TEXT:  
   
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries  
   
   
  http://www.crystalkeep.com/d20 
   
  Collected by Chet Erez  (cerez@crystalkeep.com) 
   
   
  April 1, 2005 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sorcerer / Wizard Spell List .........................2 
  0th Level ..................................................2 
  1st Level...................................................3 
  2nd Level..................................................7 
  3rd Level ................................................12 
  4th Level ................................................17 
  5th Level ................................................23 
  6th Level ................................................30 
  7th Level ................................................36 
  8th Level ................................................40 
  9th Level ................................................45 
  Spell Tables................................................49 
  Summon Monster..................................49 
  Summon Undead...................................50 
  Permanency Table.................................51 
  Alternate Form Table ............................58 
  Auras.....................................................59 
  Ranges...................................................59 
  Levels of Concealment..........................60 
  Levels of Cover.....................................60 
  Level of Exhaustion ..............................60 
  Levels of Fear........................................60 
  Areas of Effect – Shape.........................60 
  Areas of Effect – Fill.............................60 
  Casting Times .......................................60 
  Other Definitions...................................61 
  Appendix....................................................63 
  Revision History....................................63 
  Key to Sourcebooks ..............................63 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 0th level 
   
  Page 2 
  Sorcerer / Wizard Spell List  
  For Sorcerers – Charisma-based Impromptu Arcane Spells 
  For Wizards – Intelligence-based Prepared Arcane Spells 
   
  0th Level 
   
  Abjuration 
  Resistance(PH p272) 
  <Abj, VS/AM(cloth)/DF, 1StdAct, Touch, 1min> 
  – Subject gains +1 Resistance bonus on all saves. 
  Conjuration 
  Acid Splash(PH p196) 
  <Conj(creat)[acid][energy missile], VS, 1StdAct, 
  Close-range, no save, no SR> 
  – Deals 1d3 Acid damage. 
  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. 
  Read Magic(PH p269) 
  <Div, VSF(prism), 1StdAct, Personal, 10min/lvl> 
  – Reads scrolls & spell books at 1 page per min. 
  Seeker’s Chant(DR326 p74) 
  <Div, VS, 1StdAct, Personal, 1min> 
  – Caster gains a +1 bonus to Search checks, but 
  receives a –2 penalty on Move Silently checks. 
  Enchantment 
  Daze(PH p217) 
  <Ench(comp)[mind], VSM(wool), 1StdAct, Close-
  range, 1rnd, WillNeg, SR applies> 
   – One Humanoid with no more than 4HD is 
  Dazed. 
  Vengeful Mount(DR326 p74) 
  <Ench(comp)[mind], VSM(riding crop or willow 
  switch), 1StdAct, Close-range, Instantaneous, 
  WillNeg, SR applies> 
  – The target Animal will shy away from anyone 
  attempting to make a Ride check or a Handle 
  Animal check with it.  If mounted, the rider 
  must immediately make a Ride check vs. DC 
  10 to stay on. 
  Evocation 
  Dancing Lights(PH p216) 
  <Evoc[light], VS, 1StdAct, Medium-range, 1min> 
  – Up to 4 spheres in a 10’ area that each give off 
  30’ of light.  They can move 100’ per round. 
  Electric Jolt(MoF p91) 
  <Evoc[electricity][energy missile], VS, 1StdAct, 
  Close-range, no save> 
  – Deals 1d3 Electrical damage. 
  Flare(PH p232) 
  <Evoc[light], V, 1StdAct, Close-range, Instantaneous, 
  FortNeg, SR applies> 
  – Target with sight is Dazzled for 1 minute. 
  Horizikaul’s Cough(MoF p101) 
  <Evoc[sonic], VS, 1StdAct, Close-Range> 
  – Target takes 1 point of Sonic damage (no 
  save) & is Deafened for 1 round (WillNeg). 
  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. 
  Ray of Frost(PH p269) 
  <Evoc[cold][ray], VS, 1StdAct, Close-range,  
  no save, SR applies> 
  – Deals 1d3 Cold damage. 
  Illusion 
  Chalkboard(DR324 p70) 
  <Ill(figment), SM(piece of chalk), 1StdAct, Close-
  range, Concentration + 1rnd/lvl, WillDisbelief> 
  – Creates a vertical writing surface whose size is 
  between 1” square to 10’ square.  The caster 
  can “write” on it with his/her finger and erase 
  with the flat of his/her hand.  The chalkboard 
  is arm’s length away when created, but may 
  be moved anywhere within range as a Free 
  Action. 
  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. 
  Ghost Sound(PH p235) 
  <Ill(figment), VSM(wool/wax), 1StdAct, Close-range, 
  1rnd/lvl(D), WillDisbelief, no SR> 
  – Sounds of 4 people per level (max 20 people). 
  Shadowplay(DR326 p74) 
  <Ill(glamer), VS, 1StdAct, Touch, Concentration> 
  – Caster takes control of one shadow of up to 
  Huge-size.  The caster can change its shape, 
  but not move it way from the place where it is 
  lying. 
   If a sentient creature’s shadow is targeted, it is 
  allowed a Will save to Negate (SR applies). 
  Silent Portal(MoF p117) 
  <Ill(glamer), S, Close-range, 1hr/lvl(D)> 
  – Negates sound from opening one door/window. 
  Necromancy 
  Disrupt Undead(PH p223) 
  <Necro[ray], VS,  1StdAct, Close-range, no save, SR 
  applies> 
  – Deals 1d6 Positive Energy damage to one 
  Undead. 
  Necrosurgery(DR326 p73) 
  <Necro[death], VSM(blade), 1StdAct, Touch, 
  Instantaneous, FortNeg, SR applies> 
  – The touched subject receives a +2 bonus on 
  his/her next saving throw to resist a disease 
  he/she has already contracted. 
  Touch of Fatigue(PH p294) 
  <Necro[touch attack], VSM(sweat),  1StdAct, Touch, 
  1rnd/lvl, FortNeg, SR applies> 
  – Touched opponent becomes Fatigued for the 
  spell’s duration. 
  Transmutation 
  Ground Smoke(DR326 p73) 
  <Trans, VS, 1StdAct, Close-range, 8 hours> 
  – One 5’ square target fire has its smoke 
  dissipate close to the ground. 
  Launch Bolt(MoF p105) 
  <Trans, VS, 1StdAct, Medium-range> 
  – Launches a single crossbow bolt as if from a 
  light crossbow. 
  Mage Hand(PH p249) 
  <Trans, VS, 1StdAct, Close-range, Concentration> 
  – A designated, unattended object that weights 
  no more than 5 lbs can be moved at up to 15’ 
  per Move Action. 
  Mending(PH p253) 
  <Trans, VS, 1StdAct, 10’ range, Instantaneous> 
  – Repairs one object of up to 1 pound. 
  Message(PH p253) 
  <Trans[language], VSF(copper wire), 1StdAct, 
  Medium-range, 10min/lvl, no SR> 
  – The caster plus 1 creature per level can 
  communicate within range by whispering as 
  long as there is no physical/magical barrier. 
  Nosy Neighbor(DR326 p74) 
  <Trans, VSM(cup), 1StdAct, Personal, 1min> 
  – Caster gains a +1 bonus to Listen checks. 
  Open/Close(PH p258) 
  <Trans, VSF(brass key), 1StdAct, Close-range> 
  – Opens or closes one unlocked door, window, 
  pouch, etc., that weighs up to 30 pounds. 
  Repair Minor Damage(CArc p120)(DR317 p35) 
  <Trans, VS, 1StdAct, Touch, Instantaneous> 
  – The touched Construct (with at least 1 hp) or 
  Living Construct  (at –9 hp or higher) is 
  repaired 1 hp. 
  Stick(Und p61) 
  <Trans, VSM(dry glue), 1StdAct, Touch, Instantaneous> 
  – An unattended target object weighting no 
  more than 5 pounds adheres to a larger object 
   The two objects can pulled apart automatically 
  by a Corporal creature as a Move Action, by 
  a Mage Hand, by an Unseen Servant, etc. 
  Universal 
  Arcane Mark(PH p201) 
  <Univ, VS, 1StdAct, Touch, Permanent(D), no save, no 
  SR> 
  – Inscribes a visible or invisible personal rune, 
  up to 1’x1’ and/or 6 characters.  The mark 
  can be placed on any material or even on 
  skin, though in the later case it fades in 1 
  month. 
   Immune to Dispel Magic.  Dispelled by Erase. 
  Prestidigitation(PH p264) 
  <Univ, VS, 1StdAct, 10’range, 1hour, no SR> 
  – Performs minor tasks, such as drying, 
  cleaning, & soaking objects. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 1st level 
   
  Page 3 
  1st Level 
   
  Abjuration 
  Alarm(PH p197) 
  <Abj, VS/AF(tiny bell, silver wire)/DF, 1StdAct, 
  Close-range, 2hrs/lvl(D), no save, no SR> 
  – If any creature of Tiny-size or larger passes 
  through the warded 20’ radius Emanation 
  without saying the password, an alarm 
  (chosen at casting time) will sound. 
  Audible:  Chimes for 1 round.  Easily heard 
  within 60’ in typical conditions. 
  Mental:  The chime is only in the caster’s 
  head, though he/she must be within 1 mile.  
  This will wake the caster, but not disturb 
  his/her concentration. 
  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. 
  Hold Portal(PH p241) 
  <Abj, V, 1StdAct, Medium-range, 1min/lvl(D), no SR> 
  – “Locks” one door (or window, etc.) made 
  from wood, metal, or stone of up to 20 square 
  feet per level.  +5 DC to force the portal open 
   This spell is Dispelled by Knock. 
  IronGuts(MoF p102) 
  <Abj, VSM(diluted poison), 1StdAct, Touch, 10min/lvl> 
  – +4 Circumstance bonus on saves vs. poison. 
  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. 
  Shield(PH p278) 
  <Abj[force], VS, 1StdAct, Personal, 1min/lvl(D)> 
  – An Invisible disc of force grants the caster a 
  +4 Shield bonus to AC (no matter from 
  which direction the attack originates) & 
  negates any Magic Missile that targets the 
  caster. 
  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. 
  Corrosive Grasp(MoF p85) 
  <Conj(creat)[acid][touch attack], VS, 1StdAct, no save> 
  – 1d6+1 Acid damage.  Can make 1touch/level. 
  Deep Breath(DR314 p46) 
  <Conj(creat)[water], V, 1Free-Action, Personal, 1rnd/lvl> 
  – The caster’s lungs are constantly refilled with 
  air, so he/she has no danger of drowning. 
  Grease(PH p237) 
  <Conj(creat), VSM(butter/pork rind), 1StdAct, Close-
  range, 1rnd/lvl(D), no SR> 
  – This spell has several uses:  
  a) Make one 10’ square slippery.  Going 
  through the area requires a Reflex save to 
  avoid falling down.  A creature can go 
  through the area at ½ movement by 
  making a Balance check vs. DC 10 (failure 
  of this check by less than 5 allows a Reflex 
  save to avoid falling, while failing by 5 or 
  more guarantees a fall); 
  b) Make one object slippery.  If the object is 
  held, the wielder gets a Reflex save to 
  avoid the effect entirely.  If the save fails 
  (or was not in anyone’s possession when 
  the spell was cast), the object becomes 
  slippery for the duration & is immediately 
  dropped.  A Reflex save is then required 
  each round to hold the object.  
  c) Make one person slippery.  The subject 
  gains a +10 Circumstance bonus on 
  Escape Artist checks & on Grapple checks 
  made to resist or escape a grapple, or 
  escape a pin. 
  Hail of Stone(Und p58) 
  <Conj(creat)[earth], VSM(5gp jade), 1Round, 
  Medium-range, Instantaneous, no save, SR applies> 
  – Stones fall in a 5’ radius by 40’ tall Column.  
  The caster makes a standard Ranged Attack 
  against each creature in the area of effect 
  using the (caster level + Primary Spellcasting 
  Attribute) at the attack bonus.  If the stones 
  hit, the target takes 1d4 per level damage 
  (max 5d4). 
  Mage Armor(PH p249) 
  <Conj(creat)[force], VSF(leather), 1StdAct, Touch, 
  1hr/lv(D)> 
  – Touched subject gains +4 Armor bonus to AC. 
  Mount(PH p256) 
  <Conj(sum), VSM(horse hair), 1Round, Close-range, 
  2hrs/lvl(D)> 
  – Summons a light horse or a pony (with bit, 
  bridle, & a riding saddle) to serve as a mount. 
  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. 
  Orb of Acid, Lesser(CArc p115) 
  <Conj(sum)[acid], VS, 1StdAct, Close-range, 
  Instantaneous, no save, no SR> 
  – Does 1d8 Acid damage per two levels after 1st 
  (1d8 at 1st, 2d8 at 3rd, etc.) (max 5d8) on a 
  successful Ranged Touch Attack. 
  Orb of Cold, Lesser(CArc p116) 
  <Conj(sum)[cold], VS, 1StdAct, Close-range, 
  Instantaneous, no save, no SR> 
  – Does 1d8 Cold damage per two levels after 1st 
  (1d8 at 1st, 2d8 at 3rd, etc.) (max 5d8) on a 
  successful Ranged Touch Attack. 
  Orb of Electricity, Lesser(CArc p116) 
  <Conj(sum)[electricity], VS, 1StdAct, Close-range, 
  Instantaneous, no save, no SR> 
  – Does 1d8 Electricity damage per two levels 
  after 1st (1d8 at 1st, 2d8 at 3rd, etc.) (max 5d8) 
  on a successful Ranged Touch Attack. 
  Orb of Fire, Lesser(CArc p116) 
  <Conj(sum)[fire], VS, 1StdAct, Close-range, 
  Instantaneous, no save, no SR> 
  – Does 1d8 Fire damage per two levels after 1st 
  (1d8 at 1st, 2d8 at 3rd, etc.) (max 5d8) on a 
  successful Ranged Touch Attack. 
  Orb of Sound, Lesser(CArc p116) 
  <Conj(sum)[sonic], VS, 1StdAct, Close-range, 
  Instantaneous, no save, no SR> 
  – Does 1d6 Sonic damage per two levels after 
  1st (1d6 at 1st, 2d6 at 3rd, etc.) (max 5d6) on a 
  successful Ranged Touch Attack. 
  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). 
  Unseen Servant(PH p297) 
  <Conj(creat), VSM(string, wood), 1StdAct, Close-
  range, 1hr/lvl> 
  – Creates invisible force that can do simple 
  tasks, like cleaning & opening doors.  It has a 
  Strength of 2 (so it can lift 20 pounds or drag 
  100 pounds) & a movement of 15’, but it 
  must stay in range. 
   The servant 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. 
  Divination 
  Appraising Touch(DR325 p70) 
  <Div, VS, 1StdAct, Personal, 1min/lvl> 
  – Gain an Insight bonus equal to your Caster 
  level on Appraise check made to determine a 
  object’s value. 
   Even if the check fails, the erroneous estimate 
  will be no more than 50% off. 
  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. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 1st level 
   
  Page 4 
  Detect Secret Doors(PH p220) 
  <Div, VS/DF, 1StdAct, Concentration up to 1min/lvl, 
  no save, no SR> 
  – The caster can see secret doors, compartments, 
  caches, etc,  in a 60’ Cone-shaped Emanation.  
  This spell does not locate items that are 
  obscured (i.e., behind boxes or under a rug).  
   The information gained increases each round:  
  1st round – presence of a secret door. 
  2nd round – number of secret doors & the 
  location of each one.  If not in line-of-
  sight, the caster only knows the direction.  
  If not in line-of-sight, the caster only 
  knows the direction. 
  3rd+ rounds – method to open one specific 
  secret door. 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
  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. 
  Empathy(DR313 p93) 
  <Div[mind], VS, 1StdAct, Close-range, 1min/lvl(D), 
  WillNeg, no SR> 
  – The caster sense the emotion of the living 
  target creature.  He/she knows the target’s 
  emotion (fear, hate, joy, etc.) and its strength 
  (mild, moderate, or strong). 
   The caster gains a +2 Competence bonus to all 
  Charisma-based skill checks against the 
  target for the spell’s duration. 
  Identify(PH p243) 
  <Div, VS/AM(100gp pearl, wine, owl feather)/DF, 
  1Hour, Touch> 
  – Determines all the properties of one magic 
  item. 
  Know Protections(MoF p104) 
  <Div, VS, 1StdAct, Close-range, WillNeg> 
  – Determine one target’s damage reduction, 
  spell resistance, and energy resistances and/or 
  immunities. 
  Magecraft(Eb p113) 
  <Div, VF(tools), 1Round, Personal, 1day> 
  – The caster gains a +5 Competence bonus on a 
  Craft check for the day’s work. 
  Spontaneous Search(DR325 p72) 
  <Div, VSM(silk glove), 1Round, Close-range, 
  Instantaneous> 
  – Treat one 30’ cube as if the caster had just 
  made a Search check upon it and “Took 10”.  
  If the value of the Search check was equal or 
  higher than the Open Lock DC of any locked 
  containers in the area of effect, the contents 
  of those containers is known to the caster. 
   Note that the caster knows the items of value in 
  the area, but nothing else.  This spell does not 
  help locate traps, etc. 
   If a creature is one of the things being searched 
  by the spell, the creature receives a Will save 
  to avoid the effects (SR applies). 
  True Strike(PH p296) 
  <Div, VF(tiny archery target), 1StdAct, Personal> 
  – Add +20 Insight bonus to your next attack roll 
  within 1 round.  Also negates miss chance 
  due to Concealment. 
  Enchantment 
  Charm Person(PH p209) 
  <Ench(charm)[mind], VS, 1StdAct, Close-range, 
  1hr/lvl, WillNeg, SR applies> 
  – One Humanoid considers the caster its ally.  
  Anything the casters says or does will be 
  treated the same way as if a close friend has 
  done it. 
   If the target is in a threatening situation when 
  the spell is cast, it gets a +5 on the save.  Any 
  threats from the caster or his/her allies after 
  the spell is in effect breaks the charm. 
  Distract(DR314 p20) 
  <Ench(comp)[mind], S, 1StdAct, Medium-range, 
  1rnd/lvl, WillNeg, SR applies> 
  – Up to 1 creature per level in a 30’ area 
  receives a –4 penalty to Concentration, 
  Listen, Search, and Spot checks. 
  Hypnotism(PH p242) 
  <Ench(comp)[mind], VS, 1Round, Close-range, 
  2d4rnds(D), WillNeg, SR applies> 
  – 2d4 HD of creatures in a 30’ area who can see 
  or hear the caster are fascinated by the effect 
  (+2 save if in combat, –2 if alone and 
  unthreatened). 
   Each fascinated target considers the caster two 
  Attitude Categories better than normal.  The 
  caster can make a simple, reasonable request 
  of the target which is likely to be followed. 
   A target who failed its saving throw does not 
  remember the caster cast a spell on it after the 
  spell wears off.   
  Shock and Awe(DR325 p72) 
  <Ench[mind], VS, 1StdAct, Close-range, 1rnd, WillNeg,  
  SR applies> 
  – One target per level in a 30’ area that are  
  Flat-Footed due to a surprise round of combat 
  receive a –10 penalty on their Initiative roll. 
   Targets that cannot be Flat-Footed (such as 
  creatures with Uncanny Dodge) are immune 
  to this spell. 
  Sleep(PH p280) 
  <Ench(com)[mind], VSM(sand), 1Round, Medium-
  range, 1min/lvl, WillNeg, SR applies> 
  – Put 4 HD of creatures in a 10’ radius Burst 
  into comatose slumber.  Target are woken by 
  being damaged or with a Standard Action.  
  The lowest HD creatures are put to sleep first. 
  Evocation 
  Burning Hands(PH p207) 
  <Evoc[fire], VS, 1StdAct, Ref½, SR applies> 
  – Creates a 15’ Cone-shaped Burst that does 1d4 
  Fire damage per level (max 5d4).  This can 
  set flammable materials on fire, which 
  requires a Full-Round Action to put out. 
  Forcewave(MoF p95) 
  <Evoc[force], VSF(string, water), 1StdAct, Medium-
  range, Fort½, SR applies> 
  – One target takes 1d4+1 damage plus Bull 
  Rush (Str 18, Medium-size, & Charging).  If 
  the target’s save is successful, it takes 1 hp. 
  Horizikaul’s Boom(MoF p101)  
  <Evoc[sonic], VS, 1StdAct, Close-range, Will½> 
  – Target takes 1d4 Sonic damage per 2 levels 
  (max 5d4) (no save), plus Deafened (WillNeg). 
  Ice Dagger(MoF p101) 
  <Evoc[cold], VSM(melted ice), 1StdAct, Close-range, 
  Ref½, SR applies> 
  – Grenade-like weapon deals target 1d4 Cold 
  damage per caster level (max 5d4).  Anyone 
  within 5’ of the target takes 1 hp Cold dmg. 
  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 congress for 24  hours before 
  casting this spell. 
  Magic Missile(PH p251) 
  <Evoc[force], VS, 1StdAct, Medium-range, no save, 
  SR applies> 
  – Generate one 1d4+1 Force damage missile per 
  2 levels (max 5 missiles) that automatically 
  hit (unless the target has Total Cover or Total 
  Concealment).  All targets must be within a 
  15’ area.  Inanimate objects cannot be 
  targeted. 
  Shelgarn’s Persistent Blade(MoF p117) 
  <Evoc[force], VSF(silvered dagger), 1StdAct, Close-
  range, 1round per 2 levels> 
  – A dagger of force attacks a target of the 
  caster’s choice.  Its attack bonus is half of its 
  caster’s Primary Stat Modifier.  The dagger 
  will flank opponents if possible.  As a 
  Standard Action, the caster can change the 
  dagger’s target, though the dagger can only 
  move 40’.  The dagger has an AC 14 & 1hp 
  Shocking Grasp(PH p279) 
  <Evoc[electricity][touch attack], VS, 1StdAct, no save, 
  SR applies> 
  – Touch delivers 1d6 per level (max 5d6) of 
  electrical damage.  Remains until discharged. 
   +3 attack bonus if target is in metal armor. 
  Snilloc’s Snowball(UE p52) 
  <Evoc[cold][energy missile][touch attack], VSM(ivory 
  chip), 1StdAct, 1rnd/lvl, no save> 
  – An orb of cold appears in the caster’s hand.  
  The orb does 1d6 + 1/lvl (max 1d6+5) Cold 
  damage.  The caser can either 
  a) make a touch attack; or 
  b) throw the snowball.  To do damage, the 
  caster has to make a ranged touch attack 
  on a target within 120’.  Once thrown, a 
  new snowball appears in the caster’s hand, 
  up to one snowball per level (max 5 orbs). 
  Tenser’s Floating Disk(PH p294) 
  <Evoc[force], VSM(drop of mercury), 1StdAct, Close-
  range, 1hr/lvl> 
  – 3’ diameter horizontal disk that holds 100 
  pounds per level.  Hovers 3’ above the 
  ground.  The disk typically stays about 5’ 
  from the caster, though it can be directed to 
  move anywhere within Close-range.   
   The disk can fly at the caster’s normal 
  movement rate.  If the caster moves faster 
  than that, the disk will be left behind and 
  wink out when it gets beyond Close-range. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 1st level 
   
  Page 5 
  Illusion 
  Color Spray(PH p210) 
  <Ill(pattern)[mind], VSM(colored powder), 1StdAct, 
  WillNeg, SR applies> 
  – Caster creates a 15’ Cone-shaped Burst of 
  color that effects all creatures in the area of 
  effect with sight: 
  5+ HD: Stunned for 1 round.   
  3-4 HD: Blinded & Stunned for 1d4 rounds, 
  then Stunned for 1 round. 
  0-2 HD: Unconscious, Blinded, & Stunned for 
  2d4 rounds,  
  then Blinded & Stunned for 1d4rnds, 
  then Stunned for 1 round. 
  Dead End(DR325 p71) 
  <Ill(shadow), VSM(pinch of spice), 1StdAct, Touch, 
  1hr/lvl(D)> 
  – One touched subject per level has its tracks, 
  scent, etc., obscured.  Any creature that 
  attempts to locate a subject’s trail with a 
  Search check, a Survival check for tracking, 
  or using the Scent Ability must make a Will 
  save (no SR) to even be allowed an attempt.  
  If the save is successful, any Search, 
  Survival, or Wisdom check to find / follow 
  tracks still receives a –5 penalty.  
  Disguise Self(PH p222) 
  <Ill(glamer), VS, 1StdAct, Personal, 10min/lv(D), 
  WillDisbelief> 
  – The caster can make minor visual changes to 
  his/her appearance.  These include gaining or 
  loosing 1’ of height, gaining or loosing 
  weight, the addition or removal of a beard / 
  scar, etc. 
   This spell provides a +10 on Disguise checks. 
   Anyone interacting with the caster (particularly 
  if they touch him/her) are allowed a Will save 
  to Disbelieve the illusion. 
  Net of Shadows(MoF p110) 
  <Ill(shadow)[darkness], VS, 1StdAct, Close-range, 3 
  rounds, WillNeg, SR applies> 
  – One target per level within a 25’ area are 
  engulfed in a single-person Cloud of shadows 
  that don’t hamper movement. 
  Nystul’s Magic Aura(PH p257) 
  <Ill(glamer), VSF(silk cloth), 1StdAct, Touch, 
  1day/lvl(D), no SR> 
  – Touched object of up to 5 pounds per level 
  gains one of the following magical auras: 
  a) not magical; 
  b) under the effect of a spell specified by the 
  caster; 
  c) having a magical property specified by the 
  caster. 
   Detect Magic, Detect Evil, etc., are always 
  fooled by this spell.  If Identify is cast on the 
  target object, its caster is allowed a Will save 
  (no SR) to see through this spell. 
  Serene Visage(DR325 p72) 
  <Ill(glamer), VS, 1StdAct, Personal, 1min/lvl> 
  – Receive an Insight bonus on Bluff checks 
  equal to your Caster level. 
  Silent Image(PH p279) 
  <Ill(figment), VSF(fleece), 1StdAct, Long-range, 
  Concentration, WillDisbelief, no SR> 
  – Creates a visual-only illusion of an object, 
  creature, or force as the caster visualizes it.  
  The image can move within an area of (4 + 1 
  per level) 10’ cubes that are contiguous. 
  Ventriloquism(PH p298) 
  <Ill(figment), VF(parchment), 1StdAct, Close-range, 
  1min/lvl(D), WillDisbelief, no SR> 
  – The caster’s voice seems to come from a 
  designated location within range. 
  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. 
  Chill Touch(PH p209) 
  <Necro[touch attack], VS, 1StdAct, SR applies> 
  – Touch attack deals 1d6 Negative Energy 
  damage (no save) and 1 Strength Damage 
  (FortNeg), except to Undead, who become 
  Panicked for 1d4 + 1/lvl rounds (WillNeg). 
   Touch attack may be used 1 time per level. 
  Ray of Enfeeblement(PH p269) 
  <Necro[ray], VS, 1StdAct, Close-range, 1min/lvl, no 
  save, SR applies> 
  – Target takes a penalty to Strength of 1d6 + 1 
  per 2 levels (max 1d6+5) (min 1 Strength). 
  Spirit Worm(MoF p123) 
  <Necro[touch attack], VSM(carved bone), 1StdAct, 
  Touch, 1rnd/lvl, Fort½, SR applies> 
  – On a failed Fortitude save, the target takes 1 
  point of Constitution damage every round 
  (max 5).  On a successful Fortitude save, it 
  takes 1d2 lethal damage per round (max 5d2). 
  Transmutation 
  Animate Rope(PH p199) 
  <Trans, VS, 1StdAct, Medium-range, 1rnd/lvl> 
  – Animate a 1” diameter rope whose length is 
  50’ + 5’/level (double the length if ½” 
  diameter cord is used & halve the length with 
  2” diameter heavy rope).  It will obey one of 
  the following each Move Action:  “coil”, 
  “coil & knot”, “loop”, “loop & knot”, 
  “uncoil”, etc. 
   Anyone who steps within 1’ of the rope or who 
  is hit by it with a ranged touch attack –and– 
  who fails a Reflex save is Entangled.  To 
  escape, make an Escape Artist check vs. DC 
  20, or a Strength check vs. DC 23, or an 
  attack vs. AC 10 & do 2 hp of damage. 
   An animated rope give a +2 bonus to Use Rope 
  checks. 
  Enlarge Person(PH p226) 
  <Trans, VSM(powdered iron), 1Round, Close-range, 
  1min/lvl(D)> 
  – One Humanoid (& all his/her equipment) 
  becomes 1 Size category larger.  Subject 
  gains +2 Size bonus to Strength, –2 Size 
  penalty to Dexterity, and –1 penalty on 
  attacks & AC.  A subject who becomes 
  Large-size gains ‘Reach’. 
   If the subject is within an area too small for 
  his/her new size, the subject may attempt to 
  ‘burst’ his/her surroundings with a Strength 
  check (including the bonus).  If the check 
  fails, the subject is trapped, but takes no 
  damage. 
   An unwilling subject gets a Fortitude save & 
  SR applies.  
   This spell Counters & Dispels Reduce Person. 
  Erase(PH p227) 
  <Trans, VS, 1StdAct, Close-range> 
  – One scroll or two pages of unattended non-
  magical writing are 90% likely to be erased 
  (100% if physically touched).  One magical 
  rune (Explosive Runes, Glyph of Warding, 
  Arcane Marks, or Sepia Snake Sigil) has a 
  90% chance of being erased, but it must be 
  touched and a Caster check vs. DC 15 (a 
  natural 1 or 2 is always a failure).  If the 
  check fails, then the magic rune is set off. 
  Expeditious Retreat(PH p228) 
  <Trans, VS, 1StdAct, Personal, 1min/lvl(D)> 
  – The caster’s base land speed receives a +30’ 
  Enhancement bonus. 
   This spell has no effect on the speed of Flying, 
  Burrowing, Climbing, or Swimming. 
  Eyes of the Avoral(BoED p99) 
  <Trans, S, 1StdAct, Touch, 10min/lvl> 
  – Subject gains +8 Racial bonus on Spot checks. 
  Feather Fall(PH p229) (CArc p86)+ 
  <Trans, V, Immediate Action, Close-range, until 
  landing up to 1rnd/lvl> 
  – Slows one Medium-sized creature or object 
  per level (or the Creature Equivalent) within 
  a 20’ area.  The subject falls at 60’ per round, 
  which causes no damage to the target on 
  landing (though dropped objects still do ½ 
  damage but with no bonus damage for the 
  height).  Only free falling targets may be 
  effected. 
  Fist of Stone(CArc p107) 
  <Trans[earth], VSM(engraved pebble), 1StdAct, 
  Personal, 1min> 
  – One of the caster’s hands becomes powerful: 
  a) +6 Enhancement bonus to Strength for 
  purposes of attacks, grapple checks, or 
  breaking / crushing items; & 
  b) gain a 1d6 Slam attack. 
  Jump(PH p246) 
  <Trans, VSM(grasshopper leg), 1StdAct, Touch, 
  1min/lvl(D)> 
  – Touched subject gains an Enhancement bonus 
  on Jump checks: 
  Lvl Bonus 
  Lvl Bonus 
  Lvl Bonus 
   1  
   +10 
   5 
   +20 
   9 
   +30 
  Kaupaer’s Skittish Nerves(MoF p103) 
  <Trans, VS, 1StdAct, Touch, 1min/lvl> 
  – Target gains +5 bonus on Initiative checks. 
  Laeral’s Cutting Hand(MoF p104) 
  <Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)> 
  – The caster’s hands gains a +2 Enhancement 
  bonus on attack & damage, are considered 
  armed, & does normal damage, but looses the 
  ability to cast spells with somatic components 
  Launch Item(MoF p105) 
  <Trans, S, 1StdAct, Long-range> 
  – Hurls one Fine-sized item. 
  Low-Light Vision(CArc p113) 
  <Trans, VM(small candle), 1StdAct, Touch, 1hr/lvl> 
  – Subject sees twice as far as a Human under 
  poor light. 
  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. 
  Raging Flame(DR314 p21) 
  <Trans[fire], VS/AM(alchemist’s fire)/DF, 1StdAct, 
  Medium-range, Instantaneous, no save, no SR> 
  – All non-magical fires in a 30’ Burst flare up: 
  a) burn twice as bright & give off light in 2x 
  the normal radius; 
  b) burn twice as hot & deal 2x damage (i.e.,. 
  a creature who has Caught Fire takes 2d6 
  damage per round if caught in the area of 
  effect); 
  c) consumes its fuel twice as quickly (an 
  effected torch would only last 30 minutes). 
  This spell Counters and Dispels Slow Burn. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 1st level 
   
  Page 6 
  Reduce Person(PH p269) 
  <Trans, VSM(powdered iron), 1Round, Close-range, 
  1min/lvl(D)> 
  – One Humanoid (& all his/her equipment) 
  becomes 1 Size category smaller.  Subject 
  gains +2 Size bonus to Dexterity, –2 Size 
  penalty to Strength, and +1 bonus on attacks 
  & AC.  A subject who becomes Tiny-size 
  have a reach of 0’ & must enter an 
  opponent’s hex to attack. 
   An unwilling subject gets a Fortitude save & 
  SR applies.  
   This spell Counters & Dispels Enlarge Person. 
  Repair Light Damage(CArc p120)(Eb p114)(DR317 p35) 
  <Trans, VS, 1StdAct, Touch, Instantaneous> 
  – The touched Construct (with at least 1 hp) or 
  Living Construct  (at –9 hp or higher) is 
  repaired 1d8 +1 per level (max 1d8+5) hp. 
  Scatterspray(FR p73) 
  <Trans, VS, 1StdAct, Close-range> 
  – Up to 25 lbs of Diminutive-size (or smaller) 
  objects in a 1’ area scatter in a 10’ radius 
  Burst dealing 1d8 normal damage (if hard 
  like coins (Reflex save for ½ damage)) or 
  subdual damage (if something soft, like fruit). 
  Slow Burn(DR314 p21) 
  <Trans[fire], VS/AM(oil-filled hourglass)/DF, 1StdAct, 
  Medium-range, Instantaneous, no save, no SR> 
  – All non-magical fires in a 30’ Burst are 
  magically fueled: 
  a) burn twice as long while consuming the 
  same amount of fuel (a torch would burn 
  for 2 hours while giving normal light); 
  b) twice as hard to put out (if a roll is needed 
  to put a fire out, roll twice & take the 
  worst roll). 
  This spell Counters and Dispels Raging Flame. 
  Speed Swim(MoF p121) 
  <Trans, VSF(tiny wooden paddle), 1StdAct, Close-
  range, 1min/lvl(D)> 
  – Subject gains a swim speed of 30’ without 
  needing to make a Swim check. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 2nd level 
   
  Page 7 
  2nd Level 
   
  Abjuration 
  Arcane Lock(PH p200) 
  <Abj, VSM(25gp gold dust), 1StdAct, Touch, 
  Permanent, no SR> 
  – “Locks” one door of up to 30 square feet per 
  level.  The caster may open the door at will. 
   This spell is suppressed by Knock for 10 min. 
   +10 DC to force the portal open. 
  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. 
  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 Arrows(PH p266) 
  <Abj, VSF(turtle shell), 1StdAct, Touch, until 
  discharged up to 1hr/lvl> 
  – Touched subject gains Damage Reduction 
  10/magic against Ranged Weapons. 
    This spell ends once it has prevented 10 hp per 
  level (max 100 hp). 
  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 
  Conjuration 
  Blades of Fire(CArc p99) 
  <Conj(create)[fire], V, 1 Swift Action, Touch, 1rnd> 
  – Up to two melee weapons that the caster is 
  wielding are sheathed in flames, doing +1d6 
  Fire damage for one round.  
   This effect stacks with any other energy 
  damage the weapons deal. 
  Create Magic Tattoo(PGF p101) 
  <Conj(creat), VSM(100gp tattoo ink)F(tattoo needles), 
  10Minutes, Touch, 1day> 
   – Subject receives a magic tattoo that lasts for 1 
  day with 1 effects (3 tattoos max per person).  
  Creating the tattoo requires a Craft (drawing), 
  Craft (painting), etc., check against the list DC. 
  Min 3rd level (DC 10): 
  +2 Resistance bonus on 1 type of save; or 
  +1 Luck bonus on attacks; or 
  +1 Deflection bonus on AC. 
  Min 7th level (DC 15): 
  +2 Resistance bonus on all saves; or 
  +2 Competence bonus on attacks. 
  Min 13th level (DC 20): 
  SR 10 + 1 per 6 caster levels; or 
  +2 Enhancement bonus to 1 ability; or 
  +1 effective caster level. 
  Decastave(UE p49) 
  <Conj(create)[force], VSM(duskwood stick), 1StdAct, 
  1rnd/lvl(D)> 
  – Creates a Quarterstaff of force in the caster’s 
  hand.  If the quarterstaff leaves the caster’s 
  grip for any reason, the spell ends.  Since it is 
  a force weapon, the quarterstaff can hit 
  incorporeal & ethereal creatures.  The 
  weapon does 1d6 damage on a successful 
  touch attack.  On a critical hit, it does +1d8 
  sonic damage & the opponent is permanently 
  Deaf (FortNeg DC14). 
  Fog Cloud(PH p232) 
  <Conj(creat), VS, 1StdAct, Medium-range, 10min/lvl> 
  – Creates a 20’ radius Spread by 20’ high Cloud 
  of fog. 
   The cloud can be dispersed by Moderate Wind 
  in 4 rounds & a Strong Wind in 1 round. 
  Glitterdust(PH p236) 
  <Conj(creat), VSM(ground mica), 1StdAct, Medium-
  range, 1rnd/lvl, no SR> 
  – Coats all creatures & objects in a 10’ radius 
  Spread with sparkling dust which cannot be 
  removed for the duration of the spell.  This 
  outlines Invisible creatures & objects.   
  Hide checks receive a –40 penalty. 
   Creatures in the area of effect must make a Will 
  save or be Blinded for the spell’s duration.   
  Igedrazzar’s Miasma(MoF p101) 
  <Conj(creat), VSF(3 stones), 1StdAct, Close-range, 
  1rnd, FortNeg> 
  – 15’ radius of vapors deals 1d4 subdual 
  damage per level (max 5d4). 
  Melf’s Acid Arrow(PH p253) 
  <Conj(creat)[acid][energy missile], VSM(rhubarb, 
  adder’s stomach) F(dart), 1StdAct, Long-range, no 
  save, no SR> 
  – 2d4 Acid damage for 1 round + 1 round per 3 
  levels (7 rounds max). 
  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 Swarm(PH p289) 
  <Conj(sum), VS/AM(red cloth)/DF, 1Round, Close-
  range, Concentration+2rnds, no save, no SR> 
  – Summons either a Swarm of Bats(MM p237), a 
  Swarm of Rats(MM p239), or a Swarm of 
  Spiders(MM p239).  The swarm attacks any 
  creatures that are within its area.  If there is 
  no creature to attack, the swarm moves to the 
  nearest creature.  The caster has no control 
  over the swarm’s movement or target. 
  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). 
  Web(PH p301) 
  <Conj, VSM(spider web), 1StdAct, Medium-range, 
  10min/lvl(D), no SR> 
  – Fills 20’ radius Spread with sticky webs, 
  which must be anchored on two diametrically 
  opposing surfaces.  Without support, the 
  webs collapse & the spell ends. 
   All creatures within the area of effect are 
  Entangled.  Those that fail a Reflex save are 
  also anchored & cannot move.  To become 
  unanchored requires a Strength check vs. DC 
  20 or an Escape Artist check vs. DC 25 (each 
  of which consumes a Full-Round Action). 
   An unanchored creature can move slowly 
  through the webs by making a Strength or 
  Escape Artist check as a Full-Round Action.  
  The target can move 5’ per 5 full points the 
  check exceeds 10. 
   5’ – 20’ of webs provide Cover. More than 20’ 
  provide Total Cover.  A creature in the webs 
  can be attack without the attacker becoming 
  entangled. 
   An open flame can burn away a 5’ cube per 
  round, though any creature in that area takes 
  2d4 Fire damage. 
  Divination 
  Detect Thoughts(PH p220) 
  <Div[mind], VSF(copper piece)/DF, 1StdAct, 
  Concentration up to 1min/lvl, WillNeg, no SR> 
  – The caster can thoughts from a conscious 
  creature with an Intelligence of at least 1 in a 
  60’ Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of thoughts. 
  2nd round – number of thinking minds & the 
  Intelligence score of each one.  If not in 
  line-of-sight, the caster only knows the 
  direction.  If any have an Intelligence of at 
  least 26 (assuming it is at least 10 points 
  higher than the caster’s), the caster is 
  Stunned for 1 round & the spell ends. 
  3rd round – Surface thoughts of any mind in 
  the area (WillNeg). 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
  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. 
  Marked Man(DR325 p71) 
  <Div, VSF(a piece hair or clothing from the target), 
  1Minute, Personal, 1day/lvl> 
  – The caster gains a +10 bonus on Search and 
  Survival checks to track the source of the 
  Focus object (typically a lock of hair or a 
  piece of clothing).  The caster does not need 
  to know the creature who left behind the 
  focus. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 2nd level 
   
