Wizard&Sorcerer Spells

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1ST-LEVEL SORCERER/WIZARD SPELLS

Abjur Alarm: Wards an area for 2 hours/level.


Endure Elements: Exist comfortably in hot or cold envi-
SORCERER/WIZARD SPELLS ronments.
Hold Portal: Holds door shut.
Protection from Chaos/Evil/Good/Law: +2 to AC and
0- LEVEL SORCERER/WIZARD SPELLS saves, counter mind control, hedge out elementals and
(CANTRIPS) outsiders.
Abjur Resistance: Subject gains +1 on saving throws. Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conj Acid Splash: Orb deals 1d3 acid damage. Conj Grease: Makes 10-ft. square or one object slippery.
Div Detect Poison: Detects poison in one creature or small Mage Armor: Gives subject +4 armor bonus.
object. Mount: Summons riding horse for 2 hours/level.
Detect Magic: Detects spells and magic items within 60 ft. Obscuring Mist: Fog surrounds you.
Read Magic: Read scrolls and spellbooks. Summon Monster I: Calls extraplanar creature to fight for
Ench Daze: Humanoid creature of 4 HD or less loses next action. you.
Evoc Dancing Lights: Creates torches or other lights. Unseen Servant: Invisible force obeys your commands.
Div Comprehend Languages: You understand all spoken and
Flare: Dazzles one creature (–1 on attack rolls).
written languages.
Light: Object shines like a torch. Detect Secret Doors: Reveals hidden doors within 60 ft.
Ray of Frost: Ray deals 1d3 cold damage. Detect Undead: Reveals undead within 60 ft.
Illus Ghost Sound: Figment sounds. Identify M: Determines properties of magic item.
Necro Disrupt Undead: Deals 1d6 damage to one undead. True Strike: +20 on your next attack roll.
Touch of Fatigue: Touch attack fatigues target. Ench Charm Person: Makes one person your friend.
Trans Mage Hand: 5-pound telekinesis. Hypnotism: Fascinates 2d4 HD of creatures.
Mending: Makes minor repairs on an object. Sleep: Puts 4 HD of creatures into magical slumber.
Message: Whispered conversation at distance. Evoc Burning Hands: 1d4/level fire damage (max 5d4).
Open/Close: Opens or closes small or light things. Magic Missile: 1d4+1 damage; +1 missile per two levels
Univ Arcane Mark: Inscribes a personal rune (visible or invis- above 1st (max 5).
ible). Shocking Grasp: Touch delivers 1d6/level electricity
Prestidigitation: Performs minor tricks. damage (max 5d6).
Tenser’s Floating Disk: Creates 3-ft.-diameter horizontal
disk that holds 100 lb./level.
Illus Color Spray: Knocks unconscious, blinds, and/or stuns 1d6
weak creatures.
Disguise Self: Changes your appearance.
Nystul’s Magic Aura: Alters object’s magic aura.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level.
Necro Cause Fear: One creature of 5 HD or less flees for 1d4
rounds.
Chill Touch: One touch/level deals 1d6 damage and
possibly 1 Str damage.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str
damage.
Trans Animate Rope: Makes a rope move at your command.
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.

2ND-LEVEL SORCERER/WIZARD SPELLS


Abjur Arcane Lock M: Magically locks a portal or chest.
Obscure Object: Masks object against scrying.
Protection from Arrows: Subject immune to most ranged
attacks.
Resist Energy: Ignores first 10 (or more) points of
damage/attack from specified energy type.
Conj Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Melf’s Acid Arrow: Ranged touch attack; 2d4 damage for 1
round +1 round/three levels.
Summon Monster II: Calls extraplanar creature to fight
for you.
Summon Swarm: Summons swarm of bats, rats, or spiders. 3RD-LEVEL SORCERER/WIZARD SPELLS
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Abjur Dispel Magic: Cancels magical spells and effects.
Div Detect Thoughts: Allows “listening” to surface thoughts.
Explosive Runes: Deals 6d6 damage when read.
Locate Object: Senses direction toward object (specific or
Magic Circle against Chaos/Evil/Good/Law: As protection
type).
spells, but 10-ft. radius and 10 min./level.
See Invisibility: Reveals invisible creatures or objects.
Nondetection M: Hides subject from divination, scrying.
Ench Daze Monster: Living creature of 6 HD or less loses next
Protection from Energy: Absorb 12 points/level of damage
action.
from one kind of energy.
Tasha’s Hideous Laughter: Subject loses actions for 1
Conj Phantom Steed: Magic horse appears for 1 hour/level.

CHAPTER 11:
round/level.
Sepia Snake Sigil M: Creates text symbol that immobilizes
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and
reader.

SPELLS
Cha damage.
Sleet Storm: Hampers vision and movement.
Evoc Continual Flame M: Makes a permanent, heatless torch.
Stinking Cloud: Nauseating vapors, 1 round/level.
Darkness: 20-ft. radius of supernatural shadow. Summon Monster III: Calls extraplanar creature to fight
Flaming Sphere: Creates rolling ball of fire, 2d6 damage,
for you.
lasts 1 round/level.
Div Arcane Sight: Magical auras become visible to you.
Gust of Wind: Blows away or knocks down smaller crea-
Clairaudience/Clairvoyance: Hear or see at a distance for
tures.
1 min./level.
Scorching Ray: Ranged touch attack deals 4d6 fire damage,
Tongues: Speak any language.
+1 ray/four levels (max 3).
Ench Deep Slumber: Puts 10 HD of creatures to sleep.
Shatter: Sonic vibration damages objects or crystalline
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
creatures.
Hold Person: Paralyzes one humanoid for 1 round/level.
Illus Blur: Attacks miss subject 20% of the time.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
to AC.
Invisibility: Subject is invisible for 1 min./level or until it
Suggestion: Compels subject to follow stated course of
attacks.
action.
Leomund’s Trap M: Makes item seem trapped.
Evoc Daylight: 60-ft. radius of bright light.
Magic Mouth M: Speaks once when triggered.
Fireball: 1d6 damage per level, 20-ft. radius.
Minor Image: As silent image, plus some sound.
Leomund’s Tiny Hut: Creates shelter for ten creatures.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per
Lightning Bolt: Electricity deals 1d6/level damage.
three levels, max 8).
Wind Wall: Deflects arrows, smaller creatures, and gases.
Misdirection: Misleads divinations for one creature or
Illus Displacement: Attacks miss subject 50%.
object.
Illusory Script M: Only intended reader can decipher.
Necro Blindness/Deafness: Makes subject blinded or deafened.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Command Undead: Undead creature obeys your com-
Major Image: As silent image, plus sound, smell and thermal
mands.
effects.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Necro Gentle Repose: Preserves one corpse.
Ghoul Touch: Paralyzes one subject, which exudes stench
Halt Undead: Immobilizes undead for 1 round/level.
that makes those nearby sickened.
Ray of Exhaustion: Ray makes subject exhausted.
Scare: Panics creatures of less than 6 HD.
Vampiric Touch: Touch deals 1d6/two levels damage;
Spectral Hand: Creates disembodied glowing hand to
caster gains damage as hp.
deliver touch attacks.
Trans Blink: You randomly vanish and reappear for 1 round/level.
Trans Alter Self: Assume form of a similar creature.
Flame Arrow: Arrows deal +1d6 fire damage.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Fly: Subject flies at speed of 60 ft.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Gaseous Form: Subject becomes insubstantial and can fly
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
slowly.
Darkvision: See 60 ft. in total darkness.
Haste: One creature/level moves faster, +1 on attack rolls,
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
AC, and Reflex saves.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Keen Edge: Doubles normal weapon’s threat range.
Knock: Opens locked or magically sealed door.
Magic Weapon, Greater: +1/four levels (max +5).
Levitate: Subject moves up and down at your direction.
Secret Page: Changes one page to hide its real content.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Shrink Item: Object shrinks to one-sixteenth size.
Pyrotechnics: Turns fire into blinding light or choking
Slow: One subject/level takes only one action/round, –2 to
smoke.
AC, –2 on attack rolls.
Rope Trick: As many as eight creatures hide in extradi-
Water Breathing: Subjects can breathe underwater.
mensional space.
Spider Climb: Grants ability to walk on walls and ceilings.
Whispering Wind: Sends a short message 1 mile/level. 4TH-LEVEL SORCERER/WIZARD SPELLS
Abjur Dimensional Anchor: Bars extradimensional movement.
Fire Trap M: Opened object deals 1d4 damage +1/level.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-
level spell effects.
Remove Curse: Frees object or person from curse.
Stoneskin M: Ignore 10 points of damage per attack. Planar Binding, Lesser: Traps extraplanar creature of 6 HD
Conj Dimension Door: Teleports you short distance. or less until it performs a task.
Evard’s Black Tentacles: Tentacles grapple all within 15 ft. Summon Monster V: Calls extraplanar creature to fight for
spread. you.
Leomund’s Secure Shelter: Creates sturdy cottage. Teleport: Instantly transports you as far as 100 miles/level.
Minor Creation: Creates one cloth or wood object. Wall of Stone: Creates a stone wall that can be shaped.
Solid Fog: Blocks vision and slows movement. Div Contact Other Plane: Lets you ask question of extraplanar
Summon Monster IV: Calls extraplanar creature to fight entity.
for you. Prying Eyes: 1d4 +1/level floating eyes scout for you.
Rary’s Telepathic Bond: Link lets allies communicate.
CHAPTER 11:

