Divine Persistent Spell Categories by Function and Level
With the plethora of books in 3.5, several different spells do basically the same thing, use this list to help customize your chameleon and ease yourself of the hassle to search through several books.
Archery
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Archery Level 1 Spells
Hawkeye - Grants +5 Competence Bonus to Spot, +50% to ranged weapon increments (Druid, Ranger) (Spell Compendium, Complete Adventurer, etc.)
Arrow Mind - Threaten with a Bow, make attacks of opportunity with a bow, do not suffer attacks of opportunity for shooting with a bow while threatened (Ranger 1) (Spell Compendium)
Guided Shot - No ranged attack distance penalties, ignore everything except total cover and total concealment (Ranger 1) (Spell Compendium)
Archery Level 2 Spells
Near Horizon - No Ranged penalties for weapons (Ranger 2) (Complete Mage)
Archery Level 3 Spells
Arrow Storm - Can make Full attack with bow within a ranged increment to a number of targets=char level (Ranger 3) (Spell Compendium)
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Charge
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Charge Level 1 Spells
Strategic Charge - Gain Mobility feat if Charging (Blackguard 1, Paladin 1) (Spell Compendium)
Charge Level 2 Spells
- Gain Pounce Ability (Druid 3, Ranger 2) (Spell Compendium)
War Cry - +4 Morale to Attack and Damage on Charges, on successful hit, foe must make Will Save or become Panicked (Bard 2) (Spell Compendium)
Charge Level 3 Spells
Unicorn Horn (Questionable RAW) - Use Standard action to Gore for 1d8+1.5Str. Double Damage on Charge (Triple if Critical Hit) Expend to enhance attack and damage temporarily (Druid 3) (Complete Mage)
- Gain Pounce Ability (Druid 3, Ranger 2) (Spell Compendium)
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Combat
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Combat Level 1 Spells
Bless - Each ally gains +1 morale to attack +1 morale to Fear saves (Cleric 1, Paladin 1) (PHB)
Divine Favor - +1 Luck to attack and damage/3 CL (max +3) for non-spells (Cleric 1, Paladin 1) (PHB)
Blessed Aim - All allies gain +2 morale to ranged (Blackguard 1, Cleric 1, Paladin 1) (Spell Compendium)
Divine Sacrifice - Suffer 10 damage for First attack of each round it inflicts 5d6 extra damage, (Blackguard 1, Paladin 1) (Spell Compendium)
Critical Strike - Gain 1d6 Melee Sneak Attack Effectively, during sneak attack weapon is Keen, +4 Insight to Confirm Critical Threats (Bard 1) (Spell Compendium)
Focusing Chant - +1 Circumstance to Attacks, Skill Checks, Ability Checks (Bard 1) (Spell Compendium)
Improvisation - Gain 2 Luck Points/CL which can be spent to improve attack, skill, or ability check rolls, no check can spend more than 0.5 CL (Bard 1) (Spell Compendium)
Combat Level 2 Spells
Interfaith Blessing - Gain Attack, Damage, AC, Skill Checks or Saving Throw Bonuses depending on Deity Worshipped (Adept 2, Cleric 2, Druid 2, Shugenja 2) (Complete Champion)
Daggerspell Stance - +2 Insight bonus to attack and damage using Full Attack with daggers, gain SR5+CL while fighting defensively with 2 daggers in hand (Druid 2) (Spell Compendium)
Primal Instinct (Pointless) - +5 Competence to Initiative, Survival. +5 Competence to one knowledge skill with Dragonblood subtype. Gain Uncanny dodge if other Primal spell active (Druid 3, Ranger 2) (Dragon Magic)
Stone Fist - Improved Unarmed Strike Effectively, unarmed attack deals 2d6 for medium (Cleric 2, Paladin 2) (Races of Stone)
Haste, Swift - Gain Extra attack on Full attack, +1 Attack, +1 Dodge to AC, +1 Reflex Saves, +30 Enhancement to Speed (Ranger 2) (Spell Compendium)
Bladeweave - 1/round one creature hit by your melee attack must make a Will Save or be dazed 1 round (Bard 2) (Spell Compendium)
Combat Level 3 Spells
Primal Instinct (Pointless) - +5 Competence to Initiative, Survival. +5 Competence to one knowledge skill with Dragonblood subtype. Gain Uncanny dodge if other Primal spell active (Druid 3, Ranger 2) (Dragon Magic)
Wreath of Flames - At end of turn, adjacent enemies take 1d6 Fire Damage, Melee attacks deal 1d6 extra damage (Druid 3) (Dragon Magic)
