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

PHANTOM STEED [1/2]

  • casting time10 minutes
  • range0 ft.

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

Effect: One quasi-real, horselike creature
Saving Throw: None
Spell Resistance: No
You conjure a Large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it. The mount has an AC of 18 ( 1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet. It can bear its rider's weight plus up to 10 pounds per caster level. These mounts gain certain powers according to caster level. A mount's abilities include those of mounts of lower caster levels. 8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed. 10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability). 12th Level: The mount can use air walk at will (as the spell, no action required

Wizard 3.5 (PHB) 3-Level Conjuration (Creation)

PHANTOM STEED [2/2]

  • casting time10 minutes
  • range0 ft.

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

to activate this ability) for up to 1 round at a time, after which it falls to the ground. 14th Level: The mount can fly at its speed (average maneuverability).

Wizard 3.5 (PHB) 3-Level Conjuration (Creation)

PROTECTION FROM ENERGY

  • casting time1 action
  • rangeTouch

  • componentsV, S, DF
  • duration10 min./level or until discharged

Target: Creature touched
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged. Note: Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.

Wizard 3.5 (PHB) 3-Level Abjuration

RAY OF EXHAUSTION

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

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

Effect: Ray
Saving Throw: Fortitude partial - see text
Spell Resistance: Yes
A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target. The subject is immediately exhausted for the spell's duration. A successful Fortitude save means the creature is only fatigued. A character that is already fatigued instead becomes exhausted. This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell's duration expires. Material Component: A drop of sweat.

Wizard 3.5 (PHB) 3-Level Necromancy

REMOVE CURSE

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Target: Creature or item touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Remove curse instantaneously removes all curses on an object or a creature. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher. Remove curse counters and dispels bestow curse.

Wizard 3.5 (PHB) 3-Level Abjuration

SCRYING

  • casting time1 hour
  • rangeSee text

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

Effect: Magical sensor
Saving Throw: Will negates
Spell Resistance: Yes
You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save. Knowledge Will Save Modifier None1 +10 Secondhand (you have heard of the subject) +5 Firsthand (you have met the subject) +0 Familiar (you know the subject well) 5 1 You must have some sort of connection to a creature you have no knowledge of.

Wizard 3.5 (PHB) 3-Level Divination (Scrying)

SECRET PAGE

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • durationPermanent

Target: Page touched, up to 3 sq. ft. in size
Saving Throw: None
Spell Resistance: No
Secret page alters the contents of a page so that they appear to be something entirely different. The text of a spell can be changed to show even another spell. Explosive runes or sepia snake sigil can be cast upon the secret page. A comprehend languages spell alone cannot reveal a secret page's contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page, and return it to its secret page form at will. You can also remove the spell by double repetition of the special word. A detect magic spell reveals dim magic on the page in question but does not reveal its true contents. True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages. A secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell. Material Component: Powdered herring scales and will-o'-wisp essence.

Wizard 3.5 (PHB) 3-Level Transmutation

SEE INVISIBILITY

  • casting time1 action
  • rangePersonal

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

Target: You You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures. The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see. See invisibility can be made permanent with a permanency spell. Material Component: A pinch of talc and a small sprinkling of powdered silver.

Wizard 3.5 (PHB) 3-Level Divination

Level Level
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

SEPIA SNAKE SIGIL [1/2]

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • durationPermanent or until discharged - until released or 1d4 days + one day/level - see text

Target: One touched book or written work
Saving Throw: Reflex negates Spell Resistance: No When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader. Simply seeing the enspelled text is not sufficient to trigger the spell - the subject must deliberately read it. The target is entitled to a save to evade the snake's strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed. While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides

Wizard 3.5 (PHB) 3-Level Conjuration (Creation) [Force]

SEPIA SNAKE SIGIL [2/2]

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • durationPermanent or until discharged - until released or 1d4 days + one day/level - see text

no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends. The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical. A dispel magic can remove the sigil. An erase spell destroys the entire page of text. Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page. Material Component: 500 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.

Wizard 3.5 (PHB) 3-Level Conjuration (Creation) [Force]

SHRINK ITEM

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationOne day/level - see text

Target: One touched object of up to 2 cu. ft./level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You are able to shrink one nonmagical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object's size by four categories. Optionally, you can also change its now shrunken composition to a clothlike one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell. Shrink item can be made permanent with a permanency spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.