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


Ench Dominate Person: Controls humanoid telepathically.
Detect Scrying: Alerts you of magical eavesdropping.
Feeblemind: Subject’s Int and Cha drop to 1.
SPELLS

Locate Creature: Indicates direction to familiar creature.


Hold Monster: As hold person, but any creature.
Scrying F: Spies on subject from a distance. Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Ench Charm Monster: Makes monster believe it is your ally. Symbol of Sleep M: Triggered rune puts nearby creatures
Confusion: Subjects behave oddly for 1 round/level. into catatonic slumber.
Crushing Despair: Subjects take –2 on attack rolls, damage Evoc Bigby’s Interposing Hand: Hand provides cover against
rolls, saves, and checks. one opponent.
Geas, Lesser: Commands subject of 7 HD or less. Cone of Cold: 1d6/level cold damage.
Evoc Fire Shield: Creatures attacking you take fire damage; Sending: Delivers short message anywhere, instantly.
you’re protected from heat or cold. Wall of Force: Wall is immune to damage.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. Illus Dream: Sends message to anyone sleeping.
Otiluke’s Resilient Sphere: Force globe protects but traps False Vision M: Fools scrying with an illusion.
one subject. Mirage Arcana: As hallucinatory terrain, plus structures.
Shout: Deafens all within cone and deals 5d6 sonic damage. Nightmare: Sends vision dealing 1d10 damage, fatigue.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out Persistent Image: As major image, but no concentration
to 20 ft. Passing through wall deals 2d6 damage +1/level. required.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or Seeming: Changes appearance of one person per two levels.
hemisphere can trap creatures inside. Shadow Evocation: Mimics evocation below 5th level, but
Illus Hallucinatory Terrain: Makes one type of terrain appear only 20% real.
like another (field into forest, or the like). Necro Blight: Withers one plant or deals 1d6/level damage to
Illusory Wall: Wall, floor, or ceiling looks real, but plant creature.
anything can pass through. Magic Jar F: Enables possession of another creature.
Symbol of Pain M: Triggered rune wracks nearby creatures
Invisibility, Greater: As invisibility, but subject can attack
with pain.
and stay invisible.
Waves of Fatigue: Several targets become fatigued.
Phantasmal Killer: Fearsome illusion kills subject or deals
Trans Animal Growth: One animal/two levels doubles in size.
3d6 damage.
Baleful Polymorph: Transforms subject into harmless
Rainbow Pattern: Lights fascinate 24 HD of creatures. animal.
Shadow Conjuration: Mimics conjuration below 4th level,
Fabricate: Transforms raw materials into finished items.
but only 20% real.
Overland Flight: You fly at a speed of 40 ft. and can hustle
Necro Animate Dead M: Creates undead skeletons and zombies. over long distances.
Bestow Curse: –6 to an ability score; –4 on attack rolls,
Passwall: Creates passage through wood or stone wall.
saves, and checks; or 50% chance of losing each action.
Telekinesis: Moves object, attacks creature, or hurls object
Contagion: Infects subject with chosen disease. or creature.
Enervation: Subject gains 1d4 negative levels.
Transmute Mud to Rock: Transforms two 10-ft. cubes per
Fear: Subjects within cone flee for 1 round/level. level.
Trans Enlarge Person, Mass: Enlarges several creatures. Transmute Rock to Mud: Transforms two 10-ft. cubes per
Polymorph: Gives one willing subject a new form. level.
Rary’s Mnemonic Enhancer F: Wizard only. Prepares extra Univ Permanency X: Makes certain spells permanent.
spells or retains one just cast.
Reduce Person, Mass: Reduces several creatures.
Stone Shape: Sculpts stone into any shape. 6TH-LEVEL SORCERER/WIZARD SPELLS
Abjur Antimagic Field: Negates magic within 10 ft.
Dispel Magic, Greater: As dispel magic, but +20 on check.
5TH-LEVEL SORCERER/WIZARD SPELLS Globe of Invulnerability: As lesser globe of invulnerability,
Abjur Break Enchantment: Frees subjects from enchantments, plus 4th-level spell effects.
alterations, curses, and petrification.
Guards and Wards: Array of magic effects protect area.
Dismissal: Forces a creature to return to native plane.
Repulsion: Creatures can’t approach you.
Mordenkainen’s Private Sanctum: Prevents anyone from
viewing or scrying an area for 24 hours. Conj Acid Fog: Fog deals acid damage.
Conj Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD Planar Binding: As lesser planar binding, but up to 12 HD.
take Con damage. Summon Monster VI: Calls extraplanar creature to fight
Leomund’s Secret Chest F: Hides expensive chest on for you.
Ethereal Plane; you retrieve it at will. Wall of Iron M: 30 hp/four levels; can topple onto foes.
Major Creation: As minor creation, plus stone and metal. Div Analyze Dweomer F: Reveals magical aspects of subject.
Mordenkainen’s Faithful Hound: Phantom dog can Legend Lore M F: Lets you learn tales about a person, place,
guard, attack. or thing.
True Seeing M: Lets you see all things as they really are. Div Arcane Sight, Greater: As arcane sight, but also reveals
Ench Geas/Quest: As lesser geas, plus it affects any creature. magic effects on creatures and objects.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, Scrying, Greater: As scrying, but faster and longer.
skill checks; immunity to fear; temporary hp. Vision M X: As legend lore, but quicker and strenuous.
Suggestion, Mass: As suggestion, plus one subject/level. Ench Hold Person, Mass: As hold person, but all within 30 ft.
Symbol of Persuasion M: Triggered rune charms nearby Insanity: Subject suffers continuous confusion.
creatures. Power Word Blind: Blinds creature with 200 hp or less.
Evoc Bigby’s Forceful Hand: Hand pushes creatures away. Symbol of Stunning M: Triggered rune stuns nearby
Chain Lightning: 1d6/level damage; 1 secondary bolt/level creatures.
Evoc Bigby’s Grasping Hand: Hand provides cover, pushes, or

CHAPTER 11:
each deals half damage.
grapples.
Contingency F: Sets trigger condition for another spell.
Delayed Blast Fireball: 1d6/level fire damage; you can

