Index of Spells by Level - Adp 3

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Animate Dead (M)
Necromancy [Evil] 1 standard action SRD
None - No Adp 3, Arc 3, Blg 4, Clr 3, Death 3, Sor/Wiz 4, Undeath 3, Wuj 4 V, S, M
Instant Touch General
Targets: One or more corpses touched
Materials: A black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse.

Creates undead skeletons and zombies.

This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.

The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can't be animated again.)

Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

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.

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.

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.

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.

Daylight
Evocation [Light] 1 standard action SRD
None - No Adp 3, Arc 3, Brd 3, ChamGwyn 3, Clr 3, Drd 3, EmBarachiel 3, HotD 3, Pal 3, Shu 3, Sor/Wiz 3 V, S
10 min./level (D) Touch 4 hours
Target: Object touched

60-ft. radius of bright light.

The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

If daylight is cast on a small object that is then placed inside or under a light- proof covering, the spells effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

Deeper Darkness
Evocation [Darkness] 1 standard action SRD
None - No Adp 3, Arc 3, Asn 3, Blg 3, Blk 3, Clr 3, Shadow 3, Slayer of Domiel 3, VDarkness 3 V, M/DF
1 day/level (D) Touch 24 hours
Target: Object touched

Object sheds supernatural shadow in 60-ft. radius.

This spell causes an object to radiate shadowy illumination out to a 60-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level.

If deeper darkness is cast on a small object that is then placed inside or under a lightproof covering, the spells effect is blocked until the covering is removed.

Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.

Lightning Bolt
Evocation [Electricity] 1 standard action SRD
Reflex half - Yes Adp 3, Arc 3, Shu 4, Sor/Wiz 3, Wmg 3 V, S, M
Instant 120 ft. General
Area: 120-ft. line

Electricity deals 1d6/level damage.

You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spells range permits; otherwise, it stops at the barrier just as any other spell effect does.

Neutralize Poison
Conjuration (Healing) 1 standard action SRD
Will negates (harmless, object) - Yes (harmless, object) Adp 3, APeace 4, Arc 4, Brd 4, BVal 3, ChamGwyn 4, Clr 4, Drd 3, Feast 4, Hlr 3, Pal 4, Rgr 3, Shu 4 V, S, M/DF
10 min./level Touch 1 hour
Target: Creature or object of up to 1 cu. ft./level touched

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

You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own.

The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren't postponed until after the duration the creature need not make any saves against poison effects applied to it during the length of the spell.

This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster's option.

Remove Curse
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) Adp 3, APeace 3, Arc 3, Brd 3, ChamGwyn 3, Clr 3, EmBarachiel 3, Exorcism 3, Hlr 3, Pal 3, Shu 3, Sor/Wiz 4, Wuj 3 V, S
Instant Touch General
Target: Creature or item touched

Frees object or person from curse.

Remove curse instantaneously removes all curses on an object or a creature. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher.

Remove curse counters and dispels bestow curse.

Remove Disease
Conjuration (Healing) 1 standard action SRD
Fortitude negates (harmless) - Yes (harmless) Adp 3, APeace 3, Arc 3, BVal 3, Clr 3, Drd 3, Hlr 2, Renewal 3, Rgr 3, Shu 3 V, S
Instant Touch General
Target: Creature touched

Cures all diseases affecting subject.

Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.

Note: Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.

Tongues
Divination 1 standard action SRD
Will negates (harmless) - No Adp 3, APeace 4, Arc 4, Brd 2, Clr 4, Commerce 3, Community 4, EmBarachiel 2, Herald 3, Meditation 4, Sor/Wiz 3, Vassal of Bahamut 4, Wuj 3 V, M/DF
10 min./level Touch 1 hour
Target: Creature touched

Speak any language.

This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.

Tongues can be made permanent with a permanency spell.