Index of Spells by Name Letters - B

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Babau Slime
    SPC
  Arc 1, Drd 1, Sor/Wiz 1  
    5 minutes

Secrete a body-covering acid that damages foes' weapons.

Backbiter (F)
    SPC
  HB 1, Sor/Wiz 1, Wuj 1  
    General

Cause two handed or reach weapon to strike is wielder.

Backblast
    LostEmpiresOfFaerun
  Sor/Wiz 3  
    General

Grants fire resistance* 10 and functions like spell turning with respect to spells with the fire descriptor that are targeted on you.

Backlash
    SPC
  Sor/Wiz 4  
    1 hour

Subject takes damage if it uses spells against another creature.

Balancing Lorecall
    SPC
  Arc 2, Drd 2, Rgr 2, Sor/Wiz 2  
    General

You gain a +4 bonus on Balance checks and can balance on impossible surfaces if you have 5 or more ranks in Balance.

Baleful Polymorph
Transmutation (Polymorph) 1 standard action SRD
Fortitude negates, Will partial; see text - Yes Adp 5, Arc 5, Drd 5, HB 4, Sin-G 5, Sor/Wiz 5, Transformation 6, Wuj 5 V, S
Permanent Close General
Target: One creature

Transforms subject into harmless animal.

As polymorph, except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature the subject gets a +4 bonus on the save.

If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren't extraordinary, supernatural, or spell-like abilities.

Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

Baleful Transposition
    SPC
  Sor/Wiz 2  
    General

Two subjects switch places.

Ball Lightning
    SPC
  Sor/Wiz 5  
    General

Energy ball deals 1d6/level electricity damage.

Balor Nimbus
    SPC
  Arc 2, Clr 2, Sor/Wiz 2  
    General

Your flaming body damages foes in grapple.

Bands of Steel
    SPC
  Sor/Wiz 3  
    General

Bands immobilize or entangle* target.

Bane
Enchantment (Compulsion) [Fear] [Mind-Affecting] 1 standard action SRD
Will negates - Yes Arc 1, Blg 1, Clr 1, Dem 1, Suffering 1 V, S, DF
1 min./level 50 ft. General
Area: All enemies within 50 ft.

Enemies take -1 on attack rolls and saves against fear.

Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects.

Bane counters and dispels bless.

Banishment
Abjuration 1 standard action SRD
Will negates - Yes APeace 6, Arc 6, Balance 6, Clr 6, Exorcism 6, Portal 6, Retribution 6, Shu 6, Sor/Wiz 7 V, S, F
Instant Close General
Targets: One or more extraplanar creatures, no two of which can be more than 30 ft. apart

Banishes 2 HD/level of extraplanar creatures.

A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.

You can improve the spells chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the targets spell resistance (if any), the saving throw DC increases by 2.

Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).

Barghest's Feast (M)
    SPC
  Arc 6, Clr 6, Sor/Wiz 7  
    General

Destroy target corpse, potentially preventing its return to life.

Barkskin
Transmutation 1 standard action SRD
None - Yes (harmless) Arc 2, BVal 2, Drd 2, Plant 2, Rgr 2, Shu 2 V, S, DF
10 min./level Touch 1 hour
Target: Living creature touched

Grants +2 (or higher) enhancement to natural armor.

Barkskin toughens a creatures skin. The effect grants a +2 enhancement bonus to the creatures existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th.

The enhancement bonus provided by barkskin stacks with the targets natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.

Lvl 3+2
Lvl 6+3
Lvl 9+4
Lvl 12+5
Bastion of Good
    Book of Exalted Deeds
  APeace 7, Arc 7, Clr 7  
    General

Create a simultaneous globe of invulnerability, lesser and magic circle against evil against evil creatures.

Battering Ram
    SPC
  Sor/Wiz 2  
    General

Deals 1d6 damage plus bull rush.

Battle Hymn
    SPC
  Brd 2, Sor/Wiz 4  
    General

Allies can reroll one Will save/round.

Battle Line
    CR
  IOTDF 2  
    General

Creates an area of doom on the battlefield.

Battlefield Fortification
    HoB
  Sor/Wiz 4  
    General

Create trench or berm.