Wizard 3.5 (PHB) 3-Level Transmutation

SLEET STORM

  • casting time1 action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, M/DF
  • duration1 round/level

Area: Cylinder (40-ft. radius, 20 ft. high)
Saving Throw: None
Spell Resistance: No
Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Balance skill for details). The sleet extinguishes torches and small fires. Arcane Material Component: A pinch of dust and a few drops of water.

Wizard 3.5 (PHB) 3-Level Conjuration (Creation) [Cold]

SLOW

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels) Targets: One creature/level, no two of which can be more than 30 ft. apart

  • componentsV, S, M
  • duration1 round/level

Saving Throw: Will negates
Spell Resistance: Yes
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a 1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed. Multiple slow effects don't stack. Slow counters and dispels haste. Material Component: A drop of molasses.

Wizard 3.5 (PHB) 3-Level Transmutation

STINKING CLOUD

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

  • componentsV, S, M
  • duration1 round/level

Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Saving Throw: Fortitude negates - see text Spell Resistance: No Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. Stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes. Material Component: A rotten egg or several skunk cabbage leaves.

Wizard 3.5 (PHB) 3-Level Conjuration (Creation)

STONE SHAPE

  • casting time1 action
  • rangeTouch

  • componentsV, S, M/DF
  • durationInstantaneous

Target: Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
Saving Throw: None
Spell Resistance: No
You can form an existing piece of stone into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with stone shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work. Arcane Material Component: Soft clay, which must be worked into roughly the desired shape of the stone object and then touched to the stone while the verbal component is uttered.

Wizard 3.5 (PHB) 3-Level Transmutation [Earth]

SUMMON MONSTER III

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

  • componentsV, S, F/DF
  • duration1 round/level (D)

Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list. 3rd Level

Wizard 3.5 (PHB) 3-Level Conjuration (Summoning) [see text for summon monster I]

VAMPIRIC TOUCH

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous/1 hour - see text

Target: Living creature touched
Saving Throw: None
Spell Resistance: Yes
You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. However, you can't gain more than the subject's current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later.

Wizard 3.5 (PHB) 3-Level Necromancy

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

WATER BREATHING

  • casting time1 action
  • rangeTouch

  • componentsV, S, M/DF
  • duration2 hours/level - see text

Target: Living creatures touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air. Arcane Material Component: A short reed or piece of straw.

Wizard 3.5 (PHB) 3-Level Transmutation

ARCANE EYE

  • casting time10 minutes
  • rangeUnlimited

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

Effect: Magical sensor
Saving Throw: None
Spell Resistance: No
You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there. The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can't enter another plane of existence, even through a gate or similar magical portal. You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert until you again concentrate. Material Component: A bit of bat fur.

Wizard 3.5 (PHB) 4-Level Divination (Scrying)

BLIGHT

  • casting time1 action
  • rangeTouch

  • componentsV, S, DF
  • durationInstantaneous

Saving Throw: Fortitude half - see text
Spell Resistance: Yes
This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn't a creature doesn't receive a save and immediately withers and dies. This spell has no effect on the soil or surrounding plant life. Blindness/

Wizard 3.5 (PHB) 4-Level Necromancy

BREAK ENCHANTMENT

  • casting time1 minute
  • rangeClose (25 ft. + 5 ft./2 levels) Targets: Up to one creature per level, all within 30 ft. of each other

  • componentsV, S
  • durationInstantaneous

Saving Throw: See text Spell Resistance: No This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25. If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower. If the effect comes from some permanent magic item break enchantment does not remove the curse from the item, but it does frees the victim from the item's effects.

Wizard 3.5 (PHB) 4-Level Abjuration

CONTROL WATER [1/2]

  • casting time1 action
  • rangeLong (400 ft. + 40 ft./level)

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

Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
Saving Throw: None - see text Spell Resistance: No Depending on the version you choose, the control water spell raises or lowers water. Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures. Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land. With either version, you may reduce one horizontal dimension

Wizard 3.5 (PHB) 4-Level Transmutation [Water]

CONTROL WATER [2/2]

  • casting time1 action
  • rangeLong (400 ft. + 40 ft./level)

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

by half and double the other horizontal dimension. Arcane Material Component: A drop of water (for raise water) or a pinch of dust (for lower water).

Wizard 3.5 (PHB) 4-Level Transmutation [Water]

DETECT SCRYING

  • casting time1 action
  • range40 ft.

