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Class Spells
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The following is a list of the spells that exist for each mage type class. When creating a character, choose FIVE spells from each level for your character and list them in his/her profile. *Notes: The Cleric class can choose SEVEN spells from each level but four spells from each level must relate to healing/protection.
The Sorcerer/Wizard class(es) can choose TWELVE spells from each level because they have absolutely no weapon proficiency.
BARD
0-LEVEL
» Resistance: You imbue the subject with magical energy that protects it from harm.
» Nivlac's Sinister Snowball: You create an orange-sized snowball with a swirl of powder snow and winds which flies towards its target.
» Party Cracker: This spell instantly creates a thin tube of wood with a desirable item within.
» Ray of Spider Poison: Poison dealing damage projects out from your finger.
» Sonic Marble: You fling a marble-sized orb of sound at your target, which momentarily stuns them upon contact.
» Summon Food: You summon one plate or bowl of food.
» Summon Instrument: This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice).
» Summon Rope of Spidersilk: Summons a silk rope made out of spider silk.
» Common Knowledge: This cantrip gives the caster a glimpse into information that is known by members of the surrounding populous.
» Detect Magic: You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
» Know Direction: You instantly know the direction of north from your current position.
» Planar Intuition: This cantrip grants a flash of insight into planar cosmology.
» Read Magic: By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic.
» Sense Spiders: The spellcaster can pinpoint the exact location of all Spiderkind.
» Beriadan's Spell of Improper Giggles: You speak aloud to the target creature and it then begins speaking about what ever happens to be on its mind. Here's the catch, it always ends it sentiences with "in the bathroom" or "in bed" or similar phrases. It has control over what it says, with the exception of the improper phrases (in bed, in the bathroom, etc). Never works against Beriadan and always works against Time Lords.
» Dancing Lights: You create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10' radius area in relation to each other but otherwise move as you desire: forward or back, up or down, straight or turning corners, or the like.
» Flare: Produces a short burst of light which can be used to dazzle an enemy.
» Light: This spell causes an object to glow like a torch, shedding bright light in a 20' radius (and dim light for an additional 20') from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
» Azore's Speaking Tome: Targeted book or scroll reads its contents aloud.
» Ghost Sound: Allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.
» Mirror Surface: This cantrip changes a non-organic flat surface into a mirror of the same size.
» Sweet Talk: This cantrip sculpts the sound of your speech into calming, charming words.
» Azore's Trick Candle: This spell alters a small source of flame so that it resists being put out.
» Mage Hand: You point your finger at an object and can lift it and move it at will from a distance as far as 15' in any direction.
» Mending: Repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.
» Message: You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range.
» Open/Close: You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect.
1ST-LEVEL
» Alarm: Sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.
Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60' of the warded area can hear it clearly. Reduce the distance by 10' for each interposing closed door and by 20' for each substantial interposing wall.
» Obscure Object: Hides an object from location by divination (scrying) effects, such as the scrying spell or a crystal ball.
» Remove Fear: You instill courage in the subject.
» Cure Light Wounds: When laying your hand upon a living creature, you channel positive energy that cures damage (small cuts, bruises, etc).
» Grease: Covers a solid surface with a layer of slippery grease.
» Greater Summon Instrument: This spell summons one musical instrument of your choice.
» Randal's Unseen Scribe: This creates a scribe that will studiously jot down whatever the caster says as long as the duration lasts in the caster's own handwriting on any paper that the caster dictates.
» Summon Divine Familiar: A divine familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service. It serves a helper and as a loyal companion and is bonded to the caster (takes 24 hours to cast).
» Summon Monster I: Summons one extraplanar creature to fight with you during battle (it disappears afterwards).
» Summon Ooze: Summons one ooze to fight with you during battle (it disappears afterwards).
» Summon Spider I: Summons one monstrous spider to fight with you during battle (it disappears afterwards).
» Summon Weapon: You summon one weapon of your choice with this spell.
» Unseen Servant: An invisible, mindless, shapeless force that performs simple tasks at your command.
» Comprehend Languages: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
» Detect Parentage: When two willing creatures touch the disc, the disc divines whether the two creatures are parent and child.
» Detect Secret Doors: Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell.
» Identify: The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate).
» Student's Boon: This spell allows the caster to gain a temporary bonus to Knowledge skills from books.
» Charm Person: This charm makes a humanoid creature regard you as its trusted friend and ally.
» Hideous Laughter: This spell afflicts the subject with uncontrollable laughter.
» Hypnotism: Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you.
» Sleep: A sleep spell causes a magical slumber to come upon a creature.
» Fizzle Frizzle: You create a sudden flash of fizzling frizzling magical energies and colorful smoke that swirl around you and shoot off in all directions to conceal your position.
» Flare, Greater: This spell creates a burst of light which blinds and dazzles your opponents.
» Orb of Light: Mobile ball of light provides illumination.
» Almost Hit: When you cast this spell, an arrow appears in your bow which can startle and confuse enemies.
» Disguise Self: You make yourself-—including clothing, armor, weapons, and equipment—-look different (it doesn't change abilities or mannerisms).
» Invisibility to Undead: The creature or object touched becomes invisible, vanishing from sight, even from darkvision, but only to undead viewers.
» Jak'urgh's Spooky Face: You stick out your tongue, and a large body-less face appears in front of your enemy, screaming nonsense words such as "BOOGA BOOGA".
» Magic Mouth: This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs.
» Silent Image: This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature.
» Ventriloquism: You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know.
» Cause Fear: The affected creature becomes frightened.
» Animate Rope: You can animate a nonliving rope-like object. The maximum length assumes a rope with a 1" diameter.
» Erase: Removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces.
» Expeditious Retreat: Increases your base land speed by 30'. There is no effect on other modes of movement, such as burrow, climb, fly, or swim.
» Feather Fall: The affected creatures or objects fall slowly.
» Featherweight: After touching the object, its weight becomes insignificant, effectively 1/10 the weight.
» Randal's Quick Copy: The caster touches one nonmagical book or document and another book or document with as many blank pages and 2 pages every three seconds are copied into the blank book. The writing is artificial and blocky and any illustrations or illuminations have a granulated look, but a single casting can save months of copying time.
» Silence of the Skillful Thief: Subtly changes the casters stance and gait though the effect is only truly apparent when the caster begins to conceal himself/herself.
2ND-LEVEL
» Bound Weapon: This spell binds a certain weapon which grants the weapon special abilities.
» Cure Moderate Wounds: When laying your hand upon a living creature, you channel positive energy that cures (large gashes, concussions, etc).
» Delay Poison: Subject becomes temporarily immune to poison. Any poison in the system or exposed to the subject during the spell’s duration isn't effective until the spell’s duration of 20 hours has expired.
» Glitterdust: A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell.
» Summon Monster II: Summons two extraplanar creatures to fight with you during battle (it disappears afterwards).
» Summon Spider II: Summons two monstrous spiders to fight with you during battle (it disappears afterwards).
» Summon Spider Swarm: You summon a swarm of spiders, which attacks all other creatures within its area.
» Summon Swarm: You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area.
» Detect Thoughts: You detect surface thoughts.
» Locate Object: You sense the direction of a well-known or clearly visualized object.
» Tongues: Grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect.
» Animal Messenger: You compel a tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.
» Animal Trance: Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you.
» Babble: Denies the touched creature to speak or understand the language of any intelligent creature.
» Calm Emotions: Calms agitated creatures.
» Cowardice: Inspires weakeness and doubt in battle.
» Enthrall: If you have the attention of a group of creatures, you can use this spell to hold them spellbound.
» Heroism: Imbues a single creature with great bravery and morale in battle.
» Hold Person: The subject becomes paralyzed and freezes in place.
» Suggestion: You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two).
» Darkness: Causes an object to radiate shadowy illumination out to a 20' radius.
» Glossolalia: You utter shrieks of nonsense and gibberish that thinking creatures find distracting and confusing.
» Shatter: Creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.
» Sound Burst: You blast an area with a tremendous cacophony.
» Blur: The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject concealment.
» Hypnotic Pattern: A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it.
» Invisibility: The creature or object touched becomes invisible, vanishing from sight, even from darkvision.
» Minor Image: Creates the visual illusion of an object, creature, or force, as visualized by you.
» Mirror Image: Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck.
» Silence: Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped.
» Blindness/Deafness: You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
» Feign Death: This spell puts any living creature into a catatonic state (that may progress to include catalepsy to simulate rigor mortis, depending on the duration), which is nearly impossible to distinguish from death by normal means.
» Alter Self: You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size.
» Cat's Grace: The transmuted creature becomes more graceful, agile, and coordinated.
» Eagle's Splendor: The transmuted creature becomes more poised, articulate, and personally forceful.
» Fox's Cunning: The transmuted creature becomes smarter.
» Pyrotechnics: turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose.
» Whispering Wind: You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location.
3RD-LEVEL
» Dispel Magic: You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell.
» Insubordination: Creatures within the area of insubordination are immune spells of 3rd level or lower.
» Remove Curse: Instantaneously removes all curses on an object or a creature.
» Spell Barrier: Creates a magical barrier around the target which draws in dispelling attempts.
» Cure Serious Wounds: When laying your hand upon a living creature, you channel positive energy that cures (huge gashes, severe burns, etc).
» Phantom Steed: You conjure a Large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount.
» Sepia Snake Sigil: a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader.
» Summon Monster III: Summons three extraplanar creatures to fight with you during battle (it disappears afterwards).
» Summon Spider III: Summons three monstrous spiders to fight with you during battle (it disappears afterwards).
» Clairaudience/Clairvoyance: Creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there.
» Detect X: Detect X can be as specific as the caster wishes, such as 'detect undead,' 'detect evil undead,' 'detect evil undead liches', and 'detect evil undead liches named Sandro.' The spell also can detect objects normally visible to the caster, like seeing an invisible amulet with see invisibility active; however, what blocks detecting people also blocks objects.
» Scrying: You can see and hear some creature, which may be at any distance.
» See Invisibility: You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
» Speak with Animals: You can communicate with animals.
» Charm Monster: This charm makes a creature regard you as its trusted friend and ally.
» Confusion: Causes the targets to become confused, making them unable to independently determine what they will do.
» Crushing Despair: An invisible cone of despair causes great sadness in the subjects.
» Deep Slumber: Causes a magical slumber to come upon 10 creatures.
» Good Hope: This spell instills powerful hope in the subjects.
» Lesser Geas: Places a magical command on a small creature to carry out some service or to refrain from some action or course of activity, as desired by you.
» Objection!: With the pointing of a finger you demoralize your opponent by pointing out where the cracks in their abilities lay. They don't need to be true, simply believable.
» Emotion: Arouses a single emotion of your choice in the subjects. You can choose any one of the following: despair, fear, friendship, hate, hope, rage.
» Daylight: The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60' beyond that.
» Tiny Hut: You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.
» Displacement: The subject of this spell appears to be about 2' away from its true location.
» Illusory Script: You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it’s unintelligible to any other character, although an illusionist recognizes it as illusory script.
» Invisibility Sphere: Confers invisibility upon all creatures within 10' of the recipient. The center of the effect is mobile with the recipient.
» Major Image: This spell creates the visual illusion of an object, creature, or force, as visualized by you. Sound, smell, and thermal illusions are included in the spell effect.
» Fear: An invisible cone of terror causes each living creature in the area to become panicked.
» Anchor: Cannot completely leave the ground, including mundane means (jumping, climbing trees) and magical means (fly or levitate. Teleportation effects, and those that do not physically lift the target off the ground are still effective).
» Bladesong: Makes a bladed weapon emit magical music in combat.
» Blink: You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random.
» Gaseous Form: The subject and all its gear become insubstantial, misty, and translucent.
» Glibness: Your speech becomes fluent and more believable.
» Haste: The transmuted creatures move and act more quickly than normal.
» Return Form: A single creature or item with a different form than normal is forced back into their natural form. This includes a Doppelganger's shapechange ability, a Druid's Wildshape ability, or the effects of spells such as alter self or ironwood.
» Sculpt Sound: You change the sounds that creatures or objects make. You can create sounds where none exist, deaden sounds, or transform sounds into other sounds. Once the transmutation is made, you cannot change it.
» Secret Page: Alters the contents of a page so that they appear to be something entirely different. The text of a spell can be changed to show even another spell.
» Slow: An affected creature moves and attacks at a drastically slowed rate.
4TH-LEVEL
» Break Enchantment: This spell frees victims from enchantments, transmutations, and curses.
» Repel Vermin: An invisible barrier holds back vermin.
» Cure Critical Wounds: When laying your hand upon a living creature, you channel positive energy that cures damage (missing limbs, life-threatening injuries, etc).
» Dimension Door: You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction.
» Neutralize Poison: You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects.
» Secure Shelter: You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.
» Summon Monster IV: Summons four extraplanar creatures to fight with you during battle (it disappears afterwards).
» Summon Spider IV: Summons four monstrous spiders to fight with you during battle (it disappears afterwards).
» Detect Scrying: You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect.
» Legend Lore: Brings to your mind legends about an important person, place, or thing.
» Locate Creature: You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.
» Speak with Plants: You can talk to normal plants and plant creatures.
» Dominate Person: You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind.
» Hold Monster: The subject becomes paralyzed and freezes in place.
» Mercy's Wrath: All weapons, whether they are natural or man made, within the selected areas only do nonlethal damage.
» Modify Memory: You reach into the subject’s mind and modify as many as 5 minutes of its memories in one of the following ways:
- Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas/quest, suggestion, or similar spells.
- Allow the subject to recall with perfect clarity an event it actually experienced.
- Change the details of an event the subject actually experienced.
- Implant a memory of an event the subject never experienced.
» Bigby's Intrusive Finger: A force effect of a hand with one finger extended winks into existence in the target's square, causing damage.
» Shout: You emit an ear-splitting yell that deafens and damages creatures in its path.
» Greater Invisibility: The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
» Hallucinatory Terrain: You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.
» Phantasmal Missile: Upon completion, a missile flies out of your hand, unerringly striking the target.
» Rainbow Pattern: A glowing, rainbow-hued pattern of interweaving colors fascinates those within it.
» Zone of Silence: You manipulate sound waves in your immediate vicinity so that you and those within the spell’s area can converse normally, yet no one outside can hear your voices or any other noises from within, including language-dependent or sonic spell effects.
» Rithaniel's Reality Strobe: Changes the properties of reality within a given area, effectively duplicating that area and having existence seem to flicker back and forth between the original version of the part of reality, and its duplicate version.
5TH-LEVEL
» Greater Dispel Magic: You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell.
» Mass Cure Light Wounds: When laying your hand upon a living creature, you channel positive energy that cures damage (small cuts, bruises, etc) on more than one person at a time.
» Summon Monster V: Summons five extraplanar creatures to fight with you during battle (it disappears afterwards).
» Summon Spider V: Summons five monstrous spiders to fight with you during battle (it disappears afterwards).
» Mind Fog: Produces a bank of thin mist that weakens the mental resistance of those caught in it.
» Misspell: A terrible curse is afflicted on the enemy causing the spell the enemy casts to come off in a corrupt form, either a play on words or slightly misspelled, and never what one expects.
» Song of Discord: This spell causes those within the area to turn on each other rather than attack their foes.
» Dream: You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream.
» False Vision: Any divination (scrying) spell used to view anything within the area of this spell instead receives a false image (as the major image spell), as defined by you at the time of casting.
» Mirage Arcana: Enables you to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, and olfactory elements.
» Mislead: You become invisible and at the same time, an illusory double of you appears.
» Nightmare: You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.
» Persistent Image: Creates the visual illusion of an object, creature, or force, as visualized by you. The figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you. The illusion can include intelligible speech if you wish.
» Seeming: Functions like disguise self, except that you can change the appearance of other people as well. Affected creatures resume their normal appearances if slain.
» Bladesong, Greater: This spell functions like bladesong, but affects any living creature of any type.
6TH-LEVEL
» Disobedience: Creatures within the area of disobedience are immune spells of 7th level or lower that force the target to act against their will.
» Wind Shield: You surround yourself with a pillar of 150+ mph winds that can divert just about any attack. All creatures that try to enter the area (or are within the area when the spell is cast) get picked up by the winds, regardless of size.
» Heroes' Feast: You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours.
» Mass Cure Moderate Wounds: When laying your hand upon a living creature, you channel positive energy that cures damage (large gashes, concussions, etc) on more than one person at a time.
» Rithaniels Extraplanar Homestead: Creates an entirely customizable plane of existence.
» Shadow Step: Creates a sphere 80' in diameter around the caster. Within this sphere, the caster can move instantaneously from one shadow to another.
» Summon Monster VI: Summons six extraplanar creatures to fight with you during battle (it disappears afterwards).
» Summon Spider VI: Summons six monstrous spiders to fight with you during battle (it disappears afterwards).
» Analyze Dweomer: You discern all spells and magical properties present in a number (maximum five) of creatures or objects.
» Find the Path: The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors, underground, or even inside a maze spell.
» Greater Scrying: You can see and hear some creature, which may be at any distance.
» Geas/Quest: Places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.
» Irresistible Dance: The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place.
» Sympathetic Vibration: By attuning yourself to a freestanding structure such you can create a damaging vibration within it.
» Permanent Image: Creates the visual illusion of an object, creature, or force, as visualized by you. The figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent.
» Programmed Image: Functions like silent image, except that this spell’s figment activates when a specific condition occurs. This spell creates the visual illusion of an object, creature, or force, as visualized by you. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.
» Veil: You instantly change the appearance of the subjects and then maintain that appearance for the spell’s duration. You can make the subjects appear to be anything you wish. The subjects look, feel, and smell just like the creatures the spell makes them resemble. Affected creatures resume their normal appearances if slain.
» Eyebite: you may target a single living creature, striking it with waves of evil power.
» Animate Objects: You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.
» Mass Cat's Grace: The transmuted creatures (maximum of three) become more graceful, agile, and coordinated.
» Mass Eagle's Splendor: The transmuted creatures (maximum of three) become more poised, articulate, and personally forceful.
» Mass Fox's Cunning: The transmuted creatures (maximum of three) become smarter.
CLERIC
0-LEVEL
» Resistance: You imbue the subject with magical energy that protects it from harm.
» Blood Drops: Creates a candy that feeds bloodthirst.
» Create Water: This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
» Cure Minor Wounds: When laying your hand upon a living creature, you channel positive energy that cures (extremely small wounds).
» Obscuring Cloud: A misty vapor arises around you.