Thornskin - Unarmed Strikes do Lethal Damage +1d6 piercing. Unarmed strike or natural weapon attackers suffer 5 piercing (Druid 3) (Spell Compendium)
Prayer - Allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, foes takes a -1 penalty on such rolls. (Cleric 3, Paladin 3) (PHB)
Smite Heretic (Requires Smite Evil Class Ability) - Using Smite Evil against Evil Divine spellcasters gives +2 Sacred to attack roll and smite does an additional damage per paladin level (Paladin 3) (Book of Exalted Deeds)
Find the Gap - First Melee or Ranged Attack each round is a touch attack (Paladin 3, Ranger 3) (Spell Compendium)
One Mind, Greater - As One Mind, Lesser but while on special mount gain +2 to attacks and +2 to melee damage (Paladin 3) (Spell Compendium)
Inspired Aim - All allies within 40 foot emanation get +2 Insight to Ranged Attacks (Bard 4, Cleric 3, Ranger 3) (Book of Exalted Deeds)
Masochism - Every 10 points of damage taken gives +1 Luck to Attack, Saves, Skill Checks (Blackguard 3, Cleric 3) (Book of Vile Darkness)
Sadism - Every 10 points of damage dealt grants +1 Luck to Attack, Saves, Skill Checks (Blackguard 3, Cleric 3) (Book of Vile Darkness)
Combat Level 4 Spells
Magic Fang, Superior - Grant Every Natural Weapon an Enhancement of +1/4 CL Max +5 (Druid 4, Ranger 4) (Spell Compendium)
Aligned Aura (Doesn't work by RAW) - Choose one aspect of alignment, those who share that aspect have a bonus, while those that oppose the aspect have a penalty (Blackguard 4, Cleric 4, Paladin 4) Defensive Combat
Weapon of the Deity - while holding Deity's favored weapon you have proficiency in it, it gains +1 enhancement and aditional enhancement with more CL and gains a special quality depending on the Deity. (Blackguard 4, Cleric 4, Paladin 4) (Complete Divine)
Blessing of the Righteous - All allies deal 1d6 extra holy damage with attacks, and are considered Good-aligned (Cleric 4, Paladin 4) (Player's Handbook II)
Divine Power - +6 Enh to Str, BAB=Character Level, 1 Temp HP/CL (Cleric 4) (PHB)
Mark of the Enlightened Soul - Spells gain Good Descriptor, spells cast of 3rd or lower deal +50% damage to evil creatures, sacrifice 5th-9th level sorceror spell slot to increases level of spells that Mark of the Enlightened Soul affects; dragonblood subtype end spell to activate Protection from Evil (Cleric 4) (Dragon Magic)
Touch of the Blackened Soul - Spells gain Evil Descriptor, spells cast of 3rd or lower deal +50% damage to good creatures, sacrifice 5th-9th level sorceror spell slot to increases level of spells that Touch of the Blackened Soull affects; dragonblood subtype end spell to activate Protection from Good (Cleric 4) (Dragon Magic)
Combat Level 5 Spells
Cold Snap - Lower Temperature within 1 mile radius equal to 5 degrees/CL Max 50 Degrees no lower than -20 degrees. Cold descriptor spells deal 1 extra damage per die (Cleric 6, Druid 5) (Spell Compendium)
Poison Thorns - As Thornskin but thorns are poisonous for DC 10+Wis+0.5 CL 1d4 Str Damage (Druid 5) (Spell Compendium)
Righteous Might - x2 height, x8 weight, increase size by 1, +4 Size to Str, +2 Size to Con, +2 Enh to Natural Armor, Dr X/Evil depending on level, weapons increase in size as well (Cleric 5) (PHB)
Chaav's Laugh - Good creatures gain +2 Morale to Attack, saves vs. fear, temp hp=1d8+1/CL (max+20), opposite penalties evil creatures except hp (Cleric 5) (Book of Exalted Deeds)
Surge of Fortune (Doesn't work by RAW) - +2 Luck to Attack, Damage, Saving throws, AC, Skill checks, ability Checks, spell penetration checks; Can expend spell to make next roll a natural 20 if within 1 round of when the spell was first cast (Cleric 5) (Complete Champion)
Righteous Wrath of the Faithful - Allies gain 1 additional attack/round (doesn't stack with haste), +3 Morale to Attack and Damage (Cleric 5) (Spell Compendium)
Combat Level 6 Spells
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Communication
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Communication Level 1 Spells
Speak with Animals - Ability to Communicate with Animals (Druid 1, Ranger 1) (Player's Handbook)