  Page 8 
  See Invisibility(PH p275) 
  <Div, VSM(pinch of talc, silver powder), 1StdAct, 
  Personal, 10min/lvl(D), no SR> 
  – The caster can see Invisible creatures or 
  objects within its range of vision. 
  Enchantment 
  Daze Monster(PH p217) 
  <Ench(comp)[mind], VSM(wool), 1StdAct, Medium-
  range, 1rnd, WillNeg, SR applies> 
   – One living creature with no more than 6HD is 
  Dazed. 
  Nybor’s Gentle Reminder(PGF p107) 
  <Ench(comp)[mind], VSF(stick), 1StdAct, Close-
  range, 1rnd/lvl, FortNeg, SR applies> 
  – Pain causes the living target to be Dazed for 
  one round and then receive a –2 penalty on 
  All Actions for the remainder of the spell.  
  Spellcasting requires a Concentration check. 
  Tasha’s Hideous Laughter(PH p292) 
  <Ench(comp)[mind], VSM(feather, tiny tarts), 
  1StdAct, Close-range, 1rnd/lvl, WillNeg, SR 
  applies> 
  – One target with 3 or higher Intelligence falls 
  down laughing & can make no action for the 
  duration of the spell (but is not Helpless). 
   A creature of a different type from the caster 
  receive a +4 bonus on its save. 
  Touch of Idiocy(PH p294) 
  <Ench(comp)[mind][touch attack], VS,  1StdAct, 
  Touch, 10min/lvl, no save, SR applies> 
  – Touched opponent receives a 1d6 penalty to 
  Intelligence, Wisdom, & Charisma (min 1). 
  Yoke of Mercy(BoED p112) 
  <Ench(comp)[good][mind], V, 1StdAct, Close-range, 
  1rnd/lvl, WillNeg, no SR> 
  – The target creature, who may at most be a 
  (Caster level + 4) HD creature, will fight 
  mercifully.  It will only deal non-lethal 
  damage, avoid damaging spells & spell-like 
  abilities, not deliver a Coup de Grace, etc. 
   Note:  The caster may not have cause any 
  damage (including by spells) to another living 
  creature within the prior 8 hours. 
  Evocation 
  Aganazzar’s Scorcher(FR p66) 
  <Evoc[fire], VSF(red dragon scale), 1StdAct, Close-
  range, Ref½> 
  – 5’ wide path to the end of range deals 1d8 per 
  two levels (max 5d8) Fire damage. 
  Battering Ram(MoF p80) 
  <Evoc[force], VSF(ram’s horn), 1StdAct, Close-range, 
  no save> 
  – Deals 1d6 damage.  Creatures are inflicted 
  with a Bull Rush (treat spell as a Large 
  creature with a Strength 25).  A door is 
  opened on a successful Strength check at +7. 
  Cloud of Bewilderment(PGF p101) 
  <Evoc, VS, 1StdAct, Instantaneous, FortNeg, SR 
  applies> 
  – Create an invisible 10’ long Cone of noxious 
  air.  Anyone in the area is Nauseated for 1d6 
  rounds. 
  Combust(MoF p85)(LoD p185) 
  <Evoc[fire][touch attack], VSM(oil, flint), 1StdAct, 
  Touch, Instantaneous, no save> 
  – A touched creature or object (up to 25 lbs./lvl) 
  bursts into flames, taking 2d6 + 1/level (max 
  +10) Fire damage.  Reflex save vs. DC 15 or 
  Catch Fire.  Anyone touching the target must 
  make a Reflex save to take ½ damage. 
  Continual Flame(PH p213) 
  <Evoc[light], VSM(50gp ruby dust), 1StdAct, Touch, 
  Permanent> 
  – Makes a permanent, heatless torch (30’ light). 
  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. 
  Fireburst(CArc p107) 
  <Evoc[fire], VSM(sulfur), 1StdAct, Instantaneous, 
  Ref½, SR applies> 
  – Everything within a 5’ radius, but not in the 
  caster’s hex (i.e., a ring of hexes around the 
  caster) take 1d8/lvl Fire damage (max 5d8).   
  Flame Dagger(MoF p94) 
  <Evoc[fire][touch attack], VSM(candle), 1StdAct, 
  Personal, 1min/lvl(D)> 
  – A dagger made of flames appears in the 
  caster’s hand.  Can be used for touch attacks 
  that deals 1d4 + 1/level Fire damage (max 
  1d4+10), but no Strength modifier.   
  Flaming Sphere(PH p232) 
  <Evoc[fire], VS/AM(tallow, brimstone, iron dust)/DF, 
  1StdAct, Medium-range, 1rnd/lvl, RefNeg, SR 
  applies> 
  – Creates a 5’ diameter ball of fire, which can 
  roll/jump 30’ per round.  If the sphere enters 
  a hex per a creature, it stops for that round & 
  does 2d6 Fire damage, unless the target 
  makes a Reflex save for no damage. 
   The caster can move the sphere as a Move 
  Action & it can go over barriers no more than 
  4’ high. 
  Force Ladder(MoF p95) 
  <Evoc[force], VSF(tiny silver ladder), 1StdAct, Close-
  range, 1min/lvl> 
  – Creates an Invisible movable ladder of force 
  that is 2’ wide and up to 60’ long.  It can 
  support 100 lbs. per level. 
  Gedlee’s Electric Loop(PGF p103) 
  <Evoc[electricity], VSM(copper wire, magnet), 
  1StdAct, Close-range, Ref½> 
  – One creature per three Caster levels (max 4)  
  take 1d6 Electricity damage per 2 levels (max 
  5d6).  Subject who fail their Reflex save must 
  make a Will save or be Stunned for 1 round. 
  Gust of Wind(PH p238) 
  <Evoc[air], VSF(tiny bellows), 1StdAct, 1rnd, 
  FortNeg, no SR> 
  – Creates a powerful Line of air 10’ wide by 10’ 
  high by 60’ long starting at the caster.  All 
  Listen checks & ranged attacks within the 
  area of the spell receive a –4 penalty, and 
  open flames are extinguished. 
   The effect of the wind on creatures & objects is 
  based on their size. 
  Size 
  Flying? Blown Back Subdual 
  up to Tiny   Yes 
  2d6 x 10’ 
  2d6 
  up to Tiny   No 
  1d4 x 10’ 
  1d4 per 10’ 
  Small 
    Yes 
  1d6 x 10’ 
  — 
  Small 
    No 
  Prone 
  — 
  Medium 
    Yes 
  1d6 x 5’ 
  — 
  Medium 
    No 
  0’, but can’t advance 
  Large + 
    — 
  No effect 
  Scorching Ray(PH p274) 
  <Evoc[fire][ray], VS, 1StdAct, Close-range,  
  Instantaneous, no save, SR applies> 
  – Generates 1 ray + 1 per four levels after 3rd 
  (max 3 rays).  Each ray does 4d6 Fire damage 
  & can be aimed at the same or separate 
  targets within a 30’ area. 
  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. 
  Snilloc’s Snowball Swarm(FR p74) 
  <Evoc[cold], VSM(ice/white rock chip), 1StdAct, 
  Medium-range, Ref½> 
   – Deals 1d6 Cold damage per 2 levels (max 
  5d6) in a 10’ radius Burst. 
  Illusion 
  Blur(PH p206) 
  <Ill(glamer), V, 1StdAct, Touch, 1min/lv(D)> 
  – Attacks miss touched subject 20% of the time. 
  Claws of Darkness(FR p67) 
  <Ill(shadow), VS, 1StdAct, Personal, 1rnd/lvl(D)> 
  – Starting with his/her next action, the caster 
  make an ‘armed’ melee touch attacks with 
  his/her hands.  Each hit does 1d4 Cold 
  damage.  Since both hands can be effected, 
  the caster have the option of making off-hand 
  attacks at the normal penalty.  If he/she 
  successfully grapple someone, the caster does 
  damage on each successful grapple check and 
  the opponent is Slowed (FortNeg).  The 
  caster may extend the claws to gain 10’ 
  reach.  While this spell is in effect, the caster 
  may not cast spells with anything but Verbal 
  components & any magic items on the 
  caster’s hands are suppressed. 
  Delusions of Grandeur(DR324 p71) 
  <Ill(phantasm)[mind], V, 1StdAct, Medium-range, 
  10min/lvl, WillNeg, SR applies> 
  – The target becomes overconfident in his/her 
  abilities: 
  a) receives a –2 penalty on All Actions; 
  b) receives a –2 penalty to Wisdom; & 
  c) cannot Fight Defensively or take the Total 
  Defense action. 
  Disguise Undead(MoF p89)(T&B p87) 
  <Ill(glamer), VSF(moth cocoon), 1StdAct, Touch, 
  10min/lvl(D)> 
  – Makes minor visual changes to one touched 
  Corporal Undead.  +10 on Disguise checks. 
  Hypnotic Pattern(PH p242) 
  <Ill(pattern)[mind], (V)SM(burning incense / crystal 
  rod filled with phosphorescent material), 1StdAct, 
  Medium-range, Concentration + 2rnds, WillNeg, SR 
  applies> 
  – A 10’ radius Spread of colorful lights 
  fascinates up to 2d4 + 1/lvl (max +10) HD of 
  creatures with sight, starting with the lowest 
  HD creature in the area of effect. 
   Only Bards use the Verbal component. 
  Invisibility(PH p245) 
  <Ill(glamer), VSM(eyelash, gum arabic)/DF, 1StdAct, 
  Touch, 1min/lvl(D)> 
   – Touched creature or object is Invisible until it 
  attacks.  Can effect an object of up to 100 
  pounds per level. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 2nd level 
   
  Page 9 
  Leomund’s Trap(PH p247) 
  <Ill(glamer), VSM(50gp powder, iron pyrite), 1StdAct, 
  Touch, Permanent(D)> 
  – The touched lock (or other small mechanism) 
  will register as being trapped if check by 
  spells or manually, though it is actually an 
  illusion. 
   If another Leomund’s Trap is in effect within 
  50’ when this spell is cast, the new spell fails. 
  Magic Mouth(PH p251) 
  <Ill(glamer), VSM(10gp jade power, honeycomb), 
  1StdAct, Close-range, Permanent until discharged> 
  – The caster creates an invisible ward which 
  produces an illusionary mouth that speaks up 
  to 25 words when it is triggered by a 
  condition specified at cast time.  The message 
  can be in any language known by the caster 
  and can be spread out over a 10 minute 
  period if desired. 
   The trigger must be within the spell’s range in 
  line-of-sight, up to 15’ per level.  The 
  conditions must be based on visual and/or 
  audible triggers, so the spell can be fooled by 
  disguises, silence, etc. 
  Minor Image(PH p254) 
  <Ill(figment), VSF(fleece), 1StdAct, Long-range, 
  Concentration + 2rnds, WillDisbelief, no SR> 
  – Creates a visual illusion with some minor 
  sounds (i.e., not speech) of an object, 
  creature, or force as the caster visualizes it.  
  The image can move within an area of (4 + 1 
  per level) 10’ cubes that are contiguous. 
  Mirror Image(PH p254) 
  <Ill(figment),VS, 1StdAct, Personal, 1min/lvl(D)> 
   – Creates 1d4 + 1 per 3 levels (max 8 total) 
  decoy duplicates of the caster.  Determine 
  randomly if the caster or a decoy is targeted.  
  A decoy’s AC is 10 + size mod + Dex mod.  
  If it is damaged by a direct attack (i.e., not 
  area-of-effect spells), it is destroyed. 
  Misdirection(PH p254) 
  <Ill(glamer), VS, 1StdAct, Close-range, 1hr/lvl, no SR> 
  – One creature or object up to a 10’ cube in size 
  is given the Aura of another creature or object 
  within range at cast time.  This new aura 
  fools some Divination spells, such as Detect 
  Evil, Detect Magic, and Discern Lies if the 
  caster of the divination spell fails a Will save.  
  This spell does not fool Detect Thoughts.   
  Phantasmal Assailants(CArc p117) 
  <Ill(phantasm)[fear][mind], VS, 1StdAct, Close-range, 
  Instantaneous, SR applies> 
  – One living creature is “attacked” by nightmare 
  monsters only the target can see.  The target 
  is allowed a Will save to disbelieve the effect.  
  If the save fails, the target takes 4 points of 
  Wisdom damage (Fort½) –and– 4 points of 
  Dexterity damage (Fort½). 
  Phantom Foe(DR324 p72) 
  <Ill(phantasm)[mind], VSF(10gp pewter figure), 
  1StdAct, Touch, 1rnd/lvl, WillNeg, no SR> 
  – The target sees an illusory double of the 
  creature that threatens it the most in that 
  round.  No other creatures can see the double. 
  a) the double appears on the opposite side 
  from the caster, granting the caster a 
  ‘flank’ (if the target can be flanked); 
  b) if the target attacks the creature that 
  threatens it the most, there is a 50% chance 
  it will attack the double instead.  The 
  double cannot be damage. 
  If the target is not threatened for one round or 
  the double cannot threaten the target for 
  one round, then the spell ends. 
  Reflective Disguise(Und p60) 
  <Ill(glamer), VS, 1StdAct, Personal, 10min/lvl> 
  – An intelligent creature that see the caster think 
  he/she is the same race and gender as itself.  
  This only works if the viewer is within one 
  size category of the caster.   
   This spell is only a visual illusion.  It does not 
  provide sounds, smells, mannerisms, etc. 
   A viewer who interacts with the caster or a 
  creature with the scent ability is allowed a 
  Will save to disbelieve (SR applies). 
  Shadow Mask(FR p73) 
  <Ill(shadow), VSM(black cloth mask), 1StdAct, 
  Personal, 10min/lvl(D)> 
  – The caster’s face is obscured by darkness that 
  he/she can see through normally, granting the 
  following benefits: 
  a) +4 Resistance bonus on saving throws 
  against ‘light’ spells, ‘darkness’ spells, & 
  any spell that works due to bright light, 
  such as Flare or Pyrotechnics. 
  b) 50% chance to avoid needing to make a 
  saving throw vs. a Gaze attack.  If the 
  caster’s eyes are averted (also a 50% 
  chance to avoid), he/she has only a 25% 
  chance of needing to make a save. 
  When the spell ends (even if it is dispelled), the 
  shadows fade slowly over 1d4 rounds. 
  Shadow Spray(FR p74) 
  <Ill(shadow), VSM(black ribbons), 1StdAct, Medium-
  range, FortNeg> 
  – All creatures in a 5’ radius Burst who fail their 
  save take the following effects: 
  a) 2 points of Strength damage; 
  b) Dazed for 1 round; 
  c) receive a –2 Morale penalty on fear spells 
  & effects for 1rnd/lvl. 
  Wall of Gloom(CArc p129) 
  <Ill(shadow)[darkness][fear][mind], VSM(black wool), 
  1StdAct, Medium-range, Concentration + 1rnd/lvl, 
  Will½, SR applies> 
   – Creates a 20’ tall wall of ominous shadows 
  that is either up 40’ long -or- up to 15’ radius.  
   Creatures next to the wall have Concealment 
  from the other side, while creatures more than 
  1 hex way have Total Concealment from the 
  other side. 
   A creature with 6HD or less cannot through the 
  wall without making a Will save.  This save 
  can be reattempted for each Move Action the 
  creature wishes to use to get through the wall, 
  but there is a cumulative –1 penalty for each 
  failed save. 
  Necromancy 
  Backbiter(CArc p98) 
  <Necro, VSF(dagger), 1StdAct, Close-range, until 
  discharged up to 1rnd/lvl> 
  – The target wooden-hafted two-handed melee 
  weapon attacks its wielder the next time it is 
  used in combat (within the spell’s duration).  
  The wielder uses his/her own AC and, if 
  successful, does normal damage.  
   Whether the surprise attack hits or not, the spell 
  is discharged after one attack. 
   Magic weapons are allowed a Will save to 
  negate. 
  Blindness/Deafness(PH p206) 
  <Necro, V, 1StdAct, Medium-range, Permanent(D), 
  FortNeg, SR applies> 
  – Living subject become a) Blind; or b) Deaf. 
  Command Undead(PH p211) 
  <Necro, VSM(bone, raw meat), 1StdAct, Close-range, 
  1day/lvl, WillNeg, SR applies> 
  – One Undead creature becomes friendly 
  towards the caster and will not attack 
  him/her.  Only intelligent Undead area 
  allowed a saving throw.  The caster can give 
  the target orders.  Intelligent Undead must be 
  convinced with a Charisma check, but 
  unintelligent ones will obey even destructive 
  commands (as long as they are simple). 
  Death Armor(MoF p87) 
  <Necro, VSM(50gp ointment), Personal, 1rnd/lvl> 
  – The caster is surrounded by a black aura that 
  does 1d4 + 1/2 lvls (max +5) damage to any 
  creature that attacks with a non-reach weapon 
  False Life(PH p229) 
  <Necro, VSM(alcohol), 1StdAct, Personal, until 
  discharged up to 1hr/lvl> 
  – The caster gains 1d10 + 1/lvl (max +10) 
  Temporary HP. 
  Ghoul Touch(PH p235) 
  <Necro[touch attack], VSM(dirt from a ghoul’s grave), 
  Touch, 1d6+2rnds, FortNeg, SR applies> 
  – Touched Humanoid is Held & gives off a 
  stench.  Anyone (other than the caster) who 
  within 10’ of the target is Sickened (FortNeg) 
  Life Bolt(MoF p105) 
  <Necro[ray], VS, 1StdAct, Medium-range, no save> 
  – One ray per 2 levels (max 5) deal 2d4 damage 
  to Undead.  Each ray costs the caster 1 hp. 
  Scare(PH p274) 
  <Necro[fear][mind], VSM(bone chip from an undead), 
  1StdAct, Medium-range, Will½, SR applies> 
  – One living target per three levels within a 30’ 
  area & up to 5HD are Frightened for 1rnd/lvl 
  unless a target makes its saving throw.  On a 
  successful save, the target is Shaken for 1rnd. 
  Shroud of Undeath(MoF p117)(MoFe)+ 
  <Necro, VSM(dust from a destroyed undead), 1StdAct, 
  Personal, 10min/lvl(D)> 
  – The caster is shrouded with an invisible aura 
  of negative energy with the following effects: 
  a) Undead think the caster is one of their own 
  b) +5 bonus on Disguise checks to make the 
  caster appear to be Undead. 
  c) Cure spells harm the caster & Inflict spell 
  heal the caster. 
  d) Spells that target Undead can target the 
  caster. 
  e) The caster can be Turned / Rebuked as if 
  he/she were an Undead with the same 
  number of HD.  The effect lasts for 10rnds 
  & can be resisted on a Will save. 
  Action 
  Effect 
  DC to Resist 
  Turned 
  Panicked 10+Cha mod 
  Destroyed 
  Stunned 
  15+Cha mod 
  Rebuked 
  Cowering 10+Cha mod 
  Commanded Charmed 15+Cha mod 
  Attacking an Undead immediately ends this spell. 
  Spectral Hand(PH p282) 
  <Necro, VS, 1StdAct, Medium-range, 1min/lvl(D)> 
  – Creates a disembodied glowing hand to 
  deliver Touch spells of up to 4th level (as a 
  normal attack).  The caster transfers 1d4hp 
  into the hand (which are restored when the 
  spell ends if the hand is not “killed”). 
   The hand has the following: 
  a) gets a +2 bonus on melee touch attacks; 
  b) is Incorporeal; 
  c) has Improved Evasion; 
  d) uses its caster’s Base Save Bonuses; 
  e) has AC 22 + caster’s Intelligence modifier. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 2nd level 
   
  Page 10 
  Stolen Breath(DR314 p40) 
  <Necro[air], VSF(glass vial), 1StdAct, Medium-range, 
  Instantaneous, FortNeg, SR applies> 
  – The air-breathing target has its lungs emptied 
  of air unless it makes a Fortitude save.  If 
  target fails the save, he/she can either take 
  one Full Round action to recover –or– 
  become Sickened for 1d4 rounds.  
  Transmutation 
  Alter Self(PH p197) 
  <Trans, VS, 1StdAct, Personal, 10min/lvl(D)> 
  – The caster’s body changes into an other 
  creature of the same type (typically 
  Humanoid) within 1 size category larger or 
  smaller.  The new creature can have a base 
  HD no more than the Caster level (max 
  5HD).  The caster can choose the details of 
  the body within the typical range (eye color, 
  hair length, skin tone, etc.).  The caster 
  retains all his/her own ability scores, attack 
  bonuses, etc.  See the Alternate Form Table. 
  Augment Familiar(CWar p116) 
  <Trans, VS, 1StdAct, Close-range, Concentration + 
  1rnd/lvl> 
  – The caster’s familiar gains the following: 
  a) +4 Enhancement bonus to Strength, 
  Dexterity, &Constitution; 
  b) Damage Reduction 5/magic 
  c) +2 Resistance bonus to saving throws. 
  Balagarn’s Iron Horn(MoF p79) 
  <Trans[sonic], VS, 1StdAct, Close-range, no save> 
  – A Cone of intense vibrations trip those in the 
  area.  Make a trip check for each target as if 
  the attacker had a Strength of 20. 
  Bear’s Endurance(PH p203) 
  <Trans, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – +4 Enhancement bonus to Constitution. 
  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. 
  Body of the Sun(CDiv p155) 
  <Trans[fire], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – All creatures within 5’ of the caster take 
  1d4+1 Fire damage (Ref½ ) each round. 
  Bull’s Strength(PH p207) 
  <Trans, VSM(bull hair)/DF, 1StdAct, Touch, 1min/lvl> 
  – +4 Enhancement bonus to Strength. 
  Cat’s Grace(PH p208) 
  <Trans, VSM(cat hair), 1StdAct, Touch, 1min/lvl> 
  – +4 Enhancement bonus to Dexterity. 
  Darkvision(PH p216) 
  <Trans, VSM(carrot/agate), 1StdAct, Touch, 1hr/lvl> 
  – The touched subject can see up to 60’ in non-
  magical darkness, but in black & white only. 
  Eagle’s Splendor(PH p225) 
  <Trans, VSM(eagle feather/dung)/DF, 1StdAct, Touch, 
  1min/lvl> 
  – +4 Enhancement bonus to Charisma. 
  Earthen Grasp(CArc p104) 
  <Trans[earth], VSM(tiny clay hand), 1StdAct, Close-
  range, 2rnds/lvl, no save, SR applies> 
  – A Medium-sized arm of soil rises from the 
  targeted hex of earth or sand.  It attempts to 
  Grapple any creature in its hex or one that is 
  adjacent.  If not directed by the caster, it 
  attacks randomly. 
   The arm has a Strength of 14 + 1 per three 
  caster levels.  The arm can make one Grapple 
  attempt per round and does generate an 
  Attack of Opportunity.  If successful, it 
  attempts to Pin the target, which does 
  (1d6+Strength modifier) hp of lethal damage 
  each round. 
   The arm has AC 15, Hardness 4, and 3 hp per 
  Caster level. 
  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. 
  Fox’s Cunning(PH p233) 
  <Trans, VSM(fox hair)/DF, 1StdAct, Touch, 1min/lvl> 
  – +4 Enhancement bonus to Intelligence. 
  Knock(PH p246) 
  <Trans, V, 1StdAct, Medium-range, Instantaneous> 
  – Opens locked, stuck, or magically sealed door 
  of up to 10 square feet per level.  Two 
  separate locks effected by each casting. 
   Arcane Lock is Suspended for 10 minutes. 
  Levitate(PH p248) 
  <Trans, VSF(leather cord), 1StdAct, Close-range, 
  1min/lvl(D)> 
  – Willing subject or object (up to 100 lbs./level) 
  moves up or down 20’/round under the 
  caster’s  control as a Move Action. 
   Attempts to attack with melee or ranged 
  weapons while levitating result in the attacker 
  becoming increasingly unstable.  Each attack 
  gains a cumulative –1 penalty (max –5).  The 
  penalty can be reduced back to –1 by taking a 
  Full-Round Action to regain stability. 
  Lively Step(PGF p106) 
  <Trans, VSF(small drum), 1StdAct> 
  – The caster and all allies within a 30’ radius 
  Emanation receive the following benefits as 
  long as the caser only takes move actions: 
  a) +10’ movement; 
  b) may ‘Hustle’ for 1 extra hour per day per 
  Caster level (see PH p164), though 
  exceeding 8 hours of travel per day still 
  counts as a ‘forced march’. 
  Mountain Stance(DR314 p28) 
  <Trans, VS, 1StdAct, Touch, 1min/lvl> 
  – The touched creature can ‘root’ itself to the 
  ground as Free-Action.  When rooted, any 
  attempt to move the subject must overcome a 
  DC of (12 + Caster level).  This include 
  checks to Grapple, Lift, Push, Bull Rush, 
  Overrun, Throw, Trip, etc. 
   If the subject is moved against his/her will, the 
  spell ends.   
   The subject can voluntarily move, though 
  he/she is then no longer rooted.  The subject 
  can still ‘re-root’ as a Free-Action. 
  Owl’s Wisdom(PH p259) 
  <Trans, VSM(owl feather)/DF, 1StdAct, Touch, 1min/lvl> 
  – +4 Enhancement bonus to Wisdom. 
  Pyrotechnics(PH p267) 
  <Trans, VSM(fire source), 1StdAct, Long-range> 
  – Transforms a burning fire into either 
  Fireworks or a Smoke Cloud.  In either case, 
  the fire (up to a 20’ cube) is extinguished  
  (unless it is cast on a Fire Elemental, which 
  takes 1hp/level). 
  Fireworks – creatures within 120’ who are 
  looking are the fire are Blinded for 
  1d4+1rnds (WillNeg, SR applies). 
  Smoke Cloud – 20’ radius Cloud of smoke 
  lasts for 1rnd/lvl.  Anyone within it 
  receives a –4 penalty to Strength and 
  Dexterity until 1d4+1rnds after getting out 
  of the smoke (FortNeg, no SR). 
  Repair Moderate Damage(CArc p120)(Eb p114)(DR317 p36) 
  <Trans, VS, 1StdAct, Touch, Instantaneous> 
  – The touched Construct (with at least 1 hp) or 
  Living Construct  (at –9 hp or higher) is 
  repaired 2d8 +1 per level (max 2d8+10) hp. 
  Rope Trick(PH p273) 
  <Trans, VSM(corn powder, parchment), 1StdAct, 
  Touch, 1hr/lvl(D)> 
  – A touched piece of rope 5’ to 30’ long rises 
  into the air and connects to an extra-
  dimensional space.  One person at a time can 
  climb the rope (DC 5) into the space, which 
  can hold up to 8 creatures of any size 
  (including the caster). 
   The space is only accessible via the 3’x5’ 
  opening the people climb through.  The 
  opening is Invisible and creatures who can 
  see through invisibility can only see the 
  portal, not what is inside of it. 
   Unless spells (including Divinations) can cross 
  dimensional boundaries, they cannot effect 
  creatures within the extradimensional space. 
   At the end of the spell, everything inside the 
  space falls to the ground.   
   If any other extra-dimensional magics (such as 
  a Bag of Holding) are brought into the Rope 
  Trick, there may be some destructive 
  interference. 
  Scent(CDiv p178) (CDivErrata)+ 
  <Trans, VSM(mustard, pepper, sweat), 1StdAct, 
  Touch, 10min/lvl> 
  – The subject gains the Scent Ability. 
  Spider Climb(PH p283) 
  <Trans, VSM(live spider, drop of bitumen), 1StdAct, 
  Touch, 10min/lvl> 
  – Touched creature can travel along walls & 
  ceilings like a spider (20’ movement).  The 
  subject does not loose his/her Dex bonus to 
  AC while climbing, nor do opponents gain a 
  bonus to attack the subject. 
   The subject must have bare hands & feet. 
  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. 
  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. 
  Swim(CArc p125) 
  <Trans[water], VSM(goldfish scale), 1Round, Close-
  range, 10min/lvl(D)> 
  – The subject gains swimming ability: 
  a) can swim at his/her normal land speed; 
  b) gains a +8 Competence bonus on Swim 
  checks to perform special actions or avoid 
  hazards, with standard penalties; 
  c) can “Take 10” on Swim checks under 
  rushed or threatened conditions; & 
  d) can take a “Run” action while swimming. 
   Limitations: 
  a) this spell does not grant water breathing; & 
  b) if carrying more than a Light Load, the 
  subject must make a Swim check to move 
  at his/her normal land speed. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 2nd level 
   
  Page 11 
  Whirling Blade(CArc p129) 
  <Trans, VSF(melee slashing weapon), 1StdAct, 
  Instantaneous, no save, no SR> 
   – The caster throws the focus melee slashing 
  weapon and attacks creatures in a 60’ Line.  
  The caster makes a single melee attack at 
  each target, though the caster may use his/her 
  Primary Casting Attribute in place of his/her 
  Strength modifier as the bonus on the attack 
  roll and the damage roll.  Any feats, etc., 
  apply normally. 
   Once all creatures in the line has been attacked, 
  the focus weapon returns immediately to the 
  caster’s hand. 
  Whispering Wind(PH p201) 
  <Trans[air], VS, 1StdAct, 1mile/lvl, no SR> 
  – A message is carried on the wind to a location 
  known to the caster.  The message can be 25 
  words, a sound that lasts one round, or simply 
  a faint stirring of air.  The location must be 
  within range & there must be an open path 
  for the wind to travel through. 
   Once it arrives, the message is hearable within 
  a 10’ radius Spread.  
  Universal 
  Familiar Pocket(CArc p106) 
  <Univ, VSM(gold needle, cloth), 1StdAct, Touch, 
  1/hr/lvl(D)> 
  – The touched container or pocket becomes a 
  safe place for a familiar of up to Tiny size. If 
  the familiar is in contact with the wearer / 
  possessor of the pocket, the subject (and even 
  the familiar, if it can speak) can cause the 
  familiar to enter or leave the extradimenional 
  pocket as a Free Action. 
   While inside, the familiar has the following 
  benefits: 
  a) Total Cover; 
  b) Total Concealment; 
  c) if closed, the pocket is air & water tight 
  and contains 1 hour of air.  
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 3rd level 
   
  Page 12 
  3rd Level 
   
  Abjuration 
  Abolish Shadows(UE p47) 
  <Abj, VSM(obsidian), 1StdAct> 
  – All shadows within a 30’ radius of the caster 
  are disrupted: 
  a) All shadow creatures (i.e., shadows, 
  shades, creatures with the ‘shadow’ 
  subtype) take 1d6/lvl (max 10d6) Fort½. 
  b) All spells with the subtype or descriptor of 
  ‘shadow’ are dispelled on a successful 
  Caster check (max +10) vs. DC (11 + the 
  effect’s caster level). 
  Dispel Magic(PH p223)(PHe)+ 
  <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. 
  Earthen Grace(DR314 p28) 
  <Abj[earth], VSM(1 pound granite, 100gp powdered 
  gems), 1StdAct, Touch, 1min/lvl> 
  – The touched creature take nonlethal damage 
  from the natural attacks from creatures made 
  of earth or stone, creatures with the [earth] 
  subtype, falling damage into the ground, 
  weapons with stone heads, etc. 
   If the target’s nonlethal damage ever becomes 
  equal to its current hit-points, the spell ends. 
  Eradicate Earth(Und p58) 
  <Abj[earth], VSM(stone), 1StdAct, Instantaneous, 
  Fort½, SR applies> 
  – All creatures with the [earth] subtype within a 
  40’ radius Burst of the caster take 1d8 
  damage per level (max 10d8).  All other 
  creatures take no damage. 
  Explosive Runes(PH p228) 
  <Abj[force], VS, 1StdAct, Touch, until discharged(D)> 
  – Touched object weighing no more than 10 lbs. 
  (typically a book) is magically trapped with 
  runes.  Anyone reading them takes 6d6 Force 
  damage (no save).  Those within 10’ of the 
  explosion receive a Reflex save for half 
  damage.  The trapped object also takes the 
  damage.  The caster & anyone the caster 
  designated at cast-time do not set off the 
  runes. 
  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. 
  Nondetection(PH p257) 
  <Abj, VSM(50gp diamond dust), 1StdAct, Touch, 1hr/lvl> 
  – Touched subject (and its possessions) or an 
  object can only be a target of a Locate Object, 
  Crystal Ball, etc., on a Caster check vs. DC 
  (11 + caster level) (+4 if caster is the subject). 
  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. 
  Reverse Arrow(MoF p114) 
  <Abj, VSF(turtle shell, tree sap), 1StdAct, Personal, 
  until discharged up to 10min/lvl> 
  – Touched subject gains Damage Reduction 
  10/magic against Ranged Weapons. 
    This spell ends once it has prevented 10 hp per 
  level (max 100 hp). 
  Any projectile that does no damage to the caster 
  is reflected back at the attacker using the 
  same attack roll (but new damage is rolled). 
  Shadow Tentacle, Lesser(LoD p187) 
  <Abj[shadow], S, 1StdAct, Medium-range, 
  Concentration up to 1rnd/lvl> 
  – One shadow within range is animated into a 
  semi-solid tentacle.  The shadow is anchored 
  at one end & attempt to Entangle an opponent 
  within 5’/lvl (max 50’) of that point.  To be 
  successful, the tentacle must make a melee 
  touch attack using the caster’s Base Attack 
  Bonus.  Once Entangled, the opponent can be 
  held in place or allowed to move at half-
  speed within the tentacle’s length.  To escape, 
  the target must make an Escape Artist check 
  vs. DC 20 or a Strength check vs. DC 23.  
  The tentacle is AC 15 & has 20hp.  It is not 
  effected by light, magical or otherwise. 
  As a Standard Action, the caster can have the 
  tentacle attack a different opponent within 
  range.  If it had been entangling someone, 
  that opponent is released. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 3rd level 
   
  Page 13 
  Sign of Sealing(CArc p122) 
  <Abj, VSM(100gp emerald), 1Round, Close-range, 
  Permanent> 
  – One door, check, or portal of up to 30 square 
  feet per level is marked with a visible magical 
  sign that prevents it from being opened.  This 
  warded object can be opened with the 
  following methods: 
  a) the caster can open the object at will; 
  b) breaking (the spells adds +10 DC to the 
  break check); 
  c) Knock will suppress the spell for 10 
  minutes on a Caster check vs. DC 11 + 
  Caster level; 
  d) Dispel Magic can break the ward; 
  e) counts as a Magical Trap that can be 
  disarmed with a Disable Device check vs. 
  DC 28. 
   If the warded object is magically or mundanely 
  forced open, everything within a 30’ Burst 
  takes 1d4 damage per level (max 10d4) 
  damage (Ref½, no SR). 
  Conjuration 
  Bands of Steel(CArc p98)  
  <Conj(create), VSM(3 small interlocked silver hoops), 
  1StdAct, Medium-range, 1rnd/lvl, Ref½, no SR> 
  – Target creature of up to Medium-size is made 
  Helpless by encircling metal bands (Ref save 
  to just be Entangled). 
   To escape, the target must make a Strength 
  check or Escape Artist check as a Full Round 
  Action (DC 18 if Helpless, DC 13 if 
  Entangled). 
  Corpse Candle(CArc p101) 
  <Conj(creat), SM(piece of an unpreserved corpse), 
  1StdAct, Close-range, 1min/lvl(D)> 
  – Creates an incorporeal hand carrying a lit 
  candle that can move 50’/rnd under the 
  caster’s control within the spell’s range  
  (does not require Concentration).  
   Any Invisible or ethereal creatures/objects in 
  the candle’s 5’ radius of light is shown as an 
  outline (reducing it from Full Concealment to 
  Concealment).  Incorporeal creatures/objects 
  within the light have their miss chance 
  lowered from 50% to 30%.  
   The hand has an AC of 14 + caster’s Charisma 
  modifier, 1hp/lvl, & has its caster’s saves 
  (immune to non-damage spells). 
  Mage Armor, Greater(CArc p114) 
  <Conj(creat)[force], VSF(tiny 25gp platinum shield), 
  1StdAct, Touch, 1hr/lv(D)> 
  – Touched subject gains +6 Armor bonus to AC. 
  Mestil’s Acid Breath(MoF p108) 
  <Conj(creat)[acid], VSM(fire ants), 1StdAct, Close-
  range, Ref½> 
  – Cone deals 1d6/lvl acid dmg (max 10d6). 
  Phantom Steed(PH p260) 
  <Conj(creat), VS, 10Minutes, 1hr/lvl(D)> 
  – The caster creates a magic horse with 
  insubstantial hooves that make no sound, plus 
  saddle, bit, & bridle.  Only the one person 
  designated by the caster can ride the horse.  
  The horse has AC 18, 7 + 1/lvl HP, can move 
  at 20’/lvl (max 240’) & can carry its rider 
  plus 10 lbs/lvl.  At higher caster levels, the 
  horse has extra abilities: 
  8th: ride over mud, sand, etc. at normal rate. 
  10th: ride over water at normal rate. 
  12th: ride horizontally across air for 1 round 
  at normal rate. 
  14th: Fly at normal rate/average. 
  Sepia Snake Sigil(PH p276) 
  <Conj(creat)[force], VSM(500gp amber powder, snake 
  scale, mushroom spoors), 10Minutes, Touch, until 
  discharged then 1d4+1/lvl days(D), RefNeg, no SR> 
  – Creates a ward on a book, map, etc.  If anyone 
  but the caster reads the text with the ward, the 
  spell discharges & the target gets a Reflex 
  save.  If it fails, the target is encased in amber 
  light & put into Suspended Animation for 
  1d4 + 1/lvl days, though the caster can cancel 
  it.  While in suspended animation, the target 
  can still be injured or killed normally. 
  Sleet Storm(PH p280) 
  <Conj(creat)[cold], VSM(dust, water)/DF, 1StdAct, 
  Long-range, 1rnd/lvl, no save, no SR> 
  – Blocks all vision in a 40’ radius Spread by 20’ 
  high cylinder.  Moving in the area of effect 
  requires a Balance check vs. DC 10.  Success 
  allows ½ movement, while failing by 5 or 
  more causes the target to fall down. 
  Stinking Cloud(PH p284) 
  <Conj(creat), VSM(rotten eggs/skunk cabbage leaves), 
  1StdAct, Medium-range, 1rnd/lvl, FortNeg> 
  – Creates a 20’ radius by 20’ high Cloud of 
  noxious fog. 
   Everyone within the fog must make a Fortitude 
  save each round or be Nauseated, which 
  remains until the target has been out of the 
  fog for 1d4+1 rounds. 
   The fog can be dispersed by Moderate Wind in 
  4 rounds & a Strong Wind in 1 round. 
  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). 
  Divination 
  Analyze Portal(FR p66) 
  <Div, VSM(lens, mirror)/DF, 1 min, 60’, 
  Concentration up to 1rnd/lvl(D)> 
  – Detects and analyzes Portals within 60’ in a 
  90 degree arc.  Detection takes 1 round, as 
  does each Portal property identified by a 
  Caster check vs. DC 17. 
  Arcane Sight(PH p201) 
  <Div, VS, 1StdAct, Personal, 1min/lvl(D)> 
  – The caster’s eyes glow blue & is to see magic 
  auras within 120’, allowing his/her to know 
  the strength & school of all magic effects & 
  items by making a Spellcraft check vs. DC 
  (15 + spell level).  By spending a Standard 
  Action scrutinizing a target, the caster can 
  know if it has any spell casting or spell-like 
  abilities, whether they are Arcane or Divine, 
  & the power level of the highest spell effect 
  still available to the target today. 
  Clairaudience/Clairvoyance(PH p209) 
  <Div(scry), VSF(small horn for hearing –or– a glass 
  eye for seeing)/DF, 10Minutes, Long-Range, 
  1min/lvl(D), no SR> 
  – Hear –or– see into a known or obvious (i.e., 
  other side of a door) location within range.  
  Once the location is targeted, the Magical 
  Sensor cannot be moved.   
   Magically enhanced senses cannot be used 
  through this spell, though a 10’ radius can be 
  seen in non-magical darkness. 
  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 
  Discern Shapechanger(CArc p103) 
  <Div, VSM(honey, lotus flower), 1Round, Personal, 
  1rnd/lvl> 
  – By spending a Standard Action looking at a 
  creature within 60’, the caster can determine 
  if that creature is polymorphed, disguised, or 
  transmuted and what its true form is.  The 
  caster also knows if he/she is viewing a 
  shapechanger in its true form. 
  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. 
  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 
  Deep Slumber(PH p217) 
  <Ench(com)[mind], VSM(sand), 1Round, Close-range, 
  1min/lvl, WillNeg, SR applies> 
  – Put 10 HD of creatures in a 10’ radius Burst 
  into comatose slumber.  Target are woken by 
  being damaged or with a Standard Action.  
  The lowest HD creatures are put to sleep first. 
  Dolorous Motes(BoED p97) 
  <Ench(charm)[mind], VS, 1StdAct, Long-range, 
  1rnd/lvl(D)> 
  – The caster creates one 10’ cube of immobile, 
  flickering lights per level.  The “clouds” can 
  be placed anywhere within range and do not 
  need to be contiguous.   
   Any creature within a cloud or who enters a 
  cloud is Dazed for 1 round (WillNeg, SR 
  applies). 
   Note:  The caster takes 1d3 Wisdom damage 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 3rd level 
   
