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SPELLS I

 

SPELL LISTS

 

BARD SPELLS

 

0-LEVEL BARD SPELLS (CANTRIPS)

 

Dancing Lights                          Figment torches or other lights.

Daze                                        Creature loses next action.

Detect Magic                            Detects spells and magic items within 60 ft.

Flare                                         Dazzles one creature (-1 attack).

Ghost Sound                              Figment sounds.

Light                                         Object shines like a torch.

Mage Hand                               5-pound telekinesis.

Mending                                   Makes minor repairs on an object.

Open/Close                               Opens or closes small or light things.

Prestidigitation                           Performs minor tricks.

Read Magic                              Read scrolls and spellbooks.

Resistance                                Subject gains +1 on saving throws.

 

1st-LEVEL BARD SPELLS

 

Alarm                                       Wards an area for 2 hours/level.

Cause Fear                               One creature flees for 1d4 rounds.

Charm                                      Person Makes one person the caster’s friend.

Cure Light Wounds                   Cures 1d8 +1/level damage (max +5).

Detect Secret Doors                  Reveals hidden doors within 60 ft.

Erase                                        Mundane or magical writing vanishes.

Expeditious Retreat                   Doubles the caster’s speed.

Feather Fall                               Objects or creatures fall slowly.

Grease                                      Makes 10-ft. square or one object slippery.

Hypnotism                                Fascinates 2d4 HD of creatures.

Identify                                     Determines single feature of magic item.

Mage Armor                             Gives subject +4 armor bonus.

Magic Weapon                          Weapon gains +1 bonus.

Message                                   Whispered conversation at distance.

Protection from Chaos/Evil/Good/Law    +2 AC and saves, counter mind control, hedge out

elementals and outsiders.

Silent Image                              Creates minor illusion of the caster’s design.

Sleep                                        Put 2d4 HD of creatures into comatose slumber.

Summon Monster I                    Calls outsider to fight for the caster.

Unseen Servant                         Creates invisible force that obeys the caster’s commands.

Ventriloquism                            Throws voice for 1 min./level.

 

2nd-LEVEL BARD SPELLS

 

Animal Trance                          Fascinates 2d6 HD of animals.

Blindness/Deafness                   Makes subject blind or deaf.

Blur                                          Attacks miss subject 20% of the time.

Bull's Strength                           Subject gains 1d4+1 Str for 1 hr./level.

Cat's Grace                               Subject gains 1d4+1 Dex for 1 hr./level.

Cure Moderate Wounds             Cures 2d8 +1/level damage (max +10).

Darkness                                  20-ft. radius of supernatural darkness.

Daylight                                    60-ft. radius of bright light.

Delay Poison                             Stops poison from harming subject for 1 hour/level.

Detect Thoughts                        Allows "listening" to surface thoughts.

Enthrall                                     Captivates all within 100 ft. + 10 ft./level.

Glitterdust                                 Blinds creatures, outlines invisible creatures.

Hold Person                              Holds one person helpless for 1 round/level.

Hypnotic Pattern                       Fascinates 2d4+1 HD/level of creatures.

Invisibility                                  Subject is invisible for 10 min./level or until it attacks.

Levitate                                    Subject moves up and down at the caster’s direction.

Locate Object                           Senses direction toward object (specific or type).

Magic Mouth                            Speaks once when triggered.

Minor Image                             As silent image, plus some sound.

Mirror Image                            Creates decoy duplicates of the caster (1d4 +1/three levels, max 8).

Misdirection                              Misleads divinations for one creature or object.

Obscure Object                         Masks object against divination.

Pyrotechnics                             Turns fire into blinding light or choking smoke.

Scare                                        Panics creatures up to 5 HD (15-ft. radius).

See Invisibility                           Reveals invisible creatures or objects.

Shatter                                      Sonic vibration damages objects or crystalline creatures.

Silence                                      Negates sound in 15-ft. radius.

Sound Burst                              Deals 1d8 sonic damage to subjects; may stun them.

Suggestion                                Compels subject to follow stated course of action.

Summon Monster II                   Calls outsider to fight for the caster.

Summon Swarm                        Summons swarm of small crawling or flying creatures.

Hideous Laughter                      Subject loses actions for 1d3 rounds.

Tongues                                    Speak any language.

Undetectable Alignment             Conceals alignment for 24 hours.

Whispering Wind                       Sends a short message one mile/level.

 

3rd-LEVEL BARD SPELLS

 

Bestow Curse                           -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.

Blink                                         The caster randomly vanishes and reappears for 1 round/level.

Charm Monster                         Makes monster believe it is the caster’s ally.

Clairaudience/Clairvoyance        Hear or see at a distance for 1 min./level.

Confusion                                 Makes subject behave oddly for 1 round/level.

Cure Serious Wounds                Cures 3d8 +1/level damage (max +15).

Dispel Magic                             Cancels magical spells and effects.

Displacement                            Attacks miss subject 50%.

Emotion                                    Arouses strong emotion in subject.

Fear                                         Subjects within cone flee for 1 round/level.

Gaseous Form                           Subject becomes insubstantial and can fly slowly.

Greater Magic Weapon             +1 bonus/three levels (max +5).

Gust of Wind                             Blows away or knocks down smaller creatures.

Haste                                       Extra partial action and +4 AC.

Illusory Script                            Only intended reader can decipher.

Invisibility Sphere                      Makes everyone within 10 ft. invisible.

Keen Edge                                Doubles normal weapon's threat range.

Lesser Geas                              Commands subject of 7 HD or less.

Magic Circle against Chaos/Evil/Good/Law As protection spells, but 10-ft. radius and 10 min./level.

Major Image                             As silent image, plus sound, smell and thermal effects.

Phantom Steed                          Magical horse appears for 1 hour/level.

Remove Curse                          Frees object or person from curse.

Remove Disease                       Cures all diseases affecting subject.

Scrying                                     Spies on subject from a distance.

Sculpt Sound                             Creates new sounds or changes existing ones.

Sepia Snake Sigil                       Creates text symbol that immobilizes reader.

Slow                                         One subject/level takes only partial actions, -2 AC, -2 melee rolls.

Summon Monster III                 Calls outsider to fight for the caster.

Tiny Hut                                   Creates shelter for 10 creatures.

Wind Wall                                 Deflects arrows, smaller creatures, and gases.

 

4th-LEVEL BARD SPELLS

 

Break Enchantment                   Frees subjects from enchantments, alterations, curses, and petrification.

Cure Critical Wounds                Cures 4d8 +1/level damage (max +20).

Detect Scrying                          Alerts the caster of magical eavesdropping.

Dimension Door                        Teleports the caster and up to 500 lb.

Dismissal                                  Forces a creature to return to native plane.

Dominate Person                       Controls humanoid telepathically.

Hallucinatory Terrain                 Makes one type of terrain appear like another (field into forest, etc.).

