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Spell List


Spell NameBrief Description
Create Water:Creates 2 gallons/level of pure water.
Cure Minor Wounds:Cures 1 point of damage.
Detect Magic:Detects spells and magic items within 60 ft.
Detect Poison:Detects poison in one creature or object.
Guidance:+1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds:Touch attack, 1 point of damage.
Light:Object shines like a torch.
Mending:Makes minor repairs on an object.
Purify Food and Drink:Purifies 1 cu. ft./level of food or water.
Read Magic:Read scrolls and spellbooks.
Resistance:Subject gains +1 on saving throws.
Virtue:Subject gains 1 temporary hp.
Spell NameBrief Description
Bane:Enemies take –1 on attack rolls and saves against fear.
Bless:Allies gain +1 on attack rolls and saves against fear.
Bless Water M:Makes holy water.
Cause Fear:One creature of 5 HD or less flees for 1d4 rounds.
Command:One subject obeys selected command for 1 round.
Comprehend Languages:You understand all spoken and written languages.
Cure Light Wounds:Cures 1d8 damage +1/level (max +5).
Curse Water M:Makes unholy water.
Deathwatch:Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law:Reveals creatures, spells, or objects of selected alignment.
Detect Undead:Reveals undead within 60 ft.
Divine Favor:You gain +1 per three levels on attack and damage rolls.
Doom:One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements:Exist comfortably in hot or cold environments.
Entropic Shield:Ranged attacks against you have 20% miss chance.
Hide from Undead:Undead can’t perceive one subject/level.
Inflict Light Wounds:Touch deals 1d8 damage +1/level (max +5).
Magic Stone:Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon:Weapon gains +1 bonus.
Obscuring Mist:Fog surrounds you.
Protection from Chaos/Evil/Good/Law:+2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear:Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary:Opponents can’t attack you, and you can’t attack.
Shield of Faith:Aura grants +2 or higher deflection bonus.
Summon Monster I:Calls extraplanar creature to fight for you.
Spell NameBrief Description
Aid:+1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon:Weapon becomes good, evil, lawful, or chaotic.
Augury M F:Learns whether an action will be good or bad.
Bear’s Endurance:Subject gains +4 to Con for 1 min./level.
Bull’s Strength:Subject gains +4 to Str for 1 min./level.
Calm Emotions:Calms creatures, negating emotion effects.
Consecrate M:Fills area with positive energy, making undead weaker.
Cure Moderate Wounds:Cures 2d8 damage +1/level (max +10).
Darkness:20-ft. radius of supernatural shadow.
Death Knell:Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison:Stops poison from harming subject for 1 hour/level.
Desecrate M:Fills area with negative energy, making undead stronger.
Eagle’s Splendor:Subject gains +4 to Cha for 1 min./level.
Enthrall:Captivates all within 100 ft. + 10 ft./level.
Find Traps:Notice traps as a rogue does.
Gentle Repose:Preserves one corpse.
Hold Person:Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds:Touch attack, 2d8 damage +1/level (max +10).
Make Whole:Repairs an object.
Owl’s Wisdom:Subject gains +4 to Wis for 1 min./level.
Remove Paralysis:Frees one or more creatures from paralysis or slow effect.
Resist Energy:Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser:Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter:Sonic vibration damages objects or crystalline creatures.
Shield Other F:You take half of subject’s damage.
Silence:Negates sound in 15-ft. radius.
Sound Burst:Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon:Magic weapon attacks on its own.
Status:Monitors condition, position of allies.
Summon Monster II:Calls extraplanar creature to fight for you.
Undetectable Alignment:Conceals alignment for 24 hours.
Zone of Truth:Subjects within range cannot lie.
Spell NameBrief Description
Animate Dead M:Creates undead skeletons and zombies.
Bestow Curse:–6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness:Makes subject blinded or deafened.
Contagion:Infects subject with chosen disease.
Continual Flame M:Makes a permanent, heatless torch.
Create Food and Water:Feeds three humans (or one horse)/level.
Cure Serious Wounds:Cures 3d8 damage +1/level (max +15).
Daylight:60-ft. radius of bright light.
Deeper Darkness:Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic:Cancels spells and magical effects.
Glyph of Warding M:Inscription harms those who pass it.
Helping Hand:Ghostly hand leads subject to you.