  Page 14 
  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. 
  Heroism(PH p240) 
  <Ench(comp)[mind], VS, 1StdAct, Touch, 10min/lvl> 
  – The touched creature gains a +2 Morale bonus 
  on attacks, saves, & skill checks. 
  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. 
  Rage(PH p268) 
  <Ench(comp)[mind], VS, 1StdAct, Medium-range, 
  Concentration + 1rnd/lvl(D)> 
  – One willing, living creature per three levels in 
  a 30’ area gains a +2 Morale bonus to 
  Strength & Constitution, +1 Morale bonus on 
  Will saves, & a –2 penalty to AC for the 
  spell’s duration.  While under the effect of 
  this spell, it is not possible to cast spells or 
  make some skill checks. 
  Nybor’s Mild Admonishment(PGF p107) 
  <Ench(comp)[mind], VSF(stick), 1StdAct, Close-
  range, 1rnd/lvl, FortNeg, SR applies> 
  – Target is Dazed for 1d4 rounds, then –2 on All 
  Actions. 
  Suggestion(PH p285) 
  <Ench(comp)[mind][language], VM(snake tongue, 
  honeycomb/sweet oil), 1StdAct, Close-range, up to 
  1hr/lvl, WillNeg, SR applies> 
  – The caster give the target 1 or 2 sentences of 
  reasonable sounding instructions.  The 
  instructions may contain a trigger to activate 
  them later or may activate immediately. 
   At the end of the duration, the instructions 
  loose their power, triggered or otherwise. 
  Warcry(BoED p111) 
  <Ench(comp)[mind], V, 1StdAct, WillNeg, SR applies> 
  – All creatures in a 30’ Cone-shaped Burst are 
  Cowered for 1d4 rounds. 
  Evocation 
  Blacklight(FR p67)(D&D p216) 
  <Evoc[darkness], VSM(coal, dried eyeball), 1StdAct, 
  Close-range, 1rnd/lvl(D)> 
  – The target creature, object, or location 
  emanates supernatural darkness in a 20’ 
  radius.  Even creatures with Darkvision 
  cannot see through it.  The caster can see 
  through the darkness while in the area of 
  effect, but from outside, the area is opaque to 
  the caster too.  If a creature or an object in a 
  creature’s possession is targeted by this spell, 
  the creature receives a Will save to negate. 
  Counters or dispels ‘light’ spell of equal or 
  lower level, though Daylight will cancel this 
  spell and be canceled by it. 
  Capricious Zephyr(DR314 p38) 
  <Evoc[air], VS, 1StdAct, Medium-range, 1rnd/lvl, SR 
  applies> 
  – Creates a 5’ diameter sphere of powerful wind 
  that the caster can move up to 30’ per round 
  as a Move Action.  If it comes in contact with 
  a creature, its movement for that round end.  
  The Medium-size or smaller target is 
  subjected to a Bull Rush action at +6 in a 
  random direction (FortNeg) –and– a Trip at 
  +4 (no save). 
  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. 
  Fireball(PH p231) 
  <Evoc[fire], VSM(bat guano, sulfur), 1StdAct, Long-
  range, Ref½> 
   – Everything in a 20’ radius Burst take 1d6/lvl 
  Fire damage (max 10d6). 
  Flashburst(FR p70) 
  <Evoc[fire][sight], VSM(sulfur)/DF, 1StdAct, Long-
  range> 
  – All creatures within the 20’ radius Burst of 
  light are Dazzled for 1 round (no save) & 
  Blinded for 2d8 rounds (WillNeg).  If outside 
  the burst, but looking at it & within 120’ feet, 
  Blinded for 2d8 rounds (WillNeg). 
  Leomund’s Tiny Hut(PH p247) 
  <Evoc[force], VSM(crystal bead), 1StdAct, 
  2hrs/lvl(D)> 
  – Creates a 20’ radius, immobile sphere around 
  the caster that acts as shelter for the caster & 
  up to 9 Medium-sized creatures.  The sphere 
  provides protection from temperatures, wind, 
  rain, etc.  The spell ends if the caster leaves.  
  Opaque from outside, but transparent from 
  within.  No cover, but Total Concealment. 
  Lightning Bolt(PH p248) 
  < Evoc[electricity], VSM(fur, glass rod), 1StdAct, 
  Ref½, SR applies> 
  – Everything in a 120’ long Line takes 1d6/lvl 
  Electrical damage (max 10d6). 
   If the bolt hits a barrier that is does not destroy, 
  it stops. 
  Manyjaws(PGF p106) 
  <Evoc[force], VSM(2 teeth), 1StdAct, Medium-range, 
  3rounds, SR applies> 
  – Creates 1 set of ‘jaws’ per caster level (max 
  10).  Each ‘jaw’ automatically does 1d4 
  Force damage to a target (Ref½).  The caster 
  may assign as may jaws to a target as he/she 
  wishes, and may reassign them later as a 
  Standard Action.   
   The jaws start at the caster’s location and have 
  a flying speed of 40’ with Perfect 
  maneuverability. 
  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. 
  Resonating Bolt(CArc p121) 
  <Evoc[sonic], VS, 1StdAct, Instantaneous, Ref½, SR 
  applies> 
  – All creatures and object in a 60’ long Line 
  from the caster take 1d4 Sonic damage per 
  level (max 10d4).  If the line strikes a barrier 
  that is broken by the damage, the line 
  continues out to the full 60’. 
  Scintillating Sphere(MoF p115)(MoFe)+ 
  <Evoc[electricity], VSM(marble, rust), 1StdAct, Long-
  range, Ref½, SR applies> 
  – All creatures in a 20’ radius Burst take 1d6/lvl 
  Electrical damage (max 10d6). 
  Shatterfloor(MoF p116) 
  <Evoc[sonic], VSF(tiny hammer & bell), 1StdAct, 
  Medium-range, Will½, SR applies> 
  – All creatures in a 15’ radius Spread take 1d4 
  Sonic damage per level (max 10d4), plus 
  crumples floor surfaces 6” deep (½ 
  movement to cross). 
  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. 
  Steeldance(MoF p123) 
  <Evoc, VSF(2 daggers), 1StdAct, Touch, 1rnd/lvl> 
  – Two touched daggers enlarge to become 
  flying animated longswords that attack 
  targets specified by the caster.  They are 
  Medium Animated Objects that have AC 14, 
  Hardness 10, 5 hp, Flying 30’/good, +2 atk, 
  & 1d8 slashing damage (19-20/x2 threat). 
  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 
  Displacement(PH p223) 
  <Ill(glamer), VM(displacer beast hide), 1StdAct, 
  Touch, 1rnd/lv(D)> 
  – Attacks miss touched subject 50% of the time. 
  Illusory Script(PH p243) 
  <Ill(phantasm)[mind], VSM(50gp ink), 1Minute+, 
  Touch, 1day/lvl(D), WillNeg, SR applies> 
  – The caster writes a message that looks like a 
  foreign language to everyone but the intended 
  targets.  Those seeing a ‘foreign language’ 
  must make a Will save or obey a suggestion 
  for up to 30 minutes (usually “put the book 
  back & forget about it”). 
   This spell, including the hidden message, are 
  removed with a successful Dispel Magic. 
  Invisibility Sphere(PH p245) 
  <Ill(glamer), VSM(eyelash, gum arabic), 1StdAct, 
  Touch, 1min/lvl(D)> 
  – Makes everyone within 10’ of the touched 
  creature / object become Invisible.  If 
  someone made invisible by this spell leaves 
  the 10’ radius or attacks, he/she becomes 
  visible. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 3rd level 
   
  Page 15 
  Khelben’s Suspended Silence(MoF p103) 
  <Ill(glamer), VSM(feather, 50gp gem), 1StdAct, 
  Touch, until triggered then 6 rounds> 
  – Once cast upon an object, this effect remains 
  dormant until the caster touches the object 
  again & says the command word. The object 
  then negates sound for 6 rounds in a 15’ 
  radius that is centered on it. 
  Major Image(PH p252) 
  <Ill(figment), VSF(fleece), 1StdAct, Long-range, 
  Concentration + 3rnds, WillDisbelief, no SR> 
  – Creates an illusion that has visuals, sound, 
  smell, & heat of an object, creature, or force 
  as the caster visualizes it.  The image can 
  move within an area of (4 + 1 per level) 10’ 
  cubes that are contiguous. 
   If the image is struck, it disappears unless the 
  caster makes it react appropriately. 
  Sensory Deprivation(DR324 p72) 
  <Ill(phantasm)[mind], VSM(black silk cloth), 1StdAct, 
  Medium-range, 1rnd/lvl, WillNeg, SR applies> 
  – The target becomes Blind, Deaf, and cannot 
  use its Blindsense, Blightsight, Scent, or 
  Treamorsense abilities. 
  Shadow Binding(CArc p122) 
  <Ill(shadow), VSM(iron chain), 1StdAct, Close-range, 
  1rnd/lvl, WillNeg, SR applies> 
  – All creatures in a 10’ radius Burst who fail 
  their save are Dazed for 1 round and 
  Entangled (DC 20 Strength or Escape Artist 
  check to get free). 
  Necromancy 
  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. 
  Halt Undead(PH p238) 
  <Necro, VSM(sulfur, garlic), 1StdAct, Medium-range, 
  1rnd/lvl, SR applies> 
  – Immobilizes up to 3 Undead in a 30’ area.  
  Target gets a Will save to negate only if it has 
  intelligence.  If attacked, that target is 
  immediately freed. 
  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. 
  Healing Touch(BoED p100) (MoF p100) 
  <Necro[good], VS, 1StdAct, Touch> 
  – The touched subject is healed up to 1d6 per 
  two levels (max 10d6) & the caster takes the 
  same amount of damage. 
  Ray of Exhaustion(PH p269) 
  <Necro[ray], VS, 1StdAct, Close-range, 1min/lvl, 
  Fort½, SR applies> 
  – If the target fails the save, he/she becomes 
  Exhausted for the spell’s duration.  On a 
  successful save, the target becomes Fatigued 
  (unless already Fatigued, in which case the 
  target becomes Exhausted anyway). 
  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. 
  Spider Poison(MoF p123) 
  <Necro[touch attack], VSM(poisonous spider), 
  1StdAct, Touch, FortNeg> 
  – Touch deals 1d6 Strength damage, repeats in 1 
  minute.  DC is 10 + ½ caster level + Primary 
  Stat modifier. 
  Undead Lieutenant(MoF p129) 
  <Necro, VS, 1StdAct, Close-range, 1min/lvl> 
  – Target Undead that has an Intelligence of at 
  least 5 can give orders to Undead under the 
  caster’s control. 
  Undead Torch(MoF p129) 
  <Necro, VSM(firefly), 1StdAct, Close-range, 1rnd/lvl> 
  – One Corporal Undead gains a blue aura that 
  causes its melee attacks to do +2d4 damage 
  against living creatures. 
  Vampiric Touch(PH p298) 
  <Necro[touch attack], VS, 1StdAct, Touch, no save, 
  SR applies> 
  – Touch attack against a living creature deals 
  1d6 per two levels (max 10d6).  Caster gains 
  damage as Temporary HP, which last up to 1 
  hour. 
  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. 
  Amorphous Form(Und p56) 
  <Trans, SM(gelatin)/DF, 1StdAct, Touch, 1min/lvl(D)> 
  – The touched, willing corporeal creature  & its 
  equipment becomes ooze-like: 
  a) can move through openings as small as 2 
  inches in diameter; 
  b) gain immunity to poison, polymorphing,  
  stunning, & critical hits; 
  c) cannot be Flanked; 
  d) gains a Swim speed equal to its land speed 
  and can remain submerged without 
  breathing indefinitely; 
  e) Armor & Natural Armor bonuses to AC 
  become 0 (though Mage Armor still 
  applies); 
  f) cannot attack; 
  g) cannot cast spells that have Verbal, 
  Somatic, Material, or Focus components 
  (i.e., spells must be modified by one or 
  more Metamagics); 
  h) all Supernatural & magic items are 
  suppressed. 
  Blink(PH p206) 
  <Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)> 
  – The caster flashes in & out of the Ethereal 
  plane at random.  The caster 
  a) has a 20% chance of losing each attack or 
  spell; 
  b) has a 50% chance of any attack or spell 
  targeting him being lost (20% if the 
  attacker can see Invisible –or– can target 
  Ethereal creatures, no chance of missing if 
  the opponent can do both).  Note that Feat: 
  Blind-Fight does not apply when fighting a 
  blinking opponent;  
  c) takes ½ damage from area-of-effect attacks 
  & falling;  
  d) can only move ¾ of normal; 
  e) can step through solid matter with a 50% 
  chance of becoming solid per 5’ (taking 
  1d6 damage per 5’ if becomes solid & is 
  shunted to the closest available space); and 
  f) attacks as if Invisible, gaining a +2 attack 
  bonus, and sneak attack damage typically 
  applies. 
  g) able to attack creatures in the Ethereal 
  plane with a  20% chance of loosing the 
  attack or spell. 
  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. 
  Distilled Joy(BoED p96) 
  <Trans, VSF(empty vial), 1Day, Touch> 
  – The caster fills a vial with Ambrosia that is 
  drawn from a touched creature that is feeling 
  joy.  The process does not remove the 
  subject’s feeling; instead the spell solidifies 
  the joy the subject was already giving off. 
   Ambrosia is a magical substance that is used in 
  the creation of some magic items, or drunk to 
  heal 1hp & take the edge of grief & sadness 
  for 1d4+1 hours. 
  Deeper Darkvision(Und p58) 
  <Trans, VSM(carrot/agate), 1StdAct, Touch, 1hr/lvl> 
  – The touched subject can see up to 60’ in non-
  magical and magical darkness, but in black & 
  white only. 
  Flame Arrow(PH p231) 
  <Trans[fire], VSM(flint, oil), 1StdAct, Close-range, no 
  save, no SR> 
  – 50 grouped projectiles do +1d6 Fire damage 
  Fly(PH p232) 
  <Trans, VSF(feather)/DF, 1StdAct, Touch, 10min/lvl> 
  – Subject flies at a speed of 60’ (40’ if in 
  Medium or Heavy Armor –or– if carrying a 
  Medium or Heavy load) with Good 
  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 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 3rd level 
   
  Page 16 
  Gaseous Form(PH p234) 
  <Trans, SM(gauze, smoke)/DF, 1StdAct, Touch, 
  2min/lvl(D)> 
  – A willing subject & all his/her gear transform 
  into mist which has Fly 10’/Perfect & can slip 
  through any opening.  While gaseous, the 
  subject has Damage Reduction 10/magic, 
  becomes immune to poison & criticals, has an 
  AC based only on Dexterity, size, Deflection 
  bonuses, & armor bonuses due to Force 
  effects.  The subject cannot attack & can only 
  cast spells with no Verbal, Somatic, Material, 
  or Focus components (due to Metamagics). 
  Haste(PH p239) 
  <Trans, VSM(licorice root), 1StdAct, Close-range, 
  1rnd/lvl> 
  – One subject/lvl within a 30’ area moves faster: 
  a) +1 bonus on attacks; 
  b) +1 Dodge bonus to AC; 
  c) +30’ Enhancement bonus to all forms of 
  movement (land, climb, swim, burrow, 
  fly), up to double the base movement; 
  d) when making a Full-Round Attack, the 
  subject gets an additional attack at his/her 
  best attack bonus. 
  This spell Counters & Dispels Slow. 
  Icelance(PGF p105) 
  <Trans, VSM(10 pounds of ice or snow), 1StdAct, 
  Medium-range, Instantaneous, SR applies> 
  – The material component ice/show becomes a 
  spear made from ice, which is magically 
  launched at a target.  The caster must make a 
  ranged attack roll (with a +4 bonus).  If 
  successful, the target takes 5d6 damage (½ 
  Piercing damage, ½ Cold damage) and 
  becomes Stunned for 1d4 rounds (FortNeg). 
   The spell Ice Storm can be used to create this 
  spell’s material component. 
  Keen Edge(PH p245) 
  <Trans, VS, 1StdAct, Close-range, 10min/lvl> 
  – Doubles the threat range of one slashing or 
  piercing weapon or 50 grouped projectiles 
  that do slashing or piercing damage. 
   Does not stack with Feat: Improved Critical or 
  any other threat range improving effect. 
  Mage Hand, Greater(MoF p97) 
  <Trans, VS, 1StdAct, Medium-range, Concentration> 
  – A designated object or creature that weights 
  no more than 10 lbs per level can be moved at 
  up to 20’ per move-equivalent action, though 
  it must stay within the spell’s range.  A 
  targeted creature is allowed a Will save to 
  resist.  The target can be manipulated as if 
  moved by a hand, allowing keys to turn, etc. 
  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. 
  Repair Serious Damage(CArc p120)(Eb p114)(DR317 p36) 
  <Trans, VS, 1StdAct, Touch, Instantaneous> 
  – The touched Construct (with at least 1 hp) or 
  Living Construct  (at –9 hp or higher) is 
  repaired 3d8 +1 per level (max 3d8+15) hp. 
  Secret Page(PH p275) 
  <Trans, VSM(fish scales, will-o’-wisp essence), 
  10Minutes, Touch, Permanent, no SR> 
  – The touched page looks like something totally 
  different (such as a map or poetry) unless a 
  key-word is used.  Using the key-word again 
  returns the page to its disguised state. 
   If this spell is Dispelled, the hidden material is 
  destroyed too. 
   True Seeing reveals the nature of this spell, but 
  must be used in conjunction with 
  Comprehend Languages to see the hidden 
  message. 
  Shrink Item(PH p279) 
  <Trans, VS, 1StdAct, Touch, 1day/lvl(D)> 
  – Shrinks touched non-magical object of up to 2 
  cubic feet per level to 1/16
  th its normal size & 
  1/4,000
  th its normal mass (i.e., 4 size categories) 
  & optionally turns it into cloth. 
   The spells ends when the caster throws the 
  target object against a solid surface or says 
  the command word (or the duration runs out). 
  Slow(PH p280) 
  <Trans, VSM(molasses), 1StdAct, Close-range, 
  1rnd/lvl, WillNeg, SR applies> 
  – One subject per level within a 30’ area: 
  a) may only take one Standard Action or 
  Move Action each round;  
  b) suffers a –1 penalty to AC, attacks, & 
  Reflex saves;  
  c) has its movement halved. 
  This spell Counters & Dispels Haste. 
  Spiderskin(Und p61) 
  <Trans, VSM(bit of spider)/DF, 1StdAct, Touch, 
  10min/lvl> 
  – Touched subject’s skin becomes tougher.  
  This grants a ‘+n’ bonus to the following, 
  where ‘+n’ is +1 at 3rd level, +2 at 6th level, 
  up to +5 at 12th level: 
  a) +n Enhancement bonus to the subject’s 
  Natural Armor; 
  b) +n Racial bonus on saves vs. poison; & 
  c) +n Racial bonus on Hide checks. 
  Stony Grasp(CArc p124) 
  <Trans[earth], VSM(tiny clay hand), 1StdAct, Close-
  range, 1rnd/lvl, no save, SR applies> 
  – A Medium-sized arm of soil rises from the 
  targeted hex of earth, sand, or unworked 
  stone.  It attempts to Grapple any creature in 
  its hex or one that is adjacent.  If not directed 
  by the caster, it attacks randomly. 
   The arm has a Strength of 14 + 1 per three 
  caster levels.  The arm can make one Grapple 
  attempt per round and does generate an 
  Attack of Opportunity.  If successful, it 
  attempts to Pin the target, which does 
  (1d6+Strength modifier) hp of lethal damage 
  each round. 
   The arm has AC 18, Hardness 8, and 4 hp per 
  Caster level. 
  Tremorsense(Und p62) 
  <Trans, VSF(skin from a creature with tremorsense)/DF, 
  1StdAct, Personal, 10min/lvl(D)> 
  – The caster can pinpoint the location of any 
  creature or object within 30’ that is in contact 
  with the ground. 
  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. 
  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. 
  Universal 
  Enhance Familiar(CArc p105) 
  <Univ, VS, 1StdAct, Touch, 1hr/lvl> 
  – The caster’s familiar gains the following: 
  a) +2 Competence bonus on saving throws, 
  attacks, and melee damage; & 
  b) +2 Dodge bonus to AC. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 4th level 
   
  Page 17 
  4th Level 
   
  Abjuration 
  Anticipate Teleportation(CArc p97) 
  <Abj, VSF(500gp platinum & crystal hourglass),  
  1 Round, Touch, 1hr/lvl> 
  – If any spell with the [teleport] subtype has its 
  destination within a 5’ per level Emanation of 
  the touched subject, the following occurs: 
  a) the subject knows where within the area of 
  effect is the destination of the spell; 
  b) the subject knows the number of creatures 
  the spell is transporting and their sizes; 
  c) the arrival of the teleporting creatures is 
  delayed for 1 round, allowing the subject 
  (any anyone he/she informs) a chance to 
  prepare.  The teleporting creatures do not 
  know they were delayed. 
   This spell applies even if the destination is not 
  the one intended by the caster of the 
  teleportation spell (due to a mishap). 
   Note:  the subject must carry the focus or the 
  spell ends. 
  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. 
  Fire Trap(PH p231) 
  <Abj[fire], VSM(25gp gold), 10Minutes, Touch, until 
  discharged(D), Ref½, SR applies> 
  – Sets a one-time trap on a closable item.  If 
  anyone besides the caster & those who know 
  its password open the item, it explodes with a 
  5’ radius, doing 1d4 + 1/level (max +20) Fire 
  damage.  The item itself is unharmed. 
  Globe of Invulnerability, Lesser(PH p236) 
  <Abj, VSM(glass bead), 1StdAct, 1rnd/lvl(D), no SR> 
  – An immobile, slightly shimmering 10’ radius 
  sphere appears around the caster.  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.  Once in effect, 
  anyone (including the caster) can leave and 
  reenter the sphere. 
   This spell can be Dispelled by a targeted Dispel 
  Magic, but not an area Dispel Magic. 
  Ilyykur’s Mantle(UE p50) 
  <Abj, VSM(50gp diamond), 1StdAct, Personal, 
  1rnd/lvl(D)> 
  – The caster is surrounded with a glowing aura: 
  a) Electricity Resistance 10; 
  b) Luck bonus on all saves vs. spells & spell-
  like abilities of +1 per 3 levels (max +5). 
  Otiluke’s Dispelling Screen(CArc p116) 
  <Abj, VSM(lead crystal), 1StdAct, Close-range, 
  1min/lvl(D)> 
   – Creates an immobile wall of one 10’ square 
  per level –or– sphere/hemisphere whose 
  radius is up to 1’ per level.  Any creature or 
  object passing through the screen is subject to 
  a Targeted Dispel – Each ongoing spell on 
  the target gets a separate Dispel Check (max 
  +10).  If successful, the spell is terminated, 
  except for unattended magic items, in which 
  case the item is suppressed for 1d4 rounds. 
   Magical effects that are not affecting an object 
  or creature are blocked by the screen. 
   Dispelled by Disintegrate. 
  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 
  Stoneskin(PH p284) 
  <Abj, VSM(250gp diamond, granite), 1StdAct, Touch, 
  until discharged up to 10min/lvl> 
  – Touched creature gains Damage Reduction 
  10/adamantine.  When 10 hp per level (max 
  150 hp) have been prevented, the spell is 
  discharged. 
  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. 
  Conjuration 
  Blast of Flame(CArc p99) 
  <Conj(create)[fire], VSM(oil-soaked wick), 1StdAct, 
  Instantaneous, Ref½, no SR> 
  – All creatures in a 60’ Cone shaped Burst take 
  1d6 Fire damage per level (max 10d6). 
  Dimension Door(PH p221) 
  <Conj[teleport], V, 1StdAct, Long-range> 
  – Teleports the caster anywhere within range 
  that can visualized or described by direction. 
   The caster may bring up to his maximum carry 
  load with this spell and one willing, Medium-
  sized subject per three levels (or the Creature 
  Equivalent).  All subjects must be touching, 
  with the caster touching at least one subject. 
  If the target location is occupied, the caster (and 
  anyone with him/her) take 1d6 damage & are 
  shunted in a random direction 100’.   
  The caster cannot act again until the next round. 
  Evard’s Black Tentacles(PH p228) 
  <Conj(creat), VSM(octopus or squid tentacle), 
  1StdAct, Medium-range, 1rnd/lvl(D), no SR> 
  – A 20’ radius Spread is filled with 10’ 
  tentacles.  The tentacles attempt to Grapple 
  every creature within the area of effect.  Each 
  is considered Large-sized, has a Strength 19, 
  and has a Base Attack Bonus equal to its 
  caster level (i.e., attack of +(8+lvl)).  Anyone 
  grappled takes 1d6+4 lethal damage per rnd. 
   Even if not grappled, it is only possible to go 
  half movement through the area of effect. 
   The tentacles are immune to damage, but can 
  be dispelled. 
  Leomund’s Secure Shelter(PH p247) 
  <Conj(creat), VSM(bits of stone, lime, sand, water, & 
  wood, string)F(tiny bell, silver wire), 10Minutes, 
  Close-range, 2hrs/lvl(D)> 
  – A 20’x20’ cottage appears, which is made 
  from materials appropriate for the location 
  (stone, timber, or sod).  It has a door, 2 
  shuttered windows, & a fireplace whose 
  chimney is sealed with an iron grate.  The 
  door & shutters are under the effect of Arcane 
  Lock and Alarm.  The chimney grate simply 
  has an Alarm.  An Unseen Servant is also 
  available for the duration.  There are simple 
  furnishings for 8 occupants. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 4th level 
   
  Page 18 
  Minor Creation(PH p253) 
  <Conj(creat), VSM(tiny piece of substance to be 
  created), 1Minute, 1hr/lvl(D)> 
  – Creates an object of up to 1 cubic foot per 
  level made from wood, cloth, hemp, or other 
  non-living vegetable matter. 
   A Craft check is needed to make complex items 
  Orb of Acid(CArc p115) 
  <Conj(sum)[acid], VS, 1StdAct, Close-range, 
  Instantaneous, Fort½, no SR> 
  – Ranged Touch Attack does the following: 
  a) 1d6 Acid damage per level (max 15d6) (no 
  save); 
  b) if the target took at least 1 point of Acid 
  damage, he/she is Sickened for 1 round 
  (FortNeg). 
  Orb of Cold(CArc p115) 
  <Conj(sum)[cold], VS, 1StdAct, Close-range, 
  Instantaneous, Fort½, no SR> 
  – Ranged Touch Attack does the following: 
  a) 1d6 Cold damage per level (max 15d6) (no 
  save); 
  b) if the target took at least 1 point of Cold 
  damage, he/she is Blinded for 1 round 
  (FortNeg). 
  Orb of Electricity(CArc p116) 
  <Conj(sum)[electricity], VS, 1StdAct, Close-range, 
  Instantaneous, Fort½, no SR> 
  – Ranged Touch Attack does the following: 
  a) 1d6 Electricity damage per level (max 
  15d6) (no save); 
  b) if the target took at least 1 point of 
  Electricity damage and is wearing metal 
  armor, he/she is Entangled for 1 round 
  (FortNeg). 
  Orb of Fire(CArc p116) 
  <Conj(sum)[fire], VS, 1StdAct, Close-range, 
  Instantaneous, Fort½, no SR> 
  – Ranged Touch Attack does the following: 
  a) 1d6 Fire damage per level (max 15d6) (no 
  save); 
  b) if the target took at least 1 point of Fire 
  damage, he/she is Blinded for 1 round 
  (FortNeg). 
  Orb of Force(CArc p116) 
  <Conj(sum)[force], VS, 1StdAct, Medium-range, 
  Instantaneous, no save, no SR> 
  – Ranged Touch Attack does 1d6 Force damage 
  per level (max 10d6). 
  Orb of Sound(CArc p116) 
  <Conj(sum)[sonic], VS, 1StdAct, Close-range, 
  Instantaneous, Fort½, no SR> 
  – Ranged Touch Attack does the following: 
  a) 1d4 Sonic damage per level (max 15d4) 
  (no save); 
  b) if the target took at least 1 point of Sonic 
  damage, he/she is Deafened for 1 round 
  (FortNeg). 
  Radiant Fog(BoED p104) 
  <Conj(creat)[good], VS, 1StdAct, Medium-range, 
  1min/lvl, Fort½, SR applies> 
  – Creates a 20’ radius Spread by 20’ high Cloud 
  of dense fog filled with flashes of light.  
  a) A creature within the fog is Dazzled until 
  it has been out of the fog for 1 minute 
  (FortNeg, SR applies).   
  b) A creature with Light Sensitivity becomes 
  Blind until it has been out of the fog for 1 
  minute (FortNeg, SR applies). 
  c) Movement in the cloud is slowed to 5’ and 
  taking a 5’ step is not an option. (no save, 
  SR applies)  
  d) While in the fog, melee attacks & damage 
  have a –2 penalty & ranged attacks (other 
  than magical rays, etc.) are impossible. (no 
  save, SR applies) 
  e) The fog slows falling, reducing 1d6 of 
  damage per 10’ of solid fog fallen through. 
   The fog is dispersed by a Strong Wind in 1 rnd. 
   Note:  The caster may not have cast a 
  Necromancy spell or a [darkness] spell within 
  24 hours of casting this spell. 
  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. 
  Solid Fog(PH p281) 
  <Conj(creat), VSM(powdered peas, powdered hoof), 
  1StdAct, Medium-range, 1min/lvl, no SR> 
  – Creates a 20’ radius Spread by 20’ high Cloud 
  of fog.  Movement in the cloud is slowed to 
  5’ and taking a 5’ step is not an option.  
  While in the fog, melee attacks & damage 
  have a –2 penalty & ranged attacks (other 
  than magical rays, etc.) are impossible. 
   The fog slows falling, reducing 1d6 of damage 
  per 10’ of solid fog fallen through. 
   The fog is dispersed by a Strong Wind in 1 rnd. 
  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). 
  Viscid Glob(Und p63) 
  <Conj, VSM(spider silk), 1StdAct, Medium-range, 
  1hr/lvl, RefNeg, SR applies> 
  – The caster launches a 5’ diameter glob of 
  sticky goo at a target.  On a successful ranged 
  touch attack, the target is stuck.  Breaking the 
  goo requires a Strength or Escape Artist 
  check vs. DC (20 + caster level) as a Full 
  Round action 
   If the target is Medium-size or less, it can talk, 
  breath, cast spells with no Somatic or 
  Material components, or attempt to escape.   
   If the target is Large-size or greater, it cannot 
  move from its current location, but otherwise 
  is unhindered. 
   Any other creature touching the sticky goo is 
  also stuck (RefNeg).  The effect is the same 
  as above, except the DC to escape is (15 + 
  caster level). 
  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. 
  Wall of Water(DR314 p47) 
  <Conj(creat)[water], VSM(sponge), 1StdAct, Medium-
  range, 10min/lvl, no SR> 
  – The caster creates a transparent wall of fresh 
  or sea water of up to one 10’ cube per level, 
  shaped as the caster desires.  The water forms 
  around creatures, who are allowed a Reflex 
  save to get out of the area of effect before the 
  wall finishes forming. 
   The wall has the following properties: 
  a) cannot be destroyed or drained (any water 
  taken from the wall disappears & is 
  instantly replaced); 
  b) creatures can move through the wall by 
  making a Swim check as if swimming 
  through calm water; 
  c) any creature with the [fire] subtype takes 
  2d6 + 1/lvl damage each round he/she is 
  partially or entirely within the wall; 
  d) creatures within the wall have Cover with 
  respect to those outside of the wall. 
  Divination 
  Arcane Eye(PH p200) 
  <Div(scry), VSM(bat fur), 10Min, 1min/lvl(D)> 
  – The caster creates a Magical Sensor under 
  his/her control.  By concentrating, the caster 
  can see through the ‘eye’ with his/her normal 
  vision (including any spells currently in 
  effect) & control its movement.  The eye can 
  move up to 30’ per round, but slowing to 
  10’/round is needed to fully look at the 
  surrounding walls & ceiling.  The eye can fit 
  through openings as small as 1” in diameter 
  and is not subject to damage, though it can be 
  dispelled. 
  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. 
  Detect Scrying(PH p219) 
  <Div, VSM(piece of mirror, tiny brass trumpet), 
  1StdAct, 24hrs, no save, no SR> 
  – The caster is immediately aware of the 
  existence & location of any Magical Sensors 
  within a 40’ radius Emanation. 
   On a successful Caster check, the caster can get 
  a visual image of the scryer, and his/her 
  distance & direction. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 4th level 
   
  Page 19 
  Locate Creature(PH p249) 
  <Div, VSM(dog fur)/DF, 1StdAct, Long-range, 
  10min/lvl, no save, no SR> 
  – Senses direction toward named type of 
  creature (human, unicorn, etc.) or a specific 
  creature within range (must have been seen at 
  least once within 30’).  Running water blocks 
  the spell, as do Mislead, Nondetection, etc. 
  Portal View(Und p60) 
  <Div(scry), VSF(glass eye)/DF, 10Minutes, Close-range, 
  1min/lvl> 
  – The target closed Portal shows those on the 
  caster’s side what is on the other side (i.e., its 
  destination).  The Portal is not open and 
  spells cannot be cast through it. 
  Scrying(PH p274)(PHe)+ 
  <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). 
  Unluck(CArc p128) 
  <Div, VSM(piece of broken mirror), 1StdAct, Close-
  range, 1rnd/lvl, WillNeg, SR applies> 
  – When the target creature makes an action  
  based on chance (such as an attack roll, a 
  damage roll, a saving throw, etc.), he/she  
  must roll twice & take the worst of the 2 rolls. 
  Enchantment 
  Charm Monster(PH p209) 
  <Ench(charm)[mind], VS, 1StdAct, Close-range, 
  1day/lvl, WillNeg, SR applies> 
  – One living creature considers the caster its 
  ally.  Anything the casters says or does will 
  be treated the same way as if a close friend 
  has done it. 
   If the target is in a threatening situation when 
  the spell is cast, it gets +5 on its save.  Any 
  threats from the caster or his/her allies after 
  the spell is in effect breaks the charm. 
  Confusion(PH p212) 
  <Ench(comp)[mind], VSM(3 nut shells)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl, WillNeg, SR applies> 
  – All targets within a 15’ radius Burst are 
  Confused. 
  Crushing Despair(PH p215) 
  <Ench(comp)[mind], VSM(vial of tears), 1StdAct, 
  1min/lvl, WillNeg, SR applies> 
  – All targets within a 30’ Cone-shaped Burst 
  receive a –2 penalty on All Actions and 
  damage rolls due to great sadness. 
   This spell Counters and Dispels Good Hope. 
  Geas, Lesser(PH p235) 
  <Ench(comp)[mind][language], V, 1Round, Close-
  range, until discharged(D), WillNeg, SR applies> 
  – One subject with 7 HD or less 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 a –2 penalty on 
  each ability score per full day (max of –8).  
  The ability scores return to normal after a full 
  day of obeying the instructions. 
   This spell is not effected by Dispel Magic, 
  though it can be ended by Remove Curse, 
  Break Enchantment, Limited Wish, Miracle, 
  or Wish. 
  Evocation 
  Blistering Radiance(CArc p99) 
  <Evoc[fire][light], VSM(lens, tinder), 1StdAct, Long-
  range, 1rnd/lvl, SR applies> 
  – A brilliant 50’ radius sphere hovers at the 
  target location for 1 round per level.  All 
  creatures within the 50’ radius Spread on the 
  caster’s initiative are Dazzled (no save) and 
  take 2d6 Fire damage (Fort½). 
  Caligarde’s Claw(PGF p100) 
  <Evoc[force], VSF(animal claw), 1StdAct, Medium-
  range, 1rnd/lvl(D), no save SR applies> 
   – Creates an Invisible claw of force as large as 
  a Medium-sized creature.  The claw can be 
  ordered to attack a specific creature or to 
  defend a location.  This choice can be 
  changed as a Free Action each round once per 
  round. 
   The claw has the following attributes: 
  a) Strength 22; 
  b) Dexterity 18; 
  c) Has ½ the Caster’s hit-points; 
  d) AC 16 (+4 Dex, +2 for Invisibility); 
  e) Has all other advantages of Invisibility 
  (attackers have a 50% Miss Chance, most 
  defenders loose their Dex modifier to AC, 
  +2 bonus on attacks, etc.); 
  f) Uses the Caster’s Base Attack Bonus, 
  adjusted by its Strength modifier (+6) and 
  its Invisibility (+2); 
  g) Can makes multiple attacks per round if 
  the Caster’s BAB is high enough; 
  h) Does 1d6+6 damage; 
  i) Has a movement of 90’. 
   If ordered to attack, the claw moves to the 
  designated target and attacks.  It continues to 
  attack until the opponent is destroyed, the 
  opponent goes out of range, or the claw is 
  redirected.  When in attack mode, the claw 
  cannot make Attacks of Opportunity. 
   If ordered to defend, the claw moves to the 
  designated 5’ area and waits to make Attacks 
  of Opportunity.  The claw is treated as having 
  Feat: Combat Reflexes and can make up to  
  5 Attacks of Opportunity per round.  It cannot 
  make standard attacks, only AoO. 
  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). 
  Defenestrating Sphere(CArc p103) 
  <Evoc[air], VSM(100gp gray pearl), 1StdAct, 
  Medium-range, 1rnd/lvl(D), SR applies> 
  – Creates a 2’ radius sphere of air that the caster 
  can move 30’ as a Move Action.  If the 
  sphere succeeds on a ranged touched attack, 
  the target takes 3d6 damage (no save) and is 
  knocked Prone (FortNeg, creatures larger 
  than Medium-size are immune).  A creature 
  knocked Prone is thrown 1d8 x 10’ into the 
  air (a new Fortitude save to negate) and lands 
  1d6 hexes in a random direction, taking all 
  the appropriate falling damage. 
  Explosive Cascade(MoF p93) 
  <Evoc[fire], VSM(bat guano, sulfur, & copper in a 
  metal tube), 1StdAct, Close-range, Ref½> 
  – Bouncing fire ball deals 1d6 per level Fire 
  damage (max 10d6) to one 5’ square per 
  level, all of which must be in a continuous 
  path, but not necessarily straight. 
  Fire Shield(PH p230) 
  <Evoc[fire], VS/AM(phosphorous)/DF, 1StdAct, 
  Personal, 1rnd/lvl(D)> 
  – Warm Shield:  The caster is sheathed in blue 
  or violet flames that give off 10’ of light.  
  Creatures succeeding in melee attacks against 
  the caster take 1d6 + 1/lvl (max +15) Fire 
  damage (SR applies).  The caster takes ½ 
  damage from Cold attacks (if the attack has a 
  Reflex save for ½ damage, take no damage 
  on a successful save). 
  -or-   
  <Evoc[cold], VS/AM(fireflies/glow worms)/DF, 
  1StdAct, Personal, 1rnd/lvl(D)> 
  – Cold Shield:  The caster is sheathed in blue or 
  green flames that give off 10’ of light.  
  Creatures succeeding in melee attacks against 
  the caster take 1d6 + 1/lvl (max +15) Cold 
  damage (SR applies).  The caster takes ½ 
  damage from Fire attacks (if the attack has a 
  Reflex save for ½ damage, take no damage 
  on a successful save). 
  Force Orb(UE p49) 
  <Evoc[force][energy missile], VS, 1StdAct, Medium-
  range, Fort½ or Ref½> 
  –Divide up 1d6 per level (max 10d6) into any 
  number of energy missiles (min 1d6).  Each 
  target must be within 30’ of another target.  If 
  a missile hits, the target takes the appropriate 
  Force damage (Fort½).  If a missile misses, 
  everyone in a 10’ radius takes 2 points of 
  Force damage per ‘die’ of that missile (Ref½) 
  Ice Storm(PH p243) 
  <Evoc[cold], VSM(dust, water)/DF, 1Round, Long-
  range, Instantaneous, no save, SR applies> 
  – Hail deals 3d6 Bludgeoning damage + 2d6 
  Cold damage in a 20’ radius by 40’ high 
  cylinder.  Listen checks receive a –4 penalty 
  during the round of hail & movement through 
  the target area is halved. 
  Otiluke’s Resilient Sphere(PH p258) 
  <Evoc[force], VSM(hemisphere of crystal, hemisphere 
  of gum arabic), 1StdAct, Close-range, 1min/lvl(D), 
  RefNeg, SR applies> 
  – An immobile sphere of Force 1’ per level in 
  diameter protects but traps one subject small 
  enough to fit within it. 
   This spell is Cancelled by Disintegrate. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 4th level 
   
  Page 20 
  Radiant Shield(BoED p104) 
  <Evoc[electricity][good], VS, 1StdAct, Personal, 
  1rnd/lvl(D)> 
  – The caster is surrounded by a scintillating 
  white aura which gives off bright light in a 
  10’ radius: 
  a) A creatures striking the caster with a non-
  reach weapon (including natural) takes 1d6 
  +1 per Caster level Electrical damage (no 
  save, SR applies); 
  b) The caster takes ½ damage from 
  Electricity attacks (if a Reflex save for ½ 
  damage is allowed, a successful save 
  means the caster takes no damage).  
   Note:  The caster may not have cast a 
  Necromancy spell or a [darkness] spell within 
  24 hours of casting this spell. 
  Shout(PH p279) 
  <Evoc[sonic], V, 1StdAct, SR applies> 
  – All creatures & objects within the 30’ Cone-
  shaped Burst take 5d6 Sonic damage (Fort½) 
  and are Deafened for 2d6 rounds (FortNeg). 
   Anyone with an attended object is allowed a 
  Reflex save to negate damage to the object. 
   Crystalline creatures take 1d6 damage per level 
  (max 15d6) (Fort½). 
   This spell is Suppressed by Silence. 
  Thunderlance(FR p75) 
  <Evoc[force], VSM(tiny metal spear), 1StdAct, 
  1rnd/lvl(D)> 
  – Create a spear of force that is from 1’ to 20’ 
  (which gives reach).  It does 2d6 damage 
  (threat of 20/x3).  It requires no weapon 
  proficiency and the caster’s Strength is 
  treated as 12+1/lvl (max +15) when attacking 
  & doing damage.  If the ‘spear’ hits a force 
  effect of 3rd level or less (such as Shield or 
  Mage Armor), make a Dispel Check.  If 
  successful, the force effect is dispelled.  The 
  ‘spear’ is not hurt either way. 
  Tirumael’s Energy Spheres(MoF p127)(MoFe)+ 
  <Evoc[acid][cold][electricity][fire][sonic], VSM(5 
  marbles), 1StdAct, Close-range, until discharged up 
  to 1rnd/lvl, Ref½> 
  – Creates 1 colored sphere of each energy type  
  which can be offensively or defensively in 
  any combination, changeable each round as a 
  Standard Action: 
  a) Offensive – ranged touch that deals 1d4 
  damage per 4 levels (max 4d4) of the 
  appropriate energy type for each sphere 
  that attacks.  Each sphere can be aimed at a 
  different target within a 30’ area. 
  b) Defensive – a sphere can absorb 1d4 
  damage per 4 levels (max 4d4) of the 
  appropriate energy type inflicted on the 
  caster, but then that sphere is dispelled.  
  Wall of Fire(PH p298) 
  <Evoc[fire], VS/AM(phosphorus)/DF, 1StdAct, 
  Medium-range, Concentrations + 1rnd/lvl, SR 
  applies> 
  – Creates a opaque 20’ tall wall of violet fire 
  that is either 20’ long per level & straight –
  or– a ring 5’ radius per 2 levels.  One side 
  (caster’s choice) causes 2d4 fire damage 
  within 10’ and 1d4 fire damage between 10’ 
  & 20’.  Going through the wall does 2d6 + 
  1/lvl (max +20) Fire damage (2x to Undead). 
   If the wall is created on top of someone, the 
  target gets a Reflex save to jump to one side 
  (taking damage if the wrong side is chosen).  
   20hp of Cold damage in one round will 
  extinguish a 5’ length of wall. 
  Wall of Ice(PH p299) 
  <Evoc[cold], VSM(quartz), 1StdAct, Medium-range, 
  1min/lvl> 
  – Creates an anchored sheet of ice.  To breach a 
  10’ section requires 3hp/lvl (Fire does normal 
  damage) –or– a Strength check vs. DC 
  15+Caster level.  The wall has 2 forms: 
  a) Ice Plane – one 10’ square per level that 
  can be stacked vertically or horizontally.  
  Going through a breach does 1d6 +1/lvl 
  Cold damage (no save, but SR applies). 
  b) Hemisphere – maximum radius of 3’ + 
  1’/lvl.  Going through a breach causes no 
  damage. 
   Any creature adjacent to where the wall is 
  being created is allowed a Reflex save to 
  disrupt the spell, causing it to fail. 
  Illusion 
  Hallucinatory Terrain(PH p238) 
  <Ill(glamer), VSM(stone, twig, piece of a green plant), 
  10Minutes, Long-range, 2hrs/lvl(D), WillDisbelief, 
  no SR> 
  – Makes one contiguous 30’ cube per level of 
  one type of terrain look, sound, & smell like 
  another (field into forest, etc.).  Structures, 
  equipment, & creatures are not disguised. 
  Illusory Wall(PH p243) 
  <Ill(figment), VS, 1StdAct, Close-range, Permanent, 
  WillDisbelief, no SR> 
  – Creates a 10’ by 10’ by 1’ deep illusory wall, 
  floor, or ceiling that looks real, but anything 
  can pass through it. 
  Invisibility, Greater(PH p245) 
  <Ill(glamer), VSM(eyelash, gum arabic)/DF, 1StdAct, 
  Touch, 1rnd/lvl(D)> 
   – Subject is Invisible, even if he/she attacks. 
  Phantasmal Killer(PH p260) 
  <Ill(phantasm)[fear][mind], VS, 1StdAct, Medium-
  range, WillDisbelief, SR applies> 
  – The targeted creature sees its worst fear 
  (though no one else sees anything).  If the 
  target fails its Will save, it must then make a 
  Fortitude save.  If it fails, the target dies.  If 
  successful, the target takes still 3d6 damage. 
  Rainbow Pattern(PH p268) 
  <Ill(pattern)[mind], (V)SM(phosphor)F(prism), 
  1StdAct, Medium-range, Concentration + 
  1rnd/lv(D), WillNeg, SR applies> 
  – Up to 24HD of creatures in a 20’ radius 
  Spread who fail their save will be captivated 
  by the lights & try to stay in them.  They will 
  only defend themselves if attacked. 
   The lights can be moved 30’ per round as a 
  Free Action & those captivated will follow.  
  If this leads them into danger, each target gets 
  a new save. 
   If the lights are obscured (such as by Obscuring 
  Mist), the effect ends on the targets. 
   Only Bards need to use the Verbal component. 
  Shadow Conjuration(PH p276) 
  <Ill(shadow), VS, 1StdAct, WillDisbelief, SR applies> 
  – Mimics a Wizard/Sorcerer Conj(summoning) 
  or Conj(creation) spell of up to 3rd level.  The 
  spell is 1/5
  th real & the remainder is ‘shadow’. 
   The target of the spell always get a Will save to 
  realize the spell is not entirely real.  The 
  target’s Spell Resistance always applies too.  
  Range & duration match the copied spell. 
   The possible effects fall into 3 categories: 
  Damage Spells (e.g., Melf’s Acid Arrow):   
  Believer – effected by the spell normally, 
  including any normal saving throws. 
  Nonbeliever – takes 1/5
  th damage & any 
  non-damage effect has only a 20% 
  chance of effecting the target. 
  Creating Objects or Substances (e.g., Web):   
  Believer – effected by the spell normally, 
  including any normal saving throws. 
  Nonbeliever – 20% chance of effecting the 
  target. 
  Summon a Creature. (e.g., Summon Swarm):  
  Believer – creature has all its normal 
  abilities & weaknesses, but only has 1/5
  th 
  of its normal hp. 
  Nonbeliever – creature has 1/5
  th of its 
  normal hp, does 1/5
  th of its normal 
  damage, only has 1/5
  th of its normal AC 
  bonus, & its non-damage abilities have 
  only 20% chance of working each time. 
  Shadow Well(MoF p116) 
  <Ill(shadow), VS, 1StdAct, Close-range, 1rnd/lvl, 
  WillNeg> 
  – Target is forced through a gateway to the 
  Plane of Shadow for the spell’s duration.  At 
  the end, the target returns in the same 
  location, but is Frightened & must flee for 
  1d4 rounds. 
  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. 
  Burning Blood(CArc p100) 
  <Necro, VSM(blood, saltpeter), 1StdAct, Medium-
  range, 1rnd/lvl(D), SR applies>  
  – The target living creature with blood takes  
  1d8 Acid damage and 1d8 Fire damage each 
  round (Fort½) and can only take a single 
  Move Action (FortNeg). 
  
