Index of Spells by Sources - SRD

SRD

Adept Spells

0-Level Adept Spells

Conj
Div
  • Detect Magic: Detects spells and magic items within 60 ft.
  • Guidance: +1 on one attack roll, saving throw, or skill check.
  • Read Magic: Read scrolls and spellbooks.
Evoc
  • Light: Object shines like a torch.
Illu
Necr
Tran

1st-Level Adept Spells

Abjur
Conj
Div
  • Comprehend Languages: You understand all spoken and written languages.
  • Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
  • Detect Evil: Reveals creatures, spells, or objects of selected alignment.
  • Detect Good: Reveals creatures, spells, or objects of selected alignment.
  • Detect Law: Reveals creatures, spells, or objects of selected alignment.
Ench
  • Bless: Allies gain +1 on attack rolls and saves against fear.
  • Command: One subject obeys selected command for 1 round.
  • Sleep: Puts 4 HD of creatures into magical slumber.
Evoc
Necr
  • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

2nd-Level Adept Spells

Abjur
  • Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Conj
  • Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
  • Delay Poison: Stops poison from harming subject for 1 hour/ level.
  • Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Div
Ench
  • Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
  • Animal Trance: Fascinates 2d6 HD of animals.
Evoc
Illu
  • Invisibility: Subject is invisible for 1 min./level or until it attacks.
  • Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Tran

3rd-Level Adept Spells

Abjur
Conj
Div
Evoc
Necr
  • Animate DeadM: 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.

4th-Level Adept Spells

Abjur
  • StoneskinM: Ignore 10 points of damage per attack.
Conj
Evoc
  • 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.
Tran
  • Polymorph: Gives one willing subject a new form.

5th-Level Adept Spells

Abjur
  • Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Conj
Div
  • CommuneXP: Deity answers one yes-or-no question/level.
  • True SeeingM: Lets you see all things as they really are.
Tran

Apostle of Peace Spells

0-Level Apostle of Peace Spells

Abjur
Conj
Div
  • Detect Magic: Detects spells and magic items within 60 ft.
  • Detect Poison: Detects poison in one creature or object.
  • Guidance: +1 on one attack roll, saving throw, or skill check.
  • Read Magic: Read scrolls and spellbooks.
Evoc
  • Light: Object shines like a torch.
Tran

1st-Level Apostle of Peace Spells

Abjur
  • Endure Elements: Exist comfortably in hot or cold environments.
  • Entropic Shield: Ranged attacks against you have 20% miss chance.
  • Hide from Undead: Undead can't perceive one subject/level.
  • Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
  • Sanctuary: Opponents cant attack you, and you can't attack.
  • Shield of Faith: Aura grants +2 or higher deflection bonus.
Conj
Div
Ench
  • Bless: Allies gain +1 on attack rolls and saves against fear.
  • Command: One subject obeys selected command for 1 round.
Tran

2nd-Level Apostle of Peace Spells

Abjur
  • Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
  • Shield OtherF: You take half of subjects damage.
Conj
Div
  • AuguryMF: Learns whether an action will be good or bad.
  • Status: Monitors condition, position of allies.
Ench
  • Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
  • Calm Emotions: Calms creatures, negating emotion effects.
  • Enthrall: Captivates all within 100 ft. + 10 ft./level.
  • Zone of Truth: Subjects within range cannot lie.
Evoc
  • ConsecrateM: Fills area with positive energy, making undead weaker.
Illu
  • Silence: Negates sound in 15-ft. radius.
Tran

3rd-Level Apostle of Peace Spells

Abjur
Conj
Ench
  • Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Evoc
Tran

4th-Level Apostle of Peace Spells

Abjur
Conj
Div
Ench
  • Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Evoc
Necr
  • Death Ward: Grants immunity to death spells and negative energy effects.
Tran
  • Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
  • Control Water: Raises or lowers bodies of water.

5th-Level Apostle of Peace Spells

Abjur
Conj
Div
  • CommuneXP: Deity answers one yes-or-no question/level.
  • ScryingF: Spies on subject from a distance.
  • True SeeingM: Lets you see all things as they really are.
Ench
Evoc
  • HallowM: Designates location as holy.
Necr

6th-Level Apostle of Peace Spells

Abjur
Conj
Ench
Tran

7th-Level Apostle of Peace Spells

Abjur
Conj
Div
Tran

8th-Level Apostle of Peace Spells

Abjur
Conj
Div

9th-Level Apostle of Peace Spells

Conj
Evoc
  • MiracleXP: Requests a deity's intercession.
Necr
Tran

Archivist Spells

0-Level Archivist Spells

Abjur
Conj
Div
Ench
  • Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
Illu
Necr
Tran

1st-Level Archivist Spells

Abjur
Conj
Div
Ench
  • Animal Messenger: Sends a Tiny animal to a specific place.
  • Bane: Enemies take -1 on attack rolls and saves against fear.
  • Bless: Allies gain +1 on attack rolls and saves against fear.
  • Calm Animals: Calms (2d4 + level) HD of animals.
  • Charm Animal: Makes one animal your friend.
  • Command: One subject obeys selected command for 1 round.
  • Hypnotism: Fascinates 2d4 HD of creatures.
  • Sleep: Puts 4 HD of creatures into magical slumber.
Evoc
  • Burning Hands: 1d4/level fire damage (max 5d4).
  • Divine Favor: You gain +1 per three levels on attack and damage rolls.
  • Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
  • Produce Flame: 1d6 damage +1/level, touch or thrown.
  • Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Illu
Necr
Tran

2nd-Level Archivist Spells

Abjur
Conj
Div
Ench
  • Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
  • Animal Trance: Fascinates 2d6 HD of animals.
  • Calm Emotions: Calms creatures, negating emotion effects.
  • Enthrall: Captivates all within 100 ft. + 10 ft./level.
  • Hold Animal: Paralyzes one animal for 1 round/level.
  • Hold Person: Paralyzes one humanoid for 1 round/level.
  • Zone of Truth: Subjects within range cannot lie.
Evoc
Illu
Necr
Tran

3rd-Level Archivist Spells

Abjur
Conj
Div
Ench
  • Dominate Animal: Subject animal obeys silent mental commands.
  • Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Evoc
Illu
  • Major Image: As silent image, plus sound, smell and thermal effects.
Necr
Tran
  • Command Plants: Sway the actions of one or more plant creatures.
  • Crumble: 1d8/level (bypassing hardness) to manufactured object or stucture.
  • Darkvision: See 60 ft. in total darkness.
  • Diminish Plants: Reduces size or blights growth of normal plants.
  • Greater Magic Fang: One natural weapon of subject creature gets +1/three levels on attack and damage rolls (max +5).
  • Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
  • Keen Edge: Doubles normal weapons threat range.
  • Magic Vestment: Armor or shield gains +1 enhancement per four levels.
  • Meld into Stone: You and your gear merge with stone.
  • Plant Growth: Grows vegetation, improves crops.
  • Quench: Extinguishes nonmagical fires or one magic item.
  • Stone Shape: Sculpts stone into any shape.
  • Water Breathing: Subjects can breathe underwater.
  • Water Walk: Subject treads on water as if solid.