Hold Monster                            As hold person, but any creature.

Improved Invisibility                   As invisibility, but subject can attack and stay invisible.

Legend Lore                             Learn tales about a person, place, or thing.

Locate Creature                        Indicates direction to familiar creature.

Modify Memory                        Changes 5 minutes of subject's memories.

Neutralize Poison                      Detoxifies venom in or on subject.

Rainbow Pattern                       Lights prevent 24 HD of creatures from attacking or moving away.

Secure Shelter                           Creates sturdy cottage.

Shout                                        Deafens all within cone and deals 2d6 damage.

Summon Monster IV                 Calls outsider to fight for the caster.

 

 

 

5th-LEVEL BARD SPELLS

 

Contact Other Plane                  Ask question of extraplanar entity.

Control Water                           Raises or lowers bodies of water.

Dream                                      Sends message to anyone sleeping.

False Vision                              Fools scrying with an illusion.

Greater Dispelling                      As dispel magic, but +20 on check.

Healing Circle                           Cures 1d8 +1/level damage in all directions.

Mind Fog                                  Subjects in fog get -10 Wis, Will checks.

Mirage Arcana                          As hallucinatory terrain, plus structures.

Mislead                                     Turns the caster invisible and creates illusory double.

Nightmare                                 Sends vision dealing 1d10 damage, fatigue.

Persistent Image                       As major image, but no concentration required.

Summon Monster V                  Calls outsider to fight for the caster.

 

6th-LEVEL BARD SPELLS

 

Control Weather                        Changes weather in local area.

Eyebite                                     Charm, fear, sicken or sleep one subject.

Geas/Quest                               As lesser geas, plus it affects any creature.

Greater Scrying                         As scrying, but faster and longer.

Mass Haste                              As haste, affects one/level subjects.

Mass Suggestion                       As suggestion, plus one/level subjects.

Permanent Image                      Includes sight, sound, and smell.

Plane Shift                                Up to eight subjects travel to another plane.

Programmed Image                   As major image, plus triggered by event.

Project Image                           Illusory double can talk and cast spells.

Repulsion                                  Creatures can't approach the caster.

Summon Monster VI                 Calls outsider to fight for the caster.

Veil                                          Changes appearance of group of creatures.

 

CLERIC SPELLS

 

0-LEVEL CLERIC SPELLS (Orisons)

Create Water                            Creates 2 gallons/level of pure water.

Cure Minor Wounds                  Cures 1 point of damage.

Detect Magic                            Detects spells and magic items within 60 ft.

Detect Poison                           Detects poison in one creature or small object.

Guidance                                  +1 on one roll, save, or check.

Inflict Minor Wounds                 Touch attack, 1 point of damage.

Light                                         Object shines like a torch.

Mending                                   Makes minor repairs on an object.

Purify Food and Drink               Purifies 1 cu. ft./level of food or water.

Read Magic                              Read scrolls and spellbooks.

Resistance                                Subject gains +1 on saving throws.

Virtue                                       Subject gains 1 temporary hp.

   

1st-LEVEL CLERIC SPELLS

Bane                                        Enemies suffer -1 attack, -1 on saves against fear.

Bless                                        Allies gain +1 attack and +1 on saves against fear.

Bless Water                              Makes holy water.

Cause Fear                               One creature flees for 1d4 rounds.

Command                                 One subject obeys one-word command for 1 round.

Comprehend Languages            Understand all spoken and written languages.

Cure Light Wounds                   Cures 1d8 +1/level damage (max +5).

Curse Water                             Makes unholy water.

Deathwatch                              Sees how wounded subjects within 30 ft. are.

Detect Chaos/Evil/Good/Law     Reveals creatures, spells, or objects.

Detect Undead                          Reveals undead within 60 ft.

Divine Favor                             The caster gains attack, damage bonus, +1/three levels.

Doom                                       One subject suffers -2 on attacks, damage, saves, and checks.

Endure Elements                       Ignores 5 damage/round from one energy type.

Entropic Shield                          Ranged attacks against the caster suffer 20% miss chance.

Inflict Light Wounds                  Touch, 1d8 +1/level damage (max +5).

Invisibility to Undead                 Undead can't perceive one subject/level.

Magic Stone                              Three stones gain +1 attack, deal 1d6+1 damage.

Magic Weapon                          Weapon gains +1 bonus.

Obscuring Mist                          Fog surrounds the caster.

Protection from Chaos/Evil/Good/Law +2 AC and saves, counter mind control, hedge out elementals and outsiders.

Random Action                         One creature acts randomly for one round.

Remove Fear                            +4 on saves against fear for one subject +1/four levels.

Sanctuary                                 Opponents can't attack the caster, and the caster can't attack.

Shield of Faith                           Aura grants +2 or higher deflection bonus.

Summon Monster I                    Calls outsider to fight for the caster.

   

2nd-LEVEL CLERIC SPELLS

Aid                                           +1 attack, +1 on saves against fear, 1d8 temporary hit points.

Animal Messenger                    Sends a Tiny animal to a specific place.

Augury                                     Learns whether an action will be good or bad.

Bull's Strength                           Subject gains 1d4+1 Str for 1 hr./level.

Calm Emotions                          Calms 1d6 subjects/level, negating emotion effects.

Consecrate                               Fills area with positive energy, making undead weaker.

Cure Moderate Wounds             Cures 2d8 +1/level damage (max +10).

Darkness                                  20-ft. radius of supernatural darkness.

Death Knell                              Kills dying creature; the caster gain 1d8 temporary hp, +2 Str, and +1 level.

Delay Poison                             Stops poison from harming subject for 1 hour/level.

Desecrate                                 Fills area with negative energy, making undead stronger.

Endurance                                Gain 1d4+1 Con for 1 hr./level.

Enthrall                                     Captivates all within 100 ft. + 10 ft./level.

Find Traps                                Notice traps as a rogue does.

Gentle Repose                           Preserves one corpse.

Hold Person                              Holds one person helpless; 1 round/level.

Inflict Moderate Wounds           Touch attack, 2d8 +1/level damage (max +10).

Lesser Restoration                    Dispels magic ability penalty or repairs 1d4 ability damage.

Make Whole                             Repairs an object.

Remove Paralysis                      Frees one or more creatures from paralysis, hold, or slow.

Resist Elements                         Ignores 12 damage/round from one energy type.

Shatter                                      Sonic vibration damages objects or crystalline creatures.

Shield Other                              The caster takes half of subject's damage.

Silence                                      Negates sound in 15-ft. radius.

Sound Burst                              Deals 1d8 sonic damage to subjects; may stun them.

Speak with Animals                   The caster can communicate with natural animals.

Spiritual Weapon                       Magical weapon attacks on its own.

Summon Monster II                   Calls outsider to fight for the caster.

Undetectable Alignment             Conceals alignment for 24 hours.

