Index of Spells by SubSchool - Creation

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Acid Breath
    SPC
  Sor/Wiz 3  
    General

Cone of acid deals 1d6 damage/level.

Acid Dart
Conjuration (Creation) [Acid] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Close General
Effect: Dart of acid

Energy bolt deals 1d3 acid damage.

You fire a small dart made of acid at the target, requiring a successful ranged touch attack. The spell deals 1d3 acid damage and no splash damage.

Acid Fog
Conjuration (Creation) [Acid] 1 standard action SRD
None - No Arc 6, Blg 6, Sor/Wiz 6, Water 7, Wmg 6 V, S, M/DF
1 round/level Medium General
Effect: Fog spreads in 20-ft. radius, 20 ft. high

Fog deals acid damage.

Acid fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.

Acid Glove
Conjuration (Creation) [Acid] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Touch General
Target: Creature touched

Touch attack deals 1d6 acid damage.

Your hand is coated with a thin layer of acid, which you can use to damage creatures, requiring a successful melee touch attack. The spell deals 1d6 acid damage.

Acid Rain (M)
    HoB
  Sor/Wiz 5  
    General

20-ft.-radius cylinder deals 7d6 acid damage

Acid Sheath
    SPC
  Sor/Wiz 5  
    General

Sheath of acid damages those who attack you, improves acid spell damage.

Acid Splash
Conjuration (Creation) [Acid] 1 standard action SRD
None - No Duskblade 0, Sor/Wiz 0, Wmg 0 V, S
Instant Close General
Effect: One missile of acid

Orb deals 1d3 acid damage.

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.

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

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

Apocalypse from the Sky (M)
    Book of Vile Darkness
  Corrupt 9  
    General

All in a 10-mile radius/level take 10d6 damage.

Arc of Lightning
    SPC
  Arc 4, Drd 4, Sor/Wiz 5, Wmg 5, Wuj 5  
    General

Line of electricity between two creatures (1d6/level damage).

Arctic Haze
    Frostburn
  Arc 3, Drd 3, Sor/Wiz 3  
    1 hour

Fog obscures vision and deals 4 cold damage/round.

Ashstar
    Sandstorm
  Sor/Wiz 2  
    General

Hovering construct dehydrates a wounded creature.

Avalanche of Devastation
    Far Corners of the World
  Arc 9, Drd 9  
    General

Rolling bludgeoning damage deals 8d6 in 40-ft. long segments of a code per round of concentration.

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

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

Bands of Steel
    SPC
  Sor/Wiz 3  
    General

Bands immobilize or entangle* target.

Beget Bogun (XP)
    SPC
  Arc 1, Drd 1  
    General

You create a Tiny nature servant.

Black Bag
    Book of Vile Darkness
  Asn 1, Sor/Wiz 1  
    General

Creates extradimensional bag of torture tools.

Black Blade of Disaster
    SPC
  Sor/Wiz 9  
    General

Floating magic weapon deals damage and may disintegrate targets.

Black Tentacles
Conjuration (Creation) 1 standard action SRD
None - No Blackwater 3, Slime 5, Sor/Wiz 4, VDarkness 5, Wmg 4 V, S, M
1 round/level (D) Medium General
Area: 20-ft.-radius spread

Tentacles grapple all within 15 ft. spread.

This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.

Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage.

Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.

Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren't grappling with the tentacles may move through the area at only half normal speed.

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

Create blackwater tentacle that attacks your foe.

Blast of Flame
    SPC
  Sor/Wiz 4, Wmg 4  
    General

60-ft. cone of fire (1d6/level damage).

Blast of Sand
    Sandstorm
  Arc 4, Drd 4, Sand 4, Sor/Wiz 4  
    General

Cone deals 1d6 damage/level.

Blinding Glory
    Book of Exalted Deeds
  Sor/Wiz 9  
    General

Create light as daylight in a 100 ft/level radius burst that blinds evil creatures.

Blockade
    CS
  Arc 1, Drd 1, Rgr 1, Sor/Wiz 1  
    General

Fill 5-ft. square with enormous block of wood.

Bloodstar (M)
    SPC
  Sor/Wiz 4  
    General

Hovering construct wounds foe each time foe is damaged.

Body Outside Body
    Complete Arcane
  Wuj 7  
    General

Create duplicates of you that are friendly to you and your friends and obey even suicidal orders.

Boiling Oil
    HoB
  Sor/Wiz 4  
    General

10-ft. cylinder deals 4d6 damage, +2d6 damage per round for 1 round/3 levels.

Bombardment
    SPC
  Arc 8, Drd 8  
    General

Falling rocks deal 1d8 damage/level and bury targets.

Bottle of Smoke (F)
    SPC
  Arc 3, Drd 3, Rgr 3  
    6 hours

Uncorking bottle creates fast horse made of smoke.

Bridge of Sound
    Savage Species
  Arc 3, Brd 2, Clr 3, Sor/Wiz 3  
    General

Create a ribbon-like, weightless, unbreakable, invisible bridge of sound.

Buzzing Bee
    SPC
  Sor/Wiz 1  
    5 minutes

Bee gives subject -10 penalty on Move Silently and Concentration checks.

Caltrops
    SPC
  Sor/Wiz 0  
    General

Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).

Choke
    Tome and Blood
  Sor/Wiz 2  
    General

Target takes 1d4 points of damage each round from strangling hands.

Clothier's Closet
    MoE
  Brd 2, Sor/Wiz 2  
    General

Conjure several sets of clothing.

Cloud Chariot
    Complete Arcane
  Wuj 8  
    1 hour

Subjects fly at 600 miles an hour for 10 minutes.

Cloud of the Achaierai
    Book of Vile Darkness
  Arc 6, Clr 6, Dem 4  
    1 hour

Cloud deals 2d6 damage plus confusion.

