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Arcane Spells |
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1st-level Bard Spells | |
Master's Touch. Grants proficiency with held weapon. | |
Ray of Light. Provides light source or may blind creature. | |
Understand Object. Grants understanding of mechanical item. | |
2nd-level Bard Spells | |
Bladesong. Enchants weapon to daze foes. | |
Distracting Ray. Ray distracts concentrating foe. | |
Mindless Rage. Forces foe to engage in melee combat. | |
Rapid Strikes. Lesser form of Haste. | |
Ray of Dizziness. Ray staggers foe. | |
3rd-level Bard Spells | |
Battle Hymn. Magical song fortifies Will saves. | |
Improved Identify. Determines two features of magic item. | |
Minor Reflection. Field reflects ranged touch attacks. | |
Ray of Depletion. Ray drains psionic creatures. | |
Sting Ray. Ray staggers foe. | |
4th-level Bard Spells | |
Diamondsteel. Increases metal armor strength. | |
Dolorous Blow. Enchants weapon to cause more critical hits. |
1st-level Sorcerer and Wizard Spells | ||
Illus | Servant's Guise. Changes appearance of clothing and equipment. | |
1st-level Sorcerer and Wizard Spells | ||
Conj | Stun Ray. Ray stuns target for one or more rounds. | |
Div | Master's Touch. Grants proficiency with held weapon. | |
Targeting Ray. Ray gives caster and allies bonus to hit target. | ||
Ench | Shieldbearer. Enchants shield to protect creature. | |
Evo | Arcane Bolt. 1d6+1 damage; +1 missile/two levels. | |
Blast of Air. Cone of air blinds targets for 1 round. | ||
Ray of Flame. Ray deals 1d6 damage +1/caster level (max +5) and sets target on fire. | ||
Ray of Light. Provides light source or may blind creature. | ||
Stone Missiles. Small stones deal 1d4 damage/caster level to 1d4 targets (max 5d4). | ||
Water Burst. Stream of water deals 1d6 damage/caster level (max 5d6). | ||
Trans | Ray of Clumsiness. Ray reduces Dex by 1d6 points +1 point/two levels (max +5). | |
2nd-level Sorcerer and Wizard Spells | ||
Abj | Distracting Ray. Ray distracts concentrating foe. | |
Lesser Spell Immunity. Subject is immune to one spell. | ||
Div | Familiar's Sense. Allows you to use one of your familiar's senses. | |
Understand Object. Grants understanding of mechanical item. | ||
Ench | Mindless Rage. Forces foe to engage in melee combat. | |
Ray of Dizziness. Ray staggers foe. | ||
Ray of Stupidity. Ray reduces Int by 1d6 points +1 point/two levels (max +5). | ||
Ench | Ray of Ice. Ray deals 1d6 damage +1d6/two levels of the caster. | |
Necro | Ray of Depletion. Ray drains psionic creatures. | |
Ray of Sickness. Ray nauseates target. | ||
Share Life. You use your life force to heal your familiar. | ||
Trans | Bladesong. Enchants weapon to daze foes. | |
Bristle. Enchants armor to strike foes with spikes. | ||
Fearsome Grapple. You grow extra arms that are useful only for grappling. | ||
Rapid Strikes. Lesser form of Haste. | ||
3rd-level Sorcerer and Wizard Spells | ||
Abj | Minor Reflection. Ranged touch attacks are reflected upon caster. | |
Div | Improved Identify. Determines two features of magic item. | |
Ench | Sting Ray. Ray staggers foe. | |
Evo | Sonic Blast. Beam of sonic power damages and pushes back target. | |
Necro | Familiar's Form. You possess your familiar's body. | |
Greater Disrupt Undead. Deals 1d6 damage/caster level (max 10d6) to undead. | ||
Trans | Call Familiar. Familiar within 1 mile teleports to your location. | |
Diamondsteel. Increases metal armor strength. | ||
Rust Ray. Ray corrodes metal items. | ||
4th-level Sorcerer and Wizard Spells | ||
Abj | Ray of Deanimation. Deals 1d6 damage/caster level (max 10d6) to constructs. | |
Ench | Battle Hymn. Magical song fortifies Will saves. | |
Evo | Burning Sword. Enchants weapon with flaming burst property. | |
Mordenkainen's Force Missiles. Deals 2d6 damage and has a burst radius. | ||
Necro | Ray of Weakness. Ray reduces Str by 2d6 points +1 point/two levels (max +10). | |
Trans | Bane Weapon. Enchants weapon with bane property. | |
Dolorous Blow. Enchants weapon to cause more critical hits. | ||
5th-level Sorcerer and Wizard Spells | ||
Conj | Leomund's Hidden Lodge. As Leomund's Secure Shelter, but hidden. | |
Necro | Ray of Entropy. Ray reduces Str, Con, and Dex by 4. |
Arcane Bolt | |
Evocation [Force] | |
Level: Sor/Wiz 1 | |
Components: V,S | |
Casting Time: 1 action | |
Range: Medium (100 ft. + 10 ft./level) | |
Targets: Up to five creatures, no two of which can be more than 15 ft. apart | |
Duration: Instantaneous | |
Saving Throw: Reflex half | |
Spell Resistance: Yes | |
A bolt of magical energy shoots forth from your fingertips at its target, dealing 1d6+1 points of damage. For every two levels of experience past 1st, you gain an additional bolt, which you fire at the same time. You have two at 3rd level, three at 5th level, four at 7th level, and the maximum of five bolts at 9th level or higher. If you shoot multiple bolts, you can have them strike a single creature or several creatures. A single bolt can strike only one creature. You must designate targets before you roll for SR or roll damage.