SPELLS
Otiluke’s Freezing Sphere: Freezes water or deals cold
postpone blast for 5 rounds.
damage.
Forcecage M: Cube or cage of force imprisons all inside.
Illus Mislead: Turns you invisible and creates illusory double. Mordenkainen’s Sword F: Floating magic blade strikes
Permanent Image: Includes sight, sound, and smell. opponents.
Programmed Image M: As major image, plus triggered by Prismatic Spray: Rays hit subjects with variety of effects.
event. Illus Invisibility, Mass: As invisibility, but affects all in range.
Shadow Walk: Step into shadow to travel rapidly. Project Image: Illusory double can talk and cast spells.
Veil: Changes appearance of group of creatures. Shadow Conjuration, Greater: As shadow conjuration, but
Necro Circle of Death M: Kills 1d4/level HD of creatures. up to 6th level and 60% real.
Create Undead M: Creates ghouls, ghasts, mummies, or Simulacrum M X: Creates partially real double of a creature.
mohrgs. Necro Control Undead: Undead don’t attack you while under
Eyebite: Target becomes panicked, sickened, and comatose. your command.
Symbol of Fear M: Triggered rune panics nearby creatures. Finger of Death: Kills one subject.
Undeath to Death M: Destroys 1d4/level HD of undead Symbol of Weakness M: Triggered rune weakens nearby
(max 20d4). creatures.
Trans Bear’s Endurance, Mass: As bear’s endurance, affects one Waves of Exhaustion: Several targets become exhausted.
subject/level. Trans Control Weather: Changes weather in local area.
Bull’s Strength, Mass: As bull’s strength, affects one subject/ Ethereal Jaunt: You become ethereal for 1 round/level.
level. Reverse Gravity: Objects and creatures fall upward.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level. Statue: Subject can become a statue at will.
Control Water: Raises or lowers bodies of water. Univ Limited Wish X: Alters reality—within spell limits.
Disintegrate: Makes one creature or object vanish.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one 8TH-LEVEL SORCERER/WIZARD SPELLS
subject/level. Abjur Dimensional Lock: Teleportation and interplanar travel
Flesh to Stone: Turns subject creature into statue. blocked for one day/level.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ Mind Blank: Subject is immune to mental/emotional
level. magic and scrying.
Mordenkainen’s Lucubration: Wizard only. Recalls spell of Prismatic Wall: Wall’s colors have array of effects.
5th level or lower. Protection from Spells M F: Confers +8 resistance bonus.
Move Earth: Digs trenches and build hills. Conj Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ Maze: Traps subject in extradimensional maze.
level. Planar Binding, Greater: As lesser planar binding, but up to
Stone to Flesh: Restores petrified creature. 18 HD.
Tenser’s Transformation M: You gain combat bonuses. Summon Monster VIII: Calls extraplanar creature to fight
for you.
Trap the Soul M F: Imprisons subject within gem.
7TH-LEVEL SORCERER/WIZARD SPELLS Div Discern Location: Reveals exact location of creature or
Abjur Banishment: Banishes 2 HD/level of extraplanar creatures.
object.
Sequester: Subject is invisible to sight and scrying; renders
Moment of Prescience: You gain insight bonus on single
creature comatose.
attack roll, check, or save.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Prying Eyes, Greater: As prying eyes, but eyes have true
Conj Drawmij’s Instant Summons M: Prepared object appears
seeing.
in your hand.
Ench Antipathy: Object or location affected by spell repels
Mordenkainen’s Magnificent Mansion F: Door leads to
certain creatures.
extradimensional mansion.
Binding M: Utilizes an array of techniques to imprison a
Phase Door: Creates an invisible passage through wood or
creature.
stone.
Charm Monster, Mass: As charm monster, but all within 30
Plane Shift F: As many as eight subjects travel to another
ft.
plane.
Demand: As sending, plus you can send suggestion.
Summon Monster VII: Calls extraplanar creature to fight
Otto’s Irresistible Dance: Forces subject to dance.
for you.
Power Word Stun: Stuns creature with 150 hp or less.
Teleport, Greater: As teleport, but no range limit and no off-
Symbol of Insanity M: Triggered rune renders nearby
target arrival.
creatures insane.
Teleport Object: As teleport, but affects a touched object.
Sympathy F: Object or location attracts certain creatures.
Evoc Bigby’s Clenched Fist: Large hand provides cover, pushes, Prismatic Sphere: As prismatic wall, but surrounds on all
or attacks your foes. sides.
Otiluke’s Telekinetic Sphere: As Otiluke’s resilient sphere, Conj Gate X: Connects two planes for travel or summoning.
but you move sphere telekinetically. Refuge M: Alters item to transport its possessor to you.
Polar Ray: Ranged touch attack deals 1d6/level cold Summon Monster IX: Calls extraplanar creature to fight
damage. for you.
Shout, Greater: Devastating yell deals 10d6 sonic damage; Teleportation Circle M: Circle teleports any creature inside
stuns creatures, damages objects. to designated spot.
Sunburst: Blinds all within 10 ft., deals 6d6 damage. Div Foresight: “Sixth sense” warns of impending danger.
Illus Scintillating Pattern: Twisting colors confuse, stun, or
CHAPTER 11:

Ench Dominate Monster: As dominate person, but any creature.


render unconscious.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Screen: Illusion hides area from vision, scrying.
SPELLS

Shadow Evocation, Greater: As shadow evocation, but up to Power Word Kill: Kills one creature with 100 hp or less.
7th level and 60% real. Evoc Bigby’s Crushing Hand: Large hand provides cover,
Necro Clone M F: Duplicate awakens when original dies. pushes, or crushes your foes.
Create Greater Undead M: Create shadows, wraiths, spec- Meteor Swarm: Four exploding spheres each deal 6d6 fire
tres, or devourers. damage.
Horrid Wilting: Deals 1d6/level damage within 30 ft. Illus Shades: As shadow conjuration, but up to 8th level and 80%
Symbol of Death M: Triggered rune slays nearby creatures. real.
Trans Iron Body: Your body becomes living iron. Weird: As phantasmal killer, but affects all within 30 ft.
Polymorph Any Object: Changes any subject into any- Necro Astral Projection M: Projects you and companions onto
thing else. Astral Plane.
Temporal Stasis M: Puts subject into suspended animation. Energy Drain: Subject gains 2d4 negative levels.
Soul Bind F: Traps newly dead soul to prevent resurrection.
9TH-LEVEL SORCERER/WIZARD SPELLS Wail of the Banshee: Kills one creature/level.
Abjur Freedom: Releases creature from imprisonment. Trans Etherealness: Travel to Ethereal Plane with companions.
Imprisonment: Entombs subject beneath the earth. Shapechange F: Transforms you into any creature, and
Mordenkainen’s Disjunction: Dispels magic, disenchants change forms once per round.
magic items. Time Stop: You act freely for 1d4+1 rounds.
Univ Wish X: As limited wish, but with fewer limits.
Corrosive Grasp: 1 touch/level deals 1d8 acid
damage.
NEW SORCERER/ Deep Breath: Your lungs are filled with air.
Hail of StoneM: Stones deal 1d4 points of damage/
WIZARD SPELLS level to creatures in the area (max 5d4).
Orb of Acid, Lesser: Ranged touch attack deals
0-LEVEL SORCERER/WIZARD SPELLS 1d8 acid damage + 1d8/2 levels beyond 1st
(max 5d8).
(CANTRIPS) Orb of Cold, Lesser: Ranged touch attack deals
Conj Caltrops: Creates caltrops in 5-ft.-by-5-ft. square, + 1d8 cold damage + 1d8/2 levels beyond 1st
5-ft. square/2 levels beyond 1st (max 5). (max 5d8).
Evoc Electric Jolt: Ranged touch attack deals 1d3 Orb of Electricity, Lesser: Ranged touch attack
electricity damage. deals 1d8 electricity damage + 1d8/2 levels
Sonic Snap: Subject takes 1 point of sonic damage beyond 1st (max 5d8).
and is deafened 1 round. Orb of Fire, Lesser: Ranged touch attack deals
Illus Silent Portal: Negates sound from door or 1d8 fire damage + 1d8/2 levels beyond 1st
window. (max 5d8).
Trans Amanuensis: Copy nonmagical text. Orb of Sound, Lesser: Ranged touch attack deals
Launch Bolt: Launches a crossbow bolt up to 80 ft. 1d6 sonic damage + 1d6/2 levels beyond 1st
Launch Item: Hurls Fine item up to Medium (max 5d6).
range. Summon Undead I: Summons undead to fight for
Repair Minor Damage: Repairs 1 point of you.
damage to any construct.
Stick: Glues an object weighing 5 pounds or less to Wall of Smoke: Wall of black smoke obscures
another object. vision and nauseates those who pass through.
Div Appraising Touch: Gain +10 bonus on Appraise
checks.
1ST-LEVEL Arrow Mind: You threaten nearby squares with
your bow and fire without provoking attacks of
SORCERER/WIZARD SPELLS opportunity.
Abjur Dispel Ward: As dispel magic, but affects only wards. Critical Strike: For 1 round you gain +1d6
Ectoplasmic Armor: Gain armor bonus against damage, doubled threat range, and +4 on attack
incorporeal touch attacks. rolls to confirm critical threats.
Ironguts: Subject gains +5 bonus on saving throws Golem Strike: You can sneak attack constructs for
against poison. 1 round.
Nightshield: You gain resistance bonus on saves, Guided Shot: You ignore distance, cover,
and spell absorbs magic missile damage. concealment penalties with your ranged attacks
Resist Planar Alignment: Subject can resist for 1 round.
penalties for being of an opposed alignment on Insightful Feint: Gain +10 on your next Bluff
an aligned Outer Plane. check to feint in combat.
Conj Benign Transposition: Two willing subjects Instant Locksmith: Make Disable Device or
switch places. Open Lock check at +2 as free action.
Blades of Fire: Your melee weapons deal +1d8 fire Instant Search: Make Search check at +2 as free
damage for 1 round. action.
Buzzing Bee: Bee gives subject –10 penalty on Master’s Touch: You gain proficiency in a weapon
Move Silently and hinders Concentration or shield touched for 1 minute/level.
checks. Sniper’s Shot: No range limit on next ranged
sneak attack.
Spontaneous Search: Instantly Search area as if
having taken 10.
Targeting Ray: You and allies are +1 to hit/3 levels
against subject.
Ench Distract: Subjects take –4 on Concentration,
Listen, Search, and Spot.
Distract Assailant: One creature is flat-footed for
1 round.
Incite: Subjects can’t ready actions or delay.
Inhibit: Subject delays until next round.
Shock and Awe: Flat-footed creatures get –10 on
initiative.
Evoc Blood Wind: Subject uses natural weapons at range.
Guiding Light: +2 on ranged attacks against Slow Burn: Fires burn twice as long.
creatures in illuminated area. Spell Flower: Hold the charge on one touch spell
Ice Dagger: Grenadelike weapon deals subject per forelimb.
1d4/level cold damage, plus area damage. Weapon Shift: Touched weapon changes form.
Light of Lunia: You radiate silvery light, which Wings of the Sea: +30 ft. to subject’s swim speed.
you can expend as 2 bolts that deal 1d6 damage. Univ Familiar Pocket: Garment or container becomes
Luminous Gaze: Your eyes emit light, dazzle extradimensional safe haven for your familiar.
creatures.
Persistent Blade: Blade of force attacks subject,
automatically flanks.
2ND-LEVEL
Ray of Flame: Ray deals 1d6/2 levels fire damage, SORCERER/WIZARD SPELLS
CHAPTER 2
SPELL LISTS