» Ray of Spider Poison: A ray of spider poison dealing damage projects out from your finger.
» Summon Rope of Spidersilk: Summons a silk rope made out of spider silk.
» Detect Disease: With a flash of light radially emanating from around your body disease carrying pathogens and other disease-related things gain an unearthly glow and one can investigate them magically as such.
» Detect Magic: You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
» Detect Poison: You determine whether a creature, object, or area has been poisoned or is poisonous.
» Guidance: This spell imbues the subject with a touch of divine guidance.
» Know of Death: The caster of this spell instantly knows whether or not a person is dead. It may be a person he/she knows personally, a person whose name is communicated to him/her, or a person whose belongings he/she sees.
» Read Magic: You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic.
» Sense Spiders: The spellcaster can pinpoint the exact location of all Spiderkind
» Light: This spell causes an object to glow like a torch, shedding bright light in a 20' radius (and dim light for an additional 20') from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
» Azore's Speaking Tome: Targeted book or scroll reads its contents aloud.
» Eye Bleed: Your targets eyes throb and they lose the ability to see, dealing damage and blinding them.
» Inflict Minor Wounds: When laying your hand upon a creature, you channel negative energy that deals damage (extremely small wounds).
» Mending: Repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.
» Purify Food and Drink: This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.
» Transpond Minor Wound: When laying your hands upon a creature you may volunteer to take damage to yourself causing an equal amount of healing to the touched target.
1ST-LEVEL
» Endure Elements: Suffers no harm from being in a hot or cold environment.
» Entropic Shield: A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks.
» Hide from Undead: Undead cannot see, hear, or smell the warded creatures.
» Protection from Chaos: Wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1'.
» Protection from Evil: Wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1'.
» Protection from Good: Wards a creature from attacks by good creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1'.
» Protection from Law: Wards a creature from attacks by lawful creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1'.
» Remove Fear: You instill courage in the subject.
» Shield of Faith: Creates a shimmering, magical field around the touched creature that averts attacks.
» Cure Light Wounds: When laying your hand upon a living creature, you channel positive energy that cures damage (small cuts, bruises, etc).
» Cure Sickened State: Your touch cures a sickened condition that the subject is suffering from at the time of casting and only that time.
» Obscuring Mist: Obscures all sight, including darkvision, beyond 5'.
» Summon Divine Familiar: A divine familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service. It serves a helper and as a loyal companion and is bonded to the caster (takes 24 hours to cast).
» Summon Monster I: Summons one extraplanar creature to fight with you during battle (it disappears afterwards).
» Summon Ooze: Summons one ooze to fight with you during battle (it disappears afterwards).
» Summon Spider I: Summons one monstrous spider to fight with you during battle (it disappears afterwards).
» Comprehend Languages: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
» Detect Chaos: You can sense the presence of chaos.
» Detect Evil: You can sense the presence of evil.
» Detect Good: You can sense the presence of good.
» Detect Law: You can sense the presence of law.
» Detect Parentage: When two willing creatures touch the disc, the disc divines whether the two creatures are parent and child.
» Detect Power Level: You can sense the presence of life force.
» Detect Undead: You can sense the presence of undead.
» Know Owner of Armor/Weapon: Grants the caster knowledge of the last owner of a piece of abandoned armor or weapon. It does not grant any other information than the individual's name.
» Sense Life: You can sense the presence or absence of life.
» Bane: Fills your enemies with fear and doubt.
» Bless: Fills your allies with courage.
» Command: You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options:
- Approach: The subject moves toward you as quickly and directly as possible.
- Drop: The subject drops whatever it is holding.
- Fall: The subject falls to the ground and remains prone.
- Flee: The subject moves away from you as quickly as possible.
- Halt: The subject stands in place. It may not take any actions but is not considered helpless.
» Create Marker: Immediately creates a headstone, urn, sarcophagus or other appropriate resting place for a corpse. It is personalized with words or images as appropriate for the corpse's culture.
» Ease Grief: Eases the grief and suffering of people, above and beyond the normal effects of soulcleaving.
» Peaceful Slumber: Grants a full night's rest uninterrupted by nightmares.
» Token of Piety: Gives the touched weapon the visual appearance of being your deity's favoured weapon.
» Divine Favor: Calling upon the strength and wisdom of a deity, you gain a bonus on attack/damage.
» Orb of Light: Mobile ball of light provides illumination.
» Summon Guided Anvil: This spell summons a magically imbued anvil aproximately 1,500' above the given target.
» Almost Hit: An arrow appears in your bow which can startle and confuse enemies.
» Blood Spilled Anew: Enchants an object that has been stained with blood in an act of murder--a weapon used in the attack, a piece of clothing, or the corpse of the victim himself. For the next twenty-four hours, if the object comes within six feet of the person who struck the killing blow, fresh blood will flow from the original stain. The flow of blood will stop as soon as the killer moves away from the object.
» Bone Legs: You infuse a corpse or a set of leg and hipbones with a negative energy, creating a short-lived undead creature consisting of feet, legs, and a pelvis.
» Cause Sickened State: Your touch causes a sickened state in the touched creature.
» Corrupt: You touch a target and slowly flay their mind.
» Bless Water: Imbues a flask (1 pint) of water with positive energy, turning it into holy water.
» Curse Water: Imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead and evil outsiders.
» Deathwatch: Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell’s range.
» Doom: Fills a single subject with a feeling of horrible dread that causes it to become shaken.
» Extract Soul Shard: Targets a dying creature and pulls out a piece of its soul. The soul shard then flies into the gem stone you have prepared. The spell may be cast three times in order to capture the creature's entire soul or shards from three separate creatures can be captured to create one amalgamated soul.
» Flame From Beyond: The subject gains damage reduction against magic and ranged weapons.
» Inflict Light Wounds: When laying your hand upon a creature, you channel negative energy that deals damage (small cuts, bruises, etc).
» Featherweight: After touching the object, its weight becomes insignificant, effectively 1/10 weight.
» Magic Stone: You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung.
» Magic Weapon: Gives a weapon an enhancement bonus on attack/damage.
» Vulnerability to Elements: Creatures targeted suffers against extreme temperature.
2ND-LEVEL
» Asepsis: Grants a powerful protection against disease, cleansing the body of rot, germs and pathogens.
» Resist Energy: Grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic.
» Shield Other: Wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you.
» Boiling Sphere: You conjure a superheated, steaming, boiling sphere of water that floats within a single 5' square.
» Bound Weapon: This spell binds a certain weapon which grants the weapon special abilities.
» Cure Moderate Wounds: When laying your hand upon a living creature, you channel positive energy that cures (large gashes, concussions, etc).
» Delay Poison: Subject becomes temporarily immune to poison. Any poison in the system or exposed to the subject during the spell’s duration isn't effective until the spell’s duration of 20 hours has expired.
» Remove Paralysis: You can free one or more creatures (maximum of three) from the effects of any temporary paralysis or related magic, including a ghoul’s touch or a slow spell.
» Summon Monster II: Summons two extraplanar creatures to fight with you during battle (it disappears afterwards).
» Summon Spider II: Summons two monstrous spiders to fight with you during battle (it disappears afterwards).
» Summon Spider Swarm: You summon a swarm of spiders, which attacks all other creatures within its area.
» Augury: Can tell you whether a particular action will bring good or bad results for you in the immediate future.
» Detect Heat: Allows the caster to detect sources of heat with his eyes.
» Find Traps: You gain intuitive insight into the workings of traps like a Rogue.
» Know of Death Continually: The target of this spell is any person the caster touches. The target will become forever aware of whether or not a loved one (or anybody known to the target) has died.
» Status: When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like.
» Truesight: When you cast this spell on a creature it ignores the effects of invisibility, gains low-light vision.
» Calm Emotions: Calms agitated creatures.
» Enthrall: If you have the attention of a group of creatures, you can use this spell to hold them spellbound.
» Hold Person: The subject becomes paralyzed and freezes in place.
» Zone of Truth: Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies.
» Consecrate: Blesses an area with positive energy.
» Darkness: Causes an object to radiate shadowy illumination out to a 20' radius.
» Desecrate: Imbues an area with negative energy.
» Inner Air: You summon air into your lungs, making breathing unnecessary. You cannot suffocate, however it does not protect you from inhaled poisons.
» Shatter: Creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.
» Sound Burst: You blast an area with a tremendous cacophony.
» Spiritual Weapon: A weapon made of pure force springs into existence and attacks opponents at a distance.
» Silence: Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped.
» Bonesaw: You summon a small bone with several razor-sharp outcroppings. It latches itself on the target and begins sawing back and forth into its body.
» Death Knell: You draw forth the ebbing life force of a creature and use it to fuel your own power.
» Feign Death: This spell puts any living creature into a catatonic state (that may progress to include catalepsy to simulate rigor mortis, depending on the duration), which is nearly impossible to distinguish from death by normal means. Although the subject of the spell can smell, hear, and similarly know what's going on, no sense of touch or sight is possible; thus, any wound or mistreatment of the body will not be felt and no reaction will occur, as though the subject were actually dead, but the damage still accrues.
» Gentle Repose: You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead.
» Inflict Moderate Wounds: When laying your hand upon a creature, you channel negative energy that deals damage (large gashes, concussions, etc).
» Knowledge of the Dead: Can scour the area for dead spirits.
» Align Weapon: Makes a weapon good, evil, lawful, or chaotic, as you choose. This spell has no effect on a weapon that already has an alignment.
» Bear's Endurance: Subject gains durability and takes less damage.
» Bull's Strength: The subject becomes stronger.
» Eagle's Splendor: The transmuted creature becomes more graceful, agile, and coordinated.
» Explosive Arrow: When you hold the arrow and say the magic word, the arrow turns into an explosive.
» Maintain Marker: Maintains a gravesite, headstone, tomb, sarcophagus or urn from ordinary wear and tear. It does not protect against grave-robbers or cataclysmic events, which is instead accomplished by the spell Protect Marker.
» Make Whole: Completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new, (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.
» Owl's Wisdom: Subject becomes wiser.
3RD-LEVEL
» Bind Body: The targets of this spell are scribed with a holy rune, which prevents their body from being raised as Undead after their death.
» Dispel Magic: You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell.
» Glyph of Warding: This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.
» Insubordination: Creatures within the area of insubordination are immune spells of 3rd level or lower.
» Magic Circle against Chaos: All creatures within the area gain the effects of a protection from chaos spell, and no nonlawful summoned creatures can enter the area either.
» Magic Circle against Evil: All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either.
» Magic Circle against Good: All creatures within the area gain the effects of a protection from good spell, and no nonevil summoned creatures can enter the area either.
» Magic Circle against Law: All creatures within the area gain the effects of a protection from law spell, and no nonchaotic summoned creatures can enter the area either.
» Obscure Object: Hides an object from location by divination effects, such as the scrying spell or a crystal ball.
» Protection from Energy: Grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic).
» Remove Curse: Instantaneously removes all curses on an object or a creature.
» Create Food and Water: The food that this spell creates is simple fare of your choice-—highly nourishing, if rather bland. Food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and drink spell on it. The water created by this spell is just like clean rain water, and it doesn’t go bad as the food does.
» Cure Serious Wounds: When laying your hand upon a living creature, you channel positive energy that cures (huge gashes, severe burns, etc).
» Frostfrail Haze: A bank of fog composed entirely of tiny, razor-sharp ice shards billows out from the targeted point. The fog obscures all sight, including darkvision, beyond 5'.
» Remove Blindness/Deafness: Cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.
» Remove Disease: Cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others.
» Summon Monster III: Summons three extraplanar creatures to fight with you during battle (it disappears afterwards).
» Summon Spider III: Summons three monstrous spiders to fight with you during battle (it disappears afterwards).
» Avenge Murder: The caster of this spell instantly knows an important and accurate clue as to who killed a corpse that he sees or a person whose death he is aware of. He can cast this spell on the same murder only one time every week.
» Lesser Telepathic Bond: You forge a telepathic bond with another creature. The bond can be established only with a willing subject. You can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance.
» Locate Object: You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).
» Mercy's Wrath: All weapons, whether they are natural or man made, within the selected areas only do nonlethal damage.
» Prayer: You bring special favor upon yourself and your allies while bringing disfavor to your enemies.
» Undead Bane: Fills your enemies with fear and doubt, just like Bane, except that it only works on undead creatures, but also works on undead that are normally immune to fear effects.
» Continual Flame: A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered and hidden but not smothered or quenched.
» Dark Fire: A flame, void of light, springs forth from an object that you touch.
» Daylight: The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60' beyond that.
» Deeper Darkness: Causes an object to radiate shadowy illumination out to a 60' radius. All creatures in the area gain concealment. » Energy Arrow: You make a motion as if nocking an arrow from the stick and fire, you create an arrow of energy that deals damage.
» Helping Hand: You create the ghostly image of a hand, which you can send to find a creature within 5 miles. The hand then beckons to that creature and leads it to you if the creature is willing to follow.
» Invisibility Purge: You surround yourself with a sphere of power with a radius of 100' that negates all forms of invisibility.
» Searing Light: Focusing divine power like a ray of the sun, you project a blast of light from your open palm. A creature struck by this ray of light take damage.
» Solar Flare: A bright flash of light erupts from your body causing everyone in a 30' radius around you to be blinded and dazed.
» Wind Wall: An invisible vertical curtain of wind appears. It is 2' thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands.
» Animate Dead: Turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.
» Blindness/Deafness: You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
» Contagion: The subject contracts one of the following diseases, which strikes immediately (no incubation period): blinding sickness; cackle fever; filth fever; mindfire; red ache; shakes; slimy doom.
» Inflict Serious Wounds: When laying your hand upon a creature, you channel negative energy that deals damage (huge gashes, severe burns, etc).
» Raise Deathless: Turns the bones or bodies of dead creatures into Deathless Husks or Shells that follow your spoken commands.
» Speak with Dead: You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it.
» Anchor: Cannot completely leave the ground, including mundane means (jumping, climbing trees) and magical means (fly or levitate. Teleportation effects, and those that do not physically lift the target off the ground are still effective).
» Ascending Warrior: Instantly summons a fully functional arm or leg on his body to attack an opponent.
» Blood of the Predator: The subject gains notable enhancements to their physical qualities which mimic the animal blood donors, but none of which are outwardly visible upon initial inspection, barring the new found ability to speak freely with one of the beasts who enabled this spell.
» Empower Beast: Empowers the chosen beast to shrug off its short comings and fight with admirable and terrifying vigor.
» Magic Vestment: You imbue a suit of armor or a shield with an enhancement bonus.
» Meld into Stone: Enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100lbs of nonliving gear merge with the stone.
» Overheat: Your very anatomy is changed to have the potential to give off dangerous amounts of heat. During the duration of this spell, you may cause anything directly touching you to take fire damage.
» Return Form: A single creature or item with a different form than normal is forced back into their natural form. This includes a Doppelganger's shapechange ability, a Druid's Wildshape ability, or the effects of spells such as alter self or ironwood.
» Stone Shape: You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible.
» Water Breathing: The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air.
» Water Walk: The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects’ feet hover an inch or two above the surface. (Creatures crossing molten lava still take damage from the heat because they are near it.) The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.
4TH-LEVEL
» Barrier: A translucent barrier appears around the warded creature, granting resistance to blows, cuts, stabs, and slashes.
» Dimensional Anchor: Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel.
» Fist of the Heavens: The caster becomes empowered by his god and gains in attack, damage and deflection.
» Freedom of Movement: Enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.
» Protective Aura: A golden aura shield appears around you and those who can fit inside. The spherical/hemispherical barrier is clear but impassable, acting as a Wall of Force.
» Repel Vermin: An invisible barrier holds back vermin.
» Spell Barrier: Creates a magical barrier around the target which draws in dispelling attempts.
» Spell Immunity: The warded creature is immune to the effects of one specified spell 4th level or lower.
» Cure Critical Wounds: When laying your hand upon a living creature, you channel positive energy that cures damage (missing limbs, life-threatening injuries, etc).
» Devil's Pact: You touch the target and link them to the very essence of the Nine Hells, calling upon a powerful devil; offering them the subject's soul.
» Medical Pond: Gain resistance to diseases and poisons.
» Murder: Summons a murder(swarm) of crows to attack a target or targets.
» Neutralize Poison: You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as damage or effects that don’t go away on their own.
» Summon Monster IV: Summons four extraplanar creatures to fight with you during battle (it disappears afterwards).
» Summon Spider IV: Summons four monstrous spiders to fight with you during battle (it disappears afterwards).
» Detect X: Detect X can be as specific as the caster wishes, such as 'detect undead,' 'detect evil undead,' 'detect evil undead liches', and 'detect evil undead liches named Sandro.' The spell also can detect objects normally visible to the caster, like seeing an invisible amulet with see invisibility active; however, what blocks detecting people also blocks objects.
» Discern Lies: You know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.
» Divination: Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn’t act on the information, the conditions may change so that the information is no longer useful.
» Tongues: This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect.
» Babble: Denies the touched creature to speak or understand the language of any intelligent creature.
» Divine Power: Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat.
» Dweomer of Transference: You form a radiating corona around the head of a psionic ally, then convert some of your spells into psionic power points. When you finish casting dweomer of transference, a red-orange glow surrounds the psionic creature’s head. For the duration of the spell, any spells cast at the subject don’t have their usual effect, instead converting themselves harmlessly into psionic energy that the subject can use as energy for psionic powers. You can cast any spell you like at the subject, even area spells, effect spells, and spells for whom the subject would ordinarily not be a legitimate target. The spells don’t do anything other than provide the subject with power points, but you must still cast them normally, obeying the component and range requirements listed in the description of each spell.
» Imbue with Spell Ability: You transfer some of your currently prepared spells, and the ability to cast them, to another creature.
» Sending: You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately.
» Tempest: You raise your hand into the air and conjure a magical, silvery tornado to rise from a point from which you choose such as the ground or an elevation in the air which you can see. The mighty whirlwind causes damage to all caught within it.
» Death Ward: The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects.
» Inflict Critical Wounds: When laying your hand upon a creature, you channel negative energy that deals damage (missing limbs, life-threatening injuries, etc).
» Poison: Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack.
» Air Walk: The subject can tread on air as if walking on solid ground.
» Control Water: Depending on the version you choose, the control water spell raises or lowers water:
Lower Water: This causes water or similar liquid to reduce its depth by as much as 40' (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to 200' long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell. The spell has no effect on other creatures.
Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.
» Giant Vermin: You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into larger forms. Only one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider), and all must be grown to the same size.