This spell counts as magic missile for spell, items, or special qualities that protect a target from magic missile, such as a brooch of shielding and shield. |
Bane Weapon | |||
Transmutation | |||
Level: Clr 4, Sor/Wiz 4 | |||
Components: V,S | |||
Casting Time: 1 action | |||
Range: Close (25 ft. + 5 ft./2 levels | |||
Target: One weapon or 50 projectiles, all of which must be in contact with each other at the time of casting | |||
Duration: 10 minutes/level | |||
Saving Throw: Will negates (Harmless, Object) | |||
Spell Resistance: Yes (Harmless, Object) | |||
This spell makes a weapon more potent against a particular type of creature. At the time of casting, a creature type must be chosen from the list below:
Source: Dragon Magazine #279 |
Battle Hymn | |
Enchantment (Charm) [Mind-Affecting] | |
Level: Brd 3, Sor/Wiz 4 | |
Components: V,S | |
Casting Time: 1 action | |
Range: 30 ft. | |
Targets: All allies within 30 ft. | |
Duration: 1 round/level | |
Saving Throw: Will negates (Harmless) | |
Spell Resistance: Yes (Harmless) | |
This spell brings forth a stirring martial tune that inspires all creatures within the area who are friendly to the caster. These creatures gain a +2 morale bonus to all Will saving throws for the duration of the spell. The caster gains no bonus from his own battle hymn, even if he is within the area of effect. Source: Dragon Magazine #275 |
Bladesong | |
Transmutation | |
Level: Brd 2, Sor/Wiz 2 | |
Components: V,S,F | |
Casting Time: 1 action | |
Range: Touch | |
Target: Weapon touched | |
Duration: 1 round/level | |
Saving Throw: Will negates (Harmless, Object) | |
Spell Resistance: Yes (Harmless, Object) | |
Bladesong makes a bladed weapon emit magical music in combat. Any round that the weapon is used in melee combat, this spell allows the wielder to make a single, additional touch attack with the sword as a free action. The attack uses the wielder's normal attack bonus with that weapon but inflicts no damage. Instead, anyone successfully touched by the weapon in this way is dazed for one round. Dazed characters cannot take actions but can defend themselves normally.
Focus: The weapon. |
Blast of Air | |
Evocation | |
Level: Sor/Wiz 1 | |
Components: V,S | |
Casting Time: 1 action | |
Range: Close (25 ft. + 5 ft./2 levels) | |
Effect: Cone of air | |
Duration: Instantaneous | |
Saving Throw: Reflex negates | |
Spell Resistance: Yes | |
A cone of air whirls away from your outstretched hand. Those failing their saves are blinded for 1 round by dirt and dust. Sightless creatures are immune to the blinding effect. The winds are not strong enough to extinguish flames larger than candles. Source: Dragon Magazine #285 |
Bristle | |
Transmutation | |
Level: Sor/Wiz 2 | |
Components: V,S | |
Casting Time: 1 action | |
Range: Touch | |
Target: Suit of armor touched | |
Duration: 1 minute/level (D) | |
Saving Throw: None | |
Spell Resistance: No | |
The bristle spell temporarily enchants one suit of armor, causing it to grow long hard spikes that stick out in all directions. This spell does not work on clothing other than armor, but it does function with armor that already has spiked built in. The spikes are flexible enough not to hamper the creature wearing the armor. Each round, the first time the armor wearer attacks a target in melee 1d4 spikes strike out as well (as a melee attack), growign in length and hardness. The spikes have a total attack bonus equal to the spellcasting level of the caster (no other bonuses apply). Each spike does 1d4 points of damage. The spikes never score a critical hit. Source: Dragon Magazine #275 |
Burning Sword | |||||||||
Evocation | |||||||||
Level: Sor/Wiz 4 | |||||||||
Components: V,S | |||||||||
Casting Time: 1 action | |||||||||
Range: Touch | |||||||||
Target: Weapon touched | |||||||||
Duration: 2 minutes/level (D) | |||||||||
Saving Throw: None | |||||||||
Spell Resistance: No | |||||||||
A weapon enchanted with a burning sword spell is engulfed in flickering blue flames that shed azure light out to 30 feet. These flames do not harm the weapon or its wielder, but for the duration of the spell it delivers fire damage in addition to its normal damage. The enchanted weapon deals +1d6 points of fire damage on a successful hit. Also, on a critical hit, the weapon inflicts additional fire damage based on the weapon's critical hit multiplier:
Source: Dragon Magazine #275 |
Call Familiar | |
Transmutation [Teleportation] | |
Level: Sor/Wiz 3 | |
Components: V,S | |
Casting Time: 1 action | |
Range: 1 mile | |
Target: Caster's familiar | |
Duration: Instantaneous | |
Saving Throw: None | |
Spell Resistance: Yes (Harmless) | |
This spell summons your familiar into your presence from up to 1 mile away (within the range of your empathetic link). The familiar appears immediately, anywhere within arm's reach of you. Source: Dragon Magazine #280 |
Diamondsteel | |
Transmutation | |
Level: Brd 4, Sor/Wiz 3 | |
Components: V,S,M | |
Casting Time: 10 minutes | |
Range: Touch | |
Target: Suit of metal armor touched | |
Duration: 1 hour/level | |
Saving Throw: None | |
Spell Resistance: No | |
Diamondsteel enhances the strength of one suit of metal armor. This adds a +1 hardness bonus to the AC of light and medium metal armors (such as a chain shirt, scale mail, chainmail, or a breastplate), as well as increasing the armor's own hardness value by 2. See the section on attacking objects in the combat chapter of the Player's Handbook (page 135). All heavy metal armors (such as splint mail, banded mail, half-plate, and full plate) gain a +2 hardness bonus to AC and have their own hardness values increased by 3.
