Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

SPELL LISTS v5.01

Download as doc, pdf, or txt
Download as doc, pdf, or txt
You are on page 1of 191
At a glance
Powered by AI
The document provides a comprehensive list of spells that can be used by various spellcasting classes like adepts and wu jen across different levels, ranging from 0-9th level.

The document lists spells that can be cast by adepts and wu jen at different spell levels, ranging from 0-level cantrips up to 9th level spells. It provides details about the effects and areas of each spell.

The document describes 9th level spells like Gate, Imprisonment and Wish which are the most powerful spells mentioned.

ADEPT SPELL LIST

0-LEVEL ADEPT SPELLS


Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment sounds.
Guidance: +1 on one roll, save, or check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Touch of Fatigue: Touch attack fatigues target.
1ST-LEVEL ADEPT SPELLS
Bless: Allies gain +1 to attack, +1 against fear.
Burning Hands: 1d4 fire damage/level (max 5d4), 15-foot cone.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One Target obeys one-word command for 1 round.
Comprehend Languages: Understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Detect Chaos: Reveals chaotic creatures, spells, or objects.
Detect Evil: Reveals evil creatures, spells, or objects.
Detect Good: Reveals good creatures, spells, or objects.
Detect Law: Reveals lawful creatures, spells, or objects.
Detect Manifest Zone: You can sense the presence of manifest zones.
Endure Elements: Exist comfortably in hot or cold environments.
Obscuring Mist: Fog surrounds you.
Protection from Chaos: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Sleep: Puts 4 HD of creatures into magical slumber.
2ND-LEVEL ADEPT SPELLS
Aid: +1 on attack rolls and fear saves, 1d8 temporary hp +1/level (max +10).
Animal Trance: Fascinates 2d6 HD of animals.
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Bewildering Substitution: Seemingly swap one ally with one enemy.
Bewildering Visions: Target is sickened or nauseated.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
Darkness: 20-ft radius of supernatural darkness.
Delay Poison: Stops poison from harming Target for 1 hour/level.
Interfaith Blessing: Subjects gain combat benefits based on their individual deities.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Resist Energy: Ignores 10 hp/round from one energy type.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
See Invisibility: Reveals invisible creatures or objects.
Web: Fills 20-ft radius spread with sticky spider webs.
3RD-LEVEL ADEPT SPELLS
Animate Dead: Creates undead skeletons and zombies.
Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
Contagion: Infects Target with chosen disease.
Continual Flame: Makes a permanent, heatless torch.
Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
Daylight: 60-ft radius of bright light.
Deeper Darkness: Object sheds absolute darkness in a 60-ft radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Tongues: Speak any language.
4TH-LEVEL ADEPT SPELLS
Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
Minor Creation: Creates one cloth or wood object.
Polymorph: Gives one willing Target a new form.
Restoration: Restores level and ability score drains.
Stoneskin: Ignore 10 points of damage per attack.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
5TH-LEVEL ADEPT SPELLS
Baleful Polymorph: Transforms Target into harmless animal.
Bewildering Mischance: Target must take the lower of two rolls for each save, attack roll, and skill check.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Commune: Deity answers one yes-or-no question/level.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Major Creation: As minor creation, plus stone and metal.
Raise Dead: Restores life to Target who died up to 1 day/level ago.
True Seeing: See all things as they really are.
Wall of Stone: Creates a stone wall that can be shaped.

ALTERNATIVE CLASS FEATURES


BARDIC SAGE
Description: The bardic sage focuses his efforts on learning, research, and the power of knowledge.
Prerequisite: You must be taking the 1st level of bard. The bardic sage must be neutral good, neutral, or neutral evil.
Spell Loss: A bard who selects this alternate class feature loses the following spells from his class spell list:
6 analyze dweomer (lowered to 4th)
6 greater scrying (lowered to 5th)
Expanded Spell List: Add the following spells to the bardic sage’s class spell list:
1 Detect Chaos: Reveals chaotic creatures, spells, or objects.
1 Detect Evil: Reveals evil creatures, spells, or objects.
1 Detect Good: Reveals good creatures, spells, or objects.
1 Detect Law: Reveals lawful creatures, spells, or objects.
2 Zone of Truth: Subjects within range cannot lie.
3 Arcane Sight: Magical auras become visible to you.
4 Analyze Dweomer: Reveals magical aspects of subject.
4 Sending: Delivers short message anywhere, instantly.
5 Contact Other Plane: Ask question of extraplanar entity.
5 Scrying, Greater: As scrying, but faster and longer.
6 True Seeing: See all things as they really are.
6 Vision: As legend lore, but quicker and strenuous.
CLOISTERED CLERIC
Description: The cloistered cleric spends more time than other clerics in study and prayer and less in martial training. He gives
up some of the cleric’s combat prowess in exchange for greater skill access and a wider range of spells devoted to
knowledge (and the protection of knowledge). Most cloistered clerics are non-chaotic, since they believe that a disciplined
lifestyle lends itself better to learning.
Prerequisite: You must be taking the 1st level of cleric.
Spell Loss: A cleric who selects this alternate class feature loses the following spells from his class spell list:
4 tongues (lowered to 3rd)
Expanded Spell List: Add the following spells to the cloistered cleric’s class spell list:
0 Message: Whispered conversation at a distance.
1 Erase: Mundane or magical writing vanishes.
1 Identify: Determines properties of magic item.
1 Unseen Servant: Invisible force obeys your commands.
2 Fox’s Cunning: Target gains +4 Int for 1 minute/level.
3 Illusory Script: Only intended reader can decipher.
3 Secret Page: Changes one page to hide its real content.
3 Tongues: Speak any language.
4 Detect Scrying: Alerts you to magical eavesdropping.
6 Analyze Dweomer: Reveals magical aspects of subject.
7 Sequester: Target is invisible to sight and scrying; renders creature comatose.
9 Vision: As legend lore, but quicker and strenuous.
DIVINE BARD
Description: Not all bards are arcanists; some derive their special powers from a divine tradition. In many primitive cultures, the
divine bard takes the place of the cleric or the adept as the guide of the people’s religious beliefs.
Prerequisite: You must be taking the 1st level of bard.
Expanded Spell List: All spells for a divine bard are now divine and no longer are arcane. He is a divine spellcaster in all
regards, including using wisdom, instead of charisma, for determining all things spellcasting related. Add the following
spells to the divine bard’s class spell list:
0 Create Water: Creates 2 gallons/level of pure water.
0 Cure Minor Wounds: Cures 1 point of damage.
1 Detect Evil: Reveals evil creatures, spells, or objects.
1 Detect Good: Reveals good creatures, spells, or objects.
1 Detect Law: Reveals lawful creatures, spells, or objects.
1 Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
1 Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
1 Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Consecrate: Fills area with positive energy, making undead weaker and deathless stronger.
2 Desecrate: Fills area with negative energy, making undead stronger.
2 Gentle Repose: Preserves one corpse.
3 Magic Circle against Evil: As protection from evil, but 10-ft radius and 10 minute/level.
3 Magic Circle against Good: As protection from good, but 10-ft radius and 10 minute/level.
3 Magic Circle against Law: As protection from law, but 10-ft radius and 10 minute/level.
3 Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
4 Remove Disease: Cures all diseases affecting subject.
4 Speak with Dead: Corpse answers one question/2 levels.
4 Sending: Delivers short message anywhere, instantly.
5 Divination: Provides useful advice for specific, proposed action.
5 Restoration: Restores level and ability score drains.
6 Commune: Deity answers one yes-or-no question/level.
6 Hallow: Designates location as holy.
6 Unhallow: Designates location as unholy.
6 Raise Dead: Restores life to Target who died up to 1 day/level ago.
PALADIN OF FREEDOM
Description: The paladin of freedom has all the standard paladin class features.
Prerequisite: You must be taking the 1st level of paladin. Your alignment to be chaotic good.
Spell Loss: A paladin who selects this alternate class feature loses the following spells from his class spell list:
1 protection from chaos.
3 discern lies, magic circle against chaos.
4 death ward, dispel chaos.
Expanded Spell List: Add the following spells to the paladin of freedom’s class spell list:
1 Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
3 Magic Circle against Law: As protection from law, but 10-ft radius and 10 minute/level.
4 Dispel Law: +4 bonus against attacks by lawful creatures.
4 Freedom of Movement: Target moves normally despite impediments.
PALADIN OF SLAUGHTER
Description: The paladin of slaughter has all the standard paladin class features.
Prerequisite: You must be taking the 1st level of paladin. Your alignment to be chaotic evil.
Spell Loss: A paladin who selects this alternate class feature loses ALL spells from his class spell list.
Replacement Spell List: Use the following spells for the paladin of slaughter’s class spell list:
1 Bane: Enemies suffer -1 attack, -1 on saves against fear.
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
1 Corrupt Weapon: Weapon confirms critical hits against good foes.
1 Create Water: Creates 2 gallons/level of pure water.
1 Curse Water: Makes unholy water.
1 Detect Poison: Detects poison in one creature or object.
1 Detect Undead: Reveals undead within 60 ft.
1 Divine Favor: You gain attack, damage bonus, +1/3 levels.
1 Endure Elements: Exist comfortably in hot or cold environments.
1 Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
1 Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
1 Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
1 Read Magic: Read scrolls and spellbooks.
1 Resistance: Target gains +1 on saving throws.
1 Virtue: Target gains 1 temporary hp.
2 Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
2 Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
2 Darkness: 20-ft radius of supernatural darkness.
2 Delay Poison: Stops poison from harming Target for 1 hour/level.
2 Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
2 Inflict Moderate Wounds: Touch attack, 2d8 +1/level damage (max +10).
2 Owl’s Wisdom: Target gains +4 to Wis for 1 minute/level.
2 Resist Energy: Ignores 10 hp/round from one energy type.
2 Undetectable Alignment: Conceals alignment for 24 hours.
3 Blindness/Deafness: Makes Target blinded or deafened.
3 Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
3 Deeper Darkness: Object sheds absolute darkness in a 60-ft radius.
3 Dispel Magic: Cancels spells and magical effects.
3 Magic Weapon, Greater: +1/four levels (max +5).
3 Heal Mount: As heal on warhorse or other special mount.
3 Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
3 Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
3 Magic Circle against Good: As protection from good, but 10-ft radius and 10 minute/level.
3 Magic Circle against Law: As protection from law, but 10-ft radius and 10 minute/level.
4 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
4 Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
4 Dispel Good: +4 bonus against attacks by good creatures.
4 Dispel Law: +4 bonus against attacks by lawful creatures.
4 Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
4 Poison: Touch deals 1d10 points of Con damage, repeats in 1 minute.
4 Unholy Sword: Weapon becomes +5, deals +2d6 damage against good.
PALADIN OF TYRANNY
Description: The paladin of tyranny has all the standard paladin class features.
Prerequisite: You must be taking the 1st level of paladin. Your alignment to be lawful evil.
Spell Loss: A paladin who selects this alternate class feature loses ALL spells from his class spell list.
Replacement Spell List: Use the following spells for the paladin of tyranny’s class spell list:
1 Bane: Enemies suffer -1 attack, -1 on saves against fear.
1 Corrupt Weapon: Weapon confirms critical hits against good foes.
1 Create Water: Creates 2 gallons/level of pure water.
1 Curse Water: Makes unholy water.
1 Detect Poison: Detects poison in one creature or object.
1 Detect Undead: Reveals undead within 60 ft.
1 Divine Favor: You gain attack, damage bonus, +1/3 levels.
1 Doom: One Target takes -2 on attacks, damage, saves, and checks.
1 Endure Elements: Exist comfortably in hot or cold environments.
1 Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
1 Magic Weapon: Weapon gains +1 bonus.
1 Protection from Chaos: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
1 Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
1 Read Magic: Read scrolls and spellbooks.
1 Resistance: Target gains +1 on saving throws.
1 Virtue: Target gains 1 temporary hp.
2 Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
2 Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
2 Darkness: 20-ft radius of supernatural darkness.
2 Delay Poison: Stops poison from harming Target for 1 hour/level.
2 Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
2 Hold Person: Holds one person helpless; 1 round/level.
2 Inflict Moderate Wounds: Touch attack, 2d8 +1/level damage (max +10).
2 Owl’s Wisdom: Target gains +4 to Wis for 1 minute/level.
2 Resist Energy: Ignores 10 hp/round from one energy type.
2 Undetectable Alignment: Conceals alignment for 24 hours.
3 Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
3 Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
3 Deeper Darkness: Object sheds absolute darkness in a 60-ft radius.
3 Discern Lies: Reveals deliberate falsehoods.
3 Dispel Magic: Cancels spells and magical effects.
3 Magic Weapon, Greater: +1/four levels (max +5).
3 Heal Mount: As heal on warhorse or other special mount.
3 Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
3 Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
3 Magic Circle against Chaos: As protection from chaos, but 10-ft radius and 10 minute/level.
3 Magic Circle against Good: As protection from good, but 10-ft radius and 10 minute/level.
4 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
4 Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
4 Dispel Chaos: +4 bonus against attacks by chaotic creatures.
4 Dispel Good: +4 bonus against attacks by good creatures.
4 Dominate Person: Control humanoid telepathically.
4 Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
4 Unholy Sword: Weapon becomes +5, deals +2d6 damage against good.
SAVAGE BARD
Description: The savage bard is a warrior at heart, though his arcane powers strike fear into the enemies of his tribe. Savage
bards often multiclass as barbarians to improve their combat prowess.
Prerequisite: You must be taking the 1st level of bard. A savage bard must be chaotic in alignment.
Spell Loss: A bard who selects this alternate class feature loses the following spells from his class spell list:
0 prestidigitation, read magic.
1 comprehend languages, detect secret doors, erase, summon monster I.
2 calm emotions, summon monster II.
3 sepia snake sigil, summon monster III.
4 summon monster IV.
5 summon monster V.
6 summon monster VI.
Expanded Spell List: Add the following spells to the savage bard’s class spell list:
1 Calm Animals: Calms (2d4 + level) HD of animals.
1 Detect Snares and Pits: Reveals natural or primitive traps.
1 Endure Elements: Exist comfortably in hot or cold environments.
1 Summon Nature’s Ally I: Calls creature to fight.
2 Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
2 Pass Without Trace: One subject/level leaves no tracks.
2 Summon Nature’s Ally II: Calls creature to fight.
3 Snare: Creates a magic booby trap.
3 Summon Nature’s Ally III: Calls creature to fight.
4 Insect Plague: Locust swarms attack creatures.
4 Summon Nature’s Ally IV: Calls creature to fight.
5 Commune with Nature: Learn about terrain for 1 mile/level.
5 Summon Nature’s Ally V: Calls creature to fight.
6 Creeping Doom: Carpet of insects attacks at your command.
6 Reincarnate: Brings dead Target back to life in random body.
6 Summon Nature’s Ally VI: Calls creature to fight.
URBAN RANGER
Description: The urban ranger stalks the treacherous streets of the city, relying on his knowledge of alleyways and underworld
contacts to keep him alive.
Prerequisite: You must be taking the 1st level of ranger.
Spell Loss: A ranger who selects this alternate class feature loses the following spells from his class spell list:
1 animal messenger, charm animal, detect animals or plants, speak with animals.
2 bear’s endurance, hold animal, snare, speak with plants.
3 command plants, diminish plants, plant growth, reduce animal, tree shape, water walk.
4 commune with nature, tree stride.
Expanded Spell List: Add the following spells to the urban ranger’s class spell list:
1 Comprehend Languages: Understand all spoken and written languages.
1 Detect Chaos: Reveals chaotic creatures, spells, or objects.
1 Detect Evil: Reveals evil creatures, spells, or objects.
1 Detect Good: Reveals good creatures, spells, or objects.
1 Detect Law: Reveals lawful creatures, spells, or objects.
1 Detect Secret Doors: Reveals hidden doors within 60 ft.
1 Message: Whispered conversation at a distance.
2 Detect Thoughts: Allows listening to surface thoughts.
2 Knock: Open locked or magically sealed door.
2 Locate Object: Senses direction toward object (specific or type).
2 Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
3 Discern Lies: Reveals deliberate falsehoods.
3 Invisibility: Target invisible 1 minute/level or until it attacks.
3 Speak with Dead: Corpse answers one question/2 levels.
3 Tongues: Speak any language.
4 Dimensional Anchor: Bars extra-dimensional movement.
4 Locate Creature: Indicates direction to familiar creature.
4 Mordenkainen’s Faithful Hound: Phantom dog can attack, guard.
4 True Seeing: See all things as they really are.

APOSTLE OF PEACE SPELL LIST


0-LEVEL APOSTLE OF PEACE SPELLS
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one roll, save, or check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Target gains +1 on saving throws.
Virtue: Target gains 1 temporary hp.
1ST-LEVEL APOSTLE OF PEACE SPELLS
Bless Water: Makes holy water.
Bless: Allies gain +1 to attack, +1 against fear.
Command: One Target obeys one-word command for 1 round.
Comprehend Languages: Understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Detect Evil: Reveals evil creatures, spells, or objects.
Detect Undead: Reveals undead within 60 ft.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Eyes of the Avoral: Target gets +8 on Spot checks.
Hide from Undead: Undead can’t perceive one subject/level.
Obscuring Mist: Fog surrounds you.
Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Ray of Hope: Target gains +2 bonus on attacks, saves, and checks.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Vision of Heaven: Evil creature is dazed for 1 round.
2ND-LEVEL APOSTLE OF PEACE SPELLS
Aid: +1 on attack rolls and fear saves, 1d8 temporary hp +1/level (max +10).
Augury: Learns whether an action will be good or bad.
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Calm Emotions: Calms creatures, negating emotion effects.
Consecrate: Fills area with positive energy, making undead weaker and deathless stronger.
Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
Delay Poison: Stops poison from harming Target for 1 hour/level.
Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
Ease Pain: Remove lingering effects of pain.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Glorious Raiment: You imbue a garment with divine power.
Make Whole: Repairs an object.
Owl’s Wisdom: Target gains +4 to Wis for 1 minute/level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 hp/round from one energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shield Other: You take half of subject’s damage.
Silence: Negates sound in 20-ft radius.
Status: Monitors condition, position of allies.
Yoke of Mercy: Target deals non-lethal damage.
Zone of Truth: Subjects within range cannot lie.
3RD-LEVEL APOSTLE OF PEACE SPELLS
Blessed Sight: Evil auras become visible to you.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
Dispel Magic: Cancels spells and magical effects.
Helping Hand: Ghostly hand leads Target to you.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Magic Circle against Evil: As protection from evil, but 10-ft radius and 10 minute/level.
Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
Meld into Stone: You and your gear merge with stone.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Refreshment: Cures creatures of all non-lethal damage.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Remove Nausea: Cure a nauseated or sickened character.
Water Breathing: Subjects can breathe underwater.
Water Walk: Target treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4TH-LEVEL APOSTLE OF PEACE SPELLS
Air Walk: Target treads on air as if solid (climb at 45-degree angle).
Aspect of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types.
Blood of the Martyr: You heal a target at range and take a like amount of damage.
Control Water: Raises or lowers bodies of water.
Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
Divination: Provides useful advice for specific, proposed action.
Freedom of Movement: Target moves normally despite impediments.
Good Hope: Subjects gain +2 on attacks, damage, saves, and checks.
Imbue with Spell Ability: Transfer spells to subject.
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
Remove Fatigue: Removes effects of fatigue as 8 hours of rest.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Restoration: Restores level and ability score drains.
Sending: Delivers short message anywhere, instantly.
Spell Immunity: Target is immune to one spell/four levels.
Status, Greater: As status, but cast some spells through bond.
Sustain: Recipients need no food or drink for 6 hours/level.
Tongues: Speak any language.
5TH-LEVEL APOSTLE OF PEACE SPELLS
Atonement: Removes burden of misdeeds from subject.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Command, Greater: As command, but affects one subject/level.
Commune: Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
Dispel Evil: +4 bonus against attacks by evil creatures.
Energetic Healing: Target is immune to one energy type and gains 10% of the energy damage as healing.
Hallow: Designates location as holy.
Mark of Justice: Designates action that will trigger curse on subject.
Plane Shift: Up to eight subjects travel to another plane.
Raise Dead: Restores life to Target who died up to 1 day/level ago.
Sacred Guardian: You know status of Target and can teleport or scry without error.
Scrying: Spies on Target from a distance.
Spell Resistance: Target gains SR 12 + level.
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
True Seeing: See all things as they really are.
Wall of Stone: Creates a stone wall that can be shaped.
6TH-LEVEL APOSTLE OF PEACE SPELLS
Antilife Shell: 10-ft field hedges out living creatures.
Aspect of the Deity: As lesser aspect, but you get celestial qualities.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
Celestial Blood: Grant energy resistance, +4 on saves against poison, and DR 10/evil.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Forbiddance: Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser geas, but affects any creature.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures and blesses.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Planar Ally: As lesser planar ally, but up to 12 HD.
Symbol of Persuasion: Triggered rune charms nearby creatures.
Wind Walk: You and your allies turn vaporous and travel fast.
Word of Recall: Teleports you back to designated place.
7TH-LEVEL APOSTLE OF PEACE SPELLS
Bastion of Good: Acts as minor globe of invulnerability and double-strength magic circle against evil.
Control Weather: Changes weather in local area.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Ethereal Jaunt: You become ethereal for 1 round/level.
Refuge: Alters item to transport its possessor to you.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repulsion: Creatures can’t approach you.
Restoration, Greater: As restoration, plus restores all levels and ability scores.
Resurrection: Fully restores dead subject.
Scrying, Greater: As scrying, but faster and longer.
Shield of the Archons: Dissipates targeted magical attacks and grants +4 bonus on saving throws vs magical areas and effects.
8TH-LEVEL APOSTLE OF PEACE SPELLS
Antimagic Field: Negates magic within 10 ft.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
Discern Location: Reveals exact location of creature or object.
Holy Aura: +4 AC, +4 resistance, and SR 25 against evil spells.
Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
9TH-LEVEL APOSTLE OF PEACE SPELLS
Aspect of the Deity, Greater: As lesser aspect, but gain wings, enhanced ability scores, and various resistances and immunities.
Astral Projection: Projects you and companions onto the Astral Plane.
End to Strife: Attacks within 80-ft of caster inflict 1d6 points of lethal or non-lethal damage/CL (max. 20d6) on attacker.
Etherealness: Travel to Ethereal Plane with companions.
Gate: Connects two planes for travel or summoning.
Heal, Mass: As heal, but with several subjects.
Miracle: Requests a deity’s intercession.
True Resurrection: As resurrection, plus remains aren’t needed.

ASSASSIN SPELL LIST


1ST-LEVEL ASSASSIN SPELLS
Addiction (3.0): Target becomes addicted to a drug.
Alibi: Target believes he encountered you recently.
Angry Ache (3.0): Target takes -2 penalty on attack rolls.
Black Bag (3.0): Creates extra-dimensional bag of torture tools.
Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage.
Bloodletting: Your light weapon creates bleeding wound that deals an extra 1d6 damage per round.
Catsfeet: Reroll a Balance, Climb, Jump, or Move Silently check with +5 bonus.
Combat Readiness: Target gains +1 per three levels on initiative checks; no bonus from being flanked.
Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical hits.
Dead End: Removes spoor of one creature/level.
Death Grimace (3.0): Caster leaves a magical “calling card” on corpse.
Detect Poison: Detects poison in one creature or object.
Disguise Self: Disguise own appearance.
Disguise Self: Disguise own appearance.
Distract Assailant: One creature is flat-footed for 1 round.
Ebon Eyes: Target can see through magical darkness.
Feather Fall: Objects or creatures fall slowly.
Ghost Sound: Figment sounds.
Healer’s Vision: Gain +5 bonus on Heal checks, and +2 attack and damage on sneak attacks.
Insightful Feint: Gain +10 on your next Bluff check to feint in combat.
Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action.
Instant Search: Make Search check at +2 as free action. jump. jump.
Lightfoot: Your move does not provoke attacks of opportunity for 1 round.
Low-Light Vision: See twice as far under current light.
Mask Aberrant Dragonmark: Reshapes your aberrant dragonmark into the likeness of a true dragonmark.
Mimicry: Perfectly mimic familiar sounds, voices, or accents.
Obscuring Mist: Fog surrounds you.
Reaving Aura: All creatures below 0 HP within 10 feet of you take 1 point of damage.
Rooftop Strider: Move across uneven surfaces with ease.
Secret Weapon: Makes hidden weapon almost impossible to detect.
Shadow Double: Shadowy figure attacks enemies.
Shock and Awe: Flat-footed creatures get -10 on initiative.
Silent Portal: Negates sound from door or window.
Sniper’s Shot: No range limit on next ranged sneak attack.
Snuff the Light: Extinguish one non-magical light source.
Spider Climb: Grants ability to walk on walls and ceilings.
Spring Sheath (3.0): Simulates Quick Draw feat.
Sticky Fingers: You get +10 on Sleight of Hand checks.
Stupor (3.0): One helpless Target is put in a state that allows him to be moved but take no other actions.
Vigilant Slumber: Set specific conditions under which you immediately wake up.
Woodwisp Arrow: Enables a masterwork arrow or bolt to pass through wood.
2ND-LEVEL ASSASSIN SPELLS
Absorb Weapon: Hide a weapon, gain a Bluff check with a +4 bonus on feint attempts when you draw it.
Alter Self: Assume form of a similar creature.
Animate Weapon: Weapon animates and fights for you.
Blade of Pain and Fear: Creates blade of gnashing teeth.
Brilliant Energy Arrow: Masterwork arrow or bolt radiates light and ignores armor.
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Darklight (3.0): Creates 5-ft radius area where all can see without light.
Darkness: 20-ft radius of supernatural darkness.
Divest Essentia: Target’s essentia becomes uninvested.
False Peacebond: As peacebond, but Target can draw weapon freely.
Fell the Greatest Foe: Deal extra damage to creatures larger than you.
Fire Shuriken: Magical shuriken deal 3d6 fire damage.
Fox’s Cunning: Target gains +4 Int for 1 minute/level.
Getaway (3.0): Elude Pursuers by causing them to turn the wrong way.
Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft radius burst.
Illusory Script: Only intended reader can decipher.
Increase Virulence: Poison’s DC increases by 2.
Invisibility, Swift: Invisibility lasts 1 round.
Invisibility: Target invisible 1 minute/level or until it attacks.
Iron Silence: Armor touched has no armor check penalty on Hide and Move Silently for 1 hour/level.
Marked Object: You gain bonus to track a specific being.
Near Horizon: Remove increment-based penalties on ranged attacks.
Pass Without Trace: One subject/level leaves no tracks.
Phantom Foe: Target is always flanked by one creature.
Returning Weapon: Thrown weapon returns to thrower.
Sacrificial Skill (3.0): Caster gains +5 bonus on Knowledge (religion) checks made during sacrifice.
Smoke Stairs: Walk up a column of smoke as if it were solid.
Soul Blight: Deal 1d4 + 1 per three CLs essentia damage to foe.
Spellslayer Arrow: Masterwork arrow or bolt deals extra damage to a creature with ongoing spells cast upon it.
Summon Weapon: Create normal, non-magical light weapon.
Swift Ready: Enchant armor and weapons so that they appear on you instantly when you wish.
Undetectable Alignment: Conceals alignment for 24 hours.
Veil of Shadow: Darkness grants you concealment.
3RD-LEVEL ASSASSIN SPELLS
Amorphous Form: Target becomes pudding-like and can slip through cracks quickly.
Arrowsplit: Transform a masterwork arrow or bolt mid-flight into 2d4 masterwork missiles.
Blunt Natural Weapons: Weakens the natural weapons of the target creature.
Create Fetch: Craft a temporary duplicate of yourself that follows telepathic orders.
Darkflame Arrow: Masterwork arrow or bolt deals normal damage plus 2d6 damage each round for 3 rounds.
Deep Slumber: Puts 10 HD of creatures to sleep.
Deeper Darkness: Object sheds absolute darkness in a 60-ft radius.
Ebon Ray of Doom: Black energy prevents magical healing and special healing abilities from functioning.
Enduring Scrutiny: Become aware when target performs designated action.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Fangs of the Vampire King: Caster gains bite attack with +10 bonus that deals 1d6 damage and 1 Con damage.
Find the Gap: Your attacks ignore armor and natural armor.
Magic Circle against Good: As protection from good, but 10-ft radius and 10 minute/level.
Masochism (3.0): For every 10 hp damage caster takes, he gains +1 on attacks, saves, and checks.
Misdirection: Misleads divinations for one creature or object.
Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide.
Nondetection: Hides Target from divination, scrying.
Pall of Twilight: Veil of shadow impedes sight and sound.
Rend Essentia: Deal Charisma damage or essentia damage to foe; gain essentia.
Rusted Blade: Touched weapon delivers filth fever.
Sadism (3.0): For every 10 hp damage caster deals, he gains +1 on attacks, saves, and checks.
Spectral Weapon: Use quasi-real weapon to make touch attacks.
Spider Poison: Touch deals 1d6 Str damage, repeats in 1 minute.
Toxic Tongue: Generate small amount of poison that you can spit or place on a weapon.
Unbind Chakra: Sever one chakra bind per four CLs; deal 1d6 + 1d6/essentia damage per bind severed.
Vital Strike: Your next attack deals sneak attack damage.
Wraithstrike: Your melee attacks strike as touch attacks for 1 round.
4TH-LEVEL ASSASSIN SPELLS
Assassin’s Darkness: Globe of pure darkness blocks all sight but your own.
Bloodfreeze Arrow: Masterwork arrow or bolt deals extra 2d6 cold damage and paralyzes target.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
Cursed Blade: Wounds dealt by weapon can’t be healed without remove curse.
Deathsight: Make death attack without spending rounds in observation.
Dimension Door: Teleports you short distance.
Ferocity of Sanguine Rage: Gain bonus on melee damage rolls and one use of true strike.
Flesh Armor (3.0): Caster gains DR 10/+1.
Fracturing Weapon: Enchant a weapon so it bestows penalties to AC and DR when it strikes.
Freedom of Movement: Target moves normally despite impediments.
Glibness: Gain +30 on Bluff checks, and your lies can escape magical discernment.
Heart Ripper: Kills living creature with up to your CL in HD.
Hide from Dragons: Dragons can’t perceive one subject/2 levels.
Implacable Pursuer: You know where prey is, as long as it’s moving.
Invisibility, Greater: As invisibility, but Target can attack and stay invisible.
Locate Creature: Indicates direction to familiar creature.
Modify Memory: Changes 5 minutes of subject’s memories.
Mordenkainen’s Trusted Bloodhound: Create a ferocious hound that tracks and attacks foes.
Poison: Touch deals 1d10 points of Con damage, repeats in 1 minute.
Shadow Arrow: Masterwork arrow or bolt deals 1d6 points of Strength damage.
Shadow Form: +4 on Hide, Move Silently, Escape Artist, and concealment.
Shadow Phase: Target becomes partially incorporeal.
Sniper’s Eye: Gain +10 Spot, darkvision, 60-ft range for sneak attacks, and death attacks with ranged weapons.
Soulbleed: Melee weapon drains 1 point of essentia per hit.
Stop Heart (3.0): Target drops to -8 hp immediately.
Unseen Strike: Invisibility effect triggered to activate the instant you successfully attack someone.
Vulnerability: Reduces an opponent’s DR.

BARD SPELL LIST


0-LEVEL BARD SPELLS
Candlelight (3.0): You cause an object to glow like a candle, shedding light in a 5-foot radius.
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Crossroads (3.0): Detects fey crossroads within 60 ft.
Detect Ghost (3.0): Reveals ghosts within 60 ft.
Detect Magic: Detects spells and magic items within 60 ft.
Easy Math (3.0): Solve complex math problems with a perform check.
Fine-Tuning (3.0): +2 Circumstance bonus on perform checks.
Flare: Dazzles one creature (-1 attack).
Ghost Sound: Figment sounds.
Ghostharp: Object records, plays a song at your command.
Know Direction: You discern north.
Light: Object shines like a torch.
Lullaby: Makes Target drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at a distance.
Minor Disguise: Makes slight changes to your appearance.
Open/Close: Opens or closes small or light things.
Percussion (3.0): Fill the area with the sound of percussive instruments.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Target gains +1 on saving throws.
Songbird: Grants +1 bonus on your next Cha check after performance.
Stick: Glues an object weighing 5 pounds or less to another object.
Summon Instrument: Summons one instrument of the caster’s choice.
1ST-LEVEL BARD SPELLS
Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on skill check.
Alarm: Wards an area for 2 hours/level.
Alibi: Target believes he encountered you recently.
Alustriel’s Banner (3.0): Create a glowing banner and the sound of a horn blowing.
Ambient Song (3.0): Transform bardic music into background noise.
Amplify: Lowers Listen DC by 20.
Ancient Knowledge: Gain a +5 insight bonus on a single Knowledge check.
Animate Rope: Makes a rope move at your command.
Appraising Touch: Gain +10 bonus on Appraise checks.
Armor Lock: Target’s armor becomes restrictive, slowing movement to 10 ft.
Barlen’s Crabwalk: Touched creature gains bonus while charging.
Beastland Ferocity: Target fights without penalty while disabled or dying.
Beckon Person: Force a humanoid to approach you against its will.
Bonerattle (3.0): Vibration deals 1d4/level to bone.
Catsfeet: Reroll a Balance, Climb, Jump, or Move Silently check with +5 bonus.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Cheat: Caster rerolls when determining the success of a game of chance.
Combat Readiness: Target gains +1 per three levels on initiative checks; no bonus from being flanked.
Combined Talent: Allows one Target to use the skill ranks of a second Target in place of her own.
Comprehend Languages: Understand all spoken and written languages.
Confusion, Lesser: One creature acts randomly for one round.
Corrupt Weapon: Weapon confirms critical hits against good foes.
Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical hits.
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Dead End: Removes spoor of one creature/level.
Detect Incarnum: Detect soulmelds and essentia within 60 ft.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Weaponry: Reveals weapons within 60 ft.
Discern Bloodline: Know the race of one creature/level.
Disguise Self: Disguise own appearance.
Disquietude: Target avoids physical contact with others.
Distort Speech: Target’s speech becomes unintelligible, hampers spellcasting.
Distract: Subjects take -4 on Concentration, Listen, Search, and Spot.
Distracting Shadows: -5 penalty on Search and Spot checks in a 20-ft radius spread.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round.
Expeditious Retreat: Your speed increases by 30 ft.
Extract Drug (3.0): Creates drug from inanimate object.
Feather Fall: Objects or creatures fall slowly.
Focusing Chant: Gain +1 on attack rolls, skill checks, and ability checks.
Friendly Face: Gain +5 bonus on Diplomacy and Gather Information checks.
Ghost Pipes: Causes an instrument to float above the ground and play itself.
Grease: Makes 10-ft square or one object slippery.
Guided Path: Find nearest establishment of designated type.
Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Harmony: Increased moral bonus when you inspire.
Healthful Rest: Subjects heal at twice the normal rate.
Herald’s Call: Creatures of 5 HD or less within 20 ft. slowed for 1 round.
Hidden Ward: Hide magical effects on an object.
Hypnotism: Fascinates 2d4 HD of creatures.
Identify: Determines properties of magic item.
Immediate Assistance: Allow Target to reroll a skill check.
Improvisation: Gain luck bonus 2 x CL; spend to improve attack rolls and skill/ability checks.
Incite: Target can’t ready actions or delay.
Inhibit: Target delays until next round.
Insidious Rhythm: Target has -4 penalty on Int-based skill and Concentration checks; Concentration checks to cast spells.
Inspirational Boost: The bonuses granted by your inspire courage ability increase by 1.
Instant Diversion: Creates illusory doubles of you.
Instant of Power: Grant ally a brief +4 bonus on attacks, saves, or damage, even when it is not your turn.
Invisibility, Swift: Invisibility lasts 1 round.
Ironguts: Target gains +5 bonus on saving throws against poison.
Ironthunder Horn: Intense vibrations trip those in area.
Ivory Flesh: Flesh turns white, granting +5 circumstance bonus on Hide checks in snow and ice.
Joyful Noise: You negate silence in a 10-ft radius emanation for as long as you concentrate.
Know Protections (3.0): Determine target’s defenses.
Locate City: Find nearest city.
Locate Touchstone: Find nearest planar touchstone on the plane you currently inhabit.
Lucky Streak: Target gains +2 luck bonus on rerolls made with luck feats.
Mage Burr: Double arcane spell failure chance for target’s armor.
Magic Mouth: Speaks once when triggered.
Mask Aberrant Dragonmark: Reshapes your aberrant dragonmark into the likeness of a true dragonmark.
Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level.
Mimicry: Perfectly mimic familiar sounds, voices, or accents.
Nystul’s Magic Aura: Alters object’s magic aura.
Obscure Object: Masks object against scrying.
Phantom Threat: Target thinks it’s flanked.
Pleasant Visage (3.0): Makes gruesome ghost appear normal and unwounded.
Protection from Possession (3.0): Warded creature cannot be possessed or mentally controlled.
Quickswim: Your swim speed increases by 10 ft.
Ray of Hope: Target gains +2 bonus on attacks, saves, and checks.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
Remove Scent: Hides touched creature’s scent.
Resinous Tar: Sticky substance slows movement or renders object difficult to drop.
Scholar’s Touch: Read books in seconds.
Scramble True Position: Teleport your foes 10 feet in a random direction, knocking them over.
Sea Legs: Target creature can maneuver easily while on a ship.
Secret Weapon: Makes hidden weapon almost impossible to detect.
Serene Visage: Gain insight bonus on Bluff checks equal to half your level.
Share Talents: Subjects gain +2 bonus on skill checks.
Shock and Awe: Flat-footed creatures get -10 on initiative.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Snuff the Light: Extinguish one non-magical light source.
Sorrow (3.0): Target takes -3 penalty on attacks, saves, and checks.
Stay the Hand: Change Target creature’s attitude to helpful for 1 round.
Sticky Fingers: You get +10 on Sleight of Hand checks.
Summon Component: Create a non-costly spell component.
Summon Monster I: Calls extraplanar creature to fight for you.
Targeting Ray: You and allies are +1 to hit/3 levels against subject.
Tasha’s Hideous Laughter: Target loses actions for 1 round/level.
Transference: You can transfer xps to other creatures for the purpose of making magic items.
Treacherous Weapon: Target’s manufactured weapon takes a penalty for 1 round.
Undersong: Make Perform checks in place of Concentration checks.
Undetectable Alignment: Conceals alignment for 24 hours.
Unseen Servant: Invisible force obeys your commands.
Ventriloquism: Throws voice for 1 minute/level.
Vigilant Slumber: Set specific conditions under which you immediately wake up.
2ND-LEVEL BARD SPELLS
Addiction (3.0): Target becomes addicted to a drug.
Alarm, Greater: As alarm, and it works on coexistent planes.
Alter Self: Assume form of a similar creature.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Animate Instrument: Your instrument animates and plays by itself.
Augment Truefriend: Target gains +2 to Str, Dex, and Con for 1 minute/level.
Battle Hymn: Allies can reroll one Will save/round.
Beckoning Call: Lures target creature closer to you.
Blade Brothers: Use higher saving throw result between two creatures, but both suffer effects if the saves fail.
Bladeweave: Your melee attack dazes your opponent.
Blindness/Deafness: Makes Target blinded or deafened.
Blur: Attacks miss Target 20% of the time.
Bonefiddle: Spectral fiddle bow deals 3d6 damage/round.
Bothersome Babble: Subject’s speech becomes incoherent; second casting makes speech painful.
Cacophonous Alarm: First creature to trigger alarm affected by sound burst spell.
Calm Emotions: Calms creatures, negating emotion effects.
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Catapult: Magically propel an object from your hand.
Caterwaul: Horrible wail renders creatures nauseated or sickened for 1 round.
Celerity, Lesser: Take a move action immediately, but be dazed for a round.
Circle Dance: Indicates direction to known target.
Cloak Pool: Hide a color pool on the Astral Plane from view.
Clothier’s Closet: Conjure several sets of clothing.
Cloud of Bewilderment: Generates a nauseating 10-ft cube.
Control Darkness and Shadow: Manipulate existing areas of darkness and shadow.
Crescendo (3.0): Create a inspiring martial fanfare.
Crown of Veils: Gain +2 to Disguise and Hide, discharge to gain +8.
Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
Curse of Impending Blades: Target takes -2 penalty to AC.
Dance of Ruin (3.0): Non-demons take 2d20 damage.
Dancing Dragonmark: One dragonmarked creature/level is nauseated.
Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level.
Darkness: 20-ft radius of supernatural darkness.
Daze Monster: Living creature of 6 HD or less loses next action.
Deceptive Facade: Disguise appearance of another creature or object.
Delay Poison: Stops poison from harming Target for 1 hour/level.
Delusions of Grandeur: Target thinks it is better than it is.
Detect Thoughts: Allows listening to surface thoughts.
Dimension Leap: Teleport 10 ft./level.
Discolor Pool: Change the color of a color pool on the Astral Plane.
Disquietude: Target avoids physical contact with others.
Dissonant Chant: Concentration checks more difficult within area of spell.
Distracting Ray: Ray forces spellcaster to make Concentration check.
Doublespeak: Subjects’ speech is masked from listeners.
Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
Eilistraee’s Grace: Grants +2 Dexterity, +10 feet to land speed, melee attacks treated as good; take -20 to Hide checks.
Elation: Allies gain +2 to Strength and Dexterity, +5 ft. of speed.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Entice Gift: Target gives caster what it’s holding.
Ethereal Alarm (3.0): As alarm, but sensing only the Ethereal Plane.
Faerinaal’s Hymn: Up to one creature/level cannot take attacks of opportunity.
False Lie: Target seems to be lying, both to Sense Motive and divinations, even when she is not.
Flexform: Target’s form shifts and deforms, grants +10 on Escape Artist and Tumble.
Fly, Swift: Gain fly speed of 60 ft. for 1 round.
Fool’s Gold: make metal objects appear to be made of gold.
Fortissimo (3.0): Double the volume of one source of sound.
Fox’s Cunning: Target gains +4 Int for 1 minute/level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Glossolalia: Cone-shaped shriek distracts smart foes, makes concentrating difficult.
Halaster’s Light Step: Float a foot off the ground.
Harmonic Chorus: Give another caster +2 to CL and +2 on save DCs as long as you concentrate.
Harmonize: Starting a bardic music effect requires only a move action.
Heartfire: Subjects outlined by fire, take 1d4 damage/round.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Hold Person: Holds one person helpless; 1 round/level.
Horror of the Spoken Name: Frighten creature that hears its own truename.
Hydrate: Heals desiccation damage.
Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.
Ice Darts: Icicle missiles deal 2d4 damage, half of which is cold.
Incorporeal Disharmonics (3.0): Sonic energy harms an incorporeal creature.
Increase Virulence: Poison’s DC increases by 2.
Insidious Insight: Gain insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive against affected creature.
Insight of Good Fortune: Target rolls twice, takes best result.
Insignia of Alarm: Alert bearers of special insignia.
Invisibility: Target invisible 1 minute/level or until it attacks.
Iron Silence: Armor touched has no armor check penalty on Hide and Move Silently for 1 hour/level.
Jig of the Waves: Force creatures to dance a jig which causes penalties and forces random movement.
Know Vulnerabilities: Determines target’s vulnerabilities and resistances.
Lively Step: You and allies gain +10 increase to speed.
Locate Object: Senses direction toward object (specific or type).
Magic Savant: Gain +4 bonus on Use Magic Device; take 10 on check if you have 10 ranks.
Magical Backlash: Target takes 2 points of damage per spell level affecting it.
Mask of the Ideal: Gain +4 bonus on skill checks, checks to influence enchanted or conjured creatures.
Mesmerizing Glare: Your gaze fascinates creatures.
Mindless Rage: Target compelled to attack you physically for 1 round/level.
Minor Image: Creates audio and visual illusion of your design.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Miser’s Envy: Target jealously covets nearby object.
Misrepresent Alignment: Projects a false alignment for an object or creature.
Nightmare Lullaby: Target is confused as long as you concentrate +2 rounds.
Opportune Dodge: Target can avoid a single attack of opportunity.
Painful Echoes: Deal 1d4 sonic damage per round and sicken targets.
Peaceful Serenity of Io: Grant Target +4 bonus on Concentration checks and against compulsions and fear effects.
Persuade to Manifest (3.0): Target dead creature gains bonus on its attempt to manifest.
Portal Alarm: You are alerted when a creature passes through a warded portal.
Portal Well: Creates an extradimensional space in a portal to hide in and observe from.
Proud Arrogance: Targets gain +4 bonus on saves against charm, compulsion, and fear.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rage: Grants +2 to Str and Con, +1 on Will saves, -2 to AC.
Ray of the Python: Creature can only attack once per round, cannot make attacks of opportunity,-10 ft. penalty to speed.
Ray of Retaliation: Ray attack is reflected back at its originator to deal force damage.
Reflective Disguise: Viewers see you as their own species and gender.
Resounding Voice: Your voice carries 100 ft./level.
Reveille: Dead creature speaks a short sentence about what caused its death.
Scare: Frightens creatures of less than 6 HD.
Shatter: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 20-ft radius.
Song of Festering Death (3.0): Target takes 2d6 damage per round while caster concentrates.
Sonic Weapon: Weapon touched deals +1d6 sonic damage with each hit.
Sonic Whip: Whip of magical force keeps animals at bay and can frighten animals as ranged touch attack.
Sonorous Hum: Removes need to concentrate to maintain next spell cast.
Soul of Anarchy: +5 on Escape Artist/Avoiding being grappled, you are treated as being chaotic-aligned.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Speak to Allies: Subjects can converse at distance without moving lips.
Spymaster’s Coin: Hide a scrying sensor in a coin or other Tiny object for later activation.
Sting Ray: Target of ray can take only standard or move action, has -2 AC, and must make Concentration checks to cast spells.
Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack.
Suggestion: Compels Target to follow stated course of action.
Summon Elysian Thrush: Summon an Elysian thrush, which accelerates natural healing.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Summon Weapon: Create normal, non-magical light weapon.
Surefooted Stride: You can move over rubble as easily as you can over open ground.
Swift Ready: Enchant armor and weapons so that they appear on you instantly when you wish.
Tactical Precision: Allies gain additional +2 bonus on attack rolls and +1d6 additional damage against flanked foes.
Tongues: Speak any language.
Torrent of Tears: Target is temporarily blinded and emotionally distraught.
Unseen Crafter: Invisible force obeys your command and can use the Craft skill.
Vertigo: Target creature must succeed on a DC 10 Balance check to move each round.
Vision of Entropy: Confronts target with a vision of the Abyss that causes increasing fear.
War Cry: Gain +4 on attack/damage rolls on charge. Any opponent you damage must save or panic 1 round.
Wave of Grief: Cone imposes -3 penalty on attacks, checks, and saves.
Weapon Shift: Touched weapon changes form.
Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft line.
Whispering Wind: Sends a short message 1 mile/level.
3RD-LEVEL BARD SPELLS
Adoration of the Frightful: Make fearful creatures friendly to you.
Allegro: You and your allies gain +30 ft. speed for 1 minute/level.
Alter Fortune: Cause one creature to reroll any die roll.
Analyze Portal: Find a nearby portal and discover its properties.
Analyze Touchstone: Find a nearby planar touchstone and discover its properties.
Augment Object (3.0): +20 to the break DC of the object and doubles its hardness and HP.
Beckon Monster: Force a creature to approach you against its will.
Blink: You randomly vanish and reappear for 1 round/level.
Blunt Natural Weapons: Weakens the natural weapons of the target creature.
Blunt Weapon (3.0): Reduce the effectiveness of certain weapons by rendering them semi-substantial.
Charm Monster: Makes monster believe it is your ally.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
Compel Breath: Force Target to use breath weapon.
Cone of Euphoria: 20-ft cone dazes targets for 1d6 rounds.
Confusion: Subjects behave oddly for 1 round/level.
Creaking Cacophony: Sound distracts and makes foes vulnerable to sonic damage.
Create Fetch: Craft a temporary duplicate of yourself that follows telepathic orders.
Crisis of Confidence: Target loses commander rating, aura; can’t add Cha to rally checks.
Crown of Courage: +1 on attacks and damage, +4 against fear; discharge to combat fear.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
Curse of Impending Blades, Mass: Enemies take -2 penalty to AC.
Curse of the Putrid Husk (3.0): Target is unconscious for 1d10 minutes.
Daylight: 60-ft radius of bright light.
Deafening Blast: Permanently deafen all targets in 20-ftradius spread.
Deep Slumber: Puts 10 HD of creatures to sleep.
Detect Ship: Detect and identify ships.
Dirge of Discord: All within 20 ft. take -4 on attack rolls and Dexterity, and reduce speed by 50%.
Disobedience: Target is shielded from mind control.
Dispel Magic: Cancels spells and magical effects.
Displacement: Attacks miss Target 50%.
Dissonant Chord: Deal 1d8/2 levels sonic damage in 10-ft burst.
Dolorous Blow: Weapon’s threat range is doubled and threats are automatically confirmed.
Dragonblood Affinity: +2 bonus on all saves, checks, attacks, and damage rolls to one dragon or dragonblood/level.
Emotion (3.0): Arouse a single emotion in the target.
Enduring Scrutiny: Become aware when target performs designated action.
Fear: Subjects within cone flee for 1 round/level.
G’elsewhere Chant: Teleports target to random safe place within 100 ft.
Gaseous Form: Target becomes insubstantial and can fly slowly.
Geas, Lesser: Commands Target of 7 HD or less.
Glibness: Gain +30 on Bluff checks, and your lies can escape magical discernment.
Good Hope: Subjects gain +2 on attacks, damage, saves, and checks.
Halt: Subject’s feet become stuck to ground.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Haunting Tune: 1 target/level becomes shaken.
Hesitate: Force Target to lose actions.
Hymn of Praise: Add +2 CLs to all good divine casters within range.
Illusory Script: Only intended reader can decipher.
Infernal Threnody: Add +2 CLs to all evil divine casters within range.
Insignia of Healing: Bearers of special insignia healed 1d8 damage +1 point/level (max +10)
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.
Know Opponent: Learn strengths and weaknesses of foe.
Leomund’s Tiny Hut: Creates shelter for ten creatures.
Listening Coin: You can eavesdrop through a magic coin.
Love’s Lament: Creatures in 60-ft cone take 1d6 Wisdom damage and are nauseated for 1d4 rounds.
Major Image: As silent image, plus sound, smell, and thermal effects.
Moral Facade: Divination spells give a false alignment reading.
Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide.
Otto’s Imperative Ambulation: Target must move at least 10 feet each round.
Phantasmal Injury: Implant illusion that Target is disabled.
Phantom Battle: Illusion of battle flanks creatures and denies attacks of opportunity.
Phantom Steed: Magic horse appears for 1 hour/level.
Puppeteer: Target mimics your actions.
Ray of Dizziness: Target can take only move or standard actions.
Refreshment: Cures creatures of all non-lethal damage.
Remove Curse: Frees object or person from curse.
Revitalize Legacy, Least: Get extra use of chosen least legacy ability.
Roar of the Waves: Make one target/2 levels deafened and shaken.
Sadism (3.0): For every 10 hp damage caster deals, he gains +1 on attacks, saves, and checks.
Scrying: Spies on Target from a distance.
Sculpt Sound: Creates new sounds or changes existing ones.
Secret Page: Changes one page to hide its real content.
See Invisibility: Reveals invisible creatures or objects.
Sepia Snake Sigil: Creates text symbol that immobilizes reader.
Shadow Cache: You open a small portal to the Plane of Shadow through which you can put an item for later retrieval.
Siren’s Call: Compel one creature/2 levels to submerse itself.
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Song of the Calling (3.0): Ghost departs immediately for the True Afterlife.
Sonic Shield: +4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee.
Speak with Animals: You can communicate with natural animals.
Speechlink: You and the target can verbally communicate at any distance.
Stiffen: Touch imposes penalties to Dex and speed and reduces maneuverability.
Stunning Screech (3.0): All within 30 ft. are stunned for 1 round.
Summon Living Dragonmark: Summons a living dragonmark for 1 round/level.
Summon Monster III: Calls extraplanar creature to fight for you.
Suppress Breath Weapon: Target can’t use breath weapon.
Tormenting Thirst: Target is overwhelmed by thirst.
Treasure Scent: You detect valuable metals and gems.
Unluck: Target remakes all rolls, uses worse result for 1 round/level.
Verraketh’s Shadow Crown (3.0): +4 competence bonus on Perform checks, and bardic music uses Shadow Weave.
Vision of the Omniscient Eye: +10 bonus on Spot checks; Immunity to being dazzled or blinded; one use of faerie fire.
War Cry: Gain +4 on attack/damage rolls on charge. Any opponent you damage must save or panic 1 round.
Warcry: Creatures within 30-ft cone cower for 1d4 rounds.
Weapon of Impact: As keen edge, but aids bludgeoning weapons.
Winding Alleys: Trap foe in phantasmal maze.
Wounding Whispers: Sonic aura damages foes that strike you.
4TH-LEVEL BARD SPELLS
Baleful Blink: Target has 50% chance of failure on attacks and spells.
Battlecry: Gain bonus on attack, save; bardic music effects extended.
Blinding Beauty: You become as beautiful as a nymph, and can blind humanoids who look at you.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cacophonic Shield: Blocks sounds 10-ft radius; deals 1d6 sonic +1/level; deafens creatures passing through.
Celebration: Intoxicate subjects.
Celerity: Take a standard action immediately, but be dazed for a round.
Charm Person, Mass: As charm person, but all within 30 ft.
Choir (3.0): This spell creates spectral accompanists.
Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
Detect Scrying: Alerts you to magical eavesdropping.
Dimension Door: Teleports you short distance.
Diminish Breath Weapon: Reduces breath weapon damage by 1 die/level.
Dispel Possession (3.0): Forces possessing creature out of its host body.
Dispel Water: Cancels water spells and effects or dismisses water creatures.
Dolorous Motes: Creates clouds of flickering light (1 10-ft cube/level) that dazes creatures.
Dominate Person: Control humanoid telepathically.
Drums of War: Enemies take -2 penalty on attacks and saves.
Ethereal Mount: You conjure swift mounts on the Ethereal Plane.
Flowsight: You can scry creatures in contact with a body of water.
Follow the Leader (3.0): You compel others to follow you.
Freedom of Movement: Target moves normally despite impediments.
Fugue: Your Perform check creates variety of effects.
Halaster’s Image Swap: You change places with a projected image.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Harmonize, Greater: concentrating on a bardic music effect that requires concentration only requires a move action.
Healing Spirit: Ball of light heals 1d8/round.
Hold Monster: As hold person, but any creature.
Inner Beauty: Target’s physical appearance changes to match its personality..
Insidious Suggestion: Suggestion repeats over and over in creature’s mind.
Inspired Aim: Allies within 40 ft. gain +2 insight bonus on ranged attack rolls.
Interminable Echo: Illusory sound applies -10 penalty on Listen checks, deals 2d6 damage each round.
Invisibility, Greater: As invisibility, but Target can attack and stay invisible.
Lay of the Land: You gain an overview of the geography around you.
Legend Lore: Learn tales about a person, place, or thing.
Leomund’s Spacious Carriage: Summons carriage and horses to pull it.
Leomund’s Secure Shelter: Creates sturdy cottage.
Lingering Chorus: Magic voices maintain your bardic music.
Locate Creature: Indicates direction to familiar creature.
Melf’s Slumber Arrows: Your arrows cause the target to fall asleep for 1 hour.
Mirror Image, Greater: As mirror image, but gain an additional image each round.
Modify Memory: Changes 5 minutes of subject’s memories.
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Pacification: Breath pacifies 1 creature (as calm emotion spell)
Phantasmal Wasting: Touch causes foe to believe he has aged and become weaker.
Portal Alarm, Improved: Warded portal alerts you or a creature designated by you to creatures passing through it.
Portal View: Turns target portal transparent.
Protégé: Target can use bardic music and bardic knowledge as bard of half your level.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Ray Deflection: Ray attacks are reflected away.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Resistance, Greater: Target gains +3 on saving throws.
Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4).
Resounding Thunder: Lasting sound deals 4d6 sonic damage per round, deafens creatures within area.
Ruin Delver’s Fortune: Cast on another creature’s turn and choose one of several benefits.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Sirine’s Grace: You gain bonuses to Charisma and Dexterity, AC, and Perform checks, and can breathe water.
Speak with Plants: You can talk to normal plants and plant creatures.
Spectral Weapon: Use quasi-real weapon to make touch attacks.
Spell Theft: Dispel spells on target and gain their benefit for yourself.
Spurn the Supernatural: Suppresses one or more of a foe’s supernatural abilities.
Stone Shatter: Shatter a stone object or creature.
Summon Monster IV: Calls extraplanar creature to fight for you.
Taunt Dragon: Dragon must attack you or take a penalty on attack rolls, skill checks, and saving throws.
Thunder Field: Creatures in area take 1d8 sonic damage/round, knocked prone.
Undeniable Gravity: Like earthbind, but against multiple targets.
Valiant Spirit: Target can activate bonus on attack, damage, Fort saves, and Str-based checks for 1 minute.
Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.
Wall of Dispel Magic: Creatures passing through a transparent wall become subjects of targeted dispel magic.
Watchful Ancestors: Spiritual manifestations prevent you from being flanked and grant insight bonus on one Reflex save.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.
5TH-LEVEL BARD SPELLS
Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.
Body Harmonic: Piercing tone deals 1d10 damage to one ability/round.
Bolts of Bedevilment: One ray/round, dazes 1d3 rounds.
Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.
Cacophonic Burst: Noise deals 1d6/level sonic damage to all within area.
Channeled Sound Burst: Deal sonic damage in cone; area and damage increase based on casting time.
Cloak of Hate: Target provokes hostile reactions, takes -10 penalty on Diplomacy checks.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
Dimension Jumper: Teleport yourself up to 30 feet once per round.
Discordant Malediction: Target takes sonic damage each time she casts a spell with a verbal component.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dragonmark Demesne: Creates hemispherical shelter for you an 25 creatures.
Dragonsight: Gain low-light vision, darkvision, and blindsense.
Dream: Sends message to anyone sleeping.
Endless Slumber: Target falls asleep and is not easily roused.
Evacuation Rune: Create invisible rune that you can teleport to as swift action.
False Vision: Fools scrying with an illusion.
Fever Dream: Illusory vision fatigues or exhausts target, makes spellcasting difficult.
Friend to Foe: Make Target creature believe its allies are its enemies.
Glimpse of Eternity: Target takes 1d6 non-lethal damage/level and is confused.
Harmonic Void: Nearby casters must succeed on Concentration check to use verbal-component spells.
Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
Hide from Dragons: Dragons can’t perceive one subject/2 levels.
Incite Riot: Subjects attack nearest creature.
Leomund’s Billet: Creates sturdy barracks.
Leomund’s Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural surroundings.
Magic Convalescence: Spells cast nearby heal you 1 hp/spell level.
Mind Fog: Subjects in fog get -10 to Wisdom and Will checks.
Mirage Arcana: As hallucinatory terrain, plus structures.
Mislead: Turns you invisible and creates illusory double.
Morality Undone: Target becomes evil.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Otto’s Resistible Dance (3.0): You play a tune that those who hear it must make a will save or dance.
Persistent Image: As major image, but no concentration required.
Reflective Disguise, Mass: Viewers see subjects as their own species and gender.
Remorseless Charm: Suppress the target’s alignment, removing all alignment-related inhibitions.
Renewed Vigor: Remove fatigue and +2 bonus to Constitution for 1 round/level.
Revenance: Restores dead creature to life for 1 minute/level.
Revitalize Legacy, Lesser: Get extra use of chosen lesser legacy ability.
Scry Location: Spy on a distant location.
Seeming: Changes appearance of one person per two levels.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Shadow Walk: Step into shadow to travel rapidly.
Song of Discord: Forces targets to attack each other.
Soul Shackles (3.0): Imprison soul of dead creature in talisman from which caster can question it.
Spell Haven: Stores one spell in your dragonmark.
Suggestion, Mass: As suggestion, plus one subject/level.
Summon Monster V: Calls extraplanar creature to fight for you.
Surefooted Stride, Mass: As surefooted stride but multiple subjects.
Telepathy Block: Blocks all telepathic communication within 80-ft radius.
Unfettered Heroism: Spend more than one action point per round plus gain one free action point per round.
Wail of Doom: Deal 1d4 damage/level in 30-ft cone, plus targets panicked or shaken.
Wall of Greater Dispel Magic: Creatures passing through a transparent wall become subjects of targeted greater dispel magic.
6TH-LEVEL BARD SPELLS
Analyze Dweomer: Reveals magical aspects of subject.
Animate Objects: Objects attack your foes.
Bestow Curse, Greater: As bestow curse, but more severe penalties.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Charm Monster, Mass: As charm monster, but all within 30 ft.
City Stride: Teleport between two cities.
Contingent Spell Lock (3.0): You store prepared spells or slots to use immediately if you become a ghost.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Dirge: Enemies take 2 points of Str and Dex damage/round.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Empyreal Ecstasy: Targets immune to pain/mind effects, half damage from melee/ranged attacks; -4 to skill checks.
Expunge the Supernatural: Permanently eliminates a foe’s supernatural ability.
Eyebite: Target becomes panicked, sickened, and comatose.
Familial Geas: Commands Target to undertake a task, which passes to his nearest kin if he dies.
Fanfare (3.0): Create a trumpet blast so loud that it can shake the foundations of buildings or stop an army in its tracks.
Find the Path: Shows most direct way to location.
Fox’s Cunning, Mass: As fox’s cunning, but affects one subject/level.
Geas/Quest: As lesser geas, but affects any creature.
Glimpse of the Prophecy: +1 insight to AC/saves; gain insight bonus 1/2 CL on one save, or prophetic favor.
Heaven’s Trumpet: Blast of music paralyzes foes.
Heroes’ Feast: Food for one creature/level cures and blesses.
Hindsight: You see into the past.
Irresistible Dance: Forces Target to dance.
Mephit Mob: Summons 2d6 mephits of a kind you designate.
Nixie’s Grace: Gain swim speed, water breathing, lowlight vision, DR 5/cold iron, and Dexterity/Wisdom bonuses.
Permanent Image: Includes sight, sound, and smell.
Programmed Image: As major image, plus triggered by event.
Project Image: Illusory double can talk and cast spells.
Rapture of the Deep: Target becomes comatose.
Ray of Light: Ray blinds subject.
Resistance, Superior: Target gains +6 on saving throws.
Resonating Agony: Target nauseated or sickened for 1 round/level.
Revenance: Restores dead creature to life for 1 minute/level.
Scrying, Greater: As scrying, but faster and longer.
Shout, Greater: Devastating yell deals 10d6 sonic damage, stuns creatures, damages objects.
Snowsong: Musical snowfall aids allies in within 30 ft. and hinders enemy spellcasters.
Soul Link: Grants target a boon, allows monitoring, and establishes a telepathic link that enhances enchantments.
Summon Monster VI: Calls extraplanar creature to fight for you.
Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
Symphonic Nightmare: Haunting music disrupts target’s sleep for 1 day/level.
Truename Dispel: Cancels spells and magical effects on a creature whose personal truename you know.
Veil: Changes appearance of group of creatures.
Wave of Pain (3.0): Stuns all within cone for 1 round/2 levels.

BEGUILER SPELL LIST


0-LEVEL BEGUILER SPELLS
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment sounds.
Message: Whispered conversation at a distance.
Open/Close: Opens or closes small or light things.
Read Magic: Read scrolls and spellbooks.
1ST-LEVEL BEGUILER SPELLS
Charm Person: Makes one person your friend.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Comprehend Languages: Understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Disguise own appearance.
Expeditious Retreat: Your speed increases by 30 ft.
Hypnotism: Fascinates 2d4 HD of creatures.
Mage Armor: Gives Target +4 armor bonus.
Obscuring Mist: Fog surrounds you.
Rouse: Awakens creatures in area.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Undetectable Alignment: Conceals alignment for 24 hours.
Whelm: Deal 1d6 non-lethal damage +1d6/2 levels above 1st (max 5d6).
2ND-LEVEL BEGUILER SPELLS
Blinding Color Surge: Blind Target for 1 round, gain invisibility.
Blur: Attacks miss Target 20% of the time.
Daze Monster: Living creature of 6 HD or less loses next action.
Detect Thoughts: Allows listening to surface thoughts.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.
Invisibility: Target invisible 1 minute/level or until it attacks.
Knock: Open locked or magically sealed door.
Minor Image: Creates audio and visual illusion of your design.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
See Invisibility: Reveals invisible creatures or objects.
Silence: Negates sound in 20-ft radius.
Spider Climb: Grants ability to walk on walls and ceilings.
Stay the Hand: Change Target creature’s attitude to helpful for 1 round.
Touch of Idiocy: Target takes 1d6 points of Int, Wis, and Cha damage.
Vertigo: Target creature must succeed on a DC 10 Balance check to move each round.
Whelming Blast: 15-foot cone deals 1d6 non-lethal damage/2 levels (max 5d6).
3RD-LEVEL BEGUILER SPELLS
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
Crown of Veils: Gain +2 to Disguise and Hide, discharge to gain +8.
Deep Slumber: Puts 10 HD of creatures to sleep.
Dispel Magic: Cancels spells and magical effects.
Displacement: Attacks miss Target 50%.
Glibness: Gain +30 on Bluff checks, and your lies can escape magical discernment.
Halt: Subject’s feet become stuck to ground.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Hesitate: Force Target to lose actions.
Hold Person: Holds one person helpless; 1 round/level.
Inevitable Defeat: Target takes 3d6 non-lethal damage/round.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Legion of Sentinels: Ghostly swordsmen threaten a 10-ft radius, deal 1d8 damage +1/3 levels (max +5).
Major Image: As silent image, plus sound, smell, and thermal effects.
Nondetection: Hides Target from divination, scrying.
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Suggestion: Compels Target to follow stated course of action.
Vertigo Field: Creatures have 20% miss chance and possibly become nauseated.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.
4TH-LEVEL BEGUILER SPELLS
Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Freedom of Movement: Target moves normally despite impediments.
Invisibility, Greater: As invisibility, but Target can attack and stay invisible.
Locate Creature: Indicates direction to familiar creature.
Mirror Image, Greater: As mirror image, but gain an additional image each round.
Phantom Battle: Illusion of battle flanks creatures and denies attacks of opportunity.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Solid Fog: Blocks vision and slows movement.
Whelm, Mass: 1d6 non-lethal damage/level (max 10d6) to 1 creature/level.
5TH-LEVEL BEGUILER SPELLS
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dominate Person: Control humanoid telepathically.
Etherealness, Swift: Target momentarily becomes ethereal.
Feeblemind: Subject’s Int and Cha drop to 1.
Friend to Foe: Make Target creature believe its allies are its enemies.
Hold Monster: As hold person, but any creature.
Incite Riot: Subjects attack nearest creature.
Mind Fog: Subjects in fog get -10 to Wisdom and Will checks.
Rary’s Telepathic Bond: Link lets allies communicate.
Seeming: Changes appearance of one person per two levels.
Sending: Delivers short message anywhere, instantly.
6TH-LEVEL BEGUILER SPELLS
Dispel Magic, Greater: As dispel magic, but +20 on check.
Suggestion, Mass: As suggestion, plus one subject/level.
Mislead: Turns you invisible and creates illusory double.
Overwhelm: Non-lethal damage knocks out subject.
Repulsion: Creatures can’t approach you.
Shadow Walk: Step into shadow to travel rapidly.
True Seeing: See all things as they really are.
Veil: Changes appearance of group of creatures.
7TH-LEVEL BEGUILER SPELLS
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Ethereal Jaunt: You become ethereal for 1 round/level.
Hold Person, Mass: As hold person, but all within 30 ft.
Invisibility, Mass: As invisibility, but affects all in range.
Phase Door: Creates an invisible passage through wood or stone.
Power Word Blind: Blinds creature with 200 or fewer hp.
Project Image: Illusory double can talk and cast spells.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
8TH-LEVEL BEGUILER SPELLS
Demand: Delivers short message and suggestion anywhere, instantly.
Discern Location: Reveals exact location of creature or object.
Mind Blank: Target is immune to mental/emotional magic and scrying.
Moment of Prescience: You gain insight bonus on a single attack roll, check, or save.
Power Word Stun: Stuns creatures with 150 or fewer hp.
Scintillating Pattern: Creates twisting colors that confuse, stun, or render subjects unconscious.
Screen: Illusion hides area from vision, scrying.
9TH-LEVEL BEGUILER SPELLS
Dominate Monster: As dominate person, but any creature.
Etherealness: Travel to Ethereal Plane with companions.
Foresight: Sixth sense warns of impending danger.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Power Word Kill: Kills creature with 100 hp or less.
Time Stop: You act freely for 1d4+1 rounds.

BELOVED OF VALARIAN SPELL LIST


1ST-LEVEL BELOVED OF VALARIAN SPELLS
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Delay Poison: Stops poison from harming Target for 1 hour/level.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Entangle: Plants entangle everyone in 40-ft radius.
Eyes of the Avoral: Target gets +8 on Spot checks.
Longstrider: Your speed increases by 10 ft.
Pass Without Trace: One subject/level leaves no tracks.
Speak with Animals: You can communicate with natural animals.
Summon Nature’s Ally I: Calls creature to fight.
2ND-LEVEL BELOVED OF VALARIAN SPELLS
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
Ease Pain: Remove lingering effects of pain.
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Target gains +4 to Wis for 1 minute/level.
Remove Addiction: Cures target of drug addictions.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shield Other: You take half of subject’s damage.
Summon Nature’s Ally II: Calls creature to fight.
Zone of Truth: Subjects within range cannot lie.
3RD-LEVEL BELOVED OF VALARIAN SPELLS
Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
Darkvision: See 60 ft. in total darkness.
Discern Lies: Reveals deliberate falsehoods.
Heart’s Ease: Removes fear, despair, confusion, insanity and other mind effects; restores 2d4 Wisdom damage.
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Remove Disease: Cures all diseases affecting subject.
Summon Nature’s Ally III: Calls creature to fight.
Water Walk: Target treads on water as if solid.
4TH-LEVEL BELOVED OF VALARIAN SPELLS
Blinding Beauty: You become as beautiful as a nymph, and can blind humanoids who look at you.
Commune with Nature: Learn about terrain for 1 mile/level.
Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
Dispel Evil: +4 bonus against attacks by evil creatures.
Freedom of Movement: Target moves normally despite impediments.
Nondetection: Hides Target from divination, scrying.
Restoration: Restores level and ability score drains.
Spear of Valarian: Turns non-magical weapon into a +1 silvered spear (+3, +2d6 damage vs magical beasts).
Summon Nature’s Ally IV: Calls creature to fight.

BLACKGUARD SPELL LIST


1ST-LEVEL BLACKGUARD SPELLS
Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage.
Blessed Aim: +2 bonus for allies’ ranged attacks.
Boneblast (3.0): 1d3 Con damage to subject.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Corrupt Weapon: Weapon confirms critical hits against good foes.
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Death Grimace (3.0): Caster leaves a magical “calling card” on corpse.
Demonflesh: Caster gains +1 natural armor/5 CLs.
Detect Incarnum: Detect soulmelds and essentia within 60 ft.
Devastating Smite: Double the extra damage dealt by your next smite attack.
Distort Weapon (3.0): True strike against good foes.
Divine Sacrifice: You sacrifice HP to deal extra damage.
Doom: One Target takes -2 on attacks, damage, saves, and checks.
Faith Healing: Cures 8 hp +1/level (max +5) to worshiper of your deity.
Golden Barding: Your mount gets force armor.
Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
Investiture of the Spined Devil: Target can launch up to 3 spikes at once.
Knight Unburdened: Remove the speed penalties for medium and heavy armor.
Know Greatest Enemy: Determines relative power level of creatures within the area.
Magic Weapon: Weapon gains +1 bonus.
Mark of the Outcast: Target takes -5 penalty on Bluff and Diplomacy checks and -2 penalty to AC.
Protection from Incarnum: Ward a target from attacks by soulmelds and incarnum creatures.
Resurgence: You grant Target a second chance at a saving throw.
Secret Weapon: Makes hidden weapon almost impossible to detect.
Strategic Charge: Gain the benefits of the Mobility feat.
Summon Monster I: Calls extraplanar creature to fight for you.
Summon Undead I: Summons undead to fight for you.
Traveler’s Mount: Creature moves faster but can’t attack.
2ND-LEVEL BLACKGUARD SPELLS
Blade of Pain and Fear: Creates blade of gnashing teeth.
Boneblade (3.0): Turns a bone into a magic weapon.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Clarity of Mind: +4 bonus on saves against mind affecting spells and abilities, allows reroll of concealment miss chance.
Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
Curse of Ill Fortune: Target suffers -3 penalty on attacks, checks, and saves.
Darkness: 20-ft radius of supernatural darkness.
Death Knell: Kill dying creature; Gain 1d8 temp hp, +2 Str, +1 CL.
Demoncall: Grants +10 profane bonus on one Knowledge (arcana), Knowledge (the planes), or Knowledge (religion) check.
Demonhide: Evil creature gains DR 10/cold iron or good.
Devil’s Eye: See through magical darkness up to 30 ft.
Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don’t worship your deity.
Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
Execration: Target takes a -2 penalty on saves and must take the lower of two rolls on one attack.
False Peacebond: As peacebond, but Target can draw weapon freely.
Hand of Divinity: Gives +2 sacred or profane bonus to worshiper of your deity.
Increase Virulence: Poison’s DC increases by 2.
Inflict Moderate Wounds: Touch attack, 2d8 +1/level damage (max +10).
Investiture of the Bearded Devil: Target deals extra melee damage each round that it hits a foe.
Investiture of the Chain Devil: Target gains +5-ft reach and extra attack of opportunity.
Master Cavalier: Gain a +10 bonus on Ride checks, or +20 with special mount; use with other spells grants mount fly speed.
Shatter: Sonic vibration damages objects or crystalline creatures.
Soul of Shadow: Inflict spells cast by or on you have greater effect.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Undead II: Summons undead to fight for you.
Turn Anathema: Use your turn/rebuke ability to turn creatures with the opposing alignment subtype.
Veil of Shadow: Darkness grants you concealment.
Vestigewrack: Damage incorporeal creatures.
Wave of Grief: Cone imposes -3 penalty on attacks, checks, and saves.
Zeal: You gain +4 AC against attacks of opportunity, move through enemies.
3RD-LEVEL BLACKGUARD SPELLS
Abyssal Might (3.0): Caster gains +2 to Str, Con, Dex, and SR.
Bedevil: Summon a mischievous spirit to torment your enemy.
Contagion: Infects Target with chosen disease.
Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
Deeper Darkness: Object sheds absolute darkness in a 60-ft radius.
Deific Bastion: Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity.
Demon Wings: Caster flies at his land speed.
Fangs of the Vampire King: Caster gains bite attack with +10 bonus that deals 1d6 damage and 1 Con damage.
Hell’s Power (3.0): Caster gains +2 AC and +1 to existing DR.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Investiture of the Amnizu: Target can deal 1d4 Int damage with a touch.
Investiture of the Erinyes: Target can force foes to move closer and take no action.
Investiture of the Harvester Devil: Target can deal lingering wounds with melee attacks.
Investiture of the Steel Devil: Target gains profane bonus on attacks and to AC.
Mantle of Evil: You gain SR 12 + CL against spells with the good descriptor.
Masochism (3.0): For every 10 hp damage caster takes, he gains +1 on attacks, saves, and checks.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Resurgence, Mass: As resurgence, but multiple targets.
Sadism (3.0): For every 10 hp damage caster deals, he gains +1 on attacks, saves, and checks.
Spiritual Chariot: Creates ghostly chariot behind your mount.
Summon Monster III: Calls extraplanar creature to fight for you.
Summon Undead III: Summons undead to fight for you.
Unholy Storm: Evil-aligned rain falls in 20-ft radius.
War-Mount: Mount gains +2 bonus on attack/damage rolls with natural weapons; other spells grants fly speed.
Weapon of the Deity: Your weapon gains enhancement bonus and special ability.
4TH-LEVEL BLACKGUARD SPELLS
Aligned Aura: Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment.
Bleed: Target takes Con damage from piercing or slashing, -4 penalty on certain Fort saves.
Chromatic Ray: Suppresses powers of one good dragon or dragonblood creature.
Claws of the Savage (3.0): Target gains claws that deal damage based on size.
Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
Fracturing Weapon: Enchant a weapon so it bestows penalties to AC and DR when it strikes.
Freedom of Movement: Target moves normally despite impediments.
Implacable Pursuer: You know where prey is, as long as it’s moving.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Investiture of the Barbed Devil: Target can deal extra damage when grappling.
Investiture of the Malebranche: Target gains powerful charge ability.
Investiture of the Narzugon: Target gains a paralyzing gaze attack.
Investiture of the Orthon: Target disrupts extra-dimensional movement within 20 feet; deals sonic damage to attackers.
Manifest Death: Draw negative energy from an undead, causing damage and granting you further options.
Phantom Charge: Mount teleports forward 5 ft. /two CLs; use with other spells grants mount fly speed.
Poison: Touch deals 1d10 points of Con damage, repeats in 1 minute.
Revenance: Restores dead creature to life for 1 minute/level.
Shadow of the Dark Queen: Imbues object with deeper darkness spell; evil dragon and dragonblood creatures unaffected.
Soulbleed: Melee weapon drains 1 point of essentia per hit.
Summon Monster IV: Calls extraplanar creature to fight for you.
Summon Undead IV: Summons undead to fight for you.
Vile Lance (3.0): Creates +2 shortspear that deals vile damage.
Visage of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types.
Winged Mount: Your mount grows wings and flies at speed of 60 ft.

