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SPELL LIST II
Table of Contents
Druid Spells
0-Level Druid Spells (Orisons)
- Create Water: Creates 2 gallons/level of pure water.
- Cure Minor Wounds: Cures 1 point of damage.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Flare: Dazzles one creature (–1 penalty on attack rolls).
- Guidance: +1 on one attack roll, saving throw, or skill check.
- Know Direction: You discern north.
- Light: Object shines like a torch.
- Mending: Makes minor repairs on an object.
- Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 bonus on saving throws.
- Virtue: Subject gains 1 temporary hp.
1st-Level Druid Spells
- Calm Animals: Calms (2d4 + level) HD of animals.
- Charm Animal: Makes one animal your friend.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Detect Animals or Plants: Detects kinds of animals or plants.
- Detect Snares and Pits: Reveals natural or primitive traps.
- Endure Elements: Exist comfortably in hot or cold environments.
- Entangle: Plants entangle everyone in 40-ft.-radius.
-
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
- Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
- Hide from Animals: Animals can’t perceive one subject/level.
- Jump: Subject gets bonus on Jump checks.
- Longstrider: Your speed increases by 10 ft.
- Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
- Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
- Obscuring Mist: Fog surrounds you.
- Pass without Trace: One subject/level leaves no tracks.
- Produce Flame: 1d6 damage +1/level, touch or thrown.
- Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
- Speak with Animals: You can communicate with animals.
- Summon Nature’s Ally I: Calls creature to fight.
2nd-Level Druid Spells
- Animal Messenger: Sends a Tiny animal to a specific place.
- Animal Trance: Fascinates 2d6 HD of animals.
- Barkskin: Grants +2 (or higher) enhancement to natural armor.
- Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
- Bull’s Strength: Subject gains +4 to Str for 1 min./level.
- Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
- Chill Metal: Cold metal damages those who touch it.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
-
Fire Trap M: Opened object deals 1d4 +1/level damage.
- Flame Blade: Touch attack deals 1d8 +1/two levels damage.
- Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
- Fog Cloud: Fog obscures vision.
- Gust of Wind: Blows away or knocks down smaller creatures.
- Heat Metal: Make metal so hot it damages those who touch it.
- Hold Animal: Paralyzes one animal for 1 round/level.
- Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
- Reduce Animal: Shrinks one willing animal.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
- Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
- Spider Climb: Grants ability to walk on walls and ceilings.
- Summon Nature’s Ally II: Calls creature to fight.
- Summon Swarm: Summons swarm of bats, rats, or spiders.
- Tree Shape: You look exactly like a tree for 1 hour/level.
- Warp Wood: Bends wood (shaft, handle, door, plank).
- Wood Shape: Rearranges wooden objects to suit you.
3rd-Level Druid Spells
- Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
- Contagion: Infects subject with chosen disease.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Daylight: 60-ft. radius of bright light.
- Diminish Plants: Reduces size or blights growth of normal plants.
- Dominate Animal: Subject animal obeys silent mental commands.
-
Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and
damage rolls (max +5).
- Meld into Stone: You and your gear merge with stone.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Plant Growth: Grows vegetation, improves crops.
- Poison: Touch deals 1d10 Con damage, repeats in 1 min.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Quench: Extinguishes nonmagical fires or one magic item.
- Remove Disease: Cures all diseases affecting subject.
- Sleet Storm: Hampers vision and movement.
- Snare: Creates a magic booby trap.
- Speak with Plants: You can talk to normal plants and plant creatures.
- Spike Growth: Creatures in area take 1d4 damage, may be slowed.
- Stone Shape: Sculpts stone into any shape.
- Summon Nature’s Ally III: Calls creature to fight.
- Water Breathing: Subjects can breathe underwater.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
4th-Level Druid Spells
- Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
- Antiplant Shell: Keeps animated plants at bay.
- Blight: Withers one plant or deals 1d6/level damage to plant creature.
- Command Plants: Sway the actions of one or more plant creatures.
- Control Water: Raises or lowers bodies of water.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Dispel Magic: Cancels spells and magical effects.
