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C R E D I T S
DESIGNERS
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® rules created by E. Gary Gygax and Dave Arneson, and the new Dungeons&Dragons game
designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This product uses updated material from the v.3.5 revision.
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ISBN: 0-7869-3702-5
First Printing: December 2005 ISBN-13: 978-0-7869-3702-8
Dungeons&Dragons, D&D, DungeonMaster, d20, d20 System, WizardsoftheCoast, Player’s Handbook, Dungeon Master’sGuide, Monster Manual, Spell Compendium, all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the U.S.A. and other countries. All characters, character names, and the
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Much of the material in this book was taken from or derived from other sources. For a list of all these sources, see page 285.
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Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Chapter 1: Spell Descriptions . . . . . . . . . . . . . 5
Chapter 2: Spell Lists . . . . . . . . . . . . . . . . . 245
Appendix: Domain Spells . . . . . . . . . . . . . . 271
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Introduction
Pockets full of bat guano, incomprehensible speech, and
twisted hands making bizarre gestures—it sounds crazy, but
in the
their clerics. You can assign the domains to deities as you see
fit, or leave the domains as options for generalist clerics who
don’t devote themselves to a particular deity.
game, these are the earmarks of
power, for they are the signs of spellcasting. Spells and spell-
casters form a cornerstone of fantasy, and Spell Compendium
builds on that cornerstone by presenting over a thousand
spells in one place.
This introduction describes the features of this book and
how to use them. After reading it, open this book to any page;
you’ll find something magical on every one.
INTRODUCING SPELLS
The simplest way to introduce the spells in this book to your
character or your campaign is to have a character choose them
and cast them in play. You can assume that spellcasters always
possessed the ability to cast the spells but they simply hadn’t
been cast in the presence of the PCs before. Alternatively,
spells might be discovered in lost books of lore or newly cre-
ated by a PC or NPC. Wands, scrolls, and other magic items
also present great ways to introduce the spells you want your
character to cast or you want to see cast by your players’ PCs.
Whichever way you choose to introduce Spell Compendium
spells, don’t hesitate or wait for the perfect moment; the best
way to get the most from this or any rules supplement is to
put it into play right away.
USING THIS BOOK
This book puts over a thousand spells at your fingertips. That
fact might be a little intimidating, but Spell Compendium is
easy to use. It works just like Chapter 11: Spells in the Player’s
Handbook. When selecting spells for your character, simply
open and place Spell Compendium next to your Player’s Handbook
and use both books’ spell lists for your character’s class to make
your spell selections. Use the same spellcasting rules presented
in the Player’s Handbook when casting spells from Spell Com-
pendium, and look to Chapter 10 of the Player’s Handbook for
explanations of elements of the spell’s descriptions.
Spell Compendium presents spells slightly differently from
the Player’s Handbook format.
Descriptive Passages: The first thing you’re likely to note
is a descriptive passage in italics. This serves much the same
purpose as the italicized descriptions of monsters in the Monster
Manual : It lets you know what the spell looks like, sounds like,
or feels like to cast. The text in this section presents the spell
from the spellcaster’s view and describes what its typically like
to cast the spell. The descriptive passages shouldn’t be consid-
ered to be binding rules. A grand gesture indicated by a spell’s
descriptive passage is unnecessary if you use the Still Spell feat
to cast it, and even though a descriptive passage describes you
casting a spell on another creature, it might be possible to cast
the spell on yourself, depending on the spell’s target entry and
the rules for spellcasting in the Player’s Handbook .
References to Other Books: When Spell Compendium
mentions a spell, monster, or some other rule element from
one of the three core rulebooks, that mention is frequently
accompanied by an abbreviation ( PH, DMG, MM ) and a page
number in parentheses, so you can find the necessary infor-
mation quickly. On occasion, a spell in this book mentions
or makes use of material from a D&D supplement, such as
Complete Arcane or Planar Handbook. Those mentions are
accompanied by parenthetical cross-references as well.
Deities for Domains: The domains presented in this book
do not include lists of deities that provide these domains to
OTHER SPELLCASTING CLASSES
Spell Compendium deals exclusively with spells used by the
classes and prestige classes introduced in the Player’s Handbook
and Dungeon Master’s Guide , but even if you’re playing a different
spellcasting class, you can still use this book. The advice below
should help you decide how to adopt spells for your character.
