AD&D3_tsr SpellLists_Net
AD&D3_tsr SpellLists_Net
AD&D3_tsr SpellLists_Net
Devis
foot of stone, 1 inch of common metal, a thin sheet
0-level Spells of lead, or 3 feet of wood or dirt blocks it. Outsiders
and elementals are not magical in themselves, but if
Detect Magic they are conjured, the conjuration spell registers.
Universal
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Ghost Sound
Components: V, S Illusion (Figment)
Casting Time: 1 action Level: Brd 0, Sor/Wiz 0
Range: 60 ft. Components: V, S, M
Area: Quarter circle emanating from you to the Casting Time: 1 action
extreme of the range Range: Close (25 ft. + 5 ft./2 levels)
Duration: Concentration, up to 1 minute/ Effect: Illusory sounds
level (D) Duration: 1 round/level (D)
Saving Throw: None Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No Spell Resistance: No
You detect magical auras. The amount of Ghost sound allows you to create a volume of sound
information revealed depends on how long you that rises, recedes, approaches, or remains at a fixed
study a particular area or subject: place. You choose what type of sound the spell
1st Round: Presence or absence of magical auras. creates when casting the spell and cannot thereafter
2nd Round: Number of different magical auras and change its basic character. The volume of sound
the strength of the strongest aura. created, however, depends on your level. You can
3rd Round: The strength and location of each produce as much noise as four normal humans per
aura. If the items or creatures bearing the auras are caster level (maximum twenty humans). Thus,
in line of sight, you can make Spellcraft skill checks talking, singing, shouting, walking, marching, or
to determine the school of magic involved in each. running sounds can be created. The noise a ghost
(Make one check per aura; DC 15 + spell level, or sound spell produces can be virtually any type of
15 + half caster level for a nonspell effect.) sound within the volume limit. A horde of rats
Magical areas, multiple types of magic, or strong running and squeaking is about the same volume as
local magical emanations may confuse or conceal eight humans running and shouting. A roaring lion
weaker auras. is equal to the noise from sixteen humans, while a
Aura Strength: An aura’s magical power and roaring dire cat is equal to the noise from twenty
strength depend on a spell’s functioning spell level or humans.
an item’s caster level. Note that ghost sound can enhance the
effectiveness of a silent image spell.
Functioning Item Material Component: A bit of wool or a small
Spell Caster lump of wax.
Strength Level Level
Dim 0-level or Lingering Light
lingering aura aura Evocation [Light]
Faint 1st–3rd 1st–5th Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Moderate 4th–6th 6th–11th Components: V, M/DF
Strong 7th–9th 12th–20th Casting Time: 1 action
Overwhelming Artifact or Range: Touch
Beyond Target: Object touched
deity-level mortal Duration: 10 minutes/level (D)
magic caster Saving Throw: None
Spell Resistance: No
If an aura falls into more than one category, detect
magic indicates the stronger of the two. This spell causes an object to glow like a torch,
Length Aura Lingers: How long the aura shedding light in a 20-foot radius from the point
lingers depends on its original strength: you touch. The effect is immobile, but it can be cast
on a movable object. Light taken into an area of
Aura Strength Duration magical darkness does not function.
Faint 1d6 minutes Arcane Material Component: A firefly or a piece
Moderate 1d6 ∞ 10 minutes of phosphorescent moss.
Strong 1d6 hours
Overwhelming 1d6 days
Read Magic
Note: Each round, you can turn to detect things in Universal
a new area. The spell can penetrate barriers, but 1 Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level
Resistance
Abjuration
Level: Brd 0, Clr 0, Drd 0, Pal 1, Sor/Wiz 0
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Sleep
Enchantment (Compulsion)
[Mind-Affecting]
Level: Brd 1, Rgr 2, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Spell Lists
Jozan
0-level Spells Aura Strength Duration
Faint 1d6 minutes
Cure Minor Wounds* Moderate 1d6 ∞ 10 minutes
Conjuration (Healing) Strong 1d6 hours
Level: Clr 0, Drd 0 Overwhelming 1d6 days
As cure light wounds, except cure minor wounds Note: Each round, you can turn to detect things in
cures only 1 point of damage. a new area. The spell can penetrate barriers, but 1
foot of stone, 1 inch of common metal, a thin sheet
Detect Magic of lead, or 3 feet of wood or dirt blocks it. Outsiders
Universal and elementals are not magical in themselves, but if
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 they are conjured, the conjuration spell registers.