Zone of Truth                            Subjects within range cannot lie.

   

3rd-LEVEL CLERIC SPELLS

Animate Dead                           Creates undead skeletons and zombies.

Bestow Curse                           -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.

Blindness/Deafness                   Makes subject blind or deaf.

Contagion                                 Infects subject with chosen disease.

Continual Flame                        Makes a permanent, heatless torch.

Create Food and Water             Feeds three humans (or one horse)/level.

Cure Serious Wounds                Cures 3d8 +1/level damage (max +15).

Daylight                                    60-ft. radius of bright light.

Deeper Darkness                      Object sheds absolute darkness in 60-ft. radius.

Dispel Magic                             Cancels magical spells and effects.

Glyph of Warding                      Inscription harms those who pass it.

Helping Hand                            Ghostly hand leads subject to the caster.

Inflict Serious Wounds               Touch attack, 3d8 +1/level damage (max +15).

Invisibility Purge                        Dispels invisibility within 5 ft./level.

Locate Object                           Senses direction toward object (specific or type).

Magic Circle against Chaos/Evil/Good/Law As protection spells, but 10-ft. radius and 10 min./level.

Magic Vestment                        Armor or shield gains +1 enhancement/three levels.

Meld into Stone                         The caster and the caster’s gear merge with stone.

Negative Energy Protection       Subject resists level and ability drains.

Obscure Object                         Masks object against divination.

Prayer                                      Allies gain +1 on most rolls, and enemies suffer -1.

Protection from Elements           Absorb 12 damage/level from one kind of energy.

Remove Blindness/Deafness      Cures normal or magical conditions.

Remove Curse                          Frees object or person from curse.

Remove Disease                       Cures all diseases affecting subject.

Searing Light                             Ray deals 1d8/two levels, more against undead.

Speak with Dead                       Corpse answers one question/two levels.

Speak with Plants                      The caster can talk to normal plants and plant creatures.

Stone Shape                              Sculpts stone into any form.

Summon Monster III                 Calls outsider to fight for the caster.

Water Breathing                        Subjects can breathe underwater.

Water Walk                              Subject treads on water as if solid.

Wind Wall                                 Deflects arrows, smaller creatures, and gases.

   

4th-LEVEL CLERIC SPELLS

Air Walk                                   Subject treads on air as if solid (climb at 45-degree angle).

Control Water                           Raises or lowers bodies of water.

Cure Critical Wounds                Cures 4d8 +1/level damage (max +20).

Death Ward                              Grants immunity to death spells and effects.

Dimensional Anchor                  Bars extradimensional movement.

Discern Lies                             Reveals deliberate falsehoods.

Dismissal                                  Forces a creature to return to native plane.

Divination                                 Provides useful advice for specific proposed actions.

Divine Power                            The caster gains attack bonus, 18 Str, and 1 hp/level.

Freedom of Movement              Subject moves normally despite impediments.

Giant Vermin                            Turns insects into giant vermin.

Greater Magic Weapon             +1 bonus/three levels (max +5).

Imbue with Spell Ability             Transfer spells to subject.

Inflict Critical Wounds               Touch attack, 4d8 +1/level damage (max +20).

Lesser Planar Ally                     Exchange services with an 8 HD outsider.

Neutralize Poison                      Detoxifies venom in or on subject.

Poison                                      Touch deals 1d10 Con damage, repeats in 1 min.

Repel Vermin                            Insects stay 10 ft. away.

Restoration                               Restores level and ability score drains.

Sending                                     Delivers short message anywhere, instantly.

Spell Immunity                          Subject is immune to one spell/four levels.

Status                                       Monitors condition, position of allies.

Summon Monster IV                 Calls outsider to fight for the caster.

Tongues                                    Speak any language.

   

5th-LEVEL CLERIC SPELLS

Atonement                                Removes burden of misdeeds from subject.

Break Enchantment                   Frees subjects from enchantments, alterations, curses, and petrification.

Circle of Doom                         Deals 1d8 +1/level damage in all directions.

Commune                                 Deity answers one yes-or-no question/level.

Dispel Chaos/Evil/Good/Law      +4 bonus against attacks.

Ethereal Jaunt                           The caster becomes ethereal for 1 round/level.

Flame Strike                              Smites foes with divine fire (1d6/level).

Greater Command                     As command, but affects one subject/level.

Hallow                                      Designates location as holy.

Healing Circle                           Cures 1d8 +1/level damage in all directions.

Insect Plague                            Insect horde limits vision, inflicts damage, and weak creatures flee.

Mark of Justice                         Designates action that will trigger curse on subject.

Plane Shift                                Up to eight subjects travel to another plane.

Raise Dead                               Restores life to subject who died up to 1 day/level ago.

Righteous Might                        The caster’s size increases, and the caster gains +4 Str.

Scrying                                     Spies on subject from a distance.

Slay Living                                Touch attack kills subject.

Spell Resistance                        Subject gains +12 +1/level SR.

Summon Monster V                  Calls outsider to fight for the caster.

True Seeing                              See all things as they really are.

Unhallow                                  Designates location as unholy.

Wall of Stone                            Creates a stone wall that can be shaped.

   

6th-LEVEL CLERIC SPELLS

Animate Objects                       Objects attack the caster’s foes.

Antilife Shell                             10-ft. field hedges out living creatures.

Banishment                               Banishes 2 HD/level extraplanar creatures.

Blade Barrier                            Blades encircling the caster deal 1d6 damage/level.

Create Undead                          Ghouls, shadows, ghasts, wights, or wraiths.

Etherealness                             Travel to Ethereal Plane with companions.

Find the Path                             Shows most direct way to a location.

Forbiddance                              Denies area to creatures of another alignment.

Geas/Quest                               As lesser geas, plus it affects any creature.

Greater Dispelling                      As dispel magic, but up to +20 on check.

Greater Glyph of Warding          As glyph of warding, but up to 10d8 damage or 6th level spell.

Harm                                        Subject loses all but 1d4 hp.

Heal                                         Cures all damage, diseases, and mental conditions.

Heroes' Feast                            Food for one creature/level cures and blesses.

Planar Ally                                As lesser planar ally, but up to 16 HD.

Summon Monster VI                 Calls outsider to fight for the caster.

Wind Walk                                The caster and the caster’s allies turn vaporous and travel fast.

Word of Recall                          Teleports the caster back to designated place.

   

7th-LEVEL CLERIC SPELLS

Blasphemy                                Kills, paralyzes, weakens, or dazes nonevil subjects.

Control Weather                        Changes weather in local area.

Destruction                               Kills subject and destroys remains.

Dictum                                     Kills, paralyzes, weakens, or dazes nonlawful subjects.

Greater Restoration                   As restoration, plus restores all levels and ability scores

Greater Scrying                         As scrying, but faster and longer.

