Index of Spells by Level - BVal 3

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Cure Serious Wounds
Conjuration (Healing) [Positive] 1 standard action SRD
Will half (harmless); see text - Yes (harmless); see text Adp 3, APeace 3, Arc 3, Blk 3, Brd 3, BVal 3, ChamGwyn 4, Clr 3, Drd 4, EmBarachiel 3, Healing 3, Hlr 3, HotD 3, Pal 4, Rgr 4, Shu 3 V, S
Instant Touch General
Target: Creature touched

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

When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +15).

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Darkvision
Transmutation 1 standard action SRD
None - Yes (harmless) Arc 3, BVal 3, Duskblade 2, HotD 2, Rgr 3, Sor/Wiz 2, VDarkness 1 V, S, M
1 hour/level Touch 6 hours
Target: Creature touched

See 60 ft. in total darkness.

The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.

Darkvision can be made permanent with a permanency spell.

Discern Lies
Divination 1 standard action SRD
Will negates - No APeace 4, Arc 4, BVal 3, ChamGwyn 3, Clr 4, Drow 4, Inquisition 4, KotC 4, Mind 4, Nobility 4, Pal 3, Shu 4, Truth 4, Tyranny 3, Vassal of Bahamut 3 V, S, DF
Concentration, up to 1 round/level Close 6 hours
Targets: One creature/level, no two of which can be more than 30 ft. apart

Reveals deliberate falsehoods.

Each round, you concentrate on one subject, who must be within range. You know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

Each round, you may concentrate on a different subject.

Heart's Ease
    Book of Exalted Deeds
  Arc 3, BVal 3, Clr 3, Pleasure 3  
    General

Removes fear, despair, confusion, insanity, and some mind-influencing effects; restores 2d4 points of temporary Wisdom damage.

Neutralize Poison
Conjuration (Healing) 1 standard action SRD
Will negates (harmless, object) - Yes (harmless, object) Adp 3, APeace 4, Arc 4, Brd 4, BVal 3, ChamGwyn 4, Clr 4, Drd 3, Feast 4, Hlr 3, Pal 4, Rgr 3, Shu 4 V, S, M/DF
10 min./level Touch 1 hour
Target: Creature or object of up to 1 cu. ft./level touched

Immunizes subject against poison, detoxifies venom in or on subject.

You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own.

The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren't postponed until after the duration the creature need not make any saves against poison effects applied to it during the length of the spell.

This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster's option.

Remove Disease
Conjuration (Healing) 1 standard action SRD
Fortitude negates (harmless) - Yes (harmless) Adp 3, APeace 3, Arc 3, BVal 3, Clr 3, Drd 3, Hlr 2, Renewal 3, Rgr 3, Shu 3 V, S
Instant Touch General
Target: Creature touched

Cures all diseases affecting subject.

Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.

Note: Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.

Summon Nature's Ally III
Conjuration (Summoning) 1 round SRD
None - No Arc 3, BVal 3, Drd 3, Rgr 3, Shu 3 V, S, DF
1 round/level (D) Close General
Effect: One or more creatures, no two of which can be more than 30 ft. apart

Calls creature to fight.

This spell functions like summon nature's ally I, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.

When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

1) May be summoned only into an aquatic or watery environment.

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.