If the spellcasting class or prestige class you’re playing isn’t
mentioned here, find a similar class and follow its advice. Also,
many new classes and prestige classes reference the spell lists
of existing classes. If your spellcaster uses the spell list of a
character class mentioned in Chapter 2, your character gains
access to all the spells presented for that class.
When deciding if other classes should have spells added to
their spell lists, consider the advice below.
Demonologist (Book of Vile Darkness) : The demonologist’s
spell list is intentionally narrow. Carefully consider the conse-
quences of expanding the list. If you chose to expand the spell
list, the spells you select should emphasize the demonologist’s
focus on demons and demonic abilities.
Disciple of Thrym (Frostburn) : The disciple of Thrym’s
spell list is intentionally narrow. Carefully consider the con-
sequences of expanding the list. If you choose to add spells
to the disciple of Thrym’s spell list, add cold spells.
Fatemaker (Planar Handbook) : The fatemaker’s spell list is
intentionally narrow. Carefully consider the consequences
of expanding the list. If you choose to expand the spell list,
the spells you add should focus on personal empowerment as
opposed to defense or smiting foes from afar.
Healer (Miniatures Handbook) : Add spells concerned with
healing, removing affliction, providing protections, and
providing for needs. In particular, add higher-level versions
of spells the healer can already cast, such as mass restoration.
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Dungeons & Dragons
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Maho-Tsukai (Oriental Adventures) : The maho-tsukai’s
spell list is intentionally narrow. Carefully consider the
consequences of expanding the list. When adding spells to
the maho-tsukai’s spell list, add mainly spells with the evil
descriptor.
Mortal Hunter (Book of Vile Darkness) : The mortal
hunters’s spell list is intentionally narrow. Carefully consider
the consequences of expanding the list. Examine the assassin,
blackguard, and ranger spells in this book for likely additions
to the mortal hunter’s spell list.
Prime Underdark Guide (Underdark) : The prime Under-
dark guide’s spell list is intentionally narrow. Carefully
consider the consequences of expanding the list. When
adding to the spell list, look for spells that emphasize survival
and exploration.
Spellthief (Complete Adventurer) : The spellthief can learn
sorcerer/wizard spells from several specific schools. Thus,
spells in this book from those schools are available to a
spellthief to learn.
Shaman (Oriental Adventures) : Shamans have a spell list
that is a blend of druid and cleric, but they should not get
all the spells clerics and druids do. Examine the spell lists of
both those classes for good choices. Also, consider using the
cleric domains presented in this book as shaman domains.
Shugenja (Complete Divine) : Add spells with strong
elemental or weather themes. The druid spell list is a good
place to look.
Sohei (Oriental Adventures) : The sohei spell list is inten-
tionally narrow. Carefully consider the consequences of
expanding the list. If you choose to do so, add spells that
deal with personal protection and martial ability.
Warmage (Miniatures Handbook) : Expanding the warmage
spell list isn’t recommended. The warmage has a limited list
of spells to balance its power and adding spells might tip that
balance. If you’d like to add to the list anyway, try replacing
access to spells rather than simply giving the warmage a wider
range of spells to choose from. Of course, when a warmage
gains the advanced learning class feature, the evocation spells
in this book offer many options.
Wu Jen (Complete Arcane) : Add spells with element (except
air), wood, and metal themes.
and Monster Manual. Other books might increase your
enjoyment of this product, most notably Complete Arcane and
Complete Divine, but they are not strictly necessary.
SWIFT AND IMMEDIATE ACTIONS
Some spells in this book have a casting time of “1 swift action”
or “1 immediate action.” These action types, not described in
the core rulebooks, are defined and explained below.
Swift Action: A swift action consumes a very small
amount of time, but represents a larger expenditure of effort
and energy than a free action. You can perform one swift
action per turn without affecting your ability to perform
other actions. In that regard, a swift action is like a free
action. However, you can perform only a single swift action
per turn, regardless of what other actions you take. You can
take a swift action any time you would normally be allowed
to take a free action.
