bean illus
2022-10-03, 09:43 AM
Work in progress, but nearing completion?
Thanks to Eridanis for the original alphabetical list, below.
I worked this a little at a time, until i decided to finish and format it.
THIS LIST IS A CHAMELEON LIST, and a few spells are below their original level. The original spell levels are in the alphabetical lists.
SWIFT 91 spells (chameleon access)
0th
1. Dawn: 15' radius. Sleeping creatures in awaken. Unconscious waken, staggered.
1st
1. Accelerated Movement: 1 r/level, Move normal speed using Balance, Climb, or Move Silently without penalty (yes while running, etc.
2. Blade of Blood: r/level or discharge; Touched weapon's next strike +1d6, or sacrifice 5 hp for +3d6.
3. Blades of Fire: Up to 2 weapons you wield do +1d8 fire. Stacks.
4. Blood Wind: 1 round. Subject attack with natural weapons or unarmed strikes as thrown weapons, 20' increment.
5. Breath Flare:
6. Critical Strike: +1d6 if flanking or denying Dex. 2x threat and +4 insight to confirm (sans crit immune).
7. Deafening Clang: 1d6 of sonic per weapon's hit. Fort or deafened.
8. Distract Assailant: Target flat-footed until next turn.
9. Focusing Chant, 1 minute: +1 circumstance attack, skill, ability checks.
10. Golem Strike: 1 round.Can sneak attack constructs. Must meet all requirements.
11. Grave Strike: 1 round.Can sneak attack undead. Must meet all requirements.
12. Guided Shot: 1 round. No distance penalty. Ignore less than total cover.
13. Herald’s Call: 20' radius. Shout slows creature's 5 HD or less. Will negates.
14. Incite: 1 minute/level. Creatures can't delay or to ready an action.
15. Insightful Feint: 1 round, +10 insight on the next single Bluff to feint in combat.
16. Inspirational Boost: Bardic inspire courage at +1.
17. Instant Diversion: 1 double + 1 per 4 CL (max 5), AC = 10 + size mod + Dex.
18. Instant Locksmith: 1 Disable Device or Open Lock this round, free action. +2 ins.
19. Instant Search: Make 1 Search check this round, free action, +2 insight.
20. Lightfoot: 1 round, you provoke no attacks of opportunity when moving.
21. Master’s Touch: min/lvl, gain proficiency with a held weapon or shield.
22. Quickblast: 25' + 5'/2 levels, 1 point appropriate energy damage/CL (max 5).
23. Rhino’s Rush: The first charge attack make this round deals double damage.
24. Shock and Awe: Cast in surprise round and against flat-footed for -10 on their next initiative check.
25. Sniper’s Shot: Sneak attacks regardless of the distance. Must have sneak attack.
26. Strategic Charge: Gain the benefit of the Mobility feat (+4 dodge vs AoO).
27. Swift Bless Weapon: 1 round, good weapon, auto-confirm, strike incorporeal.
28. Swift Expeditious Retreat: + 30' enhancement base land speed.
29. Swift Invisibility: 1 round (see text)
30. Towering Oak: +10 competence on Intimidate, +2 enhancement Strength
31. Updraft: 10'/lvl altitude, float down and may move 5' laterally.
32. Vine Strike: Deliver sneak attacks on plant creatures.
33. Wings of Bounding: +20 circumstance Jump this round, leap from cliffs, etc.
2nd
1. Aura of Glory: Paladin removes Fear with aura of courage, 10' radius.
2. Bladeweave: round/level. Once/round, successful attack with melee , dazed.
3. Daggerspell Stance: Full attack 2 daggers +2 insight. Fighting defensively, SR 5+ CL. Total defense, also gain DR 5/magic.
4. Exacting Shot: min/lvl, Will save. Auto confirm. Ignore partial concealment.
5. Grace: You illuminate 60', —20 Hide circumstance, +2 sacred Dex, +10' land speed. Melee+touch = good-aligned vs DR.
6. Hunter’s Eye: Grants sneak attack 1d6/3 CL. Stacks with it sneak attack.
7. Knight’s Move: Instantly teleport 5'/2 CL to a square flanSurgeking an enemy.
8. Lesser Energy Surge: Will save. Choose 1d6 energy damage for weapon.
9. Lion’s Charge: Gain Pounce.
10. Nature’s Favor: 1 min. Will save. Grant animal +1 luck att+dam per 3 CL, max +5.
11. Stabilize: Will save. Heal 1 dam to all 50' radius, allied or not. Damage to undead.
12. Quick March: Increases allies' base land speed 30' enhancement.
13. Strength of Stone: +8 Str enhancement for 1 round while touching the ground.
14. Stretch Weapon: +5 feet of reach to a melee weapon for a single attack.
15. Sure Strike: +1 insight per three caster levels on your next attack roll.
16. Swift Fly: 60', 1 round, or 40' with med or heavy armor or load. As Fly (see text).
17. Swift Haste: 1-4 rounds. +1 attack, dodge, Reflex. 30' speed enhancement all modes.
18. Swift Invisibility: (see text)
19. Tiger’s Tooth: min./level. +1 enhancement bonus on attack.
20. War Cry: +4 morale attack and damage as part of a charge. Will save or panicked.
21. Whispercast: 1 round. Next spell requires no somatic or cheap material components and the verbal component is a whisper.
22. Wraithstrike: Your melee attacks are resolved as melee touch.
23. Zeal: round/ lvl. Chose enemy, +4 deflection vs AoO from all but chosen foe, etc. Must finish closer to chosen.
3rd
1. Allegro: min/lvl. 20' radius, 30' enhance land speed, up to 2x speed.
2. Arrow Storm: Before other actions, full-round, attack vs every foe within 1 increment, up to character level.
3. Blade Storm: Before other actions. Full-round, attack with each melee weapon you hold vs every foe within reach.
4. Blade Thirst: round/lvl. Slashing weapon sheds torchlight, +3 enhancement.
5. Channeled Divine Shield: round/lvl. Cast as swift, standard, full, or 2 rounds; gain DR +2, +5, +8, or +10.
6. Divine Retaliation: Force weapon manifest beside you, retaliates vs every melee that strikes you.
7. Energy Surge: Will save. Choose 1d6 energy damage for weapon.
8. Entangling Staff: round/lvl. Grapple with staff at +8, constricts for 2d6.
9. Giant’s Wrath: round/lvl. Pebble/3 lvls turns to boulder, 120', 2d6 + Str. Insight = CL (max +10).
10. Spectral Weapon: round/lvl. Quasi weapon as touch attack. Will = 20% damage and 20% chance of other effects.
4th
1. Assay Spell Resistance: round/lvl. +10 CL vs SR of 1 creature you can see.
2. Channeled Divine Health: Touch heal 1d8. Standard for 1d8 + CL, max 10, @ close. Full round for 2d8 + CL, max 15, @ med. Two rounds 4d8 + CL, max 20, @ long.
3. Channeled Pyroburst: Ref half. Swift action 1d4 fire/2 CL (max 10d4) vs 1. Standard =1d6/CL (max 10d6)10' radius. Full = 1d8/CL (max 10d8) 15' radius. Two rounds = 1d10/CL (max 10d10) 20'.
4. Cursed Blade: min/lvl. Weapon's damage cannot be healed until remove curse, etc.
5. Forcewave: +10 Bull rush vs all 10' radius. Result can push beyond the spell's range.
6. Mass Longstrider: hour/lvl. Allies 60' radius +10' enhancement to speed.
7. Meteoric Strike: Next attack 1d6 + 1d6/4 CL fire. Splash adjacent for 1/2 damage.
8. Rebuking Breath: Imbue your breath weapon, rebuke undead, cower 1 round.
9. Spell Enhancer: Next spell in the same round, +2 enhanced CL, and +1 DC.
10. Trollshape: round/lvl. Form and abilities of troll. 30 temporary HP for spell's duration.
5th
1. Breath Weapon Substitution: 1 round. change your breath weapon energy type.
2. Dispelling Breath: 1d20 + 1/CL (max +15) DC 11 + spell's CL. (see text)
3. Ethereal Breath: Your breath weapon affects ethereal from material plane.
4. Swift Etherealness: Ethereal until end of turn. (see text)
5. Stunning Breath: Your breath weapon has concussive force. Fort save (DC breath weapon DC) or be stunned for 1 round.
6th
1. Greater Energy Surge: Your choice of 3d6 energy damage for your weapon.
7th
1. Arcane Spellsurge: 1 round. Dragonblood cast this spell as a swift spell. Cast ANY standard action spell as swift! Full round = standard, 2-10 rounds = 1 round less.
