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.