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, may not be learned by spontaneous arcane casters (sorcerers, bards), or cast by divine casters (clerics, druids), without having encountered the spell (learned it from a spell book, from another spellcaster, or from some other source). Even knowledge of such 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. ⇑
New and modified spells
Some spells have been modified from their published versions. Some other spells are entirely new, created for Beyond Ragnarok. The names of such spells are links to the spell description. (See the New & Modified Spells page for a complete list.)
Spell levels
Some non-core spells have been assigned to levels, and spell lists, different from the ones indicated in the relevant rulebooks (see ice shape for an example). Spells which differ from the published version only in their class and level aren’t duplicated on this wiki. The information on this page, about which class and level a spell is assigned to, supersedes what is written in the published spell write-up.
Disease and drug components
Certain spells in the Book of Vile Darkness are listed as having disease or drug components. Ignore this information; no spell listed on this page has a disease or drug component.
Sources
BoED | Book of Exalted Deeds |
BoVD | Book of Vile Darkness |
CM | Complete Mage |
FB | Frostburn |
PHB2 | Player’s Handbook II |
SpC | Spell Compendium |
Assassin Spells
1st-Level Assassin Spells
- Angry Ache BoVD
- Subject takes −2 penalty per four caster levels on attack rolls.
- Disguise Self
- Changes your appearance.
- Detect Poison
- Detects poison in one creature or object.
- Feather Fall
- Objects or creatures fall slowly.
- Ghost Sound
- Figment sounds.
- Jump
- Subject gets bonus on Jump checks.
- Obscuring Mist
- Fog surrounds you.
- Sleep
- Puts 4 HD of creatures into magical slumber.
- True Strike
- +20 on your next attack roll.
2nd-Level Assassin Spells
- Alter Self
- Assume form of a similar creature.
- Cat’s Grace
- Subject gains +4 to Dex for 1 min./level.
- Darklight BoVD
- Creates 5-ft. radius where all can see without light.
- Darkness
- 20-ft. radius of magical darkness.
- Fox’s Cunning
- Subject gains +4 Int for 1 min./level.
- Illusory Script M
- Only intended reader can decipher.
- Invisibility
- Subject is invisible for 1 min./level or until it attacks.
- Pass without Trace
- One subject/level leaves no tracks.
- Spider Climb
- Grants ability to walk on walls and ceilings.
- Undetectable Alignment
- Conceals alignment for 24 hours.
3rd-Level Assassin Spells
- Deep Slumber
- Puts 10 HD of creatures to sleep.
- Deeper Darkness
- Object sheds magical darkness in 60-ft. radius.
- False Life
- Gain 1d10 temporary hp +1/level (max +10).
- Magic Circle Against Good
- As protection from good, but 10-ft. radius and 10 min./level.
- Misdirection
- Misleads divinations for one creature or object.
- Nightmare Terrain R CM
- Create patch of illusory terrain that hinders foes and allows you to hide.
- Nondetection M
- Hides subject from divination, scrying.
- Pall of Twilight R
- Veil of shadow impedes sight and sound.
4th-Level Assassin Spells
- Clairaudience/Clairvoyance
- Hear or see at a distance for 1 min./level.
- Deathsight CM
- Make death attack without spending rounds in observation (casting still takes 1 round).
- Dimension Jump
- Teleports you a short distance.
- Freedom of Movement
- Subject moves normally despite impediments.
- Glibness
- You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
- Invisibility, Greater
- As invisibility, but subject can attack and stay invisible.
- Locate Creature
- Indicates direction to familiar creature.
- Modify Memory
- Changes 5 minutes of subject’s memories.
- Poison
- Touch inflicts Con poison.
- Stop Heart R BoVD
- Subject drops to −8 hp immediately.
Bard Spells
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 (−1 on attack rolls).
- Ghost Sound
- Figment sounds.
- Know Direction
- You discern north.
- Light
- Object shines like a torch.
- Lullaby
- Makes subject drowsy; −5 on Spot and Listen checks, −2 on Will saves against sleep.
- Mage Hand
- 5-pound telekinesis.
- Mending
- Makes minor repairs on an object.
- Message
- Whispered conversation at distance.
- Open/Close
- Opens or closes small or light things.
- Prestidigitation
- Performs minor tricks.
- Read Magic
- Read scrolls and spellbooks.
- Resistance
- Subject gains +1 on saving throws.
- Summon Instrument
- Summons one instrument of the caster’s choice.
1st-Level Bard Spells
- Alarm
- Wards an area for 2 hours/level.
- Animate Rope
- Makes a rope move at your command.
- 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 spoken and written languages.
- Confusion, Lesser
- One creature is confused for 1 round.
- Cure Light Wounds
- Cures 1d8 damage +1/level (max +5).
- Detect Secret Doors
- Reveals hidden doors within 60 ft.
- Disguise Self
- Changes your appearance.
- Erase
- Mundane or magical writing vanishes.
- Expeditious Retreat
- Your speed increases by 30 ft.
- Feather Fall
- Objects or creatures fall slowly.
- Grease
- Makes 10-ft. square or one object slippery.
- Hasan’s Magic Aura R
- Alters object’s magic aura.
- Hypnotism
- Fascinates 2d4 HD of creatures.
- Identify M
- Determines properties of magic item.
- Loki’s Hideous Laughter
- Subject loses actions for 1 round/ level.
- Magic Mouth M
- Speaks once when triggered.
- No Light R BoVD
- Prevents normal light from illuminating.
- Obscure Object
- Masks object against scrying.
- Remove Fear
- Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Silent Image
- Creates minor illusion of your design.
- Sleep
- Puts 4 HD of creatures into magical slumber.
- Summon Monster I
- Calls extraplanar creature to fight for you.
- Sorrow BoVD
- Subject takes −3 penalty on attacks, saves, and checks.
- Undetectable Alignment
- Conceals alignment for 24 hours.
- Unseen Servant
- Invisible force obeys your commands.
- Ventriloquism
- Throws voice for 1 min./level.
2nd-Level Bard Spells
- Alter Self
- Assume form of a similar creature.
- Animal Messenger
- Sends a Tiny animal to a specific place.
- Animal Trance
- Fascinates 2d6 HD of animals.
- Blindness/Deafness
- Makes subject blind or deaf.
- Blur
- Attacks miss subject 20% of the time.
- Calm Emotions
- Calms creatures, negating emotion effects.
- Caterwaul CM
- Horrible wail renders creatures nauseated or sickened for 1 round.
- Cat’s Grace
- Subject gains +4 to Dex for 1 min./level.
- Cure Moderate Wounds
- Cures 2d8 damage +1/level (max +10).
- Darkness
- 20-ft. radius of magical darkness.
- Daze Monster
- Living creature of 6 HD or less loses next action.
- Deceptive Facade CM
- Disguise appearance of another creature or object.
- Delay Poison
- Stops poison from harming subject for 1 hour/ level.
- Detect Thoughts
- Allows “listening” to surface thoughts.
- Doublespeak R CM
- Subjects’ speech is masked from listeners.
- Eagle’s Splendor
- Subject gains +4 to Cha for 1 min./level.
- Enthrall
- Captivates all within 100 ft. + 10 ft./level.
- False Lie R CM
- Subject seems to be lying, both to Sense Motive and divinations, even when she is not.
- Fly, Swift SpC
- Gain fly speed of 60 ft. for 1 round.
- Fox’s Cunning
- Subject gains +4 to Int for 1 min./level.
- Glitterdust
- Blinds creatures, outlines invisible creatures.
- Heroism
- Gives +2 on attack rolls, saves, skill checks.
- Hold Person
- Paralyzes one humanoid for 1 round/level.
- Hypnotic Pattern
- Fascinates (2d4 + level) HD of creatures.
- Ice Darts R FB
- Icicle missiles deal 2d4 damage, half of which is cold.
- 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.
- Shatter
- Sonic vibration damages objects or crystalline creatures.
- Silence
- Negates sound in 20-ft. radius.
- Sound Burst
- Deals 1d8 sonic damage to subjects; may stun them.
- Suggestion
- Compels subject to follow stated course of action.
- Summon Monster II
- Calls extraplanar creature to fight for you.
- Summon Swarm
- Summons swarm of bats, rats, or spiders.
- Tongues
- Speak any language.
- Vertigo R PHB2
- Subject creature must succeed on a DC 10 Balance check to move each round.
- War Cry SpC
- Gain +4 on attack/damage if you charge; any opponent you damage must save or be panicked for 1 round.
- Wave of Grief BoVD
- All within cone take −3 penalty on attacks, saves, and checks.
- Whispering Wind
- Sends a short message 1 mile/level.
3rd-Level Bard Spells
- Blink
- You randomly vanish and reappear for 1 round/level.
- 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.
- Crushing Despair
- Subjects take −2 on attack rolls, damage rolls, saves, and checks.
- Cure Serious Wounds
- Cures 3d8 damage +1/level (max +15).
- Curse of the Putrid Husk R BoVD
- Subject is unconscious for 1d10 minutes.
- Daylight
- 60-ft. radius of bright light.
- Deep Slumber
- Puts 10 HD of creatures to sleep.
- Dispel Magic
- Cancels magical spells and effects.
- Displacement
- Attacks miss subject 50%.
- Fear
- Subjects within cone flee for 1 round/level.
- Gaseous Form
- Subject becomes insubstantial and can fly slowly.
- Geas, Lesser
- Commands subject of 7 HD or less.
- Glibness
- You gain +30 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, +1 on attack rolls, AC, and Reflex saves.
- Hesitate PHB2
- Force subject to lose actions.
- Illusory Script M
- Only intended reader can decipher.
- Invisibility Sphere
- Makes everyone within 10 ft. invisible.
- Major Image
- As silent image, plus sound, smell and thermal effects.
- Nightmare Terrain R CM
- Create patch of illusory terrain that hinders foes and allows you to hide.
- Phantom Battle R PHB2
- Illusion of battle flanks creatures and denies attacks of opportunity.
- Phantom Steed
- Magic horse appears for 1 hour/level.
- Remove Curse
- Frees object or person from curse.
- Scrying F
- Spies on subject from a distance.
- Sculpt Sound
- Creates new sounds or changes existing ones.
- Secret Page
- Changes one page to hide its real content.
- See Invisibility
- Reveals invisible creatures or objects.
- Sepia Snake Sigil M
- Creates 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.
- Stunning Screech R BoVD
- All within 30 ft. are stunned for 1 round.
- Summon Monster III
- Calls extraplanar creature to fight for you.
- Tiny Hut
- Creates shelter for ten creatures.
4th-Level Bard Spells
- Battlecry CM
- Gain bonus on attack, save; bardic music effects extended.
- Break Enchantment
- Frees subjects from enchantments, alterations, curses, and petrification.
- Cure Critical Wounds
- Cures 4d8 damage +1/level (max +20).
- Cure Light Wounds, Mass
- Cures 1d8 damage +1/level for many creatures.
- Detect Scrying
- Alerts you of magical eavesdropping.
- Dimension Door
- Opens a portal to a place nearby.
- Dominate Person
- Controls humanoid telepathically.
- Freedom of Movement
- Subject moves normally despite impediments.
- Hallucinatory Terrain
- Makes one type of terrain appear like another (field into forest, or the like).
- Hasan’s Secure Shelter R
- Creates sturdy cottage.
- 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 familiar creature.
- Modify Memory
- Changes 5 minutes of subject’s memories.
- Neutralize Poison
- Detoxifies venom in or on subject, or suppresses venom ability of creature.
- Rainbow Pattern
- Lights fascinate 24 HD of creatures.
- Repel Vermin
- Insects, spiders, and other vermin stay 10 ft. away.
- Resonating Bolt SpC
- Sonic energy deals 1d4 damage/level (max 10d4).
- Shadow Conjuration
- Mimics conjuring below 4th level, but only 20% real.
- Shout
- Deafens all within cone and deals 5d6 sonic damage.
- Speak with Plants
- You can talk to normal plants and plant creatures.
- Summon Monster IV
- Calls extraplanar creature to fight for you.
- Summon Swarm, Greater R
- Summons swarm of needletooths or swamp mosquitoes.
- Zone of Silence
- Keeps eavesdroppers from overhearing conversations.
5th-Level Bard Spells
- Boreal Wind R FB
- Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.
- Cure Moderate Wounds, Mass
- Cures 2d8 damage +1/level for many creatures.
- Dimension Jump
- Teleports you a short distance.
- Dispel Magic, Greater
- As dispel magic, but +20 on check.
- Dream
- Sends message to anyone sleeping.
- Endless Slumber CM
- Subject falls asleep and is not easily roused.
- False Vision M
- Fools scrying with an illusion.
- Heroism, Greater
- Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
- Incite Riot PHB2
- Subjects attacks nearest creatures.
- Mind Fog
- Subjects in fog get −10 to Wis and Will checks.
- 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.
- 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.
- Soul Shackles R BoVD
- Imprisons soul of dead creature in talisman, from which caster can question it.
- Suggestion, Mass
- As suggestion, plus one subject/level.
- Summon Monster V
- Calls extraplanar creature to fight for you.
6th-Level Bard Spells
- Analyze Dweomer F
- Reveals magical aspects of subject.
- Animate Objects
- Objects attack your foes.
- Bestow Greater Curse R BoVD
- As bestow curse, but even more dire effects.
- Cat’s Grace, Mass
- As cat’s grace, affects one subject/level.
- Charm Monster, Mass
- As charm monster, but all within 30 ft.
- Cure Serious Wounds, Mass
- Cures 3d8 damage +1/level for many creatures.
- Eagle’s Splendor, Mass
- As eagle’s splendor, affects one subject/level.
- Eyebite
- Target becomes panicked, sickened, and comatose.
- Find the Path
- Shows most direct way to a location.
- Fox’s Cunning, Mass
- As fox’s cunning, affects one subject/level.
- Geas/Quest
- As lesser geas, plus it affects any creature.
- Heroes’ Feast
- Food for one creature/level cures and grants combat bonuses.
- Loki’s Irresistible Dance
- Forces subject to dance.
- Permanent Image
- Includes sight, sound, and smell.
- Programmed Image M
- As major image, plus triggered by event.
- Project Image
- 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, damages objects.
- Summon Monster VI
- Calls extraplanar creature to fight for you.
- Sympathetic Vibration
- Deals 2d10 damage/round to freestanding structure.
- Veil
- Changes appearance of group of creatures.
Blackguard Spells
1st-Level Blackguard Spells
- Cause Fear
- One creature of 5 HD or less flees for 1d4 rounds.
- Cure Light Wounds
- Cures 1d8 damage +1/level (max +5).
- Demonflesh R BoVD
- Caster gains +1 natural armor/5 caster levels.
- Doom
- One subject takes −2 on attack rolls, saves, and checks.
- Inflict Light Wounds
- Touch deals 1d8 damage +1/level (max +5).
- Magic Weapon
- Weapon gains +1 bonus.
- Summon Monster I
- Calls extraplanar creature to fight for you (evil creatures only).
2nd-Level Blackguard Spells
- Boneblade R BoVD
- Turns a bone into a magic weapon.
- Bull’s Strength
- Subject gains +4 to Str for 1 min./level.
- Cure Moderate Wounds
- Cures 2d8 damage +1/level (max +10).
- Darkness
- 20-ft. radius of magical darkness.
- Death Knell
- Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
- Devil’s Eye R BoVD
- Caster can see in even supernatural darkness, up to 30 ft.
- Eagle’s Splendor
- Subject gains +4 to Cha for 1 min./level.
- Inflict Moderate Wounds
- Touch attack, 1 point of damage.
- Shatter
- Sonic vibration damages objects or crystalline creatures.
- Summon Monster II
- Calls extraplanar creature to fight for you (evil creatures only).
3rd-Level Blackguard Spells
- Contagion
- Infects subject with chosen disease.
- Cure Serious Wounds
- Cures 3d8 damage +1/level (max +15).
- Deeper Darkness
- Object sheds magical darkness in 60-ft. radius.
- Demon Wings R BoVD
- Caster flies at his land speed.
- Inflict Serious Wounds
- Touch attack, 3d8 damage +1/level (max +15).
- Protection From Energy
- Absorb 12 points/level of damage from one kind of energy.
- Summon Monster III
- Calls extraplanar creature to fight for you (evil creatures only).
4th-Level Blackguard Spells
- Claws of the Savage BoVD
- Subject gains claws; or existing claws are enhanced.
- Cure Critical Wounds
- Cures 4d8 damage +1/level (max +20).
- Freedom of Movement
- Subject moves normally despite impediments.
- Inflict Critical Wounds
- Touch attack, 4d8 damage +1/level (max +20).
- Poison
- Touch inflicts Con poison.
- Summon Monster IV
- Calls extraplanar creature to fight for you (evil creatures only).
- Vile Lance BoVD
- Creates +2 shortspear that deals vile damage.
Cherkess Master Archer Spells
1st-Level Cherkess Master Archer Spells
- Cause Fear
- One creature of 5 HD or less flees for 1d4 rounds.
- Doom
- One subject takes −2 on attack rolls, saves, and checks.
- Chill Touch
- One touch/level deals 1d6 damage and possibly 1 Str damage.
- Entangling Touch
- Cause vines to entangle a creature, rooting it in place.
- Faerie Fire
- Outlines subjects with light, canceling blur, concealment, and the like.
- Feather Fall
- Objects or creatures fall slowly.
- Flame Arrow
- Arrows deal +1d6 fire damage.
- Inflict Light Wounds
- Touch deals 1d8 damage +1/level (max +5).
- Jump
- Subject gets bonus on Jump checks.
- Longstrider
- Your speed increases by 10 ft.
- Magic Weapon
- Weapon gains +1 bonus.
- Mount
- Summons riding horse for 2 hours/level.
- Produce Flame
- 1d6 damage +1/level, touch or thrown.
- Ray of Enfeeblement
- Ray deals 1d6 +1 per two levels Str damage.
- Shocking Grasp
- Touch delivers 1d6/level electricity damage (max 5d6).
- Sleep
- Puts 4 HD of creatures into magical slumber.
- True Strike
- +20 on your next attack roll.
2nd-Level Cherkess Master Archer Spells
- Cat’s Grace
- Assume form of a similar creature.
- Curse of Arrow Attraction PHB2
- Subject takes −5 penalty to AC against ranged attacks.
- Inflict Moderate Wounds
- Touch attack, 2d8 damage +1/level (max +10).
- Orb of Acid, Lesser SpC
- Ranged touch attack deals 1d8 acid damage + 1d8/2 levels beyond 1st (max 5d8).
- Orb of Cold, Lesser SpC
- Ranged touch attack deals 1d8 cold damage + 1d8/2 levels beyond 1st (max 5d8).
- Orb of Electricity, Lesser SpC
- Ranged touch attack deals 1d8 electricity damage + 1d8/2 levels beyond 1st (max 5d8).
- Orb of Fire, Lesser SpC
- Ranged touch attack deals 1d8 fire damage + 1d8/2 levels beyond 1st (max 5d8).
- Owl’s Wisdom
- Subject gains +4 to Wis for 1 min./level.
- Shatter
- Sonic vibration damages objects or crystalline creatures.
- Shillelagh
- Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
- Spider Climb
- Grants ability to walk on walls and ceilings.
- Whispering Wind
- Sends a short message 1 mile/level.
- Wind Wall
- Deflects arrows, smaller creatures, and gases.
3rd-Level Cherkess Master Archer Spells
- Binding Winds SpC
- Air prevents subject from moving, hinders ranged attacks.
- Contagion
- Infects subject with chosen disease.
- Darkvision
- See 60 ft. in total darkness.
- Hold Person
- Paralyzes one humanoid for 1 round/level.
- Inflict Serious Wounds
- Touch attack, 3d8 damage +1/level (max +15).
- Invisibility
- Subject is invisible for 1 min./level or until it attacks.
- Phantom Steed
- Magic horse appears for 1 hour/level.
- Poison
- Touch inflicts Con poison.
- Ray of Exhaustion
- Ray makes subject exhausted.
- See Invisibility
- Reveals invisible creatures or objects.
1st-Level Cherkess Master Archer Spells
- Bestow Curse
- −6 to an ability score; −4 on attack rolls, saves, and checks; or 50% chance of losing each action.
- Dimensional Anchor
- Bars extradimensional movement.
- Dispel Magic
- Cancels magical spells and effects.
- Freedom of Movement
- Subject moves normally despite impediments.
- Inflict Critical Wounds
- Touch attack, 4d8 damage +1/level (max +20).
Cleric Spells
0-Level Cleric Spells (Orisons)
- Create Water
- Creates 2 gallons/level of pure water.
- Cure Minor Wounds
- Cures 1 point of damage.
- Detect Magic
- Detects spells and magic items within 60 ft.
- Detect Poison
- Detects poison in one creature or object.
- Guidance
- +1 on one attack roll, saving throw, or skill check.
- Inflict Minor Wounds
- Touch attack, 1 point of damage.
- Light
- Object shines like a torch.
- Mending
- Makes minor repairs on an object.
- No Light R BoVD
- Prevents normal light from illuminating.
- 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.
- Virtue
- Subject gains 1 temporary hp.
1st-Level Cleric Spells
- Angry Ache R BoVD
- Subject takes −2 penalty per four caster levels on attack rolls.
- 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.
- Deathwatch
- Reveals how near death subjects within 30 ft. are.
- Detect Chaos/Evil/Good/Law
- Reveals creatures, spells, or objects of selected alignment.
- Detect Fire R FB
- Detect fire, and non-cold-subtype creatures, within 60 ft.
- 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, saves, and checks.
- Endure Elements
- Exist comfortably in hot or cold environments.
- 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/saves, counter mind control, hedge out elementals & outsiders.
- 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.
- Slow Consumption R BoVD
- Caster absorbs health and sustenance from helpless creature.
- Sorrow BoVD
- Subject takes −3 penalty on attacks, saves, and checks.
- Spider Hand R BoVD
- Caster’s hand becomes a Small monstrous spider.
- Summon Monster I
- Calls extraplanar creature to fight for you.
2nd-Level Cleric 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.
- 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, making undead weaker.
- Darkbolt R BoVD
- Deals 1d8 damage/2 levels and stuns 1 round.
- Cure Moderate Wounds
- Cures 2d8 damage +1/level (max +10).
- Darkness
- 20-ft. radius of magical darkness.
- Death Knell
- Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
- Delay Poison
- Stops poison from harming subject 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.
- Frostburn, Lesser R FB
- Touch deals 1d12 frostburn damage +1/level (max +5).
- Find Traps
- Notice traps as a rogue does.
- Gentle Repose
- Preserves one corpse.
- Hold Person
- Paralyzes one humanoid for 1 round/level.
- Inflict Moderate Wounds
- Touch attack, 2d8 damage +1/level (max +10).
- Make Whole
- Repairs an object.
- Owl’s Wisdom
- Subject gains +4 to Wis for 1 min./level.
- Remove Paralysis
- Frees one or more creatures from paralysis or slow effect.
- Resist Energy
- Ignores 10 (or more) points of damage/round from specified energy type.
- Restoration, Lesser M
- Dispels magical ability penalty, cures ability damage, treats disease, or removes fatigue.
- 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.
- Spider Legs R BoVD
- Caster grows long spider legs that have a speed of 30 ft. and move on vertical surfaces.
- Spiritual Weapon
- Magic weapon attacks on its own.
- Status
- Monitors condition, position of allies.
- Summon Monster II
- Calls extraplanar creature to fight for you.
- Undetectable Alignment
- Conceals alignment for 24 hours.
- Wave of Grief BoVD
- All within cone take −3 penalty on attacks, saves, and checks.
- Zone of Truth
- Subjects within range cannot lie.
3rd-Level Cleric 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.
- Boneblade R BoVD
- Turns a bone into a magic weapon.
- Clutch of Orcus R BoVD
- Deals 1d3 points of damage each round and paralyzes foe while caster concentrates.
- Contagion
- Infects subject with chosen disease.
- Continual Flame M
- Makes a permanent, heatless torch.
- Create Food and Water
- Feeds three humans (or one horse)/level.
- Cure Serious Wounds
- Cures 3d8 damage +1/level (max +15).
- Curse of Arrow Attraction R PHB2
- Subject takes −5 penalty to AC against ranged attacks.
- Daylight
- 60-ft. radius of bright light.
- Deeper Darkness
- Object sheds magical darkness in 60-ft. radius.
- Devil’s Eye R BoVD
- Caster can see in even supernatural darkness, up to 30 ft.
- Dispel Magic
- Cancels spells and magical effects.
- Glyph of Warding M
- Inscription harms those who pass it.
- Helping Hand
- Ghostly hand leads subject to you.
- Hesitate PHB2
- Force subject to lose actions.
- 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.
- Obscure Object
- Masks object against scrying.
- Prayer
- Allies +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 conditions.
- Remove Curse
- Frees object or person from curse.
- Remove Disease
- Cures all diseases affecting subject.
- Searing Light
- Ray deals 1d8/two levels damage, more against undead.
- Shriveling R
- Subject takes 1d4 damage per level.
- Speak with Dead
- Corpse answers one question/two levels.
- Stone Shape
- Sculpts stone into any shape.
- Summon Monster III
- Calls extraplanar creature to fight for you.
- Vile Lance R BoVD
- Creates +2 shortspear that deals vile damage.
- Touch of Malbolge R
- Wasp swarm bursts through creature’s skin, dealing 1d6/2 levels damage.
- Unliving Weapon R BoVD
- Undead subject explodes for 1d6 damage/2 levels when struck or at a specified time.
- Water Breathing
- Subjects can breathe underwater.
- Water Walk
- Subject treads on water as if solid.
- Wind Wall
- Deflects arrows, smaller creatures, and gases.
- Wrack R BoVD
- Subject blind, helpless for 1 round/level; then −2 on attacks, saves, and checks for 3d10 minutes.
4th-Level Cleric Spells
- Air Walk
- Subject treads on air as if solid (climb at 45-degree angle).
- Claws of the Savage R BoVD
- Subject gains claws; or existing claws are enhanced.
- Control Water
- Raises or lowers bodies of water.
- Cure Critical Wounds
- Cures 4d8 damage +1/level (max +20).
- Cure Light Wounds, Mass
- Cures 1d8 damage +1/level for many creatures.
- Damning Darkness R BoVD
- Darkness deals either 2d6 or 1d6 damage per round.
- Death Ward
- Grants protection from death spells and negative energy effects.
- 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 bonus, +6 to Str, and 1 hp/level.
- Freedom of Movement
- Subject moves normally despite impediments.
- Frostburn R FB
- Touch deals 3d12 frostburn damage +1/level (max +20).
- Giant Vermin
- Turns centipedes, scorpions, or spiders into giant vermin.
- Glacial Globe of Invulnerability R FB
- Stops 1st-through 3rd-level fire spell effects and provides concealment.
- Greater Status BoED
- As status but cast some spells through bond.
- Ice Shape R FB
- Sculpts ice into any shape.
- Imbue with Spell Ability
- Transfer spells to subject.
- Inflict Critical Wounds
- Touch attack, 4d8 damage +1/level (max +20).
- Inflict Light Wounds, Mass
- Deals 1d8 damage +1/level to many creatures.
- Magic Weapon, Greater
- +1 bonus/four levels (max +5).
- Nikolai’s Curse of Insignificance R
- Target is struck deaf, dumb, and blind.
- Neutralize Poison
- Detoxifies venom in or on subject, or suppresses venom ability of creature.
- Planar Ally, Lesser X
- Exchange services with a 6 HD extraplanar creature.
- Poison
- Touch inflicts Con poison.
- Repel Vermin
- Insects, spiders, and other vermin stay 10 ft. away.
- 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 four levels.
- Stop Heart R BoVD
- Subject drops to −8 hp immediately.
- Summon Monster IV
- Calls extraplanar creature to fight for you.
- Tongues
- Speak any language.
5th-Level Cleric Spells
- Atonement F X
- Removes burden of misdeeds from subject.
- Break Enchantment
- Frees subjects from enchantments, alterations, curses, and petrification.
- Charnel Fire BoVD
- Consumes one corpse or undead creature.
- Command, Greater
- As command, but affects one subject/level.
- Commune X
- Deity answers one yes-or-no question/level.
- Cure Moderate Wounds, Mass
- Cures 2d8 damage +1/level for many creatures.
- Dispel Chaos/Evil/Good/Law
- +4 bonus against attacks.
- Disrupting Weapon
- Melee weapon destroys undead.
- Etherealness, Swift PHB2
- Subject momentarily becomes ethereal.
- Fist of Cocytus R
- Column of cold and force deals 1d6 damage/level.
- Flame Strike
- Smite foes with divine fire (1d6/level damage).
- Frostbite R
- Chilled air causes 6d6 damage and damages enemies’ Dexterity.
- Hallow M
- Designates location as holy.
- Heartclutch R BoVD
- Subject dies in 1d3 rounds or takes 3d6+1 damage/level.
- Hibernate FB
- Send subject into state of hibernation for 1 week/level.
- Inflict Moderate Wounds, Mass
- Deals 2d8 damage +1/level to many creatures.
- Insect Plague
- Locust swarms attack creatures.
- Iron Citadel R
- Wards 60-ft. area like five ways from Sunday; escape hatch is provided.
- Mark of Justice
- Designates action that will trigger curse on subject.
- Plane Shift F
- As many as eight subjects travel to another plane.
- Raise Dead M
- Restores life to subject who died as long as one day/level ago.
- Revivify M SpC
- Restore recently dead to life with no level loss.
- Righteous Might
- Your size increases, and you gain combat bonuses.
- Righteous Wrath of the Faithful SpC
- Your allies gain extra attack, +3 on attack rolls and damage rolls.
- Scrying F
- Spies on subject from a distance.
- Slay Living
- Touch attack kills subject.
- Spell Resistance
- Subject gains SR 12 + level.
- Summon Monster V
- Calls 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.
- 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 Spells
- Animate Objects
- Objects attack your foes.
- Antilife Shell
- 10-ft. field hedges out living creatures.
- Banishment
- Banishes 2 HD/level of extraplanar creatures.
- Bear’s Endurance, Mass
- As bear’s endurance, affects one subject/ level.
- Blade Barrier
- Wall of blades deals 1d6/level damage.
- Bull’s Strength, Mass
- As bull’s strength, affects one subject/level.
- Create Undead
- Create ghouls, ghasts, mummies, or mohrgs.
- Cure Serious Wounds, Mass
- Cures 3d8 damage +1/level for many creatures.
- Dispel Magic, Greater
- As dispel magic, but up to +20 on check.
- Eagle’s Splendor, Mass
- As eagle’s splendor, affects one subject/level.
- Find the Path
- Shows most direct way to a location.
- Forbiddance M
- Blocks planar travel, damages creatures of different alignment.
- Frostburn, Mass R FB
- Deals 3d12 +1/level (max +20) frostburn damage to many creatures.
- Geas/Quest
- As lesser geas, plus it affects any creature.
- Glyph of Warding, Greater
- 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.
- Howling Winds of Cocytus R
- Winds deal cold damage and confuse creatures.
- Ice Rift R FB
- Intense quake shakes 40-ft. radius spread of ice.
- Inflict Serious Wounds, Mass
- Deals 3d8 damage +1/level to many creatures.
- Lucent Lance R SpC
- Ambient light forms lance, deals various damage, blinds creature struck.
- Owl’s Wisdom, Mass
- As owl’s wisdom, affects one subject/level.
- Planar Ally X
- As lesser planar ally, but up to 12 HD.
- Summon Monster VI
- Calls 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).
- Vengeance Halo BoED
- Any creature that slays the spell’s (good) recipient takes 1d6/level damage.
- Wind Walk
- You and your allies turn vaporous and travel fast.
7th-Level Cleric Spells
- Bestow Greater Curse R BoVD
- As bestow curse, but even more dire effects.
- Control Weather
- Changes weather in local area.
- Crimson Skies of Avernus R
- Red sky rains blood, meteors.
- Cure Critical Wounds, Mass
- Cures 4d8 damage +1/level for many creatures.
- Destruction F
- Kills subject and destroys remains.
- Dictum
- Kills, paralyzes, dazes, or slows enemies.
- Embrace of Malbolge R
- Hellwasp swarm bursts through creature’s skin, dealing 1d6/level damage.
- Energy Ebb SpC
- Give subject one negative level/round for 1 round/level, or bolster an undead creature.
- Ethereal Jaunt
- You become ethereal for 1 round/level.
- Evil Glare SpC
- Paralyze creatures with your glare.
- Fiendish Clarity R BoVD
- Caster sees in even magical darkness, sees invisible up to 60 feet, and can detect good.
- Imprison Soul R BoVD
- Traps soul in a small object, and victim takes 1d4 Con damage per day.
- Inflict Critical Wounds, Mass
- Deals 4d8 damage +1/level to many creatures.
- Radiant Assault R
- 1d6 damage/level, victims dazed or dazzled.
- Refuge M
- 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 restore dead subject.
- Scrying, Greater
- As scrying, but faster and longer.
- Summon Monster VII
- Calls extraplanar creature to fight for you.
- Symbol of Stunning M
- Triggered rune stuns nearby creatures.
- Symbol of Weakness M
- Triggered rune weakens nearby creatures.
- Wretched Blight R BoVD
- Deals 1d8 damage/level in a 20-ft. radius and stuns Good foes for 1d4 rounds.
8th-Level Cleric Spells
- Antimagic Field
- Negates magic within 10 ft.
- Chain Dispel
- Dispel multiple magical effects in multiple creatures.
- 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.
- Dimensional Lock
- Teleportation and interplanar travel blocked for one day/level.
- Discern Location
- Reveals exact location of creature or object.
- Earthquake
- Intense tremor shakes 80-ft.-radius.
- Fire Storm
- Deals 1d6/level fire damage.
- Heat Drain R SpC
- Subjects take 1d6 cold damage/level, you gain temp hp per subject drained.
- Holy Aura F
- +4 to AC, +4 resistance, and SR 25 against evil spells.
- Mire of Minauros M R
- Turns area into noxious swamp, rains hail and acid, summons demons.
- Planar Ally, Greater X
- 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.
- Steal Life R BoVD
- Caster drains 1 ability score point per round and becomes younger.
- Summon Monster VIII
- Calls extraplanar creature to fight for you.
- Symbol of Death M
- Triggered rune slays 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.
- Wrathful Castigation R
- Subject dies or is dazed and −4 on saves for 1 round/level.
9th-Level Cleric Spells
- Commanding Voice of Nessus R
- Imbues you with the power and authority of the Lower Realms.
- Crushing Fist of Spite R BoVD
- Fist deals 1d6 damage/level each round.
- Energy Drain
- Subject gains 2d4 negative levels.
- Etherealness
- Travel to Ethereal Plane with companions.
- Fimbulwinter R FB
- Creates winter weather for miles around you that lasts for months.
- Gate
- Connects two planes for travel or summoning.
- Heal, Mass
- As heal, but with several subjects.
- Implosion
- Kills one creature/round.
- Miracle X
- Requests a deity’s intercession.
- Portcullis M R
- Seals an area against planar travel in or out.
- Soul Bind F
- Traps newly dead soul to prevent resurrection.
- Storm of Vengeance
- Storm rains acid, lightning, and hail.
- Summon Elemental Monolith M SpC
- Calls powerful elemental creature to fight for you.
- Summon Monster IX
- Calls extraplanar creature to fight for you.
- True Resurrection M
- As resurrection, plus remains aren’t needed.
Corrupt Spells
7th-Level Corrupt Spells
- Rapture of Rupture
- Subjects take 6d6 damage and are stunned, then take 1d6 damage per round thereafter.
9th-Level Corrupt Spells
- Utterdark M
- Zone of darkness destroys life and crumbles buildings.
Demonologist Spells
1st-Level Demonologist Spells
- Bane
- Enemies take −1 on attack rolls and saves against fear.
- Demonflesh BoVD
- Caster gains +1 natural armor/5 caster levels.
- Devil’s Eye BoVD
- Caster can see in even supernatural darkness, up to 30 ft.
- Doom
- One subject takes −2 on attack rolls, saves, and checks.
- Protection from Evil/Good
- +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Summon Monster I
- Calls extraplanar creature to fight for you.
2nd-Level Demonologist Spells
- Bestow Curse
- −6 to an ability score; −4 on attack rolls, saves, and checks; or 50% chance of losing each action.
- Magic Circle against Evil/Good
- As protection spells, but 10-ft. radius and 10 min./level.
- Protection from Energy
- Absorb 12 points/level of damage from one kind of energy.
- Stunning Screech BoVD
- All within 30 ft. are stunned for 1 round.
- Summon Monster II
- Calls extraplanar creature to fight for you.
3rd-Level Demonologist Spells
- Bestow Greater Curse R BoVD
- As bestow curse, but even more dire effects.
- Dancing Chains BoVD
- Animates one chain per level.
- Demon Wings BoVD
- Caster flies at his land speed.
- Dimensional Anchor
- Bars extradimensional movement.
- Distort Summons BoVD
- Creates area where only evil creatures can be summoned.
- Planar Binding, Lesser
- Traps extraplanar creature of 6 HD or less until it performs a task.
- Summon Monster III
- Calls extraplanar creature to fight for you.
4th-Level Demonologist Spells
- Call Nightmare BoVD
- Summons a nightmare.
- Dismissal
- Forces a creature to return to native plane.
- Impotent Possessor BoVD
- Subject that can possess creatures is rendered powerless.
- Imprison Possessor BoVD
- Subject that can possess creatures is trapped in current body.
- Planar Binding
- As lesser planar binding, but up to 12 HD.
- Summon Monster IV
- Calls extraplanar creature to fight for you.
Druid Spells
0-Level Druid Spells (Orisons)
- Create Water
- Creates 2 gallons/level of pure water.
- Cure Minor Wounds
- Cures 1 point of damage.
- Detect Magic
- Detects spells and magic items within 60 ft.
- Detect Poison
- Detects poison in one creature or object.
- Flare
- Dazzles one creature (−1 penalty on attack rolls).
- Guidance
- +1 on one attack roll, saving throw, or skill check.
- Know Direction
- You discern north.
- Light
- Object shines like a torch.
- Mending
- Makes minor repairs on an object.
- Purify Food and Drink
- Purifies 1 cu. ft./level of food or water.
- Read Magic
- Read scrolls and spellbooks.
- Resistance
- Subject gains +1 bonus on saving throws.
- Virtue
- Subject gains 1 temporary hp.
1st-Level Druid Spells
- Calm Animals
- Calms (2d4 + level) HD of animals.
- Charm Animal
- Makes one animal your friend.
- Cure Light Wounds
- Cures 1d8 damage +1/level (max +5).
- Detect Animals or Plants
- Detects kinds of animals or plants.
- Detect Snares and Pits
- Reveals natural or primitive traps.
- Endure Elements
- Exist comfortably in hot or cold environments.
- Entangle
- Plants entangle everyone in 40-ft.-radius.
- Entangling Touch
- Cause vines to entangle a creature, rooting it in place.
- Faerie Fire
- Outlines subjects with light, canceling blur, concealment, and the like.
- Goodberry
- 2d4 berries each cure 1 hp (max 8 hp/24 hours).
- Hide from Animals
- Animals can’t perceive one subject/level.
- Jump
- Subject gets bonus on Jump checks.
- Longstrider
- Your speed increases by 10 ft.
- Magic Fang
- One natural weapon of subject creature gets +1 on attack and damage rolls.
- Magic Stone
- Three stones gain +1 on attack rolls, deal 1d6+1 damage.
- Obscuring Mist
- Fog surrounds you.
- Pass without Trace
- One subject/level leaves no tracks.
- Produce Flame
- 1d6 damage +1/level, touch or thrown.
- Shillelagh
- Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
- Snowsight FB
- Normal vision in winter weather conditions.
- Speak with Animals
- You can communicate with animals.
- Spider Hand R BoVD
- Caster’s hand becomes a Small monstrous spider.
- Summon Nature’s Ally I
- Calls creature to fight.
- Thunderhead R SpC
- Small lightning bolts deal 1 damage/round.
2nd-Level Druid Spells
- Animal Messenger
- Sends a Tiny animal to a specific place.
- Animal Trance
- Fascinates 2d6 HD of animals.
- Barkskin
- Grants +2 (or higher) enhancement to natural armor.
- Bear’s Endurance
- Subject gains +4 to Con for 1 min./level.
- Binding Winds SpC
- Air prevents subject from moving, hinders ranged attacks.
- Bull’s Strength
- Subject gains +4 to Str for 1 min./level.
- Cat’s Grace
- Subject gains +4 to Dex for 1 min./level.
- Chill Metal
- Cold metal damages those who touch it.
- Delay Poison
- Stops poison from harming subject for 1 hour/level.
- Fire Trap M
- Opened object deals 1d4 +1/level damage.
- Flame Blade
- Touch attack deals 1d8 +1/two levels damage.
- Flaming Sphere
- Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
- Frostburn, Lesser FB
- Touch deals 1d12 frostburn damage +1/level (max +5).
- Fog Cloud
- Fog obscures vision.
- Gust of Wind
- Blows away or knocks down smaller creatures.
- Heat Metal
- Make metal so hot it damages those who touch it.
- Hold Animal
- Paralyzes one animal for 1 round/level.
- Nature’s Favor SpC
- Animal touched gains luck bonus on attack rolls and damage rolls of +1/3 levels.
- Numbing Sphere R
- Rolling ball of intense cold deals 1d6 cold damage and damages Dexterity, lasts 1 round/level.
- Owl’s Wisdom
- Subject gains +4 to Wis for 1 min./level.
- Reduce Animal
- Shrinks one willing animal.
- Resist Energy
- Ignores 10 (or more) points of damage/round from specified energy type.
- Restoration, Lesser M
- Dispels magical ability penalty, cures ability damage, treats disease, or removes fatigue.
- Soften Earth and Stone
- Turns stone to clay or dirt to sand or mud.
- Spider Climb
- Grants ability to walk on walls and ceilings.
- Spider Legs R BoVD
- Caster grows long spider legs that have a speed of 30 ft. and move on vertical surfaces.
- Summon Nature’s Ally II
- Calls creature to fight.
- Summon Swarm
- Summons swarm of bats, rats, or spiders.
- Tree Shape
- You look exactly like a tree for 1 hour/level.
- Warp Wood
- Bends wood (shaft, handle, door, plank).
- Wood Shape
- Rearranges wooden objects to suit you.
3rd-Level Druid Spells
- Call Lightning
- Calls down lightning bolts (3d6 per bolt) from sky.
- Column of Ice FB
- Column of ice erupts from the ground, lifting anything in its area into the air.
- Contagion
- Infects subject with chosen disease.
- Control Temperature FB
- Raise or lower temperature by 1 band/5 levels.
- Cure Moderate Wounds
- Cures 2d8 damage +1/level (max +10).
- Daylight
- 60-ft. radius of bright light.
- Diminish Plants
- Reduces size or blights growth of normal plants.
- Dominate Animal
- Subject animal obeys silent mental commands.
- Fly, Swift SpC
- Gain fly speed of 60 ft. for 1 round.
- Ice Shape FB
- Sculpts ice into any shape.
- Magic Fang, Greater
- One of creature’s natural weapons gets +1/four levels on attack/damage rolls (max +5).
- Meld into Stone
- You and your gear merge with stone.
- Neutralize Poison
- Detoxifies venom in or on subject, or suppresses venom ability of creature.
- Plant Growth
- Grows vegetation, improves crops.
- Poison
- Touch inflicts Con poison.
- Protection from Energy
- Absorb 12 points/level of damage from one kind of energy.
- Quench
- Extinguishes nonmagical fires or one magic item.
- Remove Disease
- Cures all diseases affecting subject.
- Sleet Storm
- Hampers vision and movement.
- Snare
- Creates a magic booby trap.
- Speak with Plants
- You can talk to normal plants and plant creatures.
- Spike Growth
- Creatures in area take 1d4 damage, may be slowed.
- Stone Shape
- Sculpts stone into any shape.
- Summon Nature’s Ally III
- Calls creature to fight.
- Touch of Malbolge R
- Wasp swarm bursts through creature’s skin, dealing 1d6/2 levels damage.
- Water Breathing
- Subjects can breathe underwater.
- Wind Wall
- Deflects arrows, smaller creatures, and gases.
4th-Level Druid Spells
- Air Walk
- Subject treads on air as if solid (climb at 45-degree angle).
- Antiplant Shell
- Keeps animated plants at bay.
- Arc of Lightning SpC
- Line of electricity arcs between two creatures (1d6/level damage).
- Blight
- Withers one plant or deals 1d6/level damage to plant creature.
- Boreal Wind FB
- Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.
- Claws of the Savage BoVD
- Subject gains claws; or existing claws are enhanced.
- Command Plants
- Sway the actions of one or more plant creatures.
- Control Water
- Raises or lowers bodies of water.
- Cure Serious Wounds
- Cures 3d8 damage +1/level (max +15).
- Dispel Magic
- Cancels spells and magical effects.
- Flame Strike
- Smite foes with divine fire (1d6/level damage).
- Freedom of Movement
- Subject moves normally despite impediments.
- Frostburn FB
- Touch deals 3d12 frostburn damage +1/level (max +20).
- Giant Vermin
- Turns centipedes, scorpions, or spiders into giant vermin.
- Ice Storm
- Hail deals 5d6 damage in cylinder 40 ft. across.
- Reincarnate
- Brings dead subject back in a random body.
- Repel Vermin
- Insects, spiders, and other vermin stay 10 ft. away.
- Rusting Grasp
- Your touch corrodes iron and alloys.
- Scrying F
- Spies on subject from a distance.
- Spike Stones
- Creatures in area take 1d8 damage, may be slowed.
- Summon Nature’s Ally IV
- Calls creature to fight.
- Summon Swarm, Greater R
- Summons swarm of needletooths or swamp mosquitoes.
5th-Level Druid Spells
- Animal Growth
- One animal/two levels doubles in size.
- Atonement
- Removes burden of misdeeds from subject.
- Awaken X
- Animal or tree gains human intellect.
- Baleful Polymorph
- Transforms subject into harmless animal.
- Blizzard FB
- Temperature drops and powerful blizzard reduces visibility to zero.
- Call Avalanche FB
- Avalanche of ice and snow falls from the sky, burying subjects.
- Call Lightning Storm
- As call lightning, but 5d6 damage per bolt.
- Commune with Nature
- Learn about terrain for 1 mile/level.
- Control Winds
- Change wind direction and speed.
- Cure Critical Wounds
- Cures 4d8 damage +1/level (max +20).
- Cure Light Wounds, Mass
- Cures 1d8 damage +1/level for many creatures.
- Death Ward
- Grants protection from death spells and negative energy effects.
- Hallow M
- Designates location as holy.
- Hibernate FB
- Send subject into state of hibernation for 1 week/level.
- Ice Sheet
- Cover everything in an area with ice, dealing 1d6 damage per level and making the area slippery.
- Insect Plague
- Locust swarms attack creatures.
- Move Snow and Ice FB
- Digs trenches and builds hills in snow and ice.
- Phantom Stag SpC
- Magic stag appears for 1 hour/level.
- Restoration M
- As lesser restoration, but also cures ability drain and removes negative levels.
- Stoneskin M
- Ignore 10 points of damage per attack.
- Summon Nature’s Ally V
- Calls creature to fight.
- Transmute Mud to Rock
- Transforms two 10-ft. cubes per level.
- Transmute Rock to Mud
- Transforms two 10-ft. cubes per level.
- Tree Stride
- Step from one tree to another far away.
- Unhallow M
- Designates location as unholy.
- Wall of Fire
- Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
- Wall of Thorns
- Thorns damage anyone who tries to pass.
6th-Level Druid Spells
- Antilife Shell
- 10-ft.-radius field hedges out living creatures.
- Bear’s Endurance, Mass
- As bear’s endurance, affects one subject/ level.
- Bones of the Earth PHB2
- Create pillars of stone.
- Bull’s Strength, Mass
- As bull’s strength, affects one subject/level.
- Cat’s Grace, Mass
- As cat’s grace, affects one subject/level.
- Cure Moderate Wounds, Mass
- Cures 2d8 damage +1/level for many creatures.
- Dispel Magic, Greater
- As dispel magic, but +20 on check.
- Extract Water Elemental R SpC
- Pulls water from victim, forms water elemental.
- Find the Path
- Shows most direct way to a location.
- Fire Seeds
- Acorns and berries become grenades and bombs.
- Frostburn, Mass FB
- Deals 3d12 +1/level (max +20) frostburn damage to many creatures.
- Ice Rift R FB
- Intense quake shakes 40-ft. radius spread of ice.
- Ironwood
- Magic wood is strong as steel.
- Liveoak
- Oak becomes treant guardian.
- Move Earth
- Digs trenches and builds hills.
- Owl’s Wisdom, Mass
- As owl’s wisdom, affects one subject/level.
- Repel Wood
- Pushes away wooden objects.
- Spellstaff
- Stores one spell in wooden quarterstaff.
- Stone Tell
- Talk to natural or worked stone.
- Summon Nature’s Ally VI
- Calls creature to fight.
- Transport via Plants
- Move instantly from one plant to another of the same kind.
- Wall of Stone
- Creates a stone wall that can be shaped.
7th-Level Druid Spells
- Animate Plants
- One or more plants animate and fight for you.
- Changestaff
- Your staff becomes a treant on command.
- Control Weather
- Changes weather in local area.
- Creeping Doom
- Swarms of centipedes attack at your command.
- Cure Serious Wounds, Mass
- Cures 3d8 damage +1/level for many creatures.
- Embrace of Malbolge R
- Hellwasp swarm bursts through creature’s skin, dealing 1d6/level damage.
- Fire Storm
- Deals 1d6/level fire damage.
- Heal
- Cures 10 points/level of damage, removes diseases and temporary conditions.
- Scrying, Greater
- As scrying, but faster and longer.
- Summon Nature’s Ally VII
- Calls creature to fight.
- Sunbeam
- Beam blinds and deals 4d6 damage.
- Transmute Metal to Wood
- Metal within 40 ft. becomes wood.
- True Seeing M
- Lets you see all things as they really are.
- Wind Walk
- You and your allies turn vaporous and travel fast.
- Wrack Earth
- Deals 1d6 damage/level (max 15d6) to creatures in a line and knocks them down.
8th-Level Druid Spells
- Animal Shapes
- One ally/level polymorphs into chosen animal.
- Bombardment SpC
- Falling rocks deal 1d8 damage/level and bury subjects.
- Control Plants
- Control actions of one or more plant creatures.
- Cure Critical Wounds, Mass
- Cures 4d8 damage +1/level for many creatures.
- Earthquake
- Intense tremor shakes 80-ft.-radius.
- Fimbulwinter R FB
- Creates winter weather for miles around you that lasts for months.
- Finger of Death
- Kills one subject.
- Frostfell R FB
- Intense cold turns all subjects in area into ice.
- Mire of Minauros M R
- Turns area into noxious swamp, rains hail and acid, summons demons.
- Phantom Wolf SpC
- Incorporeal wolf fights for you.
- Repel Metal or Stone
- Pushes away metal and stone.
- Reverse Gravity
- Objects and creatures fall upward.
- Summon Nature’s Ally VIII
- Calls creature to fight.
- Sunburst
- Blinds all within 10 ft., deals 6d6 damage.
- Whirlwind
- Cyclone deals damage and can pick up creatures.
9th-Level Druid Spells
- Antipathy
- Object or location affected by spell repels certain creatures.
- Cometstrike FB
- Three comets per round strike targets; each deals 3d6 bludgeoning & 1d4/level cold damage.
- Elemental Swarm
- Summons multiple elementals.
- Foresight
- “Sixth sense” warns of impending danger.
- Nature’s Avatar SpC
- Animal gains +10 on attack rolls and damage rolls, haste, and 1d8 hp/level.
- Phantom Bear SpC
- Incorporeal bear fights for you.
- Regenerate
- Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
- Shadow Landscape SpC
- Makes natural terrain more dangerous, creates guardians that you command.
- Shambler
- Summons 1d4+2 shambling mounds to fight for you.
- Shapechange F
- Transforms you into any creature, and change forms once per round.
- Storm of Vengeance
- Storm rains acid, lightning, and hail.
- Summon Elemental Monolith M SpC
- Calls powerful elemental creature to fight for you.
- Summon Nature’s Ally IX
- Calls creature to fight.
- Sympathy M
- Object or location attracts certain creatures.
- Tsunami SpC
- Massive wave deals 1d6 damage/level.
Hexblade Spells
1st-Level Hexblade Spells
- Alarm
- Wards an area for 2 hours/level.
- Arcane Mark
- Inscribes a personal rune (visible or invisible).
- Cause Fear
- One creature of 5 HD or less flees for 1d4 rounds.
- Charm Person
- Makes one person your friend.
- Detect Magic
- Detects spells and magic items within 60 ft.
- Disguise Self
- Changes your appearance.
- Entropic Shield
- Ranged attacks against you have 20% miss chance.
- Expeditious Retreat
- Your speed increases by 30 ft.
- Identify M
- Determines properties of magic item.
- Light
- Object shines like a torch.
- Loki’s Hideous Laughter
- Subject loses actions for 1 round/level.
- Magic Weapon
- Weapon gains +1 bonus.
- Mount
- Summons riding horse for 2 hours/level.
- Hasan’s Magic Aura R
- Alters object’s magic aura.
- Prestidigitation
- Performs minor tricks.
- Protection from Chaos/Evil/Good/Law
- +2 to AC/saves, counter mind control, hedge out elementals & outsiders.
- Read Magic
- Read scrolls and spellbooks.
- Sleep
- Puts 4 HD of creatures into magical slumber.
- Undetectable Alignment
- Conceals alignment for 24 hours.
- Unseen Servant
- Invisible force obeys your commands.
2nd-Level Hexblade Spells
- Alter Self
- Assume form of a similar creature.
- Blindness/Deafness
- Makes subject blind or deaf.
- Bull’s Strength
- Subject gains +4 to Str for 1 min./level.
- Darkness
- 20-ft. radius of magical darkness.
- Eagle’s Splendor
- Subject gains +4 to Cha for 1 min./level.
- Enthrall
- Captivates all within 100 ft. + 10 ft./level.
- False Life
- Gain 1d10 temporary hp +1/level (max. +10).
- Glitterdust
- Blinds creatures, outlines invisible creatures.
- Invisibility
- Subject is invisible for 1 min./level or until it attacks.
- Mirror Image
- Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
- Protection from Arrows
- Subject immune to most ranged attacks.
- Pyrotechnics
- Turns fire into blinding light or choking smoke.
- Rage
- Gives +2 to Str and Con, +1 on Will saves, −2 to AC.
- Resist Energy
- Ignores 10 (or more) points of damage/round from specified energy type.
- See Invisibility
- Reveals invisible creatures or objects.
- Spider Climb
- Grants ability to walk on walls and ceilings.
- Suggestion
- Compels subject to follow stated course of action.
- Summon Swarm
- Summons swarm of bats, rats, or spiders.
- Touch of Idiocy
- Subject takes 1d6 points of Int, Wis, and Cha damage.
3rd-Level Hexblade Spells
- Arcane Sight
- Magical auras become visible to you.
- Charm Monster
- Makes monster believe it is your ally.
- Confusion
- Subjects behave oddly for 1 round/level.
- Deep Slumber
- Puts 10 HD of creatures to sleep.
- Dispel Magic
- Cancels magical spells and effects.
- Invisibility Sphere
- Makes everyone within 10 ft. invisible.
- Magic Weapon, Greater
- +1/four levels (max. +5).
- Nightmare Terrain R CM
- Create patch of illusory terrain that hinders foes and allows you to hide.
- Nondetection M
- Hides subject from divination, scrying.
- Phantom Steed
- Magic horse appears for 1 hour/level.
- Poison
- Touch deals 1d10 points of Con damage, repeats in 1 min.
- Protection from Energy
- Absorb 12 points/level of damage from one kind of energy.
- Repel Vermin
- Insects, spiders, and other vermin stay 10 ft. away.
- Slow
- One subject/level takes only one action/round, −2 to AC and attack rolls.
- Stinking Cloud
- Nauseating vapors, 1 round/level.
- Vampiric Touch
- Touch deals 1d6 points of damage/two levels; caster gains damage as hp.
- Wind Wall
- Deflects arrows, smaller creatures, and gases.
4th-Level Hexblade Spells
- Baleful Polymorph
- Transforms subject into harmless animal.
- Break Enchantment
- Frees subjects from enchantments, alterations, curses, and petrification.
- Contact Other Plane
- Lets you ask question of extraplanar entity.
- Detect Scrying
- Alerts you of magical eavesdropping.
- Dimension Jump
- Teleports you a short distance.
- Dominate Person
- Controls humanoid telepathically.
- Enervation
- Subject gains 1d4 negative levels.
- Fear
- Subjects within cone flee for 1 round/level.
- Invisibility, Greater
- As invisibility, but subject can attack and stay invisible.
- Phantasmal Terror
- Fearsome illusion forces enemies to cower in terror, or kills one subject.
- Polymorph
- Gives one willing subject a new form.
- Scrying F
- Spies on subject from a distance.
- Sending
- Delivers short message anywhere, instantly.
- Solid Fog
- Blocks vision and slows movement.
Ranger Spells
1st-Level Ranger Spells
- Alarm
- Wards an area for 2 hours/level.
- Animal Messenger
- Sends a Tiny animal to a specific place.
- Calm Animals
- Calms (2d4 + level) HD of animals.
- Charm Animal
- Makes one animal your friend.
- Delay Poison
- Stops poison from harming subject for 1 hour/level.
- Detect Animals or Plants
- Detects kinds of animals or plants.
- Detect Poison
- Detects poison in one creature or object.
- Detect Snares and Pits
- Reveals natural or primitive traps.
- Endure Elements
- Exist comfortably in hot or cold environments.
- Entangle
- Plants entangle everyone in 40-ft.-radius circle.
- Entangling Touch
- Cause vines to entangle a creature, rooting it in place.
- Hide from Animals
- Animals can’t perceive one subject/level.
- Jump
- Subject gets bonus on Jump checks.
- Longstrider
- Increases your speed.
- Magic Fang
- One natural weapon of subject creature gets +1 on attack and damage rolls.
- Pass without Trace
- One subject/level leaves no tracks.
- Read Magic
- Read scrolls and spellbooks.
- Resist Energy
- Ignores 10 (or more) points of damage/round from specified energy type.
- Snowsight FB
- Normal vision in winter weather conditions.
- Speak with Animals
- You can communicate with animals.
- Summon Nature’s Ally I
- Calls animal to fight for you.
2nd-Level Ranger Spells
- Barkskin
- Grants +2 (or higher) enhancement to natural armor.
- Bear’s Endurance
- Subject gains +4 to Con for 1 min./level.
- Cat’s Grace
- Subject gains +4 to Dex for 1 min./level.
- Cure Light Wounds
- Cures 1d8 damage +1/level (max +5).
- Curse of Arrow Attraction R PHB2
- Subject takes −5 penalty to AC against ranged attacks.
- Hold Animal
- Paralyzes one animal for 1 round/level.
- Nature’s Favor SpC
- Animal touched gains luck bonus on attack rolls and damage rolls of +1/3 levels.
- Owl’s Wisdom
- Subject gains +4 to Wis for 1 min./level.
- Protection from Energy
- Absorb 12 points/level of damage from one kind of energy.
- Snare
- Creates a magic booby trap.
- Speak with Plants
- You can talk to normal plants and plant creatures.
- Spike Growth
- Creatures in area take 1d4 damage, may be slowed.
- Summon Nature’s Ally II
- Calls animal to fight for you.
- Wind Wall
- Deflects arrows, smaller creatures, and gases.
3rd-Level Ranger Spells
- Command Plants
- Sway the actions of one or more plant creatures.
- Cure Moderate Wounds
- Cures 2d8 damage +1/level (max +10).
- Darkvision
- See 60 ft. in total darkness.
- Diminish Plants
- Reduces size or blights growth of normal plants.
- Magic Fang, Greater
- One of creature’s natural weapons gets +1/four levels on attack/damage rolls (max +5).
- Neutralize Poison
- Detoxifies venom in or on subject, or suppresses venom ability of creature.
- Plant Growth
- Grows vegetation, improves crops.
- Reduce Animal
- Shrinks one willing animal.
- Remove Disease
- Cures all diseases affecting subject.
- Repel Vermin
- Insects, spiders, and other vermin stay 10 ft. away.
- Summon Nature’s Ally III
- Calls animal to fight for you.
- Tree Shape
- You look exactly like a tree for 1 hour/level.
- Water Walk
- Subject treads on water as if solid.
4th-Level Ranger Spells
- Animal Growth
- One animal/two levels doubles in size.
- Commune with Nature
- Learn about terrain for 1 mile/level.
- Cure Serious Wounds
- Cures 3d8 damage +1/level (max +15).
- Freedom of Movement
- Subject moves normally despite impediments.
- Nondetection M
- Hides subject from divination, scrying.
- Summon Nature’s Ally IV
- Calls animal to fight for you.
- Tree Stride
- Step from one tree to another far away.
Sorcerer/Wizard Spells
0-Level Sorcerer/Wizard Spells (Cantrips)
Abjuration
- Resistance
- Subject gains +1 on saving throws.
Conjuration
- Acid Splash
- Orb deals 1d3 acid damage.
Divination
- Detect Poison
- Detects poison in one creature or small object.
- Detect Magic
- Detects spells and magic items within 60 ft.
- Read Magic
- Read scrolls and spellbooks.
Enchantment
- Daze
- Humanoid creature of 4 HD or less loses next action.
Evocation
- Dancing Lights
- Creates torches or other lights.
- Electric Jolt SpC
- Ranged touch attack deals 1d3 electricity damage.
- Flare
- Dazzles one creature (−1 on attack rolls).
- Light
- Object shines like a torch.
- Ray of Frost
- Ray deals 1d3 cold damage.
Illusion
- Ghost Sound
- Figment sounds.
Necromancy
- 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
- Whispered conversation at distance.
- No Light R BoVD
- Prevents normal light from illuminating.
- Open/Close
- Opens or closes small or light things.
Universal
- Arcane Mark
- Inscribes a personal rune (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 environments.
- Hold Portal
- Holds door shut.
- Protection from Chaos/Evil/Good/Law
- +2 to AC/saves, counter mind control, hedge out elementals & outsiders.
- Shield
- Invisible disc gives +4 to AC, blocks magic missiles.
Conjuration
- Glaze Lock FB
- Jams locks with snow and ice, raising Open Lock DC by 10 and lock’s hardness by 5.
- Grease
- Makes 10-ft. square or one object slippery.
- Mage Armor
- Gives subject +4 armor bonus.
- Mount
- Summons riding horse for 2 hours/level.
- Obscuring Mist
- Fog surrounds you.
- Summon Monster I
- Calls extraplanar creature to fight for you.
- Unseen Servant
- Invisible force obeys your commands.
- Vasily’s Utilitarian Conjuration R
- Calls a useful item into existence.
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 M
- Determines properties of magic item.
- True Strike
- +20 on your next attack roll.
Enchantment
- Charm Person
- Makes one person your friend.
- Hypnotism
- Fascinates 2d4 HD of creatures.
- Sleep
- Puts 4 HD of creatures into magical slumber.
Evocation
- Burning Hands
- 1d4/level fire damage (max 5d4).
- Darklight BoVD
- Creates 5-ft. radius where all can see without light.
- Hasan’s Floating Disk R
- Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
- Magic Missile
- 1d4+1 damage; +1 missile per two levels above 1st (max 5).
- Shocking Grasp
- Touch delivers 1d6/level electricity damage (max 5d6).
- Thunderhead R SpC
- Small lightning bolts deal 1 damage/round.
Illusion
- Color Spray
- Knocks unconscious, blinds, and/or stuns weak creatures.
- Disguise Self
- Changes your appearance.
- Hasan’s Magic Aura R
- Alters object’s magic aura.
- Silent Image
- Creates minor illusion of your design.
- 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 Str damage.
- Ray of Enfeeblement
- Ray deals 1d6 +1 per two levels Str damage.
Transmutation
- Animate Rope
- Makes a rope move at your command.
- Bestow Wound M BoVD
- Caster transfers 1 hp/level of wounds to another.
- Enlarge Person
- Humanoid creature doubles in size.
- Erase
- Mundane or magical writing vanishes.
- Expeditious Retreat
- Your speed increases by 30 ft.
- Feather Fall
- Objects or creatures fall slowly.
- Jump
- Subject gets bonus on Jump checks.
- Magic Weapon
- Weapon gains +1 bonus.
- Reduce Person
- Humanoid creature halves in size.
2nd-Level Sorcerer/Wizard Spells
Abjuration
- Arcane Lock M
- Magically locks a portal or chest.
- Dispelling Touch PHB2
- Dispel one magical effect on touched subject.
- Obscure Object
- Masks object against scrying.
- Protection from Arrows
- Subject immune to most ranged attacks.
- Resist Energy
- Ignores 10 (or more) points of damage/round from specified energy type.
Conjuration
- Abrasive Blast
- Blast your foes with sand, dealing lvl/2 d4 damage and possibly blinding them.
- Acid Arrow
- Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
- Fog Cloud
- Fog obscures vision.
- Glitterdust
- Blinds creatures, outlines invisible creatures.
- Ice Darts R FB
- Icicle missiles deal 2d4 damage, half of which is cold.
- Incendiary Slime CM
- Create slippery substance like grease, but highly flammable.
- Summon Monster II
- Calls extraplanar creature to fight for you.
- Summon Swarm
- Summons swarm of bats, rats, or spiders.
- Web
- Fills 20-ft.-radius spread with sticky spiderwebs.
Divination
- Detect Thoughts
- Allows “listening” to surface thoughts.
- Locate Object
- Senses direction toward object (specific or type).
- See Invisibility
- Reveals invisible creatures or objects.
Enchantment
- Daze Monster
- Living creature of 6 HD or less loses next action.
- Loki’s Hideous Laughter
- Subject loses actions for 1 round/level.
- Touch of Idiocy
- Subject takes 1d6 points of Int, Wis, and Cha damage.
Evocation
- Blast of Force SpC
- Attack deals 1d6 damage/2 levels (max 5d6).
- Continual Flame M
- Makes a permanent, heatless torch.
- Darkbolt R BoVD
- Deals 1d8 damage/2 levels and stuns 1 round.
- Darkness
- 20-ft. radius of magical darkness.
- Flaming Sphere
- Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
- Gust of Wind
- Blows away or knocks down smaller creatures.
- Numbing Sphere R
- Rolling ball of intense cold deals 1d6 cold damage and damages Dexterity, lasts 1 round/level.
- Scorching Ray
- Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
- Shatter
- Sonic vibration damages objects or crystalline creatures.
Illusion
- Blinding Color Surge R PHB2
- Blind subject for 1 round, gain invisibility.
- Blur
- Attacks miss subject 20% of the time.
- Hypnotic Pattern
- Fascinates (2d4 + level) HD of creatures.
- Invisibility
- Subject is invisible for 1 min./level or until it attacks.
- Magic Mouth M
- Speaks once when triggered.
- Minor Image
- As silent image, plus some sound.
- Mirror Image
- Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
- Misdirection
- Misleads divinations for one creature or object.
- Phantom Trap M
- Makes item seem trapped.
- Vertigo R PHB2
- Subject creature must succeed on a DC 10 Balance check to move each round.
Necromancy
- Blindness/Deafness
- Makes subject blinded or deafened.
- Bone Chill FB
- Corporeal undead are held by a thick layer of frost.
- Command Undead
- Undead creature obeys your commands.
- False Life
- Gain 1d10 temporary hp +1/level (max +10).
- Ghoul Touch
- Paralyzes one subject, which exudes stench that makes those nearby sickened.
- Scare
- Panics creatures of less than 6 HD.
- Shriveling R
- Subject takes 1d4 damage per level.
- Slow Consumption R BoVD
- Caster absorbs health and sustenance from helpless creature.
- Spectral Hand
- Creates disembodied glowing hand to deliver touch attacks.
Transmutation
- Alter Self
- Assume form of a similar creature.
- Bear’s Endurance
- Subject gains +4 to Con for 1 min./level.
- Belker Claws R SpC
- Touch attack deals 2d12 damage and lingers +1 round/3 levels.
- 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.
- Fly, Swift SpC
- Gain fly speed of 60 ft. for 1 round.
- Fox’s Cunning
- Subject gains +4 Int for 1 min./level.
- Knock
- Opens locked or magically sealed door.
- Levitate
- Subject moves up and down at your direction.
- Make Whole
- Repairs an object.
- Owl’s Wisdom
- Subject gains +4 to Wis for 1 min./level.
- Pyrotechnics
- Turns fire into blinding light or choking smoke.
- Rope Trick
- As many as eight creatures hide in extradimensional space.
- Spider Climb
- Grants ability to walk on walls and ceilings.
- Spider Legs R BoVD
- Caster grows long spider legs that have a speed of 30 ft. and move on vertical surfaces.
- Whispering Wind
- Sends a short message 1 mile/level.
3rd-Level Sorcerer/Wizard Spells
Abjuration
- Dispel Magic
- Cancels magical spells and effects.
- Explosive Runes
- Deals 6d6 damage when read.
- Glacial Globe of Invulnerability R FB
- Stops 1st-through 3rd-level fire spell effects and provides concealment.
- Magic Circle against Chaos/Evil/Good/Law
- As protection spells, but 10-ft. radius and 10 min./level.
- Nondetection M
- Hides subject from divination, scrying.
- Protection from Energy
- Absorb 12 points/level of damage from one kind of energy.
Conjuration
- Drown BoVD
- Subject begins to drown or takes 2d6 damage.
- Frost Crystal R
- Conjure a crystal that may be used to attack your foes.
- Light Crystal R
- Conjure a glowing crystal orb that provides light and may be used to blind foes.
