3.5e OGL Spells

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Open Game License Spell Lists by Class


Complete Open Game License Spell List

Name School Level Description
Akeltor's Bolt of Animation Necromancy Sorcerer/Wizard 6 Bolt of negative energy deals damage, raises humanoids as skeletons.
Bird of Prey Transmutation Sorcerer/Wizard 5 Caster gains bonuses to physical ability scores, fighter feats, and weapon proficiencies.
Blood Will Tell Necromancy Cleric 0, Sorcerer/Wizard 0 Caster discerns information about a creature and any maladies by tasting their blood.
Bolt of Ghostslaying Necromancy Cleric 2, Sorcerer/Wizard 2 Deals damage to an incorporeal target.
Corrupting Darkness Necromancy Druid 6, Sorcerer/Wizard 5 Summons mist that deals difficult-to-heal damage, constitution drain over time.
Death’s Hunger Necromancy Sorcerer/Wizard 6 Immobilize target, temporarily gaining its constitution and wisdom.
Ethereal Sleep Transmutation Bard 4, Ranger 4, Sorcerer/Wizard 3 Renders the caster invisible and incorporeal while sleeping.
Falnor's Ghostly Armor Necromancy Sorcerer/Wizard 1 Gives the caster a deflection bonus to armor class, and provides a competence bonus to hide checks.
Falnor's Guise of Death Illusion Sorcerer/Wizard 2 The caster detects as an undead creature for the duration of the spell.
Gate of Bone Necromancy Cleric 9, Sorcerer/Wizard 9 Creates a permanent gateway to the realm of the dead.
Gift of Life Necromancy Cleric 3, Druid 3, Sorcerer/Wizard 4 Permanently transfers hit points to another creature, or another creature permanently transfers hit points to you.
Ilnioth’s Greater Mark of Life Necromancy Sorcerer/Wizard 5 As ilnioth’s mark of life, but tells one side how the other died.
Ilnioth’s Mark of Life Necromancy Sorcerer/Wizard 2 Creates a link between caster and a willing creature so that one will know if the other dies.
Knowledge of the Ages Necromancy Bard 5, Sorcerer/Wizard 4 Creature touched gains a +20 competence bonus to a chosen skill.
Masks of Pain Necromancy Sorcerer/Wizard 9 Deals negative energy damage, reduces victims to a Charisma of 1.
Mass Ethereal Sleep Transmutation Bard 5, Sorcerer/Wizard 5 As ethereal sleep, but with multiple targets.
Ramble of the Mad Transmutation Sorcerer/Wizard 1 Makes creatures unable to communicate, cast spells with verbal components.
Ray of Decay Necromancy Cleric 0, Sorcerer/Wizard 0 A ray that deals minor negative energy damage.
Ruul’s Skeletal Wings Necromancy Sorcerer/Wizard 3 Creates a pair of skeletal wings, which are capable of flight.
Sigil of Death Necromancy Sorcerer/Wizard 7 Binds a creature to the caster, so that when the caster dies the creature dies as well.
Spellbreaker Abjuration Bard 5, Cleric 4, Sorcerer/Wizard 4 Cast with another spell, which then ignores any spell resistance.
Stillborn Necromancy Cleric 6, Sorcerer/Wizard 6 Causes all unborn creatures in a mile radius to be stillborn.
Track the Blood Necromancy Ranger 0, Sorcerer/Wizard 0 Track a creature by tasting its blood.
Undead Servant Necromancy Sorcerer/Wizard 1 Assembles an undead servant capable of carrying out simple tasks.
Vampiric Lust Necromancy Cleric 8, Sorcerer/Wizard 8 Curses a victim so that they must drink humanoid blood or die.
Watchful Ghost Necromancy Sorcerer/Wizard 3 Summons a helpful spirit to watch over the caster.
Yarvol’s Bane of Touch Necromancy Sorcerer/Wizard 3 Transfers a wound you just received to another creature, which takes damage instead of you.
Yarvol’s Bonearm Animation Necromancy Sorcerer/Wizard 2 Grafts an extra arm onto your body.
Acid Symbol Necromancy Sorcerer/Wizard 6 Animated undead creatures inflict extra acid damage, gain immunities.
Age Other Necromancy Druid 6, Sorcerer/Wizard 6 Ages a creature 1d10 years.
Animate Necrosis Necromancy Sorcerer/Wizard 5 Stuns and grapples a living, wounded creature.
Attract Undead Necromancy Sorcerer/Wizard 1 Forces an undead creature to approach you, if it would not be harmed in the process.
