You create one 3-foot-diameter ball of concentrated electricity per two caster levels (maximum of 8 balls). Each ball sheds light as a candle.
When you create the balls of lightning, you mentally program them to move as you desire, even around corners. A ball can move up to 100 feet per round and flies with perfect maneuverability. Upon striking a creature, the ball stops and remains in place for the remainder of the spell’s duration. The ball dissipates if the distance between and it exceeds the spell’s range. Each ball can "see" as a human would under the ambient lighting conditions (counting the light that the ball itself sheds).
For example, you could program one lightning ball to follow the left wall of a corridor and strike the first creature it "sees," another to follow the right wall and do the same, and the remainder to follow 5 feet behind you in a semicircle. The first two lightning balls would turn corners to follow the walls, even if doing so took them out your line of sight, and each would strike the first creature it "saw," which would cancel its program and leave it in its target’s square. Programming the balls is a free action in the round the spell is cast and a move-equivalent action in any other round.
A creature struck by a lightning ball (or one that touches a ball with natural or melee weapons) takes 2d6 points of electricity damage (Reflex saving throw for half damage). Creatures that come into contact with multiple balls of lightning takes damage individually from each and receive a saving throw for each. A creature with spell resistance makes a separate spell resistance check against each lightning ball; success means the ball cannot harm the creature.
The caster imbues a small sack with a minor trap. Any person who sticks their hand into the sack without first speaking the command word triggers the spell. The victim must make a Will save or be shrunk to the height of one inch and be teleported into the sack. Non-living beings such as undead or constructs do not trigger the spell. As long as the sack and caster are on the same plane, the caster is alerted as soon as the spell is triggered.
A spellcaster can only have one active Bandersnatch at any given time.
The sack will not allow the victim out until it is opened by the spellcaster, who may choose to release the victim or not. The caught creature cannot use spells, weapons, or psionics to damage or leave the sack in any way, with the exception of plane shift or something similar. A dispel magic or a successful Escape Artist check (DC 30) allows a creature to escape. The creature then teleports right outside, beside the sack and returns to full size.
This spell, known as "The Blackest Curse" (among rogues) is usually cast upon an individual by an order of authority, as a result of their thievery or other misdeeds. When cast, the target is so cursed, that if at any one time in the future she consciously commits a crime, she will lose the appropriate body part. The offending part will simply vanish, as if disintegrated, and the remaining stump will be blackened as if burned by fire. The target will also have their maximum number of hit points reduced by one. The missing part (and point) can be regenerated, but by nothing less than a wish spell or divine intervention. A character may attempt to resist the spell, but since the spell makes no indication that it is working, the check should be made secretly by the Games Master so that the target is unsure if they resisted or not.
The crimes of which the target can be guilty of are determined by the spell's focus; a true charter of law. This can be anything from a scroll with the rules of a small hamlet, ancient religious writings, a stone tablet, or a grand tome with thousands of laws. It cannot, however, be a list of silly commands or laws written by the caster. So long as the target obeys these laws, no harm will befall them. Laws and punishments should be determined by Games Master and Player before gaming begins. EXAMPLES of offenses and punishments include:
Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
You may also invent your own curse, but it should be no more powerful than those described above, and the DM has final say on the curse’s effect.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Bestow curse counters remove curse.
SEXUAL USE: As per the Book of Erotic Fantasy.
This nasty spell can be used with negative connotations in mind. Some examples of sexual curses include:
Sexual thoughts and scenarios cause the character to become nauseated.
The target is unharmed, but his progeny carry one of the curses described in the Player’s Handbook
It should be noted that you can devise your own sexual curses but should not be more powerful than the curses listed for this spell. Sexual curses can play a major role in a character’s sexual behavior.
Fate, Hatred, and Suffering are Domains that are represented in D&D’s Player’s Guide to Faerûn
The Luck Domain mentioned here is a d20 variant from the Ultimate Divine Spellbook
Beyond Words
Enchantment
Level: Sor/Wiz 3
Components: Verbal, Somatic
Material Components: A polished, engraved, and faceted amethyst worth 100 gp
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels) (see text)
Target: The caster’s charmed creature
Duration: Varies (D)
Saving Throw: None
Spell Resistance: Yes
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
Similiar to thrall's understanding, this spell can be cast at any point during the charm effect. In addition to the effects of thrall's understanding this spell allows the caster to communicate with the target mentally through the duration as a free action.
Once cast, the target can travel any distance away from the caster and still remain affected by the initial charm effect, regardless of the range limitations of the original spell.
Bigby’s Clenched Fist
Evocation [Force]
Level: Sor/Wiz 8, Strength 8
Components: Verbal, Somatic
If using Divine power, use your holy symbol or similar object as a Divine Focus
Arcane Focus: A leather glove
BOOK REFERENCE(S): D&D's Player's Handbook 3.5
This spell functions like Bigby’s interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can float as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible creatures is no better than yours.
The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer respectively), +11 for the hand’s strength score (33), -1 for being Large. The hand deals 1d8+11 points of damage on each attack, and each creature struck must make a Fortitude save (against the spell’s save DC) or be stunned for 1 round. Directing the spell to a new target is a move action.
The clenched fist can also interpose itself as Bigby’s interposing hand does, or it can bull rush an opponent as Bigby’s forceful hand does but at a +15 bonus on the Strength check.
Clerics who cast this spell name it for their deities--Pelor’s clenched fist, for example.
Bigby’s Crushing Hand
Evocation [Force]
Level: Sor/Wiz 9, Strength 9
Components: Verbal, Somatic
If using Divine power, use your holy symbol or similar object as a Divine Focus
Arcane Focus: A glove of snakeskin
Arcane Material Component: The shell of an egg
BOOK REFERENCE(S): D&D's Player's Handbook 3.5
This spell functions like Bigby’s interposing hand, except that the hand can interpose itself, push, or crush one opponent that you select.
The crushing hand can grapple an opponent like Bigby’s grasping hand does. Its grapple bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer respectively), +12 for the hand’s strength score (35), +4 for being Large. The hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent.
