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