Bone Legs Necromancy Cleric 1, Sorcerer/Wizard 1 Creates a mount from bones that follows your command.
Bone Tattoo Necromancy Sorcerer/Wizard 3 Creates tattoo that grants spell resistance to some effects and vulnerability to turning; mindless undead react to tattooed creature as if they were undead.
Burrowing Bony Digits Necromancy Sorcerer/Wizard 4 Cause up to 5 skeletal fingers to attack targets, dealing 1d6 damage for several rounds.
Change Zombie Necromancy Sorcerer/Wizard 6 Turn a zombie into a ghoul.
Cone of Stupidity Necromancy Druid 6, Sorcerer/Wizard 6 Deals intelligence damage to affected creatures every round.
Continual Wounds Necromancy Druid 8, Sorcerer/Wizard 8 Stops target creature from recovering hit points, ability damage.
Corpse Defense Necromancy Sorcerer/Wizard 5 Creates tentacles from corpses and dying creatures that grapple, drown targets in range.
Create Sailors Necromancy Bard 5, Death 6, Sorcerer/Wizard 6 Summons a crew of undead sailors to man a ship.
Dangerous Digits Necromancy Sorcerer/Wizard 3 Skeletons gain ability to use their fingers as missile weapons.
Dark Channeling Necromancy Sorcerer/Wizard 8 Place yourself in an undead creature's body, gain their special abilities.
Darksight Transmutation Bard 3, Cleric 3, Sorcerer/Wizard 3 As darkvision, but can also see in magical darkness effects.
Decay Necromancy Druid 2, Ranger 2 Corpses touch turn into dust, and can no longer become undead or otherwise be affected; undead corpses must make a Will save or die.
Dirge of the Walking Dead Necromancy Bard 2, Cleric 3 Living creature acts normally even when hit points fall below 0, but still dies at -10.
Disruption Missiles Evocation Sorcerer/Wizard 2 A more powerful magic missile that only affects undead creatures.
Disruption Wave Evocation Cleric 7, Sorcerer/Wizard 7 Undead creatures in area must make a Fortitude save or be destroyed.
Divine Heart Necromancy Cleric 2 Target is immune to all fear effects.
Double Aging Necromancy Cleric 5, Sorcerer/Wizard 5 Causes a creature to age at double its normal rate.
Draining Mist Necromancy Sorcerer/Wizard 3 Misty spread deals 1 strength damage / 2 levels.
Dread Blade Necromancy Cleric 9, Sorcerer/Wizard 9 Deals 1d4 damage per caster level to one target; if slain, target becomes an unintelligent undead creature.
Elemental Shroud Necromancy Sorcerer/Wizard 5 Grants undead creatures +2 turn resistance, +2 natural armor, makes them deal extra damage.
Enhance Skeletons Necromancy Sorcerer/Wizard 4 Skeletons gain Damage Reduction 10/magic.
Flame Symbol Necromancy Sorcerer/Wizard 5 Animated undead creatures gain the [Fire] subtype, inflict extra damage.
Flying Abominations Necromancy Cleric 5, Evil 5, Sorcerer/Wizard 7 Creates Flying Abominations.
Force Corporealness Abjuration Cleric 2, Paladin 2 Turns one incorporeal creature corporeal.
Frost Symbol Necromancy Sorcerer/Wizard 5 Animated undead creatures gain the [Cold] subtype, inflict extra damage.
Ghostly Deliverer Necromancy Sorcerer/Wizard 4 As spectral hand, but deliver 6th-level or lower spells.
Greater Contagion Necromancy Cleric 5, Druid 5, Sorcerer/Wizard 6 As contagion, but with multiple targets.
Greater Enhance Skeletons Necromancy Sorcerer/Wizard 6 Skeletons gain Damage Reduction 20/magic.
Greater Toughen Undead Necromancy Sorcerer/Wizard 7 As Lesser Toughen Undead, but grants turn resistance +5.
Halve Aging Necromancy Cleric 5, Sorcerer/Wizard 5 Halves the natural aging rate of a living creature, and any aging caused by spells.
Heal Undead Necromancy Cleric 3, Sorcerer/Wizard 4 Fully heals one undead or zombie per caster level.
Imprint Draining Necromancy Sorcerer/Wizard 3 Imbued weapon grants the wielder temporary hit points equal to half its damage dealt.
Instill Foolishness Necromancy Sorcerer/Wizard 6 Deals 3 wisdom damage/4 caster levels to a single target.
Lesser Enhance Skeletons Necromancy Sorcerer/Wizard 3 Skeletons gain Damage Reduction 5/silver.
Lesser Toughen Undead Necromancy Sorcerer/Wizard 3 Grants turn resistance +1 to an undead creature.
