DnD 3.5 Spell Compendium
Livro focado em magias
Livro focado em magias
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CHAPTER 1
SPELL
DESCRIPTIONS
50
resurrected, or reincarnated at any point
during the next week, the creature
takes no level loss or Constitution loss
normally associated with such spells.
At the conclusion of the week, if the
subject has not been returned to life,
the creature is automatically reincarnated,
as the spell, with no loss of level
or Constitution.
Material Component: A silkworm
cocoon.
XP Cost: 250 XP
COLD FIRE
Transmutation [Cold]
Level: Cleric 1, druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One fire source (up to a 20-ft.
cube) or one creature; see text
Duration: 1 minute/level (D) (fire
source) or Instantaneous (creature)
Saving Throw: No (fire source) or
Fortitude half (creature)
Spell Resistance: No (fire source) or
Yes (creature)
As you complete the spell you widen your
eyes slightly at the fire you wish to affect.
Its flames instantly turn a blue-white. The
air between you and the fire feels much
colder.
You are able to change the normal
flames of a fire (any blaze that lasts for
more than 1 round) into cold flames.
Affected flames deal cold damage
to creatures that come into contact
with them. The spell can also affect
magical fires such as those generated
by a wall of fire, provided the affected
fire is small enough. Cold fire flames
burn blue and white for the duration
of the spell.
If the target is a creature with the fire
subtype or vulnerability to cold, the
spell deals 1d6 points of cold damage
per two caster levels (maximum 5d6)
to the creature, but has no further
effect.
COLD SNAP
Transmutation [Cold]
Level: Cleric 6, druid 5
Components: V, S
Casting Time: 1 minute
Range: 1 mile
Area: 1-mile-radius circle centered
on you
Duration: 2d4 hours
Saving Throw: None
Spell Resistance: No
As you call upon divine power to fuel your
spell, you feel the air around you become
chilled. The drop in temperature creates a
thin fog that exacerbates the cold in the air
without hindering your vision or movement
whatsoever.
This spell causes a powerful cold front
to form, lowering the temperature in
the affected area by 5 degrees Fahrenheit
per caster level (maximum change
of 50 degrees Fahrenheit), to a maximum
low of –20 degrees Fahrenheit
(see Cold Dangers, DMG 302). Spells
with the cold descriptor deal an extra
1 point of damage per die when cast
in the area.
COMBUST
Evocation [Fire]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Touched creature or
combustible object that weighs no
more than 25 lb./level
Duration: Instantaneous; see text
Saving Throw: Reflex partial
Spell Resistance: Yes
You rub the oil against the flint and
murmur the ancient words, touching your
target. It immediately smolders and then
bursts into bright flames.
This spell makes a combustible object
or a creature’s combustible equipment
burst into flame, even if damp.
If the target is a creature, the initial
eruption of flame causes 1d8 points of
fire damage per caster level (maximum
10d8) with no saving throw. Further,
the creature must make a DC 15 Reflex
save or catch fire (DMG 303).
If the target is a combustible, unattended
object, the initial eruption of
flame deals fire damage to the object as
noted above. The object catches fire and
takes 1d6 points of fire damage each
round until consumed or someone puts
out the fire.
Material Component: A drop of oil and
a piece of flint.
COMETFALL
Conjuration (Creation)
Level: Cleric 6, druid 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 400-pound ball of rock and
ice
Area: 5-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
You conjure a bright, glowing comet, which
appears in midair above your enemies, then
strikes the ground with tremendous force
and a thunderous boom.
You conjure a comet that immediately
falls to the ground, dealing 1d6 points
of damage per caster level (maximum
15d6) to everything in the area. The
force of the comet can also knock
creatures over. Creatures who fail their
Reflex save are knocked prone. A creature
that succeeds on its saving throw
takes half damage from the comet and
is not knocked down.
The comet breaks apart on impact,
filling the 10-foot-square area with
dense rubble (DMG 90).
You must cast this spell in an area
with at least 40 feet of vertical space
above the point of impact. If you do not
have 40 feet of space, the spell fails.
CONE OF DIMNESS
Illusion (Phantasm) [Mind-Affecting]
Level: Sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: Yes
Splaying your fingers, you call upon the
energies that dwell within the shadowy
places of the world. Your arm shakes with
barely contained power, causing a translucent
gray cone to burst forth from your
outstretched hand.
Creatures in the cone must succeed
on a Will save or believe darkness
has engulfed them, rendering them
blinded. A creature that makes its
initial Will save suffers no ill effects.