AD&D3_tsr SpellLists_Net

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Spell Lists

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

By means of read magic, you can read magical


inscriptions on objects—books, scrolls, weapons,
and the like—that would otherwise be
unintelligible. This deciphering does not normally
invoke the magic contained in the writing, although
it may do so in the case of a cursed scroll.
Furthermore, once the spell is cast and you have
read the magical inscription, you are thereafter able
to read that particular writing without recourse to
the use of read magic. You can read at the rate of
one page (250 words) per minute. The spell allows
you to identify a glyph of warding with a successful
Spellcraft check against DC 13 or a symbol with a
successful Spellcraft check against DC 19.
Focus: A clear crystal or mineral prism.

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)

You imbue the subject with magical energy that


protects her from harm, granting her a +1 resistance
bonus on saves.
Arcane Material Component: A miniature cloak.
Spell Lists
Hennet
0-level Spells Note: Each round, you can turn to detect things in
a new area. The spell can penetrate barriers, but 1
Detect Magic foot of stone, 1 inch of common metal, a thin sheet
Universal of lead, or 3 feet of wood or dirt blocks it. Outsiders
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 and elementals are not magical in themselves, but if
Components: V, S they are conjured, the conjuration spell registers.
Casting Time: 1 action
Range: 60 ft. Ghost Sound
Area: Quarter circle emanating from you to the Illusion (Figment)
extreme of the range Level: Brd 0, Sor/Wiz 0
Duration: Concentration, up to 1 minute/ Components: V, S, M
level (D) Casting Time: 1 action
Saving Throw: None Range: Close (25 ft. + 5 ft./2 levels)
Spell Resistance: No Effect: Illusory sounds
Duration: 1 round/level (D)
You detect magical auras. The amount of Saving Throw: Will disbelief (if interacted with)
information revealed depends on how long you Spell Resistance: No
study a particular area or subject:
1st Round: Presence or absence of magical auras. Ghost sound allows you to create a volume of sound
2nd Round: Number of different magical auras and that rises, recedes, approaches, or remains at a fixed
the strength of the strongest aura. place. You choose what type of sound the spell
3rd Round: The strength and location of each creates when casting the spell and cannot thereafter
aura. If the items or creatures bearing the auras are change its basic character. The volume of sound
in line of sight, you can make Spellcraft skill checks created, however, depends on your level. You can
to determine the school of magic involved in each. produce as much noise as four normal humans per
(Make one check per aura; DC 15 + spell level, or caster level (maximum twenty humans). Thus,
15 + half caster level for a nonspell effect.) talking, singing, shouting, walking, marching, or
Magical areas, multiple types of magic, or strong running sounds can be created. The noise a ghost
local magical emanations may confuse or conceal sound spell produces can be virtually any type of
weaker auras. sound within the volume limit. A horde of rats
Aura Strength: An aura’s magical power and running and squeaking is about the same volume as
strength depend on a spell’s functioning spell level or eight humans running and shouting. A roaring lion
an item’s caster level. is equal to the noise from sixteen humans, while a
roaring dire cat is equal to the noise from twenty
Functioning Item humans.
Spell Caster Note that ghost sound can enhance the
Strength Level Level effectiveness of a silent image spell.