Material component: Diamond dust worth at least 100 gp. |
Distracting Ray | |
Abjuration | |
Level: Brd 2, Sor/Wiz 2 | |
Components: V,S | |
Casting Time: 1 action | |
Range: Close (25 ft. + 5 ft./2 levels) | |
Effect: Ray | |
Duration: Instantaneous | |
Saving Throw: None | |
Spell Resistance: No | |
This ray attempts to undo magic as it is being cast. Used in the same manner as a counterspell (as a readied action), the ray interferes with the manipulation of divine or arcane magic by dazzling the target with bizarre swirling and flashing lights. If the ray successfully strikes a spellcaster (ranged touch attack roll required), and that spellcaster is in the process of casting a spell, then the target spellcaster must make a Concentration check to avoid losing his spell. The DC of the Concentration check is equal to the save DC of the distracting ray (12 + caster's relevant ability modifier) + spell level of the spell the target is casting + 1/level of the caster. Thus, if a 3rd-level wizard with an Intelligence of 16 attempts to cast a distracting ray on a sorcerer casting a fireball spell, the sorcerer would need to make a Concentration check with a DC of 21 (15 [distracting ray's save DC] + 3 [fireball's spell level] + 3 [wizard's level]). Source: Dragon Magazine Annual 5 |
Dolorous Blow | |
Transmutation | |
Level: Brd 4, Sor/Wiz 4 | |
Components: V,S | |
Casting Time: 1 action | |
Range: Touch | |
Target: Weapon touched | |
Duration: 1 minute/level | |
Saving Throw: None | |
Spell Resistance: No | |
A weapon affected by dolorous blow glows with a dull red aura. For the duration of the spell, the weapon's threat range is doubled, and its critical hits automatically succeed (no confirmation roll is required). Source: Dragon Magazine #275 |
Familiar's Sense | |
Divination | |
Level: Sor/Wiz 2 | |
Components: V,S | |
Casting Time: 1 action | |
Range: See text | |
Target: Caster's familiar | |
Duration: 1 minute/level | |
Saving Throw: None | |
Spell Resistance: Yes (Harmless) | |
Familiar's Sense allows you to perceive some of what your familiar does, regardless of the distance between you. As a partial action each round for the duration of the spell, you can replace one of your senses with one of your familiar's senses. For example, the round the spell is cast, you can choose sight and see only through your familiar's eyes. The following round, you can choose hearing and hear only what your familiar hears, but regain your own sight. The familiar doesn't lose any of its senses while you borrow them. The spell does not grant you the ability to communicate with your familiar if it is outside the range of the empathetic link. You use your normal Listen and Spot skills to notice things, modified by the familiar's Alertness feat. Lead or magical protections block the spell. Source: Dragon Magazine #280 |
Familiar's Form | |
Necromancy | |
Level: Sor/Wiz 3 | |
Components: V,S | |
Casting Time: 1 full round | |
Range: Medium (100 ft. + 10 ft./level | |
Area of Effect: Caster's familiar | |
Duration: Until the caster returns to his body | |
Saving Throw: None | |
Spell Resistance: No | |
With a round of concentration, you can transfer your mind and spirit into your familiar's body as if you were using a magic jar spell (see the Player's Handbook for details). Your familiar's spirit is harmlessly suppressed while you inhabit its body, while your body falls into a death-like trance. You can use your familiar's body as if it were your own. If your familiar is normally capable of speech, you can cast spells with only verbal components. If your body is killed while you are in your familiar's form, you become trapped there. If your familiar dies while you are possessing it, you are automatically returned to your own body and suffer the normal effects of your familiar's demise. You cannot return to your own body unless your familiar is within the range of the spell. Source: Dragon Magazine #280 |
Fearsome Grapple | |
Transmutation | |
Level: Sor/Wiz 2 | |
Components: V | |
Casting Time: 1 action | |
Range: Personal | |
Target: You | |
Duration: 1 round/level | |
This spell causes two additional arms to grow from your sides and coordinate their efforts to help you grapple another creature. These extra arms give you a +4 circumstance bonus to grapple checks you make while the spell is in effect. The arms are not coordinated enough to wield weapons, manipulate tools, or perform any action other than grappling. If your caster level is at least 9th, you grow four additional arms, and the circumstance bonus increases to +8.
