Index of Spells by Descriptor - W

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Airy Water
    Stormwrack
  Seafolk 6, Sor/Wiz 5  
    1 hour

Turn normal water into a breathable substance; negate underwater movement and melee attack penalties.

Anarchic Storm (M)
    SPC
  Arc 3, Clr 3  
    General

Chaotic-aligned rain falls in 20-ft. radius.

Animate Water
    SPC
  Arc 1, Drd 1, Wuj 1  
    General

Turn quantity of water into Small water elemental.

Axiomatic Storm (M)
    SPC
  Arc 3, Clr 3, Pal 3  
    General

Lawful-aligned rain falls in 20-ft. radius.

Axiomatic Water (M)
    SPC
  Arc 1, Clr 1, Pal 1  
    General

Makes lawful-aligned axiomatic water.

Blackwater Taint
    Stormwrack
  Blackwater 6, Sor/Wiz 6  
    General

Desecrate water, deal 1d6/2 levels negative energy damage, bestow a negative level.

Blackwater Tentacle
    Stormwrack
  Arc 5, Blackwater 5, Drd 5, Sor/Wiz 5  
    General

Create blackwater tentacle that attacks your foe.

Blood to Water
    SPC
  Arc 7, Clr 7  
    General

2d6 Constitution damage to subjects.

Call Kolyarut (XP)
    Planar Handbook
  Arc 7, Clr 7, Sor/Wiz 7  
    General

A kolyarut aids you in punishing an oath-breaker.

Call Marut (XP)
    SPC
  Arc 9, Clr 9, Sor/Wiz 9  
    General

A marut aids you in pursuing one seeking to cheat time.

Call Zelekhut (XP)
    SPC
  Arc 5, Clr 5, Sor/Wiz 5  
    General

A zelekhut aids you in hunting a fugitive.

Checkmate's Light
    SPC
  Arc 3, Clr 3, Pal 2  
    General

Grants a weapon +1 enhancement bonus, +1 moral bonus to all within its light*, and is axiomatic.

Cloud Chariot
    Complete Arcane
  Wuj 8  
    1 hour

Subjects fly at 600 miles an hour for 10 minutes.

Cloudburst
    SPC
  Arc 1, Drd 1  
    1 hour

Rain obscures vision, extinguishes fires, and hampers missiles.

Control Currents
    Stormwrack
  Arc 4, Drd 4  
    General

Changes current direction and speed.

Control Water
Transmutation [Water] 1 standard action SRD
None; see text - No APeace 4, Arc 4, Clr 4, Drd 4, Shu 4, Sor/Wiz 6, Water 4, Watery Death 3, Wuj 6 V, S, M/DF
10 min./level (D) Long 1 hour
Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)

Raises or lowers bodies of water.

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 by half and double the other horizontal dimension.

Create Water
Conjuration (Creation) [Water] 1 standard action SRD
None - No Adp 0, APeace 0, Arc 0, Clr 0, Creation 1, Drd 0, Hlr 0, Pal 1, Shu 0 V, S
Instant Close 30 minutes
Effect: Up to 2 gallons of water/level

Creates 2 gallons/level of pure water.

This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large possibly creating a downpour or filling many small receptacles.

Note: Conjuration spells cant create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Curse of Spilt Water
    Dragon 334
  Arc 6, Drd 6, Sor/Wiz 6  
    General

Transforms an enemy into water.

Dark Tide
    Stormwrack
  Blackwater 7  
    6 hours

Infuse water over a large area with negative energy, causing weakness and 1d6 damage/hour.

Depthsurge
    Stormwrack
  Arc 8, Drd 8, Seafolk 8, Sor/Wiz 8  
    General

Water slam deals 2d6 + 1/level damage to all within 20-ft. radius, pushes targets back, sinks ships.

Dictum
Evocation [Sonic] [Lawful] 1 standard action SRD
None or Will negates; see text - Yes Arc 7, Clr 7, Dwarf 7, Inquisition 7, Law 7 V
Instant 40 ft. General
Area: Nonlawful creatures in a 40-ft.-radius spread centered on you

Kills, paralyzes, slows, or deafens nonlawful subjects.

Any nonlawful creature within the area of a dictum spell suffers the following ill effects.

HD Effect

Equal to caster level

Deafened

Up to caster level -1

Slowed, deafened

Up to caster level -5

Paralyzed, slowed, deafened

Up to caster level -10

Killed, paralyzed, slowed, deafened

The effects are cumulative and concurrent. No saving throw is allowed against these effects.

Deafened: The creature is deafened for 1d4 rounds.