ignites subject. Abjur Aiming at the Target: +10 bonus on


Sonic Blast: Subject takes 1d4/2 levels sonic Concentration checks for previously cast spell.
damage plus deafness. Alarm, GreaterF: As alarm, and it works on
Thunderhead: Small lightning bolts deal 1 coexistent planes.
damage/round. Daggerspell Stance: You gain +2 insight bonus on
Illus Dead End: Removes spoor of one creature/level. attack rolls and damage rolls if you make a full
Net of Shadows: Ordinary shadows that provide attack, SR 5 + caster level if you fight defensively,
concealment to all in the area. and DR 5/magic if you use the total defense
Serene Visage: Gain insight bonus on Bluff action.
checks equal to half your level. Dissonant Chant: Concentration checks more
Necro Backbiter: Weapon strikes wielder. difficult within area of spell.
Spirit Worm: Subject takes 1 point Con damage Distracting Ray: Ray forces spellcaster to make
every round for 1 round/level. Concentration check.
Trans Accelerated Movement: Balance, Climb, or Move Earth LockM: Constricts tunnel, preventing
Silently at normal speed with no penalty on access.
skill check. Ectoplasmic Feedback: Incorporeal attackers
Babau Slime: Secrete a body-covering acid that take 1d6 damage + 1/level.
damages attacking foes. Portal Alarm: You are alerted when a creature
Breath Flare: Your breath weapon dazzles subjects. passes through a warded portal.
Cheat: Caster rerolls when determining the Scintillating Scales: Your natural armor bonus
success of a game of chance. turns into a deflection bonus.
Cutting Hand: Your hand gains a +2 enhancement Conj Baleful Transposition: Two subjects switch
bonus and deals 1d6 damage. places.
Ebon Eyes: Subject can see through magical Cloud of Bewilderment: Generates a nauseating
darkness. 10-ft. cube.
Expeditious Retreat, Swift: Your speed increases Create Magic TattooM: Subject receives a magic
by 30 ft. for 1 round. tattoo with various effects.
Fist of Stone: Gain +6 Str and natural slam attack. Ice Knife: Magical shard of ice deals 2d8 cold
Horrible Taste: Touched creature or object damage plus 2 Dex damage, or deals 1d8 cold
nauseates biting or swallowing foes. damage in 10-ft.-radius burst.
Low-Light Vision: See twice as far as a human in Inky Cloud: Obscures sight underwater beyond
poor illumination. 5 ft.
Mage Hand, Greater: As mage hand, but medium Malevolent Miasma: Cloud of fog deals 1d4
range and up to 40 lb. nonlethal damage/level.
Nerveskitter: Subject gains +5 bonus on initiative Summon Undead II: Summons undead to fight
checks. for you.
Portal Beacon: You grant others knowledge of a Div Balancing Lorecall: You gain a +4 bonus on
magic portal’s location. Balance checks and can balance on difficult
Raging Flame: Fires burn twice as hot, half as surfaces if you have 5 or more ranks in Balance.
long. Chain of Eyes: See through other creatures’ eyes.
Ray of Clumsiness: Victim takes 1d6 Dexterity Discern ShapechangerM: Penetrates disguises
penalty +1/2 levels. and identifies shapechanging creatures.
Remove Scent: Hides touched creature’s scent. Marked Object: You gain bonus to track a specific
Repair Light Damage: Repairs 1d8 damage +1/ being.
level (max +5) to any construct. Ench Entice Gift: Subject gives caster what it’s holding.
Scatterspray: Group of small objects flies apart in Mechanus Mind: Reformat subject’s mind to be
a burst. coldly calculating.
Shieldbearer: Shield floats near subject to offer Mindless Rage: Subject compelled to attack you
protection. physically for 1 round/level.
Slide: Move subject 5 feet.
Ray of Stupidity: Victim takes 1d4+1 Intelligence Necro BonefiddleF: Spectral fiddle bow deals 3d6
damage. damage/round.
Rebuke: Subject is dazed 1 round, then shaken. Curse of Impending Blades: Subject takes –2
Sting Ray: Subject of ray can take only standard penalty to AC.
or move action, has –2 AC, and must make Death ArmorF: Black aura damages creatures
Concentration checks to cast spells. attacking you.
Evoc Battering Ram: Deals 1d6 damage plus bull rush. Desiccating Bubble: Globe of air damages by
Blast of Force: Attack deals 1d6 damage/2 levels evaporating moisture from subject.
(max 5d6). Ghoul Glyph: Glyph wards area, paralyzes victims.
Burning Sword: Weapon gains flaming burst Life Bolt: 1 ray/2 levels draws 1 hp from you to
special ability. deal 1d12 damage to undead.

