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D&D Miniatures: Glossary of Spells and Abilities

Abilities: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z All Abilities

Spells: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z All Spells

All Warband Building Options

Commander Effects:
  · Lawful Good commanders
  · Chaotic Good commanders
  · Lawful Evil commanders
  · Chaotic Evil commanders


All Spells
Acid Breath cone; 10 acid damage, ignore Spell Resistance; DC [DC]
Anyspell Cast any spell of 2nd or lower that an adjacent allied spellcaster can cast.
Assay Spell Resistance sight; target creature loses Spell Resistance; ignore Spell Resistance.
Augmented Cure Serious Wounds touch; heal 30 hp
Backbiter range 6; target creature makes an immediate melee attack against itself; DC [DC]
Baleful Teleport touch; place target creature on its controller's assembly tile. The creature's controller chooses the space.
Baleful Transposition range 6; any 2 creatures switch position; DC [DC], creatures may voluntarily fail this save
Bane Weapon Augmentation touch; choose ranged attacks or melee attacks and a creature type; damage +10 with the chosen attack against the chosen creature type.
Banishment range 6; detroy target Outsider or target summoned creature with 75 or fewer hp; DC [DC]
Battering Ram range 6; 5 damage and push target creature 1 square, can cast while adjacent to enemy
Bear's Endurance touch; target living creature gains +10 hp.
Beckon range 6; On its next turn, if not already adjacent to this creature, target must move to a square adjacent to this creature before taking any other actions, Humanoids only; this effect ends if no path to an adjacent square is available on target's next turn; DC [DC]
Benign Transposition range 6; any two allies switch positions.
Bestow Curse sight; attack -4, save -4; DC [DC]
Bigby's Slapping Hand sight; target creature provokes attacks of opportunity from all creatures that threaten its square; DC [DC]
Binding Winds sight; Entangle, DC [DC]
Biofeedback 7 pp - self; gain DR 5.
Blasphemy Good creatures of level 6 or lower within 4 squares are paralyzed, those of level 12 or lower with 4 squares are stunned, can cast while adjacent to enemy; DC[DC]
Blast of Flame cone; 30 fire damage, ignore Spell Resistance; DC [DC]
Bless your warband; attack +1
Blindsight touch; target creature gains Blindsight.
Bloodstar sight; living creature takes +10 damage each time it takes damage; DC [DC]
Blur touch; target creature gains Conceal 6
Body Adjustment 5 pp - self; heal 15 damage.
Bolt of Disruption line 12; 15 sonic damage; DC [DC]
Briar Web sight; radius 4, the next time an affected creature moves, it takes 5 damage and is considered to be in difficult terrain, ignore spell resistance, does not affect creatures with flight.
Bull's Strength touch; target creature with cost 16 or less gets melee damage +5.
Burning Blood sight; 5 fire damage whenever target creature activates; DC [DC]
Burning Hands cone; 5 fire damage; DC [DC]
Burst 1 pp - swift: self; +2 speed this turn.
Call Lightning sight; 20 electricity damage, ignore Spell Resistance; DC [DC], 20 electricity damage whenever target creature activates until its save succeeds
Castigate centered on caster; 10 damage to other creatures, or 20 damage to [Y] creatures, can cast while adjacent to enemy; DC [DC]
Cat's Grace touch; +2 AC, ranged attack +2
Cause Fear range 6; target creature of level 5 or below makes a morale save[Y].
Chain Lightning sight; radius 4; 40 electricity damage; DC [DC]
Chaos Hammer sight; lawful creatures take 20 damage; DC [DC]
Charm Monster range 6; Confusion, ends after target creature's next turn; DC [DC].
Charm Person range 6; Confusion, Humanoids only, ends after target creature's next turn; DC [DC]
Chill Touch touch; 5 damage to living creature, or Turn Undead 20 to Undead creature.
Close Wounds immediate; range 6; a target that would be reduced to 0 or fewer hp instead has 5 hp remaining.
Cloudkill sight; radius 4; 15 poison damage, ignore Spell Resistance; DC [DC]
Color Spray cone; Stun; DC [DC]
Command range 6; Stun; DC [DC]
Command [Y] range 6; takes control of enemy [Y] creature; DC [DC].
Concealing Amorpha 3pp - self; gain Conceal 6.
Concussion Blast 7 pp - sight; two nearest enemies take 10 damage
Cone of [Y] cone; [X] [Y] damage; DC [DC]
Confusion sight; radius 2; Confusion, save at the end of each affected creature's turn; DC [DC]
Cure Critical Wounds touch; heal 30 hp.
Cure Light Wounds touch; heal 5 hp
Cure Moderate Wounds touch; heal 10 HP.
Cure Serious Wounds touch; heal [X] hp.
Curse of Arrow Attraction sight; -4 AC against ranged attacks
Curse of Ill-Fortune range 6; attack -3, save -3; DC [DC]
Curse of Impending Blades sight; -2 AC.
Daze range 6; Stun Humanoid of level 4 or below; DC [DC].
Daze Monster sight; Stun, creature of 6th level or lower; DC [DC]
Death Urge 7pp - sight; target creature makes an immediate successful critical hit against itself with its first printed attack, living creatures only; DC [DC]
Deific Vengence range 6; 10 damage, or 20 damage to Undead; DC [DC]
Demonic Bolt range 6; 10 damage and Stun; DC [DC]
Dimension Door self; Place this creature in any space it can see at least part of.
Dimension Hop touch; move target creature 3 squares, DC [DC]; allies may voluntarily fail this save.
Disintegrate sight; 60 damage; DC [DC]
Dismissal range 6; destroy target Outsider or target summoned creature with 50 or fewer hp; DC [DC]
Dispel Magic Sight or any ally in line of sight; remove 1 ongoing spell from target creature.
Disrupt [Y] range 6; 5 damage to [Y] creature
Dissipating Touch 3 pp - touch; 10 damage
Dissolving Weapon 3 pp - self; damage +15 acid, next attack.
Distract sight; target creature gains Inhibited; DC [DC]
Divine Protection your warband; +1 AC, save +1
Dolorous Blow touch; target creature scores critical hits on melee attack rolls of 18, 19 and 20.
Doom sight; attack -2; DC [DC]
Ego Whip 3 pp - sight; level -2; DC [DC] negates
Eldritch Chain range 6; 10 damage to target and another enemy within line of sight and 6 squares of target,
Eldritch Spear sight; 10 damage.
Electricity Burst 6pp - self; all other creatures within 4 squares take 20 electricity damage; DC [DC].
Empowered Burning Hands cone; 20 fire damage; DC [DC]
Empowered Cure Critical Wounds touch; heal 50 hp.
Empowered Fireburst each adjacent creature; 25 fire damage; can cast while adjacent to enemy; DC [DC]
Empowered Lesser Orb of Electricity range 6; 15 electricity damage, ignore spell resistance
Empowered Lesser Sonic Orb range 6; 15 sonic damage, ignore Spell Resistance.
Empowered Lightning Bolt line 12; 30 electricity damage, DC [DC]
Empowered Magic Missile sight; 15 damage.
Empowered Melf's Acid Arrow sight; 20 acid damage, ignore Spell Resistance.
Empowered Orb of Force range 6; 40 damage; DC [DC]; ignore Incorporeal and Spell Resistance.
Empowered Scorching Ray range 6; 20 fire damage.
Energy Alteration touch; choose ranged attacks or melee attacks; acid, cold, electricity, or fire energy damage on the chosen attacks changes to another energy type [acid, cold, electricity, or fire]; DC [DC]
Energy Vortex can cast while adjacent to enemy: other creatures take 30 damage of chosen energy type; DC [DC]
Evard's Black Tentacles sight; radius 2; entangle, ignore spell resistance; DC [DC]
Exhalation of the Black Dragon 5 pp - range 6; 10 acid damage.
Expeditious Retreat self; speed +6.
Faerie Fire range 6; radius 2, affected creatures lose conceal; DC [DC]
Fear cone; morale save.
Fear Cone cone; creatures of level 3 or below make a morale save.
Fiery Weapon Augmentation touch; choose ranged attacks or melee attacks; target creature gains damage +5 fire with the attack type chosen.