Slowed: The creature is slowed, as by the slow spell, for 2d4 rounds.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.

Killed: Living creatures die. Undead creatures are destroyed.

Furthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the dictum. The banishment effect allows a Will save (at a 4 penalty) to negate.

Creatures whose HD exceed your caster level are unaffected by dictum.

Dispel Chaos
Abjuration [Lawful] 1 standard action SRD
See text - See text Arc 5, Clr 5, Law 5, Pal 4 V, S, DF
1 round/level or until discharged, whichever comes first Touch General
Target or Targets: You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object

+4 bonus against attacks by chaotic creatures.

Shimmering, blue, lawful energy surrounds you. This power has three effects.

First, you gain a +4 deflection bonus to AC against attacks by chaotic creatures.

Second, on making a successful melee touch attack against a chaotic creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell.

Third, with a touch you can automatically dispel any one enchantment spell cast by a chaotic creature or any one chaotic spell. Exception: Spells that can't be dispelled by dispel magic also can't be dispelled by dispel chaos. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.

Drown
    SPC
  Arc 6, Drd 6, Watery Death 6  
    General

Target immediately begins to drown.

Mass Drown
    SPC
  Arc 9, Drd 9, Watery Death 9  
    General

As drown, but affects multiple creatures.

Extract Water Elemental
    SPC
  Arc 6, Drd 6, Sor/Wiz 6  
    General

Pulls water from victim, forms water elemental.

Flashflood
    Sandstorm
  Arc 8, Clr 8, Drd 8  
    General

Wave of water smashes everything in its path and floods area.

Geyser
    Dragon 334
  Arc 3, Drd 3, Sor/Wiz 2  
    General

Creates a line of water that deals 1d6 nonlethal damage +1d6/2 additional levels.

Heavenly Host
    SPC
  Arc 9, Clr 9, Sor/Wiz 9  
    1 hour

Summons archons to fight for you.

Hellish Horde
    SPC
  Arc 9, Clr 9, Sor/Wiz 9  
    1 hour

Summons devils to fight for you.

Holy Storm (M)
    SPC
  Arc 3, Clr 3, Pal 3  
    General

Good-aligned rain falls in 20-ft. radius.

Lawful Sword
    SPC
  Arc 4, Pal 4  
    General

Weapon becomes +5 axiomatic weapon and emits Magic Circle against Chaos.

Loyal Vassal
    SPC
  Arc 2, Pal 2  
    1 hour

Ally gains +3 against mind-affecting effects and cannot be compelled to harm you.

Maelstrom
    SPC
  Arc 8, Blackwater 8, Drd 8, Ocean 8  
    General

Waterspout sucks in and damages creatures.

Magic Circle against Chaos
Abjuration [Lawful] 1 standard action SRD
Will negates (harmless) - No; see text Arc 3, Clr 3, Law 3, Pal 3, Sor/Wiz 3, Wuj 3 V, S, M/DF
10 min./level Touch 4 hours
Area: 10-ft.-radius emanation from touched creature

As protection spells, but 10-ft. radius and 10 min./level.

All creatures within the area gain the effects of a protection from chaos spell, and no nonlawful summoned creatures can enter the area either. You must overcome a creatures spell resistance in order to keep it at bay (as in the third function of protection from chaos), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies spell resistance.

This spell has an alternative version that you may choose when casting it. A magic circle against chaos can be focused inward rather than outward. When focused inward, the spell binds a nonlawful called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circles boundaries. If a creature too large to fit into the spells area is the subject of the spell, the spell acts as a normal protection from chaos spell for that creature only.

A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creatures extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.

You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagrameven a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.

This spell is not cumulative with protection from chaos and vice versa.

Mantle of Law
    SPC
  Arc 3, Clr 3, Pal 3  
    1 hour

You gain spell resistance 12 + caster level against spells with opposite alignment descriptor.

Mark of Water
    BoEM
  Sor/Wiz 2  
    6 hours

Subject gains +2 to Con. Can also create a stream of water that deals 5d6 damage to a target, dismissing the spell.

Greater Mark of Water
    BoEM
  Sor/Wiz 4  
    6 hours

See Text

Mechanus Mind
    SPC
  Sor/Wiz 2  
    30 minutes

Reformat subject's mind to be coldly calculating.

Mudslide
    Stormwrack
  Arc 6, Drd 6, Sor/Wiz 6  
    General

Landslide buries, mires creatures within a 40-ft. radius.

Nixie's Grace
    SPC
  Brd 6  
    General

You gain a swim speed, water breathing, low-light vision*, damage reduction* 5/cold iron, and enhancements to Dexterity and Wisdom.