Directing the spell to a new target is a move action.
The crushing hand can also interpose itself as Bigby’s interposing hand does, or it can bull rush an opponent as Bigby’s forceful hand does but at a +18 bonus.
Clerics who cast this spell name it for their deities--St. Cuthbert’s crushing hand, for example.
Bigby’s Forceful Hand
Evocation [Force]
Level: Sor/Wiz 6
Components: Verbal, Somatic
Arcane Focus: A sturdy glove made of leather or heavy cloth
BOOK REFERENCE(S): D&D's Player's Handbook 3.5
This spell functions like Bigby’s interposing hand, except that the hand pursues and pushes away the opponent that you designate. Treat this attack as a bull rush with a +14 bonus on the Strength check. (+8 for Strength=27, +4 for being Large, and a +2 bonus for charging, which it always gets). The hand always moves with the opponent to push that target back the full distance allowed, and it has no speed limit. Directing the spell to a new target is a move action.
A very strong creature could not push the hand out of its way because the latter would instantly reposition itself between the creature and you, but an opponent could push the hand up against you by successfully bull rushing it.
Bigby’s Grasping Hand
Evocation [Force]
Level: Sor/Wiz 7, Strength 7, Tyranny 7
Components: Verbal, Somatic
If using Divine power, use your holy symbol or similar object as a Divine Focus
Arcane Focus: A leather glove
BOOK REFERENCE(S): D&D's Player's Handbook 3.5
This spell functions like Bigby’s interposing hand, except that the hand can grapple one opponent that you select.
The grasping hand gets one grapple attack per round. Its attack bonus to make contact equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer respectively), +10 for the hand’s strength score (31), -1 for being Large. Its grapple bonus is the same figure, except with a +4 modifier for being Large instead of -1. The hand holds but does not harm it grapples. Directing the spell to a new target is a move action.
The grasping hand can also bull rush an opponent as Bigby’s forceful hand does but at a +16 bonus on the Strength check (+10 for Strength=35, +4 for being Large, and a +2 bonus for charging, which it always gets), or interpose itself as Bigby’s interposing hand does.
Clerics who cast this spell name it for their deities--Kord’s grasping hand, for example.
Tyranny is a Domain represented in D&D’s Complete Warrior AND Player’s Guide to Faerûn
Bigby’s Interposing Hand
Evocation [Force]
Level: Sor/Wiz 5
Components: Verbal, Somatic
Arcane Focus: A soft glove
Casting Time: 1 standard action
Range: Medium (100ft. + 10ft./level)
Effect: 10-ft. hand
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
BOOK REFERENCE(S): D&D's Player's Handbook 3.5
This spell creates a Large magic hand that appears between you and one opponent. This floating disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against the opponent. Nothing can fool the hand—it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent however.
A Bigby’s hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you’re undamaged and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don’t cause damage do not affect it. The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster. Disintegrate or a successful dispel magic destroys it.
Any creature weighting 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature’s attacks.
Bind Guardian I
Conjuration (Calling)
Level: Sor/Wiz 1
Components: Verbal, Somatic
XP cost: 100 XP
Casting Time: 1 minute
Range: Close
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
This spell is identical to summon monster I, using the same summoning charts and material components as those shown in Core Rulebook I. The casting time is 1 minute however, and the creatures summoned only appear for a single round instead of the spell's normal duration. During this time, the effects below occur. The summoned creatures are motionless and do nothing this round, disappearing without further effect if they are attacked or if the bind fails.
The summoned target of this spell must make an opposed Will saving throw against the caster or be bound to his service in much the same way as an animal companion. If the spell tries to bind multiple creatures, the all receive a single saving throw; if this fails all creatures are bound to the caster. A willing subject may voluntarily fail this save, but most are hostile to the idea of permanently serving the caster. The caster can only have twice his arcane level in Hit Dice worth of guardians at one time. If the spell affects multiple targets of one casting of this spell and if any are slain thereafter, the survivors must all be released before replacements may be bound. An additional limitation to this spell is while the caster has bound guardians, he cannot prepare or cast the summon monster spell used to summon them until they are released.
At the caster's option, can be assigned (at the time of binding) to another individual, but they still count towards the caster's total number of Hit Dice available and the decision cannot be changed later without releasing them first.
The experience cost of this spell is ony 100 XP, only half of that is paid if the targets are not successfully bound. Even though this is a calling spell, the magic circle used during its casting is automatically successful and the creature summoned cannot attempt to test it.
Bind Guardian II
Conjuration (Calling)
Level: Sor/Wiz 2
Components: Verbal, Somatic
XP cost: 200 XP
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
Identical to bind guardian I, but this uses the summoning chart from summon monster II and the experience cost is 200 XP if successful, half if it fails.
Bind Guardian III
Conjuration (Calling)
Level: Sor/Wiz 3
Components: Verbal, Somatic
XP cost: 300 XP
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
Identical to bind guardian I, but this uses the summoning chart from summon monster III and the experience cost is 300 XP if successful, half if it fails.
Bind Guardian IV
Conjuration (Calling)
Level: Sor/Wiz 4
Components: Verbal, Somatic
XP Cost: 400 XP
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
Identical to bind guardian I, but this uses the summoning chart from summon monster IV and the experience cost is 400 XP if successful, half if it fails.
Bind Guardian V
Conjuration (Calling)
Level: Sor/Wiz 5
Components: Verbal, Somatic
XP Cost: 500 XP
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
Identical to bind guardian I, but this uses the summoning chart from summon monster V and the experience cost is 500 XP if successful, half if it fails.
Bind Guardian VI
Conjuration (Calling)
Level: Sor/Wiz 6
Components: Verbal, Somatic
XP Cost: 600 XP
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
Identical to bind guardian I, but this uses the summoning chart from summon monster VI and the experience cost is 600 XP if successful, half if it fails.
