Spells D&D 3.5

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Name Source Book Source clear Src Page Schl

Attract Fine Vermin SKR Tran


Candlelight GHW Evoc
Create Water SRD 215 Conj
Cure Minor Wounds SRD 216 Conj
Dawn SPC 59 Abj
Detect Crossroads MAG 88 Div
Detect Magic SRD 219 Div
Detect Poison SRD 219 Div
Flare SRD 232 Evoc
Groundsmoke Dragon 326 73 Tran
Guidance SRD 238 Div
Know Direction SRD 246 Div
Light SRD 248 Evoc
Mending SRD 253 Tran
Minor Energy Ward SKR Abj
Naturewatch MAG 110 Necr
Preserve Organ BV 101 Necr
Purify Food and Drink SRD 267 Tran
Ram's Might MAG 112 Tran
Read Magic SRD 269 Div
Resistance SRD 272 Abj
Silvered Weapon MChap 20020130 Tran
Vengeful Mount Dragon 326 74 Ench
Virtue SRD 298 Tran
Sub-school Descriptor Class Lvls

Light
Creation Water
Healing Positive

Light

Light

Compulsion Mind-Affecting
Adp APeace Arc Artificer Asn Beguiler Blg Blk Brd BVal ChamGwyn Clr
0 0
0 0 0
0 0 0 0
0 0 0 0
0
0 0
0 0 0 0 0 0 0
0 0 1 0 1 1 0
0 0 0
0
0 0 0 0
0 0
0 0 0 1 0 0
0 0 0 0 0
0 0
0
0 0
0 0 0 0
0
0 0 0 0 0 0 1 0
0 0 0 1 0
0 0 0
0
0 0 1 0
Corrupt Dem Drd Duskblade EmBarachiel Exalted Arcanist HB Hlr Hoard Holder
0
0
0 0
0 0
0
0
0 0 1 0 1
0 0
0 0
0
0
0
0 1 0
0 0
0
0
0
0 0
0
0 0 1 0 1
0
0
0
0
HotD Hrp Hth IOTDF KotC MH Pal PUG Rgr Sanctified Shu

1 0
0
1

0
1 1 0
0

0
0
0
0

0 1

0
1
1 1 0
1 0
1 1
1
1 0
Slayer of Domiel Sor/Wiz Vassal of Bahamut Wmg Wuj Domn Lvls Air Animal
0
0

0 0
0 0
0 0
0

0 0 0
0 0
0

0 0
0 0
0
0
Artifice Balance Bestial Blackwater Cavern Celerity Celestial Chaos Charm City
Cold Commerce Community Competition Corruption Courage Craft Creation

