The following spells are available in the Old World campaign setting.
Spell Lists
Rare spells
Some spells are not commonly known or available. Such spells may not be selected by wizards as automatically learned spells upon leveling up, and may not be learned by spontaneous casters (bards, sorcerers, etc.), or cast by prepared divine casters (clerics, druids, etc.), without having encountered the spell (learned it from a spell book, from another spellcaster, or from some other source). Even knowledge of rare spells and their effects is subject to Knowledge skill checks1, and is not guaranteed. Such spells have a red superscript R by their names.
1 Such checks are contingent on having done the appropriate research, or having access to suitable sources of lore, such as well-stocked libraries, learned mentors, etc. The applicable knowledge area is usually Arcana, but another knowledge area may be used for some spells instead, where appropriate (the highest applicable Knowledge skill is used). The DC is 15 + 3 × spell level; +5 for exceptionally rare spells, −5 for more common “rare” spells. ⇑
Bard Spells
0th · 1st · 2nd · 3rd · 4th · 5th · 6th
0-Level Bard Spells (Cantrips)
- Dancing Lights: Creates torches or other lights.
- Daze: Humanoid creature of 4 HD or less loses next action.
- Detect Magic: Detects spells and magic items within 60 ft.
- Flare: Dazzles one creature (−2 penalty on attack rolls).
- Ghost Sound: Figment sounds.
- Know Direction: You discern north.
- Light: Object shines like a torch.
- Lullaby: Makes subject drowsy: −5 on Perception checks, −2 on Will saves against sleep.
- Mage Hand: 5-pound telekinesis.
- Mending: Makes minor repairs on an object.
- Message: Whisper conversation at distance.
- Open/Close: Opens or closes small or light things.
- Prestidigitation: Performs minor tricks.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 on saving throws.
- Sift: See area as though examining it.
- Spark: Ignites flammable objects.
- Summon Instrument: Summons one musical instrument.
- Unwitting Ally: Subject is considered ally for 1 round.
1st-Level Bard Spells
- Alarm: Wards an area for 2 hours/level.
- Animate Rope: Makes a rope move at your command.
- Beguiling Gift: Subject immediately accepts an offered item and uses it.
- Borrow Skill: Make a skill check using another’s ranks.
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Charm Person: Makes one person your friend.
- Comprehend Languages: You understand all languages.
- Confusion, Lesser: One creature is confused for 1 round.
- Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
- Dancing Lantern: Animates a lantern that follows you.
- Detect Secret Doors: Reveals hidden doors within 60 ft.
- Disguise Self: Changes your appearance.
- Erase: Mundane or magical writing vanishes.
- Expeditious Retreat: Your base land speed increases by 30 ft.
- Feather Fall: Objects or creatures fall slowly.
- Feather Step: Ignore movement penalty in difficult terrain.
- Flare Burst: As flare, but on all creatures within 10 ft.
- Grease: Makes 10-ft. square or one object slippery.
- Hideous Laughter: Subject loses actions for 1 round/ level.
- Hypnotism: Fascinates 2d4 HD of creatures.
- Identify: Determines properties of one or more magic items.
- Innocence: Gain +10 on Bluff checks to seem innocent.
- Invigorate: Temporarily relieves fatigue or exhaustion.
- Magic Aura: Alters object’s magic aura.
- Magic Mouth M: Objects speaks once when triggered.
- Memory Lapse: Subject forgets events back to last turn.
- Obscure Object: Masks object against scrying.
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Restful Sleep: Gain more hit points while sleeping.
- Saving Finale: Subject rerolls failed saving throw.
- Shadow Conjuration, Lesser: As shadow conjuration, but up to 1st level and 20% real.
- Share Language: Subject understands chosen language.
- Silent Image: Creates minor illusion of your design.
- Sleep: Puts 4 HD of creatures into magical slumber.
- Solid Note: Creates tangible music note.
- Summon Monster I: Summons extraplanar creature to fight for you.
- Timely Inspiration: Gives bonus on failed check/attack.
- Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
- Undetectable Alignment: Conceals alignment for 24 hours.
- Unseen Servant: Invisible force obeys your commands.
- Vanish: As invisibility for 1 round/level (5 max).
- Ventriloquism: Throws voice for 1 min./level.
2nd-Level Bard Spells
- Alter Self: Assume form of a Small or Medium humanoid.
- Animal Messenger: Sends a Tiny animal to a specific place.
- Animal Trance: Fascinates 2d6 HD of animals.
- Blindness/Deafness: Makes subject blind or deaf.
- Blood Biography: Learn about a creature with its blood.
- Blur: Attacks miss subject 20% of the time.
- Cacophonous Call: Nauseates target.
- Calm Emotions: Calms creatures, negating emotion effects.
- Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
- Create Treasure Map M: Creates a treasure map out of a creature’s corpse.
- Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
- Darkness: 20-ft. radius of supernatural shadow.
- Daze Monster: Living creature of 6 HD or less loses next action.
- Delay Poison: Stops poison from harming target for 1 hour/level.
- Detect Thoughts: Allows “listening” to surface thoughts.
- Dust of Twilight: Black particles extinguish light sources.
- Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
- Enter Image: Transfers your consciousness to an object bearing your likeness.
- Enthrall: Captivates all within 100 ft. + 10 ft./level.
- Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
- Gallant Inspiration: +2d4 bonus on failed attack roll or skill check.
- Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons.
- Glitterdust: Blinds creatures, outlines invisible creatures.
- Hidden Speech: Gain +10 on Bluff to send secret messages.
- Heroism: Gives +2 on attack rolls, saves, skill checks.
- Hold Person: Paralyzes one humanoid for 1 round/level.
- Honeyed Tongue: Roll 2 dice when using Diplomacy, take higher roll.
- Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
- Invisibility: Subject is invisible for 1 min./level or until it attacks.
- Locate Object: Senses direction toward object (specific or type).
- 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.
- Pyrotechnics: Turns fire into blinding light or choking smoke.
- Rage: Gives +2 to Str and Con, +1 on Will saves, −2 to AC.
- Scare: Panics creatures of less than 6 HD.
- Shadow Evocation, Lesser: As shadow evocation, but up to 2nd level and 20% real.
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Silence: Negates sound in 20-ft. radius.
- Sound Burst: Deals 1d8 sonic damage and may stun subjects.
- Suggestion: Compels subject to follow stated course of action.
- Summon Monster II: Summons extraplanar creature to fight for you.
- Summon Swarm: Summons swarm of bats, rats, or spiders.
- Tongues: Speak and understand any language.
- Versatile Weapon: Weapon bypasses some DR.
- Whispering Wind: Sends a short message 1 mile/level.
3rd-Level Bard Spells
- Arcane Concordance: Grants metamagic to arcane spells.
- Blink: You randomly vanish and reappear for 1 round/level.
- Campfire Wall: Creates a shelter around a campfire.
- Charm Monster: Makes monster believe it is your ally.
- Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
- Confusion: Subjects behave oddly for 1 round/level.
- Coordinated Effort: Grants a teamwork feat you have.
- Crushing Despair: Subjects take −2 on attack rolls, damage rolls, saves, and checks.
- Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
- Daylight: 60-ft. radius of bright light.
- Deep Slumber: Puts 10 HD of creatures to sleep.
- Dispel Magic: Cancels one magical spell or effect.
- Displacement: Attacks miss subject 50% of the time.
- Elemental Speech: Enables you to speak to elementals and some creatures.
- Fear: Subjects within cone flee for 1 round/level.
- Feather Step, Mass: As feather step, but multiple creatures.
- Gaseous Form: Subject becomes insubstantial and can fly slowly.
- Geas, Lesser: Commands subject of 7 HD or less.
- Glibness: You gain +20 bonus on Bluff checks, and your lies can escape magical discernment.
- Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
- Haste: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
- Illusory Script M: Only select creatures can read text.
- Invigorate, Mass: As invigorate, but multiple creatures.
- Invisibility Sphere: Makes everyone within 10 feet invisible.
- Jester’s Jaunt: Teleport target within 30 ft. of itself.
- Major Image: As silent image, plus sound, smell, and thermal effects.
- Phantom Steed: Magic horse appears for 1 hour/level.
- Purging Finale: Removes one negative effect.
- Remove Curse: Frees object or person from curse.
- Reviving Finale: Allies cured 2d6 damage.
- Scrying F: Spies on subject from a distance.
- Sculpt Sound: Creates new sounds or changes existing ones into new sounds.
- Secret Page: Changes one page to hide its real content.
- See Invisibility: Reveals invisible creatures or objects.
- Seek Thoughts: Detects thinking creatures’ thoughts.
- Sepia Snake Sigil M: Creates a snake-shaped text symbol that immobilizes reader.
- Slow: One subject/level takes only one action/round, −1 to AC, Reflex saves, and attack rolls.
- Speak with Animals: You can communicate with animals.
- Summon Monster III: Summons extraplanar creature to fight for you.
- Thundering Drums: 1d8 damage/level and knocked prone.
- Tiny Hut: Creates shelter for 10 creatures.
4th-Level Bard Spells
- Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
- Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).
- Denounce: Worsens attitudes toward target creature.
- Detect Scrying: Alerts you to magical eavesdropping.
- Dimension Door: Teleports you a short distance.
- Discordant Blast: 3d6 sonic damage in 10-ft. burst or 30-ft. cone can also bull rush creatures.
- Dominate Person: Controls humanoid telepathically.
- Freedom of Movement: Subject moves normally despite impediments to restrict movement.
- Ghostbane Dirge, Mass: As ghostbane dirge, but affecting multiple creatures.
- Hallucinatory Terrain: Makes one type of terrain appear like another (field as forest, or the like).
- Heroic Finale: Subject within range of your bardic performance can take an action.
- Hold Monster: As hold person, but any creature.
- Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
- Legend Lore M F: Lets you learn tales about a person, place, or thing.
- Locate Creature: Indicates direction to known creature.
- Modify Memory: Changes 5 minutes of subject’s memories.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Rainbow Pattern: Lights fascinate 24 HD of creatures.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- Secure Shelter: Creates sturdy cottage.
- Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
- Shout: Deafens all within cone and deals 5d6 sonic damage.
- Speak with Plants: You can talk to plants and plant creatures.
- Summon Monster IV: Summons extraplanar creature to fight for you.
- Treasure Stitching M: Objects on cloth become embroidered.
- Wandering Star Motes: Outlines subject, produces light.
- Zone of Silence: Keeps eavesdroppers from overhearing you.
5th-Level Bard Spells
- Bard’s Escape: You and allies escape an emergency by teleporting to safety.
- Cacophonous Call, Mass: Nauseates multiple targets.
- Cloak of Dreams: Living creatures within 5 ft. fall asleep.
- Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
- Deafening Song Bolt: Blast of song deals 3d10 damage and deafens targets.
- Dispel Magic, Greater: As dispel magic, but can affect multiple targets.
- Dream: Sends message to anyone sleeping.
- False Vision M: Fools scrying with an illusion.
- Foe to Friend: Redirect an enemy creature’s attack.
- Frozen Note: Paralyzes creatures listening to your song.
- Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
- Mind Fog: Subjects in fog get −10 to Wis checks and Will saves.
- Mirage Arcana: As hallucinatory terrain, plus structures.
- Mislead: Turns you invisible and creates illusory double.
- Nightmare: Sends vision dealing 1d10 damage, fatigue.
- Persistent Image: As major image, but no concentration required.
- Phantasmal Web: Catches subjects in illusory web.
- Seeming: Changes appearance of one person per two levels.
- Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
- Shadow Walk: Step into shadow to travel rapidly.
- Song of Discord: Forces targets to attack each other.
- Stunning Finale: Stuns 3 creatures for 1 round.
- Suggestion, Mass: As suggestion, but affects one subject/level.
- Summon Monster V: Summons extraplanar creature to fight for you.
- Unwilling Shield M: Subject shares wounds you receive.
6th-Level Bard Spells
- Analyze Dweomer F: Reveals magical aspects of subject.
- Animate Objects: Objects attack your foes.
- Brilliant Inspiration: Take best of two d20 rolls.
- Cat’s Grace, Mass: As cat’s grace, affects 1 subject/level.
- Charm Monster, Mass: As charm monster, but all within 30 ft.
- Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
- Deadly Finale: Deals 2d8 damage to multiple targets.
- Eagle’s Splendor, Mass: As eagle’s splendor, affects 1 subject/level.
- Euphoric Tranquility: Makes a single creature peaceful and friendly.
- Eyebite: Target becomes panicked, sickened, and/or comatose.
- Find the Path: Shows most direct way to a location.
- Fool’s Forbiddance: Confuses enemies who come within a magical emanation centered on you.
- Fox’s Cunning, Mass: As fox’s cunning, affects 1 subject/level.
- Geas/Quest: As lesser geas, but affects any creature.
- Getaway R: Teleports you and select creatures to predetermined location.
- Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
- Irresistible Dance: Forces subject to dance.
- Permanent Image: Permanent illusion, includes sight, sound, smell, and thermal effects.
- Pied Piping: Compel similar creatures to follow you.
- Programmed Image M: As major image, plus triggered by event.
- Project Image M: Illusory double can talk and cast spells.
- Scrying, Greater: As scrying, but faster and longer.
- Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures.
- Summon Monster VI: Summons extraplanar creature to fight for you.
- Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
- Veil: Changes appearance of group of creatures.
Cleric/Oracle Spells
0th · 1st · 2nd · 3rd · 4th · 5th · 6th · 7th · 8th · 9th
0-Level Cleric/Oracle Spells (Orisons)
- Bleed: Cause a stabilized creature to resume dying.
- Create Water: Creates 2 gallons/level of pure water.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Guidance: +1 on one attack roll, saving throw, or skill check.
- 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 on saving throws.
- Spark: Ignites flammable objects.
- Stabilize: Cause a dying creature to stabilize.
- Virtue: Subject gains 1 temporary hp.
1st-Level Cleric/Oracle Spells
- Ant Haul: Triples carrying capacity of a creature.
- Bane: Enemies take −1 on attack rolls and saves against fear.
- Bless: Allies gain +1 on attack rolls and saves against fear.
- Bless Water M: Makes holy water.
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Command: One subject obeys selected command for 1 round.
- Comprehend Languages: You understand all spoken and written languages.
- Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
- Curse Water M: Makes unholy water.
- Dancing Lantern: Animates a lantern that follows you.
- Deathwatch: Reveals how near death subjects within 30 ft. are.
- Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
- Detect Undead: Reveals undead within 60 ft.
- Divine Favor: You gain +1 per three levels on attack and damage rolls.
- Doom: One subject takes −2 on attack rolls, damage rolls, saves, and checks.
- Endure Elements: Exist comfortably in hot or cold regions.
- Entropic Shield: Ranged attacks against you have 20% miss chance.
- Hide from Undead: Undead can’t perceive one subject/level.
- Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
- Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
- Magic Weapon: Weapon gains +1 bonus.
- Obscuring Mist: Fog surrounds you.
- Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Sanctuary: Opponents can’t attack you, and you can’t attack.
- Shield of Faith: Aura grants +2 or higher deflection bonus.
- Summon Monster I: Summons extraplanar creature to fight for you.
2nd-Level Cleric/Oracle Spells
- Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
- Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
- Augury M F: Learns whether an action will be good or bad.
- Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
- Blessing of Courage and Life: +2 on saves vs. fear and death.
- Bull’s Strength: Subject gains +4 to Str for 1 min./level.
- Calm Emotions: Calms creatures, negating emotion effects.
- Consecrate M: Fills area with positive energy, weakening undead.
- Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
- Darkness: 20-ft. radius of supernatural shadow.
- Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
- Delay Poison: Stops poison from harming target for 1 hour/level.
- Desecrate M: Fills area with negative energy, making undead stronger.
- Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
- Enthrall: Captivates all within 100 ft. + 10 ft./level.
- Find Traps: Notice traps as a rogue does.
- Gentle Repose: Preserves one corpse.
- Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons.
- Grace: Movement doesn’t provoke attacks of opportunity.
- Hold Person: Paralyzes one humanoid for 1 round/level.
- Inflict Moderate Wounds: Touch attack, 2d8 damage + 1/level (max +10).
- Instant Armor: Summon armor temporarily replacing your current attire.
- Make Whole: Repairs an object.
- Oracle’s Burden: (Oracle only.) Creature is affected by negative oracle’s curse effects.
- Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
- Remove Paralysis: Frees creatures from paralysis or slow effect.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- Restoration, Lesser: Dispels magical ability penalty, cures ability damage, treats disease, or removes fatigue.
- Share Language: Subject understands chosen language.
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Shield Other F: You take half of subject’s damage.
- Silence: Negates sound in 20-ft. radius.
- Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
- Spiritual Weapon: Magic weapon attacks on its own.
- Status: Monitors condition, position of allies.
- Summon Monster II: Summons extraplanar creature to fight for you.
- Undetectable Alignment: Conceals alignment for 24 hours.
- Weapon of Awe: Weapon gets +2 on damage rolls.
- Zone of Truth: Subjects within range cannot lie.
3rd-Level Cleric/Oracle Spells
- 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.
- Blindness/Deafness: Makes subject blinded or deafened.
- Blood Biography: Learn about a creature with its blood.
- Borrow Fortune: (Oracle only.) Retry attack or check, but do worse on next two.
- Contagion: Infects subject with chosen disease.
- Continual Flame M: Makes a permanent, heatless light.
- Create Food and Water: Feeds three humans (or one horse)/level.
- Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
- Daylight: 60-ft. radius of bright light.
- Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
- Dispel Magic: Cancels one magical spell or effect.
- Elemental Speech: You can speak with elementals and some creatures.
- Enter Image: Transfers your consciousness to an object bearing your likeness.
- Glyph of Warding M: Inscription harms those who pass it.
- Guiding Star: Know approximate distance from where you cast this spell.
- Helping Hand: Ghostly hand leads subject to you.
- Inflict Serious Wounds: Touch attack, 3d8 damage + 1/level (max +15).
- Invisibility Purge: Dispels invisibility within 5 ft./level.
- Locate Object: Senses direction toward object (specific or type).
- Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
- Magic Vestment: Armor or shield gains +1 enhancement per four levels.
- Meld into Stone: You and your gear merge with stone.
- Nap Stack M: Subjects only need 2 hours for a night’s sleep, and can sleep even longer for more benefits.
- Obscure Object: Masks object against scrying.
- Prayer: Allies get +1 bonus on most rolls, enemies −1 penalty.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
- Remove Curse: Frees object or person from curse.
- Remove Disease: Cures all diseases affecting subject.
- Sacred Bond F: Cast touch healing spells from a distance.
- Searing Light: Ray deals 1d8/two levels damage (more against undead).
- Speak with Dead: Corpse answers one question/two levels.
- Stone Shape: Sculpts stone into any shape.
- Summon Monster III: Summons extraplanar creature to fight for you.
- Water Breathing: Subjects can breathe underwater.
- Water Walk: Subject treads on water as if solid.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
- Wrathful Mantle: Subject gets +1/four levels on all saves.
4th-Level Cleric/Oracle Spells
- Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
- Blessing of Fervor: Gives allies a choice of benefits.
- Chaos Hammer: Harms and slows lawful creatures (1d8 damage/2 levels).
- Control Water: Raises or lowers bodies of water.
- Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).
- Death Ward: Grants bonuses against death spells and negative energy.
- Dimensional Anchor: Bars extradimensional movement.
- Discern Lies: Reveals deliberate falsehoods.
- Dismissal: Forces a creature to return to native plane.
- Divination M: Provides useful advice for specific proposed actions.
- Divine Power: You gain attack bonuses and 1 hp/level.
- Freedom of Movement: Subject moves normally despite impediments to movement.
- Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
- Holy Smite: Harms and possibly blinds evil creatures (1d8 damage/2 levels).
- Imbue with Spell Ability: Transfer spells to subject.
- Inflict Critical Wounds: Touch attack, 4d8 damage + 1/level (max +20).
- Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Order’s Wrath: Harms and dazes chaotic creatures (1d8 damage/2 levels).
- Planar Ally, Lesser M: Exchange services with a 6 HD extraplanar creature.
- Planar Adaptation R: Resist harmful effects of other plane.
- Poison: Touch deals 1 step Con damage 1/round for 6 rounds.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- Rest Eternal M: Dead creature cannot be revived.
- Restoration M: As lesser restoration, but also cures ability drain and removes negative levels.
- Sending: Delivers short message anywhere, instantly.
- Spell Immunity: Subject is immune to one spell per 4 levels.
- Spiritual Ally: Creates a divine ally to aid you.
- Summon Monster IV: Summons extraplanar creature to fight for you.
- Tongues: Speak and understand any language.
- Unholy Blight: Harms and sickens good creatures (1d8 damage/2 levels).
5th-Level Cleric/Oracle Spells
- Atonement M F: Removes burden of misdeeds from subject and reverses magical alignment change.
- Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
- Breath of Life: Cures 5d8 damage + 1/level and restores life to recently slain creatures.
- Cleanse: Cures 4d8 damage +1/level (max +25) and also removes several afflictions.
- Command, Greater: As command, but affects one subject/level.
- Commune M: Deity answers one yes-or-no question/level.
- Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
- Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
- Disrupting Weapon: Melee weapon destroys undead.
- Flame Strike: Smites foes with divine fire (1d6/level damage).
- Ghostbane Dirge, Mass: As ghostbane dirge, but affects multiple creatures.
- Hallow M: Designates location as holy.
- Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, affects 1 subject/level.
- Insect Plague: Wasp swarms attack creatures.
- Life Bubble: Protects creatures from environment.
- Mark of Justice: Designates action that triggers curse on subject.
- Pillar of Life: Created pillar heals 2d8 + 1/level (max +20).
- Plane Shift F R: As many as 8 subjects travel to another plane.
- Raise Dead M: Restores life to recently deceased subject.
- Righteous Might: Your size increases, and you gain bonuses in combat.
- Scrying F: Spies on subject from a distance.
- Slay Living: Touch attack deals 12d6 + 1 per level.
