Professional Documents
Culture Documents
0th Level
Abjuration Know Direction(PH p246) Transmutation
Resistance(PH p272) <Div, VS, 1StdAct, Personal> Mage Hand(PH p249)
<Abj, VS/AM(cloth)/DF, 1StdAct, Touch, 1min> – The caster knows which direction is North. <Trans, VS, 1StdAct, Close-range, Concentration>
– Subject gains +1 Resistance bonus on all saves. Read Magic(PH p269) – A designated, unattended object that weights
<Div, VSF(prism), 1StdAct, Personal, 10min/lvl> no more than 5 lbs can be moved at up to 15’
Conjuration
– Reads scrolls & spell books at 1 page per min. per Move Action.
Summon Instrument(PH p285)
<Conj(sum), VS, 1StdAct, Personal, 1min/lvl(D)> Seeker’s Chant(DR326 p74) Minor Disguise(MoF p108)
<Div, VS, 1StdAct, Personal, 1min> <Trans, VS, 1StdAct, Personal, 1hour>
– Summons a handheld musical instrument of
– Caster gains a +1 bonus to Search checks, but – Makes cosmetic changes to your appearance.
the desired type into the caster’s hands. The
receives a –2 penalty on Move Silently checks. Gain a +2 Competence bonus on a single
caster may not summon another instrument
until the first casting is done & only the Enchantment Disguise check.
caster can play the summoned instrument. Daze(PH p217) Mending(PH p253)
<Ench(comp)[mind], VSM(wool), 1StdAct, Close- <Trans, VS, 1StdAct, 10’ range, Instantaneous>
Divination
range, 1rnd, WillNeg, SR applies> – Repairs one object of up to 1 pound.
Detect Crossroad(MoF p88) – One Humanoid with no more than 4HD is
<Div, VS, 1StdAct, 1 mile range, Concentration up to Message(PH p253)
Dazed. <Trans[language], VSF(copper wire), 1StdAct,
10min/lvl>
– Sense the direction of a Fey Crossroads within Lullaby(PH p249) Medium-range, 10min/lvl, no SR>
<Ench(comp)[mind], VS, 1StdAct, Medium-range, – The caster plus 1 creature per level can
1 mile. The caster may identify it when it is Concentration + 1rnd/lvl(D), WillNeg, SR applies> communicate within range by whispering as
within 60’ and unobstructed. – All living creatures in a 10’ radius Burst long as there is no physical/magical barrier.
Detect Magic(PH p219) become drowsy & receive a –5 penalty on
<Div, VS/DF, 1StdAct, Concentration up to 1min/lvl, Open/Close(PH p258)
Listen & Spot checks, and a –2 penalty on <Trans, VSF(brass key), 1StdAct, Close-range>
no save, no SR>
Will saves to resist Sleep effects. – Opens or closes one unlocked door, window,
– The caster can see the Magic Aura of a spell
or item in a 60’ Cone-shaped Emanation. Evocation pouch, etc., that weighs up to 30 pounds.
The information gained increases each round: Dancing Lights(PH p216) Songbird(MoF p120)(MoFe)+
1st round – presence of magic. <Evoc[light], VS, 1StdAct, Medium-range, 1min> <Trans, VS, 1Full-Round, Personal>
2nd round – number of magic auras & the – Up to 4 spheres in a 10’ area that each give off – Perform within 1 hour of casting this spell and
strength of the most powerful aura. If not 30’ of light. They can move 100’ per round. gain +1 Competence bonus on your next
in line-of-sight, the caster only knows the Flare(PH p232) Charisma check within 1 hour of finishing.
direction. <Evoc[light], V, 1StdAct, Close-range, Instantaneous, Stick(Und p61)
rd
3 round – strength & location of each aura. FortNeg, SR applies> <Trans, VSM(dry glue), 1StdAct, Touch, Instantaneous>
If an aura is within line-of-sight, the caster – Target with sight is Dazzled for 1 minute. – An unattended target object weighting no
can identify its school with a Spellcraft Light(PH p248) more than 5 pounds adheres to a larger object
check vs. DC 15 + spell level. <Evoc[light], VM(firefly)/DF, 1StdAct, 10min/lv(D)> The two objects can pulled apart automatically
This spell is blocked by 3’ of wood or dirt, 1’ of – Object touched gives off bright light in a 20’ by a Corporal creature as a Move Action, by
stone, 1” of metal, & any amount of lead. radius & dim light for another 20’. a Mage Hand, by an Unseen Servant, etc.
This spell Counters and Dispels spells with the Universal
Ghostharp(MoF p97)
<Div, VS, 1Minute, Touch, 5min/lvl(D)>
[darkness] category of equal or lower level. Prestidigitation(PH p264)
– The last song played within 50’ during the Illusion <Univ, VS, 1StdAct, 10’range, 1hour, no SR>
previous day is replayed by the touched Fleeting Fame(DR326 p73) – Performs minor tasks, such as drying,
object. The caster may ‘pause’ and ‘replay’ <Ill(glamer), VS, 1StdAct, Personal, until discharged cleaning, & soaking objects.
the tune until the duration expires. up to 1rnd/lvl>
– Receive a +2 bonus on the next Bluff,
Diplomacy, or Intimidate check.
Ghost Sound(PH p235)
<Ill(figment), VSM(wool/wax), 1StdAct, Close-range,
1rnd/lvl(D), WillDisbelief, no SR>
– Sounds of 4 people per level (max 20 people).
1st Level
Abjuration Healing Rest(CAdv p151) Empathy(DR313 p93)
Alarm(PH p197) <Conj(heal), VS, 10Minutes, Close-range, 24hrs> <Div[mind], VS, 1StdAct, Close-range, 1min/lvl(D),
<Abj, VS/AF(tiny bell, silver wire)/DF, 1StdAct, – Up to 1 creature per level in a 30’ area has it WillNeg, no SR>
Close-range, 2hrs/lvl(D), no save, no SR> natural healing rate doubled. – The caster sense the emotion of the living
– If any creature of Tiny-size or larger passes Summon Monster I(PH p285) target creature. He/she knows the target’s
through the warded 20’ radius Emanation <Conj(sum)[variable alignment/element], VSF(bag, emotion (fear, hate, joy, etc.) and its strength
without saying the password, an alarm candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> (mild, moderate, or strong).
(chosen at casting time) will sound. – Summons one creature from the ‘Summon The caster gains a +2 Competence bonus to all
Audible: Chimes for 1 round. Easily heard Monster I’ Table to fight the caster’s enemy. Charisma-based skill checks against the
within 60’ in typical conditions. The creature can attack on the caster’s target for the spell’s duration.
Mental: The chime is only in the caster’s initiative starting its first round. Identify(PH p243)
head, though he/she must be within 1 mile. Summon Undead I(PGF p114)(PGFe)+ <Div, VS/AM(100gp pearl, wine, owl feather)/DF,
This will wake the caster, but not disturb <Conj(sum)[evil], VSF(bag, candle, humanoid 1Hour, Touch>
his/her concentration. bone)/DF, 1Round, Close-range, 1rnd/lvl> – Determines all the properties of one magic
– Summons one creature from the ‘Summon item.
Disquietude(MoF p90)
<Abj[sonic], VS, 1StdAct, Close-range, 1rnd/lvl,
Undead I’ Table to fight the caster’s enemy. Know Protections(MoF p104)
WillNeg> The creature can attack on the caster’s <Div, VS, 1StdAct, Close-range, WillNeg>
– Target avoids physical contact with others, initiative starting its first round. – Determine one target’s damage reduction,
including allies. If attacked & unable to flee, No summoned Undead may have more Hit Dice spell resistance, and energy
the target will go into Full Defense. than (Caster level + 1). resistances/immunities.
Joyful Noise(CAdv p154) Unseen Servant(PH p297) Locate City(RoD p167)
<Abj, S, 1StdAct, Concentration> <Conj(creat), VSM(string, wood), 1StdAct, Close- <Div, V, 1 Round, 10miles/level, Instantaneous>
– Suppress Silence in a 10’ radius Emanation range, 1hr/lvl> – Locates the closest community whose
around the caster for as long as concentration – Creates invisible force that can do simple minimum size has been designated by the
is maintained. tasks, like cleaning & opening doors. It has a caster (as small as a Village or as large as a
Strength of 2 (so it can lift 20 pounds or drag Metropolis). The spell does not penetrate
Obscure Object(PH p258)
<Abj, VSM(chameleon skin)/DF, 1StdAct, Touch, 100 pounds) & a movement of 15’, but it solid objects, so it will not locate
8hrs(D)> must stay in range. underground cities.
– A touched object of up to 100 pounds per The servant cannot attack, nor can it be the Master’s Touch(CAdv p154)
level cannot be found with Divination (scry) direct target of attacks, but if it takes 6hp of <Div, VF(weapon or shield), 1 Swift Action, Personal,
spells. If a scrying is targeted nearby, the damage from area-of-effect attacks, it is 1min/lvl(D)>
subject cannot be seen. dissipated. – The caster becomes proficient with one touched
Remove Fear(PH p271) Divination weapon or shield for the spell’s duration.
<Abj, VS, 1StdAct, Close-range, 10min> Appraising Touch(DR325 p70) Note: If cast on a Short Sword, the caster is
– One subject + 1 per 4 levels within a 30’ area <Div, VS, 1StdAct, Personal, 1min/lvl> proficient with that Short Sword. If he/she
gains a +4 Morale bonus on saves vs. fear. – Gain an Insight bonus equal to your Caster picked up any other Short Sword, the
This spell Counters & Dispels Cause Fear, and level on Appraise check made to determine a proficiency would not apply.