Read Magic - Gain ability to read magical inscriptions on objects (Bard 0, Cleric 0, Druid 0, Paladin 1, Ranger 1) (PHB)
Comprehend Languages - You understand all spoken and written languages. (Bard 1, Cleric 1) (PHB)
Communication Level 2 Spells
Speak with Plants - Understand and Communicate with plants (Bard 4, Druid 3, Ranger 2) (PHB)
Communication Level 3 Spells
Speak with Plants - Understand and Communicate with plants (Bard 4, Druid 3, Ranger 2) (PHB)
Communication Level 4 Spells
Speak with Plants - Understand and Communicate with plants (Bard 4, Druid 3, Ranger 2) (PHB)
Telepathic Aura - Gain Telepathic 1-way communication with allies (Paladin 4) (Spell Compendium)
Communication Level 5 Spells
Communication Level 6 Spells
Stone Tell - Gain ability to speak with and understand Stone
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Damaging Aura
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Damaging Aura Level 1 Spells
Damaging Aura Level 2 Spells
Body of the Sun - 5 ft radius emanation deals 1d4 Fire/2 CL (max 5d4) starting on caster's turn (Druid 2) (Complete Divine, Spell Compendium)
Decomposition - All enemies within 50 ft radius take 1 damage/round if wounded (Druid 2) (Complete Divine, Spell Compendium)
Damaging Aura Level 3 Spells
Wreath of Flames - At end of turn, adjacent enemies take 1d6 Fire Damage, Melee attacks deal 1d6 extra damage (Druid 3) (Dragon Magic)
Aura of Cold, Lesser - 5 ft. Aura deals 1d6 damage at start of turn (Cleric 3, Druid 3, Paladin 4, Ranger 4) (Frostburn)
Control Temperature - Raise or lower temperature by 1 band/5 CL in 20 ft radius/level (Druid 3) (Frostburn)
Corona of Cold - 10 ft radius deals 1d12 cold damage and -2 penalty to Str and Dex at beginning of turn. Save negates but must be repeated each round. Gain Fire Resistance 10 (Cleric 3, Druid 3) (Spell Compendium)
Ring of Blades - Swirling blades extend to each adjacent square from you. At beginning of turn, all creatures take 1d6+1/CL (max +10) damage (Cleric 3) (Spell Compendium)
Damaging Aura Level 4 Spells
Repel Vermin - Vermin with Hit Dice less than 1/3 CL cannot cross emanation, Vermin with more hit dice can cross with Will save but take 2d6 damage (Bard 4, Cleric 4, Druid 4, Ranger 3) (PHB)
Blinding Beauty - Humanoids within 60 ft that look at you make Fort Save or be blinded. Supress this as a free action. (Bard 4, Druid 4, Ranger 4) (Book of Exalted Deeds)
Eye of the Hurricane - 40 ft emanation with 10 ft quiet area in center. Ranged attacks impossible, must make fort save or be knocked back
Aura of the Sun - To cast spells within 10 ft emanation must succeed on CL check DC11+your CL or spell fails, darkness spells of 3rd level or lower are supressed within area, penalties for creatures with bright light take them in the spell radius, undead creatures take 1d6 damage at the end of each of their turns within radius, -4 hide in radius (Cleric 4, Paladin 4) (Lost Empires of Faerun)
Consumptive Field - Creatures with less than 0 hp and fail saving throws grant you 1d8 temp hp, +2 Str, and 1 CL (max 1/2 original CL) (Cleric 4) (Spell Compendium)
Negative Energy Aura - Living creatures lose 1hp/3CL (max 5) while undead heal 2 hp/round (Cleric 4) (Spell Compendium)
Positive Energy Aura - Living creatures heal 1hp/3CL (max 5) while undead lose 2 hp/round (Cleric 4) (Spell Compendium)
Damaging Aura Level 5 Spells
Radiance - 60 ft. Radius Sheds light equal to Daylight Spell, undead in area are dazzled in radius and for 1d6 rounds later, counters or dispels any darkness spell of equal or lower level (Cleric 5, Druid 5) (Player's Handbook II)
Crown of Flame - Evil outsiders, undead, and fey within 10 ft. emanation take 2d6 damage/round (Cleric 5) (Book of Exalted Deeds)
Damaging Aura Level 6 Spells
Blood Sirocco - Wind blows out from you or point in space, creatures knocked down or unable to move forward and take 2 damage on failed save (Druid 6) (Spell Compendium)
Crown of Brilliance - Creatures you engage in melee, make Fort or be blinded 1d4 rounds, creatures with a light weakness make save in emanation area, Undead suffer 1d6 damage/round in emanation (Cleric 6) (Book of Exalted Deeds)