Bind Guardian VII
Conjuration (Calling)
Level: Sor/Wiz 7
Components: Verbal, Somatic
XP Cost: 700 XP
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
Identical to bind guardian I, but this uses the summoning chart from summon monster VII and the experience cost is 700 XP if successful, half if it fails.
Bind Guardian VIII
Conjuration (Calling)
Level: Sor/Wiz 8
Components: Verbal, Somatic
XP Cost: 800 XP
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
Identical to bind guardian I, but this uses the summoning chart from summon monster VIII and the experience cost is 800 XP if successful, half if it fails.
Bind Guardian IX
Conjuration (Calling)
Level: Sor/Wiz 9
Components: Verbal, Somatic
XP Cost: 900 XP
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
Identical to bind guardian I, but this uses the summoning chart from summon monster IX and the experience cost is 900 XP if successful, half if it fails.
Bind Oath
Enchantment (Compulsion) [Language-Dependant, Mind-Affecting]
Level: Clr 3, Justice 3
Components: Verbal, Somatic
Use your holy symbol or other similar object as a Divine Focus
Casting Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: Permanent (see text)
Saving Throw: None
Spell Resistance: Yes
BOOK REFERENCE(S): d20 Ultimate Divine Spellbook
You are able to bind the subject to an oath it voluntarily swears. No kind of coercion or trickery will work in conjunction with this spell; the oath must be entirely voluntary or the spell will fail. Everything said by the creature after the words I swear to… is considered the oath. If this oath is later violated, the creature suffers under the effects of the bestow curse spell until it atones. Because of the voluntary nature of this spell, nothing can remove the curse short of an atonement or divine intervention.
The Justice Domain mentioned here is a d20 variant from the Ultimate Divine Spellbook
Bind the Arcane Connection
Transmutation
Level: Sor/Wiz 2
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Touch
Target: Two objects (see below)
Duration: Permanent
Saving Throw: None
Spell Resistance: No
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
The caster touches two objects, one of which can be no larger than Medium-size, to each other and bind them together with magical force. A strength check (DC 30) is required to break the bond.
Depending on the material of the objects involved, the objects themselves may break first.
Bind the Unruly Apprentice
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 4
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Target: One arcane spellcaster of a level lower than yourself
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
The caster casts this spell on another, lesser, arcane spellcaster (not just a creature with spell-like abilities) to keep him from casting any spells. The affected target cannot cast spells or use spell completion or spell-trigger magic items. He can use other magic items or spell-like abilities.
Binding
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8
Components: Verbal, Somatic
Components: The components for a binding spell vary according to the version of the spell, but they always include a continuous chanting utterance read from the scroll or spellbook page containing the spell, somatic gestures, and materials appropriate to the form of binding used. These components can include such items as miniature chains of special metals (silver for lycanthropes, cold iron for demons, and so forth), soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal, and the like. In addition to the specially made props suited to the specific type of binding (cost 500 gp), the spell requires opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured.
Casting Time: 1 minute
Range: Close (25ft. + 5ft./2 levels)
Target: One living creature
Duration: See text (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, and the Ultimate Arcane Spellbook
A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least one-half your caster level.
You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases by 1. For each assistant who casts dominate animal, dominate person, or dominate monster, your caster level for this casting of binding increases by a number equal to one-third of that assistant’s level, provided that the spell’s target is appropriate for a binding spell. Since the assistants’ spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants’ spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding spells are dismissible.
Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or alignment but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don’t qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.
If you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap. If you do so, the target gets a saving throw at the end of the first spell’s duration, even if your caster level was high enough to disallow an initial saving throw. If the creature succeeds on this save, all the binding spells it has received are broken.
The binding spell has six versions. Choose one of the following versions when you cast the spell.
Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The duration is one year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell.
Slumber: This version causes the subject to become comatose for as long as one year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is more difficult to cast than chaining, making it slightly easier to resist. Reduce the spell’s save DC by 1.
Bound Slumber: This combination of chaining and slumber lasts for as long as one month per caster level. Reduce the save DC by 2.
Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. Reduce the save DC by 3.
Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4.
Minimus Containment: The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4.
You can’t dispel a binding spell with dispel magic or a similar effect, though an antimagic field or Mordenkainen’s disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect.
Binding Circle
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 4
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Area: Circle with a radius of up to 5 ft./level
Duration: 1 min./level (D)
Saving Throw: Will negates
Spell Resistance: Yes
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
When this spell is cast, energy lances from your hands and traces a circle on the ground. Anyone touching the ground within the circle at the time of casting is trapped within it. They can take any normal sort of standard action, but they cannot leave the circle (even spells such as teleport fail). Those not touching the ground, those making their saving throw or those entering the circle later, are unaffected. If the caster enters the circle, the spell ends.
Binding Gem
Abjuration
Level: Sor/Wiz 4
Components: Verbal, Somatic
Arcane Focus: a gem worth at least 100 gp
Casting Time: 1 full round
Range: Touch
Target: One gem
Duration: 1 min./level
Saving Throw: None (see text)
Spell Resistance: Yes (object)
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
This spell imbues a gem with the power to absorb a spell, then release its energy. The gem becomes invisible and incorporeal and is tied to a specific creature, object, or 10 ft. cube of space, designated by the caster. If associated with a creature or object, the gem moves when the creature or object moves, always remaining within one foot.
The gem always stays dormant until someone casts a particular spell (specified at the time of casting) on the creature, object, or area. At this time the gem activates, absorbing the spell and becoming visible and tangible. An active gem no longer moves, even if it had been tied to a moving creature or object. If anything or anyone touches the gem after it becomes active, it explodes, dealing 2d6 points of damage for each level of the spell it absorbed to all within a 20 ft. spread (Reflex save for half damage).
