Index of Spells by Name Letters - C

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Cacophonic Burst
    SPC
  Brd 5, Sor/Wiz 5  
    General

A burst of low noise which deals sonic damage.

Cacophonic Shield
    SPC
  Brd 4, Sor/Wiz 5  
    5 minutes

Immobile shield blocks sound, deflects missiles, deals 1d6+1/level and deafens intruders.

Caligarde's Claw
   
  Sor/Wiz 4  
    General

Claw of force attacks opponent or guards area

Call Avalanche
    Frostburn
  Arc 5, Drd 5  
    General

Avalanche of ice and snow falls from the sky, burying subjects.

Call Dretch Horde
    Book of Vile Darkness
  Dem 3, MH 4, Sor/Wiz 5  
    12 hours

Summons 2d4 dretches.

Call Faithful Servants
    Book of Exalted Deeds
  Arc 6, Celestial 6, Clr 6  
    General

1d4 lantern archons, coure eladrins, or musteval guardinals serve for one year.

Call Kolyarut (XP)
    Planar Handbook
  Arc 7, Clr 7, Sor/Wiz 7  
    General

A kolyarut aids you in punishing an oath-breaker.

Call Lemure Horde
    Book of Vile Darkness
  Sor/Wiz 5  
    12 hours

Summons 2d4 lemures.

Call Lightning
Evocation [Electricity] 1 round SRD
Reflex half - Yes Arc 3, Drd 3, Shu 3, Storm 3, Weather 3 V, S
1 min./level Medium General
Effect: One or more 30-ft.-long vertical lines of lightning

Calls down lightning bolts (3d6 per bolt) from sky.

Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spells range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.

You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).

If you are outdoors and in a stormy area a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)each bolt deals 3d10 points of electricity damage instead of 3d6.

This spell functions indoors or underground but not underwater.

Call Lightning Storm
Evocation [Electricity] 1 round SRD
Reflex half - Yes Arc 5, Drd 5, Storm 6 V, S
1 min./level Long General
Effect: One or more 30-ft.-long vertical lines of lightning

As call lightning, but 5d6 damage per bolt.

Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 5d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spells range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.

You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 15 bolts).

If you are outdoors and in a stormy areaa rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)each bolt deals 5d10 points of electricity damage instead of 5d6.

This spell functions indoors or underground but not underwater.

Call Marut (XP)
    SPC
  Arc 9, Clr 9, Sor/Wiz 9  
    General

A marut aids you in pursuing one seeking to cheat time.

Call Mount
    Book of Exalted Deeds
  Arc 2, Pal 2  
    General

Call your special mount, even if you have already called it today.

Call Nightmare
    Book of Vile Darkness
  Dem 4, Sor/Wiz 5  
    12 hours

Summons a nightmare.

Call Zelekhut (XP)
    SPC
  Arc 5, Clr 5, Sor/Wiz 5  
    General

A zelekhut aids you in hunting a fugitive.

Calm Animals
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates; see text - Yes Animal 1, Arc 1, BVal 1, Drd 1, Rgr 1 V, S
1 min./level Close General
Targets: Animals within 30 ft. of each other

Calms (2d4 + level) HD of animals.

This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not.

The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.

Calm Earth (M)
    Far Corners of the World
  Arc 7, Clr 7, Drd 6  
    General

Protects an area from earthquakes and lava. Also slows earth subtype creatures.

Calm Emotions
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates - Yes APeace 2, Arc 2, Balance 2, Brd 2, Charm 2, Clr 2, EmBarachiel 2, Hlr 2, Law 2 V, S, DF
Concentration, up to 1 round/level (D) Medium General
Area: Creatures in a 20-ft.-radius spread

Calms creatures, negating emotion effects.

This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.

This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.

Caltrops
    SPC
  Sor/Wiz 0  
    General

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

Camel's Tenacity
    Dragon 331
  Arc 4, Clr 4, Drd 3  
    24 hours

Travel without food or water.

Camouflage
    SPC
  Arc 1, Drd 1, Hrp 1, Rgr 1, Wuj 1  
    1 hour

Grants +10 bonus on Hide checks.

Mass Camouflage
    SPC
  Arc 2, Drd 2, Rgr 2, Wuj 2  
    General

As camouflage, but affects all in range.

Candlelight
    Ghostwalk Web
  Arc 0, Brd 0, Clr 0, Drd 0, Sor/Wiz 0  
    6 hours

Cast a 5-foot radius light from the point touched.

Capricious Zephyr
    SPC
  Arc 3, Drd 3, Sor/Wiz 3  
    General

A ball of air pushes targets around and trips them.

Cast in Stone
    SPC
  Arc 9, Drd 9  
    General

Petrifying gaze attack.

Castigate
    SPC
  Arc 4, Clr 4, Pal 4, Purification 4  
    General

Verbal rebuke damages those whose alignment differs from yours.

Cat's Grace
Transmutation 1 standard action SRD
Will negates (harmless) - Yes Adp 2, Arc 2, Artificer 2, Asn 2, Brd 2, Celerity 2, Drd 2, Duskblade 2, Elf 2, EmBarachiel 2, Halfling 2, Hoard 2, Rgr 2, Shu 2, Sor/Wiz 2, Wuj 2 V, S, M
1 min./level Touch 5 minutes
Target: Creature touched

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

The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.

Mass Cat's Grace
Transmutation 1 standard action SRD
Will negates (harmless) - Yes Arc 6, Brd 6, Celerity 7, Drd 6, Sor/Wiz 6 V, S, M
1 min./level Close 30 minutes
Targets: One creature/level, no two of which can be more than 30 ft. apart

As cat's grace, affects one subject/level.

This spell functions like cat's grace, except that it affects multiple creatures.

Catapult
    CS
  Brd 2, Sor/Wiz 2  
    General

Magically propel an object from your hand.

Cause Fear
Necromancy [Fear] [Mind-Affecting] 1 standard action SRD
Will partial - Yes Adp 1, Arc 1, Blackwater 1, Blk 1, Brd 1, Clr 1, Death 1, DrgBlw 1, Duskblade 1, HB 1, MH 1, Orc 1, Passion 1, Shu 1, Sor/Wiz 1 V, S
1d4 rounds or 1 round; see text Close General
Target: One living creature with 5 or fewer HD

One creature of 5 HD or less flees for 1d4 rounds.

The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.

Cause fear counters and dispels remove fear.

Celebration
    SPC
  Brd 4  
    General

Intoxicate Subjects.

