Index of Spells by Level - Beguiler 3

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Arcane Sight
Divination 1 standard action SRD
- Beguiler 3, HB 3, Hoard 3, Sor/Wiz 3 V, S
1 min./level (D) Personal 30 minutes
Target: You

Magical auras become visible to you.

This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.

You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. 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 + one-half caster level for a nonspell effect.)

If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.

Arcane sight can be made permanent with a permanency spell.

Clairaudience/Clairvoyance
Divination (Scrying) 10 minutes SRD
None - No Arc 3, Asn 4, Beguiler 3, Brd 3, Drow 2, EmBarachiel 3, Hoard 3, Knowledge 3, Mental 3, Planning 3, Shu 3, Sin-L 3, Sor/Wiz 3 V, S, F/DF
1 min./level (D) Long General
Effect: Magical sensor

Hear or see at a distance for 1 min./level.

Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect, but the locale must be a known place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other scrying* spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spells effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.

Crown of Veils
    PHBII
  Beguiler 3, Brd 2, Sor/Wiz 3  
    General

Gain +2 to Disguise and Hide, discharge to gain +8.

Deep Slumber
Enchantment (Compulsion) [Mind-Affecting] 1 round SRD
Will negates - Yes Asn 3, Beguiler 3, Brd 3, Dream 3, EmBarachiel 3, HB 3, Sin-S 3, Sor/Wiz 3 V, S, M
1 min./level Close General
Area: One or more living creatures within a 10-ft.-radius burst

Puts 10 HD of creatures to sleep.

A sleep spell causes a magical slumber to come upon 10 Hit Dice of creatures. Creatures with the fewest HD are affected first.

Among creatures with equal HD, those who are closest to the spells point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.

Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

Sleep does not target unconscious creatures, constructs, or undead creatures.

Dispel Magic
Abjuration 1 standard action SRD
None - No APeace 3, Arc 3, Beguiler 3, Blg 3, Brd 3, ChamGwyn 3, Clr 3, Drd 4, Duskblade 4, EmBarachiel 3, HB 3, Hoard 3, KotC 3, Magic 3, Pal 3, Shu 3, Sor/Wiz 3, Wuj 3 V, S
Instant Medium General
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst

Cancels magical spells and effects.

You can use dispel magic to end on-going spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcasters spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.

Note: The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.

You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:

Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each on-going spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spells caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.

If you target an object or creature that is the effect of an on-going spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item's caster level. If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes non-magical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic items physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

You automatically succeed on your dispel check against any spell that you cast yourself.

Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius.

For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creatures magic items are not affected.

For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.

For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.

For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.

You may choose to automatically succeed on dispel checks against any spell that you have cast.

Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.

Displacement
Illusion (Glamer) 1 standard action SRD
Will negates (harmless) - Yes (harmless) Beguiler 3, Brd 3, Illusion 3, Sor/Wiz 3, Wuj 3 V, M
1 round/level (D) Touch General
Target: Creature touched

Attacks miss subject 50%.

The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location.

Glibness
Transmutation 1 standard action SRD
- Asn 4, Beguiler 3, Brd 3, Commerce 4 S
10 min./level (D) Personal 4 hours
Target: You

You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.

Your speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks made to convince another of the truth of your words. (This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.)

If a magical effect is used against you that would detect your lies or force you to speak the truth the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.

Halt
    PHBII
  Beguiler 3, Brd 3, Duskblade 3, Sor/Wiz 3  
    General

Subject's feet become stuck to the ground.

Haste
Transmutation 1 standard action SRD
Fortitude negates (harmless) - Yes (harmless) Arc 3, Beguiler 3, Brd 3, Celerity 4, EmBarachiel 3, Shu 3, Sor/Wiz 3, Time 3, Wuj 3 V, S, M
1 round/level Close General
Targets: One creature/level, no two of which can be more than 30 ft. apart

One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.

The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creatures full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you cant use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creatures modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subjects normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creatures jumping distance as normal for increased speed.

Multiple haste effects don't stack. Haste dispels and counters slow.

Hesitate
    PHBII
  Arc 3, Beguiler 3, Brd 3, Clr 3, Sor/Wiz 3  
    General

Force subject to lose actions.

Hold Person
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates; see text - Yes Arc 2, Beguiler 3, Brd 2, Clr 2, EmBarachiel 2, MH 2, Shu 2, Sor/Wiz 3, Wuj 2 V, S, F/DF
1 round/level (D); see text Medium General
Target: One humanoid creature

Paralyzes one humanoid for 1 round/level.

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)

A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

Inevitable Defeat
    PHBII
  Beguiler 3, Sor/Wiz 3  
    General

Subject takes 3d6 nonlethal damage/round.

Invisibility Sphere
Illusion (Glamer) 1 standard action SRD
Will negates (harmless) or Will negates (harmless, object) - Yes (harmless) or Yes (harmless, object) Beguiler 3, Brd 3, HB 3, Sor/Wiz 3 V, S, M
1 min./level (D) Personal or touch General
Area: 10-ft.-radius emanation around the creature or object touched

Makes everyone within 10 ft. invisible.

This spell functions like invisibility, except that this spell confers invisibility upon all creatures within 10 feet of the recipient. The center of the effect is mobile with the recipient.

Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends.

Legion of Sentinels
    PHBII
  Beguiler 3, Sor/Wiz 3  
    General

Ghostly swordsmen threaten a 10-foot radius, deal 1d8 damage +1/3 levels (max +5).

Major Image
Illusion (Figment) 1 standard action SRD
Will disbelief (if interacted with) - No Arc 3, Beguiler 3, Brd 3, Shu 3, Sor/Wiz 3, Wuj 3 V, S, F
Concentration + 3 rounds Long General
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)

As silent image, plus sound, smell and thermal effects.

This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range.

The image disappears when struck by an opponent unless you cause the illusion to react appropriately.

Nondetection (M)
Abjuration 1 standard action SRD
Will negates (harmless, object) - Yes (harmless, object) Arc 4, Asn 3, Beguiler 3, BVal 4, HB 3, MH 3, Rgr 4, Slayer of Domiel 3, Sor/Wiz 3, Trickery 3 V, S, M
1 hour/level Touch 6 hours
Target: Creature or object touched
Materials: A pinch of diamond dust worth 50 gp.

Hides subject from divination, scrying.

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.

Slow
Transmutation 1 standard action SRD
Will negates - Yes Beguiler 3, Brd 3, HB 3, Sin-S 4, Sor/Wiz 3 V, S, M
1 round/level Close General
Targets: One creature/level, no two of which can be more than 30 ft. apart

One subject/level takes only one action/round, -2 to AC and attack rolls.

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 creatures jumping distance as normal for decreased speed.

Multiple slow effects don't stack. Slow counters and dispels haste.

Suggestion
Enchantment (Compulsion) [Language-Dependent] [Mind-Affecting] 1 standard action SRD
Will negates - Yes Beguiler 3, Brd 2, Charm 3, Domination 3, Drow 3, EmBarachiel 2, HB 2, MH 3, Sor/Wiz 3, Wuj 3 V, M
1 hour/level or until completed Close 30 minutes
Target: One living creature

Compels subject to follow stated course of action.

You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.

The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.

A very reasonable suggestion causes the save to be made with a penalty (such as 1 or 2).

Vertigo Field
    PHBII
  Beguiler 3, Sor/Wiz 3  
    General

Creatures have 20% miss chance and possibly become nauseated.

Zone of Silence
Illusion (Glamer) 1 round SRD
- Beguiler 3, Brd 4 V, S
1 hour/level (D) Personal 24 hours
Area: 5-ft.-radius emanation centered on you

Keeps eavesdroppers from overhearing conversations.

By casting zone of silence, you manipulate sound waves in your immediate vicinity so that you and those within the spells area can converse normally, yet no one outside can hear your voices or any other noises from within, including language-dependent or sonic spell effects. This effect is centered on you and moves with you. Anyone who enters the zone immediately becomes subject to its effects, but those who leave are no longer affected. Note, however, that a successful Spot check to read lips can still reveal whats said inside a zone of silence.