2. Synostodweomer: Touch, heal 1d8/spell lvl of 2nd spell this round.
8th
1. Greater Stunning Breath: Next breath this round, Fort, stunned for 2d4 rounds.
9th
1. Breath Weapon Admixture: Choose energy to add, added damage = normal breath damage.
2. Dragonshape: round/lvl. Form and abilities of mature adult red dragon. 150 temp HP.
3. Enervating Breath: 1 round. Failed saves take 2d4 negative levels (see text).
4. Invoke Magic: 1 round. Cast up to 4th level spells in antimagic field, etc, for 1 round.
5. Khelben’s Dweomerdoom: Dispel spells or spell likes at max CL +25.
6. Nature’s Avatar: Animal touched, min/lvl. +10 morale attack + damage, 1d8 temp HP/CL, plus the effect of a haste spell.
THIS LIST IS A CHAMELEON LIST, and a few spells are below their original level. The original spell levels are in the alphabetical list.
IMMEDIATE 34 spells (chameleon access)
1st
1. Arrow Mind: min/lvl. Arrows threaten reach. Make AoOs, fire sans provoking.
2. Buoyant Lifting: min/lvl. Float 1/level to save from drowning.
3. Deep Breath: round/lvl. Fresh air keeps your lungs full.
4. Feather Fall: round/lvl. 1/level floats down @ 60' with no damage.
5. Insidious Rhythm: Subject takes -4 on Int skills and Conc. If casting, concentrate on, direct spell, succeed Conc DC + spell lvl.
6. Lesser Deflect: Deflect bonus vs next single attack this round +1/3 CL (max +5).
7. Nerveskitter: Even if flat-footed, subject +5 bonus on its initiative.
8. Stand: 1 close, willing subject stands, without provoking AoO..
9. Sticky Saddle: min/lvl. +10 Ride checks related to staying in the saddle. (see text)
10. Warning Shout: 30 ' radius alliies no longer flat-footed, even if sleeping.
2nd
1. Aiming at the Target: +10 circumstance Conc on a pre-cast spell (max 20 min).
2. Avoid Planar Effects: min/lvl. 1 creature/lvl, 20-ft.-radius on you. (see text)
3. Close Wounds: Heal 1d4 +1/ CL (max +5), and stabilize. Damages undead.
4. Deflect: Shield bonus 1/2 CL vs next attack made vs you before end next turn.
5. Electric Vengeance: When dealt melee HP damage, cast for 2d8 +1/ CL (max +10).
6. Fearsome Grapple: grow 2 tentacles, can only grapple @ +4 circumstance. CL 9 +8.
7. Lesser Celerity: Immediately take a move , but then dazed until end of next turn.
8. Master’s Touch: min/lvl. Proficiency with held weapon or shield.
9. Stay the Hand: Subject can't attack/target you with spells, penalty to redirect them.
10. Wings of Cover: Total cover vs single attack, weapon, spell, psionic (see text).
3rd
1. Alter Fortune: Cause subject to reroll any die roll it just made.
2. Energy Aegis: +20 resistance vs specified energy type.
3. Halt: 1 subject halts movement this round. No effect on flying, etc.
4. Hesitate: round/lvl. subject takes only move action, or defends (see text).
5. Permeable Form: 50% to ignore damage from most spells, magic weapons, and any corporeal source. Pass objects as incorporeal, but cannot attack.
4th
1. Celerity: Interrupt with a standard, as if readied. Dazed until the end your next turn.
2. Delay Death: round/lvl. Subject is unable to die from HP damage (the normal -9 HP is extended without limit). If subject <-9 HP when spell expires, it dies.
3. Greater Mirror Image: min/lvl. Like mirror image, but an additional image is created each round after the first (max 8). concurrent) If all are destroyed, spell ends.
4. Mystic Aegis: SR 12 + CL vs that spell.
5. Ruin Delver’s Fortune: Use Cha mod to choose 1 of several benefits (saves, HP, evasion, fear immune, etc)
6. Stifle Spell: Target must make Conc check (DC 14 + your key ability mod + spell level) to ignore distraction, or else lose the spell.
5th
1. Greater Electric Vengeance: When dealt melee damage. 5d8 +1 /CL (max +15) electric, and Fort or dazed until the end of your next turn.
8th
1. Greater Celerity: Full-round action (or a standard plus a move, or two move actions). Then dazed until end of next turn.
2. Finding the Center: 10 minutes. Maintain concentration while moving, attacking, casting etc.
0th
Dawn (SC): Druid 0, ranger 1
1st
Accelerated Movement (SC): Bard 1, ranger 1, sor/wiz 1
Blade of Blood (PH2): Assassin 1, blackguard 1, cleric 1, duskblade 1, sor/wiz 1
Blades of Fire (SC): Ranger 1, sor/wiz 1
Blood Wind (SC): Cleric 1, sor/wiz 1
Breath Flare (SC): Sor/Wiz 1
Critical Strike (SC): Assassin 1, bard 1, sor/wiz 1
Deafening Clang (SC): Paladin 1
Distract Assailant (SC): Assassin 1, Sor/Wiz 1
Focusing Chant (SC): Bard 1
Golem Strike (SC): Sor/Wiz 1
Grave Strike (SC): Cleric 1, paladin 1
Guided Shot (SC): Ranger 1, sor/wiz 1
Herald’s Call (SC): Bard 1
Incite (SC): Bard 1, cleric 1, sor/wiz 1
Insightful Feint (SC): Assassin 1, sor/wiz 1
Inspirational Boost (SC): Bard 1
Instant Diversion (RacesDrag): Bard 1, sor/wiz 1
Instant Locksmith (SC): Assassin 1, sor/wiz 1
Instant Search (SC): Assassin 1, Ranger 1, sor/wiz 1
Lightfoot (SC): Assassin 1, ranger 1
Master’s Touch (SC): Bard 1, sor/wiz 1
Quickblast (SC): Sorc/Wiz 1
Rhino’s Rush (SC): Paladin 1, ranger 1, Wrath 1
Shock and Awe (SC): Assassin 1, bard 1, sor/wiz 1
Sniper’s Shot (SC): Assassin 1, Ragner 1, sor/wiz 1
Strategic Charge (SC): Blackguard 1, paladin 1
Swift Bless Weapon (SC): Paladin 1
Swift Expeditious Retreat (SC): Bard 1, Sor/Wiz 1
Swift Invisibility (SC): Assassin 2, bard 1
Towering Oak (SC): Ranger 1
Updraft (SC): Cleric 1, druid 1