My Life For Yours Necromancy Sorcerer/Wizard 3 Creates skeletons or zombies by sacrificing hit points.
Necrocone Necromancy Sorcerer/Wizard 5 Cone deals 1d6 damage/level to undead, 1d6 damage/2 levels to living creatures.
Necroflames Necromancy Sorcerer/Wizard 5 An aura of dark flame provides immunity against energy and ability drain, damages creatures that attack you.
Necrosword Necromancy Sorcerer/Wizard 2 Creates a longsword that deals negative energy and cold damage.
Necrotic Blast Necromancy Sorcerer/Wizard 5 Energy from recently deceased corpses deals damage in a spread.
Necrotize Weapon Necromancy Sorcerer/Wizard 1 Weapon deals strength damage in addition to its ordinary damage, and makes undead flee.
Pack of Ghouls Necromancy Cleric 4 Summons a pack of ghouls.
Plague Carrier Necromancy Cleric 7, Druid 7, Sorcerer/Wizard 8 Subject contracts diseases, which strike immediately and can only be cured through magical means.
Planar Eruption Necromancy Death 8, Sorcerer/Wizard 8 Portal to negative energy plane deals 1d6 damage per caster level.
Ray of Exhaustion Necromancy Sorcerer/Wizard 2 Exhausts one target.
Seek the Soulless Necromancy Sorcerer/Wizard 3 Nonliving, nonmortal creatures in area take 1d6 damage per caster level.
Skeletal Spurs Necromancy Druid 5, Sorcerer/Wizard 5 Target deals damage on successful grapple attacks.
Slow Aging Necromancy Cleric 7, Sorcerer/Wizard 7 Temporarily stops aging.
Soul Burst Necromancy Sorcerer/Wizard 4 A burst of energy harms living creatures with a soul.
Spirit Horde Necromancy Sorcerer/Wizard 6 Summons a horde of spirits that does 1d6 damage per caster level, and negative levels.
Spirit Knife Necromancy Cleric 7, Sorcerer/Wizard 7 Creates a knife that you wield to instantly slay enemies.
Steal Heart Necromancy Sorcerer/Wizard 7 Consumes the heart of a dead creature, preventing it from returning to life.
Syron's Energy Armor Conjuration Bard 1, Sorcerer/Wizard 1 Creates an aura of positive energy that damages undead.
Torpor Evocation Sorcerer/Wizard 1 Gives a single target a dexterity penalty.
Toughen Undead Necromancy Sorcerer/Wizard 5 Grants turn resistance +3 to an undead creature.
Undead Friend Necromancy Sorcerer/Wizard 1 Makes an undead creature perceive you as an allied undead creature.
Undead Gate Conjuration Sorcerer/Wizard 8 You enchant any normal portal (doorway, archway, window, etc.) to act as a gate for undead monsters.
Voice of the Grave Necromancy Sorcerer/Wizard 4 You attempt to trap an incorporeal undead within your own body.
Armor Ignoring Fang Transmutation Druid 6 Armor ignoring fang makes one of the subject’s natural weapons armor ignoring.
Armor Ignoring Weapon Transmutation Sorcerer/Wizard 6 This spell makes a weapon magically armor ignoring.
Armor Piercing Fang Transmutation Druid 3, Ranger 3 Armor ignoring fang makes one of the subject’s natural weapons armor piercing.
Armor Piercing Weapon Transmutation Sorcerer/Wizard 3 This spell makes a weapon magically armor piercing.
Absorption Transmutation Druid 4 Causes any liquid carried by a creature to dry up — affects potable water and potions.
Acclimatize Transmutation Drd 3 Renders subjects virtually immune to damage from normal extremes of heat and cold.
Acorn Grove Conjuration Druid 6 Full grown trees sprout where you throw a handful of enchanted acorns.
Adaptation Transmutation Cleric 4, Sorcerer/Wizard 5 Grants immunity to a selected plane’s environmental effects.
Adaptation, Mass Transmutation Cleric 5, Sorcerer/Wizard 6 As adaptation but to number of creatures based on level.
Aegis Abjuration Cleric 4, Paladin 3, Sorcerer/Wizard 3 Any creature wishing the caster harm finds it difficult to concentrate on his exact location.
Auspicious Odds Evocation Luck 3 Roll an extra d6 during attack roll, saving throw, ability check, or skill check; dropping lowest roll.
Mass Auspicious Odds Evocation Luck 5 As Auspicious Odds, but more targets.

Epic Spells

Please see the Epic Spells page.

Domains

Please see the Cleric Domains page.


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