- Phantom Steed
- Magic horse appears for 1 hour/level.
- Sepia Snake Sigil M
- Creates text symbol that immobilizes reader.
- Sleet Storm
- Hampers vision and movement.
- Stinking Cloud
- Nauseating vapors, 1 round/level.
- Summon Monster III
- Calls extraplanar creature to fight for you.
- Touch of Malbolge R
- Wasp swarm bursts through creature’s skin, dealing 1d6/2 levels damage.
- Wall of Chains R BoVD
- Creates barrier of woven chains that has 20 hp/4 caster levels.
Divination
- Arcane Sight
- Magical auras become visible to you.
- Clairaudience/Clairvoyance
- Hear or see at a distance for 1 min./level.
- Devil’s Eye R BoVD
- Caster can see in even supernatural darkness, up to 30 ft.
- Tongues
- Speak any language.
Enchantment
- Deep Slumber
- Puts 10 HD of creatures to sleep.
- Evil Eye BoVD
- Subject takes −4 on attacks, saves, and checks.
- Heroism
- Gives +2 bonus on attack rolls, saves, skill checks.
- Hesitate PHB2
- Force subject to lose actions.
- Hold Person
- Paralyzes one humanoid for 1 round/level.
- Rage
- Subjects gains +2 to Str and Con, +1 on Will saves, −2 to AC.
- Suggestion
- Compels subject to follow stated course of action.
Evocation
- Crack Ice M FB
- Shatters ice structures or ice creatures.
- Daylight
- 60-ft. radius of bright light.
- Fireball
- 1d6 damage per level, 20-ft. radius.
- Ice Burst
- Cause a hail of magical ice chunks to erupt from a point in space, dealing 1d4+1 damage per level.
- Lightning Bolt
- Electricity deals 1d6/level damage.
- Resonating Bolt SpC
- Sonic energy deals 1d4 damage/level (max 10d4).
- Thunderclap
- Slam the ground with your foot, knocking foes prone, slowing or stunning them.
- Tiny Hut
- Creates shelter for ten creatures.
- Vile Lance R BoVD
- Creates +2 shortspear that deals vile damage.
- Wind Wall
- Deflects arrows, smaller creatures, and gases.
Illusion
- Curse of the Putrid Husk R BoVD
- Subject is unconscious for 1d10 minutes.
- Deceptive Facade CM
- Disguise appearance of another creature or object.
- Displacement
- Attacks miss subject 50%.
- Doublespeak R CM
- Subjects’ speech is masked from listeners.
- False Lie R CM
- Subject seems to be lying, both to Sense Motive and divinations, even when she is not.
- Illusory Script M
- Only intended reader can decipher.
- Invisibility Sphere
- Makes everyone within 10 ft. invisible.
- Major Image
- As silent image, plus sound, smell and thermal effects.
- Pall of Twilight R
- Veil of shadow impedes sight and sound.
- Reality Blind R BoVD
- Subject can take no actions and afterward does not heal naturally.
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/two levels damage; caster gains damage as hp.
Transmutation
- Blink
- You randomly vanish and reappear for 1 round/level.
- Control Temperature FB
- Raise or lower temperature by 1 band/5 levels.
- Curse of Arrow Attraction R PHB2
- Subject takes −5 penalty to AC against ranged attacks.
- Flame Arrow
- Arrows deal +1d6 fire damage.
- Fly
- Subject flies at speed of 60 ft.
- Gaseous Form
- Subject becomes insubstantial and can fly slowly.
- Haste
- One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
- Keen Edge
- Doubles normal weapon’s threat range.
- Magic Weapon, Greater
- +1/four levels (max +5).
- Secret Page
- Changes one page to hide its real content.
- Shrink Item
- Object shrinks to one-sixteenth size.
- Slow
- One subject/level takes only one action/round, −1 to AC, reflex saves, and attack rolls.
- Water Breathing
- Subjects can breathe underwater.
4th-Level Sorcerer/Wizard Spells
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.
- Slashing Dispel R PHB2
- As dispel magic, but creatures take damage for spells dispelled.
- Stoneskin M
- Ignore 10 points of damage per attack.
Conjuration
- Column of Ice FB
- Column of ice erupts from the ground, lifting anything in its area into the air.
- Dimension Door
- Opens a portal to a place nearby.
- Ice Sheet
- Cover everything in an area with ice, dealing 1d6 damage per level and making the area slippery.
- Koschei’s Black Tentacles R
- Tentacles grapple all within 20 ft. spread.
- Koschei’s Corrosive Lance M R
- Ray deals 1d4 acid damage/level, poisons target; add M component to deal more.
- Minor Creation
- Creates one cloth or wood object.
- Hasan’s Secure Shelter R
- Creates sturdy cottage.
- Solid Fog
- Blocks vision and slows movement.
- Summon Monster IV
- Calls extraplanar creature to fight for you.
- Summon Swarm, Greater R
- Summons swarm of needletooths or swamp mosquitoes.
- Translocation Trick R SpC
- You and subject switch places and appear as each other.
- Wall of Deadly Chains R BoVD
- Creates strong barrier of woven chains that deals 3d6 damage to all within 5 ft.
Divination
- Arcane Eye
- Invisible floating eye moves 30 ft./round.
- Detect Scrying
- Alerts you of magical eavesdropping.
- Locate Creature
- Indicates direction to familiar creature.
- Scrying F
- Spies on subject from a distance.
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.
Evocation
- Channeled Pyroburst R PHB2
- Deal fire damage, amount and radius based on casting time.
- Damning Darkness R BoVD
- Darkness deals either 2d6 or 1d6 damage per round.
- Desert Fire R
- Throw several orbs that deal 2d6 fire and 2d6 electric damage and may stun their targets.
- Fire Shield
- Creatures attacking you take fire damage; you’re protected from heat or cold.
- Kerensky’s Resilient Sphere R
- Force globe protects but traps one subject.
- Ice Storm
- Hail deals 5d6 damage in cylinder 40 ft. across.
- Said’s Greater Lightning Bolt
- Strike one target with lightning; intervening targets also take damage.
- Shout
- Deafens all within cone and deals 5d6 sonic damage.
- Wall of Fire
- Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
- Wall of Ice
- Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Illusion
- Hallucinatory Terrain
- Makes one type of terrain appear like another (field into forest, or the like).
- Illusory Wall
- Wall, floor, or ceiling looks real, but anything can pass through.
- Invisibility, Greater
- As invisibility, but subject can attack and stay invisible.
- Nightmare Terrain R CM
- Create patch of illusory terrain that hinders foes and allows you to hide.
- Phantom Battle R PHB2
- Illusion of battle flanks creatures and denies attacks of opportunity.
- Phantasmal Terror
- Fearsome illusion forces enemies to cower in terror, or kills one subject.
- Rainbow Pattern
- Lights fascinate 24 HD of creatures.
- Shadow Conjuration
- Mimics conjuration below 4th level, but only 20% real.
Necromancy
- 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.
- Burning Blood R SpC
- Subject takes 1d8 acid damage plus 1d8 fire damage/round; pain limits actions.
- Contagion
- Infects subject with chosen disease.
- Enervation
- Subject gains 1d4 negative levels.
- Fear
- Subjects within cone flee for 1 round/level.
- Grim Revenge R
- Subject’s hand tears off and attacks as a wight.
- Liquid Pain R BoVD
- Extracts one dose of liquid pain from tortured victim.
- Unliving Weapon R BoVD
- Undead subject explodes for 1d6 damage/2 levels when struck or at a specified time.
- Wrack R BoVD
- Subject blind, helpless for 1 round/level; then −2 on attacks, saves, and checks for 3d10 minutes.
Transmutation
- Dancing Chains R BoVD
- Animates one chain per level.
- Distort Summons R BoVD
- Creates area where only evil creatures can be summoned.
- Enlarge Person, Mass
- Enlarges several creatures.
- Ice Shape R FB
- Sculpts ice into any shape.
- Polymorph
- Gives one willing subject a new form.
- Reduce Person, Mass
- Reduces several creatures.
- Stone Shape
- Sculpts stone into any shape.
5th-Level Sorcerer/Wizard Spells
Abjuration
- Break Enchantment
- Frees subjects from enchantments, alterations, curses, and petrification.
- Dismissal
- Forces a creature to return to native plane.
- Hasan’s Private Sanctum R
- Prevents anyone from viewing or scrying an area for 24 hours.
- Imprison Possessor R BoVD
- Subject that can possess creatures is trapped in current body.
- Iron Citadel R
- Wards 60-ft. area like five ways from Sunday; escape hatch is provided.
Conjuration
- Arc of Lightning SpC
- Line of electricity arcs between two creatures (1d6/level damage).
- Call Nightmare R BoVD
- Summons a nightmare.
- Cloudkill
- Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
- Dimension Jump
- Teleports you a short distance.
- Hasan’s Faithful Hound R
- Phantom dog can guard, attack.
- Major Creation
- As minor creation, plus stone and metal.
- Planar Binding, Lesser
- Traps extraplanar creature of 6 HD or less until it performs a task.
- Secret Chest F
- Hides expensive chest on Ethereal Plane; you retrieve it at will.
- Summon Monster V
- Calls extraplanar creature to fight for you.
- 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.
Enchantment
- Dominate Person
- Controls humanoid telepathically.
- Feeblemind
- Subject’s Int and Cha drop to 1.
- Hold Monster
- As hold person, but any creature.
- Incite Riot R PHB2
- Subjects attacks nearest creatures.
- Mind Fog
- Subjects in fog get −10 to Wis and Will checks.
- Symbol of Sleep M
- Triggered rune puts nearby creatures into catatonic slumber.
Evocation
- Boreal Wind R FB
- Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.
- Cone of Cold
- 1d6/level cold damage, and slows opponents.
- Corrosive Blast R
- Acid-filled glass orb deals 5d6 damage to target, explodes for 1d6 damage/level to nearby creatures.
- Fist of Cocytus R
- Column of cold and force deals 1d6 damage/level.
- Kerensky’s Interposing Claw R
- Giant claw provides cover against one opponent.
- Prismatic Ray SpC
- Ray of light blinds subject, deals random effect.
- 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 no concentration required.
- Seeming
- Changes appearance of one person per two 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.
- Soul Shackles R BoVD
- Imprisons soul of dead creature in talisman, from which caster can question it.
- Stop Heart R BoVD
- Subject drops to −8 hp immediately.
- Symbol of Pain M
- Triggered rune wracks nearby creatures with pain.
- Waves of Fatigue
- Several targets become fatigued.
Transmutation
- Animal Growth
- One animal/two levels doubles in size.
- Baleful Polymorph
- Transforms subject into harmless animal.
- Etherealness, Swift PHB2
- Subject momentarily becomes ethereal.
- Fabricate
- Transforms raw materials into finished items.
- Fly, Mass SpC
- One creature/level flies at speed of 60 ft.
- Lightning Leap R SpC
- Transform into bolt of lightning, damaging foes and transporting yourself.
- Lucent Lance R SpC
- Ambient light forms lance, deals various damage, blinds creature struck.
- Overland Flight
- You fly at a speed of 40 ft. and can hustle over long distances.
- Passwall
- Creates passage through wood or stone wall.
- Telekinesis
- Moves object, attacks creature, or hurls object or creature.
- Transmute Mud to Rock
- Transforms two 10-ft. cubes per level.
- Transmute Rock to Mud
- Transforms two 10-ft. cubes per level.
Universal
- Permanency X
- Makes certain spells permanent.
6th-Level Sorcerer/Wizard Spells
Abjuration
- Antimagic Field
- Negates magic within 10 ft.
- Dispel Magic, Greater
- As dispel magic, but +20 on check.
- Globe of Invulnerability
- As lesser globe of invulnerability, plus 4th-level spell effects.
- Guards and Wards
- Array of magic effects protect area.