Note: If you use this spell in your game, all creatures with more than two arms should gain a circumstance bonus to grapple checks, as suggested in Sword & Fist. This bonus is +4 per extra pair of arms, and is the same bonus granted by the spell (not an additional bonus). |
Greater Disrupt Undead | |
Necromancy | |
Level: Sor/Wiz 3 | |
Components: V,S | |
Casting Time: 1 action | |
Range: Close (25 ft. + 5 ft./2 levels) | |
Effect: Ray | |
Duration: Instantaneous | |
Saving Throw: None | |
Spell Resistance: Yes | |
This spell works as the cantrip disrupt undead, except that this ray causes 1d6 points of damage per caster level to any undead, to a maximum of 10d6. If part of the damage is sufficient to destroy the first undead, then the ray continues through that target to strike at any undead behind. This process continues until all damage is dealt. The caster must succeed at a separate ranged touch attack for each target. For example, a 5th-level wizard casting greater disrupt undead at a group of zombies succeeds at his ranged touch atack and deals 19 points of damage. The first zombie has only 16 hit points, so the zombie behind it takes the last 2 points of damage if the caster succeeds at another ranged touch attack. Source: Dragon Magazine Annual 5 |
Improved Identify | |
Divination | |
Level: Brd 3, Sor/Wiz 3 | |
Components: V,S,M | |
Casting Time: 8 hours | |
Range: Touch | |
Target: One touched object | |
Duration: Instantaneous | |
Saving Throw: None | |
Spell Resistance: No | |
You are able to discern the two most basic magical properties of a single item you touch. The methods of activating the power(s) and the number of charges left are also learned. For example, this spell would allow the caster to determine the abilities of a +2 vorpal sword. Arcane Focus: Crushed pearl dust worth at least 300 gp is sprinkled over the item to be identified. When the spell is completed the dust vanishes in a harmless burst of magical fire. |
Leomund's Hidden Lodge | |
Conjuration (Creation) | |
Level: Sor/Wiz 5 | |
Components: V,S,M,F | |
Casting Time: 10 minutes | |
Range: Close (25 ft. + 5 ft./2 levels) | |
Target: 20-ft. square structure | |
Duration: 2 hours/level (D) | |
Saving Throw: None | |
Spell Resistance: No | |
This spell is similar to Leomund's Secure Shelter, except that the conjured structure is perfectly camouflaged to blend in with whatever terrain or surroundings are appropriate. It may appear as a house-sized boulder in mountainous or rocky areas, a sand dune, a deadfall, a small grassy knoll, or even a mighty tree. The spell also conceals all telltale signs of habitation, including any smoke, light, or sound coming from within the lodge. Creatures examining the lodge or studying its immediate vicinity note the presence and extent of the shelter with a successful Wilderness Lore check (DC 30). If the lodge's occupants are seen entering or leaving the lodge, the DC for this check drops to 10. Source: WotC website |
Lesser Spell Immunity | |
Abjuration | |
Level: Sor/Wiz 2 | |
Components: V,S | |
Casting Time: 1 action | |
Range: Touch | |
Target: Creature touched | |
Duration: 10 minutes/level | |
Saving Throw: Will negates (Harmless) | |
Spell Resistance: Yes (Harmless) | |
A weaker version of spell immunity, this spell protects one creature from a single 1st- or 2nd-level spell. The creature effectively has unbeatable Spell Resistance regarding the chosen spell. Lesser spell immunity can't protect a creature from a spell to which Spell Resistance doesn't apply. This spell works against other spells, spell-like effects, and innate spell-like abilities. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks. Only a particular spell can be protected against, not a sphere of spells or a group of spells with similar effects; thus, a creature given immunity to magic missile is still vulnerable to Melf's acid arrow. A creature can have only one lesser spell immunity or spell immunity in effect at a time. Source: Dragon Magazine #275 |
Master's Touch | |
Divination | |
Level: Brd 1, Sor/Wiz 1 | |
Components: V,F | |
Casting Time: 1 action | |
Range: Self | |
Target: Self | |
Duration: 1 minute per level | |
Saving Throw: None | |
Spell Resistance: No | |
Master’s touch is a spell often found in the repertoire of the adventurers that specialize in casting arcane spells. It grants casters the knowledge and experience to claim proficiency in whatever single weapon or shield they hold in their hands when the spell is cast. The lack of a somatic component means the spell may be cast in the midst of a fight while keeping ready whatever items stand between the caster and danger. Proficiency is granted for only a single, specific item, although multiple castings allow for multiple proficiencies. For example, a sorcerer holding a short sword and rapier, with a buckler strapped to his off hand, could cast the spell three times, once for each weapon and shield. Note that this spell does not grant proficiency for a class of item, but only for the one specific item held in the hand at the time the spell is cast. Should the caster set that item down or otherwise lose his or her grip on it, proficiency does not fade away; the proficiency is due to knowledge gained, not due to any transmutation of the caster or the item. The caster may therefore recover that specific item and continue to use it with proficiency until the spell’s effect runs out. Master’s touch does not convey any information about a magic item to the caster. The caster may not even be aware that an item is magical at all.
Arcane Focus: The item in whose use the caster wishes to be proficient. |
Mindless Rage | |
Enchantment (Compulsion) [Mind-Affecting] | |
Level: Brd 2, Sor/Wiz 2 | |
Components: V,S,F | |
Casting Time: 1 action | |
Range: Close (25 ft. + 5 ft./2 levels) | |
Target: One person or creature | |
Duration: 1 round/level | |
Saving Throw: Will negates | |
Spell Resistance: Yes | |
Creatures affected by the spell mindless rage become so filled with rage that they can do nothing but focus on engaging the caster in personal physical combat. The affected creature cannot use any spells, spell-like or supernatural abilities, or ranged weapons while attacking the caster. The subject's only thoughts are of killing the caster -- if not with bare hands, then with a hand-held melee weapon at best. It's worth noting that the recipient of this spell, though overcome with rage, is by no means rendered an idiot or suicidal. For example, an affected creature will not charge off a cliff in an attempt to reach the target. While under the effect of a mindless rage spell, the subject can make use of all normal melee combat skills, abilities, and feats -- either offensive or defensive. However, the affected creature cannot use any ability that requires activation or concentration. An interesting side effect of mindless rage occurs when the spell is cast upon any character capable of the rage ability (such as a barbarian). In these cases, the mindless rage episode counts as one of the character's uses of rage for that day. Mindless rage is a fairly uncommon spell. It’s believed to have been developed by dwarven fighter/wizards who preferred to face their opponents in melee combat over magical conflicts. Of course, many of the stories tracing this spell's origins to the battle-mages also note that this dwarven method of ensuring melee combat against spellcasters backfired when the group ran afoul of a band of sorcerer/barbarians.
