Index of Spells by Name Letters - T

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Tactical Precision
    Complete Adventurer
  Brd 2  
    General

Allies gain additional +2 bonus on attack rolls and +1d6 additional damage against flanked foes.

Tail Slap
    RotDrg
  Sor 2  
    General

Attack a foe for 1 round/level and knock him back on the first round.

Tail Sweep
    RotDrg
  Sor 4  
    General

Your tail of force can attack a group of foes within 10 ft.

Targeting Ray
    DA5
  Brd 1, Sor/Wiz 1  
    General

Creates a beam of light between caster and target.

Telekinesis
Transmutation 1 standard action SRD
Will negates (object) or None; see text - Yes (object); see text Sin-A 5, Sor/Wiz 5, Wuj 5 V, S
Concentration (up to 1 round/level) or instantaneous; see text Long General
Target or Targets: See text

Moves object, attacks creature, or hurls object or creature.

You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.

Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.

This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.

An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks.

Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn't allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.

Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).

You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).

Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).

Telekinetic Sphere
Evocation [Force] 1 standard action SRD
Reflex negates (object) - Yes (object) Force 8, Sor/Wiz 8 V, S, M
1 min./level (D) Close General
Effect: 1-ft.-diameter/level sphere, centered around creatures or objects

As resilient sphere, but you move sphere telekinetically.

This spell functions like resilient sphere, with the addition that the creatures or objects inside the globe are nearly weightless. Anything contained within an telekinetic sphere weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents.

You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or the spells duration expires, or you begin concentrating again. If you cease concentrating (voluntarily or due to failing a Concentration check), you can resume concentrating on your next turn or any later turn during the spells duration.

The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.

You can move the sphere telekinetically even if you are in it.

Telepathic Aura
    Magic Books of Faerun
  Arc 5, Clr 5, Pal 4  
    1 hour

You can telepathically communicate to allies within the range. This is a one-way communication.

Telepathic Bond
Divination 1 standard action SRD
None - No Beguiler 5, Community 5, Family 5, Mental 6, Mind 5, Sor/Wiz 5 V, S, M/DF
10 min./level (D) Close 4 hours
Targets: You plus one willing creature per three levels, no two of which can be more than 30 ft. apart

Link lets allies communicate.

You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.

Telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency.

Interplanar Telepathic Bond
    SPC
  Sor/Wiz 6  
    4 hours

Link lets allies communicate across planes.

Lesser Telepathic Bond
Divination [Mind-Affecting] 1 standard action SRD
None - No Arc 3, Clr 3, Mind 3, Sor/Wiz 3 V, S
10 min./level 30 ft. 1 hour
Targets: You and one willing creature within 30 ft.

As telepathic bond, but you and one other creature.

You forge a telepathic bond with another creature with an Intelligence score of 6 or higher. The bond can be established only with a willing subject. You can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

Telepathy Block
    Book of Exalted Deeds
  Arc 5, Brd 5, Clr 5, Sor/Wiz 5  
    General

Blocks all telepathic communication within 80-ft. radius.

Telepathy Tap
    Book of Exalted Deeds
  Sanctified 3  
    General

Overhear creatures' telepathic communications.

Teleport
Conjuration (Teleportation) 1 standard action SRD
None and Will negates (object) - No and Yes (object) Arc 6, Portal 5, Shu 6, Sor/Wiz 5, Travel 5, Wuj 5 V
Instant Personal and touch 4 hours
Target: You and touched objects or other touched willing creatures

Instantly transports you as far as 100 miles/level.

This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. 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 (see below) 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. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.

You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.

To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table. Familiarity: Very familiar is a place where you have been very often and where you feel at home. Studied carefully is a place you know well, either because you can currently see it, you've been there often, or you have used other means (such as scrying) to study the place for at least one hour. Seen casually is a place that you have seen more than once but with which you are not very familiar. Viewed once is a place that you have seen once, possibly using magic.

False destination is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.

On Target: You appear where you want to be.

Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10x1d10% of the distance that was to be traveled. The direction off target is determined randomly.