Cloudkill
Conjuration (Creation) 1 standard action SRD
Fortitude partial; see text - No Arc 6, Shu 6, Sor/Wiz 5, Wmg 5 V, S
1 min./level Medium General
Effect: Cloud spreads in 20-ft. radius, 20 ft. high

Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.

This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).

A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding ones breath doesn't help, but creatures immune to poison are unaffected by the spell.

Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.

Figure out the clouds new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.

Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.

Cocoon (XP)
    Magic of Faerun
  Arc 8, Drd 8  
    General

Paralyzes and drains levels from target.

Cocoon of Life (XP)
    SPC
  Arc 8, Drd 8  
    General

Preserves a corpse and reincarnates with no loss of level.

Column of Ice
    Frostburn
  Arc 3, Drd 3, Sor/Wiz 4  
    General

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

Cometfall
    SPC
  Arc 6, Clr 6, Drd 6  
    General

Comet falls atop foes, damaging them and knocking them prone.

Cometstrike
    Frostburn
  Arc 9, Drd 9  
    General

Three comets per round strike targets, each dealing 3d6 bludgeoning damage and 1d4/level cold damage.

Conjure Greater Midnight Construct (M)
    MOI
  Sor/Wiz 8  
    General

As conjure lesser midnight construct, except conjure a greater midnight construct instead with more essentia options.

Conjure Ice Beast I
    Frostburn
  Arc 1, Clr 1, Drd 1, Rgr 1  
    General

Conjures ice creature to fight for you.

Conjure Ice Beast II
    Frostburn
  Arc 2, Clr 2, Drd 2, Rgr 2  
    General

Conjures ice creature to fight for you.

Conjure Ice Beast III
    Frostburn
  Arc 3, Clr 3, Drd 3, Rgr 3  
    General

Conjures ice creature to fight for you.

Conjure Ice Beast IV
    Frostburn
  Arc 4, Clr 4, Drd 4, Rgr 4  
    General

Conjures ice creature to fight for you.

Conjure Ice Beast IX
    Frostburn
  Arc 9, Clr 9, Drd 9  
    General

Conjures ice creature to fight for you.

Conjure Ice Beast V
    Frostburn
  Arc 5, Clr 5, Drd 5  
    General

Conjures ice creature to fight for you.

Conjure Ice Beast VI
    Frostburn
  Arc 6, Clr 6, Drd 6  
    General

Conjures ice creature to fight for you.

Conjure Ice Beast VII
    Frostburn
  Arc 7, Clr 7, Drd 7  
    General

Conjures ice creature to fight for you.

Conjure Ice Beast VIII
    Frostburn
  Arc 8, Clr 8, Drd 8  
    General

Conjures ice creature to fight for you.

Conjure Ice Object
    Frostburn
  Arc 2, Clr 2, Drd 2  
    5 minutes

Conjures an object made of ice.

Conjure Lesser Midnight Construct (M)
    MOI
  Sor/Wiz 4  
    General

Create a lesser midnight construct.

Conjure Midnight Construct (M)
    MOI
  Sor/Wiz 6  
    General

As conjure lesser midnight construct, except conjure a midnight construct instead with more essentia options.

Conjurer's Toolbelt
    SPELLSandSPELLCRAFT
  Sor/Wiz 0  
    General

Creates a tool.

Contagious Fog
    SPC
  Sor/Wiz 3, Watery Death 7  
    General

20-ft.-radius cloud of fog inflicts disease.

Corpse Candle
    SPC
  Sor/Wiz 3, Wuj 3  
    5 minutes

Incorporeal* hand and candle reveals hidden creatures and objects.

Corrosive Grasp
    SPC
  Sor/Wiz 1  
    General

You deal 1d8 acid damage with one touch/level

Crawling Darkness
    SPC
  Arc 5, Clr 5  
    5 minutes

Cloud of tentacles provides concealment, skill bonuses, and several defenses.

Create Crossroads and Backroad (XP)
    Magic of Faerun
  Arc 7, Drd 7  
    General

Links two locations by magical path.

Create Fetch
    CS
  Asn 3, Brd 3, Sor/Wiz 4  
    General

Craft a temporary duplicate of yourself that follows telepathic orders.

Create Food and Water
Conjuration (Creation) 10 minutes SRD
None - No APeace 3, Arc 3, Clr 3, Creation 3, Feast 3, Hlr 3, Sin-G 3 V, S
1 day; see text Close 24 hours
Effect: Food and water to sustain three humans or one horse/level for 24 hours

Feeds three humans (or one horse)/level.

The food that this spell creates is simple fare of your choice highly nourishing, if rather bland. Food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and water spell on it. The water created by this spell is just like clean rain water, and it doesn't go bad as the food does.

Create Magic Tattoo (M)
    SPC
  Sor/Wiz 2  
    General

Subject receives a magic tattoo with various effects.

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.

Deadfall
    SPC
  Arc 8, Drd 8  
    General

Creates a deadfall, Reflex save dealing 1d6/level bludgeoning damage (save half), prone (save negate), and Fort save or stunned for 1 round.

Death by Thorns
    Book of Vile Darkness
  Corrupt 7  
    General

Up to three creatures die in 1d4 rounds or are incapacitated, taking 4d6 damage.

Death Hail
    Frostburn
  Arc 6, Drd 6, Winter 6  
    General

Summons a storm of death hail dealing 1d2 points of Strength and Constitution damage.

Decastave
    Unapproachable East
  Sor/Wiz 2  
    General

Thundering quarterstaff of force deals 1d6 damage with touch attack.

Deep Breath
    SPC
  Arc 1, Drd 1, Rgr 1, Sor/Wiz 1  
    General

Your lungs fill with fresh air for the duration of the spell.

Devlin's Barb
    BoEM
  Asn 1, Sor/Wiz 0  
    5 minutes

You temporarily create an arrow, bolt, bullet, or sling stone that ceases to exist at the end of the duration.

Devlin's Venomblade
    BoEM
  Asn 3, Sor/Wiz 3  
    5 minutes

Temporarily create a slashing weapon coated in venom that disappears after the first wounding.

