Anda di halaman 1dari 92

Com

mplete Dragon and


d Dungeoon Magazzine 3.5 Sp
pells - Inttroductioon
W
WHO AM I??
IN
NTROD
DUCT
TION Plaain and simple:: nobody. I’m not
desiggn layouts for magazines
m
n a graphic artist. I do not
or newsletters
n of any
a sort.
INTR
RODUCTION TO V3.0
0 Whille I would lovee to say who I am,
a I’d rather not
n be hassled
Thee inclusion of DUNGEON MAG GAZINE in thiss compilation for crreating this coompilation for the gaming coommunity. I
yieldeed only 10 neww spells none ofo which had im mages oftenn go by the nam me of EldritchHHorror or som
me variation
associated with them m. All of them
m were Sor/Wizz spells with and sometimes
s cann be found as Strider.
the exxception of thee two Epic leveel spells. Most of the spells Loook for my otheer compilations: Arms and Eqquipment,
found d in DUNGEON N MAGAZINE alrready come fro om another Featss, Flaws, and Fiighting Styles,, and Magic Iteems.
sourcce. There are noo new Spellboooks and no new w Domains.
Addin ng these spellss doesn’t signifficantly changee much at all
but iss done more foor uniformity between
b the coompilations.

INTRO
ODUCTION
N
Colllected here is a listing of all the spells founnd in DRAGON
MAGA AZINE issues 30 09-362. Most of o the spells in the earlier
issuess have found th heir way into the
t SPELL COM MPENDIUM.
Otherr spells appearr in various priinted books. Th hese spells
have not been reprooduced here. Even E though th here may be
slightt differences between the speells in the maggazine and the
spellss in the books, it is my belieff that newer isssues and
neweer printed mateerial supersedees anything thaat came before
it. Th
here is one exceeption to this reprinting
r rulee. Greater
Bestoww Curse appearrs both in COM MPLETE DIVINE and RACES OF
DESTIINY. The Greateer Bestow Cursee that is found here is
reprinnted from thesse two books (w which are iden ntical with the
excep ption of the Divine 7 level wh hich is added to t the RACES
OF DESTINY
E version
n) solely for thee purpose of in ncluding the
variannts to this spelll which do nott appear in eith her book.
Enttries found herre have been en ntered using OCR
O and
prooffread. Some isssues come from m really bad scaans in which
case entries
e have beeen manually transcribed.
t
Reaaders of my othher compilations may notice a slight
differrence in chapteer/appendix sttyles. This was done to
mimiic the layout off the SPELL COMPENDIUM.

DESC
CRIPTIONS
S
Theere has been noo change or staandardization to t the way
spellss have been listed in the 3.5 world
w and therrefore, unlike
otherr compilations,, have not had to undergo ch hanges. The
entriees are word forr word from th he magazine wiith a few
excepptions:
Thee Dragon Maggazine # is inclluded in the sttat block
which h lists from wh
hich issue and article the speell originally
appeaared in.
In a few rare casess, the spells haad a lot of back
k-story to their
originns. This inform
mation was pullled out and plaaced at the
end of
o the descriptiion under the heading
h Lore.

IMAGES
S
Althhough there weren’t
w as manyy images accom
mpanying the
spellss as I would haave liked, I took what was avaailable and
tried to place them near the correesponding spelll description.
Thesee images all come from Dragon Magazines and have onlyy
been altered to cleaan them up for use in this com mpilation.

V
VERSIONS
S
1.0
0: The initial reelease.
2.0:: Added missinng information
n.
3.0:: Added spells from DUNGEO ON MAGAZINE.

1
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
AGING TOUCH ANAMENSIS concentrating to maintain its effect.
Thus, you do not need to concentrate to
Necromancy Divination
continue a performance or bardic music
Level: Sor/Wiz 3 Level: Brd 3, Sor/Wiz 4
effect (that relies on the use of a musical
Components: V, S, M Components: V, S
instrument) and may cast spells or
Casting Time: 1 standard action Casting Time: 1 standard action
activate magic items. You may not,
Range: Touch Range: Personal
however, make further use of bardic
Target: Living creature touched Target: You
music while an animated instrument
Duration: Instantaneous Duration: 1 hour/level or until
continues a bardic music effect.
Saving Throw: Fortitude negates discharged (D)
You can animate any nonmagical
Spell Resistance: Yes Source: Dragon 338 (Spellcraft – The
musical instrument, such as a piano,
Source: Dragon 350 (Spellcraft – Silver Hexameric Folio)
fiddle, or harp. If the instrument must be
Chronomancy) carried or held while played, it floats in
By casting this spell you tap into the
the air in the square in which you cast
Breathing a gasp of dust upon your hand, musings of some alien collective
the spell. The animated instrument
your flesh withers like that of a mummy, then memory. For the duration of the spell
cannot move. The instrument continues
reforms, aging and regenerating before your you can perform any Knowledge skill
to play until the spell expires or a
eyes. check untrained and can make one
creature succeeds at a touch attack to
Knowledge check with a +10 bonus. If
Your touch ages living creatures. Any ruin its tune. An animated instrument's
you have the bardic knowledge ability or
creature you touch with a successful AC is 10 plus any relevant size modifiers
a similar class ability, the +10 bonus can
melee touch attack takes 1 point of (most hand-held instruments are Small,
apply to that check instead. This bonus
Strength, Dexterity, and Constitution giving them a +1 size bonus to AC).
can only be applied once, as a free action,
damage. This aging is reflected in the at any time during the duration of this
target's appearance–skin becomes more spell. Once the Knowledge bonus is used ANIMATE UNDEAD LEGION
wrinkled and pockmarked, hair turns the spell ends. Necromancy [Evil, War]
white, posture stoops–and while this has For as long as this spell is in effect, Level: Clr 4, Sor/Wiz 6
no additional negative effect, it does however, you perceive noises - echoing Components: V, S, M
provide a cumulative +2 bonus on hums, clicks, and complex rhythms - just Casting Time: 10 minutes
Disguise checks. Only the target's body is at the edges of your senses, as if some Range: Long (400 ft. + 40ft. /level)
aged by this spell, and it gains none of outside intelligence were trying to Area: Corpses within a 60-ft.-radius
the benefits of growing older naturally. communicate with you. For as long as burst (see text)
Creatures that gain benefits by age this spell is in effect you take a -4 penalty Duration: Concentration (up to 1
category do not gain additional on all Will saves. Spell weavers are not minute/level)
advantages due to this spell. subject to this penalty. Saving Throw: None
Every time a creature is affected by this You cannot have more than one Spell Resistance: No
spell it is temporarily aged one age anamnesis active at the same time. Source: Dragon 309 (War Spells –
category–a young character becomes Unleash Arcane Armageddon)
middle age, a middle-aged character
become old, and an old character become
ANIMATE INSTRUMENT
Transmutation You cause all bones or corpses within
venerable. (Assume a creature is young if the spell's radius (including those buried
no age is given.) Every time the target Level: Brd 2
underground to a depth of up to 10 feet)
ages in this way the effects of this spell Components: V, S
to rise as undead skeletons or zombies.
stack, until the target reaches venerable Casting Time: 1 standard action
Up to 25 Hit dice worth of undead
age. If a creature is aged past venerable it Range: Touch
creatures per caster level can be created
instead takes 5d6 points of damage each Target: One instrument touched
in this manner. These undead do not
time it is struck, as its body succumbs to Duration: 1 minute/level
count toward your control limit for
the ravages of incredibly swift decay. Saving Throw: None
commanding undead through the rebuke
Thus, a young character struck by a Spell Resistance: No
undead ability or through spells such as
wizard using aging touch three times takes Source: Dragon 335 (Spellcraft –
animate dead. Normally this spell is cast
-3 points of damage to Strength, Songsabers of Waterdeep)
on a graveyard, burial ground, or
Dexterity, and Constitution and gains a battle site to maximize the number of
+6 bonus on Disguise checks. Upon You imbue a musical instrument with
available bodies.
being struck a fourth time, that target the ability to play at your command. This
Any undead created by this spell that
takes 5d6 points of damage. instrument can play a tune on your
move out of its range are instantly
Ability damage dealt by this spell heals behalf even while you are busy with
destroyed. Likewise, when the spell ends,
as normal, at a rate of 1 point per day for other actions. As long as this spell is in
all undead created by it are instantly
each affected ability. The bonus on effect you can cause the affected
destroyed.
Disguise checks also fades over time, instrument to begin playing as a free
Note: This spell requires the War Magic
decreasing at a rate of -2 every day until action, effectively mimicking and
Study feat to acquire and cast.
the target's Disguise modifier returns to continuing your performance (at the
Material Component: An iron crown
normal. same Perform result as yours, if one has
studded with black onyx gems worth
Material Component: A pinch of dust. been made). Once the animated
3,000 gp, plus one 10-gp onyx for every
instrument picks up the performance,
undead creature created by the spell.
you do not have to continue

2
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
ARCANE SEAL Components: V, S. DF, F As rage, except as noted above.
Casting Time: 1 round Normally this spell is used on allied
Abjuration
Range: Banner touched troops, who forgo their saving throws to
Level: Magewright 3, Sor/Wiz 3
Effect: 6o-ft.-radius emanation gain the benefits of the spell.
Components: V, S, F
centered on the banner Note: This spell requires the War Magic
Casting Time: 1 standard action
Duration: 1 minute Study feat to acquire and cast.
Range: Touch
Saving Throw: None Material Component: A handful of tiny
Target: The door, chest, or portal
Spell Resistance: Yes weapons carved out of lapis lazuli, worth
touched, up to 3o sq. ft. /level in size
Source: Dragon 358 (Core Beliefs – St. a total of 2,500 gp.
Duration: Permanent
Saving Throw: None Cuthbert)
Spell Resistance: No BATTLE TENTACLES
You create an aura of power centered Conjuration (Creation)
Source: Dragon 344 (Eberron –
on a banner bearing Saint Cuthbert's Level: Sor/Wiz 5
Dreadhold – Eberron’s Inescapable
symbol or likeness. All allies within the Components: V, S, M
Island Prison)
aura gain a +2 morale bonus on attack Casting Time: 1 standard action
rolls and saving throws against fear Range: Medium (100 ft. + 10 ft. /level)
This spell can be cast upon a door,
effects. The spell ends if the cloth of the Area: a 2o-ft.-radius spread
chest, or portal. This magically seals the
banner is destroyed or touches the Duration: 1 round/level (D)
target and attaches a mystical alarm to
ground. Saving Throw: None
this location. The focus of the spell is a
Focus: The banner and a small blessed
platinum key. This key is bound to the Spell Resistance: No
cloth worth 100 gp.
target of the spell and cannot be used Source: Dragon 344 (A Dark and
again for any other purpose. The bearer Stormy Knight – Another Evening With
of the key may freely pass the arcane seal BATTLE FRIGHT the Wizards Three)
without affecting it. Otherwise, a door or Necromancy [Fear, Mind-Affecting,
object secured with this spell can be War] This spell conjures a field of rubbery
opened only by breaking it or with a Level: Brd 4, Sor/Wiz 5 black tentacles very similar to those
successful dispel magic or knock spell. Add Components: V, S, M created by the well-known Evard's black
10 to the normal DC to break open a door Casting Time: 1 minute tentacles spell. These waving members
or portal affected by this spell. In Range: Long (400 ft. + 40ft. /level) seem to spring up from the floor, soil,
addition, if the door is opened in any Area: All living creatures within a 60- water, or whatever other surface is
manner, the bearer of the key receives a ft.-radius burst underfoot. They bash and slice creatures
mental alert--a single word, set when the Duration: Concentration that enter the tentacle field, assaulting
spell is cast. Saving Throw: Will negates their targets with great strength. The
A knock spell suppresses the seal for 10 Spell Resistance: Yes tentacles are studded with irregular short
minutes. Dispel magic permanently Source: Dragon 309 (War Spells – finlike spines, having edges as sharp as
destroys the seal if the dispel check is Unleash Arcane Armageddon) many swordblades.
successful. However, the act of dispelling The tentacles make one melee attack
the seal triggers the mental alert. A rogue As fear, except as noted above. every round against every creature
or artificer can sense the presence of an Creatures affected by this spell flee from within the spell area. Treat the tentacles
arcane seal by making a successful DC 28 you and your allies. as a Medium creature with a base attack
Search check. A rogue or artificer can Note: This spell requires the War Magic bonus equal to your caster level and a
temporarily disable the alarm using an Study feat to acquire and cast. Strength score of 19. They deal 2d6+4
arcane key (see page 169 of SHARN: CITY Material Component: A handful of tiny points of damage with each successful
OF TOWERS). feet carved out of onyx, worth a total of hit. This damage is half bludgeoning and
Focus: A finely crafted platinum key 3,000 gp. half slashing.
worth 50 gp. Any creature that enters the area of the
spell is immediately attacked by the
BATTLE FURY tentacles and can only move through the
BANE, GREATER Enchantment (Compulsion) [Mind- area at half normal speed. To you, the
Enchantment (Compulsion) [Mind- Affecting, War] tentacles seem insubstantial: you can pass
Affecting] Level: Brd 3, Sor/Wiz 4 freely through them as if they don't exist,
Level: Initiate of Hextor 3 Components: V, S, M without impairing their attacks or your
Source: Dragon 342 (The Power of Casting Time: 1 minute movement at all.
Faith – Initiate Feats of the Core Deities) Range: Long (400 ft. + 40ft. /level) Material Components: A piece of tentacle
Target: All living creatures within a 60- from a giant octopus or a giant squid, and
This spell functions like bane, except ft.-radius burst a fragment of spine or bone from any
that the penalty is equal to -1 per three Duration: Concentration aquatic creature.
caster levels, to a maximum of -5. Saving Throw: Will negates
Spell Resistance: Yes
BANNER OF THE SAINT Source: Dragon 309 (War Spells – BATTLEARMS
Unleash Arcane Armageddon) Evocation
Enchantment (Compulsion) [Mind-
Level: Clr 4, Blackguard 4
Affecting]
Components: V, S, DF
Level: Clr 3 (Saint Cuthbert)
Casting Time: 1 standard action

3
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Range: Personal BESTOW CURSE, GREATER
Target: You Transmutation
Duration: 1 round/level Level: Brd 6, Clr 7, Sor/Wiz 8
Source: Dragon 356 (Core Beliefs – Components: V, S
Hextor) Casting Time: 1 standard action
Range: Touch
Calling upon the power of Hextor, you
Target: Creature touched
imbue yourself with skill in combat and
Duration: Permanent
create extra arms. Your base attack bonus
Saving Throw: Will negates
becomes equal to your character level A witch bestows a powerful  
Spell Resistance: Yes
(which might give you additional curse on her enemy.
Source: Dragon 348 (Bestowed
attacks), you gain 1 temporary hit point
Curses – Variants for the Vile) with some deed that the spellcaster
per caster level and you grow a pair of
extra arms from your torso. You may use designates. The deed must be something
The spellcaster places a curse on the that the subject can accomplish within
these extra arms to make unarmed strikes
creature touched, choosing, one of the one year (assuming he undertakes it
or wield weapons. If you use these extra
three following effects. immediately). For example, the deed
limbs to attack, attacks with your primary
hand are at -6, the three other hands are • One ability score is reduced to might be “slay the dragon under Castle
at -10. If you have the Two-Weapon 1, or two ability scores take -6 Bluecraft,” or “climb the tallest mountain
Fighting feat, the penalty on attacks with penalties (to a minimum of 1). in the world.” The cursed victim can have
all of your hands drops to -4. At 12th • -8 penalty on attack rolls, help accomplishing the task.
level, you grow an additional pair of saving throws, ability checks, Note: This spell is reprinted from RACES
arms. and skill checks. OF DESTINY. See the Introduction for
These extra arms cannot cast spells. You • Each turn, the subject has a more information. See the “Variant
cannot cast a spell and make an attack 25% chance to act normally, Bestow Greater Curse” sidebar for
with these arms in the same round. On otherwise, it takes no action. variations on this spell.
the round you cast this spell, each new You can also invent your own curse, but
arm may draw one of your weapons as a it should be no more powerful it in those BLACK STENCH OF LAOGZED
free action. On any later round you must described above, and the Dungeon Conjuration (Creation)
use a move action to equip weapons in Master has the final say on the curse's Level: Clr 4, Sor/Wiz 5
one or more of your extra hands. The effect. Components: V, S, M/DF
arms are a neutral gray color and barely A greater curse cannot be dispelled, nor Casting Time: 1 standard action
human. They cannot hold any items can it can be removed with a break Range: Personal
other than weapons, climb or swim, or enchantment, limited wish, or remove curse Effect: Cloud spreads in a 20-ft. radius
engage in any activity other than combat. spell. A miracle or wish spell removes the from you, 20 ft. high
greater curse, but each greater curse also Duration: 1 round/level
must have a single means of removing it

VARIANT GREATER BESTOW CURSE EFFECTS


• The target loses a class ability, such as spellcasting, sneak attack damage, or barbarian rage. If this class ability is a prerequisite for
other abilities or feats, the target loses the use of those feats as well.
• The target gains a susceptibility to a one energy type (such as fire or electricity) or to weapons made of a specified rare or unusual
material (such as adamantine or silver) of the caster's choice. The target takes an additional +5o% extra damage from this source. This
effect does not stack with any other weaknesses the target might already possess.
• The target's alignment gradually moves toward another of the caster's choice. For example, a lawful good paladin might be cursed to
become chaotic evil, losing access to all of his paladin spells and abilities. There is no immediate effect, but the target must make a
Will save each day thereafter or his alignment shifts one step toward the chosen alignment.
• The target takes damage equal to the damage he deals to others. Only damage dealt with weapons is affected, not ability damage or
spell effects.
• One of the target's attack options is lost (such as a dragon's breath weapon or a medusa's petrifying gaze attack).
• The target can no longer sleep soundly, perhaps wracked by nightmares or guilt over past evil deeds (caster's choice). He wakes
fatigued each morning and cannot perform tasks that require him to be well-rested, such as a wizard preparing spells.
• The target's most powerful or cherished possession (DM's discretion) is drawn by fate to fall into the hands of a hated enemy or rival.
• The target is completely unable to use any three skills of the caster's choosing. Knowledge skills must be chosen separately.
• Everyone the target sees appears to be undead, their flesh rotting from their bones and their voices reduced to hollow rasps.
• All critical threats made against the target automatically confirm without requiring the attacker to reroll.
• A noisy spirit haunts the target. Aside from unnerving those around the target, the spirit prevents him from using the Hide or Move
Silently abilities, becoming invisible, disguising himself; or otherwise altering his appearance. A manifestation of the curse, the spirit
is not actually undead and cannot be turned, rebuked, or destroyed.
• All new creatures and NPCs the target encounters treat him with an initial attitude of hostile. Allies and current acquaintances do not
change their attitudes toward the target.

4
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Saving Throw: Fortitude Source: Dragon 348
half (see text) (Spellcraft – The Tome of
Spell Resistance: No Strahd)
Source: Dragon 342
(Spellcraft – Alien Upon casting Bloodstone's
Blessings – Spells of frightful joining your soul
Monstrous Deities) attempts to invade the
form of a nearby undead
You produce a cloud of creature, leaving your body
utterly black, acidic, and lifeless. If the target
horrific-smelling gas, succeeds at its Will save, it
centered on you, a breath resists your attack and the
of foul air belched by the spell ends. If the creature
stinking god Laogzed A necromancer casts blaze bones to bolster his undead fails its save, your spirit
himself. Living creatures dominates the target, its
in the cloud become nauseated, and take own consciousness–if any–being
1d6 points of acid damage per two caster You wreathe one corporeal undead subsumed for the duration of the spell.
levels per round (maximum 5d6). A creature in a corona of flames. You gain complete control over the
successful Fortitude save negates the Unintelligent undead receive no saving target, even if it was created or controlled
nausea and halves the damage. In throw against this spell. The undead by another being. When you transfer
addition, this gas obscures all sight, creature gains a +2 bonus on all melee your soul your body appears dead,
including darkvision beyond 5 feet. A attack rolls and deals an additional 1d6 although a DC 2.5 Heal check reveals
creature 5 feet away has concealment points of fire damage with every that it is merely in a state of suspended
(attacks have a 20% miss chance). successful melee attack. It takes 1d3 animation.
Creatures farther away have total points of fire damage every round. Any This spell is blocked by protection from
concealment (50% miss chance, and the effect that prevents the 1d3 points of evil or similar wards that prevent
attacker cannot use sight to locate the damage (such as fire resistance) also ends possession or control.
target; creatures that rely on the scent the blaze bones spell. Once in control of an undead body, you
ability cannot locate the caster while this If the undead drops to 0 hit points retain your Intelligence, Wisdom,
spell is in effect). While you are immune while under the effects of this spell, it Charisma, level, class, base attack bonus,
to the stench and acid damage of your explodes in a small burst of flames. The base save bonuses, alignment, and mental
own spell, you are affected by this spell's flames deal 2d6 points of fire damage to abilities. The body retains its Strength,
darkness. Holding one's breath does not all creatures adjacent to the undead Dexterity, hit points, extraordinary
help to avoid the effects of this spell. (Reflex save for half). abilities, and automatic abilities. A body
A moderate wind (11+ mph) disperses Note: See the “Dual School Spells” entry with extra limbs does not allow you to
this gas in 4 rounds. A strong or greater in Appendix 2 for more information on make more attacks (or more
wind (21+ mph), such as from a gust of the dual-school property of this spell. advantageous two-weapon attacks) than
wind spell, disperses this gas in 1 round. normal. You also gain access to the body's
A fireball, flame strike, or similar spell BLESS, GREATER extraordinary abilities, but the creature's
burns away the gas in its area of effect. A Enchantment (Compulsion) [Mind- supernatural abilities, spells, and spell-
wall of fire burns away the gas in the area Affecting] like abilities do not stay with the body.
into which it deals damage. Level: Initiate of Heironeous 3, Initiate You gain no access to the target's
This spell does not function of Pelor 3 thoughts or knowledge, but you can
underwater. For the duration of this spell Source: Dragon 342 (The Power of choose to communicate with sentient
any stench or scent-based ability you or Faith – Initiate Feats of the Core Deities) undead mentally.
creatures in the area of effect possess is This spell functions like bless except As a standard action, you can shift
overwhelmed and does not function. that the bonus is equal to +1 per three freely from your host's body back to your
Arcane Material Component: A piece of a caster levels, to a maximum of +5. body if within range, thereby returning
troglodyte's tail. control of the undead form to its original
consciousness or controller. The spell
BLOODSTONE'S FRIGHTFUL ends when you shift from the target's
BLAZE BONES
Evocation/Necromancy [Evil, Fire]
JOINING body to your own body.
Necromancy If the host body is slain, you return to
Level: Clr 2, Sor/Wiz 2
Level: Sor/Wiz 4 your body, if within range, and the
Components: V, S
Components: V, S animating force of the target departs (it is
Casting Time: 1 standard action
Casting Time: 1 standard action dead). If the host body is slain beyond
Range: Short (25 ft. + 5 ft.2/levels)
Range: Medium (100 ft. + 10 ft/level) the range of the spell, both you and the
Targets: One corporeal undead
Target: One undead creature host die. Any life force with nowhere to
Duration: 1 round/level go is treated as slain.
Saving Throw: Will negates (see Duration: 1 hour/level or until you
below) return to your body
Spell Resistance: Yes Saving Throw: Will negates, see text BOLTS OF GLORY
Source: Dragon 347 (Spellcraft – Spell Resistance: Yes Evocation [Good]
Scripture of Elemental Evil) Level: Clr 3

5
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Source: Dragon 354 (Core Beliefs – through the wall must succeed at a or an Escape Artist check, but the brain
Heironeous) Fortitude save or be dazed for one round. slave gets a +2 circumstance bonus on its
Arcane Material Component: Four stones, opposed check. Completely detaching a
This spell functions like searing light, one for each of the colors of the cloud. brain slave causes it to vanish.
except that the spell delivers raw positive A brain slave of Ilsensine that begins its
energy resembling a silver bolt of BRAIN SLAVE OF ILSENSINE turn with both tentacles attached and
lightning rather than a blast of light. Conjuration (Summoning) that makes a successful grapple check
Creatures from evil Outer Planes or from automatically extracts the opponent's
Level: Clr 6, Sor/Wiz 6
the Negative Energy Plane take damage brain, instantly killing the target. This
Components: V, S, M/DF
as if they were undead. Creatures from power is useless against constructs,
Casting Time: 1 round
good Outer Planes or the Positive Energy elementals, oozes, plants, undead, or
Range: Close (25 ft. + 5 ft / 2 levels)
Plane take no damage. creatures of greater than Large size. It is
Effect: One or more summoned
not instantly fatal to foes with multiple
disembodied brains
BOCCOB'S ROLLING CLOUD heads.
Duration: 1 round/level (D)
You can summon an additional brain
Evocation [Electricity, Fire] Saving Throw: Will negates (see text)
slave of Ilsensine per 2 caster levels.
Level: Clr 4, Sor/Wiz 3 Spell Resistance: No Arcane Material Component: A small
Components: V, S, M/DF Source: Dragon 342 (Spellcraft – Alien portion of brain from a humanoid or
Casting Time: 1 standard action Blessings – Spells of Monstrous Deities) monstrous humanoid.
Range: Close (25 ft. + 5 ft. /2 levels)
Effect: Cone-shaped burst A glowing, floating green brain with
Duration: Instantaneous two tentacles, similar in appearance to a BURNED TO BARE ROCK
Saving Throw: Reflex half (see text) miniature avatar of Ilsensine, appears and Evocation [Fire, War]
Spell Resistance: Yes circles about you. At any time during this Level: Sor/Wiz 4
Source: Dragon 338 (Core Belief’s: spell's duration you can command this Components: V, S, M
Boccob) brain to attack a Small, Medium, or Large Casting Time: 1 minute
creature in order to extract its brain. The Range: Long (400 ft. + 40ft. /level)
A shimmering 10-foot-tall cloud made brain slave gets two attacks made at your Area: 60-ft.-radius spread
of gold, red, violet, and blue energy base attack bonus, and has a +6 grapple Duration: Instantaneous
springs into existence, resembling rolling bonus. If it hits with either of its attacks, Saving Throw: Reflex half
fire and lightning. The cloud appears in it causes no damage but can immediately Spell Resistance: Yes
front of you and sweeps outward to the attempt to start a grapple as a free action Source: Dragon 309 (War Spells –
extent of the range. without provoking an attack of Unleash Arcane Armageddon)
Creatures struck by the cloud take 1d6 opportunity. If it wins the grapple, it
points of damage per level (maximum establishes a hold and attaches the As fireball, except as noted above.
10d6). The damage is one-quarter tentacle to its opponent's head. If neither Burned to Bare Rock can deal a maximum
electricity, one-quarter fire, one-quarter tentacle is able to grapple the brain slave of 10d6 points of fire damage.
negative energy, and one-quarter positive vanishes. Note: This spell requires the War Magic
energy. Unlike the negative energy from If the brain slave of Ilsensine begins its Study feat to acquire and cast.
an inflict wounds spell, this spell does not turn with one of its tentacles attached, it Material Component: Three flasks of
cure undead (nor does its positive energy can try to attach the other with a single alchemist's fire and a powdered ruby
component cure living creatures). grapple check (without making an attack worth at least 3,500 gp.
A creature that fails its save is struck roll). The opponent can escape with a
full-force by the cloud and must make a single successful opposed grapple check BURNING HATE
Fortitude save or be dazed Enchantment/Evocation [Evil,
for one round. Creatures Fire]
immune to stunning are
Level: Clr 2, Sor/Wiz 3
immune to this aspect of
Components: V, S
the spell.
Casting Time: 1 standard action
This spell can be made
Range: Short (25 ft. + 5
permanent with a
ft.2/levels)
permanency spell
Target: One creature
(minimum caster level
Duration: 1 round/level
11th; 1,5oo XP), in
Saving Throw: Reflex half
which case it creates a
Spell Resistance: Yes
straight cloud 5-foot-
wide, 10-foot-tall, and Source: Dragon 347 (Spellcraft –
up to 25-foot + 5 ft. /2 Scripture of Elemental Evil)
levels long and deals
2d6 points of damage You fire a bolt of flame at the
+1 point per caster target, both dealing damage and
level to any creature marking it as the target of your
that contacts it. A An Illithid commands a Brain Slave of Ilsensine to  hate. The bolt deals 1d6 points or
creature that passes attack a creature enhanced by Nails of Luthic fire damage per two levels
(maximum 5d6). A successful

6
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Reflex save halves this damage. A thin its bite or a weapon, as it desires. When Source: Dragon 312 (The Ebon Maw –
halo of flames surrounds the target for making a full attack, a subject fighting Beware the Waking Hunger)
the remainder of the spell's duration. The without weapons uses its bite attack
flames deal no damage, but they inspire along with its natural weapons. One You splash creatures in the spell's area
great hatred in you and your allies when armed with a weapon usually uses the with a caustic substance not unlike bile
looking at the target. You and your allies weapon along with its bite and any other or digestive juices that deals 1d6 points
gain a +1 morale bonus on all attack and natural weapons as natural secondary of acid damage per level (maximum 10d6)
damage rolls made against the target for attacks. to every creature within the area.
the duration of the spell. If the subject does not have a bite You designate a point at which you
Note: See the “Dual School Spells” entry attack, use the appropriate damage value want the bile to erupt, and a fountain of
in Appendix 2 for more information on from the table below according to the greenish-brown acid erupts from that
the dual-school property of this spell. creature's size, plus modifiers for point, showering creatures in the area.
Strength. If it already possesses a bite Caustic bile deals acid damage to
CAMEL'S TENACITY attack, its bite grows more potent, unattended objects within the area. At
dealing damage as a creature one size high levels, it could eat through a few
Transmutation
category larger. inches of wood.
Level: Clr 4, Drd 3
Furthermore, the subject gains vitality
Components: V, S, M
from consuming flesh during the spell's CAUSTIC DISDAIN
Casting Time: 1 standard action
duration. This must be the flesh of a
Range: Touch Enchantment/Evocation [Acid, Evil]
living creature-dead and undead bodies
Target: Creature(s) touched (up to Level: Clr 4, Sor/Wiz 4
do not count. The subject gains 1
1/level) Components: V, S
temporary hit
Duration: 1 day/3 levels Casting Time: 1 standard action
point for every 3 points of
Saving Throw: Will negates (harmless) Range: Medium (100 ft. + 10 ft. /level)
damage it deals to living creatures with
Spell Resistance: Yes Target: One creature
its bite attack. These temporary
Source: Dragon 331 (Spellcraft – Spell Duration: 1 round/level
hit points last for a maximum of 1 hour.
Strips of the Black Pyramid) Saving Throw: Fortitude partial (see
text)
Creature Size Bite Damage
You grant the targets of this spell the Fine 1 Spell Resistance: Yes
ability to survive without food or water. Diminutive 1d2 Source: Dragon 347 (Spellcraft –
The targets gain sufficient internal Tiny 1d3 Scripture of Elemental Evil)
reserves of nourishment to sustain them Small 1d4
for as long as this spell is in effect. This Medium 1d6 You encase one target in a field of
spell does not protect targets from the Large 1d8 acidic vapor. The field deals 1d6 points of
effects of magical dehydration (see Huge 2d6 acid damage each round, with a Fortitude
SANDSTORM for a complete description of Gargantuan 2d8 save allowed for half damage. (A single
the effects of dehydration). Colossal 4d6 save is made for the duration of the
Material Component: A fistful of camel spell). The aura of acid lingers around the
hair. target, causing a foul odor, making its
CAUSE FEAR, GREATER appearance haggard and unkempt, and
Necromancy [Fear, Mind-Affecting] magically dampening the enthusiasm of
CANABILIZE Level: Initiate of Nerull 2
Transmutation [Evil] characters wishing to assist your target.
Target: One living creature with 15 or Any creature wishing to cast a spell
Level: Hunger 3 fewer HD; see text noted as “harmless” (in the saving throw
Components: V, S Source: Dragon 342 (The Power of line of a spell’s description) on the target
Casting Time: 1 standard action Faith – Initiate Feats of the Core Deities) during the duration of the spell must
Range: Touch
make a Will save. On a failed save, the
Target: Creature touched This spell is as cause fear, except that caster loses the spell and that part of his
Duration: 1 round/level (D) you can affect one creature whose Hit action. A caster may make a new save
Saving Throw: Will negates (harmless) Dice are equal to or fewer than yours, to a each round. Once a caster saves against
Spell Resistance: Yes (harmless) maximum of 15 HD. Creatures with more the caustic disdain, he ignores the effect
Source: Dragon 312 (The Ebon Maw – Hit Dice than you or with 16 or more for the remainder of the duration. This
Beware the Waking Hunger) Hit Dice are immune to this spell. spell does not prevent the targeted
creature from being affected by area-of-
The subject of this spell gains a
powerful bite attack if its jaws are not CAUSTIC BILE effect spells.
Evocation [Evil] Note: See the “Dual School Spells” entry
already built for biting, they elongate in Appendix 2 for more information on
into a snout filled with razor-sharp teeth. Level: Hunger 4
Components: V, S, DF the dual-school property of this spell.
If the subject can use weapons, it retains
this ability A creature with natural Casting Time: 1 standard action
weapons retains those weapons. When Range: Close (25 ft. + 5 ft /2 levels) CAVALRY CALL
making a single attack, a subject fighting Area: 5-ft.-radius spread Conjuration (Summoning) [War]
without weapons uses either its bite Duration: Instantaneous Level: Sor/Wiz 2
attack or its primary natural weapon (if it Saving Throw: Reflex half Components: V, S, M
has any); one armed with a weapon uses Spell Resistance: Yes Casting Time: 1 minute

7
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Range: Medium (100 ft. + 10 ft. /level) large chalkboard, providing you with CIRCLE OF COLD
Effect: Up to twenty-five light horses concealment. Evocation [Cold]
or ponies per caster level Materials Component: A piece of colored
Level: Sor/Wiz 4
Duration: 2 hours/level (D) chalk.
Components: V, S
Saving Throw: None Casting Time: 1 standard action
Spell Resistance: No CHAMPION OF KORD Range: 10 ft.
Source: Dragon 309 (War Spells – Transmutation Area: A 10-ft.-radius burst centered on
Unleash Arcane Armageddon) Level: Initiate of Kord 4 you
Components: V, S, DF Duration: Instantaneous
As mount, except as noted above. The Casting Time: 1 standard action Saving Throw: Reflex partial
summoned mounts must all be of the Range: Touch Spell Resistance: Yes
same kind (light horses or ponies). Target: One creature Source: Dragon 317 (Dungeons &
Note: This spell requires the War Magic
Duration: 1 minute/level Dragons Heroes – Magic, Monsters, and
Study feat to acquire and cast. See the
Saving Throw: Will negates (harmless) Mayhem)
Appendix 2 for more information.
Spell Resistance: Yes (harmless)
Material Component: A miniature statue
Source: Dragon 342 (The Power of You cause a sphere of cold energy to
of a horse made of copper, silver, or gold,
Faith – Initiate Feats of the Core Deities) manifest around you. The spell does not
worth 1,000 gp.
affect you, but any creature within 10 feet
Kord empowers the target to perform of you takes 1d6 points of cold damage
CHALKBOARD great acts of strength. The target receives per caster level (maximum 10d6) and is
Illusion (Figment) a sacred bonus equal to your caster level paralyzed for one round. A successful
Level: Sor/Wiz 0 (maximum +10) on all bull rush, disarm, saving throw reduces this damage by half
Components: S, M grapple, overrun, sunder, and trip and negates the paralyzing effect.
Casting Time: 1 standard action attempts. The target receives these
Range: Close (25 ft. + 5 ft / 2 levels) bonuses on checks he initiates, as well as CITYGATE
Effect: Figment of chalkboard up to 10 those made as a reaction to other Transmutation [Teleportation]
ft. by 10 ft. square creatures.
Level: Urban Druid 9
Duration: Concentration +1 Components: V, F
round/level
Casting Time: 10 minutes
Saving Throw: Will disbelief (if Range: Touch
interacted with)
Effect: One city gate set in a city wall
Spell Resistance: No up to 20 feet wide and 20 feet tall
Source: Dragon 324 (Spellcraft – teleports those who pass through it
The Hidden Book)
Duration: 1 hour/level (D)
Saving Throw: None
Favored by apprentices and young
Spell Resistance: Yes
wizards just coming into their magical
powers, this spell creates an intangible,
You cause a gate built into a city's wall
opaque, floating plane with the
to teleport, as greater teleport, any creature
appearance of a slate chalkboard. The
that passes through it to a second city
chalkboard must be square, but it can be
gate designated by you when the spell is
any size from 1-inch to 10-feet square. It
cast. Once you select the destination, you
first appears floating vertically at arm's
can't change it. Both the departure point
length from you. Thereafter, as long as
and arrival point must be in city gates set
you continue to concentrate you may
in walls that surround a city of small
move the image within the limits of the
town site or larger (see page 137 in the
spell's range as a free action. You can
DUNGEON MASTER’S GUIDE). The spell
draw on this illusory chalkboard by
fails if you attempt to set the gate to
moving your finger as you would a piece
teleport creatures into a solid object, to a
of chalk. An illusory line of any color you
place with which you are not familiar and
choose appears as you move your hand
have no clear description of, or to
across the plane. You can erase existing
another plane. The spell fails if either
lines by wiping them out with the flat of
city gate is closed, and the effects of
your hand. You can create the
the spell end instantly if either gate
chalkboard as either a blank plane or
is physically closed during the spell's
one covered in writing and pictures (as
duration. This spell is most often used
detailed or vague as you wish, but
to aid in the quick evacuation of a city
within the limitations of what you
in a time of disaster, but with a little
can create with chalk).
forethought and planning it can also be
If you move, the illusion moves with
used to stage sudden invasions of a city.
you, always staying in the same relative Champion of Kord
A champion of Kord can perform  Focus: Ambers worth a total of at least
orientation to you and distance from
 feats of great strength  1,000 gp must be buried in the ground
you. You can hide behind a sufficiently
underneath each gate.

8
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
CLOAK OF KHYBER CONSUME THE PARASITE must succeed at a Will save or be
paralyzed for 1d4 rounds. Whether a
Illusion (Glamer) Necromancy [Evil]
creature succeeds at its save or not, that
Level: Sor/Wiz 3 Level: Kyuss 3
creature cannot be affected by this
Components: V, S, F Components: V, S, M
casting of the spell again for its
Casting Time: 1 standard action Casting Time: 1 swift action
remaining duration.
Range: Personal Range: Personal
Material Component: A scrap of a
Target: You Target: You
mummy's burial linen.
Duration: One day/level Duration: 1 round/level
Dragon Magazine #: 337 (Eternal Evil Source: Dragon 343 (Spellcraft –
– The Lords of Dust) Worm Bound – The Secrets of Kyuss) CRUSHING COILS
Conjuration (Teleportation)
The Cloak of Khyber conceals the caster's You consume the Kyuss worm in your Level: Drd 3, Sor/Wiz 4
alignment from any form of divination. own body to grant yourself a temporary Components: V, S, F
More importantly, it shields a boost in power. When you cast this spell, Casting Time: 1 standard action
shapechanged or magically disguised you gain 3 hit points per caster level. If Range: Medium (100 ft. + 10 ft. /level)
creature from true seeing, causing the this hit point gain takes you above your Effect: One snake teleported to
disguise to appear to be the caster's true normal maximum gain the remaining constrict target
form. However, there is one significant total as temporary hit points. These Duration: 1 round/level
restriction to this power. The disguise temporary hit points expire when the Saving Throw: None
must be maintained for six hours before spell's duration ends if they are not lost Spell Resistance: No
the power of the cloak takes effect. As sooner. In addition, you gain a +4 Source: Dragon 330 (Spellcraft –
such, it is an extremely useful spell for a enhancement bonus to Strength and Volume Veneficus)
deep cover agent who rarely shifts his Dexterity for the duration of the spell.
shape, but it is useless to a character This spell also increases the power of You teleport the snake that serves as
casting a disguise self spell that only lasts your spells while it is in effect, granting this spell's focus around an opponent,
for a few minutes. you a +2 bonus to caster level on other allowing the serpent to crush the
Lore: Rakshasas are masters of spells cast during the duration of the creature within its grasp. The snake can
deception, and over the course of spell and increasing the DC of any spell be teleported to any space within the
hundreds of thousands of years they that you cast by 2. However, casting this spell's range and moves to attack the
developed this spell to enhance their spell consumes the Kyuss worm that you nearest opponent. If it is teleported into
powers of disguise. have bound to your soul, and you do not another creature's space it may
Arcane Focus: A small Khyber gain the effects of the Wormbound feat immediately initiate a grapple that does
dragonshard, worth 50 gp. If this focus is until you are able to find another Kyuss not provoke an attack of opportunity. If
ever taken more than a foot away from worm and complete the ritual of binding the snake succeeds at this grapple check
the subject, the spell immediately ends. once again. it establishes a hold and can immediately
Note: This spell requires that the caster constrict. If the snake fails to grapple the
COLD OF THE GRAVE possess either the Wormbound target it enters an empty space adjacent
Spellcaster feat (see the “Wormbound” to the target creature and attacks every
Evocation/Necromancy [Cold, Evil]
entry in Appendix 2) or the wormspawn round on your initiative in an attempt to
Level: Clr 2, Sor/Wiz 2
subtype (see the article in Dragon use its improved grapple ability. The
Components: V, S
Magazine #343). snake gains a bonus on its grapple check
Casting Time: 1 standard action
Material Component: A Kyuss worm and its constriction damage equal to half
Range: Close (25 ft. + 5 ft. /2 levels)
hosted within your body. Creatures with your caster level.
Target: One creature or object
the wormspawn subtype merely require a The snake gains no bonus on its attack
Duration: Instantaneous
live Kyuss worm. roll or bile damage, although it does gain
Saving Throw: Fortitude partial (see
DR 10/magic for the duration of the
text)
CROWN OF DESPAIR spell.
Spell Resistance: Yes
Enchantment (Compulsion) [Mind- As a move action, you can call the snake
Source: Dragon 347 (Spellcraft – back to you, causing it to move at its full
Scripture of Elemental Evil) Affecting]
Level: Sor/Wiz 7 speed to the closet adjacent square to
Components: V, S, M you. Once it has returned, you can
You fire a ray of deathly cold
teleport the snake elsewhere or against a
necromantic energy. You make a ranged Casting Time: 1 standard action
different target as a standard action
touch attack against one target, dealing Range: Personal
provided that the spell's duration has not
1d6 points of cold damage and 1d6 points Target: You
yet expired. Once the spell expires you
of negative energy damage. The target Duration: 1 round/level
can no longer teleport the focus snake,
takes 1 point of Strength damage +1 Saving Throw: Will negates
and it loses its bonuses on grapple checks
additional point of Strength damage per Spell Resistance: Yes
and constriction damage as well as its
4 caster levels (max 5 points). A Source: Dragon 331 (Spellcraft – Spell
damage reduction,
successful Fortitude save negates the Strips of the Black Pyramid)
Focus: A constrictor snake that is no
Strength damage. more than one size category larger than
Note: See the “Dual School Spells” entry Upon casting this spell your head is
you. See the “Serpentine Foci” entry in
in Appendix 2 for more information on crowned in ghostly black burial
the dual-school property of this spell. wrappings. All creatures that see you

9
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Appendix 2 for more information about Bad Luck: Whenever the target rolls a wandering gypsies–like the Vistani–are
this focus. natural 20 on any roll that requires a 20- most likely to have access to this spell.
sided die, he must reroll, accepting the
CURSE OF SPILT WATER second result. If the second roll also CYNOSURE
results in a 2o, the target keeps that
Transmutation [Water] Conjuration (teleportation)
result. This might prevent the target
Level: Drd 6, Sor/Wiz 6 Level: Sor/Wiz 4
from being able to score critical hits
Components: V, S, M Components: V, S
unless he has a weapon or ability that
Casting Time: 1 standard action Casting Time: 1 standard action
allows a critical threat to occur on a 19 or
Range: Close (25 ft. + 5 ft / 2 levels) Range: Touch
lower.
Target: One creature Target: Creature touched
Mark of the Gypsies: A permanent arcane
Duration: Instantaneous Duration: 1 round
mark appears upon the forehead of the
Saving Throw: Fortitude negates Saving Throw: Will negates
target. The mark is invisible to all but
Spell Resistance: Yes members of your group or family. (Who Spell Resistance: Yes
Source: Dragon 334 (Spellcraft – Livre this group consists of is determined by Source: Dragon 338 (Spellcraft – The
d’Aquatha) you and the DM, typically being less than Silver Hexameric Folio)
one hundred others related by blood or a
The target of this spell must succeed at similarly strong bond.) Anyone who can By using cynosure prior to casting spells
a Fortitude saving throw or be see the mark immediately recognizes the like plane shift or teleport, which require or
permanently transformed into water bearer as cursed and shunned by your have a chance of requiring you to roll to
equal to its original volume. The water people. randomly determine the location targets
immediately splashes to the ground and Typically, this elicits an attitude two are transported to, you decrease the
spreads as normal water. If a suitable distance targets appear from the
container is within 5 feet of the intended location by 75% (rounded
target, the caster can direct the down to the nearest mile).
water to collapse into the For example, a wizard who casts
container. Any equipment carried cynosure before casting a teleport spell
by the victim also transforms into that winds up off target by 18 miles
water. While transformed into actually only appears a miles away
water, the victim has no from his intended destination.
consciousness and can take no Cynosure affects the next
actions. conjuration (teleportation) spell or
If any quantity of the water is similar special ability (such as a spell
recovered, a break enchantment can weaver's plane shift spell-like ability)
restore the victim to normal. of any creature touched. Cynosure has
However, if the water is allowed to no effect on spells of the
evaporate (a process that requires 1 teleportation subschool that do not
hour for a creature of Fine size, 1 day have a chance of deviating. If this
for Tiny creature, and 2 days for each A gypsy curse being placed spell is cast on a spell like teleport and
size category larger than Tiny) or mixed the spell does not deviate, cynosure has no
with a larger body of water, such as a lake steps lower than an NPC's normal effect. This spell lasts for only 1 round
or sea, a limited wish, miracle, or wish is bearing (see page 72 of the PLAYER'S and is wasted if a relevant transportation
required to restore the target to its HANDBOOK) and might provoke open spell is not cast within that time.
original form. hostility. Detect magic or true seeing can Lore: As accuracy is frequently a
Material Component: A rag doll soaked in also reveal this mark, but those who concern when using long-range
seawater. cannot see it naturally must make a DC teleportation spells, spell weavers created
20 Knowledge (arcana) check to discern this spell to increase the reliability of
CURSE OF THE GYPSIES its meaning. Spells like erase cannot their innate planes walking ability.
Necromancy remove this mark.
Level: Brd 2, Clr 2, Drd 2, Sor/Wiz 3 Unnatural Aura: Animals, whether wild DEPRESSION
Components: V or domesticated, can sense the unnatural Necromancy
Casting Time: 1 standard action presence of the target at a distance of 3o Level: Brd 3, Sor/Wiz 3
Range: Close (25 ft. + 5 ft. /2 levels) feet. They do not willingly approach Components: V, S
Target: One creature nearer than that and panic if forced to do Casting Time: 1 standard action
Duration: Permanent so; they remain panicked as long as they Range: 20 ft.
Saving Throw: Will negates are within that range, Area: 20-ft.-radius burst centered on
Spell Resistance: Yes The curse bestowed by this spell cannot you
Source: Dragon 348 (Spellcraft – The be dispelled, but it can be removed with a Duration: 1 round/level
Tome of Strahd) break enchantment, limited wish, miracle, Saving Throw: Will negates
remove curse, or wish spell. Spell Resistance: Yes
Speaking a vehement curse, you mark a The method of invoking this very rare Source: Dragon 339 (Spellcraft –
target as an enemy of your people and of curse is often not known outside a Heinfroth’s Manual of Methods)
nature. Choose one of the fallowing three tightly-knit group. As such, ancient
effects: families, druidic circles, and tribes of

10
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Waves of weakness emanate from you, DETECT ATTITUDE aura's source is at least twice your
crippling your enemies both mentally character level, you are stunned for 1
Divination
and physically. All opponents within the round and the spell ends.
Level: Brd 1, Clr 1, Pal 1
area must save or become fatigued and 3rd Round: The power and location of
Components: V, S, DF
take a penalty on their Will saves equal to each aura. If an aura is outside your line
Casting Time: 1 standard action
–1 per 3 caster levels (maximum –5). of sight, then you discern its direction
Range: Close (25 ft. + 5 ft / 2 levels)
Fatigue caused by this spell lasts for 1 but not its exact location.
Target: One creature
round per caster level. This spell does not Each round, you can turn to detect
Duration: Concentration, up to 1
cause creatures that are already fatigued defilers in a new area. The spell can
round/level
or become fatigued during its duration to penetrate barriers, but 1 foot of stone, 1
Saving Throw: None
become exhausted. inch of metal, a thin sheet of lead, or 3
Spell Resistance: Yes feet of wood or dirt blocks the spell.
Source: Dragon 323 (See No Evil – Athas is a metal-poor place, so metal
DESERT BURIAL Alternatives to the Detect Evil Spell) barriers are rare and lead sheets almost
Evocation
unheard of.
Level: Drd 4, Sor/Wiz 4 You sense the target's attitude (see the Note: See DRAGON MAGAZINE #315
Components: V, S, M PLAYER'S HANDBOOK, page 72) toward (Dark Sun – Defilers of Athas) for more
Casting Time: 1 standard action you by seeing a faintly glowing colored information on Defilers and Defiler
Range: Medium (100 ft. + 10 ft. /level) aura surrounding it, visible only to you. Points. Also see the “Disadvantages”
Target: 20-ft.-radius spread You can determine how the target's sidebar on page 13 for information on
Duration: Instantaneous attitude changes over time, allowing you limiting the use of detect spells.
Saving Throw: Reflex negates to know the effectiveness of attempts to
Spell Resistance: No change the target's attitude. If you cast Creature Aura Power
Source: Dragon 331 (Spellcraft – Spell this spell on someone who has not met Has defiler points Faint
Strips of the Black Pyramid) you, that person's aura always appears Defiler score of 1-10 Moderate
blue (indifferent). Defiler score of 11-30 Strong
This sadistic spell draws those within Note: See the “Disadvantages” sidebar Defiler score of 31+ Overwhelming
the area of effect down into the sand, on page 13 for information on limiting
leaving only the victims' heads exposed the use of detect spells.
for the sun and scavengers to wreak their DETECT GUILT
harsh will upon. Creatures within the Attitude Aura Color Divination
area of effect must make a Reflex saving Friendly White Level: Clr 1, Pal 1
throw. Those that fail are sucked into the Indifferent Blue Components: V, S, DF
ground. For most living creatures this Unfriendly Black Casting Time: 1 standard action
means being buried up to their necks, Hostile Red Range: Close (25 ft. + 5 ft / 2 levels)
though for some it might be a branch or Target: One creature
pseudopod. Creatures are never buried in DETECT DEFILER Duration: Instantaneous
a manner that prevents them from Saving Throw: None
Divination
breathing. Spell Resistance: No
Level: Drd 3
Once a creature is buried by this spell it Source: Dragon 323 (See No Evil –
Components: V, S
is rendered helpless unless it can succeed Alternatives to the Detect Evil Spell)
Casting Time: 1 standard action
at a Strength or Escape Artist check with
Range: 6o ft.
a DC equal to 15 + 1 for every two caster You sense the presence of guilt in the
Area: Cone-shaped emanation
levels you possess. This check requires a target creature. This spell in no way
Duration: Concentration, up to 10
full-round action. Spellcasters caught by reveals why the target feels guilty, only
min. /level (D)
this spell cannot cast any spell with a that is does. The level of guilt a creature
Saving Throw: None
somatic component or a spell with a feels has little to do with whatever act
material component unless the Spell Resistance: No causes the creature's guilty feelings. A
spellcaster has the component in hand Source: Dragon 315 (Dark Sun – serial killer might feel no guilt for the
when affected by this spell. A creature Defilers of Athas) brutal murders he commits, for example,
not caught by the spell can aid a trapped while a maid might feel strong guilt
creature in its escape attempt. You can sense the presence of defilers about forgetting to mop the kitchen
This spell only affects loose earth, such nearby. The amount of information floor.
as dirt, mud, and sand. It is ineffectual revealed depends on how long you study Good creatures typically feel greater
when cast upon stone, wood, or other a particular area or subject. amounts of guilt than neutral creatures,
solid surfaces. Particularly cruel 1st Round: Presence or absence of who in turn usually feel more guilt than
spellcasters often cast this spell upon creatures with a defiler score or defiler evil creatures. These generalization
those wading through shallow waters, points. cannot guarantee how a creature reacts to
areas replete with tiny carnivorous 2nd Round: Number of defilers (with its own actions, but they give a general
vermin, or as a precursor to the spell either a defiler score, defiler points, or guideline.
transmute mud to rock. both) and the power of the most potent A creature must have at least a 3
Material Component: A paper funnel and defiler present, according to the table Intelligence, 1 Wisdom, and 1 Charisma
a handful of dirt, mud, or sand. below. in order to feel guilt. The spell fails if cast
If the strongest defiler aura's power is
overwhelming and the HD or level of the

11
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
on a creature without those minimum member of your religion shows as A blasphemous act is typically an
ability scores. committing apostasy/blasphemy. affront to the faith, such as claiming to
Note: See the “Disadvantages” sidebar The more heretical the thought or act, possess aspects of the religion's deity or
on page 13 for information on limiting the stronger the aura of heresy the target claiming to live outside the laws of the
the use of detect spells. displays. By concentrating, you can learn deity. Acts of apostasy or blasphemy
more details of the heretical acts or result in the character turning from the
Severity of Guilt Aura Power thoughts. faith, either to create a new religion or to
Has occasional 1st Round: Presence of heretical acts in inadvertently embrace the religion of an
Faint
pangs of guilt the history of the subject or current opposing deity. For example, a priest of
Stomach churning heretical thoughts in the subject. Heironeous who kills helpless prisoners,
guilt; worries 2nd Round: Intensity of subject's flees from every battle, bullies those
Moderate
about what current heretical thoughts. weaker than himself, and gives no
happened 3rd Round: Number and intensity of quarter in battle blasphemes against
Loses sleep over past heretical acts performed by subject. Heironeous and embraces the ideals of
what happened; Strong Hextor.
obsesses about it Intensity of Note: See the “Disadvantages” sidebar
Aura Strength
Wants to take rash Heresy on page 13 for information on limiting
actions to avoid Overwhelming Tangential heresy Faint the use of detect spells.
the feeling of guilt Contrarian heresy Moderate
Fundamental DETECT VIOLENCE
Strong
heresy
DETECT HERESY Divination
Apostasy/
Divination Overwhelming Level: Clr 1, Pal 1, Rgr 1
blasphemy
Level: Clr 3, Pal 2 Components: V, S, DF
Components: V, S, DF Casting Time: 1 standard action
Tangential Heresy: This minor act of
Casting Time: 1 standard action Range: 60 ft.
heresy allows the heretic to function
Range: Close (25 ft. + 5 ft / 2 levels) Effect: Cone-shaped emanation
normally within the faith with little
Target: One creature Duration: Concentration, up to 1
indication of non-dogmatic thought.
Duration: Concentration, up to 1 round/level
Such a belief must affect how the heretic
round/level interacts with those of his faith, but in Saving Throw: None
Saving Throw: Will negates such a way that only clerics or others Spell Resistance: No
Spell Resistance: Yes trained in the religion's doctrines might Source: Dragon 323 (See No Evil –
notice. For example, a priest of Alternatives to the Detect Evil Spell)
Source: Dragon 323 (See No Evil –
Alternatives to the Detect Evil Spell) Ehlonna who only thinks of the
goddess as a gnome even though the
Prized by inquisitors and martial religion defines her as an elf or
religious orders, this spell reveals past human commits tangential heresy.
heretical actions and the current Contrarian Heresy: This form of
heretical thoughts of the target. You heresy goes against a relatively minor
sense the target's heretical thoughts and but nonetheless important aspect of
past actions by seeing a faintly glowing the religion's dogma. For example, a
aura surrounding it, visible only to you. priest of Pelor who preaches and
The strength of the aura shows the level believes the sun is something besides
of heresy. You detect current heretical the embodiment of Pelor (but who
thoughts in the target as well as all still faithfully believes in Pelor),
consciously made acts of heresy practices contrarian heresy.
performed within the past 1 day per Fundamental Heresy: A fundamental
caster level. The spell cannot detect heretic believes and teaches the
heretical acts that occurred prior to the opposite of a core tenet of the
spell's time limit, regardless of the religion. For example, a priest of
intensity. You define what constitutes Vecna who insists on preaching that
heresy by your own belief structure, even the God of Secrets got his moniker
if the majority of faithful disagree. because he reveals what secrets he
This spell only affects people of your knows commits fundamental heresy.
own faith, those who say they follow your Apostasy/Blasphemy: Those who
faith, and those who show aspects of your commit apostasy completely turn
faith (wearing your deity’s holy symbol, against the faith, utterly rejecting its
for example, or attending a religious tenets. Such a person only marginally
service). Any action or though that remains with the faith, if at all. An
opposes your particular religion's dogma action considered apostasy generally
or teachings counts as heresy. A character means the person committing it
of a different faith doesn't show as consciously chooses to leave the
heretical when you cast this spell, religion and join an opposing A warrior’s past deeds are easily detected 
although a character pretending to be a religion. through divination. 