Similar Area: You wind up in an area thats visually or thematically similar to the target area.

Generally, you appear in the closest similar place within range. If no such area exists within the spells range, the spell simply fails instead.

Mishap: You and anyone else teleporting with you have gotten scrambled. You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time Mishap comes up, the characters take more damage and must reroll.

FamiliarityOn TargetOff TargetSimilar AreaMishap
Very familiar 01-97 98-99 100 -
Studied carefully 01-94 95-97 98-99 100
Seen casually 01-88 89-94 95-98 99-100
Viewed once 01-76 77-88 89-96 97-100
False destination (1d20+80) - - 81-92 93-100
Teleport Block (M)
    BoEM
  Sor/Wiz 5  
    General

Teleportation spells fail when the destination or the origin is within the area.

Teleport Coordinates Transfer
    BoEM
  Sor/Wiz 6  
    General

Teach somebody else a familiar location so the location is familiar to them, or improve the quaility of a location to familiar learned by a divination spell.

Teleport Object
Conjuration (Teleportation) 1 standard action SRD
Will negates (object) - Yes (object) Arc 7, Greed 7, Shu 7, Sor/Wiz 7, Wuj 7 V
Instant Personal and touch 4 hours
Target: One touched object of up to 50 lb/level and 3 cu. ft/level

As teleport, but affects a touched object.

This spell functions like teleport, except that it teleports an object, not you. Creatures and magical forces cannot be teleported.

If desired, the target object can be sent to a distant location on the Ethereal Plane. In this case, the point from which the object was teleported remains faintly magical until the item is retrieved. A successful targeted dispel magic spell cast on that point brings the vanished item back from the Ethereal Plane.

Teleport Redirect
    BoEM
  Sor/Wiz 5  
    6 hours

Any teleportation subtype spell with an origin within the area directs the subjects to a destination of your choice.

Teleport Tracer
    BoEM
  Sor/Wiz 6  
    General

Learn the destination of the most recent teleportation spell within the area.

Greater Teleport
Conjuration (Teleportation) 1 standard action SRD
None and Will negates (object) - No and Yes (object) Arc 8, Shu 8, Sor/Wiz 7, Travel 7, Wuj 7 V
Instant Personal and touch 4 hours
Targets: You and touched objects or other touched willing creatures

As teleport, but no range limit and no off-target arrival.

This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.

Mass Teleport
    Magic of Faerun
  Sor/Wiz 7  
    4 hours

As teleport, but more weight and you don't have to go.

Teleportation Circle (M)
Conjuration (Teleportation) 10 minutes SRD
None - Yes Arc 9, Rune 9, Shu 9, Sor/Wiz 9, Wuj 9 V, M
10 min./level (D) 0 ft. General
Effect: 5-ft.-radius circle that teleports those who activate it
Materials: Amber dust to cover the area of the circle (cost 1,000 gp).

Circle teleports any creature inside to designated spot.

You create a circle on the floor or other horizontal surface that teleports, as teleport, greater, any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can't change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane.

The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way.

Teleportation circle can be made permanent with a permanency spell. A permanent teleportation circle that is disabled becomes inactive for 10 minutes, then can be triggered again as normal.

Note: Magic traps such as teleportation circle are hard to detect and disable. A rogue (only) can use the Search skill to find the circle and Disable Device to thwart it. The DC in each case is 25 + spell level, or 34 in the case of teleportation circle.

Temporal Stasis (M)
Transmutation 1 standard action SRD
Fortitude negates - Yes Sor/Wiz 8 V, S, M
Permanent Touch General
Target: Creature touched
Materials: A powder composed of diamond, emerald, ruby, and sapphire dust with a total value of at least 5,000 gp.

Puts subject into suspended animation.

You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell).

Temporary Soul Binding
Conjuration (Teleportation) 1 round ATB
Will negates (harmless, object) - No Arc 1, Blk 1, Brd 1, Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1 V, S
1 min./level or until discharged Touch General
Targets: 1 Creature and 1 item

An item is temporarily soul bound to the subject.