Holy Word                                Kills, paralyzes, weakens, or dazes nongood subjects.

Refuge                                     Alters item to transport its possessor to the caster.

Regenerate                               Subject's severed limbs grow back.

Repulsion                                  Creatures can't approach the caster.

Resurrection                             Fully restore dead subject.

Summon Monster VII                Calls outsider to fight for the caster.

Word of Chaos                          Kills, confuses, stuns, or deafens nonchaotic subjects.

   

8th-LEVEL CLERIC SPELLS

Antimagic Field                         Negates magic within 10 ft.

Cloak of Chaos                         +4 AC, +4 resistance, and SR 25 against lawful spells.

Create Greater                          Undead Mummies, spectres, vampires, or ghosts.

Discern Location                       Exact location of creature or object.

Earthquake                               Intense tremor shakes 5-ft./level radius.

Fire Storm                                 Deals 1d6 fire damage/level.

Greater Planar Ally                   As lesser planar ally, but up to 24 HD.

Holy Aura                                 +4 AC, +4 resistance, and SR 25 against evil spells.

Mass Heal                                As heal, but with several subjects.

Shield of Law                            +4 AC, +4 resistance, and SR 25 against chaotic spells.

Summon Monster VIII               Calls outsider to fight for the caster.

Symbol                                     Triggered runes have array of effects.

Unholy Aura                             +4 AC, +4 resistance, and SR 25 against good spells.

   

9th-LEVEL CLERIC SPELLS

Astral Projection                       Projects the caster and companions into Astral Plane.

Energy Drain                            Subject gains 2d4 negative levels.

Gate                                         Connects two planes for travel or summoning.

Implosion                                  Kills one creature/round.

Miracle                                     Requests a deity's intercession.

Soul Bind                                  Traps newly dead soul to prevent resurrection.

Storm of Vengeance                  Storm rains acid, lightning, and hail.

Summon Monster IX                 Calls outsider to fight for the caster.

True Resurrection                     As resurrection, plus remains aren't needed.

 

CLERIC DOMAINS

 

Air Domain

 

Granted Powers:Turn or destroy earth creatures as a good cleric turns undead. Rebuke or command air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + the character’s Charisma modifier.

 

1. Obscuring                             Mist Fog surrounds the caster.

2. Wind Wall                             Deflects arrows, smaller creatures, and gases.

3. Gaseous Form                       Subject becomes insubstantial and can fly slowly.

4. Air Walk                               Subject treads on air as if solid (climb at 45-degree angle)

5. Control Winds                       Change wind direction and speed.

6. Chain Lightning                     1d6 damage/level; secondary bolts.

7. Control Weather                    Changes weather in local area.

8. Whirlwind Whirlwind.            Cyclone inflicts damage and can pick up creatures.

9. Elemental Swarm*                 Summons multiple elementals.

*Cast as an air spell only.

 

Animal Domain

 

Granted Powers: The character can cast animal friendship once per day. Knowledge (nature) is a class skill.

 

1. Calm Animals                        Calms 2d4 +1/level HD of animals, beasts, and magical beasts

2. Hold Animal                          Hold one animal helpless; 1 round/level.

3. Dominate                              Animal Subject animal obeys silent mental commands.

4. Repel Vermin                        Insects stay 10 ft. away.

5. Commune with Nature           Learn about terrain for one mile/level.

6. Antilife Shell                          10-ft. field hedges out living creatures.

7. Animal Shapes                      One ally/level polymorphs into chosen animal.

8. Creeping Doom                     Carpet of insects attacks at the caster’s command.

9. Shapechange                         Transforms the caster into any creature, and change forms once per round.

 

Chaos Domain

 

Granted Power: The character casts chaos spells at +1 caster level.

 

1. Protection from Law +2 AC and saves, counter mind control, hedge out elementals and outsiders

2. Shatter                                  Sonic vibration damages objects or crystalline creatures.

3. Magic Circle against Law      As protection spells, but 10-ft. radius and 10 min./level

4. Chaos Hammer                     Damages and staggers lawful creatures.

5. Dispel Law                           +4 bonus against attacks by lawful creatures.

6. Animate Objects                    Objects attack the caster’s foes.

7. Word of Chaos                      Kills, confuses, stuns, or deafens nonchaotic subjects.

8. Cloak of Chaos                      +4 AC, +4 resistance, SR 25 against lawful spells.

9. Summon Monster IX*            Calls outsider to fight for the caster.

*Cast as a chaos spell only.

 

Death Domain

 

Granted Power: The character may use a death touch once per day. The character’s death touch is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per the character’s cleric level. If the total at least equals the creature’s current hit points, it dies.

 

1. Cause Fear                           One creature flees for 1d4 rounds.

2. Death Knell                           Kill dying creature and gain 1d8 temp. hp, +2 Str, and +1 caster level

3. Animate Dead                       Creates undead skeletons and zombies.

4. Death Ward                          Grants immunity to death spells and effects.

5. Slay Living                            Touch attack kills subject.

6. Create Undead                      Ghouls, shadows, ghasts, wights, or wraiths.

7. Destruction                           Kills subject and destroys remains.

8. Create Greater Undead          Mummies, spectres, vampires, or ghosts.

9. Wail of the Banshee              Kills one creature/level.

 

Destruction Domain

 

Granted Power: The character gains the smite power, the supernatural ability to make a single melee attack with a +4 attack bonus and a damage bonus equal to the character’s cleric level (if the character hits). The character must declare the smite before making the attack. It is usable once per day.

 

1. Inflict Light Wounds              Touch attack, 1d8 +1/level damage (max +5).

2. Shatter                                  Sonic vibration damages objects or crystalline creatures.

3. Contagion                              Infects subject with chosen disease.

4. Inflict Critical Wounds           Touch attack, 4d8 +1/level damage (max +20).

5. Circle of Doom                      Deals 1d8 +1/level damage in all directions.

6. Harm                                    Subject loses all but 1d4 hp.

7. Disintegrate                           Makes one creature or object vanish.

8. Earthquake                            Intense tremor shakes 5-ft./level radius.

9. Implosion                              Kills one creature/round.

 

Earth Domain

 

Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke or command earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + the character’s Charisma modifier.

 

1. Magic Stone                          Three stones become +1 projectiles, 1d6+1 damage.

2. Soften Earth and Stone          Turns stone to clay or dirt to sand or mud.

3. Stone Shape                          Sculpts stone into any form.

4. Spike Stones                          Creatures in area take 1d8 damage, may be slowed.

5. Wall of Stone                        Creates a stone wall that can be shaped.

6. Stoneskin                              Stops blows, cuts, stabs, and slashes.

7. Earthquake                            Intense tremor shakes 5-ft./level radius.

8. Iron Body                              The character’s body becomes living iron.

9. Elemental Swarm.*                Summons multiple elementals.

*Cast as an earth spell only.