Finger of Death range 6; destroy living creature; [X] damage instead on successful save; DC [DC]
Fireball sight; radius 4; 20 fire damage; DC [DC]
Fireburst each adjacent creature; 15 fire damage; can cast while adjacent to enemy; DC [DC]
Flame Blade self; melee attack +5, melee damage becomes 5 fire
Flame Strike sight; radius 2; 30 fire damage, DC [DC]
Flesh to Stone range 6; destroy target living creature and replace it with a statue; DC [DC]
Fly touch; target creature gains Flight[Y]
Force Wave cone; 10 damage and push affected Large or smaller creatures up to 3 squares; DC [DC]
Greater Magic Fang range 6, target animal or magical creature gets attack +2 ignore DR
Greater Magic Weapon touch; attack +2, ignore DR.
Greater Vigor touch; target creature gains Regeneration 5.
Greenfire sight; 10 acid damage; DC [DC]
Hailstorm sight; 15 cold damage to target enemy and 1 other enemy within 6 squares and line of sight of target; DC [DC]
Half-Fiend Blight sight; good creatures take 10 damage; DC [DC]
Halt Mind sight; Stun, DC [DC]
Heal Animal touch; remove all damage and remove Paralysis, Poison, and Stun from target Animal or Magical Beast
Heightened Ray of Exhaustion range 6; attack -3, damage -10 (minimum 5); DC [DC] negates
Hesitate Sight; on its turn, target creature can only move; DC [DC], save at the end of each of target creature's turns.
Hold Animal sight; Paralysis, Animals and Magical Beasts only; DC [DC]
Hold Monster sight; Paralysis; DC [DC]
Hold Person sight; Humanoids only, Paralysis; DC [DC]
Hold Person sight; Humanoids only, Paralysis; DC [DC]
Holy Smite Sight; radius 4; 20 damage to evil creatures or 25 damage to evil outsiders, DC [DC]
Hostile Empathic Transfer 5pp - touch; only when wounded; 25 damage and this creature heals the amount of damage dealt; DC [DC]
Hustle 3 pp - self; +6 speed this turn, swift action.
Ice Knife sight; 10 cold damage, -2 AC
Ice Storm sight; radius 4; 20 cold damage, ignore spell resistance
ID Insinuation 3pp; any commander within 6 squares; commander -2 [minimum 0]
Inertial Armor 1 pp - self; +4 AC.
Inflict Critical Wounds touch; 30 negative damage; DC [DC]
Inflict Light Wounds Touch; 5 negative damage, DC [DC]
Inflict Moderate Damage touch; 10 damage, Constructs only; DC [DC]
Inflict Moderate Wounds touch; 10 Negative damage; DC [DC]
Inflict Serious Wounds touch; 20 negative damage; DC [DC]
Invisibility touch; creature gains Invisible until it attacks or casts a spell
Invisibility Sphere radius 2, centered on caster; self and allies gain invisibility until they attack or cast a spell.
Kelgore's Fire Bolt sight; 20 fire damage; DC [DC]; 5 fire damage instead if caster fails to overcome Spell Resistance, no save.
Legion's Magic Fang any warband; attack +1, Animal or Magical Beast only, ignore DR.
Legion's Magic Weapon your warband; attack +1, ignore DR.
Legion's Shield of Faith your warband; +2 AC.
Legion's Undeniable Gravity any warband; creatures lose Flight and cannot gain Flight; DC [DC]
Lesser Cold Orb range 6; 5 cold damage, ignore Spell Resistance.
Lesser Confusion range 6; Confusion, ends after target creature's next activation; DC [DC]
Lesser Fire Orb range 6; 5 fire damage, ignore Spell Resistance
Lesser Frighten range 6; target creature with 30 or fewer hp makes a morale save.
Lesser Orb of Acid range 6; 5 acid damage, ignore spell resistance.
Lesser Sonic Orb range 6; 5 sonic damage, ignore Spell Resistance.
Lightning Bolt line 12; 20 electricity damage; DC [DC]
Mage Armor self; +4 AC
Magic Fang touch; Animal or Magical Beast only; attack +1, ignore DR
Magic Missile sight; 5 damage
Magic Weapon touch; attack +1, ignore DR
Major Resistance touch; Save +3.