The item gains a temporary mark of Soulbinding (This is different from the Permenant binding mark.) and the item will disintigrate and appear near or in the possesion of the creature touched when the target creature is reborn in the Fount of Lost Souls. Should the duration lapse after the creature has died but before the creature is reborn, the duration automatically extends until rebirth.

Bimonthly Temporary Soul Binding (M) (XP)
Conjuration (Teleportation) 2 minutes ATB
Will negates (harmless, object) - No Arc 8, Clr 8, Drd 8, Sor/Wiz 8 V, S, M, XP
2 days/level Touch General
Target: 1 Creature and 1 item
Materials: A red colored gem valued at least 1000gp
XP Cost: 1000 XP

As Temporary Soul Binding, except 2 days/level and does not get discharged.

As Temporary Soul Binding, except 2 days/level and does not get discharged.

Daily Temporary Soul Binding
Conjuration (Teleportation) 1 minute ATB
Will negates (harmless, object) - No Arc 4, Blk 4, Brd 4, Clr 4, Drd 4, Pal 4, Rgr 4, Sor/Wiz 4 V, S, M
4 hours/level or until discharged Touch 24 hours
Targets: 1 Creature and 1 item

As Temporary Soul Binding, except 4 hours/level.

As Temporary Soul Binding, except 4 hours/level.

Eventful Temporary Soul Binding
Conjuration (Teleportation) 2 rounds ATB
Will negates (harmless, object) - No Arc 3, Blk 3, Brd 3, Clr 3, Drd 3, Pal 3, Rgr 3, Sor/Wiz 3 V, S, M
1 hour/level or until discharged Touch 6 hours
Targets: 1 Creature and 1 item

As Temporary Soul Binding, except 1 hour/level.

As Temporary Soul Binding, except 1 hour/level.

Minor Temporary Soul Binding
Conjuration (Teleportation) 1 standard action ATB
Will negates (harmless, object) - No (object) Arc 0, Brd 0, Clr 0, Drd 0, Sor/Wiz 0 V, S
2 rounds/level up to 1 minute or until discharged Touch General
Targets: 1 Creature and 1 item

As Temporary Soul Binding, duration is shorter.

As Temporary Soul Binding, duration is shorter.

Moderate Temporary Soul Binding
Conjuration (Teleportation) 2 rounds ATB
Will negates (harmless, object) - No Arc 2, Blk 2, Brd 2, Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2 V, S, F/DF
10 min./level or until discharged Touch 1 hour
Targets: 1 Creature and 1 item

As Temporary Soul Binding, except the duration is longer.

As Temporary Soul Binding, except the duration is longer.

Monthly Temporary Soul Binding (M)
Conjuration (Teleportation) 2 minutes ATB
Will negates (harmless, object) - No Arc 7, Clr 7, Drd 7, Sor/Wiz 7 V, S, M
2 days/level or until discharged Touch General
Targets: 1 Creature and 1 item
Materials: A red colored gem valued at least 1000gp

As Temporary Soul Binding, except 2 days/level.

As Temporary Soul Binding, except 2 days/level.

Semimonthly Temporary Soul Binding (M)
Conjuration (Teleportation) 2 minutes ATB
Will negates (harmless, object) - No Arc 6, Brd 6, Clr 6, Drd 6, Sor/Wiz 6 V, S, M
1 day/level or until discharged Touch General
Targets: 1 Creature and 1 item
Materials: A red colored gem valued at least 500gp

As Temporary Soul Binding, except 1 day/level.

As Temporary Soul Binding, except 1 day/level.

Semiweekly Temporary Soul Binding (M)
Conjuration (Teleportation) 2 minutes ATB
Will negates (harmless, object) - No Arc 5, Brd 5, Clr 5, Drd 5, Sor/Wiz 5 V, S, M
8 hours/level or until discharged Touch General
Targets: 1 Creature and 1 item
Materials: A red colored gem valued at least 100gp

As Temporary Soul Binding, except 8 hours/level.

As Temporary Soul Binding, except 8 hours/level.