- Flame Strike: Smite foes with divine fire (1d6/level damage).
- Freedom of Movement: Subject moves normally despite impediments.
- Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
- Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
- Reincarnate: Brings dead subject back in a random body.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- Rusting Grasp: Your touch corrodes iron and alloys.
-
Scrying F: Spies on subject from a distance.
- Spike Stones: Creatures in area take 1d8 damage, may be slowed.
- Summon Nature’s Ally IV: Calls creature to fight.
5th-Level Druid Spells
- Animal Growth: One animal/two levels doubles in size.
- Atonement: Removes burden of misdeeds from subject.
-
Awaken X: Animal or tree gains human intellect.
- Baleful Polymorph: Transforms subject into harmless animal.
- Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
- Commune with Nature: Learn about terrain for 1 mile/level.
- Control Winds: Change wind direction and speed.
- Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
- Death Ward: Grants immunity to all death spells and negative energy effects.
-
Hallow M: Designates location as holy.
- Insect Plague: Locust swarms attack creatures.
-
Stoneskin M: Ignore 10 points of damage per attack.
- Summon Nature’s Ally V: Calls creature to fight.
- Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
- Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
- Tree Stride: Step from one tree to another far away.
-
Unhallow M: Designates location as unholy.
-
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall
deals 2d6 damage +1/level.
- Wall of Thorns: Thorns damage anyone who tries to pass.
6th-Level Druid Spells
- Antilife Shell: 10-ft.-radius field hedges out living creatures.
- Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
- Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
- Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
- Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
- Dispel Magic, Greater: As dispel magic, but +20 on check.
- Find the Path: Shows most direct way to a location.
- Fire Seeds: Acorns and berries become grenades and bombs.
- Ironwood: Magic wood is strong as steel.
- Liveoak: Oak becomes treant guardian.
- Move Earth: Digs trenches and builds hills.
- Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
- Repel Wood: Pushes away wooden objects.
- Spellstaff: Stores one spell in wooden quarterstaff.
- Stone Tell: Talk to natural or worked stone.
- Summon Nature’s Ally VI: Calls creature to fight.
- Transport via Plants: Move instantly from one plant to another of the same kind.
- Wall of Stone: Creates a stone wall that can be shaped.
7th-Level Druid Spells
- Animate Plants: One or more plants animate and fight for you.
- Changestaff: Your staff becomes a treant on command.
- Control Weather: Changes weather in local area.
- Creeping Doom: Swarms of centipedes attack at your command.
- Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
- Fire Storm: Deals 1d6/level fire damage.
- Heal: Cures 10 points/level of damage, all diseases and mental conditions.
- Scrying, Greater: As scrying, but faster and longer.
- Summon Nature’s Ally VII: Calls creature to fight.
- Sunbeam: Beam blinds and deals 4d6 damage.
- Transmute Metal to Wood: Metal within 40 ft. becomes wood.
-
True Seeing M: Lets you see all things as they really are.
- Wind Walk: You and your allies turn vaporous and travel fast.
8th-Level Druid Spells
- Animal Shapes: One ally/level polymorphs into chosen animal.
- Control Plants: Control actions of one or more plant creatures.
- Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
- Earthquake: Intense tremor shakes 80-ft.-radius.
- Finger of Death: Kills one subject.
- Repel Metal or Stone: Pushes away metal and stone.
- Reverse Gravity: Objects and creatures fall upward.
- Summon Nature’s Ally VIII: Calls creature to fight.
- Sunburst: Blinds all within 10 ft., deals 6d6 damage.
- Whirlwind: Cyclone deals damage and can pick up creatures.
- Word of Recall: Teleports you back to designated place.
9th-Level Druid Spells
- Antipathy: Object or location affected by spell repels certain creatures.
- Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
- Elemental Swarm: Summons multiple elementals.
- Foresight: “Sixth sense” warns of impending danger.
- Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
- Shambler: Summons 1d4+2 shambling mounds to fight for you.
-
Shapechange F: Transforms you into any creature, and change forms once per round.
- Storm of Vengeance: Storm rains acid, lightning, and hail.
