TEXT:  
   
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries  
   
   
  http://www.crystalkeep.com/d20 
   
  Collected by Chet Erez  (cerez@crystalkeep.com) 
   
  Report Suggestions or Errors at http://www.crystalkeep.com/forums/index.php 
   
   
  December 9, 2005 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cleric Spell List............................................2 
  0th Level ............................................................2 
  1st Level.............................................................3 
  2nd Level............................................................6 
  3rd Level ............................................................9 
  4th Level ..........................................................14 
  5th Level ..........................................................18 
  6th Level ..........................................................22 
  7th Level ..........................................................25 
  8th Level ..........................................................28 
  9th Level ..........................................................31 
  Spell Tables................................................33 
  Summon Monster............................................33 
  Summon Undead.............................................35 
  Hallow/Unhallow Table..................................36 
  Weapons of the Deity .....................................38 
  Glossary......................................................39 
  Auras...............................................................39 
  Ranges.............................................................39 
  Levels of Concealment ...................................40 
  Levels of Cover...............................................40 
  Level of Exhaustion....................................... 40 
  Levels of Fear ................................................ 40 
  Areas of Effect – Shape ................................. 40 
  Areas of Effect – Fill ..................................... 40 
  Casting Times ................................................ 40 
  Other Definitions ........................................... 41 
  Appendix....................................................43 
  Revision History ............................................ 43 
  Key to Sourcebooks....................................... 43 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 0th level 
   
  Page 2 
  Cleric Spell List 
   
  Wisdom-based Prepared Divine Spells  
   
  0th Level 
   
  Abjuration 
  Resistance(PH p272) 
  <Abj, VS/AM(cloth)/DF, 1StdAct, Touch, 1min> 
  – Subject gains +1 Resistance bonus on all saves. 
  Conjuration 
  Create Water(PH p215) 
  <Conj(creat), VS, 1StdAct, Close-range, Instantaneous> 
  – Creates 2 gallons/level of pure water. 
  Cure Minor Wounds(PH p216) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures 1 point of damage with Positive Energy. 
  Divination 
  Detect Magic(PH p219) 
  <Div, VS/DF, 1StdAct, Concentration up to 1min/lvl, 
  no save, no SR> 
  – The caster can see the Magic Aura of a spell 
  or item in a 60’ Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of magic. 
  2nd round – number of magic auras & the 
  strength of the most powerful aura.  If not 
  in line-of-sight, the caster only knows the 
  direction. 
  3rd round – strength & location of each aura.  
  If an aura is within line-of-sight, the caster 
  can identify its school with a Spellcraft 
  check vs. DC 15 + spell level. 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
  Detect Poison(PH p219) 
  <Div, VS/DF, 1StdAct, Close-range, Instantaneous, no 
  save, no SR> 
  – Determines if one creature, one object, or one 
  5’ cube is poisonous, has been poisoned, or 
  contains poison. 
   Identifying the type of poison requires a 
  Wisdom check vs. DC 20.  If the caster has 
  ranks in Craft(alchemy), he/she may also 
  make a check with that skill vs. DC 20. 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
  Guidance(PH p238) 
  <Div, VS, 1StdAct, Touch, until discharged up to 
  1min> 
  – Subject can designate one attack roll, saving 
  throw, or skill check on which to receive a  
  +1 Competence bonus, chosen before the roll. 
  Read Magic(PH p269) 
  <Div, VSF(prism), 1StdAct, Personal, 10min/lvl> 
  – Reads scrolls & spell books at 1 page per min. 
  Evocation 
  Light(PH p248) 
  <Evoc[light], VM(firefly)/DF, 1StdAct, 10min/lv(D)> 
  – Object touched gives off bright light in a 20’ 
  radius & dim light for another 20’. 
  This spell Counters and Dispels spells with the 
  [darkness] category of equal or lower level. 
  Illusion 
  Fleeting Fame(DR326 p73) 
  <Ill(glamer), VS, 1StdAct, Personal, until discharged 
  up to 1rnd/lvl> 
  – Receive a +2 bonus on the next Bluff, 
  Diplomacy, or Intimidate check. 
  Necromancy 
  Inflict Minor Wounds(PH p244) 
  <Necro[touch attack], VS, 1StdAct, Touch, WillNeg, 
  SR applies> 
   – Target takes 1hp of Negative Energy Damage. 
  Transmutation 
  Mending(PH p253)  
  <Trans, VS, 1StdAct, 10’ range, Instantaneous> 
  – Repairs one object of up to 1 pound. 
  Purify Food and Drink(PH p267) 
  <Trans, VS, 1StdAct, 10’ range, Instantaneous> 
  – Purifies 1 cubic foot of food/water per level. 
  Virtue(PH p298) 
  <Trans, VS/DF, 1StdAct, Touch, 1min> 
  – Touched subject gains 1 Temporary HP. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 1st level 
   
  Page 3 
  1st Level 
   
  Abjuration 
  Endure Elements(PH p226) 
  <Abj, VS, 1StdAct, Touch, 24hrs> 
  – Touched subject takes no harm (i.e., no 
  Fortitude saves) from being in heat up to 140 
  degrees Fahrenheit –and– cold down to –50. 
  Entropic Shield(PH p227) 
  <Abj, VS, 1StdAct, Personal, 1min/lvl(D)> 
  – Ranged attacks (including rays) that target the 
  caster have a 20% miss chance. 
  Faith Healing(MoF p93) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures 8 +1/level damage (max +5) to a 
  worshiper of the caster’s patron deity. 
  Hide from Undead(PH p241) 
  <Abj, S/DF, 1StdAct, Touch, 10min/lvl(D), WillNeg, 
  SR applies> 
  – One touched subject per level cannot be 
  perceived by Undead.  Only intelligent 
  Undead are allowed a Will save.  Effected 
  senses include Blindsense, Blindsight, Scent, 
  Tremorsense, Sight, Hearing, or Smell. 
   If any of the spell’s subject touches, attacks 
  (including with spells) or attempts to turn any 
  creature, the spell ends for all the subjects. 
  Protection from Chaos(PH p266) 
  <Abj[law], VSM(silver)/DF, Touch, 1min/lvl(D)> 
  – Subject gains the following: 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves against the 
  attacks & magic of Chaotic creatures; 
  b) Any mind control (such as Magic Jar, 
  Dominate Person, etc.) is Suppressed; &  
  c) Keeps non-Lawful Summoned creatures 1’ 
  away unless they make a Spell Resistance 
  check or the subject attacks. 
  Protection from Evil(PH p266) 
  <Abj[good], VSM(silver)/DF, Touch, 1min/lvl(D)> 
  – Subject gains the following: 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves against the 
  attacks & magic of Evil creatures; 
  b) Any mind control (such as Magic Jar, 
  Dominate Person, etc.) is Suppressed; &  
  c) Keeps non-Good Summoned creatures 1’ 
  away unless they make a Spell Resistance 
  check or the subject attacks. 
  Protection from Good(PH p266) 
  <Abj[evil], VSM(silver)/DF, Touch, 1min/lvl(D)> 
  – Subject gains the following: 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves against the 
  attacks & magic of Good creatures; 
  b) Any mind control (such as Magic Jar, 
  Dominate Person, etc.) is Suppressed; &  
  c) Keeps non-Evil Summoned creatures 1’ 
  away unless they make a Spell Resistance 
  check or the subject attacks. 
  Protection from Law(PH p266) 
  <Abj[chaos], VSM(silver)/DF, Touch, 1min/lvl(D)> 
  – Subject gains the following: 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves against the 
  attacks & magic of Lawful creatures; 
  b) Any mind control (such as Magic Jar, 
  Dominate Person, etc.) is Suppressed; &  
  c) Keeps non-Chaotic Summoned creatures 
  1’ away unless they make a Spell 
  Resistance check or the subject attacks. 
  Remove Fear(PH p271) 
  <Abj, VS, 1StdAct, Close-range, 10min> 
  – One subject + 1 per 4 levels within a 30’ area 
  gains a +4 Morale bonus on saves vs. fear. 
  This spell Counters & Dispels Cause Fear, and 
  Suppresses all other fear effects. 
  Resurgence(CDiv p177) 
  <Abj, VS/DF, 1StdAct, Touch, Instantaneous> 
  – The touched creature receives a new saving 
  throw against one ongoing spell, spell-like 
  ability, or supernatural ability affecting 
  him/her.  If the subject has more than one 
  ongoing effect, the caster chooses which one 
  the save applies to.   
   Only effects which allow a save can be targeted 
  by this spell. 
  Sanctuary(PH p274) 
  <Abj, VS/DF, 1StdAct, Touch, 1rnd/lvl, no SR> 
  – When an opponent attempt to target the 
  subject with a melee attack, ranged attack, or 
  a targeted spell (as opposed to an area-of –
  effect spell), the opponent must make a Will 
  save.  If successful, the opponent continues 
  its action.  On a failure, the opponent cannot 
  attack the subject & looses the action & 
  cannot attempt to attack the subject again for 
  the remainder of the duration. 
   If the subject attacks anyone, the spell ends. 
  Shield of Faith(PH p278) 
  <Abj, VSM(holy writings), 1StdAct, Touch, 1min/lvl> 
  – Touched subject is surrounded by a magical 
  aura that grants a Deflection bonus to AC of 
  2 +1 per six levels (max total bonus is +5). 
  Conjuration 
  Airbubble(DR314 p45) 
  <Conj(creat)[air], S, 1StdAct, Personal, 1min/lvl> 
  – Creates a globe of air around the caster’s head 
  while underwater (i.e., it is no protection 
  from Stinking Cloud, etc.).  
   Another creature can breath the air from this 
  globe, but the spell then ends on the caster’s 
  next round. 
  Cure Light Wounds(PH p215) 
  <Conj(heal), VS, 1StdAct, Touch, SR applies> 
  – Cures 1d8 +1/level damage (max +5) with 
  Positive Energy. 
  Obscuring Mist(PH p258) 
  <Conj(creat), VS, 1StdAct, 1min/lvl, no SR> 
  – Creates a 20’ radius Spread by 20’ high Cloud 
  of fog centered around the caster.   
  The cloud can be dispersed by Moderate Wind 
  in 4 rounds & a Strong Wind in 1 round.  
  Large amounts of fire, such as a Fireball, will 
  also disperse the cloud. 
  Summon Monster I(PH p285) 
  <Conj(sum)[variable alignment/element], VSF(bag, 
  candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one creature from the ‘Summon 
  Monster I’ Table to fight the caster’s enemy.  
  The creature can attack on the caster’s 
  initiative starting its first round. 
  Summon Undead I(PGF p114)(PGFe)+ 
  <Conj(sum)[evil], VSF(bag, candle, humanoid 
  bone)/DF, 1Round, Close-range, 1rnd/lvl> 
  – Summons one creature from the ‘Summon 
  Undead I’ Table to fight the caster’s enemy.  
  The creature can attack on the caster’s 
  initiative starting its first round. 
  No summoned Undead may have more Hit Dice 
  than (Caster level + 1). 
  Touch of Jorasco(RoE p190) 
  <Conj(heal), VS/DF, 1StdAct, Personal, until 
  discharged> 
  – The caster receives a ‘pool’ of 2hp per level 
  (max 10hp) of Positive Energy.  As a touch 
  attack (which does not provoke an Attack of 
  Opportunity), the caster may expend any 
  number of the hp for healing (or possibly 
  harming Undead) once the target is touched. 
   A new casting of this spell ends a previous 
  casting, even if all its hp have not been used. 
   Note:  This spell may only be cast by a Halfling. 
  Vigor, Lesser(CDiv p186)(DR324 p103)+ 
  <Conj(heal), VS, 1StdAct, Touch, 10rnd + 1rnd per 
  level (max 15rnds total)> 
  – Touched living creature gains Fast Healing 1. 
  Divination 
  Comprehend Languages(PH p212) 
  <Div, VSM(soot, salt)/DF, 1StdAct, Personal, 
  10min/lvl> 
  – Understands all spoken and written languages 
  of the person or object touched. 
  Detect Chaos(PH p218) 
  <Div, VS/DF, 1StdAct, Concentration up to 10min/lvl, 
  no save, no SR> 
  – The caster can see the Alignment Aura of  
  Chaotic creatures, spells, or objects in a 60’ 
  Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of evil. 
  2nd round – number of evil auras & the 
  strength of the most powerful aura.  If not 
  in line-of-sight, the caster only knows the 
  direction. 
  3rd round – strength & location of each aura. 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
   An “Overwhelming” aura may Stun a lawful-
  aligned caster for 1 round, ending the spell. 
  Detect Evil(PH p218) 
  <Div, VS/DF, 1StdAct, Concentration up to 10min/lvl, 
  no save, no SR> 
  – The caster can see the Alignment Aura of  
  Evil creatures, spells, or objects in a 60’ 
  Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of evil. 
  2nd round – number of evil auras & the 
  strength of the most powerful aura.  If not 
  in line-of-sight, the caster only knows the 
  direction. 
  3rd round – strength & location of each aura. 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
   An “Overwhelming” aura may Stun a good-
  aligned caster for 1 round, ending the spell. 
  Detect Good(PH p219) 
  <Div, VS/DF, 1StdAct, Concentration up to 10min/lvl, 
  no save, no SR> 
  – The caster can see the Alignment Aura of  
  Good creatures, spells, or objects in a 60’ 
  Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of evil. 
  2nd round – number of evil auras & the 
  strength of the most powerful aura.  If not 
  in line-of-sight, the caster only knows the 
  direction. 
  3rd round – strength & location of each aura. 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
   An “Overwhelming” aura may Stun an evil-
  aligned caster for 1 round, ending the spell. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 1st level 
   
  Page 4 
  Detect Law(PH p219) 
  <Div, VS/DF, 1StdAct, Concentration up to 10min/lvl, 
  no save, no SR> 
  – The caster can see the Alignment Aura of  
  Lawful creatures, spells, or objects in a 60’ 
  Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of evil. 
  2nd round – number of evil auras & the 
  strength of the most powerful aura.  If not 
  in line-of-sight, the caster only knows the 
  direction. 
  3rd round – strength & location of each aura. 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
   An “Overwhelming” aura may Stun a chaotic-
  aligned caster for 1 round, ending the spell. 
  Detect Undead(PH p220) 
  <Div, VS/DF, 1StdAct, Concentration up to 1min/lvl, 
  no save, no SR> 
  – The caster can see the Undead Aura of any 
  Undead in a 60’ Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of Undead. 
  2nd round – number of Undead auras & the 
  strength of the most powerful aura.  If not 
  in line-of-sight, the caster only knows the 
  direction. 
  3rd round – strength & location of each aura. 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
  Grave Strike(CAdv p150) 
  <Div[good], V/DF, 1 Swift Action, Personal, 1rnd> 
  – The caster treats Undead as if they were not 
  immune to Sneak Attacks, though all 
  requirements for Sneak Attacks still apply.  
   Note:  This spell does not give the caster the 
  ability to overcome Damage Reduction. 
  Omen of Peril(CDiv p171) (RoD p166) 
  <Div, VF(25gp marked sticks), 1Round, Personal, 
  Instantaneous> 
  – The caster gains a momentary vision which 
  vaguely indicates the level of danger he/she is 
  in for the next hour.  The chance of the vision 
  being correct is 70% + 1% per caster level 
  (max 90%), rolled secretly by the DM. 
   The three possible answers the caster will 
  receive are ‘Safety’, ‘Peril’, or ‘Great 
  Danger’.  If the success roll failed, the caster 
  will randomly get one of the two incorrect 
  answers. 
   The vision is specific to the religion of the 
  caster and does not provide additional 
  information. 
  Scholar’s Touch(RoD p167) 
  <Div, VSM(parchment, tinder)F(thin crystal disk), 
  1StdAct, Personal, Concentration up to 1 rnd/lvl> 
  – The caster can “read” one touched book per 
  round.  His/her understanding is the same as 
  if time had been spent doing a single reading.  
  If the caster does not know the language/code 
  the book is written in, this spell does not 
  translate it.  The spell does not help with 
  magic books and scrolls. 
  Vision of Glory(MoF p131) 
  <Div, VS/DF, 1StdAct, Touch, until discharged up to 
  1min> 
  – Target gains +1 Morale bonus on one saving 
  throw. 
  Enchantment 
  Bane(PH p203) 
  <Ench(comp)[mind][fear], VS/DF, 1StdAct, 1min/lvl, 
  WillNeg, SR applies> 
  – All enemies within 50’ radius Burst suffer a 
  –1 Morale penalty to attacks & –1 Morale 
  penalty on saves vs. fear. 
   This spell Counters and Dispels the spell Bless. 
  Bless(PH p205) 
  <Ench(comp)[mind], VS/DF, 1StdAct, 1min/lvl> 
  – All allies within a 50’ radius Burst gain a  
  +1 Morale bonus on attacks & +1 Morale 
  bonus on saves vs. fear. 
   This spell Counters and Dispels the spell Bane. 
  Command(PH p211) 
  <Ench(comp)[language][mind], V, 1StdAct, Close-
  range, 1rnd, WillNeg, SR applies> 
  – A living target obeys one of the following 
  one-word command on its turn for 1 round: 
  “Approach” – Moves (i.e., cannot attack, 
  etc.) quickly & directly towards the caster. 
  “Drop” – Drops the objects it is holding & 
  can’t pick them up until next round. 
  “Fall” – Goes Prone for one round, though 
  he/she can act normally (with the normal 
  penalties) while on the ground. 
  “Flee” – Moves (i.e., cannot attack, etc.) 
  quickly & directly away from the caster. 
  “Halt” – Take no actions, though he/she is 
  not considered Helpless. 
  Doom(PH p225) 
  <Ench(comp)[fear][mind], VS/DF, 1StdAct, Medium-
  range, 1min/lvl, WillNeg, SR applies> 
  – Target living creature becomes Shaken. 
  Ray of Hope(BoED p105) 
  <Ench(comp)[good][mind], VS, 1StdAct, Close-range, 
  1rnd/lvl> 
  – The living subject receives a +2 Morale bonus 
  on All Actions. 
   This spell Counters and Dispels Sorrow (from 
  the Book of Vile Darkness). 
  Vision of Heaven(BoED p111) 
  <Ench[mind], V, 1StdAct, Close-range, 1rnd, WillNeg, 
  SR applies> 
  – The Evil target receives a glimpse of Heaven, 
  causing it to become Dazed for 1 round. 
   The target has a –1 penalty on Will saves to 
  resist Redemption(BoED p28) for 24 hours. 
  Evocation 
  Divine Favor(PH p224) 
  <Evoc, VS/DF, 1StdAct, Personal, 1min> 
  – The caster gains a Luck bonus of +1 per 3 
  levels (min +1, max +6) to attacks & weapon 
  damage. 
  Ice Gauntlet(DR312 p65) 
  <Evoc[cold], V/DF, 1StdAct, Personal, 1min/lvl(D)> 
  – One of the caster’s hands is surrounded by a 
  spiked sphere of ice.  The caster may attack 
  with that hand as if he/she were wearing a  
  +1 Spiked Gauntlet that does standard 
  damage +1 point of Cold damage. 
   If the caster suffers any Fire damage, the Ice 
  Gauntlet melts & the spell ends. 
  Lantern Light(BoED p101) 
  <Evoc[good][light][ray], S, 1StdAct, Close-range, up 
  to 1rnd/lvl, no save, SR applies> 
  – One 1d6 damage ray may be fired each 
  round, up to one ray per two Caster levels. 
   Note:  The caster may not have engaged in 
  sexual intercourse for 24  hours before 
  casting this spell. 
  Nimbus of Light(CDiv p170) 
  <Evoc[light], VS/DF, 1StdAct, Personal, until 
  discharged up to 1min/lvl(D)> 
  – The caster is surrounded by radiance, which 
  gives of bright light in a 30’ radius and 
  shadowy light 30’ past that. 
   As a Move Action, the caster can concentrate 
  the light around his/her arm, after which the 
  caster can may a ranged touch attack at a 
  target within 30’ as a Standard Action.  If it 
  hits, the spell does 1d8 + 1 per round since 
  the spell was cast (max 1d8 + caster level). 
   Making the ranged attack ends the spell. 
  Illusion 
  Glimpse of Fear(DR333 p71) 
  <Ill(phantasm)[mind][fear], VS, 1StdAct, Close-range, 
  1rnd/lvl, WillNeg, SR applies> 
  – The target living creature that can see and is 
  vulnerable to fear becomes Shaken and 
  receive a –4 penalty vs. other [fear] effects 
  for the spell’s duration. 
  Necromancy 
  Cause Fear(PH p208) 
  <Necro[fear][mind], VS, 1StdAct, Close-range, Will½, 
  SR applies> 
  – One living target with up to 5HD is Frightened 
  for 1d4 rounds unless it makes its saving 
  throw.  On a successful save, the target is 
  Shaken for 1 round. 
   This spell Counters and Dispels Remove Fear. 
  Curse Water(PH p216) 
  <Necro[evil], VSM(25gp silver), 1Minute, Touch> 
  – Transforms 1 flask of water into Unholy Water. 
  Deathwatch(PH p217) 
  <Necro[evil], VS, 1StdAct, Close-range, 10min/lvl, no 
  save, no SR> 
  – The caster sees the level of health of all things 
  within a 30’ Cone-shaped Emanation.  
  Choices are ‘dead’, ‘Undead’, ‘fragile’ (3 or 
  less hp), ‘fighting off dead’ (4 or more hp), & 
  ‘object’. 
   This spell is not fooled by spells & abilities that 
  allow a creature to fake being dead. 
  Inflict Light Wounds(PH p244) 
  <Necro[touch attack], VS, 1StdAct, Touch, Will½, SR 
  applies> 
   – Target takes 1d8 + 1/lvl (max +5) Negative 
  Energy Damage. 
  Transmutation 
  Bless Water(PH p205) 
  <Trans[good], VSM(25gp silver), 1Minute, Touch> 
  – Transforms 1 flask of water into Holy Water. 
  Eyes of the Avoral(BoED p99) 
  <Trans, S, 1StdAct, Touch, 10min/lvl> 
  – Subject gains +8 Racial bonus on Spot checks. 
  Float(DR334 p74) 
  <Trans, VS, 1StdAct, Touch, 10min/lvl(D)> 
  – The caster may make one willing creature or a 
  touched object of up to 50 pounds + 100 
  pounds per level float: 
  a) gains a +5 bonus on Swim checks; 
  b) even if a Swim check is missed by more 
  than 5, the subject does not go underwater; 
  c) the target cannot swim underwater. 
  Magic Stone(PH p251) 
  <Trans, VS/DF, 1StdAct, Touch, until discharged up to 
  30min> 
  – Up to 3 pebbles gain a +1 Enhancement bonus 
  to attack & deal 1d6 +1 damage (double vs. 
  Undead).  Range increment is 20’. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 1st level 
   
  Page 5 
  Magic Weapon(PH p251) 
  <Trans, VSF(weapon)/DF, 1StdAct, Touch, 1min/lvl> 
  – Touched manufactured weapon gains a +1 
  Enhancement bonus to attack & damage. 
   A Monk’s Unarmed Strike can be the target of 
  this spell. 
  Snowshoes(DR312 p65) 
  <Trans, VS, 1StdAct, Touch, 1hr/lvl(D)> 
  – The touched subject receives these benefits: 
  a) Can walk on ice without a speed reduction; 
  b) +5 bonus on Balance checks ore Reflex 
  saves to walk on ice and/or snow & avoid 
  falling through it; 
  c) Does not leave trails any more noticeable 
  than ‘solid ground’ for purposes of 
  tracking. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 2nd level 
   
  Page 6 
  2nd Level 
   
  Abjuration  
  Aura against Flame(MoF p78) 
  <Abj, VS, 1StdAct, Personal, 1rnd/lvl> 
  – Ignore 12 fire damage/round.  If the aura 
  comes in contact with a fire that can do up to 
  12hp of fire damage/round, it is extinguished.  
  As a Standard Action, the caster may touch 
  an on-going magical fire (such as Wall of 
  Fire) or ready a “counter-spell” against 
  instantaneous magical fires (such as 
  Fireball).  In either case, make a Dispel 
  Check (max +10).  If successful, both the 
  magical fire & the Aura are dispelled;  
  otherwise both remain. 
  Dispel Ward(DR313 p90) 
  <Abj, VS, 1StdAct, Medium-range, no SR> 
  – Cancels Abjuration spells & effects placed on 
  objects and/or areas on a successful Dispel 
  Check (max +5).  This spell can be used in 
  one of two ways: 
  a) Targeted Dispel – Each ongoing 
  Abjuration spell effect on one target object 
  or area gets a separate Dispel Check.  If 
  successful, the spell effect is ended.   
  b) Area Dispel – Each Abjuration spell on an 
  object or area in a 20’ radius Burst gets a 
  Dispel Check against each spell in turn 
  (highest caster level spell checked first) 
  until one is dispelled or all checks fail. 
   A caster does not need to make a Dispel Check 
  to end a spell he/she cast. 
  Insignia of Alarm(RoD p166) 
  <Abj, VSF(insignia), 1StdAct, Long-range, 
  Instantaneous> 
  – Each creature wearing an Insignia that 
  matches the spell’s focus hears a chime in 
  his/her head.  It is loud enough to wake the 
  subject from sleep, but not enough to break 
  concentration. 
  Resist Energy(PH p272) 
  <Abj, VS/DF, 1StdAct, Touch, 10min/lvl> 
  – The touched subject & his/her equipment are 
  protected from one Energy Type.  Each attack 
  doing damage of that type has the hp of 
  damage reduced by the amount listed below. 
  Lvl 
   # 
  Lvl 
   # 
  Lvl 
   # 
  up to 6th 
  10 
  7th – 10th 20 
  11th + 
  30 
  Shield Other(PH p278) 
  <Abj, VSF(two 50gp platinum rings that must be worn 
  by caster & target), 1StdAct, Close-range, 
  1hr/lvl(D)> 
  – Target gains a +1 Deflection bonus to AC & a 
  +1 Resistance bonus to saves.  Half of all hit-
  point damage that the target takes is actually 
  taken by the caster.  The spell ends 
  immediately if target leaves Close-range. 
  Undetectable Alignment(PH p297) 
  <Abj, VS, 1StdAct, Close-range, 24hrs> 
  – The target creature or object cannot have its 
  alignment detected. 
  Conjuration 
  Cure Moderate Wounds(PH p216) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures 2d8 +1/level damage (max +10) with 
  Positive Energy. 
  Deific Vengeance(CDiv p161) 
  <Conj(sum), VS/DF, 1StdAct, Close-range, 
  Instantaneous, Will½, SR applies> 
  – A single target takes 1d6 per two levels (max 
  5d6), unless it is Undead, in which is takes 
  1d6 per level (max 10d6). 
  Delay Poison(PH p217) 
  <Conj(healing), VS/DF, 1StdAct, Touch, 1hr/lvl> 
  – Touched creature suppresses the effects of 
  current or new poisons in its body until the 
  spell ends. 
  Ease Pain(BoED p97) 
  <Conj(heal), S/DF, 1StdAct, Touch> 
  – The touched subject has any lingering pain 
  effects ended, including those from Symbol of 
  Pain, etc.  It does not dispel ongoing magical 
  pain effects. 
  Estanna’s Stew(BoED p99) 
  <Conj(heal), VSF(50gp engraved stew pot), 1Round> 
  – The held stew pot if filled with one serving 
  per two levels (max 5 servings) of healing 
  stew, which disappears after 1 hour.  Each 
  creature who consumes a serving (as a 
  Standard Action) is healed 1d6+1 hp.   
   An Undead within 10’ that is splashed with the 
  stew takes 1d6+1 Positive damage per 
  serving still in the pot (Will½, SR applies). 
  Remove Addiction(BoED p105) 
  <Conj(heal), VS, 1StdAct, Touch, Instantaneous> 
  – The touched subject is cured of all addictions. 
  Remove Paralysis(PH p271) 
  <Conj(heal), VS, 1StdAct, Close-range, Instantaneous> 
  – Helps frees up to 4 creatures in a 30’ area 
  from the effects of paralysis, being Held, or 
  the effects of a Slow spell.  Effect is based on 
  the number of subjects. 
  #  
  Effect 
   
   1  
  Paralysis automatically removed 
   2  
  new save with +4 Resistance bonus 
  3-4 new save with +2 Resistance bonus 
  Restoration, Lesser(PH p272) 
  <Conj(heal), VS, 3Rounds, Touch, Instantaneous> 
  – Touched creature has penalties on one ability 
  score removed -or- has 1d4 ability Damage 
  cured from one ability score. 
   Also, the subject has Fatigue removed or has 
  Exhaustion upgraded to Fatigue. 
   This spell cannot heal permanent ability Drain. 
  Summon Monster II(PH p286) 
  <Conj(sum)[variable alignment/element], VSF(bag, 
  candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Monster II 
  1 
  Summon Monster I 
  1d3 
  Summon Undead II(PGF p114)(PGFe)+ 
  <Conj(sum)[evil], VSF(bag, candle, humanoid 
  bone)/DF, 1Round, Close-range, 1rnd/lvl> 
  – Summons one or more Undead to fight the 
  caster’s enemies.  The Undead can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Undead II 
  1 
  Summon Undead I 
  1d3 
   No summoned Undead may have more Hit 
  Dice than (Caster level + 1). 
  Divination 
  Augury(PH p202) 
  <Div, VSF(25gp casting runes), 1Minute, Personal> 
  – Learn if an action to be taken in the next 30 
  minutes will result in “good results”, “bad 
  results”, “both”, or “nothing”.  Chance of 
  information is 70% + 1%/level (90% max), 
  with failure always resulting in “nothing”.  
  Repeated castings by the same person within 
  a 30 minute period always have the same 
  result 
  Divine Insight(CAdv p147) 
  <Div, VS/DF, 1StdAct, Personal, until discharged up to 
  1hr/lvl> 
  – As an Immediate Action, the caster may  
  receive an Insight bonus of (5 + Caster level) 
  (max +15) on any single skill check (before  
  the check is rolled).  This discharges the spell.  
   A creature may only have one Divine Insight in 
  effect at a time. 
  Find Traps(PH p230) 
  <Div, VS, 1StdAct, Personal, 1min/lvl> 
  – Caster can use the Search skill to locate traps 
  whose DC is 20 or higher.  The caster also 
  gains an Insight bonus on Search checks of  
  ½ Caster level (max +10). 
  Healing Lorecall(CAdv p151) 
  <Div, VSM(mint leaf), 1StdAct, Personal, 1min/lvl> 
  – When the caster casts healing spells while this 
  spell is in effect, the following bonuses apply: 
  a) the caster may use his/her ranks in Heal as 
  the caster level of healing spells; 
  b) if the caster has 5+ ranks in Heal, one of 
  the following conditions may be removed 
  from the target of a healing spell:  Dazed, 
  Dazzled, or Fatigued;  
  c) if the caster has 10+ ranks in Heal, one of 
  the following conditions may be removed 
  from the target of a healing spell:  
  Exhausted, Nauseated, or Sickened (or one 
  of the conditions listed above). 
  Status(PH p284) 
  <Div, VS, 1StdAct, Touch, 1hr/lvl> 
  – Monitors the position (distance & direction) 
  and condition (unharmed, wounded, disabled, 
  staggered, unconscious, dying, dead, etc.) of 
  one touched living subject per 3 levels at any 
  range. 
  Enchantment 
  Aid(PH p196) 
  <Ench(comp)[mind], VS/DF, 1StdAct, Touch, 
  1min/lvl> 
  – Touched subject gains a +1 Morale bonus to 
  attack & saving throws vs. fear and gains 
  Temporary HP equal to 1d8 + 1/lvl (max 
  1d8+10). 
  Calm Emotions(PH p207) 
  <Ench(comp)[mind], VS/DF, 1StdAct, Medium-range, 
  Concentration up to 1rnd/lvl, WillNeg, SR applies> 
  – Calms all creatures in a 20’ radius Spread.  
  Calmed creatures cannot attack, but are able 
  to defend themselves.  If a subject is attacked 
  or threatened, the spell is broken. 
   This spell Suppresses (but doesn’t negate) 
  Barbarian Rage, Bardic Music that Inspires 
  Courage, Fear effects, Confusion effects, and 
  any Morale bonuses. 
  Elation(BoED p98) 
  <Ench[mind], VS, 1StdAct, 1rnd/lvl> 
  – All allies within an 80’ radius Spread of the 
  caster become full of energy & joy: 
  a) +2 Morale bonus to Strength & Dexterity; 
  b) +5’ movement. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 2nd level 
   