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.

Vile Drown
    Book of Vile Darkness
  Sor/Wiz 3  
    General

Subject begins to drown.

Dust Storm
    Dragon 331
  Arc 3, Drd 3, Sor/Wiz 3  
    General

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

Ethereal Mount
    SPC
  Brd 4, Sor/Wiz 4  
    6 hours

Creates ethereal mounts.

Ever Armed
    Dragon 335
  Brd 3  
    5 minutes

A rapier and dueling cloak appear in your hands.

Evil Weather (M) (XP)
    Book of Vile Darkness
  Corrupt 8  
    General

Caster conjures one type of evil weather.

Extract Drug (F)
    Book of Vile Darkness
  Arc 1, Brd 1, Clr 1, Drd 1, Sor/Wiz 1  
    General

Creates drug from inanimate object.

Fantastic Machine
    SPC
  Craft 6, Gnome 6  
    30 minutes

Creates many-armed machine that functions as Large animated object.

Greater Fantastic Machine
    SPC
  Craft 9  
    30 minutes

As fantastic machine, but creates a more powerful construct.

Feast of Champions
    Ebberon
  Arc 9, Clr 9, Feast 9  
    24 hours

Food for one creature/level heals and grants comprenensive bonuses.

Fetid Breath
    Ghostwalk Web
  Sor/Wiz 1  
    General

This spell functions like stinking cloud, except as noted above and subjects are nauseated for 1d4+1 rounds.

Fire Seeds
Conjuration (Creation) [Fire] 1 standard action SRD
None or Reflex half; see text - No Arc 6, Blg 6, Drd 6, Fire 6, Shu 6, Sun 6, Wmg 6, Wuj 6 V, S, M
10 min./level or until used Touch 1 hour
Targets: Up to four touched acorns or up to eight touched holly berries

Acorns and berries become grenades and bombs.

Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.

Acorn Grenades: As many as four acorns turn into special splash weapons that can be hurled as far as 100 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d6 points of fire damage per caster level (maximum 20d6), divided up among the acorns as you wish.

Each acorn explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet. A creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw.

Holly Berry Bombs: You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 5-foot radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage.

Flashflood
    Sandstorm
  Arc 8, Clr 8, Drd 8  
    General

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

Fog Cloud
Conjuration (Creation) 1 standard action SRD
None - No Arc 2, Beguiler 2, Drd 2, Shu 2, Sor/Wiz 2, Water 2, Wuj 2 V, S
10 min./level Medium General
Effect: Fog spreads in 20-ft. radius, 20 ft. high

Fog obscures vision.

A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

The spell does not function underwater.

Freeze
    SPC
  Arc 6, Drd 6  
    General

Ray encases target in ice, dealing 2d6 cold each round.

Freezing Fog
    SPC
  Sor/Wiz 6  
    30 minutes

Freezing fog deals 1d6 cold damage each round, and creatures must make a Reflex save or fall. Ballance DC 10 to move. Max speed* 5.

Frostbite 2
    Frostburn
  Arc 5, Clr 5  
    General

Chilled air causes 6d6 cold damage and 2d6 Dex damage.

Genesis (XP)
Conjuration (Creation) 1 week (8 hours/day) SRD
None - No Creation 9 V, S, M, XP
Instant 180 ft. General
Effect: A demiplane on the Ethereal Plane centered on your location
XP Cost: 5,000 XP.

Create a demi-plane.

This spell creates an immobile, finite plane with limited access—a demi-plane.

Demiplanes created by this power are very small, minor planes. A character can cast this spell only on the Ethereal Plane. When he or she casts it, a local density fluctuation precipitates the creation of a demiplane. At first, the demiplane grows at a rate of a 1-foot-radius per day to an initial maximum radius of 180 feet as the fledgling plane draws substance from surrounding ethereal vapors and protomatter or astral ectoplasm.

The character determines the environment in the demiplane when he or she first casts genesis, reflecting most any desire he or she can visualize. The caster determines factors such as atmosphere, water, temperature, and the shape of the general terrain. However, the spell cannot create life, nor can it create construction. If desired, these must be brought in by some other fashion.

Once the basic demiplane reaches its maximum size, the character can continue to cast this spell to enlarge the demiplane if he or she is inside the boundaries of the demiplane. In such a case, the radiusof the demiplane increases by 60 feet for each subsequent casting.

If the spell is cast again while outside an existing demi-plane, the casting creates a separate bubble that does not touch or overlap any previously created demiplane.

Ghost Knight
    Magic Books of Faerun
  Arc 4, Clr 4  
    6 hours

A visible force that does not harm, but distracts.

Glacier
    Frostburn
  Arc 8, Drd 8  
    General

Conjures glaciers that attack your enemies.

Glaze Lock
    Frostburn
  Sor/Wiz 1  
    1 hour

Jams locks with snow and ice, raising Open Lock DC by 10 and lock's hardness by 5.

Glitterdust
Conjuration (Creation) 1 standard action SRD
Will negates (blinding only) - No Arc 2, Beguiler 2, Brd 2, EmBarachiel 2, HB 2, Shu 2, Sor/Wiz 2 V, S, M
1 round/level Medium General
Area: Creatures and objects within 10-ft.-radius spread

Blinds creatures, outlines invisible creatures.

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

Any creature covered by the dust takes a -40 penalty on Hide checks.

Gnome Blight
    RotDrg
  Sor/Wiz 2  
    General

Cloud of itchy debilitating pollen sickens living creatures.

Golden Barding
    Complete Divine
  Arc 1, Blk 1, Pal 1  
    6 hours

Your mount gets force armor.

Golden Dragonmail
    CV
  Sor/Wiz 3  
    General

You create a suit of shining golden +1 mithral full plate around your body.

Grasping Wall
    CS
  Sor/Wiz 3  
    General

Wall sprouts hands that entangle enemies, help allies climb.