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Defensive
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Defensive Level 1 Spells
Bless - Each ally gains +1 morale to attack +1 morale to Fear saves (Cleric 1, Paladin 1) (PHB)
Soul of Order (Cancels Soul of Anarchy) - +2 morale to Will Saves to resist enchantment effects, natural weapons are also lawful aligned. Damage reduction if soul of light or shadow also present (Paladin 1) (Dragon Magic)
Clear Mind - +4 Sacred Bonus against mind-affecting spells and effects (Paladin 1) (Spell Compendium)
Silverbeard - Gain +2 Sacred to AC, +2 Circumstance to Diplomacy with Dwarves
Demonflesh - Gain +1 Natural Armor/5 CL (Max +4) (Blackguard 1) (Book of Vile Darkness, Fiendish Codex I)
Invisibility, Swift - Become Invisible (Bard 1) (Spell Compendium)
Entropic Shield - Ranged Attacks have 20% Miss chance (Cleric 1) (PHB)
Nightshield - +1 Resistance to saving throws/3 CL (Max +3), magic missiles negated (Cleric 1) (Spell Compendium)
Defensive Level 2 Spells
Interfaith Blessing - Gain Attack, Damage, AC, Skill Checks or Saving Throw Bonuses depending on Deity Worshipped (Adept 2, Cleric 2, Druid 2, Shugenja 2) (Complete Champion)
Halo of Sand - Twirling Sand grants +1 Deflection AC/3 caster levels (max +4) (Druid 2, Ranger 2) (Sandstorm)
Bite of the Wererat - +6 enh. to Dex, +2 En. to Con, +3 En. to Natural Armor, Bite attack for 1d4*1.5 Str, Weapon Finesse feat (Druid 2) (Spell Compendium)
Cloak of Bravery - Morale bonus to fear saves = CL (Max +10 (Cleric 3, Paladin 2) (Spell Compendium)
Zeal Haste, Swift - Gain Extra attack on Full attack, +1 Attack, +1 Dodge to AC, +1 Reflex Saves, +30 Enhancement to Speed (Ranger 2) (Spell Compendium)
Veil of Shadow - Gain Concealment (20% miss chance), dispelled if in area of 3rd level or higher light spell (Blackguard 2, Cleric 2) (Spell Compendium)
Invisibility - Become Invisible (Bard 2) (PHB)
Mirror Image - Create 1d4+1/3CL (Max 8) Illusory Duplicates with AC=10+Dex+Size, successful hit destroys it (Bard 2) (PHB)
Battle Hymm - All allies may reroll a will save/round before success or failure is known (Bard 2) (Spell Compendium)
Defensive Level 3 Spells
Bite of the Werewolf - +2 Enh. to Str, +4 Enh. to Dex, Con, natural armor. Gain bite attack for 1d6+1.5 Str. Gain Blind Fight Feat (Druid 3) (Spell Compendium)
Primal Form - Gain 1 Elemental Subtype, +4 saves against mind affecting abilities, Light fortification and either Fly 20 ft., Damage reduction 5/-, 1d4 fire damage, Fire Resistance 10, or Swim 90 Feet drench ability, Cannot cast spells, lose abilities of base form (Druid 3) (Spell Compendium)
Blessing of Bahaumut - Gain Damage Reduction 10/magic (Paladin 3) (Complete Divine, Spell Compendium)
Hand of the Faithful - Only worshippers or those with holy symbol or a particular deity may pass 10ft emanation on person or point in space, other creatures must make Fort Save or be stunned if they try to enter (Paladin 3, Ranger 3) (Spell Compendium)
Righteous Fury - Gain 5 temp hp/level (max 50) that last 1 hour and +4 Sacred to Strength
True Prayer of the Chosen - +3 Insight to Saving Throws and AC, must recite Truename(Cleric 4, Paladin 3) (Tome of Magic)
Hell's Power (Requires heart of an elf child) - Gain +2 Deflection to AC, Damage Reduction upgrade (Blackguard 3, Cleric 4) (Book of Vile Darkness)
Masochism - Every 10 points of damage taken gives +1 Luck to Attack, Saves, Skill Checks (Blackguard 3, Cleric 3) (Book of Vile Darkness)
Sadism - Every 10 points of damage dealt grants +1 Luck to Attack, Saves, Skill Checks (Blackguard 3, Cleric 3) (Book of Vile Darkness)
Blink - 50% miss chance, 20% chance for your attacks/spells to fail, 1/2 damage from area attacks, attack as invisible creature, move through solid walls (Bard 3) (PHB)
Sonic Shield - +4 Deflection, melee attackers suffer 1d8 sonic damage, save vs. Fort or be knocked 5 feet (Bard 3) (Player's Handbook II)
Invisibility Purge - All invisibility negated within 5 ft/CL (Cleric 3) (PHB)
