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Spell List


Spell NameBrief Description
Alarm:Wards an area for 2 hours/level.
Animal Messenger:Sends a Tiny animal to a specific place.
Calm Animals:Calms (2d4 + level) HD of animals.
Charm Animal:Makes one animal your friend.
Delay Poison:Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants:Detects kinds of animals or plants.
Detect Poison:Detects poison in one creature or object.
Detect Snares and Pits:Reveals natural or primitive traps.
Endure Elements:Exist comfortably in hot or cold environments.
Entangle:Plants entangle everyone in 40-ft.-radius circle.
Hide from Animals:Animals can’t perceive one subject/level.
Jump:Subject gets bonus on Jump checks.
Longstrider:Increases your speed.
Magic Fang:One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace:One subject/level leaves no tracks.
Read Magic:Read scrolls and spellbooks.
Resist Energy:Ignores 10 (or more) points of damage/attack from specified energy type.
Speak with Animals:You can communicate with animals.
Summon Nature’s Ally I:Calls animal to fight for you.
Spell NameBrief Description
Barkskin:Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance:Subject gains +4 to Con for 1 min./level.
Cat’s Grace:Subject gains +4 to Dex for 1 min./level.
Cure Light Wounds:Cures 1d8 damage +1/level (max +5).
Hold Animal:Paralyzes one animal for 1 round/level.
Owl’s Wisdom:Subject gains +4 to Wis for 1 min./level.
Protection from Energy:Absorb 12 points/level of damage from one kind of energy.
Snare:Creates a magic booby trap.
Speak with Plants:You can talk to normal plants and plant creatures.
Spike Growth:Creatures in area take 1d4 damage, may be slowed.
Summon Nature’s Ally II:Calls animal to fight for you.
Wind Wall:Deflects arrows, smaller creatures, and gases.
Spell NameBrief Description
Command Plants:Sway the actions of one or more plant creatures.
Cure Moderate Wounds:Cures 2d8 damage +1/level (max +10).
Darkvision:See 60 ft. in total darkness.
Diminish Plants:Reduces size or blights growth of normal plants.
Magic Fang, Greater:One natural weapon of subject creature gets +1/four caster levels on attack and damage rolls (max +5).
Neutralize Poison:Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth:Grows vegetation, improves crops.
Reduce Animal:Shrinks one willing animal.
Remove Disease:Cures all diseases affecting subject.
Repel Vermin:Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature’s Ally III:Calls animal to fight for you.
Tree Shape:You look exactly like a tree for 1 hour/level.
Water Walk:Subject treads on water as if solid.
Spell NameBrief Description
Animal Growth:One animal/two levels doubles in size.
Commune with Nature:Learn about terrain for 1 mile/level.
Cure Serious Wounds:Cures 3d8 damage +1/level (max +15).
Freedom of Movement:Subject moves normally despite impediments.
Nondetection M:Hides subject from divination, scrying.
Summon Nature’s Ally IV:Calls animal to fight for you.
Tree Stride:Step from one tree to another far away.