Dungeons & Dragons 3.5 Edition Index Clerical Spell Summaries

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Dungeons & Dragons 3.5 Edition Index Clerical Spell Summaries

Transcript Of Dungeons & Dragons 3.5 Edition Index Clerical Spell Summaries

Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries
http://www.crystalkeep.com/d20 Collected by Chet Erez ([email protected]) Report Suggestions or Errors at http://www.crystalkeep.com/forums/index.php
December 9, 2005

Cleric Spell List............................................ 2
0th Level ............................................................2 1st Level.............................................................3 2nd Level............................................................6 3rd Level ............................................................9 4th Level ..........................................................14 5th Level ..........................................................18 6th Level ..........................................................22 7th Level ..........................................................25 8th Level ..........................................................28 9th Level ..........................................................31

Spell Tables ................................................33
Summon Monster............................................33 Summon Undead.............................................35 Hallow/Unhallow Table..................................36 Weapons of the Deity .....................................38
Glossary...................................................... 39
Auras ...............................................................39 Ranges .............................................................39 Levels of Concealment ...................................40 Levels of Cover...............................................40

Level of Exhaustion ....................................... 40 Levels of Fear ................................................ 40 Areas of Effect – Shape ................................. 40 Areas of Effect – Fill ..................................... 40 Casting Times ................................................ 40 Other Definitions ........................................... 41
Appendix ....................................................43
Revision History ............................................ 43 Key to Sourcebooks ....................................... 43

Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries

Cleric Spell List
Wisdom-based Prepared Divine Spells

0th Level
Abjuration
Resistance(PH p272) – Subject gains +1 Resistance bonus on all saves.
Conjuration
Create Water(PH p215) – Creates 2 gallons/level of pure water.
Cure Minor Wounds(PH p216) – Cures 1 point of damage with Positive Energy.
Divination
Detect Magic(PH p219) – The caster can see the Magic Aura of a spell or item in a 60’ Cone-shaped Emanation. The information gained increases each round: 1st round – presence of magic. 2nd round – number of magic auras & the strength of the most powerful aura. If not in line-of-sight, the caster only knows the direction. 3rd round – strength & location of each aura. If an aura is within line-of-sight, the caster can identify its school with a Spellcraft check vs. DC 15 + spell level. This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead.

Detect Poison(PH p219) – Determines if one creature, one object, or one 5’ cube is poisonous, has been poisoned, or contains poison. Identifying the type of poison requires a Wisdom check vs. DC 20. If the caster has ranks in Craft(alchemy), he/she may also make a check with that skill vs. DC 20. This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead.
Guidance(PH p238) – Subject can designate one attack roll, saving throw, or skill check on which to receive a +1 Competence bonus, chosen before the roll.
Read Magic(PH p269) – Reads scrolls & spell books at 1 page per min.
Evocation
Light(PH p248) – Object touched gives off bright light in a 20’ radius & dim light for another 20’. This spell Counters and Dispels spells with the [darkness] category of equal or lower level.

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Illusion Fleeting Fame(DR326 p73)

– Receive a +2 bonus on the next Bluff, Diplomacy, or Intimidate check.
Necromancy Inflict Minor Wounds(PH p244)

– Target takes 1hp of Negative Energy Damage. Transmutation Mending(PH p253)
– Repairs one object of up to 1 pound. Purify Food and Drink(PH p267) – Purifies 1 cubic foot of food/water per level. Virtue(PH p298) – Touched subject gains 1 Temporary HP.

Cleric Spell List – 0th level

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Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries

1st Level
Abjuration
Endure Elements(PH p226) – Touched subject takes no harm (i.e., no Fortitude saves) from being in heat up to 140 degrees Fahrenheit –and– cold down to –50.
Entropic Shield(PH p227) – Ranged attacks (including rays) that target the caster have a 20% miss chance.
Faith Healing(MoF p93) – Cures 8 +1/level damage (max +5) to a worshiper of the caster’s patron deity.
Hide from Undead(PH p241) – One touched subject per level cannot be perceived by Undead. Only intelligent Undead are allowed a Will save. Effected senses include Blindsense, Blindsight, Scent, Tremorsense, Sight, Hearing, or Smell. If any of the spell’s subject touches, attacks (including with spells) or attempts to turn any creature, the spell ends for all the subjects.
Protection from Chaos(PH p266) – Subject gains the following: a) +2 Deflection bonus to AC & +2 Resistance bonus to saves against the attacks & magic of Chaotic creatures; b) Any mind control (such as Magic Jar, Dominate Person, etc.) is Suppressed; & c) Keeps non-Lawful Summoned creatures 1’ away unless they make a Spell Resistance check or the subject attacks.
Protection from Evil(PH p266) – Subject gains the following: a) +2 Deflection bonus to AC & +2 Resistance bonus to saves against the attacks & magic of Evil creatures; b) Any mind control (such as Magic Jar, Dominate Person, etc.) is Suppressed; & c) Keeps non-Good Summoned creatures 1’ away unless they make a Spell Resistance check or the subject attacks.
Protection from Good(PH p266) – Subject gains the following: a) +2 Deflection bonus to AC & +2 Resistance bonus to saves against the attacks & magic of Good creatures; b) Any mind control (such as Magic Jar, Dominate Person, etc.) is Suppressed; & c) Keeps non-Evil Summoned creatures 1’ away unless they make a Spell Resistance check or the subject attacks.
Protection from Law(PH p266) – Subject gains the following: a) +2 Deflection bonus to AC & +2 Resistance bonus to saves against the attacks & magic of Lawful creatures; b) Any mind control (such as Magic Jar, Dominate Person, etc.) is Suppressed; & c) Keeps non-Chaotic Summoned creatures 1’ away unless they make a Spell Resistance check or the subject attacks.