Battlemagic Perception - +5 Competence to Spellcraft to identify spells being cast, 5 ranks spellcraft sense the use of any spell within 100 feet and line of sight with spellcraft DC 15+Spell Level, can counter spell as a free action which ends the spell (Cleric 3) (Heroes of Battle)
Chanelled Divine Shield - Gain Damage Reduction 10/Evil (Cleric 3) (Player's Handbook II)
Defensive Level 4 Spells
Antiplant Shell - Plants within 10 ft Radius cannot attack (Druid 4) (PHB)
Freedom of Movement - Move normally through under paralysis, solid fog, web, etc., auto-succeed grapple checks to escape, attack normally in water (Bard 4, Cleric 4, Druid 4, Ranger 4) (PHB)
Repel Vermin - Vermin with Hit Dice less than 1/3 CL cannot cross emanation, Vermin with more hit dice can cross with Will save but take 2d6 damage (Bard 4, Cleric 4, Druid 4, Ranger 3) (PHB)
Heart of Earth (Questionable RAW) - +8 to resist Bull Rush, Overrun, Trip, 2 Temp HP/CL (Max 30) expend to gain Stoneskin for 1 round/CL (Druid 4) (Complete Mage)
SandForm - Body transforms into Sand Ooze, immune to poison, sleep effects, paralysis, polymorphing, stunning, flanking, critical hits. Become blind, but gain blindsight 60 feet. Supernatural abilities supressed. Can cast spells, must make Will DC 19 or suffer -2 Attack, Save, and Skill Checks in combat, Speed 20 feet, Gain natural attack with 5 ft reach for 1d8+1.5Str. Gain burrow, +10 Circumstance Hide, Concealment in Sand (Druid 4) (Sandstorm)
Bite of the Wereboar - +4 Enh Str, +6 Enh. Con, +8 Enh. Natural Armor, Bite for 1d8+1.5Str, Blind-Fight feat (Druid 4) (Spell Compendium)
Essence of the Raptor - Speed increases to 60 feet, +8 to Hide, Jump, Listen, Spot, and Survival, Gain Scent (Druid 4) (Spell Compendium)
Eye of the Hurricane - 40 ft emanation with 10 ft quiet area in center. Ranged attacks impossible, must make fort save or be knocked back
Wild Runner - Become Centaur and gain large Size, Base stats change to Str 18 Dex 14 Con 15, gain speed 50 feet, Darkvision 60 feet, Gain Quadruped benefits (+4 to resist trip attacks, etc.) (Druid 4, Ranger 4) (Spell Compendium)
Aligned Aura (Doesn't work by RAW) - Choose one aspect of alignment, those who share that aspect have a bonus, while those that oppose the aspect have a penalty (Blackguard 4, Cleric 4, Paladin 4)
Aura of the Sun - To cast spells within 10 ft emanation must succeed on CL check DC11+your CL or spell fails, darkness spells of 3rd level or lower are supressed within area, penalties for creatures with bright light take them in the spell radius, undead creatures take 1d6 damage at the end of each of their turns within radius, -4 hide in radius (Cleric 4, Paladin 4) (Lost Empires of Faerun)
Invisibility, Greater - As Invisibility, but spell doesn't end if you attack (Bard 4) (PHB)
Mirror Image, Greater - As Mirror Image, but 1 image created every round (Max 8), spell ends if all images destroyed (Bard 4) (Player's Handbook II)
Cacophonic Shield - Nonmagic sound does not pass emanation, magic sounds must succeed on caster level check (DC11+caster level), crossing barrier deals 1d6+1 Sonic/CL damage (Max +20) makes Fort save or is deafened, 20% miss chance for missiles through barrier. to cross barrier(Bard 4) (Spell Compendium)
Ray Deflection - All rays directed at you are reflected away (Bard 4) (Spell Compendium)
- Gain either Cha as Luck to Fortitude +immune to poison, Cha as Luck to Ref+Evasion, Cha as Luck to Will+Fear immunity, or Temp HP=4d8+Cha, spell can be cast multiple times (Bard 4) (Spell Compendium)
- +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)
Glacial Globe of Invulnerability - 10ft emanation exludes fire spells of level 4 or lower, gain 20% concealment against outside attacks and vice versa (Cleric 4) (Frostburn)
Holy Transformation, Lesser - Type changes to Good Outsider, Medium Size, +2 Sacred to Str and Con and Saving throws; Fly 60 feet, Darkvision 60, Celestial Language (Cleric 4) (Spell Compendium)
Defensive Level 5 Spells
Anticold Sphere - Creatures within 10 ft. are immune to cold damage. No creature with cold subtype may enter radius. (Druid 5) (Spell Compendium)