12
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions

DISADVANTAGES DETECT VIOLENCE


In campaigns that involve mysteries and
Residual Aura Nonlethal Lethal
subplots, the right divination spell can bring Power Damage Damage* Non-Damaging Effects
about a quick and unsatisfying resolution to Faint ≤10 hp ≤2 h Blinding, deafening, pinning, and
an otherwise interesting adventure. stunning effects.
Dungeon Master’s who want to discourage Moderate 11-30 hp 3-10 hp Ability damage, paralyzing effect
the use of detection spells without removing Strong 31-50 hp 11-30 hp Ability drain, unsuccessful death effect
the spells from their campaigns have access Overwhelming 51+ hp 31+ hp Successful death effect
to a number of disadvantages meant to curb *If the amount of damage dealt resulted in a creature’s death, the residual aura power automatically
these spells’ power. Disadvantages shows the next most powerful level (up to a maximum of overwhelming).
discourage these detection spells without
causing too much trouble for the caster. Violence does not necessarily end in longer period of time prior to the spell’s
Alternatively, the Dungeon Master can roll death, but the more violent the act, the casting, up to one month per caster level.
1d6 to determine a random disadvantage
whenever a character casts a detection spell,
stronger the psychic residue left As with reincarnate, the subject of a dire
making detection an unpredictable process. behind. This spell does not detect the reincarnate spell gains all abilities
Unless otherwise noted, a disadvantage lasts capacity to cause violence it only associated with its new form, including
for the spell’s duration and for an additional detects violence committed against a forms of movement and speeds, natural
1 round per spell level after the spell ends. living creature. It also does not specify armor, natural attacks, extraordinary
why the violence was committed, nor abilities, and the like.
Random Disadvantages (1d6) the alignment of the assailant or of the A wish or miracle spell can restore a
1 – Beacon: Evil outsiders and undead victim. By concentrating, you can learn reincarnated character to his or her
within 60 feet sense the presence of the more details of specific violent acts. original form, although the reincarnated
caster pinpointing his exact location
(distance and direction) in relation to
1st Round: Presence of violence in the creature can resist if it chooses (Will
themselves. This effect penetrates barriers, area within the spell's time limit. negates).
but 1 foot of stone, 1 inch of common metal, 2nd Round: Number and location of Material Component: Rare oils and
a thin sheet of lead, or 3 feet of wood or dirt violent acts performed in the area. unguents worth a total of at least 5,000
blocks it. 3rd Round: Strength of aura of violent gp, spread over the remains.
2 – Discomfort: When the caster focuses acts performed.
on one creature, that creature becomes aware 4th and Subsequent Rounds:
of the intrusion and knows that magical Dire Reincarnation
Number of days and hours since d% Incarnation Str Dex Con
probing comes from the caster. It gains a +1 most recent violent act, then of
bonus on Listen, Search, and Spot checks 01-13 Dire rat +0 +6 +2
made to find the caster.
earlier violent acts in 14-26 Dire weasel +4 +8 +0
3 – Glowing Eyes: The caster’s eyes glow chronological progression from 27-39 Dire badger +4 +6 +8
and the caster suffers a -5 penalty on Bluff, second most recent backward, 40-50 Dire bat +6 +12 +6
Diplomacy, and Hide checks. with one act indicated per 51-59 Dire ape +12 +6 +8
4 – Empathy: Creatures subjected to the round. 60-68 Dire wolverine +12 +6 +8
detection spell learn about the caster. Thus, Note: See the “Disadvantages” 69-77 Dire wolf +14 +4 +6
if a cleric cast discern lies on a group of sidebar on page 13 for
creatures, he would allow those creatures to
78-84 Dire boar +16 +0 +6
information on limiting the use 85-90 Dire lion +14 +4 +6
know if he was lying for the duration of the of detect spells.
spell, in addition to the spell’s normal effect. 91-96 Dire bear +20 +2 +4
5 – Trance: The caster enters a trance 97-100 Dire tiger +16 +4 +6
while concentrating, making the caster DIRE REINCARNATION
dazed (unable to act normally, can take no Transmutation
actions, but has no penalty to AC). This Level: Drd 8 DISJOIN POSSESSION
disadvantage ends when the concentration Components: V, S, M, DF Abjuration
ends.
6 – Whispering Voice: A whispering, Casting Time: 1 hour Level: Divine 3
disembodied voice that only the caster hears Range: Touch Components: V, S, DF
explains the results of the divination. The Target: Dead creature touched Casting Time: 1 standard action
caster must make a DC 10 Listen check to Duration: Instantaneous Range: Medium (400 ft. + 40 ft. /level)
understand the voice. In areas of loud noise Saving Throw: None; see text Area: 5o-ft.-radius spread
the DM might increase the DC. This Spell Resistance: Yes (harmless) Duration: Instantaneous (1
disadvantage ends when the spell ends. Source: Dungeon 100 ( The Lich- hour/level); see text
Queen’s Beloved [Web Enhancement]) Saving Throw: Will negates
Spell Resistance: Yes
When casting this spell, you perceive This spell works exactly as the Source: Dragon 345 (Spellcraft –
the residual aura caused by acts of reincarnate spell found in the PLAYER’S Artifact Spells – Magic of the Giants)
violence committed in the area of effect. HANDBOOK, except the list of possible
The spell detects violence committed new forms consists only of dire animals A wave of crackling blue energy
within the past 1 month per caster level. (see below). In addition, the entire body spreads out from a point you designate
The spell cannot detect violent acts that of the deceased creature need not be causing all possessing spirits within
occurred prior to the spell's time limit, present for the casting of dire reincarnate. range to be immediately expelled from
regardless of their intensity. A portion of the body is sufficient. The their host bodies. This includes demonic
creature can also have been dead for a possession, quori possession, a ghost's

13
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
malevolence ability, magic jar, and other undead (nor does its positive energy voice causes captured creatures strong
similar possession effects. A successful component cure living creatures). discomfort, you gain a bonus on all
Will save prevents the expulsion. A creature or object that makes a opposed Charisma checks made to
In addition, every creature within the successful Fortitude save is partially compel the target of your planar binding
area of effect is protected from any affected, taking only half damage. If this to perform some service. This bonus is
attempt to possess the warded creature damage reduces the creature or object too equal to +1 per three caster levels. For
(by a magic jar attack, for example) or to or fewer hit points, it is entirely example, a 9th-level caster would gain a
exercise mental control over the creature disintegrated. +3 bonus on Charisma checks made to
(including enchantment [charm] effects Only the first creature or object struck influence the subject of his planar binding
and enchantment [compulsion] effects can be affected; that is, the disk affects spell, while a 17th-level caster would gain
that grant the caster ongoing control over only one target per casting. a +5 bonus.
the subject, such as dominate person) for 1 Arcane Material Component: A small iron Using dolor poses two risks. First, the
hour per level of the caster. Possessed and electrum wheel with a rod rising creature you compel using dolor is more
creatures that avoid expulsion do not from the renter of one side. likely to try to maliciously corrupt the
receive this protection. intent of your commands and later seek
Note: This spell is an Artifact Spell. See DISPEL WAR SPELL revenge (how this occurs is decided by
the “Casting Artifact Spells” entry in the DM). Secondly, because this spell ties
Abjuration [War]
Appendix 2 for more information. you more directly to the power of the
Level: Brd 4, Clr 4, Drd 5, Pal 4,
planar binding, if the result of your
Sor/Wiz 4
DISK OF CONCORDANT opposed Charisma check is a natural 1,
Components: V, S, M
not only does the creature escape (see the
OPPOSITION Casting Time: 1 minute
lesser planar binding spell on page 261 of
Conjuration (Creation) Range: Long (400 ft. + 40ft. /level)
the PLAYER'S HANDBOOK), but you are
Level: Clr 5 (Boccob), Sor/Wiz 5 Target: One spellcaster, creature, or
automatically affected for a number of
Components: V. S, M/DF object; or a 60-ft.-radius burst
rounds equal to the escaped creature's
Casting Time: 1 standard action Duration: Instantaneous
Hit Dice as if it had successfully cast
Range: Short (25 ft. + 5 ft. /2 levels) Saving Throw: None
charm monster on you.
Effect: Disk of energy Spell Resistance: No
Duration: Instantaneous Source: Dragon 309 (War Spells –
Unleash Arcane Armageddon) DOMINATE PERSON, MASS
Saving Throw: Fortitude half (object)
Enchantment (Compulsion) [Mind-
Spell Resistance: Yes Affecting]
As dispel magic, except as noted above.
Source: Dragon 338 (Core Belief’s: Level: Brd 7, Sor/Wiz 8
You also gain a +10 bonus on dispel
Boccob)
checks made to dispel or counterspell Targets: One or more humanoid
war spells. Although dispel war spell can creatures, no two of which can be more
You hurl a hand-sized disk of inter-
be used to counterspell normal spells, its than 30 ft. apart
woven positive and negative energy, a
long casting time makes it impractical or Source: Dragon 312 (Thieves of Will –
lesser form of Boccob's own power with
impossible to use it in this way except Evil Enchanters)
this name. You must make a successful
against a spell with a casting time of at
ranged touch attack to hit. Any creature
least 1 minute. This spell functions like dominate person
struck by the disk takes 1d6 points of
Note: This spell requires the War Magic except that mass dominate person affects a
damage per caster level (to a maximum of
Study feat to acquire and cast. See the number of humanoid creatures whose
15d6). Any creature reduced to o or fewer
Appendix 2 for more information. combined HD do not exceed twice your
hit points by this spell is entirely
Material Component: Sapphires, level, or at least one humanoid regardless
disintegrated, leaving behind only a trace
sunstones, and topazes worth a total of of HD. If there are more potential targets
of fine dust. A disintegrated creature's
1,500 gp. than you can affect, you choose them one
equipment is unaffected.
at a time until you choose a humanoid
When used against an object, the disk
with too many HD. Treat each creature as
simply disintegrates as much as one 5- DOLOR though individually dominated by a
foot cube of non-living matter. Thus, the Evocation [Evil]
separate dominate person spell. You must
spell disintegrates only part of any very Level: Sor/Wiz 5
command each creature separately, and
large object or structure targeted. Components: V, S you can receive the sensory input of only
The disk affects even objects Casting Time: 3 rounds one subject at a time.
constructed entirely of force, such as Range: Personal
Bigby's interposing hand or a wall of force, as Target: You
long as caster level of this spell's caster Duration: 24 hours DUST STORM
equals or exceeds the caster level of the Source: Dragon 336 (Spellcraft – The Conjuration (Creation)
target force effect's caster, but not Demonomicon of Iggwilv) Level: Drd 3, Sor/Wiz 3
magical effects such as a globe of Components: V, S
invulnerability or an antimagic field. You draw upon the power of a planar Casting Time: 1 standard action
Half the damage from this spell comes binding to imbue your words with great Range: Medium (100 ft. + 10 ft. /level)
from positive energy, half from negative arcane power, causing pain to creatures Effect: Sand storm cylinder 60-feet
energy. Unlike the negative energy from caught within. This power has no effect across and 30 ft. high
an inflict wounds spell, this spell does cure on creatures not caught in a planar Duration: 1 round/level
binding spell cast by you. Because your Saving Throw: None

14
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Spell Resistance: No modifiers to speed due to terrain, fatigue, Range: Medium (100 ft. + 10 ft. /level)
Source: Dragon 331 (Spellcraft – Spell weather, or other factors. Effect: One 5-foot square force plane/2
Strips of the Black Pyramid) levels
ELEMENTAL GUARDIAN Duration: 1 minute/level
A howling windstorm appears within Conjuration (Summoning) Saving Throw: None
the spell's area of effect, filling it with a Level: Clr 5, Drd 4, Sor/Wiz 5 Spell Resistance: No
dark bank of whirling sand that obscures Source: Dragon 323 (Spellcraft – Force
Components: V, S, M
vision while injuring those caught within Spells)
Casting Time: 10 minutes
it. The sand obscures all sight, including
Range: Short (25 ft. + 5 ft. /2 levels)
darkvision, beyond 5 feet. All targets When you cast this spell, you create
Effect: One summoned lesser
within 5 feet are treated as having one or more flat, translucent green 5-
elemental weird
concealment (attacks have a 20% miss foot-square, 1-inch-thick fields of force.
Duration: 1 day/level
chance). Creatures farther away have You can create one emerald plane per two
Saving Throw: None
total concealment (50% miss chance, and caster levels. An emerald plane cannot
Spell Resistance: No
the attacker can't use sight to locate the more, it is immune to damage of all
Source: Dragon 347 (Ecology - Ecology
target). kinds, and it is unaffected by most spells.
of the Elemental Weird)
If a creature ends its action within the However, a disintegrate spell, a rod of
sand storm, it suffers 1d6 points of cancellation, or a sphere of annihilation
You conjure a lesser elemental weird
slashing damage from the stinging sand. destroy whichever emerald plane they
(see Lesser Elemental Weird on the
touch, while a Mordenkainen’s disjunction
following page for stats) to guard an area
EASY MARCH or dispel magic dispels all of the planes
you designate. Choose one of the four
Transmutation created by a single casting of the spell.
types of elemental weirds and at least a 5-
Level: Clr 5, Army 5 Breath weapons and spells cannot pass
foot area comprised of the same element.
Components: V, S, DF through an emerald plane in either
The weird cannot move more than 100
Casting Time: 10 minutes direction, although dimension door,
feet from that spot and cannot leave the
teleport, and similar effects can bypass the
Range: Close (25 ft. + 5 ft / 2 levels) element that it is bound to. For example,
barrier. It blocks ethereal and incorporeal
Area: 30-ft.-radius spread a lesser water weird tied to a point in a
creatures as well as material ones. Hiding
Duration: 1 day/level (D) pond could not leave the pond or go
behind an emerald plane provides cover.
Saving Throw: Fortitude negates more than 100 feet from the point it is
An emerald plane cannot be conjured so
(harmless) bound to, while a lesser air elemental
that it occupies the same space as a
Spell Resistance: Yes (Harmless) would have free range within a space or
creature or another object. It must always
Dragon Magazine: #317 (Faiths of open air but could not fly farther than
be flat. Emerald planes require no anchors,
Faerûn – Battleguard of Tempus – 100 from the designated point. The lesser
and can float above ground wherever the
Soldier-Saints of the Lord of Battle) elemental weird you summon appears in
caster desires. Emerald planes can be
You enable all creatures making local or the spot you designate; and acts
created vertically or horizontally. Only
overland movements (as per Table 9-3 on immediately on your turn. The lesser
one edge of an emerald plane can
page 162 of the PLAYERS HANDBOOK), elemental weird attacks any creature
touch another surface at the time of the
including mounts, to move swiftly other than you that comes within range
casting, but an emerald plane can touch
overland without suffering the tiring of its attack. If you speak the same
more than one edge to a solid surface
effects of prolonged travel. Creatures language as the weird you can provide it
after casting. All emerald planes must be
hustling under the effects of this spell are with more detailed instructions, like to
placed so no part of them is within 5 feet
treated as though they are merely not attack specific individuals or
of any other emerald plane. On the battle
walking, ignoring the potential to take members of specific races, or to only
grid, a vertical emerald plane can only be
damage or become fatigued from attack certain creatures. The elemental
placed along the border of a square, and
hustling. In addition, forced march weird obeys your commands until either
must stretch from intersection to
movements are easier to sustain, it is destroyed or the spell's duration
intersection; a horizontal emerald plane
requiring only a DC 5 (+1 per extra hour) expires, at which time it departs back to
must be placed over a square without
Constitution check each hour after a the appropriate Elemental Plane.
extending over others.
day's initial 8 hours of travel. A 15th level caster can use permanency
All planes created by a particular
For example, a troop (all of which have and expend 3,500 XP to make this spell
casting of the emerald planes spell wink
a speed of 30 feet) marching under the permanent. This effect binds the lesser
out of existence when the spell duration
effects of this spell could hustle for an elemental weird to the area until it is
ends. Emerald planes can be made
entire day's travel (8 hours), moving 48 destroyed.
permanent with a permanency spell.
miles, without making any checks for Material Component: A bowl or brazier
Doing so requires a minimum caster level
fatigue. If the troops wanted to make a filed with an element corresponding to
of 10 and costs 1,000 xp.
forced march by traveling for longer than the lesser elemental weird you plan to
Material Component: A pinch of powder
8 hours, it must make a DC 5 summon.
made from a green gem.
Constitution check (+1 per every hour it
continues after its first additional hour) EMERALD PLANES
per continued hour of travel, moving Evocation [Force]
another 6 miles each hour. Level: Sor/Wiz 2
The spell has no effect on round to
Components: V, S, M
round (tactical) movement or to
Casting Time: 1 standard action

15
Comp
plete Draggon and Dungeon
D Magazin
ne 3.5 Spells – Spelll Descrip
ptions

LESSER ELEMENT
TAL WEIRDS
A sinuous elemental serpeent rises up beforre you, its body comprised
c of ragging primeval force.

LESSER ELEMENTAL
E W
WEIRD CR 5 It obbeys the weird d explicitly, eveen if ordered Lesser eleemental weirdss are immaturee
N Medium m elemental (exxtraplanar, see below) to atttack the beingg who originally summoned versions off oracular elemental weirds.
Init +8; Seenses darkvisioon 60 ft.; Listen n +6, it. The
T weird does not need to coommunicate ue weirds the lesser
Lacking thee insight of tru
Spot +5 to maintain
m controol over any elemental it versions staay in constant contact with the
Languagess Aquan, Auran n, Ignan, or Teerran com mmands. elements th hat comprise thhem letting th hese
AC 18, touch 14, flat-footted 14 Imp proved Grab (Ex)( To use thiis ability, a primal forcces whisper talees and portentts they
(+4 Dexx, +4 natural) lesseer elemental weird
w must hit with its slam might one dayd grow wise enough to deccipher.
hp 36 (8 HD)
H attacck. It can thenn attempt to staart a grapple ass While mostt commonly foound on their h home
Fort +3, Reef +3, Will +-44 a freee action withoout provoking an attack of planes, lessser elemental weirds
w sometim mes
Spd 20 ft (2 squares), burrrow 90 ft. or flly 90 ft. opportunity. If it wins
w the grapp ple check, it dwell near their mature brethren,
b proteecting
(perfect) orr swim 90 ft. establishes a hold and can suffoccate. them and leearning their secrets,
s althouggh
Melee slam m +7 (1d4+1 plus 1d6 energy Suffffocate (Su) While
W being grappled by a they mightt also answer thhe calls of otheer
damage*) lesseer elemental weird
w a creaturee is deprived magic-users. It is thoughtt that through some
Ranged eleemental blast** +10(2d6) of aiir. Normally, a creature can holdh its breath
h process lessser weirds evollve into true wweirds
Base Atk +6;+ Grp +7 a nuumber of round ds equal to twiice its but such dooes not always seem to be thee case,
Special Attk constrict, elemental blast, Con nstitution scoree before it begiins to as ancient and
a powerful lesser
l weirds arre not
elemental command,
c impproved grab, sufffocate. While being
b grappled d by a weird, a unknown.
suffocate creaature can only hold its breath h if it makes a Lesser eleemental weirdss exist for at leeast all
* Energy damage varies by b subtype. DC 13 Constitutioon check everyy round. Each four common types of eleemental weirdss (air,
Abilities Str
S 12, Dex 19, Con 11, Int 122, Wis roun nd, the DC inccreases by +1. WhenW the earth, fire, and
a water), and others might exist.
15, Cha 11 charracter finally fails
fa its Constittution check, These creattures understan nd the languagge
SQ Elemen mental invisibility,
ntal glide, elem it beegins to suffocate. In the first round, it related to thheir elementall type (Auran ffor air
elemental subtype
s fallss unconscious (0 hit points). In the weirds, Terrran for earth weirds,
w and so oon),
Feats Dodgge, Improved Initiative,
I Mobbility folloowing round, it i drops to -1 hit
h points and although th hey cannot actuually speak.
Skills Hid + Move Silently +14,
de +15, Listen +8, is dyying. In the third round, if sttill being
Spot+8 grapppled by the weird,
w it suffocaates.
Advancem ment 9-14 HD (Medium); 16--30 HD Elem mental Glide (Ex) A lesser elemental
e
(Large); 31--45 HD (Hugee) weirrd can glide th hrough the sam me element as
Elementall Blast (Ex) Once per round, a its subtype as easilly as a fish swims throw
lesser elemmental weird raan release a blaast of wateer. Its passage leaves behind no tunnel,
elemental energy
e that deeals 1d6 points of nor creates any siggn of its presen nce. A gust of
damage perr Hit Dice. Thee energy type of o this w of fire, or siimilar spell
windd, move earth, wall
damage difffers for each tyype of weird: air a thatt manipulates elements
e cast on
o an area
weirds fire a ball of electrricity, earth weeirds conttaining a burroowing weird fllings the
expel a globb of acid, fire weirds
w shoot a burst elemmental back 300 feet, stunningg the creature
of fire, and
d water weirds discharge a blaast of for 1 round unlesss it succeeds on n a DC 15
incredibly cold water. Th he range increm ment Forttitude save.
for this blaast 30 feet. The type of damagge dealt Elem mental Invisiibility (Ex) Ass a full-round
is the samee type dealt by the weirds slam actioon, a lesser eleemental weird fully
attack. subm merged or surrrounded by thee same
Elementall Command (S Su) A lesser elemment as its subttype can turn invisible.
i True
elemental weird
w can attemmpt to gain coontrol ng and similar spells reveal th
seein hese creatures
over any ellemental of thee same subtypee as it as normal.
that it succcessfully hits with
w a melee atttack. Elem mental Immu unities Lesser elemental
The elemen ntal must mak ke a successful DC 14 weirrds possess a su ubtype related d to the
Will save oro succumb to the t weirds con ntrol. elemment they embbody. This subttype, air,
An elemen ntal that saves against
a this atttack is earth, fire, or wateer, determines the damage
immune too that weirds, elemental
e command typee of a weird's elemental blast and slam
ability for 24
2 hours. Therre is no limit too the attacck, its immun nities and vulneerabilities (seee
number off elementals that a weird can Chaapter 7 of the MONSTER MAN NUAL), and its
control. Thhe save DC is Charisma-based
C d. movvement type.
Once undeer the weird's control,
c an elemmental
serves the weird
w for 1 dayy, until either iti or
the weird dies,
d until the weird
w dismissees it, or
until the du uration of its summoning
s exxpires.

16
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
EMPATHY Range: Medium (100 ft. + 10 ft. /level) a creature bound into the magic circle
Divination [Mind-Affecting] Targets: Weapons in a 60-ft.-radius enhanced by your ensnarement.
burst, up to twenty-five weapons/level Material Component: Powdered onyx
Level: Brd 1, Sor/Wiz 1
Duration: 1 minute/level worth at least 1,000 gp, which is used to
Components: V, S
Saving Throw: Will negates (harmless, draw the required diagrams.
Casting Time: 1 standard action
object)
Range: Close (25 ft. + 5 ft. /2 levels)
Target: One intelligent creature
Spell Resistance: Yes (harmless, ERYTHNUL'S SLAUGHTER
object) Transmutation
Duration: 1 min. /level (D)
Source: Dragon 309 (War Spells – Level: Initiate of Erythnul 5
Saving Throw: Will negates
Unleash Arcane Armageddon) Components: V, S, DF
Spell Resistance: No
Source: Dragon 313 (Strange Casting Time: 1 standard action
As magic weapon, except as noted above. Range: 30-ft.-radius emanation around
Bedfellows – New Half-Monster
You choose which weapons to enhance. you
Templates)
You may affect more than one weapon Area: You
carried by a single creature, but each
You can detect the emotions of a single Duration: 1 minute/level
weapon affected by the spell counts
creature. These emotions are relayed to Saving Throw: None
toward the spell's limit.
you as intense feelings of a particular Spell Resistance: No
Note: This spell requires the War Magic
type: fear, hatred, love, anger, joy, Source: Dragon 342 (The Power of
Study feat to acquire and cast. See the
despair, sorrow, desire, apathy, and so on. Faith – Initiate Feats of the Core Deities)
Appendix 2 for more information.
You sense the strength of the emotion as
Material Component: Pieces of hematite
mild, moderate, or strong. The bloody eye of Erythnul casts its
worth a total of 1,000 gp.
When reading the emotions of a gaze upon the battlefield. The melee
creature, you gain a +2 competence bonus weapons of all creatures within 30 feet of
on all Charisma-based checks made ENSNAREMENT you have their threat ranges doubled, as
against that creature during the duration Abjuration per the spell keen edge. This spell affects
of the spell. Level: Sor/Wiz 6 both enemies and allies alike.
Components: V, S, M In addition, creatures within the area of
ENHANCE ARMORS Casting Time: 10 minutes effect that are reduced to negative hit
Transmutation [War] Range: Touch points cannot stabilize naturally. These
Area: 10-ft.-radius circle creatures do not roll d% to become stable
Level: Clr 4
Duration: Instantaneous and automatically loses hit point every
Components: V, S, M, DF
Source: Dragon 336 (Spellcraft – The round until they die at -10 hit points. A
Casting Time: 1 minute
Demonomicon of Iggwilv) successful Heal check or magical healing
Range: Medium (100 ft. + 10 ft. /level)
can stabilize a creature as normal.
Targets: Armor and shields in a 60-ft.-
Casters use this spell to augment the
radius burst, up to twenty-five
power of magic circles prepared for use ESKELLA’S SOUL CYCLONE
items/level
with planar binding. By inscribing a circle Evocation [Air] and Necromancy
Duration: 1 minute/level
of entrapping runes in a 10-foot radius, Level: Arcane 6
Saving Throw: Will negates (harmless,
any magic circle cast upon the same area Components: V, S
object)
within the next hour is made more Casting Time: 1 standard action
Spell Resistance: Yes (harmless,
potent. Creating this initial circle
object) Range: Long (400 ft. + 40 ft. /level)
requires a DC 25 Spellcraft check, which
Source: Dragon 309 (War Spells – Effect: Cyclone 30 ft. wide at base, 80
the DM makes in secret. You may take 10
Unleash Arcane Armageddon) ft. wide at top, and 100 ft. tall
on this check if not rushed or threatened,
Duration: 1 round/level (D)
but may not take 20. If the check fails the
As magic vestment, except as noted. You Saving Throw: Reflex negates; see text
ensnarement has no effect. There is no
choose which armor and shields to Spell Resistance: Yes
outward sign of this failure.
enhance. You may affect both the armor Source: Dragon 345 (Spellcraft –
A magic circle augmented by ensnarement
and shield of a single creature, but these Artifact Spells – Magic of the Giants)
is more effective when used in
count as two items toward the spell's
conjunction with planar binding spells in
limit. At a point you designate, a cyclone of
three ways. First, the called creature
Note: This spell requires the War Magic howling souls springs into being, drawn
automatically acts as if a dimensional
Study feat to acquire and cast. See the forth from the afterlife. The cyclone
anchor spell had been successfully cast on
Appendix 2 for more information. moves across ground and water at a speed
it for as long as it is within the magic
Material Component: A mixture of of 100 feet per round. You can
circle. Second, any time you are forced to
adamantine shards and crushed beryl, concentrate on controlling the cyclone's
make an opposed Charisma check against
worth a total of 3,000 gp. every movement or specify a simple
a creature bound into a magic circle you
program. Directing the cyclone's
have enhanced with this spell you may
ENHANCE WEAPONS movement or changing its programmed
use your Intelligence modifier rather
Transmutation [War] movement is a standard action for you.
than your Charisma modifier. Third, you
The cyclone always moves during your
Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2 gain a +4 bonus on all caster level checks
turn. If the cyclone exceeds the spell's
Components: V, S, M, DF made to overcome the spell resistance of
range, it moves in a random,
Casting Time: 1 minute
uncontrolled fashion for 1d3 rounds and

17
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Effect: One two-inch magic worm
Duration: 1 day/level (but see text) DUELING CLOAKS
(D) The Songsabers of New Olamn
Saving Throw: Fortitude negates make regular use of the heavy dueling
Spell Resistance: No cloaks predictably featured in daring
Source: Dungeon 107 (Critical romances of nimble swordsmen and
Threats – Evard, Debased Information cavalier swashbucklers. Favored by
Broker) members of Waterdeep's elite who
also feel the need to arm themselves,
Evard researched this unusual spell these short cloaks sling over one
to serve as a method to aid his allies or shoulder and might be taken in the
to "help" those who pay for his hand to parry attacks.
services, and to further his own ability A dueling cloak is specially made for
to learn possibly dangerous material combat and is woven of material thick
without directly placing himself in enough to defend a wearer in battle. A
harm's way. When cast, this spell dueling cloak is held in your off hand
creates a small, writhing, black worm and provides a +1 shield bonus, as its
in the caster's hand. The worm can live heavy fabric turns aside blows. If you
for up to one round per caster level are proficient with light armor you
before it dies and the spell's effects are are proficient with a dueling cloak.
wasted. Although masterwork dueling cloaks
If the worm is placed in a living can be crafted, these items cannot be
creature's mouth before the worm dies, enhanced using Craft Magic Arms
it immediately burrows into the and Armor. Some rumors suggest,
creature's brain. The creature can make however, that some dueling cloaks
a Fortitude saving throw to resist (in (created through the use of the Craft
which case the worm dies}, otherwise Wondrous Item feat) exist with a
the creature takes one point of damage variety of flashy and particularly
and becomes nauseated for 1d6 rounds. theatrical effects.
Eskella’s soul cyclone summons  Disarm Attacks: By using it as an off-
After the nausea passes, the worm
forth souls from the afterlife to deal  hand weapon, you can use a dueling
grants a +4 competence bonus on
devastating damage  cloak to disarm an opponent. When
Knowledge checks (the type of
Knowledge check to be affected is using a dueling cloak in this manner,
then dissipates. (You can't regain control chosen by the caster as the spell is cast) you get a +2 bonus on opposed attack
of the cyclone, even if it comes back for the spell's duration. rolls made to disarm opponents
within range.) More importantly, the caster of the (including the roll to avoid being
Any Huge or smaller creature that spell is constantly aware of that creature's disarmed if such an attack fails). For
comes in contact with the spell effect location and condition, as if he had cast the purpose of penalties on your
must succeed on a Reflex save or gain 1 status. The caster can sense the creature's attack roll, treat a dueling cloak as a
negative level. A Large or smaller surroundings via its sensory organs by light weapon. If you use a dueling
creature that fails its first save must concentrating. As long as the spell cloak to make a disarm attempt, you
succeed on a second one or be picked up persists, the caster gains the same +4 lose its AC bonus until your next
bodily by the cyclone and held competence bonus on the same action (usually the next round).
suspended in its powerful winds, gaining Knowledge check as well. Finally, as long
1 negative level each round on your turn. as the worm remains in the creature's Armor Dueling Cloak
A successful Fortitude save made each brain, he suffers a -4 penalty on any Cost 15 gp
round avoids this negative level. You may saving throw made against the caster's Armor/Shield Bonus +1
direct the cyclone to eject any carried spells. Max Dex Bonus --
creatures whenever you wish, depositing The spell's duration can be ended Armor Check Penalty -1
the hapless souls wherever the cyclone early by remove disease or heal, but Arcane Spell Failure Chance 10%
happens to be when they are released. creatures immune to diseases are not Weight 3 lbs.
Note: This spell is an Artifact Spell and a immune to this spell's effects. The effects
Dual School Spell. See the “Casting cannot be dispelled, nor can break
Artifact Spells” entry and the “Dual Spell
Schools” entries in Appendix 2 for more
enchantment end the effect. If allowed to EVER ARMED
run its full duration and expire naturally Conjuration (Creation)
information. or if the caster dismisses the spell), the Level: Brd 3
worm crawls back out of the creature's Components: V, S
EVARD’S ALL−SEEING WORM brain and into its mouth, dealing a point Casting Time: 1 standard action
Conjuration (Creation) of damage and nauseating the victim for Range: 0 ft.
Level: Sor/Wiz 5 1d6 rounds. Effect: Rapier and dueling cloak
Components: V, S, M Material Component: A potion of fox’s Duration: 1 minute/level
Casting Time: 1 minute cunning. Saving Throw: None
Range: 0 ft. Spell Resistance: Yes

18
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Source: Dragon 335 (Spellcraft – to the full extent of your intentions, Source: Dragon 343 (Spellcraft –
Songsabers of Waterdeep) preventing the target creature from Worm Bound – The Secrets of Kyuss)
taking revenge later or trying to subvert
Upon casting this spell a well-balanced the intent of its instructions. Second, You summon a swarm of Kyuss worms
+1 rapier and brightly colored dueling completing the service does not free the to attack your foes. These writhing,
cloak (see the Dueling Cloaks sidebar) target if it has agreed to multiple services twisting green worms swarm over your
appear in your hands. For the duration of as a result of multiple exaction spells (see body briefly and then congregate in
the spell you can use these armaments as below). adjacent squares of your choice. The
normal equipment. The rapier created by You must make a sacrifice as part of the wormswarm takes no other action on the
this spell gains a +1 enhancement bonus negotiation represented by planar first round that it is summoned, although
for every three levels you possess above binding's opposed Charisma check. Each if it appears in occupied squares. The
7th, up to a maximum of +5. Thus, a 7th- sacrifice grants a Charisma bonus on creatures in those spaces suffer the
level caster would call a +1 rapier into efforts made to compel the target's distraction effect typical of swarms. See
existence, while a 10th-level caster would service (see the table below). Sacrifices the wormswarm sidebar for this terror's
summon a +2 rapier. The dueling cloak can be negligible, minor, moderate, or statistics.
gains no additional enhancement bonus. major, each with increasingly higher Note: This spell requires that the caster
Casting this spell does not grant you costs and Charisma bonuses. These costs possess either the Wormbound
proficiency with either of these items if do not vary, cannot be resisted, and Spellcaster feat (see the “Wormbound”
you do not already possess it. The rapier cannot be healed through the use of entry in Appendix 2) or the wormspawn
appears in your main hand and the magic less powerful than miracle or wish subtype (see the article in Dragon
dueling cloak in your off hand. If either (for example, alignment changed by a Magazine #343).
item leaves your possession, it vanishes. moderate sacrifice cannot be restored Focus: A Kyuss worm hosted within
At the end of the spell's duration both through the use of atonement, while a your body.
the rapier and the cloak vanish. loved one killed in a major sacrifice
cannot be brought back to life by a raise FALLEN SOUL
EXACTION dead or resurrection spell).
Necromancy [Evil]
While negligible, minor, and moderate
Enchantment (Compulsion) [Mind- Level: Clr 5
sacrifices are largely set (although DMs
Affecting] Components: V, S, DF
might wish to create alternatives), what
Level: Sor/Wiz 7 Casting Time: 1 standard action
connotes a major sacrifice varies from
Components: V, S Range: Touch
person to person. Major sacrifices always
Casting Time: 1 minute Target: Non-outsider living, intelligent
extol a great loss of significance to you
Range: Close (25 ft. + 5 ft / 2 levels) creature touched
and often others, as you betray
Target: One elemental or outsider Duration: Permanent
information or perform acts that
caught in a planar binding Saving Throw: Will negates
compromise your very being. Essentially,
Duration: Instantaneous Spell Resistance: Yes
this means giving up part of your soul to
Saving Throw: None the bound creature. Common examples Source: Dragon 312 (Blackguards –
Spell Resistance: No of such offerings would be the sacrifice Reavers of the Divine, Despots,
Source: Dragon 336 (Spellcraft – The of a loved one, a major holy relic of a Corrupters, and Anti-paladins)
Demonomicon of Iggwilv) religious order you're a part of your
entire library of magical texts, or your This sinister spell imbues the target's
With this spell, you can make a beloved ancestral home. Overall, you and soul with a hidden taint of evil
sacrifice to a creature caught within a the DM should agree upon whom or potentiality. Additionally, it brands the
planar binding spell in an effort to win its what constitutes an appropriate major creature with an invisible mark on the
willing service. This power has no effect sacrifice. forehead. Any creature with a moderate
on creatures not caught in a planar aura of evil (see the detect evil spell) can
binding spell, although it can be used to see this mark. Other creatures see it if
EXTRUDE WORMSWARM they can see invisible objects. This mark
gain a service from a creature caught in a Conjuration (Summoning) [Evil] denotes the creature bearing it as
planar binding created by a different Level: Kyuss 7 someone who bears in his soul a seed of
spellcaster. The effort to win the target's Components: V, S, F evil that, with proper coaxing and
service is handled by an opposed Casting Time: 1 standard action opportunity, could blossom into true
Charisma check just as for a planar Range: 5 ft. (see text) depravity and cruelty. When this spell is
binding spell (see lesser planar binding), Effect: One wormswarm first cast on a creature, the creature
with the following exceptions. First, if Duration: 1 round/level becomes nauseated for 1 minute.
you win the Charisma check, the Saving Throw: None The recipient of this spell must be a
creature's service is granted willingly and Spell Resistance: No living creature with an Intelligence score

EXACTION SACRIFICES
Sacrifice Level Example Sacrifice Penalty Cha Bonus
Negligible Sacrifice items of value to the target 50 gp/HD of target +2
Minor Pay worship to the target's power 100 XP/HD of target +4
Moderate Sacrifice a sentient being Change alignment one step closer to the target +6
Major Sacrifice a part of your soul Lose one level +12

19
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
of at least 3 and cannot be a creature of break enchantment can remove the spell, injects any poison it delivers with its bite
the good subtype; the tainting of such a but remove curse cannot, and the fallen soul with a successful strike. If the snake is
creature is beyond the power of this cannot be dispelled. Atonement spells non-poisonous, the blade does not deliver
spell. automatically fail if cast on a creature any venom.
Once a good or neutral target is under the effects of this spell. Only you can wield a fang blade. If
affected by this spell, he begins to have anyone else attempts to wield it, the
strange and increasingly powerful urges FANG BLADE blade snaps at him with its bite attack at
to commit evil acts. His dreams grow the beginning of each of his turns. This
Transmutation
dark, sinister, and cruel, yet are attack uses the statistics of the snake that
Level: Clr 4, Drd 3, Rgr 3, Sor/Wiz 4
disturbingly entertaining and soothing. served as the spell's focus. At the end of
Components: V, S, F
The magic of the spell does not force the the spell's duration, the snake returns to
Casting Time: 1 standard action
victim to make evil acts, but it does normal. If anyone attempts to sunder the
Range: Touch
encourage such behavior through weapon, it has hardness 8 and hit points
Effect: Transforms snake into weapon
conditioning. Each time the victim equal to the snake's total at the time of
Duration: 1 minute/level (D)
willingly commits an evil act, this spell the spell's casting.
Saving Throw: See text
grants a +4 profane bonus to the Focus: A live snake of any type that is no
character's Strength, Constitution, and Spell Resistance: No more than one size category larger than
Charisma scores; this bonus persists for 1 Source: Dragon 330 (Spellcraft – you. See the “Serpentine Foci” entry in
hour before fading. If the target Volume Veneficus) Appendix 2 for more information about
continues to perform evil acts, his this focus.
alignment eventually becomes evil as You transform the snake that serves as
well, at which time the spell no longer the focus of this spell into a steel blade.
The snake's scales glisten with a metallic FEED THE MANY
grants this bonus.
sheen and the weapons point consists of Conjuration (Creation) [War]
If the creature subjected to this spell is
the snake's fanged maw. This weapon is a Level: Clr 4
evil, the fallen soul punished the creature
longsword appropriate to your size. You Components: V, S, M
for good acts. If the target ever willingly
are automatically proficient with this Casting Time: 10 minutes
performs a good act, the spell causes 4
weapon, as the snake moves and weaves Range: Medium (100 ft. + 10 ft. /level)
points of permanent Strength,
to aid you in handling it. In addition to Effect: Food and water to sustain 100
Constitution, and Charisma drain.
normal longsword damage, the fang blade humans or 30 horses/level for 24 hours.
Dispel evil, limited wish, miracle, wish, or

WORMSWARM Distraction (Su): Any living creature that Obey the Wormtouched (Su): Although
A writhing mass of tiny green worms begins its turn with a wormswarm in its they are mindless, wormswarms
surges across the floor, each one a horror of space must make a DC 20 Fortitude save or unerringly follow simple commands given
teeth and malignant hunger. be nauseated for 1 round. The save DC is by other undead servants of Kyuss.
Constitution-based.
WORMSWARM CR 10 Poison (Ex): Injury, Fortitude DC 20,
Always CE Diminutive Vermin initial damage 1d4 Int, secondary damage
Init +6; Senses darkvision 60 ft., 2d4 Int. The save DC is Constitution based.
tremorsense 60 ft.; Listen +0, Spot +0 Create Spawn (Su): Any living creature
AC 20, touch 20, flat-footed 14 killed by a wormswarm rises as a zombie in
hp 102 (12 HD) 1d4 hours. A humanoid creature with 11 or
Immune critical hits, flanking, mind- more Hit Dice instead rises as a spawn of
affecting, sneak attack, weapon Kyuss in 1d4 hours.
damage
Fort +12, Ref +10, Will +4
Weakness swarm weaknesses
Spd 30 ft., burrow 10 ft., swim 30 ft.
Melee swarm (3d6 plus poison)
Space 10 ft.; Reach 0 ft.
Base Atk +9; Grp -8
Atk Options distraction
Special Atk create spawn
Abilities Str 1, Dex 22, Con 18, Int --,
Wis 10, Cha 8
SQ obey the wormtouched, swarm
traits, vermin traits
Environment any Kyuss-associated
Organization solitary, swath (2-4), or
infestation (5-12)
Treasure none
Advancement none

20
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Duration: 24 hours (see text of create FLEETING FAME Casting Time: 1 minute
food and water in the PLAYER’S HANDBOOK) Illusion (Glamer) Range: Long (400 ft. + 40ft. /level)
Saving Throw: None Level: Brd 0, Clr 0, Sor/Wiz 0 Targets: Up to twenty-five
Spell Resistance: No Components: V, S creatures/level within a 60-ft.-radius
Source: Dragon 309 (War Spells – Casting Time: 1 standard action Duration: Instantaneous
Unleash Arcane Armageddon) Saving Throw: None
Range: Personal
Target: You Spell Resistance: Yes
As create food and water, except as noted Source: Dragon 309 (War Spells –
Duration: 1 round/level
above. Unleash Arcane Armageddon)
Source: Dragon 326 (Spellcraft –
Note: This spell requires the War Magic
Cantrips and Orisons of the Academy of
Study feat to acquire and cast. See the As magic missile, except as noted. You
Apprentices)
Appendix 2 for more information. can fire only one missile at each target,
Material Component: A silver, gold, or regardless of your caster level.
Upon casting this spell your clothing,
platinum plate worth 500 gp, engraved Note: This spell requires the War Magic
armor, weapons, equipment, and physical
with holy symbols. Study feat to acquire and cast.
countenance take on a well-kept and
Material Component: 600 gp worth of
stylish appearance. Those around you get
FESTIVAL FEAST the impression that you are wealthy, well diamond dust.
Conjuration (Creation) known, and powerful, granting you a +2
Level: Brd 2, Clr 2 (Olidammara) bonus on your next single Bluff, FRIENDSIGHT
Components: V, S, DF Diplomacy, or Intimidation skill made Illusion (Phantasm) [Mind-Affecting,
Casting Time: 10 minutes during the spell’s duration. War]
Range: Close (25 ft. + 5 ft / 2 levels) Lore: The infamous wizard-spy Level: Brd 1, Sor/Wiz 1
Effect: Food and drink to feed three Geldersi created this spell during her Components: V, S, M
humans/level for one meal apprenticeship. The nobles of her city Casting Time: 1 minute
Duration: 2 or 24 hours; see text enjoyed throwing lavish parties and Range: Medium (100 ft. + 10 ft. /level)
Saving Throw: None Geldersi often breezed her way past wary Area: Allied creatures within a 60-ft.-
Spell Resistance: No doormen using this spell. radius spread
Source: Dragon 342 (Core Beliefs: Duration: 1 minute/level
Olidammara) FLOAT Saving Throw: None
Transmutation Spell Resistance: No
You create a meal of good food, wine, Level: Clr 1, Sor/Wiz 1 Source: Dragon 309 (War Spells –
ale, and beer. The food this spell creates Components: V, S Unleash Arcane Armageddon)
smells and tastes wonderful, while being Casting Time: 1 standard action
highly nourishing and satisfying to eat. Range: Touch All subjects of this spell perceive each
The drinks are tasty but not strong other as surrounded by a glowing aura of
Target: Willing creature or object
enough to cause intoxication. The food touched a color you specify upon casting.
and drink so created decays and becomes Distance, cover, and concealment do not
Duration: 10 minutes/level (D)
inedible within 2 hours if it is not negate the aura unless they prevent any
Saving Throw: Will negates (harmless)
consumed, although it can be kept fresh possibility of sight. (That is, any subject
Spell Resistance: Yes (harmless)
for 24 hours by casting a purify food and capable of spotting another subject under
Source: Dragon 334 (Spellcraft – Livre
drink spell on it. the prevailing conditions can see the
d’Aquatha)
latter's aura). Normally, this spell is used
FIELD OF BLURS to prevent accidental attacks against
Upon casting this spell you magically
Illusion (Glamer) [War] allies in darkness, fog, battles with
support a willing target or object in
Level: Brd 3, Sor/Wiz 3 similarly dressed foes, and other
water or similar liquid, buoying it to the
Components: V, M confusing situations. This spell also gives
surface. If cast on a creature, the target
each subject a +4 circumstance bonus on
Casting Time: 1 minute gains a +5 bonus on Swim checks and
saving throws or opposed Charisma
Range: Long (400 ft. + 40ft. /level) does not go underwater if he fails a Swim
checks made to avoid any magical effect
Targets: Up to 500 creatures check by 5 or more. However, the target
that would cause the subject to harm
Duration: 1 minute cannot swim underwater for the duration
another target of the spell.
Saving Throw: Will negates (harmless) of this spell. If cast on an unattended
Friendsight is a phantasm, so the
Spell Resistance: Yes (harmless) object, that item bobs to the surface. You
perceived auras are entirely in the mind
Source: Dragon 309 (War Spells – can affect one item weighing no more
of the subject. The recipients do not
Unleash Arcane Armageddon) than 50 pounds plus 100 pounds per
actually glow, although they radiate
level. Objects that weigh more than the
magic that can be detected with detect
As blur, except as noted above. maximum weight you can affect are
magic and similar effects.
Note: This spell requires the War Magic unaffected by this spell.
Note: This spell requires the War Magic
Study feat to acquire and cast. See the
Study feat to acquire and cast.
Appendix 2 for more information. FORCE MISSILE STORM Material Component: 100 gp worth of
Material Component: 1,500 gp worth of Evocation [Force, War] carbuncle and cat's eye agate, crushed.
chrysoprase gems, powdered. Level: Sor/Wiz 2
Components: V, S, M

21
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
FROSTBITE ranged touch attack, the watery jet deals creatures do not consciously sense it at
2d6 points of nonlethal damage, +1d6 all, but a failed Will save means the
Evocation [Cold]
per two caster levels (dealing 5d6 damage sudden shift in perception registers long
Level: Clr 4, Drd 3
at 6th level, 6d6 at 8th, and so on) up to a enough to leave the subject shaken for 1
Components: V, S
maximum of 8d6 damage at 12th level. In round per caster level. A shaken creature
Casting Time: 1 standard action
addition, those struck by this spell must suffers a -2 penalty on attack rolls, saving
Range: Close (25 ft. + 5 ft / 2 levels)
save or be knocked prone. Geyser deals no throws, skill checks, and ability checks.
Target: One creature
damage to objects or those creatures Sightless creatures and creatures immune
Duration: Instantaneous
immune to nonlethal damage. to fear effects are not affected by this
Saving Throw: Fortitude partial
spell.
Spell Resistance: Yes In addition, a target that fails the Will
Source: Dragon 312 (Thieves of Will – GLAMOUR COSTUME
save to resist this spell also takes a -4
Evil Enchanters) Illusion (Glamer)
penalty on all Will saves made to resist
Level: Clr 1, Sor/Wiz 1
spells with the fear descriptor for the
This spell inflicts intense cold damage Components: V, S
duration.
upon the target, causing numbness, Casting Time: 1 standard action
hypothermia, and frostbite as if the target Range: Personal
had been exposed for a prolonged time to Target: You GLOBE OF RADIANT
freezing temperatures. The target suffers Duration: 1 hour/level (D) (see below) INVULNERABILITY, GREATER
1d6 points of cold damage per two caster Source: Dragon 350 (Core Beliefs – Abjuration [Light]
levels (maximum 10d6) and 1d4 points of Wee Jas) Level: Clr 7
nonlethal damage due to cold per two Source: Dragon 350 (Core Beliefs –
caster levels (maximum 10d4). The target This spell functions like disguise self Wee Jas)
may make a Fortitude save to negate the except you can only change the
nonlethal damage. If the target suffers appearance of your clothing (including This spell functions like lesser globe of
the nonlethal damage, the target becomes weapons, armor, and equipment) and radiant invulnerability, except that it
fatigued. make superficial changes to your own functions like a greater globe of
appearance. For example, you could make invulnerability and the searing radiance
GEAS, MASS LESSER ragged traveler's gear look like a beautiful deals 6d6 points of damage. Undead,
gown or a cleric's vestments. Superficial fungi, mold, oozes, and slimes in the area
Enchantment (Compulsion) [Language-
changes to your appearance include take 1d6 points of damage per caster level
Dependent, Mind-Affecting]
removing or adding beauty marks and (maximum 15d6).
Level: Brd 6, Sor/Wiz 7
signs of aging, along with any coloration
Range: Medium (100 ft. + 10 ft. /level)
change that could be accomplished with
Targets: One creature/level, no two of
make-up (lips, cheeks, hair, and so on). GLOBE OF RADIANT
which can be more than 30 ft. apart
Source: Dragon 312 (Thieves of Will –
You are still recognizable as you and you INVULNERABILITY, LESSER
cannot use the spell to create a true Abjuration [Light]
Evil Enchanters)
disguise (although you could change the Level: Clr 5
appearance of your clothing to include a Components: V, S, M
This spell functions like lesser geas
hood or mask to conceal your features). Casting Time: 1 standard action
except that it can affect more creatures.
Once per hour as a standard action, you Range: 10 ft.
The same instructions apply to all targets.
can change your appearance according to Area: 1o-ft.-radius spherical emanation,
All creatures affected must have 7 or
the above guidelines, but doing so centered on you
fewer Hit Dice and be able to understand
reduces the duration by 1 hour for each Duration: 1 round/level (D)
you. If you choose a target with too many
change. Saving Throw: None or Reflex partial
Hit Dice, it is not affected, and you may
not choose another target in its place. (see text)
GLIMPSE OF FEAR Spell Resistance: No or Yes (see text)
Illusion (Phantasm) [Fear, Mind- Source: Dragon 350 (Core Beliefs –
GEYSER Affecting] Wee Jas)
Evocation [Water]
Level: Brd 1, Clr 1, Sor/Wiz 1
Level: Drd 3, Sor/Wiz 2 This spell functions like lesser globe of
Components: V, S
Components: V, S invulnerability, except once per round as a
Casting Time: 1 standard action
Casting Time: 1 standard action free action you can cause the globe to
Range: Close (25 ft. + 5 ft / 2 levels)
Range: Close (25 ft. + 5 ft / 2 levels) radiate light as if it were a candle, torch,
Target: One living creature
Target: One ray or daylight spell, or reduce it to its normal
Duration: 1 round/level; see text
Duration: Instantaneous faint shimmer. As a standard action you
Saving Throw: Will negates
Saving Throw: Reflex can cause the globe to explode in searing
Spell Resistance: Yes
Spell Resistance: Yes radiance with a radius of 2o feet which
Source: Dragon 333 (Spellcraft –
Source: Dragon 334 (Spellcraft – Livre destroys the globe and ends the spell. All
Visions of Fear)
d’Aquatha) creatures within the area of searing
You plunge the subject directly into a radiance are blinded and take 3d6 points
This spell creates a ray of water that of damage. A creature to which sunlight
waking nightmare, immersing it in a
blasts toward one target that you is harmful takes double damage. A
world of fear for a brief instant. The
designate. If you successfully hit with a successful Reflex save negates the
change happens so fast that many