  • componentsV, S, M
  • duration24 hours

Area: 40-ft.-radius emanation centered on you
Saving Throw: None
Spell Resistance: No
You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell's area radiates from you and moves as you move. You know the location of every magical sensor within the spell's area. If the scrying attempt originates within the area, you also know its location - otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier's result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you. Material Component: A small piece of mirror and a miniature brass hearing trumpet.

Wizard 3.5 (PHB) 4-Level Divination

DIMENSION DOOR [1/2]

  • casting time1 action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV
  • durationInstantaneous

Target: You and touched objects or other touched willing creatures
Saving Throw: None and Will negates (object) Spell Resistance: No and Yes (object) You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you and each creature traveling with you

Wizard 3.5 (PHB) 4-Level Conjuration (Teleportation)

DIMENSION DOOR [2/2]

  • casting time1 action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV
  • durationInstantaneous

take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.

Wizard 3.5 (PHB) 4-Level Conjuration (Teleportation)

3 3
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

DIMENSIONAL ANCHOR

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

  • componentsV, S
  • duration1 min./level

Effect: Ray
Saving Throw: None
Spell Resistance: Yes (object)
A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell. A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

Wizard 3.5 (PHB) 4-Level Abjuration

DISMISSAL

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

  • componentsV, S, DF
  • durationInstantaneous

Target: One extraplanar creature
Saving Throw: Will negates - see text
Spell Resistance: Yes
This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spell's save DC creature's HD + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

Wizard 3.5 (PHB) 4-Level Abjuration

DOMINATE PERSON [1/2]

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

  • componentsV, S
  • durationOne day/level

Target: One humanoid
Saving Throw: Will negates
Spell Resistance: Yes
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as Come here, Go there, Fight, and Stand still. You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically. Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description). Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action. By concentrating

Wizard 3.5 (PHB) 4-Level Enchantment (Compulsion) [Mind-Affecting]

DOMINATE PERSON [2/2]

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

  • componentsV, S
  • durationOne day/level

fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on. Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it. If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination. Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.

Wizard 3.5 (PHB) 4-Level Enchantment (Compulsion) [Mind-Affecting]

ENERVATION

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

  • componentsV, S
  • durationInstantaneous

Effect: Ray of negative energy
Saving Throw: None
Spell Resistance: Yes
You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4 negative levels. If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a 1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack. Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim's levels, but the negative levels from enervation don't last long enough to do so. An undead creature struck by the ray gains 1d4x5 temporary hit points for 1 hour.

Wizard 3.5 (PHB) 4-Level Necromancy

ENLARGE PERSON, MASS

Target: One humanoid creature/level, no two of which can be more than 30 ft. apart This spell functions like enlarge person, except that it affects multiple creatures.

Wizard 3.5 (PHB) 4-Level Transmutation

EVARD'S BLACK TENTACLES [1/2]

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

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

Area: 20-ft.-radius spread
Saving Throw: None
Spell Resistance: No
This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength. Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage. Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes. Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren't grappling with the tentacles may move through the area at only half normal speed. Material Component: A piece of tentacle from a

Wizard 3.5 (PHB) 4-Level Conjuration (Creation)

EVARD'S BLACK TENTACLES [2/2]

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

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

giant octopus or a giant squid.

Wizard 3.5 (PHB) 4-Level Conjuration (Creation)

GLOBE OF INVULNERABILITY, LESSER [1/2]

  • casting time1 action
  • range10 ft.

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

Area: 10-ft.-radius spherical emanation, centered on you
Saving Throw: None
Spell Resistance: No
An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty. Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled. If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it. Material Component: A glass or crystal bead that shatters at the expiration of the

Wizard 3.5 (PHB) 4-Level Abjuration

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

GLOBE OF INVULNERABILITY, LESSER [2/2]

  • casting time1 action
  • range10 ft.

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

spell.

Wizard 3.5 (PHB) 4-Level Abjuration

HALLUCINATORY TERRAIN

  • casting time10 minutes
  • rangeLong (400 ft. + 40 ft./level)

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

Area: One 30-ft. cube/level (S)
Saving Throw: Will disbelief (if interacted with) Spell Resistance: No You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance. Material Component: A stone, a twig, and a bit of green plant.

Wizard 3.5 (PHB) 4-Level Illusion (Glamer)

HOLD MONSTER

  • componentsV, S, M/DF
  • duration

Target: One living creature This spell functions like hold person, except that it affects any living creature that fails its Will save. Arcane Material Component: One hard metal bar or rod, which can be as small as a three-penny nail.