4th-Level Archivist Spells

Abjur
Conj
Div
Ench
  • Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Evoc
Illu
  • 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.
Necr
  • Blight: Withers one plant or deals 1d6/level damage to plant creature.
  • Death Ward: Grants immunity to death spells and negative energy effects.
  • Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
  • Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Tran

5th-Level Archivist Spells

Abjur
Conj
Div
  • CommuneXP: Deity answers one yes-or-no question/level.
  • ScryingF: Spies on subject from a distance.
  • True SeeingM: Lets you see all things as they really are.
Ench
  • Confusion: For 1 round/level, subject will attack caster 10%, act normally 10%, babble 30%, flee 20%, attack nearest creature 30%.
  • Feeblemind: Subjects Int and Cha drop to 1.
  • Greater Command: As command, but affects one subject/level.
  • Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.
Evoc
  • Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
  • Flame Strike: Smite foes with divine fire (1d6/level damage).
  • HallowM: Designates location as holy.
  • UnhallowM: Designates location as unholy.
  • Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Illu
Necr
Tran

6th-Level Archivist Spells

Abjur
Conj
Div
Ench
Evoc
  • Blade Barrier: Wall of blades deals 1d6/level damage.
  • Bolt of Glory: Positive energy ray deals extra damage to evil outsiders and undead.
  • ContingencyF: Sets trigger condition for another spell.
Illu
  • Permanent ImageM: Includes sight, sound, and smell.
  • Veil: Changes appearance of group of creatures.
Necr
Tran

7th-Level Archivist Spells

Abjur
Conj
Div
Ench
Evoc
  • Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
  • Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
  • Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
  • Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
  • Sunbeam: Beam blinds and deals 4d6 damage.
  • Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
Illu
Necr
Tran

8th-Level Archivist Spells

Abjur
Conj
Div
Ench
Evoc
  • Earthquake: Intense tremor shakes 5-ft./level radius.
  • Fire Storm: Deals 1d6/level fire damage.
  • Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  • Whirlwind: Cyclone deals damage and can pick up creatures.
Illu
  • Screen: Illusion hides area from vision, scrying.
Necr
Tran

9th-Level Archivist Spells

Abjur
Conj
Div
  • Foresight: Sixth sense warns of impending danger.
Ench
  • SympathyM: Object or location attracts certain creatures.
Evoc
  • Implosion: Kills one creature/round.
  • Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
  • MiracleXP: Requests a deity's intercession.
Necr
Tran
  • Etherealness: Travel to Ethereal Plane with companions.
  • ShapechangeF: Transforms you into any creature, and change forms once per round.

Artificer Spells

1st-Level Artificer Spells

Abjur
Div
  • IdentifyM: Determines properties of magic item.
Evoc
  • Light: Object shines like a torch.
Tran

2nd-Level Artificer Spells

Tran

3rd-Level Artificer Spells

Tran

4th-Level Artificer Spells

Abjur
Conj
Tran

5th-Level Artificer Spells

Conj
Evoc
Tran

6th-Level Artificer Spells

Abjur
Conj
Evoc
Tran
  • HardeningM: Permanently make an object's hardness improve.
  • Move Earth: Digs trenches and builds hills.

Assassin Spells

1st-Level Assassin Spells

Conj
Div
Ench
  • Sleep: Puts 4 HD of creatures into magical slumber.
Illu
Tran
  • Feather Fall: Objects or creatures fall slowly.
  • Jump: Subject gets bonus on Jump checks.

2nd-Level Assassin Spells

Abjur
Evoc
  • Darkness: 20-ft. radius of supernatural shadow.
Illu
Tran

3rd-Level Assassin Spells

Abjur
Ench
Evoc
Necr
  • False Life: Gain 1d10 temporary hp +1/level (max +10).

4th-Level Assassin Spells

Abjur
Conj
Div
Ench
Illu
Necr
  • Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Tran
  • Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.

Bard Spells

0-Level Bard Spells

Abjur
Conj
Div
Ench
  • Daze: Humanoid creature of 4 HD or less loses next action.
  • Lullaby: Makes subject drowsy; 5 on Spot and Listen checks, 2 on Will saves against sleep.
Evoc
Illu
Tran
  • 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

1st-Level Bard Spells

Abjur
Conj
Div
Ench
Illu
Necr
  • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Tran

2nd-Level Bard Spells

Conj
Div
Ench
  • Animal Messenger: Sends a Tiny animal to a specific place.
  • Animal Trance: Fascinates 2d6 HD of animals.
  • Calm Emotions: Calms creatures, negating emotion effects.
  • Daze Monster: Living creature of 6 HD or less loses next action.
  • Enthrall: Captivates all within 100 ft. + 10 ft./level.
  • Heroism: Gives +2 on attack rolls, saves, skill checks.
  • Hold Person: Paralyzes one humanoid for 1 round/level.
  • Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
  • Suggestion: Compels subject to follow stated course of action.
Evoc
  • Darkness: 20-ft. radius of supernatural shadow.
  • Glossolalia: Cone-shaped shriek distracts smart foes, makes concentrating difficult.
  • Shatter: Sonic vibration damages objects or crystalline creatures.
  • Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Illu
  • 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.
  • 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.
  • Silence: Negates sound in 15-ft. radius.
Necr
Tran

3rd-Level Bard Spells

Abjur
Conj
Div
Ench
  • Charm Monster: Makes monster believe it is your ally.
  • Confusion: For 1 round/level, subject will attack caster 10%, act normally 10%, babble 30%, flee 20%, attack nearest creature 30%.
  • Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
  • Deep Slumber: Puts 10 HD of creatures to sleep.
  • Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
  • Lesser Geas: Commands subject of 7 HD or less.
Evoc
  • Daylight: 60-ft. radius of bright light.
  • Tiny Hut: Creates shelter for ten creatures.
Illu
Necr
  • Fear: Subjects within cone flee for 1 round/level.
Tran
  • Blink: You randomly vanish and reappear for 1 round/level.
  • Gaseous Form: Subject becomes insubstantial and can fly slowly.
  • Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
  • Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
  • Sculpt Sound: Creates new sounds or changes existing ones.
  • Secret Page: Changes one page to hide its real content.
  • Slow: One subject/level takes only one action/round, -2 to AC and attack rolls.

