The list of spells from the D&D Third Edition Player's Handbook v3.5 (PHB3.5) is copyright 2003 Wizards of the Coast (and may be protected by other intellectual property rights). Its use here is personal, for a small group, almost all of whom have their own copies of the PHB3.5 and are using this only as a value-added reference. Spells from other books are copyrighted or trademarked as recorded in those books. If you are unsure about your rights to reuse spells listed here, contact either the publisher of the relevant book, or the person who entered this data for personal use for more information. Only the Cleric and Wizard spell level values in the PHB are relevant. Druids are Clerics who specialize in Animal and Plant spells, and so get those at -1 spell level compared to a Cleric with normal, full access to Animal and Plant spells. Bards, Paladins and Rangers don't get spells in Fivtoria, unless due to another class. Sorcerers exist only in rare cases (e.g. dragons and some vampires). Clerical "domains" do not exist (though the spheres from 2nd Edition do). When a spell below is marked "ok", it means you use it as written and modified by notes on the same line (if any). If marked with both "ok" and "replaced by," it means you may use the spell as written, but it is either available as another spell modified by feats, or it is available as one use of a spell that has other applications. The note with the spell should explain. If marked "~ok", it has been replaced by a spell that works a little differently. [%]: (Fivtoria modification, carried over to 3rd Edition.) Area damage spells and damaging breath weapons do their full damage only in the center, but grow in size with the caster's level, so the damage dropoff per 5' is constant. Some spells will have a slightly smaller area than standard at minimum casting level, and all grow larger than standard with higher level. The default dropoff is 2 dice per 5' from the center, but may vary depending on the spell's official area. If centered on a grid line, the adjacent squares take full damage, then default dropoff further away. If centered on a grid square, that square (or line of squares) takes full damage, and the first step of dropoff is only half as much as later steps. Specifics by area type: - I use 5 foot squares here for compatibility with D&D, but when using 5 foot hexes, the mechanics are equivalent. - Cone or cylinder: creatures touching the centerline take full damage. A cone extends beyond its official range, but damage at the center line drops off at 2 dice per 5' more distant. - Spread or burst: If centered on a square, creatures touching the central 5' cube take full damage, and the 5' cubes adjacent to the center generally take 1 fewer die in damage, and each 5' cube further away takes 2 fewer dice of damage. If centered on a line, the squares bounded by that line segment take full damage, and each square further takes 2 fewer dice. If centered on a point, all 4 squares (or 3 hexes) take 1 die below theoretical maximum damage (unless a target occupies at least 2 of those spaces), adjacent squares take 2 dice fewer than theoretical full damage, and each space further takes another 2 dice fewer. - Line: Damage typically ramps up at 2 dice per 5' in from the ends. Creatures touching the centerline and away from the ends take full damage. The line's theoretical range measures from one end to the limit of full damage near the other end. The tapering at one end extends beyond the theoretical range limit. - Curtain: like a "line" effect, but the curtain tapers in height near the ends, as well. A spell like Wall of Fire can be folded back on itself at the ends to make the damage even across its length. ************** Specifics by spell: - Cone of Cold: 1d6/level (max 15d6) in a 5-foot-wide path projecting outward from the caster. the far end, the damage drops by 4d6 per square away from center. Half-way between the caster and the end it drops off by 8d6 per square away from center. - Fireball: 