BLADESINGER SPELL LIST


1ST-LEVEL BLADESINGER SPELLS
Expeditious Retreat: Your speed increases by 30 ft.
Mage Armor: Gives Target +4 armor bonus.
Magic Weapon: Weapon gains +1 bonus.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
True Strike: +20 on your next attack roll.
2ND-LEVEL BLADESINGER SPELLS
Blur: Attacks miss Target 20% of the time.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Protection from Arrows: Target immune to most ranged attacks.
3RD-LEVEL BLADESINGER SPELLS
Displacement: Attacks miss Target 50%.
Magic Weapon, Greater: +1/four levels (max +5).
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weapon’s threat range.
4TH-LEVEL BLADESINGER SPELLS
Dimension Door: Teleports you short distance.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Invisibility, Greater: As invisibility, but Target can attack and stay invisible.
Stoneskin: Ignore 10 points of damage per attack.

BLIGHTER SPELL LIST


0-LEVEL BLIGHTER SPELLS
Darkseed (3.0): Slow-kills plants.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (-1 attack).
Ghost Sound: Figment sounds.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Read Magic: Read scrolls and spellbooks.
Touch of Fatigue: Touch attack fatigues target.
1ST-LEVEL BLIGHTER SPELLS
Bane: Enemies suffer -1 attack, -1 on saves against fear.
Burning Hands: 1d4 fire damage/level (max 5d4), 15-foot cone.
Curse Water: Makes unholy water.
Decomposition: Wounds deal 3 extra points of damage each round.
Detect Undead: Reveals undead within 60 ft.
Doom: One Target takes -2 on attacks, damage, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
Invisibility to Animals (3.0): You are invisible to animals.
Ray of Enfeeblement: Ray deals 1d6+1/2 levels Str penalty.
2ND-LEVEL BLIGHTER SPELLS
Chill Metal: Cold metal damages those who touch it.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Darkness: 20-ft radius of supernatural darkness.
Death Knell: Kill dying creature; Gain 1d8 temp hp, +2 Str, +1 CL.
Fire Trap: Opened object deals 1d4 +1/level fire damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Heat Metal: Make metal so hot it damages those who touch it.
Inflict Moderate Wounds: Touch attack, 2d8 +1/level damage (max +10).
Produce Flame: 1d6 damage +1/level, touch or thrown.
Resist Energy: Ignores 10 hp/round from one energy type.
Warp Wood: Bends wood (shaft, handle, door, plank).
3RD-LEVEL BLIGHTER SPELLS
Contagion: Infects Target with chosen disease.
Deeper Darkness: Object sheds absolute darkness in a 60-ft radius.
Desecrate: Fills area with negative energy, making undead stronger.
Diminish Plants: Reduces size or blights growth of normal plants.
Dispel Magic: Cancels spells and magical effects.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Poison: Touch deals 1d10 points of Con damage, repeats in 1 minute.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Stinking Cloud: Nauseating vapors, 1 round/level.
Vampiric Touch: Touch deals 1d6/two CLs; caster gains damage as hp.
4TH-LEVEL BLIGHTER SPELLS
Animate Dead: Creates undead skeletons and zombies.
Antiplant Shell: Keeps animated plants at bay.
Blight: Withers one plant or deals 1d6/level damage to plant creatures.
Death Ward: Grants immunity to death spells and negative energy effects.
Flame Strike: Smites foes with divine fire (1d6/level).
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Kiss of Death (3.0): Creates reusable poison, delivered by touch attack.
Languor: Ray slows target and diminishes its Strength.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Rusting Grasp: Your touch corrodes iron and alloys.
Transmute Mud to Rock: Transforms two 10-ft cubes/level.
Transmute Rock to Mud: Transforms two 10-ft cubes/level.
Unhallow: Designates location as unholy.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
5TH-LEVEL BLIGHTER SPELLS
Antilife Shell: 10-ft field hedges out living creatures.
Contagious Touch: You infect one creature/round with chosen disease.
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Forbiddance: Blocks planar travel, damages creatures of different alignment.
Protection from All Elements (3.0): Reduces the effects of all elemental spells.
Repel Wood: Pushes away wooden objects.
Waves of Fatigue: Several targets become fatigued.
6TH-LEVEL BLIGHTER SPELLS
Acid Fog: Fog deals acid damage.
Circle of Death: Kills 1d4 HD/level.
Epidemic (3.0): Infects Target with chosen disease, and Target can infect others.
Finger of Death: Kills one Target or deals 3d6 damage +1/level (max +25).
Dispel Magic, Greater: As dispel magic, but +20 on check.
Harm: Deals 10 points/level damage to target.
Invulnerability to Elements (3.0): Grants immunity to energy damage.
7TH-LEVEL BLIGHTER SPELLS
Control Undead: Undead don’t attack you while under your command.
Control Weather: Changes weather in local area.
Earthquake: Intense tremor shakes 80-ft radius.
Miasma: Gas cloud suffocates target.
Repel Metal or Stone: Pushes away metal and stone.
Repulsion: Creatures can’t approach you.
8TH-LEVEL BLIGHTER SPELLS
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Mind Blank: Target is immune to mental/emotional magic and scrying.
Shambler: Summons 1d4+2 shambling mounds to fight for you.
Waves of Exhaustion: Several targets become exhausted.
9TH-LEVEL BLIGHTER SPELLS
Antipathy: Object or location affected by spell repels certain creatures.
Foresight: Sixth sense warns of impending danger.
Implosion: Kills one creature/round.
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Storm of Vengeance: Storm rains acid, lightning, and hail.

BONE COLLECTOR (3.0) SPELL LIST


1ST-LEVEL BONE COLLECTOR SPELLS
Bonerattle (3.0): Vibration deals 1d4/level to bone.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Detect Undead: Reveals undead within 60 ft.
Disrupt Undead: Deals 1d6 damage to one undead.
Hide from Undead: Undead can’t perceive one subject/level.
Magic Stone: Three stones become +1 projectiles, 1d6+1 damage.
Protection from Possession (3.0): Warded creature cannot be possessed or mentally controlled.
2ND-LEVEL BONE COLLECTOR SPELLS
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Consecrate: Fills area with positive energy, making undead weaker and deathless stronger.
Ghost Touch Armor: Armor gains the ghost touch property.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shroud of Undeath: Negative energy shroud makes undead perceive you as undead.
3RD-LEVEL BONE COLLECTOR SPELLS
Death Ward: Grants immunity to death spells and negative energy effects.
Forced Manifestation (3.0): Incorporeal creature manifests fully.
Searing Light: Ray deals 1d8/two levels, more against undead.
Vampiric Touch: Touch deals 1d6/two CLs; caster gains damage as hp.
BONE KNIGHT SPELL LIST
1ST-LEVEL BONE KNIGHT SPELLS
Bane: Enemies suffer -1 attack, -1 on saves against fear.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Doom: One Target takes -2 on attacks, damage, saves, and checks.
2ND-LEVEL BONE KNIGHT SPELLS
Death Knell: Kill dying creature; Gain 1d8 temp hp, +2 Str, +1 CL.
Desecrate: Fills area with negative energy, making undead stronger.
Gentle Repose: Preserves one corpse.
3RD-LEVEL BONE KNIGHT SPELLS
Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.

CELEBRANT OF SHARESS SPELL LIST


1ST-LEVEL CELEBRANT OF SHARESS SPELLS
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Confusion, Lesser: One creature acts randomly for one round.
Daze: Humanoid creature of 4 HD or less loses next action.
Disguise Self: Disguise own appearance.
Hypnotism: Fascinates 2d4 HD of creatures.
Lullaby: Makes Target drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep.
Ray of Hope: Target gains +2 bonus on attacks, saves, and checks.
Read Magic: Read scrolls and spellbooks.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
Sleep: Puts 4 HD of creatures into magical slumber.
Tasha’s Hideous Laughter: Target loses actions for 1 round/level.
2ND-LEVEL CELEBRANT OF SHARESS SPELLS
Alter Self: Assume form of a similar creature.
Calm Emotions: Calms creatures, negating emotion effects.
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Daze Monster: Living creature of 6 HD or less loses next action.
Detect Thoughts: Allows listening to surface thoughts.
Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
Ease Pain: Remove lingering effects of pain.
Elation: Allies gain +2 to Strength and Dexterity, +5 ft. of speed.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Faerinaal’s Hymn: Up to one creature/level cannot take attacks of opportunity.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Hold Person: Holds one person helpless; 1 round/level.
Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.
Rage: Grants +2 to Str and Con, +1 on Will saves, -2 to AC.
Scare: Frightens creatures of less than 6 HD.
Suggestion: Compels Target to follow stated course of action.
Tongues: Speak any language.
Yoke of Mercy: Target deals non-lethal damage.
3RD-LEVEL CELEBRANT OF SHARESS SPELLS
Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Deep Slumber: Puts 10 HD of creatures to sleep.
Fear: Subjects within cone flee for 1 round/level.
Geas, Lesser: Commands Target of 7 HD or less.
Glibness: Gain +30 on Bluff checks, and your lies can escape magical discernment.
Good Hope: Subjects gain +2 on attacks, damage, saves, and checks.
Refreshment: Cures creatures of all non-lethal damage.
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Warcry: Creatures within 30-ft cone cower for 1d4 rounds.
4TH-LEVEL CELEBRANT OF SHARESS SPELLS
Blinding Beauty: You become as beautiful as a nymph, and can blind humanoids who look at you.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dominate Person: Control humanoid telepathically.
Hold Monster: As hold person, but any creature.
Modify Memory: Changes 5 minutes of subject’s memories.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Suggestion, Mass: As suggestion, plus one subject/level.
CHAMPION OF GWYNHARWYF SPELL LIST
1ST-LEVEL CHAMPION OF GWYNHARWYF SPELLS
Bless Weapon: Weapon strikes true against evil foes.
Bless: Allies gain +1 to attack, +1 against fear.
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Detect Poison: Detects poison in one creature or object.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain attack, damage bonus, +1/3 levels.
Divine Sacrifice: You sacrifice HP to deal extra damage.
Endure Elements: Exist comfortably in hot or cold environments.
Magic Weapon: Weapon gains +1 bonus.
Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Read Magic: Read scrolls and spellbooks.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
Resistance: Target gains +1 on saving throws.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Virtue: Target gains 1 temporary hp.
2ND-LEVEL CHAMPION OF GWYNHARWYF SPELLS
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Delay Poison: Stops poison from harming Target for 1 hour/level.
Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
Owl’s Wisdom: Target gains +4 to Wis for 1 minute/level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 hp/round from one energy type.
Shield Other: You take half of subject’s damage.
Warcry: Creatures within 30-ft cone cower for 1d4 rounds.
3RD-LEVEL CHAMPION OF GWYNHARWYF SPELLS
Blessed Sight: Evil auras become visible to you.
Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
Daylight: 60-ft radius of bright light.
Discern Lies: Reveals deliberate falsehoods.
Dispel Magic: Cancels spells and magical effects.
Magic Circle against Evil: As protection from evil, but 10-ft radius and 10 minute/level.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
4TH-LEVEL CHAMPION OF GWYNHARWYF SPELLS
Blood of the Martyr: You heal a target at range and take a like amount of damage.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
Death Ward: Grants immunity to death spells and negative energy effects.
Dispel Evil: +4 bonus against attacks by evil creatures.
Freedom of Movement: Target moves normally despite impediments.
Glory of the Martyr: Target gains +1 deflection AC and +1 resistance bonus on saves; split damage with you.
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Restoration: Restores level and ability score drains.
Sword of Conscience: Evil creature confesses crimes, takes Wisdom damage.

CLERIC SPELL LIST


0-LEVEL CLERIC SPELLS
Amanuensis: Copy non-magical text.
Candlelight (3.0): You cause an object to glow like a candle, shedding light in a 5-foot radius.
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Ghost (3.0): Reveals ghosts within 60 ft.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Disrupt Ectoplasm (3.0): Deals 1d6 damage to ectoplasm.
Guidance: +1 on one roll, save, or check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Preserve Organ (3.0): Protects one detached organ from decay for 24 hours.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Target gains +1 on saving throws.
Slash Tongue (3.0): Target takes -1 penalty on attacks, saves, and checks for 1 round.
Summon Holy Symbol: Wooden holy symbol appears in your hand.
Virtue: Target gains 1 temporary hp.
1ST-LEVEL CLERIC SPELLS
Anarchic Water: Makes chaotic-aligned anarchic water.
Angry Ache (3.0): Target takes -2 penalty on attack rolls.
Axiomatic Water: Makes lawful-aligned axiomatic water.
Bane: Enemies suffer -1 attack, -1 on saves against fear.
Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage.
Bless Water: Makes holy water.
Bless: Allies gain +1 to attack, +1 against fear.
Blessed Aim: +2 bonus for allies’ ranged attacks.
Blood Wind: Target uses natural weapons at range.
Burial Blessing (3.0): Prevents a corpse from rising as undead.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Cloak of Shade: Touched creature gains protection from heat and sun.
Cold Fire: Fire becomes blue and white, emits cold.
Command: One Target obeys one-word command for 1 round.
Comprehend Languages: Understand all spoken and written languages.
Conjure Ice Beast I: Conjures ice creature to fight for you.
Conviction: Target gains +2 or higher save bonus.
Create Ectoplasm (3.0): Create 1 lb./level of raw ectoplasm.
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Curse Water: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Delay Disease: Ravages of disease staved off for a day.
Detect Chaos: Reveals chaotic creatures, spells, or objects.
Detect Dragonmark: Detect and identify dragonmarks within 60 ft.
Detect Evil: Reveals evil creatures, spells, or objects.
Detect Fire: Detect fire within 60 ft.
Detect Good: Reveals good creatures, spells, or objects.
Detect Incarnum: Detect soulmelds and essentia within 60 ft.
Detect Law: Reveals lawful creatures, spells, or objects.
Detect Manifest Zone: You can sense the presence of manifest zones.
Detect Taint: Reveals creatures or objects with taint.
Detect Undead: Reveals undead within 60 ft.
Detect Vestige: Reveals bound vestiges within 60 ft.
Detect Weaponry: Reveals weapons within 60 ft.
Devastating Smite: Double the extra damage dealt by your next smite attack.
Dispel Ward: As dispel magic, but affects only wards.
Divine Favor: You gain attack, damage bonus, +1/3 levels.
Doom: One Target takes -2 on attacks, damage, saves, and checks.
Drug Resistance (3.0): Target is immune to addiction.
Ease of Breath: +20 inherent bonus on Fortitude saves to resist altitude sickness.
Ebon Eyes: Target can see through magical darkness.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Exorcism: Drive a fiend out of the body of a creature or object it possesses.
Extract Drug (3.0): Creates drug from inanimate object.
Eyes of the Avoral: Target gets +8 on Spot checks.
Faith Healing: Cures 8 hp +1/level (max +5) to worshiper of your deity.
Fortify Cold Creatures: Cold subtype creatures gain +1 sacred bonus on attacks and saves against fire effects.
Foundation of Stone: +2 AC, +4 bonus to resist bull rush and trip attacks.
Grave Strike: You can sneak attack undead for 1 round.
Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Healer’s Vision: Gain +5 bonus on Heal checks, and +2 attack and damage on sneak attacks.
Healthful Rest: Subjects heal at twice the normal rate.
Heartache (3.0): Target helpless for 1 round.
Hide from Undead: Undead can’t perceive one subject/level.
Ice Gauntlet: A spiked gauntlet of ice forms around your fist.
Ice Slick: Creates a 20-ft square of slippery ice.
Impede: Target is locked in place and takes a -1 penalty on melee attack rolls and a -2 penalty on Reflex saves.
Incite: Target can’t ready actions or delay.
Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
Inhibit: Target delays until next round.
Invest Light Protection: Heal 1d4 damage + 1/2 levels, grant DR 1/evil.
Ironguts: Target gains +5 bonus on saving throws against poison.
Lantern Light: Ranged touch attacks deal 1d6 points of damage.
Light of Lunia: You radiate silvery light, which you can expend as two bolts that deal 1d6 damage.
Locate Water: Reveals location, size, and quality of water sources.
Magic Stone: Three stones become +1 projectiles, 1d6+1 damage.
Magic Weapon: Weapon gains +1 bonus.
Moon Lust: Target obsesses about moon, is fascinated or dazzled.
Necrotic Awareness: Sense encysted subjects.
Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.
Nimbus of Light: Sunlight illuminates you until released as an attack for 1d8 +1/level damage.
Obscuring Mist: Fog surrounds you.
Omen of Peril: You know how dangerous the future will be.
Painless Death (3.0): Willing creature dies instantly and painlessly.
Peacebond: Weapon is impossible to draw.
Pleasant Visage (3.0): Makes gruesome ghost appear normal and unwounded.
Portal Beacon: You grant others knowledge of a magic portal’s location.
Protection from Chaos: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Incarnum: Ward a target from attacks by soulmelds and incarnum creatures.
Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Possession (3.0): Warded creature cannot be possessed or mentally controlled.
Protection from Winged Flyers: Like protection from evil, but benefits apply to winged flyers.
Protective Interposition: Trade places with ally, who gains +2 to AC; you gain +2 on next attack.
Random Action (3.0): Enchanted creature is compelled to act randomly for 1 round.
Ray of Hope: Target gains +2 bonus on attacks, saves, and checks.
Ray of Resurgence: Yellow light restores Strength damage.
Reaving Aura: All creatures below 0 HP within 10 feet of you take 1 point of damage.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
Resist Planar Alignment: Target can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Resurgence: You grant Target a second chance at a saving throw.
Sacrificial Skill (3.0): Caster gains +5 bonus on Knowledge (religion) checks made during sacrifice.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Scholar’s Touch: Read books in seconds.
Scramble True Position: Teleport your foes 10 feet in a random direction, knocking them over.
Sea Legs: Target creature can maneuver easily while on a ship.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Shivering Touch, Lesser: Touch deals 1d6 Dex damage.
Sign: You gain +4 bonus on next initiative check.
Slow Consumption (3.0): Caster absorbs health and sustenance from helpless subject.
Snowshoes: Target walks easily on ice and snow.
Sorrow (3.0): Target takes -3 penalty on attacks, saves, and checks.
Spell Flower: Hold the charge of one touch spell per forelimb.
Spider Hand (3.0): Caster’s hand becomes a Small monstrous spider.
Spittle Spray (3.0): You can spit up to close range.
Stupor (3.0): One helpless Target is put in a state that allows him to be moved but take no other actions.
Summon Monster I: Calls extraplanar creature to fight for you.
Summon Undead I: Summons undead to fight for you.
Suspend Disease (3.0): Keeps disease from harming creature for 24 hours.
Tongue of Baalzebul (3.0): Caster gains +2 bonus on Bluff.
Touch of Jorasco: Touch heals up to 2 hp/level divided among multiple targets.
Transference: You can transfer xps to other creatures for the purpose of making magic items.
Unity Wine: Drinking a glass of wine inspires +1 morale bonus on skill checks.
Updraft: Column of wind lifts you aloft.
Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).
Vision of Glory: Target gains morale bonus equal to your Cha modifier to one saving throw.
Vision of Heaven: Evil creature is dazed for 1 round.
Wings of the Sea: +30 ft. to subject’s swim speed.
2ND-LEVEL CLERIC SPELLS
Addiction (3.0): Target becomes addicted to a drug.
Adept Spirit: Target can activate bonus on CL checks, Will saves, Concentration checks, and Int-based checks for 1 minute.
Aid: +1 on attack rolls and fear saves, 1d8 temporary hp +1/level (max +10).
Alicorn Lance (3.0): You create a horn on your head that you can launch for 3d6 force damage.
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Animalistic Power: Target gains +2 bonus to Str, Dex, and Con.
Augment Truefriend: Target gains +2 to Str, Dex, and Con for 1 minute/level.
Augury: Learns whether an action will be good or bad.
Aura Against Flame: Ignores 10 fire damage/round and extinguishes fires.
Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.
Balor Nimbus: Your flaming body damages foes in grapple.
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Benediction: Target gains a +2 luck bonus on saves, can reroll one attack roll, save, skill check, or ability check.
Bewildering Substitution: Seemingly swap one ally with one enemy.
Bewildering Visions: Target is sickened or nauseated.
Black Karma Curse: Target damages self with melee attack.
Black Lungs (3.0): Target gains a debilitating lung infection.
Blade Brothers: Use higher saving throw result between two creatures, but both suffer effects if the saves fail.
Blood Snow: Area of fallen snow drains 1d2 points of Con/round and causes nausea.
Body Blades: You attack as if armed, deal bonus damage, harm grapplers.
Body Ward: Target is protected against 5 points of ability damage to Strength, Dexterity, or Constitution.
Boneblast (3.0): 1d3 Con damage to subject.
Brambles: Blunt wooden weapon +1 attack, +1/level damage (max +10).
Brumal Stiffening: Brittle weapon’s hardness reduced by 5.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Calm Emotions: Calms creatures, negating emotion effects.
Close Wounds: Cure 1d4 damage +1/level, even on another’s turn.
Cloud of Knives: Release one knife/round, 1d6 damage +1/3 levels (max +5).
Conduit of Life: Heal 2dl0+1/CL (max. 10) points of damage to yourself while channeling positive energy.
Conjure Ice Beast II: Conjures ice creature to fight for you.
Conjure Ice Object: Conjures an object made of ice.
Consecrate: Fills area with positive energy, making undead weaker and deathless stronger.
Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
Curse of Ill Fortune: Target suffers -3 penalty on attacks, checks, and saves.
Dance of Ruin (3.0): Non-demons take 2d20 points of damage.
Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level.
Darkness: 20-ft radius of supernatural darkness.
Death Knell: Kill dying creature; Gain 1d8 temp hp, +2 Str, +1 CL.
Deific Vengeance: Deity’s punishment deals 1d6 damage/two CLs (max 5d6).
Delay Manifestation (3.0): Delays creature from manifesting as a ghost if killed.
Delay Poison: Stops poison from harming Target for 1 hour/level.
Denounce: Target outsider takes -4 on attacks, saves, and checks.
Desecrate: Fills area with negative energy, making undead stronger.
Desiccate: Deals 1d6/2 levels desiccation damage and dehydrates living creature.
Detect Aberration: Detect the presence of aberrations.
Dispel Fog: cancels natural and magical fogs in affected area.
Divine Flame (3.0): Wards area against cold creatures.
Divine Insight: You gain insight bonus of 5 + CL on one single skill check.
Divine Interdiction: Turn/rebuke attempts fail within the area.
Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don’t worship your deity.
Divine Protection: Allies gain +1 to AC, saves.
Divine Zephyr (3.0): Wards area against fire creatures.
Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
Ease Pain: Remove lingering effects of pain.
Elation: Allies gain +2 to Strength and Dexterity, +5 ft. of speed.
Energized Shield, Lesser: Shield provides user resistance 5, shield bash deals +1d6 damage.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Estanna’s Stew: Conjures stew that heals 1d6+1 per serving (one serving/two CLs).
Execration: Target takes a -2 penalty on saves and must take the lower of two rolls on one attack.
Expose the Dead: Gain insight bonuses to locate undead or when investigating a corpse.
Extend Tentacles: +5 ft. to reach of tentacle attack.
Eyes of the Zombie (3.0): Caster sees through a zombie’s eyes.
Filter (3.0): Creates a bubble of air that filters out toxic elements in the air.
Find Traps: Notice traps as a rogue does.
Fortify Dragonmark: Your dragonmark has a chance of negating critical hits and sneak attacks.
Fortify Metal or Stone: Stone or metal objects have hardness and HP doubled; weapons gain damage bonus; armor grants DR.
Freedom of Breath: Protects against suffocation and dangerous vapors.
Frost Breath: Icy breath deals 1d4 damage/2 levels.
Frost Weapon: Weapon gains frost special ability, +1d6 cold damage.
Frostburn, Lesser: Touch deals 1d12 frostburn damage +1/level (max +5).
Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs.
Gaze Screen: You are partially shielded against gaze attacks.
Gentle Repose: Preserves one corpse.
Ghost Lock (3.0): Non-humanoid creature can become a ghost.
Ghost Touch Armor: Armor gains the ghost touch property.
Hand of Divinity: Gives +2 sacred or profane bonus to worshiper of your deity.
Healing Lorecall: If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells.
Hold Person: Holds one person helpless; 1 round/level.
Holy Fire: Cause sacred fire damage to undead you attempt to turn.
Horror of the Spoken Name: Frighten creature that hears its own truename.
Hydrate: Heals desiccation damage.
Ignite Dragonmark: Target takes 1d6/level fire damage, has dragonmarked powers temporarily suppressed.
Infernal Wound: Weapon deals persistent, bleeding wounds.
Inflict Moderate Wounds: Touch attack, 2d8 +1/level damage (max +10).
Inky Cloud: Obscures sight underwater beyond 5 ft.
Insight of Good Fortune: Target rolls twice, takes best result.
Interfaith Blessing: Subjects gain combat benefits based on their individual deities.
Investiture of the Spined Devil: Target can launch up to 3 spikes at once.
Iron Silence: Armor touched has no armor check penalty on Hide and Move Silently for 1 hour/level.
Knife Spray (3.0): Cone of droplets, 1d6 and +1/level damage (max +5).
Lastai’s Caress: Intense feelings of good leave evil Target cowering, frightened, nauseated, or shaken.
Lava Missile: 1d4 missile that never misses and sets things on fire.
Light of Faith: Gain a bonus equal to one-half your divine CL (max +5) on your next turning check.
Light of Mercuria: You can fire two bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.
Living Undeath: Target becomes immune to critical hits and sneak attacks.
Local Tremor: Light tremor shakes in a 30-ft line.
Locate Touchstone: Find nearest planar touchstone on the plane you currently inhabit.
Lore of the Gods: +5 insight bonus on Knowledge checks; make one untrained knowledge check or retry failed roll.
Magic Weapon, Mass: Allies’ weapons gain +1 enhancement bonus.
Make Whole: Repairs an object.
Manifestation of the Deity: Create illusion of your deity, rendering enemies shaken for 1 round.
Mark of Judgment: Creatures that attack Target heal 2 points of damage each successful hit.2nd.
Mark of the Outcast: Target takes -5 penalty on Bluff and Diplomacy checks and -2 penalty to AC.
Master Cavalier: Gain a +10 bonus on Ride checks, or +20 with special mount; use with other spells grants mount fly speed.
Necrotic Cyst: Encyst undead sac of tissue in subject.
Necrotic Scrying: Hear or see encysted Target at a distance.
Obscuring Snow: Obscures sight in a 30-ft radius around the caster.
Owl’s Wisdom: Target gains +4 to Wis for 1 minute/level.
Peaceful Serenity of Io: Grant Target +4 bonus on Concentration checks and against compulsions and fear effects.
Portal Well: Creates an extradimensional space in a portal to hide in and observe from.
Protection from Negative Energy: Ignore 10 points of negative energy damage per attack.
Protection from Positive Energy: Ignore 10 points of positive energy damage per attack.
Quick March: Allies’ speed increases by 30 ft. for 1 round.
Razorscales: Your Scales become razor sharp and your grappling does lethal damage.
Remove Addiction: Cures target of drug addictions.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 hp/round from one energy type.
Resounding Voice: Your voice carries 100 ft./level.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Rigor Mortis: Suspends all vital functions; target appears dead.
Rock Catch: Catch hurled rocks.
Sap Strength (3.0): Target becomes exhausted.
Sense Weakness: Automatically confirm one critical hit.
Shadow Shroud: Negate light blindness/vulnerability; +5 bonus on Hide checks.
Share Talents: Subjects gain +2 bonus on skill checks.
Shared Healing: Target creature can cure up to twice your CL of its own HP.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield Other: You take half of subject’s damage.
Shroud of Undeath: Negative energy shroud makes undead perceive you as undead.
Silence: Negates sound in 20-ft radius.
Soul Ward: Protect target from 5 points of ability damage to Int, Wis, or Chr.
Soulmeld Blessing: Allies can reallocate essentia for free.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spawn Screen: Target resists being transformed into an undead spawn if slain.
Spell Immunity, Lesser: As spell immunity, but only 1st and 2nd-level spells.
Spider Legs (3.0): Caster grows long spider legs that have a speed of 30 ft; and move on vertical surfaces.
Spiritual Weapon: Magic weapon attacks on its own.
Spores of the Vrock (3.0): All within 5 ft. take 1d8 damage and 1d2 damage each round thereafter for 10 rounds.
Stabilize: Cures 1 point of damage to all creatures in area.
Status: Monitors condition, position of allies.
Stay the Hand: Change Target creature’s attitude to helpful for 1 round.
Stone Bones: Corporeal undead gains +3 natural armor bonus.
Stone Fist: Your fists turn into menacing, rocky lumps capable of inflicting deadly wounds.
Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack.
Substitute Domain: Temporarily swap one domain for another your deity offers.
Summon Elysian Thrush: Summon an Elysian thrush, which accelerates natural healing.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Undead II: Summons undead to fight for you.
Sun Bolt: Ray deals 2d6 damage, more against undead, and might blind target.
Suppress Magic: Magic item or soulmeld is suppressed for 1 round/level.
Thin Air: Creatures suffer from altitude sickness.
True Prayer of the Faithful: Allies gain +1 bonus on most rolls.
Turn Anathema: Use your turn/rebuke ability to turn creatures with the opposing alignment subtype.
Tyche’s Touch: Confers a decreasing sacred bonus or penalty on the subject’s next four saving throws.
Undead Eyes: Form a telepathic link with a mindless undead.
Undetectable Alignment: Conceals alignment for 24 hours.
Unseen Crafter: Invisible force obeys your command and can use the Craft skill.
Veil of Shadow: Darkness grants you concealment.
Vestigewrack: Damage incorporeal creatures.
Wave of Grief: Cone imposes -3 penalty on attacks, checks, and saves.
Whispering Flame: Instant communication between two candles.
Wither Limb: Caster reduces subject’s speed to 5 ft. or makes it impossible for Target to use objects or cast somatic spells.
Zone of Truth: Subjects within range cannot lie.
3RD-LEVEL CLERIC SPELLS
Adoration of the Frightful: Make fearful creatures friendly to you.
Affliction: Infects evil Target with chosen affliction.
Aid, Mass: Allies gain +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +15).
Air Breathing: Subjects can breathe air freely.
Align Weapon, Mass: Allies’ weapons become good, evil, lawful, or chaotic.
Alter Fortune: Cause one creature to reroll any die roll.
Analyze Touchstone: Find a nearby planar touchstone and discover its properties.
Anarchic Storm: Chaotic-aligned rain falls in 20-ft radius.
Animate Dead: Creates undead skeletons and zombies.
Antidragon Aura: Allies gain bonus to AC and saves against dragons.
Attune Form: Grant creature temporary protection against overtly damaging planar traits.
Augment Object (3.0): +20 to the break DC of the object and doubles its hardness and HP.
Aura of Cold, Lesser: Intense cold deals 1d6 damage to creatures within 5 ft.
Awaken Sin: Target faces its sins, takes 1d6 non-lethal damage/level (10d6 max).
Axiomatic Storm: Lawful-aligned rain falls in 20-ft radius.
Bane of the Archrival: +4 to AC and saves, counter mind control, and keep specific truenamed enemy away.
Battlemagic Perception: Sense and counter spellcasting within 100 ft.
Beastmask (3.0): Animals and beasts think Target is one of them.
Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
Binding Snow: Snow freezes, impeding movement.
Black Sand: Creates a 20-ft radius area of black sand.
Blade of Pain and Fear: Creates blade of gnashing teeth.
Bladebane: Slashing weapon becomes a bane weapon.
Blessed Sight: Evil auras become visible to you.
Blessing of the Snake Mother (3.0): Target temporarily gains yuan-ti traits.
Blindness/Deafness: Makes Target blinded or deafened.
Blindsight: Target gains blindsight 30 ft. for 1 minute/level.
Bolster Aura: Subject’s aura strengthens as if it had 1 HD/two CLs more than it actually does.
Boneblade (3.0): Turns a bone into a magic weapon.
Burrow: Target can burrow with a speed of 30 ft.
Chain of Eyes: Scrying sensor passed along by touch.
Channeled Divine Shield: Gain DR, amount based on casting time.
Checkmate’s Light: Your weapon becomes a +1 axiomatic weapon and bolsters the morale of allies.
Circle Dance: Indicates direction to known target.
Circle of Nausea (3.0): Foes are denied all actions or take -2 penalty on attacks, saving throws, and skill checks.
Cloak of Bravery: You and your allies gain a bonus on saves against fear.
Clutch of Orcus: Deals 1d12 damage/round and paralyzes foe.
Conjure Ice Beast III: Conjures ice creature to fight for you.
Contagion: Infects Target with chosen disease.
Continual Flame: Makes a permanent, heatless torch.
Control Sand: Raise or lower the level of sand.
Control Snow and Ice: Raise or lower ice or snow.
Conviction, Mass: Allies gain +2 or higher save bonus.
Corona of Cold: Aura of cold protects you, damages others.
Create Food and Water: Feeds three humans (or one horse)/level.
Crown of Might: Gain +2 Strength, discharge to gain +8 bonus for 1 round.
Crown of Protection: +1 deflection bonus to AC, +1 resistance bonus on saves; discharge to gain +4 for 1 round.
Crown of Smiting: +2 damage bonus, discharge to gain +8 damage on single attack.
Crown of the Grave: Command undead, discharge to gain +4 on turn or rebuke.
Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
Curse of Arrow Attraction: Target takes -5 penalty to AC against ranged attacks.
Curse of the Brute (3.0): Up to +1/level to Str, Dex, or Con, both Int and Cha down the same.
Cursed Dragonmark: Any dragonmark power used by the target has a 50% chance of failing.
Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level.
Darkfire: Dark flames deal 1d6 damage/2 levels, touch or thrown.
Daylight: 60-ft radius of bright light.
Death Lock (3.0): Target cannot become a ghost and goes to the True Afterlife if killed.
Deeper Darkness: Object sheds absolute darkness in a 60-ft radius.
Defile Snow and Ice: Grants undead a +4 profane bonus against turning and cold creatures SR 15 against fire spells.
Deific Bastion: Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity.
Demon Dirge: Demons are stunned and take 3d6 damage/round for 1d4 rounds.
Detect Metal and Minerals (3.0): Detects large accumulations of metal and other minerals.
Devil Blight: Damage and stun baatezu; damage other lawful and evil creatures.
Devil’s Eye: See through magical darkness up to 30 ft.
Dispel Magic: Cancels spells and magical effects.
Divine Retaliation: Weapon appears and strikes those who attack you.
Dominate Vermin: Target vermin obeys psychic commands.
Downdraft: Flying creatures knocked down.
Dragonmarked Weapon: Weapon deals +1d6 damage to dragonmarked foes, hardness increases by 50%.
Eilistraee’s Grace: Grants +2 Dexterity, +10 feet to land speed, melee attacks treated as good; take -20 to Hide checks.
Energize Potion: Transforms potion into a grenade that deals energy damage in a 10-ft radius burst.
Energized Shield: Shield provides user resistance 10, shield bash deals +2d6 damage.
Energy Aegis: Target gains resistance 20 against one energy type for one attack.
Energy Vortex: Burst of energy centered on you damages nearby creatures.
Energy Vulnerability: Subjects gain vulnerability to the specified energy.
Entropic Shield, Mass: Ranged attacks against many creatures have 20% miss chance.
Faith Healing Wand: Like convert wand, but only into a wand of faith healing.
Favor of Yathagjera (3.0): You give the target creature large feathered wings.
Favorable Sacrifice: Target gains better protection the more gems you sacrifice.
Fell the Greatest Foe: Deal extra damage to creatures larger than you.
Flame of Faith: Gives weapon the flaming burst special ability.
Flesh Ripper (3.0): Black claw deals 1d8 damage/level and critical hits deal bleeding wounds.
Footsteps of the Divine: Gain a new movement type and speed based on the deity chosen.
Forced Incorporeality (3.0): Manifested creature becomes incorporeal.
Forced Manifestation (3.0): Incorporeal creature manifests fully.
Forceward: Creates a sphere of force that protects against force effects and keeps out incorporeal creatures.
Furnace Within: Flame bursts from your body, deals 1d8/level damage in 10-ft radius.
Ghost Touch Weapon: Weapon works normally against incorporeal creatures.
Girallon’s Blessing: Target gains one additional pair of arms.
Glyph of Turning (3.0): As glyph of warding, except channeling positive or negative energy.
Glyph of Warding: Inscription harms those who pass it.
Guardian Spirit: Target can activate bonus on AC, Reflex saves, and Dex-based checks for 1 minute.
Haboob: Swirling grit obscures vision, blows smaller creatures over, and deals non-lethal damage.
Hamatula Barbs: Subjects grow barbs, which damage foes that attack Target in melee.
Handfang: Biting mouth in your palm deals 1d8 damage and starts grapple.
Heart’s Ease: Removes fear, despair, confusion, insanity and other mind effects; restores 2d4 Wisdom damage.
Helping Hand: Ghostly hand leads Target to you.
Hesitate: Force Target to lose actions.
Holy Storm: Good-aligned rain falls in 20-ft radius.
Humanoid Essence, Lesser: Grants a construct the ability to accept healing magic.
Ice Axe: You create a battleaxe made of ice.
Ice Shape: Sculpts ice into any shape.
Infallible Servant: Target is utterly destroyed if slain or captured.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Insignia of Blessing: Bearers of special insignia gain +1 bonus on attacks and saves against fear.
Insignia of Warding: Bearers of special insignia gain +1 to AC, Fortitude saves.
Inspired Aim: Allies within 40 ft. gain +2 insight bonus on ranged attack rolls.
Interplanar Message: You send a short mental message that can reach a Target regardless of planar boundaries.
Invest Moderate Protection: Heal 3d4 damage + 1/2 levels, grant DR 3/evil.
Investiture of the Bearded Devil: Target deals extra melee damage each round that it hits a foe.
Investiture of the Chain Devil: Target gains +5-ft reach and extra attack of opportunity.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.
Irian’s Light: Ranged touch attack heals 2d8 damage, +1 ray/four levels (max 3).
Knight’s Move: You instantly move to flank a subject.
Know Bloodline: Reveals target’s type, race, sub-race, and all subtypes possessed.
Know Opponent: Learn strengths and weaknesses of foe.
Know Vulnerabilities: Determines target’s vulnerabilities and resistances.
Laogzed’s Breath: Stinking cloud for 10 rounds.
Light of Venya: Two bolts that either deal 6d6 against evil outsiders and undead or heal 1d6 +1/level (max +10).
Light of Wisdom: Turning level +1/three CLs for the purpose of determining outcome.
Locate Node: Finds closest earth node in 1 mile/level radius.
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos: As protection from chaos, but 10-ft radius and 10 minute/level.
Magic Circle against Evil: As protection from evil, but 10-ft radius and 10 minute/level.
Magic Circle against Good: As protection from good, but 10-ft radius and 10 minute/level.
Magic Circle against Law: As protection from law, but 10-ft radius and 10 minute/level.
Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
Mantle of Chaos: You gain SR 12 + CL against spells with the lawful descriptor.
Mantle of Evil: You gain SR 12 + CL against spells with the good descriptor.
Mantle of Good: You gain SR 12 + CL against spells with the evil descriptor.
Mantle of Law: You gain SR 12 + CL against spells with the chaotic descriptor.
Mark of Doom: Target takes 1d6 damage for each hostile action.
Masochism (3.0): For every 10 hp damage caster takes, he gains +1 on attacks, saves, and checks.
Meld into Ice: You and your gear merge with ice.
Meld into Stone: You and your gear merge with stone.
Misrepresent Alignment: Projects a false alignment for an object or creature.
Nauseating Breath: Exhale a cone of nauseating gas.
Necrotic Bloat: Encysted Target takes 1d6 damage/level.
Obscure Object: Masks object against scrying.
Phantom Plow (3.0): Creates a furrow in the earth, knocks creatures in its path prone.
Plague Carrier (3.0): As contagion, but target is contagious during incubation period.
Positive Energy Protection (3.0):Gain partial protection from positive energy.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Protection from Desiccation: Absorb 10 points/level of desiccation damage.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Redirect Spell: Spells targeting ally target you instead.
Refreshment: Cures creatures of all non-lethal damage.
Rejuvenative Corpse: Negative energy fills corpse, feeding undead healed.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Remove Nausea: Cure a nauseated or sickened character.
Rend Shadow Weave: You damage the Shadow Weave.
Resist Energy, Mass: Creatures ignore damage from specified energy type.
Resist Taint: Bestows +4 bonus on saves against taint.
Resurgence, Mass: As resurgence, but multiple targets.
Revelation: Reveals everything within 20-ft radius as true seeing spell for 1 round.
Revitalize Legacy, Least: Get extra use of chosen least legacy ability.
Ring of Blades: Blades surround you, damaging other creatures (1d6 damage +1/level).
Rockburst: Cause stone object to explode, dealing 1d4 damage +1 point/level.
Sadism (3.0): For every 10 hp damage caster deals, he gains +1 on attacks, saves, and checks.
Safety: Touched creature knows shortest route to safety.
Searing Light: Ray deals 1d8/two levels, more against undead.
Serpent Arrow: Transforms up to eight missiles into Tiny vipers.
Shield of Warding: Shield grants +1 bonus on AC and Reflex saves/5 levels (max +5).
Shivering Touch: Touch deals 3d6 Dex damage.
Shriveling (3.0): Target takes 1d4 damage per level.
Sink: Target sinks in water, must make Swim checks.
Skull Watch: Skull shrieks when creature enters warded area.
Slashing Darkness: Ray deals 1d8/two levels damage and heals undead the same amount.
Snowshoes, Mass: As snowshoes, affects one creature/level.
Soldiers of Sanctity: Fellow worshipers provide bonuses to turn undead, gain AC bonus against undead.
Sonorous Hum: Removes need to concentrate to maintain next spell cast.
Soul Boon: Grant 1 point of essentia per three CLs to subject.
Soul of Light: Healing spells cast by or on you have greater effect.
Soul of Shadow: Inflict spells cast by or on you have greater effect.
Soul of the Waste: Meld into surrounding sand.
Spark of Life: Undead creature loses most immunities.
Speak with Dead: Corpse answers one question/2 levels.
Spiderbind: A slow spell that only affects spiders or spider-like creatures.
Spikes: As brambles, but weapon gains +2 bonus and doubled threat range.
Spiritual Charger: Horsemen of force attack enemies.
Stand Firm: Grant instant benefits against charges, bull rushes, grapples, trips, and similar attacks.
Sticks and Stones: Create stone and wood skeleton with energy drain attack to fight for you.
Stiffen: Touch imposes penalties to Dex and speed and reduces maneuverability.
Stone Shape: Sculpts stone into any shape.
Storm Shield: Glowing sphere absorbs 20 points per CL of electricity damage from effects that pass within 30 ft.
Subdue Aura: Subject’s aura weakens as if it had 1 HD/two CLs fewer than it actually does.
Summon Living Dragonmark: Summons a living dragonmark for 1 round/level.
Summon Monster III: Calls extraplanar creature to fight for you.
Summon Undead III: Summons undead to fight for you.
Suppress Glyph: You notice but do not trigger magical writing traps.
Sweet Water (3.0): Creates a well to fresh water up to 100 ft. down.
Sword Stream (3.0): As knife spray, but 1d8 and max +10.
Telepathic Bond, Lesser: Link with Target within 30 ft. for 10 minutes/level.
Tremor: Subjects knocked prone.
Unholy Storm: Evil-aligned rain falls in 20-ft radius.
Unliving Weapon (3.0): Undead Target explodes for 1d6 damage/2 levels when struck or at a specific time.
Venomfire: Subject’s venom does 1d6/level acid damage.
Vigor, Mass Lesser: As lesser vigor, but multiple targets (max 25 rounds).
Vigor: As lesser vigor, but 2 hp/round (max 25 rounds).
Vile Lance (3.0): Creates +2 shortspear that deals vile damage.
Visage of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types.
Vision of the Omniscient Eye: +10 bonus on Spot checks; Immunity to being dazzled or blinded; one use of faerie fire.
Wall of Light: Creates wall of light, can dazzle creatures.
Water Breathing: Subjects can breathe underwater.
Water Walk: Target treads on water as if solid.
Weapon of Energy: Weapon deals extra energy damage.
Weapon of Impact: As keen edge, but aids bludgeoning weapons.
Weapon of the Deity: Your weapon gains enhancement bonus and special ability.
Willing Sacrifice: Target takes 1d10 damage; you gain a profane bonus equal to half the damage.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4TH-LEVEL CLERIC SPELLS
Abate Dracorage: Mitigates the effects of the Dracorage.
Abyssal Might (3.0): Caster gains +2 to Str, Con, Dex, and SR.
Aerial Summoning Dance (3.0): You and four aarakocra summon a Large air elemental by performing a flying dance.
Aggravate Dracorage: Inflicts the effects of the Dracorage on the subject.
Air Walk: Target treads on air as if solid (climb at 45-degree angle).
Aligned Aura: Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment.
Alliance Undone: Suppress team oriented effects.
Animate Legion: Creates skeletons or zombies.
Armored Vermin: +2 to natural armor of vermin.
Assay Spell Resistance: +10 bonus on CL checks to defeat one creature’s spell resistance.
Astral Hospice: While on the Astral Plane, open a portal to a demi-plane so natural healing can occur.
Aura of the Sun: Fills an area with light that damages undead and hampers magical darkness.
Battlefield Illumination: Improve light in 80-ft radius cylinder.
Beast Claws: Your hands become slashing natural weapons.
Bleakness: 1d6 damage/round to living creatures, grants undead turn resistance and fast healing.
Blessing of the Righteous: Weapons deal +1d6 holy damage and become good-aligned.
Blindsight, Greater: Target gains blindsight 60 ft. for 1 minute/level.
Blood of the Martyr: You heal a target at range and take a like amount of damage.
Castigate: Creatures of different alignment take 2d6 or 5d6 damage and are deafened for 1d4 rounds.
Celestial Brilliance: Object sheds brilliant light to 120 feet, hurts undead and evil outsiders.
Channeled Divine Health: Heal a creature, amount and range based on casting time.
Claws of the Savage (3.0): Target gains claws that deal damage based on size.
Confound: +2 attack against target, -2 penalty on attacks to target, deny AoO.
Conjure Ice Beast IV: Conjures ice creature to fight for you.
Consumptive Field: Draw life from all creatures in 30-ft radius with -1 or fewer HP.
Contingent Energy Resistance: Energy damage triggers a resist energy spell.
Control Water: Raises or lowers bodies of water.
Create Spirit Idol: Keeps a fallen elf away from Dolurrh and allows necromancers to call on his wisdom in the future.
Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
Damning Darkness: Darkness deals either 2d6 or 1d6 damage per round.
Dampen Magic: Decrease magic weapon’s EB/save DC/CL against subject; Target can invoke a 5-ft AMF.
Death Ward: Grants immunity to death spells and negative energy effects.
Delay Death: Losing HP doesn’t kill subject.
Demon Dirge: Demons are stunned and take 3d6 damage/round for 1d4 rounds.
Dimensional Anchor: Bars extra-dimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
Divination: Provides useful advice for specific, proposed action.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Divine Storm (3.0): Create spinning disk of weapons.
Doomtide: Black mist obscures vision, dazes creatures.
Dragon Blight: 20-ft radius; 1d8/2 CLs damage to dragonblood creatures or 1d6/level damage to dragons; stun for 2d4 rounds.
Dust to Dust: Disintegrate undead with your ray attack.
Dweomer of Transference: Convert spellcasting into psionic power points.
Early Twilight: Reduce light in 80-ft radius cylinder.
Embrace of Endless Day: You imbue the target with positive energy he can use to heal or damage undead.
Energy Vortex: Burst of energy centered on you damages nearby creatures.
Essentia Lock: Target can’t reallocate essentia.
Ether Blast (3.0): you detonate a small ether cyclone on the Ethereal Plane centered on you.
Focus Touchstone Energy: Convert unused touchstone abilities into temporary HP.
Freedom of Movement: Target moves normally despite impediments.
Freeze Armor: Locks up suits of metal armor and equipment, dealing damage and impeding movement.
Frostburn: Touch deals 3d12 frostburn damage +1/level (max +20).
Ghost Bane Weapon (3.0): Weapon gains the ghost bane property.
Ghost Touch Weapon: Weapon works normally against incorporeal creatures.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Glacial Globe of Invulnerability: Stops 1st through 3rd level fire spell effects and provides concealment.
Glowing Orb: Creates permanent magical light; you control brightness.
Hand of the Faithful: Immobile zone of warding stuns those worshiping different deities from yours.
Harrier (3.0): Summons an incorporeal bird of prey to fight for you.
Healing Spirit: Ball of light heals 1d8/round.
Hell’s Power (3.0): Caster gains +2 AC and +1 to existing DR.
Holy Transformation, Lesser: You change into protectar, gain abilities.
Hypothermia: Causes 1d6 cold damage/level, fatigue.
Identify Transgressor (3.0): Caster learns the identity of one person.
Imbue with Spell Ability: Transfer spells to subject.
Infernal Transformation, Lesser: You change into bearded devil, gain abilities.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Investiture of the Amnizu: Target can deal 1d4 Int damage with a touch.
Investiture of the Erinyes: Target can force foes to move closer and take no action.
Investiture of the Harvester Devil: Target can deal lingering wounds with melee attacks.
Investiture of the Steel Devil: Target gains profane bonus on attacks and to AC.
Iron Bones: Corporeal undead gains +6 natural armor bonus.
Life Ward: Grants immunity to healing spells and positive energy effects.
Light of Purity: Turning damage +1d6/four divine CLs (maximum +5d6) on your next successful turning check.
Magic Weapon, Greater: +1/four levels (max +5).
Make Manifest: You cause a creature on a coexistent plane to appear on your plane.
Mark of the Enlightened Soul: Spells gain the good descriptor and deal extra damage to evil creatures.
Moon Bolt: 1d4 Strength damage/3 levels; undead made helpless.
Moral Facade: Divination spells give a false alignment reading.
Mortal Wound (3.0): Negative energy ray for 3d8 damage +1/level.
Mystic Aegis: You gain SR 12 + CL against one spell.
Necrotic Domination: Completely control encysted subject.
Negative Energy Aura: 10-ft radius surrounding you deals 1 hp/3 levels for 1 round/level.
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Night’s Mantle (3.0): Invisible shield protects target from sunlight.
Open Least Chakra: Allow target to bind to its crown, feet, or hands chakra.
Panacea: Removes most afflictions.
Planar Exchange, Lesser: Trade places with one of four lesser planar creatures (your choice).
Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
Poison: Touch deals 1d10 points of Con damage, repeats in 1 minute.
Positive Energy Aura: 10-ft radius surrounding you heals 1 hp/3 levels for 1 round/level.
Profane Item: Target object deals 1d4/CL (max. 10d4) neg energy vs animal, plant, good outsider/shapechanger.
Pronouncement of Fate: Imposes a -4 penalty on an offender’s attacks, damage, saves, and checks; target loses actions.
Proper State (3.0): Transforms willing incorporeal undead into a ghost.
Psychic Poison (3.0): Poisons those casting divination or mind affecting spells at object, creature, or area.
Raise Ghost (3.0): Restores dead person or ghost as a ghost.
Recitation: Your allies get bonus on attacks and saves, and your foes get penalties.
Remove Fatigue: Removes effects of fatigue as 8 hours of rest.
Renewed Vigor: Remove fatigue and +2 bonus to Constitution for 1 round/level.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Resistance, Greater: Target gains +3 on saving throws.
Restoration: Restores level and ability score drains.
Revenance: Restores dead creature to life for 1 minute/level.
Runic Marker: You create a slender stone pillar with glyph of warding on it.
Sacred Item: Target object deals 1d4/CL (max. 10d4) to undead, evil outsider/shapechanger that touches it.
Seed of Life: Target gains fast healing 2 and can invoke a burst of healing.
Seed of Undeath: Target that dies before spell expires rises as a zombie under your command.
Sending: Delivers short message anywhere, instantly.
Shadowblast: Blast of light stuns and damages natives to the Plane of Shadow.
Shape Metal (3.0): As stone shape, but affects metal instead of stone.
Sheltered Vitality: Target gains immunity to fatigue, exhaustion, ability damage, and ability drain.
Shield of Faith, Mass: Allies gain +3 or higher AC bonus.
Sound Lance: Sonic energy deals 1d8/level damage.
Spell Immunity: Target is immune to one spell/four levels.
Spell Vulnerability: Target takes penalty on spell resistance equal to CL.
Spiritual Advisor: +4 to Knowledge checks; make untrained Knowledge skill checks; retry failed Knowledge check.
Stars of Arvandor: Tiny starbursts each deal 1d8 damage (half non-lethal), or 1d8 lethal damage to evil creatures.
Stars of Mystra: Tiny starbursts that cause target to lose spells.
Stars of Selune: Tiny starbursts that cause target to lose spells and each deal 1d8 damage force and 1d8 cold.
Stifle Spell: Target must concentrate or botch spell.
Stone Metamorphosis: Changes type of stone.
Stop Heart (3.0): Target drops to -8 hp immediately.
Summon Hound Archon: Summon a hound archon to follow your commands.
Summon Monster IV: Calls extraplanar creature to fight for you.
Summon Pest Swarm: Summons swarm of urban animals and vermin.
Summon Undead IV: Summons undead to fight for you.
Sustain: Recipients need no food or drink for 6 hours/level.
Sword of Conscience: Evil creature confesses crimes, takes Wisdom damage.
Tongues: Speak any language.
Touch of the Blackened Soul: Spells gain the evil descriptor and deal extra damage to good creatures.
True Prayer of the Chosen: You gain +3 AC and save bonus.
Undead Bane Weapon: Weapon gains undead bane property and is considered good-aligned.
Unfailing Endurance (3.0): +4 bonus against weakness or fatigue, endurance bonuses.
Unshape Soulmeld: One of target’s soulmelds is destroyed.
Valiant Spirit: Target can activate bonus on attack, damage, Fort saves, and Str-based checks for 1 minute.
Wall of Chaos: As magic circle against law, except as a one-sided wall.
Wall of Evil: As magic circle against good, except as a one-sided wall.
Wall of Good: As magic circle against evil, except as a one-sided wall.
Wall of Law: As magic circle against chaos, except as a one-sided wall.
Wall of Pain: Wall causes pain to creatures passing through.
Wall of Salt: Wall of salt that can be shaped.
Wall of Sand: Wall impedes movement, obscures vision, and blocks some attacks.
Wall of Water: Wall impedes movement and can drown creatures.
Watchful Ancestors: Spiritual manifestations prevent you from being flanked and grant insight bonus on one Reflex save.
Weather Eye: You accurate predict weather up to one week ahead.
Winter’s Embrace: Creature takes 1d8 cold damage/round and might become exhausted.
Wrack: Blinds Target and renders it helpless for 1 round/level, then -2 on attacks, saves, and checks for 3d10 minutes.
Yochlol Blessing: Target gains eight tentacle attacks, Resistance to acid and electricity, AC Bonus.
5TH-LEVEL CLERIC SPELLS
Atonement: Removes burden of misdeeds from subject.
Aura of Evasion: All within 10 ft. gain evasion against breath weapons.
Banish Dragonmark: Target loses dragonmark for 1 day/level.
Bear’s Heart (3.0): One ally/level +4 Strength and +1d4/level HP.
Bebilith Blessing: Target gain poisonous bite and sundering claw attacks.
Bewildering Mischance: Target must take the lower of two rolls for each save, attack roll, and skill check.
Bleed: Target takes Con damage from piercing or slashing, -4 penalty on certain Fort saves.
Blight: Withers one plant or deals 1d6/level damage to plant creatures.
Blistering Radiance: Light dazzles creatures, deals 2d6 fire damage in 50-ft radius spread.
Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Call Zelekhut: A zelekhut performs one duty for you.
Chaav’s Laugh: Good +2 on attack/save vs fear, +1d8 temp HP +1/level (max +20). Evil -2 on attack/save vs fear.
Charnel Fire (3.0): Consumes one corpse or undead creature.
Choking Sands: Touched creature begins to suffocate on sand.
Chromatic Ray: Suppresses powers of one good dragon or dragonblood creature.
Circle of Doom (3.0): Deals 1d8 +1/level damage in all directions.
Command, Greater: As command, but affects one subject/level.
Commune with Earth (3.0): You gain knowledge of hills, mountains, and underground areas.
Commune: Deity answers one yes-or-no question/level.
Condemnation: Lowers Target outsider’s SR and stuns for 1 round.
Conjure Ice Beast V: Conjures ice creature to fight for you.
Contagion, Mass: As contagion, but affects multiple creatures.
Convert Wand: Transforms a magic wand into a healing wand (lasts 1 minute/level).
Crawling Darkness: Shroud of tentacles conceals and protects you.
Crown of Courage: +1 on attacks and damage, +4 against fear; discharge to combat fear.
Crown of Flame: Aura burns evil outsiders, undead, and fey for 2d6 points of damage/round.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
Curse of Ill Fortune, Mass: Enemies take -3 penalty on attack rolls and saves.
Dance of the Unicorn: Purifying mist washes the air clean of smoke, dust, and poisons.
Dancing Web: Energy strands deal 1d6/level non-lethal damage plus entangles evil creatures for 1d6 rounds.
Darts of Life: Create ten projectiles that you can launch at allies to cure 1d8 points of damage each.
Dawn Shroud: You cause the target to glow with the rosy light of the dawn.
Death Throes: Your body explodes when you die.
Dispel Chaos: +4 bonus against attacks by chaotic creatures.
Dispel Cold: Cancels cold spells and effects.
Dispel Evil: +4 bonus against attacks by evil creatures.
Dispel Fire: Cancels fire spells and effects.
Dispel Good: +4 bonus against attacks by good creatures.
Dispel Law: +4 bonus against attacks by lawful creatures.
Dispel Possession (3.0): Forces possessing creature out of its host body.
Dispel Water: Cancels water spells and effects or dismisses water creatures.
Disrupting Weapon: Melee weapon destroys undead.
Divine Agility: Target gains +10 to Dexterity for 1 round/level.
Divine Retribution: Attacker takes 1d6/CL (max. 15d6) damage (half energy/half divine), 1d4 ability damage.
Doomtide: Black mist obscures vision, dazes creatures.
Door of Decay: Move instantly from one willing or controlled undead to another.
Dragon Breath: You choose a dragon type and mimic its breath weapon.
Dragonmarked Weapon, Greater: Weapon deals +2d6 damage to dragonmarked foes, hardness is doubled.
Earth Hammer: Base damage of weapon Improves by one step.
Earth Reaver: Eruption deals 7d6 damage to all in area.
Energetic Healing: Target is immune to one energy type and gains 10% of the energy damage as healing.
Etherealness, Swift: Target momentarily becomes ethereal.
Extract Gift: Extracts essence from a willing or trapped demon to grant Target a lasting enhancement.
False Sending (3.0): As sending, except caster imitates someone else.
Fang Trap: Trap an object or area.
Fire in the Blood: Your blood becomes a potent corrosive that burns attackers.
Flame Strike: Smites foes with divine fire (1d6/level).
Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.
Fracturing Weapon: Enchant a weapon so it bestows penalties to AC and DR when it strikes.
Frostbite: Chilled air causes 6d6 cold damage and 2d6 Dex damage.
Hallow: Designates location as holy.
Haunt Shift: Turn corporeal and incorporeal undead into haunting presences.
Healing Circle: Allies can tap healing energy pool for cure spells.
Heartclutch (3.0): Target dies in 1d3 rounds or takes 3d6 damage +1/level.
Hibernal Healing: You absorb ice, slush, and snow, curing 10 points/level of damage (max 150).
Hibernate: Sends Target into state of hibernation for one week/level.
Humanoid Essence: Imposes upon a construct some of the weakness of the humanoid type.
Incarnum Weapon: Weapon shaped of incarnum attacks foe.
Incorporeal Nova: Destroy incorporeal undead.
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Insect Plague: Locust swarms attack creatures.
Invest Heavy Protection: Heal 5d4 damage + 1/2 levels, grant DR 5/evil.
Investiture of the Narzugon: Target gains a paralyzing gaze attack.
Investiture of the Orthon: Target disrupts extra-dimensional movement within 20 feet; deals sonic damage to attackers.
Lava Splash: Wave of lava does 1d4/level. Heals fire creatures.
Life’s Grace: Grants immunity to many undead attacks and protection against incorporeal attacks.
Light of Xymor: Imbues object with natural daylight.
Magic Convalescence: Spells cast nearby heal you 1 hp/spell level.
Mana Flux: Magic in area has 20% failure chance.
Manifest Death: Draw negative energy from an undead, causing damage and granting you further options.
Manifest Life: Draw positive energy from a living creature, causing damage and granting you further options.
Mark of Justice: Designates action that will trigger curse on subject.
Mark of Sin: Target takes a -10 on Diplomacy checks to change attitudes and a -4 to one ability score.
Meteoric Strike: Melee attack deals an extra 1d6 damage + 1d6/4 levels; adjacent creatures take half damage.
Mirror Walking (3.0): You may use a mirror to enter the plane of Mirrors.
Morality Undone: Target becomes evil.
Necrotic Burst: Encysted Target killed, cyst begins to roam.
Necrotic Skull Bomb: Exploding skull releases negative energy; targets each gain 1d4 negative levels.
Oath of Blood: Extends a geas beyond death that compels the target to animate and continue her quest as undead.
Orb of Dancing Death: Orb you control bestows 1 negative level each round.
Pacification: Breath pacifies 1 creature (as calm emotion spell)
Parboil: Flash-heated air deals fire and Intelligence damage to one or more creatures.
Pass through Ice: Target can pass through ice or snow like water.
Plane Shift: Up to eight subjects travel to another plane.
Platinum Ray: Suppresses powers of one evil dragon or dragonblood creature.
Psychic Turmoil: Invisible field leeches psionic power points away.
Radiance: Creates daylight that dazzles undead.
Raise Dead: Restores life to Target who died up to 1 day/level ago.
Resonating Resistance (3.0): Foes must check spell resistance twice against caster.
Revitalize Legacy, Lesser: Get extra use of chosen lesser legacy ability.
Revivify: Restore recently dead to life with no level loss.
Righteous Might: Your size increases, and you gain +4 Strength.
Righteous Wrath of the Faithful: Your allies get bonuses, especially if they worship your deity.
Sacred Guardian: You know status of Target and can teleport or scry without error.
Sanctuary, Mass: One creature/level can’t be attacked, and can’t attack.
Scry Location: Spy on a distant location.
Scry Trap: Scry attempts against target deal 1d6/level damage and blind scrying creature.
Scrying: Spies on Target from a distance.
Shadow of the Dark Queen: Imbues object with deeper darkness spell; evil dragon and dragonblood creatures unaffected.
Slay Living: Touch attack kills subject.
Soul Scour: Touch deals 2d6 Cha damage and 1d6 Wisdom damage immediately, 1d6 Cha damage after 1 minute.
Spell Haven: Stores one spell in your dragonmark.
Spell Resistance: Target gains SR 12 + level.
Spiritual Cavalry: Horsemen of force attack enemies.
Spurn the Supernatural: Suppresses one or more of a foe’s supernatural abilities.
Stalwart Pact: Target gains combat bonuses automatically when reduced to half HP or lower.
Status, Greater: As status, but cast some spells through bond.
Stone Shape, Greater: Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape.
Stone Storm: Rain of bullet-sized stones pounds down, dealing bludgeoning and slashing damage.
Stonefire: Natural stone combusts, dealing fire damage to nearby creatures.
Streamers: Ranged touch attack deals 5d10 damage, +1 streamer/three levels (max four).
Subvert Planar Essence: Reduces target’s DR and SR.
Summon Bearded Devil: Summon a bearded devil to follow your commands.
Summon Bralani Eladrin: Summon a bralani eladrin to follow your commands.
Summon Monster V: Calls extraplanar creature to fight for you.
Summon Undead V: Summons undead to fight for you.
Surge of Fortune: +2 luck bonus on attack, damage, saving throws, skill/ability checks, AC, and spell penetration checks.
Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
Symbol of Spell Loss: Spellcasters in the area lose highest level spell.
Telepathy Block: Blocks all telepathic communication within 80-ft radius.
Triadspell: Cast a prepared spell three times.
True Seeing: See all things as they really are.
Undying Aura: Target gains immunity to death effects, energy drain, and negative energy; can harm undead or heal deathless.
Unhallow: Designates location as unholy.
Unholy Storm: Evil-aligned rain falls in 20-ft radius.
Vigor, Greater: As lesser vigor, but 4 hp/round.
Vulnerability: Reduces an opponent’s DR.
Wall of Dispel Magic: Creatures passing through a transparent wall become subjects of targeted dispel magic.
Wall of Magma: Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level.
Wall of Ooze (3.0): Creates barrier that has 50 hp/4 levels that paralyzes and deals 2d6 damage to all that touch it.
Wall of Stone: Creates a stone wall that can be shaped.
Warding Gems: Creates gems that store healing energy, encircle the target, and release their healing power on command.
Zone of Peace: As peacebond, but affects all weapons in area.
Zone of Respite: Prevents teleportation and similar effects from functioning in the area.
Zone of Revelation: Makes invisible and ethereal creatures visible.
6TH-LEVEL CLERIC SPELLS
Adept Spirit, Mass: One subject/CL can activate bonus on CL/Concentration/Int checks and Will saves, for 1 minute.
Algid Enhancement: Grant bonuses to creatures of the cold subtype.
Animate Objects: Objects attack your foes.
Antilife Shell: 10-ft field hedges out living creatures.
Auril’s Ice Flowers: Ice and earth deal 1d6 damage/level.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Barghest’s Feast: Destroy target corpse, potentially preventing its return to life.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
Blade Barrier: Wall of blades deals 1d6/level damage.
Bolt of Glory: Positive energy ray deals extra damage to evil outsiders and undead.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Call Faithful Servants: Summons 1d4 lantern archons, coure eladrins, or musteval guardinals.
Celestial Blood: Grant energy resistance, +4 on saves against poison, and DR 10/evil.
Chasing Perfection: Target gains +4 to all abilities.
Cloak of Hate: Target provokes hostile reactions, takes -10 penalty on Diplomacy checks.
Cloud of the Achaierai (3.0): Cloud deals 2d6 damage plus confusion.
Cold Snap: You lower temperature in area.
Cometfall: Comet falls atop foes, damaging them and knocking them prone.
Conjure Ice Beast VI: Conjures ice creature to fight for you.
Consecrate Battlefield: Fills large area with positive energy, making undead weaker.
Contingent Spell Lock (3.0): You store prepared spells or slots to use immediately if you become a ghost.
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Crown of Brilliance: Holy light blinds or dazzles foes, repels light-sensitive creatures, and damages undead.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Demonic Blood Infusion (3.0): Grant target the fiendish template.
Desecrate Battlefield: Fills large area with negative energy, making undead stronger.
Desiccate, Mass: Desiccates several creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dragonmark Symbol: Triggered rune nauseates nearby creatures except those who share the caster’s dragonmark.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Energy Immunity: Target and equipment gain immunity to damage of specified energy type.
Eyes of the Oracle: Gain +2 bonus to AC and on Reflex saves; ready one extra action.
Fiendish Quickening (3.0): Caster’s ability to teleport without error is quickened.
Fiery Vision: Twin eye rays deal 4d6 fire damage each for 1 round/level.
Find the Path: Shows most direct way to location.
Fleshbound: Possessing spirit is locked to host creature, takes damage if attacked.
Forbiddance: Blocks planar travel, damages creatures of different alignment.
Frostburn, Mass: Deals 3d12 +1/level (max +20) frostburn damage to many creatures.
Geas/Quest: As lesser geas, but affects any creature.
Ghost Trap: Incorporeal creatures turn corporeal.
Glimpse of the Prophecy: +1 insight to AC/saves; gain insight bonus 1/2 CL on one save, or prophetic favor.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures and blesses.
Hidden Truename: Subject’s personal truename is hard to discover through research.
Hide the Path: Area warded against divinations.
Ice Rift: Intense quake shakes 40-ft radius spread of ice.
Incarnum Vigor: Target gains fast healing; his healing spells cure extra damage.
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
Investiture of the Barbed Devil: Target can deal extra damage when grappling.
Investiture of the Malebranche: Target gains powerful charge ability.
Light of Courage: Undead targeted for turning check takes 1d8/2 CLs (max. 10d8) damage.
Lucent Lance: Ambient light forms lance, deals various damage.
Magic Weapon, Mass Greater: Allies’ weapons gain +2 or greater enhancement bonus.
Make Manifest, Mass: As make manifest but affecting all creatures in the area.
Mantle of the Icy Soul: Gives Target the cold subtype.
Mummify: Touched living creature dies and is mummified.
Necrotic Eruption: Encysted Target killed, those nearby damaged and possibly encysted.
Opalescent Glare: Kill evil creatures with a look, or make them very afraid.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Planar Ally: As lesser planar ally, but up to 12 HD.
Planar Exchange: Trade places with one of three planar creatures (your choice).
Quickshift: Caster can use teleport or greater teleport spell-like ability as a free action for 1 round/level.
Rejection: Creatures within cone are blasted away from you.
Remorseless Charm: Suppress the target’s alignment, removing all alignment-related inhibitions.
Resistance, Superior: Target gains +6 on saving throws.
Revive Outsider: You restore life to a dead outsider.
Sarcophagus of Stone: Sarcophagus entombs subject.
Secure Corpse: Traps corpse inside holy symbol.
Semblance of Life: Undead take 3d6 damage per round; intelligent undead also dazed 1 round.
Snare Astral Traveler (3.0): Captures one astral creature and holds it motionless.
Spider Plague: Summons Large monstrous spiders to fight for you.
Spiritual Guardian: Translucent knight grants you a +6 deflection bonus to Armor Class and attacks at your command.
Stone Body: Your body becomes living stone.
Stone Metamorphosis, Greater: Changes 10 cu. ft. + 10 cu. ft./level of stone into another type of stone.
Summon Babau Demon: Summon a babau demon to follow your commands.
Summon Monster VI: Calls extraplanar creature to fight for you.
Sun Scepter: Scepter of light functions as a melee weapon with the axiomatic, disruption, and flaming burst special abilities.
Symbol of Fear: Triggered rune panics nearby creatures.
Symbol of Persuasion: Triggered rune charms nearby creatures.
Symbol of Thirst: Triggered rune overwhelms nearby creatures with thirst.
Thousand Needles (3.0): Target takes 2d6 damage and -4 penalty on attacks, saves, and checks.
Touch of Adamantine: Weapon gains the properties of an adamantine weapon.
Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).
Vengeance Halo: Any creature that slays the spell’s recipient takes 1d6/level damage.
Vigorous Circle: As mass lesser vigor, but 3 hp/round (max 40 rounds).
Visage of the Deity: As lesser visage of the deity, but you get celestial or fiendish qualities.
Weight of Sin: Target takes damage according to its degree of alignment difference from your own..
Whirl of Fangs: Create a barrier of fangs of force doing 12d4 to those who try to cross it.
Wind Walk: You and your allies turn vaporous and travel fast.
Word of Recall: Teleports you back to designated place.
Zealot Pact: You automatically gain combat bonuses when you attack someone of opposite alignment.
7TH-LEVEL CLERIC SPELLS
Animalistic Power, Mass: As animalistic power, but multiple subjects.
Animate Siege Weapon: Siege weapon attacks your foes.
Aura of Cold, Greater: Intense cold deals 2d6 damage to creatures within 10 ft.
Azuth’s Spell Shield (3.0): Multiple targets gain spell resistance.
Bastion of Good: Acts as minor globe of invulnerability and double-strength magic circle against evil.
Bestow Curse, Greater: As bestow curse, but more severe penalties.
Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subjects.
Blood to Water: 2d6 Constitution damage to subjects.
Brain Spider: Listen to thoughts of up to eight other creatures.
Brilliant Blade: Weapon or projectiles shed light, ignore armor.
Call Kolyarut: A kolyarut performs one duty for you.
Conjure Ice Beast VII: Conjures ice creature to fight for you.
Consumptive Field, Greater: Draw life from all creatures in 30-ft radius with 9 or fewer HP.
Control Weather: Changes weather in local area.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Death Dragon: You gain +4 natural armor, +4 deflection, and natural attacks.
Destruction: Kills Target and destroys remains.
Dictum: Kills, paralyzes, slows, or deafens non-lawful subjects.
Energy Ebb: Give Target one negative level/round for 1 round/level.
Ethereal Jaunt: You become ethereal for 1 round/level.
Evil Glare: Paralyze creatures with your glare.
Fiendish Clarity: Caster sees in even magical darkness, sees invisible up to 60 feet, and can detect good.
Fortunate Fate: Target immediately receives a heal if it would be killed by damage.
Guardian Spirit, Mass: One subject/CL can activate bonus on AC, Reflex saves, and Dex-based checks for 1 minute.
Harm, Greater: Deals 1d12 points/level to target within Close range.
Heaven’s Trumpet: Blast of music paralyzes foes.
Holy Transformation: You change into hound archon, gain abilities.
Holy Word: Kills, paralyzes, slows, or deafens non-good subjects.
Humanoid Essence, Greater: Gives a construct the humanoid type.
Infernal Transformation: You change into bone devil, gain abilities.
Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
Intensify Manifest Zone: You enhance the effects of a manifest zone of a specified plane.
Investiture of the Ice Devil: Target deals +1d6 cold damage and slows foes with successful melee attacks.
Leech Undeath: Harm undead to gain temporary HP.
Lifebound: Possessing spirit is locked to host creature and is destroyed if host is slain.
Mark of the Unfaithful: Mark someone as an enemy of your faith.
Nar Fiendbond: Target gains half-fiend template.
Necrotic Curse: Cure spells in area deal damage, living beings don’t heal with rest.
Necrotic Tumor: Permanently control encysted subject.
Open Lesser Chakra: Allow target to bind to its arms, brow, crown, feet, hands, or shoulders chakra.
Pact of Return: If you die as you predict, you are resurrected instantly.
Plague: One creature/level contracts quickly terminal disease.
Planar Bubble: Create bubble around target creature that emulates target’s native planar environment.
Plane Shift, Greater: Plane shift accurately to your desired destination.
Psychic Turmoil, Greater: As psychic turmoil, but you gain power points as temporary hp.
Pulse of Hate: Nearby enemies take 2d6 damage/round.
Radiant Assault: 1d6 damage/level, victims dazed or dazzled.
Ravage: A pillar of black, unholy power deals 1d6 vile damage/2 levels (max 10d6).
Ravenous Darkness: Object sheds darkness; the living take 1d6/round negative energy damage; undead gain fast healing 1.
Refuge: Alters item to transport its possessor to you.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Rejuvenating Light: Object sheds light; the living take 1d6/round positive energy damage; the living gain fast healing 1.
Renewal Pact: Creature is automatically healed if adverse condition affects it.
Repulsion: Creatures can’t approach you.
Restoration, Greater: As restoration, plus restores all levels and ability scores.
Restoration, Mass: As restoration, but multiple targets.
Resurrection: Fully restores dead subject.
Righteous Burst: Allies healed, enemies damaged 1d8 damage +1/level (max +35).
Righteous Glare: Your gaze attack kills evil creatures with less than 5 HD, causes fear in others.
Righteous Smite: Deals 1d6 damage/level (1d8 damage/level to evil outsiders) in 20-ft radius and blinds evil foes.
Scrying, Greater: As scrying, but faster and longer.
Seed of Undeath, Greater: As seed of undeath, but affects an area.
Shadow Trap: Bind a greater shadow to an object as its guardian.
Shield of the Archons: Dissipates targeted magical attacks and grants +4 bonus on saving throws vs magical areas and effects.
Slime Wave: Creates a 15-ft radius spread of green slime.
Spell Resistance, Mass: As spell resistance, but multiple targets.
Stone Trap: Block of stone turns invisible, hovers in the air, and drops when condition is met.
Summon Aspect of Bahamut: Summon an aspect of Bahamut.
Summon Monster VII: Calls extraplanar creature to fight for you.
Symbol of Stunning: Triggered rune stuns nearby creatures.
Symbol of Weakness: Triggered rune weakens nearby creatures.
Symphonic Nightmare: Haunting music disrupts target’s sleep for 1 day/level.
Tomb of Light: Entraps and harms evil extraplanar creatures.
Undead Mask (3.0): Imbue Target with characteristics of undead.
Withering Palm: Touch attack deals 1 point Str and 1 point Con damage per two CLs.
Word of Chaos: Non-chaotic Target is killed, confused, stunned, or deafened.
Wretched Blight (3.0): Deals 1d8 damage/level in 20-ft radius and stuns foes for 1d4 rounds.
8TH-LEVEL CLERIC SPELLS
Abyssal Frenzy: Regresses target to brutish, demonic version of itself.
Antidragon Aura, Greater: Protects Target from dragon attacks and magic.
Antimagic Field: Negates magic within 10 ft.
Axiomatic Creature: Transforms creature into an axiomatic creature.
Befoul: Large amount of water becomes poisonous.
Bodak Birth: Transforms a willing Target into a bodak.
Bodak’s Glare: You slay a creature, which turns into a bodak 24 hours later.
Brain Spider: Listen to thoughts of up to eight other creatures.
Brilliant Aura: Allies glow and their weapons become brilliant energy weapons +1 damage/2 levels.
Chain Dispel: Dispel multiple magical effects in multiple creatures.
Chain of Chaos (3.0): Creates plague of insanity passed by touch.
Cloak of Chaos: +4 to AC, +4 resistance, SR 25 against lawful spells.
Conjure Ice Beast VIII: Conjures ice creature to fight for you.
Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
Death Pact: Deity brings you back from the dead automatically.
Death Ward, Mass: As death ward, but more subjects.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Discern Location: Reveals exact location of creature or object.
Earthquake: Intense tremor shakes 80-ft radius.
Embrace the Dark Chaos: Exchanges one of target’s feats for an Abyssal inheritor feat.
Expunge the Supernatural: Permanently eliminates a foe’s supernatural ability.
Familial Geas: Commands Target to undertake a task, which passes to his nearest kin if he dies.
Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow your commands.
Fire Storm: Deals 1d6 fire damage/level.
Flashflood: Wave of water smashes everything in its path and floods area.
General of Undeath: Increases your maximum HD of controlled undead by your level.
Golem Immunity: Grants a construct the magic immunity special quality of a particular golem.
Heat Drain: Subjects take 1d6 cold damage/level, you gain equal amount hp.
Holy Aura: +4 AC, +4 resistance, and SR 25 against evil spells.
Illusion Purge: Dispels illusions within 5 ft./level.
Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
Investiture of the Horned Devil: Target stuns foes with successful melee attack.
Last Judgment: Evil creatures are struck dead and sent to Lower Planes.
Lion’s Roar: Deals 1d8/2 levels to enemies; allies get +1 on attacks and saves against fear, plus temporary hp.
Necrotic Empowerment: Draw vigor from mother cyst.
Pestilence (3.0): Target gains a disease, as do all who touch him.
Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
Planar Exchange, Greater: Trade places with one of three greater planar creatures (your choice).
Restoration, Mass: As restoration, but multiple targets.
Ritual of Renaming: You give a creature a new personal truename, expunging the old one.
Shield of Law: +4 AC, +4 resistance, and SR 25 against chaotic spells.
Shun the Dark Chaos: Exchanges one of target’s Abyssal inheritor feats for another kind of feat.
Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
Spread of Contentment: Calms hostile creatures within 10-ft/level radius.
Stormrage: You can fly and fire lightning from your eyes.
Summon Giants: Summons outsider giants to fight for you.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Symbol of Death: Triggered rune slays nearby creatures.
Symbol of Insanity: Triggered rune renders nearby creatures insane.
Symbol of Spell Loss: Spellcasters in the area lose highest level spell.
True Banishment: Banishes an extraplanar creature whose personal truename you know.
Truename Dispel: Cancels spells and magical effects on a creature whose personal truename you know.
Unholy Aura: +4 to AC, +4 resistance, SR 25 against good spells.
Valiant Spirit, Mass: One subject/CL can activate bonus on attack, damage, Fort saves, and Str-based checks for 1 minute.
Veil of Undeath: You gain undead traits.
Visions of the Future: +2 sacred bonus on saves, +2 dodge bonus to AC; discharge spell to gain bonus equal to half CL.
Wall of Greater Dispel Magic: Creatures passing through a transparent wall become subjects of targeted greater dispel magic.
9TH-LEVEL CLERIC SPELLS
Abyssal Army: Summons demons to fight for you.
Anathema: Break the divine link between your god and lower ranked members of your faith.
Astral Projection: Projects you and companions onto the Astral Plane.
Awaken Construct: Construct gains human-like sentience.
Call Marut: A marut performs one duty for you.
Conjure Ice Beast IX: Conjures ice creature to fight for you.
Despoil: Kills plants, damages objects in 100-ft radius/level.
End to Strife: Attacks within 80-ft of caster inflict 1d6 points of lethal or non-lethal damage/CL (max. 20d6) on attacker.
Energy Drain: Target gains 2d4 negative levels.
Erupt: Lava blast does 10 hp/level for 100 ft/level.
Etherealness: Travel to Ethereal Plane with companions.
Feast of Champions: Food for one creature/level heals and grants comprehensive bonuses.
Fimbulwinter: Creates winter weather for miles around you that lasts for months.
Gate: Connects two planes for travel or summoning.
Glyph of Warding, Elder: Like glyph of warding but has a max of 30d8 or store 9th level spells.
Heal, Mass: As heal, but with several subjects.
Heavenly Host: Summons archons to fight for you.
Hellish Horde: Summons devils to fight for you.
Hunters of Hades: Summons a pair of pack fiends to follow your commands.
Implosion: Kills one creature/round.
Imprison Soul: Traps soul in a small object; target takes 1d4 Con damage/day.
Incarnate Construct (3.0): Turns construct into living creature.
Investiture of the Hellfire Engine: Target gains iron body and 8d10 breath weapon of hellfire.
Investiture of the Pit Fiend: Target gains powerful claw attacks, ability to inflict disease, or ability to inflict terror.
Mantle of the Fiery Spirit: Permanently grants one creature the fire subtype.
Miracle: Requests a deity’s intercession.
Necrotic Termination: Permanently eliminates encysted subject.
Open Greater Chakra: Allow target to bind to its arms, brow, crown, feet, hands, shoulders, throat, or waist chakra.
Plague of Undead: Animates horde of undead.
Revitalize Legacy, Greater: Get extra use of chosen greater legacy ability.
Righteous Exile: Deal damage to evil creatures and banish evil outsiders.
Soul Bind: Traps newly dead soul to prevent resurrection.
Spread of Savagery (3.0): Creatures within 10 ft./level become hostile and savage.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Sublime Revelry: Targets immune to pain and mind-influencing effects, and take half damage from melee and ranged attacks.
Summon Elemental Monolith: Calls powerful elemental creature to fight for you.
Summon Golem: Summon a clay, flesh, iron, or stone golem from a small amount of like material.
Summon Monster IX: Calls extraplanar creature to fight for you.
True Resurrection: As resurrection, plus remains aren’t needed.
Vile Death: Undead creature gains fiendish template.
Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.
Were-Doom (3.0): 1d4 creatures infected with lycanthropy.
Word of Genesis: You instigate a new demi-plane on the Astral Plane.

CLERIC DOMAINS
AIR DOMAIN
Deities: Obad-Hai.
Granted Powers: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an
evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This
Granted Power is a supernatural ability.
1 Obscuring Mist: Fog surrounds you.
2 Wind Wall: Deflects arrows, smaller creatures, and gases.
3 Gaseous Form: Target becomes insubstantial and can fly slowly.
4 Air Walk: Target treads on air as if solid (climb at 45-degree angle).
5 Control Winds: Change wind direction and speed.
6 Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
7 Control Weather: Changes weather in local area.
8 Whirlwind: Cyclone deals damage and can pick up creatures.
9 Elemental Swarm:† Summons multiple elementals.
† Cast as an air spell only.
ANCESTOR DOMAIN (3.0)
Granted Power: A number of times per day equal to your Charisma bonus (minimum once, even with a Charisma penalty), you
can summon an ancestor and channel some of the ancestor’s karmic power into yourself. This guidance grants you a +4
insight bonus on any skill check.
1 Detect Undead: Reveals undead within 60 ft.
2 Ancestral Vengeance: Ancestral spirit deals 1d6/two levels damage (maximum 5d6), 1d6/level (maximum 10d6) to undead.
3 Speak with Dead: Corpse answers one question/2 levels.
4 Divination: Provides useful advice for specific, proposed action.
5 Atonement: Removes burden of misdeeds from subject.
6 Geas/Quest: As lesser geas, but affects any creature.
7 Legend Lore: Learn tales about a person, place, or thing.
8 Compel (3.0): Changes the alignment of one creature.
9 Foresight: Sixth sense warns of impending danger.
ANIMAL DOMAIN
Deities: Ehlonna, Obad-Hai.
Granted Powers: You can use speak with animals once per day as a spell-like ability. Add Knowledge (nature) to your list of
cleric class skills.
1 Calm Animals: Calms (2d4 + level) HD of animals.
2 Hold Animal: Paralyzes one animal for 1 round/level.
3 Dominate Animal: Target animal obeys silent mental commands.
4 Summon Nature’s Ally IV:† Calls creature to fight.
5 Commune with Nature: Learn about terrain for 1 mile/level.
6 Antilife Shell: 10-ft field hedges out living creatures.
7 Animal Shapes: One ally/level polymorphs into chosen animal.
8 Summon Nature’s Ally VIII:† Calls creature to fight.
9 Shapechange: Transforms you into any creature, and change forms once/round.
† Can only summon animals.
ARTIFICE DOMAIN
Deities: (Olympian) Athena, Hephaestus; (Pharaonic) Imhotep, Onatar, the Traveler, Gond, Bleredd, Tvashtri (Visvakarma).
Granted Power: Gain +4 bonus on Craft checks. You cast conjuration (creation) spells at +1 CL. (Those with access to both the
Artifice and Creation domains cast conjuration [creation] spells at +3 CL).
1 Animate Rope: Makes a rope move at your command.
2 Wood Shape: Rearranges wooden objects to suit you.
3 Stone Shape: Sculpts stone into any shape.
4 Minor Creation: Creates one cloth or wood object.
5 Fabricate: Transforms raw material into finished items.
6 Major Creation: As minor creation, plus stone and metal.
7 Hardening: Increases object’s hardness by 1 point/2 levels.
8 True Creation: As major creation, but permanent.
9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.
BALANCE DOMAIN
Deities: Grumbar, Oghma, Ubtao, Waukeen.
Granted Power: Once per day, as a free action, you can add your Wisdom modifier to your Armor Class. This bonus lasts for 1
round per cleric level.
1 Make Whole: Repairs an object.
2 Calm Emotions: Calms creatures, negating emotion effects.
3 Clarity of Mind: +4 bonus on saves against mind affecting spells and abilities, allows reroll of concealment miss chance.
4 Dismissal: Forces a creature to return to native plane.
5 Sanctuary, Mass: One creature/level can’t be attacked, and can’t attack.
6 Banishment: Banishes 2 HD/level of extraplanar creatures.
7 Word of Balance: Kills, paralyzes, weakens, or nauseates non-neutral creatures.
8 Protection from Spells: Confers +8 resistance bonus.
9 Weighed in the Balance: Harms or heals creatures within 30 feet of you.
BEASTMASTER DOMAIN (3.0)
Deities: Ehlonna, Obad-Hai.
Granted Power: Speak with animals once per day per level as the spell. This is a supernatural ability.
1 Charm Animal:† Makes one animal your friend.
2 Beastmask (3.0): Animals and beasts think Target is one of them.
3 Animal Trance: Fascinates 2d6 HD of animals.
4 Bear’s Heart (3.0): One ally/level +4 Strength and +1d4/level HP.
5 Animal Growth: One animal/2 levels doubles in size.
6 Summon Nature’s Ally III: Calls creature to fight.
7 Animal Shapes: One ally/level polymorphs into chosen animal.
8 Summon Nature’s Ally IV: Calls creature to fight.
9 Shapechange: Transforms you into any creature, and change forms once/round.
† snakes and lizards only
BESTIAL DOMAIN (3.0)
Deities: Karaan, Yeenoghu.
Granted Power: Character gains the scent extraordinary ability.
1 Magic Fang: One natural weapon of Target creature gets +1 on attack and damage rolls.
2 Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
3 Magic Fang, Greater: One natural weapon of Target creature gets +1/four levels on attack and damage rolls (max +5).
4 Claws of the Savage (3.0): Target gains claws that deal damage based on size.
5 Charm Monster: Makes monster believe it is your ally.
6 Hold Monster: As hold person, but any creature.
7 Whirlwind of Teeth (3.0): Creates moving 5-ft/level cylinder that deals 1d8 damage/2 levels each round.
8 Spread of Savagery (3.0): Creatures within 10 ft./level become hostile and savage.
9 Were-Doom (3.0): 1d4 creatures infected with lycanthropy.
BLACKWATER DOMAIN
Deities: Blibdoolpoolp, Sekolah, Yeathan.
Granted Power: You are immune to pressure damage from descending into even the greatest of oceanic depths.
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Pressure Sphere: Water pressure deals 4d6 damage to submerged targets.
3 Evard’s Black Tentacles: Tentacles grapple all within 20-ft spread.
4 Transformation of the Deeps: Grant water breathing, darkvision, and pressure immunity to one creature/3 levels.
5 Blackwater Tentacle: Create blackwater tentacle that attacks your foe.
6 Blackwater Taint: Desecrate water, deal 1d6/2 levels negative energy damage, bestow a negative level.
7 Dark Tide: Infuse water over a large area with negative energy, causing weakness and 1d6 damage/hour.
8 Maelstrom: Conjures a deadly whirlpool to suck in and batter foes.
9 Doom of the Seas: Summons a fiendish kraken under your command.
BLIGHTBRINGER DOMAIN
Deity: Talona.
Granted Power: Rebuke or command blight spawned creatures and evil-aligned animals or plants as an evil cleric rebukes
undead. You may use this ability a number of times per day equal to 3 + your Charisma modifier. This is a supernatural
ability.
1 Hold Animal: Paralyzes one animal for 1 round/level.
2 Snowball Swarm: Snowballs deal 2d6 points of cold damage in 10-ft burst.
3 Contagion: Infects Target with chosen disease.
4 Fear: Subjects within cone flee for 1 round/level.
5 Cone of Cold: 1d6/level cold damage in a 60-ft cone.
6 Finger of Death: Kills one Target or deals 3d6 damage +1/level (max +25).
7 Command Plants: Sway the actions of one or more plant creatures.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Energy Drain: Target gains 2d4 negative levels.
CAVERN DOMAIN
Deities: Callarduran Smoothhands, Dumathoin, Geb, Ghaunadaur, Grumbar, Gruumsh, Luthic, Segojan Earthcaller, Shar.
Granted Power: You gain the stonecutting ability (PH 15). If you already have stonecutting, your racial bonus on checks to
notice unusual stonework increases to +4.
1 Detect Secret Doors: Reveals hidden doors within 60 ft.
2 Darkness: 20-ft radius of supernatural darkness.
3 Meld into Stone: You and your gear merge with stone.
4 Leomund’s Secure Shelter: Creates sturdy cottage.
5 Passwall: Creates passage through wood or stone wall.
6 Find the Path: Shows most direct way to location.
7 Maw of Stone: Animates cavern opening or chamber.
8 Earthquake: Intense tremor shakes 80-ft radius.
9 Imprisonment: Entombs Target beneath the earth.
CELERITY DOMAIN
Deities: Ehlonna, Fharlanghn, Olidammara, Xan Yae, Zuoken.
Granted Power: Your land speed is faster than the normal for your race by +10 ft. This benefit is lost if you are wearing
medium or heavy armor or carrying a medium or heavy load.
1 Expeditious Retreat: Your speed increases by 30 ft.
2 Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
3 Blur: Attacks miss Target 20% of the time.
4 Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
5 Tree Stride: Step from one tree to another far away.
6 Wind Walk: You and your allies turn vaporous and travel fast.
7 Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
8 Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.
9 Time Stop: You act freely for 1d4+1 rounds.
CELESTIAL DOMAIN
Deities: Domiel, Pistis Sophia.
Granted Power: You gain the supernatural ability to smite evil once per day. Add a +4 bonus to your melee attack roll and your
cleric level to your damage. You must declare the smite before making the attack, and the attempt is wasted if the target is
not evil.
1 Vision of Heaven: Evil creature is dazed for 1 round.
2 Consecrate: Fills area with positive energy, making undead weaker and deathless stronger.
3 Blessed Sight: Evil auras become visible to you.
4 Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
5 Heavenly Lightning: Arcs of radiant lightning deal 3d6 damage to one target per two CLs.
6 Call Faithful Servants: Summons 1d4 lantern archons, coure eladrins, or musteval guardinals.
7 Heavenly Lightning Storm: Arcs of radiant lightning deal 5d6 damage to one target per level.
8 Holy Aura: +4 AC, +4 resistance, and SR 25 against evil spells.
9 Gate: Connects two planes for travel or summoning.
CELESTIAL (ORIENTAL) DOMAIN (3.0)
Granted Power: Rebuke or command spirits as an evil cleric rebukes undead. Use this ability a number of times per day equal
to 3 + your Charisma modifier.
1 Bless: Allies gain +1 to attack, +1 against fear.
2 Commune with Lesser Spirit: Lesser spirit answers one question/2 levels.
3 Substitution (3.0): Half the damage you take is transferred to a figure of a spirit or deity.
4 Spirit Ally, Lesser: Exchange services with an 8 HD spirit.
5 Commune with Greater Spirit: Ask any spirit 1 question/level.
6 Spirit Ally: As lesser spirit ally, but up to 16 HD.
7 Dictum: Kills, paralyzes, slows, or deafens non-lawful subjects.
8 Spirit Ally, Greater: As lesser spirit ally, but up to 24 HD.
9 Gate: Connects two planes for travel or summoning.
CHARM DOMAIN
Deities: (Olympian) Aphrodite, (Asgardian) Freya, Eilistraee, Finder Wyvernspur, Gargauth, Hanali Celanil, Lliira, Milil,
Oghma, Sharess, Sharindlar, Sheela, Peryroyl, Sune.
Granted Power: You can boost your Charisma by 4 points once per day. Activating this power is a free action. The Charisma
increase lasts 1 minute.
1 Charm Person: Makes one person your friend.
2 Calm Emotions: Calms creatures, negating emotion effects.
3 Suggestion: Compels Target to follow stated course of action.
4 Good Hope: Subjects gain +2 on attacks, damage, saves, and checks.
5 Charm Monster: Makes monster believe it is your ally.
6 Geas/Quest: As lesser geas, but affects any creature.
7 Insanity: Target suffers continuous confusion.
8 Demand: Delivers short message and suggestion anywhere, instantly.
9 Dominate Monster: As dominate person, but any creature.
CHAOS DOMAIN
Deities: Corellon Larethian, Erythnul, Gruumsh, Kord, Olidammara.
Granted Power: You cast chaos spells at +1 CL.
1 Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Shatter: Sonic vibration damages objects or crystalline creatures.
3 Magic Circle against Law: As protection from law, but 10-ft radius and 10 minute/level.
4 Chaos Hammer: Damages and slows lawful creatures.
5 Dispel Law: +4 bonus against attacks by lawful creatures.
6 Animate Objects: Objects attack your foes.
7 Word of Chaos: Non-chaotic Target is killed, confused, stunned, or deafened.
8 Cloak of Chaos: +4 to AC, +4 resistance, SR 25 against lawful spells.
9 Summon Monster IX: Calls extraplanar creature to fight for you.
CITY DOMAIN
Deities: Olidammara, Urbanus.
Granted Power: Add Gather Information and Knowledge (local) to your list of cleric class skills.
1 Rooftop Strider: Move across uneven surfaces with ease.
2 City Lights: Absorb nearby light to release as blinding flare.
3 Winding Alleys: Trap foe in phantasmal maze.
4 Commune with City: Learn about city.
5 Skyline Runner: You can walk normally on any city surface.
6 City Stride: Teleport between two cities.
7 Urban Shield: City grants cover to you, not to enemies.
8 City’s Might: Gain enhancement to Str and Con, DR, while in city.
9 Animate City: City structures attack, slow down enemies.
COLD DOMAIN
Deities: Bahamut, Telchor, Auril, Iborighu, Levistus, Telchur, Thrym, Ulutiu.
Granted Power: You can turn or destroy fire creatures as a good cleric turns undead. You can also rebuke or command cold
creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma
modifier. This Granted Power is a supernatural ability.
1 Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
2 Chill Metal: Cold metal damages those who touch it.
3 Sleet Storm: Hampers vision and movement.
4 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
5 Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
6 Cone of Cold: 1d6/level cold damage in a 60-ft cone.
7 Control Weather: Changes weather in local area.
8 Polar Ray: Ranged touch attack deals 1d6/level cold damage in a 60-ft cone.
9 Obedient Avalanche: Snowy avalanche crushes and buries your foes.
COMMERCE DOMAIN
Deities: Kol Korran, Shinare.
Granted Power: Gain a +10 competence bonus on Profession checks to earn a living (not checks to accomplish specialized
tasks). Add Appraise to your list of cleric class skills.
1 Comprehend Languages: Understand all spoken and written languages.
2 Zone of Truth: Subjects within range cannot lie.
3 Tongues: Speak any language.
4 Glibness: Gain +30 on Bluff checks, and your lies can escape magical discernment.
5 True Seeing: See all things as they really are.
6 Leomund’s Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
7 Refuge: Alters item to transport its possessor to you.
8 Analyze Dweomer: Reveals magical aspects of subject.
9 Polymorph Any Object: Changes any Target into anything else.
COMMUNITY DOMAIN
Deities: Estanna, Corellon Larethian, Garl Glittergold, Pelor, Yondalla, Bralm, Rao, Athena, Hephaestus, Hera, Hestia, Hathor,
Frigga.
Granted Power: Use calm emotions as a spell-like ability once per day. Gain +2 bonus on Diplomacy checks.
1 Bless: Allies gain +1 to attack, +1 against fear.
2 Status: Monitors condition, position of allies.
3 Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
4 Tongues: Speak any language.
5 Rary’s Telepathic Bond: Link lets allies communicate.
6 Heroes’ Feast: Food for one creature/level cures and blesses.
7 Refuge: Alters item to transport its possessor to you.
8 Mordenkainen’s Magnificent Mansion: Door leads to extra-dimensional mansion.
9 Heal, Mass: As heal, but with several subjects.
COMMUNITY (EBERRON) DOMAIN
Deities: Boldrei.
Granted Power: You can use calm emotions as a spell-like ability once per day. You also gain a +2 competence bonus on
Diplomacy checks.
1 Bless: Allies gain +1 to attack, +1 against fear.
2 Status: Monitors condition, position of allies.
3 Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
4 Status, Greater: As status, but cast some spells through bond.
5 Rary’s Telepathic Bond: Link lets allies communicate.
6 Heroes’ Feast: Food for one creature/level cures and blesses.
7 Refuge: Alters item to transport its possessor to you.
8 Sympathy: Object or location attracts certain creatures.
9 Heal, Mass: As heal, but with several subjects.
COMPETITION DOMAIN
Deities: Kord, Joramy, Llerg.
Granted Power: You relish the chance to prove yourself against your foes. As an extraordinary ability, you gain a +1 bonus on
all opposed checks you make.
1 Remove Fear: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
2 Zeal: You gain +4 AC against attacks of opportunity, move through enemies.
3 Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5 Righteous Might: Your size increases, and you gain +4 Strength.
6 Zealot Pact: You automatically gain combat bonuses when you attack someone of opposite alignment.
7 Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
8 Moment of Prescience: You gain insight bonus on a single attack roll, check, or save.
9 Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.
CORRUPTION DOMAIN
Deities: Ghaunadaur, Demogorgon, The Patient One, Juiblex, Pale Night.
Granted Power: Once per day, character can attack an object and ignore its hardness rating.
1 Doom: One Target takes -2 on attacks, damage, saves, and checks.
2 Blindness/Deafness: Makes Target blinded or deafened.
3 Contagion: Infects Target with chosen disease.
4 Morality Undone: Target becomes evil.
5 Feeblemind: Subject’s Int and Cha drop to 1.
6 Pox: Deals 1d4 Con drain to one creature/level.
7 Insanity: Target suffers continuous confusion.
8 Befoul: Large amount of water becomes poisonous.
9 Despoil: Kills plants, damages objects in 100-ft radius/level.
COURAGE DOMAIN
Deities: Valkar, Heironeous, Yondalla.
Granted Power: You radiate an aura of courage that grants all allies within 10 feet (including yourself) a +4 morale bonus on
saving throws against fear effects. This supernatural ability functions while you are conscious, but not if you are
unconscious or dead.
1 Remove Fear: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
2 Aid: +1 on attack rolls and fear saves, 1d8 temporary hp +1/level (max +10).
3 Cloak of Bravery: You and your allies gain a bonus on saves against fear.
4 Heroism: Gives +2 on attack rolls, saves, skill checks.
5 Valiant Fury: +4 Str, Con; +2 Will saves; extra attack; cures 1d8 hp +1/level (max +20).
6 Heroes’ Feast: Food for one creature/level cures and blesses.
7 Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
8 Lion’s Roar: Deals 1d8/2 levels to enemies; allies get +1 on attacks and saves against fear, plus temporary hp.
9 Cloak of Bravery, Greater: You and your allies become immune to fear and get +2 bonus on attacks.
CRAFT DOMAIN
Deities: Callarduran Smoothhands, Dugmaren Brightmantle, Dumathoin, Flandal Steelskin, Garl Glittergold, Geb, Gond,
Laduguer, Moradin, Thoth.
Granted Power: You cast conjuration (creation) spells at +1 CL and gain Skill Focus as a bonus feat for one Craft skill of your
choice.
1 Animate Rope: Makes a rope move at your command.
2 Wood Shape: Rearranges wooden objects to suit you.
3 Stone Shape: Sculpts stone into any shape.
4 Minor Creation: Creates one cloth or wood object.
5 Wall of Stone: Creates a stone wall that can be shaped.
6 Fantastic Machine: Creates a machine to perform a single simple task.
7 Major Creation: As minor creation, plus stone and metal.
8 Forcecage: Cube or cage of force imprisons all inside.
9 Fantastic Machine, Greater: Creates a machine to perform multiple tasks.
CREATION DOMAIN
Deities: Garl Glittergold, Moradin, Yondalla, (Olympian) Hecate; (Pharaonic) Ptah.
Granted Power: You cast Conjuration (creation) spells at +1 CL.
1 Create Water: Creates 2 gallons/level of pure water.
2 Minor Image: Creates audio and visual illusion of your design.
3 Create Food and Water: Feeds three humans (or one horse)/level.
4 Minor Creation: Creates one cloth or wood object.
5 Major Creation: As minor creation, plus stone and metal.
6 Heroes’ Feast: Food for one creature/level cures and blesses.
7 Permanent Image: Includes sight, sound, and smell.
8 True Creation: As major creation, but permanent.
9 Pavilion of Grandeur: A feast and a great pavilion are created.
DARKNESS DOMAIN
Deities: Lolth, Mask, Set, Shar, Shargaas.
Granted Power: You gain Blind-Fight as a bonus feat.
1 Obscuring Mist: Fog surrounds you.
2 Blindness/Deafness: Makes Target blinded or deafened.
3 Blacklight: Creates a 20-ft radius of supernatural darkness you can see through.
4 Armor of Darkness: Shadow shroud gives +3 +1/4 levels (max +8) deflection AC, +2 on saves vs holy, good, or light effects.
5 Darkbolt: You hurl 1 beam of darkness/2 levels dealing 2d8 damage and may daze target for 1 round.
6 Prying Eyes: Creates 1d4 +1/level floating eyes to scout for you.
7 Nightmare: Sends vision dealing 1d10 damage, fatigue.
8 Power Word Blind: Blinds creature with 200 or fewer hp.
9 Power Word Kill: Kills creature with 100 hp or less.
DEATH DOMAIN
Deities: Nerull, Wee Jas.
Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death
effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you
touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current HP, it dies (no save).
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Death Knell: Kill dying creature; Gain 1d8 temp hp, +2 Str, +1 CL.
3 Animate Dead: Creates undead skeletons and zombies.
4 Death Ward: Grants immunity to death spells and negative energy effects.
5 Slay Living: Touch attack kills subject.
6 Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
7 Destruction: Kills Target and destroys remains.
8 Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
9 Wail of the Banshee: Kills one creature/level.
DEATHBOUND DOMAIN
Deity: Afflux.
Granted Power: Your limit for creating undead animated with spells increases to three times your CL instead of the normal two
times CL.
1 Chill of the Grave: Ray causes cold damage.
2 Blade of Pain and Fear: Creates blade of gnashing teeth.
3 Fangs of the Vampire King: Caster gains bite attack with +10 bonus that deals 1d6 damage and 1 Con damage.
4 Wither Limb: Caster reduces subject’s speed to 5 ft. or makes it impossible for Target to use objects or cast somatic spells.
5 Revive Undead: Restores undeath to undead that was destroyed up to 1 day/level ago.
6 Awaken Undead: Grant sentience to otherwise mindless undead.
7 Avasculate: Reduce foe to half hp and stun.
8 Avascular Mass: Reduce foe to half hp and stun, entangle in 20-ft radius from victim.
9 Heal, Mass: As heal, but with several subjects.
DEATHLESS DOMAIN
Deities: The Undying Court.
Granted Power: Once per day, you can perform a greater rebuking against deathless creatures in place of one of your turn
undead attempts. The greater rebuking is like a normal rebuking except that the deathless creatures that would be rebuked
are commanded instead.
1 Detect Undead: Reveals undead within 60 ft.
2 Consecrate: Fills area with positive energy, making undead weaker and deathless stronger.
3 Halt Deathless: Immobilizes deathless for 1 round/level.
4 Spirit Steed: Channels an ancient spirit into your steed, increasing its speed and granting other benefits.
5 Hallow: Designates location as holy.
6 Create Deathless: Create undying soldier.
7 Control Deathless: Deathless don’t attack you while under your command.
9 Create Greater Deathless: Create undying councilor.
9 Hero’s Blade: Channel the spirit of a great hero into a melee weapon.
DECAY DOMAIN
Deities: The Keeper.
Granted Power: You may use a touch of decay once per day. Your touch of decay is a supernatural ability that causes
putrescence in organic matter and weakens inorganic matter. You must succeed on a melee touch attack to affect a creature
(using the rules for touch spells). If you touch a living creature including constructs with the living subtype, you deal 1d4
points of Constitution damage. If you touch an undead creature, an object, or a construct without the living construct
subtype, you deal 2d6 ponts of damage +1 point per cleric level.
1 Doom: One Target takes -2 on attacks, damage, saves, and checks.
2 Ray of Enfeeblement: Ray deals 1d6+1/2 levels Str penalty.
3 Contagion: Infects Target with chosen disease.
4 Enervation: Target gains 1d4 negative levels.
5 Blight: Withers one plant or deals 1d6/level damage to plant creatures.
6 Antilife Shell: 10-ft field hedges out living creatures.
7 Withering Palm: Touch attack deals 1 point Str and 1 point Con damage per two CLs.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Energy Drain: Target gains 2d4 negative levels.
DEMONIC DOMAIN
Deities: Demogorgon, Graz’zt, Yeenoghu, Orcus, Fraz-Urb’luu.
Granted Power: Character gains +1 profane bonus on attack and damage rolls for unarmed strikes and attacks with natural
weapons.
1 Demonflesh: Caster gains +1 natural armor/5 CLs.
2 Demoncall: Grants +10 profane bonus on one Knowledge (arcana), Knowledge (the planes), or Knowledge (religion) check.
3 Demon Wings: Caster flies at his land speed.
4 Dimensional Anchor: Bars extra-dimensional movement.
5 Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
6 Planar Binding: As planar binding, lesser but up to 12 HD.
7 Fiendish Clarity: Caster sees in even magical darkness, sees invisible up to 60 feet, and can detect good.
8 Utterdark: 100-ft/level radius of darkness that evil creatures can see through.
9 Gate: Connects two planes for travel or summoning.
DESTINY DOMAIN
Deities: Heironeous, Glautru, Istus, Lyris, Vecna, Zarus.
Granted Power: Once per day as an immediate action, you can grant a willing creature within 30 feet the ability to reroll an
attack, save, ability check, or skill check. You must be able to see the creature to be affected. You cannot use this power on
yourself. This is a supernatural ability.
1 Omen of Peril: You know how dangerous the future will be.
2 Augury: Learns whether an action will be good or bad.
3 Delay Death: Losing HP doesn’t kill subject.
4 Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
5 Stalwart Pact: Target gains combat bonuses automatically when reduced to half HP or lower.
6 Warp Destiny: Reverse failed save or hit in combat.
7 Bestow Curse, Greater: As bestow curse, but more severe penalties.
8 Moment of Prescience: You gain insight bonus on a single attack roll, check, or save.
9 Choose Destiny: Gain two chances for success on every action.
DESTRUCTION DOMAIN
Deities: St. Cuthbert, Hextor.
Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack
rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the
attack. This ability is usable once per day.
1 Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
2 Shatter: Sonic vibration damages objects or crystalline creatures.
3 Contagion: Infects Target with chosen disease.
4 Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
5 Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
6 Harm: Deals 10 points/level damage to target.
7 Disintegrate: Makes one creature or object vanish.
8 Earthquake: Intense tremor shakes 80-ft radius.
9 Implosion: Kills one creature/round.
DIABOLIC DOMAIN
Deities: Asmodeus, Baalzebul, Mammon, Mephistopheles.
Granted Power: Once per day, character can add her class level as a bonus on a Bluff, Diplomacy, Intimidate, or Sense Motive
check.
1 Devil’s Tail (3.0): Caster gains a spiked tail that deals 1d4 damage.
2 Devil’s Eye: See through magical darkness up to 30 ft.
3 Devil’s Ego: Caster gains 1d4+1 Cha and become an outsider.
4 Hellfire: Explosion of brimstone deals 3d6 damage in 5-ft radius.
5 Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
6 Planar Binding: As planar binding, lesser but up to 12 HD.
7 Hellfire Storm: Explosion of brimstone deals 5d6 damage in 20-ft radius.
8 Demand: Delivers short message and suggestion anywhere, instantly.
9 Gate: Connects two planes for travel or summoning.
DIVINATION DOMAIN (3.0)
Deities: Boccob, Obad-Hai, Pelor, Vecna.
Granted Power: You cast divination spells at +2 CLs.
1 Identify: Determines properties of magic item.
2 Augury: Learns whether an action will be good or bad.
3 Divination: Provides useful advice for specific, proposed action.
4 Scrying: Spies on Target from a distance.
5 Commune: Deity answers one yes-or-no question/level.
6 Legend Lore: Learn tales about a person, place, or thing.
7 Scrying, Greater: As scrying, but faster and longer.
8 Discern Location: Reveals exact location of creature or object.
9 Foresight: Sixth sense warns of impending danger.
DOMINATION DOMAIN
Deities: Gruumsh, Hextor, St. Cuthbert, Wee Jas.
Granted Power: You gain the Spell Focus (Enchantment) feat.
1 Command: One Target obeys one-word command for 1 round.
2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
3 Suggestion: Compels Target to follow stated course of action.
4 Dominate Person: Control humanoid telepathically.
5 Command, Greater: As command, but affects one subject/level.
6 Geas/Quest: As lesser geas, but affects any creature.
7 Suggestion, Mass: As suggestion, plus one subject/level.
8 True Domination: As dominate person, but save at -4.
9 Monstrous Thrall: As true domination, but permanent and affects any creature.
DRAGON BELOW DOMAIN
Deities: The Cults of the Dragon Below.
Granted Power: You gain Augment Summoning as a bonus feat.
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Death Knell: Kill dying creature; Gain 1d8 temp hp, +2 Str, +1 CL.
3 Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
4 Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
5 Slay Living: Touch attack kills subject.
6 Planar Ally: As lesser planar ally, but up to 12 HD.
7 Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subjects.
8 Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
9 Gate: Connects two planes for travel or summoning.
DRAGON DOMAIN
Deities: Aasterinian, Astilabor, Bahamut, Chronepsis, Falazure, Garyx, Hlal, Io, Lendys, Tamara, Tiamat.
Granted Power: Add Bluff and Intimidate to your list of cleric class skills.
1 Magic Fang: One natural weapon of Target creature gets +1 on attack and damage rolls.
2 Resist Energy: Ignores 10 hp/round from one energy type.
3 Magic Fang, Greater: One natural weapon of Target creature gets +1/four levels on attack and damage rolls (max +5).
4 Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.
5 True Seeing: See all things as they really are.
6 Stoneskin: Ignore 10 points of damage per attack.
7 Dragon Ally: As lesser dragon ally, but up to 15 HD.
8 Suggestion, Mass: As suggestion, plus one subject/level.
9 Dominate Monster: As dominate person, but any creature.
DREAM DOMAIN
Deities: Diirinka.
Granted Power: Because you have long delved into dreams and nightmares, you are immune to fear effects.
1 Sleep: Puts 4 HD of creatures into magical slumber.
2 Augury: Learns whether an action will be good or bad.
3 Deep Slumber: Puts 10 HD of creatures to sleep.
4 Phantasmal Killer: Fearsome illusion kills Target or deals 3d6 damage.
5 Nightmare: Sends vision dealing 1d10 damage, fatigue.
6 Dream Sight: Your spirit can leave your body and explore for 1 minute/level.
7 Scrying, Greater: As scrying, but faster and longer.
8 Power Word Stun: Stuns creatures with 150 or fewer hp.
9 Weird: As phantasmal killer, but affects all within 30 ft.
DROW DOMAIN
Deities: Eilistraee, Ghaunadaur, Kiaransalee, Lolth, Selvetarm, Vhaeraun.
Granted Power: You gain Lightning Reflexes as a bonus feat.
1 Cloak of Dark Power: Cloak protects Target from effects of sunlight.
2 Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
3 Suggestion: Compels Target to follow stated course of action.
4 Discern Lies: Reveals deliberate falsehoods.
5 Spiderform: Polymorph into drider or Large spider.
6 Dispelling Screen, Greater: Targeted dispel magic on any creatures and unattended items, +20 max on CL check.
7 Word of Chaos: Non-chaotic Target is killed, confused, stunned, or deafened.
8 Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
9 Gate: Connects two planes for travel or summoning.
DWARF DOMAIN
Deities: Abbathor, Berronar Truesilver, Clangeddin, Deep Duerra, Dugmaren Brightmantle, Dumathoin, Gorm Gulthyn, Haela
Brightaxe, Laduguer, Marthammor Duin, Moradin, Sharindlar, Thard Harr, Vergadain.
Granted Power: You gain Great Fortitude as a bonus feat.
1 Magic Weapon: Weapon gains +1 bonus.
2 Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
3 Glyph of Warding: Inscription harms those who pass it.
4 Magic Weapon, Greater: +1/four levels (max +5).
5 Fabricate: Transforms raw material into finished items.
6 Stone Tell: Talk to natural or worked stone.
7 Dictum: Kills, paralyzes, slows, or deafens non-lawful subjects.
8 Protection from Spells: Confers +8 resistance bonus.
9 Elemental Swarm:† Summons multiple elementals.
† Earth spell only.
EARTH DOMAIN
Deities: Moradin, Obad-Hai.
Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an
evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This
granted power is a supernatural ability.
1 Magic Stone: Three stones become +1 projectiles, 1d6+1 damage.
2 Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
3 Stone Shape: Sculpts stone into any shape.
4 Spike Stones: Creatures in area take 1d8 damage, may be slowed.
5 Wall of Stone: Creates a stone wall that can be shaped.
6 Stoneskin: Ignore 10 points of damage per attack.
7 Earthquake: Intense tremor shakes 80-ft radius.
8 Iron Body: Your body becomes living iron.
9 Elemental Swarm:† Summons multiple elementals.
† Cast as an earth spell only.
ENDURANCE DOMAIN
Deities: Phieran.
Granted Power: You can perform a feat of endurance, which is the supernatural ability to gain an enhancement bonus to
Constitution equal to one-half your level. Activating the power is a free action, the power lasts 1 minute, and it is usable
once per day.
1 Endure Elements: Exist comfortably in hot or cold environments.
2 Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
3 Refreshment: Cures creatures of all non-lethal damage.
4 Sustain: Recipients need no food or drink for 6 hours/level.
5 Stoneskin: Ignore 10 points of damage per attack.
6 Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
7 Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
8 Spell Turning: Reflect 1d4+6 spell levels back at caster.
9 Iron Body: Your body becomes living iron.
ELF DOMAIN
Deities: Aerdrie Faenya, Angharradh, Corellon Larethian, Deep Sashelas, Eilistraee, Erevan Ilesere, Fenmarel Mestarine, Hanali
Celanil, Labelas Enoreth, Rillifane Rallathil, Sehanine Moonbow, Shevarash, Solonor Thelandira.
Granted Power: Free Point Blank Shot feat.
1 True Strike: +20 on your next attack roll.
2 Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
3 Snare: Creates a magic booby trap.
4 Tree Stride: Step from one tree to another far away.
5 Commune with Nature: Learn about terrain for 1 mile/level.
6 Find the Path: Shows most direct way to location.
7 Liveoak: Oak becomes treant guardian.
8 Sunburst: Blinds all within 80 ft., deals 6d6 damage.
9 Antipathy: Object or location affected by spell repels certain creatures.
ENTROPY DOMAIN
Deities: Dagon, Obox-ob.
Granted Power: Once per day as a standard action, you can channel a bolt of Abyssal entropy as a ranged touch attack, dealing
1d8 points of damage per cleric level you possess. Half the damage is sonic damage, and half is unholy damage that cannot
be reduced by sonic resistance or immunity.
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Vision of Entropy: Confronts target with a vision of the Abyss that causes increasing fear.
3 Ray of Exhaustion: Ray makes Target exhausted.
4 Fear: Subjects within cone flee for 1 round/level.
5 Waves of Fatigue: Several targets become fatigued.
6 Disintegrate: Makes one creature or object vanish.
7 Insanity: Target suffers continuous confusion.
8 Scintillating Pattern: Creates twisting colors that confuse, stun, or render subjects unconscious.
9 Abyssal Rift: Opens a rift in the ground, damaging creatures and structures.
ENVY DOMAIN
Deities: None.
Granted Power: Add Bluff to your list of cleric class skills. In addition, you cast spells that damage or drain ability scores or
bestow negative levels at +1 CL.
1 Disguise Self: Disguise own appearance.
2 Ray of Enfeeblement: Ray deals 1d6+1/2 levels Str penalty.
3 Touch of Idiocy: Target takes 1d6 points of Int, Wis, and Cha damage.
4 Vampiric Touch: Touch deals 1d6/two CLs; caster gains damage as hp.
5 Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
6 Magic Jar: Enables possession of another creature.
7 Limited Wish: Alters reality—within spell limits.
8 Simulacrum: Creates partially real double of a creature.
9 Wish: As limited wish, but with fewer limits.
EVIL DOMAIN
Deities: Erythnul, Gruumsh, Hextor, Nerull, Vecna.
Granted Power: You cast evil spells at +1 CL.
1 Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Desecrate: Fills area with negative energy, making undead stronger.
3 Magic Circle against Good: As protection from good, but 10-ft radius and 10 minute/level.
4 Unholy Blight: Damages and sickens good creatures.
5 Dispel Good: +4 bonus against attacks by good creatures.
6 Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
7 Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subjects.
8 Unholy Aura: +4 to AC, +4 resistance, SR 25 against good spells.
9 Summon Monster IX:† Calls extraplanar creature to fight for you.
† Cast as an evil spell only.
EXORCISM DOMAIN
Deities: Corellon Larethian, Heironeous, Kord, Moradin, Pelor, The Silver Flame.
Granted Power (Su): You have the supernatural ability to force possessing spirits out of the bodies they inhabit. You make a
Charisma check and consult Table 8-16: Turning Undead, page 159 of the Player’s Handbook, using your cleric level. If
the result from the table is at least equal to the HD of the possessing creature, you force it out of the body. If the spirit
belongs to a spellcaster using magic jar, the spirit returns to the receptacle. If it is a ghost or a possessing fiend, it becomes
ethereal and free-floating again. In any case, the spirit cannot attempt to possess the same victim again for 24 hours.
1 Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Magic Circle against Evil: As protection from evil, but 10-ft radius and 10 minute/level.
3 Remove Curse: Frees object or person from curse.
4 Dismissal: Forces a creature to return to native plane.
5 Dispel Evil: +4 bonus against attacks by evil creatures.
6 Banishment: Banishes 2 HD/level of extraplanar creatures.
7 Holy Word: Kills, paralyzes, slows, or deafens non-good subjects.
8 Holy Aura: +4 AC, +4 resistance, and SR 25 against evil spells.
9 Freedom: Releases creature from imprisonment.
FAMILY DOMAIN
Deities: Berronar Truesilver, Cyrrollalee, Eldath, Hathor, Isis, Lliira, Luthic, Yondalla.
Granted Power: Once per day as a free action, you can protect a number of creatures equal to your Charisma modifier
(minimum one creature) with a +4 dodge bonus to AC. This ability lasts 1 round per level. An affected creature loses this
protection if it moves more than 10 feet from you. You can affect yourself with this ability.
1 Bless: Allies gain +1 to attack, +1 against fear.
2 Shield Other: You take half of subject’s damage.
3 Helping Hand: Ghostly hand leads Target to you.
4 Imbue with Spell Ability: Transfer spells to subject.
5 Rary’s Telepathic Bond: Link lets allies communicate.
6 Heroes’ Feast: Food for one creature/level cures and blesses.
7 Refuge: Alters item to transport its possessor to you.
8 Protection from Spells: Confers +8 resistance bonus.
9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.
FATE DOMAIN
Deities: Lyris, Nerull, Obad-Hai, Beshaba, Hathor, Hoar, Jergal, Kelemvor, Savras.
Granted Power: You gain the uncanny dodge ability, allowing you to retain your Dexterity bonus to AC (if any) even if caught
flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you
have another class that gives you uncanny dodge, your cleric levels add to that class’s level for determining when you gain
the improved uncanny dodge class feature.
1 True Strike: +20 on your next attack roll.
2 Augury: Learns whether an action will be good or bad.
3 Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
4 Status: Monitors condition, position of allies.
5 Mark of Justice: Designates action that will trigger curse on subject.
6 Geas/Quest: As lesser geas, but affects any creature.
7 Vision: As legend lore, but quicker and strenuous.
8 Mind Blank: Target is immune to mental/emotional magic and scrying.
9 Foresight: Sixth sense warns of impending danger.
FEAST DOMAIN
Deities: Gadhelyn, Olladra.
Granted Power: You have immunity to ingested poisons and to diseases spread by ingestion.
1 Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
2 Delay Poison: Stops poison from harming Target for 1 hour/level.
3 Create Food and Water: Feeds three humans (or one horse)/level.
4 Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
5 Leomund’s Secure Shelter: Creates sturdy cottage.
6 Heroes’ Feast: Food for one creature/level cures and blesses.
7 Mordenkainen’s Magnificent Mansion: Door leads to extra-dimensional mansion.
8 Detoxify: Neutralize poison in 30’ radius.
9 Feast of Champions: Food for one creature/level heals and grants comprehensive bonuses.
FEY DOMAIN
Deities: Valarian.
Granted Power: Gain a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, nymphs, and sprites).
1 Faerie Fire: Outlines Target with light, canceling blur, concealment, etc.
2 Charm Person: Makes one person your friend.
3 Inspired Aim: Allies within 40 ft. gain +2 insight bonus on ranged attack rolls.
4 Blinding Beauty: You become as beautiful as a nymph, and can blind humanoids who look at you.
5 Tree Stride: Step from one tree to another far away.
6 Heroes’ Feast: Food for one creature/level cures and blesses.
7 Liveoak: Oak becomes treant guardian.
8 Unearthly Beauty: As blinding beauty, but creatures must save or die.
9 Summon Nature’s Ally IX: Calls creature to fight.
FIRE DOMAIN
Deity: Obad-Hai.
Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an
evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This
Granted Power is a supernatural ability.
1 Burning Hands: 1d4 fire damage/level (max 5d4), 15-foot cone.
2 Produce Flame: 1d6 damage +1/level, touch or thrown.
3 Resist Energy:† Ignores 10 hp/round from one energy type.
4 Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
5 Fire Shield:†† Creatures attacking you take fire damage; you’re protected from heat or cold.
6 Fire Seeds: Acorns and berries become grenades and bombs.
7 Fire Storm: Deals 1d6 fire damage/level.
8 Incendiary Cloud: Cloud deals 4d6 fire damage/round.
9 Elemental Swarm:††† Summons multiple elementals.
† Resist cold or fire only.
†† Cast as a fire spell only.
††† Fire elementals only.
FLAME DOMAIN (3.0)
Granted Power: You can generate a flame ward, a spell-like ability to grant yourself or someone you touch a resistance bonus
equal to your shaman level on all saving throws against fire spells and effects. Activating this power is a standard action.
The flame ward is an abjuration effect with a duration of 1 minute + 1 minute/level that is usable once per day.
1 Burning Hands: 1d4 fire damage/level (max 5d4), 15-foot cone.
2 Produce Flame: 1d6 damage +1/level, touch or thrown.
3 Animate Fire: Turn Small or smaller fire into animated object.
4 Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
5 Fire Breath: You can breathe fire once/round; flame deals 1d8/2 levels (maximum 10d8) damage to one target within 15 ft.
6 Fire Seeds: Acorns and berries become grenades and bombs.
7 Fire Storm: Deals 1d6 fire damage/level.
8 Incendiary Cloud: Cloud deals 4d6 fire damage/round.
9 Internal Fire: Targets die instantly or take 6d6 + 1/level fire damage.
FORCE DOMAIN
Deities: Tharizdun.
Granted Power: By manipulating cosmic forces of inertia and force, once per day the cleric can reroll any damage roll (for a
weapon, a spell, or an ability) and take the better of the two rolls. This Granted Power is considered a supernatural ability.
1 Mage Armor: Gives Target +4 armor bonus.
2 Magic Missile: 1d4+1 damage; +1 missile/two levels above 1st (max 5).
3 Blast of Force: Ray deals 1d6 damage/2 CLs (max 5d6).
4 Otiluke’s Resilient Sphere: Force globe protects but traps one subject.
5 Wall of Force: Wall is immune to damage.
6 Repulsion: Creatures can’t approach you.
7 Forcecage: Cube or cage of force imprisons all inside.
8 Otiluke’s Telekinetic Sphere: As Otiluke’s resilient sphere, but you move sphere telekinetically.
9 Bigby’s Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
FURY DOMAIN
Deities: Baphomet, Kostchtchie, Yeenoghu.
Granted Power: Once per day as a free action, you can designate a single creature or object as the target of your fury. You gain
a +2 profane bonus on attack rolls against the designated creature or object and deal an extra 2 points of damage with each
successful strike upon it. These bonuses persist until you select a new target for your attacks.
1 True Strike: +20 on your next attack roll.
2 Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
3 Rage: Grants +2 to Str and Con, +1 on Will saves, -2 to AC.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5 Shout: Deafens all within cone and deals 5d6 sonic damage.
6 Song of Discord: Forces targets to attack each other.
7 Abyssal Frenzy: Regresses target to brutish, demonic version of itself.
8 Shout, Greater: Devastating yell deals 10d6 sonic damage, stuns creatures, damages objects.
9 Abyssal Frenzy, Mass: As abyssal frenzy, but 1 creature/level.
FURY (ORIENTAL) DOMAIN (3.0)
Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 attack bonus and a
damage bonus equal to your shaman level (if you hit). You must declare the smite before making the attack. It is usable
once per day.
1 Weapon Bless (3.0): Prepare one weapon for combat against a particular foe.
2 Shatter: Sonic vibration damages objects or crystalline creatures.
3 Castigate: Creatures of different alignment take 2d6 or 5d6 damage and are deafened for 1d4 rounds.
4 Shout: Deafens all within cone and deals 5d6 sonic damage.
5 Circle of Doom (3.0): Deals 1d8 +1/level damage in all directions.
6 Harm: Deals 10 points/level damage to target.
7 Destruction: Kills Target and destroys remains.
8 Earthquake: Intense tremor shakes 80-ft radius.
9 Implosion: Kills one creature/round.
GHOST DOMAIN (3.0)
Deities: Aluvan.
Granted Power: Cast ectomancy spells at +1 CL.
1 Protection from Possession (3.0): Warded creature cannot be possessed or mentally controlled.
2 Halt Undead: Immobilizes undead for 1 round/level.
3 Undead Bane Weapon: Weapon gains undead bane property and is considered good-aligned.
4 Proper State (3.0): Transforms willing incorporeal undead into a ghost.
5 Contingent Spell Lock (3.0): You store prepared spells or slots to use immediately if you become a ghost.
6 Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).
7 Repel Ectoplasm (3.0): As repel wood, but affecting only ectoplasm.
8 Trap the Soul:† Imprisons Target within gem.
9 Forcecage: Cube or cage of force imprisons all inside.
† works on ghosts only
GLORY DOMAIN
Deities: Ayailla, Heironeous, Pelor, Re-Horakhty.
Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 on the turning damage roll.
1 Disrupt Undead: Deals 1d6 damage to one undead.
2 Glorious Raiment: You imbue a garment with divine power.
3 Searing Light: Ray deals 1d8/two levels, more against undead.
4 Holy Smite: Damages and blinds evil creatures.
5 Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
6 Bolt of Glory: Positive energy ray deals extra damage to evil outsiders and undead.
7 Sunbeam: Beam blinds and deals 4d6 damage.
8 Crown of Glory: You gain +4 Charisma and enthrall those who hear you.
9 Blinding Glory: 100-ft/level radius of light that blinds evil creatures.
GLUTTONY DOMAIN
Deities: None.
Granted Power: For a total time per day of 1 round per cleric level you possess, you can increase your size as if you were
affected by the enlarge person spell. Activating the power or ending it is a free action.
1 Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
2 Death Knell: Kill dying creature; Gain 1d8 temp hp, +2 Str, +1 CL.
3 Create Food and Water: Feeds three humans (or one horse)/level.
4 Vampiric Touch: Touch deals 1d6/two CLs; caster gains damage as hp.
5 Baleful Polymorph: Transforms Target into harmless animal.
6 Heroes’ Feast: Food for one creature/level cures and blesses.
7 Stone to Flesh: Restores petrified creature.
8 Bite of the King: Swallow enemies whole.
9 Trap the Soul: Imprisons Target within gem.
GNOME DOMAIN
Deities: Baervan Wildwanderer, Baravar Cloakshadow, Callarduran Smoothhands, Flandal Steelskin, Gaerdal Ironhand, Garl
Glittergold, Segojan Earthcaller, Urdlen.
Granted Power: You cast illusion spells at +1 CL.
1 Silent Image: Creates minor illusion of your design.
2 Gembomb: Gem becomes a bomb that deals 1d8 force damage/2 levels.
3 Minor Image: Creates audio and visual illusion of your design.
4 Minor Creation: Creates one cloth or wood object.
5 Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
6 Fantastic Machine: Creates a machine to perform a single simple task.
7 Screen: Illusion hides area from vision, scrying.
8 Otto’s Irresistible Dance: Forces Target to dance.
9 Summon Nature’s Ally IX:† Calls creature to fight.
† Earth elementals or animals only.
GOOD DOMAIN
Deities: Corellon Larethian, Ehlonna, Garl Glittergold, Heironeous, Kord, Moradin, Pelor, Yondalla.
Granted Power: You cast good spells at +1 CL.
1 Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Aid: +1 on attack rolls and fear saves, 1d8 temporary hp +1/level (max +10).
3 Magic Circle against Evil: As protection from evil, but 10-ft radius and 10 minute/level.
4 Holy Smite: Damages and blinds evil creatures.
5 Dispel Evil: +4 bonus against attacks by evil creatures.
6 Blade Barrier: Wall of blades deals 1d6/level damage.
7 Holy Word: Kills, paralyzes, slows, or deafens non-good subjects.
8 Holy Aura: +4 AC, +4 resistance, and SR 25 against evil spells.
9 Summon Monster IX:† Calls extraplanar creature to fight for you.
† Cast as a good spell only.
GREED DOMAIN
Deities: Mammon, Tiamat.
Granted Power: Character gains a +2 competence bonus on Appraise, Open Lock, and Pick Pocket checks.
1 Cheat: Caster rerolls when determining the success of a game of chance.
2 Entice Gift: Target gives caster what it’s holding.
3 Knock: Open locked or magically sealed door.
4 Fire Trap: Opened object deals 1d4 +1/level fire damage.
5 Fabricate: Transforms raw material into finished items.
6 Guards and Wards: Array of magical effects protects area.
7 Vanish (3.0): As teleport, but affects a touched object.
8 Phantasmal Thief: Creates an unseen force that steals from others.
9 Sympathy: Object or location attracts certain creatures.
GUARDIAN DOMAIN (3.0)
Granted Power: Once per day, you can add your shaman level to a single saving throw you make.
1 Shield of Faith: Aura grants +2 or higher deflection bonus.
2 Warning: Grants uncanny dodge and +4 insight bonus on Listen and Spot checks.
3 Substitution (3.0): Half the damage you take is transferred to a figure of a spirit or deity.
4 Snake Barrier: Keeps reptiles at bay.
5 Dispel Chaos: +4 bonus against attacks by chaotic creatures.
5 Dispel Evil: +4 bonus against attacks by evil creatures.
5 Dispel Good: +4 bonus against attacks by good creatures.
5 Dispel Law: +4 bonus against attacks by lawful creatures.
6 Stoneskin: Ignore 10 points of damage per attack.
7 Repulsion: Creatures can’t approach you.
8 Surelife: Protects you from death due to hazards.
9 Antipathy: Object or location affected by spell repels certain creatures.
HALFLING DOMAIN
Deities: Arvoreen, Brandobaris, Cyrrollalee, Sheela Peryroyl, Urogalan, Yondalla.
Granted Power: Once per day for 10 minutes, you add your Charisma modifier to your Climb, Jump, Move Silently, and Hide
checks. Activating this ability is a free action.
1 Magic Stone: Three stones become +1 projectiles, 1d6+1 damage.
2 Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
3 Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
4 Freedom of Movement: Target moves normally despite impediments.
5 Mordenkainen’s Faithful Hound: Phantom dog can attack, guard.
6 Move Earth: Digs trenches and build hills.
7 Shadow Walk: Step into shadow to travel rapidly.
8 Word of Recall: Teleports you back to designated place.
9 Foresight: Sixth sense warns of impending danger.
HATRED DOMAIN
Deities: Bane, Ghaunadaur, Gruumsh, Set, Urdlen, the Great Mother.
Granted Power: Once per day as a free action, choose one opponent. Against that foe you gain a +2 profane bonus on attack
rolls, saving throws, and Armor Class for 1 minute.
1 Doom: One Target takes -2 on attacks, damage, saves, and checks.
2 Scare: Frightens creatures of less than 6 HD.
3 Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
4 Rage: Grants +2 to Str and Con, +1 on Will saves, -2 to AC.
5 Righteous Might: Your size increases, and you gain +4 Strength.
6 Forbiddance: Blocks planar travel, damages creatures of different alignment.
7 Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subjects.
8 Antipathy: Object or location affected by spell repels certain creatures.
9 Wail of the Banshee: Kills one creature/level.
HEALING DOMAIN
Deity: Pelor.
Granted Power: You cast healing spells at +1 CL.
1 Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
2 Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
3 Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
4 Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
6 Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7 Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
8 Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
9 Heal, Mass: As heal, but with several subjects.
HERALD DOMAIN
Deities: Barachiel.
Granted Power: Intimidate is a class skill. You gain a +4 sacred bonus on Diplomacy and Intimidate checks.
1 Comprehend Languages: Understand all spoken and written languages.
2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
3 Tongues: Speak any language.
4 Sending: Delivers short message anywhere, instantly.
5 Command, Greater: As command, but affects one subject/level.
6 Dream: Sends message to anyone sleeping.
7 Aspect of the Deity: As lesser aspect, but you get celestial qualities.
8 Crown of Glory: You gain +4 Charisma and enthrall those who hear you.
9 Aspect of the Deity, Greater: As lesser aspect, but gain wings, enhanced ability scores, and various resistances and
immunities.
HERO DOMAIN (3.0)
Granted Power: Once per day, you can add your shaman level to a single attack roll.
1 Divine Favor: You gain attack, damage bonus, +1/3 levels.
2 Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5 Righteous Might: Your size increases, and you gain +4 Strength.
6 Stoneskin: Ignore 10 points of damage per attack.
7 Tenser’s Transformation: You gain combat bonuses.
8 Giant Size: You become Huge or larger.
9 Shapechange: Transforms you into any creature, and change forms once/round.
HUNGER DOMAIN
Deity: Doresain.
Granted Power: You gain a bite attack. If you are Small, your bite attack deals 1d4 points of damage; Medium, 1d6; or Large,
1d8. You are proficient with your bite, and considered armed. If you already have a natural bite attack, use the higher of the
two damage values. This is considered a secondary natural attack.
1 Ghoul Light: Light provides turn resistance.
2 Ghoul Glyph: Glyph wards area, paralyzes victims.
3 Ghoul Gesture: Ray paralyzes subject.
4 Enervation: Target gains 1d4 negative levels.
5 Ghoul Gauntlet: Convert victim to a ghoul under your control.
6 Eyes of the King: Summon fiendish dire bats.
7 Field of Ghouls: Transform dying creatures into ghouls.
8 Bite of the King: Swallow enemies whole.
9 Energy Drain: Target gains 2d4 negative levels.
ILLUSION DOMAIN
Deities: Akadi, Azuth, Baravar Cloakshadow, Cyric, Mystra, Sehanine Moonbow.
Granted Power: You cast all illusion spells at +1 CL.
1 Silent Image: Creates minor illusion of your design.
2 Minor Image: Creates audio and visual illusion of your design.
3 Displacement: Attacks miss Target 50%.
4 Phantasmal Killer: Fearsome illusion kills Target or deals 3d6 damage.
5 Persistent Image: As major image, but no concentration required.
6 Mislead: Turns you invisible and creates illusory double.
7 Project Image: Illusory double can talk and cast spells.
8 Screen: Illusion hides area from vision, scrying.
9 Weird: As phantasmal killer, but affects all within 30 ft.
INCARNUM DOMAIN
Deities: None. Clerics of any deity can select this domain, as well as clerics who venerate a pantheon or no deity at all. Neutral
clerics—those without an alignment component of chaotic, evil, good, or lawful—may not choose this domain.
Granted Power: You gain Incarnum Spellshaping as a bonus feat.
1 Detect Incarnum: Detect soulmelds and essentia within 60 ft.
2 Soul Boon: Grant 1 point of essentia per three CLs to subject.
3 Wall of Incarnum: Creates wall of incarnum that deals essentia or Wisdom damage to those attempting to pass through.
4 Essentia Lock: Target can’t reallocate essentia.
5 Incarnum Weapon: Weapon shaped of incarnum attacks foe.
6 Incarnum Vigor: Target gains fast healing; his healing spells cure extra damage.
7 Incarnum Bladestorm: Storm of blades deals Wisdom damage to living creatures within.
8 Incarnum Apotheosis: Target’s incarnum receptacles are maxed; target immune to essentia reduction/soul meld unshapeing.
9 Soulmeld Disjunction: One or more of target’s soulmelds are destroyed.
INQUISITION DOMAIN
Deities: Heironeous, Pholtus, Moradin, St. Cuthbert.
Granted Power: Gain a +4 bonus on dispel checks.
1 Detect Chaos: Reveals chaotic creatures, spells, or objects.
2 Zone of Truth: Subjects within range cannot lie.
3 Detect Thoughts: Allows listening to surface thoughts.
4 Discern Lies: Reveals deliberate falsehoods.
5 True Seeing: See all things as they really are.
6 Geas/Quest: As lesser geas, but affects any creature.
7 Dictum: Kills, paralyzes, slows, or deafens non-lawful subjects.
8 Shield of Law: +4 AC, +4 resistance, and SR 25 against chaotic spells.
9 Imprisonment: Entombs Target beneath the earth.
JOY DOMAIN
Deities: Chaav.
Granted Power: You gain a +4 sacred bonus on Diplomacy checks.
1 Vision of Heaven: Evil creature is dazed for 1 round.
2 Elation: Allies gain +2 to Strength and Dexterity, +5 ft. of speed.
3 Distilled Joy: Create ambrosia.
4 Good Hope: Subjects gain +2 on attacks, damage, saves, and checks.
5 Chaav’s Laugh: Good +2 on attack/save vs fear, +1d8 temp HP +1/level (max +20). Evil -2 on attack/save vs fear.
6 Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
7 Starmantle: Destroys non-magical weapons on contact; DC 15 Reflex save to half damage from magic weapons.
8 Sympathy: Object or location attracts certain creatures.
9 Otto’s Irresistible Dance: Forces Target to dance.
KNOWLEDGE DOMAIN
Deities: Boccob, Vecna.
Granted Power: Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 CL.
1 Detect Secret Doors: Reveals hidden doors within 60 ft.
2 Detect Thoughts: Allows listening to surface thoughts.
3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
4 Divination: Provides useful advice for specific, proposed action.
5 True Seeing: See all things as they really are.
6 Find the Path: Shows most direct way to location.
7 Legend Lore: Learn tales about a person, place, or thing.
8 Discern Location: Reveals exact location of creature or object.
9 Foresight: Sixth sense warns of impending danger.
KOBOLD DOMAIN
Deities: Kurtulmak.
Granted Power: You can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. You can use
the Disable Device skill to disarm magic traps. A cleric with the Kobold domain who beats a trap’s DC by 10 or more with
a Disable Device check can study a trap, figure out how it works, and bypass it (with their party) without disarming it. Add
Disable Device and Search to your list of cleric class skills.
1 Create Trap: Creates a CR 1 trap.
2 Gnome Blight: Cloud of itchy debilitating pollen sickens living creatures.
3 Fire Trap: Opened object deals 1d4 +1/level fire damage.
4 Stone Sphere: 5-ft diameter stone sphere rolls over your enemies.
5 Transmute Rock to Mud: Transforms two 10-ft cubes/level.
6 Contingency: Sets trigger condition for another spell.
7 Ironguard: Target becomes immune to all metal.
8 Maze: Traps Target in extra-dimensional maze.
9 Transmute Rock to Lava: Transforms one 10-ft cube with subsequent fire damage and effects.
LAW DOMAIN
Deities: St. Cuthbert, Heironeous, Hextor, Moradin, Wee Jas, Yondalla.
Granted Power: You cast law spells at +1 CL.
1 Protection from Chaos: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Calm Emotions: Calms creatures, negating emotion effects.
3 Magic Circle against Chaos: As protection from chaos, but 10-ft radius and 10 minute/level.
4 Order’s Wrath: Damages and dazes chaotic creatures.
5 Dispel Chaos: +4 bonus against attacks by chaotic creatures.
6 Hold Monster: As hold person, but any creature.
7 Dictum: Kills, paralyzes, slows, or deafens non-lawful subjects.
8 Shield of Law: +4 AC, +4 resistance, and SR 25 against chaotic spells.
9 Summon Monster IX:† Calls extraplanar creature to fight for you.
† Cast as a law spell only.
LIBERATION DOMAIN
Deities: Trithereon, Dennari.
Granted Power: If you are affected by a charm, compulsion, or fear effect and fail your saving throw, you can attempt it again 1
round later at the same DC. You get only this one extra chance to succeed on your saving throw. This granted power is
considered a supernatural ability.
1 Omen of Peril: You know how dangerous the future will be.
2 Undetectable Alignment: Conceals alignment for 24 hours.
3 Rage: Grants +2 to Str and Con, +1 on Will saves, -2 to AC.
4 Freedom of Movement: Target moves normally despite impediments.
5 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
6 Dispel Magic, Greater: As dispel magic, but +20 on check.
7 Refuge: Alters item to transport its possessor to you.
8 Mind Blank: Target is immune to mental/emotional magic and scrying.
9 Unbinding: Frees everyone in range from spells that constrain or bind.
LIFE DOMAIN
Deities: Arawai, Afflux.
Granted Power: Once per day, you can grant 1d6 temporary HP +1 per cleric level to a creature you touch. These temporary HP
last for a maximum of 1 hour/level.
1 Hide from Undead: Undead can’t perceive one subject/level.
2 Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
3 Plant Growth: Grows vegetation, improves crops.
4 Death Ward: Grants immunity to death spells and negative energy effects.
5 Disrupting Weapon: Melee weapon destroys undead.
6 Animate Objects: Objects attack your foes.
7 Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
8 Animate Plants: One or more plants animate and fight for you.
9 Heal, Mass: As heal, but with several subjects.
LUCK DOMAIN
Deities: Fharlanghn, Kord, Olidammara.
Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to
reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You
must take the result of the reroll, even if it’s worse than the original roll.
1 Entropic Shield: Ranged attacks against you have 20% miss chance.
2 Aid: +1 on attack rolls and fear saves, 1d8 temporary hp +1/level (max +10).
3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4 Freedom of Movement: Target moves normally despite impediments.
5 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
6 Mislead: Turns you invisible and creates illusory double.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
8 Moment of Prescience: You gain insight bonus on a single attack roll, check, or save.
9 Miracle: Requests a deity’s intercession.
LUST DOMAIN
Deities: None.
Granted Power: Once per day as a free action, you gain an enhancement bonus to Charisma equal to your cleric level. The
power lasts for 1 round.
1 Charm Person: Makes one person your friend.
2 Invisibility: Target invisible 1 minute/level or until it attacks.
3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
4 Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
5 Scrying: Spies on Target from a distance.
6 Symbol of Persuasion: Triggered rune charms nearby creatures.
7 Refuge: Alters item to transport its possessor to you.
8 Sympathy: Object or location attracts certain creatures.
9 Trap the Soul: Imprisons Target within gem.
MADNESS DOMAIN
Deities: Boccob, Erythnul, Vecna, Tharizdun, Mak Thuum Ngatha, (Olympian) Dionysus.
Granted Power: Your insanity gives you insight. You subtract 1 from all Wisdom-based skill checks and all Will saves.
However, once per day, you can see and act with the clarity of true madness: Add one-half your level to a single Wisdom-
based skill check or Will save. You must choose to use this benefit before the check or save is rolled.
1 Confusion, Lesser: One creature acts randomly for one round.
2 Touch of Madness: Dazes one creature for 1 round/level.
3 Rage: Grants +2 to Str and Con, +1 on Will saves, -2 to AC.
4 Confusion: Subjects behave oddly for 1 round/level.
5 Bolts of Bedevilment: One ray/round, dazes 1d3 rounds.
6 Phantasmal Killer: Fearsome illusion kills Target or deals 3d6 damage.
7 Insanity: Target suffers continuous confusion.
8 Maddening Scream: Target has -4 AC, no shield, Reflex save on 20 only.
9 Weird: As phantasmal killer, but affects all within 30 ft.
MAGIC DOMAIN
Deities: Boccob, Vecna, Wee Jas.
Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half
your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual
wizard levels and these effective wizard levels stack.
1 Nystul’s Magic Aura: Alters object’s magic aura.
2 Identify: Determines properties of magic item.
3 Dispel Magic: Cancels spells and magical effects.
4 Imbue with Spell Ability: Transfer spells to subject.
5 Spell Resistance: Target gains SR 12 + level.
6 Antimagic Field: Negates magic within 10 ft.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
8 Protection from Spells: Confers +8 resistance bonus.
9 Mordenkainen’s Disjunction: Dispels magic, disenchants magic items.
MEDITATION DOMAIN
Deities: The Path of Light.
Granted Power: Once per day, you can cast one spell as though it had the Empower Spell feat applied to it. However, you cast
the spell at its normal level, not at two levels higher, and use the normal casting time of the spell. You need not know the
Empower Spell feat to use this ability.
1 Comprehend Languages: Understand all spoken and written languages.
2 Owl’s Wisdom: Target gains +4 to Wis for 1 minute/level.
3 Locate Object: Senses direction toward object (specific or type).
4 Tongues: Speak any language.
5 Spell Resistance: Target gains SR 12 + level.
6 Find the Path: Shows most direct way to location.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
8 Mind Blank: Target is immune to mental/emotional magic and scrying.
9 Astral Projection: Projects you and companions onto the Astral Plane.
MEDITATION (ORIENTAL) DOMAIN (3.0)
Granted Power: Each day, you can prepare one spell as though it had the Empower Spell feat applied to it. However, this spell
is at its normal level, not at two levels higher (as with the regular metamagic feat). You need not know the Empower Spell
feat to use this ability.
1 Trance (3.0): Meditate to learn about nearby spirits.
2 Protection from Charm: Target gains +1/three levels bonus (max +5) on saves against charm and compulsion.
3 That Art Thou (3.0): Extend your senses 30 ft.
4 Dream Sight: Your spirit can leave your body and explore for 1 minute/level.
5 Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.
6 True Seeing: See all things as they really are.
7 Scrying, Greater: As scrying, but faster and longer.
8 Finding the Center: Automatically maintain concentration on previously cast spell.
9 Astral Projection: Projects you and companions onto the Astral Plane.
MENTALISM DOMAIN
Deity: Deep Duerra.
Granted Power: Once per day as a standard action, you can generate a mental ward, granting a creature you touch a resistance
bonus on its next Will saving throw equal to your level +2. The mental ward is an abjuration effect with a duration of 1
hour.
1 Confusion, Lesser: One creature acts randomly for one round.
2 Detect Thoughts: Allows listening to surface thoughts.
3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
4 Modify Memory: Changes 5 minutes of subject’s memories.
5 Mind Fog: Subjects in fog get -10 to Wisdom and Will checks.
6 Rary’s Telepathic Bond: Link lets allies communicate.
7 Antipathy: Object or location affected by spell repels certain creatures.
8 Mind Blank: Target is immune to mental/emotional magic and scrying.
9 Astral Projection: Projects you and companions onto the Astral Plane.
METAL DOMAIN
Deities: Dumathoin, Flandal Steelskin, Gond, Grumbar, Laduguer.
Granted Power: You gain Martial Weapon Proficiency and Weapon Focus as bonus feats for either the light hammer or the
warhammer (your choice).
1 Magic Weapon: Weapon gains +1 bonus.
2 Heat Metal: Make metal so hot it damages those who touch it.
3 Keen Edge: Doubles normal weapon’s threat range.
4 Rusting Grasp: Your touch corrodes iron and alloys.
5 Wall of Iron: 30 hp/4 levels; can topple onto foes.
6 Blade Barrier: Wall of blades deals 1d6/level damage.
7 Transmute Metal to Wood: Metal within 40 ft. becomes wood.
8 Iron Body: Your body becomes living iron.
9 Repel Metal or Stone: Pushes away metal and stone.
METAL (ORIENTAL) DOMAIN (3.0)
Granted Power: You can generate a metal ward, a spell-like ability to grant yourself or someone you touch DR 1/- against
attacks from metal weapons or spell effects. This reduces the damage taken from such attacks by 1 each time damage is
dealt. Activating this power is a standard action. The metal ward is an abjuration effect with a duration of 1 minute +1
minute/level that is usable once per day.
1 Iron Scarf: Ranged attack deals 1d8 damage +1/level.
2 Heat Metal: Make metal so hot it damages those who touch it.
3 Magnetism: Draw iron or steel objects to yourself.
4 Rusting Grasp: Your touch corrodes iron and alloys.
5 Wall of Iron: 30 hp/4 levels; can topple onto foes.
6 Blade Barrier: Wall of blades deals 1d6/level damage.
7 Move Earth: Digs trenches and build hills.
8 Repel Metal or Stone: Pushes away metal and stone.
9 Iron Body: Your body becomes living iron.
MIND DOMAIN
Deities: Boccob, Ilsensine, Olidammara, Vecna, Wee Jas, Zuoken, Ilsensine.
Granted Power: Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks. Gain a +2 bonus on Will saves against
enchantment spells and effects.
1 Comprehend Languages: Understand all spoken and written languages.
2 Detect Thoughts: Allows listening to surface thoughts.
3 Telepathic Bond, Lesser: Link with Target within 30 ft. for 10 minutes/level.
4 Discern Lies: Reveals deliberate falsehoods.
5 Rary’s Telepathic Bond: Link lets allies communicate.
6 Probe Thoughts: Read subject’s memories, one question/round.
7 Brain Spider: Listen to thoughts of up to eight other creatures.
8 Mind Blank: Target is immune to mental/emotional magic and scrying.
9 Weird: As phantasmal killer, but affects all within 30 ft.
MOON DOMAIN
Deities: Eilistraee, Hathor, Malar, Sehanine Moonbow, Selûne, Sharindlar.
Granted Power: Turn or destroy lycanthropes as a good cleric turns or destroys undead. You can use this ability a number of
times per day equal to 3 + your Cha modifier.
1 Faerie Fire: Outlines Target with light, canceling blur, concealment, etc.
2 Moonbeam: Moveable beam of light that penetrates darkness and forces lycanthropes to change shape.
3 Moon Blade: Touch attack deals 1d8 +1/2 levels, more to undead, plus scrambles spellcasting.
4 Fear: Subjects within cone flee for 1 round/level.
5 Moon Path: Creates a nearly indestructible bridge that protects those on it.
6 Permanent Image: Includes sight, sound, and smell.
7 Insanity: Target suffers continuous confusion.
8 Animal Shapes: One ally/level polymorphs into chosen animal.
9 Moonfire: Cone of light damages creatures, reveals hidden things, negates electricity damage.
MYSTICISM DOMAIN
Deities: Any good or evil deity. Neutral, Lawful Neutral, and Chaotic Neutral deities would never have this domain.
Granted Power: Once per day, you may use a free action to channel your deity’s power to grant yourself a luck bonus on your
saving throws equal to your Charisma modifier (minimum +1). This is a supernatural ability and its effects last for 1 round
per cleric level.
1 Divine Favor: You gain attack, damage bonus, +1/3 levels.
2 Spiritual Weapon: Magic weapon attacks on its own.
3 Visage of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types.
4 Weapon of the Deity: Your weapon gains enhancement bonus and special ability.
5 Righteous Might: Your size increases, and you gain +4 Strength.
6 Visage of the Deity: As lesser visage of the deity, but you get celestial or fiendish qualities.
7 Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subjects.
7 Holy Word: Kills, paralyzes, slows, or deafens non-good subjects.
8 Holy Aura: +4 AC, +4 resistance, and SR 25 against evil spells.
8 Unholy Aura: +4 to AC, +4 resistance, SR 25 against good spells.
9 Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.
Choose one spell of those given, based on your alignment, that is always your domain spell for this level.
NATURE DOMAIN (3.0)
Granted Power: Rebuke or command normal animals or plant creatures as an evil cleric rebukes or commands undead. Use this
ability a total number of times per day equal to 3 + your Charisma modifier.
1 Trance (3.0): Meditate to learn about nearby spirits.
2 Commune with Lesser Spirit: Lesser spirit answers one question/2 levels.
3 Possess Animal: Your soul inhabits and controls an animal’s body.
4 Elemental Ward: Drives elementals away.
5 Commune with Greater Spirit: Ask any spirit 1 question/level.
6 Transport via Plants: Move instantly from one plant to another of the same species.
7 Control Weather: Changes weather in local area.
8 Animal Shapes: One ally/level polymorphs into chosen animal.
9 Shapechange: Transforms you into any creature, and change forms once/round.
NECROMANCER DOMAIN
Deities: The Blood of Vol.
Granted Power: You cast necromancy spells at +1 CL.
1 Ray of Enfeeblement: Ray deals 1d6+1/2 levels Str penalty.
2 Command Undead: Undead creature obeys your commands.
3 Vampiric Touch: Touch deals 1d6/two CLs; caster gains damage as hp.
4 Enervation: Target gains 1d4 negative levels.
5 Waves of Fatigue: Several targets become fatigued.
6 Eyebite: Target becomes panicked, sickened, and comatose.
7 Control Undead: Undead don’t attack you while under your command.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Energy Drain: Target gains 2d4 negative levels.
NOBILITY DOMAIN
Deities: Altua, Heironeous, Pelor, Zeus, Hera, Nike, Re-Horakhty, Horus-Re, Lathander, Milil, Nobanion, Red Knight,
Siamorphe, Tem-Et-Nu.
Granted Power: You have the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack and
damage rolls, ability checks, and skill checks. Allies must be able to hear you speak for 1 round. Using this ability is a
standard action. It lasts a number of rounds equal to your Charisma bonus and can be used once per day.
1 Divine Favor: You gain attack, damage bonus, +1/3 levels.
2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
3 Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
4 Discern Lies: Reveals deliberate falsehoods.
5 Command, Greater: As command, but affects one subject/level.
6 Geas/Quest: As lesser geas, but affects any creature.
7 Repulsion: Creatures can’t approach you.
8 Demand: Delivers short message and suggestion anywhere, instantly.
9 Storm of Vengeance: Storm rains acid, lightning, and hail.
OCEAN DOMAIN
Deities: Aventernus, Deep Sashelas, Istishia, Ulutiu, Umberlee, Valkur, Whale Mother.
Granted Power: You have the supernatural ability to breathe water as if under the effect of a water breathing spell, for up to 1
minute per level. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can
operate multiple times per day (up to the total daily time limit).
1 Endure Elements: Exist comfortably in hot or cold environments.
2 Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
3 Water Breathing: Subjects can breathe underwater.
4 Freedom of Movement: Target moves normally despite impediments.
5 Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
6 Otiluke’s Freezing Sphere: Freezes water or deals cold damage.
7 Waterspout: Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in.
8 Maelstrom: Water vortex traps and damages creatures and objects.
9 Elemental Swarm: Summons multiple elementals.†
† Cast as a water spell only.
ORACLE DOMAIN
Deities: Boccob, Celestian, Cyndor, Istus.
Granted Power: You cast divination spells at +2 CLs.
1 Identify: Determines properties of magic item.
2 Augury: Learns whether an action will be good or bad.
3 Divination: Provides useful advice for specific, proposed action.
4 Scrying: Spies on Target from a distance.
5 Commune: Deity answers one yes-or-no question/level.
6 Legend Lore: Learn tales about a person, place, or thing.
7 Scrying, Greater: As scrying, but faster and longer.
8 Discern Location: Reveals exact location of creature or object.
9 Foresight: Sixth sense warns of impending danger.
ORC DOMAIN
Deities: Bahgtru, Gruumsh, Ilneval, Luthic, Shargaas, Yurtrus.
Granted Power: You gain the smite power, the ability to make a single melee attack with a bonus on the damage roll equal to
your cleric level (if you hit). You must declare the smite before making the attack. It is usable once per day. If used against
a dwarf or an elf, you get a +4 bonus on the smite attack roll.
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Produce Flame: 1d6 damage +1/level, touch or thrown.
3 Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5 Prying Eyes: Creates 1d4 +1/level floating eyes to scout for you.
6 Eyebite: Target becomes panicked, sickened, and comatose.
7 Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subjects.
8 Cloak of Chaos: +4 to AC, +4 resistance, SR 25 against lawful spells.
9 Power Word Kill: Kills creature with 100 hp or less.
PACT DOMAIN
Deities: Bralm, Mouqol.
Granted Power: Add Appraise, Intimidate, and Sense Motive to your list of cleric class skills.
1 Command: One Target obeys one-word command for 1 round.
2 Shield Other: You take half of subject’s damage.
3 Speak With Dead: Corpse answers one question/2 levels.
4 Divination: Provides useful advice for specific, proposed action.
5 Stalwart Pact: Target gains combat bonuses automatically when reduced to half HP or lower.
6 Zealot Pact: You automatically gain combat bonuses when you attack someone of opposite alignment.
7 Renewal Pact: Creature is automatically healed if adverse condition affects it.
8 Death Pact: Deity brings you back from the dead automatically.
9 Gate: Connects two planes for travel or summoning.
PAIN DOMAIN (3.0)
Deities: Rallaster, Scahrossar.
Granted Power: Character converts damage that he deals in one blow per day into healing for himself, up to 1 point of damage
per level.
1 Angry Ache (3.0): Target takes -2 penalty on attack rolls.
2 Sadism (3.0): For every 10 hp damage caster deals, he gains +1 on attacks, saves, and checks.
3 Wrack: Blinds Target and renders it helpless for 1 round/level, then -2 on attacks, saves, and checks for 3d10 minutes.
4 Liquid Pain (3.0): Extracts one dose of liquid pain from tortured victim.
5 Thousand Needles (3.0): Target takes 2d6 damage and -4 penalty on attacks, saves, and checks.
6 Pox: Deals 1d4 Con drain to one creature/level.
7 Wave of Pain (3.0): Stuns all within cone for 1 round/2 levels.
8 Symbol of Pain: Triggered rune wracks nearby creatures with pain.
9 Eternity of Torture (3.0): Target is rendered helpless, ageless, and has all ability scores except for Con drop to 0.
PASSION DOMAIN
Deities: The Fury.
Granted Power (Su): For a total time per day of 1 round per cleric level, as a free action you can act as if under the effect of the
rage spell. This granted power is a supernatural ability.
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Tasha’s Hideous Laughter: Target loses actions for 1 round/level.
3 Confusion: Subjects behave oddly for 1 round/level.
4 Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
5 Command, Greater: As command, but affects one subject/level.
6 Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
7 Song of Discord: Forces targets to attack each other.
8 Otto’s Irresistible Dance: Forces Target to dance.
9 Dominate Monster: As dominate person, but any creature.
PESTILENCE DOMAIN
Deities: Incabulos, Erythnul, Hextor, Nerull, Wee Jas.
Granted Power: Immunity to the effects of all diseases, though clerics with this power can still carry infectious diseases.
1 Doom: One Target takes -2 on attacks, damage, saves, and checks.
2 Summon Swarm: Summons swarm of bats, rats, or spiders.
3 Contagion: Infects Target with chosen disease.
4 Poison: Touch deals 1d10 points of Con damage, repeats in 1 minute.
5 Plague of Rats: Summons horde of diseased rats.
6 Curse of Lycanthropy: Causes temporary lycanthropy in subject.
7 Scourge: Inflicts a disease that must be magically cured, one subject/level.
8 Create Greater Undead:† Create shadows, wraiths, spectres, or devourers.
9 Otyugh Swarm: Creates 3d4 otyughs or 1d3+1 Huge otyughs.
† May only be used to create mummies.
PLANNING DOMAIN
Deities: Halmyr, Boccob, Vecna, Wee Jas, Gond, Helm, Ilneval, Red Knight, Siamorphe, Ubtao.
Granted Power: You gain Extend Spell as a bonus feat.
1 Deathwatch: Reveals how near death subjects within 30 ft. are.
2 Augury: Learns whether an action will be good or bad.
3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
4 Status: Monitors condition, position of allies.
5 Detect Scrying: Alerts you to magical eavesdropping.
6 Heroes’ Feast: Food for one creature/level cures and blesses.
7 Scrying, Greater: As scrying, but faster and longer.
8 Discern Location: Reveals exact location of creature or object.
9 Time Stop: You act freely for 1d4+1 rounds.
PLANT DOMAIN
Deities: Ehlonna, Obad-Hai.
Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total
number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. Add
Knowledge (nature) to your list of cleric class skills.
1 Entangle: Plants entangle everyone in 40-ft radius.
2 Barkskin: Grants +2 (or higher) enhancement to natural armor.
3 Plant Growth: Grows vegetation, improves crops.
4 Command Plants: Sway the actions of one or more plant creatures.
5 Wall of Thorns: Thorns damage anyone who tries to pass.
6 Repel Wood: Pushes away wooden objects.
7 Animate Plants: One or more plants animate and fight for you.
8 Control Plants: Control actions of one or more plant creatures.
9 Shambler: Summons 1d4+2 shambling mounds to fight for you.
PLEASURE DOMAIN
Deities: Lastai.
Granted Power: You are immune to any effect that damages or drains your Charisma.
1 Remove Fear: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
2 Lastai’s Caress: Intense feelings of good leave evil Target cowering, frightened, nauseated, or shaken.
3 Heart’s Ease: Removes fear, despair, confusion, insanity and other mind effects; restores 2d4 Wisdom damage.
4 Remove Fatigue: Removes effects of fatigue as 8 hours of rest.
5 Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
6 Celestial Blood: Grant energy resistance, +4 on saves against poison, and DR 10/evil.
7 Empyreal Ecstasy: Targets immune to pain/mind effects, half damage from melee/ranged attacks; -4 to skill checks.
8 Spread of Contentment: Calms hostile creatures within 10-ft/level radius.
9 Sublime Revelry: Targets immune to pain and mind-influencing effects, and take half damage from melee and ranged attacks.
PROTECTION DOMAIN
Deities: Corellon Larethian, St. Cuthbert, Fharlanghn, Garl Glittergold, Moradin, Yondalla.
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus
equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is
an abjuration effect with a duration of 1 hour that is usable once per day.
1 Sanctuary: Opponents can’t attack you, and you can’t attack.
2 Shield Other: You take half of subject’s damage.
3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4 Spell Immunity: Target is immune to one spell/four levels.
5 Spell Resistance: Target gains SR 12 + level.
6 Antimagic Field: Negates magic within 10 ft.
7 Repulsion: Creatures can’t approach you.
8 Mind Blank: Target is immune to mental/emotional magic and scrying.
9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.
PORTAL DOMAIN
Deities: Eilistraee, Shaundakul.
Granted Power: You can detect an active or inactive portal as if it were a normal secret door (Search DC 20).
1 Portal Stabilization: Stabilize malfunctioning portal for 1 minute/level.
2 Analyze Portal: Find a nearby portal and discover its properties.
3 Portal View: Turns target portal transparent.
4 Dimension Door: Teleports you short distance.
5 Portal Barricade: Closes portal and prevents it from functioning for 1 hour/level.
6 Portal-to-Portal Redirect: Changes destination of portal for 1 hour/level.
7 Etherealness: Travel to Ethereal Plane with companions.
8 Portal Reformat: Removes or adds one or more keys to portal.
9 Gate: Connects two planes for travel or summoning.
PRIDE DOMAIN
Deities: None.
Granted Power: Whenever you roll a 1 on a saving throw, you can immediately reroll the save. You must keep the result of the
second roll, even if it is another 1.
1 Hypnotism: Fascinates 2d4 HD of creatures.
2 Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
3 Heroism: Gives +2 on attack rolls, saves, skill checks.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5 Reduce Person, Mass: Reduces several creatures.
6 Forbiddance: Blocks planar travel, damages creatures of different alignment.
7 Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
8 Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
9 Charm Monster, Mass: As charm monster, but all within 30 ft.
PURIFICATION DOMAIN
Deities: Rao, Wastri.
Granted Power: You cast abjuration spells at +1 CL.
1 Nimbus of Light: Sunlight illuminates you until released as an attack for 1d8 +1/level damage.
2 Deific Vengeance: Deity’s punishment deals 1d6 damage/two CLs (max 5d6).
3 Recitation: Your allies get bonus on attacks and saves, and your foes get penalties.
4 Castigate: Creatures of different alignment take 2d6 or 5d6 damage and are deafened for 1d4 rounds.
5 Dance of the Unicorn: Purifying mist washes the air clean of smoke, dust, and poisons.
6 Fires of Purity: Target bursts into magical flame, becoming a dangerous weapon.
7 Righteous Wrath of the Faithful: Your allies get bonuses, especially if they worship your deity.
8 Sunburst: Blinds all within 80 ft., deals 6d6 damage.
9 Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.
RENEWAL DOMAIN
Deities: Angharradh, Chauntea, Finder Wyvernspur, Kossuth, Lathander, Shiallia, Silvanus.
Granted Power: If you fall below 0 HP, you regain a number of HP equal to 1d8 + your Charisma modifier. This ability
functions once per day. If an attack brings you to -10 HP or lower, you die before this power takes effect.
1 Charm Person: Makes one person your friend.
2 Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
3 Remove Disease: Cures all diseases affecting subject.
4 Reincarnate: Brings dead Target back to life in random body.
5 Atonement: Removes burden of misdeeds from subject.
6 Heroes’ Feast: Food for one creature/level cures and blesses.
7 Restoration, Greater: As restoration, plus restores all levels and ability scores.
8 Polymorph Any Object: Changes any Target into anything else.
9 Freedom: Releases creature from imprisonment.
REPOSE DOMAIN
Deities: Anubis, Nephthys, Osiris, Jergal, Kelemvor, Urogalan, Aluvan, Dracanish.
Granted Power: You may use a death touch once per day. You must succeed on a melee touch attack against a living creature
(using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the
creature’s current HP, it dies (no save). The death touch is a supernatural ability that produces a death effect.
1 Deathwatch: Reveals how near death subjects within 30 ft. are.
2 Gentle Repose: Preserves one corpse.
3 Speak with Dead: Corpse answers one question/2 levels.
4 Discern Lies: Reveals deliberate falsehoods.
5 Command, Greater: As command, but affects one subject/level.
6 Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).
7 Destruction: Kills Target and destroys remains.
8 Surelife: Protects you from death due to hazards.
9 Wail of the Banshee: Kills one creature/level.
RETRIBUTION DOMAIN
Deities: Hoar, Horus-Re, Kiaransalee, Loviatar, Osiris, Shevarash, Tyr, Uthgar.
Granted Power: Once per day, if you have been harmed by someone in combat, you can make a strike of vengeance with a
melee or ranged weapon against that foe on your next action. If this strike hits, you deal maximum damage.
1 Shield of Faith: Aura grants +2 or higher deflection bonus.
2 Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
3 Speak with Dead: Corpse answers one question/2 levels.
4 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
5 Mark of Justice: Designates action that will trigger curse on subject.
6 Banishment: Banishes 2 HD/level of extraplanar creatures.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
8 Discern Location: Reveals exact location of creature or object.
9 Storm of Vengeance: Storm rains acid, lightning, and hail.
REVERED ANCESTOR DOMAIN
Deities: Spirits of the Past.
Granted Powers: You gain Exotic Weapon Proficiency (Valenar double scimitar) as a bonus feat. If you already possess this
feat, you gain Weapon Focus (Valenar double scimitar) instead.
1 Magic Weapon: Weapon gains +1 bonus.
2 Aid: +1 on attack rolls and fear saves, 1d8 temporary hp +1/level (max +10).
3 Heroism: Gives +2 on attack rolls, saves, skill checks.
4 Spirit Steed: Channels an ancient spirit into your steed, increasing its speed and granting other benefits.
5 Glimpse of Eternity: Target takes 1d6 non-lethal damage/level and is confused.
6 Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
7 Vision: As legend lore, but quicker and strenuous.
8 Earthquake: Intense tremor shakes 80-ft radius.
9 Hero’s Blade: Channel the spirit of a great hero into a melee weapon.
RIVER DOMAIN (3.0)
Granted Power: You can swim with great skill (though you cannot breathe water without further magical assistance). You have
a base swimming speed of 30 ft. You do not need to make Swim checks to swim normally. You gain a +8 bonus on any
Swim check to perform some special action or avoid a hazard, and you can always choose to take 10 on these checks, even
if rushed or threatened when swimming. You can use the run action while swimming, provided you swim in a straight line.
1 Obscuring Mist: Fog surrounds you.
2 Animate Water: Turn Small or smaller quantity of water into animated object.
3 Water Breathing: Subjects can breathe underwater.
4 Control Water: Raises or lowers bodies of water.
5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
6 Master of the Rolling River (3.0): Wave of water deals 1d8/two levels damage and bull rush.
7 Acid Fog: Fog deals acid damage.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Elemental Swarm:† Summons multiple elementals.
† Cast as a water spell only.
RUNE DOMAIN
Deities: Deneir, Dugmaren Brightmantle, Jergal, Imhotep, Mystra, Thoth.
Granted Power: You gain Scribe Scroll as a bonus feat.
1 Erase: Mundane or magical writing vanishes.
2 Secret Page: Changes one page to hide its real content.
3 Glyph of Warding: Inscription harms those who pass it.
4 Explosive Runes: Deals 6d6 damage when read.
5 Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
6 Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
7 Drawmij’s Instant Summons: Prepared object appears in your hand.
8 Symbol of Death: Triggered rune slays nearby creatures.
8 Transcribe Symbol:† Safely moves an untriggered magical symbol to another location.
9 Teleportation Circle: Circle teleports any creature inside to designated spot.
† FR Only
SAND DOMAIN
Deities: Zoser.
Granted Power: Once per day, you can shape a small amount of sand into any solid object you can imagine, up to 8 cubic feet
in volume. You can shape one object or several, up to a number equal to your Wisdom bonus, as long as the total volume
does not exceed 8 cubic feet. You must make a special Wisdom check (d20 + your Wis modifier + 1/2 your cleric level)
against a DC determined by the size and complexity of the item. The item to be created has a base DC of 5, plus the
modifiers on the table below.
Item Complexity Modifier
Fine details +2
Functioning tool +2
Functioning armor/weapon +5
Multiple parts +5
Masterwork version +10
Moving parts +10
Each attempt to create an item requires a number of minutes equal to its DC. You can take 10 or take 20 on this check. Created
items persist for 1 minute per cleric level, and can only be solid objects. The objects created have no magical properties,
though they radiate faint transmutation magic. All items created in this fashion have hardness 5 and HP as follows: Fine 1,
Diminutive 2, Tiny 3, Small 5, Medium 8, Large 10.
1 Waste Strider: Move through the wasteland without penalties.
2 Black Sand: Creates a 20-ft radius area of black sand.
3 Haboob: Swirling grit obscures vision, blows smaller creatures over, and deals non-lethal damage.
4 Blast of Sand: Cone deals 1d6 damage/level.
5 Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.
6 Awaken Sand: A region of sand forms into a Huge, sentient creature.
7 Vitrify: Melts sand into glass.
8 Desert Binding: Imprisons creature as sand in an hourglass or wind in the waste.
9 Summon Desert Ally IX: Calls dustform creature to fight.
SCALYKIND DOMAIN
Deities: Apep, Finder Wyvernspur, Sebek, Set, Tiamat, Ubtao.
Granted Power: Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands
undead. You can use this ability a number of times per day equal to 3 + your Cha modifier.
1 Magic Fang: One natural weapon of Target creature gets +1 on attack and damage rolls.
2 Animal Trance: Fascinates 2d6 HD of animals.
3 Magic Fang, Greater: One natural weapon of Target creature gets +1/four levels on attack and damage rolls (max +5).
4 Poison: Touch deals 1d10 points of Con damage, repeats in 1 minute.
5 Animal Growth:† One animal/2 levels doubles in size.
6 Eyebite: Target becomes panicked, sickened, and comatose.
7 Vipergout: Spit forth celestial or fiendish vipers that attack your foes.
8 Animal Shapes:† One ally/level polymorphs into chosen animal.
9 Shapechange: Transforms you into any creature, and change forms once/round.
† Affects only ophidian and reptilian creatures.
SEAFOLK DOMAIN
Deities: Aventernus, Eadro, Whale Mother.
Granted Power: You gain Expert Swimmer or Rapid Swimming (your choice) as a bonus feat.
1 Quickswim: Your swim speed increases by 10 ft.
2 Fins to Feet: Transforms tails, tentacles, or finned extremities into humanoid legs and feet.
3 Scales of the Sealord: Add 10 ft. to swim speed or gain swim speed of 15 ft.; add natural armor bonus +1/3 levels.
4 Siren’s Call: Compel one creature/2 levels to submerse itself.
5 Commune with Nature: Learn about terrain for 1 mile/level.
6 Airy Water: Turn normal water into a breathable substance; negate underwater movement and melee attack penalties.
7 Megalodon Empowerment: Gain scent, water breathing, swim speed for 1 hour/level.
8 Depthsurge: Water slam deals 2d6 + CL damage to all within 20-ft radius, pushes targets back, sinks ships.
9 Foresight: Sixth sense warns of impending danger.
SERPENT DOMAIN (3.0)
Granted Power: Rebuke or command snakes as an evil cleric rebukes or commands undead. Use this ability a total number of
times per day equal to 3 + your Charisma modifier.
1 Cobra’s Breath: Cone of poison deals 1d3 Con damage.
2 Camouflage: Target gets +10 on Hide checks.
3 Magic Fang, Greater: One natural weapon of Target creature gets +1/four levels on attack and damage rolls (max +5).
4 Snake Barrier: Keeps reptiles at bay.
5 Animal Growth:† One animal/2 levels doubles in size.
6 Eyebite: Target becomes panicked, sickened, and comatose.
7 Creeping Doom:†† Carpet of insects attacks at your command.
8 Animal Shapes:† One ally/level polymorphs into chosen animal.
9 Shapechange: Transforms you into any creature, and change forms once/round.
† These spells affect snakes only.
†† composed of tiny snakes
SHADOW DOMAIN
Deities: Nerull, The Shadow, Xan Yae.
Granted Power: You gain Blind-Fight as a bonus feat.
1 Obscuring Mist: Fog surrounds you.
2 Darkness: 20-ft radius of supernatural darkness.
3 Deeper Darkness: Object sheds absolute darkness in a 60-ft radius.
4 Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
5 Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
6 Shadow Walk: Step into shadow to travel rapidly.
7 Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
8 Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
9 Shades: As shadow conjuration, but up to 8th level and 80% real.
SKY DOMAIN
Deities: Duthila, Lliendil, Tuilviel Glithien.
Granted Power: Your fly speed (or glide speed) improves by 5 feet. Add Spot to your list of cleric class skills.
1 Raptor’s Sight: Gain +5 on Spot checks; range increment penalty halved.
2 Summon Dire Hawk: Summons dire hawk to serve you.
3 Enduring Flight: Carry medium loads at full fly speed; flight duration doubles.
4 Aerial Alacrity: +30 ft. fly speed, +1 AC and Reflex saves while flying, maneuverability improves by one category.
5 Control Winds: Change wind direction and speed.
6 Wind Walk: You and your allies turn vaporous and travel fast.
7 Reverse Gravity: Objects and creatures fall upward.
8 Mastery of the Sky: +2 on attack/damage while airborne; perfect maneuverability.
9 Summon Devoted Roc: Summons powerful roc to serve you.
SLIME DOMAIN
Deities: Ghaunadaur, Juiblex, Zuggtmoy.
Granted Power: Rebuke or command oozes as an evil cleric rebukes or commands undead. You can use this ability a number of
times per day equal to 3 + your Cha modifier.
1 Grease: Makes 10-ft square or one object slippery.
2 Melf’s Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
3 Poison: Touch deals 1d10 points of Con damage, repeats in 1 minute.
4 Rusting Grasp: Your touch corrodes iron and alloys.
5 Evard’s Black Tentacles: Tentacles grapple all within 20-ft spread.
6 Transmute Rock to Mud: Transforms two 10-ft cubes/level.
7 Destruction: Kills Target and destroys remains.
8 Power Word Blind: Blinds creature with 200 or fewer hp.
9 Implosion: Kills one creature/round.
SLOTH DOMAIN
Deities: None.
Granted Power: You are closest to your god while lazing and relaxing. You take no penalty to Armor Class against melee
attacks while prone.
1 Touch of Fatigue: Touch attack fatigues target.
2 Unseen Servant: Invisible force obeys your commands.
3 Deep Slumber: Puts 10 HD of creatures to sleep.
4 Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
5 Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
6 Waves of Fatigue: Several targets become fatigued.
7 Shadow Walk: Step into shadow to travel rapidly.
8 Waves of Exhaustion: Several targets become exhausted.
9 Astral Projection: Projects you and companions onto the Astral Plane.
SPELL DOMAIN
Deities: Azuth, Mystra, Savras, Thoth.
Granted Power: You gain a +2 bonus on Concentration checks and Spellcraft checks.
1 Mage Armor: Gives Target +4 armor bonus.
2 Silence: Negates sound in 20-ft radius.
3 Anyspell: You can read and prepare up to a 2nd-level arcane spell from a scroll or spellbook in a 3rd-level spell slot.
4 Rary’s Mnemonic Enhancer: Prepares extra spells or retains one just cast.
5 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
6 Anyspell, Greater: As Anyspell, but you can read and prepare any arcane spell up to 5th level in a 6th-level spell slot.
7 Limited Wish: Alters reality—within spell limits.
8 Antimagic Field: Negates magic within 10 ft.
9 Mordenkainen’s Disjunction: Dispels magic, disenchants magic items.
SPIDER DOMAIN
Deities: Lolth, Selvetarm.
Granted Power: Rebuke or command spiders as an evil cleric rebukes or commands undead. You can use this ability a number
of times per day equal to 3 + your Cha modifier.
1 Spider Climb: Grants ability to walk on walls and ceilings.
2 Summon Swarm: Summons swarm of bats, rats, or spiders.
3 Phantom Steed:† Magic horse appears for 1 hour/level.
4 Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
5 Insect Plague: Locust swarms attack creatures.
6 Spider Curse: Turn humanoid Target into a drider.
7 Stone Spiders: Transform pebbles into monstrous spider constructs.
8 Creeping Doom: Carpet of insects attacks at your command.
9 Spider Shapes: Polymorph one creature/level into monstrous spider.
† Has a vermin shape.
SPITE DOMAIN
Deities: Cas.
Granted Power: Sympathetic strike. You can force opponents to take damage they have dealt you. Once per day, you can make
a melee touch attack on the target, and deal damage equal to the damage the target dealt to you in the last round, to a
maximum of 5 hp per divine CL you possess.
1 Bestow Wound: Transfer 1 hp/level of wounds to another.
2 Rage: Grants +2 to Str and Con, +1 on Will saves, -2 to AC.
3 Vampiric Touch: Touch deals 1d6/two CLs; caster gains damage as hp.
4 Pronouncement of Fate: Imposes a -4 penalty on an offender’s attacks, damage, saves, and checks; target loses actions.
5 Fire in the Blood: Your blood becomes a potent corrosive that burns attackers.
6 Cloak of Hate: Target provokes hostile reactions, takes -10 penalty on Diplomacy checks.
7 Pact of Return: If you die as you predict, you are resurrected instantly.
8 Mantle of Pure Spite: Gain a cumulative DR 1/- and a cumulative +1 bonus on attacks, damage, and AC each time a foe
strikes you.
9 Imprison Soul: Traps soul in a small object; target takes 1d4 Con damage/day.
STONE DOMAIN (3.0)
Granted Power: You can generate a stone ward, a spell-like ability to grant yourself or someone you touch DR 5/- against
attacks from stone weapons, creatures (such as earth elementals, gargoyles, clay golems, and stone golems), or spell
effects, or against damage from falling onto earth or stone. This reduces the damage taken from such attacks by 5 each time
damage is dealt. Activating this power is a standard action. The stone ward is an abjuration effect with a duration of 1
minute + 1 minute/level that is usable once per day.
1 Magic Stone: Three stones become +1 projectiles, 1d6+1 damage.
2 Hail of Stone: Rain of stone deals 1d4/level damage (max 5d4).
3 Stone Shape: Sculpts stone into any shape.
4 Spike Stones: Creatures in area take 1d8 damage, may be slowed.
5 Wall of Stone: Creates a stone wall that can be shaped.
6 Stoneskin: Ignore 10 points of damage per attack.
7 Statue: Target can become a statue at will.
8 Earthquake: Intense tremor shakes 80-ft radius.
9 Elemental Swarm:† Summons multiple elementals.
† Cast as an earth spell only.
STORM DOMAIN
Deities: Aerdrie Faenya, Anhur, Auril, Isis, Istishia, Talos, Umberlee, Ishtishia, The Mockery, Procan.
Granted Power: You gain resistance to electricity 5.
1 Entropic Shield: Ranged attacks against you have 20% miss chance.
2 Gust of Wind: Blows away or knocks down smaller creatures.
3 Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
4 Sleet Storm: Hampers vision and movement.
5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
6 Summon Monster VI: Calls extraplanar creature to fight for you.
7 Control Weather: Changes weather in local area.
8 Whirlwind: Cyclone deals damage and can pick up creatures.
9 Storm of Vengeance: Storm rains acid, lightning, and hail.
STRENGTH DOMAIN
Deities: St. Cuthbert, Gruumsh, Kord, Pelor.
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal
to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
1 Enlarge Person: Humanoid creature doubles in size.
2 Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
3 Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
4 Spell Immunity: Target is immune to one spell/four levels.
5 Righteous Might: Your size increases, and you gain +4 Strength.
6 Stoneskin: Ignore 10 points of damage per attack.
7 Bigby’s Grasping Hand: Large hand provides cover, pushes, or grapples.
8 Bigby’s Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
9 Bigby’s Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
SUFFERING DOMAIN
Deities: Ilmater, Jergal, Kossuth, Loviatar, Talona, Yurtrus.
Granted Power: You can use a pain touch once per day. Make a melee touch attack against a living creature, which bestows on
that creature a -2 penalty to Strength and Dexterity for 1 minute on a successful attack. This ability does not affect
creatures that have immunity to extra damage from critical hits.
1 Bane: Enemies suffer -1 attack, -1 on saves against fear.
2 Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
3 Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
4 Enervation: Target gains 1d4 negative levels.
5 Feeblemind: Subject’s Int and Cha drop to 1.
6 Harm: Deals 10 points/level damage to target.
7 Eyebite: Target becomes panicked, sickened, and comatose.
8 Symbol of Pain: Triggered rune wracks nearby creatures with pain.
9 Horrid Wilting: Deals 1d6/level damage within 30 ft.
SUMMER DOMAIN
Deities: Aurifar, Ishtar, Kikanuti, Solanil, Zoser.
Granted Power: You are considered a native of the waste for purposes of heat resistance (you have 1 level of protection).
During the summer season, you gain a +2 bonus on all Wisdom-based skill checks.
1 Impede Sun’s Brilliance: Diminishes the heat and light of the sun in an area.
2 Sunstroke: Target takes 2d6 non-lethal damage and is fatigued.
3 Protection from Dessication: Absorb 10 points/level of desiccation damage.
4 Skin of the Cactus: Grants natural armor, thorns, and resistance to dehydration.
5 Unearthly Heat: Target is subjected to unearthly heat for 1 round/level.
6 Sunbeam: Beam blinds and deals 4d6 damage.
7 Control Weather: Changes weather in local area.
8 Sunburst: Blinds all within 80 ft., deals 6d6 damage.
9 Storm of Vengeance: Storm rains acid, lightning, and hail.
SUMMONER DOMAIN
Deities: Trithereon.
Granted Power: Add +2 to your CL for all Conjuration (summoning) or Conjuration (calling) spells.
1 Summon Monster I: Calls extraplanar creature to fight for you.
2 Summon Monster II: Calls extraplanar creature to fight for you.
3 Summon Monster III: Calls extraplanar creature to fight for you.
4 Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
5 Summon Monster V: Calls extraplanar creature to fight for you.
6 Planar Ally: As lesser planar ally, but up to 12 HD.
7 Summon Monster VII: Calls extraplanar creature to fight for you.
8 Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
9 Gate: Connects two planes for travel or summoning.
SUN DOMAIN
Deities: Ehlonna, Pelor.
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater
turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
1 Endure Elements: Exist comfortably in hot or cold environments.
2 Heat Metal: Make metal so hot it damages those who touch it.
3 Searing Light: Ray deals 1d8/two levels, more against undead.
4 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
5 Flame Strike: Smites foes with divine fire (1d6/level).
6 Fire Seeds: Acorns and berries become grenades and bombs.
7 Sunbeam: Beam blinds and deals 4d6 damage.
8 Sunburst: Blinds all within 80 ft., deals 6d6 damage.
9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.
TEMPTATION DOMAIN
Deities: Graz’zt, Malcanthet, Pazuzu.
Granted Power: Select a gender. As long as you wear no armor, you gain a +2 competence bonus on Charisma-based checks
opposed by creatures of this gender. Furthermore, each save DC for any mind-affecting spells or abilities you use against
this gender increases by 1.
1 Charm Person: Makes one person your friend.
2 Beckoning Call: Lures target creature closer to you.
3 Suggestion: Compels Target to follow stated course of action.
4 Charm Monster: Makes monster believe it is your ally.
5 Dominate Person: Control humanoid telepathically.
6 Suggestion, Mass: As suggestion, plus one subject/level.
7 Soul Link: Grants target a boon, allows monitoring, and establishes a telepathic link that enhances enchantments.
8 Sympathy: Object or location attracts certain creatures.
9 Dominate Monster: As dominate person, but any creature.
THIRST DOMAIN
Deities: Azul.
Granted Power: Rebuke or command oozes as an evil cleric rebukes or commands undead. Use this ability a total number of
times per day equal to 3 + your Charisma modifier. You also gain a +2 bonus on Constitution checks to resist dehydration.
1 Parching Touch: One touch/level deals 1d6 dessication damage and possibly 1 Con damage.
2 Desiccate: Deals 1d6/2 levels desiccation damage and dehydrates living creature.
3 Tormenting Thirst: Target is overwhelmed by thirst.
4 Dispel Water: Cancels water spells and effects or dismisses water creatures.
5 Desiccate, Mass: Desiccates several creatures.
6 Symbol of Thirst: Triggered rune overwhelms nearby creatures with thirst.
7 Mephit Mob:† Summons 2d6 mephits of a kind you designate.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Energy Drain: Target gains 2d4 negative levels.
† Dust, salt, or sulfur mephits only.
TIME DOMAIN
Deities: Grumbar, Labelas Enoreth.
Granted Power: You gain Improved Initiative as a bonus feat.
1 True Strike: +20 on your next attack roll.
2 Gentle Repose: Preserves one corpse.
3 Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
4 Freedom of Movement: Target moves normally despite impediments.
5 Permanency: Makes certain spells permanent.
6 Contingency: Sets trigger condition for another spell.
7 Legend Lore: Learn tales about a person, place, or thing.
8 Foresight: Sixth sense warns of impending danger.
9 Time Stop: You act freely for 1d4+1 rounds.
TRADE DOMAIN
Deities: Abbathor, Nephthys, Shaundakul, Vergadain, Waukeen.
Granted Power: Once per day as a free action, you can use detect thoughts, affecting one Target and lasting a number of
minutes equal to your Charisma bonus (minimum 1 minute).
1 Message: Whispered conversation at a distance.
2 Gembomb: Gem becomes a bomb that deals 1d8 force damage/2 levels.
3 Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
4 Sending: Delivers short message anywhere, instantly.
5 Fabricate: Transforms raw material into finished items.
6 True Seeing: See all things as they really are.
7 Mordenkainen’s Magnificent Mansion: Door leads to extra-dimensional mansion.
8 Mind Blank: Target is immune to mental/emotional magic and scrying.
9 Discern Location: Reveals exact location of creature or object.
TRANSFORMATION DOMAIN
Deities: No deity includes the Transformation domain as part of its portfolio. Any creature with the shapechanger subtype that
does not worship a specific deity may select this domain as one of its domain choices.
Granted Power: You cast transmutation spells at +1 CL.
1 Enlarge Person: Humanoid creature doubles in size.
2 Alter Self: Assume form of a similar creature.
3 Gaseous Form: Target becomes insubstantial and can fly slowly.
4 Involuntary Shapeshifting: If able to do so, target creature must change shape.
5 Polymorph: Gives one willing Target a new form.
6 Baleful Polymorph: Transforms Target into harmless animal.
7 Doppelganger Transformation: You gain physical and mental bonuses.
8 Polymorph Any Object: Changes any Target into anything else.
9 Shapechange: Transforms you into any creature, and change forms once/round.
TRAVEL DOMAIN
Deities: Fharlanghn.
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical
effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically
as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total
daily limit of rounds). This Granted Power is a supernatural ability. Add Survival to your list of cleric class skills.
1 Longstrider: Your speed increases by 10 ft.
2 Locate Object: Senses direction toward object (specific or type).
3 Fly: Target flies at speed of 60 ft.
4 Dimension Door: Teleports you short distance.
5 Teleport: Instantly transports you as far as 100 miles/level.
6 Find the Path: Shows most direct way to location.
7 Teleport, Greater: As teleport, but no range limit and no off-target arrival.
8 Phase Door: Creates an invisible passage through wood or stone.
9 Astral Projection: Projects you and companions onto the Astral Plane.
TRICKERY DOMAIN
Deities: Boccob, Erythnul, Garl Glittergold, Olidammara, Nerull.
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.
1 Disguise Self: Disguise own appearance.
2 Invisibility: Target invisible 1 minute/level or until it attacks.
3 Nondetection: Hides Target from divination, scrying.
4 Confusion: Subjects behave oddly for 1 round/level.
5 False Vision: Fools scrying with an illusion.
6 Mislead: Turns you invisible and creates illusory double.
7 Screen: Illusion hides area from vision, scrying.
8 Polymorph Any Object: Changes any Target into anything else.
9 Time Stop: You act freely for 1d4+1 rounds.
TRUTH DOMAIN
Deities: Church of the Silver Flame, the Path of Light.
Granted Powers: You gain a bonus on Sense Motive checks equal to your cleric level. You cast divination spells at +1 CL.
1 Detect Thoughts: Allows listening to surface thoughts.
2 Zone of Truth: Subjects within range cannot lie.
3 See Invisibility: Reveals invisible creatures or objects.
4 Discern Lies: Reveals deliberate falsehoods.
5 True Seeing: See all things as they really are.
6 Force Shapechange: Forces shapechangers into natural form.
7 Illusion Purge: Dispels illusions within 5 ft./level.
8 Discern Location: Reveals exact location of creature or object.
9 True Seeing, Mass: As true seeing, but affects multiple creatures.
TYRANNY DOMAIN
Deities: Typhos, Hextor, Vecna, Wee Jas, Bane, Tiamat.
Granted Power: Add +1 to the save DC of any compulsion spell you cast.
1 Command: One Target obeys one-word command for 1 round.
2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
3 Discern Lies: Reveals deliberate falsehoods.
4 Fear: Subjects within cone flee for 1 round/level.
5 Command, Greater: As command, but affects one subject/level.
6 Geas/Quest: As lesser geas, but affects any creature.
7 Bigby’s Grasping Hand: Large hand provides cover, pushes, or grapples.
8 Charm Monster, Mass: As charm monster, but all within 30 ft.
9 Dominate Monster: As dominate person, but any creature.
UNDEATH DOMAIN
Deities: Afflux, Kiaransalee, Velsharoon, Orcus.
Granted Power: You gain Extra Turning as a bonus feat.
1 Detect Undead: Reveals undead within 60 ft.
2 Desecrate: Fills area with negative energy, making undead stronger.
3 Animate Dead: Creates undead skeletons and zombies.
4 Death Ward: Grants immunity to death spells and negative energy effects.
5 Circle of Death: Kills 1d4 HD/level.
6 Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
7 Control Undead: Undead don’t attack you while under your command.
8 Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
9 Energy Drain: Target gains 2d4 negative levels.
VILE DARKNESS DOMAIN
Deities: The Patient One, Graz’zt, The Xammux.
Granted Power: You gain the Blind-fight feat.
1 Darkvision: See 60 ft. in total darkness.
2 Darkbolt: You hurl 1 beam of darkness/2 levels dealing 2d8 damage and may daze target for 1 round.
3 Deeper Darkness: Object sheds absolute darkness in a 60-ft radius.
4 Damning Darkness: Darkness deals either 2d6 or 1d6 damage per round.
5 Evard’s Black Tentacles: 1d4+1/level tentacles grapple randomly within 15 ft.
6 Wall of Force: Wall is immune to damage.
7 Shadow Walk: Step into shadow to travel rapidly.
8 Utterdark: 100-ft/level radius of darkness that evil creatures can see through.
9 Screen: Illusion hides area from vision, scrying.
WAR DOMAIN
Deities: Corellon Larethian, Erythnul, Gruumsh, Heironeous, Hextor.
Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the
deity’s favored weapon.
1 Magic Weapon: Weapon gains +1 bonus.
2 Spiritual Weapon: Magic weapon attacks on its own.
3 Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5 Flame Strike: Smites foes with divine fire (1d6/level).
6 Blade Barrier: Wall of blades deals 1d6/level damage.
7 Power Word Blind: Blinds creature with 200 or fewer hp.
8 Power Word Stun: Stuns creatures with 150 or fewer hp.
9 Power Word Kill: Kills creature with 100 hp or less.
WARFORGED DOMAIN
Deities: The Becoming God, Lord of Blades, Oriatar.
Granted Powers: Rebuke. command, or bolster construct creatures as an evil cleric rebukes undead. Use these abilities a total
number of times per day equal to 3 + your Cha modifier. This granted power is a supernatural ability.
1 Repair Light Damage: Repairs 1d8 +1/level damage (max +5) to any construct.
2 Construct Essence, Lesser: Grants a living construct qualities of the construct type.
3 Stone Construct: Construct gains DR 10/adamantine.
4 Repair Critical Damage: Repairs 4d8 damage +1/level (max +20) to any construct.
5 Construct Energy Ward, Greater: Construct gains immunity to specified energy type.
6 Iron Construct: Construct gains DR 15/adamantine and takes half damage from acid and fire.
7 Construct Essence, Mass Lesser: Grants many living constructs qualities of the construct type.
8 Total Repair: Repairs 10 HP/level damage to a construct.
9 Summon Warforged Champion: Summons a mighty warforged titan.
WATER DOMAIN
Deities: Obad-Hai.
Granted Power: Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an
evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This
Granted Power is a supernatural ability.
1 Obscuring Mist: Fog surrounds you.
2 Fog Cloud: Fog obscures vision.
3 Water Breathing: Subjects can breathe underwater.
4 Control Water: Raises or lowers bodies of water.
5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
6 Cone of Cold: 1d6/level cold damage in a 60-ft cone.
7 Acid Fog: Fog deals acid damage.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Elemental Swarm: Summons multiple elementals.
WATERY DEATH DOMAIN
Deities: Blibdoolpoolp, Umberlee.
Granted Power: You gain the ability to smite any non-aquatic creature once per day with one normal melee attack. You add
your Wisdom bonus to your attack roll and deal 1 extra point of damage per divine spellCL.
1 Entangle: Plants entangle everyone in 40-ft radius.
2 Mark of the Outcast: Target takes -5 penalty on Bluff and Diplomacy checks and -2 penalty to AC.
3 Control Water: Raises or lowers bodies of water.
4 Rushing Waters: Wave makes bull rush attack.
5 Dehydrate: Deals Con damage to subject.
6 Drown: Target immediately begins to drown.
7 Contagious Fog: 20-ft radius cloud of fog inflicts disease.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Drown, Mass: As drown, but affects multiple subjects.
WEALTH DOMAIN
Deities: Astilabor, Io.
Granted Powers: Add Appraise to your list of cleric class skills. You gain Skill Focus (Appraise) as a bonus feat.
1 Alarm: Wards an area for 2 hours/level.
2 Obscure Object: Masks object against scrying.
3 Glyph of Warding: Inscription harms those who pass it.
4 Detect Scrying: Alerts you to magical eavesdropping.
5 Leomund’s Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
6 Forbiddance: Blocks planar travel, damages creatures of different alignment.
7 Sequester: Target is invisible to sight and scrying; renders creature comatose.
8 Discern Location: Reveals exact location of creature or object.
9 Antipathy: Object or location affected by spell repels certain creatures.
WEATHER DOMAIN
Deities: Fharlanghn, Obad-Hai, Geshtai.
Granted Power: Inclement weather has less of an effect on you. Rain and snow don’t penalize your Spot and Search checks.
You can move through snow-covered and icy terrain at your normal movement. Wind effects, whether natural or magical,
affect you as if you were one size category larger.
1 Obscuring Mist: Fog surrounds you.
2 Gust of Wind: Blows away or knocks down smaller creatures.
3 Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
4 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
5 Binding Winds: Air prevents target from moving, hinders ranged attacks.
6 Cloudwalkers: Subjects can fly outdoors at speed of 60 ft.
7 Control Weather: Changes weather in local area.
8 Whirlwind: Cyclone deals damage and can pick up creatures.
9 Whirlwind, Greater: As whirlwind, but larger and more destructive.
WEATHER (EBERRON) DOMAIN
Deities: Arawai, the Devourer, Aerdrie Faenya, Sheela Peryroyl, Solonor Thelandira, Beory, Hiatea, Osprem, Procan,
Stronmaus, Zeus, Thor.
Granted Power: Your vision is unobstructed by non-magical weather conditions. Add Survival to your list of cleric class skills.
You gain a +2 bonus on all weather-related Survival checks.
1 Obscuring Mist: Fog surrounds you.
2 Fog Cloud: Fog obscures vision.
3 Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
4 Sleet Storm: Hampers vision and movement.
5 Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
6 Control Winds: Change wind direction and speed.
7 Control Weather: Changes weather in local area.
8 Whirlwind: Cyclone deals damage and can pick up creatures.
9 Storm of Vengeance: Storm rains acid, lightning, and hail.
WINDSTORM DOMAIN
Deities: None.
Granted Power: Inclement weather has less of an effect on you. Rain and snow don’t penalize your Spot and Search checks.
You can move through snow-covered and icy terrain at your normal movement. Wind effects, whether natural or magical,
affect you as if you were one size category larger.
1 Obscuring Mist: Fog surrounds you.
2 Binding Winds: Air prevents target from moving, hinders ranged attacks.
3 Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
4 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
5 Arc of Lightning: Line of electricity arcs between two creatures (1d6/level damage).
6 Cloudwalkers: Subjects can fly outdoors at speed of 60 ft.
7 Control Weather: Changes weather in local area.
8 Whirlwind: Cyclone deals damage and can pick up creatures.
9 Whirlwind, Greater: As whirlwind, but larger and more destructive.
WINTER DOMAIN
Deities: Aengrist, Auril, Hleid, Telchur.
Granted Power: During the winter season, you gain a +2 sacred bonus on all Wisdom-based skill checks.
1 Snowsight: Normal vision in winter weather conditions.
2 Snow Walk: Increase your speed and walk effortlessly on top of snow without leaving tracks or scent.
3 Winter’s Embrace: Creature takes 1d8 cold damage/round and might become exhausted.
4 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
5 Blizzard: Temperature drops and powerful blizzard reduces visibility to zero.
6 Death Hail: Summons a storm of death hail.
7 Control Weather: Changes weather in local area.
8 Summon Giants:† Summons outsider giants to fight for you.
9 Fimbulwinter: Creates winter weather for miles around you that lasts for months.
† frost giants only
WOOD DOMAIN (3.0)
Granted Power: Move through natural thorns, briars, overgrown areas, and similar terrain at your normal speed and without
taking damage or other impairment. Any such terrain that is magically manipulated to impede motion still impedes anyone
with this granted power.
1 Animate Wood: Turn Small or smaller wooden item into animated object.
2 Tree Shape: You look exactly like a tree for 1 hour/level.
3 Speak with Plants: You can talk to normal plants and plant creatures.
4 Control Plants: Control actions of one or more plant creatures.
5 Tree Stride: Step from one tree to another far away.
6 Repel Wood: Pushes away wooden objects.
7 Ironwood: Magical wood is as strong as steel.
8 Animate Plants: One or more plants animate and fight for you.
9 Command Plants: Sway the actions of one or more plant creatures.
WRATH DOMAIN
Deities: Kharash.
Granted Power: Once per day, you may make a free attack of opportunity against any opponent that damages you with a melee
attack. This ability does not allow you to make more than one attack of opportunity in a round.
1 Doom: One Target takes -2 on attacks, damage, saves, and checks.
2 Energize Potion: Transforms potion into a grenade that deals energy damage in a 10-ft radius burst.
3 Affliction: Infects evil Target with chosen affliction.
4 Radiant Shield: Creatures attacking you take electricity damage; you’re protected from electricity.
5 Righteous Might: Your size increases, and you gain +4 Strength.
6 Vengeance Halo: Any creature that slays the spell’s recipient takes 1d6/level damage.
7 Righteous Smite: Deals 1d6 damage/level (1d8 damage/level to evil outsiders) in 20-ft radius and blinds evil foes.
8 Last Judgment: Evil creatures are struck dead and sent to Lower Planes.
9 Storm of Vengeance: Storm rains acid, lightning, and hail.