Battlefield Illumination
    HoB
  Arc 4, Clr 4, Drd 4, Pal 4  
    General

Improve light in 80-ft.-radius cylinder

Battlemagic Perception
    HoB
  Arc 3, Clr 3, Sor/Wiz 3  
    1 hour

Sense and counter spellcasting within 100 feet.

Battletide
    Magic of Faerun
  Arc 5, Clr 5  
    General

Targets have attack penalties and you gain a partial action each round.

Bear's Endurance
Transmutation 1 standard action SRD
Will negates (harmless) - Yes Adp 2, APeace 2, Arc 2, Artificer 2, Clr 2, Drd 2, Duskblade 2, Dwarf 2, Endurance 2, KotC 2, Retribution 2, Rgr 2, Shu 2, Sor/Wiz 2, Suffering 2, Vassal of Bahamut 2, Wuj 2 V, S, DF
1 min./level Touch 5 minutes
Target: Creature touched

Subject gains +4 to Con for 1 min./level.

The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth.

Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subjects Constitution drops back to normal. They are not lost first as temporary hit points are.

Mass Bear's Endurance
Transmutation 1 standard action SRD
Will negates (harmless) - Yes APeace 6, Arc 6, Clr 6, Drd 6, Endurance 6, Sor/Wiz 6 V, S, DF
1 min./level Close 30 minutes
Targets: One creature/level, no two of which can be more than 30 ft. apart

As bear's endurance, affects one subject/ level.

Mass bear's endurance works like bear's endurance, except that it affects multiple creatures.

Bear's Heart
    DotF
  Arc 5, Clr 5, Drd 4  
    General

One ally/level +4 Strength and +1d4/level hit points.

Beast Claws
    SPC
  Arc 1, Drd 1  
    6 hours

Your hands become slashing natural weapons.

Beastland Ferocity
    SPC
  Arc 1, Brd 1, Drd 1  
    30 minutes

Subject fights without penalty while disabled or dying.

Beastmask
    DotF
  Arc 2, Drd 2  
    30 minutes

Animals and beasts think subject is one of them.

Bedevil (M)
    CR
  Arc 3, Blk 3, Sor/Wiz 3  
    General

Summon a mischievous spirit to torment your enemy.

Befoul
    Lords
  Arc 8, Clr 8, Corruption 8  
    General

Large amount of water becomes poisonous.

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

You create a Tiny nature servant.

Belker Claws
    SPC
  Sor/Wiz 2  
    General

One touch/level deals 2d12 damage.

Benediction
    CC
  Clr 2, Pal 2  
    General

Subject gains bonus on saves, can make one reroll.

Benign Transposition
    SPC
  Sor/Wiz 1  
    General

Two willing subjects switch places.

Bestow Curse
Necromancy 1 standard action SRD
Will negates - Yes Adp 3, Arc 3, Clr 3, Dem 2, Destiny 4, DrgBlw 3, Fate 3, Hatred 3, Sor/Wiz 4, Suffering 3 V, S
Permanent Touch General
Target: Creature touched

-6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.

You place a curse on the subject. Choose one of the following three effects.

1) -6 decrease to an ability score (minimum 1).

2) -4 penalty on attack rolls, saves, ability checks, and skill checks.

3) Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.

You may also invent your own curse, but it should be no more powerful than those described above.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Bestow curse counters remove curse.

Greater Bestow Curse
    SPC
  Arc 7, Clr 7, Dem 4, Destiny 7, Sor/Wiz 8  
    General

As bestow curse, but more severe penalties.

Bestow Wound (M)
    Book of Vile Darkness
  Sor/Wiz 1  
    General

Caster transfers 1 hp/level of wounds to another.

Bewildering Mischance
    CC
  Adp 5, Clr 5, Shu 5  
    General

Target must take the lower of two rolls for each save, attack roll, and skill check.

Bewildering Substitution
    CC
  Adp 2, Clr 2, Shu 2  
    General

Seemingly swap one ally with one enemy.

Bewildering Visions
    CC
  Adp 2, Clr 2, Shu 2  
    General

Subject is sickened or nauseated.

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

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

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

Hand trips subject.