Inflict Serious Wounds:Touch attack, 3d8 damage +1/level (max +15).
Invisibility Purge:Dispels invisibility within 5 ft./level.
Locate Object:Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law:As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment:Armor or shield gains +1 enhancement per four levels.
Meld into Stone:You and your gear merge with stone.
Obscure Object:Masks object against scrying.
Prayer:Allies +1 bonus on most rolls, enemies –1 penalty.
Protection from Energy:Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness:Cures normal or magical conditions.
Remove Curse:Frees object or person from curse.
Remove Disease:Cures all diseases affecting subject.
Searing Light:Ray deals 1d8/two levels damage, more against undead.
Speak with Dead:Corpse answers one question/two levels.
Stone Shape:Sculpts stone into any shape.
Summon Monster III:Calls extraplanar creature to fight for you.
Water Breathing:Subjects can breathe underwater.
Water Walk:Subject treads on water as if solid.
Wind Wall:Deflects arrows, smaller creatures, and gases.
Spell NameBrief Description
Air Walk:Subject treads on air as if solid (climb at 45-degree angle).
Control Water:Raises or lowers bodies of water.
Cure Critical Wounds:Cures 4d8 damage +1/level (max +20).
Death Ward:Grants immunity to death spells and negative energy effects.
Dimensional Anchor:Bars extradimensional movement.
Discern Lies:Reveals deliberate falsehoods.
Dismissal:Forces a creature to return to native plane.
Divination M:Provides useful advice for specific proposed actions.
Divine Power:You gain attack bonus, +6 to Str, and 1 hp/level.
Freedom of Movement:Subject moves normally despite impediments.
Giant Vermin:Turns centipedes, scorpions, or spiders into giant vermin.
Imbue with Spell Ability:Transfer spells to subject.
Inflict Critical Wounds:Touch attack, 4d8 damage +1/level (max +20).
Magic Weapon, Greater:+1 bonus/four levels (max +5).
Neutralize Poison:Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, Lesser X:Exchange services with a 6 HD extraplanar creature.
Poison:Touch deals 1d10 Con damage, repeats in 1 min.
Repel Vermin:Insects, spiders, and other vermin stay 10 ft. away.
Restoration M:Restores level and ability score drains.
Sending:Delivers short message anywhere, instantly.
Spell Immunity:Subject is immune to one spell per four levels.
Summon Monster IV:Calls extraplanar creature to fight for you.
Tongues:Speak any language.
Spell NameBrief Description
Atonement F X:Removes burden of misdeeds from subject.
Break Enchantment:Frees subjects from enchantments, alterations, curses, and petrification.
Command, Greater:As command, but affects one subject/level.
Commune X:Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass:Cures 1d8 damage +1/level for many creatures.
Dispel Chaos/Evil/Good/Law:+4 bonus against attacks.
Disrupting Weapon:Melee weapon destroys undead.
Flame Strike:Smite foes with divine fire (1d6/level damage).
Hallow M:Designates location as holy.
Inflict Light Wounds, Mass:Deals 1d8 damage +1/level to many creatures.
Insect Plague:Locust swarms attack creatures.
Mark of Justice:Designates action that will trigger curse on subject.
Plane Shift F:As many as eight subjects travel to another plane.
Raise Dead M:Restores life to subject who died as long as one day/level ago.
Righteous Might:Your size increases, and you gain combat bonuses.
Scrying F:Spies on subject from a distance.
Slay Living:Touch attack kills subject.
Spell Resistance:Subject gains SR 12 + level.
Summon Monster V:Calls extraplanar creature to fight for you.
Symbol of Pain M:Triggered rune wracks nearby creatures with pain.
Symbol of Sleep M:Triggered rune puts nearby creatures into catatonic slumber.
True Seeing M:Lets you see all things as they really are.
Unhallow M:Designates location as unholy.
Wall of Stone:Creates a stone wall that can be shaped.
Spell NameBrief Description
Animate Objects:Objects attack your foes.
Antilife Shell:10-ft. field hedges out living creatures.
Banishment:Banishes 2 HD/level of extraplanar creatures.
Bear’s Endurance, Mass:As bear’s endurance, affects one subject/ level.
Blade Barrier:Wall of blades deals 1d6/level damage.
Bull’s Strength, Mass:As bull’s strength, affects one subject/level.