1d6/level (max 10d6) in a 5' spread (if cast on a grid line), then the damage drops by 2d6 in each 5' band further away. If cast in the center of a square, full damage to the center square, 1d6 less in the first 5' band away from center, then the damage drops by a further 2d6 for each 5' band beyond the first. The Fireball's spread ends when its damage runs out. - Burning Hands: 1d4/level (max 5d4) within 5', halved between 5' and 10' distance. [*]: A note marked with an asterisk indicates an official change or fix by the publisher. ALPHABETICAL LIST OF SPELLS OK? BOOK NAME NOTES ============================================= ok phb3.5 Acid Fog ok phb3.5 Acid Splash ok phb3.5 Aid ok phb3.5 Air Walk ok phb3.5 Alarm ok phb3.5 Align Weapon ok phb3.5 Alter Self ok phb3.5 Analyze Dweomer ok phb3.5 Animal Growth animal, -1 spell level divine ok phb3.5 Animal Messenger animal ok phb3.5 Animal Shapes animal, lower dice limit, as per shapeshifting house rules ok phb3.5 Animal Trance animal ok phb3.5 Animate Dead ok phb3.5 Animate Objects ok phb3.5 Animate Plants plant ok phb3.5 Animate Rope ok phb3.5 Antilife Shell ok phb3.5 Antimagic Field (moving "low-mana area") constructs are affected ok phb3.5 Antipathy can also be specified in reverse (e.g all non-elf) ok phb3.5 Antiplant Shell plant ok phb3.5 Arcane Eye ok phb3.5 Arcane Lock ok phb3.5 Arcane Mark ok phb3.5 Arcane Sight ok phb3.5 Arcane Sight, Greater ok phb3.5 Astral Projection ok phb3.5 Atonement ok phb3.5 Augury (*one roll per topic, ever) no phb3.5 Awaken --------------------------------------------- ok phb3.5 Baleful Polymorph ok phb3.5 Bane ok phb3.5 Banishment ok phb3.5 Barkskin ok phb3.5 Bear's Endurance ok phb3.5 Bear's Endurance, Mass ok phb3.5 Bestow Curse ok phb3.5 Bigby's Clenched Fist ok phb3.5 Bigby's Crushing Hand ok phb3.5 Bigby's Forceful Hand ok phb3.5 Bigby's Grasping Hand ok phb3.5 Bigby's Interposing Hand ok phb3.5 Binding ok phb3.5 Blade Barrier ok phb3.5 Blasphemy ok phb3.5 Bless ok phb3.5 Bless Water (usually done as item creation instead) ok phb3.5 Bless Weapon Cleric 3, nonstacking w/keen, as Align Weapon for all non-Paladins ok phb3.5 Blight ok phb3.5 Blindness/Deafness +1 spell level for arcane ok phb3.5 Blink ok phb3.5 Blur ok phb3.5 Break Enchantment ok phb3.5 Bull's Strength arcane: if 10 minutes spent casting, duration 1hr/level ok phb3.5 Bull's Strength, Mass " ok phb3.5 Burning Hands --------------------------------------------- ok phb3.5 Call Lightning ok phb3.5 Call Lightning Storm ok phb3.5 Calm Animals ok phb3.5 Calm Emotions ok phb3.5 Cat's Grace ok phb3.5 Cat's Grace, Mass ok phb3.5 Cause Fear ok phb3.5 Chain Lightning ok phb3.5 Changestaff no phb3.5 Chaos Hammer ok phb3.5 Charm Animal ok phb3.5 Charm Monster ok phb3.5 Charm Monster, Mass ok phb3.5 Charm Person ok phb3.5 Chill Metal ok phb3.5 Chill Touch ok phb3.5 Circle of Death ok phb3.5 Clairaudience/Clarvoyance no phb3.5 Cloak of Chaos ok phb3.5 Clone ok phb3.5 Cloudkill ok phb3.5 Color Spray (+1 spell level, illusion) ok phb3.5 Command more commands possible, including kneel and plummet ok phb3.5 Command, Greater ok phb3.5 Command Plants ok phb3.5 Command Undead ok phb3.5 Commune ok phb3.5 Commune with Nature ok phb3.5 Comprehend Languages ok phb3.5 Cone of Cold ok phb3.5 Confusion ok phb3.5 Consecrate ok phb3.5 Contact Other Plane ok phb3.5 Contagion phb3.5 Contingency (see "spell triggering" rules) ok phb3.5 Continual Flame ok phb3.5 Control Plants ok phb3.5 Control Undead ok phb3.5 Control Water ok phb3.5 Control Weather ok phb3.5 Control Winds ok phb3.5 Create Food and Water no phb3.5 Create Greater Undead (item creation feat or maybe "true ritual") no phb3.5 Create Undead (item creation feat) ok phb3.5 Create Water (+1 spell level, no downpour) ok phb3.5 Creeping Doom ok phb3.5 Crushing Despair ~ok phb3.5 Cure Critical Wounds (see limits on curing spells, below) ~ok phb3.5 Cure Light Wounds (") ~ok phb3.5 Cure Light Wounds, Mass (") ~ok phb3.5 Cure Minor Wounds (") (does d4 base, level cap 3) ~ok