» Protect Marker: This spell maintains a gravesite, headstone, tomb, sarcophagus or urn from ordinary wear and tear. It also allows the caster to set traps doing damage of any magical or physical sort. This does not actually protect a body, just a coffin, gravestone or other accoutrements.
5TH-LEVEL
» Atonement: Removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds.
» Break Enchantment: Frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect.
» Psychic Turmoil: You create an invisible field that leeches away the power points of psionic characters standing within the emanation. Nonpsionic characters are unaffected.
» Suppress Lycanthropy: This spell affects a touched afflicted lycanthrope. Natural lycanthropes are not affected by this spell. This spell has many effects:
- The targeted creature becomes aware of his lycanthropic condition.
- The targeted creature reverts to natural (humanoid) form.
- Any attempt to remove the curse using the Remove Curse or Break Enchantment spell within the next 24 hours automatically fails. This does not affect attempts to remove the curse using other spells.
» Insect Plague: You summon a number of swarms of locusts to attack your opponent.
» Mass Cure Light Wounds: When laying your hand upon a living creature, you channel positive energy that cures damage (small cuts, bruises, etc) on more than one person at a time.
» Raise Dead: You restore life to a deceased creature. You can raise a creature that has been dead for no longer than ten days. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work.
» Spider Calling: You summon a number of swarms of spiders to attack your opponent.
» Stone Rain: Immediately upon completion of the spell, you may call down a falling stone that weighs 200lbs and falls from a height of 50'.
» Summon Monster V: Summons five extraplanar creatures to fight with you during battle (it disappears afterwards).
» Summon Spider V: Summons five monstrous spiders to fight with you during battle (it disappears afterwards).
» Wall of Stone: creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 80" thick and composed of up to one 100'. You can double the wall’s area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.
» Commune: You contact your deity—-or agents thereof-—and ask questions that can be answered by a simple yes or no.
» Scrying: You can see and hear some creature, which may be at any distance.
» True Seeing: You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things.
» Greater Command: You give creatures a single command, which they obey to the best of their ability at their earliest opportunity. You may select from the following options:
Approach: On its turn, the subject moves toward you as quickly and directly as possible.
Drop: On its turn, the subject drops whatever it is holding.
Fall: On its turn, the subject falls to the ground and remains prone.
Flee: On its turn, the subject moves away from you as quickly as possible. It may do nothing but move and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place. It may not take any actions but is not considered helpless.
» Flame Strike: Produces a vertical column of divine fire roaring downward dealing damage.
» Hallow: Makes a particular site, building, or structure a holy site. This has three major effects:
First, the site or structure is guarded by a magic circle against evil effect.
Second, any dead body interred in a hallowed site cannot be turned into an undead creature.
Finally, you may choose to fix a single spell effect to the hallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again.
Spell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth.
An area can receive only one hallow spell (and its associated spell effect) at a time. Hallow counters but does not dispel unhallow.
» Reflecting Shield of Sacrifice: You magically link your lifeforce with 1 other creature. You protect the creature with your life force. Every time the creature is damaged you take damage in his/her place.
» Soul Burn: Summons magical flames to burn the opponent's soul.
» Unhallow: Same as hallow but for evil instead of good.
» Dream: You send a beautiful and calming phantasmal vision to a specific creature that you name or otherwise specifically designate. The dream enhances restful sleep and heals damage (and double nonlethal damage). The dream leaves the subject refreshed.
» Mass Inflict Light Wounds: When laying your hand upon a creature, you channel negative energy that deals damage (small cuts, bruises, etc) on more than one person at a time.
» Slay Living: You can slay any one living creature with a melee attack.
» Symbol of Pain: This spell functions like symbol of death, except that each creature within a 60' radius of a symbol of pain instead suffers wracking pains for 1 hour.
» Disrupting Weapon: This spell makes a melee weapon deadly to undead.
» Righteous Might: This spell causes you to grow, doubling your height and multiplying your weight by 8, increasing your strength and constitution.
6TH-LEVEL
» Antilife Shell: You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures. The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead. This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.
» Asepsis, Mass: Works like asepsis, except that it affects multiple creatures and also immunizes against magical disease.
» Banishment: A more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane.
» Forbiddance: Seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.
» Greater Glyph of Warding: Functions like glyph of warding, except that a greater blast glyph deals damage.
» Call of the Reaper: Calling forth a Reaper, a mystical being beyond time, you bargain for a soul.
» Dopple Arms: With a pulse of wing-like light coming from your shoulders, you are granted a pair of metal arms under your control. These arms can be used for various tasks. You may use them to attack and hold weapons, climb, etc.
» Heal: Enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.
» Heroes' Feast: You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours.
» Mass Cure Moderate Wounds: When laying your hand upon a living creature, you channel positive energy that cures damage (large gashes, concussions, etc) on more than one person at a time.
» Summon Monster VI: Summons six extraplanar creatures to fight with you during battle (it disappears afterwards).
» Summon Spider VI: Summons six monstrous spiders to fight with you during battle (it disappears afterwards).
» Word of Recall: Teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10' x 10'. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn’t exceed your maximum load. You may also bring one additional person.
» Find the Path: The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors, underground, or even inside a maze spell.
» Geas/Quest: Places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.
» Symbol of Persuasion: All creatures within the radius of a symbol of persuasion instead become charmed by the caster.
» Blade Barrier: An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes.
» Blood Storm: This spell does not drain away or manipulate life energies, instead it floods the world around the caster with them, saturating everything with the energies of life and with negative energy at the same time. During the casting time of this spell, life begins to form within a 1-mile-radius circle centered on the caster in forms that cannot be sustained alone. Specifically, airborn particles such as dust and dirt break down and reform themselves into proteins, and water vapor congeals into plasma and lymph. This plasma and lymph clings to the airborn proteins and changes its chemical make-up, eventually coalescing into small, stunted blood cells surrounded by pockets of lymph and being fed warmth and life through the casters sheer willpower. As this spell progresses, the caster also feeds the airborn blood with surges of negative energy to provide it with enough undeath to continue to live until the end of the casting time. After five minutes, the area the spell with affect beings to actually grow cold as the blood sucks warmth from the immediate world to try and provide itself with a semblance of life for as long as possible. Two minutes before the spell is completed, a dark red cloud can be seen hovering over the affected area and a fine mist of blood fills the air beneath it. As soon as the caster finishes casting the spell, a heavy downpour of dark red blood that practically glows with negative energy begins to pour from the sky, creating the following effects: - All invisible creatures who have a physical body become visible as blood covers their bodies.
- All good-aligned creatures who are caught in the rain take vile damage if they remain inside the range of the storm unless they can prevent the blood from touching their bodies.
- Flying by any natural means requires unnatural strength while inside the range of the storm as blood soaks and weighs down the physical bodies of all living creatures within the storm.
After 2 hours, any and all ground inside the range of the storm is considered difficult terrain.
Creatures who are immune to fear effects are also immune to the following effects:
- Each living creature in the area of the storm becomes panicked.
- Any creature caught within the area is considered to be under the effects of a confusion spell.
» Create Deathless: Allows you to create more powerful sorts of deathless: yelps, sigran, visaru, and eponine.
» Create Undead: Allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs.
» Mass Inflict Moderate Wounds: When laying your hand upon a creature, you channel negative energy that deals damage (large gashes, concussions, etc) on more than one person at a time.
» Return Of The Dead Soul: Your restore animation to an undead creature destroyed (even zombies and skeletons that can’t normally be reanimated once destroyed).
» Undeath to Death: Snuffs out the animating forces of undead creatures, killing them instantly.
» Animate Objects: You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.
» Armor Of Flesh: Causes the caster to phase through the targeted creature and then take control of its motor functions.
» Mass Bear's Endurance: The transmuted creatures (maximum of three) gain greater vitality and stamina.
» Mass Bull's Strength: The transmuted creatures (maximum of three) become stronger.
» Mass Eagle's Splendor: The transmuted creatures (maximum of three) become more poised, articulate, and personally forceful.
» Mass Owl's Wisdom: The transmuted creatures (maximum of three) become wiser.
» Wind Walk: You alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you (maximum of five), each of which acts independently.
7TH-LEVEL
» Death Pact: Death Pact is a powerful spell that binds two creatures together. If one dies, the dead one's soul is drawn into their body where it remains until the live one dies. The soul can willingly leave the live persons body, but can not be removed against it's will by anything except the death of the live person. Upon the 2nd death, both souls go their separate ways. The dead soul's retention prevents the dead victim from becoming undead.
» Disobedience: Creatures within the area of disobedience are immune spells of 7th level or lower that force the target to act against their will (such as command or command undead) or spell-like and supernatural abilities.
» Repulsion: An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting.
» Mass Cure Serious Wounds: When laying your hand upon a living creature, you channel positive energy that cures damage (huge gashes, severe burns, etc) on more than one person at a time.
» Refuge: You create powerful magic in some specially prepared object. This object contains the power to instantly transport its possessor across any distance within the same plane to your abode. Once the item is transmuted, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used. To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item. When this is done, the individual and all objects it is wearing and carrying (to a maximum of the character’s heavy load) are instantly transported to your abode. No other creatures are affected (aside from a familiar that is touching the subject).
» Regenerate: The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatures), broken bones, and ruined organs grow back.
» Resurrection: This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature.
The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years.
» Summon Monster VII: Summons seven extraplanar creatures to fight with you during battle (it disappears afterwards).
» Summon Spider VII: Summons seven monstrous spiders to fight with you during battle (it disappears afterwards).
» Know Ghost: Tells the caster if a particular sign or report of a ghost is true and communicates who the ghost is and what is necessary to allow her to move on.
» Abolishing Flames: You hurl a mass of divine fire at your enemy that expands into an explosive burst. Against most creatures, the abolishing flames act exactly like a fireball spell.
» Smiting Lightning: Against most creatures, this spell functions just like call lightning or call lightning storm, except that you may call up to 20 bolts and each bolt does damage.
» Superior Darkness: Projects a field of utter darkness, consuming all light within the area into the void. Not even darkvision works in a field of superior darkness. The field renders you immune to light spells unless they are of equal or higher level, and blocks line of sight.
» Degenerate: With a touch you cause a body to start eating away at itself.
» Destruction: Instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly.
» Mass Inflict Serious Wounds: When laying your hand upon a creature, you channel negative energy that deals damage (huge gashes, severe burns, etc) on more than one person at a time.
» Symbol of Weakness: Functions like symbol of death, except that every creature within 60' of a symbol of weakness instead suffers crippling weakness that deals damage.
» Control Weather: You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in.
» Ethereal Jaunt: You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you return to material existence.
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60'.
Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.
Treat other ethereal creatures and ethereal objects as if they were material.
If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take damage.
8TH-LEVEL
» Antimagic Field: Negates magic within 10’.
» Brain Spider: Listen to thoughts of up to eight other creatures.
» Brilliant Blade: Weapon or projectiles shed light.
» Create Greater Undead: Creates shadows, wraiths, spectres, or devourers.
» Dimensional Lock: Teleportation and
interplanar travel are blocked for 20 days.
» Enspell Field: Developed as a counter against Dispel and Antimagic Fields, it floods an area or target with magical energy.
» Discern Location: Reveals the exact location of a creature or object.
» Earthquake: Intense tremor shakes 60' radius.
» Fire Storm: Deals a 20' radius of fire damage.
» Greater Spell Immunity: The warded creatures (maximum four) are immune to the effects of one specified spell 4th level or lower.
» Heat Leech: Living creatures in a 30’ area loose health due to cold and the caster gains it as healing and/or temporary stamina.
» Holy Aura: Gives resistance to evil spells.
» Rithaniel's Revert: Banishes a creature to the place they were born.
» Shield of Law: Gives resistance to chaotic spells.
» Unholy Aura: Gives resistance to good spells.
» Holy Recitation: By shouting out holy words of your faith you engulf yourself with your deity's power. You can release this energy in one ray of accumulated divine sound coming from your mounts.
» Mass Cure Critical Wounds: When laying your hand upon a living creature, you channel positive energy that cures damage (missing limbs, life-threatening injuries, etc) on more than one person at a time.
» Soul Restoration: Can rebuild, free or otherwise restore the target soul.
» Summon Monster VIII: Summons eight extraplanar creatures to fight with you during battle (it disappears afterwards).
» Summon Spider VIII: Summons eight monstrous spiders to fight with you during battle (it disappears afterwards).
» Svarog's Sword: The blade strikes at any creature within its range, as you desire, starting the round you cast the spell.
» Symbol of Insanity: All creatures within the radius of the symbol of insanity instead become permanently insane.» Perun Bolt: Works very similarly to flame strike, except that it deals both electricity and fire damage. Half of the damage inflicted by this spell is electricity-based, and one-quarter of the damage is fire-based; the remaining one-quarter is raw divine power, and is not subject to being reduced by any form of energy resistance.
» Scream: Releases a terrible scream from the casters lips that remains focused and explodes forward 300", at which point it fades into bearable sound. Anything caught in this line becomes deafened and nauseous as they experience sensations of extreme vertigo, and takes sonic damage.
» Veles Missile: Creates twenty missiles and each missile deals damage. Unlike magic missile, the missiles created by this spell can be used to damage or destroy inanimate and unattended objects; target them as you would target a creature.
» Incorporate Ghost: Forces its target, a ghost the caster knows of, into a corporeal form. It can then be affected by physical attacks.
» Mass Inflict Critical Wounds: When laying your hand upon a creature, you channel negative energy that deals damage (missing limbs, life-threatening injuries, etc) on more than one person at a time.
» Symbol of Death: Scribe a potent rune of power upon a surface. When triggered, a symbol of death slays one or more creatures within 60' of the symbol.
» Avatar: Allows caster to take on aspects of a patron deity.
9TH-LEVEL
» Advanced Protect Marker: Same as protect marker but for more than one at a time.
» Rithaniels Mystic Debar: Creates an invisible 10" radius barrier that surrounds you and moves with you. The space within this barrier is impervious to magical effects that come from outside it, including spells, spell-like abilities, and supernatural abilities. Additionally, magical effects inside the barrier are impeded should they leave the area of the spell. Likewise, it prevents the functioning of any magic items or spells that began inside its radius and were then taken outside its confines and the functioning of any magic items or spells that began outside its radius and were then brought inside its confines.
» Ceremony of Binding, Evil: Summon a demon by sacrificing an innocent human.
» Ceremony of Binding, Exalted: Bind a holy paragon using evil ceremony of binding to do an evil person's bidding.
» Mass Heal: Enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.
» Resurrection, Ultimate: Revive a character that has died of old age or is soul trapped, such as the demilich's Soul Trap ability, at the cost of the caster's life. The revived character is brought to life, and lives for an additional number of years equal to the number of years that would otherwise be remaining in the caster's natural lifespan, after which the character returns to their previous state. The caster cannot be revived by any means. However, any spell that would normally raise or resurrect the caster will cause them to come back as a form of undead.
» Sinister Regeneration: You call upon the dark powers of the underworld to heal or resurrect a chosen creature.
» Storm of Vengeance: Creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Each creature beneath the cloud is deafeaned for 40 minutes.
» Summon Monster IX: Summons nine extraplanar creatures to fight with you during battle (it disappears afterwards).
» Summon Spider IX: Summons nine monstrous spiders to fight with you during battle (it disappears afterwards).
» True Resurrection: You restore life to a deceased creature. You can resurrect a creature that has been dead for as long as 10 years. This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased’s time and place of birth or death is the most common method). In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work.
» Valkyrie's Miracle: Calling on the power of the gods the caster may sacrifice a piece of Legendstone in exchange for the life of a fallen ally. The dead creature may only be brought back if they have fallen in battle and only after a night has passed since their death. Any entity that's soul has ben destroyed or has witnessed the Phedigurum cannot be brought back from death by any means, even by a deity. After the spell is cast, the moment that dawn breaks the subject of the spell is resurrected on the spot where they died. The subject returns to life with extraordinary vigor (damage of all kinds completely healed, any sickness/curses/infections completely removed). Additionally the subject returns even more powerful than before their death.
» Hand of The God: Large grasped hand of your Deity appears next to you and rams toward selected creature or location. It ignores any other creatures in the path as if the hand was incorporeal. It automatically negates (dispels) any magical walls in the path. Upon reaching to the target the hands smashes into 1 targeted creature or object dealing damage.
» Heaven's Judgement: Beams of pure light fall from the sky to strike down upon your enemies.
» Implosion: You create a destructive resonance in a corporeal creature’s body and cause one creature to collapse in on itself, killing it.
» Improved Continual Flame: Identical to continual flame save that you retain control over the exact luminance of the flame, even to the point of snuffing it out temporarily, and you may even alter the coloration of the flame.
» Miracle: You don’t so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.
» Ahriman's Undying Land: A particular site, building, or structure an profane area that creates undead. Unlike the normal animate dead spell, these undead are always zombies, do not follow your spoken commands and only attack the nearest living creature in the area of affect. They remain animated until they are destroyed.
» Astral Projection: By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether.
» Create Synthetic Soul: The process of creating a Synthetic Soul is harsh and difficult. With a fully-equipped laboratory and many, many, resources one can hope to achieve the creation of such a Primal force. When one begin casting the spell, he must choose a creature (Human, elf, etc.) and after the long casting of the spell, the new soul is created.
» Energy Drain: You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes.
» Harm, Greater: Charges a subject with negative energy that deals damage.
» Soul Bind: You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 hour. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).
» Blood to Acid: You transmute the subjects' blood into highly concentrated acid (pH 0, to be precise-- the most powerful acid possible), dealing damage.
» Etherealness: Functions like ethereal jaunt, except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring three other creatures to the Ethereal Plane. Once ethereal, the subjects need not stay together.
» Phenomenon Rejection: Designates a creature, living or dead, or an object of the caster's choice that has existed anywhere within the spell's range at least at one time within the last 10 hours. Although not a time-based spell, this allows the caster to reject all the effects that have influenced the creature or object, essentially turning back the clock. A creature or object killed or destroyed can be fully restored without Constitution or level loss, even if soul bound (the soul reverses back into the body and the soul gem once again empties). Any damage the creature had suffered or any spell effect incurred--whether beneficial or harmful--within the spell's time window is undone, no matter what caused it. If used against an object, any damage or effects it might have sustained during the spell's time window is reversed. Effects that were dispelled are returned to the creature or object and even the effects of a mage's disjunction can be rolled back for the particular object in question. The spell has no minimum or maximum range, but can only be applied to creatures or objects of which the location and state was known at least at one point within the last 10 hours. Phenomenon rejection can reverse almost every conceivable type of effect, even such things as a creature losing spellcasting abilities due to successfully disjoining an artifact, or backlash damage from casting epic spells. The power of this spell impinges upon the territory of gods.