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  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 4th level 
   
  Page 21 
  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. 
  Enervation(PH p226) 
  <Necro[ray], VS, 1StdAct, Close-range, no save, SR 
  applies> 
  – Target gains 1d4 Negative Levels that fade in 
  1hr/lvl.  
   Undead targeted with this spell gain 1d4 * 5 
  Temporary HP for 1 hour. 
  Fear(PH p229) 
  <Necro[fear][mind], VSM(feather), 1StdAct, Will½, 
  SR applies> 
  – All living creatures within a 30’ Cone-shaped 
  Burst are Panicked for 1rnd/lvl.  On a 
  successful save, a creature is Shaken for 1rnd. 
  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. 
  Sinsabur’s Baleful Bolt(UE p52) 
  <Necro, VS, 1StdAct, Medium-range, Ref½> 
  – All creatures within a 5’ wide Line out to the 
  end of the spell’s range take Strength and 
  Constitution Damage of 1d3 + 1 per 4 lvls 
  (max 1d3+3). 
  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 
  Backlash(MoF p79) 
  <Trans, VS, 1StdAct, Touch, until discharged, 
  WillNeg> 
  – If the touched target casts an “attack spell” 
  that is resisted, interrupted, or saved against, 
  the attack spell takes effected on the target 
  too, who receives no saving throw. 
  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. 
  Darkvision, Superior(UE p53) 
  <Trans, VSM(agate chip), 1StdAct, Touch, 1hr/lvl> 
  – The touched subject can see normally (though 
  in black & white) in non-magical darkness.  
  Spot checks are made normally.  The range of 
  vision is only limited by the surroundings. 
  Darsson’s Potion(MoF p87) 
  <Trans, VSX(see below), 1FullRound, Touch, 1hr/lvl> 
  – The touched flask of water is readied to absorb 
  a spell & become a temporary potion.  A spell 
  must be cast the next round for the water to 
  absorb.  Only spells up to 3rd level that can 
  target the caster are allowed.  The caster must 
  expend (Caster level) * (Spell level) * 2 XP 
  (i.e., the same as making a potion).  
  Enlarge Person, Mass(PH p226) 
  <Trans, VSM(powdered iron), 1Round, Close-range, 
  1min/lvl(D)> 
  – One Humanoid per level (& all their 
  equipment) within a 30’ area becomes 1 Size 
  category larger.  Subjects gain +2 Size bonus 
  to Strength, –2 Size penalty to Dexterity, and 
  –1 penalty on attacks & AC.  A subject who 
  becomes Large-size gains ‘Reach’. 
   If a subject is within an area too small for 
  his/her new size, the subject may attempt to 
  ‘burst’ his/her surroundings with a Strength 
  check (including the bonus).  If the check 
  fails, the subject is trapped, but takes no 
  damage. 
   Unwilling subjects get a Fortitude save & SR 
  applies.  
   This spell Counters & Dispels Reduce Person 
  and Mass Reduce Person. 
  Darkvision, Mass(CArc p102) 
  <Trans, VSM(carrot/agate), 1StdAct, 1hr/lvl> 
  – All creatures within a 10’ radius Burst gain the 
  ability to see up to 60’ in non-magical 
  darkness, but in black & white only. 
  Fire Stride(FR p69) 
  <Trans[teleport], VS, 1StdAct, Personal, until 
  expended up to 10min/lvl> 
  – The caster may teleport up to 1 time per level 
  from one fire to another.  Both the source & 
  target fires must be large enough to contain 
  the caster’s entire body and must be within 
  Long-range of each other.  Teleporting is a 
  Full Round action.   
  This spell does not protect the caster from fire 
  damage. 
  Ghorus Toth’s Metal Melt(MoF p96)(MoFe)+ 
  <Trans[fire], VSM(mercury), 1StdAct, Close-range, 
  1rnd, WillNeg(object)> 
  – One metal object weighing up to 5lbs/lvl turns 
  to liquid for 1 round & then regains its 
  normal consistency (usually in the shape of a 
  puddle).  Magic items are broken as a result.  
  The object does not change temperature in 
  the process. 
  Gutsnake(MoF p98) 
  <Trans, VSF(reptile fang), 1StdAct, Personal, 
  1rnd/lvl(D)> 
  – A 15’ fanged tentacle grows from the caster’s 
  abdomen.  As a Free Action, the caster can 
  order it to attack any foe within range as if it 
  were a Giant Constrictor(MM p280).  The 
  tentacle can even be killed as if it were a 
  Giant Constrictor with no negative effect on 
  the caster. 
  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. 
  Perfect Summons(BoED p103) 
  <Trans[good], VS, 1StdAct, Medium-range, 1hr/lvl> 
  – The caster designates a 40’ radius Burst where 
  only Good aligned creature may be 
  summoned. For example, an attempted to 
  summon a Fiendish creature would end up 
  summoning a Celestial one instead, while 
  attempting to summon a Formian might result 
  in an Archon arriving. 
   If a different alignment creature appears, it is 
  not under the control of the summoner.  It 
  will act as it wishes, which sometimes 
  includes attacking the summoner.  Under 
  these circumstances, the spell cannot be 
  dismissed, though it may be dispelled. 
   This spell Counters and Dispels Distort 
  Summons (from the Book of Vile Darkness). 
  Polymorph(PH p263) 
  <Trans, VSM(cocoon), 1StdAct, Touch, 1min/lvl(D)> 
  – The touched willing subject is changed into a 
  new form, which 
  a) can be one of the following creature types:  
  Aberration, Animal, Dragon, Fey, Giant, 
  Humanoid, Magical Beast, Monstrous 
  Humanoid, Ooze, Plant, or Vermin; 
  b) cannot have more HD than either the 
  caster or the target (max 15HD); 
  c) can be as small as Fine-size; and 
  d) cannot be incorporeal or gaseous. 
  Subject gets the following from the new form: 
  a) Strength, Dexterity, & Constitution; 
  b) Extraordinary Special Attacks (such as 
  Constrict, Improved Grab, & Poison); 
  c) natural movement, like swimming & 
  flying; & 
  d) gain its creature type. 
  The subject does not get the following from the 
  new form: 
  a) Extraordinary Special Qualities (such as 
  Blindsight, Regeneration, or Scent); & 
  b) Supernatural or Spell-like Abilities. 
  Subject keeps the following from its original 
  form: 
  a) Intelligence, Wisdom, & Charisma; 
  b) hit points (ignore new Constitution score); 
  c) level, class, & alignment; 
  d) base attack bonus & base save bonuses 
  (though these can be modified by the new 
  form’s Str, Dex, & Con); and 
  e) extraordinary abilities, spells, & spell-like 
  abilities (but not supernatural abilities). 
  In addition: 
  a) the new form can cast spells if it is 
  physically capable (i.e., mouth for verbal 
  components, hands for somatic, etc.); 
  b) the subject’s equipment is transformed into 
  analogous equipment for the new form if 
  humanoid shaped, otherwise it is absorbed 
  into the body & suppressed; 
  c)  gain 1 day’s natural healing of hit-points 
  only; 
  e) if slain, return to original form; 
  f) creatures with the Shapeshifter subtype 
  can return to the original form as a 
  Standard Action. 
  Rary’s Mnemonic Enhancer(PH p268) 
  <Trans, VSF(string, ink from black dragon blood & 
  squid ink)M(50gp ivory plaque), 10Minutes, 
  Personal, Instantaneous> 
  – Either  
  a) Prepare 3 levels of spells normally; or  
  b) Restore a spell up to 3rd level that was cast 
  in the round before this spell was started. 
   Only usable by Wizards. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 4th level 
   
  Page 22 
  Reduce Person, Mass(PH p269) 
  <Trans, VSM(powdered iron), 1Round, Close-range, 
  1min/lvl(D)> 
  – One Humanoid per level (& all their 
  equipment) within a 30’ area becomes 1 Size 
  category smaller.  Subject gains +2 Size 
  bonus to Dexterity, –2 Size penalty to 
  Strength, and +1 bonus on attacks & AC.  A 
  subject who becomes Tiny-size have a reach 
  of 0’ & must enter an opponent’s hex to 
  attack. 
   An unwilling subject gets a Fortitude save & 
  SR applies.  
   This spell Counters & Dispels Enlarge Person 
  and Mass Enlarge Person. 
  Repair Critical Damage(CArc p120)(Eb p114)(DR317 p36) 
  <Trans, VS, 1StdAct, Touch, Instantaneous> 
  – The touched Construct (with at least 1 hp) or 
  Living Construct  (at –9 hp or higher) is 
  repaired 4d8 +1 per level (max 4d8+20) hp. 
  Spell Enhancer(PGF p112) 
  <Trans, V, 1StdAct, Personal, 1rnd> 
  – The caster may cast another spell this round as 
  a Swift Action.  The second spell has a +2 
  bonus to its DC. 
  Stone Shape(PH p284)(PHe)+ 
  <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. 
  Universal 
  Fortify Familiar(CArc p108)  
  <Univ, VS, 1StdAct, Touch, 1hr/lvl> 
  – The caster’s familiar gains the following: 
  a) 2d8 Temporary HP; 
  b) +2 Enhancement bonus to Natural Armor; 
  c) 25% chance of ignoring extra damage 
  from Sneak Attacks or Critical Hits . 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 5th level 
   
  Page 23 
  5th Level 
   
  Abjuration 
  Aiming at the Target(CArc p96) 
  <Abj, S, 1 Swift Action, Personal, Concentration up to 
  20min/lvl> 
  – Receive a +10 Circumstance bonus on 
  Concentration checks. 
   Note:  Unlike most spells, this spell can be cast 
  while Concentrating on a spell.  Its benefits 
  last until that spell ends (or 20min/lvl has 
  elapsed). 
  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. 
   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. 
  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. 
  Duelward(CArc p103) 
  <Abj, VSM(tiny silk glove), 1StdAct, Personal, until 
  discharged up to 1rnd/lvl(D)> 
  – The caster gains the following benefits: 
  a) +4 Competence bonus on Spellcraft checks 
  to identify a spell being cast; 
  b) the caster may make a Counterspell action 
  as an Immediate Action. 
   This spell is discharged when the caster is 
  successful with any Counterspell action. 
  Ironguard, Lesser(FR p71) 
  <Abj, VSM(tiny shield of wood or crystal), 1StdAct, 
  Touch, 1rnd/lvl> 
  – The touched subject’s body passes through 
  non-magical metal. 
  Mordenkainen’s Private Sanctum(PH p256) 
  <Abj, VSM(lead, opaque glass, cloth, powdered 
  chrysolite), 10Minutes, Close-range, 24hrs(D)> 
  – The caster gains privacy in an area of one 
  contiguous 30’ cubic feet per level, shaped 
  however the caster desires.  The area cannot 
  be seen into from the outside, nor can sound 
  travel in or out of the area.  Divination 
  (scrying) spells cannot enter the area, 
  including Arcane Eye.  Anyone can enter or 
  leave the area at will. 
  Reciprocal Gyre(CArc p119) 
  <Abj, VSM(copper wire), 1StdAct, Medium-range, 
  Instantaneous, no SR> 
  – The target creature or object takes 1d6 damage 
  for each level of spell or spell-effect currently 
  affecting it (max 10d6).  This includes spells 
  that directly target the creature, but not those 
  that affect an area (such as Solid Fog).  The 
  total includes spell from magic items, but not 
  ongoing effects, such as the bonus from a 
  Cloak of Resistance. 
   The target receives a Will save for ½ damage.  
  If it fails this save, it is Dazed for 1d6 rounds 
  (FortNeg). 
  Refusal(CArc p120) 
  <Abj, VSM(pinch of dust from a wizard’s tomb), 
  1StdAct, Medium-range, 1hr/lvl, WillNeg, SR 
  applies> 
  – Up to two contiguous 10’ squares per level 
  keep spellcasting creatures out.  In order for a 
  creature with prepared spells, impromptu 
  spell slots, or spell-like abilities to enter the 
  warded area, it must make a Will save at a 
  penalty equal to it highest available spell 
  level (i.e., the higher the level of spell still 
  available, the harder it is to get in). 
   Creatures teleporting into the area must also 
  save.  Failure results in the creature ending up 
  in the closest safe place outside the area of 
  effect. 
   Creatures without spells can enter and leave at 
  will. 
  Shadow Tentacle, Greater(LoD p186) 
  <Abj[shadow], S, 1StdAct, Medium-range, 
  Concentration up to 1rnd/lvl> 
  – One shadow within range is animated into a 
  semi-solid tentacle.  The shadow is anchored 
  at one end & attempt to Entangle an opponent 
  within 10’/lvl (max 100’) of that point.  To be 
  successful, the tentacle must make a melee 
  touch attack using the caster’s Base Attack 
  Bonus.  Once Entangled, the opponent can be 
  held in place or allowed to move at half-
  speed within the tentacle’s length.  To escape, 
  the target must make an Escape Artist check 
  vs. DC 22 or a Strength check vs. DC 25.  
  The tentacle is AC 18 & has 40hp.  It is not 
  effected by light, magical or otherwise. 
  As a Standard Action, the caster can have the 
  tentacle attack a different opponent within 
  range.  If it had been entangling someone, 
  that opponent is released. 
  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. 
  Vanishing Weapon(BoED p111) 
  <Abj, VS, 1StdAct, Touch, 1min/lvl> 
  – The touched weapon Dispels creatures 
  brought into existence by Illusion(shadow) & 
  Conjuration(summoning) spells on a 
  successful Dispel Check on a successful hit 
  (or by being picked up by an appropriate 
  creature).  A ranged weapon imparts this 
  effect on its ammunition. 
  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. 
  Watchware(UE p53) 
  <Abj, VSM(500gp of rare sands & reagents), 1Full-
  Round, Touch, Permanent until discharged> 
  – When the touched inanimate object is touched, 
  moved, or damage without the password being 
  used, the caster gets an image of the object and 
  its surroundings.  The image counts as “first-
  hand knowledge” with regards to Scrying and 
  similar spells.  Note that natural movement, 
  such as an earthquake can set this spell off. 
   Counts as a Magical Trap. 
  Conjuration 
  Arc of Lightning(CArc p97) 
  <Conj(create)[electricity], VSM(2 small iron rods), 
  1StdAct, Close-range, Instantaneous, Ref½, no SR> 
  – Two creatures within range, and all creatures 
  in a Line between them, take 1d6 Electricity 
  damage per level (max 15d6). 
  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. 
  Cloudkill(PH p210) 
  <Conj(creat), VS, 1StdAct, Medium-range, 1min/lvl, 
  no SR> 
  – Creates a 20’ radius Spread by 20’ high Cloud 
  of yellowish fog that moves 10’ per round 
  away from its caster.  Living creatures in the 
  cloud take the following effect each round: 
  6+ HD: 
  1d4 Constitution Damage (Fort½)    
  4-5 HD: 
  Death (Fort save for 1d4 Con dmg) 
  0-3 HD: 
  Death (no save). 
   A creature is affected even if holding its breath. 
   The vapors are heavier than air & will sink into 
  an opening in the ground, like an ant hill. 
   The cloud can be dispersed by Moderate Wind 
  in 4 rounds, or by a Strong Wind in 1 round. 
  Freezing Fog(CArc p108) 
  <Conj(creat)[cold], VS, 1StdAct, Medium-range, 
  1min/lvl, no save, no SR> 
  – Creates a 20’ radius, 20’ high Cloud.  
  Anything within the fog takes the following: 
  a) 1d6 Cold damage each round; 
  b) must make a Reflex save each round to 
  avoid falling Prone.  Even if successful, a 
  Balance check vs. DC 10 is required to 
  move, which is limited to 5’.  If the check 
  is missed by more than 5, the target falls 
  anyway; 
  c) –2 penalty on melee attacks & damage; 
  d) –6 penalty on ranged weapon attacks; & 
  e) anything falling through the fog is slowed 
  as if it had only fallen 10’. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 5th level 
   
  Page 24 
  Leomund’s Hidden Lodge(CArc p113) 
  <Conj(creat), VSF(tiny bell), 10Minutes, Close-range, 
  24hours> 
  – A 20’x20’ cottage appears which is made 
  from materials appropriate for the location 
  (stone, timber, or sod).  It has a door, 2 
  shuttered windows, & a fireplace whose 
  chimney is sealed with an iron grate.  The 
  door & shutters are under the effect of Arcane 
  Lock and Alarm.  The chimney grate simply 
  has an Alarm.  An Unseen Servant is also 
  available for the duration.  There are simple 
  furnishings for 8 occupants. 
   From more than 30’ away, the cottage appears 
  to be a natural feature of the terrain, such as a 
  boulder, a sand dune, etc.  Even smoke from 
  the chimney is hidden.  A creature within 30’ 
  is allowed a Survival check vs. DC 30 to 
  recognize the cottage for what it really is. 
  Leomund’s Secret Chest(PH p247) 
  <Conj(sum), VSF(5,000gp chest & a 50gp replica), 
  10Minutes, until discharged> 
  – The caster may place 1 cubic foot of material 
  per level in a specially made chest, despite 
  the actual masterwork chest being only 3’ x’ 
  2’ x 2’.  At the spell’s completion, the chest 
  disappears into the Ethereal Plane (75% 
  chance of failure if there is anything living in 
  the chest). 
   By holding the miniature replica & spending a 
  Standard Action, the caster may summon the 
  chest back to the current location.  If the 
  replica is lost, the chest can not be summoned 
  back, even by a Wish. 
   Each day the chest spends in the Ethereal Plane 
  after the 60 days, there is a cumulative 5% 
  chance that the replica will loose its 
  connection to the original chest, resulting in 
  the later being lost. 
   Items in the chest are not in stasis, so they age 
  normally.  
  Major Creation(PH p252) 
  <Conj(creat), VSM(tiny piece of substance to be 
  created), 10Minutes, Close-Range> 
  – Creates one object of up to 1 cubic foot per 
  level.  Duration is based on the material 
  created: 
  Wood/Cloth 
  2hrs/lvl 
  Stone/Base Metal 
  1hr/lvl 
  Precious Metal 
  20min/lvl 
  Gem 
  10min/lvl 
  Adamantite, Mithral, 
  Alchemical Silver 1rnd/lvl 
   Note that a Cold Iron item cannot be created. 
   A Craft check is needed to make complex items 
  Mestil’s Acid Sheath(MoF p108) 
  <Conj(creat)[acid], VSM(fire ants)F(glass humanoid), 
  1StdAct, Personal, 1rnd/lvl(D)> 
  – Sheath of acid does 1d6 + 2/lvl Acid damage 
  to those who hit you in melee.  You can make 
  touch attacks that do 1d6+1 Acid damage. 
  Mordenkainen’s Faithful Hound(PH p255) 
  <Conj(creat), VSM(whistle, bone, thread), 1StdAct, 
  Close-range, until triggered up to 1hr/lvl then 
  1rnd/lvl, no SR> 
  – The caster creates an Invisible & stationary 
  watch-dog that can see Invisible and Ethereal 
  creatures & is immune to Figments.  If any 
  creature of at least Small size comes within 
  30’ of the casting point (not counting 
  creatures already in the area when the spell 
  was cast), the watch-dog is triggered & 
  begins to bark. 
  If a creature moves within 5’ of the watch-dog, 
  it stops barking and attacks (+10 attack 
  bonus, 2d6+3 damage) once per round.  The 
  watch-dog attacks with a Readied Action & 
  remains Invisible when it attacks.  The watch-
  dog cannot be killed, only dispelled.  The 
  caster must stay within 100’ of the watch-dog 
  or the spell ends. 
  Planar Binding, Lesser(PH p261) 
  <Conj(call)[variable alignment/element], VS, 
  10Minutes, Close-range, WillNeg> 
  – Calls & traps a named type or specific 
  Outsider or Elemental of up to 6HD until it 
  performs a task.  Before casting this spell, the 
  caster must prepare a ‘holding area’ within 
  range with either an inward-focused Magic 
  Circle or a Calling Diagram. 
  Steps in a binding: 
  1) Target gets a Will save (but no SR) to 
  avoid being Called into the ‘holding area’. 
  2) Target can try to escape from the ‘holding 
  area’ with a Spell Resistance check, 
  dimensional travel (which can be blocked 
  with Dimensional Anchor), or a Charisma 
  check vs. DC (15 + ½ Caster level + 
  Caster’s Charisma modifier).  Success 
  means it can flee or attack. 
  3) Caster requests a service & offers a 
  reward.  The difficulty of the 1st & the 
  generosity of the 2nd results in a bonus of  
  0 - +6.  The Caster & the Target then make 
  an opposed Charisma check, with success 
  meaning the Target accepted the Caster’s 
  offer.  If the Caster rolls a ‘1’, then the 
  Target escapes immediately. 
  Steps 2) & 3) are repeated every day until a) the 
  Target accepts; b) the Target escapes; or c) 
  the Target is dismissed with a separate spell. 
  If the Target accepts, it will follow the wording 
  of the task & then report back when it is 
  done.  Open-ended tasks (i.e., “guard this 
  door”) last up to 1 day per Caster level. 
  Servant Horde(CArc p121) 
  <Conj(creat), VSM(string wood), 1StdAct, Close-
  range, 1hr/lvl> 
  – Creates 2d6 + 1 per level (max 2d6+15) 
  invisible “servants” that can do simple tasks, 
  like cleaning & opening doors.  Each has a 
  Strength of 2 (so it can lift 20 pounds or drag 
  100 pounds) & a movement of 15’, but it 
  must stay in range. 
   The servants cannot attack, nor can they be the 
  direct target of attacks, but if any of them 
  takes 6hp of damage from area-of-effect 
  attacks, that one is dissipated. 
  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). 
  Teleport(PH p292) 
  <Conj[teleport], V, 1StdAct, Touch> 
  – The caster (carrying Maximum load) & one 
  willing Medium-size creature per three levels 
  (or the Creature Equivalent) are instantly 
  transported up to 100 miles per level.  The 
  destination must be pictured by the caster. 
  How 
  On 
  Off 
  Similar   
  Familiar 
  Target Target Area 
  Mishap 
  Familiar 
  01-97 98-99 100 
  — 
  Studied 
  01-94 95-97 98-99 100 
  Visited 
  01-88 89-94 95-98 99-100 
  Seen Once 01-76 77-88 89-96 97-100 
  False Dest.(d20+80) — 
  81-92 93-100 
  Vitriolic Sphere(CArc p128) 
  <Conj(create)[acid], VSM(tiny vial of aqua regia), 
  1StdAct, Long-range, Instantaneous, no SR> 
  – Everything within a 10’ radius Burst is 
  covered with acid, which can do damage for 
  up to 3 rounds. 
  Round 1: 1d4 per level Acid damage (max 
  15d4) (Ref½). If the Reflex save is 
  successful, the target takes no more 
  damage on the subsequent rounds. 
  Round 2: 6d4 Acid damage (Ref½). If the 
  Reflex save is successful, the target takes 
  no more damage on the subsequent rounds. 
  Round 3: 3d4 Acid damage (Ref½). 
  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. 
  Divination 
  Contact Other Plane(PH p212) 
  <Div, V, 10Minutes, Personal, Concentration up to 
  1rnd per 2 lvls> 
  – The caster may ask one question per two level 
  of Extraplanar entity.  At the start,  the caster 
  must make an Intelligence check to get 
  answers & avoid having his/her Intelligence 
  or Charisma reduced for a few weeks.  More 
  powerful entities have a greater chance of 
  knowing the answer, but there is a higher 
  chance of being “punished”. 
  Prying Eyes(PH p267) 
  <Div, VSM(crystal marbles), 1Minute, 1mile, up to 
  1hr/lvl, no SR> 
  – Creates 1d4 + 1/lvl scouts (called “eyes”), 
  which are Fine-sized floating Constructs with 
  AC 18 (due to size), 1hp, 30’ (perfect) 
  movement, makes Hide checks at +16, makes 
  Spot checks at Caster level (max +15), &  has 
  normal vision up to 120’. 
   The caster gives each ‘eye’ instructions of up to 
  25 words on how he/she wants it to scout.  
  Once its mission is done, the ‘eye’ returns to 
  the caster, who learns all the ‘eye’ has 
  experienced at the rate of 1 round per hour 
  the eye has existed.  Once an ‘eye’ has 
  reported, it disappears. 
   An ‘eye’ can be destroyed by taking damage, 
  being Dispelled, or traveling more than 1 
  mile from the caster.  The caster knows when 
  an ‘eye’ is destroyed, but does not know the 
  circumstances. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 5th level 
   
  Page 25 
  Rary’s Telepathic Bond(PH p268) 
  <Div, VSM(eggshells), 1StdAct, Close-range, 
  10min/lvl(D)> 
  – One willing creature per three levels in a 30’ 
  area can be telepathically connected, though 
  the caster does not have to be one of the 
  subjects.  Each subject must be willing & 
  have an Intelligence of 3 or higher. 
   Once connected, the group can communicate at 
  any range.  All subjects can hear all 
  communications of the group & language is 
  not an issue. 
  Enchantment 
  Charm Person, Mass(DR312 p51) 
  <Ench(charm)[mind], VS, 1StdAct, Close-range, 
  1hr/lvl, WillNeg, SR applies> 
  – One or more Humanoids in a 30’ area 
  considers the caster his/her ally.  Anything 
  the casters says or does will be treated the 
  same way as if a close friend has done it. 
   The caster can either target one Humanoid of 
  any number of HD –or– two or more 
  Humanoids in the 30’ area whose total HD do 
  not exceed (2 * Caster level). 
   If a target is in a threatening situation when the 
  spell is cast, it gets a +5 on the save.  Any 
  threats from the caster or his/her allies after 
  the spell is in effect breaks the charm. 
  Dominate Person(PH p224) 
  <Ench(comp)[mind], VS, 1Round, Close-range, 
  1day/lvl, WillNeg, SR applies> 
  – Telepathically control one Humanoid.  If the 
  caster & the target do not share a language, 
  control is limited.  The caster knows what the 
  target is experiencing & as a Standard Action, 
  can actually receive full sensory input. 
   The caster can change his/her orders with a 
  Move Action.  Once the target has 
  instructions, he/she will continue trying to 
  carry them out as long as the spell lasts, 
  pausing only to sleep & eat as needed. 
   Actions against the target’s nature result in a 
  new save with a bonus of +4, and self-
  destructive orders are ignored. 
   Once dominated, the caster & target can be any 
  distance from each other.  Protection from 
  Evil, et. al., only Suppress this spell, not 
  Dispel it. 
   A Sense Motive check vs. DC 15 will show that 
  the target is under magic control. 
  Feeblemind(PH p229) 
  <Ench(comp)[mind], VSM(marbles), 1StdAct, 
  Medium-range, Instantaneous, WillNeg, SR 
  applies> 
  – Target’s Intelligence & Charisma permanently 
  drops to 1.  If the target is an Arcane 
  spellcaster or uses arcane spell-like effects, it 
  gets a –4 penalty on its save. 
   This spell can only be removed by Heal, 
  Limited Wish, Miracle, or Wish. 
  Hold Monster(PH p241) 
  <Ench(comp)[mind], VSF(iron nail)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl(D), WillNeg(repeat), SR 
  applies> 
  – One living creature is Held.  It gets a new Will 
  save each round to end the spell. 
  Mind Fog(PH p253) 
  <Ench(comp)[mind], VS, 1StdAct, Medium-range, 
  30min, WillNeg, SR applies> 
  – All targets who enter the 20’ radius by 20’ 
  high Spread of light vapor receive a –10 
  Competence penalty to Will saving throws & 
  Wisdom checks for as long as they remain in 
  the fog & 2d6 rounds after leaving.  If a 
  target makes its saving throw, it is immune to 
  this casting of the spell. 
   The vapors do not provide Concealment. 
   The vapors can be dispersed by Moderate Wind 
  in 4 rounds & a Strong Wind in 1 round. 
  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 
  Ball Lightning(PGF p99) 
  <Evoc[electricity], VSM(copper & iron pellets), 
  1StdAct, Medium-Range, 1rnd/lvl, Ref½, SR 
  applies> 
   – Create one 3’ diameter sphere per 2 levels 
  (max 8).  Each sphere has the following 
  properties: 
  a) Can be programmed to follow a set of 
  instructions as a Free Action on the round 
  it is created and as a Move Action on any 
  other round.  Typically programs would be 
  “follow the passage on the left and attack 
  the creature within it” or “form a 5’ radius 
  circle around me”. 
  b) Moves up to 100’ per round with Perfect 
  maneuverability. 
  c) Has vision equivalent to a Human. 
  d) Gives off light equivalent to a candle.  
  This is very helpful to offset its “human” 
  eyesight in dark conditions. 
  e) If it comes in contact with a creature (as a 
  Touch attack or by being touched by its 
  opponent), the opponent is allowed a Spell 
  Resistance check to see if this sphere can 
  harm it.  If it can, the opponent takes 2d6 
  Electricity damage (Ref½).  Any 
  successful attack causes the sphere’s 
  programming to end and leave it hovering 
  in the opponent’s hex. 
  f) If the distance between a sphere and the 
  Caster ever exceeds the spell range, the 
  sphere dissipates. 
  Bigby’s Interposing Hand(PH p204) 
  <Evoc[force], VSF(soft glove), 1StdAct, Medium-
  range, 1rnd/lvl(D), no save, SR applies> 
   – Creates a magical 10’x10’ hand which stays 
  in between the creator & a designated target, 
  providing a +4 Cover bonus to AC for the 
  caster against that target.  The hand will 
  function even under the effect of darkness, 
  invisibility, disguise, etc.  The target can be 
  changed as a Move Action.  The hand has the 
  caster’s maximum hit points & saving throw 
  and has an AC of 20.  A target of up to 2,000 
  pounds is at ½ movement approaching the 
  caster. 
  Cone of Cold(PH p212) 
  <Evoc[cold], VSM(crystal cone)/DF, 1StdAct, Ref½, 
  SR applies> 
  – 60’ Cone-shaped Burst deals 1d6/lvl Cold 
  damage (max 15d6). 
  Cyclonic Blast(DR314 p38)  
  <Evoc[air], VSF(child’s spinning top), 1StdAct, 
  Medium-range, Instantaneous, Ref½, SR applies> 
  – Creates a Line of wind from the caster’s hand 
  to the end of Medium-range. 
  a) targets takes 1d6 per level (max 15d6), 
  though objects bigger than Large-size take 
  half damage; 
  b) if a creature failed its Reflex save, it is 
  subjected to a Bull Rush action at +12.  
  When resisting the Bull Rush, airborne 
  creatures are treated as one size smaller. 
  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. 
  Emerald Burst(BoED p98) 
  <Evoc[good], VSM(1,000gp emerald), 1StdAct, Close-
  range, FortNeg, SR applies> 
  – All creatures within a 20’ radius Burst are 
  affected as per their alignment: 
  Evil: 
  Stunned for 1d4 rounds. 
  Neutral: Dazed for 1 round. 
  Good: No effect. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 5th level 
   
  Page 26 
  Fire Shield, Mass(CArc p106) 
  <Evoc[fire], VS/AM(phosphorous)/DF, 1StdAct, 
  Close-range, 1rnd/lvl(D)> 
  – Warm Shield:  Any number of subjects within 
  a 30’ area are sheathed in blue or violet 
  flames that give off 10’ of light.  Creatures 
  succeeding in melee attacks against a subject 
  take 1d6 + 1/lvl (max +15) Fire damage (SR 
  applies).  Each subject takes ½ damage from 
  Cold attacks (if the attack has a Reflex save 
  for ½ damage, take no damage on a 
  successful save). 
  -or-   
  <Evoc[cold], VS/AM(fireflies/glow worms)/DF, 
  1StdAct, Close-range, 1rnd/lvl(D)> 
  – Cold Shield Any number of subjects within a 
  30’ area are sheathed in blue or green flames 
  that give off 10’ of light.  Creatures 
  succeeding in melee attacks against a subject 
  take 1d6 + 1/lvl (max +15) Cold damage (SR 
  applies).  Each subject ½ damage from Fire 
  attacks (if the attack has a Reflex save for ½ 
  damage, take no damage on a successful 
  save). 
  Firebrand(MoF p94)(MoFe)+ 
  <Evoc[fire], VSM(alchemist’s fire), Medium-range, 
  Ref½> 
  – Designate one 5’ radius area per level within 
  range.  Each explodes, dealing 1d6 Fire 
  damage per level (max 15d6).  A target can 
  only be effected by 1 burst. 
  Fireburst, Greater(CArc p107) 
  <Evoc[fire], VSM(sulfur), 1StdAct, Instantaneous, 
  Ref½, SR applies> 
  – Everything within a 10’ radius, but not in the 
  caster’s hex (i.e., a ring of hexes around the 
  caster) take 1d8/lvl Fire damage (max 10d8).   
  Horizikaul’s Versatile Vibration(MoF p101) 
  <Evoc[sonic], VSF(50gp gold & brass cone), 1StdAct, 
  Close-range, Concentration up to 1rnd/lvl, Ref½> 
  – Cone of sound deals 1hp of Sonic damage per 
  2 levels each round.   
   Also, the cone can be pointed at objects, which 
  are pushed away up to 10’/lvl.  Only 25 
  pounds per level of objects can be targeted.  
  In order to hit a creature with a targeted 
  object, the caster must make an attack roll, 
  using his/her Base Attack Bonus + 
  Intelligence modifier.  If the target object was 
  a weapon, it does normal damage (no 
  Strength modifier), while other objects do 
  from 1hp to 1d6hp damage per 25 pounds, 
  depending on the object.  If a creature is to be 
  thrown, it receives a Will save to negated & it 
  takes 1d6 damage if thrown against a wall. 
  Presper’s Moonbow(PGF p108) 
  <Evoc[electric], VSM(moonstone), 1StdAct, Medium-
  range, up to 4 rounds, no save, SR applies> 
  – The caster creates up to 4 glowing orbs of 
  electricity which spin around the caster until 
  used. 
   The caster can launch one or more of the orbs at 
  a single or multiple opponents.  If the caster 
  makes a ranged touch attack roll, then the orb 
  does damage.  Each orb can only be used once. 
   If all the orbs are not launched on the first 
  round, one or more can be launched the 
  following round as a Standard Action.  If a 
  round goes by without an orb being launched, 
  the spell ends and the remaining orbs are lost. 
  The damage done by the orbs is determined by 
  the number summoned. 
  #  
  Damage 
  # 
  Damage 
  1  
  4d6 
  3 
  2d6 
  2  
  3d6 
  4 
  2d4 
  Prismatic Ray(CArc p118) 
  <Evoc[ray], VS, 1StdAct, Medium-range, SR applies> 
  – The target of the Ranged Touch attack is: 
  a) Blind for 2d4 rounds, unless 7HD+; and 
  b) The target is effected by one random color: 
  d6  Color 
  Effect 
  1  Red 
  20hp Fire damage (Ref½) 
  2  Orange 
  40hp Acid damage (Ref½) 
  3  Yellow 
  80hp Electricity damage (Ref½) 
  4  Green 
  Poison – Death (Fort½ 1d6Con) 
  5  Blue 
  Turned to Stone (FortNeg) 
  6  Indigo 
  Insanity (as spell) (WillNeg) 
  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. 
  Shroud of Flame(PGF p110) 
  <Evoc[fire], VSM(saltpeter, phosphorus, spider web), 
  1StdAct, Close-range, 1rnd/lvl, RefNeg, SR applies> 
  – The target creatures is engulfed in flame.  If it 
  fails its initial Reflex save, it takes 2d6 Fire 
  damage each round.  By taking a Move 
  Action to try and extinguish itself, the target 
  gets a new Reflex save to end the spell. 
   In addition, all creatures within 10’ of the target 
  take 1d4 Fire damage (RefNeg). 
  Stone Sphere(Und p62) 
  <Evoc[earth], VSM(1” marble sphere), 1StdAct, 
  Medium-range, 1rnd/lvl> 
  – Creates a 5’ diameter sphere of stone under 
  the caster’s control.  The sphere has a Move 
  of 30’, AC 5, Hardness 8, and 500 hp. 
   As a Free Action on the casting round and a 
  Move Action on the subsequent rounds, the 
  caster may direct the sphere’s movement.  If 
  not directed, the sphere doesn’t move. 
   If the sphere is moved into the same hex as a 
  creature, the creature takes damage based on 
  its size (RefNeg, SR applies) and there sphere 
  ends its movement in an adjacent hex. 
  Size 
  Dmg 
  Size 
  Dmg 
  up to Medium 8d6 
  Huge 
  2d6 
  Large 
  4d6 
  Gargant+ can’t attack 
   When rolling over creatures up to Medium-size, 
  the sphere can stop in the creature’s hex, 
  forcing it to immediately move to an adjacent 
  hex of its choice, which results in an Attack 
  of Opportunity. 
  Sword of Deception(CArc p126) 
  <Evoc[force], VSF(tiny sword, loaded dice), 1StdAct, 
  Medium-range, 1rnd/lvl(D), no save, SR applies> 
  – Creates a green blade of force that attacks the 
  caster’s opponents without need for attention. 
  a) Attacks its target automatically with an 
  attack bonus equal to its Caster level.  The 
  sword can make a Standard Attack on the 
  round it is created; 
  b) By making a Full Round attack, the sword 
  can make multiple attacks as appropriate 
  for its attack bonus; 
  c) Does 1d4 damage with a threat range of 
  19-20 & a x2 critical modifier –and– a 
  cumulative –1 penalty on the target’s next 
  saving throw (–2 penalty on a critical hit), 
  up to a maximum of –5 on a single 
  creature.  Penalty lasts until the target 
  attempts a save under a dangerous 
  situation or is targeted with Remove Curse; 
  d) If the sword attacks a creature with Spell 
  Resistance, it gets one check to dispel the 
  sword.  If it fails, the sword can attack that 
  target freely. 
  e) The caster can change the sword’s target as 
  a Standard Action.  On such a round, it can 
  only do a Standard Attack; 
  f) Attacks from the caster’s direction, but can 
  give Flanking bonuses to the caster’s allies; 
  g) The sword cannot be damaged, but can be 
  Dispelled. 
  Wall of Force(PH p298) 
  <Evoc[force], VSM(clear gem powder), 1StdAct, 
  Close-range, 1min/lvl(D), no SR> 
  – Creates an Invisible, immobile vertical wall of 
  up to one contiguous 10’ square per level. 
   The wall is immune to all damage & most 
  magic (including Dispel Magic).  Spells & 
  breath weapons cannot go through the wall, 
  but gaze attacks & teleportation can. 
  This spell is Dispelled by Disintegrate & 
  Mordenkainen’s Disjunction.  It is immune to 
  Dispel Magic. 
  Illusion 
  Dream(PH p225) 
  <Ill(phantasm)[mind], VS, 1Minute, Touch> 
  – The touched living subject gains the ability to 
  enter a target’s dream & deliver a one-way, 
  predetermined message of any length (i.e.,  
  Q&A).  The target must be unambiguously 
  identified by name or title & must be able to 
  dream.  If the target is not asleep when the 
  spell is cast, the subject can either cancel the 
  spell –or– stay in a deep trance until the 
  target does go to sleep.    
  False Vision(PH p229) 
  <Ill(glamer), VSM(250gp jade dust), 1StdAct, Touch, 
  1hr/lvl(D), no save, no SR> 
  – If a Divination (scrying) spell is used within a 
  40’ radius Emanation of the touched object, 
  the Magical Sensor automatically sees & 
  hears an illusion designated by the caster at 
  casting time.  By concentrating, the caster can 
  make the image move within the area of 
  effect, otherwise it is static. 
  Mirage Arcana(PH p254) 
  <Ill(glamer), VS, 1StdAct, Long-range, Concentration 
  + 1hr/lvl(D), WillDisbelief, no SR> 
  – Makes one contiguous 20’ cube per level look, 
  sound, & smell different, including changing 
  or adding structures & equipment.  Creatures 
  are not disguised, but are able to hide within 
  mirage as if it were real (i.e., inside buildings 
  or behind bushes). 
  Nightmare(PH p257) 
  <Ill(phantasm)[mind][evil], VS, 10Minutes, Unlimited-
  Range, Instantaneous, WillNeg, SR applies> 
  – Causes a sleeping target to have hideous 
  nightmares which deals 1d10 damage and 
  prevents restful sleep, leaving the target 
  Fatigued.  Any subsequent attempts to sleep 
  in the 24 hour period after the spell is cast 
  will also result in nightmares.  Arcane spell 
  casters cannot regain spells during this time. 
   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 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 5th level 
   
