Index of Spells by Theme Group - No SR

DescriptionSpells without Spell Resistance. (Too many spells, will finish later.)
Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Abyssal Army
    SPC
  Arc 9, Clr 9, Sor/Wiz 9  
    1 hour

Summons demons to fight for you.

Acid Arrow
Conjuration [Acid] 1 standard action SRD
None - No Duskblade 2, Slime 2, Sor/Wiz 2, Wmg 2 V, S, M, F
1 round + 1 round/3 levels Long General
Effect: One arrow of acid

Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.

A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.

Acid Fog
Conjuration (Creation) [Acid] 1 standard action SRD
None - No Arc 6, Blg 6, Sor/Wiz 6, Water 7, Wmg 6 V, S, M/DF
1 round/level Medium General
Effect: Fog spreads in 20-ft. radius, 20 ft. high

Fog deals acid damage.

Acid fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.

Acid Rain (M)
    HoB
  Sor/Wiz 5  
    General

20-ft.-radius cylinder deals 7d6 acid damage

Acid Splash
Conjuration (Creation) [Acid] 1 standard action SRD
None - No Duskblade 0, Sor/Wiz 0, Wmg 0 V, S
Instant Close General
Effect: One missile of acid

Orb deals 1d3 acid damage.

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.

Acid Storm (M)
    SPC
  Sor/Wiz 6  
    General

Deals 1d6/level acid damage in 20-ft radius.

Acorn of Far Travel
    Far Corners of the World
  Arc 2, Drd 2, Rgr 2  
    General

Makes an acorn feel like a forest to the user and a spell.

Aerial Alarm
    HoB
  Arc 2, Rgr 2, Sor/Wiz 2  
    General

Wards and area for 2 hours/level

Aiming Line
Illusion (Figment) 1 standard action seankreynolds.com
Will disbelief (if interacted with) - No Brd 0, Sor/Wiz 0 V, S
1 min. Close General
Effect: Ray

Create an aiming line for +2 bonus to hit with touch attacks, target gains the same benefit vs. you.

You create a faint illusory line between yourself and one creature within range, which requires a successful ranged touch attack. This line causes no damage and does not illuminate an area. The spell ends if you no longer have line of effect between yourself and the target.

Any ranged touch attacks you make against the target gain a +2 circumstance bonus to hit, and concealment for these attacks is treated as one category less. If the target is an invisible creature, the line pinpoints the square for you (negating the need to choose a square to attack). Because the line is a visible illusion, it has no effect in darkness unless you can otherwise see in darkness (such as with darkvision) or if you cannot see the line because you are blind.

Because the spell also indicates a direct line to you, the target gains the same benefits against you that you do against it. The target may attempt to disbelieve the illusion as normal, but successful disbelief has no effect on the spell's benefits (the translucent outline of the revealed illusion works just as well as the illusion itself).

Alarm
Abjuration 1 standard action SRD
None - No Arc 1, Brd 1, HB 1, Rgr 1, Sor/Wiz 1, Wealth 1 V, S, F/DF
2 hours/level (D) Close 4 hours
Area: 20-ft.-radius emanation centered on a point in space

Wards an area for 2 hours/level.

Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.

Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.

Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.

Ethereal or astral creatures do not trigger the alarm.

Greater Alarm (F)
    SPC
  Brd 2, Sor/Wiz 2  
    12 hours

As the Alarm spell, and it works on creatures on neighboring planes.

Alert Bebilith (M)
    Book of Vile Darkness
  Sor/Wiz 6  
    General

Summons bebilith to deal with a demon.

Breath of the Jungle
    SPC
  Arc 1, Drd 1  
    General

Mist increases DC of saves vs. poison & disease

Hurtling Stone
    HoB
  Arc 4, Drd 4  
    General

Stone deals 6d6 damage, knocks targets prone.

Ice Darts
    Frostburn
  Brd 2, Sor/Wiz 2  
    General

Icicle missiles deal 2d4 damage, half of which is cold.

Orb of Acid
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Ranged touch, 1d6/level (max 15d6) points of acid damage.

Greater Orb of Acid
Conjuration (Creation) [Acid] 1 standard action ATB
Fortitude partial - No Sor/Wiz 8, Wmg 8 V, S
Instant Close General
Effect: One orb of Acid.

Orb deals 1d6/level (max 25d6) acid damage, may sicken subject for 1d6 + 1 rounds.

An orb of acid, greater about 3 inches across shoots from your palm at its target, dealing 1d6 points of acid damage per caster level (maximum 25d6). You must succeed on a ranged touch attack to hit your target.

A creature struck by the orb takes damage and becomes sickened by the acid's noxious fumes for 1d6 + 1 round. A successful Fortitude save negates the sickened effect but does not reduce the damage.

Lesser Orb of Acid
    Complete Arcane
  Sor/Wiz 1, Wmg 1  
    General

Ranged touch, 1d8 or more acid damage.

Trip Vine
    HoB
  Arc 2, Drd 2, Rgr 2  
    General

Plants trip creatures entering area.