1
Darkness Death Deathbound Deathless Decay Demonic Destiny Destruction
Diabolic Domination Dragon Dream DrgBlw Drow Dwarf Earth Elf Endurance
Evil Exorcism Family Fate Feast Fey Fire Force Glory Gnome Good Greed
Halfling Hatred Healing Herald Hunger Illusion Inquisition Joy Knowledge Law
Liberation Life Luck Madness Magic Meditation Mental Metal Mind Moon
Mysticism Necro Nobility Ocean Oracle Orc Pact Pain Passion Pestilence
Planning Plant Pleasure Portal Portal (alt) Protection Purification Renewal Repose
Retribution Rune Sand SaveLife Scalykind Seafolk Shadow Sin-A Sin-E Sin-G
Sin-L Sin-P Sin-S Sin-W Sky Slime Spell Spider Storm Strength Suffering
Summer Summoner Sun Thirst Time Trade Transformation Travel Trickery
Truth Tyranny Undeath VDarkness War Warforged Water Watery Death Wealth
Weather Winter Wrath Components Casting Time
V, S 1 standard action
V, M/DF 1 standard action
V, S 1 standard action
V, S 1 standard action
V 1 swift action
V, S 1 standard action
V, S 1 standard action
V, S 1 standard action
V 1 standard action
V, S 1 standard action
V, S 1 standard action
V, S 1 standard action
V, M/DF 1 standard action
V, S 1 standard action
V, S 1 standard action
S 1 standard action
V, S, DF 10 minutes
V, S 1 standard action
V, S 1 standard action
V, S, F 1 standard action
V, S, M/DF 1 standard action
V, S, M 1 standard action
V, S, M 1 standard action
V, S, DF 1 standard action
Range Effect Type
Personal Target
Touch Target
Close (25 ft. + 5 ft./2 levels) Effect
Touch Target
15 ft. Target
60 ft. or 1 mile; see text Area
60 ft. Area
Close (25 ft. + 5 ft./2 levels) Target or Area
Close (25 ft. + 5 ft./2 levels) Effect
5 ft. Target
Touch Target
Personal Target
Touch Target
10 ft. Target
Touch Target
Close (25 ft. + 5 ft./2 levels) Target
Touch Effect
10 ft. Target
Personal Target
Personal Target
Touch Target
Touch Target
Close (25 ft. + 5 ft./2 levels) Target
Touch Target
Effect
You
Object touched
Up to 2 gallons of water/level
Creature touched
All creatures in a 15-ft.-radius burst centered on you
Quarter circle emanating from you to the extreme of the range
Cone-shaped emanation
One creature, one object, or a 5-ft. cube
Burst of light
One fire no larger than 5 square feet.
Creature touched
You
Object touched
One object of up to 1 lb.
Creature touched
Quarter circle emanating from you to the extreme of the range
One organ
1 cu. ft./level of contaminated food and water
You
You
Creature touched
One weapon or projectile
One animal
Creature touched
Duration
1 min.
1 hour/level
Instantaneous
Instantaneous
Instantaneous
Concentration, up to 10 min./level (D)
Concentration, up to 1 min./level (D)
Instantaneous
Instantaneous
8 hours
1 minute or until discharged
Instantaneous
10 min./level (D)
Instantaneous
1 min.
10 min./level
1 day
Instantaneous
1 min./level
10 min./level
1 min.
1 round/level
Instantaneous
1 min.
Saving Throw
None (harmless)
None
None
Will half(harmless); see text
Fortitude negates (harmless)
None
None
None
Fortitude negates
None
Will negates (harmless)

None
Will negates (harmless, object)
None (harmless)
None
Fortitude negates (harmless)
Will negates (object)

Will negates (harmless)


None
Will negates
Fortitude negates (harmless)
Resistance
Yes (harmless)
No
No
Yes (harmless); see text
Yes (harmless)
No
No
No
Yes
No
Yes

No
Yes (harmless, object)
Yes (harmless)
No
Yes
Yes (object)

Yes (harmless)
No
Yes
Yes (harmless)
Short Description
Attract a normal vermin to you.
Cast a 5-foot radius light from the point touched.
Creates 2 gallons/level of pure water.
Cures 1 point of damage.
Swift, Awaken sleeping and unconscious creatures.
Detect fey crossroads within 60 ft.
Detects spells and magic items within 60 ft.
Detects poison in one creature or object.
Dazzles one creature (-1 on attack rolls).
Prevents smoke from rising from a small fire.
+1 on one attack roll, saving throw, or skill check.
You discern north.
Object shines like a torch.
Makes minor repairs on an object.
Grant 5 points of energy resistance.
As deathwatch, but only for animals and plants.
Protects one detached organ from decay for 24 hours.
Purifies 1 cu. ft./level of food or water.
Your hands become harder and your unarmed attacks inflict normal damage.
Read scrolls and spellbooks.
Subject gains +1 on saving throws.
Transforms a single weapon or projectile into a silvered weapon or silvered projectile
Makes an animal more difficult to ride or handle.
Subject gains 1 temporary hp.
Medium Description

Round 1: Detect presence of magic aura. 2: Number of auras and max power. 3: Power and location of each aura. School: Spel
Long Descripton
You give off a faint scent that is undetectable to humanoids but attractive to normal (not monstrous) vermin. 1d10 rounds afte