22
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
blindness and reduces the damage by can undo as many as three means of GUIDING STAR
half: Spell resistance applies to the preventing egress. Thus, if a door is
Divination
searing radiance. locked, barred, and held, the spell can
Level: Drd 1, Sor/Wiz 1
An Undead creature caught within the open it, but if there is another lock on the
Components: V, S
globe takes 1d6 points of damage per door, an additional casting is necessary.
Casting Time: 1 standard action
caster level (maximum 10d6), or half
Range: Personal
damage if a Reflex save is successful. The GROUNDSMOKE Target: You
light generated by the spell deals damage
Transmutation Duration: 1 minute/level
to fungi, mold, oozes, and slimes just as if
Level: Drd 0, Rng 1, Sor/Wiz 0 Source: Dragon 340 (Spellcraft – The
they were undead creatures.
Components: V, S Twilight Codex)
Casting Time: 1 standard action
GREAT ELECTRIC BOLT Target: One fire no larger than 5 This spell calls an insubstantial mote of
Evocation [Electricity, War] square feet. starlight, which descends from the sky
Level: Sor/Wiz 4 Duration: 8 hours and orbits around your head. The guiding
Components: V, S, M Saving Throw: None star sheds light equal to a candle and can
Casting Time: 1 minute Spell Resistance: No be commanded to lead you toward any
Range: Long (400 ft. + 40ft. /level) Source: Dragon 326 (Spellcraft – place you've previously visited. Once
Effect: Bolt of electricity 100 ft. long Cantrips and Orisons of the Academy of ordered to find a location, the guiding star
and either 10 ft. or 20 ft. wide Apprentices) stops orbiting and points like a compass
Duration: Instantaneous in the direction of the location named.
Saving Throw: Reflex half This spell prevents natural smoke from The star makes no adjustments for
Spell Resistance: Yes rising into the air. The smoke instead barriers or obstructions, hovering inches
Source: Dragon 309 (War Spells – rolls out from the fire and dissipates into from you in the direction of the location
Unleash Arcane Armageddon the ground about six inches from its it seeks. The guiding star merely orbits
As lightning bolt, except as noted. You source. your head if not commanded to proceed
can create the bolt anywhere within the Lore: An apprentice wizard who to a location, if you have never been to
range and in any orientation you desire; traveled with his adventuring master the desired location, or if the location
it does not have to extend from you. created this spell as part of his lessons named is not on the same plane of
Note: This spell requires the War Magic while traveling. Not only providing the existence.
Study feat to acquire and cast. student with a unique educational
Material Component: A handful of experience, the spell allowed the pair to HARMONIC VOID
engraved copper and gold spheres worth enjoy the benefits of a fire without Abjuration
at least 4,000 gp and a bit of animal fur. worrying about the smoke being spotted Level: Brd 5
by hostile creatures.
Components: V, S
GREATER KNOCK Casting Time: 1 standard action
Transmutation Range: 60 ft.
Level: Sor/Wiz 4
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. /level)
Targets: Doors, gates, boxes, chests, or
other secured items, no two of which can
be more than 20 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Source: Dragon 316 (Spies Like Us –
Stealth for Stumblers)

You open all stuck, barred, locked, held,


or arcane locked doors or gates within the
spell's area. Secret doors as well as locked
boxes and chests and containers with
trick openings also spring open. The spell
loosens welds, shackles, and chains,
provided they serve to hold closures shut.
Greater knock dispels arcane lock
immediately. In all cases, the door does
not relock itself or become stuck again
on its own. Greater knock also raises
barred gates and similar impediments
such as portcullises, but it does not affect A war wizard blasts his enemies away from him with a great electric bolt 
ropes and vines. Each casting of the spell

23
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Area: 60-ft.-radius-emanation, centered HIBYRNTIC’S CURSE Duration: 1 min. /level
on you Conjuration and Evocation [Cold] Saving Throw: Will negates (harmless,
Duration: Concentration, up to 1 Level: Divine 4 object)
round/level Spell Resistance: Yes (harmless,
Components: V, S
Saving Throw: None object)
Casting Time: 1 standard action
Spell Resistance: No Source: Dragon 318 (Oriental
Range: Medium (100 ft. + 10 ft. /level)
Source: Dragon 335 (Spellcraft – Adventures – Eastern Flavor)
Target: One creature
Songsabers of Waterdeep)
Duration: 1 round/level
Honorable weapon makes a weapon
Saving Throw: Fortitude partial
You create a zone of murmuring, honorable, allowing it to bypass the
Spell Resistance: No
disrupting, arcane harmonies that makes damage reduction of certain
Source: Dragon 345 (Spellcraft –
it difficult to cast spells with verbal dishonorable creatures, primarily undead
Artifact Spells – Magic of the Giants)
components. Wizards, clerics, and other and a few non-oni residents of the
spellcasters find that their spells' spoken Shadowlands. This spell has no effect on
As you cast this spell, designate one
words become warped, twisted, and a weapon that already has an alignment,
creature within range. That creature is
blurred, disrupting their efforts. A such as a Tainted sword.
covered in a rime of deadly chilling ice
creature that attempts to cast a spell with You can’t cast this spell on a natural
for the duration. This ice has a number of
verbal components in this area must weapon, such as an animal’s claw or bite.
effects. First, it deals 4d6 points of cold
make a Concentration check (DC 20 +
damage each round that it persists. In
your Charisma modifier + the spell's ICEFANE CORPSE
addition, the creature can take only a
level). On a failed check, the harmonic Necromancy [Cold]
single move action or 1 standard action
void ruins the spell's spoken component.
each turn, but not both, and the creature Level: Sor/Wiz 3
The spell fails to function, although the
moves at half speed. Each round, the Components: V, S, M
caster expends a spell slot as normal.
target gets to make a Fortitude save Casting Time: 1 standard action
This spell has no effect on supernatural
against this spell. If successful, the Range: Close (25 ft. + 5 ft./2 levels)
abilities, magic items, and other magical
damage is halved and the creature is not Area: One undead creature
effects. It only affects spells with verbal
slowed in any way. If the creature fails Duration: 1 round /level
components.
two such Fortitude saves in a row, it Saving Throw: Fortitude negates
becomes encased in ice, can take no (harmless)
HEXTOR'S FIERY EYES further actions, and automatically fails all Spell Resistance: Yes (harmless)
Enchantment (Compulsion) [Evil, future Fortitude saves to avoid this effect. Source: Dungeon 109 (Secrets of the
Language-Dependent, Mind-Affecting] An encased creature can take no Soul Pillars)
Level: Clr 5, Blackguard 4 actions, but those adjacent can attempt a
Components: V, DF DC 25 Strength check to break the target You infuse the affected undead with a
Targets: One creature each round free of the ice. Dealing 20 or more points powerful burst of necromantic cold.
Duration: 1 round/level of damage in a single attack also frees the Affected undead gain the following
Source: Dragon 356 (Core Beliefs – creature, but any damage in excess of 20 benefits:
Hextor) points is applied to the target, who is • One of the undead creature's
automatically hit and does not receive a natural attacks becomes infused
This spell functions like command, save against the effect, although SR still with supernatural cold, and inflicts
except you may affect one creature per applies. Fire damage deals 150% normal 1d6 additional points of cold
round as a swift action and the activities damage to a creature encased in ice. Acid damage on a hit.
continue beyond 1 round. At the start of deals one-quarter normal damage, while • Fire resistance 10
each commanded creature's turn after the electricity and sonic effects deal full
first, it gets another Will save to attempt damage. Cold damage has no effect on a • Any time the undead suffers cold
to break free from the spell. You do not creature encased in ice. Once free, the damage, it is instead healed for an
have to give each creature the same target must begin making saves again. amount of hit points equal to the
command (on the first round you can Note: This spell is an Artifact Spell and a damage it would have suffered.
command a creature to approach, on the Dual School Spell. See the “Casting Any resistance to cold that the
second round force a creature to fall Artifact Spells” entry and the “Dual Spell undead creature might have does
prone, yet another to flee on the third Schools” entries in Appendix 2 for more not reduce the amount of healing
round, and so on). information. that it receives when exposed to
The duration of the effect of this spell cold damage.
is limited by the overall spell duration, Material Component: A wight's
HONORABLE WEAPON thumbnail.
not when an individual was affected. For Transmutation (Lawful)
example, the spell has a 9-round duration
Level: Sha 2, Soh 2
and you affect a target on round 8, it only
Components: V, S, DF
ICY SPHERE
obeys for 1 round, at which point the Evocation [Cold]
Casting Time: 1 standard action
spell ends and the compulsion no longer Level: Sor/Wiz 5
Range: Touch
affects them. Components: V, S
Target: Weapon touched or fifty
When you cast this spell your face Casting Time: 1 standard action
projectiles (all of which must be in
distorts into a hideous gray visage with Range: Close (25 ft. + 5 ft / 2 levels)
contact with each other at the time of
bulging red-rimmed eyes.
casting)

24
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Effect: 3-ft.-diameter sphere of ice that you or another willing creature within creature immediately returns to its home
moves in a straight line from you to the range. The host must be a living creature plane.
limit of the spell’s range. with an Intelligence and Wisdom of at Finally, the greatest advantage of
Duration: Instantaneous least 6. If subject to detect magic, the host imbrue is its ability to essentially smuggle
Saving Throw: Reflex negates emanates an aura of conjuration magic outsiders or elementals within a living
Spell Resistance: Yes with a caster level equal to the bound host. As a standard action the host can
Source: Dragon 317 (Dungeons & creature's HD. In addition, the host unleash the bound creature into
Dragons Heroes – Magic, Monsters, and detects as being of the same alignment as an adjacent space (or closest open space if
Mayhem) the bound creature (with an aura no adjacent spaces are available). Upon
strength equal to the bound creature's being released, the bound creature
This spell creates a ball of magic ice and HD) rather than of his own. follows the directions of the host for a
frozen energy. The sphere darts away While fettered to its host, the bound number of rounds equal to the host's till
from you in any direction indicated, in a creature cannot be found by any plus his Charisma modifier. After this
straight line, to the limit of the spell's mundane or magical means, including period the creature returns to its home
range. Any creature in a square crossed any form of magical scrying. It does not plane.
by this line must make a Reflex saving age and cannot be affected by any There are side effects to hosting an
throw to avoid the sphere; success damage, magic, or psionic abilities. If the elemental or outsider as the result of an
indicated that the creature takes no host creature dies, it is released and imbrue. First, the bound creature sees and
damage, but failure indicates the creature immediately returns to its home plane. In hears, making it impossible for the host
takes 1d6 points of cold damage per addition, this allows bound creatures to to keep secrets from it for the duration of
caster level (maximum 15d6) and pass through areas that might normally the spell. Further, the bound creature is
becomes paralyzed for 1d4 rounds. prevent them from entering, such as able to speak to its host and weaken the
through a magic circle (although, it cannot host’s ability to focus. The host takes a -4
be released into an area that is warded penalty on all Concentration checks, as
IMBRUE against summoned creatures of its well as all Will saves against mind-
Conjuration (Summoning)
alignment). The host can dismiss the affecting spells for the duration of this
Level: Sor/Wiz 9
bound creature back to its home plane at spell.
Components: V, S
any point prior to the end of the spell's
Casting Time: 1 round duration.
Range: Close (25 ft. + 5 ft / 2 levels) IMMOLATE THE WICKED
Playing host to a bound creature has
Target: One elemental or outsider Evocation [Fire]
some advantages. First, the host has
caught in a planar binding Level: Initiate of Pelor 4
access to all the bound creature's
Duration: 1 day/level (D) Components: V, S, DF
Intelligence-based skills. This does not
Saving Throw: None Casting Time: 1 standard action
allow the host to read the bound
Spell Resistance: No Range: Personal
creature's mind or discover secrets it
Source: Dragon 336 (Spellcraft – The Target: You
knows-he simply makes such skill checks
Demonomicon of Iggwilv) Duration: 1 round/level
using the bound creature's total bonus.
Saving Throw: None
For example, a host with a nalfeshnee
This spell attempts the dangerous and bound to him could use the creature's Spell Resistance: Yes
near unthinkable feat of binding a Intelligence-based skills (Knowledge Source: Dragon 342 (The Power of
creature trapped within a planar binding [arcana] +23, Search +23, Spellcraft +25 Faith – Initiate Feats of the Core Deities)
spell inside a mortal host. This spell only [+27 with scrolls]) instead of his own.
functions if the target agrees to submit to The DM determines what Knowledge Pelor fills your turning checks with
the spell as a service you compel it to skills creatures like a succubus (with holy power. While under the effects of
perform (see lesser planar binding). The Knowledge [any one]) or glabrezu (with this spell, whenever you successfully
target must be aware of this spell's effects Knowledge any two]) possess. turn an undead creature it bursts into
and agree to its duration. Convincing a Second, if the host is subject to flames in addition to being turned. These
creature to submit to imbrue is difficult at sufficient damage or an effect that kills flames deal 2d6 points of damage per
best and has inherent dangers (see him (any magical or mundane damage three caster levels, to a maximum of
below). You take a -4 penalty on the that would reduce the host to -10 hit 10d6. Half the damage is fire damage. but
opposed Charisma check made to compel points or otherwise kill him outright), the other half results directly from divine
the target to accept imbrue as its service. the host has a chance to allow the bound power and is therefore not subject to
If you roll a 1 on the Charisma check to creature to absorb the fatal damage or being reduced by resistance to fire-based
compel the target to accept this spell the effect. This requires the host to make a attacks, such as that granted by protection
target breaks free of the binding and can DC 30 Will save. The host, however, from energy (fire), fire shield (chill shield),
escape or attack you as normal. and similar magic.
gains a bonus when making this save
Alternatively, if it so wishes, it may take equal to the total HD of the bound
control of your body for a number of days creature. On a successful check, the fatal IMPLORE
equal to its Hit Dice. At the end of this damage or effect acts as if it had targeted Conjuration (Calling)
time it leaves your body and may return the bound creature, having no effect on Level: Sor/Wiz 9
home or stay on the current plane. the host and stabilizing him if he is Components: V, S, XP
If the target creature fails the opposed dying. On a failed check the host takes Casting Time: 10 minutes
Charisma check and thus agrees to the the damage or effect as normal. In either Range: Close (25 ft. + 5 ft / 2 levels)
spell, it is bound to a host, being either case, the imbrue ends and the bound

25
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Target: One elemental or outsider with legendary bears and winged vipers), or INSATIABLE HUNGER
22 HD or less even new species can also be options. You
Transmutation
Duration: Instantaneous also gain the new form's type in place of
Level: Hunger 6
Saving Throw: Will negates your own.
Components: V, S, DF
Spell Resistance: No and yes; see text You gain the Strength, Dexterity, and
Casting Time: 1 round
Source: Dragon 336 (Spellcraft – The Constitution scores of the new form but
Range: Medium (1oo ft. + 10 ft. /level)
Demonomicon of Iggwilv) retain your own Intelligence, Wisdom,
Targets: One creature/level, no two of
and Charisma scores. You also gain all the
which can be more than 30 ft. apart
Implore acts as greater planar binding new form's extraordinary special attacks
Duration: Permanent
except as noted above and as follows. Any (including a poisonous bite or sting, if
Saving Throw: Fortitude negates
spells or effects that affect planar binding applicable), but no its extraordinary
special qualities (such as blindsense, fast Spell Resistance: Yes
also work upon this spell. To cast implore,
healing, or regeneration) or any of the Source: Dragon 312 (The Ebon Maw –
you must know the true name of the
new form's supernatural or spell-like Beware the Waking Hunger)
creature targeted and that specific
creature is summoned. The target abilities.
Upon changing, you regain hit points Creatures affected by this spell begin
creature takes a -4 penalty on all Will
as if you had rested for a night (though starving at a vastly accelerated rate,
saves and Charisma checks made while
this healing does not restore temporary regardless of how much they eat. The
trapped within the spell. If it is
ability damage and provide other benefits subjects suffer the effects of starvation on
compelled to provide some service (see
or resting; and changing back does not an hourly, rather than daily, basis. That is,
lesser planar binding), it makes no effort to
heal the subject further). If slain, the after 3 hours, and every hour thereafter,
subvert instructions it is given regarding
subject reverts to its original form, the targets must make a Constitution
that service.
though it remains dead. check (DC to, +1 for each previous check)
Every time you call a specific target
Note: Some clergy of Set (such as or take 1d6 points of nonlethal damage.
using implore the creature gains a
clerics who worship him under the guise Anyone who has taken nonlethal damage
cumulative +1 bonus on future Will saves
of Varae or Sseth and know him only as a from starvation is fatigued. So long as the
to resist your summons. These bonuses
snake god) are unaware that this spell spell lasts, this damage cannot be
fade if you do not summon the creature
allows the caste to assume any shape recovered by any means, natural or
for a full year.
other than various species of snakes. magical.
XP Cost: 50 XP per Hit Die of the target
called.
INESCAPABLE SWARM JAWS OF ADAMANTINE
INCARNATION OF SET Illusion (Figment) Transmutation
Level: Brd 5, Sor/Wiz 4 Level: Hunger 2
Transmutation
Components: V, S, M Components: V, S
Level: Clr 5
Casting Time: 1 standard action Casting Time: 1 standard action
Components: V, S, DF
Range: Close (25 ft. + 5 ft / 2 levels) Range: Touch
Casting Time: 1 standard action
Target: one creature/level, no two of Target: Creature touched
Range: Personal
which can be more than 30 feet apart Duration: 1 round/level
Target: You
Duration: Concentration, up to 1 Saving Throw: Will negates (harmless)
Duration: 10 minutes/level (D)
round/level Spell Resistance: Yes (harmless)
Saving Throw: None
Spell Resistance: No Saving Throw: Will disbelief, then
Fortitude partial; see text The subject's jaws gain increased
Source: Dragon 313 (Faiths of Faerûn -
Spell Resistance: Yes strength, with nearly unbreakable teeth.
Elder Serpents of Set – Servants of the
Further, the jaws unhinge and distend,
Lord of Evil) Source: Dragon 333 (Spellcraft –
Visions of Fear) allowing the subject to bite almost
anything, albeit in a clumsy fashion The
This spell functions like alter self and
This spell causes the targets to feel as bite deals damage according to the
enables you to assume the form of any
though thousands of spiders, ants, creature's size, as shown on the table
nonunique animal or vermin (size Tiny to
locusts, and other insects were crawling below This spell is not intended for use
Huge, inclusive) that is sacred to Set.
over their flesh, exactly as if they were in combat. Against a moving target, the
Sacred creatures include normal, giant,
caught in the heart of a swarm. subject cannot bite with full force and
and dire varieties of bears (black and
The targets first get a Will save to applies only half of any Strength bonus
brown), boars, crocodiles, donkeys,
recognize the sensations as unreal. to damage. A subject of this spell who
hippopotami, hyenas (treat dire hyenas as
Targets that fail this save become shaken. attempts to make a bite attack takes a -4
dire wolves), jackals (treat as dogs), saluki
In addition, those that become shaken penalty on attack rolls, due to the
(treat as riding dogs with the Run feat
due to this spell's effects must make an awkward shape of the mouth. The subject
instead of Alertness), snakes (constrictors
additional Fortitude save. Targets that of this can bypass adamantine-based
and vipers), and monstrous scorpions.
fails this Fortitude save are overwhelmed damage reduction with a successful bite
The assumed form can't have more Hit
by the inescapable barrage of grotesque attack, however.
Dice than your caster level (or the
sensations, causing them to become Against inanimate objects, the subject
subject's HD, whichever is lower), to a
nauseated. adds its full Strength bonus (if any) to
maximum of 15 HD at 15th level. With
Material Component: A handful of bite damage and ignores hardness of 20
the DM's permission, other variations of
cobwebs wrapped between the fingers. or less.
these animal and vermin kinds (such as

26
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Creature Size Bite Damage counteracting all the consequences of LASH OF THE KRAKEN
Fine 1 advancing years that usually lead to
Transmutation
Diminutive 1d2 frailty and eventually death. While they
Level: Drd 3, Sor/Wiz 3
Tiny 1d3 must still perform all the necessary
Components: V, S
Small 1d4 sustaining actions (eating, sleeping,
Casting Time: 1 standard action
Medium 1d6 breathing, and so on) normally
Range: Personal
Large 1d8 demanded of their type, they never suffer
Target: You
Huge 2d6 from any sort of physical deterioration or
Duration: 1 minute/level
Gargantuan 2d8 consequent reduction in Strength,
Source: Dragon 334 (Spellcraft – Livre
Colossal 4d6 Dexterity, and Constitution. Lacking this
d’Aquatha)
special insight into their own mortality,
KISSED BY THE AGES and the incentive to find new, less taxing
This spell transforms one of your
Necromancy ways to deal with challenges they also
appendages into a lashing, barb-covered
never gain any improvements to their
Level: Sor/Wiz 9 tentacle like that of a kraken. This
Intelligence, Wisdom, or Charisma due
Components: V, S, F, XP rubbery appendage gives you reach and
to advancing age.
Casting Time: 1 hour deals damage as indicated on the
Focus: Magic item with a market price
Range: Touch following chart. As a primary attack, the
of at least 4,000 gp.
Target: Any living creature other then tentacle adds your Strength modifier to
XP Cost: 5,000 XP.
yourself damage. The tentacle can also be used as a
Duration: Instantaneous secondary natural attack in conjunction
Saving Throw: Will negates (harmless) KORD’S GREETING with a manufactured weapon. Such
Spell Resistance: Yes (harmless) Transmutation secondary attacks do not interfere with
Source: Dragon 354 (Ancient PCs – Level: Initiate of Kord 2 your primary attack as attacking with an
Playing Elders in D&D) Components: V, S, DF off-hand weapon would, but you take the
Casting Time: 1 standard action usual -5 penalty for the tentacle attack
You create a magical connection Range: Touch when used as a secondary natural attack.
between a living creature and a small Target: One creature If you hit with this tentacle attack, you
magic item like a ring, pendant, or Duration: 1 minute/level may attempt a grapple check against your
similar trinket with a market price of at Saving Throw: Will negates (harmless) opponent without provoking an attack of
least 4,000 gp. This forever eliminates Spell Resistance: Yes (harmless) opportunity. If you succeed at the
any of the item's existing magical Source: Dragon 342 (The Power of grapple attempt, you immediately
properties and causes it to radiate a Faith – Initiate Feats of the Core Deities) constrict the foe and deal automatic
strong aura of necromancy. The recipient tentacle damage as if you had hit the
of the spell may draw upon the strange, Kord grants his favor to those who target again. Each round you maintain a
inanimate resilience of this object, recklessly put faith in their own strength. grapple you automatically deal tentacle
gaining the endless special quality (see For the duration of this spell, the target damage to your foe. A constricted enemy
below) so long as she wears it (which gains a +4 bonus on attack rolls while is grappled as normal and may escape by
occupies an item slot on the body). If she charging, rather than the normal +2. In making a successful grapple check on its
loses or otherwise removes this object, addition, the target only takes a -1 AC turn.
however, she begins to age again at the penalty rather than the normal -2. A creature with a natural tentacle
rate normal for her race and in addition attack may use its own tentacle damage
suffers a -1 penalty upon all saving KORD’S POWER SURGE or that granted by the spell, whichever
throws. Against death effects she instead is greater. It gains the ability to grab
Transmutation
suffers a -2 penalty. These penalties and constrict with all of its tentacle
Level: Initiate of Kord 1
remain in effect until she once again attacks if it could not already.
Components: V, S, DF
carries the object on her person. The
Casting Time: 1 standard action
connection she enjoys with this object Size Damage Reach
Range: Touch
makes it all but impossible to destroy Fine 1 0 ft.
Target: One creature
while she lives, requiring the Diminutive 1 0 ft.
Duration: 1 round/level Tiny 1d3 5 ft.
intervention of a deity, contact with an
Saving Throw: Will negates (harmless) Small 1d4 5 ft.
artifact, or similarly unusual
circumstances to smash it. Due to her Spell Resistance: Yes (harmless) Medium 1d6 10 ft.
special connection with it, the recipient Source: Dragon 342 (The Power of Large 1d8 15 ft.
of the spell always knows the Faith – Initiate Feats of the Core Deities) Huge 2d6 20 ft.
approximate location of her object so Gargantuan 2d8 40 ft.
long as both are on the same plane. Kord temporarily infuses the target Colossal 4d6 60 ft.
Endless (Ex): A creature with this with great strength. The target receives
special quality ceases to age once it an enhancement bonus to its Strength
score equal to twice your caster level, LIFE SPRING
achieves a certain point in its life cycle, Conjuration (Healing)
most often sometime after reaching maximum +10, that applies only when
making skill and ability checks. After the Level: Divine 6
adulthood but prior to its equivalent of Components: V, S, DF
middle age. These creatures exist in a spell expires, the target is fatigued for
1d4 minutes. Casting Time: 1 standard action
special kind of physiological stasis,
Range: Touch

27
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Target: Dead creature touched magical healing for the duration of the spell, choose a specific spell level of 4th
Duration: Instantaneous spell. level or lower, weapon proficiency, or
Saving Throw: None; see text This spell is immune to the effects of two skills. Any creature you successfully
Spell Resistance: Yes (harmless) dispel magic but can be ended with a touch with a melee touch attack has some
Source: Dragon 345 (Spellcraft – remove curse, remove disease, or diminish aspect of that trait lobotomized.
Artifact Spells – Magic of the Giants) plants spell. If you choose to lobotomize a spell level
Note: See the “Dual School Spells” entry the target loses all spell slots or prepared
You restore life to a dead creature, in Appendix 2 for more information on spells of that level. For example, if a
healing it completely. You can raise a the dual-school property of this spell. sorcerer with four 3rd-level spell slots
creature that has been dead for no longer has his 3rd-level spells lobotomized, he
than 1 hour per caster level. In addition, LIGHTEN LOAD loses access to all four slots for the
the subject's soul must be free and duration of this spell, while a wizard in
Transmutation
willing to return. If the subject's soul is the same case would be unable to cast any
Level: Clr 2, Army 2
not willing to return, the spell does not prepared 3rd-level spells. At the end of
Components: V, S, DF
work; a subject that wants to return this spell any lobotomized spells or spell
Casting Time: 1 standard action
receives no saving throw. slots return.
Range: Touch
A creature restored to life by this spell If you choose a target’s proficiency with
Target: Creature touched
does not lose a level, but is stunned for weapons to be lobotomized, the target is
Duration: 1 hour/level
1d6 rounds. This spell also heals the treated as being nonproficient with all
Saving Throw: Will negates (harmless)
creature of all hit point and ability weapons, taking a –4 penalty on attack
Spell Resistance: Yes (Harmless) rolls it makes with any weapon. A target
damage. Normal poison and normal
Dragon Magazine: #317 (Faiths of does not lose its proficiency with natural
disease are cured in the process of raising
Faerûn – Battleguard of Tempus – weapons.
the subject, but magical diseases and
Soldier-Saints of the Lord of Battle) If you choose to lobotomize skills, pick
curses are not undone. While the spell
closes mortal wounds and repairs lethal two skills. For the duration of this spell
You are capable of carrying a greater the target is treated as if he had 0 ranks in
damage of most kinds, the body of the
load than your Strength might allow. these two skills. If a lobotomized skill can
creature must be whole. Otherwise,
While affected by this spell, your be used untrained, the target can still
missing parts are still missing when the
carrying capacity (as per Table 9-1 on make a skill check and add the bonus
creature is brought back to life. None of
page 162 of the PLAYERS HANDBOOK) is from his relevant ability score. If a
the dead creature's equipment or
improved as if you had gained 1 point of lobotomized skill cannot be used
possessions are affected in any way by
Strength per caster level, to a maximum untrained, the target cannot make use of
this spell.
of +10. This virtual Strength is only that skill.
This spell can restore a creature who
useful for calculating carrying capacities Lobotomize in no way informs you of
has been turned into an undead creature
and determining the effects of carrying what spells, feats, or skills a target
or killed by a death effect. The spell
loads (as per table 9-2 on page 162 of the possesses. If you attempt to lobotomize a
cannot bring back a creature that has
PLAYERS HANDBOOK). The Strength spell level the target does not possess, the
died of old age.
bestowed by this spell offers no benefit to spell has no effect. This spell has only
Note: This spell is an Artifact Spell. See
combat rolls, skill checks, or other partial effect if you try to lobotomize a skill
the “Casting Artifact Spells” entry in
activities moving a grappled creature; the the target does not possess, affecting only
Appendix 2 for more information.
bonus should not be interpreted as a skills it actually has.
bonus to any other situation except to This spell does not affect creatures
LIFEROT those noted above. Thus, if a 6th level without minds, such as many constructs,
Conjuration/Necromancy [Evil] cleric were to cast this spell upon a oozes, plants, numerous undead, or
Level: Clr 3, Sor/Wiz 4 character with a 12 Strength, the target's similar creatures.
Components: V, S Strength score remains the same, yet his Material Component: A small metal
Casting Time: 1 standard action maximum heavy load increases to 300 lbs hammer and an iron spike.
Range: Medium (100 ft. + 10 ft. /level) as if he had a Strength of 18.
Target: One creature
Duration: 1 minute/level LOBOTOMIZE LORESONG
Saving Throw: Will partial Divination
Transmutation Level: Brd 1, Sor/Wiz 1
Spell Resistance: Yes Level: Sor/Wiz 5
Source: Dragon 347 (Spellcraft – Components: V, S
Components: V, S, M Casting Time: 1 minute
Scripture of Elemental Evil) Casting Time: 1 standard action Range: Personal
Range: Touch Target: You
The target of this spell begins to sprout
Target: Creature touched Duration: 1 round/level
fungal growths across its body,
Duration: 1 minute/level Source: Dragon 335 (Spellcraft –
particularly around wounds or injuries.
Saving Throw: Will negates Songsabers of Waterdeep)
For the duration of the spell, the target
Spell Resistance: Yes
cannot be healed by any magical means,
Source: Dragon 339 (Spellcraft – You gain temporary mastery in a skill,
as every wound is filled with life-leaching
Heinfroth’s Manual of Methods) even one that you have never studied
fungi. A successful Will save allows the
target to receive half the benefits of before. When you complete this spell,
You cause a creature to forget how to select a single skill (other than Speak
use a specific ability. Upon casting this

28
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Language). You gain a +4 competence month as determined by the DM). The become chaotic evil, lawful neutral
bonus on all checks with it, with an target behaves accordingly for that entire characters become chaotic neutral, and so
additional +1 bonus for every 2 caster night whether he can see the moon or on). Neutral creatures roll randomly to
levels, and you may use it untrained. not. determine their new alignments.
Upon casting this spell, you must Suicidal: Once an hour the target must
LOVER’S CALL designate a task that will end the spell. make a Will save. If he fails, he attempts
Conjuration (Calling) [Evil] The task cannot force the victim to to kill himself in the quickest way
commit suicide, although it might be possible. The subject takes no other
Spellcraft DC: 74
extremely dangerous for the victim. action on his turn except to harm
Components: XP
Upon being affected, the victim himself. If armed, the target attacks
Casting Time: 1 standard action
immediately knows how to lift the curse. himself as a full-round action. Such an
Range: 75 ft.
Only the completion of this task or a attack automatically succeeds and deals
Target: One aspect of Graz’zt
break enchantment, miracle, or wish spell damage as a critical hit. If unarmed, the
Duration: 1 hour (D)
can end the spell's effect. target moves to harm himself by
Saving Throw: Will negates
provoking attacks of opportunity from
Spell Resistance: Yes
Random Lunacy Behaviors enemies, leaping off cliffs, throwing
To Develop: 648,000 gp; 13 days; d% Behavior himself into fires, and so on.
25,920 XP. Seed: Summon (DC 14). 01-5 Act normally Material Component: Three drops of
Factors: summon CR 22 creature (+40 6-15 Delusion blood from a natural lycanthrope.
DC), 1-action casting time (+20 DC), no 16-25 Fixation
verbal component (+2 DC), no somatic 26-35 Flee
component (+2 DC), increase saving MAILED MIGHT
36-50 Schizophrenia
throw DC by +8 (+16 DC). Mitigating Transmutation
51-65 Catatonia
factors: burn 3,000 XP (-30 DC). Level: Sor/Wiz 8
66-75 Rage
Source: Dungeon 149 (Savage Tide – Components: V, S, F
76-85 Murderous
Enemies of my Enemy) Casting Time: 1 standard action
86-95 Suicidal
Range: Touch
96-100 Blackout
This spell allows [the caster] to reach Target: Touched armor pieces
out across the planes and extract a Duration: 1 round/level
Blackout: The DM takes control of the
portion of Graz’zt’s demonic essence, spell's victim for the duration of the Saving Throw: None
forcing an aspect of the Dark Prince to night. Spell Resistance: No
appear before her to follow her orders. Catatonia; The target passes out and Source: Dragon 344 (A Dark and
This is a CR 22 aspect with statistics cannot be awakened by any means. Stormy Knight – Another Evening With
identical to those given on page 65 of Delusion: The target spends the entire the Wizards Three)
FIENDISH CODEX I. [The caster] must beat night talking to inanimate objects,
the aspect’s SR of 33 in order to cast this refusing to move, finding new objects to This spell animates up to two pieces of
spell and the aspect can resist being talk to if forcibly moved. Nothing short metal armor into up to two variant
summoned if it makes a DC 40 will save of magic or physical helmed horrors that fight for you (or
(normally only possible with a natural force can compel the target to stop fetch, carry, open doors, or perform any
20). talking. other simple action you command).
XP Cost: 3,000 XP. These constructs explode into a spray of
Fixation: The target moves to a
metal shards when destroyed, See page
random location within sight and refuses
LUNACY 175 OF LOST EMPIRES OF FAERÛN for
to move from that spot, attempting to
helmed horror stats. If you lack that
Enchantment (Compulsion) [Mind- return there if forcibly moved.
source, you can use shield guardians
Affecting] Flee: The target moves in a random
instead.
Level: Drd 6, Sor/Wiz 6 direction at top speed, moving for the
The helmed horrors created by this
Components: V, S, M entire night.
spell silently follow your will. If you
Casting Time: 1 standard action Murderous: The target attacks the
don't direct them to do anything, they
Range: Medium (100 ft. + 10 ft. /level) nearest creature. If no creatures are
stand idle. Once given a task, they pursue
Target: One living creature present, the target seeks out others to
it until completed, even if you turn your
Duration: Instantaneous attack. Nothing short of killing or
attention to other matters.
Saving Throw: Will negates incapacitating the target can prevent him
Unlike most helmed horrors, the ones
Spell Resistance: Yes from attacking other creatures.
you create with this spell have no
Source: Dragon 340 (Spellcraft – The Rage: The target begins to randomly
crossbows and make no missile attacks. If
Twilight Codex) destroying all unattended objects within
destroyed they explode, with effects
sight. Once everything is destroyed, the
equal to a shard storm spell (see page 187
You curse the target with a form of target moves on, searching for more to
of THE SPELL COMPENDIUM: 20-ft.-radius
madness tied to a moon. On the night of destroy. The target spends no more than
burst, 3d6 force damage to all creatures,
a full moon, a target affected by this spell 1 minute trying to destroy a specific
Reflex half, spell resistance yes, lasts for
is unable to independently determine object before moving onto another
only 1 round). Note that the damage is
what to do in a manner similar to the object.
force damage. No metal shrapnel
confusion spell. Roll once on the following Schizophrenia: The target's alignment
survives.
chart each time the target is affected by changes to the opposite of what it
the full moon (a time occurring once a normally is (lawful good characters

29
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
When the spell expires, these Arcane Focus: An object owned by the
constructs abruptly fade away and the creature or a piece of the creature to be You call upon the venomous might of
pieces of armor that made them fall to tracked, such as a tuft of hair or a Merrshaulk to bless and enhance a
the ground. fingernail. number of living snakes. This spell only
Focus: Two pieces of nonmagical metal affects creatures with the animal type.
armor previously worn in a battle. The MEERSALM SKIN Yuan-ti and other snakelike creatures are
pieces' condition does not matter (they Abjuration not valid targets.
can be damaged), but all of their metal Snakes affected by this spell gain a
Level: Clr 6
must be present. 'They need not be from number of bonuses. Snakes with a poison
Components: V, S, M
the same suit of armor. The pieces cannot special attack receive a +2 morale bonus
Source: Dragon 354 (Core Beliefs –
be worn by you or any other creature to their poisons DC. Snakes with the
Heironeous)
while the spell is cast. constrict special attack gain a +2 morale
bonus on all grapple checks. In addition,
This spell functions like stoneskin
MARK OF JUSTICE, LESSER all snakes targeted by this spell gain a +1
except if the spell absorbs all the damage
morale bonus on attack rolls, saves, and
Necromancy dealt by a weapon, the weapon must
skill checks.
Level: Initiate of Heironeous 2 make a Fortitude saving throw or take
Focus: A live snake. See the “Serpentine
Source: Dragon 342 (The Power of 3d6 points of damage.
Foci” entry in Appendix 2 for more
Faith – Initiate Feats of the Core Deities) The target's skin takes on a metallic
information about this focus.
copper coloration for the duration of the
This spell is identical to mark of justice spell.
except as indicated here. Choose one of Material Component: A vial of meersalm MINDWORMS
the following three effects: worth 25o gp. Conjuration [Evil]
Level: Kyuss 4
• -3 decrease to an ability score MEMORY JAR Components: V, s, F
(minimum 1). Transmutation Casting Time: 1 standard action
• -2 penalty on attack rolls, Range: Close (25 ft. + 5 ft / 2 levels)
Level: Initiate of Boccob 1
saves, ability checks, and skill Components: V, S, DF Target: One living creature
checks. Duration: Instantaneous
Casting Time: 1 standard action
Saving Throw: Will partial
• Each round, the target has a Range: Touch
25% chance to take no action; Spell Resistance: Yes
Target: One creature
otherwise, it acts normally. Duration: 1 minute/level Source: Dragon 343 (Spellcraft –
Worm Bound – The Secrets of Kyuss)
Saving Throw: Will negates (harmless)
MARKED MAN Spell Resistance: Yes (harmless)
This spell causes incorporeal green
Divination Source: Dragon 342 (The Power of
worms to fly through the target creature.
Level: Asn 2, Rgr 1, Sor/Wiz 2 Faith – Initiate Feats of the Core Deities)
The affected creature takes 1d6 points of
Components: V, S, F Wisdom damage and loses three spell
Casting Time: 1 minute This spell allows the target to recall bits
levels worth of spells. The spell levels can
Range: Personal and pieces of knowledge she might
be in any form or combination of
otherwise forget. She receives a +1
Target: You prepared spells or remaining spell slots
competence bonus per two caster levels
Duration: 1 day/level (for spontaneous casters) of the target's
(maximum +5) on all knowledge-related
Source: Dragon 325 (Spellcraft – choice. This spell-draining effect has no
checks made for the duration of the spell.
Myths of the Shadow) effect on spell-like abilities. The spells
This includes Knowledge skill checks,
drained can be either arcane or divine
bardic knowledge, and similar abilities.
Upon casting this spell, you become spells, depending on what kind of spells
In addition, the target may reroll one
attuned to the specific creature that owns the target has access to. If the target casts
Knowledge skill check that it has failed
the spell's focus item. (A creature is both arcane and divine spells, the target
within the last minute.
considered to own an item if it was the can choose any combination of arcane
last creature to carry the item on its and divine spells that it currently has
person for 1 day or more. You do not MERRSHAULK'S KISS prepared (or spell slots that it still has
count when considering what creature Enchantment available) to meet the three-level
was last to carry an item.) This Level: Clr 4, Drd 3 requirement. This spell has no effect on
attunement grants you a +10 bonus on Components: V, S, F cantrips or orisons (0-level spells) and
Search and Survival checks made to track Casting Time: 1 standard action only affects spells of 1st level or higher.
the items owner or find evidence of his Range: Touch The target halves the Wisdom damage
passage. This spell does not give you Target: Up to one snake per two levels, and negates the spell-draining effect with
insight into who or what the creature he no two of which can be more than 30 ft. a successful Will saving throw.
is attuned to is or where that creature apart If the target does not have the ability to
ultimately might be. Also, the spell does Duration: 1 minute/level cast spells or has no remaining spells or
not provide a trail that is not already Saving Throw: Will negates (harmless) spell slots of3rd level or lower, the spell-
there nor does it provide you with the Spell Resistance: Yes (Harmless) draining effect of the spell has no effect.
benefits of the Track feat. Source: Dragon 330 (Spellcraft – Whenever you successfully drain three
Volume Veneficus) spells from a target with this spell, you

30
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Components: V, S, F spellbook, or weapon) by grinding the
Casting Time: 10 minutes gem to dust and sprinkling it over the
Range: Close (25 ft. + 5 ft / 2 new object. This requires a Spellcraft
levels) check with a DC equal to 15 + the bound
Target: One willing creature's HD. On a failed check the
elemental or outsider creature is instead released and may
caught in a planar binding return to its home plane or attack you.
Duration: Permanent; This function is often used to bind
see text outsiders to serve as guardians of valuable
Saving Throw: None items. These items are not destroyed as a
Spell Resistance: No gem is when the creature bound within is
Source: Dragon 336 freed and completes its task.
(Spellcraft – The Convincing a creature to submit to a
Demonomicon of Iggwilv) minimus containment is incredibly
difficult. The length of time that a
Minimus containment can creature is contained and the conditions
only be cast on a creature of its release determine the Charisma
already trapped in a planar penalty you take when you try to compel
The mindworm spell conjures incorporeal green worms for  it to serve you. The following tables
binding spell, and only if
a Wormbound of Kyuss.  outline the Charisma penalties for a
that creature agrees to
gain spell energy that can power your submit to the spell as a service you variety of variables.
spells. Draining less than three spells compel it to perform (see lesser planar
grants you no benefit. You can use this binding). The target must be aware of and Cha
spell energy in any of three ways: have agreed to the exact terms set by the Example Conditions Penalty
minimus containment when it consents to Released when any -2
• Recall one prepared spell of 3rd the spell, and these conditions cannot be creature touches the gem
level or lower. The recalled spell changed. Released when taken to a -4
must have been previously cast Minimus containment binds the spirit new city
during the same day, and you must and material body of the target elemental Released when the gem's -6
meet any other requirements for or outsider into a gem (the focus), in a owner falls unconscious
being able to cast the spell. manner similar to a trap the soul spell. The Released when anyone -8
• Gain an additional spell slot of 3rd gem then detects as a magic item attempts to perform a
level or lower. Spontaneous (exhibiting conjuration magic with a major ceremony within a
spellcasters can use the spell caster level equal to the target's chamber the gem is in
energy to give themselves one HD), but there is no way to identify the Released when someone -10
additional use of a 3rd level or magic property of the gem (not even who has stolen the gem is
lower spell known. identify or analyze dweomer reveals the alone
presence of the trapped creature). The Released when an elf -12
• Spontaneously apply metamagic
bound creature remains within the gem touches the gem and
effects to a spell. You can use the
for a certain period of time or until a speaks the name
spell energy to spontaneously
specified condition is met (set by you and "Tsojcanth"
apply the effects of one metamagic
known to the target before submitting to Cha
feat that you possess to a spell as
the spell). The condition must be one the Time Until Release Penalty
you cast it. Applying this one
target creature would recognize if it was 24 hours or less +2
metamagic feat totally consumes
physically present. For example, a bound 1-6 days 0
the spell energy.
creature could be released if its gem is 1-10 weeks -2
stolen, as it would know a theft if it saw 1 year or less -4
Regardless of how the spell energy is
one, but couldn't be released when the 10 years or less -8
used, it is available only one time. The
first brave man touched the gem, since More than 10 years (no -12
energy is completely gone once used, and
bravery is not so easily defined or maximum time)
if not used within 1 hour it fades
harmlessly away. detected. Once the condition is met, the
target creature is released and must The difficulty of the task a creature
Note: This spell requires that the caster
perform a single predetermined task. At must perform once released does not
possess either the Wormbound
the end of this task, the gem turns to influence the Charisma penalty except in
Spellcaster feat (see the “Wormbound”
worthless dust and the creature is cases of incredibly difficult or lengthy
entry in Appendix 2) or the wormspawn
immediately sent to its home plane. If feats (such as destroying an artifact or
subtype (see the article in Dragon
the described conditions do not occur tasks that would take multiple years to
Magazine #343).
within the agreed upon timeframe, the perform). A bound creature will never
Focus: A Kyuss worm hosted within
creature is automatically set free (leaving agree to perform a task that is impossible
your body.
the gem undamaged) and returns to its for it to succeed at (such as killing a deity
home plane. or dousing the sun).
MINIMUS CONTAINMENT The target creature's material body and Ultimately, the DM determines the
Conjuration (Summoning) spirit can be transferred into another total Charisma check penalty using the
Level: Sor/Wiz 8 nonliving object (such as a gold piece, totals gained from the relevant charts as a

31
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
guideline. If you roll a 1 on the Charisma to the moon (determined by the DM), the
check to compel the elemental or By casting modulate on the target wand, caster can create a moonbridge from any
outsider to accept this spell, the target followed by a second spell, you location within range. A moonbridge is
breaks free of its binding and can escape temporarily alter the wand to cast a always 5 feet wide and must be at least 20
or attack you as normal. Alternatively, if different spell. After casting this spell, feet long, although you can extend it to a
it so wishes, it may trap your soul within the next spell you cast upon the target length of up to 10 feet per caster level.
the gem used as the focus of this spell wand infuses the remaining charges, This bridge can run in any horizontal
and possess your body for a number of allowing the wand to discharge that spell direction or be angled in a gentle slope
days equal to its Hit Dive as per the spell instead of the one it was created to cast. equal to 1/4th of the bridges length
magic jar. At the end of this time the The spell cast after modulate must be one (rounded down to the nearest 5 foot
creature leaves your body and may return or more levels lower than the spell the increment), as long as the entire length
home or stay on the current plane. wand normally casts. While under the of the moonbridge is bathed in
Regardless of its decision, you remain effect of modulate, spells cast from the moonlight without interruption. For
trapped within the gem, your body target wand are cast at the minimum example, an 11th-level cleric can create a
unaffected by raise dead, resurrection, or caster level. Each use of a modulated wand moonbridge with a maximum length of
similar spells. Only magic jar, miracle, or expends two charges from the wand. If 110 feet and could angle it to be 25 feet
wish can restore you from the gem back there are insufficient charges in the wand lower or higher at one of its ends.
to your original body. If the gem is to invoke the new spell, the wand cannot Material Component: A vial of pure water
destroyed while your soul is trapped be activated. bathed in the light of the full moon for at
within you die but can then be raised or For example, while trapped in the dark least 6 hours.
resurrected as normal. a 5th-level wizard wishes to cast a
Focus: A gem worth at least 100 gp per number of light spells (a 0-level spell) MOON'S CHANGE
HD of the target creature. from his wand of magic missile (a 1st-level
Transmutation
spell), which happens to have a caster
Level: Drd 3, Sor/Wiz 3
MIRE level of 3rd. The wizard casts modulate
Components: V, S, M
and in the following round attaches a
Transmutation [War] Casting Time: 1 standard action
prepared light spell. The wand can now
Level: Drd 6, Sor/Wiz 6 Range: Touch
cast light as a 1st-level caster (the
Components: V, S, M, DF Target: Creature touched
minimum caster level), but expends two
Casting Time: 10 minutes Duration: 1 round/level
charges per casting. The wizard may now
Range: Long (400 ft. + 40ft. /level) Saving Throw: Will negates
use the wand to cast light instead of magic
Area: Surface rock in a 60-ft.-radius Spell Resistance: No
missile for 5 minutes, at which time it
spread, 10 ft. high Source: Dragon 340 (Eye of the Night
reverts back to a normal wand of magic
Duration: Permanent (see text of – The Moon and It’s Role In D&D)
missile.
transmute rock to mud in the PLAYER’S
HANDBOOK) This spell imbues a single target with
Saving Throw: see text of transmute MOONBRIDGE enhancement bonuses to Strength,
rock to mud in the PLAYER’S HANDBOOK Transmutation [Good, Light] Dexterity, and Constitution. These
Spell Resistance: No Level: Clr 3, Drd 3 bonuses build up, peak, and then ebb off
Source: Dragon 309 (War Spells – Components: V, S over the course of several rounds.
Unleash Arcane Armageddon) Casting Time: 1 standard action On the spell's first round, the subject
Range: Close (25 ft. + 5 ft / 2 levels) gains a +2 enhancement bonus to
As transmute rock to mud, except as Effect: Bridge, 5 ft. wide and up to 10 Strength, Dexterity, and Constitution.
noted. ft. /level long On the spell's second round, the subject
Note: This spell requires the War Magic Duration: 1 round/level (D) gains a +4 enhancement bonus to
Study feat to acquire and cast. See the Saving Throw: None Strength, Dexterity, and Constitution.
Appendix 2 for more information. Spell Resistance: No On subsequent rounds, the subject gains
Material Component: Brown, gray, and Source: Dragon 340 (Spellcraft – The a +6 enhancement bonus to Strength,
black gems worth a total of 7,000 gp, all Twilight Codex) Dexterity, and Constitution, until the last
of which must be dissolved in acid. two rounds of the spell's duration. On the
This spell transforms a shaft of second to last round, the subject gains a
MODULATE moonlight, whether naturally occurring +4 bonus to Strength, Dexterity, and
or magically created (such as by the spell Constitution. On the last round, the
Transmutation
motes of moonlight), into a translucent subject gains a +2, bonus to Strength,
Level: Sor/Wiz 3
bridge capable of supporting you and Dexterity, and Constitution.
Components: V, S
creatures of good alignment. Creatures of Material Component: One drop of the
Casting Time: 1 round
neutral alignment can also walk upon a blood of a monster with the
Range: Touch
moonbridge as long as they stay in direct shapechanger subtype.
Target: 1 wand touched
contact with you (losing contact with you
Duration: 1 minute/level (D) causes them to fall). Evil creatures find
Saving Throw: Yes (harmless, object) moonbridges as insubstantial as moonlight.
MORNING MISTS
Spell Resistance: Yes (harmless, Conjuration (Creation) [War]
In areas bathed in moonlight with no
object) Level: Clr 2, Drd 2, Sor/Wiz 2
distinctive shafts of light, such as in a
Source: Dragon 338 (Spellcraft – The Components: V, S, M
moonlit field or other open area exposed
Silver Hexameric Folio) Casting Time: 1 minute