Dim 0-level or Lingering Material Component: A bit of wool or a small
lingering aura aura lump of wax.
Faint 1st–3rd 1st–5th
Moderate 4th–6th 6th–11th Light
Strong 7th–9th 12th–20th Evocation [Light]
Overwhelming Artifact or Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Beyond Components: V, M/DF
deity-level mortal Casting Time: 1 action
magic caster Range: Touch
Target: Object touched
If an aura falls into more than one category, detect Duration: 10 minutes/level (D)
magic indicates the stronger of the two. Saving Throw: None
Length Aura Lingers: How long the aura Spell Resistance: No
lingers depends on its original strength:
This spell causes an object to glow like a torch,
Aura Strength Duration shedding light in a 20-foot radius from the point
Faint 1d6 minutes you touch. The effect is immobile, but it can be cast
Moderate 1d6 ∞ 10 minutes on a movable object. Light taken into an area of
Strong 1d6 hours magical darkness does not function.
Overwhelming 1d6 days Arcane Material Component: A firefly or a piece
of phosphorescent moss.
Read Magic Area: Several living creatures within a 15-ft.-radius
Universal burst
Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 Duration: 1 minute/level
Components: V, S, F Saving Throw: Will negates
Casting Time: 1 action Spell Resistance: Yes
Range: Personal
Target: You A sleep spell causes a comatose slumber to come
Duration: 10 minutes/level upon one or more creatures. Roll 2d4 to determine
how many total HD of creatures can be affected.
By means of read magic, you can read magical Creatures with the fewest HD are affected first.
inscriptions on objects—books, scrolls, weapons, Among creatures with equal HD, those who are
and the like—that would otherwise be closest to the spell’s point of origin are affected
unintelligible. This deciphering does not normally first. No creature with 5 or more HD is affected, and
invoke the magic contained in the writing, although HD that are not sufficient to affect a creature are
it may do so in the case of a cursed scroll. wasted.
Furthermore, once the spell is cast and you have Creatures with fewer HD are affected first. For
read the magical inscription, you are thereafter able example, Mialee casts sleep at three kobolds (1/2 HD),
to read that particular writing without recourse to two gnolls (2 HD), and an ogre (4 HD). The roll (2d4)
the use of read magic. You can read at the rate of result is 4. All three kobolds and one gnoll are affected
one page (250 words) per minute. The spell allows (1/2 + 1/2 + 1/2 + 2 = 3 1/2 HD). The remaining 1/2
you to identify a glyph of warding with a successful HD is not enough to affect the last gnoll or the ogre.
Spellcraft check against DC 13 or a symbol with a Mialee can’t choose to have sleep affect the ogre or the
successful Spellcraft check against DC 19. two gnolls.
Focus: A clear crystal or mineral prism. Sleeping creatures are helpless. Slapping or
wounding awakens affected creatures, but normal
1st-level noise does not. Awakening a creature is a standard
action (an application of the aid another action).
Magic Missile Sleep does not target unconscious creatures,
Evocation [Force] constructs, or undead creatures.
Level: Sor/Wiz 1 Note: Extra hit points are irrelevant for
Components: V, S determining how many HD a creature has. An ogre
Casting Time: 1 action with 4d8+8 hit points still has only 4 HD and can be
Range: Medium (100 ft. + 10 ft./level) affected by the spell.
Targets: Up to five creatures, no two of which can Arcane Material Component: A pinch of fine
be more than 15 ft. apart sand, rose petals, or a live cricket.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A missile of magical energy darts forth from your


