Lv
| Spell |
School |
Comp |
CT |
Range |
Target |
Duration |
Save |
SR |
DC |
Source |
|
|
0 |
Acid Splash |
Conjuration (Creation) [Acid] |
V, S |
s.a. |
Close |
One missile of acid |
Instantaneous |
None |
No |
15 |
PHB |
0 |
Arcane Mark |
Universal |
V, S |
s.a. |
0 ft. |
One personal rune or mark, all of which must fit within 1 sq. ft. |
Permanent |
None |
No |
15 |
PHB |
0 |
Dancing Lights |
Evocation [Light] |
V, S |
s.a. |
Medium |
Up to 4 lights, all within 10-ft. radius |
1 minute (D) |
None |
No |
15 |
PHB |
0 |
Daze |
Enchantment (Compulsion) [Mind-Affecting] |
V, S, M |
s.a. |
Close |
One humanoid creature, 4 HD or less |
1 round |
Will negates |
Yes |
15 |
PHB |
0 |
Detect Poison |
Divination |
V, S |
s.a. |
Close |
One creature, one object, or a 5-ft. cube |
Instantaneous |
None |
No |
15 |
PHB |
0 |
Detect Magic |
Divination |
V, S |
s.a. |
60 ft. |
Cone-shaped emanation |
Concentration, up to 1 min./level (D) |
None |
No |
15 |
PHB |
0 |
Disrupt Undead |
Necromancy |
V, S |
s.a. |
Close |
Ray |
Instantaneous |
None |
Yes |
15 |
PHB |
0 |
Flare |
Evocation [Light] |
V |
s.a. |
Close |
Burst of Light |
Instantaneous |
Fortitude negates |
Yes |
15 |
PHB |
0 |
Ghost Sound |
Illusion |
V, S, M |
s.a. |
Close |
Illusory sounds |
1 round/level (D) |
Will disbelief (if interacted with) |
No |
15 |
PHB |
0 |
Light |
Evocation [Light] |
V, M/DF |
s.a. |
Touch |
Object touched |
10 min/level (D) |
None |
No |
15 |
PHB |
0 |
Mage Hand |
Transmutation |
V, S |
s.a. |
Close |
One nonmagical, unattended object weighing up to 5 lb. |
Concentration |
None |
No |
15 |
PHB |
0 |
Mending |
Transmutation |
V, S |
s.a. |
10 ft. |
One object of up to 1 lb. |
Instantaneous |
Will negates (h o) |
Yesh o |
15 |
PHB |
0 |
Message |
Transmutation |
V, S, F |
s.a. |
Medium |
One creature/level |
10 min./level |
None |
No |
15 |
PHB |
0 |
Open/Close |
Transmutation |
V, S, F |
s.a. |
Close |
Object weighing up to 30 lb. or portal that can be opened or closed |
Instantaneous |
Will negateso |
Yeso |
15 |
PHB |
0 |
Prestidigitation |
Universal |
V, S |
s.a. |
10 ft. |
See text |
1 hour |
See text |
No |
15 |
PHB |
0 |
Ray of Frost |
Evocation [Cold] |
V, S |
s.a. |
Close |
Ray |
Instantaneous |
None |
Yes |
15 |
PHB |
0 |
Read Magic |
Divination |
V, S, F |
s.a. |
Personal |
You |
10 min/level |
n/a |
n/a |
15 |
PHB |
0 |
Resistance |
Abjuration |
V, S, MD/F |
s.a. |
Touch |
Creature touched |
1 minute |
Will negates h |
Yesh |
15 |
PHB |
0 |
Touch of Fatigue |
Necromancy |
V, S, M |
s.a. |
Touch |
Creature touched |
1 round/level |
Fortitude negates |
Yes |
15 |
PHB |
|
|
1 |
Charm Person |
Enchantment (Charm) [Mind-Affecting] |
V, S |
s.a. |
Close |
One humanoid creature |
1 hour/level |
Will negates |
Yes |
16 |
PHB |
1 |
Enlarge Person |
Transmutation |
V, S, M |
1 round |
Close |
One humanoid creature |
1 min./level (D) |
Fortitude negates |
Yes |
16 |
PHB |
1 |
Horizikaul's Boom |
Universal |
V, S |
1 action |
Close |
One creature |
Instantaneous |
Will partial |
Yes |
16 |
Magic of Faerun, p. ? |
1 |
Mage Armor |
Conjuration (Creation) [Force] |
V, S, F |
s.a. |
Touch |
Creature Touched |
1 hour/level (D) |
Will negatesh |
No |
16 |
PHB |
1 |
Magic Missile |
Evocation [Force] |
V, S |
s.a. |
Medium |
Up to five creatures, no two of which can be more than 15 ft. apart |
Instantaneous |
None |
Yes |
16 |
PHB |
1 |
Ray of Enfeeblement |
Necromancy |
V, S |
s.a. |
Close |
Ray |
1 min/level |
None |
Yes |
16 |
PHB |
1 |
Repair Light Wounds |
Conjuration? |
V, S |
s.a. |
Touch |
Creature Touched |
Instantaneous |
Will half (harmless); see text |
Yes (harmless); see text |
16 |
Eberron |
1 |
Shield |
Abjuration [Force] |
V, S |
s.a. |
Personal |
You |
1 min./level (D) |