Bind Item
    BoEM
  Sor/Wiz 4  
    1 hour

See Text

Binding (M)
Enchantment (Compulsion) [Mind-Affecting] 1 minute SRD
Will negates; see text - Yes Arc 8, Shu 8, Sor/Wiz 8 V, S, M
See text (D) Close General
Target: One living creature
Materials: Opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured.

Utilizes an array of techniques to imprison a creature.

A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least one-half your caster level.

You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases by 1. For each assistant who casts dominate animal, dominate person, or dominate monster, your caster level for this casting of binding increases by a number equal to one-third of that assistant's level, provided that the spell's target is appropriate for a binding spell. Since the assistants' spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants' spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding spells are dismissible.

Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or alignment but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don't qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.

If you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap. If you do so, the target gets a saving throw at the end of the first spell's duration, even if your caster level was high enough to disallow an initial saving throw. If the creature succeeds on this save, all the binding spells it has received are broken.

The binding spell has six versions. Choose one of the following versions when you cast the spell.

Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The duration is one year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell.

Slumber: This version causes the subject to become comatose for as long as one year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is more difficult to cast than chaining, making it slightly easier to resist. Reduce the spell's save DC by 1.

Bound Slumber: This combination of chaining and slumber lasts for as long as one month per caster level. Reduce the save DC by 2.

Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. Reduce the save DC by 3.

Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4.

Minimus Containment: The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4.

You can't dispel a binding spell with dispel magic or a similar effect, though an antimagic field or Mage's disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect.

Components: The components for a binding spell vary according to the version of the spell, but they always include a continuous chanting utterance read from the scroll or spellbook page containing the spell, somatic gestures, and materials appropriate to the form of binding used. These components can include such items as miniature chains of special metals, soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal, and the like.

In addition to the specially made props suited to the specific type of binding (cost 500 gp), the spell requires opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured.

Binding Snow
    Frostburn
  Arc 3, Clr 3, Drd 3, Pal 3, Rgr 3  
    6 hours

Snow freezes, impeding movement.

Binding Winds
    SPC
  Arc 2, Drd 2, Weather 5  
    General

Sound cannot penetrate to or from target and -2 on ranged attacks.

Bite of the King
    SPC
  Hunger 8  
    General

Swallow enemies whole.

Bite of the Werebear
    SPC
  Arc 6, Drd 6, Sor/Wiz 7  
    General

You become enhanced such as that of a brown bear.

Bite of the Wereboar
    SPC
  Arc 4, Drd 4, Sor/Wiz 5  
    General

You become enhanced such as that of a boar.

Bite of the Wererat
    SPC
  Arc 2, Drd 2, Sor/Wiz 3  
    General

You become enhanced such as that of a dire rat.

Bite of the Weretiger
    SPC
  Arc 5, Drd 5, Sor/Wiz 6  
    General

You become enhanced such as that of a tiger

Bite of the Werewolf
    SPC
  Arc 3, Drd 3, Sor/Wiz 4  
    General

You become enhanced such as that of a wolf.

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 Lightning
Evocation [Electricity] [Negative] [Death] [Evil] 1 standard action seankreynolds.com
Reflex half - Yes Sor/Wiz 2 V, S, M
Instant Close General
Target: One creature

Ray that deals 1d6/2 levels (Max 10d6) damage, half of which is Electrical energy and the other half is Negative energy.

You launch crackling black lightning at the target creature, dealing 1d6 points of damage per 2 caster levels (maximum 10d6). Half the damage is electricity damage, but the rest is evil energy from the lower planes which is not affected by resistance to electricity (evil creatures, creatures native to evil planes, and creatures immune to death effects are not affected by the profane energy).

Black Mulching
    BoEM
  Arc 4, Drd 4, Sor/Wiz 4  
    General

See Text

Black Sand
    Sandstorm
  Arc 3, Clr 3, Sand 2  
    5 minutes

Creates a 20-ft.-radius area of black sand.

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.

Blackfire
    SPC
  Sor/Wiz 8  
    General

Negative energy fire burns at the life force of a living creature dealing 1d4 constitution damage/round.