  Page 7 
  Enthrall(PH p227) 
  <Ench(charm)[language][mind][sonic], VS, 1Round, 
  Medium-range, Concentration up to 1 hour plus 1d3 
  rounds, WillNeg, SR applies> 
  – The caster spends one round getting the 
  audience’s attention & becomes so interesting 
  that it gets the undivided attention of 
  everyone in the area of effect who doesn’t 
  save (including those who enter later).  Races 
  who hate the caster’s race gain a +4 bonus on 
  the save.  The audience’s attitude becomes 
  ‘Friendly’. 
   Targets who failed their save but who have 
  more than 5HD –or– a Wisdom score of at 
  least 16 remain aware of their surroundings & 
  have an attitude of ‘Indifferent’.  They 
  receive a new save if they observe something 
  they oppose. 
   When the performance ends (even if due to a 
  loss of Concentration), the audience will talk 
  among themselves, applaud, etc., for 1d3 
  more rounds.  If anyone in the audience is 
  attacked, the spell cancels immediately and 
  the audience will be upset.  
  One time during the spell, targets who have 
  made their save may try to “heckle” the caster 
  in order to end the spell early.   Make an 
  opposed Charisma check using the heckler 
  with the highest Charisma modifier as a base, 
  +2 per additional heckler who can make a 
  Charisma check of 10. 
  Hold Person(PH p241) 
  <Ench(comp)[mind], VSF(iron nail)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl(D), WillNeg(repeat), SR 
  applies> 
  – One Humanoid is Held.  He/she gets a new 
  Will save each round to end the spell. 
  Lastai’s Caress(BoED p102) 
  <Ench(comp)[good][mind][touch attack], VSM(peach 
  seed), 1StdAct, Touch, 1rnd/lvl, no save, SR applies> 
  – The caster must know the touched subject to 
  be Evil for this spell to take effect.  
   The caster has the option of having the target 
  Shaken for the spell’s duration, or to have a 
  random effect occur each round: 
  d4  
  Effect 
   
  d4 
  Effect  
  1  
  Cowering 
  3 
  Nauseated 
  2  
  Frightened 
  4 
  Shaken 
  Wave of Grief(CDiv p188) 
  <Ench[mind][evil], SM(tears), 1StdAct, Close-range, 
  1rnd/lvl, WillNeg, SR applies> 
  – All creatures within a Cone-shaped Burst 
  receive a –3 Moral penalty on All Actions. 
  Zone of Truth(PH p303) 
  <Ench(comp)[mind], VS/DF, Close-range,  
  1min/lvl, WillNeg, SR applies> 
  – Creatures in a 20’ radius Emanation that fail 
  their save cannot lie.  All subject know that 
  the zone is in effect & have the option of not 
  speaking or being evasive. 
  Evocation 
  Consecrate(PH p212) 
  <Evoc[good], VSM(holy water, 25gp of silver dust)DF, 
  1StdAct, Close-range, 2hrs/lvl, no SR> 
  – A 20’ radius Emanation is filled with Positive 
  Energy.  The following applies in the area: 
  a) All Charisma checks to Turn and  
  Destroy Undead gain a +3 Sacred bonus. 
  b) Undead cannot be created or summoned. 
  c) Undead in the area receive a –1 Sacred 
  penalty on attacks, damage, & saves. 
  If cast on an altar or other permanent fixture to 
  the caster’s deity, the Sacred bonuses & 
  penalties are doubled.  A caster cannot 
  consecrate an area with a permanent fixture 
  to another deity. 
   If cast in an area sacred to a different deity, the 
  area is cut off from its connection to that 
  deity and its power.  The area does not gain 
  the Undead effecting powers listed above. 
  This spell Counters & Dispels Desecrate. 
  Darkness(PH p216) 
  <Evoc[darkness], VM(bat fur, coal)/DF, 1StdAct, 
  Touch, 10min/lvl(D), no SR> 
  – Touched object radiates shadowy illumination 
  in a 20’ radius.  Creatures in the darkness 
  have Concealment (20% miss chance).  
  Darkvision cannot see through this spell. The 
  darkness may be blocked by putting the 
  object in a container. 
   This spell Counters and Dispels spells with the 
  [light] category of equal or lower level. 
  Desecrate(PH p218) 
  <Evoc[evil], VSM(unholy water, 25gp of silver 
  dust)DF, 1StdAct, Close-range, 2hrs/lvl> 
  – A 20’ radius Emanation is filled with Negative 
  Energy.  The following applies in the area: 
  a) Undead created or summoned gain +1hp 
  per HD. 
  b) Undead in the area receive a +1 Profane 
  bonus on attacks, damage, & saves. 
  c) All Charisma checks to Turn and  
  Destroy Undead gain a –3 Profane penalty. 
  If cast on an altar or other permanent fixture to 
  the caster’s deity, the Profane bonuses & 
  penalties are doubled and an Animate Dead 
  cast in the area can create (4 * Caster lvl) HD 
  of Undead.  A caster cannot desecrate an area 
  with a permanent fixture to another deity. 
   If cast in an area sacred to a different deity, the 
  area is cut off from its connection to that 
  deity and its power.  The area does not gain 
  the Undead effecting powers listed above. 
  This spell Counters & Dispels Consecrate. 
  Hand of Divinity(MoF p98)(MoFe)+ 
  <Evoc[variable alignment], VS/DF, Touch, 1min/lvl> 
  – Touched target who worships the same deity 
  as the caster -or- has the same alignment as 
  the caster gains a +2 bonus on all saving 
  throws.  If the deity is evil, the bonus is 
  Profane & this spell is [evil], otherwise, the 
  bonus is Sacred & this spell is [good]. 
  Shatter(PH p278) 
  <Evoc[sonic], VSM(chip of mica)/DF, 1StdAct, Close-
  range, SR applies> 
  – Sonic vibration destroy objects in 1 of 3 ways: 
  a) All non-magic glass, crystal, etc., in a 5’ 
  radius Burst that weigh less than 1 lb/lvl 
  are shattered.  An attended object gets a 
  Will save to negate.  Otherwise, no save. 
  b) A single solid object weighing up to 10 
  lbs/lvl can be shattered.  An attended 
  object gets a Will save to negate. 
  c) A targeted crystalline creature takes 1d6 
  Sonic damage per level (max 10d6), 
  Fortitude save for ½. 
  Sound Burst(PH p281) 
  <Evoc[sonic], VS/AF(musical instrument)/DF, 
  1StdAct, Close-range, Fort½, SR applies> 
  – All creatures in a 10’ radius Spread take 1d8 
  Sonic damage (no save) and those that can 
  hear are Stunned for 1 round (FortNeg). 
  Spiritual Weapon(PH p283) 
  <Evoc[force], VS/DF, 1StdAct, Medium-range, 
  1rnd/lvl(D), no save, SR applies> 
  – The caster summons a religiously appropriate 
  weapon out of Force that does 1d8 +1 per 
  three levels (max +5) damage.  The weapon 
  has the same threat range & critical multiplier 
  as the base weapon. 
   The weapon attacks a designated opponent with 
  the caster’s base attack bonus (including 
  multiple attacks if high enough level).  On the 
  first round and any round it changes targets, 
  the weapon only gets 1 attack.  The caster 
  must spend a Standard Action to change 
  targets, but otherwise does not have to 
  concentrate on the weapon. 
   The weapon must attack from the caster’s 
  direction, gets no flanking bonuses, cannot 
  give someone else a flanking bonus, & cannot 
  be damaged.  An opponent with Spell 
  Resistance receives one SR check the first 
  time attack by the spell. 
  Venomous Volley(DR330 p73)   
  <Evoc, VSF(living snake), 1StdAct, Instantaneous,  
  SR applies> 
  – Every creature within a 15’ Cone-shaped 
  Burst receives the following: 
  a) 1d6 damage per two Caster levels (max 
  5d6) (Ref½, SR applies); & 
  b) –4 penalties on Fortitude saving throws vs. 
  Poison for 1 minute per Caster level (no 
  save, SR applies). 
  Illusion 
  Phade’s Fearsome Aspect(DR333 p72) 
  <Ill(glamer), VS, 1StdAct, Touch, 1min/lvl, WillNeg,  
  SR applies> 
  – The touched creature’s face is covered with an 
  illusionary demonic face.  Anyone who 
  physically interacts with the illusion is 
  allowed a save to know it is not real. 
   Neither the caster nor the target are allowed to 
  choose the specifics of the face.  For purposes 
  of masking the target’s appearance, the spell 
  grants a +10 bonus on Disguise checks. 
   The target gains a +5 bonus on Intimidate 
  checks and may attempt a Demoralize a foe 
  as a Swift Action. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 2nd level 
   
  Page 8 
  Silence(PH p279) 
  <Ill(glamer), VS, 1StdAct, Long-range, 1min/lvl(D)> 
  – The caster creates a 20’ radius Emanation that 
  negates sound, including [sonic] & 
  [language] spells & effects. 
   This spell can be targeted on a creature, objects, 
  or a point in space.  If targeting an unwilling 
  creature or an object in its possession, it gets 
  a Will save to negate (SR applies).  If cast on 
  a point in space, the effect is immobile. 
  Necromancy 
  Death Knell(PH p217) 
  <Necro[death][evil][touch attack], VS, 1StdAct, 
  Touch, WillNeg, SR applies> 
  – If touched creature with –1 hp (or less) fails its 
  save, it dies and the caster gains +2 Strength, 
  1d8 Temporary HP, and +1 effective Caster 
  level for 10 min per HD of the target creature. 
  Gentle Repose(PH p234) 
  <Necro, VSM(salt, copper piece per eye)/DF, 1StdAct, 
  Touch, 1day/lvl> 
  – Prevents the touched corpse from rotting.  
  Time spells under the effect of this spell does 
  not count towards the time limit of the corpse 
  being brought back by Raise Dead, etc. 
  Inflict Moderate Wounds(PH p244) 
  <Necro[touch attack], VS, 1StdAct, Touch, Will½, SR 
  applies> 
   – Target takes 2d8 + 1/lvl (max +10) Negative 
  Energy Damage. 
  Transmutation 
  Align Weapon(PH p197) 
  <Trans[variable alignment], VS/DF, 1StdAct, Touch, 
  1min/lvl> 
  – A single manufactured weapon or 50 grouped 
  projectiles does [chaotic], [evil], [good], or 
  [lawful] damage for the spell’s duration.  This 
  only has a noticeable effect if used to attack 
  an opponent vulnerable to one of those types 
  of damage (i.e., a demon is vulnerable to 
  [good] and / or [lawful] damage). 
  Bear’s Endurance(PH p203) 
  <Trans, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – +4 Enhancement bonus to Constitution. 
  Brambles(CDiv p156) 
  <Trans, VSM(thorn), 1StdAct, Touch, 1rnd/lvl> 
  – Touched wooden Bludgeoning melee weapon 
  gains +1 Enhancement bonus to attack rolls 
  & +1 damage per level (max +10).  Its 
  damage is the better of Bludgeoning or 
  Piercing. 
  Body Blades(MoF p82) 
  <Trans, VS, 1StdAct, Personal, 1min/lvl> 
  – The caster’s body becomes covered with 
  spikes that do 1d6 (x2 on a critical) on a 
  successful grapple check or an unarmed 
  melee attack.  The caster also gains a +4 
  bonus on Escape Artist checks to escape from 
  rope, a net, etc.  If the caster is grappled, the 
  attacker takes 2hp damage. 
  Bull’s Strength(PH p207) 
  <Trans, VSM(bull hair)/DF, 1StdAct, Touch, 1min/lvl> 
  – +4 Enhancement bonus to Strength. 
  Curse of Ill Fortune(CDiv p160) (MoF p86)(MoFe)+ 
  <Trans, VS/DF, 1StdAct, Medium-range, 1min/lvl, 
  WillNeg> 
  – A living subject suffers a –3 penalty on All 
  Actions. 
  Eagle’s Splendor(PH p225) 
  <Trans, VSM(eagle feather/dung)/DF, 1StdAct, Touch, 
  1min/lvl> 
  – +4 Enhancement bonus to Charisma. 
  Iron Silence(CAdv p153) 
  <Trans, VS/DF, 1StdAct, Touch, 1hr/lvl(D)> 
  – One touched suite of armor per three levels 
  does not apply its Armor Check penalty to the 
  proficient wearer’s Hide and Move Silently 
  checks. 
  Make Whole(PH p252) 
  <Trans, VS, 1StdAct, Close-range> 
  – Repairs breaks in an object of up to 10 cubic 
  feet per lvl.  This spell cannot repair warping, 
  burning disintegration, melting, being ground 
  into powder, nor can it target Constructs. 
  Mark of the Outcast(Und p59) 
  <Necro, VS/DF, 1StdAct, Close-range, Permanent, 
  WillNeg, SR applies> 
  – The target’s face  is marred by a mark visible 
  to normal, low-light, and dark vision.  The 
  target receives a –5 Circumstance penalty on 
  Bluff and Diplomacy checks and a –2 penalty 
  to AC. 
   This spell cannot be dispelled.  It can only be 
  removed by Break Enchantment, Limited 
  Wish, Miracle, Remove Curse, or Wish. 
  Owl’s Wisdom(PH p259) 
  <Trans, VSM(owl feather)/DF, 1StdAct, Touch, 
  1min/lvl> 
  – +4 Enhancement bonus to Wisdom. 
  Stone Bones(MoF p123) 
  <Trans, VSF(tiny skull carved from stone), 1StdAct, 
  Touch, 10min/lvl> 
  – Touched corporeal Undead gains +3 Natural 
  Armor bonus due to a hardened skeleton. 
  Stone Fist(RoS p163) 
  <Trans, VS/DF, 1StdAct, Personal, 1rnd/lvl(D)> 
  – The caster’s fists turn stone-like, gaining the 
  following benefits: 
  a) treated as ‘armed’ for purposes of 
  generating Attacks of Opportunity; 
  b) does lethal Bludgeoning damage;  
  c) if Medium size, the caster’s fists do 2d6 
  damage (unless normal damage is higher) 
  (Small-sized casters do 1d8 damage); and 
  d) if the caster is a Dwarf or a Goliath, 
  his/her unarmed attacks are treated as 
  ‘Cold Iron’ for purposes of overcoming 
  damage reduction. 
  Stonemantle(DR314 p29)  
  <Trans[earth], VSM(powdered marble), 1StdAct, Close-
  range, 10min/lvl> 
  – One or more target objects within range gain 
  the resilience of stone (i.e., Hardness 8, 15 hp 
  per inch). The caster can effect 1 Tiny-sized 
  object per level or the Object Equivalence.  
  All effected object have a dull-gray tint for 
  the spell’s duration. 
  Unseen Crafter(RoE p191)  
  <Conj(creat), VS, 1StdAct, Close-range, 1day/lvl(D)> 
  – Creates invisible force that makes Craft 
  checks using the caster’s ranks in the 
  appropriate skill plus the caster’s Primary 
  Stat modifier.  The ‘crafter’ must be provided 
  with tools and raw materials.  The spell ends 
  when a single assigned task is completed. 
   Once instructed to repair a Warforged, the 
  ‘crafter’ receives a +10 bonus on its check. 
   If ordered, the crafter will “Take 10” or work 
  quickly (by increasing its DC by 10 – see the 
  Skills Index for details). 
   The crafter has a movement of 15’, but it must 
  stay in range. 
   The crafter cannot attack, nor can it be the 
  direct target of attacks, but if it takes 6hp of 
  damage from area-of-effect attacks, it is 
  dissipated. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 3rd level 
   
  Page 9 
  3rd Level 
   
  Abjuration 
  Cloak of Bravery(CWar p117) 
  <Abj[mind], VS, 1StdAct, 10min/lvl> 
  – The caster & all allies within a 60’ radius 
  Emanation gain a Morale bonus to saves vs. 
  Fear equal to the Caster level (max +10). 
  Dispel Magic(PH p223)(PH3.5e)+ 
  <Abj, VS, 1StdAct, Medium-range, no SR> 
  – Cancels magical spells and effects on a 
  successful Dispel Check (max +10).  This 
  spell can be used in one of three ways: 
  a) Counterspell – Acts like a standard 
  counterspell except it works against any 
  spell, but a Dispel Check must be made. 
  b) Targeted Dispel – Each ongoing spell 
  effect on one target gets a separate Dispel 
  Check.  If successful, the spell effect is 
  ended (except for those caused by magic 
  items, which are only suppressed for 1d4 
  rounds).   
  c) Area Dispel – Each target in a 20’ radius 
  Burst gets a Dispel Check against each 
  spell in turn (highest caster level spell 
  checked first) until one is dispelled or all 
  checks fail.  Items are not effected. 
   A caster does not need to make a Dispel Check 
  to end a spell he/she cast. 
  Glyph of Warding(PH p236) 
  <Abj, VSM(200gp diamond dust, incense), 10Minutes, 
  Touch, until discharged> 
  – Caster inscribes a one-use almost invisible 
  rune upon an object or area (up to 5 square 
  feet per level) which is set off when anyone 
  (visible or otherwise) touches or passes it.  
  The caster can set criteria which will keep the 
  glyph from discharging, such as a password, 
  the creature’s race or alignment, or even 
  religion (though the spell can be fooled by 
  Nondetection, Polymorph Self, etc.).  If 
  noticed, a Read Magic along with Spellcraft 
  check vs. DC 13 will identify the effect 
  contained by the glyph.  A glyph can either 
  a) inflict 1d8 per 2 levels (max 5d8) in a 5’ 
  radius of one energy type (acid, cold, 
  electricity, fire, or sonic) (Ref½) and SR 
  applies; or 
  b) store one harmful spell up to 3rd level. 
  Magic Circle against Chaos(PH p249) 
  <Abj[law], VSM(silver)/DF, Touch, 10min/lvl> 
  – All creatures within a 10’ radius Emanation 
  around the touched subject gain the following 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves against the 
  attacks & magic of Chaotic creatures; 
  b) Any mind control (such as Magic Jar, 
  Dominate Person, etc.) is Suppressed; &  
  c) Keeps non-Lawful Summoned creatures 3’ 
  away unless they make a Spell Resistance 
  check or the subject attacks. 
  -or-  
   <Abj[law], VSM(silver)/DF, 1day/lvl, SR applies> 
  – The caster casts this spell while drawing a 3’ 
  diameter circle with silver dust and then casts 
  a Conj(call) spell to call a non-Lawful 
  creature within 1 round.  The target is trapped 
  within the circle, though it is allowed one 
  Spell Resistance check per day to break the 
  spell.  The trapped creature cannot cross the 
  circle’s boundary or interfere with the circle 
  itself, but it can attack with spells & ranged 
  attacks, teleport away, etc., unless this spell is 
  augmented with Dimensional Anchor. 
  Magic Circle against Evil(PH p249) 
  <Abj[good], VSM(silver)/DF, Touch, 10min/lvl> 
  – All creatures within a 10’ radius Emanation 
  around the touched subject gain the following 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves against the 
  attacks & magic of Evil creatures; 
  b) Any mind control (such as Magic Jar, 
  Dominate Person, etc.) is Suppressed; &  
  c) Keeps non-Good Summoned creatures 3’ 
  away unless they make a Spell Resistance 
  check or the subject attacks. 
  -or-  
   <Abj[good], VSM(silver)/DF, 1day/lvl, SR applies> 
  – The caster casts this spell while drawing a 3’ 
  diameter circle with silver dust and then casts 
  a Conj(call) spell to call a non-Good creature 
  within 1 round.  The target is trapped within 
  the circle, though it is allowed one Spell 
  Resistance check per day to break the spell.  
  The trapped creature cannot cross the circle’s 
  boundary or interfere with the circle itself, 
  but it can attack with spells & ranged attacks, 
  teleport away, etc., unless this spell is 
  augmented with Dimensional Anchor. 
  Magic Circle against Good(PH p250) 
  <Abj[evil], VSM(silver)/DF, Touch, 10min/lvl> 
  – All creatures within a 10’ radius Emanation 
  around the touched subject gain the following 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves against the 
  attacks & magic of Good creatures; 
  b) Any mind control (such as Magic Jar, 
  Dominate Person, etc.) is Suppressed; &  
  c) Keeps non-Evil Summoned creatures 3’ 
  away unless they make a Spell Resistance 
  check or the subject attacks. 
  -or-  
   <Abj[evil], VSM(silver)/DF, 1day/lvl, SR applies> 
  – The caster casts this spell while drawing a 3’ 
  diameter circle with silver dust and then casts 
  a Conj(call) spell to call a non-Evil creature 
  within 1 round.  The target is trapped within 
  the circle, though it is allowed one Spell 
  Resistance check per day to break the spell.  
  The trapped creature cannot cross the circle’s 
  boundary or interfere with the circle itself, 
  but it can attack with spells & ranged attacks, 
  teleport away, etc., unless this spell is 
  augmented with Dimensional Anchor. 
  Magic Circle against Law(PH p250) 
  <Abj[chaos], VSM(silver)/DF, Touch, 10min/lvl> 
  – All creatures within a 10’ radius Emanation 
  around the touched subject gain the following 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves against the 
  attacks & magic of Lawful creatures; 
  b) Any mind control (such as Magic Jar, 
  Dominate Person, etc.) is Suppressed; &  
  c) Keeps non-Chaotic Summoned creatures 
  3’ away unless they make a Spell 
  Resistance check or the subject attacks. 
  -or-  
   <Abj[chaos], VSM(silver)/DF, 1day/lvl, SR applies> 
  – The caster casts this spell while drawing a 3’ 
  diameter circle with silver dust and then casts 
  a Conj(call) spell to call a non-Chaotic 
  creature within 1 round.  The target is trapped 
  within the circle, though it is allowed one 
  Spell Resistance check per day to break the 
  spell.  The trapped creature cannot cross the 
  circle’s boundary or interfere with the circle 
  itself, but it can attack with spells & ranged 
  attacks, teleport away, etc., unless this spell is 
  augmented with Dimensional Anchor. 
  Obscure Object(PH p258) 
  <Abj, VSM(chameleon skin)/DF, 1StdAct, Touch, 
  8hrs(D)> 
  – A touched object of up to 100 pounds per 
  level cannot be found with Divination (scry) 
  spells.  If a scrying is targeted nearby, the 
  subject cannot be seen. 
  Protection from Energy(PH p266) 
  <Abj, VS/DF, 1StdAct, Touch, until depleted up to 
  10min/lvl> 
  – Touched creature is immune to a total of 12 
  damage per level (max 120 hp) from one 
  Energy Type.  Once all the damage has been 
  taken, the spell ends.   
  Note:  This spell takes precedence over Resist 
  Energy.  Only when this spell is depleted will 
  Resist Energy be applied. 
  Remove Curse(PH p270) 
  <Abj, VS, 1StdAct, Touch> 
  – Touched person or object is freed from all 
  curses upon it, assuming the curse doesn’t 
  explicitly say that this spell is ineffective. 
   This spell Counters & Dispels Bestow Curse. 
  Resist Energy, Mass(CArc p120) 
  <Abj, VS/DF, 1StdAct, Close-range, 10min/lvl> 
  – The one subject (& his/her equipment) per 
  level within a 30’ area are protected from one 
  Energy Type.  Each attack doing damage of 
  that type has the hp of damage reduced by the 
  amount listed below. 
  Lvl 
   # 
  Lvl 
   # 
  Lvl 
   # 
  up to 6th 
  10 
  7th – 10th 20 
  11th + 
  30 
  Conjuration 
  Create Food and Water(PH p214) 
  <Conj(creat), VS, 10Minutes, Close-range> 
  – Creates enough simple food & water to feed 3 
  humans (or 1 horse) per level for 1 day (after 
  which the food goes bad). 
  Cure Serious Wounds(PH p216) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures 3d8 +1/level damage (max +15) with 
  Positive Energy. 
  Insignia of Healing(RoD p166) 
  <Conj(heal), VSF(insignia), 1StdAct, Long-range, 
  Instantaneous> 
  – Each creature wearing an Insignia that 
  matches the spell’s focus is cured 1d8 +1/lvl 
  (max 1d8+10) with Positive Energy. 
  Ring of Blades(CArc p121)(CArcErrata)+ 
  <Conj(creat), VSM(dagger), Personal, 1min/lvl> 
  – All hexes adjacent to the caster are filled with 
  moving metal blades that move with the 
  caster.  Anything within the blades area at the 
  end of the caster’s turn (starting the round the 
  spell was cast) takes 1d6 + 1 per level (max 
  1d6+10) damage. 
   The caster’s alignment determines the type of 
  metal of which the blades are composed: 
   
   
  Alignment 
  Material 
   
   
  Lawful 
  Cold Iron 
   
   
  Chaotic 
  Silver 
   
   
  Neutral 
  Steel 
  Refreshment(BoED p105) 
  <Conj(heal)[good], VS, 1StdAct> 
  – All creatures within a 20’ radius Burst of the 
  caster are healed of all non-lethal damage, 
  including damage cause by starvation, thirst, 
  environmental conditions, etc. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 3rd level 
   
  Page 10 
  Remedy Moderate Wounds(MoF p113)(MoFe)+ 
  <Conj(heal), VS, 1StdAct, Touch, 10rnd + 1rnd/lvl> 
  – The living subject gains Fast Healing 2. 
  Remove Blindness/Deafness(PH p270) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures either Blindness or Deafness in the 
  touched target (magical or otherwise).  This 
  spell will repair damaged eyes & ears, but 
  will not replace them if actually missing. 
  Remove Disease(PH p271) 
  <Conj(heal), VS, 1StdAct, Touch, Instantaneous> 
  – Cures all diseases affecting subject, as well as 
  parasites, Green Slime, etc. 
  Remove Nausea(BoED p105) 
  <Conj(heal), V/DF, 1StdAct, Touch, Instantaneous> 
  – The touched subject is no longer Nauseated or 
  Sickened. 
  Summon Monster III(PH p286) 
  <Conj(sum)[variable alignment/element], VSF(bag, 
  candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Monster III 
  1 
  Summon Monster II 
  1d3 
  Summon Monster I 
  1d4+1 
  Summon Undead III(PGF p114)(PGFe)+ 
  <Conj(sum)[evil], VSF(bag, candle, humanoid 
  bone)/DF, 1Round, Close-range, 1rnd/lvl> 
  – Summons one or more Undead to fight the 
  caster’s enemies.  The Undead can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Undead III 
  1 
  Summon Undead II 
  1d3 
  Summon Undead I 
  1d4+1 
  No summoned Undead may have more Hit Dice 
  than (Caster level + 1). 
  Updraft(DR314 p40) 
  <Conj(creat)[air], VSM(tiny propeller), 1Free-Action, 
  Personal, 1min/lvl(D)> 
  – The caster creates a column of upward moving 
  air beneath himself/herself.  On the first 
  round, the caster can move up 30’.  On the 
  subsequent rounds, the caster (as a Move 
  Action) has the option of moving up 30’ (to a 
  maximum of 90’), moving down 30’, or 
  moving horizontally up to 30’.  If the caster 
  chooses to move horizontally more than 10’, 
  he/she must make a Reflex save with a DC 
  equal to the feet moved at the end of the 
  Move Action.  Failure means the caster falls 
  off the column of air. 
   If the caster fall off, dismisses the spell, or has 
  it dispelled, he/she sinks at a rate of 60’ per 
  round and take no damage. 
   Attacking from the top of the column results in 
  a cumulative –1 penalty, up to a maximum of 
  –5.  A Full Round action can be use to 
  rebalance, decreasing the penalty back to –1. 
  Vigor(CDiv p186)(DR324 p103)+ 
  <Conj(heal), VS, 1StdAct, Touch, 10rnd + 1rnd per 
  level (max 25rnds total)> 
  – Touched living creature gains Fast Healing 2. 
  Vigor, Mass Lesser(CDiv p186)(DR324 p103)+ 
  <Conj(heal), VS, 1StdAct, 20’ range, 10rnd + 1rnd per 
  level (max 25rnds total)> 
  – One living creature per two Caster levels in a 
  30’ area gains Fast Healing 1. 
  Divination 
  Blessed Aim(CDiv p154) 
  <Div, VS, 1StdAct, Concentration> 
  – All allies within 60’ of the caster receive a +2 
  Morale bonus on ranged attacks. 
  Blessed Sight(BoED p92) 
  <Div, VS, 1StdAct, Personal, 1min/lvl(D)> 
  – The caster’s eyes glow white & he/she can see 
  the Alignment Aura of Evil creatures, spells, 
  or objects in a 120’ Cone-shaped Emanation.  
  Although similar to Detect Evil, this spell 
  does not require concentration & sees the 
  location & strengths of all auras within the 
  emanation on the first round. 
  This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
   An “Overwhelming” aura may Stun a Good-
  aligned caster for 1 round. 
  Chain of Eyes(CDiv p158) 
  <Div, VS, 1StdAct, Touch, 1hr/lvl, WillNeg, SR 
  applies> 
  – As a Free Action, the caster may choose to 
  look though the touched target’s eyes instead 
  of his/her own.  Note that the caster has no 
  control over the target.  Each time the target 
  touches another creature, the caster has the 
  option of moving the ‘sensor’ to the new 
  creature (thereby seeing through its eyes). 
  Detect Metal and Minerals(RoF p189) 
  <Div, VSM(10 lbs of sample metal / mineral), 1StdAct, 
  60’ range, Concentration up to 10min/lvl(D)> 
  – The caster locates metal or minerals within 
  60’ in a 90 degree arc, even through walls, 
  etc.  A 10 pound sample of the material must 
  be available, though as a Standard Action, the 
  caster can switch to a different sample (i.e., 
  scan for gold first, and then silver) as long as 
  Concentration is maintained.  A worked 
  sample (e.g., coins, weapons, etc.) can only 
  help in the detection of a worked target, and a 
  raw sample (e.g., iron ore) can only help in 
  the detection of an unworked target. 
   The information gained increases the more 
  rounds spent focusing: 
  1st rnd – detect presence or absence of the 
  target metal or mineral. 
  2nd rnd – approximate weight of the target 
  material that was detected. 
  3rd rnd – the distance & direction to the target 
  Locate Node(Und p58) 
  <Div[earth], VSF(pebble from an earth node)/DF, 
  1StdAct, 1min/lvl> 
  – The caster may detect the distance and 
  direction all Earth Nodes(Und p49) within  
  1 mile per level –or– the distance and 
  direction to a specific, previously visited 
  Earth Node within 2 miles per level. 
   This spell cannot detect Earth Nodes warded by 
  lead or the spell Node Lock. 
  Locate Object(PH p249) 
  <Div, VSF(forked twig)/DF, 1StdAct, Long-range, 
  1min/lvl, no save, no SR> 
  – Senses direction toward object (specific or 
  type) within range.  A unique object can only 
  be located if the caster has personally viewed 
  it (using a scrying spell does not count).  This 
  spell is blocked by lead. 
  Telepathic Bond, Lesser(CDiv p183) 
  <Div[mind], VS, 1StdAct, 10min/lvl> 
  – The caster becomes telepathically connected 
  to one willing creature within 30’ that has an 
  Intelligence of at least 6. 
   Once connected, the subjects can communicate 
  at any range & language is not an issue. 
  Vision of Fear(DR333 p73) 
  <Div, VS, 1 Full Round, 60’ range, Instantaneous, 
  WillNeg, SR applies> 
  – Learn either the ‘greatest’ or ‘most recent’ 
  fear (chosen at casting time) of the target 
  (who must be vulnerable to fear and have at 
  least a 3 Intelligence).  If the fear was the 
  result of magic, the caster knows this. 
   For 24 hours, the caster has a very clear image 
  of the ‘fear’, after which it becomes hazy.  
  The caster may use the image as follows: 
  Spell 
  within 24 hrs 
  after 24 hrs 
  Scry 
  First-Hand 
  Second-Hand 
  Teleport 
  Studied Carefully 
  Viewed Once 
  any [fear] –2 penalty on Will 
   n/a 
   “any [fear]” indicates the target’s penalty on 
  Will saves vs. the caster’s fear spells. 
  Enchantment 
  Heart’s Ease(BoED p100) 
  <Ench(comp)[mind], VS/DF, 1StdAct, Close-range, 
  Permanent> 
  – Once touched subject per level has ‘emotional 
  wounds’ healed: 
  a) ends Fear & Despair effects, including any 
  similar [mind] effects (but not (charm) or 
  (comp) effects); 
  b) Dispels Confusion and Insanity; 
  c) restores 2d4 Wisdom damage (but not 
  drain); 
  d) removes the lingering effects of torture; & 
  e) generally makes the subject feel good. 
  Insignia of Blessing(RoD p166) 
  <Ench(comp)[mind], VSF(insignia), 1StdAct, Long-
  range, 1min/lvl> 
  – Each creature wearing an Insignia that 
  matches the spell’s focus receives the 
  following: 
  a) hears a chime in his/her head.  It is loud 
  enough to wake the subject from sleep, but 
  not enough to break concentration; 
  b) receives a +1 Morale bonus on attack rolls 
  and saves vs. Fear effects. 
  Inspired Aim(BoED p101) 
  <Ench(comp)[mind][language], V, 1StdAct, 
  Concentration> 
  – All allies within a 40’ radius Emanation gains 
  a +2 Insight bonus on all ranged attacks. 
  Prayer(PH p264) 
  <Ench(comp)[mind], VS/DF, 1StdAct, 1rnd/lvl, no 
  save, SR applies>  
  – All allies within 40’ radius Burst of the caster 
  gain +1 Luck bonus on attacks, damage, 
  saves, & skill checks. 
    All enemies within 40’ radius Burst of the 
  caster suffer a –1 Luck penalty on attacks, 
  damage, saves, & skill checks. 
  Evocation 
  Continual Flame(PH p213) 
  <Evoc[light], VSM(50gp ruby dust), 1StdAct, Touch, 
  Permanent> 
  – Makes a permanent, heatless torch (30’ light). 
  Darkfire(MoF p86) (LoD p186) 
  <Evoc[fire][energy missile][touch attack], VS, 
  1StdAct, Personal, 1rnd/lvl(D)> 
  – An invisible flame appears in the caster’s 
  hand.  To darkvision, it appears as bright as a 
  torch (20’ of light).  It can be used as a touch 
  attack or an energy missile with a range of 
  120’.  The flame does 1d4 + 1 per 2 levels 
  (max +10) fire damage & can be used every 
  round. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 3rd level 
   
  Page 11 
  Daylight(PH p216) 
  <Evoc[light], VS, 1StdAct, Touch, 10min/lvl(D), no SR> 
  – Touched object gives off bright light in a 60’ 
  radius & dim light for another 60’.  The light 
  may be blocked by putting the object in a 
  container. 
   Treated as ‘sunlight’ for creatures who receive 
  penalties in those conditions, but is not real 
  sunlight so certain Undead are not destroyed. 
   This spell Suppresses Deeper Darkness and is 
  suppressed by it, leaving only the natural 
  illumination in the overlapping area. 
   This spell Counters and Dispels spells with the 
  [darkness] category of equal or lower level. 
  Deeper Darkness(PH p217) 
  <Evoc[darkness], VM(bat fur, coal)/DF, 1StdAct, 
  Touch, 1day/lvl(D), no SR> 
  – Touched object radiates shadowy illumination 
  in a 60’ radius.  Creatures in the darkness 
  have Concealment (20% miss chance).  
  Darkvision cannot see through this spell.  The 
  darkness may be blocked by putting the 
  object in a container. 
   This spell Counters and Dispels spells with the 
  [light] category of equal or lower level. 
   This spell Suppresses Daylight and is 
  suppressed by it, leaving only the natural 
  illumination in the overlapping area. 
  Flame of Faith(CDiv p166) 
  <Evoc, VSM(phosphorus), 1StdAct, Touch, 1rnd/lvl> 
  – Touched non-magical weapon gains the 
  ‘Flaming Burst’ ability, which causes it to do 
  +1d6 Fire damage.  On a critical hit, the 
  weapon does an extra +1d10 Fire damage if 
  x2, +2d10 if x3, etc. 
  Frostbite(DR312 p64) 
  <Evoc[cold], VS, 1StdAct, Close-range, Fort½, SR 
  applies> 
  – The target creature becomes extremely cold:  
  a) 1d6 per 2 levels lethal Cold damage (max 
  10d6) (no save); 
  b) 1d4 per 2 levels non-lethal Cold damage 
  (max 10d4) (FortNeg); 
  c) becomes Fatigued (FortNeg). 
  Furnace Within(RoE p185) 
  <Evoc[fire][mindset], VS/DF, 1StdAct, Instantaneous, 
  Ref½, SR applies> 
  – Everything within a 10’ radius Burst of the 
  casting Dwarf takes 1d8 per two levels (max 
  5d8) of Fire damage.  Everything within the 
  area of effect may also Catch Fire. 
   If any barrier within the area of effect is 
  destroyed by this spell, anything beyond that 
  barrier within the area of effect also takes fire 
  damage. 
   Mindset – While this spell is prepared, but not 
  yet cast, the caster’s natural attacks, unarmed 
  attacks, and melee attacks with metallic 
  weapons do +1hp of Fire damage. 
   Note:  This spell may only be cast by a Dwarf. 
  Handfire(MoF p98)(PGFe)+ 
  <Evoc[light][touch attack], VS, 1StdAct, until 
  discharged up to 1min/lvl> 
  – The caster’s hand glow like a candle and can 
  make one touch attack per level. 
  Target 
  Damage 
   
  Living Creatures 
  1d4 + 1/lvl (max +5) 
  Undead 
  1d6 + 1/lvl (max +5) 
  Constructs 
  — 
  Helping Hand(PH p239) 
  <Evoc, VS/DF, 1StdAct, 1hr/lvl, no save, no SR> 
  – A ghostly hand appears in front of the caster, 
  who describes a person (or creature) to it.  
  The hand then searches for a target matching 
  that description.  The distance the hand has to 
  travel determines how long its takes: 
  Distance Time 
   