Grease
Conjuration (Creation) 1 standard action SRD
See text - No Brd 1, Slime 1, Sor/Wiz 1 V, S, M
1 round/level (D) Close General
Target or Area: One object or a 10-ft. square

Makes 10-ft. square or one object slippery.

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.

Haboob
    Sandstorm
  Arc 3, Clr 3, Drd 3, Rgr 3, Sand 3, Sor/Wiz 3  
    5 minutes

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

Hail of Stone (M)
    SPC
  Sor/Wiz 1, Wmg 1, Wuj 1  
    General

Stones deal 1d4 points of damage/level to creatures in the area (max 5d4).

Harrier
    DotF
  Arc 4, Clr 4, Drd 3  
    General

Summons an incorporeal bird of prey to fight for you.

Hell's Power (M)
    Book of Vile Darkness
  Arc 4, Blk 3, Clr 4, Sor/Wiz 4  
    General

You gain +2 AC and good to existing DR.

Heroes' Feast
Conjuration (Creation) 10 minutes SRD
None - No APeace 6, Arc 6, Brd 6, Clr 6, Community 6, Courage 6, Creation 6, Family 6, Feast 6, Fey 6, Hlr 6, Planning 6, Renewal 6, Sin-G 6 V, S, DF
1 hour plus 12 hours; see text Close 24 hours
Effect: Feast for one creature/level

Food for one creature/level cures and grants combat bonuses.

You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.

If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.

Hidden Lodge
    SPC
  Brd 5, Sor/Wiz 5  
    12 hours

Creates a camouflaged Secure Shelter.

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

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

Hungry Gizzard
    SPC
  Arc 6, Drd 6  
    General

Gizzard engulfs victim, grapples and deals damage.

Hurtling Stone
    HoB
  Arc 4, Drd 4  
    General

Stone deals 6d6 damage, knocks targets prone.

Ice Castle (F)
    Frostburn
  Sor/Wiz 7  
    General

Creates castle of snow and ice with an array of magical effects.

Ice Darts
    Frostburn
  Brd 2, Sor/Wiz 2  
    General

Icicle missiles deal 2d4 damage, half of which is cold.

Ice Knife
    SPC
  Asn 2, Sor/Wiz 2, Wmg 2, Wuj 2  
    General

Ranged attack, 1d8 points of cold damage and 2 cold Dexterity damage.

Ice Slick
    Frostburn
  Arc 1, Clr 1  
    General

Creates a 20-ft. square of slippery ice.

Ice Web (M)
    Frostburn
  Sor/Wiz 4  
    General

Creates webs of coldfire that entangle and deal 1d6 frostburn damage/round.

Icelance (F)
    SPC
  Arc 3, Drd 3, Sor/Wiz 3  
    General

Changes ice into lance, which attacks target for 6d6 damage and stuns for 1d4 rounds.

Incendiary Cloud
Conjuration (Creation) [Fire] 1 standard action SRD
Reflex half; see text - No Arc 8, Blg 9, Fire 8, Shu 8, Sor/Wiz 8, Wmg 8, Wuj 8 V, S
1 round/level Medium General
Effect: Cloud spreads in 20-ft. radius, 20 ft. high

Cloud deals 4d6 fire damage/round.

An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage.

As with a cloudkill spell, the smoke moves away from you at 10 feet per round. Figure out the smokes new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainders spread thereafter.

As with fog cloud, wind disperses the smoke, and the spell can't be cast underwater.

Inky Cloud
    SPC
  Arc 2, Clr 2, Sor/Wiz 2  
    1 hour

Obscures sight underwater beyond 5 ft.

Kelpstrand
    SPC
  Arc 2, Drd 2  
    5 minutes

Ranged touch attack to special grapple with kelp.

Laogzed's Breath
    SK
  Arc 3, Clr 3, Sor/Wiz 3  
    General

Nauseating vapors within cone persist for 10 rounds.

Lava Missile
    SK
  Arc 2, Clr 2, Drd 2  
    Prohibited

1d4 fire damage; 1 missile per two levels (max 5).

Lava Splash
    SK
  Arc 5, Clr 5, Drd 4  
    Prohibited

Wave of lava deals 1d4/level (max 15d4) fire damage.

Leomund's Billet
    HoB
  Brd 5, Sor/Wiz 5  
    General

Creates sturdy barracks.

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

Waterspout sucks in and damages creatures.

Mage Armor
Conjuration (Creation) [Force] 1 standard action SRD
Will negates (harmless) - No Beguiler 1, Force 1, Sor/Wiz 1, Spell 1 V, S, F
1 hour/level (D) Touch 6 hours
Target: Creature touched

Gives subject +4 armor bonus.

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Greater Mage Armor
    SPC
  Sor/Wiz 3  
    General

Field of force provides a +6 armor bonus.

Mass Mage Armor
    SPC
  Sor/Wiz 3  
    6 hours

As mage armor, but affects one creature/level.

Mage's Faithful Hound
Conjuration (Creation) 1 standard action SRD
None - No Halfling 5, Sor/Wiz 5 V, S, M
1 day Close 6 hours
Effect: Phantom watchdog

Phantom dog can guard, attack.

You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). The hound immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it. (Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions.

If an intruder approaches to within 5 feet of the hound, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) once per round. The dog also gets the bonuses appropriate to an invisible creature.

The dog is considered ready to bite intruders, so it delivers its first bite on the intruders turn. Its bite is the equivalent of a magic weapon for the purpose of damage reduction. The hound cannot be attacked, but it can be dispelled.

The spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level. If you are ever more than 100 feet distant from the hound, the spell ends.

Mage's Magnificent Mansion (F)
Conjuration (Creation) 1 standard action SRD
None - No Community 8, Feast 7, Sor/Wiz 7, Trade 7 V, S, F/DF
2 hours/level (D) Close 6 hours
Effect: Extradimensional mansion, up to three 10-ft. cubes/level (S)
Focus: A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon (each item worth 5 gp).