phb3.5 Cure Moderate Wounds (") ~ok phb3.5 Cure Moderate Wounds, Mass (") ~ok phb3.5 Cure Serious Wounds (") ~ok phb3.5 Cure Serious Wounds, Mass (") ok phb3.5 Curse Water (usually done as item creation instead) --------------------------------------------- ok phb3.5 Dancing Lights ok phb3.5 Darkness (a common variant doesn't block infravision) ok phb3.5 Darkvision ok phb3.5 Daylight ok phb3.5 Daze ok phb3.5 Daze Monster ok phb3.5 Death Knell ok phb3.5 Death Ward ok phb3.5 Deathwatch ok phb3.5 Deep Slumber ok phb3.5 Deeper Darkness (a common variant doesn't block infravision) ok phb3.5 Delay Poison ok phb3.5 Delayed Blast Fireball ok phb3 Demand ok phb3 Desecrate ok phb3 Destruction ok phb3 Detect Animals or Plants (+1 spell level, animal/plant) ~ok phb3 Detect Chaos (replaced by additional spell: Detect Attitude) ~ok phb3 Detect Evil (") ~ok phb3 Detect Good (") ~ok phb3 Detect Law (") ok phb3 Detect Magic (see notes with Detect Attitude) ok phb3 Detect Poison (more limited) ok phb3 Detect Scrying (much less effective at finding scrier) no phb3 Detect Secret Doors (instead gives 1 rank/round of Search, max +5) ok phb3 Detect Snares and Pits ok phb3 Detect Thoughts ~ok phb3 Detect Undead (replaced by additional spell: Detect Attitude) no phb3 Dictum ok phb3 Dimensional Anchor ok phb3 Dimension Door ok phb3 Diminish Plants (+1 spell level, plant) ok phb3 Discern Lies ok phb3 Discern Location (*spells of 8th+ level can be used to hide, *works on an object too) ok phb3 Disintegrate ok phb3 Dimissal ~ok phb3 Dispel Chaos (replaced by additional spell: Dispel Attitude) ~ok phb3 Dispel Evil (") ~ok phb3 Dispel Good (") ~ok phb3 Dispel Law (") ~ok phb3 Dispel Magic (see details below for changes) ok phb3 Diplacement ok phb3 Disrupt Undead ok phb3 Divination (may be less useful than implied by description) ok phb3 Divine Favor ok phb3 Divine Power (strength boost may be different (min +2?)) ok phb3 Dominate Animal (+1 spell level, animal) ok phb3 Dominate Monster (consumes spell slot for duration) ok phb3 Dominate Person (consumes spell slot for duration) ok phb3 Doom (*affects only attack rolls, checks and saves) ok phb3 Drawmij's Instant Summons ok phb3 Dream --------------------------------------------- ok phb3 Earthquake ok phb3 Elemental Swarm ok phb3 Emotion ok phb3 Endurance (+2 spell levels) ok phb3 Endure Elements (arcane: +2 spell levels) ok phb3 Energy Drain ok phb3 Enervation ok phb3 Enlarge ok phb3 Entangle (+2 spell levels, plant) ok phb3 Enthrall (+1 spell level) ok phb3 Entropic Shield ok phb3 Erase ok phb3 Ethereal Jaunt ok phb3 Etherealness phb3 Evard's Black Tentacles ok phb3 Expeditious Retreat (only +speed, like move-only Haste) ok phb3 Explosive Runes ok phb3 Eyebite --------------------------------------------- ok phb3 Fabricate (the harder the material the less shapeable) ok phb3 Faerie Fire ok phb3 False Vision ok phb3 Fear ok phb3 Feather Fall ok phb3 Feeblemind ok phb3 Find the Path ok phb3 Find Traps (if already have the ability, +2 Search) ok phb3 Finger of Death ok phb3 Fireball (% hot center, 2d6/5' dropoff) ok phb3 Fire Seeds (+1 spell level) (wow! ranged touch attack for no-save up to 20d8!) ok phb3 Fire Shield ok phb3 Fire Storm (8th level or 7th?) ok phb3 Fire Trap ok phb3 Flame Arrow ok phb3 Flame Blade ok phb3 Flame Strike ok phb3 Flaming Sphere ok phb3 Flare ok phb3 Flesh to Stone ~ok phb3 Fly (speed 60, less if weighed down, Extinguishes abruptly) ok phb3 Fog Cloud phb3 Forbiddance (too powerful.. not sure what to do with it) ok phb3 Forcecage (see note on force fields) ok phb3 Foresight ok phb3 Freedom ok phb3 Freedom of Movement --------------------------------------------- ok phb3 Gaseous Form (+1 or +2 spell levels) ok phb3 Gate ok phb3 Geas/Quest ok phb3 Gentle Repose ok phb3 Ghost Sound (+1 spell level, illusion) ok phb3 Ghoul Touch ok phb3 Giant Vermin ok phb3 Glitterdust ok phb3 Globe of Invulnerability ok phb3 Glyph of Warding (treat as a metamagic feat that adds one spell level) ok phb3 Goodberry (+1 