Create Undead:Create ghouls, ghasts, mummies, or mohrgs.
Cure Moderate Wounds, Mass:Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater:As dispel magic, but up to +20 on check.
Eagle’s Splendor, Mass:As eagle’s splendor, affects one subject/level.
Find the Path:Shows most direct way to a location.
Forbiddance M:Blocks planar travel, damages creatures of different alignment.
Geas/Quest:As lesser geas, plus it affects any creature.
Glyph of Warding, Greater:As glyph of warding, but up to 10d8 damage or 6th-level spell.
Harm:Deals 10 points/level damage to target.
Heal:Cures 10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast:Food for one creature/level cures and grants combat bonuses.
Inflict Moderate Wounds, Mass:Deals 2d8 damage +1/level to many creatures.
Owl’s Wisdom, Mass:As owl’s wisdom, affects one subject/level.
Planar Ally X:As lesser planar ally, but up to 12 HD.
Summon Monster VI:Calls extraplanar creature to fight for you.
Symbol of Fear M:Triggered rune panics nearby creatures.
Symbol of Persuasion M:Triggered rune charms nearby creatures.
Undeath to Death M:Destroys 1d4 HD/level undead (max 20d4).
Wind Walk:You and your allies turn vaporous and travel fast.
Word of Recall:Teleports you back to designated place.
Spell NameBrief Description
Blasphemy:Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather:Changes weather in local area.
Cure Serious Wounds, Mass:Cures 3d8 damage +1/level for many creatures.
Destruction F:Kills subject and destroys remains.
Dictum:Kills, paralyzes, slows, or deafens nonlawful subjects.
Ethereal Jaunt:You become ethereal for 1 round/level.
Holy Word:Kills, paralyzes, blinds, or deafens nongood subjects.
Inflict Serious Wounds, Mass:Deals 3d8 damage +1/level to many creatures.
Refuge M:Alters item to transport its possessor to you.
Regenerate:Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repulsion:Creatures can’t approach you.
Restoration, Greater X:As restoration, plus restores all levels and ability scores.
Resurrection M:Fully restore dead subject.
Scrying, Greater:As scrying, but faster and longer.
Summon Monster VII:Calls extraplanar creature to fight for you.
Symbol of Stunning M:Triggered rune stuns nearby creatures.
Symbol of Weakness M:Triggered rune weakens nearby creatures.
Word of Chaos:Kills, confuses, stuns, or deafens nonchaotic subjects.
Spell NameBrief Description
Antimagic Field:Negates magic within 10 ft.
Cloak of Chaos F:+4 to AC, +4 resistance, and SR 25 against lawful spells.
Create Greater Undead M:Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds, Mass:Cures 4d8 damage +1/level for many creatures.
Dimensional Lock:Teleportation and interplanar travel blocked for one day/level.
Discern Location:Reveals exact location of creature or object.
Earthquake:Intense tremor shakes 5-ft./level radius.
Fire Storm:Deals 1d6/level fire damage.
Holy Aura F:+4 to AC, +4 resistance, and SR 25 against evil spells.
Planar Ally, Greater X:As lesser planar ally, but up to 18 HD.
Inflict Critical Wounds, Mass:Deals 4d8 damage +1/level to many creatures.
Shield of Law F:+4 to AC, +4 resistance, and SR 25 against chaotic spells.
Spell Immunity, Greater:As spell immunity, but up to 8th-level spells.
Summon Monster VIII:Calls extraplanar creature to fight for you.
Symbol of Death M:Triggered rune slays nearby creatures.
Symbol of Insanity M:Triggered rune renders nearby creatures insane.
Unholy Aura F:+4 to AC, +4 resistance, and SR 25 against good spells.
Spell NameBrief Description
Astral Projection M:Projects you and companions onto Astral Plane.
Energy Drain:Subject gains 2d4 negative levels.
Etherealness:Travel to Ethereal Plane with companions.
Gate X:Connects two planes for travel or summoning.
Heal, Mass:As heal, but with several subjects.
Implosion:Kills one creature/round.
Miracle X:Requests a deity’s intercession.
Soul Bind F:Traps newly dead soul to prevent resurrection.
Storm of Vengeance:Storm rains acid, lightning, and hail.
Summon Monster IX:Calls extraplanar creature to fight for you.
True Resurrection M:As resurrection, plus remains aren’t needed.