Door leads to extradimensional mansion.

You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you desire to the limit of the spells effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.

Magma Burst
    BoEM
  Arc 9, Drd 9, Sor/Wiz 9  
    General

Creates an area of lava, dealing 20d6 fire damage/round.

Magnetic Pulse
    Far Corners of the World
  Arc 4, Drd 4, Sor/Wiz 4  
    General

Magnetic forces cause 5d6 or 3d6 damage and trip attacks.

Mailed Might of The Magelords
    LostEmpiresOfFaerun
  Sor/Wiz 5  
    General

Field of force around subject grants +8 armor bonus, immunity to 2nd level or lower force spells, and DR 5/magic.

Major Creation
Conjuration (Creation) 10 minutes SRD
None - No Adp 5, Arc 5, Artifice 6, Artificer 5, Craft 7, Creation 5, Sor/Wiz 5, Wuj 5 V, S, M
See text Close General
Effect: Unattended, nonmagical object of matter, up to 1 cu. ft./level

As minor creation, plus stone and metal.

You create a non-magical, unattended object of nonliving, vegetable, stone, crystal, metal, or the like matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item.

Attempting to use any created object as a material component causes the spell to fail.

Hardness and Rarity ExamplesDuration
Vegetable matter2 hr./level
Stone, crystal, base metals1 hr./level
Precious metals20 min./level
Gems10 min./level
Rare metal1 round/level

Rare metals include adamantine, alchemical silver, and mithral. You can't use major creation to create a cold iron item.

Malevolent Miasma
    SPC
  Sor/Wiz 2  
    General

Cloud of fog deals 1d4 nonlethal damage/level.

Manifest Dragon Heritage
    RotDrg
  Sor 5  
    General

Conjures a wyvern.

Greater Manifest Dragon Heritage
    RotDrg
  Sor 8  
    General

Conjures a dragon turtle.

Minor Creation
Conjuration (Creation) 1 minute SRD
None - No Adp 4, Arc 4, Artifice 4, Artificer 4, Craft 4, Creation 4, Gnome 4, Sor/Wiz 4, Wuj 4 V, S, M
1 hour/level (D) 0 ft. 6 hours
Effect: Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level

Creates one cloth or wood object.

You create a non-magical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item.

Attempting to use any created object as a material component causes the spell to fail.

Mordenkainen's Capable Caravel (F)
    Stormwrack
  Sor/Wiz 8  
    General

Creates magical ship with extradimensional staterooms.

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

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

Nauseating Breath
    SPC
  Arc 3, Clr 3, Sor/Wiz 3  
    General

Exhale a cone of nauseating gas.

Nether Trail
    Book of Vile Darkness
  Sor/Wiz 1  
    1 hour

Creates a trail compelling evil outsiders to follow.

Node Genesis (XP)
    CR
  Sor/Wiz 9  
    General

Creates a Class 1 earth node.

Obedient Avalanche
    Complete Divine
  Cold 9  
    General

Snowy avalanche crushes and buries your foes.

Obscuring Mist
Conjuration (Creation) 1 standard action SRD
None - No Adp 1, Air 1, APeace 1, Arc 1, Asn 1, Beguiler 1, Clr 1, Darkness 1, Drd 1, Duskblade 1, Shadow 1, Shu 1, Slayer of Domiel 1, Sor/Wiz 1, Water 1, Weather 1, Wuj 1 V, S
1 min./level 20 ft. General
Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high

Fog surrounds you.

A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.

Obscuring Snow
    Frostburn
  Arc 2, Clr 2, Drd 2, Sor/Wiz 2  
    6 hours

Obscures sight in a 30-ft. radius around the caster.

Orb of Acid
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Ranged touch, 1d6/level (max 15d6) points of acid damage.

Greater Orb of Acid
Conjuration (Creation) [Acid] 1 standard action ATB
Fortitude partial - No Sor/Wiz 8, Wmg 8 V, S
Instant Close General
Effect: One orb of Acid.

Orb deals 1d6/level (max 25d6) acid damage, may sicken subject for 1d6 + 1 rounds.

An orb of acid, greater about 3 inches across shoots from your palm at its target, dealing 1d6 points of acid damage per caster level (maximum 25d6). You must succeed on a ranged touch attack to hit your target.

A creature struck by the orb takes damage and becomes sickened by the acid's noxious fumes for 1d6 + 1 round. A successful Fortitude save negates the sickened effect but does not reduce the damage.

Lesser Orb of Acid
    Complete Arcane
  Sor/Wiz 1, Wmg 1  
    General

Ranged touch, 1d8 or more acid damage.

Orb of Cold
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Ranged touch, 1d6/level (max 15d6) points of cold damage.

Lesser Orb of Cold
    Complete Arcane
  Sor/Wiz 1, Wmg 1  
    General

Ranged touch, 1d8 or more cold damage.

Orb of Electricity
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Ranged touch, 1d6/level (max 15d6) points of electricity damage.

Lesser Orb of Electricity
    Complete Arcane
  Sor/Wiz 1, Wmg 1  
    General

Ranged touch, 1d8 or more electricity damage.

Orb of Fire
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Ranged touch, 1d6/level (max 15d6) points of fire damage.

Lesser Orb of Fire
    Complete Arcane
  Sor/Wiz 1, Wmg 1  
    General

Ranged touch, 1d8 or more fire damage.

Orb of Force
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Globes of force deal 1d6/level (max 10d6) damage.

Orb of Sound
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Ranged touch, 1d4/level (max 15d4) points of sonic damage.

Lesser Orb of Sound
    Complete Arcane
  Sor/Wiz 1, Wmg 1  
    General

Ranged touch, 1d6 or more sonic damage.