32
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Range: Long (400 ft. + 40ft. /level) black, viscous poison. These nails act as Saving Throw: Fortitude partial
Area: 100-ft.-radius cloud 20 ft. high natural weapons that deal 1d6 points of Spell Resistance: Yes
Duration: 1 minute/level damage and have a threat range of 19-20. Source: Dungeon 109 (Secrets of the
Saving Throw: None You are considered armed while this Soul Pillars)
Spell Resistance: No spell is in effect. If you are Small, your
Source: Dragon 309 (War Spells – nails deal 1d4 points of damage. If you A chill black mist seeps from the
Unleash Arcane Armageddon) are Large, they deal 1d8 points of damage. ground. The mist carries with it an
Add your Strength modifier to your unwholesome chill. It slows and freezes
As obscuring mist, except as noted. You attacks with these nails. Attacks with living creatures caught in its grasp, while
may center the cloud anywhere within your transformed hands do not hinder at the same time healing undead.
range. The cloud may be stationary or your manual dexterity or spellcasting, Living creatures in the cloud suffer 2d6
move away from you at a rate of 10 feet although the nails do replace any slam or points of cold damage per round on your
per round, but you must make this choice claw attack you might possess for the turn (no save). Upon entering the cloud
at the time of casting. duration of the spell. or at the beginning of each round spent
Note: This spell requires the War Magic In addition, any creature that takes within the cloud, a living creature must
Study feat to acquire and cast. See the damage from your nails risks being make a Fortitude saving throw or become
Appendix 2 for more information. poisoned. Injury: Fortitude resists: initial slowed.
Material Component: Bloodstones worth and secondary damage 1d4 Dexterity. Undead within the cloud heal 5 hit
a total of 100 gp. points of damage per round.
NECROSURGERY The mist obscures all sight, including
MOTES OF MOONLIGHT Necromancy [Death] darkvision, beyond 5 feet. A creature
Level: Sor/Wiz 0 within 5 feet has concealment (attacks
Evocation [Light]
Components: V, S, M have a 2o% miss chance). Creatures
Level: Clr 1, Drd 1
farther away have total concealment (5o%
Components: V, S Casting Time: 1 standard action
miss chance, and the attacker can’t use
Casting Time: 1 standard action Range: Touch
sight to locate the target).
Range: Close (25 ft. + 5 ft / 2 levels) Target: Creature touched
Material Component: A small piece of a
Effect: Beam of light Duration: Instantaneous
tombstone dedicated to a creature that
Duration: 1 hour/level (D) Saving Throw: Fortitude negates
became undead after being buried for at
Saving Throw: None Spell Resistance: Yes
least 1 month.
Spell Resistance: No Source: Dragon 326 (Spellcraft –
Source: Dragon 340 (Spellcraft – The Cantrips and Orisons of the Academy of
Twilight Codex) Apprentices) NERULL'S SCYTHE
Conjuration (Creation)
This spell creates a beam of silvery light This spell helps contain disease in a Level: Initiate of Nerull 3
in any direction you point. The beam subject by killing off infected flesh. The Components: V, S, DF
extends from your position to a point spell grants the subject a +2 bonus on his Casting Time: 1 round
within range that you have line of sight next saving throw to resist any disease Range: 0 ft.
to. The light illuminates a 5-foot-wide he's already contracted. Effect: One scythe
line with bright illumination, while the This spell has no effect on an Duration: 1 minute/level (see text)
area within 5 feet of the beam is uninfected subject, nonliving creature, or Saving Throw: None
considered to be in shadowy creature immune to the disease it carries. Spell Resistance: No
illumination. Lore: Like most necromancers, the Source: Dragon 342 (The Power of
Once cast, the beam hangs in place for wizard Titus found himself constantly Faith – Initiate Feats of the Core Deities)
the duration of the spell, even if you surrounded by festering zombies and foul
move. You can dismiss the light at any materials. Fearing the diseases that come You call forth a lesser aspect of Nerull's
time but cannot move it once cast. with prolonged exposure to filth, Titus chosen weapon, "Lifecutter." This +1 keen
developed this spell as a meager defense. scythe appears in your hands or at your
During a dire plague in one city, the local feet (your choice). Nerull's Scythe only
NAILS OF LUTHIC ruler commanded this spell carved upon functions at its full potential for a
Transmutation
stones in the city square to allow any follower of Nerull. If a non-believer picks
Level: Clr 5
mage capable to learn it. up the weapon, it is treated merely as a
Components: V, S
Material Components: A sharp razor or normal scythe.
Casting Time: 1 standard action blade.
Range: Personal
Target: You NOSY NEIGHBOR
Duration: 1 minute/level NECROTIC MIST Transmutation
Source: Dragon 342 (Spellcraft – Alien Necromancy [Cold] Level: Sor/Wiz 0
Blessings – Spells of Monstrous Deities) Level: Sor/Wiz 6 Components: V, S, M
Components: V, S, M Casting Time: 1 standard action
The nails on your hands grow long, Casting Time: 1 standard action Range: Personal
extremely tough, and turn a deep purple, Range: Close (25 ft. + 5 ft./2 levels) Target: You
similar to those of the orc goddess, Effect: Fog spreads in 2o-ft. radius, 20 Duration: 1 minute
Luthic. Your nails also exude a thick, ft. high
Duration: 1 round/level

33
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Source: Dragon 326 (Spellcraft – (either singing or music) just like an Duration: 1 hour/level or until
Cantrips and Orisons of the Academy of actual bard spell. If the bard spell has a discharged
Apprentices) material component or XP cost, you must Saving Throw: Will negates (see
pay that cost when you cast that spell. below)
This spell improves your sense of Normally you can only prepare Spell Resistance: Yes (See below)
hearing for its duration, giving you a +2 common bard spells (those Source: Dragon 343 (Spellcraft –
bonus on Listen skill checks. listed in the PLAYER'S HANDBOOK) with Worm Bound – The Secrets of Kyuss)
Lore: Sertis was a nosy child and his this spell. You may prepare more exotic
apprenticeship made him no less so. bard spells (such as unique spells or This spell infuses your own perceptions
Sertis used this spell to spy upon his spells from other books) if you have a with a shard of Kyuss' power, granting
fellow apprentices, allowing him to scroll of the spell or a bard on hand who you a sixth sense. Once during the spell's
discover – quite by accident – and knows the spell. Preparing the spell from duration, you may choose to use its
prevent a plot to kill his master. During a scroll reference destroys the scroll, but effect. This spell grants you a +6 insight
his long career Sertis developed dozens preparing with the help of a bard does bonus on any single attack roll, opposed
of spells to intrude upon others but none not expend any of the bard's spell slots. ability or skill check, or saving throw.
held as much of a place in his heart as Alternately, you can apply the insight
this one. Upon his death Sertis’s house OLIDAMMARA'S CARAPACE bonus to your AC against a single attack
burnt to the ground, supposedly in an act Conjuration (Creation) (even if flat-footed). Activating the effect
of arson committed by rivals terrified of Level: Clr 5 (Olidammara) is an immediate action. You must chose
what secrets he might have kept. to use the path of worms bonus either
Components: V, S
However, this spell survived in the before you make the roll it is to modify
Casting Time: 1 standard action
spellbooks of Sertis’s apprentices. or, when increasing your AC, before a
Range: Personal
Material Components: A small cup. roll is made to attack you.
Effect: 5-foot-radius protective
Editor’s Note: The spell description When the spell is used, living creatures
carapace
states this spell give a +1 on Listen within 20 feet of you are exposed to a
Duration: Instantaneous and 1 round
checks, but the spell summary says +2. glimpse of the writhing madness
(see text)
Normally, the description outweighs the prophesied in the Age of Worms. For the
Saving Throw: None
summary but similar spells from this merest second, they see within their
Spell Resistance: No
article give a +2 bonus. I feel that the minds the desolation and ever-increasing
Source: Dragon 342 (Core Beliefs:
description is in error. However, the terror of what the world will one day
Olidammara)
other spells (fleeting fame and seeker’s become. These visions are so
chant) do come with negatives and nosy overpowering that all who experience
This spell functions like wall of stone,
neighbor does not. I suggest asking your them must make a Will saving throw or
except it always forms a 5-foot-radius
DM for a ruling before incorporating this be stunned for 1 round. This discharge
immobile hemispherical shell around
spell into your game. effect is a mind-acting effect, and spell
you that fuses with the floor. The shell is
resistance applies.
a nine-segmented carapace of some
OLIDAMMARA'S BARD SPELL Note: This spell requires that the caster
durable organic material (like very thick
Transmutation possess either the Wormbound
leather or animal horn) but has the same
Level: Clr 4 (Olidammara) Spellcaster feat (see the “Wormbound”
hardness and hit points as a wall of stone
entry in Appendix 2) or the wormspawn
Components: V, S, DF spell.
subtype (see the article in Dragon
Casting Time: 10 minutes After casting this spell, any time before
Magazine #343).
Range: Personal your next turn you may transport
Focus: A Kyuss worm hosted within
Target: You yourself elsewhere as a swift action as if
your body.
Duration: Instantaneous using a dimension door spell (you may
Source: Dragon 342 (Core Beliefs: carry objects or creatures as described in
Olidammara) that spell). The carapace remains behind PERSUASIVE ORATION
as a distraction (the dimension door effect Enchantment (Charm) [Mind-
Casting this spell allows you to prepare gives no indication to those outside that Affecting]
and cast a limited number of bard spells you are no longer within the carapace). If Level: Cleric 1 (Saint Cuthbert, billet
as if they were cleric spells. Each casting you do not use this magical escape only)
of Olidammara’s Bard Spell lets you method by your next turn, the lingering Components: V, S, DF
prepare up to three levels of bard spells magic fades and you must find some Casting Time: 1 round
(these cannot be combined to prepare other way to free yourself from the Duration: 10 minutes/level
bard spells higher than 3rd level). A carapace. Source: Dragon 358 (Core Beliefs – St.
cantrip counts as 1/2 level for this Cuthbert)
purpose. You may spontaneously convert PATH OF WORMS
these prepared bard spells to cure or inflict This spell functions like charm person
Divination [Evil]
spells just as you would any other non- except as noted above.
Level: Kyuss 2
domain spells. These spells are
Components: V, S, F
considered divine spells. You use your PHADE'S FEARSOME ASPECT
Casting Time: 1 standard action
Wisdom modifier For the DC instead of
Range: Personal Illusion (Glamer)
your Charisma modifier. These bard
Target: You Level: Brd 2, Clr 2, Sor/Wiz 2
spells always have a verbal component
Components: V, S

34
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Casting Time: 1 standard action Anyone testing the "furniture," levels 6th-10th, and so on) to a maximum
Range: Touch inspecting the "art," or otherwise of 40 feet. The pillar cannot cross water.
Target: Creature touched interacting with a subject receives a The pillar cannot move into or through
Duration: 1 minute/level saving throw to detect the hidden an occupied square. A creature moving
Saving Throw: Will negates (harmless) individual. into the pillar of sand takes 1d4 points of
Spell Resistance: Yes (Harmless) Material Component: A swatch of silk damage per round and becomes blinded
Source: Dragon 333 (Spellcraft – and a piece of polished granite. for 1d6 minutes. A successful Reflex save
Visions of Fear) halves the damage and negates the
PILLAR OF SAND blindness.
The target's facial features take on the Creatures other than the target of the
Transmutation [Earth]
aspect of a threatening creature spell riding atop the pillar can step off
Level: Drd 2, Sor/Wiz 2
seemingly birthed from the Abyss. The and on (such as onto or off of a nearby
Range: Touch
subject's eyes seem to change to glowing balcony) without affecting its stability or
Components: V, S, F
slits, its skin darkens and grows scales, dispelling it. If the target of the spell
Duration: 1 round/level (D)
and horns and sharp teeth appear to jut steps off the top of the pillar, it
Area of Effect: See description
from its face. The change has no affect on immediately collapses. The caster can
Saving Throw: Reflex (see text)
the target's physical abilities, but it does collapse the pillar at any time by
Spell Resistance: No
bestow a +5 bonus on Intimidate checks dismissing the spell. Creatures stepping
Source: Dragon 351 (Al-Qadim – Magic off the pillar take falling damage
and allows the target to make an attempt
and Intrigue in the High Desert Tribes) depending on the pillar's height.
to demoralize opponents as a swift action.
Neither the caster nor the target of this Focus: Enough sand to create the pillar,
Concentrating for a moment, you feel the
spell has control over the specific such as that found on a beach or in desert
sand around you solidify and congeal. In
features of the illusion and it cannot be terrain. Pebbles less than an inch across,
moments, it rises into the air in a column.
used to create a specific disguise. grit, or even loose shale can also serve as
You create a cylindrical pillar of sand
Regardless of being unable to choose sand, but solid stone, packed earth, mud,
that rises from the desert floor, carrying
specific features and the horrific nature or rocks more than an inch across cannot.
your target with it. Characters within 10
of your form, the illusion masks your The spell requires 500 cubic feet of sand
feet of the target also rise unless they
appearance and grants you a +10 bonus per 10 feet of height.
jump clear with a successful Reflex save.
on Disguise checks. This spell works only in sandy regions
A creature that physically interacts such as dunes, beaches, and deserts, since PLAGUE CLOUD
with the features of a Phade's fearsome the sand that makes up the pillar is Necromancy [War]
aspect gets a Will save to recognize it as an drawn from the surrounding area. The Level: Clr 4, Drd 4, Sor/Wiz 5
illusion. For example, a creature that top of the pillar is a solid and level circle Components: V, S, M
touches the subject may attempt a Will with a 10-foot radius centered around the Casting Time: 1 minute
save to realize the tactile sensations do target of the spell. The solid top of the Range: Long (400 ft. + 40ft. /level)
not match the visual ones. pillar is only an inch thick; the rest of it Effect: 100-ft.-radius cloud 20 ft. high
is very loose, thus requiring less sand Duration: Concentration (up to 1
PHANTOM OBJECTS than the volume would otherwise round/level) (see text)
Illusion (Glamer) indicate. Saving Throw: Fortitude negates
Level: Sor/Wiz 3 Once the pillar is formed, it can rise as Spell Resistance: Yes
Components: V, S, M high as available sand allows, up to 10 Source: Dragon 309 (War Spells –
Casting Time: 1 standard action feet per caster level. You can make the Unleash Arcane Armageddon)
Range: Close (25 ft. + 5 ft / 2 levels) column shorter than its maximum height
Targets: One willing creature per two if you wish. If the pillar of sand or those You create a sickly gray cloud that is heavier
levels no two of which can be more than upon it strikes another solid object (such than air and laden with disease.
30 ft. apart. as a cavern ceiling), the pillar
Duration: 10 minutes/level (D) automatically stops rising. Aside from At the time of casting, you must choose
Saving Throw: Will disbelief (if those restrictions, you can raise and the disease the cloud carries from the
interacted with) lower the pillar 10 feet per round as a free following list: blinding sickness, cackle
Spell Resistance: No action. The pillar has Armor Class 9 + fever, filth fever, mindfire, red ace, the
Source: Dragon 316 (Spies Like Us – your Intelligence modifier, Hardness 5, shakes, or slimy doom. Any creature
Stealth for Stumblers) and 10 hp per caster level. If reduced to 0 within the cloud immediately contracts
hit points or affected by a move earth or the disease on a failed save (no
You create an illusion that the targets successful dispel magic, the pillar collapses incubation period). The cloud can be
are finely crafted pieces of furniture, are, and creatures atop it fall. moved or dispersed by normal or magical
or statuary of the appropriate size. A The pillar remains stationary unless winds, but it has no innate ability to
target must remain still for 1 full round willed to move by the caster or the target move. It disperses automatically when
to activate the illusion. If it moves creature (in the case where the caster or the spell expires, although anyone
thereafter, the illusion is negated until it target creature disagree on where the infected by the cloud's disease remains so
stops again and remains motionless for 1 pillar should go, the caster's will wins and must recover normally.
full round. At that point, the illusion out). The pillar has a move speed equal to Note: This spell requires the War Magic
reactivates. 10 feet per five caster levels (10 feet at Study feat to acquire and cast. See the
caster levels 3rd-5th, 20 feet at caster Appendix 2 for more information.

35
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Material Component: 3,000 gp worth of effect is entitled to a Reflex save to avoid see how rain of terror manifests with each
amber that has been crushed to a fine the effects. For information on the casting. If you wish, you can make a DC
powder, mixed with dried otyugh blood, effects of quicksand, see page 88 of the 20 Concentration check to choose the
and sealed inside a small flask. DUNGEON MASTER’S GUIDE. type of rain (failure results in a random
roll).
PROFANE WEAPON RAGE, MASS
Transmutation [Evil] Transmutation 1d8 Type of Rain
1 Black, putrid water
Level: Anti-paladin 1, Corrupter 1, Level: Initiate of Erythnul 6
2 Ash
Despot 1 Range: Close (25 ft. + 5 ft / 2 levels)
3 Steaming blood
Components: V, S Target: One creature/level, no two of
4 Toads
Casting Time: 1 standard action which can be more than 30 ft. apart
5 Dead bats
Range: Touch Source: Dragon 342 (The Power of
6 Snakes
Effect: Weapon touched Faith – Initiate Feats of the Core Deities)
7 Spiders
Duration: 1 min. /level
8 Reroll for a combination of
Saving Throw: None Mass rage works like rage, except that it
two rains (ignore any further
Spell Resistance: No affects multiple creatures.
results of 8)
Source: Dragon 312 (Blackguards –
Reavers of the Divine, Despots, RAIN OF TERROR RAINBOW
Corrupters, and Anti-paladins) Necromancy [Fear]
Conjuration (Creation)
Level: Clr 3, Drd 3, Sor/Wiz 3
This transmutation makes a weapon Level: Clr 6, Radiance 6
Components: V, S
strike true against good foes. The weapon Components: V, S, DF
Casting Time: 1 standard action
is treated as having a +1 enhancement Casting Time: 1 standard action
Range: 100 ft.
bonus for the purpose of bypassing the Range: 0 ft.
Area: 100-ft.-radius emanation centered
damage reduction of good creatures or Effect: Rainbow bow, quiver, and
on you
striking good incorporeal creatures arrows
Duration: 1 minute/level
(though the spell doesn’t grant an actual Duration: 1 hour/level
Saving Throw: None
enhancement bonus). The weapon also Saving Throw: None
Spell Resistance: No
becomes evil, which means it can bypass Spell Resistance: Yes
Source: Dragon 348 (Spellcraft – The
the damage reduction of certain Source: Dragon 321 (The Limitless
Tome of Strahd)
creatures, particularly good outsiders. Light – A Tour of the Plane of Radiance)
(This effect overrides and suppresses any
You cause a terrifying, unnatural rain to
other alignment the weapon might have.) A rainbow-hued longbow appears in your
begin falling from the sky. All creatures
Individual arrows or bolts can be hand, along with a full quiver of arrows
other than you within the area of effect fletched in a variety of colors.
transmuted but affect projectile weapons
take a penalty on Will saving throws
(such as bows) don’t confer the benefit to
made to resist fear effects (like the spell The longbow is treated in all ways as a
the projectiles they shoot.
fear or a dragon's frightful presence). This +1 longbow that the cast is proficient in
In addition, all critical hit rolls against
penalty is equal to -1 per 4 caster levels using, regardless of having the proper
good goes are automatically successful, so
(to a maximum penalty of -5). feats. The quiver holds an endless supply
every threat is a critical hit. This last
In addition, you gain a +10 bonus on of seven different colored arrows, each
effect does not apply to any weapon that
Intimidate checks while within the area being made of a different material and
already has a magical effect related to
of effect of the spell. having the following effects:
critical hits, such as a keen weapon or a
Rain of terror can manifest in a variety of Red: +1 elemental-bane adamantine
vorpal sword.
grotesque and horrifying ways, from arrows.
torrents of hot blood to a hail of writhing Orange: +1 construct-bane silver arrows.
QUICKSAND snakes. Regardless of its form, this Yellow: +1 plant-bane arrows. These
Conjuration (Creation) [Earth] gruesome rain has all the effects of arrows are considered evil-aligned for the
Level: Initiate of Obad-Hai 3 normal rain, reducing visibility by half, purpose of overcoming damage
Components: V, S, DF imposing a -4 penalty on ranged attacks, reduction.
Casting Time: 1 standard action Listen, Spot, and Search checks, and Green: +1 magical-beast-bane arrows.
Range: Close (25 ft. + 5 ft / 2 levels) extinguishing flames (automatically These arrows are considered good-
Area: 5 ft.-radius per 2 levels dousing unprotected flames and having a aligned for the purpose of overcoming
Duration: Instantaneous 50% chance to snuff protected flames). damage reduction.
Saving Throw: Reflex negates (see The animals and effects of this spell are Blue: +1 undead-bane arrows. These
text) summoned, not illusory, but you have no arrows are considered lawful-aligned for
Spell Resistance: No control over them. Living creatures that the purpose of overcoming damage
Source: Dragon 342 (The Power of rain down are 50% likely to survive. Thus, reduction.
Faith – Initiate Feats of the Core Deities) after a rain of toads, half are alive and Indigo: +1 aberration-bane arrows. These
hopping around and the other half are arrows are considered chaotic-aligned for
With this spell, you create a patch of dead, killed by the impact. None of these the purpose of overcoming damage
quicksand. The surface upon which you animals are dangers or able to harm reduction.
cast quicksand must be natural - rock, dirt, anyone, yet their presence is no less Violet: +1 dragon-bane cold iron arrows.
and so on. Any creature in the area of unnerving. Roll on the following chart to

36
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Only the caster can use the longbow, This spell functions like mass repair light Casting Time: 1 standard action
quiver, and arrows this spell creates, as damage, except that it repairs 3d8 points Range: Close (25 ft. + 5 ft. /2 levels)
they immediately appear back in his of damage +1 point per caster level Targets: One defiler creature/level, no
possession if dropped or given away. The (maximum +35). two of which can be more than 30 ft.
caster can drop the longbow and quiver apart
to use other weapons during this spell's RESEARCH AID Duration: 1 round/level
duration; they rematerialize for use when Transmutation Saving Throw: Fortitude partial (see
the caster wills it (a free action). The text)
Level: Initiate of Boccob 4
longbow, quiver, and arrows created by Spell Resistance: Yes
Components: V, S, DF
this spell have no weight and cannot be Source: Dragon 315 (Dark Sun –
Casting Time: 1 hour
sundered or destroyed, although a Defilers of Athas)
Range: Personal
successful dispel attempt dispels all the
Target: You
items created by this spell. Once the The life energy of the earth is
Duration: 1 day/level
spell’s duration expires, the bow, quiver, channeled through your spell, affecting
Source: Dragon 342 (The Power of
and all arrows created by the spell creatures within range that have a defiler
Faith – Initiate Feats of the Core Deities)
disappear. score, then returning to the land.
Originally created by a servant of Translucent arcs of energy emerge from
REPAIR CRITICAL DAMAGE, Boccob performing important research,
the ground near you and connect
unerringly with each target before
MASS Boccob now grants this spell to his most
connecting back to the ground. The
Transmutation dedicated clerics. After casting this spell,
energy deals 1d8 points of damage per 2
Level: Urban Druid 8 your mind achieves a level of clarity that
caster levels each round. Targets need not
permits you to perform research at a
faster pace. While this spell is active you be in contact with the ground to be
This spell functions like mass repair light affected by this spell.
damage (SPELL COMPENDIUM), except that receive the following benefits:
Targets can attempt a Fortitude save to
it repairs 4d8 points of damage +1 point negate the damage for that round, but
per caster level (maximum +40). • The casting time of legend lore they must apply their defiler score as a
and identify is halved. penalty on the Fortitude save. As long as
• You gain a +5 circumstance
REPAIR LIGHT DAMAGE, bonus on Spellcraft checks
targets are within range, they attempt a
new save and potentially take damage
MASS made to research new spells. anew at the beginning of each of your
Transmutation • Only half the normal amount turns, regardless of whether they
Level: Urban Druid 5 of time is required to research succeeded or failed at the save in the
Components: V, S a new spell. previous round. 1f you don't penetrate a
Casting Time: 1 standard action subject's spell resistance when you first
Range: Close (25 Ft. + S Ft. /2 levels) cast revenge of the land, that subject is
Target: One construct/level, no two of RETRIBUTIVE STRIKE
Abjuration unaffected by the spell in subsequent
which can be more than 3o ft. apart rounds. Only by leaving the range of
Duration: Instantaneous Level: Initiate of St. Cuthbert 3
Components: V, S, DF revenge of the land or waiting out the
Saving Throw: None spell's duration can targets avoid
Spell Resistance: Yes (harmless) Casting Time: 1 standard action
attempting the save each round.
Range: Personal
Creatures without a defiler score,
You repair 1d8 points of damage +1 Target: You
including those who have defiler points
point per caster level (maximum +25) to Duration: 1 round/level
but no defiler score, are unaffected.
each selected construct. Source: Dragon 342 (The Power of
Note: See DRAGON MAGAZINE #315
Faith – Initiate Feats of the Core Deities)
(Dark Sun – Defilers of Athas) for more
REPAIR MODERATE DAMAGE, This spell surrounds you with a
information on Defilers and Defiler
Points.
MASS flickering silver aura that seems to reach
Material Component: A live seed, which
Transmutation out to those nearby. While in effect, any
is thrown at the caster's feet and ground
Level: Urban Druid 6 adjacent opponent who successfully
into the dirt.
strikes you with a melee weapon
This spell functions like mass repair light provokes an attack of opportunity from
damage, except that it repairs 2d8 points you. This spell does not grant you the RIGHTEOUSNESS OF
of damage +1 point per caster level ability to make additional attacks of HEIRONEOUS
(maximum +30). opportunity in 1 round. Opponents who Transmutation
take other actions that provoke attacks of Level: Initiate of Heironeous 4
opportunity draw them normally from
REPAIR SERIOUS DAMAGE, those who threaten them.
Components: V, S, DF
Casting Time: 1 standard action
MASS Range: Personal
Transmutation REVENGE OF THE LAND Target: You
Level: Urban Druid 7 Evocation [Earth] Duration: 1 minute/level
Level: Drd 5 Saving Throw: Will negates (harmless)
Components: V, S, M Spell Resistance: Yes (harmless)

37
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Source: Dragon 342 (The Power of would put out a normal fire of that size. of overcoming damage reduction even if
Faith – Initiate Feats of the Core Deities) You may move the wall up to 30 feet they do not gain any benefit from the
along the ground as a move-equivalent sacred circle's enhancement bonus.
Heironeous aids you in defeating those action, otherwise it remains in place. The
who would do the most evil in the world. motion must be in a straight line but can SAINT CUTHBERT'S CUDGEL
For the duration of this spell, you deal be either backward or forward. The wall Conjuration (Creation)
2d4 points of damage against evil targets can climb over barriers less than 4 feet
Level: Clr 1 (Saint Cuthbert, chapeaux
with your longsword rather than the tall, but it cannot cross water or other
only)
normal 1d4 granted by the Initiate of nonflammable liquids. The wall moves as
Target: One touched nonmagical oak
Heironeous feat. If the target is an evil a whole, even if parts of it have been
or bronze-wood club or quarterstaff
outsider, you instead deal an additional extinguished.
Source: Dragon 358 (Core Beliefs – St.
2d6 points of damage. This bonus damage Note: This spell requires the War Magic
Cuthbert)
only applies to attacks made using a Study feat to acquire and cast.
longsword. Material Component: A comb made of
This spell functions like shillelagh
copper and gold powdered with ruby
except as noted above.
RIME dust, worth 1,500 gp as a whole.
Necromancy [Cold] SAND SPIRAL
Level: Sor/Wiz 1 SACRED CIRCLE Evocation
Components: V, S, M Transmutation
Level: Sor/Wiz 6
Casting Time: 1 standard action Level: Clr 5
Components: V, S, M
Range: Close (25 ft. + 5 ft./2 levels) Components: V, S, DF
Casting Time: 1 standard action
Target: One living creature Casting Time: 10 minutes
Range: 60 ft.
Duration: 1 round/level Range: 10 ft.
Effect: Cone-shaped burst
Saving Throw: Fortitude negates Area: 10-ft. radius circle
Duration: Instantaneous
Spell Resistance: Yes Duration: 10 minutes/level
Saving Throw: Reflex half and
Source: Dungeon 109 (Secrets of the Saving Throw: None
Fortitude negates; see text
Soul Pillars) Spell Resistance: No
Spell Resistance: No
Source: Dragon 314 (D&D Miniatures
Source: Dragon 331 (Spellcraft – Spell
You infuse the target's body with the – Under Command – Using the New
Strips of the Black Pyramid)
unwholesome chill of the grave. This D&D Miniatures in Your RPG)
chill dulls the creature's reactions and
A swirling blast of the desert's elements
weakens its stamina. If the saving throw You infuse the area with divine energy
assaults your opponents. Creatures
fails, the target suffers a -4 penalty to and the raw power of war. This grants all
within the spell's area cough and gag as
Dexterity and a -4 penalty on Fortitude attacks made with the affected area a +2
the sand pours into their mouths and
saves. enchantment bonus, including ranged
noses, scratches their eyes, and scours
Material Component: A pinch of dirt attacks made by creatures within the
their flesh, dealing 1d6 points of damage
from a grave dug during a winter month. circle at targets outside it. In addition, all
per caster level (maximum 15d6). Targets
affected attacks overcome damage
are allowed a Reflex save for half.
ROLLING FIRE reduction as if they were made by magic
In addition, any creature within the
weapons. Weapons that already have
Evocation [Fire, War] spell's area of effect must make a
enhancement bonuses use this bonus or
Level: Drd 3, Sor/Wiz 3 Fortitude save or suffer a -2 penalty on all
their own, whichever is higher, but they
Components: V, S, M attacks, checks, and saving throws for 1
count as magic weapons for the purposes
Casting Time: 1 minute minute due to the painful,
Range: Long (400 ft. + 40ft. searing sand. Creatures immune
/level) to critical hits ignore this
Effect: Wall of fire 3 ft. tall penalty and take only half
and 100 ft. wide damage from this spell (none if
Duration: 1 round/level they make their Reflex save).
Saving Throw: Reflex negates Material Component: A fistful of
Spell Resistance: Yes sand that the caster throws
Source: Dragon 309 (War forward while casting the spell.
Spells – Unleash Arcane
Armageddon) SCENT OF THE
You create a low, movable wall MONARCH
of fire. Any creature struck by Transmutation
the wall takes 2d6 points of fire Level: Sor/Wiz 3
damage (Reflex save negates). It Components: V, S, M
ignites any flammable materials Casting Time: 1 standard
that is touches and illuminates action
its surroundings like a torch. It A scorpion is warded off with the  Range: Personal
can be extinguished in 5-foot evocation of a sand spiral
increments by any means that

38
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Area: 2 HD of vermin/level in a 30-ft.- illusion. If it is two-sided, creatures that also incur a -2 penalty on Move Silently
radius burst centered on caster look through the screen from either checks as you must constantly intone the
Duration: 10 minutes/level direction are affected by the warping words of the chant while concentrating.
Saving Throw: Will negates illusion. The chant itself sounds rather like a
Spell Resistance: Yes Creatures who look through the screen children's rhyme and is spoken in a firm
Source: Dungeon 127 (The Hive) of heat's illusion see images on the other voice.
side as wavering, distorted shapes. This Lore: An absentminded apprentice
This spell creates a cloud of magical grants concealment to any creature authored this spell to make up for his
pheromones around the caster. The cloud perceived through the illusion (25% miss habit of misplacing things, helping him
is undetectable to creatures without the chance). A see invisibility spell does not locate lost spellbooks, notes, and even his
Scent ability. counter the effects of this spell, although familiar. Sadly, the young wizard’s later
Any vermin or insect-like creature with true seeing does. Creatures that do not rely more advanced magical accomplishments
an organized communal society (such as on sight to perceive opponents suffer no were always eclipsed by the usefulness of
formians) in the cloud must make a Will penalties when attacking through the this first creation.
save or be deluded into believing that the screen. If the screen of heat's illusion is
caster is their queen. Non-intelligent only one-sided, creatures on one side of SERPENT STORM
vermin automatically respond to the the screen suffer a chance to miss, while
Evocation
caster as their queen, while intelligent those on the other side may make attacks
Level: Clr 6, Drd 5
insect-like creatures threat the caster as without being affected.
Components: V, S, F
an ally, as if they were affected by charm Casting Time: 1 standard action
person. SCYLLAN SCREAM Range: Medium (100 ft. + 10 ft. /level)
Up to 2 Hit Dice of creatures per caster Enchantment (Compulsion) [Mind- Area: 20-ft.-radius spread
level can be controlled by this spell at Affecting, Sonic] Duration: 1 round/level (D)
any one time. Additional castings of the Level: Brd 5 Saving Throw: See text
spell can be used to control additional Components: V, S Spell Resistance: Yes
creatures. Creatures that leave the area of Casting Time: 1 standard action Source: Dragon 330 (Spellcraft –
effect remain under the caster’s control Range: Personal Volume Veneficus)
for the remainder of the spell’s duration.
Area: 100-ft.-radius emanation centered
This spell allows the caster to issue on you This spell causes the affected area to fill
simple orders such as attack, guard, or
Duration: Instantaneous with a storm of deadly snakes that rain
follow as a move action to any controlled
Saving Throw: Will negates from above and form a dense carpet upon
vermin in the area of effect.
Spell Resistance: Yes the ground.
Material Components: A paste created
Source: Dragon 334 (Spellcraft – Livre Anyone inside the area takes 1d6 points
from 100 crushed ants and powdered
d’Aquatha) of damage per two levels of the caster
formian mandibles mixed with 200 gp in
from dozens of bites and scratches per
rare oils and applied to the caster’s face.
Upon casting this spell, you issue forth round.
a terrible wail exactly like the screeching A Reflex save halves this damage. In
SCREEN OF HEAT of a fierce scyllan (see STORMWRACK for addition, creatures caught inside the area
Illusion (Glamer) more on these myth-spawned outsiders). must succeed at a Fortitude save or be
Level: Clr 3, Drd 3 All creatures within 100 feet that hear poisoned by the bites. This poison deals
Components: V, S, DF this noise must make a Will save, with an initial 1d4 points of Constitution
Casting Time: 1 standard action those that save being unaffected by the damage and has no secondary damage.
Range: Medium (100 ft. + 10 ft. /level) spell. Creatures with 4 or fewer HD that Creatures that avoid all of the bite
Effect: A screen of heat, up to 10-ft. fail this save become panicked damage avoid the poison as well.
square/level for 2d6 rounds, while those with 5 or Creatures that remain in the area are
Duration: 1 minute/level more HD become shaken for 2d6 rounds. subject to the poison damage each round.
Saving Throw: None The creatures known as scyllans are Finally, the area covered by this spell is
Spell Resistance: No immune to this spell. treated as difficult terrain for the
Source: Dragon 331 (Spellcraft – Spell duration of the spell. The snakes that
Strips of the Black Pyramid) SEEKER'S CHANT make up this spell appear just like the
Divination focus snake, but they are magical in
You create a veil of shimmering heat Level: Brd 0, Sor/Wiz 0 nature and cannot be harmed.
that blurs and masks a creature's location, Focus: One snake that is no more than
Components: V, S
similar to the effect that distorts objects one size larger than you. See the
Casting Time: 1 standard action
in the distance on a hot day. “Serpentine Foci” entry in Appendix 2 for
Range: Personal
The screen is less than an inch thick more information about this focus.
Target: You
and is totally intangible.
Duration: 1 minute
You can make the screen's hazy illusion SERVANT OF THE GREEN
Source: Dragon 326 (Spellcraft –
either one-sided or two-sided. If it is one-
sided, the illusion only affects those
Cantrips and Orisons of the Academy of CORRUPTION
Apprentices) Necromancy (Mind-Affecting) [Evil]
looking through the screen from one
direction, while those looking through it Level: Kyuss 5
You gain a +1 bonus on Search checks Components: V, S, F
from the other side are unaffected by the
while you utter this chant. However, you

39
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Casting Time: 1 standard action spell, changing to its humanoid form save fails, the shadow dagger deals an
Range: Close (25 ft. + 5 ft. /2 levels) removes that condition, although the additional 1d6 points of damage per
Target: One living creature fatigue returns if it retakes either its caster level (maximum 10d6).
Duration: 1 minute/level hybrid or animal form. This spell does
Saving Throw: Will negates not cause creatures that are already SHADOW PUPPETEER
Spell Resistance: Yes fatigued to become exhausted.
Illusion (Shadow)
Source: Dragon 343 (Spellcraft – Level: Sor/Wiz 4
Worm Bound – The Secrets of Kyuss) SHADOW CURSE Components: V, S, M
Necromancy [Darkness] Casting Time: 1 standard action
You imbue the affected creature with a Level: Sor/Wiz 4 Range: 20 ft.-radius emanation
small shard of Kyuss' divine power. The Components: V, S centered on you
affected creature gains a +4 insight bonus Casting Time: 1 standard action Duration: 1 round/level (D)
to attack rolls, armor class, and a +20 foot Range: Touch Saving Throw: Will negates; see text
enhancement bonus to speed. Target: Creature touched Spell Resistance: Yes
Kyuss' power never comes without a Duration: Permanent Source: Dungeon 115 (Strike on
price, however, as the wormgod
Saving Throw: Will negates Shatterhorn)
constantly seeks to bind mortals to his
Spell Resistance: Yes
will and to bring about the long foretold
Source: Dragon 322 (Lord of You can manipulate the shadows
Age of Worms. Because of Kyuss'
Darkness – Erebus, the Void Between the around you, giving them sinister,
corrupting influence, the affected
Stars) monstrous forms. All creatures within
creature becomes more susceptible to the
range, except those specified by you,
powers of Kyuss. The affected creature
This spell causes the target's natural must make a successful Will save or be
suffers a -10 penalty on all saving throws
healing process to be halted by an clawed and bitten for 2d6 points of
against spells that require a Kyuss worm
infusion of shadow essence. Upon damage +1 point of damage per caster
as a component and against effects
casting this spell, the next creature the level (maximum +15). Affected creatures
generated by creatures with the
caster touches is afflicted with the shadow within range must make a new Will save
wormspawn subtype.
curse. Those so cursed suffer no each round at the beginning of your turn
A successful Will saving throw negates
immediate noticeable effects from the or take damage.
both the positive and negative effects of
spell but soon find they no longer heal as This spell needs light to function and
this spell.
normal. deals no damage in areas of total
Note: This spell requires that the caster
Creatures affected by this spell can darkness.
possess either the Wormbound
only heal naturally or be affected by Material Component: A candle.
Spellcaster feat (see the “Wormbound”
magic healing while in an area of bright
entry in Appendix 2) or the wormspawn
illumination. Spells that heal damage fail SHADOW SHIELD
subtype (see the article in Dragon
if cast upon the creature in an area of Necromancy [Darkness]
Magazine #343).
shadowy illumination or darkness and Level: Sor/Wiz 6
Focus: A Kyuss worm hosted within
natural healing does not occur while in
your body. Components: V, S, M
such areas. This curse can be removed by
Casting Time: 1 standard action
the break enchantment or remove curse
SEVER TIES OF THE MOON Range: Personal
spells.
Target: You
Transmutation
Duration: 1 round/level
Level: Clr 3, Drd 3, Sor/Wiz 3 SHADOW DAGGER Saving Throw: Will negates (see
Components: V, S Illusion (Shadow) below)
Casting Time: 1 standard action
Level: Sor/Wiz 3 Spell Resistance: Yes (see below)
Range: Close (25 ft. + 5 ft / 2 levels) Components: V, S Source: Dragon 322 (Lord of Darkness
Target: One lycanthrope
Casting Time: 1 standard action – Erebus, the Void Between the Stars)
Duration: 1 minute/level (D) Range: 0 ft.
Saving Throw: Will negates
Effect: One shadowy masterwork You are surrounded in a smoky wreathe of
Spell Resistance: Yes dagger flickering darkness.
Source: Dragon 340 (Spellcraft – The Duration: 1 round/level (D)
Twilight Codex) Any creature that strikes you with a
Saving Throw: Will negates; see text
Spell Resistance: No natural weapon, an unarmed attack, or a
You sever a lycanthrope's tie to the melee weapon deals normal damage, but
Source: Dungeon 115 (Strike on
moon, giving it increased control over its must make a Will save or be blinded for a
Shatterhorn)
shape but weakening it in its non- number of rounds equal to your caster
humanoid forms. While under the effects level. If the attacker has spell resistance,
A shadowy masterwork dagger appears in
of this spell the target lycanthrope gains your hand. it applies to this effect.
a +10 bonus on all attempts to Control
Shape (see the Control Shape feat on On subsequent rounds, you can wield
page 303 of the MONSTER MANUAL) but, SHADOWPLAY
the dagger as though it was a real Illusion (Glamer)
for the duration of the spell, becomes masterwork dagger. Each time the dagger
fatigued while in its hybrid or animal Level: Sor/Wiz 0
hits, it deals normal damage and forces
form. If the target is fatigued by this Components: V, S
the target to make a Will save. If the Will

40
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Casting Time: 1 standard attack opponents within range
action as directed. The number of
Range: Touch bolts created depends on your
Effect: Shadow of one Huge caster level. You create one
or smaller object or creature bolt plus an additional bolt per
Duration: Concentration five caster levels (two at 10th
Saving Throw: Will negates level, three at 15th, and the
(harmless) maximum of four bolts at 20th
Spell Resistance: Yes level). Each bolt deals 1d6
(Harmless) points of damage per hit, +1
Source: Dragon 326 point per three caster levels
(Spellcraft – Cantrips and (maximum +6 at 18th level).
Orisons of the Academy of The bolts strike the opponents
Apprentices) you designate, starting with
Shark‐shaped bolts of water lunge 
one attack in the round the
This spell alters an existing spell is cast and continuing
for their target.
shadow into any shape you each round thereafter on your
desire. The shadow of any turn. Each uses your highest
Huge or smaller creature or object can be Shadows twist and twine about the base attack bonus and attacks only once
affected, but not the shadows of larger target, forcing many blows directed per round. The bolts always strike from
forms and not actual creatures like against it to go awry. The subject of this your direction. They do not get flanking
shadows, shadow hounds, or shadow spell benefits from a 20% miss chance bonuses or help combatants get them.
dragons. While you concentrate upon a as if it had partial concealment. Your feats or combat actions do not affect
shadow its shape changes and moves as In addition, any time the creature shark bolts. If the bolts go beyond the
many times or however you wish. You moves, it can move through the Plane of spell range or go out of your sight they
can alter the shape of the shadow, Shadow rather than through the Material return to you and hover.
diminish it, and split it into numerous Plane. Moving in this manner slows the Each round after the first, you can
smaller shadows, but you cannot increase creature to half speed, but does not spend a move action to redirect all of
the shadow's actual size. In addition, a provoke attacks of opportunity. The your shark bolts to new targets. If you do
shadow affected by this spell always creature moves only through the fringes not, the bolts continue to attack the
remains affixed to the surface it's cast of the Plane of Shadow and cannot pass previous round's target. A bolt may attack
upon and cannot move outside of the through any barriers or other obstacles on a round it switches targets if the new
area it would normally fall. If the source on the Material Plane. The creature target is within 30 feet of its previous
of the shadow is removed the spell ends. remains in the Plane of Shadow only target.
If you cast this spell upon a shadow while moving and returns fully to the Shark bolts cannot be attacked or
caused by a specific creature, that Material Plane at the end of each move harmed by physical attacks, but they are
creature may make a Will save to resist action. destroyed by any spell that dispels magic
having its shadow altered. This spell is Special: Shadar-kai under the effects of a or destroys water. In addition, shark bolts
also affected by spell resistance when cast shadowslip spell do not suffer the effects within the area of effect of a spell with
upon a specific creature's shadow. of the shadow curse. While any negative the fire descriptor (such as fireball) are
Lore: Irinix, a young sorcerer and son levels they had gained as a result of the also dispelled. A bolt's AC against touch
of a traveling showman created this spell curse previous to casting this spell still attacks is 11 (10 + size bonus for Small
to complement his storytelling abilities. affect them, they cannot gain further object).
Irinix became a famous playwright later negative levels from the shadow curse for If a creature attacked by a shark bolt has
in life and offered this spell willingly to the duration of the spell. spell resistance, you make a caster level
anyone who would use it to entertain. check (1d20 + caster level) against that
For that reason, shadowplay is more SHARK BOLT spell resistance whenever a bolt strikes it.
common among street performers than Conjuration (Creation) [Water] If a bolt is successfully resisted, it is
adventuring wizards. Level: Clr 4, Sor/Wiz 3 dispelled. This dispels only the bolt
Components: V, S, M attacking the creature and not the entire
spell if multiple bolts are in existence.
SHADOWSLIP Casting Time: 1 standard action
Material Component: One shark’s tooth
Illusion (Shadow) Range: Medium (100 ft. + 10 ft. /level)
Effect: 1 to 4 shark-shaped bolts of for every bolt called into existence.
Level: Brd 3, Sor/Wiz 3
Components: V, S water
Casting Time: 1 standard action Duration: 1 round/level (D) SHIELD OF HEIRONEOUS
Range: Touch Saving Throw: None Abjuration [Force]
Target: Creature touched Spell Resistance: Yes Level: Clr 2, Pal 2
Duration: 1 round/level Source: Dragon 334 (Spellcraft – Livre Source: Dragon 354 (Core Beliefs –
Saving Throw: Will negates (harmless) d’Aquatha) Heironeous)
Spell Resistance: Yes (harmless)
Source: Dragon 337 (Ecology – The This spell creates one or more bolts of This spell functions like shield, except
Ecology of the Shadar-kai) water, each the size and shape of a Small that instead of an invisible disk it creates
shark, that spring into existence and a barely-visible shield bearing

41
Comp
plete Draggon and Dungeon
D Magazin
ne 3.5 Spells – Spelll Descrip
ptions
Heirooneous’s holy symbol.
s The sh
hield Effect: One orr more shootin
E ng stars If the wandd or staff holdss enough
and syymbol do not obscure
o vision
n in any D
Duration: Insstantaneous charges, one casting of thiss spell can
way. S
Saving Throww: Reflex half replace multiiple spell levells at once. For
S
Spell Resistannce: Yes example, a soorcerer who haas expended
SHO
OCK TREAT
TMENT S
Source: Dragoon 340 (Spellcrraft – The three of his 5th-level
5 spell slots
s may
Tw
wilight Codex)) drain 15 charrges from his staff of frost to
Evoocation [Electricity]
regain all thrree spell slots.
Levvel: Sor/Wiz 2
Y call down stars from thee sky to
You Siphon has non effect on wands
w or staff's
Commponents: V, S
strrike your enem mies. When thiis spell is that do not hold
h enough ch harges to
Cassting Time: 1 standard action
caast, one or more burning rock ks fall from replenish thee desired numbber of spell
Rannge: Close (25 ft. + 5 ft. /2 levvels)
th
he heavens, eacch precisely strriking those levels.
Effe
fect: One ray
yoou have targeteed. Each targett must make
Durration: Instanntaneous
Savving Throw: Fortitude partiaal
Reeflex saves or take
t 2d6 pointss of fire SKELETAL
L HAND
daamage. In addition, creaturess of size Necromanccy
Speell Resistancee: Yes
Laarge or smallerr who fail this save
s are Level: Clr 3, Sor/Wiz 3
Souurce: Dragon 339
3 (Spellcraft –
knnocked prone. Those who succceed at Componen nts: V, S
Heinffroth’s Manuall of Methods)
th
his save remain n standing and take only Casting Tiime: 1 standard
d action
haalf of the fire damage.
d Range: Meedium (100 ft. + 10 ft. /level)
Youu create a shortt stroke of elecctricity
Y can call doown one shootting star for
You
that arcs
a from your hand to the taarget Effect: Dissembodied skeletal limb
evvery three levels beyond 3rd (to a
creatuure. This bolt of
o electricity deals
d 1d6 Duration: 1 round/level (D)
maximum of sixx at 18th level).. Additional
pointts of electricityy damage. In adddition, Saving Thrrow: None
shhooting stars may
m be directed d at separate
the taarget must mak ke a Fortitude save or Spell Resisstance: Yes
tarrgets within thhe range of thee spell, no
be stuunned for 1 rou und per 3 casteer levels Source: Drragon 348 (Corre Beliefs –
tw
wo of which maay be more thaan 30 feet
(maxiimum 5 round ds). Creatures with
w any Vecna)
appart. A target caan only be affeected once
immu unity or resistaance to electriccity are
peer casting of thhis spell.
immu une to the stun n effect. A disembod died skeletal arrm and claw
T spell doess not function indoors,
This
appears and moves
m as you desire,
d
unnderground, orr in any other place
p the
SHO
OCKWAVE allowing you u to attack and deliver touch
skky is not visiblee.
Evoocation (Force)) spells at a disstance. The skeeletal
M
Material Compoonent: A chunk k of white
appendage deeals 1d6 pointss of slashing
Levvel: Sor/Wiz 3 roock and a smalll glass lens.
damage per hit,
h +1 point peer three caster
Commponents: V, S, M
levels (maxim mum +5 at 15th h level). In
Cassting Time: 1 standard action SIIPHON addition, anyy touch spell off 6th level or
Rannge: Close (25 ft +5 ft. /2 leveels) Transmutation
T n lower that yoou cast can be channeled
c
Areea: 20-ft.-radiuss burst L
Level: Sor/Wiiz 3 through the skeletal
s hand raather than
Durration: Instan ntaneous C
Components : V, S through yourr own. The han nd can attack
Savving Throw: Fortitude partiaal C
Casting Timee: 1 standard acction to discharge the touch spelll in lieu of its
Speell Resistancee: Yes R
Range: Touchh regular attack ks for the rounnd. The limb iss
Souurce: Dragon 3443 (Eberron – T
Target: Wand or staff toucheed corporeal and d can be harmeed by any
Dreaddhold – Eberroon’s Inescapable normal weap pon or effect. Itt has improvedd
D
Duration: Perrmanent
Islandd Prison) evasion (halff damage on a failed
f Reflex
S
Saving Throww: None
S
Spell Resistannce: No save and no damage
d uccessful save),
on a su
Shockwave creates a burst of con ncussive your save bon nuses, and a baase AC of 12.
S
Source: Dragoon 338 (Spellcrraft – The
force that stuns victtims without causing
c Your Intelliggence modifierr applies to thee
Silver Hexameriic Folio)
any permanent
p dam
mage. The burst deals hand's AC as if it were the hand's
h
3d4 points
p of nonleethal damage per
p caster Dexterity moodifier. The hand has hit
Y drain the charges from a magic
You
level (maximum 10d4) to every crreature points equal to 5 + half you ur caster level.
iteem, replacing spells
s you havee already
withiin the area andd stuns them foor 1 Upon appearing, the skeleetal hand
caast. By touching a staff or wan nd that has
round d. A successfull Fortitude save strikes the op pponent you
at least 5 charges left, you expeend 5 of
reducces the damagee by half and negates
n designate, staarting with one
hose charges too replace a cast spell or
th
the sttun effect. Shocckwave has no effect attack in the round the spell
ussed spell slot. The
T spell or sloot replaced
on noonliving creatu ures or objects.. is cast and coontinuing
must be of a leveel equal to or leess than the
Creattures immune to nonlethal damage
d each round th hereafter
hiighest-level speell the staff or wand
are im
mmune to the stuns effect as well.
w on your turn. It uses
hoolds. Upon draaining these ch harges, a
Matterial Componen nt: A small crystal your base attaack
wiizard regains any
a one spell or slot of the
spherre. bonus (possibbly
aff
ffected level that he has alreaady cast that
daay. For examplee, a wizard who has cast allowing it
SHO
OOTING ST
TAR hiis only fly spelll for the day (a 3rd-level multiple attacks
Evoocation [Fire] sp
pell) may drain n 5 charges from m his wand per round in
Levvel: Drd 3, Sor//Wiz 3 of fireballs (anoth
her 3rd-level sp pell) to subsequent
Commponents: V, V S, M regain fly or any lower-level sp pell he has rounds) plus
Cassting Time: 1 standard actioon caast. your
Rannge: Medium (100
( ft. + 10 ft. /level) Intelligence

42
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
modifier as its attack bonus. It strikes as a Effect: One small stone keep (see text)
spell, not as a weapon, so, for example, it Duration: 1 hour/level
can damage creatures that have damage Saving Throw: None
reduction. The hand always strikes from Spell Resistance: No
your direction. It does not get a flanking Source: Dragon 309 (War Spells –
bonus or help a combatant get one. Your Unleash Arcane Armageddon)
feats or combat actions do not affect the
hand. If the skeletal hand goes beyond the You cause a small stronghold made of
spell range, if it goes out of your sight, or magically conjured rock to appear.
if you are not directing it, the hand
returns to you and hovers. This stronghold is identical to the
Each round after the first, you can use a "Cheap Keep" described in the
move action to redirect the skeletal limb STRONGHOLD BUILDER'S GUIDEBOOK.
to a new target. If you do not, the hand The walls of the fortress cannot be
continues to attack the previous round's placed so that any solid portion of one
target. On any round the hand switches would occupy the same space as a
targets, it gets one attack. Subsequent creature. The stronghold may enclose a
rounds of attacking that target allow the creature in one of its open spaces but not
hand to make multiple attacks if your harm or trap it. For example, a squadron
base attack bonus would allow it. of soldiers could be arranged within the
If an attacked creature has spell outer walls of the prospective keep in
resistance, you make a caster level check such a way that the walls would form
(1d20 + caster level) against that spell around them, placing them in defense-
resistance the first time the skeletal hand ready positions inside.
strikes it. If the hand is successfully When the spell ends, the keep collapses
resisted, the spell is dispelled. If not, the into dust. A dispel magic spell used
hand has its normal full effect on that successfully against the keep affects only
creature for the duration of the spell. the area encompassed by the dispel magic
effect (a 30-ft.-radius burst).
SKILLFUL MOMENT Note: This spell requires the War Magic
Divination Study feat to acquire and cast. See the
Appendix 2 for more information.
Level: Brd 1, Sor/Wiz 1
Material Component: 10,000 gp worth of
Components: V, S
germs (agate, sapphire, and topaz) that
Casting Time: 1 standard action
have been crushed, mixed with clay, and
Range: Personal
formed into a crude model of the keep.
Target: You
Duration: 1 round
Source: Dragon 350 (Spellcraft – SNAKE SHIELD
Chronomancy) Evocation
Level: Clr 3, Drd 3 A cloud of ghostly snakes created by 
Components: V, S, F a snake shield protects its caster 
Concentrating on the limitless possibilities
of the future, you, draw one outcome into the Casting Time: 1 standard action
(although it may only make a grapple
present. Range: Personal
check to hold and constrict for 1 round,
Target: You
Upon casting this spell, you channel a and may not maintain a grapple in
Duration: 1 round/level (D)
future result of one designated course of subsequent rounds).
Source: Dragon 330 (Spellcraft – The snake can attack a single target
action into an act you're about to per- Volume Veneficus)
once per round, but there is no limit to
form. When casting this spell, choose
the number of different targets it can
one skill. On the round after you cast this Grasping a snake in your hands, you
spell you may take 20 the chosen skill as attempt to strike.
infuse it with magical energy that creates
a single standard action. You only gain Focus: A living snake. See the
a shimmering field containing the
this benefit on the skill noted at the time “Serpentine Foci” entry in Appendix 2 for
essence of its predatory instincts and more information about this focus.
of the spell's casting, gaining no bonus to stinging fangs. To observers, it appears as
any other skill. If you do not make the a cloud of ghostly snakes floating in a
skill check in the round immediately tight spiral around you. Anyone who SPELL STAR
following the spell's casting the benefit is attempts to touch you, either to deliver a Abjuration
lost. spell or to strike you with a weapon, Level: Sor/Wiz 8
suffers an attack from these snakes. Components: V, S, M
SMALL STRONGHOLD These snakes attack with the focus Casting Time: 1 round + 6 rounds to
Conjuration (Creation) [War] snake's normal bite attack bonus. If it has add spells
Level: Clr 6, Drd 7, Sor/Wiz 6 any special abilities, such as constrict, Range: Personal
Components: V, S, M, DF improved grab, or poison, it may use Target: You
Casting Time: 1 hour them against its target as normal Duration: 10 minutes/level (D)

43
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Source: Dragon 338 (Spellcraft – The
Silver Hexameric Folio)