  Distance Time 
   
  100’ 
  1 round 
  3 miles 
  2 hours 
  1,000’ 
  1 minute 
  4 miles 
  3 hours 
  1 mile 
  10 minutes 
  5 miles 
  4 hours 
  2 miles 
  1 hour 
  If not creature within 5 miles matches the 
  description, the hand returns to the caster, 
  gestures with an open hand to show it did not 
  find anyone, and the spell ends. 
   Once the hand locates the closest target 
  matching the description, it beckons for the 
  target to follow it, though the target is under 
  no compulsion to do so.  The hand remains 
  10’ in front of the target & matches its speed 
  (up to 240’).  Even if it is ignored, the hand 
  will not search for a second target. 
   The hand is Invisible to everyone except the 
  caster & the subject.  It can pass through 
  cracks, but not solid objects. 
  Ice Axe(DR312 p64) 
  <Evoc[cold], VSM(shard of ice or glass), 1StdAct, 
  1min/lvl(D), SR applies> 
  – A battleaxe-like shard of ice appears in the 
  caster’s hands, which he/she uses as a 
  proficient weapon.  The weapon does 1d8 
  Slashing damage plus 1d8 + (1 per 2 lvls) 
  Cold damage (max 1d8+10).  The axe is 
  considered magic, cannot be disarmed or 
  sundered.  The caster’s Strength modifier 
  does not apply to the attack or damage rolls. 
  Invisibility Purge(PH p245) 
  <Evoc, VS, 1StdAct, Personal, 1min/lvl(D), no SR> 
  – Invisibility within 5’ per level is Suppressed. 
  Irian’s Light(RoE p188) 
  <Evoc, VS/DF, 1StdAct, Medium-range, Instantaneous, 
  no save, SR applies> 
  – The caster generates up to 3 Rays of (3 rays at 
  11th, 2 rays at 7th, otherwise 1 ray) that deal 
  2d8 hp of Positive Energy to one or more 
  targets in a 30’ area. 
   Note:  Aerenal Elf cast this spell at +1 level. 
  Phantom Plow(LoD p187) 
  <Evoc[earth], VSM(dried corn), 1StdAct> 
  – “Plows” a straight furrow in raw earth that is 
  20’/lvl long by 1’ deep by 6” wide.  The 
  furrow is ended if it hits a wall, rock, etc., 
  that is more than 6” wide.  Anyone standing 
  in its path must make a Balance check to 
  avoid falling.  Underground creatures in the 
  spell’s path take 4d4 damage. 
  Searing Light(PH p275) 
  <Evoc[ray], VS, 1StdAct, Medium-range, no save, SR 
  applies> 
  – Deals divine damage based on target: 
  a) if an Undead vulnerable to sunlight, target 
  takes 1d8/lvl (max 10d8); 
  b) all other Undead take 1d6/lvl (max 10d6); 
  c) Constructs & inanimate objects take 
  1d6/2lvls (max 5d6); 
  d) all other targets take 1d8/2lvls (max 5d8). 
  Snake Shield(DR330 p72) 
  <Evoc, VSF(a living snake), 1StdAct, Personal, 
  1rnd/lvl(D)> 
  – The caster is surrounded by a cloud of ghostly 
  snakes.  Any creature that attempts a melee 
  attack on the caster is attacked by the 
  equivalent of the focus snake using it normal 
  bite attack, plus any special abilities, such as 
  poison, constriction, etc.  Note that the effect 
  will only grapple and constrict for one round 
  at a time, then will release. 
   Any number of attackers may be affected by 
  this spell, but each can only be attacked once 
  per round. 
  Tremor(DR314 p29)  
  <Evoc[earth], VS/DF, 1StdAct, Medium-range, 1rnd, no 
  SR> 
  – The ground in a 40’ radius Spread shakes for 
  one round.  All creatures in the area must 
  make a Reflex save or fall Prone & become 
  Stunned for 1 round.  Casters must make 
  Concentration checks vs. DC 15 + spell level, 
  and any skill check that generates an Attack 
  of Opportunity requires a Concentration 
  check vs. DC 15 or it will automatically fail.  
  Structures are not damaged by this spell. 
  Wind Wall(PH p302) 
  <Evoc[air], VSM(tiny fan, exotic feather)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl> 
  – An Invisible wall of air 2’ wide is created in 
  any continuous shape desired by the caster up 
  to 10’ long per level & 5’ high per level. 
   The wall is total protection from gases 
  (including some breath weapons), gaseous 
  forms, flying creatures up to Small-size, etc.  
  Arrows & bolts are blocked by the wall, & 
  other ranged weapons have a 30% miss 
  chance.  Large ranged weapons, such as a 
  giant’s boulders, are not effected. 
   The wall may be walked through normally. 
  Illusion 
  Dark Way(MoF p87) 
  <Ill(shadow)[force], VS/DF, 1StdAct, Close-range, 
  1rnd/lvl> 
  – Creates a bridge of force that is 2’ wide, 1” 
  thick, & 20’/lvl long.  The bridge must be 
  anchored to solid object at both ends & can 
  support 200 pounds per level.  Any excess 
  weight sinks through the bridge without 
  breaking it.  The caster gains a +5 
  Competence bonus on Balance checks while 
  on the bridge. 
  Misrepresent Alignment(RoE p188) 
  <Ill(glamer), VSF(25gp tiny, wavy mirror)/DF, 1StdAct, 
  Close-range, 1hr/lvl(D), WillNeg, SR applies> 
  – The target creature or object is assigned an 
  alignment by the caster, which can be 
  observed with Detect Evil, etc. 
  Screen of Heat(DR331 p73) 
  <Ill(glamer), VS/DF, 1StdAct, Medium-range, 
  1min/lvl, no save, no SR> 
  – Creates a curtain of visual distortion 1” thick 
  and up to 10’ long per level.  The curtain 
  does not damage and does not impede any 
  movement. 
   At casting time, the caster decides if the curtain 
  causes distortion on both sides or only one.  
  Looking through a distorted side results in 
  Concealment. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 3rd level 
   
  Page 12 
  Necromancy 
  Affliction(BoED p89) 
  <Necro[good], VS, 1StdAct, Touch, FortNeg, SR 
  applies> 
  – Infects touched Evil target with chosen 
  Affliction(BoED p34) which takes effect 
  without an incubation period. 
  Name 
  DC Base Damage 
  Depraved Decadence 
  18 
  1d4 Str 
  Eternal Torpor 
  14 
  1d6 Dex 
  Raging Desire 
  15 
  1d3 Con 
  Consuming Passion 
  17 
  1d4 Int 
  Haunting Conscience 
  16 
  1d4 Wis 
  Pride in Vain 
  20 
  1d6 Cha 
   The Base Damage has the target’s Charisma 
  modifier added to it.  If it is an Evil 
  Elemental or Evil Undead, it takes +1 damage  
  If it is an Evil Outsider or an Evil Cleric of an 
  Evil Deity, it takes +2 damage. 
  Animate Dead(PH p198) 
  <Necro[evil], VSM(25gp/HD black onyx), 1StdAct, 
  Touch> 
  – Permanently animates skeletons and/or 
  zombies from one or more touched corpses.  
  (2 * Caster level) HD of Undead may be 
  animated in one casting & a caster may only 
  have 4HD/lvl Undead under control (if 
  exceeded, caster chooses which are “freed”).  
  Undead controlled via Clerical “Rebuke / 
  Control” ability don’t count against this total 
  Bestow Curse(PH p203) 
  <Necro, VS, 1StdAct, Touch, Permanent, WillNeg, SR 
  applies> 
  – Touched subject is inflicted with one of the 
  following: 
  a) –6 on one ability (minimum 1);  
  b) –4 penalty on attacks, saves, and skill 
  checks; or 
  c) 50% chance of losing each action. 
   This spell is not effected by Dispel Magic.  It  
  can only be removed by Break Enchantment, 
  Limited Wish, Miracle, Remove Curse, or Wish. 
   This spell Counters the spell Remove Curse. 
  Blindness/Deafness(PH p206) 
  <Necro, V, 1StdAct, Medium-range, Permanent(D), 
  FortNeg, SR applies> 
  – Living subject become a) Blind; or b) Deaf. 
  Contagion(PH p213) 
  <Necro[evil][touch attack], VS, 1StdAct, Touch, 
  FortNeg, SR applies> 
  – Infects touched subject with chosen disease 
  which takes effect without an incubation 
  period. 
  Name 
  DC Dmg 
  Cackle Fever 
  16 
  1d6 Wis 
  Filth Fever 
  12 
  1d3 Dex & 1d3 Con 
  Mindfire 
  12 
  1d4 Int 
  Red Ache 
  15 
  1d6 Str 
  Shakes 
  13 
  1d8 Dex 
  Slimy Doom 
  14 
  1d4 Con 
  Blinding Sickness 16 
  1d4 Str & if the 
  victim takes 2+ Str dmg, must make an 
  additional save or go permanently Blind. 
  Delay Death(RoD p165) 
  <Necro, VS/DF, 1StdAct, Touch, 1rnd/lvl> 
  – The touched living creature cannot die from 
  hit-point loss while this spell is active.  If the 
  subject has less than –9 hit-points when the 
  spell ends, the subject die instantly. 
   The subject can still enter a Dying state by 
  being reduced to –1 or less hit-points. 
   This spell does not protect against death from 
  Ability Score Damage, Ability Score Drain, 
  Level Drain, Death Effects, or death due 
  bodily destruction (such as Disintegrate or 
  decapitation by a Vorpal weapon).  
  Handfang(LoD p187)(RoF p190) 
  <Necro[evil], VS, 1StdAct, Personal, 1rnd/lvl> 
  – A fanged mouth grows on the caster’s palm.  
  If the caster touches an opponent, it takes 1d8 
  damage (Ref½).  If the opponent fails its 
  saving throw, the caster may initiate a 
  Grapple as a Free Action without generating 
  an attack of opportunity.  If a hold is 
  established, the mouth can continue to bite 
  for 1d8 per round. 
  Inflict Serious Wounds(PH p244) 
  <Necro[touch attack], VS, 1StdAct, Touch, Will½, SR 
  applies> 
   – Target takes 3d8 + 1/lvl (max +15) Negative 
  Energy Damage. 
  Plague Carrier(RoF p190) 
  <Necro[touch attack], VS, 1StdAct, Touch, FortNeg> 
  – Infects touched subject with chosen disease 
  which takes effect after the incubation period.  
  During the incubation period, the target does 
  not present symptoms, but is transmitting the 
  disease to those who come in contact. 
   Disease choices are Blinding Sickness, Cackle 
  Fever, Filth Fever, Mind Fire, Red Ache, The 
  Shakes, or Slimy Doom. 
  Skull Watch(PGF p111) 
  <Necro, VSF(humanoid skull), 1StdAct, Touch, until 
  discharged up to 1hr/lvl, no SR>  
  – The touched skull levitates 5’ off the ground 
  and faces a direction of the caster’s choice.  If 
  any living creature comes into an area 20’ 
  wide by 90’ long in front of the skull’s face, 
  the following happens: 
  a) The caster knows the skull was triggered; 
  b) The skull gives off a loud shriek that can 
  be heard within ¼ mile; 
  c) Everyone within 60’ of the skull becomes 
  Deaf for 1d6 rounds (FortNeg); 
  d) The spell then ends. 
   An untriggered skull can be moved from 
  ‘behind’, which does not trigger it. 
   The skull has AC12, Hardness 1, and 1hp/lvl.  
  Destroying the skull does not trigger it. 
  Speak with Dead(PH p281) 
  <Necro[language], VS/DF, 10Minutes, 10’ range, 
  1min/lvl, no SR> 
  – The caster may ask a mostly intact corpse one 
  question per two levels within the spell’s 
  duration.  If the corpse’s original alignment is 
  different from the caster’s, it gets a Will save 
  (equal to its Will save when it was alive) to 
  avoid answering.  The corpse only knows 
  what it did while it was alive & only speaks 
  languages it knew. 
   Any given corpse can only be targeted with this 
  spell once per week.  Corpses that have been 
  turned into Undead are immune. 
  Wrack(CDiv p190) 
  <Necro[evil], VS, 1StdAct, Close-range, 1rnd/lvl, 
  FortNeg, SR applies> 
  – Target humanoid is Blind and Helpless due to 
  pain for 1 round per level.  
   For the 3d10 minutes after the spell ends, the 
  target receives a –2 penalty on All Actions. 
  Transmutation 
  Amanuensis(MoF p77) 
  <Trans, VSM(paper, ink), 1StdAct, Close-range, 
  10min/lvl> 
  – Transcribes non-magical text to bank pages at 
  a rate of 250 words per minute.  Illustrations 
  & magical writing are not copied, leaving 
  blank areas into destination pages.  This spell 
  triggers writing-based magical traps. 
  Bladebane(UE p48) 
  <Trans, VSM(blood, 500gp ruby dust), 1StdAct, 
  Touch, 1rnd/lvl> 
  – The touched bladed weapon becomes more 
  effective against one type of creature (use the 
  Ranger List for categories).  Against a chosen 
  creature, the weapon gains +2 Enhancement 
  bonus that stacks with any base bonus, and an 
  extra +2d6 damage when it hits. 
  Blindsight(PGF p100)(Und p56) 
  <Trans, VS, 1StdAct, Touch, 1min/lvl> 
  – Touched subject gains the Blindsight quality, 
  allowing it to sense creatures within 30’ even 
  if they are Invisible or cloaked in darkness. 
  Briar Web(CDiv p156) 
  <Trans, VS/DF, 1StdAct, Long-range, 1min/lvl, 
  RefNeg, no SR> 
  – Plants Entangle everyone in 20’ radius Spread 
  who fails a Reflex save.  An entangled target 
  may spend a Full Round Action to gain a new 
  Reflex save to become unentangled (though 
  failing the save results in the target taking 
  2d6 Piercing damage).  
   An entangled target to takes any action except 
  trying to get free or holding still takes 2d6 
  Piercing damage each round. 
   Anyone not entangled may move at ½ speed 
  through the area of effect (taking no damage). 
   Plants provide Cover 5’, and Full Cover at 20’. 
  Burrow(Und p56) 
  <Trans, VS/AF(claw from burrowing creature)/DF, 
  1StdAct, Touch, 1min/lvl(D)> 
  – Touched subject gains claws that do 1d6 
  damage and are treated as an armed attack.  
   The subject gains a Burrow speed of 10’ 
  through earth, sand, clay, & gravel , but not 
  solid stone. 
  Circle Dance(MoF p84) 
  <Div, VS, 1Min, Personal> 
  – Indicates direction to known target & if that 
  person is unharmed, wounded, dying, etc. 
  Cold Fire(DR312 p62) 
  <Trans[cold], VS/DF, 1StdAct, Close-range, 
  1min/lvl(D)> 
  – Change a fire source (including magical fires) 
  up to a 20’ cube into ‘Cold Fire’, which is 
  blue & white and does Cold damage.   
  -or-   
  <Trans[cold], VS/DF, 1StdAct, Close-range, 
  Instantaneous, Fort½, SR applies> 
  – The targeted creature with either the ‘Fire’ 
  subtype or Cold Vulnerability takes 1d6 
  damage per two levels (max 5d6). 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 3rd level 
   
  Page 13 
  Energize Potion(BoED p98) 
  <Trans, VSM(a magic potion), 1StdAct, Ref½, SR 
  applies> 
  – A touched magical potion can be launched to a 
  spot within Close-range, where it explodes in 
  a 10’ radius Burst, doing 1d6 damage per 
  Spell level of the potion.  The damage is of 
  an Energy Type designated at casting time. 
  Humanoid Essence, Lesser(RoE p187) 
  <Trans, VS, 1StdAct, Touch, 1min/lvl> 
  – The touched Construct (including a Living 
  Construct) gains the following benefits: 
  a) gains full benefit from Conjuration(heal) 
  spells. 
  This spell Counters and Dispels Lesser 
  Construct Essence. 
  This spell is negated if cast upon a target  under 
  the effect of Construct Essence or Greater 
  Construct Essence. 
  Magic Vestment(PH p251) 
  <Trans, VS/DF, 1StdAct, Touch, 1hr/lvl> 
  – Armor, shield, or clothes gain +1 per four 
  levels Enhancement bonus to AC (max +5). 
  Meld into Stone(PH p252) 
  <Trans[earth], VS/DF, 1StdAct, Personal, 10min/lvl> 
  – The caster (& up to 100 pounds of gear) can 
  step into a block of stone that can entirely 
  contains his/her body & equipment.  The 
  caster remains just under the surface that was 
  entered & is able to hear what is going on 
  outside the stone (but not see).  While in the 
  stone, the caster can target himself/herself 
  with spells. The caster may exit the surface 
  that was entered at any time.   
  The following effect is inflicted on the caster if 
  the target stone is damaged as listed: 
  - Stone Shape:  Take 3d6 damage. 
  - Passwall:  Expelled. 
  - Stone to Flesh –or– not exiting before the 
  duration ends –or– the spell is Dispelled  
  –or– the stone is broken so that the caster 
  can no longer fit within it: Expelled & take 
  5d6 damage. 
  - Transmute Rock to Mud –or– the stone is 
  totally destroyed:  Expelled & Fort save 
  vs. DC 18 or die. 
  Snowshoes, Mass(DR312 p65) 
  <Trans, VS, 1StdAct, Close-range, 1hr/lvl(D)> 
  – One subject per level within a 30’ area 
  receives the following benefits: 
  a) Can walk on ice without a speed reduction; 
  b) +5 bonus on Balance checks ore Reflex 
  saves to walk on ice and/or snow & avoid 
  falling through it; 
  c) Does not leave trails any more noticeable 
  than ‘solid ground’ for purposes of 
  tracking. 
  Spikes(CDiv p181) 
  <Trans, VSM(thorn), 1StdAct, Touch, 1hr/lvl> 
  – Touched wooden Bludgeoning melee weapon 
  gains a +2 Enhancement bonus to attack rolls,  
  +1 damage per level (max +10), and has its 
  critical hit threat range doubled.  Its damage 
  is the better of Bludgeoning or Piercing. 
  Stone Shape(PH p284)(PH3.5e)+ 
  <Trans[earth], VS/AM(clay sculpted into the new 
  shape)/DF, 1StdAct, Touch> 
  – Permanently reshapes a single piece of stone 
  of up to 10 cubic feet + 1 cubic foot per level 
  into a shape of the caster’s choosing, though 
  fine detail is not possible. 
  Visage of the Deity, Lesser(CDiv p187) 
  <Trans[good], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster becomes more like his/her deity: 
  a) +4 Enhancement bonus to Charisma; 
  b) Acid Resistance 10; 
  c) Cold Resistance 10; & 
  d) Electricity Resistance 10. 
  -or- 
  <Trans[evil], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster becomes more like his/her deity: 
  a) +4 Enhancement bonus to Charisma; 
  b) Cold Resistance 10; & 
  c) Fire Resistance 10. 
  Water Breathing(PH p300) 
  <Trans, VSM(straw)/DF, 1StdAct, Touch> 
  – The touched subjects of the spell can breathe 
  underwater.   2hrs/lvl duration is evenly split 
  between all the subjects. 
  Water Walk(PH p300) 
  <Trans[water], VS/DF, 1StdAct, Touch, 10min/lvl(D)> 
  – The caster can effect 1 touched creature per 
  level.  Each subject will hover 1” above any 
  liquid (such as snow, oil, quicksand, etc.) & 
  can treat it as walking on normal ground. 
   If cast underwater, the subject rises to the 
  surface at 60’ per round. 
  Weapon of Impact(MoF p134) 
  <Trans, VS, 1StdAct, Close-range, 10min/lvl> 
  – One bludgeoning weapon or 50 grouped 
  pieces of bludgeoning ammunition have their 
  threat range doubled. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 4th level 
   
  Page 14 
  4th Level 
   
  Abjuration 
  Dimensional Anchor(PH p221)(PH p250)+ 
  <Abj[ray], VS, 1StdAct, Medium-range, 1min/lvl, no 
  save, no SR> 
  – Target creature or object is encased in a green 
  glow & cannot travel extradimensionally.  
  This includes spells & spell-like abilities such 
  as Astral Projection, Blink, Etherealness, 
  Gate, Maze, Shadow Walk, Teleport, etc.  It 
  does not extend the duration of Summoning 
  spells. 
  -or- 
  <Abj, VSF(calling diagram), 1StdAct, Medium-range, 
  24hrs/lvl, no save, no SR> 
  – Target creature within the Calling Diagram 
  cannot leave it or travel extradimensionally.  
  This includes spells & spell-like abilities such 
  as Astral Projection, Blink, Etherealness, 
  Gate, Maze, Shadow Walk, Teleport, etc.  It 
  does not extend the duration of Summoning 
  spells. 
  -or- 
  <Abj, VS, 1StdAct, Medium-range, no save, no SR> 
  – Target creature within a Magic Circle against 
  Good, etc., cannot leave it or travel 
  extradimensionally for the remainder of the 
  Magic Circle’s duration.  This includes spells 
  & spell-like abilities such as Astral 
  Projection, Blink, Etherealness, Gate, Maze, 
  Shadow Walk, Teleport, etc.  It does not 
  extend the duration of Summoning spells. 
  Dismissal(PH p222) 
  <Abj, VS/DF, 1StdAct, Close-range, Instantaneous, 
  WillNeg, SR applies> 
  – Forces an Extraplanar creature to return to its 
  native plane (80%) or a random plane (20%).  
  The target receives its HD as a bonus to its 
  saving throw & the Caster level as a penalty 
  to its saving throw. 
  Freedom of Movement(PH p233) 
  <Abj, VSM(leather cord)/DF, 1StdAct, Touch, 
  10min/lvl> 
  – Subject moves normally despite magical 
  impediments (Web, Hold Person, etc.). 
   The subject automatically succeeds on any 
  Grapple check to resist being grappled, plus 
  any Grapple check or Escape Artist check to 
  escape a grapple and/or a pin. 
   While under the effect of this spell, the subject 
  can fight underwater. 
  Hand of Torm(MoF p99) 
  <Abj[variable alignment], VS/DF, 1Minute, 1hr/lvl> 
  – Creates an immobile 10’ radius area with a 
  glowing border & a representation of the 
  appropriate deity’s hand above it.  Any 
  creature who worships that deity or it wearing 
  its holy symbol can freely enter, but others 
  must make a Fortitude save each round or 
  become Stunned (those trying to leave the 
  warded do not need to save). 
  Night’s Mantle(LoD p187) 
  <Abj, VSM(1,000gp ruby dust), 1StdAct, Touch, 
  10min/lvl(D)> 
  – The touched creature is protected from the 
  damaging effects of sunlight (i.e., a Vampire 
  would be save from the sun). 
  Countered or dispelled by a light spell of higher 
  level. 
  Repel Vermin(PH p271) 
  <Abj, VS/DF, 1StdAct, 10min/lvl(D), SR applies> 
  – Creates a 10’ radius area around the caster that 
  causes insects & other vermin to stay away.  
  Vermin whose HD are 1/3
  rd of the caster level 
  or greater are allowed a Will save to enter the 
  area, but even then they take 2d6 damage. 
  Resurgence, Mass(CDiv p177) 
  <Abj, VS/DF, 1StdAct, Close-range, Instantaneous> 
  – Once subject per level in a 30’ area receives a 
  new saving throw against one ongoing spell, 
  spell-like ability, or supernatural ability 
  affecting him/her.  The caster chooses one 
  common effect that the new save applies to 
  (i.e., if some subjects are effected by Baleful 
  Polymorph and others are effected by Charm 
  Person, the caster must choose the targets of 
  one spell or the other to receive the new save)   
   Only effects which allow a save can be targeted 
  by this spell. 
  Shield of Faith, Legion’s(Eb p115) 
  <Abj, VSM(holy writings), 1StdAct, Medium-range, 
  1min/lvl> 
  – All allies within a 20’ radius Burst are 
  surrounded by a magical aura that grants a 
  Deflection bonus to AC of 2 +1 per six levels 
  (max total bonus is +5). 
  Spell Immunity(PH p281) 
  <Abj, VS/DF, 1StdAct, Touch, 10min/lvl> 
  – Touched subject gains unbeatable Spell 
  Resistance to one spell per four caster levels.  
  The spell must be 4th level or less & allow an 
  SR check.  The subject gains immunity to a 
  spell whether is cast as a spell or used as a 
  spell-like ability. 
   A given subject may only have a single Spell 
  Immunity or Greater Spell Immunity in effect 
  at one time. 
  Wall of Chaos(MoF p131) 
  <Abj[chaos], VSM/DF, Close-range, 10min/lvl> 
  – Creates a magical barrier of one 10’ square per 
  level –or– a sphere/hemisphere of 5’ radius 
  per 2 levels.  The caster designates a ‘hostile’ 
  side.  Crossing from the ‘hostile’ side to the 
  ‘non-hostile’ side has the following effects: 
  a)  +2 Deflection bonus to AC & +2 
  Resistance bonus to saves when attacked 
  by Lawful creatures; 
  b) hedges out non-Chaotic Summoned & 
  Conjured creatures unless they make a 
  Spell Resistance check. 
  Wall of Evil(MoF p131)(MoFe)+ 
  <Abj[evil], VSM/DF, Close-range, 10min/lvl> 
  – Creates a magical barrier of one 10’ square per 
  level –or– a sphere/hemisphere of 5’ radius 
  per 2 levels.  The caster designates a ‘hostile’ 
  side.  Crossing from the ‘hostile’ side to the 
  ‘non-hostile’ side has the following effects: 
  a)  +2 Deflection bonus to AC & +2 
  Resistance bonus to saves when attacked 
  by Good creatures; 
  b) hedges out non-Evil Summoned & 
  Conjured creatures unless they make a 
  Spell Resistance check. 
  Wall of Good(MoF p131) 
  <Abj[good], VSM/DF, Close-range, 10min/lvl> 
  – Creates a magical barrier of one 10’ square per 
  level –or– a sphere/hemisphere of 5’ radius 
  per 2 levels.  The caster designates a ‘hostile’ 
  side.  Crossing from the ‘hostile’ side to the 
  ‘non-hostile’ side has the following effects: 
  a)  +2 Deflection bonus to AC & +2 
  Resistance bonus to saves when attacked 
  by Evil creatures; 
  b) hedges out non-Good Summoned & 
  Conjured creatures unless they make a 
  Spell Resistance check. 
  Wall of Law(MoF p132)(MoFe)+ 
  <Abj[law], VSM/DF, Close-range, 10min/lvl> 
  – Creates a magical barrier of one 10’ square per 
  level –or– a sphere/hemisphere of 5’ radius 
  per 2 levels.  The caster designates a ‘hostile’ 
  side.  Crossing from the ‘hostile’ side to the 
  ‘non-hostile’ side has the following effects: 
  a)  +2 Deflection bonus to AC & +2 
  Resistance bonus to saves when attacked 
  by Chaotic creatures; 
  b) hedges out non-Lawful Summoned & 
  Conjured creatures unless they make a 
  Spell Resistance check. 
  Divination 
  Weather Eye(CDiv p189) 
  <Div, VSM(incense)F(scrying device)/ DF, 1Hour, 
  Instantaneous> 
  – Accurately predict natural weather in a 1 mile 
  + 1 mile per level radius around the caster for 
  the next 7 days.  
   If the weather is currently under the effect of 
  magic, this spell identifies that fact in the 
  same way as Detect Magic. 
  Conjuration 
  Aerial Summoning Dance(RoF p189) 
  <Conj(sum)[air], VSF(bag, candle)/DF, 3Full-Rounds, 
  Close-range, 1rnd/lvl> 
  – Summons a Large Air Elemental, who fights 
  the caster’s enemies.  This spell must be cast 
  by a someone flying, along with the help of at 
  least 4 Aarakocra (i.e., bird-men).  Every 
  member of the group is susceptible to Attacks 
  of Opportunity & Concentration checks. 
  Cure Critical Wounds(PH p215) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures 4d8 +1/level damage (max +20) with 
  Positive Energy. 
  Planar Ally, Lesser(PH p261) 
  <Conj(call)[variable alignment/element], 
  VS/DF/X(100), 10Minutes, no SR> 
  – The caster requests his/her deity send an 
  Elemental or Outsider of up to 6HD (a 
  specific one may be requested by name). 
  Once the ‘ally’ arrives, the caster must negotiate 
  what task it should do & what it gets in 
  return.  The following table gives an idea of 
  the cost in money, items, etc.   
  Time Required 
  Payment 
  up to 1min/lvl 
  100gp / HD 
  up to 1hr/lvl 
  500gp / HD 
  up to 1day/lvl 
  1,000 / HD 
  Difficulty 
  Modifier 
  Matches Alignment 50% less 
  Non-hazardous 
  50% less 
  Very Dangerous 
  100% more 
  Suicidal 
  no deal 
  When the task is complete, the ‘allies’ informs 
  the caster of their deeds & then return home. 
  Neutralize Poison(PH p257) 
  <Conj(heal), VSM(charcoal)/DF, 1StdAct, Touch, 
  10min/lvl> 
  – The touched subject or object has all poison 
  removed from it immediately.  If a creature 
  was poisoned, it does not need to make any 
  further saving throws.  This spell does not 
  heal ability damage or drain taken from 
  earlier failed saves. 
   In addition, the subject cannot be poisoned for 
  10 minutes per level.  If the subject is a 
  poisonous creature, it cannot poison anyone 
  for the spell’s duration (WillNeg, SR applies) 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 4th level 
   
  Page 15 
  Recitation(CDiv p176)(UE p52) 
  <Conj(creat), VSF(sacred text)/DF, 1StdAct, 1rnd/lvl, 
  no save, SR applies> 
  – All allies within a 60’ radius Burst of the 
  caster gain a +2 (or +3 if they worship the 
  caster’s deity) Luck bonus on attacks & 
  saving throws, while any enemies in the burst 
  suffer a –2 penalty on attacks & saves. 
  Restoration(PH p272) 
  <Conj(heal), VSM(100gp diamond dust), 3Rounds, 
  Touch, Instantaneous> 
  – Touched creature is restored as follows: 
  a)  all Negative Energy Level are removed; 
  b) one lost Experience Level is restored if it 
  was drained within 1/day per level; 
  c) removes all ability penalties and temporary 
  ability Damage; 
  d) restores all permanently Drained points 
  from one ability score; and 
  e) eliminates Fatigue and Exhaustion.  
  Revenance(CDiv p178)(MoF p113) 
  <Conj(heal), VSM(500gp diamond dust)/DF, 
  1FullRound, Touch, 1min/lvl> 
  – The touched ally that was killed within 
  1rnd/lvl is restored to life for the spell’s 
  duration, and then dies again.  The target does 
  not loose a level & is at ½ hp.  Against the 
  creature that killed it, the target receives a +1 
  Morale bonus on All Actions.  The spirit 
  must be willing, cannot have died of old age, 
  have been killed by a ‘death effect’, or have 
  been an Undead, Construct, Elemental, or an 
  outsider.  The body must be intact. 
  Rogue Wave(DR314 p46) 
  <Conj(creat)[water], VS/DF, 1StdAct, Medium-range, 
  Instantaneous, Fort½, no SR> 
  – The caster creates a wave of water that has its 
  starting point anywhere within range and then 
  moves is a direction the caster chooses.  All 
  creatures struck by the wave take 1d6 per two 
  levels (max 10d6) bludgeoning damage 
  (Fort½).  If a creature of up to Large-size 
  fails its save, it is knocked Prone. 
   If cast on dry land, the wave is 20’ wide, 10’ 
  long, & 10’ high and moves 60’. 
   If cast in the water, the wave is 40’ wide, 10’ 
  long, & 10’ high and moves 120’.  Also, all 
  creatures receive a –4 penalty on their save. 
  Shark Bolt(DR334 p76) 
  <Conj(creat)[water], VSM(shark teeth), 1StdAct, 
  Medium-range, 1rnd/lvl(D), no save, SR applies> 
  – Creates 1 Medium-sized Shark made from 
  water for each 5 caster levels (max 5 at 20th).  
  Each ‘shark’ appears next to a target 
  designated at casting time.  The ‘shark’ 
  attacks its target once per round at the 
  caster’s highest base attack bonus.  A 
  successful hit does 1d6 + 1 per three caster 
  levels (max 1d6 +6 at 18th). 
   One or more of the ‘sharks’ may be retargeted 
  by the caster with a Move Action.  If the 
  shark only moved 30’ to its new target, it may 
  attack the round it moved. 
   A ‘shark’ may not be damaged, but is dispelled 
  by any [fire] spell that touches it (AC 11).  
  Also, each time a shark hits a creature with  
  Spell Resistance, it must overcome the SR or 
  be dispelled. 
  Summon Monster IV(PH p286) 
  <Conj(sum)[variable alignment/element], VSF(bag, 
  candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Monster IV 
  1 
  Summon Monster III 
  1d3 
  Summon Monster II (or lower) 
  1d4+1 
  Summon Undead IV(PGF p114)(PGFe)+ 
  <Conj(sum)[evil], VSF(bag, candle, humanoid 
  bone)/DF, 1Round, Close-range, 1rnd/lvl> 
  – Summons one or more Undead to fight the 
  caster’s enemies.  The Undead can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Undead IV 
  1 
  Summon Undead III 
  1d3 
  Summon Undead II (or lower) 
  1d4+1 
  No summoned Undead may have more Hit Dice 
  than (Caster level + 1). 
  Wall of Sand(PGF p118) 
  <Conj(creat)[earth], VSM(sand)/DF, 1StdAct, 
  Medium-range, Concentration + 1rnd/lvl, no save, 
  no SR> 
  – Creates an opaque wall made from sand, up to 
  one contiguous 5’ square per level, arranged 
  as the caster wishes.  The wall has the 
  following properties: 
  a) Blocks ranged attacks; 
  b) May be moved through by taking a Full-
  Round Action to make a Strength check.  
  For each 5 points the check exceeds 15, 
  the target may move 5’. 
  c) Any creature within the wall is considered 
  Blind, Deaf, cannot speak or breath, and 
  must hold its breath or start to suffocate. 
  d) It is possible to attack with a melee 
  weapon at a creature within the wall, but 
  the target has Cover and Total 
  Concealment. 
  Divination 
  Assay Resistance(CArc p97) 
  <Div, VS, Swift Action, Personal, 1rnd/lvl> 
  – Gain a +10 bonus on Caster checks to 
  overcome Spell Resistance against one target, 
  which must be visible when this spell is cast. 
  Discern Lies(PH p221) 
  <Div, VS/DF, 1StdAct, Close-range, Concentration up 
  to 1rnd/lvl, WillNeg, no SR> 
  – Each round, the caster may concentrate on one 
  target within range.  If the target knowingly 
  tells a lie, the caster can see the disturbance in 
  its aura, though not the truth. 
  Divination(PH p224) 
  <Div, VSM(incense, 25gp offering), 10Minutes, 
  Personal> 
  – Learn a useful piece of information 
  concerning a specific goal, event, or activity 
  that will occur within 7 days.  Chance of 
  information is 70% + 1%/level, with the 
  caster knowing if the spell failed. 
  Know Vulnerabilities(MoF p104) 
  <Div, VS, 1StdAct, Close-range, WillNeg> 
  – Determine target’s vulnerabilities and 
  resistances. 
  Status, Greater(BoED p100) 
  <Div, VS/DF, 1StdAct, Touch, 1hr/lvl> 
  – Monitors the position (distance & direction) 
  and condition (unharmed, wounded, disabled, 
  staggered, unconscious, dying, dead, etc.) of 
  one touched living subject per 3 levels at any 
  range. 
   In addition, the caster may cast beneficial 
  ‘touch’ spells of up to 2nd lvl through the link 
  Tongues(PH p294) 
  <Div, VM(small clay ziggurat)/DF, 1StdAct, Touch, 
  10min/lvl, no SR> 
  – The touched subject can understand & speak 
  any intelligent creature’s language. 
  Enchantment 
  Merrshaulk’s Kiss(DR330 p71) 
  <Ench, VSF(at least one living snake), 1StdAct, Touch, 
  1min/lvl> 
  – Up to one Snake per two levels within a 30’ 
  area receive the following: 
  a) +1 Morale bonus on attacks, saves, and 
  skill checks; 
  b) a snake with Poison receives a +2 Morale 
  bonus to the poison’s DC; 
  c) a snake with the Constriction special 
  ability receives a +2 Morale bonus on 
  Grapple checks. 
  Sword of Conscience(BoED p109) 
  <Ench(comp)[good][mind], V/DF, 1StdAct, Close-
  range, Instantaneous, WillNeg, SR applies> 
  – Target Evil creature takes Ability Damage to 
  its Wisdom & Charisma determined by it HD 
  and/or Level (as listed below): 
  Creature 
  1d6 
  1d8 
  2d6 2d8 
  Cleric of Evil God 
  0-1 
  2-4 
  5-10 11+ 
  Evil Outsider  
  0-1 
  2-4 
  5-10 11+ 
  Evil Elemental 
  0-2 
  3-8 
  9-20 21+ 
  any Undead 
  0-2 
  3-8 
  9-20 21+ 
  other Evil Creature 0-10 11-25 26-50 51+ 
  Evocation 
  Boccob’s Rolling Cloud(DR338 p49) 
  <Evoc[fire][electricity], VSM(4 colored stones)/DF, 
  1StdAct, Close-range, Instantaneous, Ref½ and 
  FortNeg, SR applies> 
  – All creatures in a Cone-shaped Burst (10’ tall 
  and out to the end of range) take 1d6 per level 
  damage (Ref½).  Damage is ¼th Electricity, 
  ¼th Fire, ¼th Positive Energy, &  ¼th Negative 
  energy.  This form of Positive and Negative 
  energy does damage to all types of creatures 
  and may never heal them. 
   Any creature that fails its Reflex save is Dazed 
  for one round (FortNeg). 
  Castigate(CDiv p158) 
  <Evoc[sonic], V, 1StdAct, Instantaneous, Fort½, SR 
  applies> 
  – Enemies within 10’ of the caster are effected 
  by a sermon, even if they do not understand 
  the language: 
  Alignment 
  Effect 
  Same 
  Deaf for 1d4rnds (Fort½) 
  Within 1 Step 
  1hp/lvl (max 10) (Fort½) 
  Further 
  1d4/lvl (max 10d4) (Fort½) 
  Celestial Brilliance(BoED p94) 
  <Evoc[good][light], VS, 1StdAct, Touch, 1day/lvl(D)> 
  – The touched object gives off very bright light 
  in a 60’ radius & dim light for another 60’. 
  a) Creatures with Light Sensitivity take 2x 
  their normal penalty; 
  b) Undead within the 60’ radius take 1d6 
  damage per round; 
  c) Undead & Evil Outsiders that take damage 
  from sunlight take 2d6 damage per round 
  that they are within 60’ of the target object 
  This spell is Suppressed and suppresses any 
  magical darkness within its area of effect. 
  This spell Counters and Dispels spells with the 
  [darkness] category of equal or lower level. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 4th level 
   