 

Evil Domain

 

Granted Power: The character casts evil spells at +1 caster level.

 

1. Protection from Good             +2 AC and saves, counter mind control, hedge out elementals and outsiders

2. Desecrate                             Fills area with negative energy, making undead stronger.

3. Magic Circle against Good     As protection spells, but 10-ft. radius and 10 min./level

4. Unholy Blight                        Damages and sickens good creatures.

5. Dispel Good                          +4 bonus against attacks by good creatures.

6. Create Undead                      Ghouls, shadows, ghasts, wights, or wraiths.

7. Blasphemy                            Kills, paralyzes, weakens, or dazes nonevil subjects.

8. Unholy Aura                         +4 AC, +4 resistance, SR 25 against good spells.

9. Summon Monster IX.*           Calls outsider to fight for the caster.

*Cast as an evil spell only.

 

Fire Domain

 

Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke or command fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + the character’s Charisma modifier.

 

1. Burning Hands                      1d4 fire damage/level (max 5d4).

2. Produce Flame                      1d4 +1/two levels damage, touch or thrown.

3. Resist Elements.*                  Ignore first 12 damage from one energy type each round.

4. Wall of Fire                           Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.

5. Fire Shield                             Creatures attacking the caster take fire damage; the caster is protected from heat or cold.

6. Fire Seeds                             Acorns and berries become grenades and bombs.

7. Fire Storm                             Deals 1d6 fire damage/level.

8. Incendiary Cloud                   Cloud deals 4d6 fire damage/round.

9. Elemental Swarm.**              Summons multiple elementals.

*Resist cold or fire only.

**Cast as a fire spell only.

 

Good Domain

 

Granted Power: The character casts good spells at +1 caster level.

 

1. Protection from Evil               +2 AC and saves, counter mind control, hedge out elementals and outsiders.

2. Aid                                       +1 attack, +1 on saves against fear, 1d6 temporary hit points.

3. Magic Circle against Evil        As protection spells, but 10-ft. radius and 10 min./level.

4. Holy Smite                            Damages and blinds evil creatures.

5. Dispel Evil                             +4 bonus against attacks by evil creatures.

6. Blade Barrier                        Blades encircling the caster deal 1d6 damage/level.

7. Holy Word                            Kills, paralyzes, weakens, or dazes nongood subjects.

8. Holy Aura                             +4 AC, +4 resistance, and SR 25 against evil spells.

9. Summon Monster IX.*           Calls outsider to fight for the caster.

*Cast as a good spell only.

 

Healing Domain

 

Granted Power: The character casts healing spells at +1 caster level.

 

1. Cure Light Wounds                Cures 1d8 +1/level damage (max +5).

2. Cure Moderate Wounds         Cures 2d8 +1/level damage (max +10).

3. Cure Serious Wounds            Cures 3d8 +1/level damage (max +15).

4. Cure Critical Wounds             Cures 4d8 +1/level damage (max +20).

5. Healing Circle                       Cures 1d8 +1/level damage in all directions.

6. Heal                                     Cures all damage, diseases, and mental conditions.

7. Regenerate                           Subject's severed limbs grow back.

8. Mass Heal                            As heal, but with several subjects.

9. True Resurrection                  As resurrection, plus remains aren't needed.

 

Knowledge Domain

 

Granted Power: All Knowledge skills are class skills. The character casts divinations at +1 caster level.

 

1. Detect Secret Doors              Reveals hidden doors within 60 ft.

2. Detect Thoughts                    Allows "listening" to surface thoughts.

3. Clairaudience/Clairvoyance    Hear or see at a distance for 1 min./level.

4. Divination                              Provides useful advice on to specific proposed actions.

5. True Seeing                           See all things as they really are.

6. Find the Path                         Shows most direct way to a location.

7. Legend Lore                         Learn tales about a person, place, or thing.

8. Discern Location                   Exact location of creature or object.

9. Foresight                               "Sixth sense" warns of impending danger.

 

Law Domain

 

Granted Power: The character casts Law spells at +1 caster level.

 

1. Protection from Chaos           +2 AC and saves, counter mind control, hedge out elementals and outsiders.

2. Calm Emotions                      Calms 1d6 creatures/level, negating emotion effects.

3. Magic Circle against Chaos    As protection spells, but 10-ft. radius and 10 min./level

4. Order’s Wrath                       Damages and dazes chaotic creatures.

5. Dispel Chaos                         +4 bonus against attacks by chaotic creatures.

6. Hold Monster                        As hold person, but any creature.

7. Dictum                                  Kills, paralyzes, weakens, or dazes nonlawful subjects.

8. Shield of Law                        +4 AC, +4 resistance, and SR 25 against chaotic spells.

9. Summon Monster IX.*           Calls outsider to fight for the caster.

 

*Cast as a law spell only.

 

Luck Domain

 

Granted Power: The character gains the power of good fortune, which is usable once per day. This extraordinary ability allows the character to reroll one roll that the character has just made. The character must take the result of the reroll, even if it’s worse than the original roll.

 

1. Entropic Shield                       Ranged attacks against the caster suffer 20% miss chance.

2. Aid                                       +1 attack, +1 against fear, 1d8 temporary hit points.

3. Protection from Elements       Absorb 12 damage/level from one kind of energy.

4. Freedom of Movement           Subject moves normally despite impediments.

5. Break Enchantment               Frees subjects from enchantments, alterations, curses,and petrification.

6. Mislead                                 Turns the caster invisible and creates illusory double.

7. Spell Turning                         Reflect 1d4+6 spell levels back at caster.

8. Holy Aura                             +4 AC, +4 resistance, and SR 25 against evil spells.

9. Miracle                                 Requests a deity's intercession.

 

Magic Domain

 

Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half the character’s cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if the character is also a wizard, actual wizard levels and these effective wizard levels stack.

 

1. Undetectable Aura                Masks magic item's aura.

2. Identify                                 Determines single feature of magic item.

3. Dispel Magic                         Cancels magical spells and effects.

4. Imbue with Spell Ability         Transfer spells to subject.

5. Spell Resistance                    Subject gains +12 +1/level SR.

6. Antimagic Field                     Negates magic within 10 ft.

7. Spell Turning                         Reflect 1d4+6 spell levels back at caster.

8. Protection from Spells            Confers +8 resistance bonus.

9. Disjunction                            Dispels magic, disenchants magic items.

 

Plant Domain

 

Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use these abilities a total number of times per day equal to 3 + the character’s Charisma modifier.

 

Knowledge (nature) is a class skill.