Components: V, S
Casting Time: 1 action Light
Range: 60 ft. Evocation [Light]
Area: Quarter circle emanating from you to the Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
extreme of the range Components: V, M/DF
Duration: Concentration, up to 1 minute/ Casting Time: 1 action
level (D) Range: Touch
Saving Throw: None Target: Object touched
Spell Resistance: No Duration: 10 minutes/level (D)
Saving Throw: None
You detect magical auras. The amount of Spell Resistance: No
information revealed depends on how long you
study a particular area or subject: This spell causes an object to glow like a torch,
1st Round: Presence or absence of magical auras. shedding light in a 20-foot radius from the point
2nd Round: Number of different magical auras and you touch. The effect is immobile, but it can be cast
the strength of the strongest aura. on a movable object. Light taken into an area of
3rd Round: The strength and location of each magical darkness does not function.
aura. If the items or creatures bearing the auras are Arcane Material Component: A firefly or a piece
in line of sight, you can make Spellcraft skill checks of phosphorescent moss.
to determine the school of magic involved in each.
(Make one check per aura; DC 15 + spell level, or Resistance
15 + half caster level for a nonspell effect.) Abjuration
Magical areas, multiple types of magic, or strong Level: Brd 0, Clr 0, Drd 0, Pal 1, Sor/Wiz 0
local magical emanations may confuse or conceal Components: V, S, M/DF
weaker auras. Casting Time: 1 action
Aura Strength: An aura’s magical power and Range: Touch
strength depend on a spell’s functioning spell level or Target: Creature touched
an item’s caster level. Duration: 1 minute
Saving Throw: Will negates (harmless)
Functioning Item Spell Resistance: Yes (harmless)
Spell Caster
Strength Level Level You imbue the subject with magical energy that
Dim 0-level or Lingering protects her from harm, granting her a +1 resistance
lingering aura aura bonus on saves.
Faint 1st–3rd 1st–5th Arcane Material Component: A miniature cloak.
Moderate 4th–6th 6th–11th
Strong 7th–9th 12th–20th Virtue
Overwhelming Artifact or Transmutation
Beyond Level: Clr 0, Drd 0, Pal 1
deity-level mortal Components: V, S, DF
magic caster Casting Time: 1 action
Range: Touch
If an aura falls into more than one category, detect Target: Creature touched
magic indicates the stronger of the two. Duration: 1 minute
Length Aura Lingers: How long the aura Saving Throw: Yes (harmless)
lingers depends on its original strength: Spell Resistance: Yes (harmless)
The subject gains 1 temporary hit point. Third, the spell prevents bodily contact by
summoned or conjured creatures (see the Monster
Manual). This causes the natural weapon attacks of
1st-Level Spells
such creatures to fail and the creatures to recoil if
such attacks require touching the warded creature.
Command Good elementals and outsiders are immune to this
Enchantment (Compulsion) [Language-Dependent,
effect. The protection against contact by summoned
Mind-Affecting]
or conjured creatures ends if the warded creature
Level: Clr 1
makes an attack against or tries to force the barrier
Components: V
against the blocked creature. Spell resistance can
Casting Time: 1 action
allow a creature to overcome this protection and
Range: Close (25 ft. + 5 ft./2 levels)
touch the warded creature.
Target: One living creature
Arcane Material Component: A little powdered
Duration: 1 round
silver with which you trace a 3-foot-diameter circle
Saving Throw: Will negates
on the floor (or ground) around the creature to be
Spell Resistance: Yes
warded.
You give the subject a one-word command, which
she obeys to the best of her ability. A very Domain Spells
reasonable command causes the subject to suffer a
penalty on the saving throw (from –1 to –4, at the Bless
DM’s discretion). Typical commands are “Flee,” Enchantment (Compulsion)
“Die” (which causes the subject to feign death), [Mind-Affecting]
“Halt,” “Run,” “Stop,” “Fall,” “Go,” “Leave,” Level: Clr 1, Pal 1
“Surrender,” and “Rest.” (A command of “Suicide” Components: V, S, DF
fails because “suicide” is generally used as a noun, Casting Time: 1 action
not as a command.) Range: 50 ft.
Area: All allies within 50 ft.
Protection from Evil Duration: 1 minute/level
Abjuration [Good] Saving Throw: None
Level: Brd 1, Clr 1, Good 1, Pal 1, Spell Resistance: Yes (harmless)
Sor/Wiz 1
Components: V, S, M/DF Bless fills your allies with courage. They gain a
Casting Time: 1 action morale bonus of +1 on their attack rolls and a
Range: Touch morale bonus of +1 on saving throws against fear
Target: Creature touched effects.
Duration: 1 minute/level (D) Bless counters and dispels bane.
Saving Throw: Will negates (harmless)
Spell Resistance: No (see text) Cure Light Wounds*
Conjuration (Healing)
This spell wards a creature from attacks by evil Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
creatures, from mental control, and from summoned Components: V, S
or conjured creatures. It creates a magical barrier Casting Time: 1 action
around the subject at a distance of 1 foot. The Range: Touch
barrier moves with the subject and has three major Target: Creature touched
effects: Duration: Instantaneous
First, the subject gets a +2 deflection bonus to Saving Throw: Will half (harmless)
AC and a +2 resistance bonus on saves. Both these (see text)
bonuses apply against attacks made by evil Spell Resistance: Yes (harmless)
creatures.