4th-Level Bard Spells

Abjur
Conj
Div
Ench
Evoc
  • Shout: Deafens all within cone and deals 5d6 sonic damage.
Illu

5th-Level Bard Spells

Abjur
Conj
Ench
Illu
  • Dream: Sends message to anyone sleeping.
  • False VisionM: Fools scrying with an illusion.
  • Mirage Arcana: As hallucinatory terrain, plus structures.
  • Mislead: Turns you invisible and creates illusory double.
  • Nightmare: Sends vision dealing 1d10 damage, fatigue.
  • Persistent Image: As major image, but no concentration required.
  • Seeming: Changes appearance of one person per two levels.
  • Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
  • Shadow Walk: Step into shadow to travel rapidly.

6th-Level Bard Spells

Conj
Div
Ench
Evoc
Illu
Necr
  • Eyebite: Target becomes panicked, sickened, and comatose.
Tran

Beguiler Spells

0-Level Beguiler Spells

Div
Ench
  • Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
Illu
Tran
  • Message: Whispered conversation at distance.
  • Open/Close: Opens or closes small or light things.

1st-Level Beguiler Spells

Abjur
Conj
Div
Ench
  • Charm Person: Makes one person your friend.
  • Hypnotism: Fascinates 2d4 HD of creatures.
  • Sleep: Puts 4 HD of creatures into magical slumber.
Illu
Tran

2nd-Level Beguiler Spells

Conj
Div
Ench
Illu
  • 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.
  • 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.
  • Silence: Negates sound in 15-ft. radius.
Tran
  • Knock: Opens locked or magically sealed door.
  • Spider Climb: Grants ability to walk on walls and ceilings.

3rd-Level Beguiler Spells

Abjur
Div
Ench
Illu
Tran
  • Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
  • Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
  • Slow: One subject/level takes only one action/round, -2 to AC and attack rolls.

4th-Level Beguiler Spells

Abjur
Conj
  • Solid Fog: Blocks vision and slows movement.
Div
Ench
  • Charm Monster: Makes monster believe it is your ally.
  • Confusion: For 1 round/level, subject will attack caster 10%, act normally 10%, babble 30%, flee 20%, attack nearest creature 30%.
  • Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Illu

5th-Level Beguiler Spells

Abjur
  • Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Div
Ench
Evoc
  • Sending: Delivers short message anywhere, instantly.
Illu
  • Seeming: Changes appearance of one person per two levels.

6th-Level Beguiler Spells

Abjur
Div
  • True SeeingM: Lets you see all things as they really are.
Ench
Illu
  • Mislead: Turns you invisible and creates illusory double.
  • Shadow Walk: Step into shadow to travel rapidly.
  • Veil: Changes appearance of group of creatures.

7th-Level Beguiler Spells

Abjur
Conj
  • Phase Door: Creates an invisible passage through wood or stone.
Div
Ench
Illu
Tran

8th-Level Beguiler Spells

Abjur
  • Mind Blank: Subject is immune to mental/emotional magic and scrying.
Div
Ench
Illu

9th-Level Beguiler Spells

Div
  • Foresight: Sixth sense warns of impending danger.
Ench
Tran

Beloved of Valarian Spells

1st-Level Beloved of Valarian Spells

Conj
Div
Ench
Tran

2nd-Level Beloved of Valarian Spells

Abjur
Conj
Ench
Tran

3rd-Level Beloved of Valarian Spells

Conj
Div
Tran

4th-Level Beloved of Valarian Spells

Abjur
Conj
Div

Blackguard Spells

1st-Level Blackguard Spells

Conj
Necr
Tran

2nd-Level Blackguard Spells

Conj
Evoc
  • Darkness: 20-ft. radius of supernatural shadow.
  • Shatter: Sonic vibration damages objects or crystalline creatures.
Necr
Tran

3rd-Level Blackguard Spells

Abjur
Conj
Evoc
Necr

4th-Level Blackguard Spells

Abjur
Conj
Necr

Blighter Spells

0-Level Blighter Spells

Div
Evoc
Illu
Necr

1st-Level Blighter Spells

Abjur
Div
Ench
  • Bane: Enemies take -1 on attack rolls and saves against fear.
Evoc
Necr

2nd-Level Blighter Spells

Abjur
  • Fire TrapM: Opened object deals 1d4 +1/level damage.
  • Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Evoc
  • Darkness: 20-ft. radius of supernatural shadow.
  • Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
  • Produce Flame: 1d6 damage +1/level, touch or thrown.
Necr
  • Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
  • Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
  • Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Tran
  • Chill Metal: Cold metal damages those who touch it.
  • Heat Metal: Make metal so hot it damages those who touch it.
  • Warp Wood: Bends wood (shaft, handle, door, plank).