Suppresses all other fear effects. object’s value. Scholar’s Touch(RoD p167)
Undetectable Alignment(PH p297) Even if the check fails, the erroneous estimate <Div, VSM(parchment, tinder)F(thin crystal disk),
<Abj, VS, 1StdAct, Close-range, 24hrs> will be no more than 50% off. 1StdAct, Personal, Concentration up to 1 rnd/lvl>
– The target creature or object cannot have its – The caster can “read” one touched book per
Comprehend Languages(PH p212)
alignment detected. <Div, VSM(soot, salt)/DF, 1StdAct, Personal, 10min/lvl> round. His/her understanding is the same as
– Understands all spoken and written languages if time had been spent doing a single reading.
Conjuration
of the person or object touched. If the caster does not know the language/code
Cure Light Wounds(PH p215) the book is written in, this spell does not
<Conj(heal), VS, 1StdAct, Touch> Detect Secret Doors(PH p220)
<Div, VS/DF, 1StdAct, Concentration up to 1min/lvl, translate it. The spell does not help with
– Cures 1d8 +1/level damage (max +5) with
no save, no SR> magic books and scrolls.
Positive Energy.
– The caster can see secret doors, compartments, Enchantment
Grease(PH p237)
<Conj(creat), VSM(butter/pork rind), 1StdAct, Close- caches, etc, in a 60’ Cone-shaped Emanation. Charm Person(PH p209)
range, 1rnd/lvl(D), no SR> This spell does not locate items that are <Ench(charm)[mind], VS, 1StdAct, Close-range,
– This spell has several uses: obscured (i.e., behind boxes or under a rug). 1hr/lvl, WillNeg, SR applies>
a) Make one 10’ square slippery. Going The information gained increases each round: – One Humanoid considers the caster its ally.
through the area requires a Reflex save to 1st round – presence of a secret door. Anything the casters says or does will be
avoid falling down. A creature can go 2nd round – number of secret doors & the treated the same way as if a close friend has
through the area at ½ movement by location of each one. If not in line-of- done it.
making a Balance check vs. DC 10 (failure sight, the caster only knows the direction. If the target is in a threatening situation when
of this check by less than 5 allows a Reflex If not in line-of-sight, the caster only the spell is cast, it gets a +5 on the save. Any
save to avoid falling, while failing by 5 or knows the direction. threats from the caster or his/her allies after
more guarantees a fall); 3rd+ rounds – method to open one specific the spell is in effect breaks the charm.
b) Make one object slippery. If the object is secret door. Confusion, Lesser(PH p212)
held, the wielder gets a Reflex save to This spell is blocked by 3’ of wood or dirt, 1’ of <Ench(comp)[mind], VS, 1StdAct, Close-range, 1rnd,
stone, 1” of metal, & any amount of lead. WillNeg, SR applies>
avoid the effect entirely. If the save fails
Discern Bloodline(RoD p165) – One target is Confused for a single round.
(or was not in anyone’s possession when
the spell was cast), the object becomes <Div, VSM(drop of blood), 1StdAct, Close-range, Distract(DR314 p20)
Concentration up to 1 rnd/lvl, WillNeg, SR applies> <Ench(comp)[mind], S, 1StdAct, Medium-range,
slippery for the duration & is immediately 1rnd/lvl, WillNeg, SR applies>
dropped. A Reflex save is then required – Each round, the caster can learn the race of
one target creature, including any Inherited – Up to 1 creature per level in a 30’ area
each round to hold the object. receives a –4 penalty to Concentration,
c) Make one person slippery. The subject Templates.
Listen, Search, and Spot checks.
gains a +10 Circumstance bonus on
Escape Artist checks & on Grapple checks
made to resist or escape a grapple, or
escape a pin.
Erase(PH p227) Expeditious Retreat(PH p228) Feather Fall(PH p229) (CArc p86)+
<Trans, VS, 1StdAct, Close-range> <Trans, VS, 1StdAct, Personal, 1min/lvl(D)> <Trans, V, Immediate Action, Close-range, until
– One scroll or two pages of unattended non- – The caster’s base land speed receives a +30’ landing up to 1rnd/lvl>
magical writing are 90% likely to be erased Enhancement bonus. – Slows one Medium-sized creature or object
(100% if physically touched). One magical This spell has no effect on the speed of Flying, per level (or the Creature Equivalent) within
rune (Explosive Runes, Glyph of Warding, Burrowing, Climbing, or Swimming. a 20’ area. The subject falls at 60’ per round,
Arcane Marks, or Sepia Snake Sigil) has a Expeditious Retreat, Swift(CAdv p149) which causes no damage to the target on
90% chance of being erased, but it must be <Trans, V, 1 Swift Action, Personal, 1 round> landing (though dropped objects still do ½
touched and a Caster check vs. DC 15 (a – The caster’s base land speed receives a +30’ damage but with no bonus damage for the
natural 1 or 2 is always a failure). If the Enhancement bonus. height). Only free falling targets may be
check fails, then the magic rune is set off. This spell has no effect on the speed of Flying, effected.
Burrowing, Climbing, or Swimming. Undersong(DR328 p72)
<Trans, V, 1StdAct, Personal, 1min/lvl>
– The caster may make a Perform check in place
of any Concentration check.
2nd Level
Abjuration Detect Thoughts(PH p220) Calm Emotions(PH p207)
Insignia of Alarm(RoD p166) <Div[mind], VSF(copper piece)/DF, 1StdAct, <Ench(comp)[mind], VS/DF, 1StdAct, Medium-range,
<Abj, VSF(insignia), 1StdAct, Long-range, Concentration up to 1min/lvl, WillNeg, no SR> Concentration up to 1rnd/lvl, WillNeg, SR applies>
Instantaneous> – The caster can thoughts from a conscious – Calms all creatures in a 20’ radius Spread.
– Each creature wearing an Insignia that creature with an Intelligence of at least 1 in a Calmed creatures cannot attack, but are able
matches the spell’s focus hears a chime in 60’ Cone-shaped Emanation. to defend themselves. If a subject is attacked
his/her head. It is loud enough to wake the The information gained increases each round: or threatened, the spell is broken.
subject from sleep, but not enough to break 1st round – presence of thoughts. This spell Suppresses (but doesn’t negate)
concentration. 2nd round – number of thinking minds & the Barbarian Rage, Bardic Music that Inspires
Conjuration Intelligence score of each one. If not in Courage, Fear effects, Confusion effects, and
line-of-sight, the caster only knows the any Morale bonuses.
Cure Moderate Wounds(PH p216)
direction. If any have an Intelligence of at Daze Monster(PH p217)
<Conj(heal), VS, 1StdAct, Touch>
– Cures 2d8 +1/level damage (max +10) with least 26 (assuming it is at least 10 points <Ench(comp)[mind], VSM(wool), 1StdAct, Medium-
higher than the caster’s), the caster is range, 1rnd, WillNeg, SR applies>
Positive Energy.
Stunned for 1 round & the spell ends. – One living creature with no more than 6HD is
Delay Poison(PH p217) Dazed.
<Conj(healing), VS/DF, 1StdAct, Touch, 1hr/lvl>
3rd round – Surface thoughts of any mind in
the area (WillNeg). Elation(BoED p98)
– Touched creature suppresses the effects of
This spell is blocked by 3’ of wood or dirt, 1’ of <Ench[mind], VS, 1StdAct, 1rnd/lvl>
current or new poisons in its body until the
stone, 1” of metal, & any amount of lead. – All allies within an 80’ radius Spread of the
spell ends.
Insidious Insight(RoE p187) caster become full of energy & joy:
Glitterdust(PH p236) a) +2 Morale bonus to Strength & Dexterity;
<Div[mind], V, 1FullRound, Close-range, 1day/lvl,
<Conj(creat), VSM(ground mica), 1StdAct, Medium-
WillNeg, SR applies> b) +5’ movement.
range, 1rnd/lvl, no SR>
– Coats all creatures & objects in a 10’ radius – The caster gains +10 Insight bonus on Bluff, Enthrall(PH p227)
Spread with sparkling dust which cannot be Diplomacy, Intimidate, & Sense Motive <Ench(charm)[language][mind][sonic], VS, 1Round,
checks made against the target living creature. Medium-range, Concentration up to 1 hour plus 1d3
removed for the duration of the spell. This rounds, WillNeg, SR applies>
outlines Invisible creatures & objects. Note: Gnomes cast this spell at +1 Caster level.
Locate Object(PH p249) – The caster spends one round getting the
Hide checks receive a –40 penalty. audience’s attention & becomes so interesting
<Div, VSF(forked twig)/DF, 1StdAct, Long-range,
Creatures in the area of effect must make a Will that it gets the undivided attention of
1min/lvl, no save, no SR>
save or be Blinded for the spell’s duration. everyone in the area of effect who doesn’t
– Senses direction toward object (specific or
Summon Monster II(PH p286) type) within range. A unique object can only save (including those who enter later). Races
<Conj(sum)[variable alignment/element], VSF(bag, who hate the caster’s race gain a +4 bonus on
candle)/DF, 1Round, Close-range, 1rnd/lvl(D)>
be located if the caster has personally viewed
it (using a scrying spell does not count). This the save. The audience’s attitude becomes
– Summons one or more creatures to fight the
spell is blocked by lead. ‘Friendly’.
caster’s enemies. The creatures can attack on
Tactical Precision(CAdv p157) Targets who failed their save but who have
the caster’s initiative starting their first round.
<Div[mind], VSM(toy soldier), 1StdAct, Close-range, more than 5HD –or– a Wisdom score of at
Table #
1rnd/lvl> least 16 remain aware of their surroundings &
Summon Monster II 1
– Up to 1 creature per level in a 30’ area are have an attitude of ‘Indifferent’. They
Summon Monster I 1d3
better able to coordinate their attacks. If two receive a new save if they observe something
Summon Undead II(PGF p114)(PGFe)+ of this spell’s subjects flank the same they oppose.
<Conj(sum)[evil], VSF(bag, candle, humanoid
bone)/DF, 1Round, Close-range, 1rnd/lvl>
creature, they receive an extra +2 Insight When the performance ends (even if due to a
– Summons one or more Undead to fight the bonus on their attacks on that creature –and– loss of Concentration), the audience will talk
caster’s enemies. The Undead can attack on do +1d6 damage (only if the creature is among themselves, applaud, etc., for 1d3
the caster’s initiative starting their first round. vulnerable to Sneak Attacks). more rounds. If anyone in the audience is
Table # Tongues(PH p294) attacked, the spell cancels immediately and
Summon Undead II 1 <Div, VM(small clay ziggurat)/DF, 1StdAct, Touch, the audience will be upset.
10min/lvl, no SR> One time during the spell, targets who have
Summon Undead I 1d3
– The touched subject can understand & speak made their save may try to “heckle” the caster
No summoned Undead may have more Hit
any intelligent creature’s language. in order to end the spell early. Make an
Dice than (Caster level + 1).
Enchantment opposed Charisma check using the heckler
Summon Swarm(PH p289)
<Conj(sum), VS/AM(red cloth)/DF, 1Round, Close- Animal Messenger(PH p198) with the highest Charisma modifier as a base,
range, Concentration+2rnds, no save, no SR> <Ench(comp)[mind], VSM(food), 1StdAct, Close- +2 per additional heckler who can make a
– Summons either a Swarm of Bats(MM p237), a range, 1day/lvl> Charisma check of 10.
Swarm of Rats(MM p239), or a Swarm of – Sends a Tiny animal to a specific place Faerinaal’s Hymn(BoED p99)
Spiders(MM p239). The swarm attacks any known to the caster. Once there, the animal <Ench(comp)[good][mind], V, 1StdAct, Close-range,
creatures that are within its area. If there is waits until the end of the duration. This spell Concentration, WillNeg, SR applies>
no creature to attack, the swarm moves to the cannot target an animal trained or under the – Up to one Evil creature per level that can hear
nearest creature. The caster has no control control of someone else (such as a Familiar). the caster does not take Attacks of
over the swarm’s movement or target. Typically used to carry a written message. Opportunity.
Animal Trance(PH p198) Heroism(PH p240)
Divination <Ench(comp)[mind], VS, 1StdAct, Touch, 10min/lvl>
<Ench(comp)[mind][sonic], VS, 1StdAct, Close-range,
Circle Dance(MoF p84) Concentration, WillNeg (see below)> – The touched creature gains a +2 Morale bonus
<Div, VS, 1Min, Personal> – 2d6 HD of Animals or Magical Beasts with on attacks, saves, & skill checks.
– Indicates direction to known target & if that Intelligence of 1 or 2 stop what they are Hold Person(PH p241)
person is unharmed, wounded, dying, etc. doing and watch the caster for the spell’s <Ench(comp)[mind], VSF(iron nail)/DF, 1StdAct,
duration. Animals not trained to guard or Medium-range, 1rnd/lvl(D), WillNeg(repeat), SR
attack do not get a save, though all other applies>
effected creatures do. An effected creature is – One Humanoid is Held. He/she gets a new
treated as Fascinated. Will save each round to end the spell.
3rd Level
Abjuration Refreshment(BoED p105) Clairaudience/Clairvoyance(PH p209)
Dispel Magic(PH p223)(PH3.5e)+ <Conj(heal)[good], VS, 1StdAct> <Div(scry), VSF(small horn for hearing –or– a glass
<Abj, VS, 1StdAct, Medium-range, no SR> – All creatures within a 20’ radius Burst of the eye for seeing)/DF, 10Minutes, Long-Range,
caster are healed of all non-lethal damage, 1min/lvl(D), no SR>
– Cancels magical spells and effects on a
including damage cause by starvation, thirst, – Hear –or– see into a known or obvious (i.e.,
successful Dispel Check (max +10). This
environmental conditions, etc. other side of a door) location within range.
spell can be used in one of three ways:
Sepia Snake Sigil(PH p276) Once the location is targeted, the Magical
a) Counterspell – Acts like a standard
<Conj(creat)[force], VSM(500gp amber powder, snake Sensor cannot be moved.
counterspell except it works against any
scale, mushroom spoors), 10Minutes, Touch, until Magically enhanced senses cannot be used
spell, but a Dispel Check must be made.
discharged then 1d4+1/lvl days(D), RefNeg, no SR> through this spell, though a 10’ radius can be
b) Targeted Dispel – Each ongoing spell
– Creates a ward on a book, map, etc. If anyone seen in non-magical darkness.
effect on one target gets a separate Dispel
but the caster reads the text with the ward, the Scrying(PH p274)(PH3.5e)+
Check. If successful, the spell effect is
spell discharges & the target gets a Reflex <Div(scry), VSF(see below)/AM(eye of an eagle, nitric
ended (except for those caused by magic acid, copper, zinc)/DF, 1Hour, 1min/lvl, WillNeg,
save. If it fails, the target is encased in amber
items, which are only suppressed for 1d4 SR applies>
light & put into Suspended Animation for
rounds). – Sends a Magical Sensor to watch & listen to a
1d4 + 1/lvl days, though the caster can cancel
c) Area Dispel – Each target in a 20’ radius target creature. This spell’s DC is adjusted
it. While in suspended animation, the target
Burst gets a Dispel Check against each by the caster’s knowledge and connection to
can still be injured or killed normally.
spell in turn (highest caster level spell the target.
checked first) until one is dispelled or all Summon Monster III(PH p286)
<Conj(sum)[variable alignment/element], VSF(bag, Knowledge DC
checks fail. Items are not effected. candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> None (must have a Connection) –10
A caster does not need to make a Dispel Check – Summons one or more creatures to fight the Heard of the target –5
to end a spell he/she cast. caster’s enemies. The creatures can attack on Met the target +0
Insignia of Blessing(RoD p166) the caster’s initiative starting their first round. Know the target well +5
<Abj, VSF(insignia), 1StdAct, Long-range, 1min/lvl> Table # Connection DC
– Each creature wearing an Insignia that Summon Monster III 1 Likeness or picture +2
matches the spell’s focus receives the Summon Monster II 1d3 Possession or garment +5
following: Summon Monster I 1d4+1 Lock of hair, bit of fingernail, etc. +10
a) hears a chime in his/her head. It is loud
Summon Undead III(PGF p114)(PGFe)+ If the spell is successful, the caster can see in a
enough to wake the subject from sleep, but <Conj(sum)[evil], VSF(bag, candle, humanoid
not enough to break concentration; 10’ radius around the target & the Sensor
bone)/DF, 1Round, Close-range, 1rnd/lvl>
b) receives a +1 Divine bonus to AC and on follows the target up to a rate of 150’.
– Summons one or more Undead to fight the
Fortitude saves. If the spell is resisted, the caster may not
caster’s enemies. The Undead can attack on
Remove Curse(PH p270) attempt to scry on the target again for 1day.
the caster’s initiative starting their first round.
<Abj, VS, 1StdAct, Touch> Spells that improve the caster’s vision (such as
Table #
– Touched person or object is freed from all Darkvision) apply when he/she is looking
Summon Undead III 1
curses upon it, assuming the curse doesn’t through the Sensor.
Summon Undead II 1d3
explicitly say that this spell is ineffective. The following spells have a 5%/lvl chance of
Summon Undead I 1d4+1
This spell Counters & Dispels Bestow Curse. working through the ‘sensor’: Detect Chaos,
No summoned Undead may have more Hit Dice
Wounding Whispers(MoF p134) Detect Evil, Detect Good, Detect Law, Detect
than (Caster level + 1).
<Abj[sonic], VS, 1StdAct, Personal, 1rnd/lvl(D)> Magic, & Message.
Divination Focus is determined by class – Clerics use a
– Caster is surrounded by a sonic aura that
harms those who attack him. Anything Analyze Portal(FR p66) Holy Water font (min 100gp), Druids use a
<Div, VSM(lens, mirror)/DF, 1Minute, 60’, natural pool of water, all others uses a 2’x4’
striking the caster with a non-reach melee Concentration up to 1rnd/lvl(D)>
attack takes 1d6 + 1/lvl Sonic damage. silver mirror (min 1,000gp).
– Detects and analyzes Portals within 60’ in a
Conjuration See Invisibility(PH p275)
90 degree arc. Detection takes 1 round, as <Div, VSM(pinch of talc, silver powder), 1StdAct,
Cure Serious Wounds(PH p216) does each Portal property identified by a Personal, 10min/lvl(D), no SR>
<Conj(heal), VS, 1StdAct, Touch> Caster check vs. DC 17. – The caster can see Invisible creatures or
– Cures 3d8 +1/level damage (max +15) with Anamensis(DR338 p77) objects within its range of vision.
Positive Energy. <Div, VS, 1StdAct, Personal, until discharged up to Speaechlink(CAdv p157)
Insignia of Healing(RoD p166) 1hr/lvl> <Div, VS, 1StdAct, Touch, 10min/lvl(D)>
<Conj(heal), VSF(insignia), 1StdAct, Long-range, – While this spell is in effect, the caster receives – The caster & a willing touched creature can
Instantaneous> the following: verbally communicate over any distance.
– Each creature wearing an Insignia that a) can make any Knowledge skill check The caster or the target may dismiss this spell.
matches the spell’s focus is cured 1d8 +1/lvl untrained; and
(max 1d8+10) with Positive Energy. Speak with Animals(PH p281)
b) receives –4 penalty on Will saves (Spell <Div, VS, 1StdAct, Personal, 1min/lvl>
Phantom Steed(PH p260) Weavers are immune to this penalty). – The caster may communicate with Animals,
<Conj(creat), VS, 10Minutes, 1hr/lvl(D)> As a Free Action, the caster may take a +10 though the spell does not change their
– The caster creates a magic horse with bonus on one Knowledge skill check, Bardic intelligence or attitude.
insubstantial hooves that make no sound, plus Knowledge check, or similar class ability.
saddle, bit, & bridle. Only the one person Once this check is made, the spell is
designated by the caster can ride the horse. discharged.
The horse has AC 18, 7 + 1/lvl HP, can move A caster may only have one instance of this
at 20’/lvl (max 240’) & can carry its rider spell in effect at a time.
plus 10 lbs/lvl. At higher caster levels, the
horse has extra abilities:
8th: ride over mud, sand, etc. at normal rate.
10th: ride over water at normal rate.
12th: ride horizontally across air for 1 round
at normal rate.
14th: Fly at normal rate/average.
4th Level
Abjuration Leomund’s Secure Shelter(PH p247) Listening Coin(CAdv p154)
Break Enchantment(PH p207)(DR306 p110)+ <Conj(creat), VSM(bits of stone, lime, sand, water, & <Div(scry), VSF(2 coins), 1StdAct, Touch, 1hr/lvl(D)>
<Abj, VS, 1Minute, Close-range, no SR> wood, string)F(tiny bell, silver wire), 10Minutes, – A pair of touched coins become a transmitter
Close-range, 2hrs/lvl(D)> coin and a receiver coin. The receiver coin
– Attempts to free 1 subject per level within a
– A 20’x20’ cottage appears, which is made can be use to make Listen checks through the
30’ area from all Curses, Enchantments,
from materials appropriate for the location transmitter coin, though at DC +5 if it is a
Transmutations, and Petrification. Each
(stone, timber, or sod). It has a door, 2 pocket, etc.
effect is subject to a Dispel Check (max +15).
shuttered windows, & a fireplace whose Locate Creature(PH p249)
Cursed items typically have a DC of 25.
chimney is sealed with an iron grate. The <Div, VSM(dog fur)/DF, 1StdAct, Long-range,
If petrifaction is removed from a creature, it
door & shutters are under the effect of Arcane 10min/lvl, no save, no SR>
does not need to make a saving throw to
Lock and Alarm. The chimney grate simply – Senses direction toward named type of
survive.
has an Alarm. An Unseen Servant is also creature (human, unicorn, etc.) or a specific
Effects that cannot be removed by Dispel
available for the duration. There are simple creature within range (must have been seen at
Magic can be removed by this spell if their
furnishings for 8 occupants. least once within 30’). Running water blocks
level is no more than 5th.
This spell breaks effects on creatures. A cursed Neutralize Poison(PH p257) the spell, as do Mislead, Nondetection, etc.
<Conj(heal), VSM(charcoal)/DF, 1StdAct, Touch, Know Vulnerabilities(MoF p104)
item still have its curse, it just may no longer 10min/lvl>
apply to the subject. <Div, VS, 1StdAct, Close-range, WillNeg>
– The touched subject or object has all poison – Determine target’s vulnerabilities and
Freedom of Movement(PH p233) removed from it immediately. If a creature
<Abj, VSM(leather cord)/DF, 1StdAct, Touch,
resistances.
was poisoned, it does not need to make any Portal View(Und p60)
10min/lvl>
further saving throws. This spell does not <Div(scry), VSF(glass eye)/DF, 10Minutes, Close-range,
– Subject moves normally despite magical
heal ability damage or drain taken from 1min/lvl>
impediments (Web, Hold Person, etc.).
earlier failed saves. – The target closed Portal shows those on the
The subject automatically succeeds on any
In addition, the subject cannot be poisoned for caster’s side what is on the other side (i.e., its
Grapple check to resist being grappled, plus
10 minutes per level. If the subject is a destination). The Portal is not open and
any Grapple check or Escape Artist check to
poisonous creature, it cannot poison anyone spells cannot be cast through it.
escape a grapple and/or a pin.
for the spell’s duration (WillNeg, SR applies) Speechlink(MoF p121)(MoFe)+
While under the effect of this spell, the subject
can fight underwater. Summon Monster IV(PH p286) <Div, VS, 1StdAct, Touch, 10min/lvl(D)>
<Conj(sum)[variable alignment/element], VSF(bag, – The caster & the touched targets can verbally
Repel Vermin(PH p271) candle)/DF, 1Round, Close-range, 1rnd/lvl(D)>
<Abj, VS/DF, 1StdAct, 10min/lvl(D), SR applies>
communicate over any distance.
– Summons one or more creatures to fight the Speak with Plants(PH p282)
– Creates a 10’ radius area around the caster that caster’s enemies. The creatures can attack on
causes insects & other vermin to stay away. <Div, VS, 1StdAct, Personal, 1min/lvl>
the caster’s initiative starting their first round. – The caster may communicate with plants &
Vermin whose HD are 1/3rd of the caster level Table #
or greater are allowed a Will save to enter the Plant Creatures, though the spell does not
Summon Monster IV 1 change their attitude towards the caster.
area, but even then they take 2d6 damage. Summon Monster III 1d3
Wall of Dispel Magic(Und p63) Unluck(CArc p128)
Summon Monster II (or lower) 1d4+1 <Div, VSM(piece of broken mirror), 1StdAct, Close-
<Abj, VS/DF, 1StdAct, Medium-range, 1min/lvl>
Summon Undead IV(PGF p114)(PGFe)+ range, 1rnd/lvl, WillNeg, SR applies>
– Creates an transparent wall whose area is one
<Conj(sum)[evil], VSF(bag, candle, humanoid – When the target creature makes an action
10’ square per level. bone)/DF, 1Round, Close-range, 1rnd/lvl> based on chance (such as an attack roll, a
When a creature passes through the wall, each – Summons one or more Undead to fight the damage roll, a saving throw, etc.), he/she
ongoing spell effect on the target gets a caster’s enemies. The Undead can attack on must roll twice & take the worst of the 2 rolls.
separate Dispel Check (max +10). If the caster’s initiative starting their first round.
successful, the spell effect is ended (except Enchantment
Table #
for those caused by magic items, which are Celebration(MoF p84)
Summon Undead IV 1 <Ench(comp)[mind], VS, 1StdAct, Close-range,
only suppressed for 1d4 rounds). Summon Undead III 1d3 WillNeg>
The wall cannot be seen with See Invisibility, Summon Undead II (or lower) 1d4+1 – The caster performs a “drinking song” and all
but it can be detected with Detect Magic and No summoned Undead may have more Hit Dice targets in a 15’ radius burst must save or
True Seeing. than (Caster level + 1). begin feeling drunk. For each full round the
Conjuration Divination caster continues the spell, the effects on those
Cure Critical Wounds(PH p215) Detect Scrying(PH p219) targets who were in the original burst (even if
<Conj(heal), VS, 1StdAct, Touch> <Div, VSM(piece of mirror, tiny brass trumpet), they have moved) become worse. Once the
– Cures 4d8 +1/level damage (max +20) with 1StdAct, 24hrs, no save, no SR> caster completes the song, the effects linger
Positive Energy. – The caster is immediately aware of the for 1 round per level.
Dimension Door(PH p221) existence & location of any Magical Sensors Rnd Effect
<Conj[teleport], V, 1StdAct, Long-range> within a 40’ radius Emanation. 1 —
– Teleports the caster anywhere within range On a successful Caster check, the caster can get 2 –2 Enhancement penalty to Dexterity,
that can visualized or described by direction. a visual image of the scryer, and his/her Intelligence, & Wisdom.
The caster may bring up to his/her maximum distance & direction. 3 Nauseated
carry load with this spell and one willing, Legend Lore(PH p246) 4 Helpless
Medium-sized subject per three levels (or the <Div, VSM(250gp incense)F(200gp ivory strips),
Creature Equivalent). All subjects must be Personal>
touching, with the caster touching at least one – By only meditating, sleeping, & eating for the
subject. listed casting time, the caster “remember”
If the target location is occupied, the caster (and legends about a target creatures, place, or
anyone with him/her) take 1d6 damage & are object:
shunted in a random direction 100’. Connection to Target Casting Time
The caster cannot act again until the next round. Touching 1d4x10 minutes
Detailed Information 1d10 days
Rumors Only 2d6 weeks
Charm Person, Mass(RoD p164)(DR312 p51) Inspired Aim(BoED p101) Shout(PH p279)
<Ench(charm)[mind], VS, 1StdAct, Close-range, <Ench(comp)[mind][language], V, 1StdAct, <Evoc[sonic], V, 1StdAct, SR applies>
1hr/lvl, WillNeg, SR applies> Concentration> – All creatures & objects within the 30’ Cone-
– One or more Humanoids in a 30’ area – All allies within a 40’ radius Emanation gains shaped Burst take 5d6 Sonic damage (Fort½)
considers the caster his/her ally. Anything a +2 Insight bonus on all ranged attacks. and are Deafened for 2d6 rounds (FortNeg).
the casters says or does will be treated the Modify Memory(PH p255) Anyone with an attended object is allowed a
same way as if a close friend has done it. <Ench(comp)[mind], VS, 1Round plus up to 5 Reflex save to negate damage to the object.
The caster can either target one Humanoid of Minutes, Close-range, Permanent, WillNeg, SR Crystalline creatures take 1d6 damage per level
any number of HD –or– two or more applies> (max 15d6) (Fort½).
