Index of Spells by Level - Drd 3

Name Scl Sv Rs Dur CT Rng Re Description
Affliction N+ F- Y ! 1a T G

Infects evil subject with chosen affliction.

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

Subjects can breathe air freely.

Mass Align Fang T W- Y 1m/l 1a C 30m

This spell functions like align fang, except that it affects multiple allies at a distance.

Arctic Haze C N 10m/l 1a M 1h

Fog obscures vision and deals 4 cold damage/round.

Attune Form T N N 1d 1a T G

Grant target creature temporary protection against overtly damaging planar traits.

Augment Object T N Y 1d/l 1m C 24h

Doubles an object's hardness, adds 20 to the break DC, and grants a save as a magic item.

Lesser Aura of Cold T N Y 1r/l* 1a 5f G

Intense cold deals 1d6 damage to creatures within 5 ft.

Binding Snow T R- Y 1h/l* 1a M 6h

Snow freezes, impeding movement.

Bite of the Werewolf T N N 1r/l 1a P G

You become enhanced such as that of a wolf.

Blindsight T W- Y 1m/l 1a T 5m

Grants blindsight* to a range of 30 ft.

Bottle of Smoke (F) C N N 1h/l 10m T 6h

Uncorking bottle creates fast horse made of smoke.

Call Lightning Ev Y 1m/l 1r M G

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

Camel's Tenacity T W- Y 1d/3l 1a T 24h

Travel without food or water.

Capricious Zephyr Ev N|R~ Y 1r/l 1a M G

A ball of air pushes targets around and trips them.

Charge of the Triceratops T W- Y 1r/l* 1a T G

Subject grows horns and skull plate, gains gore attack.

Circle Dance D N N ! 1m P G

Indicates direction to known target.

Column of Ice C R- N P 1a C G

Column of ice erupts from ground, lifting anything in its area into the air.

Conjure Ice Beast III C N N 1r/l* 1r C G

Conjures ice creature to fight for you.

Contagion N- F- Y ! 1a T G

Infects subject with chosen disease.

Control Sand T N N 10m/l* 1a L 1h

Raise or lower the level of sand.

Control Temperature T N N 1h/l 1r 20f/l G

Raise or lower temperature by one band/5 levels.

Corona of Cold Ev F- Y 1r/l* 1a 10f G

Aura of cold protects you, damages others.

Creaking Cacophony I N Y 1r/l 1a M G

Spell causes deafness and shankened and applies a sonic weakness to subjects.

Crumble T F~ Y ! 1a M G

1d8/level (bypassing hardness) to manufactured object or stucture.

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

Cures 2d8 damage +1/level (max +10).

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

60-ft. radius of bright light.

Dehydrate N F- Y ! 1a M G

Deals Con damage to target.

Diminish Plants T N N ! 1a txt 4h

Reduces size or blights growth of normal plants.

Dominate Animal En W- Y 1r/l 1r C G

Subject animal obeys silent mental commands.

Downdraft Ev R~ Y ! 1a L G

Force flying creatures to fall 100 feet or knock landborne people prone.

Dust Storm C N N 1r/l 1a M G

Create a blinding storm that deals 1d6 slashing damage per round.

Energize Potion (M) T Y ! 1a C G

Transforms potion into a grenade that deals 1d6/spell level (max 3d6) acid, cold, fire, electricity, or sonic damage in a 10-ft.-radius burst.

Energy Vortex Ev Y ! 1a 20f G

Burst centered on you deals 1d8 +1/caster level (max +20) acid, cold, fire, or electricity damage to nearby creatures.

Enhanced Shifting T N N x 1sw P G

Gain bonuses depending on shifter characteristics.

Entangling Staff T N Y 1r/l* 1sw T G

Swift. Quarterstaff gains improved grab and can constrict grappled foes.

Favor of Yathaghera T N N 10m/l* 1a L 1h

Grant subject equine creature a fly speed 100 ft (average).

Favorable Wind Ev F- N 10m/l* 1a 60f 1h

Produces a strong wind that lasts 10 min./level.

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

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

Swift Fly T N N 1r 1sw P G

This spell functions like fly except for 1 round (swift).

Forestfold T N N 1h/l* 1a P 6h

You gain +20 on Hide and Move Silently in a designated terrain type.

Geyser Ev R~ Y ! 1a C G

Creates a line of water that deals 1d6 nonlethal damage +1d6/two levels (max +8d6).

Girallon's Blessing T F- Y 10m/l 1a T G

Subject gains an additional pair of arms and claws on all hands, allowing four claw attacks, each dealing 1d4 damage. If two claws hit, rend for additional 2d4 + 1-1/2 Str modifier.

Greenfire Ev Y 1r 1a M G

Each creature in area takes 2d6 acid damage +1/level (max +10).

Haboob C N|R½ N 1m/l 1a M 5m

Cloud of dust obscures sight and abrades those passing through it.

Harrier C N N 1r/l;x 1a C G

Summons an incorporeal bird of prey to fight for you.

Heatstroke T F~ Y ! 1a M G

Target takes 2d6 points of nonlethal damage. If it fails a Fortitude save, it becomes fatigued (if already fatigued, it becomes exhausted).

Hypothermia Ev F~ Y ! 1a C G

Causes 1d6 cold damage/level (Max 10d6), fatigue.

Ice Shape T N N ! 1a T G

Sculpts ice into any shape.

Icelance (F) C F~ Y ! 1a M G

Changes ice into lance, which attacks target for 6d6 (half piercing, half cold) damage and stuns for 1d4 rounds.