Wizard 3.5 (PHB) 4-Level Enchantment (Compulsion) [Mind-Affecting]

ICE STORM

  • casting time1 action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, M/DF
  • duration1 full round

Area: Cylinder (20-ft. radius, 40 ft. high)
Saving Throw: None
Spell Resistance: Yes
Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A 4 penalty applies to each Listen check made within the ice storm's effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt). Arcane Material Component: A pinch of dust and a few drops of water.

Wizard 3.5 (PHB) 4-Level Evocation [Cold]

ILLUSORY WALL

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

  • componentsV, S
  • durationPermanent

Effect: Image 1 ft. by 10 ft. by 10 ft.
Saving Throw: Will disbelief (if interacted with) Spell Resistance: No This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.

Wizard 3.5 (PHB) 4-Level Illusion (Figment)

INVISIBILITY, GREATER

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

Target: You or creature touched
Saving Throw: Will negates (harmless) This spell functions like invisibility, except that it doesn't end if the subject attacks.

Wizard 3.5 (PHB) 4-Level Illusion (Glamer)

LEGEND LORE [1/2]

  • casting timeSee text
  • rangePersonal

  • componentsV, S, M, F
  • durationSee text

Target: You Legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4x10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time). During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are legendary, as are the sorts of

Wizard 3.5 (PHB) 4-Level Divination

LEGEND LORE [2/2]

  • casting timeSee text
  • rangePersonal

  • componentsV, S, M, F
  • durationSee text

creatures they contend with, the major magic items they wield, and the places where they perform their key deeds. Material Component: Incense worth at least 250 gp. Focus: Four strips of ivory (worth 50 gp each) formed into a rectangle. Lesser (Spell Name) Any spell whose name begins with lesser is alphabetized in this chapter according to the second word of the spell name. Thus, the description of a lesser spell appears near the description of the spell on which it is based. Spell chains that have lesser spells in them include those based on the spells confusion, geas, globe of invulnerability, planar ally, planar binding, and restoration.

Wizard 3.5 (PHB) 4-Level Divination

LEOMUND'S SECURE SHELTER [1/2]

  • casting time10 minutes
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M, F - see text
  • duration2 hours/level (D)

Effect: 20-ft.-square structure
Saving Throw: None
Spell Resistance: No
You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace. The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants). The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shelter. The secure shelter contains rude furnishings eight bunks, a trestle

Wizard 3.5 (PHB) 4-Level Conjuration (Creation)

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

LEOMUND'S SECURE SHELTER [2/2]

  • casting time10 minutes
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M, F - see text
  • duration2 hours/level (D)

table, eight stools, and a writing desk. Material Component: A square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood. These must be augmented by the components of the unseen servant spell (string and a bit of wood) if this benefit is to be included. Focus: The focus of the alarm spell (silver wire and a tiny bell) if this benefit is to be included.

Wizard 3.5 (PHB) 4-Level Conjuration (Creation)

LOCATE CREATURE

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

This spell functions like locate object, except this spell locates a known or familiar creature. You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any. The spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once. Running water blocks the spell. It cannot detect objects. It can be fooled by mislead, nondetection, and polymorph spells. Material Component: A bit of fur from a bloodhound.

Wizard 3.5 (PHB) 4-Level Divination

MAGIC WEAPON, GREATER

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

  • componentsV, S, M/DF
  • duration1 hour/level

Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.) Arcane Material Component: Powdered lime and carbon.

Wizard 3.5 (PHB) 4-Level Transmutation

MINOR CREATION

  • casting time1 minute
  • range0 ft.

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

Effect: Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
Saving Throw: None
Spell Resistance: No
You create a nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item. Attempting to use any created object as a material component causes the spell to fail. Material Component: A tiny piece of matter of the same sort of item you plan to create with minor creation.

Wizard 3.5 (PHB) 4-Level Conjuration (Creation)

NONDETECTION

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour/level

Target: Creature or object touched
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level. If cast on a creature, nondetection wards the creature's gear as well as the creature itself. Material Component: A pinch of diamond dust worth 50 gp.

Wizard 3.5 (PHB) 4-Level Abjuration

OTILUKE'S RESILIENT SPHERE

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

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

Effect: 1-ft.-diameter/level sphere, centered around a creature
Saving Throw: Reflex negates
Spell Resistance: Yes
A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within. Material Component: A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic.