3rd-Level Blighter Spells

Abjur
Conj
Evoc
  • Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
  • DesecrateM: Fills area with negative energy, making undead stronger.
Necr
Tran

4th-Level Blighter Spells

Abjur
Evoc
  • Flame Strike: Smite foes with divine fire (1d6/level damage).
  • UnhallowM: 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.
Necr
  • Animate DeadM: Creates undead skeletons and zombies.
  • Blight: Withers one plant or deals 1d6/level damage to plant creature.
  • Death Ward: Grants immunity to death spells and negative energy effects.
  • Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Tran

5th-Level Blighter Spells

Abjur
  • Antilife Shell: 10-ft. field hedges out living creatures.
  • ForbiddanceM: Blocks planar travel, damages creatures of different alignment.
Necr
Tran

6th-Level Blighter Spells

Abjur
Conj
  • Acid Fog: Fog deals acid damage.
  • Fire Seeds: Acorns and berries become grenades and bombs.
Ench
  • Antipathy: Object or location affected by spell repels certain creatures.
Necr

7th-Level Blighter Spells

Abjur
Evoc
Necr
Tran

8th-Level Blighter Spells

Abjur
  • Mind Blank: Subject is immune to mental/emotional magic and scrying.
Conj
  • Shambler: Summons 1d4+2 shambling mounds to fight for you.
Necr

9th-Level Blighter Spells

Conj
Div
  • Foresight: Sixth sense warns of impending danger.
Ench
  • Antipathy: Object or location affected by spell repels certain creatures.
Evoc

Cleric Spells

0-Level Cleric Spells

Abjur
Conj
Div
  • Detect Magic: Detects spells and magic items within 60 ft.
  • Detect Poison: Detects poison in one creature or object.
  • Guidance: +1 on one attack roll, saving throw, or skill check.
  • Read Magic: Read scrolls and spellbooks.
Evoc
  • Light: Object shines like a torch.
Necr
Tran

1st-Level Cleric Spells

Abjur
Conj
Div
  • Comprehend Languages: You understand all spoken and written languages.
  • Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
  • Detect Evil: Reveals creatures, spells, or objects of selected alignment.
  • Detect Good: Reveals creatures, spells, or objects of selected alignment.
  • Detect Law: Reveals creatures, spells, or objects of selected alignment.
  • Detect Undead: Reveals undead within 60 ft.
Ench
  • Bane: Enemies take -1 on attack rolls and saves against fear.
  • Bless: Allies gain +1 on attack rolls and saves against fear.
  • Command: One subject obeys selected command for 1 round.
Evoc
  • Divine Favor: You gain +1 per three levels on attack and damage rolls.
Necr
Tran

2nd-Level Cleric Spells

Abjur
Conj
Div
  • AuguryMF: Learns whether an action will be good or bad.
  • Find Traps: Notice traps as a rogue does.
  • Status: Monitors condition, position of allies.
Ench
  • Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
  • Calm Emotions: Calms creatures, negating emotion effects.
  • Enthrall: Captivates all within 100 ft. + 10 ft./level.
  • Hold Person: Paralyzes one humanoid for 1 round/level.
  • Zone of Truth: Subjects within range cannot lie.
Evoc
  • ConsecrateM: Fills area with positive energy, making undead weaker.
  • Darkness: 20-ft. radius of supernatural shadow.
  • DesecrateM: Fills area with negative energy, making undead stronger.
  • Shatter: Sonic vibration damages objects or crystalline creatures.
  • Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
  • Spiritual Weapon: Magic weapon attacks on its own.
Illu
  • Silence: Negates sound in 15-ft. radius.
Necr
Tran

3rd-Level Cleric Spells

Abjur
Conj
Div
Ench
  • Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Evoc
Necr
Tran

4th-Level Cleric Spells

Abjur
Conj
Div
Evoc
Necr
  • Death Ward: Grants immunity to death spells and negative energy effects.
  • Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
  • Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Tran

5th-Level Cleric Spells

Abjur
Conj
Div
  • CommuneXP: Deity answers one yes-or-no question/level.
  • ScryingF: Spies on subject from a distance.
  • True SeeingM: Lets you see all things as they really are.
Ench
Evoc
  • Flame Strike: Smite foes with divine fire (1d6/level damage).
  • HallowM: Designates location as holy.
  • UnhallowM: Designates location as unholy.
Necr
Tran

6th-Level Cleric Spells

Abjur
Conj
Div
Ench
Evoc
  • Blade Barrier: Wall of blades deals 1d6/level damage.
  • Bolt of Glory: Positive energy ray deals extra damage to evil outsiders and undead.
Necr
Tran

7th-Level Cleric Spells

Abjur
Conj
Div
Ench
Evoc
  • Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
  • Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
  • Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
  • Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
Necr
Tran

8th-Level Cleric Spells

Abjur
Conj
Div
Ench
Evoc
Necr

9th-Level Cleric Spells

Conj
Evoc
  • Implosion: Kills one creature/round.
  • MiracleXP: Requests a deity's intercession.
Necr
Tran

Demonologist Spells

1st-Level Demonologist Spells

Abjur
Conj
Ench
  • Bane: Enemies take -1 on attack rolls and saves against fear.
Necr

2nd-Level Demonologist Spells

Abjur
Conj
Necr
  • Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.

3rd-Level Demonologist Spells

Abjur
Conj

4th-Level Demonologist Spells

Abjur
  • Dismissal: Forces a creature to return to native plane.
Conj

Druid Spells

0-Level Druid Spells

Abjur
Conj
Div
Evoc
Tran

1st-Level Druid Spells

Abjur
Conj
Div
Ench
Evoc
  • Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
  • Produce Flame: 1d6 damage +1/level, touch or thrown.
Tran
  • Entangle: Plants entangle everyone in 40-ft.-radius.
  • Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
  • 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.
  • Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
  • Pass without Trace: One subject/level leaves no tracks.
  • Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.

2nd-Level Druid Spells

Abjur
  • Fire TrapM: Opened object deals 1d4 +1/level damage.
  • Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Conj
Ench
Evoc
  • Flame Blade: Touch attack deals 1d8 +1/two levels damage.
  • Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
  • Gust of Wind: Blows away or knocks down smaller creatures.
Tran

3rd-Level Druid Spells

Abjur
Conj
Div
Ench
Evoc
  • Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
  • Daylight: 60-ft. radius of bright light.
  • Wind Wall: Deflects arrows, smaller creatures, and gases.
Necr
  • Contagion: Infects subject with chosen disease.
  • Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Tran
  • Crumble: 1d8/level (bypassing hardness) to manufactured object or stucture.
  • Diminish Plants: Reduces size or blights growth of normal plants.
  • Greater Magic Fang: One natural weapon of subject creature gets +1/three levels on attack and damage rolls (max +5).
  • Meld into Stone: You and your gear merge with stone.
  • Plant Growth: Grows vegetation, improves crops.
  • Quench: Extinguishes nonmagical fires or one magic item.
  • Snare: Creates a magic booby trap.
  • Spike Growth: Creatures in area take 1d4 damage, may be slowed.
  • Stone Shape: Sculpts stone into any shape.
  • Water Breathing: Subjects can breathe underwater.

