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Ghost in the Shell

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©2003 Lora Craig-Gaddis

((NOTE: Sources will be listed as we add on! We will do our best to name each source when we can, but as you see this is a lot of info. Please note, nothing we have on this site is made up/fabricated. All info is from actual d20 and D&D source books. Unless OTHERWISE stated all information is considered true. It is up to DM's whether to use the d20 spells as it may contradict what D&D has for a spell. If you have a question about whether or not a d20 spell is allowed, simply ask the DM.

If you are confused on how spells work, because you are a first time gamer, or do not play spell caster's often, PLEASE read this ERRATA on how to read spells. It is extremely useful and is written by D&D official, Skip Williams.))

((ADDITIONAL NOTES: Components will be listed if it requires more than speaking or finger waggling. Also note that DM's can choose whether or not you need a material component or "Focus" object. So please ASK THE DM if a spell will require a focus item or component, BEFORE you cast a spell.
If you see Italics under components (such as if using Divine power...) it means that you either have to use an Arcane or Divine focus depending on the class, not both
If everything is in plain text under the components section, then everything applies!

DRAGON SPELLS
Over the millennia, dragons have developed a number of spells that take their special abilities into account. Despite the origin of these spells, any spellcaster can learn and use them if he or she is capable of casting spells of the indicated class and level.
Metabreath Spells
Similar to the Metabreath feats, a large number of spells alter a dragon’s breath weapon. While metabreath feats allow mundane manipulation of a breath weapon’s shape or power, metabreath spells represent significant magical enhancement of the breath weapon. A metabreath spell has a special Breath (B) component listed in the spell description. Using the breath weapon is a part of casting the spell; just like making a touch attack is a part of casting a touch spell. Unlike touch spells, a dragon cannot hold the charge on a metabreath spell; it must breathe as part of the spellcasting. Casting a metabreath spell counts as a normal use of a breath weapon, and the dragon must wait the normal length of time before using it again.
A spellcaster must have a breath weapon to cast a spell with a breath component. Some metabreath spells only apply to breath weapons with a damaging, energy-based effect—so a dragon turtle’s scalding breath (which deals damage with no energy descriptor) or a gorgon’s petrifying breath, for example, could not be animated with animate breath. Either admixture or replaced with electricity damage using breath weapon substitution. A character under the effect of an elixir of fire breath can use metabreath spells normally.))

Only Classes and Domains (domains will be bolded and all of them will be the same color, Initiate Spells will be similiar to domains (black and bolded), while classes will have different shades), will be mentioned with spells, prestige classes will not, but on their respective pages you will find their spell list (if any) that will redirect you here, so it is important that if you took a prestige class that has a spell list, be sure to keep it handy during game play and look up the spell if it isn't linked to the site yet.

Call Lightning
Evocation [Electricity]
Level: Drd 3, Storm 3
Components: Verbal, Somatic
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more 30-ft.-long vertical lines of lightning
Duration: 1 min./level
Saving Throw: Reflex half
Spell Resistance: Yes
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, Player's Guide to Faerûn, and the d20 Ultimate Divine Spellbook

Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.
You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).
If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6.
This spell functions indoors or underground but not underwater.
The Storm Domain mentioned here is from the Player's Guide to Faerûn

Call Lightning Storm
Evocation [Electricity]
Level: Drd 5, Storm 6
Range: : Long (400 ft. + 40 ft./level)
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, Player's Guide to Faerûn, and the d20 Ultimate Divine Spellbook

This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.
The Storm Domain mentioned here is from the Player's Guide to Faerûn

Calm Animals
Enchantment (Compulsion) [Mind-Affecting]
Level: Animal 1, Drd 1, Rgr 1
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals within 30 ft. of each other
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: Yes
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, and the d20 Ultimate Divine Spellbook

This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not.
The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.

Calm Emotions
Enchantment (Compulsion) [Mind-Affecting]
Level: Balance 2, Brd 2, Charm 2, Clr 2, Law 2
Components: Verbal, Somatic
Use your holy symbol or similar object as a Divine Focus
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures in a 20-ft.-radius spread
Duration: Concentration, up to 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, Player's Guide to Faerûn, d20 Ultimate Arcane Spellbook, and the d20 Ultimate Divine Spellbook

This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard’s ability to inspire courage or a barbarian’s rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.
The Balance and Charm Domains mentioned here are from the Player's Guide to Faerûn

Cat’s Grace
Transmutation
Level: Brd 2, Drd 2, Elf 2, Halfling 2, Predator 2, Rgr 2, Sor/Wiz 2
Components: Verbal, Somatic
Material Component: A pinch of cat fur
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, Player’s Guide to Faerûn, d20 Ultimate Arcane Spellbook, and the d20 Ultimate Divine Spellbook

The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
The Predator Domain mentioned here is a d20 variant from the Ultimate Divine Spellbook
The Halfling Domain and the Elf Domain mentioned here are from the Player's Guide to Faerûn

Cat’s Grace, Mass
Transmutation
Level: Brd 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, d20 Ultimate Arcane Spellbook, and the d20 Ultimate Divine Spellbook

This spell functions like cat’s grace, except that it affects multiple creatures.