Celerity
    PHBII
  Brd 4, Sor/Wiz 4  
    General

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

Greater Celerity
    PHBII
  Sor/Wiz 8  
    General

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

Lesser Celerity
    PHBII
  Brd 2, Sor/Wiz 2  
    General

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

Celestial Aspect
    Book of Exalted Deeds
  Sanctified 3  
    General

Gain armblade (+1 flaming/holy longsword) or fire eyes (2d6 fire at 60 ft.) or horns (1d8+1-1/2 Str + dismissal) or wings (100 ft. fly (good))

Celestial Blood (M)
    Book of Exalted Deeds
  APeace 6, Arc 6, Clr 6, Pleasure 6  
    General

Gain acid, cold, and electricity resistance 10, +4 to saves versus poison, and DR 10/evil.

Celestial Brilliance
    Book of Exalted Deeds
  Arc 4, Clr 4, Sor/Wiz 4  
    24 hours

120 ft emanation of light, bright to 60 feet (double penalty to light sensitive, 1d6 damage to undead, 2d6 damage to evil outsiders and sensitive undead within 60 feet)

Censure Elementals
    MoE
  Artificer 4  
    General

Deal 2d4 + 1/level damage each round to elementals.

Chaav's Laugh
    Book of Exalted Deeds
  Arc 5, Clr 5, Joy 5  
    General

Good creatures gain +2 on attacks and saves versus fear and gain 1d8+1/level temporary hit points, while evil creatures save or suffer -2 on attacks and saves versus fear.

Chain Contingency (F)
    Tome and Blood
  Sor/Wiz 9  
    General

As contingency except up to three spells.

Chain Lightning
Evocation [Electricity] 1 standard action SRD
Reflex half - Yes Air 6, Arc 7, Duskblade 5, Shu 7, Sor/Wiz 6, Wmg 6 V, S, F
Instant Long General
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)

1d6/level damage; 1 secondary bolt/level each deals half damage.

This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.

The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).

Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.

Chain Missile
    SPC
  Sor/Wiz 3  
    General

1d4+1/2 levels damage; 1d4+1 damage to 1 secondary target/2 levels.

Chain of Chaos
    DotF
  Arc 8, Clr 8  
    General

Creates plague of insanity passed by touch.

Chain of Eyes
    SPC
  Arc 3, Clr 3, Drd 4, Sor/Wiz 2  
    6 hours

You send magical sensor to infiltrate an area.

Chains of Vengeance
    BoEM
  Sor/Wiz 4  
    General

See Text

Chalkboard
    Dragon 324
  Sor/Wiz 0  
    General

Creates opaque plane you can write on.

Changestaff (F)
Transmutation 1 round SRD
None - No Arc 7, Drd 7 V, S, F
1 hour/level (D) Touch 6 hours
Target: Your touched staff
Focus: The quarterstaff, which must be specially prepared.

Your staff becomes a treant on command.

You change a specially prepared quarterstaff into a Huge treantlike creature, about 24 feet tall. When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant. The staff-treant defends you and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.

Focus: The quarterstaff, which must be specially prepared. The staff must be a sound limb cut from an ash, oak, or yew, then cured, shaped, carved, and polished (a process requiring twenty-eight days).

You cannot adventure or engage in other strenuous activity during the shaping and carving of the staff.

Changestones (F)
    Underdark
  Arc 7, Drd 7, Sor/Wiz 7  
    General

Prepared stones become liths.

Channel Celestial
    Book of Exalted Deeds
  Sanctified 7  
    General

Gain supernatural and spell-like abilities, spells, mental stats-5, and skills of a willing celestial of 12 HD or less.

Greater Channel Celestial
    Book of Exalted Deeds
  Sanctified 9  
    General

Gain supernatural and spell-like abilities, spells, mental stats -5, and skills of a willing celestial of 12 HD or less.

Channeled Pyroburst
    PHBII
  Duskblade 4, Sor/Wiz 4  
    General

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

Chaos Hammer
Evocation [Chaotic] 1 standard action SRD
Will partial; see text - Yes Chaos 4 V, S
Instant (1d6 rounds); see text Medium General
Area: 20-ft.-radius burst

Damages and staggers lawful creatures.

You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see slow spell). A successful Will save reduces the damage by half and negates the slow effect.

The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.

Charge of the Triceratops
    SPC
  Arc 3, Drd 3, Rgr 3  
    General

Subject grows horns and skull plate, gains gore attack.

Charm Animal
Enchantment (Charm) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Arc 1, BVal 1, Drd 1, Rgr 1 V, S
1 hour/level Close 1 hour
Target: One animal

Makes one animal your friend.

This spell functions like charm person, except that it affects a creature of the animal type.

This charm makes an animal creature regard you as its trusted friend and ally (treat the targets attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed animal as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldnt ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the animal's language to communicate your commands, or else be good at pantomiming.

Charm Monster
Enchantment (Charm) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Beguiler 4, Bestial 5, Brd 3, Charm 5, EmBarachiel 3, HB 3, Sor/Wiz 4, Wuj 4 V, S
1 day/level Close 1 hour
Target: One living creature

Makes monster believe it is your ally.

This spell functions like charm person, except that the effect is not restricted by creature type or size.

This charm makes a creature regard you as its trusted friend and ally (treat the targets attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed creature as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed creature breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

Mass Charm Monster
Enchantment (Charm) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Brd 6, Sin-P 9, Sor/Wiz 8, Tyranny 8 V
1 day/level Close 1 hour
Targets: One or more creatures, no two of which can be more than 30 ft. apart

As charm monster, but all within 30 ft.

This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.

This charm makes a creature regard you as its trusted friend and ally (treat the targets attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed creature as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldnt ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed creature breaks the spell. You must speak the persons language to communicate your commands, or else be good at pantomiming.

Charm Person
Enchantment (Charm) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Beguiler 1, Brd 1, Charm 1, EmBarachiel 1, Fey 2, HB 1, MH 1, Renewal 1, Sin-L 1, Sor/Wiz 1, Wuj 1 V, S
1 hour/level Close 1 hour
Target: One humanoid creature

Makes one person your friend.

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the targets attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

Mass Charm Person
    RoD
  Brd 4, Sor/Wiz 5  
    6 hours

As charm person, but all within 30 feet.

Charnel Fire
    Book of Vile Darkness
  Arc 5, Clr 5  
    General

Consumes one corpse or undead creature.

Cheat (F)
    SPC
  Brd 1, Greed 1, Sor/Wiz 1  
    30 minutes

Caster rerolls when determining the success of a game of chance.

Checkmate's Light
    SPC
  Arc 3, Clr 3, Pal 2  
    General

Grants a weapon +1 enhancement bonus, +1 moral bonus to all within its light*, and is axiomatic.

Chill Metal
Transmutation [Cold] 1 standard action SRD
Will negates (object) - Yes (object) Arc 2, Artificer 2, Blg 2, Cold 2, Drd 2 V, S, DF
7 rounds Close General
Target: Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, none of which can be more than 30 ft. away from any of the rest

Cold metal damages those who touch it.

Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creatures possession uses the creatures saving throw bonus unless its own is higher.

A creature takes cold damage if its equipment is chilled. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if its not wearing metal armor and the metal that its carrying weighs less than one-fifth of its weight.

On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spells duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below.

RoundMetal TemperatureDamage
1ColdNone
2Icy1d4
3-5Freezing2d4
6Icy1d4
7ColdNone

Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant. Chill metal counters and dispels heat metal.

Chill of the Grave
    SPC
  Deathbound 1  
    General

Ray causes cold damage.

Chill Touch
Necromancy 1 standard action SRD
Fortitude partial or Will negates; see text - Yes Arc 2, Blg 2, Cold 1, Duskblade 1, Sor/Wiz 1, Wmg 1 V, S
Instant Touch General
Targets: Creature or creatures touched (up to one/level)

One touch/level deals 1d6 damage and possibly 1 Str damage.

A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.

An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.

Choir
    Song and Silence
  Brd 4  
    General

Creates illusory accompanists; +2 on Perform checks.

Choke
    Tome and Blood
  Sor/Wiz 2  
    General

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

Choking Sands
    Sandstorm
  Arc 5, Clr 5, Drd 5, Sor/Wiz 5  
    General

Touched creature begins to suffocate on sand.

Choose Destiny
    RoD
  Destiny 9  
    General

Gain two chances for success on every action.

Circle Dance
    SPC
  Arc 3, Brd 2, Clr 3, Drd 3, Sor/Wiz 3  
    General

Indicates direction to known target.

Circle of Death (M)
Necromancy [Death] 1 standard action SRD
Fortitude negates - Yes Arc 6, Blg 6, Sor/Wiz 6, Wmg 6 V, S, M
Instant Medium General
Area: Several living creatures within a 40-ft.-radius burst
Materials: The powder of a crushed black pearl with a minimum value of 500 gp.

Kills 1d4/level HD of creatures.

A circle of death snuffs out the life force of living creatures, killing them instantly.

The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the bursts point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.

Circle of Nausea
    Book of Vile Darkness
  Arc 3, Clr 3, Drd 2  
    30 minutes

Foes are denied all actions or take -2 penalty on attacks, saving throws, and skill checks.

City Lights
    RoD
  City 2, Sor/Wiz 2  
    General

Absorb nearby light to release as blinding flare.

City Stride
    RoD
  Brd 6, City 6  
    4 hours

Teleport between two cities.

City's Might
    RoD
  City 8  
    General

Gain enhancement to Str and Con, damage reduction, while in city.

Clairaudience/Clairvoyance
Divination (Scrying) 10 minutes SRD
None - No Arc 3, Asn 4, Beguiler 3, Brd 3, Drow 2, EmBarachiel 3, Hoard 3, Knowledge 3, Mental 3, Planning 3, Shu 3, Sin-L 3, Sor/Wiz 3 V, S, F/DF
1 min./level (D) Long General
Effect: Magical sensor

Hear or see at a distance for 1 min./level.

Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect, but the locale must be a known place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other scrying* spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spells effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.

Clarity of Mind
    SPC
  Balance 3  
    6 hours

Grants +4 bonus on saves against charm*, compulsion*, and glamer spells; reduces glamer miss chance by 10%.

Claws of Darkness
    FR
  Sor/Wiz 2  
    General

Your hands become reach melee touch attacks that deal 1d8 cold damage plus slow.

Claws of the Bear
    SPC
  Arc 1, Drd 1, Rgr 1  
    General

Your hands become weapons dealing 1d8 damage.

Claws of the Bebilith
    Book of Vile Darkness
  Corrupt 5  
    1 hour

Caster gains claws based on her size.

Claws of the Savage
    Book of Vile Darkness
  Arc 4, Bestial 4, Blk 4, Clr 4, Drd 4  
    1 hour

Subject gains claws that deal damage based on size.

Clear Mind
    SPC
  Arc 1, Pal 1  
    1 hour

+4 on saves against mind-affecting spells and abilities.

Clearstone
    LostEmpiresOfFaerun
  Sor/Wiz 3  
    General

Makes rock or stone transparent.

Clenched Fist
Evocation [Force] 1 standard action SRD
None - Yes Duskblade 5, Sor/Wiz 8, Strength 8 V, S, F/DF
1 round/level (D) Medium General
Effect: 10-ft. hand

Large hand provides cover, pushes, or attacks your foes.

This spell functions like interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.

The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +11 for the hands Strength score (33), 1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spells save DC) or be stunned for 1 round. Directing the spell to a new target is a move action.

The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +15 bonus on the Strength check.

Clerics who cast this spell name it for their deities.

Climb Walls
    SPC
  Arc 1, Drd 1, Rgr 1  
    30 minutes

The subject gets a +10, +20@5th, or +30@9th enhancement bonus on Climb checks.

Cloak of Bravery
    SPC
  Arc 3, Clr 3, Courage 3, Pal 2  
    1 hour

You and your allies gain a bonus on saves against fear.

Greater Cloak of Bravery
    SPC
  Courage 9  
    6 hours

As cloak of bravery, except very large area.

Cloak of Chaos (F)
Abjuration [Chaotic] 1 standard action SRD
See text - Yes (harmless) Arc 8, Chaos 8, Clr 8, Orc 8 V, S, F
1 round/level (D) 20 ft. General
Targets: One creature/level in a 20-ft.-radius burst centered on you
Focus: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a chaotic text. The reliquary costs at least 500 gp.

+4 to AC, +4 resistance, and SR 25 against lawful spells.

A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from law, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.

Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.

Third, the abjuration blocks possession and mental influence, just as protection from law does.

Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).

Cloak of Dark Power
    SPC
  Drow 1  
    30 minutes

Protects subject from effects of sunlight, grants +4 resistance bonus on saves against light* or darkness effects.

Cloak of Shade
    Sandstorm
  Arc 1, Clr 1, Drd 1  
    6 hours

Touched creature gains protection from heat and sun.

Cloak of the Sea
    SPC
  Arc 5, Drd 5, Sor/Wiz 6  
    6 hours

Gain blur, freedom of movement, and water breathing while in water.

Cloak Pool
    SPC
  Brd 2, Sor/Wiz 2  
    6 hours

Hide a color pool on the Astral Plane from view.

Clone (M) (F)
Necromancy 10 minutes SRD
None - No Sor/Wiz 8 V, S, M, F
Instant 0 ft. General
Effect: One clone
Focus: Special laboratory equipment (cost 500 gp).
Materials: The piece of flesh and various laboratory supplies (cost 1,000 gp).

Duplicate awakens when original dies.

This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original's physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.

To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature's living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.

When the clone is completed, the original's soul enters it immediately, if that creature is already dead. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level character). If this Constitution adjustment would give the clone a Constitution score of 0, the spell fails. If the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is one level below the level at which the original died.