Make Manifest range 6; target creature losses incorporeal; DC [DC]
Mark of Justice touch; creature can only move; save negates only if made in a victory area at the end of one of the affected creature's turns; DC [DC]
Mass Cure Light Wounds self and allies within 6 squares; heal 15 hp
Mass Inflict Light Wounds range 6; radius 2; 10 negative damage; DC [DC]
Mass Inflict Moderate Wounds range 6; radius 2; 15 negative damage; DC [DC]
Maximized Melf's Acid Arrow sight; 40 acid damage, ignore Spell Resistance.
Maximized Scorching Ray range 6; 45 fire damage.
Maximized Shocking Grasp touch; 30 electricity damage.
Melf's Acid Arrow sight; 10 acid damage, ignore Spell Resistance
Melf's Unicorn Arrow sight, 15 damage and push target up to 3 squares.
Meteor Swarm 40 fire damage to all enemies in line of sight; DC [DC]
Mind Thrust 4 pp - range 6; 35 damage, living creatures only; DC [DC] negates.
Mind Thrust 1pp - sight; 5 damage; DC [DC] negates.
Mordenkainen's Buzzing Bee sight; target noncommander creature can't be put under command and can't cast spells; DC [DC]
Mordenkainen's Sword range 6; 15 magic damage whenever target creature activates; can be cast multiple times on same creature.
Mystra's Curse sight; roll twice for each of target creature's rolls and take the lower result; DC [DC]
Neutralize Poison touch; remove Poison, and target creature gains Immune Poison.
Night's Caress touch; 50 damage to living creature; DC [DC]; or Undead creature routs as if successfully turned
Nimbus of Light range 6; 10 damage
Offensive Precognition 1pp - self; attack +1.
Oppresive Will swift; adjacent creatures skip their next turn, can cast while adjacent to enemy; DC [DC].
Order's Wrath sight; radius 4; 20 damage to chaotic creatures, DC [DC]
Phantom Threat range 6; whenever target is attacked in melee, the attacker is considered to be flanking it; DC [DC]
Poison touch; 5 damage whenever poisoned creature activates; DC [DC]
Power Word: Kill range 6; destroy living creature with 60 hp or less.
Power Word: Stun range 6; Stun target creature with 150 or fewer hp; ignore Spell Resistance.
Produce Flame sight; [X] fire damage
Protection from Energy touch; target creature gains Immune to energy type of your choice
Psionic Charm 1 pp - range 6; Confusion, Humanoid only, ends after target creature's next turn; DC [DC]
Psionic Daze 1 pp - range 6; Stun Humanoid of level 4 or below; DC [DC].
Psionics [X] pp
Quench range 6; this creature and target creature gain Resist 10 Fire
Quickened Unholy Blight sight; radius 4; good creatures take 15 damage and gain attack -2, swift action; DC [DC].
Ray of Enfeeblement range 6; attack -2, damage -5 [minimum 5]
Ray of Ice range 6; 15 cold damage
Recall Agony 3 pp - sight; 10 damage; DC [DC]
Remove Fear range 6; target figure automatically rallies
Remove Paralysis range 6; radius 2; remove Paralysis from allies.
Repair Critical Damage touch; remove 30 damage, Constructs only; ignore Spell Resistance
Resist Energy touch; creature gains Resist 10 to energy type of your choice.
Resurgence immediate; Any ally within 6 squares; reroll 1 save that ally just failed, can cast while adjacent to enemy.
Revive Undead immediate: range 6; remove 50 damage from target Undead creature.
Ring of Blades self; any creature that activates when adjacent to this creature takes 10 damage, ignore Spell Resistance.
Ripping Pain sight; Paralysis, living creatures only; target takes 10 damage each time it fails a save against this Paralysis; DC [DC])
Rust Construct touch; target creature gains -4 AC, damage -5 [minimum 5], and loses DR, Constructs only, ignore Spell Resistance.
Sanctuary touch; target creature cannot be attacked until its next turn.
Scare sight; creatures of level 2 or below make a morale save.
Scorch line 12; 10 fire damage; DC [DC]
Scorching Ray range 6; 15 fire damage
Searing Light sight; 10 damage, or 20 damage against Undead.
