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SYSTEM REFERENCE DOCUMENT 3.5 |
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Adept Spells by Level
An M or Fappearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a
spell component pouch. An X denotes a spell with an XP component paid by the caster.
Order of Presentation: In the spell lists and the spell descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell
chains. When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell description is alphabetized under the second word of the spell name
instead.
Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only
from their race, not from classes, have character levels equal to their Hit Dice.
Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature with no
classes has a caster level equal to its Hit Dice unless otherwise specified. The word “level” in the spell lists that follow always refers to caster level.
Creatures and Characters: The words “creature” and “character” are used synonymously in the spell descriptions.
Adept Level 0:
Adept Level 1:
- Bless Allies gain +1 on attack rolls and saves against fear.
- Burning Hands 1d4/level fire damage (max 5d4).
- Cause Fear One creature of 5 HD or less flees for 1d4 rounds.
- Command One subject obeys selected command for 1 round.
- Comprehend Languages You understand all spoken and written languages.
- Cure Light Wounds Cures 1d8 damage +1/level (max +5).
- Detect Chaos Reveals creatures, spells, or objects with Chaotic alignment.
- Detect Evil Reveals creatures, spells, or objects with Evil alignment.
- Detect Good Reveals creatures, spells, or objects with Good alignment.
- Detect Law Reveals creatures, spells, or objects with Lawful alignment.
- Endure Elements Exist comfortably in hot or cold environments.
- Obscuring Mist Fog surrounds you.
- Protection From Chaos +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection From Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection From Good +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection From Law +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Sleep Puts 4 HD of creatures into magical slumber.
Adept Level 2:
- Aid +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
- Animal Trance Fascinates 2d6 HD of animals.
- Bear's Endurance Subject gains +4 to Con for 1 min./level.
- Bull's Strength Subject gains +4 to Str for 1 min./level.
- Cat's Grace Subject gains +4 to Dex for 1 min./level.
- Cure Moderate Wounds Cures 2d8 damage +1/level (max +10).
- Darkness 20-ft. radius of supernatural shadow.
- Delay Poison Stops poison from harming subject for 1 hour/ level.
- Invisibility Subject is invisible for 1 min./level or until it attacks.
- Mirror Image Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
- Resist Energy Ignores 10 (or more) points of damage/attack from specified energy type.
- Scorching Ray Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
- See Invisibility Reveals invisible creatures or objects.
- Web Fills 20-ft.-radius spread with sticky spiderwebs.
Adept Level 3:
Adept Level 4:
- Cure Critical Wounds Cures 4d8 damage +1/level (max +20).
- Minor Creation Creates one cloth or wood object.
- Polymorph Gives one willing subject a new form.
- Restoration Restores level and ability score drains.
- Stoneskin Ignore 10 points of damage per attack.
- Wall Of Fire Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Adept Level 5: