Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Name

  • casting timeCasting Time
  • rangeRange

  • componentsComponents
  • durationDuration

Beschreibung

Herkunft Schule

ACID SPLASH

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationInstantaneous

Effect: One missile of acid
Saving Throw: None
Spell Resistance: No
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.

(Creation) [Acid]

Wizard 3.5 (PHB) 0-Level Conjuration

ARCANE MARK

  • casting time1 action
  • range0 ft.

  • componentsV, S
  • durationPermanent

Effect: One personal rune or mark, all of which must fit within 1 sq. ft.
Saving Throw: None
Spell Resistance: No
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Wizard 3.5 (PHB) 0-Level Universal

CLOSE

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M/F
  • durationInstantaneous

F: A brass key

Target: Object weighing up to 30 lb. or portal that can be opened or closed
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.

Wizard 3.5 (PHB) 0-Level Transmutation

DANCING LIGHTS

  • casting time1 action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • duration1 minute (D)

Effect: Up to four lights, all within a 10- ft.-radius area
Saving Throw: None
Spell Resistance: No
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range. Dancing lights can be made permanent with a permanency spell.

Wizard 3.5 (PHB) 0-Level Evocation [Light]

DAZE

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 round

M: A pinch of wool or similar substance

Target: One humanoid creature of 4 HD or less
Saving Throw: Will negates
Spell Resistance: Yes
This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.

(Compulsion) [Mind-Affecting]

Wizard 3.5 (PHB) 0-Level Enchantment

DETECT MAGIC

  • casting time1 action
  • range60 ft.

  • componentsV, S
  • durationConcentration, up to 1 min./level (D)

Area: Cone-shaped emanation
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura - DC 15 + spell level, or 15 + half caster level for a nonspell effect.) Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Wizard 3.5 (PHB) 0-Level Divination

DETECT POISON

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels) Target or

  • componentsV, S
  • durationInstantaneous

Area: One creature, one object, or a 5-ft. cube
Saving Throw: None
Spell Resistance: No
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Wizard 3.5 (PHB) 0-Level Divination

DISRUPT UNDEAD

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationInstantaneous

Effect: Ray
Saving Throw: None
Spell Resistance: Yes
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Wizard 3.5 (PHB) 0-Level Necromancy

Level Level
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

FLARE

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV
  • durationInstantaneous

Effect: Burst of light
Saving Throw: Fortitude negates
Spell Resistance: Yes
This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

Wizard 3.5 (PHB) 0-Level Evocation [Light]

GHOST SOUND

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 round/level (D)

M: A bit of wool or a small lump of wax

Effect: Illusory sounds
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans. Ghost sound can enhance the effectiveness of a silent image spell. Ghost sound can be made permanent with a permanency spell.

Wizard 3.5 (PHB) 0-Level Illusion (Figment)

LIGHT

  • casting time1 action
  • rangeTouch

  • componentsV, M/DF
  • duration10 min./level (D)

AM: A firefly or a piece of phosphorescent moss

Target: Object touched
Saving Throw: None
Spell Resistance: No
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

Wizard 3.5 (PHB) 0-Level Evocation [Light]

MAGE HAND

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationConcentration

Target: One nonmagical, unattended object weighing up to 5 lb.
Saving Throw: None
Spell Resistance: No
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

Wizard 3.5 (PHB) 0-Level Transmutation

MENDING

  • casting time1 action
  • range10 ft.

  • componentsV, S
  • durationInstantaneous

Target: One object of up to 1 lb.
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item's magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).

Wizard 3.5 (PHB) 0-Level Transmutation

MESSAGE

  • casting time1 action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M/F
  • duration10 min./level

F: A short piece of copper wire

Target: One creature/level
Saving Throw: None
Spell Resistance: No
You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn't transcend language barriers. Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.

[Language-Dependent]

Wizard 3.5 (PHB) 0-Level Transmutation

PRESTIDIGITATION

  • casting time1 action
  • range10 ft. Target, Effect, or

  • componentsV, S
  • duration1 hour

Area: See text
Saving Throw: See text
Spell Resistance: No
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Wizard 3.5 (PHB) 0-Level Universal

RAY OF FROST

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationInstantaneous

Effect: Ray
Saving Throw: None
Spell Resistance: Yes
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Wizard 3.5 (PHB) 0-Level Evocation [Cold]

READ MAGIC

  • casting time1 action
  • rangePersonal

  • componentsV, S, M/F
  • duration10 min./level

F: A clear crystal or mineral prism

Target: You
By means of read magic, you can decipher 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 DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell.