Serpent Arrow Touch; target creature's ranged attacks gain Poison (5 damage whenever poisoned creature activates), DC [DC]
Shield of Faith touch; +2 AC
Short Range Fireball range 6; radius 4; 20 fire damage, DC [DC]
Slashing Darkness sight; 10 Negative damage.
Sleep sight; Sleep; DC [DC]
Slide range 6; slide target creature 1 square.
Snake's Swiftness range 6; target creature may make an immediate attack.
Snilloc's Snowball Swarm sight; radius 2; 10 cold damage; DC [DC]
Snowball Swarm sight; radius 2; 10 cold damage; DC [DC]
Sorcerer Spells: 1st
Sorcerer Spells: 2nd
Sorcerer Spells: 3rd
Sorcerer Spells: 4th
Sorcerer Spells: 5th
Sorcerer Spells: 6th
Sorrow range 6; living creature gets attack -3 and save -3, DC [DC]
Sound Burst range 6; radius 2; 5 sonic damage and Stun; DC [DC]
Sound Lance range 6; 20 sonic damage; DC [DC]
Spark of Life sight; Target creature loses undead traits and construct traits, ignore spell resistance; DC [DC]
Specified Energy Adaptation 3 pp - self; Resist 10 to chosen energy type.
Speed Weapon Augmentation touch; choose a ranged attack or melee attack; target creature gains an extra attack of the chosen type on each of its turns
Spiritual Weapon sight; melee attack at +5 against target creature whenever it activates, 5 magic damage.
Spores of the Vrock each adjacent creature; 10 damage and Poison, can cast while adjacent to enemy; DC [DC]
Stoneskin touch; creature gains DR 5.
Stun Ray range 6; Stun target creature.
Suggestion range 6; Confusion, save at the end of affected creature's turn; DC [DC]
Summon Monster II evil Outsiders with total cost 10 or less.
Summon Monster III Animals or Elementals with total cost 15 or less.
Summon Monster IV Up to three elementals with total cost 25 or less.
Summon Nature's Ally II Animals or Magical Beasts with a total cost of 10 or less.
Summon Spider of Lolth swift:
Summon Undead III up to 2 Undead with total cost 20 or less.
Swift Cure Serious Wounds swift: touch; heal 20 hp.
Swift Dimension Door swift: self; Place this creature in any space it can see at least part of.
Swift Fireburst swift; each adjacent creature; 15 fire damage, can cast while adjacent to enemy.
Swift Fly self; gain Flight this turn, speed F8, swift action
Symbol of Stunning Place a counter in an adjacent square; on its turn, an enemy with 65 or fewer hp moves into the counter's square or any adjacent square to the counter, or that activates within these squares, is stunned; DC[DC], only one save is needed each turn.
Tasha's Hideous Laughter sight; Stun; DC [DC]
Telekinesis sight; slide target creature up to 3 squares; DC [DC], allies may voluntarily fail save
Teleport self and adjacent ally; place this creature in any space it can see at least part of and place that ally adjacent to it.
Time Stop self; Activate 3 additional times this round.
True Strike self; next attack, attack +20 and automatically succeeds against Conceal.
Undead Torch range 6; target Undead gets damage +10 against living creatures
Unholy Blight sight; radius 4; good creatures take 15 damage and gain attack -2; DC [DC]
Venom Bolt line 12; 10 acid damage + Stun, DC [DC]
Venom Fire Touch, 5 acid damage whenever target creature takes damage from Poison.
Vertigo Sight; creature cannot move on its turn; DC [DC] ; save at the end of each of target creature's turns.
Wail of the Banshee Destroy living creatures within 6 squares with 50 or fewer hp, can cast when adjacent to enemy; DC [DC]
Warp Wood range 6; target creature loses its ranged attack; DC [DC]
Wave of Grief cone; attack -3, save -3; DC [DC]
Whelm Sight; 10 damage, living creature only; DC [DC] negates.
Winter's Embrace Range 6; 5 cold damage whenever target creature activates; DC [DC], save at the end of each of target creature's turns.
Witchblade Greater Command 7pp - Choose a type of creature; stun all creatures of that type, DC [DC]
Witchknife Command 1pp - range 6; stun; DC [DC]
Wrack range 6; Paralysis, Humanoids only; DC [DC]

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