Humanoids in the 30’ area whose total HD do – Changes up to 5 minutes of a living subject’s This spell is Suppressed by Silence.
not exceed (2 * Caster level). memories. If the subject fails its Will save,
Stone Shatter(MoF p124)
If a target is in a threatening situation when the the caster must spend up to 5 uninterrupted <Evoc[sonic], VS, 1StdAct, Close-range>
spell is cast, it gets a +5 on the save. Any minutes picturing the memory. The caster: – If a stone creature is targeted, it takes 1d6/lvl
threats from the caster or his/her allies after a) eliminates the memory of a real event (max 15d6) sonic damage (Fort½). If a stone
the spell is in effect breaks the charm. (though this does not negates magical object of up to 2 pounds per level is targeted,
Dolorous Motes(BoED p97) effects, such as Suggestion), it is destroyed (WillNeg) & everyone within
<Ench(charm)[mind], VS, 1StdAct, Long-range, b) changes the memory of a real event; 5’ takes 1hp/lvl (max 15hp).
1rnd/lvl(D)> c) adds the memory of an event; or
d) “cleans up” the memory of a real event, Illusion
– The caster creates one 10’ cube of immobile,
flickering lights per level. The “clouds” can allowing the subject to remember it clearly Hallucinatory Terrain(PH p238)
<Ill(glamer), VSM(stone, twig, piece of a green plant),
be placed anywhere within range and do not and perfectly.
10Minutes, Long-range, 2hrs/lvl(D), WillDisbelief,
need to be contiguous. War Cry(CAdv p158)(MoF p132) no SR>
Any creature within a cloud or who enters a <Ench(comp)[mind][sonic], VS, 1 Swift Action, – Makes one contiguous 30’ cube per level of
cloud is Dazed for 1 round (WillNeg, SR Personal, 1rnd/lvl(D)>
one type of terrain look, sound, & smell like
applies). – Caster gains +2 Morale bonus on attacks and
another (field into forest, etc.). Structures,
Note: The caster takes 1d3 Wisdom damage damage (+4 if charging).
equipment, & creatures are not disguised.
Dominate Person(PH p224) In addition, anyone damaged by a melee attack
made by the caster becomes Panicked for 1 Harmonize, Greater(RoS p162)
<Ench(comp)[mind], VS, 1Round, Close-range, <Trans, VS, 1StdAct, Personal, 1min/lvl(D)>
1day/lvl, WillNeg, SR applies> round (WillNeg, SR applies). A foe who
– The caster may start a Bardic Music effect as a
– Telepathically control one Humanoid. If the makes his/her Will save is immune to the
Move Action, and any Bardic Music that
caster & the target do not share a language, Panic effect of a given casting of this spell.
requires concentration only needs a Standard
control is limited. The caster knows what the Evocation Action to maintain. This means that two
target is experiencing & as a Standard Action, Fugue of Tvash-Prull(DR328 p70) Bardic Music effects can be maintained
can actually receive full sensory input. <Evoc[sonic], VSF(250gp tiny platinum violin bow), simultaneously.
The caster can change his/her orders with a 1StdAct, Medium-range, Concentration up to
Invisibility, Greater(PH p245)
Move Action. Once the target has 1rnd/lvl, WillNeg, SR applies>
<Ill(glamer), VSM(eyelash, gum arabic)/DF, 1StdAct,
instructions, he/she will continue trying to – All creatures within a 30’ radius Spread are Touch, 1rnd/lvl(D)>
carry them out as long as the spell lasts, affected by discordant sound. Those that – Subject is Invisible, even if he/she attacks.
pausing only to sleep & eat as needed. make their save receive a –2 penalty on their
Rainbow Pattern(PH p268)
Actions against the target’s nature result in a attack rolls and skill checks while in the area <Ill(pattern)[mind], (V)SM(phosphor)F(prism),
new save with a bonus of +4, and self- of effect. 1StdAct, Medium-range, Concentration +
destructive orders are ignored. Creatures that fail their saving throw & who 1rnd/lv(D), WillNeg, SR applies>
Once dominated, the caster & target can be any remain in the area of effect are affected each – Up to 24HD of creatures in a 20’ radius
distance from each other. Protection from round. The caster’s Perform check each Spread who fail their save will be captivated
Evil, et. al., only Suppress this spell, not round and can choose one effect up to the by the lights & try to stay in them. They will
Dispel it. check’s result. If the caster is doing a only defend themselves if attacked.
A Sense Motive check vs. DC 15 will show that Perform check with Keyboard Instruments, The lights can be moved 30’ per round as a
the target is under magic control. Percussion Instruments, String Instruments, Free Action & those captivated will follow.
Hold Monster(PH p241) or Wind Instruments, there is a +2 If this leads them into danger, each target gets
<Ench(comp)[mind], VSF(iron nail)/DF, 1StdAct, Circumstance bonus on the check. a new save.
Medium-range, 1rnd/lvl(D), WillNeg(repeat), SR Perform If the lights are obscured (such as by Obscuring
applies> Check Effect Mist), the effect ends on the targets.
– One living creature is Held. It gets a new Will 15 3d6 nonlethal damage Only Bards need to use the Verbal component.
save each round to end the spell. 20 3d6 Sonic damage
Insidious Suggestion(RoE p187) 25 Shaken for 1 round, Deafened for 1
<Ench(comp)[mind][language][mind-set], VS, round, or Knocked Down.
1StdAct, Close-range, up to 1hr/lvl, WillNeg (see 30 Nauseated for 1 round, Blinded for 1
below), SR applies> round, or Frightened for 1 round.
– The caster gives the target 1 or 2 sentences of 35 Stunned for 1 round.
reasonable sounding instructions. The 40 1d6 ability damage from a random
instructions may contain a trigger to activate ability score.
them later or may activate immediately. 45 Attacks the nearest target.
At the end of the duration, the instructions 50 Gains 1d4 Negative Levels.
loose their power, triggered or otherwise. 55 Feebleminded.
The target must make a Will save each round 60 Slain
(for up to 1 round per level) to resist the
Resonating Bolt(CArc p121)
suggestion. If the target ever fails his/her <Evoc[sonic], VS, 1StdAct, Instantaneous, Ref½, SR
save, then the suggestion take effect. applies>
Mindset – While this spell is prepared, but not – All creatures and object in a 60’ long Line
yet cast, the caster gains a +2 Competence from the caster take 1d4 Sonic damage per
bonus on Bluff, Diplomacy, and Intimidate level (max 10d4). If the line strikes a barrier
checks. that is broken by the damage, the line
Note: Gnomes cast this spell at +1 Caster level. continues out to the full 60’.
5th Level
Abjuration Summon Monster V(PH p287) Illusion
Dispel Magic, Greater(PH p223)(PH3.5e)+ <Conj(sum)[variable alignment/element], VSF(bag, Dream(PH p225)
<Abj, VS, 1StdAct, Medium-range, no SR> candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> <Ill(phantasm)[mind], VS, 1Minute, Touch>
– Cancels magical spells and effects on a – Summons one or more creatures to fight the – The touched living subject gains the ability to
successful Dispel Check (max +20). This caster’s enemies. The creatures can attack on enter a target’s dream & deliver a one-way,
spell can be used in one of three ways: the caster’s initiative starting their first round. predetermined message of any length (i.e.,
a) Counterspell – Acts like a standard Table # Q&A). The target must be unambiguously
counterspell except it works against any Summon Monster V 1 identified by name or title & must be able to
spell, but a Dispel Check must be made. Summon Monster IV 1d3 dream. If the target is not asleep when the
b) Targeted Dispel – Each ongoing spell Summon Monster III (or lower) 1d4+1 spell is cast, the subject can either cancel the
effect on one target gets a separate Dispel Summon Undead V(PGF p114)(PGFe)+ spell –or– stay in a deep trance until the
Check. If successful, the spell effect is <Conj(sum)[evil], VSF(bag, candle, humanoid target does go to sleep.
bone)/DF, 1Round, Close-range, 1rnd/lvl>
ended (except for those caused by magic False Vision(PH p229)
– Summons one or more Undead to fight the
items, which are only suppressed for 1d4 <Ill(glamer), VSM(250gp jade dust), 1StdAct, Touch,
caster’s enemies. The Undead can attack on 1hr/lvl(D), no save, no SR>
rounds).
the caster’s initiative starting their first round. – If a Divination (scrying) spell is used within a
c) Area Dispel – Each target in a 20’ radius
Table # 40’ radius Emanation of the touched object,
Burst gets a Dispel Check against each
Summon Undead V 1 the Magical Sensor automatically sees &
spell in turn (highest caster level spell
Summon Undead IV 1d3 hears an illusion designated by the caster at
checked first) until one is dispelled or all
Summon Undead III (or lower) 1d4+1 casting time. By concentrating, the caster can
checks fail. Items are not effected.
No summoned Undead may have more Hit Dice make the image move within the area of
A caster does not need to make a Dispel Check
than (Caster level + 1). effect, otherwise it is static.
to end a spell he/she cast.
Telepathy Block(BoED p109) Enchantment Inescapable Swarm(DR333 p71)
<Abj, VS, 1StdAct, Close-range, 1rnd/lvl(D), no save, Heroism, Greater(PH p240) <Ill(figment), VSM(cobwebs), 1StdAct, Close-range,
no SR> <Ench(comp)[mind], VS, 1StdAct, Touch, 1min/lvl> Concentration up to 1rnd/lvl, WillDisbelief,
– All telepathic communicated, including – The touched creature gains a +4 Morale bonus SR applies>
telepathic speech, is blocked in a 80’ radius on attacks, saves, & skill checks, immunity to – Up to 1 creature per level in a 30’ area feel
Emanation from the target. If the spell is cast fear effects, and 1 per level (max +20) like it is being overrun with bugs and
on a creature or object, the effect moves with Temporary HP. becomes Shaken (WillNeg). If Shaken, the
the target. If cast on a point in space, the Mind Fog(PH p253) creature must also make a Fortitude save or
effect is immobile. <Ench(comp)[mind], VS, 1StdAct, Medium-range, become Nauseated.