Wizard 3.5 (PHB) 0-Level Divination

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

RESISTANCE

  • casting time1 action
  • rangeTouch

  • componentsV, S, M/DF
  • duration1 minute

AM: A miniature cloak

Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell.

Wizard 3.5 (PHB) 0-Level Abjuration

TOUCH OF FATIGUE

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 round/level

M: A drop of sweat

Target: Creature touched
Saving Throw: Fortitude negates
Spell Resistance: Yes
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.

Wizard 3.5 (PHB) 0-Level Necromancy

ALARM [1/2]

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M/F/DF
  • duration2 hours/level (D)

AF: A tiny bell and a piece of very fine silver wire

Area: 20-ft.-radius emanation centered on a point in space
Saving Throw: None
Spell Resistance: No
Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.

Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental ping that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and
by 20 feet for each substantial interposing wall.



.

Wizard 3.5 (PHB) 1-Level Abjuration

ALARM [2/2]

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M/F/DF
  • duration2 hours/level (D)

AF: A tiny bell and a piece of very fine silver wire

In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing. Ethereal or astral creatures do not trigger the alarm. Alarm can be made permanent with a permanency spell.

Wizard 3.5 (PHB) 1-Level Abjuration

ANIMATE ROPE [1/2]

  • casting time1 action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • duration1 round/level

Target: One ropelike object, length up to 50 ft. + 5 ft./level - see text
Saving Throw: None
Spell Resistance: No
You can animate a nonliving ropelike object. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half. The possible commands are coil (form a neat, coiled stack), coil and knot, loop, loop and knot, tie and knot, and the opposites of all of the above ( uncoil, and so forth). You can give one command each round as a move action, as if directing an active spell. The rope can enwrap only a creature or an object within 1 foot of it it does not snake outward so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1- inch-diameter hempen rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled.
A creature capable of spellcasting that is bound by this


Wizard 3.5 (PHB) 1-Level Transmutation

ANIMATE ROPE [2/2]

  • casting time1 action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • duration1 round/level

spell must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check. The rope itself and any knots tied in it are not magical. This spell grants a +2 bonus on any Use Rope checks you make when using the transmuted rope. The spell cannot animate objects carried or worn by a creature.

Wizard 3.5 (PHB) 1-Level Transmutation

BURNING HANDS

  • casting time1 action
  • range15 ft.

  • componentsV, S
  • durationInstantaneous

Area: Cone-shaped burst
Saving Throw: Reflex half
Spell Resistance: Yes
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Wizard 3.5 (PHB) 1-Level Evocation [Fire]

CAUSE FEAR

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • duration1d4 rounds or 1 round - see text

Target: One living creature with 5 or fewer HD
Saving Throw: Will partial
Spell Resistance: Yes
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect. Cause fear counters and dispels remove fear.

[Fear, Mind-Affecting]

Wizard 3.5 (PHB) 1-Level Necromancy

CHARM PERSON

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • duration1 hour/level

Target: One humanoid creature
Saving Throw: Will negates
Spell Resistance: Yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it 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 it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

(Charm) [Mind-Affecting]

Wizard 3.5 (PHB) 1-Level Enchantment

0 0
0 0
1 1
1 1
1 1
1 1
1 1
1 1
1 1

CHILL TOUCH

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Target: Creature or creatures touched (up to one/level)
Saving Throw: Fortitude partial or Will negates - see text
Spell Resistance: Yes
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level. An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.

Wizard 3.5 (PHB) 1-Level Necromancy

COLOR SPRAY

  • casting time1 action
  • range15 ft.

  • componentsV, S, M
  • durationInstantaneous - see text

M: A pinch each of powder or sand that is colored red, yellow, and blue

Area: Cone-shaped burst
Saving Throw: Will negates
Spell Resistance: Yes
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray.

(Pattern) [Mind-Affecting]

Wizard 3.5 (PHB) 1-Level Illusion

COMPREHEND LANGUAGES

  • casting time1 action
  • rangePersonal

  • componentsV, S, M/DF
  • duration10 min./level

AM: A pinch of soot and a few grains of salt

Target: You
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell.

Wizard 3.5 (PHB) 1-Level Divination

DETECT SECRET DOORS

  • casting time1 action
  • range60 ft.

  • componentsV, S
  • durationConcentration, up to 1 min./level (D)

Area: Cone-shaped emanation
Saving Throw: None
Spell Resistance: No
You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of secret doors. 2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location. Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Wizard 3.5 (PHB) 1-Level Divination

DETECT UNDEAD [1/3]

  • casting time1 action
  • range60 ft.

