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CREDITSDESIGNERSCOV ER A RT ISTMatthew Sernett, Jeff Grubb, MikeMcArtorVictor Moray and Nyssa BaugherDEVELOPMENT TEAMAndy Collins, Jesse Decker, Mike Donais,Stephen Schubert, Rob WatkinsEDITORSMichele Carter, Kim MohanE DI T I NG M A NAGE RKim MohanDE SIG N M A NAGE RI N T ER IOR A RTISTSSteven Belledin, Mitch Cotie,Chris Dien, Wayne England,Jason Engle, Carl Frank, BrianHagan, Fred Hooper, Ralph Horsley,Jeremy Jarvis, David Martin, JimNelson, William O’Connor, LucioParrillo, Michael Phillippi, EricPolak, Wayne Reynolds, Ron Spears,Joel Thomas, Franz VohwinkelGR APHIC DESIGNERChristopher PerkinsDee BarnettDE V E L OPM E N T M A NAGE RJesse DeckerSEN IOR A RT DI R ECTOR R PGStacy LongstreetGR A PH IC PRODUCT IONSPECIALISTAngelika LokotzI M AGE T E C H N IC I A NDIRECTOR OF R PG R&DBill SlavicsekTravis AdamsA RT DI R ECTOR D&DPRODUC T ION M A NAGE R SJosh Fischer, Randall CrewsStacy LongstreetMuch of the material in this book was taken from or derived from other sources. For a list of all these sources, see page 285.Based on the original Dungeons & Dragons rules created by E. Gary Gygax and Dave Arneson, and the new Dungeons & Dragons gamedesigned by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.This product uses updated material from the v.3.5 revision.This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20.U.S., CANADA, ASIA, PACIFIC,& LATIN AMERICAWizards of the Coast, Inc.P.O. Box 707Renton WA 98057-0707 1-800-324-6496ISBN: 0-7869-3702-5EUROPEAN HEADQUARTERSHasbro UK LtdCaswell WayNewport, Gwent NP9 0YHGREAT BRITAINPlease keep this address for your records620-88598720-001 EN987654321First Printing: December 2005ISBN-13: 978-0-7869-3702-8Dungeons & Dragons, D&D, Dungeon Master, d20, d20 System, Wizards of the Coast, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, Spell Compendium, eCoast,Inc.andregionaldistributors. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein ventsispurelycoincidental. Printed in the U.S.A. 2005 Wizards of the Coast, Inc.Visit our website at www.wizards.com/dnd

ContentsIntroduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Chapter 1: Spell Descriptions . . . . . . . . . . . . . 5Chapter 2: Spell Lists . . . . . . . . . . . . . . . . . 245Appendix: Domain Spells . . . . . . . . . . . . . . 271pqqqqqqqqqqqqqqqqqqqqrstwisted hands making bizarre gestures—it sounds crazy, butin the Dungeons & Dragons game, these are the earmarks ofpower, for they are the signs of spellcasting. Spells and spellcasters form a cornerstone of fantasy, and Spell Compendiumbuilds on that cornerstone by presenting over a thousandspells in one place.This introduction describes the features of this book andhow to use them. After reading it, open this book to any page;you’ll find something magical on every one.USING THIS BOOKThis book puts over a thousand spells at your fingertips. Thatfact might be a little intimidating, but Spell Compendium iseasy to use. It works just like Chapter 11: Spells in the Player’sHandbook. When selecting spells for your character, sHandbookand use both books’ spell lists for your character’s class to makeyour spell selections. Use the same spellcasting rules presentedin the Player’s Handbook when casting spells from Spell Compendium, and look to Chapter 10 of the Player’s Handbook forexplanations of elements of the spell’s descriptions.Spell Compendium presents spells slightly differently fromthe Player’s Handbook format.Descriptive Passages: The first thing you’re likely to noteis a descriptive passage in italics. This serves much the samepurpose as the italicized descriptions of monsters in the MonsterManual: It lets you know what the spell looks like, sounds like,or feels like to cast. The text in this section presents the spellfrom the spellcaster’s view and describes what its typically liketo cast the spell. The descriptive passages shouldn’t be considered to be binding rules. A grand gesture indicated by a spell’sdescriptive passage is unnecessary if you use the Still Spell featto cast it, and even though a descriptive passage describes youcasting a spell on another creature, it might be possible to castthe spell on yourself, depending on the spell’s target entry andthe rules for spellcasting in the Player’s