  Page 16 
  Corona of Cold(DR312 p63) 
  <Evoc[cold], VS/DF, 1StdAct, 1rnd/lvl(D)> 
  – The caster is surrounded by a 10’ radius 
  Emanation of cold: 
  a) Negates 5 + 1 per level Fire or Heat 
  damage each round; 
  b) All creatures (except the caster) within the 
  area of effect take 1d6 non-lethal Cold 
  damage each round (FortNeg, SR applies). 
  If a creature takes damage, it ‘shivers’, 
  receiving a –2 penalty to Strength and 
  Dexterity as long as he/she remains in the 
  area of effect.   
  Divine Power(PH p224) 
  <Evoc, VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster gains a +6 Enhancement bonus to 
  Strength, 1 Temporary HP per level, & a 
  Base Attack Bonus as if the caster was a 
  fighter of his/her Character level. 
  Energy Vortex(CDiv p164) 
  <Evoc[variable energy], VS, 1StdAct, Instantaneous, 
  Ref½, SR applies> 
  – All creatures within a 20’ radius Burst of the 
  caster take damage from one Energy Type 
  chosen at casting time.  There are two options: 
  a) The caster takes no damage and all 
  creatures in the area of effect take 1d8 + 1 
  per caster level (max 1d8+20); or 
  b) The caster and all creatures in the area of 
  effect take 2d8 + 2 per caster level (max 
  2d8+20).  In this case, the caster does not 
  get a Reflex save, but SR applies. 
  Frost Bite(DR312 p64) 
  <Evoc[cold], VS, 1StdAct, Close-range, Fort½, SR 
  applies> 
  – The target creature becomes extremely cold:  
  a) 1d6 per 2 levels lethal Cold damage (max 
  10d6) (no save); 
  b) 1d4 per 2 levels non-lethal Cold damage 
  (max 10d4) (FortNeg); 
  c) becomes Fatigued (FortNeg). 
  Imbue with Spell Ability(PH p243) 
  <Evoc, VS/DF, 10Minutes, Touch, until discharged(D)> 
  – The caster transfers his/her ability to cast one 
  or more spells into another creature.  The 
  subject must have an Intelligence of at least 5 
  and a Wisdom of at least 9.  Only cleric spells 
  from the schools of Abjuration, Divination, 
  and Conjuration(healing) can be transferred. 
   Until the subject casts the imbued spell(s), the 
  caster does not regain the spell slot 
  corresponding to this spell (typically a 4th 
  level slot). 
   The spells that can be imbued on a subject is 
  based on the subject’s HD: 
  HD Spells Imbued 
  1-2 one 1st level spell 
  3-4 up to two 1st level spells 
  5+  
  up to two 1st level & one 2nd level spells 
  The imbued spells are cast at the caster’s level 
  & the caster is responsible to his/her deity for 
  how the spells are used. 
  Nchaser’s Glowing Orb(PGF p107) 
  <Evoc[light], VSF(fist-sized glass orb), 1StdAct, Touch, 
  Permanent> 
  – Enchants a glass orb to give off light.  The 
  controller (by default the caster) can 
  command the orb within 30’ to adjust from 
  no light to any brightness up to its maximum 
  (60’ radius). 
   If the caster dies, then any Cleric, Sorcerer, or 
  Wizard able to cast 4th level spells can 
  become an orb’s controller by touching it. 
  Sending(PH p275) 
  <Evoc, VSM(copper wire)/DF, 10Minutes, no SR> 
  – Sends a message of 25 words or less to a 
  familiar subject anywhere, who may send 
  back a 25 word response immediately.  If the 
  subject is on another plane of existence, there 
  is a 5% chance of the message being lost. 
  Stars of Arvandor(BoED p108) 
  <Evoc[good][force][energy missile], VS, 1StdAct, 
  Close-range, 1min/lvl(D)> 
  – One twinkling star per level (max 10) floats 
  around the caster’s head. 
   Once per round, the caster may either take a  
  Free Action to launch one star –or– take a 
  Standard Action to launch up to three stars. 
   Each star can have a separate target, requires a 
  Ranged Touch attack to hit, & does 1d8 
  damage (no save, SR applies).  If the target is 
  non-Evil, half the damage is non-lethal. 
  Illusion 
  Doomtide(CDiv p163)(MoF p90) 
  <Ill(pattern), VS/DF, 1StdAct, 80’, 1rnd/lvl, WillNeg, 
  SR applies> 
  – Create eight 10’ cubes Clouds of black mist.  
  The caster decides if the mist is stationary or 
  moves away at a rate of 10’.  Any creature in 
  the mist who fails its Will save is Dazed until 
  clear of the mist.  The caster & up to one 
  other touched person can see through the mist 
  freely & are immune to its daze effect.   
  Necromancy 
  Blood of the Martyr(BoED p92) 
  <Necro(heal)[good], VS, 1StdAct, Medium-range> 
  – The caster transfers his/her own hit-points 
  (minimum 20) to a willing or unconscious 
  creature.  The subject is healed as per a Cure 
  Wounds spell, so any excess hp are lost.  The 
  caster looses the hp as if he/her had taken 
  damage. 
  Death Ward(PH p217) 
  <Necro, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – Grants immunity to death spells & effects, 
  gaining Negative Levels, and Negative 
  Energy damage & ability loss. 
  Inflict Critical Wounds(PH p244) 
  <Necro[touch attack], VS, 1StdAct, Touch, Will½, SR 
  applies> 
   – Target takes 4d8 + 1/lvl (max +20) Negative 
  Energy Damage. 
  Poison(PH p262) 
  <Necro[touch attack], VS/DF, 1StdAct, Touch, 
  Instantaneous, FortNeg, SR applies> 
  – Touch deals 1d10 Constitution damage, 
  repeats in 1 minute.  DC is 10 + ½ caster 
  level + caster’s Wisdom modifier. 
  Transmutation 
  Air Walk(PH p196) 
  <Trans[air], VS/DF, 1StdAct, Touch, 10min/lvl> 
  – The touched subject (up to Gargantuan size)  
  walks on air as if it were solid.  Walking 
  “uphill” is limited to 45 degrees at half-
  movement.  Strong winds can aid or hinder 
  the subject depending on their directions. 
   At the end of this spell, a subject who is still 
  airborne will descend gently at a rate of 60’ 
  per round for 1d6 rounds.  After that, the 
  spell is over & a subject not on the ground 
  will fall normally. 
   A mount that knows the Air Walk Trick will 
  not panic under the effect of this spell. 
  Beast Claws(CDiv p151) 
  <Trans, VSM(bird claw), 1StdAct, Personal, 1rnd/lvl> 
  – The caster’s hands become 1d6 Slashing 
  weapons (critical threat 19-20/x2) & are an 
  armed attack.  The claws do not interfere with 
  spell casting. 
  Camel’s Tenacity(DR331 p71) 
  <Trans, VSM(camel hair), 1StdAct, Touch, 1day/3lvls> 
  – Up to one touched subject per level does not 
  need to eat or drink for the spell’s duration.  
  This is not protection from magical 
  dehydration. 
  Control Water(PH p214) 
  <Trans[water], VSM(dust (to lower) -or- water (to 
  raise))/DF, 1StdAct, Long-range, 10min/lvl(D)> 
  – Effects 10’/lvl x 10’/lvl x 2’/lvl (shapeable) of 
  water by either: 
  a) lowering the water by 2’/lvl (min of 1”).  
  In large / deep bodies of water, this forms 
  a whirlpool.  This effect will Slow water-
  based creatures / elementals (WillNeg); or, 
  b) raising the water by 2’/lvl.  Boats will slide 
  off the “hump” of the water. 
  Dust to Dust(RotW p174) 
  <Trans[ray], VS/DF, 1StdAct, Close-range, 
  Instantaneous, Fort½, SR applies> 
  – An Undead or an actual corpse struck by this 
  ray takes 1d8 damage per 2 levels (max 
  10d8).  It the target is reduced to 0 (or fewer) 
  hit-points and was up to Large size, it is 
  reduced to dust. 
   Undead may make a Fortitude save for ½ 
  damage.  This spell does not effect anything 
  other than Undead and corpses. 
  Fang Blade(DR330 p71) 
  <Trans, VSF(living snake no more than one size 
  category larger than the caster), 1StdAct, Touch, 
  1min/lvl(D)> 
  – The focus snake is transformed into the 
  equivalent of a Longsword sized for the 
  caster.  The caster is considered proficient 
  with the weapon.  On a hit, the foe is affected 
  by the snake’s poison (if any) in addition to 
  the normal Longsword damage. 
   If anyone other than the caster attempts to wield 
  the weapon, the snake attacks its holder. 
   The weapon has a Hardness of 8 & the snake’s 
  hp at the time of the casting with regards to 
  Sunder attempts. 
   At the spell’s end, the snake returns to normal. 
  Giant Vermin(PH p235) 
  <Trans, VS/DF, 1StdAct, Close-range, 1min/lvl> 
  – Enlarge either 3 normal centipedes, 2 normal 
  spiders, or 1 normal scorpion in a 30’ area 
  (all subjects must be the same type).  The 
  target vermin will follow the caster’s 
  extremely simple commands (i.e., “Attack”).  
  Lvl 
  Size 
   
  Lvl 
  Size 
   
  up to 9th  Medium 
  18th – 19th  Gargantuan 
  10th – 13th  Large 
  20th+ 
  Colossal 
  14th – 17th  Huge 
  Iron Bones(MoF p102) 
  <Trans, VSF(tiny skull made from iron), 1StdAct, 
  Touch, 10min/lvl> 
  – Touched corporeal Undead gains +5 Natural 
  Armor bonus due to a hardened skeleton. 
  Magic Weapon, Greater(PH p251) 
  <Trans, VSM(powdered lime, carbon)F(weapon)/DF, 
  1StdAct, Close-range, 1hr/lvl> 
  – Targeted manufactured weapon –or– a 
  bundled group of 50 projectiles gain an 
  Enhancement bonus to attack & damage of 
  +1 per four levels (max +5). 
   A Monk’s Unarmed Strike can be the target of 
  this spell. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 4th level 
   
  Page 17 
  Remove Fatigue(BoED p105) 
  <Trans, S, 10Min, Touch, Instantaneous> 
  – Up to one living subject per two levels gains 
  the benefit of 8 hours of sleep. 
   If a subject is Exhausted, it is now Fatigued (&  
  1 hour of rest will remove this state). 
   If a subject is Fatigued, it is now rested.  
   If a subject is rested, it does not need to sleep 
  again for 24 hours. 
   Note:  This spell has no effect on restoring 
  spells. 
  Shape Metal(RoF p191) 
  <Trans[touch attack], VSM(wire bent into the new 
  shape)/DF, 1StdAct, Touch, Instantaneous> 
  – Permanently reshapes a single piece of metal 
  of up to 10 cubic feet + 1 cubic foot per level 
  into a shape of the caster’s choosing, though 
  fine detail is not possible. 
   This spell can be used to ruin the weapons & 
  armor of an opponent fighting the caster by 
  making a Touch Attack (which generates an 
  Attack of Opportunity).  If the caster readies 
  an action to touch the opponent when he/she 
  attacks, then no Attack of Opportunity is 
  generated.  The item’s wearer / user gets to 
  make a Fortitude save to negate the effect. 
  Metal Armor – looses 1d6 of AC bonus. 
  Partially-Metal Armor (e.g., Studded 
  Leather) – looses 1d3 of AC bonus. 
  Weapon, Shield, Metallic Creature – takes 
  1d6 per 2 levels damage, which bypasses 
  Hardness & Damage Reduction. 
  Stone Metamorphosis(Und p61)(Und p103)+ 
  <Trans[earth], VSM(grain of talc, chip of obsidian), 
  1StdAct, Touch, Instantaneous> 
  – 10 cubic feet + 1 cubic foot per level of 
  touched stone is permanently changed into 
  another type of stone.  Typically this means 
  changing the stone’s Hardness anywhere 
  from 6 to 9 (see Underdark page 103 for 
  examples). 
   This spell cannot create gems and does not 
  change the value of stone objects. 
  Sustain(BoED p109) 
  <Trans, VSM(wine, bread), 1Round, Touch, 6hrs/lvl> 
  – One living subject per two levels does not 
  need to eat or drink for the spell’s duration & 
  has any current penalties from starvation 
  removed.  The subjects can be of any size. 
   When the spell ends, a subject’s appetite returns 
  normally (i.e., is not immediately starving).  
  A subject may eat & drink while under the 
  effect of this spell without penalty.   
  Weapon of the Deity(CDiv p188) 
  <Trans, V/DF, 1StdAct, Personal, 1rnd/lvl> 
  – When the caster wields his/her deity’s favored 
  weapon, it gains a +1 Enhancement bonus to 
  attack & damage for every 3 levels starting at 
  6th (i.e., +2 at 9th, etc.).  The caster is 
  considered proficient with the weapon.  Only 
  one end of a double weapon is effected. 
   The weapon gains an additional magical 
  enhancement, such as ‘defending’ or 
  ‘flaming’ that is appropriate for the deity.  
  See Weapons of the Deity Table for the list. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 5th level 
   
  Page 18 
  5th Level 
   
  Abjuration 
  Atonement(PH p201) 
  <Abj, VSM(incense)F(500gp prayer beads)X(up to 
  500)/DF, 1Hour, Touch, no save, SR applies> 
  – Removes burden of misdeeds from a truly 
  repentant touched subject.  If the misdeeds 
  were committed willingly & knowingly, then 
  the caster must expend 500XP.  Uses include: 
  a) removing magical alignment changes; 
  b) restoring a paladin, cleric, or druid who 
  had lost his/her class abilities. 
  c) a fully willing & understanding subject can 
  redeemed/tempted into taking the same 
  alignment as the caster.  No duress, 
  compulsion, or magical influence can be 
  involved in making the subject want to be 
  redeemed.   
  Break Enchantment(PH p207)(DR306 p110)+ 
  <Abj, VS, 1Minute, Close-range, no SR> 
  – Attempts to free 1 subject per level within a 
  30’ area from all Curses, Enchantments, 
  Transmutations, and Petrifaction.  Each effect 
  is subject to a Dispel Check (max +15).  
  Cursed items typically have a DC of 25. 
  If petrifaction is removed from a creature, it 
  does not need to make a saving throw to 
  survive. 
   Effects that cannot be removed by Dispel 
  Magic can be removed by this spell if their 
  level is no more than 5th. 
   This spell breaks effects on creatures.  A cursed 
  item still have its curse, it just may no longer 
  apply to the subject. 
  Dispel Chaos(PH p222) 
  <Abj[law][touch attack], VS/DF, 1StdAct, Personal, 
  Until Discharged up to 1rnd/lvl> 
  – The caster gains a blue glow, which provides a 
  +4 Deflection bonus to AC against Chaotic 
  creatures.  The spell can run for its full 
  duration, or it can be discharged in 2 ways: 
  a) touch attack on a Chaotic creature from 
  another plane will force it home if it fails 
  its SR check (if any) and its Will save.   
  b) touching a Chaotic spell or an 
  enchantment cast by a Chaotic caster ends 
  the spell as per a successful casting of 
  Dispel Magic. 
  Dispel Evil(PH p222) 
  <Abj[good][touch attack], VS/DF, 1StdAct, Personal, 
  until discharged up to 1rnd/lvl> 
  – The caster gains a white radiance, which 
  provides a +4 Deflection bonus to AC against 
  Evil creatures.  The spell can run for its full 
  duration, or it can be discharged in 2 ways: 
  a) touch attack on an Evil creature from 
  another plane will force it home if it fails 
  its SR check (if any) and its Will save.   
  b) touching an Evil spell or an enchantment 
  cast by an Evil caster ends the spell as per 
  a successful casting of Dispel Magic. 
  Dispel Good(PH p222) 
  <Abj[evil][touch attack], VS/DF, 1StdAct, Personal, 
  Until Discharged up to 1rnd/lvl> 
  – The caster gains a dark nimbus, which 
  provides a +4 Deflection bonus to AC against 
  Good creatures.  The spell can run for its full 
  duration, or it can be discharged in 2 ways: 
  a) touch attack on a Good creature from 
  another plane will force it home if it fails 
  its SR check (if any) and its Will save.   
  b) touching a Good spell or an enchantment 
  cast by a Good caster ends the spell as per 
  a successful casting of Dispel Magic. 
  Dispel Law(PH p222) 
  <Abj[chaotic][touch attack], VS/DF, 1StdAct, 
  Personal, Until Discharged up to 1rnd/lvl> 
  – The caster gains a flickering aura, which 
  provides a +4 Deflection bonus to AC against 
  Lawful creatures.  The spell can run for its 
  full duration, or it can be discharged in 2 
  ways: 
  a) touch attack on a Lawful creature from 
  another plane will force it home if it fails 
  its SR check (if any) and its Will save.   
  b) touching a Lawful spell or an enchantment 
  cast by a Lawful caster ends the spell as 
  per a successful casting of Dispel Magic. 
  Spell Resistance(PH p282) 
  <Abj, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – Subject gains Spell Resistance of 12 + 1/lvl. 
  Telepathy Block(BoED p109) 
  <Abj, VS, 1StdAct, Close-range, 1rnd/lvl(D), no save, 
  no SR> 
  – All telepathic communicated, including 
  telepathic speech, is blocked in a 80’ radius 
  Emanation from the target.  If the spell is cast 
  on a creature or object, the effect moves with 
  the target.  If cast on a point in space, the 
  effect is immobile. 
  Wall of Dispel Magic(Und p63)  
  <Abj, VS/DF, 1StdAct, Medium-range, 1min/lvl> 
  – Creates an transparent wall whose area is one 
  10’ square per level.   
   When a creature passes through the wall, each 
  ongoing spell effect on the target gets a 
  separate Dispel Check (max +10).  If 
  successful, the spell effect is ended (except 
  for those caused by magic items, which are 
  only suppressed for 1d4 rounds).  
   The wall cannot be seen with See Invisibility, 
  but it can be detected with Detect Magic and 
  True Seeing. 
  Conjuration 
  Crawling Darkness(Sav p64)(MoF p86)(MoFe)+ 
  <Conj(creat), VS/DF, 1FulRound, Personal, 
  1min/lvl(D)> 
  – The caster is surrounded by a shroud of dark 
  tentacles, that give the following bonuses: 
  a) Hide the caster’s features. 
  b) Concealment. 
  c) +4 Competence bonus on Grapple, Climb, 
  & Escape Artist checks. 
  d) If the caster falls more than 3’, he/she 
  slows to 60’/rnd (up to 300 lbs/lvl). 
  e) The caster will hover 1” above any liquid 
  (such as snow, oil, quicksand, etc.) & can 
  treat it as walking on normal ground.  If 
  underwater, the caster rises to the surface 
  as 60’ per round. 
  Cure Light Wounds, Mass(PH p216) 
  <Conj(heal), VS, 1StdAct, Close-range> 
  – Cures 1d8 +1/level damage (max +25) to  
  one creature per level in a 30’ area with 
  Positive Energy. 
  Disk of Concordant Opposition(DR338 p48) 
  <Conj(create), VSM(small iron & electrum wheel)/DF, 
  1StdAct, Close-range, Instantaneous, Fort½, SR 
  applies> 
  – By making a ranged touch attack, one creature 
  or object is struck.  Damage is half  Positive 
  Energy and half Negative energy, though 
  neither may heal a creature of any type: 
  Creature:  takes 1d6 per level (max 15d6) 
  (Fort½).  If the target is reduced to 0 or 
  fewer hit-points, it is turned to dust. 
  Object:  one object of up to a 5’ cube is 
  disintegrated, or a 5’ cube is disintegrated 
  out of a larger object; 
  Force Effect:  one Wall of Force or other 
  force effect is dispelled if the disk’s caster 
  level is equal or higher than the force 
  effect’s caster level. 
   Note:  mainly used by followers of Boccob. 
  Energetic Healing(BoED p98) 
  <Conj(heal), VS/DF, 1StdAct, Touch, until discharged 
  up to 10min/lvl> 
  – The touched subject gains immunity from 
  magical damage caused by one Energy Type.  
  In addition, 10% of the energy’s damage is 
  converted into healing, up to a total of 2hp 
  per Caster level (max 30hp).  Once the spell 
  has healed its maximum amount, the spell is 
  discharged. 
  Freeze(DR312 p63) 
  <Conj(create)[cold][ray], VS/DF, 1StdAct, 1rnd per 
  2levels, Ref½, SR applies> 
  – Target takes 1d6 + (1 per 2 levels) Cold 
  damage (no save) and becomes incased in a 5 
  inch thick sheath of ice (RefNeg).   
   If encased, the target has the following penalties: 
  a) Takes 1d6 + (1 per 2 levels) Cold damage 
  each round (no save); 
  b) Cannot move except to make Strength 
  checks vs. DC 26 to break the ice; 
  c) Cannot speak or cast spells with Verbal or 
  Somatic components; 
  d) If underwater, the target rises to the 
  surface in the block of ice; 
  e) The ice blocks ‘Line of Effect’, so the 
  target cannot be targeted with spells; 
  f) The ice allows the target to breath; 
   It takes 15 points of damage to break the ice.  
  At the end of the spell’s duration, it melts 
  instantly. 
  Insect Plague(PH p244) 
  <Conj(sum), VS/DF, 1Round, Long-range, 1min/lvl, 
  no save, no SR> 
  – Summons 1 Locust Swarm(PH p239) per three 
  levels (max 6 swarms).  The swarms must be 
  contiguous, but not overlapping.  Any 
  creature within a swarm is attacked.  The 
  swarms are immobile. 
  Monstrous Regeneration(MoF p109)(MoFe)+ 
  <Conj(heal), VS, Touch, 1rnd/2lvls> 
  – Touched living creature gains the 
  Regeneration ability.  Any damage the target 
  takes (except for Acid & Fire) is converted to 
  subdual damage, which is heal at a rate of 
  4hp per round.  Severed body parts can be 
  reattached as a Move-Equivalent action.  
  When the spell ends, all subdual damage 
  from this spell becomes normal damage. 
  Plane Shift(PH p262) 
  <Conj(teleport), VSF(plane-specific tuning fork), 
  1StdAct, Touch, Instantaneous, WillNeg, SR 
  applies> 
  – Either 1 unwilling target –or– 8 willing targets 
  are sent to another plane of existence. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 5th level 
   
  Page 19 
  Raise Dead(PH p268) 
  <Conj(heal), VSM(5,000gp diamond)/DF, 1Minute, 
  Touch> 
  – Restores life to an intact corpse who died up 
  to 1 day per level ago, assuming the spirit is 
  willing.  Subject cannot have died of old age, 
  been killed by a ‘death effect’, or have been 
  turned into an Undead.   
   When raised, the subject heals to 1 hp per its 
  HD, plus any ability score at 0 becomes 1. 
  Normal diseases & poisons are also cured. 
   Subject looses a Non-Recoverable Level.   
   This spells cannot be used on Constructs, 
  Elementals, or Outsiders. 
  Summon Monster V(PH p287) 
  <Conj(sum)[variable alignment/element], VSF(bag, 
  candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Monster V 
  1 
  Summon Monster IV 
  1d3 
  Summon Monster III (or lower) 1d4+1 
  Summon Undead V(PGF p114)(PGFe)+ 
  <Conj(sum)[evil], VSF(bag, candle, humanoid 
  bone)/DF, 1Round, Close-range, 1rnd/lvl> 
  – Summons one or more Undead to fight the 
  caster’s enemies.  The Undead can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Undead V 
  1 
  Summon Undead IV 
  1d3 
  Summon Undead III (or lower) 1d4+1 
  No summoned Undead may have more Hit Dice 
  than (Caster level + 1). 
  Vigor, Greater(CDiv p186)(DR324 p103)+ 
  <Conj(heal), VS, 1StdAct, Touch, 10rnd + 1rnd per 
  level (max 35rnds total)> 
  – Touched living creature gains Fast Healing 4. 
  Wall of Stone(PH p299) 
  <Conj(creat)[earth], VS/AM(granite)/DF, 1StdAct, 
  Medium-range, Instantaneous, no SR> 
   – Creates a wall of stone that is one 5’ square 
  per level & 1” thick per 4 levels.  The area 
  can be doubled by halving the thickness.  The 
  stone has a Hardness 8 & each 5’ square has 
  15 hit points per inch of thickness. 
   The wall can be of any shape & will merge into 
  adjoining stone surfaces. 
  Warding Gems(BoED p111) 
  <Conj(heal), VSM(one 500gp gem per warding gem), 
  1StdAct, Close-range, 1hr/lvl> 
  – The caster creates up to one Warding Gem per 
  three levels.  Each gem then floats around the 
  head of its subject (who must be within 
  Close-range).  A floating gem has AC 24, 
  Hardness 10, & 10 hp.  If destroyed, its magic 
  is lost.   
   As a Free Action, a subject with a Warding 
  Gem floating around his/her head can 
  discharge it & be healed exactly 10 hp.  The 
  gem then turns to dust. 
   At the end of the spell’s duration, any unused 
  Warding Gem looses its magic & falls to the 
  ground undamaged (i.e.,. it can be reused). 
  Divination 
  Commune(PH p211) 
  <Div, VSM(holy/unholy water, incense)X(100)/DF, 
  Personal, 1rnd/lvl> 
  – The caster’s deity answers one yes-or-no 
  question per level.  The topic must be within 
  the deity’s area of interest. 
  Commune with Earth(RoF p189) 
  <Div, VS, 10Minutes, Personal> 
  – By becoming “one with the earth”, the caster 
  can know up to 3 facts about the surrounding 
  hills, mountains, or underground areas (e.g., 
  location of water, animal population, 
  presence of powerful unnatural creatures).  
  The caster can learn about an area of ½ mile 
  per level radius above ground & to a depth of 
  ¼ mile per level.  Construction, including 
  towns & dungeons, obstructs this spell. 
  Scrying(PH p274)(PH3.5e)+ 
  <Div(scry), VSF(see below)/AM(eye of an eagle, nitric 
  acid, copper, zinc)/DF, 1Hour, 1min/lvl, WillNeg, 
  SR applies> 
  – Sends a Magical Sensor to watch & listen to a 
  target creature.  This spell’s DC is adjusted 
  by the caster’s knowledge and connection to 
  the target. 
  Knowledge 
  DC 
  None (must have a Connection) 
  –10 
  Heard of the target 
  –5 
  Met the target 
  +0 
  Know the target well 
  +5 
  Connection 
  DC 
  Likeness or picture 
  +2 
  Possession or garment 
  +5 
  Lock of hair, bit of fingernail, etc. +10 
   If the spell is successful, the caster can see in a 
  10’ radius around the target & the Sensor 
  follows the target up to a rate of 150’. 
   If the spell is resisted, the caster may not 
  attempt to scry on the target again for 1day. 
   Spells that improve the caster’s vision (such as 
  Darkvision) apply when he/she is looking 
  through the Sensor. 
   The following spells have a 5%/lvl chance of 
  working through the ‘sensor’:  Detect Chaos, 
  Detect Evil, Detect Good, Detect Law, Detect 
  Magic, & Message. 
   Focus is determined by class – Clerics use a 
  Holy Water font (min 100gp), Druids use a 
  natural pool of water, all others uses a 2’x4’ 
  silver mirror (min 1,000gp). 
  True Seeing(PH p296) 
  <Div, VSM(250gp ointment), 1StdAct, Touch, 1min/lvl> 
  – Within 120 unobstructed feet, the subject can 
  see through normal & magical darkness, see 
  magically hidden secret doors, not effected 
  by Blur & Displacement, not effected by 
  Invisibility, sees through illusions, know the 
  true form of polymorphed creatures & 
  objects, and view the Ethereal Plane. 
   This spell cannot be used in conjunction with 
  scrying magics, such as Clairaudience / 
  Clairvoyance. 
  Enchantment 
  Chaav’s Laugh(BoED p94) 
  <Ench(comp)[good][mind], V, 1StdAct, 1min/lvl, 
  WillNeg, SR applies> 
  – All creatures within a 40’ radius Spread 
  around the caster that can hear the spell are 
  effected based on their alignment: 
  Good only: 
  a) +2 Morale bonus on attack rolls & saves 
  vs. Fear; & 
  b) 1d8 + 1/lvl (max 1d8+20) Temporary HP. 
  Evil only: 
  a) –2 Morale penalty on attack rolls & saves 
  vs. Fear. 
  Command, Greater(PH p211) 
  <Ench(comp)[language][mind], V, 1StdAct, Close-
  range, 1rnd, WillNeg(retry), SR applies> 
  – One living target per level within a 30’ area 
  obeys one of the following one-word 
  command on its turn for 1 round per level: 
  “Approach” – Moves (i.e., cannot attack, 
  etc.) quickly & directly towards the caster. 
  “Drop” – Drops the objects it is holding & 
  can’t pick them up. 
  “Fall” – Goes Prone for one round, though 
  he/she can act normally (with the normal 
  penalties) while on the ground. 
  “Flee” – Moves (i.e., cannot attack, etc.) 
  quickly & directly away from the caster. 
  “Halt” – Take no actions, though he/she is 
  not considered Helpless. 
   Each target receives the same one-word 
  command. 
   Targets may attempt their Will save each round 
  until they succeed, ending the effect. 
  Symbol of Sleep(PH p291) 
  <Ench(comp)[mind], VSM(1,000gp of diamond & opal 
  powder, mercury, phosphorus), 10Minutes, Touch, 
  until triggered then 10min/lvl, WillNeg, SR 
  applies> 
  – Creates a magical trap by drawing a symbol.  
  When triggered (see below), the symbol 
  glows & creatures with up to 10HD within a 
  60’ radius Emanation fall into a catatonic 
  sleep for 3d6x10minutes.  Targets cannot be 
  waken without magic.  The triggered symbol 
  remains active for 10min/lvl 
   Any creature who saves is safe until it leaves 
  the 60’ radius.  Reentering requires a new 
  save. 
   The symbol must be in plain sight and is 
  triggered by one or more of following actions 
  is performed within 60’ (chosen at cast time): 
  a) target looks at the symbol; 
  b) target reads the symbol; 
  c) target touches the symbol (including 
  covering it); 
  d) target passes over the symbol; 
  e) target passes through the portal marked 
  with the symbol; 
  f) custom triggering condition based on 
  target’s name, alignment, a visual quality, 
  or a visual action. 
   The caster may include a password, which 
  allows the creature saying the password to 
  not trigger the symbol. 
   The caster may attune multiple creatures to the 
  symbol at cast time (the caster is always 
  considered attuned).  Attuned creatures 
  cannot trigger the symbol & are not effected 
  by it when triggered.  Attuning up to 10 
  people takes an extra hour of cast time, 
  attuning up to 25 takes 24 hours, etc. 
   The specific symbol can be identified with 
  Read Magic and a Spellcraft check vs. DC 
  19, though this may trigger it. 
   This spell can be Dispelled by a targeted Dispel 
  Magic.  It is immune to Erase. 
  Evocation 
  Blistering Radiance(CArc p99) 
  <Evoc[fire][light], VSM(lens, tinder), 1StdAct, Long-
  range, 1rnd/lvl, SR applies> 
  – A brilliant sphere hovers at the target location 
  for 1 round per level.  All creatures within it 
  on the caster’s initiative are Dazzled (no 
  save) and take 2d6 Fire damage (Fort½). 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 5th level 
   
  Page 20 
  Dancing Web(BoED p96) 
  <Evoc[good], VSM(spider’s web)/DF, 1StdAct, 
  Medium-range, Instantaneous, Ref½, SR applies> 
  – All creatures in a 20’ radius Burst take 1d6 per 
  level non-lethal damage (max 10d6) (Ref½).  
  Evil creatures within the area of effect 
  become Entangled for 1d6 rounds (RefNeg). 
  Downdraft(DR314 p40) 
  <Evoc[air], VSM(wooden bird), 1StdAct, Long-range, 
  Instantaneous, Ref½, SR applies> 
  – The caster creates a 20’ radius Spread column 
  of downward moving air that is 100’ tall.  
  Any flying creature caught in the column is 
  forced down 100’ (Reflex save to only fall 
  50’).  If a creature hit the ground, it takes 1d6 
  damage per 10’ it fell. 
   Any creature on the ground under the column is 
  knocked Prone (RefNeg, save is modified by 
  x4 the target’s size category bonus/penalty 
  (i.e., –4 for Small, +0 for Medium, +4 for 
  Large, etc.). 
  Dragon Breath(CDiv p164) 
  <Evoc[good/evil], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster gains one breath weapon (listed 
  below) for the spell’s duration.  After it is 
  use, the caster must wait 1d4 rounds before 
  the breath weapon can be used again.   
  Dragon  align Effect 
   
