Spells D&D 3.5
Spells D&D 3.5
Spells D&D 3.5
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)
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
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
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