- Snake Staff: Transforms staff or other wood into snakes to fight for you.
- Spell Resistance: Subject gains SR 12 + level.
- Summon Monster V: Summons extraplanar creature to fight for you.
- Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
- Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
- Treasure Stitching M: Objects on cloth become embroidered.
- True Seeing M: Lets you see all things as they really are.
- Unhallow M: Designates location as unholy.
- Wall of Stone: Creates a stone wall that can be shaped.
6th-Level Cleric/Oracle Spells
- Animate Objects: Objects attack your foes.
- Antilife Shell: 10-ft.-radius field hedges out living creatures.
- Banishment: Banishes 2 HD/level of extraplanar creatures.
- Bear’s Endurance, Mass: As bear’s endurance, affects 1 subject/level.
- Blade Barrier: Wall of blades deals 1d6/level damage.
- Bull’s Strength, Mass: As bull’s strength, affects 1 subject/level.
- Create Undead M: Create ghasts, ghouls, mohrgs, or mummies.
- Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
- Dispel Magic, Greater: As dispel magic, but can affect multiple targets.
- Eagle’s Splendor, Mass: As eagle’s splendor, affects 1 subject/level.
- Find the Path: Shows most direct way to a location.
- Forbiddance M: Blocks planar travel, damages creatures of different alignment.
- Geas/Quest: As lesser geas, but affects any creature.
- Glyph of Warding, Greater M: As glyph of warding, but up to 10d8 damage or 6th-level spell.
- Harm: Deals 10 points/level damage to target.
- Heal: Cures 10 points/level of damage, removes diseases and temporary conditions.
- Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
- Inflict Moderate Wounds, Mass: Deals 2d8 damage + 1/level, affects 1 subject/level.
- Owl’s Wisdom, Mass: As owl’s wisdom, affects 1 subject/level.
- Planar Adaptation, Mass R: As planar adaptation, but affects multiple creatures.
- Planar Ally M: As lesser planar ally, but up to 12 HD.
- Summon Monster VI: Summons extraplanar creature to fight for you.
- Symbol of Fear M: Triggered rune panics nearby creatures.
- Symbol of Persuasion M: Triggered rune charms nearby creatures.
- Undeath to Death M: Destroys 1d4 HD/level undead (max. 20d4).
- Wind Walk: You and your allies turn vaporous and travel fast.
- Word of Recall R: Teleports you back to designated place.
7th-Level Cleric/Oracle Spells
- Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
- Control Weather: Changes weather in local area.
- Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, affects 1 subject/level.
- Destruction F: Kills subject and destroys remains.
- Dictum: Kills, paralyzes, staggers, or deafens nonlawful targets.
- Ethereal Jaunt: You become ethereal for 1 round/level.
- Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
- Inflict Serious Wounds, Mass: Deals 3d8 damage + 1/level, affects 1 subject/level.
- Refuge M R: Alters item to transport its possessor to you.
- Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
- Repulsion: Creatures can’t approach you.
- Restoration, Greater M: As restoration, but also cures insanity.
- Resurrection M: Fully restores dead subject.
- Scrying, Greater: As scrying, but faster and longer.
- Summon Monster VII: Summons extraplanar creature to fight for you.
- Symbol of Stunning M: Triggered rune stuns nearby creatures.
- Symbol of Weakness M: Triggered rune weakens nearby creatures.
- Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8th-Level Cleric/Oracle Spells
- Antimagic Field: Negates magic within 10 ft.
- Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells.
- Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
- Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for many creatures.
- Dimensional Lock: Teleportation and interplanar travel blocked for 1 day/level.
- Discern Location: Reveals exact location of creature or object.
- Divine Vessel: (Oracle only.) Change into a huge, otherworldly creature.
- Earthquake: Intense tremor shakes 80-ft. radius.
- Euphoric Tranquility: Makes a single creature peaceful and friendly.
- Fire Storm: Deals 1d6/level fire damage.
- Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.
- Inflict Critical Wounds, Mass: Deals 4d8 damage + 1/level, affects 1 subject/level.
- Planar Ally, Greater M: As lesser planar ally, but up to 18 HD.
- Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
- Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
- Stormbolts: 1d8 damage/level (max 20d8) to targets.
- Summon Monster VIII: Summons extraplanar creature to fight for you.
- Symbol of Death M: Triggered rune kills nearby creatures.
- Symbol of Insanity M: Triggered rune renders nearby creatures insane.
- Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells.
9th-Level Cleric/Oracle Spells
- Astral Projection M: Projects you and others onto Astral Plane.
- Energy Drain: Subject gains 2d4 negative levels.
- Etherealness: Travel to Ethereal Plane with companions.
- Gate M R: Connects two planes for travel or summoning.
- Heal, Mass: As heal, but affects 1 subject/level.
- Implosion: Inflict 10 damage/level to one creature/round.
- Miracle M: Requests a deity’s intercession.
- Soul Bind F: Traps newly dead soul to prevent resurrection.
- Storm of Vengeance: Storm rains acid, lightning, and hail.
- Summon Monster IX: Summons extraplanar creature to fight for you.
- True Resurrection M: As resurrection, plus remains aren’t needed.
- Winds of Vengeance: Grants flight; attack with wind.
Druid Spells
0th · 1st · 2nd · 3rd · 4th · 5th · 6th · 7th · 8th · 9th
0-Level Druid Spells (Orisons)
- Create Water: Creates 2 gallons/level of pure water.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Flare: Dazzles one creature (−2 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.
- Spark: Ignites flammable objects.
- Stabilize: Cause a dying creature to stabilize.
- Virtue: Subject gains 1 temporary hp.
1st-Level Druid Spells
- Alter Winds: Increase/decrease strength of natural winds.
- Ant Haul: Triples carrying capacity of a creature.
- Aspect of the Falcon: Gives bonuses on Perception checks and ranged attacks.
- Bristle: Trade natural armor bonus for a bonus on attacks with natural weapons.
- Call Animal: Makes an animal come to you.
- Calm Animals: Calms 2d4 + level HD of animals.
- Charm Animal: Makes one animal your friend.
- Cloak of Shade: Reduces effects of sun exposure and heat.
- Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
- Detect Aberration: Reveals presence of aberrations.
- 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 regions.
- Entangle: Plants entangle everyone in 40-ft. radius.
- Expeditious Excavation: Moves 5-ft. cubes of earth.
- Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
- Feather Step: Ignore movement penalty in difficult terrain.
- Flare Burst: As flare, but all creatures within 10 ft.
- Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
- Hide from Animals: Animals can’t perceive one subject/level.
- Hydraulic Push: Wave of water bull rushes an enemy.
- Jump: Subject can make great leaps.
- Keen Senses: Gain +2 Perception and low-light vision.
- 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.
- Negate Aroma: Subject cannot be tracked by scent.
- 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 (2d6 damage) for 1 min./level.
- Speak with Animals: You can communicate with animals.
- Stone Fist: Your unarmed strikes are lethal.
- Summon Nature’s Ally I: Summons creature to fight for you.
- Touch of the Sea: Swim speed becomes 30 ft.
2nd-Level Druid Spells
- Accelerate Poison: Hastens targeted poison’s onset.
- Animal Messenger: Sends a Tiny animal to a specific place.
- Animal Trance: Fascinates 2d6 HD of animals.
- Aspect of the Bear: +2 AC and combat maneuver rolls.
- 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.
- Burning Gaze: Inflict 1d6 fire damage to creature.
- Campfire Wall: Creates a shelter around a campfire.
- 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.
- Eagle Eye: Creates a magical sensor high above you.
- Elemental Speech: Enables you to speak to elementals and some creatures.
- Feast of Ashes: A target starves with an insatiable hunger.
- Fire Trap M: Opened object deals 1d4 + 1/level damage.
- Flame Blade: Touch attack deals 1d8 + 1/two levels damage.
- Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
- Fog Cloud: Fog obscures vision.
- Glide: You take no falling damage, move 60 ft./round while falling.
- Gust of Wind: Blows away or knocks down smaller creatures.
- Heat Metal: Makes metal so hot it damages those who touch it.
- Hold Animal: Paralyzes one animal for 1 round/level.
- Lockjaw: Creature gains grab ability with natural attack.
- Natural Rhythm: +1 on damage rolls with each hit (max +5).
- Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
- Pox Pustules: Subject is sickened and has −4 Dex.
- Reduce Animal: Shrinks one willing animal.
- Resist Energy: Ignores 10 or more points of damage per attack from specified energy type.
- Restoration, Lesser: Dispels magical ability penalty, cures ability damage, treats disease, or removes fatigue.
- Scent Trail: Leave trail for allies to follow.
- Share Language: Subject understands chosen language.
- Slipstream: Wave boosts creature’s speed.
- Soften Earth and Stone: Turns stone to clay, or dirt to sand or mud.
- Spider Climb: Grants ability to walk on walls and ceilings.
- Stone Call: 2d6 damage to all creatures in area.
- Summon Nature’s Ally II: Summons creature to fight for you.
- 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.
- Wood Shape: Reshapes wooden objects to suit you.
3rd-Level Druid Spells
- Aqueous Orb: Creates rolling sphere of water.
- Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
- Cloak of Winds: Creates screen of strong wind around you.
- Contagion: Infects subject with chosen disease.
- Create Treasure Map M: Creates treasure map out of a creature’s corpse.
- Cup of Dust: Causes a creature to become dehydrated.
- Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
- Daylight: 60-ft. radius of bright light.
- Diminish Plants: Reduces size or blights the growth of normal plants.
- Dominate Animal: One animal obeys your silent mental commands and orders.
- Feather Step, Mass: As feather step, but multiple creatures.
- Hide Campsite: Hides all traces of your campsite.
- Hydraulic Torrent: Creates torrent of water that bull rushes any creature in its path.
- Lily Pad Stride: Walk across water on moving lily pads.
- Magic Fang, Greater: One natural weapon gets + 1/four levels (max +5).
- Meld into Stone: You and your gear merge with stone.
- Nature’s Exile: Gives subject −10 on Survival checks.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Plant Growth: Grows vegetation, improves crops.
- Poison: Touch deals 1 step Con damage 1/round for 6 rounds.
- Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
- Quench: Extinguishes fires.
- Remove Disease: Cures all diseases affecting subject.
- Shifting Sand: Creates difficult terrain and erases tracks; can carry creatures or objects along.
- Sleet Storm: Hampers vision and movement.
- Snare: Creates a magic booby trap.
- Speak with Plants: You can talk to 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: Summons creature to fight for you.
- 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 or descend at 45-degree angle).
- Antiplant Shell: Keeps animated plants at bay.
- Aspect of the Stag: +2 AC against attacks of opportunity and increases speed.
- Ball Lightning: Flying lightning spheres deal 3d6 electricity damage each.
- Blight: Withers one plant or deals 1d6/level damage to plant creature.
- Bloody Claws: Causes bleed damage with natural attacks.
- Command Plants: Sways the actions of plant creatures.
- Control Water: Raises or lowers bodies of water.
- Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
- Dispel Magic: Cancels one magical spell or effect.
- Flame Strike: Smites foes with divine fire (1d6/level damage).