  Save 
  Black [evil] 30’ Line of Acid 
  Ref½ 
  Blue 
  [evil] 30’ Line of Electricity Ref½ 
  Brass [good] 15’ Cone of Sleep 
  WillNeg 
  Bronze [good] 30’ Line of Electricity Ref½ 
  Copper [good] 15’ Cone of Slow 
  WillNeg 
  Gold 
  [good] 15’ Cone of Fire 
  Ref½ 
  Green [evil] 15’ Cone of Acid  
  Ref½ 
  Red 
  [evil] 15’ Cone of Fire  
  Ref½ 
  Silver [good] 15’ Cone of Paralysis FortNeg 
  White [evil] 15’ Cone of Cold  
  Ref½ 
   Energy breath weapons do 1d8 per two levels 
  (max 10d8).  Non-energy breath weapons last 
  for 1d6 rounds. 
  Flame Strike(PH p231) 
  <Evoc[fire], VS/DF, 1StdAct, Medium-range, Ref½, 
  SR applies> 
  – A 40’ tall column of fire with a 10’ radius 
  appears.  1d6 damage per level (max 15d6), 
  half of which is Fire damage & the other half 
  is Untyped Damage. 
  Hallow(PH p238) 
  <Evoc[good], VSM(herbs & incense worth 1,000gp + 
  1,000gp per level of the included spell)/DF, Touch, 
  24Hours, Instantaneous> 
  – Designates a 40’ radius Emanation from touch 
  spot as Holy.  For 1 year, everyone within the 
  Hallowed area has the following benefits: 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves when attacked 
  by Evil creatures; 
  b) Blocks any mind control; 
  c) Non-Good Summoned & Conjured 
  creatures cannot enter the area unless they 
  make a Spell Resistance check; 
  d) Dead bodies interred within the area 
  cannot become Undead; 
  e) One spell from the Hallow / Unhallow 
  Table can be added to the entire Hallowed 
  area for the full year.  The spell can be 
  designated to effect only followers of the 
  caster’s faith, only those who do not 
  follow the caster’s faith, creatures that 
  share the caster’s alignment, everyone, etc. 
  f) If cast by a Cleric, all Charisma checks to 
  Turn / Destroy Undead gain a +4 Sacred 
  bonus & all Charisma checks to Rebuke / 
  Command Undead receive a –4 Sacred 
  penalty (no SR). 
   This spell Counters Unhallow. 
  Stalwart Pact(CDiv p181) (RoD p168) 
  <Evoc, VS/DF/X(250), 10Minutes, Touch, until 
  discharged then 1rnd/lvl>    
  – When the touched, willing, living creature is 
  reduced to half his/her hit-points (or less), the 
  target receives the following benefits for 1 
  round per caster level: 
  a) 5 Temporary hit-points per caster level; 
  b) Damage Reduction 5 / magic; & 
  c) +4 Luck bonus on all saving throws. 
  Unhallow(PH p297) 
  <Evoc[evil], VSM(herbs & incense worth 1,000gp + 
  1,000gp per level of the included spell)/DF, Touch, 
  24Hours, Instantaneous> 
  – Designates a 40’ radius Emanation from touch 
  spot as Unholy.  For 1 year, everyone within 
  the Unhallowed area has the following 
  benefits: 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves when attacked 
  by Good creatures; 
  b) Blocks any mind control; 
  c) Non-Evil Summoned & Conjured 
  creatures cannot enter the area unless they 
  make a Spell Resistance check; 
  d) One spell from the Hallow / Unhallow 
  Table can be added to the entire 
  Unhallowed area for the full year.  The 
  spell can be designated to effect only 
  followers of the caster’s faith, only those 
  who do not follow the caster’s faith, 
  creatures that share the caster’s alignment, 
  everyone, etc. 
  e) If cast by a Cleric, all Charisma checks to 
  Rebuke / Command Undead gain a +4 
  Profane bonus & all Charisma checks to 
  Turn / Destroy Undead receive a –4 
  Profane penalty. 
   This spell Counters Hallow. 
  Necromancy 
  Contagion, Mass(RoF p190) 
  <Necro, VS, 1StdAct, Close-range, FortNeg> 
  – Infects one or more targets within a 30’ area 
  with chosen disease which takes effect 
  without an incubation period. 
   Disease choices are Blinding Sickness, Cackle 
  Fever, Filth Fever, Mind Fire, Red Ache, The 
  Shakes, or Slimy Doom. 
  Fallen Soul(DR312 p22) 
  <Necro[evil], VS/DF, 1StdAct, Touch, Permanent, 
  WillNeg, SR applies> 
   – The touched living, intelligence creature 
  (which cannot be an Outsider or have the 
  Good subtype) is marked, plus the spell 
  tempts (but does not force) the target to 
  commit evil acts: 
  a) becomes Nauseated for 1 minute; 
  b) has an invisible mark on his/her forehead 
  that can automatically be seen by any 
  creatures that gives off a Moderate 
  Alignment Aura of Evil or who can see 
  Invisible.  Many such creatures will try to 
  tempt the target into committing evil acts. 
  c) if the target has a non-Evil alignment, then 
  each time the target willingly commits an 
  evil act, he/she gains a +4 Profane bonus 
  to Strength, Constitution, and Charisma for 
  1 hour.  With enough evil acts, the target’s 
  alignment will change to Evil & this bonus 
  will no longer apply. 
  d) if the target has an Evil alignment, then 
  each time the target willingly commits a 
  good act, he/she takes 4 points of Strength, 
  Constitution, & Charisma Drain. 
   This spell can be removed with Dispel Evil, 
  Limited Wish, Miracle, Wish, or Break 
  Enchantment. 
   This spell is not effected by Remove Curse and 
  cannot be dispelled. 
   While a creature is under the effect of this spell, 
  Atonement will automatically fail on him/her. 
  Inflict Light Wounds, Mass(PH p244) 
  <Necro, VS, 1StdAct, Close-range, Will½, SR applies> 
   – One living target per level within a 30’ area 
  takes 1d8 + 1/lvl (max +25) Negative Energy 
  Damage. 
  Mark of Justice(PH p252) 
  <Necro, VS/DF, 10Minutes, Touch, Permanent, no 
  save, SR applies> 
  – The caster draws an indelible mark on the 
  target & states the behavior that will activate 
  a curse.  The caster may choose one of the 
  following curses: 
  a) –6 on one ability (minimum 1);  
  b) –4 penalty on attacks, saves, and skill 
  checks; or 
  c) 50% chance of losing each action. 
   This spell is not effected by Dispel Magic.  It 
  can only be removed by Break Enchantment, 
  Limited Wish, Miracle, or Wish. 
   This spell can be removed with Remove Curse 
  only if its caster level is at least as high as 
  this spell’s caster level. 
  Slay Living(PH p280) 
  <Necro[death][touch attack], VS, 1StdAct, Touch, 
  Fort½, SR applies> 
  – Touched living target dies on a failed saving 
  throw.  On success, target takes 3d6 + 1/level. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 5th level 
   
  Page 21 
  Soul Scour(UE p52) 
  <Necro[touch attack], VSM(lich dust), 1StdAct, Touch> 
  – The living target’s soul is corrupted: 
  a) The target must immediately make a Will 
  save or take 2d6 Charisma Damage and 
  1d6 Wisdom Damage. 
  b) One minute after being touched, the target 
  must make another Will save or take 1d6 
  Charisma Damage. 
  Symbol of Pain(PH p290) 
  <Necro[evil], VSM(1,000gp of diamond, 1,000gp of 
  opal, mercury, phosphorus), 10Minutes, Touch, 
  until triggered then 10min/lvl, FortNeg, SR applies> 
  – Creates a magical trap by drawing a symbol.  
  When triggered (see below), the symbol 
  glows & creatures within a 60’ radius 
  Emanation suffer from wracking pain, 
  receiving a –4 penalty to attacks, skill checks, 
  & ability checks for 1 hour after they leave 
  the area of effect.  The triggered symbol 
  remains active for 10min/lvl 
   Any creature who saves is safe until it leaves 
  the 60’ radius.  Reentering requires a new 
  save. 
   The symbol must be in plain sight and is 
  triggered by one or more of following actions 
  is performed within 60’ (chosen at cast time): 
  a) target looks at the symbol; 
  b) target reads the symbol; 
  c) target touches the symbol (including 
  covering it); 
  d) target passes over the symbol; 
  e) target passes through the portal marked 
  with the symbol; 
  f) custom triggering condition based on 
  target’s name, alignment, a visual quality, 
  or a visual action. 
   The caster may include a password, which 
  allows the creature saying the password to 
  not trigger the symbol. 
   The caster may attune multiple creatures to the 
  symbol at cast time (the caster is always 
  considered attuned).  Attuned creatures 
  cannot trigger the symbol & are not effected 
  by it when triggered.  Attuning up to 10 
  people takes an extra hour of cast time, 
  attuning up to 25 takes 24 hours, etc. 
   The specific symbol can be identified with 
  Read Magic and a Spellcraft check vs. DC 
  19, though this may trigger it. 
   This spell can be Dispelled by a targeted Dispel 
  Magic.  It is immune to Erase. 
  Touch of the Pharaoh(DR331 p73) 
  <Necromancy[evil], VS, 1StdAct, Touch, Instantaneous, 
  FortNeg, SR applies> 
  – The touched living creature contracts Mummy 
  Rot, taking 1d6 Constitution & 1d6 Charisma 
  damage immediately.  This disease does not  
  heal naturally.  Magical healing must succeed 
  with a Caster Level check vs. DC 20. 
  Transmutation 
  Convert Wand(BoED p95) 
  <Trans, VS, 1StdAct, Touch, 1min/lvl> 
  – The touched wand becomes a healing wand 
  for the spell’s duration.  Spells cast from the 
  wand are deducted from the wand’s charges 
  as usual.  The specific spell is determined by 
  the level of spell in the wand normally: 
  Lvl Spell 
   
  1  
  Cure Light Wounds 
  2  
  Cure Moderate Wounds 
  3  
  Cure Serious Wounds 
  4  
  Cure Critical Wounds 
  Divine Agility(CDiv p162) 
  <Trans, VS, 1StdAct, Touch, 1rnd/lvl> 
  – The touched living subject gains the following: 
  a) +4 Enhancement bonus to Dexterity; 
  b) his/her Base Reflex Save raised to that of a 
  Rogue of the Caster’s total character level 
  (if currently lower); and 
  c) Gains Feat: Spring Attack. 
  Disrupting Weapon(PH p223) 
  <Trans, VS, 1StdAct, Touch, 1rnd/lvl> 
  – The touched melee weapon gains the 
  ‘Disrupting’ property.  If an Undead with HD 
  equal or less than the Caster level is hit with 
  the weapon, it must make a Will save or be 
  destroyed (no SR). 
  Earth Hammer(RoS p162) 
  <Trans, V, 1 Swift Action, Touch, 1rnd/lvl> 
  – The touched melee weapon gains the 
  following benefits: 
  a) does damage as if it were one size 
  category larger; 
  b) does Bludgeoning damage only; and 
  c) treated as Adamantine for purposes of 
  overcoming damage reduction.  This 
  suppresses the actual material it is made 
  from (such as ‘silver’ or ‘cold iron’). 
  Incarnation of SetDR313 p90) 
  <Trans, VS/DF, 1StdAct, Personal, 10min/lvl(D)> 
  – The caster’s body changes into a non-unique 
  Animal or Vermin from Tiny-size to Huge-
  size that is sacred to Set.  This list includes 
  Normal, Giant, & Dire varieties of Bears 
  (Black & Brown), Boars, Crocodiles, 
  Donkeys, Hippopotami, Hyenas (treat Dire 
  Hyenas as Dire Wolves), Jackals (treat as 
  Dogs), Saluki (treat as Riding Dogs with the 
  Run feat instead of Alertness), Snakes 
  (Constrictors and Vipers) and Monstrous 
  Scorpions. 
   The new creature can have a base HD no more 
  than the Caster level (max 15HD).  The caster 
  retains his/her Intelligence, Wisdom, & 
  Charisma, but takes the creature’s Strength, 
  Dexterity, and Constitution.  It gains the 
  creature’s Extraordinary Special Attacks 
  (such as poison), but not its Extraordinary 
  Special Qualities, Supernatural, or Spell-Like 
  abilities.  Also, the caster receives hit-points 
  as if he/she had a night of rest. 
  Humanoid Essence(RoE p186) 
  <Trans, VS, 1StdAct, Touch, 1min/lvl, WillNeg, SR 
  applies> 
  – The touched Construct (including a Living 
  Construct) gains the following benefits & 
  penalties: 
  a) gains full benefit from Conjuration(heal) 
  spells; 
  b) Subject to critical hits, Sneak attacks, 
  nonlethal damage, stunning, ability 
  damage, ability drain, death effects, and 
  Necromancy effects; 
  c) a Warforge targeted with this spell looses 
  its Racial Fortification. 
  If cast on a target under the effect of Lesser 
  Construct Essence, that spell is Dispelled and 
  this one takes effect.  
  Can Counters and Dispels Lesser Construct 
  Essence and Construct Essence. 
  This spell is negated if cast upon a target under 
  the effect of Greater Construct Essence. 
  Righteous Might(PH p273)(PH3.5e)+ 
  <Trans, VS/DF, 1StdAct, Personal, 1rnd/lvl(D)> 
  – The caster & his/her equipment enlarge to the 
  next size category, with the following effects: 
  a) the caster & his/her equipment enlarge to 
  the next size category, with all the 
  standard bonuses & penalties; 
  b) +4 Size bonus to Strength; 
  c) +2 Size bonus to Constitution; 
  d) gain Damage Reduction which is bypassed 
  by ‘evil’ if you channel Positive Energy or 
  by ‘good’ if you channel Negative Energy. 
   
   
  Caster lvl 
  Damage Reduction 
   
   
  up to 11th 
  3 / (good or evil) 
   
   
  12th – 14th 
  6 / (good or evil) 
   
   
  15th + 
  9 / (good or evil) 
  Sacred Circle(DR314 p73) 
  <Trans, VS/DF, 10Minutes, Touch, 10min/lvl, no save, 
  no SR> 
  – The caster creates an immobile 10’ radius 
  circle around the casting point.  All attack 
  generate from this area of effect (melee or 
  ranged) receives a +2 Enhancement bonus & 
  all weapons are considered ‘magic’ for 
  purposes of overcoming Damage Reduction. 
  Stone Shape, Greater(Und p62) 
  <Trans[earth], VS/AM(clay sculpted into the new 
  shape)/DF, 1StdAct, Touch, Instantaneous> 
  – Permanently reshapes a single piece of stone 
  of up to 10 cubic feet + 10 cubic feet per 
  level into a shape of the caster’s choosing, 
  though fine detail is not possible. 
  Subvert Planar Essence(CDiv p183) 
  <Trans, VSM(100gp adamantine statuette)/DF, 
  1StdAct, Medium-range, 1rnd/lvl, FortNeg, SR 
  applies> 
  – An Outsider within this spell’s immobile 20’ 
  radius Emanation have its Damage Reduction 
  and Spell Resistance reduced by 10 points if 
  its fails its initial Spell Resistance check and 
  saving throw.  
   A creature that resists the spell in either way 
  can enter and exit its area of effect freely, 
  while one that fails both checks is effected 
  again every time it enters the area of effect 
  within a single occurrence of the spell. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 6th level 
   
  Page 22 
  6th Level 
   
  Abjuration 
  Antilife Shell(PH p199) 
  <Abj, VS/DF, 1Round, 10min/lvl(D), no save, SR 
  applies> 
  – Creates a 10’ radius Emanation, mobile, 
  invisible sphere around the caster that cannot 
  be entered by Animals, Aberrations, Magical 
  Beasts, Dragons, Fey, Giants, Humanoids, 
  Monstrous Humanoids, Oozes, Plants, & 
  Vermin.   
   The following creature types are immune:  
  Constructs, Elementals, Outsiders, & Undead. 
  Banishment(PH p202) 
  <Abj, VS/AF(object or substance hated by the target), 
  Close-range, WillNeg, SR applies> 
  – Banishes up to 2 HD per level of Extraplanar 
  creatures in a 30’ area away from the current 
  plane.  Extra hated objects give a +1 on SR 
  Checks and +2 to the spell’s DC. 
  Celestial Blood(BoED p94) 
  <Abj[good], VSM(holy water), 1Round, Touch, 
  1min/lvl> 
  – The touched non-Evil creature gains the 
  following protections: 
  a) Acid Resistance 10; 
  b) Cold Resistance 10; 
  c) Electricity Resistance 10; 
  d) +4 bonus to saves vs. poison; & 
  e) Damage Reduction 10 / evil. 
  Dispel Magic, Greater(PH p223)(PH3.5e)+ 
  <Abj, VS, 1StdAct, Medium-range, no SR> 
  – Cancels magical spells and effects on a 
  successful Dispel Check (max +20).  This 
  spell can be used in one of three ways: 
  a) Counterspell – Acts like a standard 
  counterspell except it works against any 
  spell, but a Dispel Check must be made. 
  b) Targeted Dispel – Each ongoing spell 
  effect on one target gets a separate Dispel 
  Check.  If successful, the spell effect is 
  ended (except for those caused by magic 
  items, which are only suppressed for 1d4 
  rounds).   
  c) Area Dispel – Each target in a 20’ radius 
  Burst gets a Dispel Check against each 
  spell in turn (highest caster level spell 
  checked first) until one is dispelled or all 
  checks fail.  Items are not effected. 
   A caster does not need to make a Dispel Check 
  to end a spell he/she cast. 
  Energy Immunity(CArc p105) 
  <Abj, VS, 1StdAct, Touch, 24hrs> 
  – The touched creature & his/her possessions 
  becomes immune to one type of Energy 
  Damage.  Non-damage effects, such as being 
  Deafened by a sonic attack, still apply. 
  Forbiddance(PH p232) 
  <Abj, VSM(1,500gp of holy water & incense + 
  1,500gp per 60’ cube, 1,000gp of additional incense 
  + 1,000gp per 60’ cube if a password is to be 
  added)/DF, 6Rounds, Medium-range, Permanent> 
  – The caster designated an area of one 
  contiguous 60’ cube per level.  Although 
  permanent, the caster  has the option of 
  including a password that allows the speaker 
  to avoid effect ‘b)’. 
  a) The area is sealed against planar travel, 
  blocking Dimensional Door, Teleport, 
  Plane Shift, Astral Travel, Ethereal Travel, 
  and all Summon spells. 
  b) When attempting to enter, each creature is 
  effected based on how close their 
  alignment is to the caster’s alignment: 
  1) same – no save needed to enter. 
  2) different along the law-chaos axis -or- 
  the good-evil axis – 6d6 damage & 
  cannot enter (Will½ & SR applies). 
  3) different along the law-chaos axis -and- 
  the good-evil axis – 12d6 damage & 
  cannot enter (Will½ & SR applies). 
  Dispel Magic on this spell only works if its 
  caster’s level is at least as high as this spell’s 
  level. 
  Gate Seal(FR p70) 
  <Abj, VSM(50gp silver), Close-range, Permanent> 
  – The targeted Gate or Portal cannot no longer 
  be used unless this spell is dispelled. 
  Glyph of Warding, Greater(PH p237) 
  <Abj, VSM(400gp diamond dust, incense), 10Minutes, 
  Touch, until discharged> 
  – Caster inscribes a one-use almost invisible 
  rune upon an object or area (up to 5 square 
  feet per level) which is set off when anyone 
  (visible or otherwise) touches or passes it.  
  The caster can set criteria which will keep the 
  glyph from discharging, such as a password, 
  the creature’s race or alignment, or even 
  religion (though the spell can be fooled by 
  Nondetection, Polymorph Self, etc.).  If 
  noticed, a Read Magic along with Spellcraft 
  check vs. DC 13 will identify the effect 
  contained by the glyph.  A glyph can either 
  a) inflict 1d8 per 2 levels (max 10d8) in a 5’ 
  radius of one energy type (acid, cold, 
  electricity, fire, or sonic) (Ref½) and SR 
  applies; or 
  b) store one harmful spell up to 6th level. 
  Vengeance Halo(BoED p111) 
  <Abj[good], VS/DF, 1StdAct, Close-range, 1min/lvl> 
  – The Good subject has a halo over his/her head 
  for the spell’s duration. 
   If the subject is killed, his/her slayer takes 1d6 
  per level damage (max 20d6) (Ref½, no SR) 
  & the spell ends. 
   Note:  The caster must abstain from alcohol for 
  one week prior to casting this spell. 
  Conjuration 
  Call Faithful Servants(BoED p93) 
  <Conj(call)[good], VS, 1Minute, Close-range, 
  Instantaneous> 
  – The caster calls 1d4 Lantern Archons (LG), 
  1d4 Coure Eladrins (CG), or 1d4 Musteval 
  Guardinals (NG) to server as guards, soldiers, 
  spies, etc., for up to 1 year.  Only 2HD per 
  Caster level of Celestials can be controlled at 
  any time. 
   Note:  This spell can only be cast by Celestials, 
  and the caster may not have cast a 
  Conjuration spell for 3 days prior to casting 
  this spell. 
  Cometfall(CDiv p159) (CDivErrata)+ 
  <Conj(create), VS/DF, 1StdAct, Medium-range, 
  Instantaneous, Ref½, no SR> 
  – A 400 pound ball of rock and ice appears 10’ 
  per level above a 10’ by 10’ target square 
  (height is limited by the ceiling, if any). 
   Everything in the target square takes 2d6 per 
  10’ that the comet fell (max 20d6) (Ref ½) & 
  are targeted by a Trip check at +11 (RefNeg). 
   In addition, the broken comet fills the target 
  square with Dense Rubble. 
  Cure Moderate Wounds, Mass(PH p216) 
  <Conj(heal), VS, 1StdAct, Close-range> 
  – Cures 2d8 +1/level damage (max +30) to  
  one creature per level in a 30’ area with 
  Positive Energy. 
  Heal(PH p239) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Touched subject is infused with Positive 
  Energy, healing 10hp per level (max 150hp) 
  and being immediately cured of the 
  following:  Ability Damage, Blindness, 
  Confusion, Dazed, Dazzled, Deafened, 
  Diseased, Exhausted, Fatigued, Feeblemind, 
  Insanity, Nauseated, Sickened, Stunned, and / 
  or being Poisoned. 
   This spells does not remove Negative Levels, 
  ability Drain, & lost levels. 
   If an Undead is the target of this spell, it takes 
  10hp per level (max 150hp) of Positive 
  Energy damage (SR applies). On a successful 
  save, the target only takes ½ damage and 
  cannot be brought to less than 1hp. 
  Heroes’ Feast(PH p240) 
  <Conj(create), VS/DF, 10Min, Close-range, 1hr> 
  – Creates a banquet for 1 creature per level.  
  Each creature that spends the full hour eating 
  is cured of all diseases, sickness, & nausea, 
  gains 1d8 + 1 per 2 levels (max +10) 
  Temporary HP, and for the following 12 
  hours is immune to poison, magical fear & 
  gains a +1 Morale bonus to attacks & Will 
  saves. 
  Planar Ally(PH p261) 
  <Conj(call)[variable alignment/element], 
  VS/DF/X(250), 10Minutes, no SR> 
  – The caster requests his/her deity send 
  Outsiders or Elementals:  either one of up to 
  12HD or two of the same type whose total 
  HD are not more than 12.  Specific ones may 
  be requested by name. 
   Once the ‘allies’ arrives, the caster must 
  negotiate what task they should do & what 
  they get in return.  The following table gives 
  an idea of the cost in money, items, etc.   
  Time Required 
  Payment 
  up to 1min/lvl 
  100gp / HD 
  up to 1hr/lvl 
  500gp / HD 
  up to 1day/lvl 
  1,000 / HD 
  Difficulty 
  Modifier 
  Matches Alignment 50% less 
  Non-hazardous 
  50% less 
  Very Dangerous 
  100% more 
  Suicidal 
  no deal 
   When the task is complete, the ‘allies’ informs 
  the caster of their deeds & then return home. 
  Sarcophagus of StoneDR313 p91) 
  <Conj(creat)[earth], VSM(piece of a sarcophagus)/DF, 
  1StdAct, Close-range, Instantaneous, RefNeg, no 
  SR> 
  – Creates an air-tight stone sarcophagus around 
  one target of up to Medium-size.  The stone 
  has Hardness 8 and is 1” thick per four Caster 
  levels. 
   The target must hold its breath or begin to 
  suffocate (DMG p304).  The target can 
  attempt to escape by making a Strength check 
  vs. DC 26 or using Natural or Light weapons 
  that were already in hand when the spell was 
  cast.  Also, the sarcophagus can be broken 
  from the outside, but the target takes any 
  excess damage beyond what was needed to 
  break the stone. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 6th level 
   
  Page 23 
  Summon Monster VI(PH p287) 
  <Conj(sum)[variable alignment/element], VSF(bag, 
  candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Monster VI 
  1 
  Summon Monster V 
  1d3 
  Summon Monster IV (or lower) 1d4+1 
  Vigorous Circle(CDiv p187)(DR324 p103)+ 
  <Conj(heal), VS, 1StdAct, 20’ range, 10rnd + 1rnd per 
  level (max 40rnds total)> 
  – One living creature per two Caster levels in a 
  30’ area gains Fast Healing 3. 
  Word of Recall(PH p303) 
  <Conj[teleport], V, 1StdAct> 
  – Teleports the caster, his/her Maximum Load,  
  & one willing Medium-sized creature per 
  three levels (or the Creature Equivalent) back 
  to a very familiar place that was designated 
  when the spell was memorized.  The start & 
  end locations must be in the same plane of 
  existence. 
  Divination 
  Find the Path(PH p230) 
  <Div, VSF(rune stones), 3Rounds, 10min/lvl> 
  – The touched subject knows the shortest, most 
  direct route to the specified location (not 
  objects or people). 
   The subject also knows what actions to take to 
  follow the path, such as the locations of trip 
  wires & the password to a Glyph of Warding.  
  It does not predict the actions of guardians. 
   This spell will get a subject out of a Maze spell 
  in 1 round. 
  Enchantment 
  Geas/Quest(PH p234) 
  <Ench(comp)[mind][language], V, 10Minutes, Close-
  range, until discharged(D), no save, SR applies> 
  – One subject obeys the caster’s command “to 
  the letter”, though self-destructive orders 
  break the spell. 
   Open-ended commands, such as “Guard this 
  Door”, last for 1 day per Caster level.  
  Specific tasks must be completed for the spell 
  to be discharged. 
   If the subject is prevented from carrying out the 
  instructions, he/she suffers 3d6 damage each 
  day (no save) & is Sickened (FortNeg).  The 
  effects end after a full day of obeying the 
  instructions. 
   This spell is not effected by Dispel Magic or 
  Break Enchantment, though it can be ended 
  by Limited Wish, Miracle, or Wish.  Remove 
  Curse only works if its Caster level is two 
  higher than this spell’s Caster level. 
  Symbol of Persuasion(PH p290) 
  <Ench(charm)[mind], VSM(5,000gp of diamond & 
  opal powder, mercury, phosphorus), 10Minutes, 
  Touch, until triggered then 10min/lvl, WillNeg, SR 
  applies> 
  – Creates a magical trap by drawing a symbol.  
  When triggered (see below), the symbol 
  glows & creatures within a 60’ radius 
  Emanation become charmed by the caster 
  (i.e., consider him a good friend) for 1 hour 
  per level.  The triggered symbol remains 
  active for 10min/lvl 
   Any creature who saves is safe until it leaves 
  the 60’ radius.  Reentering requires a new 
  save. 
   The symbol must be in plain sight and is 
  triggered by one or more of following actions 
  is performed within 60’ (chosen at cast time): 
  a) target looks at the symbol; 
  b) target reads the symbol; 
  c) target touches the symbol (including 
  covering it); 
  d) target passes over the symbol; 
  e) target passes through the portal marked 
  with the symbol; 
  f) custom triggering condition based on 
  target’s name, alignment, a visual quality, 
  or a visual action. 
   The caster may include a password, which 
  allows the creature saying the password to 
  not trigger the symbol. 
   The caster may attune multiple creatures to the 
  symbol at cast time (the caster is always 
  considered attuned).  Attuned creatures 
  cannot trigger the symbol & are not effected 
  by it when triggered.  Attuning up to 10 
  people takes an extra hour of cast time, 
  attuning up to 25 takes 24 hours, etc. 
   The specific symbol can be identified with 
  Read Magic and a Spellcraft check vs. DC 
  19, though this may trigger it. 
   This spell can be Dispelled by a targeted Dispel 
  Magic.  It is immune to Erase. 
  Evocation 
  Blade Barrier(PH p205) 
  <Evoc[force], VS, 1StdAct, Medium-range, 
  1min/lvl(D), SR applies> 
  – Creates a 20’ tall wall of spinning blades 
  either of 20’ long per level –or– a ringed wall 
  5’ radius per two levels.  Going through the 
  barrier causes 1d6/lvl (max 15d6) (Ref½). 
    If the barrier is created on top of a creature, it 
  is allowed a Reflex save to get out before it 
  finishes forming (i.e., no damage). 
   The barrier proves a +4 Cover bonus to AC & a 
  +2 Cover bonus to Reflex saves against 
  attacks made through it. 
  Serpent Storm(DR330 p71) 
  <Evoc, VSF(living snake no larger than the caster’s 
  size category), 1StdAct, Medium-range, 
  1rnd/lvl(D), SR applies> 
  – A 20’ radius Spread has a “snakes” rain down 
  and form a layer on the ground.  This is 
  considered Difficult Terrain.  
   Each round, any creature in the area of effect 
  takes 1d6 per two level (Ref½) and, if it took 
  at least 1hp of damage, 1d4 Constitution 
  damage (FortNeg). 
   Note that this is a magical effect.  The snakes 
  cannot be injured, charmed, paralyzed, etc.  
  When the spell ends, the “snakes” disappear. 
  Zealot Pact(CDiv p191) 
  <Evoc, VS/DF/X(500), 10Minutes, Touch, until 
  discharged then 1rnd/lvl>    
  – When the touched, willing, living creature hits 
  a creature whose alignment is exactly 
  opposite to that of the deity of the Cleric who 
  cast this spell, the target receives the 
  following benefits for 1 round per caster lvl: 
  a) +4 bonus on melee attack rolls; 
  b) double damage; 
  c) all threatened criticals are automatically 
  confirmed; 
  d) melee damage receives alignment 
  descriptors that match the deity (i.e., a pact 
  with a Lawful Good deity result in the 
  target’s damage being [lawful][good]; 
  e) the target can see which creatures within 
  60’ have the opposite alignment of the 
  deity (as per Detect Evil, etc.). 
  f) for the spell’s duration, the target must 
  attack a foe of the opposite alignment each 
  round if possible. 
   If the pact is with a True Neutral deity, then this 
  spell applies to one of the following 
  alignments (chosen as casting time):  Lawful 
  Good, Chaotic Good, Lawful Evil, or Chaotic 
  Evil. 
  Necromancy 
  Create Undead(PH p215) 
  <Necro[evil], VSM(black onyx worth 50gp/HD, grave 
  dirt, brackish water), 1Hour, Close-range> 
  – Transforms a dead body into an Undead.  Note 
  that the Undead is not automatically under 
  the creator’s control. 
  Undead 
  Min Lvl 
  Undead 
  Min Lvl 
  Ghoul 
  11 
  Mummy 
  15 
  Ghast 
  12 
  Mohrg 
  18 
  This spell must be cast at night. 
  Harm(PH p239) 
  <Necro[touch attack], VS, 1StdAct, Touch, Will½, SR 
  applies> 
  – The touched target is infused with Negative 
  Energy, taking 10hp per level (max 150hp) 
  damage.  On a successful save, the target only 
  takes ½ damage and cannot be brought to less 
  than 1hp. 
   If this spell targets an Undead, the subject is 
  infused with Negative Energy, healing 10hp 
  per level (max 150hp) and being immediately 
  cured of the following:  Blindness, 
  Confusion, Dazed, Dazzled, Deafened, 
  Feeblemind, and / or insanity. 
  Inflict Moderate Wounds, Mass(PH p244) 
  <Necro, VS, 1StdAct, Close-range, Will½, SR applies> 
   – One living target per level within a 30’ area 
  takes 2d8 + 1/lvl (max +30) Negative Energy 
  Damage. 
  Secure Corpse(BoED p106) 
  <Necro, VS/DF, 1StdAct, Close-range, 1day/lvl(D)> 
  – A target corpse is transformed into divine 
  energy and stored inside the caster’s holy 
  symbol.  During this time, the corpse is 
  considered in Stasis. 
  Symbol of Fear(PH p290) 
  <Necro[fear][mind], VSM(1,000gp diamond & opal 
  powder, mercury, phosphorus), 10Minutes, Touch, 
  until triggered then 10min/lvl, WillNeg, SR 
  applies> 
  – Creates a magical trap by drawing a symbol.  
  When triggered (see below), the symbol 
  glows & creatures within a 60’ radius 
  Emanation are Panicked for 1rnd/lvl, up to 
  150hp total (calculate starting from the 
  closest to the symbol & skipping any with too 
  many hp).  If the symbol does not effect 
  150hp worth of creatures when triggered, it 
  remains active until it effects the remaining 
  hp of creatures, up to 10min/lvl.   
   Any creature who saves is safe until it leaves 
  the 60’ radius.  Reentering requires a new 
  save. 
   The symbol must be in plain sight and is 
  triggered by one or more of following actions 
  is performed within 60’ (chosen at cast time): 
  a) target looks at the symbol; 
  b) target reads the symbol; 
  c) target touches the symbol (including 
  covering it); 
  d) target passes over the symbol; 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 6th level 
   