DRUID/SHAMAN
0-LEVEL
» Resistance: You imbue the subject with magical energy that protects it from harm.
» Create Water: This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
» Cure Minor Wounds: When laying your hand upon a living creature, you channel positive energy that cures (extremely small wounds).
» Nivlac's Sinister Snowball: You create an orange-sized snowball with a swirl of powder snow and winds which flies towards its target.
» Obscuring Cloud: A misty vapor arises around you.
» Summon Food: You summon one plate or bowl of food.
» Detect Disease: With a flash of light radially emanating from around your body disease carrying pathogens and other disease-related things gain an unearthly glow and one can investigate them magically as such.
» Detect Magic: You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
» Detect Poison: You determine whether a creature, object, or area has been poisoned or is poisonous.
» Guidance: This spell imbues the subject with a touch of divine guidance.
» Know Direction: You instantly know the direction of north from your current position.
» Nature's Ward, Lesser: The caster goes into a trance for five rounds, communicating with the nearby area in a small degree. He discerns where, in the immediate location of 20 miles a safe place to sleep is, if any, detects any magical beings in the immediate 1 mile radius, and gets a general feeling of the state of the land.
» Nature's Insight: This spell gives the caster a glimpse into a part of nature’s lore.
» Read Magic: By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic.
» Flare: This cantrip creates a burst of light.
» Light: This spell causes an object to glow like a torch, shedding bright light in a 20' radius (and dim light for an additional 20') from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
» Mending: Repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.
» Purify Food and Drink: This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.
» Sprout: This spell makes things sprout and grow quickly.
1ST-LEVEL
» Endure Elements: Exist comfortably in hot or cold environments.
» Hide from Animals: Animals can’t perceive caster for 20 hours.
» Cold Snap: You reduce the temperature in the target area by up to 80 degrees F.
» Cure Light Wounds: When laying your hand upon a living creature, you channel positive energy that cures damage (small cuts, bruises, etc).
» Heat Wave: You increase the temperature in the target area by 80 degrees F.
» Obscuring Mist: Obscures all sight, including darkvision, beyond 5'.
» Summon Divine Familiar: A divine familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service. It serves a helper and as a loyal companion and is bonded to the caster (takes 24 hours to cast).
» Summon Nature's Ally I: Call one animal to fight for you.
» Detect Animals or Plants: Detects different kinds of animals or plants.
» Detect Heat: Allows the caster to detect sources of heat with his eyes.
» Detect Parentage: When two willing creatures touch the disc, the disc divines whether the two creatures are parent and child.
» Detect Scent: You can detect and track scents as magical emanations visible to the eye.
» Detect Snares and Pits: Reveals natural or primitive traps.
» Detect Unnatural: You can sense the presence of unnatural. The amount of information revealed depends on how long you study a particular area or subject.
» Speak with Animals: You can communicate with animals.
» Calm Animals: Calms animals.
» Charm Animal: Makes one animal your friend.
Draw Animals: Animals can see, hear, or smell the warded creatures.
» Faerie Fire: A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness, blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.
» Flare, Greater: This spell creates a burst of light which blinds and dazzles your opponents.
» Inner Air: You summon air into your lungs, making breathing unnecessary. You cannot suffocate, however it does not protect you from inhaled poisons.
» Produce Flame: Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.
» Entangle: Plants entangle everyone in a 40' radius circle.
» Featherweight: After touching the object, its weight becomes insignificant, effectively 1/10 the original weight.
» Goodberry: Casting goodberry upon a handful of freshly picked berries makes them magical. You (as well as any other druid) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a medium creature. The berry also cures damage when eaten.
» Jump: Caster can jump 20'.
» Longstrider: Increases your speed.
» Magic Fang: Increases one natural weapon of subject creature for attack and damage (small animals).
» Magic Stone: You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung.
» Pass without Trace: One subject leaves no tracks (can be caster or someone else).
» Shillelagh: Your own nonmagical club or quarterstaff becomes a weapon with an enhancement bonus on attack and damage.
» Track By Scent: Track a creature with your scent.
» Vulnerability to Elements: Creatures targeted suffer against extreme temperature.
» Webbed Feet: Webbed feet allows easy maneuver in water.
2ND-LEVEL
» Fire Trap: Creates a fiery explosion when an intruder opens the item that the trap protects; can ward any object that can be opened and closed.
» Resist Energy: Grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic.
» Boiling Sphere: Conjure a superheated, steaming, boiling sphere of water that floats next to caster.
» Bound Weapon: Binds a certain weapon which grants the weapon special abilities.
» Delay Poison: Subject becomes temporarily immune to poison. Any poison in the system or exposed to the subject during the spell’s duration isn't effective until the spell’s duration of 20 hours has expired.
» Druidfire: A substance similar to Alchemist's Fire inside of a designated container and ignites as soon as the contents of the container interact with any environment outside.
» Fog Cloud: A bank of fog that obscures all sight billows out from the point you designate.
» Lesser Restoration: Dispels any magical effects reducing one of the subject’s abilities and eliminates any fatigue.
» Summon Nature’s Ally II: Call two animals to fight for you.
» Summon Spider Swarm: You summon a swarm of spiders, which attacks all other creatures within its area.
» Summon Swarm: You summon a swarm of bats, rats, gnats, or spiders (your choice), which attacks all other creatures within its area.
» Animal Messenger: You compel a tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.
» Animal Trance: Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you.
» Hold Animal: Paralyzes one animal for 20 minutes.
» Flame Blade: A 3" long, blazing beam of red-hot fire springs forth from your hand wielded as a blade.
» Flaming Sphere: A burning globe of fire rolls in whichever direction you point and burns those it strikes.
» Gust of Wind: A severe blast of air (approximately 50 mph) originates from you, affecting all creatures in its path.
» Siosilvar's Static Field: A pulsating field of electrical energy emanates from the caster.
» Feign Death: This spell puts any living creature into a catatonic state (that may progress to include catalepsy to simulate rigor mortis, depending on the duration), which is nearly impossible to distinguish from death by normal means. Although the subject of the spell can smell, hear, and similarly know what's going on, no sense of touch or sight is possible; thus, any wound or mistreatment of the body will not be felt and no reaction will occur, as though the subject were actually dead, but the damage still accrues.
» Barkskin: Grants enhancement to natural armor.
» Bear's Endurance: Subject gains durability and takes less damage.
» Brittleskin: Weakens enhancements to natural armor.
» Bull's Strength: The subject becomes stronger.
» Cat's Grace: The transmuted creature becomes more graceful, agile, and coordinated.
» Chill Metal: Makes metal extremely cold and causes damage to those who's equipment is chilled.
» Explosive Arrow: When you hold the arrow and say the magic word, the arrow turns into an explosive.» Frog's Leap: You can jump farther and higher, without having to run beforehand.
» Heat Metal: Makes metal extremely hot and causes damage to those who's equipment is heated.
» Owl's Wisdom: Subject becomes wiser.
» Reduce Animal: Shrinks one willing animal.
» Shape Nature: You can form any existing piece of natural material (wood, plants, dirt, stone, ect...) into any shape that suits your purpose.
» Soften Earth and Stone: When this spell is cast, all natural, undressed earth or stone in the spell’s area is softened (does not affect dressed or worked stone).
» Spider Climb: The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does.
» Tree Shape: You look exactly like a tree for 20 hours.
» Warp Wood: You cause wood to bend and warp, permanently destroying its straightness, form, and strength.
» Wood Shape: Enables you to form one existing piece of wood into any shape that suits your purpose.
3RD-LEVEL
» Barrier: A translucent barrier appears around the warded creature, granting resistance to blows, cuts, stabs, and slashes.
» Protection from Energy: Absorb damage from one kind of energy.
» Cure Moderate Wounds: Cures moderate damage (large gashes, concussions, etc).
» Medical Pond: Gain resistance to diseases and poisons.
» Murder: Summons a murder (swarm) of crows to attack a target or targets.
» Neutralize Poison: You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as damage or effects that don’t go away on their own.
» Remove Disease: Cures all diseases affecting subject.
» Sleet Storm: Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy.
» Summon Nature's Ally III: Call three animals to fight for you.
» Speak with Plants: You can talk to normal plants and plant creatures.
» Dominate Animal: You can enchant an animal and direct it with simple commands such as “Attack,” “Run,” and “Fetch.”
» Call Lightning: You may call down a 5" wide, 30' long, vertical bolt of lightning that deals damage to your foes.
» Control Lights: You may light or snuff any or all mundane light sources within range (candles, lamps, lanterns, torches and so forth).
» Daylight: The object touched sheds light as bright as full daylight in a 60' radius, and dim light for an additional 60' beyond that.
» Solar Flare: A bright flash of light erupts from your body causing everyone in a 30' radius around you to be blinded and dazed.
» Wind Wall: An invisible vertical curtain of wind appears. It is 2' thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands.
» Contagion: The subject contracts one of the following diseases, which strikes immediately (no incubation period): blinding sickness; cackle fever; filth fever; mindfire; red ache; shakes; slimy doom.
» Poison: Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison.
» Blood of the Predator: The subject gains notable enhancements to their physical qualities which mimic the animal blood donors, but none of which are outwardly visible upon initial inspection, barring the new found ability to speak freely with one of the beasts who enabled this spell.
» Diminish Plants: Reduces size or blights growth of normal plants.
» Empower Beast: Empowers the chosen beast to shrug off its short comings and fight with admirable and terrifying vigor.
» Magic Fang, Greater: Increases one natural weapon of subject creature for attack and damage (medium-sized animals).
» Light Steps: You draw upon the wisdom of the ancient beasts to increase speed and dodging abilities.
» Meld into Stone: Enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100lbs of nonliving gear merge with the stone.
» Pearl Harden: Temper pearl items into hardness; since pearl isn't metal, wood, or bone, that makes it immune to many other spell effects that target those materials.
» Pearl Shape: You may shape and craft pearl and shell of the same type to form a variety of shapes. This effect only works on unattended pearl or shell.
» Plant Growth: Grows vegetation, improves crops.
» Quench: Often used to put out forest fires and other conflagrations. It extinguishes all nonmagical fires in its area and dispels fire spells.
» Snare: Creates a magic booby trap.
» Spike Growth: Creatures in area take damage and are slowed.
» Stone Shape: You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible.
» Water Breathing: The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air.
4TH-LEVEL
» Antiplant Shell: Creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants.
» Dispel Magic: You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell.
» Freedom of Movement: Enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.
» Petal Cloak: This spell creates a swirling mass of razor-sharp, magically strong petals that surround the caster.
» Repel Vermin: Insects, spiders, and other vermin stay 10' away.
» Spell Barrier: The spell creates a magical barrier around the target which draws in dispelling attempts.
» Cure Serious Wounds: When laying your hand upon a living creature, you channel positive energy that cures (huge gashes, severe burns, etc).
» Summon Nature's Ally IV: Call four animals to fight for you.
» Detect X: Detect X can be as specific as the caster wishes, such as 'detect undead,' 'detect evil undead,' 'detect evil undead liches', and 'detect evil undead liches named Sandro.' The spell also can detect objects normally visible to the caster, like seeing an invisible amulet with see invisibility active; however, what blocks detecting people also blocks objects.
» Know Tree Assemblage: This spell can be cast either on a piece of wood that the caster can see or that she can remember. It may be natural or magical wood. The spell grants the caster knowledge of the tree's entire existence, what occurred around it while alive, how it died, and what has happened to every scrap of wood that came from it. This knowledge is not forgettable through non-magical means.
» Scrying: You can see and hear some creature, which may be at any distance.
» Deep Freeze: Projects a blast of extreme cold from your hands at a single target. A frozen creature cannot move or speak, or take any physical action.
» Flame Strike: Produces a vertical column of divine fire roaring downward dealing damage.
» Ice Storm: Great magical hailstones pound down on your foes.
» Tempest: With a raise of your hand, you conjure a magical, silvery tornado to rise from a point from which you choose such as the ground or an elevation in the air which you can see. Those caught within the vortex are drawn into the center and are twirled around inside it, being lifted off the ground if they are 200lbs or less in weight.
» Blight: Withers a single plant of any size. This spell has no effect on the soil or surrounding plant life.
» Bloodticks: Three tiny, bloated insect creatures of the same name are made entirely of blood. This spell must have at least one creature to be created from (which can be yourself). They draw a decent amount of blood from the victim.
» Air Walk: The subject can tread on air as if walking on solid ground.
» Command Plants: Sway the actions of one or more plant creatures (maximum five).
» Control Water: Depending on the version you choose, the control water spell raises or lowers water:
Lower Water: This causes water or similar liquid to reduce its depth by as much as 40' (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to 200' long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell. The spell has no effect on other creatures.
Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.
» Giant Vermin: You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into larger forms. Only one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider), and all must be grown to the same size.
» Reincarnate: Brings back a dead creature in another body, provided that its death occurred no more than one week before the casting of the spell and the subject’s soul is free and willing to return. If the subject’s soul is not willing to return, the spell does not work. Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature’s body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the subject is reincarnated.
» Rusting Grasp: Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. Magic items made of metal are immune to this spell.
» Spike Stones: Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
» Take Root: Seeds that are planted create 5" traps to capture enemies. Once an opponent steps into the square of the trap, plants grow from the ground in which the seed had been dropped, entangling and growing into the flesh of the opponent.
» Uplift Creature: You permanently polymorph a non-sentient animal into a sentient race.
5TH-LEVEL
» Anti-Teleport Wall: The spell enchants a 20 square feet of wall against teleportation. The area must form some sort of rectangle. A wall not completely covered gives a teleporter between 25%-50% chance of teleporting in. Ceilings and floors are considered horizontal walls.
» Atonement: Removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion the Atonement still works.
» Stoneskin: The warded creature gains resistance to blows, cuts, stabs, and slashes. After ten hits the spells discharges.
» Suppress Lycanthropy: Affects a touched afflicted lycanthrope. Natural lycanthropes are not affected by this spell. The spell effects the target as such: it becomes aware of Lycanthropy; reverts to humanoid form; their number of changes is zeroed; can’t use this spell on yourself. Last for 24 hours.
» Greater Cold Snap: You reduce the temperature in the target area of ¼ mile by 5x degrees F.
» Cure Critical Wounds: When laying your hand upon a living creature, you channel positive energy that cures damage (missing limbs, life-threatening injuries, etc).
» DandeLions: This defensive spell enchants 3 dried dandelions and turns them into 2-3' long DandeLions, two feet high at the shoulder. Though they have a feline appearance, most DandeLions behave like beloved dogs towards their caster. They even have the same attacks and other statistics of a small dog. The DandeLions obey you, never checking morale, to the point of death. They can accept simple one-to-three word commands.
» Greater Heat Wave: You increase the temperature in the target area of ¼ miles by 5x degrees F.
» Insect Plague: You can summon a number of up to 5 swarms of locusts to attack all other creatures in the area.
» Spider Calling: You can summon a number of up to 5 swarms of spiders to attack all other creatures in the area.
» Stone Rain: Immediately upon completion of the spell, you may call down a falling stone that weighs 200lbs and falls from a height of 50'.
» Summon Nature’s Alley V: Call five animals to fight for you.
» Tree Stride: You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. Oak, ash, yew is 3000' transport range; elm, linden is 2000'; other deciduous, 1500'; any coniferous, 1000'; all other trees are 500'.
» Wall of Thorns: Creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human’s finger. Any creature forced into or attempting to move through a wall of thorns takes slashing damage. Can make wall up to 5' thick.
» Commune with Nature: You become one with nature, attaining knowledge of the surrounding territory. You learn up to three facts from up to a mile radius.
» Call Lightening Storm: You can call a vertical bolt of lightning 40' wide, 400' long, down onto your chosen target. You can call up to 15 bolts.
» Hallow: This makes a particular site, building, or structure a holy site. When casting it has a 40' radius emanating from the touched point.
» Memory Rot: You create a cloud of spores that infests the brain of the subject creature, gradually destroying its mind.
» Unhallow: Makes a particular site, building, or structure an unholy site. When casting it has a 40' radius emanating from the touched point.
» Wall of Fire: An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat. If creature is 10-20' away they can still be dealt damage. Wall can get as tall as 20'. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.
» Animal Growth: A number of animals grow to twice their normal size and eight times their normal weight. Two animals can be no more than 30' apart. You have no control over the animals.
» Awaken: You awaken a tree or animal to humanlike sentience.
» Baleful Polymorph: You change the subject into a small or smaller animal of no more than the size of a dog, lizard, monkey or toad. Subject retains their own mind and can understand their own language from their original for but cannot speak.
» Control Winds: You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength.
» Transmute Mud to Rock: This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently.
» Transmute Rock to Mud: This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10'.
6TH-LEVEL
» Antilife Shell: You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures. The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead. This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.
» Greater Dispel Magic: You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell.
» Wind Shield: Once this spell is cast, you surround yourself with a pillar of 150+ mph winds that can divert just about any attack. All creatures that try to enter the area (or are within the area when the spell is cast) get picked up by the winds, regardless of size.
» Fire Seeds: Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another person can throw, or you turn holly berries into bombs that you can detonate on command:
» IQ’s Tears: You break the earth and release stores of hazardous sulfuric acid, which erupts to the surface in a shower of sharp rock salts and dissolving vapors.
» Mass Cure Light Wounds: When laying your hand upon a living creature, you channel positive energy that cures damage (small cuts, bruises, etc) on more than one person at a time.
» Summon Nature’s Ally VI: Call six animals to fight for you.
» Transport via Plants: You can enter any normal plant (medium or larger) and pass any distance to a plant of the same kind , regardless of the distance separating the two. The entry plant must be alive. The destination plant need not be familiar to you, but it also must be alive. If you are uncertain of the location of a particular kind of destination plant, you need merely designate direction and distance and the transport via plants spell moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, the spell fails and you are ejected from the entry plant. You can bring objects or a willing creature as long as it doesn’t exceed its maximum load.
» Wall of Stone: Creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1" thick and has an area of up to 60'.
» Find the Path: The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors, underground, or even inside a maze spell. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as you are at the time of casting.
» Stone Tell: You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for. You can speak with natural or worked stone.
» Call Rain: Change the weather to a rainy one.
» Purifying Light: A small ball of light flies off and strikes the target location.
» Age Other: Causes magical aging in the target. All of the normal effects of aging apply as if the target had aged those years naturally (ten years).