CHAPTER 2
SPELL LISTS
Combust: Subject takes 1d8/level fire damage and Ray of Sickness: Subject becomes sickened.
might catch fire. Ray of Weakness: Subject takes –2 on attacks,
Electric Loop: Deals 1d6/2 levels electricity –10 ft. speed.
damage plus stunning to a single creature. Shroud of Undeath: Negative energy shroud
Ethereal Chamber: You entrap an ethereal subject makes undead perceive you as undead.
in a chamber of force. Spawn Screen: Subject resists being transformed
Fireburst: Creatures within 10 feet take 1d8/level into an undead spawn if slain.
fire damage. Stolen Breath: Subject has wind knocked out
Flame Dagger: Beam of fire deals 1d4 damage +1/ of it.
level. Wracking Touch: Deal 1d6 damage +1/level; you
Force LadderF: Creates an immobile ladder offorce. also deal sneak attack damage if you have any.
Frost Breath: Icy breath deals 1d4 damage/2 levels. Trans Augment Familiar: Your familiar becomes more
Light of Mercuria: You radiate golden light, powerful.
which you can expend as 2 bolts that deal 1d6 Balor Nimbus: Your flaming body damages foes in
damage, 2d6 against undead and evil outsiders. grapple.
Rainbow BeamF: Ray dazzles and deals 1d12 Belker Claws: Touch attack deals 2d12 damage

Illus. by J. Nelson
damage/3 levels of random type. and lingers +1 round/3 levels.
Ray of Ice: Ray deals 1d6 cold damage/2 levels. Body of the Sun: Your body emanates fire, dealing
Scorch: Jet of flame deals 1d8/2 levels (max 5d8). 1d4 fire damage/2 levels.
Slapping Hand: Hand makes creature provoke Bristle: Armor spikes attack with wearer.
attacks of opportunity. Earthbind: Subject creature can’t fly.
Snowball Swarm: Snowballs deal 2d6 points of Earthen Grasp: Arm made of earth and soil
cold damage in 10-ft. burst. grapples foes.
Veil of Shadow: Darkness grants you Extend Tentacles: +5 ft. to reach of tentacle attack.
concealment. Fearsome Grapple: You grow tentacles that help
Illus Bladeweave: Your melee attack dazes your you grapple.
opponent.
Cloak Pool: Hide a color pool on the Astral Plane
from view.
Dark Way: Creates temporary unbreakable bridge
supporting up to 200 lb./level.
Delusions of Grandeur: Subject thinks it is better
than it is.
Discolor Pool: Change the color of a color pool on
the Astral Plane.
Disguise Undead: Change appearance of one
corporeal undead.
Phantasmal Assailants: Nightmare creatures
strike subject for 8 Wis damage, 8 Dex damage.
Phantom FoeM: Subject is always flanked by one
creature.
Reflective Disguise: Viewers see you as their own
species and gender.
Shadow Mask: Grants +4 on saves against light
spells, protection from gaze attacks.
Shadow Radiance: Area filled with intense light
that grows brighter.
Shadow Spray: Deals 4 points of Str damage and
dazes.
Wall of Gloom: Shadow barrier obscures vision.
Fins to Feet: Transforms tails and fins into legs Sign of SealingM: Magical sigil protects door or
and feet. chest, deals 1d4/level damage (max 10d4) if
Fly, Swift: Gain fly speed of 60 ft. for 1 round. opened.
Fuse Arms: Multiple arms/tentacles become one Conj Acid Breath: Cone of acid deals 1d6 damage/level
pair of stronger limbs. (max 10d6).
Ghost Touch Armor: Armor works normally Bands of Steel: Metallic bands immobilize or
against incorporeal attacks. entangle subject for 1 round/level.
Heroics: Fighter gains one fighter bonus feat. Contagious Fog: 20-ft.-radius cloud of fog inflicts
Hurl: Thrown weapon returns to thrower. disease.
Infernal Wound: Weapon deals persistent, Corpse Candle: Ghostly hand and candle sheds
bleeding wounds. light, affects incorporeal creatures.
CHAPTER 2
SPELL LISTS

Ironthunder Horn: Intense vibrations trip those IcelanceF: Changes ice into lance, which attacks
in area. subject for 6d6 damage and stuns for 1d4 rounds.
Lively Step: You and allies gain +10 increase to Mage Armor, Greater: Gives subject +6 armor
speed. bonus.
Mountain Stance: Subject becomes hard to move. Mage Armor, Mass: As mage armor, but one
Quick Potion: Creates a potion that must be used creature/level.
within 1 hour/level. Nauseating Breath: Exhale a cone of nauseating
Razorfangs: Your bite or claw attack threatens a gas.
critical hit on a 19 or 20. Regal Procession: As mount, but you summon
Repair Moderate Damage: Repairs 2d8 damage several mounts.
+1/level (max +10) to any construct. Servant Horde: Create 2d6 unseen servants +1/
Scale Weakening: Subject’s natural armor level (max +15).
weakens. Summon Undead III: Summons undead to fight
Slide, Greater: Move subject 20 feet. for you.
Snake’s Swiftness: Subject immediately makes Vipergout: You spit forth celestial or fiendish
one attack. vipers that attack your foes.
Sonic Weapon: Weapon touched deals +1d6 sonic Div Analyze Portal: Find a nearby portal and discover
damage with each hit. its properties.
Speak to Allies: Subjects can converse at distance Circle Dance: Indicates direction to known
without moving lips. individual.
Stone Bones: Corporeal undead gains +3 natural Telepathic Bond, Lesser: Link with subject
armor bonus. within 30 ft. for 10 minutes/level.
Surefooted Stride: You can move over rubble as Unluck: Subject remakes all rolls, uses worse
easily as you can over open ground. result for 1 round/level.
Swim: Subject gains swim speed, +8 bonus on Ench Mesmerizing Glare: Your gaze fascinates
Swim checks. creatures.
Whirling Blade: Hurled slashing weapon Miser’s Envy: Subject jealously covets nearby
magically attacks all foes in 60-ft. line. object.
Wings of Air: Subject’s flight maneuverability Ray of Dizziness: Subject can take only move or
improves by one step. standard actions.
Wraithstrike: Your melee attacks strike as touch Suppress Breath Weapon: Subject can’t use its
attacks for 1 round. breath weapon.
Evoc Blacklight: Create an area of total darkness.
3RD-LEVEL Blade of Pain and Fear: Creates blade of gnashing
teeth.
SORCERER/WIZARD SPELL Capricious Zephyr: Gale-force winds push
Abjur Anticipate TeleportationF: Predict and delay the creatures.
arrival of creatures teleporting into range by 1 Chain Missile: Multiple missiles deal 1d4+1
round. damage each, then strike secondary targets.
Antidragon AuraM: Allies gain bonus to AC and Flashburst: Flash of light dazzles and blinds
saves against dragons. creatures in area.
Avoid Planar Effects: Provides temporary Glowing OrbF: Creates permanent magical light;
protection against overtly damaging planar you control brightness.
traits. Great Thunderclap: Loud noise causes stunning,
Earthen Grace: Subject takes only nonlethal deafness, and knocks prone in a large area.
damage from stone and earth. Hailstones: Frigid globes deal 5d6 cold damage.
Eradicate Earth: Deals 1d8 points of damage/level Light of Venya: You radiate pearly light, which
to earth creatures (max 10d8). you can expend as 2 bolts that deal 2d6 damage,
Reverse Arrows: As protection from arrows, but 4d6 against undead and evil outsiders.
negated arrows turn back upon their source.
Manyjaws: One set of jaws/level attacks enemies DiamondsteelM: Metal armor provides damage
for 1d6 damage. reduction.
Rainbow BlastF: Line deals 1d6 damage of each Dolorous Blow: Weapon’s threat range is doubled
energy type. and threats are automatically confirmed.
Resonating Bolt: Sonic energy deals 1d4 damage/ Dragonskin: You gain a bonus to natural armor
level (max 10d4). plus energy resistance 10.
Scintillating Sphere: 20-ft.-radius burst deals 1d6 False Gravity: Travel on a solid surface as if that
electricity/level. surface had its own gravity.
Shatterfloor: Deals 1d4 sonic/level plus damages Giant’s Wrath: Pebbles you throw become
floor surface. boulders.
Sonorous Hum: Removes need to concentrate to Girallon’s Blessing: Subject gains one additional