Tern's Persistence
    Stormwrack
  Arc 1, Drd 2, Rgr 1, Sor/Wiz 2  
    24 hours

Subject can travel overland 50% longer without fatigue.

Terra Cotta Lion (F)
    Complete Arcane
  Wuj 5  
    General

As terra cotta warrior, but the spell animates a statuette of a foo lion.

Terra Cotta Warrior (F)
    Complete Arcane
  Wuj 3  
    General

This spell turns an statuette into a full-sized warrior.

Thalassemia
    Stormwrack
  Arc 4, Drd 4, Sor/Wiz 5  
    General

Turns blood to seawater, dealing 1d6/level damage.

Thaw
    Frostburn
  Arc 2, Drd 2  
    General

Transforms one 10-ft. cube/level of everfrost, slush, snow, and ice.

The Hamagess' Staffsprout (F)
    Mintipers Chapbook
  Brd 6, Sor/Wiz 6  
    General

Creates short-lived wands of 1 charge from a staff.

Theskyn's Hearty Heave
    LostEmpiresOfFaerun
  Sor/Wiz 2  
    General

Blast of force pushes away creatures surrounding you as though via a bull rush maneuver by a foe of Large size with a Strength score equal to 20 + your caster level (max 25).

Thief Ward
    BoEM
  Sor/Wiz 2  
    5 minutes

All Hide and Move Silently checks suffer a -10 penalty.

Thin Air
    Frostburn
  Arc 2, Clr 2, Drd 2, Sor/Wiz 3  
    5 minutes

Creatures suffer from altitude sickness.

Thornskin
    Complete Arcane
  Arc 3, Drd 3, Wuj 3  
    General

Unarmed strikes are lethal and deal an additional 1d6 piercing damage. Creatures that strike you take 5 points of piercing damage.

Thousand Needles
    Book of Vile Darkness
  Arc 6, Clr 6, Pain 5  
    30 minutes

Subject takes 2d6 damage and -4 penalty on attacks, saves, and checks.

Threshold of Unlife
    Necromancy
  Sor/Wiz 6  
    General

Creata a shadowy area that hinders the living and helps the dead

Thunderhead
    SPC
  Arc 1, Drd 1, Sor/Wiz 1  
    General

Small lightning bolts deal 1d6 electricity damage/round.

Thunderlance
    FR
  Sor/Wiz 4  
    General

Lance of force deals 1d6 damage, plus can dispel force effects.

Thunderous Roar
    SPC
  Arc 3, Drd 3  
    General

Roar deals 1d6 sonic damage/2 levels, deafens.

Tidal Surge
    Complete Divine
  Arc 6, Drd 6, Ocean 5  
    General

Wave of water deals 1d8/two levels damage and bull rushes.

Tiger's Tooth
    Miniatures
  Arc 2, Drd 2  
    General

One natural weapon of subject gets +1/four levels on attack and damage rolls (max +5) for 1 round (swift).

Time Stop
Transmutation 1 standard action SRD
- Beguiler 9, Celerity 9, Planning 9, Sor/Wiz 9, Time 9, Trickery 9, Wuj 9 V
1d4+1 rounds (apparent time); see text Personal 4 hours
Target: You

You act freely for 1d4+1 rounds.

This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.

You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creatures possession.

You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.

Tiny Hut
Evocation [Force] 1 standard action SRD
None - No Brd 3, Sor/Wiz 3 V, S, M
2 hours/level (D) 20 ft. 12 hours
Effect: 20-ft.-radius sphere centered on your location

Creates shelter for ten creatures.

You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.

The temperature inside the hut is 70 F if the exterior temperature is between 0 and 100 F. An exterior temperature below 0 or above 100 lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.

The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).

Tojanida Sight
    Stormwrack
  Arc 2, Drd 2, Rgr 2  
    1 hour

Gain all-around vision.

Tomb of Light (M)
    Book of Exalted Deeds
  Arc 7, Clr 7, Sor/Wiz 7  
    General

Entraps and harms evil extraplanar creatures.