This spell creates a glowing blues


white, six-pointed star that hovers in
front of the caster and sheds light equal
to a candle. For the 6 rounds following
the casting of spell star, the creator may
cast one spell each round into the spell
star. Only spells of 6th-level or lower may
he placed into the spell star. Once the spell
star is full, it disappears and can only be
seen with an arcane sight, see invisibility,
true seeing, or similar effect. Using a deadly snake as a focus, spitting 
For the duration of the spell, whenever cobra allows the caster to spray forth 
the caster is targeted by one of the spells concentrated venom 
placed within the spell star, the spell is Saving Throw: Fortitude
automatically countered as a counterspell Source: Dragon 333 (Spellcraft – negates
action, requiring no action (or even Visions of Fear) Spell Resistance: No
knowledge) on the targets part. The Source: Dragon 330 (Spellcraft –
countered spell is then removed from the This spell creates a globe filled with Volume Veneficus)
spell star. Once a spell is removed, the spell flickering shadows, similar to the spell
star cannot counter another casting of darkness, causing a 30-foot radius to fill You siphon forth the venom of the
that spell. To counter the same spell with shadowy illumination. All creatures focus snake and distill it into a deadly
more than once, that spell must be placed in the area gain concealment (20% miss toxin. For the duration of the spell you
into the spell star more than once. For chance). Even creatures that can can spray forth this venom from your
example, a 14th-level wizard casts spell normally see in such conditions (such as outstretched hand. This allows you to
star and in the following rounds casts those with darkvision or low-light vision) make a ranged touch attack once per
three magic missile spells, ray of have a miss chance in an area shrouded in round at a target within 120 feet. This
enfeeblement, baleful polymorph, and magical darkness. attack delivers the focus snake's poison as
phantasmal killer. Afterward, for the Normal lights (torches, candles, a blast of concentrated venom. Upon a
duration of the spell, this spell star lanterns, and so forth) are incapable of successful attack, the target is affected by
automatically counters each of the spells brightening the area, as are spells with the poison as if bitten by the focus snake
once, except magic missile, which it can the light descriptor of lower level, such and is allowed a Fortitude save equal to
counter up to three times. as daylight. Higher level light spells are the spell's DC. Use the snake's type to
You may not have more than one spell not affected by sphere of terror. This spell determine initial and secondary poison
star functioning at the same time. counters or dispels any light spell of equal damage as normal (1d6 Con damage,
Wearing a ring of counterspells or lower spell level. initial and secondary, for a normal viper).
immediately ends spell star. Slots that are Those creatures surrounded by the This attack gains no benefit from a
not filled with spells within 6 rounds of shadows created by this spell that fail successful critical hit. Each attack you
the spell star being east are effectively their Will save are shaken, unnerved by make reduces the spell's remaining
wasted. A spell star is briefly visible the shrieking and constant movement. In duration by 2 minutes. If an attack
whenever it counters a spell, allowing addition, they are attacked by the reduces the remaining duration to 0
viewers to make a DC 25 Spellcraft check phantasmal creatures they fleetingly minutes or less, the spell ends after the
to recognize the spell or - as this spell is perceive, wracked by ghostly stabs and attack is resolved. The focus snake used
probably quite rare - at least discern its bites from behind. The sphere makes one for this spell must be willing and it loses
effect. A spell star takes up no room and attack every round against every creature its poison attack for the duration of the
cannot be damaged. within it that has failed its Will save, spell.
Material Component: A moonstone dealing 1d6 points of damage. These Focus: A live, venomous snake no larger
worth 25 gp. attacks persist for as long as the creature than your size category. A non-poisonous
remains within the sphere. snake causes the spell to fail. See the
Material Component: A claw or talon and “Serpentine Foci” entry in Appendix 2 for
SPHERE OF TERROR a blindfold. more information about this focus.
Illusion (Shadow) [Darkness, Fear,
Mind-Affecting]
Level: Sor/Wiz 4 SPITTING COBRA SPONTANEOUS
Components: V, S, M Transmutation COMBUSTION
Casting Time: 1 standard action Level: Drd 4, Sor/Wiz 5
Evocation [Fire]
Range: Medium (100 ft. + 10 ft. /level) Components: V, S, F
Level: Initiate of Obad-Hai 3
Area: 30-ft. radius hemisphere Casting Time: 1 standard action
Components: V, S, DF
Duration: 1 round/level Range: 0 ft.
Casting Time: 1 standard action
Saving Throw: Will disbelief, the Effect: Venom concentrated within the
Range: Close (25 ft. + 5 ft / 2 levels)
Fortitude half focus snake
Target: 1 creature or object
Spell Resistance: Yes Duration: 1 minute/level (D)
Duration: Instantaneous (see text)

44
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Saving Throw: Yes (see text) Caster Level Snakes from Sticks Chains of lightning bind a target,
Spell Resistance: Yes Constrictor snakes or entangling it and dealing 2d6 electricity
8th or lower
Source: Dragon 342 (The Power of Large vipers damage each round. (An entangled
Faith – Initiate Feats of the Core Deities) 9th-11th Huge vipers creature moves at half speed, cannot run
Giant constrictor or charge, takes a -2 penalty on attack
12th-15th
You point at a creature or object snakes (11 HD) rolls and a -4 penalty to Dexterity, and
causing white-hot flames to burst from Giant constrictor must make a DC 15 Concentration check
16th-19th
the target. Creatures and attended objects snakes (14 HD) to cast spells.) A target may escape by
receive a Reflex saving throw to avoid the Gargantuan giant taking a full-round action to make a DC
20th or
affect. Objects that are not constrictor snakes 25 Strength check or a DC 30 Escape
higher
flammable (such as a stone wall) (20 HD) Artist check.
are unaffected by this spell. Additionally the target can choose to
The flames produced by spontaneous STONEMANTLE free itself from the chains of electricity
combustion are much hotter than normal by submitting to a charm monster effect.
Transmutation [Earth]
flames, Targets take 3d6 points of fire The target becomes aware of this option 1
Level: Clr 2, Drd 1, Sor/Wiz 2
damage the first round, and 2d6 every round after the spell is cast.
Components: V, S, M
subsequent round until the target If the target allows this, the storm slave
Casting Time: 1 standard action
extinguishes the flames. Creatures can spell ends, and the target is affected as if
Range: Close (25 ft. + 5 ft / 2 levels)
attempt a new Reflex save every round to by charm monster with no Will save (the
Target: One Tiny object per caster level
extinguish the flames. Subjects can opt to target is considered to have consciously
Duration: 10 minutes/level
spend a full-round action that provokes failed any saving throw).
Saving Throw: Will negates (harmless,
an attack of opportunity to smother the If the target of the storm slave makes its
object)
flames. Doing so grants a +4 bonus on Reflex save, it is not entangled by the
Spell Resistance: No lightning and takes only 1d6 points of
their next Reflex save. Submerging the
Source: Dragon 314 (Dust to Dust – electricity damage a round. It may still
target completely in water automatically
Magic of the Earthborn) end the spell by allowing itself to be
douses the flames. A person can
extinguish a burning unattended object affected by a charm monster effect.
This spell grants the resilience of stone A creature that touches the target of the
as a full-round action that provokes an
to weaker objects. You may affect one spell (to heal it, aid another, or even
attack of opportunity.
Tiny or smaller object, or an equivalent make an unarmed or natural weapon
number of larger objects per caster level. attack) takes 1d6 points of electricity
STICKS TO SNAKES A Small object counts as 2 Tiny objects, a damage.
Transmutation Medium object counts as 4, a Large object Note: See the “Dual School Spells” entry
Level: Clr 3, Drd 3 counts as 8, a Huge object counts as 16, a in Appendix 2 for more information on
Components: V, S, DF Gargantuan object count as 32, and a the dual-school property of this spell.
Casting Time: 1 standard action Colossal object counts as 64. The
Range: Close (25 ft. + 5 ft / 2 levels) hardness of an object affected by this
Effect: Up to 1 stick/4 levels spell becomes 8, and it has 15 hit points STRAHD'S BANEFUL
Duration: 1 round/level per inch of thickness. If the object to be ATTRACTOR
Saving Throw: Will negates (object) affected has greater hardness or more hit Evocation
Spell Resistance: Yes (object) points, use the better value. The DC to Level: Sor/Wiz 4
Source: Dragon 317 (Dungeons & break the object increases by +5 unless Components: V, S, M
Dragons Heroes – Magic, Monsters, and the spell did not increase the object's Casting Time: 1 standard action
Mayhem) hardness. The surface of an affected Range: Medium (100 ft. + 10 ft. /level)
object takes on a faint, dull-gray tint, but Target: One creature
You turn a number of dead branches or its appearance does not otherwise Duration: 1 minute/level
other long slender pieces of wood (arrow change. Saving Throw: None
shafts, sticks, staffs, and so on) into giant Material Component: A small amount Spell Resistance: Yes
snakes. The type of snakes that you create of powdered marble. Source: Dragon 348 (Spellcraft – The
depends on your level; see the table Tome of Strahd)
below. The MONSTER MANUAL has STORM SLAVE
statistics for snakes. Enchantment/Evocation [Electricity, You cause spells to divert from their
Any snakes created by this spell do not Evil] original paths to strike your target. Upon
attempt to harm you, and you can control Level: Clr 6, Sor/Wiz 6 casting this spell, you surround the target
their actions telepathically as a free Components: V, S with a 15-foot-diameter invisible aura
action. Left to their own devices, the that attracts spells aimed at nearby
Casting Time: 1 standard action
snakes attack whomever or whatever is creatures. Any ranged spell that deals hit
Range: Medium (100 ft. + 10 ft. /level)
near them, but while you control them point damage and targets a specific
Target: One creature
they can perform any stunt or action they creature (such as disintegrate, magic missile,
Duration: 1 round/level
are physically capable of doing. or scorching ray) within 15 feet is diverted
Saving Throw: Reflex partial
When reduced to 0 hit points or less, to strike the target of this spell instead.
Spell Resistance: Yes
the snakes revert to their original, The diverted spell strikes the creature
Source: Dragon 347 (Spellcraft –
undamaged object form. affected by Strahd's baneful attractor, even
Scripture of Elemental Evil)
if this would cause it to exceed its normal

45
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
range. The aura of this spell does not pass A character outside the water column black rock triskelion into answering your
through barriers that would impede line may attempt to help the subject of this summons. The creature you summon
of effect. spell. As a full-round action, a rescuer appears in the spot you designate and acts
Ranged beneficial spells with a specific adjacent to the pillar of liquid may make immediately on your turn, attacking your
target or area-effecting spells (like fireball, a Strength check with a DC equal to the opponents to the best of its ability. You
flame strike, or lightning bolt) are not spell’s initial saving throw to pull the must concentrate to maintain this spell’s
affected by Strahd's baneful attractor. subject free. Doing so ends the spell. effect, but commanding the creature is a
Potentially harmful spells that don't Material Component: A drop of water and free action.
directly deal hit point damage (like a drop of blood. If you speak the avatar of elemental
enervation, magic jar, silence, or many evil’s language and are close enough to
enchantment spells) are also not diverted SUMMER BREEZES communicate with it, you can direct it to
by this spell. attack particular enemies or to perform
Conjuration (Creation) [Air]
For example, Hennet the sorcerer and other actions. An avatar can’t be
Level: Initiate of Obad-Hai 1
Tordek the fighter are standing 10 feet summoned into an environment hostile
Components: V, DF
apart when Hennet is affected by Strahd's to it in any way (for example, you
Casting Time: 1 round
baneful attractor. On the following round, couldn’t summon a holocaust disciple
Range: Personal
enemies cast scorching ray, magic missile, underwater or a black rock triskelion in
Area: 20-ft.-radius emanating from
baleful polymorph, and ice storm–all at midair).
caster
Tordek. To reach Tordek, all of the spells When you use a summoning spell to
Duration: 1 hour/level
enter the area affected by the baneful summon an avatar of elemental evil
Saving Throw: None
attractor surrounding Hennet. As such, related to air, earth, fire, or water, it
the scorching ray is diverted and rolls to Spell Resistance: No becomes a spell of that type.
hit Hennet instead of Tordek and all the Source: Dragon 342 (The Power of Note: See the “Dual School Spells” entry
magic missiles created divert and Faith – Initiate Feats of the Core Deities) in Appendix 2 for more information on
automatically strike Hennet. Ice storm, the dual-school property of this spell.
being an area spell, is unaffected by This spell conjures forth light, cool
Hennet's aura, as is baleful polymorph as it breezes around the caster. These breezes
make hot environs much more SUMMON MONSTROUS
deals no hit point damage.
Material Component: A few bits of comfortable, reducing the effective HORDE
broken glass. temperature within the area of effect by Conjuration (Summoning) [War]
20 degrees. Level: Brd 3, Clr 3, Sor/Wiz 3
In addition, the swirling nature of the Components: V, S, M
SUBMERSION TREATMENT winds makes it more difficult for Casting Time: 10 minutes
Evocation creatures that rely on scent. Within the Range: Long (400 ft. + 40ft. /level)
Level: Drd 7, Sor/Wiz 7 area of effect, creatures using only the Effect: Up to 25 creatures per level (see
Components: V, S, M scent ability to target you suffer a 20% text)
Casting Time: 1 standard action miss chance. Duration: 1 round/level (D)
Range: Medium (100 ft. + 10 ft. /level)
Saving Throw: None
Target: One creature SUMMON AVATAR OF Spell Resistance: No
Duration: 1 round/level
ELEMENTAL EVIL Source: Dragon 309 (War Spells –
Saving Throw: Reflex negates
Conjuration (Summoning) [Evil, see Unleash Arcane Armageddon)
Spell Resistance: Yes
text]
As summon monster II, except that you
You create a column of freezing, Level: Clr 8
summon twenty-five of the kind of
swirling water that engulfs your target. Components: V, S, DF
creature you have selected per caster
The subject is paralyzed by the water’s Casting Time: 1 round
level you posses, no two of which can be
powerful grip and takes 1d6 points of Range: Medium (100 ft. + 10 ft. /level)
more than 100 ft. apart. You cannot
cold damage every round. However, the Effect: One summoned avatar of
summon creatures from the summon
target gains a +6 bonus to AC as the elemental evil
monster I list.
liquid sheath protects it. Duration: Concentration, up to 1
Note: This spell requires the War Magic
While surrounded by water, if the round/level
Study feat to acquire and cast. See the
subject is alive and cannot breathe water, Saving Throw: None
Appendix 2 for more information.
it can hold its breath for 2 rounds per Spell Resistance: No Material Component: 1,500 gp worth of
point of Constitution but must make a Source: Dragon 347 (Spellcraft – jet, powdered.
Constitution check (DC+1 per previous Scripture of Elemental Evil)
success) each round thereafter to
continue doing so. Failure on any such You conjure a being equal parts SUMMON THE PACK AND
check (or voluntary resumption of elemental force and unabashed evil HERD
breathing) causes the subject to fall known as an avatar of elemental evil (see Conjuration (Summoning) [War]
unconscious (0 hp). On the next round, page 7 of MONSTER MANUAL IV). You Level: Drd 3, Clr 3, Sor/Wiz 3
the subject drops to –1 hit points and is can use this spell to summon a cyclonic Components: V, S, M
dying; on the third round it suffocates ravager, a holocaust disciple, or a Casting Time: 10 minutes
(see Drowning on page 304 of the waterveiled assassin. You must be caster Range: Long (400 ft. + 40ft. /level)
DUNGEON MASTER’S GUIDE). level 18 or higher, though, to coerce a

46
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Target: Up to 25 creatures per level round. Against undead, the weapon deals target. On any round the sunmace
(see text) 2d6 points of fire damage instead of 1d8 switches targets, it gets only one attack.
Duration: 1 round/level (D) and the creature must make a Will save Subsequent rounds of attacking that
Saving Throw: None or be blinded for 1 round; undead target allow the sunmace to make multiple
Spell Resistance: No especially vulnerable to daylight or attacks if your base attack bonus would
Source: Dragon 309 (War Spells – sunlight (such as specters, vampires, and allow it to.
Unleash Arcane Armageddon) wraiths) take a -2 penalty on this saving A sunmace cannot be attacked or
throw. The sunmace has the same threat harmed by physical attacks, but dispel
As summon nature's ally II, except that range and critical multipliers as a real magic, disintegrate, a sphere of annihilation,
you summon twenty-five of the kind of mace (critical threat on a 20, double or a rod of cancellation affects it. A
creature you have selected per caster damage on a successful critical hit). sunmace's AC against touch attacks is 12
level you possess, no two of which can be The mace strikes the opponent you (10 + Size bonus for Tiny object). A deeper
more than 100 ft. apart. You cannot designate, starting with one attack in the darkness spell cast on a sunmace instantly
summon creatures from the summon round the spell is cast and continuing dispels it (and has no other effect).
nature's ally I list. each round thereafter on your turn. It If an attacked creature has spell
Note: This spell requires the War Magic uses your base attack bonus (possibly resistance, you make a caster level check
Study feat to acquire and cast. See the (1d20 + caster level) against that spell
Appendix 2 for more information. resistance the first time the sunmace
Material Component: 1,500 gp worth strikes it. If the sunmace is
of jet, powdered. successfully resisted, the spell is
dispelled. If not, the weapon has its
normal effect on that creature for the
SUN FATHERS FACE duration of the spell.
Evocation [Light]
Level: Clr 1, Drd 1, Pal 1, Rgr 1
Components: V, S, DF SUSURRUS OF THE CITY
Casting Time: 1 swift action Divination
Range: Personal Level: Urban Druid 5
Target: You Components: V, F, XP
Duration: 1 minute or until Casting Time: 10 minutes
discharged Range: Personal
Source: Dragon 346 (Core Beliefs: Effect: You
Pelor) Duration: 1 round/level

Your face and hair take on aspects This spell awakens the secret voice
of Pelor's greatness, becoming golden of the city and causes a vacant
and shining. You shed light equal to a building in the city to speak. The
candle and your hair extends outward facade of the building forms a crude
like the rays of the sun. You gain a +4 face and answers questions you have.
sacred bonus on a single turn undead You may ask one question per round.
or wild empathy check. You must Each question must be one that can
choose to use this bonus before be answered in no more than one
making the roll to which it applies. word, and the knowledge imparted by
the susurrus of the city must be
knowledge that is known to at least
SUNMACE one person who is currently located in
Evocation [Light] The city walls speak at the urging of 
an urban druid.  the city.
Level: Clr 2, Drd 2
This spell, at best, provides
Components: V, S, DF information to aid character decisions.
Casting Time: 1 standard action allowing it multiple attacks per round in
The susurrus of the city has no agenda of its
Range: Medium (100 ft. + 10 ft. /level) subsequent rounds) plus your Wisdom
own, and does not try to deceive or trick
Effect: Magic weapon of sunlight modifier as its attack bonus. It strikes as a
the caster. In cases where there are
Duration: 1 round/level (D) spell, not as a weapon, so, for example, it
multiple answers to a question, the spell
Saving Throw: None or Will negates can damage creatures that have damage
provides the one that is the most
(see text) reduction. It does not get a flanking
pertinent to the caster. If you lag, discuss
Spell Resistance: Yes bonus or help a combatant get one. Your
the answers, or go off to do anything else,
Source: Dragon 346 (Core Beliefs: feats or combat actions do not affect the
the spell ends.
Pelor) sunmace. If the sunmace goes beyond the
Focus: An abandoned building in a
spell range, if it goes out of your sight, or
settlement of at least small town size or
A mace made of pure sunlight springs if you are not directing it, it returns to
larger (see page 137 of the DUNGEON
into existence and attacks opponents at a you and hovers.
MASTER’S GUIDE).
distance, as you direct it, dealing 1d8 Each round after the first, you can use a
XP Cost: 100 XP
points fire damage per hit, +1 point per move action to redirect the sunmace to a
three caster levels (maximum +5 at 15th new target. If you do not, the sunmace
level), and dazzling the target for 1 continues to attack the previous round's

47
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
SWALLOW creature cannot be transported.) Mounts,
When casting this spell, you name a familiars, and animal companions of the
Conjuration (Teleportation)
specific creature to scry upon. For the spell's targets are also considered willing
Level: Gluttony 8, Sor/Wiz 8
duration of the spell, you see and hear creatures for the purpose of this spell.
Components: V, S
through that creature's eyes and ears Familiars do not count toward the spell's
Casting Time: 1 standard action
using all the natural senses available to limit, but mounts and animal
Range: Touch
the target. For example, if the creature companions do.
Target: Creature touched
possesses darkvision, you can see using Note: This spell requires the War Magic
Duration: 1 hour/level; see text
that ability while looking through its Study feat to acquire and cast.
Saving Throw: None
eyes. This spell does not allow you to take Material Component: Two linked metal
Spell Resistance: Yes advantage of magical senses possessed by rings (one silver, one gold) studded with
Dragon Magazine #: 323 (Seven the target, such as detect magic, tongues, jacinths, worth a total of 7,000 gp.
Deadly Domains – Spells for Sinners) and true seeing. A successful Will save
negates this effect and ends the spell TEMPORAL JOLT
You can make a touch attack to trap an immediately.
opponent in a deadly extradimensional Evocation
Once per casting of this spell, you can
space. Touching an enemy causes a Level: Sor/Wiz 4
chose to lash out at a single target with a
horrific visual effect as your mouth Components: V, S
devastating telepathic wave. The target of
grotesquely distends, swallowing the Casting Time: 1 standard action
this wave must be within line of sight of
target and banishing it to a tight, Range: Medium (100 ft. + 10 ft. /level)
the creature whose senses you see
swelteringly humid extradimensional Effect: Ray
through (which includes the original
chamber with constricting, pulpy walls. Duration: Instantaneous
creature). The target of this wave takes
Upon being teleported to this Saving Throw: None
1d6 points of Intelligence, Wisdom, and
extradimensional gizzard, the victim is Charisma damage and is stunned for 1 Spell Resistance: Yes
considered grappled and suffers 2d6 round. A successful Will save halves the Source: Dragon 350 (Spellcraft –
points of bludgeoning damage +1 damage and negates the stunning effect. Chronomancy)
point/level as well as 6 points of acid If used to target the original creature,
damage every round for a number of that creature does not receive a saving Pointing your finger, a ray of erratic
rounds equal to the caster level. The temporal energies ripples through the air,
throw to halve this damage and is
victim may attempt to escape by using a wavering like a beam of intense heat.
automatically stunned.
light slashing or piercing weapon to deal The targets of this spell must be on the
30 points of damage to the space's walls. A colorless beam streaks toward your
same plane as the caster. This spell is
The space has an AC equal to the caster's target, violently throwing the target back
negated by spells and effects that block
level. The target may also try to escape by and forth in time, aging natural materials
scrying.
making a grapple or Escape Artist check and damaging the brittle remains. The
Note: This spell is an Artifact Spell and a
opposed by the space, which has a ray requires a ranged touch attack to hit
Dual School Spell. See the “Casting
grapple bonus equal to double the caster and deals 1d6 points of damage per 3
Artifact Spells” entry and the “Dual Spell
level. If the victim succeeds either at caster levels (maximum 5d6). In addition,
Schools” entries in Appendix 2 for more
cutting or grappling its way free, it is the beam speeds the decay or corrosion
information.
expelled from the extradimensional of nonmagical items, aging them
gizzard and reappears where it had been hundreds of years in a single moment.
when the swallow spell was cast. If this TELEPORT LEGION Nonmagical armor worn by an affected
location is filled with a solid object, the Transmutation [Teleportation, War] target permanently loses 1d6 points of
subject appears in the next nearest open Level: Sor/Wiz 6 Armor Class (to the maximum amount of
space. Otherwise, the target remains Components: V, S, M protection the armor offered) and
trapped and takes damage every round Casting Time: 10 minutes nonmagical weapons and items being
until the spell ends. If the target is killed Range: Medium (100 ft. + 10 ft. /level) held are instantly destroyed (items in
by the spell, its body is dissolved and Targets: Willing creatures within a 60 backpacks, pouches, and other containers
possessions are expelled onto the Astral ft.-radius burst (see text) are unaffected). Armor that has its armor
Plane. Duration: Instantaneous bonus reduced to 0 is destroyed. Magic
Saving Throw: None items are unaffected by this spell.
TELEPATHIC STRIKE Spell Resistance: No
Divination and Enchantment [Mind-
Source: Dragon 309 (War Spells – TEMPORAL REPAIR
Affecting] Unleash Arcane Armageddon) Abjuration
Level: Arcane 3 Level: Sor/Wiz 5
You instantly transport the target Components: V, S, M
Components: V
creatures to a location you designate. The Casting Time: 1 standard action
Casting Time: 1 standard action
destination must be on the same plane Range: 50 ft.
Range: See text
and either very familiar to you or a place Effect: 5o-ft.-radius-sphere centered on
Target: One living creature; see text
you have studied carefully. You may you
Duration: 1 round/level
transport up to ten Medium or smaller Duration: 1 minute/level
Saving Throw: Will negates; see text
creatures per caster level, along with
Spell Resistance: Yes Saving Throw: None
their gear. (A Large creature counts as
Source: Dragon 345 (Spellcraft – Spell Resistance: No
two Medium creatures; a Huge or Larger
Artifact Spells – Magic of the Giants)

48
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Source: Dragon 350 (Spellcraft – spells can destroy it: dispel evil, heal, this spell in addition to any racial
Chronomancy) remove curse, and remove disease. A bonuses to rock throwing.
successful DC 20 Heal check extracts the Creatures of Small size or smaller are
A wave of shimmering, visible time forms a worm and destroys it. Once the worm beneath Iallanis's notice and gain no
field around you, guarding and restoring the reaches the brain, it deals 1d2 points of benefit from this spell.
flow of time within. Intelligence damage per round until
either it is killed or it slays its host. A Rock
You cement the flow of time around Small, Medium, or Large creature rises as Target Size Range Damage
you, preventing time-altering effects a spawn of Kyuss 1d6+4 rounds later. A Medium 120 ft. 2d6
from affecting those within and Tiny or smaller creature quickly Large 140 ft. 2d8
returning any area of manipulated time putrefies, and a Huge or larger creature Huge 160 ft. 3d6
back to normal. Any time altering spell of becomes a normal zombie of the Gargantuan 180 ft. 3d8
lower level than temporal repair cannot appropriate size. This spell grants no Colossal 200 ft. 4d6
affect creatures within its area of effect. If control over undead creatures created in
the target of a time-altering effect that this manner.
lasts for multiple rounds enters temporal
TIME SHIELD
A successful Fortitude saving throw Abjuration
repair's area of effect, that spell is negates the effects of this spell.
Level: Brd 4, Sor/Wiz 4
dispelled. Thus, spells like temporal jolt or Note: This spell requires that the caster
time shield have no effect on those within Components: V, S
possess either the Wormbound
temporal repair's area and time shield would Casting Time: 1 standard action
Spellcaster feat (see the “Wormbound”
instantly be dispelled if its target entered Range: 3o ft.
entry in Appendix 2) or the wormspawn
the area. For spells of a higher level then Effect: 3o-ft.-radius sphere centered on
subtype (see the article in Dragon
temporal repair, such as time stop, you must you
Magazine #343).
make an opposed caster level check Duration: 1 minute/level
Focus: A Kyuss worm hosted within
against the opposing caster. If you fail, Saving Throw: None
your body.
your opponent's time-altering spell Spell Resistance: No
proves stronger than your temporal repair Source: Dragon 350 (Spellcraft –
and it functions normally. If you succeed,
THROWING ARM OF Chronomancy)
your opponent's time-altering spell is IALLANIS
dispelled. Transmutation The sound of a swift-moving wind rises
Exactly what spells are affected by Level: Clr 4, Drd 5 around you as time almost imperceptibly
temporal repair is largely decided by the Components: V, S, DF quickens.
DM. Typically, time stop, all the spells in Casting Time: 1 standard action
this article, and any spells with "time" or You create a bubble of magically
Range: Touch
enhanced time that consumes spells at a
similar words in their names are Effect: Creature touched
quickened rate. Upon casting this spell,
considered time-altering spells, but more Duration: 1 round/5 levels
all spells and spell effects within the time
or fewer might exist at the DM's Saving Throw: Will negates (harmless)
shield have their durations consumed at
discretion. The state of certain spells, Spell Resistance: Yes
such as gentle repose, haste, or slow, is a twice their normal rate. Any spell with a
Source: Dragon 342 (Spellcraft – Alien duration measured in rounds or minutes,
consideration left to the DM. Blessings – Spells of Monstrous Deities) whether beneficial or harmful, is affected
Material Component: A handful of seeds
(spells measured in hours, days, or longer
and rust. The affected creature gains the ability are shortened imperceptibly). Creatures
to throw massive rocks. Upon casting affected by spells cast outside a time shield
THE WORM WITHIN this spell a giant stone materializes in one that enter the time shield have their
Necromancy [Evil] of the target's empty hands (the spell fails spells consumed at the increased rate.
Level: Kyuss 3 if the target does not have an empty Upon leaving the time shield, the
Components: V, S, M hand). Although this rock would creature's spells again decrease at their
Casting Time: 1 standard action probably be too heavy to heft under normal rate.
Range: Close (25 ft. + 5 ft. /2 levels) normal conditions, the target can fling Even spending only a portion a round
Target: One living creature this projectile as a giant one size category within a time shield causes spells to expire
Duration: Instantaneous larger than himself. The rock has a range at an accelerated rate. Thus, if a creature
Saving Throw: Fortitude negates increment and deals damage as noted on begins and ends its turn outside a time
the following chart. The rock created by shield but passes through the area of
Spell Resistance: Yes
this spell cannot be used in any other effect in the interim, any spells that
Source: Dragon 343 (Spellcraft –
way than to make a ranged attack. affect the creature lose 2 rounds of
Worm Bound – The Secrets of Kyuss)
For every round this spell lasts a new duration that round.
rock materializes in one of the target's A time shield cannot affect another time
You create a Kyuss worm burrowing
empty hands, which he is then capable of shield, thus the spell has no effect on
within the flesh of your foe. The worm
throwing on his next turn (up to a other instances of this spell.
makes its way through the host's body,
maximum of 4 rocks).
dealing 1 point of damage per round for
If the target already possesses the rock
1d4+1 rounds. At the end of that point, it TORMENT
throwing ability, he gains a +4 bonus on
reaches the brain. While the worm is Evocation [Evil]
attacks made using the rocks created by
inside a victim, any of the following Level: Sor/Wiz 7

49
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Components: V, S hold and deals additional damage, as
Casting Time: 3 rounds described on the following table, each
Range: Personal round with a successful grapple check.
Target: You The claw's size bonus applies on all
Duration: 24 hours disarm, grapple, and trip attempts made
Source: Dragon 336 (Spellcraft – with the claw.
The Demonomicon of Iggwilv) A creature that already possesses a claw
attack may use its own claw damage or
This spell functions like dolor, that granted by the spell, whichever is
except that you must know the true greater. You cannot hold any objects in
name of the creature targeted and your transformed hand or cast spells
your bonus on Charisma checks is +5, with somatic components while your
+1 per 2 caster levels above 13th. This hand is in this shape.
bonus does not stack with the bonus
provided by dolor. Additionally, the Size
target does not attempt to subvert Size Dmg Reach Bonus
your instructions, instead obeying Fine 1 0 ft. -12
both the letter and intention of its Diminutive 1 0 ft. -8
orders to the best of its ability.
Tiny 1d3 5 ft. -4
Small 1d4 5 ft. +0
TORTURE Medium 1d6 10 ft. +4
Enchantment (compulsion) Large 1d8 15 ft. +8
[language-dependant, mind affecting] Huge 2d6 20 ft. +12
Level: Clr 4, Sor/Wiz 5 Gargantuan 2d8 40 ft. +16
Components: V, S Colossal 4d6 60 ft. +20
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft. /2 levels) TOUCH OF THE PHARAOH
A Kuo‐toa benefits from a 
Target: One living creature Necromancy [Evil]
touch of Blibdoolpoolp 
Duration: 1 round/2 levels Level: Clr 5
Saving Throw: Will partial Components: V, S
Spell Resistance: Yes Casting Time: 1 standard action
Source: Dragon 348 (Core Beliefs – Components: V, S, DF
Casting Time: 1 standard action Range: Touch
Vecna) Target: Living creature touched
Range: Personal
Target: You Duration: Instantaneous
This spell allows you to ask questions of Saving Throw: Fortitude negates
the target, who must answer them Duration: 1 minute/level
Source: Dragon 342 (Spellcraft – Alien Spell Resistance: Yes
truthfully or suffer terrible pain.
Blessings – Spells of Monstrous Deities) Source: Dragon 331 (Spellcraft – Spell
Once each round, for the duration of
Strips of the Black Pyramid)
the spell, you can ask the target one
question. If the target answers truthfully Your hand turns into an enormous
lobster like claw. This claw gives you a The subject contracts mummy rot
the spell has no effect that round. If the
natural attack with reach and deals (dealing 1d6 Constitution and 1d6
target deliberately lies or does not
bludgeoning damage as indicated on the Charisma damage), which strikes
answer, the target is wracked by
following chart. If you attack only with immediately (no incubation period).
excruciating pain and takes 1d6 points of
the claw, making it your primary attack, Targets affected by mummy rot cannot be
Constitution damage. A successful Will
the claw adds 1-1/2 times your Strength healed normally. Any character afflicted
save halves this damage (minimum 1).
modifier to damage. The claw can also be by mummy rot cannot be affected by a
The target must make a new save each
used as a secondary attack in conjunction conjuration (healing) spell unless the
time it fails to answer a question
with a manufactured weapon. Such caster of that spell succeeds at a DC 20
truthfully.
secondary attacks do not interfere with caster level check. See page 191 of the
The target must be conscious, able to
your primary attack as attacking with an MONSTER MANUAL for mummy rot's full
understand you, and able to respond for effects.
this spell to function. If you ask a off-hand weapon would, but you take the
question that the target simply does not usual -5 penalty and add only half of your
know, you immediately become aware of Strength modifier to damage. Regardless TRANSFUSION
this fact and the question is wasted (with of how you use the claw, you are Necromancy
the target suffering no ill effects). The considered armed while this spell is in Level: Sor/Wiz 5
target must remain within range for the effect. Components: V, S, M
entire duration of this spell and it is If you hit with this claw attack, you can Casting Time: 1 minute
typically bound to prevent escape. attempt a grapple check against your Range: Touch
opponent without provoking an attack of Target: Living creature touched
opportunity and as if you were one size Duration: Instantaneous and 10
TOUCH OF BLIBDOOLPOOLP category larger. If you succeed at the minutes/level; see text
Transmutation grapple attempt, the claw establishes a Saving Throw: None
Level: Clr 3, Drd 3

50
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Through a minute-long ritual, you
siphon a specific ability score from a
creature. Upon casting target takes a
penalty to the chosen ability score equal
to 1d6 +1 per 3 caster levels (maximum
1d6+5). The target’s affected ability score
cannot drop below 1. You then gain a
bonus to the chosen ability score equal to
half the penalty imposed upon the target
(rounded down). Both the penalty and
the bonus incurred by this spell last for 1
minute per level.
For example, if a 13th-level wizard used
this spell to damage the Intelligence of a
krenshar (Intelligence 6) and rolled a 5,
the krenshar would take a –9 penalty to
its Intelligence (5 + 4 from wizard levels),
lowering its Intelligence to 1. The wizard
then gains a +2 bonus to his Intelligence, Tune of the dancing weapon makes a bard’s songsaber dance
as the krenshar effectively only lost 5
points of Intelligence (halved and
rounded down to 2). this spell most often requires the target You imbue a single weapon with the
If you attempt to use this spell to affect to be unconscious, restrained in some dancing special ability (described on page
an ability score the target does not have manner, or willing. 224 of the DUNGEON MASTER’S GUIDE)
(like trying to drain the Constitution of Material Component: A syringe. for the duration of this spell. The affected
an undead creature) the target suffers no weapon immediately begins attacking on
ill effects, but you still roll to see how TRUE TURNING its own. After 4 rounds, the weapon
much of a penalty it would have taken if drops, as normal for the dancing special
Divination
it had the ability. Instead of the target ability.
Level: Initiate of Pelor 1
taking this penalty, you take 5 points of
Components: V, DF
damage for every point of that penalty. UNEARTH HERESY
Casting Time: 1 standard action
You must maintain contact with the
Range: Personal Divination [Mind -Affecting]
target for the entire casting time. If you
Target: You Level: Clr 2 (Saint Cuthbert, star only)
break contact for any reason the spell
Duration: See text Source: Dragon 358 (Core Beliefs – St.
ends and you gain no benefit. Casting
Source: Dragon 342 (The Power of Cuthbert)
Faith – Initiate Feats of the Core Deities)
This spell functions like detect thoughts
Pelor's radiance inspires your holy except as noted above.
symbol to the bane of undead. Your next
turning check (if it is made before the UNHOLY SWORD
end of the next round) gains a +4 insight Evocation [Evil]
bonus. In addition, you may add your Level: Anti-paladin 4
cleric level x 2 (to maximum of 10) to Components: V, S
your turning damage. Casting Time: 1 standard action
Range: Touch
TUNE OF THE DANCING Effect: Melee weapon touched
WEAPON Duration: 1 round/level
Transmutation Saving Throw: None
Level: Brd 2, Sor/Wiz 2 Spell Resistance: No
Components: V, S Source: Dragon 312 (Blackguards –
Casting Time: 1 standard action Reavers of the Divine, Despots,
Corrupters, and Anti-paladins)
Range: Touch
This spell allows you to channel unholy
Target: Weapon touched
power into your sword, or any other
Duration: 4 rounds
melee weapon you choose. The weapon
Saving Throw: Will negates (harmless,
acts as a +5 unholy weapon (+5
object)
enhancement bonus on attack and
Spell Resistance: Yes (harmless,
damage rolls, extra 2d6 damage against
object)
good opponents). It also emits a magic
Source: Dragon 335 (Spellcraft –
circle against good effect (as the spell). If
Songsabers of Waterdeep)
A horde of undead withers  the magic circle ends, the weapon creates a
before the true turning of a  new one on your turn as a free action.
Initiate of Pelor  The spell is automatically canceled 1

51
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
round after the weapon leaves your hand. long enough to be seen, then quickly at loggerheads; unable to ever make
You cannot have more than one unholy fades away. The four living creatures in peace. One of the apprentices owned a
sword at a time. the area of the spell immediately take 4d6 particularly fine horse and lorded it over
If this spell is cast on a magic weapon, points of damage (half if they make their the other one by riding the horse about
the powers of the spell supersede any Will save), and suffer 4d6 points of their master’s lands at every opportunity.
that the weapon normally has, rendering damage (half if they make their Will The other apprentice created this spell
the normal enhancement bonus and save) every round until the spell ends. and used it so frequently that her rival
powers of the weapon inoperative for the The damage continues even if the targets could not mount his horse within sight
duration of the spell. This spell is not move out of the initial area of effect. of their master’s tower.
cumulative with profane weapon or any Material Components: A riding crop or
other spell that might modify the weapon VECNA'S COURIER willow switch. See the “Serpentine Foci”
in any way. entry in Appendix 2 for more
Enchantment [Mind-Affecting]
This spell does not work on artifacts. information about this focus.
Level: Initiate of Vecna 4
Note: A masterwork weapon’s bonus to
Components: V, S, DF
attack does not stack with an VENOMOUS VOLLEY
Casting Time: 1 round
enhancement bonus to attack.
Range: Touch Evocation
Target: One intelligent creature Level: Clr 2, Drd 2, Sor/Wiz 2
VAMPIRIC DRAIN Duration: 1 day/level Components: V, S, F
Necromancy Saving Throw: Will negates Casting Time: 1 standard action
Level: Sor/Wiz 8 Spell Resistance: Yes Range: 15 ft.
Components: V, S Source: Dragon 342 (The Power of Area: Cone-shaped burst
Casting Time: 1 standard action Faith – Initiate Feats of the Core Deities) Duration: Instantaneous; see text
Range: Close (25 ft. + 5 ft / 2 levels) Saving Throw: Reflex half
Targets: All living and undead Upon casting this spell, you can embed Spell Resistance: Yes
creatures in a 10-ft. cube a message of up to 25 words +1 word per Source: Dragon 330 (Spellcraft –
Duration: 1 round/3 levels caster level into the target's mind. The Volume Veneficus)
Saving Throw: Will half target cannot recall the message by any
Spell Resistance: Yes means share of a limited wish, wish, or A cone of venomous fangs shoots from
Source: Dragon 317 (Dungeons & miracle. When the target hears a your fingertips. Any creature in the area
Dragons Heroes – Magic, Monsters, and predetermined word or phrase, he enters of the cone takes 1d6 points of damage
Mayhem) a trance-like state and recites the message per two caster levels (maximum 5d6). A
A complicated circular rune of purple light word for word-even if he doesn't speak Reflex save halves this damage.
to manifests briefly in the area of effect, then the language the message is in. After In addition, anyone caught in the area
quickly fades. delivering the message, the target exits of this spell suffers a -4 penalty on all
the trance, with no memory of having Fortitude saves to resist poison for 1
All living creatures in the area of effect delivered the secret message. minute per caster level. There is no save
immediately take1d6 points of damage versus this effect, although spell
per four caster levels (maximum 5d6). resistance does apply.
Thereafter, they take damage once per
VENGEFUL MOUNT
Focus: A living snake. See the
round for the spell's duration. A creature Enchantment (Compulsion) [Mind-
“Serpentine Foci” entry in Appendix 2 for
that makes a successful Will save takes Affecting]
more information about this focus.
only half damage from the vampiric drain Level: Drd 0, Rgr 1, Sor/Wiz 0
on the initial round and all following Components: V, S, M
rounds of the spell's duration. Casting Time: 1 standard action VISION OF FEAR
Each time this spell deals damage to a Range: Close (25 ft. + 5 ft / 2 levels) Divination
living creature, the caster gains Target: One animal Level: Brd 3, Clr 3, Sor/Wiz 2
temporary hit points equal to half the Duration: Instantaneous Components: V, S
damage dealt. You can't gain more from Saving Throw: Will negates Casting Time: 1 standard action
any single target than the target's current Spell Resistance: Yes Range: 60 ft.
hit points +10, which is enough to kill Source: Dragon 326 (Spellcraft – Target: 1 creature
the target. These temporary hit points Cantrips and Orisons of the Academy of Duration: Instantaneous/24 hours; see
disappear 1 hour later. Apprentices) text
Care should be taken to avoid targeting Saving Throw: Will negates
undead creatures with a vampiric This spell causes a creature of the Spell Resistance: Yes
drain. An undead creature targeted by animal type to shy away from riders or Source: Dragon 333 (Spellcraft –
this spell heals 1d6 points of damage per those attempting to use the Handle Visions of Fear)
four caster levels (maximum 5d6), and Animal skill on it. The target animal can
the caster takes damage equal to half this attempt a Will save to negate this effect. You get a sudden vision of either the
amount. If the animal fails this save, any creature target's greatest fear or its most recent
For example, a 16th level sorcerer casts riding the animal must immediately source of fear, be it a situation, location,
this spell into an area where four make a Ride check to remain mounted, item, type of creature, or individual. You
creatures can be targeted. A purple rune, usually requiring DC 10 Ride check. choose which fear to gain knowledge of,
as described above, appears in the area Lore: The two apprentices of the either greatest or most recent. The image
wizard Nuru spent their entire education is drawn directly from the subject's

52
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
subconscious and is accompanied by a This epic spell grants the caster two
burst of vivid details. The intensity of the additional heads for the duration of the
sensations connected to the vision and spell, provided the caster’s size is Large or
the clarity of the image is strong enough greater (casters of smaller size are limited
that the caster is treated as having first- to one additional head). Each additional
hand knowledge of it for the purposes of head is able to make use of any breath
scrying and having studied it carefully for weapons possessed by the caster. All
the purposes of teleporting. This memory breath weapons activate on the same
is magically aided and remains vivid for round but can aim in different directions.
24 hours, after which all but the vaguest The caster also gains the following
images fade from your memory. If you benefits:
attempt to scry upon or teleport using this • An attack with each additional
memory after vision of fear has expired, head for any bite, gore, or tongue
you are treated as having second-hand attack normally possessed.
knowledge in the case of scry and as • +2 bonus to natural armor
having viewed the area once when using
• Darkvision to 90 feet
teleport.
If you choose to use this spell to gain • Decapitation attacks must affect all
knowledge of the subject's greatest fear, heads to be effective
your intimate understanding of the • +4 bonus on Fortitude saves
target's fears causes it to suffer a -2 • +4 bonus on Concentration, Listen,
penalty on Will saves to resist any of your Search and Spot checks
spells with the fear descriptor for the Salt water crashes from above 
next 24 hours. After that time, your WALL OF TENTACLES as an Initiate of Obad‐Hai 
intimate understanding of the target's evokes waves of destruction 
Conjuration (Creation)
mind wanes and the target no longer
Level: Clr 6 lower level. All creatures within the area
suffers a penalty against your fear spells.
Source: Dragon 359 (1d20 Villains – of effect take 1d6 points of nonlethal
However, you may cast this spell again to
D&D’s Most Wanted; Preferably Dead) damage per caster level, to a maximum of
renew your understanding and again
impose this penalty upon a target. 15d6, with a Reflex save for half damage.
This spell functions as wall of stone Creatures with the fire subtype take
The spell has no effect on targets with
except as noted. The caster an anyone lethal damage instead.
an Intelligence lower than 3 or on
who worships Lollth can freely move
creatures immune to fear. If the
through the wall as though it did not
creature's most recent fear was due to a
exist. Any other creature that touches the WRAITHFORM
fear effect from a spell or spell-like Transmutation
wall is attacked by a tentacle that springs
ability, you immediately identify the fear Level: Sor/Wiz 4
from the wall’s surface. Each tentacle has
as a magical compulsion (and not a true Components: S, M
a reach of 30 feet, attacks using your base
personal fear), although the spell does Casting Time: 1 standard action
attack bonus (Strength 26), and is treated
not also relate an earlier more private Range: Touch
as a Huge creature. Each tentacle deals
fear. Target: One willing corporeal creature
2d6+12 points of damage on a hit, has
improved grab, and constricts for 2d6+12 touched
VOURZOUN’S MULTIPLICITY points of damage. Duration: 2 min/level (D)
Saving Throw: None
OF VISAGE Spell Resistance: Yes
Transmutation WAVES OF DESTRUCTION Source: Dragon 348 (Spellcraft – The
Spellcraft DC: 79 Evocation [Water] Tome of Strahd)
Components: V, S Level: Initiate of Obad-Hai 5
Casting Time: 1 free action Components: V, S, DF Upon casting this spell, your target
Range: 300 ft. Casting Time: 1 standard action becomes shadowy and ghostlike, its eyes
Target: One creature Range: Close (25 ft. + 5 ft / 2 levels) glowing a sinister red. This spell
Duration: 20 rounds Area: 40 ft. radius functions as the spell gaseous form, with
Saving Throw: None Duration: Instantaneous the exception that the target can move at
Spell Resistance: No Saving Throw: Reflex half its normal speed while affected. In
To Develop: 711,00 gp; 14 days; 28,440 Spell Resistance: Yes addition, mindless undead (those with no
XP. Seed: transform (grow additional Source: Dragon 342 (The Power of Intelligence score) do not perceive the
heads DC 21, additional breath weapon Faith – Initiate Feats of the Core Deities) target as a threat. Even those with minds
+10 DC, other bonuses and defenses +10 are likely to assume the target is merely a
DC); Factor: 1 standard action casting You call forth a large volume of water wraith or other vengeful spirit. The target
time (+20 DC), quickened spell (+28 DC), that batters the area. Salt water crashes gains a +10 bonus on its Disguise check
reduced duration from permanent to 20 down from above, drenching everything to appear to be a wraith, although
rounds (-10 DC). within the area of effect that is sentient beings may still make Spot
Source: Dungeon 123 (Quicksilver unprotected. The water automatically checks to see through the morbid
Hourglass) extinguishes nonmagical fires, as well as disguise.
magical flames produced by spells of a

53
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Descriptions
Material Component: A piece of gauze Initiate of Hextor feat. If the target is a dragon-like claws and fanged jaws that
and a wisp of smoke. good outsider, you instead deal an originates at your hand and extends
additional 2d6 points of damage. This outward in a cone. Its sharp-edged and
WRATH OF HEXTOR bonus damage only applies to attacks pointed force deals 2d4 points of damage
made using a flail. per caster level (maximum 3od4). This
Transmutation
damage is half slashing damage and half
Level: Initiate of Hextor 4
WYRMCONE energy damage. The type of energy
Components: V, S, DF
depends on the color of the dragon used
Casting Time: 1 standard action Evocation
as the spell's material component, as
Range: Personal Level: Sor/Wiz 6
shown, on the following chart.
Target: You Components: V, S, M/DF
Material Component:
Duration: 1 minute/level Casting Time: 1 standard action
A very small crystal or glass cone and a
Saving Throw: Will negates (harmless) Range: 60 ft.
tiny fragment or speck of dragon scale,
Spell Resistance: Yes (Harmless) Area: Cone-shaped burst bone, tooth, or talon.
Source: Dragon 342 (The Power of Duration: Instantaneous
Faith – Initiate Feats of the Core Deities) Saving Throw: Reflex half Dragon Energy
Spell Resistance: Yes
Hextor's unholy rage and lust for battle Source: Dragon 344 (A Dark and Black, copper, green Acid
provokes you to destroy those who most Stormy Knight – Another Evening With Blue, bronze Electricity
inspire his wrath, For the duration of this the Wizards Three) Brass, gold, red Fire
spell, you deal 2d4 points of damage Silver, white Cold
against good targets with your flail rather Wyrmcone momentarily creates an area
than the normal 1d4 granted by the of chaotically-whirling, translucent
.

A wizardess delights in the torment of a bound demon

54
Complete Dragon and Dungeon Magazine 3.5 Spells – Spells Lists

SPELL LISTS

These lists summarize the spells described here. Most of the Loresong: You gain a bonus with one skill and can use it
spell summaries come right from the pages of DRAGON and untrained.
DUNGEON MAGAZINE. Others were created for this Skillful Moment: Take 20 on your next skill check.
compilation. 2ND LEVEL BARD SPELLS
Animate Instrument: Instrument carries a tune for you,
allowing you to take other actions.
ANTI−PALADIN SPELLS Curse of the Gypsies: Afflict a target with bad luck, an
1ST LEVEL ANTI−PALADIN SPELLS invisible mark, or an unnatural aura.
Profane Weapon: Weapon becomes evil, bypasses DR, and Enhance Weapons: Imbue up to twenty-five weapons with
critically hits good foes. +1 enhancement.
Festival Feast: Create a meal of good food, wine, ale, and
4TH LEVEL ANTI−PALADIN SPELLS beer.
Unholy Sword: Weapon becomes a +5 unholy weapon that Tune of the Dancing Weapon: Sword animates and fights
emits a magic circle against good. for you.
3RD LEVEL BARD SPELLS
ASSASSIN SPELLS Anamensis: Taps into an alien unconscious, providing a
bonus on Knowledge skill checks.
2ND LEVEL ASSASSIN SPELLS Battle Fury: Rage to all creatures in a 60-ft burst.
Marked Man: Helps track a subject.
Depression: Enemies around you become fatigued and
take penalties to Will saves.
BARD SPELLS Dispel War Spell: Dispel war spells.
Ever Armed: A rapier and dueling cloak appear in your
0 – LEVEL BARD SPELLS (CANTRIPS) hands.
Fleeting Fame: Gives you a +2 bonus on Bluff, Diplomacy, Field of Blurs: As blur that effects up to 500 creatures for a
and Intimidate checks. shorter period of time.
Seeker’s Chant: Gives you a +2 bonus on Search checks, Shadowslip: Shadows provide partial concealment and
but a -2 penalty on Move Silently checks. allow the caster to move through the Plane of Shadow.
1ST LEVEL BARD SPELLS Summon Monstrous Horde: As summon monster II but
Detect Attitude: Reveals target's attitude. summon twenty-five/level of the kind of creature
Empathy: Detect the emotions of a single creature. selected.
Friendsight: Allies perceive each other as glowing to 4TH LEVEL BARD SPELLS
prevent confusion. Battle Fright: As fear in a 60-ft. burst.