- Summon Nature’s Ally IX: Calls creature to fight.
-
Sympathy M: Object or location attracts certain creatures.
Paladin Spells
1st-Level Paladin Spells
- Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
- Bless Water: Makes holy water.
- Bless Weapon: Weapon strikes true against evil foes.
- Create Water: Creates 2 gallons/level of pure water.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Detect Poison: Detects poison in one creature or small object.
- Detect Undead: Reveals undead within 60 ft.
- Divine Favor: You gain +1 per three levels on attack and damage rolls.
- Endure Elements: Exist comfortably in hot or cold environments.
- Magic Weapon: Weapon gains +1 bonus.
-
Protection from Chaos/Evil: +2 to AC and saves, counter mind control, hedge out elementals and
outsiders.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 on saving throws.
- Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
- Virtue: Subject gains 1 temporary hp.
2nd-Level Paladin Spells
- Bull’s Strength: Subject gains +4 to Str for 1 min./level.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
- Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
- Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
-
Shield Other F: You take half of subject’s damage.
- Undetectable Alignment: Conceals alignment for 24 hours.
- Zone of Truth: Subjects within range cannot lie.
3rd-Level Paladin Spells
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Daylight: 60-ft. radius of bright light.
- Discern Lies: Reveals deliberate falsehoods.
- Dispel Magic: Cancels spells and magical effects.
- Heal Mount: As heal on warhorse or other special mount.
-
Magic Circle against Chaos: As protection from chaos, but 10-ft. radius and 10
min./level.
-
Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 min./level.
- Magic Weapon, Greater: +1 bonus/four levels (max +5).
- Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
- Remove Blindness/Deafness: Cures normal or magical conditions.
- Remove Curse: Frees object or person from curse.
4th-Level Paladin Spells
-
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Death Ward: Grants immunity to death spells and negative energy effects.
- Dispel Chaos: +4 bonus against attacks by chaotic creatures.
- Dispel Evil: +4 bonus against attacks by evil creatures.
- Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
- Mark of Justice: Designates action that will trigger curse on subject.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
-
Restoration M: Restores level and ability score drains.
Ranger Spells
1st-Level Ranger Spells
- Alarm: Wards an area for 2 hours/level.
- Animal Messenger: Sends a Tiny animal to a specific place.
- Calm Animals: Calms (2d4 + level) HD of animals.
- Charm Animal: Makes one animal your friend.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Detect Animals or Plants: Detects kinds of animals or plants.
- Detect Poison: Detects poison in one creature or object.
- Detect Snares and Pits: Reveals natural or primitive traps.
- Endure Elements: Exist comfortably in hot or cold environments.
- Entangle: Plants entangle everyone in 40-ft.-radius circle.
- Hide from Animals: Animals can’t perceive one subject/level.
- Jump: Subject gets bonus on Jump checks.
- Longstrider: Increases your speed.
- Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
- Pass without Trace: One subject/level leaves no tracks.
- Read Magic: Read scrolls and spellbooks.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- Speak with Animals: You can communicate with animals.
- Summon Nature’s Ally I: Calls animal to fight for you.
2nd-Level Ranger Spells
- Barkskin: Grants +2 (or higher) enhancement to natural armor.
- Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
- Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Hold Animal: Paralyzes one animal for 1 round/level.
- Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Snare: Creates a magic booby trap.
- Speak with Plants: You can talk to normal plants and plant creatures.
- Spike Growth: Creatures in area take 1d4 damage, may be slowed.
- Summon Nature’s Ally II: Calls animal to fight for you.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
3rd-Level Ranger Spells
- Command Plants: Sway the actions of one or more plant creatures.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Darkvision: See 60 ft. in total darkness.
- Diminish Plants: Reduces size or blights growth of normal plants.
-
Magic Fang, Greater: One natural weapon of subject creature gets +1/three caster levels on
attack and damage rolls (max +5).
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Plant Growth: Grows vegetation, improves crops.
- Reduce Animal: Shrinks one willing animal.
- Remove Disease: Cures all diseases affecting subject.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- Summon Nature’s Ally III: Calls animal to fight for you.