level, plant, duration 1 day / 3 levels (round up), max 1 berry/round) ok phb3 Grease ok phb3 Greater Command no phb3 Greater Dispelling ok phb3 Greater Glyph of Warding (treat as a metamagic feat that adds one spell level) ok phb3 Greater Magic Fang (+3 spell levels, animal) ok phb3 Greater Magic Weapon (+2 spell levels) ok phb3 Greater Planar Ally ok phb3 Greater Planar Binding ok phb3 Greater Restoration phb3 Greater Scrying ok phb3 Greater Shadow Conjuration ok phb3 Greater Shadow Evocation ok phb3 Guards and Wards ok phb3 Guidance ok phb3 Gust of Wind --------------------------------------------- ok phb3 Hallow ok phb3 Hallucinatory Terrain ok phb3 Halt Undead ok phb3 Harm ok phb3 Haste (only 1 spell per round) ok phb3 Heal ok phb3 Healing Circle no phb3 Heal Mount ok phb3 Heat Metal (*magic subtype "fire") ok phb3 Helping Hand (special effect (hand) varies) ok phb3 Heroes' Feast ok phb3 Hold Animal (+1 spell level, animal) ok phb3 Hold Monster ok phb3 Hold Person ok phb3 Hold Portal ok phb3 Holy Aura ok phb3 Holy Smite no phb3 Holy Sword ok phb3 Holy Word ok phb3 Horrid Wilting ok phb3 Hypnotic Pattern (+1 spell level, illusion, and maybe more hit dice) ok phb3 Hypnotism --------------------------------------------- ok phb3 Ice Storm ok phb3 Identify (inexact) ok phb3 Illusory Script (+1 spell level, illusion) ok phb3 Illusory Wall (+1 spell level, illusion) ok phb3 Imbue with Spell Ability (recipient must be of same faith) ok phb3 Implosion ok phb3 Imprisonment ok phb3 Improved Invisibility ok phb3 Incendiary Cloud ~ok phb3 Inflict Critical Wounds (replaced by additional spell: Inflict Wounds) ~ok phb3 Inflict Light Wounds (") ~ok phb3 Inflict Minor Wounds (") (does d3 base, level cap 2) ~ok phb3 Inflict Moderate Wounds (") ~ok phb3 Inflict Serious Wounds (") ok phb3 Insanity ok phb3 Insect Plague ok phb3 Invisibility (any violent action or non-personal spell ends) ok phb3 Invisibility Purge ok phb3 Invisibility Sphere ok phb3 Invisibility to Animals (+1 spell level, animal, *dismissable) ok phb3 Invisibility to Undead (more unnoticed than unseen, poor against vampires, liches or ghosts) ok phb3 Iron Body ok phb3 Ironwood --------------------------------------------- ok phb3 Jump --------------------------------------------- ok phb3 Keen Edge (ask Jerrod why he did +2 spell levels) ok phb3 Knock (as in the past, it toggles locks) ok phb3 Know Direction --------------------------------------------- ok phb3 Legend Lore (but harder to get less-legendary info) ok phb3 Leomund's Secret Chest ok phb3 Leomund's Secure Shelter ok phb3 Leomund's Tiny Hut ok phb3 Leomund's Trap ok phb3 Lesser Geas ok phb3 Lesser Planar Ally ok phb3 Lesser Planar Binding (*the Charisma check is different) ok phb3 Lesser Restoration (Druid: +2 spell levels) ok phb3 Levitate ok phb3 Light ok phb3 Lightning Bolt (% hot center, 2d6/5' dropoff near ends) ok phb3 Limited Wish ok phb3 Liveoak (+1 spell level, plant) ok phb3 Locate Creature ok phb3 Locate Object --------------------------------------------- ok phb3 Mage Armor (+2 spell levels) ok phb3 Mage Hand (weight limit is 1 pound per caster level, max 5) ok phb3 Magic Circle against Chaos (replaced by additional spell: Magic Circle of Protection) ok phb3 Magic Circle against Evil (") ok phb3 Magic Circle against Good (") ok phb3 Magic Circle against Law (") ok phb3 Magic Fang (+3 spell levels, animal) phb3 Magic Jar ok phb3 Magic Missile ok phb3 Magic Mouth (fades over weeks unless extra effort and cost) ok phb3 Magic Stone ok phb3 Magic Vestment (+1ac/ 5 levels, 1 less if not of the same faith) ok phb3 Magic Weapon (+2 spell levels) ok phb3 Major Creation ok phb3 Major Image (+1 spell level, illusion) ok phb3 Make Whole ok phb3 Mark of Justice ok phb3 Mass Charm ok phb3 Mass Haste ok phb3 Mass Heal ok phb3 Mass Invisibility ok phb3 Mass Suggestion ok phb3 Maze ok phb3 Meld into Stone (elem earth) ok phb3 Melf's Acid Arrow (can it be pulled out by hand?) ok phb3 Mending ok phb3 Message phb3 Meteor Swarm ok phb3 Mindblank ok