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.
|
---|
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 | |
---|
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 | |
---|
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.
|
---|
Abjur | |
---|
Conj | |
---|
Div | |
---|
Ench |
- Daze: Humanoid creature of 4 HD or less loses next action.
|
---|
Evoc | |
---|
Illu | |
---|
Necr | |
---|
Tran | |
---|
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 | |
---|
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 | |
---|
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.
|
---|
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 | |
---|
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 | |
---|
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 | |
---|
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 | |
---|
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 | |
---|
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.
|
---|
Abjur | |
---|
Conj | |
---|
Div | |
---|
Ench | |
---|
Illu | |
---|
Necr |
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
|
---|
Tran | |
---|
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 | |
---|
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.
|
---|
Abjur | |
---|
Conj | |
---|
Div | |
---|
Ench | |
---|
Evoc |
- Shout: Deafens all within cone and deals 5d6 sonic damage.
|
---|
Illu | |
---|
Conj | |
---|
Div | |
---|
Ench | |
---|
Evoc | |
---|
Illu | |
---|
Necr |
- Eyebite: Target becomes panicked, sickened, and comatose.
|
---|
Tran | |
---|
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.
|
---|
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 | |
---|
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 | |
---|
Abjur | |
---|
Conj | |
---|
Div | |
---|
Ench |
- Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
|
---|
Evoc | |
---|
Necr | |
---|
Tran | |
---|
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 | |
---|
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 | |
---|
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 | |
---|
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 | |
---|
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.
|
---|
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 | |
---|
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.
|
---|
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.
|
---|
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 | |
---|
Abjur | |
---|
Conj | |
---|
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 | |
---|
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.
|
---|
Abjur |
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
|
---|
Conj | |
---|
Div | |
---|
Ench | |
---|
Evoc |
- Sending: Delivers short message anywhere, instantly.
|
---|
Illu | |
---|
Necr | |
---|
Tran | |
---|
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 | |
---|
Abjur | |
---|
Conj | |
---|
Div | |
---|
Ench |
- Daze: Humanoid creature of 4 HD or less loses next action.
|
---|
Evoc | |
---|
Illu | |
---|
Necr | |
---|
Tran | |
---|
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 | |
---|
Abjur |
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
|
---|
Conj | |
---|
Div | |
---|
Ench | |
---|
Evoc | |
---|
Illu | |
---|
Tran | |
---|
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 | |
---|
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.
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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.
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Necr |
- Death Ward: Grants immunity to death spells and negative energy effects.
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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.
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Abjur | |
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Conj | |
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Div | |
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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.
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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.
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Illu | |
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Tran | |
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Abjur | |
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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.
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Div | |
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Evoc |
- ContingencyF: Sets trigger condition for another spell.
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Illu |
- Permanent ImageM: Includes sight, sound, and smell.
- Veil: Changes appearance of group of creatures.
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Tran | |
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Abjur | |
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Conj | |
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Div | |
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Ench |
- Daze: Humanoid creature of 4 HD or less loses next action.
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Evoc | |
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Illu | |
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Necr | |
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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.
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Univ | |
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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.
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Conj | |
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Div | |
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Ench |
- Charm Person: Makes one person your friend.
- Hypnotism: Fascinates 2d4 HD of creatures.
- Sleep: Puts 4 HD of creatures into magical slumber.
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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).
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Illu | |
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Necr | |
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Tran | |
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Abjur | |
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Conj | |
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Div | |
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Ench | |
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Evoc | |
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Illu | |
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Necr | |
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Tran | |
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Abjur | |
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Conj | |
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Div | |
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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.
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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.
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Illu | |
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Necr | |
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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.
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Abjur | |
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Conj | |
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Div | |
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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.
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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.
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Illu | |
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Necr | |
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Tran | |
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Abjur | |
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Conj | |
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Div | |
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Ench | |
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Evoc | |
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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.
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Necr | |
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Tran | |
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Univ | |
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Abjur | |
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Conj | |
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Div | |
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Ench | |
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Evoc | |
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Illu | |
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Necr | |
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Tran | |
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Abjur | |
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Conj | |
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Div | |
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Ench | |
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Evoc | |
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Illu | |
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Necr | |
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Tran | |
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Univ | |
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Abjur | |
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Conj | |
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Div | |
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Ench | |
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Evoc | |
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Illu | |
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Necr | |
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Tran | |
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Abjur | |
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Conj | |
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Div |
- Foresight: Sixth sense warns of impending danger.
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Ench | |
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Evoc | |
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Illu | |
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Necr | |
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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.
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Univ |
- WishXP: As limited wish, but with fewer limits.
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Abjur | |
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Conj | |
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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.
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Ench |
- Charm Person: Makes one person your friend.
- Hypnotism: Fascinates 2d4 HD of creatures.
- Sleep: Puts 4 HD of creatures into magical slumber.
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Evoc |
- Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
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Illu | |
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Tran | |
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Abjur | |
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Conj | |
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Div | |
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Ench | |
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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.
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Tran | |
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Abjur | |
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Conj | |
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Div | |
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Ench |
- Suggestion: Compels subject to follow stated course of action.
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Evoc |
- Fireball: 1d6 damage per level, 20-ft. radius.
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Illu | |
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Tran | |
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Abjur | |
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Conj | |
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Div | |
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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.
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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.
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Illu | |
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Necr | |
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Tran | |
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Conj | |
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Ench | |
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Evoc | |
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Illu |
- Dream: Sends message to anyone sleeping.
- Nightmare: Sends vision dealing 1d10 damage, fatigue.
- Persistent Image: As major image, but no concentration required.
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Necr | |
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Tran | |
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Univ | |
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Abjur | |
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Conj | |
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Div |
- True SeeingM: Lets you see all things as they really are.
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Ench | |
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Illu | |
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Necr | |
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Tran | |
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