Arcane Focus: Successful casting of mindless rage requires the caster to utilize a scarlet handkerchief or similar piece of cloth, which is waved in the target's direction while the caster vocalizes the verbal component. |
Minor Reflection | |
Abjuration | |
Level: Brd 3, Sor/Wiz 3 | |
Components: V,S,F | |
Casting Time: 1 action | |
Range: Personal | |
Duration: 1 minute/level | |
Saving Throw: None | |
Spell Resistance: No | |
As the spell is cast, a brief shimmering appears around the caster. For the duration of the spell, the caster is protected against ranged touch attacks, including ray spells and creature ray attacks. Any ranged touch attack directed at the caster is automatically reflected back at the original caster. Focus: A glass prism. Source: Dragon Magazine Annual 5 |
Mordenkainen's Force Missiles | |
Evocation [Force] | |
Level: Sor/Wiz 4 | |
Components: V,S | |
Casting Time: 1 action | |
Range: Medium (100 ft. + 10 ft./level) | |
Target: Up to four creatures, no two of which can be more than 20 ft. apart | |
Duration: Instantaneous | |
Saving Throw: None or Reflex half (see text) | |
Spell Resistance: Yes | |
You create a powerful missile of magical force, which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The missile then bursts in a 5-foot blast of force that inflicts half this amount of damage to any creatures in the area (other than the primary target). The primary target is not entitled to a saving throw against the burst, but creatures affected by the burst may attempt a Reflex save for half damage. If the missiles' burst areas overlap, secondary targets make only one saving throw attempt (and only one SR check, if applicable). A character can be struck by one missile (or more) and also be caught in the burst of another missile. In such a case, the character may attempt a Reflex save to halve the burst damage, and SR might apply. The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects. For every five caster levels, the caster gains one missile. A caster has two missiles at 9th level or lower, three missiles from 10th to 14th level, and four missiles at 15th level or higher. A caster can make more than one missile strike a single target, if desired. However, the caster must designate targets before rolling for SR or damage. Source: WotC website |
Rapid Strikes | |
Transmutation | |
Level: Brd 2, Sor/Wiz 2 | |
Components: V,S | |
Casting Time: 1 action | |
Range: Touch | |
Target: Creature touched | |
Duration: 1 round/level | |
Saving Throw: Fortitude negates (Harmless) | |
Spell Resistance: Yes (Harmless) | |
A creature targeted by rapid strikes performs more quickly in combat. This gives the target one extra partial action each round that can only be used to perform a single melee attack at the attacker's best attack bonus. Unlike the spell haste, the extra action can be used only to attack; there is no increase in speed, AC, or additional non-attack actions. Source: Dragon Magazine #275 |
Ray of Clumsiness | |
Transmutation | |
Level: Sor/Wiz 1 | |
Components: V,S | |
Casting Time: 1 action | |
Range: Close (25 ft. + 5 ft./2 levels) | |
Effect: Ray | |
Duration: 1 minute/level | |
Saving Throw: Fortitude negates | |
Spell Resistance: Yes | |
A crackling ray leaps from the caster's outstretched hand, requiring a successful ranged touch attack to hit. The energy of the ray stiffens the target's muscles and joints, making it more difficult for the target to move. The subject suffers a -1d6 enhancement penalty to Dexterity, with an additional -1 per two caster levels (maximum additional penalty of -5). This subject's Dexterity score cannot drop below 1. Source: Dragon Magazine Annual 5 |
Ray of Deanimation | |
Abjuration | |
Level: Sor/Wiz 4 | |
Components: V,S | |
Casting Time: 1 action | |
Range: Close (25 ft. + 5 ft./2 levels) | |
Effect: Ray | |
Target: One construct | |
Duration: Instantaneous | |
Saving Throw: Will half | |
Spell Resistance: Yes | |
This ray interferes with magical animation, degenerating the magic bound within constructs and effectively causing damage. With a successful ranged touch attack, the ray causes 1d6 points of damage per caster level to constructs, to a maximum of 10d6. Source: Dragon Magazine Annual 5 |
Ray of Depletion | |
Necromancy | |
Level: Brd 3, Sor/Wiz 2 | |
Components: V,S | |
Casting Time: 1 action | |
Range: Close (25 ft. + 5 ft./2 levels) | |
Effect: Ray | |
Duration: Instantaneous | |
Saving Throw: Fortitude negates | |
Spell Resistance: Yes | |
A shimmering ray springs from your hand to disrupt the mental fabric of psionically empowered beings, causing them a loss of power points. You must succeed at a ranged touch attack to strike a target. The ray of depletion affects only targets possessing psionic power points. Non-psionic beings hit by a ray register some momentary unpleasant sensory awareness, but not so much as to disrupt an action or concentration.