55
Complete Dragon and Dungeon Magazine 3.5 Spells – Spells Lists
Pillar of Sand: Create a pillar of sand that you can raise, Enhance Weapons: Imbue up to twenty-five weapons with
lower, and move as desired. +1 enhancement.
Time Shield: Spells are consumed at double the normal Festival Feast: Create a meal of good food, wine, ale, and
rate in the area around you. beer.
5TH LEVEL BARD SPELLS Lighten Load: Increase the carrying capacity of a creature.
Harmonic Void: Creates a dead zone that makes Morning Mists: As obscuring mist but over a larger area.
spellcasting difficult. Shield of Heironeous: As shield except instead of an
Scyllan Scream: Scream panics or shakes those who hear invisible disk, a barely-visible shield bearing Heironeous’s
it. holy symbol appears.
Stonemantle: Object gains hardness and increases in DC
6TH LEVEL BARD SPELLS to break.
Bestow Curse, Greater: Ability score reduced to 1 or -6 to Sunmace: A mace of pure sunlight attacks opponents at a
two ability scores; -8 on attack rolls, saves, and checks; or distance dealing 1d8 + 1 per three caster levels (max +5).
do nothing with a 25% chance to act normally. Unearth Heresy: As detect thoughts.
Geas, Mass Lesser: As lesser geas but affects 1 7HD or less Venomous Volley: Cone of fangs damages and weakens
creature/level. targets.
7TH LEVEL BARD SPELLS 3RD LEVEL CLERIC SPELLS
Dominate Person, Mass: Dominate multiple humanoids Banner of the Saint: Create an aura of power centered on
(up to twice your level in HD) a banner giving all allies +2 attack and saves against fear
effects.
BLACKGUARD SPELLS Bolts of Glory: As searing light except damage is through
positive energy.
4TH LEVEL BLACKGUARD SPELLS Detect Heresy: Reveals heretical thoughts or actions in
Battlearms: Grow an extra set of arms to aid you in target's recent past.
combat. Liferot: Cover target in fungi, making it unable to benefit
Hextor’s Fiery Eyes: As command, except you can affect from magical healing.
one creature per round and activities continue beyond 1 Moonbridge: Solidifies moonlight into a bridge.
round. Rain of Terror: An unnatural rain makes those within it
more susceptible to fear effects.
CLERIC SPELLS Screen of Heat: Shimmering illusion causes 25% miss
chance to all attacks through it.
0 – LEVEL CLERIC SPELLS (ORISON) Serpent Storm: Creates a hail of deadly serpents that bite
Fleeting Fame: Gives you a +2 bonus on Bluff, Diplomacy, and poison everyone in the area.
and Intimidate checks. Sever Ties Of The Moon: Gives a lycanthrope increased
1st level cleric spells control of its shape, but fatigues it.
Burning Hate: Deal 1d5 fire damage/two levels and Skeletal Hand: A disembodied skeletal arm and claw
inspire hate toward your target. attacks or delivers touch spells at a distance.
Detect Attitude: Reveals target's attitude. Snake Shield: Serpentine force surrounds you and protects
Detect Guilt: Reveals how much guilt target feels. you from attack.
Detect Violence: Reveals violence done in the area within Sticks to Snakes: Create snakes from sticks that follow
recent past. your command.
Float: Makes a willing creature or object buoyant. Summon Monstrous Horde: As summon monster II but
Glamour Costume: As disguise self except you can only summon twenty-five/level of the kind of creature
change the appearance of your clothing and superficial selected.
changed to your own appearance. Summon the Pack and Herd: As summon nature's ally II
Motes of Moonlight: Creates an illuminating beam of but summon twenty-five/level of the kind of creature
moonlight. selected.
Persuasive Oration: As charm person, except with a longer Touch of Blibdoolpoolp: Transforms one of your hands
casting time and a lesser duration. into an oversized claw.
Saint Cuthbert’s Cudgel: As shillelagh, except effects one 4TH LEVEL CLERIC SPELLS
bronzewood club or quarterstaff. Animate Undead Legion: Animate corpses up to 25 HD
Sun Father’s Face: Your face becomes like Pelor’s, per caster level.
shedding light and granting a +4 to turn undead or on Battlearms: Grow an extra set of arms to aid you in
wild empathy checks. combat.
2ND LEVEL CLERIC SPELLS Black Stench of Laogzed: Creates a cloud of opaque,
Blaze Bones: Enhance an undead with flames that also acidic, nauseating gas.
damage it. Boccob’s Rolling Cloud: A rolling cloud of fire and
Cold of the Grave: Deal 1d6 cold damage, 1d6 damage lightning deals 1d6 (max 10d6) damage.
from negative energy, and Strength damage. Camel’s Tenacity: Travel without food or water.
Curse of the Gypsies: Afflict a target with bad luck, an Caustic Disdain: Deal 1d6 acid damage/round to target
invisible mark, or an unnatural aura. and make others less willing to aid it.
Dispel War Spell: Dispel war spells.

56
Complete Dragon and Dungeon Magazine 3.5 Spells – Spells Lists
Enhance Armors: Enhance up to twenty five armor and Globe of Radiant Invulnerability, Greater: As lesser globe
shields with +1/three caster levels. of radiant invulnerability, except it functions as a greater
Fang Blade: Transforms a snake into a sword that can bite globe if invulnerability and deals 6d6 damage when
and poison targets. exploding.
Feed the Many: As create food and water except on a grand 8TH LEVEL CLERIC SPELLS
scale. Summon Avatar of Elemental Evil: Calls powerful being
Frostbite: Expose target to freezing temperatures dealing of elemental evil to fight for you.
lethal and nonlethal damage, fatiguing the target.
Merrshaulk's Kiss: Enhances a number of living snakes.
Olidammara’s Bard Spell: Allows a cleric to prepare and CORE INITIATE SPELLS
cast a limited number of bard spells.
Plague Cloud: A sickly gray cloud infects creatures with 1ST LEVEL INITIATE OF BOCCOB SPELLS
chosen disease. Memory Jar: Gain bonus on Knowledge checks and reroll
Shark Bolt: Summons sharks made of water to attack your one failed Knowledge check.
enemies. 4TH LEVEL INITIATE OF BOCCOB SPELLS
Throwing Arm of Iallanis: Target can throw rocks as a Research Aid: Perform research at a faster pace.
giant one size category larger.
Torture: Ask questions of a target, who must answer
3RD LEVEL INITIATE OF ST. CUTHBERT
truthfully or suffer 1d6 Con damage. SPELLS
5TH LEVEL CLERIC SPELLS Retributive Strike: Opponents who strike you provoke
attacks of opportunity from you.
Disk of Concordant Opposition: A hand-sized disk of
energy deals 1d6 (max 15d6) damage to targets, 5TH LEVEL INITIATE OF ERYTHNUL SPELLS
disintegrating them. Erythnul’s Slaughter: Increase threat range for all
Easy March: Creatures move overland swiftly without weapons within 30-ft and creatures do not stabilize
suffering the tiring effects of prolonged travel. normally.
Elemental Guardian: Conjure a lesser elemental weird to 6TH LEVEL INITIATE OF ERYTHNUL SPELLS
guard an area you designate. Rage, Mass: As rage, except that it affects multiple
Fallen Soul: Encourage a good or neutral creature to creatures.
become evil and punish evil creatures for doing good.
Globe of Radiant Invulnerability, Lesser: As lesser globe 2ND LEVEL INITIATE OF HEIRONEOUS
of invulnerability, except the globe can radiate light and SPELLS
explode to blind and damage opponents for 3d6 damage. Mark of Justice, Lesser: As Mark of Justice with lesser
Hextor’s Fiery Eyes: As command, except you can affect effects.
one creature per round and activities continue beyond 1
round. 3RD LEVEL INITIATE OF HEIRONEOUS
Incarnation of Set: Assume the shape of a nonunique SPELLS
animal or vermin that is sacred to Set. Bless, Greater: As bless, but with increased bonus.
Nails of Luthic: Your hands grow nails that exude poison.
Olidammara's Carapace: Creates a protective carapace 4TH LEVEL INITIATE OF HEIRONEOUS
that allows escape. SPELLS
Sacred Circle: Infuse an area with divine every giving all Righteousness of Heironeous: Deal extra damage with a
attacks +2 and all weapons are considered magical for longsword to evil creatures.
overcoming DR.
Touch of the Pharaoh: Afflicts a creature with mummy 3RD LEVEL INITIATE OF HEXTOR SPELLS
rot. Bane, Greater: As bane, but with increased penalty.
6TH LEVEL CLERIC SPELLS 4TH LEVEL INITIATE OF HEXTOR SPELLS
Brain Slave of Ilsensine: Summons disembodied brains Wrath of Hextor: Deal additional damage to good
that can extract an opponent's brain. creatures with a flail.
Meersalm Skin: As stoneskin but if all weapon damage is 1ST LEVEL INITIATE OF KORD SPELLS
absorbed, the weapon must save or take 3d6 damage. Kord's Power Surge: Give strength bonus of twice your
Rainbow: Creates a longbow with arrows that have a caster level to creature touched.
variety of properties.
Small Stronghold: Creates a small stronghold. 2RD LEVEL INITIATE OF KORD SPELLS
Storm Slave: Entangle target in lightning and possibly Kord's Greeting: Gain charge bonus of +4 and AC penalty
cause it to accept a charm monster effect. of -1.
Wall of Tentacles: As wall of stone, except tentacles spring 4TH LEVEL INITIATE OF KORD SPELLS
from the wall and attack for 2d6+12 damage. Champion of Kord: Receive a bonus equal to caster level
7TH LEVEL CLERIC SPELLS on feats of strength.
Bestow Curse, Greater: Ability score reduced to 1 or -6 to 2RD LEVEL INITIATE OF NERULL SPELLS
two ability scores; -8 on attack rolls, saves, and checks; or Cause Fear, Greater: As cause fear except that it can affect a
do nothing with a 25% chance to act normally. creature with more Hit Dice.

57
Complete Dragon and Dungeon Magazine 3.5 Spells – Spells Lists
3RD LEVEL INITIATE OF NERULL SPELLS Sunmace: A mace of pure sunlight attacks opponents at a
distance dealing 1d8 + 1 per three caster levels (max +5).
Nerull's Scythe: Calls forth a +1 keen scythe.
Venomous Volley: Cone of fangs damages and weakens
1ST LEVEL INITIATE OF OBAD−HAI SPELLS targets.
Summer Breezes: Light, cool breezes make hot environs
more comfortable and throws off scent.
3RD LEVEL DRUID SPELLS
Camel’s Tenacity: Travel without food or water.
3RD LEVEL INITIATE OF OBAD−HAI SPELLS Crushing Coils: Teleport constrictor to crush opponent.
Quicksand: Creates an area of quicksand. Detect Defiler: Detect the presence, strength, and location
Spontaneous Combustion: Cause creature or object to of defilers.
burst into flames. Dust Storm: Create a blinding storm that deals 1d6
5TH LEVEL INITIATE OF OBAD−HAI SPELLS damage per round.
Waves of Destruction: Waves crash from above Fang Blade: Transforms a snake into a sword that can bite
extinguishing fires and dealing non-lethal damage. and poison targets.
Frostbite: Expose target to freezing temperatures dealing
1ST LEVEL INITIATE OF PELOR SPELLS lethal and nonlethal damage, fatiguing the target.
True Turning: Gain insight bonus to turn undead and add Geyser: Creates a line of water that deals 1d6 nonlethal
two times your cleric level to turning damage. damage +1d6/2 additional levels.
3RD LEVEL INITIATE OF PELOR SPELLS Lash of the Kraken: Transforms the target’s arm into a
Bless, Greater: As bless, but with increased bonus. constricting tentacle.
Merrshaulk's Kiss: Enhances a number of living snakes.
4TH LEVEL INITIATE OF PELOR SPELLS Moon’s Change: Give subject bonus to Strength,
Immolate the Wicked: Undead burst into flames when Dexterity, and Constitution that build up, peak, and then
they are successfully turned. ebb off.
4TH LEVEL INITIATE OF VECNA SPELLS Moonbridge: Solidifies moonlight into a bridge.
Vecna's Courier: Embed message in target's mind that can Rain of Terror: An unnatural rain makes those within it
only be recalled by a word or phrase. more susceptible to fear effects.
Rolling Fire: Create a low, moveable wall of fire that
ignites flammable objects and deals 2d6 damage to
CORRUPTER SPELLS creatures.
1ST LEVEL CORRUPTER SPELLS Screen of Heat: Shimmering illusion causes 25% miss
Profane Weapon: Weapon becomes evil, bypasses DR, and chance to all attacks through it.
critically hits good foes. Sever Ties Of The Moon: Gives a lycanthrope increased
control of its shape, but fatigues it.
Shooting Star: Rains burning stars down upon your
DESPOT SPELLS enemies.
Snake Shield: Serpentine force surrounds you and protects
1ST LEVEL DESPOT SPELLS you from attack.
Profane Weapon: Weapon becomes evil, bypasses DR, and
Sticks to Snakes: Create snakes from sticks that follow
critically hits good foes.
your command.
Summon the Pack and Herd: As summon nature's ally II
DRUID SPELLS but summon twenty-five/level of the kind of creature
selected.
0 – LEVEL DRUID SPELLS (ORISON) Touch of Blibdoolpoolp: Transforms one of your hands
Groundsmoke: Prevents smoke from rising from a small into an oversized claw.
fire.
Vengeful Mount: Makes an animal more difficult to ride 4TH LEVEL DRUID SPELLS
or handle. Desert Burial: Buries targets up to their necks in sand.
Elemental Guardian: Conjure a lesser elemental weird to
1ST LEVEL DRUID SPELLS guard an area you designate.
Guiding Star: Creates a light that guides you somewhere Plague Cloud: A sickly gray cloud infects creatures with
you've been. chosen disease.
Motes of Moonlight: Creates an illuminating beam of Spitting Cobra: You make ranged attacks with a snake's
moonlight. venom.
Stonemantle: Object gains hardness and increases in DC
to break. 5TH LEVEL DRUID SPELLS
Sun Father’s Face: Your face becomes like Pelor’s, Dispel War Spell: Dispel war spells.
shedding light and granting a +4 to turn undead or on Serpent Storm: Creates a hail of deadly serpents that bite
wild empathy checks. and poison everyone in the area.
Throwing Arm of Iallanis: Target can throw rocks as a
2ND LEVEL DRUID SPELLS giant one size category larger.
Curse of the Gypsies: Afflict a target with bad luck, an Revenge of the Land: Life energy of the earth deals 1d8/2
invisible mark, or an unnatural aura. levels to defilers.
Morning Mists: As obscuring mist but over a larger area.

58
Complete Dragon and Dungeon Magazine 3.5 Spells – Spells Lists
6TH LEVEL DRUID SPELLS 3RD LEVEL RANGER SPELLS
Curse of Spilt Water: Transforms an enemy into water. Fang Blade: Transforms a snake into a sword that can bite
Lunacy: Curses a victim with madness tied to the moon and poison targets.
Mire: As transmute rock to mud at a greater range and
affecting a larger area.
SHAMAN SPELLS
7TH LEVEL DRUID SPELLS
Small Stronghold: Creates a small stronghold. 2ND LEVEL SHAMAN SPELLS
Submersion Treatment: A column of water paralyzes and Honorable Weapon: Weapon becomes honorable
possibly drowns a target. allowing it to bypass DR of certain dishonorable
creatures.
8TH LEVEL DRUID SPELLS
Dire Reincarnation: As reincarnate but the new forms
consists only of dire animals. SORCERER / WIZARD SPELLS
EPIC SPELLS 0 – LEVEL SORCERER/WIZARD SPELLS
Spellcraft DC 27 Vourzoun’s Multiplicity of Visage: (CANTRIPS)
Grants the caster two additional heads along with Div Loresong: You gain a bonus with one skill and can
additional bonuses. use it untrained.
Spellcraft DC 74 Lover’s Call: Summon an aspect of Seeker’s Chant: Gives you a +2 bonus on Search
Graz’zt. checks, but a -2 penalty on Move Silently checks.
Ench Vengeful Mount: Makes an animal more difficult
MAGEWRIGHT SPELLS to ride or handle.
Illus Chalkboard: Creates opaque plane you can write
3RD LEVEL MAGEWRIGHT SPELLS on.
Arcane Seal: Seals a target and attaches a mystical alarm. Fleeting Fame: Gives you a +2 bonus on Bluff,
Diplomacy, and Intimidate checks.
PALADIN SPELLS Shadowplay: Manipulates the shape and movement
of an existing shadow.
1ST LEVEL PALADIN SPELLS Necro Necrosurgery: Grants +2 bonus to resist disease by
Detect Attitude: Reveals target's attitude. dealing 1d4 damage.
Detect Guilt: Reveals how much guilt target feels. Trans Groundsmoke: Prevents smoke from rising from
Detect Violence: Reveals violence done in the area within a small fire.
recent past. Nosy Neighbor: Provides you with a +2 bonus to
Sun Father’s Face: Your face becomes like Pelor’s, Listen checks.
shedding light and granting a +4 to turn undead or on
wild empathy checks.
1ST LEVEL SORCERER/WIZARD SPELLS
Div Empathy: Detect the emotions of a single creature.
2ND LEVEL PALADIN SPELLS Guiding Star: Creates a light that guides you
Detect Heresy: Reveals heretical thoughts or actions in somewhere you've been.
target's recent past. Skillful Moment: Take 20 on your next skill check.
Enhance Weapons: Imbue up to twenty-five weapons with Illus Friendsight: Allies perceive each other as glowing
+1 enhancement. to prevent confusion.
Shield of Heironeous: As shield except instead of an Necro Rime: Target suffers -4 Dex and -4 Fortitude.
invisible disk, a barely-visible shield bearing Heironeous’s Trans Float: Makes a willing creature or object buoyant.
holy symbol appears.
2ND LEVEL SORCERER/WIZARD SPELLS
4TH LEVEL PALADIN SPELLS Conj Cavalry Call: As mount but summons 25 horses or
Dispel War Spell: Dispel war spells. ponies.
Morning Mists: As obscuring mist but over a larger
RANGER SPELLS area.
Div Marked Man: Helps track a subject.
1ST LEVEL RANGER SPELLS Evoc Blaze Bones: Enhance an undead with flames that
Detect Violence: Reveals violence done in the area within also damage it.
recent past. Cold of the Grave: Deal 1d6 cold damage, 1d6
Groundsmoke: Prevents smoke from rising from a small damage from negative energy, and Strength
fire. damage.
Marked Man: Helps track a subject. Force Missile Storm: Magic missile's target up to
Sun Father’s Face: Your face becomes like Pelor’s, twenty five creatures at a longer range.
shedding light and granting a +4 to turn undead or on Geyser: Creates a line of water that deals 1d6
wild empathy checks. nonlethal damage +1d6/2 additional levels.
Vengeful Mount: Makes an animal more difficult to ride Shock Treatment: A jolt of electricity damages and
or handle. potentially stuns an opponent.
Venomous Volley: Cone of fangs damages and
weakens targets.

59
Complete Dragon and Dungeon Magazine 3.5 Spells – Spells Lists
Illus Glamour Costume: As disguise self except you can Skeletal Hand: A disembodied skeletal arm and
only change the appearance of your clothing and claw attacks or delivers touch spells at a distance.
superficial changed to your own appearance. Trans Lash of the Kraken: Transforms the target’s arm
Necro Blaze Bones: Enhance an undead with flames that into a constricting tentacle.
also damage it. Modulate: Temporarily changes what spell is cast
Trans Enhance Weapons: Imbue up to twenty-five from a wand.
weapons with +1 enhancement. Moon’s Change: Give subject bonus to Strength,
Stonemantle: Object gains hardness and increases Dexterity, and Constitution that build up, peak,
in DC to break. and then ebb off.
Tune of the Dancing Weapon: Sword animates Scent of the Monarch: Delude vermin and insect-
and fights for you. like creatures into thinking you are their queen.
3RD LEVEL SORCERER/WIZARD SPELLS Sever Ties Of The Moon: Gives a lycanthrope
increased control of its shape, but fatigues it.
Abjur Arcane Seal: Seals a target and attaches a mystical
alarm. Siphon: Drains charges from wands or staffs to
replace expended spells.
Conj Dust Storm: Create a blinding storm that deals 1d6
damage per round. 4TH LEVEL SORCERER/WIZARD SPELLS
Shark Bolt: Summons sharks made of water to Abjur Dispel War Spell: Dispel war spells.
attack your enemies. Pillar of Sand: Create a pillar of sand that you can
Summon Monstrous Horde: As summon monster II raise, lower, and move as desired.
but summon twenty-five/level of the kind of Time Shield: Spells are consumed at double the
creature selected. normal rate in the area around you.
Summon the Pack and Herd: As summon nature's Conj Crushing Coils: Teleport constrictor to crush
ally II but summon twenty-five/level of the kind of opponent.
creature selected. Cynosure: Increases the accuracy of inaccurate
Ench Burning Hate: Deal 1d5 fire damage/two levels and teleportation spells.
inspire hate toward your target. Liferot: Cover target in fungi, making it unable to
Evoc Boccob’s Rolling Cloud: A rolling cloud of fire and benefit from magical healing.
lightning deals 1d6 (max 10d6) damage. Div Anamensis: Taps into an alien unconscious,
Burning Hate: Deal 1d5 fire damage/two levels and providing a bonus on Knowledge skill checks.
inspire hate toward your target. Ench Battle Fury: Rage to all creatures in a 60-ft burst.
Emerald Planes: Creates up to five 5-foot squares Caustic Disdain: Deal 1d6 acid damage/round to
that hold 100 lb./level. target and make others less willing to aid it.
Rolling Fire: Create a low, moveable wall of fire Evoc Burned to Bare Rock: As fireball except over a
that ignites flammable objects and deals 2d6 larger radius.
damage to creatures. Caustic Disdain: Deal 1d6 acid damage/round to
Shockwave: Concussive force stuns a victim and target and make others less willing to aid it.
deals 1d4 (max 10d4) nonlethal damage. Circle of Cold: A sphere of cold energy bursts from
Shooting Star: Rains burning stars down upon your you paralyzing nearby creatures and dealing
enemies. 1d6/level (max 10d6).
Illus Cloak of Khyber: Conceals casters alignment and Desert Burial: Buries targets up to their necks in
shields shapechanged creatures from true seeing. sand.
Field of Blurs: As blur that effects up to 500 Great Electric Bolt: As lightning bolt, except at a
creatures for a shorter period of time. greater range and over wider area.
Phantom Objects: Make creature appear as Strahd’s Baneful Attractor: Diverts spells from
furniture or art. their original target to one of your choosing.
Shadow Dagger: Wield a shadowy masterwork Temporal Jolt: Unstable time deals 1d6/three
dagger that deals an additional 1d6 points of caster levels damage and destroys non-magical
damage per caster level (10d6 max) on a failed Will items.
save. Illus Shadow Puppeteer: Shadows deal 2d6 points of
Shadowslip: Shadows provide partial concealment damage +1 point per caster level (max +15) to all
and allow the caster to move through the Plane of creatures in range.
Shadow. Necro Bloodstone’s Frightful Joining: Enables
Necro Aging Touch: You deal 1 point of Strength, possession of an undead creature.
Dexterity, and Constitution damage. Liferot: Cover target in fungi, making it unable to
Depression: Enemies around you become fatigued benefit from magical healing.
and take penalties to Will saves. Shadow Curse: Affected creature cannot heal
Curse of the Gypsies: Afflict a target with bad luck, normally or magically unless in areas of bright
an invisible mark, or an unnatural aura. illumination.
Icefane Corpse: Infuse one undead creature with Trans Fang Blade: Transforms a snake into a sword that
cold granting it a cold attack, fire resistance 10, can bite and poison targets.
and the ability to heal from cold damage. Greater Knock: As knock but unlocks all secured
Rain of Terror: An unnatural rain makes those items in an area.
within it more susceptible to fear effects.

60
Complete Dragon and Dungeon Magazine 3.5 Spells – Spells Lists
Wraithform: Subject is disguised and can move as a Teleport Legion: Teleport up to 10 creatures/level
wraith. to a familiar place.
5TH LEVEL SORCERER/WIZARD SPELLS 7TH LEVEL SORCERER/WIZARD SPELLS
Abjur Temporal Repair: Dispels time affecting spells in Ench Crown of Despair: All creatures that see you must
the area around you. save or be paralyzed.
Conj Battle Tentacles: Tentacles spring from the ground Exaction: Make a sacrifice to gain bonuses when
attacking all with the spell’s area. trying to compel service from a creature in a planar
Black Stench of Laogzed: Creates a cloud of binding.
opaque, acidic, nauseating gas. Geas, Mass Lesser: As lesser geas but affects 1 7HD
Disk of Concordant Opposition: A hand-sized or less creature/level.
disk of energy deals 1d6 (max 15d6) damage to Evoc Submersion Treatment: A column of water
targets, disintegrating them. paralyzes and possibly drowns a target.
Elemental Guardian: Conjure a lesser elemental Torment: Similar to dolor but causes greater pain.
weird to guard an area you designate. 8TH LEVEL SORCERER/WIZARD SPELLS
Evard’s All-Seeing Worm: A small, black,
Abjur Spell Star: Creates a magic construction that
burrowing worm grants target a bonus to counters spells targeting the caster.
Knowledge and provides the caster with status.
Conj Minimus Containment: Bind a creature from a
Ench Torture: Ask questions of a target, who must
planar binding into a gem.
answer truthfully or suffer 1d6 Con damage.
Swallow: Traps victim in an extradimensional
Evoc Dolor: Cause a creature trapped in a planar binding stomach.
pain, compelling it to agree to some service.
Ench Dominate Person, Mass: Dominate multiple
Icy Sphere: Magic ball of ice and frozen energy humanoids (up to twice your level in HD)
strikes creatures for 1d6/level (max 15d6) and
Necro Vampiric Drain: Caster gains half of 1d6 (max 5d6)
paralyzes creatures for 1d4 rounds.
damage dealt per round. Undead in the area are
Illus Lobotomize: You cause a target to forget how to use healed and caster takes half damage instead.
specific feats, skills, or spells.
Trans Bestow Curse, Greater: Ability score reduced to 1
Necro Battle Fright: As fear in a 60-ft. burst.
or -6 to two ability scores; -8 on attack rolls, saves,
Plague Cloud: A sickly gray cloud infects creatures and checks; or do nothing with a 25% chance to act
with chosen disease. normally.
Transfusion: You damage one of a target’s ability Mailed Might: Create two giant helmed horrors
scores to increase your own. that fight for you and explore when destroyed.
Trans Spitting Cobra: You make ranged attacks with a
snake's venom. 9TH LEVEL SORCERER/WIZARD SPELLS
Conj Imbrue: Bind a creature from a planar binding into a
6TH LEVEL SORCERER/WIZARD SPELLS gem.
Abjur Ensnarement: Augment the effectiveness of a Implore: Call and trap an elemental or outsider of
magic circle prior to casting planar binding. 24 HD using its true name.
Conj Brain Slave of Ilsensine: Summons disembodied Necro Kissed by the Ages: Create a small magic item that
brains that can extract an opponent's brain. grants you the endless special quality.
Small Stronghold: Creates a small stronghold.
Ench Lunacy: Curses a victim with madness tied to the
moon.
Storm Slave: Entangle target in lightning and SOSHI SPELLS
possibly cause it to accept a charm monster effect.
Evoc Sand Spiral: Cone deals 1d6 damage per level, -2 2ND LEVEL SOSHI SPELLS
penalty on attacks, checks, and saves. Honorable Weapon: Weapon becomes honorable
Storm Slave: Entangle target in lightning and allowing it to bypass DR of certain dishonorable
possibly cause it to accept a charm monster effect. creatures.
Wyrmcone: Create a whirling area of translucent
dragon-like claws and fangs that deal energy URBAN DRUID SPELLS
damage.
Necro Animate Undead Legion: Animate corpses up to 25 5TH LEVEL URBAN DRUID SPELLS
HD per caster level. Susurrus of the City: Vacant building speaks answering 1
Necrotic Mist: A chilling black cloud deals damage question/round.
to living creatures, heals undead creatures, and Repair Light Damage, Mass: Repairs 1d8+1/level (max
provides concealment. +5) damage to constructs.
Shadow Shield: Creatures that deal you damage 6TH LEVEL URBAN DRUID SPELLS
become blinded. Repair Moderate Damage, Mass: Repairs 2d8+1/level
Trans Curse of Spilt Water: Transforms an enemy into (max +30) damage to constructs.
water.
Mire: As transmute rock to mud at a greater range and 7TH LEVEL URBAN DRUID SPELLS
affecting a larger area. Repair Serious Damage, Mass: Repairs 3d8+1/level (max
+35) damage to constructs.

61
Complete Dragon and Dungeon Magazine 3.5 Spells – Spells Lists
8TH LEVEL URBAN DRUID SPELLS
Repair Critical Damage, Mass: Repairs 4d8+1/level (max
+40) damage to constructs.
9TH LEVEL URBAN DRUID SPELLS
Citygate: Teleports anyone walking through one city gate to
another city gate.

WORMBOUND SPELLS
2ND LEVEL WORMBOUND SPELLS
Path of Worms: Kyuss’s power grants +6 on a single attack
roll, opposed ability or skill check, or saving through, or
AC.
3RD LEVEL WORMBOUND SPELLS
Consume the Parasite: Temporary boost hp; +4 Strength
and Dexterity; increase spell power.
The Worm Within: Create a Kyuss worm that burrows
within the target.
4TH LEVEL WORMBOUND SPELLS
Mindworms: Incorporeal worms deal Wisdom damage;
Drain the spell power of target to add to your own.
5TH LEVEL WORMBOUND SPELLS
Servant of the Green Corruption: Creature gains +4 to
attack rolls and AC; +20 speed.
7TH LEVEL WORMBOUND SPELLS
Extrude Wormswarm: You summon a swarm of Kyuss
worms to attack your foes.

62
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books

SPELLBOOKS
This section combines the magical spellbooks found in rarely used 0-level spells with these alternatives.
DRAGON MAGAZINE. These books are mostly informational New Spells from the Academy of Apprentices: The
and are included for roleplaying purposes. The spells noted Academy of Apprentices shares the majority of the 0-level
by the symbol appear in the SPELL COMPENDIUM, the rest spells from the PLAYER'S HANDBOOK among its members,
are already recorded above. along with a host of signature spells. Although these spells
Some of the images that accompanied these articles were hold little real power, the apprentices who scribe and share
used as filler elsewhere in this compilation. them are as fanatical about–and as dedicated to–their work as
the greatest archmages. The following spells represent some
of the Academy of Apprentice’s most widespread and useful
ACADEMY OF APPRENTICES spells.
Often overlooked as mere parlor tricks with no practical
Source: Dragon 326 (Spellcraft – Cantrips and Orisons of
application, cantrips and orisons offer as much range and
the Academy of Apprentices)
versatility as spells of any other levels. Only a foolish
spellcaster underestimates the usefulness of these minor yet
BARD SPELLS
versatile spells. With the power to light dark corridors, fetch
0-Level Bard Spells
unreachable items. and perform countless other tasks, few
Fleeting Fame: Gives you a +2 bonus on Bluff, Diplomacy,
adventurers could hope to succeed without these expendable
and intimidate checks.
wonders.
Seeker's Chant: Gives you a +2 bonus on Search checks, but a
Decades ago, the research and distribution of such simple
-2 penalty on Move Silently checks.
and functional spells motivated some young magic users to
form the Academy of Apprentices. While not an actual school
CLERIC SPELLS
or even a structured organization, the so-called academy is
0-Level Cleric Spells
little more than an ongoing correspondence between
Fleeting Fame: Gives you a +2 bonus on Bluff, Diplomacy,
novices. Passionate but untested spellcasters, the group's and Intimidate checks.
members pass their notes and theories between one another,
cobbling together more advanced magical secrets from the
DRUID SPELLS
lessons, of their peers. Often, such amalgamated studies
0-Level Druid Spells
provide nothing of actual worth,
Ground Smoke: Prevents smoke from
while on rare occasions they unlock
rising from a small fire.
powers far beyond the students'–and
Vengeful Mount: Makes an animal
sometimes even their masters'–
more difficult to ride or handle.
ability to control. What all members
of the academy hope for is the right
RANGER SPELLS
flash of inspiration and the proper
1st-Level Ranger Spells
tidbit of actual magical knowledge to Ground Smoke: Prevents smoke from
align, creating a minor yet unique rising from a small fire.
and recordable new spell. Vengeful Mount: Makes an animal
Presented here are several of the more difficult to ride or handle.
cantrips and orisons most frequently
circulated by the Academy of
SORCERER/WIZARD SPELLS
Apprentices, many created by
0-Level Sorcerer/Wizard Spells
members of the group with lore Fleeting Fame: Gives you a +2 bonus
provided by their peers. Although on Bluff, Diplomacy, and Intimidate
wizards make the most frequent use checks.
of the knowledge and spells provided Ground Smoke: Prevents smoke from
by this correspondence, these spells rising from a small fire.
have found their way into the Necrosurgery: Grants +2 bonus to
repertoires of many bards, sorcerers, resist disease by dealing 1d4 damage.
and even clerics and druids. While Nosy Neighbor: Provides you with a
apprentices might make clever use of +2 bonus on Listen checks.
cantrips, even higher-level Seeker's Chant: Gives you a +2 bonus
spellcasters might employ these on Search checks, but a -2 penalty on
spells to perform mundane tasks Move Silently checks.
quickly without wasting greater Shadowplay: Manipulates the shape
magic. and movement of an existing shadow.
To avoid placing too much Vengeful Mount: Makes an animal
emphasis on minor spells, DMs more difficult to ride or handle.
should consider replacing existing

63
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books
CHRONOCORSA BARD SPELLS
Perhaps even more daring than 1st-Level Bard Spell
Skillful Moment: Take 20 on your next skill check.
planewalking wizards who explore the
endless reaches of reality or binders who 4th-Level Bard Spell
Time Shield: Spells are consumed at double the normal
deal with entities from beyond the realms
rate in the area around you.
of existence are the rare arcane explorers
who plumb the mysteries of time itself:
chronomancers. SORCERER/WIZARDS SPELLS
1st-Level Sorcerer/Wizard Spell
Through their research and temporal
Skillful Moment: Take 20 on your next skill check.
travels, chronomancers explore the breadth of civilization,
3rd-Level Sorcerer/Wizard Spell
observing the interplay of war and political strife while
Aging Touch: You deal 1 point of Strength, Dexterity, and
marveling at the waning and waxing of knowledge and
Constitution damage.
technologies. The greatest of their kind travel to the future,
4th-Level Sorcerer/Wizard Spells
to stand speechless in the face of both the disasters and
Temporal Jolt: Unstable time deals 1d6/three caster levels
graceful beauty of the ascendant races, and to the past,
damage and destroys non-magical items.
witnessing wonders forgotten long ago.
Time Shield: Spells are consumed at double the normal rate
Beyond the endless secrets of the ages, one of the greatest
in the area around you.
puzzles known to chronomancers is also one of their most
5th-Level Sorcerer/Wizard Spell
coveted collections of magical lore: a strange compilation
Temporal Repair: Dispels time affecting spells in the area
known as the Chronocorsa. None know who scribed this
around you.
elusive, time-shifting collection of spells nor know when it
was created, as evidence of its existence has appeared both
within the impossible seas of prehistory and at the farthest- DEMONOMICON OF IGGWILV
flung epochs explorers dare to visit. The Chronocorsa is a work Favored of fiends, dark gods, and seemingly magic itself,
surrounded by unstable temporal energies constantly few mortals have known the heights of arcane prowess,
shifting forms through a variety of written mediums. Thus, plane-spanning dread, and sheer power achieved by the
its appearance ranges from cuneiform clay tablets to ink on archmage Iggwilv. Rumored to have created countless spells,
papyrus, from an elegantly bound spellbook to a sphere of mothered demigods, and rebuked princes of the Abyss, the
some unknown metal that projects three-dimensional Witch Queen has become a legend as dark as her ambitions.
illusory symbols. Although facts regarding her history sometimes prove rare,
Chronomancers speculate that this arcane work is the throughout her life Iggwilv conquered nations, enslaved
result of one of the first time mage's mistakes. Perhaps this demon princes, and–perhaps most notoriously–authored the
forgotten wizard traveled too far into the past and had his infamous Demonomicon.
mortal essence shunted across every eon to follow, or maybe Six copies of the Demonomicon of Iggwilv are known to exist,
he traveled too far into the future, becoming something else all of which have traded hands countless times. In addition to
entirely. Regardless, infused with such powerful temporal a selection of spells supposedly created by the Witch Queen,
magics, this arcane compilation was cast back into the river of each also includes information on various evil outsiders,
time but unfettered from its flow, left to drift where the including descriptions of many and research into their
fickle eddies of ages might take it. truenames. Iggwilv used these books as her primary
Collected here is a sampling of the spells appearing within repository of demonic knowledge, usually taken from her
the Chronocorsa. Those few researchers who have studied the personal interactions with these fiends. Although the spells
work at any length hint at greater secrets hidden within the contained within each copy of the Demonomicon are
collection–a timeline of spells that becomes progressively consistent, each describes a different host of demons and
more complex and powerful as the compilation's shape research into their profane existences. These demonic
transitions through time. Thus, many chronomancers believe catalogs were lynchpins of Iggwilv's dominance over
the work holds not just the power to manipulate time, but creatures from the Lower Planes, and many wizards have
true mastery over all ages, past and future. sought to equal that power by gaining access to all six tomes.
New Spells From the Chronocorsa: As much as the As yet, none have succeeded.
Chronocorsa is a collection of spells it is also a temporal Presented here are the unique spells found in
anomaly. Upon appearing (anywhere and seemingly at every Demonomicon of Iggwilv, many of which
random), there is a cumulative 1% chance per day that the work in conjunction with the spells magic
compilation vanishes back into the time stream, lost to an era circle and planar binding. Any spellcaster
until its reappears again. Regardless of the collection's capable of making use of a Demonomicon
constantly changing appearance, its arcane notations gains considerable influence over
transcend any pastor future language and the spells within otherworldly creatures but also
can be learned and scribed as normal. immediately becomes a target, as both
The Chronocorsa contains many spells from the PLAYER'S evil outsiders and power-hungry
HANDBOOK that manipulate time, along with the unique demonologists seek to take the
spells presented in this article. A spellbook containing only legendary tome for themselves.
these spells would normally cost 2,700 gp, but many Powers of the Demonomicon:
chronomancers would gladly pay any price for even a few Scribed by the mother of tyrants, present
hours with the fabled Chronocorsa. during some of the darkest acts in history,
Source: Dragon 350 (Spellcraft – Chronomancy) and detailing some of the most powerful

64
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books
evil beings in existence, few creations bear such a dark 9th-Level Sorcerer/Wizard Spells
heritage as the Demonomicon of Iggwilv. Each of the six copies Imbrue: Bind a creature from a planar binding into a living
of this fell tome is a lesser artifact, and while their contents host.
differ, the powers they possess are the same. The bearer of a Implore: Call and trap an elemental or outsider of 24 HD
copy of the Demonomicon casts all spells with the evil using its true name.
descriptor as if he were +5 caster levels higher. Also, the
owner gains a +5 bonus on Charisma checks made as part of a DEMONOMICON OF KRESTIBLE
planar binding or similar conjuration spell if the spell's target
Recently, the constabulary of the trade town of Krestible, a
is a demon, and a +3 bonus if the target is any other type of
small city once among those controlled by the Witch Queen
evil outsider. Iggwilv, raided the warehouse sanctuary of a cult of sinister
In addition, the first five pages of each Demonomicon are infernalists. What they found instead of cultists was a scene
blank. Each page functions as a gem suitable for the purposes of indescribable carnage and, amid the gore, a black-bound
of casting spells like magic jar, minimus containment, or trap the tome emanating a palpable dread. Examined by wizards in the
soul that bind souls or whole forms into them (but no other
guards' employ, this foul text has been identified as a copy of
spells). These pages are not destroyed when used as the
the foul Demonomicon of Iggwilv. Since its discovery, dark
material component of a spell and may be reused multiple dreams have filled the minds of the people of Krestible and
times. If a soul or creature is trapped within one of these the city's nights have been alive with dreadful forms.
pages, a distorted shadowy face reminiscent of the bound The Demonomicon recently found in Krestible is typical of
being's visage appears upon the parchment. Although this its brethren in many ways. A vrock is magically bound into
image does not move while being directly scrutinized, it
its first page by the spell minimus containment. This vrock,
changes whenever the tome is closed or unattended.
who calls himself Razfeth, is a canny demon and delights in
Creatures trapped within the Demonomicon are aware of their meddling in the minds of mortals through the use of the
surroundings but cannot directly interact with them. book's dream ability. Besides the demon, the soul of an
However, the creature with the highest HD bound within a ancient and nameless nobleman is also trapped within the
Demonomicon may, once per day, use the spell dream on any Demonomicon. This pitiable figure went mad centuries ago
creature who has touched the tome within the last 24 hours.
and does little more than scream and pleas for his release to
Trapped beings can also be contacted and conversed with
any who listen.
through the use of spells like detect thoughts or Rary's telepathic Aside from the presences trapped within, the Krestible
bond. Demonomicon also contains the truenames of numerous
Strong conjuration [evil]; CL 18th; Weight 3 lb. demons (see the article "True Names and Fetishes" in Dragon
New Spells in the Demonomicon of Iggwilv: The six #317), Among them are the thoroughly insane quasit
copies of the Demonomicon of Iggwilv are heavy, brass-bound Kramvilshanki, the ebon-skinned succubus Amquessol,
tomes with parchment pages and powerful clawed claps. Dark identical twin bebiliths Chr’rt and Vr'rsst, and the obese–
covers crafted from the leather of some long-forgotten even for his kind–nalfeshnee, Rwarurgar'ekbluroo. In
abyssal horror and sinewy bindings protect the profane lore addition to directly documenting these names, the Krestible
within each. In addition to its unique spells and a number of Demonomicon holds a number of expansive treaties on the
other spells with the evil descriptor, each book contains the ambitions, domains cults, and servants of several Abyssal
truenames of 4d6 evil outsiders of CR 1 to 12, and 1d6 evil personalities. The most notable of these figures are Fraz-
outsiders of CR 13 or higher. The exact evil outsiders named Urb'luu (see Dragon #333),) Juiblex (see the BOOK OF VILE
vary, as old names are erased and new ones are added by DARKNESS, mature audiences only), Pazuzu (see Dragon
various owners. These names hold significant value by *329), and Zuggtmoy (see Dragon #337)
themselves, but prove most valuable when combined with Source: Dragon 336 (Spellcraft – The Demonomicon of
the spells within the Demonomicon. Iggwilv)
For purposes of the following spells, any reference to planar
binding spell includes the spells lesser planar binding and
greater planar binding (see page 261 of the PLAYER'S HEINFROTH’S MANUAL OF METHODS
HANDBOOK). Letter, Dr. Daclaud Heinfroth to
Source: Dragon 336 (Spellcraft – The Demonomicon of Dr. Gregorian Illhousen,
Iggwilv) Head Physician, Clinic for the Mentally Disturbed

SORCERER/WIZARD SPELLS My Dearest Dr. Illhousen,


5th-Level Sorcerer/Wizard Spell At your request, I am most
Dolor: Cause a creature trapped in a planar binding pain, fortunate and pleased to share
compelling it to agree to some service. with you some of my more
6th-Level Sorcerer/Wizard Spell successful methods in treating
Ensnarement: Augment the effectiveness of a magic circle those desperate charges to
prior to casting planar binding. whom we both attend.
7th-Level Sorcerer/Wizard Spells Fortunate, for reasons that
Exaction: Make a sacrifice to gain bonuses when trying to will become clear in time to
compel service from a creature in a planar binding. you, and pleased, for these
Torment: Similar to dolor but causes greater pain. arcane tools have been of great benefit to
8th-Level Sorcerer/Wizard Spell me in many ways… and of course, to my “wards” as
Minimus Containment: Bind a creature from a planar binding well. I know that, as a colleague, you will more than humor
into a gem. my indulgence of such occult treatments. In truth, I initially

65
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books
observations refer to the results of cruel
medical procedures, gory dissections of
living brains, and the blatant gas lighting
of defenseless patients. The arcane
formulae scattered haphazardly
throughout seem to be merely secondary
instruments of Heinfroth’s research. The
market value of a copy of this book, based
on the spells alone, is 2,500 gp.
In Gothic Earth, the world of MASQUE OF
THE R ED DEATH, the Asylum for the
Mentally Disturbed dominates a lonely
hillock north of Boston, Massachusetts.
In RAVENLOFT, Heinfroth’s asylum is
situated on the island of Dominia in the
Sea of Sorrows.
Source: Dragon 339 (Spellcraft –
Heinfroth’s Manual of Methods)

BARD SPELL
3rd-Level Bard Spell
Depression: Enemies around you become
fatigued and take penalties to Will saves.

DRUID SPELL
7th-Level Druid Spell
Submersion Treatment: A column of water
paralyzes and possibly drowns a target.
pursued this path merely to observe the effects of such
cabalistic trappings on superstitious minds, but the results of SORCERER/WIZARD SPELLS
my research have been extraordinary beyond my most 2nd-Level Sorcerer/Wizard Spell
hopeful expectations. Shock Treatment: A jolt of electricity damages and
To illustrate that impact, I urge you to employ these potentially stuns an opponent.
methods in the treatment of your unfortunate charge, 3rd-Level Sorcerer/Wizard Spell
Reymond S., about whom we recently corresponded. (To Depression: Enemies around you become fatigued and take
which I must add: my offer of treatment stands yet, and I penalties to Will saves.
shall happily bear the costs of transporting him to the 5th-Level Sorcerer/Wizard Spells
asylum. Keep in mind that strain is sometimes of the utmost Lobotomize: You cause a target to forget how to use specific
benefit in eliciting the desired responses from our charges.) feats, skills, or spells.
It is my advice that you avail yourself of the mild rebuking Transfusion: You damage one of a target’s ability scores to
incantations I detail here, especially at those times Reymond increase your own.
seems most disruptive. Isolation of the subject is 7th-Level Sorcerer/Wizard Spell
recommended, as are vocal restrictions… unless you find a Submersion Treatment: A column of water paralyzes and
benefit—as I have—upon your other charges at hearing the potentially drowns one target.
subject’s strident complaints!
You must forgive my rambling; I become loquacious when INVISIS VIS
faced with the encouraging prospect of another employing Once a student an later a professor at a little known wizard’s
some of my personal procedures. I will leave the rest for you college, Aeroth Blith felt the path to true power led through
to discover and make use of as you see fit. I expect to hear of the mastery of magical force. To that end, he spent his
your wondrous results forthwith! lifetime studying and experimenting, developing new and
unique spells based on force.
Yours in Earnest, Aeroth led an active adventuring career in his years as a
Dr. Daclaud Heinfroth student at the college. During that time, his near obsession
with force magic developed. While exploring a previously
New Spells in Heinfroth’s Manual of Methods: unknown tomb, Aeroth watched in horror as several of his
Heinfroth’s Manual of Methods is a compilation of notes and companions met their fates at the hands of wraiths that
case files complied by Dr. Daclaud Heinfroth, head physician dwelled within. The group disbanded soon after it returned
of the Asylum for the Mentally Disturbed, detailing his use of to the wizard’s college, but Aeroth never forgot the lesson
arcane methods in treating the insane. Few of these learned in the wraith-filled cairn. Knowing that the proper
“treatments,” however, could even remotely be considered spells could have saved his friends, Aeroth decided to make
humane or ethical. force magic his field of study.
The Manual of Methods appears as a tattered journal of Aeroth’s New Spells: In his retirement, Aeroth compiled a
bleached parchment and handwritten notes collected tome of spells and theories he entitled Invisis Vis, which
between two glossy black leather covers. The majority of the

66
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books
undersea wreck. Passed down from ship's captain to first
FORCE EFFECTS mate for over a century, the tome holds powerful spells
Force effects ha a number of rules you should keep in buried among stories of dozens of sailors recorded with
mind. Force is not an energy type. Spells with the force detailed sea charts and logs of distant lands and fascinating
descriptor ignore a creature’s damage reduction and an travels. Even without the spells contained within the Livre
object’s hardness, and they deal full damage to objects. d'Aquatha carries a significant value, but it is for these rare
Force effects reach into the Ethereal Plane and always affect arcane formulas and not its monetary value that seafaring
incorporeal and ethereal creatures (force effects ignore the spellcasters have hunted for the tome since it was first
chance of not affecting such creatures, and spells such as penned.
wall of force block incorporeal and ethereal creatures). Those who trust tales passed between dockhands and old
Nothing can damage a force effect, including other force salts might hear stories of the Livre d'Aquatha rumored to date
effects. back thousands of years. In truth, however, none really know
the origins of the tome.
One legend of the Livre d'Aquatha traces its creation back to
the captain's quarters of the notorious pirate-mage Eves
"Squideye" Riddlebone, although his name appears nowhere
within the tome's text. Another rumor claims that the spells
within are holy teachings scribed by a priestess of Persana–
the god of tritons–written upon the empty pages of her lost
lover's journal. Alternatively, a variation of that tale claims
that the spells within are in fact creations of the foul deity
Panzuriel (see page 63 of Dragon Magazine #334) and that his
cult, and their many-armed masters, seek it out to this day.
Given the transient nature of most sea-going owners, the
Livre d'Aquatha might appear in the possession of any ship's
captain or high-ranking mate worthy of such a tome. There
are some who say the Livre d'Aquatha has long been lost,
citing famous ghost ships, cursed sargasso islands, or
contains many of his notes on the nature and application of mythical sunken cities as likely resting places. More recent
magical force. The book contains, among other things, all of reports, however, cite the St. Asmod's Hope as the tome's
the following new spells. location, a relatively new but already notorious shipwreck
Source: Dragon 323 (Spellcraft – Force Spells) said to be haunted by swimming fiends.
New Spells within the Livre d’Aquatha: The Livre
DRUID SPELL d'Aquatha contains many unique spells, as well as those found
2nd-Level Druid Spell in the PLAYER'S HANDBOOK involving the creation and
Force Ram : Ram of force deals 1d6 damage, opens doors, destruction of water and that assist in travel on or below the
and performs bull rushes. seas. Besides the various spells and arcane formulae, the
numerous reports, sketches, and maps within this tome are
SORCERER/WIZARD SPELLS detailed enough to grant anyone who references it a +2
2nd-Level Sorcerer/Wizard Spells circumstance bonus on both Profession (sailor) checks and
Emerald Planes: Creates up to five 5-foot squares that hold Knowledge (geography) checks related to the sea and costal
100 lb. /level. lands.
Force Ram : Ram of force deals 1d6 damage, opens doors, Those interested in further expanding the ir repertoire of
and performs bull rushes. water-related magic or who wish to add more spells to the
4th-Level Sorcerer/Wizard Spells pages of the Livre d'Aquatha should consider the numerous
Chain Missile : 1d4+1/2 levels damage; 1d4+1 damage to 1 spells presented in STORMWRACK.
secondary target/2 levels. Source: Dragon 334 (Spellcraft – Livre d'Aquatha)
Tenser’s Floating Disk, Greater : As Tenser’s floating disk, but
can move independently of the caster. BARD SPELLS
5th-Level Sorcerer/Wizard Spells 5th-Level Bard Spell
Force Chest : Creates a 2-foot-cube box of force. Scyllan Scream: Scream panics or shakes those who hear it.
Mage Armor, Mass : As mage armor, but affects one
creature/level. CLERIC SPELLS
1st-Level Cleric Spell
Shard Storm : Creates a storm of shards.
Float: Makes a willing creature or
object buoyant.
LIVRE D'AQUATHA 4th-Level Cleric Spell
Sailors often say the ocean waves whisper countless tales Shark Bolt: Summons sharks
and hide boundless secrets, but they rarely mention legends made of water to attack your
of the one tome that attempts to catalog all of these enemies.
mysteries: the Livre d'Aquatha.
Bristling with brine and alive with barnacles and seaweed,
only a simple rune on its cover marks the Liars d'Aquatha as
something more than debris salvaged from some ancient

67
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books
DRUID SPELLS abilities easily grasp them. The following spells appear in that
3rd-Level Druid Spells book.
Geyser: Creates a line of water that deals 1d6 nonlethal New Spells Within Myths of the Shadow: Those who
damage +1d6/2 additional levels. created the new spells for Myths of the Shadow kept in mind
Lash of the Kraken: Transforms the target's arm into a many of those who cast spells, and they ensured that a variety
constricting tentacle. of spellcasters can benefit from the fruits of their labor. The
6th-Level Druid Spell following list presents some of the Black Cloaks' most
Curse of Spilt Water: Transforms an enemy into water. infamous spells.
Source: Dragon 325 (Spellcraft – Myths of the Shadow)
SORCERER/WIZARD SPELLS
1st-Level Sorcerer/Wizard Spell ASSASSIN SPELLS
Float: Makes a willing creature or object buoyant. 1st-Level Assassin Spells
Dead End : Illusions conceal the targets' spoor.
2nd-Level Sorcerer/Wizard Spells Serene Visage : Grants a bonus on Bluff checks.
Geyser: Creates a line of water that deals 1d6 nonlethal Shock and Awe : Reduces a surprised creature's Initiative
damage +1d6/2 additional levels. roll.
3rd-Level Sorcerer/Wizard Spell 2nd-Level Assassin Spell
Lash of the Kraken: Transforms the target's arm into a Marked Man: Helps track a subject.
constricting tentacle.
Shark Bolt: Summons sharks made of water to attack your BARD SPELLS
enemies. 1st-Level Bard Spells
6th-Level Sorcerer/Wizard Spell Appraising Touch : Grants a bonus on Appraise checks.
Curse of Spilt Water: Transforms an enemy into water. Dead End : Illusions conceal the targets' spoor.
Serene Visage : Grants a bonus on Bluff checks.
MYTHS OF THE SHADOWS Shock and Awe : Reduces a surprised creature's initiative
Large cities attract criminals like dung attracts flies. They roll.
come with cold eyes, plotting sinister schemes to bring them
both wealth and power. Yet even more frightening than such SORCERER/WIZARD SPELLS
thugs and thieves are those who dare to play such dangerous 1st-Level Sorcerer/Wizard Spells
players against each other. Appraising Touch : Grants a bonus on Appraise skill checks.
For centuries, the shadow of the Black Cloaks loomed like a Dead End : Illusions conceal the targets' spoor.
deadly cloud over numerous cities, selling their skills to the Serene Visage : Grants a bonus on Bluff checks.
highest bidder. When a courtier became careless or his Shock and Awe : Reduces a surprised creature's initiative
enemies became powerful, the Black Cloaks struck from the roll.
shadows and vanished without a trace. Many scoundrels, Spontaneous Search : Searches a 30-foot-cube area in 1
from petty criminals to angel-faced schemers, passed through round.
the ranks of the Black Cloaks, their identities, exploits, and 2nd-Level Sorcerer/Wizard Spells
tools recorded in only one place–Myths of the Shadow, a Black Marked Man: Helps track a subject.
Cloak manual, This tome holds the secrets of the Black
Cloaks and is as much a spellbook as a manual of thieving, RANGER SPELL
disguise, and evasion. Among treatises on slipping bonds and 1st-Level Ranger Spell
histories of the sinister organization lurk the group's best Marked Man: Helps track a subject.
kept secrets: a host of unique spells known only to the most
sly and dark-hearted magic users. Since the supposed fall of
the Black Cloaks, Myths of the Shadow has appeared many SCRIPTURE OF ELEMENTAL EVIL
times in the hands of numerous wizards. However, as is its The compiled blasphemies known as the Scripture of
elusive nature, every time it surfaces, it quickly slips away, Elemental Evil have a long and confused history, tying back to
either lost by or stolen from even the most watchful masters. the atrocities of' the dreaded Temple of Elemental Evil, the
Myths of the Shadow physically possesses the same foul rites of evil archomentals, and the plots of the mad god
anonymity as its past masters. Unremarkable with utterly Tharizdun (See page 123 of COMPLETE DIVINE). Numerous
black covers, this tall, thin tome hides itself among those fiend worshipers dark cultists have
around it, changing its appearance to mirror theirs. Those employed these spells in the past:
looking for the book must succeed at a DC 18 Search check to fanatical priests of supposedly
notice it among others. Even those who know exactly where forgotten deities; the fiendish
the book should be must make a DC 12 Search check to find acolytes or Zuggtmoy, Demon
it. Queen of Fungi; and the deluded
Myths of the Shadow contains many appropriately elusive cultists of the Elder Elemental
and misleading spells from the PLAYER'S HANDBOOK among Eye.
its more mundanely sinister writings. It is most notable, how- In truth, worshipers of the god
ever, for containing the signature spells of the Black Cloaks. Tharizdun produced the original
Since most are relatively simple spells, those who merely Scripture of Elemental Evil after their
dabble in magic or seek to augment their more stealthy lord was imprisoned and became
unable to affect the world directly.