Black Cloud of Horror
Evocation [Fear, Mind-Affecting]
Level: Clr 3
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Medium (100 ft. + 10ft./level)
Effect: Cloud that spreads 30 ft. and is 20 ft. high
Duration: 1 round/level (D)
Saving Throw: Will partial (see text)
Spell Resistance: Yes (see text)
BOOK REFERENCE(S): d20 Ultimate Divine Spellbook
This spell creates a stationary cloud of black mist that has two effects. First, it obscures sight, including darkvision, beyond 5 feet. Creatures within 5 feet are treated as if they have one-half concealment (20% miss chance), while those farther away have total concealment (50% miss chance and the attacker cannot use sight to locate the target). There is no saving throw against these effects, nor does spell resistance apply. In addition, any creature caught within the vapors is affected as if by a cause fear spell. The black cloud of horror manifests the fears of each creature in an attempt to drive them away. A will save is allowed to resist the fear; otherwise the creatures react as if influenced by cause fear. Spell resistance also applies against the fear effect.
A moderate wind, such as that created by gust of wind breaks up the cloud in four rounds. Stronger winds disperse the cloud in one round. Fiery spells, such as fireball or wall of fire burn away any portion of the cloud with which they come into contact.
The black cloud of horror cannot be used underwater.
Black Talon
Necromancy
Level: Initiate of Cyric 2
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: No; see text
BOOK REFERENCE(S): D&D’s Player's Guide to Faerûn
One of your arms transforms into a retractable, rubbery appendage ending in a taloned claw. You can attack with this claw as if your natural reach was 5 feet longer than it is. (Thus the spell provides a 10 foot natural reach for most Medium casters.) You can a +1 profane bonus on attack rolls with this spell and this bonus increases by 1 per four caster levels (to +2 at 5th, +3 at 9th level, and so forth). The talon deals 1d6 points of slashing damage +1 point of negative energy damage per caster level (maximum +10). A successful Will save reduces the negative energy damage by half.
You can also use the talon to make touch attacks, and the profane bonus on these attack rolls apply as well. A successful touch attack deals only the negative energy damage. As with similar effects, the negative energy damage from this spell heals undead creatures.
Black Tentacles
Conjuration (Creation)
Level: Sor/Wiz 4
Components: Verbal, Somatic
Arcane Material Component: A piece of tentacle from a giant squid or octopus
Casting Time: 1 standard action
Range: Medium (100 ft. + 10ft./level)
Area: 20 ft. radius spread
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
See Evard’s Black Tentacles
Bladelimb
Transmutation
Level: Sor/Wiz 2
Components: Verbal, Somatic
Arcane Material Component: A sharpened bit of steel
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
You transform your hand or other limb of your choosing into a sharp, pointed object of metallic hardness and appearance. You are automatically considered proficient with the weapon and may make attacks with a +1 magical enhancement bonus (both for attack rolls and for overcoming damage reduction). The pointed weapon inflicts 1d8+1 points of piercing damage, plus your strength modifier.
Blade Barrier
Evocation [Force]
Level: Clr 6, Combat 6, Good 6, Metal 6, Smith 6, War 6
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Medium (100ft. + 10ft./level)
Effect: Wall of whirling blades up to 20 ft. long/level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high
Duration: 1 min/level (D)
Saving Throw: Reflex halves or Reflex negates; see text
Spell Resistance: Yes
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, and the d20 Ultimate Divine Spellbook
An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.
If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.
A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.
Metal is a Domain represented in D&D's Player's Guide to Faerûn
Combat and Smith Domains mentioned here are a d20 variant from the Ultimate Divine Spellbook
Blandness
Transmutation
Level: Sor/Wiz 3
Components: Verbal, Somatic
Material Component: A tiny clay face that is smooth and devoid of prominent features.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: All creatures within a 20 ft. radius
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes
BOOK REFERENCE(S): d20 Book of Erotic Fantasy
The target’s Appearance score is lowered or raised to the average Appearance score of the creature’s race. However, it has no effect on animals, constructs, elementals, oozes, plants, undead, or vermin. If a creature is not listed, assume the following Appearance average, based on creature type, assume that its Appearance is changed to 10.
Blandness, Greater
Transmutation
Level: Sor/Wiz 6
Duration: Permanent
BOOK REFERENCE(S): d20 Book of Erotic Fantasy
As blandness, except that the duration is permanent. This effect may be negated by a break enchantment, remove curse, limited wish, miracle, or wish.
Blasphemy
Evocation [Evil, Sonic]
Level: Clr 7, Evil 7, Hatred 7, Orc 7
Components: Verbal
Casting Time: 1 standard action
Range: 30 ft.
Area: Nonevil creatures in a 40-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: None or Will negates; see text
Spell Resistance: Yes
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, and the d20 Ultimate Divine Spellbook
Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.
Equal to caster level ---- Dazed
Up to caster level –1 ---- Weakened, dazed
Up to caster level –5 ---- Paralyzed, weakened, dazed
Up to caster level –10 ---- Killed, paralyzed, weakened, dazed
The effects are cumulative and concurrent. No saving throw is allowed against these effects.
Dazed: The creature can take no actions for 1 round, though it defends itself normally.
Weakened: The creature’s Strength score decreases by 2d6 points for 2d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.
Killed: Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. The banishment effect allows a Will save (at a –4 penalty) to negate.
Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.
Hatred and Orc are Domains represented in D&D's Player's Guide to Faerûn
GOOD CHARACTERS CANNOT USE THIS SPELL!
Blast of Earth
Evocation [Earth]
Level: Sor/Wiz 4
Components: Verbal, Somatic
Material Components: A small piece of fool’s gold
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area of Effect: Cone
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
This spell creates a blast of hurling earth in a come of short range. The cone inflicts 1d4+1 points of impact damage per level of the caster (maximum 10d4+10). Creatures of Large or smaller size struck by the cone who fail their reflex save are partially buried and must spend 1d2 rounds digging their way out.
While digging their way out, creatures are considered prone and immobile. Those victims who make a successful Reflex saving throw suffer half damage and are not buried. Huge and larger creatures cannot be buried by this spell but take damage as normal.