Vine Strike (SC): Druid 1, ranger 1
Wings of Bounding (RacesDrag): Sorcerer 1
2nd
Aura of Glory (SC): Paladin 2
Bladeweave (SC): Bard 2, sor/wiz 2
Daggerspell Stance (SC): Druid 2, Sor/wiz 2
Exacting Shot (SC): Ranger 2
Grace (SC): Bard 2, cleric 3
Hunter’s Eye (PH2): Ranger 2
Knight’s Move (SC): Cleric 3, Paladin 2
Lesser Energy Surge (PH2): Sor/Wiz 2
Lion’s Charge (SC): Druid 3, ranger 2
Nature’s Favor (SC): Druid 2, ranger 2
Stabilize (SC): Paladin 2, cleric 2
Quick March (SC): Cleric 2, paladin 2
Strength of Stone (SC): Paladin 2
Stretch Weapon (PH2): Bard 2, cleric 2, dusblade 2, sor/wiz 2
Sure Strike (PH2): Duskblade 2, sor/wiz 2
Swift Fly (SC): Bard 2, druid 3, sor/wiz 2
Swift Haste (SC): Ranger 2
Tiger’s Tooth (SC): Druid 2
War Cry (SC): Bard 2
Whispercast (LoM): Sor/Wiz 2)
Wraithstrike (SC): Assassin 3, sor/wiz 2
Zeal (SC): Competition 2, blackguard 2, paladin 2
3rd
Allegro (SC): Bard 3
Arrow Storm (SC): Ranger 3
Blade Storm (SC): Ranger 3
Blade Thirst (SC): Ranger 3
Channeled Divine Shield (PH2, swift optional): Cleric 3
Divine Retaliation (PH2): Cleric 3, paladin 4
Energy Surge (PH2): Duskblade 3, sor/wiz 3
Entangling Staff (SC): Druid 3, Sor/Wiz 4
Giant’s Wrath (SC): Druid 3, sor/wiz 3
Spectral Weapon (SC): Assassin 3, bard 4, sor/wiz 3
4th
Assay Spell Resistance (SC): Cler 4, Sor/wiz 4
Channeled Divine Health (PH2, swift optional): Cleric 4
Channeled Pyroburst (PH2, swift optional): Duskblade 4, sor/wiz 4
Cursed Blade (SC): Assassin 4
Forcewave (SC): Sor/wiz 4
Mass Longstrider (PH2): Druid 5, ranger 4
Meteoric Strike (PH2): Cleric 5, druid 4, paladin 4
Rebuking Breath (SC): Sor/wiz 4
Spell Enhancer (SC): Sor/wiz 4
Trollshape (PH2): Sor/wiz 4
5th
Breath Weapon Substitution (SC): Sor/Wiz 5
Dispelling Breath (SC): Sor/Wiz 5
Ethereal Breath (SC): Sor/Wiz 5
Swift Etherealness (PH2): Beguiler 5, cleric 5, sor/wiz 5
Stunning Breath (SC): Sor/wiz 5
6th
Greater Energy Surge (PH2): Sor/Wiz 6
7th
Arcane Spellsurge: Sor/Wiz/Wu Jen 7 (see text)
(Simbul’s) Synostodweomer (SC): Sor/wiz 7
8th
Greater Stunning Breath (SC): Sor/wiz 8
9th
Breath Weapon Admixture (SC): Sor/Wiz 9
Dragonshape (PH2): Sor/Wiz9
Enervating Breath (SC): Sor/Wiz 9
Invoke Magic (LoM): Sorc/Wiz 9
Khelben’s Dweomerdoom (CoS: W): Sor/Wiz 9
Nature’s Avatar (SC): Druid 9
1st
Arrow Mind (SC): Ranger 1, sor/wiz 1
Buoyant Lifting (SC): Druid 1
Deep Breath (SC): Druid 1, ranger 1, sor/wiz 1
Feather Fall (PH): Bard 1, sor/wiz 1
Insidious Rhythm (SC): Bard 1
Lesser Deflect (PH2): Duskblade 1, sor/wiz 1
Nerveskitter (SC): Sor/wiz 1
Stand (PH2): Duskblade 1, sor/wiz 1
Sticky Saddle (SC): Paladin 1
Warning Shout (SC): Paladin 1
2nd
Aiming at the Target (SC): Sor/wiz 2
Avoid Planar Effects (SC): Cleric 2, druid 2, sor/Wiz 3
Close Wounds (SC): Cleric 2
Deflect (PH2): Duskblade 2, sor/wiz 2
Electric Vengeance (PH2): Sor/Wiz2
Fearsome Grapple (SC): Sor/Wiz 2
Lesser Celerity (PH2): Bard 2, sor/wiz 2
Master’s Touch (PH2): Bard 2, cleric 2, sor/wiz 2
Stay the Hand (PH2): Bard 1, beguiler 2, cleric 2, sor/wiz 2
Wings of Cover (RacesDrag): Sorcerer 2
3rd
Alter Fortune (PH2): Bard 3, cleric 3, druid 3, sor/wiz 3
Energy Aegis (PH2): Cleric 3, duskblade 3, sor/wiz 3
Halt (PH2): Bard 3, beguiler 3, duskblade 3, sor/wiz 3
Hesitate (PH2): Bard 3, beguiler 3, cleric 3, sor/wiz 3
Permeable Form (LoM): Sor/Wiz/ Spellthief 3
4th
Celerity (PH2): Bard 4, sor/wiz 4
Delay Death (SC): Cleric 4
Greater Mirror Image (PH2): Bard 4, beguiler 4, sor/wiz 4
Mystic Aegis (PH2): Cleric 4
Ruin Delver’s Fortune (SC): Bard 4, sor/wiz 4
Spell Enhancer (SC): Sor/wiz 4
Stifle Spell (PH2): Cleric 4, sor/wiz 4
Accelerated Movement (SC): Bard 1, ranger 1, sor/wiz 1
Adrenaline Boost (CompPsi): Lurk 1, Physical Power 1, PsyWar 1
Allegro (SC): Bard 3
Anticipatory Strike (CompPsi): Psi/Wil 5, Time 5
Arcane Spellsurge: Sor/Wiz/Wu Jen 7
Arrow Storm (SC): Ranger 3
Assay Spell Resistance (SC): Cleric 4, Sor/wiz 4
Aura of Glory (SC): Paladin 2
Avaunt (Hyper): Psi/Wil 1, PsyWar 1
Aver (Hyper): Psi/Wil1, PsyWar 1
Blade of Blood (PH2): Assassin 1, blackguard 1, cleric 1, duskblade 1, sor/wiz 1
Blade Storm (SC): Ranger 3
Blade Thirst (SC): Ranger 3
Blades of Fire (SC): Ranger 1, sor/wiz 1
Bladeweave (SC): Bard 2, sor/wiz 2
Blood Wind (SC): Cleric 1, sor/wiz 1
Bound (Hyper): Psi/Wil 1, PsyWar1
Breath Flare (SC): Sor/Wiz 1
Breath Weapon Admixture (SC): Sor/Wiz 9
Breath Weapon Substitution (SC): Sor/Wiz 5
Broker (Hyper): Psi/Wil 1
Channeled Divine Health (PH2, swift optional): Cleric 4
Channeled Divine Shield (PH2, swift optional): Cleric 3
Channeled Pyroburst (PH2, swift optional): Duskblade 4, sor/wiz 4
Construct Toughness (Hyper): Psi/Wil 2, PsyWar 2
Critical Strike (SC): Assassin 1, bard 1, sor/wiz 1
Cursed Blade (SC): Assassin 4
Daggerspell Stance (SC): Druid 2, Sor/wiz 2
Dawn (SC): Druid 0, ranger 1
Deaden Blow (CompPsi): Guardian 1, Lurk 1, PsyWar 1
Deafening Clang (SC): Paladin 1
Deflection Field (CompPsi): Force 1, Psi/Wil 1, PsyWar 1
Detect Compulsion (Hyper): Psi/Wil 1
Dimension Hop (CompPsi): Freedom 1
Dispelling Breath (SC): Sor/Wiz 5
Distract Assailant (SC): Assassin 1, Sor/Wiz 1
Divine Retaliation (PH2): Cleric 3, paladin 4
Dragonshape (PH2): Sor/Wiz9
Energy Surge (PH2): Duskblade 3, sor/wiz 3
Enervating Breath (SC): Sor/Wiz 9
Entangling Staff (SC): Druid 3, Sor/Wiz 4
Ethereal Breath (SC): Sor/Wiz 5