  Page 27 
   If the target is not asleep when the spell is cast, 
  the caster has the option of going into a 
  trance (which leave the caster Defenseless & 
  unaware of his/her surroundings) until the 
  target does fall asleep, at which time the spell 
  acts normally.  If the caster chooses not to go 
  into a trance, the spell is still used up. 
   If Dispel Evil is cast on the target while this 
  spell is being cast, Nightmare is Cancelled 
  and the Nightmare’s caster is Stunned for 10 
  minutes per Caster level of Dispel Evil. 
   Since Elves do not sleep, they are immune to 
  this spell.  
  Persistent Image(PH p260) 
  <Ill(figment), VSF(fleece, sand), 1StdAct, Long-range, 
  1min/lvl(D), WillDisbelief, no SR> 
  – Creates an illusion that has visuals, sound, 
  smell, & heat of objects, creatures, etc., as the 
  caster visualizes them.  The image can move 
  within an area of (4 + 1 per level) 10’ cubes 
  that are contiguous. 
   The illusion follows a script set up the caster. 
  Seeming(PH p275) 
  <Ill(glamer), VS, 1StdAct, Close-range, 12hours(D), 
  WillDisbelief, no SR> 
  – One target per 2 levels in a 30’ area receive 
  minor visual changes to their appearance. 
  These include gaining or loosing 1’ of height, 
  gaining or loosing weight, the addition or 
  removal of a beard / scar, etc. 
   This spell provides a +10 on Disguise checks. 
   Anyone interacting with a subject (particularly 
  if they touch him/her) are allowed a Will save 
  to Disbelieve the illusion. 
   Unwilling subjects are allowed a Will save to 
  negate & Spell Resistance applies. 
  Shadow Evocation(PH p277) 
  <Ill(shadow), VS, 1StdAct, WillDisbelief, SR applies> 
  – Mimics a Wizard/Sorcerer Evocation spell of 
  up to 4th level.  The spell is 1/5
  th real & the 
  remainder is ‘shadow’. 
   The target of the spell always get a Will save to 
  realize the spell is not entirely real (objects 
  always make this save).  The target’s Spell 
  Resistance always applies too.  Range & 
  duration match the copied spell. 
  Believer – effected by the spell normally, 
  including any normal saving throws. 
  Nonbeliever – takes 1/5
  th damage & any non-
  damage effect has only a 20% chance of 
  effecting the target. 
  Shadow Hand(MoF p115) 
  <Ill(shadow), VS, 1StdAct, Close-range, 1rnd/lvl(D)> 
  – Creates a magical 5’x 5’ hand that has half the 
  caster’s hit-points, uses its caster saving 
  throws, & is AC 18 (+6 Natural, +2 
  Deflection).  As a Standard Action, the caster 
  can order the hand to do the following: 
  a) provide ½ Cover by placing itself between 
  the caster and a designated target; 
  b) carry up to 100 pound per level;  
  c) attack a designated opponent.  The hand 
  uses its caster’s Base Attack Bonus with a 
  +4 bonus due to its 18 Strength.  Its 
  damage is 1d6+4.  The hand can only do 
  slam attacks (i.e., no trips, disarms, etc.); 
  d) point & gesture as a normal hand. 
  Necromancy 
  Beltyn’s Burning Blood(UE p48) 
  <Necro, VSM(blood, saltpeter), 1StdAct, Medium-range, 
  1rnd/lvl(D)> 
  – One living target has his/her blood become hot 
  & acidic.  Each round, the target must make a 
  Fortitude save or take 1d8 Acid damage, 1d8 
  Fire damage, & only be able to take a Move-
  Equivalent action for that round due to pain. 
  Blight(PH p206) 
  <Necro, VS/DF, 1StdAct, Touch, SR applies> 
  – The touched Plant Creature takes 1d6 damage 
  per level (max 15d6), Fortitude save for ½. If 
  a plant or tree that isn’t considered a creature 
  is targeted by this spell, it dies immediately. 
  Fleshshiver(PGF p103)(PGFe)+ 
  <Necro, VSM(bone), 1StdAct, Close-range, 
  Instantaneous, SR applies> 
  – This spell twists the target’s skeleton.   
    1st round – Target is Stunned for 1rnd (no save) 
    2nd round – Target takes 1d6 Bludgeoning 
  damage per Caster level (max 15d6) and is 
  Nauseated for 1d4+2 rounds (FortNeg). 
  Grimwald’s Graymantle(FR p71) 
  <Necro, VSM(bone), 1StdAct, Touch, 1rnd/lvl, 
  FortNeg> 
  – The caster imbues the touched bone with a 
  gray aura.  The bone can then be touched or 
  thrown (up to Medium-range) at a target as 
  part of the spellcasting action, or as a 
  Standard Action on any subsequent round 
  before the spell’s duration ends.  If the bone 
  hits, the gray aura is transferred to the target 
  for the remainder of the spell’s duration. 
  While under the effects of the aura, the target 
  cannot heal hit-points or ability score points 
  by either natural, extraordinary (i.e., 
  regeneration), or magical means. 
  Kiss of the Vampire(MoF p103)(MoFe)+ 
  <Necro[evil], VSM(50gp of carved black onyx), 
  1StdAct, Personal, 1rnd/lvl> 
  – The caster temporarily becomes a vampire: 
  a) Become gaunt with red eyes. 
  b) Melee touch attack can do 1d4 Negative 
  Levels. 
  c) Melee touch attach can do 1d6 per 2 levels 
  (max 10d6).  Caster gains damage as 
  temporary hit points, which last up to 1hr. 
  d) Charm Person, though this effect ends 
  when the spell ends. 
  e) Gaseous Form (self only). 
  f) Damage Reduction 10/magic. 
  g) Cure spells harm the caster & Inflict spell 
  heal the caster. 
  h) Spells that target Undead can target the 
  caster. 
  i) The caster can be Turned / Rebuked as if 
  he/she were an Undead with the same 
  number of HD.  The effect lasts for 10rnds 
  & can be resisted on a Will save. 
  Action 
  Effect 
  DC to Resist 
  Turned 
  Panicked 10+Cha mod 
  Destroyed 
  Stunned 
  15+Cha mod 
  Rebuked 
  Cowering 10+Cha mod 
  Commanded Charmed 15+Cha mod 
  Magic Jar(PH p250) 
  <Necro, VSF(100gp gem), 1StdAct, Medium-range, up 
  to 1hr/lvl, WillNeg, SR applies> 
  – The caster transfers his/her ‘soul’ into the 
  spell’s focus gem (known as the ‘jar’), 
  leaving his/her original body lifeless.  The 
  spell normally ends when the caster’s soul 
  explicitly returns to its original body, or 
  1hr/lvl passes (which forces the soul back to 
  its rightful place).  The jar must be within 
  range when the spell is cast, but the caster 
  does not need line of sight. 
   Once in the jar, the caster can sense all life 
  forces (though not the specifics of what those 
  life forces are) within 10’/lvl, even through 
  solid material.  The caster knows if each life 
  force is powered by Positive Energy or 
  Negative Energy, and if some life forces are 
  more powerful than others (i.e., which has 
  more HD, though the difference must be at 
  least 4HD to be noticed). 
   As a Full-Round action, the caster can attempt 
  to swap his/her soul into a target body, 
  forcing that body’s soul into the jar (where it 
  is helpless).  The target gets a Will save to 
  resist & is immune if under the effect of 
  Protection from Evil or a similar spell.  If the 
  target saves, the caster cannot attempt to take 
  over the target body again during the current 
  spell’s duration.  If the save fails, the caster is 
  in the target’s body & the target’s soul is in 
  the jar. 
  While in the target body, the caster has a mix of 
  his/her mental abilities & the target’s physical 
  abilities, as listed below: 
  The caster gets these from the new body: 
  a) Strength, Dexterity, & Constitution; 
  b) hit points; 
  c) natural armor & weapons;  
  d) natural movement, such as flying 
  e) automatic extraordinary abilities, such 
  as a Troll’s regeneration. 
  The caster does not get the following from 
  the target body: 
  a) ability to use extra limbs in combat; 
  b) extraordinary abilities that require 
  activation & 
  c) spells, spell-like, or supernatural 
  abilities. 
  The caster keeps the following from his/her 
  original form: 
  a) Intelligence, Wisdom, & Charisma; 
  b) level, class, & alignment; 
  c) base attack bonus & base save bonuses 
  (though these can be modified by the 
  new form’s Str, Dex, & Con). 
   If the caster takes a Standard Action or the 
  target body is slain, the caster’s soul is 
  returns to the jar (if it is within range) & the 
  target’s soul goes back to its body (assuming 
  the body is still living).  If the jar is not 
  within Medium-range, the caster & the target 
  both die.  Once back in the jar, the caster can 
  attempt to take over a new target, or transfer 
  to his/her own body. 
   The spell ends if the caster transfers back to 
  his/her original body, the jar is destroyed, the 
  jar is targeted with Dispel Magic, or the 
  caster’s body is targeted with Dispel Magic. 
   When the spell ends, the caster’s soul returns to 
  his/her body if it is within Medium-range.  If 
  the body is out of range, the soul cannot 
  return and the caster is dead.  If a target’s 
  soul is in the jar when the spell ends, it also 
  returns to its body if it is within range, 
  otherwise it dies. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 5th level 
   
  Page 28 
  Spiritwall(CArc p124) 
  <Necro, VSM(clear gem), 1StdAct, 1min/lvl(D)>  
   – Creates an immobile wall of wailing spirits of 
  one 10’ square per level –or– a sphere / 
  hemisphere whose radius is up to 1’ per level. 
   All creatures within 60’ of a side designated by 
  the caster are Panicked for 1d4rnds (WillNeg) 
  The wall provides Cover, Full Concealment, & 
  blocks magical effects.  Touching the wall 
  deals 1d10 damage (no save).  Going through 
  the wall deals 1d10 damage (no save) and 
  inflicts one Negative Level (FortNeg). 
  Symbol of Pain(PH p290) 
  <Necro[evil], VSM(1,000gp 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 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. 
  Wave of Fatigue(PH p301) 
  <Necro, VS, 1StdAct, no save, SR applies> 
  – All living creatures in a 30’ Cone-shaped 
  Burst become Fatigued.  Creatures already 
  fatigued receive no additional penalties. 
  Transmutation 
  Animal Growth(PH p198) 
  <Trans, VS, 1StdAct, Medium-range, 1min/lvl, 
  FortNeg, SR applies> 
  – One animal per two levels in a 30’ area is 
  increased to the next larger Size Category.  
  The targets also gain Damage Reduction 
  10/magic and a +4 Resistance bonus to 
  Saving Throws. 
   This spell does not grant the caster special 
  influence over the target animals. 
  Baleful Polymorph(PH p202) 
  <Trans, VS, 1StdAct, Close-range, Permanent, 
  WillNeg, SR applies> 
  – The target is permanently transformed into a 
  1HD animal of up to Small size (such as a 
  dog, lizard, monkey, etc.).  If the caster 
  attempts to transform the target into a form 
  that will be fatal (i.e., a fish on dry land), the 
  target receives a +4 bonus on its save. 
   If the target is transformed, it must make a Will 
  save to resist becoming the target animal 
  mentally too. 
  Blink, Improved / Greater(CArc p99)(UE p50)(CDiv p154) 
  <Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)> 
  – The caster flashes in & out of the Ethereal 
  plane at random.  The caster 
  a) has no chance of losing each attack or 
  spell; 
  b) has a 50% chance of any attack or spell 
  targeting him/her being lost (20% if the 
  attacker can see Invisible –or– can effect 
  incorporeal creatures);  
  c) takes ½ damage from area-of-effect attacks 
  & falling;  
  d) can move at 75% of normal rate; 
  e) can step through solid matter up to his/her 
  modified movement rate.  If movement 
  ends before the solid material is exited, the 
  caster takes 1d6 damage per 5’ traveled;  
  f) attacks as if Invisible; & 
  g) the caster can ready an action to avoid a 
  specific attack (including magic).  Unless 
  the attack can effect an incorporeal target, 
  it misses. 
  Create Chosen One(MMF p28) 
  <Trans, VSM(helpless human), 1Hour, Touch, 
  Instantaneous, WillNeg> 
  – Transforms a Helpless human into a Chosen 
  One(MMF p27), a CR2 Monstrous Humanoid 
  with twisted features that sees everyone but 
  its creator as an enemy. 
  This spell can only be cast by an Evil character. 
  Create Darkenbeast(MMF p31) 
  <Trans[evil], VSM(wyvern blood, 200gp black pearl), 
  1Hour, Close-range, Permanent> 
  – Transforms a Small or Medium-sized animal 
  with up to 2 HD into a Darkenbeast(MMF p30), 
  a flying CR4 Magical Beast.  If the original 
  animal has an Intelligence of 5 or greater, it is 
  allowed a Will save to negate.  The creature 
  is under the telepathic control of its creator. 
  For every 10 minutes in sunlight or exposed to a 
  Daylight spell, there is a 25% chance this 
  spell will end, restoring the animal. 
  Dispelled by Sunbeam. 
  Fabricate(PH p229) 
  <Trans, VS, 1Round per Unit of raw materials, Close-
  range, Instantaneous> 
  – Converts 1 Unit of raw materials per level into 
  mundane items.  For this spell, a Unit is 1 
  cubic foot of metal –or– 10 cubic feet of 
  other materials.  An appropriate Craft check 
  must be made to determine the quality of the 
  produced items. 
  Fly, Mass(CArc p108) 
  <Trans, VSF(feather), 1StdAct, Close-range, 1min/lvl> 
  – One subject per level within a 30’ area flies at 
  a speed of 60’ (40’ if in Medium or Heavy 
  Armor –or– if carrying a Medium or Heavy 
  load) with Good maneuverability.  ½ speed 
  going up, 2x speed going down. 
   If a subject goes more than 30’ from another 
  target of this spell, the spell ends for the 
  subject.  If only two subjects remain and are 
  more than 30’ apart, the spell ends for both. 
   If spells expires/is dispelled, subject descends 
  at 60’ per round for 1d6 rounds before falling 
  Lutzaen’s Frequent Jaunt(MoF p106) 
  <Trans[teleport], V, 1StdAct, Close-range, 1rnd/2lvls> 
  – Teleports the caster & up to 50 lbs/lvl 
  anywhere within range.  The caster cannot act 
  again until the following round. 
  Overland Flight(PH p259) 
  <Trans, VSF(feather)/DF, 1StdAct, Personal, 1hr/lvl> 
  – The caster flies at a speed of 40’ (30’ if in 
  Medium or Heavy Armor –or– if carrying a 
  Medium or Heavy load) with Average 
  maneuverability. 
   When doing long-distance travel, the caster can 
  “hustle” without taking subdual damage, 
  tough a “forced march” still requires a 
  Constitution check.  By hustling, the caster 
  can travel 64 miles in 8 hours (or 48 miles if 
  encumbered). 
   If spells expires/is dispelled, the caster 
  descends at 60’ per round for 1d6 rounds 
  before falling. 
  Passwall(PH p259) 
  <Trans, VSM(sesame seeds), 1StdAct, Touch, 
  1hr/lvl(D)> 
  – Creates a 5’ x 8’ passage through wood, 
  plaster, or stone.  The passage’s depth is 10’ 
  + 5’ per 3 levels (max 25’ total).  If the depth 
  is not enough to pierce the wall, a dead-end 
  passage is created, though another Passwall 
  can be cast at its end to make it longer.    
   If Dispelled, anything in the passage is pushed 
  out the side away from the dispelling. 
  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. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 5th level 
   
  Page 29 
  Simbul’s Spell Matrix(PGF p110) 
  <Trans, VSF(500gp amber), 1StdAct, Personal, 
  10min/lvl(D)> 
  – Creates a magical container for one spell.  For 
  the one round after the matrix is created, the 
  caster can transfer a spell of up to 3rd level 
  whose casting time is no more than 1 Full 
  Round into the container.  The caster to loose 
  1d6hp which cannot be healed until this spell 
  ends. 
  The caster may cast the spell out of the matrix 
  as a Swift Action, after which this spell ends. 
  Telekinesis(PH p292) 
  <Trans, VS, 1StdAct, Long-range> 
  – The caster can mentally move an object 
  weighing up to 25 pound per level (max 375 
  pounds), in one of three ways: 
  Sustained Force:  The target object can be 
  moved as if by one hand in any direction 
  up to 20’/rnd as long as the caster 
  maintains concentration, up to 1rnd/lvl.   If 
  the target is a creature or in the possession 
  of a creature, it gets a Will save to negate 
  & SR applies. 
  Combat Maneuver:  Once per round, the 
  caster my attempt to telekinetically Bull 
  Rush, Disarm, Grapple (including Pin), or 
  Trip an opponent.  These actions are 
  resolved normally, except that the Caster 
  level is used in place of a Base Attack 
  Bonus, & the caster’s Primary Stat 
  modifier is used instead of Strength or 
  Dexterity.  There is no save, but SR 
  applies.  The caster may continue this 
  effect by Concentrating, up to 1rnd/lvl. 
  Violent Thrust:  Up to 15 target objects (up to 
  the total weight allowance) are hurled in a 
  desired direction rapidly, expending the 
  spell instantaneously.  All target objects 
  must be within a 10’ area & can be thrown 
  up to 10’/lvl.  In order to hit a creature 
  with a targeted object, the caster must 
  make an attack roll, using his/her Base 
  Attack Bonus + Primary Stat modifier.  If 
  the target object was a weapon, it does 
  normal damage (no Strength modifier), 
  while other objects do from 1hp to 1d6hp 
  damage per 25 pounds, depending on the 
  object.  If a creature is to be thrown, it 
  receives a Will save to negated (SR 
  applies) & it takes 1d6 damage if thrown 
  against a wall. 
  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. 
  Transmute Mud to Rock(PH p295) 
  <Trans[earth], VSM(sand, lime, water)/DF, 1StdAct, 
  Medium-range, Permanent, no SR> 
  – Transforms two contiguous 10’ cubes per 
  level of mud or quicksand into sandstone.  
  Anyone in the mud is allowed a Reflex save 
  to escape before it hardens. 
   This spell Counters & Dispels Transmute Rock 
  to Mud. 
  Transmute Rock to Mud(PH p295) 
  <Trans[earth], VSM(clay, water)/DF, 1StdAct, 
  Medium-range, Permanent, no SR> 
  – Transforms two contiguous 10’ cubes per 
  level of non-magical, unworked stone into 
  mud. 
  a) If cast on the ground, the depth of mud 
  cannot exceed 10’.   Movement through 
  the mud is reduced to 5’ & the target 
  receives a –2 penalty on attacks & AC. 
  b) If cast on the ceiling, the mud falls (doing 
  8d6 Ref½, no SR) & pools 5’ deep on the 
  floor. 
  If this spell is not dispelled, the mud dries 
  naturally into dirt. 
  This spell Counters & Dispels Transmute Mud 
  to Rock. 
  Universal 
  Permanency(PH p259) 
  <Univ, VSX(see below), 2Rounds, Touch> 
  – The targeted spell gains a duration of 
  “Permanent”.  See the Permanency Table for 
  spells that are allowed to become permanent. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 6th level 
   
  Page 30 
  6th 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. 
  Dispel Magic, Greater(PH p223)(PHe)+ 
  <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. 
  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. 
  Globe of Invulnerability(PH p236) 
  <Abj, VSM(glass bead), 1StdAct, 1rnd/lvl(D), no SR> 
  – An immobile, slightly shimmering 10’ radius 
  sphere appears around the caster.  Any 0th – 
  4th 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.  Once in effect, 
  anyone (including the caster) can leave and 
  reenter the sphere. 
   This spell can be Dispelled by a targeted Dispel 
  Magic, but not an area Dispel Magic. 
  Guards and Wards(PH p237) 
  <Abj, VSM(incense, rope, umber hulk blood, oil, 
  brimstone)F(silver rod), 30Minutes, 2hrs/lvl> 
  – Up to 200 square feet per level (up to a height 
  of 20’) of contiguous rooms, halls, etc., are 
  protected from intrusion with the following 
  effects:  
  a) All corridors are filled with a Cloud of fog. 
  b) All doors are magically locked (though the 
  caster can open them freely).  A Knock 
  spell suppresses the lock for 10 minutes.  
  +10 DC to force the door open. 
  c) All staircases are filled with sticky webs.  
  Any creature entering it must make a 
  Reflex save or become Entangled & can’t 
  move.  To break free from the webs, make 
  a Strength check vs. DC 20 or an Escape 
  Artist check vs. DC 25.  For a non-
  entangled person to move through the 
  webs, make a Strength or Escape Artist 
  check as a Full-Round action.  The target 
  can move 5’ per 5 points the check 
  exceeds 10.  The webs provide ¼ cover 
  per 5’, up to 100% at 20’.  An open flame 
  can burn away a 5’ cube per round, though 
  any creature in that area takes 2d4 fire 
  damage.  The webs “grow back” in 10 
  minutes. 
  d) At each intersection, a Mind-Affecting 
  Enchantment results in a 50% chance that 
  intruders go the opposite direction from 
  which they intended.  No save, but SR 
  applies. 
  e) Up to one door per level has an illusion 
  over it to make it appear to be a wall. 
  f) One of the following: 
  1) Four floating, glowing spheres that give 
  off 30’ of light.  The spheres move in a 
  simple pattern designed by the caster.   
  4 corridors. 
  2) A 25 word message that is triggered by 
  a condition that must occur in line-of-
  sight. 
  2 locations. 
  3) Noxious Cloud, where everyone must 
  make a Fortitude save each round or be 
  Nauseated, which remains until the 
  target has been out of the cloud for 
  1d4+1 rounds. 
  2 locations. 
  4) A powerful blast of air 10’ wide by 10’ 
  high by Medium-range long. 
  1 corridor. 
  5) A 5’ squares that mentally gives each 
  creature that passes through it a 1 or 2 
  sentences of reasonable sounding 
  instructions (WillNeg).  The 
  instructions may contain a trigger to 
  activate them or may activate 
  immediately. 
  1 location. 
   Each individual effect can be removed with 
  Dispel Magic. 
   The entire Guards and Wards can be removed 
  with Mordenkainen’s Disjunction. 
  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. 
  Sign of Sealing, Greater(CArc p122) 
  <Abj, VSM(500gp emerald), 10Minutes, Close-range, 
  Permanent> 
  – One door, check, portal, or open passage 
  (forming a magical barrier) of up to 30 square 
  feet per level is marked with a visible magical 
  sign that prevents it from being opened or 
  passed through.   
   The warded object receives the follow 
  advantages: 
  a) +10 DC on break checks; 
  b) +10 Hardness; 
  c) +5 hp per level; 
  d) treated as a magic item for purposes of 
  saving throws, to which it receives a +4 
  Resistance bonus. 
   This warded object can be opened with the 
  following methods: 
  a) the caster can open the object at will; 
  b) breaking; 
  c) Dispel Magic can break the ward.  DC is 
  15 + caser level; 
  e) counts as a Magical Trap that can be 
  disarmed with a Disable Device check vs. 
  DC 31. 
   If the warded object is magically or mundanely 
  forced open, everything within a 40’ Burst 
  takes 1d6 damage per level (max 20d4) 
  damage (Ref½, no SR). 
  Starmantle(BoED p108) 
  <Abj, VSM(20gp pixie dust), 1StdAct, Touch, 
  1min/lvl(D)> 
  – The touched living creature is surrounded the 
  a cascade of tiny stars that fall from the 
  subject’s shoulders to the ground.  This effect 
  gives off light as a torch & has the following: 
  a) Non-magical weapons (including 
  projectiles) at destroyed & cause no dmg; 
  b) Magical weapons & projectiles do half 
  damage if the subject can make a Reflex 
  save vs. DC 15. 
  Conjuration 
  Acid Fog(PH p196) 
  <Conj(creat)[acid], VSM(peas, powdered hoof)/DF, 
  1StdAct, Medium-range, 1rnd/lvl, no save, no SR> 
  – 20’ radius spread by 20’ high Cloud deals 2d6 
  Acid damage per round.  Movement in the 
  cloud is slowed to 5’.  Melee attacks & 
  damage have a –2 penalty & ranged attacks 
  are not possible.  Anyone falling into the 
  cloud is slowed down by 1d6 dmg per 10’. 
   The cloud can be dispersed by Severe Wind in 
  1 round. 
  Fire Spiders(MoF p94) 
  <Conj(sum)[fire], VSM(500gp ruby dust), 1StdAct, 
  Close-range, 1rnd/lvl> 
  – Summon 240 Fine-sized Fire Elementals who 
  initially fill a 20’ radius spread.  The 
  Elementals maintain a density of 6 “spiders” 
  per hex (redistricting as needed if some are 
  killed).  Each Elemental has 1hp, has AC 18, 
  & a move/climb speed of 10’.  Anything 
  sharing a hex with the Elementals takes 1hp 
  of fire damage per “spider” in that hex 
  (Ref½).  The Elementals can be killed 
  normally, plus non-flammable liquid does 
  2d4 damage + a splash damage of 1hp in each 
  neighboring hex. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 6th level 
   
  Page 31 
  Planar Binding(PH p261) 
  <Conj(call)[variable alignment/element], VS, 10Min, 
  Close-range, WillNeg>  
  – Calls & traps up to three Outsiders or 
  Elementals of the same type with a total of 
  12HD until they performs a task.  Before 
  casting this spell, the caster must prepare a 
  ‘holding area’ within range with either an 
  inward-focused Magic Circle or a Calling 
  Diagram. 
  Steps in a binding: 
  1) Target gets a Will save (but no SR) to 
  avoid being Called into the ‘holding area’. 
  2) Target can try to escape from the ‘holding 
  area’ with a Spell Resistance check, 
  dimensional travel (which can be blocked 
  with Dimensional Anchor), or a Charisma 
  check vs. DC (15 + ½ Caster level + 
  Caster’s Charisma modifier).  Success 
  means it can flee or attack. 
  3) Caster requests a service & offers a 
  reward.  The difficulty of the 1st & the 
  generosity of the 2nd results in a bonus of  
  0 - +6.  The Caster & the Target then make 
  an opposed Charisma check, with success 
  meaning the Target accepted the Caster’s 
  offer.  If the Caster rolls a ‘1’, then the 
  Target escapes immediately. 
  Steps 2) & 3) are repeated every day until a) the 
  Target accepts; b) the Target escapes; or c) 
  the Target is dismissed with a separate spell. 
  If the Target accepts, it will follow the wording 
  of the task & then report back when it is 
  done.  Open-ended tasks (i.e., “guard this 
  door”) last up to 1 day per Caster level. 
   If more than one target was called, each one 
  gets a separate saving throw, a separate Spell 
  Resistance check to escape, and needs a 
  separate Charisma check to convince it. 
  Spore Cloak(RoF p191) 
  <Conj(create), VS, 1StdAct, Personal, 1min/lvl> 
  – The caster is surrounded by a cloud of Yellow 
  Mold spores. 
  a) Gain Concealment. 
  b) Anyone who enters the caster’s hex (due to 
  a Grapple attack, an Overrun attack, etc.) 
  is affected by 1d6 Con / 2d6 Con Poison.  
  Direct sunlight ends this effect. 
  c) The caster is immune to the spore attacks 
  of Yellow Mold, Brown Mold, & the 
  rotting touch of Violet Fungus.  Direct 
  sunlight ends this effect. 
   If the caster fails a saving throw against a ‘fire’ 
  spell or effect, this spell ends. 
  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 
  Tunnel Swallow(Und p62) 
  <Conj(creat)[earth], VSM(chewed meat or vegetation), 
  1StdAct, Medium-range, Instantaneous, no SR> 
  – A section of tunnel up to 50’ long and no more 
  than 20’ in diameter squeezes closed at a 
  designated end and the closed section moves 
  along to the other end of the effected tunnel, 
  like a throat swallowing.  The tunnel takes no 
  damage and returns to normal after the spell.   
   All creatures and objects in the effected section 
  of tunnel take 1d6 damage per lvl (max 15d6) 
  (Ref½) and are moved to the part of the 
  tunnel section that was the end of the 
  ‘swallow’ (Reflex save to only move half of 
  the distance from a target’s starting location 
  to the end of the section). 
   This spell effects worked and natural tunnels, 
  corridors in above-ground buildings, etc. 
  Wall of Iron(PH p299) 
  <Conj(creat), VSM(iron, 50gp gold), 1StdAct, 
  Medium-range, Instantaneous, no SR> 
  – Creates a wall of iron that is one 5’ square per 
  level & 1” thick per 4 levels.  The area can be 
  doubled by halving the thickness.  The iron 
  has a Hardness 10 & each 5’ square has 30 hit 
  points per inch of thickness. 
   The wall must be vertical & can merge into 
  adjoining non-living surfaces.  If not 
  supported, the wall will fall over in a random 
  direction unless pushed (Strength check vs. 
  DC 40).  Anything of up to Large-size caught 
  under the wall takes 10d6 damage (Reflex 
  save to negate). 
  Divination 
  Analyze Dweomer(PH p197) 
  <Div, VSF(tiny lens made from ruby/sapphire and gold 
  worth 1,500gp), 1StdAct, Close-range, 1rnd/lvl(D), 
  no SR> 
  – Each round as a Free Action, the caster may 
  learn the magical properties of one object or 
  the spells on one person.  An attended object 
  is allowed a Will save to resist, in which case 
  it is immune to this spell for 24 hours. 
  Target Person:  All active spells on the target, 
  including the effect & its Caster level. 
  Target Object:  How the magic item 
  functions, how to activate it, & the number 
  of remaining charges.  If it has active 
  spells on it, the caster knows their effects 
  & Caster levels. 
  Legend Lore(PH p246) 
  <Div, VSM(250gp incense)F(200gp ivory strips), 
  Personal> 
  – By only meditating, sleeping, & eating for the 
  listed casting time, the caster “remember” 
  legends about a target creatures, place, or 
  object: 
  Connection to Target 
  Casting Time 
  Touching 
  1d4x10 minutes 
  Detailed Information 
  1d10 days 
  Rumors Only 
  2d6 weeks 
  Probe Thoughts(CDiv p176) (CDivErrata)+ 
  <Div[mind], VS, 1Minute, Close-range, Concentration, 
  WillNeg, SR applies> 
  – The caster may telepathically look into one 
  living target’s memories for answers.  The 
  answer to one question per round can be 
  acquired from the target’s memories.  Since 
  the communication is telepathic, the caster & 
  target do not need to share a language. 
   The target knows it is being mentally probed 
  and may try to disrupt the concentration of 
  the caster or attempt to leave the spell’s range 
   If the target is sleeping, it gets a Will save each 
  round to wake. 
  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 
  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. 
  Heroism, Greater(PH p240) 
  <Ench(comp)[mind], VS, 1StdAct, Touch, 1min/lvl> 
  – The touched creature gains a +4 Morale bonus 
  on attacks, saves, & skill checks, immunity to 
  fear effects, and 1 per level (max +20) 
  Temporary HP. 
  Suggestion, Mass(PH p285) 
  <Ench(comp)[mind][language], VM(snake tongue, 
  honeycomb/sweet oil), 1StdAct, Medium-range, up 
  to 1hr/lvl, WillNeg, SR applies> 
  – The caster gives 1 target per level in a 30’ area 
  1 or 2 sentences of reasonable sounding 
  instructions.  The instructions may contain a 
  trigger to activate them later or may activate 
  immediately. 
   At the end of the duration, the instructions 
  loose their power, triggered or otherwise. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 6th level 
   
  Page 32 
  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. 
  Transfix(CArc p127) 
  <Ench(comp)[mind], VSM(pine resin), 1Round, 
  Medium-range, 1hr/lvl, WillNeg, SR applies> 
  – All Humanoids of up to Medium-size that are 
  within or who enter a 10’ radius Emanation 
  are Paralyzed.  Each target is allowed a new 
  save each hour and the spell automatically 
  ends on a target if he/she is removed from the 
  area of effect. 
   The caster must specify a condition that causes 
  the spell to end early, though he/she is 
  allowed to choose a seemingly impossible 
  condition.  A target learns the condition upon 
  becoming paralyzed, which in theory can be 
  read from his/her mind.  
  Wages of Sin(BoED p111) 
  <Ench(comp)[good][mind], V, 1StdAct, Medium-range, 
  1rnd/lvl, WillNeg, SR applies> 
  – One Evil target per level believes that its allies 
  are trying to kill it & attacks the nearest Evil 
  creature to the best of its ability.  Targets do 
  not ignore other threats, but attack other Evil 
  creatures in preference to other foes. 
   Note:  The caster must refrain from intoxicants 
  & stimulants for one week prior to casting 
  this spell. 
  Evocation 
  Acid Storm(PGF p99) 
  <Evoc[acid], VSM(flask of acid), 1StdAct, Medium-
  range, Ref½, SR applies> 
  – 1d8 Acid damage per level (max 15d8) in a 
  20’ radius by 20’ high cylinder. 
  Bigby’s Forceful Hand(PH p204) 
  <Evoc[force], VSF(leather glove), 1StdAct, Medium-
  range, 1rnd/lvl(D), SR applies> 
   – Creates a magical 10’x10’ hand which stays 
  in between the creator & a designated target 
  and tries to push the target away (treat as a 
  Bull’s Rush at +14) up to the spell’s range.  
  The hand also provide a +4 Cover bonus to 
  AC for the caster against that target.  The 
  target can be changed as a Move Action.  The 
  hand has the caster’s maximum hit points & 
  saving throw and has an AC of 20. 
  Cacophonic Shield(MoF p83) 
  <Evoc[sonic], VS, 1StdAct, 1min/lvl> 
  – The caster creates an immobile, 10’ radius 
  barrier of sound around himself/herself.  
  Non-magical sound cannot cross the barrier, 
  while magical sound requires a successful 
  Caster check to cross it.  Any creatures which 
  crosses the barrier takes 1d6 +1/lvl (max +20) 
  Sonic damage & must make a Fortitude save 
  or be Deafened for 1 minute.  Missile 
  weapons crossing the barrier have a 20% 
  miss chance. 
  Chain Lightning(PH p208) 
  <Evoc[electricity], VSF(fur, glass rod, silver pins), 
  1StdAct, Long-range, Ref½, SR applies> 
  – Primary target takes 1d6 electrical damage per 
  level (max 20d6).  Up to one secondary target 
  per level (max 20) within 30’ of the primary 
  target takes ½ damage. 
  Contingency(PH p213) 
  <Evoc, VSM(quicksilver, eyelash from a magic-using 
  creature)F(1,500gp ivory & gem statue), 10Minutes, 
  Personal, until discharged up to 1day/lvl> 
  – The caster presets a spell to be cast 
  automatically upon himself when a condition 
  (set at cast time) occurs.  An example would 
  be “if I fall more than 10’, cast Feather Fall". 
  The preset spell can be no higher than 1/3
  rd the 
  Caster’s level (rounded up, max 6th).   
  A caster may have only one Contingency-class 
  spell at any given time. 
  Fires of Purity(CDiv p165) 
  <Evoc[fire], VS/DF, 1StdAct, Touch, 1rnd/lvl, RefNeg, 
  SR applies> 
  – The touched (usually willing) creature is 
  engulfed in magical flames that do not harm 
  it and gains the following benefits: 
  a) melee attacks do +1d6 + 1 per caster level 
  (max +1d6+15) Fire damage (no save, SR 
  applies) and Catches Fire (RefNeg); 
  b) any creature that strikes the subject with a 
  non-reach weapon 1d6 + 1/lvl (max 
  1d6+15) Fire damage (no save, SR 
  applies) and Catches Fire (RefNeg); 
  c) subject takes half damage from Fire-based 
  attacks.  If the attack allows a Reflex save, 
  the subject takes no damage on a 
  successful save. 
  Howling Chain(PGF p104) 
  <Evoc[force], VSF(500gp platinum chain), 1StdAct, 
  Medium-range, 1rnd/lvl, SR applies> 
  – The caster creates a chain made from force 
  that has the following properties: 
  a) Counts as a Medium-sized object with 
  AC12, 33hp, and uses the Caster’s save 
  bonuses; 
  b) Everyone within 100’ of the chain receives 
  a –2 penalty on Listen checks due to the 
  noise; 
  c) On the round it is cast, the target receives a 
  Reflex save to avoid being wrapped up by 
  the chain.  If successful, the chain ends up 
  5’ from the target and makes a new 
  attempt each round until it succeeds.  The 
  chain has a move of 20’ in order to chase 
  its target; 
  d) Once its target is wrapped up, the target 
  receives a –2 penalty on all attacks, skill 
  checks, and saving throws.  The target 
  must make a Concentration check vs. DC 
  (15 + spell level) to cast a spell with a 
  somatic component; 
  e) The chain attacks a target that it has 
  wrapped up at (+13 / +8) and does 3d4 
  Bludgeoning damage.  If both attacks hit, 
  the DC for the target’s Concentration 
  check goes up by +5 until the next round. 
  f) If the chain takes damage, the target takes 
  the same amount of damage (Fort½).  
  Otiluke’s Freezing Sphere(PH p258) 
  <Evoc[cold], VSF(small crystal sphere), 1StdAct, 
  Long-range, Ref½, SR applies> 
  – An icy sphere shoots to the target point & 
  explodes in a 10’ radius Burst, doing 1d6/lvl 
  (max 15d6).  Elementals with the ‘water’ 
  subtype instead take 1d8/lvl (max 15d8). 
   If the icy sphere strikes a body of water, it 
  freezes to a depth of 6” in an area of 100 
  square feet per level (max 1,500 square feet).  
  The water stays frozen for 1 round per level.  
  Any creature swimming on the surface is 
  trapped in the ice, requiring a Strength or 
  Escape Artist check vs. DC 25 to escape. 
   Unlike most spells, the caster can cast this spell 
  and then “hold the charge” (just like a Touch 
  Spell) for up to 1 round per level.  The caster 
  can use the spell normally during that time as 
  a Standard Action.  After 1 round per level 
  has expired, the sphere explodes centered on 
  the caster. 
  Prismatic Eye(PGF p109) 
  <Evoc, VSF(abalone shell), 1StdAct, Medium-range, 
  1rnd/lvl, SR applies> 
  – Creates a visible 6” orb which can make ray 
  attacks starting the round it was created.  The 
  orb has +6 attack bonus on its ranged touch 
  attacks, 50’ range, AC 18, 9hp, & its caster’s 
  saves.  The caster can have the eye move the 
  caster’s own movement as a Movement 
  Equivalent action within spell range.  The ray 
  effect is chosen randomly each time & each 
  can only be used once.  Save DC is 19. 
  a) 20 hp of Fire damage (Ref½) 
  b) 40 hp of Acid damage (Ref½) 
  c) 80 hp of Electrical damage (Ref½) 
  d) Death from poison (Fort save for  
  1d6 Constitution damage) 
  e) Turned to Stone (FortNeg) 
  f) Insanity spell-effect (WillNeg) 
  g) Sent to another plane (WillNeg) 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 6th level 
   
  Page 33 
  Shadow Canopy(LoD p188)(RoF p190) 
  <Evoc[darkness], VSM(coal dust, eye of a diurnal 
  creature), Medium-range, 1hr/lvl> 
  – Create a dome of darkness that is 25’ tall & 
  100’ + 50’/level in diameter.  The dome is 
  opaque (even to darkvision) from the outside.  
  Creatures inside without darkvision can only 
  see 5’ in the deep shadows.  Daylight 
  sensitive creatures, including Vampires, are 
  safe from sunlight under this spell. 
  Counters & dispels any light spell of an equal or 
  lower level. 
  This spell is countered or dispelled by light 
  spells of a higher level. 
  Illusion 
  Illusory Pit(CArc p112) 
  <Ill(figment), VS, 1StdAct, Medium-range, 
  Concentration + 1rnd/lvl, Will½, SR applies> 
  – Creates a seemingly bottomless chasm of up 
  to a 10’ cube per level.  Any creature entering 
  the area (or having it appear beneath them) 
  gets a Will save: 
  Success) Stunned for 1 round. 
  Failure) 
  Fall Prone and claw at the floor.  
  If attacked or when the spell ends, the 
  target is freed from the illusion, but is 
  Stunned for 1 round. 
   A creature flying over the pit is also Stunned 
  for 1 round (WillNeg). 
  Mislead(PH p255) 
  <Ill(figment)(glamer), S, 1StdAct, Close-range, 
  Concentration + 3rnds, no SR> 
  – Simultaneously, the caster becomes Invisible 
  and an illusionary copy (sight, sound, smell, 
  & touch) of the caster appears within range 
  (with the option of it appearing supper-
  imposed on the caster).  The illusionary copy 
  will then do whatever it was programmed to 
  do at cast time, with no requirement that it 
  stays in range.  A Will save is required to 
  realize the copy isn’t the original. 
   The caster stays Invisible even if he/she attacks, 
  up to 1rnd/lvl(D). 
  Permanent Image(PH p260) 
  <Ill(figment), VSF(fleece, sand), 1StdAct, Long-range, 
  Permanent(D), WillDisbelief, no SR> 
  – Creates an illusion that has visuals, sound, 
  smell, & heat of objects, creatures, etc., as the 
  caster visualizes them.  The image can move 
  within an area of a 20’ cube + 1 10’ cube per 
  level that are contiguous. 
   The caster can move the image with 
  concentration, but otherwise it is static. 
  Programmed Image(PH p265) 
  <Ill(figment), VSM(fleece, 50gp jade dust), 1StdAct, 
  Long-range, Permanent until triggered then 1rnd/lvl, 
  WillDisbelief, no SR> 
  – Creates an illusion that has visuals, sound, 
  smell, & heat of objects, creatures, etc., as the 
  caster visualizes them.  The image can move 
  within an area of a 20’ cube + 1 10’ cube per 
  level that are contiguous. 
   The illusion is triggered by a caster-defined 
  audible, tactile, olfactory, or visual event.  
  Once triggered, the illusion follows the 
  caster’s script. 
  Project Image(PH p265) 
  <Ill(shadow), VSM(5gp doll of the caster), 1StdAct, 
  Medium-range, 1rnd/lvl(D), WillDisbelief, no SR> 
  – An insubstantial, but otherwise real double of 
  the caster is created.  The caster must 
  maintain line-of-sight with the double or the 
  spell ends. 
   As a Free Action, the caster can choose to see 
  through the double’s eyes & hear through its 
  ears. 
   As a Move Action, the caster can take direct 
  control of the double, otherwise it mimics the 
  caster. 
   Spells can be cast through the double, but 
  otherwise act normally. 
  Reflective Disguise, Mass(Und p61) 
  <Ill(glamer), VS, 1StdAct, Close-range, 12hours(D)> 
  – One person per two levels is affected by a 
  glamer which makes creatures looking at 
  them think they are the same race.  An 
  unwilling subject is allowed a Will save and 
  SR applies. 
   An intelligent creature that see the subject think 
  he/she is the same race and gender as itself.  
  This only works if the viewer is within one 
  size category of the subject.   
   This spell is only a visual illusion.  It does not 
  provide sounds, smells, mannerisms, etc. 
   A viewer who interacts with the caster or a 
  creature with the scent ability is allowed a 
  Will save to disbelieve (SR applies). 
  Shadow Walk(PH p277) 
  <Ill(shadow), VS, 1StdAct, Touch, 1hr/lvl(D)> 
  – The caster and up to 1 touched subject per 
  level travel into the Plane of Shadows 
  (unwilling subjects receive a Will save to 
  negate).  Travel can be in two different ways: 
  a) Movement in the Plane of Shadows is 
  faster than in the Material Plane, so the 
  party can effectively travel 50 miles/hour.  
  When the desired destination is reached, 
  the party returns to the Material Plane. 
  b) The party can travel to a plane of existence 
  that borders the Plane of Shadows.  This 
  takes 1d4 hours. 
  Shadowy Grappler(DR324 p72) 
  <Ill(shadow)[mind], VSM(dry squid tentacle), 1StdAct, 
  Medium-range, 1rnd/lvl(D), Will½, SR applies> 
  – An effect made from shadow attempts to 
  Grapple the target.  Its grapple bonus is 10 + 
  Caster level + Primary Stat.  If the target 
  made its Will save, this total is halved. 
   If the shadowy grappler successfully grapples, 
  it attempts to pin.  If it pins, then it will 
  prevent the target from speaking. 
   The shadowy grappler remains in the same hex 
  as the target, even if he/she moves. 
  Solipsism(DR324 p72) 
  <Ill(phantasm)[mind], V, 1StdAct, Medium-range, 
  1rnd/lvl(D), WillNeg, SR applies> 
  – The target thinks that everything around it is 
  not real.  It becomes Helpless and will take 
  no actions. 
  Veil(PH p298) 
  <Ill(glamer), VS, 1StdAct, Long-range, Concentration 
  + 1hr/lvl(D), WillDisbelief> 
  – The caster may change the appearance of 
  every creature in a 30’ area.  The new 
  appearances can be any combination of 
  creatures, though a Disguise check (at +10) is 
  needed to make the subjects look believable. 
   Unwilling subjects are allowed a Will save to 
  resist being changed & SR applies. 
  Necromancy 
  Arrow of Bone(CArc p97) 
  <Necro[death], VSM(50gp powered gems, bone, 
  blood), 10Minutes, Touch, until discharged up to 
  8hrs, Fort½, SR applies> 
  – The touched missile or thrown weapon 
  (typically an arrow, bolt, javelin, or spear) 
  gains a +4 Enhancement bonus to attack and 
  damage.  If it hits, the target Dies (Fort save 
  for 3d6+1/lvl damage (max 3d6+15)).   
   The spell is discharged after one attack, 
  whether it hits or not. 
  Circle of Death(PH p209) 
  <Necro[death], VSM(500gp black pearl), 1StdAct, 
  Medium-range, FortNeg, SR applies> 
   – Kills 1d4 HD per level (max 20d4) of living 
  creatures in a 40’ radius Burst.  The lowest 
  HD creatures in the area are effected first & 
  creatures with 9 or more HD are immune. 
  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. 
  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. 
  Eyebite(PH p228) 
  <Necro[evil], VS, 1StdAct, Close-range, Personal, 
  1rnd/3lvls, FortNeg, SR applies>  
  – The caster gains the ability to target a single 
  living creature once per round as a Move 
  Action.  The effect is determined by the 
  target’s HD: 
  10+ HD: Sickened for 10min/lvl 
  5 – 9 HD: Panicked for 1d4 rounds & then 
  Shaken for 10min/lvl & above. 
  up to 4HD:Comatose for 10min/lvl & above. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 6th level 
   