- Impotent Possessor R BoVD
- Subject that can possess creatures is rendered powerless.
- Repulsion
- Creatures can’t approach you.
- Vasily’s Careful Conjuration Consumer R
- Floating apple seeds dispel magic, grant caster temp hp.
Conjuration
- Acid Fog
- Fog deals acid damage.
- Planar Binding
- As lesser planar binding, but up to 12 HD.
- Summon Monster VI
- Calls extraplanar creature to fight for you.
- Wall of Iron M
- 30 hp/four levels; can topple onto foes.
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
- Geas/Quest
- As lesser geas, plus it affects any creature.
- Endless Slumber R CM
- Subject falls asleep and is not easily roused.
- Heroism, Greater
- Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
- Suggestion, Mass
- As suggestion, plus one subject/level.
- Symbol of Persuasion M
- Triggered rune charms nearby creatures.
Evocation
- Chain Lightning
- 1d6/level damage; 1 secondary bolt/level each deals half damage.
- Contingency F
- Sets trigger condition for another spell.
- Ice Rift R FB
- Intense quake shakes 40-ft. radius spread of ice.
- Kerensky’s Forceful Claw R
- Giant claw pushes creatures away.
- Kerensky’s Freezing Sphere R
- Freezes water or deals cold damage.
- Thundermaul R
- Blast of electricity deals 1d6 damage per level in a small area, causes harmful effects in a larger area.
Illusion
- Mislead
- Turns you invisible and creates illusory double.
- Permanent Image
- Includes sight, sound, and smell.
- Programmed Image M
- As major image, plus triggered by event.
- Shadow Walk
- Step into shadow to travel rapidly.
- Veil
- Changes appearance of group of creatures.
Necromancy
- Circle of Death
- Kills 1d4/level HD of creatures.
- Create Undead M
- Creates ghouls, ghasts, mummies, or mohrgs.
- Eyebite
- Target becomes panicked, sickened, and comatose.
- Heartfreeze R FB
- Subject exhausted, dies in 1d3+2 rounds.
- Symbol of Fear M
- Triggered rune panics nearby creatures.
- Undeath to Death M
- Destroys 1d4/level HD of undead (max 20d4).
Transmutation
- Bear’s Endurance, Mass
- As bear’s endurance, affects one subject/level.
- Bull’s Strength, Mass
- As bull’s strength, affects one subject/ level.
- Cat’s Grace, Mass
- As cat’s grace, affects one subject/level.
- Control Water
- Raises or lowers bodies of water.
- Disintegrate
- Makes one creature or object vanish.
- Eagle’s Splendor, Mass
- As eagle’s splendor, affects one subject/level.
- Extract Water Elemental R SpC
- Pulls water from victim, forms water elemental.
- Flesh to Stone
- Turns subject creature into statue.
- Fox’s Cunning, Mass
- As fox’s cunning, affects one subject/ level.
- Hasan’s Lucubration R
- Wizard only. Recalls spell of 5th level or lower.
- Jotunheim’s Clutch R
- Cold energy coalesces within target, exploding in a blast of cold upon target’s death.
- Kerensky’s Transformation M R
- You gain combat bonuses.
- Move Earth
- Digs trenches and build hills.
- Move Snow and Ice FB
- Digs trenches and builds hills in snow and ice.
- Owl’s Wisdom, Mass
- As owl’s wisdom, affects one subject/ level.
- Stone to Flesh
- Restores petrified creature.
- Suppress Flame R FB
- Reduces damage and illumination from fire.
7th-Level Sorcerer/Wizard Spells
Abjuration
- Banishment
- Banishes 2 HD/level of extraplanar creatures.
- Diamond Fortress
- Wrap yourself in a protective aura, gaining spell resistance and damage absorption.
- Sequester
- Subject is invisible to sight and scrying; renders creature comatose.
- Spell Turning
- Reflect 1d4+6 spell levels back at caster.
Conjuration
- Embrace of Malbolge R
- Hellwasp swarm bursts through creature’s skin, dealing 1d6/level damage.
- Hasan’s Magnificent Mansion F R
- Door leads to extradimensional mansion.
- Ice Castle R FB
- Creates castle of snow and ice with array of magical effects.
- Phase Door
- Creates an invisible passage through wood or stone.
- Plane Shift F
- As many as eight subjects travel to another plane.
- Summon Monster VII
- Calls extraplanar creature to fight for you.
Divination
- Arcane Sight, Greater
- As arcane sight, but also reveals magic effects on creatures and objects.
- Fiendish Clarity R BoVD
- Caster sees in even magical darkness, sees invisible up to 60 feet, and can detect good.
- Scrying, Greater
- As scrying, but faster and longer.
- Vision M X
- As legend lore, but quicker and strenuous.
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 nearby creatures.
Evocation
- Delayed Blast Fireball
- 1d6/level fire damage; you can postpone blast for 5 rounds.
- Forcecage M
- Cube or cage of force imprisons all inside.
- Hasan’s Sword F R
- Floating magic blade strikes opponents.
- Kerensky’s Grasping Claw R
- Giant claw provides cover, pushes, or grapples.
- Prismatic Eye
- Orb produces individual prismatic rays as touch attacks.
- Prismatic Spray
- Rays hit subjects with variety of effects.
- Radiant Assault R
- 1d6 damage/level, victims dazed or dazzled.
- Whirlwind of Teeth R BoVD
- Creates moving 5-ft./level cylinder that deals 1d8 damage/2 levels each round.
Illusion
- Invisibility, Mass
- As invisibility, but affects all in range.
- Project Image
- Illusory double can talk and cast spells.
- Shadow Conjuration, Greater
- As shadow conjuration, but up to 6th level and 60% real.
- Simulacrum M X R
- Creates partially real double of a creature.
Necromancy
- Control Undead
- Undead don’t attack you while under your command.
- Energy Ebb SpC
- Give subject one negative level/round for 1 round/level, or bolster an undead creature.
- Evil Glare SpC
- Paralyze creatures with your glare.
- Finger of Death
- Kills one subject.
- Symbol of Weakness M
- Triggered rune weakens nearby creatures.
- Waves of Exhaustion
- Several targets become exhausted.
Transmutation
- Control Weather
- Changes weather in local area.
- Ethereal Jaunt
- You become ethereal for 1 round/level.
- Reverse Gravity
- Objects and creatures fall upward.
- Statue
- Subject can become a statue at will.
Universal
- Limited Wish X
- Alters reality—within spell limits.
8th-Level Sorcerer/Wizard Spells
Abjuration
- Chain Dispel
- Dispel multiple magical effects in multiple creatures.
- Dimensional Lock
- Teleportation and interplanar travel blocked for one day/level.
- Mind Blank
- Subject gains protection 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
- Dimension Jump, Mass
- As dimension jump, but with additional allies you specify.
- Incendiary Cloud
- Cloud deals 4d6 fire damage/round.
- Maze
- Traps subject in extradimensional maze.
- Mire of Minauros M R
- Turns area into noxious swamp, rains hail and acid, summons demons.
- Planar Binding, Greater
- As lesser planar binding, but up to 18 HD.
- Summon Monster VIII
- Calls extraplanar creature to fight for you.
- Trap the Soul M F
- Imprisons subject within gem.
Divination
- Discern Location
- Reveals exact location of creature or object.
- Moment of Prescience
- You gain insight bonus on single attack roll, check, or save.
- Prying Eyes, Greater
- As prying eyes, but eyes have true seeing.
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.
- Loki’s Irresistible Dance
- Forces subject to dance.
- Power Word Stun
- Stuns creature with 150 hp or less.
- Symbol of Insanity M
- Triggered rune renders nearby creatures insane.
- Sympathy F
- Object or location attracts certain creatures.
- Wrathful Castigation R
- Subject dies or is dazed and −4 on saves for 1 round/level.
Evocation
- Kerensky’s Clenched Fist R
- Giant claw provides cover, pushes, or attacks your foes.
- Lightning Ring R SpC
- You gain electricity resistance 20, damage adjacent creatures, emit two lightning bolts per round.
- Polar Ray
- Ranged touch attack deals 1d6/level cold damage.
- Shout, Greater
- Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
- Sunburst
- Blinds all within 10 ft., deals 6d6 damage.
- Kerensky’s Telekinetic Sphere R
- As Kerensky’s resilient sphere, but you move sphere telekinetically.
Illusion
- Scintillating Pattern
- Twisting colors confuse, stun, or render unconscious.
- Screen
- Illusion hides area from vision, scrying.
- Shadow Evocation, Greater
- As shadow evocation, but up to 7th level and 60% real.
Necromancy
- Clone M F
- Duplicate awakens when original dies.
- Create Greater Undead M
- Create shadows, wraiths, spectres, or devourers.
- Heat Drain R SpC
- Subjects take 1d6 cold damage/level, you gain temp hp per subject drained.
- Horrid Wilting
- Deals 1d6/level damage within 30 ft.
- Steal Life R BoVD
- Caster drains 1 ability score point per round and becomes younger.
- Symbol of Death M
- Triggered rune slays nearby creatures.
Transmutation
- Ashes of Eternity R
- Inflict the damage of eons, dealing progressively more damage and hasting a foe.
- Bestow Greater Curse R BoVD
- As bestow curse, but even more dire effects.
- Blood of the Earth R
- Transmute a foe’s blood to magma, slaying it or dealing damage.
- Fimbulwinter R FB
- Creates winter weather for miles around you that lasts for months.
- Iron Body
- Your body becomes living iron.
- Polymorph Any Object
- Changes any subject into anything else.
- Temporal Stasis M
- Puts subject into suspended animation.
9th-Level Sorcerer/Wizard Spells
Abjuration
- Arcane Disjunction
- As dispel magic, but can also dispel effects removable by remove curse and break enchantment.
- Chernovsky’s Impregnable Fortress R
- You’re encased in spherical wall of force within an antimagic field; dispels foreign magic effects.
- Freedom
- Releases creature from imprisonment.
- Imprisonment
- Entombs subject beneath the earth.
- Prismatic Sphere
- As prismatic wall, but surrounds on all sides.
Conjuration
- Gate
- Connects two planes for travel or summoning.
- Genius Loci R CM
- Create a guardian spirit for a specific location.
- Ice Avalanche R
- Strike enemies with falling ice; ice chunks rise as elementals under your command.
- Iceberg R
- Block of ice falls from sky, dealing 20d6 damage and burying subjects.
- Refuge M
- Alters item to transport its possessor to you.
- Summon Elemental Monolith M SpC
- Calls powerful elemental creature to fight for you.
- Summon Monster IX
- Calls extraplanar creature to fight for you.
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 Fist of Spite R BoVD
- Fist deals 1d6 damage/level each round.
- Desert Firestorm R
- Cyclone deals electrical and fire damage.
- Detonate R PHB2
- Slays subject and creates 20-ft. radius explosion that deals 1d6 damage/level (max 20d6).
- Kerensky’s Crushing Claw R
- Large hand provides cover, pushes, or crushes your foes.
- Meteor Swarm
- Four exploding spheres each deal 6d6 fire damage.
- Mjolnir’s Wrath R
- Strike foes in an area with hammer for 20d6 damage, stun and deafen opponents.
Illusion
- Shades
- As shadow conjuration, but up to 8th level and 80% real.
- Weird
- As phantasmal terror, but can kill all subjects.
Necromancy
- Energy Drain
- Subject gains 2d4 negative levels.
- Soul Bind F
- Traps newly dead soul to prevent resurrection.
- Wail of the Banshee
- Kills one creature/level.
Transmutation
- Etherealness
- Travel to Ethereal Plane with companions.
- Frostfell R FB
- Intense cold turns all subjects in area into ice.
- Shapechange F
- Transforms you into any creature, and change forms once per round.
- Time Stop
- You act freely for 1d4+1 rounds.
Universal
- Wish X
- As limited wish, but with fewer limits.