Wall of Greater Dispel Magic(Und p63) 30min, WillNeg, SR applies> Mirage Arcana(PH p254)
<Abj, VS/DF, 1StdAct, Medium-range, 1min/lvl> – All targets who enter the 20’ radius by 20’ <Ill(glamer), VS, 1StdAct, Long-range, Concentration
– Creates an transparent wall whose area is one high Spread of light vapor receive a –10 + 1hr/lvl(D), WillDisbelief, no SR>
10’ square per level. Competence penalty to Will saving throws & – Makes one contiguous 20’ cube per level look,
When a creature passes through the wall, each Wisdom checks for as long as they remain in sound, & smell different, including changing
ongoing spell effect on the target gets a the fog & 2d6 rounds after leaving. If a or adding structures & equipment. Creatures
separate Dispel Check (max +20). If target makes its saving throw, it is immune to are not disguised, but are able to hide within
successful, the spell effect is ended (except this casting of the spell. mirage as if it were real (i.e., inside buildings
for those caused by magic items, which are The vapors do not provide Concealment. or behind bushes).
only suppressed for 1d4 rounds). The vapors can be dispersed by Moderate Wind Mislead(PH p255)
in 4 rounds & a Strong Wind in 1 round. <Ill(figment)(glamer), S, 1StdAct, Close-range,
The wall cannot be seen with See Invisibility,
Scyllan Scream(DR334 p75) Concentration + 3rnds, no SR>
but it can be detected with Detect Magic and
<Ench(comp)[mind][sonic], VS, 1StdAct, – Simultaneously, the caster becomes Invisible
True Seeing.
Instantaneous, WillNeg, SR applies> and an illusionary copy (sight, sound, smell,
Conjuration – All creatures within a 100’ radius Emanation & touch) of the caster appears within range
Cure Light Wounds, Mass(PH p216) around the caster are Panicked (if up to 4HD) (with the option of it appearing supper-
<Conj(heal), VS, 1StdAct, Close-range> or Shaken (if 5HD or higher) for 2d6 rounds. imposed on the caster). The illusionary copy
– Cures 1d8 +1/level damage (max +25) to will then do whatever it was programmed to
Song of Discord(PH p281)
one creature per level in a 30’ area with <Ench(comp)[mind][sonic], VS, 1StdAct, Medium- do at cast time, with no requirement that it
Positive Energy. range, 1rnd/lvl, WillNeg, SR applies> stays in range. A Will save is required to
Revenance(CDiv p178)(MoF p113) – All creatures within a 20’ radius Spread have a realize the copy isn’t the original.
<Conj(heal), VSM(500gp diamond dust)/DF, 50% chance each round of attacking the The caster stays Invisible even if he/she attacks,
1FullRound, Touch, 1min/lvl> nearest target, whether friend or foe. up to 1rnd/lvl(D).
– The touched ally that was killed within
Suggestion, Mass(PH p285)
1rnd/lvl is restored to life for the spell’s <Ench(comp)[mind][language], VM(snake tongue,
duration, and then dies again. The target does honeycomb/sweet oil), 1StdAct, Medium-range, up
not loose a level & is at ½ hp. Against the to 1hr/lvl, WillNeg, SR applies>
creature that killed it, the target receives a +1 – The caster gives 1 target per level in a 30’ area
Morale bonus on All Actions. The spirit 1 or 2 sentences of reasonable sounding
must be willing, cannot have died of old age, instructions. The instructions may contain a
have been killed by a ‘death effect’, or have trigger to activate them later or may activate
been an Undead, Construct, Elemental, or an immediately.
outsider. The body must be intact. At the end of the duration, the instructions
loose their power, triggered or otherwise.
6th Level
Abjuration Divination Scrying, Greater(PH p275)(PH3.5e)+
Empyreal Ecstasy(BoED p98) Analyze Dweomer(PH p197) <Div(scry), VS, 1Hour, 1hr/lvl, WillNeg, SR applies>
<Abj, VS/DF, 1Round, 30’ range, 1min/lvl(D), <Div, VSF(tiny lens made from ruby/sapphire and gold – Sends a Magical Sensor to watch & listen to a
WillNeg, SR applies> worth 1,500gp), 1StdAct, Close-range, 1rnd/lvl(D), target creature. This spell’s DC is adjusted
– One subject per level feels extremely good: no SR> by the caster’s knowledge and connection to
a) Any lingering pain effects are ended, – Each round as a Free Action, the caster may the target.
including those from Symbol of Pain, etc. learn the magical properties of one object or Knowledge DC
It does not dispel ongoing magical pain the spells on one person. An attended object None (must have a Connection) –10
effects. is allowed a Will save to resist, in which case Heard of the target –5
b) Becomes immune to new [mind] spells & it is immune to this spell for 24 hours. Met the target +0
effects (though any already in effect Target Person: All active spells on the target, Know the target well +5
remain); including the effect & its Caster level. Connection DC
c) Only takes ½ damage from melee & Target Object: How the magic item Likeness or picture +2
ranged attacks; functions, how to activate it, & the number Possession or garment +5
d) All skill checks receive a –4 penalty; of remaining charges. If it has active Lock of hair, bit of fingernail, etc. +10
e) Casting spells requires a Concentration spells on it, the caster knows their effects
If the spell is successful, the caster can see in a
check vs. DC 15. & Caster levels.
10’ radius around the target & the Sensor
Gate Seal(FR p70) Find the Path(PH p230) follows the target up to a rate of 150’.
<Abj, VSM(50gp silver), Close-range, Permanent> <Div, VSF(rune stones), 3Rounds, 10min/lvl>
If the spell is resisted, the caster may not
– The targeted Gate or Portal cannot no longer – The touched subject knows the shortest, most
attempt to scry on the target again for 1day.
be used unless this spell is dispelled. direct route to the specified location (not
Spells that improve the caster’s vision (such as
Conjuration objects or people).
Darkvision) apply when he/she is looking
The subject also knows what actions to take to
City Stride(RoD p234) through the Sensor. In addition, the caster
<Conj[teleport], VSM(chip of stone/brick from follow the path, such as the locations of trip
can use the following: Detect Chaos, Detect
destination city), 1 Round, Touch, Instantaneous> wires & the password to a Glyph of Warding.
Evil, Detect Good, Detect Law, Detect Magic,
– The caster (carrying Maximum load) & one It does not predict the actions of guardians.
Message, Read Magic, and Tongues.
willing Medium-size creature per three levels This spell will get a subject out of a Maze spell
in 1 round. Enchantment
(or the Creature Equivalent) are instantly
transported from one Small City (or larger) to Hindsight(CAdv p151) Charm Monster, Mass(PH p209)
<Div, VSM(1,000gp diamond), 1Hour, Personal, <Ench(charm)[mind], V, 1StdAct, Close-range,
another Small City (or larger) within 100 1day/lvl, WillNeg, SR applies>
miles per level. Instantaneous>
– The caster can see what occurred in the past – The caster causes one or more creatures to
The destination city must have been visited considers the caster its ally. Anything the
before by the caster, who must also have a within a 60’ radius Burst. The level of detail
is based on the amount of time covered casters says or does will be treated the same
piece of stone or brick from that location. way as if a close friend has done it.
The caster and those he/she brings along arrive (chosen as casting time):
Days – able to see 1 day back in time per The caster can target one creature of with any
at a random, safe place within the border of number of HD –or– (2 * Caster level) HD of
the city (but not within a building). Caster level. Gain a detailed knowledge of
people, conversations, and events in the creatures in a 30’ area.
Cure Moderate Wounds, Mass(PH p216) If the target is in a threatening situation when
<Conj(heal), VS, 1StdAct, Close-range> area of effect.
Weeks – able to see 1 week back in time per the spell is cast, it gets +5 on its save. Any
– Cures 2d8 +1/level damage (max +30) to threats from the caster or his/her allies after
one creature per level in a 30’ area with Caster level. Know conversations and
events that occurred, but not the exact the spell is in effect breaks the charm.
Positive Energy.
words or details; Dominate Person, Mass(DR312 p51)
Heroes’ Feast(PH p240) <Ench(comp)[mind], VS, 1Round, Close-range,
<Conj(create), VS/DF, 10Min, Close-range, 1hr> Years – able to see 1 year back in time per
1day/lvl, WillNeg, SR applies>
– Creates a banquet for 1 creature per level. Caster level. Remember noteworthy
– Telepathically control one or more
Each creature that spends the full hour eating events, such as deaths, battles, scenes of
Humanoids. If the caster & the target do not
is cured of all diseases, sickness, & nausea, great emotion, etc.;
share a language, control is limited. The
gains 1d8 + 1 per 2 levels (max +10) Centuries – able to see 1 century + 1 per four
caster knows what the target is experiencing
Temporary HP, and for the following 12 Caster levels after 1st (i.e., 4 centuries at
& as a Standard Action, can actually receive
hours is immune to poison, magical fear & 16th level & 5 centuries at 17th level) back
full sensory input from any one target.
gains a +1 Morale bonus to attacks & Will in time. Only the most remarkable events
The caster can either target one Humanoid of
saves. are noted, such as coronations, great
any number of HD –or– two or more
Summon Monster VI(PH p287) battles, etc.