  Page 34 
  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; 
  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 
  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. 
  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 
  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. 
  Burrow, Mass(Und p56) 
  <Trans, VS/AF(claw from burrowing creature)/DF, 
  1StdAct, Close-range, 1min/lvl(D)> 
  – One subject per level within a 30’ area gains 
  claws that do 1d6 damage and are treated as 
  an armed attack.  
   Each subject gains a Burrow speed of 10’ 
  through earth, sand, clay, & gravel , but not 
  solid stone. 
  Cat’s Grace, Mass(PH p208) 
  <Trans, VSM(cat hair), 1StdAct, Close-range, 
  1min/lvl> 
  – One subject per level in a 30’ area gains a  
  +4 Enhancement bonus to Dexterity. 
  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. 
  Dhulark’s Glasstrike(MoF p89)(MoFe)+ 
  <Trans, VSF(glass from a mirror), 1StdAct, Close-
  range, 1hr/lvl, FortNeg> 
  – This spell either  
  a) Transforms a creature into glass for the 
  spell’s duration.  Any magic items carried 
  by the target are left unchanged.  When 
  restored, any damage the glass took is 
  applied to the target. –or– 
  b) Transforms 4 cubic feet of material into 
  glass for the spell’s duration.  The target 
  can be a section of a larger object. 
  Disintegrate(PH p222) (PH p272)+ 
  <Trans[ray], VSM(loadstone, dust)/DF, 1StdAct, 
  Medium-range, Fort½, SR applies> 
  – The ray dissolved one creature or a single 
  object of up to a 10’ cube to dust unless the 
  target makes its Fortitude save, in which case 
  it takes 5d6 damage (if this damage brings the 
  target to 0hp, it is disintegrated anyway). 
   If collected, the resulting dust is enough to be 
  used with Resurrection. 
  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. 
  Energy Transformation Field(MoF p92) 
  <Trans, VSM(3 drops of caster’s blood, eye from a 
  humanoid, 5,000gp of diamond)X(250), 
  4FullRounds, Close-range, Permanent> 
  – Creates a permanent 40’ radius area that 
  absorbs spells to power its own linked spell.  
  For each spell or magic items that is targeted 
  into or used within the area of effect, the 
  magic is negated & transformation field gains 
  1 “charge” per negated spell level.  Once the 
  transformation field a number of charges 
  equal to or greater than the spell level of the 
  linked spell, it consumes the appropriate 
  number of charges & activates the linked 
  spell (if a target is required, the closest living 
  creature to the field is the target).  Any extra 
  charges wrap around for the next use, though 
  for each unused day, one charge disperses. 
  This spell can only be negated by Limited Wish, 
  Wish, Mordenkainen’s Disjunction, or Miracle. 
  This spell is suppressed by Antimagic Field. 
  Extract Water Elemental(DR314 p46) 
  <Trans[water], VS, 1StdAct, Short-range, Instantaneous, 
  Fort½, SR applies> 
  – The targeted living creature has the water 
  pulled from his/her body, causing 1d6 
  damage per level (max 20d6) (Fort½).  
    If the target is slain, a Water Elemental of the 
  same size category as the target is formed.  
  The Elemental is free willed and has no 
  obligation towards the caster. 
   Creatures with the [fire] or [water] subtype 
  cannot be targeted by this spell. 
  Fiendform(PGF p102) (CArc p106)  
  <Trans[evil], VM(bone from a fiendish creature, devil, 
  demon, etc.), 1StdAct, Personal, 1min/lvl> 
  – Take the form of an Evil Outsider which could 
  be summoned by the spell Summon Monster I 
  up to Summon Monster IV.  Spells that effect 
  Outsiders now effect the caster.  If targeted 
  with the spell Banish, this spell ends and you 
  are Staggered for 1rnd/lvl, but not send 
  him/her to another plane. 
  The caster gets the following from the new 
  form: 
  a) Strength, Dexterity, & Constitution; 
  b) natural armor & weapons; and 
  c) natural movement, like swimming & 
  flying. 
  d) extraordinary, spell-like, or supernatural 
  abilities. 
  The caster keeps the following from its original 
  form: 
  a) Intelligence, Wisdom, & Charisma; 
  b) hit points (ignore new Constitution score); 
  c) level, class, & alignment; 
  d) base attack bonus & base save bonuses 
  (though these can be modified by the new 
  form’s Str, Dex, & Con); and 
  e) extraordinary abilities, spells, & spell-like 
  abilities (but not supernatural abilities). 
  In addition: 
  a) the new form can cast spells if it is 
  physically capable (i.e., mouth for verbal 
  components, hands for somatic, etc.); 
  b) the caster’s equipment is transformed into 
  analogous equipment for the new form if 
  humanoid shaped, otherwise it is absorbed 
  into the body & suppressed; 
  c) +10 bonus to Disguise checks; 
  d) gain 1 day’s natural healing; and 
  e) if slain, return to original form. 
  Flesh to Stone(PH p232) 
  <Trans, VSM(lime, water, earth), 1StdAct, Medium-
  range, Instantaneous, FortNeg, SR applies> 
  – Target creature composed of flesh & its gear 
  are turned into stone. 
  Fox’s Cunning, Mass(PH p233) 
  <Trans, VSM(fox hair)/DF, 1StdAct, Close-range, 
  1min/lvl> 
  – One subject per level in a 30’ area gains a +4 
  Enhancement bonus to Intelligence. 
  Hardening(MoF p99)(D&D p216)(Eb p112) 
  <Trans, VS, 1StdAct, Touch, Permanent> 
  – Touched object’s Hardness is increased  by 1 
  per 2 levels.  
   A metal or mineral object can have a volume up 
  to 1 cubic foot per level.  An object of 
  another material can be up to 10 cubic feet 
  per level. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 6th level 
   
  Page 35 
  Mineralize Warrior(Und p59) 
  <Trans[earth], VSM(500gp per HD of gems)X(250 per 
  HD), 1Hour, Touch, Touch, Instantaneous> 
  – The touched willing Humanoid is infused with 
  minerals, gaining the Mineral Warrior 
  Template (Und p96).  The subject may not have 
  more HD than the Caster level. 
   The subject is under a compulsion to serve the 
  caster for 1 year plus 1 day after the spell is 
  completed, though any given caster may not 
  have more than 2*HD Mineral Warriors 
  serving him/her at one time. 
  Mordenkainen’s Lucubration(PH p256) 
  <Trans, VS, 1StdAct, Personal> 
  – Restores a Prepared spell of 5th level or less 
  that was cast during the previous 24 hours.  
  Once restored, the spell can be cast as if 
  prepared in the normal fashion. 
  Move Earth(PH p257) 
  <Trans[earth], VSM(dirt, iron blade), 10Minutes per 
  150’square, Long-range> 
  – For each 10 minutes of cast time, 150’ square 
  (up to 10’ deep) of dirt, sand, etc., if moved, 
  up to a maximum of 750’ x 750’ (which 
  would have a casting time of 4hrs 10min).  
  The movement is smooth, so buildings, trees, 
  etc. are not toppled by this spell, though they 
  may be raised or lowered.  This spell cannot 
  be used to tunnel. 
  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(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. 
  Stone to Flesh(PH p285) 
  <Trans, VSM(earth, blood), 1StdAct, Medium-range, 
  Instantaneous> 
  – Instantly transforms stone into flesh. 
  a) Restores a petrified creature of any size to 
  its original state, though a Fortitude save 
  vs. DC 15 is needed to survive; or 
  b) A volume of stone up to 3’ is diameter & 
  up to 10’ long can be turned to “flesh”. 
  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. 
  Tenser’s Transformation(PH p298) 
  <Trans, VSM(Potion of Bull’s Strength), 1StdAct, 
  Personal, 1rnd/lvl> 
  – The caster becomes a fighting machine, 
  gaining the following: 
  a) +4 Enhancement bonus to Strength; 
  b) +4 Enhancement bonus to Dexterity; 
  c) +4 Enhancement bonus to Constitution; 
  d) +4 Natural Armor bonus to AC; 
  e) +5 Competence bonus to Fortitude saves;  
  f) Proficiency in all Simple & Martial 
  weapons; and 
  g) the caster’s Base Attack Bonus becomes 
  equivalent to the Caster level. 
  For the duration, the caster cannot cast spells or 
  use spell-completion magic items. 
  Translocation Trick(MoF p128)(MoFe)+ 
  <Trans[teleport], V, 1StdAct, Medium-range, 
  10min/lvl, WillNeg> 
  – The caster and the target swap locations (as 
  per Dimension Door) and appearances (as per 
  Alter Self). 
  Universal 
  Imbue Familiar with Spell Ability(CArc p112) 
  <Univ, VS, 1StdAct, Touch, until discharged(D)> 
  – The caster transfers his/her ability to cast one 
  spell per 3 caster level into his/her familiar.  
  The maximum spell level is 1/3
  rd Caster level 
  (max 5th).   
   Until the familiar casts the imbued spell(s), the 
  caster does not regain the spell slot 
  corresponding to this spell –and– the 
  transferred spells. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 7th level 
   
  Page 36 
  7th Level  
   
  Abjuration 
  Antimagic Aura(MoF p77) 
  <Abj, VSM(iron powder)/DF, 1StdAct, Touch, 1rnd/lvl, 
  WillNeg> 
  – Almost all magical effects, spells, spell-like 
  abilities, supernatural abilities, and magic 
  items are suppressed (but not dispelled) on the 
  touched target.  The target is immune to 
  spells, etc.  Time spent suppressed counts 
  against duration.  Note that the field is 
  invisible & moves with the target.  Some 
  spells, such as Wall of Force & Prismatic 
  Sphere are specifically immune to this spell. 
  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. 
  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. 
  Ironguard, Greater(MoF p97) 
  <Abj, VSM(tiny shield)F(100gp adamantine), 1StdAct, 
  Touch, 1rnd/lvl> 
  – Touched subject passes through all metal with 
  less than a +3 Enhancement bonus.   
  Otiluke’s Greater Dispelling Screen(CArc p117) 
  <Abj, VSM(lead crystal), 1StdAct, Close-range, 
  1min/lvl(D)> 
   – Creates an immobile wall of one 10’ square 
  per level –or– sphere/hemisphere whose 
  radius is up to 1’ per level.  Any creature or 
  object passing through the screen is subject to 
  a Targeted Dispel – Each ongoing spell on the 
  target gets a separate Dispel Check (max +20).  
  If successful, the spell is terminated, except 
  for unattended magic items, in which case the 
  item is suppressed for 1d4 rounds. 
   Magical effects that are not affecting an object 
  or creature are blocked by the screen. 
   Dispelled by Disintegrate. 
  Ruby Ray of Reversal(PGF p110) 
  <Abj, VSM(1,000gp ruby), 1StdAct, Medium-range, 
  Instantaneous> 
  – Deals with one magical or mundane hazard as 
  listed below: 
  a) Trigger a trap of which you are aware; 
  b) Open knots, doors, shackles, Arcane Lock, 
  etc. 
  c) Dispels Entangle, etc. 
  d) Creates a 1’ radius hole in a Wall of Force, 
  Force Cage, etc. 
  e) A creature that has been petrified, 
  polymorphed, etc., is restored to its natural 
  form; 
  f) Dispels Magic Jar if the focus is targeted; 
  g) Destroys movement hampering substances, 
  such as web, Web, slime, grease, etc., in a 
  20’ radius Spread. 
  Sequester(PH p276) 
  <Abj, VSM(basilisk eyelash, gum arabic, whitewash), 
  1StdAct, Touch, 1day/lvl(D)> 
  – Touched willing creature or object (up to 2’ 
  cube per level) becomes Invisible & immune 
  to divination magics.  Living targets are 
  placed in Suspended Animation for the spell’s 
  duration. 
  Spell Turning(PH p282)(PHe)+ 
  <Abj, VSM(small silver mirror)/DF, 1StdAct, Personal, 
  until expended up to 10min/lvl> 
  – Reflects ranged targeted spells (i.e., not area-
  of-effect spells or touch attacks) back at their 
  caster.  1d4+6 spell levels are reflect in total. 
   If a spell is partially reflected (i.e., not enough 
  spell levels remaining to totally reflect the 
  spell),  the percentage of remaining ‘levels of 
  reflection’ to the spell’s level is the percentage 
  of the spell being reflected or the percentage 
  of spell damage that is reflected. 
   For example, if a caster has 2 remaining levels 
  of reflection is targeted with an 8th level Polar 
  Ray, the caster with Spell Turning will take 
  75% of the damage while the caster of Polar 
  Ray will take 25%.  On the other hand, if the 
  caster with Spell Turning was targeted with an 
  8th level Maze, there would be a 75% chance 
  of him/her being effected & a 25% chance of 
  the caster of the Maze being effected. 
  Conjuration 
  Drawmij’s Instant Summons(PH p225) 
  <Conj(sum), VSM(1,000gp sapphire), 1StdAct, until 
  discharged> 
  – This spell allows a target object to be located 
  or summoned to the caster by breaking the 
  material component sapphire.  The target 
  object can weigh no more than 10 pounds  
  –or- not be longer than 6’ and must have the 
  caster’s Arcane Mark on it.  When this spell is 
  cast, the target object’s name is invisible 
  marked on the sapphire. 
  At any point in the future, the sapphire can be 
  broken by the caster while he/she speaks a 
  word of activation.  At that point, one of two 
  things happens: 
  a) If the target object is in the possession of a 
  creature, the caster immediately knows the 
  name and location of the possessor. 
  b) Otherwise, the target object is teleported 
  into the caster’s grasp, even if it was on 
  another plane of existence. 
  Mordenkainen’s Magnificent Mansion(PH p256) 
  <Conj(creat), VSF(5gp small ivory portal, 5gp piece of 
  marble, 5hp tiny silver spoon), 1StdAct, Close-range, 
  2hrs/lvl(D)> 
  – Creates an extra-dimensional space of up to three 
  contiguous 10’ cubes per level.  The space is 
  designed for many people to rest comfortably: 
  a) Contains fresh air & food for 12 people/lvl. 
  b) Has 2 Unseen Servants per lvl. 
  c) The floor plan is designated by the caster. 
  The entrance is 8’ tall by 4’ wide & can only be 
  entered by those designated by the caster.  
  Once the caster enters the mansion, the 
  entrance becomes Invisible & sealed, though it 
  may be reopened from the inside. 
  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. 
  Phase Door(PH p261) 
  <Conj(creat), V, 1StdAct, Touch, 1use/2lvls> 
  – Creates an ethereal passage 5’ wide by 8’ high 
  with a depth of 10’ + 5’ per 3 levels through 
  wood, plaster, or stone.  The passage is 
  invisible and only usable by the caster and 
  anyone else who can trigger it (set at creation 
  time).  The trigger must be based on 
  observable qualities.  Anyone using the 
  passage can take one other creature through, 
  but this counts as 2 uses. 
  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 
  Teleport, Greater(PH p292) 
  <Conj[teleport], V, 1StdAct, Touch> 
  – The caster (carrying Maximum load) & one 
  willing Medium-size creature per three levels 
  (or the Creature Equivalent) are instantly 
  transported anywhere in the current plane of 
  existence.  The destination must be pictured 
  by the caster.  There is no chance of ending up 
  in the wrong place, but if the caster’s 
  information is somehow false, the spell’s 
  subjects remain in the casting location. 
  Teleport Object(PH p293) 
  <Conj[teleport], V, 1StdAct, Touch> 
  – One object (but not a creature or a magic 
  effect) of up to 50 pounds per level and 3 
  cubic feet per level is instantly transported to 
  anywhere the caster pictures in the current 
  plane of existence.  
  How 
  On 
  Off 
  Similar   
  Familiar 
  Target Target Area 
  Mishap 
  Familiar 
  01-97 98-99 100 
  — 
  Studied 
  01-94 95-97 98-99 100 
  Visited 
  01-88 89-94 95-98 99-100 
  Seen Once 01-76 77-88 89-96 97-100 
  False Dest.(d20+80) — 
  81-92 93-100 
  Alternatively, the caster can send the object deep 
  into the Ethereal Plane.  The object can then 
  only be brought back by casting a targeted 
  Dispel Magic successfully on its point of 
  departure (whose Magic Aura is Faint). 
  Vipergout(PGF p117) 
  <Conj(sum)[variable alignment], VSM(snakeskin), 
  1StdAct, Close-range, 1rnd/lvl> 
  – The caster summons either Celestial or 
  Fiendish Medium-sized Vipers.  The caster 
  can “spit” 3 snakes as a Standard Action or 1 
  snake as a Move Action, for a total of 1d4 + 3.  
  Once spat out, a snake moves to the desired 
  target and attacks.  Until the full number of 
  snakes are “spat out”, the caster cannot speak. 
  Divination 
  Arcane Sight, Greater(PH p201) 
  <Div, VS, 1StdAct, Personal, 1min/lvl(D)> 
  – The caster’s eyes glow blue & is to see magic 
  auras within 120’, allowing his/her to know 
  the strength & school of all magic effects & 
  items automatically.  By spending a Standard 
  Action scrutinizing a target, the caster can 
  know if it has any spell casting or spell-like 
  abilities, whether they are Arcane or Divine, 
  & the power level of the highest spell effect 
  still available to the target today. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 7th level 
   
  Page 37 
  Scrying, Greater(PH p275)(PHe)+ 
  <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. 
  Vision(PH p298) 
  <Div, VSM(250gp incense)F(200gp ivory strips)X(100), 
  1StdAct, Personal> 
  – The caster “remembers” legends about a target 
  creatures, place, or object by making a Caster 
  Check (max level bonus +25): 
  Connection to Target 
  DC 
  Info Gained 
  Touching 
  20 
  Good 
  Detailed Information 
  25 
  Incomplete 
  Rumors Only 
  30 
  Vague 
  Enchantment 
  Geas, Mass Lesser(DR312 p51) 
  <Ench(comp)[mind][language], V, 1Round, Medium-
  range, until discharged(D), WillNeg, SR applies> 
  – One subject per level with 7 HD or less in a 30’ 
  area 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 a subject is prevented from carrying out the 
  instructions, he/she suffers a –2 penalty on 
  each ability score per full day (max of –8).  
  The ability scores return to normal after a full 
  day of obeying the instructions. 
   This spell is not effected by Dispel Magic, 
  though it can be ended by Remove Curse, 
  Break Enchantment, Limited Wish, Miracle, or 
  Wish. 
  Hold Person, Mass(PH p241) 
  <Ench(comp)[mind], VSF(iron nail)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl(D), WillNeg(repeat), SR 
  applies> 
  – One or more Humanoids in a 30’ area are Held.  
  Each target gets a new Will save each round to 
  end the spell. 
  Insanity(PH p244) 
  <Ench(comp)[mind], VS, 1StdAct, Medium-range, 
  Instantaneous, WillNeg, SR applies> 
  – One target becomes continuously Confused. 
   Only curable by Greater Restoration, Limited 
  Wish, Miracle, or Wish. 
  Nybor’s Stern Reproof(PGF p107) 
  <Ench(comp)[mind], VSF(stick), 1StdAct, Close-range, 
  1rnd/lvl, Fort½, SR applies> 
  – Pain causes the living target to Die unless 
  he/she makes a Fortitude save.  If the save is 
  successful, the target receives a –2 penalty on 
  All Actions for the remainder of the spell & 
  must make a Will save or be Dazed for 1d4 
  rounds.  Spellcasting requires a Concentration 
  check. 
  Power Word Blind(PH p263) 
  <Ench(comp)[mind], V, 1StdAct, Close-range, no save, 
  SR applies> 
  – One target creature is Blind:   
  current hp duration 
  current hp duration 
  201+ 
  no effect 
  100–51 
  1d4+1min 
  200–101 1d4+1rnds 
  up to 50 
  Permanent 
  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 
  Amber Sarcophagus(BoED p90) 
  <Evoc, VSM(500gp amber sphere), 1StdAct, Close-range, 
  1day/lvl, no save, SR applies> 
  – A target hit by a ranged touch attack is encased 
  in amber and goes into Stasis.  While within, 
  the target is immune to all attacks, including 
  mental ones. 
   The amber has Hardness of 5 & 10 hp per level 
  (max 200hp).  The spell ends if the 
  sarcophagus is broken. 
   However the spell ends, the amber disappears. 
  Bigby’s Grasping Hand(PH p204) 
  <Evoc[force], VSF(leather glove)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl(D), SR applies> 
   – Creates a magical 10’x10’ hand which stays in 
  between the creator & a designated target and 
  either 
  a) tries to push the target away (treat as a 
  Bull’s Rush at +16) up to the spell’s range;  
  b) attempts to grapple to target (Touch check: 
  + 9 + Caster level + Primary Stat modifier; 
  Grapple check: +14 +Caster level + 
  Primary Stat modifier).  Does not harm a 
  grappled opponent. 
  The hand also provide +4 Cover bonus to AC for 
  the caster against that target.  The target can 
  be changed as a Move Action.  The hand has 
  the caster’s maximum hit points & saving 
  throw and has a AC of 20. 
  Delay Blast Fireball(PH p217) 
  <Evoc[fire], VSM(bat guano, sulfur), 1StdAct, Long-
  range, Ref½> 
   – Everything in a 20’ radius Burst take 1d6/lvl 
  Fire damage (max 20d6). 
   The caster may set the time of detonation to be 
  up to 5 rounds after the spell is cast.  If not set 
  to detonate immediately, a glowing bead 
  appears at the target location.  The bead can 
  be picket & thrown (range increment 10’).  If 
  handled within 1 round of detonating, the bead 
  has a 25% chance of detonating immediately. 
  Emerald Flame Fist(CArc p105) 
  <Evoc[fire], VS, 1StdAct, Touch, 1rnd/lvl, SR applies> 
  – One of the caster’s hands is surrounded by 
  green flame, which gives off 20’ radius of 
  light. 
   On a successful Touch attack, a target creature 
  or object takes 3d6 + 1 per Caster level (max 
  3d6+20) Fire damage (no save) and has the 
  green fire move from the caster’s hand to 
  his/her body (FortNeg). 
   If the flame is no longer on the caster’s hand, the 
  target takes 3d6 + 1 per Caster level (max 3d6 
  + 20) Fire damage each round (Fort½) until 
  the spell’s duration ends. 
  Forcecage(PH p232) 
  <Evoc[force], VSM(1,500gp ruby powder), 1StdAct, 
  Close-range, 2hrs/lvl(D), no save, no SR> 
  – Creates a six-sided box of invisible force walls.  
  The walls is immune to all damage & most 
  magic (including Dispel Magic).  The cube 
  can be of two configurations: 
  a) Barred Cage – 20’ cube with 6” bands of 
  force alternating with 6” gaps; or 
  b) Windowless Cell – 10’ cube with six solid 
  walls. 
   Teleportation & Astral travel can escape the 
  spell, but not spells based on Ethereal travel. 
  Great Thunderclap(MoF p98) 
  <Evoc[sonic], VSF(bell), 1StdAct, Medium-range> 
  – All creatures in a 5’/lvl radius spread take the 
  following effects: 
  a) Stunned for 1 round (WillNeg); 
  b) Deafened for 1 minute (FortNeg); and 
  c) knocked prone (RefNeg). 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 7th level 
   
  Page 38 
  Mordenkainen’s Sword(PH p256) 
  <Evoc[force], VSF(250gp tiny platinum sword), 
  1StdAct, Close-range, 1rnd/lvl(D), SR applies> 
  – Creates a flying blade of force that attacks the 
  caster’s opponents without need for attention. 
  a) Attacks its target once per round 
  automatically with an attack bonus of 
  (Caster level + Primary Stat modifier + 3 
  Enhancement bonus).  The sword attacks 
  the round it is created; 
  b) Does 4d6+3 Force damage with a threat 
  range of 19-20 & a x2 critical modifier; 
  c) If the sword attacks a creature with Spell 
  Resistance, it gets one check to dispel the 
  sword.  If it fails, the sword can attack that 
  target freely. 
  d) The caster can change the sword’s target as 
  a Standard Action; 
  e) Does not gain or give Flanking bonuses; 
  f) The sword cannot be damaged, but can be 
  dispelled with Dispel Magic, Disintegrate, 
  etc.  For targeting purposes, it has AC 13. 
  Prismatic Spray(PH p264) 
  <Evoc, VS, 1StdAct, SR applies> 
  – Everyone within the 60’ long Cone-shaped Burst 
  suffer the following: 
  a) Blind for 2d4 rounds, unless 9HD+; and 
  b) Each subject is hit by 1-2 random colors: 
  d8  Color 
  Effect 
  1  Red 
  20hp fire damage (Ref½) 
  2  Orange 
  40hp acid damage (Ref½) 
  3  Yellow 
  80hp electricity damage (Ref½) 
  4  Green 
  Poison – Death (Fort½ 1d6Con) 
  5  Blue 
  Turned to Stone (FortNeg) 
  6  Indigo 
  Insanity (as spell) (WillNeg) 
  7  Violet 
  Plane Shift (as spell) (WillNeg) 
  8  2 colors 
  Roll twice, ignoring ‘8’s. 
  Submerge Ship(DR314 p47) 
  <Evoc[water], VSF(2,500gp miniature wood & silver 
  rudder), 10Minutes, Touch, 1hr/lvl> 
  – The touched ship becomes able to travel 
  underwater at a “swim” speed of 60’.  The 
  ship is controlled by the caster or any creature 
  to whom he/she transfers the focus rudder. 
   While under the effect of this spell, the ship has 
  the following properties: 
  a) protected from water & pressure damage; 
  b) interior stays dry, even if a door or porthole 
  is opened; 
  c) as long as creature stays within 10’ of the 
  target ship, he/she can breath water, is 
  immune to pressure damage, and can move 
  around the ship as if it were on calm seas. 
  When the spell ends (due to its duration running 
  out, the focus becoming unattended or 
  destroyed, or the spell being Dispelled), the 
  ship rises to the surface at a rate of 60’ for 1 
  round per Caster level.  If it has not reached 
  the surface at that time, the ship sinks. 
  Zajimarn’s Ice Claw Prison(MoF p135) 
  <Evoc[cold], VSF(white leather glove, clear crystal), 
  1StdAct,  Medium-range, 1rnd/lvl> 
  – Creates a 10’x10’ claw made from ice which 
  can grab an opponent.  The claw is AC 20, has 
  the caster’s hit-points, is immune to cold, and 
  takes double damage from fire.  As a Standard 
  Action, the caster may have the claw initiate a 
  Grapple.  Its attack & grapple bonus equals 
  the caster’s level + 7 (for its 24 Strength).  
  The claw may only attack once per round, but 
  once the grapple succeeds, the caster may 
  order the claw to pin or damage (1d3+7) the 
  target as a Free Action.  Any round where the 
  target is still grappled it takes 1d8 Cold dmg.   
  Illusion 
  Invisibility, Mass(PH p245) 
  <Ill(glamer), VSM(eyelash, gum arabic)/DF, 1StdAct, 
  Long-range, 1min/lvl(D)> 
   – All creatures in a 180’ area become Invisible.  
  The effect moves with the group & any 
  individual straying out of range becomes 
  visible.  If any of the creatures attack, the spell 
  ends.  Note that the spell’s targets cannot see 
  each other. 
  Project Image(PH p265) 
  <Ill(shadow), VSM(5gp doll of the caster), 1StdAct, 
  Medium-range, 1rnd/lvl(D), WillDisbelief, no SR> 
  – An insubstantial, but otherwise real double of 
  the caster is created.  The caster must maintain 
  line-of-sight with the double or the spell ends. 
   As a Free Action, the caster can choose to see 
  through the double’s eyes & hear through its 
  ears. 
   As a Move Action, the caster can take direct 
  control of the double, otherwise it mimics the 
  caster. 
   Spells can be cast through the double, but 
  otherwise act normally. 
  Shadow Conjuration, Greater(PH p276) 
  <Ill(shadow), VS, 1StdAct, WillDisbelief, SR applies> 
  – Mimics a Wizard/Sorcerer Conj(summoning) 
  or Conj(creation) spell of up to 6th level.  The 
  spell is 3/5
  th real & the remainder is ‘shadow’. 
   The target of the spell always get a Will save to 
  realize the spell is not entirely real.  The 
  target’s Spell Resistance always applies too.  
  Range & duration match the copied spell. 
   The possible effects fall into 3 categories: 
  Damage Spells (e.g., Melf’s Acid Arrow):   
  Believer – effected by the spell normally, 
  including any normal saving throws. 
  Nonbeliever – takes 3/5
  th damage & any 
  non-damage effect has only a 60% 
  chance of effecting the target. 
  Creating Objects or Substances (e.g., Web):   
  Believer – effected by the spell normally, 
  including any normal saving throws. 
  Nonbeliever – 60% chance of effecting the 
  target. 
  Summon a Creature. (e.g., Summon Swarm):  
  Believer – creature has all its normal 
  abilities & weaknesses, but only has 3/5
  th 
  of its normal hp. 
  Nonbeliever – creature has 3/5
  th of its 
  normal hp, does 3/5
  th of its normal 
  damage, only has 3/5
  th of its normal AC 
  bonus, & its non-damage abilities have 
  only 60% chance of working each time. 
  Simulacrum(PH p279) 
  <Ill(shadow), VSM(snow/ice, piece of target’s hair or 
  flesh, 100gp per HD of ruby powder) 
  X(100 per HD (min 1,000)), 12Hours, Instantaneous, 
  no save, no SR> 
  – Creates a partially real replica of a creature 
  which is made from snow.  The replica has 
  50% of the original’s hit points, skills, & 
  personality.  The original can have no more 
  HD than twice the Caster level.  The replica 
  follows the caster’s verbal orders, even if 
  suicidal.  If brought to 0 hp, the replica melts 
  into slush. 
   Anyone meeting the replica who is familiar with 
  the original can make a contested Spot check 
  (DC is the caster’s Disguise check at the time 
  of creation) or a Sense Motives check (DC 20) 
  to determine that something is wrong. 
   The replica cannot naturally heal.  The caster 
  must spend 24 hours in a specially equipped 
  lab and expend 100gp/hp repaired in materials 
  Necromancy 
  Control Undead(PH p214) 
  <Necro, VSM(bone, meat), 1StdAct, Close-range, 
  1min/lvl, WillNeg, SR applies> 
  – Up to 2HD of Undead per level in a 30’ area 
  will not attack the caster.  If the caster gives 
  the Undead an order, they will obey. 
  Finger of Death(PH p230) 
  <Necro[death], VS, 1StdAct, Close-range, 
  Instantaneous, Fort½, SR applies> 
  – The living target dies on a failed saving throw.  
  On success, target takes 3d6 + 1/level (max 
  +25). 
  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).  
  Sword of Darkness(CArc p126) 
  <Necro[evil], VSM(longsword)F(large stone), 1StdAct, 
  Medium-range, 1rnd/lvl(D), no save, SR applies> 
  – Creates a black blade of negative energy that 
  attacks the caster’s opponents without need 
  for attention. 
  a) Attacks its target automatically with an 
  attack bonus equal to its Caster level.  The 
  sword can make a Standard Attack on the 
  round it is created; 
  b) By making a Full Round attack, the sword 
  can make multiple attacks as appropriate 
  for its attack bonus; 
  c) Does 1 Negative Level each time it hits a 
  living creature.  The sword threat range of 
  19-20 & does 2 Negative Levels on a 
  critical hit.  The Negative Levels fade when 
  the spell ends, but it a creature takes as 
  many Negative Levels as its HD, it dies; 
  e) An Undead struck by the sword gains 5 
  Temporary HP per two levels (max 25 hp) 
  that fade after 1 hour. 
  d) If the sword attacks a creature with Spell 
  Resistance, it gets one check to dispel the 
  sword.  If it fails, the sword can attack that 
  target freely. 
  e) The caster can change the sword’s target as 
  a Standard Action.  On such a round, it can 
  only do a Standard Attack; 
  f) Attacks from the caster’s direction, but can 
  give Flanking bonuses to the caster’s allies; 
  g) The sword cannot be damaged, but can be 
  Dispelled. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 7th level 
   
  Page 39 
  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. 
  Wave of Exhaustion(PH p301) 
  <Necro, VS, 1StdAct, no save, SR applies> 
  – All living creatures in a 60’ Cone-shaped Burst 
  become Exhausted.  Creatures already 
  exhausted receive no additional penalties. 
  Transmutation 
  Changestones(Und p57) 
  <Trans, VSF(prepared stone (see below)), 1Round, 
  Touch, 1hour/lvl(D)> 
  – One or more specially prepared focus stones 
  (see below) become Liths(Und p93), except they 
  are “stone-born” and have no psionics or 
  ability to speak. 
   For the spell’s duration, the Stone-Born Liths 
  will obey the caster’s commands, including 
  attacking his/her foes.  If destroyed, the focus 
  stone is destroyed too.  Otherwise, the focus 
  can be used over and over again, each time 
  becoming a Stone-Born Lith with full hp. 
   A caster may have one focus stone per four 
  caster levels (max 5).  Preparing each stone 
  require 200 gp of materials and 1 full day, 
  after which is can be used over and over. 
  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). 
  Eladrin Form(BoED p97) 
  <Trans[good], V, 1StdAct, Personal, 1rnd/lvl(D)> 
  – The caster becomes a 5’ sphere of light: 
  a) Incorporeal, so immune from non-magical 
  attacks & 50% likely to avoid most magical 
  attacks; 
  b) gain Fly 150’ / Perfect maneuverability; 
  c) cannot cast spells. 
  Ethereal Jaunt(PH p227) 
  <Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)> 
  – The caster become ethereal, along with his/her 
  equipment. 
  Gemjump(MoF p96) 
  <Trans[teleport], VSF(1,000gp rogue stone), 
  1FullRound, until triggered> 
  – Once this spell has been cast on a touched 
  Rogue Stone(MoF p176), the caster & up to 50 
  pounds per level can teleport to it by using a 
  command word.  The caster can only have one 
  Gemjump cast on any given Rogue Stone, but 
  other casters may use it as their focus too. 
  Reverse Gravity(PH p273) 
  <Trans, VSM(loadstone, iron filing)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl(D), no save, no SR> 
  – All unattached objects & creatures in one 
  contiguous 10’ cube per 2 levels falls up.  If 
  an attached object is available, a target can 
  attempt a Reflex save to grab onto it.  Targets 
  only “fall” to the limit of the area of effect & 
  hover there until the spell ends.  Any ability to 
  fly or levitate makes this spell ineffective. 
  Simbul’s Spell Sequencer(PGF p111) 
  <Trans, VSF(1,000gp sapphire), 1StdAct, Personal, 
  10min/lvl(D)>  
  – Creates a magical container for up to two 
  spells.  For the two rounds after the matrix is 
  created, the caster can transfer a spell of up to 
  3rd level whose casting time is no more than 1 
  Full Round into the container.  The caster  
  looses 2d6hp per spell which cannot be healed 
  until this spell ends. 
  The caster may cast one spell out of the matrix as 
  a Swift Action. Alternatively, if both spells are 
  2nd level or lower, they can both be cast as a 
  single Free Action.  
   After all spells have been cast, this spell ends. 
  Statue(PH p284) 
  <Trans, VSM(sand, lime, water, iron rod), 1Round, 
  Touch, 1hr/lvl(D)> 
   – Touched subject & its equipment are 
  transformed into stone (gaining Hardness 8).  
  In statue form, the subject continues to see, 
  hear, & smell normally, but doesn’t need to 
  breath. 
   As a Free Action, the subject can shift between 
  statue form & its original form as many times 
  as desired during the spell’s duration. 
  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. 
  Teleport, Mass(MoF p107)(T&B p93) 
  <Trans[teleport], V, 1FullRound, Touch> 
  – Up to 100 pounds per level are instantly 
  transported to anywhere the caster pictures in 
  the current plane of existence.  The caster has 
  the option of not joining in the teleport.  Note 
  that any subjects must be willing. 
  How 
  On 
  Off 
  Similar   
  Familiar 
  Target Target Area 
  Mishap 
  Familiar 
  01-97 98-99 100 
  — 
  Studied 
  01-94 95-97 98-99 100 
  Visited 
  01-88 89-94 95-98 99-100 
  Seen Once 01-76 77-88 89-96 97-100 
  Described 01-52 53-76 77-92 93-100 
  False Dest. — 
  — 
  01-60 61-100 
  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. 
  Universal 
  Limited Wish(PH p248) 
  <Univ, VSX(300), 1StdAct> 
  – The caster may cast any one spell, even from 
  another class’ spell list & even from a 
  prohibited school of magic, up to the level 
  listed below: 
   
   
  Wizards Spell 
  Any Class 
  non-prohibited 
  6th 
  5th 
  prohibited 
  5th 
  4th 
  The spell has all the normal restrictions, such as 
  allowing a saving throw, except that it is 
  treated as a 7th level spell & any material 
  components worth less than 1,000gp can be 
  ignored. 
  This spell can also be used to break harmful 
  spells, such as Insanity and Geas/Quest. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 8th level 
   