Orbs of Various Energy
Conjuration (Creation) [Acid] [Cold] [Electricity] [Fire] [Force] [Sonic] [Negative] 1 standard action ATB
None - No Sor/Wiz 6, Wmg 6 V, S
Instant Close General
Effect: 7 orbs of energy.

7 orbs deal 1d6/level (max 20d6) of damage dice divided evenly amoung the five elemental energies, force, and negative energy.

You create 7 orbs of energy, one for each of the primary energies, a force orb, and a negative energy orb. You may deal 1d6 damage per caster level (max 20d6) divided any way you want amoung the seven orbs, with no orb having more than 1 die of damage more than any other die.

Thus an 11th level wizard could do 2d6 damage with each Acid, Cold, Fire, and Electricity and 1d6 with each negative energy, sonic, and force. None of his orbs could have 3d6 until 15th level.

If the negative energy orb is directed at an undead or other creature powered by negative energy, it is healed instead of damaged.

Otyugh Swarm
    Complete Divine
  Pestilence 9  
    24 hours

Creates 4d4 otyughs or 1d3+1 Huge otyughs.

Pavilion of Grandeur
    Complete Divine
  Creation 9  
    24 hours

A feast and a great pavilion are created.

Phantasmal Thief
    Draconomicon
  Greed 8, Sor/Wiz 8  
    General

Creates an unseen force that steals from others.

Phantom Stag
    Complete Divine
  Arc 5, Drd 5  
    6 hours

Magic stag appears for 1 hour/level.

Phantom Steed
Conjuration (Creation) 10 minutes SRD
None - No Brd 3, HB 3, Sor/Wiz 3, Spider 3 V, S
1 hour/level (D) 0 ft. 6 hours
Effect: One quasi-real, horselike creature

Magic horse appears for 1 hour/level.

You conjure a Large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.

The mount has an AC of 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet. It can bear its riders weight plus up to 10 pounds per caster level.

These mounts gain certain powers according to caster level. A mount's abilities include those of mounts of lower caster levels.

8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).

12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.

14th Level: The mount can fly at its speed (average maneuverability).

Mass Phantom Steed
Conjuration (Creation) 15 minutes ATB
None - No Brd 6, Sor/Wiz 7 V, S
1 hour/level (D) Close 6 hours
Effect: One quasi-real, horselike creature/2 levels

Magic horses appear for 1 hour/level.

You conjure one Large, quasi-real, horselike creature per 2 caster levels (maximum 15 horses). Each steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.

The mount has an AC of 22 (-1 size, +6 natural armor, +7 Dex) and 14 hit points +2 hit points per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet. It can bear its riders weight plus up to 10 pounds per caster level.

These mounts gain certain powers according to caster level. A mount's abilities include those of mounts of lower caster levels.

8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).

12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.

14th Level: The mount can fly at its speed (good maneuverability).

Phase Door
Conjuration (Creation) 1 standard action SRD
None - No Beguiler 7, Sor/Wiz 7, Travel 8 V
1 usage/2 levels 0 ft. 12 hours
Effect: Ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per three levels

Creates an invisible passage through wood or stone.

This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The phase door is invisible and inaccessible to all creatures except you, and only you can use the passage. You disappear when you enter the phase door and appear when you exit. If you desire, you can take one other creature (Medium or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can you see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing or similar magic reveals the presence of a phase door but does not allow its use.

A phase door is subject to dispel magic. If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a passwall effect.

You can allow other creatures to use the phase door by setting some triggering condition for the door. Such conditions can be as simple or elaborate as you desire. They can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify.

Phase door can be made permanent with a permanency spell.

Pocket Cave
    CR
  IOTDF 5  
    6 hours

Creates an extradimensional space where you and your allies can hide.

Poison Vines
    Magic of Faerun
  Arc 7, Drd 7  
    1 hour

Vines that entangle and are poisonous.

Quill Blast
    Complete Divine
  Arc 5, Drd 5  
    General

You fling quills in spread, dealing 1d6 damage and imposing penalties.

Radiant Fog
    Book of Exalted Deeds
  Sor/Wiz 4  
    5 minutes

As solid fog, but dazzles or blinds creatures within.

Raise Ice Forest
    Frostburn
  Arc 7, Drd 7  
    General

Conjures trees of ice.

Raise Volcano (M) (XP)
    Far Corners of the World
  Arc 9, Drd 9  
    General

Create a devestating volcano.

Recitation
    Complete Divine
  Arc 4, Clr 4, Purification 3  
    General

Give a +2 luck bonus to allies and a -2 luck penalty to foes.

Runic Marker
    CV
  Arc 4, Clr 4  
    General

You create a slender stone pillar with a short message inscribed upon it.

Sandstorm
    Sandstorm
  Arc 6, Drd 6  
    1 hour

Create a large dangerous duststorm.

Sarcophagus of Stone
    SPC
  Arc 6, Clr 6  
    General

Sarcophagus entombs subject.

Secure Shelter
Conjuration (Creation) 10 minutes SRD
None - No Brd 4, Cavern 4, Feast 5, Sor/Wiz 4 V, S, M, F, text
2 hours/level (D) Close 12 hours
Effect: 20-ft.-square structure

Creates sturdy cottage.

You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.

The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise-it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).

The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shelter.

The secure shelter contains rude furnishings eight bunks, a trestle table, eight stools, and a writing desk.

Additional Component matrials include the components of the unseen servant spell (string and a bit of wood) if this benefit is to be included.

Focus: The focus of the alarm spell (silver wire and a tiny bell) if this benefit is to be included.

Sepia Snake Sigil (M)
Conjuration (Creation) [Force] 10 minutes SRD
Reflex negates - No Brd 3, Sor/Wiz 3 V, S, M
Permanent or until discharged; until released or 1d4 days + 1 day/level; see text Touch 24 hours
Target: One touched book or written work
Materials: 500 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.

Creates text symbol that immobilizes reader.

When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader.

Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a save to evade the snakes strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed.

While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends.

The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical.