Exacting Shot (SC): Ranger 2
Extend Range (CompPsi): Lurk 1, PsyWar 1
Extend Reach (CompPsi): Lurk 2, PsyWar 2
Focusing Chant (SC): Bard 1
Forcewave (SC): Sor/wiz 4
Giant’s Wrath (SC): Druid 3, sor/wiz 3
Golem Strike (SC): Sor/Wiz 1
Grace (SC): Bard 2, cleric 3
Grave Strike (SC): Cleric 1, paladin 1
Greater Energy Surge (PH2): Sor/Wiz 6
Greater Stunning Breath (SC): Sor/wiz 8
Guided Shot (SC): Ranger 1, sor/wiz 1
Herald’s Call (SC): Bard 1
Hunter’s Eye (PH2): Ranger 2
Incite (SC): Bard 1, cleric 1, sor/wiz 1
Incite Bravery (CompPsi): Justice 2, PsyWar 2
Insightful Feint (SC): Assassin 1, sor/wiz 1
Inspirational Boost (SC): Bard 1
Instant Diversion (RacesDrag): Bard 1, sor/wiz 1
Instant Locksmith (SC): Assassin 1, sor/wiz 1
Instant Search (SC): Assassin 1, Ranger 1, sor/wiz 1
Invoke Magic (LoM): Sorc/Wiz 1
Jigger (Hyper): Psi/Wil 1
Judge (Hyper): Psi/Wil 1
Khelben’s Dweomerdoom (City of Splendors: Waterdeep): Sor/Wiz 9
Knight’s Move (SC): Cleric 3, Paladin 2
Lesser Energy Surge (PH2): Sor/Wiz 2
Lightfoot (SC): Assassin 1, ranger 1
Lion’s Charge (SC): Druid 3, ranger 2
Mass Longstrider (PH2): Druid 5, ranger 4
Master’s Touch (SC): Bard 1, sor/wiz 1
Meteoric Strike (PH2): Cleric 5, druid 4, paladin 4
Mighty Spring (CompPsi): Lurk 1, PsyWar 1
Moment of Insight (CompPsi): Lurk 2, PsyWar 2
Nature’s Avatar (SC): Druid 9
Nature’s Favor (SC): Druid 2, ranger 2
Power Claws (CompPsi): PsyWar 2
Power Weapon (CompPsi): PsyWar 2
Primal Fear (CompPsi): Corruption and Madness 1, Psi/Wil 1, PsyWar 1
Quickblast (SC): Sorc/Wiz 1
Quick March (SC): Cleric 2, paladin 2
Rebuking Breath (SC): Sor/wiz 4
Rhino’s Rush (SC): Paladin 1, ranger 1, Wrath 1
Shock and Awe (SC): Assassin 1, bard 1, sor/wiz 1
Sniper’s Shot (SC): Assassin 1, Ranger 1, sor/wiz 1
Spectral Weapon (SC): Assassin 3, bard 4, sor/wiz 3
Spell Enhancer (SC): Sor/wiz 4
Stabilize (SC): Paladin 2, cleric 2
Strategic Charge (SC): Blackguard 1, paladin 1
Strength of Stone (SC): Paladin 2
Stretch Weapon (PH2): Bard 2, cleric 2, duskblade 2, sor/wiz 2
Stunning Breath (SC): Sor/wiz 5
Stygian Weapon (CompPsi): Lurk 2, PsyWar 2
(Simbul’s) Synostodweomer (SC): Sor/wiz 7
Suppress Compulsion (Hyper): Telepath 1
Sure Strike (PH2): Duskblade 2, sor/wiz 2
Swift Bless Weapon (SC): Paladin 1
Swift Etherealness (PH2): Beguiler 5, cleric 5, sor/wiz 5
Swift Expeditious Retreat (SC): Bard 1, Sor/Wiz 1
Swift Fly (SC): Bard 2, druid 3, sor/wiz 2
Swift Haste (SC): Ranger 2
Swift Invisibility (SC): Assassin 2, bard 1
Telekinetic Boomerang (CompPsi): Kineticist 3, PsyWar 3
Teleport Auxiliary (Hyper): Nomad 1
Temporal Reiteration (CompPsi): Nomad 5
Tiger’s Tooth (SC): Druid 2
Towering Oak (SC): Ranger 1
Trollshape (PH2): Sor/wiz 4
Updraft (SC): Cleric 1, druid 1
Vine Strike (SC): Druid 1, ranger 1
War Cry (SC): Bard 2
Whispercast (LoM) Sor/Wiz 2)
Wings of Bounding (RacesDrag): Sorcerer 1
Wraithstrike (SC): Assassin 3, sor/wiz 2
Zeal (SC): Competition 2, blackguard 2, paladin 2
Aiming at the Target (SC): Sor/wiz 2
Alter Fortune (PH2): Bard 3, cleric 3, druid 3, sor/wiz 3
Arrow Mind (SC): Ranger 1, sor/wiz 1
Avoid Planar Effects (SC): Cleric 2, druid 2, sor/Wiz 3
Buoyant Lifting (SC): Druid 1
Celerity (PH2): Bard 4, sor/wiz 4
Close Wounds (SC): Cleric 2
Clot (Hyper): Psi/Wil 1, PsyWar 1
Damp Power (CompPis): Guardian 2, Psi/Wil 2, PsyWar 2
Deep Breath (SC): Druid 1, ranger 1, sor/wiz 1
Defer Fatality (Hyper): Psi/Wil 6, PsyWar 6
Deflect (PH2): Duskblade 2, sor/wiz 2
Delay Death (SC): Cleric 4
Electric Vengeance (PH2): Sor/Wiz2
Energy Aegis (PH2): Cleric 3, duskblade 3, sor/wiz 3
Evade Attack (CompPsi): Lurk 2, nomad 2
Fearsome Grapple (SC): Sor/Wiz
Feather Fall (PH): Bard 1, sor/wiz 1
From the Brink (CompPsi): Life 2
Greater Celerity (PH2): Sor/Wiz 8
Greater Electric Vengeance (PH2): Sor/Wiz 5
Greater Mirror Image (PH2): Bard 4, beguiler 4, sor/wiz 4
Halt (PH2): Bard 3, beguiler 3, duskblade 3, sor/wiz 3
Hesitate (PH2): Bard 3, beguiler 3, cleric 3, sor/wiz 3
Insidious Rhythm (SC): Bard 1
Lesser Celerity (PH2): Bard 2, sor/wiz 2
Lesser Deflect (PH2): Duskblade 1, sor/wiz 1
Master’s Touch (PH2): Bard 2, cleric 2, sor/wiz 2
Mind Over Energy (CompPsi): Guardian 6, Psi/Wil 6, PsyWar 6
Mystic Aegis (PH2): Cleric 4
Nerveskitter (SC): Sor/wiz 1
Permeable Form (LoM): Sor/Wiz/ Spellthief 3
Ruin Delver’s Fortune (SC): Bard 4, sor/wiz 4
Stand (PH2): Duskblade 1, sor/wiz 1
Stay the Hand (PH2): Bard 1, beguiler 2, cleric 2, sor/wiz 2
Sticky Saddle (SC): Paladin 1
Stifle Spell (PH2): Cleric 4, sor/wiz 4
Warning Shout (SC): Paladin 1
Wings of Cover (RacesDrag): Sorcerer 2
Sources:
PH = Player's Handbook
PH2 = Player's Handbook II
SC = Spell Compendium
CoS:W = City of Splendors: Waterdeep
DrM = Dragon Magic
RacesDrag = Races of the Dragon
CompPsi = Complete Psionic
Hyper = Hyperconsciousness (Malhavoc Press)
Notable tangential abilities:
FEAT
Battle Blessing (CC) [General]
Prereq: Cast paladin spells.
Benefit: Cast standard action paladin spells as a swift, and full round spells as a standard action.
Quicken Spell: Allows wizards to cast standards as swifts.
Rapid Metamagic: Spontaneous casters can add metamagic without time increase.
SPELL
Arcane Spellsurge: 1 round. Dragonblood cast this spell as a swift spell, but it's a standard action to cast for others. Cast ANY standard action spell as swift! Full round = standard, 2-10 rounds = 1 round less.