  Page 40 
  8th Level 
   
  Abjuration 
  Anticipate Teleportation, Greater(CArc p97) 
  <Abj, VSF(1,000gp platinum & crystal hourglass),  
  10 Minutes, Touch, 24 hours> 
  – If any spell with the [teleport] subtype has its 
  destination within a 5’ per level Emanation of 
  the touched subject, the following occurs: 
  a) the subject knows where within the area of 
  effect is the destination of the spell; 
  b) the subject knows the number of creatures 
  the spell is transporting, their sizes, and 
  their creature types; 
  c) the arrival of the teleporting creatures is 
  delayed for 3 rounds, allowing the subject 
  (any anyone he/she informs) a chance to 
  prepare.  The teleporting creatures do not 
  know they were delayed. 
   This spell applies even if the destination is not 
  the one intended by the caster of the 
  teleportation spell (due to a mishap). 
   Note:  the subject must carry the focus or the 
  spell ends. 
  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. 
  Mind Blank(PH p253) 
  <Abj, VS, 1StdAct, Close-range, 1day> 
  – Subject is total immunity to mind-affecting 
  spells & effects, mind reading, detections, 
  and all forms of scrying & divinations.  Even 
  Limited Wish, Wish, & Miracle cannot gain 
  information about the subject.  Scrying spells 
  that come into the subject’s area, such as 
  Arcane Eye, will not even see the subject. 
  Prismatic Wall(PH p264) 
  <Abj, VS, 1StdAct, Close-range, 10min/lvl(D)> 
  – Creates an opaque, vertical wall 4’/lvl wide by 
  2’/lvl tall.  Anyone within 20’ of the wall 
  who has less than 8HD is Blind for 2d4 
  rounds (no save). 
   The caster can walk through the wall without 
  difficulty.  Anyone else trying to go through 
  the wall is effected by each of its colors (SR 
  check required for each color), unless they 
  are dispelled in order.  The colors, in order, 
  are the following: 
  Color 
  Negated  by Effect 
  Red 
  Cone of Cold 
  20hp fire (Ref½) 
  Orange Gust of Wind 
  40hp acid (Ref½) 
  Yellow Disintegrate 
  80hp electricity (Ref½) 
  Green 
  Passwall 
  Death (Fort½ 1d6Con) 
  Blue 
  Magic Missile Flesh to Stone (FortNeg) 
  Indigo 
  Daylight 
  Insanity (WillNeg) 
  Violet 
  Dispel Magic Plane Shift (WillNeg) 
   The wall is immune to Dispel Magic, Greater 
  Dispel Magic, and Antimagic Sphere, but not 
  Mordenkainen’s Disjunction.   
  Protection from Spells(PH p266) 
  <Abj, VSM(500gp diamond)F(1,000gp diamond per 
  subject), 1StdAct, Touch, 10min/lvl> 
  – Up to 1 touched subject per 4 levels gains a  
  +8 Resistance bonus to saving throws against 
  spells & spell-like abilities. 
   The spell ends for any subject that stops 
  carrying his/her focus diamond. 
  Spell Engine(MoF p121)(MoFe)+ 
  <Abj[force], VSM(1,000gp silver wheel, disk of stone, 
  tear from the caster)X(250), 10Minutes, Close-
  range, Permanent until it explodes> 
  – Creates an incorporeal, 10’ diameter disk of 
  force.  When created, the disk is ‘inactive’.  
  Once it is activated, the disk remains that way 
  until it is destroyed. 
  Inactive:  The disk is invisible.  If a spell or 
  spell-like ability is used within its 
  diameter, the spell is absorbed & the disk 
  becomes ‘Active’. 
  Active:  The disk glows like a torch and 
  spells take half the normal time to prepare 
  in its light.  If a spell or spell-like ability is 
  used within its diameter, the spell is 
  absorbed & the disk spins for 1 hour per 
  absorbed level.  If a permanent magic item 
  comes in contact with an active disk, the 
  item is destroyed & the disk explodes for 
  1d6/lvl (max 20d6) to everyone within 
  Close-range (no save).  
  The disk absorbs Dispel Magic, but a 
  Disintegrate makes it explode. 
  Transcribe Symbol(PGF p116) 
  <Abj, VSF(piece of slate), 1StdAct, Personal, until 
  discharged up to 10min/lvl> 
  – The caster may “pick up” one touched, 
  untriggered Glyph of Warding or Symbol by 
  making a Caster check vs. DC (20 + the 
  spell’s level).  Failure means the rune goes 
  off.  If successfully picked up, the caster must 
  maintain Concentration until he/she can find 
  a suitable place to “put down” the rune again.  
  If Concentration is lost or the duration is 
  exceeded, the rune goes off.  Once “put 
  down”, the rune acts normally in its new 
  location. 
  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 
  Incendiary Cloud(PH p244) 
  <Conj(creat)[fire], VS, 1StdAct, Medium-range, 
  1rnd/lvl, Ref½, no SR> 
  – Creates a 20’ radius by 20’ high Cloud of 
  smoke.  Anyone within the cloud take 4d6 
  Fire damage each round. 
   The cloud moves away from its starting point at 
  a rate of 10’ per round.  By concentrating, the 
  caster can move the “starting point” 60’ per 
  round, effectively steering the direction the 
  cloud will drift.  Any section of the cloud that 
  goes beyond range is dispelled. 
  The cloud can be dispersed by Moderate Wind 
  in 4 rounds & a Strong Wind in 1 round. 
  Maze(PH p252) 
  <Conj[teleport], VS, 1StdAct, Close-range, up to 
  10min, no save, SR applies> 
  – A single target becomes trapped in an 
  extradimensional maze made from force.  
  Each round, the target may attempt to escape 
  by making an Intelligence check vs. DC 20. 
  When successful, or when 10 minutes pass, 
  the target is returned to the location from 
  which  it disappeared.  
   The target cannot escape with teleportation 
  magics, but can use Plane Shift.  Minotaurs 
  are immune to this spell. 
  Planar Binding, Greater(PH p261) 
  <Conj(call)[variable alignment/element], VS, 10Min, 
  Close-range, WillNeg>  
  – Calls & traps up to three Outsiders or 
  Elementals of the same type with a total of 
  18HD until they performs a task.  Before 
  casting this spell, the caster must prepare a 
  ‘holding area’ within range with either an 
  inward-focused Magic Circle or a Calling 
  Diagram. 
  Steps in a binding: 
  1) Target gets a Will save (but no SR) to 
  avoid being Called into the ‘holding area’. 
  2) Target can try to escape from the ‘holding 
  area’ with a Spell Resistance check, 
  dimensional travel (which can be blocked 
  with Dimensional Anchor), or a Charisma 
  check vs. DC (15 + ½ Caster level + 
  Caster’s Charisma modifier).  Success 
  means it can flee or attack. 
  3) Caster requests a service & offers a 
  reward.  The difficulty of the 1st & the 
  generosity of the 2nd results in a bonus of  
  0 - +6.  The Caster & the Target then make 
  an opposed Charisma check, with success 
  meaning the Target accepted the Caster’s 
  offer.  If the Caster rolls a ‘1’, then the 
  Target escapes immediately. 
  Steps 2) & 3) are repeated every day until a) the 
  Target accepts; b) the Target escapes; or c) 
  the Target is dismissed with a separate spell. 
  If the Target accepts, it will follow the wording 
  of the task & then report back when it is 
  done.  Open-ended tasks (i.e., “guard this 
  door”) last up to 1 day per Caster level. 
   If more than one target was called, each one 
  gets a separate saving throw, a separate Spell 
  Resistance check to escape, and needs a 
  separate Charisma check to convince it. 
  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 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 8th level 
   
  Page 41 
  Trap the Soul(PH p295) 
  <Conj(sum), VSF(gem worth 1,000gp per HD of the 
  target), 1StdAct, Close-range, Permanent, WillNeg> 
  – The target’s body & soul are trapped within a 
  gem until it is broken.  If the focus gem is not 
  worth 1,000gp per HD of the target, it 
  shatters immediately & the spell is wasted.  
  The target receives a Spell Resistance check 
  if the caster does not say its name as part of 
  casting the spell.  If the caster uses the 
  target’s name, there is no SR check and the 
  save DC is at +2.  If the spell is resisted in 
  any way, the focus gem shatters. 
  -or- 
  <Conj(sum), VSF(trigger object, gem worth 1,000gp 
  per HD of the target), Permanent, no save, no SR> 
  – The target’s body & soul are trapped within a 
  gem until it is broken.  If the focus gem is not 
  worth 1,000gp per HD of the target, it 
  shatters immediately & the spell is wasted.  
  The caster prepares a trigger object with the 
  target’s name.  When that target picks up or 
  accepts the trigger object, the spell is 
  activated & the target does not receive a 
  saving throw or a Spell Resistance check. 
  Divination 
  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. 
   Bypasses most anti-scrying protections and can 
  only be blocked Mind Blank. 
  Moment of Prescience(PH p255) 
  <Div, VS, 1StdAct, Personal, until discharged up to 
  1hr/lvl> 
  – The caster gains an Insight bonus equal to the 
  Caster level (max +25) to be used one time 
  within 1 hour per level.  The bonus can be 
  used on one attack roll, opposed ability 
  check, opposed skill check, saving throw, or 
  as a bonus to AC against a single attack (even 
  if the caster is Flat-Footed). 
   Only one instance of this spell can be in effect 
  on a person at any time. 
  Prying Eyes, Greater(PH p267) 
  <Div, VSM(crystal marbles), 1Minute, 1mile, up to 
  1hr/lvl, no SR> 
  – Creates 1d4 + 1/lvl scouts (called “eyes”), 
  which are Fine-sized floating Constructs with 
  AC 18 (due to size), 1hp, 30’ (perfect) 
  movement, makes Hide checks at +16, makes 
  Spot checks at Caster level (max +25), &  has 
  True Seeing up to 120’.  This allows the ‘eye’ 
  to see through normal & magical darkness, 
  notice magically-hidden secret doors, see 
  through Invisibility, see through illusions, see 
  the true form of polymorphed, changed, & 
  transmuted things, and is able to look into the 
  Ethereal Plane. 
   The caster gives each ‘eye’ instructions of up to 
  25 words on how he/she wants it to scout.  
  Once its mission is done, the ‘eye’ returns to 
  the caster, who learns all the ‘eye’ has 
  experienced at the rate of 1 round per hour 
  the eye has existed.  Once an ‘eye’ has 
  reported, it disappears. 
   An ‘eye’ can be destroyed by taking damage, 
  being Dispelled, or traveling more than 1 
  mile from the caster.  The caster knows when 
  an ‘eye’ is destroyed, but does not know how. 
  Enchantment 
  Antipathy(PH p200) 
  <Ench(comp)[mind], VSM(alum, vinegar)/DF, 1Hour, 
  Close-range, 2hrs/lvl, Will½, SR applies> 
  – Target object or location (up to 10’ cube per 
  level) is avoided by a named type of creature 
  (such as Red Dragons) or specific alignment 
  (such as Lawful Evil).  If a creature of the 
  named type makes its Will save, it can enter 
  the area or touch the object, but even this 
  causes a –4 penalty to Dexterity due to the 
  discomfort of the act. 
   This spell Counters and Dispels Sympathy. 
  Binding(PH p204) 
  <Ench(comp)[mind], VSM(500gp of version-specific 
  props, opals worth 500gp per HD of the target, 
  written or carved description of the target), 1Minute, 
  Close-range, WillNeg> 
  – Traps one living creature in one of 6 different 
  ways.  If the spell’s caster level is at least 2 
  times the target’s HD, its does not receive an 
  initial saving throw. 
  Up to 6 assistants can help raise the spell’s 
  caster level by casting one spell: 
  +1 - Suggestion 
  +1/3 of assistant’s lvl - Dominate Animal, 
  Dominate Person, or Dominate Monster 
  (as appropriate). 
  The caster may set a trigger condition that will 
  end this spell automatically, which gives a +2 
  bonus to the DC of the spell, but increases the 
  spell’s “props” cost to 750gp. 
  Spells marked as ‘stackable’ can be cast 
  multiple times on the target.  As each 
  instance of the spell runs out, the next one 
  takes effect, but the target is allowed a new 
  saving throw even if its HD are less than half 
  of the caster level.  
  Binding (chaining) 
  <Ench(comp)[mind], VSM(see above), 1Minute, 
  Close-range, 1year/lvl (stackable) (D), WillNeg> 
  Target is chained the location where the spell is 
  cast.  Any creature except the caster must 
  make a Will save to enter the area, but even 
  this causes a –4 penalty to Dexterity due to 
  the discomfort of the act. 
  Binding (slumber) 
  <Ench(comp)[mind], VSM(see above), 1Minute, 
  Close-range, 1year/lvl (stackable) (D), WillNeg> 
  Target enters Suspended Animation.  Target 
  receives a +1 bonus on its saving throw. 
  Binding (bound slumber) 
  <Ench(comp)[mind], VSM(see above), 1Minute, 
  Close-range, 1month/lvl (stackable) (D), WillNeg> 
  Target enters Suspended Animation & is 
  chained the location where the spell is cast.  
  Any creature except the caster must make a 
  Will save to enter the area, but even this 
  causes a –4 penalty to Dexterity due to the 
  discomfort of the act.  Target receives a +2 
  bonus on its saving throw. 
  Binding (hedged prison) 
  <Ench(comp)[mind], VSM(see above) (D), 1Minute, 
  Close-range, Permanent, WillNeg> 
  Target is transported to a confined area (often a 
  labyrinth) which it cannot leave.  Target 
  receives a +3 bonus on its saving throw. 
  Binding (metamorphosis) 
  <Ench(comp)[mind], VSM(see above) (D), 1Minute, 
  Close-range, Permanent, WillNeg> 
  Target is forced into gaseous form & trapped in 
  a jar.  The target is aware of its surroundings 
  & can speak (usually forming a face in its 
  gaseous form), but is unable to use any of its 
  abilities or powers.    The target does not age, 
  need nourishment, or even breath.  Target 
  receives a +4 bonus on its saving throw. 
  Binding (minimus containment) 
  <Ench(comp)[mind], VSM(see above) (D), 1Minute, 
  Close-range, Permanent, WillNeg> 
  Target is shrunk to 1” (or smaller) & trapped in 
  a gem or other container.  The target does not 
  age, need nourishment, or even breath.  
  Target receives a +4 bonus on its saving 
  throw. 
  Charm Monster, Mass(PH p209) 
  <Ench(charm)[mind], V, 1StdAct, Close-range, 
  1day/lvl, WillNeg, SR applies> 
  – The caster causes one or more creatures to 
  considers the caster its ally.  Anything the 
  casters says or does will be treated the same 
  way as if a close friend has done it. 
   The caster can target one creature of with any 
  number of HD –or– (2 * Caster level) HD of 
  creatures in a 30’ area. 
   If the target is in a threatening situation when 
  the spell is cast, it gets +5 on its save.  Any 
  threats from the caster or his/her allies after 
  the spell is in effect breaks the charm. 
  Demand(PH p217) 
  <Ench(comp)[mind], VSM(copper wire, hair from 
  subject), 10Minutes, 1hr/lvl, Will½> 
  – Sends instructions of 25 words or less to a 
  familiar target anywhere, who may send back 
  a 25 word response immediately. 
   If the target fails its Will save, it is compelled 
  to follow the instructions in the message, if 
  reasonable.  The instructions may activate 
  immediately or may contain a trigger to 
  activate them later.  At the end of the 
  duration, the instructions loose their power, 
  triggered or otherwise. 
  Dominate Person, Mass(DR312 p51) 
  <Ench(comp)[mind], VS, 1Round, Close-range, 
  1day/lvl, WillNeg, SR applies> 
  – Telepathically control one or more 
  Humanoids.  If the caster & the target do not 
  share a language, control is limited.  The 
  caster knows what the target is experiencing 
  & as a Standard Action, can actually receive 
  full sensory input from any one target. 
   The caster can either target one Humanoid of 
  any number of HD –or– two or more 
  Humanoids in the 30’ area whose total HD do 
  not exceed (2 * Caster level). 
   The caster can change his/her orders with a 
  Move Action, though each target must be 
  commanded separately.  Once the target has 
  instructions, he/she will continue trying to 
  carry them out as long as the spell lasts, 
  pausing only to sleep & eat as needed. 
   Actions against the target’s nature result in a 
  new save with a bonus of +4, and self-
  destructive orders are ignored. 
   Once dominated, the caster & target can be any 
  distance from each other.  Protection from 
  Evil, et. al., only Suppress this spell, not 
  Dispel it. 
   A Sense Motive check vs. DC 15 will show that 
  the target is under magic control. 
  Maddening Scream(CDiv p168)(Eb p113) 
  <Ench(comp)[mind][touch attack], V, 1StdAct, Touch, 
  1d4+1rnds, no save, SR applies> 
  – Touched target goes into a screaming and 
  twitching fit that does not allow it to take any 
  actions, results in a –4 AC penalty, allows 
  Reflex saves only on a natural 20, and makes 
  it impossible to use a shield. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 8th level 
   
  Page 42 
  Nybor’s Wrathful Castigation(MoF p111) 
  <Ench(comp)[mind], VSF(whip), 1StdAct, Close-
  range, 1rnd/lvl(D), Fort½> 
  – Target dies unless it makes its Fortitude save.  
  Even if it does, it must make a Will save or 
  be Dazed and –4 on all saves for the duration. 
  Otto’s Irresistible Dance(PH p259) 
  <Ench(comp)[mind], V, 1StdAct, Touch, 1d4+1rnds, 
  no save, SR applies>  
  – Touched target starts to dance uncontrollably 
  & cannot take any actions, receives a –4 AC 
  penalty, a –10 penalty to Reflex saves, & 
  cannot effectively use a shield.  The target 
  provokes an attack of opportunity each round. 
  Power Word Stun(PH p263) 
  <Ench(comp)[mind], V, 1StdAct, Close-range, no save, 
  SR applies> 
  – One target creature is Stunned:   
  current hp duration 
  current hp duration 
  151+ 
  no effect 
  100–51 
  2d4 rnds 
  150–101 1d4 rnds 
  up to 50 
  4d4 rnds 
  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. 
  Sympathy(PH p292) 
  <Ench(comp)[mind], VSM(1,500gp of pearls, 
  honey)/DF, 1Hour, Close-range, 2hrs/lvl, Will½, SR 
  applies> 
  – Target object or location (up to 10’ cube per 
  level) attracts a named type of creature (such 
  as Red Dragons) or  specific alignment (such 
  as Lawful Evil).  If a creature of the named 
  type makes its Will save, it can leave the area 
  or object, but must make an other save 10-60 
  minutes later or feel the urge to return. 
   This spell Counters and Dispels Antipathy. 
  Evocation 
  Bigby’s Clenched Fist(PH p203) 
  <Evoc[force], VSF(leather glove)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl(D), SR applies> 
   – Creates a magical 10’x10’ hand which attacks 
  a target designated by the caster once per 
  round.  The caster chooses the target as a 
  Move Action, and the hand may move 60’ 
  and automatically attacks each round.  The 
  hand’s attack bonus is (Caster level + 
  Primary Stat modifier + 10).  Its damage is 
  1d8+12 & Fortitude save or become Stunned 
  for 1 round. 
   The hand may also be directed to interpose 
  itself between the caster and a target, or Bull 
  Rush an opponent with an attack bonus of 
  (Caster level + Primary Stat modifier + 14). 
   The hand has the caster’s normal hit points & 
  saving throw and has AC 20. 
  Flensing(FR p70) 
  <Evoc, VSM(onion), 1StdAct, Close-range, 4rnds, 
  Fort½> 
  – The corporal target has the flesh torn from its 
  body.  Each round, the target makes a new 
  saving throw to reduce the spell’s effect: 
  a) 2d6 hp damage (Fort ½); 
  b) 1d6 Charisma damage (FortNeg); & 
  c) 1d6 Constitution damage (FortNeg). 
  Lightning Ring(PGF p105) 
  <Evoc[electricity], VSM(glass ring, fur), 1FullRound, 
  Personal, 1rnd per 2 levels, Ref½, SR applies> 
  – A ring of electricity circles the caster with the 
  following benefits: 
  a) gain Electricity Resistance 20; 
  b) each round, the ring generates two 
  Lightning Bolts heightened to 8th level and 
  to Caster level 5 (i.e., 5d6 Electricity 
  damage to anything in a 120’ long Line, 
  DC is 18 + Spellcasting Modifier).  The 
  Caster may target the Lightning Bolts 
  separately. 
  –or– 
  <Evoc[electricity], VSM(glass ring, fur), 1FullRound, 
  Instantaneous, Ref½, SR applies> 
  – Generate eight Lightning Bolts from the Caster 
  going towards each compass point.  Each 
  Lightning Bolt is heightened to 8th level and 
  has a Caster level of 5. 
  Lightning Bolt(PH p248) 
  < Evoc[electricity], VSM(fur, glass rod), 1StdAct, 
  Ref½, SR applies> 
  – Everything in a 120’ long Line takes 1d6/lvl 
  Electrical damage (max 10d6). 
   If the bolt hits a barrier that is does not destroy, 
  it stops. 
  Otiluke’s Telekinetic Sphere(PH p258) 
  <Evoc[force], VSM(crystal, gum arabic, magnets), 
  1StdAct, Close-range, 1min/lvl(D), RefNeg, SR 
  applies> 
  – A sphere of Force 1’ per level in diameter 
  protects but traps one subject small enough to 
  fit within it. 
   If the contents of the sphere weigh 5,000 
  pounds or less, the caster can telekinetically 
  move the sphere within Medium-range.  
  Moving the sphere requires a Standard Action 
  and results in the sphere moving 30’.  If the 
  caster does not move the sphere or 
  concentration is disturbed, the sphere stops, 
  or falls at a rate of 60’ if in the air (landing at 
  this speed does no damage). 
   The caster can move the sphere from within. 
   This spell is Cancelled by Disintegrate. 
  Greater Shout(PH p279) 
  <Evoc[sonic], VSF(metal horn), 1StdAct, SR applies> 
  – All creatures & objects within the 60’ Cone-
  shaped Burst take 10d6 Sonic dmg (Fort½), 
  are Deafened for 4d6rnds (FortNeg), and are 
  Stunned for 1 round (FortNeg). 
   Anyone with an attended object is allowed a 
  Reflex save to negate damage to the object. 
   Crystalline creatures take 1d6 damage per level 
  (max 20d6) (Fort½). 
   This spell is Suppressed by Silence. 
  Polar Ray(PH p262) 
  <Evoc[cold][ray], VSF(ceramic prism), 1StdAct, 
  Close-range, no save, SR applies> 
  – Ray does 1d6 Cold dmg per lvl (max 25d6). 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 8th level 
   
  Page 43 
  Sunburst(PH p289) 
  <Evoc[light], VSM(sunstone, fire)/DF, 1StdAct, Long-
  range, Instantaneous, SR applies> 
  – A 80’ radius Burst of light is centered on the 
  caster.  Damage is based on creature type: 
  Type 
  Effect 
  Undead 
  1d6/lvl (max 25d6) (Ref½) & 
  destroyed if vulnerable to sunlight 
  (RefNeg) & Blind (RefNeg). 
  Oozes 
  1d6/lvl (max 25d6) (Ref½). 
  others 
  6d6 (Ref½) & Blind (RefNeg). 
  This spell Dispels any spells with the [darkness] 
  subtype within its area of effect. 
  Zajimarn’s Field of Icy Razors(MoF p135) 
  <Evoc[cold], VSF(50gp silver shuriken shaped like a 
  snowflake), 1StdAct, Medium-range, 1min/lvl> 
  – One 10’ square per level is filled with razor 
  sharp ice shards.  Any creature in the area of 
  effect takes 2d4 damage + 1d6 +1/lvl cold 
  damage (no save) and suffer leg & foot 
  injuries which reduce the creature’s 
  movement to 2/3 of normal.  The same effect 
  is inflicted for each 5’ moved through the 
  area of effect.  The movement damage lasts 
  until the target is magically cured, receives a 
  Heal check vs. the spell’s DC, or 24hrs pass.   
  Illusion 
  Scintillating Pattern(PH p274) 
  <Ill(pattern)[mind], VSM(prism), 1StdAct, Close-
  range, Concentration + 2rnds, no save, SR applies> 
  – A 20’ radius Spread of colors effects 1 HD per 
  level of creatures with sight (lowest HD 1st): 
  HD 
  Effect 
   
  13+ 
  Confused for 1d4 rounds.   
  7-12 
  Stunned for 1d4 rounds,  
  then Confused for 1d4 round. 
  0-6 
  Unconscious for 1d4 rounds,  
  then Stunned for 1d4 rounds,  
  then Confused for 14d round. 
  Screen(PH p274) 
  <Ill(glamer), VS, 10Min, Close-range, 1day, no SR> 
  – The caster makes an illusion that obscures any 
  or all objects in an area of one contiguous 30’ 
  cube per level (laid out in any way desired by 
  the caster).  All troops could be obscured in a 
  crossing, or only 1 out of 5 could be shown, 
  etc.  The “rules” of the illusion are set at cast 
  time & are unchangeable. 
   Scrying always sees the illusion, while local 
  onlookers get a Will save to disbelieve if 
  there is a reason to doubt what is seen.   
  Shadow Evocation, Greater(PH p277) 
  <Ill(shadow), VS, 1StdAct, WillDisbelief, SR applies> 
  – Mimics a Wizard/Sorcerer Evocation spell of 
  up to 7th level.  The spell is 3/5
  th real & the 
  remainder is ‘shadow’. 
   The target of the spell always get a Will save to 
  realize the spell is not entirely real (objects 
  always make this save).  The target’s Spell 
  Resistance always applies too.  Range & 
  duration match the copied spell. 
  Believer – effected by the spell normally, 
  including any normal saving throws. 
  Nonbeliever – takes 3/5
  th damage & any non-
  damage effect has only a 60% chance of 
  effecting the target. 
  Necromancy 
  Blackfire(CArc p99) 
  <Necro[ray], VSM(pinch of dust from a vampire 
  destroyed by sunlight), 1StdAct, Medium-range, 
  1rnd/lvl, SR applies> 
  – The target is engulfed in cold black fire, which 
  causes the target 1d4 Constitution damage 
  (FortNeg) and leaves him/her Nauseated 
  (Fort save to be Sickened). If a target makes 
  three consecutive Fortitude saves, the 
  ‘blackfire’ goes out.  If the target dies from 
  the ‘blackfire’, his/her body is destroyed.  
  Only Wish or True Resurrection and a 
  successful Caster level check vs. DC 30 can 
  bring the target back to life. 
   Any living creature adjacent to someone 
  engulfed by ‘blackfire’ becomes engulfed in 
  ‘blackfire’ too (RefNeg). 
   ‘Blackfire’ can only be put out by Antimagic 
  Field, Remove Curse, Break Enchantment, or 
  a successful Dispel Magic.  A creature under 
  the effect of Death Ward is immune to 
  ‘blackfire’. 
  Clone(PH p210) 
  <Necro, VSM(piece of the subject’s skin, 1,000gp of 
  lab supplies)F(500gp of lab equipment), 10Minutes, 
  no SR> 
  – Grow the full body of the subject from 1 
  square inch of skin.  The body takes 2d4 
  months to grow in the lab. 
   When the new body has finished growing, the 
  subject’s soul enters the body & brings it to 
  life, but with 1 non-recoverable lost level.  If 
  the soul is not available (e.g., the subject is 
  not dead, the soul has been trapped, the 
  previous body died from old age, etc.) when 
  the body is ready, the new body rots away 
  (unless preserved). 
  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 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. 
  Devastate Undead(LoD p186) 
  <Necro, VSF(weapon with the ‘Disruption’ feature), 
  1StdAct, Close-range, FortNeg> 
  – All Undead in a 30’ area who have no more 
  HD than the caster are destroyed unless they 
  make their Fortitude save.  The caster 
  receives 5hp/HD of Negative Energy Damage 
  for each Undead destroyed. 
  Heart of Stone(CArc p110) 
  <Necro, VSF(5,000gp heart-shaped stone)X(1,000), 
  1Hour, Personal, 1year> 
  – The caster extracts his/her own heart and 
  replaces it with one made from stone.  The 
  organic heart still beats, and the caster dies if 
  it is damaged. 
   The caster gains the following benefits and 
  disadvantages: 
  a) Damage Reduction 5 / —; 
  b) Cold Resistance 5; 
  c) Fire Resistance 5; 
  d) Electricity Resistance 5; 
  e) natural healing is limited to 1hp per day; 
  f) magical healing must make a Caster check 
  vs. (10 + caster level); 
  The living heart is teleported back into the 
  caster’s body (the stone one takes its place) 
  when the spell ends, or any of the following 
  occur: 
  a) this spell is Dispelled; 
  b) caster is targeted with Stone to Flesh 
  (FortNeg); 
  c) Antimagic Field suppresses this spell (and 
  restores the caster’s heart), but the stone 
  heart returns when the caster leaves the 
  antimagic effect. 
  Horrid Wilting(PH p242) 
  <Necro, VSM(sponge)/DF, 1StdAct, Long-range, 
  Fort½, SR applies 
  – All living creatures in a 60’ area takes 1d6 
  damage per level (max 20d6) from 
  dehydration, except for Water Elementals & 
  Plant Creatures, who take 1d8/lvl (max 20d8) 
  instead. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 8th level 
   
  Page 44 
  Skeletal Guard(Sav p69)(MoF p119)(MoFe)+ 
  <Necro[evil], VSM(one finger bone & one 50gp black 
  onyx per skeleton to be created), 1StdAct, Touch> 
  – Transforms up to one finger bone per level 
  into a Medium-sized skeleton that stays 
  within 60’ of its creator (farther than that & it 
  goes inert).  For purposes of being turned, 
  each skeleton is considered to have ‘Caster 
  level’ hit dice. 
  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 
  Bestow Curse, Greater(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. 
  Blackstaff(MoF p81) 
  <Trans, VS, 1StdAct, Touch, 1rnd/lvl(D)> 
  – The touched staff / quarterstaff has its own 
  abilities suppressed & gains the following: 
  a) +4 Enhancement bonus to attack & dmg; 
  b) On a hit, each ongoing spell effect on the 
  target gets a separate Dispel Check.  If 
  successful, the spell is terminated, except 
  for magic items, in which case the spell is 
  suppressed for 1d4 rounds. 
  c) On a hit, spellcasters loose their highest 
  level prepared spell / spell slot (WillNeg). 
   Each round as a Free Action, the wielder may 
  suppress this spell & regain access to any 
  magical properties the staff possesses.  
  Excavate(Und p58) 
  <Trans, VSM(dirt), 1StdAct, Close-range, 
  Instantaneous> 
  – Creates a 5’ x 8’ lasting passage through 
  wood, plaster, or stone.  The passage’s depth 
  is 1’ per level.  If the depth is not enough to 
  pierce a wall, a dead-end passage is created, 
  though another Excavate can be cast at its end 
  to make it longer.    
  Flensing(CArc p108) 
  <Trans[evil], VSM(onion), 1StdAct, Close-range, up to 
  4 rounds, Fort½, SR applies> 
  – Each round, the corporeal target takes the 
  following: 
  a) 2d6 damage (Fort ½); 
  b) 1d6 Charisma damage (FortNeg); & 
  c) 1d6 Constitution damage (FortNeg).  
   The spell ends after the target makes a single 
  save, or after 4 rounds. 
  Ghostform(CArc p109) 
  <Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)> 
  – The caster become incorporeal.  Only magical 
  weapons, spells, & supernatural-abilities can 
  effect the caster, and even then there is a 50% 
  chance than that any damage can be ignored 
  (other than force damage).   
  Iron Body(PH p245) 
  <Trans, VSM(iron from an iron golem or hero’s 
  armor)/DF, 1StdAct, Personal, 1min/lvl(D)> 
  – The caster’s body becomes living iron, which 
  has the following benefits & penalties: 
  a) Damage Reduction 15/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) +6 Enhancement bonus to Strength; 
  f) –6 penalty to Dexterity (min Dex 1) ; 
  g) ½ movement; 
  h) –8 Armor Check penalty; 
  i) 50% Arcane spell failure; 
  j) 10x normal weight & cannot swim; 
  k) Fists to 1d6 normal damage (1d4 if Small); 
  l) Vulnerable to rust-based attacks. 
  Polymorph Any Object(PH p263)(PHe)+ 
  <Trans, VSM(mercury, gum arabic, smoke)/DF, 
  1StdAct, Close-range, FortNeg, SR applies> 
  – Changes any subject into anything else.  
  “Minor” changes can be permanent (e.g., 
  changing a manticore into a shrew), while 
  extreme changes have a limited durations 
  (e.g., changing a pebble into a human). 
   This spell can mimic the following spells:  
  Flesh to Stone, Baleful Polymorph, Stone to 
  Flesh, Transmute Mud to Rock, Transmute 
  Rock to Mud, Transmute Metal to Wood. 
  Simbul’s Skeletal Deliquescence(MoF p118) 
  <Trans[touch attack], VS, 1StdAct, Touch, 1day/lvl, 
  FortNeg> 
  – Touched target has its bones, etc., liquefied.  
  This does no damage, but the target collapses 
  into a heap, has a Dexterity of 1, cannot 
  attack, speak, cast spells with somatic 
  components, etc.  The target does gain 
  immunity to critical hits.  The target’s 
  equipment is not modified. 
  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. 
  Temporal Stasis(PH p293) 
  <Trans[touch attack], VSM(5,000gp of diamond, 
  emerald, ruby, & sapphire powder), 1StdAct, 
  Touch, Permanent, FortNeg, SR applies> 
  – Puts touched target into Suspended 
  Animation.  While under this effect, the 
  target cannot be harmed by any force or 
  effect. 
   This spell is Dispelled by Freedom. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 9th level 
   
  Page 45 
  9th Level 
   
  Abjuration 
  Absorption(CArc p96) 
  <Abj, VS, 1StdAct, Personal, until depleted up to 
  10min/lvl> 
  – Spells and Spell-Like Abilities that target the 
  caster are absorbed.  To qualify, a spell must 
  be ranged.  Area of effect spells to not apply. 
   A total of 1d4+6 spell levels can be absorbed 
  (value only known to the DM).  If the target 
  spell has more spell levels than can be fully 
  absorbed, the ratio of absorbed levels vs. 
  spell level is the chance the spell will work 
  normally (i.e., if one spell level is absorbed 
  from a 5th level spell, there is a 80% chance it 
  will work normally, otherwise it fizzles) –or– 
  the amount of damage that the caster takes 
  (i.e., if one spell level is absorbed from a 5th 
  level damage spell, the spell’s base damage 
  goes down to 80%). 
   Any absorbed spell levels can be used “power” 
  Prepared or Impromptu spells (i.e., a 
  Prepared Fireball would consume 3 absorbed 
  spell levels (and a ball of bat guano), but 
  leave the spell in the caster’s memory). 
  Elminster’s Effulgent Epuration(PGF p102) 
  <Abj, VS, 1StdAct, 1rnd/lvl> 
  – Creates one small, floating, silvery sphere per 
  Caster level which may be moved as a group 
  as a Standard Action around an other creature 
  (by default, they surround & follow the 
  caster). 
   Any hostile spell or spell-like effect that comes 
  in contact with the sphere is negated.  Once a 
  sphere has negated a spell or spell-like 
  ability, it fades away.  The spheres cannot 
  negate Area of Effect spells or spells that do 
  not a target (such as Bigby’s Interposing 
  Hand).  
  Freedom(PH p233) 
  <Abj, VS, 1StdAct, Close-range> 
  – Releases target creature from any magics or 
  effects restricting its movement, including 
  Binding, Entangle, Grappling, Maze, 
  Paralysis, Petrifaction (no save needed to 
  survive), Pinning, Sleep, Slow, Stunning, 
  Temporal Stasis, & Web. 
    It is the only effect that can remove the spell 
  Imprisonment, but to do so, it must be cast in 
  the same location as the spell it is dispelling 
  & the caster must know the target’s name & 
  background. 
  Imprisonment(PH p244) 
  <Abj[touch attack], VS, 1StdAct, Touch, WillNeg, SR 
  applies> 
  – Touched target goes into Suspended 
  Animation & is hidden within a sphere deep 
  below the earth.  If the caster knows the 
  target’s name & details about its life, the 
  target receives a –4 penalty on its save. 
   The target can only be freed by the spell 
  Freedom cast in the area where this spell was 
  cast.  If not previously known, only  Wish, 
  Miracle, or Discern Location can find the 
  location where to cast Freedom. 
  Maw of Chaos(MoF p107) 
  <Abj[chaotic][force], VSM(jawbone with teeth), 
  1StdAct, Medium-range, 1rnd/lvl> 
  – All creatures in a 15’ radius spread take the 
  following effects each round: 
  a) non-chaotic creatures take 1hp/lvl force 
  damage (Will½); 
  b) any activity that requires concentration, 
  such as casting spells, requires a 
  Concentration check vs. DC 34. 
  Creatures with the ‘chaotic’ subtype are not 
  effected by this spell. 
  Mordenkainen’s Disjunction(PH p255) 
  <Abj, V, 1StdAct, Close-range, Instantaneous> 
  – All magical effects & items in a 40’ radius 
  Burst are disrupted: 
  a) The caster’s spells & items are safe; 
  b) There is a 1% per caster level chance of 
  destroying an Antimagic Field.  If 
  destroyed, all spells & items within it are 
  effected, otherwise they are immune. 
  c) Spells & magical effects vulnerable to 
  Dispel Magic are dispelled; 
  d) Magic items must make a Will save or 
  loose all their magic.  Items in a creature’s 
  possession may use its Will base if better; 
  e) There is a small chance that any Artifact in 
  the area will have its magic destroyed, but 
  this usually results in the destruction of the 
  spellcaster too. 
  Mystra’s Miasma(PGF p107) 
  <Abj, VSM(cloth, water), 1StdAct, Medium-range, 
  1rnd/lvl, no SR> 
  – Creates (30’ + 5’ per level) radius Emanation 
  of fog.  Movement in the cloud is slowed to 
  5’ and taking a 5’ step is not an option.  
  While in the fog, melee attacks & damage 
  have a –2 penalty & ranged attacks (other 
  than magical rays, etc.) are impossible. 
   The fog slows falling, reducing 1d6 of damage 
  per 10’ of solid fog fallen through. 
   Anyone within the area of effect must make a 
  Will save or receive a –4 penalty on Caster 
  level checks when attempting to cast spells. 
   Note: If used within the Forgotten Realms, 
  Shadow Weave magics are not effected 
  (unless specifically targeted, in which case 
  Weave magics are not effected). 
  Prismatic Sphere(PH p264) 
  <Abj, V, 1StdAct, 10min/lvl(D)> 
  – Creates a 10’ radius opaque sphere around the 
  caster.  Anyone within 20’ of the sphere who 
  has less than 8HD is Blind for 2d4 x 10 
  minutes.   
   The caster can walk through the sphere without 
  difficulty.  Anyone else trying to go through 
  the wall is effected by each of its colors (SR 
  check required for each color), unless they 
  are dispelled in order.  The colors, in order, 
  are the following: 
  Color 
  Negated  by Effect 
  Red 
  Cone of Cold 
  20hp fire (Ref½) 
  Orange Gust of Wind 
  40hp acid (Ref½) 
  Yellow Disintegrate 
  80hp electricity (Ref½) 
  Green 
  Passwall 
  Death (Fort½ 1d6Con) 
  Blue 
  Magic Missile Flesh to Stone (FortNeg) 
  Indigo 
  Daylight 
  Insanity (WillNeg) 
  Violet 
  Dispel Magic Plane Shift (WillNeg) 
   The sphere is immune to Dispel Magic, Greater 
  Dispel Magic, and Antimagic Sphere, but not 
  Mordenkainen’s Disjunction. 
  Reaving Dispel(CArc p119) 
  <Abj, VS, 1StdAct, Medium-range, no SR> 
  – Cancels or redirects magical spells and effects 
  on a successful Dispel Check (max +25).  
  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. 
  The caster can identify the effect by 
  making a Spellcraft check vs. DC 25 + 
  spell level.   
  On a successful Dispel Check, the caster 
  has the option of redirecting the spell.  
  This can be done even if the spell wasn’t 
  identified, though this may result in the 
  spell failing, such as by exceeding the 
  spell’s range or targeting a creature that 
  can’t be affected by it.   
  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).   
  The caster can identify each effect by 
  making a Spellcraft check vs. DC 25 + 
  spell level.   
  If the dispel check was successful, the 
  caster has the option of moving the spell to 
  himself / herself as if he / she were the 
  caster.  This can be done even if the spell 
  wasn’t identified, though this can be 
  dangerous (the caster mighty suddenly be 
  under the effect of Dominate Person).  The 
  spell / effect continues with its remaining 
  duration, etc. 
  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 affected. 
   A caster does not need to make a Dispel Check 
  to end a spell he/she cast. 
  Unbinding(CDiv p185) 
  <Abj, VSM(loadstone, saltpeter)/DF, 1Round> 
  – All binding spells within 180’ radius Burst of 
  the caster are destroyed.  Effected spells 
  include charms, holds, arcane lock, magically 
  created walls (including Wall of Stone, etc.), 
  Guards and Wards, Temporal Stasis, Slow, & 
  Statue.  Pending magical effects, such as 
  Magic Mouth & Imbue with Spell Ability, are 
  discharged. 
   The focus of a Magic Jar is shattered, slaying 
  the life force within it. 
   Geas/Quest spells are negated if their Caster 
  level is lower that this spell’s Caster level.  
   Protection spells are not effected, including 
  Protection from Evil, Shield, etc., though 
  creatures trapped in Magic Circle against 
  Evil are freed. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 9th level 
   
  Page 46 
  Conjuration 
  Black Blade of Disaster(MoF p81) 
  <Conj(creat), VS, 1StdAct, Close-range, Concentration 
  up to 1rnd/lvl> 
  – The caster creates a 3’ long planar rift that 
  he/she can designate to attack one target 
  within range.  The ‘blade’ has the following: 
  a) Can attempt a ‘melee touch attack’ each 
  round without attention from the caster, 
  though the caster must spend a Standard 
  Action choosing a new target; 
  b) Has an attack bonus of the caster’s Base 
  Attack Bonus + the caster’s Spellcasting 
  Attribute modifier. 
  c) Does 2d12 damage (bypassing Hardness); 
  d) Has a threat range is 18-20 / Disintegrate; 
  e) Considered a Force effect for hitting 
  ethereal & incorporeal creatures; 
  f) Can bypass magical barriers (not including 
  Antimagic Field) of a lesser level than 
  itself; 
  g) Does not get or help give flanking bonuses 
  Countered by Gate. 
  Dispelled by Dimensional Anchor. 
  Blinding Glory(BoED p92) 
  <Conj(create)[good], VS/AM(silver rod)/DF, 1Hour, 
  1hour/lvl, no save, no SR> 
  – The caster is surrounded by bright light in a 
  100’ per level radius.  In addition, all Evil 
  creatures are Blind as long as they remain 
  within this light. 
   Since this spell does not have the [light] subtype, 
  it does cancel or suppress [darkness] spells. 
  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. 
  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. 
  Sphere of Ultimate Destruction(CArc p123) 
  <Conj(creat), VSM(dust from a disintegrated creature), 
  1StdAct, Medium-range, 1rnd/lvl(D)> 
  – The caster creates a 2’ radius sphere of 
  nothingness.  As a Move Action, the caster 
  can have the sphere fly up to 30’ and attempt 
  a Touch Attack on a creature or object. 
   A touched object takes 2d6 damage per level 
  (max 40d6) (Fort save for 5d6 damage, SR 
  applies).  If the target has its hp reduced to 0, 
  it is disintegrated into dust (though its 
  equipment remains). 
   The sphere can also destroy one 10’ cube of 
  matter each round.  
   Any spell effect that is ended by Disintegrate 
  (such as Wall of Force) is ended by a touch of 
  the sphere. 
  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 
  Teleportation Circle(PH p293) 
  <Conj[teleport], VM(1,000gp amber), 10Minutes, 
  Touch, 10min/lvl(D), no save, SR applies> 
  – Create an almost invisible circle up to 5’ 
  radius on the floor, ground, etc.  Anyone 
  stepping into the circle is teleported safely to 
  a familiar destination in the same plane of 
  existence chosen at casting time. 
  Zajimarn’s Avalanche(MoF p134) 
  <Conj(creat)[cold], VS, 1StdAct, Long-range> 
  – One contiguous 10’ per level is filled with a 
  wave of ice and slush.  All creatures in the 
  area of effect take 1d4/lvl (max 24d4) (no 
  save) and are carried away from the caster 
  5’/lvl (RefNeg).  Creatures that are swept 
  away are left Prone, but take no extra damage 
  Divination 
  Foresight(PH p233) 
  <Div, VSM(feather)/DF, 1StdAct, Touch, 10min/lvl> 
  – The caster receives mental warnings about 
  what may harm the touched subject. 
   If the caster placed the spell on himself, he can 
  never be surprised or flat-footed, knows if 
  he/she is being targeted with spells, ranged 
  attacks, sneak attacks, etc., gains a +2 Insight 
  bonus to AC & Reflex saves, & knows in 
  general what to do in order to be safe (such as 
  “close your eyes”, “jump”, “run”). 
   If cast on a different target, the caster gets the 
  warnings & must pass them on verbally to the 
  target.  In this case, neither gets the Insight 
  bonuses. 
  Enchantment 
  Dominate Monster(PH p224) 
  <Ench(comp)[mind], VS, 1Round, Close-range, 
  1day/lvl, WillNeg, SR applies> 
  – Telepathically control one creature.  If the 
  caster & the target do not share a language, 
  control is limited.  The caster knows what the 
  target is experiencing & as a Standard Action, 
  can actually receive full sensory input. 
   The caster can change his/her orders with a 
  Move Action.  Once the target has 
  instructions, he/she will continue trying to 
  carry them out as long as the spell lasts, 
  pausing only to sleep & eat as needed. 
   Actions against the target’s nature result in a 
  new save with a bonus of +4, and self-
  destructive orders are ignored. 
   Once dominated, the caster & target can be any 
  distance from each other.  Protection from 
  Evil, et. al., only Suppress this spell, not 
  Dispel it. 
   A Sense Motive check vs. DC 15 will show that 
  the target is under magic control. 
  Hold Monster, Mass(PH p241) 
  <Ench(comp)[mind], VSF(iron nail)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl(D), WillNeg(repeat), SR 
  applies> 
  – One or more creatures in a 30’ area are Held.  
  Each one gets a new Will save each round to 
  end the spell. 
  Power Word Kill(PH p263) 
  <Ench(comp)[mind][death], V, 1StdAct, Close-range, 
  no save, SR applies> 
  – One target creature with up to 101hp dies. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 9th level 
   