- Tree Shape: You look exactly like a tree for 1 hour/level.
- Water Walk: Subject treads on water as if solid.
4th-Level Ranger Spells
- Animal Growth: One animal/two levels doubles in size.
- Commune with Nature: Learn about terrain for 1 mile/level.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Freedom of Movement: Subject moves normally despite impediments.
-
Nondetection M: Hides subject from divination, scrying.
- Summon Nature’s Ally IV: Calls animal to fight for you.
- Tree Stride: Step from one tree to another far away.
Sorcerer/Wizard Spells
0-Level Sorcerer/Wizard Spells (Cantrips)
Abjur
- Resistance: Subject gains +1 on saving throws.
Conj
- Acid Splash: Orb deals 1d3 acid damage.
Div
- Detect Poison: Detects poison in one creature or small object.
- Detect Magic: Detects spells and magic items within 60 ft.
- Read Magic: Read scrolls and spellbooks.
Ench
- Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
- Dancing Lights: Creates torches or other lights.
- Flare: Dazzles one creature (–1 on attack rolls).
- Light: Object shines like a torch.
- Ray of Frost: Ray deals 1d3 cold damage.
Illus
- Ghost Sound: Figment sounds.
Necro
- Disrupt Undead: Deals 1d6 damage to one undead.
- Touch of Fatigue: Touch attack fatigues target.
Trans
- Mage Hand: 5-pound telekinesis.
- Mending: Makes minor repairs on an object.
- Message: Whispered conversation at distance.
- Open/Close: Opens or closes small or light things.
Univ
- Arcane Mark: Inscribes a personal rune (visible or invisible).
- Prestidigitation: Performs minor tricks.
1st-Level Sorcerer/Wizard Spells
Abjur
- Alarm: Wards an area for 2 hours/level.
- Endure Elements: Exist comfortably in hot or cold environments.
- Hold Portal: Holds door shut.
-
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out
elementals and outsiders.
- Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conj
- Grease: Makes 10-ft. square or one object slippery.
- Mage Armor: Gives subject +4 armor bonus.
- Mount: Summons riding horse for 2 hours/level.
- Obscuring Mist: Fog surrounds you.
- Summon Monster I: Calls extraplanar creature to fight for you.
- Unseen Servant: Invisible force obeys your commands.
Div
- Comprehend Languages: You understand all spoken and written languages.
- Detect Secret Doors: Reveals hidden doors within 60 ft.
- Detect Undead: Reveals undead within 60 ft.
-
Identify M: Determines properties of magic item.
- True Strike: +20 on your next attack roll.
Ench
- Charm Person: Makes one person your friend.
- Hypnotism: Fascinates 2d4 HD of creatures.
- Sleep: Puts 4 HD of creatures into magical slumber.
Evoc
- Burning Hands: 1d4/level fire damage (max 5d4).
- Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
- Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
- Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Illus
- Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
- Disguise Self: Changes your appearance.
- Magic Aura: Alters object’s magic aura.
- Silent Image: Creates minor illusion of your design.
- Ventriloquism: Throws voice for 1 min./level.
Necro
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
- Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Trans
- Animate Rope: Makes a rope move at your command.
- Enlarge Person: Humanoid creature doubles in size.
- Erase: Mundane or magical writing vanishes.
- Expeditious Retreat: Your speed increases by 30 ft.
- Feather Fall: Objects or creatures fall slowly.
- Jump: Subject gets bonus on Jump checks.
- Magic Weapon: Weapon gains +1 bonus.
- Reduce Person: Humanoid creature halves in size.
2nd-Level Sorcerer/Wizard Spells
Abjur
-
Arcane Lock M: Magically locks a portal or chest.
- Obscure Object: Masks object against scrying.
- Protection from Arrows: Subject immune to most ranged attacks.
-
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Conj
- Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
- Fog Cloud: Fog obscures vision.
- Glitterdust: Blinds creatures, outlines invisible creatures.
- Summon Monster II: Calls extraplanar creature to fight for you.
- Summon Swarm: Summons swarm of bats, rats, or spiders.
- Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Div
- Detect Thoughts: Allows “listening” to surface thoughts.
- Locate Object: Senses direction toward object (specific or type).
- See Invisibility: Reveals invisible creatures or objects.
Ench
- Daze Monster: Living creature of 6 HD or less loses next action.
- Hideous Laughter: Subject loses actions for 1 round/level.
- Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Evoc
-
Continual Flame M: Makes a permanent, heatless torch.
- Darkness: 20-ft. radius of supernatural shadow.
- Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
- Gust of Wind: Blows away or knocks down smaller creatures.
- Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
- Shatter: Sonic vibration damages objects or crystalline creatures.
Illus
- Blur: Attacks miss subject 20% of the time.
- Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
- Invisibility: Subject is invisible for 1 min./level or until it attacks.
-
Magic Mouth M: Speaks once when triggered.
- Minor Image: As silent image, plus some sound.
- Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
- Misdirection: Misleads divinations for one creature or object.
-
Phantom Trap M: Makes item seem trapped.
Necro
- Blindness/Deafness: Makes subject blinded or deafened.
- Command Undead: Undead creature obeys your commands.
- False Life: Gain 1d10 temporary hp +1/level (max +10).
- Ghoul Touch: Paralyzes one subject, which exudes stEnch
- that makes those nearby sickened.
- Scare: Panics creatures of less than 6 HD.
- Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Trans
- Alter Self: Assume form of a similar creature.
- Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
- Bull’s Strength: Subject gains +4 to Str for 1 min./level.
- Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
- Darkvision: See 60 ft. in total darkness.
- Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
- Fox’s Cunning: Subject gains +4 Int for 1 min./level.
- Knock: Opens locked or magically sealed door.
- Levitate: Subject moves up and down at your direction.
- Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
- Pyrotechnics: Turns fire into blinding light or choking smoke.
- Rope Trick: As many as eight creatures hide in extradimensional space.
- Spider Climb: Grants ability to walk on walls and ceilings.
- Whispering Wind: Sends a short message 1 mile/level.
3rd-Level Sorcerer/Wizard Spells
Abjur
- Dispel Magic: Cancels magical spells and effects.
- Explosive Runes: Deals 6d6 damage when read.
-
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10
min./level.
-
Nondetection M: Hides subject from divination, scrying.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Conj
- Phantom Steed: Magic horse appears for 1 hour/level.
-
Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
- Sleet Storm: Hampers vision and movement.
- Stinking Cloud: Nauseating vapors, 1 round/level.
- Summon Monster III: Calls extraplanar creature to fight for you.
Div
- Arcane Sight: Magical auras become visible to you.
- Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
- Tongues: Speak any language.
Ench
- Deep Slumber: Puts 10 HD of creatures to sleep.
- Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
- Hold Person: Paralyzes one humanoid for 1 round/level.
- Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
- Suggestion: Compels subject to follow stated course of action.
Evoc
- Daylight: 60-ft. radius of bright light.
- Fireball: 1d6 damage per level, 20-ft. radius.
- Lightning Bolt: Electricity deals 1d6/level damage.
- Tiny Hut: Creates shelter for ten creatures.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
Illus
- Displacement: Attacks miss subject 50%.
-
Illusory Script M: Only intended reader can decipher.
- Invisibility Sphere: Makes everyone within 10 ft. invisible.
- Major Image: As silent image, plus sound, smell and thermal effects.
Necro
- Gentle Repose: Preserves one corpse.
- Halt Undead: Immobilizes undead for 1 round/level.
- Ray of Exhaustion: Ray makes subject exhausted.
- Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Trans
- Blink: You randomly vanish and reappear for 1 round/level.
- Flame Arrow: Arrows deal +1d6 fire damage.
- Fly: Subject flies at speed of 60 ft.
- Gaseous Form: Subject becomes insubstantial and can fly slowly.
- Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
- Keen Edge: Doubles normal weapon’s threat range.
- Magic Weapon, Greater: +1/four levels (max +5).
- Secret Page: Changes one page to hide its real content.
- Shrink Item: Object shrinks to one-sixteenth size.
-
Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.