The spell duplicates only the originals body and mind, not its equipment.

A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.

Close Wounds
    SPC
  Arc 2, Clr 2, Hlr 2  
    General

Cure 1d4 +1/level (max +5) damage, even on another's turn (immediate).

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 Bewilderment
    SPC
  Brd 2, Sor/Wiz 2  
    General

Generates a nauseating 10-ft. cone.

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

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

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

Cloud deals 2d6 damage plus confusion.

Cloud Spear
    Far Corners of the World
  Arc 4, Drd 4  
    General

Cloud spear deals 1d8 +1/2 levels piercing damage and may inflict a gaseous form effect.

Cloud Wings
    SPC
  Arc 2, Drd 2  
    6 hours

Increase the subject's fly speed by 30 feet.

Cloud-walkers
    SPC
  Arc 7, Drd 7, Weather 6  
    1 hour

Targets can walk on clouds, flying at high altitudes.

Cloudburst
    SPC
  Arc 1, Drd 1  
    1 hour

Rain obscures vision, extinguishes fires, and hampers missiles.

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.

Clutch of Orcus
    SPC
  Arc 3, Clr 3  
    General

Deals 1d3 damage/round and paralyzes foe with concentration.

Cobra's Breath
    Complete Arcane
  Wuj 1  
    General

Cone of Poison deals 1d3 Con damage once.

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.

Cold Fire
    SPC
  Arc 1, Clr 1, Drd 1  
    General

Fire becomes blue and white, emits cold.

Cold Snap
    SPC
  Arc 6, Clr 6, Drd 5  
    General

You lower temperature in area.

Coldscream
    BoEM
  Sor/Wiz 4  
    General

Deal 1d6/level (max 10d6) sonic and cold (half each) damage in a cone.

Color Spray
Illusion (Pattern) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Arc 2, Beguiler 1, Duskblade 1, Shu 2, Sor/Wiz 1 V, S, M
Instant; see text 15 ft. General
Area: Cone-shaped burst

Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.

Each creature within the cone is affected according to its Hit Dice.

2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

5 or more HD: The creature is stunned for 1 round.

Sightless creatures are not affected by color spray.

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.

Coma
    BoEM
  Arc 6, Clr 6, Sor/Wiz 6  
    6 hours

You put a living creature in a coma.

Combust
    SPC
  Sor/Wiz 2  
    General

Target takes 1d8/level (max 10d8) fire damage.

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.

Command
Enchantment (Compulsion) [Mind-Affecting] [Language-Dependent] 1 standard action SRD
Will negates - Yes Adp 1, APeace 1, Arc 1, Clr 1, Domination 1, Pact 1, Tyranny 1 V
1 round Close General
Target: One living creature

One subject obeys selected command for 1 round.

You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.

Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.

Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.

Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.

If the subject can't carry out your command on its next turn, the spell automatically fails.

Command Plants
Transmutation 1 standard action SRD
Will negates - Yes Arc 3, Drd 4, Plant 4, Rgr 3, Wuj 4 V
1 day/level Close 1 hour
Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart

Sway the actions of one or more plant creatures.

This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldnt ordinarily do. (Retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

You can affect a number of plant creatures whose combined level or HD do not exceed twice your level.

Command Undead
Necromancy 1 standard action SRD
Will negates; see text - Yes Necro 2, Sor/Wiz 2 V, S, M
1 day/level Close 1 hour
Targets: One undead creature

Undead creature obeys your commands.

This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as come here, go there, fight, stand still, and so on. Nonintelligent undead won't resist suicidal or obviously harmful orders.

Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.

Your commands are not telepathic. The undead creature must be able to hear you.

Greater Command
Enchantment (Compulsion) [Mind-Affecting] [Language-Dependent] 1 standard action SRD
Will negates - Yes APeace 5, Arc 5, Clr 5, Domination 5, Herald 5, Nobility 5, Passion 5, Tyranny 5 V
1 round/level Close General
Targets: One creature/level, no two of which can be more than 30 ft. apart

As command, but affects one subject/level.

This spell functions like command, except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creatures action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.

Commune (XP)
Divination 10 minutes SRD
- Adp 5, APeace 5, Arc 5, Clr 5, Oracle 5 V, S, M, DF, XP
1 round/level Personal 6 hours
Target: You
XP Cost: 100 XP.

Deity answers one yes-or-no question/level.

You contact your deity or agents thereof and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity's knowledge. Unclear is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deitys interests, a short phrase (five words or less) may be given as an answer instead.

The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.

Commune with City
    RoD
  City 4  
    6 hours

Learn about city.

Commune with Earth
    RoF
  Arc 5, Clr 5, Drd 5  
    6 hours

Learn about terrain for 1 mile/level.

Commune with Greater Spirit (M) (XP)
    Complete Arcane
  Wuj 7  
    General

As commune with lesser spirit, except this spell can contact any spirit creature regardless of Hit Dice, and you can ask one question per caster level.

Commune with Lesser Spirit (M)
    Complete Arcane
  Wuj 3  
    General

Ask questions to a local spirit about local events.

Commune with Nature
Divination 10 minutes SRD
- Animal 5, Arc 4, BVal 4, Drd 5, Elf 5, Rgr 4, Seafolk 5, Shu 5 V, S
Instant Personal 6 hours
Target: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.

Learn about terrain for 1 mile/level.

In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settingscaves, caverns, and the likethe radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.

Comprehend Languages
Divination 1 standard action SRD
- Adp 1, APeace 1, Arc 1, Beguiler 1, Brd 1, Clr 1, Commerce 1, EmBarachiel 1, Herald 1, Meditation 1, Mind 1, Sor/Wiz 1, Wuj 1 V, S, M/DF
10 min./level Personal 4 hours
Target: You

You understand all spoken and written languages.

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Comprehend languages can be made permanent with a permanency spell.

Concurrent Infusions
    MoE
  Artificer 4  
    General

Cast three 1st-level infusions simultaneously.

Conditional Spell
    BoEM
  Sor/Wiz 6  
    12 hours

See Text

Conduit Of Life
    CC
  Clr 2, Pal 2  
    General

Heal* 2dl0+1/caster level (max. 10) points of damage to yourself while channeling positive energy.

Cone of Cold
Evocation [Cold] 1 standard action SRD
Reflex half - Yes Cold 6, Sor/Wiz 5, Water 6, Wmg 5, Wuj 5 V, S, M/DF
Instant 60 ft. General
Area: Cone-shaped burst

1d6/level cold damage.

Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).

Cone of Dimness
    SPC
  Sor/Wiz 3  
    General

Cone temporarily convinces creatures that they are blind.