 

1. Entangle                                Plants entangle everyone in 40-ft.-radius circle.

2. Barkskin                               Grants +3 natural armor bonus (or higher).

3. Plant Growth                         Grows vegetation, improves crops.

4. Control Plants                        Talk to and control plants & fungi.

5. Wall of Thorns                      Thorns damage anyone who tries to pass.

6. Repel Wood                          Pushes away wooden objects.

7. Changestaff                          The caster’s staff becomes a treant on command.

8. Command Plants                   Plants animate and vegetation entangles.

9. Shambler                               Summons 1d4+2 shambling mounds to fight for the caster.

 

Protection Domain

 

Granted Power: The character can generate a protective ward, a spell-like ability to grant someone the character touches a resistance bonus equal to the character’s level on the recipient’s next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

 

1. Sanctuary                              Opponents can't attack the caster, and the caster can't attack.

2. Shield Other                          The caster takes half of subject's damage.

3. Protection from Elements       Absorb 12 damage/level from one kind of energy.

4. Spell Immunity                       Subject is immune to one spell/four levels.

5. Spell Resistance                    Subject gains +12 +1/level SR.

6. Antimagic Field                     Negates magic within 10 ft.

7. Repulsion                              Creatures can't approach the caster.

8. Mind Blank                           Subject is immune to mental/emotional magic and scrying.

9. Prismatic Sphere                   As prismatic wall, but surrounds on all sides.

 

Strength Domain

 

Granted Power: The character can perform a feat of strength, which is the supernatural ability to gain an enhancement bonus to Strength equal to the character’s level. Activating the power is a free action, the power lasts 1 round, and is usable once per day.

 

1. Endure Elements                   Ignores 5 damage/round from one energy type.

2. Bull’s Strength                       Subject gains 1d4+1 Str for 1 hr./level.

3. Magic Vestment                    Armor or shield gains +1 enhancement three level.

4. Spell Immunity                       Subject is immune to one spell/four levels.

5. Righteous Might                    The caster’s size increases, and the caster gains +4 Str.

6. Stoneskin                              Stops blows, cuts, stabs, and slashes.

7. Grasping Hand                      Hand provides cover, pushes, or grapples.

8. Clenched Fist                        Large hand attacks the caster’s foes.

9. Crushing Hand                      As grasping hand, but stronger.

 

Sun Domain

 

Granted Power: Once per day, the character can perform a greater turning against undead in place of a regular turning (or rebuking) attempt. The greater turning is like a normal turning (or rebuking) attempt except that the undead creatures that would be turned (or rebuked or commanded) are destroyed instead.

 

1. Endure Elements.*                 Ignores 5 damage/round from one energy type.

2. Heat Metal                            Make metal so hot it damages those that touch it.

3. Searing Light                         Ray deals 1d8/two levels, more against undead.

4. Fire Shield                             Creatures attacking the caster take fire damage; the caster is protected from heat or cold.

5. Flame Strike                          Smite foes with divine fire (1d6/level).

6. Fire Seeds                             Acorns and berries become grenades and bombs.

7. Sunbeam                               Beam blinds and deals 3d6 damage.

8. Sunburst                                Blinds all within 10 ft., deals 3d6 damage.

9. Prismatic Sphere                   As prismatic wall, but surrounds on all sides.

*Endure cold or fire only.

 

Travel Domain

 

Granted Powers: For a totaltime per day of 1 round per the character’s cleric level, the character can act normally regardless of magical effects that impede movement (similar to the effect of the spell freedom of movement). This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This is a spell-like ability.

 

Wilderness Lore is a class skill.

 

1. Expeditious Retreat                Doubles the caster’s speed.

2. Locate Object                       Senses direction toward object (specific or type).

3. Fly                                        Subject flies at speed of 90.

4. Dimension Door                    Teleports the caster and up to 500 lb.

5. Teleport                                Instantly transports the caster anywhere.

6. Find the Path                         Shows most direct way to a location.

7. Teleport without Error            As teleport, but no off-target arrival.

8. Phase Door                           Invisible passage through wood or stone.

9. Astral Projection                    Projects the caster and companions into Astral Plane.

 

Trickery Domain

 

Granted Power: Bluff, Disguise, and Hide are class skills.

 

1. Change Self                          Change own appearance.

2. Invisibility                              Subject invisible 10 min./level or until it attacks.

3. Nondetection                         Hides subject from divination, scrying.

4. Confusion                              Makes subjects behave oddly for 1 round/level.

5. False Vision                          Fools scrying with an illusion.

6. Mislead                                 Turns the caster invisible and creates illusory double.

7. Screen                                  Illusion hides area from vision, scrying.

8. Polymorph Any Object           Changes any subject into anything else.

9. Time Stop                             The caster acts freely for 1d4+1 rounds.

 

War Domain

 

Granted Power: Free Martial Weapon Proficiency (if necessary) and Weapon Focus with the deity’s favored weapon.

 

1. Magic Weapon                      Weapon gains +1 bonus.

2. Spiritual Weapon                   Magical weapon attacks on its own..

3. Magic Vestment                    Armor or shield gains +1 enhancement/three levels.

4. Divine Power                        The caster gain attack bonus, 18 Str, and 1 hp/level.

5. Flame Strike                          Smite foes with divine fire (1d6 damage/level).

6. Blade Barrier                        Blades encircling the caster deal 1d6 damage/level.

7. Power Word, Stun                 Stuns creature with up to 150 hp.

8. Power Word, Blind                Blinds 200 hp worth of creatures.

9. Power Word, Kill                   Kills one tough subject or many weak ones.

 

Water Domain

 

Granted Power: Turn or destroy fire creatures as a good cleric turns undead. Rebuke or command water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + the character’s Charisma modifier.

 

1. Obscuring Mist                      Fog surrounds the caster.

2. Fog Cloud                             Fog obscures vision.

3. Water Breathing                    Subjects can breathe underwater.

4. Control Water                       Raise or lower bodies of water.

5. Ice Storm                              Hail deals 5d6 damage in cylinder 40 ft. across.

6. Cone of Cold                         1d6 cold damage/level.

7. Acid Fog                               Fog deals acid damage.

8. Horrid Wilting                        Deals 1d8 damage/level within 30 ft.

9. Elemental Swarm.*                Summons multiple elementals.

*Cast as a water spell only.

 

DRUID SPELLS

 

0-LEVEL DRUID SPELLS (Orisons)

Create Water                            Creates 2 gallons/level of pure water.

Cure Minor Wounds                  Cures 1 point of damage.

Detect Magic                            Detects spells and magic items within 60 ft..

Detect Poison                           Detects poison in one creature or small object.

Flare                                         Dazzles one creature (-1 attack).

Guidance                                  +1 on one roll, throw, or check.

Know Direction                         The caster discerns north.

Light                                         Object shines like a torch.

Mending                                   Makes minor repairs on an object.

Purify Food and Drink               Purifies 1 cu. ft./level of food or water.

Read Magic                              Read scrolls and spellbooks.

Resistance                                Subject gains +1 on saving throws.

Virtue                                       Subject gains 1 temporary hp.