» Blood Storm: This spell does not drain away or manipulate life energies, instead it floods the world around the caster with them, saturating everything with the energies of life and with negative energy at the same time. During the casting time of this spell, life begins to form within a 1-mile-radius circle centered on the caster in forms that cannot be sustained alone. Specifically, airborn particles such as dust and dirt break down and reform themselves into proteins, and water vapor congeals into plasma and lymph. This plasma and lymph clings to the airborn proteins and changes its chemical make-up, eventually coalescing into small, stunted blood cells surrounded by pockets of lymph and being fed warmth and life through the casters sheer willpower. As this spell progresses, the caster also feeds the airborn blood with surges of negative energy to provide it with enough undeath to continue to live until the end of the casting time. After five minutes, the area the spell with affect beings to actually grow cold as the blood sucks warmth from the immediate world to try and provide itself with a semblance of life for as long as possible. Two minutes before the spell is completed, a dark red cloud can be seen hovering over the affected area and a fine mist of blood fills the air beneath it. As soon as the caster finishes casting the spell, a heavy downpour of dark red blood that practically glows with negative energy begins to pour from the sky, creating the following effects:
- All invisible creatures who have a physical body become visible as blood covers their bodies.
- All good-aligned creatures who are caught in the rain take vile damage if they remain inside the range of the storm unless they can prevent the blood from touching their bodies.
- Flying by any natural means requires unnatural strength while inside the range of the storm as blood soaks and weighs down the physical bodies of all living creatures within the storm.
After 2 hours, any and all ground inside the range of the storm is considered difficult terrain.
Creatures who are immune to fear effects are also immune to the following effects:
- Each living creature in the area of the storm becomes panicked.
- Any creature caught within the area is considered to be under the effects of a confusion spell.
» Cone of Stupidity: You exhale a cone-shaped cloud of deadly spores with makes your targets become stupid.
» Brimir’s Bite: With an inhuman roar, your face extends and expands, and your hands enlarge into clawed paws. Powerful muscle builds under your skin, and you become part bear.
» Ironwood: Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn.
» Liveoak: Turns an oak tree into a protector or guardian. The spell can be cast on only a single tree at a time; while liveoak is in effect, you can’t cast it again on another tree. The tree on which the spell is cast must be within 10' of your dwelling place, within a place sacred to you, or within 300' of something that you wish to guard or protect. Liveoak must be cast on a healthy tree.» Mass Bear’s Endurance: The transmuted creatures (maximum of three) gain greater vitality and stamina.
» Mass Bull's Strength: The transmuted creatures (maximum of three) become stronger.
» Mass Cat’s Grace: The transmuted creatures (maximum of three) become more graceful, agile, and coordinated.
» Mass Owl’s Wisdom: The transmuted creatures (maximum of three) become wiser.
» Move Earth: Moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth. However, in no event can rock formations be collapsed or moved. This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography. The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.
» Repel Wood: Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden objects in the path of the spell to be pushed away from you to the limit of the range. Wooden objects larger than 3" in diameter that are fixed firmly are not affected, but loose objects are. Objects 3" in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40'.
» Spellstaff: You store one spell that you can normally cast in a wooden quarterstaff. Only one such spell can be stored in a staff at a given time, and you cannot have more than one spellstaff at any given time. You can cast a spell stored within a staff just as though it were among those you had prepared.
7TH-LEVEL
» Death Pact: Death Pact is a powerful spell that binds two creatures together. If one dies, the dead one's soul is drawn into their body where it remains until the live one dies. The soul can willingly leave the live persons body, but can not be removed against it's will by anything except the death of the live person. Upon the 2nd death, both souls go their separate ways. The dead soul's retention prevents the dead victim from becoming undead.
» Creeping Doom: Call forth a mass of centipede swarms.
Heal: Enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.
» Mass Cure Moderate Wounds: When laying your hand upon a living creature, you channel positive energy that cures damage (large gashes, concussions, etc) on more than one person at a time.
» Summon Nature's Ally VII: Call seven animals to fight for you.
» Greater Scrying: You can see and hear some creature, which may be at any distance.
» True Seeing: You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things.
» Fire Storm: Deals a 20' radius of fire damage.
» Sunbeam: Evoke a dazzling beam of intense light that destroys any undead creature.
» Veles Missile: Creates 20 missiles and each missile deals damage. Unlike magic missile, the missiles created by this spell can be used to damage or destroy inanimate and unattended objects; target them as you would target a creature.
» Animate Plants: You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object.
» Arachnid's Face: You take on certain qualities of a Monstrous Spider such as facial features, poisonous fangs, natural armor, and greater climbing speed.
» Changestaff: When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant. However, it is by no means a true treant; it cannot converse with actual treants or control trees.
» Control Weather: You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in.
» Greater Ironwood: Functions almost identically to the regular Ironwood spell, except that it is instantaneous. In addition, if cast upon specially treated darkwood, if forms a special form of Ironwood known as Mithralwood. Mithralwood has all the properties and durability of Mithral, but is still considered non-flamable wood.
» Slimy Skin: The creature you touch gains the ability to secrete slimy excretions from the skin that protects from slashing and piercing weapons, halving the damage dealt by them.
» Transmute Metal to Wood: Enables you to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. Artifacts cannot be transmuted.
» Wind Walk: You alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you (maximum of five), each of which acts independently.
8TH-LEVEL
» Repel Metal or Stone: Like repel wood, this spell creates waves of invisible and intangible energy that roll forth from you.
» Mass Spell Barrier: The spell creates a magical barrier around the target which draws in dispelling attempts (up to 16 creatures in total).
» Mighty Cold Snap: You reduce the temperature in the target area by 8x degrees F.
» Mighty Heat Wave: You increase the temperature in the target area by 8x degrees F.
» Mass Cure Serious Wounds: When laying your hand upon a living creature, you channel positive energy that cures damage (huge gashes, severe burns, etc) on more than one person at a time.
» Summon Nature’s Ally VIII: Call eight animals to fight for you.
» Svarog’s Sword: Invoking the name of Svarog and holding his holy symbol aloft, you call forth a blade borne of purest fire to burn your foes to ash.
» Word of Recall: Teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10' x 10'. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn’t exceed your maximum load. You may also bring one additional person.
» Mass Dominate Animal: The caster may direct the animals en masse or single out specific animals for specific orders. If one animal breaks the spell (because the caster gave a questionable order), the spell is not broken for the remaining animals.
» Axes of Perun: Invoking the name of Perun and presenting his symbols - the oak and the eagle - you toss the conductive copper dust into the air and summon a lightning bolt, which you catch in your hands. The lightning condenses into an axe, which you grip tightly and use to attack your bewildered opponents.
» Earthquake: Intense tremor shakes 60' radius.
» Ion Blast: You aim your crossbow, pull the trigger... and light gathers around in front of the casters weapon moving with the crossbow. Pulling the trigger a second time stops the gathering and releases the charge.
» Perun Bolt: Works very similarly to flame strike, except that it deals both electricity and fire damage. Half of the damage inflicted by this spell is electricity-based, and one-quarter of the damage is fire-based; the remaining one-quarter is raw divine power, and is not subject to being reduced by any form of energy resistance.
» Sunburst: Causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded.
» Whirlwind: This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60'. You can concentrate on controlling the cyclone’s every movement or specify a simple program. Directing the cyclone’s movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spell’s range, it moves in a random, uncontrolled fashion.
» Continual Wounds: A powerful curse that prevents all forms of healing, magical or otherwise.
» Finger of Death: You can slay any one living creature within range.
» Animal Shapes: You transform up to one willing creature into an animal of your choice; the spell has no effect on unwilling creatures. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients.
» Control Plants: Enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior. Suicidal or self-destruct commands are ignored.
» Morph into Toad: People turn into toads.
» Reverse Gravity: Reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends.
9TH-LEVEL
» Elemental Confluence: This ritual spell uses the combined energies of the four elements in order to call forth an Omnimental. It appears where you designate and acts immediately. It attacks your opponents to the best of its ability. If you speak Aquan, Auran, Ignan or Terran, you can direct the omnimental not to attack, to attack particular enemies, or to perform other actions.
» Elemental Swarm: Opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water).
» Mass Cure Critical Wounds: When laying your hand upon a living creature, you channel positive energy that cures damage (missing limbs, life-threatening injuries, etc) on more than one person at a time.
» Regenerate: The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatures), broken bones, and ruined organs grow back.
» Shambler: Creates 3 or more shambling mounds. The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for seven days unless you dismiss them. If the shamblers are created only for guard duty, however, the duration of the spell is seven months. In this case, the shamblers can only be ordered to guard a specific site or location. Shamblers summoned to guard duty cannot move outside the spell’s range, which is measured from the point where each first appeared. The shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy, or damp.
» Storm of Vengeance: Creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm.
» Summon Nature’s Ally IX: Call nine animals to fight for you.
» Foresight: Grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised. In addition, the spell gives you a general idea of what action you might take to best protect yourself.
» Antipathy: You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named. Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item.
» Sympathy: You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named. Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or to possess the object.
» Greater Ball Lightening: You gather a massive amount of electric energy into a 5' diameter orb, which can then move to your mental instructions and attack your enemies. The ball lightning may be made to move a total of 10'.
» Degenerate: With a touch a horrible feeling shakes over their body, veins bulging unnaturally over their surface, growing like a cancer. As they swing their arm to retaliate, they look on in horror... as the limb falls off. With a touch you cause a body to start eating away at itself.
» Gorgon’s Glare: You hold aloft a polished stone eye, which seems to twitch around angrily on its own. With a baleful crimson flash of light you curse your foes, as dust in the air and the earth below turn against them, encasing them in shells of rock. You curse your opponents to a petrified fate.
» Rod’s Boon: You grant yourself superhuman creativity, craftsmanship, and magical competence. This spell skirts the line between mundane and epic; though not an epic spell itself, it can enable you to cast epic spells that would otherwise be far beyond your reach.
» Shapechange: Functions like polymorph, except that it enables you to assume the form of any single nonunique creature (of any type) from fine to colossal size.
SORCERER/WIZARD
0-LEVEL
» Arrow's Flight: This spell stops an incoming projectile.
» Prismatic Wall/Sphere, Minor: Creates a protective immovable bubble of chromatic energy around the caster rendering limited protection from magical attack and all weapon attacks.
» Resistance: You imbue the subject with magical energy that protects it from harm.
» Acid Splash: Creates a magical bolus of acid which can be fired at a target, resulting in acid splash damage.
» Ackbar's Magic Dust: Turn ordinary talcum powder into Amnesia Dust.
» Blood Drops: Creates a candy that feeds bloodthirst.
» Deafening Pop: Upon completing this spell, two loud bursts of sonic energy appear, one next to each ear, deafening your opponent.
» Nivlac's Sinister Snowball: You create an orange-sized snowball with a swirl of powder snow and winds which flies towards its target.
» Nivlac's Speedy Snowball: You create a small, irregular snowball which flies towards its target.
» Party Cracker: This spell instantly creates a thin tube of wood with a desirable item within.
» Obscuring Cloud: A misty vapor arises around you.
» Ray of Spider Poison: Poison dealing damage projects out from your finger.
» Sonic Marble: You fling a marble-sized orb of sound at your target, which momentarily stuns them upon contact.
» Summon Cigar: Produces a cigar from thin air that is of a variety that the caster prefers.
» Summon Rope of Spidersilk: Summons a silk rope made out of spider silk.
» Teleport, Lesser: Teleport to any location within 20'.
» Common Knowledge: Gives the caster a glimpse of information that is known by members of the surrounding populous.
» Detect Disease: With a flash of light radially emanating from around your body disease carrying pathogens and other disease-related things gain an unearthly glow and one can investigate them magically as such.
» Detect Magic: You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
» Detect Poison: You determine whether a creature, object, or area has been poisoned or is poisonous.
» Read Magic: By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic.
» Sense Spiders: The spellcaster can pinpoint the exact location of all Spiderkind.
» Daze: Causes the target to be befuddled, rendering him vulnerable, but still able to fight.
» Apprentice's Fireball: Casts a small fireball at a target, does minor splash damage when it explodes.
» Dancing Lights: You create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10' radius area in relation to each other but otherwise move as you desire: forward or back, up or down, straight or turning corners, or the like.
» Danzig's Magic Dart: A tiny dart of magical energy darts forth from your fingertip and strikes its target.
» Dark Light: Conjures a dim light source only the caster can see.
» Firesnap: Conjure a small flame at your fingertip that can be violently discharged.
» Flare: Produces a short burst of light which can be used to dazzle an enemy.
» Force Arrow: Creates a temporary magic arrow.
» Force Bolt: Creates a temporary magic crossbow bolt.
» Force Bullet: Creates a temporary magic sling bullet.
» Gloves: This cantrip creates an invisible force field around the casters hands and up to 4" above the wrist or enchants one pair of leather gloves.
» Halt: A sheet of invisible force materializes between the caster and the target creature, preventing it from drawing closer.
» Light: This spell causes an object to glow like a torch, shedding bright light in a 20' radius (and dim light for an additional 20') from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
» Magic Bolt: A concentrated bolt of magical energy shoots out of your finger dealing force damage.
» Magic Missile, Lesser: A missile of magical energy darts forth from your fingertip and strikes its target.
» Pillar of Force: Create a small pillar to act as a shield from damage.
» Ray of Force: You send for a ranged touch attack, knocking your opponent off their feet.
» Ray of Frost: A concentrated ray of chilling energy shoots from the caster’s fingers, freezing an opponent slightly.
» Ray of Heat: A concentrated ray of heat shoots out of your finger scalding its target.
» Rock Throw: A rock slings itself at its target.
» Static Field, Lesser: This spell creates a small static field that hovers about a 100-square-feet 1" off the ground.
» Wereflame: Creates a small, ball of smokeless, dim flame rather like a burning piece of coal, can be used as a heat source or projectile.
» Zap: Brief electrical attack.
» Agony: Aggravates the body’s sensitivity to pain, creating the illusion of agony, which feels very real.
» Azore's Invisible Ink: This spell renders nonmagical writing invisible for the duration of the spell.
» Azore's Speaking Tome: Targeted book or scroll reads its contents aloud.
» Ghost Sound: Allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.
» Mirror Surface: This cantrip changes a non-organic flat surface into a mirror of the same size.
» Sweet Talk: This cantrip sculpts the sound of your speech into calming, charming words.
» Disrupt Undead: Fires a ray of positive energy that only damages undead.
» Eye Bleed: Makes your target’s eyes bleed.
» Filth Animation: Creates a tiny zombie.
» Sanity Leech: Deprives the target of the ability to think coherently for a period of time.
» Touch of Fatigue: Also known as laxhand, it causes anyone touched to feel immediately sleepy and ineffective for a period of time.
» Azore's Trick Candle: This spell alters a small source of flame so that it resists being put out.
» Bear's Endurance, Lesser: Subject gains durability and takes less damage.
» Bull's Strength, Lesser: The subject becomes stronger.
» Cat's Grace, Lesser: Subject gains enhanced reflexes.
» Mage Hand: You point your finger at an object and can lift it and move it at will from a distance as far as 15' in any direction.
» Mending: Repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.
» Message: You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range.
» Open/Close: You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect.
» Double Cantrip: You may immediately cast two other 0-level arcane spells within the same casting time.
1ST-LEVEL
» Alarm: Sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.
» Endure Elements: Suffers no harm from being in a hot or cold environment.
» Hold Portal: This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone.
» Protection from Chaos: Wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1'.
» Protection from Evil: Wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1'.
» Protection from Good: Wards a creature from attacks by good creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1'.
» Protection from Law: Wards a creature from attacks by lawful creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1'.
» Shield: Creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you.
» Acid Bomb: Creates a sphere of acid that flies towards the target.
» Ackbar’s Voltage Arc: By concentrating on two points, you can build the potential energy between them until you release a surge of electricity.
» Call Weapon: You instantly call any unattended weapon within range so that it appears in your hands.
» Ell’s Handy Homunculus: Allows you to infuse non-living materials into an artificial flesh and blood creature.
» Grease: Covers a solid surface with a layer of slippery grease.
» Mage Armour: An invisible but tangible field of force surrounds the subject.
» Mount: You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.
» Obscuring Mist: Obscures all sight, including darkvision, beyond 5'.
» Randal’s Unseen Scribe: This creates a scribe that will studiously jot down whatever the caster says as long as the duration lasts in the caster's own handwriting on any paper that the caster dictates.
» Skunk: All target creatures develop a distinctive, foul repulsive smell.
» Summon Divine Familiar: A divine familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service. It serves a helper and as a loyal companion and is bonded to the caster (takes 24 hours to cast).
» Summon Monster I: Summons one extraplanar creature to fight with you during battle (it disappears afterwards).
» Summon Ooze: Summons one ooze to fight with you during battle (it disappears afterwards).
» Summon Spider I: Summons one monstrous spider to fight with you during battle (it disappears afterwards).
» Summon Weapon: You summon one weapon of your choice with this spell.
» Unseen Servant: An invisible, mindless, shapeless force that performs simple tasks at your command.
» Comprehend Languages: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. » Detect Heat: Allows the caster to detect sources of heat with his eyes.
» Detect Parentage: When two willing creatures touch the disc, the disc divines whether the two creatures are parent and child.
» Detect Power Level: You can sense the presence of life force.
» Detect Secret Doors: Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell.
» Detect Undead: You can sense the presence of undead.
» False Strike: While chanting “Na na you can’t hit me,” you gain intuitive insight into one of your opponents first attacks.
» Identify: The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate).
» Know Death Worker: Tells the caster who prepared a given corpse or undead creature for burial, cremation, etc. This communicates adequate knowledge to identify and find the gravedigger, embalmer and anyone else involved in the funerary process. It does not identify murderers.
» Know Extinguisher: Can be cast on any visible smoke, ash, embers, charred remains or scorch marks. It allows the caster to know who extinguished the flame and how, when and why.
» Know Funerary Rites: Can be cast on any visible person, object, corpse or habitation. It enables the caster to know and be able to perform all appropriate funerary practices for a given culture. If this requires knowledge of a language, it is also granted, though only to the extent necessary for the funerary tradition. It does not grant any special equipment to be used, such as embalming fluid.
» Sense Life: You can sense the presence or absence of life.
» Student’s Boon: This spell allows the caster to gain a temporary bonus to Knowledge skills from books.
» True Strike: You gain temporary, intuitive insight into the immediate future during your next attack.