Tongue of Angels
    BoEM
  Arc 0, Clr 0, Sor/Wiz 0  
    General

You can speak Celestial.

Tongue of Baalzebul
    Book of Vile Darkness
  Arc 1, Clr 1  
    General

You gain +2 bonus on Bluff, Diplomacy, and Gather Information checks.

Tongue of Fiends
    BoEM
  Arc 0, Clr 0, Sor/Wiz 0  
    General

You can speak Infernal.

Tongue Serpents
    Book of Vile Darkness
  Sor/Wiz 3  
    6 hours

You spit out one Tiny viper/4 levels.

Tongue Tendrils
    Book of Vile Darkness
  Sor/Wiz 1  
    General

You spit out tendrils that grapple.

Tongues
Divination 1 standard action SRD
Will negates (harmless) - No Adp 3, APeace 4, Arc 4, Brd 2, Clr 4, Commerce 3, Community 4, EmBarachiel 2, Herald 3, Meditation 4, Sor/Wiz 3, Vassal of Bahamut 4, Wuj 3 V, M/DF
10 min./level Touch 1 hour
Target: Creature touched

Speak any language.

This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.

Tongues can be made permanent with a permanency spell.

Toothed Tentacle
    LostEmpiresOfFaerun
  Sor/Wiz 2  
    General

Shadowy tentacle ending in three mouths (each AC 15, hp 10 + your caster level) projects from your hand. The mouths can strike foes within 10 feet of each other independently, dealing 2d6 points of damage each.

Torment
    Dragon 336
  Sor/Wiz 7  
    General

Similar to dolor but causes greater pain.

Tormenting Thirst
    Sandstorm
  Brd 3, Sor/Wiz 3, Thirst 3  
    General

Subject is overwhelmed by thirst.

Tortoise (AC) Shell
    Complete Divine
  Arc 6, Drd 6  
    1 hour

Creature gains +6 natural armor, +1/three levels above 11th.

Tortoise Shell
    Magic of Faerun
  Arc 3, Drd 3  
    1 hour

Large shell provides cover or shelter.

Total Repair
    Ebberon
  Artificer 6, Warforged 8  
    General

Repair 10 points/level of damage to a construct.

Touch of Adamantine
    Book of Exalted Deeds
  Arc 6, Clr 6, Drd 6, Sor/Wiz 5  
    30 minutes

Weapon gains the properties of an adamantime weapon.

Touch of Fatigue
Necromancy [Negative] 1 standard action SRD
Fortitude negates - Yes Adp 0, Arc 0, Blg 0, Duskblade 0, Sin-S 1, Sor/Wiz 0 V, S, M
1 round/level Touch General
Target: Creature touched

Touch attack fatigues target.

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 spells duration expires.

Touch of Idiocy
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
None - Yes Beguiler 2, Duskblade 2, HB 2, Sin-E 3, Sor/Wiz 2 V, S
10 min./level Touch General
Target: Living creature touched

Subject takes 1d6 points of Int, Wis, and Cha damage.

With a touch, you reduce the targets mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, and Charisma scores. This penalty can't reduce any of these scores below 1.

This spells effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.

Touch Of Jorasco
    RE
  Arc 1, Clr 1  
    General

Touch heals up to 2 hp/level divided among multiple targets.

Touch of Juiblex
    Book of Vile Darkness
  Corrupt 3  
    General

Subject turns to green slime in 4 rounds.

Touch of Madness
Enchantment [Mind-Affecting] 1 standard action SRD
Will negates - Yes Madness 2 V, S
1 round/level Touch General
Target: Creature touched

Dazes one creature for 1 round/level.

You may daze one living creature by making a successful touch attack. If the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level. A dazed creature is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on.

Touch of the Pharaoh
    Dragon 331
  Arc 5, Clr 5  
    General

Afflicts a creature with mummy rot.

Touchstone Lightning
    Planar Handbook
  Arc 4, Drd 4, Sor/Wiz 4  
    General

Use your planar touchstone-granted higher-order abilities to fuel damaging rays.