- Freedom of Movement: Subject moves normally despite impediments to movement.
- Geyser: Creates a geyser of boiling water.
- Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
- Grove of Respite: Creates trees and a small spring.
- Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
- Life Bubble: Protects from environmental effects.
- Moonstruck: Subject is enraged and confused.
- Reincarnate: Brings dead subject back in a random body.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- River of Wind: Creates wind that causes nonlethal damage and can knock down or push creatures.
- 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 also be slowed.
- Strong Jaw: Natural attacks damage as two sizes bigger.
- Summon Nature’s Ally IV: Summons creature to fight for you.
- Thorn Body: Your attackers take 1d6 +1 damage/level.
- True Form: Removes polymorph effects.
5th-Level Druid Spells
- Animal Growth: One animal doubles in size.
- Aspect of the Wolf: +4 Str and Dex, +2 bonus on trip attacks.
- Atonement M F: Removes burden of misdeeds from subject.
- Awaken M: Animal or tree gains human intellect.
- Baleful Polymorph: Transforms subject into harmless animal.
- Blessing of the Salamander: Subject gets fast healing 2, fire resistance 10, and +2 to its CMD.
- Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
- Commune with Nature: Learn about terrain for 1 mile/level.
- Control Winds: Changes wind direction and speed.
- Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).
- Death Ward: Grants bonuses against death spells and negative energy.
- Fire Snake: Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
- Hallow M: Designates location as holy.
- Insect Plague: Wasp swarms attack creatures.
- Rest Eternal M: Dead creature cannot be revived.
- Snake Staff: Transforms staff or other wood into snakes to fight for you.
- Stoneskin M: Grants DR 10/adamantine.
- Summon Nature’s Ally V: Summons creature to fight for you.
- Threefold Aspect F: Appear older or younger.
- 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 1 subject/level.
- Bull’s Strength, Mass: As bull’s strength, affects 1 subject/level.
- Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
- Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
- Dispel Magic, Greater: As dispel magic, but can affect multiple targets.
- Find the Path: Shows most direct way to a location.
- Fire Seeds: Acorns and berries become grenades and bombs.
- Ironwood: Magic wood is as strong as steel.
- Liveoak: Oak becomes treant guardian.
- Move Earth: Digs trenches and builds hills.
- Owl’s Wisdom, Mass: As owl’s wisdom, affects 1 subject/level.
- Repel Wood: Pushes away wooden objects.
- Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.
- Spellstaff: Stores one spell in wooden quarterstaff.
- Stone Tell: Talk to natural or worked stone.
- Summon Nature’s Ally VI: Summons creature to fight for you.
- Swarm Skin: Turns your body into a swarm that can attack.
- Transport via Plants R: 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 biting insects attack at your command.
- Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
- Fire Storm: Deals 1d6/level fire damage.
- Heal: Cures 10 points/level of damage, removes diseases and temporary conditions.
- Rampart: Creates 5-ft.-thick earthen barrier.
- Scrying, Greater: As scrying, but faster and longer.
- Summon Nature’s Ally VII: Summons creature to fight for you.
- 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.
- Vortex: Creates a whirlpool in water.
- 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: Controls actions of one or more plant creatures.
- Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, affects 1 subject/level.
- Earthquake: Intense tremor shakes 80-ft.-radius.
- Euphoric Tranquility: Makes a creature friendly.
- Finger of Death: Deals 10 damage/level to one subject.
- Repel Metal or Stone: Pushes away metal and stone.
- Reverse Gravity: Objects and creatures fall upward.
- Seamantle: Sheathes you in protective water.
- Stormbolts: 1d8 damage/level (max 20d8) to targets.
- Summon Nature’s Ally VIII: Summons creature to fight for you.
- Sunburst: Blinds all within 10 ft., deals 6d6 damage.
- Wall of Lava: Wall damages foes that try to enter, periodically launches lava at nearby targets.
- Whirlwind: Cyclone deals damage and can pick up creatures.
- Word of Recall R: Teleports you back to designated place.
9th-Level Druid Spells
- Antipathy: Object or location affected by spell repels certain creatures.
- Clashing Rocks: 20d6 damage to target creature.
- 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: Creates 1d4+2 shambling mounds to fight for you.
- Shapechange F: Transforms you into certain creatures, and you can change forms once per round.
- Storm of Vengeance: Storm rains acid, lightning, and hail.
- Summon Nature’s Ally IX: Summons creature to fight for you.
- Sympathy M: Object or location attracts certain creatures.
- Tsunami: Huge wave damages and sweeps up all in its path.
- Winds of Vengeance: You can fly and attack with wind.
- World Wave: Earth or water moves you across distances and damages things not of the natural world.
Magus Spells
0th · 1st · 2nd · 3rd · 4th · 5th · 6th
0-Level Magus Spells (Cantrips)
- Acid Splash: Orb deals 1d3 acid damage.
- Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
- Dancing Lights: Creates torches or other lights.
- Daze: Humanoid creature of 4 HD or less loses next action.
- Detect Magic: Detects spells and magic items within 60 ft.
- Disrupt Undead: Deals 1d6 damage to one undead.
- Flare: Dazzles one creature (−2 penalty on attack rolls).
- Ghost Sound: Figment sounds.
- Light: Object shines like a torch.
- Mage Hand: 5-pound telekinesis.
- Open/Close: Opens or closes small or light things.
- Prestidigitation: Performs minor tricks.
- Ray of Frost: Ray deals 1d3 cold damage.
- Read Magic: Read scrolls and spellbooks.
- Spark: Ignites flammable objects.
1st-Level Magus Spells
- Burning Hands: 1d4/level fire damage (max 5d4).
- Chill Touch: One touch/level deals 1d6 damage and possibly 1 step of Str damage.
- Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
- Enlarge Person: Humanoid creature doubles in size.
- Expeditious Retreat: Your base speed increases by 30 ft.
- Feather Fall: Objects or creatures fall slowly.
- Flare Burst: As flare, but on all creatures within 10 ft.
- Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
- Grease: Makes 10-ft. square or one object slippery.
- Hydraulic Push: Wave of water bull rushes an enemy.
- Jump: Subject can make great leaps.
- Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
- Magic Weapon: Weapon gains +1 bonus.
- Mount: Summons riding horse for 2 hours/level.
- Obscuring Mist: Fog surrounds you.
- Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.
- Reduce Person: Humanoid creature halves in size.
- Shield: Invisible disc gives +4 to AC, blocks magic missiles.
- Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
- Silent Image: Creates minor illusion of your design.
- Stone Fist: Your unarmed strikes are lethal.
- True Strike: +20 on your next attack roll.
- Unseen Servant: Invisible force obeys your commands.
- Vanish: As invisibility for 1 round/level (5 max).
2nd-Level Magus Spells
- Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
- Alter Self: Assume form of a Small or Medium humanoid.
- Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
- Blur: Attacks miss subject 20% of the time.
- Bull’s Strength: Subject gains +4 to Str for 1 min./level.
- Burning Gaze: Inflict 1d6 fire damage to creature.
- Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
- Darkness: 20-ft. radius of supernatural shadow.
- Elemental Touch: Gain energy damage touch attack.
- Fire Breath: Exhale a cone of flame at will.
- Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
- Fog Cloud: Fog obscures vision.
- Glitterdust: Blinds creatures, outlines invisible creatures.
- Gust of Wind: Blows away or knocks down smaller creatures.
- Invisibility: Subject is invisible for 1 min./level or until it attacks.
- Levitate: Subject moves up and down at your direction.
- Minor Image: As silent image, plus some sound.
- Mirror Image: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
- Pyrotechnics: Turns fire into blinding light or choking smoke.
- Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
- Shatter: Sonic energy damages objects or crystalline creatures.
- Spider Climb: Grants ability to walk on walls and ceilings.
- Stone Call: 2d6 damage to all creatures in area.
- Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
3rd-Level Magus Spells
- Aqueous Orb: Creates rolling sphere of water.
- Arcane Sight: Magical auras become visible to you.
- Beast Shape I: You take the form and some of the powers of a Small or Medium animal.
- Blink: You randomly vanish and reappear for 1 round per level.
- Cloak of Winds: Creates screen of strong wind around you.
- Daylight: 60-ft. radius of bright light.
- Dispel Magic: Cancels one magical spell or effect.
- Displacement: Attacks miss subject 50% of the time.
- Elemental Aura: Creates an aura of energy around you.
- Fireball: 1d6 damage per level, 20-ft. radius.
- 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.
- Hydraulic Torrent: Creates torrent of water that bull rushes any creature in its path.
- Keen Edge: Doubles normal weapon’s threat range.
- Lightning Bolt: Electricity deals 1d6/level damage.
- Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
- Major Image: As silent image, plus sound, smell and thermal effects.
- Phantom Steed: Magic horse appears for 1 hour/level.
- Ray of Exhaustion: Ray makes subject exhausted.
- Sleet Storm: Hampers vision and movement.
- Slow: One subject/level takes only one action/round, −1 to AC, Reflex saves, and attack rolls.
- Stinking Cloud: Nauseating vapors, 1 round/level.
- Vampiric Touch: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
- Versatile Weapon: Weapon bypasses some DR.
- Water Breathing: Subjects can breathe underwater.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
4th-Level Magus Spells
- Ball Lightning: Flying lightning spheres deal 3d6 electricity damage each.
- Beast Shape II: You take the form and some of the powers of a Tiny or Large animal.
- Black Tentacles: Tentacles grapple all creatures within a 20-ft. spread.
- Detonate M: Inflicts 1d8/level energy damage to all creatures within 15 ft.
- Dimension Door: Teleports you a short distance.
- Dragon’s Breath R: Gives you a dragon’s breath weapon.
- Elemental Body I: Turns you into a Small elemental.
- Enlarge Person, Mass: 1 humanoid creature/level doubles in size.
- Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
- Firefall: Causes fire to burst up, dealing 2d6 fire damage.
- Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
- Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
- Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
- Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
- River of Wind: Creates wind that causes nonlethal damage and can knock down or push creatures.
- Shout: Deafens all within cone and deals 5d6 sonic damage.
- Solid Fog: Blocks vision and slows movement.
- Stoneskin M: Grants DR 10/adamantine.
- 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 or hemisphere creates dome.
5th-Level Magus Spells
- Baleful Polymorph: Turns subject into harmless animal.
- Beast Shape III: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
- Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 7+ HD take Con damage.
- Cone of Cold: 1d6/level cold damage.
- Elemental Body II: Turns you into a Medium elemental.
- Fire Snake: Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
- Geyser: Creates a geyser of boiling water.
- Interposing Hand: Hand provides cover against 1 opponent.
- Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
- Telekinesis: Moves object, attacks creature, or hurls object or creature.
- Teleport R: Instantly transports you a great distance.
- Wall of Force: Wall is immune to damage.
- Wall of Stone: Creates a stone wall that can be shaped.
6th-Level Magus Spells
- Acid Fog: Fog deals acid damage.
- Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
- Beast Shape IV: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
- Bull’s Strength, Mass: As bull’s strength, affects 1 subject per level.
- Cat’s Grace, Mass: As cat’s grace, affects 1 subject/level.