Confound
    CC
  Clr 4  
    General

Gain a on attack rolls against subject and impose a penalty on its attack rolls against you

Confusion
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Arc 5, Beguiler 4, Brd 3, HB 3, Madness 4, Passion 3, Shu 5, Sor/Wiz 4, Trickery 4, Wuj 4 V, S, M/DF
1 round/level Medium General
Targets: All creatures in a 15-ft. radius burst

For 1 round/level, subject will attack caster 10%, act normally 10%, babble 30%, flee 20%, attack nearest creature 30%.

This spell causes the targets to become confused, making them unable to independently determine what they will do. Roll on the following table at the beginning of each subjects turn each round to see what the subject does in that round.

d%Behavior
01-10Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
11-20Act normally.
21-50Do nothing but babble incoherently.
51-70Flee away from caster at top possible speed.
71-100Attack nearest creature (for this purpose, a familiar counts as part of the subjects self).

A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Lesser Confusion
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Brd 1, Madness 1, Mental 1 V, S, DF
1 round Close General
Target: One living creature

One creature is confused for 1 round.

This spell causes the targets to become confused, making them unable to independently determine what they will do. Roll on the following table at the beginning of each subjects turn each round to see what the subject does in that round.

d%Behavior
01-10Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
11-20Act normally.
21-50Do nothing but babble incoherently.
51-70Flee away from caster at top possible speed.
71-100Attack nearest creature (for this purpose, a familiar counts as part of the subjects self).

A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

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.

Consecrate (M)
Evocation [Positive] [Good] 1 standard action SRD
None - No APeace 2, Arc 2, Celestial 2, Clr 2, Deathless 2, Exalted Arcanist 2, KotC 2 V, S, M, DF
2 hours/level Close 30 minutes
Area: 20-ft.-radius emanation
Materials: A vial of holy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.

Fills area with positive energy, making undead weaker.

This spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, giving it a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area.

If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus on turning checks, -2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron.

If the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the consecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Consecrate counters and dispels desecrate.

Consecrate Battlefield (M)
    HoB
  Arc 6, Clr 6  
    General

Fills large area with positive energy, making undead weaker.

Constricting Chains (F)
    Book of Exalted Deeds
  Sanctified 7  
    General

Chains (AC 20 hp 5/level (max 100), DR 10/magic, energy immune) entangle target and deal 3d6 nonlethal damage. Strength check DC 32 break or Escape Artist DC 40 (1 minute) to get free.

Construct Energy Ward
    Ebberon
  Artificer 3  
    1 hour

As resist energy, except that the target must be a construct.

Greater Construct Energy Ward
    Ebberon
  Artificer 4, Warforged 5  
    1 hour

As protection from energy, except that the target must be a construct.

Construct Essence
    RE
  Artificer 5, Sor/Wiz 5  
    General

As lesser construct essence, but grants more qualities of the construct type.

Greater Construct Essence
    RE
  Sor/Wiz 9  
    General

Grants a living construct all the benefits of the construct type.

Lesser Construct Essence
    RE
  Artificer 2, Sor/Wiz 2, Warforged 2  
    General

Grants a living construct qualities of the construct type.

Mass Lesser Construct Essence
    FE
  Artificer 6, Sor/Wiz 6, Warforged 7  
    General

Grants many living constructs qualities of the construct type.

Consume Likeness (F)
    Book of Vile Darkness
  Corrupt 6  
    General

Caster steals the appearance of a dead person, adding +10 on Disguise checks.

Consumptive Field
    SPC
  Arc 4, Clr 4  
    General

Draw life from all creatures in 30-ft. radius with -1 or fewer hit points that fail save.

Greater Consumptive Field
    SPC
  Arc 7, Clr 7  
    General

Draw life from all creatures in 30-ft. radius with 9 or fewer hit points that fail save.

Contact Other Plane
Divination 10 minutes SRD
- HB 4, Sor/Wiz 5 V
Concentration Personal 6 hours
Target: You

Lets you ask question of extraplanar entity.

You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. (See the accompanying table for possible consequences and results of the attempt.) The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. (All questions are answered with yes, no, maybe, never, irrelevant, or some other one-word answer.)

You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. For every two caster levels, you may ask one question.

Contact with minds far removed from your home plane increases the probability that you will incur a decrease to Intelligence and Charisma, but the chance of the power knowing the answer, as well as the probability of the entity answering correctly, are likewise increased by moving to distant planes.

Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.)

On rare occasions, this divination may be blocked by an act of certain deities or forces.

Plane Contacted Avoid Int/Cha Decrease True Answer Dont Know Lie Random Answer
Elemental Plane DC 7/1 week 01-34 35-62 63-83 84-100
Elemental Plane (appropriate) (DC 7/1 week) (01-68) (69-75) (76-98) (99-100)
Positive/Negative Energy Plane DC 8/1 week 01-39 40-65 66-86 87-100
Astral Plane DC 9/1 week 01-44 45-67 68-88 89-100
Outer Plane, demideity DC 10/2 weeks 01-49 50-70 71-91 92-100
Outer Plane, lesser deity DC 12/3 weeks 01-60 61-75 76-95 96-100
Outer Plane, intermediate deity DC 14/4 weeks 01-73 74-81 82-98 99-100
Outer Plane, greater deity DC 16/5 weeks 01-88 89-90 91-99 100

Avoid Int/Cha Decrease: You must succeed on an Intelligence check against this DC to avoid a decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores each fall to 8 for the stated duration, and you become unable to cast arcane spells. If you lose Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. (The entries in parentheses are for questions that pertain to the appropriate Elemental Plane.)

Results of a Successful Contact: d% is rolled for the result shown on the table:

True Answer: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly.

Dont Know: The entity tells you that it doesn't know.

Lie: The entity intentionally lies to you.

Random Answer: The entity tries to lie but doesn't know the answer, so it makes one up.

Contagion
Necromancy [Evil] 1 standard action SRD
Fortitude negates - Yes Adp 3, Arc 3, Blg 3, Blk 3, Clr 3, Corruption 3, Decay 3, Destruction 3, Drd 3, Pestilence 3, Sor/Wiz 4, Wmg 4 V, S
Instant Touch General
Target: Living creature touched

Infects subject with chosen disease.

The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagions normal save DC for the initial saving throw).

DiseaseDC Damage
Blinding sickness 16 1d4 Str (1)
Cackle fever 16 1d6 Wis
Filth fever 12 1d3 Dex and 1d3 Con
Mindfire 12 1d4 Int
Red ache 15 1d6 Str
Shakes 13 1d8 Dex
Slimy doom 14 1d4 Con

1 Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease's save DC) or be permanently blinded.

Mass Contagion
    SPC
  Arc 5, Clr 5, Drd 5, Sor/Wiz 6  
    General

As contagion, but 20-ft. radius.

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

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

Contagious Touch
    SPC
  Arc 3, Blg 3, Drd 4  
    General

You infect one creature per round with chosen disease.