Remove Fear(PH p271) – One subject + 1 per 4 levels within a 30’ area gains a +4 Morale bonus on saves vs. fear. This spell Counters & Dispels Cause Fear, and Suppresses all other fear effects.
Resurgence(CDiv p177) – The touched creature receives a new saving throw against one ongoing spell, spell-like ability, or supernatural ability affecting him/her. If the subject has more than one ongoing effect, the caster chooses which one the save applies to. Only effects which allow a save can be targeted by this spell.
Sanctuary(PH p274) – When an opponent attempt to target the subject with a melee attack, ranged attack, or a targeted spell (as opposed to an area-of – effect spell), the opponent must make a Will save. If successful, the opponent continues its action. On a failure, the opponent cannot attack the subject & looses the action & cannot attempt to attack the subject again for the remainder of the duration. If the subject attacks anyone, the spell ends.
Shield of Faith(PH p278) – Touched subject is surrounded by a magical aura that grants a Deflection bonus to AC of 2 +1 per six levels (max total bonus is +5).
Conjuration
Airbubble(DR314 p45) – Creates a globe of air around the caster’s head while underwater (i.e., it is no protection from Stinking Cloud, etc.). Another creature can breath the air from this globe, but the spell then ends on the caster’s next round.
Cure Light Wounds(PH p215) – Cures 1d8 +1/level damage (max +5) with Positive Energy.
Obscuring Mist(PH p258) – Creates a 20’ radius Spread by 20’ high Cloud of fog centered around the caster. The cloud can be dispersed by Moderate Wind in 4 rounds & a Strong Wind in 1 round. Large amounts of fire, such as a Fireball, will also disperse the cloud.
Summon Monster I(PH p285) – Summons one creature from the ‘Summon Monster I’ Table to fight the caster’s enemy. The creature can attack on the caster’s initiative starting its first round.
Summon Undead I(PGF p114)(PGFe)+ – Summons one creature from the ‘Summon Undead I’ Table to fight the caster’s enemy. The creature can attack on the caster’s initiative starting its first round. No summoned Undead may have more Hit Dice than (Caster level + 1).

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Touch of Jorasco(RoE p190) – The caster receives a ‘pool’ of 2hp per level (max 10hp) of Positive Energy. As a touch attack (which does not provoke an Attack of Opportunity), the caster may expend any number of the hp for healing (or possibly harming Undead) once the target is touched. A new casting of this spell ends a previous casting, even if all its hp have not been used. Note: This spell may only be cast by a Halfling.
Vigor, Lesser(CDiv p186)(DR324 p103)+ – Touched living creature gains Fast Healing 1.
Divination
Comprehend Languages(PH p212) – Understands all spoken and written languages of the person or object touched.
Detect Chaos(PH p218) – The caster can see the Alignment Aura of Chaotic creatures, spells, or objects in a 60’ Cone-shaped Emanation. The information gained increases each round: 1st round – presence of evil. 2nd round – number of evil auras & the strength of the most powerful aura. If not in line-of-sight, the caster only knows the direction. 3rd round – strength & location of each aura. This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead. An “Overwhelming” aura may Stun a lawfulaligned caster for 1 round, ending the spell.
Detect Evil(PH p218) – The caster can see the Alignment Aura of Evil creatures, spells, or objects in a 60’ Cone-shaped Emanation. The information gained increases each round: 1st round – presence of evil. 2nd round – number of evil auras & the strength of the most powerful aura. If not in line-of-sight, the caster only knows the direction. 3rd round – strength & location of each aura. This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead. An “Overwhelming” aura may Stun a goodaligned caster for 1 round, ending the spell.
Detect Good(PH p219) – The caster can see the Alignment Aura of Good creatures, spells, or objects in a 60’ Cone-shaped Emanation. The information gained increases each round: 1st round – presence of evil. 2nd round – number of evil auras & the strength of the most powerful aura. If not in line-of-sight, the caster only knows the direction. 3rd round – strength & location of each aura. This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead. An “Overwhelming” aura may Stun an evilaligned caster for 1 round, ending the spell.

Cleric Spell List – 1st level

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Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries

Detect Law(PH p219) – The caster can see the Alignment Aura of Lawful creatures, spells, or objects in a 60’ Cone-shaped Emanation. The information gained increases each round: 1st round – presence of evil. 2nd round – number of evil auras & the strength of the most powerful aura. If not in line-of-sight, the caster only knows the direction. 3rd round – strength & location of each aura. This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead. An “Overwhelming” aura may Stun a chaoticaligned caster for 1 round, ending the spell.
Detect Undead(PH p220) – The caster can see the Undead Aura of any Undead in a 60’ Cone-shaped Emanation. The information gained increases each round: 1st round – presence of Undead. 2nd round – number of Undead auras & the strength of the most powerful aura. If not in line-of-sight, the caster only knows the direction. 3rd round – strength & location of each aura. This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead.
Grave Strike(CAdv p150) – The caster treats Undead as if they were not immune to Sneak Attacks, though all requirements for Sneak Attacks still apply. Note: This spell does not give the caster the ability to overcome Damage Reduction.
Omen of Peril(CDiv p171) (RoD p166) – The caster gains a momentary vision which vaguely indicates the level of danger he/she is in for the next hour. The chance of the vision being correct is 70% + 1% per caster level (max 90%), rolled secretly by the DM. The three possible answers the caster will receive are ‘Safety’, ‘Peril’, or ‘Great Danger’. If the success roll failed, the caster will randomly get one of the two incorrect answers. The vision is specific to the religion of the caster and does not provide additional information.
Scholar’s Touch(RoD p167) – The caster can “read” one touched book per round. His/her understanding is the same as if time had been spent doing a single reading. If the caster does not know the language/code the book is written in, this spell does not translate it. The spell does not help with magic books and scrolls.
Vision of Glory(MoF p131) – Target gains +1 Morale bonus on one saving throw.

