This page lists spells are available to spellcasting characters in the Old World campaign setting. Cleric domains are also detailed below.
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.
Cleric domains
- Air (Cloud, Wind)
- Animal (Feather, Fur)
- Chaos
- Charm (Love, Lust)
- Community (Family, Home)
- Darkness (Loss, Night)
- Death (Murder, Undead)
- Destruction (Catastrophe, Rage)
- Earth (Metal)
- Evil (Demon, Devil)
- Fire (Ash, Smoke)
- Glory (Heroism, Honor)
- Good (Archon, Eladrin, Guardinal)
- Healing (Restoration)
- Knowledge (Memory, Thought)
- Law
- Liberation (Freedom)
- Luck (Fate, Curse)
- Madness (Insanity, Nightmare)
- Magic
- Nobility (Leadership, Martyr)
- Plant (Growth, Decay)
- Protection (Defense, Purity)
- Repose (Ancestors, Souls)
- Strength (Ferocity, Resolve)
- Sun (Day, Light)
- Travel
- Trickery (Deception, Thievery)
- War (Blood, Tactics)
- Weather (Seasons, Storms)
See the cleric class description for information about cleric domains.
Subdomains: Each subdomain replaces a granted power of its parent domain and a number of spells in its parent domain’s granted spell list. If a cleric selects a subdomain, she cannot select its parent domain as her other domain choice (in effect, the subdomain replaces its parent domain). Subdomains are treated as equivalent to their parent domain for any effect or prerequisite based on domains. If a subdomain ability calls for a saving throw, the DC of the save is equal to 10 + 1⁄2 the character’s cleric level + her Wisdom modifier.
Air domain
Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.
Domain Spells: 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—elemental swarm (air only).
Cloud subdomain
Replacement Power: The following granted power replaces the electricity resistance power of the Air domain.
Thundercloud (Su): At 8th level, you can, as a standard action, summon a storm cloud. This power functions as fog cloud except that creatures inside the cloud are deafened and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Replacement Domain Spells: 4th—solid fog, 9th—storm of vengeance.
Wind subdomain
Replacement Power: The following granted power replaces the lightning arc power of the Air domain.
Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 1st—whispering wind, 6th—wind walk, 9th—winds of vengeance.
Animal domain
Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Speak with Animals (Sp): You can speak with animals (as per the speak with animals spell), for a number of rounds per day equal to 3 + your cleric level.
Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level − 3. (Druids who take this ability through their nature bond class feature use their druid level − 3 to determine the abilities of their animal companions).
Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature’s ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature’s ally VIII (animals only), 9th—shapechange.
Feather subdomain
Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Replacement Power: The following granted power replaces the speak with animals power of the Animal domain.
Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1⁄2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Replacement Domain Spells: 2nd—feather fall, 3rd—fly, 6th—mass fly.
Fur subdomain
Replacement Power: The following granted power replaces the speak with animals power of the Animal domain.
Predator’s Grace (Su): You can, as a swift action, grant yourself a +10-foot bonus to your base speed for 1 round. This bonus increases by 5 feet for every 5 cleric levels you possess. In addition, you gain low-light vision for 1 round. If you already possess low-light vision, the range of your sight becomes three times that of a human in dim light for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 1st—magic fang, 3rd—beast shape I (animals only).
Chaos domain
Granted Powers: Your touch infuses creatures with chaos, and you revel in all things anarchic.
Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Chaos (Su): At 8th level, you can surround yourself with a field wild energies. Thee energies manifest as a 30-foot aura of chaos for a number of rounds per day equal to your cleric level. All enemies within this aura must declare one type of action at the start of their turn (attack, cast a spell, move, use an item, or activate a special ability) and make a Will save. Creatures that fail the Will save must take an action other than their declared action. If they succeed, they must take the declared action. Creatures cannot select actions that they cannot perform.
Domain Spells: 1st—lesser confusion, 2nd—align weapon (chaos only), 3rd—displacement, 4th—chaos hammer, 5th—dispel law, 6th—animate objects, 7th—word of chaos, 8th—cloak of chaos, 9th—summon monster IX (chaotic creatures only).
Charm domain
Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1⁄2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.
Domain Spells: 1st—charm person, 2nd—calm emotions, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.
Love subdomain
Replacement Power: The following granted power replaces the dazing touch power of the Charm domain.
Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.
Replacement Domain Spells: 2nd—enthrall, 8th—euphoric tranquility.