This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will ac
When laying your hand upon a living creature, you channel positive energy that cures 1 point of damage.[lf][lf]Since undead a

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. [l
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of po
This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled

This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll
You instantly know the direction of north from your current position. The spell is effective in any environment in which north e
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet
Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld br
You grant a creature limited protection against one type of energy (acid, cold, electricity, fire, sonic). When the spell absorbs 5

This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinki

By means of read magic, you can decipher magical inscriptions on objectsbooks, scrolls, weapons, and the likethat would othe
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.[lf][lf]Resista

The subject gains 1 temporary hit point.


nd will crawl or fly onto your hand if you extend it. The creature is not compelled to remain, is not under your control, and unless fed or ca

ects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 p
alf damage.

on of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the schoo
or to the Wisdom check.[lf][lf]The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet o

ernal reference point to help you keep track of direction.


the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.
bly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a mag
he other spells in the same manner as protection from energy and is superceded by protection from energy (if a character is protected by

effect on creatures of any type nor upon magic potions.[lf][lf]Note: Water weighs about 8 pounds per gallon. One cubic foot of water con

l is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of re
agical emanations may distort or conceal weaker auras. [lf]Aura Strength: An auras power depends on a spells functioning spell level or an

with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).[lf][lf]Read magic can be made permanent wi
ells functioning spell level or an items caster level. If an aura falls into more than one category, detect magic indicates the stronger of the t

ic can be made permanent with a permanency spell.