Enchantment
Bane(PH p203) – All enemies within 50’ radius Burst suffer a –1 Morale penalty to attacks & –1 Morale penalty on saves vs. fear. This spell Counters and Dispels the spell Bless.
Bless(PH p205) – All allies within a 50’ radius Burst gain a +1 Morale bonus on attacks & +1 Morale bonus on saves vs. fear. This spell Counters and Dispels the spell Bane.
Command(PH p211) – A living target obeys one of the following one-word command on its turn for 1 round: “Approach” – Moves (i.e., cannot attack, etc.) quickly & directly towards the caster. “Drop” – Drops the objects it is holding & can’t pick them up until next round. “Fall” – Goes Prone for one round, though he/she can act normally (with the normal penalties) while on the ground. “Flee” – Moves (i.e., cannot attack, etc.) quickly & directly away from the caster. “Halt” – Take no actions, though he/she is not considered Helpless.
Doom(PH p225) – Target living creature becomes Shaken.
Ray of Hope(BoED p105) – The living subject receives a +2 Morale bonus on All Actions. This spell Counters and Dispels Sorrow (from the Book of Vile Darkness).
Vision of Heaven(BoED p111) – The Evil target receives a glimpse of Heaven, causing it to become Dazed for 1 round. The target has a –1 penalty on Will saves to resist Redemption(BoED p28) for 24 hours.
Evocation
Divine Favor(PH p224) – The caster gains a Luck bonus of +1 per 3 levels (min +1, max +6) to attacks & weapon damage.
Ice Gauntlet(DR312 p65) – One of the caster’s hands is surrounded by a spiked sphere of ice. The caster may attack with that hand as if he/she were wearing a +1 Spiked Gauntlet that does standard damage +1 point of Cold damage. If the caster suffers any Fire damage, the Ice Gauntlet melts & the spell ends.
Lantern Light(BoED p101) – One 1d6 damage ray may be fired each round, up to one ray per two Caster levels. Note: The caster may not have engaged in sexual intercourse for 24 hours before casting this spell.

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Nimbus of Light(CDiv p170) – The caster is surrounded by radiance, which gives of bright light in a 30’ radius and shadowy light 30’ past that. As a Move Action, the caster can concentrate the light around his/her arm, after which the caster can may a ranged touch attack at a target within 30’ as a Standard Action. If it hits, the spell does 1d8 + 1 per round since the spell was cast (max 1d8 + caster level). Making the ranged attack ends the spell.
Illusion
Glimpse of Fear(DR333 p71) – The target living creature that can see and is vulnerable to fear becomes Shaken and receive a –4 penalty vs. other [fear] effects for the spell’s duration.
Necromancy
Cause Fear(PH p208) – One living target with up to 5HD is Frightened for 1d4 rounds unless it makes its saving throw. On a successful save, the target is Shaken for 1 round. This spell Counters and Dispels Remove Fear.
Curse Water(PH p216) – Transforms 1 flask of water into Unholy Water.
Deathwatch(PH p217) – The caster sees the level of health of all things within a 30’ Cone-shaped Emanation. Choices are ‘dead’, ‘Undead’, ‘fragile’ (3 or less hp), ‘fighting off dead’ (4 or more hp), & ‘object’. This spell is not fooled by spells & abilities that allow a creature to fake being dead.
Inflict Light Wounds(PH p244) – Target takes 1d8 + 1/lvl (max +5) Negative Energy Damage.
Transmutation
Bless Water(PH p205) – Transforms 1 flask of water into Holy Water.
Eyes of the Avoral(BoED p99) – Subject gains +8 Racial bonus on Spot checks.
Float(DR334 p74) – The caster may make one willing creature or a touched object of up to 50 pounds + 100 pounds per level float: a) gains a +5 bonus on Swim checks; b) even if a Swim check is missed by more than 5, the subject does not go underwater; c) the target cannot swim underwater.
Magic Stone(PH p251) – Up to 3 pebbles gain a +1 Enhancement bonus to attack & deal 1d6 +1 damage (double vs. Undead). Range increment is 20’.

Cleric Spell List – 1st level

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Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries

Magic Weapon(PH p251) – Touched manufactured weapon gains a +1 Enhancement bonus to attack & damage. A Monk’s Unarmed Strike can be the target of this spell.

Snowshoes(DR312 p65) – The touched subject receives these benefits: a) Can walk on ice without a speed reduction; b) +5 bonus on Balance checks ore Reflex saves to walk on ice and/or snow & avoid falling through it; c) Does not leave trails any more noticeable than ‘solid ground’ for purposes of tracking.

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Cleric Spell List – 1st level

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Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries

2nd Level

Abjuration

Aura against Flame(MoF p78) – Ignore 12 fire damage/round. If the aura comes in contact with a fire that can do up to 12hp of fire damage/round, it is extinguished. As a Standard Action, the caster may touch an on-going magical fire (such as Wall of Fire) or ready a “counter-spell” against instantaneous magical fires (such as Fireball). In either case, make a Dispel Check (max +10). If successful, both the magical fire & the Aura are dispelled; otherwise both remain.

Dispel Ward(DR313 p90) – Cancels Abjuration spells & effects placed on objects and/or areas on a successful Dispel Check (max +5). This spell can be used in one of two ways: a) Targeted Dispel – Each ongoing Abjuration spell effect on one target object or area gets a separate Dispel Check. If successful, the spell effect is ended. b) Area Dispel – Each Abjuration spell on an object or area in a 20’ radius Burst gets a Dispel Check against each spell in turn (highest caster level spell checked first) until one is dispelled or all checks fail. A caster does not need to make a Dispel Check to end a spell he/she cast.

Insignia of Alarm(RoD p166) – Each creature wearing an Insignia that matches the spell’s focus hears a chime in his/her head. It is loud enough to wake the subject from sleep, but not enough to break concentration.

Resist Energy(PH p272)



– The touched subject & his/her equipment are

protected from one Energy Type. Each attack

doing damage of that type has the hp of

damage reduced by the amount listed below.