CLASS
Ordained Champion 3: Cast War Domain spells as swift.
Thanks to Eridanis for the original alphabetical list, below.
I worked this a little at a time, until i decided to finish and format it.
THIS LIST IS A CHAMELEON LIST, and a few spells are below their original level. The original spell levels are in the alphabetical lists.
SWIFT 91 spells (chameleon access)
0th
1. Dawn: 15' radius. Sleeping creatures in awaken. Unconscious waken, staggered.
1st
1. Accelerated Movement: 1 r/level, Move normal speed using Balance, Climb, or Move Silently without penalty (yes while running, etc.
2. Blade of Blood: r/level or discharge; Touched weapon's next strike +1d6, or sacrifice 5 hp for +3d6.
3. Blades of Fire: Up to 2 weapons you wield do +1d8 fire. Stacks.
4. Blood Wind: 1 round. Subject attack with natural weapons or unarmed strikes as thrown weapons, 20' increment.
5. Breath Flare:
6. Critical Strike: +1d6 if flanking or denying Dex. 2x threat and +4 insight to confirm (sans crit immune).
7. Deafening Clang: 1d6 of sonic per weapon's hit. Fort or deafened.
8. Distract Assailant: Target flat-footed until next turn.
9. Focusing Chant, 1 minute: +1 circumstance attack, skill, ability checks.
10. Golem Strike: 1 round.Can sneak attack constructs. Must meet all requirements.
11. Grave Strike: 1 round.Can sneak attack undead. Must meet all requirements.
12. Guided Shot: 1 round. No distance penalty. Ignore less than total cover.
13. Herald’s Call: 20' radius. Shout slows creature's 5 HD or less. Will negates.
14. Incite: 1 minute/level. Creatures can't delay or to ready an action.
15. Insightful Feint: 1 round, +10 insight on the next single Bluff to feint in combat.
16. Inspirational Boost: Bardic inspire courage at +1.
17. Instant Diversion: 1 double + 1 per 4 CL (max 5), AC = 10 + size mod + Dex.
18. Instant Locksmith: 1 Disable Device or Open Lock this round, free action. +2 ins.
19. Instant Search: Make 1 Search check this round, free action, +2 insight.
20. Lightfoot: 1 round, you provoke no attacks of opportunity when moving.
21. Master’s Touch: min/lvl, gain proficiency with a held weapon or shield.
22. Quickblast: 25' + 5'/2 levels, 1 point appropriate energy damage/CL (max 5).
23. Rhino’s Rush: The first charge attack make this round deals double damage.
24. Shock and Awe: Cast in surprise round and against flat-footed for -10 on their next initiative check.
25. Sniper’s Shot: Sneak attacks regardless of the distance. Must have sneak attack.
26. Strategic Charge: Gain the benefit of the Mobility feat (+4 dodge vs AoO).
27. Swift Bless Weapon: 1 round, good weapon, auto-confirm, strike incorporeal.
28. Swift Expeditious Retreat: + 30' enhancement base land speed.
29. Swift Invisibility: 1 round (see text)
30. Towering Oak: +10 competence on Intimidate, +2 enhancement Strength
31. Updraft: 10'/lvl altitude, float down and may move 5' laterally.
32. Vine Strike: Deliver sneak attacks on plant creatures.
33. Wings of Bounding: +20 circumstance Jump this round, leap from cliffs, etc.
2nd
1. Aura of Glory: Paladin removes Fear with aura of courage, 10' radius.
2. Bladeweave: round/level. Once/round, successful attack with melee , dazed.
3. Daggerspell Stance: Full attack 2 daggers +2 insight. Fighting defensively, SR 5+ CL. Total defense, also gain DR 5/magic.
4. Exacting Shot: min/lvl, Will save. Auto confirm. Ignore partial concealment.
5. Grace: You illuminate 60', —20 Hide circumstance, +2 sacred Dex, +10' land speed. Melee+touch = good-aligned vs DR.
6. Hunter’s Eye: Grants sneak attack 1d6/3 CL. Stacks with it sneak attack.
7. Knight’s Move: Instantly teleport 5'/2 CL to a square flanSurgeking an enemy.
8. Lesser Energy Surge: Will save. Choose 1d6 energy damage for weapon.
9. Lion’s Charge: Gain Pounce.
10. Nature’s Favor: 1 min. Will save. Grant animal +1 luck att+dam per 3 CL, max +5.
11. Stabilize: Will save. Heal 1 dam to all 50' radius, allied or not. Damage to undead.
12. Quick March: Increases allies' base land speed 30' enhancement.
13. Strength of Stone: +8 Str enhancement for 1 round while touching the ground.
14. Stretch Weapon: +5 feet of reach to a melee weapon for a single attack.
15. Sure Strike: +1 insight per three caster levels on your next attack roll.
16. Swift Fly: 60', 1 round, or 40' with med or heavy armor or load. As Fly (see text).
17. Swift Haste: 1-4 rounds. +1 attack, dodge, Reflex. 30' speed enhancement all modes.
18. Swift Invisibility: (see text)
19. Tiger’s Tooth: min./level. +1 enhancement bonus on attack.
20. War Cry: +4 morale attack and damage as part of a charge. Will save or panicked.
21. Whispercast: 1 round. Next spell requires no somatic or cheap material components and the verbal component is a whisper.
22. Wraithstrike: Your melee attacks are resolved as melee touch.
23. Zeal: round/ lvl. Chose enemy, +4 deflection vs AoO from all but chosen foe, etc. Must finish closer to chosen.
3rd
1. Allegro: min/lvl. 20' radius, 30' enhance land speed, up to 2x speed.
2. Arrow Storm: Before other actions, full-round, attack vs every foe within 1 increment, up to character level.
3. Blade Storm: Before other actions. Full-round, attack with each melee weapon you hold vs every foe within reach.
4. Blade Thirst: round/lvl. Slashing weapon sheds torchlight, +3 enhancement.
5. Channeled Divine Shield: round/lvl. Cast as swift, standard, full, or 2 rounds; gain DR +2, +5, +8, or +10.
6. Divine Retaliation: Force weapon manifest beside you, retaliates vs every melee that strikes you.
7. Energy Surge: Will save. Choose 1d6 energy damage for weapon.
8. Entangling Staff: round/lvl. Grapple with staff at +8, constricts for 2d6.
9. Giant’s Wrath: round/lvl. Pebble/3 lvls turns to boulder, 120', 2d6 + Str. Insight = CL (max +10).
10. Spectral Weapon: round/lvl. Quasi weapon as touch attack. Will = 20% damage and 20% chance of other effects.
4th
1. Assay Spell Resistance: round/lvl. +10 CL vs SR of 1 creature you can see.
2. Channeled Divine Health: Touch heal 1d8. Standard for 1d8 + CL, max 10, @ close. Full round for 2d8 + CL, max 15, @ med. Two rounds 4d8 + CL, max 20, @ long.
3. Channeled Pyroburst: Ref half. Swift action 1d4 fire/2 CL (max 10d4) vs 1. Standard =1d6/CL (max 10d6)10' radius. Full = 1d8/CL (max 10d8) 15' radius. Two rounds = 1d10/CL (max 10d10) 20'.
4. Cursed Blade: min/lvl. Weapon's damage cannot be healed until remove curse, etc.
5. Forcewave: +10 Bull rush vs all 10' radius. Result can push beyond the spell's range.
6. Mass Longstrider: hour/lvl. Allies 60' radius +10' enhancement to speed.
7. Meteoric Strike: Next attack 1d6 + 1d6/4 CL fire. Splash adjacent for 1/2 damage.
8. Rebuking Breath: Imbue your breath weapon, rebuke undead, cower 1 round.
9. Spell Enhancer: Next spell in the same round, +2 enhanced CL, and +1 DC.
10. Trollshape: round/lvl. Form and abilities of troll. 30 temporary HP for spell's duration.
5th
1. Breath Weapon Substitution: 1 round. change your breath weapon energy type.
2. Dispelling Breath: 1d20 + 1/CL (max +15) DC 11 + spell's CL. (see text)
3. Ethereal Breath: Your breath weapon affects ethereal from material plane.
4. Swift Etherealness: Ethereal until end of turn. (see text)
5. Stunning Breath: Your breath weapon has concussive force. Fort save (DC breath weapon DC) or be stunned for 1 round.
6th
1. Greater Energy Surge: Your choice of 3d6 energy damage for your weapon.
7th
1. Arcane Spellsurge: 1 round. Dragonblood cast this spell as a swift spell. Cast ANY standard action spell as swift! Full round = standard, 2-10 rounds = 1 round less.