indicates the stronger of the two. [lf] Aura Power [lf]Spell or Object Faint Moderate Strong Overwhelming [lf]Functioning spell (
helming [lf]Functioning spell (spell level) 3rd or lower 4th - 6th 7th - 9th 10th+ (deity-level) [lf]Magic item (caster level) 5th or lower 6t
m (caster level) 5th or lower 6th - 11th 12th - 20th 21st+ (artifact) [lf]Lingering Aura: A magical aura lingers after its original source dissip
s after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed
ect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the
an a faint aura). How long the aura lingers at this dim level depends on its original power: [lf]Original Strength Duration of Lingering Aura
th Duration of Lingering Aura [lf]Faint 1d6 rounds [lf]Moderate 1d6 minutes [lf]Strong 1d6x10 minutes [lf]Overwhelming 1d6 days
[lf]Overwhelming 1d6 days [lf]Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell
mmoned, the conjuration spell registers. [lf]Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1
ll can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. [lf]Detect m
d or dirt blocks it. [lf]Detect magic can be made permanent with a permanency spell.
Abbreviation Source Name # of Spells Status Short Long
ATB Andrew Bay 18 Complete Short Long
BB Bastion of Broken Souls 2 Complete Short Long
BoEM The Book of Eldritch Might 55 Complete Short Long
BE Book of Exalted Deeds 121 Complete Short Long
BV Book of Vile Darkness 141 Complete Short Long
CC Complete Champion 18 Incomplete Short Long
Complete Adventurer Complete Adventurer 70 Complete Short Long
Complete Arcane Complete Arcane 148 Complete Short Long
Complete Divine Complete Divine 128 Complete Short Long
CR Champions of Ruin 36 Complete Short Long
CS Complete Scoundrel 28 Complete Short Long
CV Champions of Valor 15 Incomplete Short Long
CW Complete Warrior 8 Complete Short Long
Cypren Cypren 1 Complete Short Long
DA5 Dragon Annual #5 17 Complete Short Long
DotF Defenders of the Faith 51 Complete Short Long
Draconomicon Draconomicon 58 Complete Short Long
Dragon 314 Dragon Magazine #314 14 Complete Short Long
Dragon 322 Dragon Magazine #322 11 Complete Short Long
Dragon 323 Dragon Magazine #323 15 Complete Short Long
Dragon 324 Dragon Magazine #324 6 Complete Short Long
Dragon 325 Dragon Magazine #325 6 Complete Short Long
Dragon 326 Dragon Magazine #326 7 Complete Short Long
Dragon 328 Dragon Magazine #328 7 Complete Short Long
Dragon 331 Dragon Magazine #331 7 Complete Short Long
Dragon 333 Dragon Magazine #333 6 Complete Short Long
Dragon 334 Dragon Magazine #334 6 Complete Short Long
Dragon 335 Dragon Magazine #335 5 Complete Short Long
Dragon 336 Dragon Magazine #336 7 Complete Short Long
Dragon 339 Dragon Magazine #339 5 Incomplete Short Long
Drew Andrew Schenkelberg 2 Complete Short Long
Ebberon Eberron Campaign Setting 54 Complete Short Long
EH Explorer's Handbook 1 Complete Short Long
Far Corners of the World Far Corners of the World 36 Complete Short Long
FE Faiths of Eberron 5 Incomplete Short Long
FnP Faiths and Pantheons 2 Complete Short Long
FR Forgotten Realms Campaign Setting 38 Complete Short Long
Frostburn Frostburn 101 Complete Short Long
Ghostwalk Ghostwalk 18 Incomplete Short Long
Ghostwalk Web Ghostwalk Web Enhancement 5 Complete Short Long
HoB Heroes of Battle 23 Complete Short Long
HoH Heroes of Horror 12 Incomplete Short Long
LD Lords of Darkness 7 Incomplete Short Long
Libris Libris Mortis 57 Complete Short Long
Lords Lords of Madness 21 Complete Short Long
LostEmpiresOfFaerun Lost Empires of Faerun 23 Complete Short Long
MBF Magic Books of Faerun 24 Complete Short Long
MAG Magic of Faerun 237 Complete Short Long
Miniatures Miniatures Handbook 67 Complete Short Long
Mintipers Chapbook Mintiper's Chapbook 3 Complete Short Long
MMII Monster Manual II 1 Complete Short Long
MoE Magic of Eberron 45 Complete Short Long
MOI Magic of Incarnum 3 Incomplete Short Long
MotP Manual of the Planes 26 Complete Short Long
MotW Masters of the Wild 34 Incomplete Short Long
Necromancy Encyclopeadia Arcane: Necromancy 4 Incomplete Short Long
OA Oriental Adventures 76 Incomplete Short Long
PGtE Player's Guide to Eberron 4 Complete Short Long
PGtF Player's Guide to Faerun 60 Incomplete Short Long
PHBII Player's Handbook II 48 Incomplete Short Long
PLH Planar Handbook 73 Complete Short Long
Races of Stone Races of Stone 7 Complete Short Long
RE Races of Eberron 39 Complete Short Long
RoD Races of Destiny 28 Complete Short Long
RoF Races of Faerun 13 Complete Short Long
RotDrg Races of the Dragon 35 Complete Short Long
RotW Races of the Wild 9 Complete Short Long
SA Sandstorm 68 Complete Short Long
Savage Species Savage Species 59 Complete Short Long
SBG Stronghold Builder's Guidebook 2 Complete Short Long
seankreynolds.com SeanKReynolds.com 15 Complete Short Long
Sh Sharn: City of Towers 3 Incomplete Short Long
ShS Shining South 3 Incomplete Short Long
Silver March Web Silver Marches Web Enhancement 3 Complete Short Long
SK Serpent Kingdoms 14 Complete Short Long
Song and Silence Song and Silence 34 Complete Short Long
SPC Spell Compendium 692 Incomplete Short Long
Spellbook Archive Spellbook Archive 33 Complete Short Long
SPELLSandSPELLCRAFT Legend & Lairs: Spells & Spellcraft 5 Incomplete Short Long
SRD System Reference Document 625 Incomplete Short Long
STO Stormwrack 44 Complete Short Long
Tome and Blood Tome and Blood 56 Complete Short Long
Unapproachable East Unapproachable East 23 Complete Short Long
Underdark Underdark 45 Complete Short Long
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