4th-Level Druid Spells

Abjur
Conj
Div
  • ScryingF: Spies on subject from a distance.
Evoc
  • Flame Strike: Smite foes with divine fire (1d6/level damage).
  • Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Necr
  • Blight: Withers one plant or deals 1d6/level damage to plant creature.
Tran
  • Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
  • Command Plants: Sway the actions of one or more plant creatures.
  • Control Water: Raises or lowers bodies of water.
  • Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
  • ReincarnateM: Brings dead subject back in a random body.
  • Rusting Grasp: Your touch corrodes iron and alloys.
  • Spike Stones: Creatures in area take 1d8 damage, may be lowed.

5th-Level Druid Spells

Abjur
  • AtonementFXP: Removes burden of misdeeds from subject.
  • StoneskinM: Ignore 10 points of damage per attack.
Conj
Div
Evoc
  • Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
  • HallowM: Designates location as holy.
  • UnhallowM: 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.
Necr
  • Death Ward: Grants immunity to death spells and negative energy effects.
Tran

6th-Level Druid Spells

Abjur
Conj
Div
Tran

7th-Level Druid Spells

Conj
Div
Evoc
Tran

8th-Level Druid Spells

Abjur
Conj
Evoc
  • Earthquake: Intense tremor shakes 5-ft./level radius.
  • Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  • Whirlwind: Cyclone deals damage and can pick up creatures.
Necr
Tran

9th-Level Druid Spells

Conj
Div
  • Foresight: Sixth sense warns of impending danger.
Ench
  • Antipathy: Object or location affected by spell repels certain creatures.
  • SympathyM: Object or location attracts certain creatures.
Tran
  • ShapechangeF: Transforms you into any creature, and change forms once per round.

Duskblade Spells

0-Level Duskblade Spells

Conj
Div
Evoc
Illu
Necr

1st-Level Duskblade Spells

Abjur
  • Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Conj
Div
Evoc
Illu
Necr
  • 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 penalty.
Tran

2nd-Level Duskblade Spells

Conj
Div
Ench
Evoc
Illu
  • Invisibility: Subject is invisible for 1 min./level or until it attacks.
Necr
  • Ghoul Touch: Paralyzes one subject, which exudes stench.
Tran

3rd-Level Duskblade Spells

Abjur
Necr
Tran

4th-Level Duskblade Spells

Abjur
Conj
Evoc
Illu
Necr

5th-Level Duskblade Spells

Ench
Evoc
Necr
Tran

Emissary of Barachiel Spells

1st-Level Emissary of Barachiel Spells

Abjur
  • Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Sanctuary: Opponents cant attack you, and you can't attack.
Conj
Div
Ench
  • Charm Person: Makes one person your friend.
  • Hypnotism: Fascinates 2d4 HD of creatures.
  • Sleep: Puts 4 HD of creatures into magical slumber.
Illu
Tran
  • Message: Whispered conversation at distance.

2nd-Level Emissary of Barachiel Spells

Conj
Div
Ench
Illu
  • Blur: Attacks miss subject 20% of the time.
  • Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
  • Silence: Negates sound in 15-ft. radius.
Necr
Tran

3rd-Level Emissary of Barachiel Spells

Abjur
Conj
Div
Ench
Evoc
  • Daylight: 60-ft. radius of bright light.
Tran
  • Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.

4th-Level Emissary of Barachiel Spells

Abjur
  • AtonementFXP: Removes burden of misdeeds from subject.
  • Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Conj
Ench
Evoc
  • Sending: Delivers short message anywhere, instantly.
Illu
  • Dream: Sends message to anyone sleeping.

Exalted Arcanist Spells

1st-Level Exalted Arcanist Spells

Ench
  • Bless: Allies gain +1 on attack rolls and saves against fear.

2nd-Level Exalted Arcanist Spells

Ench
Evoc
  • ConsecrateM: Fills area with positive energy, making undead weaker.

3rd-Level Exalted Arcanist Spells

Evoc

4th-Level Exalted Arcanist Spells

Conj
Evoc

5th-Level Exalted Arcanist Spells

Evoc
  • HallowM: Designates location as holy.
Necr

6th-Level Exalted Arcanist Spells

Conj
  • Planar AllyXP: As lesser planar ally, but up to 12 HD.
Evoc
  • Bolt of Glory: Positive energy ray deals extra damage to evil outsiders and undead.

7th-Level Exalted Arcanist Spells

Evoc
  • Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.

8th-Level Exalted Arcanist Spells

Abjur
  • Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells.
Conj

Ghampion of Gwynharwyf Spells

1st-Level Ghampion of Gwynharwyf Spells

Abjur
  • Endure Elements: Exist comfortably in hot or cold environments.
  • Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
  • Resistance: Subject gains +1 on saving throws.
Conj
Div
Ench
  • Bless: Allies gain +1 on attack rolls and saves against fear.
Evoc
  • Divine Favor: You gain +1 per three levels on attack and damage rolls.
Tran

2nd-Level Ghampion of Gwynharwyf Spells

Abjur
  • Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
  • Shield OtherF: You take half of subjects damage.
Conj
  • Delay Poison: Stops poison from harming subject for 1 hour/ level.
  • Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Tran

3rd-Level Ghampion of Gwynharwyf Spells

Abjur
Conj
Div
Ench
  • Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Evoc
  • Daylight: 60-ft. radius of bright light.

4th-Level Ghampion of Gwynharwyf Spells

Abjur
Conj
Evoc
  • Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Necr
  • Death Ward: Grants immunity to death spells and negative energy effects.

Hathran Spells

4th-Level Hathran Spells

Conj

5th-Level Hathran Spells

Conj

6th-Level Hathran Spells

Conj

8th-Level Hathran Spells

Conj

Healer Spells

0-Level Healer Spells

Conj
Div
Evoc
  • Light: Object shines like a torch.
Necr
  • Deathwatch: Reveals how near death subjects within 30 ft. are.
Tran

1st-Level Healer Spells

Abjur
  • Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
  • Sanctuary: Opponents cant attack you, and you can't attack.
Conj
Div
Tran

2nd-Level Healer Spells

Conj
Ench
Necr

3rd-Level Healer Spells

Abjur
Conj
Div
  • Status: Monitors condition, position of allies.

4th-Level Healer Spells

Abjur
Conj
Necr
  • Death Ward: Grants immunity to death spells and negative energy effects.