Affected targets suffer a temporary loss of a number of psionic power points equal to 1+ half the attacker's caster level (round down). Thus a 10th-level caster would deplete 6 points. The victim's available psionic power point total can never drop below 0. Lost psionic power points are regained through normal means. |
Ray of Dizziness | |
Enchantment (Compulsion) [Mind-Affecting] | |
Level: Brd 2, Sor/Wiz 2 | |
Components: V,S,F | |
Casting Time: 1 action | |
Range: Close (25 ft. + 5 ft./2 levels) | |
Effect: Ray | |
Duration: 1 round/level | |
Saving Throw: Will negates | |
Spell Resistance: Yes | |
The ray from this spell shoots toward the target in a spiraling corkscrew. If the ranged touch attack is successful and the saving throw is failed, then the target experiences strong feelings of vertigo and is considered to be staggered. Staggered characters can only take partial actions when they could normally take standard actions. In addition, affected characters suffer a -2 penalty to AC, attack rolls, damage rolls, and Reflex saves. Focus: a small top. Source: Dragon Magazine Annual 5 |
Ray of Entropy | |
Necromancy | |
Level: Sor/Wiz 5 | |
Components: V,S | |
Casting Time: 1 action | |
Range: Close (25 ft. + 5 ft./2 levels) | |
Effect: Ray | |
Duration: 1 minute/level | |
Saving Throw: Fortitude half (see text) | |
Spell Resistance: Yes | |
With a successful ranged touch attack, a ray of negative energy consumes the life energy of the target, making the target weaker, slower, and less healthy. The target must make a Fortitude saving throw if the caster succeeds at a ranged touch attack. If the saving throw fails, the target suffers a -4 effective decrease to Strength, Constitution, and Dexterity for the duration of the spell. Source: Dragon Magazine Annual 5 |
Ray of Flame | |
Evocation [Flame] | |
Level: Sor/Wiz 1 | |
Components: V,S,F | |
Casting Time: 1 action | |
Range: Close (25 ft. + 5 ft./2 levels) | |
Effect: Ray | |
Duration: Instantaneous | |
Saving Throw: None (see text) | |
Spell Resistance: Yes | |
A burning ray shoots out at the target; with a successful ranged touch attack, it deals 1d6 points of fire damage, plus 1 point per caster level (up to +5). If the target or its equipment is flammable, the target must also make a Reflex save or catch fire, taking 1d6 points of fire damage the following round. Focus: A small, polished glass lens. Source: Dragon Magazine Annual 5 |
Ray of Ice | |
Evocation [Cold] | |
Level: Sor/Wiz 2 | |
Components: V,S,M | |
Casting Time: 1 action | |
Range: Close (25 ft. + 5 ft./2 levels) | |
Effect: Ray | |
Duration: Instantaneous | |
Saving Throw: See text | |
Spell Resistance: Yes | |
A cyan ray beams from the caster's fingertips and, with a successful ranged touch attack, hits the target. If used as a simple attack, the ray inflicts 1d6 points of cold damage for every 2 levels of the caster, to a maximum of 5d6 at 10th level. A Fortitude save halves the damage. Alternatively, the ray can be used to encase objects or targets in ice. A sword could be frozen in its scabbard, feet frozen to the floor, and so on. Freezing an item or a creature still requires a successful ranged touch attack, and creatures are allowed a Reflex save to avoid being trapped. Freeing encased items (including feet) is a standard action and requires a Strength check with a DC equal to the spell's save DC. A creature whose feet are frozen to the floor receives no Dexterity bonus to AC, incurs a -2 penalty to attack rolls, and suffers a -4 penalty on Reflex saving throws. If used on a body of water, the spell freezes a circular area with a diameter in feet equal to the caster's level (maximum of 10 feet in diameter), to a thickness of the caster's level in inches (maximum 10 inches). Material Component: snow, ice, or melted snow or ice. Source: Dragon Magazine Annual 5 |
Ray of Light | |
Evocation [Light] | |
Level: Brd 1, Sor/Wiz 1 | |
Components: V,S | |
Casting Time: 1 action | |
Range: Close (25 ft. + 5 ft./2 levels) | |
Effect: Cone of light or ray | |
Duration: 10 minutes/level (D) or Instantaneous | |
Saving Throw: See text | |
Spell Resistance: See text | |
A narrow cone of light is emitted from the caster's palm. This light provides illumination equivalent in intensity to a torch. Instead of the sustained light, the spell can be focused into a short ray and directed at the eyes of a target. If the caster succeeds at a ranged touch attack, the subject is blinded for 1d4 rounds (Fortitude save negates and spell resistance applies). A blind character, in addition to the obvious effects, suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus to attackers' attack rolls (they are effectively invisible), moves at half speed, and suffers a -4 penalty on most Strength- and Dexterity-based skills. Source: Dragon Magazine Annual 5 |
Ray of Sickness | |
Necromancy | |
Level: Sor/Wiz 2 | |
Components: V,S | |
Casting Time: 1 action | |
Range: Close (25 ft. + 5 ft./2 levels) | |
Effect: Ray | |
Duration: 1 round/level | |
Saving Throw: Fortitude negates | |
Spell Resistance: Yes | |
With a successful ranged touch attack, a sickly green ray strikes the target. The ray makes the target temporarily nauseated. Nauseated characters are unable to attack, cast or concentrate on spells, or do anything else requiring attention. The only action an affected caharacter can take is a single move (or a move-equivalent action) per round. Source: Dragon Magazine Annual 5 |
Ray of Stupidity | |
Enchantment (Compulsion) [Mind-Affecting] | |
Level: Sor/Wiz 2 | |
Components: V,S,M | |
Casting Time: 1 action | |
Range: Close (25 ft. + 5 ft./2 levels) | |
Effect: Ray | |
Duration: 1 minute/level | |
Saving Throw: Will negates | |
Spell Resistance: Yes | |
With a successful ranged touch attack, a bright yellow beam strikes the target. The ray temporarily reduces the subject's Intelligence with an enhancement penalty of -1d4, with an additional -1 per two caster levels, to a maximum additional penalty of -5. The spell cannot reduce Intelligence below 1. If the target is a wizard, she might temporarily lose the ability to cast some or all of her spells if her Intelligence score drops too low. The ability to cast those prepared spells returns at the expiration of the spell. Material Component: A miniature cone-shaped hat. Source: Dragon Magazine Annual 5 |
Ray of Weakness | |
Necromancy | |
Level: Sor/Wiz 4 | |
Components: V,S | |
Casting Time: 1 action | |
Range: Close (25 ft. + 5 ft./2 levels) | |
Effect: Ray | |
Duration: See text | |
Saving Throw: Fortitude half | |
Spell Resistance: Yes | |
A dark ray drains the strength of its target, if a successful ranged touch attack is made. The target suffers 2d6 points of Strength damage +1 per two caster levels, to a maximum of 2d6 + 10 at 20th level. If the target succeeds at a Fortitude saving throw, she takes only half damage. Source: Dragon Magazine Annual 5 |
Rust Ray | |
Transmutation | |
Level: Sor/Wiz 3 | |
Components: V,S,M | |
Casting Time: 1 action | |
Range: Close (25 ft. + 5 ft./2 levels) | |
Effect: Ray | |
Target: One non-magical ferrous object or one ferrous creature | |
Duration: Instantaneous | |
Saving Throw: None | |
Spell Resistance: No | |
With a successful ranged touch attack, this russet ray corrodes metal that it touches. It can effectively destroy any nonmagical iron or iron alloy object. Such objects struck by the rust ray take 2d6 points of damage +1 per two caster levels (maximum +10), ignoring hardness. The caster can also target a weapon being wielded or metal armor being worn. Metal armor afected by this ray takes normal damage from the spell and loses 1d4 points of Armor Class through corrosion. If a weapon is reduced to 0 hit points, it is destroyed. Ferrous creatures struck by the ray take the same damage as objects. Magic items can negate the effect with a successful Fortitude saving throw. (See page 136 in the PH for details.) Material Component: Rust dust or a piece of a rust monster. Source: Dragon Magazine Annual 5 |
Servant's Guise | |
Illusion (Glamer) | |
Level: Rgr 1, Sor/Wiz 0 | |
Components: S | |
Casting Time: 1 action | |
Range: Personal | |
Target: You | |
Duration: 10 minutes/level (D) | |
Saving Throw: Will negates (see text) | |
Spell Resistance: Yes | |
Servant's guise allows you to subtly alter your clothing, weapons, and equipment, but not your form, features, or body type, in a manner that makes you unworthy of notice. You must choose the style of clothing and decide what your weapons and equipment look like or whether they appear at all. This spell does not alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. A battleaxe made to look like a dagger or a sash still functions as a battleaxe. If you use this spell to create a disguise, you get a +5 bonus on the Disguise check.
Note: Creatures get Will saves to recognize the glamer as an illusion if they interact with it (such as by touching you and having that not match what they see, in the case of this spell.) |
Share Life | |
Necromancy | |
Level: Sor/Wiz 2 | |
Components: V,S | |
Casting Time: 1 full round | |
Range: Touch | |
Target: Caster's familiar | |
Duration: Instantaneous | |
Saving Throw: None | |
Spell Resistance: No | |
Share life allows you to transfer some of your life-force to your familiar. You can transfer a number of hit points equal to twice your level to your familiar by touch, healing any damage it has suffered by taking the damage onto yourself. You cannot increase your familiar's hit points beyond its normal level; you can only heal damage it has suffered. Source: Dragon Magazine #275 |
Shieldbearer | |
Enchantment | |
Level: Sor/Wiz 1 | |
Components: V,S | |
Casting Time: 1 action | |
Range: Touch | |
Target: Shield touched | |
Duration: 2 rounds/level | |
Saving Throw: None | |
Spell Resistance: No | |
The shieldbearer spell allows a spellcaster to enchant one shield so that it hovers near and attempts to protect one creature of the caster's choice. The spell's recipient is chosen at the time of casting and cannot be changed. The enchanted shield remains within 1 foot of the creature for the duration of the spell. The shield's target is then granted an AC bonus as if she was wearing the shield. (Bonuses from multiple shields do not stack.) The spell does, however, allow the enchanted shield's target to use a two-handed weapon or a weapon in each hand. A creature cannot be the target of more than one shieldbearer spell at a time. Source: Dragon Magazine #275 |
Sonic Blast | |
Evocation [Sonic] | |
Level: Sor/Wiz 3 | |
Components: V,S,M | |
Casting Time: 1 action | |
Range: Close (25 ft. + 5 ft./2 levels | |
Area: 5 ft. wide path to limit of range | |
Duration: Instantaneous | |
Saving Throw: Reflex half | |
Spell Resistance: Yes | |
You generate a deadly beam of sonic energy from your outstretched hand that deals 1d6 points of damage per caster level (maximum 10d6) to each creature within its area. The sonic blast may shove creatures in the area back along the path of the spell. Any creature failing its saving throw must make a Strength check (DC equal to damage inflicted by the spell); those who fail find themselves bull rushed directly away from the caster as if by a Large creature with a Strength score equal to the damage the spell inflicted. The spell moves with the target; see the bull rush description in Chapter Eight of the Player's Handbook for details on attacks of opportunity, stability modifiers, etc. If a creature is shoved back into a solid barrier such as a wall or a strong door, the creature sustains an additional 1d4 points of bludgeoning damage. Like a lightning bolt, the sonic blast damages or destroys objects in its path. If the damage caused to an interposing barrier such as a closed door shatters or breaks through it, the sonic blast may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier. Material Components: A tiny glass cone. Source: WotC website |
Sting Ray | |
Enchantment (Compulsion) [Mind-Affecting] | |
Level: Brd 3, Sor/Wiz 3 | |
Components: V,S,M | |
Casting Time: 1 action | |
Range: Close (25 ft. + 5 ft./2 levels) | |
Effect: Ray | |
Duration: Instantaneous | |
Saving Throw: Will negates | |
Spell Resistance: Yes | |