2. Synostodweomer: Touch, heal 1d8/spell lvl of 2nd spell this round.
8th
1. Greater Stunning Breath: Next breath this round, Fort, stunned for 2d4 rounds.
9th
1. Breath Weapon Admixture: Choose energy to add, added damage = normal breath damage.
2. Dragonshape: round/lvl. Form and abilities of mature adult red dragon. 150 temp HP.
3. Enervating Breath: 1 round. Failed saves take 2d4 negative levels (see text).
4. Invoke Magic: 1 round. Cast up to 4th level spells in antimagic field, etc, for 1 round.
5. Khelben’s Dweomerdoom: Dispel spells or spell likes at max CL +25.
6. Nature’s Avatar: Animal touched, min/lvl. +10 morale attack + damage, 1d8 temp HP/CL, plus the effect of a haste spell.
THIS LIST IS A CHAMELEON LIST, and a few spells are below their original level. The original spell levels are in the alphabetical list.
IMMEDIATE 34 spells (chameleon access)
1st
1. Arrow Mind: min/lvl. Arrows threaten reach. Make AoOs, fire sans provoking.
2. Buoyant Lifting: min/lvl. Float 1/level to save from drowning.
3. Deep Breath: round/lvl. Fresh air keeps your lungs full.
4. Feather Fall: round/lvl. 1/level floats down @ 60' with no damage.
5. Insidious Rhythm: Subject takes -4 on Int skills and Conc. If casting, concentrate on, direct spell, succeed Conc DC + spell lvl.
6. Lesser Deflect: Deflect bonus vs next single attack this round +1/3 CL (max +5).
7. Nerveskitter: Even if flat-footed, subject +5 bonus on its initiative.
8. Stand: 1 close, willing subject stands, without provoking AoO..
9. Sticky Saddle: min/lvl. +10 Ride checks related to staying in the saddle. (see text)
10. Warning Shout: 30 ' radius alliies no longer flat-footed, even if sleeping.
2nd
1. Aiming at the Target: +10 circumstance Conc on a pre-cast spell (max 20 min).
2. Avoid Planar Effects: min/lvl. 1 creature/lvl, 20-ft.-radius on you. (see text)
3. Close Wounds: Heal 1d4 +1/ CL (max +5), and stabilize. Damages undead.
4. Deflect: Shield bonus 1/2 CL vs next attack made vs you before end next turn.
5. Electric Vengeance: When dealt melee HP damage, cast for 2d8 +1/ CL (max +10).
6. Fearsome Grapple: grow 2 tentacles, can only grapple @ +4 circumstance. CL 9 +8.
7. Lesser Celerity: Immediately take a move , but then dazed until end of next turn.
8. Master’s Touch: min/lvl. Proficiency with held weapon or shield.
9. Stay the Hand: Subject can't attack/target you with spells, penalty to redirect them.
10. Wings of Cover: Total cover vs single attack, weapon, spell, psionic (see text).
3rd
1. Alter Fortune: Cause subject to reroll any die roll it just made.
2. Energy Aegis: +20 resistance vs specified energy type.
3. Halt: 1 subject halts movement this round. No effect on flying, etc.
4. Hesitate: round/lvl. subject takes only move action, or defends (see text).
5. Permeable Form: 50% to ignore damage from most spells, magic weapons, and any corporeal source. Pass objects as incorporeal, but cannot attack.
4th
1. Celerity: Interrupt with a standard, as if readied. Dazed until the end your next turn.
2. Delay Death: round/lvl. Subject is unable to die from HP damage (the normal -9 HP is extended without limit). If subject <-9 HP when spell expires, it dies.
3. Greater Mirror Image: min/lvl. Like mirror image, but an additional image is created each round after the first (max 8). concurrent) If all are destroyed, spell ends.
4. Mystic Aegis: SR 12 + CL vs that spell.
5. Ruin Delver’s Fortune: Use Cha mod to choose 1 of several benefits (saves, HP, evasion, fear immune, etc)
6. Stifle Spell: Target must make Conc check (DC 14 + your key ability mod + spell level) to ignore distraction, or else lose the spell.
5th
1. Greater Electric Vengeance: When dealt melee damage. 5d8 +1 /CL (max +15) electric, and Fort or dazed until the end of your next turn.
8th
1. Greater Celerity: Full-round action (or a standard plus a move, or two move actions). Then dazed until end of next turn.
2. Finding the Center: 10 minutes. Maintain concentration while moving, attacking, casting etc.
0th
Dawn (SC): Druid 0, ranger 1
1st
Accelerated Movement (SC): Bard 1, ranger 1, sor/wiz 1
Blade of Blood (PH2): Assassin 1, blackguard 1, cleric 1, duskblade 1, sor/wiz 1
Blades of Fire (SC): Ranger 1, sor/wiz 1
Blood Wind (SC): Cleric 1, sor/wiz 1
Breath Flare (SC): Sor/Wiz 1
Critical Strike (SC): Assassin 1, bard 1, sor/wiz 1
Deafening Clang (SC): Paladin 1
Distract Assailant (SC): Assassin 1, Sor/Wiz 1
Focusing Chant (SC): Bard 1
Golem Strike (SC): Sor/Wiz 1
Grave Strike (SC): Cleric 1, paladin 1
Guided Shot (SC): Ranger 1, sor/wiz 1
Herald’s Call (SC): Bard 1
Incite (SC): Bard 1, cleric 1, sor/wiz 1
Insightful Feint (SC): Assassin 1, sor/wiz 1
Inspirational Boost (SC): Bard 1
Instant Diversion (RacesDrag): Bard 1, sor/wiz 1
Instant Locksmith (SC): Assassin 1, sor/wiz 1
Instant Search (SC): Assassin 1, Ranger 1, sor/wiz 1
Lightfoot (SC): Assassin 1, ranger 1
Master’s Touch (SC): Bard 1, sor/wiz 1
Quickblast (SC): Sorc/Wiz 1
Rhino’s Rush (SC): Paladin 1, ranger 1, Wrath 1
Shock and Awe (SC): Assassin 1, bard 1, sor/wiz 1
Sniper’s Shot (SC): Assassin 1, Ragner 1, sor/wiz 1
Strategic Charge (SC): Blackguard 1, paladin 1
Swift Bless Weapon (SC): Paladin 1
Swift Expeditious Retreat (SC): Bard 1, Sor/Wiz 1
Swift Invisibility (SC): Assassin 2, bard 1
Towering Oak (SC): Ranger 1
Updraft (SC): Cleric 1, druid 1