fingertip and unerringly strikes its target. The
missile deals 1d4+1 points of damage.
The missile strikes unerringly, even if the target is in
melee or has anything less than total cover or
concealment. Specific parts of a creature cannot be
singled out. Inanimate objects (locks, etc.) cannot be
damaged by the spell.
For every two levels of experience past 1st, you
gain an additional missile. You have two at 3rd
level, three at 5th level, four at 7th level, and the
maximum of five missiles at 9th level or higher. If
you shoot multiple missiles, you can have them
strike a single creature or several creatures. A single
missile can strike only one creature. You must
designate targets before you roll for SR or roll
damage.

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

A sleep spell causes a comatose slumber to come


upon one or more creatures. Roll 2d4 to determine
how many total HD of creatures can be affected.
Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are
closest to the spell’s point of origin are affected
first. No creature with 5 or more HD is affected, and
HD that are not sufficient to affect a creature are
wasted.
Creatures with fewer HD are affected first. For
example, Mialee casts sleep at three kobolds (1/2 HD),
two gnolls (2 HD), and an ogre (4 HD). The roll (2d4)
result is 4. All three kobolds and one gnoll are affected
(1/2 + 1/2 + 1/2 + 2 = 3 1/2 HD). The remaining 1/2
HD is not enough to affect the last gnoll or the ogre.
Mialee can’t choose to have sleep affect the ogre or the
two gnolls.
Sleeping creatures are helpless. Slapping or
wounding awakens affected creatures, but normal
noise does not. Awakening a creature is a standard
action (an application of the aid another action).
Sleep does not target unconscious creatures,
constructs, or undead creatures.
Note: Extra hit points are irrelevant for
determining how many HD a creature has. An ogre
with 4d8+8 hit points still has only 4 HD and can be
affected by the spell.
Arcane Material Component: A pinch of fine
sand, rose petals, or a live cricket.
Spell Lists
Vadania
Aura Strength Duration
0-Level Spells
Faint 1d6 minutes
Moderate 1d6 ∞ 10 minutes
Cure Minor Wounds Strong 1d6 hours
Conjuration (Healing)
Overwhelming 1d6 days
Level: Clr 0, Drd 0
Note: Each round, you can turn to detect things in
As cure light wounds, except cure minor wounds
a new area. The spell can penetrate barriers, but 1
cures only 1 point of damage.
foot of stone, 1 inch of common metal, a thin sheet
of lead, or 3 feet of wood or dirt blocks it. Outsiders
Detect Magic and elementals are not magical in themselves, but if
Universal
they are conjured, the conjuration spell registers.
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Virtue
Casting Time: 1 action
Transmutation
Range: 60 ft.
Level: Clr 0, Drd 0, Pal 1
Area: Quarter circle emanating from you to the
Components: V, S, DF
extreme of the range
Casting Time: 1 action
Duration: Concentration, up to 1 minute/
Range: Touch
level (D)
Target: Creature touched
Saving Throw: None
Duration: 1 minute
Spell Resistance: No
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)
You detect magical auras. The amount of
information revealed depends on how long you
The subject gains 1 temporary hit point.
study a particular area or subject:
1st Round: Presence or absence of magical auras.
Cure Light Wounds*
2nd Round: Number of different magical auras and
Conjuration (Healing)
the strength of the strongest aura.
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
3rd Round: The strength and location of each
Components: V, S
aura. If the items or creatures bearing the auras are
Casting Time: 1 action
in line of sight, you can make Spellcraft skill checks
Range: Touch
to determine the school of magic involved in each.
Target: Creature touched
(Make one check per aura; DC 15 + spell level, or
Duration: Instantaneous
15 + half caster level for a nonspell effect.)
Saving Throw: Will half (harmless)
Magical areas, multiple types of magic, or strong
(see text)
local magical emanations may confuse or conceal
Spell Resistance: Yes (harmless)
weaker auras.
Aura Strength: An aura’s magical power and
When laying your hand upon a living creature, you
strength depend on a spell’s functioning spell level or
channel positive energy that cures 1d8 points of
an item’s caster level.
damage +1 point per caster level (up to +5).
Since undead are powered by negative energy,
Functioning Item
this spell deals damage to them instead of curing
Spell Caster
their wounds. An undead creature can attempt a
Strength Level Level
Will save to take half damage.
Dim 0-level or Lingering
lingering aura aura
Calm Animals
Faint 1st–3rd 1st–5th
Enchantment (Compulsion)
Moderate 4th–6th 6th–11th
[Mind-Affecting]
Strong 7th–9th 12th–20th
Level: Animal 1, Drd 1
Overwhelming Artifact or
Components: V, S
Beyond
Casting Time: 1 action
deity-level mortal
Range: Close (25 ft. + 5 ft./2 levels)
magic caster
Targets: Animals, beasts, or magical beasts with
Intelligence 1 or 2 within 30 ft. of each other
If an aura falls into more than one category, detect
Duration: 1 minute/level
magic indicates the stronger of the two.
Saving Throw: Will negates (see text)
Length Aura Lingers: How long the aura
Spell Resistance: Yes
lingers depends on its original strength:
This spell soothes and quiets animals, beasts, and
magical beasts, rendering them docile and harmless.
Only creatures with Intelligence scores of 1 or 2 can
be affected by this spell. All the subjects must be of
the same species and within a 30-foot sphere. Roll
2d4 + caster level to determine the total number of
HD affected. Animals trained to attack or guard,
dire animals, beasts, and magical beasts are allowed
saving throws. Animals not trained to attack or
guard are not. (A druid could calm a normal bear or
wolf with little trouble, but it’s more difficult to
affect a winter wolf, a bulette, or a trained guard
dog.)
The affected creatures remain where they are and
do not attack or flee. They are not helpless and
defend themselves normally if attacked. Any threat
(fire, a hungry predator, an imminent attack) breaks
the spell on the threatened creatures.

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