Blacklight
Evocation [Darkness] 1 standard action SRD
Will negates or none (object) - Yes or no (object) Darkness 3, Sor/Wiz 3 V, S, M
1 round/level (D) Close General
Area: A 20-ft.-radius emanation centered on a creature, object or point in space.

Creates a 20-ft. radius of supernatural darkness you can see through.

You create an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but you can see normally within the blacklit area. Creatures outside the spell's area, even you, cannot see through it.

You can cast the spell on a point in space, but the effect is stationary unless you cast it on a mobile object. You can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.

Blacklight counters or dispels any light spell of equal or lower level, such as daylight. The 3rd-level cleric spell daylight counters or dispels blacklight.

Blackstaff
    Magic of Faerun
  Sor/Wiz 8  
    General

Greatly enhances staff or quarterstaff

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.

Blade Barrier
Evocation [Force] 1 standard action SRD
Reflex half or Reflex negates; see text - Yes Arc 6, Artificer 6, Clr 6, Good 6, Metal 6, War 6, Wmg 6 V, S
1 min./level (D) Medium General
Effect: Wall of whirling blades up to 20 ft. long/ level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high

Wall of blades deals 1d6/level damage.

An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.

If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.

A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.

Blade of Blood
    PHBII
  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.

Blade of Pain and Fear
    SPC
  Arc 3, Asn 2, Blk 2, Clr 3, Deathbound 2, Sor/Wiz 3  
    General

Creates blade of gnashing teeth.

Blade Storm
    SPC
  Arc 3, Rgr 3  
    General

Swift. You make melee attacks against every foe you threaten.

Blade Thirst
    SPC
  Arc 3, Rgr 3  
    General

Slashing weapon glows and gains +3 enhancement bonus.

Bladebane (M)
    Unapproachable East
  Arc 3, Clr 3, Pal 2, Sor/Wiz 4  
    General

Slashing weapon becomes a bane weapon.

Blades of Fire
    SPC
  Arc 1, Rgr 1, Sor/Wiz 1, Wmg 2  
    General

Your melee weapons deal +1d8 fire damage for 1 round (swift).

Bladesong
    Spellbook Archive
  Brd 2, Sor/Wiz 2  
    General

Causes weapon to have an extra touch attack to daze opponent.

Bladeweave
    SPC
  Brd 2, Sor/Wiz 2  
    General

Swift. Your melee attack dazes your opponent.

Blasphemy
Evocation [Sonic] [Evil] 1 standard action SRD
None or Will negates; see text - Yes Arc 7, Clr 7, DrgBlw 7, Evil 7, Hatred 7, Mysticism 7, Orc 7 V
Instant 40 ft. General
Area: Nonevil creatures in a 40-ft.-radius spread centered on you

Kills, paralyzes, weakens, or dazes nonevil subjects.

Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.

HD Effect

Equal to caster level

Dazed

Up to caster level -1

Weakened, dazed

Up to caster level -5

Paralyzed, weakened, dazed

Up to caster level -10

Killed, paralyzed, weakened, dazed

The effects are cumulative and concurrent.

No saving throw is allowed against these effects.

Dazed: The creature can take no actions for 1 round, though it defends itself normally.

Weakened: The creature's Strength score decreases by 2d6 points 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, nonevil 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 blasphemy. The banishment effect allows a Will save (at a -4 penalty) to negate.

Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.

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

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

Blast of Force
    SPC
  Force 3, Sor/Wiz 2  
    General

Ray deals 1d6 damage/2 caster levels (max 5d6).

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

Cone deals 1d6 damage/level.

Blast Rod
    MoE
  Artificer 3  
    General

Infused rod stores 1d8/level destructive energy.

Blaze of Light
    HoB
  Arc 1, Drd 2, Pal 1  
    General

60ft. cone of light dazzles creatures.

Bleed
    CC
  Blk 4, Clr 5, Drd 5  
    General

Touched creature takes Con damage from piercing or slashing weapons; repeated use imposes a -4 penalty on certain Fort saves.

Bless
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
None - Yes (harmless) Adp 1, APeace 1, Arc 1, ChamGwyn 1, Clr 1, Community 1, Exalted Arcanist 1, Family 1, Pal 1, Shu 1, Vassal of Bahamut 1 V, S, DF
1 min./level 50 ft. 30 minutes
Area: The caster and all allies within a 50-ft. burst, centered on the caster

Allies gain +1 on attack rolls and saves against fear.

Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

Bless counters and dispels bane.

Bless Water (M)
Transmutation [Positive] [Good] 1 minute SRD
Will negates (object) - Yes (object) APeace 1, Arc 1, Clr 1, Hlr 1, KotC 1, Pal 1 V, S, M
Instant Touch General
Target: Flask of water touched
Materials: 5 pounds of powdered silver (worth 25 gp).

Makes holy water.

This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.

Bless Weapon
Transmutation 1 standard action SRD
None - No Arc 1, ChamGwyn 1, Glory 2, KotC 1, Pal 1, Slayer of Domiel 1, Vassal of Bahamut 1 V, S
1 min./level Touch 5 minutes
Target: Weapon touched

Weapon strikes true against evil foes.

This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of evil creatures or striking evil incorporeal creatures (though the spell doesn't grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer the benefit to the projectiles they shoot.

In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.

Swift Bless Weapon
    SPC
  Arc 1, Pal 1  
    General

Weapon strikes true against evil foes for 1 round (swift).

Blessed Aim
    SPC
  Arc 1, Blk 1, Clr 1, Pal 1  
    General

+2 bonus for allies' ranged attacks.

Blessed Sight
    Book of Exalted Deeds
  APeace 3, Arc 3, Celestial 3, ChamGwyn 3, Clr 3, Pal 3, Slayer of Domiel 3  
    General

Perceive all evil auras as detect evil within 120 ft immediately.

Blessing Of Bahamut
    SPC
  Arc 3, Pal 3  
    General

You gain damage reduction 10/magic.

Blight
Necromancy 1 standard action SRD
Fortitude half; see text - Yes Arc 4, Blg 4, Decay 5, Drd 4, Sor/Wiz 5 V, S, DF
Instant Touch General
Target: One plant

Withers one plant or deals 1d6/level damage to plant creature.

This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn't a creature doesn't receive a save and immediately withers and dies.

This spell has no effect on the soil or surrounding plant life.

Blinding Beauty
    Book of Exalted Deeds
  Arc 4, Brd 4, BVal 4, Drd 4, Fey 4, Rgr 4  
    General

Permanently blind any who look at you.

Blinding Breath
    SPC
  Wiz 4  
    General

Your breath weapon blinds targets.

Blinding Color Surge
    PHBII
  Beguiler 2, Sor/Wiz 2  
    General

Blind subject for 1 round, gain invisibility.

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.

Blinding Spittle
    SPC
  Arc 2, Drd 2  
    General

Ranged touch attack makes subject blind.

Blindness/Deafness
Necromancy 1 standard action SRD
Fortitude negates - Yes Arc 3, Brd 2, Clr 3, Corruption 2, Darkness 2, EmBarachiel 2, HB 2, Sor/Wiz 2 V
Permanent (D) Medium General
Target: One living creature

Makes subject blind or deaf.

You call upon the powers of unlife to render the subject blinded or deafened, as you choose.

Blindsight
    SPC
  Arc 3, Clr 3, Drd 3  
    5 minutes

Grants blindsight* to a range of 30 ft.

Greater Blindsight
    SPC
  Arc 5, Clr 5, Drd 4  
    5 minutes

Grants blindsight* to a range of 60 ft.

Blink
Transmutation 1 standard action SRD
- Brd 3, Sor/Wiz 3 V, S
1 round/level (D) Personal General
Target: You

You randomly vanish and reappear for 1 round/level.

You blink back and forth between the Material Plane and the Ethereal Plane. You look as though you're winking in and out of reality very quickly and at random.

Blinking has several effects, as follows.

Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).

If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.

Any individually targeted spell has a 50% chance to fail against you while you're blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.

While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.

You take only half damage from falling, since you fall only while you are material.

While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material.)

Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.

An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.

An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.

Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.

Greater Blink
    SPC
  Brd 5, Celerity 8, Sor/Wiz 5  
    General

As blink, but you control the timing.