A dispel magic can remove the sigil. An erase spell destroys the entire page of text.

Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page.

Servant Horde
    Complete Arcane
  Sor/Wiz 5, Wuj 5  
    6 hours

This spell creates a number of unseen servants, up to a maximum of 2d6 +1 servant per level (maximum +15).

Shalantha's Delicate Disk
    LostEmpiresOfFaerun
  Sor/Wiz 6  
    General

Conjures disk that can store a single spell of up to 5th level and release it when broken.

Shambler
Conjuration (Creation) 1 standard action SRD
None - No Arc 8, Blg 8, Drd 9, Plant 9 V, S
7 days or 7 months (D); see text Medium 24 hours
Effect: Three or more shambling mounds, no two of which can be more than 30 ft. apart; see text

Summons 1d4+2 shambling mounds to fight for you.

The shambler spell creates 1d4+2 shambling mounds with 11 HD each. The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for seven days unless you dismiss them. If the shamblers are created only for guard duty, however, the duration of the spell is seven months. In this case, the shamblers can only be ordered to guard a specific site or location. Shamblers summoned to guard duty cannot move outside the spells range, which is measured from the point where each first appeared.

The shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy, or damp.

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

Summons sharks made of water to attack your enemies.

Silver Dragonmail
    CV
  Sor/Wiz 2  
    General

You create a shining silver +1 mithral breastplate around your body.

Sleet Storm
Conjuration (Creation) [Cold] 1 standard action SRD
None - No Arc 3, Cold 3, Drd 3, Sor/Wiz 3, Storm 4, Wmg 3 V, S, M/DF
1 round/level Long General
Area: Cylinder (40-ft. radius, 20 ft. high)

Hampers vision and movement.

Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Balance skill for details).

The sleet extinguishes torches and small fires.

Slime Hurl
    CR
  IOTDF 5  
    General

Hurl up to three globs of green slime.

Solid Fog
Conjuration (Creation) 1 standard action SRD
None - No Beguiler 4, HB 4, Sor/Wiz 4, Wuj 4 V, S, M
1 min./level Medium General
Effect: Fog spreads in 20-ft. radius, 20 ft. high

Blocks vision and slows movement.

A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

The solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in solid fog.

However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

Solid fog can be made permanent with a permanency spell. A permanent solid fog dispersed by wind reforms in 10 minutes.

The spell does not function underwater.

Spectral Stag
    Magic of Faerun
  Arc 2, Clr 2  
    General

Phantom stag can bull rush and be a mount.

Sphere of Ultimate Destruction
    Complete Arcane
  Sor/Wiz 9  
    General

Sphere disintegrates everything it touches.

Spiritual Chariot
    Complete Divine
  Arc 4, Blk 4, Pal 4  
    General

Creates ghostly chariot behind your mount.

Spore Cloak
    RoF
  Drd 5, Sor/Wiz 6  
    General

Cloud of dense yellow mold spores provides 20% concealment and other benefits.

Spores of the Vrock (M)
    Book of Vile Darkness
  Arc 2, Clr 2, Dem 1  
    General

All within 5 ft. take 1d8 damage and 1d2 damage each round thereafter for 10 rounds.

Sticky Floor
    RotDrg
  Sor/Wiz 1  
    6 hours

Entangles and immobilizes creatures in affected area.

Stinking Cloud
Conjuration (Creation) 1 standard action SRD
Fortitude negates; see text - No Arc 3, Blg 3, HB 3, Sor/Wiz 3, Wmg 3, Wuj 3 V, S, M
1 round/level Medium General
Effect: Cloud spreads in 20-ft. radius, 20 ft. high

Nauseating vapors, 1 round/level.

Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.

Stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes.

Stonehold
    Magic of Faerun
  Arc 6, Drd 6  
    24 hours

Stony arm trap grapples and damages creatures.

Stun Ray
    DA5
  Sor/Wiz 1  
    General

Ray stuns target for 1d4+1 rounds.

Sudden Stalagmite
    SPC
  Arc 4, Drd 4  
    General

Impaling stalagmite damages and holds foes.

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.

Swamp Lung
    SPC
  Arc 7, Drd 7  
    General

Water in lungs makes subject helpless, diseased.

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.

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

Coats weapon with poison.

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.

Tsunami
    SPC
  Arc 9, Drd 9  
    General

Massive wave deals 1d6 bludgeoning damage/level.

Tunnel Swallow
    Underdark
  Sor/Wiz 6  
    General

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

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

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

Unseen Crafter
    RE
  Arc 2, Artificer 2, Brd 2, Clr 2, Sor/Wiz 2  
    General

Invisible force obeys your command and can use the Craft skill.

Unseen Servant
Conjuration (Creation) 1 standard action SRD
None - No Brd 1, HB 1, Hoard 1, Sin-S 2, Sor/Wiz 1, Wuj 1 V, S, M
1 hour/level Close 6 hours
Effect: One invisible, mindless, shapeless servant

Invisible force obeys your commands.

An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. Its speed is 15 feet.

The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.

Mass Unseen Servant
    RoD
  Sor/Wiz 4  
    6 hours

As unseen servant except creates one servant/level.

Updraft
    Dragon 314
  Arc 3, Clr 3, Drd 3  
    General

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

Utterdark
    Book of Vile Darkness
  Demonic 8, Sor/Wiz 9, VDarkness 8  
    6 hours

100-ft/level radius of darkness that evil creatures can see through.

Vine Mine
    Magic of Faerun
  Arc 5, Drd 5  
    General

Vines grow rapidly, giving various effects.

Vitriolic Sphere
    SPC
  Sor/Wiz 5, Wuj 5  
    General

Potent acid deals 6d6 acid damage plus possible damage in following 2 rounds.

Volcanic Storm (M)
    Far Corners of the World
  Sor/Wiz 7  
    General

Wind, Rocks, and lava sweep an area.