- Chain Lightning: 1d6/level damage and 1 secondary bolt/level.
- Contagious Flame: Scorching rays cause 4d6 fire damage, then move on to new targets.
- Disintegrate: Reduces one creature or object to dust.
- Dispel Magic, Greater: As dispel magic, but can affect multiple targets.
- Elemental Body III: Turns you into a Large elemental.
- Flesh to Stone: Turns subject creature into statue.
- Forceful Hand: Hand pushes creatures away.
- Form of the Dragon I R: Turns you into a Medium dragon.
- Freezing Sphere: Freezes water or deals cold damage.
- Mislead: Turns you invisible and creates illusory double.
- Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.
- Stone to Flesh: Restores petrified creature.
- Transformation M: You gain combat bonuses.
- True Seeing M: Lets you see all things as they really are.
- Wall of Iron M: 30 hp/four levels; can topple onto foes.
Paladin Spells
1st-Level Paladin Spells
- Bless: Allies gain +1 on attack rolls and saves against fear.
- Bless Water M: Makes holy water.
- Bless Weapon: Weapon strikes true against evil foes.
- Challenge Evil: Sickens creature if it refuses to fight you.
- 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 regions.
- Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons.
- Grace: Movement doesn’t provoke attacks of opportunity.
- Hero’s Defiance: Allows the use of lay on hands while falling unconscious.
- Honeyed Tongue: Roll 2 dice when using Diplomacy, take higher roll.
- Magic Weapon: Weapon gains +1 bonus.
- Knight’s Calling: Forces target to move toward you and fight you.
- Protection from Chaos/Evil: +2 to AC and saves, plus additional protection against selected alignment.
- Rally Point: Square gives good creatures bonuses.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 on saving throws.
- Restoration, Lesser: Dispels magical ability penalty, cures ability damage, treats disease, or removes fatigue.
- Veil of Positive Energy: +2 AC, +2 on saves vs. undead.
- Virtue: Subject gains 1 temporary hp.
2nd-Level Paladin Spells
- Aura of Greater Courage: Increases strength of a paladin’s aura of courage.
- Bestow Grace: Subject gains bonus on saving throws equal to Cha modifier.
- Blessing of Courage and Life: Grants a +2 bonus on saves vs. fear and death.
- Bull’s Strength: Subject gains +4 to Str for 1 min./level.
- Corruption Resistance: Protects creature against damage from alignment-based attacks.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
- Fire of Entanglement: Your ability to smite evil also entangles your foe.
- Instant Armor: Summon armor temporarily replacing your current attire.
- Light Lance: Creates a soaring beacon of light.
- Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
- Paladin’s Sacrifice: Take the damage and effects for another creature.
- Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
- Resist Energy: Ignores 10 or more points of damage per attack from specified energy type.
- Righteous Vigor: Boosts attack bonus with each hit.
- Sacred Bond F: Cast touch healing spells from a distance.
- Saddle Surge: Bonus damage for moving on mount.
- Shield Other F: You take half of subject’s damage.
- Undetectable Alignment: Conceals alignment from magical detection for 24 hours.
- Wake of Light: Magical trail aids good creatures, hinders evil ones.
- Weapon of Awe: Weapon gets +2 on damage rolls.
- 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 one magical spell or effect.
- Divine Transfer: Transfer hit points and give DR/evil to target creature.
- Fire of Judgment: Smited creature takes damage when it attacks.
- Ghostbane Dirge, Mass: As ghostbane dirge, but affects multiple creatures.
- Heal Mount: As heal on horse or other special mount.
- Holy Whisper: Whisper sickens evil creatures, gives good creatures bonuses.
- Magic Circle against Chaos/Evil: As protection from chaos, but 10-ft. radius and 10 min./level.
- Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
- Marks of Forbiddance: Makes 2 creatures pass Will saves in order to attack each other.
- Prayer: Allies get +1 bonus on most rolls, enemies −1 penalty.
- Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
- Remove Curse: Frees object or person from curse.
- Sanctify Armor: +1 AC/four levels (max +5).
- Wrathful Mantle: Subject shines and gets +1/four levels on all saves.
4th-Level Paladin Spells
- Blaze of Glory: Last stand cures good creatures, hurts evil.
- Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
- Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
- Death Ward: Grants bonuses against death spells and negative energy.
- Dispel Chaos: +4 bonus against attacks by chaotic creatures.
- Dispel Evil: +4 bonus against attacks by evil creatures.
- Fire of Vengeance: Smited creature takes 3d8 damage.
- Forced Repentance: Target falls prone and confesses sins.
- Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
- King’s Castle: Instantly switch places with a single ally.
- Mark of Justice: Designates action that triggers curse on subject.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Oath of Peace: Grants +5 AC and DR 10/evil, can’t attack.
- Resounding Blow: Melee attack deals 1d6 more damage.
- Restoration M: As lesser restoration, but also cures ability drain and removes negative levels.
- Sacrificial Oath: Take damage for an ally for many rounds.
- Stay the Hand: Subject cannot attack with melee weapon.
Ranger Spells
1st-Level Ranger Spells
- Alarm: Wards an area for 2 hours/level.
- Animal Messenger: Sends a Tiny animal to a specific place.
- Ant Haul: Triples carrying capacity of a creature.
- Aspect of the Falcon: Gives bonuses on Perception and ranged attacks.
- Call Animal: Makes an animal come to you.
- Calm Animals: Calms 2d4 + level HD of animals.
- Charm Animal: Makes one animal your friend.
- Cloak of Shade: Reduces effects of intense sun exposure and environmental heat.
- Dancing Lantern: Animates a lantern that follows you.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Detect Aberration: Detect presence of aberrations.
- 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 regions.
- Entangle: Plants entangle everyone in 40-ft. radius.
- Feather Step: Subject ignores adverse movement effects in difficult terrain.
- Glide: No fall damage, move 60 ft./round while falling.
- Gravity Bow: Arrows do damage as though one size category bigger.
- Hide from Animals: Animals can’t perceive one subject/level.
- Hunter’s Howl: Treat enemies as favored for 1 round/level.
- Jump: Subject can make great leaps.
- Keen Senses: Subject gains +2 Perception, low-light vision.
- Lead Blades: Melee weapons damage as if one size bigger.
- Longstrider: Your base speed increases by 10 ft.
- Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
- Negate Aroma: Subject cannot be tracked by scent.
- Pass without Trace: One subject/level leaves no tracks.
- Read Magic: Read scrolls and spellbooks.
- Residual Tracking: Tell creature’s appearance by footprint.
- 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: Summons creature to fight for you.
- Tireless Pursuit: Ignore fatigue while hustling.
2nd-Level Ranger Spells
- Accelerate Poison: Hastens targeted poison’s onset.
- Allfood: Turns item up to 5 lbs./level into food.
- Arrow Eruption: Creates duplicates of an arrow used to kill a creature in the previous round.
- Aspect of the Bear: +2 AC and combat maneuver rolls.
- Barkskin: Grants +2 (or higher) enhancement to natural armor.
- Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
- Bloodhound: Gives caster the scent special ability.
- Campfire Wall: Creates a shelter around a campfire.
- Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
- Chameleon Stride: Gives a +4 bonus on Stealth checks and concealment.
- Create Treasure Map M: Creates treasure map out of a creature’s corpse.
- Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
- Eagle Eye: Creates a magical sensor high above you.
- Guiding Star: Know approximate distance from where you cast this spell.
- Hide Campsite: Hides all traces of your campsite.
- Hold Animal: Paralyzes one animal for 1 round/level.
- Hunter’s Eye: +20 on Perception checks to locate a target.
- Lockjaw: Gives creature grab ability with a natural attack.
- Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
- Perceive Cues: +5 Perception and Sense Motive for 10 min./level.
- Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
- Protective Spirit: Protects from attacks of opportunity.
- Slipstream: Wave boosts creature’s speed.
- Snare: Creates a magic booby trap.
- Speak with Plants: You can talk to plants and plant creatures.
- Spike Growth: Creatures in area take 1d4 damage, may be slowed.
- Stone Call: 2d6 damage to all creatures in area.
- Summon Nature’s Ally II: Summons creature to fight for you.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
- Versatile Weapon: Weapon bypasses some DR.
3rd-Level Ranger Spells
- Aspect of the Stag: +2 AC against attacks of opportunity and increases speed.
- Bloody Claws: Gives creature the ability to deal bleed damage with natural attacks.
- Cloak of Winds: Creates a whirling screen of strong wind around you.
- Command Plants: Sway the actions of 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.
- Feather Step, Mass: As feather step, but affects many targets rather than one.
- Instant Enemy: Target is treated as a favored enemy type of your choice.
- Life Bubble: Protects creatures from sustained environmental effects.
- Magic Fang, Greater: One natural weapon gets + 1/four levels (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 diseases affecting subject.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- Strong Jaw: Natural attacks damage as two sizes bigger.
- Summon Nature’s Ally III: Summons creature to fight for you.
- Tireless Pursuers: As tireless pursuit, but affects many targets rather than one.
- Tree Shape: You look exactly like a tree for 1 hour/level.
- Venomous Bolt: Arrow or bolt poisons target.
- Water Walk: Subject treads on water as if solid.
4th-Level Ranger Spells
- Animal Growth: One animal doubles in size.
- Aspect of the Wolf: Subject gains +4 Str and Dex, and +2 bonus on trip attacks.
- Blessing of the Salamander: Subject gets fast healing 2, fire resistance 10, +2 CMD.
- Bow Spirit: Summons an invisible spirit that fires your arrows for you as a swift action.
- 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 to movement.
- Grove of Respite: Creates trees and a small spring.
- Nondetection M: Hides subject from divination, scrying.
- Summon Nature’s Ally IV: Summons creature to fight for you.
- Tree Stride: Step from one tree to another far away.
Sorcerer/Wizard Spells
0th · 1st · 2nd · 3rd · 4th · 5th · 6th · 7th · 8th · 9th
0-Level Sorcerer/Wizard Spells (Cantrips)
Abjuration
- Resistance: Subject gains +1 on saving throws.
Conjuration
- Acid Splash: Orb deals 1d3 acid damage.
Divination
- Detect Magic: Detects all spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or small object.
- Read Magic: Read scrolls and spellbooks.
Enchantment
- Daze: A single humanoid creature with 4 HD or less loses its next action.
Evocation
- Dancing Lights: Creates torches or other lights.
- Flare: Dazzles one creature (−2 penalty on attack rolls).
- Light: Object shines like a torch.
- Ray of Frost: Ray deals 1d3 cold damage.
- Spark: Ignites flammable objects.
Illusion
- Ghost Sound: Figment sounds.
Necromancy
- Bleed: Cause a stabilized creature to resume dying.
- Disrupt Undead: Deals 1d6 damage to one undead.
- Touch of Fatigue: Touch attack fatigues target.
Transmutation
- Mage Hand: 5-pound telekinesis.
- Mending: Makes minor repairs on an object.
- Message: Whisper conversation at distance.
- Open/Close: Opens or closes small or light things.
Universal
- Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
- Prestidigitation: Performs minor tricks.