PLANAR DOMAINS
A planar domain counts as both of a cleric’s domain choices. The granted powers of a planar domain are more potent than those
of other domains, and each level offers two spells from which a cleric can choose when preparing spells. Each day, a cleric
with access to a planar domain chooses one of the two spells available to prepare in his domain spell slot for each spell
level. Unlike other domains, planar domains each have an alignment requirement that must be met by a cleric who wants to
access the domain.
A cleric need not select a specific deity to have access to a planar domain. A cleric who devotes himself to a specific alignment
(LG, NG, CG, LN, CN, LE, NE, or CE) rather than a deity can select a planar domain in place of his two normal domain
choices. If the DM wishes, he can make domains specific to other planes, using these as representative guides.
ABYSS DOMAIN
Requirement: Must be chaotic evil.
Deities: Blibdoolpoolp (kuo-toa), Diirinka (derro), Great Mother (beholders), Hruggek (bugbears), Lolth (drow), Merrshaulk
(yuan-ti).
Granted Power: Once per day as a free action, you can channel the furious power of the demons. This power grants you a +4
bonus to Strength but also gives you a -2 penalty to Armor Class. The effect lasts for 5 rounds and cannot be ended
prematurely. Add Intimidate to your list of cleric class skills.
1 Align Weapon:† Weapon becomes good, evil, lawful, or chaotic.
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
2 Death Knell: Kill dying creature; Gain 1d8 temp hp, +2 Str, +1 CL.
3 Babau Slime: Secrete a body-covering acid that damages attacking foes.
3 Summon Monster III:†† Calls extraplanar creature to fight for you.
4 Balor Nimbus: Your flaming body damages foes in grapple.
4 Poison: Touch deals 1d10 points of Con damage, repeats in 1 minute.
5 Slay Living: Touch attack kills subject.
5 Summon Monster V:†† Calls extraplanar creature to fight for you.
6 Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
6 Harm: Deals 10 points/level damage to target.
7 Destruction: Kills Target and destroys remains.
7 Summon Monster VII:†† Calls extraplanar creature to fight for you.
8 Finger of Death: Kills one Target or deals 3d6 damage +1/level (max +25).
8 Bodak’s Glare: You slay a creature, which turns into a bodak 24 hours later.
9 Implosion: Kills one creature/round.
9 Summon Monster IX:†† Calls extraplanar creature to fight for you.
† Chaotic or evil only.
†† Chaotic evil creatures only.
ARBOREA DOMAIN
Requirement: Must be chaotic good.
Deities: Corellon Larethian.
Granted Power: Once per day as a free action, you can channel the glory of the eladrin to grant yourself a morale bonus on
weapon damage rolls and saves against charm and fear effects. This bonus is equal to your Charisma bonus (if any) and
lasts for 1 minute. Add Survival to your list of cleric class skills.
1 Endure Elements: Exist comfortably in hot or cold environments.
1 Longstrider: Your speed increases by 10 ft.
2 Aid: +1 on attack rolls and fear saves, 1d8 temporary hp +1/level (max +10).
2 Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
3 Heroism: Gives +2 on attack rolls, saves, skill checks.
3 Summon Monster III:† Calls extraplanar creature to fight for you.
4 Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
4 Opalescent Glare: Kill evil creatures with a look, or make them very afraid.
5 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
5 Summon Monster V:† Calls extraplanar creature to fight for you.
6 Heroes’ Feast: Food for one creature/level cures and blesses.
6 Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
7 Summon Monster VII:† Calls extraplanar creature to fight for you.
8 Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
8 Mind Blank: Target is immune to mental/emotional magic and scrying.
9 Freedom: Releases creature from imprisonment.
9 Summon Monster IX:† Calls extraplanar creature to fight for you.
† Chaotic good creatures only.
BAATOR DOMAIN
Requirement: Must be lawful evil.
Deities: Kurtulmak (kobolds), Sekolah (sahuagin), Tiamat (evil dragons).
Granted Power: You gain the ability to see perfectly in darkness of any kind, even that created by a deeper darkness spell. Add
Bluff to your list of cleric class skills.
1 Bane: Enemies suffer -1 attack, -1 on saves against fear.
1 Disguise Self: Disguise own appearance.
2 Darkness: 20-ft radius of supernatural darkness.
2 Fox’s Cunning: Target gains +4 Int for 1 minute/level.
3 Detect Thoughts: Allows listening to surface thoughts.
3 Summon Monster III:† Calls extraplanar creature to fight for you.
4 Deeper Darkness: Object sheds absolute darkness in a 60-ft radius.
4 Suggestion: Compels Target to follow stated course of action.
5 Spell Resistance: Target gains SR 12 + level.
5 Summon Monster V:† Calls extraplanar creature to fight for you.
6 Dominate Person: Control humanoid telepathically.
6 Fox’s Cunning, Mass: As fox’s cunning, but affects one subject/level.
7 Repulsion: Creatures can’t approach you.
7 Summon Monster VII:† Calls extraplanar creature to fight for you.
8 Demand: Delivers short message and suggestion anywhere, instantly.
8 Spell Turning: Reflect 1d4+6 spell levels back at caster.
9 Imprisonment: Entombs Target beneath the earth.
9 Summon Monster IX:† Calls extraplanar creature to fight for you.
† Lawful evil creatures only.
CELESTIA DOMAIN
Requirement: Must be lawful good.
Deities: Bahamut (good dragons), Heironeous, Moradin, Yondalla.
Granted Power: Once per day as a free action, you can generate an aura of menace similar to that of the archons. The aura lasts
for 1 minute. Any hostile enemy within a 20-ft radius of you must succeed on a Will save (DC 10 + 1/2 your cleric level +
your Cha modifier) to resist its effects. Those who fail take a -2 penalty on attack rolls, Armor Class, and saves for 24
hours or until they successfully hit you. A creature that has resisted or broken the effect cannot be affected again by your
aura for 24 hours. Add Sense Motive to your list of cleric class skills.
1 Light of Lunia: You radiate silvery light, which you can expend as two bolts that deal 1d6 damage.
1 Shield of Faith: Aura grants +2 or higher deflection bonus.
2 Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
2 Shield Other: You take half of subject’s damage.
3 Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
3 Summon Monster III:† Calls extraplanar creature to fight for you.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
4 Magic Weapon, Greater: +1/four levels (max +5).
5 Righteous Might: Your size increases, and you gain +4 Strength.
5 Summon Monster V:† Calls extraplanar creature to fight for you.
6 Blade Barrier: Wall of blades deals 1d6/level damage.
6 Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
7 Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
7 Summon Monster VII:† Calls extraplanar creature to fight for you.
8 Power Word Stun: Stuns creatures with 150 or fewer hp.
8 Shield of Law: +4 AC, +4 resistance, and SR 25 against chaotic spells.
9 Foresight: Sixth sense warns of impending danger.
9 Summon Monster IX:† Calls extraplanar creature to fight for you.
† Lawful good creatures only.
ELYSIUM DOMAIN
Requirement: Must be neutral good.
Deities: Pelor.
Granted Power: You gain the ability to smite evil with a single melee attack once per day. You add your Charisma bonus (if
any) to your attack roll and deal an extra 1 point of damage per class level. This smite attack is treated as good-aligned for
the purpose of overcoming DR. At 5th level and every five levels thereafter, you can use this smite attack one additional
time per day.
1 Charm Person: Makes one person your friend.
1 Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
2 Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
3 Magic Circle against Evil: As protection from evil, but 10-ft radius and 10 minute/level.
3 Mantle of Good: You gain SR 12 + CL against spells with the evil descriptor.
4 Charm Monster: Makes monster believe it is your ally.
4 Holy Smite: Damages and blinds evil creatures.
5 Dispel Evil: +4 bonus against attacks by evil creatures.
5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
6 Find the Path: Shows most direct way to location.
6 Mind Fog: Subjects in fog get -10 to Wisdom and Will checks.
7 Control Weather: Changes weather in local area.
7 Holy Word: Kills, paralyzes, slows, or deafens non-good subjects.
8 Holy Aura: +4 AC, +4 resistance, and SR 25 against evil spells.
8 Sunburst: Blinds all within 80 ft., deals 6d6 damage.
9 Heal, Mass: As heal, but with several subjects.
9 Moment of Prescience: You gain insight bonus on a single attack roll, check, or save.
HADES DOMAIN
Requirement: Must be neutral evil.
Deities: None.
Granted Power: You gain the ability to smite good with a single melee attack once per day. You add your Charisma bonus (if
any) to your attack roll and deal an extra 1 point of damage per class level. This smite attack is treated as evil-aligned for
the purpose of overcoming DR. At 5th level and every five levels thereafter, you can use this smite attack one additional
time per day.
1 Doom: One Target takes -2 on attacks, damage, saves, and checks.
1 Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Resist Planar Alignment: Target can resist penalties for being of an opposed alignment on an aligned Outer Plane.
2 Rebuke: Target is dazed 1 round, then shaken.
3 Magic Circle against Good: As protection from good, but 10-ft radius and 10 minute/level.
3 Mantle of Evil: You gain SR 12 + CL against spells with the good descriptor.
4 Contagion: Infects Target with chosen disease.
4 Unholy Blight: Damages and sickens good creatures.
5 Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
5 Dispel Good: +4 bonus against attacks by good creatures.
6 Mind Fog: Subjects in fog get -10 to Wisdom and Will checks.
6 Waves of Fatigue: Several targets become fatigued.
7 Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subjects.
7 Plane Shift: Up to eight subjects travel to another plane.
8 Unholy Aura: +4 to AC, +4 resistance, SR 25 against good spells.
8 Waves of Exhaustion: Several targets become exhausted.
9 Energy Drain: Target gains 2d4 negative levels.
9 Gate: Connects two planes for travel or summoning.
LIMBO DOMAIN
Requirement: Must be chaotic neutral.
Deities: None.
Granted Power: You gain the ability to smite law with a single melee attack once per day. You add your Charisma bonus (if
any) to your attack roll and deal an extra 1 point of damage per class level. This smite attack is treated as chaotic-aligned
for the purpose of overcoming DR. At 5th level and every five levels thereafter, you can use this smite attack one
additional time per day.
1 Confusion, Lesser: One creature acts randomly for one round.
1 Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Entropic Shield: Ranged attacks against you have 20% miss chance.
2 Resist Planar Alignment: Target can resist penalties for being of an opposed alignment on an aligned Outer Plane.
3 Magic Circle against Law: As protection from law, but 10-ft radius and 10 minute/level.
3 Mantle of Chaos: You gain SR 12 + CL against spells with the lawful descriptor.
4 Chaos Hammer: Damages and slows lawful creatures.
4 Perinarch: Gain greater control over Limbo’s morphic essence.
5 Baleful Polymorph: Transforms Target into harmless animal.
5 Dispel Law: +4 bonus against attacks by lawful creatures.
6 Animate Objects: Objects attack your foes.
6 Insanity: Target suffers continuous confusion.
7 Song of Discord: Forces targets to attack each other.
7 Word of Chaos: Non-chaotic Target is killed, confused, stunned, or deafened.
8 Cloak of Chaos: +4 to AC, +4 resistance, SR 25 against lawful spells.
8 Otto’s Irresistible Dance: Forces Target to dance.
9 Perinarch, Planar: Gain control over a small area of any divinely morphic plane.
9 Shapechange: Transforms you into any creature, and change forms once/round.
MECHANUS DOMAIN
Requirement: Must be lawful neutral.
Deities: None.
Granted Power: You gain the ability to smite chaos with a single melee attack once per day. You add your Charisma bonus (if
any) to your attack roll and deal an extra 1 point of damage per class level. This smite attack is treated as lawful-aligned for
the purpose of overcoming DR. At 5th level and every five levels thereafter, you can use this smite attack one additional
time per day.
1 Command: One Target obeys one-word command for 1 round.
1 Protection from Chaos: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Calm Emotions: Calms creatures, negating emotion effects.
2 Mechanus Mind: Reformat subject’s mind to be coldly calculating.
3 Magic Circle against Chaos: As protection from chaos, but 10-ft radius and 10 minute/level.
3 Mantle of Law: You gain SR 12 + CL against spells with the chaotic descriptor.
4 Discern Lies: Reveals deliberate falsehoods.
4 Order’s Wrath: Damages and dazes chaotic creatures.
5 Dispel Chaos: +4 bonus against attacks by chaotic creatures.
5 Mark of Justice: Designates action that will trigger curse on subject.
6 Hold Monster: As hold person, but any creature.
6 Wall of Gears: Creates wall of moving gears that deals 1d6 damage/2 levels to creatures within 10 ft.
7 Dictum: Kills, paralyzes, slows, or deafens non-lawful subjects.
7 Hold Person, Mass: As hold person, but all within 30 ft.
8 Iron Body: Your body becomes living iron.
8 Shield of Law: +4 AC, +4 resistance, and SR 25 against chaotic spells.
9 Call Marut: A marut performs one duty for you.
9 Mordenkainen’s Disjunction: Dispels magic, disenchants magic items.

CONSECRATED HARRIER SPELL LIST


Complete Divine: The consecrated harrier uses the ranger spell list, with the following additions:
1ST-LEVEL CONSECRATED HARRIER SPELLS
Animate Rope: Makes a rope move at your command.
Calm Emotions: Calms creatures, negating emotion effects.
Command: One Target obeys one-word command for 1 round.
Disguise Self: Disguise own appearance.
Doom: One Target takes -2 on attacks, damage, saves, and checks.
2ND-LEVEL CONSECRATED HARRIER SPELLS
Charm Person: Makes one person your friend.
Daylight: 60-ft radius of bright light.
Detect Thoughts: Allows listening to surface thoughts.
Hold Person: Holds one person helpless; 1 round/level.
3RD-LEVEL CONSECRATED HARRIER SPELLS
Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
Death Ward: Grants immunity to death spells and negative energy effects.
Discern Lies: Reveals deliberate falsehoods.
See Invisibility: Reveals invisible creatures or objects.
4TH-LEVEL CONSECRATED HARRIER SPELLS
Dismissal: Forces a creature to return to native plane.
Dominate Person: Control humanoid telepathically.
Legend Lore: Learn tales about a person, place, or thing.
Mark of Justice: Designates action that will trigger curse on subject.

CORRUPT SPELL LIST


1ST-LEVEL CORRUPT SPELLS (Trans)
Seething Eyebane (3.0): Target is blinded and all within 5 ft. take 1d6 damage.
2ND-LEVEL CORRUPT SPELLS (Trans)
Devil’s Tongue (3.0): Tongue grapples with reach 15 ft.
Fangs of the Vampire King: Caster gains bite attack with +10 bonus that deals 1d6 damage and 1 Con damage.
Lahm’s Finger Darts (3.0): Caster’s fingers become projectiles that deal 1d4 Dex damage.
3RD-LEVEL CORRUPT SPELLS (Div)
Absorb Mind (3.0): Caster gains 25% chance of knowing information in a brain eaten.
3RD-LEVEL CORRUPT SPELLS (Evoc)
Love’s Pain (3.0): Deals 1d6 damage/2 levels to subject’s dearest loved one.
3RD-LEVEL CORRUPT SPELLS (Necro)
Red Fester (3.0): Target takes 1d6 Str damage and 1d4 Cha damage.
3RD-LEVEL CORRUPT SPELLS (Trans)
Rotting Curse of Urfestra (3.0): Target takes 1d6 Con damage per hour.
Serpents of Theggeron (3.0): Caster’s arms become serpents with 10 ft. reach, +10 attack, and 1d8 damage plus poison.
Touch of Juiblex (3.0): Target turns to green slime in 4 rounds.
4TH-LEVEL CORRUPT SPELLS (Necro)
Absorb Strength (3.0): Caster gains 1/4 of a creature’s Str and Con when he eats it.
5TH-LEVEL CORRUPT SPELLS (Ench)
Call Forth the Beast (3.0): Target wakes up chaotic evil and goes on a rampage.
Forbidden Speech (3.0): Target cannot speak about a certain topic.
5TH-LEVEL CORRUPT SPELLS (Necro)
Power Leech (3.0): Caster drains subject’s ability score 1 point/round and gains +1 bonus per point.
5TH-LEVEL CORRUPT SPELLS (Trans)
Claws of the Bebilith (3.0): Caster gains claws based on her size.
6TH-LEVEL CORRUPT SPELLS (Necro)
Consume Likeness (3.0): Caster steals the appearance of a dead person, adding +10 on Disguise checks.
6TH-LEVEL CORRUPT SPELLS (Trans)
Master’s Lament: Target and familiar take each other’s damage as well as their own.
7TH-LEVEL CORRUPT SPELLS (Conj)
Death by Thorns (3.0): Up to three creatures die in 1d4 rounds or are incapacitated, taking 4d6 damage.
7TH-LEVEL CORRUPT SPELLS (Necro)
Chain of Sorrow (3.0): Target takes 2d10 Cha drain, deals same to next ally she touches.
7TH-LEVEL CORRUPT SPELLS (Trans)
Rapture of Rupture (3.0): Target takes 6d6 damage and is stunned, then takes 1d6 damage per round thereafter.
8TH-LEVEL CORRUPT SPELLS (Conj)j.
Evil Weather (3.0): Caster conjures one type of evil weather.
8TH-LEVEL CORRUPT SPELLS (Ench)
Plague of Nightmares (3.0): Target takes 1d4 Con damage and does not heal.
9TH-LEVEL CORRUPT SPELLS (Conj)
Apocalypse from the Sky (3.0): All in a 10-mile radius/level take 10d6 damage.

CORRUPT AVENGER SPELL LIST


1ST-LEVEL CORRUPT AVENGER SPELLS
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Detect Taint: Reveals creatures or objects with taint.
Detect Undead: Reveals undead within 60 ft.
Doom: One Target takes -2 on attacks, damage, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Magic Weapon: Weapon gains +1 bonus.
Read Magic: Read scrolls and spellbooks.
Resistance: Target gains +1 on saving throws.
2ND-LEVEL CORRUPT AVENGER SPELLS
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Darkness: 20-ft radius of supernatural darkness.
Death Knell: Kill dying creature; Gain 1d8 temp hp, +2 Str, +1 CL.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Resist Energy: Ignores 10 hp/round from one energy type.
Scare: Frightens creatures of less than 6 HD.
Shatter: Sonic vibration damages objects or crystalline creatures.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Undetectable Alignment: Conceals alignment for 24 hours.
Vampiric Touch: Touch deals 1d6/two CLs; caster gains damage as hp.
3RD-LEVEL CORRUPT AVENGER SPELLS
Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
Deeper Darkness: Object sheds absolute darkness in a 60-ft radius.
Discern Lies: Reveals deliberate falsehoods.
Dispel Magic: Cancels spells and magical effects.
Fear: Subjects within cone flee for 1 round/level.
Magic Weapon, Greater: +1/four levels (max +5).
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Curse: Frees object or person from curse.
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Speak with Dead: Corpse answers one question/2 levels.
4TH-LEVEL CORRUPT AVENGER SPELLS
Cloak of Hate: Target provokes hostile reactions, takes -10 penalty on Diplomacy checks.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Death Ward: Grants immunity to death spells and negative energy effects.
Enervation: Target gains 1d4 negative levels.
Evard’s Black Tentacles: Tentacles grapple all within 20-ft spread.
Freedom of Movement: Target moves normally despite impediments.
Phantasmal Killer: Fearsome illusion kills Target or deals 3d6 damage.
Pronouncement of Fate: Imposes a -4 penalty on an offender’s attacks, damage, saves, and checks; target loses actions.

COURT HERALD SPELL LIST


0-LEVEL COURT HERALD SPELLS
Arcane Mark: Inscribes a personal rune (visible or invisible).
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at a distance.
Open/Close: Opens or closes small or light things.
Read Magic: Read scrolls and spellbooks.
1ST-LEVEL COURT HERALD SPELLS
Alarm: Wards an area for 2 hours/level.
Comprehend Languages: Understand all spoken and written languages.
Erase: Mundane or magical writing vanishes.
Feather Fall: Objects or creatures fall slowly.
Identify: Determines properties of magic item.
Mage Armor: Gives Target +4 armor bonus.
Silence: Negates sound in 20-ft radius.
Silent Image: Creates minor illusion of your design.
Unseen Servant: Invisible force obeys your commands.
2ND-LEVEL COURT HERALD SPELLS
Arcane Lock: Magically locks a portal or chest.
Blur: Attacks miss Target 20% of the time.
Darkness: 20-ft radius of supernatural darkness.
Darkvision: See 60 ft. in total darkness.
Detect Thoughts: Allows listening to surface thoughts.
Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
Invisibility: Target invisible 1 minute/level or until it attacks.
Levitate: Target moves up and down at your direction.
Locate Object: Senses direction toward object (specific or type).
Magic Mouth: Speaks once when triggered.
Minor Image: Creates audio and visual illusion of your design.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Obscure Object: Masks object against scrying.
Owl’s Wisdom: Target gains +4 to Wis for 1 minute/level.
See Invisibility: Reveals invisible creatures or objects.
Spider Climb: Grants ability to walk on walls and ceilings.
Whispering Wind: Sends a short message 1 mile/level.
3RD-LEVEL COURT HERALD SPELLS
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
Daylight: 60-ft radius of bright light.
Detect Scrying: Alerts you to magical eavesdropping.
Dispel Magic: Cancels spells and magical effects.
Explosive Runes: Deals 6d6 damage when read.
Illusory Script: Only intended reader can decipher.
Major Image: As silent image, plus sound, smell, and thermal effects.
Nondetection: Hides Target from divination, scrying.
Secret Page: Changes one page to hide its real content.
Shrink Item: Object shrinks to one-sixteenth size.
Suggestion: Compels Target to follow stated course of action.
Tongues: Speak any language.
Water Breathing: Subjects can breathe underwater.
4TH-LEVEL COURT HERALD SPELLS
Arcane Eye: Invisible floating eye moves 30 ft./round.
Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
Confusion: Subjects behave oddly for 1 round/level.
Detect Scrying: Alerts you to magical eavesdropping.
Dimension Door: Teleports you short distance.
Dimensional Anchor: Bars extra-dimensional movement.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Locate Creature: Indicates direction to familiar creature.
Minor Creation: Creates one cloth or wood object.
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Remove Curse: Frees object or person from curse.
Scrying: Spies on Target from a distance.
5TH-LEVEL COURT HERALD SPELLS
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dominate Person: Control humanoid telepathically.
Dream: Sends message to anyone sleeping.
Fabricate: Transforms raw material into finished items.
False Vision: Fools scrying with an illusion.
Feeblemind: Subject’s Int and Cha drop to 1.
Major Creation: As minor creation, plus stone and metal.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Permanency: Makes certain spells permanent.
Persistent Image: As major image, but no concentration required.
Prying Eyes: Creates 1d4 +1/level floating eyes to scout for you.
Seeming: Changes appearance of one person per two levels.
Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
Sending: Delivers short message anywhere, instantly.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
6TH-LEVEL COURT HERALD SPELLS
Analyze Dweomer: Reveals magical aspects of subject.
Antimagic Field: Negates magic within 10 ft.
Contingency: Sets trigger condition for another spell.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Guards and Wards: Array of magical effects protects area.
Legend Lore: Learn tales about a person, place, or thing.
Mislead: Turns you invisible and creates illusory double.
Permanent Image: Includes sight, sound, and smell.
Programmed Image: As major image, plus triggered by event.
Suggestion, Mass: As suggestion, plus one subject/level.
Symbol of Fear: Triggered rune panics nearby creatures.
Symbol of Persuasion: Triggered rune charms nearby creatures.
True Seeing: See all things as they really are.

DEADGRIM SPELL LIST


0-LEVEL DEADGRIM SPELLS
Disrupt Undead: Deals 1d6 damage to one undead.
1ST-LEVEL DEADGRIM SPELLS
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Detect Undead: Reveals undead within 60 ft.
Hide from Undead: Undead can’t perceive one subject/level.
2ND-LEVEL DEADGRIM SPELLS
Command Undead: Undead creature obeys your commands.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
3RD-LEVEL DEADGRIM SPELLS
Halt Undead: Immobilizes undead for 1 round/level.
Vampiric Touch: Touch deals 1d6/two CLs; caster gains damage as hp.

DEATH DELVER SPELL LIST


1ST-LEVEL DEATH DELVER SPELLS
Bless: Allies gain +1 to attack, +1 against fear.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Detect Poison: Detects poison in one creature or object.
Detect Undead: Reveals undead within 60 ft.
Hide from Undead: Undead can’t perceive one subject/level.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
2ND-LEVEL DEATH DELVER SPELLS
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Command Undead: Undead creature obeys your commands.
Delay Poison: Stops poison from harming Target for 1 hour/level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 hp/round from one energy type.
Rigor Mortis: Suspends all vital functions; target appears dead.
3RD-LEVEL DEATH DELVER SPELLS
Animate Dead: Creates undead skeletons and zombies.
Deep Slumber: Puts 10 HD of creatures to sleep.
Halt Undead: Immobilizes undead for 1 round/level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Disease: Cures all diseases affecting subject.
Speak with Dead: Corpse answers one question/2 levels.
4TH-LEVEL DEATH DELVER SPELLS
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Death Ward: Grants immunity to death spells and negative energy effects.
Enervation: Target gains 1d4 negative levels.
Fear: Subjects within cone flee for 1 round/level.
Freedom of Movement: Target moves normally despite impediments.
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Restoration: Restores level and ability score drains.

DEMONOLOGIST (3.0) SPELL LIST


Spell Compendium: The demonologist’s spell list is intentionally narrow. Carefully consider the consequences of expanding the list.
If you chose to expand the spell list, the spells you select should emphasize the demonologist’s focus on demons and demonic
abilities.
Editor: Since the spell list is intentionally narrow, no spells are added to this spell list.
1ST-LEVEL DEMONOLOGIST SPELLS
Bane: Enemies suffer -1 attack, -1 on saves against fear.
Demonflesh: Caster gains +1 natural armor/5 CLs.
Doom: One Target takes -2 on attacks, damage, saves, and checks.
Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Spores of the Vrock (3.0): All within 5 ft. take 1d8 damage and 1d2 damage each round thereafter for 10 rounds.
Summon Monster I: Calls extraplanar creature to fight for you.
Unnerving Gaze (3.0): Target takes -1 penalty on attacks for 1d3 rounds.
2ND-LEVEL DEMONOLOGIST SPELLS
Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
Dance of Ruin (3.0): Non-demons take 2d20 points of damage.
Demoncall: Grants +10 profane bonus on one Knowledge (arcana), Knowledge (the planes), or Knowledge (religion) check.
Magic Circle against Evil: As protection from evil, but 10-ft radius and 10 minute/level.
Magic Circle against Good: As protection from good, but 10-ft radius and 10 minute/level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Stunning Screech (3.0): All within 30 ft. are stunned for 1 round.
Summon Monster II: Calls extraplanar creature to fight for you.
3RD-LEVEL DEMONOLOGIST SPELLS
Abyssal Might (3.0): Caster gains +2 to Str, Con, Dex, and SR.
Call Dretch Horde (3.0): Summons 2d4 dretches.
Dancing Chains (3.0): Animates one chain per level.
Demon Wings: Caster flies at his land speed.
Dimensional Anchor: Bars extra-dimensional movement.
Distort Summons (3.0): Creates an area in which only evil creatures can be magically summoned.
Dread Word (3.0): Drain 1d3 charisma.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Summon Monster III: Calls extraplanar creature to fight for you.
4TH-LEVEL DEMONOLOGIST SPELLS
Bestow Curse, Greater: As bestow curse, but more severe penalties.
Call Nightmare (3.0): Summons a nightmare.
Cloud of the Achaierai (3.0): Cloud deals 2d6 damage plus confusion.
Dismissal: Forces a creature to return to native plane.
Impotent Possessor (3.0): Target that can possess creatures is powerless in current body.
Imprison Possessor (3.0): Target that can possess creatures is trapped in current body.
Planar Binding: As planar binding, lesser but up to 12 HD.
Summon Monster IV: Calls extraplanar creature to fight for you.

DISCIPLE OF THRYM SPELL LIST


Spell Compendium: The disciple of Thrym’s spell list is intentionally narrow. Carefully consider the consequences of expanding the
list. If you choose to add spells to the disciple of Thrym’s spell list, add cold spells.
Editor: Since the spell list is intentionally narrow, no spells are added to this spell list.
1ST-LEVEL DISCIPLE OF THRYM SPELLS
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Corrupt Weapon: Weapon confirms critical hits against good foes.
Detect Fire: Detect fire within 60 ft.
Divine Favor: You gain attack, damage bonus, +1/3 levels.
Doom: One Target takes -2 on attacks, damage, saves, and checks.
Ease of Breath: +20 inherent bonus on Fortitude saves to resist altitude sickness.
Frostburn, Lesser: Touch deals 1d12 frostburn damage +1/level (max +5).
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Shivering Touch, Lesser: Touch deals 1d6 Dex damage.
2ND-LEVEL DISCIPLE OF THRYM SPELLS
Blood Snow: Area of fallen snow drains 1d2 points of Con/round and causes nausea.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Chill Metal: Cold metal damages those who touch it.
Conjure Ice Object: Conjures an object made of ice.
Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
Fog Cloud: Fog obscures vision.
Frost Weapon: Weapon gains frost special ability, +1d6 cold damage.
Zone of Glacial Cold: Deals 1d6 cold damage to all creatures in area.
3RD-LEVEL DISCIPLE OF THRYM SPELLS
Aura of Cold, Lesser: Intense cold deals 1d6 damage to creatures within 5 ft.
Binding Snow: Snow freezes, impeding movement.
Ice Shape: Sculpts ice into any shape.
Meld into Ice: You and your gear merge with ice.
Shivering Touch: Touch deals 3d6 Dex damage.
Sleet Storm: Hampers vision and movement.
4TH-LEVEL DISCIPLE OF THRYM SPELLS
Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.
Frostburn: Touch deals 3d12 frostburn damage +1/level (max +20).
Glacial Globe of Invulnerability: Stops 1st through 3rd level fire spell effects and provides concealment.
Hibernal Healing: You absorb ice, slush, and snow, curing 10 points/level of damage (max 150).
Summon Giants: Summons outsider giants to fight for you.

DRACONIC FEATS
DRACONIC LEGACY
Description: You have realized greater arcane power through your draconic heritage. This is a Draconic Feat.
Prerequisite: Any four draconic feats.
Benefit: Based on your draconic heritage, add the following spells to your list of spells known. Each spell is added at the level
that a spellcaster would normally gain it unless otherwise indicated.
Special: If any of the spells you would gain from this feat are spells you already know, you can pick another spell that a sorcerer
would ordinarily have available to him at that same level.
Black.
1 Charm Animal: Makes one animal your friend. (snakes and lizards only).
3 Deeper Darkness: Object sheds absolute darkness in a 60-ft radius.
5 Insect Plague: Locust swarms attack creatures.
Blue.
1 Ventriloquism: Throws voice for 1 minute/level.
3 Major Image: As silent image, plus sound, smell, and thermal effects.
5 Mirage Arcana: As hallucinatory terrain, plus structures.
Brass.
1 Endure Elements: Exist comfortably in hot or cold environments.
3 Tongues: Speak any language.
5 Control Winds: Change wind direction and speed.
Bronze.
1 Speak with Animals: You can communicate with natural animals.
3 Water Breathing: Subjects can breathe underwater.
5 Control Water: Raises or lowers bodies of water.
Copper.
1 Silent Image: Creates minor illusion of your design.
3 Stone Shape: Sculpts stone into any shape.
5 Wall of Stone: Creates a stone wall that can be shaped.
Gold.
1 Bless: Allies gain +1 to attack, +1 against fear.
3 Daylight: 60-ft radius of bright light.
5 Dispel Evil: +4 bonus against attacks by evil creatures.
Green.
1 Charm Person: Makes one person your friend.
3 Plant Growth: Grows vegetation, improves crops.
5 Dominate Person: Control humanoid telepathically.
Red.
1 Detect Secret Doors: Reveals hidden doors within 60 ft.
3 Suggestion: Compels Target to follow stated course of action.
5 True Seeing: See all things as they really are.
Silver.
1 Feather Fall: Objects or creatures fall slowly.
3 Wind Wall: Deflects arrows, smaller creatures, and gases.
5 Air Walk: Target treads on air as if solid (climb at 45-degree angle).
White.
1 Obscuring Mist: Fog surrounds you.
3 Sleet Storm: Hampers vision and movement.
5 Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

DREAD NECROMANCER SPELL LIST


1ST-LEVEL DREAD NECROMANCER SPELLS
Bane: Enemies suffer -1 attack, -1 on saves against fear.
Bestow Wound: Transfer 1 hp/level of wounds to another.
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.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Doom: One Target takes -2 on attacks, damage, saves, and checks.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
Ray of Enfeeblement: Ray deals 1d6+1/2 levels Str penalty.
Summon Undead I: Summons undead to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
2ND-LEVEL DREAD NECROMANCER SPELLS
Blindness/Deafness: Makes Target blinded or deafened.
Command Undead: Undead creature obeys your commands.
Darkness: 20-ft radius of supernatural darkness.
Death Knell: Kill dying creature; Gain 1d8 temp hp, +2 Str, +1 CL.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Gentle Repose: Preserves one corpse.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Inflict Moderate Wounds: Touch attack, 2d8 +1/level damage (max +10).
Scare: Frightens creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Summon Undead II: Summons undead to fight for you.
3RD-LEVEL DREAD NECROMANCER SPELLS
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Death Ward: Grants immunity to death spells and negative energy effects.
Halt Undead: Immobilizes undead for 1 round/level.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Ray of Exhaustion: Ray makes Target exhausted.
Speak with Dead: Corpse answers one question/2 levels.
Summon Undead III: Summons undead to fight for you.
Vampiric Touch: Touch deals 1d6/two CLs; caster gains damage as hp.
4TH-LEVEL DREAD NECROMANCER SPELLS
Animate Dead: Creates undead skeletons and zombies.
Contagion: Infects Target with chosen disease.
Death Ward: Grants immunity to death spells and negative energy effects.
Dispel Magic: Cancels spells and magical effects.
Enervation: Target gains 1d4 negative levels.
Evard’s Black Tentacles: Tentacles grapple all within 20-ft spread.
Fear: Subjects within cone flee for 1 round/level.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Phantasmal Killer: Fearsome illusion kills Target or deals 3d6 damage.
Poison: Touch deals 1d10 points of Con damage, repeats in 1 minute.
Summon Undead IV: Summons undead to fight for you.
5TH-LEVEL DREAD NECROMANCER SPELLS
Blight: Withers one plant or deals 1d6/level damage to plant creatures.
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Fire in the Blood: Your blood becomes a potent corrosive that burns attackers.
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Insect Plague: Locust swarms attack creatures.
Magic Jar: Enables possession of another creature.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Oath of Blood: Extends a geas beyond death that compels the target to animate and continue her quest as undead.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Slay Living: Touch attack kills subject.
Summon Undead V: Summons undead to fight for you.
Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).
Unhallow: Designates location as unholy.
Waves of Fatigue: Several targets become fatigued.
6TH-LEVEL DREAD NECROMANCER SPELLS
Acid Fog: Fog deals acid damage.
Circle of Death: Kills 1d4 HD/level.
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Eyebite: Target becomes panicked, sickened, and comatose.
Geas/Quest: As lesser geas, but affects any creature.
Harm: Deals 10 points/level damage to target.
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
Planar Binding: As planar binding, lesser but up to 12 HD.
Waves of Exhaustion: Several targets become exhausted.
7TH-LEVEL DREAD NECROMANCER SPELLS
Control Undead: Undead don’t attack you while under your command.
Destruction: Kills Target and destroys remains.
Finger of Death: Kills one Target or deals 3d6 damage +1/level (max +25).
Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
Song of Discord: Forces targets to attack each other.
Harm, Greater: Deals 1d12 points/level to target within Close range.
Vile Death: Undead creature gains fiendish template.
8TH-LEVEL DREAD NECROMANCER SPELLS
Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
Symbol of Death: Triggered rune slays nearby creatures.
9TH-LEVEL DREAD NECROMANCER SPELLS
Energy Drain: Target gains 2d4 negative levels.
Harm, Mass: Deals 1d12 points/level to all targets within 20-ft burst.
Imprison Soul: Traps soul in a small object; target takes 1d4 Con damage/day.
Plague of Undead: Animates horde of undead.
Wail of the Banshee: Kills one creature/level.

DRUID SPELL LIST


0-LEVEL DRUID SPELLS
Animal Trick (3.0): Animal companion performs a trick.
Candlelight (3.0): You cause an object to glow like a candle, shedding light in a 5-foot radius.
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Darkseed (3.0): Slow-kills plants.
Dawn: Sleeping/unconscious creatures in area awaken.
Daze Animal (3.0): Animal loses one action.
Detect Crossroads (3.0): Detects fey crossroads within 60 ft.
Detect Ghost (3.0): Reveals ghosts within 60 ft.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Fire Eyes (3.0): You see through natural fire, smoke, and fog.
Flare: Dazzles one creature (-1 attack).
Guidance: +1 on one roll, save, or check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Naturewatch: As deathwatch, but only for animals and plants.
Preserve Organ (3.0): Protects one detached organ from decay for 24 hours.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Target gains +1 on saving throws.
Scarecrow (3.0): Animal becomes shaken.
Virtue: Target gains 1 temporary hp.
1ST-LEVEL DRUID SPELLS
Animate Fire: Turn Small or smaller fire into animated object.
Animate Water: Turn Small or smaller quantity of water into animated object.
Animate Wood: Turn Small or smaller wooden item into animated object.
Aquatic Escape: Take the form of a fish.
Aspect of the Wolf: You change into a wolf and gain some of its abilities.
Aura Against Flame: Ignores 10 fire damage/round and extinguishes fires.
Babau Slime: Secrete a body-covering acid that damages attacking foes.
Barlen’s Crabwalk: Touched creature gains bonus while charging.
Beast Claws: Your hands become slashing natural weapons.
Beastland Ferocity: Target fights without penalty while disabled or dying.
Beget Bogun: You create a Tiny nature servant.
Blockade: Fill 5-ft square with enormous block of wood.
Branch to Branch: You gain +10 competence bonus on Climb checks in trees and can brachiate through forest.
Breath of the Jungle: Fog makes poison and diseases harder to resist.
Buoyant Lifting: Underwater creatures rise to surface.
Calm Animals: Calms (2d4 + level) HD of animals.
Camouflage: Target gets +10 on Hide checks.
Charm Animal: Makes one animal your friend.
Claws of the Bear: Your hands become weapons that deal 1d8 damage.
Climb Walls: Touched creature gains increased climbing ability.
Climbing Tree: Temporarily grow a tall tree for use as a ladder.
Cloak of Shade: Touched creature gains protection from heat and sun.
Cloudburst: Hampers vision and ranged attacks, puts out normal fires.
Cold Fire: Fire becomes blue and white, emits cold.
Conjure Ice Beast I: Conjures ice creature to fight for you.
Crunchy Snow: -20 penalty on Move Silently checks in area.
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Darsson’s Cooling Breeze: Create light breeze that travels in one direction.
Deep Breath: Your lungs are filled with air.
Delay Disease: Ravages of disease staved off for a day.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Ease of Breath: +20 inherent bonus on Fortitude saves to resist altitude sickness.
Endure Elements: Exist comfortably in hot or cold environments.
Enrage Animal: Animal rages like barbarian, not fatigued.
Entangle: Plants entangle everyone in 40-ft radius.
Extend Shifting: Extend duration of shifting ability by 4 rounds.
Extract Drug (3.0): Creates drug from inanimate object.
Eyes of the Avoral: Target gets +8 on Spot checks.
Faerie Fire: Outlines Target with light, canceling blur, concealment, etc.
Foundation of Stone: +2 AC, +4 bonus to resist bull rush and trip attacks.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Handfire: Your hand glows and can make a touch attack dealing 1d8 +1/level, more against undead.
Hawkeye: Increase range increments by 50%, +5 on Spot checks.
Healthful Rest: Subjects heal at twice the normal rate.
Hide from Animals: Animals can’t perceive one subject/level.
Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
Ice Skate: While on ice, your speed increases by 60 ft.
Impede Sun’s Brilliance: Diminishes the heat and light of the sun in an area.
Impeding Stones: Earthen ground and cobblestones crack and shift, hampering foes.
Instant of Power: Grant ally a brief +4 bonus on attacks, saves, or damage, even when it is not your turn.
Invisibility to Animals (3.0): You are invisible to animals.
Ivory Flesh: Flesh turns white, granting +5 circumstance bonus on Hide checks in snow and ice.
Jump: Target gets bonus on Jump checks.
Kuo-Toa Skin: Target gains +8 on Escape Artist checks and cannot be snared by webs.
Locate Touchstone: Find nearest planar touchstone on the plane you currently inhabit.
Locate Water: Reveals location, size, and quality of water sources.
Longstrider: Your speed increases by 10 ft.
Low-Light Vision: See twice as far under current light.
Magic Fang: One natural weapon of Target creature gets +1 on attack and damage rolls.
Magic Stone: Three stones become +1 projectiles, 1d6+1 damage.
Obscuring Mist: Fog surrounds you.
Omen of Peril: You know how dangerous the future will be.
Pass without Trace: One subject/level leaves no tracks.
Path of Frost: Create a frozen path on the ground that slows movement and deals cold damage.
Power Sight (3.0): Determines a creature’s HD or level.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Protection from Winged Flyers: Like protection from evil, but benefits apply to winged flyers.
Quickswim: Your swim speed increases by 10 ft.
Raging Flame: Fires burn twice as hot, half as long.
Ram’s Might: Gain +2 to Strength and your unarmed attacks deal normal damage.
Rapid Burrowing: +20 ft. to subject’s burrow speed.
Raptor’s Sight: Gain +5 on Spot checks; range increment penalty halved.
Remove Scent: Hides touched creature’s scent.
Resist Planar Alignment: Target can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Ride of the Valenar: Gain +5 bonus on Ride for 10 minute/level.
Rot of Ages: Cloud of rotting debris sickens or nauseates one creature, provides concealment for others.
Sandblast: You fire hot sand that deals 1d6 non-lethal damage, stuns enemies.
Shifter Prowess: Shifter racial bonuses to skills increase by +8.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
Silvered Claws: One creature’s natural attacks are treated as silvered weapons.
Skunk Scent: Spit a stream of sickening fluid.
Slow Burn: Fires burn twice as long.
Snake’s Swiftness: Target immediately makes one attack.
Snowdrift: Forms existing snow into another shape.
Snowshoes: Target walks easily on ice and snow.
Snowsight: Normal vision in winter weather conditions.
Speak with Animals: You can communicate with natural animals.
Speed Swim (3.0): Target gains swim speed 30.
Spider Hand (3.0): Caster’s hand becomes a Small monstrous spider.
Spore Field: Mushrooms grow from ground, slowing movement and sickening living creatures.
Summon Desert Ally I: Calls dustform creature to fight.
Summon Nature’s Ally I: Calls creature to fight.
Sunstroke: Target takes 2d6 non-lethal damage and is fatigued.
Surefooted Stride: You can move over rubble as easily as you can over open ground.
Suspend Disease (3.0): Keeps disease from harming creature for 24 hours.
Thunderhead: Small lightning bolts deal 1 damage/round.
Transference: You can transfer xps to other creatures for the purpose of making magic items.
Traveler’s Mount: Creature moves faster but can’t attack.
Updraft: Column of wind lifts you aloft.
Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).
Vine Strike: You can sneak attack plant creatures for 1 round.
Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.
Waste Strider: Move through the wasteland without penalties.
Webfoot: Target gains +4 on Swim and is less hindered by bog terrain.
Winged Watcher: Take the form of a bird.
Wings of the Sea: +30 ft. to subject’s swim speed.
Winter Chill: Creature takes 1d6 cold damage and is fatigued.
Wood Wose: Summon minor nature spirit.
Woodwisp Arrow: Enables a masterwork arrow or bolt to pass through wood.
2ND-LEVEL DRUID SPELLS
Adrenaline Surge (3.0): Grants each of your summoned creatures +4 Str.
Alicorn Lance (3.0): You create a horn on your head that you can launch for 3d6 force damage.
Align Fang: Natural weapon becomes good, evil, lawful, or chaotic.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Reduction (3.0): Animal shrinks in size.
Animal Spirit: Target can activate scent, low-light vision, and bonus on Wis-based checks for 1 minute.
Animal Trance: Fascinates 2d6 HD of animals.
Animalistic Power: Target gains +2 bonus to Str, Dex, and Con.
Augment Truefriend: Target gains +2 to Str, Dex, and Con for 1 minute/level.
Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.
Balancing Lorecall: +4 bonus on Balance checks; Balance on impossible surfaces.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Beastmask (3.0): Animals and beasts think Target is one of them.
Binding Winds: Air prevents target from moving, hinders ranged attacks.
Bite of the Wererat: You gain the Dexterity and attacks of a wererat.
Blackrot: Deal damage to plant creatures, or use wooden weapon to sicken foes.
Blaze of Light: 60-ft cone of light dazzles creatures.
Blinding Spittle: Ranged touch attack blinds subject.
Blood Frenzy: Grants extra use of rage.
Blood Snow: Area of fallen snow drains 1d2 points of Con/round and causes nausea.
Body of the Sun: Your body emanates fire, dealing 1d4 fire damage/2 levels.
Body Ward: Target is protected against 5 points of ability damage to Strength, Dexterity, or Constitution.
Brambles: Blunt wooden weapon +1 attack, +1/level damage (max +10).
Briar Web: Area slows creatures and thorns deal 1 point of damage/5 ft. moved.
Brumal Stiffening: Brittle weapon’s hardness reduced by 5.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Burrow: Target can burrow with a speed of 30 ft.
Camouflage, Mass: As camouflage, but multiple subjects.
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Chill Metal: Cold metal damages those who touch it.
Circle of Nausea (3.0): Foes are denied all actions or take -2 penalty on attacks, saving throws, and skill checks.
Cloud Wings: +30 ft. to subject’s fly speed.
Conjure Ice Beast II: Conjures ice creature to fight for you.
Conjure Ice Object: Conjures an object made of ice.
Countermoon: Forces lycanthrope to its natural form.
Creeping Cold: Deals progressive damage from cold (+1d6/round).
Daggerspell Stance: Full attack gain +2 to hit/damage, fight defensively gain SR 5+CL, Total defense gain DR 5/magic.
Decomposition: Wounds deal 3 extra points of damage each round.
Delay Poison: Stops poison from harming Target for 1 hour/level.
Desiccate: Deals 1d6/2 levels desiccation damage and dehydrates living creature.
Detect Aberration: Detect the presence of aberrations.
Dispel Fog: Cancels natural and magical fogs in affected area.
Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don’t worship your deity.
Drifts of the Shalm: Create difficult terrain made of snow, leaves, or ash.
Earthbind: Target creature can’t fly.
Earthen Grace: Target takes only non-lethal damage from stone and earth.
Earthfast: Doubles the HP of stone structure or rock formation and increases hardness to 10.
Easy Trail: Create safe passage through overgrown areas and hide your back trail.
Embrace the Wild: You gain an animal’s senses for 10 minutes/level.
Estanna’s Stew: Conjures stew that heals 1d6+1 per serving (one serving/two CLs).
Evergreen: Magical heat warms plant life, healing 1d8 damage +1/level (max +10) and granting immunity to cold.
Filter (3.0): Creates a bubble of air that filters out toxic elements in the air.
Fins to Feet: Transforms tails, tentacles, or finned extremities into humanoid legs and feet.
Fire Trap: Opened object deals 1d4 +1/level fire damage.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Flash-Freeze: Earth, stone, and water become frozen.
Fog Cloud: Fog obscures vision.
Freedom of Breath: Protects against suffocation and dangerous vapors.
Frost Breath: Icy breath deals 1d4 damage/2 levels.
Frost Weapon: Weapon gains frost special ability, +1d6 cold damage.
Gaze Screen: You are partially shielded against gaze attacks.
Ghost Companion (3.0): Animal companion, familiar, or special mount temporarily becomes a ghost.
Green Blockade (3.0): Creates a wall of vegetable matter.
Gust of Wind: Blows away or knocks down smaller creatures.
Halo of Sand: Swirling sand grants +1 deflection bonus/3 levels.
Healing Lorecall: If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells.
Healing Sting: Touch deals 1d12 damage +1/level; caster gains damage as hp.
Heart of Air: Gain +10 on Jump checks, +10 ft. to fly speed, use feather fall once.
Heartfire: Subjects outlined by fire, take 1d4 damage/round.
Heat Metal: Make metal so hot it damages those who touch it.
Hold Animal: Paralyzes one animal for 1 round/level.
Hydrate: Heals desiccation damage.
Ignite Dragonmark: Target takes 1d6/level fire damage, has dragonmarked powers temporarily suppressed.
Interfaith Blessing: Subjects gain combat benefits based on their individual deities.
Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.
Jaws of the Moray: Target gains a bite attack.
Kelpstrand: Strands of kelp grapple foes.
Lava Missile: 1d4 missile that never misses and sets things on fire.
Leap Into Animal: Merge with animal and control its actions.
Linked Perception: Allies gain +2 bonus/ally in spell area on Listen and Spot checks.
Listening Lorecall: Gain +4 on Listen checks, plus blindsense or blindsight if you have 5 or more ranks in Listen.
Local Tremor: Light tremor shakes in a 30-ft line.
Locate Node: Finds closest earth node in 1 mile/level radius.
Mark of the Outcast: Target takes -5 penalty on Bluff and Diplomacy checks and -2 penalty to AC.
Master Air: You sprout insubstantial wings and can fly.
Metal Fang: One of subject’s natural weapons becomes cold iron or silvered and counts as magical for overcoming DR.
Might of the Oak (3.0): Grants +4 Str, -2 Dex.
Mountain Stance: Target becomes hard to move.
Nature’s Favor: Animal touched gains luck bonus on attack and damage rolls of +1/3 levels.
Numbing Sphere: Creates rolling ball of intense cold that deals 1d6 cold damage plus 1d4 Dex damage, lasts 1 round/level.
Obscuring Snow: Obscures sight in a 30-ft radius around the caster.
One with the Land: Link with nature gives a +2 bonus on nature-related skill checks.
Owl’s Wisdom: Target gains +4 to Wis for 1 minute/level.
Peaceful Serenity of Io: Grant Target +4 bonus on Concentration checks and against compulsions and fear effects.
Persistence of the Waves (3.0): Grants +4 Con, -2 Str.
Portal Well: Creates an extradimensional space in a portal to hide in and observe from.
Predator’s Cry: Emit a terrifying bellow that panics animals.
Pressure Sphere: Water pressure deals 4d6 damage to submerged targets.
Primal Hunter: Gain a +5 bonus on Climb, Jump, and Swim checks.
Protection from Desiccation: Absorb 10 points/level of desiccation damage.
Razorscales: Your Scales become razor sharp and your grappling does lethal damage.
Reachwalker’s Wariness: Automatically locate aberrations within 30 ft.
Reduce Animal: Shrinks one willing animal.
Remove Addiction: Cures target of drug addictions.
Resist Energy: Ignores 10 hp/round from one energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Rockburst: Cause stone object to explode, dealing 1d4 damage +1 point/level.
Saltray: Ray deals 1d6 damage/2 levels and stuns.
Scent: Grants the scent ability for 1 hour/level.
Scimitar of Sand: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated.
Share Husk: See and hear through the senses of a touched animal.
Smoke Stairs: Walk up a column of smoke as if it were solid.
Snake’s Swiftness, Mass: Allies each immediately make one attack.
Snow Walk: Increase your speed and walk effortlessly on top of snow without leaving tracks or scent.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Soul Ward: Protect target from 5 points of ability damage to Int, Wis, or Chr.
Speed of the Wind (3.0): Grants +4 Dex, -2 Con.
Spider Climb: Grants ability to walk on walls and ceilings.
Splinterbolt: 4d6 piercing damage to subjects hit by ranged attack.
Summon Desert Ally II: Calls dustform creature to fight.
Summon Dire Hawk: Summons dire hawk to serve you.
Summon Nature’s Ally II: Calls creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Sweet Water (3.0): Creates a well to fresh water up to 100 ft. down.
Swim: Target gains swim speed, +8 bonus on Swim checks.
Tern’s Persistence: Target can travel overland 50% longer without fatigue.
Thaw: Transforms one 10-ft cube/level of everfrost, slush, snow, and ice.
Thin Air: Creatures suffer from altitude sickness.
Tiger’s Tooth: One natural weapon of Target gets +1/4 levels on attack rolls and damage rolls (max +5) for 1 round.
Tojanida Sight: Gain all-around vision.
Train Animal: Affected animal gains additional tricks equal to 1/2 CL for 1 hour/level.
Tree Shape: You look exactly like a tree for 1 hour/level.
Trip Vine: Plants trip creatures entering area.
Urchin’s Spines: Target grows spines that damage opponents.
Warp Wood: Bends wood (shaft, handle, door, plank).
Whip of Thorns: Create a thorny whip that can damage or entangle opponents.
Whispering Flame: Instant communication between two candles.
Wild Instincts: You gain +10 bonus on Listen and Spot checks and retain Dex bonus to AC when flat-footed.
Wings of Air: Subject’s flight maneuverability improves by one step.
Winter’s Embrace: Creature takes 1d8 cold damage/round and might become exhausted.
Wood Shape: Rearranges wooden objects to suit you.
Woodland Veil: Blend unobtrusively into natural surroundings, along with your friends.
Wracking Touch: Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any.
Zone of Glacial Cold: Deals 1d6 cold damage to all creatures in area.
3RD-LEVEL DRUID SPELLS
Affliction: Infects evil Target with chosen affliction.
Air Breathing: Subjects can breathe air freely.
Align Fang, Mass: Allies’ natural weapons become good, evil, lawful, or chaotic.
Alter Fortune: Cause one creature to reroll any die roll.
Arctic Haze: Fog obscures vision and deals 4 cold damage/round.
Attune Form: Grant creature temporary protection against overtly damaging planar traits.
Augment Object (3.0): +20 to the break DC of the object and doubles its hardness and HP.
Aura of Cold, Lesser: Intense cold deals 1d6 damage to creatures within 5 ft.
Binding Snow: Snow freezes, impeding movement.
Bite of the Werewolf: You gain the Strength and attacks of a werewolf.
Blindsight: Target gains blindsight 30 ft. for 1 minute/level.
Bottle of Smoke: Uncorking bottle creates fast horse made of smoke.
Brittleskin: Subject’s natural armor becomes brittle, causing weapon attacks against it to deal more damage.
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Capricious Zephyr: Gale-force winds push creatures.
Charge of the Triceratops: Target grows horns and skull plate, gains gore attack.
Circle Dance: Indicates direction to known target.
Column of Ice: Column of ice erupts from ground, lifting anything in its area into the air.
Conjure Ice Beast III: Conjures ice creature to fight for you.
Contagion: Infects Target with chosen disease.
Control Sand: Raise or lower the level of sand.
Control Temperature: Raise or lower temperature by one band/5 levels.
Coral Growth: cause living Coral to Grown into shape you desire.
Corona of Cold: Aura of cold protects you, damages others.
Creaking Cacophony: Sound distracts and makes foes vulnerable to sonic damage.
Crown of Clarity: +2 to Listen and Spot, discharge spell to gain +8.
Crumble: You erode building or other structure.
Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
Daylight: 60-ft radius of bright light.
Dehydrate: Deals Con damage to subject.
Diminish Plants: Reduces size or blights growth of normal plants.
Dominate Animal: Target animal obeys silent mental commands.
Dominate Vermin: Target vermin obeys psychic commands.
Downdraft: Flying creatures knocked down.
Embrace the Wild: You gain an animal’s senses for 10 minutes/level.
Energize Potion: Transforms potion into a grenade that deals energy damage in a 10-ft radius burst.
Energy Vortex: Burst of energy centered on you damages nearby creatures.
Engulfing Terror: Create a single gelatinous cube.
Enhanced Shifting: Gain bonuses depending on shifter characteristics.
Entangling Staff: Quarterstaff can grapple and constrict foes.
Evard’s Menacing Tentacles: Grow two tentacles with 10-ft reach that deal 1d8 damage each.
False Bravado (3.0): Causes false barbarian rage.
Favor of Yathagjera (3.0): You give the target creature large feathered wings.
Favorable Wind: Produces a strong wind that lasts 10 minute/level.
Fire Wings: Your arms become wings that enable flight, deal 2d6 fire damage.
Fly, Swift: Gain fly speed of 60 ft. for 1 round.
Forest Eyes: See through a distant plant.
Forest Voice: Converse with a creature through a distant plant.
Forestfold: Gain +10 competence bonus on Hide and Move Silently checks in one type of terrain.
Ghost Venom (3.0): As poison, except affecting ectoplasm.
Giant’s Wrath: Pebbles you throw become boulders.
Girallon’s Blessing: Target gains one additional pair of arms.
Greenfire: Each creature in area takes 2d6 acid damage +1/level.
Haboob: Swirling grit obscures vision, blows smaller creatures over, and deals non-lethal damage.
Harrier (3.0): Summons an incorporeal bird of prey to fight for you.
Heart of Water: Gain swim speed, ability to breathe water, +5 on Escape Artist checks, freedom of movement once.
Heatstroke: Target creature takes non-lethal damage and becomes fatigued.
Hypothermia: Causes 1d6 cold damage/level, fatigue.
Ice Shape: Sculpts ice into any shape.
Icelance: Changes ice into lance, which attacks Target for 6d6 damage and stuns for 1d4 rounds.
Infestation of Maggots: Touch attack deals 1d4 Con damage/round.
Jagged Tooth: Doubles the critical threat range of natural weapons.
Jump, Mass: Many creatures gain bonuses to Jump checks.
Junglerazer: Fey, vermin, plants, and animals take 1d10 damage/level.
Lion’s Charge: You can make a full attack on a charge for 1 round.
Magic Fang, Greater: One natural weapon of Target creature gets +1/four levels on attack and damage rolls (max +5).
Meld into Ice: You and your gear merge with ice.
Meld into Stone: You and your gear merge with stone.
Nature’s Balance: You transfer 4 ability score points to the Target for 10 minutes/level.
Nature’s Purity: Ray deals 2d6 force damage to undead and 5d6 to aberrations.
Nature’s Rampart: You mold the terrain to provide fortifications.
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Node Door: Allows teleportation between any known earth nodes.
Phantom Plow (3.0): Creates a furrow in the earth, knocks creatures in its path prone.
Plague Carrier (3.0): As contagion, but target is contagious during incubation period.
Plant Growth: Grows vegetation, improves crops.
Poison: Touch deals 1d10 points of Con damage, repeats in 1 minute.
Prickling Torment: Target is sickened, takes damage whenever it acts.
Primal Form: You change into elemental, gain some abilities.
Primal Instinct: Gain a +5 bonus on initiative checks and Survival checks.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Quench: Extinguishes non-magical fires or one magic item.
Quillfire: Your hand sprouts poisonous quills useful for melee or ranged attacks.
Remove Disease: Cures all diseases affecting subject.
Resist Energy, Mass: Creatures ignore damage from specified energy type.
Resist Taint: Bestows +4 bonus on saves against taint.
Revitalize Legacy, Least: Get extra use of chosen least legacy ability.
Rusted Blade: Touched weapon delivers filth fever.
Scales of the Sealord: Add 10 ft. to swim speed or gain swim speed of 15 ft.; add natural armor bonus +1/3 levels.
Sink: Target sinks in water, must make Swim checks.
Sleet Storm: Hampers vision and movement.
Snakebite: Your arm turns into poisonous snake you can use to attack.
Snare: Creates a magic booby trap.
Snowshoes, Mass: As snowshoes, affects one creature/level.
Soul of the Waste: Meld into surrounding sand.
Speak with Plants: You can talk to normal plants and plant creatures.
Spiderskin: Target gains increasing bonus to natural armor, saves against poison, and Hide checks.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Spikes: As brambles, but weapon gains +2 bonus and doubled threat range.
Spirit Jaws: Ghostly jaws grapple creature, deal 2d6 damage.
Standing Wave: Magically propels boat or swimming creature.
Stone Shape: Sculpts stone into any shape.
Storm Mote: Dust devil of flensing sand.
Storm Shield: Glowing sphere absorbs 20 points per CL of electricity damage from effects that pass within 30 ft.
Summon Desert Ally III: Calls dustform creature to fight.
Summon Nature’s Ally III: Calls creature to fight.
Thornskin: Your unarmed attacks deal +1d6 damage; natural and unarmed attacks against you take 5 damage.
Thunderous Roar: Roar deals 1d6 damage/2 levels, deafens.
Treasure Scent: You detect valuable metals and gems.
Tremor: Subjects knocked prone.
Unicorn Horn: You grow a horn that functions as a natural weapon.
Venomfire: Subject’s venom does 1d6/level acid damage.
Vigor: As lesser vigor, but 2 hp/round (max 25 rounds).
Vigor, Mass Lesser: As lesser vigor, but multiple targets (max 25 rounds).
Vine Mine: Vines grow rapidly, giving various effects.
Vision of the Omniscient Eye: +10 bonus on Spot checks; Immunity to being dazzled or blinded; one use of faerie fire.
Walk the Mountain’s Path: Grant Target ability to climb, jump, and maneuver through mountain pathways.
Wall of Vermin: Wall of biting pests provides concealment, attacks anyone passing through.
Water Breathing: Subjects can breathe underwater.
Weather Eye: You accurate predict weather up to one week ahead.
Whispering Sand: Sand delivers your message.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Wind’s Favor: Create strong wind for 1 hr./level.
Wingblast: Create wings that can transform into a gust of wind or obscuring mist.
Wreath of Flames: Flames around you deal 1d6 damage to adjacent foes; your melee attacks deal +1d6 fire damage.
4TH-LEVEL DRUID SPELLS
Air Walk: Target treads on air as if solid (climb at 45-degree angle).
Antiplant Shell: Keeps animated plants at bay.
Arc of Lightning: Line of electricity arcs between two creatures (1d6/level damage).
Armored Vermin: +2 to natural armor of vermin.
Aspect of the Werebeast: Gain bonuses from hybrid animal form.
Battlefield Illumination: Improve light in 80-ft radius cylinder.
Bear’s Heart (3.0): One ally/level +4 Strength and +1d4/level HP.
Bite of the Wereboar: You gain the Strength and attacks of a wereboar.
Blast of Sand: Cone deals 1d6 damage/level.
Blight: Withers one plant or deals 1d6/level damage to plant creatures.
Blinding Beauty: You become as beautiful as a nymph, and can blind humanoids who look at you.
Blindsight, Greater: Target gains blindsight 60 ft. for 1 minute/level.
Bloodbriars: Wraps target in invisible briars that deal 1d8 points of damage per round if movement is attempted.
Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.
Burrow, Mass: As burrow, but affects 1/level subjects.
Call of Stone: Slowly turn Target to stone.
Chain of Eyes: Scrying sensor passed along by touch.
Claws of the Savage (3.0): Target gains claws that deal damage based on size.
Command Plants: Sway the actions of one or more plant creatures.
Cone of Euphoria: 20-ft cone dazes targets for 1d6 rounds.
Conjure Ice Beast IV: Conjures ice creature to fight for you.
Contagious Touch: You infect one creature/round with chosen disease.
Contingent Energy Resistance: Energy damage triggers a resist energy spell.
Control Currents: Changes current direction and speed.
Control Water: Raises or lowers bodies of water.
Creeping Cold, Greater: As creeping cold, but longer duration and more damage.
Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
Dispel Magic: Cancels spells and magical effects.
Dispel Water: Cancels water spells and effects or dismisses water creatures.
Enhance Wild Shape: Your wild shape ability gains a bonus.
Essence of the Raptor: Base speed becomes 60 feet, gain skill bonuses and scent.
Eye of the Hurricane: Storm pushes creatures, calm at center.
Feathers (3.0): Polymorphs willing creature into bird.
Flame Strike: Smites foes with divine fire (1d6/level).
Freedom of Movement: Target moves normally despite impediments.
Freeze Armor: Locks up suits of metal armor and equipment, dealing damage and impeding movement.
Friendly Fire: Redirect ranged attack against another target within 30 ft.
Frostfell Slide: Move instantly from one area of frostfell to another.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Healing Spirit: Ball of light heals 1d8/round.
Heart of Earth: Gain temporary HP; +8 to resist bull rush, overrun, and trip; use stoneskin once.
Hibernal Healing: You absorb ice, slush, and snow, curing 10 points/level of damage (max 150).
Hurtling Stone: Stone deals 6d6 damage, knocks targets prone.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Iconic Manifestation: Trade one daily use of wild shape to acquire celestial, fiendish, anarchic, or axiomatic template.
Infallible Servant: Target is utterly destroyed if slain or captured.
Jaws of the Wolf: One carving/2 levels turns into a wolf with SR 13 and frightful presence.
Land Womb: You and one creature/level hide within the earth.
Languor: Ray slows target and diminishes its Strength.
Last Breath: Reincarnate recently deceased creature with no level loss.
Lava Splash: Wave of lava does 1d4/level. Heals fire creatures.
Lay of the Land: You gain an overview of the geography around you.
Magic Fang, Superior: Your natural weapons gain +1 enhancement bonus/4 levels.
Meteoric Strike: Melee attack deals an extra 1d6 damage + 1d6/4 levels; adjacent creatures take half damage.
Miasma of Entropy: Rot all natural materials in 30-ft cone-shaped burst.
Moon Bolt: 1d4 Strength damage/3 levels; undead made helpless.
Murderous Mist: Cloud of steam deals 2d6 damage and causes blindness and inflicts 1d6/round thereafter.
Passage of the Shifting Sands: Become a swirling sand cloud; gain one use of gust of wind.
Perinarch: Gain greater control over Limbo’s morphic essence.
Phantasmal Wasting: Touch causes foe to believe he has aged and become weaker.
Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
Poison Vines: Vines grow and poison creatures stuck within them.
Primal Senses: Gain low-light vision and a +5 bonus on Listen and Spot checks.
Raptor Cloud: Avian shadows grant cover, deal damage to attackers, grant bonuses on Jump and Tumble checks.
Reincarnate: Brings dead Target back to life in random body.
Renewed Vigor: Remove fatigue and +2 bonus to Constitution for 1 round/level.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Resistance, Greater: Target gains +3 on saving throws.
Rushing Waters: Wave makes bull rush attack.
Rusting Grasp: Your touch corrodes iron and alloys.
Sandform: You become an ooze-like being of sand.
Scrying: Spies on Target from a distance.
Searing Exposure: Target suffers hours of wasteland exposure in a moment.
Shadowblast: Blast of light stuns and damages natives to the Plane of Shadow.
Sheltered Vitality: Target gains immunity to fatigue, exhaustion, ability damage, and ability drain.
Skin of the Cactus: Grants natural armor, thorns, and resistance to dehydration.
Slipsand: Creates a volume of slipsand.
Spark of Life: Undead creature loses most immunities.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Stars of Arvandor: Tiny starbursts each deal 1d8 damage (half non-lethal), or 1d8 lethal damage to evil creatures.
Starvation: Hunger pangs deal 1d6 damage/level, cause fatigue.
Stone Metamorphosis: Changes type of stone.
Sudden Stalagmite: Impaling stalagmite damages and holds foes.
Summon Desert Ally IV: Calls dustform creature to fight.
Summon Elementite Swarm: Summon an elementite swarm to follow your commands.
Summon Nature’s Ally IV: Calls creature to fight.
Summon Pest Swarm: Summons swarm of urban animals and vermin.
Surefooted Stride, Mass: As surefooted stride but multiple subjects.
Swim, Mass: As swim, but one creature/level.
Thalassemia: Turns blood to seawater, dealing 1d6/level damage.
Touchstone Lightning: Use your Planar Touchstone granted higher-order abilities to fuel damaging rays.
Unholy Beast: Target animal transforms into an unholy minion under your control.
Vortex of Teeth: 3d8 points of damage due to force per round to all creatures in the area.
Wake Trailing: You can track a ship across the sea.
Wall of Salt: Wall of salt that can be shaped.
Wall of Water: Wall impedes movement and can drown creatures.
Warp Truename: Gives foe a temporary form that’s grotesque and useless.
Waterball (3.0): Splash does subdual damage.
Wild Runner: Change into centaur, gain some abilities.
Wind at Back: Doubles overland speed of subjects for 12 hours.
Wings of Air, Greater: Subject’s flight maneuverability improves by two steps.
Wood Rot: Destroy wooden items or deal 3d6 + 1/level damage (max +15) to plant creatures.
5TH-LEVEL DRUID SPELLS
Animal Growth: One animal/2 levels doubles in size.
Anticold Sphere: Sphere hedges out cold creatures and protects you from cold.
Astral Hospice: While on the Astral Plane, open a portal to a demi-plane so natural healing can occur.
Atonement: Removes burden of misdeeds from subject.
Auril’s Ice Flowers: Ice and earth deal 1d6 damage/level.
Awaken: Animal or tree gains human intellect.
Baleful Polymorph: Transforms Target into harmless animal.
Big Sky (3.0): Sky spirits cause tear.
Bite of the Weretiger: You gain the Strength and attacks of a weretiger.
Blackwater Tentacle: Create blackwater tentacle that attacks your foe.
Bleed: Target takes Con damage from piercing or slashing, -4 penalty on certain Fort saves.
Blizzard: Temperature drops and powerful blizzard reduces visibility to zero.
Blood Creepers: Vines deal 1/level damage for multiple rounds and entangle one creature.
Call Avalanche: Avalanche of ice and snow falls from the sky, burying subjects.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Choking Sands: Touched creature begins to suffocate on sand.
Cloak of the Sea: Gain blur, freedom of movement, and water breathing while in water.
Cold Snap: You lower temperature in area.
Commune with Earth (3.0): You gain knowledge of hills, mountains, and underground areas.
Commune with Nature: Learn about terrain for 1 mile/level.
Conjure Ice Beast V: Conjures ice creature to fight for you.
Contagion, Mass: As contagion, but affects multiple creatures.
Control Winds: Change wind direction and speed.
Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
Dance of the Unicorn: Purifying mist washes the air clean of smoke, dust, and poisons.
Dancing Web: Energy strands deal 1d6/level non-lethal damage plus entangles evil creatures for 1d6 rounds.
Dawn Shroud: You cause the target to glow with the rosy light of the dawn.
Death Ward: Grants immunity to death spells and negative energy effects.
Dire Hunger: Target grows fangs, attacks creatures near it.
Druid Grove (3.0): Trees store spells for days.
Echo Skull: See, hear, and speak through a prepared animal skull for 1 hour/level.
Energetic Healing: Target is immune to one energy type and gains 10% of the energy damage as healing.
Fireward: As quench, but also suppresses magical fire effects in affected area.
Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.
Flesh to Salt: Turns creature into a statue of salt.
Flowsight: You can scry creatures in contact with a body of water.
Focus Touchstone Energy: Convert unused touchstone abilities into temporary HP.
Fuse Sand: Hardens sand and may trap creatures.
Hallow: Designates location as holy.
Heal Animal Companion: As heal on your animal companion.
Heart of Fire: Gain +10 ft. to land speed, resistance to fire 10, use fire shield once.
Hibernate: Sends Target into state of hibernation for one week/level.
Ice Shield: Target gains DR 15/—.
Inferno: Creature bursts into flames and takes 6d6 fire damage per round.
Insect Plague: Locust swarms attack creatures.
Jungle’s Rapture: Curse causes 1d6 Dexterity drain.
Kiss of Death (3.0): Creates reusable poison, delivered by touch attack.
Longstrider, Mass: Allies within 60 ft. gain +10 ft. bonus to speed.
Magic Convalescence: Spells cast nearby heal you 1 hp/spell level.
Mantle of the Icy Soul: Gives Target the cold subtype.
Mark of the Wild: Animals do not attack or threaten you.
Memory Rot: Spores deal 1d6 Int drain to target, plus 1 Int/round.
Owl’s Insight: Target gains Wis bonus equal to half your level for 1 hour.
Panacea: Removes most afflictions.
Pass through Ice: Target can pass through ice or snow like water.
Phantom Stag: Magic stag appears for 1 hour/level.
Plant Body: Subject’s type changes to plant.
Poison Thorns: You grow thorns that poison your attackers.
Quill Blast: You fling quills in spread, dealing damage and imposing penalties.
Radiance: Creates daylight that dazzles undead.
Rejuvenation Cocoon: Energy cocoon shields creature, then heals it.
Revelation: Reveals everything within 20-ft radius as true seeing spell for 1 round.
Revitalize Legacy, Lesser: Get extra use of chosen lesser legacy ability.
Seed of Life: Target gains fast healing 2 and can invoke a burst of healing.
Sirine’s Grace: You gain bonuses to Charisma and Dexterity, AC, and Perform checks, and can breathe water.
Sleep Mote: Dust devil of magic sand puts foes to sleep.
Spear of Valarian: Turns non-magical weapon into a +1 silvered spear (+3, +2d6 damage vs magical beasts).
Spore Cloak (3.0): Cloud gives you concealment, deals 1d6 Con damage to creatures that enter your square.
Spurn the Supernatural: Suppresses one or more of a foe’s supernatural abilities.
Stone Shape, Greater: Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape.
Stoneskin: Ignore 10 points of damage per attack.
Summon Desert Ally V: Calls dustform creature to fight.
Summon Nature’s Ally V: Calls creature to fight.
Swamp Stride: As tree stride, but with bodies of water.
Trance, Mass (3.0): Like Animal Trance, but more targets.
Transformation of the Deeps: Grant water breathing, darkvision, and pressure immunity to one creature/3 levels.
Transmute Mud to Rock: Transforms two 10-ft cubes/level.
Transmute Rock to Mud: Transforms two 10-ft cubes/level.
Transmute Sand to Glass: Transforms two 10-ft cubes/level.
Transmute Sand to Stone: Transforms two 10-ft cubes/level.
Transmute Stone to Sand: Transforms two 10-ft cubes/level.
Tree Stride: Step from one tree to another far away.
Unhallow: Designates location as unholy.
Unicorn Blood: Gain immunity to poison, compulsion, charm effects; bestow temporary hp once.
Vigor, Greater: As lesser vigor, but 4 hp/round.
Wall of Coldfire: Deals 2d4 of cold within 10-ft, 1d4 out to 20-ft. Wall deals 2d6 frostburn damage +1/level.
Wall of Dispel Magic: Creatures passing through a transparent wall become subjects of targeted dispel magic.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
Wall of Sand: Wall impedes movement, obscures vision, and blocks some attacks.
Wall of Thorns: Thorns damage anyone who tries to pass.
Wind Tunnel: Ranged weapons gain +5 bonus and double range increment.
6TH-LEVEL DRUID SPELLS
Anger of the Noonday Sun: Blinds creatures within 20 ft., damages undead.
Animal Spirit, Mass: One subject/CL can activate scent, low-light vision, and bonus on Wis-based checks for 1 minute.
Animate Snow: You animate snow to attack foes.
Antilife Shell: 10-ft field hedges out living creatures.
Aspect of the Earth Hunter: Change into bulette and gain some of its abilities.
Awaken Sand: A region of sand forms into a Huge, sentient creature.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
Bite of the Werebear: You gain the Strength and attacks of a werebear.
Blood Sirocco: Wind bowls over foes and draws away their blood.
Bones of the Earth: Create pillars of stone.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Call of the Twilight Defender: Summon a twilight guardian to fight for you.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Chasing Perfection: Target gains +4 to all abilities.
Cometfall: Comet falls atop foes, damaging them and knocking them prone.
Conjure Ice Beast VI: Conjures ice creature to fight for you.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
Death Hail: Summons a storm of death hail.
Desiccate, Mass: Desiccates several creatures.
Dinosaur Stampede: Spectral dinosaurs deal 1d12 damage +1/level.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dragonblood Beast: Target animal gets improved bite attack, natural armor, wings and fly speed.
Drown: Target immediately begins to drown.
Energy Immunity: Target and equipment gain immunity to damage of specified energy type.
Entomb: Captures subjects in blocks of ice, suffocating them.
Enveloping Cocoon: Entraps target creature and denies save for attached spell.
Extract Water Elemental: Pulls water from victim, forms water elemental.
Find the Path: Shows most direct way to location.
Fire Seeds: Acorns and berries become grenades and bombs.
Fires of Purity: Target bursts into magical flame, becoming a dangerous weapon.
Freeze: Does 2d6 cold damage and target is immobilized.
Hidden Truename: Subject’s personal truename is hard to discover through research.
Hide the Path: Area warded against divinations.
Hungry Gizzard: Gizzard engulfs victim, grapples and deals damage.
Ice Rift: Intense quake shakes 40-ft radius spread of ice.
Ironwood: Magical wood is as strong as steel.
Liveoak: Oak becomes treant guardian.
Mandragora (3.0): Deafens those who fail Will saves, grants true seeing to others.
Mephit Mob: Summons 2d6 mephits of a kind you designate.
Miasma: Gas cloud suffocates target.
Move Earth: Digs trenches and build hills.
Move Snow and Ice: Digs trenches and builds hills in ice and snow.
Mudslide: Landslide buries, mires creatures within a 40-ft radius.
Mummify: Touched living creature dies and is mummified.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Phantasmal Disorientation: Fools creature’s sense of direction, making movement difficult.
Pox: Deals 1d4 Con drain to one creature/level.
Primal Speed: Gain a +5 bonus on Reflex saves and a +10-ft bonus to speed.
Protection from All Elements (3.0): Reduces the effects of all elemental spells.
Repel Wood: Pushes away wooden objects.
Resistance, Superior: Target gains +6 on saving throws.
Rusting Fog: Billowing vapors destroy metal items.
Sandstorm: Creates a controlled dust storm.
Scalding Mud: Transmute rock or earth into boiling muck.
Shuffle: Subjects can teleport short distances as move actions.
Snow Wave: Knocks creatures prone and deals 4d6 crushing damage and 1d6 cold damage.
Spellstaff: Stores one spell in wooden quarterstaff.
Stone Metamorphosis, Greater: Changes 10 cu. ft. + 10 cu. ft./level of stone into another type of stone.
Stone Tell: Talk to natural or worked stone.
Stonehold: Stony arm trap grapples and damages creatures.
Storm of Fire and Ice: Storm provides concealment, slows movement, deals cold and fire damage.
Stormwalk: Teleport yourself and one creature/2 levels from a storm.
Summon Desert Ally VI: Calls dustform creature to fight.
Summon Greater Elemental: Summon a greater elemental to follow your commands.
Summon Nature’s Ally VI: Calls creature to fight.
Thunder Field: Creatures in area take 1d8 sonic damage/round, knocked prone.
Tidal Surge: Wave of water deals 1d6/level damage and bull rushes.
Tortoise Shell: Creature gains +6 natural armor, +1/3 levels above 11th.
Touch of Adamantine: Weapon gains the properties of an adamantine weapon.
Transport via Plants: Move instantly from one plant to another of the same species.
Vigorous Circle: As mass lesser vigor, but 3 hp/round (max 40 rounds).
Wall of Magma: Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level.
Wall of Stone: Creates a stone wall that can be shaped.
Wooden Blight: Target turns to wood and takes 1d4/round Dex damage, becoming a wooden statue at 0 Dex.
7TH-LEVEL DRUID SPELLS
Animalistic Power, Mass: As animalistic power, but multiple subjects.
Animate Plants: One or more plants animate and fight for you.
As the Frost: Transform into a creature of cold.
Aura of Cold, Greater: Intense cold deals 2d6 damage to creatures within 10 ft.
Aura of Vitality: Subjects gain +4 to Str, Dex, and Con.
Brilliant Blade: Weapon or projectiles shed light, ignore armor.
Changestaff: Your staff becomes a treant on command.
Changestones: Prepared stones become liths.
Cloudwalkers: Subjects can fly outdoors at speed of 60 ft.
Conjure Ice Beast VII: Conjures ice creature to fight for you.
Control Weather: Changes weather in local area.
Create Crossroads and Backroad (3.0): Links two locations by magical path.
Creeping Doom: Carpet of insects attacks at your command.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Explosive Pinecone: Transform a pinecone into an explosive, shrapnel-hurling weapon.
Fire Storm: Deals 1d6 fire damage/level.
Flesh to Salt, Mass: Turns several creatures into statues of salt.
Great Worm of the Earth: Enormous wormlike maw attempts to swallow target.
Haze of Smoldering Stone: Volcanic stones deal 4d6 bludgeoning and 8d6 fire damage in a 60-ft cone.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Incarnum Vigor: Target gains fast healing; his healing spells cure extra damage.
Intensify Manifest Zone: You enhance the effects of a manifest zone of a specified plane.
Mark of the Unfaithful: Mark someone as an enemy of your faith.
Master Earth: Travel through the earth to any location.
Pestilence (3.0): Target gains a disease, as do all who touch him.
Plague: One creature/level contracts quickly terminal disease.
Rain of Roses: Roses fall from the sky; evil creatures take 1d4 Wisdom damage per round and are sickened.
Scry Location: Spy on a distant location.
Raise Ice Forest: Conjures trees of ice.
Scrying, Greater: As scrying, but faster and longer.
Shifting Paths: Illusion hides path, creates false new path.
Slime Wave: Creates a 15-ft-radius spread of green slime.
Storm of Elemental Fury: Magic cloud creates windstorm, then hail of stones, then rainstorm, then flame.
Storm Tower: Tower of swirling clouds absorbs electricity, gives concealment, and prevents movement.
Summon Desert Ally VII: Calls dustform creature to fight.
Summon Nature’s Ally VII: Calls creature to fight.
Sunbeam: Beam blinds and deals 4d6 damage.
Swamp Lung: Water in lungs makes Target helpless, diseased.
Transmute Metal to Wood: Metal within 40 ft. becomes wood.
True Seeing: See all things as they really are.
Unicorn Heart: Gain speed 60 ft., +4 on Str-, Dex-, and Con based checks; use dimension door once.
Waterspout: Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in.
Whiteout: Snow and wind obscure sight; creatures affected may become lost.
Wind Walk: You and your allies turn vaporous and travel fast.
Word of Balance: Kills, paralyzes, weakens, or nauseates non-neutral creatures.
Wrack Earth: Deals 1d6 damage/level (max 15d6) to creatures in a line and creates a wall of rubble.
8TH-LEVEL DRUID SPELLS
Animal Shapes: One ally/level polymorphs into chosen animal.
Awaken, Mass: As awaken, but multiple creatures.
Bombardment: Falling rocks deal 1d8 damage/level and bury subjects.
Brilliant Aura: Allies glow and their weapons become brilliant energy weapons +1 damage/2 levels.
Cocoon: Preserves a corpse and reincarnates with no loss of level.
Conjure Ice Beast VIII: Conjures ice creature to fight for you.
Control Plants: Control actions of one or more plant creatures.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Deadfall: Falling wood causes damage and knocks foes prone.
Deadly Lahar: Create a wave of molten volcanic rock that sticks to creatures.
Depthsurge: Water slam deals 2d6 + CL damage to all within 20-ft radius, pushes targets back, sinks ships.
Earth Glide: Grants the ability to glide thru earth like an earth elemental.
Earthquake: Intense tremor shakes 80-ft radius.
Expunge the Supernatural: Permanently eliminates a foe’s supernatural ability.
Fimbulwinter: Creates winter weather for miles around you that lasts for months.
Finger of Death: Kills one Target or deals 3d6 damage +1/level (max +25).
Flashflood: Wave of water smashes everything in its path and floods area.
Forest Child: Create a wooden duplicate of yourself.
Frostfell: Intense cold turns all subjects in area into ice.
Glacier: Conjures glaciers that attack your enemies.
Leonal’s Roar: Kills, paralyzes, weakens, or dazes non-good subjects, and deals 2d6 points of sonic damage.
Maelstrom: Water vortex traps and damages creatures and objects.
Mantle of the Fiery Spirit: Permanently grants one creature the fire subtype.
Megalodon Empowerment: Gain scent, water breathing, swim speed for 1 hour/level.
Phantom Wolf: Incorporeal wolf fights for you.
Red Tide: Creates a surge of tainted water that sickens, weakens, and nauseates.
Repel Metal or Stone: Pushes away metal and stone.
Reverse Gravity: Objects and creatures fall upward.
Ritual of Renaming: You give a creature a new personal truename, expunging the old one.
Spark of Life: Undead creature loses most immunities.
Speak with Anything (3.0): Allows conversation with any creature or object.
Storm of Elemental Fury: Magic cloud creates windstorm, then hail of stones, then rainstorm, then flame.
Stormrage: You can fly and fire lightning from your eyes.
Summon Desert Ally VIII: Calls dustform creature to fight.
Summon Nature’s Ally VIII: Calls creature to fight.
Sunburst: Blinds all within 80 ft., deals 6d6 damage.
Truename Dispel: Cancels spells and magical effects on a creature whose personal truename you know.
Unearthly Beauty: As blinding beauty, but creatures must save or die.
Unyielding Roots: Creature grows roots that keep it stationary and heal it every round.
Wall of Greater Dispel Magic: Creatures passing through a transparent wall become subjects of targeted greater dispel magic.
Whirlwind: Cyclone deals damage and can pick up creatures.
Word of Recall: Teleports you back to designated place.
9TH-LEVEL DRUID SPELLS
Anathema: Break the divine link between your god and lower ranked members of your faith.
Antipathy: Object or location affected by spell repels certain creatures.
Cast in Stone: You gain petrifying gaze attack.
Cometstrike: Three comets per round strike targets, each dealing 3d6 bludgeoning damage and 1d4/level cold damage.
Conjure Ice Beast IX: Conjures ice creature to fight for you.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
Death Ward, Mass: As death ward, but more subjects.
Doom of the Seas: Summons a fiendish kraken under your command.
Drown, Mass: As drown, but affects multiple subjects.
Elemental Swarm: Summons multiple elementals.
Epidemic (3.0): Infects Target with chosen disease, and Target can infect others.
Erupt: Lava blast does 10 hp/level for 100 ft/level.
Foresight: Sixth sense warns of impending danger.
Invulnerability to Elements (3.0): Grants immunity to energy damage.
Lookingglass (3.0): Connects two mirrored surfaces for clairvoyance and transport.
Nature’s Avatar: Animal gains +10 on attack rolls and damage rolls, haste, and 1d8 hp/level.
Perinarch, Planar: Gain control over a small area of any divinely morphic plane.
Phantom Bear: Incorporeal bear fights for you.
Rain of Black Tulips: Black tulips fall from the sky; evil creatures take 5d6 damage per round and are nauseated.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Revitalize Legacy, Greater: Get extra use of chosen greater legacy ability.
Ring of Fire: Create a spreading area of lava.
Shadow Landscape: Makes natural terrain more dangerous, creates guardians that you command.
Shambler: Summons 1d4+2 shambling mounds to fight for you.
Shapechange: Transforms you into any creature, and change forms once/round.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Desert Ally IX: Calls dustform creature to fight.
Summon Elemental Monolith: Calls powerful elemental creature to fight for you.
Summon Nature’s Ally IX: Calls creature to fight.
Sympathy: Object or location attracts certain creatures.
Thunderswarm (3.0): Deals 16d8 points of lightning damage, plus bursts.
Towering Thunderhead: Clouds provide concealment, block ranged attacks, empower sonic or electricity spells.
Transmute Rock to Lava: Transforms one 10-ft cube with subsequent fire damage and effects.
True Reincarnate (3.0): As reincarnate, plus remains aren’t needed and some choice of form exists.
Tsunami: Massive wave deals 1d6 damage/level.
Undermaster: You gain earth-related spell-like abilities.
Were-Doom (3.0): 1d4 creatures infected with lycanthropy.
Whirlwind, Greater: As whirlwind, but larger and more destructive.

DURTHAN SPELL LIST


3RD-LEVEL DURTHAN SPELLS
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
4TH-LEVEL DURTHAN SPELLS
Control Winds: Change wind direction and speed.
5TH-LEVEL DURTHAN SPELLS
Commune with Nature: Learn about terrain for 1 mile/level.
6TH-LEVEL DURTHAN SPELLS
Repel Wood: Pushes away wooden objects.
7TH-LEVEL DURTHAN SPELLS
Waterspout: Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in.
8TH-LEVEL DURTHAN SPELLS
Whirlwind: Cyclone deals damage and can pick up creatures.
9TH-LEVEL DURTHAN SPELLS
Elemental Swarm: Summons multiple elementals.

DUSKBLADE SPELL LIST


0-LEVEL DUSKBLADE SPELLS
Acid Splash: Orb deals 1d3 acid damage.
Disrupt Undead: Deals 1d6 damage to one undead.
Ray of Frost: Ray deals 1d3 cold damage.
Touch of Fatigue: Touch attack fatigues target.
1ST-LEVEL DUSKBLADE SPELLS
Bigby’s Tripping Hand: Hand trips subject.
Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage.
Burning Hands: 1d4 fire damage/level (max 5d4), 15-foot cone.
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.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Deflect, Lesser: Gain a deflection bonus of +1/3 levels (max +5) against one attack.
Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round.
Jump: Target gets bonus on Jump checks.
Kelgore’s Fire Bolt: 1d6 fire damage/level (max 5d6), partially ignore SR.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Ray of Enfeeblement: Ray deals 1d6+1/2 levels Str penalty.
Resist Energy: Ignores 10 hp/round from one energy type.
Rouse: Awakens creatures in area.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Stand: Target stands up from prone.
True Strike: +20 on your next attack roll.
2ND-LEVEL DUSKBLADE SPELLS
Animalistic Power: Target gains +2 bonus to Str, Dex, and Con.
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Darkvision: See 60 ft. in total darkness.
Deflect: Gain bonus to AC for one attack.
Dimension Hop: Teleport Target short distance.
Fly, Swift: Gain fly speed of 60 ft. for 1 round.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Invisibility, Swift: Invisibility lasts 1 round.
Melf’s Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
See Invisibility: Reveals invisible creatures or objects.
Seeking Ray: Ray deals 4d6 electricity, ignores concealment and cover; you gain +4 on attacks with rays against the target.
Spider Climb: Grants ability to walk on walls and ceilings.
Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack.
Striking Fist: Hand deals 1d6 non-lethal damage/2 levels (max 5d6) and knocks Target back.
Sure Strike: Gain +1 bonus/3 levels on next attack.
Swift Ready: Enchant armor and weapons so that they appear on you instantly when you wish.
Touch of Idiocy: Target takes 1d6 points of Int, Wis, and Cha damage.
3RD-LEVEL DUSKBLADE SPELLS
Crown of Might: Gain +2 Strength, discharge to gain +8 bonus for 1 round.
Crown of Protection: +1 deflection bonus to AC, +1 resistance bonus on saves; discharge to gain +4 for 1 round.
Dispelling Touch: Dispel one magical effect on touched subject.
Doom Scarabs: Scarab swarm deals 1d6/2 levels, gives you temporary HP.
Energy Aegis: Target gains resistance 20 against one energy type for one attack.
Energy Surge: As lesser energy surge, but 2d6 damage.
Halt: Subject’s feet become stuck to ground.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Ray of Exhaustion: Ray makes Target exhausted.
Regroup: Teleports nearby allies to your side.
Vampiric Touch: Touch deals 1d6/two CLs; caster gains damage as hp.
4TH-LEVEL DUSKBLADE SPELLS
Bigby’s Interposing Hand: Hand provides cover against one opponent.
Channeled Pyroburst: Deal fire damage, amount and radius based on casting time.
Dimension Door: Teleports you short distance.
Dispel Magic: Cancels spells and magical effects.
Enervation: Target gains 1d4 negative levels.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Phantasmal Killer: Fearsome illusion kills Target or deals 3d6 damage.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Toxic Weapon: Coats weapon with poison.
5TH-LEVEL DUSKBLADE SPELLS
Bigby’s Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Disintegrate: Makes one creature or object vanish.
Fracturing Weapon: Enchant a weapon so it bestows penalties to AC and DR when it strikes.
Hold Monster: As hold person, but any creature.
Polar Ray: Ranged touch attack deals 1d6/level cold damage in a 60-ft cone.
Slashing Dispel: As dispel magic, but creatures take damage for spells dispelled.
Sonic Shield: +4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee.
Waves of Fatigue: Several targets become fatigued.

EBONMAR INFILTRATOR SPELL LIST


1ST-LEVEL EBONMAR INFILTRATOR SPELLS
Comprehend Languages: Understand all spoken and written languages.
Detect Chaos: Reveals chaotic creatures, spells, or objects.
Detect Evil: Reveals evil creatures, spells, or objects.
Detect Good: Reveals good creatures, spells, or objects.
Detect Law: Reveals lawful creatures, spells, or objects.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Weaponry: Reveals weapons within 60 ft.
Disguise Self: Disguise own appearance.
Expeditious Retreat: Your speed increases by 30 ft.
Ghost Sound: Figment sounds.
Jump: Target gets bonus on Jump checks.
Obscuring Mist: Fog surrounds you.
Secret Weapon: Makes hidden weapon almost impossible to detect.
2ND-LEVEL EBONMAR INFILTRATOR SPELLS
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Darkness: 20-ft radius of supernatural darkness.
Detect Thoughts: Allows listening to surface thoughts.
Fox’s Cunning: Target gains +4 Int for 1 minute/level.
Illusory Script: Only intended reader can decipher.
Invisibility: Target invisible 1 minute/level or until it attacks.
Knock: Open locked or magically sealed door.
Owl’s Wisdom: Target gains +4 to Wis for 1 minute/level.
Pass Without Trace: One subject/level leaves no tracks.
Spider Climb: Grants ability to walk on walls and ceilings.
Undetectable Alignment: Conceals alignment for 24 hours.
3RD-LEVEL EBONMAR INFILTRATOR SPELLS
Arcane Sight: Magical auras become visible to you.
Darkvision: See 60 ft. in total darkness.
Deeper Darkness: Object sheds absolute darkness in a 60-ft radius.
Locate Object: Senses direction toward object (specific or type).
Misdirection: Misleads divinations for one creature or object.
Nondetection: Hides Target from divination, scrying.
Secret Page: Changes one page to hide its real content.
See Invisibility: Reveals invisible creatures or objects.
Tongues: Speak any language.
4TH-LEVEL EBONMAR INFILTRATOR SPELLS
Arcane Eye: Invisible floating eye moves 30 ft./round.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
Detect Scrying: Alerts you to magical eavesdropping.
Dimension Door: Teleports you short distance.
Freedom of Movement: Target moves normally despite impediments.
Invisibility, Greater: As invisibility, but Target can attack and stay invisible.
Locate Creature: Indicates direction to familiar creature.
Modify Memory: Changes 5 minutes of subject’s memories.
Scrying: Spies on Target from a distance.