Blistering Radiance
    SPC
  Arc 5, Clr 5, Sor/Wiz 4  
    General

Dazzles sighted creatures and causes 2d6 fire damage/round.

Blizzard
    Frostburn
  Arc 5, Drd 5, Winter 5  
    General

Temperature drops and powerful blizzard reduces visibility to zero.

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

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

Blood Frenzy
    SPC
  Arc 2, Drd 2  
    General

Grants extra use of rage.

Blood of the Martyr
    Book of Exalted Deeds
  APeace 4, Arc 4, ChamGwyn 4, Clr 4, Pal 4  
    General

Take Damage and Heal another at least 20 HP.

Blood Sirocco
    SPC
  Arc 6, Drd 6  
    General

Wind bowls over foes and draws away their blood.

Blood Snow
    Frostburn
  Arc 2, Clr 2, Drd 2, Sor/Wiz 3  
    General

Area of fallen snow drains 1d2 points of Con/round and causes nausea.

Blood to Water
    SPC
  Arc 7, Clr 7  
    General

2d6 Constitution damage to subjects.

Blood Wind
    SPC
  Arc 1, Clr 1, Sor/Wiz 1  
    General

Subject uses natural weapons as thrown weapons.

Bloodbriars
    LostEmpiresOfFaerun
  Arc 4, Drd 4, Sor/Wiz 4  
    General

Wraps target in invisible briars that deal 1d8 points of damage per round if movement is attempted.

Bloodfreeze Arrow (M)
    CR
  Arc 4, Asn 4, Rgr 4  
    General

Masterwork arrow or bolt deals extra 2d6 cold damage and paralyzes target.

Bloodhound
    SPC
  Arc 1, Rgr 1  
    General

You gain an immediate retry if you fail a Survival check while tracking.

Bloodspear
    CR
  IOTDF 3  
    General

Makes one spear into a wounding weapon.

Bloodstar (M)
    SPC
  Sor/Wiz 4  
    General

Hovering construct wounds foe each time foe is damaged.

Blunt Weapon
    Song and Silence
  Brd 3  
    30 minutes

Halves base damage of slashing or piercing weapons.

Blur
Illusion (Glamer) 1 standard action SRD
Will negates (harmless) - Yes (harmless) Beguiler 2, Brd 2, Celerity 3, EmBarachiel 2, Sor/Wiz 2, Wuj 2 V
1 min./level (D) Touch 5 minutes
Target: Creature touched

Attacks miss subject 20% of the time.

The subjects outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).

A see invisibility spell does not counteract the blur effect, but a true seeing spell does.

Opponents that cannot see the subject ignore the spells effect (though fighting an unseen opponent carries penalties of its own).

Bodak Birth (F)
    Book of Vile Darkness
  Arc 8, Clr 8  
    12 hours

Transforms a willing subject into a bodak.

Bodak's Glare (F)
    SPC
  Arc 8, Clr 8  
    General

You slay a creature, which turns into a bodak 24 hours later.

Body Blades
    SPC
  Arc 2, Clr 2  
    5 minutes

You attack as if armed, deal bonus damage, harm grapplers.

Body Blaze
    Sandstorm
  Sor/Wiz 3  
    General

Cause a miniature wall of fire to rise from where you tread.

Body Harmonic (F)
    SPC
  Brd 5  
    General

Piercing tone deals 1d10 damage to one ability/round.

Body Of The Sun
    SPC
  Arc 2, Drd 2, Sor/Wiz 2  
    General

Your body emanates fire, dealing 1d4/2 levels (Max 5d4) damage.

Body of War
    SPC
  Sor/Wiz 7  
    General

You change into warforged titan, gain some abilities.

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.

Body Ward
    CC
  Clr 2, Drd 2  
    General

Subject is protected against ability damage to Strength, Dexterity, or Constitution;

Boiling Oil
    HoB
  Sor/Wiz 4  
    General

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

Bolster Aura
    CC
  Clr 3, Pal 4  
    General

Subject's aura strengthens as if it had 1 HD/ two caster levels more than it actually does.