Wall of Bones
    Complete Arcane
  Wuj 4  
    30 minutes

Creates a bone wall.

Wall of Chains
    Book of Vile Darkness
  Sor/Wiz 3  
    30 minutes

Creates barrier of woven chains that has 20 hp/4 caster levels.

Wall of Deadly Chains
    Book of Vile Darkness
  Sor/Wiz 4  
    30 minutes

Creates barrier of woven chains that has 20 hp/4 caster levels and deals 3d6 damage to all within 5 ft.

Wall of Eyes
    Book of Vile Darkness
  Sor/Wiz 7  
    12 hours

Creates barrier that you can see through and that paralyzes and consumes those that touch it.

Wall of Gears
    Planar Handbook
  Sor/Wiz 6  
    30 minutes

Creates wall of moving gears that deals 1d8 damage/2 levels to creatures within 10 ft.

Wall of Iron (M)
Conjuration (Creation) 1 standard action SRD
See text - No Arc 5, Artificer 6, Metal 5, Shu 5, Sor/Wiz 6, Wuj 6 V, S, M
Instant Medium 12 hours
Effect: Iron wall whose area is up to one 5-ft. square/level; see text
Materials: A small piece of sheet iron plus gold dust worth 50 gp (1 pound of gold dust).

30 hp/four levels; can topple onto foes.

You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.

A wall of iron is 1 inch thick per four caster levels. You can double the walls area by halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness and hardness 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.

If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a DC 40 Strength check to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves. Any Large or smaller creature that fails takes 10d6 points of damage. The wall cannot crush Huge and larger creatures.

Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.

Wall of Magma
    Sandstorm
  Arc 5, Clr 5, Drd 6, Sor/Wiz 5  
    5 minutes

Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level.

Wall of Ooze
    Book of Vile Darkness
  Arc 5, Clr 5, Sor/Wiz 5  
    General

Creates barrier that has 50 hp/4 levels that paralyzes and deals 2d6 damage to all that touch it.

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

Wall of salt that can be shaped.

Wall of Sand
    PGtF
  Arc 4, Clr 4, Drd 5, Sor/Wiz 4  
    General

Swirling sand blocks ranged attacks, slows movement through.

Wall of Sand 2
    Sandstorm
  Arc 4, Clr 4, Drd 4, Sor/Wiz 4  
    30 minutes

Wall impedes movement, obscures vision, and blocks some attacks.

Wall of Scales
    RotDrg
  Sor 4  
    5 minutes

Create a barrier of dragonhide.

Wall of Smoke
    Far Corners of the World
  Arc 1, Drd 1, Sor/Wiz 1  
    General

Simple wall of smoke to block vision. Breathing causes nausea for 1 round (Fort save).

Wall of Stone
Conjuration (Creation) [Earth] 1 standard action SRD
See text - No Adp 5, APeace 5, Arc 5, Artificer 5, Clr 5, Craft 5, Drd 6, Earth 5, Shu 5, Sor/Wiz 5, Wuj 5 V, S, M/DF
Instant Medium 12 hours
Effect: Stone wall whose area is up to one 5-ft. square/level (S)

Creates a stone wall that can be shaped.

This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the walls area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.

Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spells area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.

Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.

It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.

Wall of Thorns
Conjuration (Creation) 1 standard action SRD
None - No Arc 5, Drd 5, Plant 5 V, S
10 min./level (D) Medium General
Effect: Wall of thorny brush, up to one 10-ft. cube/level (S)

Thorns damage anyone who tries to pass.

A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a humans finger. Any creature forced into or attempting to move through a wall of thorns takes slashing damage per round of movement equal to 25 minus the creatures AC. Dexterity and dodge bonuses to AC do not count for this calculation. (Creatures with an Armor Class of 25 or higher, without considering Dexterity and dodge bonuses, take no damage from contact with the wall.)

You can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-by-10-by-5-foot blocks equal to twice your caster level. This has no effect on the damage dealt by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier.

Creatures can force their way slowly through the wall by making a Strength check as a full-round action. For every 5 points by which the check exceeds 20, a creature moves 5 feet (up to a maximum distance equal to its normal land speed). Of course, moving or attempting to move through the thorns incurs damage as described above. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage.

Any creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside. In order to escape, it must attempt to push its way free, or it can wait until the spell ends. Creatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at normal speed without taking damage.

A wall of thorns can be breached by slow work with edged weapons. Chopping away at the wall creates a safe passage 1 foot deep for every 10 minutes of work. Normal fire cannot harm the barrier, but magical fire burns it away in 10 minutes.

Despite its appearance, a wall of thorns is not actually a living plant, and thus is unaffected by spells that affect plants.

Wall Of Vermin
    CS
  Arc 3, Drd 3  
    General

Wall of biting pests provides concealment, attacks anyone passing through.

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

Wall impedes movement and can drown creatures.

Waterspout
    Complete Divine
  Arc 7, Drd 7, Ocean 7  
    General

Creates waterspout that moves, damages creatures, sucks creatures upward.

Web
Conjuration (Creation) 1 standard action SRD
Reflex negates; see text - No Adp 2, Arc 2, MH 2, Sor/Wiz 2 V, S, M
10 min./level (D) Medium 5 minutes
Effect: Webs in a 20-ft.-radius spread

Fills 20-ft.-radius spread with sticky spiderwebs.

Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won't cause you to become entangled.

Anyone in the effects area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and cant move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.

If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.

Whiteout
    Frostburn
  Arc 7, Drd 7  
    6 hours

Snow and wind obscure sight; creatures affected may become lost.

Wood Wose
    Complete Divine
  Arc 1, Drd 1  
    1 hour

Nature spirit does simple tasks for you.

Word of Binding
    SPC
  Arc 3, Pal 3  
    General

Magical manacles restrain foe.

Zajimarn's Avalanche
    Magic of Faerun
  Sor/Wiz 9  
    General

Wave of slush deals 1d4 cold/level and moves targets.