Contingency (F)
Evocation 10 minutes; see text SRD
- Arc 6, Shu 6, Sor/Wiz 6, Time 6 V, S, M, F
1 day/level or until discharged (D) Personal General
Target: You
Focus: A statuette of you carved from elephant ivory and decorated with gems (worth at least 1,500 gp). You must carry the focus for the contingency to work.

Sets trigger condition for another spell.

You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.

The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).

The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being "cast" instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.

You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.

Contingent Energy Resistance
    SPC
  Arc 4, Clr 4, Drd 4, Sor/Wiz 5  
    6 hours

Energy damage triggers a resist energy spell.

Continual Flame (M)
Evocation [Light] 1 standard action SRD
None - No Adp 3, Arc 3, Clr 3, HotD 2, Sor/Wiz 2, Wmg 2 V, S, M
Permanent Touch General
Effect: Magical, heatless flame
Materials: You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame.

Makes a permanent, heatless torch.

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.

Light spells counter and dispel darkness spells of an equal or lower level.

Control Currents
    Stormwrack
  Arc 4, Drd 4  
    General

Changes current direction and speed.

Control Darkness and Shadow
    CR
  Brd 2, Sor/Wiz 3  
    General

Manipulate existing areas of darkness and shadow.

Control Deathless
    Ebberon
  Deathless 7  
    30 minutes

Deathless don't attack you while under your command.

Control Elemental
    MoE
  Sor/Wiz 6  
    General

Gain control of an elemental creature

Control Plants
Transmutation 1 standard action SRD
Will negates - No Arc 8, Drd 8, Plant 8, Wuj 8 V, S, DF
1 min./level Close 30 minutes
Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart

Control actions of one or more plant creatures.

This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior.

Suicidal or self-destructive commands are simply ignored.

Control Sand
    Sandstorm
  Arc 3, Clr 3, Drd 3  
    1 hour

Raise or lower the level of sand.

Control Snow and Ice
    Frostburn
  Arc 3, Clr 3  
    1 hour

Raise or lower ice or snow.

Control Temperature
    Frostburn
  Arc 3, Drd 3, Sor/Wiz 3  
    General

Raise or lower temperature by one band/5 levels.

Control Undead
Necromancy 1 standard action SRD
Will negates - Yes Arc 7, Blg 7, Necro 7, Sor/Wiz 7, Undeath 7 V, S, M
1 min./level Close 30 minutes
Targets: Up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart

Undead don't attack you while under your command.

This spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.

Intelligent undead creatures remember that you controlled them.

Control Water
Transmutation [Water] 1 standard action SRD
None; see text - No APeace 4, Arc 4, Clr 4, Drd 4, Shu 4, Sor/Wiz 6, Water 4, Watery Death 3, Wuj 6 V, S, M/DF
10 min./level (D) Long 1 hour
Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)

Raises or lowers bodies of water.

Depending on the version you choose, the control water spell raises or lowers water.

Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.

Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.

Control Weather
Transmutation 10 minutes; see text SRD
None - No Air 7, APeace 7, Arc 7, Blg 7, Clr 7, Cold 7, Drd 7, Shu 6, Sor/Wiz 7, Storm 7, Summer 7, Weather 7, Winter 7, Wuj 6 V, S
4d12 hours; see text 2 miles General
Area: 2-mile-radius circle, centered on you; see text

Changes weather in local area.

You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in.

SeasonPossible Weather
Spring Tornado, thunderstorm, sleet storm, or hot weather
Summer Torrential rain, heat wave, or hailstorm
Autumn Hot or cold weather, fog, or sleet
Winter Frigid cold, blizzard, or thaw
Late winter Hurricane-force winds or early spring (coastal area)

You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weatherwhere lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.

Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.

A druid casting this spell doubles the duration and affects a circle with a 3-mile radius.

Control Winds
Transmutation [Air] 1 standard action SRD
Fortitude negates - No Air 5, Arc 5, Drd 5, Shu 5, Sky 5 V, S
10 min./level 40 ft./level 4 hours
Area: 40 ft./level radius cylinder 40 ft. high

Change wind direction and speed.

You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an eye of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.

Wind Direction: You may choose one of four basic wind patterns to function over the spells area.

A downdraft blows from the center outward in equal strength in all directions.

An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.

A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.

A blast simply causes the winds to blow in one direction across the entire area from one side to the other.

Wind Strength: For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area.

Strong winds (21+ mph) make sailing difficult.

A severe wind (31+ mph) causes minor ship and building damage.

A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.

Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.

A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.

Convert Wand
    Book of Exalted Deeds
  Arc 5, Clr 5  
    General

Transform wand of a particular spell and caster level into an appropriate cure wand of the same spell and caster level.

Conviction
    SPC
  Arc 1, Clr 1  
    1 hour

Subject gains +2 or higher save bonus.

Mass Conviction
    SPC
  Arc 3, Clr 3  
    1 hour

Allies gain +2 or higher save bonus.

Corona of Cold
    SPC
  Arc 3, Clr 3, Drd 3  
    General

Aura of cold protects you, damages others.

Corporeal Instability
    SPC
  Sor/Wiz 4  
    General

Transform a target creature into an amorphous mass.

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

Corrupt Weapon
Transmutation 1 standard action SRD
None - No Arc 1, Blk 1 V, S
1 min./level Touch 5 minutes
Target: Weapon touched

Weapon strikes true against good foes.

This transmutation makes a weapon strike true against good foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of good creatures or striking good incorporeal creatures (though the spell doesn't grant an actual enhancement bonus). The weapon also becomes evil, 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 good 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 edge or a vorpal sword.

Countermoon
    SPC
  Arc 2, Drd 2  
    12 hours

Stop a lycanthrope from changing form, even after death, for 12 hours.

Crabwalk
    SPC
  Arc 1, Brd 1, Drd 1, Rgr 1  
    5 minutes

Subject gains +2 to AC and Attacks when charging.

Crack Ice (M)
    Frostburn
  Sor/Wiz 3  
    General

Shatters ice structures or ice creatures.

Crawling Darkness
    SPC
  Arc 5, Clr 5  
    5 minutes

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

Creaking Cacophony
    SPC
  Arc 3, Brd 3, Drd 3  
    General

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

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

Links two locations by magical path.

Create Deathless (M)
    Ebberon
  Deathless 6  
    General

Create undying soldier.

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 Greater Deathless (M)
    Ebberon
  Deathless 8  
    General

Create undying councilor.

Create Greater Undead (M)
Necromancy [Evil] 1 hour SRD
None - No Arc 8, Clr 8, Death 8, Pestilence 8, Sor/Wiz 8, Undeath 8 V, S, M
Instant Close General
Target: One corpse
Materials: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse.

