Index of Spells by Level - Shu 3

Name Scl Sv Rs Dur CT Rng Re Description
Call Lightning Ev Y 1m/l 1r M G

Calls down 1 lightning bolt (3d6 electricity damage) every 1 round/level (max 10 rounds).

Clairaudience/Clairvoyance D N N 1m/l* 10m L G

Hear or see at any locale known to you or obvious. Can see 10' radius from sensor in nonmagical darkness.

Cure Serious Wounds C Y;* ! 1a T G

Cures 3d8 damage +1/level (max +15).

Daylight Ev N N 10m/l* 1a T 4h

60-ft. radius of bright light.

Dispel Magic A N N ! 1a M G

Cancels magical spells and effects.

Fire Wings (F) T N N 1m/l 1r P 5m

Your arms become wings that enable flight, deal 2d6 fire damage.

Glyph of Warding (M) A N M;* P#* 10m T G

Inscription harms those who pass it.

Gust of Wind Ev F- Y 1r 1a 60f G

Blows away or knocks down smaller creatures.

Haste T F- Y 1r/l 1a C G

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

Invisibility I W- Y 1m/l* 1a P|T 5m

Subject is invisible for 1 min./level or until it attacks.

Invoke the Cerulean Sign Ev F- N ! 1a 30f G

Aberrations become sickened, nauseated, dazed, or stunned.

Keen Edge T W- Y 10m/l 1a C 1h

Doubles normal weapons threat range.

Greater Magic Weapon T W- Y 1h/l 1a C 6h

+1 bonus/four levels (max +5).

Major Image I Wd N C+3r 1a L G

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

Meld into Stone T N N 10m/l 1a P 4h

You and your gear merge with stone.

Plant Growth T N N ! 1a txt 24h

Grows vegetation, improves crops.

Prayer En N Y 1r/l 1a 40f 5m

Allies +1 bonus on most rolls, enemies -1 penalty.

Protection from Energy A F- Y 10m/l# 1a T 1h

Absorb 12 points/level of damage from one kind of energy.

Remove Blindness/Deafness C F- Y ! 1a T G

Cures normal or magical conditions.

Remove Curse A W- Y ! 1a T G

Frees object or person from curse.

Remove Disease C F- Y ! 1a T G

Cures all diseases affecting subject.

Searing Light Ev N Y ! 1a M G

Ray deals 1d8/two levels damage, more against undead.

Stone Shape T N N ! 1a T 6h

Sculpts stone into any shape.

Summon Nature's Ally III C N N 1r/l* 1r C G

Calls creature to fight.

True Casting D N N x 1r P G

You get a +10 to your next Casting Roll.

Water Breathing T W- Y 2h/l;x 1a T 4h

Subjects can breathe underwater.

Water Walk T W- Y 10m/l* 1a T 4h

Subject treads on water as if solid.

Wind Wall Ev N Y 1r/l 1a M G

Deflects arrows, smaller creatures, and gases.