- Water Breathing: Subjects can breathe underwater.
4th-Level Sorcerer/Wizard Spells
Abjur
- Dimensional Anchor: Bars extradimensional movement.
-
Fire Trap M: Opened object deals 1d4 damage +1/level.
- Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
- Remove Curse: Frees object or person from curse.
-
Stoneskin M: Ignore 10 points of damage per attack.
Conj
- Black Tentacles: Tentacles grapple all within 20 ft. spread.
- Dimension Door: Teleports you short distance.
- Minor Creation: Creates one cloth or wood object.
- Secure Shelter: Creates sturdy cottage.
- Solid Fog: Blocks vision and slows movement.
- Summon Monster IV: Calls extraplanar creature to fight for you.
Div
- Arcane Eye: Invisible floating eye moves 30 ft./round.
- Detect Scrying: Alerts you of magical eavesdropping.
- Locate Creature: Indicates direction to familiar creature.
-
Scrying F: Spies on subject from a distance.
Ench
- Charm Monster:Makes monster believe it is your ally.
- Confusion: Subjects behave oddly for 1 round/level.
- Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
- Geas, Lesser: Commands subject of 7 HD or less.
Evoc
-
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
- Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
- Resilient Sphere: Force globe protects but traps one subject.
- Shout: Deafens all within cone and deals 5d6 sonic damage.
-
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall
deals 2d6 damage +1/level.
-
Wall of Ice:Ice plane creates wall with 15 hp +1/level, or hemisphere can trap
creatures inside.
Illus
-
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the
like).
- Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
-
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
- Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
- Rainbow Pattern: Lights fascinate 24 HD of creatures.
- Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Necro
-
Animate Dead M: Creates undead skeletons and zombies.
-
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of
losing each action.
- Contagion: Infects subject with chosen disease.
- Enervation: Subject gains 1d4 negative levels.
- Fear: Subjects within cone flee for 1 round/level.
- Trans
- Enlarge Person, Mass: Enlarges several creatures.
-
Mnemonic Enhancer F:Wizard only. Prepares extra spells or retains one just
cast.
- Polymorph: Gives one willing subject a new form.
- Reduce Person, Mass: Reduces several creatures.
- Stone Shape: Sculpts stone into any shape.
5th-Level Sorcerer/Wizard Spells
Abjur
-
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Dismissal: Forces a creature to return to native plane.
- Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Conj
- Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
- Mage’s Faithful Hound: Phantom dog can guard, attack.
- Major Creation: As minor creation, plus stone and metal.
-
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
-
Secret Chest F: Hides expensive chest on Ethereal Plane; you retrieve it at will.
- Summon Monster V: Calls extraplanar creature to fight for you.
- Teleport: Instantly transports you as far as 100 miles/level.
- Wall of Stone: Creates a stone wall that can be shaped.
Div
- Contact Other Plane: Lets you ask question of extraplanar entity.
- Prying Eyes: 1d4 +1/level floating eyes scout for you.
- Telepathic Bond: Link lets allies communicate.
Ench
- Dominate Person: Controls humanoid telepathically.
- Feeblemind: Subject’s Int and Cha drop to 1.
- Hold Monster: As hold person, but any creature.
- Mind Fog: Subjects in fog get –10 to Wis and Will checks.
-
Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
Evoc
- Cone of Cold: 1d6/level cold damage.
- Interposing Hand: Hand provides cover against one opponent.
- Sending: Delivers short message anywhere, instantly.
- Wall of Force:Wall is immune to damage.
Illus
- Dream: Sends message to anyone sleeping.
-
False Vision M: Fools scrying with an illusion.
- Mirage Arcana: As hallucinatory terrain, plus structures.
- Nightmare: Sends vision dealing 1d10 damage, fatigue.
- Persistent Image: As major image, but no concentration required.
- Seeming: Changes appearance of one person per two levels.
- Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Necro
- Blight: Withers one plant or deals 1d6/level damage to plant creature.
-
Magic Jar F: Enables possession of another creature.
-
Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
- Waves of Fatigue: Several targets become fatigued.