Blast of Elemental Fury
Evocation
Level: Sor/Wiz 5
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area of Effect: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
A blast of quintelemental energy shoots from the caster’s fingertips in a cone; inflicting 1d6 points of damage per caster level (maximum 12d6). This energy affects creatures as the energy type to which they are most vulnerable, if applicable. Thus, this spell affects a creature with fire resistance 30 as if it were an energy type other than fire. Creatures with a vulnerability to an energy type, such as cold creatures suffering double dame from fire, suffer as if exposed to their vulnerability. Even if a creature has protection and a vulnerability to an energy type, this spell bypasses the protection and still affects the vulnerability. So if a wizard casts protection from elements [Fire] on a frost worm, blast of elemental fury would ignore the protection spell and inflict double damage on the frost worm.
Creatures with resistances or immunity to all elements have appropriate protection from the damage this spell inflicts. For example, a cleric carrying the effects of five different resist element spells (for all five energy types – acid, cold, electrical, fire, and sonic) subtracts 12 points of the damage he normally would suffer from the spell.
Blast of Force
Evocation [Force]
Level: Sor/Wiz 3
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Rectangle 5 feet wide and extending up the spell’s maximum range
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
The caster projects a blast of pure magical force from his hand that deals 1d4 points of damage per caster level (maximum 10d4). In addition to the damage, corporeal creatures of large or smaller size that fail their saving throw are knocked down.
Bleeding Wound
Necromancy
Level: Sor/Wiz 2
Components: Verbal, Somatic
Material Component: Bladed weapon buried with a corpse for at least one year
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 2 rounds/level
Saving Throw: None
Spell Resistance: Yes
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
This is a more powerful necromantic spell than wound, it too accelerating injuries to living tissue and making wounds more serious. With this spell, even a small pin prick can cause a subject to bleed to death, as the wound resist all attempts to halt the flow of blood.
A ranged touch attack must be made against the subject. If successful, the subject will lose one extra hit point every time it takes damage from any source every round, for the duration of the spell. This effect does not apply to subdual damage. Stopping this bleeding requires the application of any magical healing or a Heal check at DC 15. This spell has no effect on undead, constructs, animated objects, or outsiders.
Bless
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 1, Community 1, Family 1, Img 1, Pal 1
Components: Verbal, Somatic
Use your holy symbol or similar object as a divine focus
Casting Time: 1 standard action
Range: 50 ft.
Area: The caster and all allies within a 50-ft. burst, centered on the caster
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, and the d20 Ultimate Divine Spellbook
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane.
Img stands for Imagist, a Class represented in the d20 Book of Erotic Fantasy.
Community is a Domain represented in D&D's Book of Exalted Deeds.
Family is a Domain represented in D&D’s Player's Guide to Faerûn
Bless Water
Transmutation [Good]
Level: Clr 1, Pal 1
Components: Verbal, Somatic
Material Component: 5 pounds of powdered silver (worth 25 gp)
Casting Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, and the d20 Ultimate Divine Spellbook
This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water. (p. 128 of the Player’s Handbook)
EVIL CHARACTERS CANNOT USE THIS SPELL!
Bless Weapon
Transmutation
Level: GloryPr 2, Img 2, Pal 1
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, and the d20 Ultimate Divine Spellbook
This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of evil creatures or striking evil incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.
In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.
Img stands for Imagist, a Class represented in the d20 Book of Erotic Fantasy.
GloryPr stands for the Glory Domain represented in D&D's Draconomicon which talks about the Dracolyte.
Blessed Seed
Transmutation [Good, Sexual]
Level: Clr 4, Pal 4
Components: Verbal, Somatic
Use your holy symbol as a Divine Focus
XP cost: 500 XP
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
BOOK REFERENCE(S): d20 Book of Erotic Fantasy
This spell infuses you with celestial energy that infuses your sperm or womb with power. The next time that you copulate with a member of the opposite gender, results in a pregnancy, regardless of mundane birth control methods taken (certain spells, such as block the seed prevent this). A contagion spell terminates the pregnancy (without inflicting a disease upon the mother, however). In addition the child automatically gains the half-celestial template.
EVIL CHARACTERS CANNOT USE THIS SPELL!
Blessed Torch
Evocation
Level: Drd 1, Pal 1, Rgr 1
Components: Verbal, Somatic
Material Component: A torch
Casting Time: 1 standard action
Range: Touch
Effect: A burning flame on the end of a torch
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
BOOK REFERENCE(S): d20 Ultimate Divine Spellbook
This spell lights a torch with a burst of powerful divine power. The brand can be used by the caster as a touch attack weapon that deals 1d6 points of fire damage, 2d6 points to an undead creature. It can also be used (once) as a ranged weapon with a range increment of ten feet. Using the brand as a ranged weapon ends the spell. The brand counts as a blessed weapon against creatures with a special weakness to them and strikes incorporeal undead with no miss chance.
Blight
Necromancy
Level: Drd 4, Sor/Wiz 5
Components: Verbal, Somatic
Use a holy symbol or a similar object as a Divine Focus
Casting Time: 1 standard action
Range: Touch
Duration: Instantaneous
Saving Throw: Fortitude half; see text
Spell Resistance: Yes
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, d20 Ultimate Arcane Spellbook, and the d20 Ultimate Divine Spellbook
This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn’t a creature doesn’t receive a save and immediately withers and dies.
This spell has no effect on the soil or surrounding plant life.
Blight Creature
Evocation
Level: Rgr 2
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One favored enemy
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
BOOK REFERENCE(S): d20 Ultimate Divine Spellbook
You draw upon the raw power of nature to create a discordant surge with any one creature of a type that you have designated as a favored enemy, causing it 1d6 points of damage per caster level (maximum 5d6).
Blind Monkey
Enchantment (Compulsion) [Good, Mind-Affecting]
Level: Clr 3
Components: Verbal, Somatic
Use your holy symbol as a Divine Focus
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Varies (see text)
Saving Throw: None
Spell Resistance: No
BOOK REFERENCE(S): d20 Ultimate Divine Spellbook
For as long as you do not lay eyes upon an evil creature, object, place, spell or act, this spell continues. While under the effect of its blessing, you gain an enhancement bonus to your Wisdom score equal to one-half of your level.