Cause Fear
Necromancy [Fear, Mind-Affecting]
Level: Brd 1, Clr 1, Death 1, Haunting 1, Hex 1, Orc 1, Sor/Wiz 1
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 5 or fewer HD
Duration: 1d4 rounds or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, Complete Warrior, Player's Guide to Faerûn, d20 Ultimate Arcane Spellbook, and the d20 Ultimate Divine Spellbook

The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.
Cause fear counters and dispels remove fear.
Hex stands for Hexblade, a Class represented in D&D's Complete Warrior
The Haunting Domain mentioned here is a d20 variant from the Ultimate Divine Spellbook
The Orc Domain mentioned here is from the Player's Guide to Faerûn

Chain Lightning
Evocation [Electricity]
Level: Air 6, Sea 6, Sor/Wiz 6, Storm 6,
Components: Verbal, Somatic
Focus: A bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of your caster levels.
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
Duration: Instantaneous
Saving Throw: Reflex half
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 creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.
The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).
Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.
The Sea Domain and the Storm Domain mentioned here is a d20 variant from the Ultimate Divine Spellbook
DO NOT get this Storm Domain mixed up with the Player's Guide to Faerûn version... the Player's Guide to Faerûn has Call Lightning Storm

Changestaff
Transmutation
Level: Drd 7
Components: Verbal, Somatic
Focus: The quarterstaff, which must be specially prepared. The staff must be a sound limb cut from an ash, oak, or yew, then cured, shaped, carved, and polished (a process requiring twenty-eight days). You cannot adventure or engage in other strenuous activity during the shaping and carving of the staff.
Casting Time: 1 round
Range: Touch
Target: Your touched staff
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, and the d20 Ultimate Divine Spellbook

You change a specially prepared quarterstaff into a Huge treantlike creature, about 24 feet tall. When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant. The staff-treant defends you and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.

Chaos Hammer
Evocation [Chaotic]
Level: Chaos 4
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: : Instantaneous (1d6 rounds); see text
Saving Throw: Will partial; see text
Spell Resistance: Yes
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, and the d20 Ultimate Divine Spellbook

You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect.
The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.

Charm Animal
Enchantment (Charm) [Mind-Affecting]
Level: Drd 1, Rgr 1
Target: One animal
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, and the d20 Ultimate Divine Spellbook

This spell functions like charm person, except that it affects a creature of the animal type.

Charm Monster
Enchantment (Charm) [Mind-Affecting]
Level: Brd 3, Beauty 4, Bestial 5, Charm 5, Sor/Wiz 4
Target: One living creature
Duration: One day/level
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, D&D's Book of Vile Darkness, D&D's Player’s Guide to Faerûn, D&D's Forgotten Realms: Campaign Setting, d20 Ultimate Arcane Spellbook, the d20 Ultimate Divine Spellbook

This spell functions like charm person, except that the effect is not restricted by creature type or size.
The Beauty Domain mentioned here is a d20 variant from the Ultimate Divine Spellbook
The Bestial Domain mentioned here is from D&D's Book of Vile Darkness
The Charm Domain mentioned here is from D&D's Player’s Guide to Faerûn AND Forgotten Realms: Campaign Setting

Charm Monster, Mass
Enchantment (Charm) [Mind-Affecting]
Level: Brd 6, Beauty 6, Pleasure 8, Sor/Wiz 8, Tyranny 8
Components: Verbal
Targets: One or more creatures, no two of which can be more than 30 ft. apart
Duration: One day/level
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, Complete Warrior, Player's Guide to Faerûn, d20 Book of Erotic Fantasy, d20 Ultimate Arcane Spellbook, and the d20 Ultimate Divine Spellbook

This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.
The Beauty Domain mentioned here is a d20 variant from the Ultimate Divine Spellbook
The Pleasure Domain mentioned here is a d20 variant from the Book of Erotic Fantasy
The Tyranny Domain mentioned here is from D&D's Complete Warrior, AND the Player's Guide to Faerûn

Charm Person
Enchantment (Charm) [Mind-Affecting]
Level: Brd 1, Beauty 1, Charm 1, Fey 2, Love 1, Sor/Wiz 1, Tyranny 8
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, Forgotten Realms: Campaign Setting, Player’s Guide to Faerûn, Book of Exalted Deeds, d20 Ultimate Arcane Spellbook, and the d20 Ultimate Divine Spellbook