CHAPTER 2
SPELL LISTS
maintain next spell cast. pair of arms.
Sound Lance: Sonic energy deals 1d8/level Hamatula Barbs: Subjects grow barbs, which
damage. damage foes that attack subject in melee.
Wall of Light: Creates wall of light, can dazzle Primal Form: You change into elemental, gain
creatures. some abilities.
Illus Claws of Darkness: Claws deal 1d8 cold damage Repair Serious Damage: Repairs 3d8 damage +1/
and have reach. level (max +15) to any construct.
Cone of Dimness: Subjects believe they are Rust Ray: Metal objects take 2d6 damage +1/2
engulfed in magical darkness. levels.
Shadow Binding: Ribbonlike shadows entangle Shadow Phase: Subject becomes partially
creatures in 10-ft.-radius burst. incorporeal.
Shadow Cache: You open a small portal to the Snake’s Swiftness, Mass: Allies each
Plane of Shadow through which you can put an immediately make one attack.
item for later retrieval. Spell Vulnerability: Reduce creature’s spell
Spectral Weapon: Use quasi-real weapon to make resistance by 1/caster level (max reduction 15).
touch attacks. Spiderskin: Subject gains increasing bonus to
Suspended SilenceM: Object becomes natural armor, saves against poison, and Hide
programmed to create an area of silence at your checks.
command. Steeldance: Blades hover around you and attack
Necro Curse of Impending Blades, Mass: Enemies foes.
take –2 penalty to AC. Stony Grasp: Arm made of soil and rock grapples
Disrupt Undead, Greater: As disrupt undead, but foes.
1d8 damage/level. Tremorsense: Grants tremorsense to a range of 30
Healing Touch: Heal subject 1d6/2 levels, but take feet.
damage equal to half. Weapon of Energy: Weapon deals extra energy
Incorporeal Enhancement: Grant bonuses to damage.
incorporeal undead. Weapon of Impact: As keen edge, but aids
Junglerazer: Fey, vermin, plants, and animals take bludgeoning weapons.
1d10 damage/level. Univ Enhance Familiar: Your familiar receives +2
Mind Poison: Your poisonous touch deals Wis bonus on saves, combat rolls, and AC for 1
damage. hour/level.
Skull Watch: Skull shrieks when creature enters Fortify Familiar: Your familiar gains 2d8
warded area. temporary hp, +2 to armor, 25% chance to avoid
Spider Poison: Touch deals 1d6 Str damage, extra sneak attack and critical hit damage.
repeats in 1 minute.
Undead Lieutenant: Chosen undead can give 4TH-LEVEL
orders to undead in your control.
Undead Torch: Undead creature gains blue aura SORCERER/WIZARD SPELLS
that gives +2d6 damage against living creatures. Abjur Dispelling Screen: Targeted dispel magic on any
Trans Air Breathing: Subjects can breathe air freely. creatures and unattended items, +10 max on
Amorphous Form: Subject becomes puddlelike caster level check.
and can slip through cracks quickly. Forceward: Creates a sphere of force that protects
Bite of the Wererat: You gain the Dexterity and against force effects and keeps out incorporeal
attacks of a wererat. creatures.
Deeper Darkvision: Subject can see 90 ft. in Portal Alarm, Improved: Warded portal alerts
magical darkness. you or a creature designated by you to creatures
Demon Dirge: Demons are stunned and take 3d6 passing through it.
damage/round for 1d4 rounds. Ray Deflection: Ray attacks are reflected away.
Devil Blight: Damage and stun baatezu; damage Ray of Deanimation: Ray deals 1d6 damage/level
other lawful and evil creatures. to constructs.
Resistance, Greater: Subject gains +3 on saving Stone Sphere: 3-ft.-diameter stone sphere rolls
throws. over your enemies.
Resist Energy, Mass: Creatures ignore damage Sword of Deception: Blade of energy attacks
from specified energy type. independently, deals 1d4 damage, penalizes
Wall of Chaos/Evil/Good/LawM: Wall blocks subsequent save.
creatures of opposite alignment. Thunderlance: Lance of force deals 3d6 damage
Conj Blast of Flame: 60-ft. cone of fire (1d6/level damage). and might dispel force effects.
BloodstarF: Hovering construct does Con damage Vortex of Teeth: 3d8 points of damage due to force
each time foe is damaged. per round to all creatures in the area.
Ethereal Mount: You conjure swift mounts on the Wingbind: A net of force entangles the subject,
Ethereal Plane. causing it to fall from the sky.
CHAPTER 2
SPELL LISTS

Orb of Acid: Ranged touch, 1d6/level acid damage Illus Sensory Deprivation: All of subject’s senses are
and subject might be sickened. blocked.
Orb of Cold: Ranged touch, 1d6/level cold damage Shadow Well: Subject enters gloomy pocket plane
and subject might be blinded. and emerges frightened.
Orb of Electricity: Ranged touch, 1d6/level Necro Burning Blood: Subject takes 1d8 acid damage
electricity damage and subject might be plus 1d8 fire damage/round.
entangled. Rebuking Breath: Your breath weapon rebukes
Orb of Fire: Ranged touch, 1d6/level fire damage undead.
and subject might be dazed. Trans Attune Form: Grant creature temporary
Orb of Force: Globe of force deals 1d6/level protection against overtly damaging planar
damage (max 10d6). traits.
Orb of Sound: Ranged touch, 1d4/level sonic Backlash: Subject takes damage if it uses spells
damage and subject might be deafened. against another creature.
Summon Undead IV: Summons undead to fight Bite of the Werewolf: You gain the Strength and
for you. attacks of a werewolf.
Translocation Trick: You and subject switch Blinding Breath: Your breath weapon blinds
Illus. by J. Nelson

places and appear as each other. subjects.


Wall of Sand: Swirling sand blocks ranged attacks,
slows movement through.
Wall of Water: Creates shapeable transparent wall
of water.
Div Assay Spell Resistance: +10 bonus on caster level
checks to defeat one creature’s spell resistance.
Know Vulnerabilities: Determine subject’s
vulnerabilities and resistances.
Treasure Scent: You detect valuable metals and
gems.
Ench Battle Hymn: Allies can reroll one Will save/
round.
Rebuke, Greater: Subject cowers for 1d4 rounds.
Evoc Blistering Radiance: Light dazzles creatures,
deals 2d6 fire damage in 50-ft.-radius spread.
Defenestrating SphereF: Cloudy gray sphere
knocks enemies prone, hurls them upward for
subsequent falling damage.
Dragon Breath: You choose a dragon type and
mimic its breath weapon.
Energy Spheres: Five colored spheres attack with
or negate acid, cold, electricity, fire, and sonic
energy.
Explosive Cascade: Bouncing flame ball deals
1d6/level fire damage.
Floating Disk, Greater: As floating disk, but you
can ride it.
Force Chest: 2-ft-cube chest made of force.
Force Claw: Claw of force guards an area, making
opportunity attacks.
Force Missiles: Unerring missiles of force strike
for 2d6 damage and explode in a burst.
Forcewave: Bull rushes all creatures within 10 ft.
Corporeal Instability: Transform a creature into Zone of Respite: Prevents teleportation and
an amorphous mass. similar effects from functioning in the area.
Darkvision, Mass: As darkvision, but affects one/ Conj Acid SheathF: Sheath of acid damages those who
level subjects. attack you, enhances acid spells.
Displacer Form: You change into displacer beast, Arc of Lightning: Line of electricity arcs between
gain some abilities. two creatures (1d6/level damage).
Entangling Staff: Quarterstaff can grapple and Call ZelekhutX: A zelekhut performs one duty for
constrict foes. you.
Fire Stride: Teleport from one fire to another. Dimension Door, Greater: Short-range, multiple-
Flame Whips: Your forelimbs deal 6d6 fire use dimension door.
damage. Dragon Ally, LesserX: Exchange services with a 9