» Arcane Allergies: When cast upon a target he/she begins coughing and sneezing uncontrollably.
» Aversion: When you cast this spell, you name one race or alignment. If any creature that fits in the described category comes within 1 mile of the spell's center point, the creature will become shaken. Upon seeing the creature or object on which the spell was cast, the creature will become frightened and will gain a strong dislike to continue forward.
» Charm Person: This charm makes a humanoid creature regard you as its trusted friend and ally.
» Hypnotism: Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you.
» Nailo’s Anger: Instantly releases a dark red globule that hones in and bursts on the target.
» Nailo’s Repressed Memory: A specific memory is chosen at the time of casting. This memory is erased from the targets mind. The memory must be fresh to dispel it. You can choose something specific or generic.
» Sleep: A sleep spell causes a magical slumber to come upon.
» Snaking Bandage: Enchants one bandage. The bandage then immediately snakes over to the target, and bandages the target's wounds. This doesn't heal the target, rather, it stops bleeding and bleeding out.
» Arcane Blade: You touch an object (usually a staff or wand) and for as long as you hold that object in your hand, it will project a blade of arcane fire, up to a length of 4'.
» Arcane Bolt: A bolt of magical energy shoots forth from your fingertips at its target.
» Burning Hands: A cone of searing flame shoots from your fingertips.
» Cremate: Turns one body into ash.
» Devil’s Ray of Destruction: Creates a destructive blast which gets more powerful with each use.
» Energy Blast: You choose one of five energy types (Acid, Cold, Electricity, Fire or Sonic) and send a ball of the of selected energy type at the opponent.
» Firestream: Creates a line of flame that shoots from your hand with a low roar.
» Fizzle Frizzle: You create a sudden flash of fizzling frizzling magical energies and colorful smoke that swirl around you and shoot off in all directions to conceal your position.
» Greater Flare: This spell creates a burst of light which blinds and dazzles your opponents.
» Floating Disk: You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3' in diameter and 1" deep at its center. It can hold 100lbs of weight.
» Force Skin: Weaves a protective layer of invisible force around the casters skin granting damage reduction.
» Lesser Lightening Bolt: You unleash a line of electricity from your fingertips.
» Magic Missile: A missile of magical energy darts forth from your fingertip and strikes its target.
» Nailo’s Bolt: Releases a bolt of electricity that immediately strikes a target.
» Nailo’s Cyclone: Instantly creates a stationary, swirling trap of wind. This trap is only visible to the caster, and is triggered immediately when stepped on by a medium or smaller creature (if the medium creature is heavily encumbered the spell triggers but doesn't take effect). When triggered, a trap violently throws the target 10' into the air.
» Nailo’s Match: Sets the target aflame.
» Orb of Light: Mobile ball of light provides illumination.
» Shackles of Air: You lock the air around the target in place, preventing it from moving in any way.
» Static Field: This spell creates a small static field that hovers about a 100-square-feet 1" off the ground.
» Almost Hit: When you cast this spell, an arrow appears in your bow which can startle and confuse enemies.
» Color Spray: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.
» Disguise Self: You make yourself-—including clothing, armor, weapons, and equipment—-look different (it doesn't change abilities or mannerisms).
» Invisibility to Undead: The creature or object touched becomes invisible, vanishing from sight, even from darkvision, but only to undead viewers.
» Magic Aura: You alter an item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.
» Maxim’s Escape Dummy: Creates the illusion of the touch, smell, and the image of the caster.
» Silent Image: Creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature.
» Ventriloquism: You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know.
» Attract Undead: You cause the target undead to approach within 5' of you. If the undead is hostile, it attacks you or any other creature in range. If in order to reach you, the undead would be harmed (such as fire, a pool of holy water, an enemy creature’s square, etc.), the spell ends. Any attack upon the undead ends the spell immediately. A turn or rebuke attempt on the undead counts as an attack and breaks the spell.
» Bone Legs: You infuse a corpse or a set of leg and hipbones with a negative energy, creating a short-lived undead creature consisting of feet, legs, and a pelvis.
» Cause Fear: The affected creature becomes frightened.
» Chill Touch: A touch from your hand, which glows with blue energy, disrupts the life force of living creatures.
» Cleave Soul: Soulcleaves one soul. This can be either a corpse that the caster can see or a person that the caster knows is dead--it is not possible to use this spell on a person that the caster does not know for sure is dead.
» Corrupt: You touch a target and slowly flay their mind.
» Death’s Door: Halts a creature on the brink of death. It does not heal a creature.
» Extract Soul Shard: Targets a dying creature and pulls out a piece of its soul. The soul shard then flies into the gem stone you have prepared. The spell may be cast three times in order to capture the creature's entire soul or shards from three separate creatures can be captured to create one amalgamated soul.
» Ray of Enfeeblement: A coruscating ray springs from your hand.
» Soul Brand: The soul is warped and fashioned into an edge that cuts into the souls of other creatures. The spell creates any weapon the caster is proficient with.
» Soul Cull: The caster links his soul with two other souls, and sucks them in.
» Stinging Itch: Victim's body is irritated with itch.
» Lesser Vampiric Touch: You feel the life force drain from your target and flow into you.
» Animate Rope: You can animate a nonliving rope-like object. The maximum length assumes a rope with a 1" diameter.
» Bury Dead: Can be cast on any corpse to move it about 10' underground in the exact spot is in. This has no effect on undead.
» Devil Armor: The caster draws out a contract written in his own blood and a gold coin, which both disappear in a flash of red smoke. Transparent armor with a red glow seems to surround the caster.
» Enlarge Person: Causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8.
» Erase: Removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces.
» Expeditious Retreat: Increases your base land speed by 30'. There is no effect on other modes of movement, such as burrow, climb, fly, or swim.
» Feather Fall: The affected creatures or objects fall slowly.
» Featherweight: After touching the object, its weight becomes insignificant, effectively 1/10 the weight.
» Magic Weapon: You can enchant your sword with one magic spell.
» Minor Magecraft Imbue: Imbues a magecrafted item with any 1st-level sorcerer/wizard spell not directly castable by the magician.
» Nailo’s Security Beacon: The target is splashed with a light blue liquid substance and covered in tiny magical insects causing the city guards to notice him/her.
» Randal’s Quick Copy: The caster touches one nonmagical book or document and another book or document with as many blank pages and 2 pages every three seconds are copied into the blank book. The writing is artificial and blocky and any illustrations or illuminations have a granulated look, but a single casting can save months of copying time.
» Reduce Person: Causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8.
» Silence of the Skillful Thief: Subtly changes the casters stance and gait though the effect is only truly apparent when the caster begins to conceal himself/herself.
» Tactical Retreat: The targets of this spell are no longer reduced in speed while encumbered or wearing medium or heavy armor.
» Marak’s Denial: Instantly mimics the countermagic version of whatever spell it's cast against of equal or lower level.
2ND-LEVEL
» Arcane Lock: Locks a chest, door, or any such thing using magic. May be removed with dispell magic or knock. (Knock does not remove the spell, merely bypasses the effect for 10 minutes.)
» Block: Shields a subject against phyical attack for a period.
» Focus: Individuals targeted by this spell are immune to bamboozling effects of mind impairment spells for a time.
» Obscure Object: Hides an object from location by divination (scrying) effects, such as the scrying spell or a crystal ball.
» Arrowproof: Target touched is warded against light projectiles for a certain period. Sustained impact weakens and eventually dissipates the shield.
» Resist Energy: Grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic.
» Acid Arrow: Conjures up a single acidic projectile which does splash damage to the target for a limited period before the acid concentration is diluted.
» Bound Weapon: Binds a certain weapon which grants the weapon special abilities.
» Cold Snap: You reduce the temperature in the target area by up to 80 degrees F.
» Fog Cloud: A bank of fog that obscures all sight billows out from the point you designate.
» Glitterdust: Conjures a cloud of glittering dust which momentarily distracts and blinds everyone in the casting area, exposing anything invisible.
» Heat Wave: You increase the temperature in the target area by 80 degrees F.
» Lesser Dimension Door: Allows the caster to be teleported to any location within the vicinity of 25' of the casting.
» Naïlo's Murder: Summons a murder of crows which can be used to attack the caster's opponent.
» Summon Monster II: Summons two extraplanar creatures to fight with you during battle (it disappears afterwards).
» Summon Spider II: Summons two monstrous spiders to fight with you during battle (it disappears afterwards).
» Summon Spider Swarm: You summon a swarm of spiders, which attacks all other creatures within its area.
» Summon Swarm: You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area.
» Swarm of Gnats: Conjures a swarm of glittering insects that swarm a selected target, bothering rather than biting. The target is distracted for a period.
» Web: Casts an expansive strengthened web over a specified area (requires at least two surfaces to be effective). All who stumble into it are held, unless magically dispelled.
» Detect Thoughts: You detect surface thoughts.
» Divinatory Corpse: Allows caster to find out how the person/creature met its end.
» False Strike, Improved: The caster emits a magically enhaned taunt that impairs the targets concentration and focus, making attacks fumbling and clumsy.
» Greater Detect Undead: Like detect undead, only in every direction.
» Know Ghost Ship: Informs the caster if there are any living things aboard a particular ship.
» Locate Object: You sense the direction of a well-known or clearly visualized object.
» Prediction: The target of this spell disregards the befuddling effects of defensive spells intended to confuse and misdirect for a period of time.
» See Invisibility: You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
» Truesight: When you cast this spell on a creature it ignores the effects of invisibility, gains low-light vision.
» Daze Monster: Target creature's mind is temporarily clouded, reducing mobility, reactions and coherent thought.
» Daze Undead: Similar to daze monster, but only applies to undead.
» Fiery Chains: Sends streaks of fire along the ground for 200'.
» Laughing Fit: The afflicted target is incapacitated by uncontrollable laughter for a brief period.
» Naïlo's Repulsion: Makes the afflicted target repulsive to amourous advances.
» Spell Strike: Empowes the next spell cast with a greater chance of piercing any form of magical resistence.
» Touch of Idiocy: The touched target experiences a mental reduction, rendering them an idiot, unable to cast magic or even hold a conversation or be aware of goings on.
» Burst of Force: A concussive magical grenade that blasts anything and everyone back, rendering them momentarily vulnerable, or acilitating escape.
» Continual Flame: A heatless flame that does not require oxygen to fuel it which sparks to life upon the caster touching any object. It may be covered or hiden but not doused or put out.
» Control Lights: You may light or snuff any or all mundane light sources within range (candles, lamps, lanterns, torches and so forth).
» Dark Fire: A flame, void of light, springs forth from an object that you touch.
» Darkness: Causes an object to radiate shadowy illumination out to a 20' radius.
» Energy Arrow: You make a motion as if nocking an arrow from the stick and fire, you create an arrow of energy that deals damage.
» Eyebeams: With a steely glare you fire laser beams from your eyes.
» Fire Chain Blast: Allows the caster to fire a spay of fiery "chains" which will burn enemies within 20' of the caster.
» Flaming Sphere: Similar to a fireball, but directed by the caster's will upon the ground, setting fire to anyting flammable it encounters.
» Gust of Wind: Produces a sudden rush of air and can be directed at any number of targets in the caster's vicinity.
» Ignite: A snap of the caster's fingers renders any single flammable object afire. It is magical fire and cannot be put out conventionally.
» Inner Air: You summon air into your lungs, making breathing unnecessary. You cannot suffocate, however it does not protect you from inhaled poisons.
» Jilcoff's Longshot Missile: You fire a single missile of magical energy at your enemy, dealing concussive damage.
» Lightning Ray: You unleash a powerful stroke of electricity from your finger.
» Magic Missile, Improved: A missile of magical energy darts forth from your fingertip and strikes its target, dealing force damage.
» Marakoth's Lesser Sending: Enables a simple message to be sent and understood by an animal familiar.
» Militant Mage Hand: Allows the caster to lift any object they see that is below 25lbs, and even use the force hand to assault a target, hitting with concussive force.
» Missiles of Matter Disruption: Destructive energy is thrown from your hands, destroying nearly everything it hits.
» Rushing Fist: A missile of magical energy shaped like a fist fires from your fingertip and strikes its target as a ranged attack, dealing force damage.
» Scorching Ray: The caster subjects a number of targets to a heat ray attack for a brief period.
» Shatter: An area effect sonic attack powerful enough to shatter glass and incapacitate opponents.
» Shock: One or two arcs of lightning fly at your opponent or opponents.
» Siosilvar's Static Field: A pulsating field of electrical energy emanates from the caster.
» Static Field, Greater: Creates a small static field that hovers about 10' off the ground.
» Streaming Flame: With this spell a jet of super heated flame, 1' in diameter, streams forth from your outstretched hand. Striking your opponent with a range attack, dealing damage.
» Summon Guided Anvil: Summons a magically imbued anvil aproximately 1500' above the given target.
» Blur: Produces a blurlike smear effect around the caster or target making them difficult to pinpoint, and thus attack.
» Command Gesture: Allows the caster to dispell magical effects with a distinct gesture.
» Command Word: Similar to command gesture, but the word is spoken,
» Disguise Undead: An illusion that disguises an undead as a living creature without changing its nature.
» Hypnotic Pattern: A beguiling circuit of undulating light which distracts and confuses enemies.
» Invisibility: The creature or object touched becomes invisible, vanishing from sight, even from darkvision.
» Magic Mouth: A magical trap that produces a pre-conceived sound or sequence of words.
» Minor Image: Creates the visual illusion of an object, creature, or force, as visualized by you.
» Mirror Image: Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck.
» Misdirection: The caster performs magical misinformation countering divination or revelatory spells, giving the caster of said spells a false image or understanding.
» Passerby: Target will stand a greater chance of going unnoticed if the attention of others isn't specifically upon spelled target.
» Phantom Trap: Creates a false trap so those looking for traps will be convinced is real and waste time disarming.
» Ackbar's Blackened Flames: A purple spark erupts from your hand as your opposition is consumed in a black, vile flame, stunting their magic abilities.
» Blindness/Deafness: You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
» Blood Harvest: Cast onto a weapon, it causes a wound inflicted to lose more blood that it would normally.
» Blood Vein Whip: Causes the caster’s veins to pop out of their arms and lash out at an enemy, inflicting acidic blood spatter damage.
» Bolster Self: Increase in fortitude, makes the caster harder to injure.
» Bonesaw: Summons a jagged piece of bone which latches onto a target and saws at them, inflicting grisly damage.
» Command Undead: The caster reanimates a corpse and commands it verbally to do their bidding.
» Congealing Consumption: The caster produces a rippling wave that induces a crippling fit of nausea in any living things within the spell’s range.
» False Life: Drawing upon unlife, the caster increases their durability, making themselves harder to kill.
» Feign Death: This spell puts any living creature into a catatonic state (that may progress to include catalepsy to simulate rigor mortis, depending on the duration), which is nearly impossible to distinguish from death by normal means.
» Flame From Beyond: The caster is engulfed in blue flames which do not harm him/her but inflicts heat and fire damage upon any they come into contact with or if they venture too close.
» Ghoul Touch: Allows the caster to touch and paralyse an opponent. The victim emits a pervasive stench of decay that affects everyone in a 20' radius, with the exception of the caster.
» Scare: Causes all living things within the caster’s field of vision to feel a paralyzing terror.
» Spectral Hand: Enables the caster to perform several touch activated spells over a limited distance without having to move physically to the target.
» Alter Self: You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size.
» Bear's Endurance: Subject gains durability and takes less damage.
» Bull's Strength: The subject becomes stronger.
» Cat's Grace: Subject gains enhanced reflexes.
» Darkvision: See 60' in total darkness.
» Devil Prowess: Involves a deal made with a demon in the caster’s blood in exchange for minor physical and magical enhancements.» Double or Nothing: Endows the caster with an increased likelihood of wounding an opponent with a weapon, but it also increases the likelihood of failure.
» Eagle's Splendour: The transmuted creature becomes more poised, articulate, and personally forceful.
» Explosive Arrow: When you hold the arrow and say the magic word, the arrow turns into an explosive.
» Fox's Cunning: The transmuted creature becomes smarter.
» Knock: A spell to negate magical locks for a brief period or to open any normal lock.
» Levitate: Allows the caster to rise up off the ground to a certain height, endowing limited, low-level flight.
» Overheat: Waves of scorching heat radiate from the caster burning any in their way, but doing no harm to the caster.
» Owl's Wisdom: Subject becomes wiser.
» Push: Generates a wave of concussive force, knocking anyone and anything in the vicinity away.
» Pwnester's Touch of Brilliance: When touched the target obtains a boost to a certain ability.
» Pyrotechnics: Turns an existing fire into blinding fireworks or a choking cloud of smoke.
» Rope Trick: Enchants a rope to sustain heavy weights or to serve as a tool for elevation or escape.
» Spider Climb: The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does.
» Time's Arrow: Endows an arrow with the capacity to freeze time and space.
» Advanced Prestidigitation: Empowers the caster’s spellcasting abilities for an hour.
» Whispering Wind: A message is whispered to the wind which magically carries it to a designated spot of person or animal.
» Presentation: Creates light, images, music and sound drawing the audience’s attention upon the caster.
» Pronoun Trouble: Induces two opponents to argue amongst themselves, ignoring the caster.
» Solfyre's Snare: Creates a time loop where an action is repeated.
3RD-LEVEL
» Barrier: A translucent barrier appears around the warded creature, granting resistance to blows, cuts, stabs, and slashes.
» Dispel Magic: You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell.
» Explosive Rune: You trace these mystic runes upon a book, map, scroll, or similar object bearing written information and the runes detonate when read.
» Magic Circle against Chaos: All creatures within the area gain the effects of a protection from chaos spell, and no nonlawful summoned creatures can enter the area either.
» Magic Circle against Evil: All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either.
» Magic Circle against Good: All creatures within the area gain the effects of a protection from good spell, and no nonevil summoned creatures can enter the area either.
» Magic Circle against Law: All creatures within the area gain the effects of a protection from law spell, and no nonchaotic summoned creatures can enter the area either.
» Lesser Mind Blank: It only protects against mental divinations. It does not make the subject invisible to scrying, or provide protection against mental influences (modify memory and possession attacks are exceptions: these can't be applied to a mind which cannot be detected).
» Nondetection: Hides subject from Divination, scrying.
» Protection from Energy: Absorb damage from one kind of energy.
» Boiling Sphere: You conjure a superheated, steaming, boiling sphere of water that floats within a single 5' square.
» Dimensional Shifting: You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction.
» Force Binding: You bind an opponent with invisible ropes.