n/a |
n/a |
16 |
PHB |
1 |
Sleep |
Enchantment (Compulsion) [Mind-Affecting] |
V, S, M |
1 round |
Medium |
One or more living creatures within a 10-ft.-radius burst |
1 min/level |
Will negates |
Yes |
16 |
PHB |
|
|
2 |
Acid Arrow |
Conjuration (Creation) [Acid] |
V, S, M, F |
s.a. |
Long |
One arrow of acid |
1 round + 1 round per three levels |
None |
No |
17 |
PHB |
|
|
A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round. |
|
2 |
Bull's Strength |
Transmutation |
V, S, M |
s.a. |
Touch |
Creature touched |
1 min./level |
Will negatesh |
Yes |
17 |
PHB |
|
2 |
Cat's Grace |
Transmutation |
V, S, M |
s.a. |
Touch |
Creature touched |
1 min./level |
Will negatesh |
Yes |
17 |
PHB |
|
2 |
Darkvision |
Transmutation |
V, S, M |
s.a. |
Touch |
Creature touched |
1 hour/level |
Will negatesh |
Yesh |
17 |
PHB |
|
|
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.
Darkvision can be made permanent with a permanency spell. |
|
2 |
False Life |
Necromancy |
V, S, M |
s.a. |
Personal |
You |
1 hour/level |
|
|
17 |
PHB |
|
|
You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).
Material Component: A small amount of alcohol or distilled spirits, which you use to trace certain sigils on your body during casting. These sigils cannot be seen once the alcohol or spirits evaporate. |
|
2 |
Glitterdust |
Conjuration (Creation) |
V, S, M |
s.a. |
Medium |
10-ft.-radius spread |
1 round/level |
Will negates (blinding only) |
No |
17 |
PHB |
|
|
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Any creature covered by the dust takes a -40 penalty on Hide checks. |
|
2 |
Fox's Cunning |
Transmutation |
V, S, M |
s.a. |
Touch |
Creature touched |
1 min./level |
Will negatesh |
Yes |
17 |
PHB |
|
2 |
Invisibility |
Illusion (Glamer) |
V, S, M/DF |
s.a. |
Personal or Touch |
Instantaneous |
1 min./level (D) |
Will negatesh or Will negatesh o |
Yesh or Yesh o |
17 |
PHB |
|
2 |
Scorching Ray |
Evocation [Fire] |
V, S |
s.a. |
Close |
One or more rays |
Instantaneous |
None |
Yes |
17 |
PHB |
|
|
You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.
The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously. |
|
2 |
Repair Moderate Wounds |
Conjuration? |
V, S |
s.a. |
Touch |
Creature Touched |
Instantaneous |
Will half (harmless); see text |
Yes (harmless); see text |
17 |
Eberron |
2 |
Summon Monster II |
Conjuration (Summoning) [see text] |
V, S, F/DF |
1 round |
Close |
One or more summoned creatures |
1 round/level (D) |
None |
No |
17 |
PHB |
|
|
You can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. |
|
|
1st Level | 2nd Level |
Celestial dog | Celestial giant bee |
Celestial owl | Celestial giant bombardier beetle |
Celestial giant fire beetle | Celestial riding dog |
Celestial porpoise1 | Celestial eagle |
Celestial badger | Lemure (devil) |
Celestial monkey | Fiendish squid1 |
Fiendish dire rat | Fiendish wolf |
Fiendish raven | Fiendish monstrous centipede, Large |
Fiendish monstrous centipede, Medium | Fiendish monstrous scorpion, Medium |
Fiendish monstrous scorpion, Small | Fiendish shark, Medium1 |
Fiendish hawk | Fiendish monstrous spider, Medium |
Fiendish monstrous spider, Small | Fiendish snake, Medium viper |
Fiendish octopus1 |
Fiendish snake, Small viper |
1Aquatic environment only |
|
|
2 |
Spider Climb |
Transmutation |
V, S, M |
s.a. |
Touch |
Creature touched |
10 min./level |
Will negatesh |
Yesh |
17 |
PHB |
|
|
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing. |
|
2 |
Web |
Conjuration (Creation) |
V, S, M |
s.a. |
Medium |
Webs in a 20-ft. radius spread |
10 min./level (D) |
Reflex negates; see text |
No |
17 |
PHB |
|
|
Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won't cause you to become entangled.
Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can't move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.
The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.
|
|
|
3 |
Dispel Magic |
Abjuration |
V,S |
s.a. |
Medium |
One spellcaster, creature, or object; or a 20-ft.-radius burst |
Instantaneous |
None |
No |
18 |
|
|
You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell.
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell's caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the item's caster level. If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.
Area Dispel: When dispel magic is used in this way, the spell affects everything within a 30-foot radius.
For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature's magic items are not affected.
For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.
For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.
For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.
You may choose to automatically succeed on dispel checks against any spell that you have cast.
Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.
|
|
3 |
Fireball |
Evocation [Fire] |
V, S, M |
s.a. |
Long |
20-ft.-radius spread |
Instantaneous |
Reflex half |
Yes |
18 |
PHB |
|
3 |
Fly |
Transmutation |
V, S, F/DF |
s.a. |
Touch |
Creature touched |
1 min./level |
Will negatesh |
Yesh |
18 |
PHB |
|
3 |
Haste |
Transmutation |
V, S, M |
s.a. |
Close |
One creature/level, no two of which can be more than 30 ft. apart |
1 round/level |
Fortitude negatesh |
Yesh |
18 |
PHB |
|
|
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.
Multiple haste effects don't stack. Haste dispels and counters slow.
Material Component: A shaving of licorice root.
|
|
3 |
Protection from Energy |
Abjuration |
V, S, DF |
s.a. |
Touch |
Creature touched |
10 min./level or discharaged |
Fortitude negatesh |
Yesh |
18 |
PHB |
|
|
Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.
Note: Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.
|
|
3 |
Tongues |
Divination |
V, M/DF |
s.a. |
Touch |
Creature touched |
10 min./level |
Will negatesh |
No |
18 |
PHB |
|
|
Need to: pick two 4th level spells (for level up to 7th). |
|
4 |
Dimension Door |
Conjuration (Teleportation) |
V |
s.a. |
Long |
You & touched objects/creatures |
Instantaneous |
None and Will negateso |
No and Yeso |
19 |
PHB |
|
|
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired-whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails. |
|
4 |
Dimensional Anchor |
Abjuration |
V, S |
s.a. |
Medium |
Ray |
1 min./level (D) |
None |
Yeso |
19 |
PHB |
|
|
A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.
A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.
|
|
4 |
Evard's Black Tentacles |
Conjuration (Creation) |
V, S, M |
s.a. |
Medium |
|
1 round/level (D) |
None |
No |
19 |
PHB |
|
|
This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot-including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.
Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage.
Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.
Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren't grappling with the tentacles may move through the area at only half normal speed.
Material Component: A piece of tentacle from a giant octopus or a giant squid. |
|
4 |
Greater Invisibility |
Illusion (Glamer) |
V, S |
s.a. |
Personal or Touch |
Creature touched |
1 rd./level (D) |
Will negatesh |
Yesh or Yesh o |
19 |
PHB |
|
4 |
Polymorph |
Transmutation |
V, S, M |
s.a. |
Touch |
Willing living creature touches |
1 min./level (D) |
None |
No |
19 |
PHB |
|
|
This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can't have more Hit Dice than your caster level (or the subject's HD, whichever is lower), to a maximum of 15 HD at 15th level. You can't cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject's creature type and subtype (if any) change to match the new form.
Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.
The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.
Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.
|
|
4 |
Resilient Sphere |
Evocation [Force] |
V, S, M |
s.a. |
Close |
1-ft.-diameter/level sphere, centered around a creature |
1 min./level (D) |
Reflex negates |
Yes |
19 |
PHB |
|
|
A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally.
The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.
|
|
|
|
|
Close |
25 ft. + 5 ft./2 levels |
|
s.a. |
1 standard action |
|
|
Medium |
100 ft. + 10 ft./level |
|
h |
harmless |
|
|
Long |
400 ft. + 40 ft./level |
|
o |
object |
|
|
|