Handbook.References to Other Books: When Spell Compendiummentions a spell, monster, or some other rule element fromone of the three core rulebooks, that mention is frequentlyaccompanied by an abbreviation (PH, DMG, MM) and a pagenumber in parentheses, so you can find the necessary information quickly. On occasion, a spell in this book mentionsor makes use of material from a D&D supplement, such asComplete Arcane or Planar Handbook. Those mentions areaccompanied by parenthetical cross-references as well.Deities for Domains: The domains presented in this bookdo not include lists of deities that provide these domains totheir clerics. You can assign the domains to deities as you seefit, or leave the domains as options for generalist clerics whodon’t devote themselves to a particular deity.INTRODUCING SPELLSThe simplest way to introduce the spells in this book to yourcharacter or your campaign is to have a character choose themand cast them in play. You can assume that spellcasters alwayspossessed the ability to cast the spells but they simply hadn’tbeen cast in the presence of the PCs before. Alternatively,spells might be discovered in lost books of lore or newly created by a PC or NPC. Wands, scrolls, and other magic itemsalso present great ways to introduce the spells you want yourcharacter to cast or you want to see cast by your players’ PCs.Whichever way you choose to introduce Spell Compendiumspells, don’t hesitate or wait for the perfect moment; the bestway to get the most from this or any rules supplement is toput it into play right away.CONTENTS &INTRODUCTIONIntroductionPockets full of bat guano, incomprehensible speech, andOTHER SPELLCASTING CLASSESSpell Compendium deals exclusively with spells used by theclasses and prestige classes introduced in the Player’s Handbookand Dungeon Master’s Guide, but even if you’re playing a differentspellcasting class, you can still use this book. The advice belowshould help you decide how to adopt spells for your character.If the spellcasting class or prestige class you’re playing isn’tmentioned here, find a similar class and follow its advice. Also,many new classes and prestige classes reference the spell listsof existing classes. If your spellcaster uses the spell list of acharacter class mentioned in Chapter 2, your character gainsaccess to all the spells presented for that class.When deciding if other classes should have spells added totheir spell lists, consider the advice below.Demonologist (Book of Vile Darkness): The demonologist’sspell list is intentionally narrow. Carefully consider the consequences of expanding the list. If you chose to expand the spelllist, the spells you select should emphasize the demonologist’sfocus on demons and demonic abilities.Disciple of Thrym (Frostburn): The disciple of Thrym’sspell list is intentionally narrow. Carefully consider the consequences of expanding the list. If you choose to add spellsto the disciple of Thrym’s spell list, add cold spells.Fatemaker (Planar Handbook): The fatemaker’s spell list isintentionally narrow. Carefully consider the consequencesof expanding the list. If you choose to expand the spell list,the spells you add should focus on personal empowerment asopposed to defense or smiting foes from afar.Healer (Miniatures Handbook): Add spells concerned withhealing, removing affliction, providing protections, andproviding for needs. In particular, add higher-level versionsof spells the healer can already cast, such as mass restoration.3

INTRODUCTIONMaho-Tsukai (Oriental Adventures): The maho-tsukai’sspell list is intentionally narrow. Carefully consider theconsequences of expanding the list. When adding spells tothe maho-tsukai’s spell list, add mainly spells with the evildescriptor.Mortal Hunter (Book of Vile Darkness): The mortalhunters’s spell list is intentionally narrow. Carefully considerthe consequences of expanding the list. Examine the assassin,blackguard, and ranger spells in this book for likely additionsto the mortal hunter’s spell list.Prime Underdark Guide (Underdark): The prime Underdark guide’s spell list is intentionally narrow. Carefullyconsider the consequences of expanding the list. Whenadding to the spell list, look for spells that emphasize survivaland exploration.Spellthief (Complete Adventurer): The spellthief