phb3 Mind Fog ok phb3 Minor Creation ok phb3 Minor Globe of Invulnerability ok phb3 Minor Image (+1 spell level, illusion) ok phb3 Miracle ok phb3 Mirage Arcana ok phb3 Mirror Image ok phb3 Misdirection (+1 spell level, illusion) ok phb3 Mislead (+1 spell level, illusion) phb3 Modify Memory phb3 Mordenkainen's Disjunction ok phb3 Mordenkainen's Faithful Hound no phb3 Mordenkainen's Lucubration ok phb3 Mordenkainen's Magnificent Mansion ok phb3 Mordenkainen's Sword ok phb3 Mount ok phb3 Move Earth --------------------------------------------- ok phb3 Negative Energy Protection (less applicable to corporeal undead) ok phb3 Neutralize Poison (druids have a natural-poison variant) ok phb3 Nightmare (blocked by a Circle of Protection) ok phb3 Nondetection ok phb3 Nystul's Magic Aura (works less well) ok phb3 Nystul's Undetectable Aura (works less well) --------------------------------------------- ok phb3 Obscure Object ok phb3 Obscuring Mist ok phb3 Open/Close no phb3 Order's Wrath ok phb3 Otiluke's Freezing Sphere ok phb3 Otiluke's Resilient Sphere ok phb3 Otiluke's Telekinetic Sphere ok phb3 Otto's Irresistible Dance --------------------------------------------- ok phb3 Passwall (functions in unworked stone, too) phb3 Pass without Trace ok phb3 Permanency ok phb3 Permanent Image (+1 spell level, illusion) ok phb3 Persistent Image (+1 spell level, illusion) ok phb3 Phantasmal Killer (+1 spell level, illusion) ok phb3 Phantom Steed (+1 spell level) ok phb3 Phase Door (fades over days/weeks) ok phb3 Planar Ally ok phb3 Planar Binding ok phb3 Plane Shift ok phb3 Plant Growth (+1 spell level, plant) ok phb3 Poison (druids have a weaker, natural-poison variant) ok phb3 Polymorph Any Object ok phb3 Polymorph Other (dice limit, *no odd types) ok phb3 Polymorph Self (dice limit, *no odd types, -1hr per change) ok phb3 Power Word, Blind ok phb3 Power Word, Kill ok phb3 Power Word, Stun ok phb3 Prayer ok phb3 Prestidigitation (limit are all 1/4 as much) ok phb3 Prismatic Sphere ok phb3 Prismatic Spray ok phb3 Prismatic Wall ok phb3 Produce Flame ok phb3 Programmed Image (+1 spell level, illusion) ok phb3 Project Image ok phb3 Protection from Arrows (+1 spell level, max 1dr/5' range, protects any in line of fire) ok phb3 Protection from Chaos (same notes as Circle of Protection) ok phb3 Protection from Elements ok phb3 Protection from Evil (same notes as Circle of Protection) ok phb3 Protection from Good (") ok phb3 Protection from Law (") ok phb3 Protection from Spells ok phb3 Prying Eyes ok phb3 Purify Food and Drink (casting time 1 minute) ok phb3 Pyrotechnics --------------------------------------------- ok phb3 Quench (the no-save damage doesn't apply to red dragons, I trust) --------------------------------------------- ok phb3 Rainbow Pattern (+1 spell level, illusion) ok phb3 Raise Dead (raising intact body in 1 minute/level avoids level or Con loss) ok phb3 Random Action no phb3 Rary's Mnemonic Enhancer ok phb3 Rary's Telepathic Bond ok phb3 Ray of Enfeeblement ok phb3 Ray of Frost ok phb3 Read Magic ok phb3 Reduce ok phb3 Refuge ok phb3 Regenerate phb3 Reincarnate (+1 spell level) (*no sprites) ok phb3 Remove Blindness/Deafness ok phb3 Remove Curse (curses are much more detailed in the world of Fivtoria) ok phb3 Remove Disease ok phb3 Remove Fear ok phb3 Remove Paralysis ok phb3 Repel Metal or Stone (elem earth) ok phb3 Repel Vermin ok phb3 Repel Wood (sounds like missiles still work...) ok phb3 Repulsion ok phb3 Resistance ok phb3 Resist Elements (Wizard: +2 spell levels) ok phb3 Restoration ok phb3 Resurrection (most cost to the caster, e.g. aging/xp) ok phb3 Reverse Gravity ok phb3 Righteous Might ok phb3 Rope Trick (limited to caster's awake-time) ok phb3 Rusting Grasp --------------------------------------------- ok phb3 Sanctuary ok phb3 Scare (+1 spell level) ok phb3 Screen (not +1 spell level, illusion) ok phb3 Scrying (DC is higher, *only caster may send more spells through) phb3 Sculpt Sound ok phb3 Searing Light ok phb3 Secret Page ok phb3 See