  Page 47 
  Programmed Amnesia(CArc p118) 
  <Ench(comp)[mind], VSM(500gp crystal lenses set in 
  gold hoops), 10Minutes, Close-range, Permanent, 
  WillNeg, SR applies> 
  – The caster can change the memory of a living 
  target that must be present during the entire 
  casting time of the spell.  At the spell’s 
  completion, the caster has full access to all of 
  the target’s thoughts & memories.  The caster 
  can then choose any of the following effects: 
  Memory Erasure – erase any or all of the 
  target’s memories. 
  Memory Implant – create false memories. 
  Negative Levels – inflict up to ½ Caster 
  levels of Negative Levels.  These levels 
  cannot become actual lost levels nor can 
  they be removed with Restoration.  The 
  Penalties persist until this spell ends. 
  Persona Rebuilding – extreme combination 
  of Memory Erasure and Memory Implant 
  that can result in an alignment change. 
   Any of the effects listed above can be activated 
  (or deactivated) by a trigger at the caster’s 
  option. 
   Can only be Dispelled by Greater Restoration 
  or Wish. 
  Evocation 
  Bigby’s Crushing Hand(PH p203) 
  <Evoc[force], VSF(egg shell)M(snakeskin glove)/DF, 
  1StdAct, Medium-range, 1rnd/lvl(D), SR applies> 
   – Creates a magical 10’x10’ hand which stays 
  in between the creator & a designated target 
  and either 
  a) tries to push the target away (treat as a 
  Bull’s Rush at +18) up to the spell’s range;  
  b) attempts to grapple to target (Touch check: 
  +11 + Caster level + Primary Stat 
  modifier; Grapple check: +16 + Caster 
  level + Primary Stat modifier; Damage: 
  2d6+12 normal damage) 
  The hand may also be directed to interpose itself 
  between the caster and a target, or Bull Rush 
  an opponent with an attack bonus of (Caster 
  level + Primary Stat modifier + 18). 
  The hand also provide a +4 Cover bonus to AC 
  for the caster against that target.  The target 
  can be changed as a Move Action.  The hand 
  has the caster’s normal hit points & saving 
  throw and has an AC of 20. 
  Elminster’s Evasion(FR p69) 
  <Evoc, VSM(quicksilver, eyelash from a magic-using 
  creature, caster’s blood)F(1,500gp ivory & gem 
  statue)X(5,000), 10Minutes, Personal, until 
  discharged> 
  – The caster presets a Teleport without Error 
  and up to 2 other spells to be cast 
  automatically upon himself when any one of 
  six conditions (set at cast time) occurs.  An 
  example would be “if I fall more than 10’, 
  teleport me home and cast Feather Fall". The 
  preset spells can be no higher than 1/3
  rd the 
  caster’s level (rounded up, max 6th).   
  This spell teleports the caster’s body and soul.  
  If the two are separated (such as by a Magic 
  Jar), both are teleported to the target location 
  & reunited.  If the soul is trapped (such as by 
  Trap the Soul), the caster is allowed a Dispel 
  Check to break the trapping spell (failure 
  means this entire spell fails). 
  The blood material component of this spell 
  causes the caster to take 1d4 Constitution 
  damage (healable normally). 
  A caster may have only one Contingency-class 
  at any given time. 
  Eye of Power(PGF p102) 
  <Evoc, VSM(bat fur), 10Min, 1min/lvl(D)> 
  – The caster creates a Magical Sensor under 
  his/her control.  The sensor is a visible, Fine-
  sized corporeal object with AC 18 and 77hp.  
  It uses it caster’s save bonuses. 
   By concentrating, the caster can see through the 
  ‘eye’ with his/her normal vision (including 
  any spells currently in effect) & control its 
  movement.  The eye can move up to 30’ per 
  round, but slowing to 10’/round is needed to 
  fully look at the surrounding walls & ceiling.  
  The eye can fit through openings as small as 
  1” in diameter. 
   The caster may cast any spell up to 7th level 
  with a range other than ‘Personal’ through the 
  ‘eye’. The location of the ‘eye’ counts as the 
  starting of all range calculations. 
  Meteor Swarm(PH p253) 
  <Evoc[fire], VS, 1StdAct, Long-range, SR applies> 
  – The caster launches four 2’ diameter spheres 
  at any target(s) within range.  On a successful 
  ranged touch attack, a sphere hits & does 2d6 
  Bludgeoning damage (no save) and then 
  explodes.  On a miss, the sphere explodes in 
  the corner of the target’s hex. 
   Each sphere explodes in a 40’ radius Spread, 
  doing 6d6 Fire damage.  If the sphere hit its 
  target, the target does not get a saving throw, 
  all others get a Reflex save for half. 
   Depending on the targeting, a creature may be 
  within the area of effect of more than one 
  explosion.  All damage is cumulative. 
  Illusion 
  Invisibility, Superior(CArc p125) 
  <Ill(glamer), VS, 10Minutes, Touch, 1hr/lvl(D)> 
  – Makes the touched creature or object (up to 
  100 pounds per level) Invisible, silent, 
  scentless, doesn’t set of tremor-sense, not 
  noticed by Blindsense, and immune to Faerie 
  Fire, Glitterdust, See Invisibility, Invisibility 
  Purge.  
   The subject can be observed with True Seeing, 
  Blindsight, and does leave foot prints. 
   Attacking doesn’t break this spell. 
  Shades(PH p276) 
  <Ill(shadow), VS, 1StdAct, WillDisbelief, SR applies> 
  – Mimics a Wizard/Sorcerer Conj(summoning) 
  or Conj(creation) spell of up to 8th level.  The 
  spell is 4/5
  th real & the remainder is ‘shadow’. 
   The target of the spell always get a Will save to 
  realize the spell is not entirely real.  The 
  target’s Spell Resistance always applies too.  
  Range & duration match the copied spell. 
   The possible effects fall into 3 categories: 
  Damage Spells (e.g., Melf’s Acid Arrow):   
  Believer – effected by the spell normally, 
  including any normal saving throws. 
  Nonbeliever – takes 4/5
  th damage & any 
  non-damage effect has only a 80% 
  chance of effecting the target. 
  Creating Objects or Substances (e.g., Web):   
  Believer – effected by the spell normally, 
  including any normal saving throws. 
  Nonbeliever – 80% chance of effecting the 
  target. 
  Summon a Creature. (e.g., Summon Swarm):  
  Believer – creature has all its normal 
  abilities & weaknesses, but only has 4/5
  th 
  of its normal hp. 
  Nonbeliever – creature has 4/5
  th of its 
  normal hp, does 4/5
  th of its normal 
  damage, only has 4/5
  th of its normal AC 
  bonus, & its non-damage abilities have 
  only 80% chance of working each time. 
  Weird(PH p301) 
  <Ill(phantasm)[fear][mind], VS, 1StdAct, Medium-
  range, WillDisbelief, SR applies> 
  – All creatures in a 30’ area sees their worst fear 
  (though no one else sees anything).  Each 
  target that fails its Will save must then make 
  a Fortitude save.  If it fails, that target dies.  If 
  successful, the target takes still 3d6 damage, 
  is Stunned for 1 round, & takes 1d4 Strength 
  Damage. 
  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. 
  Stasis Clone(LoD p189) 
  <Necro, VSM(piece of the subject’s skin, 1,000gp of 
  lab supplies)F(500gp of lab equipment), 10Minutes, 
  no SR> 
  – Grow the full body of the subject from 1 
  square inch of skin.  The body takes 2d4 
  months to grow in the lab.  At that point, the 
  subject’s soul (i.e., the subject is dead & its 
  soul isn’t trapped) can enter the body.  The 
  subject is now alive, but with 1 non-
  recoverable lost level.  If the soul is not 
  available when the body is ready, the body 
  enters stasis until it is needed. 
  Wail of the Banshee(PH p298) 
  <Necro[death][sonic], V, 1StdAct, Close-range, 
  FortNeg, SR applies> 
  – One living creature per level in a 40’ radius 
  Spread dies.  If there are too many targets, 
  count from the point of origin outward. 
  Transmutation 
  Alamanther’s Return(MoF p76) 
  <Trans[variable alignment], VSM(50gp silver mirror) 
  X(1,000), 1FullRound> 
  – The caster can duplicate any spell or spell-like 
  ability of 8th level or less that he/she has 
  observed.  The duplicated magic can be 
  arcane or divine & be from any school of 
  magic. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Sorcerer / Wizard Spell List – 9th level 
   
  Page 48 
  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. 
  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. 
  Shapechange(PH p277)(PHe)+ 
  <Trans, VSF(1500gp jade circlet), 1StdAct, Personal, 
  10min/lvl(D)> 
  – The caster takes a new form, which can be 
  changed each round as Free Action, which: 
  a) can by any creature type, including those 
  which has Incorporeal or Gaseous forms; 
  b) cannot have more HD than the Caster level 
  (max 25HD); 
  c) may be as small as Fine-size & as large as 
  Colossal-size. 
   The caster gets the following from the new form: 
  a) Strength, Dexterity, & Constitution; 
  b) Extraordinary & Supernatural attacks & 
  qualities. 
   The caster keeps the following from its original 
  form: 
  a) Intelligence, Wisdom, & Charisma; 
  b) hit points (ignore new Constitution score); 
  c) level, class, & alignment; 
  d) base attack bonus & base save bonuses 
  (though these can be modified by the new 
  form’s Str, Dex, & Con); and 
  e) extraordinary abilities, spells, & spell-like 
  abilities (but not supernatural abilities). 
  In addition: 
  a) the new form can cast spells if it is 
  physically capable (i.e., mouth for verbal 
  components, hands for somatic, etc.); 
  b) the caster’s equipment is transformed into 
  analogous equipment for the new form if 
  humanoid shaped, otherwise it is absorbed 
  into the body & suppressed; 
  c) +10 bonus on Disguise checks; 
  d) gain 1 day’s natural healing of hit-points 
  only; and 
  e) if slain, return to original form. 
  Simbul’s Spell Trigger(PGF p111) 
  <Trans, VSF(1,500gp diamond), 1StdAct, Personal, 
  10min/lvl(D)>  
  – Creates a magical container for up to three 
  spells.  For the three rounds after the matrix is 
  created, the caster can transfer a spell of up to 
  3rd level whose casting time is no more than 1 
  Full Round into the container.  The caster  
  looses 3d6hp per spell which cannot be 
  healed until this spell ends. 
  The caster may set up one spell or a sequence of 
  spells up to 2nd level to be cast from the 
  matrix when a specified event occurs (similar 
  to Contingency).  
   After all spells have been cast, this spell ends. 
  Time Stop(PH p294) 
  <Trans, V, 1StdAct, Personal> 
  – The caster steps out of time, gaining 1d4+1 
  rounds.  During this time, the caster cannot 
  harm others or target other creatures with 
  spells.  Persistent effects, such as fire, cold, or 
  gases can still harm the caster.  The caster 
  cannot pass through antimagic fields. 
  Transmute Rock to Lava(CArc p127) 
  <Trans[earth][fire], VS, 1StdAct, Medium-range, 
  Instantaneous> 
  – Instantly heat a 10’x10’x10 area of natural, 
  uncorked stone into molten lava.  The lava 
  cools & solidifies naturally, leaving it 
  dangerous for at least a day, and possibly for 
  weeks.  This spell has a variety of effects: 
  a)  If cast under a target, the target must make 
  a Reflex save or sink into the lava, taking 
  20d6 fire damage each round they remain, 
  & 10d6 fire damage for 1d3 rounds after 
  escaping.  A creature in lava has a move of 
  5’ & -2 penalty to attacks & AC. 
  Even if a target makes his/her save, he/she 
  must leave the area of effect within one 
  round or be treated as if he/she didn’t 
  make the save.  It the target is able to 
  leave, he/she still takes 2d6 Fire damage, 
  and receives 1d6 Fire damage for 1d3 
  rounds. 
  b) If cast on a ceiling, it falls and creatures a 
  15’ radius splash area about 1’6” deep.  
  The falling lava and collateral ceiling 
  damage do 2d6 fire damage & 1d6 
  Bludgeoning damage (Ref½).  While in 
  the area, a target takes 2d6 Fire damage, & 
  takes 1d6 Fire damage for 1d3 rounds after 
  leaving are area of effect. 
  c) If cast under a worked stone foundation, 
  the object (possibly a castle’s wall) takes 
  10d6 Fire damage per round, typically 
  destroying it in short order. 
  Undermaster(Und p62) 
  <Trans[earth], VX(1,000), 1StdAct, Personal, 1rnd/lvl> 
  – While the caster stand upon or below the 
  earth, he/she can use any of the following as a 
  spell-like ability as a Standard Action (even if 
  the normal casting time is longer):  Burrow, 
  Earthquake, Excavate, Flesh to Stone, Meld 
  into Stone, Move Earth, Reverse Gravity, 
  Soften Earth and Stone, Statue, Stone Shape, 
  Stone Sphere, Stone Tell, Stone to Flesh, 
  Transmute Mud to Rock, Transmute Rock to 
  Mud, and Wall of Stone. 
  Universal 
  Wish(PH p302) 
  <Univ, VX(5,000), 1StdAct> 
  – The caster may do any one of the following: 
  a) Cast any one spell, even from another 
  class’ spell list & even from a prohibited 
  school of magic, up to the level listed 
  below: 
   
   
  Wizards Spell 
  Any Class 
  non-prohibited 
  8th 
  6th 
  prohibited 
  7th 
  5th 
  The spell has all the normal restrictions, such 
  as allowing a saving throw, except that it is 
  treated as a 9th level spell & any material 
  components worth less than 10,000gp can 
  be ignored; 
  b) This spell can be used to break harmful 
  spells, such as Insanity and Geas/Quest; 
  c) Grant a creature a +1 Inherent bonus on a 
  single attribute.  To grant a +2 Inherent 
  bonus, 2 Wishes must be cast back-to-
  back.  No attribute may have higher than a 
  +5 Inherent bonus; 
  d) Remove one type of injury or affliction 
  (such as poison) from 1 subject/lvl; 
  e) Recreate a creature’s body so that is can be 
  resurrected. 
  f) Transport 1 subject/lvl to any location in 
  any plane of existence; 
  g) Undo misfortune (i.e., force a reroll) of an 
  event within the last round; 
  h) Creat a normal or magical item worth up 
  to 15,000 gp. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Spell Tables 
  Page 49 
   
  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 PH 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 – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Spell Tables 
  Page 50 
   
  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) 
   
   
  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) 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Spell Tables 
   
  Page 51 
  Permanency Table 
   
   
  Spell that can be made Permanent(PH p259) 
  Reference 
  Legal 
  Target 
  Min 
  Lvl 
  XP 
  Cost 
  Resistance(PH p272) 
  <Abj, VS/AM(cloth)/DF, 1StdAct, Touch, 1min> 
  – Subject gains +1 Resistance bonus on all saves. 
  PH p260 
  Creature  
  9 
  250 
  Alarm(PH p197) 
  <Abj, VS/AF(tiny bell, silver wire)/DF, 1StdAct, Close-range, 2hrs/lvl(D), no save, no SR> 
  – If any creature of Tiny-size or larger passes through the warded 20’ radius Emanation without saying the 
  password, an alarm (chosen at casting time) will sound. 
  Audible:  Chimes for 1 round.  Easily heard within 60’ in typical conditions. 
  Mental:  The chime is only in the caster’s head, though he/she must be within 1 mile.  This will wake the 
  caster, but not disturb his/her concentration.   
  PH p260 
  Location 
  9 
  500 
  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. 
  PH p260 
  Self only 
  9 
  500 
  Dancing Lights(PH p216) 
  <Evoc[light], VS, 1StdAct, Medium-range, 1min> 
  – Up to 4 spheres in a 10’ area that each give off 30’ of light.  They can move 100’ per round. 
  PH p260 
  Location 
  9 
  500 
  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. 
  PH p260 
  Self only 
  9 
  500 
  Enlarge Person(PH p226) 
  <Trans, VSM(powdered iron), 1Round, Close-range, 1min/lvl(D)> 
  – One Humanoid (& all his/her equipment) becomes 1 Size category larger.  Subject gains +2 Size bonus to 
  Strength, –2 Size penalty to Dexterity, and –1 penalty on attacks & AC.  A subject who becomes Large-
  size gains ‘Reach’. 
   If the subject is within an area too small for his/her new size, the subject may attempt to ‘burst’ his/her 
  surroundings with a Strength check (including the bonus).  If the check fails, the subject is trapped, but 
  takes no damage. 
   Unwilling targets get a Fortitude save & SR applies.  
   This spell Counters & Dispels Reduce Person. 
  PH p260 
  Creature  
  9 
  500 
  Ghost Sound(PH p235) 
  <Ill(figment), VSM(wool/wax), 1StdAct, Close-range, 1rnd/lv(D), WillDisbelief, no SR> 
  – Sounds of 4 people per level (max 20 people). 
  PH p260 
  Location 
  9 
  500 
  Magic Fang(PH p250) 
  <Trans, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – One natural weapon of touched creature (including Humanoids) gets +1 Enhancement bonus to attack and 
  damage. 
  PH p260 
  Creature 
  9 
  500 
  Read Magic(PH p269) 
  <Div, VSF(prism), 1StdAct, Personal, 10min/lvl> 
  – Reads scrolls & spellbooks at 1 page per min. 
  PH p260 
  Self only 
  9 
  500 
  Reduce Person(PH p269) 
  <Trans, VSM(powdered iron), 1Round, Close-range, 1min/lvl(D)> 
  – One Humanoid (& all his/her equipment) becomes 1 Size category smaller.  Subject gains +2 Size bonus 
  to Dexterity, –2 Size penalty to Strength, and +1 bonus on attacks & AC.  A subject who becomes Tiny-
  size have a reach of 0’ & must enter an opponent’s hex to attack. 
   An unwilling subject gets a Fortitude save & SR applies.  
   This spell Counters & Dispels Enlarge Person. 
  PH p260 
  Creature  
  9 
  500 
  Silvered Claws(BoED p107) 
  <Trans, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – All of the living subject’s natural attacks are considered to be Silver for purposes of overcoming Damage 
  Reduction. 
  BoED p107 
  Creature  
  9 
  500 
  Silvered Weapon(BoED p107) 
  <Trans, VS, 1StdAct, Touch, 1round/lvl> 
  – A single touched weapon or projectile is considered to be Silver for purposes of overcoming 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. 
  BoED p107 
  Object  
  9 
  500 
  Darkvision(PH p216) 
  <Trans, VSM(carrot/agate), 1StdAct, Touch, 1hr/lvl> 
  – The touched subject can see up to 60’ in non-magical darkness, but in black & white only. 
  PH p260 
  Self only 
  10 
  1,000 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Spell Tables 
   
  Page 52 
  Spell that can be made Permanent(PH p259) 
  Reference 
  Legal 
  Target 
  Min 
  Lvl 
  XP 
  Cost 
  Invisibility(PH p245) 
  <Ill(glamer), VSM(eyelash, gum arabic)/DF, 1StdAct, Touch, 1min/lvl(D)> 
   – Touched creature or object is Invisible until it attacks.  Can effect an object of up to 100 pounds per level. 
  PH p260 
  Object 
  10 
  1,000 
  Magic Mouth(PH p251) 
  <Ill(glamer), VSM(10gp jade power, honeycomb), 1StdAct, Close-range, Permanent until discharged> 
  – The caster creates an invisible ward which produces an illusionary mouth that speaks up to 25 words when 
  it is triggered by a condition specified at cast time.  The message can be in any language known by the 
  caster and can be spread out over a 10 minute period if desired. 
   The trigger must be within the spell’s range in line-of-sight, up to 15’ per level.  The conditions must be 
  based on visual and/or audible triggers, so the spell can be fooled by disguises, silence, etc. 
  PH p260 
  Object 
  10 
  1,000 
  See Invisibility(PH p275) 
  <Div, VSM(pinch of talc, silver powder), 1StdAct, Personal, 10min/lvl(D), no SR> 
  – The caster can see Invisible creatures or objects within its range of vision. 
  PH p260 
  Self only 
  10 
  1,000 
  Web(PH p301) 
  <Conj, VSM(spider web), 1StdAct, Medium-range, 10min/lvl(D), no SR> 
  – Fills 20’ radius Spread with sticky webs, which must be anchored on two diametrically opposing surfaces.  
  Without support, the webs collapse & the spell ends. 
   All creatures within the area of effect are Entangled.  Those that fail a Reflex save are also anchored & 
  cannot move.  To become unanchored requires a Strength check vs. DC 20 or an Escape Artist check vs. 
  DC 25 (each of which consumes a Full-Round Action). 
   An unanchored creature can move slowly through the webs by making a Strength or Escape Artist check as 
  a Full-Round Action.  The target can move 5’ per 5 full points the check exceeds 10. 
   5’ – 20’ of webs provide Cover. More than 20’ provide Total Cover.  A creature in the webs can be attack 
  without the attacker becoming entangled. 
   An open flame can burn away a 5’ cube per round, though any creature in that area takes 2d4 Fire damage. 
   Note:  A Permanent Web that is damage (but not destroyed) (typically by fire) regrows in 10 minutes. 
  PH p260 
  Location 
  10 
  1,000 
  Arcane Sight(PH p201) 
  <Div, VS, 1StdAct, Personal, 1min/lvl(D)> 
  – The caster’s eyes glow blue & is to see magic auras within 120’, allowing his/her to know the strength & 
  school of all magic effects & items by making a Spellcraft check vs. DC (15 + spell level).  By spending a 
  Standard Action scrutinizing a target, the caster can know if it has any spell casting or spell-like abilities, 
  whether they are Arcane or Divine, & the power level of the highest spell effect still available to the 
  target today. 
  PH p260 
  Self only 
  11 
  1,500 
  Gust of Wind(PH p238) 
  <Evoc[air], VSF(tiny bellows), 1StdAct, 1rnd, FortNeg, no SR> 
  – Creates a powerful Line of air 10’ wide by 10’ high by 60’ long starting at the caster.  All Listen checks & 
  ranged attacks within the area of the spell receive a –4 penalty, and open flames are extinguished. 
   The effect of the wind on creatures & objects is based on their size. 
  Size 
  Flying? Blown Back Subdual 
  up to Tiny   Yes 
  2d6 x 10’ 
  2d6 
  up to Tiny   No 
  1d4 x 10’ 
  1d4 per 10’ 
  Small 
    Yes 
  1d6 x 10’ 
  — 
  Small 
    No 
  Prone 
  — 
  Medium 
    Yes 
  1d6 x 5’ 
  — 
  Medium 
    No 
  0’, but can’t advance 
  Large + 
    — 
  No effect 
  PH p260 
  Location 
  11 
  1,500 
  Magic Fang, Greater(PH p250) 
  <Trans, VS/DF, 1StdAct, Close-range, 1hr/lvl> 
  – One living creature (including a Humanoid) gains one of the following: 
  a) one natural weapon gets an Enhancement bonus to attack and damage of +1 per 4 levels (max +5); or 
  b) all natural weapons get a +1 Enhancement bonus on attacks and damage. 
  PH p260 
  Creature 
  11 
  1,500 
  Shrink Item(PH p279) 
  <Trans, VS, 1StdAct, Touch, 1day/lvl(D)> 
  – Shrinks touched non-magical object of up to 2 cubic feet per level to 1/16
  th its normal size & 1/4,000
  th its 
  normal mass (i.e., 4 size categories) & optionally turns it into cloth. 
   The spells ends when the caster throws the target object against a solid surface or says the command word 
  (or the duration runs out). 
   A permanent Shrink Item can be enlarged & shrunk by the caster as often as desired by touch. 
  PH p260 
  Object 
  11 
  1,500 
  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. 
  Note:  The spell will reset itself 1d4 rounds after it is triggered 
  PGF p112 
  Object 
  11 
  1,500 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Spell Tables 
   
  Page 53 
  Spell that can be made Permanent(PH p259) 
  Reference 
  Legal 
  Target 
  Min 
  Lvl 
  XP 
  Cost 
  Stinking Cloud(PH p284) 
  <Conj(creat), VSM(rotten eggs/skunk cabbage leaves), 1StdAct, Medium-range, 1rnd/lvl, FortNeg> 
  – Creates a 20’ radius by 20’ high Cloud of noxious fog. 
   Everyone within the fog must make a Fortitude save each round or be Nauseated, which remains until the 
  target has been out of the fog for 1d4+1 rounds. 
   The fog can be dispersed by Moderate Wind in 4 rounds & a Strong Wind in 1 round. 
   Note:  A Permanent Solid Fog that is dispersed by wind reforms in 10 minutes. 
  PH p260 
  Location 
  11 
  1,500 
  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. 
  PH p260 
  Self only 
  11 
  1,500 
  Solid Fog(PH p281) 
  <Conj(creat), VSM(powdered peas, powdered hoof), 1StdAct, Medium-range, 1min/lvl, no SR> 
  – Creates a 20’ radius Spread by 20’ high Cloud of fog.  Movement in the cloud is slowed to 5’ and taking a 
  5’ step is not an option.  While in the fog, melee attacks & damage have a –2 penalty & ranged attacks 
  (other than magical rays, etc.) are impossible. 
   The fog slows falling, reducing 1d6 of damage per 10’ of solid fog fallen through. 
   The fog can be dispersed by a Strong Wind in 1 round. 
  Note:  A Permanent Solid Fog that is dispersed by wind reforms in 10 minutes. 
  PH p260 
  Location 
  12 
  2,000 
  Wall of Fire(PH p298) 
  <Evoc[fire], VS/AM(phosphorus)/DF, 1StdAct, Medium-range, Concentrations + 1rnd/lvl, SR applies> 
  – Creates a opaque 20’ tall wall of violet fire that is either 20’ long per level & straight –or– a ring 5’ radius 
  per 2 levels.  One side (caster’s choice) causes 2d4 fire damage within 10’ and 1d4 fire damage between 
  10’ & 20’.  Going through the wall does 2d6 + 1/lvl (max +20) Fire damage (2x to Undead). 
   If the wall is created on top of someone, the target gets a Reflex save to jump to one side (taking damage if 
  the wrong side is chosen).  
   20hp of Cold damage in one round will extinguish a 5’ length of wall. 
   Note:  if a section of a Permanent Wall of Fire is extinguished, it will reignite after 10 minutes. 
  PH p260 
  Location 
  12 
  2,000 
  Mordenkainen’s Private Sanctum(PH p256) 
  <Abj, VSM(lead, opaque glass, cloth, powdered chrysolite), 10Minutes, Close-range, 24hrs(D)> 
  – The caster gains privacy in an area of one contiguous 30’ cubic feet per level, shaped however the caster 
  desires.  The area cannot be seen into from the outside, nor can sound travel in or out of the area.  
  Divination (scrying) spells cannot enter the area, including Arcane Eye.  Anyone can enter or leave the 
  area at will. 
  PH p260 
  Area 
  13 
  2,500 
  Rary’s Telepathic Bond(PH p268) 
  <Div, VSM(eggshells), 1StdAct, Close-range, 10min/lvl(D)> 
  – One willing creature per three levels in a 30’ area can be telepathically connected, though the caster does 
  not have to be one of the subjects.  Each subject must be willing & have an Intelligence of 3 or higher. 
   Once connected, the group can communicate at any range.  All subjects can hear all communications of the 
  group & language is not an issue. 
   Note:  a Permanent Rary’s Telepathic Bond is only between 2 creatures. 
  PH p260 
  Creature 
  (2) 
  13 
  2,500 
  Symbol of Pain(PH p290) 
  <Necro[evil], VSM(1,000gp 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 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. 
  Note:  a Permanent Symbol of Pain that reaches its duration resets itself after 10 minutes, ready to be triggered 
  again. 
  PH p260 
  Location 
  or Object 
  13 
  2,500 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Spell Tables 
   
  Page 54 
  Spell that can be made Permanent(PH p259) 
  Reference 
  Legal 
  Target 
  Min 
  Lvl 
  XP 
  Cost 
  Wall of Force(PH p298) 
  <Evoc[force], VSM(clear gem powder), 1StdAct, Close-range, 1min/lvl(D), no SR> 
  – Creates an Invisible, immobile vertical wall of up to one contiguous 10’ square per level. 
   The wall is immune to all damage & most magic (including Dispel Magic).  Spells & breath weapons 
  cannot go through the wall, but gaze attacks & teleportation can. 
  This spell is Dispelled by Disintegrate & Mordenkainen’s Disjunction.  It is immune to Dispel Magic. 
  PH p260 
  Location 
  13 
  2,500 
  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 
  PH p260 
  Object 
  14 
  3,000 
  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; 
  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. 
  Note:  a Permanent Symbol of Fear that has been triggered & panics 150hp of creatures resets itself after 10 
  minutes, ready to be triggered again. 
  PH p260 
  Location 
  or Object 
  14 
  3,000 
  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. 
  Note:  a Permanent Symbol of Persuasion that reaches its duration resets itself after 10 minutes, ready to be 
  triggered again. 
  PH p260 
  Location 
  or Object 
  14 
  3,000 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Spell Tables 
   
  Page 55 
  Spell that can be made Permanent(PH p259) 
  Reference 
  Legal 
  Target 
  Min 
  Lvl 
  XP 
  Cost 
  Phase Door(PH p261) 
  <Conj(creat), V, 1StdAct, Touch, 1use/2lvls> 
  – Creates an ethereal passage 5’ wide by 8’ high with a depth of 10’ + 5’ per 3 levels through wood, plaster, 
  or stone.  The passage is invisible and only usable by the caster and anyone else who can trigger it (set at 
  creation time).  The trigger must be based on observable qualities.  Anyone using the passage can take 
  one other creature through, but this counts as 2 uses. 
  Note:  A permanent Phase Door never runs out of uses & is often has an object as a trigger. 
  PH p260 
  Location 
  15 
  3,500 
  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. 
  Note:  a Permanent Symbol of Stunning that has been triggered & stuns 150hp of creatures resets itself after 10 
  minutes, ready to be triggered again. 
  PH p260 
  Location 
  or Object 
  15 
  3,500 
  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. 
  Note:  a Permanent Symbol of Weakness that reaches its duration resets itself after 10 minutes, ready to be 
  triggered again. 
  PH p260 
  Location 
  or Object 
  15 
  3,500 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Spell Tables 
   
  Page 56 
  Spell that can be made Permanent(PH p259) 
  Reference 
  Legal 
  Target 
  Min 
  Lvl 
  XP 
  Cost 
  Prismatic Wall(PH p264) 
  <Abj, VS, 1StdAct, Close-range, 10min/lvl(D)> 
  – Creates an opaque, vertical wall 4’/lvl wide by 2’/lvl tall.  Anyone within 20’ of the wall who has less than 
  8HD is Blind for 2d4 rounds (no save). 
   The caster can walk through the wall without difficulty.  Anyone else trying to go through the wall is 
  effected by each of its colors (SR check required for each color), unless they are dispelled in order.  The 
  colors, in order, are the following: 
  Color 
  Negated  by Effect 
  Red 
  Cone of Cold 
  20hp fire (Ref½) 
  Orange Gust of Wind 
  40hp acid (Ref½) 
  Yellow Disintegrate 
  80hp electricity (Ref½) 
  Green 
  Passwall 
  Death (Fort½ 1d6Con) 
  Blue 
  Magic Missile Flesh to Stone (FortNeg) 
  Indigo 
  Daylight 
  Insanity (WillNeg) 
  Violet 
  Dispel Magic Plane Shift (WillNeg) 
   The wall is immune to Dispel Magic, Greater Dispel Magic, and Antimagic Sphere, but not 
  Mordenkainen’s Disjunction.   
  PH p260 
  Location 
  16 
  4,000 
  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. 
  Note:  a Permanent Symbol of Death that has been triggered & slays 150hp of creatures resets itself after 10 
  minutes, ready to be triggered again. 
  PH p260 
  Location 
  or Object 
  16 
  4,000 
  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. 
  Note:  a Permanent Symbol of Insanity that reaches its duration resets itself after 10 minutes, ready to be 
  triggered again. 
  PH p260 
  Location 
  or Object 
  16 
  4,000 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Spell Tables 
   
  Page 57 
  Spell that can be made Permanent(PH p259) 
  Reference 
  Legal 
  Target 
  Min 
  Lvl 
  XP 
  Cost 
  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. 
  Note:  a Permanent Symbol of Sleep that reaches its duration resets itself after 10 minutes, ready to be triggered 
  again. 
  PH p260 
  Location 
  or Object 
  16 
  4,000 
  Prismatic Sphere(PH p264) 
  <Abj, V, 1StdAct, 10min/lvl(D)> 
  – Creates a 10’ radius opaque sphere around the caster.  Anyone within 20’ of the sphere who has less than 
  8HD is Blind for 2d4 x 10 minutes.   
   The caster can walk through the sphere without difficulty.  Anyone else trying to go through the wall is 
  effected by each of its colors (SR check required for each color), unless they are dispelled in order.  The 
  colors, in order, are the following: 
  Color 
  Negated  by Effect 
  Red 
  Cone of Cold 
  20hp fire (Ref½) 
  Orange Gust of Wind 
  40hp acid (Ref½) 
  Yellow Disintegrate 
  80hp electricity (Ref½) 
  Green 
  Passwall 
  Death (Fort½ 1d6Con) 
  Blue 
  Magic Missile Flesh to Stone (FortNeg) 
  Indigo 
  Daylight 
  Insanity (WillNeg) 
  Violet 
  Dispel Magic Plane Shift (WillNeg) 
   The sphere is immune to Dispel Magic, Greater Dispel Magic, and Antimagic Sphere, but not 
  Mordenkainen’s Disjunction. 
  PH p260 
  Location 
  17 
  4,500 
  Teleportation Circle(PH p293) 
  <Conj[teleport], VM(1,000gp amber), 10Minutes, Touch, 10min/lvl(D), no save, SR applies> 
  – Create an almost invisible circle up to 5’ radius on the floor, ground, etc.  Anyone stepping into the circle 
  is teleported safely to a familiar destination in the same plane of existence chosen at casting time. 
  Note:  The spell will reset itself after 10 minutes if ‘disabled’ by a Disable Trap check. 
  PH p260 
  Location 
  17 
  4,500 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Spell Tables 
   
  Page 58 
  Alternate Form Table 
   
  Results of the Spell 
  Alter Self 
  (PH p197) 
  Polymorph 
  (PH p263) 
  Animal Shapes 
  (PH p198) 
  Shapechange 
  (PH p277)(PHe)+ 
  Magic Jar 
  (PH p250) 
  Creature Type 
  Same as original creature 
  (typically Humanoid) 
  Same as original form or 
  Aberration, Animal, 
  Dragon, Fey, Giant, 
  Humanoid, Magical Beast, 
  Monstrous Humanoid, 
  Ooze, Plant, Vermin. 
  Cannot be Incorporeal or 
  Gaseous. 
  Animal only 
  Any, but not unique 
  creatures. 
  Same as New form 
  New Form’s HD Max 
  Up to Caster level  
  (max 5HD) 
  Up to Caster level, but no 
  more than target’s HD 
  (max 15HD) 
  Up to Caster level, but no 
  more than target’s HD 
  (max 20 HD) 
  Up to Caster level  
  (max 25 HD) 
  n/a 
  Largest Possible Size 
  1 size category larger 
  than original form 
  Limited only by creature 
  choice (i.e., Max HD) 
  Limited only by creature 
  choice (i.e., Max HD) 
  Colossal-size 
  n/a 
  Smallest Possible Size 
  1 size category smaller  
  than original form 
  Fine-size 
  Fine-size 
  Fine-size 
  n/a 
  Strength 
  Same as original form 
  Same as New form 
  Same as New form 
  Same as New form 
  Same as New form 
  Dexterity 
  Same as original form 
  Same as New form 
  Same as New form 
  Same as New form 
  Same as New form 
  Constitution 
  Same as original form 
  Same as New form 
  Same as New form 
  Same as New form 
  Same as New form 
  Intelligence 
  Same as original form 
  Same as original form 
  Same as original form 
  Same as original form 
  Same as original form 
  Wisdom 
  Same as original form 
  Same as original form 
  Same as original form 
  Same as original form 
  Same as original form 
  Charisma 
  Same as original form 
  Same as original form 
  Same as original form 
  Same as original form 
  Same as original form 
  Class & Level 
  Same as original form 
  Same as original form 
  Same as original form 
  Same as original form 
  Same as original form 
  Hit-Points 
  Same as original form 
  Same as original form 
  Same as original form 
  Same as original form 
  Same as original form 
  Alignment 
  Same as original form 
  Same as original form 
  Same as original form 
  Same as original form 
  Same as original form 
  Base Attack Bonus 
  Same as original form 
  Same as original form 
  Same as original form 
  Same as original form 
  Same as original form 
  Base Save Bonuses 
  Same as original form 
  Same as original form 
  Same as original form 
  Same as original form 
  Same as original form 
  Keep Original Form’s 
  Extraordinary Special 
  Attacks? 
  Yes, if gained from  
  Class levels 
  Yes, if gained from  
  Class levels 
  Yes, if gained from  
  Class levels 
  Yes, if gained from  
  Class levels 
  Yes, if a mental ability 
  Keep Original Form’s 
  Spell-Like Special 
  Attacks? 
  Yes 
  Yes 
  Yes 
  Yes 
  Yes, if a mental ability 
  Keep Original Form’s 
  Spell-Like Special 
  Qualities? 
  Yes 
  Yes 
  Yes 
  Yes 
  Yes, if a mental ability 
  Keep Original Form’s 
  Supernatural Special 
  Attacks? 
  Yes 
  Yes 
  Yes 
  No 
  Yes, if a mental ability 
  Keep Original Form’s 
  Supernatural Special 
  Qualities? 
  Yes 
  Yes 
  Yes 
  No 
  Yes, if a mental ability 
  Keep Original Form’s 
  Supernatural Special 
  Qualities? 
  Yes 
  Yes 
  Yes 
  Yes 
  Yes, if a mental ability 
  Gain New Form’s 
  Extraordinary Special 
  Attacks? 
  No 
  Yes 
  Yes 
  Yes 
  Yes 
  Gain New Form’s 
  Extraordinary Special 
  Qualities? 
  No 
  No 
  No 
  No 
  Yes 
  Gain New Form’s Super-
  natural Special Attacks? 
  No 
  No 
  No 
  Yes 
  No 
  Gain New Form’s Super-
  natural Special Qualities? 
  No 
  No 
  No 
  Yes 
  No 
  Movement 
  Same as New form, up to 
  120’ flying and/or 60’ 
  other movement 
  Same as New form, up to 
  120’ flying and/or 60’ 
  other movement 
  Same as New form, up to 
  120’ flying and/or 60’ 
  other movement 
  Same as New form 
  Same as New form 
  Natural Armor Bonus 
  Same as New form 
  Same as New form 
  Same as New form 
  Same as New form 
  Same as New form 
  Natural Weapons 
  Same as New form 
  Same as New form 
  Same as New form 
  Same as New form 
  Same as New form 
  Racial Skill Bonuses 
  Same as New form 
  Same as New form 
  Same as New form 
  Same as New form 
  unclear 
  Racial Bonus Feats 
  Same as New form 
  Same as New form 
  Same as New form 
  Same as New form 
  Same as New form 
  Add a Template to the 
  New Form? 
  No 
  No 
  No 
  No 
  n/a 
  Creature type & subtype 
  Same as original form 
  Same as New form 
  Same as New form 
  Same as New form 
  Same as New form 
  Bonus to Disguise check 
  +10 
  +10 
  +10 
  +10 
  No 
  Regain hp as if rested one 
  night? 
  No 
  Yes 
  Yes 
  Yes 
  No 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Glossary 
   
  Page 59 
  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 – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Glossary 
   
  Page 60 
  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)(PHe)+ 
  +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 pXXX) 
  The default casting time for a 
  spell. 
  Full Round Action(PH pXXX) 
  A Full Round Action.  Casting 
  time for many summoning 
  spells.   
   
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Glossary 
   
  Page 61 
  Other Definitions 
   
  All Actions 
  Attack Rolls, Saving Throws, Skill Checks, & 
  Ability Checks. 
  Attitude Categories(PH p72) 
  See table on PH 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’ or to ‘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. 
  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). 
  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 & heals the Undead. 
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
   
  Glossary 
   
  Page 62 
  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 Wizards, use Intelligence.   
  For Bards & Sorcerers, use Charisma. 
  For Clerics, Druids, Paladins, & Rangers, use 
  Wisdom. 
  Positive Energy 
  Heals the living & 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) 
  Costs 2 movement to go through each hex. 
  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. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Sorcerer & Wizard Spell Summaries 
  April 1, 2005 
  Appendix 
   
  Page 63 
  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”. 
   
   
  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 3 
   
   
   
  CWar 
  – 
  Complete Warrior 
  CDiv 
  – 
  Complete Divine 
  CArc 
  – 
  Complete Arcane 
   
   
   
  BoED 
  – 
  Book of Exalted Deeds 
  UA 
  – 
  Unearthed Arcana 
   
   
   
  FR 
  – 
  Forgotten Realms Campaign Setting 
  MoF 
  – 
  Magic of Faerûn 
  UE 
  – 
  Unapproachable East 
  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 
  PHe 
  – 
  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  
  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/DnD3.5Indexes/DnD3.5Index-Spells-SorcererWizard.pdf