CHAPTER 2
SPELL LISTS
Flight of the Dragon: You grow dragon wings. HD dragon.
Iron Bones: Corporeal undead gains +6 natural Hidden Lodge: Creates sturdy cottage
armor bonus. camouflaged to blend into natural surroundings.
Metal Melt: Melts metal object without heat. Phantasmal Thief: Creates an unseen force that
Perinarch: Gain greater control over Limbo’s steals from others.
morphic essence. Summon Undead V: Summons undead to fight
Raise from the Deep: Creature or sunken ship for you.
made buoyant. Viscid Glob: Ranged touch attack hurls 5-ft.-
Repair Critical Damage: Repairs 4d8 damage +1/ diameter glob of glue at subject.
level (max +20) to any construct. Vitriolic Sphere: Potent acid deals 6d6 acid
Ruin Delver’s Fortune: Cast on another creature’s damage plus possible damage in following 2
turn and choose one of several benefits. rounds.
Scramble Portal: You randomize the destination Evoc Ball Lightning: Energy ball deals 1d6/level
of a magic portal. electricity damage.
Sharptooth: One of your natural weapons deals Cacophonic Burst: Noise deals 1d6/level sonic
damage as if you were one size larger. damage to all within area.
Spell Enhancer: Lets you cast another spell in the Cacophonic Shield: Shield 10 ft. from you blocks
same round at +2 caster level. sounds, deals 1d6 sonic damage +1/level, and
Voice of the Dragon: +10 on Bluff, Diplomacy, deafens creatures passing through.
and Intimidate checks; can use one suggestion. Cyclonic Blast: Deals 1d6 damage/level, knocks
Wings of Air, Greater: Subject’s flight down creatures.
maneuverability improves by two steps. Fire Shield, Mass: Creatures attacking allies take
damage; allies are protected from fire or cold.
5TH-LEVEL FirebrandM: One 5-ft. burst/level deals 1d6 fire/
level plus burning for 1 round.
SORCERER/WIZARD SPELLS Fireburst, Greater: Subjects within 15 ft. take
Abjur Anticold Sphere: Sphere hedges out cold creatures 1d10/level fire damage.
and protects you from cold. Moonbow: Three motes of electricity each deal
Contingent Energy Resistance: Energy damage 1d6/2 levels electricity damage to subjects.
triggers a resist energy spell. Prismatic Ray: Ray of light blinds subject, deals
Dispelling Breath: Your breath weapon acts as a random effect.
targeted dispel magic to all creatures in its area. Shard Storm: Blast deals 3d6 damage to creatures
Duelward: +4 on Spellcraft checks, counterspell as in area.
an immediate action. Shroud of Flame: Subject bursts into flames,
Ironguard, Lesser: Subject becomes immune to taking 2d6 fire damage/round.
nonmagical metal. Sonic RumbleF: Cone of sound deals damage.
Indomitability: Subject can’t be reduced below 1 Wall of Limbs: Whirling limbs deal 5d6 damage
hp. and grab creatures passing through.
Planar Tolerance: Provides long-term protection Illus Illusory Feast: Subjects become dazed by illusory
against overtly damaging planar traits. food.
Reciprocal Gyre: Creature or object takes 1d12 Shadow Form: Gain +4 on Hide, Move Silently,
damage/level of spell affecting it (max 25d12). and Escape Artist checks, and concealment; you
Refusal: Spellcasters and creatures with spell-like can move through obstacles if you have ranks in
abilities are prevented from entering an area. Escape Artist.
Symbol of Spell Loss: Triggered rune absorbs Shadow Hand: Medium hand blocks opponents
spells yet to be cast. or carries items.
Wall of Dispel Magic: Creatures passing through Shadowfade: Opens a portal to the Plane of Shadow.
a transparent wall becomes subjects of targeted Necro Death Throes: Your body explodes when you die.
dispel magic. Graymantle: Inhibits creature’s ability to heal and
regenerate for 1 round/level.
Miasma of Entropy: Rot all natural materials in Ruby Ray of ReversalF: Ray negates magical or
30-ft. cone-shaped burst. mundane hazards.
Night’s Caress: Touched foe takes 1d6 points of Seal PortalM: Seal an interplanar portal or gate.
damage/level plus 1d6+2 Con damage. Sign of Sealing, GreaterM: Magical sigil protects
Spiritwall: Wall of spirit-forms causes panic, deals door, chest, or open space, deals 1d6/level
1d10 damage if touched, can bestow negative damage (max 20d6) if opened.
levels if passed through. Conj Resistance, Superior: Subject gains +6 on saving
Wrack: Renders creature helpless with pain. throws.
Trans Bite of the Wereboar: You gain the Strength and Transcribe Symbol: Safely moves an untriggered
attacks of a wereboar. magical symbol to another location.
Blink, Greater: Controlled blinking between the Tunnel Swallow: Tunnel’s peristaltic convulsions
CHAPTER 2
SPELL LISTS

Material and Ethereal Planes grants defenses for deal 1d6 points of damage/level (max 15d6).
1 round/level. Wall of Gears: Creates wall of moving gears that
Breath Weapon Substitution: Your breath deals 1d6 damage/2 levels to creatures within
weapon deals a different kind of damage than 10 ft.
normal. Div Probe Thoughts: Read subject’s memories, one
Draconic Might: Gain +5 to Str, Con, Cha; +4 question/round.
natural armor; immunity to magic sleep and Interplanar Telepathic Bond: Link lets allies
paralysis effects. communicate across planes.
Draconic Polymorph: As polymorph, but Conj Acid StormM: Deals 1d6/level acid damage (max
improved. 15d6) in a 20-ft. radius.
Dragonsight: Gain low-light vision, darkvision, Fire Spiders: Swarm of Fine fire elementals deals
and blindsense. fire damage in an area.
Earth Reaver: Eruption deals 7d6 damage to all in Freezing Fog: Fog slows creatures, obscures
area. vision, hinders movement.
Enlarge Person, Greater: Subject remains GemjumpF: Teleport to the location of a specially
enlarged for 1 hour/level. prepared gem.
Ethereal Breath: Your breath weapon manifests Evoc Fires of Purity: Subject bursts into magical flame,
on the Ethereal Plane. becoming a dangerous weapon.
Fiendform: Assume form and abilities of fiendish Howling ChainF: Chain of force trips and attacks
creature, demon, or devil. opponents.
Fly, Mass: One creature/level flies at speed of 60 ft. Ray of Light: Ray blinds subject.
Gutsnake: 10-ft. tentacle grows from your stomach Illus Dream Casting: Alter subject’s dreams to produce
and attacks your enemies. desired effect.
Lucent Lance: Ambient light forms lance, deals Illusory Pit: Creatures in area are knocked prone
various damage. while believing they’re falling.
Nightstalker’s TransformationM: Gain +4 Dex, Reflective Disguise, Mass: Viewers see subjects
+3 luck bonus to AC, +5 luck bonus on Ref saves, as their own species and gender.
+3d6 sneak attack, and evasion. Shadowy Grappler: Illusory force grapples
Reduce Person, Greater: Subject remains reduced subject.
for 10 minutes/level. Necro Aura of Terror: You gain an aura of fear, or your
Spell Matrix, LesserF: Magical matrix stores frightful presence becomes more effective.
a 3rd-level or lower spell to be cast later as Contagion, Mass: As contagion, but 20-ft. radius.
quickened spell. Fleshshiver: Subject is stunned for 1 round, takes
Stunning Breath: Your breath weapon also stuns 1d6/level damage, and is nauseated for 1d4+2
creatures for 1 round. rounds.
Surefooted Stride, Mass: As surefooted stride but Ghoul Gauntlet: Convert victim to a ghoul under
multiple subjects. your control.
Vulnerability: Reduces an opponent’s damage Imperious Glare: You cause subjects to cower in
reduction. fear.
Xorn Movement: Touched creature swims Incorporeal Nova: Destroy incorporeal undead.
through earth like a xorn. Opalescent Glare: Kill creatures with a look, or
make them very afraid.
6TH-LEVEL Ray of Entropy: Subject takes –4 Strength,
Dexterity, and Constitution.
SORCERER/WIZARD SPELLS Revive UndeadM: Restores undeath to undead that
Abjur Anticipate Teleportation, GreaterF: Predict and was destroyed up to 1 day/level ago.
delay the arrival of creatures teleporting into Spectral Touch: Your touch bestows one negative
range by 3 rounds. level/round.
Aura of EvasionM: All within 10 ft. gain evasion Trans Bite of the Weretiger: You gain the Strength and
against breath weapons. attacks of a weretiger.
Brilliant Blade: Weapon or projectiles shed light, Awaken UndeadX: Grant sentience to otherwise
ignore armor. mindless undead.
Cloak of the Sea: Gain blur, freedom of movement, Barghest’s FeastM: Destroy corpse, potentially
and water breathing while in water. preventing its return to life.
Extract Water Elemental: Pulls water from Energy Ebb: Give subject one negative level/round
victim, forms water elemental. for 1 round/level.
HardeningM: Increases object’s hardness by 1 Evil Glare: Paralyze creatures with your glare.
point/2 levels. Kiss of the VampireM: You gain vampirelike
Make Manifest: You cause a creature on a supernatural abilities, but are vulnerable to
coexistent plane to appear on your plane. attacks that harm undead.
Ooze Puppet: You telekinetically control an ooze. Sword of Darkness: Blade of negative energy