Lvl

# Lvl

# Lvl #

up to 6th 10 7th – 10th 20 11th + 30

Shield Other(PH p278) – Target gains a +1 Deflection bonus to AC & a +1 Resistance bonus to saves. Half of all hitpoint damage that the target takes is actually taken by the caster. The spell ends immediately if target leaves Close-range.

Undetectable Alignment(PH p297) – The target creature or object cannot have its alignment detected.

Conjuration

Cure Moderate Wounds(PH p216) – Cures 2d8 +1/level damage (max +10) with Positive Energy.

Deific Vengeance(CDiv p161) – A single target takes 1d6 per two levels (max 5d6), unless it is Undead, in which is takes 1d6 per level (max 10d6).

Delay Poison(PH p217) – Touched creature suppresses the effects of current or new poisons in its body until the spell ends.

Ease Pain(BoED p97) – The touched subject has any lingering pain effects ended, including those from Symbol of Pain, etc. It does not dispel ongoing magical pain effects.

Estanna’s Stew(BoED p99) – The held stew pot if filled with one serving per two levels (max 5 servings) of healing stew, which disappears after 1 hour. Each creature who consumes a serving (as a Standard Action) is healed 1d6+1 hp. An Undead within 10’ that is splashed with the stew takes 1d6+1 Positive damage per serving still in the pot (Will½, SR applies).

Remove Addiction(BoED p105) – The touched subject is cured of all addictions.

Remove Paralysis(PH p271) – Helps frees up to 4 creatures in a 30’ area from the effects of paralysis, being Held, or the effects of a Slow spell. Effect is based on the number of subjects. # Effect 1 Paralysis automatically removed 2 new save with +4 Resistance bonus 3-4 new save with +2 Resistance bonus

Restoration, Lesser(PH p272) – Touched creature has penalties on one ability score removed -or- has 1d4 ability Damage cured from one ability score. Also, the subject has Fatigue removed or has Exhaustion upgraded to Fatigue. This spell cannot heal permanent ability Drain.

Summon Monster II(PH p286)


candle)/DF, 1Round, Close-range, 1rnd/lvl(D)>

– Summons one or more creatures to fight the

caster’s enemies. The creatures can attack on

the caster’s initiative starting their first round.

Table

#

Summon Monster II 1

Summon Monster I 1d3

Summon Undead II(PGF p114)(PGFe)+


bone)/DF, 1Round, Close-range, 1rnd/lvl>

– Summons one or more Undead to fight the

caster’s enemies. The Undead can attack on

the caster’s initiative starting their first round.

Table

#

Summon Undead II 1

Summon Undead I

1d3

No summoned Undead may have more Hit

Dice than (Caster level + 1).

Divination

Augury(PH p202) – Learn if an action to be taken in the next 30 minutes will result in “good results”, “bad results”, “both”, or “nothing”. Chance of information is 70% + 1%/level (90% max), with failure always resulting in “nothing”. Repeated castings by the same person within a 30 minute period always have the same result

Cleric Spell List – 2nd level

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Divine Insight(CAdv p147) – As an Immediate Action, the caster may receive an Insight bonus of (5 + Caster level) (max +15) on any single skill check (before the check is rolled). This discharges the spell. A creature may only have one Divine Insight in effect at a time.
Find Traps(PH p230) – Caster can use the Search skill to locate traps whose DC is 20 or higher. The caster also gains an Insight bonus on Search checks of ½ Caster level (max +10).
Healing Lorecall(CAdv p151) – When the caster casts healing spells while this spell is in effect, the following bonuses apply: a) the caster may use his/her ranks in Heal as the caster level of healing spells; b) if the caster has 5+ ranks in Heal, one of the following conditions may be removed from the target of a healing spell: Dazed, Dazzled, or Fatigued; c) if the caster has 10+ ranks in Heal, one of the following conditions may be removed from the target of a healing spell: Exhausted, Nauseated, or Sickened (or one of the conditions listed above).
Status(PH p284) – Monitors the position (distance & direction) and condition (unharmed, wounded, disabled, staggered, unconscious, dying, dead, etc.) of one touched living subject per 3 levels at any range.
Enchantment Aid(PH p196)

– Touched subject gains a +1 Morale bonus to attack & saving throws vs. fear and gains Temporary HP equal to 1d8 + 1/lvl (max 1d8+10).
Calm Emotions(PH p207) – Calms all creatures in a 20’ radius Spread. Calmed creatures cannot attack, but are able to defend themselves. If a subject is attacked or threatened, the spell is broken. This spell Suppresses (but doesn’t negate) Barbarian Rage, Bardic Music that Inspires Courage, Fear effects, Confusion effects, and any Morale bonuses.
Elation(BoED p98) – All allies within an 80’ radius Spread of the caster become full of energy & joy: a) +2 Morale bonus to Strength & Dexterity; b) +5’ movement.
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Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries

Enthrall(PH p227)


Medium-range, Concentration up to 1 hour plus 1d3

rounds, WillNeg, SR applies>

– The caster spends one round getting the

audience’s attention & becomes so interesting

that it gets the undivided attention of

everyone in the area of effect who doesn’t

save (including those who enter later). Races

who hate the caster’s race gain a +4 bonus on

the save. The audience’s attitude becomes

‘Friendly’.

Targets who failed their save but who have

more than 5HD –or– a Wisdom score of at

least 16 remain aware of their surroundings &

have an attitude of ‘Indifferent’. They

receive a new save if they observe something

they oppose.

When the performance ends (even if due to a

loss of Concentration), the audience will talk

among themselves, applaud, etc., for 1d3

more rounds. If anyone in the audience is

attacked, the spell cancels immediately and

the audience will be upset.

One time during the spell, targets who have

made their save may try to “heckle” the caster

in order to end the spell early. Make an

opposed Charisma check using the heckler

with the highest Charisma modifier as a base,

+2 per additional heckler who can make a

Charisma check of 10.

