3.5e OGL Spells
From Dungeons and Dragons Wiki
Back to Main Page → 3.5e Open Game Content → Class Ability Components |
Contents
Open Game License Spell Lists by Class[edit]
- 3.5e OGL Bard Spells
- 3.5e OGL Cleric Spells
- 3.5e OGL Druid Spells
- 3.5e OGL Paladin Spells
- 3.5e OGL Ranger Spells
- 3.5e OGL Sorcerer/Wizard Spells
Complete Open Game License Spell List[edit]
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[edit]
Please see the Epic Spells page.
Domains[edit]
Please see the Cleric Domains page.
Back to Main Page → 3.5e Open Game Content → Class Ability Components