Humanoids in the 30’ area whose total HD do
<Conj(sum)[variable alignment/element], VSF(bag, not exceed (2 * Caster level).
candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> The caster can change his/her orders with a
– Summons one or more creatures to fight the Move Action, though each target must be
caster’s enemies. The creatures can attack on commanded separately. Once the target has
the caster’s initiative starting their first round. instructions, he/she will continue trying to
Table # carry them out as long as the spell lasts,
Summon Monster VI 1 pausing only to sleep & eat as needed.
Summon Monster V 1d3 Actions against the target’s nature result in a
Summon Monster IV (or lower) 1d4+1 new save with a bonus of +4, and self-
destructive orders are ignored.
Once dominated, the caster & target can be any
distance from each other. Protection from
Evil, et. al., only Suppress this spell, not
Dispel it.
A Sense Motive check vs. DC 15 will show that
the target is under magic control.
Cat’s Grace, Mass(PH p208) Fox’s Cunning, Mass(PH p233) Protégé(CAdv p155)
<Trans, VSM(cat hair), 1StdAct, Close-range, <Trans, VSM(fox hair)/DF, 1StdAct, Close-range, <Trans, VS, 1FullRound, Touch, 1min/lvl(D)>
1min/lvl> 1min/lvl> – The touched subject temporarily gains the
– One subject per level in a 30’ area gains a – One subject per level in a 30’ area gains a +4 Bardic Music & Bardic Knowledge abilities
+4 Enhancement bonus to Dexterity. Enhancement bonus to Intelligence. equivalent to a Bard of ½ the caster’s Bard
Eagle’s Splendor, Mass(PH p225) Nixie’s Grace(DR314 p46) level. Also, the subject temporarily has ½ the
<Trans, VSM(eagle feather/dung)/DF, 1StdAct, Close- <Trans[water], VSF(nixie hair that was freely given to caster’s ranks in Perform if that is higher than
range, 1min/lvl> the caster), 1StdAct, Personal, 10min/lvl> the subject’s current number of ranks.
– One subject per level in a 30’ area gains a +4 – The caster gains some of the attributes of a
Enhancement bonus to Charisma. Nixie:
a) +4 Enhancement bonus to Charisma;
b) +2 Enhancement bonus to Dexterity;
c) +2 Enhancement bonus to Wisdom;
d) gain Damage Reduction 5 / cold iron;
e) Low-Light Vision;
f) can breath underwater; &
g) gain a Swim speed of 30’.
Spell Tables
Summon Monster
Creatures with Templates include the creature’s page first, followed by the template’s page.
List Constructed from the table on PH3.5 p287.
Summon Monster I
Celestial Badger [good] Celestial Porpoise [good] Fiendish Monstrous Spider, Small [evil]
(MM p268) & (MM p31) (MM p278) & (MM p31) (MM p288) & (MM p107)
Celestial Dog [good] Fiendish Dire Rat [evil] Fiendish Octopus [evil]
(MM p271) & (MM p31) (MM p64) & (MM p107) (MM p276) & (MM p107)
Celestial Giant Fire Beetle [good] Fiendish Hawk [evil] Fiendish Raven [evil]
(MM p285) & (MM p31) (MM p273) & (MM p107) (MM p278) & (MM p107)
Celestial Monkey [good] Fiendish Monstrous Centipede, Medium [evil] Fiendish Snake, Small Viper [evil]
(MM p276) & (MM p31) (MM p287) & (MM p107) (MM p279) & (MM p107)
Celestial Owl [good] Fiendish Monstrous Scorpion, Small [evil]
(MM p277) & (MM p31) (MM p287) & (MM p107)
Summon Monster II
Celestial Giant Bee [good] Devil, Lemure [evil][lawful] Fiendish Monstrous Scorpion, Medium [evil]
(MM p284) & (MM p31) (MM p57) (MM p287) & (MM p107)
Celestial Giant Bombardier Beetle [good] Fiendish Squid [evil] Fiendish Shark, Medium [evil]
(MM p284) & (MM p31) (MM p281) & (MM p107) (MM p279) & (MM p107)
Celestial Riding Dog [good] Fiendish Wolf [evil] Fiendish Monstrous Spider, Medium [evil]
(MM p272) & (MM p31) (MM p283) & (MM p107) (MM p288) & (MM p107)
Celestial Eagle [good] Fiendish Monstrous Centipede, Large [evil] Fiendish Snake, Medium Viper [evil]
(MM p272) & (MM p31) (MM p287) & (MM p107) (MM p279) & (MM p107)
Summon Monster IV
Archon, Lantern [good][lawful] Fiendish Monstrous Spider, Large [evil] Mephit, Ice [air][cold]
(MM p16) (MM p288) & (MM p107) (MM p182)
Celestial Giant Eagle [good] Fiendish Shark, Large [evil] Mephit, Magma [fire]
(MM p93) & (MM p31) (MM p279) & (MM p107) (MM p183)
Celestial Giant Owl [good] Fiendish Snake, Huge Viper [evil] Mephit, Ooze [water]
(MM p205) & (MM p31) (MM p279) & (MM p107) (MM p183)
Celestial Lion [good] Howler [evil][chaotic] Mephit, Salt [earth]
(MM p274) & (MM p31) (MM p154) (MM p184)
Elemental, Storm (small) [air] Mephit, Air [air] Mephit, Steam [fire]
(MM3 p48) (MM p181) (MM p184)
Fiendish Dire Wolf [evil] Mephit, Dust [air] Mephit, Water [water]
(MM p65) & (MM p107) (MM p181) (MM p184)
Fiendish Giant Praying Mantis [evil] Mephit, Earth [earth] Yeth Hound [evil]
(MM p285) & (MM p107) (MM p182) (MM p260)
Fiendish Giant Wasp [evil] Mephit, Fire [fire]
(MM p285) & (MM p107) (MM p182)
Summon Monster V
Achaierai [evil][lawful] Elemental, Air (med.) [air] Fiendish Dire Boar [evil]
(MM p9) (MM p95) (MM p63) & (MM p107)
Archon, Hound [good][lawful] Elemental, Earth (med.) [earth] Fiendish Dire Wolverine [evil]
(MM p16) (MM p98) (MM p66) & (MM p107)
Celestial Brown Bear [good] Elemental, Fire (med.) [fire] Fiendish Monstrous Scorpion, Large [evil]
(MM p269) & (MM p31) (MM p98) (MM p287) & (MM p107)
Celestial Giant Stag Beetle [good] Elemental, Water (med.) [water] Fiendish Shark, Huge [evil]
(MM p285) & (MM p31) (MM p98) (MM p279) & (MM p107)
Celestial Griffon [good] Fiendish Crocodile, Giant [evil] Fiendish Tiger [evil]
(MM p139) & (MM p31) (MM p271) & (MM p107) (MM p281) & (MM p107)
Celestial Sea Cat [good] Fiendish Deinonychus [evil] Shadow Mastiff
(MM p220) & (MM p31) (MM p60) & (MM p107) (MM p222)
Devil, Bearded [evil][lawful] Fiendish Dire Ape [evil]
(MM p52) (MM p62) & (MM p107)
Summon Monster VI
Celestial Dire Lion [good] Elemental, Air (large) [air] Fiendish Monstrous Centipede, Gargantuan [evil]
(MM p63) & (MM p31) (MM p95) (MM p287) & (MM p107)
Celestial Orca Whale [good] Elemental, Earth (large) [earth] Fiendish Monstrous Spider, Huge [evil]
(MM p283) & (MM p31) (MM p98) (MM p288) & (MM p107)
Celestial Polar Bear [good] Elemental, Fire (large) [fire] Fiendish Rhinoceros [evil]
(MM p269) & (MM p31) (MM p98) (MM p278) & (MM p107)
Chaos Beast [chaotic] Elemental, Storm (med.) [air] Fiendish Snake, Giant Constrictor [evil]
(MM p33) (MM3 p48) (MM p279) & (MM p107)
Devil, Chain [evil][lawful] Elemental, Water (large) [water] Janni
(MM p53) (MM p98) (MM p116)
Eladrin, Bralani [good][chaotic] Fiendish Elasmosaurus [evil] Xill[evil][lawful]
(MM p93) (MM p60) & (MM p107) (MM p259)
Summon Undead
Summon Undead I
Skeleton, Medium Zombie, Small
(MM p226) (MM p266)
Summon Undead II
Skeleton, Large Zombie, Medium
(MM p226) (MM p266)
Summon Undead IV
Allip Ghast Zombie, Huge
(MM p10) (MM p119) (MM p266)
Summon Undead V
Mummy Vampire Spawn
(MM p190) (MM p253)
Shadow Wight
(MM p221) (MM p255)
Glossary
Auras
Alignment Aura(PH p219)
Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc.
A ‘Lingering Aura’ is left behind by an aligned spell ending or the dead/destruction of an aligned creature or magic item. The time it lasts depends on the strength
of the original aura. The lingering aura itself is always a ‘Dim Aura’.
If a caster sees an ‘Overwhelming Aura’ that is opposite of his/her own alignment and the aura was generate by something with twice the HD / Class Level / Caster
level of the caster, the caster is Stunned for one round & the detection spell ends.
A ‘Lingering Aura’ is left behind by an spell ending or the destruction of a magic item. The time it lasts depends on the strength of the original aura. The lingering
aura itself is always a ‘Dim Aura’.
A ‘Lingering Aura’ is left behind by the destruction of an Undead. The time it lasts depends on the strength of the original aura. The lingering aura itself is always
a ‘Dim Aura’.
Ranges
Close-range – 25’ + 5’ per 2 levels.
Medium-range – 100’ + 10’ per level.
Long-range – 400’ + 40’ per level.
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Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions December 9, 2005
Levels of Concealment
Concealment(PH p152) Total Concealment(PH p152)
20% miss chance. Must guess at the correct hex. If the guess is
correct, then there is still a 50% miss chance.