Hold Person(PH p241)


Medium-range, 1rnd/lvl(D), WillNeg(repeat), SR

applies>

– One Humanoid is Held. He/she gets a new

Will save each round to end the spell.

Lastai’s Caress(BoED p102)


seed), 1StdAct, Touch, 1rnd/lvl, no save, SR applies>

– The caster must know the touched subject to

be Evil for this spell to take effect.

The caster has the option of having the target

Shaken for the spell’s duration, or to have a

random effect occur each round:

d4 Effect

d4 Effect

1 Cowering

3 Nauseated

2 Frightened

4 Shaken

Wave of Grief(CDiv p188)


1rnd/lvl, WillNeg, SR applies>

– All creatures within a Cone-shaped Burst

receive a –3 Moral penalty on All Actions.

Zone of Truth(PH p303)


1min/lvl, WillNeg, SR applies>

– Creatures in a 20’ radius Emanation that fail

their save cannot lie. All subject know that

the zone is in effect & have the option of not

speaking or being evasive.

Evocation
Consecrate(PH p212) – A 20’ radius Emanation is filled with Positive Energy. The following applies in the area: a) All Charisma checks to Turn and Destroy Undead gain a +3 Sacred bonus. b) Undead cannot be created or summoned. c) Undead in the area receive a –1 Sacred penalty on attacks, damage, & saves. If cast on an altar or other permanent fixture to the caster’s deity, the Sacred bonuses & penalties are doubled. A caster cannot consecrate an area with a permanent fixture to another deity. If cast in an area sacred to a different deity, the area is cut off from its connection to that deity and its power. The area does not gain the Undead effecting powers listed above. This spell Counters & Dispels Desecrate.
Darkness(PH p216) – Touched object radiates shadowy illumination in a 20’ radius. Creatures in the darkness have Concealment (20% miss chance). Darkvision cannot see through this spell. The darkness may be blocked by putting the object in a container. This spell Counters and Dispels spells with the [light] category of equal or lower level.
Desecrate(PH p218) – A 20’ radius Emanation is filled with Negative Energy. The following applies in the area: a) Undead created or summoned gain +1hp per HD. b) Undead in the area receive a +1 Profane bonus on attacks, damage, & saves. c) All Charisma checks to Turn and Destroy Undead gain a –3 Profane penalty. If cast on an altar or other permanent fixture to the caster’s deity, the Profane bonuses & penalties are doubled and an Animate Dead cast in the area can create (4 * Caster lvl) HD of Undead. A caster cannot desecrate an area with a permanent fixture to another deity. If cast in an area sacred to a different deity, the area is cut off from its connection to that deity and its power. The area does not gain the Undead effecting powers listed above. This spell Counters & Dispels Consecrate.
Hand of Divinity(MoF p98)(MoFe)+ – Touched target who worships the same deity as the caster -or- has the same alignment as the caster gains a +2 bonus on all saving throws. If the deity is evil, the bonus is Profane & this spell is [evil], otherwise, the bonus is Sacred & this spell is [good].

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Shatter(PH p278) – Sonic vibration destroy objects in 1 of 3 ways: a) All non-magic glass, crystal, etc., in a 5’ radius Burst that weigh less than 1 lb/lvl are shattered. An attended object gets a Will save to negate. Otherwise, no save. b) A single solid object weighing up to 10 lbs/lvl can be shattered. An attended object gets a Will save to negate. c) A targeted crystalline creature takes 1d6 Sonic damage per level (max 10d6), Fortitude save for ½.
Sound Burst(PH p281) – All creatures in a 10’ radius Spread take 1d8 Sonic damage (no save) and those that can hear are Stunned for 1 round (FortNeg).
Spiritual Weapon(PH p283) – The caster summons a religiously appropriate weapon out of Force that does 1d8 +1 per three levels (max +5) damage. The weapon has the same threat range & critical multiplier as the base weapon. The weapon attacks a designated opponent with the caster’s base attack bonus (including multiple attacks if high enough level). On the first round and any round it changes targets, the weapon only gets 1 attack. The caster must spend a Standard Action to change targets, but otherwise does not have to concentrate on the weapon. The weapon must attack from the caster’s direction, gets no flanking bonuses, cannot give someone else a flanking bonus, & cannot be damaged. An opponent with Spell Resistance receives one SR check the first time attack by the spell.
Venomous Volley(DR330 p73) – Every creature within a 15’ Cone-shaped Burst receives the following: a) 1d6 damage per two Caster levels (max 5d6) (Ref½, SR applies); & b) –4 penalties on Fortitude saving throws vs. Poison for 1 minute per Caster level (no save, SR applies).
Illusion
Phade’s Fearsome Aspect(DR333 p72) – The touched creature’s face is covered with an illusionary demonic face. Anyone who physically interacts with the illusion is allowed a save to know it is not real. Neither the caster nor the target are allowed to choose the specifics of the face. For purposes of masking the target’s appearance, the spell grants a +10 bonus on Disguise checks. The target gains a +5 bonus on Intimidate checks and may attempt a Demoralize a foe as a Swift Action.