  Page 24 
  e) target passes through the portal marked 
  with the symbol; 
  f) custom triggering condition based on 
  target’s name, alignment, a visual quality, 
  or a visual action. 
   The caster may include a password, which 
  allows the creature saying the password to 
  not trigger the symbol. 
   The caster may attune multiple creatures to the 
  symbol at cast time (the caster is always 
  considered attuned).  Attuned creatures 
  cannot trigger the symbol & are not effected 
  by it when triggered.  Attuning up to 10 
  people takes an extra hour of cast time, 
  attuning up to 25 takes 24 hours, etc. 
   The specific symbol can be identified with 
  Read Magic and a Spellcraft check vs. DC 
  19, though this may trigger it. 
   This spell can be Dispelled by a targeted Dispel 
  Magic.  It is immune to Erase. 
  Undeath to Death(PH p297) 
  <Necro[death], VSM(500gp of diamond power)/DF, 
  1StdAct, Medium-range, WillNeg, SR applies> 
   – Destroys 1d4 HD per level (max 20d4) of 
  Undead in a 40’ radius Burst.  The lowest HD 
  creatures in the area are effected first & 
  creatures with 9 or more HD are immune. 
  Transmutation 
  Animate Objects(PH p199) 
  <Trans, VS, 1StdAct, Medium-range, 1rnd/lvl> 
  – Animates the equivalent of one Small-sized, 
  non-magical, unattended (i.e., not carried or 
  worn) object per level, which can be used to 
  immediately attack an opponent.  Use the 
  Animated Object creature(MM p13) for the 
  items effected by this spell. 
   The caster may change which objects are 
  animated as a Move Action each round. 
   The caster may animate larger objects in place 
  of a number of Small objects. 
  1 Medium = 2 Small 1 Gargantuan = 16 Small 
  1 Large = 4 Small 
  1 Colossal = 32 Small 
  1 Huge = 8 Small 
  Auril’s Flowers(DR312 p62) 
  <Trans[cold], VS, 1StdAct, Long-range, Ref½, no SR> 
  – The targeted area of ground freezes & 
  explodes in a 30’ radius Burst, causing 1d6 
  per level damage (max 15d6), half of which 
  is Cold damage.  The targeted area becomes 
  Dense Rubble (see DMG3.5 p90).   
   If there is no moisture within 3’ of the surface 
  (such as desert sand or solid stone), this spell 
  has no effect. 
  Azuth’s Exalted Triad(MoF p78) 
  <Trans, VS, 1StdAct, Personal> 
  – One target prepared spell of up to 3rd level is 
  modified so that there are a total of 3 copies 
  in the caster’s memory (as if the caster had 2 
  extra slots at the target spell’s level).  The 
  copies of the target spell are cast normally.  
  When a new spell is prepared in the target 
  spell’s slot, any extra copies that were not 
  used are lost. 
  Bear’s Endurance, Mass(PH p203) 
  <Trans, VS/DF, 1StdAct, Close-range, 1min/lvl> 
  – One subject per level in a 30’ area gains a  
  +4 Enhancement bonus to Constitution. 
  Bull’s Strength, Mass(PH p207) 
  <Trans, VSM(bull hair)/DF, 1StdAct, Close-range, 
  1min/lvl> 
  – One subject per level in a 30’ area gains a  
  +4 Enhancement bonus to Strength. 
  Eagle’s Splendor, Mass(PH p225) 
  <Trans, VSM(eagle feather/dung)/DF, 1StdAct, Close-
  range, 1min/lvl> 
  – One subject per level in a 30’ area gains a +4 
  Enhancement bonus to Charisma. 
  Owl’s Wisdom, Mass(PH p259) 
  <Trans, VSM(owl feather)/DF, 1StdAct, Touch, 
  1min/lvl> 
  – One subject per level in a 30’ area gains a +4 
  Enhancement bonus to Wisdom. 
  Stone Body(PGF p113) 
  <Trans, VSM(stone from a stone golem, a greater earth 
  elemental, or a castle’s outer wall)/DF, 1StdAct, 
  Personal, 1min/lvl(D)> 
  – The caster’s body becomes living stone, which 
  has the following benefits & penalties: 
  a) Damage Reduction 10 / adamantine; 
  b) Immune to Blindness, Criticals, Ability 
  Score Damage, Deafness, Disease, 
  Drowning, Electricity, Poison, & 
  Stunning; 
  c) Immune to any effects that modify a 
  target’s physiology or respiration.  Since 
  the caster cannot breath or drink, he/she 
  cannot play woodwind instruments or 
  drink potions; 
  d) ½ damage from Acid & Fire; 
  e) +4 Enhancement bonus to Strength; 
  f) –4 penalty to Dexterity (min Dex 1) ; 
  g) ½ movement; 
  h) –8 Armor Check penalty; 
  i) 50% Arcane spell failure; 
  j) 3x normal weight & cannot swim; 
  k) Fists to 1d6 normal damage (1d4 if Small); 
  l) If targeted with Transmute Rock to Mud, 
  the caster is Slow’d fro 2d6 rnds (no save). 
  m)If targeted with Stone to Flesh, the caster 
  loses the spell’s Damage Reduction for 
  one round. 
  Stone Metamorphosis, Greater(Und p61)(Und p103)+ 
  <Trans[earth], VSM(grain of talc, chip of obsidian), 
  1StdAct, Touch, Instantaneous> 
  – 10 cubic feet + 10 cubic feet per level of 
  touched stone is permanently changed into 
  another type of stone.  Typically this means 
  changing the stone’s Hardness anywhere 
  from 6 to 9 (see Underdark page 103 for 
  examples). 
   This spell cannot create gems and does not 
  change the value of stone objects. 
  Suppress Glyph(MoF p126) 
  <Trans, VS, 1StdAct, 1min/lvl> 
  – All magical writing traps (including Glyph of 
  Warding, Explosive Runes, Sepia Snake Sigil, 
  & Symbol) within 100’ radius of the caster 
  glow blue and are suppressed.  For the spells 
  duration, they can be passed, the book they 
  guard can be read, etc.  At the end of this 
  spell’s duration, the blue light fades & all the 
  traps become active again. 
  Touch of Adamantine(BoED p110) 
  <Trans, VS, 1StdAct, Touch, 1min/lvl> 
  – A single touched weapon is considered to be 
  Adamantine.  It gains a +1 Enhancement 
  bonus on attacks (as if Masterwork), bypasses 
  Hardness of less than 20, has 30% extra hp, 
  & bypasses certain types of Damage 
  Reduction.  If the weapon is already made 
  from a special material (such as Cold Iron or 
  Adamantine), it looses the benefit from the 
  original material for the spell’s duration. 
  Visage of the Deity(CDiv p187) 
  <Trans[good], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster becomes a ‘Celestial’: 
  a) appearance becomes metallic; 
  b) gain Darkvision 60’; 
  c) Damage Reduction 10 / magic; 
  d) Spell Resistance 20. 
  e) Acid Resistance 20; 
  f) Cold Resistance 20; 
  g) Electricity Resistance 20; & 
  h) Smite Evil (1/day): +Cha bonus on attack 
  roll & +level on damage vs. Evil. 
  -or- 
  <Trans[evil], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster becomes ‘Fiendish’: 
  a) appearance becomes fearsome (horns, 
  fangs, etc); 
  b) gain Darkvision 60’; 
  c) Damage Reduction 10 / magic; 
  d) Spell Resistance 20; 
  e) Cold Resistance 20; 
  f) Fire Resistance 20; & 
  g) Smite Good (1/day): +Cha bonus on attack 
  roll & +level on damage vs. Good. 
  Wind Walk(PH p302) 
  <Trans[air], VS/DF, 1StdAct, Touch, 1hr/lvl(D)> 
  – The caster and one subject per three levels are 
  transformed into a gaseous form, which 
  grants the following: 
  a) Fly 10’/Perfect; 
  b) able to slip through any opening; 
  c) gains Damage Reduction 10/magic; 
  d) immune to poison & criticals; 
  e) has an AC based only on Dexterity, size, 
  Deflection bonuses, & armor bonuses due 
  to Force effects; 
  f) cannot attack 
  g) can only cast spells with no Verbal, 
  Somatic, Material, or Focus components 
  (due to Metamagics); 
  h) if wearing white, most viewers will think 
  the subject is a cloud / mist; 
  i) may invoke a magic wind, which makes 
  the subject Fly speed increase to 60mph 
  with Poor maneuverability; 
  j) each subject may independently spends 5 
  rounds to shift back to solid form.  At any 
  time before the end of the duration, the 
  subject may spend 5 more rounds shifting 
  back to the wind walk form. 
   The caster can dismiss the spell for any or all 
  subject at will. 
   If the spell is within 1 minute of its duration 
  ending, all remaining subjects automatically 
  descend at 60’ per round (or faster if desired) 
  before the spell expires. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 7th level 
   
  Page 25 
  7th Level 
   
  Abjuration 
  Azuth’s Spell Shield(MoF p79) 
  <Abj, VS/DF, 1StdAct, Close-range> 
  – One subject per level gains Spell Resistance of 
  12 + 1/lvl.  This spell lasts for 1rnd/lvl 
  divided evenly between all subjects. 
  Bastion of Good(BoED p92) 
  <Abj[good], VS, 1StdAct, 1rnd/lvl, no SR> 
  – The caster is surrounded by a 20’ radius 
  spherical Emanation that protect him/her and 
  anyone else within it. 
  a) +4 Deflection bonus to AC & +4 
  Resistance bonus to saves against the 
  attacks & magic of Evil creatures; 
  b) Any mind control (such as Magic Jar, 
  Dominate Person, etc.) is Suppressed;  
  c) Keeps non-Good Summoned creatures 3’ 
  away unless they make a Spell Resistance 
  check or the subject attacks. 
  d) Any 0th – 3rd level spell or spell-like 
  abilities cannot enter the sphere, though 
  those already in effect are merely 
  Suppressed while in the area.  Area of 
  effect spells do not effect anything within 
  the sphere either, though the rest of the 
  area of effect is targeted normally.  Spells 
  can be cast out of the sphere or through the 
  sphere without penalty.   
   This spell can be Dispelled by a targeted Dispel 
  Magic, but not an area Dispel Magic. 
   Note:  The caster must fast for 24 hours before 
  being able to cast this spell. 
  Repulsion(PH p271) 
  <Abj, VS/AF(2 small iron bars with dog statuettes on 
  the ends)/DF, 1StdAct, 1rnd/lvl(D), WillNeg, SR 
  applies> 
  – Creatures cannot approach the caster within an 
  invisible circle of up to 10’ radius per level 
  Emanation.  The circle moves with the caster, 
  but cannot push creatures back.  The caster 
  can still be attacked with spells & ranged 
  weapons. 
  Spell Resistance, Mass(CDiv p181) 
  <Abj, VS/DF, 1StdAct, Close-range> 
  – Up to one subject per caster level within a 30’ 
  area gains Spell Resistance of 12 + 1 per 
  Caster level.   
   The spell lasts for 1 round per level total, 
  divided evenly between all subjects. 
   As a Standard Action, a subject can willingly 
  lower his/her Spell Resistance to receive a 
  beneficial spell. 
  Conjuration 
  Cure Serious Wounds, Mass(PH p216) 
  <Conj(heal), VS, 1StdAct, Close-range> 
  – Cures 3d8 +1/level damage (max +35) to  
  one creature per level in a 30’ area with 
  Positive Energy. 
  Fortunate Fate(MoF p95) 
  <Conj(heal), VS, 1Minute, Touch, until discharged up 
  to 10min/lvl> 
  – If the touched target is killed, a Heal spell is 
  automatically cast upon him/her to avoid the 
  death.  If cast on an Undead, it receives a 
  Harm spell instead. 
  Restoration, Greater(PH p272) 
  <Conj(heal), VSX(500), 10Minutes, Touch, 
  Instantaneous> 
  – Touched creature is restored as follows: 
  a)  all Negative Energy Level are removed; 
  b) all lost Experience Level are restored if 
  that were drained within 1/week per level; 
  c) removes all ability penalties and temporary 
  ability Damage; 
  d) restores all permanently Drained points;  
  e) eliminates Fatigue and Exhaustion; and 
  f) removes insanity, Confusion, & similar 
  mental effects. 
  Refuge(PH p270) 
  <Conj[teleport], VSM(1,500gp trigger object), 
  1StdAct, Touch, until discharged> 
  – A preset teleportation is activated when the 
  trigger object is broken at the same time the 
  command word is spoken.  The caster presets 
  the object to either 
  a) teleport the breaker to the caster’s 
  sanctum; or 
  b) teleport the caster to the breaker’s location. 
  Regenerate(PH p270) 
  <Conj(heal), VS/DF, 3Rounds, Touch, Instantaneous> 
  – Touched living subject’s missing limbs are 
  restored.  If the severed limb is touching the 
  subject, then it takes 1 round to heal, 
  otherwise the limb regrows in 2d10 rounds. 
  The subject is also healed 4d8 + 1/lvl (max +35) 
  hit points, is no longer Fatigued or Exhausted, 
  & all subdual damage is restored. 
   This spell cannot target Undead. 
  Renewal Pact(CDiv p177) 
  <Conj(heal), VSX(500)/DF, 10Minutes, Touch, until 
  triggered> 
  – The touched, willing, living creature becomes 
  the target of a Heal spell when one or more of 
  the following conditions apply to the subject:  
  Ability Damage, Blinded, Confused, Dazed, 
  Dazzled, Deafened, Diseased, Exhausted, 
  Fatigued, Feebleminded, Insanity, Nauseated, 
  Sickened, Stunned, or Poisoned.  
   Any given creature may only have one Renewal 
  Pact in effect on him/her at a given time. 
  Resurrection(PH p273) 
  <Conj(heal), VSM(holy water, 10,000gp diamond)/DF, 
  10Minutes, Touch> 
  – Restores life to someone who died up to 10 
  years per level ago, assuming the spirit is 
  willing.  Subject cannot have died of old age. 
   When resurrected, the subject has all his/her hp 
  and ability scores restored & is cured of 
  diseases & poisons. 
   Subject looses a Non-Recoverable Level. 
   This spells cannot be used on Constructs, 
  Elementals, or Outsiders. 
  Slime Wave(CDiv p180) (CDivErrata)+ 
  <Conj(sum), VSM(stagnant water), 1StdAct, Close-
  range, 1rnd/lvl, RefNeg, no SR> 
  – A 15’ radius Spread is splattered with Green 
  Slime.  Each creature or object receives one 
  Patch of Green Slime. 
   A Green Slim Patch does 1d6 Constitution 
  damage to flesh –or– 2d6 damage to wood & 
  metal (whose Hardness it ignores) each round 
   If not scraped off on its 1st round, the slime 
  must be destroyed with heat, cold, sunlight, 
  Remove Disease, or being cut away. 
   At the end of the spell’s duration, the Green 
  Slime disappears. 
  Summon Monster VII(PH p287) 
  <Conj(sum)[variable alignment/element], VSF(bag, 
  candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Monster VII 
  1 
  Summon Monster VI 
  1d3 
  Summon Monster V (or lower) 1d4+1 
  Divination 
  Scrying, Greater(PH p275)(PH3.5e)+ 
  <Div(scry), VS, 1Hour, 1hr/lvl, WillNeg, SR applies> 
  – Sends a Magical Sensor to watch & listen to a 
  target creature.  This spell’s DC is adjusted 
  by the caster’s knowledge and connection to 
  the target. 
  Knowledge 
  DC 
  None (must have a Connection) 
  –10 
  Heard of the target 
  –5 
  Met the target 
  +0 
  Know the target well 
  +5 
  Connection 
  DC 
  Likeness or picture 
  +2 
  Possession or garment 
  +5 
  Lock of hair, bit of fingernail, etc. +10 
   If the spell is successful, the caster can see in a 
  10’ radius around the target & the Sensor 
  follows the target up to a rate of 150’. 
   If the spell is resisted, the caster may not 
  attempt to scry on the target again for 1day. 
   Spells that improve the caster’s vision (such as 
  Darkvision) apply when he/she is looking 
  through the Sensor.  In addition, the caster 
  can use the following:  Detect Chaos, Detect 
  Evil, Detect Good, Detect Law, Detect Magic, 
  Message, Read Magic, and Tongues. 
  Enchantment 
  Righteous Wrath of the Faithful(CDiv p178)(CDivErrata)+ 
  <Ench(comp)[mind], VS/DF, 1StdAct, 1rnd/lvl> 
  – All allies within a 30’ radius Burst of the 
  caster are filled with a divine fury whose 
  strength depends on the subject’s religion: 
  a) Subjects who worship the same deity as 
  the caster: 
  1) One extra attack per round at his/her 
  highest attack bonus. 
  2) +2 Morale bonus to attacks, damage, & 
  saves. 
  3) +3 Morale bonus on saves vs. Mind-
  Affecting spells & effects. 
  4) 2d8 Temporary HP. 
  5) At the end of the spell, the subject is 
  Fatigued for 10 minutes. 
  b) Others: 
  1) +1 Morale bonus on attacks & saving 
  throws vs. Fear spells & effects. 
  2) 1d8 Temporary HP. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 7th level 
   
  Page 26 
  Symbol of Stunning(PH p291) 
  <Ench(comp)[mind], VSM(5,000gp diamond & opal 
  powder, mercury, phosphorus), 10Minutes, Touch, 
  until triggered then 10min/lvl, WillNeg, SR 
  applies> 
  – Creates a magical trap by drawing a symbol.  
  When triggered (see below), the symbol 
  glows & creatures within a 60’ radius 
  Emanation are Stunned for 1d6rnds, up to 
  150hp total (calculate starting from the 
  closest to the symbol & skipping any with too 
  many hp).  If the symbol does not effect 
  150hp worth of creatures when triggered, it 
  remains active until it effects the remaining 
  hp of creatures, up to 10min/lvl.   
   Any creature who saves is safe until it leaves 
  the 60’ radius.  Reentering requires a new 
  save. 
   The symbol must be in plain sight and is 
  triggered by one or more of following actions 
  is performed within 60’ (chosen at cast time): 
  a) target looks at the symbol; 
  b) target reads the symbol; 
  c) target touches the symbol (including 
  covering it); 
  d) target passes over the symbol; 
  e) target passes through the portal marked 
  with the symbol; 
  f) custom triggering condition based on 
  target’s name, alignment, a visual quality, 
  or a visual action. 
   The caster may include a password, which 
  allows the creature saying the password to 
  not trigger the symbol. 
   The caster may attune multiple creatures to the 
  symbol at cast time (the caster is always 
  considered attuned).  Attuned creatures 
  cannot trigger the symbol & are not effected 
  by it when triggered.  Attuning up to 10 
  people takes an extra hour of cast time, 
  attuning up to 25 takes 24 hours, etc. 
   The specific symbol can be identified with 
  Read Magic and a Spellcraft check vs. DC 
  19, though this may trigger it. 
   This spell can be Dispelled by a targeted Dispel 
  Magic.  It is immune to Erase. 
  Evocation 
  Blasphemy(PH p205)(PH3.5e)+ 
  <Evoc[evil][sonic], V, 1StdAct, SR applies> 
  – Any non-Evil creatures within a 40’ radius 
  Spread who can hear the ‘blasphemy’ & that 
  has no more HD than the caster suffer from 
  the following effects (no save): 
  up to Caster lvl: 
  Dazed for 1 round. 
  up to Caster lvl - 1: 
  Weakened for 2d4 
  rounds & above. 
  up to Caster lvl - 5: 
  Held for 1d10 minutes 
  & above. 
  up to Caster lvl - 10: Dead & above. 
  In addition, if the caster is on his/her home 
  plane of existence, any non-Evil Extraplanar 
  creature in the area of effect (even if the 
  ‘blasphemy’ cannot be heard) that has no 
  more HD than the caster is driven back to its 
  home plane for at least 1 day (WillNeg at a  
  –4 penalty). 
  Dictum(PH p220) 
  <Evoc[lawful][sonic], V, 1StdAct, SR applies> 
  – Any non-Lawful creatures within a 40’ radius 
  Spread who can hear the ‘dictum’ & that has 
  no more HD than the caster suffer from the 
  following effects (no save): 
  up to Caster lvl: 
  Deafened for 1d4rnds. 
  up to Caster lvl - 1: 
  Slowed for 2d4 rounds 
  & above. 
  up to Caster lvl - 5: 
  Held for 1d10 minutes  
  & above. 
  up to Caster lvl - 10: Dead & above. 
  In addition, if the caster is on his/her home 
  plane of existence, any non-Lawful 
  Extraplanar creature in the area of effect 
  (even if the ‘dictum’ cannot be heard) that 
  has no more HD than the caster is driven 
  back to its home plane for at least 1 day 
  (WillNeg at a –4 penalty). 
  Holy Word(PH p242) 
  <Evoc[good][sonic], V, 1StdAct, SR applies> 
  – Any non-Good creatures within a 40’ radius 
  Spread who can hear the ‘holy word’ & that 
  has no more HD than the caster suffer from 
  the following effects (no save): 
  up to Caster lvl: 
  Deafened for 1d4rnds. 
  up to Caster lvl - 1: 
  Blinded for 2d4 rounds 
  & above. 
  up to Caster lvl - 5: 
  Held for 1d10 minutes 
  & above. 
  up to Caster lvl - 10: Dead & above. 
  In addition, if the caster is on his/her home 
  plane of existence, any non-Good Extraplanar 
  creature in the area of effect (even if the ‘holy 
  word’ cannot be heard) that has no more HD 
  than the caster is driven back to its home 
  plane for at least 1 day (WillNeg at a –4 
  penalty). 
  Righteous Smite(BoED p106) 
  <Evoc[good], VS, 1StdAct, Medium-range, SR applies> 
  – All creatures within a 20’ radius Spread are 
  affected as per their alignment / creature type: 
  Evil Outsider: 1d8/lvl (max 20d8) (Will½) & 
  Blind for 1d4rnd (WillNeg) 
  other Evil: 
  1d6/lvl (max 20d6) (Will½) & 
  Blind for 1d4rnd (WillNeg) 
  Neutral: 
  1d4/lvl (max 20d4) (Will½). 
  Good: 
  No effect. 
  Word of Chaos(PH p303) 
  <Evoc[chaotic][sonic], V, 1StdAct, SR applies> 
  – Any non-Chaotic creatures within a 40’ radius 
  Spread who can hear the ‘word of chaos’ & 
  that has no more HD than the caster suffer 
  from the following effects (no save): 
  up to Caster lvl: 
  Deafened for 1d4rnds. 
  up to Caster lvl - 1: 
  Stunned for 1 round 
  & above. 
  up to Caster lvl - 5: 
  Confused for 1d10 min 
  & above. 
  up to Caster lvl - 10: Dead / Destroyed. 
  In addition, if the caster is on his/her home 
  plane of existence, any non-Chaotic 
  Extraplanar creature in the area of effect 
  (even if the ‘word of chaos’ cannot be heard) 
  that has no more HD than the caster is driven 
  back to its home plane for at least 1 day 
  (WillNeg at a –4 penalty). 
  Necromancy 
  Blood to Water(DR314 p45) 
  <Necro[water], VS, 1StdAct, Close-range, Instantaneous, 
  Fort½, SR applies> 
  – The caster transmutes a portion of up to three 
  living creature’s blood into water.  The spell 
  does (1d6 * (Caster level / 2)) Constitution 
  Damage.  The dice are distributed evenly to 
  all targets (i.e., an 8 dice attack on three 
  creatures must be distributed as 3d6, 3d6, & 
  2d6), all targets must be within a 20’ area, 
  and no target may have the [fire] or [water] 
  subtype. 
   If a target makes its Fortitude save, it is 
  Nauseated for 1d6 rounds. 
  Death Dragon(MoF p88) 
  <Necro[evil][fear][mind], VS/DF, 1FullRound, 
  Personal, 1rnd/lvl(D)> 
  – The caster is surrounded by the image of a 
  Dragon made from bone & negative energy 
  with the following benefits: 
  a) +4 Natural Armor bonus to AC; 
  b) +4 Deflection bonus to AC; 
  c) +1 Temporary hp per level (max +20); 
  d) Can make armed attacks as if wielding 
  short shorts in one or both hands; 
  e) Inflict Critical Wounds as a Touch Attack 
  by using a Standard Action; and 
  f) Fear, as a Standard Action; 
  The caster cannot cast spells with Somatic, 
  Material, or Focus requirements (Verbal & 
  Divine Focus are alright). 
  Destruction(PH p218) 
  <Necro[death], VSF(500gp custom silver religious 
  symbol), 1StdAct, Close-range, Fort½, SR applies> 
  – The target dies & its body ceases to exist.  The 
  target’s equipment & possession are left 
  behind.  On a successful save, target takes 
  10d6 damage. 
  Inflict Serious Wounds, Mass(PH p244) 
  <Necro, VS, 1StdAct, Close-range, Will½, SR applies> 
   – One living target per level within a 30’ area 
  takes 3d8 + 1/lvl (max +35) Negative Energy 
  Damage. 
  Righteous Glare(BoED p105) 
  <Necro[good][death], VS, 1StdAct, Personal, 1rnd/lvl> 
  – The caster gets a Gaze attack with a 60’ range: 
  Evil creatures with 5HD or less:  Make a Will 
  save or die.  On a successful save, 
  Panicked for 2d10 rounds. 
  Evil creatures with more than 5HD –or– 
  Neutral creatures:  Panicked for 2d10 
  rounds (WillNeg).  
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 7th level 
   
  Page 27 
  Symbol of Weakness(PH p291) 
  <Necro, VSM(5,000gp of diamond & opal powder, 
  mercury, phosphorus), 10Minutes, Touch, until 
  triggered then 10min/lvl, FortNeg, SR applies> 
  – Creates a magical trap by drawing a symbol.  
  When triggered (see below), the symbol 
  glows & creatures within a 60’ radius 
  Emanation take 3d6 Strength Damage.  
  Targets cannot be waken without magic.  The 
  triggered symbol remains active for 10min/lvl 
   Any creature who saves is safe until it leaves 
  the 60’ radius.  Reentering requires a new 
  save. 
   The symbol must be in plain sight and is 
  triggered by one or more of following actions 
  is performed within 60’ (chosen at cast time): 
  a) target looks at the symbol; 
  b) target reads the symbol; 
  c) target touches the symbol (including 
  covering it); 
  d) target passes over the symbol; 
  e) target passes through the portal marked 
  with the symbol; 
  f) custom triggering condition based on 
  target’s name, alignment, a visual quality, 
  or a visual action. 
   The caster may include a password, which 
  allows the creature saying the password to 
  not trigger the symbol. 
   The caster may attune multiple creatures to the 
  symbol at cast time (the caster is always 
  considered attuned).  Attuned creatures 
  cannot trigger the symbol & are not effected 
  by it when triggered.  Attuning up to 10 
  people takes an extra hour of cast time, 
  attuning up to 25 takes 24 hours, etc. 
   The specific symbol can be identified with 
  Read Magic and a Spellcraft check vs. DC 
  19, though this may trigger it. 
   This spell can be Dispelled by a targeted Dispel 
  Magic.  It is immune to Erase. 
  Withering Palm(Eb p117)(CArc p130) 
  <Necro[touch attack], VS, 1StdAct, Touch, 
  Instantaneous, FortNeg, SR applies> 
  – The touched living subject takes damage to 
  his/her Strength and Constitution equal to one 
  per two levels. 
   If the touch attack was a Critical Hit, the ability 
  loss is a Drain instead of Damage. 
  Transmutation 
  Bestow Curse, Greater(RoD p164) (CDiv p153)(CDivErrata)+ 
  <Trans[touch attack], VS, 1StdAct, Touch, Permanent, 
  WillNeg, SR applies> 
  – Touched subject is inflicted with one of the 
  following: 
  a) One ability score reduced to 1;  
  b) Two ability scores receive a –6 penalty 
  (min 1);  
  c) –8 penalty on All Actions; or 
  d) 75% chance of losing each action. 
  The caster must designate a task which, if 
  completed, will cause the curse to be lifted.  
  The task must be some that the target could 
  do in a 1 year time-frame. 
  This spell is not effected by Dispel Magic, 
  Break Enchantment, Limited Wish, or 
  Remove Curse.   It can be removed with a 
  Wish or Miracle. 
  Control Weather(PH p214) 
  <Trans, VS, 10Minutes, 4d12hours> 
  – The caster can modify the weather in a two 
  mile radius (if the caster is a Druid, then the 
  spell effects a three mile radius, plus double 
  duration).  Once the spell is cast, it takes 10 
  minutes for the desired weather to manifest.  
  The weather must be seasonally appropriate. 
  Season 
  Weather Choices 
  Spring 
  Tornado, Thunderstorm, Hot 
  Summer 
  Rain, Heat Wave, Hailstorm 
  Autumn 
  Hot, Cold, Fog, Sleet 
  Winter 
  Frigid Cold, Blizzard, Thaw 
  Any time within the duration, the caster can 
  change the weather again as a Standard 
  Action (followed by another 10 minutes 
  while it manifests). 
  Ethereal Jaunt(PH p227) 
  <Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)> 
  – The caster become ethereal, along with his/her 
  equipment. 
  Humanoid Essence, Greater(RoE p186) 
  <Trans, VS, 1StdAct, Touch, 1min/lvl, WillNeg, SR 
  applies> 
  – The touched Construct (including a Living 
  Construct) gains the following benefits & 
  penalties: 
  a) creature type changes from Construct to 
  Humanoid; 
  b) gains full benefit from Conjuration(heal) 
  spells; 
  c) Subject to critical hits, sneak attacks, 
  nonlethal damage, stunning, ability 
  damage, ability drain, death effects, 
  Necromancy effects, fatigue, exhaustion, 
  energy drain, mind-affecting spells  & 
  effects, poison, paralysis, disease; 
  d) a Warforge targeted with this spell looses 
  its Racial Fortification; 
  e) can be targeted with spells that effect 
  Humanoids (such as Charm Person) 
  If cast on a target under the effect of Lesser 
  Construct Essence or Construct Essence, that 
  spell is Dispelled and this one takes effect.  
  Can Counters and Dispels Lesser Construct 
  Essence, Construct Essence, and Greater 
  Construct Essence. 
  This spell is negated if cast upon a target under 
  the effect of Greater Construct Essence. 
  Tomb of Light(BoED p110) 
  <Trans[good], VSM(50gp clear gem), 1Round, Touch, 
  Concentration, Fort½, SR applies> 
  – The touched Evil Extraplanar Creature is 
  Paralyzed if it fails its initial Fortitude save. 
   Each round that the caster maintains the spell 
  after the first, the target gets a new Fortitude 
  save.  If successful, the spell ends & the 
  target is no longer paralyzed.  Otherwise, the 
  target takes 1d6 Constitution Drain & the 
  caster takes 1d6 non-lethal damage. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 8th level 
   
  Page 28 
  8th Level 
   
  Abjuration 
  Antimagic Field(PH p200) 
  <Abj, VSM(iron powder)/DF, 1StdAct, 10min/lvl(D), 
  no save> 
  – Almost all magical effects, spells, spell-like 
  abilities, supernatural abilities, and magic 
  items are suppressed (but not dispelled) 
  within 10’ radius Emanation of the caster.  
  Summoned, conjured, & incorporeal 
  creatures ‘wink out’ until the antimagic field 
  stops overlapping with their last location, at 
  which point they return.  Time spent 
  suppressed counts against duration.  The field 
  is invisible & moves with the caster. 
   Magical creatures, such as Elementals & 
  Golems, can enter the field & even fight, but 
  they cannot use their supernatural & spell-
  like abilities 
   Some spells, such as Wall of Force & Prismatic 
  Sphere are specifically immune to this spell. 
  Cloak of Chaos(PH p210) 
  <Abj[chaotic], VSF(tiny reliquary with a minor relic 
  worth 500gp total), 1StdAct, 1rnd/lvl(D)> 
  – One subject per level within a 20’ radius Burst 
  of the caster is engulfed in random patterns, 
  which provides the following: 
  a) +4 Deflection bonus to AC. 
  b) +4 Resistance bonus to saving throws. 
  c) Spell Resistance 25 against Lawful spells 
  & spells cast by Lawful creatures. 
  d) Blocks any mind control. 
  e) If a Lawful creature hits the subject in 
  melee, the attacker becomes Confused for 
  1 round (WillNeg). 
  Dimensional Lock(PH p221) 
  <Abj, VS, 1StdAct, Medium-range, 1day/lvl, no save,  
  SR applies> 
  – An immobile 20’ radius Emanation with a 
  glowing green border is blocked from 
  extradimensionally into or out of that area.  
  Spells & spell-like abilities such as Astral 
  Projection, Blink, Etherealness, Gate, Maze, 
  Shadow Walk, Teleport, etc., are blocked.  It 
  does not extend the duration of Summoning 
  spells. 
  Holy Aura(PH p241) 
  <Abj[good], VSF(tiny reliquary with a minor relic 
  worth 500gp total), 1StdAct, 1rnd/lvl(D)> 
  – One subject per level within a 20’ radius Burst 
  of the caster gains a radiance, which provides 
  the following: 
  a) +4 Deflection bonus to AC. 
  b) +4 Resistance bonus to saving throws. 
  c) Spell Resistance 25 against Evil spells & 
  spells cast by Evil creatures. 
  d) Blocks any mind control. 
  e) If an Evil creatures successfully hits 
  someone with the aura in melee, the 
  attacker becomes permanently Blind 
  (FortNeg). 
  Shield of Law(PH p278) 
  <Abj[lawful], VSF(tiny reliquary with a minor relic 
  worth 500gp total), 1StdAct, 1rnd/lvl(D)> 
  – One subject per level within a 20’ radius Burst 
  of the caster is surrounded by a blue glow, 
  which provides the following: 
  a) +4 Deflection bonus to AC. 
  b) +4 Resistance bonus to saving throws. 
  c) Spell Resistance 25 against Chaotic spells 
  & spells cast by Chaotic creatures. 
  d) Blocks any mind control. 
  e) If a Chaotic creatures successfully hits 
  someone with the aura in melee, the 
  attacker becomes Slowed for 1rnd/lvl 
  (WillNeg). 
  Spell Immunity, Greater(PH p281) 
  <Abj, VS/DF, 1StdAct, Touch, 10min/lvl> 
  – Touched subject gains unbeatable Spell 
  Resistance to one spell per four caster levels.  
  The spell must be 8th level or less & allow an 
  SR check.  The subject gains immunity to a 
  spell whether is cast as a spell or used as a 
  spell-like ability. 
   A given subject may only have a single Spell 
  Immunity or Greater Spell Immunity in effect 
  at one time. 
  Unholy Aura(PH p297) 
  <Abj[evil], VSF(tiny reliquary with a minor relic worth 
  500gp total), 1StdAct, 1rnd/lvl(D)> 
  – One subject per level within a 20’ radius Burst 
  of the caster is shrouded in gloom, which 
  provides the following: 
  a) +4 Deflection bonus to AC. 
  b) +4 Resistance bonus to saving throws. 
  c) Spell Resistance 25 against Good spells & 
  spells cast by Good creatures. 
  d) Blocks any mind control. 
  e) If a Good creatures successfully hits 
  someone with the aura in melee, the 
  attacker takes 1d6 Strength Damage 
  (FortNeg). 
  Wall of Greater Dispel Magic(Und p63)  
  <Abj, VS/DF, 1StdAct, Medium-range, 1min/lvl> 
  – Creates an transparent wall whose area is one 
  10’ square per level. 
   When a creature passes through the wall, each 
  ongoing spell effect on the target gets a 
  separate Dispel Check (max +20).  If 
  successful, the spell effect is ended (except 
  for those caused by magic items, which are 
  only suppressed for 1d4 rounds).  
   The wall cannot be seen with See Invisibility, 
  but it can be detected with Detect Magic and 
  True Seeing. 
  Conjuration 
  Cure Critical Wounds, Mass(PH p215) 
  <Conj(heal), VS, 1StdAct, Close-range> 
  – Cures 4d8 +1/level damage (max +40) to  
  one creature per level in a 30’ area with 
  Positive Energy. 
  Planar Ally, Greater(PH p261) 
  <Conj(call)[variable alignment/element], 
  VS/DF/X(500), 10Minutes, no SR> 
  – The caster requests his/her deity send 
  Outsiders or Elementals:  either one of up to 
  18HD or up to three of the same type whose 
  total HD are not more than 18.  Specific ones 
  may be requested by name. 
   Once the ‘allies’ arrives, the caster must 
  negotiate what task they should do & what 
  they get in return.  The following table gives 
  an idea of the cost in money, items, etc.   
  Time Required 
  Payment 
  up to 1min/lvl 
  100gp / HD 
  up to 1hr/lvl 
  500gp / HD 
  up to 1day/lvl 
  1,000 / HD 
  Difficulty 
  Modifier 
  Matches Alignment 50% less 
  Non-hazardous 
  50% less 
  Very Dangerous 
  100% more 
  Suicidal 
  no deal 
   When the task is complete, the ‘allies’ informs 
  the caster of their deeds & then return home. 
  Summon Monster VIII(PH p287) 
  <Conj(sum)[variable alignment/element], VSF(bag, 
  candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Monster VIII 
  1 
  Summon Monster VII 
  1d3 
  Summon Monster VI (or lower) 1d4+1 
  Divination 
  Brain Spider(CDiv p156) 
  <Div[mind], VSM(spider)/DF, 1Round, Long-range, 
  1min/lvl, WillNeg, SR applies> 
  – The caster may eavesdrop on the thoughts of 
  up to 8 targets who fail their Will save & SR 
  check.  It is not necessary to know the 
  target’s language to use this spell.  Each 
  round as a Standard Action, the caster may do 
  one of the following: 
  a) View the group’s surface thoughts; 
  b) View trains of thoughts; 
  c) Gain information about one topic across all 
  the minds; or 
  d) Study the thoughts & memories of one 
  target. 
  If the caster does a) – c) during the round, then 
  he/she can also attempt a Suggestion on one 
  of the targets, though it gets an additional 
  saving throw.  
  Discern Location(PH p222) 
  <Div, VS/DF, 10Minutes, no save, no SR> 
  – Finds a named creature or object, no mater 
  where it is located (even on other planes!).  
  The caster must have either seen the target 
  creature or have an object that belonged to 
  him/her.  To find an object, the caster must 
  have touched it at least once. 
   This spell bypasses most anti-scrying 
  protections and can only be blocked Mind 
  Blank. 
  Enchantment 
  Spread of Contentment(BoED p107) 
  <Ench(comp)[mind], VSM(feather of a lammasu), 
  1Hour, Long-range, 1hr/lvl(D), no save, SR 
  applies> 
  – Non-summoned creatures in a 10’ per level 
  radius Burst become calm & more pleasant. 
  Old Attitude 
  New Attitude   
  Hostile 
  Indifferent  
  Unfriendly 
  Indifferent 
  Indifferent 
  Friendly 
  Friendly 
  Helpful 
   Creatures that have been magically enrages & 
  forced to attack have that effect cancelled. 
   This spell Counters Spread of Savagery (from 
  Book of Vile Darkness). 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 8th level 
   