Wizard 3.5 (PHB) 4-Level Evocation [Force]

PHANTASMAL KILLER

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

  • componentsV, S
  • durationInstantaneous

Target: One living creature
Saving Throw: Will disbelief (if interacted with), then Fortitude partial - see text
Spell Resistance: Yes
You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage. If the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.

Wizard 3.5 (PHB) 4-Level Illusion (Phantasm) [Fear, Mind-Affecting]

POLYMORPH [1/2]

  • casting time1 action
  • rangeTouch

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

Target: Willing living creature touched
Saving Throw: None
Spell Resistance: No
This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can't have more Hit Dice than your caster level (or the subject's HD, whichever is lower), to a maximum of 15 HD at 15th level. You can't cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject's creature type and subtype (if any) change to match the new form. Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting - and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead. The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all

Wizard 3.5 (PHB) 4-Level Transmutation

POLYMORPH [2/2]

  • casting time1 action
  • rangeTouch

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

extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities. Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action. Material Component: An empty cocoon.

Wizard 3.5 (PHB) 4-Level Transmutation

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

RAINBOW PATTERN [1/2]

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

  • componentsV (Brd only), S, M, F - see text
  • durationConcentration +1 round/ level (D)

Effect: Colorful lights with a 20-ft.-radius spread
Saving Throw: Will negates
Spell Resistance: Yes
A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates a maximum of 24 Hit Dice of creatures. 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. An affected creature that fails its saves is fascinated by the pattern. With a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to get or remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area each fascinated creature gets a second save. If the view of the lights is completely blocked creatures who can't see them are no longer affected. The spell does not affect sightless creatures. Verbal Component: A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component. Material

Wizard 3.5 (PHB) 4-Level Illusion (Pattern) [Mind-Affecting]

RAINBOW PATTERN [2/2]

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

  • componentsV (Brd only), S, M, F - see text
  • durationConcentration +1 round/ level (D)

Component: A piece of phosphor. Focus: A crystal prism.

Wizard 3.5 (PHB) 4-Level Illusion (Pattern) [Mind-Affecting]

REDUCE PERSON, MASS

Target: One humanoid creature/level, no two of which can be more than 30 ft. apart This spell functions like reduce person, except that it affects multiple creatures.

Wizard 3.5 (PHB) 4-Level Transmutation

SENDING

  • casting time10 minutes
  • rangeSee text

  • componentsV, S, M/DF
  • duration1 round - see text

Target: One creature
Saving Throw: None
Spell Resistance: No
You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the sending, though the subject's ability to react is limited as normal by its Intelligence score. Even if the sending is received, the subject is not obligated to act upon it in any manner. If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably.) Arcane Material Component: A short piece of fine copper wire.

Wizard 3.5 (PHB) 4-Level Evocation

SHADOW CONJURATION [1/2]

  • casting time1 action
  • rangeSee text

  • componentsV, S
  • durationSee text

Effect: See text
Saving Throw: Will disbelief (if interacted with) - varies - see text
Spell Resistance: Yes
- see text You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower. Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature. Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration's level (5th) rather than the spell's normal level. In addition, any effect

Wizard 3.5 (PHB) 4-Level Illusion (Shadow)

SHADOW CONJURATION [2/2]

  • casting time1 action
  • rangeSee text

  • componentsV, S
  • durationSee text

created by shadow conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them. Against disbelievers, they are 20% likely to work. A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it's recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature's damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature's AC bonuses are one-fifth as large. A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms. Objects automatically succeed on their Will saves against this spell.

Wizard 3.5 (PHB) 4-Level Illusion (Shadow)

SHOUT

  • casting time1 action
  • range30 ft.

  • componentsV
  • durationInstantaneous

Area: Cone-shaped burst
Saving Throw: Fortitude partial or Reflex negates (object) - see text
Spell Resistance: Yes (object)
You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save. A shout spell cannot penetrate a silence spell.

Wizard 3.5 (PHB) 4-Level Evocation [Sonic]

SOLID FOG

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

Spell Resistance: No This spell functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a 2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in solid fog. However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round. Solid fog can be made permanent with a permanency spell. A permanent solid fog dispersed by wind reforms in 10 minutes. Material Component: A pinch of dried, powdered peas combined with powdered animal hoof.

Wizard 3.5 (PHB) 4-Level Conjuration (Creation)

SUMMON MONSTER IV

  • components
  • duration

Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list. 4th Level

Wizard 3.5 (PHB) 4-Level Conjuration (Summoning) [see text for summon monster I]

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4