Bite of the Weretiger - +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack (Druid 5) (Spell Compendium)
- +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)
Blink, Greater - As blink but no risk of missing on own attacks, can ready action to completely negate attack (Bard 5) (Spell Compendium)
Righteous Might - x2 height, x8 weight, increase size by 1, +4 Size to Str, +2 Size to Con, +2 Enh to Natural Armor, Dr X/Evil depending on level, weapons increase in size as well (Cleric 5) (PHB)
Surge of Fortune (Doesn't work by RAW) - +2 Luck to Attack, Damage, Saving throws, AC, Skill checks, ability Checks, spell penetration checks; Can expend spell to make next roll a natural 20 if within 1 round of when the spell was first cast (Cleric 5) (Complete Champion)
Aura of Evasion - Creatures within 10 ft emanation gain Evasion to Breath Weapons, those with Evasion gain +4 to Ref for Breath (Cleric 5) (Spell Compendium)
Crawling Darkness - Tentacles grant concealment, hide features, +4 Competence to Grapple, Climb, Escape Artist, when attacked, tentacles strike back with Attack=BAB+Wis Damage=1d12 (Cleric 5) (Spell Compendium)
Defensive Level 6 Spells
Antilife Shell - All creature types except constructs, elementals, outsiders and undead cannot enter 10 ft radius (Cleric 6, Druid 6) (PHB)
Primal Speed (Pointless) - +5 Resistance bonus to Reflex, +10 Enhancement to speed (Druid 6, Ranger 4) (Dragon Magic)
Bite of the Werebear - +16 Enh Str, +2 Enh Dex, +8 Enh Con, +7 Enh Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d8+0.5 Str for bite, Gain Multiattack, Blind-Fight, Power Attack (Druid 6) (Spell Compendium)
Empyreal Esctasy - One Creature/Level Removes penalties due to pain, immune to mind-affecting effects, take only half damage from ranged and melee attacks, -4 penalty to skill checks, DC 15 Concentration to cast spells (Bard 6) (Book of Exalted Deeds)
- Swim Speed 30, Breathe underwater, DR 5/Cold Iron, +6 Enh to Dex, +2 Enh to Wisdom, +8 Enh to Cha (Bard 6) (Spell Compendium)
Spiritual Guardian - Translucent Knight parries attacks giving +6 deflection to AC, or command Knight using Standard action for it to attack 5 ft away Attack=BAB+Wis, Damage=1d8+1/3CL (max +10), or use move action for it to fight on its own using speed 60; use move action to change opponents (Cleric 6) (Complete Champion)
Eyes of the Oracle (Questionable RAW) - +2 Insight to AC, Reflex; if Dragonblood: Bonuses +3; Can ready Standard action at end of turn, if taken, spell ends (Cleric 6) (Dragon Magic)
Stone Body - DR 10/Adamantine, Immune to Blindness, critical hits, ability damage, deafness, disease, drowning, poison, sunning, and spells or attacks that affect physiology or respiration, +4 Enh to Str, -4 penalty to Dex, Speed halved (Cleric 6) (Spell Compendium)
Visage of the Deity - +4 Enh. to Charisma, Smite Evil or Smite Good Ability, Darkvision 60, Acid, Cold, Electric Resistance 20 or Fire and Cold Resistance 20, DR 10/Magic, Spell Resistance 20 (Cleric 6) (Spell Compendium)
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Gain Feats
[spoiler]Gain Feats Level 1 Spells
- +2 Enhancement to Str, Improved Unarmed Strike effectively (Druid 1, Ranger 1) (Spell Compendium)
Strategic Charge - Gain Mobility feat if Charging (Blackguard 1, Paladin 1) (Spell Compendium)
Gain Feats Level 2 Spells
Bite of the Wererat - +6 enh. to Dex, +2 En. to Con, +3 En. to Natural Armor, Bite attack for 1d4*1.5 Str, Weapon Finesse feat (Druid 2) (Spell Compendium)
Stone Fist - Improved Unarmed Strike Effectively, unarmed attack deals 2d6 for medium (Cleric 2, Paladin 2) (Races of Stone)
Gain Feats Level 3 Spells
Bite of the Werewolf - +2 Enh. to Str, +4 Enh. to Dex, Con, natural armor. Gain bite attack for 1d6+1.5 Str. Gain Blind Fight Feat (Druid 3) (Spell Compendium)
Gain Feats Level 4 Spells
Bite of the Wereboar - +4 Enh Str, +6 Enh. Con, +8 Enh. Natural Armor, Bite for 1d8+1.5Str, Blind-Fight feat (Druid 4) (Spell Compendium)
Aspect of the Earth Hunter - Become a Bulette with Huge Size with Str 27, Dex 15, Con 20, Speed is 40, Burrow Speed 10, Darkvision 60 ft, low-light vision, scent, tremorsense 60 feet, can cast spells if Natural Spell feat posessed, Natural Armor +12, gain 2 calw attacks for 2d8+8 damage, gain leap attack for 4 claw attacks (Druid 6, Ranger 4) (Spell Compendium)
Gain Feats Level 5 Spells
Bite of the Weretiger - +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack (Druid 5) (Spell Compendium)
Gain Feats Level 6 Spells
Aspect of the Earth Hunter - Become a Bulette with Huge Size with Str 27, Dex 15, Con 20, Speed is 40, Burrow Speed 10, Darkvision 60 ft, low-light vision, scent, tremorsense 60 feet, can cast spells if Natural Spell feat posessed, Natural Armor +12, gain 2 calw attacks for 2d8+8 damage, gain leap attack for 4 claw attacks (Druid 6, Ranger 4) (Spell Compendium)
Bite of the Werebear - +16 Enh Str, +2 Enh Dex, +8 Enh Con, +7 Enh Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d8+0.5 Str for bite, Gain Multiattack, Blind-Fight, Power Attack (Druid 6) (Spell Compendium)
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Gain Minions
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Gain Minions Level 1 Spells
Gain Minions Level 2 Spells
Gain Minions Level 3 Spells
Phantom Steed - Summon ghost horse with AC 18, 7 HP+1 HP/CL, Speed 20ft/CL (max 240), bonuses with higher CL (Bard 3) (PHB)
Gain Minions Level 4 Spells
Ethereal Mount - Summon 1+ 1 mount/2CL ghost mounts with AC 18, 10 HP+1 HP/CL, Speed 240, bonuses with higher CL (Bard 4) (Spell Compendium)
Planar Exchange, Lesser - Trade places with a Celestial: Brown Bear or Griffon or Fiendish: Dire Ape, Tiger, have complete control over creature; take 2d6 when spell ends or creature dies and return where the creature was (Cleric 4) (Planar Handbook)
Gain Minions Level 5 Spells
Phantom Stag - Conjure large stag with AC 20, 40 HP+5/CL with Anters for +10 1d8+9 damage (doubled on charge), trample for Reflex DC 18, Moves 20 Feet/CL max 300 feet. Ignores terrain penalties to movement. CL 12: Air Walk, +2 Deflection CL 14: Fly, +4 Deflection CL 16: Antlers Ghost touch and wounding, +6 Deflection CL: 18 Etherealness, +8 Deflection (Druid 5) (Spell Compendium)
Gain Minions Level 6 Spells
Spiritual Guardian - Translucent Knight parries attacks giving +6 deflection to AC, or command Knight using Standard action for it to attack 5 ft away Attack=BAB+Wis, Damage=1d8+1/3CL (max +10), or use move action for it to fight on its own using speed 60; use move action to change opponents (Cleric 6) (Complete Champion)
Planar Exchange- Trade places with an Avoral, guardinal, bone devil or babau demon; have complete control over creature but cannot summon other creatures; take 3d6 when spell ends or creature dies and return where the creature was (Cleric 6) (Planar Handbook, Spell Compendium)
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Grapple
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Grapple Level 1 Spells
Grapple Level 2 Spells
Razorscales (must be a Scaled One) - Nonlethal Damage from grapples is lethal (Cleric 2, Druid 2, Ranger 2) (Serpent Kingdoms)
Soul of Anarchy (Cancels Soul of Order) - +5 Competence to Escape Artist and to resist grapple, natural weapons are chaotic-aligned, Bonus if Soul of Light or Soul of Shadow is active (Bard 2) (Dragon Magic)
Balor Nimbus - Any creature in a grapple with you take 6d6 Fire Damage (Cleric 2) (Spell Compendium)
Body Blades - Deal 1d6+ 1/CL (Max +5) with a grapple or regular attack. +4 Escape Artist Check to escape from net, rope, grappler, or entangling spell (Cleric 2) (Spell Compendium)
Grapple Level 3 Spells
Thornskin - Unarmed Strikes do Lethal Damage +1d6 piercing. Unarmed strike or natural weapon attackers suffer 5 piercing (Druid 3) (Spell Compendium)
Grapple Level 4 Spells
Grapple Level 5 Spells
Poison Thorns - As Thornskin but thorns are poisonous for DC 10+Wis+0.5 CL 1d4 Str Damage (Druid 5) (Spell Compendium)
Crawling Darkness - Tentacles grant concealment, hide features, +4 Competence to Grapple, Climb, Escape Artist, when attacked, tentacles strike back with Attack=BAB+Wis Damage=1d12 (Cleric 5) (Spell Compendium)
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Improve Stats
[spoiler]Improve Stats Level 1 Spells