Toughen Construct
    Ebberon
  Artificer 2  
    1 hour

Grants construct +2 (or higher) enhancement to natural armor.

Towering Oak
    Magic of Faerun
  Arc 1, Rgr 1  
    5 minutes

You gain a competence bonus of +10 on your Intimidate checks.

Toxic Weapon
    PHBII
  Duskblade 4, Sor/Wiz 5  
    1 hour

Coats weapon with poison.

Train Animal
    Complete Adventurer
  Arc 2, Drd 2, Rgr 2  
    1 hour

Affected animal gains additional tricks equal to 1/2 caster level for 1 hour/level.

Trait Removal
    SK
  Sor/Wiz 5  
    Prohibited

Temporarily remove one extraordinary or supernatural ability from the target creature.

Transcribe Symbol
    PGtF
  Rune 8, Sor/Wiz 8  
    1 hour

Safely moves an untriggered magical symbol to another location.

Transfix
    Complete Arcane
  Sor/Wiz 6, Wuj 6  
    6 hours

Medium or smaller targets are paralyzed.

Transformation (M)
Transmutation 1 standard action SRD
- Sin-W 7, Sor/Wiz 6, Wmg 6 V, S, M
1 round/level Personal General
Target: You
Materials: A potion of bull's strength, which you drink (and whose effects are subsumed by the spell effects).

You gain combat bonuses.

You become a virtual fighting machine stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can't cast spells, even from magic items.

You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).

You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.

Transformation of the Deeps
    Stormwrack
  Arc 5, Blackwater 4, Drd 5, Sor/Wiz 5  
    6 hours

Grant water breathing, darkvision, and pressure immunity to one creature/3 levels.

Transfusion
    Dragon 339
  Sor/Wiz 5  
    1 hour

You damage one of a target's ability scores to increase your own.

Translocation Trick
    Magic of Faerun
  Sor/Wiz 6  
    1 hour

You and target switch places and appear as each other.

Transmute Metal to Wood
Transmutation 1 standard action SRD
None - Yes (object); see text Arc 7, Drd 7, Metal 7, Wuj 7 V, S, DF
Instant Long 6 hours
Area: All metal objects within a 40-ft.-radius burst

Metal within 40 ft. becomes wood.

This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. A magic object made of metal effectively has spell resistance equal to 20 + its caster level against this spell. Artifacts cannot be transmuted. Weapons converted from metal to wood take a -2 penalty on attack and damage rolls. The armor bonus of any armor converted from metal to wood is reduced by -2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll of 19 or 20.

Only limited wish, miracle, wish, or similar magic can restore a transmuted object to its metallic state.

Transmute Mud to Rock
Transmutation [Earth] 1 standard action SRD
See text - No Arc 4, Blg 4, Drd 5, Sor/Wiz 5 V, S, M/DF
Permanent Medium 6 hours
Area: Up to two 10-ft. cubes/level (S)

Transforms two 10-ft. cubes per level.

This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently.

Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone.

Transmute mud to rock counters and dispels transmute rock to mud.

Transmute Rock to Lava
    Complete Arcane
  Arc 9, Drd 9, Sor/Wiz 9, Wuj 9  
    General

Transmute rock to lava dealing 2d6 points of fire damage or 20d6.

Transmute Rock to Mud
Transmutation [Earth] 1 standard action SRD
See text - No Arc 4, Blg 4, Drd 5, Slime 6, Sor/Wiz 5 V, S, M/DF
Permanent; see text Medium 6 hours
Area: Up to two 10-ft. cubes/level (S)

Transforms two 10-ft. cubes per level.

This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.

If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the area, or half damage to those who succeed on Reflex saves.

Castles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can't affect worked stone and doesn't reach deep enough to undermine such buildings foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.

The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance-but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.

Transmute Sand to Glass
    Sandstorm
  Arc 5, Drd 5, Sor/Wiz 5  
    General

Transforms two 10-ft. cubes per level.

Transmute Sand to Stone
    Sandstorm
  Arc 5, Drd 5, Sor/Wiz 5  
    General

Transforms two 10-ft. cubes per level.