  • componentsV, S, M/DF
  • durationConcentration, up to 1 minute/ level (D)

AM: A bit of earth from a grave

Area: Cone-shaped emanation
Saving Throw: None
Spell Resistance: No
You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.

1st Round: Presence or absence of undead auras.
2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.



.

Wizard 3.5 (PHB) 1-Level Divination

DETECT UNDEAD [2/3]

  • casting time1 action
  • range60 ft.

  • componentsV, S, M/DF
  • durationConcentration, up to 1 minute/ level (D)

AM: A bit of earth from a grave

Aura Strength:The strength of an undead aura is determined by the HD of the undead creature, as given on the following table:

HD ------ Strength
1 or lower - Faint
2-4 ------ Moderate
5-10 ----- Strong
11 or higher - Overwhelming

Lingering Aura:
An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
















Wizard 3.5 (PHB) 1-Level Divination

DETECT UNDEAD [3/3]

  • casting time1 action
  • range60 ft.

  • componentsV, S, M/DF
  • durationConcentration, up to 1 minute/ level (D)

AM: A bit of earth from a grave

Original Strength Duration of Lingering Aura
Faint -- 1d6 rounds
Moderate -- 1d6 minutes
Strong -- 1d6x10 minutes
Overwhelming -- 1d6 days
Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Wizard 3.5 (PHB) 1-Level Divination

DISGUISE SELF

  • casting time1 action
  • rangePersonal

  • componentsV, S
  • duration10 min./level (D)

Target: You
You make yourself including clothing, armor, weapons, and equipment look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.

Wizard 3.5 (PHB) 1-Level Illusion (Glamer)

ENDURE ELEMENTS

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration24 hours

Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between 50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature's equipment is likewise protected. Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Wizard 3.5 (PHB) 1-Level Abjuration

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

ENLARGE PERSON [1/2]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 min./level (D)

M: A pinch of powdered iron

Target: One humanoid creature
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a 2 size penalty to Dexterity (to a minimum of 1), and a 1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage.

Wizard 3.5 (PHB) 1-Level Transmutation

ENLARGE PERSON [2/2]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 min./level (D)

M: A pinch of powdered iron

Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack,. Enlarge person counters and dispels reduce person. Enlarge person can be made permanent with a permanency spell.

Wizard 3.5 (PHB) 1-Level Transmutation

ERASE

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationInstantaneous

Target: One scroll or two pages
Saving Throw: See text
Spell Resistance: No
Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%. Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.

Wizard 3.5 (PHB) 1-Level Transmutation

EXPEDITIOUS RETREAT

  • casting time1 action
  • rangePersonal

  • componentsV, S
  • duration1 min./level (D)

Target: You
This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).

Wizard 3.5 (PHB) 1-Level Transmutation

FEATHER FALL [1/2]

  • casting time1 free action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV
  • durationUntil landing or 1 round/level

Target: One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart
Saving Throw: Will negates (harmless) or Will negates (object)
Spell Resistance: Yes (object)
The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes. The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth. You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn't your turn. This spell has no special effect on ranged

Wizard 3.5 (PHB) 1-Level Transmutation

FEATHER FALL [2/2]

  • casting time1 free action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV
  • durationUntil landing or 1 round/level

weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop. Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

Wizard 3.5 (PHB) 1-Level Transmutation

GREASE [1/2]

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 round/level (D)

M: A bit of pork rind or butter

Target or Area: One object or a 10-ft. square
Saving Throw: See text
Spell Resistance: No
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on

Wizard 3.5 (PHB) 1-Level Conjuration (Creation)

GREASE [2/2]

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 round/level (D)

M: A bit of pork rind or butter

Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.

Wizard 3.5 (PHB) 1-Level Conjuration (Creation)

HOLD PORTAL

  • casting time1 action
  • rangeMedium (100 ft. + 10 ft./level)

  • components
  • duration1 min./level (D)

Target: One portal, up to 20 sq. ft./level
Saving Throw: None
Spell Resistance: No
This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell. For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.

Wizard 3.5 (PHB) 1-Level Abjuration

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

HYPNOTISM [1/2]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • duration2d4 rounds (D)

Area: Several living creatures, no two of which may be more than 30 ft. apart
Saving Throw: Will negates
Spell Resistance: Yes
Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated. If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of 2. While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable.
br<>Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request. A

Wizard 3.5 (PHB) 1-Level Enchantment

HYPNOTISM [2/2]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • duration2d4 rounds (D)

creature that fails its saving throw does not remember that you enspelled it.

