View source
From Fax Encyclopedicus
for
D20r:Spells
Jump to:
navigation
,
search
{{ProgressBar|20|total=623}} <a href=http://heylookmorespam.com>lorem ipsum blah de blah</a> ==A== === Acid Arrow=== {{d20rSpell | name = Acid Arrow | desc = Acid, Eternal | class1 = Earth | class1level = 2 | class2 = Sorcerer | class2level = 2 | class3 = Wizard | class3level = 3 | time = 1 standard action | range = Long (400 ft. + 40 ft./level) | effect = One arrow of acid | dur = 1 round + 1 round per three levels | save = None | SR = No | flavor = | rules = A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in the following round. | eternal = You fire an arrow as described above, except that it deals 2d4 acid damage, plus additional acid damage on the following round equal to one-third your caster level (round down, minimum 0). }} === Acid Fog=== {{d20rSpell | name = Acid Fog | desc = Acid, Cloud, Eternal | class1 = Sorcerer | class1level = 6 | class2 = Water | class2level = 6 | class3 = Weather | class3level = 7 | class4 = Wizard | class4level = 6 | time = 1 standard action | range = Medium (100 ft. + 10 ft./level) | effect = 20' tall cylinder with a 20' radius | dur = 1 round/level | save = None | SR = No | flavor = | rules = ''Acid fog'' creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it. | eternal = You breathe a 30' cone of acid, dealing 4d6 plus your caster level acid damage to all creatures within its area. Creatures damaged by the acid must make a Fortitude save or be ''slowed'' for one round. }} === Acid Splash=== {{d20rSpell | name = Acid Splash | desc = Acid, Cantrip | class1 = Sorcerer | class1level = 0 | class2 = Wizard | class2level = 0 | class3 = | class3level = | time = 1 standard action | range = Close (25 ft. + 5 ft./2 levels) | effect = One missile of acid | dur = Instantaneous | save = No | SR = Yes | flavor = | rules = You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. | eternal = }} === Aid=== {{d20rSpell | name = Aid | desc = Enchantment, Morale | class1 = Glory | class1level = 3 | class2 = Life | class2level = 2 | class3 = Luck | class3level = 2 | class4 = Might | class4level = 2 | class5 = War | class5level = 2 | time = 1 standard action | range = Touch | target = Living creature touched | dur = 1 min./level | save = Will negates (harmless) | SR = Yes (harmless) | flavor = | rules = ''Aid'' grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + your caster level. | eternal = }} === Air Walk=== {{d20rSpell | name = Air Walk | desc = Air, Transport | class1 = Air | class1level = 4 | class2 = Travel | class2level = 4 | class3 = | class3level = | time = 1 standard action | range = Touch | area = Gargantuan or smaller creature touched | dur = 10 min./level | save = None | SR = Yes (harmless) | flavor = | rules = The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker's normal speed. A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking damage for falling as normal. Since dispelling a spell effectively ends it, the subject also descends in this way if the ''air walk'' spell is dispelled, but not if it is negated by an ''antimagic field''. You can cast ''air walk'' on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of ''air walk'' (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check. | eternal = }} === Alarm=== {{d20rSpell | name = Alarm | desc = Abjuration, Eternal | class1 = Sorcerer | class1level = 1 | class2 = Wealth | class2level = 2 | class3 = Wizard | class3level = 1 | time = 1 standard action | range = Close (25 ft. + 5 ft./2 levels) | area = 20 ft. radius emanation centered on a point in space | dur = 2 hours/level | save = None | SR = No | flavor = | rules = ''Alarm'' sounds a mental or audible alarm each time a creature of Tiny or larger size enters or touches the warded area or object. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible. ''Mental Alarm'': A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A ''silence'' spell has no effect on a mental alarm. ''Audible Alarm'': An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a ''silence'' spell cannot hear the ringing. Ethereal or astral creatures do not trigger the ''alarm''. ''Alarm'' can be made permanent with a ''permanency'' spell. | eternal = As a swift action, you modify the shape of your next spell with a range other than "personal" into a "ward". Rather than its typical effects, you place it within an unoccupied square adjacent to you. You must specify all effects, options, and other relevant variables when you cast the spell, and you must place the spell on a solid surface. The next creature to enter the warded square triggers the spell, and all of the spell's effects take place at that time. Even if the spell affects an area, only the creature that is