Transmute Stone to Sand
    Sandstorm
  Arc 5, Drd 5, Sor/Wiz 5  
    General

Transforms two 10-ft. cubes per level.

Transport via Plants
Conjuration (Teleportation) 1 standard action SRD
None - No Arc 6, Drd 6 V, S
1 round Unlimited 4 hours
Target: You and touched objects or other touched willing creatures

Move instantly from one plant to another of the same kind.

You can enter any normal plant (Medium or larger) and pass any distance to a plant of the same kind in a single round, regardless of the distance separating the two. The entry plant must be alive. The destination plant need not be familiar to you, but it also must be alive. If you are uncertain of the location of a particular kind of destination plant, you need merely designate direction and distance and the transport via plants spell moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, the spell fails and you are ejected from the entry plant.

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. Use the following equivalents to determine the maximum number of larger creatures you can bring along: 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.

You can't use this spell to travel through plant creatures.

The destruction of an occupied plant slays you and any creatures you have brought along, and ejects the bodies and all carried objects from the tree.

Trap the Soul
Conjuration (Summoning) [Ectomancy] 1 standard action or see text SRD
See text - Yes; see text Sin-G 9, Sin-L 9, Sor/Wiz 8 V, S, M, F, text
Permanent; see text Close General
Target: One creature

Imprisons subject within gem.

Trap the soul forces a creatures life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.

Depending on the version selected, the spell can be triggered in one of two ways.

Spell Completion: First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject. This allows spell resistance (if any) and a Will save to avoid the effect. If the creatures name is spoken as well, any spell resistance is ignored and the save DC increases by 2. If the save or spell resistance is successful, the gem shatters.

Trigger Object: The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creatures soul in the trap. To use this method, both the creatures name and the trigger word must be inscribed on the trigger object when the gem is enspelled. A sympathy spell can also be placed on the trigger object. As soon as the subject picks up or accepts the trigger object, its life force is automatically transferred to the gem without the benefit of spell resistance or a save.

Material Note: . If the gem is not valuable enough, it shatters when the entrapment is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)

Traveler's Mount
    Complete Divine
  Arc 1, Blk 1, Drd 1, Pal 1, Rgr 1  
    6 hours

Creature moves faster but can't attack.

Treasure Scent
    Dragon 323
  Arc 3, Drd 3, Sin-A 2  
    6 hours

You gain the Scent ability but only for precious metals and gems.

Lesser Tree Healing
    Magic Books of Faerun
  Arc 4, Clr 4, Drd 3  
    6 hours

Meld with a tree and heal 5 hp/hour.

Tree Shape
Transmutation 1 standard action SRD
- Arc 2, Drd 2, Rgr 3 V, S, DF
1 hour/level (D) Personal 24 hours
Target: You

You look exactly like a tree for 1 hour/level.

By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you.

You can dismiss tree shape as a free action (instead of as a standard action).

Tree Stride
Conjuration (Teleportation) 1 standard action SRD
- Arc 4, Celerity 5, Drd 5, Elf 4, Fey 5, Rgr 4 V, S, DF
1 hour/level or until expended; see text Personal 24 hours
Target: You

Step from one tree to another far away.

You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table.

Type of Tree, Transport Range

Oak, ash, yew, 3,000 feet

Elm, linden, 2,000 feet

Other deciduous, 1,500 feet

Any coniferous, 1,000 feet

All other trees, 500 feet

You may move into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree). The spell lasts until the duration expires or you exit a tree. Each transport is a full-round action.

You can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell ends. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.

Trembling Horn Marker
    Magic Books of Faerun
  Sor/Wiz 1  
    1 hour

Marks target with an invisible horn, which sounds when near a Watchman's horn.

Tremor
    SPC
  Arc 3, Clr 3, Drd 3  
    General

Force casters and skill users to Concentrate as well as knock creatures prone.

Tremorsense
    Underdark
  Arc 3, Hrp 3, Rgr 3, Sor/Wiz 3  
    1 hour

Grants tremorsense to a range of 30 feet.

