Spells

The arcane and divine forces that permeate the world are harnessed by those with the knowledge and talent to do so, resulting in the creation of spells - powerful effects that can heal, harm, protect, and alter the very fabric of reality. This chapter commences with the spell lists of the various spellcasting classes and the list of cleric domains along with the spells associated with each domain. Symbols such as an M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. An X denotes a spell with an XP component paid by the caster. Following the spell lists, the chapter contains detailed spell descriptions, organized alphabetically by spell name, with some exceptions for certain spell chains. For instance, when a spell’s name begins with 'lesser,' 'greater,' or 'mass,' the description is alphabetized under the second word of the spell name, such as 'Suggestion, Mass' following the description for 'suggestion.' Spell Chains: Some spells are part of a series, or chain, of related spells. For example, 'cure light wounds' is the base spell for all other 'cure' spells, and 'lesser planar ally' is the foundation for 'planar ally' and 'greater planar ally.' In these cases, only information that differs from the base spell is provided in the description of the derivative spells. Hit Dice: The term 'Hit Dice' is used interchangeably with 'character levels' for effects that impact a number of Hit Dice of creatures. Creatures with Hit Dice solely from their race, not from classes, have character levels equivalent to their Hit Dice. Caster Level: The potency of a spell often relies on the caster level, defined as the caster's class level for the purpose of casting a specific spell. Creatures without classes have a caster level equal to their Hit Dice unless stated otherwise. The term 'level' in the spell lists always refers to caster level. Spell Effects and Conditions: Some spells inflict conditions (e.g., blinded, incorporeal, invisible, stunned) on their targets. For details on how these conditions affect subjects, refer to the glossary. Chapter 8 of the Dungeon Master's Guide provides additional information on various conditions. Creatures and Characters: In the spell descriptions, the terms 'creature' and 'character' are used interchangeably.

Sections

Paladin Spells

1ST-LEVEL PALADIN SPELLS Any Create Water: Creates 2 gallons/level of pure water. Detect Poison: Detects poison in one creature or small object. Detect Undead: Reveals undead within 60 ft. Divine Favor: You gain +1 per three levels on attack and damage rolls. Endure Elements: Exist comfortably in hot or cold environments. Magic Weapon: Weapon gains … Continue reading “Paladin Spells”

Polymorph

Transmutation Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Willing living creature touched Duration: 1 min./level (D) Saving Throw: None Spell Resistance: No This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of … Continue reading “Polymorph”

Polymorph, Greater

Transmutation Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Willing living creature touched Duration: 1 min./level (D) Saving Throw: None Spell Resistance: No This spell functions like Polymorph, except that the new form may be of the same type as the subject or any of the following types: … Continue reading “Polymorph, Greater”