  Page 29 
  Symbol of Insanity(PH p290) 
  <Ench(comp)[mind], VSM(5,000gp of diamond & opal 
  powder, mercury, phosphorus), 10Minutes, Touch, 
  until triggered then 10min/lvl, WillNeg, SR 
  applies> 
  – Creates a magical trap by drawing a symbol.  
  When triggered (see below), the symbol 
  glows & creatures within a 60’ radius 
  Emanation become permanently Confused 
  (see Insanity for methods of removing this 
  effect).  The triggered symbol remains active 
  for 10min/lvl 
   Any creature who saves is safe until it leaves 
  the 60’ radius.  Reentering requires a new 
  save. 
   The symbol must be in plain sight and is 
  triggered by one or more of following actions 
  is performed within 60’ (chosen at cast time): 
  a) target looks at the symbol; 
  b) target reads the symbol; 
  c) target touches the symbol (including 
  covering it); 
  d) target passes over the symbol; 
  e) target passes through the portal marked 
  with the symbol; 
  f) custom triggering condition based on 
  target’s name, alignment, a visual quality, 
  or a visual action. 
   The caster may include a password, which 
  allows the creature saying the password to 
  not trigger the symbol. 
   The caster may attune multiple creatures to the 
  symbol at cast time (the caster is always 
  considered attuned).  Attuned creatures 
  cannot trigger the symbol & are not effected 
  by it when triggered.  Attuning up to 10 
  people takes an extra hour of cast time, 
  attuning up to 25 takes 24 hours, etc. 
   The specific symbol can be identified with 
  Read Magic and a Spellcraft check vs. DC 
  19, though this may trigger it. 
   This spell can be Dispelled by a targeted Dispel 
  Magic.  It is immune to Erase. 
  Symbol of Spell Loss(MoF p127) 
  <Ench[mind], VSM(5,000gp of diamond powder, 
  5,000gp of opal powder, mercury, phosphorus), 
  10Minutes, Touch, until triggered then 10min/lvl, 
  WillNeg, SR applies> 
  – Creates a magical trap by drawing a symbol.  
  When triggered (see below), the symbol 
  glows & creatures within a 60’ radius 
  Emanation loose their high level prepared 
  spell or spell slot (WillNeg), up to 30 spell 
  levels.  Until it depletes 30 spell levels, the 
  symbol remains active, up to 10min/lvl.   
   Any creature within the 60’ radius must make a 
  new save every round. 
   The symbol must be in plain sight and is 
  triggered by one or more of following actions 
  is performed within 60’ (chosen at cast time): 
  a) target looks at the symbol; 
  b) target reads the symbol; 
  c) target touches the symbol (including 
  covering it); 
  d) target passes over the symbol; 
  e) target passes through the portal marked 
  with the symbol; 
  f) custom triggering condition based on 
  target’s name, alignment, a visual quality, 
  or a visual action. 
   The caster may include a password, which 
  allows the creature saying the password to 
  not trigger the symbol. 
   The caster may attune multiple creatures to the 
  symbol at cast time (the caster is always 
  considered attuned).  Attuned creatures 
  cannot trigger the symbol & are not effected 
  by it when triggered.  Attuning up to 10 
  people takes an extra hour of cast time, 
  attuning up to 25 takes 24 hours, etc. 
   The symbol can be identified with Read Magic 
  and a Spellcraft check vs. DC 19, though this 
  may trigger it. 
   This spell can be Dispelled by a targeted Dispel 
  Magic.  It is immune to Erase. 
  Evocation 
  Earthquake(PH p225) 
  <Evoc[earth], VS/DF, 1StdAct, Long-range, 1rnd, no 
  SR> 
  – Intense tremor shakes a 80’ radius Spread 
  (shapeable).  The effect depends on the 
  terrain.  The result in [brackets] is halved / 
  avoided with a Reflex save vs. DC 15. 
  Terrain Effect 
  Cave 
  Roof collapses [8d6 damage to 
  anyone below & ‘pinned beneath 
  rubble’]. 
  Cliff 
  Landslide that goes horizontally as 
  far as it fell vertically [8d6 damage 
  & ‘pinned beneath rubble’]. 
  Open 
  [Fall down].  25% chance of falling 
  in a fissure (Reflex save vs. DC 20 to 
  get out before it closes & kills 
  anyone still trapped). 
  Building  Takes 100hp damage (no Hardness) 
  [8d6 damage to all within & ‘pinned 
  beneath rubble’]. 
  Marsh Fissures drain the water. [Sink in 
  mud / quicksand]. 
   Anyone ‘pinned beneath rubble’ takes 1d6 
  subdual damage each minute.  If he/she goes 
  unconscious, make a Constitution check vs. 
  DC 15 or take 1d6 lethal damage per minute. 
  Fire Storm(PH p231) 
  <Evoc[fire], VS, 1Round, Medium-range, Ref½, SR 
  applies> 
  – The caster designates 2 contiguous 10’ cubes 
  per level are filled with flame, doing 1d6 fire 
  damage per level (max 20d6).  Natural 
  vegetation & any other plant life are not 
  effected by the flames, and the caster has the 
  option of making Plant Creatures immune too. 
  Illusion Purge(RoE p187)  
  <Evoc, VS, 1StdAct, Personal, 1min/lvl(D), no SR> 
  – All Illusions of 7th level or lower within 5’ per 
  level of the caster are negated. 
  Necromancy 
  Create Greater Undead(PH p215) 
  <Necro[evil], VSM(black onyx worth 50gp/HD, grave 
  dirt, brackish water), 1Hour, Close-range> 
  – Transforms a dead body into an Undead.  Note 
  that the Undead is not automatically under 
  the creator’s control. 
  Undead 
  Min Lvl 
  Undead 
  Min Lvl 
  Shadow 
  15 
  Spectre 
  18 
  Wraith 
  16 
  Devourer 
  20 
  This spell must be cast at night. 
  Death Pact(CDiv p161)(MoF p88) 
  <Necro[evil], VSM(500gp diamond)X(250)/DF, 
  10Minutes, Touch, until discharged> 
  – When killed, the touched, living, willing 
  subject is teleported to a safe location 
  (designated at casting time), subject to a 
  Raise Dead spell, followed by a Heal.  The 
  subject must sacrifice 2 points of Constitution 
  (non-recoverable) when targeted by this spell.  
  The Constitution is still lost even if this spell 
  is dispelled before it discharges. 
  Death Symbol of Bane(MoF p127) 
  <Necro[death][evil], VSM(30HD of Intelligence 
  creatures must be sacrificed, 5,000gp of diamond 
  powder, 5,000gp of opal powder, mercury, 
  phosphorus), 10Minutes, Touch, until triggered then 
  until depleted, FortNeg, SR applies> 
  – Creates a magical trap by drawing a symbol.  
  When triggered (see below), the symbol 
  glows & creatures within a 60’ radius 
  Emanation die, up to 150hp total (calculate 
  starting from the closest to the symbol & 
  skipping any with too many hp).  If the 
  symbol does not slay 150hp worth of 
  creatures when triggered, it remains active 
  until it slays the remaining hp of creatures, 
  however long that takes.   
   Each creature also takes 1d12 Cold damage 
  (FortNeg) and suffers a –2 Morale penalty on 
  All Actions and damage rolls (FortNeg). 
  Any creature who saves is safe until it leaves the 
  60’ radius.  Reentering requires a new save. 
   The symbol must be in plain sight and is 
  triggered by one or more of following actions 
  is performed within 60’ (chosen at cast time): 
  a) target looks at the symbol; 
  b) target reads the symbol; 
  c) target touches the symbol (including 
  covering it); 
  d) target passes over the symbol; 
  e) target passes through the portal marked 
  with the symbol; 
  f) custom triggering condition based on 
  target’s name, alignment, a visual quality, 
  or a visual action. 
   The caster may include a password, which 
  allows the creature saying the password to 
  not trigger the symbol. 
   The caster may attune multiple creatures to the 
  symbol at cast time (the caster is always 
  considered attuned).  Attuned creatures 
  cannot trigger the symbol & are not effected 
  by it when triggered.  Attuning up to 10 
  people takes an extra hour of cast time, 
  attuning up to 25 takes 24 hours, etc.  All 
  creatures wearing Bane’s Holy Symbol are 
  automatically considered attuned. 
   The symbol can be identified with Read Magic 
  and a Spellcraft check vs. DC 19, though this 
  may trigger it. 
   This spell can be Dispelled by a targeted Dispel 
  Magic.  It is immune to Erase. 
  General of Undeath(PGF p103) 
  <Necro[evil], VS/DF, 1StdAct, Personal, 1day/lvl> 
  – The Caster increases his/her maximum HD of 
  controlled Undead by five times the Caster 
  level. 
  Heat Leech(DR312 p64) 
  <Necro[cold], VS/DF, 1StdAct, Close-range, FortNeg, 
  SR applies> 
  – All living targets within a 30’ area (except the 
  caster) take 1d4 per 4 levels Cold damage 
  (max 5d4). 
   The caster absorbs all the hit-point damage that 
  is done as healing.  If there are hit-points in 
  excess to the caster’s full hp, the remainder 
  become Temporary HP for 1 minute per level 
  Inflict Critical Wounds, Mass(PH p244) 
  <Necro, VS, 1StdAct, Close-range, Will½, SR applies> 
   – One living target per level within a 30’ area 
  takes 4d8 + 1/lvl (max +40) Negative Energy 
  Damage. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 8th level 
   
  Page 30 
  Symbol of Death(PH p289) 
  <Necro[death], VSM(5,000gp of diamond powder, 
  5,000gp of opal powder, mercury, phosphorus), 
  10Minutes, Touch, until triggered then 10min/lvl, 
  FortNeg, SR applies> 
  – Creates a magical trap by drawing a symbol.  
  When triggered (see below), the symbol 
  glows & creatures within a 60’ radius 
  Emanation die, up to 150hp total (calculate 
  starting from the closest to the symbol & 
  skipping any with too many hp).  If the 
  symbol does not slay 150hp worth of 
  creatures when triggered, it remains active 
  until it slays the remaining hp of creatures, up 
  to 10min/lvl.   
   Any creature who saves is safe until it leaves 
  the 60’ radius.  Reentering requires a new 
  save. 
   The symbol must be in plain sight and is 
  triggered by one or more of following actions 
  is performed within 60’ (chosen at cast time): 
  a) target looks at the symbol; 
  b) target reads the symbol; 
  c) target touches the symbol (including 
  covering it); 
  d) target passes over the symbol; 
  e) target passes through the portal marked 
  with the symbol; 
  f) custom triggering condition based on 
  target’s name, alignment, a visual quality, 
  or a visual action. 
   The caster may include a password, which 
  allows the creature saying the password to 
  not trigger the symbol. 
   The caster may attune multiple creatures to the 
  symbol at cast time (the caster is always 
  considered attuned).  Attuned creatures 
  cannot trigger the symbol & are not effected 
  by it when triggered.  Attuning up to 10 
  people takes an extra hour of cast time, 
  attuning up to 25 takes 24 hours, etc. 
   The symbol can be identified with Read Magic 
  and a Spellcraft check vs. DC 19, though this 
  may trigger it. 
   This spell can be Dispelled by a targeted Dispel 
  Magic.  It is immune to Erase. 
  Transmutation 
  Brilliant Blade(CArc p100) 
  <Trans, V, 1StdAct, Close-range, 1min/lvl>  
  – One melee, one thrown, or 50 grouped pieces 
  of ammunition gain the Brilliant Energy 
  weapon enhancement: 
  a) gives off 20’ radius of light; 
  b) ignores nonliving matter (ignore an 
  opponent’s Armor bonus to AC). 
  c) cannot harm Undead, Construct, or objects 
  Golem Immunity(RoE p186) 
  <Trans, VS, 1StdAct, Touch, 1min/lvl, WillNeg,  
  SR applies>  
  – The touched Construct gains the immunities of 
  a Golem chosen at casting time.  In addition 
  to being covered by a think layer of the 
  material listed below, it has the following 
  benefits: 
  Clay – gain the following: 
  a) unless listed below, the target is immune 
  to any spell or spell-like ability that allows 
  Spell Resistance; 
  b) for each 3 hp of magically-generated Acid 
  damage the target would have taken, it is 
  healed 1 hp.  If already at full hp, the 
  excess becomes Temporary HP; 
  c) a Move Earth spell deals 3d12 damage and 
  moves the target back 120’ (no save); 
  d) a Disintegrate spell deals 1d12 damage 
  and Slowed for 1d6 rounds (no save); 
  e) an Earthquake spell cast directly at the 
  target deals 5d10 damage and the target 
  cannot move next turn (no save). 
  Flesh – gain the following: 
  a) unless listed below, the target is immune 
  to any spell or spell-like ability that allows 
  Spell Resistance; 
  b) for each 3 hp of magically-generated 
  Electrical damage the target would have 
  taken, it is healed 1 hp & ends any Slow 
  effect caused by Cold or Fire damage.  If 
  already at full hp, the excess becomes 
  Temporary HP; 
  c) magically generated Cold or Fire damage 
  instead causes the target to be Slowed for 
  2d6 rounds (no save). 
  Iron – gain the following: 
  a) unless listed below, the target is immune 
  to any spell or spell-like ability that allows 
  Spell Resistance; 
  b) for each 3 hp of magically-generated Fire 
  damage the target would have taken, it is 
  healed 1 hp & ends any Slow effect caused 
  by Electricity damage.  If already at full 
  hp, the excess becomes Temporary HP; 
  c) magically generated Electricity damage 
  instead causes the target to be Slowed for 
  3 rounds (no save); 
  d) effected by Rusting Grasp and a Rust 
  Monster’s attack as if it were iron. 
  Stone – gain the following: 
  a) unless listed below, the target is immune 
  to any spell or spell-like ability that allows 
  Spell Resistance; 
  b) a Transmute Mud to Rock spell causes the 
  target to be effected with a Total Repair 
  spell; 
  c) a Transmute Rock to Mud spell causes the 
  target to be Slowed for 2d6 rnds (no save); 
  d) a Stone to Flesh spell causes the target to 
  lose its immunity to magic for 1 Full 
  Round. 
  Stormrage(CDiv p182)(MoF p125) 
  <Trans[electricity], VS/DF, 1StdAct, Personal, 
  1min/lvl(D)> 
  – The caster embodies the power of a storm: 
  a) Caster Flies at a speed of 90’ (60’ if in 
  medium or heavy armor) with Average 
  maneuverability.  ½ speed going up, 2x 
  speed going down.  If spells expires/is 
  dispelled, subject descends at 60’ per 
  round for 1d6 rounds before falling. 
  b) An invisible wall of air 2’ wide is created 
  around the caster on all sides.  The wall is 
  total protection from arrows, bolts, gases 
  (including some breath weapons), gaseous 
  forms, birds, etc.  Larger ranged weapons 
  have a 30% miss chance, but large 
  weapons, such as giant’s boulders, are not 
  effected.  The wall may be walked through 
  normally. 
  c) Caster is unaffected by normal & magical 
  winds. 
  d) Has a pool of one 1d6 per Caster level 
  (max 20d6).  As a Standard Action, the 
  caster may strike a single opponent within 
  100’ with a stroke of electricity by making 
  a ranged touch attack (+3 bonus if the 
  target has a large amount of metal).  The 
  caster expends the dice in the pool to do 
  the damage, allowing many little attacks, 
  one big one, etc. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 9th level 
   
  Page 31 
  9th Level 
   
  Abjuration 
  Sublime Revelry(BoED p109) 
  <Abj, VS/DF, 1Round, Close-range, 1min/lvl(D)> 
  – One subject per level in a 30’ area feels 
  extremely good: 
  a) Any lingering pain effects are ended, 
  including those from Symbol of Pain, etc.  
  It does not dispel ongoing magical pain 
  effects. 
  b) Becomes immune to new [mind] spells & 
  effects.  Any already in effect are 
  Suppressed; 
  c) Only takes ½ damage from melee & 
  ranged attacks. 
  Conjuration 
  Feast of Champions(Eb p111) 
  <Conj(create), VS/DF, 10Min, Close-range, 1hr> 
  – Creates a banquet for 1 creature per level.  
  Each creature that spends the full hour eating 
  is cured of all diseases, sickness, & nausea, 
  heals 2d8 +1 per level (max +20), gains 1d8 
  + 1 per 2 levels (max +10) Temporary HP, 
  and for the following 12 hours is immune to 
  magical fear & gains a +1 Morale bonus to 
  attacks, saving throws, skill checks and 
  ability checks. 
  Gate(PH p234) 
  <Conj(creat), VS, 1StdAct, Medium-range, 
  Concentration up to 1rnd/lvl> 
  – Opens a portal to a different plane of existence 
  that is 5’ to 20’ wide.  Creatures on both sides 
  can see through & can travel freely through 
  the opening. 
  -or- 
  <Conj(call)[variable alignment/element], VSX(1,000), 
  1StdAct, Medium-range, Instantaneous, no save, no 
  SR> 
  – Calls & controls one or more Outsiders to 
  perform a task.  The caster may target: 
  a) 2 or more Outsiders of the same type 
  whose total HD is no more than the Caster 
  level are called & controlled. 
  b) a single non-unique / divine Outsider of up 
  to 2x the Caster level can be called & 
  controlled. 
  c) a single non-unique / divine Outsider of 
  more than 2x the Caster level can be called 
  but not controlled. 
  d) a unique / divine Outsider can be called, 
  but it decides whether or not to arrive & it 
  is never controlled. 
  A controlled creature may not attack the caster 
  & may not leave until a task is at least 
  discussed.  The assigned task can be 
  “immediate” or “contractual” term: 
  a) Any task which requires no more than 
  1rnd/lvl to complete can be assigned 
  without a ‘contract’ (i.e., no payment). 
  b) A “long term” task requires a ‘contract’, 
  which entitles the summoned creature(s) to 
  be fairly paid when the task is completed. 
  Heal, Mass(PH p239) 
  <Conj(heal), VS, 1StdAct, Close-range> 
  – One subject per level within a 30’ area is 
  infused with Positive Energy, healing 10hp 
  per level (max 250hp) and being immediately 
  cured of the following:  ability Damage, 
  Blindness, Confusion, Dazed, Dazzled, 
  Deafened, diseased, Exhausted, Fatigued, 
  Feeblemind, insanity, Nauseated, Sickened, 
  Stunned, and / or being poisoned. 
   This spells does not remove Negative Levels, 
  ability Drain, & lost levels. 
   If an Undead is a target of this spell, it takes 
  10hp per level (max 250hp) of Positive 
  Energy damage (SR applies). On a successful 
  save, the target only takes ½ damage and 
  cannot be brought to less than 1hp. 
  Storm of Vengeance(PH p285) 
  <Conj(sum), VS, 1Round, Long-range, Concentration 
  up to 10rnds, SR applies> 
  – Creates a storm cloud that is 360’ radius wide.  
  Unless indicated otherwise, everyone in the 
  area takes the following effects on the 
  specified round: 
  Rnd 1 – Thunder: Deaf 1d4x10min (FortNeg) 
  Rnd 2 – Acid Rain:  1d6 Acid dmg (no save) 
  Rnd 3 – Lightning:  6 targets of the caster’s 
  choice take 10d6 Electrical dmg (Ref ½) 
  Rnd 4 – Hail: 5d6 bludgeoning dmg (no save) 
  Rnd 5-10 – Downpour:  Concealment at 5’, 
  Total Concealment at 10’, movement at ¼, 
  no ranged attacks, spells require 
  Concentration checks vs. DC (spell DC + 
  level of spell being cast). 
  Summon Elemental Monolith(CArc p124) 
  <Conj(sum)[variable element], VSM(100gp gem)/DF, 
  1Round, Medium-range, Concentration up to 
  1rnd/lvl> 
  – Summons one Elemental Monolith (CArc p156), 
  a CR17 Gargantuan Elemental, of Air, Earth, 
  Fire, or Water.  It attacks immediately on the 
  turn that the caster finishes the spell under the 
  verbal direction of the caster. 
   The material component determines which type 
  of elemental is summoned:  Aquamarine for 
  Air, Tourmaline for Earth, Garnet for Fire, & 
  Pearl for Water. 
  Summon Monster IX(PH p288) 
  <Conj(sum)[variable alignment/element], VSF(bag, 
  candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Monster IX 
  1 
  Summon Monster VIII 
  1d3 
  Summon Monster VII (or lower) 1d4+1 
  True Resurrection(PH p296) 
  <Conj(heal), VSM(holy water, 25,000gp diamond)/DF, 
  10Minutes, Touch> 
  – Restores life to someone who has been dead 
  for up to 10 years per level, assuming the 
  spirit is willing.  Subject cannot have died of 
  old age. No body parts are needed as long as 
  the person is  unambiguously identified. 
  When resurrected, the subject has all his/her hp 
  and ability scores restored & is cured of 
  diseases & poisons. 
   Subject does not looses a Non-Recoverable 
  Level. 
   This spells cannot be used on Constructs, 
  Elementals, or Outsiders. 
  Enchantment 
  End to Strife(BoED p98) 
  <Ench(comp)[mind], VS/DF, 1StdAct, 1rnd/lvl, no 
  save, SR applies> 
  – All intelligent creatures in an 80’ radius 
  Emanation from the caster are under the 
  following effects: 
  a) Know that if they attack anything, they 
  will suffer “dire consequences”; 
  b) For each attack a creature within the area 
  of effect makes, it takes 20d6 damage. 
   The caster determines if damage taken will be 
  lethal or non-lethal at casting time. 
  Evocation 
  Implosion(PH p243) 
  <Evoc, VS, 1StdAct, Close-range, Concentration up to 
  4 rounds, FortNeg, SR applies> 
  – One targeted corporal creature per round must 
  save or die from its body imploding.  A given 
  creature can only be targeted once per casting 
  Miracle(PH p254) 
  <Evoc, VSX(up to 5,000XP), 1StdAct> 
  – The caster requests his/her deity’s 
  intercession, which it has the option of 
  rejecting.  Requested effects can include: 
  a) duplicating a clerical spell of up to 8th level 
  b) duplicating any spell of up to 7th level, 
  c) removing a permanent harmful effect, 
  d) asking for a favor in line with the deity’s 
  philosophy.  This costs 5,000XP. 
  Necromancy 
  Astral Projection(PH p201) 
  <Necro, VSM(1,000gp jacinth, 5gp silver per subject), 
  30Minutes, Touch> 
  – The caster and up to 1 willing, touched subject 
  per 2 levels have their souls projected into the 
  Astral Plane. While traveling, their bodies are 
  in Suspended Animation.  The travelers have 
  astral copies of all their equipment.  Travel 
  can continue until a subject decides to return 
  to his/her body, the effect is ended with 
  Dispel Magic, or the subject’s body is slain 
  (which kills the subject). 
  Energy Drain(PH p226) 
  <Necro[ray], VS, 1StdAct, Close-range, no save, SR 
  applies> 
  – Target gains 2d4 Negative Levels.  
     Undead targeted with this spell gain (2d4 * 5) 
  Temporary HP for 1 hour. 
  Soul Bind(PH p281) 
  <Necro, VSF(black sapphire worth 1,000gp per HD of 
  target), 1StdAct, Close-range, Permanent, WillNeg, 
  no SR> 
  – When cast on a body which has been dead no 
  more than 1rnd/lvl, the body’s soul becomes 
  trapped in the focus gem.  If the gem is not 
  worth 1,000gp per HD of the target, it 
  shatters & the spell fails. 
   Once the soul is trapped, the spells Clone, Raise 
  Dead, Reincarnation, Resurrection, etc., 
  cannot be successfully cast on the target until 
  this spell is Dispelled, or the gem is shattered. 
  Transmutation 
  Etherealness(PH p228) 
  <Trans, VS, 1StdAct, Touch, 1min/lvl(D)> 
  – The caster & up to 1 subject per 3 levels 
  becomes ethereal, along with their 
  equipment. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Cleric Spell List – 9th level 
   
  Page 32 
  Raise from the Deep(DR314 p46) 
  <Trans[water], V, 1Minute, Long-range, 1hr/lvl, 
  FortNeg, SR applies> 
  – The targeted creature or object becomes 
  magically buoyant for the spells duration.  If 
  it is underwater, the target rises at a rate of 
  150’ & is immune to damage due to water 
  pressure changes.  Water breathing creatures 
  can still breath water while on the surface. 
   This spell is specially designed for raising 
  sunken ships.  If the history of the targeted 
  ship is known, the vertical distance to the 
  ship is not a factor & all the surviving ship’s 
  fragments are brought to the surface, along 
  with any loose objects within the ship. 
  Visage of the Deity, Greater(CDiv p187) 
  <Trans[good], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster becomes a ‘Half-Celestial’: 
  a) creature type changes to Outsider (but the 
  caster can be brought back from the dead); 
  b) +4 bonus to Strength; 
  c) +2 bonus to Dexterity; 
  d) +4 bonus to Constitution; 
  e) +2 bonus to Intelligence; 
  f) +4 bonus to Wisdom; 
  g) +4 bonus to Charisma; 
  h) +1 increase of Natural Armor; 
  i) gain Low-light Vision; 
  j) Acid Resistance 10; 
  k) Cold Resistance 10; 
  l) Electrical Resistance 10; 
  m)Spell Resistance 25; 
  n) Damage Reduction 10 / magic; 
  o) gain immunity to diseases; 
  p) +4 Racial bonus on saves vs. poison; & 
  q) gain feathery wings which let the caster 
  Fly at twice his/her ground movement with 
  Good maneuverability. 
  -or- 
  <Trans[evil], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster becomes a ‘Half-Fiend’: 
  a) creature type changes to Outsider (but the 
  caster can be brought back from the dead); 
  b) +4 bonus to Strength; 
  c) +4 bonus to Dexterity; 
  d) +2 bonus to Constitution; 
  e) +4 bonus to Intelligence; 
  f) +4 bonus to Wisdom; 
  g) +2 bonus to Charisma; 
  h) +1 increase of Natural Armor; 
  i) gain Darkvision 60’; 
  j) Acid Resistance 10; 
  k) Cold Resistance 10; 
  l) Electricity Resistance 10; 
  m)Fire Resistance 10; 
  n) Spell Resistance 25;  
  o) Damage Reduction 10 / magic;  
  p) gain Poison Immunity;  
  q) gain 1 Bite & 2 Claw attacks (if Medium, 
  Bite does 1d6 & each claw does 1d4; if 
  Small, Bite & each Claw each do 1d3); & 
  r) gain bat-like wings which let the caster Fly 
  at ground movement with Average 
  maneuverability. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Spell Tables 
  Page 33 
   
  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]  
  (MM p268) & (MM p31) 
  Celestial Dog [good] 
  (MM p271) & (MM p31) 
  Celestial Giant Fire Beetle [good]  
  (MM p285) & (MM p31) 
  Celestial Monkey [good]  
  (MM p276) & (MM p31) 
  Celestial Owl [good]  
  (MM p277) & (MM p31) 
  Celestial Porpoise [good]  
  (MM p278) & (MM p31) 
  Fiendish Dire Rat [evil] 
  (MM p64) & (MM p107) 
  Fiendish Hawk [evil]  
  (MM p273) & (MM p107) 
  Fiendish Monstrous Centipede, Medium [evil]  
  (MM p287) & (MM p107) 
  Fiendish Monstrous Scorpion, Small [evil]  
  (MM p287) & (MM p107) 
  Fiendish Monstrous Spider, Small [evil]  
  (MM p288) & (MM p107) 
  Fiendish Octopus [evil]  
  (MM p276) & (MM p107) 
  Fiendish Raven [evil]  
  (MM p278) & (MM p107) 
  Fiendish Snake, Small Viper [evil]  
  (MM p279) & (MM p107) 
   
  Summon Monster II  
   
  Celestial Giant Bee [good]  
  (MM p284) & (MM p31) 
  Celestial Giant Bombardier Beetle [good]  
  (MM p284) & (MM p31) 
  Celestial Riding Dog [good]  
  (MM p272) & (MM p31) 
  Celestial Eagle [good]  
  (MM p272) & (MM p31) 
  Devil, Lemure [evil][lawful]  
  (MM p57) 
  Fiendish Squid [evil]  
  (MM p281) & (MM p107) 
  Fiendish Wolf [evil]  
  (MM p283) & (MM p107) 
  Fiendish Monstrous Centipede, Large [evil]  
  (MM p287) & (MM p107)  
  Fiendish Monstrous Scorpion, Medium [evil]  
  (MM p287) & (MM p107) 
  Fiendish Shark, Medium [evil]  
  (MM p279) & (MM p107) 
  Fiendish Monstrous Spider, Medium [evil]  
  (MM p288) & (MM p107) 
  Fiendish Snake, Medium Viper [evil]  
  (MM p279) & (MM p107) 
   
  Summon Monster III 
    
  Celestial Bison [good]  
  (MM p269) & (MM p31) 
  Celestial Black Bear [good]  
  (MM p269) & (MM p31) 
  Celestial Dire Badger [good]  
  (MM p62) & (MM p31) 
  Celestial Hippogriff [good]  
  (MM p152) & (MM p31) 
  Demon, Dretch [evil]  
  (MM p42) 
  Elemental, Air (small) [air]  
  (MM p95) 
  Elemental, Earth (small) [earth]  
  (MM p98) 
  Elemental, Fire (small) [fire]  
  (MM p98) 
  Elemental, Water (small) [water]  
  (MM p98) 
  Fiendish Ape  [evil]  
  (MM p268) & (MM p107) 
  Fiendish Boar [evil]  
  (MM p270) & (MM p107) 
  Fiendish Crocodile  [evil]  
  (MM p271) & (MM p107) 
  Fiendish Dire Bat  [evil]  
  (MM p62) & (MM p107) 
  Fiendish Dire Weasel  [evil]  
  (MM p282) & (MM p107)  
  Fiendish Monstrous Centipede, Huge [evil]  
  (MM p287) & (MM p107) 
  Fiendish Snake, Constrictor [evil]  
  (MM p279) & (MM p107) 
  Fiendish Snake, Large Viper [evil]  
  (MM p279) & (MM p107) 
  Fiendish Wolverine [evil]  
  (MM p283) & (MM p107) 
  Hell Hound  [evil][lawful][fire]  
  (MM p151) 
   
  Summon Monster IV 
   
  Archon, Lantern  [good][lawful]  
  (MM p16) 
  Celestial Giant Eagle [good]  
  (MM p93) & (MM p31) 
  Celestial Giant Owl [good]  
  (MM p205) & (MM p31) 
  Celestial Lion  [good]  
  (MM p274) & (MM p31) 
  Elemental, Storm (small) [air]  
  (MM3 p48) 
  Fiendish Dire Wolf  [evil]  
  (MM p65) & (MM p107) 
  Fiendish Giant Praying Mantis [evil]  
  (MM p285) & (MM p107) 
  Fiendish Giant Wasp  [evil]  
  (MM p285) & (MM p107) 
  Fiendish Monstrous Spider, Large [evil]  
  (MM p288) & (MM p107) 
  Fiendish Shark, Large  [evil]  
  (MM p279) & (MM p107) 
  Fiendish Snake, Huge Viper [evil]  
  (MM p279) & (MM p107) 
  Howler  [evil][chaotic]  
  (MM p154) 
  Mephit, Air  [air]  
  (MM p181) 
  Mephit, Dust  [air]  
  (MM p181) 
  Mephit, Earth  [earth]  
  (MM p182) 
  Mephit, Fire  [fire]  
  (MM p182) 
  Mephit, Ice  [air][cold]  
  (MM p182) 
  Mephit, Magma  [fire]  
  (MM p183) 
  Mephit, Ooze  [water]  
  (MM p183) 
  Mephit, Salt  [earth]  
  (MM p184) 
  Mephit, Steam  [fire]  
  (MM p184) 
  Mephit, Water  [water]  
  (MM p184) 
  Yeth Hound  [evil]  
  (MM p260) 
   
  Summon Monster V 
   
  Achaierai  [evil][lawful]  
  (MM p9) 
  Archon, Hound [good][lawful]  
  (MM p16) 
  Celestial Brown Bear [good]  
  (MM p269) & (MM p31) 
  Celestial Giant Stag Beetle [good]  
  (MM p285) & (MM p31) 
  Celestial Griffon [good]  
  (MM p139) & (MM p31) 
  Celestial Sea Cat [good]  
  (MM p220) & (MM p31) 
  Devil, Bearded  [evil][lawful]  
  (MM p52) 
  Elemental, Air (med.) [air]  
  (MM p95) 
  Elemental, Earth (med.) [earth]  
  (MM p98) 
  Elemental, Fire (med.) [fire]  
  (MM p98) 
  Elemental, Water (med.) [water]  
  (MM p98) 
  Fiendish Crocodile, Giant  [evil]  
  (MM p271) & (MM p107) 
  Fiendish Deinonychus  [evil]  
  (MM p60) & (MM p107) 
  Fiendish Dire Ape  [evil]  
  (MM p62) & (MM p107) 
  Fiendish Dire Boar  [evil]  
  (MM p63) & (MM p107) 
  Fiendish Dire Wolverine  [evil]  
  (MM p66) & (MM p107) 
  Fiendish Monstrous Scorpion, Large [evil]  
  (MM p287) & (MM p107) 
  Fiendish Shark, Huge [evil]  
  (MM p279) & (MM p107) 
  Fiendish Tiger  [evil]  
  (MM p281) & (MM p107) 
  Shadow Mastiff 
  (MM p222) 
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Spell Tables 
  Page 34 
   
  Summon Monster VI 
   
  Celestial Dire Lion  [good]  
  (MM p63) & (MM p31) 
  Celestial Orca Whale  [good]  
  (MM p283) & (MM p31) 
  Celestial Polar Bear  [good]  
  (MM p269) & (MM p31) 
  Chaos Beast  [chaotic]  
  (MM p33) 
  Devil, Chain  [evil][lawful]  
  (MM p53) 
  Eladrin, Bralani  [good][chaotic]  
  (MM p93) 
  Elemental, Air (large) [air]  
  (MM p95) 
  Elemental, Earth (large) [earth]  
  (MM p98) 
  Elemental, Fire (large) [fire]  
  (MM p98) 
  Elemental, Storm (med.) [air]  
  (MM3 p48) 
  Elemental, Water (large) [water]  
  (MM p98) 
  Fiendish Elasmosaurus [evil]  
  (MM p60) & (MM p107) 
  Fiendish Monstrous Centipede, Gargantuan  [evil]  
  (MM p287) & (MM p107) 
  Fiendish Monstrous Spider, Huge [evil]  
  (MM p288) & (MM p107) 
  Fiendish Rhinoceros [evil]  
  (MM p278) & (MM p107) 
  Fiendish Snake, Giant Constrictor [evil]  
  (MM p279) & (MM p107) 
  Janni  
  (MM p116) 
  Xill  [evil][lawful]  
  (MM p259) 
   
  Summon Monster VII 
   
  Celestial Baleen Whale  [good]  
  (MM p282) & (MM p31) 
  Celestial Elephant   [good]  
  (MM p272) & (MM p31) 
  Demon, Arrow   [evil][chaotic]  
  (MM3 p35) 
  Demon, Babau   [evil][chaotic]  
  (MM p40) 
  Devil, Bone  [evil][lawful]  
  (MM p52) 
  Djinni  [air]  
  (MM p114) 
  Elemental, Air (huge) [air]  
  (MM p95) 
  Elemental, Earth (huge) [earth]  
  (MM p98) 
  Elemental, Fire (huge) [fire]  
  (MM p98) 
  Elemental, Storm (large) [air]  
  (MM3 p48) 
  Elemental, Water (huge) [water]  
  (MM p98) 
  Fiendish Girallon  [evil]  
  (MM p126) & (MM p107) 
  Fiendish Megaraptor   [evil]  
  (MM p60) & (MM p107) 
  Fiendish Monstrous Scorpion, Huge   [evil]  
  (MM p287) & (MM p107) 
  Fiendish Octopus, Giant  [evil]  
  (MM p276) & (MM p107) 
  Guardinal, Avoral  [good]  
  (MM p141) 
  Invisible Stalker  [air]  
  (MM p160) 
  Slaad, Red  [chaotic]  
  (MM p228) 
   