CHAPTER 2
SPELL LISTS
Stone Body: Your body becomes living stone. bestows one or more negative levels.
Subvert Planar Essence: Reduces subject’s Trans Animate Breath: Your breath weapon becomes an
damage reduction and spell resistance. elemental.
Univ Imbue Familiar with Spell Ability: You transfer Bite of the Werebear: You gain the Strength and
spells and casting ability into your familiar. attacks of a werebear.
Body of War: You change into warforged titan,
gain some abilities.
7TH-LEVEL Brilliant Aura: Allies’ weapons become brilliant
SORCERER/WIZARD SPELL energy, ignoring armor.
Abjur Antimagic RayM: Subject loses all magical powers. Elemental Body: You take on the qualities of a
Dispelling Screen, Greater: Targeted dispel magic type of elemental.
on any creatures and unattended items, +20 max
on caster level check.
Energy Immunity: Subject and equipment gain
immunity to damage of specified energy type.

Illus. by W. England
Ghost Trap: Incorporeal creatures turn corporeal.
Hide from Dragons: Dragons can’t perceive one
subject/2 levels.
IronguardF: Subject becomes immune to all
metal.
Planar Bubble: Create bubble around creature that
emulates its native planar environment.
Conj Call KolyarutX: A kolyarut performs one duty for
you.
Dragon AllyX: As lesser dragon ally, but up to 15 HD.
Stun Ray: Subject stunned 1d4+1 rounds.
Ench Hiss of Sleep: You induce comatose slumber in
subjects.
Rebuke, Final: As rebuke, except the subject must
save or die.
Symphonic NightmareM: Discordant noise
haunts subject’s sleep.
Transfix: Humanoids freeze in place until
condition you specify is met.
Evoc Emerald Flame Fist: Touch attack deals 3d6
+ fire damage 1/level (max +20); subject can
be engulfed by flame for additional damage.
Ice Claw: Claw of ice grapples and deals cold damage.
Prismatic Eye: Orb produces individual prismatic
rays as touch attacks.
Radiant Assault: 1d6 damage/level, victims dazed
or dazzled.
Submerge Ship: You control ship mentally while
it travels underwater.
Illus Solipsism: Subject believes it alone exists.
Necro Arrow of BoneM: Missile or thrown weapon gains
+4 bonus, subject takes 3d6 damage +1/level
(max +20) or is slain.
Avasculate: Reduce foe to half hp and stun.
Energy Transformation FieldMX: Area absorbs
magic energy to power a predetermined spell.
9TH-LEVEL
Glass Strike: Turns subject into glass. SORCERER/WIZARD SPELLS
Spell MatrixF: Stores up to two spells of 3rd level Abjur Absorption: You absorb spell energy to power
or lower to be released later. spells of your own.
Stone Shape, Greater: Sculpts 10 cu. ft. + 10 Effulgent Epuration: Creates one sphere/level to
cu. ft./level of stone into any shape. negate hostile magic.
Synostodweomer: Channel a spell into positive Magic Miasma: Solid fog reduces caster level by –4.
energy to cure 1d8/spell level. Maw of Chaos: Chaotic energy dazes, deals
damage, impedes concentration.
Reaving Dispel: On a targeted dispel, steal spell
CHAPTER 2

8TH-LEVEL
SPELL LISTS

power and effects for yourself.


SORCERER/WIZARD SPELLS Unbinding: Frees everyone in range from spells
Abjur Spell EngineMX: Wizard only. Swap out prepared that constrain or bind.
spells for other spells in your spellbook. Conj Abyssal Army: Summons demons to fight for you.
Wall of Greater Dispel Magic: Creatures passing Black Blade of Disaster: Floating magic weapon
through a transparent wall become subjects of disintegrates subjects.
targeted greater dispel magic. Call MarutX: A marut performs one duty for you.
Conj Fierce Pride of the Beastlands: Summon Dragon Ally, GreaterX: As lesser dragon ally, but up
celestial lions and celestial dire lions to follow to 21 HD.
your commands. Heavenly Host: Summons archons to fight for
Plane Shift, Greater: Plane shift accurately to your you.
desired destination. Hellish Horde: Summons devils to fight for you.
Ench Maddening Whispers: You induce confusion and Obedient Avalanche: Snowy avalanche crushes
madness in subjects. and buries your foes.
Wrathful Castigation: Subject dies or is dazed Sphere of Ultimate Destruction: Featureless
and –4 on saves for 1 round/level. black sphere does 2d6/level damage,
Evoc Field of Icy RazorsF: Creatures in area take disintegrates.
normal and cold damage, might be slowed. Summon Elemental MonolithM: Calls powerful
Lightning Ring: Ring of lightning gives you elemental creature to fight for you.
resistance to electricity 20, damages adjacent Vile DeathMX: Undead creature gains fiendish
creatures, and emits two lightning bolts per template.
round. Eye of Power: As arcane eye, but you can cast spells
Illus Shifting Paths: Illusion hides path, creates false of 3rd level or lower through it.
new path. Div HindsightM: You see into the past.
Invisibility, Superior: Subject is invisible to sight, Ench Programmed AmnesiaM: Destroy, alter, or
hearing, and scent for 1 minute/level, and can replace memories in subject creature.
attack. Evoc Instant RefugeMX: Transport to a safe location of
Necro Avascular Mass: Reduce foe to half hp and stun, your choice.
entangle in 20-ft. radius from victim. Reality Maelstrom: Hole in reality sends
Bestow Curse, Greater: As bestow curse, but more creatures and objects to another plane.
severe penalties. Necro Enervating Breath: Your breath weapon also
Blackfire: Subject is engulfed in black flame, takes bestows 2d4 negative levels.
1d4 Con damage and becomes nauseated; flames Plague of UndeadM: Animates horde of undead.
and effects can spread to adjacent living creatures. Trans Awaken ConstructX: Construct gains humanlike
Heart of StoneFX: Exchange your heart with stone sentience.
heart to gain damage reduction, resistance to Breath Weapon Admixture: Add a second kind
energy for 1 year. of energy to your breath weapon.
Skeletal GuardM: Create one skeleton/level with Perinarch, Planar: Gain control over a small area
turn resistance. of any divinely morphic plane.
Veil of Undeath: You gain undead traits. Replicate Casting: Duplicate observed spell or
Trans Excavate: Creates a permanent passage in earth spell-like ability.
and walls. Spell Matrix, GreaterF: Stores up to three spells
Flensing: Pain and trauma deal 2d6 damage, 1d6 of 3rd level or lower to be released later.
Con damage, 1d6 Cha damage for up to 4 rounds. Transmute Rock to Lava: Transforms one 10-ft.
Ghostform: You assume incorporeal form and cube with subsequent fire damage and effects.
gain some incorporeal traits and bonuses. UndermasterM: You gain earth-related spell-like
Make Manifest, Mass: As make manifest but abilities.
affecting all creatures in the area.
Stunning Breath, Greater: Your breath weapon
also stuns creatures for 2d4 rounds.

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