Bolt of Conjuring
    BoEM
  Sor/Wiz 3  
    General

See Text

Bolt of Glory
Evocation [Positive] [Good] 1 standard action SRD
None - Yes Arc 6, Clr 6, Exalted Arcanist 6, Glory 6 V, S, DF
Instant Close General
Effect: Ray

Positive energy ray deals extra damage to evil outsiders and undead.

You must succeed on a ranged touch attack with the ray to strike a target. A creature struck takes varying damage, depending on its nature or its home plane of existence and your level:

Creature's Origin/Nature Value Max Damage
Material Plane, Elemental Plane, neutral outsider 1d12/2 levels 7d12
Negative Energy Plane, evil outsider, undead creature 1d12/level 15d12
Positive Energy Plane, good outsider --
Bolts of Bedevilment
Enchantment [Mind-Affecting] 1 standard action SRD
Will negates - Yes Brd 5, Madness 5 V, S
1 round/level Medium General
Effect: Ray

One ray/round, dazes 1d3 rounds.

This spell grants you the ability to make one ray attack per round. You must succeed on a ranged touch attack with the ray to strike a target. A living creature struck by the ray is dazed for 1d3 rounds if it fails its save.

Bombardment
    SPC
  Arc 8, Drd 8  
    General

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

Bone Chill
    Frostburn
  Sor/Wiz 2  
    General

Corporeal undead are held by a thick layer of frost.

Bone Talisman
    Magic Books of Faerun
  Arc 2, Drd 2  
    1 hour

Turns a bone into a turning attempt, or as an undead bane weapon (Club, Dagger, or Spear).

Bone Tattoo
    BoEM
  Sor/Wiz 3  
    30 minutes

See Text

Boneblade
    Book of Vile Darkness
  Arc 3, Blk 2, Clr 3  
    1 hour

Turns a bone into a magic weapon.

Boneblast
    Book of Vile Darkness
  Arc 2, Blk 1, Clr 2  
    General

1d3 Con damage to subject.

Bonefiddle (F)
    SPC
  Brd 2, Sor/Wiz 2  
    General

Target takes 3d6 sonic damage/round and -20 penalty on Move Silently checks.

Boreal Wind
    Frostburn
  Arc 5, Brd 5, Clr 5, Drd 4, Sor/Wiz 5  
    General

Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.

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

Uncorking bottle creates fast horse made of smoke.

Brain Spider
Divination [Mind-Affecting] 1 round SRD
Will negates - Yes Arc 7, Clr 7, Mind 7 V, S, M, DF
1 min./level Long 1 hour
Targets: Up to eight living creatures within range

Listen to thoughts of up to eight other creatures.

For the duration of the spell, as a standard action, you can eavesdrop on the thoughts of up to eight other creatures at once, hearing as desired:

  • A creature's surface thoughts.
  • Individual trains of thought in whatever order you desire.
  • One nugget of information per caster level from all the minds regarding one particular topic, thing, or being.
  • The thoughts and memories of one creature of the group in detail.

Once per round, if you do not perform a detailed study of one creature's mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures. The creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider. (Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion.) Success on this saving throw does not negate the other effects of the brain spider for that creature.

Brambles
    SPC
  Arc 2, Clr 2, Drd 2  
    General

Wooden weapon grows spikes that deal +1 damage/caster level (max +10).

Branch to Branch
    SPC
  Arc 1, Drd 1, Rgr 1  
    6 hours

You gain +10 competence bonus on Climb checks in trees and can brachiate through forest.

Break Enchantment
Abjuration 1 minute SRD
See text - No Adp 5, APeace 5, Arc 5, Beguiler 5, Brd 4, ChamGwyn 4, Clr 5, EmBarachiel 4, HB 4, Hlr 5, Liberation 5, Luck 5, Pal 4, Sor/Wiz 5, Spell 5 V, S
Instant Close 1 hour
Targets: Up to one creature per level, all within 30 ft. of each other

Frees subjects from enchantments, alterations, curses, and petrification.

This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25.

If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower.

If the effect comes from some permanent magic item break enchantment does not remove the curse from the item, but it does frees the victim from the items effects.

Breath Flare
    SPC
  Sor/Wiz 1  
    General

Your breath weapon dazzles targets.