Infestation of Maggots N F- Y 1r/2l 1a T G

Maggotlike creatures deal 1d4 temporary Con damage every round

Jagged Tooth T W- Y 10m/l 1a C 1h

Doubles the critical threat range of natural weapons.

Junglerazer N Y ! 1a 120f G

Fey, vermin, plants, and animals take 1d10 damage/level (max 10d10).

Lash of the Kraken T N N 1m/l 1a P 5m

Transforms the target's arm into a constricting tentacle.

Lion's Charge T N N 1r 1sw P G

You gain the pounce special ability.

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

One natural weapon of subject creature gets +1/three levels on attack and damage rolls (max +5).

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

You and your gear merge with ice.

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

You and your gear merge with stone.

Nature's Balance T F- Y 10m/l 1a T 1h

You transfer 4 ability score points to the target for 10 min./level.

Nature's Purity Ev N Y ! 1a M G

Ray deals 2d6 force damage to undead and 5d6 to aberrations.

Nature's Rampart (F) T N N ! 10m M 4h

Alter a natural setting into a fortified position.

Neutralize Poison C W- Y 10m/l 1a T 1h

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

Node Door C N&W- M ! 1a txt G

Allows teleportation between any known nodes.

Plague Carrier N- F- Y ! 1a T G

As contagion, except target can transmit the disease for a short time.

Plant Growth T N N ! 1a txt 24h

Grows vegetation, improves crops.

Poison N F- Y !;x 1a T G

Touch deals 1d10 Con damage, repeats in 1 min.

Primal Form T N N 1m/l* 1a P G

You change into elemental, gain some abilities.

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

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

Quench T N|W- M ! 1a M G

Extinguishes nonmagical fires or one magic item.

Quillfire T N N 1r/l 1a P G

Your hand sprouts poisonous quills useful for melee or ranged attacks.

Remove Disease C F- Y ! 1a T G

Cures all diseases affecting subject.

Mass Resist Energy A F- Y 10m/l 1a C 1h

As resist energy, except that it affects multiple creatures.

Scales of the Sealord T N N 1h/l* 1a P 6h

Add 10 ft. to swim speed or gain swim speed of 15 ft.; add natural armor bonus +1/3 levels.

Screen of Heat I N N 1m/l 1a M 5m

Shimmering illusion causes 20% miss chance to all attacks through it.

Sleet Storm C N N 1r/l 1a L G

Hampers vision and movement.

Snakebite T N N 1r/l* 1a P G

Your arm turns into a poisonous snake you can use to attack.

Snare T N N #|# 3r T 12h

Creates a magic booby trap.

Mass Snowshoes T W- Y 1h/l* 1a C G

As snowshoes, affects one creature/level.

Soul of the Waste T N N 10m/l* 1a P 1h

Meld into surrounding sand.

Speak with Plants D N N 1m/l 1a P 30m

You can talk to normal plants and plant creatures.

Spiderskin T W- Y 10m/l 1a T 1h

Subject gains increasing bonus to natural armor bonus, saves against poison, and Hide checks.

Spike Growth T R~ Y 1h/l* 1a M 6h

Creatures in area take 1d4 damage, may be slowed.

Spikes T N N 1h/l 1a T 6h

As brambles, except that the affected weapon gains a +2 enhancement bonus on its attacks, and its threat range is doubled.

Standing Wave T R- Y 10m/l 1a C G

Magically propels boat or swimming creature.

Stone Shape T N N ! 1a T 6h

Sculpts stone into any shape.

Storm Mote Ev Y 1r/l 1a M G

Dust devil of flensing sand.

Storm Shield A N * 1m/l#* 1a M G

Glowing sphere absorbs 20 points per caster level of electricity damage from effects that pass within 30 ft.

Summon Desert Ally III C N N 1r/l* 1r C G

Calls dustform creature to fight.

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

Calls creature to fight.

Eventful Temporary Soul Binding C W- N 1h/l# 2r T 6h

As Temporary Soul Binding, except 1 hour/level.

Thornskin T N N 1r/l 1a P G

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

Thunderous Roar Ev F~ Y ! 1a L G

Roar deals 1d6 sonic damage/2 levels (max 5d6), Fortitude halves. Reflex or knocked prone.

Tortoise Shell A N N 10m/l 1a C 1h

Large shell provides cover or shelter.

Treasure Scent T N N 1h/l 1a P 6h

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

Lesser Tree Healing C N N 1h/l* 1a P 6h

Meld with a tree and heal 5 hp/hour.

Tremor Ev N N 1r/3l 1a M G

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

True Casting D N N x 1r P G

You get a +10 to your next Casting Roll.

Updraft C R~ N 1m/l* 1sw P G

Swift. You rise up to 90 feet but move slowly around by a strong column of air.

Venomfire T F- Y 1h/l 1a T P

Creature's venom deals an additional 1d6 acid damage/level.

Vigor C W- Y 10r+1r/l (<=25r) 1a T G

As vigor, lesser, but grants fast healing 2.

Mass Lesser Vigor C W- Y 10r+1r/l (<=25r) 1a 20f G

Subjects gain fast healing 1.

Walk the Mountain's Path T W- Y 10m/l 1a T 1h

You gain the agility of a mountain goat.

Wall Of Vermin C F~ Y C+1r/l 1a C G

Wall provides concealment, deals 2d6 damage to passers-through, and nauseates if Fort save fails.

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

Subjects can breathe underwater.

Weather Eye D N N ! 1h 1m + 1m/l G

You accurately predict weather up to one week ahead.

Whispering Sand T N N 10m/l* 1a txt 1h

Sand delivers your message.

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

Deflects arrows, smaller creatures, and gases.

Wind's Favor T N N 1h/l* 1a M G

Create strong wind for 1 hr./level.