» Frostfail Haze: A bank of fog composed entirely of tiny, razor-sharp ice shards billows out from the targeted point. The fog obscures all sight, including darkvision, beyond 5'.
» Lightning Spear: You channel the divine energy of your god/goddess to create a javelin of electricity.
» Naïlo's Swarm: Summons a swarm of bees and counts as a locust swarm except it has poison ability.
» Nondimensional Pocket: You enchant a pocket to open into a nondimensional space, making it a temporary mini Bag of Holding. The pocket cannot be dispelled, though it can be suppressed as normal. Anything still in the pocket when the spell ends appears in front of the person wearing it and drops to the floor on their toes.
» Phantom Steed: You conjure a large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount.
» Sepia Snake Sigil: A small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader.
» Shrapnel: A swarm of jagged metal forms around your fist and explodes outward in a cone.
» Sleet Storm: Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy.
» Summon Monster III: Summons three extraplanar creatures to fight with you during battle (it disappears afterwards).
» Summon Spider III: Summons three monstrous spiders to fight with you during battle (it disappears afterwards).
» Unseen Craftsman: An unseen craftsman is an invisible, mindless, shapeless force that performs one craft skill at your command.
» Arcane Sight: Allows you to see magical auras within 120' of you.
» Clairaudience/Clairvoyance: Creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there.
» Divinatory Gravesite: Allows the caster to know why a grave has been disturbed, and garners some details about it if undead are involved.
» Find Corpse: The caster of this spell must focus on a person he knows or that a person whom he is touching knows. If that person is dead, it tells the caster exactly where the body is located. If the body is located in several places, that is communicated as well. This spell works on undead creatures as well, so long as the formerly-living soul's real name is known. The spell does not work if the person is alive.
» Identify Undead Species: Tells the caster what type of undead a given creature is. It may be targeted on either a creature that the caster sees, or the killer of a corpse he can see or some other visible piece of destruction or death caused by undead.
» Lesser Telepathic Bond: You forge a telepathic bond with another creature. The bond can be established only with a willing subject. You can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance.
» Sixth Sense: Allows you to detect intelligent life within your vicinity. The amount of information revealed depends on how long you study a particular area of object.
» Tongues: Grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect.
» Air Chains: Increases defense of yourself and your allies.
» Babble: Denies the touched creature to speak or understand the language of any intelligent creature.
» Bolster Spirit: Grants with great bravery and morale in battle.
» Cowardice: Inspires weakeness and doubt in battle.
» Deep Slumber: Causes a magical slumber to come upon 10 creatures.
» Heroism: Imbues a single creature with great bravery and morale in battle.
» Hold Person: The subject becomes paralyzed and freezes in place.
» Rage: Identical with a barbarian’s rage except that the subjects aren’t fatigued at the end of the rage.
» Suggestion: You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two).
» Air Chain Blast: Similar to the Air Chain spell only with lightning blasting your foes as well.
» Air Darts: Creates a dozen small dart-shaped pieces of solid air.
» Blacklight: The caster creates an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but the caster can see normally within the blacklit area.
» Blast Sphere: Drawing upon magic in its purest form, you blast an area with a wave of red-orange energy.
» Blast Wave: As you clap your hands together you send a wave of scarlet energy to blast its way through your target area.
» Blazing Fist: Wraps your fist in a raging fire, burning whatever you choose to touch.
» Blightning: Fires a ray of lavender colored lightning at a target.
» Improved Burning Hands: A cone of searing flame 30' long springs from your splayed-out hands.
» Daylight: The object touched sheds light as bright as full daylight in a 60' radius, and dim light for an additional 60' beyond that.
» Deep Freeze: Projects a blast of extreme cold from your hands at a single target. A frozen creature cannot move or speak, or take any physical action.
» Fireball: With a point of your finger, balls of fire shoot out at your target, resulting in an explosion of flame that detonates with a low roar.
» Lifebreath: An explosion of purple flames that detonates with a low roar, dealing damage to every undead creature within the area.
» Lightning Bolt: You release a powerful stroke of electrical energy that sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it.
» Lightning Dart: You flick your hand and shoot a dart of lightning from your palm.
» Mage's Minute Meteors: Allows the caster to create tiny globes of fire to rain upon the enemy.
» Vengeful Magic Missile: The caster creates several magic missiles that unerringly strikes the attacker if the caster sustains damage.
» Microwave: A line of translucent, nondescript energy extends from the caster's fingertip towards the target.
» Mobile Platform: Functions similarly to floating disk spell in that it creates a hovering platform of force that winks out if any part of it ever exceeds the spell's range.
» Rainbow Blast: From your splayed fingers shoots a beam of mixed energy and multihued lights. The beam burns and freezes, sizzles and screams.
» Siosilvar's Minute Meteors: A series of flaming globes appear, one by one, and float in front of you until directed.
» Tiny Hut: You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.
» Wind Wall: An invisible vertical curtain of wind appears. It is 2' thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands.» Displacement: The subject of this spell appears to be about 2' away from its true location.
» Illusory Script: You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it’s unintelligible to any other character, although an illusionist recognizes it as illusory script.
» Invisibility Sphere: Confers invisibility upon all creatures within 10' of the recipient. The center of the effect is mobile with the recipient.
Major Image: This spell creates the visual illusion of an object, creature, or force, as visualized by you. Sound, smell, and thermal illusions are included in the spell effect.
» Shadow Arrows: You cast the spell after an ally fires an arrow. Black energy emerges from the flying arrow creating more arrows, only one is real but the enemy doesn't know which.
» Bifronse's Pale Tendrils: Animates your own dead tissue into a weapon for you to use. Your wounds and severed skin slides from your body to gather on one of your hands. It then becomes a tentacle of pale flesh.
» Bloodticks: Three tiny, bloated insect creatures of the same name are made entirely of blood. This spell must have at least one creature to be created from (which can be yourself). They draw a decent amount of blood from the victim.
» Bone Tattoo: Creates a bone-colored skull-and-bones tattoo pattern on the flesh of a living creature. As long as the tattoo lasts, the tattooed creature has spell resistance.
» Chill Touch, Improved: This powerful touch from the character's hand disrupts the life force of living creatures with damaging negative energy.
» Cramp: Multiple muscles in the subject's body starts to cramp.
» Familiar Switch: Animals touched trade bodies. One creature is killed at the end of the spell to make this effect permanent by caster's choosing. Transferring a familiar into the body of a creature more powerful than recommended, has its problems. For example, it may allow more than just the soul of the familiar into the new host's body. Removing the hostile spirit in the familiar might require researching a new spell or performing a quest.
» Gentle Repose: You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead.
» Grim Reaper's Scythe: A giant scythe with a bloody blade appears and strikes all within radius.
» Halt Undead: Renders as many as three undead creatures immobile.
» Knowledge of the Dead: Can scour the area for dead spirits.
» Ray of Exhaustion: A black ray projects from your pointing finger and the subject is immediately exhausted for the spell’s duration.
» Soul Lance: The vibrant blue energy inside of you rockets forward unmatched and unphased by anything in its way.
» Vampiric Touch: With a single touch of your fingers, you draw some energy from your victim.
» Anchor: Cannot completely leave the ground, including mundane means (jumping, climbing trees) and magical means (fly or levitate. Teleportation effects, and those that do not physically lift the target off the ground are still effective).
» Arrows of Blasting: Infuses an arrow or arrows with explosive magic.
» Beckon Coin: Allows the caster to "speak" to a number of coins and draw them into a designated container. These coins are not able to move through objects, such as purses, pockets, etc.
» Blink: You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random.
» Bury Undead: Can be cast on any undead creature to move it about 10' underground in a normal coffin that the spell creates out of nearby wood or other material. The coffin is not magical and undead may be capable of digging or teleporting out easily.
» Devil Wings: Wings grow out of the back of the caster.
» Earthly Fist: A fist emerges with great force from the ground in front of the target and strikes it.
» Flame Arrow: You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles.
» Fly: The subject can fly at a speed of 60 (or 40' if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally.
» Gaseous Form: The subject and all its gear become insubstantial, misty, and translucent.
» Greater Magic Weapon: Gives a weapon or fifty projectiles an enhancement bonus on attack/damage.
» Haste: The transmuted creatures move and act more quickly than normal.
» Keen Edge: Makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon.
» Return Form: A single creature or item with a different form than normal is forced back into their natural form. This includes a Doppelganger's shapechange ability, a Druid's Wildshape ability, or the effects of spells such as alter self or ironwood.
» Secret Page: Alters the contents of a page so that they appear to be something entirely different. The text of a spell can be changed to show even another spell.
» Shrink Item: You are able to shrink one nonmagical item to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). Optionally, you can also change its now shrunken composition to a cloth-like one. Objects changed by a shrink item spell can be returned to normal merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.
» Slow: An affected creature moves and attacks at a drastically slowed rate.
» Water Breathing: The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air.
» Developed Character: Once triggered by a potentially fatal attack this protective spell compels the attacker not to kill the subject.
» Improved Chill Touch: Causes the target to become paralyzed with extraordinary pain or extreme cold, damaged in the process.
» Ray of Dizziness: You release a drab violet ray from your palm, which shoots toward your target in a spiraling corkscrew, striking a feeling of vertigo in your target.
» Refit Limb: When target is touching a limb that was cut off within five minutes of casting the spell, the limb refits itself to the target. The limit is removed for non-living creatures (constructs and undead) and in timeless planes as it pertains to healing or damage.
4TH-LEVEL
» Dimensional Anchor: Any creature or object struck by the ray that springs from your outstretched hand is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.
» Elf Touch: Touched creature is granted immunity to magic sleep effects and paralysis.
» Fire Trap: Creates a fiery explosion when an intruder opens the item that the trap protects; can ward any object that can be opened and closed.
» Lesser Globe of Invulnerability: An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects.
» Remove Curse: Remove curse instantaneously removes all curses on an object or a creature.
» Spell Barrier: Creates a magical barrier around the target which draws in dispelling attempts.
» Stoneskin: The warded creature gains resistance to blows, cuts, stabs, and slashes.
» Black Tentacles: Conjures a field of rubbery black tentacles, each 10' long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.
» Devil’s Pact: You touch the target and link them to the very essence of the Nine Hells, calling upon a powerful devil; offering them the subject's soul.
» Dimension Door: You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction.
» Ice Darts: You create multiple rays of freezing cold.
» Minor Creation: You create a nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 1 cubic foot.
» Murder: Summons a murder(swarm) of crows to attack a target or targets.
» Secure Shelter: You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.
» Solid Fog: Functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5', regardless of its normal speed.
» Summon Monster IV: Summons four extraplanar creatures to fight with you during battle (it disappears afterwards).
» Summon Spider IV: Summons four monstrous spiders to fight with you during battle (it disappears afterwards).
» Arcane Eye: You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye travels at 300' per minute if viewing an area ahead as a human would (primarily looking at the floor) or 100' per minute if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.
» Detect Scrying: You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect.
» Detect X: Detect X can be as specific as the caster wishes, such as 'detect undead,' 'detect evil undead,' 'detect evil undead liches', and 'detect evil undead liches named Sandro.' The spell also can detect objects normally visible to the caster, like seeing an invisible amulet with see invisibility active; however, what blocks detecting people also blocks objects.
» Locate Creature: You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.
» Scrying: You can see and hear some creature, which may be at any distance.
» Ackbar’s Mana Circle: Spells cast within this circle do not count against spells per day.
» Addle: A black ray springs from your outstretched hand.
» Charm Monster: This charm makes a creature regard you as its trusted friend and ally.» Confusion: Causes the targets to become confused, making them unable to independently determine what they will do.
» Crushing Despair: An invisible cone of despair causes great sadness in the subjects.
» Cupid’s Arrow: You quickly mutter arcane words to summon up an arrow from cupid's quiver, which you can then shoot from a bow.
» Lesser Geas: Places a magical command on a small creature to carry out some service or to refrain from some action or course of activity, as desired by you.
» Mercy’s Wrath: All weapons, whether they are natural or man made, within the selected areas only do nonlethal damage.
» Emotion: Arouses a single emotion of your choice in the subjects. You can choose any one of the following: despair, fear, friendship, hate, hope, rage.
» Schizophrenia: Creates advanced symptoms of dementia praecox within a single target.
» Water Chains: Target can gain concealment, but shoots right through it without penalty.
» Acid Vortex: A chaotic dervish of acidic droplets whirl through the air in the area you indicate. Enemies foolish enough to not escape soon regret that decision as the acid begins to eat through armor and flesh.
» Bigby’s Intrusive Finger: A force effect of a hand with one finger extended winks into existence in the target's square, possessing an enemies orifice.
» Black Fire Orb: You extend your finger and a bolt of sparkling, black flame zips from your finger to the intended target. The small spark then bursts to life when it collides with its target, dealing damage and lighting it aflame.
» Blistering Beam: As you point your hand at your target you release a searing orange ray.
» Chill of the Void: A purple ray springs from your hand, drawing power from the void, giving you the power to wrack one target with an unnatural chill.
» Dweomer of Transference: You form a radiating corona around the head of a psionic ally, then convert some of your spells into psionic power.
» Fire Shield: Wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice).
» Ice Storm: Great magical hailstones pound down for 1 minute.
» Immolate: One creature in range, and within line of sight of the caster, bursts into flames.
» Shattering Magic Missile: A missile of magical energy darts forth from your fingertip shattering to target 5 enemies.
» Minute Missiles: The casters hands are immediately sheathed in flames. While the flames do no damage to the caster they are quite lethal to other creatures.
» Missile Storm: Missiles of force energy fly out from your fingertips.
» Resilient Sphere: A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration.
» Shearing Beam: You extend your hand, casting a beam of gleaming green light that cuts through the air.
» Shout: You emit an ear-splitting yell that deafens and damages creatures in its path.
» Shower of Sparks: Causes a shower of sparks to appear in a 10' area.
» Solar Flare: A bright flash of light erupts from your body.
» Solfyre’s Counterspell: Not so much as a counter to a spell, rather then a means to rewind the spell and prevent it from being casted while the caster still losses a slot for the spell. This spell cannot be used on physical attacks.
» Tempest: You raise your hand into the air and conjure a magical, silvery tornado to rise from a point from which you choose such as the ground or an elevation in the air which you can see.
» Wall of Fire: An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat.
» Wall of Ice: Creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created.
» Greater Invisibility: The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
» Hallucinatory Terrain: You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.
» Illusory Wall: Creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.
» Imitate Undead: Allows the spellcaster to seem normal to living people but blend in as a member of a chosen undead species.
» Greater Passerby: As passerby, except the target has a 70% chance to remain unnoticed.
» Phantasmal Killer: You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell’s subject can see the phantasmal killer. You see only a vague shape. This creature deals damage.
» Phantasmal Missile: A missile flies out of your hand, unerringly striking the target. The missile may look, sound or smell in any way you wish. Only the subject can perceive the missile.
» Rainbow Pattern: A glowing, rainbow-hued pattern of interweaving colors fascinates those within it.
» Shadow Wings: With these wings, you can fly at triple your normal land speed, with perfect maneuverability.
» Lesser Arcane Wave: It is dangerous to enemies, allies, the caster, and small fuzzy woodland creatures all the same. When cast, the caster chooses whether they want to cast it as a cone, line, or burst.
» Forbidden Line: The caster creates a line of a length of up to 100', which emits a telepatic suggestion on any creature within 5' of it.
5TH-LEVEL
» Anti-Teleport Wall: Any attempt to teleport past a wall (as per the spell teleport, but not ethereal or planar travel) deposits the teleportees outside the enchanted wall. Ceilings and floors (even natural ones) are considered horizontal walls.
» Break Enchantment: Frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect.
» Dismissal: Forces an extraplanar creature back to its proper plane.
» Exorcise: Using power called forth from the gods you break the connection between the target and the creature or item controlling it.
» Mage’s Private Sanctum: Ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.
» Psychic Turmoil: You create an invisible field that leeches away the power points of psionic characters standing within the emanation.
» Surpress Lycanthropy: This spell affects a touched afflicted lycanthrope. Natural lycanthropes are not affected by this spell. This spell has many effects:
- The targeted creature becomes aware of his lycanthropic condition.
- The targeted creature reverts to natural (humanoid) form.
- Any attempt to remove the curse using the Remove Curse or Break Enchantment spell within the next 24 hours automatically fails. This does not affect attempts to remove the curse using other spells.
» Ackbar’s Voltage Storm: A wide arc of lightning rips through any number of targets.
» Cloudkill: Generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature.
» DandeLions: This defensive spell enchants 3 dried dandelions and turns them into 2-3' long DandeLions, two feet high at the shoulder. Though they have a feline appearance, most DandeLions behave like beloved dogs towards their caster. They even have the same attacks and other statistics of a small dog. The DandeLions obey you, never checking morale, to the point of death. They can accept simple one-to-three word commands.
» Dopple Arms: With a pulse of wing-like light coming from your shoulders, you are granted a pair of metal arms under your control. These arms can be used for various tasks. You may use them to attack and hold weapons.
» Lesser Planar Binding: Lure a creature from another plane to a specifically prepared trap, which must lie within the spell’s range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.
» Mage’s Faithful Hound: You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). The hound immediately starts barking loudly if any small or larger creature approaches within 30' of it. (Those within 30' of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions.
» Major Creation: You create a nonmagical, unattended object of nonliving, vegetable matter.
» Secret Chest: You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve it at will. The chest can contain up to 1 cubic foot of material.
» Solar Window: You punch a hole in the material plane into the elemental plane of fire, forming a cosmic sinkhole which drags enemy targets in while at the same time subjecting them to burning heat. The star forms, taking up a 10' area of space.
» Spider Calling: You can summon five swarms of spiders.
» Stone Rain: Immediately upon completion of the spell, you may call down a falling stone that weighs 200lbs and falls from a height of 50'.
» Summon Monster V: Summons five extraplanar creatures to fight with you during battle (it disappears afterwards).
» Summon Spider V: Summons five monstrous spiders to fight with you during battle (it disappears afterwards).
» Teleport: Instantly transports you to a designated destination, which may be as distant as 100 miles. Interplanar travel is not possible.
» Wall of Stone: Creates a wall of rock that merges into adjoining rock surfaces that is 1" thick.
» Greater Clairaudience/Clairvoyance: Behaves as Clairaudience/Clairvoyance, but it lasts much longer. You may now employ "Detect" spells through it, such as Detect Magic or Detect Evil, but not other spells like See Invisibility or True Seeing. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 20' radius around the center of the spell’s effect. Finally you may switch between audio and visual transfer as a standard action for the duration of the spell.