in the square when the ward is triggered is affected. Spells that require an attack roll make the attack roll when triggered, substituting your caster level for your Base Attack Bonus. A spell that allows a saving throw or Spell Resistance modified by this spell uses its original save DCs and caster level, rather than this spell's save DC and caster level. A ward remains for one minute or until it is triggered. A Search check (against the spell's normal DC) reveals its presence, as do ''detect magic'' and similar abilities. A character who has located the ward can make a Disable Device check (against the spell's normal DC) to remove it: success indicates that the spell has been disarmed; failure indicates that the person attempting to remove the ward has triggered it and suffers full effects of the spell. ''Dispel magic'' or similar effects can remove a ward: they do not trigger it even on a failed check. If you do not cast another spell before the end of your turn, this effect is wasted. }} === Align Weapon=== {{d20rSpell | name = Align Weapon | desc = Aligned | class1 = Glory | class1level = 2 | class2 = War | class2level = 2 | class3 = | class3level = | time = 1 standard action | range = Touch | target = Weapon (or bundle of up to fifty pieces of ammunition) touched | dur = 1 min./level | save = Will negates (harmless, object) | SR = Yes (harmless, object) | flavor = | rules = ''Align weapon'' makes a weapon good-, evil-, lawful-, or chaotic-aligned, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment. | eternal = }} === Alter Self=== {{d20rSpell | name = Alter Self | desc = Eternal, Polymorph | class1 = Sorcerer | class1level = 2 | class2 = Wizard | class2level = 2 | class3 = | class3level = | time = 1 standard action | range = Personal | target = You | dur = 1 min./level (D) | save = | SR = | flavor = | rules = When casting this spell, choose a race other than your own: you temporarily lose all your racial features (including ability score adjustments, but excluding charge-based abilities such as Inborn Psionics, Natural Magic, and Natural Talent) and replace them with the selected race's features. If you possess racial feats, you retain them in your new form and they remain functional. You may only gain the basic features of a selected race: if a race possesses a racial progression, a paragon class, or similar racial levels, you do not acquire them upon casting this spell. | eternal = You select one option off the following table: gain the effects listed for the duration of this spell. Multiple applications of this spell do not stack: instead, the first casting is overwritten by the second. {{{!}}class="bordered zebra header" !Option !!Details {{!}}- {{!}}'''Bite''' {{!}}{{!}} You gain a bite attack that deals 1d6 damage. It has the Heavy Critical property. You must have a mouth that does not already possess a bite attack to select this option. {{!}}- {{!}}'''Claws''' {{!}}{{!}} You gain two claw attacks that deal 1d4 damage. They have the High Critical property. You must have two hands which do not already possess claw attacks to select this option. {{!}}- {{!}}'''Natural Armor''' {{!}}{{!}} You gain an enhancement bonus to your natural armor equal to one-quarter your caster level. A creature without natural armor has an effective natural armor bonus of +0. {{!}}- {{!}}'''Swim Speed''' {{!}}{{!}} You gain a swim speed equal to one-half your normal land speed. You may hold your breath for twice as long as you normally could. {{!}}} Natural attacks granted by this spell have an enhancement bonus equal to one-third your caster level, rounded down. }} === Analyze Dweomer=== {{d20rSpell | name = Analyze Dweomer | desc = Detection | class1 = Magic | class1level = 6 | class2 = Wealth | class2level = 6 | class3 = Wizard | class3level = 6 | time = 1 standard action | range = Close (25 ft. + 5 ft./2 levels) | target = One object or creature per caster level | dur = 1 round/level (D) | save = Will negates | SR = Yes | flavor = | rules = You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a swift action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level. A creature receives a saving throw to ignore this effect. An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours. ''Analyze dweomer'' does not function when used on an artifact. | eternal = }} === Animal Growth=== {{d20rSpell | name = Animal Growth | desc = Polymorph | class1 = Animal | class1level = 4 | class2 = | class2level = | class3 = | class3level = | time = 1 standard action | range = Medium (100 ft. + 10 ft./level) | target = Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart | dur = 1 min./level | save = Fortitude negates (harmless) | SR = Yes | flavor = | rules = A number of animals grow to twice their normal size and eight times their normal weight. This alteration changes each animal's size category to the next largest, altering its ability scores and other attributes as appropriate for a size change. The animal's space and reach change as appropriate to the new size, but its speed does not change. The spell also grants each subject damage reduction 10/magic and a +4 resistance bonus on saving throws. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by an animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment. Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size. The spell gives no means of command or influence over the enlarged animals. Multiple magical effects that increase size do not stack. | eternal = }} === Animal Messenger=== {{d20rSpell | name = Animal Messenger | desc = Divination, Enchantment, Mind-Affecting | class1 = Animal | class1level = 2 | class2 = | class2level = | class3 = | class3level = | time = 1 standard action | range = Close (25 ft. + 5 ft./2 levels) | target = One Tiny animal | dur = One day/level | save = None | SR = No | flavor = | rules = You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions. Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities. During this period of waiting, the messenger allows others to approach it and remove any scroll or item it carries. Alternatively, you may provide the messenger a single creature whose description you provide. The messenger gains a general sense of direction towards the creature and travels that way immediately. A creature under the effects of ''nondetection'', ''misdirection'', or similar obfuscating magic confuses the creature, and it instead heads in a random direction. If the messenger never meets a creature that fits the description you describe before the spell wears off, it returns to its normal life: however, should it meet the creature you describe, it actively tries to get the creature's attention and then provide it any item it carries. | eternal = }} === Animal Shapes=== {{d20rSpell | name = Animal Shapes | desc = Polymorph | class1 = Animal | class1level = 8 | class2 = | class2level = | class3 = | class3level = | time = 1 standard action | range = Close (25 ft. + 5 ft./2 levels) | target = Up to one willing creature per level, all within 30 ft. of each other | dur = 1 hour/level (D) | save = None | SR = Yes (harmless) | flavor = | rules = You transform up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. Use the alternate form special ability to determine each target's new abilities. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. The maximum HD of an assumed form is equal to the subject's HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level. | eternal = }} === Animate Dead=== {{d20rSpell | name = Animate Dead | desc = Animation, Eternal, Necromancy | class1 = Sorcerer | class1level = 4 | class2 = Undeath | class2level = 3 | class3 = Wizard | class3level = 4 | time = 1 standard action | range = Touch | target = One or more corpses touched | dur = Instantaneous | save = None | SR = No | flavor = | rules = 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. ''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. | eternal = As a standard action, you may create a skeleton or zombie as described above. However, the creature only remains animated for one hour, and you may only animate one creature this way: animating another immediately causes the first to return to death.<br>''Special:'' If readied in an eternal slot, this spell may be readied as a second level spell. }} === Animate Objects=== {{d20rSpell | name = Animate Objects | desc = Animation, Eternal | class1 = Sorcerer | class1level = 6 | class2 = Wizard | class2level = 6 | class3 = | class3level = | time = 1 standard action | range = Medium (100 ft. + 10 ft./level) | target = One Small object per caster level; see text | dur = 1 round/level | save = None | SR = No | flavor = | rules = You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate. An animated object can be of any nonmagical material. You may animate one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. You can change the designated target or targets as a move action, as if directing an active spell. Use the appropriate statistics blocks for animated objects according to their size. This spell cannot animate objects carried or worn by a creature. Animate objects can be made permanent with a ''permanency'' spell. | eternal = You may animate a Small object, as outlined above. The duration increases to 24 hours, and you may only have one such animated creature at a time. It serves you without question and is in essence an extension of your will. You cannot make an object animated in this way permanent with a ''permanency'' spell. }} === Animate Plants=== {{d20rSpell | name = Animate Plants | desc = Animation | class1 = Plant | class1level = 7 | class2 = | class2level = | class3 = | class3level = | time = 1 standard action | range = Close (25 ft. + 5 ft./2 levels) | target = One Large plant per three caster levels or all plants within range; see text | dur = 1 round/level or 1 hour/level; see text | save = None | SR = No | flavor = | rules = You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or an equivalent number of larger plants, per three caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell. Use the statistics for animated objects, except that plants smaller than Large usually don't have hardness. Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material. ''Entangle:'' Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an ''entangle'' spell except as noted here. | eternal = }} === Animate Rope=== {{d20rSpell | name = Animate Rope | desc = Animation, Eternal | class1 = Sorcerer | class1level = 1 | class2 = Wizard | class2level = 1 | class3 = | class3level = | time = 1 standard action | range = Medium (100 ft. +10 ft./level) | target = One ropelike object, length up to 50 ft. + 5 ft./level; see text | dur = 1 round/level | save = None | SR = No | flavor = | rules = You can animate a nonliving ropelike object. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half. The possible commands are "coil" (form a neat, coiled stack), "coil and knot," "loop," "loop and knot," "tie and knot," and the opposites of all of the above ("uncoil," and so forth). You can give one command each round as a move action, as if directing an active spell. The rope can enwrap only a creature or an object within 1 foot of it, so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch-diameter hempen rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check. The rope itself and any knots tied in it are not magical. This spell grants a +2 bonus on any Survival checks you make when using the transmuted rope. The spell cannot animate objects carried or worn by a creature. | eternal = You animate a ropelike object as described above. However, the rope functions as a Small constrictor snake under your control. Use the statistics for a Small constrictor snake, but use the rope's own hardness and hit points. You may only have one animated rope created via this spell at a time, and the animated rope must stay within this spell's range: if it leaves that range, the spell is immediately dispelled and the rope returns to normal. }} === Antilife Shell=== {{d20rSpell | name = Antilife Shell | desc = Abjuration | class1 = Darkness | class1level = 6 | class2 = Life | class2level = 8 | class3 = Water | class3level = 6 | time = 1 standard action | range = 10 ft. | area = 10 ft. radius emanation centered on you | dur = 10 min./level (D) | save = None | SR = Yes | flavor = | rules = You bring into being a mobile energy field that prevents the entrance of most types of living creatures. The effect hedges out animals, aberrations, dragons, fey, humanoids, magical beasts, magical humanoids, oozes, plants, and vermin, but not avatars, constructs, outsiders, or creatures with the undead subtype. An affected creature cannot enter, but any spells or ranged attacks they may have can pass through the barrier. This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier. | eternal = }} === Antimagic Field=== {{d20rSpell | name = Antimagic Field | desc = Abjuration, Eternal | class1 = Darkness | class1level = 7 | class2 = Magic | class2level = 7 | class3 = Sorcerer | class3level = 7 | class4 = Wizard | class4level = 7 | time = 1 standard action | range = 10' | target = 10' radius emanation centered on you | dur = 1 min./level (D) | save = None or Will negates; see text | SR = No; see text | flavor = | rules = An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to all magical effects, including spells, spell-like abilities, and supernatural abilities (but not preternatural abilities). Likewise, it prevents the functioning of any magic items or spells within its confines. An ''antimagic field'' suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an ''antimagic field'' counts against the suppressed spell's duration. Summoned creatures of any type and incorporeal creatures "wink out" if they fail a Will save upon entering an ''antimagic field''. They reappear in the same spot once the field goes away. Time spent "winked out" counts normally against the duration of the spell that is maintaining the creature (if any). If you cast ''antimagic field'' in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Incarnations, undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, may be temporarily nullified by the field. ''Dispel magic'' does not remove the field. Two or more ''antimagic fields'' sharing any of the same space have no effect on each other. Some spells and abilities--those with the [Force] descriptor, that deal force damage, and those that specifically state they function--remain unaffected by ''antimagic field''. Artifacts and deities are unaffected by mortal magic such as this. Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field. | eternal = As an immediate action, you may cast this spell to counter a spell as it is being cast. You must be aware of the spell being cast, and you must make a caster level check to counter the spell as normal. }} === Antipathy=== {{d20rSpell | name = Antipathy | desc = Enchantment, Eternal, Mind-Affecting | class1 = Darkness | class1level = 8 | class2 = Fate | class2level = 8 | class3 = Fear | class3level = 8 | class4 = Sorcerer | class4level = 8 | class5 = Wealth | class5level = 9 | class6 = Wizard | class6level = 8 | time = 1 hour | range = Close (25 ft. + 5 ft./2 levels) | target = One location (up to a 10-ft. cube/level) or one object | dur = 2 hours/level (D) | save = Will partial | SR = Yes | flavor = | rules = You cause an object or location to emanate magical vibrations that repel a specific kind of intelligent creature as defined by you. The kind of creature to be affected must be named specifically: a creature subtype is not specific enough. Creatures of the designated kind feel an overpowering urge to leave the area or to avoid the affected item. A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort inflicts a -4 penalty to the creature's Dexterity. ''Antipathy'' counters and dispels ''sympathy''. | eternal = You cause an object or location to emanate magical vibrations that repel all creatures. An invisible field surrounds your selected target and stretches out in a 10' radius, creating a sphere. Creatures entering the sphere must make a Will save or become sickened while within the sphere's bounds. A creature inside the sphere's area when you cast the spell is unaffected until it leaves and enters again. The sphere lasts for one round per caster level before dissipating. }} === Antiplant Shell=== {{d20rSpell | name = Antiplant Shell | desc = Abjuration | class1 = Plant | class1level = 4 | class2 = | class2level = | class3 = | class3level = | time = 1 standard action | range = 10 ft. | target = 10 ft. radius emanation centered on you | dur = 10 min./level (D) | save = None | SR = Yes | flavor = | rules = This spell functions as ''antilife shell'', except it only hedges out creatures of the Plant type, and as otherwise noted here. | eternal = }} === Arcane Eye=== {{d20rSpell | name = Arcane Eye | desc = Divination, Eternal | class1 = Sorcerer | class1level = 4 or 5; see text | class2 = Wizard | class2level = 4 | class3 = | class3level = | time = 10 minutes | range = Unlimited, as long as it remains on your plane | effect = Magical sensor | dur = 1 min./level | save = None | SR = No | flavor = | rules = You create an invisible magical sensor that sends you visual information. You can create the ''arcane eye'' at any point you can see, but it can then travel outside your line of sight without hindrance. An ''arcane eye'' travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there, sharing any low-light vision, darkvision, or similar sight-related special senses you may have. The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can't enter another plane of existence, even through a gate or similar magical portal. You must concentrate to use an ''arcane eye''. If you do not concentrate, the eye is inert until you again concentrate. | eternal = If you ready this spell in a fourth level eternal slot, as a standard action, you may create an invisible, magical, immobile sensor in a square within 25 ft., plus 5 ft. per two caster levels. You may treat the sensor as an extension of your vision: effectively, you have two sources of sight: your own and the sensor's. The sensor remains for one round per caster level before dissipating. If you travel further than 100' away from the sensor, it immediately dissipates.