Invisibility (gives only silhouette view) ok phb3 Seeming ok phb3 Sending ok phb3 Sepia Snake Sigil ok phb3 Sequester ok phb3 Shades (+1 spell level, illusion) ok phb3 Shadow Conjuration (+1 spell level, illusion) ok phb3 Shadow Evocation (+1 spell level, illusion) ok phb3 Shadow Walk (+1 spell level, illusion) ok phb3 Shambler (only 1 shambler for plant non-specialists) ok phb3 Shapechange ok phb3 Shatter phb3 Shield (acts as a regular shield giving +4 armor bonus) ok phb3 Shield of Faith no phb3 Shield of Law ok phb3 Shield Other (+1 spell level) ok phb3 Shillelagh (+1 spell level, plant) ok phb3 Shocking Grasp ok phb3 Shout ok phb3 Shrink Item ok phb3 Silence ok phb3 Silent Image (+1 spell level, illusion) ok phb3 Simulacrum ok phb3 Slay Living ok phb3 Sleep ok phb3 Sleet Storm ok phb3 Slow ok phb3 Snare (+1 spell level, plant) ok phb3 Soften Earth and Stone ok phb3 Solid Fog ok phb3 Soul Bind ok phb3 Sound Burst ok phb3 Speak with Animals (animal) ok phb3 Speak with Dead ok phb3 Speak with Plants (+1 spell level, plant) no phb3 Spectral Hand no phb3 Spell Immunity ok phb3 Spell Resistance no phb3 Spellstaff ok phb3 Spell Turning ok phb3 Spider Climb ok phb3 Spike Growth (+1 spell level, plant) ok phb3 Spike Stones ok phb3 Spritual Weapon ok phb3 Statue ok phb3 Status ok phb3 Stinking Cloud ok phb3 Stone Shape ok phb3 Stoneskin (half as much total HP prevented, vulnerable to stone weapons) ok phb3 Stone Tell (Clr 6) ok phb3 Stone to Flesh ok phb3 Storm of Vengeance ok phb3 Suggestion ~ok phb3 Summon Monster I-IX (replaced by additional spell: Summon Ally) ~ok phb3 Summon Nature's Ally I-IX (") ok phb3 Summon Swarm (+2 spell levels, animal) ok phb3 Sunbeam (Clr 7, Sun 4?) ok phb3 Sunburst (Clr/Wiz 8, Sun 5?, *magic subtype "fire") ok phb3 Symbol (*discord gives Will save) ok phb3 Sympathy --------------------------------------------- ok phb3 Tasha's Hideous Laughter ok phb3 Telekinesis ok phb3 Teleport (stiffer penalties for mishap, different off-target and similar) ok phb3 Teleportation Circle ok phb3 Teleport without Error ok phb3 Temporal Stasis ok phb3 Tenser's Floating Disk ok phb3 Tenser's Transformation ok phb3 Time Stop ok phb3 Tongues ok phb3 Transmute Metal to Wood (default SR 10, fine +5 more per plus hit+damage, ready/worn +5, mithril +10, adamantite +20, blessed etc counts as magical) ok phb3 Transmute Mud to Rock ok phb3 Transmute Rock to Mud ok phb3 Transport via Plants (+1 spell level, plant) ok phb3 Trap the Soul (see Attune Spell) ok phb3 Tree Shape (+1 spell level, plant) ok phb3 Tree Stride (+1 spell level, plant) ok phb3 True Resurrection (costs subject or caster something more) ok phb3 True Seeing no phb3 True Strike --------------------------------------------- ok phb3 Undetectable Alignment ok phb3 Unhallow ok phb3 Unholy Aura ok phb3 Unholy Blight ok phb3 Unseen Servant --------------------------------------------- ok phb3 Vampiric Touch (max drain is HP+Con, vs. HP+10) ok phb3 Vanish ok phb3 Veil (+1 spell level, illusion) ok phb3 Ventriliquism (illusion) ok phb3 Virtue ok phb3 Vision --------------------------------------------- ok phb3 Wail of the Banshee ok phb3 Wall of Fire ok phb3 Wall of Force (see FORCE FIELDS notes, below) ok phb3 Wall of Ice ok phb3 Wall of iron ok phb3 Wall of Stone (elem: earth) ok phb3 Wall of Thorns (+1 spell level, plant) ok phb3 Warp Wood (+1 spell level, plant) ok phb3 Water Breathing ok phb3 Water Walk ok phb3 Web (range should become close) ok phb3 Weird (illusion) ok phb3 Whirlwind ok phb3 Whispering Wind ok phb3 Wind Walk ok phb3 Wind Wall ok phb3 Wish ok phb3 Wood Shape (+1 spell level, plant) ok phb3 Word of Chaos ok phb3 Word of Recall --------------------------------------------- --------------------------------------------- --------------------------------------------- ok phb3 Zone of Truth SPECIFIC SPELLS Dispel Magic The Dispel Magic spell works substantially differently in standard 1st Ed and 3rd Ed rules. This here is an attempt to reach a compromise, to get the system