You must be able to see to cast this spell.
Sometimes, fanatical clerics will blindfold themselves or wear hoods to keep themselves pure for this blessing to remain in effect.
EVIL CHARACTERS CANNOT USE THIS SPELL!
Blinding Beauty
Transmutation
Level: Drd 7, Fey 7
Components: Verbal, Somatic
Material Component: A small silver mirror (worth 10 gp) which shatters at the end of the spell’s duration
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
BOOK REFERENCE(S): d20 Ultimate Divine Spellbook
When transformed by this spell, the character takes on the dangerous beauty of a nymph. For the duration of the spell, any character that looks directly at the target must make a Fortitude save or be blinded permanently (see blindness/deafness).
The Fey Domain mentioned here is a d20 variant from the Ultimate Divine Spellbook
Blinding Breath
Transmutation [Light]
Level: Sor/Wiz 3
BOOK REFERENCE(S): D&D's Draconomicon
As breath flare, except that targets that fail their saving throws against your breath weapon are permanently blinded, rather than dazzled.
Blinding Spittle
Transmutation
Level: Drd 2
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./ 2 levels)
Effect: One missile of spit
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
BOOK REFERENCE(S): D&D’s Player's Guide to Faerûn
You spit caustic saliva into your targets eyes with a successful ranged touch attack. A -4 penalty applies to the attack roll. The spittle blinds the target until it can wash its eyes with water or some other rinsing fluid.
This spell has no effect on creatures that do not have eyes or creatures that do not depend on eyes for vision.
Blinding Strike
Evocation [Good, Light]
Level: Clr 1, Pal 1
Components: Verbal
Use your holy symbol as a Divine Focus
Casting Time: 1 standard action
Range: Touch
Target: One weapon
Duration: Discharge
Saving Throw: Fortitude negates
Spell Resistance: Yes
BOOK REFERENCE(S): d20 Ultimate Divine Spellbook
The caster is able to touch a weapon and imbue it with the power of light, making it shine softly, and providing illumination similar to that of a torch for 20 feet around the weapon. On a successful hit in combat, the opponent must make a Fortitude save or be blinded for 1 round per caster level. If the weapon strikes an undead creature or a creature with the evil descriptor, the flash of light also deals 1d8 points of sacred damage per three caster levels on a failed save.
EVIL CHARACTERS CANNOT USE THIS SPELL!
Blindness/Deafness
Necromancy
Level: Brd 2, Clr 3, Corruption 2, Darkness 2, Hex 2, Sor/Wiz 2
Components: Verbal
Casting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, d20 Ultimate Arcane Spellbook, and the d20 Ultimate Divine Spellbook
You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
In addition to these obvious effects, a blinded creature suffers a 50% miss chance in combat, loses any Dexterity bonus to AC, grants a +2 bonus to his opponents’ attack rolls, moves at half speed and suffers a -4 penalty to most Strength and Dexterity based skills.
A deafened character, in addition to the obvious effects automatically fails Listen checks, suffers a -4 penalty on initiative and has a 20% miss chance to miscast and lose any spell with a verbal component when he tries to cast a spell.
Corruption is a Domain represented in D&D’s Book of Vile Darkness.
The Darkness Domain represented for this spell is in D&D's Player's Guide to Faerûn.
Hex stands for hexblade, a Class represented in D&D's Complete Warrior.
The Book of Vile Darkness has the Darkness domain as well, but it is very different from what is is the Player's Guide so be CAREFUL not to confuse the two!
Blindness/Deafness, Lesser
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: Verbal
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
The subject of this spell becomes blinded or deafened, as you choose.
Blindsight
Transmutation
Level: Clr 3, Drd 2, Sor/Wiz 2
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
BOOK REFERENCE(S): D&D’s Player's Guide to Faerûn
This spell grants the subject the blindsight ability out to 30 feet. (For more details, see page 290 of the Dungeon Master’s Guide.)
Blink
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes (harmless)
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, and the d20 Ultimate Arcane Spellbook
You "blink" back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random.
Blinking has several effects, as follows.
Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).
If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.
Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.
While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.
You take only half damage from falling, since you fall only while you are material.
While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material.)
Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.
An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.
An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.
Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.
Block the Seed
Abjuration [Sexual]
Level: Body 1, Brd 1, Clr 1, Sor/Wiz 1
Components: Verbal, Somatic
Material Component: A lemon rind
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 day/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
BOOK REFERENCE(S): d20 Book of Erotic Fantasy
You are incapable of getting someone pregnant or becoming impregnated for the duration of this spell. You are still vulnerable to sexually transmitted diseases unless protective measures are taken.
Block Teleport
Abjuration
Level: Sor/Wiz 5
Components: Verbal, Somatic
Material Component: 10 gp worth of gold dust
Casting Time: 1 full round
Range: 0 ft.
Area: One 10 ft. cube/level
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
The caster creates an area in which no teleportation spell will work, either coming in or going out.
Bloodblade
Conjuration (Creation)
Level: Clr 3
Components: Verbal, Somatic
Use your holy symbol as a Divine Focus
Casting Time: 1 standard action
Range: Touch
Effect: Blade of blood
Duration: 1 min./level (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes
BOOK REFERENCE(S): d20 Ultimate Divine Spellbook
With this spell you cause a blade made from flowing crimson blood to spring forth from your hand. The bloodbladehas the same statistics as a scimitar and you can wield it with no penalties due to non-proficiency. A hit from a bloodblade deals 1d6 points of damage +1 point for every two caster levels (maximum +5). A creature hit by the bloodblade must make a Fortitude save or start to bleed. Bleeding deals 1d4 points of damage per round, starting the round after the wound was scored. Each round after the bleeding starts the victim attempts another Fortitude save to stop the blood loss. Successful hits from a bloodblade do not cause additional bleeding if the victim is already suffering from this effect. Creatures that are immune to critical hits are immune to the additional bleeding damage of the bloodblade
Blood Boundary
Transmutation
Level: Sor/Wiz 7
Components: Verbal, Somatic
Arcane Material Component: A piece of amber worth at least 50 gp.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Area: 30 foot-radius spread
Duration: 1 round./ 2 levels
Saving Throw:No
Spell Resistance: Yes
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
Developed by particularly haughty elves long ago (but usable by all races), this strange spell allows the caster to select a specific race, type, or subtype, such as human, dwarf, halfling, dragon, giant, fey or goblinoid. Within the bounds of the spell, only creatures of the specified race or type can take standard action. All other creatures remain frozen within an energy field, held in a stasis that does not allow them to be harmed or affected in anyway.