<br>If you ready this spell in a fifth level eternal slot, you may use the magical sensor as an extension of your spellcasting and may choose to use the sensor as the origin of any of your eternal spells that normally would have to originate in your own square. Effectively, the sensor may be used as the origin for any eternal spell effect that originates in your own square. }} === Arcane Lock=== === Arcane Mark=== === Arcane Sight=== === Arcane Sight, Greater=== === Arise=== === Armor of Darkness=== === Astral Projection=== === Atonement=== === Augury=== === Awaken=== ==B== === Baleful Polymorph=== === Bane=== === Banishment=== === Barkskin=== === Bestow Curse=== === Binding=== === Black Tentacles=== === Blade Barrier=== === Blasphemy=== === Bless=== === Bless Water=== === Bless Weapon=== === Blight=== === Blinding Energy=== === Blindness/Deafness=== === Blink=== === Blur=== === Bolts of Bedevilment=== === Brain Spider=== === Break Enchantment=== === Burning Hands=== {{d20rSpell | name = Burning Hands | desc = Eternal, Fire | class1 = Fire | class1level = 1 | class2 = Sorcerer | class2level = 1 | class3 = Wizard | class3level = 1 | time = 1 standard action | range = 15 ft. | area = Cone-shaped burst | dur = Instantaneous | save = Reflex partial; see text | SR = Yes | flavor = | rules = A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 8d4). Flammable materials and creatures that fail a Reflex save catch on fire. A character can extinguish itself or burning items as a full-round action. | eternal = You make a touch attack that inflicts 1d6 fire damage, plus additional fire damage equal to one-half your caster level. A touched creature must make a Reflex save or catch on fire. }} === Burnout=== ==C== === Call Lightning=== === Call Lightning Storm=== === Calm Animals=== === Calm Emotions=== === Cause Fear=== === Chain Lightning=== === Changestaff=== === Channeled Fireburst=== === Chaos Hammer=== === Charm Animal=== === Charm Monster=== === Charm Monster, Mass=== === Charm Person=== === Chill Metal=== === Chill Touch=== === Circle of Death=== === Clairaudience/Clairvoyance=== === Clenched Fist=== === Cloak of Chaos=== === Clone=== === Cloudkill=== === Cloud Mind=== === Cloud Mind, Mass=== === Color Spray=== === Command=== === Command, Greater=== === Command Plants=== === Command Undead=== === Commune=== === Commune with Nature=== === Comprehend Languages=== === Cone of Cold=== === Confusion=== === Confusion, Lesser=== === Consecrate=== === Contact Other Plane=== === Contagion=== === Contingency=== === Continual Flame=== === Control Plants=== === Control Undead=== === Control Vapor=== === Control Water=== === Control Weather=== === Control Winds=== === Create Food and Water=== === Create Greater Undead=== === Create Nightshade=== === Create Undead=== === Create Water=== === Creeping Doom=== === Crushing Despair=== === Crushing Hand=== === Cure Critical Wounds=== === Cure Critical Wounds, Mass=== === Cure Light Wounds=== === Cure Light Wounds, Mass=== === Cure Minor Wounds=== === Cure Moderate Wounds=== === Cure Moderate Wounds, Mass=== === Cure Serious Wounds=== === Cure Serious Wounds, Mass=== === Curse Water=== ==D== === Dancing Lights=== === Darkness=== === Darkvision=== === Daylight=== === Daze=== === Daze Monster=== === Déjà Vu=== === Death Knell=== === Death Ward=== === Deathwatch=== === Deep Slumber=== === Deeper Darkness=== === Déjà Vu=== === Delay Poison=== === Delayed Blast Fireball=== === Demand=== === Desecrate=== === Destruction=== === Detect Animals or Plants=== === Detect Life=== === Detect Magic=== === Detect Poison=== === Detect Scrying=== === Detect Secret Doors=== === Detect Snares and Pits=== === Detect Thoughts=== === Detect Undead=== === Dictum=== === Dimension Door=== === Dimensional Anchor=== === Dimensional Lock=== === Diminish Plants=== === Discern Lies=== === Discern Location=== === Disguise Self=== === Disintegrate=== === Dismissal=== === Dispel Magic=== === Dispel Magic, Greater=== === Displacement=== === Disrupt Undead=== === Disrupting Weapon=== === Divination=== === Divine Favor=== === Divine Power=== === Divine Protection=== === Dominate Animal=== === Dominate Monster=== === Dominate Person=== === Doom=== === Dream=== ==E== === Earthquake=== === Elemental Swarm=== === Endure Elements=== === Energy Drain=== === Enervation=== === Enlarge Person=== === Enlarge Person, Mass=== === Entangle=== === Enthrall=== === Entropic Shield=== === Erase=== === Ethereal Jaunt=== === Etherealness=== === Expeditious Retreat=== === Explosive Runes=== === Eyebite=== ==F== === Fabricate=== === Faerie Fire=== === False Life=== === False Vision=== === Fear=== === Feather Fall=== === Feeblemind=== === Feral Might=== === Feral Might, Mass=== === Find the Path=== === Find Traps=== === Finger of Death=== === Fire Seeds=== === Fire Shield=== === Fire Storm=== === Fire Trap=== === Fireball=== === Flame Arrow=== === Flame Blade=== === Flame Strike=== === Flaming Sphere=== === Flare=== === Flash Frost=== === Flesh to Stone=== === Fly=== === Floating Disk=== === Fog Cloud=== === Forbiddance=== === Forcecage=== === Forceful Hand=== === Foresight=== === Freedom=== === Freedom of Movement=== === Freezing Sphere=== ==G== === Gaseous Form=== === Gate=== === Geas/Quest=== === Geas, Lesser=== === Gentle Repose=== === Ghost Sound=== === Ghoul Touch=== === Giant Vermin=== === Glibness=== === Glitterdust=== === Globe of