Trans
- Animal Growth: One animal/two levels doubles in size.
- Baleful Polymorph: Transforms subject into harmless animal.
- Fabricate: Transforms raw materials into finished items.
- Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
- Passwall: Creates passage through wood or stone wall.
- Telekinesis: Moves object, attacks creature, or hurls object or creature.
- Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
- Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Univ
-
Permanency X:Makes certain spells permanent.
6th-Level Sorcerer/Wizard Spells
Abjur
- Antimagic Field: Negates magic within 10 ft.
- Dispel Magic, Greater: As dispel magic, but +20 on check.
-
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell
effects.
- Guards and Wards: Array of magic effects protect area.
- Repulsion: Creatures can’t approach you.
Conj
- Acid Fog: Fog deals acid damage.
- Planar Binding: As lesser planar binding, but up to 12 HD.
- Summon Monster VI: Calls extraplanar creature to fight for you.
-
Wall of Iron M: 30 hp/four levels; can topple onto foes.
Div
-
Analyze Dweomer F: Reveals magical aspects of subject.
-
Legend Lore MF: Lets you learn tales about a person, place, or thing.
-
True Seeing M: Lets you see all things as they really are.
Ench
- Geas/Quest: As lesser geas, plus it affects any creature.
-
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear;
temporary hp.
- Suggestion, Mass: As suggestion, plus one subject/level.
-
Symbol of Persuasion M: Triggered rune charms nearby creatures.
Evoc
- Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
-
Contingency F: Sets trigger condition for another spell.
- Forceful Hand: Hand pushes creatures away.
- Freezing Sphere: Freezes water or deals cold damage.
Illus
- Mislead: Turns you invisible and creates illusory double.
- Permanent Image: Includes sight, sound, and smell.
-
Programmed Image M: As major image, plus triggered by event.
- Shadow Walk: Step into shadow to travel rapidly.
- Veil: Changes appearance of group of creatures.
Necro
-
Circle of Death M: Kills 1d4/level HD of creatures.
-
Create Undead M: Creates ghouls, ghasts, mummies, or mohrgs.
- Eyebite: Target becomes panicked, sickened, and comatose.
-
Symbol of Fear M: Triggered rune panics nearby creatures.
-
Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4).
Trans
- Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
- Bull’s Strength, Mass: As bull’s strength, affects one subject/ level.
- Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
- Control Water: Raises or lowers bodies of water.
- Disintegrate:Makes one creature or object vanish.
- Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
- Flesh to Stone: Turns subject creature into statue.
- Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
- Mage’s Lucubration:Wizard only. Recalls spell of 5th level or lower.
- Move Earth: Digs trenches and build hills.
- Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.
- Stone to Flesh: Restores petrified creature.
-
Transformation M: You gain combat bonuses.
7th-Level Sorcerer/Wizard Spells
Abjur
- Banishment: Banishes 2 HD/level of extraplanar creatures.
- Sequester: Subject is invisible to sight and scrying; renders creature comatose.
- Spell Turning: Reflect 1d4+6 spell levels back at caster.
Conj
-
Instant Summons M: Prepared object appears in your hand.
-
Mage’s Magnificent Mansion F: Door leads to extradimensional mansion.
- Phase Door: Creates an invisible passage through wood or stone.
-
Plane Shift F: As many as eight subjects travel to another plane.
- Summon Monster VII: Calls extraplanar creature to fight for you.
- Teleport, Greater: As teleport, but no range limit and no off-target arrival.
- Teleport Object: As teleport, but affects a touched object.
Div
-
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and
objects.
- Scrying, Greater: As scrying, but faster and longer.
-
Vision MX: As legend lore, but quicker and strenuous.
Ench
- Hold Person, Mass: As hold person, but all within 30 ft.
- Insanity: Subject suffers continuous confusion.
- Power Word Blind: Blinds creature with 200 hp or less.
-
Symbol of Stunning M: Triggered rune stuns nearby creatures.
Evoc
- Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
-
Forcecage M: Cube or cage of force imprisons all inside.
- Grasping Hand: Hand provides cover, pushes, or grapples.