When this ray successfully strikes, it creates a sensation of many tiny insects biting and crawling on the victim's body. The target can attempt a Will save each round to shake off the effects. Until the spell is shrugged off, the victim is hampered by the unsettling feeling of all the stinging and biting and is staggered, able only to perform a partial action each round. The victim also suffers a -2 penalty to AC. If the victim attempts to cast a spell, she must succeed at a Concentration check with a DC equal to the sting ray's DC + the level of the spell the target is attempting to cast. So, if a 6th-level sorcerer with a 16 Charisma casts sting ray on a wizard casting a fireball, the Concentration check DC is 19 (16 [sting ray DC] + 3 [fireball spell level]). Material Component: Four dried stinging insects (bees, spiders, and so on). Source: Dragon Magazine Annual 5 |
Stone Missiles | |
Evocation | |
Level: Sor/Wiz 1 | |
Components: V,S | |
Casting Time: 1 action | |
Range: Medium (100 ft. + 10 ft./level) | |
Effect: Missiles of rock | |
Duration: Instantaneous | |
Saving Throw: None | |
Spell Resistance: Yes | |
A number of small stones fly toward 1d4 targets. You must succeed at a ranged touch attack to hit each target. A single creature cannot be made a target more than once per casting. The stones inflict 1d4 points of damage per level of the caster (maximum 5d4) per target. The stones disappear after striking their target or flying to the maximum of their range, whichever comes first. Source: Dragon Magazine #285 |
Stun Ray | |
Conjuration (Creation) [Electricity] | |
Level: Sor/Wiz 1 | |
Components: V,S,M | |
Casting Time: 1 action | |
Range: Close (25 ft. + 5 ft./2 levels) | |
Effect: Ray | |
Duration: 1 round plus 1d4 rounds | |
Saving Throw: Fortitude partial | |
Spell Resistance: Yes | |
A quick jolt of electricity darts from the caster to the target. This ray of electricity requires a successful ranged touch attack to hit. The target is stunned by the ensuing shock for one round and an additional 1d4 rounds unless a successful Fortitude save is made. Material Component: A coiled copper wire. Source: Dragon Magazine Annual 5 |
Targeting Ray | |
Divination | |
Level: Sor/Wiz 1 | |
Components: V,S,F | |
Casting Time: 1 action | |
Range: Medium (100 ft. + 10 ft./level) | |
Effect: Ray | |
Duration: 1 round/level | |
Saving Throw: None | |
Spell Resistance: No | |
The caster creates a luminous ray that, with a successful ranged touch attack, pulsates between the target and the caster. The ray acts as a rangefinder for the caster and any allies within 20 feet of her. It provides a +1 insight bonus per three caster levels to all ranged attacks at the target for the duration of the spell. The caster's allies need not see the caster, but they must be able to see the ray. The caster can otherwise act normally for the duration of the spell. Allies who can see the target receive the bonus even if the caster loses line of sight. Focus: A small metal or stone tube. Source: Dragon Magazine Annual 5 |
Understand Object | |
Divination | |
Level: Brd 1, Sor/Wiz 2 | |
Components: S,M | |
Casting Time: 1 minute | |
Range: Touch | |
Target: One touched object | |
Duration: Instantaneous | |
Saving Throw: None | |
Spell Resistance: No | |
Understand object determines the non-magical functions of an object or technological item. The caster must handle or touch the object throughout the casting time and spell duration to gain any knowledge. If the item has more than one function, the spell identifies its most general or most likely use. Casters can gather further information about the item only through additional uses of the spell. Understand object does not reveal magical functions (as identify would), only mechanical operations. The spell is used most often to help casters understand the nature and use of an object from another technological level (such as a firearm found in a world where such weapons don't normally exist), or to gain some clues to extremely complex gadgets or puzzles. If used in the latter manner, however, this spell can prove very, very dangerous. Using understand object to figure out how a trapped device operates can be disastrous, as the spell does not distinguish a harmful nonmagical trap from any other gadget! And, since the spell starts with the easiest or most general effect first (and traps are often much easier to trigger than non-trap functions of an item), understand object may just tell you how to kill yourself. For example, a character might cast the spell on three interlocking rings found on what appears to be the locking mechanism of a box. The first use of the spell tells the caster that the interlocking rings are, indeed, a locking mechanism and they have to be turned in a certain way to cause a needle to spring out of the box (a trap, though the spell doesn't tell the caster that). On a second use of the spell, the caster learns that turning the interlocking rings also can cause the box to open. Since the interlocking rings have no other function, further uses of the spell reveal nothing. If opening the box causes a fire trap to go off in the opener's face, that is not revealed, since fire trap is a magical effect.
But when the spell is used in its most basic way, it can be a boon to adventurers who encounter technological items and strange objects that they have no way of understanding without help. New exotic weapons, high-tech gadgets, and the like are the province of understand object. |
Water Burst | |
Evocation | |
Level: Sor/Wiz 1 | |
Components: V,S | |
Casting Time: 1 action | |
Range: Close (25 ft. + 5 ft./2 levels) | |
Effect: Stream of water | |
Duration: Instantaneous | |
Saving Throw: None | |
Spell Resistance: Yes | |
A high-pressure stream of water shoots from your hand at one target. You must succeed at a ranged touch attack to hit your target. The water inflicts 1d6 points of damage per level of the caster (maximum 5d6). This spell can also be used to extinguish one flame of Small size or smaller (such as a campfire). Source: Dragon Magazine #285 |
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