DnD 3.5 Spell Compendium
Livro focado em magias
Livro focado em magias
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CHAPTER 1
SPELL
DESCRIPTIONS
40
Illus. by W. England
BRILLIANT BLADE
Transmutation
Level: Cleric 7, druid 7, sorcerer/
wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One melee or thrown
weapon, or fifty
projectiles (all of which
must be in contact with
each other at the time of
casting)
Duration: 1 minute/level
Saving Throw: Will
negates (harmless,
object)
Spell Resistance: Yes
(harmless, object)
With a word, the indicated
weapon glows with a soft bluewhite
halo that emits a low,
slowly pulsating hum. The
faint smell of ozone permeates
the air.
You transform a single melee
weapon, natural weap on,
thrown weapon, or group
of projectiles into a weapon
with the brilliant energy
special ability (DMG 224).
If this spell is cast on arrows
or crossbow bolts, the
effect on a particular projectile
ends after one use,
whether or not the missile
strikes its intended
target. Treat shuriken
as arrows, rather than
as thrown weapons,
for the purpose of
this spell.
BRISTLE
Transmutation
Level: Sorcerer/
wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Suit of armor touched
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
With a word and the sudden opening of
your hand you complete the spell. Touching
a suit of armor instantly causes the armor to
sprout long, deadly-looking spines.
The bristle spell temporarily enhances
one suit of armor, causing it to grow
long hard spikes that stick out in
all directions. This spell does not
work on clothing other than
armor, but it does function
with armor that already has spikes built
in. The spikes are flexible enough not
to hamper the creature wearing the
armor. Each round, the first time the
armor wearer attacks a target in melee,
the spikes strike out as well, growing in
length and hardness. The spikes have
an attack bonus equal to your caster
level and deal 2d6 points of damage.
Your Strength modifier does not apply
to this damage.
BUOYANT LIFTING
Evocation
Level: Druid 1
Components: S, DF
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature/
level, no two of which are
more than 20 ft. apart
Duration: 1 minute/
level (D); see text
Saving Throw: None
Spell Resistance: No
With a sharp jab of your
finger, the water around
your indicated subjects
begins to push them
toward the surface.
The subjects of this
spell are borne toward
the surface at 60 feet
per round until they are
floating on it. The subject
then rests at the top
of the liquid (rescuing it
from drowning if it was
a sinking air-breather)
and can swim away
under its own power
or be moved by others
(such as with a rope). If
the subject is removed
from the liquid, the
spell ends.
BURNING
BLOOD
Necromancy
Le vel: Sorcerer/
wizard 4
Components: V, S, M
Casting Time: 1
standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature; see text
Duration: 1 round/level (D)
Saving Throw: Fortitude partial;
see text
Spell Resistance: Yes
The taste of copper fills your mouth and
bloody spatters punctuate the last few words
that unlock the spell. You gag slightly as the
blood in your mouth congeals, but disappears
even as you release the spell.
You taint a living creature’s blood with
a hot, corrosive infusion, dealing 1d8
points of acid damage and 1d8 points
of fire damage per round. The subject