Cleric Spell List – 2nd level

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Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries

Silence(PH p279) – The caster creates a 20’ radius Emanation that negates sound, including [sonic] & [language] spells & effects. This spell can be targeted on a creature, objects, or a point in space. If targeting an unwilling creature or an object in its possession, it gets a Will save to negate (SR applies). If cast on a point in space, the effect is immobile.
Necromancy
Death Knell(PH p217) – If touched creature with –1 hp (or less) fails its save, it dies and the caster gains +2 Strength, 1d8 Temporary HP, and +1 effective Caster level for 10 min per HD of the target creature.
Gentle Repose(PH p234) – Prevents the touched corpse from rotting. Time spells under the effect of this spell does not count towards the time limit of the corpse being brought back by Raise Dead, etc.
Inflict Moderate Wounds(PH p244) – Target takes 2d8 + 1/lvl (max +10) Negative Energy Damage.
Transmutation
Align Weapon(PH p197) – A single manufactured weapon or 50 grouped projectiles does [chaotic], [evil], [good], or [lawful] damage for the spell’s duration. This only has a noticeable effect if used to attack an opponent vulnerable to one of those types of damage (i.e., a demon is vulnerable to [good] and / or [lawful] damage).
Bear’s Endurance(PH p203) – +4 Enhancement bonus to Constitution.
Brambles(CDiv p156) – Touched wooden Bludgeoning melee weapon gains +1 Enhancement bonus to attack rolls & +1 damage per level (max +10). Its damage is the better of Bludgeoning or Piercing.

Body Blades(MoF p82) – The caster’s body becomes covered with spikes that do 1d6 (x2 on a critical) on a successful grapple check or an unarmed melee attack. The caster also gains a +4 bonus on Escape Artist checks to escape from rope, a net, etc. If the caster is grappled, the attacker takes 2hp damage.
Bull’s Strength(PH p207) – +4 Enhancement bonus to Strength.
Curse of Ill Fortune(CDiv p160) (MoF p86)(MoFe)+ – A living subject suffers a –3 penalty on All Actions.
Eagle’s Splendor(PH p225) – +4 Enhancement bonus to Charisma.
Iron Silence(CAdv p153) – One touched suite of armor per three levels does not apply its Armor Check penalty to the proficient wearer’s Hide and Move Silently checks.
Make Whole(PH p252) – Repairs breaks in an object of up to 10 cubic feet per lvl. This spell cannot repair warping, burning disintegration, melting, being ground into powder, nor can it target Constructs.
Mark of the Outcast(Und p59) – The target’s face is marred by a mark visible to normal, low-light, and dark vision. The target receives a –5 Circumstance penalty on Bluff and Diplomacy checks and a –2 penalty to AC. This spell cannot be dispelled. It can only be removed by Break Enchantment, Limited Wish, Miracle, Remove Curse, or Wish.
Owl’s Wisdom(PH p259) – +4 Enhancement bonus to Wisdom.

December 9, 2005
Stone Bones(MoF p123) – Touched corporeal Undead gains +3 Natural Armor bonus due to a hardened skeleton.
Stone Fist(RoS p163) – The caster’s fists turn stone-like, gaining the following benefits: a) treated as ‘armed’ for purposes of generating Attacks of Opportunity; b) does lethal Bludgeoning damage; c) if Medium size, the caster’s fists do 2d6 damage (unless normal damage is higher) (Small-sized casters do 1d8 damage); and d) if the caster is a Dwarf or a Goliath, his/her unarmed attacks are treated as ‘Cold Iron’ for purposes of overcoming damage reduction.
Stonemantle(DR314 p29) – One or more target objects within range gain the resilience of stone (i.e., Hardness 8, 15 hp per inch). The caster can effect 1 Tiny-sized object per level or the Object Equivalence. All effected object have a dull-gray tint for the spell’s duration.
Unseen Crafter(RoE p191) – Creates invisible force that makes Craft checks using the caster’s ranks in the appropriate skill plus the caster’s Primary Stat modifier. The ‘crafter’ must be provided with tools and raw materials. The spell ends when a single assigned task is completed. Once instructed to repair a Warforged, the ‘crafter’ receives a +10 bonus on its check. If ordered, the crafter will “Take 10” or work quickly (by increasing its DC by 10 – see the Skills Index for details). The crafter has a movement of 15’, but it must stay in range. The crafter cannot attack, nor can it be the direct target of attacks, but if it takes 6hp of damage from area-of-effect attacks, it is dissipated.

Cleric Spell List – 2nd level

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Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries

3rd Level
Abjuration
Cloak of Bravery(CWar p117) – The caster & all allies within a 60’ radius Emanation gain a Morale bonus to saves vs. Fear equal to the Caster level (max +10).
Dispel Magic(PH p223)(PH3.5e)+ – Cancels magical spells and effects on a successful Dispel Check (max +10). This spell can be used in one of three ways: a) Counterspell – Acts like a standard counterspell except it works against any spell, but a Dispel Check must be made. b) Targeted Dispel – Each ongoing spell effect on one target gets a separate Dispel Check. If successful, the spell effect is ended (except for those caused by magic items, which are only suppressed for 1d4 rounds). c) Area Dispel – Each target in a 20’ radius Burst gets a Dispel Check against each spell in turn (highest caster level spell checked first) until one is dispelled or all checks fail. Items are not effected. A caster does not need to make a Dispel Check to end a spell he/she cast.
Glyph of Warding(PH p236) – Caster inscribes a one-use almost invisible rune upon an object or area (up to 5 square feet per level) which is set off when anyone (visible or otherwise) touches or passes it. The caster can set criteria which will keep the glyph from discharging, such as a password, the creature’s race or alignment, or even religion (though the spell can be fooled by Nondetection, Polymorph Self, etc.). If noticed, a Read Magic along with Spellcraft check vs. DC 13 will identify the effect contained by the glyph. A glyph can either a) inflict 1d8 per 2 levels (max 5d8) in a 5’ radius of one energy type (acid, cold, electricity, fire, or sonic) (Ref½) and SR applies; or b) store one harmful spell up to 3rd level.
Magic Circle against Chaos(PH p249) – All creatures within a 10’ radius Emanation around the touched subject gain the following a) +2 Deflection bonus to AC & +2 Resistance bonus to saves against the attacks & magic of Chaotic creatures; b) Any mind control (such as Magic Jar, Dominate Person, etc.) is Suppressed; & c) Keeps non-Lawful Summoned creatures 3’ away unless they make a Spell Resistance check or the subject attacks. -or – The caster casts this spell while drawing a 3’ diameter circle with silver dust and then casts a Conj(call) spell to call a non-Lawful creature within 1 round. The target is trapped within the circle, though it is allowed one Spell Resistance check per day to break the spell. The trapped creature cannot cross the circle’s boundary or interfere with the circle itself, but it can attack with spells & ranged attacks, teleport away, etc., unless this spell is augmented with Dimensional Anchor.

