Excerpts 12/02/2005

Spell Compendium Excerpt
By Matthew Sernett, Jeff Grubb, Mike McArtor

Magic and mayhem, healing and hindrances, astonishing displays of the arcane and soul-touching demonstrations of faith await within the Spell Compendium. Allow your characters a huge range of options in this compilation of spells both arcane and divine -- plus see illustrations and read descriptive text that gives some more life to your character's magic. The excerpts below include information from the introduction, renamed spells, two sample spells, the assassin spell list, and some domains. To learn more about what you'll find within this tome, the Introduction (see below) is a great place to start.

Selected Domains

Cavern Domain

Granted Power: You gain the stonecunning ability (PH 15). If you already have stonecunning, your racial bonus on checks to notice unusual stonework increases to +4.

Cavern Domain Spells

1 Detect Secret Doors: Reveals hidden doors within 60 ft.
2 Darkness: 20-ft. radius of supernatural shadow.
3 Meld into Stone: You and your gear merge with stone.
4 Leomund's Secure Shelter: Creates sturdy cottage.
5 Passwall: Creates passage through wood or stone wall.
6 Find the Path: Shows most direct way to a location.
7 Maw of Stone: Animates cavern opening or chamber.
8 Earthquake: Intense tremor shakes 5-ft./level radius.
9 Imprisonment: Entombs subject beneath the earth.

Celerity Domain

Granted Power: Your land speed is faster than the norm for your race by 10 feet. This benefit is lost if you are wearing medium or heavy armor or carrying a medium or heavy load.

Celerity Domain Spells

1 Expeditious Retreat: Your speed increases by 30 ft.
2 Cat's Grace: Subject gains +4 to Dex for 1 minute/level.
3 Blur: Attacks miss subject 20% of the time.
4 Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
5 Tree Stride: Step from one tree to another far away.
6 Wind Walk: You and your allies turn vaporous and travel fast.
7 Cat's Grace, Mass: As cat's grace, one subject/level.
8 Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.
9 Time Stop: You act freely for 1d4+1 rounds.

Charm Domain

Granted Power: You can boost your Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.

Charm Domain Spells

1 Charm Person: Makes one person your friend.
2 Calm Emotions: Calms creatures, negating emotion effects.
3 Suggestion: Compels subject to follow stated course of action.
4 Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
5 Charm Monster: Makes monster believe it is your ally.
6 Geas/Quest: As lesser geas, plus it affects any creature.
7 Insanity: Subject suffers continuous confusion.
8 Demand: As sending, plus you can send suggestion.
9 Dominate Monster: As dominate person, but any creature.

Cold Domain

Granted Power (Su): You can turn or destroy fire creatures as a good cleric turns undead. You can also rebuke or command cold creatures as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + your Cha modifier.

Cold Domain Spells

1 Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
2 Chill Metal: Cold metal damages those who touch it.
3 Sleet Storm: Hampers vision and movement.
4 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
5 Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
6 Cone of Cold: 1d6/level cold damage.
7 Control Weather: Changes weather in local area.
8 Polar Ray: Ranged touch attack deals 1d6/level cold damage.
9 Obedient Avalanche: Snowy avalanche crushes and buries your foes.

Community Domain

Granted Power: Use calm emotions as a spell-like ability once per day. Gain a +2 bonus on Diplomacy checks.

Community Domain Spells

1 Bless: Allies gain +1 on attack rolls and saves against fear.
2 Status: Monitors condition, position of allies.
3 Prayer: Allies +1 on most rolls, enemies -1 penalty.
4 Tongues: Speak any language.
5 Rary's Telepathic Bond: Link lets allies communicate.
6 Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
7 Refuge[M]: Alters item to transport its possessor to you.
8 Mordenkainen's Magnificent Mansion[F]: Door leads to extradimensional mansion.
9 Heal, Mass: As heal, but with several subjects.

Competition Domain

Granted Power (Ex): You gain a +1 bonus on opposed checks you make.

Competition Domain Spells

1 Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per 4 levels.
2 Zeal: You move through foes to attack the enemy you want.
3 Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5 Righteous Might: Your size increases, and you gain combat bonuses.
6 Zealot Pact[X]: You automatically gain combat bonuses when you attack someone of opposite alignment.
7 Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
8 Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
9 Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.

Courage Domain

Granted Power (Su): You radiate an aura of courage that grants all allies within 10 feet (including yourself) a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious.

Courage Domain Spells

1 Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per 4 levels.
2 Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
3 Cloak of Bravery: You and your allies gain a bonus on saves against fear.
4 Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
5 Valiant Fury: +4 Str, Con; +2 Will saves, extra attack.
6 Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
7 Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
8 Lion's Roar: Deals 1d8 points of damage/2 levels to enemies; allies get +1 on attacks and saves against fear, temporary hp.
9 Cloak of Bravery, Greater: You and your allies become immune to fear and get +2 bonus on attacks.

Craft Domain

Granted Power: You cast conjuration (creation) spells at +1 caster level and gain Skill Focus as a bonus feat for one Craft skill of your choice.

Craft Domain Spells

1 Animate Rope: Makes a rope move at your command.
2 Wood Shape: Rearranges wooden objects to suit you.
3 Stone Shape: Sculpts stone into any shape.
4 Minor Creation: Creates one cloth or wood object.
5 Wall of Stone: Creates a stone wall that can be shaped.
6 Fantastic Machine: Creates a machine to perform a single simple task.
7 Major Creation: As minor creation, plus stone and metal.
8 Forcecage[M]: Cube or cage of force imprisons all inside.
9 Fantastic Machine, Greater: Creates a machine to perform multiple tasks.

Creation Domain

Granted Power: You cast conjuration (creation) spells at +1 caster level.

Creation Domain Spells

1 Create Water: Creates 2 gallons/level of pure water.
2 Minor Image: As silent image, plus some sound.
3 Create Food and Water: Feeds three humans (or one horse)/level.
4 Minor Creation: Creates one cloth or wood object.
5 Major Creation: As minor creation, plus stone and metal.
6 Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
7 Permanent Image[M]: Includes sight, sound, and smell.
8 True Creation[X]: As major creation, but permanent.
9 Pavilion of Grandeur: A feast and a great pavilion are created.

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