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