Triadspell
    Magic of Faerun
  Arc 6, Clr 6  
    Prohibited

Cast a prepared spell three times.

Trip Vine
    HoB
  Arc 2, Drd 2, Rgr 2  
    General

Plants trip creatures entering area.

True Casting
Divination 1 round ATB
- Arc 3, Artificer 3, Brd 3, Clr 3, Drd 3, Hlr 3, Shu 3, Sor/Wiz 3, Wmg 3, Wuj 3 V, S, F
See text Personal General
Target: You

You get a +10 to your next Casting Roll.

Your next single casting roll (if it is made before the end of the next round) gains a +10 insight bonus. Additionally, you are not affected by the miss chance on a roll of a natural one.

True Creation (XP)
Conjuration (Creation) 10 minutes SRD
None - No Artifice 8, Creation 8 V, S, XP
Instant 0 ft. General
Effect: Unattended, nonmagical object of nonliving matter, up to 1 cu. ft./level
XP Cost: The item's gold piece value in XP, or a minimum of 1 XP, whichever is more.

Create nonmagical, unattended object of any sort of matter.

The caster creates a nonmagical, unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magics or negating powers. For all intents and purposes, these items are completely real. The volume of the item created cannot exceed 1 cubic foot per caster level. The caster must succeed at an appropriate skill check to make a complex item.

Unlike the items brought into being by the lower-level spells minor creation and major creation, objects created by the casting of true creation can be used as material components.

True Domination
    Complete Divine
  Domination 8  
    General

As dominate person. but save at -4.

True Resurrection (M)
Conjuration (Healing) [Ectomancy] 10 minutes SRD
None; see text - Yes (harmless) APeace 9, Arc 9, Clr 9, Hlr 9, SaveLife 9, Shu 9 V, S, M, DF
Instant Touch General
Target: Dead creature
Materials: A sprinkle of holy water and diamonds worth a total of at least 25,000 gp.

As resurrection, plus remains aren't needed.

You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 10 years per caster level. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.

Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells.

This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceaseds time and place of birth or death is the most common method).

You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it can't resurrect constructs or undead creatures.

Even true resurrection can't restore to life a creature who has died of old age.

True Seeing (M)
Divination 1 standard action SRD
Will negates (harmless) - Yes (harmless) Adp 5, APeace 5, Arc 5, Beguiler 6, Clr 5, Commerce 5, Dragon 5, Drd 7, Hlr 5, Inquisition 5, Knowledge 5, Shu 6, Sor/Wiz 6, Trade 6, Truth 5, Wuj 6 V, S, M
1 min./level Touch General
Target: Creature touched
Materials: An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat.

Lets you see all things as they really are.

You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.

True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.

Mass True Seeing
    RE
  Truth 9  
    General

As true seeing, but affects multiple creatures.

True Strike
Divination 1 standard action SRD
- Asn 1, Duskblade 1, Elf 1, Fate 1, Sor/Wiz 1, Time 1, Wmg 1, Wuj 1 V, F
See text Personal 5 minutes
Target: You

+20 on your next attack roll.

Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

Tsunami
    SPC
  Arc 9, Drd 9  
    General

Massive wave deals 1d6 bludgeoning damage/level.

Tune of the Dancing Weapon
    Dragon 335
  Brd 2, Sor/Wiz 2  
    General

Sword animates and fights for you.

Tunnel Swallow
    Underdark
  Sor/Wiz 6  
    General

Tunnel's peristaltic convulsions deal 1d6 points of damage/level (max 15d6).

Turbidity
    Stormwrack
  Sor/Wiz 2  
    30 minutes

Water surrounding you becomes cloudy, granting concealment.

Twilight Luck
    Book of Exalted Deeds
  Sanctified 1  
    5 minutes

Target gains +1 luck bonus on all saving throws.

Tyche's Touch
    LostEmpiresOfFaerun
  Arc 2, Clr 2  
    General

Confers a decreasing sacred bonus or penalty on the subject's next four saving throws.