  Summon Monster VIII 
   
  Celestial Cachalot Whale [good][chaotic]  
  (MM p283) & (MM p31) 
  Celestial Dire Bear [good][chaotic]  
  (MM p62) & (MM p31) 
  Celestial Triceratops [good][chaotic]  
  (MM p61) & (MM p31) 
  Demon, Vrock   [evil][chaotic]  
  (MM p48) 
  Devil, Hellcat [evil]  
  (MM p54) 
  Elemental, Air (great) [air]  
  (MM p95) 
  Elemental, Earth (great) [earth]  
  (MM p98) 
  Elemental, Fire (great) [fire]  
  (MM p98) 
  Elemental, Storm (huge) [air]  
  (MM3 p48) 
  Elemental, Water (great) [water]  
  (MM p98) 
  Fiendish Dire Tiger  [evil]  
  (MM p65) & (MM p107) 
  Fiendish Monstrous Centipede, Colossal [evil]  
  (MM p287) & (MM p107) 
  Fiendish Monstrous Spider, Gargantuan  [evil]  
  (MM p288) & (MM p107) 
  Fiendish Squid, Giant  [evil]  
  (MM p281) & (MM p107) 
  Fiendish Tyrannosaurus [evil]  
  (MM p61) & (MM p107) 
  Lillend [good][chaotic]  
  (MM p168) 
  Slaad, Blue  [chaotic]  
  (MM p229) 
   
  Summon Monster IX 
   
  Celestial Roc  [good]  
  (MM p215) & (MM p31) 
  Couatl    
  (MM p37) 
  Demon, Bebilith  [evil][chaotic]  
  (MM p42) 
  Demon, Hezrou [evil][chaotic]  
  (MM p44) 
  Devil, Barbed  [evil][lawful]  
  (MM p51) 
  Elemental, Air (elder) [air]  
  (MM p95) 
  Elemental, Earth (elder) [earth]  
  (MM p98) 
  Elemental, Fire (elder) [fire]  
  (MM p98) 
  Elemental, Storm (greater) [air]  
  (MM3 p48) 
  Elemental, Water (elder) [water]  
  (MM p98) 
  Fiendish Dire Shark [evil]  
  (MM p279) & (MM p107) 
  Fiendish Monstrous Scorpion, Gargantuan [evil]  
  (MM p287) & (MM p107) 
  Fiendish Monstrous Spider, Colossal [evil]  
  (MM p288) & (MM p107) 
  Guardinal, Leonal  [good][chaotic]  
  (MM p142) 
  Night Hag  [evil]  
  (MM p193) 
  Slaad, Green  [chaotic]  
  (MM p230) 
   
   
   
  
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  December 9, 2005 
  Spell Tables 
   
  Page 35 
  Summon Undead 
   
  Summon Undead I 
   
  Skeleton, Medium  
  (MM p226) 
  Zombie, Small 
  (MM p266) 
   
  Summon Undead II  
   
  Skeleton, Large  
  (MM p226) 
  Zombie, Medium 
  (MM p266) 
   
  Summon Undead III 
    
  Ghoul  
  (MM p118) 
  Skeleton, Large  
  (MM p226) 
  Zombie, Medium 
  (MM p266) 
   
  Summon Undead IV 
   
  Allip  
  (MM p10) 
  Ghast  
  (MM p119) 
  Zombie, Huge 
  (MM p266) 
   
  Summon Undead V 
    
  Mummy  
  (MM p190) 
  Shadow  
  (MM p221) 
  Vampire Spawn 
  (MM p253) 
  Wight 
  (MM p255) 
   
   
  
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  December 9, 2005 
   
  Spell Tables 
   
  Page 36 
  Hallow/Unhallow Table 
   
   
  Spell that can be added to a Hallow(PH p238) / Unhallow(PH p297) Spell 
  GP 
  Cost 
  Detect Magic(PH p219) 
  <Div, VS/DF, 1StdAct, Concentration up to 1min/lvl, no save, no SR> 
  – The caster can see the Magic Aura of a spell or item in a 60’ Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of magic. 
  2nd round – number of magic auras & the strength of the most powerful aura.  If not in line-of-sight, the caster only knows the direction. 
  3rd round – strength & location of each aura.  If an aura is within line-of-sight, the caster can identify its school with a Spellcraft check vs. DC 
  15 + spell level. 
   This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead. 
  500 
  Bane(PH p203) 
  <Ench(comp)[mind][fear], VS/DF, 1StdAct, 1min/lvl, WillNeg, SR applies> 
  – All enemies within 50’ radius Burst suffer a 
  –1 Morale penalty to attacks & –1 Morale penalty on saves vs. fear. 
   This spell Counters and Dispels the spell Bless. 
  1,000 
  Bless(PH p205) 
  <Ench(comp)[mind], VS/DF, 1StdAct, 1min/lvl> 
  – All allies within a 50’ radius Burst gain a +1 Morale bonus on attacks & +1 Morale bonus on saves vs. fear. 
   This spell Counters and Dispels the spell Bane. 
  1,000 
  Cause Fear(PH p208) 
  <Necro[fear][mind], VS, 1StdAct, Close-range, Will½, SR applies> 
  – One living target with up to 5HD is Frightened for 1d4 rounds unless it makes its saving throw.  On a successful save, the target is Shaken for 
  1 round. 
   This spell Counters and Dispels Remove Fear. 
  1,000 
  Detect Evil(PH p218) 
  <Div, VS/DF, 1StdAct, Concentration up to 10min/lvl, no save, no SR> 
  – The caster can see the Alignment Aura of  
  Evil creatures, spells, or objects in a 60’ Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of evil. 
  2nd round – number of evil auras & the strength of the most powerful aura.  If not in line-of-sight, the caster only knows the direction. 
  3rd round – strength & location of each aura. 
   This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead. 
   An “Overwhelming” aura may Stun a good-aligned caster for 1 round, ending the spell. 
  1,000 
  Detect Good(PH p219) 
  <Div, VS/DF, 1StdAct, Concentration up to 10min/lvl, no save, no SR> 
  – The caster can see the Alignment Aura of  
  Good creatures, spells, or objects in a 60’ Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of evil. 
  2nd round – number of evil auras & the strength of the most powerful aura.  If not in line-of-sight, the caster only knows the direction. 
  3rd round – strength & location of each aura. 
   This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead. 
   An “Overwhelming” aura may Stun an evil-aligned caster for 1 round, ending the spell. 
  1,000 
  Endure Elements(PH p226) 
  <Abj, VS, 1StdAct, Touch, 24hrs> 
  – Touched subject takes no harm (i.e., no Fortitude saves) from being in heat up to 140 degrees Fahrenheit –and– cold down to –50. 
  1,000 
  Remove Fear(PH p271) 
  <Abj, VS, 1StdAct, Close-range, 10min> 
  – One subject + 1 per 4 levels within a 30’ area gains a +4 Morale bonus on saves vs. fear. 
  This spell Counters & Dispels Cause Fear, and Suppresses all other fear effects. 
  1,000 
  Aid(PH p196) 
  <Ench(comp)[mind], VS/DF, 1StdAct, Touch, 1min/lvl> 
  – Touched subject gains a +1 Morale bonus to attack & saving throws vs. fear and gains Temporary HP equal to 1d8 + 1/lvl (max 1d8+10). 
  2,000 
  Darkness(PH p216) 
  <Evoc[darkness], VM(bat fur, coal)/DF, 1StdAct, Touch, 10min/lvl(D), no SR> 
  – Touched object radiates shadowy illumination in a 20’ radius.  Creatures in the darkness have Concealment (20% miss chance).  Darkvision 
  cannot see through this spell. The darkness may be blocked by putting the object in a container. 
   This spell Counters and Dispels spells with the [light] category of equal or lower level. 
  2,000 
  Daylight(PH p216) 
  <Evoc[light], VS, 1StdAct, Touch, 10min/lvl(D), no SR> 
  – Touched object gives off bright light in a 60’ radius & dim light for another 60’.  The light may be blocked by putting the object in a container. 
   Treated as ‘sunlight’ for creatures who receive penalties in those conditions, but is not real sunlight so certain Undead are not destroyed. 
   This spell Suppresses Deeper Darkness and is suppressed by it, leaving only the natural illumination in the overlapping area. 
   This spell Counters and Dispels spells with the [darkness] category of equal or lower level. 
  2,000 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Spell Tables 
   
  Page 37 
  Spell that can be added to a Hallow(PH p238) / Unhallow(PH p297) Spell 
  GP 
  Cost 
  Resist Energy(PH p272) 
  <Abj, VS/DF, 1StdAct, Touch, 10min/lvl> 
  – The touched subject & his/her equipment are protected from one Energy Type.  Each attack doing damage of that type has the hp of damage 
  reduced by the amount listed below. 
  Lvl 
   # 
  Lvl 
   # 
  Lvl 
   # 
  up to 6th 
  10 
  7th – 10th 20 
  11th + 
  30 
  2,000 
  Silence(PH p279) 
  <Ill(glamer), VS, 1StdAct, Long-range, 1min/lvl(D)> 
  – The caster creates a 20’ radius Emanation that negates sound, including [sonic] & [language] spells & effects. 
   This spell can be targeted on a creature, objects, or a point in space.  If targeting an unwilling creature or an object in its possession, it gets a 
  Will save to negate (SR applies).  If cast on a point in space, the effect is immobile. 
  2,000 
  Zone of Truth(PH p303) 
  <Ench(comp)[mind], VS/DF, Close-range,  
  1min/lvl, WillNeg, SR applies> 
  – Creatures in a 20’ radius Emanation that fail their save cannot lie.  All subject know that the zone is in effect & have the option of not speaking 
  or being evasive. 
  2,000 
  Deeper Darkness(PH p217) 
  <Evoc[darkness], VM(bat fur, coal)/DF, 1StdAct, Touch, 1day/lvl(D), no SR> 
  – Touched object radiates shadowy illumination in a 60’ radius.  Creatures in the darkness have Concealment (20% miss chance).  Darkvision 
  cannot see through this spell.  The darkness may be blocked by putting the object in a container. 
   This spell Counters and Dispels spells with the [light] category of equal or lower level. 
   This spell Suppresses Daylight and is suppressed by it, leaving only the natural illumination in the overlapping area. 
  3,000 
  Dispel Magic(PH p223)(PH3.5e)+ 
  <Abj, VS, 1StdAct, Medium-range, no SR> 
  – Cancels magical spells and effects on a successful Dispel Check (max +10).  This spell can be used in one of three ways: 
  a) Counterspell – Acts like a standard counterspell except it works against any spell, but a Dispel Check must be made. 
  b) Targeted Dispel – Each ongoing spell effect on one target gets a separate Dispel Check.  If successful, the spell effect is ended (except for 
  those caused by magic items, which are only suppressed for 1d4 rounds).   
  c) Area Dispel – Each target in a 20’ radius Burst gets a Dispel Check against each spell in turn (highest caster level spell checked first) until 
  one is dispelled or all checks fail.  Items are not effected. 
   A caster does not need to make a Dispel Check to end a spell he/she cast. 
  3,000 
  Invisibility Purge(PH p245) 
  <Evoc, VS, 1StdAct, Personal, 1min/lvl(D), no SR> 
  – Invisibility within 5’ per level is Suppressed. 
  3,000 
  Death Ward(PH p217) 
  <Necro, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – Grants immunity to death spells & effects, gaining Negative Levels, and Negative Energy damage & ability loss. 
  4,000 
  Dimensional Anchor(PH p221)(PH p250)+ 
  <Abj[ray], VS, 1StdAct, Medium-range, 1min/lvl, no save, no SR> 
  – Target creature or object is encased in a green glow & cannot travel extradimensionally.  This includes spells & spell-like abilities such as 
  Astral Projection, Blink, Etherealness, Gate, Maze, Shadow Walk, Teleport, etc.  It does not extend the duration of Summoning spells. 
  -or- 
  <Abj, VSF(calling diagram), 1StdAct, Medium-range, 24hrs/lvl, no save, no SR> 
  – Target creature within the Calling Diagram cannot leave it or travel extradimensionally.  This includes spells & spell-like abilities such as 
  Astral Projection, Blink, Etherealness, Gate, Maze, Shadow Walk, Teleport, etc.  It does not extend the duration of Summoning spells. 
  -or- 
  <Abj, VS, 1StdAct, Medium-range, no save, no SR> 
  – Target creature within a Magic Circle against Good, etc., cannot leave it or travel extradimensionally for the remainder of the Magic Circle’s 
  duration.  This includes spells & spell-like abilities such as Astral Projection, Blink, Etherealness, Gate, Maze, Shadow Walk, Teleport, etc.  It 
  does not extend the duration of Summoning spells. 
  4,000 
  Discern Lies(PH p221) 
  <Div, VS/DF, 1StdAct, Close-range, Concentration up to 1rnd/lvl, WillNeg, no SR> 
  – Each round, the caster may concentrate on one target within range.  If the target knowingly tells a lie, the caster can see the disturbance in its 
  aura, though not the truth. 
  4,000 
  Freedom of Movement(PH p233) 
  <Abj, VSM(leather cord)/DF, 1StdAct, Touch, 10min/lvl> 
  – Subject moves normally despite magical impediments (Web, Hold Person, etc.). 
   The subject automatically succeeds on any Grapple check to resist being grappled, plus any Grapple check or Escape Artist check to escape a 
  grapple and/or a pin. 
   While under the effect of this spell, the subject can fight underwater. 
  4,000 
  Tongues(PH p294) 
  <Div, VM(small clay ziggurat)/DF, 1StdAct, Touch, 10min/lvl, no SR> 
  – The touched subject can understand & speak any intelligent creature’s language. 
  4,000 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Spell Tables 
   
  Page 38 
  Weapons of the Deity 
   
  Deity 
  Weapon 
  Bahamut 
  +n Frost Heavy-Pick 
  Boccob 
  +n Spell-Storing Quarterstaff 
  Corellon Larethian 
  +n Keen Longsword 
  Ehlonna 
  +n Frost Longsword 
  Erythnul 
  +n Mighty-Cleaving Morningstar 
  Fharlanghn 
  +n Defending Quarterstaff 
  Garl Glittergold 
  +n Returning Battleaxe 
  Gruumsh 
  +n Returning Shortspear 
  Heironeous 
  +n Shock Longsword 
  Hextor 
  +n Mighty-Cleaving Heavy-Flail 
  Kord 
  +n Mighty-Cleaving Greatsword 
  Kurtulmak 
  +n Shock Shortspear 
  Lolth 
  +n Keen Whip 
  Moradin 
  +n Throwing Warhammer 
  Nerull 
  +n Keen Scythe 
  Obad-Hai 
  +n Defending Quarterstaff 
  Olidammara 
  +n Keen Rapier 
  Pelor 
  +n Flaming Heavy-Mace 
  St. Cuthbert 
  +n Mighty-Cleaving Heavy-Mace 
  Vecna 
  +n Frost Dagger 
  Wee Jas 
  +n Dagger of Venom 
  Tiamat 
  +n Flaming Heavy-Pick 
  Yondalla 
  +n Defending Short-Sword 
  -default good- 
  +n Frost Warhammer 
  -default evil- 
  +n Mighty-Cleaving Light-Flail 
  -default neutral- 
  +n Defending Heavy-Mace 
  -default law- 
  +n Flaming Longsword 
  -default chaos- 
  +1 Shock Battleaxe 
   
   
  The value of ‘n’ is determined by the Caster level. 
  Caster Level 
  Enhancement bonus 
  up to 8th 
  +1 
  9th – 11th 
  +2 
  12th – 14th 
  +3 
  15th – 17th 
  +4 
  18th and higher 
  +5 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Glossary 
   
  Page 39 
  Glossary 
   
  Auras 
   
  Alignment Aura(PH p219) 
  Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc. 
   
  Creature / Object 
  Unit 
  Dim 
  Aura 
  Faint 
  Aura 
  Moderate 
  Aura 
  Strong  
  Aura 
  Overwhelming 
  Aura 
  Outsider 
  HD 
  see below 
  up to 1 
  2 – 4 
  5 – 10 
  11+ 
  Undead 
  HD 
  see below 
  up to 2 
  3 – 8 
  9 – 20 
  21+ 
  other Creature 
  HD 
  see below 
  up to 10 
  11 – 25 
  26 – 50 
  51+ 
  Cleric, Paladin or 
  other religious class 
  Class 
  Level 
  see below 
  1st  
  2nd – 4th 
  5th – 10th 
  11th+ 
  Spell or Magic Items 
  with an alignment 
  Caster 
  Level 
  see below 
  up to 2nd 
  3rd – 8th 
  9th – 20th 
  21st + 
  Lingering Aura 
  remains 
  — 
  — 
  1d6 rnds 
  1d6 min 
  1d6 * 10 min 
  1d6 days 
   
  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. 
   
  Magic Aura(PH p219) 
  Use the following table to determine the strength of the aura seen by Detect Magic. 
   
  Creature / Object 
  Unit 
  Dim 
  Aura 
  Faint 
  Aura 
  Moderate 
  Aura 
  Strong  
  Aura 
  Overwhelming 
  Aura 
  Active Spell 
  Spell 
  Level 
  see below 
  up to 3rd 
  4th – 6th 
  7th – 9th 
  10th+ 
  Magic Item 
  Caster 
  Level 
  see below 
  up to 5th 
  6th – 11th 
  12th – 20th 
  21st+ 
  Lingering Aura 
  remains 
  — 
  — 
  1d6 rnds 
  1d6 min 
  1d6 * 10 min 
  1d6 days 
   
  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’. 
   
  Undead Aura(PH p220) 
  Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc. 
   
  Creature / Object 
  Unit 
  Dim 
  Aura 
  Faint 
  Aura 
  Moderate 
  Aura 
  Strong  
  Aura 
  Overwhelming 
  Aura 
  Undead 
  HD 
  see below 
  up to 1 
  2 – 4 
  5 – 10 
  11+ 
  Lingering Aura 
  remains 
  — 
  — 
  1d6 rnds 
  1d6 min 
  1d6 * 10 min 
  1d6 days 
   
  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. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Glossary 
   
  Page 40 
  Levels of Concealment 
   
  Concealment(PH p152) 
  20% miss chance. 
  Total Concealment(PH p152) 
  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) 
  +4 Cover bonus to AC & +2 Cover bonus to 
  Reflex saves for spell’s whose point of origin 
  is on the other side of the cover. 
  Not subject to Attacks of Opportunity through 
  the cover. 
  Cover, Soft (such as opponents) (PH p150)(PH3.5e)+ 
  +4 Cover bonus to AC against Ranged Attacks. 
  Not subject to Attacks of Opportunity through 
  the cover 
  Full Cover (PH p150) 
  Can’t be targeted  
   
  Level of Exhaustion 
   
  Fatigued(PH p308) 
  Subject cannot move run or change and suffers a 
  –2 penalty of Strength & Dexterity.  Any 
  action that would cause ‘Fatigue’ instead 
  causes the subject to become Exhausted.   
  After 8 hours of complete rest, fatigue is 
  removed. 
  Exhausted(PH p308) 
  Subject can only move at ½ speed and suffers a 
  –6 penalty of Strength & Dexterity.   
  After one hour of complete rest, the subject 
  becomes Fatigued. 
   
  Levels of Fear 
   
  (in order of severity) Shaken, Frightened, Panicked, Cowering
  Shaken(PH p312) 
  Subject suffers a –2 penalty to 
  attacks, skill checks, ability 
  checks, & saving throws. 
  Frightened(PH p309) 
  Subject must flee from the source 
  of the fear.   
  If cornered, the subject can fight 
  with a –2 penalty to attacks, 
  skill checks, ability checks, & 
  saving throws.   
  Panicked(PH p311) 
  Subject drops anything in his/her 
  hands & flees from the source 
  of the fear.   
  If cornered, the subject must use 
  Total Defense.  All skill 
  checks, ability checks, & 
  saving throws have a –2 
  penalty.   
  Cowering(PH p306) 
  Subject is paralyzed with fear and 
  cannot take any actions. –2 
  penalty to AC & looses 
  Dexterity modifier to AC.   
   
   
  Areas of Effect – Shape  
   
  Cone(PH p175) 
  Effect starts at the caster and extends out to the 
  cone’s length in a quarter circle. 
  Line(PH p175) 
  A Line area-of-effect stretches from the caster to 
  the end of range.  All creatures & objects 
  within a hex touched by that line are targeted. 
   
   
  Areas of Effect – Fill  
   
  Burst(PH p175) 
  Cannot go around corners or through Total 
  Cover.  The targets are determined when the 
  spell is cast only. 
  Emanation(PH p175) 
  Cannot go around corners or though Total 
  Cover.  Any creature that enters the 
  emanation during the spell’s duration is 
  effected. 
  Spread(PH p175) 
  Can go around corners, but not though Total 
  Cover. 
   
   
  Casting Times 
   
  Immediate Action(CArc p86) 
  A Swift Action that can be used 
  when it is not your turn.  It still 
  counts as your one Swift 
  Action of the coming turn. 
  You cannot use an Immediate 
  Action when Flat-Footed. 
  Example:  Feather Fall. 
  Swift Action(CArc p86) 
  You may execute one Swift 
  Action each turn during your 
  action.  It takes as much time as 
  a Free Action. 
  Example:  A spell with Feat: 
  Quicken Spell applied to it. 
  Standard Action(PH p138) 
  The default casting time for a 
  spell. 
  Full Round Action(PH p139) 
  A Full Round Action.  Casting 
  time for many summoning 
  spells.   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Glossary 
   
  Page 41 
  Other Definitions 
   
  All Actions 
  Attack Rolls, Saving Throws, Skill Checks, & 
  Ability Checks. 
  Attitude Categories(PH p72) 
  See table on PH3.5 p72. 
  Avert Gaze (i.e., try to avoid eye contact) (MM p309) 
  Gain a 50% chance to avoid a gaze attack, but 
  grant your opponent Concealment (20% miss 
  chance). 
  Blind(PH p305) 
  Subject cannot see, has a 50% chance of missing 
  outright in combat (assuming the correct hex 
  was chosen), receives a –2 penalty on AC & 
  looses Dexterity modifier to AC, moves at ½ 
  speed, suffers a –4 penalty on most Strength 
  & Dexterity skills. 
  Calling Diagram(PH p249) 
  Created by making a Spellcraft roll vs. DC 20 
  and spending 10 minutes (it is possible to 
  ‘Take 10’, but not ‘Take 20’).  When a 
  Conj(call) spell is used with a Calling 
  Diagram & Dimensional Anchor, the called 
  creature cannot leave the diagram either by 
  magic or mundane means.  The captured 
  creature also cannot use any of its abilities, 
  attacks, or even Spell Resistance to escape. 
  The description of a Calling Diagram is 
  contained in the spell Magic Circle against 
  Evil. 
  Caster Check(PH p305) 
  Caster level + 1d20 vs. the indicated DC. 
  Catch Fire 
  Reflex save vs. DC 15 to avoid catching fire.  
  Each round, the subject & its equipment take 
  1d6 fire damage.  A new Reflex save vs. DC 
  15 is allowed each round to put the fire out.  
  +4 bonus for rolling on the ground or having 
  useful help.  The fire goes out automatically 
  if the subject is doused with water, jumps in a 
  lake, etc. 
  Cloud 
  5’ of cloud provides Concealment, while 10’ or 
  more provides Full Concealment. 
  Dispersed by a Moderate Wind (11-20 mph) in 
  four rounds or by a Strong Wing (21+ mph) 
  in one round. 
  Comatose(PH p228) 
  Target enters a catatonic coma & cannot be 
  awaken.  Elves & Half-Elves are vulnerable 
  to this effect. 
  Community Sizes(DMG p137) 
  Indicates the adult population.  Non-adult 
  population will be 10% – 40% more. 
  Thorp 
  20 – 80 
  Hamlet 
  81 – 400 
  Village 
  401 – 900 
  Small Town 
  901 – 2,000 
  Large Town 
  2,001 – 5,000 
  Small City 
  5,001 – 12,000 
  Large City 
  12,001 – 25,000 
  Metropolis 
  25,001 or more 
  Confused(PH p212) 
  Mental-effect causes the target acts randomly 
  each round that the spell is in effect: 
  01-10:  Attack the caster. 
  11-20:  Act normally. 
  21-50:  Do nothing. 
  51-70:  Run away from the caster at top speed 
  71-00:  Attack the nearest creature (ignoring 
  your familiar). 
  Cowering 
  See above  
  Creature Equivalent 
  Some spells express the amount of load that can 
  be carried and/or teleported as a number of 
  Medium-sized creatures. 
  a) the count does not include that caster; 
  b) each subject, including the caster, can 
  carry Maximum Load; 
  c) one Small-sized (or smaller) creature can 
  be substituted for one Medium-sized 
  creature; 
  d) larger creatures may be substituted 
  according to the following table 
  1 Large-size = 2 Medium-size 
  1 Huge-size = 4 Medium-size 
  1 Gargantuan-size = 8 Medium-size 
  1 Colossal-size = 16 Medium-size 
  Crippled 
  Effectively has 0 hp, & can’t partake in 
  strenuous activity. 
  Dazed(PH p307) 
  Subject can take no actions, but is able to defend 
  itself normally & has not AC penalty. 
  Dazzled(PH p307) 
  Sighted creatures receive a –1 penalty to attack 
  rolls, Spot checks, & Search checks. 
  <ability> Damage 
  Target looses an ability score which heals 
  normally. 
  <ability> Drain 
  Target looses an ability score which can only be 
  healed with magic. 
  Deafened(PH p307) 
  Subject cannot hear, suffers a –4 Initiative 
  penalty, can has a 20% chance of spell failure 
  if the spell has verbal components. 
  Defenseless(PH p257) 
  Helpless, plus always fail saving throws. 
  Dismissible (D)(PH p176) 
  Dismissing a spell requires the caster to be 
  within spell range & use a verbal component.  
  If the original spell did not have a verbal 
  component, a somatic component is used 
  instead.  Either act counts as a Standard 
  Action that does not generate an Attack of 
  Opportunity. 
  Concentration spells can be dismissed as a Free 
  Action on the caster’s action. 
  Dispel Check(PH p307) 
  1d20 + Caster Level (max +N) vs. DC 11 + 
  target spell’s caster level.  ‘N’ is determined 
  by spell. 
  Energy Type 
  Acid, Cold, Electricity, Fire, or Sonic. 
  Entangled(PH p308) 
  Subject receives a –2 penalty to attacks, a –4 
  penalty to effective Dexterity, & must make 
  Concentration checks to cast spells.  If the 
  entanglement is ‘anchored’, the subject 
  cannot move, otherwise the subject can only 
  move at ½ speed, but can’t run or charge.   
  To remove the entangle usually requires a 
  Strength or Escape Artist check whose DC is 
  designated by the effect. 
  Exhausted(PH p308) 
  See above. 
  Fascinated(PH p308) 
  Subject stays still & quiet as long as the effect 
  lasts.  During this time, it receives a –4 
  penalty on Listen & Spot checks. 
  If potentially threatened, the subject receives a 
  new saving throw.  Of obviously threatened, 
  the fascination ends. 
  An ally can “shake” a creature out of fascination 
  as a Standard Action. 
  Fast Healing N 
  Subject heals damage taken during the spell’s 
  duration at the rate of N hit points per round 
  & automatically Stabilizes.  This spell does 
  not heal starvation, thirst, or suffocation 
  damage.  Fast Healing effects do not stack. 
  Fatigued(PH p308) 
  See above. 
  Frightened 
  See above.   
  Held 
  Subject cannot move & is Helpless.  Subject can 
  still breath & think, though. 
  Helpless(PH p309) 
  Subject is immobile & extremely vulnerable.  
  Dexterity is considered 0, so the subject’s AC 
  is at –5.  Melee attacks are at an additional 
  +4.  The subject is vulnerable to sneak attacks 
  & coup de graces. 
  Incorporeal(PH p309) 
  The subject does not have a solid body & is 
  immune to non-magical attacks.  Magic 
  weapons & spells can effect them with a 50% 
  miss chance.  Force effects always effect an 
  incorporeal target.  When attacking, 
  incorporeal creatures ignore Natural Armor 
  bonuses & Armor bonuses (unless generated 
  by a Force effect, such as Mage Armor). 
  Insignia(RoD p166) 
  Focus for the spells Insignia of Alarm, Insignia 
  of Blessing, Insignia of Healing, & Insignia 
  of Warding.  Must have been crafted by the 
  spellcaster. 
  Emblem of an organization, such as a Guild, 
  Church, or Militia.  The insignia may be an 
  amulet, badge, ring, etc., but each insignia of 
  a set must have a matching logo, crest, or 
  symbol and be worth at least 10gp. 
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
   
  Glossary 
   
  Page 42 
  Invisible(PH p309) 
  Gain a +2 bonus on attack, and the target looses 
  its Dexterity modifier to AC.  An attacker 
  must guess at the correct hex of the invisible 
  creature.  If the guess is correct, then there is 
  still a 50% miss chance (i.e., Total 
  Concealment). 
  Magical Sensor 
  When using Clairvoyance/Clairaudience, 
  Scrying, or any other “Div(scry)” spell., the 
  spell creates a magical, Invisible spot that is 
  looked and/or listened through.  It cannot be 
  damaged, but can be Dispelled.  It also can be 
  located with See Invisible, Detect Magic, or 
  Detect Scrying. 
  Nauseated(PH p310) 
  Subject cannot attack, cast spells, concentrate, 
  or do anything other than a single move 
  action each round. 
  Negative Energy Damage 
  Harms the living (& the Deathless) and heals the 
  Undead. 
  Negative Level(PH p310) 
  For 24 hours, the subject has the following 
  penalties per Negative Level:  –1 to all skill 
  & ability checks, –1 to all attack rolls, –1 to 
  all saving throws; –5 hit points, –1 effective 
  level, looses 1 spell from the highest level 
  castable that is still available for that day.   
  For any Negative Level that is still in effect after 
  24 hours, the subject must make a Fortitude 
  save vs. the DC of the Negative Level (either 
  the spell’s DC or for a monster, 10 + ½ HD + 
  Charisma modifier).  If the subject fails, then 
  he/she loose an actual level permanently 
  (though it may be returned with Restoration 
  or Greater Restoration). 
  Non-Recoverable Level 
  Levels lost by Raise Dead or Resurrection 
  cannot be replaced by any means. 
  Object Equivalent(PH p300) 
  Some spells express the amount of inanimate 
  matter that can be effected as a number of 
  Small-sized objects.  Larger object may be 
  substituted according to the following table 
  1 Small-size = 2 Tiny-size 
  1 Medium-size = 2 Small-size 
  1 Large-size = 4 Small-size 
  1 Huge-size = 8 Small-size 
  1 Gargantuan-size = 16 Small-size 
  1 Colossal-size = 32 Small-size 
  Panicked(PH p311) 
  See above. 
  Primary Stat 
  For Artificers & Wizards, use Intelligence.   
  For Bards & Sorcerers, use Charisma. 
  For Clerics, Druids, Paladins, & Rangers, use 
  Wisdom. 
  Positive Energy 
  Heals the living (& the Deathless) and damages 
  the Undead, who typically receives a Will 
  save for ½ damage. 
  Prone(PH p311) 
  The subject is lying on the ground. 
  Attackers gain a +4 bonus with melee attacks, 
  but receive a –4 penalty with ranged attacks. 
  The prone creature receives a –4 penalty on 
  melee attacks & cannot make most ranged 
  attacks. 
  Rubble, Dense(DMG p90) 
  TBD 
  Scent Ability(MM p314) 
  Subject can detect opponents by smell within 
  30’ (60’ downwind, 15’ upwind) & can track 
  by scent. 
  Shaken(PH p312) 
  See above. 
  Sickened(PH p228) 
  Target suffers a –2 penalty on attacks, damage, 
  saves, skill checks, & ability checks. 
  Slowed(PH p280) 
  Subject may only take one Standard or Move 
  Action each round; suffers a –1 penalty to 
  AC, melee attacks, melee damage, & Reflex 
  saves. 
  Staggered(PH p313) 
  Subject can only take one Standard Action or 
  one Move Action each round. 
  Stunned(PH p313) 
  Subject looses Dex bonus to AC, has a –2 
  penalty to AC, and cannot take actions. 
  Suspended Animation 
  Target is unconscious, does not need to eat, 
  drink, or break, and no longer ages. 
  Untyped Damage 
  Damage that is not Acid damage, Cold damage, 
  Electricity damage, Fire damage, Sonic 
  damage, Positive Energy damage, nor 
  Negative Energy damage.  This kind of 
  damage is not blocked by any type of 
  resistance. 
  Weakened 
  Target’s has a 2d6 penalty to Strength for the 
  indicated time. 
  Wind, Moderate (DMG p95) 
  11 – 20 mph 
  Wind, Strong (DMG p95) 
  21 – 30 mph 
  Wind, Severe (DMG p95) 
  31 – 50 mph 
  Temporary HP 
  These hit-points are removed first if the subject 
  is damaged.  They cannot be restored, even 
  by healing. 
  Vile Damage 
  HP lost due to Vile Damage can only be 
  regained by magical healing within a Hallow 
  or Consecrate spell. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries 
   
  December 9, 2005 
  Appendix 
   
  Page 43 
  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 
   
   
  PH 
  – 
  Player’s Handbook v.3.5 
  DMG 
  – 
  Dungeon Master’s Guide v.3.5 
  MM 
  – 
  Monster Manual v.3.5 
  MM3 
  – 
  Monster Manual 
   
   
   
  CWar 
  – 
  Complete Warrior 
  CDiv 
  – 
  Complete Divine 
  CArc 
  – 
  Complete Arcane 
  CAdv 
  – 
  Complete Adventurer 
   
   
   
  RoS 
  – 
  Races of Stone 
  RoD 
  – 
  Races of Destiny 
  RotW 
  – 
  Races of the Wild 
  RoE 
  – 
  Races of Eberron 
   
   
   
  BoED 
  – 
  Book of Exalted Deeds 
  UA 
  – 
  Unearthed Arcana 
   
   
   
  FR 
  – 
  Forgotten Realms Campaign Setting 
  MoF 
  – 
  Magic of Faerûn 
  LoD 
  – 
  Lords of Darkness 
  RoF 
  – 
  Races of Faerûn 
  SM 
  – 
  Silver Marches 
  Und 
  – 
  Underdark 
  PGF 
  – 
  Player’s Guide to Faerûn 
   
   
   
  Eb 
  – 
  Eberron Campaign Setting 
   
   
   
  DR### 
  – 
  Dragon Magazine (with issue number) 
  DU## 
  – 
  Dungeon Magazine (with issue number) 
   
  3.5up 
  – 
  D&D v.3.5 Accessory Update 
  – 
  http://www.wizards.com/dnd/files/DnD35_update_booklet.zip 
  PH3.5e 
  – 
  Player’s Handbook v.3.5 Errata 
  – 
  http://www.wizards.com/dnd/files/PHB_Errata09242003.zip 
  PGFe 
  – 
  Player’s Guide to Faerûn Errata 
  – 
  http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip 
  CDivErrata 
  – 
  Complete Divine Errata 
  – 
  http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip  
  CArcErrata 
  – 
  Complete Arcane Errata 
  – 
  http://www.wizards.com/dnd/files/CompArcaneErrata03162005.zip  
  EbErrata 
  – 
  Eberron Errata 
  – 
  http://www.wizards.com/dnd/files/Eberron_Errata10222004.zip 
   
  Note:  If a Key reference is followed by a “+”, then it is partially superseded the entry above it. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/Indexes/DnD3.5Index-Spells-Cleric.pdf