1st-Level Sorcerer/Wizard Spells
Abjuration
- Alarm: Wards an area for 2 hours/level.
- Endure Elements: Exist comfortably in hot or cold regions.
- Hold Portal: Holds door shut.
- Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
- Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conjuration
- 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.
- Stumble Gap F: Small hole trips creatures.
- Summon Monster I: Summons extraplanar creature to fight for you.
- Unseen Servant: Invisible force obeys your commands.
Divination
- 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: Determines properties of one or more magic items.
- True Strike: +20 on your next attack roll.
Enchantment
- Charm Person: Makes one person your friend.
- Hypnotism: Fascinates 2d4 HD of creatures.
- Memory Lapse: Subject forgets events back to last turn.
- Sleep: Puts 4 HD of creatures into magical slumber.
Evocation
- Burning Hands: 1d4/level fire damage (max 5d4).
- Flare Burst: As flare, but affects all creatures in 10 ft.
- Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
- Hydraulic Push: Wave of water bull rushes an enemy.
- Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
- Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Illusion
- 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.
- Vanish: As invisibility for 1 round/level (5 max).
- Ventriloquism: Throws voice for 1 min./level.
Necromancy
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Chill Touch: One touch/level deals 1d6 damage and possibly 1 step of Str damage.
- Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.
- Sculpt Corpse: Makes corpse look like another creature.
Transmutation
- Alter Winds: Increase/decrease strength of natural winds.
- Animate Rope: Makes a rope move at your command.
- Ant Haul: Triples carrying capacity of a creature.
- Break: Gives an object the broken condition.
- Crafter’s Curse: Subject takes −5 on Craft skill checks.
- Crafter’s Fortune: Subject gains +5 on next Craft check.
- Dancing Lantern: Animates a lantern that follows you.
- Enlarge Person: Humanoid creature doubles in size.
- Erase: Mundane or magical writing vanishes.
- Expeditious Excavation: Moves 5-ft. cubes of earth.
- Expeditious Retreat: Your base speed increases by 30 ft.
- Feather Fall: Objects or creatures fall slowly.
- Gravity Bow: Arrows do damage as though one size category bigger.
- Jump: Subject can make great leaps.
- Magic Weapon: Weapon gains +1 bonus.
- Reduce Person: Humanoid creature halves in size.
- Stone Fist: Your unarmed strikes are lethal.
- Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
- Touch of the Sea: Swim speed becomes 30 ft.
2nd-Level Sorcerer/Wizard Spells
Abjuration
- Arcane Lock M: Magically locks a portal or chest.
- Obscure Object: Masks object against scrying.
- Protection from Arrows: Subject gains DR 10/magic against ranged attacks.
- Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
Conjuration
- Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
- Arrow Eruption: Creates duplicates of killing arrow.
- Create Pit F: Creates an extradimensional pit.
- Dust of Twilight: Black particles extinguish light sources within area.
- Fog Cloud: Fog obscures vision.
- Glitterdust: Blinds creatures, outlines invisible creatures.
- Slipstream: Wave boosts creature’s speed.
- Stone Call: 2d6 damage to all creatures in area.
- Summon Monster II: Summons extraplanar creature to fight for you.
- Summon Swarm: Summons swarm of bats, rats, or spiders.
- Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
Divination
- Create Treasure Map M: Creates treasure map out of a creature’s corpse.
- Detect Thoughts: Allows “listening” to surface thoughts.
- Elemental Speech: Enables you to speak to elementals and some creatures.
- Locate Object: Senses direction toward object (specific or type).
- See Invisibility: Reveals invisible creatures or objects.
- Share Language: Subject understands chosen language.
Enchantment
- Daze Monster: Living creature of 6 HD or less loses its next action.
- Hideous Laughter: Subject loses actions for 1 round/level.
- Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.
Evocation
- Burning Gaze: Inflict 1d6 fire damage to creature by looking at it.
- Continual Flame M: Makes a permanent, heatless light.
- Darkness: 20-ft. radius of supernatural shadow.
- Elemental Touch: Gain energy damage touch attack.
- Fire Breath: Exhale a cone of flame at will.
- Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
- 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 energy damages objects or crystalline creatures.
Illusion
- 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: Object speaks once when triggered.
- Minor Image: As silent image, plus some sound.
- Mirror Image: Creates decoy duplicates of you.
- Misdirection: Misleads divinations for 1 creature or object.
- Phantom Trap M: Makes item seem trapped.
- Shadow Conjuration, Lesser: As shadow conjuration, but up to 1st level and 20% real.
Necromancy
- 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: Frightens creatures of less than 6 HD.
- Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Transmutation
- Accelerate Poison: Hastens targeted poison’s onset.
- Alter Self: Assume form of a Small or Medium humanoid.
- 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 to Int for 1 min./level.
- Glide: You take no falling damage, move 60 ft./round while falling.
- Knock: Opens locked or magically sealed door.
- Levitate: Subject moves up and down at your direction.
- Make Whole: Repairs an object.
- Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
- Pyrotechnics: Turns fire into blinding light or thick 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
Abjuration
- Cloak of Winds: Creates a screen of wind around you.
- Dispel Magic: Cancels one magical spell or effect.
- 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: Absorbs 12 points/level of damage from one kind of energy.
Conjuration
- Aqueous Orb: Creates rolling sphere of water.
- 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.
- Spiked Pit F: As create pit, but filled with spikes.
- Stinking Cloud: Nauseating vapors, 1 round/level.
- Summon Monster III: Summons extraplanar creature to fight for you.
Divination
- Arcane Sight: Magical auras become visible to you.
- Blood Biography: Learn about a creature with its blood.
- Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
- Seek Thoughts: Detects thinking creatures’ thoughts.
- Tongues: Speak and understand any language.
Enchantment
- 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: Gives +2 to Str and Con, +1 on Will saves, −2 to AC.
- Suggestion: Compels a subject to follow stated course of action.
Evocation
- Campfire Wall: Creates a shelter around a campfire.
- Daylight: 60-ft. radius of bright light.
- Draconic Reservoir R: Subject can absorb energy damage and enhance melee attacks with it.
- Elemental Aura: Creates an aura of energy around you.
- Fireball: 1d6 damage per level, 20-ft. radius.
- Hydraulic Torrent: Creates torrent of water that bull rushes any creature in its path.
- Lightning Bolt: Electricity deals 1d6/level damage.
- Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level.
- Tiny Hut: Creates shelter for 10 creatures.
- Twilight Knife: Floating knife attacks with you.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
Illusion
- Displacement: Attacks miss subject 50% of the time.
- Illusory Script M: Only select creatures can read text.
- Invisibility Sphere: Makes everyone within 10 ft. invisible.
- Major Image: As silent image, plus sound, smell and thermal effects.
- Shadow Evocation, Lesser: As shadow evocation, but up to 2nd level and 20% real.
Necromancy
- 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 damage per two levels; caster gains damage as temporary hp.
Transmutation
- Beast Shape I: You take the form and some of the powers of a Small or Medium animal.
- Blink: You randomly vanish and reappear for 1 round per level.
- Devolution R: Target eidolon temporarily loses 1 evolution +1/five levels.
- Enter Image: Transfers your consciousness to an object bearing your likeness.
- 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: Weapon gains +1 bonus/four levels (max +5).
- Secret Page: Changes one page to hide its real content.
- Shifting Sand: Creates difficult terrain and erases tracks, can carry along some creatures and objects.
- 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.
- Versatile Weapon: Weapon bypasses some DR.
- Water Breathing: Subjects can breathe underwater.
4th-Level Sorcerer/Wizard Spells
Abjuration
- 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: Grants DR 10/adamantine.
- True Form: Removes polymorph effects.
Conjuration
- Acid Pit F: Creates a pit with a layer of acid on the bottom.
- Black Tentacles: Tentacles grapple all creatures within a 20-ft. spread.
- Dimension Door: Teleports you a 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: Summons extraplanar creature to fight for you.
Divination
- Arcane Eye: Invisible floating eye moves 30 ft./round.
- Detect Scrying: Alerts you to magical eavesdropping
- Locate Creature: Indicates direction to familiar creature.
- Scrying F: Spies on subject from a distance.
- Share Senses: See/hear/smell what your familiar is.
Enchantment
- 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.
- Moonstruck: Subject is enraged and confused.
Evocation
- Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each.
- Detonate M: Inflicts 1d8/level energy damage to all creatures within 15 ft.
- Dragon’s Breath R: Gives you a dragon’s breath weapon.
- 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.
- River of Wind: A stream of wind causes nonlethal damage and can knock down or push creatures.
- 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 or hemisphere creates dome.
Illusion
- Hallucinatory Terrain: Makes one type of terrain appear like another (field as 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.
- Wandering Star Motes: Outlines subject and produces light as a sunrod.
Necromancy
- Animate Dead M: Creates undead skeletons and zombies out of corpses.
- 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.
- Shadow Projection: Temporarily become a shadow.
Transmutation
- Beast Shape II: You take the form and some of the powers of a Tiny or Large animal.
- Calcific Touch: Touch attack slows target, 1 step Dex damage.
- Elemental Body I: Turns you into a Small elemental.
- Enlarge Person, Mass: 1 humanoid creature/level doubles in size.
- Firefall: Causes fire to burst up, dealing 2d6 fire damage.
- Mnemonic Enhancer F: (Wizard only.) Prepare extra spells or retain one just cast.
- Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
- Stone Shape: Sculpts stone into any shape.
5th-Level Sorcerer/Wizard Spells
Abjuration
- Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
- Dismissal: Forces a creature to return to its native plane.
- Life Bubble: Protects creatures from sustained environmental effects.
- Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Conjuration
- Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 7+ HD take Con damage.
- Geyser: Creates a geyser of boiling water.
- Hungry Pit F: As create pit, but dealing 4d6 damage to those in it as it closes.
- Mage’s Faithful Hound: Phantom dog can guard a location and attack intruders.
- 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: Summons extraplanar creature to fight for you.
- Teleport R: Instantly transports you a great distance.
- Wall of Stone: Creates a stone wall that can be shaped.
Divination
- 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.
Enchantment
- 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 checks and Will saves.
- Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
Evocation
- Cone of Cold: 1d6/level cold damage.
- Fire Snake: Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
- Interposing Hand: Hand provides cover against 1 opponent.
- Pain Strike, Mass: As pain strike, but affects multiple creatures.
- Sending: Delivers short message anywhere, instantly.
- Wall of Force: Wall is immune to damage.
Illusion
- 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 with no concentration required.
- Phantasmal Web: Catches subjects in illusory web.
- Seeming: Changes appearance of 1 person per 2 levels.
- Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Necromancy
- Blight: Withers one plant or deals 1d6/level damage to plant creature.
- Magic Jar F: Enables possession of another creature.
- Suffocation: Target quickly suffocates to death.
- Symbol of Pain M: Triggered rune wracks creatures with pain.
- Waves of Fatigue: Several targets become fatigued.
Transmutation
- Animal Growth: One animal doubles in size.
- Baleful Polymorph: Turns subject into harmless animal.
- Beast Shape III: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
- Elemental Body II: Turns you into a Medium elemental.
- Fabricate M: 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.
- Planar Adaptation R: Resist harmful effects of other plane.
- Plant Shape I: Turns you into a Small or Medium plant.
- Polymorph: Gives one willing subject a new form.
- 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.
- Treasure Stitching M: Objects on cloth become embroidered.
Universal
- Permanency M: Makes certain spells permanent.
6th-Level Sorcerer/Wizard Spells
Abjuration
- Antimagic Field: Negates magic within 10 ft.
- Dispel Magic, Greater: As dispel magic, but can affect multiple targets.
- Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
- Guards and Wards: Array of magic effects protect area.
- Repulsion F: Creatures can’t approach you.
Conjuration
- Acid Fog: Fog deals acid damage.
- Getaway R: Teleports you and select creatures to predetermined location.
- Planar Binding: As lesser planar binding, but up to 12 HD.
- Summon Monster VI: Summons extraplanar creature to fight for you.
- Wall of Iron M: 30 hp/four levels; can topple onto foes.
Divination
- Analyze Dweomer F: Reveals magical aspects of subject.
- Legend Lore M F: Lets you learn tales about a person, place, or thing.
- True Seeing M: Lets you see all things as they really are.
Enchantment
- Cloak of Dreams: Creatures within 5 ft. fall asleep.
- Geas/Quest: As lesser geas, but affects any creature.
- Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
- Suggestion, Mass: As suggestion, but affects 1 subject/level.
- Symbol of Persuasion M: Triggered rune charms creatures.
Evocation
- Chain Lightning: 1d6/level damage and 1 secondary bolt/level.
- Contagious Flame: Scorching rays cause 4d6 fire damage, then move on to new targets.
- Contingency F: Sets trigger condition for another spell.
- Forceful Hand: Hand pushes creatures away.
- Freezing Sphere: Freezes water or deals cold damage.
- Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.
Illusion
- Mislead: Turns you invisible and creates illusory double.
- Permanent Image: Permanent illusion, includes sight, sound, smell, and thermal effects.
- Programmed Image M: As major image, but triggered by event.
- Shadow Walk: Step into shadow to travel rapidly.
- Veil: Changes appearance of a group of creatures.
Necromancy
- Circle of Death M: Kills 1d4/level HD of creatures.
- Create Undead M: Raises ghouls, ghasts, mummies, or mohrgs from physical remains.
- Eyebite: Target becomes panicked, sickened, and/or comatose.
- Symbol of Fear M: Triggered rune panics nearby creatures.
- Undeath to Death M: Destroys 1d4/level HD of undead (max. 20d4).
- Unwilling Shield M: Subject shares wounds you receive.
Transmutation
- Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
- Beast Shape IV: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
- Bull’s Strength, Mass: As bull’s strength, affects 1 subject per level.
- Cat’s Grace, Mass: As cat’s grace, affects 1 subject/level.
- Control Water: Raises or lowers bodies of water.
- Disintegrate: Reduces one creature or object to dust.
- Eagle’s Splendor, Mass: As eagle’s splendor, 1 subject/level.
- Elemental Body III: Turns you into a Large elemental.
- Enemy Hammer: Allows you to telekinetically use a creature as a weapon.
- Flesh to Stone: Turns subject creature into statue.
- Fluid Form: Gain DR 10/slashing, increases reach 10 ft., and breathe water.
- Form of the Dragon I R: Turns you into a Medium dragon.
- Fox’s Cunning, Mass: As fox’s cunning, affects 1 subject/ level.
- Mage’s Lucubration: (Wizard only.) Recalls spell of 5th level or lower.
- Move Earth: Digs trenches and builds hills.
- Owl’s Wisdom, Mass: As owl’s wisdom, affects 1 subject/level.
- Plant Shape II: Turns you into a Large plant creature.
- Stone to Flesh: Restores petrified creature.
- Transformation M: You gain combat bonuses.
7th-Level Sorcerer/Wizard Spells
Abjuration
- Banishment: Banishes 2 HD/level of extraplanar creatures.
- Sequester: Subject is invisible to sight and scrying; renders creature comatose.
- Spell Turning M: Reflect 1d4+6 spell levels back at caster.
- Deflection: Attacks that miss are redirected back to the source of the attack.
- Expend: Wastes creatures' limited use magical ability.
Conjuration
- 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 a barrier.
- Plane Shift F R: As many as eight subjects travel to another plane.
- Rampart: Creates 5-ft.-thick earthen barrier.
- Summon Monster VII: Summons extraplanar creature to fight for you.
- Teleport, Greater R: As teleport, but less limited.
- Teleport Object R: As teleport, but affects a touched object.
Divination
- Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
- Scrying, Greater: As scrying, but faster and longer.
- Vision M: As legend lore, but quicker.
Enchantment
- 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 creatures.
Evocation
- Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for up to 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.
- Vortex: Creates a whirlpool in water.
Illusion
- Invisibility, Mass: As invisibility, but affects all in range.
- Phantasmal Revenge: Ghost from corpse hunts killer.
- Project Image: Illusory double can talk and cast spells.
- Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
- Simulacrum M R: Creates partially real double of a creature.
Necromancy
- Control Undead: Undead don’t attack you while under your command.
- Finger of Death: Deals 10 damage/level to one subject.
- Symbol of Weakness M: Triggered rune weakens creatures.
- Waves of Exhaustion: Several targets become exhausted.
Transmutation
- Control Weather: Changes weather in local area.
- Elemental Body IV: Turns you into a Huge elemental.
- Ethereal Jaunt: You become ethereal for 1 round/level.
- Firebrand: Allies gain flaming weapons, immunity to your fire spells, and a one-use ray of fire attack.
- Fly, Mass: One creature/level gains ability to fly.
- Form of the Dragon II R: Turns you into a Large dragon.
- Giant Form I: Turns you into a Large giant.
- Planar Adaptation, Mass R: As planar adaptation, but affects multiple creatures.
- Plant Shape III: Turns you into a Huge plant.
- Polymorph, Greater: Gives one willing subject a new, more powerful form.
- Reverse Gravity: Objects and creatures fall upward.
- Statue: Subject can become a statue at will.
Universal
- Limited Wish M: Alters reality (within limits).
8th-Level Sorcerer/Wizard Spells
Abjuration
- Dimensional Lock: Teleportation and interplanar travel blocked for 1 day/level.
- Mind Blank: Subject is protected from mental/emotional magic and scrying.
- Prismatic Wall: Wall’s colors have array of effects.
- Protection from Spells M F: Confers +8 resistance bonus.
Conjuration
- Incendiary Cloud: Cloud deals 6d6 fire damage/round.
- Maze: Traps subject in extradimensional maze.
- Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
- Seamantle: Sheathes you in protective water.
- Summon Monster VIII: Summons extraplanar creature to fight for you.
- Trap the Soul M: Imprisons subject within gem.
- Wall of Lava: Wall damages foes that try to enter, periodically launches lava at nearby targets.
Divination
- Discern Location: Reveals exact location of creature or object.
- Moment of Prescience: You gain +1/level insight bonus on single attack roll, check, or save.
- Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Enchantment
- 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.
- Euphoric Tranquility: Makes a creature friendly.
- 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 M: Object or location attracts certain creatures.
Evocation
- Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
- Polar Ray: Ranged touch attack deals 1d6/level cold damage and 1 step of Dex drain.
- Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures.
- Stormbolts: 1d8 damage/level (max 20d8) to targets.
- Sunburst: Blinds all within 10 ft., deals 6d6 damage.
- Telekinetic Sphere: As resilient sphere, but you move the sphere telekinetically.
Illusion
- Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
- Screen: Illusion hides area from vision and scrying.
- Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
Necromancy
- Clone M F R: Duplicate awakens when original dies.
- Create Greater Undead M: Creates shadows, wraiths, spectres, or devourers.
- Horrid Wilting: Deals 1d6/level damage within 30 ft.
- Symbol of Death M: Triggered rune kills nearby creatures.
Transmutation
- Form of the Dragon III R: Turns you into a Huge dragon.
- Giant Form II: Turns you into a Huge giant.
- Iron Body: Your body becomes living iron.
- Polymorph Any Object: Changes a subject into anything else.
- Temporal Stasis M: Puts subject into suspended animation.
9th-Level Sorcerer/Wizard Spells
Abjuration
- 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.
- Wall of Suppression M: Creates wall that disables magic.
Conjuration
- Clashing Rocks: 20d6 damage to target creature.
- Gate M R: Connects two planes for travel or summoning.
- Refuge M R: Alters item to transport its possessor to your abode.
- Summon Monster IX: Summons extraplanar creature to fight for you.
- Teleportation Circle M R: Teleports creatures inside circle.
- Tsunami: Huge wave damages and sweeps up all in its path.
Divination
- Foresight: “Sixth sense” warns of impending danger.
Enchantment
- 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.
Evocation
- Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
- Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
- Winds of Vengeance: Gives you the ability to fly and attack with wind.
Illusion
- Shades: As shadow conjuration, but up to 8th level and 80% real.
- Weird: As phantasmal killer, but affects all within 30 ft.
Necromancy
- 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.
- Suffocation, Mass: One creature/level suffocates to death.
- Wail of the Banshee: Deals 10 damage/level to 1 creature/level.
Transmutation
- Etherealness: Travel to Ethereal Plane with companions.
- Fiery Body: You gain various fire-related powers.
- Shapechange F: Transforms you into certain creatures, and lets you change forms once per round.
- Time Stop: You act freely for 1d4+1 rounds.
- World Wave: Earth moves you across distances.
Universal
- Wish M: As limited wish, but with fewer limits.
Summoner Spells
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0-Level Summoner Spells (Cantrips)
- Acid Splash: Orb deals 1d3 acid damage.
- Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
- Daze: Humanoid creature of 4 HD or less loses next action.
- Detect Magic: Detects spells and magic items within 60 ft.
- Guidance: +1 on one attack roll, saving throw, or skill check.
- Light: Object shines like a torch.
- Mage Hand: 5-pound telekinesis.
- Mending: Makes minor repairs on an object.
- Message: Whisper conversation at distance.
- Open/Close: Opens or closes small or light things.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 on saving throws.
1st-Level Summoner Spells
- Alarm: Wards an area for 2 hours/level.
- Ant Haul: Triples carrying capacity of a creature.
- Daze Monster: Living creature of 6 HD or less loses its next action.
- Endure Elements: Exist comfortably in hot or cold regions.
- Enlarge Person: Humanoid creature doubles in size.
- Expeditious Retreat: Your base speed increases by 30 ft.
- Feather Fall: Objects or creatures fall slowly.
- Grease: Makes 10-ft. square or one object slippery.
- Identify: Determines properties of one or more magic items.
- Jump: Subject can make great leaps.
- Mage Armor: Gives subject +4 armor bonus.
- Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
- Magic Mouth M: Object speaks once when triggered.
- Mount: Summons riding horse for 2 hours/level.
- Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
- Reduce Person: Humanoid creature halves in size.
- Rejuvenate Eidolon, Lesser: Eidolon cured 1d10 damage +1/level (max +5).
- Shield: Invisible disc gives +4 to AC, blocks magic missiles.
- Unseen Servant: Invisible force obeys your commands.