Casting a quickened spell is a swift action (instead of a free
action, as stated in the Quicken Spell feat description in the
Player’s Handbook ).
Casting a spell with a casting time of 1 swift action does
not provoke attacks of opportunity.
Immediate Action: Much like a swift action, an imme-
diate action consumes a very small amount of time, but
represents a larger expenditure of effort and energy than a
free action. However, unlike a swift action, an immediate
action can be performed at any time—even if it’s not your
turn. Casting feather fall is an immediate action (instead of
a free action, as stated in the spell description in the Player’s
Handbook ), since the spell can be cast at any time.
Using an immediate action on your turn is the same as
using a swift action, and counts as your swift action for
that turn. You cannot use another immediate action or a
swift action until after your next turn if you have used an
immediate action when it is not currently your turn. You
also cannot use an immediate action if you are currently
flat-footed.
Magic Items: Activating a spell completion item, activat-
ing a spell trigger item, or drinking a potion is a standard
action even if the spell from which the scroll, potion, or
item is made can be cast as a swift action. In other words, it
takes a standard action to drink a potion of quick march (page
164), even though casting the spell itself requires only a
swift action.
WHAT YOU NEED TO PLAY
Spell Compendium makes use of the information in the three
D&D core books— Player’s Handbook, Dungeon Master’s Guide,
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SOURCES
This book includes spells from many sources, including Dragon
magazine, web articles previously published on the Wizards of
the Coast website, and supplements such as Complete Arcane
and Manual of the Planes. Most of the spells are presented
with little change, but some material has been revised to v.3.5
based on feedback from thousands of D&D players comparing
and debating the strengths and weaknesses of spells at gaming
conventions, on message boards, on email lists, and over the
counters of their friendly local gaming stores. We hope you like
the changes we made to some of these spells.
If you have been playing with a spell we’ve picked up and re-
vised for this book, you should strongly consider updating your
character or campaign to the new version. The simplest way to
do this is simply offer a “mulligan” to any character who needs
tweaking. It’s pretty easy to note that a spell has a different dura-
tion or that another class can now cast the spell.
Most of the changes we made to previously published mate-
rial we made to create an improved version of that material—to
help out spells that were formerly suboptimal choices, to adjust
spells that were simply too good, or take whatever steps the
D&D 3.5 revision made necessary. Of course, if you’re play-
ing with older material and it’s working fine in your game, you
shouldn’t feel compelled to change. It’s your game, after all.
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The spells herein are presented in alphabeti-
cal order (with the exception of those whose
names begin with “greater,” “lesser,” “mass,”
“superior,” “swift,” or “final”; see Order of
Presentation, PH 181). For explanation of
spell terminology, see Chapter 10 of the
Player’s Handbook .
bridge of sound dark way
Caligarde’s claw force claw
chamber ethereal chamber
chameleon camouflage
claws of the beast claws of the bear
climb c limb walls
curse of petty failing curse of ill fortune
curse of petty failing, legion’s mass curse of ill fortune
Darsson’s potion quick potion
deafening breath incorporated into
breath weapon
admixture
Dhulark’s glassstrike glass strike
Eilistraee’s grace grace
Elminster’s effulgent epuration effulgent epuration
Elminster’s evasion instant refuge
favor of Ilmater favor of the martyr
force ram battering ram
force whip sonic whip
frost fingers frost breath
fugue of Tvash-Prull fugue
gate seal seal portal
Ghorus Toth’s metal melt metal melt
great shout incorporated
into greater shout
green oath plant body
Grimwald’s greymantle greymantle
guided arrow
RENAMED SPELLS
The following spells were renamed before their inclusion
in this book. If you look for a particular spell in this chapter
and don’t find it, check this list to see if the spell has a new
name.
Previous Name Present Name
Aganazzar’s scorcher scorch
air bubble deep breath
Alamanther’s return replicate casting
analyze opponent know opponent
assay resistance assay spell resistance
Auril’s flowers ice flowers
Azuth’s exalted triad triadspell
Azuth’s spell shield mass spell resistance
Balagarn’s iron horn ironthunder horn
bane bow foebane
Barlen’s crabwalk crabwalk
Bigby’s slapping hand slapping hand
guided shot
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hand of Torm
hand of the faithful
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