can learnsorcerer/wizard spells from several specific schools. Thus,spells in this book from those schools are available to aspellthief to learn.Shaman (Oriental Adventures): Shamans have a spell listthat is a blend of druid and cleric, but they should not getall the spells clerics and druids do. Examine the spell lists ofboth those classes for good choices. Also, consider using thecleric domains presented in this book as shaman domains.Shugenja (Complete Divine): Add spells with strongelemental or weather themes. The druid spell list is a goodplace to look.Sohei (Oriental Adventures): The sohei spell list is intentionally narrow. Carefully consider the consequences ofexpanding the list. If you choose to do so, add spells thatdeal with personal protection and martial ability.Warmage (Miniatures Handbook): Expanding the warmagespell list isn’t recommended. The warmage has a limited listof spells to balance its power and adding spells might tip thatbalance. If you’d like to add to the list anyway, try replacingaccess to spells rather than simply giving the warmage a widerrange of spells to choose from. Of course, when a warmagegains the advanced learning class feature, the evocation spellsin this book offer many options.Wu Jen (Complete Arcane): Add spells with element (exceptair), wood, and metal themes.WHAT YOU NEED TO PLAYSpell Compendium makes use of the information in the er’sGuide,and Monster Manual. Other books might increase yourenjoyment of this product, most notably Complete Arcane andComplete Divine, but they are not strictly necessary.SWIFT AND IMMEDIATE ACTIONSSome spells in this book have a casting time of “1 swift action”or “1 immediate action.” These action types, not described inthe core rulebooks, are defined and explained below.Swift Action: A swift action consumes a very smallamount of time, but represents a larger expenditure of effortand energy than a free action. You can perform one swiftaction per turn without affecting your ability to performother actions. In that regard, a swift action is like a freeaction. However, you can perform only a single swift actionper turn, regardless of what other actions you take. You cantake a swift action any time you would normally be allowedto take a free action.Casting a quickened spell is a swift action (instead of a freeaction, as stated in the Quicken Spell feat description in thePlayer’s Handbook).Casting a spell with a casting time of 1 swift action doesnot provoke attacks of opportunity.Immediate Action: Much like a swift action, an immediate action consumes a very small amount of time, butrepresents a larger expenditure of effort and energy than afree action. However, unlike a swift action, an immediateaction can be performed at any time—even if it’s not yourturn. Casting feather fall is an immediate action (instead ofa free action, as stated in the spell description in the Player’sHandbook), since the spell can be cast at any time.Using an immediate action on your turn is the same asusing a swift action, and counts as your swift action forthat turn. You cannot use another immediate action or aswift action until after your next turn if you have used animmediate action when it is not currently your turn. Youalso cannot use an immediate action if you are currentlyflat-footed.Magic Items: Activating a spell completion item, activating a spell trigger item, or drinking a potion is a standardaction even if the spell from which the scroll, potion, oritem is made can be cast as a swift action. In other words, ittakes a standard action to drink a potion of quick march(page164), even though casting the spell itself requires only aswift action.pqqqqqqqqqqqqqqqqqqqqrsSOURCES4This book includes spells from many sources, including Dragonmagazine, web articles previously published on the Wizards ofthe Coast website, and supplements such as Complete Arcaneand Manual of the Planes. Most of the spells are presentedwith little change, but some material has been revised to v.3.5based on feedback from thousands of D&D players comparingand debating the strengths and weaknesses of spells at gamingconventions, on message boards, on email lists, and over thecounters of their friendly local gaming stores. We hope you likethe 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 up