   

1st-LEVEL DRUID SPELLS

Animal Friendship                      Gains permanent animal companions.

Calm Animals                           Calms 2d4 +1/level HD of animals, beasts, and magical beasts.

Cure Light Wounds                   Cures 1d8 +1/level damage (max +5).

Detect Animals or Plants           Detects species of animals or plants.

Detect Snares and Pits              Reveals natural or primitive traps.

Endure Elements                       Ignores 5 damage/round from one energy type.

Entangle                                   Plants entangle everyone in 40-ft.-radius circle.

Faerie Fire                                Outlines subjects with light, canceling blur, concealment, etc.

Goodberry                                 2d4 berries each cure 1 hp (max 8 hp/24 hours).

Invisibility to Animals                 Animals can't perceive one subject/level.

Magic Fang                               One natural weapon of subject creature gets +1 bonus to attack and damage.

Obscuring Mist                          Fog surrounds the caster.

Pass without Trace                    One subject/level leaves no tracks.

Shillelagh                                  Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 minute/level.

Summon Nature's Ally I             Calls creature to fight.

   

2nd-LEVEL DRUID SPELLS

Animal Messenger                    Sends a Tiny animal to a specific place.

Animal Trance                          Fascinates 2d6 HD of animals.

Barkskin                                   Grants +3 natural armor bonus (or higher).

Charm Person or Animal           Makes one person or animal the caster’s friend.

Chill Metal                                Cold metal damages those who touch it.

Delay Poison                             Stops poison from harming subject for 1 hour/level.

Fire Trap                                  Opened object deals 1d4 +1/level damage.

Flame Blade                              Touch attack deals 1d8 +1/two levels damage.

Flaming Sphere                         Rolling ball of fire, 2d6 damage, lasts 1 round/level.

Heat Metal                               Hot metal damages those who touch it.

Hold Animal                              Holds one animal helpless; 1 round/level.

Lesser Restoration                    Dispels magic ability penalty or repairs 1d4 ability damage.

Produce Flame                          1d4 +1/two levels damage, touch or thrown.

Resist Elements                         Ignores first 12 damage from one energy type each round.

Soften Earth and Stone              Turns stone to clay or dirt to sand or mud.

Speak with Animals                   The caster can communicate with natural animals.

Summon Nature's Ally II           Calls creature to fight.

Summon Swarm                        Summons swarm of small crawling or flying creatures.

Tree Shape                               The caster looks exactly like a tree for 1 hour/level.

Warp Wood                              Bends wood (shaft, handle, door, plank).

Wood Shape                             Rearranges wooden objects to suit the caster.

   

3rd-LEVEL DRUID SPELLS

Call Lightning                            Directs lightning bolts (1d10/level) during storms.

Contagion                                 Infects subject with chosen disease.

Cure Moderate Wounds             Cures 2d8 +1/level damage (max +10).

Diminish Plants                         Reduces size or blights growth of normal plants.

Dominate Animal                      Subject animal obeys silent mental commands.

Greater Magic Fang                  One natural weapon of subject creature gets +1 bonus to attack and damage per three caster levels (max +5)

Meld into Stone                         The caster and the caster’s gear merge with stone.

Neutralize Poison                      Detoxifies venom in or on subject.

Plant Growth                             Grows vegetation, improves crops.

Poison                                      Touch deals 1d10 Con damage, repeats in 1 min.

Protection from Elements           Absorb 12 damage/level from one kind of energy.

Remove Disease                       Cures all diseases affecting subject.

Snare                                        Creates a magical booby trap.

Speak with Plants                      The caster can talk to normal plants and plant creatures.

Spike Growth                            Creatures in area take 1d4 damage, may be slowed.

Stone Shape                              Sculpts stone into any form.

Summon Nature's Ally III          Calls creature to fight.

Water Breathing                        Subjects can breathe underwater.

   

4th-LEVEL DRUID SPELLS

Antiplant Shell                           Keeps animated plants at bay.

Control Plants                           Talk to and control plants & fungi.

Cure Serious Wounds                Cures 3d8 +1/level damage (max +15).

Dispel Magic                             Cancels magical spells and effects.

Flame Strike                              Smites foes with divine fire (1d6/level).

Freedom of Movement              Subject moves normally despite impediments.

Giant Vermin                            Turns insects into giant vermin.

Quench                                     Extinguishes nonmagical fires or one magic item.

Reincarnate                              Brings dead subject back in a random body.

Repel Vermin                            Insects stay 10 ft. away.

Rusting Grasp                           The caster’s touch corrodes iron and alloys.

Scrying                                     Spies on subject from a distance.

Sleet Storm                               Hampers vision and movement.

Spike Stones                             Creatures in area take 1d8 damage, may be slowed.

Summon Nature's Ally IV          Calls creature to fight.

   

5th-LEVEL DRUID SPELLS

Animal Growth                          One animal/two levels doubles in size, HD.

Atonement                                Removes burden of misdeeds from subject.

Awaken                                    Animal or tree gains human intellect.

Commune with Nature               Learn about terrain for one mile/level.

Control Winds                           Change wind direction and speed.

Cure Critical Wounds                Cures 4d8 +1/level damage (max +20).

Death Ward                              Grants immunity to all death spells and effects.

Hallow                                      Designates location as holy.

Ice Storm                                  Hail deals 5d6 damage in cylinder 40 ft. across.

Insect Plague                            Insect horde limits vision, inflicts damage, and weak creatures flee.

Summon Nature's Ally V           Calls creature to fight.

Transmute Mud to Rock            Transforms two 10-ft. cubes/level.

Transmute Rock to Mud            Transforms two 10-ft. cubes/level.

Tree Stride                                Step from one tree to another far away.

Unhallow                                  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 +1/level.

Wall of Thorns                          Thorns damage anyone who tries to pass.

   

6th-LEVEL DRUID SPELLS

Antilife Shell                             10-ft. field hedges out living creatures.

Find the Path                             Shows most direct way to a location.

Fire Seeds                                 Acorns and berries become grenades and bombs.

Greater Dispelling                      As dispel magic, but +20 on check.

Healing Circle                           Cures 1d8 +1/level damage in all directions.

Ironwood                                  Magical wood is strong as steel.

Liveoak                                    Oak becomes treant guardian.

Repel Wood                              Pushes away wooden objects.

Spellstaff                                  Stores one spell in wooden quarterstaff.

Stone Tell                                 Talk to natural or worked stone.

Summon Nature's Ally VI          Calls creature to fight.

Transport via Plants                   Move instantly from one plant to another of the same species.

Wall of Stone                            Creates a stone wall that can be shaped.

   

7th-LEVEL DRUID SPELLS

Changestaff                              The caster’s staff becomes a treant on command.

Control Weather                        Changes weather in local area.

Creeping Doom                         Carpet of insects attacks at the caster’s command.

Fire Storm                                 Deals 1d6 fire damage/level.