compatibility of the 3rd Ed version while preserving much of the feel of the 1st Ed version. Start with the 3rd Ed version of Dispel, and apply the changes described here. To target an individual spell as the PHB3 describes, you must be within 5 feet of its effect. Dispel Magic is almost always either cast on an area or targetted at a creature or object, any of which can be done at medium range (subject to limits of visibility). If a Dispel Magic is targetted at a specific target and arrives during the casting of the target's spell or the target's activation of a spell-like action, the DC to dispel the casting or activation is 10 lower than if the spell were already cast or the ability were active. Even if the in-progress spell or ability is not dispelled, the target of the Dispel Magic needs to make a Concentration check to complete the spell, as though having failed a saving throw versus the Dispel Magic, with an additional +5 on the DC. If a Dispel Magic is cast on an area, all spell casting or activation of spell-like abilities in the area have a chance of failing. Anyone trying to cast or activate a spell needs to make a Concentration check as though having failed a saving throw versus the Dispel Magic. In addition, TWO attempts are made to dispel each one of those spells or abilities, IN ADDTION TO the normal effect of Dispel Magic on the creatures in the area. So a Wizard with Improved Invisibility and Fly spells trying to cast Lightning Bolt in the area of a Dispel Magic would have two chances to lose the Lightning Bolt during its casting and would have one chance to lose the Improved Invisibility, and if the Improved Invisibility survived then one chance to lose the Fly. If the Wizard had been the target of the Dispel Magic, the Fly spell could be disrupted whether or not the Improved Invisibility survived, and the Lightning Bolt would have an even greater chance of interruption. One incompatibility remains that I can see: a Dispel Magic can never disrupt more than one spell that is being cast. With 1st Edition, you could probably disrupt half the casters in the area with one casting. I don't think this is a significant loss, but it does beg the addition of a duration spell that makes it difficult to cast in its area. Chain Lightning: Interpret as a simple 6th-level version of Fireball that does electrical damage instead of fire damage. Cure * Wounds: The level "bonus" is a minimum amount of healing, or as a real bonus (as standard) when inflicting damage to undead. Cure Wounds cast by a Druid is one spell list less effective than when cast by a Cleric, and when cast by a Healing specialist is one list more effective. Cure Minor Wounds does 1-4, with the level bonus capped at 3. Cure * Wounds, Mass: The level adjustment is half of standard, resulting in a minimum healing of level/2 for the living, and as a bonus of +level damage against undead. Inflict * Wounds: Same as Cure Wounds, but heals undead and harms the living, with level providing a bonus on damage to the living, and a minimum on recovery for undead. Inflict * Wounds, Mass: The level adjustment is half of standard, resulting in a minimum healing of level/2 for undead, and as a bonus of +level damage against the living. Additional spell: Detect Attitude. This functions as the PHB version of Detect Evil et al, but with the 1st Edition twist that it detects a creature's current state of mind (and some creatures have one-track minds). The attitude to be detected is chosen at the time of preparation (or if unprepared, at casting time). Additional attitudes that may be detected include Hedonism, Selfishness, Nature Orientation, Frustration, Hunger and such. Only strongly-felt attitudes will show up as an aura. A typical very hungry creature might show up as 4 less than its level or hit dice, while one with mere hunger pangs might show up as 1/10th or 1/20 (versus 1/5th) its level/HD minus 4. Detect Attitude and Detect Magic both can detect lingering auras and can result in the stunning of