Blood Drinker
Necromancy [Evil]
Level: Clr 4, Sor/Wiz 4
Components: Somatic
If using divine power, use your holy symbol as a Divine Focus
Arcane Focus: The tooth of a vampire
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
BOOK REFERENCE(S): Dragon Magazine #304
The target’s teeth elongate into fangs, and it gains the ability to suck blood with its bite, as a vampire does. As an attack action, the creature can make a a successful grapple check against a pinned target. If successful it inflicts 1d4 points of permanent Constitution drain.
If the target already has a blood drain attack (such as that of a dire weasel, rast, gibbering mouther, or stirge), it deals an additional 1d4 points of permanent Constitution drain. Also, if its blood drain attack deals temporary Constitution damage, it instead deals permanent Constitution drain for the duration of the spell.
GOOD CHARACTERS CANNOT USE THIS SPELL!
Blood Thorns
Transmutation
Level: Sor/Wiz 1
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Touch
Target: One creature with blood
Duration: 1 round/level
Saving Throw:Fortitude negates
Spell Resistance: Yes
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
The caster causes the blood of one creature to suddenly coagulate and harden into spikes, which then thrust out of the creature’s flesh. The eruption causes 2d6 points of damage to the subject. If the creature survives, it can then use the spikes as weapons for the duration of the spell. The spikes add 1d6 points of damage to any grapple or unarmed attack the subject makes.
Blur
Illusion (Glamer)
Level: Brd 2, Kun 3 and 4, Sor/Wiz 2
Components: Verbal
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
BOOK REFERENCE(S): D&D's Player's Handbook 3.5 and the d20 Ultimate Arcane Spellbook
The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).
A see invisibility spell does not counteract the blur effect, but a true seeing spell does.
Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own see pge 151 of the Player's Handbook).
Kun stands for Kundala, a Class represented in the d20 Book of Erotic Fantasy
At level 3 for Kundala this spell is SELF only. Only at level 4 can a Kundala cast this spell on others.
Body to Body
Abjuration
Level: Body 6, Clr 6, Joining 6
Components: Verbal, Somatic
Material Component: A drop of sexual fluid from each of your targets
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature touched/three levels
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
BOOK REFERENCE(S): d20 Book of Erotic Fantasy
This spell creates a link with the caster, identical to the shield other spell, except that it effects multiple targets, and at the caster’s option, she may have any spell she casts on herself also affect her targets. The targets must be in range of the caster, but need not be in range of each other.
Bolster Damage Reduction
Abjuration
Level: Clr 3, Drd 3, Sor/Wiz 3
Components: Verbal, Somatic
Material Components: A small rod of iron
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
BOOK REFERENCE(S): Dragon Magazine #304
The target creature’s damage reduction improves, increasing the amount of damage ignored by 5 points. The type of weapon that overcomes the creature’s DR does not change. Thus if you cast this spell on a grick with a DR 15/+1, its damage reduction would become 20/+1. This spell has no effect on a creature that does not already have DR, and it does not improve damage reduction (such as a barbarian’s) that cannot be overcome. Multiple castings of this spell do not stack, nor does it stack with damage reduction from spells.
Bolt of Glory
Evocation [Good]
Level: Glory 6, GloryPr 6
Components: Verbal, Somatic
Use your holy symbol or similar object as a Divine Focus
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
BOOK REFERENCE(S): D&D's Draconomicon, and the Book of Exalted Deeds
You project a bolt of positive energy at a single creature. You must make a successful ranged touch attack to strike your target. The bolt deals 1d6 points of damage per two caster levels (maximum 7d6). Against undead, evil outsiders, and creatures native to the Negative Energy Plane, the bolt instead deals 1d6 points of damage per caster level (maximum 15d6). The bolt deals no damage to good outsiders or creatures native to the Positive Energy Plane.
GloryPr stands for Glory Prestige. Both domains are both D&D sanctioned. One is from the Book of Exalted Deeds, the Glory Prestiege is explained on page 122 of the Draconomicon. So unless you are using a particular prestige class, please use this spell from the Book of Exalted Deeds, this spell is exactly the same and level as described in BOTH books but both domains are very different so be careful. Please refer to the Domains page for more details.
Bombardment
Conjuration (Creation)
Level: Drd 8
Components: Verbal, Somatic
Focus: A quartz crystal embedded in rock
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 3.5 ft. radius burst
Duration: Instantaneous
Saving Throw: Reflex half (see text)
Spell Resistance: Yes
BOOK REFERENCE(S): D&D’s Player's Guide to Faerûn
You cause a rain of rocks to fall from the sky, burying your opponents. You designate the spot on which the burst is centered. Each creature in the area that fails a Reflex saving throw takes 1d8 points of damage per caster level (maximum 20d8), and is buried under rubble )see Avalanches page 90 of the Dungeon Master’s Guide). A successful save halves the damage and avoids burial. Buried subjects are subject to suffocation (see page 304 of the Dungeon Master’s Guide) until they climb out from under the rocks (a full round action).
Break Enchantment
Abjuration
Level: Brd 4, Clr 5, Hex 4, Img 5, Luck 5, Pal 4, Sor/Wiz 5, Spell 5
Components: Verbal, Somatic
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to one creature per level, all within 30 ft. of each other
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
BOOK REFERENCE(S): D&D's Player's Handbook 3.5
This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect, such as flesh to stone. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25.