Vine Strike (SC): Druid 1, ranger 1
Wings of Bounding (RacesDrag): Sorcerer 1
2nd
Aura of Glory (SC): Paladin 2
Bladeweave (SC): Bard 2, sor/wiz 2
Daggerspell Stance (SC): Druid 2, Sor/wiz 2
Exacting Shot (SC): Ranger 2
Grace (SC): Bard 2, cleric 3
Hunter’s Eye (PH2): Ranger 2
Knight’s Move (SC): Cleric 3, Paladin 2
Lesser Energy Surge (PH2): Sor/Wiz 2
Lion’s Charge (SC): Druid 3, ranger 2
Nature’s Favor (SC): Druid 2, ranger 2
Stabilize (SC): Paladin 2, cleric 2
Quick March (SC): Cleric 2, paladin 2
Strength of Stone (SC): Paladin 2
Stretch Weapon (PH2): Bard 2, cleric 2, dusblade 2, sor/wiz 2
Sure Strike (PH2): Duskblade 2, sor/wiz 2
Swift Fly (SC): Bard 2, druid 3, sor/wiz 2
Swift Haste (SC): Ranger 2
Tiger’s Tooth (SC): Druid 2
War Cry (SC): Bard 2
Whispercast (LoM): Sor/Wiz 2)
Wraithstrike (SC): Assassin 3, sor/wiz 2
Zeal (SC): Competition 2, blackguard 2, paladin 2
3rd
Allegro (SC): Bard 3
Arrow Storm (SC): Ranger 3
Blade Storm (SC): Ranger 3
Blade Thirst (SC): Ranger 3
Channeled Divine Shield (PH2, swift optional): Cleric 3
Divine Retaliation (PH2): Cleric 3, paladin 4
Energy Surge (PH2): Duskblade 3, sor/wiz 3
Entangling Staff (SC): Druid 3, Sor/Wiz 4
Giant’s Wrath (SC): Druid 3, sor/wiz 3
Spectral Weapon (SC): Assassin 3, bard 4, sor/wiz 3
4th
Assay Spell Resistance (SC): Cler 4, Sor/wiz 4
Channeled Divine Health (PH2, swift optional): Cleric 4
Channeled Pyroburst (PH2, swift optional): Duskblade 4, sor/wiz 4
Cursed Blade (SC): Assassin 4
Forcewave (SC): Sor/wiz 4
Mass Longstrider (PH2): Druid 5, ranger 4
Meteoric Strike (PH2): Cleric 5, druid 4, paladin 4
Rebuking Breath (SC): Sor/wiz 4
Spell Enhancer (SC): Sor/wiz 4
Trollshape (PH2): Sor/wiz 4
5th
Breath Weapon Substitution (SC): Sor/Wiz 5
Dispelling Breath (SC): Sor/Wiz 5
Ethereal Breath (SC): Sor/Wiz 5
Swift Etherealness (PH2): Beguiler 5, cleric 5, sor/wiz 5
Stunning Breath (SC): Sor/wiz 5
6th
Greater Energy Surge (PH2): Sor/Wiz 6
7th
Arcane Spellsurge: Sor/Wiz/Wu Jen 7 (see text)
(Simbul’s) Synostodweomer (SC): Sor/wiz 7
8th
Greater Stunning Breath (SC): Sor/wiz 8
9th
Breath Weapon Admixture (SC): Sor/Wiz 9
Dragonshape (PH2): Sor/Wiz9
Enervating Breath (SC): Sor/Wiz 9
Invoke Magic (LoM): Sorc/Wiz 9
Khelben’s Dweomerdoom (CoS: W): Sor/Wiz 9
Nature’s Avatar (SC): Druid 9
1st
Arrow Mind (SC): Ranger 1, sor/wiz 1
Buoyant Lifting (SC): Druid 1
Deep Breath (SC): Druid 1, ranger 1, sor/wiz 1
Feather Fall (PH): Bard 1, sor/wiz 1
Insidious Rhythm (SC): Bard 1
Lesser Deflect (PH2): Duskblade 1, sor/wiz 1
Nerveskitter (SC): Sor/wiz 1
Stand (PH2): Duskblade 1, sor/wiz 1
Sticky Saddle (SC): Paladin 1
Warning Shout (SC): Paladin 1
2nd
Aiming at the Target (SC): Sor/wiz 2
Avoid Planar Effects (SC): Cleric 2, druid 2, sor/Wiz 3
Close Wounds (SC): Cleric 2
Deflect (PH2): Duskblade 2, sor/wiz 2
Electric Vengeance (PH2): Sor/Wiz2
Fearsome Grapple (SC): Sor/Wiz 2
Lesser Celerity (PH2): Bard 2, sor/wiz 2
Master’s Touch (PH2): Bard 2, cleric 2, sor/wiz 2
Stay the Hand (PH2): Bard 1, beguiler 2, cleric 2, sor/wiz 2
Wings of Cover (RacesDrag): Sorcerer 2
3rd
Alter Fortune (PH2): Bard 3, cleric 3, druid 3, sor/wiz 3
Energy Aegis (PH2): Cleric 3, duskblade 3, sor/wiz 3
Halt (PH2): Bard 3, beguiler 3, duskblade 3, sor/wiz 3
Hesitate (PH2): Bard 3, beguiler 3, cleric 3, sor/wiz 3
Permeable Form (LoM): Sor/Wiz/ Spellthief 3
4th
Celerity (PH2): Bard 4, sor/wiz 4
Delay Death (SC): Cleric 4
Greater Mirror Image (PH2): Bard 4, beguiler 4, sor/wiz 4
Mystic Aegis (PH2): Cleric 4
Ruin Delver’s Fortune (SC): Bard 4, sor/wiz 4
Spell Enhancer (SC): Sor/wiz 4
Stifle Spell (PH2): Cleric 4, sor/wiz 4
Accelerated Movement (SC): Bard 1, ranger 1, sor/wiz 1
Adrenaline Boost (CompPsi): Lurk 1, Physical Power 1, PsyWar 1
Allegro (SC): Bard 3
Anticipatory Strike (CompPsi): Psi/Wil 5, Time 5
Arcane Spellsurge: Sor/Wiz/Wu Jen 7
Arrow Storm (SC): Ranger 3
Assay Spell Resistance (SC): Cleric 4, Sor/wiz 4
Aura of Glory (SC): Paladin 2
Avaunt (Hyper): Psi/Wil 1, PsyWar 1
Aver (Hyper): Psi/Wil1, PsyWar 1
Blade of Blood (PH2): Assassin 1, blackguard 1, cleric 1, duskblade 1, sor/wiz 1
Blade Storm (SC): Ranger 3
Blade Thirst (SC): Ranger 3
Blades of Fire (SC): Ranger 1, sor/wiz 1
Bladeweave (SC): Bard 2, sor/wiz 2
Blood Wind (SC): Cleric 1, sor/wiz 1
Bound (Hyper): Psi/Wil 1, PsyWar1
Breath Flare (SC): Sor/Wiz 1
Breath Weapon Admixture (SC): Sor/Wiz 9
Breath Weapon Substitution (SC): Sor/Wiz 5
Broker (Hyper): Psi/Wil 1
Channeled Divine Health (PH2, swift optional): Cleric 4
Channeled Divine Shield (PH2, swift optional): Cleric 3
Channeled Pyroburst (PH2, swift optional): Duskblade 4, sor/wiz 4
Construct Toughness (Hyper): Psi/Wil 2, PsyWar 2
Critical Strike (SC): Assassin 1, bard 1, sor/wiz 1
Cursed Blade (SC): Assassin 4
Daggerspell Stance (SC): Druid 2, Sor/wiz 2
Dawn (SC): Druid 0, ranger 1
Deaden Blow (CompPsi): Guardian 1, Lurk 1, PsyWar 1
Deafening Clang (SC): Paladin 1
Deflection Field (CompPsi): Force 1, Psi/Wil 1, PsyWar 1
Detect Compulsion (Hyper): Psi/Wil 1
Dimension Hop (CompPsi): Freedom 1
Dispelling Breath (SC): Sor/Wiz 5
Distract Assailant (SC): Assassin 1, Sor/Wiz 1
Divine Retaliation (PH2): Cleric 3, paladin 4
Dragonshape (PH2): Sor/Wiz9
Energy Surge (PH2): Duskblade 3, sor/wiz 3
Enervating Breath (SC): Sor/Wiz 9
Entangling Staff (SC): Druid 3, Sor/Wiz 4
Ethereal Breath (SC): Sor/Wiz 5
Exacting Shot (SC): Ranger 2
Extend Range (CompPsi): Lurk 1, PsyWar 1