the caster. An aura only lingers if it has had time to build up. It will not linger for longer than about the time the creature was in the area, so there may be an aura in the area of its lair, but not not where it walked by. The aura fades one place within an hour, another within about 4 hours, another within about a day, and another within about 4 days. It is not possible to tell how strong the lingering aura had been originally without extrapolating from the current strength, coverage and approximate rate of decay. A caster can use Detect Attitude or Detect Magic defensively, in which case the number of auras isn't determined until the 3rd round, and their strength and location on the 5th. (One extra round per tier to be defensive.) If detecting defensively, the caster cannot be stunned and the spell does not end prematurely. Additional spell: Dispel Attitude. As Dispel Evil, but useable for any attitude. When used for effect #2 from the PHB, it forces down the attitude the spell was cast to counter. Outsiders typically are defined by their primary attitude, so they are driven back to their home plane by something like Dispel Evil. Creatures that cannot be driven to another plane may still be driven away if the attitude that was dispelled was so basic to their existence. In any case, that attitude is suppressed for the full duration of the spell, even though the spell is theoretically discharged. (It has been transferred to the target, and can be dispelled.) An enemy whose primary attitude has been dispelled will generally suffer a -2 morale penalty on all attacks, damage, saves and skills, and will feel bereft and empty. It will suffer an additional -4 morale penalty (onlly to offset bonuses) on all Will saves against spells that require it to go against the attitude that was dispelled. (The Paladin hit with Dispel Good doesn't really care anymore about the lives of innocent bystanders.) Additional spell: Magic Circle of Protection. As Magic Circle against Evil, but applies to those contrary to any one chosen attitude. Magic Circle against Greed might be the most useful version for defending a bank vault, for example. Weakly-held attitudes lessen or eliminate the effects of the spell. As with all such alignment-dependent spells, the specific attitude/alignment must be chosen when the spell is prepared or when a scroll is written. Additional spell: Summon Ally. The standard summoning spell exists at every spell level. This takes the place of all Summon Monster and Summon Nature's Ally spells. All references to Nth level creatures should be replaced by Nth-1 level creatures, effively making it 1 spell level harder to summon anything. But specialist conjurers get the spell level reduced by one, resulting in the specifications listed in the PHB. Also, Druids are generally animal and plant specialists, and any creature-type whose magic they are specialized in is also one spell level easier to summon (assuming the caster isn't in an atmosphere unfriendly to the creature). The summoned creature arrives on the caster's initiative (even if delayed) on the round *following* the casting of the spell. FORCE FIELDS The Wall of Force spell, and similar spells, specify that they cannot be dispelled. But the Extinguish Magic spell works on anything cast by someone of the same or lower level, which would require a serious kludge to keep from being arbitrary and contradictory. So, here's what I think is a good kludge. :-) Force fields are tied to the material component with which they are prepared or cast, and can only be dispelled or extinguished by an attack on the material component, rather than on the spell itself. This feature is specific to common force field magic, and cannot be simply applied to variants of other spells. Furthermore, an Extinguish Magic applied to a force field, if powerful enough to extinguish a spell of the same power as the force field, will instead cause a breach just long enough for a creature to jump through as the field reforms.