Lust subdomain
Replacement Power: The following granted power replaces the charming smile power of the Charm domain.
Anything to Please (Su): At 8th level, you can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (DM’s choice). You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th. This is a mind-affecting effect.
Replacement Domain Spells: 2nd—touch of idiocy, 4th—confusion.
Community domain
Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.
Domain Spells: 1st—bless, 2nd—shield other, 3rd—prayer, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes’ feast, 7th—globe of invulnerability, 8th—mass cure critical wounds, 9th—miracle.
Family subdomain
Replacement Power: The following power replaces the calming touch power of the Community domain.
Binding Ties (Su): As a standard action, you can touch an ally and remove one condition affecting the ally by transferring it to yourself. This transfer lasts a number of rounds equal to your cleric level, but you can end it as a free action on your turn. At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect. While this power is in use, the target is immune to the transferred condition. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 2nd—calm emotions, 3rd—create food and water.
Home subdomain
Replacement Power: The following granted power replaces the unity power of the Community domain.
Guarded Hearth (Su): At 8th level, you can create a ward that protects a specified area. Creating this ward takes 10 minutes of uninterrupted work. This ward has a maximum radius of 5 feet per 2 cleric levels you possess. When the ward is completed, you designate any number of creatures inside its area. Should any other creature enter the warded area, all of the selected creatures are immediately alerted (and awoken if they were asleep). The designated creatures also receive a sacred bonus equal to your Wisdom modifier on all saving throws and attack rolls while inside the warded area. This ward immediately ends if you leave the area. The ward lasts for 1 hour per cleric level. You can use this ability once per day.
Replacement Domain Spells: 1st—alarm, 3rd—glyph of warding, 7th—guards and wards.
Darkness domain
Granted Power: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.
Touch of Darkness (Sp): As a melee touch attack, you can cause a creature’s vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1⁄2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1⁄2 your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—obscuring mist, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—shadow conjuration, 5th—summon monster V (summons 2 shadows), 6th—shadow walk, 7th—power word blind, 8th—greater shadow evocation, 9th—shades.
Loss subdomain
Replacement Power: The following granted power replaces the eyes of darkness power of the Darkness domain.
Aura of Forgetfulness (Su): At 8th level, you can emit a 30-foot aura of forgetfulness for a number of rounds per day equal to your cleric level. Creatures you target in this area must make a Will save or have no memory of any time spent inside the area. In addition, spellcasters in the area lose one prepared spell or available spell slot per round spent in the area, starting with 1st-level spells and going up through higher-level spells. Spellcasters are allowed a save each round to negate this loss (this save is separate from the memory loss save). These rounds do not need to be consecutive.
Replacement Domain Spells: 5th—enervation, 6th—modify memory, 9th—energy drain.
Night subdomain
Replacement Power: The following granted power replaces the touch of darkness power of the Darkness domain.
Night Hunter (Su): As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. This ability lasts for a number of rounds equal to 1⁄2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 1st—sleep, 6th—nightmare.
Death domain
Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1⁄2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Death’s Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.
Domain Spells: 1st—cause fear, 2nd—death knell, 3rd—animate dead, 4th—death ward, 5th—slay living, 6th—create undead, 7th—destruction, 8th—create greater undead, 9th—wail of the banshee.
Murder subdomain
Replacement Power: The following granted power replaces the death’s embrace power of the Death domain.
Killing Blow (Su): At 8th level, weapons you use become infused with the power of death. Whenever you confirm a critical hit with a melee or ranged weapon, your attack deals an additional amount of bleed damage equal to half your cleric level. You can use this ability once per day at 8th level, plus one additional time per day for every four levels beyond 8th.
Replacement Domain Spells: 3rd—keen edge, 5th—suffocation, 9th—mass suffocation.
Undead subdomain
Replacement Power: The following granted power replaces the bleeding touch power of the Death domain.
Death’s Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1⁄2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 2nd—ghoul touch, 4th—enervation, 9th—energy drain.
Destruction domain
Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1⁄2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Destructive Aura (Su): At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1⁄2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.
Domain Spells: 1st—true strike, 2nd—shatter, 3rd—rage, 4th—inflict critical wounds, 5th—shout, 6th—harm, 7th—disintegrate, 8th—earthquake, 9th—implosion.
Catastrophe subdomain
Replacement Power: The following granted power replaces the destructive aura power of the Destruction domain.
Deadly Weather (Su): At 8th level, you can unleash a furious call to the heavens, summoning forth an ever-changing storm of destruction for a number of rounds per day equal to your cleric level. This storm has a radius of 5 feet per cleric level. Each round, the storm has one of the following effects: driving rain (−4 on all Perception checks and ranged attack rolls), howling winds (−8 on Fly skill checks and ranged attack rolls), heavy snow (all terrain is considered difficult), or lightning bolt (as call lightning). Other effects depending on the weather might also apply (at the DM’s discretion). You choose which effect takes place each round, but no effect may be repeated on the following round. These rounds do not need to be consecutive.
Replacement Domain Spells: 2nd—gust of wind, 3rd—call lightning, 7th—control weather.
Rage subdomain
Replacement Power: The following granted power replaces the destructive aura power of the Destruction domain.
Rage (Su): At 8th level, you can enter a fearsome rage, like a barbarian, for a number of rounds per day equal to your cleric level. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1⁄2 your cleric level. These rounds of rage stack with any rounds of rage you might have from levels of barbarian.
Replacement Domain Spells: 2nd—bull’s strength, 6th—moonstruck.
Earth domain
Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Acid Resistance (Ex):At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.
Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth only).
Metal subdomain
Replacement Power: The following granted power replaces the acid dart power of the Earth domain.
Metal Fist (Su): As a swift action, you can turn your fists into metal for 1 round, allowing you to make unarmed strikes that deal 1d6 points of bludgeoning damage plus your Strength modifier. These unarmed strikes do not provoke attacks of opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore the hardness of items with a hardness of 10 or less. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 2nd—heat metal, 6th—wall of iron, 8th—iron body.
Evil domain
Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1⁄2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spark Malfeasance (Su): At 8th level, you can awaken the sinful desires of a target within 30 feet with a ranged touch attack. The target suffers extreme guilt and is sickened for a number of rounds equal to 1⁄2 your cleric level. To end the effect earlier, the target can willingly commit an evil act (if it is of good alignment) or attempt a Will save (DC = 10 + 1⁄2 your cleric level + your Wisdom modifier) at the beginning of its turn each round. Creatures that succeed at their saving throws are immune to this ability for 24 hours.
You can use this ability once per day at 8th level, and an additional time per day for every 4 levels beyond 8th.
Domain Spells: 1st—protection from good, 2nd—align weapon (evil only), 3rd—magic circle against good, 4th—unholy blight, 5th—dispel good, 6th—create undead, 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil creatures only).
Demon subdomain
Replacement Power: The following granted power replaces the touch of evil power of the Evil domain.
Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1⁄2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a −2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 1st—doom, 3rd—rage, 6th—planar binding (demons only).
Devil subdomain
Replacement Power: The following granted power replaces the touch of evil power of the Evil domain.
Hell’s Corruption (Su): You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a −2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1⁄2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 1st—command, 3rd—suggestion, 6th—planar binding (devils only).
Fire domain
Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.
Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire only).
Ash subdomain
Replacement Power: The following granted power replaces the fire resistance power of the Fire domain.
Wall of Ashes (Su): At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive.
Replacement Domain Spells: 7th—disintegrate, 9th—fiery body.
Smoke subdomain
Replacement Power: The following granted power replaces the fire bolt power of the Fire domain.
Cloud of Smoke (Su): As a standard action, you can create a 5-foot-radius cloud of smoke. This power has a range of 30 feet. Creatures inside the cloud take a −2 penalty on attack rolls and Perception skill checks for as long as they remain inside and for 1 round after exiting the cloud. Creatures inside the cloud gain concealment from attacks made by opponents that are not adjacent to them. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 2nd—pyrotechnics, 3rd—stinking cloud.
Glory domain
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1⁄2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—miracle.
Heroism subdomain
Replacement Power: The following granted power replaces the divine presence power of the Glory domain.
Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.
Replacement Domain Spells: 3rd—heroism, 6th—greater heroism.
Honor subdomain
Replacement Power: The following granted power replaces the touch of glory power of the Glory domain.
Honor Bound (Su): With a touch, you can remind a creature of its duties and responsibilities, granting it a new saving throw against each enchantment (charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular enchantment effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 2nd—zone of truth, 6th—geas/quest.
Good domain
Granted Powers: You have pledged your life and soul to goodness and purity.
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1⁄2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good creatures only).
Archon subdomain
Replacement Power: The following granted power replaces the holy lance power of the Good domain.
Aura of Menace (Su): At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a −2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Replacement Domain Spells: 1st—divine favor, 3rd—prayer, 6th—planar ally (archon only).
Eladrin subdomain
Replacement Power: The following granted power replaces the touch of good power of the Good domain.
Elysium’s Call (Su): With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore some amount of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1⁄2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 1st—expeditious retreat, 3rd—fly, 6th—planar ally (eladrin only).
Guardinal subdomain
Replacement Power: The following granted power replaces the holy lance power of the Good domain.
Protective Aura (Su): At 8th level, you can emit a 30-foot protective aura as a standard action. Allies in this aura receive a +2 deflection bonus to AC and a +2 resistance bonus on all saving throws. In addition, allies in the area gain the benefits of protection from evil (although the AC bonus and saving throw bonus do not stack with those granted by this effect). You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not have to be consecutive.
Replacement Domain Spells: 1st—shield of faith, 3rd—tongues, 6th—planar ally (guardinal only).
Healing domain
Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Healer’s Blessing (Su): At 6th level, all of your cure spells (e.g., cure light wounds) are treated as if they were empowered (as the effect of the Empower Spell metamagic feat), increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. (You cannot use the Empower Spell feat to further increase the healing done.)
Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.
Restoration subdomain
Replacement Power: The following granted power replaces the rebuke death power of the Healing domain.
Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 2nd—remove disease, 4th—neutralize poison, 5th—break enchantment.
Knowledge domain
Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.
Memory subdomain
Replacement Power: The following granted power replaces the lore keeper power of the Knowledge domain.
Recall (Su): With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining a insight bonus on the check equal to your Wisdom modifier. You can use this ability a number times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 2nd—memory lapse, 6th—modify memory, 8th—moment of prescience.
Thought subdomain
Replacement Power: The following granted power replaces the remote viewing power of the Knowledge domain.
Read Minds (Su): At 8th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast detect thoughts. This ability allows you to read the surface thoughts of any creature that you are aware of after only 1 round of concentration. Creatures in this area are allowed a Will save to negate the effect. The DC of this Will save is 10 + 1⁄2 your cleric level + your Wisdom modifier. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Replacement Domain Spells: 3rd—seek thoughts, 5th—telepathic bond, 8th—mind blank.
Law domain
Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Order (Su): At 8th level, you can emit a 30-foot aura of order for a number of rounds per day equal to your cleric level. (These rounds need not be consecutive.) All attack rolls, skill checks, ability checks, saving throws, damage rolls, and other die rolls that result from the actions of creatures are treated as if the roll resulted in its average value (rounded up). Die rolls that merely select among multiple possibilities on a nominal scale are not averaged, but if rolled multiple times, return the same result as the first time.
Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order’s wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (lawful creatures only).
Liberation domain
Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Freedom’s Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.
Domain Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—greater dispel magic, 7th—ethereal jaunt, 8th—mind blank, 9th—freedom.
Freedom subdomain
Replacement Power: The following granted power replaces the liberation power of the Liberation domain.
Liberty’s Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 1st—sanctuary, 6th—repulsion.
Luck domain
Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.
Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.
Curse subdomain
Replacement Power: The following granted power replaces the bit of luck power of the Luck domain.
Malign Eye (Su): As a standard action, you can afflict one target within 30 feet with your malign eye, causing it to take a −2 penalty on all saving throws against your spells. The effect lasts for 1 minute or until the target hits you with an attack. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 1st level—bane, 3rd—bestow curse, 6th—eyebite.
Fate subdomain
Replacement Power: The following granted power replaces the good fortune power of the Luck domain.
Tugging Strands (Su): At 8th level, you can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.
Replacement Domain Spells: 2nd—augury, 3rd—borrow fortune.
Madness domain
Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1⁄2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1⁄2 your cleric level (minimum −1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1⁄2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.
Domain Spells: 1st—lesser confusion, 2nd—touch of idiocy, 3rd—rage, 4th—confusion, 5th—nightmare, 6th—phantasmal killer, 7th—insanity, 8th—scintillating pattern, 9th—weird.
Insanity subdomain
Replacement Power: The following granted power replaces the vision of madness power of the Madness domain.
Insane Focus (Su): You can touch a willing creature as a standard action, granting it a +4 bonus on all saving throws made against mind-affecting effects and immunity to confusion. This bonus lasts for 1 minute. If the creature fails a saving throw against a mind-affecting effect during this period, it loses its immunity to confusion and is immediately confused for one round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 4th—moonstruck, 6th—phantasmal web.
Nightmare subdomain
Replacement Power: The following granted power replaces the vision of madness power of the Madness domain.
Fearful Touch (Su): As a standard action, you can make a melee touch attack against a creature, causing it to experience terrible hallucinations for 1 round. During this time, the creature loses any immunity to fear effects it might possess and takes a −2 penalty on attack rolls made against you. In addition, the creature takes a penalty on Will saves made against fear effects equal to 1⁄2 your cleric level (minimum −1). This power is a mind-affecting effect. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 4th—phantasmal killer, 6th—cloak of dreams.
Magic domain
Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.
Domain Spells: 1st—identify, 2nd—magic mouth, 3rd—dispel magic, 4th—imbue with spell ability, 5th—spell resistance, 6th—antimagic field, 7th—spell turning, 8th—protection from spells, 9th—mage’s disjunction.
Nobility domain
Granted Powers: You are a great leader, an inspiration to all who follow the teachings of your faith.
Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1⁄2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Leadership (Ex): At 8th level, you receive Great Leader as a bonus feat. You also gain an additional +2 bonus on your leadership score as long as you uphold the tenets of your faith.
Domain Spells: 1st—divine favor, 2nd—enthrall, 3rd—magic vestment, 4th—discern lies, 5th—greater command, 6th—geas/quest, 7th—repulsion, 8th—demand, 9th—storm of vengeance.
Leadership subdomain
Replacement Power: The following granted power replaces the inspiring word power of the Nobility domain.
Inspiring Command (Su): As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependent mind-affecting effect.
Replacement Domain Spells: 1st level—bless, 3rd—prayer, 6th—brilliant inspiration.
Martyr subdomain
Replacement Power: The following granted power replaces the leadership power of the Nobility domain.
Sacrificial Bond (Su): At 8th level, when an ally within 30 feet takes damage from an attack, you can, as an immediate action, transfer this damage to yourself. This power also transfers any effects that accompany the damage. The damage done to you cannot be reduced in any way. You can use this ability once per day at 8th level, plus on additional time per day at 14th level and 20th level.
Replacement Domain Spells: 2nd—shield other, 6th—sacrificial oath.
Plant domain
Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.
Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1⁄2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.
Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—wall of thorns, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.
Growth subdomain
Replacement Power: The following granted power replaces the wooden fist power of the Plant domain.
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell (but this ability works even if you are not a humanoid). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 1st—enlarge person, 5th—righteous might.
Decay subdomain
Replacement Power: The following granted power replaces the bramble armor power of the Plant domain.
Aura of Decay (Su): At 8th level, you can emit a 30-foot aura of decay as a standard action. Living creatures in this aura (except you) take 1d6 points of damage per round as their flesh rots. They also take a cumulative −1 penalty to Strength each round they remain in the aura. Once outside the aura, the penalty fades at the rate of −1 per round, but it begins building again if they reenter the aura. Plant creatures take 2d6 points of damage per round. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Replacement Domain Spells: 3rd—contagion, 4th—poison, 6th—harm.
Protection domain
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.
Defense subdomain
Replacement Power: The following granted power replaces the resistant touch power of the Protection domain.
Deflection Aura (Su): Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
Replacement Domain Spells: 1st—shield, 2nd—barkskin, 7th—deflection.
Purity subdomain
Replacement Power: The following granted power replaces the aura of protection power of the Protection domain.
Purifying Touch (Su): At 8th level, you can touch a willing creature with divine power, giving it a saving throw against each effect currently affecting it, using the original saving throw DC of the effect. Each successful saving throw ends the related effect. The creature can choose not to make a save against an effect. You can use this ability once per day at 8th level, plus one additional time per day at 14th and 20th level.
Replacement Domain Spells: 1st—protection from chaos/evil, 3rd—remove blindness/deafness, 5th—atonement.
Repose domain
Granted Powers: You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.
Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.
Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—death ward, 5th—slay living, 6th—undeath to death, 7th—destruction, 8th—waves of exhaustion, 9th—soul bind.
Ancestors subdomain
Replacement Power: The following granted power replaces the ward against death power of the Repose domain.
Speak With Dead (Su): At 8th level, as a standard action, you can ask one question of a dead creature as if using speak with dead. The dead creature you are questioning does not gain a Will saving throw if your alignments are different. You can use this ability a number of times per day equal to your cleric level.
Replacement Domain Spells: 4th—rest eternal, 6th—geas/quest.
Souls subdomain
Replacement Power: The following granted power replaces the gentle rest power of the Repose domain.
Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 3rd—animate dead, 6th—antilife shell, 9th—trap the soul.
Strength domain
Granted Powers: In strength and brawn there is truth—your faith gives you incredible might and power.
Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1⁄2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.
Domain Spells: 1st—enlarge person, 2nd—bull’s strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.
Ferocity subdomain
Replacement Power: The following granted power replaces the strength surge power of the Strength domain.
Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1⁄2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 3rd—rage, 6th—mass bull’s strength.
Resolve subdomain
Replacement Power: The following granted power replaces the might of the gods power of the Strength domain.
Bestow Resolve (Su): At 8th level, you can bless creatures with the boldness of your deity. You can bestow a number of temporary hit points equal to your level + your Wisdom modifier to all allies within 20 feet. The temporary hit points remain for 1 minute. You can use this ability once per day at 8th level, plus one additional time per day for every 4 levels you possess beyond 8th.
Replacement Domain Spells: 1st—bless, 6th—heroes’ feast.
Sun domain
Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.
Day subdomain
Replacement Power: The following granted power replaces the nimbus of light power of the Sun domain.
Day’s Resurgence (Su): At 8th level, you can restore a single creature as if it had just completed 8 hours of rest. It takes 10 minutes to use this power. If the use of this power is disrupted, it must be restarted, but it is not lost. At the end of the 10 minutes, a single willing creature that you have touched regains hit points as if it had rested for the night and may make new saving throws against effects that require a save once per day. The target does not suffer any negative effects if such saving throws are failed, but success counts toward removing the affliction (if possible). This ability does not allow a target to prepare spells an additional time per day. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.
Replacement Domain Spells: 2nd level—continual flame, 3rd—daylight.
Light subdomain
Replacement Power: The following granted power replaces the sun’s blessing power of the Sun domain.
Blinding Flash (Su): As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer Hit Dice than your cleric level within this area are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled for a number of rounds equal to 1⁄2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier
Replacement Domain Spells: 1st—faerie fire, 3rd—daylight.
Travel domain
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—passwall, 6th—find the path, 7th—ethereal jaunt, 8th—phase door, 9th—astral projection.
Trickery domain
Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Master’s Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1⁄2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.
Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.
Deception subdomain
Replacement Power: The following granted power replaces the copycat power of the Trickery domain.
Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 2nd—mirror image, 7th—project image.
Thievery subdomain
Replacement Power: The following granted power replaces the master’s illusion power of the Trickery domain.
Thief of the Gods (Su): At 8th level, when you make a Disable Device or Sleight of Hand check, you can roll twice and take the higher result. Using this ability is a free action. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.
Replacement Domain Spells: 3rd—locate object, 7th—ethereal jaunt.
War domain
Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1⁄2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.
Domain Spells: 1st—magic weapon, 2nd—spiritual weapon, 3rd—magic vestment, 4th—divine power, 5th—flame strike, 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill.
Blood subdomain
Replacement Power: The following granted power replaces the weapon master power of the War domain.
Wounding Blade (Su): At 8th level, you can give a weapon that you touch the wounding special weapon quality for a number of rounds equal to 1⁄2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Replacement Domain Spells: 3rd—vampiric touch, 5th—wall of thorns, 7th—mass inflict serious wounds.
Tactics subdomain
Replacement Power: The following granted power replaces the battle rage power of the War domain.
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 2nd—aid, 5th—greater command, 8th—greater planar ally.
Weather domain
Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a −2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.
Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.
Seasons subdomain
Replacement Power: The following granted power replaces the storm burst power of the Weather domain.
Untouched by the Seasons (Su): By touching a creature, you can grant it the benefits of endure elements, which last for 1 hour per cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 1st—goodberry, 4th—blight, 8th—sunburst.
Storms subdomain
Replacement Power: The following granted power replaces the lightning lord power of the Weather domain.
Gale Aura (Su): At 6th level, as a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step. Enemies in the aura treat each square that brings them closer to you as difficult terrain. They can move normally in any other direction. You can use this ability for a number of rounds per day equal to your cleric level. The rounds do not need to be consecutive.
Replacement Domain Spells: 5th—call lightning storm, 6th—sirocco.
Oracle mysteries
Bones · Flame · Heavens · Life · Lore · Nature · Stone · Waves · Wind
See the oracle class description for information on oracle mysteries.
Only the bonus spells provided by each mystery are listed here; for information on revelations, class skills, and other features of oracle mysteries, see the list of mysteries on the oracle class page.
Battle mystery
Bonus Spells: enlarge person (2nd), fog cloud (4th), magic vestment (6th), wall of fire (8th), righteous might (10th), mass bull’s strength (12th), control weather (14th), earthquake (16th), storm of vengeance (18th).
Bones mystery
Bonus Spells: cause fear (2nd), false life (4th), animate dead (6th), fear (8th), slay living (10th), circle of death (12th), control undead (14th), horrid wilting (16th), wail of the banshee (18th).
Flame mystery
Bonus Spells: burning hands (2nd), resist energy (4th), fireball (6th), wall of fire (8th), summon monster V (fire elementals only, 10th), fire seeds (12th), fire storm (14th), incendiary cloud (16th), fiery body (18th).
Heavens mystery
Bonus Spells: color spray (2nd), hypnotic pattern (4th), daylight (6th), rainbow pattern (8th), overland flight (10th), chain lightning (12th), prismatic spray (14th), sunburst (16th), meteor swarm (18th).
Life mystery
Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th).
Lore mystery
Bonus Spells: identify (2nd), tongues (4th), locate object (6th), legend lore (8th), contact other plane (10th), mass owl’s wisdom (12th), vision (14th), moment of prescience (16th), time stop (18th).
Nature mystery
Bonus Spells: charm animal (2nd), barkskin (4th), speak with plants (6th), grove of respite (8th), awaken (10th), stone tell (12th), creeping doom (14th), animal shapes (16th), world wave (18th).
Stone mystery
Bonus Spells: magic stone (2nd), stone call (4th), meld into stone (6th), wall of stone (8th), stoneskin (10th), stone tell (12th), statue (14th), repel metal or stone (16th), clashing rocks (18th).
Waves mystery
Bonus Spells: touch of the sea (2nd), slipstream (4th), water breathing (6th), wall of ice (8th), geyser (10th), fluid form (12th), vortex (14th), seamantle (16th), tsunami (18th).
Wind mystery
Bonus Spells: alter winds (2nd), gust of wind (4th), cloak of winds (6th), river of wind (8th), control winds (10th), sirocco (12th), control weather (14th), whirlwind (16th), winds of vengeance (18th).
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/evil, 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
0th · 1st · 2nd · 3rd · 4th · 5th · 6th
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.
Witch patrons
The Forest Mother · The Dreamer in the Deep · The Gaunt Man
The Lurker in Gloom · The Rebel · The Enigma
See the witch class description for information on witch patrons.
Only the spell lists provided by each patron are listed here; for information on pact boons, pact affinity effects, and other features of witch patrons, see the list of patrons on the witch class page.
The Forest Mother
The Forest Mother’s spell list includes the following spells:
- 0th level
- 1st level
- 2nd level
- 3rd level
- 4th level
- 5th level
- 6th level
- 7th level
- 8th level
- 9th level
- elemental swarm
(earth only) - shambler
- world wave
- elemental swarm
The Dreamer in the Deep
The Dreamer’s spell list includes the following spells:
- 0th level
- 1st level
- 2nd level
- 3rd level
- 4th level
- 5th level
- 6th level
- 7th level
- 8th level
- 9th level
The Gaunt Man
The Gaunt Man has no spell list.
The Lurker in Gloom
The Lurker’s spell list includes the following spells:
- 0th level
- 1st level
- 2nd level
- 3rd level
- 4th level
- 5th level
- 6th level
- 7th level
- 8th level
- 9th level
† Ghouls and ghasts only.
‡ Shadows and wraiths only.
The Rebel
The Rebel’s spell list includes the following spells:
- 0th level
- 1st level
- 2nd level
- 3rd level
- 4th level
- 5th level
- 6th level
- 7th level
- 8th level
- 9th level
The Enigma
The Enigma’s spell list includes the following spells:
- 0th level
- 1st level
- 2nd level
- 3rd level
- 4th level
- 5th level
- 6th level
- 7th level
- 8th level
- 9th level