|
| 0-LEVEL CLERIC SPELLS | ||
|
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Amanuensis: Copy nonmagical text. |
Spell Compendium 9 |
|
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Create Water: Creates 2 gallons/level of pure water. |
Player's Handbook 215 |
|
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Cure Minor Wounds: Cures 1 point of damage. |
Player's Handbook 216 |
|
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Detect Magic: Detects spells and magic items within 60 ft. |
Player's Handbook 219 |
|
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Detect Poison: Detects poison in one creature or object. |
Player's Handbook 219 |
|
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Guidance: +1 on one attack roll, saving throw, or skill check. |
Player's Handbook 238 |
|
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Inflict Minor Wounds: Touch attack, 1 point of damage. |
Player's Handbook 244 |
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Light
M: Object shines like a torch. |
Player's Handbook 248 |
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Mending: Makes minor repairs on an object. |
Player's Handbook 253 |
|
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Purify Food and Drink: Purifies 1 cu. ft./level of food or water. |
Player's Handbook 267 |
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Read Magic: Read scrolls and spellbooks. |
Player's Handbook 269 |
|
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Resistance
M: Subject gains +1 on saving throws. |
Player's Handbook 272 |
|
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Summon Holy Symbol: Wooden holy symbol appears in your hand. |
Complete Champion 128 |
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Virtue: Subject gains 1 temporary hp. |
Player's Handbook 298 |
| 1ST-LEVEL CLERIC SPELLS | ||
|
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Anarchic Water
M: Makes chaotic-aligned anarchic water. |
Spell Compendium 11 |
|
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Axiomatic Water
M: Makes lawful-aligned axiomatic water. |
Spell Compendium 22 |
|
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Bane: Enemies take 1 on attack rolls and saves against fear. |
Player's Handbook 203 |
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Bless: Allies gain +1 on attack rolls and saves against fear. |
Player's Handbook 205 |
|
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Bless Water
M: Makes holy water. |
Player's Handbook 205 |
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Blessed Aim: +2 bonus for allies’ ranged attacks. |
Spell Compendium 31 |
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Blood Wind: Subject uses natural weapon at range. |
Spell Compendium 33 |
|
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Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. |
Player's Handbook 208 |
|
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Cold Fire: Fire becomes blue and white, emits cold. |
Spell Compendium 50 |
|
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Command: One subject obeys selected command for 1 round. |
Player's Handbook 211 |
|
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Comprehend Languages
M: You understand all spoken and written languages. |
Player's Handbook 212 |
|
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Conviction
M: Subject gains +2 or higher save bonus. |
Spell Compendium 52 |
|
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Cure Light Wounds: Cures 1d8 damage +1/level (max +5). |
Player's Handbook 215 |
|
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Cure Light Wounds: Cures 1d8 damage +1/level (max +5). |
Player's Handbook 215 |
|
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Curse Water
M: Makes unholy water. |
Player's Handbook 216 |
|
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Death Watch: Reveals how near death subjects within 30 ft. are. |
Player's Handbook 217 |
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Delay Disease: Ravages of disease staved off for a day. |
Spell Compendium 63 |
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Detect Chaos: Reveals creatures, spells, or objects of selected alignment. |
Player's Handbook 218 |
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Detect Evil: Reveals creatures, spells, or objects of selected alignment. |
Player's Handbook 218 |
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Detect Good: Reveals creatures, spells, or objects of selected alignment. |
Player's Handbook 219 |
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Detect Law: Reveals creatures, spells, or objects of selected alignment. |
Player's Handbook 219 |
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Detect Taint: Reveals creatures or objects with taint. |
Heroes of Horror 128 |
|
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Detect Undead
M: Reveals undead within 60 ft. |
Player's Handbook 220 |
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Detect Weaponry: Reveals weapons within 60 feet. |
Cityscape 66 |
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Disk of Solar Vengeance: Gain resistance to cold 5; attackers may take fire damage. |
Champions of Valor 54 |
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Dispel Ward: As dispel magic, but affects only wards. |
Spell Compendium 67 |
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Divine Favor: You gain +1 per three levels on attack and damage rolls. |
Player's Handbook 224 |
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Doom: One subject takes 2 on attack rolls, damage rolls, saves, and checks. |