Breath of the Jungle
    SPC
  Arc 1, Drd 1  
    General

Mist increases DC of saves vs. poison & disease

Breath Weapon Admixture
    SPC
  Sor/Wiz 9  
    General

Your breath weapon also deals a second type of damage.

Breath Weapon Substitution
    SPC
  Sor/Wiz 5  
    General

Your breath weapon deals a different kind of damage than normal.

Briar Web
    SPC
  Arc 2, Drd 2, Rgr 2  
    30 minutes

Area slows creatures and thorns deal 1 point of damage/5 ft. moved.

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.

Brilliant Aura
    SPC
  Arc 8, Clr 8, Drd 8, Sor/Wiz 7  
    General

Allies' weapons become brilliant energy, ignoring armor.

Brilliant Blade
    SPC
  Arc 7, Clr 7, Drd 7, Sor/Wiz 6  
    30 minutes

Weapon or group of projectiles gain the brilliant energy quality.

Brilliant Emanation
    Book of Exalted Deeds
  Sanctified 3  
    General

Make evil creatures blind or suffer -1 to attacks.

Brilliant Energy Arrow (M)
    CR
  Arc 2, Asn 2, Rgr 2  
    General

Masterwork arrow or bolt radiates light and ignores armor.

Bristle
    SPC
  Sor/Wiz 2  
    5 minutes

Armor spikes attack with wearer.

Brumal Stiffening
    Frostburn
  Arc 2, Clr 2, Drd 2, Sor/Wiz 2  
    General

Brittle weapon's hardness reduced by 5.

Bull's Strength
Transmutation 1 standard action SRD
Will negates (harmless) - Yes (harmless) Adp 2, Arc 2, Artificer 2, Bestial 2, Blk 2, ChamGwyn 2, Clr 2, Drd 2, Duskblade 2, HB 2, HotD 2, KotC 2, Pal 2, Shu 2, Sin-W 2, Sor/Wiz 2, Strength 2, Vassal of Bahamut 2, Wuj 2 V, S, M/DF
1 min./level Touch 5 minutes
Target: Creature touched

Subject gains +4 to Str for 1 min./level.

The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

Mass Bull's Strength
Transmutation 1 standard action SRD
Will negates (harmless) - Yes (harmless) Arc 6, Clr 6, Drd 6, Sor/Wiz 6 V, S, M/DF
1 min./level Close 30 minutes
Targets: One creature/level, no two of which can be more than 30 ft. apart

As bull's strength, affects one subject/level.

This spell functions like bull's strength, except that it affects multiple creatures.

Buoyant Lifting
    SPC
  Arc 1, Drd 1  
    1 hour

Underwater creatures rise to surface.

Burial Blessing (M) (XP)
    DotF
  Arc 1, Clr 1  
    General

Prevents a corpse from rising as undead.

Burning Blood
    Draconomicon
  Sor/Wiz 5  
    6 hours

Your blood deals energy damage to nearby creatures when you are struck.

Foe's Burning Blood
    SPC
  Sor/Wiz 4  
    General

Subject creature's blood deals 1d8 acid and 1d8 fire damage per round.

Burning Hands
Evocation [Fire] 1 standard action SRD
Reflex half - Yes Adp 1, Arc 1, Blg 1, Duskblade 1, Fire 1, Shu 1, Sor/Wiz 1, Wmg 1 V, S
Instant 15 ft. General
Area: Cone-shaped burst

1d4/level fire damage (max 5d4).

A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Burning Sword
    SPC
  Sor/Wiz 2  
    5 minutes

Weapon gains flaming burst special ability.

Burrow
    SPC
  Arc 2, Drd 2, Hrp 2, PUG 2, Rgr 2  
    5 minutes

Grow claws and gain burrow speed of 30 ft.

Mass Burrow
    SPC
  Arc 3, Drd 4, Hrp 4, PUG 4, Rgr 3  
    5 minutes

As burrow but affects 1/level subjects.

Burrowing Bony Digits
    SPELLSandSPELLCRAFT
  Sor/Wiz 4  
    General

Shoot the fingers form a dismembered hand and watch them burrow into the flesh of those they hit.

Buzzing Bee
    SPC
  Sor/Wiz 1  
    5 minutes

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