Create shadows, wraiths, spectres, or devourers.

A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.

Caster LevelUndead Created
15th or lowerShadow
16th - 17thWraith
18th - 19thSpectre
20th or higherDevourer

You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.

This spell must be cast at night.

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

Subject receives a magic tattoo with various effects.

Create Spirit Idol (XP)
    PGtE
  Arc 4, Clr 4  
    General

Keeps a fallen elf away from Dolurrh and allows necromancers to call on his wisdom in the future.

Create Trap
    RotDrg
  Sor/Wiz 1  
    24 hours

Creates a CR 1 trap.

Create Undead (M)
Necromancy [Evil] 1 hour SRD
None - No Arc 6, Blg 5, Clr 6, Death 6, Evil 6, Sor/Wiz 6, Undeath 6 V, S, M
Instant Close General
Target: One Corpse
Materials: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse.

Creates ghouls, ghasts, mummies, or mohrgs.

A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below.

Caster LevelUndead Created
11th or lowerGhoul
12th - 14thGhast
15th - 17thMummy
18th or higherMohrg

You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.

This spell must be cast at night.

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.

Creeping Cold (F)
    SPC
  Arc 2, Drd 2  
    General

Creature feels chill that increases with each round.

Greater Creeping Cold (F)
    SPC
  Arc 4, Drd 4, Shu 4  
    General

As creeping cold, but longer duration and more damage.

Creeping Darkness
    Complete Arcane
  Wuj 4  
    General

Create a mobile darkness and silence effect.

Creeping Doom
Conjuration (Summoning) 1 round SRD
None - No Arc 7, Drd 7, Spider 8 V, S
1 min./level Close / 100 ft.; see text General
Effect: One swarm of centipedes per two levels

Swarms of centipedes attack at your command.

When you utter the spell of creeping doom, you call forth a mass of centipede swarms (one per two caster levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another.

You may summon the centipede swarms so that they share the area of other creatures. The swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action). As a standard action, you can command any number of the swarms to move toward any prey within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100 feet).

Crescendo
    Song and Silence
  Brd 2  
    General

Grants increasing bonus on attack rolls.

Crisis of Confidence
    HoB
  Brd 3, HB 2  
    General

Target loses commander rating, aura; can't add Cha to rally checks.

Critical Strike
    SPC
  Asn 1, Brd 1, HB 2, Sor/Wiz 1  
    General

Swift. For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical hits.

Cross of Lightning
    BoEM
  Sor/Wiz 5  
    General

As lightning bolt, except four lightning bolts that lauch 90 degrees apart from each other.

Crown of Brilliance (M)
    Book of Exalted Deeds
  Arc 6, Clr 6  
    General

Holy light blinds or dazzles foes, repels light-sensitive creatures, and damages undead.

Crown of Despair
    Dragon 331
  Sor/Wiz 7  
    General

All creatures that see you must save or be paralyzed.

Crown of Flame
    Book of Exalted Deeds
  Arc 5, Clr 5, Exalted Arcanist 5  
    30 minutes

Aura burns evil outsiders, undead, and fey for 2d6 points of damage/round.

Crown Of Glory (M)
Evocation 1 round SRD
Will negates - Yes Glory 8, Herald 8 V, S, M, DF
1 min./level 120 ft. General
Area: 120-ft.-radius emanation, centered on you
Materials: An opal worth at least 200 gp.

You gain +4 Charisma and enthrall those who hear you.

You are imbued with an aura of celestial authority, inspiring awe in all lesser creatures that behold your terrible perfection and righteousness. You gain a +4 enhancement bonus to your Charisma score for the duration of the spell.

All creatures with fewer than 8 HD or levels cease whatever they are doing and are compelled to pay attention to you. Any such creature that wants to take hostile action against you must make a successful Will save to do so. Any creature that does not make this saving throw the first time it attempts a hostile action is enthralled for the duration of the spell (as the enthrall spell), as long as it is in the spell's area, nor will it try to leave the area on its own. Creatures with 8 HD or more may pay attention to you, but are not affected by this spell.

When you speak, all listeners telepathically understand you, even if they do not understand your language. While the spell lasts, you can make up to three suggestions to creatures of less than 8 HD in range, as if using the suggestion, mass spell (Will save negates): creatures with 8 HD or more aren't affected by this power. Only creatures within range at the time a suggestion is given are subject to it.

Crown of Glory 2
    SPC
  Glory 8  
    30 minutes

You gain +4 Charisma and inspire your allies.

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

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

Crown of Protection
    PHBII
  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
    PHBII
  Beguiler 3, Brd 2, Sor/Wiz 3  
    General

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

Cruel Disappointment
    Book of Vile Darkness
  Sor/Wiz 3  
    General

Fools subject for 1 round, then -4 penalty on attacks, saves, and checks.

Crumble
    SPC
  Arc 3, Drd 3  
    General

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

Crunchy Snow
    Frostburn
  Arc 1, Drd 1, Rgr 1  
    General

-20 penalty on Move Silently checks in area.

Crushing Despair
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Beguiler 4, Brd 3, Passion 4, Sin-E 5, Sor/Wiz 4, Wuj 4 V, S, M
1 min./level 30 ft. General
Area: Cone-shaped burst

Subjects take -2 on attack rolls, damage rolls, saves, and checks.

An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.

Crushing despair counters and dispels good hope.

Crushing Fist of Spite (M)
    Book of Vile Darkness
  Sor/Wiz 9  
    General

Fist deals 1d6 damage/level each round.

Crushing Hand
Evocation [Force] 1 standard action SRD
None - Yes Force 9, Sor/Wiz 9, Strength 9 V, S, M, F/DF
1 round/level (D) Medium General
Effect: 10-ft. hand

Large hand provides cover, pushes, or crushes your foes.

This spell functions like interposing hand, except that the hand can interpose itself, push, or crush one opponent that you select.

The crushing hand can grapple an opponent like grasping hand does. Its grapple bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +12 for the hands Strength score (35), +4 for being Large. The hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent.

The crushing hand can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +18 bonus.

Directing the spell to a new target is a move action.

Clerics who cast this spell name it for their deities.

Crushing Sphere
    LostEmpiresOfFaerun
  Sor/Wiz 6  
    General

Force globe traps and crushes subject for 3d6 points of nonlethal damage per round.

Cry of Ysgard
    Book of Exalted Deeds
  Sanctified 6  
    General

2d4 bariaur defenders of Ysgard (but no more than 4) serve you for up to one year.

Cure Critical Wounds
Conjuration (Healing) [Positive] 1 standard action SRD
Will half (harmless); see text - Yes (harmless); see text Adp 4, APeace 4, Arc 4, Blk 4, Brd 4, BVal 4, Clr 4, Drd 5, EmBarachiel 4, Healing 4, Hlr 4, HotD 4, Shu 4 V, S
Instant Touch General
Target: Creature touched

Cures 4d8 damage +1/level (max +20).