Greater Scrying                         As scrying, but faster and longer.

Harm                                        Subject loses all but 1d4 hp.

Heal                                         Cures all damage, diseases, and mental conditions.

Summon Nature's Ally VII         Calls creature to fight.

Sunbeam                                   Beam blinds and deals 3d6 damage.

Transmute Metal to Wood         Metal within 40 ft. becomes wood.

True Seeing                              See all things as they really are.

Wind Walk                                The caster and the caster’s allies turn vaporous and travel fast.

   

8th-LEVEL DRUID SPELLS

Animal Shapes                          One ally/level polymorphs into chosen animal.

Command Plants                       Plants animate and vegetation entangles.

Finger of Death                         Kills one subject.

Repel Metal or Stone                 Pushes away metal and stone.

Reverse Gravity                        Objects and creatures fall upward.

Summon Nature's Ally VIII       Calls creature to fight.

Sunburst                                   Blinds all within 10 ft., deals 3d6 damage.

Whirlwind                                 Cyclone inflicts damage and can pick up creatures.

Word of Recall                          Teleports the caster back to designated place.

   

9th-LEVEL DRUID SPELLS

Antipathy                                  Object or location affected by spell repels certain creatures.

Earthquake                               Intense tremor shakes 5-ft./level radius.

Elemental Swarm                      Summons multiple elementals.

Foresight                                   "Sixth sense" warns of impending danger.

Mass Heal                                As heal, but with several subjects.

Shambler                                  Summons 1d4+2 shambling mounds to fight for the caster.

Shapechange                             Transforms the caster into any creature, and change forms once per round.

Summon Nature's Ally IX          Calls creature to fight.

Sympathy                                  Object or location attracts certain creatures.

 

PALADIN SPELLS

 

1st-LEVEL PALADIN SPELLS

Bless                                        Allies gain +1 attack and +1 on saves against fear.

Bless Water                              Makes holy water.

Bless Weapon                           Weapon gains +1 bonus.

Create Water                            Creates 2 gallons/level of pure water.

Cure Light Wounds                   Cures 1d8 +1/level damage (max +5).

Detect Poison                           Detects poison in one creature or small object.

Detect Undead                          Reveals undead within 60 ft.

Divine Favor                             The caster gains attack, damage bonus, +1/three levels.

Endure Elements                       Ignores 5 damage/round from one energy type.

Magic Weapon                          Weapon gains +1 bonus.

Protection from Evil                   +2 AC and saves, counter mind control, hedge out elementals and outsiders.

Read Magic                              Read scrolls and spellbooks.

Resistance                                Subject gains +1 on saving throws.

Virtue                                       Subject gains 1 temporary hp.

   

2nd-LEVEL PALADIN SPELLS

Delay Poison                             Stops poison from harming subject for 1 hour/level.

Remove Paralysis                      Frees one or more creatures from paralysis, hold or slow.

Resist Elements                         Ignores 12 damage/round from one energy type.

Shield Other                              The caster takes half of subject's damage.

Undetectable Alignment             Conceals alignment for 24 hours.

   

3rd-LEVEL PALADIN SPELLS

Cure Moderate Wounds             Cures 2d8 +1/level (max +10).

Discern Lies                             Reveals deliberate falsehoods.

Dispel Magic                             Cancels magical spells and effects.

Greater Magic Weapon             +1 bonus/three levels (max +5).

Heal Mount                               As heal on warhorse or other mount.

Magic Circle against Evil           As protection spells, but 10-ft. radius and 10 min./level.

Prayer                                      Allies gain +1 on most rolls, enemies suffer -1.

Remove Blindness/Deafness      Cures normal or magical conditions.

   

4th-LEVEL PALADIN SPELLS

Cure Serious Wounds                Cures 3d8 +1/level (max +15*).

Death Ward                              Grants immunity to death spells and effects.

Dispel Evil                                +4 bonus against attacks by evil creatures.

Freedom of Movement              Subject moves normally despite impediments.

Holy Sword                               Weapon becomes +5, does double damage against evil.

Neutralize Poison                      Detoxifies venom in or on subject.

*Paladin's maximum effective caster level is 10

 

RANGER SPELLS

 

1st-LEVEL RANGER SPELLS

Alarm                                       Wards an area for 2 hours/level.

Animal Friendship                      Gains permanent animal companions.

Delay Poison                             Stops poison from harming subject for 1 hour/level.

Detect Animals or Plants           Detects species of animals or plants.

Detect Snares and Pits              Reveals natural or primitive traps.

Entangle                                   Plants entangle everyone in 40-ft.-radius circle.

Magic Fang                               One natural weapon of subject creature gets +1 bonus to attack and damage.

Pass without Trace                    One subject/level leaves no tracks.

Read Magic                              Read scrolls and spellbooks.

Resist Elements                         Ignores first 12 damage from one energy type each round.

Speak with Animals                   The caster can communicate with natural animals.

Summon Nature's Ally I             Calls animal to fight for the caster.

                                               

2nd-LEVEL RANGER SPELLS

Animal Messenger                    Sends a Tiny animal to a specific place.

Cure Light Wounds                   Cures 1d8 +1/level damage (max +5).

Detect Chaos/Evil/Good/Law     Reveals creatures, spells, or objects.

Hold Animal                              Holds one animal helpless; 1 round/level.

Protection from Elements           Absorb 12 damage/level from one kind of energy.

Sleep                                        Put 2d4 HD of creatures into comatose slumber.

Snare                                        Creates a magical booby trap.

Speak with Plants                      The caster can talk to normal plants and plant creatures.

Summon Nature's Ally II           Calls animal to fight for the caster.

   

3rd-LEVEL RANGER SPELLS

Control Plants                           Talk to and control plants & fungi.

Cure Moderate Wounds             Cures 2d8+1/level damage (max +10).

Diminish Plants                         Reduces size or blights growth of normal plants.

Greater Magic Fang                  One natural weapon of subject creature gets +1 bonus to attack and damage per three caster levels (max +5).

Neutralize Poison                      Detoxifies venom in or on subject.

Plant Growth                             Grows vegetation, improves crops.

Remove Disease                       Cures all diseases affecting subject.

Summon Nature's Ally III          Calls animal to fight for the caster.

Tree Shape                               The caster looks exactly like a tree for 1 hour/level.

Water Walk                              Subject treads on water as if solid.

   

4th-LEVEL RANGER SPELLS

Cure Serious Wounds                Cures 3d8 +1/level damage (max +15).

Freedom of Movement              Subject moves normally despite impediments.

Nondetection                             Hides subject from divination, scrying.

Polymorph Self                          The caster assumes a new form.

Summon Nature's Ally IV          Calls animal to fight for the caster.

Tree Stride                                Step from one tree to another far away.

Wind Wall                                 Deflects arrows, smaller creatures, and gases.