Second, the barrier blocks any attempt to possess When laying your hand upon a living creature, you
the warded creature (as by a magic jar attack) or to channel positive energy that cures 1d8 points of
exercise mental control over the creature (as by a damage +1 point per caster level (up to +5).
vampire’s supernatural domination ability, which Since undead are powered by negative energy,
works similar to dominate person). The protection this spell deals damage to them instead of curing
does not prevent a vampire’s domination itself, but their wounds. An undead creature can attempt a
it prevents the vampire from mentally commanding Will save to take half damage.
the protected creature. If the protection from evil
effect ends before the domination effect does, the *Jozan can “swap out” prepared spells of the
vampire would then be able to mentally command same level (but not domain spells) for cure
the controlled creature. Likewise, the barrier keeps
minor wounds or cure light wounds. Ask your
out a possessing life force but does not expel one if
it is in place before the spell is cast. This second DM for details or refer to page 32 of the Player’s
effect works regardless of alignment. Handbook (“Spontaneous Casting”).
Spell Lists
Mialee
Note: Each round, you can turn to detect things in
0-Level Spells a new area. The spell can penetrate barriers, but 1
foot of stone, 1 inch of common metal, a thin sheet
Detect Magic of lead, or 3 feet of wood or dirt blocks it. Outsiders
Universal and elementals are not magical in themselves, but if
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 they are conjured, the conjuration spell registers.
Components: V, S
Casting Time: 1 action Light
Range: 60 ft. Evocation [Light]
Area: Quarter circle emanating from you to the Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
extreme of the range Components: V, M/DF
Duration: Concentration, up to 1 minute/ Casting Time: 1 action
level (D) Range: Touch
Saving Throw: None Target: Object touched
Spell Resistance: No Duration: 10 minutes/level (D)
Saving Throw: None
You detect magical auras. The amount of Spell Resistance: No
information revealed depends on how long you
study a particular area or subject: This spell causes an object to glow like a torch,
1st Round: Presence or absence of magical auras. shedding light in a 20-foot radius from the point
2nd Round: Number of different magical auras and you touch. The effect is immobile, but it can be cast
the strength of the strongest aura. on a movable object. Light taken into an area of
3rd Round: The strength and location of each magical darkness does not function.
aura. If the items or creatures bearing the auras are Arcane Material Component: A firefly or a piece
in line of sight, you can make Spellcraft skill checks of phosphorescent moss.
to determine the school of magic involved in each.
(Make one check per aura; DC 15 + spell level, or Ray of Frost
15 + half caster level for a nonspell effect.) Conjuration (Creation) [Cold]
Magical areas, multiple types of magic, or strong Level: Sor/Wiz 0
local magical emanations may confuse or conceal Components: V, S
weaker auras. Casting Time: 1 action
Aura Strength: An aura’s magical power and Range: Close (25 ft. + 5 ft./2 levels)
strength depend on a spell’s functioning spell level or Effect: Ray
an item’s caster level. Duration: Instantaneous
Saving Throw: None
Functioning Item
Spell Resistance: Yes
Spell Caster
Strength Level Level
A ray of freezing air and ice projects from your
Dim 0-level or Lingering
pointing finger. You must succeed at a ranged touch
lingering aura aura
attack with the ray to deal damage to a target. The
Faint 1st–3rd 1st–5th
ray deals 1d3 points of cold damage.
Moderate 4th–6th 6th–11th
Strong 7th–9th 12th–20th
Overwhelming Artifact or 1st-Level Spells
Beyond
deity-level mortal Charm Person
magic caster Enchantment (Charm) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
If an aura falls into more than one category, detect Components: V, S
magic indicates the stronger of the two. Casting Time: 1 action
Length Aura Lingers: How long the aura Range: Close (25 ft. + 5 ft./2 levels)
lingers depends on its original strength: Target: One person
Duration: 1 hour/level
Aura Strength Duration Saving Throw: Will negates
Faint 1d6 minutes Spell Resistance: Yes
Moderate 1d6 ∞ 10 minutes
Strong 1d6 hours This charm makes a humanoid of Medium-size or
Overwhelming 1d6 days smaller regard you as his trusted friend and ally. If the
creature is currently being threatened or attacked by you
or your allies, however, he receives a +5 bonus on his
saving throw.
The spell does not enable you to control the
charmed person as if he were an automaton, but he
perceives your words and actions in the most
favorable way. You can try to give the subject
orders, but you must win an opposed Charisma
check to convince him to do anything he wouldn’t
ordinarily do. (Retries not allowed.) A charmed
person never obeys suicidal or obviously harmful
orders, but he might believe you if you assured him
that the only chance to save your life is for him to
hold back an onrushing red dragon for “just a few
seconds.” Any act by you or your apparent allies
that threatens the charmed person breaks the spell.
Note also that you must speak the person’s language
to communicate your commands, or else be good at
pantomiming.
Sleep
Enchantment (Compulsion)
[Mind-Affecting]
Level: Brd 1, Rgr 2, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Several living creatures within a 15-ft.-radius
burst
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes