DEFENSIVE 1-9Spells that improve AC, saving throws, gain hp, improve/gain SR, or reduce the chance to get hit/affected by an enemy action[spoiler]
Defensive 1Complete ArcaneScales of the Lizard - Gain Natural armor enhancement that stacks with racial natural armor but not any other type of natural armor, +2 base, +3 at 6th, +4 at 9th, +5 at 12th+ (Wu Jen 1) (Transmutation) (Complete Arcane, pg. 121)
Dragonmarked (Eberron)Dragonmark Shield (Requires Dragonmark) - Dragonmark hovers and moves about in front of you, negate magic missiles, shield and Reflex Saves bonus of +2 or up to +5 depending on strength of dragonmark (Sorceror/Wizard 1) (Abjuration) [Force] (Dragonmarked (Eberron), pg. 150)
Libris MortisEctoplasmic Armor - Gain +5 Armor Bonus to AC +1/4CL (max +9) to incorporeal touch attacks (Sorceror/Wizard 1) (Abjuration) (Ectomancy) (Libris Mortis, pg. 64)
Player's HandbookShield - Gain +4 Shield to AC that counts against incorporeal touch attacks and negate magic missiles targeted at you (Sorceror/Wizard 1) (Abjuration [Force]) (Player's Handbook, pg. 278)
Player's Handbook IIDeflect, Lesser - Gain Deflection Bonus to AC +1/3CL (max +5) against one attack (Duskblade 1, Sorceror/Wizard 1) (Abjuration) [Force] (Player's Handbook II, pg. 109)
Spell CompendiumNightshield - +1 Resistance to saving throws/3 CL (Max +3), magic missiles negated (Cleric 1, Sorceror/Wizard 1) (Abjuration) (Spell Compendium, pg. 148)
Invisibility, Swift - Become Invisible (Assassin 2, Bard 1) (Illusion) (Glamer) (Spell Compendium)
Tome of MagicBulwark of Reality - Gain +6 Armor Bonus that also applies to incorporeal creatures, must speak own truename (Sorceror/Wizard 1) (Conjuration (Creation [Force])) (Tome of Magic, pg. 256)
Defensive 2Champions of ValorSilver Dragonmail - Gain +1 Mithral Breast plate and proficiency with it, if sorceror gain Cold Res 5 (Sorceror/Wizard 2) (Conjuration(Creation)) (Champions of Valor, pg. 57-58)
DraconomiconScintillating Scales - Gain Deflection to AC=Con, lose natural armor = Con*.5 (Sorceror/Wizard 2) (Abjuration) (Draconomicon, pg. 80)
Dragon MagicSoul 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, Sorceror/Wizard 2) (Transmutation) [Chaotic] (Dragon Magic, pg. 72-73)
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, Sorceror/Wizard 2) (Transmutation) [Lawful] (Dragon Magic, pg. 73)
Dragonmarked (Eberron)Fortify Dragonmark (Requires Dragonmark) - Critical hits and sneak attacks have a % chance to be negated according to strength of dragonmark (Cleric 2, Paladin 2, Sorceror/Wizard 2) (Abjuration) (Dragonmarked (Eberron), pg. 151-152)
Player's HandbookFalse Life - Gain 1d10+1/CL (max 10) Temporary HP (Sorceror/Wizard 2) (Necromancy) (Player's Handbook, pg. 229)
Invisibility - Become Invisible, lose invisibility if you purposefully attack another creature (Bard 2, Sorceror/Wizard 2, Trickery 2) (Illusion (Glamer)) (Player's Handbook, pg. 245)
Mirror Image - Create 1d4+1/3CL (Max 8) Illusory Duplicates with AC=10+Dex+Size, successful hit destroys it (Bard 2, Sorceror/Wizard 2) (Illusion (Figment)) (Player's Handbook, pg. 254-255)
Player's Handbook IIDeflect - Gain Deflection Bonus to AC +1/3CL (max +5) against one attack and a shield to AC (1/2 CL) against next attack (Duskblade 2, Sorceror/Wizard 2) (Abjuration) [Force] (Player's Handbook II, pg. 109)
Spell CompendiumBattle Hymm - All allies may reroll a will save/round before success or failure is known (Bard 2, Sorceror/Wizard 4) (Enchantment) (Charm) [Mind-Affecting] (Spell Compendium, pg. 25)
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, Sorceror/Wizard 2) (Abjuration) (Spell Compendium, pg. 57)
Scintillating Scales - Transform Natural Armor bonus to AC into Deflection bonus to AC (Sorceror/Wizard 2) (Abjuration) (Spell Compendium, pg. 181)
Shadow Mask - +4 saving throw against light, dark, or brightness-like spells, 50% chance to avoid having to make saving throw vs. gaze attacks, get another chance to avert eyes (Sorceror/Wizard 2) (Illusion) (Shadow) (Spell Compendium, pg. 185)
Veil of Shadow - Gain concealment (20% miss chance), not removed from see invisibility, dispelled with daylight or 3rd level light spell (Assassin 2, Blackguard 2, Cleric 2, Sorceror/Wizard 2) (Evocation) [Darkness] (Spell Compendium, pg. 228)
StormwrackTurbidity - Create a 20ft radius spread cloud swirling around you, obscures all vision and darkvision beyond 5 ft, have concealment to creatures up to 5 ft away and total concealment for creatures more than 5 ft away, Creatures other than you casting in the cloud must make a Concentration check DC15+Level or lose spell, ranged attacks going through turbidity automatically fail, vigorous and stronger currents can disperse the spell, functions only underwater (Sorceror/Wizard 2) (Abjuration) (Stormwrack, pg. 123)
Book of Vile Darkness (3.0)Masochism - Every 10 points of damage/round taken gives +1 Luck to Attack, Saves, Skill Checks for the next round (Assassin 3, Blackguard 3, Cleric 3, Sorceror/Wizard 2) (Enchantment) [Evil] (Book of Vile Darkness, pg. 99)
Sadism - Every 10 points of damage dealt/round grants +1 Luck to Attack, Saves, Skill Checks in the following round (Assassin 3, Blackguard 3, Cleric 3, Pain 2, Sorceror/Wizard 2) (Enchantment) [Evil] (Book of Vile Darkness, pg. 103)
Miniatures Handbook (3.0)
Invisibility, Swift - Become Invisible (Assassin 2, Bard 2) (Illusion) (Glamer) (Miniatures Handbook, pg. 36)
Veil of Shadow - Gain concealment (20% miss chance), not removed from see invisibility, dispelled with daylight or 3rd level light spell (Assassin 2, Blackguard 2, Cleric 2, Sorceror/Wizard 2) (Evocation) [Darkness] (Miniatures Handbook)
Defensive 3Champions of ValorGolden Dragonmail - Gain +1 Mithral Full Plate and proficiency with the armor, if Sorceror gain fire resistance 10 (Sorceror/Wizard 3) (Conjuration (Creation)) (Champions of Valor, pg. 55)
Complete MageRepelling Shield - Gain +4 Shield bonus (even against incorporeal attacks) and negate magic missile, melee attackers that strike you make Ref save or be pushed 5 feet in a direction of your choice (Sorceror/Wizard 3) (Abjuration) [Force] (Complete Mage, pg. 115)
DraconomiconDragonskin - Choose a color, gain energy resistance 10 of the color, gain +3 NA CL5, +4 NA CL7, or +5NA CL9 (Sorceror/Wizard 3) (Transmutation) (Draconomicon pg. 112)
Drow of the UnderdarkSpider Form - Take the form of a
Fiendish Large Monstrous Spider and 5 temp hp (Sorceror/Wizard 3) (Transmutation) (Polymorph) (Drow of the Underdark, pg. 63)
Lost Empires of FaerunBackblast - Turn 1d4+2 levels of fire spells targeted at you back at the original caster, gain fire resistance 10 (Sorceror/Wizard 3) (Abjuration) [Fire] (Lost Empires of Faerun, pg. 30)
Player's HandbookBlink - Blink back and force betweeen the material and ethereal plane. Gain 50% miss chance against all attacks. If attacker can see invisible or strike ethereal creatures, chance is 20%, if attacker can both see invisible and strike ethereal creatures, miss chance is 0%. Strike as an invisible creature (+2 unless target can see invisible), targeted spells against you have a 50% chance to fail unless the attacker can see invisible ethereal creatures. Your attacks and spells have a 20% chance of affecting the ethereal rather than material plane (wouldn't normally continue to work unless force effect). Take half damage from area effects in material plane (full in ethereal plane). Move a 3/4 Speed. Can move through solid spaces in the material plane but for every 5 ft moved, 50% chance of being shunted to the nearest open space taking 1d6 damage/5ft moved. (Bard 3, Sorceror/Wizard 3) (Transmutation) (Player's Handbook, pg. 206)
Invisibility Sphere - All creatures around target (personal or touch) within 10ft emanation are invisible. Effect ends for individual creatures if they attack or if they leave the emanation. Spell ends if the target attacks (Bard 3, Sorceror/Wizard 3) (Illusion (Glamer)) (Player's Handbook, pg. 245)
Fire Shield - Choose cold or fire, creatures using nonreach or natural weapons that strike you take 1d6+1/CL (max 15) cold or fire damage, take only half damage from cold or fire based attacks, if they allow a reflex save, take no damage on a successful save (Duskblade 4, Player's Handbook II pg. 24) (Warmage 3, Complete Arcane, pg. 90) (Fire 5, Sorceror/Wizard 4, Sun 4) (Evocation [Fire] or [Cold]) (Player's Handbook, pg. 230-231)
Player's Handbook IISonic Shield - +4 Deflection, melee attackers who hit you suffer 1d8 sonic damage, save vs. Fort or be knocked 5 feet (Bard 3, Duskblade 5, Sorceror/Wizard 5) (Evocation) (Player's Handbook II, pg. 125)
Spell CompendiumBite of the Wererat - Gain +6 enh. to Dex, +2 Enh. to Con, +3 Enh. to Natural Armor, Bite attack for 1d4*1.5 Str, Weapon Finesse feat (Druid 2, Sorceror/Wizard 3) (Transmutation) (Spell Compendium, pg. 28)
Dragonskin - Choose a color, gain energy resistance 10 of the color, gain +1 Natural Armor/2 CL (max +5) (Sorceror/Wizard 3) (Transmutation) (Spell Compendium, pg. 73)
Mage Armor, Greater - Field of Force grants +6 armor bonus (Sorceror/Wizard 3) (Conjuration) (Creation) [Force] (Spell Compendium, pg. 136)
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, Sorceror/Wizard 3) (Transmutation) (Spell Compendium, pg. 161)
Reverse Arrows - Gain Damage Reduction 10/magic against projectiles, any projectile that hits but does not exceed your damage reduction returns to the original attacker using the same attack roll with damage rerolled, spell ends once 10 damage/CL (max 100) total is absorbed (Sorceror/Wizard 3) (Abjuration) (Spell Compendium, pg. 175)
Forgotten Realms Campaign Setting (3.0)
Shadow Mask - +4 saving throw against light, dark, or brightness-like spells, 50% chance to avoid having to make saving throw vs. gaze attacks, get another chance to avert eyes (Harper 2,Sorceror/Wizard 2) (Illusion) (Shadow) (Forgotten Realms Campaign Setting, pg. 73)
Magic of Faerun (3.0)Reverse Arrows - Gain Damage Reduction 10/+1 (10/+2 CL 10, 10/+3 CL 15, 10/+5 at CL20) against projectiles, any projectile that hits but does not exceed your damage reduction returns to the original attacker using the same attack roll with damage rerolled, spell over after 10 damage/CL (max 100) is absorbed (Sorceror/Wizard 3) (Abjuration) (Magic of Faerun, pg. 114)
Defensive 4Complete AdventurerShadow Form - +4 Comp to Escape Artist, Hide, Move Silently, gain concealment (not countered by see invisibility but true seeing does), can slip through solid objects with enough escape artist ranks (Assassin 4, Sorceror/Wizard 5) (Illusion) (Shadow) (Complete Adventurer, pg. 156)
Complete MageHeart of Earth - +8 to resist Bull Rush, Overrun, Trip, 2 Temp HP/CL (Max 30) expend to gain Stoneskin for 1 round/CL, bonuses if heart of air, fire or water also active (Druid 4, Sorceror/Wizard 4, Wu Jen 4 (earth)) (Transmutation) [Earth] (Complete Mage, pg. 106)
Magic of EberronWatchful Ancestors - Gain improved uncanny dodge as a barbarian except use your CL in place of the barbarian level, can end spell as an immediate action for +1 Insight/CL to Reflex saves (Bard 4, Cleric 4, Sorceror/Wizard 4) (Conjuration) (Summoning) (Magic of Eberron, pg. 103)
Player's HandbookFire Shield - Choose cold or fire, creatures using nonreach or natural weapons that strike you take 1d6+1/CL (max 15) cold or fire damage, take only half damage from cold or fire based attacks, if they allow a reflex save, take no damage on a successful save (Duskblade 4, Player's Handbook II pg. 24) (Warmage 3, Complete Arcane, pg. 90) (Fire 5, Sorceror/Wizard 4, Sun 4) (Evocation [Fire] or [Cold]) (Player's Handbook, pg. 230-231)
Player's HandbookInvisibility, Greater - As Invisibility, but spell doesn't end if you attack (Bard 4, Sorceror/Wizard 4) (Illusion (Glamer)) (Player's Handbook, pg. 245)
Player's Handbook IIMirror Image, Greater - As Mirror Image, but 1 image created every round (Max 8), spell ends if all images destroyed (Bard 4, Beguiler 4, Sorceror/Wizard 4) (Illusion) (Figment) (Player's Handbook II, pg. 120)
Races of the DragonHoard Life - Suffer nonlethal damage = CL*2 and become fatigued, as standard action, heal hp = nonlethal damage suffered then spell ends (Sorceror/Wizard 4) (Conjuration) (Healing) (Races of the Dragon, pg. 113)
Races of the WildAerial Alacrity - Increase Fly speed by 30 ft and maneuverability 1 category (max perfect), gain +1 dodge to AC and on Reflex while airborne (Sky 4, Sorceror/Wizard 4) (Transmutation) (Races of the Wild, pg. 174)
Spell CompendiumBattle Hymm - All allies may reroll a will save/round before success or failure is known (Bard 2, Sorceror/Wizard 4) (Enchantment) (Charm) [Mind-Affecting] (Spell Compendium, pg. 25)
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, Sorceror/Wizard 4) (Transmutation) (Spell Compendium, pg. 29)
- 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, Sorceror/Wizard 4) (Transmutation) (Spell Compendium, pg. 178)
- +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) (Evocation) (Spell Compendium, pg. 191)
Unapproachable East (3.0)
Ilyykur's Mantle - Gain luck bonus of +1/3 CL to saves against spells and spell-like abilities (Sorceror/Wizard 4) (Abjuration) (Unapproachable East, pg. 50)
Defensive 5Champions of ValorSkin of the Steel Dragon - Gain Spell Resistance 10+CL, if Sorceror gain +5 resistance bonus on saves vs. poison (Sorceror/Wizard 5) (Abjuration) (Champions of Valor, pg. 58)
Complete AdventurerNightstalker's Transformation - +4 Enh Dex, +3 Luck AC, +5 Luck Ref, +5 competence Spot, Listen, Hide, Move Silently, Proficiency with all simple weapons and hand crossbow, rapier, sap, shortbow, shortsword, gain weapon finesse and evasion, +3d6 sneak attack, cannot cast spells for remainder of duration (Sorceror/Wizard 5) (Transmutation) (Complete Adventurer, pg. 155)
Shadow Form - +4 Comp to Escape Artist, Hide, Move Silently, gain concealment (not countered by see invisibility but true seeing does), can slip through solid objects with enough escape artist ranks (Assassin 4, Sorceror/Wizard 5) (Illusion) (Shadow) (Complete Adventurer, pg. 156)
Complete ArcaneBlink, Greater - As blink but no risk of missing on own attacks, can ready action to completely negate attack (Bard 5, Celerity 8,Sorceror/Wizard 5) (Transmutation) (Complete Arcane, pg. 99)
Complete DivineBlink, Improved - As blink but no risk of missing on own attacks, can ready action to completely negate attack (Bard 5, Sorceror/Wizard 5) (Transmutation) (Complete Divine, pg. 154-155)
Complete MageCoat of Arms - Gain one force blade/3CL (max 6), gain shield bonus = # of blades, can direct a blade to break off and deal 2d6 damage to a target within 30 feet, lose 1 shield bonus (Sorceror/Wizard 5) (Evocation) [Force] (Complete Mage, pg. 99-100)
Heart of Fire - +10 Enhancement to Land Speed, Fire Resistance 20, Expend to activate Fire Shield for 1 round/CL, bonuses if Heart of Air,Water, and/or Earth Active (Druid 5, Sorceror/Wizard 5, Wu Jen 5 (fire)) (Transmutation) [Fire] (Complete Mage, pg.107)
DraconomiconContingent Energy Resistance - If dealt Fire, Acid, Cold, Electric, or Sonic Damage, automatically gain Resistance 10 against that type (Cleric 4, Druid 4, Sorceror/Wizard 5) (Abjuration) (Draconomicon, pg. 110)
Libris MortisKiss of the Vampire - Gain DR 10/+1, can use enervation, vampiric touch, charm person, gaseous form (self) as a standard action, count as undead for neg+pos energy and undead turning (Sorceror/Wizard 5) (Necromancy) [Evil] (Libris Mortis, pg. 67)
Lost Empires of FaerunNezram's Sapphire Shield of Shielding - Gain +4 Shield bonus to AC even against incorporeal touch attacks, negate magic missile gain DR 10/Magic (Sorceror/Wizard 5) (Abjuration) [Force] (Lost Empires of Faerun, pg. 33)
Player's Handbook IISonic Shield - +4 Deflection, melee attackers who hit you suffer 1d8 sonic damage, save vs. Fort or be knocked 5 feet (Bard 3, Duskblade 5, Sorceror/Wizard 5) (Evocation) (Player's Handbook II, pg. 125)
Spell CompendiumBite of the Wereboar - +4 Enh Str, +6 Enh. Con, +8 Enh. Natural Armor, Bite for 1d8+1.5Str, Blind-Fight feat (Druid 4, Sorceror/Wizard 5) (Transmutation) (Spell Compendium, pg. 28)
Blink, Greater - As blink but no risk of missing on own attacks, can ready action to completely negate attack (Bard 5, Celerity 8, Sorceror/Wizard 5) (Transmutation) (Spell Compendium, pg. 32)
Cacophonic Shield - Nonmagic sound does not pass personal 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, Sorceror/Wizard 5) (Evocation) [Sonic] (Spell Compendium, pg. 41)
Nightstalker's Transformation - +4 Enh Dex, +3 Luck AC, +5 Luck Ref, +5 competence Spot, Listen, Hide, Move Silently, Proficiency with all simple weapons and hand crossbow, rapier, sap, shortbow, shortsword, gain weapon finesse and evasion, +3d6 sneak attack, cannot cast spells for remainder of duration (Sorceror/Wizard 5) (Transmutation) (Spell Compendium, pg. 48)
Shadow Form - +4 Comp to Escape Artist, Hide, Move Silently, gain concealment (not countered by see invisibility but true seeing does), can slip through solid objects with enough escape artist ranks (Assassin 4, Sorceror/Wizard 5) (Illusion) (Shadow) (Spell Compendium, pg. 183)
Magic of Faerun (3.0)Kiss of the Vampire - Gain DR 10/+1, can use enervation, vampiric touch, charm person, gaseous form (self) as a standard action, count as undead for neg+pos energy and undead turning (Sorceror/Wizard 5) (Necromancy) [Evil] (Magic of Faerun, pg. 103)
Unapproachable East (3.0)
Improved Blink - As blink but no risk of missing on own attacks, can ready action to completely negate attack (Bard 5, Sorceror/Wizard 5) (Transmutation) (Unapproachable East, pg. 50-51)
Defensive 6Book of Exalted DeedsEmpyreal Ecstasy - 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, Pleasure 7) (Abjuration) (Book of Exalted Deeds, pg. 98)
Complete MagePrismatic Aura - Gain Concealment, any creature striking you with a non-reach melee weapon is subject to one prismatic spray spell effect, once a color has been expended it disappears from the aura, once all 7 colors have been expended the spell ends (Sorceror/Wizard 6) (Abjuration) (Complete Mage, pg. 113)
DraconomiconAura of Evasion - Creatures within 10 ft emanation gain Evasion to Breath Weapons (Cleric 5, Sorceror/Wizard 6) (Abjuration) (Draconomicon, pg. 109)
Dragon MagicEyes of the Oracle - +2 Insight to AC, Reflex; if Dragonblood: Bonuses +3; Can ready Standard action at end of turn, if taken, spell ends (Cleric 6, Sorceror/Wizard 6, Wu Jen 6) (Divination) (Dragon Magic, pg. 66-67)
Primal Speed (Pointless - 24 hour base duration) - +5 Resistance bonus to Reflex, +10 Enhancement to speed, bonuses if other primal spells active (Druid 6, Ranger 4, Sorceror 6) (Transmutation) (Dragon Magic, pg. 72)
Magic of EberronGlimpse of the Prophecy - Gain +1 Insight to AC and Saving throws, can end spell effect as an immediate action to gain +1 insight/2 CL (max 10) to a saving throw, with Dragon Prophesier feat can enter prophetic favor state as an immediate action (still counts against daily uses) and spell ends (Bard 6, Cleric 6, Sorceror/Wizard 6) (Divination) (Magic of Eberron, pg. 96)
Player's HandbookTenser's Transformation - Gain +4 Enhancement to Str, Dex, Con, +4 natural armor, +5 competence to Fort Saves, gain proficiency in all simple and martial weapons, base attack bonus = character level, lose spellcasting ability and ability to use spell activation or spell completion items as if they were no longer on your class list (Sorceror/Wizard 6) (Transmutation) (Player's Handbook, pg. 294)
Player's Guide to FaerunStone Body - DR 10/Adamantine, Immune to Blindness, critical hits, ability damage, deafness, disease, drowning, poison, stunning, and spells or attacks that affect physiology or respiration, +4 Enh to Str, -4 penalty to Dex, Speed halved (Cleric 6, Sorceror/Wizard 6) (Transmutation) (Player's Guide to Faerun, pg. 113)
Spell CompendiumAura of Evasion - Creatures within 10 ft emanation gain Evasion to Breath Weapons, those with Evasion gain +4 to Ref for Breath (Cleric 5, Sorceror/Wizard 6) (Abjuration) (Spell Compendium, pg. 18)
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, Sorceror/Wizard 6) (Transmutation) (Spell Compendium, pg. 28)
Stone Body - DR 10/Adamantine, Immune to Blindness, critical hits, ability damage, deafness, disease, drowning, poison, stunning, and spells or attacks that affect physiology or respiration, +4 Enh to Str, -4 penalty to Dex, Speed halved (Cleric 6, Sorceror/Wizard 6) (Transmutation) (Spell Compendium, pg. 207)
- Swim Speed 30, Breathe underwater, DR 5/Cold Iron, +6 Enh to Dex, +2 Enh to Wisdom, +8 Enh to Cha (Bard 6) (Transmutation) [Water] (Spell Compendium, pg. 48)
Magic of Faerun (3.0)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 or to cross barrier(Bard 6, Sorceror/Wizard 6) (Evocation) [Sonic] (Magic of Faerun, pg. 83)
Races of Faerun (3.0)
Spore Cloak - Gain Concealment, if you move into the space of another creature or bull rush or grapple them, they must make a fort save or suffer 1d6 Con damage and make another save in 1 minute or suffer 2d6 Con damage. Immune to fungal infestations. Lose spell if fail saving throw vs. a fire attack, lose ability to cause others to make fort save while in direct sunlight (Druid 5, Sorceror/Wizard 6) (Conjuration) (Creation) (Races of Faerun, pg. 191)
Stone Body - Gain DR 20/+2, +4 Enh to Str, -4 Penalty to Dex (minimum 1), reduce speed by half, weightx3, vulnerable to attacks that affect stone golems, immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison stunning (Cleric 6 (gnome), Sorceror/Wizard 6) (Abjuration) (Races of Faerun, pg. 191)
Defensive 7Complete AdventurerCacophonic Shield - 10 ft emanation. 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 6, Sorceror/Wizard 7) (Evocation) [Sonic] (Complete Adventurer, pg. 144)
Dragon MagicChannel the Dragon - Gain a 15 ft cone breath weapon usable 1d4 rounds and a defensive ability either DR 5/adamantine or Fire, Cold, or Acid Resistance 30 (Wu Jen 7) (Transmutation) (Dragon Magic, pg. 65)
Spell CompendiumBite 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, Sorceror/Wizard 7) (Transmutation) (Spell Compendium, pg. 28)
Elemental Body - Gain benefit of Attune Form spell, Elemental Immunities, and Bonus based on element chosen (Fly with air, etc.) (Sorceror/Wizard 7) (Transmutation) [Varies] (Spell Compendium, pg. 78)
Kiss of the Vampire - Gain DR/10 Magic, can use enervation, vampiric touch, charm person, gaseous form (self) as a standard action, count as undead for neg+pos energy and undead turning (Sorceror/Wizard 7) (Necromancy) [Evil] (Spell Compendium, pg. 128)
Manual of the PlanesElemental Body - Gain benefit of Attune Form spell, Elemental Immunities, and Bonus based on element chosen (Fly with air, etc.) (Sorceror/Wizard 7) (Transmutation) [Varies] (Manual of the Planes, pg. 34-35)
Defensive 8Complete ArcaneHeart of Stone - Exchange heart for piece of stone, gain DR 5/-, ER 5: Cold, fire electricity, heal naturally 1 hp/day, healing effects require CL check = 10+your CL to heal you, if original heart is destroyed, instantly killed. (Sorceror/Wizard 8) (Necromancy) (Complete Arcane, pg. 110)
Libris MortisNecrotic Empowerment - +8 enh to Dex, Int, Wis, +8 Natural Armor, +5 competence to Fort, 100 temp hp (Cleric 8, Sorceror/Wizard 8) (Necromancy) [Evil] (Libris Mortis, pg. 68)
Player's HandbookIron Body - Gain DR 15/Adamantine, Immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect physiology and/or respiration because you have none during this spell, half damage from acid, become slowed if struck by electricity and vulnerable to a rust monster, +6 Enh to Str, -6 Penalty to Dex, speed reduced by half, Arcane Failure 50%, -8 armor check penalty, cannot drink, weigh 10x as much as you do now, can survive the crushing pressure and lack of air from the bottom of the ocean, armed when making unarmed attacks, unarmed attacks deal damage as a club for your size (1d4 small, 1d6 medium, etc.) (Earth 8, Sorceror/Wizard 8) (Transmutation) (Player's Handbook, pg. 245-246)
Moment of Prescience - Gain +1 Insight/CL (max 25) on 1 attack, opposed ability, skill check, saving throw, or AC against a single attack, can activate this ability at any time, takes no action, not more than one Moment of Prescience can be active at a time (Luck 8, Sorceror/WIzard 8) (Divination) (Player's Handbook, pg. 255)
Spell CompendiumInvisibility, Superior - Invisible to image, scent, and sound, cannot be detected by blindsense, tremorsense, blindsight, other immunities (Sorceror/Wizard 8) (Illusion) (Glamer) (Spell Compendium, pg. 125)
Savage Species (3.0)
Stalking Spell - Become invisible and remain invisible even if attacking, radiate a silence effect of 5ft radius, leave no scent and cannot be detected by scent (Sorceror/Wizard 8) (Illusion (Glamer)) (Savage Species, pg. 71)
Defensive 9Complete ArcaneSuperior Invisibility - Invisible to image, scent, and sound, cannot be detected by blindsense, tremorsense, see invisibility, faerie fire, glitterdust, invisibility purge, and dust of appearance, detectable by Blindsight or True Seeing (Sorceror/Wizard 9) (Illusion) (Glamer) (Complete Arcane, pg. 125)
Complete MageTranscend Mortality - Gain DR 30/Epic, SR21+CL, Acid, Cold, Fire, Electricity, and Sonic Resistance 50, Immune to ability damage, disease, energy drain, poison, and death effects, don't need to eat, drink, or breath, +10 enhancement to saving throws, instantly slain and reduced to pile of dust at end of spell, cannot prevent this by any means (Wu Jen 9) (Transmutation) (Complete Mage, pg. 121)
Player's HandbookForesight - Receive instantaneous warnings of impending danger to yourself such as knowing in advance a rogue was about to sneak attack you, can never be surprised or flat-footed, Gain +2 Insight to AC and Reflex Saves (Lost if you lose your Dex bonus) (Druid 9, Knowledge 9, Sorceror/Wizard 9) (Divination) (Player's Handbook, pg. 233)
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