Levels of Cover
Cover, Hard (such as walls) (PH p150) Cover, Soft (such as opponents) (PH p150)(PH3.5e)+ Full Cover (PH p150)
+4 Cover bonus to AC & +2 Cover bonus to +4 Cover bonus to AC against Ranged Attacks. Can’t be targeted
Reflex saves for spell’s whose point of origin Not subject to Attacks of Opportunity through
is on the other side of the cover. the cover
Not subject to Attacks of Opportunity through
the cover.
Level of Exhaustion
Fatigued(PH p308) Exhausted(PH p308)
Subject cannot move run or change and suffers a Subject can only move at ½ speed and suffers a
–2 penalty of Strength & Dexterity. Any –6 penalty of Strength & Dexterity.
action that would cause ‘Fatigue’ instead After one hour of complete rest, the subject
causes the subject to become Exhausted. becomes Fatigued.
After 8 hours of complete rest, fatigue is
removed.
Levels of Fear
(in order of severity) Shaken, Frightened, Panicked, Cowering
Shaken(PH p312) Frightened(PH p309) Panicked(PH p311) Cowering(PH p306)
Subject suffers a –2 penalty to Subject must flee from the source Subject drops anything in his/her Subject is paralyzed with fear and
attacks, skill checks, ability of the fear. hands & flees from the source cannot take any actions. –2
checks, & saving throws. If cornered, the subject can fight of the fear. penalty to AC & looses
with a –2 penalty to attacks, If cornered, the subject must use Dexterity modifier to AC.
skill checks, ability checks, & Total Defense. All skill
saving throws. checks, ability checks, &
saving throws have a –2
penalty.
Casting Times
Immediate Action(CArc p86) Swift Action(CArc p86) Standard Action(PH p138) Full Round Action(PH p139)
A Swift Action that can be used You may execute one Swift The default casting time for a A Full Round Action. Casting
when it is not your turn. It still Action each turn during your spell. time for many summoning
counts as your one Swift action. It takes as much time as spells.
Action of the coming turn. a Free Action.
You cannot use an Immediate Example: A spell with Feat:
Action when Flat-Footed. Quicken Spell applied to it.
Example: Feather Fall.
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Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions December 9, 2005
Other Definitions
All Actions Confused(PH p212) Energy Type
Attack Rolls, Saving Throws, Skill Checks, & Mental-effect causes the target acts randomly Acid, Cold, Electricity, Fire, or Sonic.
Ability Checks. each round that the spell is in effect: Entangled(PH p308)
Attitude Categories(PH p72) 01-10: Attack the caster. Subject receives a –2 penalty to attacks, a –4
See table on PH3.5 p72. 11-20: Act normally. penalty to effective Dexterity, & must make
Avert Gaze (i.e., try to avoid eye contact) (MM p309) 21-50: Do nothing. Concentration checks to cast spells. If the
51-70: Run away from the caster at top speed entanglement is ‘anchored’, the subject
Gain a 50% chance to avoid a gaze attack, but
cannot move, otherwise the subject can only
grant your opponent Concealment (20% miss 71-00: Attack the nearest creature (ignoring
move at ½ speed, but can’t run or charge.
chance). your familiar).
To remove the entangle usually requires a
Blind(PH p305) Cowering Strength or Escape Artist check whose DC is
Subject cannot see, has a 50% chance of missing See above designated by the effect.
outright in combat (assuming the correct hex Creature Equivalent Exhausted(PH p308)
was chosen), receives a –2 penalty on AC &
Some spells express the amount of load that can See above.
looses Dexterity modifier to AC, moves at ½
be carried and/or teleported as a number of
speed, suffers a –4 penalty on most Strength Fascinated(PH p308)
Medium-sized creatures.
& Dexterity skills. Subject stays still & quiet as long as the effect
a) the count does not include that caster;
Calling Diagram(PH p249) lasts. During this time, it receives a –4
b) each subject, including the caster, can penalty on Listen & Spot checks.
Created by making a Spellcraft roll vs. DC 20 carry Maximum Load;
and spending 10 minutes (it is possible to If potentially threatened, the subject receives a
‘Take 10’, but not ‘Take 20’). When a c) one Small-sized (or smaller) creature can new saving throw. Of obviously threatened,
Conj(call) spell is used with a Calling be substituted for one Medium-sized the fascination ends.
Diagram & Dimensional Anchor, the called creature;
An ally can “shake” a creature out of fascination
creature cannot leave the diagram either by d) larger creatures may be substituted as a Standard Action.
magic or mundane means. The captured according to the following table
Fast Healing N
creature also cannot use any of its abilities, 1 Large-size = 2 Medium-size
attacks, or even Spell Resistance to escape. Subject heals damage taken during the spell’s
1 Huge-size = 4 Medium-size duration at the rate of N hit points per round
The description of a Calling Diagram is 1 Gargantuan-size = 8 Medium-size & automatically Stabilizes. This spell does
contained in the spell Magic Circle against not heal starvation, thirst, or suffocation
1 Colossal-size = 16 Medium-size
Evil.
Crippled damage. Fast Healing effects do not stack.
Caster Check(PH p305)
Effectively has 0 hp, & can’t partake in Fatigued(PH p308)
Caster level + 1d20 vs. the indicated DC.
strenuous activity. See above.
Catch Fire
Dazed(PH p307) Frightened
Reflex save vs. DC 15 to avoid catching fire.
Subject can take no actions, but is able to defend See above.
Each round, the subject & its equipment take
itself normally & has not AC penalty. Held
1d6 fire damage. A new Reflex save vs. DC
15 is allowed each round to put the fire out. Dazzled(PH p307) Subject cannot move & is Helpless. Subject can
+4 bonus for rolling on the ground or having Sighted creatures receive a –1 penalty to attack still breath & think, though.
useful help. The fire goes out automatically rolls, Spot checks, & Search checks. Helpless(PH p309)
if the subject is doused with water, jumps in a <ability> Damage Subject is immobile & extremely vulnerable.
lake, etc.
Target looses an ability score which heals Dexterity is considered 0, so the subject’s AC
Cloud normally. is at –5. Melee attacks are at an additional
5’ of cloud provides Concealment, while 10’ or <ability> Drain +4. The subject is vulnerable to sneak attacks
more provides Full Concealment. & coup de graces.
Target looses an ability score which can only be
Dispersed by a Moderate Wind (11-20 mph) in healed with magic. Incorporeal(PH p309)
four rounds or by a Strong Wing (21+ mph) The subject does not have a solid body & is
in one round. Deafened(PH p307)
immune to non-magical attacks. Magic
Comatose(PH p228) Subject cannot hear, suffers a –4 Initiative weapons & spells can effect them with a 50%
penalty, can has a 20% chance of spell failure miss chance. Force effects always effect an
Target enters a catatonic coma & cannot be if the spell has verbal components.
awaken. Elves & Half-Elves are vulnerable incorporeal target. When attacking,
to this effect. Defenseless(PH p257) incorporeal creatures ignore Natural Armor
Helpless, plus always fail saving throws. bonuses & Armor bonuses (unless generated
Community Sizes(DMG p137) by a Force effect, such as Mage Armor).
Indicates the adult population. Non-adult Dismissible (D)(PH p176)
Dismissing a spell requires the caster to be Insignia(RoD p166)
population will be 10% – 40% more.
within spell range & use a verbal component. Focus for the spells Insignia of Alarm, Insignia
Thorp 20 – 80
If the original spell did not have a verbal of Blessing, Insignia of Healing, & Insignia
Hamlet 81 – 400 of Warding. Must have been crafted by the
component, a somatic component is used
Village 401 – 900 instead. Either act counts as a Standard spellcaster.
Small Town 901 – 2,000 Action that does not generate an Attack of Emblem of an organization, such as a Guild,
Large Town 2,001 – 5,000 Opportunity. Church, or Militia. The insignia may be an
Small City 5,001 – 12,000 Concentration spells can be dismissed as a Free amulet, badge, ring, etc., but each insignia of
Action on the caster’s action. a set must have a matching logo, crest, or
Large City 12,001 – 25,000
symbol and be worth at least 10gp.
Metropolis 25,001 or more Dispel Check(PH p307)
1d20 + Caster Level (max +N) vs. DC 11 +
target spell’s caster level. ‘N’ is determined
by spell.
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Glossary Page 25
Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions December 9, 2005
Appendix
Revision History
October 1, 2003 – Creation of the new D&D 3.5 Spell Index.
Contains Player’s Handbook 3.5.
March 12, 2004 – Added Complete Warrior & the Book of Exalted Deeds.
Added Dragon #309 – Dragon #313.
August 12, 2004 – Added Dragon #314.
Added Player’s Guide to Faerûn.
October 12, 2004 – Added Complete Divine.
November 12, 2004 – Added Eberron Campaign Setting.
Added Dragon #325.
Added Monster Manual 3. Change the abbreviation of Monster Manual v3.5 from “MM3.5” to “MM” to avoid confusion with “MM3”
April 1, 2005 – Added Complete Arcane.
Change the abbreviation of Player’s Handbook v3.5 from “PH3.5” to “PH”.
Change the abbreviation of Dungeonmaster’s Guide v3.5 from “DMG3.5” to “DMG”.
September 7, 2005 – Added Races of Eberron.
Added Complete Adventurer.
Added Dragon #330 – #335.
December 9, 2005 – Added Races of Stone, Races of Destiny, Races of the Wild, Unearthed Arcana, & Underdark
Added Dragon #336 – #338.
Made a seperate Assassin Spell List.
Key to Sourcebooks
Note: If a Key reference is followed by a “+”, then it is partially superseded the entry above it.
Appendix Page 26