.

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    Wall of Moonlight (Transmutation)
    Level: Drd5, Sel5Components: V, S
    Casting Time: 1 actionRange: Close
    Area of Effect: 20 ft long, 5 ft wide wallDuration: 10 minutes
    Saving Throw: NoneSpell Resistance: Yes
  • Wall of moonlight summons a shimmering tapestry of blue-white force. The wall is intangible, requiring no physical anchor, and can easily be passed through. However, evil creatures passing through the wall are scorched for 2d10 damage plus one point per level, and undead suffer 5d10 plus one per level.
  • Ward Major
    Level: Sor/Wiz5, Clr5
  • As ward minor but you can cast a spell of any level into it.
  • Ward Minor (Abjuration)
    Level: Sor/Wiz3, Clr3Components: V, S
    Casting Time: 1 roundRange: Touch
    Area of Effect: variable (see text)Duration: 1 hour / level (D)
    Saving Throw: SpecialSpell Resistance: Special
  • The ward minor spell allows wizards to, naturally, ward objects or places, if only for a short time. The effect is very similar to the priest spell glyph of warding. The wizard may ward an area no greater than a 5’ cube per level, and he may make the ward invisible or visible as desired. The effect is often that of electrical damage, inflicting 1d4 points of damage per caster level, but can mimic the effect of any known spell (must be cast with the ward) of 4th level or less. A reflex save can be made to either avoid the effects altogether or to halve damage as appropriate. Specifications as to the ward follow the glyph of warding spell.
  • There are no material components necessary save for those associated with a spell used in the ward minor. Additional spells may increase the casting time.
  • Willful Vengeance (Evocation)
    Level: Clr5Components: V, S
    Casting Time: 1 actionRange: Medium
    Area of Effect: 20 ft cubeDuration: Instantaneous
    Saving Throw: Reflex ½Spell Resistance: Yes
  • You launch a wicked attack that arcs in bolts like lightning, striking the specified location and then exploding like a ball of energy. Any caught in the blast receives 7d10 points of damage with a save for half (half damage is electrical, half damage is holy/unholy).
  • Windsphere (Conjuration [Air, Summoning])
    Level: Sor/Wiz3Components: V, S
    Casting Time: One full roundRange: 360 ft.
    Area of Effect: 1-4 creaturesDuration: 1 round / level
    Saving Throw: NoneSpell Resistance: Yes (harmless)
  • A guardinal spell, windsphere summons forth four powerful winds that appear as swirling balls of air around the caster. At any time during the spell’s duration, the caster can direct one of these toward a target within 360 feet. The tearing winds surround the target creature, deflecting all hurled or projected nonmagical missiles. In addition, any creatures attempting melee attacks upon the protected individual suffer –4 penalties to their attack rolls and must make a Reflex saving throw with every attack; failure indicates that the wind has torn the weapon from that attacker’s grasp. The caster can direct only one windsphere at a time, but may dissipate any or all of them at will.
  • Wither (Transmutation)
    Level: Drd4Components: V, S
    Casting Time: 1 actionRange: Medium
    Area of Effect: One creatureDuration: Instantaneous
    Saving Throw: Fortitude ½Spell Resistance: Yes
  • This spell was devised by druids to circumvent one of the greatest bonuses of many outsiders: natural armor. This spell causes a creatures natural armor to decay and soften, losing most of its hardness. The subject loses one point of it’s natural armor bonus per every odd level, allowing a saving throw for half. Thus, an 11th level caster could worsen the AC of a marilith by 6, with a save for 3. Negative natural AC bonuses are not possible, though with multiple castings, even creatures with amazingly hard tough plated hides can be reduced to fleshy skin no tougher than that of a human. This spell is less common on the Prime, where fewer creatures have such a boon, but most planar druids keep this handy for a rainy day in the Hells.
  • Wyrmstrike (Conjuration [Creation])
    Level: Sor/Wiz5Components: V, S
    Casting Time: 1 actionRange: Medium
    Area of Effect: One creatureDuration: Instantaneous
    Saving Throw: NoneSpell Resistance: No
  • Through the use of this spell, the caster may call forth the power of a great wyrm dragon. The massive beast will appear above the target for a brief moment before crunching its jaws together. This attack is treated as per a normal attack by a Great Wyrm, giving a +40 to attack. Damage is 4d8+25 with a critical threat 19-20/x3. This attack is not magical and thus is subject to damage reduction, but spell resistance is not checked because the attack is physical, not magical.

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         Melroch Eitheldor @ 2003 1 1