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.  Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.
The Beauty Domain and the Love Domain mentioned here are a d20 variant from the Ultimate Divine Spellbook
The Charm Domain mentioned here is from D&D's Forgotten Realms: Campaign Setting, AND the Player's Guide to Faerûn
The Fey Domain mentioned here is from D&D's Book of Exalted Deeds

Chill Metal
Transmutation [Cold]
Level: Drd 2, Cold 2
Components: Verbal, Somatic
Use your holy symbol or similar object as a Divine Focus.
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, none of which can be more than 30 ft. away from any of the rest
Duration: 7 rounds
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, Player's Guide to Faerûn, d20 Ultimate Arcane Spellbook, and the d20 Ultimate Divine Spellbook

Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher. A creature takes cold damage if its equipment is chilled. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight.
On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below.

Round
1
2
3-5
6
7
Metal Temperature
Cold
Icy
Freezing
Icy
Cold
Damage
None
1d4 points
2d4 points
1d4 points
None

Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant.
Chill metal counters and dispels heat metal.
The Cold Domain mentioned here is from D&D's Player's Guide to Faerûn

Chill Touch
Necromancy
Level: Cold 1, Sor/Wiz 1
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Touch
Targets: Creature or creatures touched (up to one/level)
Duration: Instantaneous
Saving Throw: Fortitude partial or Will negates; see text
Spell Resistance: Yes
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, Player's Guide to Faerûn, and the d20 Ultimate Arcane Spellbook

A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.
An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.
The Cold Domain mentioned here is from D&D's Player's Guide to Faerûn

Circle of Death
Necromancy [Death]
Level: Sor/Wiz 6
Components: Verbal, Somatic
Material Component: The powder of a crushed black pearl with a minimum value of 500 gp.
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Several living creatures within a 40-ft.-radius burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, and the d20 Ultimate Arcane Spellbook

A circle of death snuffs out the life force of living creatures, killing them instantly.
The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.

Clairaudience/Clairvoyance
Divination (Scrying)
Level: Brd 3, Drow 2, Knowledge 3, Mentalism 3, Planning 3, Sor/Wiz 3, Voyeur 3
Components: Verbal, Somatic
Arcane Focus: A small horn (for hearing) or a glass eye (for seeing).
If using this as a divine spell, please use your holy symbol or similar object as a focus
Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Effect: Magical sensor
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, Complete Warrior, Player's Guide to Faerûn, d20 Book of Erotic Fantasy, d20 Ultimate Arcane Spellbook, and the d20 Ultimate Divine Spellbook

Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10- foot radius around the center of the spell’s effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.
The Drow Domain, Mentalism Domain and Planning Domain mentioned here are from D&D's Player's Guide to Faerûn (the Planning Domain is also in the Complete Warrior)
The Voyuer Domain mentioned here is from the d20 Book of Erotic Fantasy

Clenched Fist
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook and the d20 Ultimate Divine Spellbook

See Bigby's Clenched Fist.

Cloak of Bravery, Greater
Abjuration [Mind-Affecting]
Level: Courage 9
Components: Verbal, Somatic
Casting Time: 1 action
Range: 1 mile; see text
Area: 1 mile - radius emanation centered on you
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
BOOK REFERENCE(S): D&D's Complete Warrior

As cloak of bravery, except all allies within the emanation (including you) are immune to fear effects and gain a +2 morale bonus on attack rolls. Allies who don't have line of sight to you are unaffected.

Cloak of Chaos
Abjuration [Chaotic]
Level: Chaos 8, Clr 8, Orc 8
Components: Verbal, Somatic
Focus: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a chaotic text. The reliquary costs at least 500 gp.
Casting Time: 1 standard action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, Player’s Guide to Faerûn, and the d20 Ultimate Divine Spellbook

A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from law, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.
Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.
Third, the abjuration blocks possession and mental influence, just as protection from law does. Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).
The Orc Domain mentioned here is from D&D's Player's Guide to Faerûn

Clone
Necromancy
Level: Sor/Wiz 8
Components: Verbal, Somatic
Material Component: The piece of flesh and various laboratory supplies (cost 1,000 gp).
Focus: Special laboratory equipment (cost 500 gp).
Casting Time: 10 minutes
Range: 0 ft.
Effect: One clone
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
BOOK REFERENCE(S): D&D's Player's Handbook 3.5, and the d20 Ultimate Arcane Spellbook

This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original’s physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.
To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature’s living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.
When the clone is completed, the original’s soul enters it immediately, if that creature is already dead. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level character). If this Constitution adjustment would give the clone a Constitution score of 0, the spell fails. If the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is one level below the level at which the original died. The spell duplicates only the original’s body and mind, not its equipment.
A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.

Page Last Updated June 16th, 2006

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