Order's Wrath
Evocation [Lawful] 1 standard action SRD
Will partial; see text - Yes Law 4 V, S
Instant (1 round); see text Medium General
Area: Nonlawful creatures within a burst that fills a 30-ft. cube

Damages and dazes chaotic creatures.

You channel lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect.

The spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Will save.

Pressure Sphere
    Stormwrack
  Arc 2, Blackwater 2, Drd 2, Sor/Wiz 2  
    General

Water pressure deals 4d6 damage to submerged targets.

Protection from Chaos
Abjuration [Lawful] 1 standard action SRD
Will negates (harmless) - No; see text Adp 1, Arc 1, Clr 1, EmBarachiel 1, HB 1, Law 1, Pal 1, Sor/Wiz 1, Wuj 1 V, S, M/DF
1 min./level (D) Touch 5 minutes
Target: Creature touched

+2 to AC and saves, counter mind control, hedge out elementals and outsiders.

This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by chaotic creatures.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from chaotic effect. If the protection from chaos effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Lawful summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Raise From The Deep
    SPC
  Sor/Wiz 4  
    General

Creature or sunken ship made buoyant.

Red Tide
    Stormwrack
  Arc 8, Drd 8  
    General

Sicken or Nauseate subjects in area for 1 minute. 3d6 temporary Strength damage poison to Fortitude save failure.

Rushing Waters
    Underdark
  Arc 5, Drd 5, Watery Death 4  
    General

Wave makes bull rush attack.

Shark Bolt
    Dragon 334
  Arc 4, Clr 4, Sor/Wiz 3  
    General

Summons sharks made of water to attack your enemies.

Shield of Law (F)
Abjuration [Lawful] 1 standard action SRD
See text - Yes (harmless) Arc 8, Clr 8, Inquisition 8, Law 8 V, S, F
1 round/level (D) 20 ft. General
Targets: One creature/level in a 20-ft.-radius burst centered on you
Focus: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text. The reliquary costs at least 500 gp.

+4 to AC, +4 resistance, and SR 25 against chaotic spells.

A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic creatures.

Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures.

Third, the abjuration blocks possession and mental influence, just as protection from chaos does.

Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of laws save DC).

Submerge Ship
    SPC
  Sor/Wiz 7  
    General

You control ship mentally while it travels underwater.

Summon Bearded Devil
    Planar Handbook
  Arc 4, Clr 4  
    General

Summon a bearded devil to follow your commands.

Summon Hound Archon
    Planar Handbook
  Arc 4, Clr 4  
    General

Summon a hound archon to follow your commands.

Sun Scepter
    LostEmpiresOfFaerun
  Arc 6, Clr 6  
    General

Scepter of light functions as a melee weapon with the axiomatic, disruption, and flaming burst special abilities.

Swim
    Complete Arcane
  Arc 2, Drd 2, Sor/Wiz 2, Wuj 2  
    1 hour

Subject gains a swim speed equal to their land speed.

Mass Swim
    SPC
  Arc 4, Drd 4  
    General

As swim, but one creature/level.

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

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

Tsunami
    SPC
  Arc 9, Drd 9  
    General

Massive wave deals 1d6 bludgeoning damage/level.

Unholy Storm (M)
    Planar Handbook
  Arc 3, Blk 4, Clr 3  
    General

Evil-aligned rain falls in 20-ft. radius.

Wake Trailing
    Stormwrack
  Arc 3, Drd 4, Rgr 3  
    24 hours

You can track a ship across the sea.

Wall of Law
    Magic of Faerun
  Arc 4, Clr 4, Sor/Wiz 4  
    4 hours

As magic circle against chaos, except as once-sided wall.

Wall of Water
    Sandstorm
  Arc 4, Clr 4, Drd 4, Sor/Wiz 4  
    General

Wall impedes movement and can drown creatures.

Water to Acid
    Stormwrack
  Sor/Wiz 3  
    General

Transforms 1 cu. ft./level of water into acid.

Water Walk
Transmutation [Water] 1 standard action SRD
Will negates (harmless) - Yes (harmless) APeace 3, Arc 3, BVal 3, Clr 3, Rgr 3, Shu 3 V, S, DF
10 min./level (D) Touch 4 hours
Targets: One touched creature/level

Subject treads on water as if solid.

The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects feet hover an inch or two above the surface. (Creatures crossing molten lava still take damage from the heat because they are near it.) The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.

If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.

Wave Blessing
    Stormwrack
  Sor/Wiz 1  
    1 hour

Keeps one creature/level from sinking.