68
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books
His most devout followers believed if they could create spells
in their god's honor and persuade others to cast them, the CURSE OF THE BLACK PYRAMID
escape of his profane energies would result in his eventual Long ago, a mortal wizard named Arzarran stole
freedom. Convincing members of other religions that the knowledge of these spells from the deities of the sun and
spells were granted by forgotten deities, they spread their desert. For this transgression, he was cursed for eternity,
blasphemous works, tricking their dupes into speeding as have been all other spellcasters who learn his secrets.
Tharizdun’s unholy release. To further hasten their sinister Every time an arcane caster uses one of these spells, there
work, these zealots also formed the cult of the Elder is a cumulative 1% chance that Arzarran's curse activates.
Elemental Eye, a mysterious religion that still lingers today. This chance resets to 0% during the spring equinox.
Most worshipers, however, are unaware that the Elder If the curse comes into play, the caster faces a dire
Elemental Eye is truly an aspect of Tharizdun. threat. The mummy of Arzarran, the same mummy from
New Spells of Elemental Evil: The Scripture of Elemental which the spell strips were first stolen, rises from the
Evil possesses several new spells. black pyramid and pursues the caster. This mummy is
Source: Dragon 347 (Spellcraft – Scripture of Elemental wrapped in ancient, black silks and wears a mantle of
Evil) frayed cloth strips upon which every spell within Spell
Strips of the Black Pyramid is scribed. This creature's CR
CLERIC SPELLS should exceed the caster's level by at least 3, and it
2nd-Level Cleric Spells therefore probably has numerous class levels, probably in
Blaze Bones: Enhance an undead with flames also damage it. wizard or sorcerer. While the mummy or mummy lord
Burning Hate: Deal 1d5 fire damage/two levels and inspire presented on page 190 of the MONSTER MANUAL might
hate toward your target. suffice as Arzarran, the skirr or mummified creature
Cold of the Grave: Deal 1d6 cold damage, 1d6 damage from template on page 111 of LIBRIS MORTIS make
negative energy, and Strength damage. considerably more monstrous threats-ones obviously
3rd-Level Cleric Spells cursed by the gods. Additionally, higher-level parties
Liferot: Cover target in fungi, making it unable to benefit might be better challenged by the swarm-shifter template
from magical healing. and the CR 16 mummy king presented with it as an
4th-Level Cleric Spells example–on page 124 of LIBRIS MORTIS, or the dry lich
Caustic Disdain: Deal 1d6 acid damage/round to target and template from chapter 6 of SANDSTORM.
make others less willing to aid it. Once awakened by use of these accursed spells, this
6th-Level Cleric Spells undead monster pursues its quarry until either it or its
Storm Slave: Entangle target in lightning and possibly cause target is destroyed. The body of anyone slain by Arzarran
it to accept a charm monster effect. disappears a day later, leaving behind only a pile of black
8th-Level Cleric Spells sand, the corpse carried away by the gods and
Summon Avatar of Elemental Evil: Calls powerful being of mummified within the black pyramid.
elemental evil to fight for you. tell what tragedy befell this accursed place, all things touched
by its sands are irreversibly tainted and the unliving things
SORCERER/WIZARD SPELLS that call it home are little more than half-seen nightmares.
2nd-Level Sorcerer/Wizard Spells Thus, it’s no surprise that the ancient arcana pilfered from its
Blaze Bones: Enhance an undead with flames also damage it. depths bear not only powerful secrets, but the taint of this
Cold of the Grave: Deal 1d6 cold damage, 1d6 damage from land's forgotten curse.
negative energy, and Strength damage. The Spell Strips of the Black Pyramid harbor many formulae
3rd-Level Sorcerer/Wizard Spells that draw upon the power of the desert, but those who use
Burning Hate: Deal 1d5 fire damage/two levels and inspire them risk the wrath of ancient gods. Found scribed upon the
hate toward your target. wrappings of a mummy discovered deep within the pyramid,
4th-Level Sorcerer/Wizard Spells these spells have since been copied onto actual parchment.
Caustic Disdain: Deal 1d6 acid damage/round to target and Readers should be warned, however, for these spells have
make others less willing to aid it. brought woe upon all who come to possess them. Little is
Liferot: Cover target in fungi, making it unable to benefit known of the mage who first found these spells. According to
from magical healing. rumors, he died shortly after returning to civilization. His
6th-Level Sorcerer/Wizard Spells apprentice, eager to carry on his master's work, copied the
Storm Slave: Entangle target in lightning spells from the cloth strips that originally bore them into
and possibly cause it to accept a charm monster actual tomes and sold them to a number of mages. Within a
effect. year, the apprentice disappeared. Similar mysterious fates
befell numerous mages who purchased the scribed strips.
SPELL STRIPS OF THE BLACK Presented here are the unique spells found within the rare
PYRAMID tomes now known as Spell Strips of the Black Pyramid.
Spellcasters who come across one of these tomes gain great
Hidden amid the sun-scorched dunes
control over the powers of the sand and sun, but not without
of the most forbidding desert lies a
risking a terrible price (see the Curse of the Black Pyramid
tainted barren of black sand. From the
sidebar).
withered heart of this lifeless waste
New Spells in Spell Strips of the Black Pyramid: Copies
rises a single structure, a black
of Spell Strips of the Black Pyramid most commonly appear as
pyramid that radiates an eternal
weathered folios, their pages scribed in faded brown inks and
curse. Although no lore survives to

69
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books
with stylized images of the sun adorning their covers. SONGSABERS
Although these tomes are rare, at least eleven copies were
From impetuous noble scions to the light-fingered youths
originally created and more might have been copied since
of the streets, Waterdeep's younger generations are wearied
then. However, every time the bearer of one of these tomes
on tales of daring heroes, quick-tongued rogues, and high
vanishes the spellbook goes missing as well, supposedly
magic. In recent months, the reopening of New Olamn bard
spirited away by the gods back to the black pyramid. A copy
college has attracted many of these thrill seekers, uniting
of Spell Strips of the Black Pyramid, holding only the new spells groups of the most unlikely companions in their shared love
presented here, is worth 800 gold pieces, although this might
of art and desire for adventure. From among these collections
be significantly lower if the buyer knows about the associated
of brash and bold students one troupe has distinguished itself
curse.
not just for its exceptional skill in the bardic arts but for
Those interested in further expanding their repertoire of
unmatched bravado and a penchant for disruption. Members
desert magic or who wish to unlock spells similar to those
of this fraternity call themselves Songsabers.
found in Spell Strips of the Black Pyramid should consider the The Songsabers are a coed organization of New Olamn's
dozens of spells presented in chapter 5 of SANDSTORM.
students dedicated to their studies, each other, and their
Source: Dragon 331 (Spellcraft - Spell Strips of the Black collective desires to one day feature as heroes in the tales
Pyramid) they were raised on. To this end, these aspiring adventurers
embrace the theatrical and indulge in extracurricular–and
CLERIC SPELLS often impromptu competitions of spellcasting and
3rd-Level Cleric Spells swordsmanship, usually in highly visible public areas. Such
Screen of Heat: Shimmering illusion causes 25% miss chance displays often interrupt the practice and performances of
to all attacks through it. other students not to mention the public lives of Waterdeep's
4th-Level Cleric Spells citizenry and have caused many members of New Olamn's
Camel's Tenacity: Travel without food or water.
faculty to condemn the group as upstarts scuffing the
5th-Level Cleric Spells college's still fragile name. Secretly, though, several of the
Touch of the Pharaoh: Afflicts a creature with mummy rot.
college's teachers lend approving winks and nods to the
Songsabers, seeing them as the most ambitious of their peers.
DRUID SPELLS This encouragement is perhaps best evidenced by the rare
3rd-Level Druid Spells magic and unique weapons gifted to–or stolen by–the
Camel's Tenacity: Travel without food or water.
fraternity, from which they take their name: songsabers.
Dust Storm: Create a blinding storm that deals 1 d6 damage
New Spells of the Songsabers: A mystery to many among
per round.
the faculty of New Olamn college are the spells frequently
Screen of Heat: Shimmering illusion causes 25% miss chance
put into use in the pranks, forays, and performances
to all attacks through it.
conducted by the Songsabers. Obscure, far-flung, ancient, or
4th-Level Druid Spell
new, many of the spells Songsaber bards so flippantly cast are
Desert Burial: Buries targets up to their necks in sand.
uncommon to even master bards. Many believe that one of
the college's senior instructors provides the group with their
SORCERER/WIZARD SPELLS
magic through specially made songsabers. Others fear that
3rd-Level Sorcerer/Wizard Spell
these spells might be provided by a more sinister source,
Dust Storm: Create a blinding storm that deals 1d6 damage
however, tempting the Songsabers to perform foolhardy
per round.
deeds and bring about consequences for which they're totally
4th-Level Sorcerer/Wizard Spells
unprepared.
Desert Burial: Buries targets up to their necks in sand.
Source: Dragon 335 (Spellcraft – Songsabers of Waterdeep)
6th-Level Sorcerer/Wizard Spell
Sand Spiral: Cone deals 1d6 damage per level, -2 penalty on
BARD SPELLS
attacks, checks, and saves.
1st-Level Bard Spell
7th-Level Sorcerer/Wizard Spell
Loresong: You gain a bonus with one skill and can use it
Crown of Despair: All creatures that see you must save or be
untrained.
paralyzed.
2nd-Level Bard Spells
Animate Instrument: Instrument carries a tune for you,
allowing you to take other actions.
Tune of the Dancing Weapon: Sword animates and fights for
you.
3rd-Level Bard Spell
Ever-Armed: A rapier and dueling cloak appear in your
hands.
5th-Level Bard Spell
Harmonic Void: Creates a dead zone that makes spellcasting
difficult.

70
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books
SORCERER/WIZARD SPELLS THE HIDDEN BOOK
1st-Level Sorcerer/Wizard Spell On an unremarkable shelf in the most neglected section of
Loresong: You gain a bonus with one skill and can use it
the least prestigious magic university in the land sits a small
untrained. 2nd-Level Sorcerer/Wizard Spell
brown book with no distinguishing qualities whatsoever.
Tune of the Dancing Weapon: Sword animates and fights for
Entitled simply An Examination of the Effect of Atmospheric
you.
Disturbances on the Mating Habits of Aphids, none of the many
learned wizards and scholars who have searched through the
SONGSABERS library's stacks over the years have ever felt even the slightest
Aside from being a group of particularly reckless urge to peruse it. It has thus sat untouched for decades,
students at New Olamn bard college (see page 24 of perhaps centuries, since its gnome author donated it to the
Dragon Magazine #335), songsabers are also rare magic school.
weapons that grow In power as their bard wielders' skills Unknown to all, however, the small book's author was not
increase. To most characters, songsabers are nothing more the long-forgotten sage whose name appears on the cover, but
than wooden cutlasses, longswords, rapiers, or sabers (see rather a powerful gnome illusionist. The gnome spent his
page 97 of the FORGOTTEN REALMS CAMPAIGN SETTING). entire professional life stretching the boundaries of what
Those using wooden weapons take a -2 penalty on attack illusion magic can accomplish and recorded all of his
rolls and such weapons only deal nonlethal damage. In the findings in this single tome. While he gifted the university
hands of a bard, however, these weapons become far more with the sum of his knowledge, his sense of humor could not
potent. resist playing a little joke on future generations. He gave his
Constructed as educational tools, not actual weapons, work a fake title and author, and interspersed engravings of
songsabers are repositories of bardic lore. Upon the blades aphids throughout the text to give anyone flipping through it
of these artfully crafted practice weapons run various the impression that the book's title was accurate. He also
complex runes. When wielded by a bard, however, these littered the book with secret page spells. Finally, he delivered
runes lose their mundane appearance, with one rune his masterpiece mixed in with seven cartloads of other
glowing brightly for every spell level the bard is capable of mundane books that he had acquired solely to camouflage his
casting (thus a 5th-level bard, capable of casting o 1st-, and true gift. Thus the book was added to the university's
2nd-level spells, would cause three runes to glow). These collection with no one the wiser to its true contents.
glowing runes (regardless of number) shed shadowy One of the gnome illusionist's most promising apprentices
illumination to a radius of 5 feet. A bard who studies one began searching for her master's masterpiece soon after he
of a songsaber's glowing runes for a full day and succeeds at died. She knew he donated it to a library, but she could never
a Spellcraft check (DC 15 +1 per spell level of the spell find out when or to which one. Knowing her master's
held by the rune), reveals a spell from the bard spell list of penchant for supporting smaller institutions of learning, she
a level he is capable of casting. Only the spells contained began a search for the book among all the lesser magic
within glowing runes can be revealed. If a bard wielder university libraries. Even the smallest such libraries held
chooses, he may replace a spell he knows of the same level thousands of tomes and she never knew which of the myriad
with the newly revealed spell. This replacement is books in the stacks belonged to her master. Her quest to
permanent and the old spell known is lost (although it can locate the Hidden Book, as she called it, passed down to her
be relearned normally). Usually flashy, martial, or heroic apprentices and then to theirs. Four generations of gnome
in theme, spells held within a spellsaber's runes are fixed wizards have searched for the Hidden Book, and none have yet
at the time of a songsaber's creation and do not change, found it. It has become something of a joke among gnome
regardless of its wielder. A sample songsaber might hold the scholars, and many wonder if the book ever existed at all.
following spells (one from each spell level, o to 6th): The book does exist, and some of its contents are described
dancing lights, expeditious retreat, tune of the dancing weapon, below.
ever armed, rainbow pattern, greater heroism, mass cat's grace. New Spells Within the Hidden Book: The Hidden Book
Some of these spells are uncommon bard spells seeing contains many illusion spells from the PLAYER'S HANDBOOK,
renewed use due to their recent appearances upon as well as lengthy treatises on proper ways to use them. It is
songsabers. These spells are detailed in this article. most notable, however, for the spells developed personally by
Lesser songsabers also exist, which are the same as normal the tome's author. He was a master of using illusions in
songsabers but only hold spells from o to 3rd level. unusual and unexpected ways, particularly mind-altering
Songsaber: Moderate (all schools of the spells held within phantasms. The following spells represent some of his more
the songsaber, most commonly conjuration, evocation, creative experiments in his chosen field.
illusion, and transmutation); CL 16th; Craft Magic Arms Source: Dragon 324 (Spellcraft – The Hidden Book)
and Armor, creator must be a bard, seven spells of
differing levels from the bard spell list to be held by the ASSASSIN SPELL
songsaber; Price 12,000; Weight 4 lb. 2nd-Level Assassin Spell
Lesser songsaber: Faint (all schools of the spells held Phantom Foe : Phantasm flanks subject.
within the songsaber, most commonly conjuration,
evocation, illusion, and transmutation); CL 7th; Craft BARD SPELL
Magic Arms and Armor, creator must be a bard, four spells 2nd-Level Bard Spell
of differing levels from the bard spell list to be held by the Delusions of Grandeur . Subject becomes overconfident and
songsaber; Price 4,000; Weight 4 lb. careless.

71
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books
SORCERER/WIZARD SPELLS Dexterity check.
0-Level Sorcerer/Wizard Spells Ghosts in the Machine: Those arcanists who
Chalkboard: Creates opaque plane you can write on. decode the mystery of the Silver Hexameric Folio
2nd-Level Sorcerer/Wizard Spells are in for a surprise. In addition to being a
Delusions of Grandeur : Subject becomes overconfident and nontraditional spellbook, the folio is also a
careless. sentient magic item, although one with no
Phantom Foe : Phantasm flanks subject. abilities beyond its own self-awareness. Created as a
3rd-Level Sorcerer/Wizard Spells repository of spell weaver magical lore, the
Sensory Deprivation : Subject cannot perceive world around collection was also meant to be a teacher of not
it. only the spell weavers’ magical tradition, but
6th-Level Sorcerer/Wizard Spells also their history. The volume, calling itself
Shadowy Grappler : Shadowy force grapples subject. Numunal, can speak with anyone who
Solipsism : Subject is convinced the world is fake. holds it, as well as any spell weaver within
100 feet via a form of telepathy, filling the
target’s head with strange chirps and beeps
THE SILVER HEXAMERIC FOLIO that are likely mistaken for noises made
A remnant of the vast and mysterious spell weaver empire, audibly by the folio. While spell weavers understand this
the book now known only as the Silver Hexameric Folio was noise as their ancient abandoned language (see the “Ecology
discovered only a short time ago. Unearthed and catalogued of the Spell Weaver” on page 62 of Dragon Magazine #338),
with its current name by the not especially creative scholar the application of a comprehend languages or tongues spell
Thannor Gwervilal, this oddly designed volume consists of translates this unusual mental communication for other
three separate pentagonal books, each made of silver and races.
covered on all surfaces by inscrutable spell weaver Those who come to understand Numunal find it to be
hieroglyphics. A fine metallic cord connects the top and helpful and friendly, offering to assist the fledgling
bottom folios to the middle book forming an interconnected researcher in his search for further lost lore. This sociability,
series. however, is merely a charade. Numunal seeks the return of
Filled with indecipherable runes, the Silver Hexameric Folio the spell weaver empire and encourages his new master to
has proved a mystery to all modem scholars who have horde magic items and seek out anything spell weaver
examined it. In order to explain their inability to related. It does this in secret hope that eventually its user
comprehend the folio, Thannor and his peers claimed that might encounter an actual spell weaver who Numunal can
the three books were designed to be read simultaneously but present the collected mass of magic items to, any of which
that the pages are numbered non-linearly. As such, the open might be a piece of the Code of Reversion.
pages from a difficult code requiring both mental and Numunal has the following statistics: Int 17,Wis 10, Cha 17;
physical dexterity to accurately reveal, but even then it is still Alignment N; telepathy (limited), blindsense 120 ft.; Bluff
written in a language that only magic can decipher. +13, Knowledge (arcana) +13, Knowledge (history) +13,
Thannor's claim has largely been accepted as a likely Spellcraft +13; Ego 11 score.
reasoning, and thus the Silver Hexameric Folio has been New Spells of the Silver Hexameric Folio: The Silver
tagged, filed, and put into storage. Hexameric Folio contains several unique spells created by the
Thannor's claim, however, is wrong. peerless hands of ancient spell weaver masters. The following
The Silver Hexameric Folio in fact contains some of the last new spells are among those found within its hidden
fragments of advanced spell weaver magical lore, arcane knowledge.
sciences perfected by one of the most magically adept races The artificer standard class from Eberron Campaign Setting
known to prehistory. Currently. these secrets languish in the casts numerous spells that manipulate magic items, making
hands of the uncomprehending, waiting for a properly spells like modulate and siphon perfect for these characters.
brilliant mind to once again reveal them to an unprepared Conversely, a number of artificer spells are thematically
world. similar to the spells included upon the Silver Hexameric Folio’s
Shapes in Silver: Contrary to the frustrated suppositions shimmering sheets and might find their way into its
of Thannor Gwervilal, the Silver Hexameric Folio is not merely collected knowledge.
a randomly organized code requiring multiple pairs of hands Source: Dragon 338 (Spellcraft – The Silver Hexameric
to handle. Anyone who spends a day examining the Silver Folio)
Hexameric Folio can make a DC 25 Intelligence check. While
failure reveals nothing, a successful check exposes a BARD SPELL
fundamental secret of the folio: If the chains connecting the 3rd-Level Bard Spell
individual books of the folio are removed, the silver pages of Anamensis: Taps into an alien unconscious, providing a
each can be reassembled. When the correct four pages from bonus on Knowledge skill checks.
each of the three books are removed and placed together in
the shape of a dodecahedron, the arcane runes thus revealed SORCERER/WIZARD SPELLS
expose a wealth of arcane secrets. This 3rd-Level Sorcerer Wizard Spells
assemblage results in a twelve-sided silver Modulate: Temporarily changes what spell is cast from a
polyhedron that hums as the writing glows wand.
faintly. After its true shape is discovered, Siphon: Drains charges from wands or staffs to replace
the Silver Hexameric Folio can be collapsed expended spells.
back into its normal form or reconstructed as
a full-round action requiring a DC 15

72
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books
4th-Level Sorcerer Wizard Spells CLERIC SPELLS
Anamensis: Taps into an alien unconscious, providing a 2nd-level Cleric Spell
bonus on Knowledge skill checks. Curse of the Gypsies: Afflict a target with bad luck, an
Cynosure: Increases the accuracy of inaccurate teleportation invisible mark, or an unnatural aura.
spells. 3rd-level Cleric Spell
8th-Level Sorcerer Wizard Spells Rain of Terror: An unnatural rain makes those within more
Spell Star: Creates a magic construction that counters spells susceptible to fear effects.
targeting the caster.
DRUID SPELL
THE TOME OF STRAHD 2nd-level Druid Spell
“I am Ancient, I am the Land. My Curse of the Gypsies: Afflict a target with bad luck, an
beginnings are lost in the darkness of the past. invisible mark, or an unnatural aura.
I was the warrior, I was good and just. I 3rd-level Druid Spell
thundered across the land like the wrath of a Rain of Terror: An unnatural rain makes those within more
just god, but the war years and the killing susceptible to fear effects.
years wore down my soul as the wind wears
stone to sand. All goodness slipped from my SORCERER/WIZARD SPELLS
life; I found my youth gone, and all I had left 3rd-level Sorcerer/Wizard Spells
was death.” Curse of the Gypsies: Afflict a target with bad luck, an
–Count Strahd von Zarovich invisible mark, or an unnatural aura.
The Tome of Strahd Rain of Terror: An unnatural rain makes those within it more
susceptible to fear effects.
So begins the Tome of Strahd, 4th-level Sorcerer/Wizard Spells
autobiography and confession of the Bloodstone's Frightful Joining: Enables possession of an
infamous Count Strahd von Zarovich. undead creature.
Hidden within the haunted halls of Strahd's Baneful Attractor: Diverts spells from their original
Castle Ravenloft the Tome of Strahd holds target to one of your choosing.
revelations intimate not just to one of the Wraithform: Subject is disguised and can move as a wraith.
most feared villains of all legend, but to
the misty realm he both rules and suffers THE TWILIGHT CODEX
within as captive. Aside from even these The elven mage Cirath Iyshane spent his life exploring the
mysteries, though, the account details Strahd's first lessons mysteries of the night sky and the cryptic patterns formed by
and experiments with necromancy, a morbid art learned from the stars and celestial bodies. Applying much of what he
a sinister being he knows only as Death. These first steps learned to magic, he discovered strange symbols in the
down a path of betrayal, fratricide, and immortal frustration movements of the heavens and deeper mysteries in unearthly
are embodied by a number of unique and long forgotten bodies. Realizing he had stumbled across greater secrets than
spells. While the rare and dreadful formulae penned within he could ever hope to fathom, even in his long lifetime, he
the Tome of Strahd are said to number in scores, presented cataloged his discoveries in a journal he called the Twilight
here are but a few of the incantations and related secrets the Codex. As his work progressed, however, it became apparent
Dark Powers have allowed to escape the misty borders of that some constellations held magical meanings and that
Barovia. more than serendipity seemed to be at work in the
New Spells From the Tome of Strahd: While the actual night's ballet. Thus, the Twilight
Tome of Strahd is. a unique volume, numerous corruptions and Codex; become one of the
half legitimate copies have leaked out from Castle Ravenloft. most unlikely yet
Of these, none contain a wholly accurate account of Strahd's remarkable spellbooks ever
history or a complete collection of the magical formulae penned.
within the original. Some rumors even claim that the spells Iyshane's research was
in many of these copies are dangerously incomplete or cut tragically short,
purposefully misscribed, imperiling any caster who might though. Not long after
use them. Regardless, copies with merely the spells presented revealing his discoveries
here are worth upward of 1,9oo gp. More dire whispers, to an incredulous group of
though, question how any copies of the tome managed to colleagues, the e lven
escape Ravenloft and to what foul end–as it seems unlikely wizard's observatory
that such secrets could slip from Count Von Zarovich's home was attacked by a
demesne against his will. pack of werebeasts,
Source: Dragon 348 (Spellcraft – The Tome of Strahd) seemingly intent on
destroying the
BARD SPELL stargazer's work. In the
2nd-level Bard Spell raid, all of Iyshane’s
Curse of the Gypsies: Afflict a target with bad luck, an notes and star charts were
invisible mark, or an unnatural aura. destroyed and the Twilight
Codex stolen.

73
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books
Bound in black leather, upon its surface the Twilight Codex
bears the image of a silver crescent moon. Within, page after
page of notes detail hundreds of constellations, along with
the arcane significance of each. Since its creator's death, the
tome has resurfaced numerous times, often in the hands of
some mysterious lycanthrope spellcaster. Those who have
pursued the book hoping to reveal the secrets of the stars
have found the tome elusive–as insubstantial as moonlight.
New Spells of the Twilight Codex: The Twilight Codex
contains many spells with the darkness descriptor found in
the PLAYER'S HANDBOOK, as well as purportedly "new" spells
recorded by the book's author. While Iyshane was perhaps
the first modern wizard to pen these spells, it is suspected
that numerous circles of druids have know n of this magic for
centuries, and as such might have access t0 spells thought to
be exclusive to the Twilight Codex. Deities of the moon, stars,
TVASH−PRULL'S SYMPHONY
and sky also sometimes grant their most favored clerics Tvash-Prull is one of the more obscure figures in the
access to these spells. history of music. The talented half-elf spent most of his youth
Amid its treatises on the moon and maps of the in a large symphony, hall working odd jobs that ranged from
constellations, one can find the following new spells within janitor to carpenter to personal assistant for many of the
the Twilight Codex. hall's regular performers. Yet as he worked, he absorbed a
Source: Dragon 340 (Spellcraft – The Twilight Codex) great deal of knowledge. One winter disaster struck and the
hall burnt to the ground in a fiery conflagration. Tvash-Prull
CLERIC SPELLS was forced out onto the street where he took up the mantle of
1st-Level Cleric Spell an adventuring bard. After retiring from the adventuring life
Motes of Moonlight: Creates an illuminating beam of several years later, he turned his attentions in full back to his
moonlight. 3rd-Level Cleric Spells music, and it is, from this period of his life that his
Moonbridge: Solidifies moonlight into a bridge. accomplishments are best remembered.
Sever Ties of the Moon: Gives a lycanthrope increased control Tvash-Prull composed nearly one hundred and fifty
of its shape, but fatigues it. movements for many different types of compositions during
his twilight years, yet he never composed a full symphony.
DRUID SPELLS He explained to his admirers that he simply got distracted
1st-Level Druid Spells too easily, that he didn't have the patience or talent to focus
Guiding Star: Creates a light that guides you somewhere on such a large undertaking. In truth, Tvash-Prull's deepest
you've been before. desire was to write a symphony for the ages, one that would
Motes of Moonlight: Creates an illuminating beam of be remembered for centuries to come. He theorized that by
moonlight. weaving several unique spells he had researched into the
3rd-Level Druid Spells fabric of a symphony's music, the result would be one to rival
Moonbridge: Solidifies moonlight into a bridge. the classics. He toiled for years in secret on his masterpiece,
Sever Ties of the Moon: Gives a lycanthrope increased control but unfortunately never got to hear it–Tvash-Prull died of old
of its shape, but fatigues it. age only minutes after finishing his life's work.
Shooting Star: Rains burning stars down upon your enemies. The symphony itself usually appears as a large folio that
6th-Level Druid Spell contains several dozen sheets of music for a full orchestra of
Lunacy: Curses a victim with madness tied to the moon. instruments. Copies of the symphony typically appear on
high-quality sheets of parchment or paper and are beautifully
SORCERER/WIZARD SPELLS illuminated. The artistic quality of this complete symphony
1st-Level Sorcerer/Wizard Spell in sheet mu sic form is of such mastery that it is worth 2,500
Guiding Star: Creates a light that guides you somewhere gp to a collector on the merits of its workmanship alone. To a
you've been before. and-Level Sorcerer/Wizard Spell collector who knows the symphony's secret, it is worth
Shooting Star: Rains burning stars down upon your enemies. considerably more.
3rd-Level Sorcerer/Wizard Spell New Spells within Tvash-Prull’s Symphony: One of the
Sever Ties of the Moon: Gives s lycanthrope increased control little-known facts about his symphony is that several of
of its shape, but fatigues it. Tvash-Prull's unique spells are cleverly encoded in the sheet
6th-Level music. Read magic deciphers the magic, as does a
Sorcerer/Wizard Spell successful Spellcraft check (DC 22 + spell level),
Lunacy: Curses a victim but the spells cannot be cast directly from the
with madness tied to the sheets.
moan. Tvash-Prull's symphony was
created with bardic spellcasters
in mind and thus the spells
hidden therein are only
accessible to them. A bard who
successfully studies the
symphony's spells may

74
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books
exchange any spells he currently knows of an equal level for something more of the frightful sorcerer
any of the spells encoded in the sheets. He can also select any lives on, haunting their nightmares
of these spells as new spells in the future when he increases and possibly his only surviving
his bard spellcaster levels. work.
Source: Dragon 328 (Spellcraft - Tvash-Prull’s Symphony) New Spells from Visions
of Fear: Visions of Fear
BARD SPELLS contains many spells from
1st-Level Bard Spells the PLAYER'S HANDBOOK
Undersong : You may make Perform checks in place of with the fear descriptor,
Concentration checks. along with a host of unique
2nd-Level Bard Spells spells. Paradigms of dread-
Tvash-Prull's Bonefiddle : A spectral bow plays upon the inspiring magic, the spells in
target's bones, dealing sonic damage. this folio are some of the most
3rd-Level Bard Spells sought after by all manner of
Love's Lament : A cone of disheartening music deals 1d6 corrupt and malicious spellcasters.
Wisdom damage and nauseates those affected. The following spells represent the
4th-Level Bard Spells legacy of Phade Evanshad: a handful of ingeniously sinister
Fugue of Tvash-Prull : The target is hindered or harmed in a spells that instill horror with their every casting.
manner dictated by the caster's Perform skill Source: Dragon 333 (Spellcraft – Visions of Fear)
6th-Level Bard Spells
Symphonic Nightmare : Disruptive music fills the target's BARD SPELLS
sleep, preventing him from resting. 1st-Level Bard Spells
Glimpse of Fear: A flash of horror causes the target to become
shaken.
VISIONS OF FEAR 2nd-Level Bard Spells
Few who knew Phade Evanshad in his youth could have Phade's Fearsome Aspect: The target gains a +5 bonus on
predicted the terror he would later unleash. A slight and Intimidate checks and can demoralize as a swift action.
sickly youth, bullied by other children and plagued by 3rd-Level Bard Spells
nightmares for much of his adolescence, none suspected the Vision of Fear: You gain knowledge of the target's greatest or
cruel revenges and morbid delights he imagined even then. most recent fear.
When Phade's natural mastery of magic first manifested some 5th-Level Bard Spells
say he willed it into existence through his frustrated rage–it Inescapable Swarm: Targets feel as though they are covered
was shaped by the incessant anger and fear that so inspired by an invisible swarm of insects.
him. Delighting in his ability to spread abject panic with but
a few severe gestures, Phade's transformation from a tortured CLERIC SPELLS
child to a dark menace proved swift and startling. 1st-Level Cleric Spells
While many common folk remember Phade as a cruel Glimpse of Fear: A flash of horror causes the target to become
tyrant and self-proclaimed Master of All Fears, in arcane shaken.
circles he remains better known for his development of new 2nd-Level Cleric Spells
methods of using fear as a weapon. With his intimate Phade's Fearsome Aspect: The target gains a +5 bonus on
knowledge of what it is to be afraid coupled with a burning Intimidate checks and can demoralize as a swift action.
passion to incite terror in others, Phade's documentation and 3rd-Level Cleric Spells
rediscovery of numerous unique spells was far more prolific Vision of Fear: You gain knowledge of the targets greatest or
than many other sorcerers. most recent fear.
Phade's legacy of horrors came to an end in a conflagration
of otherworldly fire that destroyed his tower. Along with SORCERER/WIZARD SPELLS
their creator, many of Phade's signature spells disappeared, 1st-Level Sorcerer/Wizard Spells
presumably destroyed in the fire. Yet something survived. Glimpse of Fear: A flash of horror causes the target to become
Presented here are the contents shaken.
of the only text found within 2nd-Level Sorcerer/Wizard Spells
the charred ruins, a folio Phade's Fearsome Aspect: The target gains a +5 bonus on
inexplicably untouched by Intimidate checks and can demoralize as a swift action.
flame and seemingly newly Vision of Fear: You gain knowledge of the target's greatest or
penned entitled Visions of Fear. most recent fear.
This fearful text, coveted by 4th-Level Sorcerer/Wizard Spells
magic-using tyrants and Inescapable Swarm: Targets feel as though they are covered
sinister spellcasters the world by an invisible swarm of insects.
over, is widely believed to Sphere of Terror: Creates 3o-ft. radius of supernatural shadow
constitute all that remains of filled with deadly shadowy illusions.
the Master of All Fear's reign of
terror. However, those who
lived in dread of the foul
magics of Phade Evanshad still
can't help but suspect

75
Complete Dragon and Dungeon Magazine 3.5 Spells – Spell Books
VOLUME VENEFICUS 4th-Level Cleric Spells
Few works of magical lore so inspire both covetousness and Fang Blade: Transforms a snake into a sword that can bite
dread as the deadly Volume Veneficus. Unlike any other and poison targets.
magical writing, the spells that encompass this work are Merrshaulk’s Kiss: Enhances a number of living snakes.
scribed upon the scales of living snakes, each one's colorful 6th-Level Cleric Spells
scales magically altered into mystic runes. According to yuan- Serpent Storm: Creates a hail of deadly serpents that bite and
ti legend, these powerful spells were gifts from their terrible poison everyone in the area.
god Merrshaulk, a reward to those yuan-ti who bred the
mightiest and deadliest serpents. While the original snakes DRUID SPELLS
have long since been lost, once a generation an egg laid by a 2nd-Level Druid Spells
Venomous Volley: Cone of fangs damages and weakens
particularly favored yuan-ti temple leader hatches as a nest of
targets.
fully grown serpents bearing the Volume Veneficus. Thus, this
lore has passed from one generation of yuan-ti to the next. 3rd-Level Druid Spells
Crushing Coils: Teleport constrictor to crush opponent.
On rare occasions, a new snake appears bearing the Volume
Fang Blade: Transforms a snake into a sword that can bite
Veneficus mystic patterns or additions to it. Great omens and
and poison targets.
portents signal this event to the yuan-ti, and sometimes their
Merrshaulk’s Kiss: Enhances a number of living snakes.
cruel god places such a great boon within the territories of
Snake Shield: Serpentine force surrounds you and protects
other sentient creatures. The yuan-ti invariably launch a dark
you from attack.
crusade to reclaim what they see as their birthright, and in so
doing fill Merrshaulk's thirst for conquest and destruction. 4th-Level Druid Spells
Spitting Cobra: You make ranged attacks with a snake's
New Spells of the Volume Veneficus: Widely considered
venom.
one of the most holy texts of Merrshaulk's church, the
5th-Level Druid Spells
Volume Veneficus bears not just spells favored by the yuan-ti,
Serpent Storm: Creates a hail of deadly serpents that bite and
but words of power sacred to their dark god. Any creature
poison everyone in the area.
bearing this serpentine collection of spells gains a +2 bonus
on all Knowledge (nature) checks as they pertain to yuan-ti
RANGER SPELLS
and Knowledge (religion) checks concerning Merrshaulk's
3rd-Level Ranger Spells
worship.
Fang Blade: Transforms a snake into a sword that can bite
The Volume Veneficus commonly covers the scales of three
and poison targets.
Medium vipers, although these spells have been known to
appear upon both larger and different types of serpents
SORCERER/WIZARD SPELLS
throughout history. These snakes become docile in the hands
4th-Level Sorcerer/Wizard Spells
of any yuan-ti spellcaster, allowing such bearers to prepare
Fang Blade: Transforms a snake into a sword that can bite
the spells covering them. Should any other creature attempt
and poison targets.
to handle them, the snakes attack ferociously and can only be
Crushing Coils: Teleport constrictor to crush opponent.
studied after they are slain or magically calmed (Handle
5th-Level Sorcerer/Wizard Spells
Animal attempts always fail).
Spitting Cobra: You make ranged attacks with a snake's
Although it is possible, scribing the Volume Veneficus into a
venom.
standard spellbook is considered a heresy punishable by
death among the yuan-ti. However, that
doesn't stop the scholars of other races from
doing so. A textual copy of the Volume
Veneficus, holding only the new wizard
spells presented here, is worth 1,700 gp,
although a seller aware of such a tome's
extreme rarity might sell it for triple the
price. Should the yuan-ti hear of such of a
compilation, they spare no length in
hunting down and torturously murdering
all parties even tangentially connected to
the heretical text.
Source: Dragon 330 (Spellcraft - Volume
Veneficus)

CLERIC SPELLS
2nd-Level Cleric Spells
Venomous Volley: Cone of fangs damages
and weakens targets.
3rd-Level Cleric Spells
Snake Shield: Serpentine force surrounds
you and protects you from attack.
Page from the Silver Hexameric Folio 

76
Complete Dragon Magazine 3.5 Spells – Domain Spells
gain no insight into what the item is. This ability does not tell
APPENDIX 1: you the gold piece value of an item.
Source: Dragon 323 (Seven Deadly Domains – Spells for
Sinners)
DOMAIN SPELLS Avarice Domain Spells
The following domains supplement those described in 1 Bless: Allies gain +1 on attack rolls and saves against
Chapter 11 of the PLAYER’S HANDBOOK. Spells new to this fear.
compilation are noted with a †. Spells from the SPELL 2 Lighten Load†: Increase the carrying capacity of a
COMPENDIUM are noted with a . Spells from the BOOK OF creature.
VILE DARKNESS are noted with a 1. 3 Prayer: Allies +1 bonus on most rolls, enemies –1
penalty.
ARMY DOMAIN 4 Divination: Provides useful advice for specific
Granted Power: You have the spell-like ability to inspire proposed actions.
allies within 30 feet, giving them a +2 morale bonus on saving 5 Easy march†: Creatures move overland swiftly
throws, attack rolls, ability checks, skill checks, and weapon without suffering the tiring effects of prolonged
damage rolls. Allies must be able to hear you speak for 1 travel.
round. Using this ability is a full-round action. It lasts a 6 Heroes' feast: Food for one creature/level cures and
number of rounds equal to your Charisma bonus and can be grants combat bonuses.
used once per day. 7 Scrying, Greater: As scrying, but faster and longer.
Dragon Magazine: #317 (Faiths of Faerûn – Battleguard 8 Heal, Mass: As heal, but with several subjects.
of Tempus – Soldier-Saints of the Lord of Battle) 9 Teleportation Circle: Circle teleports any creature
inside to designated spot.
Army Domain Spells:
1 Sticky Fingers : Grants you a +1 bonus on Sleight BEGUILEMENT DOMAIN
of Hand checks. Deities: Gods of trickery, rulership, and magic might
2 Treasure Scent : Allows you to detect and follow grant access to this domain.
valuable materials by scent. Granted Power: You cast compulsion spells at +1 caster
3 Locate Object: Sense direction toward object level.
(specific or type). Source: Dragon 312 (Thieves of Will – Evil Enchanters)
4 Shrink Item: Object shrinks to one-sixteenth size.
5 Telekinesis: Moves objects, attacks creature, or Beguilement Domain Spells
hurls object or creature. 1 Hypnotism: Fascinates 2d4 HD of creatures.
6 Leomund’s Secret Chest: Hides expensive chest on 2 Enthrall: Captivates all within 100 ft. + 10 ft./level
Ethereal Plane; you retrieve it at will. 3 Hypnotic Pattern: Fascinates (2d4 + level) HD of
7 Sequester: Subject is invisible to sight and scrying; creatures.
renders creature comatose. 4 Deep Slumber: Puts 10 HD of creatures to sleep.
8 Discern Location: Revels exact location of creature 5 Confusion: Subjects behave oddly for 1 round/level.
or object. 6 Modify Memory: Changes 5 minutes of subject's
9 Antipathy: Object or location affected by spell memories.
repels certain creatures. 7 Suggestion, Mass: As suggestion, plus one
subject/level.
AVARICE DOMAIN 8 Hold Person, Mass: As hold person, but all within 30
Avarice is the desire for wealth, whether it ft.
is material goods, knowledge, or any other 9 Otto's Irresistible Dance: Forces subject to dance.
conceivable item or concept that could have
value. This kind of excessive, covetous greed CHARITY DOMAIN
causes creatures to take more than they Selfless and giving, clerics of charity believe every person
could ever use, regardless of the needs of suffers from a lack of something. Clerics of charity devote
others. themselves to filling needs, from something obvious like a
Clerics of avarice covet all they can get; street urchin dreaming of food and a warm bed to the subtle
working for free is anathema for them. desires of a prince who needs reassurances of his ability to
When the time comes to divide up party treasure, they are rule. Scorning their own wealth, clerics of charity always put
not afraid to explain why they deserve a greater share, but the material needs of others above their own. They regard
they are also willing to take tremendous risks to justify their even precious magic items as but temporary possessions,
claims. willingly handing off such items to those they perceive with
Granted Power: Once per day, as a standard action, you greater need. While their noble impulses do leave them
may determine the most valuable item within 30 feet. An vulnerable to liars with a sob story, charitable clerics must
item’s value is determined by its listed gold-piece value. If struggle with an even greater flaw: sometimes, in their zeal,
you cannot see the most valuable item within range, you they offer help to those who neither need nor want their
become aware of its general location (within 5 feet), but you interference.

77
Complete Dragon Magazine 3.5 Spells – Domain Spells
A cleric of charity gives freely. Such a character adventures protection preparing more defensive spells than just the ones
for all the normal reasons, including the acquisition of on her domain spell list. She might even take levels as an
wealth, but the wealth he acquires rarely stays with him for abjurer to heighten her protectiveness.
long. Unless a fellow character has an honest need, a cleric of Deities: Kord, Rao, Zuoken
charity never gives to another adventurer–only to the truly Eberron Deities: Dol Arrah, Silver Flame
needy (or the truly adept at lying). Forgotten Realms Deities: Lathander, Selûne, Sharindlar
Deities: Hiatea, Pelor, Rao Granted Power: Once per day, you may dispel a single
Eberron Deities: Arawai, Dol Arrah spell effect targeting you as a targeted dispel magic spell.
Forgotten Realms Deities: Eldath, Ilmater, Sharindlar Caster level equals your character level.
Granted Power: Once per day, as a full-round action, you Source: Dragon 355 (Seven Saintly Domains)
may reduce your hit points by up two times your class level
and touch an ally to give him temporary hit points equal to Chastity Domain Spells
that amount. For instance, a 5th-level cleric can give up to 10 1 Shield of Faith: Aura grants +2 or higher deflection
hit points to an ally. Your ally retains these temporary hit bonus.
points for 1 minute per your class level and you cannot 2 Restoration, Lesser: Dispels magical ability penalty
reclaim them or use healing magic to regain them or repairs 1d4 ability damage.
prematurely, even to save your own life. At the end of the 3 Magic Vestment: Armor or shield gains +1
effect you regain all the hit points you donated, even if your enhancement per four levels.
ally suffered injuries during this time. 4 Spell Immunity: Subject is immune to one spell per
Source: Dragon 355 (Seven Saintly Domains) four levels.
5 Break Enchantment: Frees subjects from
Charity Domain Spells enchantments, alterations, curses, and petrification.
1 Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 6 Bigby's Interposing Hand: Hand provides cover
hours). against one opponent.
2 Aid: +1 on attack rolls and saves against fear, 1d8 7 Repulsion: Creatures can't approach you.
temporary hp +1/level (max +10). 8 Antimagic Field: Negates magic within 1o ft.
3 Create Food and Water: Feeds three humans (or 9 Mind Blank: Subject is immune to mental/
one horse)/level. emotional magic and scrying.
4 Imbue with Spell Ability: Transfer spell to subject.
5 Cure Light Wounds, Mass: Cures 1d8 damage +1/ CHROMATIC DRAGON DOMAIN
level for many creatures. Chromatic dragons usually compel worship through terror.
6 Heroes' Feast: Food for one creature/level cures and Red and white dragons in particular delight in the abject
grants combat bonuses. submission of their followers. Blue dragons sometimes rule
7 Refuge: Alters item to transport its possessor to you. expansive theocracies, using the devotions of their adherents
8 Mordenkainen's Magnificent Mansion: Door less to stroke their egos and more to control masses of
leads to extradimensional mansion. subjects.
9 Heal, Mass: As heal, but with several subjects. Granted Power: Choose a chromatic dragon color. You
cannot later change the kind of
CHASTITY DOMAIN dragon. Once per day,
Pure of thought, body, and soul, clerics of chastity treat you may use a breath
their whole selves as inviolate. Many believe strongly in the weapon similar to the
mantra "my body is my temple," and most expand on the idea chosen dragon's. This
to include their minds as well. Chaste clerics do not merely breath weapon deals
practice sexual abstinence, they seek to prevent anything 1d6 points of damage
"foreign" from entering their bodies. They do not have tattoos per five cleric levels
or piercings, and many practice strict vegetarianism or you possess. A
veganism. While clerics of chastity possess strong (some say successful Reflex save
over-developed) senses of self, they are not entirely self- (DC 10 + 1/2 your cleric
absorbed. Seeking purity in the world–not just in level + your Charisma
themselves–clerics of chastity attempt constantly to cleanse modifier) halves the
others of taint, both physical and mental. They preach (and damage. A black
practice) that prevention precludes a cure, that a small breathes a 60-foot line
amount of the former prevents the need for a great deal of the of acid, a blue breathes
latter. While a cleric of chastity at her best makes for a prime a 6o-foot line of
example of how remaining removed from certain temptations electricity, a green
promotes a healthy life, at her worst a chaste cleric goes breathes a 3o-foot cone
beyond maintaining her purity. When overzealous, a cleric of of acid, a red breathes a
chastity becomes xenophobic to a ridiculous degree, not even 3o-foot cone of fire, and
allowing other creatures to speak to her–much less touch a white breathes 30-foot
her–for fear of exposing herself to some kind of taint. cone of cold.
Because the game does not touch upon the activities that Source: Dragon 344
might cause a chaste character consternation, playing a cleric (Class Acts – Devotees of
of chastity is relatively easy. Such a character focuses on self the Dragon)

78
Complete Dragon Magazine 3.5 Spells – Domain Spells
thoughts.
Chromatic Dragon Domain Spells 3 Mesmerizing Glare: Your gaze fascinates creatures.
1 Cause Fear: One creature of 5 HD or less flees for 4 Suggestion: Compels subject to follow stated course
1d4 rounds. of action.
2 Gust of Wind: Blows away or knocks down smaller 5 Dragonsight : Gain low-light vision, darkvision
creatures. and blindsense.
3 Claws of Darkness : Claws deal 1d8 cold damage 6 Probe Thoughts : Read subject's memories, one
and have reach. question/round.
4 Fear: Subjects within cone flee for 1 round/level 7 True Seeing: Lets you see all things as they really
5 Rebuking Breath : Your breath weapon rebukes are.
undead. 8 Mind Blank: Subject is immune to
6 Symbol of Fear: Triggered rune panics nearby mental/emotional magic and scrying.
creatures. 9 Foresight: "Sixth sense" warns of impending danger.
7 Aura of Terror : You gain an aura of fear, or your
frightful presence becomes more effective. GENEROSITY DOMAIN
8 Stunning Breath, Greater : Your breath weapon Vigilant, watchful, and thoughtful, clerics of generosity put
also stuns creatures for 2d4 rounds. others' needs ahead of their own. Whereas clerics of charity
9 Weird: As phantasmal killer, but affects all within 30 give freely without much regard to need, clerics of generosity
ft. keep ever-watchful eyes on their surroundings, targeting
those most in need with their gifts. A generous cleric does
EMOTION DOMAIN not, for example, give a hungry man a single fish–he teaches
The Emotion domain, available to clerics of Linara, may also such a man how to fish. Clerics of generosity tend to hold
be associated with deities who have influence over the mind, back their giving a little more than clerics of charity, for they
passion, and madness. do not wish themselves to become needful. They do give
Deities: Linara more than they can truly afford when the need is great, but
Granted Power: Your understanding of the mind and they do not practice such selfless gifting as their whims
emotions allows you to more easily shrug off the effects of dictate. Every gift a generous cleric makes is carefully
mind-affecting spells and effects. You gain a +4 bonus on Will planned beforehand to perform the most good possible. At
saves to resist mind-affecting spells and spell-like abilities. their best, clerics of generosity can maintain the livelihood of
Source: Dragon 340 (Eye of the Night – The Moon and Its large groups of people through their well-placed acts of
Role in D&D) giving. At their worst, generous clerics keep their eyes so
trained on helping the greatest number of needy possible
Emotion Domain Spells that they sometimes overlook lesser, easier-to-fix problems. A
1 Detect Emotions: Detects the presence and cleric of generosity, for example, might put into motion a
strength of emotions. plan that feeds an entire village 10 miles away even as a lone
2 Hypnotism: Fascinates 2d4 HD of creatures. beggar starves to death nearby.
3 Rage: Subjects gains +2 to Str and Con, +1 on Will The generosity domain works well for those who wish to
saves, –2 to AC. play a good guy schemer. While others scheme for purely
4 Confusion: Subjects behave oddly for 1 round/level selfish reasons, clerics of generosity's planning usually
5 Crushing Despair: Subject takes -2 on attack rolls, involves the most efficient way of helping the greatest
damage rolls, saves, and Skill checks. number of people. Such a character is a natural leader,
6 Nightmare: Sends vision dealing 1d10 damage, particularly of a group with no actual power (such as rebels
fatigue. intent on freeing a kingdom from tyranny).
7 Heroism, Greater: Gives +4 bonus on attack rolls, Deities: Bralm, Fharlanghn, Yondolla
skill checks; immunity to fear; temporary hp. Eberron Deities: Arawai, Olladra
8 Insanity: Subject suffers continuous confusion. Forgotten Realms Deities: Chauntea, Cyrrollalee, Tymora
9 Weird: As phantasmal killer, but affects all within 30 Granted Power: Once per day, as an immediate action you
ft. may choose to cast a maximized conjuration (healing) spell
without increasing the spell level or casting time.
Source: Dragon 355 (Seven Saintly Domains)
GEM DRAGON DOMAIN
Gem dragons rarely seek out followers, but when they Generosity Domain Spells
acquire worshipers they do not necessarily object to being 1 Death Watch: Reveals how near death subjects
seen as deities. A gem dragon rarely interacts with its within 3o ft. are.
devotees directly, but it might serve as an inspirational figure 2 Shield Other: You take half of subject's damage.
to primitive psionic humanoids. 3 Detect Thoughts: Allows "listening" to surface
Granted Power: Add Autohypnosis, Knowledge (psionics), thoughts.
and Psi-craft to your list of cleric class skills. 4 Discern Lies: Reveals deliberate falsehoods.
Source: Dragon 344 (Class Acts – Devotees of the Dragon) 5 True Seeing: Lets you see all things as they really
are.
Gem Domain Spells 6 Prying Eyes: 1d4+1/level floating eyes scout for you.
1 True Strike: +20 on your next attack roll. 7 Guards and Wards: Array of magic effects protect
2 Detect Thoughts: Allows "listening" to surface area.

79
Complete Dragon Magazine 3.5 Spells – Domain Spells
8 Teleport Object: As teleport, but affects a touched 2 Hold Person: Paralyzes one humanoid for 1
object. round/level.
9 Foresight: "Sixth sense" warns of impending danger. 3 Bestow Curse: -6 to an ability score; -4 on attack
rolls, saves, and checks; or 5o% chances of losing each
HOPE DOMAIN action.
4 Ray of Exhaustion: Ray makes subject exhausted.
Posses by clerics of the Order of the Eternal Light (see
Dragon Magazine #340), the Hope domain can also find a 5 Enervation: Subject gains 1d4 negative levels.
home with other deities of the sun, courage, or even some 6 Waves of Fatigue: Several targets become fatigued.
(usually good-aligned) war deities. 7 Symbol of Weakness: Triggered rune weakens
Deities: The Eternal Light. nearby creatures
Granted Power: Once per day, when you fail a skill check, 8 Spell Turning: Reflect 1d4+6 spell levels back at
attack roll, or saving throw, you may roll 1d6 and add it to the caster.
result. This ability is used after the result of the roll or check 9 Energy Drain: Subject gains 2d4 negative levels.
is revealed, but before any other actions are taken.
Source: Dragon 340 (The Eternal Light – The Sun and Its HUNT DOMAIN
Role In D&D) Deities: Ehlonna, Obad-Hai, Llerg, Eilistraee, Malar,
Balinor
Hope Domain Spells Granted Power: You gain Track as a bonus feat.
1 Bless: Allies gain +1 on attack rolls and saves against Source: Dragon 342 (Class Acts – The Wild Hunt)
fear.
2 Aid: +1 on attack rolls and saves against fear, 1d8 Hunt Domain Spells
temporary hp +1/level (max +10). 1 Hide from Animals: Animals can’t perceive one
3 Heroism: Gives +2 bonus on attack rolls, saves, skill subject/level.
checks. 2 Bear’s Endurance: Subject gains +4 to Con for 1
4 Good Hope: Subjects gain a +2 on attack rolls, min. /level.
damage rolls, saves, and checks. 3 Snare: Creates a magic booby trap.
5 Atonement: Removes burden of misdeeds from 4 Locate Creature: Indicates direction to familiar
subject. creature.
6 Heroism, Greater: Gives +4 bonus on attack rolls, 5 Commune with Nature: Learn about terrain for 1
skill checks; immunity to fear; temporary hp. mile/level.
7 Restoration, Greater: As restoration, plus restores all 6 Find the Path: Shows most direct way to a location.
levels and ability scores. 7 Control Weather: Changes weather in local area.
8 Planar Ally, Greater: As lesser planar ally, but up to 8 Discern Location: Reveals exact location of creature
18 HD. or object.
9 Miracle: Requests a deity’s intercession. 9 Foresight: “Sixth sense” warns of impending danger.