- Ventriloquism: Throws voice for 1 min./level.
2nd-Level Summoner Spells
- Alter Self: Assume form of a Small or Medium humanoid.
- Barkskin: Grants +2 (or higher) enhancement to natural armor.
- Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
- Blur: Attacks miss subject 20% of the time.
- Bull’s Strength: Subject gains +4 to Str for 1 min./level.
- Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
- Create Pit F: Creates an extradimensional pit.
- Detect Thoughts: Allows “listening” to surface thoughts.
- Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
- Evolution Surge, Lesser: Grants eidolon an evolution with 2 evolution points.
- Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
- Glide: You take no falling damage and move 60 ft./round while falling.
- Glitterdust: Blinds creatures, outlines invisible creatures.
- Haste: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
- Invisibility: Subject is invisible for 1 min./level or until it attacks.
- Levitate: Subject moves up and down at your direction.
- Misdirection: Misleads divinations for one creature or object.
- Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
- Phantom Steed: Magic horse appears for 1 hour/level.
- Protection from Arrows: Subject gains DR 10/magic against ranged attacks.
- Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
- See Invisibility: Reveals invisible creatures or objects.
- Slow: One subject/level takes only one action/round, −1 to AC, Reflex saves, and attack rolls.
- Spider Climb: Grants ability to walk on walls and ceilings.
- Summon Eidolon: Instantly summons your eidolon for duration of spell.
- Summon Swarm: Summons swarm of bats, rats, or spiders.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
3rd-Level Summoner Spells
- Aqueous Orb: Creates rolling sphere of water.
- Black Tentacles: Tentacles grapple all creatures within a 20-ft. spread.
- Charm Monster: Makes monster believe it is your ally.
- Devolution: An eidolon temporarily loses 1 evolution +1/five levels.
- Dimension Door: Teleports you a short distance.
- Dimensional Anchor: Bars extradimensional movement.
- Dispel Magic: Cancels one magical spell or effect.
- Displacement: Attacks miss subject 50% of the time.
- Enlarge Person, Mass: 1 humanoid creature/level doubles in size.
- Evolution Surge: Grants eidolon an evolution with 4 evolution points.
- Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
- Fly: Subject flies at speed of 60 ft.
- Heroism: Gives +2 on attack rolls, saves, skill checks.
- Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
- Locate Creature: Indicates direction to known creature.
- Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
- Magic Fang, Greater: One natural weapon gets + 1/four levels (max +5).
- Minor Creation: Creates one cloth or wood object.
- Nondetection M: Hides subject from divination, scrying.
- Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
- Rage: Gives +2 to Str and Con, +1 on Will saves, −2 to AC.
- Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
- Rejuvenate Eidolon: As lesser rejuvenate eidolon, but cures 3d10 damage +1/level (max +10).
- Seek Thoughts: Detects thinking creatures’ thoughts.
- Spiked Pit F: As create pit, but filled with spikes.
- Stoneskin M: Grants DR 10/adamantine.
- Tongues: Speak and understand any language.
- 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 or hemisphere creates dome.
- Water Breathing: Subjects can breathe underwater.
4th-Level Summoner Spells
- Acid Pit M: Creates a pit with a layer of acid on the bottom.
- Baleful Polymorph: Transforms subject into harmless animal.
- Bear’s Endurance, Mass: As bear’s endurance, affects 1 subject/level.
- Bull’s Strength, Mass: As bull’s strength, affects 1 subject/level.
- Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
- Contact Other Plane: Lets you ask question of extraplanar entity.
- Dismissal: Forces a creature to return to native plane.
- Eagle’s Splendor, Mass: As eagle’s splendor, affects 1 subject/level.
- Evolution Surge, Greater: Grants eidolon two evolutions with a total of 6 evolution points.
- Fox’s Cunning, Mass: As fox’s cunning, affects 1 subject/ level.
- Hold Monster: As hold person, but any creature.
- Insect Plague: Wasp swarms attack creatures.
- Mage’s Faithful Hound: Phantom dog can guard a location and attack intruders.
- Magic Jar F: Enables possession of another creature.
- Major Creation: As minor creation, plus stone and metal.
- Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
- Owl’s Wisdom, Mass: As owl’s wisdom, affects 1 subject/level.
- Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
- Purified Calling: Eidolon summoned is fully healed.
- Sending: Delivers short message anywhere, instantly.
- Transmogrify M: Change your eidolon’s evolutions.
- Wall of Stone: Creates a stone wall that can be shaped.
5th-Level Summoner Spells
- Banishment: Banishes 2 HD/level of extraplanar creatures.
- Creeping Doom: Swarms of biting insects attack at your command.
- Dispel Magic, Greater: As dispel magic, but can affect multiple targets.
- Ethereal Jaunt: You become ethereal for 1 round/level.
- Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
- Hungry Pit F: As create pit, but dealing 4d6 damage to those in it as it closes.
- Invisibility, Mass: As invisibility, but affects all in range.
- Planar Adaptation R: Resist harmful effects of other plane.
- Planar Binding: As lesser planar binding, but up to 12 HD.
- Rejuvenate Eidolon, Greater: As lesser rejuvenate eidolon, but cures 5d10 damage +1/level (max +20).
- Repulsion: Creatures can’t approach you.
- Sequester: Subject is invisible to sight and scrying; renders creature comatose.
- Spell Turning M: Reflect 1d4+6 spell levels back at caster.
- Teleport R: Instantly transports you a great distance.
- True Seeing M: Lets you see all things as they really are.
- Wall of Iron M: 30 hp/four levels; can topple onto foes.
6th-Level Summoner Spells
- 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.
- Dimensional Lock: Teleportation and interplanar travel blocked for 1 day/level.
- Discern Location: Reveals exact location of creature or object.
- Dominate Monster: As dominate person, but any creature.
- Incendiary Cloud: Cloud deals 6d6 fire damage/round.
- Maze: Traps subject in extradimensional maze.
- Planar Adaptation, Mass R: As planar adaptation, but affects multiple creatures.
- Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
- Protection from Spells M F: Confers +8 resistance bonus.
- Sympathy M: Object or location attracts certain creatures.
Witch Spells
0th · 1st · 2nd · 3rd · 4th · 5th · 6th · 7th · 8th · 9th
The spells listed here are available to all witches. See Witch Patrons for the spell lists provided by the available patrons.
0-Level Witch Spells (Cantrips)
- Detect Magic: Detects spells and magic items within 60 ft.
- Guidance: +1 on one attack roll, saving throw, or skill check.
- Light: Object shines like a torch.
- Mending: Makes minor repairs on an object.
- Message: Whisper conversation at distance.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 on saving throws.
1st-Level Witch Spells
- Burning Hands: 1d4/level fire damage (max 5d4).
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
- Enlarge Person: Humanoid creature doubles in size.
- Ill Omen: Target rolls twice for checks and attacks and uses worst roll.
- Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
- Mage Armor: Gives subject +4 armor bonus.
- Obscuring Mist: Fog surrounds you.
- Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
- Reduce Person: Humanoid creature halves in size.
- Summon Monster I: Summons extraplanar creature to fight for you.
2nd-Level Witch Spells
- Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
- Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
- False Life: Gain 1d10 temporary hp + 1/level (max +10).
- Fog Cloud: Fog obscures vision.
- Glitterdust: Blinds creatures, outlines invisible creatures.
- Inflict Moderate Wounds: Touch attack, 2d8 damage + 1/level (max +10).
- Scare: Frightens creatures of less than 6 HD.
- Share Senses: See/hear/smell what your familiar is.
- Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
- Summon Monster II: Summons extraplanar creature to fight for you.
- Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
3rd-Level Witch Spells
- Bestow Curse: −6 to an ability score; −4 on attack rolls, saves, and checks; or 50% chance of losing each action.
- Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
- Dispel Magic: Cancels one magical spell or effect.
- Inflict Serious Wounds: Touch attack, 3d8 damage + 1/level (max +15).
- Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
- Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level.
- Remove Curse: Frees object or person from curse.
- Screech: Foes provoke attacks of opportunity.
- Stinking Cloud: Nauseating vapors, 1 round/level.
- Summon Monster III: Summons extraplanar creature to fight for you.
- Vampiric Touch: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
4th-Level Witch Spells
- Animate Dead M: Creates undead skeletons and zombies out of corpses.
- Arcane Eye: Invisible floating eye moves 30 ft./round.
- Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).
- Inflict Critical Wounds: Touch attack, 4d8 damage + 1/level (max +20).
- Death Ward: Grants bonuses against death spells and negative energy.
- Fear: Subjects within cone flee for 1 round/level.
- Scrying F: Spies on subject from a distance.
- Solid Fog: Blocks vision and slows movement.
- Summon Monster IV: Summons extraplanar creature to fight for you.
- Threefold Aspect F: Appear older or younger.
5th-Level Witch Spells
- Acid Fog: Fog deals acid damage.
- Banish Seeming: Dispels touched illusion or a creature’s change in form.
- Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
- Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 7+ HD take Con damage.
- Magic Jar F: Enables possession of another creature.
- Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
- Pain Strike, Mass: As pain strike, but affects multiple creatures.
- Suffocation: Target quickly suffocates to death.
- Summon Monster V: Summons extraplanar creature to fight for you.
- Waves of Fatigue: Several targets become fatigued.
6th-Level Witch Spells
- Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
- Dispel Magic, Greater: As dispel magic, but can affect multiple targets.
- Eyebite: Target becomes panicked, sickened, and/or comatose.
- Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, affects 1 subject/level.
- Raise Dead M: Restores life to recently deceased subject.
- Slay Living: Touch attack deals 12d6 + 1 per level.
- Summon Monster VI: Summons extraplanar creature to fight for you.
- Unwilling Shield M: Subject shares wounds you receive.
7th-Level Witch Spells
- Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
- Harm: Deals 10 points/level damage to target.
- Heal: Cures 10 points/level of damage, removes diseases and temporary conditions.
- Inflict Moderate Wounds, Mass: Deals 2d8 damage + 1/level, affects 1 subject/level.
- Power Word Blind: Blinds creature with 200 hp or less.
- Scrying, Greater: As scrying, but faster and longer.
- Summon Monster VII: Summons extraplanar creature to fight for you.
- Waves of Exhaustion: Several targets become exhausted.
8th-Level Witch Spells
- Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, affects 1 subject/level.
- Demand: As sending, plus you can send suggestion.
- Destruction F: Kills subject and destroys remains.
- Inflict Serious Wounds, Mass: Deals 3d8 damage + 1/level, affects 1 subject/level.
- Power Word Stun: Stuns creature with 150 hp or less.
- Resurrection M: Fully restores dead subject.
- Summon Monster VIII: Summons extraplanar creature to fight for you.
9th-Level Witch Spells
- Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for many creatures.
- Inflict Critical Wounds, Mass: Deals 4d8 damage + 1/level, affects 1 subject/level.
- Power Word Kill: Kills one creature with 100 hp or less.
- Suffocation, Mass: One creature/level suffocates to death.
- Summon Monster IX: Summons extraplanar creature to fight for you.
- Wail of the Banshee: Deals 10 damage/level to 1 creature/level.