When laying your hand upon a living creature, you channel positive energy that cures 4d8 points of damage +1 point per caster level (maximum +20).

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

Mass Cure Critical Wounds
Conjuration (Healing) [Positive] 1 standard action SRD
Will half (harmless) or Will half; see text - Yes (harmless) or Yes; see text APeace 8, Arc 8, Clr 8, Drd 9, Healing 8, Hlr 7 V, S
Instant Close General
Target: One creature/level, no two of which can be more than 30 ft. apart

Cures 4d8 damage +1/level for many creatures.

You channel positive energy to cure 4d8 points of damage +1 point per caster level (maximum +40) in each selected creature.

Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.

Cure Light Wounds
Conjuration (Healing) [Positive] 1 standard action SRD
Will half (harmless); see text - Yes (harmless); see text Adp 1, APeace 1, Arc 1, Blk 1, Brd 1, BVal 1, ChamGwyn 1, Clr 1, Drd 1, EmBarachiel 1, Healing 1, Hlr 1, HotD 1, Pal 1, Rgr 2, Shu 1 V, S
Instant Touch General
Target: Creature touched

Cures 1d8 damage +1/level (max +5).

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).

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

Mass Cure Light Wounds
Conjuration (Healing) [Positive] 1 standard action SRD
Will half (harmless) or Will half; see text - Yes (harmless) or Yes; see text APeace 5, Arc 5, Brd 5, Clr 5, Drd 6, Healing 5, Hlr 4, Shu 5 V, S
Instant Close General
Target: One creature/level, no two of which can be more than 30 ft. apart

Cures 1d8 damage +1/level for many creatures.

You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature.

Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.

Cure Minor Wounds
Conjuration (Healing) [Positive] 1 standard action SRD
Will half(harmless); see text - Yes (harmless); see text Adp 0, APeace 0, Arc 0, Clr 0, Drd 0, Hlr 0, Shu 0 V, S
Instant Touch General
Target: Creature touched

Cures 1 point of damage.

When laying your hand upon a living creature, you channel positive energy that cures 1 point of damage.

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

Cure Moderate Wounds
Conjuration (Healing) [Positive] 1 standard action SRD
Will half (harmless); see text - Yes (harmless); see text Adp 2, APeace 2, Arc 2, Blk 2, Brd 2, BVal 2, ChamGwyn 3, Clr 2, Drd 3, EmBarachiel 2, Healing 2, Hlr 2, HotD 2, Pal 3, Rgr 3, Shu 2 V, S
Instant Touch General
Target: Creature touched

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

When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10).

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

Mass Cure Moderate Wounds
Conjuration (Healing) [Positive] 1 standard action SRD
Will half (harmless) or Will half; see text - Yes (harmless) or Yes; see text APeace 6, Arc 6, Brd 6, Clr 6, Drd 7, Hlr 5 V, S
Instant Close General
Target: One creature/level, no two of which can be more than 30 ft. apart

Cures 2d8 damage +1/level for many creatures.

You channel positive energy to cure 2d8 points of damage +1 point per caster level (maximum +30) in each selected creature.

Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.

Cure Serious Wounds
Conjuration (Healing) [Positive] 1 standard action SRD
Will half (harmless); see text - Yes (harmless); see text Adp 3, APeace 3, Arc 3, Blk 3, Brd 3, BVal 3, ChamGwyn 4, Clr 3, Drd 4, EmBarachiel 3, Healing 3, Hlr 3, HotD 3, Pal 4, Rgr 4, Shu 3 V, S
Instant Touch General
Target: Creature touched

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

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

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

Mass Cure Serious Wounds
Conjuration (Healing) [Positive] 1 standard action SRD
Will half (harmless) or Will half; see text - Yes (harmless) or Yes; see text APeace 7, Arc 7, Clr 7, Drd 8, Hlr 6 V, S
Instant Close General
Target: One creature/level, no two of which can be more than 30 ft. apart

Cures 3d8 damage +1/level for many creatures.

You channel positive energy to cure 3d8 points of damage +1 point per caster level (maximum +35) in each selected creature.

Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.

Curse of Ill Fortune
    SPC
  Arc 2, Blk 2, Clr 2  
    30 minutes

Subject suffers -3 penalty on attacks, saves, and checks.

Mass Curse of Ill Fortune
    SPC
  Arc 5, Clr 5  
    30 minutes

Enemies take -3 penalty on attack rolls and saves.

Curse of Impending Blades
    SPC
  Arc 2, Brd 2, Rgr 2, Sor/Wiz 2  
    5 minutes

Subject takes -2 penalty to AC.

Mass Curse of Impending Blades
    SPC
  Arc 3, Brd 3, Rgr 3, Sor/Wiz 3  
    30 minutes

Enemies take -2 penalty to AC.

Curse of Lycanthropy (M)
    Complete Divine
  Pestilence 6  
    General

Causes temporary lycanthropy in subject.

Curse of Lycanthropy 2 (M)
    SPC
  Pestilence 6  
    General

Kills subject and summons wererats.

Curse of Petty Failing
    Miniatures
  Arc 3, Clr 3  
    5 minutes

Subject takes -2 penalty on attack rolls and saves.

Curse of Spilt Water
    Dragon 334
  Arc 6, Drd 6, Sor/Wiz 6  
    General

Transforms an enemy into water.

Curse of the Brute
    DotF
  Arc 3, Clr 3, Pal 2  
    General

Up to +1/level to Str, Dex, or Con, both Int and Cha down the same.

Curse of the Putrid Husk
    Book of Vile Darkness
  Brd 3, Sor/Wiz 3  
    General

Subject is unconscious for 1d10 minutes.

Curse Water (M)
Necromancy [Evil] 1 minute SRD
Will negates (object) - Yes (object) Arc 1, Blg 1, Clr 1 V, S, M
Instant Touch General
Target: Flask of water touched
Materials: 5 pounds of powdered silver (worth 25 gp).

Makes unholy water.

This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead and evil outsiders.

Cursed Blade
    SPC
  Asn 4, HB 4  
    30 minutes

Swift, Creature gains a curse that prevents healing or raising until removed.

Curtain of Light
    Book of Exalted Deeds
  Sanctified 5  
    General

Shapable curtain of light does 2d4 damage/round to evil creatures and 2d6 damage +1/level (max +20) to evil creatures passing through (double for undead).

Cutting Hand
    SPC
  Sor/Wiz 1  
    General

Your hand gains a +2 enhancement bonus and is considered armed.

Cyclonic Blast
    SPC
  Sor/Wiz 5  
    General

Horizontal cyclone deals 1d6/level (max 15d6) damage and initiates a bull rush.