» Know Death: Tells the caster who prepared a given corpse or undead creature for burial, cremation, etc. This communicates adequate knowledge to identify and find the gravedigger, embalmer and anyone else involved in the funerary process. It does not identify murderers.» Know Sire: Normally cast on an undead within sight of the caster. The result is that she knows the undead's sire. This allows the caster to know who turned a person into a vampire or zombie, whether that occurred through necromantic magic or through infection. Once it has been cast and the caster knows the identity of a sire, she may cast it again and know who sired that person (e.g. the grand-sire of the original target). This has no effect on someone who was turned by a necromancer.
» Prying Eyes: You create a number of semi-tangible, visible magical orbs (called “eyes”). These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120' (normal vision only) in all directions.
» Telepathic Bond: You forge a telepathic bond among yourself and a number of willing creatures. Each creature is linked to all the other and can understand each other despite the language differences.
» Dominate Person: You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind.
» Feeblemind: The affected creature is unable to use cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind.
» Hold Monster: The subject becomes paralyzed and freezes in place.
» Mind Fog: Produces a bank of thin mist that weakens the mental resistance of those caught in it.
» Misspell: A terrible curse is afflicted on the enemy causing the spell the enemy casts to come off in a corrupt form, either a play on words or slightly misspelled, and never what one expects.
» Symbol of Sleep: Functions like symbol of death, except that all creatures within 60' of the symbol of sleep instead fall into a catatonic slumber for 10 minutes. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires.
» Cone of Acid: You release a deadly cone of acid from your fingertips.
» Cone of Cold: Creates an area of extreme cold, originating at your hand and extending outward in a cone.
» Fingolfin’s Lightening Blast: Can be cast in one of two ways: single target, or multi target (single target does more damage).
» Interposing Hand: Creates a large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it.
» Karatan’s Variable Volume Fireball: Produces a fireball that causes an explosion of flame that detonates with a low roar.
» Lesser Prismatic Beam: As prismatic spray, except as noted: the target is only affected by one of the colored beams of a prismatic spray. The specific color of the beam is chosen at random.
» Sending: You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately.
» Soul Burn: Summons magical flames to burn the opponent's soul.
» Wall of Force: Creates an invisible wall of force. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic.
» Dream: You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream.
» False Vision: Any divination (scrying) spell used to view anything within the area of this spell instead receives a false image (as the major image spell), as defined by you at the time of casting.
» Mirage Arcana: Enables you to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, and olfactory elements.
» Nightmare: You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.
» Seeming: Functions like disguise self, except that you can change the appearance of other people as well. Affected creatures resume their normal appearances if slain.
» Shadow Evocation: You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard.
» Agonize: Victim is subject to stunning pain at will of the caster.
» Animate Necrosis: You animate the dead tissue in the wound of a wounded living creature. Bits of animated flesh form a sickly tendril that reaches up and out of a single wound, attacking the living portion of the creature.
» Beckon Undead: You cause the target undead to approach within 5' of you. If the undead is hostile, it attacks you or any other creature in range. The undead will continue to approach even if doing so is harmful. Any attack upon the undead ends the spell immediately.
» Blight: Withers a single plant of any size. This spell has no effect on the soil or surrounding plant life.
» Magic Jar: By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty.
» Greater Sanity Leech: You place your hand on the target's head, draining their sanity and restoring your own.
» Soul Storm: Generates a cascade of soul energy. Brilliant arcs of vibrant blue lightning-esque energy automatically kill any organic creature.
» Symbol of Pain: Functions like symbol of death, except that each creature within the radius of a symbol of pain instead suffers wracking pains. It lasts for 1 hour.
» Waves of Fatigue: Waves of negative energy render all living creatures in the spell’s area fatigued.
» Animal Growth: A number of animals grow to twice their normal size and 8x their normal weight.
» Baleful Polymorph: You change the subject into a small or smaller animal of no more than the size of something like a dog, lizard, monkey, or toad.
» Greater Bear’s Endurance: Functions like bear's endurance, except that it grants the subject 5x the endurance for attacks.
» Greater Bull’s Strength: Functions like bull's strength, except that it grants the subject 5x the strength.
» Greater Cat’s Grace: Functions like cat's grace, except that it grants the subject 5x the grace.
» Conversion: Enables you to change the metallic property of an item. Weapons, armor, and other metal objects carried by creatures are affected as well.
» Devil Skin: The skin of the caster becomes black and leathery.
» Greater Eagle’s Splendor: Functions like eagle's splendor, except that it grants the subject 5x more poise, articulation, and personal force.
» Fabricates: You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication.
» Gender Switch: Targets of this spell are instantly transformed into a member of the opposite gender. It's effects are reversible simply by casting the spell on the target again.
» Mighty Mouse: Like reduce person, causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8.
» Overland Flight: Functions like a fly spell, except you can fly at a speed of 40' (30' if wearing medium or heavy armor, or if carrying a medium or heavy load) with average maneuverability.
» Passwall: You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 10' deep.
» Realize Potential: Created to aid creatures who spends time in alternate forms, whether because its true appearance would be unacceptable or because its top big to maneuver around in.
» Rithaniels Reality Strobe: Changes the properties of reality within a given area, effectively duplicating that area and having existence seem to flicker back and forth between the original version of the part of reality, and its duplicate version.
» Telekinesis: You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
» Temporal Reversion: The target’s wounds literally travel back in time to before they were inflicted.
» Transmute Bone to Glass: Turns its targets bones to glass, which has a 1 in 3 chance of shattering at the next physical attack that does damage.
» Transmute Mud to Rock: Transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently.
» Transmute Rock to Mud: Turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10'.
6TH-LEVEL
» Anti-magic Field: Negates magic within 10’.
» Enspell Field: Developed as a counter against Dispel and Antimagic Fields, it floods an area or target with magical energy.
» Globe of Invulnerability: An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects.
» Greater Dispel Magic: You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell.
» Guards and Wards: The ward protects 200 square feet against magic and other intruders.
» Repulsion: An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting.
» Wind Shield: You surround yourself with a pillar of 150+ mph winds that can divert just about any attack. All creatures that try to enter the area (or are within the area when the spell is cast) get picked up by the winds, regardless of size.
» Acidic Fog: Creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell’s vapors are highly acidic.
» Call of the Reaper: Calling forth a Reaper, a mystical being beyond time, you bargain for a soul.
» Greater Cold Snap: You reduce the temperature in the target area by 6x, degrees F.
» Greater Heat Wave: You increase the temperature in the target area by 6x, degrees F.
» Io’s Tears: You break the earth and release stores of hazardous sulfuric acid, which erupts to the surface in a shower of sharp rock salts and dissolving vapors.
» Greater Lightening Spear: You channel the divine energy of your god to create a javelin of electricity.
» Planar Binding: Lure a creature from another plane to a specifically prepared trap, which must lie within the spell’s range. The called creature is held in the trap until it agrees to perform one service in return for its freedom. » Portal to Vortex: Aimed at a portal, it infuses chaos into it, making it open unexpectedly on both sides turning it into a vortex. The vortex works as a normal vortex. For example, a vortex of the elemental plane of water will gush out water.
» Summon Monster VI: Summons six extraplanar creatures to fight with you during battle (it disappears afterwards).
» Summon Spider VI: Summons six monstrous spiders to fight with you during battle (it disappears afterwards).
» Sunlight Spear: You channel the divine energy of your god to create a javelin of pure sunlight.
» Wall of Iron: You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object.
» Analyze Dweomer: You discern all spells and magical properties present in a number of creatures or objects.
» Legend Lore: Brings to your mind legends about an important person, place, or thing.
» Probe Thoughts: All the subject’s memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind.
» True Seeing: You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things.
» Greater Bolster Spirit: Grants greater bravery and morale in battle.
» Geas/Quest: Places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.
» Greater Cowardice: Inspires greater weakeness and doubt in battle.
» Greater Heroism: Imbues a single creature with greater bravery and morale in battle.
» Mass Suggestion: You influence the actions of the target creatures (maximum of 5) by suggesting a course of activity (limited to a sentence or two).
» Symbol of Persuasion: Functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster.
» Arcane Whip: When you focus on the whip, it bursts into a whip of pure arcane energy. This effect ignores all armor.
» Chain Lightening: Creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.
» Contingency: You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time.
» Forceful Hand: Functions like interposing hand, except that the forceful hand pursues and pushes away the opponent that you designate.
» Freezing Sphere: Creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10' radius burst.
» Piercing Magic Missile: This single beam shoots in a straight line to its target.
» Double Shift: Creates a double of you. This double is exact in every way, it has all your items, feats, skills and class features (except for spells). Any spells that were cast upon you at the time of casting are also transferred to the body double. This double acts after you on your initiative and has the exact same intent as you. There are no ways of telling which of the two of you is the real one.
» Mass Invisibility to Undead: The creature or object touched becomes invisible, vanishing from sight, even from darkvision, but only to viewers who are undead. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
» Misslead: You become invisible (as greater invisibility, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration after the casting).
» Mass Passerby: As passerby, with multiple targets, no two of which may be more than 50' apart.
» Permanent Image: Creates the visual illusion of an object, creature, or force, as visualized by you. The figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.
» Programmed Image: Functions like silent image, except that this spell’s figment activates when a specific condition occurs. This spell creates the visual illusion of an object, creature, or force, as visualized by you. You can move the image within the limits of the size of the effect. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.
» Veil: You instantly change the appearance of the subjects and then maintain that appearance for the spell’s duration. You can make the subjects appear to be anything you wish. The subjects look, feel, and smell just like the creatures the spell makes them resemble. Affected creatures resume their normal appearances if slain.
» Acid Symbol: Undead creatures animated by you are imbued with a undulating sigil that floats just above their heads. The body of the creature drips with thick grayish slime, and acid oozes steadily from its eye sockets.
» Age Other: Causes magical aging in the target. All of the normal effects of aging apply as if the target had aged those years naturally. By means of this spell, the target ages 10 years.
» Greater Animate Dead: As animate dead except as following: skeleton or zombie can use their all their special qualities.
» Bifronse’s Wriggling Mass: Agitates and animates the flesh of a dead creature, causing it to burst into a mass of six horrific fleshy tentacles that attack anything within range. Any creature within 15' of the corpse are within range of the tentacles. The tentacles will bat at anything within range.
» Blood Storm: This spell does not drain away or manipulate life energies, instead it floods the world around the caster with them, saturating everything with the energies of life and with negative energy at the same time. During the casting time of this spell, life begins to form within a 1-mile-radius circle centered on the caster in forms that cannot be sustained alone. Specifically, airborn particles such as dust and dirt break down and reform themselves into proteins, and water vapor congeals into plasma and lymph. This plasma and lymph clings to the airborn proteins and changes its chemical make-up, eventually coalescing into small, stunted blood cells surrounded by pockets of lymph and being fed warmth and life through the casters sheer willpower. As this spell progresses, the caster also feeds the airborn blood with surges of negative energy to provide it with enough undeath to continue to live until the end of the casting time. After five minutes, the area the spell with affect beings to actually grow cold as the blood sucks warmth from the immediate world to try and provide itself with a semblance of life for as long as possible. Two minutes before the spell is completed, a dark red cloud can be seen hovering over the affected area and a fine mist of blood fills the air beneath it. As soon as the caster finishes casting the spell, a heavy downpour of dark red blood that practically glows with negative energy begins to pour from the sky, creating the following effects:
- All invisible creatures who have a physical body become visible as blood covers their bodies.
- All good-aligned creatures who are caught in the rain take vile damage if they remain inside the range of the storm unless they can prevent the blood from touching their bodies.
- Flying by any natural means requires unnatural strength while inside the range of the storm as blood soaks and weighs down the physical bodies of all living creatures within the storm.
After 2 hours, any and all ground inside the range of the storm is considered difficult terrain.
Creatures who are immune to fear effects are also immune to the following effects:
- Each living creature in the area of the storm becomes panicked.
- Any creature caught within the area is considered to be under the effects of a confusion spell.
» Circle of Death: snuffs out the life force of living creatures, killing them instantly.
» Cone of Stupidity: You exhale a cone-shaped cloud of deadly spores.
Create Deathless: A much more potent spell than raise deathless, this spell allows you to create more powerful sorts of deathless: yelps, sigran, visaru, and eponine.
Create Undead: A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs.
Doctor’s Doom: As Contagion, but with an added effect. If healed through the magical, spell-like or supernatural actions of another person the unlucky person who cures the affliction must heal themselves or contract the same illness himself! Note that if the target heals himself through magic of any sort, he can catch the secondary infection himself.
Eyebite: Each round, you may target a single living creature, striking it with waves of evil power.
Necroenergy: The wizard must hold a limb weighing no more than 5 pounds, and no less than 3 pounds in one of his hands during the whole spell. If he puts the flesh down or drops it, his spell comes to a halt and no spells are cast. The flesh is dropped if the spellcaster takes any damage while the spell is being sewn. If the spellcaster drops his held limb while siting incantations, he cannot use the same spell again for 1 day.
Razor Blood: Victim's blood turn into razors that inflicts pain from within the body.
Return of The Dead Soul: Your restore animation to an undead creature destroyed by hit point loss (even zombies and skeletons that can’t normally be reanimated once destroyed). You can revive a destroyed undead that has been inactive for up to one day.
Symbol of Fear: This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of fear instead become panicked.
Undeath to Death: Undeath to death snuffs out the animating forces of undead creatures, killing them instantly.
Armor of Flesh: This spell causes the caster to phase through the targeted creature and then take control of its motor functions.
Control Water: Depending on the version you choose, the control water spell raises or lowers water.
Devil Form: The caster draws out a contract written in his own blood and some gold coins, which both disappear in a flash of red smoke. The caster grows larger and his hands turn to claws, his teeth become fangs, and he grows a tail.
Disintegrate: A thin, green ray springs from your pointing finger.
Flesh to Stone: The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.Glassteel: This spell gives a glass or crystal object the strength and durability of steel. The Glassteel also becomes roughly the same weight as an item made of regular steel, within a few ounces.
Hardening: This spell increases the hardness of materials.
Greater Haste: The transmuted creatures move and act 6 times more quickly than normal.
Jellification: This spell causes water in the body of the target creature to coagulate into jelly.
Jelly Form: You become a creature resembling a living ooze. All your weapons, armor and objects melds with your new form, providing no benefits unless stated by the item. Your new form makes you difficult to hit. When in jelly ooze form, you can pass trough cracks and slides of at least 1 inch.
Jethro’s Resizing Thingamajig: The caster can increase, or decrease, the subject's size.
Mage’s Lucubration: You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours. The spell must have been actually cast during that period. The recalled spell is stored in your mind as through prepared in the normal fashion.
Mass Bear’s Endurance: The affected creatures gain greater vitality and stamina.
Mass Bull’s Strength: The subjects becomes stronger.
Mass Cat’s Grace: The transmuted creatures becomes more graceful, agile, and coordinated.
Mass Eagle’s Splendor: The transmuted creatures becomes more poised, articulate, and personally forceful.
Mass Fox’s Cunning: The transmuted creatures becomes smarter.
Mass Owl’s Wisdom: The transmuted creatures becomes wiser.
Mental Pinnacle: For a brief time, you achieve the mental dominance of a powerful psion, able to lash out at enemies using only the power of your mind.
Move Earth: Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.
Greater Polymorph: This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin.
Greater Return Form: A single creature or item with a different form than normal is forced back into their natural form. This includes a Doppelganger's shapechange ability, a Druid's Wildshape ability, or the effects of spells such as alter self or ironwood.
Stone to Flesh: This spell restores a petrified creature to its normal state, restoring life and goods.
Transformation: You become a virtual fighting machine— stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can’t cast spells, even from magic items.
Power Word Silence: You utter a single word of power that instantly causes one creature of your choice to become silenced, whether the creature can hear the word or not.


*Note: not all classes have spells.
RANGER
1ST-LEVEL
» Alarm: Wards an area for 40 hours.
» Animal Messenger: You compel a tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.
» Calm Animals: Calms animals.
» Charm Animal: Makes one animal your friend.
» Delay Poison: Subject becomes temporarily immune to poison. Any poison in the system or exposed to the subject during the spell’s duration isn't effective until the spell’s duration of 20 hours has expired.
» Detect Animals or Plants: Detects different 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 a 40' radius circle.
» Hide from Animals: Animals can’t perceive caster for 20 hours.
» Jump: Caster can jump 20'.
» Longstrider: Increases your speed.
» Magic Fang: Increases one natural weapon of subject creature for attack and damage (small animals).
» Pass without Trace: One subject leaves no tracks (can be caster or someone else).
» Read Magic: Read scrolls and spellbooks.
» Resist Energy: Ignores damage from specified energy type.
» Speak with Animals: You can communicate with animals.
» Summon Nature's Ally I: Call one animal to fight for you.
2ND-LEVEL
» Barkskin: Grants enhancement to natural armor.
» Bear's Endurance: Subject gains durability and takes less damage.
» Cat's Grace: Subject gains enhanced reflexes.
» Cure Light Wounds: Cures light damage (small cuts, bruises, etc).
» Hold Animal: Paralyzes one animal for 20 minutes.
» Owl's Wisdom: Subject becomes wiser.
» Protection from Energy: Absorb 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 damage and are slowed.
» Summon Nature's Ally II: Calls two animals to fight for you.
» Wind Wall: Deflects arrows, smaller creatures, and gases.
3RD-LEVEL
» Command Plants: Sway the actions of one or more plant creatures (maximum five).
» Cure Moderate Wounds: Cures moderate damage (large gashes, concussions, etc).
» Darkvision: See 60' in total darkness.
» Diminish Plants: Reduces size or blights growth of normal plants.
» Magic Fang, Greater: Increases one natural weapon of subject creature for attack and damage (medium-sizd animals).
» 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' away.
» Summon Nature's Ally III: Calls three animals to fight for you.
» Tree Shape: You look exactly like a tree for 20 hours.
» Water Walk: Subject treads on water as if solid.
4TH-LEVEL
» Animal Growth: 10 animals double in size.
» Commune with Nature: Learn about terrain for 20 miles.
» Cure Serious Wounds: Cures severe damage (huge gashes, severe burns, etc).
» Freedom of Movement: Subject moves normally despite impediments.
» Nondetection: Hides subject from Divination, scrying.
» Summon Nature's Ally IV: Calls four animals to fight for you.
» Tree Stride: Step from one tree to another far away.