EMISSARY OF BARACHIEL SPELL LIST


1ST-LEVEL EMISSARY OF BARACHIEL SPELLS
Charm Person: Makes one person your friend.
Comprehend Languages: Understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Hypnotism: Fascinates 2d4 HD of creatures.
Magic Mouth: Speaks once when triggered.
Message: Whispered conversation at a distance.
Protection from Chaos: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Ray of Hope: Target gains +2 bonus on attacks, saves, and checks.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Sleep: Puts 4 HD of creatures into magical slumber.
Ventriloquism: Throws voice for 1 minute/level.
2ND-LEVEL EMISSARY OF BARACHIEL SPELLS
Animal Messenger: Sends a Tiny animal to a specific place.
Blindness/Deafness: Makes Target blinded or deafened.
Blur: Attacks miss Target 20% of the time.
Calm Emotions: Calms creatures, negating emotion effects.
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
Detect Thoughts: Allows listening to surface thoughts.
Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
Elation: Allies gain +2 to Strength and Dexterity, +5 ft. of speed.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Fox’s Cunning: Target gains +4 Int for 1 minute/level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Hold Person: Holds one person helpless; 1 round/level.
Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.
Silence: Negates sound in 20-ft radius.
Suggestion: Compels Target to follow stated course of action.
Tongues: Speak any language.
Whispering Wind: Sends a short message 1 mile/level.
3RD-LEVEL EMISSARY OF BARACHIEL SPELLS
Charm Monster: Makes monster believe it is your ally.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
Daylight: 60-ft radius of bright light.
Deep Slumber: Puts 10 HD of creatures to sleep.
Dispel Magic: Cancels spells and magical effects.
Good Hope: Subjects gain +2 on attacks, damage, saves, and checks.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Geas, Lesser: Commands Target of 7 HD or less.
Refreshment: Cures creatures of all non-lethal damage.
Remove Curse: Frees object or person from curse.
Scrying: Spies on Target from a distance.
See Invisibility: Reveals invisible creatures or objects.
4TH-LEVEL EMISSARY OF BARACHIEL SPELLS
Atonement: Removes burden of misdeeds from subject.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
Dream: Sends message to anyone sleeping.
Heaven’s Trumpet: Blast of music paralyzes foes.
Hold Monster: As hold person, but any creature.
Sending: Delivers short message anywhere, instantly.

EXALTED ARCANIST SPELL LIST


1ST-LEVEL EXALTED ARCANIST SPELLS
Bless: Allies gain +1 to attack, +1 against fear.
Vision of Heaven: Evil creature is dazed for 1 round.
2ND-LEVEL EXALTED ARCANIST SPELLS
Consecrate: Fills area with positive energy, making undead weaker and deathless stronger.
Zone of Truth: Subjects within range cannot lie.
3RD-LEVEL EXALTED ARCANIST SPELLS
Helping Hand: Ghostly hand leads Target to you.
Searing Light: Ray deals 1d8/two levels, more against undead.
4TH-LEVEL EXALTED ARCANIST SPELLS
Aspect of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types.
Holy Smite: Damages and blinds evil creatures.
Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
Sword of Conscience: Evil creature confesses crimes, takes Wisdom damage.
5TH-LEVEL EXALTED ARCANIST SPELLS
Crown of Flame: Aura burns evil outsiders, undead, and fey for 2d6 points of damage/round.
Hallow: Designates location as holy.
Heavenly Lightning: Arcs of radiant lightning deal 3d6 damage to one target per two CLs.
Mark of Justice: Designates action that will trigger curse on subject.
6TH-LEVEL EXALTED ARCANIST SPELLS
Aspect of the Deity: As lesser aspect, but you get celestial qualities.
Bolt of Glory: Positive energy ray deals extra damage to evil outsiders and undead.
Planar Ally: As lesser planar ally, but up to 12 HD.
7TH-LEVEL EXALTED ARCANIST SPELLS
Heavenly Lightning Storm: Arcs of radiant lightning deal 5d6 damage to one target per level.
Holy Word: Kills, paralyzes, slows, or deafens non-good subjects.
Righteous Smite: Deals 1d6 damage/level (1d8 damage/level to evil outsiders) in 20-ft radius and blinds evil foes.
8TH-LEVEL EXALTED ARCANIST SPELLS
Holy Aura: +4 AC, +4 resistance, and SR 25 against evil spells.
Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
9TH-LEVEL EXALTED ARCANIST SPELLS
Aspect of the Deity, Greater: As lesser aspect, but gain wings, enhanced ability scores, and various resistances and immunities.

EXALTED FEATS
BLESSED OF THE SEVEN SISTERS
Description: As a result of a personal connection to one of the Seven Sisters, you have a taste of Mystra’s special favor. This is
an Exalted Feat.
Prerequisite: Able to cast 6th-level arcane spells.
Benefit: You may add the following spells to the spell list of one arcane spellcasting class that grants you access to 6th-level
spells. If you have a spellbook, you may add these spells to your spellbook as normal. If you cast spells spontaneously in
the manner of a sorcerer or bard, you may immediately, as an additional benefit of this feat, swap any one spell that you
know for a spell of the same level from the below list. After you take this feat, you may swap spells known according to
the usual rules for your class.
1 Ray of Hope: Target gains +2 bonus on attacks, saves, and checks.
1 Vision of Heaven: Evil creature is dazed for 1 round.
2 Ease Pain: Remove lingering effects of pain.
3 Blessed Sight: Evil auras become visible to you.
4 Sword of Conscience: Evil creature confesses crimes, takes Wisdom damage.
5 Crown of Flame: Aura burns evil outsiders, undead, and fey for 2d6 points of damage/round.
5 Sacred Guardian: You know status of Target and can teleport or scry without error.
6 Crown of Brilliance: Holy light blinds or dazzles foes, repels light-sensitive creatures, and damages undead.
7 Righteous Smite: Deals 1d6 damage/level (1d8 damage/level to evil outsiders) in 20-ft radius and blinds evil foes.

FATEMAKER SPELL LIST


Spell Compendium: The fatemaker’s spell list is intentionally narrow. Carefully consider the consequences of expanding the list. If
you choose to expand the spell list, the spells you add should focus on personal empowerment as opposed to defense or smiting
foes from afar.
Editor: Since the spell list is intentionally narrow, no spells are added to this spell list.
1ST-LEVEL FATEMAKER SPELLS
Charm Person: Makes one person your friend.
Disguise Self: Disguise own appearance.
Expeditious Retreat: Your speed increases by 30 ft.
Jump: Target gets bonus on Jump checks.
Sanctuary: Opponents can’t attack you, and you can’t attack.
True Strike: +20 on your next attack roll.
2ND-LEVEL FATEMAKER SPELLS
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Darkvision: See 60 ft. in total darkness.
Daze Monster: Living creature of 6 HD or less loses next action.
Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
Fox’s Cunning: Target gains +4 Int for 1 minute/level.
Invisibility: Target invisible 1 minute/level or until it attacks.
Owl’s Wisdom: Target gains +4 to Wis for 1 minute/level.
Resist Energy: Ignores 10 hp/round from one energy type.
Spider Climb: Grants ability to walk on walls and ceilings.
3RD-LEVEL FATEMAKER SPELLS
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Nondetection: Hides Target from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Suggestion: Compels Target to follow stated course of action.
Tongues: Speak any language.
4TH-LEVEL FATEMAKER SPELLS
Charm Monster: Makes monster believe it is your ally.
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Remove Curse: Frees object or person from curse.
Restoration: Restores level and ability score drains.
Stoneskin: Ignore 10 points of damage per attack.

FAVORED IN GUILD BENEFIT


FELLOWSHIP OF THE PURPLE STAFF
Description: If you have the Favored in Guild feat, you gain a special benefit for belonging to this guild depending on your
class.
Prerequisite: You must have levels in wizard and also be a divine spellcaster.
Benefit: Choose one of the two benefits described below:
Wizard: Each time you gain an even-numbered wizard level, you can add one of these spells to your spellbook: alarm, break
enchantment, continual flame, Darsson’s potion, dispel magic, dream, fabricate, fly, greater dispel magic, hardening,
healing touch, hold monster, illusory wall, levitate, mirage arcana, move earth, overland flight, permanent image, stone
shape, telekinesis, wall of iron, wall of stone, or water breathing. This extra spell is in addition to the two spells you learn
upon gaining a new wizard level.
Divine Spellcaster: If you have levels in more than one divine spellcasting class, choose one class spell list to receive this
benefit; all other classes are unaffected. Add the following spells to your spell list:
1 Handfire: Your hand glows and can make a touch attack dealing 1d8+1/level, more against undead.
1 Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
1 Rosemantle: Target gains a +1/level sacred bonus (max +10) on saves against effects that cause pain, sickness, nausea, or fear.
2 Lionheart: Target gains immunity to fear.
2 Love Bite: Target feels a kiss or is affected by 2nd level or lower touch attack at range.
2 Warning: Grants uncanny dodge and +4 insight bonus on Listen and Spot checks.

FIEND OF BLASPHEMY (3.0) SPELL LIST


1ST-LEVEL FIEND OF BLASPHEMY SPELLS
Bane: Enemies suffer -1 attack, -1 on saves against fear.
Bless: Allies gain +1 to attack, +1 against fear.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One Target obeys one-word command for 1 round.
Detect Chaos: Reveals chaotic creatures, spells, or objects.
Detect Evil: Reveals evil creatures, spells, or objects.
Detect Good: Reveals good creatures, spells, or objects.
Detect Law: Reveals lawful creatures, spells, or objects.
Doom: One Target takes -2 on attacks, damage, saves, and checks.
Protection from Chaos: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
2ND-LEVEL FIEND OF BLASPHEMY SPELLS
Aid: +1 on attack rolls and fear saves, 1d8 temporary hp +1/level (max +10).
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Darkness: 20-ft radius of supernatural darkness.
Desecrate: Fills area with negative energy, making undead stronger.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Hold Person: Holds one person helpless; 1 round/level.
Silence: Negates sound in 20-ft radius.
Undetectable Alignment: Conceals alignment for 24 hours.
3RD-LEVEL FIEND OF BLASPHEMY SPELLS
Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
Contagion: Infects Target with chosen disease.
Create Food and Water: Feeds three humans (or one horse)/level.
Deeper Darkness: Object sheds absolute darkness in a 60-ft radius.
Dispel Magic: Cancels spells and magical effects.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Magic Circle against Chaos: As protection from chaos, but 10-ft radius and 10 minute/level.
Magic Circle against Evil: As protection from evil, but 10-ft radius and 10 minute/level.
Magic Circle against Good: As protection from good, but 10-ft radius and 10 minute/level.
Magic Circle Against Law: As protection from law, but 10-ft radius and 10 minute/level.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
4TH-LEVEL FIEND OF BLASPHEMY SPELLS
Death Ward: Grants immunity to death spells and negative energy effects.
Discern Lies: Reveals deliberate falsehoods.
Imbue with Spell Ability: Transfer spells to subject.
Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals 1d10 points of Con damage, repeats in 1 minute.
Sending: Delivers short message anywhere, instantly.
Spell Immunity: Target is immune to one spell/four levels.
Status: Monitors condition, position of allies.
Tongues: Speak any language.
5TH-LEVEL FIEND OF BLASPHEMY SPELLS
Atonement: Removes burden of misdeeds from subject.
Command, Greater: As command, but affects one subject/level.
Commune: Deity answers one yes-or-no question/level.
Dispel Chaos: +4 bonus against attacks by chaotic creatures.
Dispel Evil: +4 bonus against attacks by evil creatures.
Dispel Good: +4 bonus against attacks by good creatures.
Dispel Law: +4 bonus against attacks by lawful creatures.
Mark of Justice: Designates action that will trigger curse on subject.
Plane Shift: Up to eight subjects travel to another plane.
Scrying: Spies on Target from a distance.
Slay Living: Touch attack kills subject.
Spell Resistance: Target gains SR 12 + level.
True Seeing: See all things as they really are.

FROST MAGE SPELL LIST


1ST-LEVEL FROST MAGE SPELLS
Conjure Ice Beast I: Conjures ice creature to fight for you.
2ND-LEVEL FROST MAGE SPELLS
Conjure Ice Beast II: Conjures ice creature to fight for you.
3RD-LEVEL FROST MAGE SPELLS
Conjure Ice Beast III: Conjures ice creature to fight for you.
4TH-LEVEL FROST MAGE SPELLS
Conjure Ice Beast IV: Conjures ice creature to fight for you.

GENERAL FEATS
IMPROVED ONEIROMANCY
Description: With the Improved Oneiromancy feat, you gain additional dream-related spellcasting abilities.
Prerequisite: Dreamcasting, Oneiromancy, spellcaster.
Benefit: Your spell list expands to include a number of dream-related spells, regardless of what sort of caster you might be. You
must still learn or prepare these spells normally; they are added to your class list, not necessarily to the list of spells you
personally know.
1 Restful Slumber: Sleep soundly, without nightmares.
4 Dream Walk: As many as eight subjects enter a dreamscape.
4 Manifest Desire: Target’s greatest desire appears before her.
4 Manifest Nightmare: Target’s greatest fear appears before him, making him shaken or panicked.
5 Dreaming Puppet: Control the physical body of a sleeping creature.
7 Dream Sight: Your spirit can leave your body and explore for 1 minute/level.
WINTER’S CHAMPION
Description: Your paladin spell list is enhanced.
Prerequisite: Paladin level 1st.
Benefit: When you gain this feat, you may add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Cold and Winter domains
as paladin spells of the same levels. You do not gain the ability to cast spells of these domains of 5th level or higher, nor do
you gain the granted powers of the domains.
Special: If you have any levels of cleric, these additional domains are not available to your cleric levels, since they are
technically paladin spells in this case.
1 Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
1 Snowsight: Normal vision in winter weather conditions.
2 Chill Metal: Cold metal damages those who touch it.
2 Snow Walk: Increase your speed and walk effortlessly on top of snow without leaving tracks or scent.
3 Sleet Storm: Hampers vision and movement.
3 Winter’s Embrace: Creature takes 1d8 cold damage/round and might become exhausted.
4 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.

HARPER SCOUT SPELL LIST


1ST-LEVEL HARPER SCOUT SPELLS
Camouflage: Target gets +10 on Hide checks.
Charm Person: Makes one person your friend.
Comprehend Languages: Understand all spoken and written languages.
Disguise Self: Disguise own appearance.
Erase: Mundane or magical writing vanishes.
Feather Fall: Objects or creatures fall slowly.
Handfire: Your hand glows and can make a touch attack dealing 1d8+1/level, more against undead.
Herald’s Call: Creatures of 5 HD or less within 20 ft. slowed for 1 round.
Jump: Target gets bonus on Jump checks.
Light: Object shines like a torch.
Low-Light Vision: See twice as far under current light.
Message: Whispered conversation at a distance.
Mount: Summons riding horse for 2 hours/level.
Read Magic: Read scrolls and spellbooks.
Scatterspray: Targeted items scatter in a burst dealing 1d8 normal or subdual damage.
Sleep: Puts 4 HD of creatures into magical slumber.
Spider Climb: Grants ability to walk on walls and ceilings.
2ND-LEVEL HARPER SCOUT SPELLS
Burrow: Target can burrow with a speed of 30 ft.
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Clarity of Mind: +4 bonus on saves against mind affecting spells and abilities, allows reroll of concealment miss chance.
Darkvision: See 60 ft. in total darkness.
Detect Thoughts: Allows listening to surface thoughts.
Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
Easy Trail: Create safe passage through overgrown areas and hide your back trail.
Invisibility: Target invisible 1 minute/level or until it attacks.
Knock: Open locked or magically sealed door.
Locate Object: Senses direction toward object (specific or type).
Magic Mouth: Speaks once when triggered.
Misdirection: Misleads divinations for one creature or object.
See Invisibility: Reveals invisible creatures or objects.
Shadow Mask: Grants +4 on saves against light spells, protection from gaze attacks.
3RD-LEVEL HARPER SCOUT SPELLS
Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
Living Prints: You perceive tracks as if they had just been made.
Nondetection: Hides Target from divination, scrying.
Suggestion: Compels Target to follow stated course of action.
Tongues: Speak any language.
Tremorsense: Grants tremorsense to a range of 30 ft.
Undetectable Alignment: Conceals alignment for 24 hours.
4TH-LEVEL HARPER SCOUT SPELLS
Burrow, Mass: As burrow, but affects 1/level subjects.
Camouflage, Mass: As camouflage, but multiple subjects.
Darkvision, Mass: As darkvision, but affects one subject/level.

HATHRAN SPELL LIST


0-LEVEL HATHRAN SPELLS
Naturewatch: As deathwatch, but only for animals and plants.
1ST-LEVEL HATHRAN SPELLS
Handfire: Your hand glows and can make a touch attack dealing 1d8+1/level, more against undead.
Low-Light Vision: See twice as far under current light.
Scatterspray: Targeted items scatter in a burst dealing 1d8 normal or subdual damage.
2ND-LEVEL HATHRAN SPELLS
Flame Dagger: As flame blade, but 1d4 +1/level.
Moonbeam: Moveable beam of light that penetrates darkness and forces lycanthropes to change shape.
One with the Land: Link with nature gives a +2 bonus on nature-related skill checks.
3RD-LEVEL HATHRAN SPELLS
Flashburst: Flash of light dazzles and blinds in a 20-ft burst.
Moon Blade: Touch attack deals 1d8 +1/2 levels, more to undead, plus scrambles spellcasting.
4TH-LEVEL HATHRAN SPELLS
Land Womb: You and one creature/level hide within the earth.
Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
5TH-LEVEL HATHRAN SPELLS
Moon Path: Creates a nearly indestructible bridge that protects those on it.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
6TH-LEVEL HATHRAN SPELLS
Planar Ally: As lesser planar ally, but up to 12 HD.
Planar Binding: As planar binding, lesser but up to 12 HD.
8TH-LEVEL HATHRAN SPELLS
Planar Binding, Greater: As lesser planar binding, but up to 18 HD.

HEALER SPELL LIST


Spell Compendium: Add spells concerned with healing, removing affliction, providing protections, and providing for needs. In
particular, add higher-level versions of spells the healer can already cast, such as mass restoration.
Editor: Spell Compendium offers the suggestion that you should expand the healer spell list, which is something the class desperately
needs. Following SP’s suggestions, the editor has looked over all the available conjuration (healing) spells as well as a few select
abjuration and transmutation that clearly are in the aegis of healing and compiled a suggested list. The editor is confidant that all
of the spells below should be on the healer list, but is not including it in the spell list itself, in case a DM wants to be a purist.
Suggested Additional Spells:
(1) Delay Disease, Faith Healing, Healthful Rest, Invest Light Protection, Lesser Vigor.
(2) Conduit of Life, Ease Pain, Estanna’s Stew, Healing Lorecall, Hydrate, Remove Addiction, Shared Healing, Stabilize.
(3) Insignia of Healing, Invest Moderate Protection, Refreshment, Remove Nausea, Vigor, Mass Lesser Vigor.
(4) Channeled Divine Health, Healing Spirit, Remove Fatigue, Revenance.
(5) Darts of Life, Energetic Healing, Heal Animal Companion, Healing Circle, Invest Heavy Protection, Magic Convalescence,
Positive Energy Aura, Seed of Life, Greater Vigor, Warding Gems.
(6) Revive Outsider, Vigorous Circle.
(7) Fortunate Fate, Rejuvenating Light, Mass Restoration.
0-LEVEL HEALER SPELLS
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
1ST-LEVEL HEALER SPELLS
Bless Water: Makes holy water.
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Speak with Animals: You can communicate with natural animals.
2ND-LEVEL HEALER SPELLS
Calm Emotions: Calms creatures, negating emotion effects.
Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
Delay Poison: Stops poison from harming Target for 1 hour/level.
Gentle Repose: Preserves one corpse.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Disease: Cures all diseases affecting subject.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
3RD-LEVEL HEALER SPELLS
Close Wounds: Cure 1d4 damage +1/level, even on another’s turn.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Remove Curse: Frees object or person from curse.
Restoration: Restores level and ability score drains.
Status: Monitors condition, position of allies.
4TH-LEVEL HEALER SPELLS
Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
Death Ward: Grants immunity to death spells and negative energy effects.
Freedom of Movement: Target moves normally despite impediments.
Panacea: Removes most afflictions.
5TH-LEVEL HEALER SPELLS
Atonement: Removes burden of misdeeds from subject.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Raise Dead: Restores life to Target who died up to 1 day/level ago.
Revivify: Restore recently dead to life with no level loss.
Stone to Flesh: Restores petrified creature.
True Seeing: See all things as they really are.
6TH-LEVEL HEALER SPELLS
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures and blesses.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Restoration, Greater: As restoration, plus restores all levels and ability scores.
Status, Greater: As status, but cast some spells through bond.
7TH-LEVEL HEALER SPELLS
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
Repulsion: Creatures can’t approach you.
Resurrection: Fully restores dead subject.
8TH-LEVEL HEALER SPELLS
Discern Location: Reveals exact location of creature or object.
Heal, Mass: As heal, but with several subjects.
Holy Aura: +4 AC, +4 resistance, and SR 25 against evil spells.
9TH-LEVEL HEALER SPELLS
Foresight: Sixth sense warns of impending danger.
Gate: Connects two planes for travel or summoning.
True Resurrection: As resurrection, plus remains aren’t needed.

HEXBLADE SPELL LIST


1ST-LEVEL HEXBLADE SPELLS
Alarm: Wards an area for 2 hours/level.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Armor Lock: Target’s armor becomes restrictive, slowing movement to 10 ft.
Augment Familiar: Your familiar becomes more powerful.
Backbiter: Weapon strikes wielder.
Bloodletting: Your light weapon creates bleeding wound that deals an extra 1d6 damage per round.
Catsfeet: Reroll a Balance, Climb, Jump, or Move Silently check with +5 bonus.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Death’s Call: Scream deals 1 point of damage/level (more to swarms), fatigues all within 10 ft.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Weaponry: Reveals weapons within 60 ft.
Disguise Self: Disguise own appearance.
Distract Assailant: One creature is flat-footed for 1 round.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Expeditious Retreat: Your speed increases by 30 ft.
Identify: Determines properties of magic item.
Karmic Aura: Any creature damaging you becomes fatigued for 3 rounds.
Light: Object shines like a torch.
Mage Burr: Double arcane spell failure chance for target’s armor.
Magic Weapon: Weapon gains +1 bonus.
Mount: Summons riding horse for 2 hours/level.
Nystul’s Magic Aura: Alters object’s magic aura.
Peacebond: Weapon is impossible to draw.
Phantom Threat: Target thinks it’s flanked.
Prestidigitation: Performs minor tricks.
Protection from Chaos: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Read Magic: Read scrolls and spellbooks.
Reaving Aura: All creatures below 0 HP within 10 feet of you take 1 point of damage.
Sleep: Puts 4 HD of creatures into magical slumber.
Tasha’s Hideous Laughter: Target loses actions for 1 round/level.
Treacherous Weapon: Target’s manufactured weapon takes a penalty for 1 round.
Undetectable Alignment: Conceals alignment for 24 hours.
Unseen Servant: Invisible force obeys your commands.
2ND-LEVEL HEXBLADE SPELLS
Adoration of the Frightful: Make fearful creatures friendly to you.
Alliance Undone: Suppress team oriented effects.
Alter Self: Assume form of a similar creature.
Animate Weapon: Weapon animates and fights for you.
Arcane Turmoil: Targeted dispel magic on one subject, and Target loses one spell.
Blindness/Deafness: Makes Target blinded or deafened.
Bothersome Babble: Subject’s speech becomes incoherent; second casting makes speech painful.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Crisis of Confidence: Target loses commander rating, aura; can’t add Cha to rally checks.
Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical hits.
Darkness: 20-ft radius of supernatural darkness.
Divest Essentia: Target’s essentia becomes uninvested.
Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Glitterdust: Blinds creatures, outlines invisible creatures.
Invisibility, Swift: Invisibility lasts 1 round.
Invisibility: Target invisible 1 minute/level or until it attacks.
Karmic Backlash: Any creature damaging you becomes exhausted for 2 rounds.
Magical Backlash: Target takes 2 points of damage per spell level affecting it.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Phantasmal Assailants: Nightmare creatures strike target for 8 Wisdom damage, 8 Dex damage.
Protection from Arrows: Target immune to most ranged attacks.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rage: Grants +2 to Str and Con, +1 on Will saves, -2 to AC.
Resist Energy: Ignores 10 hp/round from one energy type.
See Invisibility: Reveals invisible creatures or objects.
Shadow Double: Shadowy figure attacks enemies.
Soul Blight: Deal 1d4 + 1 per three CLs essentia damage to foe.
Spider Climb: Grants ability to walk on walls and ceilings.
Suggestion: Compels Target to follow stated course of action.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Suppress Magic: Magic item or soulmeld is suppressed for 1 round/level.
Swift Ready: Enchant armor and weapons so that they appear on you instantly when you wish.
Touch of Idiocy: Target takes 1d6 points of Int, Wis, and Cha damage.
Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft line.
3RD-LEVEL HEXBLADE SPELLS
Arcane Sight: Magical auras become visible to you.
Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Deep Slumber: Puts 10 HD of creatures to sleep.
Dispel Magic: Cancels spells and magical effects.
Hood of the Cobra: You appear serpentine to target, and can deliver illusory poison bites.
Hound of Doom: Creates shadowy protector.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Magic Weapon, Greater: +1/four levels (max +5).
Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide.
Nondetection: Hides Target from divination, scrying.
Phantasmal Strangler: Nightmare grapples and strangles one foe.
Phantom Steed: Magic horse appears for 1 hour/level.
Poison: Touch deals 1d10 points of Con damage, repeats in 1 minute.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Rend Essentia: Deal Charisma damage or essentia damage to foe; gain essentia.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Spectral Weapon: Use quasi-real weapon to make touch attacks.
Stinking Cloud: Nauseating vapors, 1 round/level.
Unbind Chakra: Sever one chakra bind per four CLs; deal 1d6 + 1d6/essentia damage per bind severed.
Vampiric Touch: Touch deals 1d6/two CLs; caster gains damage as hp.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4TH-LEVEL HEXBLADE SPELLS
Assay Spell Resistance: +10 bonus on CL checks to defeat one creature’s spell resistance.
Baleful Polymorph: Transforms Target into harmless animal.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Contact Other Plane: Ask question of extraplanar entity.
Cursed Blade: Wounds dealt by weapon can’t be healed without remove curse.
Detect Scrying: Alerts you to magical eavesdropping.
Dimension Door: Teleports you short distance.
Dominate Person: Control humanoid telepathically.
Early Twilight: Reduce light in 80-ft radius cylinder.
Enervation: Target gains 1d4 negative levels.
Fear: Subjects within cone flee for 1 round/level.
Finger of Agony: Deals 3d6 damage per round and nauseates or sickens target.
Fracturing Weapon: Enchant a weapon so it bestows penalties to AC and DR when it strikes.
Horrid Sickness: Subjects are nauseated or sickened.
Invisibility, Greater: As invisibility, but Target can attack and stay invisible.
Karmic Retribution: Any creature damaging you becomes stunned for 1 round.
Phantasmal Killer: Fearsome illusion kills Target or deals 3d6 damage.
Polymorph: Gives one willing Target a new form.
Scrying: Spies on Target from a distance.
Sending: Delivers short message anywhere, instantly.
Shadow Form: +4 on Hide, Move Silently, Escape Artist, and concealment.
Solid Fog: Blocks vision and slows movement.
Spell Theft: Dispel spells on target and gain their benefit for yourself.
Suppress Legacy: Target temporarily loses all legacy abilities of one item.
Trance of the Verdant: Fascinate a single foe for 3 rounds, and make target vulnerable to your mind affecting abilities.
Unluck: Target remakes all rolls, uses worse result for 1 round/level.
Unseen Strike: Invisibility effect triggered to activate the instant you successfully attack someone.

HOARDSTEALER SPELL LIST


1ST-LEVEL HOARDSTEALER SPELLS
Detect Magic: Detects spells and magic items within 60 ft.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Expeditious Retreat: Your speed increases by 30 ft.
Ghost Sound: Figment sounds.
Identify: Determines properties of magic item.
Nystul’s Magic Aura: Alters object’s magic aura.
Read Magic: Read scrolls and spellbooks.
Tenser’s Floating Disk: Creates 3-ft-diameter horizontal disk that holds 100 lb./level.
Unseen Servant: Invisible force obeys your commands.
2ND-LEVEL HOARDSTEALER SPELLS
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Invisibility: Target invisible 1 minute/level or until it attacks.
Knock: Open locked or magically sealed door.
Locate Object: Senses direction toward object (specific or type).
Resist Energy: Ignores 10 hp/round from one energy type.
Spider Climb: Grants ability to walk on walls and ceilings.
3RD-LEVEL HOARDSTEALER SPELLS
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
Dispel Magic: Cancels spells and magical effects.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Shrink Item: Object shrinks to one-sixteenth size.
4TH-LEVEL HOARDSTEALER SPELLS
Arcane Eye: Invisible floating eye moves 30 ft./round.
Dimension Door: Teleports you short distance.
Freedom of Movement: Target moves normally despite impediments.
Hide from Dragons: Dragons can’t perceive one subject/2 levels.

HOLY LIBERATOR SPELL LIST


Editor: Holy Liberator’s use the paladin spell list, but remove the following spells:
(1) Axiomic Water, Protection from Chaos, Soul of Order.
(2) Checkmate’s Light, Loyal Vassal.
(3) Axiomatic Storm, Magic Circle Against Chaos.
(4) Dispel Chaos, Lawful Sword.
Complete Divine: The holy liberator uses the paladin spell list, with a few changes. The holy liberator’s spell list does not include any
spells with the law descriptor. The following spells are added to the holy liberator’s spell list:
1ST-LEVEL HOLY LIBERATOR SPELLS
Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2ND-LEVEL HOLY LIBERATOR SPELLS
Heroism: Gives +2 on attack rolls, saves, skill checks.
3RD-LEVEL HOLY LIBERATOR SPELLS
Magic Circle against Law: As protection from law, but 10-ft radius and 10 minute/level.
4TH-LEVEL HOLY LIBERATOR SPELLS
Dispel Law: +4 bonus against attacks by lawful creatures.
Freedom of Movement: Target moves normally despite impediments.

HUNTER OF THE DEAD SPELL LIST


1ST-LEVEL HUNTER OF THE DEAD SPELLS
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Hide from Undead: Undead can’t perceive one subject/level.
Magic Stone: Three stones become +1 projectiles, 1d6+1 damage.
Magic Weapon: Weapon gains +1 bonus.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
2ND-LEVEL HUNTER OF THE DEAD SPELLS
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Continual Flame: Makes a permanent, heatless torch.
Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
Darkvision: See 60 ft. in total darkness.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
3RD-LEVEL HUNTER OF THE DEAD SPELLS
Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
Daylight: 60-ft radius of bright light.
Halt Undead: Immobilizes undead for 1 round/level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Searing Light: Ray deals 1d8/two levels, more against undead.
Speak with Dead: Corpse answers one question/2 levels.
4TH-LEVEL HUNTER OF THE DEAD SPELLS
Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Disrupting Weapon: Melee weapon destroys undead.
Freedom of Movement: Target moves normally despite impediments.
Restoration: Restores level and ability score drains.

IMPURE PRINCE SPELL LIST


1ST-LEVEL IMPURE PRINCE SPELLS
Disguise Self: Disguise own appearance.
Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
2ND-LEVEL IMPURE PRINCE SPELLS
Calm Emotions: Calms creatures, negating emotion effects.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Zone of Natural Purity: Aberrations in area become weaker, fey and plants become stronger.
3RD-LEVEL IMPURE PRINCE SPELLS
Daylight: 60-ft radius of bright light.
Remove Disease: Cures all diseases affecting subject.
4TH-LEVEL IMPURE PRINCE SPELLS
Nature’s Wrath: Damages and dazes aberrations. Damages other creatures.
Restoration: Restores level and ability score drains.

INITIATE FEATS
If you have more than one qualifying spellcasting class before taking any of these feats, you must decide to which class’s
spell list to add the spells. All spells must go to the same spell list. Only one spell list can benefit from an initiate feat. No character
can have more than one initiate feat, since such a feat presumes a deep level of commitment to a single deity (Or sub-organization of a
deity). If any of the following spells are also available to a spellcaster through a domain they have taken, you can cast that spell as a
regular spell, not just a domain spell. Losing the favor of your patron deity causes you to lose access to the feat until an Atonement is
performed.
ARCANE INSIGHT
Description: By immersing yourself in the teachings of Boccob, you have unearthed magical secrets and gained special insight
into arcane spellcasting.
Prerequisites: Cleric level 3rd, deity Boccob.
Benefits: Add Knowledge (arcana) to your list of cleric class skills. You gain a +2 insight bonus on Spellcraft checks. In
addition, you may add the following spells to your cleric spell list:
1 True Strike: +20 on your next attack roll.
3 Arcane Sight: Magical auras become visible to you.
5 Rary’s Telepathic Bond: Link lets allies communicate.
7 Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
8 Moment of Prescience: You gain insight bonus on a single attack roll, check, or save.
DREAD TYRANNY
Description: A devoted student of Hextor’s militant teachings, you are skilled at intimidating and dominating weaker beings.
Prerequisites: Cleric level 3rd, Str 13, deity Hextor.
Benefits: Add Intimidate to your list of cleric class skills. You add your Strength bonus in addition to your Charisma bonus on
Intimidate checks. Furthermore, when you use a lethal weapon to deal nonlethal damage, you lessen the penalty on attack
rolls by 2 (-2 penalty instead of -4). In addition, you may add the following spells to your cleric spell list:
2 Scare: Frightens creatures of less than 6 HD.
4 Evard’s Black Tentacles: Tentacles grapple all within 20-ft spread.
5 Dominate Person: Control humanoid telepathically.
6 Eyebite: Target becomes panicked, sickened, and comatose.
8 Demand: Delivers short message and suggestion anywhere, instantly.
9 Dominate Monster: As dominate person, but any creature.
EDGEWALKER SENTINEL
Description: The techniques and training of the Edgewalker rangers help you battle creatures from other worlds.
Prerequisites: Favored enemy (any outsider).
Benefit: Add Knowledge (the planes) to your list of ranger or scout class skills. When you select this feat, gain a +1 bonus
against one of your preexisting outsider favored enemies. In addition, you can cast the following spells as if they were on
the ranger spell list at the indicated level.
Special: You can take this feat multiple times. Each time you take the feat, it applies to a different kind of outsider favored
enemy you have.
1 Protection from Chaos: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
1 Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
1 Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
1 Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
3 Magic Circle against Chaos: As protection from chaos, but 10-ft radius and 10 minute/level.
3 Magic Circle against Evil: As protection from evil, but 10-ft radius and 10 minute/level.
3 Magic Circle against Good: As protection from good, but 10-ft radius and 10 minute/level.
3 Magic Circle against Law: As protection from law, but 10-ft radius and 10 minute/level.
4 Dismissal: Forces a creature to return to native plane.
ETERNAL STRENGTH
Description: You have taken Kord’s fighting ways to heart. Throwing yourself into every brawl, you draw upon your mighty
deity’s strength.
Prerequisites: Cleric level 5th, Str 13, deity Kord.
Benefits: You gain a +4 bonus on saving throws to resist effects that deal Strength damage or cause Strength drain. In addition,
you may add the following spells to your cleric spell list:
3 Heroism: Gives +2 on attack rolls, saves, skill checks.
5 Waves of Fatigue: Several targets become fatigued.
6 Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
7 Waves of Exhaustion: Several targets become exhausted.
FAR HORIZONS
Description: By dedicating yourself to the philosophies of Fharlanghn, you have become a more world-wise and capable
traveler.
Prerequisites: Cleric level 1st, deity Fharlanghn.
Benefits: Add Climb, Jump, and Swim to your list of cleric class skills. Furthermore, you always know the direction of north
from your current position. You cannot use this extraordinary ability in any environment where “north” does not exist. In
addition, you may add the following spells to your cleric spell list:
1 Expeditious Retreat: Your speed increases by 30 ft.
3 Leomund’s Tiny Hut: Creates shelter for ten creatures.
5 Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
6 Shadow Walk: Step into shadow to travel rapidly.
GATEKEEPER INITIATE
Description: You have been trained in the ancient druidic tradition of the Gatekeepers, founded originally to ward off an
extraplanar assault by aberrations.
Prerequisites: Ability to spontaneously cast summon nature’s ally.
Benefits: You get a +2 bonus on saving throws against the supernatural and spell-like abilities of aberrations. Add Knowledge
(the planes) to your list of druid class skills. You may use Knowledge (the planes) rather than Knowledge (dungeoneering)
when making skill checks to identify aberrations and their special abilities. In addition, you can cast the following spells as
if they were on the druid spell list at the indicated level:
1 Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Zone of Natural Purity: Aberrations in area become weaker, fey and plants become stronger.
3 Dimensional Anchor: Bars extra-dimensional movement.
4 Nature’s Wrath: Damages and dazes aberrations. Damages other creatures.
5 Banishment: Banishes 2 HD/level of extraplanar creatures.
6 Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
7 Return to Nature: Reduces Intelligence and magical abilities of target.
8 Mind Blank: Target is immune to mental/emotional magic and scrying.
9 Imprisonment: Entombs Target beneath the earth.
GREENSINGER INITIATE
Description: You have embraced the druidic traditions of the Greensingers, a chaotic Eldeen Reaches sect with close ties to the
fey.
Prerequisites: Ability to spontaneously cast summon nature’s ally.
Benefit: Add Bluff, Hide, and Perform to your list of druid class skills. In addition, you can cast the following spells as if they
were on the druid spell list at the indicated level:
1 Charm Person: Makes one person your friend.
2 Daze Monster: Living creature of 6 HD or less loses next action.
3 Displacement: Attacks miss Target 50%.
4 Charm Monster: Makes monster believe it is your ally.
5 Hold Monster: As hold person, but any creature.
6 Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
7 Ethereal Jaunt: You become ethereal for 1 round/level.
8 Charm Monster, Mass: As charm monster, but all within 30 ft.
9 Etherealness: Travel to Ethereal Plane with companions.
INITIATE OF AASTERINIAN
Description: You live for the moment, reveling in new experiences without fear of consequence.
Prerequisites: Cleric level 3rd, dragonblood subtype, deity Aasterinian.
Benefits: Add Bluff, Disguise, Speak Language, and Sleight of Hand to your list of cleric, class skills. If you are a spellscale,
you also gain a +2 competence bonus on Bluff, Disguise, and Sleight of Hand checks. In addition, you add the following
spells to your cleric spell list:
1 Expeditious Retreat: Your speed increases by 30 ft.
2 Soul of Anarchy: +5 on Escape Artist/Avoiding being grappled, you are treated as being chaotic-aligned.
4 Invisibility, Greater: As invisibility, but Target can attack and stay invisible.
6 Shadow Walk: Step into shadow to travel rapidly.
INITIATE OF AMAUNATOR
Description: You have been initiated into the greatest secrets of Amaunator’s faith.
Prerequisites: Cleric or paladin 4th, Heretic of the Faith (Risen Sun), Heretic of the Faith (Three-Faced Sun), or Servant of the
Fallen (Amaunator).
Benefits: You can spontaneously cast any spell on your spell list that has the fire descriptor. This ability works like
spontaneously casting cure spells does. In addition, you can add the following spells to your cleric or paladin spell list:
2 Augury: Learns whether an action will be good or bad.
3 Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
4 Order’s Wrath: Damages and dazes chaotic creatures.
8 Sunburst: Blinds all within 80 ft., deals 6d6 damage.
9 Time Stop: You act freely for 1d4+1 rounds.
INITIATE OF ANHUR
Description: You have been initiated into the greatest secrets of Anhur’s church.
Prerequisites: Cleric or ranger 5th, patron deity Anhur.
Benefits: You take no penalty on Listen checks for being distracted or asleep. You can make attacks of opportunity when you
are flatfooted as though you had the Combat Reflexes feat. You do not gain extra attacks of opportunity in a round from
this ability. In addition, you add the following spells to your cleric or ranger spell list:
1 Bless Weapon: Weapon strikes true against evil foes.
2 Spiritual Weapon: Magic weapon attacks on its own. (ranger only)
2 Thunderstroke: 1d6/level damage lightning strike to one target.
INITIATE OF ARVOREEN
Description: You have been initiated into the greatest secrets of Arvoreen’s church.
Prerequisites: Halfling, cleric or paladin 4th, patron deity Arvoreen.
Benefits: Add Hide and Move Silently to your list of cleric or paladin class skills. In addition, you add the following spells to
your cleric or paladin spell list:
1 Enlarge Person: Humanoid creature doubles in size.
1 Low-Light Vision: See twice as far under current light.
1 Message: Whispered conversation at a distance.
3 Blade Thirst: Slashing weapon glows and gains +3 bonus.
3 Safe Clearing: As sanctuary, but protects an area and lasts 1 hour/level.
INITIATE OF ASTILABOR
Description: You share your deity’s desire to acquire and protect treasure, and she has recognized this by granting you an edge
in achieving these goals.
Prerequisites: Cleric level 3rd, dragonblood subtype, deity Astilabor.
Benefits: Add Disable Device, Open Lock, and Search to your list of cleric class skills. In addition, you add the following spells
to your cleric spell list:
1 Hoard Gullet: Gain a second stomach to store objects in, similar to a bag of holding.
2 Knock: Open locked or magically sealed door.
3 Nondetection: Hides Target from divination, scrying.
7 Sequester: Target is invisible to sight and scrying; renders creature comatose.
INITIATE OF BAHAMUT
Description: The Platinum Dragon has entrusted you with great power in the battle against evil.
Prerequisites: Cleric level 3rd, dragonblood subtype, deity Bahamut.
Benefits: Once per day, you can smite evil (as the paladin class feature), using your cleric level as your paladin level. If you
have the ability to smite evil from another class, your cleric levels and levels in that class stack for the purpose of
determining the extra damage dealt by your smite evil ability. If you are a dragonborn, you can instead smite evil twice per
day. In addition, you add the following spells to your cleric spell list:
1 Feather Fall: Objects or creatures fall slowly.
3 Wingblast: Create wings that can transform into a gust of wind or obscuring mist.
5 Lord of the Sky: Gain flight and one use of lightning bolt; slow airborne creatures.
7 Aspect of the Platinum Dragon: Take the form of an aspect of Bahamut.
INITIATE OF BANE
Description: You have been initiated into the greatest secrets of Bane’s church.
Prerequisites: Cleric level 5th, patron deity Bane.
Benefits: You gain frightful presence—the ability to strike fear into your opponents with your hostile actions. When you attack
or charge, each enemy within 30 feet of you must make a successful Will save (DC 10 + 1/2 your cleric level + your
Charisma modifier) or become shaken for 1d4 rounds. In addition, you may add the following spells to your cleric spell
list:
3 Mystic Lash: Creates energy whip that deals 1d6 electricity damage/three levels (max 4d6) and stuns for 1 round.
5 Battletide: Targets take -2 penalty on saving throws, attack rolls, and weapon damage rolls to grant you benefits.
6 Stone Walk: Links two stones for teleportation.
7 Undeath after Death: Deals 2 Con damage and causes Target to rise as a crypt spawn after death.
INITIATE OF BARAVAR CLOAKSHADOW
Description: You have been initiated into the greatest secrets of Baravar Cloakshadow’s church.
Prerequisites: Gnome, cleric or paladin 4th, patron deity Baravar Cloakshadow.
Benefits: You can spend a turn/rebuke attempt as a standard action to recognize all visible illusion effects within 60 feet of you.
If the illusion has a save entry that includes “disbelief” (such as silent image), you are immediately awarded an
automatically successful save against that illusion. Illusions that have no visible effect (such as invisibility) are not revealed
by this action. In addition, you add the following spells to your cleric or paladin spell list:
1 Camouflage: Target gets +10 on Hide checks.
2 Invisibility: Target invisible 1 minute/level or until it attacks.
2 Invisibility, Swift: Invisibility lasts 1 round.
3 Displacement: Attacks miss Target 50%.
4 Dimension Door: Teleports you short distance.
INITIATE OF CYRIC
Description: You have been initiated into the greatest secrets of Cyric’s church.
Prerequisites: Cleric level 3rd, patron deity Cyric.
Benefits: You gain complete immunity to normal and magical fear. In addition, you may add the following spells to your cleric
spell list:
2 Black Talon: Gain claw, +5 ft. reach, +1/4 levels profane to attack rolls, 1d6 damage +1/level negative damage (max +10).
4 Dread Blast: Fires a ray of negative energy that deals 4d8 damage +1/level (max +20) and dazes target for 1 round.
4 Skull of Secrets: Intangible skull stores message and can be triggered to breathe fire.
5 Skull Eyes: Grants you a gaze attack that acts as either charm monster or confusion.
7 Triple Mask: Creates three shadow duplicates of you.
INITIATE OF EILISTRAEE
Description: You have been initiated into the greatest secrets of Eilistraee’s church.
Prerequisites: Drow or half-drow, cleric or ranger 4th, patron deity Eilistraee.
Benefits: Once per day, you can spend one of the daily uses of your racial spell-like abilities (dancing lights, darkness, or faerie
fire) to produce a magic missile effect (CL equals class level). In addition, you add the following spells to your cleric or
ranger spell list:
1 Eilistraee’s Moonfire: Touch melee attack of 2d6 damage +1/level.
3 Spellsong, Lesser: Instantly prepare any 1st level spell you could normally cast.
6 Spellsong: Instantly prepare any 4th level spell you could normally cast. (cleric only)
INITIATE OF FALAZURE
Description: Your celebration of death and decay has opened up new magical secrets involving the living and undead.
Prerequisites: Cleric level 3rd, dragonblood subtype, deity Falazure.
Benefits: When you cast an inflict spell on an undead creature, you add the spell’s level to the damage healed by the spell. In
addition, you add the following spells to your cleric spell list:
1 Rot of Ages: Cloud of rotting debris sickens or nauseates one creature, provides concealment for others.
3 Vampiric Touch: Touch deals 1d6/two CLs; caster gains damage as hp.
5 Waves of Fatigue: Several targets become fatigued.
7 Waves of Exhaustion: Several targets become exhausted.
INITIATE OF GARYX
Description: You channel the cleansing fire of destruction, as wielded by your deity.
Prerequisites: Cleric level 5th, dragonblood subtype, deity Garyx.
Benefits: Once per day, you can apply the effect of the Empower Spell metamagic feat to any fire spell you cast without
adjusting the spell’s level or casting time. The maximum level of spell that you can affect with this ability is equal to one-
third your CL. In addition, you add the following spells to your cleric spell list:
2 Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
4 Ferocity of Sanguine Rage: Gain bonus on melee damage rolls and one use of true strike.
6 Dragonshape, Lesser: Take the form of a Large red dragon.
7 Haze of Smoldering Stone: Volcanic stones deal 4d6 bludgeoning and 8d6 fire damage in a 60-ft cone.
INITIATE OF GHAUNADAUR
Description: You have learned the dread secrets of the god of oozes, slimes, jellies, and outcasts.
Prerequisites: Cleric level 3rd, patron deity Ghaunadaur.
Benefits: You can command or rebuke oozes as an evil cleric commands or rebukes undead. You can use this supernatural
ability a number of times per day equal to 3 + your Cha modifier. In addition, you add the following spells to your cleric
spell list:
1 Corrosive Grasp: 1 touch/level deals 1d8 acid damage.
2 Blindsight: Target gains blindsight 30 ft. for 1 minute/level.
3 Amorphous Form: Target becomes pudding-like and can slip through cracks quickly.
5 Slime Hurl: Hurl up to three globs of green slime.
7 Mantle of the Slime Lord: Non-intelligent oozes do not attack you, and you gain some ooze immunities.
INITIATE OF GOND
Description: You have been initiated into the greatest secrets of Gond’s church.
Prerequisites: Cleric level 1st, patron deity Gond.
Benefits: You may add Disable Device and Open Lock to your list of cleric class skills. In addition, you may add the following
spells to your cleric spell list:
1 Wieldskill: Grants +5 competence bonus on a skill check, or proficiency with a weapon, armor, or shield.
3 Understand Device: Grants an insight bonus equal to CL on Disable Device and Open Lock checks.
6 Fantastic Machine: Creates a machine to perform a single simple task.
INITIATE OF GRUUMSH
Description: The singular eye of the great orc god Gruumsh watches over you.
Prerequisites: Orc or half-orc, ability to cast 2nd-level divine spells, patron deity Gruumsh.
Benefits: Once per day, as a swift action, you can cast any cure spell you have prepared, or you can spontaneously cast an inflict
spell. In addition, you add the following spells to your divine spellcaster list:
2 Battle Line: Creates an area of doom on the battlefield.
3 Bloodspear: Makes one spear into a wounding weapon.
5 Pocket Cave: Creates an extra-dimensional space where you and your allies can hide.
6 Eyebite: Target becomes panicked, sickened, and comatose.
7 Waves of Exhaustion: Several targets become exhausted.
INITIATE OF HELM
Description: You have been initiated into the greatest secrets of Helm’s church.
Prerequisites: Cleric or paladin level 5th, patron deity Helm.
Benefits: You can make attacks of opportunity when you are flat-footed, as though you had the Combat Reflexes feat. You do
not gain additional attacks of opportunity in a round. In addition, you may add the following spells to your cleric or paladin
spell list:
2 Warning: Grants uncanny dodge and +4 insight bonus on Listen and Spot checks.
3 Forceward: Creates a sphere of force that protects against force effects and keeps out incorporeal creatures.
3 Mace of Odo: Creates a glowing mace that deals 1d6 force damage/level (max 10d6) and paralysis, more against undead.
INITIATE OF HLAL
Description: Fueled by faith in your deity, your audacity and bravery truly know no bounds.
Prerequisites: Cleric level 5th, dragonblood subtype, deity Hlal.
Benefits: Three times per day, you can add your CL as a bonus on any Escape Artist check or any grapple check made to avoid
or escape a grapple. You must choose to use this ability before you roll the check. If you have the bardic music class
feature, you can use your bardic music one additional time per day. In addition, you add the following spells to your cleric
spell list:
2 Tasha’s Hideous Laughter: Target loses actions for 1 round/level.
3 Dragonshape, Least: Take the form of a pseudodragon.
6 Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
8 Mind of the Labyrinth: Confuse enemies who try to affect your mind; dominate one such attacker.
INITIATE OF HORUS-RE
Description: You have been initiated into the greatest secrets of Horus- Re’s church.
Prerequisites: Cleric, paladin, or ranger 4th, patron deity Horus-Re.
Benefits: Once per day, you can use wild shape (as the druid ability) to take the shape of a hawk for 1 hour. This is a
supernatural ability. In addition, you add the following spells to your cleric, paladin, or ranger spell list:
1 Command:† One Target obeys one-word command for 1 round.
1 Disk of Solar Vengeance: Resistance to cold and cause fire damage to attackers.
1 Herald’s Call: Creatures of 5 HD or less within 20 ft. slowed for 1 round.
2 Stormvoice: Voice is greatly amplified and you can do 1d8 damage and stun in 15-ft cone.
3 Righteous Fury: †† Gain temporary hp, +4 to Strength.
3 Searing Light:† Ray deals 1d8/two levels, more against undead.
† paladin and ranger only
†† cleric only
INITIATE OF ILMATER
Description: You have been initiated into the greatest secrets of Ilmater’s church.
Prerequisites: Cleric or paladin level 7th, patron deity Ilmater.
Benefits: When you cast any cure spell that would cure more damage than the target has taken, the target gains the excess as
temporary HP. You can bestow a maximum number of temporary HP equal to (The Target’s Hit Dice x 3) in this manner.
These temporary HP last up to 1 hour per CL you possess. A creature that currently has any of these temporary HP also
gains a +2 sacred bonus on Fortitude saves and a +2 sacred bonus on checks made to resist being bull rushed or tripped.
These bonuses end when the last temporary hit point is lost or expires. In addition, you may add the following spells to
your cleric or paladin spell list:
4 Favor of The Martyr: Target becomes immune to subdual damage and pain, or you switch hp totals with target.
4 Glory of the Martyr: Target gains +1 deflection AC and +1 resistance bonus on saves; split damage with you.
4 Pact of Martyrdom: Exchange hit point totals with a target that has less HP then you.
INITIATE OF IO
Description: Your deity has entrusted you with the responsibility of tending to dragonkind.
Prerequisites: Cleric level 3rd, dragonblood subtype, deity Io.
Benefits: You gain a +2 competence bonus on saves against effects created by dragons and creatures of the dragonblood
subtype. This includes spells, spell-like abilities, supernatural abilities, or any other effect with a saving throw DC. (If you
have the draconic or half-dragon template, this bonus improves to +4). You can treat your cleric levels as sorcerer levels
for the purpose of qualifying for draconic feats. In addition, you add the following spells to your cleric spell list:
1 Detect Dragonblood: Detect dragons and dragon blooded creatures within 60 ft.
2 Dragoneye Rune: Create an invisible draconic mark on an object or creature.
2 Magic of the Dragonheart: Enhance the benefits of your draconic feats.
7 Kiss of Draconic Defiance: Hinder nearby spellcasters; counter one spell automatically.
INITIATE OF KOSSUTH
Description: You have faced the fierce elemental flame and unlocked some of the secrets of Kossuth’s church.
Prerequisites: Cleric level 3rd, patron deity Kossuth.
Benefits: All fire elementals that you summon using the summon monster spells have +2 HP per die (instead of average HP). In
addition, you add the following spells to your cleric spell list:
2 Scorch: Jet of flame deals 1d8/2 levels (max 5d8).
4 Fire Stride: Multiple use dimension door that works only through large fires.
5 Shroud of Flame: Target takes 2d6 fire damage per round and deals 1d4 fire damage to creatures within 10-ft.
8 Incendiary Cloud: Cloud deals 4d6 fire damage/round.
INITIATE OF LATHANDER
Description: You have been initiated into the greatest secrets of Lathander’s church.
Prerequisites: Cleric level 1st, patron deity Lathander.
Benefits: You can spontaneously cast any spell on your spell list that has the light descriptor or the word light in its name,
including light, daylight, and searing light. This ability works like spontaneously casting cure spells does. In addition, you
may add the following spells to your cleric spell list:
1 Rosemantle: Target gains a +1/level sacred bonus (max +10) on saves against effects that cause pain, sickness, nausea, or fear.
3 Sunrise: Burst of light blinds and damages creatures.
5 Shield of Lathander: Touched creature gains DR 15/- for 1 round.
7 Shield of Lathander, Greater: Grants DR 20/-, immunity to negative energy/energy drain, and 10 energy resistance all.
9 Undeath’s Eternal Foe: Grants subjects numerous combat advantages against undead opponents.
INITIATE OF LENDYS
Description: Your dedication to justice grants you the ability to ferret out and punish wrongdoers.
Prerequisites: Cleric level 3rd, dragonblood subtype, deity Lendys.
Benefits: Add Gather Information and Sense Motive to your list of cleric class skills. You gain a +1 competence bonus on
Gather Information and Sense Motive checks. In addition, you add the following spells to your cleric spell list:
1 Detect Thoughts: Allows listening to surface thoughts.
2 Soul of Order: +2 on Will saves to resist enchantments, you are treated as being lawful aligned for adjudicating effects.
4 Geas, Lesser: Commands Target of 7 HD or less.
5 Hold Monster: As hold person, but any creature.
7 Justice of the Wyrm King: Create a field of arcane force that deals 4d6 damage to melee attackers.
INITIATE OF LOVIATAR
Description: You have been initiated into the greatest secrets of Loviatar’s church.
Prerequisites: Cleric level 5th, patron deity Loviatar.
Benefits: The first time you take damage in any combat, you gain a +1 morale bonus on attack rolls and saves against fear
effects for 1 minute per cleric level. In addition, you add the following spells to your cleric spell list:
2 Nybor’s Gentle Reminder: Target is dazed 1 round, thereafter -2 on attacks, saves, and checks, and distracted.
3 Mystic Lash: Creates energy whip that deals 1d6 electricity damage/three levels (max 4d6) and stuns for 1 round.
5 Fleshshiver: Target is stunned for 1 round, takes 1d6/level damage, and is nauseated for 1d4+2 rounds.
INITIATE OF MALAR
Description: You have been initiated into the greatest secrets of Malar’s church.
Prerequisites: Cleric or druid level 3rd, patron deity Malar.
Benefits: When you use a summon monster or summon nature’s ally spell to summon a natural or fiendish animal, the animal
gains a +4 enhancement bonus to its Strength and Constitution scores, as though you possessed the Augment Summoning
feat. In addition, you may add the following spells to your cleric or druid spell list:
2 Spectral Stag: Conjures a phantom stag that you can ride or direct to attack a target.
3 Possess Animal: Your soul inhabits and controls an animal’s body.
4 Strength of the Beast: You gain benefits of your lycanthropic animal form while in human form.
INITIATE OF MILIL
Description: You have been initiated into the greatest secrets of Milil’s church.
Prerequisites: Cleric or paladin 4th, Perform (any) 3 ranks, patron deity Milil.
Benefits: Your bard, cleric, and paladin levels stack for the purpose of determining which kinds of bardic music you can use (but
not any other effect related to bardic music). You must still meet the Perform skill rank requirement to use various kinds of
bardic music. In addition, you add the following spells to your cleric or paladin spell list:
1 Harmony: Increased moral bonus when you inspire.
2 Dispel Silence: A dispel only for silence spells and +2 to listen checks while prepared.
3 Reveille: Dead creature speaks a short sentence about what caused its death.
INITIATE OF MYSTRA
Description: You have been initiated into the greatest secrets of Mystra’s church.
Prerequisites: Cleric level 3rd, patron deity Mystra.
Benefits: You can attempt to cast spells even within a dead magic zone or an antimagic field. In a dead magic zone, you must
make a successful CL check against a DC equal to 20 + the level of the spell you are trying to cast. In an antimagic field,
you must make a successful CL check against a DC equal to 11 + the CL of the antimagic field. If this check is successful,
your spell functions normally. In addition, you may add the following spells to your cleric spell list:
2 Spell Shield: Grants +3 resistance bonus on saving throws against spells and spell-like abilities.
3 Anyspell: You can read and prepare up to a 2nd-level arcane spell from a scroll or spellbook in a 3rd-level spell slot.
5 Spell Phylactery: Activates a spell on a scroll when a triggering condition is met.
6 Anyspell, Greater: As Anyspell, but you can read and prepare any arcane spell up to 5th level in a 6th-level spell slot.
6 Spellmantle: Absorbs designated incoming spells and redirects their energy to healing or a previously chosen spell.
7 Holy Star: Glowing light turns spells, gives a cover bonus to AC, or shoots beams of fire.
INITIATE OF NATURE
Description: You have been initiated into the greatest secrets of Eldath’s, Mielikki’s, or Silvanus’s church.
Prerequisites: Cleric or druid level 5th, patron deity Eldath, Mielikki, or Silvanus.
Benefits: You can rebuke or command animals or plant creatures as an evil cleric rebukes or commands undead. You can use
this ability a number of times per day equal to 3 + your Charisma modifier. In addition, you may add the following spells
to your cleric or druid spell list:
3 Mold Touch: Creates 5-ft patch of brown mold.
4 Briartangle: As entangle, except that targets take 1d8 damage +1/two levels each round.
4 Thorn Spray: Ranged attack deals 1d6/level (max 20d6), divided among multiple targets; successful hit sickens.
5 Fireward: As quench, but also suppresses magical fire effects in affected area.
5 Tree Healing: You enter a tree that nourishes and heals you.
INITIATE OF NOBANION
Description: You have been initiated into the greatest secrets of Nobanion’s church.
Prerequisites: Cleric or paladin 4th, patron deity Nobanion.
Benefits: You gain wild empathy (as the druid class feature), usable only on feline and part-feline animals or magical beasts
(such as chimeras, dire lions, dire tigers, dragonnes, and manticores); your effective druid level for the purpose of making
such checks is equal to the sum of your druid, ranger, cleric, and paladin class levels. You also gain the smite power, the
supernatural ability to make a single melee attack once per day with a +4 bonus on the attack roll and a bonus on damage
equal to the sum of your cleric, druid, ranger, and paladin levels. These bonuses only apply if the attack is made against a
follower of Malar or an item of his church; if you accidentally smite a creature or object that doesn’t meet this requirement,
the smite has no effect but is still used. You must declare the smite attempt before making the attack. In addition, you add
the following spells to your cleric or paladin spell list:
2 Lionheart: Target gains immunity to fear.
3 Summon Nature’s Ally II:† Calls creature to fight.
4 Shout: Deafens all within cone and deals 5d6 sonic damage.
† lion only
INITIATE OF SELUNE
Description: You have been initiated into the greatest secrets of Selune’s church.
Prerequisites: Cleric, druid, hathran, or ranger level 3rd, patron deity Selune.
Benefits: You cast augury and divination spells at +5 CL. In addition, you may add the following spells to your cleric, druid,
Harper agent, hathran, or ranger spell list:
1 Handfire: Your hand glows and can make a touch attack dealing 1d8+1/level, more against undead.
3 Moon Blade: Touch attack deals 1d8 +1/2 levels, more to undead, plus scrambles spellcasting.
4 Strength of the Beast: You gain benefits of your lycanthropic animal form while in human form.
4 Wall of Moonlight: Wall deals 4d12 damage to undead and 2d10 damage to evil; counters/dispels darkness.
5 Moon Path: Grants sanctuary to 1 creature/level.
5 Moonweb: Creates a glowing shield that gives +8 bonus to AC and +4 bonus on Reflex saves, plus improved evasion.
INITIATE OF SHAR
Description: You have been initiated into the greatest secrets of Shar’s church.
Prerequisites: Able to cast 1st-level divine spells, patron deity Shar.
Benefits: You add Bluff and Hide to your list of class skills. In addition, you add the following spells to your divine spellcaster
spell list:
1 Disguise Self: Disguise own appearance.
3 Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
4 Armor of Darkness: Shadow shroud gives +3 +1/4 levels (max +8) deflection AC, +2 on saves vs holy, good, or light effects.
5 Darkbolt: You hurl 1 beam of darkness/2 levels dealing 2d8 damage and may daze target for 1 round.
INITIATE OF TAMARA
Description: You wield the twin powers of mercy and death in service to your draconic patron.
Prerequisites: Cleric level 3rd, dragonblood subtype, deity Tamara.
Benefits: When you cast a cure spell on a good-aligned creature, you add the spell’s level to the damage healed. For example, if
you cast cure moderate wounds, it heals the standard 2d8 + CL points of damage, plus an extra 2 points of damage. In
addition, you add the following spells to your cleric spell list:
0 Disrupt Undead: Deals 1d6 damage to one undead.
1 Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
5 Undying Vigor of the Dragonlords: Heal yourself of 5d6 or more points of damage.
6 Call of the Twilight Defender: Summon a twilight guardian to fight for you.
7 Sunbeam: Beam blinds and deals 4d6 damage.
INITIATE OF TCHAZZAR
Description: You have been initiated into the greatest mysteries of Tchazzar’s church.
Prerequisites: Cleric or blackguard 3rd or ranger 5th, Servant of a Dragon Ascendant [Tchazzar].
Benefits: You receive a +2 bonus on saving throws against dragon breath weapons and frightful presence. In addition, you add
the following spells to your blackguard, cleric, or ranger spell list:
0 Flare: Dazzles one creature (-1 attack).
2 Flame Blade: Touch attack deals 1d8 +1/two levels damage.
2 Palarandusk’s Fire Breath: Spit a gout of flame as a breath weapon.
3 Fireball: 1d6 damage per level, 20-ft radius.
3 Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
4 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
INITIATE OF THE HOLY REALM
Description: You have been initiated into the greatest secrets of one of the faiths of the Holy Realm (Chauntea, Helm,
Lathander, Selune, or Sune).
Prerequisites: Cleric, paladin, or ranger 3rd of Chauntea, Helm, Lathander, Nobanion, Selune, or Sune.
Benefits: You get a +1 sacred bonus on all saving throws while within the Holy Realm or on a quest specifically dedicated to
supporting the Holy Realm. In addition, you add the following spells to your cleric, paladin, or ranger spell list:
1 Alarm: Wards an area for 2 hours/level.
1 Handfire: Your hand glows and can make a touch attack dealing 1d8+1/level, more against undead.
1 Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
1 Rosemantle: Target gains a +1/level sacred bonus (max +10) on saves against effects that cause pain, sickness, nausea, or fear.
2 Lionheart: Target gains immunity to fear.
2 Love Bite: Target feels a kiss or is affected by 2nd level or lower touch attack at range.
2 Warning: Grants uncanny dodge and +4 insight bonus on Listen and Spot checks.
INITIATE OF TIAMAT
Description: Your homage to the creator of evil dragonkind has been rewarded with physical and mental power.
Prerequisites: Cleric level 5th, dragonblood subtype, deity Tiamat.
Benefits: Add Intimidate to your list of cleric class skills. When you make a melee attack against a creature that is shaken,
frightened, or panicked, you deal an extra 1d6 points of damage. In addition, you add the following spells to your cleric
spell list:
1 Charm Person: Makes one person your friend.
4 Curse of the Elemental Lords: Bestow a curse on enemies, making them more susceptible to your energy damage.
5 Dominate Person: Control humanoid telepathically.
7 Glorious Master of the Elements: Channel acid, cold, electricity, or fire damage into ranged touch attacks.
8 Aspect of the Chromatic Dragon: Take the form of an aspect of Tiamat.
INITIATE OF TORM
Description: You have been initiated into the greatest secrets of Torm’s church.
Prerequisites: Cleric or paladin 4th, patron deify Torm.
Benefits: You gain the smite power, the supernatural ability to make a single melee attack once per day with a +4 bonus on the
attack roll and a bonus on damage equal to the sum of your cleric, druid, ranger, and paladin levels. These bonuses only
apply if the attack is made against a follower of Bane or Cyric (including former incarnations or variants of those deities,
such as Bhaal, Myrkul, or Xvim); if you accidentally smite a creature that doesn’t meet this requirement the smite has no
effect but is still used. You must declare the smite attempt before making the attack. In addition, you add the following
spells to your cleric or paladin spell list:
1 Bless Weapon:† Weapon strikes true against evil foes.
1 Command:†† One Target obeys one-word command for 1 round.
4 Hand of the Faithful: Immobile zone of warding stuns those worshiping different deities from yours.
† cleric only
†† paladin only
INITIATE OF TYMORA
Description: You have been initiated into the greatest secrets of Tymora’s church.
Prerequisites: Cleric or ranger 4th, patron deity Tymora.
Benefits: Once per day, you can add a +5 luck bonus on any attack roll, saving throw, skill check, or ability check you have just
made before the DM declares whether the roll results in success or failure. If you have the Luck domain and you use that
domain’s power to reroll this attack, save, or check, the luck bonus applies to the reroll as well. In addition, you add the
following spells to your cleric or ranger spell list:
1 Fleeting Fortune: +5 luck bonus to single skill check.
2 Favor of Tymora: +2 luck bonus to AC.
INITIATE OF TYR
Description: You have been initiated into the greatest secrets of Tyr’s church.
Prerequisites: Cleric level 7th, patron deity Tyr, War domain.
Benefits: You gain a +1 bonus on all damage rolls when attacking with a longsword. In addition, you may add the following
spells to your cleric spell list:
4 Sword and Hammer: As spiritual weapon, but creates a longsword and warhammer of force.
6 Sword and Hammer, Greater: As sword and hammer, but +2 on attack rolls and benefit of Improved Critical feat.
INITIATE OF VARAR
Description: You fervently worship Varae, the serpentine goddess, and guard well the secrets of your faith.
Prerequisites: Extaminaar, cleric level 3rd, patron deity Varae.
Benefits: Once per day, as a standard action, you can transform your skin into shimmering emerald scales. The scales absorb
magic missile damage as the shield spell, and they enable you to pass through walls of force as if they weren’t there. The
emerald scales last for 1 minute per character level. This is a supernatural ability. In addition, you add the following spells
to your cleric spell list:
2 Blinding Spittle: Ranged touch attack blinds subject.
4 Serpent Arrow: Transforms up to eight missiles into Tiny vipers.
6 Veil: Changes appearance of group of creatures.
8 Animal Shapes:† One ally/level polymorphs into chosen animal.
† snakes only
LAW INVIOLATE
Description: Your unshakable faith in St. Cuthbert allows you to better apprehend fugitives or overcome villains who transgress
the law.
Prerequisites: Cleric level 1st, must be lawful, deity St. Cuthbert.
Benefits: Your natural weapons, as well as any weapons you wield, are treated as lawful-aligned for the purpose of overcoming
DR. In addition, you may add the following spells to your cleric spell list:
1 Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
2 Daze Monster: Living creature of 6 HD or less loses next action.
3 Suggestion: Compels Target to follow stated course of action.
5 Passwall: Creates passage through wood or stone wall.
6 Suggestion, Mass: As suggestion, plus one subject/level.
8 Power Word Stun: Stuns creatures with 150 or fewer hp.
NIGHTBRINGER INITIATE
Description: You have been trained in the ways of the Nightbringers, a new offshoot of the Children of Winter.
Prerequisites: Non-good alignment, ability to spontaneously cast summon nature’s ally.
Benefits: Add Hide and Move Silently to your list of druid class skills., you may add the following spells to your druid spell list:
1 Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
2 Darkness: 20-ft radius of supernatural darkness.
3 Deeper Darkness: Object sheds absolute darkness in a 60-ft radius.
4 Enervation: Target gains 1d4 negative levels.
5 Summon Monster V:† Calls extraplanar creature to fight for you.
6 Planar Ally: †† As lesser planar ally, but up to 12 HD.
7 Control Undead: Undead don’t attack you while under your command.
8 Create Greater Undead: ††† Create shadows, wraiths, spectres, or devourers.
9 Gate:†††† Connects two planes for travel or summoning.
† only shadow mastiff
†† only native to Mabar
††† shadows only
†††† to Mabar only
RADIANT FIRE
Description: Pelor has ignited your faith and conviction, making you better able to fight the creatures of darkness.
Prerequisites: Cleric level 3rd, deity Pelor.
Benefits: You gain a +2 insight bonus on damage rolls against creatures with the evil subtype. In addition, you may add the
following spells to your cleric spell list:
2 Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
3 Summon Monster III:† Calls extraplanar creature to fight for you.
5 Summon Monster V:† Calls extraplanar creature to fight for you.
6 Summon Monster VI:† Calls extraplanar creature to fight for you.
8 Summon Monster VIII:† Calls extraplanar creature to fight for you.
† Fire elementals only.
UNDYING FATE
Description: You have pledged your unswerving obedience to Wee Jas, and she in turn has granted you special insight into life
and death.
Prerequisites: Cleric level 3rd, deity Wee Jas.
Benefits: As a swift action, you can determine how close creatures are to death. This extraordinary ability can be used at will but
otherwise functions like the deathwatch spell. In addition, you may add the following spells to your cleric spell list:
2 False Life: Gain 1d10 temporary hp +1/level (max +10).
3 Halt Undead: Immobilizes undead for 1 round/level.
5 Blight: Withers one plant or deals 1d6/level damage to plant creatures.
7 Finger of Death: Kills one Target or deals 3d6 damage +1/level (max +25).
WARDEN INITIATE
Description: You have been trained in the ancient druidic tradition of the Wardens of the Wood, a sect dedicated to protecting
the eastern plain and the great woods of the Eldeen Reaches.
Prerequisites: Ability to spontaneously cast summon nature’s ally.
Benefits: You gain a +2 deflection bonus to Armor Class when fighting within a forest. Add Climb and Jump to your list of
druid class skills. In addition, you can cast the following spells as if they were on the druid spell list:
1 Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Detect Thoughts: Allows listening to surface thoughts.
3 Displacement: Attacks miss Target 50%.
4 Locate Creature: Indicates direction to familiar creature.
5 Hold Monster: As hold person, but any creature.
6 Repulsion: Creatures can’t approach you.
7 Banishment: Banishes 2 HD/level of extraplanar creatures.
8 Screen: Illusion hides area from vision, scrying.
9 Hold Monster, Mass: As hold monster, but all within 30 ft.
WHISPERED SECRETS
Description: You revere the Maimed Lord and have devoted your miserable, worthless life to learning but a few of the
Whispered One’s secrets.
Prerequisites: Cleric level 1st, deity Vecna.
Benefits: Add Listen and Spot to your list of cleric class skills. Furthermore, you automatically become aware of any attempt to
observe you by means of a divination (scrying) spell or effect. This extraordinary ability does not enable you to discern the
scrier, the type of scrying device or spell used, or the scrier’s location. In addition, you may add the following spells to
your cleric spell list:
1 Disguise Self: Disguise own appearance.
2 Darkvision: See 60 ft. in total darkness.
3 Glibness: Gain +30 on Bluff checks, and your lies can escape magical discernment.
4 Arcane Eye: Invisible floating eye moves 30 ft./round.
5 Prying Eyes: Creates 1d4 +1/level floating eyes to scout for you.
6 Analyze Dweomer: Reveals magical aspects of subject.
8 Mind Blank: Target is immune to mental/emotional magic and scrying.

JUSTICIAR OF TAIIA SPELL LIST


1ST-LEVEL JUSTICIAR OF TAIIA SPELLS
Bane: Enemies suffer -1 attack, -1 on saves against fear.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One Target obeys one-word command for 1 round.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Divine Favor: You gain attack, damage bonus, +1/3 levels.
Doom: One Target takes -2 on attacks, damage, saves, and checks.
Magic Weapon: Weapon gains +1 bonus.
2ND-LEVEL JUSTICIAR OF TAIIA SPELLS
Aid: +1 on attack rolls and fear saves, 1d8 temporary hp +1/level (max +10).
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Hold Person: Holds one person helpless; 1 round/level.
Spiritual Weapon: Magic weapon attacks on its own.
Zone of Truth: Subjects within range cannot lie.
3RD-LEVEL JUSTICIAR OF TAIIA SPELLS
Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness: Makes Target blinded or deafened.
Contagion: Infects Target with chosen disease.
Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Searing Light: Ray deals 1d8/two levels, more against undead.
4TH-LEVEL JUSTICIAR OF TAIIA SPELLS
Commune: Deity answers one yes-or-no question/level.
Discern Lies: Reveals deliberate falsehoods.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Magic Weapon, Greater: +1/four levels (max +5).

JUSTICE OF WEALD AND WOE SPELL LIST


1ST-LEVEL JUSTICE OF WEALD AND WOE SPELLS
Camouflage: Target gets +10 on Hide checks.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Faerie Fire: Outlines Target with light, canceling blur, concealment, etc.
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Target gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Obscuring Mist: Fog surrounds you.
Pass Without Trace: One subject/level leaves no tracks.
Woodwisp Arrow: Enables a masterwork arrow or bolt to pass through wood.
2ND-LEVEL JUSTICE OF WEALD AND WOE SPELLS
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Brilliant Energy Arrow: Masterwork arrow or bolt radiates light and ignores armor.
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Fog Cloud: Fog obscures vision.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spellslayer Arrow: Masterwork arrow or bolt deals extra damage to a creature with ongoing spells cast upon it.
Spider Climb: Grants ability to walk on walls and ceilings.
Tree Shape: You look exactly like a tree for 1 hour/level.
3RD-LEVEL JUSTICE OF WEALD AND WOE SPELLS
Arrowsplit: Transform a masterwork arrow or bolt mid-flight into 2d4 masterwork missiles.
Darkflame Arrow: Masterwork arrow or bolt deals normal damage plus 2d6 damage each round for 3 rounds.
Darkvision: See 60 ft. in total darkness.
Meld into Stone: You and your gear merge with stone.
Serpent Arrow: Transforms up to eight missiles into Tiny vipers.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4TH-LEVEL JUSTICE OF WEALD AND WOE SPELLS
Bloodfreeze Arrow: Masterwork arrow or bolt deals extra 2d6 cold damage and paralyzes target.
Doublestrike Arrow: One arrow or bolt strikes two targets within 30 feet of each other.
Freedom of Movement: Target moves normally despite impediments.
Poison: Touch deals 1d10 points of Con damage, repeats in 1 minute.
Scrying: Spies on Target from a distance.
Shadow Arrow: Masterwork arrow or bolt deals 1d6 points of Strength damage.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Tree Stride: Step from one tree to another far away.