Extend Reach (CompPsi): Lurk 2, PsyWar 2
Focusing Chant (SC): Bard 1
Forcewave (SC): Sor/wiz 4
Giant’s Wrath (SC): Druid 3, sor/wiz 3
Golem Strike (SC): Sor/Wiz 1
Grace (SC): Bard 2, cleric 3
Grave Strike (SC): Cleric 1, paladin 1
Greater Energy Surge (PH2): Sor/Wiz 6
Greater Stunning Breath (SC): Sor/wiz 8
Guided Shot (SC): Ranger 1, sor/wiz 1
Herald’s Call (SC): Bard 1
Hunter’s Eye (PH2): Ranger 2
Incite (SC): Bard 1, cleric 1, sor/wiz 1
Incite Bravery (CompPsi): Justice 2, PsyWar 2
Insightful Feint (SC): Assassin 1, sor/wiz 1
Inspirational Boost (SC): Bard 1
Instant Diversion (RacesDrag): Bard 1, sor/wiz 1
Instant Locksmith (SC): Assassin 1, sor/wiz 1
Instant Search (SC): Assassin 1, Ranger 1, sor/wiz 1
Invoke Magic (LoM): Sorc/Wiz 1
Jigger (Hyper): Psi/Wil 1
Judge (Hyper): Psi/Wil 1
Khelben’s Dweomerdoom (City of Splendors: Waterdeep): Sor/Wiz 9
Knight’s Move (SC): Cleric 3, Paladin 2
Lesser Energy Surge (PH2): Sor/Wiz 2
Lightfoot (SC): Assassin 1, ranger 1
Lion’s Charge (SC): Druid 3, ranger 2
Mass Longstrider (PH2): Druid 5, ranger 4
Master’s Touch (SC): Bard 1, sor/wiz 1
Meteoric Strike (PH2): Cleric 5, druid 4, paladin 4
Mighty Spring (CompPsi): Lurk 1, PsyWar 1
Moment of Insight (CompPsi): Lurk 2, PsyWar 2
Nature’s Avatar (SC): Druid 9
Nature’s Favor (SC): Druid 2, ranger 2
Power Claws (CompPsi): PsyWar 2
Power Weapon (CompPsi): PsyWar 2
Primal Fear (CompPsi): Corruption and Madness 1, Psi/Wil 1, PsyWar 1
Quickblast (SC): Sorc/Wiz 1
Quick March (SC): Cleric 2, paladin 2
Rebuking Breath (SC): Sor/wiz 4
Rhino’s Rush (SC): Paladin 1, ranger 1, Wrath 1
Shock and Awe (SC): Assassin 1, bard 1, sor/wiz 1
Sniper’s Shot (SC): Assassin 1, Ranger 1, sor/wiz 1
Spectral Weapon (SC): Assassin 3, bard 4, sor/wiz 3
Spell Enhancer (SC): Sor/wiz 4
Stabilize (SC): Paladin 2, cleric 2
Strategic Charge (SC): Blackguard 1, paladin 1
Strength of Stone (SC): Paladin 2
Stretch Weapon (PH2): Bard 2, cleric 2, duskblade 2, sor/wiz 2
Stunning Breath (SC): Sor/wiz 5
Stygian Weapon (CompPsi): Lurk 2, PsyWar 2
(Simbul’s) Synostodweomer (SC): Sor/wiz 7
Suppress Compulsion (Hyper): Telepath 1
Sure Strike (PH2): Duskblade 2, sor/wiz 2
Swift Bless Weapon (SC): Paladin 1
Swift Etherealness (PH2): Beguiler 5, cleric 5, sor/wiz 5
Swift Expeditious Retreat (SC): Bard 1, Sor/Wiz 1
Swift Fly (SC): Bard 2, druid 3, sor/wiz 2
Swift Haste (SC): Ranger 2
Swift Invisibility (SC): Assassin 2, bard 1
Telekinetic Boomerang (CompPsi): Kineticist 3, PsyWar 3
Teleport Auxiliary (Hyper): Nomad 1
Temporal Reiteration (CompPsi): Nomad 5
Tiger’s Tooth (SC): Druid 2
Towering Oak (SC): Ranger 1
Trollshape (PH2): Sor/wiz 4
Updraft (SC): Cleric 1, druid 1
Vine Strike (SC): Druid 1, ranger 1
War Cry (SC): Bard 2
Whispercast (LoM) Sor/Wiz 2)
Wings of Bounding (RacesDrag): Sorcerer 1
Wraithstrike (SC): Assassin 3, sor/wiz 2
Zeal (SC): Competition 2, blackguard 2, paladin 2
Aiming at the Target (SC): Sor/wiz 2
Alter Fortune (PH2): Bard 3, cleric 3, druid 3, sor/wiz 3
Arrow Mind (SC): Ranger 1, sor/wiz 1
Avoid Planar Effects (SC): Cleric 2, druid 2, sor/Wiz 3
Buoyant Lifting (SC): Druid 1
Celerity (PH2): Bard 4, sor/wiz 4
Close Wounds (SC): Cleric 2
Clot (Hyper): Psi/Wil 1, PsyWar 1
Damp Power (CompPis): Guardian 2, Psi/Wil 2, PsyWar 2
Deep Breath (SC): Druid 1, ranger 1, sor/wiz 1
Defer Fatality (Hyper): Psi/Wil 6, PsyWar 6
Deflect (PH2): Duskblade 2, sor/wiz 2
Delay Death (SC): Cleric 4
Electric Vengeance (PH2): Sor/Wiz2
Energy Aegis (PH2): Cleric 3, duskblade 3, sor/wiz 3
Evade Attack (CompPsi): Lurk 2, nomad 2
Fearsome Grapple (SC): Sor/Wiz
Feather Fall (PH): Bard 1, sor/wiz 1
From the Brink (CompPsi): Life 2
Greater Celerity (PH2): Sor/Wiz 8
Greater Electric Vengeance (PH2): Sor/Wiz 5
Greater Mirror Image (PH2): Bard 4, beguiler 4, sor/wiz 4
Halt (PH2): Bard 3, beguiler 3, duskblade 3, sor/wiz 3
Hesitate (PH2): Bard 3, beguiler 3, cleric 3, sor/wiz 3
Insidious Rhythm (SC): Bard 1
Lesser Celerity (PH2): Bard 2, sor/wiz 2
Lesser Deflect (PH2): Duskblade 1, sor/wiz 1
Master’s Touch (PH2): Bard 2, cleric 2, sor/wiz 2
Mind Over Energy (CompPsi): Guardian 6, Psi/Wil 6, PsyWar 6
Mystic Aegis (PH2): Cleric 4
Nerveskitter (SC): Sor/wiz 1
Permeable Form (LoM): Sor/Wiz/ Spellthief 3
Ruin Delver’s Fortune (SC): Bard 4, sor/wiz 4
Stand (PH2): Duskblade 1, sor/wiz 1
Stay the Hand (PH2): Bard 1, beguiler 2, cleric 2, sor/wiz 2
Sticky Saddle (SC): Paladin 1
Stifle Spell (PH2): Cleric 4, sor/wiz 4
Warning Shout (SC): Paladin 1
Wings of Cover (RacesDrag): Sorcerer 2
Sources:
PH = Player's Handbook
PH2 = Player's Handbook II
SC = Spell Compendium
CoS:W = City of Splendors: Waterdeep
DrM = Dragon Magic
RacesDrag = Races of the Dragon
CompPsi = Complete Psionic
Hyper = Hyperconsciousness (Malhavoc Press)
Notable tangential abilities:
FEAT
Battle Blessing (CC) [General]
Prereq: Cast paladin spells.
Benefit: Cast standard action paladin spells as a swift, and full round spells as a standard action.
Quicken Spell: Allows wizards to cast standards as swifts.
Rapid Metamagic: Spontaneous casters can add metamagic without time increase.
SPELL
Arcane Spellsurge: 1 round. Dragonblood cast this spell as a swift spell, but it's a standard action to cast for others. Cast ANY standard action spell as swift! Full round = standard, 2-10 rounds = 1 round less.
CLASS
Ordained Champion 3: Cast War Domain spells as swift.