If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower. For instance, bestow curse cannot be dispelled by dispel magic but break enchantment can dispel it.
If the effect comes from some permanent magic item, such as a cursed sword, break enchantment does not remove the curse from the item, but it does frees the victim from the item’s effects. For example, a cursed item can change the alignment of its user. Break enchantment allows the victim to be rid of the item and negate the alignment change, but the item’s curse is still intact and affects the next creature to pick up the item—even if it’s the recent recipient of the break enchantment spell.
Hex stands for hexblade, a Class represented in D&D’s Complete Warrior.
Img stands for Imagist, a Class represented in the d20 Book of Erotic Fantasy.
Spell is a Domain represented in D&D’s Player's Guide to Faerûn
Breath Flare
Transmutation [Light]
Level: Sor/Wiz 1
Components: Somatic, Breath
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
BOOK REFERENCE(S): D&D's Draconomicon
If your breath weapon uses fire or electricity, it is suffused with bright light. In addition to taking the normal fire or electricity damage, creatures that fail their saving throws against the breath weapon are dazzled for 1 minute per caster level. Sightless creatures are not affected by this spell. The modification only applies to the breath produced as part of casting.
Breath of Contagion
Necromancy
Level: Clr 5, Drd 5, Sor/Wiz 6
Components: Somatic
Use your holy symbol or similar object as a Divine Focus
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft. cone
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
BOOK REFERENCE(S): Dragon Magazine #304
You exhale a cone of putrid breath that can affect creatures with disease. If you are currently suffering from a disease, creatures within the cone that fail their saving throws are infected with the same disease. If you have a natural attack that causes disease (such as mummy rot or demon fever), subjects are infected with that disease.
Alternatively, if you have previously cast contagion and have not discharged that spell, subjects are infected with the disease you choose, as per contagion. (Normally, if you cast another spell when you are holding the charge on a previously-cast spell, the first spell dissipates. The contagionspell does dissipate when you cast breath of contagion, but its magic is transferred into your noxious breath.) If none of these conditions apply, the spell has no effect. If you are suffering from more than one disease, or if you are infected with one disease and can transmit another, creatures within the cone must attempt one saving throw for each possible disease.
Breath Weapon Admixture
Transmutation (see text)
Level: Sor/Wiz 8
Components: Somatic, Breath
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
BOOK REFERENCE(S): D&D's Draconomicon
Choose what type of energy other than that normally associated with your breath weapon: acid, cold, electricity, or fire. You can modify your breath weapon to add an equal amount of the energy you choose. For example, a wyrm red dragon whose breath weapon normally deals 22d10 points of fire damage can use this spell to produce a cone dealing 22d10 points of fire damage plus 22d10 points of acid damage. Even opposed types of energy, such as fire and cold, can be combined using this spell. The modification applies only to the breath produced as part of the casting.
When you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type. For example, breath weapon admixture is an acid spell when you cast it to add acid damage to your breath weapon.
Breath Weapon Substitution
Transmutation (see text)
Level: Sor/Wiz 4
Components: Somatic, Breath
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
BOOK REFERENCE(S): D&D's Draconomicon
Choose what type of energy other than that normally associated with your breath weapon: acid, cold, electricity, or fire. You can modify your breath weapon to use the selected energy type instead of its normal energy type. For example, a mature adult red dragon whose breath weapon normally deals 14d10 points of fire damage can use this spell to produce a cone dealing 14d10 points of acid damage instead. The modification applies only to the breath produced as part of the casting.
When you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type. For example, breath weapon substitution is an acid spell when you cast it to change your breath weapon to deal acid damage.
Briartangle
Transmutation
Level: Initiate of Nature 4
BOOK REFERENCE(S): D&D’s Player's Guide to Faerûn
This spell functions like entangle, except as follows: The entangling plants are changed to tangled briars covered with sharp thorns that grow to a height of 6 feet. Each entangled creature takes 1d8 points of piercing damage +1 point per two caster levels in the round it becomes entangled. In each subsequent round that it attempts to break free or move within the briars, it takes a like amount of damage. An entangled creature attempting to cast a spell within the briars must make a successful Concentration check (DC 20 + the spell’s level) or lose the spell.
The briars are thick and tall enough to grant cover to creatures within or behind them.
Bull’s Strength
Transmutation
Level: Bestial 2, Clr 2,Drd 2, Hex 2, Img 2, Kun 2, Pal 2, Sor/Wiz 2, Strength 2
Components: Verbal, Somatic
Use your holy symbol or a similar object as a Divine Focus
Arcane Material Component: A few hairs or a pinch of dung, from a bull
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
BOOK REFERENCE(S): D&D's Player's Handbook 3.5
The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Hex stands for hexblade, a Class represented in D&D’s Complete Warrior.
Img stands for Imagist and Kun stands for Kundala, Classes which are represented in the d20 Book of Erotic Fantasy.
Bestial is a Domain represented in D&D’s Book of Vile Darkness
Bull’s Strength, Mass
Transmutation
Level: Clr 6, Drd 6, Sor/Wiz 6
Range: Close (25 ft. +5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
BOOK REFERENCE(S): D&D's Player's Handbook 3.5
This spell functions like bull’s strength, except that it affects multiple creatures.
Burning Blood
Transmutation (see text)
Level: Sor/Wiz 5
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
BOOK REFERENCE(S): D&D's Draconomicon
Your blood becomes suffused with the same energy type that powers your breath weapon. (You must have a breath weapon that deals acid, cold, electricity, or fire damage to cast this spell.) Whenever you take damage from a natural or manufactured weapon, a spurt of blood erupts in a 5-foot radius burst from the wound, doing energy damage to creatures in its area. The energy-charged blood deals a number of points of damage equal to your caster level.
When you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type. For example, burning blood is an acid spell when you cast it to suffuse your blood with acid.
Burning Hands
Evocation [Fire]
Level: Fire 1, Sor/Wiz 1
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
BOOK REFERENCE(S): D&D's Player's Handbook 3.5
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
Page Last Updated April 20th, 2006
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