5th-Level Healer Spells

Abjur
  • AtonementFXP: Removes burden of misdeeds from subject.
  • Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Conj
Div
  • True SeeingM: Lets you see all things as they really are.
Tran

6th-Level Healer Spells

Conj

7th-Level Healer Spells

Abjur
Conj

8th-Level Healer Spells

Abjur
  • Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells.
Conj
Div

9th-Level Healer Spells

Conj
  • GateXP: Connects two planes for travel or summoning.
  • True ResurrectionM: As resurrection, plus remains aren't needed.
Div
  • Foresight: Sixth sense warns of impending danger.

Hexblade Spells

1st-Level Hexblade Spells

Abjur
Conj
  • Mount: Summons riding horse for 2 hours/level.
  • Unseen Servant: Invisible force obeys your commands.
Div
Ench
Evoc
  • Light: Object shines like a torch.
Illu
Necr
  • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Tran
Univ

2nd-Level Hexblade Spells

Abjur
Conj
  • Glitterdust: Blinds creatures, outlines invisible creatures.
  • Summon Swarm: Summons swarm of bats, rats, or spiders.
Div
Ench
Evoc
  • Darkness: 20-ft. radius of supernatural shadow.
Illu
  • Invisibility: Subject is invisible for 1 min./level or until it attacks.
  • Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Necr
Tran

3rd-Level Hexblade Spells

Abjur
Conj
Div
Ench
  • Charm Monster: Makes monster believe it is your ally.
  • Confusion: For 1 round/level, subject will attack caster 10%, act normally 10%, babble 30%, flee 20%, attack nearest creature 30%.
  • Deep Slumber: Puts 10 HD of creatures to sleep.
Evoc
  • Wind Wall: Deflects arrows, smaller creatures, and gases.
Illu
Necr
Tran
  • Greater Magic Weapon: +1 bonus/four levels (max +5).
  • Slow: One subject/level takes only one action/round, -2 to AC and attack rolls.

4th-Level Hexblade Spells

Abjur
  • Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Conj
Div
Ench
Evoc
  • Sending: Delivers short message anywhere, instantly.
Illu
Necr
Tran

Hunter of the Dead Spells

1st-Level Hunter of the Dead Spells

Abjur
  • Hide from Undead: Undead can't perceive one subject/level.
  • Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Conj
Tran

2nd-Level Hunter of the Dead Spells

Conj
Evoc
Tran

3rd-Level Hunter of the Dead Spells

Abjur
Conj
Evoc
  • Daylight: 60-ft. radius of bright light.
  • Searing Light: Ray deals 1d8/two levels damage, more against undead.
Necr

4th-Level Hunter of the Dead Spells

Abjur
Conj
Necr
  • Death Ward: Grants immunity to death spells and negative energy effects.
Tran

Knight of the Chalice Spells

1st-Level Knight of the Chalice Spells

Abjur
  • Endure Elements: Exist comfortably in hot or cold environments.
  • Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Conj
Div
  • Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
  • Detect Evil: Reveals creatures, spells, or objects of selected alignment.
Evoc
  • Divine Favor: You gain +1 per three levels on attack and damage rolls.
Necr
Tran

2nd-Level Knight of the Chalice Spells

Abjur
Conj
Ench
  • Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Evoc
Tran

3rd-Level Knight of the Chalice Spells

Abjur
Conj
Ench
  • Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Evoc
  • Invisibility Purge: Dispels invisibility within 5 ft./level.
  • Searing Light: Ray deals 1d8/two levels damage, more against undead.
  • Shout: Deafens all within cone and deals 5d6 sonic damage.
Tran
  • Magic Vestment: Armor or shield gains +1 enhancement per four levels.

4th-Level Knight of the Chalice Spells

Abjur
Conj
Div
Evoc
Tran

Mortal Hunter Spells

1st-Level Mortal Hunter Spells

Abjur
  • Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Div
  • Detect Good: Reveals creatures, spells, or objects of selected alignment.
Ench
  • Charm Person: Makes one person your friend.
  • Sleep: Puts 4 HD of creatures into magical slumber.
Necr
  • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

2nd-Level Mortal Hunter Spells

Abjur
Conj
  • Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Div
Ench
  • Hold Person: Paralyzes one humanoid for 1 round/level.

3rd-Level Mortal Hunter Spells

Abjur
Div
  • ScryingF: Spies on subject from a distance.
Ench
  • Suggestion: Compels subject to follow stated course of action.

4th-Level Mortal Hunter Spells

Div
Illu

Paladin Spells

1st-Level Paladin Spells

Abjur
Conj
Div
Ench
  • Bless: Allies gain +1 on attack rolls and saves against fear.
Evoc
  • Divine Favor: You gain +1 per three levels on attack and damage rolls.
Tran

2nd-Level Paladin Spells

Abjur
Conj
  • Delay Poison: Stops poison from harming subject for 1 hour/ level.
  • Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Ench
Tran

3rd-Level Paladin Spells

Abjur
Conj
Div
Ench
  • Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Evoc
  • Daylight: 60-ft. radius of bright light.
Tran

4th-Level Paladin Spells

Abjur
  • Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
  • Dispel Chaos: +4 bonus against attacks by chaotic creatures.
  • Dispel Evil: +4 bonus against attacks by evil creatures.
Conj
Evoc
  • Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Necr
  • Death Ward: Grants immunity to death spells and negative energy effects.
  • Mark of Justice: Designates action that will trigger curse on subject.

Ranger Spells

1st-Level Ranger Spells

Abjur
Conj
Div
Ench
Tran
  • Entangle: Plants entangle everyone in 40-ft.-radius.
  • 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.

2nd-Level Ranger Spells

Abjur
Conj
Div
Ench
Evoc
  • Wind Wall: Deflects arrows, smaller creatures, and gases.
Tran

3rd-Level Ranger Spells

Abjur
  • Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Conj
Tran

4th-Level Ranger Spells

Abjur
Conj
Div
Tran

Shugenja Spells

0-Level Shugenja Spells

Abjur
Conj
Div
Ench
  • Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
Illu
Necr
Tran

1st-Level Shugenja Spells

Abjur
  • Endure Elements: Exist comfortably in hot or cold environments.
  • Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
  • Sanctuary: Opponents cant attack you, and you can't attack.
  • Shield of Faith: Aura grants +2 or higher deflection bonus.
Conj
Div
Ench
  • Bless: Allies gain +1 on attack rolls and saves against fear.
  • Hypnotism: Fascinates 2d4 HD of creatures.
  • Sleep: Puts 4 HD of creatures into magical slumber.
Evoc
  • Burning Hands: 1d4/level fire damage (max 5d4).
  • Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
  • Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Illu
Necr
  • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Tran

2nd-Level Shugenja Spells

Abjur
  • Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Conj
Div
Ench
  • Hold Person: Paralyzes one humanoid for 1 round/level.
Evoc
Illu
Tran

3rd-Level Shugenja Spells

Abjur
Conj
Div
Ench
  • Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Evoc
  • Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
  • Daylight: 60-ft. radius of bright light.
  • Gust of Wind: Blows away or knocks down smaller creatures.
  • Searing Light: Ray deals 1d8/two levels damage, more against undead.
  • Wind Wall: Deflects arrows, smaller creatures, and gases.
Illu
  • Invisibility: Subject is invisible for 1 min./level or until it attacks.
  • Major Image: As silent image, plus sound, smell and thermal effects.
Tran

4th-Level Shugenja Spells

Abjur
Conj
Div
Evoc
  • Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
  • Lightning Bolt: Electricity deals 1d6/level 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.
Illu
  • 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.
Necr
  • Death Ward: Grants immunity to death spells and negative energy effects.
Tran
  • Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
  • Control Water: Raises or lowers bodies of water.
  • Flame Arrow: Arrows deal +1d6 fire damage.
  • Quench: Extinguishes nonmagical fires or one magic item.
  • Spike Stones: Creatures in area take 1d8 damage, may be lowed.

5th-Level Shugenja Spells

Abjur
Conj
Div
Ench
  • Confusion: For 1 round/level, subject will attack caster 10%, act normally 10%, babble 30%, flee 20%, attack nearest creature 30%.
  • Feeblemind: Subjects Int and Cha drop to 1.
Evoc
  • Flame Strike: Smite foes with divine fire (1d6/level damage).
  • Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Illu
Tran

6th-Level Shugenja Spells

Abjur
Conj
  • Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
  • Fire Seeds: Acorns and berries become grenades and bombs.
  • Heal: Cures 10 points/level of damage, all diseases and mental conditions.
  • Summon Nature's Ally VI: Calls creature to fight.
  • Teleport: Instantly transports you as far as 100 miles/level.
Div
Evoc
  • ContingencyF: Sets trigger condition for another spell.
Illu
  • Permanent ImageM: Includes sight, sound, and smell.
  • Veil: Changes appearance of group of creatures.
Tran

7th-Level Shugenja Spells

Abjur
Conj
Div
Evoc
  • Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
  • Fire Storm: Deals 1d6/level fire damage.
  • Sunbeam: Beam blinds and deals 4d6 damage.
Illu
Tran

8th-Level Shugenja Spells

Abjur
Conj
Div
Ench
  • BindingM: Utilizes an array of techniques to imprison a creature.
  • Power Word Blind: Blinds creature with 200 hp or less.
Evoc
  • Earthquake: Intense tremor shakes 5-ft./level radius.
  • Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  • Whirlwind: Cyclone deals damage and can pick up creatures.
Illu
  • Screen: Illusion hides area from vision, scrying.

9th-Level Shugenja Spells

Abjur
Conj
Ench
  • Antipathy: Object or location affected by spell repels certain creatures.
Evoc
Tran

Slayer of Domiel Spells

1st-Level Slayer of Domiel Spells

Conj
Evoc
  • Divine Favor: You gain +1 per three levels on attack and damage rolls.
Illu
Necr
  • Deathwatch: Reveals how near death subjects within 30 ft. are.
Tran

2nd-Level Slayer of Domiel Spells

Evoc
  • Darkness: 20-ft. radius of supernatural shadow.
Necr
Tran

3rd-Level Slayer of Domiel Spells

Abjur
Evoc
Illu
  • Invisibility: Subject is invisible for 1 min./level or until it attacks.
  • Misdirection: Misleads divinations for one creature or object.
Necr

4th-Level Slayer of Domiel Spells

Abjur
Conj
Evoc
  • Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Illu
Necr
  • Death Ward: Grants immunity to death spells and negative energy effects.

Sorcerer/Wizard Spells

0-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
  • Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
Illu
Necr
Tran
  • 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

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: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Protection from 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
Div
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).
Illu
Necr
  • 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 penalty.
Tran

2nd-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
Evoc
Illu
Necr
Tran

3rd-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
  • Deep Slumber: Puts 10 HD of creatures to sleep.
  • Heroism: Gives +2 on attack rolls, saves, skill checks.
  • Hold Person: Paralyzes one humanoid for 1 round/level.
  • Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
  • Suggestion: Compels subject to follow stated course of action.
Evoc
  • Blacklight: Creates a 20-ft. radius of supernatural darkness you can see through.
  • 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.
Illu
Necr
Tran
  • Blink: You randomly vanish and reappear for 1 round/level.
  • Flame Arrow: Arrows deal +1d6 fire damage.
  • Fly: Subject gains a fly speed of 60 ft.
  • Gaseous Form: Subject becomes insubstantial and can fly slowly.
  • Greater Magic Weapon: +1 bonus/four levels (max +5).
  • Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
  • Keen Edge: Doubles normal weapons threat range.
  • 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, -2 to AC and attack rolls.
  • Water Breathing: Subjects can breathe underwater.

4th-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
  • Charm Monster: Makes monster believe it is your ally.
  • Confusion: For 1 round/level, subject will attack caster 10%, act normally 10%, babble 30%, flee 20%, attack nearest creature 30%.
  • Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
  • Lesser Geas: Commands subject of 7 HD or less.
Evoc
  • Dweomer of Transference: Convert spellcasting into psionic power points.
  • 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.
Illu
Necr
Tran

5th-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
Evoc
Illu
  • Dream: Sends message to anyone sleeping.
  • False VisionM: Fools scrying with an illusion.
  • Mirage Arcana: As hallucinatory terrain, plus structures.
  • Nightmare: Sends vision dealing 1d10 damage, fatigue.
  • Persistent Image: As major image, but no concentration required.
  • Seeming: Changes appearance of one person per two levels.
  • Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
Necr
Tran
Univ

6th-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
Evoc
Illu
Necr
Tran

7th-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
Evoc
Illu
Necr
Tran
Univ

8th-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
Evoc
Illu
Necr
Tran

9th-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
  • Foresight: Sixth sense warns of impending danger.
Ench
Evoc
Illu
Necr
Tran
  • Etherealness: Travel to Ethereal Plane with companions.
  • ShapechangeF: Transforms you into any creature, and change forms once per round.
  • Time Stop: You act freely for 1d4+1 rounds.
Univ
  • WishXP: As limited wish, but with fewer limits.