Player's Handbook 225 |
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Ebon Eyes
M: Subject can see through magical darkness. |
Spell Compendium 77 |
|
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Endure Elements: Exist comfortably in hot or cold environments. |
Player's Handbook 226 |
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Entropic Shield: Ranged attacks against you have 20% miss chance. |
Player's Handbook 227 |
|
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Faith Healing: Cures 8 hp +1/level (max +5) to worshiper of your deity. |
Spell Compendium 87 |
|
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Foundation of Stone: +2 AC, +4 bonus to resist bull rush and trip attacks. |
Spell Compendium 99 |
|
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Grave Strike: You can sneak attack undead for 1 round. |
Spell Compendium 107 |
|
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Guiding Light: +2 on ranged attacks against creatures in illuminated area. |
Spell Compendium 108 |
|
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Healer's Vision: Gain +5 bonus on Heal checks, and +2 attack and damage on sneak attacks. |
Complete Scoundrel 100 |
|
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Healthful Rest: Subjects heal at twice the normal rate. |
Spell Compendium 111 |
|
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Hide from Undead: Undead cant perceive one subject/level. |
Player's Handbook 241 |
|
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Ice Gauntlet: A spiked gauntlet of ice forms around your fist. |
Spell Compendium 119 |
|
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Impede: Subject is locked in place and takes a -1 penalty on melee attack rolls and a -2 penalty on Reflex saves. |
Complete Champion 122 |
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Incite: Subjects can’t ready actions or delay. |
Spell Compendium 121 |
|
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Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5). |
Player's Handbook 244 |
|
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Inhibit: Subject delays until next round. |
Spell Compendium 123 |
|
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Invest Light Protection: Heal 1d4 damage + 1/2 levels, grant DR 1/evil. |
Player's Handbook II 115 |
|
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Ironguts
M: Subject gains +5 bonus on saving throws against poison. |
Spell Compendium 126 |
|
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Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage. |
Spell Compendium 132 |
|
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Love Bite: Deliver touch-based spell from a distance. |
Champions of Valor 56 |
|
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Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage. |
Player's Handbook 251 |
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Magic Weapon: Weapon gains +1 bonus. |
Player's Handbook 251 |
|
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Moon Lust: Subject obsesses about moon, is fascinated or dazzled. |
Spell Compendium 143 |
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Necrotic Awareness: Sense encysted subjects. |
Libris Mortis 67 |
|
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Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage. |
Spell Compendium 148 |
|
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Nimbus of Light: Light illuminates you until released as an attack. |
Spell Compendium 148 |
|
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Obscuring Mist: Fog surrounds you. |
Player's Handbook 258 |
|
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Omen of Peril: You know how dangerous the future will be. |
Spell Compendium 149 |
|
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Peacebond: Weapon is impossible to draw. |
Cityscape 67 |
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Portal Beacon: You grant others knowledge of a magic portal’s location. |
Spell Compendium 161 |
|
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Protection from Chaos
M: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. |
Player's Handbook 266 |
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Protection from Evil
M: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. |
Player's Handbook 266 |
|
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Protection from Evil
M: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. |
Player's Handbook 266 |
|
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Protection from Good
M: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. |
Player's Handbook 266 |
|
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Protection from Law
M: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. |
Player's Handbook 266 |
|
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Reaving Aura: All creatures below 0 hit points within 10 feet of you take 1 point of damage. |
Complete Mage 114 |
|
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Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. |
Player's Handbook 271 |
|
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Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane. |
Spell Compendium 174 |
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Resurgence: You grant subject a second chance at a saving throw. |
Spell Compendium 174 |
|
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Sanctuary: Opponents cant attack you, and you cant attack. |
Player's Handbook 274 |
|