KNIGHT OF THE CHALICE SPELL LIST


1ST-LEVEL KNIGHT OF THE CHALICE SPELLS
Bless Water: Makes holy water.
Bless Weapon: Weapon strikes true against evil foes.
Detect Chaos: Reveals chaotic creatures, spells, or objects.
Detect Evil: Reveals evil creatures, spells, or objects.
Divine Favor: You gain attack, damage bonus, +1/3 levels.
Doom: One Target takes -2 on attacks, damage, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Magic Weapon: Weapon gains +1 bonus.
Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
Summon Monster I: Calls extraplanar creature to fight for you.
2ND-LEVEL KNIGHT OF THE CHALICE SPELLS
Aid: +1 on attack rolls and fear saves, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Consecrate: Fills area with positive energy, making undead weaker and deathless stronger.
Resist Energy: Ignores 10 hp/round from one energy type.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Summon Monster II: Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
3RD-LEVEL KNIGHT OF THE CHALICE SPELLS
Dispel Magic: Cancels spells and magical effects.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Magic Circle against Evil: As protection from evil, but 10-ft radius and 10 minute/level.
Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Searing Light: Ray deals 1d8/two levels, more against undead.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Summon Monster III: Calls extraplanar creature to fight for you.
4TH-LEVEL KNIGHT OF THE CHALICE SPELLS
Aspect of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types.
Dimensional Anchor: Bars extra-dimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
Dispel Evil: +4 bonus against attacks by evil creatures.
Holy Smite: Damages and blinds evil creatures.
Magic Weapon, Greater: +1/four levels (max +5).
Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.

KNIGHT OF THE MIDDLE CIRCLE SPELL LIST


1ST-LEVEL KNIGHT OF THE MIDDLE CIRCLE SPELLS
Bless: Allies gain +1 to attack, +1 against fear.
Bless Weapon: Weapon strikes true against evil foes.
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Detect Poison: Detects poison in one creature or object.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain attack, damage bonus, +1/3 levels.
Magic Weapon: Weapon gains +1 bonus.
Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Read Magic: Read scrolls and spellbooks.
2ND-LEVEL KNIGHT OF THE MIDDLE CIRCLE SPELLS
Augury: Learns whether an action will be good or bad.
Shield Other: You take half of subject’s damage.
Undetectable Alignment: Conceals alignment for 24 hours.
3RD-LEVEL KNIGHT OF THE MIDDLE CIRCLE SPELLS
Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
Discern Lies: Reveals deliberate falsehoods.
Dispel Magic: Cancels spells and magical effects.
Magic Weapon, Greater: +1/four levels (max +5).
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.

KNIGHT OF THE WEAVE SPELL LIST


1ST-LEVEL KNIGHT OF THE WEAVE SPELLS
Bless: Allies gain +1 to attack, +1 against fear.
Bless Weapon: Weapon strikes true against evil foes.
Charm Person: Makes one person your friend.
Command: One Target obeys one-word command for 1 round.
Comprehend Languages: Understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Divine Favor: You gain attack, damage bonus, +1/3 levels.
Mage Armor: Gives Target +4 armor bonus.
Magic Missile: 1d4+1 damage; +1 missile/two levels above 1st (max 5).
Magic Weapon: Weapon gains +1 bonus.
Read Magic: Read scrolls and spellbooks.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
2ND-LEVEL KNIGHT OF THE WEAVE SPELLS
Arcane Lock: Magically locks a portal or chest.
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Darkvision: See 60 ft. in total darkness.
Delay Poison: Stops poison from harming Target for 1 hour/level.
Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
Resist Energy: Ignores 10 hp/round from one energy type.
See Invisibility: Reveals invisible creatures or objects.
Shield Other: You take half of subject’s damage.
3RD-LEVEL KNIGHT OF THE WEAVE SPELLS
Arcane Sight: Magical auras become visible to you.
Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
Daylight: 60-ft radius of bright light.
Dispel Magic: Cancels spells and magical effects.
Fly: Target flies at speed of 60 ft.
Forceward: Creates a sphere of force that protects against force effects and keeps out incorporeal creatures.
Magic Weapon, Greater: +1/four levels (max +5).
Phantom Steed: Magic horse appears for 1 hour/level.
Quick Potion: Creates a potion that must be used within 1 hour/level.
Remove Curse: Frees object or person from curse.
4TH-LEVEL KNIGHT OF THE WEAVE SPELLS
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
Death Ward: Grants immunity to death spells and negative energy effects.
Globe of Invulnerability, Lesser: Stops 1st through 3rd-level spell effects.
Mark of Justice: Designates action that will trigger curse on subject.
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Restoration: Restores level and ability score drains.
5TH-LEVEL KNIGHT OF THE WEAVE SPELLS
Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
Dimension Door: Teleports you short distance.
Disrupting Weapon: Melee weapon destroys undead.
Mordenkainen’s Faithful Hound: Phantom dog can attack, guard.
Spell Resistance: Target gains SR 12 + level.
True Seeing: See all things as they really are.
6TH-LEVEL KNIGHT OF THE WEAVE SPELLS
Banishment: Banishes 2 HD/level of extraplanar creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Teleport: Instantly transports you as far as 100 miles/level.

MAGEWRIGHT SPELL LIST


0-LEVEL MAGEWRIGHT SPELLS
Arcane Mark: Inscribes a personal rune (visible or invisible).
Detect Magic: Detects spells and magic items within 60 ft.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at a distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
1ST-LEVEL MAGEWRIGHT SPELLS
Alarm: Wards an area for 2 hours/level.
Animate Rope: Makes a rope move at your command.
Comprehend Languages: Understand all spoken and written languages.
Erase: Mundane or magical writing vanishes.
Grease: Makes 10-ft square or one object slippery.
Hold Portal: Holds door shut.
Identify: Determines properties of magic item.
Magecraft: +5 competence bonus on one Craft check.
Mount: Summons riding horse for 2 hours/level.
Nystul’s Magic Aura: Alters object’s magic aura.
Tenser’s Floating Disk: Creates 3-ft-diameter horizontal disk that holds 100 lb./level.
Unseen Servant: Invisible force obeys your commands.
2ND-LEVEL MAGEWRIGHT SPELLS
Arcane Lock: Magically locks a portal or chest.
Augury: Learns whether an action will be good or bad.
Leomund’s Trap: Makes item seem trapped.
Locate Object: Senses direction toward object (specific or type).
Magic Mouth: Speaks once when triggered.
Make Whole: Repairs an object.
Misdirection: Misleads divinations for one creature or object.
Obscure Object: Masks object against scrying.
Unseen Crafter: Invisible force obeys your command and can use the Craft skill.
Whispering Wind: Sends a short message 1 mile/level.
3RD-LEVEL MAGEWRIGHT SPELLS
Arcane Seal: This magically seals the target and attaches a mystical alarm to this location.
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
Daylight: 60-ft radius of bright light.
Dispel Magic: Cancels spells and magical effects.
Explosive Runes: Deals 6d6 damage when read.
Gentle Repose: Preserves one corpse.
Glyph of Warding: Inscription harms those who pass it.
Illusory Script: Only intended reader can decipher.
Nondetection: Hides Target from divination, scrying.
Phantom Steed: Magic horse appears for 1 hour/level.
Secret Page: Changes one page to hide its real content.
Sepia Snake Sigil: Creates text symbol that immobilizes reader.
Tongues: Speak any language.
4TH-LEVEL MAGEWRIGHT SPELLS
Animate Dead: Creates undead skeletons and zombies.
Detect Scrying: Alerts you to magical eavesdropping.
Divination: Provides useful advice for specific, proposed action.
Fire Trap: Opened object deals 1d4 +1/level fire damage.
Hardening: Increases object’s hardness by 1 point/2 levels.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Imbue with Spell Ability: Transfer spells to subject.
Locate Creature: Indicates direction to familiar creature.
Minor Creation: Creates one cloth or wood object.
Remove Curse: Frees object or person from curse.
Scrying: Spies on Target from a distance.
Stone Shape: Sculpts stone into any shape.
5TH-LEVEL MAGEWRIGHT SPELLS
Contact Other Plane: Ask question of extraplanar entity.
Fabricate: Transforms raw material into finished items.
False Vision: Fools scrying with an illusion.
Leomund’s Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Major Creation: As minor creation, plus stone and metal.
Permanency: Makes certain spells permanent.
Sending: Delivers short message anywhere, instantly.
Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
Wall of Stone: Creates a stone wall that can be shaped.

MAHO-TSUKAI (3.0) SPELL LIST


Spell Compendium: The maho-tsukai’s spell list is intentionally narrow. Carefully consider the consequences of expanding the list.
When adding spells to the maho-tsukai’s spell list, add mainly spells with the evil descriptor.
Editor: Since the spell list is intentionally narrow, no spells are added to this spell list.
1ST-LEVEL MAHO-TSUKAI SPELLS
Bane: Enemies suffer -1 attack, -1 on saves against fear.
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.
Cobra’s Breath: Cone of poison deals 1d3 Con damage.
Curse Water: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Undead: Reveals undead within 60 ft.
Doom: One Target takes -2 on attacks, damage, saves, and checks.
Ghost Light: Ghostly green radiance can be shaped and manipulated, causes fear.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
Ray of Enfeeblement: Ray deals 1d6+1/2 levels Str penalty.
Summon Monster I: Calls extraplanar creature to fight for you.
2ND-LEVEL MAHO-TSUKAI SPELLS
Apparition: Target’s face looks terrifying; viewers may become shaken.
Command Undead: Undead creature obeys your commands.
Darkness: 20-ft radius of supernatural darkness.
Death Knell: Kill dying creature; Gain 1d8 temp hp, +2 Str, +1 CL.
Desecrate: Fills area with negative energy, making undead stronger.
Gentle Repose: Preserves one corpse.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Inflict Moderate Wounds: Touch attack, 2d8 +1/level damage (max +10).
Kiss of the Toad: Touch deals 1d6 Con damage, repeats in 1 minute.
Scare: Frightens creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tasha’s Hideous Laughter: Target loses actions for 1 round/level.
3RD-LEVEL MAHO-TSUKAI SPELLS
Animate Dead: Creates undead skeletons and zombies.
Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
Contagion: Infects Target with chosen disease.
Death Ward: Grants immunity to death spells and negative energy effects.
Fear: Subjects within cone flee for 1 round/level.
Halt Undead: Immobilizes undead for 1 round/level.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Mental Weakness (3.0): Target suffers -4 penalty to Will saves.
Poison: Touch deals 1d10 points of Con damage, repeats in 1 minute.
Speak with Dead: Corpse answers one question/2 levels.
Summon Monster III: Calls extraplanar creature to fight for you.
Vampiric Touch: Touch deals 1d6/two CLs; caster gains damage as hp.
4TH-LEVEL MAHO-TSUKAI SPELLS
Arcane Eye: Invisible floating eye moves 30 ft./round.
Blight: Withers one plant or deals 1d6/level damage to plant creatures.
Cloud of Taint (3.0): Damages and sickens untainted creatures.
Creeping Darkness: Cloud of inky blackness moves at your command.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Enervation: Target gains 1d4 negative levels.
Evard’s Black Tentacles: Tentacles grapple all within 20-ft spread.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Heart Ripper: Kills living creature with up to your CL in HD.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Pain: Wracking pain gives targets -4 on attack rolls, skill and ability checks.
Phantasmal Killer: Fearsome illusion kills Target or deals 3d6 damage.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Polymorph: Gives one willing Target a new form.
Solid Fog: Blocks vision and slows movement.
Summon Monster IV: Calls extraplanar creature to fight for you.
Wall of Bones: Shapeable wall grants cover and concealment, deals damage to anyone who tries to pass.
Water to Poison: Transform water into ingested poison.
5TH-LEVEL MAHO-TSUKAI SPELLS
Baleful Polymorph: Transforms Target into harmless animal.
Blood of Fire (3.0): Four blood missiles deal 2d8 damage each.
Circle of Doom (3.0): Deals 1d8 +1/level damage in all directions.
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Contact Other Plane: Ask question of extraplanar entity.
Insect Plague: Locust swarms attack creatures.
Magic Jar: Enables possession of another creature.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Slay Living: Touch attack kills subject.
Summon Monster V: Calls extraplanar creature to fight for you.
Unhallow: Designates location as unholy.
Wood Rot: Destroy wooden items or deal 3d6 + 1/level damage (max +15) to plant creatures.
6TH-LEVEL MAHO-TSUKAI SPELLS
Blade Barrier: Wall of blades deals 1d6/level damage.
Circle of Death: Kills 1d4 HD/level.
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Eyebite: Target becomes panicked, sickened, and comatose.
Forbiddance: Blocks planar travel, damages creatures of different alignment.
Harm: Deals 10 points/level damage to target.
Planar Binding: As planar binding, lesser but up to 12 HD.
Repulsion: Creatures can’t approach you.
Summon Monster VI: Calls extraplanar creature to fight for you.
7TH-LEVEL MAHO-TSUKAI SPELLS
Acid Fog: Fog deals acid damage.
Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subjects.
Control Undead: Undead don’t attack you while under your command.
Creeping Doom: Carpet of insects attacks at your command.
Destruction: Kills Target and destroys remains.
Finger of Death: Kills one Target or deals 3d6 damage +1/level (max +25).
Insanity: Target suffers continuous confusion.
Simulacrum: Creates partially real double of a creature.
Summon Monster VII: Calls extraplanar creature to fight for you.
Sword of Darkness: Blade of negative energy attacks your opponents.
Withering Palm: Touch attack deals 1 point Str and 1 point Con damage per two CLs.
8TH-LEVEL MAHO-TSUKAI SPELLS
Antipathy: Object or location affected by spell repels certain creatures.
Clone: Duplicate awakens when original dies.
Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
Polymorph Any Object: Changes any Target into anything else.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Symbol of Death: Triggered rune slays nearby creatures.
Trap the Soul: Imprisons Target within gem.
9TH-LEVEL MAHO-TSUKAI SPELLS
Energy Drain: Target gains 2d4 negative levels.
Implosion: Kills one creature/round.
Power Word Kill: Kills creature with 100 hp or less.
Soul Bind: Traps newly dead soul to prevent resurrection.
Summon Monster IX: Calls extraplanar creature to fight for you.
Tainted Aura (3.0): +4 AC, +4 resistance, and 25 SR against good spells.
Wail of the Banshee: Kills one creature/level.
Weird: As phantasmal killer, but affects all within 30 ft.
MERCHANT PRINCE SPELL LIST
1ST-LEVEL MERCHANT PRINCE SPELLS
Alarm: Wards an area for 2 hours/level.
Charm Person: Makes one person your friend.
Comprehend Languages: Understand all spoken and written languages.
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Know Direction: You discern north.
Mage Armor: Gives Target +4 armor bonus.
Mage Hand: 5-pound telekinesis.
Message: Whispered conversation at a distance.
Mount: Summons riding horse for 2 hours/level.
Prestidigitation: Performs minor tricks.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Unseen Servant: Invisible force obeys your commands.
2ND-LEVEL MERCHANT PRINCE SPELLS
Arcane Lock: Magically locks a portal or chest.
Continual Flame: Makes a permanent, heatless torch.
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Detect Thoughts: Allows listening to surface thoughts.
Endure Elements: Exist comfortably in hot or cold environments.
Identify: Determines properties of magic item.
Leomund’s Tiny Hut: Creates shelter for ten creatures.
Leomund’s Trap: Makes item seem trapped.
Locate Object: Senses direction toward object (specific or type).
Make Whole: Repairs an object.
Misdirection: Misleads divinations for one creature or object.
Nystul’s Magic Aura: Alters object’s magic aura.
Obscure Object: Masks object against scrying.
Protection from Arrows: Target immune to most ranged attacks.
Tenser’s Floating Disk: Creates 3-ft-diameter horizontal disk that holds 100 lb./level.
Undetectable Alignment: Conceals alignment for 24 hours.
Whispering Wind: Sends a short message 1 mile/level.
3RD-LEVEL MERCHANT PRINCE SPELLS
Analyze Portal: Find a nearby portal and discover its properties.
Create Food and Water: Feeds three humans (or one horse)/level.
Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
Fool’s Gold: make metal objects appear to be made of gold.
Fox’s Cunning: Target gains +4 Int for 1 minute/level.
Gembomb: Gem becomes a bomb that deals 1d8 force damage/2 levels.
Knock: Open locked or magically sealed door.
Leomund’s Secure Shelter: Creates sturdy cottage.
Magic Mouth: Speaks once when triggered.
Owl’s Wisdom: Target gains +4 to Wis for 1 minute/level.
Phantom Steed: Magic horse appears for 1 hour/level.
Resist Energy: Ignores 10 hp/round from one energy type.
Secret Page: Changes one page to hide its real content.
See Invisibility: Reveals invisible creatures or objects.
Speak with Animals: You can communicate with natural animals.
Tongues: Speak any language.

MOONSPEAKER SPELL LIST


2ND-LEVEL MOONSPEAKER SPELLS
Invisibility: Target invisible 1 minute/level or until it attacks.
3RD-LEVEL MOONSPEAKER SPELLS
Deep Slumber: Puts 10 HD of creatures to sleep.
4TH-LEVEL MOONSPEAKER SPELLS
Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
6TH-LEVEL MOONSPEAKER SPELLS
Planar Ally: As lesser planar ally, but up to 12 HD.
8TH-LEVEL MOONSPEAKER SPELLS
Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
9TH-LEVEL MOONSPEAKER SPELLS
Gate: Connects two planes for travel or summoning.

MORTAL HUNTER (3.0) SPELL LIST


Spell Compendium: The mortal hunters’s spell list is intentionally narrow. Carefully consider the consequences of expanding the list.
Examine the assassin, blackguard, and ranger spells in this book for likely additions to the mortal hunter’s spell list.
Editor: Since the spell list is intentionally narrow, no spells are added to this spell list.
1ST-LEVEL MORTAL HUNTER SPELLS
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Detect Good: Reveals good creatures, spells, or objects.
Heartache (3.0): Target helpless for 1 round.
Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Sleep: Puts 4 HD of creatures into magical slumber.
Unnerving Gaze (3.0): Target takes -1 penalty on attacks for 1d3 rounds.
2ND-LEVEL MORTAL HUNTER SPELLS
Detect Thoughts: Allows listening to surface thoughts.
Evil Eye (3.0): Target takes -4 penalty on attacks, saves, and checks.
Hold Person: Holds one person helpless; 1 round/level.
Magic Circle against Good: As protection from good, but 10-ft radius and 10 minute/level.
See Invisibility: Reveals invisible creatures or objects.
Web: Fills 20-ft radius spread with sticky spider webs.
Wither Limb: Caster reduces subject’s speed to 5 ft. or makes it impossible for Target to use objects or cast somatic spells.
3RD-LEVEL MORTAL HUNTER SPELLS
Flesh Ripper (3.0): Black claw deals 1d8 damage/level and critical hits deal bleeding wounds.
Mirror Sending (3.0): Caster sends her image to a mirror and can see and speak through it.
Nondetection: Hides Target from divination, scrying.
Scrying: Spies on Target from a distance.
Suggestion: Compels Target to follow stated course of action.
Vile Lance (3.0): Creates +2 shortspear that deals vile damage.
Wrack: Blinds Target and renders it helpless for 1 round/level, then -2 on attacks, saves, and checks for 3d10 minutes.
4TH-LEVEL MORTAL HUNTER SPELLS
Arcane Eye: Invisible floating eye moves 30 ft./round.
Call Dretch Horde (3.0): Summons 2d4 dretches.
Call Lemure Horde (3.0): Summons 2d4 lemures.
Locate Creature: Indicates direction to familiar creature.
Morality Undone: Target becomes evil.
Phantasmal Killer: Fearsome illusion kills Target or deals 3d6 damage.
Resonating Resistance (3.0): Foes must check spell resistance twice against caster.

NAR DEMONBINDER SPELL LIST


4TH-LEVEL NAR DEMONBINDER SPELLS
Beltyn’s Burning Blood: Target takes 1d8 acid damage plus 1d8 fire damage/round.
Dimensional Anchor: Bars extra-dimensional movement.
Dismissal: Forces a creature to return to native plane.
Magic Circle against Good: As protection from good, but 10-ft radius and 10 minute/level.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Summon Monster IV: Calls extraplanar creature to fight for you.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
5TH-LEVEL NAR DEMONBINDER SPELLS
Dispel Good: +4 bonus against attacks by good creatures.
Flame Strike: Smites foes with divine fire (1d6/level).
Plane Shift: Up to eight subjects travel to another plane.
Spell Resistance: Target gains SR 12 + level.
Summon Monster V: Calls extraplanar creature to fight for you.
6TH-LEVEL NAR DEMONBINDER SPELLS
Banishment: Banishes 2 HD/level of extraplanar creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Fiendform: Assume form and abilities of fiendish creature, demon, or devil.
Planar Binding: As planar binding, lesser but up to 12 HD.
Summon Monster VI: Calls extraplanar creature to fight for you.
7TH-LEVEL NAR DEMONBINDER SPELLS
Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subjects.
Fire Storm: Deals 1d6 fire damage/level.
Summon Monster VII: Calls extraplanar creature to fight for you.
8TH-LEVEL NAR DEMONBINDER SPELLS
Flensing: Trauma deals 2d6 hp damage and 1d6 Cha and Con damage.
Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Unholy Aura: +4 to AC, +4 resistance, SR 25 against good spells.

NENTYAR HUNTER SPELL LIST


1ST-LEVEL NENTYAR HUNTER SPELLS
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Entangle: Plants entangle everyone in 40-ft radius.
Jump: Target gets bonus on Jump checks.
Light: Object shines like a torch.
Magic Missile: 1d4+1 damage; +1 missile/two levels above 1st (max 5).
Pass Without Trace: One subject/level leaves no tracks.
Snare: Creates a magic booby trap.
Speak with Animals: You can communicate with natural animals.
True Strike: +20 on your next attack roll.
2ND-LEVEL NENTYAR HUNTER SPELLS
Blur: Attacks miss Target 20% of the time.
Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
Gust of Wind: Blows away or knocks down smaller creatures.
Moonbeam: Moveable beam of light that penetrates darkness and forces lycanthropes to change shape.
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Remove Disease: Cures all diseases affecting subject.
Resist Energy: Ignores 10 hp/round from one energy type.
Scorch: Jet of flame deals 1d8/2 levels (max 5d8).
Speak with Plants: You can talk to normal plants and plant creatures.
Tree Shape: You look exactly like a tree for 1 hour/level.
3RD-LEVEL NENTYAR HUNTER SPELLS
Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
Freedom of Movement: Target moves normally despite impediments.
Greenfire: Each creature in area takes 2d6 acid damage +1/level.
Invisibility: Target invisible 1 minute/level or until it attacks.
Keen Edge: Doubles normal weapon’s threat range.
Moon Blade: Touch attack deals 1d8 +1/2 levels, more to undead, plus scrambles spellcasting.
Quench: Extinguishes non-magical fires or one magic item.
See Invisibility: Reveals invisible creatures or objects.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4TH-LEVEL NENTYAR HUNTER SPELLS
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Commune with Nature: Learn about terrain for 1 mile/level.
Control Winds: Change wind direction and speed.
Magic Weapon, Greater: +1/four levels (max +5).
Orb of Force: Globe of force deals 1d6/level damage (max 10d6).
Tree Stride: Step from one tree to another far away.
Wall of Thorns: Thorns damage anyone who tries to pass.
5TH-LEVEL NENTYAR HUNTER SPELLS
Find the Path: Shows most direct way to location.
Flame Strike: Smites foes with divine fire (1d6/level).
Healing Circle: Allies can tap healing energy pool for cure spells.
Moon Path: Creates a nearly indestructible bridge that protects those on it.
Righteous Might: Your size increases, and you gain +4 Strength.

PALADIN SPELL LIST


1ST-LEVEL PALADIN SPELLS
Axiomatic Water: Makes lawful-aligned axiomatic water.
Blaze of Light: 60-ft cone of light dazzles creatures.
Bless Water: Makes holy water.
Bless Weapon, Swift: Weapon strikes true against evil foes. Lasts 1 round.
Bless Weapon: Weapon strikes true against evil foes.
Bless: Allies gain +1 to attack, +1 against fear.
Blessed Aim: +2 bonus for allies’ ranged attacks.
Clear Mind: +4 on saves against mind-affecting spells and abilities.
Create Water: Creates 2 gallons/level of pure water.
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Deafening Clang: Weapon deals sonic damage, deafens.
Detect Incarnum: Detect soulmelds and essentia within 60 ft.
Detect Manifest Zone: You can sense the presence of manifest zones.
Detect Poison: Detects poison in one creature or object.
Detect Undead: Reveals undead within 60 ft.
Detect Vestige: Reveals bound vestiges within 60 ft.
Detect Weaponry: Reveals weapons within 60 ft.
Devastating Smite: Double the extra damage dealt by your next smite attack.
Divine Favor: You gain attack, damage bonus, +1/3 levels.
Divine Sacrifice: You sacrifice HP to deal extra damage.
Endure Elements: Exist comfortably in hot or cold environments.
Energized Shield, Lesser: Shield provides user resistance 5, shield bash deals +1d6 damage.
Exorcism: Drive a fiend out of the body of a creature or object it possesses.
Faith Healing: Cures 8 hp +1/level (max +5) to worshiper of your deity.
Find Temple: You know direction of your deity’s nearest temple.
Golden Barding: Your mount gets force armor.
Grave Strike: You can sneak attack undead for 1 round.
Holy Spurs: Special mount’s speed increases by 40 ft. for 1 round.
Knight Unburdened: Remove the speed penalties for medium and heavy armor.
Know Greatest Enemy: Determines relative power level of creatures within the area.
Lantern Light: Ranged touch attacks deal 1d6 points of damage.
Lionheart: Target gains immunity to fear.
Magic Weapon: Weapon gains +1 bonus.
Moment of Clarity: Target immediately makes a new saving throw to resist a mind-affecting spell or effect.
One Mind, Lesser: You gain +4 on Spot and Listen checks while mounted.
Peacebond: Weapon is impossible to draw.
Protection from Chaos: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Incarnum: Ward a target from attacks by soulmelds and incarnum creatures.
Protection from Possession (3.0): Warded creature cannot be possessed or mentally controlled.
Protection from Winged Flyers: Like protection from evil, but benefits apply to winged flyers.
Protective Interposition: Trade places with ally, who gains +2 to AC; you gain +2 on next attack.
Read Magic: Read scrolls and spellbooks.
Resist Planar Alignment: Target can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Resistance: Target gains +1 on saving throws.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Resurgence: You grant Target a second chance at a saving throw.
Rhino’s Rush: Next charge deals double damage.
Second Wind: Dispel fatigue, grant bonus on Constitution checks.
Sense Heretic: Glow reveals when evil creature is near.
Silverbeard: You grow a hard silver beard that gives +2 bonus to armor.
Silvered Weapon: Transforms one weapon into a silvered weapon.
Soul of Order: +2 on Will saves to resist enchantments, you are treated as being lawful aligned for adjudicating effects.
Sticky Saddle: You become stuck to special mount, gain +10 Ride checks.
Strategic Charge: Gain the benefits of the Mobility feat.
Summon Holy Symbol: Wooden holy symbol appears in your hand.
Traveler’s Mount: Creature moves faster but can’t attack.
Virtue: Target gains 1 temporary hp.
Vision of Glory: Target gains morale bonus equal to your Cha modifier to one saving throw.
Warning Shout: Allies are no longer flat-footed.
2ND-LEVEL PALADIN SPELLS
Angelskin: Lawful good creature gains DR 5/evil.
Aura of Glory: Remove any fear effect from allies.
Awaken Sin: Target faces its sins, takes 1d6 non-lethal damage/level (10d6 max).
Benediction: Target gains a +2 luck bonus on saves, can reroll one attack roll, save, skill check, or ability check.
Bladebane: Slashing weapon becomes a bane weapon.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Call Mount: Call your special mount, even if you have already called it today.
Checkmate’s Light: Your weapon becomes a +1 axiomatic weapon and bolsters the morale of allies.
Clarity of Mind: +4 bonus on saves against mind affecting spells and abilities, allows reroll of concealment miss chance.
Cloak of Bravery: You and your allies gain a bonus on saves against fear.
Conduit of Life: Heal 2dl0+1/CL (max. 10) points of damage to yourself while channeling positive energy.
Crown of Smiting: +2 damage bonus, discharge to gain +8 damage on single attack.
Curse of the Brute (3.0): Up to +1/level to Str, Dex, or Con, both Int and Cha down the same.
Delay Poison: Stops poison from harming Target for 1 hour/level.
Denounce: Target outsider takes -4 on attacks, saves, and checks.
Divine Insight: You gain insight bonus of 5 + CL on one single skill check.
Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don’t worship your deity.
Divine Protection: Allies gain +1 to AC, saves.
Dragonmarked Weapon: Weapon deals +1d6 damage to dragonmarked foes, hardness increases by 50%.
Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
Energized Shield: Shield provides user resistance 10, shield bash deals +2d6 damage.
Estanna’s Stew: Conjures stew that heals 1d6+1 per serving (one serving/two CLs).
Expose the Dead: Gain insight bonuses to locate undead or when investigating a corpse.
Fell the Greatest Foe: Deal extra damage to creatures larger than you.
Flame of Faith: Gives weapon the flaming burst special ability.
Freedom of Breath: Protects against suffocation and dangerous vapors.
Fortify Dragonmark: Your dragonmark has a chance of negating critical hits and sneak attacks.
Ghost Companion (3.0): Animal companion, familiar, or special mount temporarily becomes a ghost.
Hand of Divinity: Gives +2 sacred or profane bonus to worshiper of your deity.
Holy Mount: Special mount gains celestial template.
Hydrate: Heals desiccation damage.
Insignia of Alarm: Alert bearers of special insignia.
Knight’s Move: You instantly move to flank a subject.
Loyal Vassal: Ally gains +3 against mind-affecting spells and abilities and cannot be compelled to harm you.
Magic Weapon, Mass: Allies’ weapons gain +1 enhancement bonus.
Mark of Doom: Target takes 1d6 damage for each hostile action.
Master Cavalier: Gain a +10 bonus on Ride checks, or +20 with special mount; use with other spells grants mount fly speed.
One Mind: As lesser one mind, but also gain +2 to attack while mounted.
Owl’s Wisdom: Target gains +4 to Wis for 1 minute/level.
Quick March: Allies’ speed increases by 30 ft. for 1 round.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 hp/round from one energy type.
Shield of Warding: Shield grants +1 bonus on AC and Reflex saves/5 levels (max +5).
Shield Other: You take half of subject’s damage.
Smite of Sacred Fire: +2d6 damage on smite, continuing each round until you miss target.
Soul of Light: Healing spells cast by or on you have greater effect.
Spiritual Chariot: Creates ghostly chariot behind your mount.
Stabilize: Cures 1 point of damage to all creatures in area.
Steed of the Seas: Make your special mount amphibious.
Stone Fist: Your fists turn into menacing, rocky lumps capable of inflicting deadly wounds.
Strength of Stone: +8 Str bonus that ends if you lose contact with the ground.
Touch of Restoration: Use part of your lay on hands ability to cure 1 point of ability damage.
True Prayer of the Faithful: Allies gain +1 bonus on most rolls.
Turn Anathema: Use your turn/rebuke ability to turn creatures with the opposing alignment subtype.
Undetectable Alignment: Conceals alignment for 24 hours.
Zeal: You gain +4 AC against attacks of opportunity, move through enemies.
Zone of Truth: Subjects within range cannot lie.
3RD-LEVEL PALADIN SPELLS
Axiomatic Storm: Lawful-aligned rain falls in 20-ft radius.
Bane of the Archrival: +4 to AC and saves, counter mind control, and keep specific truenamed enemy away.
Binding Snow: Snow freezes, impeding movement.
Blessed Sight: Evil auras become visible to you.
Blessing of Bahamut: You gain DR 10/magic.
Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
Daylight: 60-ft radius of bright light.
Deific Bastion: Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity.
Diamondsteel: Metal armor provides DR.
Discern Lies: Reveals deliberate falsehoods.
Dispel Magic: Cancels spells and magical effects.
Earth Hammer: Base damage of weapon Improves by one step.
Embrace of Endless Day: You imbue the target with positive energy he can use to heal or damage undead.
Enduring Scrutiny: Become aware when target performs designated action.
Find the Gap: Your attacks ignore armor and natural armor.
Forceward: Creates a sphere of force that protects against force effects and keeps out incorporeal creatures.
Hand of the Faithful: Immobile zone of warding stuns those worshiping different deities from yours.
Heal Mount: As heal on warhorse or other special mount.
Healing Spirit: Ball of light heals 1d8/round.
Holy Fire: Cause sacred fire damage to undead you attempt to turn.
Holy Storm: Good-aligned rain falls in 20-ft radius.
Insignia of Blessing: Bearers of special insignia gain +1 bonus on attacks and saves against fear.
Insignia of Warding: Bearers of special insignia gain +1 to AC, Fortitude saves.
Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.
Magic Circle against Chaos: As protection from chaos, but 10-ft radius and 10 minute/level.
Magic Circle against Evil: As protection from evil, but 10-ft radius and 10 minute/level.
Magic Weapon, Greater: +1/four levels (max +5).
Mantle of Good: You gain SR 12 + CL against spells with the evil descriptor.
Mantle of Law: You gain SR 12 + CL against spells with the chaotic descriptor.
Mind Bond: You and your mount gain +4 flanking bonus when flanking the same opponent; mount gains bonus on attack rolls.
One Mind, Greater: As one mind, but also gain +2 to damage while mounted.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Redirect Spell: Spells targeting ally target you instead.
Regal Procession: As mount, but you summon several mounts.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Resist Taint: Bestows +4 bonus on saves against taint.
Resurgence, Mass: As resurgence, but multiple targets.
Revitalize Legacy, Least: Get extra use of chosen least legacy ability.
Righteous Fury: Gain temporary hp, +4 to Strength.
Seek Eternal Rest: Turn undead as cleric of your level.
Smite Heretic: +2 on attack roll and extra damage to smite evil ability vas divine spell casting evil creature.
Soldiers of Sanctity: Fellow worshipers provide bonuses to turn undead, gain AC bonus against undead.
Stand Firm: Grant instant benefits against charges, bull rushes, grapples, trips, and similar attacks.
True Prayer of the Chosen: You gain +3 AC and save bonus.
Undead Bane Weapon: Weapon gains undead bane property and is considered good-aligned.
War-Mount: Mount gains +2 bonus on attack/damage rolls with natural weapons; other spells grants fly speed.
Weapon of the Deity: Your weapon gains enhancement bonus and special ability.
Word of Binding: Magical manacles restrain foe.
4TH-LEVEL PALADIN SPELLS
Aligned Aura: Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment.
Aspect of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types.
Aura of Cold, Lesser: Intense cold deals 1d6 damage to creatures within 5 ft.
Aura of the Sun: Fills an area with light that damages undead and hampers magical darkness.
Battlefield Illumination: Improve light in 80-ft radius cylinder.
Blessing of the Righteous: Weapons deal +1d6 holy damage and become good-aligned.
Blood of the Martyr: You heal a target at range and take a like amount of damage.
Bolster Aura: Subject’s aura strengthens as if it had 1 HD/two CLs more than it actually does.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Castigate: Creatures of different alignment take 2d6 or 5d6 damage and are deafened for 1d4 rounds.
Crown of Courage: +1 on attacks and damage, +4 against fear; discharge to combat fear.
Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
Death Ward: Grants immunity to death spells and negative energy effects.
Dispel Chaos: +4 bonus against attacks by chaotic creatures.
Dispel Evil: +4 bonus against attacks by evil creatures.
Divine Retaliation: Weapon appears and strikes those who attack you.
Door to Great Evil (3.0): Teleports you to the nearest source of evil.
Draconic Might: Gain +5 to Str, Con, Cha; +4 natural armor; immunity to magic sleep and paralysis effects.
Dragonmarked Weapon, Greater: Weapon deals +2d6 damage to dragonmarked foes, hardness is doubled.
Favor of The Martyr: Target becomes immune to subdual damage and pain, or you switch hp totals with target.
Fracturing Weapon: Enchant a weapon so it bestows penalties to AC and DR when it strikes.
Glory of the Martyr: Target gains +1 deflection AC and +1 resistance bonus on saves; split damage with you.
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Irresistible Force (3.0): Freedom of movement, plus bonuses to moving in combat.
Lawful Sword: Weapon becomes +5 axiomatic weapon and emits magic circle against chaos.
Light of Xymor: Imbues object with natural daylight.
Manifest Life: Draw positive energy from a living creature, causing damage and granting you further options.
Mark of Justice: Designates action that will trigger curse on subject.
Meteoric Strike: Melee attack deals an extra 1d6 damage + 1d6/4 levels; adjacent creatures take half damage.
Moral Facade: Divination spells give a false alignment reading.
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Phantom Charge: Mount teleports forward 5 ft. /two CLs; use with other spells grants mount fly speed.
Restoration: Restores level and ability score drains.
Revenance: Restores dead creature to life for 1 minute/level.
Righteous Aura: You detonate on death, healing good creatures and damaging others (2d6/level damage).
Sacred Haven: +2 sacred bonus to AC and retains AC Dex bonus when flat-footed; you can heal target at range.
Sacred Item: Target object deals 1d4/CL (max. 10d4) to undead, evil outsider/shapechanger that touches it.
Seed of Life: Target gains fast healing 2 and can invoke a burst of healing.
Subdue Aura: Subject’s aura weakens as if it had 1 HD/two CLs fewer than it actually does.
Sword of Conscience: Evil creature confesses crimes, takes Wisdom damage.
Taunt Dragon: Dragon must attack you or take a penalty on attack rolls, skill checks, and saving throws.
Telepathic Aura: One-way mental communication to allies within 100 ft.
Unmovable Object (3.0): Gain +2 Str, +4 Con, and bonuses to prevent being moved against your will.
Valiant Spirit: Target can activate bonus on attack, damage, Fort saves, and Str-based checks for 1 minute.
Visage of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types.
Winged Mount: Your mount grows wings and flies at speed of 60 ft.
PRIME UNDERDARK GUIDE SPELL LIST
Spell Compendium: The prime Underdark guide’s spell list is intentionally narrow. Carefully consider the consequences of
expanding the list. When adding to the spell list, look for spells that emphasize survival and exploration.
Editor: Since the spell list is intentionally narrow, no spells are added to this spell list.
1ST-LEVEL PRIME UNDERDARK GUIDE SPELLS
Alarm: Wards an area for 2 hours/level.
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Disguise Self: Disguise own appearance.
Endure Elements: Exist comfortably in hot or cold environments.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Target gets bonus on Jump checks.
Light: Object shines like a torch.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Resist Energy: Ignores 10 hp/round from one energy type.
Spider Climb: Grants ability to walk on walls and ceilings.
Stick: Glues an object weighing 5 pounds or less to another object.
2ND-LEVEL PRIME UNDERDARK GUIDE SPELLS
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Burrow: Target can burrow with a speed of 30 ft.
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
Owl’s Wisdom: Target gains +4 to Wis for 1 minute/level.
Pass Without Trace: One subject/level leaves no tracks.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Reflective Disguise: Viewers see you as their own species and gender.
3RD-LEVEL PRIME UNDERDARK GUIDE SPELLS
Amorphous Form: Target becomes pudding-like and can slip through cracks quickly.
Create Food and Water: Feeds three humans (or one horse)/level.
Daylight: 60-ft radius of bright light.
Deeper Darkness: Object sheds absolute darkness in a 60-ft radius.
Shadow Mask: Grants +4 on saves against light spells, protection from gaze attacks.
Suggestion: Compels Target to follow stated course of action.
4TH-LEVEL PRIME UNDERDARK GUIDE SPELLS
Burrow, Mass: As burrow, but affects 1/level subjects.
Darkvision, Mass: As darkvision, but affects one subject/level.
Deeper Darkvision: Target can see 90 ft. in magical darkness.
Dimension Door: Teleports you short distance.
Freedom of Movement: Target moves normally despite impediments.
Good Hope: Subjects gain +2 on attacks, damage, saves, and checks.
Reflective Disguise, Mass: Viewers see subjects as their own species and gender.
Sending: Delivers short message anywhere, instantly.

RANGER SPELL LIST


1ST-LEVEL RANGER SPELLS
Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on skill check.
Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trick (3.0): Animal companion performs a trick.
Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks of opportunity.
Aspect of the Wolf: You change into a wolf and gain some of its abilities.
Barlen’s Crabwalk: Touched creature gains bonus while charging.
Blades of Fire: Your melee weapons deal +1d8 fire damage for 1 round.
Blockade: Fill 5-ft square with enormous block of wood.
Bloodhound: You gain an immediate retry if you fail a Survival check while tracking.
Branch to Branch: You gain +10 competence bonus on Climb checks in trees and can brachiate through forest.
Calm Animals: Calms (2d4 + level) HD of animals.
Camouflage: Target gets +10 on Hide checks.
Charm Animal: Makes one animal your friend.
Claws of the Bear: Your hands become weapons that deal 1d8 damage.
Climb Walls: Touched creature gains increased climbing ability.
Climbing Tree: Temporarily grow a tall tree for use as a ladder.
Conjure Ice Beast I: Conjures ice creature to fight for you.
Crunchy Snow: -20 penalty on Move Silently checks in area.
Dawn: Sleeping/unconscious creatures in area awaken.
Deep Breath: Your lungs are filled with air.
Delay Poison: Stops poison from harming Target for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Favored Enemy: You know if favored enemies are within 60 ft.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Ease of Breath: +20 inherent bonus on Fortitude saves to resist altitude sickness.
Easy Trail: Create safe passage through overgrown areas and hide your back trail.
Embrace the Wild: You gain an animal’s senses for 10 minutes/level.
Endure Elements: Exist comfortably in hot or cold environments.
Enrage Animal: Animal rages like barbarian, not fatigued.
Entangle: Plants entangle everyone in 40-ft radius.
Extend Shifting: Extend duration of shifting ability by 4 rounds.
Eyes of the Avoral: Target gets +8 on Spot checks.
Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks for 1 round.
Handfire: Your hand glows and can make a touch attack dealing 1d8+1/level, more against undead.
Hawkeye: Increase range increments by 50%, +5 on Spot checks.
Healing Lorecall: If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells.
Hide from Animals: Animals can’t perceive one subject/level.
Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
Hunter’s Mercy: Your next hit with a bow is automatically a critical hit.
Ice Skate: While on ice, your speed increases by 60 ft.
Impede Sun’s Brilliance: Diminishes the heat and light of the sun in an area.
Impeding Stones: Earthen ground and cobblestones crack and shift, hampering foes.
Instant of Power: Grant ally a brief +4 bonus on attacks, saves, or damage, even when it is not your turn.
Instant Search: Make Search check at +2 as free action. jump.
Ivory Flesh: Flesh turns white, granting +5 circumstance bonus on Hide checks in snow and ice.
Jump: Target gets bonus on Jump checks.
Kuo-Toa Skin: Target gains +8 on Escape Artist checks and cannot be snared by webs.
Lay of the Land: You gain an overview of the geography around you.
Lightfoot: Your move does not provoke attacks of opportunity for 1 round.
Linked Perception: Allies gain +2 bonus/ally in spell area on Listen and Spot checks.
Living Prints: You perceive tracks as if they had just been made.
Locate City: Find nearest city.
Locate Water: Reveals location, size, and quality of water sources.
Longstrider: Your speed increases by 10 ft.
Low-Light Vision: See twice as far under current light.
Magic Fang: One natural weapon of Target creature gets +1 on attack and damage rolls.
Marked Object: You gain bonus to track a specific being.
Naturewatch: As deathwatch, but only for animals and plants.
Omen of Peril: You know how dangerous the future will be.
Pass without Trace: One subject/level leaves no tracks.
Primal Hunter: Gain a +5 bonus on Climb, Jump, and Swim checks.
Quickswim: Your swim speed increases by 10 ft.
Ram’s Might: Gain +2 to Strength and your unarmed attacks deal normal damage.
Rapid Burrowing: +20 ft. to subject’s burrow speed.
Raptor’s Sight: Gain +5 on Spot checks; range increment penalty halved.
Read Magic: Read scrolls and spellbooks.
Remove Scent: Hides touched creature’s scent.
Resist Energy: Ignores 10 hp/round from one energy type.
Resist Planar Alignment: Target can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Rhino’s Rush: Next charge deals double damage.
Ride of the Valenar: Gain +5 bonus on Ride for 10 minute/level.
Scent: Grants the scent ability for 1 hour/level.
Shifter Prowess: Shifter racial bonuses to skills increase by +8.
Silvered Claws: One creature’s natural attacks are treated as silvered weapons.
Skunk Scent: Spit a stream of sickening fluid.
Smell of Fear: Subject’s aroma attracts animal attacks.
Sniper’s Shot: No range limit on next ranged sneak attack.
Snowshoes: Target walks easily on ice and snow.
Snowsight: Normal vision in winter weather conditions.
Speak with Animals: You can communicate with natural animals.
Speed Swim (3.0): Target gains swim speed 30.
Stalking Brand: Target marked with symbol you can see despite disguises.
Summon Desert Ally I: Calls dustform creature to fight.
Summon Nature’s Ally I: Calls creature to fight.
Surefoot: +10 bonus on Balance, Climb, Jump, and Tumble checks.
Surefooted Stride: You can move over rubble as easily as you can over open ground.
Tern’s Persistence: Target can travel overland 50% longer without fatigue.
Towering Oak: +10 bonus on Intimidate checks.
Traveler’s Mount: Creature moves faster but can’t attack.
Urchin’s Spines: Target grows spines that damage opponents.
Vine Strike: You can sneak attack plant creatures for 1 round.
Waste Strider: Move through the wasteland without penalties.
Webfoot: Target gains +4 on Swim and is less hindered by bog terrain.
Wings of the Sea: +30 ft. to subject’s swim speed.
Woodwisp Arrow: Enables a masterwork arrow or bolt to pass through wood.
2ND-LEVEL RANGER SPELLS
Alarm, Aerial: Wards an area for 2 hours/level.
Align Fang: Natural weapon becomes good, evil, lawful, or chaotic.
Animal Spirit: Target can activate scent, low-light vision, and bonus on Wis-based checks for 1 minute.
Animalistic Power: Target gains +2 bonus to Str, Dex, and Con.
Balancing Lorecall: +4 bonus on Balance checks; Balance on impossible surfaces.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Bottomless Hate (3.0): Gain a morale bonus against your favored enemies.
Briar Web: Area slows creatures and thorns deal 1 point of damage/5 ft. moved.
Brilliant Energy Arrow: Masterwork arrow or bolt radiates light and ignores armor.
Burrow: Target can burrow with a speed of 30 ft.
Camouflage, Mass: As camouflage, but multiple subjects.
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Conjure Ice Beast II: Conjures ice creature to fight for you.
Crown of Clarity: +2 to Listen and Spot, discharge spell to gain +8.
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Curse of Arrow Attraction: Target takes -5 penalty to AC against ranged attacks.
Curse of Impending Blades: Target takes -2 penalty to AC.
Dispel Fog: Cancels natural and magical fogs in affected area.
Dragonmarked Weapon: Weapon deals +1d6 damage to dragonmarked foes, hardness increases by 50%.
Easy Climb: You make a vertical surface easy to Climb (DC 10).
Ethereal Alarm (3.0): As alarm, but sensing only the Ethereal Plane.
Exacting Shot: Your ranged weapon automatically confirms critical hits against favored enemies.
Fell the Greatest Foe: Deal extra damage to creatures larger than you.
Freedom of Breath: Protects against suffocation and dangerous vapors.
Ghost Companion (3.0): Animal companion, familiar, or special mount temporarily becomes a ghost.
Halo of Sand: Swirling sand grants +1 deflection bonus/3 levels.
Haste, Swift: Move faster, +1 on attacks, AC, Reflex saves.
Hold Animal: Paralyzes one animal for 1 round/level.
Hunter’s Eye: Gain +1d6 sneak attack damage/3 CLs for 1 round.
Hydrate: Heals desiccation damage.
Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.
Jagged Tooth: Doubles the critical threat range of natural weapons.
Leap into Animal: Merge with animal and control its actions.
Lion’s Charge: You can make a full attack on a charge for 1 round.
Listening Lorecall: Gain +4 on Listen checks, plus blindsense or blindsight if you have 5 or more ranks in Listen.
Metal Fang: One of subject’s natural weapons becomes cold iron or silvered and counts as magical for overcoming DR.
Nature’s Favor: Animal touched gains luck bonus on attack and damage rolls of +1/3 levels.
Near Horizon: Remove increment-based penalties on ranged attacks.
One with the Land: Link with nature gives a +2 bonus on nature-related skill checks.
Owl’s Wisdom: Target gains +4 to Wis for 1 minute/level.
Predator’s Cry: Emit a terrifying bellow that panics animals.
Primal Instinct: Gain a +5 bonus on initiative checks and Survival checks.
Protection from Desiccation: Absorb 10 points/level of desiccation damage.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Razorscales: Your Scales become razor sharp and your grappling does lethal damage.
Reachwalker’s Wariness: Automatically locate aberrations within 30 ft.
Rock Catch: catch hurled rocks.
Share Talents: Subjects gain +2 bonus on skill checks.
Silvered Weapon: Transforms one weapon into a silvered weapon.
Snare: Creates a magic booby trap.
Snow Walk: Increase your speed and walk effortlessly on top of snow without leaving tracks or scent.
Speak with Plants: You can talk to normal plants and plant creatures.
Spellslayer Arrow: Masterwork arrow or bolt deals extra damage to a creature with ongoing spells cast upon it.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Spore Field: Mushrooms grow from ground, slowing movement and sickening living creatures.
Summon Desert Ally II: Calls dustform creature to fight.
Summon Nature’s Ally II: Calls creature to fight.
Tojanida Sight: Gain all-around vision.
Train Animal: Affected animal gains additional tricks equal to 1/2 CL for 1 hour/level.
Tremorsense: Grants tremorsense to a range of 30 ft.
Trip Vine: Plants trip creatures entering area.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Woodland Veil: Blend unobtrusively into natural surroundings, along with your friends.
Zone of Glacial Cold: Deals 1d6 cold damage to all creatures in area.
3RD-LEVEL RANGER SPELLS
Align Fang, Mass: Allies’ natural weapons become good, evil, lawful, or chaotic.
Animal Reduction (3.0): Animal shrinks in size.
Arrow Storm: You make one ranged attack against each foe within one range increment.
Arrowsplit: Transform a masterwork arrow or bolt mid-flight into 2d4 masterwork missiles.
Binding Snow: Snow freezes, impeding movement.
Blade Storm: You make melee attacks against every foe you threaten.
Blade Thirst: Slashing weapon glows and gains +3 bonus.
Bottle of Smoke: Uncorking bottle creates fast horse made of smoke.
Brittleskin: Subject’s natural armor becomes brittle, causing weapon attacks against it to deal more damage.
Burrow, Mass: As burrow, but affects 1/level subjects.
Charge of the Triceratops: Target grows horns and skull plate, gains gore attack.
Command Plants: Sway the actions of one or more plant creatures.
Conjure Ice Beast III: Conjures ice creature to fight for you.
Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
Curse of Impending Blades, Mass: Enemies take -2 penalty to AC.
Darkflame Arrow: Masterwork arrow or bolt deals normal damage plus 2d6 damage each round for 3 rounds.
Darkvision: See 60 ft. in total darkness.
Decoy Image: Figment mimics you and allies.
Detect Favored Enemy: You know if favored enemies are within 60 ft.
Diminish Plants: Reduces size or blights growth of normal plants.
Embrace the Wild: You gain an animal’s senses for 10 minutes/level.
Find the Gap: Your attacks ignore armor and natural armor.
Forestfold: Gain +10 competence bonus on Hide and Move Silently checks in one type of terrain.
Ghost Venom (3.0): As poison, except affecting ectoplasm.
Guardian Spirit: Target can activate bonus on AC, Reflex saves, and Dex-based checks for 1 minute.
Haboob: Swirling grit obscures vision, blows smaller creatures over, and deals non-lethal damage.
Heal Animal Companion: As heal on your animal companion.
Inspired Aim: Allies within 40 ft. gain +2 insight bonus on ranged attack rolls.
Jump, Mass: Many creatures gain bonuses to Jump checks.
Magic Fang, Greater: One natural weapon of Target creature gets +1/four levels on attack and damage rolls (max +5).
Mark of the Hunter: Rune on creature makes it easier to track and attack.
Nature’s Rampart: You mold the terrain to provide fortifications.
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Phantasmal Decoy: Creates illusory enemy for foe to chase.
Plant Growth: Grows vegetation, improves crops.
Primal Senses: Gain low-light vision and a +5 bonus on Listen and Spot checks.
Reduce Animal: Shrinks one willing animal.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Resist Taint: Bestows +4 bonus on saves against taint.
Revitalize Legacy, Least: Get extra use of chosen least legacy ability.
Safe Clearing: As sanctuary, but protects an area and lasts 1 hour/level.
Scales of the Sealord: Add 10 ft. to swim speed or gain swim speed of 15 ft.; add natural armor bonus +1/3 levels.
Skin of the Cactus: Grants natural armor, thorns, and resistance to dehydration.
Snowshoes, Mass: As snowshoes, affects one creature/level.
Summon Desert Ally III: Calls dustform creature to fight.
Summon Nature’s Ally III: Calls creature to fight.
Tree Shape: You look exactly like a tree for 1 hour/level.
Wake Trailing: You can track a ship across the sea.
Water Walk: Target treads on water as if solid.
Wild Instincts: You gain +10 bonus on Listen and Spot checks and retain Dex bonus to AC when flat-footed.
4TH-LEVEL RANGER SPELLS
Animal Growth: One animal/2 levels doubles in size.
Aspect of the Earth Hunter: Change into bulette and gain some of its abilities.
Aspect of the Werebeast: Gain bonuses from hybrid animal form.
Aura of Cold, Lesser: Intense cold deals 1d6 damage to creatures within 5 ft.
Blinding Beauty: You become as beautiful as a nymph, and can blind humanoids who look at you.
Bloodfreeze Arrow: Masterwork arrow or bolt deals extra 2d6 cold damage and paralyzes target.
Commune with Nature: Learn about terrain for 1 mile/level.
Conjure Ice Beast IV: Conjures ice creature to fight for you.
Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
Darkvision, Mass: As darkvision, but affects one subject/level.
Deeper Darkvision: Target can see 90 ft. in magical darkness.
Doublestrike Arrow: One arrow or bolt strikes two targets within 30 feet of each other.
Dragonmarked Weapon, Greater: Weapon deals +2d6 damage to dragonmarked foes, hardness is doubled.
Foebane: Your weapon becomes +5 and deals +2d6 damage against a favored enemy.
Freedom of Movement: Target moves normally despite impediments.
Frostfell Slide: Move instantly from one area of frostfell to another.
I Smell Your Fear (3.0): As locate creature, but 1 hour/level.
Implacable Pursuer: You know where prey is, as long as it’s moving.
Land Womb: You and one creature/level hide within the earth.
Longstrider, Mass: Allies within 60 ft. gain +10 ft. bonus to speed.
Magic Fang, Superior: Your natural weapons gain +1 enhancement bonus/4 levels.
Mark of the Wild: Animals do not attack or threaten you.
Nondetection: Hides Target from divination, scrying.
Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
Primal Speed: Gain a +5 bonus on Reflex saves and a +10-ft bonus to speed.
Shadow Arrow: Masterwork arrow or bolt deals 1d6 points of Strength damage.
Slipsand: Creates a volume of slipsand.
Snakebite: Your arm turns into poisonous snake you can use to attack.
Spear of Valarian: Turns non-magical weapon into a +1 silvered spear (+3, +2d6 damage vs magical beasts).
Stars of Arvandor: Tiny starbursts each deal 1d8 damage (half non-lethal), or 1d8 lethal damage to evil creatures.
Summon Desert Ally IV: Calls dustform creature to fight.
Summon Nature’s Ally IV: Calls creature to fight.
Surefooted Stride, Mass: As surefooted stride but multiple subjects.
Swamp Stride: As tree stride, but with bodies of water.
Tree Stride: Step from one tree to another far away.
Venomfire: Subject’s venom does 1d6/level acid damage.
Wild Runner: Change into centaur, gain some abilities.

RUNESCARRED BERSERKER SPELL LIST


1ST-LEVEL RUNESCARRED BERSERKER SPELLS
Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
Divine Favor: You gain attack, damage bonus, +1/3 levels.
Low-Light Vision: See twice as far under current light.
Protection from Chaos: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Resist Energy: Ignores 10 hp/round from one energy type.
See Invisibility: Reveals invisible creatures or objects.
True Strike: +20 on your next attack roll.
2ND-LEVEL RUNESCARRED BERSERKER SPELLS
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
Darkvision: See 60 ft. in total darkness.
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Invisibility: Target invisible 1 minute/level or until it attacks.
Keen Edge: Doubles normal weapon’s threat range.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
3RD-LEVEL RUNESCARRED BERSERKER SPELLS
Air Walk: Target treads on air as if solid (climb at 45-degree angle).
Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Freedom of Movement: Target moves normally despite impediments.
Magic Weapon, Greater: +1/four levels (max +5).
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
4TH-LEVEL RUNESCARRED BERSERKER SPELLS
Invisibility, Greater: As invisibility, but Target can attack and stay invisible.
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Restoration: Restores level and ability score drains.
Righteous Might: Your size increases, and you gain +4 Strength.
Spell Immunity: Target is immune to one spell/four levels.
Stoneskin: Ignore 10 points of damage per attack.
5TH-LEVEL RUNESCARRED BERSERKER SPELLS
Antimagic Field: Negates magic within 10 ft.
Dimension Door: Teleports you short distance.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Polymorph: Gives one willing Target a new form.
Spell Resistance: Target gains SR 12 + level.
SANCTIFIED SPELL LIST
1ST-LEVEL SANCTIFIED SPELLS (Abjur)
Twilight Luck: Target gains +1 luck bonus on all saving throws.
1ST-LEVEL SANCTIFIED SPELLS (Div)
Divine Inspiration: Target gains +3 sacred bonus on attack rolls against evil creatures.
Vision of Punishment: You give the target a vision of what awaits it in the afterlife.
2ND-LEVEL SANCTIFIED SPELLS (Abjur)
Luminous Armor: +5 armor bonus, dispels magical darkness; -4 penalty on opponents’ melee attacks.
2ND-LEVEL SANCTIFIED SPELLS (Evoc)
Ayailla’s Radiant Burst: Evil creatures are blinded for 1 round and take 1d6 damage/2 levels.
3RD-LEVEL SANCTIFIED SPELLS (Abjur)
Phieran’s Resolve: +4 sacred bonus on saves against spells with the evil descriptor.
3RD-LEVEL SANCTIFIED SPELLS (Conj)
Create Lantern Archon: You sacrifice a small part of your own life force to create a new lantern archon.
3RD-LEVEL SANCTIFIED SPELLS (Div)
Path of the Exalted: Caster receives divine guidance from a higher power.
Telepathy Tap: Overhear creatures’ telepathic communications.
3RD-LEVEL SANCTIFIED SPELLS (Evoc)
Brilliant Emanation: Reflective surfaces shed brilliant light that blinds evil creatures.
Hammer of Righteousness: Deals 1d6 points of damage per CL, or 1d8 points of damage per CL if the target is evil.
3RD-LEVEL SANCTIFIED SPELLS (Trans)
Celestial Aspect: Gain one of four; sword archon’s arm blade, firre eyes, cervidal horns, or deva wings.
4TH-LEVEL SANCTIFIED SPELLS (Abjur)
Luminous Armor, Greater: +8 armor bonus, dispels magical darkness; -4 penalty on opponents’ melee attacks.
Sunmantle: As a daylight spell; target gains DR 5/-; Attacker takes 5 damage when target takes melee damage.
4TH-LEVEL SANCTIFIED SPELLS (Conj)
Animate with the Spirit: You request your deity to send you the spirit of a good-aligned outsider.
Celestial Fortress: Like Leomund’s secure shelter but includes consecrate and magic circle against evil.
4TH-LEVEL SANCTIFIED SPELLS (Evoc)
Diamond Spray: Dazzles evil creatures for 2d6 rounds and deals 1d6 damage per level (maximum 10d6) to evil creatures.
Holy Fire Shield: Like fire shield but half is fire damage and half divine energy damage.
5TH-LEVEL SANCTIFIED SPELLS (Ench)
Inquisition: Compels target to divulge information truthfully.
5TH-LEVEL SANCTIFIED SPELLS (Evoc)
Curtain of Light: Deals 2d4 to evil out to 10 ft. 1d4 out to 20 ft. Curtain deals 2d6 +1/level to evil.
5TH-LEVEL SANCTIFIED SPELLS (Necro)
Sicken Evil: Evil creatures are sickened by your presence.
6TH-LEVEL SANCTIFIED SPELLS (Abjur)
Exalted Raiment: Gain +1 to AC/5 CLs, DR 10/evil, SR 5 + CL; immunity to Con damage and Con drain..
6TH-LEVEL SANCTIFIED SPELLS (Conj)
Valiant Steed: Calls a pegasus or unicorn, which serves caster for up to 1 year.
6TH-LEVEL SANCTIFIED SPELLS (Evoc)
Storm of Shards: Evil creatures are blinded for 1 round; evil outsiders and undead also take 1d6 damage/level.
6TH-LEVEL SANCTIFIED SPELLS (Illus)
Benign Projection: Like project image but it can be just your face and shed light like a candle.
7TH-LEVEL SANCTIFIED SPELLS (Conj)
Cry of Ysgard: Calls 2d4 bariaur defenders of Ysgard.
7TH-LEVEL SANCTIFIED SPELLS (Evoc)
Constricting Chains: Creature is entangled, unable to move, and takes 3d6 non-lethal damage per round.
Rain of Embers: Rain of divine fire deals 10d6 damage per round to evil creatures.
7TH-LEVEL SANCTIFIED SPELLS (Necro)
Phoenix Fire: Evil creatures take 2d6 damage/CL as you immolate yourself.
7TH-LEVEL SANCTIFIED SPELLS (Trans)
Channel Celestial: You invite a celestial (up to 12 HD) to occupy your body.
8TH-LEVEL SANCTIFIED SPELLS (Conj)
Dragon Cloud: Calls forth an elemental spirit that assumes a cloudy, dragon-like form.
8TH-LEVEL SANCTIFIED SPELLS (Trans)
Restore Soul’s Treasure: Restores a magic item destroyed by soul’s treasure lost spell.
9TH-LEVEL SANCTIFIED SPELLS (Conj)
Armageddon: Calls powerful good outsiders to fight at your side.
9TH-LEVEL SANCTIFIED SPELLS (Evoc)
Exalted Fury: All creatures within 40 ft. take damage equal to 50 + your current hp, and you die.
9TH-LEVEL SANCTIFIED SPELLS (Necro)
Sanctify the Wicked: Traps evil creature in a diamond for one year, then releases it as a sanctified creature.
9TH-LEVEL SANCTIFIED SPELLS (Trans)
Channel Greater Celestial: As channel celestial, but up to 24 HD.

SAND SHAPER SPELL LIST


1ST-LEVEL SAND SHAPER SPELLS
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Endure Elements: Exist comfortably in hot or cold environments.
Parching Touch: One touch/level deals 1d6 dessication damage and possibly 1 Con damage.
Speak with Animals: You can communicate with natural animals.
Summon Desert Ally I: Calls dustform creature to fight.
2ND-LEVEL SAND SHAPER SPELLS
Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
Fox’s Cunning: Target gains +4 Int for 1 minute/level.
Heat Metal: Make metal so hot it damages those who touch it.
Owl’s Wisdom: Target gains +4 to Wis for 1 minute/level.
Resist Energy: Ignores 10 hp/round from one energy type.
Summon Desert Ally II: Calls dustform creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
3RD-LEVEL SAND SHAPER SPELLS
Control Sand: Raise or lower the level of sand.
Desiccate: Deals 1d6/2 levels desiccation damage and dehydrates living creature.
Dispel Magic: Cancels spells and magical effects.
Dominate Animal: Target animal obeys silent mental commands.
Haboob: Swirling grit obscures vision, blows smaller creatures over, and deals non-lethal damage.
Slipsand: Creates a volume of slipsand.
Summon Desert Ally III: Calls dustform creature to fight.
Sunstroke: Target takes 2d6 non-lethal damage and is fatigued.
Tormenting Thirst: Target is overwhelmed by thirst.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4TH-LEVEL SAND SHAPER SPELLS
Blast of Sand: Cone deals 1d6 damage/level.
Summon Desert Ally IV: Calls dustform creature to fight.
Wall of Sand: Wall impedes movement, obscures vision, and blocks some attacks.
Wither: Deals 1d6/level desiccation damage and dehydrates living creature.
5TH -LEVEL SAND SHAPER SPELLS
Choking Sands: Touched creature begins to suffocate on sand.
Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.
Flesh to Salt: Turns creature into a statue of salt.
Summon Desert Ally V: Calls dustform creature to fight.
Transmute Sand to Stone: Transforms two 10-ft cubes/level.
Transmute Stone to Sand: Transforms two 10-ft cubes/level.
6TH -LEVEL SAND SHAPER SPELLS
Awaken Sand: A region of sand forms into a Huge, sentient creature.
Mummify: Touched living creature dies and is mummified.
Sandstorm: Creates a controlled dust storm.
Summon Desert Ally VI: Calls dustform creature to fight.
7TH -LEVEL SAND SHAPER SPELLS
Flesh to Salt, Mass: Turns several creatures into statues of salt.
Summon Desert Ally VII: Calls dustform creature to fight.
8TH -LEVEL SAND SHAPER SPELLS
Summon Desert Ally VIII: Calls dustform creature to fight.
Whirlwind: Cyclone deals damage and can pick up creatures.
9TH -LEVEL SAND SHAPER SPELLS
Summon Desert Ally IX: Calls dustform creature to fight.

SHADE HUNTER SPELL LIST


1ST-LEVEL SHADE HUNTER SPELLS
Camouflage: Target gets +10 on Hide checks.
Delay Poison: Stops poison from harming Target for 1 hour/level.
Detect Snares and Pits: Reveals natural or primitive traps.
Identify: Determines properties of magic item.
Jump: Target gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Pass Without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Surefoot: +10 bonus on Balance, Climb, Jump, and Tumble checks.
2ND-LEVEL SHADE HUNTER SPELLS
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
Detect Metal and Minerals (3.0): Detects large accumulations of metal and other minerals.
Make Whole: Repairs an object.
Snare: Creates a magic booby trap.
3RD-LEVEL SHADE HUNTER SPELLS
Continual Flame: Makes a permanent, heatless torch.
Daylight: 60-ft radius of bright light.
Locate Object: Senses direction toward object (specific or type).
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Obscure Object: Masks object against scrying.
Remove Disease: Cures all diseases affecting subject.
4TH-LEVEL SHADE HUNTER SPELLS
Commune with Nature: Learn about terrain for 1 mile/level.
Dispel Magic: Cancels spells and magical effects.
Freedom of Movement: Target moves normally despite impediments.
Nondetection: Hides Target from divination, scrying.
Remove Curse: Frees object or person from curse.
Stone Shape: Sculpts stone into any shape.

SHAMAN SPELL LIST


Spell Compendium: Shamans have a spell list that is a blend of druid and cleric, but they should not get all the spells clerics and
druids do. Examine the spell lists of both those classes for good choices. Also, consider using the cleric domains presented in
this book as shaman domains.
Editor: This entry in the spell compendium is vague and thus subjective. For that reason, no spells are added to this list.
0-LEVEL SHAMAN SPELLS
Cure Minor Wounds: Cures 1 point of damage.
Detect Disease (3.0): Detects disease in one creature or object.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one roll, save, or check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Target gains +1 on saving throws.
Virtue: Target gains 1 temporary hp.
1ST-LEVEL SHAMAN SPELLS
Attraction (3.0): Attacks are drawn to the Target creature, dealing more damage.
Bane: Enemies suffer -1 attack, -1 on saves against fear.
Bless: Allies gain +1 to attack, +1 against fear.
Bless Water: Makes holy water.
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Curse Water: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos: Reveals chaotic creatures, spells, or objects.
Detect Evil: Reveals evil creatures, spells, or objects.
Detect Good: Reveals good creatures, spells, or objects.
Detect Law: Reveals lawful creatures, spells, or objects.
Detect Undead: Reveals undead within 60 ft.
Doom: One Target takes -2 on attacks, damage, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
Obscuring Mist: Fog surrounds you.
Protection from Chaos: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Speak with Animals: You can communicate with natural animals.
Summon Nature’s Ally I: Calls creature to fight.
Trance (3.0): Meditate to learn about nearby spirits.
Weapon Bless (3.0): Prepare one weapon for combat against a particular foe.
2ND-LEVEL SHAMAN SPELLS
Aid: +1 on attack rolls and fear saves, 1d8 temporary hp +1/level (max +10).
Ancestral Vengeance: Ancestral spirit deals 1d6/two levels damage (maximum 5d6), 1d6/level (maximum 10d6) to undead.
Animal Messenger: Sends a Tiny animal to a specific place.
Augury: Learns whether an action will be good or bad.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Calm Emotions: Calms creatures, negating emotion effects.
Commune with Lesser Spirit: Lesser spirit answers one question/2 levels.
Create Spring (3.0): Creates a spring of fresh water.
Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
Delay Poison: Stops poison from harming Target for 1 hour/level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Hold Person: Holds one person helpless; 1 round/level.
Honorable Weapon: Bypasses the DR of dishonorable creatures.
Inflict Moderate Wounds: Touch attack, 2d8 +1/level damage (max +10).
Invisibility to Spirits: Spirits can’t perceive 1 subject/level.
Know Motivation (3.0): Sense basic needs and emotions of creatures.
Protection from Spirits (3.0): Keeps spirits at bay.
Rebuke: Target is dazed 1 round, then shaken.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Speak with Plants: You can talk to normal plants and plant creatures.
Summon Nature’s Ally II: Calls creature to fight.
Warning: Grants uncanny dodge and +4 insight bonus on Listen and Spot checks.
3RD-LEVEL SHAMAN SPELLS
Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness: Makes Target blinded or deafened.
Castigate: Creatures of different alignment take 2d6 or 5d6 damage and are deafened for 1d4 rounds.
Contagion: Infects Target with chosen disease.
Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
Detect Curse (3.0): Detects curses on one person or object.
Dispel Magic: Cancels spells and magical effects.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Invisibility to Enemies (3.0): As invisibility to spirits, but all hostile creatures are affected.
Levitate: Target moves up and down at your direction.
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos: As protection from chaos, but 10-ft radius and 10 minute/level.
Magic Circle against Evil: As protection from evil, but 10-ft radius and 10 minute/level.
Magic Circle against Good: As protection from good, but 10-ft radius and 10 minute/level.
Magic Circle against Law: As protection from law, but 10-ft radius and 10 minute/level.
Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
Mental Strength (3.0): Recipient gains +4 bonus on Will saves.
Mental Weakness (3.0): Target suffers -4 penalty to Will saves.
Possess Animal: Your soul inhabits and controls an animal’s body.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Speak with Dead: Corpse answers one question/2 levels.
Substitution (3.0): Half the damage you take is transferred to a figure of a spirit or deity.
Summon Nature’s Ally III: Calls creature to fight.
Tongues: Speak any language.
4TH-LEVEL SHAMAN SPELLS
Air Walk: Target treads on air as if solid (climb at 45-degree angle).
Chaos Hammer: Damages and slows lawful creatures.
Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
Discern Lies: Reveals deliberate falsehoods.
Discern Shapechanger: Penetrates disguises and identifies shapechanging creatures.
Dismissal: Forces a creature to return to native plane.
Divination: Provides useful advice for specific, proposed action.
Dream Sight: Your spirit can leave your body and explore for 1 minute/level.
Holy Smite: Damages and blinds evil creatures.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Spirit Ally, Lesser: Exchange services with an 8 HD spirit.
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Order’s Wrath: Damages and dazes chaotic creatures.
Polymorph: Gives one willing Target a new form.
Reanimation: Dead creature restored to half-life with 1 hp.
Reincarnate: Brings dead Target back to life in random body.
Remove Fatigue: Removes effects of fatigue as 8 hours of rest.
Restoration: Restores level and ability score drains.
Snake Barrier: Keeps reptiles at bay.
Spell Immunity: Target is immune to one spell/four levels.
Summon Nature’s Ally IV: Calls creature to fight.
Sustain: Recipients need no food or drink for 6 hours/level.
Unholy Blight: Damages and sickens good creatures.
5TH-LEVEL SHAMAN SPELLS
Advice (3.0): Target follows your advice, even if complex or self-destructive.
Atonement: Removes burden of misdeeds from subject.
Baleful Polymorph: Transforms Target into harmless animal.
Blood of Fire (3.0): Four blood missiles deal 2d8 damage each.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Circle of Doom (3.0): Deals 1d8 +1/level damage in all directions.
Commune with Greater Spirit: Ask any spirit 1 question/level.
Control Winds: Change wind direction and speed.
Dispel Chaos: +4 bonus against attacks by chaotic creatures.
Dispel Evil: +4 bonus against attacks by evil creatures.
Dispel Good: +4 bonus against attacks by good creatures.
Dispel Law: +4 bonus against attacks by lawful creatures.
Disrupting Weapon: Melee weapon destroys undead.
Dream: Sends message to anyone sleeping.
Ethereal Jaunt: You become ethereal for 1 round/level.
Healing Circle: Allies can tap healing energy pool for cure spells.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Possess (3.0): As possess animal, but any creature.
Raise Dead: Restores life to Target who died up to 1 day/level ago.
Scrying: Spies on Target from a distance.
Slay Living: Touch attack kills subject.
Summon Nature’s Ally V: Calls creature to fight.
True Seeing: See all things as they really are.
6TH-LEVEL SHAMAN SPELLS
Animate Objects: Objects attack your foes.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Etherealness: Travel to Ethereal Plane with companions.
Find the Path: Shows most direct way to location.
Force Shapechange: Forces shapechangers into natural form.
Geas/Quest: As lesser geas, but affects any creature.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Plane Shift: Up to eight subjects travel to another plane.
Spirit Ally: As lesser spirit ally, but up to 16 HD.
Stoneskin: Ignore 10 points of damage per attack.
Summon Nature’s Ally VI: Calls creature to fight.
Vulnerability: Reduces an opponent’s DR.
Wind Walk: You and your allies turn vaporous and travel fast.
7TH-LEVEL SHAMAN SPELLS
Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subjects.
Control Weather: Changes weather in local area.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Dictum: Kills, paralyzes, slows, or deafens non-lawful subjects.
Holy Word: Kills, paralyzes, slows, or deafens non-good subjects.
Refuge: Alters item to transport its possessor to you.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repulsion: Creatures can’t approach you.
Restoration, Greater: As restoration, plus restores all levels and ability scores.
Resurrection: Fully restores dead subject.
Scrying, Greater: As scrying, but faster and longer.
Summon Nature’s Ally VII: Calls creature to fight.
Sunbeam: Beam blinds and deals 4d6 damage.
Word of Chaos: Non-chaotic Target is killed, confused, stunned, or deafened.
8TH-LEVEL SHAMAN SPELLS
Antimagic Field: Negates magic within 10 ft.
Cloak of Chaos: +4 to AC, +4 resistance, SR 25 against lawful spells.
Compel (3.0): Changes the alignment of one creature.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Discern Location: Reveals exact location of creature or object.
Earthquake: Intense tremor shakes 80-ft radius.
Spirit Ally, Greater: As lesser spirit ally, but up to 24 HD.
Heal, Mass: As heal, but with several subjects.
Holy Aura: +4 AC, +4 resistance, and SR 25 against evil spells.
Shield of Law: +4 AC, +4 resistance, and SR 25 against chaotic spells.
Summon Nature’s Ally VIII: Calls creature to fight.
Unholy Aura: +4 to AC, +4 resistance, SR 25 against good spells.
9TH-LEVEL SHAMAN SPELLS
Astral Projection: Projects you and companions onto the Astral Plane.
Gate: Connects two planes for travel or summoning.
Miracle: Requests a deity’s intercession.
Soul Bind: Traps newly dead soul to prevent resurrection.
Summon Nature’s Ally IX: Calls creature to fight.
True Resurrection: As resurrection, plus remains aren’t needed.

