Index of Spells by Sources - PHBII

PHBII

Name
Save - Res Level Comps
Dur Range Recharge
Description
Animalistic Power
  Arc 2, Clr 2, Drd 2, Duskblade 2, Rgr 2, Sor/Wiz 2  
    5 minutes

Subject gains +2 bonus to Str, Dex, and Con.

Bigby's Striking Fist
  Duskblade 2, Sor/Wiz 2  
    General

Hand deals 1d6 nonlethal damage/2 levels (max 5d6) and knocks subject back.

Bigby's Tripping Hand
  Duskblade 1, Sor/Wiz 1  
    General

Hand trips subject.

Blade of Blood
  Arc 1, Asn 1, Blk 1, Clr 1, Duskblade 1, Sor/Wiz 1  
    General

Weapon deals +1d6, or +3d6 if you take 5 points of damage.

Blinding Color Surge
  Beguiler 2, Sor/Wiz 2  
    General

Blind subject for 1 round, gain invisibility.

Celerity
  Brd 4, Sor/Wiz 4  
    General

Take a standard action immediately, but be dazed for a round.

Greater Celerity
  Sor/Wiz 8  
    General

Take a full-round action immediately, but be dazed for a round.

Lesser Celerity
  Brd 2, Sor/Wiz 2  
    General

Take a move action immediately, but be dazed for a round.

Channeled Pyroburst
  Duskblade 4, Sor/Wiz 4  
    General

Deal fire damage, amount and radius based on casting time.

Cloud of Knives
  Arc 2, Clr 2, Sor/Wiz 2  
    General

Release one knife/round, 1d6 damage +1/3 levels (max +5).

Crown Of Might
  Clr 3, Duskblade 3, Sor/Wiz 3  
    6 hours

Gain +2 Strength, discharge to gain +8 bonus for 1 round.

Crown of Protection
  Clr 3, Duskblade 3, Sor/Wiz 3  
    6 hours

+1 deflection bonus to AC, +1 resistance bonus on saves; discharge to gain +4 for 1 round.

Crown of Veils
  Beguiler 3, Brd 2, Sor/Wiz 3  
    General

Gain +2 to Disguise and Hide, discharge to gain +8.

Deflect
  Duskblade 2, Sor/Wiz 2  
    General

Gain bonus to AC for one attack.

Lesser Deflect
  Duskblade 1, Sor/Wiz 1  
    General

Gain a deflection bonus of +1/3 levels (max +5) against one attack.

Dimension Hop
  Duskblade 2, Sor/Wiz 2  
    General

Teleport subject short distance.

Dispelling Touch
  Duskblade 3, Sor/Wiz 2  
    General

Dispel one magical effect on touched subject.

Doom Scarabs
  Duskblade 3, Sor/Wiz 4  
    General

Scarab swarm deals 1d6/2 levels, gives you temporary hit points.

Energy Aegis
  Clr 3, Duskblade 3, Sor/Wiz 3  
    General

Subject gains resistance 20 against one energy type for one attack.

Energy Surge
  Duskblade 3, Sor/Wiz 3  
    General

As lesser energy surge, but 2d6 damage.

Greater Energy Surge
  Sor/Wiz 6  
    General

As lesser energy surge, but 3d6 damage.

Lesser Energy Surge
  Sor/Wiz 2  
    General

One attack deals an extra 1d6 energy damage.

Etherealness, Swift
  Arc 5, Beguiler 5, Clr 5, Sor/Wiz 5  
    General

Subject momentarily becomes ethereal.

Friend to Foe
  Beguiler 5, Brd 5, Sor/Wiz 5  
    General

Make subject creature believe its allies are its enemies.

Halt
  Beguiler 3, Brd 3, Duskblade 3, Sor/Wiz 3  
    General

Subject's feet become stuck to the ground.

Hesitate
  Arc 3, Beguiler 3, Brd 3, Clr 3, Sor/Wiz 3  
    General

Force subject to lose actions.

Incite Riot
  Brd 5  
    General

Subjects attack nearest creature.

Inevitable Defeat
  Beguiler 3, Sor/Wiz 3  
    General

Subject takes 3d6 nonlethal damage/round.

Kelgore's Fire Bolt
  Duskblade 1, Sor/Wiz 1  
    General

1d6 fire damage/level (max 5d6), partially ignore SR.

Legion of Sentinels
  Beguiler 3, Sor/Wiz 3  
    General

Ghostly swordsmen threaten a 10-foot radius, deal 1d8 damage +1/3 levels (max +5).

Mark of Doom
  Arc 3, Clr 3, Pal 2  
    General

Subject takes 1d6 damage for each hostile action.

Mirror Image, Greater
  Beguiler 4, Brd 4, Sor/Wiz 4  
    General

As mirror image*, but gain an additional image each round.

Phantom Battle
  Beguiler 4, Brd 3, Sor/Wiz 4  
    General

Illusion of battle flanks creatures and denies attacks of opportunity.

Regroup
  Duskblade 3, Sor/Wiz 3  
    General

Teleports nearby allies to your side.

Rouse
  Beguiler 1, Duskblade 1, Sor/Wiz 1  
    General

Awakens creatures in area.

Seeking Ray
  Duskblade 2, Sor/Wiz 2  
    General

Ray deals 4d6 electricity damage, ignores concealment and cover; you gain +4 on attacks with rays against the subject.

Slashing Dispel
  Duskblade 5, Sor/Wiz 4  
    General

As dispel magic, but creatures take damage for spells dispelled.

Sonic Shield
  Brd 3, Duskblade 5, Sor/Wiz 5  
    General

+4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee.

Stand
  Duskblade 1, Sor/Wiz 1  
    General

Subject stands up from prone.

Stay the Hand
  Arc 2, Beguiler 2, Brd 1, Clr 2, Sor/Wiz 2  
    General

Change subject creature's attitude to helpful for 1 round.

Stretch Weapon
  Brd 2, Clr 2, Duskblade 2, Sor/Wiz 2  
    General

Melee weapon gains 5 ft. of reach for one attack.

Sure Strike
  Duskblade 2, Sor/Wiz 2  
    General

Gain +1 bonus/3 levels on next attack.

Toxic Weapon
  Duskblade 4, Sor/Wiz 5  
    1 hour

Coats weapon with poison.

Vertigo
  Beguiler 2, Brd 2, Sor/Wiz 2  
    General

Subject creature must succeed on a DC 10 Balance check to move each round.

Vertigo Field
  Beguiler 3, Sor/Wiz 3  
    General

Creatures have 20% miss chance and possibly become nauseated.

Whelm
  Beguiler 1, Sor/Wiz 1  
    General

Deal 1d6 nonlethal damage +1d6/2 levels above 1st (max 5d6).

Whelm, Mass
  Beguiler 4, Sor/Wiz 4  
    General

1d6 nonlethal damage/level (max 10d6) to 1 creature/level.

Whelming Blast
  Beguiler 2, Sor/Wiz 2  
    General

15-foot cone deals 1d6 nonlethal damage /2 levels (max 5d6).