(Compulsion) [Mind-Affecting]

Wizard 3.5 (PHB) 1-Level Enchantment

IDENTIFY

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M/DF
  • durationInstantaneous

AM: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather - the infusion must be drunk prior to spellcasting

Target: One touched object
Saving Throw: None
Spell Resistance: No
The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any). Identify does not function when used on an artifact.

Wizard 3.5 (PHB) 1-Level Divination

JUMP

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 min./level (D)

Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th. Material Component: A grasshopper's hind leg, which you break when the spell is cast.

Wizard 3.5 (PHB) 1-Level Transmutation

MAGE ARMOR

  • casting time1 action
  • rangeTouch

  • componentsV, S, M/F
  • duration1 hour/level (D)

F: A piece of cured leather

Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: No
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

(Creation) [Force]

Wizard 3.5 (PHB) 1-Level Conjuration

MAGIC MISSILE

  • casting time1 action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • durationInstantaneous

Target: Up to five creatures, no two of which can be more than 15 ft. apart
Saving Throw: None
Spell Resistance: Yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile two at 3rd level, three at 5th, four at 7th, 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 check for spell resistance or roll damage.

Wizard 3.5 (PHB) 1-Level Evocation [Force]

MAGIC MOUTH [1/2]

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • durationPermanent until discharged

M: A small bit of honeycomb and jade dust worth 10 gp

Target: One creature or object
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated - if it were placed upon a statue, the mouth of the statue would move and appear to speak. Of course, magic mouth can be placed upon a tree, rock, or any other object or creature. The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger,

Wizard 3.5 (PHB) 1-Level Illusion (Glamer)

MAGIC MOUTH [2/2]

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • durationPermanent until discharged

M: A small bit of honeycomb and jade dust worth 10 gp

but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish alignment, level, Hit Dice, or class except by external garb. The range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a magic mouth to respond to triggers as far as 90 feet away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance. Magic mouth can be made permanent with a permanency spell.

Wizard 3.5 (PHB) 1-Level Illusion (Glamer)

MAGIC WEAPON

  • casting time1 action
  • rangeTouch

  • componentsV, S, DF
  • duration1 min./level

Target: Weapon touched
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.) You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

Wizard 3.5 (PHB) 1-Level Transmutation

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

MOUNT

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration2 hours/level (D)

M: A bit of horse hair

Effect: One mount
Saving Throw: None
Spell Resistance: No
You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

Wizard 3.5 (PHB) 1-Level Conjuration (Summoning)

NYSTUL'S MAGIC AURA

  • casting time1 action
  • rangeTouch

  • componentsV, S, M/F
  • durationOne day/level (D)

F: A small square of silk that must be passed over the object that receives the aura

Target: One touched object weighing up to 5 lb./level
Saving Throw: None - see text
Spell Resistance: No
You alter an item's aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify. If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object's actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is. If the targeted item's own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn't work. Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.

Wizard 3.5 (PHB) 1-Level Illusion (Glamer)

OBSCURE OBJECT

  • casting time1 action
  • rangeTouch

  • componentsV, S, M/DF
  • duration8 hours (D)

AM: A piece of chameleon skin

Target: One object touched of up to 100 lb./level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell hides an object from location by divination (scrying) effects, such as the scrying spell or a crystal ball. Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person).

Wizard 3.5 (PHB) 1-Level Abjuration

OBSCURING MIST

  • casting time1 action
  • range20 ft.

  • componentsV, S
  • duration1 min./level

Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high
Saving Throw: None
Spell Resistance: No
A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater. Open/

Wizard 3.5 (PHB) 1-Level Conjuration (Creation)

PROTECTION FROM CHAOS

  • casting time1 action
  • rangeTouch

  • componentsV, S, M/DF
  • duration1 min./level (D)

AM: A little powdered silver with which you trace a 3-foot -diameter circle on the floor, or ground, around the creature to be warded

Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: No - see Protection from Evil
This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from chaotic creatures, and chaotic summoned creatures cannot touch the subject.

Wizard 3.5 (PHB) 1-Level Abjuration [Lawful]

PROTECTION FROM EVIL [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S, M/DF
  • duration1 min./level (D)

AM: A little powdered silver with which you trace a 3-foot -diameter circle on the floor, or ground, around the creature to be warded

Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: No - see text
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the

Wizard 3.5 (PHB) 1-Level Abjuration [Good]

PROTECTION FROM EVIL [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S, M/DF
  • duration1 min./level (D)

AM: A little powdered silver with which you trace a 3-foot -diameter circle on the floor, or ground, around the creature to be warded

protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment. Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Wizard 3.5 (PHB) 1-Level Abjuration [Good]

1 1
1 1
1 1
1 1
1 1
1 1
1 1