-
Mage’s Sword F: Floating magic blade strikes opponents.
- Prismatic Spray: Rays hit subjects with variety of effects.
Illus
- Invisibility, Mass: As invisibility, but affects all in range.
- Project Image: Illusory double can talk and cast spells.
-
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
-
Simulacrum MX: Creates partially real double of a creature.
Necro
- Control Undead: Undead don’t attack you while under your command.
- Finger of Death: Kills one subject.
-
Symbol of Weakness M: Triggered rune weakens nearby creatures.
- Waves of Exhaustion: Several targets become exhausted.
Trans
- Control Weather: Changes weather in local area.
- Ethereal Jaunt: You become ethereal for 1 round/level.
- Reverse Gravity: Objects and creatures fall upward.
- Statue: Subject can become a statue at will.
Univ
-
Limited Wish X: Alters reality—within spell limits.
8th-Level Sorcerer/Wizard Spells
Abjur
- Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
- Mind Blank: Subject is immune to mental/emotional magic and scrying.
- Prismatic Wall: Wall’s colors have array of effects.
-
Protection from Spells MF: Confers +8 resistance bonus.
Conj
- Incendiary Cloud: Cloud deals 4d6 fire damage/round.
- Maze: Traps subject in extradimensional maze.
- Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
- Summon Monster VIII: Calls extraplanar creature to fight for you.
-
Trap the Soul MF: Imprisons subject within gem.
Div
- Discern Location: Reveals exact location of creature or object.
- Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
- Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Ench
- Antipathy: Object or location affected by spell repels certain creatures.
-
Binding M: Utilizes an array of techniques to imprison a creature.
- Charm Monster, Mass: As charm monster, but all within 30 ft.
- Demand: As sending, plus you can send suggestion.
- Irresistible Dance: Forces subject to dance.
- Power Word Stun: Stuns creature with 150 hp or less.
-
Symbol of Insanity M: Triggered rune renders nearby creatures insane.
-
Sympathy F: Object or location attracts certain creatures.
Evoc
- Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
- Polar Ray: Ranged touch attack deals 1d6/level cold damage.
-
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
- Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Illus
- Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
- Screen: Illusion hides area from vision, scrying.
- Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
- Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.
Necro
-
Clone MF: Duplicate awakens when original dies.
-
Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
- Horrid Wilting: Deals 1d6/level damage within 30 ft.
-
Symbol of Death M: Triggered rune slays nearby creatures.
Trans
- Iron Body: Your body becomes living iron.
- Polymorph Any Object: Changes any subject into anything else.
-
Temporal Stasis M: Puts subject into suspended animation.
9th-Level Sorcerer/Wizard Spells
Abjur
- Freedom: Releases creature from imprisonment.
- Imprisonment: Entombs subject beneath the earth.
- Mage’s Disjunction: Dispels magic, disenchants magic items.
- Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Conj
-
Gate X: Connects two planes for travel or summoning.
-
Refuge M: Alters item to transport its possessor to you.
- Summon Monster IX: Calls extraplanar creature to fight for you.
-
Teleportation Circle M: Circle teleports any creature inside to designated spot.
Div
- Foresight: “Sixth sense” warns of impending danger.
Ench
- Dominate Monster: As dominate person, but any creature.
- Hold Monster, Mass: As hold monster, but all within 30 ft.
- Power Word Kill: Kills one creature with 100 hp or less.
Evoc
- Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
- Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Illus
- Shades: As shadow conjuration, but up to 8th level and 80% real.
- Weird: As phantasmal killer, but affects all within 30 ft.
Necro
-
Astral Projection M: Projects you and companions onto Astral Plane.
- Energy Drain: Subject gains 2d4 negative levels.
-
Soul Bind F: Traps newly dead soul to prevent resurrection.
- Wail of the Banshee: Kills one creature/level.
Trans
- Etherealness: Travel to Ethereal Plane with companions.
-
Shapechange F: Transforms you into any creature, and change forms once per round.
- Time Stop: You act freely for 1d4+1 rounds.
Univ
-
Wish X: As limited wish, but with fewer limits.