The Hoardstealer Spells

1st-Level The Hoardstealer Spells

Conj
Div
Evoc
  • Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Illu
Tran

2nd-Level The Hoardstealer Spells

Abjur
  • Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Div
  • Locate Object: Senses direction toward object (specific or type).
Illu
  • Invisibility: Subject is invisible for 1 min./level or until it attacks.
Tran
  • Cat's Grace: Subject gains +4 to Dex for 1 min./level.
  • Knock: Opens locked or magically sealed door.
  • Spider Climb: Grants ability to walk on walls and ceilings.

3rd-Level The Hoardstealer Spells

Abjur
Div
Tran

4th-Level The Hoardstealer Spells

Abjur
Conj
Div
  • Arcane Eye: Invisible floating eye moves 30 ft./round.

Vassal of Bahamut Spells

1st-Level Vassal of Bahamut Spells

Abjur
Ench
  • Bless: Allies gain +1 on attack rolls and saves against fear.
Evoc
  • Divine Favor: You gain +1 per three levels on attack and damage rolls.
Tran

2nd-Level Vassal of Bahamut Spells

Abjur
Tran

3rd-Level Vassal of Bahamut Spells

Abjur
Div
Evoc
  • Searing Light: Ray deals 1d8/two levels damage, more against undead.

4th-Level Vassal of Bahamut Spells

Abjur
  • Dispel Evil: +4 bonus against attacks by evil creatures.
Div
  • DivinationM: Provides useful advice for specific proposed actions.
  • Tongues: Speak any language.
Evoc
  • Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
  • Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.

Warmage Spells

0-Level Warmage Spells

Conj
Evoc
Necr

1st-Level Warmage Spells

Div
Ench
  • Sleep: Puts 4 HD of creatures into magical slumber.
Evoc
Necr
  • Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.

2nd-Level Warmage Spells

Abjur
  • Fire TrapM: Opened object deals 1d4 +1/level damage.
Conj
Evoc
Tran
  • Pyrotechnics: Turns fire into blinding light or choking smoke.

3rd-Level Warmage Spells

Conj
Evoc
Necr
  • Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Tran

4th-Level Warmage Spells

Conj
Evoc
  • 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.
Illu
Necr
  • Contagion: Infects subject with chosen disease.

5th-Level Warmage Spells

Conj
  • Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Evoc

6th-Level Warmage Spells

Conj
  • Acid Fog: Fog deals acid damage.
  • Fire Seeds: Acorns and berries become grenades and bombs.
Evoc
Necr
Tran

7th-Level Warmage Spells

Evoc
Necr

8th-Level Warmage Spells

Abjur
Conj
Evoc
Illu
Necr

9th-Level Warmage Spells

Abjur
Conj
Evoc
Illu
  • Weird: As phantasmal killer, but affects all within 30 ft.
Necr

Sorcerer/Wizard Spells

4th-Level Sorcerer/Wizard Spells

Tran

6th-Level Sorcerer/Wizard Spells

Tran

Wu jen Spells

0-Level Wu jen Spells

Abjur
Div
Ench
  • Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
Illu
Necr
Tran
  • 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

1st-Level Wu jen Spells

Abjur
Conj
Div
  • Comprehend Languages: You understand all spoken and written languages.
  • Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
  • Detect Evil: Reveals creatures, spells, or objects of selected alignment.
  • Detect Good: Reveals creatures, spells, or objects of selected alignment.
  • Detect Law: Reveals creatures, spells, or objects of selected alignment.
  • 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
  • Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Illu
Tran

2nd-Level Wu jen Spells

Abjur
Conj
Div
Ench
  • Hold Person: Paralyzes one humanoid for 1 round/level.
Illu
  • 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.
  • Minor Image: As silent image, plus some sound.
  • Misdirection: Misleads divinations for one creature or object.
Tran

3rd-Level Wu jen Spells

Abjur
Conj
Div
Ench
  • Suggestion: Compels subject to follow stated course of action.
Evoc
  • Fireball: 1d6 damage per level, 20-ft. radius.
Illu
Tran

4th-Level Wu jen Spells

Abjur
Conj
Div
Ench
  • Charm Monster: Makes monster believe it is your ally.
  • Confusion: For 1 round/level, subject will attack caster 10%, act normally 10%, babble 30%, flee 20%, attack nearest creature 30%.
  • Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
  • Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
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.
  • 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.
Illu
Necr
Tran

5th-Level Wu jen Spells

Conj
Ench
Evoc
Illu
  • Dream: Sends message to anyone sleeping.
  • Nightmare: Sends vision dealing 1d10 damage, fatigue.
  • Persistent Image: As major image, but no concentration required.
Necr
Tran
Univ

6th-Level Wu jen Spells

Abjur
Conj
Div
  • True SeeingM: Lets you see all things as they really are.
Ench
Illu
Necr
Tran

7th-Level Wu jen Spells

Conj
Div
Ench
Evoc
Necr
Tran
Univ

8th-Level Wu jen Spells

Abjur
Conj
Ench
  • Antipathy: Object or location affected by spell repels certain creatures.
  • Power Word Stun: Stuns creature with 150 hp or less.
  • Symbol of InsanityM: Triggered rune renders nearby creatures insane.
  • SympathyM: Object or location attracts certain creatures.
Evoc
  • Earthquake: Intense tremor shakes 5-ft./level radius.
  • Whirlwind: Cyclone deals damage and can pick up creatures.
Necr
Tran

9th-Level Wu jen Spells

Abjur
Conj
Ench
Necr
Tran
  • Etherealness: Travel to Ethereal Plane with companions.
  • ShapechangeF: Transforms you into any creature, and change forms once per round.
  • Time Stop: You act freely for 1d4+1 rounds.
Univ
  • WishXP: As limited wish, but with fewer limits.