- +2 Enhancement to Str, Improved Unarmed Strike effectively (Druid 1, Ranger 1) (Spell Compendium)
Towering Oak - +10 Competence to Intimidate, +2 Enh. to Str (Ranger 1) (Spell Compendium)
Improve Stats Level 2 Spells
Bite of the Wererat - +6 enh. to Dex, +2 En. to Con, +3 En. to Natural Armor, Bite attack for 1d4*1.5 Str, Weapon Finesse feat (Druid 2) (Spell Compendium)
Strength of Stone - +8 Enh. to Str as long as 1 foot touches the ground (no jump, tumble, charge, or run) (Paladin 2) (Spell Compendium)
Elation - Allies gain +2 Morale to Str and Dex, +5 Speed (Bard 2, Cleric 2) (Book of Exalted Deeds)
Grace - Silver Illumination out to 60 feet, -20 Circumstance to Hide, +2 Sacred to Dexterity, +10 Land speed, weapons considered Good-aligned (Bard 2, Cleric 3) (Spell Compendium)
Improve Stats Level 3 Spells
Bite of the Werewolf - +2 Enh. to Str, +4 Enh. to Dex, Con, natural armor. Gain bite attack for 1d6+1.5 Str. Gain Blind Fight Feat (Druid 3) (Spell Compendium)
Righteous Fury - Gain 5 temp hp/level (max 50) that last 1 hour and +4 Sacred to Strength (Paladin 3) (Spell Compendium)
Visage of the Deity Lesser - +4 Enh. to Charisma, Resistance 10 Acid, Cold, and Electric if Good or Resistance 10 Cold and Fire if Evil (Blackguard 4, Cleric 3, Paladin 4)
Abyssal Might (Requires heart of a dwarf child) - +2 Enh. to Str, Con, Dex, Spell Resistance (Blackguard 3, Cleric 4) (Book of Vile Darkness)
Grace - Silver Illumination out to 60 feet, -20 Circumstance to Hide, +2 Sacred to Dexterity, +10 Land speed, weapons considered Good-aligned (Bard 2, Cleric 3) (Spell Compendium)
Improve Stats Level 4 Spells
Bite of the Wereboar - +4 Enh Str, +6 Enh. Con, +8 Enh. Natural Armor, Bite for 1d8+1.5Str, Blind-Fight feat (Druid 4) (Spell Compendium)
Righteous Aura - Glow as if daylight had been cast, +4 Sacred to Charisma, upon death explode into 20 ft. radius burst that does 2d6 damage/CL (max 20d6) to all evil creatures but heal all good creatures the same amount (Paladin 4) (Spell Compendium)
Visage of the Deity Lesser - +4 Enh. to Charisma, Resistance 10 Acid, Cold, and Electric if Good or Resistance 10 Cold and Fire if Evil (Blackguard 4, Cleric 3, Paladin 4)
- +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)
Divine Power - +6 Enh to Str, BAB=Character Level, 1 Temp HP/CL (Cleric 4) (PHB)
Consumptive Field - Creatures with less than 0 hp and fail saving throws grant you 1d8 temp hp, +2 Str, and 1 CL (max 1/2 original CL) (Cleric 4) (Spell Compendium)
Holy Transformation, Lesser - Type changes to Good Outsider, Medium Size, +2 Sacred to Str and Con and Saving throws; Fly 60 feet, Darkvision 60, Celestial Language (Cleric 4) (Spell Compendium)
Infernal Transformation, Lesser - Type Changes to Outsider Evil, Baatezu, Lawful, Medium Size, +2 Profane to Str, Con; Darkvision 60; Snaky Beard that can be used as additional attack in Full Attack; 1d8+Str Damage counts as Evil weapon; those hit make Fort Save DC10+Con+0.5CharLevel or get Devils Chills disease; Infernal Language (Cleric 4) (Spell Compendium)
Improve Stats Level 5 Spells
Bite of the Weretiger - +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack (Druid 5) (Spell Compendium)
- +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)
Righteous Might - x2 height, x8 weight, increase size by 1, +4 Size to Str, +2 Size to Con, +2 Enh to Natural Armor, Dr X/Evil depending on level, weapons increase in size as well (Cleric 5) (PHB)
Improve Stats Level 6 Spells
Bite of the Werebear - +16 Enh Str, +2 Enh Dex, +8 Enh Con, +7 Enh Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d8+0.5 Str for bite, Gain Multiattack, Blind-Fight, Power Attack (Druid 6) (Spell Compendium)
- Swim Speed 30, Breathe underwater, DR 5/Cold Iron, +6 Enh to Dex, +2 Enh to Wisdom, +8 Enh to Cha (Bard 6) (Spell Compendium)
Stone Body - DR 10/Adamantine, Immune to Blindness, critical hits, ability damage, deafness, disease, drowning, poison, sunning, and spells or attacks that affect physiology or respiration, +4 Enh to Str, -4 penalty to Dex, Speed halved (Cleric 6) (Spell Compendium)
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