Magic Circle against Evil(PH p249) – All creatures within a 10’ radius Emanation around the touched subject gain the following a) +2 Deflection bonus to AC & +2 Resistance bonus to saves against the attacks & magic of Evil creatures; b) Any mind control (such as Magic Jar, Dominate Person, etc.) is Suppressed; & c) Keeps non-Good Summoned creatures 3’ away unless they make a Spell Resistance check or the subject attacks. -or – The caster casts this spell while drawing a 3’ diameter circle with silver dust and then casts a Conj(call) spell to call a non-Good creature within 1 round. The target is trapped within the circle, though it is allowed one Spell Resistance check per day to break the spell. The trapped creature cannot cross the circle’s boundary or interfere with the circle itself, but it can attack with spells & ranged attacks, teleport away, etc., unless this spell is augmented with Dimensional Anchor.
Magic Circle against Good(PH p250) – All creatures within a 10’ radius Emanation around the touched subject gain the following a) +2 Deflection bonus to AC & +2 Resistance bonus to saves against the attacks & magic of Good creatures; b) Any mind control (such as Magic Jar, Dominate Person, etc.) is Suppressed; & c) Keeps non-Evil Summoned creatures 3’ away unless they make a Spell Resistance check or the subject attacks. -or – The caster casts this spell while drawing a 3’ diameter circle with silver dust and then casts a Conj(call) spell to call a non-Evil creature within 1 round. The target is trapped within the circle, though it is allowed one Spell Resistance check per day to break the spell. The trapped creature cannot cross the circle’s boundary or interfere with the circle itself, but it can attack with spells & ranged attacks, teleport away, etc., unless this spell is augmented with Dimensional Anchor.
Magic Circle against Law(PH p250) – All creatures within a 10’ radius Emanation around the touched subject gain the following a) +2 Deflection bonus to AC & +2 Resistance bonus to saves against the attacks & magic of Lawful creatures; b) Any mind control (such as Magic Jar, Dominate Person, etc.) is Suppressed; & c) Keeps non-Chaotic Summoned creatures 3’ away unless they make a Spell Resistance check or the subject attacks. -or – The caster casts this spell while drawing a 3’ diameter circle with silver dust and then casts a Conj(call) spell to call a non-Chaotic creature within 1 round. The target is trapped within the circle, though it is allowed one Spell Resistance check per day to break the spell. The trapped creature cannot cross the circle’s boundary or interfere with the circle itself, but it can attack with spells & ranged

Cleric Spell List – 3rd level

December 9, 2005

attacks, teleport away, etc., unless this spell is augmented with Dimensional Anchor.

Obscure Object(PH p258) – A touched object of up to 100 pounds per level cannot be found with Divination (scry) spells. If a scrying is targeted nearby, the subject cannot be seen.

Protection from Energy(PH p266) – Touched creature is immune to a total of 12 damage per level (max 120 hp) from one Energy Type. Once all the damage has been taken, the spell ends. Note: This spell takes precedence over Resist Energy. Only when this spell is depleted will Resist Energy be applied.

Remove Curse(PH p270) – Touched person or object is freed from all curses upon it, assuming the curse doesn’t explicitly say that this spell is ineffective. This spell Counters & Dispels Bestow Curse.

Resist Energy, Mass(CArc p120)



– The one subject (& his/her equipment) per

level within a 30’ area are protected from one

Energy Type. Each attack doing damage of

that type has the hp of damage reduced by the

amount listed below.

Lvl

# Lvl

# Lvl #

up to 6th 10 7th – 10th 20 11th + 30

Conjuration

Create Food and Water(PH p214) – Creates enough simple food & water to feed 3 humans (or 1 horse) per level for 1 day (after which the food goes bad).

Cure Serious Wounds(PH p216) – Cures 3d8 +1/level damage (max +15) with Positive Energy.

Insignia of Healing(RoD p166) – Each creature wearing an Insignia that matches the spell’s focus is cured 1d8 +1/lvl (max 1d8+10) with Positive Energy.

Ring of Blades(CArc p121)(CArcErrata)+



– All hexes adjacent to the caster are filled with

moving metal blades that move with the

caster. Anything within the blades area at the

end of the caster’s turn (starting the round the

spell was cast) takes 1d6 + 1 per level (max

1d6+10) damage.

The caster’s alignment determines the type of

metal of which the blades are composed:

Alignment Material

Lawful Cold Iron

Chaotic

Silver

Neutral

Steel

Refreshment(BoED p105) – All creatures within a 20’ radius Burst of the caster are healed of all non-lethal damage, including damage cause by starvation, thirst, environmental conditions, etc.

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Dungeons & Dragons 3.5 Edition Index – Clerical Spell Summaries

Remedy Moderate Wounds(MoF p113)(MoFe)+



– The living subject gains Fast Healing 2.

Remove Blindness/Deafness(PH p270)



– Cures either Blindness or Deafness in the

touched target (magical or otherwise). This

spell will repair damaged eyes & ears, but

will not replace them if actually missing.

Remove Disease(PH p271)



– Cures all diseases affecting subject, as well as

parasites, Green Slime, etc.

Remove Nausea(BoED p105)



– The touched subject is no longer Nauseated or

Sickened.

Summon Monster III(PH p286)


candle)/DF, 1Round, Close-range, 1rnd/lvl(D)>

– Summons one or more creatures to fight the

caster’s enemies. The creatures can attack on

the caster’s initiative starting their first round.