Invulnerability=== === Globe of Invulnerability, Lesser=== === Glyph of Warding=== === Glyph of Warding, Greater=== === Goodberry=== === Good Hope=== === Grasping Hand=== === Grease=== === Greater (Spell Name)=== === Guards and Wards=== === Guidance=== === Gust of Wind=== ==H== === Hallow=== === Hallucinatory Terrain=== === Halt Undead=== === Harm=== === Haste=== === Heal=== === Heal, Mass=== === Heal Mount=== === Heat Metal=== === Helping Hand=== === Heroes’ Feast=== === Heroism=== === Heroism, Greater=== === Heroism, Mass=== === Heroism, Mass Greater=== === Hide from Animals=== === Hide from Undead=== === Hideous Laughter=== === Hold Animal=== === Hold Monster=== === Hold Monster, Mass=== === Hold Person=== === Hold Person, Mass=== === Hold Portal=== === Hold Vapor=== === Holy Aura=== === Holy Smite=== === Holy Sword=== === Holy Word=== === Horrid Wilting=== === Hypnotic Pattern=== === Hypnotism=== ==I== === Ice Storm=== === Identify=== === Illusory Script=== === Illusory Wall=== === Imbue with Spell Ability=== === Impending Thunderburst=== === Implosion=== === Imprisonment=== === Incendiary Cloud=== === Inflict Critical Wounds=== === Inflict Critical Wounds, Mass=== === Inflict Light Wounds=== === Inflict Light Wounds, Mass=== === Inflict Minor Wounds=== === Inflict Moderate Wounds=== === Inflict Moderate Wounds, Mass=== === Inflict Serious Wounds=== === Inflict Serious Wounds, Mass=== === Insanity=== === Insect Plague=== === Instant Summons=== === Interposing Hand=== === Invisibility=== === Invisibility, Greater=== === Invisibility, Mass=== === Invisibility Purge=== === Invisibility Sphere=== === Iron Body=== === Ironwood=== === Irresistible Dance=== ==J== === Jump=== ==K== === Keen Edge=== === Knock=== === Know Direction=== ==L== === Legend Lore=== === Lesser (Spell Name)=== === Levitate=== === Light=== === Lightning Bolt=== === Limited Wish=== === Liveoak=== === Locate Creature=== === Locate Object=== === Longstrider=== === Lullaby=== ==M== === Maddening Scream=== === Mage Armor=== === Mage Hand=== === Mage’s Disjunction=== === Mage’s Faithful Hound=== === Mage’s Lucubration=== === Mage’s Magnificent Mansion=== === Mage’s Private Sanctum=== === Mage’s Sword=== === Magic Aura=== === Magic Circle=== === Magic Fang=== === Magic Fang, Greater=== === Magic Jar=== === Magic Missile=== {{D20rSpell | name = Magic Missile | desc = Eternal, Force | class1 = Sorcerer | class1level = 1 | class3 = Wizard | class3level = 1 | class2 = Star | class2level = 2 | time = 1 standard action | range = Medium (100 ft. + 10 ft./level) | target = Up to five creatures, no two of which can be more than 15 ft. apart | dur = Instantaneous | save = None | SR = Yes | rules = A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. | eternal = You fire a single missile as described above. }} === Magic Mouth=== === Magic Stone=== === Magic Vestment=== === Magic Weapon=== === Magic Weapon, Greater=== === Major Creation=== === Major Image=== === Make Whole=== === Mark of Justice=== === Mass (Spell Name)=== === Maze=== === Meld into Stone=== === Mending=== === Mental Pinnacle=== === Message=== === Meteor Swarm=== === Mind Blank=== === Mind Fog=== === Minor Creation=== === Minor Image=== === Miracle=== === Mirage Arcana=== === Mirror Image=== === Misdirection=== === Mislead=== === Mnemonic Enhancer=== === Modify Memory=== === Moment of Prescience=== === Mortify=== === Mount=== === Move Earth=== ==N== === Natural Insight=== === Natural Insight, Mass=== === Neutralize Poison=== === Nightmare=== === Nondetection=== ==O== === Obscure Object=== === Obscuring Mist=== === Open/Close=== === Order’s Wrath=== === Overland Flight=== ==P== === Paradigm Strike=== === Passwall=== === Pass without Trace=== === Permanency=== === Permanent Image=== === Persistent Image=== === Phantasmal Killer=== === Phantom Steed=== === Phantom Trap=== === Phase Door=== === Planar Ally=== === Planar Ally, Greater=== === Planar Ally, Lesser=== === Planar Binding=== === Planar Binding, Greater=== === Planar Binding, Lesser=== === Plane Shift=== === Plant Growth=== === Poison=== === Polar Ray=== === Polymorph=== === Polymorph Any Object=== === Power Word Blind=== === Power Word Kill=== === Power Word Stun=== === Prayer=== === Prestidigitation=== === Prismatic Sphere=== === Prismatic Spray=== === Prismatic Wall=== === Produce Flame=== === Programmed Image=== === Project Image=== === Protection from Arrows=== === Protection from Energy=== === Protection from Spells=== === Prying Eyes=== === Prying Eyes, Greater=== === Purify Food and Drink=== === Pyrotechnics=== ==Q== === Quench=== ==R== === Rage=== === Rainbow Pattern=== === Ray of Enfeeblement=== === Ray of Exhaustion=== === Ray of Frost=== === Read Magic=== === Reduce Animal=== === Reduce