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Shield of Faith
M: Aura grants +2 or higher deflection bonus. |
Player's Handbook 278 |
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Sign
M: You gain +4 bonus on next initiative check. |
Spell Compendium 189 |
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Snowshoes: Subject walks easily on ice and snow. |
Spell Compendium 194 |
|
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Spell Flower: Hold the charge on one touch spell per forelimb. |
Spell Compendium 198 |
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Summon Monster I: Calls extraplanar creature to fight for you. |
Player's Handbook 285 |
|
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Summon Undead I: Summons undead to fight for you. |
Spell Compendium 215 |
|
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Updraft
M: Column of wind lifts you aloft. |
Spell Compendium 228 |
|
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Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds). |
Spell Compendium 229 |
|
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Vision of Glory: Subject gains morale bonus equal to your Cha modifier to one saving throw. |
Spell Compendium 231 |
|
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Wings of the Sea
M: +30 ft. to subject’s swim speed. |
Spell Compendium 240 |
|
| 0-LEVEL SORCERER SPELLS | ||
| Spells Per Day 5 ooooo | ||
|
Evoc |
Flare: Dazzles one creature (1 on attack rolls). |
Player's Handbook 232 |
|
Evoc |
Ray of Frost: Ray deals 1d3 cold damage. |
Player's Handbook 269 |
|
Necro |
Disrupt Undead: Deals 1d6 damage to one undead. |
Player's Handbook 223 |
|
Univ |
Arcane Mark: Inscribes a personal rune (visible or invisible). |
Player's Handbook 201 |
| 1ST-LEVEL SORCERER SPELLS | ||
| Spells Per Day 4 oooo | ||
|
Div |
Identify
M: Determines properties of magic item. |
Player's Handbook 243 |
|
Evoc |
Burning Hands: 1d4/level fire damage (max 5d4). |
Player's Handbook 207 |
|
| 0-LEVEL WIZARD SPELLS | ||
|
Abjur |
ooooo
Resistance
M: Subject gains +1 on saving throws. |
Player's Handbook 272 |
|
Conj |
ooooo
Acid Splash: Orb deals 1d3 acid damage. |
Player's Handbook 196 |
|
Conj |
ooooo
Caltrops: Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5). |
Spell Compendium 42 |
|
Div |
ooooo
Detect Magic: Detects spells and magic items within 60 ft. |
Player's Handbook 219 |
|
Div |
ooooo
Detect Poison: Detects poison in one creature or object. |
Player's Handbook 219 |
|
Div |
ooooo
Read Magic: Read scrolls and spellbooks. |
Player's Handbook 269 |
|
Ench |
ooooo
Daze
M: Humanoid creature of 4 HD or less loses next action. |
Player's Handbook 217 |
|
Evoc |
ooooo
Dancing Lights: Creates torches or other lights. |
Player's Handbook 216 |
|
Evoc |
ooooo
Electric Jolt: Ranged touch attack deals 1d3 electricity damage. |
Spell Compendium 78 |
|
Evoc |
ooooo
Flare: Dazzles one creature (1 on attack rolls). |
Player's Handbook 232 |
|
Evoc |
ooooo
Light
M: Object shines like a torch. |
Player's Handbook 248 |
|
Evoc |
ooooo
Ray of Frost: Ray deals 1d3 cold damage. |
Player's Handbook 269 |
|
Evoc |
ooooo
Sonic Snap: Subject takes 1 point of sonic damage and is deafened 1 round. |
Spell Compendium 195 |
|
Illus |
ooooo
Ghost Sound
M: Figment sounds. |
Player's Handbook 235 |
|
Illus |
ooooo
Silent Portal: Negates sound from door or window. |
Spell Compendium 190 |
|
Necro |
ooooo
Disrupt Undead: Deals 1d6 damage to one undead. |
Player's Handbook 223 |
|
Necro |
ooooo
Touch of Fatigue
M: Touch attack fatigues target. |
Player's Handbook 294 |
|
Trans |
ooooo
Amanuensis: Copy nonmagical text. |
Spell Compendium 9 |
|
Trans |
ooooo
Launch Bolt
M: Launches a crossbow bolt up to 80 ft. |
Spell Compendium 130 |
|
Trans |
ooooo
Launch Item: Hurls Fine item up to Medium range. |
Spell Compendium 130 |
|
Trans |
ooooo
Mage Hand: 5-pound telekinesis. |
Player's Handbook 249 |
|
Trans |
ooooo
Mending: Makes minor repairs on an object. |
Player's Handbook 253 |
|
Trans |
ooooo
Message: Whispered conversation at distance. |
Player's Handbook 253 |
|
Trans |
ooooo
Open/Close: Opens or closes small or light things. |
Player's Handbook 258 |
|
Trans |
ooooo
Repair Minor Damage: Repairs 1 point of damage to any construct. |
Spell Compendium 173 |
|
Trans |
ooooo
Stick
M: Glues an object weighing 5 pounds or less to another object. |
Spell Compendium 206 |
|
Univ |
ooooo
Arcane Mark: Inscribes a personal rune (visible or invisible). |
Player's Handbook 201 |
|
Univ |
ooooo
Prestidigitation: Performs minor tricks. |
Player's Handbook 264 |
| 1ST-LEVEL WIZARD SPELLS | ||
|
Abjur |
ooooo
Hold Portal: Holds door shut. |
Player's Handbook 241 |
|
Div |
ooooo
Targeting Ray: You and allies are +1 to hit/3 levels against subject. |
Spell Compendium 219 |
|
Evoc |
ooooo
Ice Dagger
M: Grenadelike weapon deals subject 1d4/level cold damage, plus area damage. |
Spell Compendium 118 |
|
Evoc |
ooooo
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). |
Player's Handbook 251 |
|
Illus |
ooooo
Disguise Self: Changes your appearance. |
Player's Handbook 222 |
|
Trans |
ooooo
Ebon Eyes
M: Subject can see through magical darkness. |
Spell Compendium 77 |
|
Trans |
ooooo
Enlarge Person
M: Humanoid creature doubles in size. |
Player's Handbook 226 |
|
| 1ST-LEVEL PSION POWERS | ||
|
|
Charm, Psionic: Makes one person your friend. |
System Reference Document 3.5 |
|
|
Hammer: Melee touch attack deals 1d8/round. |
System Reference Document 3.5 |
|
|
Mindlink: You forge a limited mental bond with another creature. |
System Reference Document 3.5 |
|
| 1ST-LEVEL PSYCHIC WARRIOR POWERS | ||
|
|
Biofeedback: Gain damage reduction 2/–. |
System Reference Document 3.5 |