HUMILITY DOMAIN HUNGER DOMAIN


Self-effacing and penitent, clerics of humility play down Deity: Turaglas
their contributions. More than any others, humble clerics Granted Power: You are immune to natural poisons,
call themselves channels for their deities' awesome powers. diseases, or drugs that require ingestion. Substances
Clerics of humility do not consider themselves more pious or delivered by touch, inhalation, or injection still affect you,
in any way better than any other non-cleric followers of their and you are still subject to ingested toxins that are magical in
deities, placing instead the decision of becoming clerics nature.
solely in the hands of those they worship. While they do not Source: Dragon 312 (The Ebon Maw – Beware the Waking
themselves crave attention or seek the spotlight, neither do Hunger)
clerics of humility stand by idly as the undeserving (and
sometimes even the deserving, if-over-proud) call for credit Hunger Domain Spells
or acclaim. Opposing pride and the lesser sins it spawns at 1 Slow Consumption1: Caster absorbs health and
every turn, humble clerics not only bow before their deities, sustenance from helpless subject.
but they also have the ability to force others to bow as well. [Ray of Enfeeblement: Ray deals 1d6 points +1 per
While some clerics strive constantly to remain ever humble two levels Str damage.]
others work to counter pride and instill humility in others. 2 Jaws of Adamantine†: Subject gains an adamantine
Such proactive clerics of humility make excellent use of the bite attack.
domain's spells, but they draw the line at killing a proud foe– 3 Cannibalize†: Subject gains a powerful bite attack
death does not redeem. and gains temporary hit points by consuming flesh.
Deities: Cyndor, Delleb, St. Cuthbert 4 Caustic Bile†: Acidic splash deals 1d6/level (max
Eberron Deities: Arawai, Undying Court 10d6).
Forgotten Realms Deities: Helm, Ilmater, Thoth 5 Enervation: Subject gains 1d4 negative levels.
Granted Power: You cast all divination spells at +1 caster 6 Insatiable Hunger†: Subjects starve regardless of
level. how much they eat.
Source: Dragon 355 (Seven Saintly Domains) 7 Whirlwind of Teeth1: Creates moving 5-ft./level
Humility Domain Spells cylinder that deals 1d8 damage per two levels each
1 Reduce Person: Humanoid creature halves in size.

80
Complete Dragon Magazine 3.5 Spells – Domain Spells
round. 3 Diamondsteel: Metal armor provides damage
[Destruction: Kills subject and destroys remains.] reduction.
8 Steal Life1: Caster drains 1 ability score point per 4 Protection from Energy: Absorb 12 points level of
round and becomes younger. damage from one kind of energy.
[Horrid Wilting: Deals 1d8 damage/level within 30 5 Globe of Invulnerability, Lesser: Stops 1st-
ft.] through 3rd-level spells.
9 Gate: Connects two planes for travel or summoning; 6 Wall of Iron: 30 hp/four levels, can topple onto foes.
when cast as a Hunger spell, can be used only to 7 Ironguard: Subject becomes immune to all metal
connect with the Abyss. weapons.
8 Iron Body: Your body becomes living iron.
Spells in [brackets] are suggested replacement spells if the Book of 9 Dragon Ally, Greater: As lesser dragon ally, but up to
Vile Darkness is not being used.
21 HD. (Metallic dragons only.)
Note: This domain appears in the SPELL COMPENDIUM but is
significantly different in spells and granted power. Therefore, NIGHT DOMAIN
it is included in this compilation. Deities: Celestian, Eilistraee, Selune, Shar, The Keeper,
The Shadow
LUNG DRAGON DOMAIN Granted Power: You gain low-light vision. If you already
Many shamans (see ORIENTAL ADVENTURES, page 22) select have low-light vision you gain darkvision with a range of 30
the Lung Dragon domain as part of their veneration of the ft.
wider spirit world. A cleric who worships a lung dragon tends Source: Dragon 342 (Class Acts – The Wild Hunt)
to live with the misapprehension that the object of his
devotions is a singularly divine entity. Night Domain Spells
1 Sleep: Puts 4 HD of creatures into magical slumber.
Granted Power: You gain a +2 competence bonus on
Charisma-based skill checks and Charisma checks against 2 Deeper Darkness: Object sheds supernatural
creatures of the dragon type or spirit subtype. This bonus shadow in 60-ft. radius.
increases to +4 against dragon (spirit) creatures. 3 Deep Slumber: Puts 10 HD of creatures to sleep.
Source: Dragon 344 (Class Acts – Devotees of the Dragon) 4 Phantom Steed: Magic horse appears for 1
hour/level.
Lung Dragon Domain Spells 5 Nightmare: Sends vision dealing 1d10 damage,
1 Unseen Servant: Invisible force obeys your fatigue.
commands. 6 Shadow Walk: Step into shadow to travel rapidly.
2 Fog Cloud: Fog obscures vision. 7 Waves of Exhaustion: Several targets become
3 Sign of Sealing : Magical sigil protects door or exhausted.
8 Shadow Evocation, Greater: As shadow evocation,
chest, deals 1d4/level (max 10d4) if opened.
but up to 7th level and 60% real.
4 Air Walk: Subject treads on air as if solid (climb at a
9 Shades: As shadow conjuration, but up to 8th level
45° angle).
and 80% real.
5 Draconic Might : Gain +5 to Str, Con, Cha; +4
natural armor, immunity to magic sleep and
paralysis effects. PATIENCE DOMAIN
6 Sign of Sealing, Greater : Magical sigil protects Finn, resolved, and composed, clerics of patience devote
door or chest, deals 1d6/level (max 20d6) if opened. themselves to serving as living examples of mortal
7 Control Weather: Changes weather in local area. perseverance. Often believers in predestination or fate, they
8 Polymorph Any Object: Changes subject into advise that every event or action has a proper time, so
anything else. attempting to rush an occurrence does nothing but cause
9 Meteor Swarm: Four exploding spheres each deal frustration. There is a time to everything under the sun, and
6d6 fire damage. until that time comes the cleric of patience waits. These
clerics frequently watch impassively–often to the annoyance
of their impatient comrades–as events transpire around
METALLIC DRAGON DOMAIN them, only to suddenly and purposefully act. Usually, when a
Metallic dragons are, as a rule, too honest to accept open cleric of patience finally moves, his actions create a far
worship. A few, however, placing the greater good (and, greater effect than they might have if performed earlier.
perhaps, their own draconic egos) ahead of personal honor, Sometimes these clerics become too patient, calmly watching
do teach would-be clerics how to use their dragon-inspired as horrific events they could easily halt transpire unhindered.
powers for good. In other words, on rare occasions clerics of patience slip
Granted Power: You gain damage reduction 1/adamantine. toward sloth and apathy.
This increases by 1 per five cleric levels. Never hasty, a cleric of patience waits. A lot. He frequently
Source: Dragon 344 (Class Acts – Devotees of the Dragon) delays in combat, watching as the battle unfolds and moving
at exactly the right time. Outside of combat, the patient cleric
believes strongly in letting events sort themselves out, and he
Metallic Dragon Domain Spells interferes only when he believes his actions might resolve a
1 Vision of Glory: Subject gains morale bonus equal dispute or crisis. If he does not think he can end a negative
to your Cha modifier to one saving throw. event with action, he remains inactive.
2 Shield Other: You take half of subject's damage.

81
Complete Dragon Magazine 3.5 Spells – Domain Spells
Deities: Bahmut, Wee Jas, Xan Yae, Zuoken Granted Power: You gain a +1 bonus on all Charisma
Eberron Deities: Balinor, the Becoming God, Undying checks and all opposed Charisma-based skill checks.
Court Source: Dragon 312 (Thieves of Will – Evil Enchanters)
Forgotten Realms Deities: Dugmaren Brightmantle,
Deneir, Labelas, Enoreth, Tyr Seduction Domain Spells
Granted Power: Once per day, as an immediate action, you 1 Charm Person: Makes one person your friend.
may delay the effect of a spell that affects you for 10 rounds. 2 Eagle's Splendor: Subject gains +4 to Cha for 1
You may choose to use this ability after you know the result min./level
of any saving throws for the spell (if any). 3 Geas, Lesser: Commands subject of 7 HD or less.
Source: Dragon 355 (Seven Saintly Domains) 4 Suggestion: Compels subject to follow stated course
of action.
Patience Domain Spells 5 Charm Monster: Makes monster believe it is your
1 Sanctuary: Opponents can’t attack you and you can't ally.
attack. 6 Dominate Person: Controls humanoid
2 Delay Poison: Stops poison from harming subject telepathically.
for 1 hour/level. 7 Charm Monster, Mass: As charm monster, but all
3 Protection from Energy: Absorb 12 points/level of within 30 ft.
damage form one kind of energy. 8 Dominate Monster: As dominate person, but any
4 Slow: One subject/level takes only one action/ creature.
round, -2 to AC, -2 on attack rolls. 9 Demand: As sending, plus you can send suggestion.
5 Hold Monster: As hold person, but any creature.
6 Bear's Endurance Mass: As bear’s endurance, but SPIRIT DOMAIN
affects one subject/level.
The spirit domain involves the control and manipulation of
7 Contingency: Sets trigger conditions for another a creature's immortal soul. The spells to which this domain
spell. grants access allow a cleric to exert his influence over a
8 Sequester: Subject is invisible to sight and scrying; creature's luck, capture or destroy its soul, or even slay it with
renders creature comatose. mighty magic.
9 Time Stop: You act freely for 1d4+1 rounds. Deities: Any evil deity whose portfolio emphasizes
trapping and binding souls can grant access to this domain.
RADIANCE DOMAIN Logical candidates might include a god who judges the souls
Deities: Pelor, The Path of Light, Horus-Re, Lathander, of the damned or a lord of the undead.
Lliira. Granted Power: You may create a spiritual bond between
Granted Power: You are immune to patter effects. This is a an item you have created (usually a doll or similar object) and
supernatural ability. a single enemy. Creating this item requires 100 gp and a
Source: Dragon 321 (The Limitless Light – A Tour of the sample of the hair, skin, fingernails, or other bodily material
Plane of Radiance) of the victim.
You may cast any spell of 3rd level or lower with a touch
Radiance Domain Spells range on the creature without making a touch attack roll by
1 Color Spray: Knocks unconscious, blinds, and/or casting the spell on the bonded object. The creature gains a
stuns 1d6 creatures. +2 circumstance bonus on its saving throw (if any) against
2 Hypnotic Pattern: Fascinates (2d4 + level) HD of the effect. You must be within long range (400 ft. + 40 ft.
creatures. /level) of your target and have line of effect to it to use the
3 Searing Light: Ray deals 1d8/two levels damage, object in this manner.
more against undead. You may create one of these items per month, but you
4 Faerie Fire, Widened: Outlines subjects in a 10-ft.- may not have more than one active at a time. When you
radius burst of light, cancelling blur, concealment, create a new bounded item, your previous one loses its
and the like. power.
5 Rainbow Pattern: Lights fascinate 24 HD of Source: Dragon 312 (Among the Dead – Necromancer
creatures. Archetypes and Abilities)
6 Rainbow†: Creates a longbow with arrows that have
a variety of properties. Spirit Domain Spells
7 Prismatic Spray: Ray hits subjects with variety of 1 Bane: Enemies take -1 on attack rolls and saves
effects. against fear
8 Scintillating Pattern: Twisting colors confuse, stun, 2 Scare: Panics creatures of less than 6 HD.
or render unconscious. 3 Bestow Curse: -6 to an ability score; -4 on attack
9 Prismatic Wall: Wall’s colors have array of effects. rolls, saves, and checks; or 50% chance of losing
each action.
4 Death Ward: Grants immunity to death spells and
negative energy effects.
SEDUCTION DOMAIN 5 Enervation: Subject gains 1d4 negative levels.
Deities: Gods of beauty, desire, love, and courtesans might 6 Magic Jar: Enables possession of another creature.
grant access to this domain.
7 Eyebite: Target becomes panicked, sickened, and
comatose.

82
Complete Dragon Magazine 3.5 Spells – Domain Spells
8 Finger of Death: Kills one subject. power of life and death, this one involves the creature and
9 Soul Bind: Traps newly dead soul to prevent control of undead creatures. Clerics with this domain can, in
resurrection. time, become lords of the walking dead.
Deities: Gods directly associated with the undead and
necromancy should have access to this domain.
TEMPERANCE DOMAIN Granted Powers: You gain a +2 competence bonus on your
Sell-restrained and moderate, clerics of temperance indulge turning checks to turn or rebuke undead.
in every wonderful bounty the world provides–to a point. A
Source: Dragon 312 (Among the Dead – Necromancer
temperate cleric happily consumes alcohol and eats the most
Archetypes and Abilities)
delicious foods with gleeful abandon, but he always stops
before such indulgences can cause him any negative effects.
Undead Domain Spells
There are no fat or drunken clerics of temperance. They lead 1 Chill Touch: One touch/level deals 1d6 damage and
by example, always practicing as they preach. Clerics of
possibly 1 Str damage.
temperance rarely find many fans among the wealthy or
2 Command Undead: Undead creature obeys your
those who wish to become wealthy, like adventurers.
commands.
Speaking incessantly against overindulgence, greed, and
3 Animate Dead: Creates undead skeletons and
excess, clerics of temperance endlessly extol the benefits of
zombies.
the moderate life. When they themselves become
4 Halt Undead: Immobilizes undead for 1
intemperate about extolling the virtues of moderation, these
round/level.
clerics become absolutely intolerable to interact with. If they
5 Slay Living: Touch attack kills subject.
choose to act on their teachings of balance, the clerics of
6 Create Undead: Create ghouls, ghasts, mummies, or
temperance who go bad attempt to physically prevent those
mohrgs.
around them from overindulgence, sometimes going so far as
7 Undeath to Death: Destroy 1d4/level HD of undead
to shut down legitimate businesses that serve legal vices
(max 20d4)
(such as taverns).
8 Create Greater Undead: Create shadows, wraiths,
A cleric of temperance does all the things other characters
do, but she is careful to not overdo anything. In battle, a specters, or devourers.
temperate cleric does not kill when merely incapacitating 9 Wail of the Banshee: Kills on creature/level.
suffices. She does not engorge herself with food, drink
herself sick with alcohol, or overextend her finances with ZEAL DOMAIN
lavish spending. Confident and enthusiastic, clerics of zeal consider
Deities: Ehlonna, Heironeous, Rao, Skoraeus Stonebones themselves Living conduits of divine will and power. They
Eberron Deities: Boldrei, Onatar believe their deity's teachings are universally applicable and
Forgotten Realms Deities: Ilmater, Red Knight, always relevant to every situation. Clerics of zeal strive every
Clangeddin Silverbeard, Skoraeus Stonebones, Tyr, Urogalan moment to remain worthy of such a deity's trust–trust
Granted Power: When you prepare spells you immediately exhibited through the granting of spells and other obvious
heal 1 hit point per spell level of domain spells you still have manifestations of faith. Zealous clerics maintain that nothing
prepared from the previous day. For example, if you did not exceeds their grasp or that of their patron deities, and with
cast your 2nd-level and 4th-level domain spells the previous the aid of their deities they can achieve anything. This almost
day you heal back 6 hit points when preparing your spells. impossible standard drives then to feats of unparalleled
Source: Dragon 355 (Seven Saintly Domains) heroics and valor. Ever ready to take the lead, to strike against
the foes of their deities, clerics of zeal at their best act as the
Temperance Domain Spells strong hand of their patrons in the mortal realm. At their
1 Remove Fear: Suppresses fear or gives +4 on saves worst, when consumed by arrogance, forgetting that the
against fear for one subject + one per four levels. power comes from outside them, they put everyone around at
2 Calm Emotions: Calms creatures, negating risk with half-considered schemes and a blithe confidence
emotion effects (some say overconfidence) in their ability to rise to the
3 Dispel Magic: Cancels spells and magical effects. occasion.
4 Neutralize Poison: Immunizes subject against A cleric of zeal feels enthusiasm for all activities, from
poison, detoxifies venom in or on subject. performing a religious service to smiting foes to cleaning
5 Atonement: Removes burden of misdeeds from stables. He is not necessarily optimistic or joyful, but he
subject. never lacks in intensity.
6 Greater Dispel Magic: As dispel magic, but up to +20 Deities: Corellon, Larethinan, Heironeous, Hextor, Kord,
on check. St. Cuthbert
7 Symbol of Stunning: Triggered rune stuns nearby Eberron Deities: Dol Arrah, Dol Dorn, Silver Flame
creatures. Forgotten Realms Deities: Angharradh, Haela Brightaxe,
8 Shield of Law: +4 to AC, +4 resistance, and SR as Hanali Celanil, Lathandar, Lurue, Torm
against chaotic spells. Granted Power: Once per day you may take 20 on a skill
9 Iron Body: Your body becomes living iron. check without increasing the amount of time needed to make
the check. You cannot take 20 on checks for which you
cannot normally take 20 (such as Balance or Climb checks).
UNDEAD DOMAIN Source: Dragon 355 (Seven Saintly Domains)
The Undead domain is the province of clerics with a bent
for necromancy. While the Death domain focuses on the

83
Complete Dragon Magazine 3.5 Spells – Domain Spells
Zeal Domain Spells
1 Bless: Allies gain +1 on attack rolls and saves against
fear.
2 Consecrate: Fills area with positive energy, making
undead weaker.
3 Helping Hand: Ghostly hand leads subject to you.
4 Dismissal: Forces a creature to return to its native
plane.
5 Commune: Deity answers one yes-or-no
question/level.
6 Dispel Magic, Greater: As dispel magic but up to +20
on the check.
7 Holy Word: Kills, paralyzes, blinds or deafens non
good subjects.
8 Holy Aura: +4 to AC, +4 resistance, and SR 25
against evil spells.
9 Miracle: Request a deity's intercession.

84
Complete Dragon Magazine 3.5 Spells – Information
CORE INITIATE FEATS
APPENDIX 2: Initiate feats are gateways to unique spells that deities grant
their most faithful servants. While all of these feats require a

INFORMATION character to be able to cast divine spells of a specific level and


have a patron deity, the DM might add additional campaign-
specific requirements. For example, to become an initiate of
This chapter provides descriptions of feats and rules used to
cast or access spells in this compilation. Boccob, one might have to create a magic item and sanctify it
in Boccob's name, research a new spell, or perform a similarly
pious act (see “Core Beliefs: Boccob” in DRAGON #338 for
CASTING ARTIFACT SPELLS more possibilities).
Artifact spells are a new and powerful form of magic Some of these initiate feats grant access to new spells found
detailed in the newly released exploration of EBERRON’S dark in this compilation. New spells are marked with an †.
continent, SECRETS OF XEN’DRIK. These rare magical formulas Currently, initiate feats appear for many deities of the
are far more complex than normal spells and as such require FORGOTTEN REALM’S pantheon in PLAYER'S GUIDE TO FAERÛN
use of the following supplementary rules. and for EBERRON’S druids in the EBERRON CAMPAIGN SETTING.
Anyone capable of casting a spell of the proper level and
type (arcane or divine) can learn to cast an artifact spell. INITIATE OF BOCCOB [INITIATE]
Although artifact spells must be studied like any other, they Your strong faith in Boccob grants you special powers.
are too complex and difficult to fully comprehend, and so Prerequisites: Ability to cast 3rd level divine spells, patron
they cannot be added to a caster's normal repertoire. Those deity Boccob.
who study one of these spells gain the ability to prepare or Benefits: You can make all Knowledge checks untrained.
spontaneously cast the spell only once. You also cast all divination spells at +1 caster level (this stacks
A spellcaster must study the appropriate runes and with the bonus provided by the Knowledge domain’s granted
formulas for 1d4 hours and succeed on a Spellcraft check (DC power).
15 + twice the spell's level) in order to comprehend an In addition, you may add the following spells to one of your
artifact spell. A failed check can be repeated in 24 hours. A divine spell lists
character cannot take 10 on this check.
Once an artifact spell has been learned, a character can cast Level Spells
the spell once during the next year. If it is not cast within one
1st Memory Jar†: The target gains a bonus on
year, the spell fades and is lost. A character who prepares
Knowledge checks.
spells can prepare an artifact spell in an appropriate slot. If
2nd Identify: Determines properties of magic
the artifact spell is not cast (if its spell slot is used for some
items.
other purpose, for example), it can be prepared again at a later
4th Research Aid†: Get assistance when
date within the year. A character who casts spells
performing research.
spontaneously can simply cast the artifact spell using a spell
slot of the appropriate level. Because an artifact spell is
Special: Identify also appears on the Magic domain spell
learned only temporarily, it does not replace one of a
list. With this feat, you can cast it as a regular cleric spell, not
spontaneous caster's known spells.
just as a domain spell.
Artifact spells never have a material component or an
arcane focus, though divine artifact spells might have a
divine focus. An artifact spell can't be modified by any INITIATE OF EHLONNA [INITIATE]
metamagic feat or effect. An artifact spell cannot be made Your strong faith in Ehlonna grants you special power.
into a potion, scroll, or other magic item. Prerequisites: Ability to cast 3rd-level divine spells, patron
A caster cannot possess the ability to cast a given artifact deity Ehlonna.
spell more than once, although once cast (or if lost after a Benefits: Once per day you may cast pass without trace
year has passed), the spell can be renewed if the ancient upon yourself as a spell-like ability. In addition, add Handle
source is studied again. Artifact spells are always scribed on Animal and Survival to the skill list of one of your divine
some large, immovable object, such as an immense stone spellcasting classes.
wall, or inscribed on the facets of a towering crystal pillar. As In addition, you may add the following spells to one of your
such, they cannot be transported and are far too complex to divine spell lists.
translate into written form or copy as rubbings. Those
wishing to learn, an artifact spell must travel to its ancient Level Spells
resting place and learn from the source. 1st Longstrider: Your speed increases by 10 ft.
Only a small number of artifact spells have thus far been 3rd Snare: Creates a magic booby trap.
discovered within the depths of Xen'drik. If you wish to use 4th Commune with Nature: Learn about terrain for
artifact spells in a campaign set outside of EBERRON, similar 1 mile/level.
magic might be attributed to any ancient race known for 8th Animal Shapes: One ally/level polymorphs
their magical mastery. For example, in the FORGOTTEN into chosen animal.
REALMS, artifact spells might he relics of Netheril or the
cruel phaerimm, while in GREYHAWK, such magic might have INITIATE OF ERYTHNUL [INITIATE]
been used by the Suel and Baklunish empires during the time Your strong faith in Erythnul grants you special powers.
of the Twin Cataclysms. Prerequisites: Ability to cast 4th-level divine spells, patron
deity Erythnul.

85
Complete Dragon Magazine 3.5 Spells – Information
Benefits: Any time you kill a creature with a critical hit Level Spells
you gain the benefits of the spell death knell. This effect does 2nd Scare: Panics creatures of less than 6 HD.
not function if the critical hit is made as part of a coup de 4th Bane, Greater†: Enemies gain -1 per 4 levels on
grace. In addition, the creature must be reduced to -10 hp attack rolls and saves against fear.
with the critical hit, not merely rendered unconscious. 4th Wrath of Hextor†: You deal extra damage
In addition, you may add the following spells to one of your against good targets.
divine spell lists
INITIATE OF KORD [INITIATE]
Level Spells Your strong faith in Kord grants you special powers.
2nd Cause Fear, Greater†: As cause fear, but affects up Prerequisites: Ability to cast 2nd-level divine spells,
to 15 HD. patron deity Kord.
5th Erythnul’s Slaughter†: Doubles critical threat Benefits: You get a +4 size modifier on bull rush, disarm,
ranges and prevents stabilization. grapple, overrun, sunder, and trip attempts.
6th Rage, Mass†: As rage, but affects one subject In addition, you may add the following spells to one of your
level. divine spell lists.

INITIATE OF FHARLANGHN [INITIATE] Level Spells


Your strong faith in Fharlanghn grants you special powers. 1st Kord’s Power Surge†: Receive a bonus on
Prerequisites: Ability to cast 3rd-level divine spells, patron Strength-based ability checks and skills.
deity Fharlanghn. 2nd Kord's Greeting†: Bonuses for charging double
Benefits: Your base land speed increases by +10 feet. and penalties reduce to half.
In addition, you may add the following spells to one of your 4th Champion of Kord†: Receive bonuses on acts of
divine spell lists. strength

Level Spells INITIATE OF NERULL [INITIATE]


1st Alarm: an area for 2 hours/level. Your strong faith in Nerull grants you special powers.
1st Expeditious Retreat: Your speed increases by 30 Prerequisites: Ability to cast 4th-level divine spells, patron
ft. deity Nerull.
4th Dimension Door: Teleports you a short Benefits: When using your Death domain granted power,
distance. you may roll d8s instead of d6s to determine the damage.
7th Phase Door: Creates an invisible passage In addition, you may add the following spells to one of your
through wood or stone divine spell lists.

INITIATE OF HEIRONEOUS [INITIATE] Level Spells


Your strong faith in Heironeous grants you special powers. 2nd Cause Fear, Greater†: As cause fear, but affects
Prerequisites: Ability to cast 3rd-level divine spells, patron creatures up to 15 HD
deity Heironeous 3rd Nerull’s Scythe†: You bring a magical scythe
Benefits: When fighting with a longsword, you deal an into existence
extra 1d4 points of damage against evil targets; if the target 9th Wail of the Banshee: Kills one creature/level.
possesses an aura of evil or is an evil-aligned outsider you
instead deal 1d6 extra points of damage. Special: Wail of the banshee also appears on the Death
In addition, you may add the following spells to one of your domain spell list. With this feat, you can cast it as a regular
divine spell lists. cleric spell, not just a domain spell.
Level Spells INITIATE OF OBAD−HAI [INITIATE]
2nd Mark of Justice, Lesser†: Designate action that Your strong faith in Obad-Hai grants you special powers.
will trigger curse on subject. Prerequisites: Ability to cast 3rd-level divine spells, patron
3rd Bless, Greater†: Allies gain +1 per 4 levels on deity Obad-Hai.
attack rolls and saves against fear. Benefits: You can "lose" a prepared spell to spontaneously
4th Righteousness of Heironeous†: You deal extra cast any summon nature's ally spell of the same level or lower,
damage against evil targets. just as a druid, in addition to cure spells.
In addition, you may add the following spells to one of your
INITIATE OF HEXTOR [INITIATE] divine spell lists.
Your strong faith in Hextor grants you special powers.
Prerequisites: Ability to cast 3rd-level divine spells, patron Level Spells
deity Hextor. 1st Summer Breezes†: Cools you in uncomfortable
Benefits: When fighting with a flail, you deal an extra 1d4 environments
points of damage against good targets: if the target possesses 2nd Spontaneous Combustion†: Target touched
an aura of good or is a good-aligned outsider you instead deal catches fire
1d6 extra points of damage. 3rd Quicksand†: Creates an area of quicksand
In addition, you may add the following spells to one of your 5th Waves of Destruction†: Seawater crashes down
divine spell lists. upon your targets.

86
Complete Dragon Magazine 3.5 Spells – Information
INITIATE OF OLIDAMMARA [INITIATE] magic device, if you are also a wizard, actual wizard levels and
Your strong faith in Olidammara grants you special powers. these effective wizard levels stack.
Prerequisites: Ability to cast 2nd-level divine spells,
patron deity Olidammara. In addition, you may add the following spells to one of your
Benefits: Add Gather Information, Sleight of Hand, and divine spell lists.
Tumble to the skill list of one of your divine spellcasting
classes. Level Spells
In addition, you may add the following spells to one of your 3rd Vecna’s Courier†: Deliver secrets without fear
divine spell lists. These spells appear in “Core Beliefs: of having them revealed.
Olidammara” on page 82 of Dragon Magazine #342. 4th Arcane Eye: Invisible floating eye moves 30
ft./level
Level Spells 6th Eyebite: Target becomes panicked, sickened,
1st Festival Feast: Creates delicious food for 3 and comatose.
humans/level.
2nd Olidammara’s Bard Spell†: You can prepare INITIATE OF WEE JAS [INITIATE]
spells from the bard spell list Your strong faith in Wee Jas grants you special powers.
3rd Olidammara’s Carapace†: Creates a protective Prerequisites: Ability to cast 3rd-level divine spells, patron
shell around you. deity Wee Jas.
Benefits: You can, as a standard action, spend one of your
INITIATE OF PELOR [INITIATE] turning attempts to release a wave of energy in a 20-foot
Your strong faith in Pelor grants you special powers. radius. If you channel positive energy, this wave deals 1d6
Prerequisites: Ability to cast 3rd-level divine spells, patron points of damage per two cleric levels you possess to undead
deity Pelor. creatures. A successful Will save halves this damage (DC = 10
Benefits: You receive a +2 sacred bonus on turning checks + 1/2 your cleric level + Cha modifier). If you channel
and turning damage rolls. negative energy, this wave cures 1d6 points of damage per
In addition, you may add the following spells to one of your cleric levels you posses to undead creatures. Hit points cured
divine spell lists. in excess a creature’s normal hit point total are lost.
In addition, you may add the following spells to one of your
Level Spells divine spell lists.
1st True Turning†: You gain bonuses on your next
turn undead attempt. Level Spells
3rd Bless, Greater†: Allies gain +1 per 4 levels on 2nd Disguise Undead: Changes the appearance of
attack rolls and saves against fear. one corporeal undead.
4th Immolate the Wicked†: Undead you have turned 5th Magic Jar: Enables possession of another
burst into flames. creature.
6th Circle of Death: Kills 1d4/level HD of
creatures.
INITIATE OF ST. CUTHBERT [INITIATE]
Your strong faith in St. Cuthbert grants you special powers.
Prerequisites: Ability to cast 3rd-level divine spells, patron DUAL SCHOOL SPELLS
deity St. Cuthbert. Dual school spells is a concept first introduced in the
Benefits: You can generate the protective ward granted by PLAYER’S HANDBOOK II. Dungeon Masters without that book
the Protection domain ability once per day per four cleric can either simply restrict the spells to spellcasters with access
levels. to both schools (preventing a specialist wizard with no
In addition, you may add the following spells to one of your enchantment spells from casting burning hate, for example),
divine spell lists. or treat them all as belonging to only one of the two listed
schools.
Level Spells
2nd Mark of Justice, Lesser†: Designates action that SERPENTINE FOCI
will trigger a curse on the subject. All of the Volume Veneficus’s spells use at least one live snake
3rd Retributive Strike†: You gain an attack of as a focus. In most cases, the spell’s magic alters the snake or
opportunity when attacked. somehow combines it with the caster. The snake used as a
7th Spell Turning: Reflects 1d4+6 spell levels back focus must be the caster’s familiar, magically coerced (using a
at caster. spell such as charm animal or hypnotism), or trained using the
Handle Animal skill (this training is the equivalent of a
INITIATE OF VECNA [INITIATE] single trick that teaches the snake how to help complete a
Your strong faith in Vecna grants you special powers. spell). Dead serpents or material representations do not meet
Prerequisites: Ability to cast 3rd-level divine spells, patron the requirements of these spells.
deity Vecna. A snake used as a focus retains its normal sstatistics unless
Benefits: You can use scrolls, wands, and other devices otherwise noted. Should a snake used as a focus of one of
with spell completion or spell trigger activation as a wizard of these spells die, the spell immediately ends. When the spell
your cleric level. For the purpose of using a scroll or other ends the snake returns to normal. You can only use snakes
with the animal type to cast these spells. Most commonly this

87
Complete Dragon Magazine 3.5 Spells – Information
means using the snakes listed on pages 279-281 of the uninterrupted meditation, 500 gp in special materials, and a
MONSTER MANUAL, although those presented on pages 83-87 living Kyuss worm. At the end of the ceremony, you must
on the FORGOTTEN REALMS accessory SERPENT KINGDOMS succeed at a DC 15 Fortitude saving throw or die. If you fail
might be welcome additions. A snake used in casting one of the saving throw, you rise as a spawn of Kyuss within 1d6+4
these spells cannot be more than one size larger than you, rounds. If you succeed at the saving throw, you can add the
and it cannot have more hit dice than your caster level. following spells to your class spell list:
2nd-path of worms
WAR MAGIC STUDY [GENERAL] 3rd-consume the parasite, the worm within
4th-mindworms
You have studied war magic and can perform the complex
5th-servant of the green corruption
rituals necessary to utilize it.
7th-extrude wormswarm
Prerequisites: Great Fortitude, Iron Will, spellcaster level
You must still learn and prepare these spells according to
3rd.
the normal spellcasting rules for your class.
Benefit: You may acquire and cast spells with the war
The worm can he removed only by casting one of the
descriptor.
following spells: dispel evil, heal, remove curse, or remove disease
Normal: War magic spells do not appear on any class spell
in a hallowed area, or by casting consume the parasite. If the
list for a character without this feat. Such a character cannot
worm is removed, you cannot cast these spells and lose any of
acquire or cast spells with the war descriptor but still can aid
these spells that you may have prepared. You must repeat the
another person who is casting such a spell.
binding ritual to regain this feat's benefits.
Special: If you die with a living Kyuss worm inside you,
WORMBOUND [GENERAL] you rise as a spawn of Kyuss within 1d6+4 rounds. As a spawn
You have taken a vile green Kyuss worm into your own of Kyuss, you exist only to spread the corrupting power of
body and bound yourself to its power. Kyuss and have no free will of your own (meaning that the
Prerequisites: Living creature, host a living Kyuss worm. spawn of Kyuss becomes a monster under the DM's control).
Benefits: Successfully hosting a Kyuss worm requires a
special binding ritual. The ritual requires 4 hours of

A rogue makes use of the spells found in the Myth of Shadows 

88
Complete Dragon Magazine 3.5 Spells – Spells by Dragon Magazine

  Frostbite Dragon Magazine #317 
APPENDIX 3:   The Ebon Maw – Beware the Waking 
Hunger 
  Cannibalize
  Dungeons & Dragons Heroes – Magic, 
Monsters, and Mayhem 
  Circle of Cold 

SPELLS BY   Caustic Bile
  Hunger Domain
  Insatiable Hunger
  Icy Sphere 
  Sticks to Snakes
  Vampiric Drain

SOURCE
  Jaws of Adamantine   Faiths of Faerûn – Battleguard of 
  Thieves of Will – Evil Enchanters Tempus – Soldier‐Saints of the Lord of 
  Beguilement Domain Battle 
  Charm Person, Mass appears in RACES    Army Domain 
Below is a complete list of items in OF D ESTINY     Easy March 
this compilation and their   Dominate Person, Mass   Lighten Load 
originating source. Entries are listed   Geas, Mass Lesser   Faiths of Faerûn – Holy Strategists of 
under the articles from which they   Seduction Domain the Red Knight 
appear. Entries in gray have not been Dragon Magazine #313    Analyze Opponent (Know Opponent),
entered here and are given a short   Faiths of Faerûn ‐ Elder Serpents of Set  and Knights Move appears in the S PELL 
explanation as to why. Generally, if an – Servants of the Lord of Evil  COMPENDIUM. 
  Dispel Ward and Sarcophagus of Stone   Urban Druids – Secret Voice of the 
item appears in print other than appears in the S PELL COMPENDIUM.  City 
DRAGON or DUNGEON MAGAZINE, it is   Incarnation of Set   Repair Critical Damage, Repair Light 
not included here.   Strange Bedfellows – New Half‐ Damage, Repair Minor Damage, 
  Monster Templates  Repair Moderate Damage, Repair 
Dragon Magazine #309    Empathy Serious Damage, and Scatterspray 
  War Spells – Unleash Arcane  Dragon Magazine #314  appear in the SPELL COMPENDIUM. 
Armageddon    Brotherhood of the Burning Heart –   Citygate 
  Animate Undead Legion  The Magic and Mettle of Fire    Repair Critical Damage, Mass
  Battle Fright    Distract, Heartfire, Raging Flame, and    Repair Light Damage, Mass
  Battle Fury  Slow Burn appear in the Spell    Repair Moderate Damage, Mass
  Burned to Bare Rock  Compendium.    Repair Serious Damage, Mass
  Cavalry Call    Dust to Dust – Magic of the Earthborn   Susurrus of the City
  Dispel War Spell    Earthen Grace, Mountain Stance, and  Dragon Magazine #318 
  Enhance Armors  Tremor appear in the SPELL    Oriental Adventures – Eastern Flavor
  Enhance Weapons  COMPENDIUM.    Honorable Weapon
  Feed the Many    Stonemantle   Campaign Classics: Hollow World –
  Field of Blurs    Masters of the Four Winds – The  Children of Ka – The Dagger of the 
  Force Missile Storm  Mysteries of Air Magic  Dinosaur Sage 
  Friendsight    Cyclonic Blast, Eye of the Hurricane,    Charge of the Triceratops, Mass 
  Great Electric Bolt  Capricious Zephyr, Updraft,  Contagion, Enrage Animal, Sink, 
  Mire  Downdraft, and Stolen Breath appear  Swamp Lung, Swamp Stride, Swim, and 
  Morning Mists  in the SPELL COMPENDIUM.  Mass Swim appear in the SPELL 
  Plague Cloud    Guardians of the Deepest Seas – Water  COMPENDIUM. 
  Rolling Fire  Spells and Feats From the Underdark  Dragon Magazine #319 
  Small Stronghold    Blood to Water, Body Harmonic, Air    Countdown to Eberron – A World 
  Summon Monstrous Horde  Bubble (Deep Breath), Extract Water  Tempered by Magic 
  Summon the Pack and Herd  Elemental, Nixie’s Grace, Raise from    Energy Alteration, Hero’s Blade, 
  Teleport Legion  the Deep, Rogue Wave (Tidal Surge),  Magecraft, Nature’s Wrath, Power 
Dragon Magazine #310  Submerge Ship, Tsunami, and Wall of  Surge, Deathless Domain, and Life 
  None to record  Water appear in the SPELL COMPENDIUM.  Domain appear in the E BERRON 
Dragon Magazine #311    D&D Miniatures – Under Command – CAMPAIGN SETTING book. 
  None to record  Using the New D&D Miniatures in Your  Dragon Magazine #320 
Dragon Magazine #312  RPG    Under Command – Forms of Legend
  Among the Dead – Necromancer    Sacred Circle   Aspect of the Earth Hunter, Aspect of 
Archetypes and Abilities  Dragon Magazine #315  the Wolf, Body or War, Displacer Form, 
  Spirit Domain    Dark Sun – Defilers of Athas Holy Transformation, Lesser Holy 
  Undead Domain    Detect Defiler Transformation, Infernal 
  Blackguards – Reavers of the Divine,    Revenge of the Land Transformation, Lesser Infernal 
Despots, Corrupters, and Anti‐paladins    Forgotten Realms – Sin Eaters of  Transformation, Primal Form, and Wild 
  Fallen Soul  Eilistraee  Runner appear in the SPELL 
  Profane Weapon    Awaken Sin, Eilistraee’s Grace (Grace),  COMPENDIUM. 
  Unholy Sword  Moon Bolt, and Moon Lust appear in  Dragon Magazine #321 
  Faiths of Faerûn – Prayers of the  the SPELL COMPENDIUM.    The Limitless Light – A Tour of the 
Frostmaiden – The Spells of Auril    Ghostwalk ‐ The Bloody Swords Plane of Radiance 
  Auril’s Flowers (Ice Flowers), Cold Fire,    Rejuvenative Corpse appears in the    Rainbow 
Cold Snap, Corona of Cold, Freeze,  SPELL COMPENDIUM.    Radiance Domain
Frost Breath, Heat Leech (Heat Drain),  Dragon Magazine #316  Dragon Magazine #322 
Ice Axe, Ice Gauntlet, Snowshoes, and    Spies Like Us – Stealth for Stumblers   Lord of Darkness – Erebus, the Void 
Mass Snowshoes appear in the SPELL    Greater Knock Between the Stars 
COMPENDIUM.    Phantom Objects

89
Complete Dragon Magazine 3.5 Spells – Spells by Dragon Magazine
  Shadow Curse  Dragon Magazine #329  Dragon Magazine #337 
  Shadow Shield    None to record   Ecology – The Ecology of the Shadar‐
  Patterns of Shadow and Light – Same  Dragon Magazine #330  kai 
Coin, Different Sides    Enter the Far Realm – Unspeakable    Shadowslip 
  Cone of Dimness, Ebon Eyes, Lucent  Madness, Corruption, and Terror From    Eternal Evil – The Lords of Dust
Lance, Luminous Gaze, Radiant  Beyond Reality    Cloak of Khyber
Assault, Rainbow Beam, Rainbow    The spells listed in this article require  Dragon Magazine #338 
Blast, and Shadow Phase appear in the  a feat, which also requires a ritual    Core Beliefs: Boccob
SPELL COMPENDIUM.  detailed in the article. Most of the  Disk of Concordant Opposition
Dragon Magazine #323  spells summon new creatures in the  Boccob’s Rolling Cloud
  See No Evil – Alternatives to the Detect  article. All of this is too much to    Spellcraft – The Silver Hexameric Folio
Evil Spell  reprint here.   Anamensis 
  Detect Attitude    Spellcraft – Volume Veneficus Cynosure 
  Detect Guilt    Crushing Coils Modulate 
  Detect Heresy    Fang Blade Siphon 
  Detect Violence    Merrshaulk’s Kiss Spell Star 
  Seven Deadly Domains – Spells for    Serpent Storm Dragon Magazine #339 
Sinners    Snake Shield   Spellcraft – Heinfroth’s Manual of 
  Avarice Domain    Spitting Cobra Methods 
  Envy Domain, Gluttony Domain, Lust    Venomous Volley Depression 
Domain, Pride Domain, Sloth Domain,  Dragon Magazine #331  Lobotomize 
Wrath Domain, Sticky Fingers, Rhino’s    Spellcraft – Spell Strips of the Black  Shock Treatment
Rush, and Treasure Scent appear in the  Pyramid  Submersion Treatment
SPELL COMPENDIUM.    Camel’s Tenacity Transfusion 
  Swallow    Desert Burial Dragon Magazine #340 
  Spellcraft – Force Spells    Dust Storm   Eye of the Night – The Moon and It’s 
  Chain Missile, Force Chest, Force Ram    Crown of Despair Role In D&D 
(Battering Ram), Mass Mage Armor,    Sand Spiral   Emotion Domain
Shard Storm, and Greater Tenser’s    Screen of Heat   Moon’s Change
Floating Disk (Greater Floating Disk)    Touch of the Pharaoh   Silvered Weapon appears in the BOOK 
appear in the SPELL COMPENDIUM.  Dragon Magazine #332  OF E XALTED D EEDS  
  Emerald Planes    None to record   Spellcraft – The Twilight Codex
Dragon Magazine #324  Dragon Magazine #333    Guiding Star 
  Spellcraft – The Hidden Book    Spellcraft – Visions of Fear   Lunacy 
  Chalkboard    Glimpse of Fear   Moonbridge 
  Delusions of Grandeur, Phantom Foe,    Inescapable Swarm   Motes of Moonlight
Sensory Deprivation, Shadowy    Phade’s Fearsome Aspect   Sever Ties of the Moon
Grappler, and Solipsism appear in the    Sphere of Terror   Shooting Star 
SPELL COMPENDIUM.    Vision of Fear   The Eternal Light – The Sun and its 
Dragon Magazine #325    The Relics of Faerûn – Gifts From The  Role in D&D 
  Spellcraft – Myths of the Shadow  Gods    Hope Domain 
  Appraising Touch, Dead End, Serene    Hand of Torm appears in the M AGIC OF  Dragon Magazine #341 
Visage, Shock and Awe, and  FAERÛN as well as in the SPELL    None to record
Spontaneous Search appear in the  COMPENDIUM as Hand of the Faithful.  Dragon Magazine #342 
SPELL COMPENDIUM.  Dragon Magazine #334    Beyond the Pale – Six Ways To Raise 
  Marked Man    Spellcraft – Livre d’Aquatha The Dead 
Dragon Magazine #326    Curse of Spilt Water   Revivify appears in the SPELL 
  Spellcraft – Cantrips and Orisons of the    Float COMPENDIUM. 
Academy of Apprentices    Geyser   Class Acts – The Wild Hunt
  Fleeting Fame    Lash of the Kraken   Hunt Domain 
  Groundsmoke    Scyllan Scream   Night Domain 
  Necrosurgery    Shark Bolt   Core Beliefs: Olidammara
  Nosy Neighbor  Dragon Magazine #335    Festival Feast 
  Seeker’s Chant    Spellcraft – Songsabers of Waterdeep   Olidammara’s Bard Spell
  Shadowplay    Animate Instrument   Olidammara’s Carapace
  Vengeful Mount    Ever Armed   Spellcraft – Alien Blessings – Spells of 
Dragon Magazine #327    Harmonic Void Monstrous Deities 
  None to record    Loresong   Black Stench of Laogzed
Dragon Magazine #328    Tune of the Dancing Weapon   Brain Slave of Ilsensine
  Gaining Prestige – The Force Missile  Dragon Magazine #336    Nails of Luthic 
Mage    Spellcraft ‐ The Demonomicon of    Throwing Arm of Iallanis
  Blast of Force and Orb of Force appear  Iggwilv    Touch of Blibdoolpoolp
in the SPELL COMPENDIUM.    Dolor   The Power of Faith – Initiate Feats of 
  Spellcraft ‐ Tvash‐Prull’s Symphony    Ensnarement the Core Deities 
  Fugue of Tvash‐Prull (Fugue), Love’s    Exaction   Bane, Greater 
Lament, Symphonic Nightmare, Tvash‐   Imbrue   Bless, Greater 
Prull’s Bonefiddle (Bonefiddle), and    Implore   Cause Fear, Greater
Undersong appear in the SPELL    Minimus Containment   Champion of Kord
COMPENDIUM.    Torment   Disguise Undead appears in the SPELL 
COMPENDIUM. 

90
Complete Dragon Magazine 3.5 Spells – Spells by Dragon Magazine
  Erythnul’s Slaughter    Burning Hate   Banner of the Saint
  Immolate the Wicked    Caustic Disdain   Persuasive Oration
  Kord’s Greeting    Cold of the Grave   Saint Cuthbert’s Cudgel
  Kord’s Power Surge    Liferot   Unearth Heresy
  Mark of Justice, Lesser    Storm Slave Dragon Magazine #359 
  Memory Jar    Summon Avatar of Elemental Evil 1d20 Villains – D&D’s Most Wanted; 
  Nerull’s Scythe  Dragon Magazine #348  Preferably Dead 
  Quicksand  Bestowed Curses – Variants for the Vile   Wall of Tentacles
  Rage, Mass    Bestow Curse, Greater appears in  Dragon Magazine #360 
  Research Aid  COMPLETE D IVINE and RACES OF DESTINY. It    None to record
  Retributive Strike  is this version that is reprinted in this  Dragon Magazine #361 
  Righteousness of Heironeous  compilation. See the Introduction    None to record
  Spontaneous Combustion  section for more information.  Dragon Magazine #362 
  Summer Breezes  Core Beliefs – Vecna   None to record
  True Turning    Skeletal Hand
  Vecna’s Courier   
  Torture
  Waves of Destruction  Spellcraft – The Tome of Strahd Dungeon Magazine #100 
  Wrath of Hextor    Bloodstone’s Frightful Joining Old Embers Never Die
Dragon Magazine #343    Curse of the Gypsies   The Domination Prestige Domain was 
  Ecology – The Ecology of the Ettercap    Rain of Terror not recorded since it is only accessible 
  Spider Hand appears in the BOOK OF    Strahd’s Baneful Attractor to Dracolyte prestige classes. 
VILE D ARKNESS.    Wraithform The Lich‐Queens Beloved (Web 
Spellcraft – Wormbound: The Secrets of  Enhancement) 
Dragon Magazine #349 
Kyuss    Dire Reincarnation
  None to record
  Consume the Parasite  Woe to Mistledale
Dragon Magazine #350    Snilloc’s Snowball Swarm appears in 
  Extrude Wormswarm  Core Beliefs – Wee Jas
  Mindworms  the FORGOTTEN REALMS C AMPAIGN 
  Glamour Costume SETTING. 
  Path of Worms    Globe of Radiant Invulnerability, 
  Servant of the Green Corruption  Dungeon Magazine #101 
Lesser 
  The Worm Within    None to record
  Globe of Radiant Invulnerability, 
Dragon Magazine #344  Greater  Dungeon Magazine #102 
A Dark and Stormy Knight – Another  Spellcraft – Chronomancy   None to record
Evening With the Wizards Three    Aging Touch Dungeon Magazine #103 
  Battle Tentacles    Skillful Moment   None to record
  Mailed Might    Temporal Jolt Dungeon Magazine #104 
  Wyrmcone    Temporal Repair   None to record
Class Acts – Devotees of the Dragon    Time Shield Dungeon Magazine #105 
  Chromatic Dragon Domain  Dragon Magazine #351    None to record
  Gem Dragon Domain  Al‐Qadim – Magic and Intrigue in the  Dungeon Magazine #106 
  Lung Dragon Domain  High Desert Tribes    None to record
  Metallic Dragon Domain    Pillar of Sand Dungeon Magazine #107 
Eberron – Dreadhold – Eberron’s  Dragon Magazine #352  Critical Threats – Evard, Debased 
Inescapable Island Prison    None to record Information Broker 
  Arcane Seal    Evard’s All‐Seeing Worm
Dragon Magazine #353 
  Shockwave  Melloran Hospitality
  None to record
Dragon Magazine #345    Seal Portal appears in the M ANUAL OF 
Dragon Magazine #354 
Spellcraft – Artifact Spells – Magic of the  THE P LANES . 
Ancient PCs – Playing Elders in D&D
Giants  Dungeon Magazine #108 
  Kissed by the Ages
  Disjoin Possession    None to record
Core Beliefs – Heironeous
  Eskella’s Soul Cyclone 
  Bolts of Glory Dungeon Magazine #109 
  Hibyrntic’s Curse 
  Meersalm Skin Secrets of the Soul Pillars
  Life Spring 
  Shield of Heironeous   Icefane Corpse
  Telepathic Strike 
Dragon Magazine #355    Necrotic Mist 
Dragon Magazine #346    Rime 
Seven Saintly Domains
Core Beliefs: Pelor 
  Charity Domain Dungeon Magazine #110 
  Sun Father’s Face 
  Chastity Domain   None to record
  Sunmace 
  Generosity Domain Dungeon Magazine #111 
Dragon Magazine #347    Humility Domain   None to record
Ecology ‐ Ecology of the Elemental Weird    Patience Domain
  Elemental Guardian  Dungeon Magazine #112 
  Temperance Domain   None to record
Paraelemental Paragons – Ice, Magma,    Zeal Domain
Ooze, and Smoke  Dungeon Magazine #113 
Dragon Magazine #356    None to record
  Summon Elemental Monolith was not 
Core Beliefs – Hextor Dungeon Magazine #114 
recorded since its function is to 
  Battlearms   None to record
summon one of the new elemental 
  Hextor’s Fiery Eyes
Monolith’s described in the article.  Dungeon Magazine #115 
There are four in total which is too  Dragon Magazine #357  Strike on Shatterhorn
much to reprint here.    None to record   Shadow Dagger
Spellcraft ‐ Scripture of Elemental Evil  Dragon Magazine #358    Shadow Puppeteer
  Blaze Bones  Core Beliefs – St. Cuthbert  

91
Complete Dragon Magazine 3.5 Spells – Spells by Dragon Magazine
Dungeon Magazine #116  Dungeon Magazine #129  The Heart of Hellfire Mountain
  None to record    None to record   Hellfire and Hellfire Storm appear in
Dungeon Magazine #117  Dungeon Magazine #130  the BOOK OF VILE D ARKNESS. 
  None to record  Palace of Plenty Dungeon Magazine #141 
Dungeon Magazine #118    Animate Water, Ice Knife, and Swim   None to record
  None to record  appear in both C OMPLETE ARCANE and  Dungeon Magazine #142 
Dungeon Magazine #119  the SPELL COMPENDIUM. Cobra’s Breath,    None to record
  None to record  Ice Blast, Steam Breath, and Water to  Dungeon Magazine #143 
Dungeon Magazine #120  Poison appear in COMPLETE A RCANE.    None to record
The Obsidian Eye  The Spire of Long Shadows Dungeon Magazine #144 
  Sunstroke appears in SANDSTORM.    Slashing Darkness appears in the    None to record
MINIATURES H ANDBOOK.  Dungeon Magazine #145 
Dungeon Magazine #121 
  None to record  Dungeon Magazine #131    None to record
  None to record Dungeon Magazine #146 
Dungeon Magazine #122 
  None to record  Dungeon Magazine #132    None to record
Dungeon Magazine #123    None to record Dungeon Magazine #147 
Quicksilver Hourglass  Dungeon Magazine #133    None to record
  Vourzoun’s Multiplicity of Visage    None to record Dungeon Magazine #148 
Dungeon Magazine #124  Dungeon Magazine #134    None to record
  None to record    None to record Dungeon Magazine #149 
Dungeon Magazine #125  Dungeon Magazine #135  Savage Tide – Enemies of my Enemy
Seekers of the Silver Forge    None to record   Lover’s Call 
  Airy Water and Transformation of the  Dungeon Magazine #136  Dungeon Magazine #150 
Deeps appear in S TORMWRACK.    None to record   None to record
Dungeon Magazine #126  Dungeon Magazine #137  Dungeon Magazine #151 
  None to record    None to record   None to record
Dungeon Magazine #127  Dungeon Magazine #138  Dungeon Magazine #152 
The Hive    None to record   None to record
  Scent of the Monarch  Dungeon Magazine #139  Dungeon Magazine #153 
Dungeon Magazine #128  Requiem of the Shadows Serpent   None to record
The Fireplace Level    Verraketh’s Shadow Crown appears in  Dungeon Magazine #154 
  Gate Seal appears in the FORGOTTEN  RACES OF FAERÛN.     None to record
REALMS C AMPAIGN SETTING.  Dungeon Magazine #140 

A page from the Hidden Book

92

Anda mungkin juga menyukai