Table

#

Summon Monster III 1

Summon Monster II 1d3

Summon Monster I 1d4+1

Summon Undead III(PGF p114)(PGFe)+


bone)/DF, 1Round, Close-range, 1rnd/lvl>

– Summons one or more Undead to fight the

caster’s enemies. The Undead can attack on

the caster’s initiative starting their first round.

Table

#

Summon Undead III 1

Summon Undead II 1d3

Summon Undead I

1d4+1

No summoned Undead may have more Hit Dice

than (Caster level + 1).

Updraft(DR314 p40)


Personal, 1min/lvl(D)>

– The caster creates a column of upward moving

air beneath himself/herself. On the first

round, the caster can move up 30’. On the

subsequent rounds, the caster (as a Move

Action) has the option of moving up 30’ (to a

maximum of 90’), moving down 30’, or

moving horizontally up to 30’. If the caster

chooses to move horizontally more than 10’,

he/she must make a Reflex save with a DC

equal to the feet moved at the end of the

Move Action. Failure means the caster falls

off the column of air.

If the caster fall off, dismisses the spell, or has

it dispelled, he/she sinks at a rate of 60’ per

round and take no damage.

Attacking from the top of the column results in

a cumulative –1 penalty, up to a maximum of

–5. A Full Round action can be use to

rebalance, decreasing the penalty back to –1.

Vigor(CDiv p186)(DR324 p103)+


level (max 25rnds total)>

– Touched living creature gains Fast Healing 2.

Vigor, Mass Lesser(CDiv p186)(DR324 p103)+


level (max 25rnds total)>

– One living creature per two Caster levels in a

30’ area gains Fast Healing 1.

Divination
Blessed Aim(CDiv p154) – All allies within 60’ of the caster receive a +2 Morale bonus on ranged attacks.
Blessed Sight(BoED p92) – The caster’s eyes glow white & he/she can see the Alignment Aura of Evil creatures, spells, or objects in a 120’ Cone-shaped Emanation. Although similar to Detect Evil, this spell does not require concentration & sees the location & strengths of all auras within the emanation on the first round. This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead. An “Overwhelming” aura may Stun a Goodaligned caster for 1 round.
Chain of Eyes(CDiv p158) – As a Free Action, the caster may choose to look though the touched target’s eyes instead of his/her own. Note that the caster has no control over the target. Each time the target touches another creature, the caster has the option of moving the ‘sensor’ to the new creature (thereby seeing through its eyes).
Detect Metal and Minerals(RoF p189) – The caster locates metal or minerals within 60’ in a 90 degree arc, even through walls, etc. A 10 pound sample of the material must be available, though as a Standard Action, the caster can switch to a different sample (i.e., scan for gold first, and then silver) as long as Concentration is maintained. A worked sample (e.g., coins, weapons, etc.) can only help in the detection of a worked target, and a raw sample (e.g., iron ore) can only help in the detection of an unworked target. The information gained increases the more rounds spent focusing: 1st rnd – detect presence or absence of the target metal or mineral. 2nd rnd – approximate weight of the target material that was detected. 3rd rnd – the distance & direction to the target
Locate Node(Und p58) – The caster may detect the distance and direction all Earth Nodes(Und p49) within 1 mile per level –or– the distance and direction to a specific, previously visited Earth Node within 2 miles per level. This spell cannot detect Earth Nodes warded by lead or the spell Node Lock.
Locate Object(PH p249) – Senses direction toward object (specific or type) within range. A unique object can only be located if the caster has personally viewed it (using a scrying spell does not count). This spell is blocked by lead.
Telepathic Bond, Lesser(CDiv p183) – The caster becomes telepathically connected to one willing creature within 30’ that has an Intelligence of at least 6. Once connected, the subjects can communicate at any range & language is not an issue.

December 9, 2005

Vision of Fear(DR333 p73)


WillNeg, SR applies>

– Learn either the ‘greatest’ or ‘most recent’

fear (chosen at casting time) of the target

(who must be vulnerable to fear and have at

least a 3 Intelligence). If the fear was the

result of magic, the caster knows this.

For 24 hours, the caster has a very clear image

of the ‘fear’, after which it becomes hazy.

The caster may use the image as follows:

Spell within 24 hrs

after 24 hrs

Scry

First-Hand

Second-Hand

Teleport Studied Carefully Viewed Once

any [fear] –2 penalty on Will n/a

“any [fear]” indicates the target’s penalty on

Will saves vs. the caster’s fear spells.

Enchantment

Heart’s Ease(BoED p100) – Once touched subject per level has ‘emotional wounds’ healed: a) ends Fear & Despair effects, including any similar [mind] effects (but not (charm) or (comp) effects); b) Dispels Confusion and Insanity; c) restores 2d4 Wisdom damage (but not drain); d) removes the lingering effects of torture; & e) generally makes the subject feel good.

Insignia of Blessing(RoD p166) – Each creature wearing an Insignia that matches the spell’s focus receives the following: a) hears a chime in his/her head. It is loud enough to wake the subject from sleep, but not enough to break concentration; b) receives a +1 Morale bonus on attack rolls and saves vs. Fear effects.

Inspired Aim(BoED p101) – All allies within a 40’ radius Emanation gains a +2 Insight bonus on all ranged attacks.

Prayer(PH p264) – All allies within 40’ radius Burst of the caster gain +1 Luck bonus on attacks, damage, saves, & skill checks. All enemies within 40’ radius Burst of the caster suffer a –1 Luck penalty on attacks, damage, saves, & skill checks.

Evocation

Continual Flame(PH p213) – Makes a permanent, heatless torch (30’ light).

Darkfire(MoF p86) (LoD p186) – An invisible flame appears in the caster’s hand. To darkvision, it appears as bright as a torch (20’ of light). It can be used as a touch attack or an energy missile with a range of 120’. The flame does 1d4 + 1 per 2 levels (max +10) fire damage & can be used every round.

Cleric Spell List – 3rd level

Page 10
CasterTouchTargetCreatureAttacks