Person=== === Reduce Person, Mass=== === Refuge=== === Regenerate=== === Remove Blindness/Deafness=== === Remove Curse=== === Remove Disease=== === Remove Fear=== === Remove Paralysis=== === Repel Metal or Stone=== === Repel Vermin=== === Repel Wood=== === Repulsion=== === Resilient Sphere=== === Resistance=== === Resist Energy=== === Restoration=== === Restoration, Greater=== === Restoration, Lesser=== === Reverse Gravity=== === Righteous Might=== === Rope Trick=== === Rusting Grasp=== === Rutaus' Blazing Salvo=== === Rutaus' Solitaire=== ==S== === Sanctuary=== === Scare=== === Scintillating Pattern=== === Scorching Ray=== === Screen=== === Scrying=== === Scrying, Greater=== === Sculpt Sound=== === Searing Light=== === Secret Chest=== === Secret Page=== === Secure Shelter=== === See Invisibility=== === Seeming=== === Sending=== === Sepia Snake Sigil=== === Sequester=== === Shades=== === Shadow Conjuration=== === Shadow Conjuration, Greater=== === Shadow Evocation=== === Shadow Evocation, Greater=== === Shadow Walk=== === Shambler=== === Shapechange=== === Shatter=== === Shield=== === Shield of Faith=== === Shield of Law=== === Shield Other=== === Shillelagh=== === Shocking Grasp=== === Shout=== === Shout, Greater=== === Shrink Item=== === Silence=== === Silent Image=== === Simulacrum=== === Slay Living=== === Sleep=== === Sleet Storm=== === Slow=== === Snare=== === Soften Earth and Stone=== === Solar Radiance=== === Solid Fog=== === Song of Discord=== === Sophitia's Silver Burst=== === Sophitia's Silver Grasp=== === Sophitia's Silver Ray=== === Soul Bind=== === Sound Burst=== === Speak with Animals=== === Speak with Dead=== === Speak with Plants=== === Spectral Hand=== === Spellforge=== === Spellforge, Greater=== === Spell Immunity=== === Spell Immunity, Greater=== === Spell Resistance=== === Spellstaff=== === Spell Turning=== === Spellwright=== === Spider Climb=== === Spike Growth=== === Spike Stones=== === Spiritual Weapon=== === Stardust=== === Starlight=== === Statue=== === Status=== === Status, Greater=== === Stinking Cloud=== === Stone Curse=== === Stone Shape=== === Stoneskin=== === Stone Tell=== === Stone to Flesh=== === Storm of Vengeance=== === Suggestion=== === Suggestion, Mass=== === Summon Instrument=== === Summon Monster I=== === Summon Monster II=== === Summon Monster III=== === Summon Monster IV=== === Summon Monster V=== === Summon Monster VI=== === Summon Monster VII=== === Summon Monster VIII=== === Summon Monster IX=== === Summon Nature’s Ally I=== === Summon Nature’s Ally II=== === Summon Nature’s Ally III=== === Summon Nature’s Ally IV=== === Summon Nature’s Ally V=== === Summon Nature’s Ally VI=== === Summon Nature’s Ally VII=== === Summon Nature’s Ally VIII=== === Summon Nature’s Ally IX=== === Summon Swarm=== === Sunbeam=== === Sunburst=== === Sun Shield=== === Symbol of Death=== === Symbol of Fear=== === Symbol of Insanity=== === Symbol of Pain=== === Symbol of Persuasion=== === Symbol of Sleep=== === Symbol of Stunning=== === Symbol of Weakness=== === Sympathetic Vibration=== === Sympathy=== ==T== === Telekinesis=== === Telekinetic Sphere=== === Telepathic Bond=== === Teleport=== === Teleport Object=== === Teleport, Greater=== === Teleportation Circle=== === Temporal Acceleration=== === Temporal Stasis=== === Time Hop=== === Time Regression=== === Time Stop=== === Tiny Hut=== === Tongues=== === Touch of Fatigue=== === Touch of Idiocy=== === Touch of Madness=== === Transformation=== === Transmute Metal to Wood=== === Transmute Mud to Rock=== === Transmute Rock to Mud=== === Transport via Plants=== === Trap the Soul=== === Tree Shape=== === Tree Stride=== === True Light=== === True Seeing=== === True Strike=== ==U== === Undeath to Death=== === Undetectable Alignment=== === Unhallow=== === Unholy Aura=== === Unholy Blight=== === Unseen Servant=== ==V== === Vampiric Touch=== === Veil=== === Ventriloquism=== === Virtue=== === Vision=== ==W== === Wail of the Banshee=== === Wall of Fire=== === Wall of Force=== === Wall of Ice=== === Wall of Iron=== === Wall of Stone=== === Wall of Thorns=== === Warp Wood=== === Water Breathing=== === Water Walk=== === Waves of Exhaustion=== === Waves of Fatigue=== === Web=== === Weird=== === Whirlwind=== === Whispering Wind=== === Wind Walk=== === Wind Wall=== === Wish=== === Wood Shape=== === Word of Chaos=== === Word of Recall=== ==X== ==Y== ==Z== === Zone of Silence=== === Zone of Truth===
Template:D20rSpell
(
view source
)
Template:ProgressBar
(
view source
)
Return to
D20r:Spells
.
Views
Article
Discussion
View source
History
Personal tools
Log in
Navigation
Main Page
Community portal
Forum
Current events
Recent changes
Random page
Help
Donations
Google AdSense
Search
Toolbox
What links here
Related changes
Special pages