SHUGENJA SPELL LIST


Spell Compendium: Add spells with strong elemental or weather themes. The druid spell list is a good place to look.
Editor: This entry in the spell compendium is vague and thus subjective. For that reason, no spells are added to this list. Under 3.0
rules, Shugenja get bonus spells from “schools”. Under 3.5, they get bonus spells from “Order of the X”. Your DM will tell you
if he is using orders or schools. It is recommended to use either or, not both.
0-LEVEL SHUGENJA SPELLS (Air)
Daze: Humanoid creature of 4 HD or less loses next action.
Ghost Sound: Figment sounds.
Guidance: +1 on one roll, save, or check.
Know Direction: You discern north.
0-LEVEL SHUGENJA SPELLS (Earth)
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Resistance: Target gains +1 on saving throws.
Virtue: Target gains 1 temporary hp.
0-LEVEL SHUGENJA SPELLS (Fire)
Dancing Lights: Creates torches or other lights.
Disrupt Undead: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (-1 attack).
Light: Object shines like a torch.
0-LEVEL SHUGENJA SPELLS (Water)
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Poison: Detects poison in one creature or object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
0-LEVEL SHUGENJA SPELLS (All)
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
1ST-LEVEL SHUGENJA SPELLS (Air)
Detect Snares and Pits: Reveals natural or primitive traps.
Disguise Self: Disguise own appearance.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
1ST-LEVEL SHUGENJA SPELLS (Earth)
Magic Stone: Three stones become +1 projectiles, 1d6+1 damage.
Magic Weapon: Weapon gains +1 bonus.
Pass Without Trace: One subject/level leaves no tracks.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
1ST-LEVEL SHUGENJA SPELLS (Fire)
Burning Hands: 1d4 fire damage/level (max 5d4), 15-foot cone.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Faerie Fire: Outlines Target with light, canceling blur, concealment, etc.
Hypnotism: Fascinates 2d4 HD of creatures.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
1ST-LEVEL SHUGENJA SPELLS (Water)
Bless: Allies gain +1 to attack, +1 against fear.
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Obscuring Mist: Fog surrounds you.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
Speak with Animals: You can communicate with natural animals.
1ST-LEVEL SHUGENJA SPELLS (All)
Endure Elements: Exist comfortably in hot or cold environments.
2ND-LEVEL SHUGENJA SPELLS (Air)
Daze Monster: Living creature of 6 HD or less loses next action.
Detect Thoughts: Allows listening to surface thoughts.
Levitate: Target moves up and down at your direction.
Minor Image: Creates audio and visual illusion of your design.
Silence: Negates sound in 20-ft radius.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Yari of Air: Melee attack deals 1d8+1/two levels damage.
2ND-LEVEL SHUGENJA SPELLS (Earth)
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Hold Person: Holds one person helpless; 1 round/level.
Make Whole: Repairs an object.
Glitterdust: Blinds creatures, outlines invisible creatures.
Tetsubo of Earth: Melee attack deals 1d10+1/two levels damage.
2ND-LEVEL SHUGENJA SPELLS (Fire)
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Heat Metal: Make metal so hot it damages those who touch it.
Produce Flame: 1d6 damage +1/level, touch or thrown.
2ND-LEVEL SHUGENJA SPELLS (Water)
Bo of Water: Melee attack deals 1d8+1/two levels damage.
Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
Delay Poison: Stops poison from harming Target for 1 hour/level.
Fog Cloud: Fog obscures vision.
Locate Object: Senses direction toward object (specific or type).
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
2ND-LEVEL SHUGENJA SPELLS (All)
Bewildering Substitution: Seemingly swap one ally with one enemy.
Bewildering Visions: Target is sickened or nauseated.
Interfaith Blessing: Subjects gain combat benefits based on their individual deities.
Resist Energy: Ignores 10 hp/round from one energy type.
3RD-LEVEL SHUGENJA SPELLS (Air)
Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
Deep Slumber: Puts 10 HD of creatures to sleep.
Gust of Wind: Blows away or knocks down smaller creatures.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Invisibility: Target invisible 1 minute/level or until it attacks.
Major Image: As silent image, plus sound, smell, and thermal effects.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Wingblast: Create wings that can transform into a gust of wind or obscuring mist.
3RD-LEVEL SHUGENJA SPELLS (Earth)
Magic Circle against Taint (3.0): As protection from Taint, but 10-ft radius and 10 minute/level.
Magic Weapon, Greater: +1/four levels (max +5).
Meld Into Stone: You and your gear merge with stone.
Plant Growth: Grows vegetation, improves crops.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Stone Shape: Sculpts stone into any shape.
3RD-LEVEL SHUGENJA SPELLS (Fire)
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Daylight: 60-ft radius of bright light.
Fire Wings: Your arms become wings that enable flight, deal 2d6 fire damage.
Keen Edge: Doubles normal weapon’s threat range.
Searing Light: Ray deals 1d8/two levels, more against undead.
3RD-LEVEL SHUGENJA SPELLS (Water)
Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Water Breathing: Subjects can breathe underwater.
Water Walk: Target treads on water as if solid.
3RD-LEVEL SHUGENJA SPELLS (All)
Dispel Magic: Cancels spells and magical effects.
Glyph of Warding: Inscription harms those who pass it.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Revitalize Legacy, Least: Get extra use of chosen least legacy ability.
Summon Nature’s Ally III: Calls creature to fight.
4TH-LEVEL SHUGENJA SPELLS (Air)
Air Walk: Target treads on air as if solid (climb at 45-degree angle).
Detect Scrying: Alerts you to magical eavesdropping.
Discern Lies: Reveals deliberate falsehoods.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
4TH-LEVEL SHUGENJA SPELLS (Earth)
Death Ward: Grants immunity to death spells and negative energy effects.
Dimensional Anchor: Bars extra-dimensional movement.
Dismissal: Forces a creature to return to native plane.
Jade Strike (3.0): Damages and blinds Shadowlands creatures.
Spell Immunity: Target is immune to one spell/four levels.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
4TH-LEVEL SHUGENJA SPELLS (Fire)
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Flame Arrow: Arrows deal +1d6 fire damage.
Lightning Bolt: Electricity deals 1d6/level damage.
Quench: Extinguishes non-magical fires or one magic item.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
4TH-LEVEL SHUGENJA SPELLS (Water)
Control Water: Raises or lowers bodies of water.
Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
Locate Creature: Indicates direction to familiar creature.
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Restoration: Restores level and ability score drains.
5TH-LEVEL SHUGENJA SPELLS (Air)
Control Winds: Change wind direction and speed.
Dimension Door: Teleports you short distance.
Invisibility, Greater: As invisibility, but Target can attack and stay invisible.
Lord of the Sky: Gain flight and one use of lightning bolt; slow airborne creatures.
Mirage Arcana: As hallucinatory terrain, plus structures.
Persistent Image: As major image, but no concentration required.
5TH-LEVEL SHUGENJA SPELLS (Earth)
Dispel Taint (3.0): +4 bonus against attacks by tainted creatures.
Passwall: Creates passage through wood or stone wall.
Spell Resistance: Target gains SR 12 + level.
Wall of Iron: 30 hp/4 levels; can topple onto foes.
Wall of Stone: Creates a stone wall that can be shaped.
5TH-LEVEL SHUGENJA SPELLS (Fire)
Circle of Flame (3.0): Fire Bursts in all directions 1d8 +1/level.
Confusion: Subjects behave oddly for 1 round/level.
Dragon Breath: You choose a dragon type and mimic its breath weapon.
Energy Vortex: Burst of energy centered on you damages nearby creatures.
Feeblemind: Subject’s Int and Cha drop to 1.
Fire Breath: You can breathe fire once/round; flame deals 1d8/2 levels (maximum 10d8) damage to one target within 15 ft.
Flame Strike: Smites foes with divine fire (1d6/level).
5TH-LEVEL SHUGENJA SPELLS (Water)
Atonement: Removes burden of misdeeds from subject.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Healing Circle: Allies can tap healing energy pool for cure spells.
Righteous Might: Your size increases, and you gain +4 Strength.
Scrying: Spies on Target from a distance.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
5TH-LEVEL SHUGENJA SPELLS (All)
Bewildering Mischance: Target must take the lower of two rolls for each save, attack roll, and skill check.
Commune With Nature: Learn about terrain for 1 mile/level.
Revitalize Legacy, Lesser: Get extra use of chosen lesser legacy ability.
Summon Nature’s Ally V: Calls creature to fight.
6TH-LEVEL SHUGENJA SPELLS (Air)
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Permanent Image: Includes sight, sound, and smell.
Teleport: Instantly transports you as far as 100 miles/level.
Veil: Changes appearance of group of creatures.
Wind Walk: You and your allies turn vaporous and travel fast.
6TH-LEVEL SHUGENJA SPELLS (Earth)
Antimagic Field: Negates magic within 10 ft.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
Move Earth: Digs trenches and build hills.
Stone Tell: Talk to natural or worked stone.
Stoneskin: Ignore 10 points of damage per attack.
6TH-LEVEL SHUGENJA SPELLS (Fire)
Anger of the Noonday Sun: Blinds creatures within 20 ft., damages undead.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Fire Seeds: Acorns and berries become grenades and bombs.
Fires of Purity: Target bursts into magical flame, becoming a dangerous weapon.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
Yakamo’s Anger (3.0): Blinds creatures within 10 ft.
6TH-LEVEL SHUGENJA SPELLS (Water)
Contingency: Sets trigger condition for another spell.
Control Weather: Changes weather in local area.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Master of the Rolling River (3.0): Wave of water deals 1d8/two levels damage and bull rush.
True Seeing: See all things as they really are.
6TH-LEVEL SHUGENJA SPELLS (All)
Dispel Magic, Greater: As dispel magic, but +20 on check.
Summon Nature’s Ally VI: Calls creature to fight.
7TH-LEVEL SHUGENJA SPELLS (Air)
Invisibility, Mass: As invisibility, but affects all in range.
Mislead: Turns you invisible and creates illusory double.
Programmed Image: As major image, plus triggered by event.
Teleport Object: As teleport, but affects a touched object.
Vanish (3.0): As teleport, but affects a touched object.
7TH-LEVEL SHUGENJA SPELLS (Earth)
Disintegrate: Makes one creature or object vanish.
Flesh to Stone: Turns Target creature into statue.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Statue: Target can become a statue at will.
Tomb of Jade (3.0): Entraps and harms Shadowlands creatures.
7TH-LEVEL SHUGENJA SPELLS (Fire)
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Fire Storm: Deals 1d6 fire damage/level.
Sunbeam: Beam blinds and deals 4d6 damage.
7TH-LEVEL SHUGENJA SPELLS (Water)
Creeping Cold, Greater: As creeping cold, but longer duration and more damage.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Restoration, Greater: As restoration, plus restores all levels and ability scores.
Resurrection: Fully restores dead subject.
Scrying, Greater: As scrying, but faster and longer.
Words of the Kami: Kills, paralyzes, weakens, or dazes Tainted subjects.
7TH-LEVEL SHUGENJA SPELLS (All)
Summon Nature’s Ally VII: Calls creature to fight.
8TH-LEVEL SHUGENJA SPELLS (Air)
Screen: Illusion hides area from vision, scrying.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Whirlwind: Cyclone deals damage and can pick up creatures.
8TH-LEVEL SHUGENJA SPELLS (Earth)
Binding: Utilizes an array of techniques to imprison a creature.
Earthquake: Intense tremor shakes 80-ft radius.
Protection from Spells: Confers +8 resistance bonus.
8TH-LEVEL SHUGENJA SPELLS (Fire)
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Power Word Blind: Blinds creature with 200 or fewer hp.
Sunburst: Blinds all within 80 ft., deals 6d6 damage.
8TH-LEVEL SHUGENJA SPELLS (Water)
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
Discern Location: Reveals exact location of creature or object.
Heal, Mass: As heal, but with several subjects.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
8TH-LEVEL SHUGENJA SPELLS (All)
Summon Nature’s Ally VIII: Calls creature to fight.
9TH-LEVEL SHUGENJA SPELLS (Air)
Etherealness: Travel to Ethereal Plane with companions.
Teleportation Circle: Circle teleports any creature inside to designated spot.
9TH-LEVEL SHUGENJA SPELLS (Earth)
Antipathy: Object or location affected by spell repels certain creatures.
Imprisonment: Entombs Target beneath the earth.
9TH-LEVEL SHUGENJA SPELLS (Fire)
Implosion: Kills one creature/round.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
9TH-LEVEL SHUGENJA SPELLS (Water)
Storm of Vengeance: Storm rains acid, lightning, and hail.
True Resurrection: As resurrection, plus remains aren’t needed.
9TH-LEVEL SHUGENJA SPELLS (All)
Elemental Swarm: Summons multiple elementals.
Revitalize Legacy, Greater: Get extra use of chosen greater legacy ability.
Summon Nature’s Ally IX: Calls creature to fight.

SHUGENJA ORDERS
ORDER OF THE ALL-SEEING EYE
0 Guidance: +1 on one roll, save, or check.
1 Detect Snares and Pits: Reveals natural or primitive traps.
2 Detect Thoughts: Allows listening to surface thoughts.
3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
4 Divination: Provides useful advice for specific, proposed action.
5 Commune With Nature: Learn about terrain for 1 mile/level.
6 Find the Path: Shows most direct way to location.
7 Legend Lore: Learn tales about a person, place, or thing.
8 Vision: As legend lore, but quicker and strenuous.
9 Foresight: Sixth sense warns of impending danger.
ORDER OF THE CONSUMING FLAME
0 Flare: Dazzles one creature (-1 attack).
1 Burning Hands: 1d4 fire damage/level (max 5d4), 15-foot cone.
2 Produce Flame: 1d6 damage +1/level, touch or thrown.
3 Searing Light: Ray deals 1d8/two levels, more against undead.
4 Fireball: 1d6 damage per level, 20-ft radius.
5 Flame Strike: Smites foes with divine fire (1d6/level).
6 Fires of Purity: Target bursts into magical flame, becoming a dangerous weapon.
7 Fire Storm: Deals 1d6 fire damage/level.
8 Delayed Blast Fireball: 1d6 fire damage/level; you can delay blast for 5 rounds.
9 Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
ORDER OF THE FORBIDDING WASTELAND
0 Detect Magic: Detects spells and magic items within 60 ft.
1 Remove Fear: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
2 Scent: Grants the scent ability for 1 hour/level.
3 Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
4 Phantom Stag: Magic stag appears for 1 hour/level.
5 Dance of the Unicorn: Purifying mist washes the air clean of smoke, dust, and poisons.
6 Control Weather: Changes weather in local area.
7 Scrying, Greater: As scrying, but faster and longer.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Shambler: Summons 1d4+2 shambling mounds to fight for you.
ORDER OF THE GENTLE RAIN
0 Cure Minor Wounds: Cures 1 point of damage.
1 Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
2 Augury: Learns whether an action will be good or bad.
3 Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
4 Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
5 Commune: Deity answers one yes-or-no question/level.
6 Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7 Resurrection: Fully restores dead subject.
8 Heal, Mass: As heal, but with several subjects.
9 Soul Bind: Traps newly dead soul to prevent resurrection.
ORDER OF THE IMPENETRABLE CRUCIBLE
0 Resistance: Target gains +1 on saving throws.
1 Magic Weapon: Weapon gains +1 bonus.
2 Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
3 Magic Weapon, Greater: +1/four levels (max +5).
4 Dismissal: Forces a creature to return to native plane.
5 Death Ward: Grants immunity to death spells and negative energy effects.
6 Banishment: Banishes 2 HD/level of extraplanar creatures.
7 Repulsion: Creatures can’t approach you.
8 Binding: Utilizes an array of techniques to imprison a creature.
9 Imprisonment: Entombs Target beneath the earth.
ORDER OF THE INEFFABLE MYSTERY
0 Resistance: Target gains +1 on saving throws.
1 Entropic Shield: Ranged attacks against you have 20% miss chance.
2 Obscure Object: Masks object against scrying.
3 Dispel Magic: Cancels spells and magical effects.
4 Spell Immunity: Target is immune to one spell/four levels.
5 Spell Resistance: Target gains SR 12 + level.
6 Antimagic Field: Negates magic within 10 ft.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
8 Protection from Spells: Confers +8 resistance bonus.
9 Mordenkainen’s Disjunction: Dispels magic, disenchants magic items.
ORDER OF THE PERFECT SCULPTURE
0 Mending: Makes minor repairs on an object.
1 Magic Stone: Three stones become +1 projectiles, 1d6+1 damage.
2 Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
3 Stone Shape: Sculpts stone into any shape.
4 Subvert Planar Essence: Reduces target’s DR and SR.
5 Transmute Rock to Mud: Transforms two 10-ft cubes/level.
6 Flesh to Stone: Turns Target creature into statue.
7 Statue: Target can become a statue at will.
8 Earthquake: Intense tremor shakes 80-ft radius.
9 Antipathy: Object or location affected by spell repels certain creatures.
ORDER OF THE SPRING ZEPHYR
0 Daze: Humanoid creature of 4 HD or less loses next action.
1 Disguise Self: Disguise own appearance.
2 Blur: Attacks miss Target 20% of the time.
3 Invisibility: Target invisible 1 minute/level or until it attacks.
4 Air Walk: Target treads on air as if solid (climb at 45-degree angle).
5 Invisibility, Greater: As invisibility, but Target can attack and stay invisible.
6 Veil: Changes appearance of group of creatures.
7 Mislead: Turns you invisible and creates illusory double.
8 Screen: Illusion hides area from vision, scrying.
9 Foresight: Sixth sense warns of impending danger.

SHUGENJA SCHOOLS
AGASHA SCHOOL (PHOENIX CLAN 30)
0 Flare: Dazzles one creature (-1 attack).
1 Burning Hands: 1d4 fire damage/level (max 5d4), 15-foot cone.
2 Produce Flame: 1d6 damage +1/level, touch or thrown.
3 Searing Light: Ray deals 1d8/two levels, more against undead.
4 Fireball: 1d6 damage per level, 20-ft radius.
5 Flame Strike: Smites foes with divine fire (1d6/level).
6 Fires of Purity: Target bursts into magical flame, becoming a dangerous weapon.
7 Fire Storm: Deals 1d6 fire damage/level.
8 Delayed Blast Fireball: 1d6 fire damage/level; you can delay blast for 5 rounds.
9 Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
ASAHINA SCHOOL (CRANE CLAN 30)
0 Guidance: +1 on one roll, save, or check.
1 Detect Snares and Pits: Reveals natural or primitive traps.
2 Detect Thoughts: Allows listening to surface thoughts.
3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
4 Divination: Provides useful advice for specific, proposed action.
5 Commune With Nature: Learn about terrain for 1 mile/level.
6 Find the Path: Shows most direct way to location.
7 Legend Lore: Learn tales about a person, place, or thing.
8 Vision: As legend lore, but quicker and strenuous.
9 Foresight: Sixth sense warns of impending danger.
IUCHI SCHOOL (UNICORN CLAN 30)
0 Detect Magic: Detects spells and magic items within 60 ft.
1 Remove Fear: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
2 Horse’s Nose: Grants the scent ability for 1 hour/level.
3 When Two Become One (3.0): Your spirit merges with your horse’s.
4 Remove Fatigue: Removes effects of fatigue as 8 hours of rest.
5 Dance of the Unicorn: Purifying mist washes the air clean of smoke, dust, and poisons.
6 Control Weather: Changes weather in local area.
7 Scrying, Greater: As scrying, but faster and longer.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Shambler: Summons 1d4+2 shambling mounds to fight for you.
KITSU SCHOOL (LION CLAN 30)
0 Cure Minor Wounds: Cures 1 point of damage.
1 Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
2 Commune with Lesser Spirit: Lesser spirit answers one question/2 levels.
3 Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
4 Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
5 Commune with Greater Spirit: Ask any spirit 1 question/level.
6 Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7 Resurrection: Fully restores dead subject.
8 Heal, Mass: As heal, but with several subjects.
9 Soul Bind: Traps newly dead soul to prevent resurrection.
KUNI SCHOOL (CRAB CLAN 30)
0 Resistance: Target gains +1 on saving throws.
1 Magic Weapon: Weapon gains +1 bonus.
2 Tetsubo of Earth: Melee attack deals 1d10+1/two levels damage.
3 Magic Weapon, Greater: +1/four levels (max +5).
4 Dismissal: Forces a creature to return to native plane.
5 Dispel Taint (3.0): +4 bonus against attacks by tainted creatures.
6 Banishment: Banishes 2 HD/level of extraplanar creatures.
7 Tomb of Jade (3.0): Entraps and harms Shadowlands creatures.
8 Binding: Utilizes an array of techniques to imprison a creature.
9 Imprisonment: Entombs Target beneath the earth.
SOSHI SCHOOL (SCORPION CLAN 30)
0 Daze: Humanoid creature of 4 HD or less loses next action.
1 Disguise Self: Disguise own appearance.
2 Know the Shadows (3.0): +10 to Hide checks in darkened areas.
3 Invisibility: Target invisible 1 minute/level or until it attacks.
4 Air Walk: Target treads on air as if solid (climb at 45-degree angle).
5 Invisibility, Greater: As invisibility, but Target can attack and stay invisible.
6 Veil: Changes appearance of group of creatures.
7 Mislead: Turns you invisible and creates illusory double.
8 Screen: Illusion hides area from vision, scrying.
9 Foresight: Sixth sense warns of impending danger.
TAMORI SCHOOL (DRAGON CLAN 30)
0 Mending: Makes minor repairs on an object.
1 Magic Stone: Three stones become +1 projectiles, 1d6+1 damage.
2 Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
3 Stone Shape: Sculpts stone into any shape.
4 Holy Smite: Damages and blinds evil creatures.
5 Transmute Rock to Mud: Transforms two 10-ft cubes/level.
6 Flesh to Stone: Turns Target creature into statue.
7 Statue: Target can become a statue at will.
8 Earthquake: Intense tremor shakes 80-ft radius.
9 Antipathy: Object or location affected by spell repels certain creatures.
YOGO SCHOOL (SCORPION CLAN 30)
0 Resistance: Target gains +1 on saving throws.
1 Protection from Taint (3.0): +2 AC and saves, counter mind control, hedge out oni.
2 Obscure Object: Masks object against scrying.
3 Magic Circle against Taint (3.0): As protection from Taint, but 10-ft radius and 10 minute/level.
4 Spell Immunity: Target is immune to one spell/four levels.
5 Spell Resistance: Target gains SR 12 + level.
6 Antimagic Field: Negates magic within 10 ft.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
8 Protection from Spells: Confers +8 resistance bonus.
9 Jade Aura (3.0): +4 AC, +4 resistance, and 25 SR against evil spells.

SILVER FLAME (CLERIC) SPELL LIST


3RD-LEVEL SILVER FLAME (CLERIC) SPELLS
Flamebound Symbols: Next turn undead attempt causes 1d6/level to undead within 60’

SILVER FLAME (PALADIN) SPELL LIST


1ST-LEVEL SILVER FLAME (PALADIN) SPELLS
Flambound Weapon: Cures 1 point of damage.
3RD-LEVEL SILVER FLAME (PALADIN) SPELLS
Flamebound Symbols: Next turn undead attempt causes 1d6/level to undead within 60’

SLAYER OF DOMIEL SPELL LIST


1ST-LEVEL SLAYER OF DOMIEL SPELLS
Bless Weapon: Weapon strikes true against evil foes.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Disguise Self: Disguise own appearance.
Divine Favor: You gain attack, damage bonus, +1/3 levels.
Ghost Sound: Figment sounds.
Obscuring Mist: Fog surrounds you.
Spider Climb: Grants ability to walk on walls and ceilings.
Vision of Heaven: Evil creature is dazed for 1 round.
2ND-LEVEL SLAYER OF DOMIEL SPELLS
Alter Self: Assume form of a similar creature.
Darkness: 20-ft radius of supernatural darkness.
Gentle Repose: Preserves one corpse.
Pass Without Trace: One subject/level leaves no tracks.
3RD-LEVEL SLAYER OF DOMIEL SPELLS
Blessed Sight: Evil auras become visible to you.
Deeper Darkness: Object sheds absolute darkness in a 60-ft radius.
Invisibility: Target invisible 1 minute/level or until it attacks.
Misdirection: Misleads divinations for one creature or object.
Nondetection: Hides Target from divination, scrying.
Speak with Dead: Corpse answers one question/2 levels.
4TH-LEVEL SLAYER OF DOMIEL SPELLS
Death Ward: Grants immunity to death spells and negative energy effects.
Dimension Door: Teleports you short distance.
Freedom of Movement: Target moves normally despite impediments.
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Invisibility, Greater: As invisibility, but Target can attack and stay invisible.
Sword of Conscience: Evil creature confesses crimes, takes Wisdom damage.

SOHEI SPELL (3.0) LIST


Spell Compendium: The sohei spell list is intentionally narrow. Carefully consider the consequences of expanding the list. If you
choose to do so, add spells that deal with personal protection and martial ability.
Editor: Since the spell list is intentionally narrow, no spells are added to this spell list.
1ST-LEVEL SOHEI SPELLS
Attraction (3.0): Attacks are drawn to the Target creature, dealing more damage.
Bane: Enemies suffer -1 attack, -1 on saves against fear.
Bless: Allies gain +1 to attack, +1 against fear.
Detect Chaos: Reveals chaotic creatures, spells, or objects.
Detect Law: Reveals lawful creatures, spells, or objects.
Divine Favor: You gain attack, damage bonus, +1/3 levels.
Doom: One Target takes -2 on attacks, damage, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Resistance: Target gains +1 on saving throws.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Virtue: Target gains 1 temporary hp.
Weapon Bless (3.0): Prepare one weapon for combat against a particular foe.
2ND-LEVEL SOHEI SPELLS
Animal Messenger: Sends a Tiny animal to a specific place.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Delay Poison: Stops poison from harming Target for 1 hour/level.
Honorable Weapon: Bypasses the DR of dishonorable creatures.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 hp/round from one energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shield Other: You take half of subject’s damage.
Warning: Grants uncanny dodge and +4 insight bonus on Listen and Spot checks.
3RD-LEVEL SOHEI SPELLS
Castigate: Creatures of different alignment take 2d6 or 5d6 damage and are deafened for 1d4 rounds.
Discern Lies: Reveals deliberate falsehoods.
Dispel Magic: Cancels spells and magical effects.
Magic Circle against Chaos: As protection from chaos, but 10-ft radius and 10 minute/level.
Magic Weapon, Greater: +1/four levels (max +5).
Mental Strength (3.0): Recipient gains +4 bonus on Will saves.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4TH-LEVEL SOHEI SPELLS
Death Ward: Grants immunity to death spells and negative energy effects.
Discern Shapechanger: Penetrates disguises and identifies shapechanging creatures.
Dispel Chaos: +4 bonus against attacks by chaotic creatures.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Freedom of Movement: Target moves normally despite impediments.
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Order’s Wrath: Damages and dazes chaotic creatures.
Remove Fatigue: Removes effects of fatigue as 8 hours of rest.
Restoration: Restores level and ability score drains.
Spell Immunity: Target is immune to one spell/four levels.
Sustain: Recipients need no food or drink for 6 hours/level.

SOLDIER OF LIGHT (3.0) SPELL LIST


1ST-LEVEL SOLDIER OF LIGHT SPELLS
Bless Water: Makes holy water.
Bless Weapon: Weapon strikes true against evil foes.
Bless: Allies gain +1 to attack, +1 against fear.
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Detect Evil: Reveals evil creatures, spells, or objects.
Hide from Undead: Undead can’t perceive one subject/level.
Light: Object shines like a torch.
Magic Weapon: Weapon gains +1 bonus.
Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Shield of Faith: Aura grants +2 or higher deflection bonus.
2ND-LEVEL SOLDIER OF LIGHT SPELLS
Aid: +1 on attack rolls and fear saves, 1d8 temporary hp +1/level (max +10).
Consecrate: Fills area with positive energy, making undead weaker and deathless stronger.
Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
Daylight: 60-ft radius of bright light.
Make Whole: Repairs an object.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shield Other: You take half of subject’s damage.
3RD-LEVEL SOLDIER OF LIGHT SPELLS
Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
Death Ward: Grants immunity to death spells and negative energy effects.
Magic Circle against Evil: As protection from evil, but 10-ft radius and 10 minute/level.
Magic Weapon, Greater: +1/four levels (max +5).
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals 1d8/two levels, more against undead.
4TH-LEVEL SOLDIER OF LIGHT SPELLS
Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
Holy Smite: Damages and blinds evil creatures.
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
Restoration: Restores level and ability score drains.

SORCERER SPELL LIST


1ST-LEVEL SORCERER SPELLS
Ghostly Tail: Your tail of force can be used to take advantage of an attack of opportunity.
Strength of the True Form: Polymorphed/shapechanged casters can use their new stats, or original stats, whichever is better.
Wings of Bounding: Get a +20 circumstance bonus on a Jump check.
Wings of Swift Flying: Increase your temporary fly speed by 30 ft.
2ND-LEVEL SORCERER SPELLS
Essence of the Dragon: Confer the dragon type on touched creature.
Magic of the Dragonheart: Enhance the benefits of your draconic feats.
Primal Hunter: Gain a +5 bonus on Climb, Jump, and Swim checks.
Tail Slap: Attack a foe for 1 round/level and knock him back on the first round.
Wings of Cover: Grant cover against a specific attack.
3RD-LEVEL SORCERER SPELLS
Dragonblood Affinity: +2 bonus on all saves, checks, attacks, and damage rolls to one dragon or dragonblood/level.
Primal Instinct: Gain a +5 bonus on initiative checks and Survival checks.
4TH-LEVEL SORCERER SPELLS
Hoard Life: Store some of your life force for later healing.
Primal Senses: Gain low-light vision and a +5 bonus on Listen and Spot checks.
Tail Sweep: Your tail of force can attack a group of foes within 10 ft.
Wall of Scales: Create a barrier of dragon hide.
Wings of Flurry: Your wings of force can attack all foes within 30 ft.
5TH-LEVEL SORCERER SPELLS
Arcane Fusion: Cast two spells you know without expending additional slots.
Dragonblood Spell-Pact: Dragonblood creatures can swap known spells of the same level.
Manifest Dragon Heritage: Conjures a wyvern.
Undying Vigor of the Dragonlords: Heal yourself of 5d6 or more points of damage.
6TH-LEVEL SORCERER SPELLS
Dragoncall: Dragon compels 1 intelligent creature to come to his location.
Primal Speed: Gain a +5 bonus on Reflex saves and a +10-ft bonus to speed.
7TH-LEVEL SORCERER SPELLS
Aspect of the Platinum Dragon: Take the form of an aspect of Bahamut.
Summon Aspect of Bahamut: Summon an aspect of Bahamut.
8TH-LEVEL SORCERER SPELLS
Arcane Fusion, Greater: Cast two spells without expending additional slots.
Aspect of the Chromatic Dragon: Take the form of an aspect of Tiamat.
Manifest Dragon Heritage, Greater: Conjures a dragon turtle.

SORCERER/WIZARD SPELL LIST


0-LEVEL SORCERER/WIZARD SPELLS (Abjur)
Resistance: Target gains +1 on saving throws.
0-LEVEL SORCERER/WIZARD SPELLS (Conj)
Acid Splash: Orb deals 1d3 acid damage.
Caltrops: Creates caltrops in 5-ft-by-5-ft square, + 5-ft square/2 levels beyond 1st (max 5).
0-LEVEL SORCERER/WIZARD SPELLS (Div)
Detect Ghost (3.0): Reveals ghosts within 60 ft.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Read Magic: Read scrolls and spellbooks.
0-LEVEL SORCERER/WIZARD SPELLS (Ench)
Daze: Humanoid creature of 4 HD or less loses next action.
0-LEVEL SORCERER/WIZARD SPELLS (Evoc)
Candlelight (3.0): You cause an object to glow like a candle, shedding light in a 5-foot radius.
Dancing Lights: Creates torches or other lights.
Electric Jolt: Ranged touch attack deals 1d3 electricity damage.
Flare: Dazzles one creature (-1 attack).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Sonic Snap: Target takes 1 point of sonic damage and is deafened 1 round.
0-LEVEL SORCERER/WIZARD SPELLS (Illus)
Ghost Sound: Figment sounds.
Silent Portal: Negates sound from door or window.
Unnerving Gaze (3.0): Target takes -1 penalty on attacks for 1d3 rounds.
0-LEVEL SORCERER/WIZARD SPELLS (Necro)
Disrupt Ectoplasm (3.0): Deals 1d6 damage to ectoplasm.
Disrupt Undead: Deals 1d6 damage to one undead.
Preserve Organ (3.0): Protects one detached organ from decay for 24 hours.
Touch of Fatigue: Touch attack fatigues target.
0-LEVEL SORCERER/WIZARD SPELLS (Trans)
Amanuensis: Copy non-magical text.
Launch Bolt: Launches a crossbow bolt up to 80 ft.
Launch Item: Hurls Fine item up to Medium range.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at a distance.
Open/Close: Opens or closes small or light things.
Preserve Ectoplasm (3.0): Prevents ectoplasm from fading away.
Repair Minor Damage: Repairs 1 point of damage to any construct.
Slash Tongue (3.0): Target takes -1 penalty on attacks, saves, and checks for 1 round.
Stick: Glues an object weighing 5 pounds or less to another object.
0-LEVEL SORCERER/WIZARD SPELLS (Univ)
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.
1ST-LEVEL SORCERER/WIZARD SPELLS (Abjur)
Alarm: Wards an area for 2 hours/level.
Deflect, Lesser: Gain a deflection bonus of +1/3 levels (max +5) against one attack.
Dispel Ward: As dispel magic, but affects only wards.
Dragonmark Shield: Intangible shield blocks magic missiles, provides bonus to AC, bonus on reflex saves.
Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Ironguts: Target gains +5 bonus on saving throws against poison.
Karmic Aura: Any creature damaging you becomes fatigued for 3 rounds.
Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.
Protection from Chaos: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Incarnum: Ward a target from attacks by soulmelds and incarnum creatures.
Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Possession (3.0): Warded creature cannot be possessed or mentally controlled.
Protection from Winged Flyers: Like protection from evil, but benefits apply to winged flyers.
Resist Planar Alignment: Target can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Suspend Disease (3.0): Keeps disease from harming creature for 24 hours.
1ST-LEVEL SORCERER/WIZARD SPELLS (Conj)
Benign Transposition: Two willing subjects switch places.
Black Bag (3.0): Creates extra-dimensional bag of torture tools.
Blades of Fire: Your melee weapons deal +1d8 fire damage for 1 round.
Blockade: Fill 5-ft square with enormous block of wood.
Bulwark of Reality: Bonus to AC equal to half your level (+5 minimum).
Corrosive Grasp: 1 touch/level deals 1d8 acid damage.
Create Ectoplasm (3.0): Create 1 lb./level of raw ectoplasm.
Create Trap: Creates a CR 1 trap.
Deep Breath: Your lungs are filled with air.
Extract Drug (3.0): Creates drug from inanimate object.
Fetid Breath (3.0): You exhale a 10-ft cone of stinking gas.
Glaze Lock: Jams locks with snow and ice, raising Open Lock DC by 10 and lock’s hardness by 5.
Grease: Makes 10-ft square or one object slippery.
Hail of Stone: Rain of stone deals 1d4/level damage (max 5d4).
Kelgore’s Fire Bolt: 1d6 fire damage/level (max 5d6), partially ignore SR.
Mage Armor: Gives Target +4 armor bonus.
Mordenkainen’s Buzzing Bee: Bee gives Target -10 penalty on Move Silently and hinders Concentration checks.
Mount: Summons riding horse for 2 hours/level.
Nether Trail (3.0): Creates a trail compelling evil outsiders to follow.
Obscuring Mist: Fog surrounds you.
Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Fire, Lesser: Ranged touch attack deals 1d8 fire damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Sound, Lesser: Ranged touch attack deals 1d6 sonic damage + 1d6/two levels beyond 1st (max 5d6).
Resinous Tar: Sticky substance slows movement or renders object difficult to drop.
Rot of Ages: Cloud of rotting debris sickens or nauseates one creature, provides concealment for others.
Scramble True Position: Teleport your foes 10 feet in a random direction, knocking them over.
Stand: Target stands up from prone.
Sticky Floor: Entangles and immobilizes creatures in affected area.
Summon Component: Create a non-costly spell component.
Summon Marked Homunculus: Summons a Homunculus that explodes when destroyed.
Summon Monster I: Calls extraplanar creature to fight for you.
Summon Undead I: Summons undead to fight for you.
Unseen Servant: Invisible force obeys your commands.
Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.
1ST-LEVEL SORCERER/WIZARD SPELLS (Div)
Ancient Knowledge: Gain a +5 insight bonus on a single Knowledge check.
Appraising Touch: Gain +10 bonus on Appraise checks.
Arcane Sensitivity: Discern subject’s spellcasting ability and power level.
Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks of opportunity.
Combat Readiness: Target gains +1 per three levels on initiative checks; no bonus from being flanked.
Comprehend Languages: Understand all spoken and written languages.
Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical hits.
Detect Dragonblood: Detect dragons and dragon blooded creatures within 60 ft.
Detect Dragonmark: Detect and identify dragonmarks within 60 ft.
Detect Incarnum: Detect soulmelds and essentia within 60 ft.
Detect Manifest Zone: You can sense the presence of manifest zones.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Detect Vestige: Reveals bound vestiges within 60 ft.
Detect Weaponry: Reveals weapons within 60 ft.
Discern Bloodline: Know the race of one creature/level.
Golem Strike: You can sneak attack constructs for 1 round.
Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks for 1 round.
Identify: Determines properties of magic item.
Insightful Feint: Gain +10 on your next Bluff check to feint in combat.
Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action.
Instant Search: Make Search check at +2 as free action. jump.
Know Protections (3.0): Determine target’s defenses.
Locate City: Find nearest city.
Locate Touchstone: Find nearest planar touchstone on the plane you currently inhabit.
Locate Water: Reveals location, size, and quality of water sources.
Magecraft: +5 competence bonus on one Craft check.
Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level.
Scholar’s Touch: Read books in seconds.
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.
True Casting: +10 on your next spell penetration roll.
True Strike: +20 on your next attack roll.
Vigilant Slumber: Set specific conditions under which you immediately wake up.
1ST-LEVEL SORCERER/WIZARD SPELLS (Ench)
Beckon Person: Force a humanoid to approach you against its will.
Charm Person: Makes one person your friend.
Distract: Subjects take -4 on Concentration, Listen, Search, and Spot.
Distract Assailant: One creature is flat-footed for 1 round.
Drug Resistance (3.0): Target is immune to addiction.
Hypnotism: Fascinates 2d4 HD of creatures.
Incite: Target can’t ready actions or delay.
Inhibit: Target delays until next round.
Nybor’s Gentle Reminder: Target is dazed 1 round, thereafter -2 on attacks, saves, and checks, and distracted.
Power Word Fatigue: Makes one creature with 100 hp or less fatigued.
Power Word Pain: Deal 1d6 points of damage per round to one creature with 100 hp or less.
Rouse: Awakens creatures in area.
Sacrificial Skill (3.0): Caster gains +5 bonus on Knowledge (religion) checks made during sacrifice.
Shock and Awe: Flat-footed creatures get -10 on initiative.
Sleep: Puts 4 HD of creatures into magical slumber.
Stupor (3.0): One helpless Target is put in a state that allows him to be moved but take no other actions.
Whelm: Deal 1d6 non-lethal damage +1d6/2 levels above 1st (max 5d6).
1ST-LEVEL SORCERER/WIZARD SPELLS (Evoc)
Bigby’s Helping Hand: Hand of force holds things and provides a +2 competence bonus to some skills.
Bigby’s Tripping Hand: Hand trips subject.
Blood Wind: Target uses natural weapons at range.
Bonerattle (3.0): Vibration deals 1d4/level to bone.
Burning Hands: 1d4 fire damage/level (max 5d4), 15-foot cone.
Darklight (3.0): Creates 5-ft radius area where all can see without light.
Darsson’s Cooling Breeze: Create light breeze that travels in one direction.
Dawn Burst: Illuminate all creatures in 10-ft radius; deal damage to light-sensitive creatures.
Distracting Shadows: -5 penalty on Search and Spot checks in a 20-ft radius spread.
Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Ice Dagger: Grenade-like weapon deals Target 1d4/level cold damage, plus area damage.
Jet of Steam: 30-ft line of steam deals 1d4 fire damage/level (max. 5d4).
Kelgore’s Fire Bolt: 1d6 fire damage/level (max 5d6), partially ignore SR.
Lantern Light: Ranged touch attacks deal 1d6 points of damage.
Light of Lunia: You radiate silvery light, which you can expend as two bolts that deal 1d6 damage.
Luminous Gaze: Your eyes emit light, dazzle creatures.
Magic Missile: 1d4+1 damage; +1 missile/two levels above 1st (max 5).
Ray of Flame: Ray deals 1d6/2 levels fire damage, ignites subject.
Shelgarn’s Persistent Blade: Blade of force attacks subject, automatically flanks.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Snilloc’s Snowball: Touch attack (melee or ranged) deals 1d6 cold damage +1/level.
Sonic Blast: Target takes 1d4/2 levels sonic damage plus deafness.
Tenser’s Floating Disk: Creates 3-ft-diameter horizontal disk that holds 100 lb./level.
Thunderhead: Small lightning bolts deal 1 damage/round.
1ST-LEVEL SORCERER/WIZARD SPELLS (Illus)
Alibi: Target believes he encountered you recently.
Alustriel’s Banner (3.0): Create a glowing banner and the sound of a horn blowing.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Dead End: Removes spoor of one creature/level.
Disguise Self: Disguise own appearance.
Friendly Face: Gain +5 bonus on Diplomacy and Gather Information checks.
Hidden Ward: Hide magical effects on an object.
Instant Diversion: Creates illusory doubles of you.
Net of Shadows: Ordinary shadows that provide concealment to all in the area.
Nystul’s Magic Aura: Alters object’s magic aura.
Pleasant Visage (3.0): Makes gruesome ghost appear normal and unwounded.
Secret Weapon: Makes hidden weapon almost impossible to detect.
Serene Visage: Gain insight bonus on Bluff checks equal to half your level.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 minute/level.
1ST-LEVEL SORCERER/WIZARD SPELLS (Necro)
Backbiter: Weapon strikes wielder.
Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage.
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.
Death Grimace (3.0): Caster leaves a magical “calling card” on corpse.
Death’s Call: Scream deals 1 point of damage/level (more to swarms), fatigues all within 10 ft.
Necrotic Awareness: Sense encysted subjects.
Negative Energy Ray (3.0): Ray of negative energy 1d6 + 1d6/2 levels.
Parching Touch: One touch/level deals 1d6 dessication damage and possibly 1 Con damage.
Ray of Enfeeblement: Ray deals 1d6+1/2 levels Str penalty.
Reaving Aura: All creatures below 0 HP within 10 feet of you take 1 point of damage.
Rot of Ages: Cloud of rotting debris sickens or nauseates one creature, provides concealment for others.
Shivering Touch, Lesser: Touch deals 1d6 Dex damage.
Spirit Worm: Target takes 1 point Con damage every round for 1 round/level.
1ST-LEVEL SORCERER/WIZARD SPELLS (Trans)
Aberrate (3.0): Target becomes an aberration.
Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on skill check.
Animate Rope: Makes a rope move at your command.
Armor Lock: Target’s armor becomes restrictive, slowing movement to 10 ft.
Babau Slime: Secrete a body-covering acid that damages attacking foes.
Bestow Wound: Transfer 1 hp/level of wounds to another.
Breath Flare: Your breath weapon dazzles subjects.
Burning Rage: Target takes 4 points of damage/round, gains attack bonus and DR.
Cheat: Caster rerolls when determining the success of a game of chance.
Ebon Eyes: Target can see through magical darkness.
Enlarge Person: Humanoid creature doubles in size.
Entangling Dragonmark: Dragonmarked creature is entangled.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round.
Expeditious Retreat: Your speed increases by 30 ft.
Extend Shifting: Extend duration of shifting ability by 4 rounds.
Eyes of the Avoral: Target gets +8 on Spot checks.
Feather Fall: Objects or creatures fall slowly.
Fist of Stone: Gain +6 Str and natural slam attack.
Float: Target becomes buoyant.
Ghostly Reload: Automatically pulls crossbow string into catch.
Hoard Gullet: Gain a second stomach to store objects in, similar to a bag of holding.
Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
Jump: Target gets bonus on Jump checks.
Laeral’s Cutting Hand: Your hand gains a +2 enhancement bonus and deals 1d6 damage.
Low-Light Vision: See twice as far under current light.
Mage Burr: Double arcane spell failure chance for target’s armor.
Mage Hand, Greater: As mage hand, but medium range and up to 40 lb.
Magic Weapon: Weapon gains +1 bonus.
Mask Aberrant Dragonmark: Reshapes your aberrant dragonmark into the likeness of a true dragonmark.
Mighty Wallop: +1 size category of bludgeoning weapon.
Nerveskitter: Target gains +5 bonus on initiative checks.
Path of Frost: Create a frozen path on the ground that slows movement and deals cold damage.
Peacebond: Weapon is impossible to draw.
Portal Beacon: You grant others knowledge of a magic portal’s location.
Quickswim: Your swim speed increases by 10 ft.
Raging Flame: Fires burn twice as hot, half as long.
Ray of Clumsiness: Victim takes 1d6 Dexterity penalty +1/2 levels.
Reduce Person: Humanoid creature halves in size.
Remove Scent: Hides touched creature’s scent.
Repair Light Damage: Repairs 1d8 +1/level damage (max +5) to any construct.
Scatterspray: Targeted items scatter in a burst dealing 1d8 normal or subdual damage.
Sea Legs: Target creature can maneuver easily while on a ship.
Shieldbearer: Shield floats near Target to offer protection.
Shifter Prowess: Shifter racial bonuses to skills increase by +8.
Slide: Move Target 5 feet.
Slow Burn: Fires burn twice as long.
Snowdrift: Forms existing snow into another shape.
Snuff the Light: Extinguish one non-magical light source.
Speed Swim (3.0): Target gains swim speed 30.
Spell Flower: Hold the charge of one touch spell per forelimb.
Spider Form, Lesser: You take on the form and abilities of a medium fiendish monstrous spider.
Sunstroke: Target takes 2d6 non-lethal damage and is fatigued.
Tongue Tendrils (3.0): Caster spits out tendrils that grapple.
Treacherous Weapon: Target’s manufactured weapon takes a penalty for 1 round.
Wave Blessing: Keeps one creature/level from sinking.
Weapon Shift: Touched weapon changes form.
Wings of the Sea: +30 ft. to subject’s swim speed.
1ST-LEVEL SORCERER/WIZARD SPELLS (Univ)
Familiar Pocket: Garment or container becomes extra-dimensional safe haven for your familiar.
Transference: You can transfer xps to other creatures for the purpose of making magic items.
2ND-LEVEL SORCERER/WIZARD SPELLS (Abjur)
Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.
Alarm, Aerial: Wards an area for 2 hours/level.
Alarm, Attentive: As Alarm except you know type and number of creatures.
Alarm, Greater: As alarm, and it works on coexistent planes.
Arcane Lock: Magically locks a portal or chest.
Arcane Turmoil: Targeted dispel magic on one subject, and Target loses one spell.
Daggerspell Stance: Full attack gain +2 to hit/damage, fight defensively gain SR 5+CL, Total defense gain DR 5/magic.
Deflect: Gain bonus to AC for one attack.
Dispel Fog: cancels natural and magical fogs in affected area.
Dispelling Touch: Dispel one magical effect on touched subject.
Dissonant Chant: Concentration checks more difficult within area of spell.
Distracting Ray: Ray forces spellcaster to make Concentration check.
Earth Lock: Constricts tunnel, preventing access.
Ectoplasmic Feedback: Incorporeal attackers take 1d6 damage + 1/level.
Ethereal Alarm (3.0): As alarm, but sensing only the Ethereal Plane.
Filter (3.0): Creates a bubble of air that filters out toxic elements in the air.
Fortify Dragonmark: Your dragonmark has a chance of negating critical hits and sneak attacks.
Gaze Screen: You are partially Shielded against gaze attacks.
Icicle: Magical trap hangs from ceiling, dealing 4d6 damage when triggered.
Indifference (3.0): Target is immune to fear and compulsion.
Magical Backlash: Target takes 2 points of damage per spell level affecting it.
Node Lock: Deters others from using a node’s powers.
Obscure Object: Masks object against scrying.
Portal Alarm: You are alerted when a creature passes through a warded portal.
Protection from Arrows: Target immune to most ranged attacks.
Ray of Retaliation: Ray attack is reflected back at its originator to deal force damage.
Resist Energy: Ignores 10 hp/round from one energy type.
Scintillating Scales: Your natural armor bonus turns into a deflection bonus.
Stormrunner’s Ward: Add +4 (+1/4 levels) to ship’s checks to weather storms.
Suppress Dragonmark: Suppress the spell-like abilities of target’s dragonmark.
Suppress Magic: Magic item or soulmeld is suppressed for 1 round/level.
Turbidity: Water surrounding you becomes cloudy, granting concealment.
Unheavened (3.0): Target gains +4 save bonus against powers of good outsiders.
2ND-LEVEL SORCERER/WIZARD SPELLS (Conj)
Ashstar: Hovering construct dehydrates a wounded creature.
Baleful Transposition: Two subjects switch places.
Choke (3.0): A pair of invisible hands made of pure force strangle the target.
Clothier’s Closet: Conjure several sets of clothing.
Cloud of Bewilderment: Generates a nauseating 10-ft cube.
Cloud of Knives: Release one knife/round, 1d6 damage +1/3 levels (max +5).
Create Magic Tattoo: Target receives a magic tattoo with various effects.
Decastave: Create quarterstaff of force.
Dimension Hop: Teleport Target short distance.
Dimension Leap: Teleport 10 ft./level.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Gnome Blight: Cloud of itchy debilitating pollen sickens living creatures.
Hail of Ectoplasm (3.0): Hard spheres of ectoplasm deal 1d6/two levels impact damage.
Ice Darts: Icicle missiles deal 2d4 damage, half of which is cold.
Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft radius burst.
Incendiary Slime: Create slippery substance like grease, but highly flammable.
Inky Cloud: Obscures sight underwater beyond 5 ft.
Kelgore’s Grave Mist: 1d6 cold damage/level, cause fatigue, partially ignore SR.
Malevolent Miasma: Cloud of fog deals 1d4 non-lethal damage/level.
Melf’s Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Obscuring Snow: Obscures sight in a 30-ft radius around the caster.
Silver Dragonmail: You create a shining silver breastplate around your body.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Summon Undead II: Summons undead to fight for you.
Unseen Crafter: Invisible force obeys your command and can use the Craft skill.
Web: Fills 20-ft radius spread with sticky spider webs.
Zone of Glacial Cold: Deals 1d6 cold damage to all creatures in area.
2ND-LEVEL SORCERER/WIZARD SPELLS (Div)
Allied Footsteps: Target knows direction and distance to your location.
Balancing Lorecall: +4 bonus on Balance checks; Balance on impossible surfaces.
Chain of Eyes: Scrying sensor passed along by touch.
Detect Aberration: Detect the presence of aberrations.
Detect Thoughts: Allows listening to surface thoughts.
Discern Shapechanger: Penetrates disguises and identifies shapechanging creatures.
Expose the Dead: Gain insight bonuses to locate undead or when investigating a corpse.
Insidious Insight: Gain insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive against affected creature.
Insight of Good Fortune: Target rolls twice, takes best result.
Listening Lorecall: Gain +4 on Listen checks, plus blindsense or blindsight if you have 5 or more ranks in Listen.
Locate Node: Finds closest earth node in 1 mile/level radius.
Locate Object: Senses direction toward object (specific or type).
Marked Object: You gain bonus to track a specific being.
See Invisibility: Reveals invisible creatures or objects.
Sense Weakness: Automatically confirm one critical hit.
Sentinel’s Watch: Wards the Target against deception, allowing him to pierce falsehoods of all forms.
Spymaster’s Coin: Hide a scrying sensor in a coin or other Tiny object for later activation.
Sure Strike: Gain +1 bonus/3 levels on next attack.
2ND-LEVEL SORCERER/WIZARD SPELLS (Ench)
Addiction (3.0): Target becomes addicted to a drug.
Black Karma Curse: Target damages self with melee attack.
Daze Monster: Living creature of 6 HD or less loses next action.
Dream Lock: Target creature cannot differentiate dream from reality, and is dazed or shaken.
Entice Gift: Target gives caster what it’s holding.
Masochism (3.0): For every 10 hp damage caster takes, he gains +1 on attacks, saves, and checks.
Mechanus Mind: Reformat subject’s mind to be coldly calculating.
Mindburn: Target loses a spell or infusion each round.
Mindless Rage: Target compelled to attack you physically for 1 round/level.
Power Word Sicken: Sickens one creature with 100 hp or less.
Price of Loyalty: Identical to charm person except Target does not know a spell was cast.
Proud Arrogance: Targets gain +4 bonus on saves against charm, compulsion, and fear.
Ray of Stupidity: Victim takes 1d4+1 Intelligence damage.
Rebuke: Target is dazed 1 round, then shaken.
Sadism (3.0): For every 10 hp damage caster deals, he gains +1 on attacks, saves, and checks.
Sap Strength (3.0): Target becomes exhausted.
Stay the Hand: Change Target creature’s attitude to helpful for 1 round.
Sting Ray: Target of ray can take only standard or move action, has -2 AC, and must make Concentration checks to cast spells.
Tasha’s Hideous Laughter: Target loses actions for 1 round/level.
Torrent of Tears: Target is temporarily blinded and emotionally distraught.
Touch of Idiocy: Target takes 1d6 points of Int, Wis, and Cha damage.
Unfettered Grasp: Grappling creature immediately gains free attempt to escape.
Whelming Blast: 15-foot cone deals 1d6 non-lethal damage/2 levels (max 5d6).
Yoke of Mercy: Target deals non-lethal damage.
2ND-LEVEL SORCERER/WIZARD SPELLS (Evoc)
Battering Ram: Deals 1d6 damage plus bull rush.
Bigby’s Slapping Hand: Hand makes creature provoke attacks of opportunity.
Bigby’s Striking Fist: Hand deals 1d6 non-lethal damage/2 levels (max 5d6) and knocks Target back.
Bigby’s Warding Hand: Hand of force slows opponent.
Blast of Force: Ray deals 1d6 damage/2 CLs (max 5d6).
Burning Sword: Weapon gains flaming burst special ability.
City Lights: Absorb nearby light to release as blinding flare.
Combust: Target takes 1d8/level fire damage and might catch fire.
Continual Flame: Makes a permanent, heatless torch.
Darkness: 20-ft radius of supernatural darkness.
Darsson’s Chilling Chamber: Lower temperature in area to extreme cold.
Darsson’s Fiery Furnace: Raise temperature in area to extreme to hear.
Electric Vengeance: 2d8 damage +1/level (max +10) to opponent who damages you in melee.
Ethereal Chamber: You entrap an ethereal Target in a chamber of force.
Fatal Flame: Target’s body bursts into flame upon its death.
Fireburst: Creatures within 10 feet take 1d8/level fire damage.
Flame Dagger: As flame blade, but 1d4 +1/level.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Force Hammer: Ray of force for 1d4/level non-lethal.
Force Ladder: Creates an immobile ladder of force.
Frost Breath: Icy breath deals 1d4 damage/2 levels.
Furnace Within: Flame bursts from your body, deals 1d8/level damage in 10-ft radius.
Gedlee’s Electric Loop: Deals 1d6/2 levels electricity damage plus stunning to a single creature.
Gust of Wind: Blows away or knocks down smaller creatures.
Incarnum Arc: Movable line deals 1d6 damage +1d6/essentia.
Leomund’s Tiny Igloo: Creates igloo that lasts for 2 hours/level.
Light of Mercuria: You can fire two bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.
Local Tremor: Light tremor shakes in a 30-ft line.
Luminous Swarm: Target takes 1d6 damage/round, has 20% miss chance on attacks.
Molten Strike: 5-ft radius burst deals 2d6 fire damage, ignites nearby targets.
Numbing Sphere: Creates rolling ball of intense cold that deals 1d6 cold damage plus 1d4 Dex damage, lasts 1 round/level.
Palarandusk’s Fire Breath: Spit a gout of flame as a breath weapon.
Pressure Sphere: Water pressure deals 4d6 damage to submerged targets.
Rainbow Beam: Ray dazzles and deals 1d12 damage/3 levels of random type.
Ray of Ice: Ray deals 1d6 cold damage/2 levels.
Ray of Resurgence: Yellow light restores Strength damage.
Scimitar of Sand: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated.
Scorch: Jet of flame deals 1d8/2 levels (max 5d8).
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Scourge of Force: Tendrils of force lash foes for 1d8 +1/2 levels damage each.
Seeking Ray: Ray deals 4d6 electricity, ignores concealment and cover; you gain +4 on attacks with rays against the target.
Shadow Shroud: Negate light blindness/vulnerability; +5 bonus on Hide checks.
Shatter: Sonic vibration damages objects or crystalline creatures.
Snowball Swarm: Snowballs deal 2d6 points of cold damage in 10-ft burst.
Sun Bolt: Ray deals 2d6 damage, more against undead, and might blind target.
Theskyn’s Hearty Heave: Blast of force pushes away creatures surrounding you.
Toothed Tentacle: Shadowy tentacle ending in three mouths.
Veil of Shadow: Darkness grants you concealment.
2ND-LEVEL SORCERER/WIZARD SPELLS (Illus)
Bladeweave: Your melee attack dazes your opponent.
Blinding Color Surge: Blind Target for 1 round, gain invisibility.
Blur: Attacks miss Target 20% of the time.
Claws of Darkness: Your hands become reach melee touch attacks that deal 1d4 cold plus slow.
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: Target 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.
Fool’s Gold: make metal objects appear to be made of gold.
Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.
Invisibility: Target invisible 1 minute/level or until it attacks.
Leomund’s Trap: Makes item seem trapped.
Magic Mouth: Speaks once when triggered.
Minor Image: Creates audio and visual illusion of your design.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Misrepresent Alignment: Projects a false alignment for an object or creature.
Phantasmal Assailants: Nightmare creatures strike Target for 8 Wisdom damage, 8 Dex damage.
Phantom Foe: Target is always flanked by one creature.
Reflective Disguise: Viewers see you as their own species and gender.
Shadow Double: Shadowy figure attacks enemies.
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.
Vertigo: Target creature must succeed on a DC 10 Balance check to move each round.
Vision of Entropy: Confronts target with a vision of the Abyss that causes increasing fear.
Wall of Gloom: Shadow barrier obscures vision.
2ND-LEVEL SORCERER/WIZARD SPELLS (Necro)
Blindness/Deafness: Makes Target blinded or deafened.
Bone Chill: Corporeal undead are held by a thick layer of frost.
Bonefiddle: Spectral fiddle bow deals 3d6 damage/round.
Channel the Mishtai: Draw a random mishtai’s soul into a target creature’s body.
Command Undead: Undead creature obeys your commands.
Curse of Impending Blades: Target takes -2 penalty to AC.
Dance of Ruin (3.0): Non-demons take 2d20 points of damage.
Death Armor: Black aura damages creatures attacking you.
Desiccate: Deals 1d6/2 levels desiccation damage and dehydrates living creature.
Desiccating Bubble: Globe of air damages by evaporating moisture from subject.
Divest Essentia: Target’s essentia becomes uninvested.
Escalating Enfeeblement: As ray of enfeeblement, but greater effect against already weakened target.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Ghoul Glyph: Glyph wards area, paralyzes victims.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Heat Leech: Target takes 1d8 points of cold damage/round.
Horror of the Spoken Name: Frighten creature that hears its own truename.
Kelgore’s Grave Mist: 1d6 cold damage/level, cause fatigue, partially ignore SR.
Life Bolt: 1 ray/2 levels draws 1 hp from you to deal 1d12 damage to undead.
Necrotic Cyst: Encyst undead sac of tissue in subject.
Necrotic Scrying: Hear or see encysted Target at a distance.
Ray of Sickness: Target becomes sickened.
Ray of Weakness: Target takes -2 on attacks, -10 ft. speed.
Scare: Frightens creatures of less than 6 HD.
Shriveling (3.0): Target takes 1d4 damage per level.
Shroud of Undeath: Negative energy shroud makes undead perceive you as undead.
Slow Consumption (3.0): Caster absorbs health and sustenance from helpless subject.
Soul Blight: Deal 1d4 + 1 per three CLs essentia damage to foe.
Soul Boon: Grant 1 point of essentia per three CLs to subject.
Spawn Screen: Target resists being transformed into an undead spawn if slain.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Stolen Breath: Target has wind knocked out of it.
Undead Eyes: Form a telepathic link with a mindless undead.
Vestigewrack: Damage incorporeal creatures.
Wither Limb: Caster reduces subject’s speed to 5 ft. or makes it impossible for Target to use objects or cast somatic spells.
Wracking Touch: Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any.
2ND-LEVEL SORCERER/WIZARD SPELLS (Trans)
Adrenaline Surge (3.0): Grants each of your summoned creatures +4 Str.
Alter Self: Assume form of a similar creature.
Animalistic Power: Target gains +2 bonus to Str, Dex, and Con.
Augment Familiar: Your familiar becomes more powerful.
Augment Truefriend: Target gains +2 to Str, Dex, and Con for 1 minute/level.
Balor Nimbus: Your flaming body damages foes in grapple.
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Belker Claws: Touch attack deals 2d12 damage and lingers +1 round/3 levels.
Body of the Sun: Your body emanates fire, dealing 1d4 fire damage/2 levels.
Boiling Blood: Deal 2d6 fire damage per round; second casting sickens target.
Bristle: Armor spikes attack with wearer.
Brumal Stiffening: Brittle weapon’s hardness reduced by 5.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Catapult: Magically propel an object from your hand.
Celerity, Lesser: Take a move action immediately, but be dazed for a round.
Construct Essence, Lesser: Grants a living construct qualities of the construct type.
Crystalline Memories: Read subject’s surface thoughts, deal hit point and Int damage.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
Earthbind: Target creature can’t fly.
Earthen Grasp: Arm made of earth and soil grapples foes.
Energize Potion: Transforms potion into a grenade that deals energy damage in a 10-ft radius burst.
Energy Surge, Lesser: One attack deals an extra 1d6 energy damage.
Enlarge Weapon: Your weapon grows one size category.
Extend Tentacles: +5 ft. to reach of tentacle attack.
False Peacebond: As peacebond, but Target can draw weapon freely.
Fearsome Grapple: You grow tentacles that help you grapple.
Fins to Feet: Transforms tails, tentacles, or finned extremities into humanoid legs and feet.
Fly, Swift: Gain fly speed of 60 ft. for 1 round.
Fortify Metal or Stone: Stone or metal objects have hardness and HP doubled; weapons gain damage bonus; armor grants DR.
Fox’s Cunning: Target gains +4 Int for 1 minute/level.
Frost Weapon: Weapon gains frost special ability, +1d6 cold damage.
Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs.
Ghost Touch Armor: Armor gains the ghost touch property.
Graz’zt’s Long Grasp (3.0): Caster’s hand flies from her arm to make grapple attacks.
Halaster’s Light Step: Float a foot off the ground.
Heart of Air: Gain +10 on Jump checks, +10 ft. to fly speed, use feather fall once.
Heroics: Fighter gains one fighter bonus feat.
Hurl: Thrown weapon returns to thrower.
Ignite Dragonmark: Target takes 1d6/level fire damage, has dragonmarked powers temporarily suppressed.
Increase Virulence: Poison’s DC increases by 2.
Infernal Wound: Weapon deals persistent, bleeding wounds.
Investiture of the Spined Devil: Target can launch up to 3 spikes at once.
Ironthunder Horn: Intense vibrations trip those in area.
Jaws of the Moray: Target gains a bite attack.
Knock: Open locked or magically sealed door.
Kuo-Toa Skin: Target gains +8 on Escape Artist checks and cannot be snared by webs.
Levitate: Target moves up and down at your direction.
Lively Step: You and allies gain +10 increase to speed.
Lucky Streak: Target gains +2 luck bonus on rerolls made with luck feats.
Magic Weapon, Mass: Allies’ weapons gain +1 enhancement bonus.
Mountain Stance: Target becomes hard to move.
Owl’s Wisdom: Target gains +4 to Wis for 1 minute/level.
Portal Well: Creates an extradimensional space in a portal to hide in and observe from.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Quick Potion: Creates a potion that must be used within 1 hour/level.
Razorfangs: Your bite or claw attack threatens a critical hit on a 19 or 20.
Razorscales: Your Scales become razor sharp and your grappling does lethal damage.
Repair Moderate Damage: Repairs 2d8 damage +1/level (max +10) to any construct.
Returning Weapon: Thrown weapon returns to thrower.
Rope Trick: As many as eight creatures hide in extra-dimensional space.
Scale Weakening: Subject’s natural armor weakens.
Scent: Grants the scent ability for 1 hour/level.
Share Talents: Subjects gain +2 bonus on skill checks.
Sink: Target sinks in water, must make Swim checks.
Slide, Greater: Move Target 20 ft.
Snake’s Swiftness: Target immediately makes one attack.
Sonic Weapon: Weapon touched deals +1d6 sonic damage with each hit.
Soul of Anarchy: +5 on Escape Artist/Avoiding being grappled, you are treated as being chaotic-aligned.
Soul of Order: +2 on Will saves to resist enchantments, you are treated as being lawful aligned for adjudicating effects.
Speak to Allies: Subjects can converse at distance without moving lips.
Speaking Stones: Pass a 25-word message between two magically linked stones.
Spider Climb: Grants ability to walk on walls and ceilings.
Steal Size: Humanoid creature doubles in size as targeted humanoid halves in size.
Stone Bones: Corporeal undead gains +3 natural armor bonus.
Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack.
Suffer the Flesh: Take Constitution damage to make your spellcasting more potent.
Surefooted Stride: You can move over rubble as easily as you can over open ground.
Swim: Target gains swim speed, +8 bonus on Swim checks.
Tern’s Persistence: Target can travel overland 50% longer without fatigue.
Unfailing Terrain: Smooth difficult terrain.
Urchin’s Spines: Target grows spines that damage opponents.
Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft line.
Whispercast: Cast fifth level or lower spell as a purely mental action.
Whispering Wind: Sends a short message 1 mile/level.
Wings of Air: Subject’s flight maneuverability improves by one step.
Wraithstrike: Your melee attacks strike as touch attacks for 1 round.
2ND-LEVEL SORCERER/WIZARD SPELLS (Univ)
Dragoneye Rune: Create an invisible draconic mark on an object or creature.
3RD-LEVEL SORCERER/WIZARD SPELLS (Abjur)
Abolish Shadows: Shadow creatures take 1d6/level damage, shadow and darkness spells might be dispelled.
Adept Spirit: Target can activate bonus on CL checks, Will saves, Concentration checks, and Int-based checks for 1 minute.
Anticipate Teleportation: Predict and delay the arrival of creatures teleporting into range by 1 round.
Antidragon Aura: Allies gain bonus to AC and saves against dragons.
Arcane Lock, Improved (3.0): Like arcane lock except you can attune multiple people.
Arcane Seal: This magically seals the target and attaches a mystical alarm to this location.
Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.
Backblast: Fire resistance 10, spell turning with respect to fire descriptor spells targeting you.
Bane of the Archrival: +4 to AC and saves, counter mind control, and keep specific truenamed enemy away.
Delay Manifestation (3.0): Delays creature from manifesting as a ghost if killed.
Disobedience: Target is shielded from mind control.
Dispel Magic: Cancels spells and magical effects.
Dweomer Vortex: Spinning cone acts like dispel magic.
Earthen Grace: Target takes only non-lethal damage from stone and earth.
Energy Aegis: Target gains resistance 20 against one energy type for one attack.
Energy Vulnerability: Subjects gain vulnerability to the specified energy.
Eradicate Earth: Deals 1d8 points of damage/level to earth creatures (max 10d8).
Explosive Runes: Deals 6d6 damage when read.
Glacial Globe of Invulnerability: Stops 1st through 3rd level fire spell effects and provides concealment.
Hide from Dragons, Dragonmark: Dragons cannot sense you.
Karmic Backlash: Any creature damaging you becomes exhausted for 2 rounds.
Khyber Trap: Trap extraplanar creature within a Khyber dragonshard.
Shadow Tentacle, Lesser (3.0): Shadow animates into tentacle to entangle opponents.
Magic Circle against Chaos: As protection from chaos, but 10-ft radius and 10 minute/level.
Magic Circle against Evil: As protection from evil, but 10-ft radius and 10 minute/level.
Magic Circle against Good: As protection from good, but 10-ft radius and 10 minute/level.
Magic Circle against Law: As protection from law, but 10-ft radius and 10 minute/level.
Nezram’s Amethyst Aura: Prevents poisons and diseases from affecting the subject.
Nondetection: Hides Target from divination, scrying.
Protection from Dessication: Absorb 10 points/level of desiccation damage.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Rend Shadow Weave: You damage the Shadow Weave.
Repelling Shield: Invisible disc gives +4 to AC, blocks magic missiles, pushes away attackers.
Resist Taint: Bestows +4 bonus on saves against taint.
Reverse Arrows: As protection from arrows, but negated arrows turn back upon their source.
Sign of Sealing: Magical sigil protects door or chest, deals 1d4/level damage (max 10d4) if opened.
Sudden Aegis: Grant a Target short-lived DR, even when it is not your turn.
Tenacious Dispelling: As targeted dispel magic, but second consecutive casting is more potent.
3RD-LEVEL SORCERER/WIZARD SPELLS (Conj)
Acid Breath: Cone of acid deals 1d6 damage/level (max 10d6).
Arctic Haze: Fog obscures vision and deals 4 cold damage/round.
Bands of Steel: Metallic bands immobilize or entangle target for 1 round/level.
Bedevil: Summon a mischievous spirit to torment your enemy.
Caustic Smoke: Cloud deals 1d6 acid damage/round, blinds creatures.
Contagious Fog: 20-ft radius cloud of fog inflicts disease.
Corpse Candle: Ghostly hand and candle sheds light, affects incorporeal creatures.
Dimension Step: Allies can immediately teleport a distance equal to their speed.
Dream Spirit: Incorporeal manifestation attacks your opponents.
Ectoplasmic Web (3.0): As web, except made of ectoplasm and can affect incorporeal creatures.
Engulfing Terror: Create a single gelatinous cube.
Golden Dragonmail: You create a suit of shining golden full plate around your body.
Grasping Wall: Wall sprouts hands that entangle enemies, help allies climb.
Haboob: Swirling grit obscures vision, blows smaller creatures over, and deals non-lethal damage.
Icelance: Changes ice into lance, which attacks Target for 6d6 damage and stuns for 1d4 rounds.
Laogzed’s Breath: Stinking cloud for 10 rounds.
Luminous Assassin, Lesser: Summons an assassin to attack the subject.
Mage Armor, Greater: Gives Target +6 armor bonus.
Mage Armor, Improved: Field of force provides +3 armor bonus +1/two levels.
Mage Armor, Mass: As mage armor, but one creature/level.
Melf’s Unicorn Arrow: 1d8+8 damage and bull rush; +1 unicorn arrow/3 levels beyond 5th.
Nauseating Breath: Exhale a cone of nauseating gas.
Node Door: Allows teleportation between any known earth nodes.
Phantom Steed: Magic horse appears for 1 hour/level.
Regal Procession: As mount, but you summon several mounts.
Regroup: Teleports nearby allies to your side.
Scattering Trap: Imbue one 5-ft square/2 levels with teleport trap.
Sepia Snake Sigil: Creates text symbol that immobilizes reader.
Servant Horde: Create 2d6 unseen servants +1/level (max +15).
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
Summon Living Dragonmark: Summons a living dragonmark for 1 round/level.
Summon Monster III: Calls extraplanar creature to fight for you.
Summon Undead III: Summons undead to fight for you.
Vipergout: Spit forth celestial or fiendish vipers that attack your foes.
Wall of Chains (3.0): Creates barrier of woven chains that has 20 hp/4 CLs.
Wall of Ectoplasm (3.0): Creates plane or hemisphere of ectoplasm.
Wall of Incarnum: Creates wall of incarnum that deals essentia or Wisdom damage to those attempting to pass through.
3RD-LEVEL SORCERER/WIZARD SPELLS (Div)
Alter Fortune: Cause one creature to reroll any die roll.
Analyze Portal: Find a nearby portal and discover its properties.
Analyze Touchstone: Find a nearby planar touchstone and discover its properties.
Arcane Sight: Magical auras become visible to you.
Battlemagic Perception: Sense and counter spellcasting within 100 ft.
Circle Dance: Indicates direction to known target.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
Crown of Clarity: +2 to Listen and Spot, discharge spell to gain +8.
Detect Metal and Minerals (3.0): Detects large accumulations of metal and other minerals.
Detect Ship: Detect and identify ships.
Enduring Scrutiny: Become aware when target performs designated action.
Eyes of the Zombie (3.0): Caster sees through a zombie’s eyes.
Ferocity of Sanguine Rage: Gain bonus on melee damage rolls and one use of true strike.
Glimpse of Truth (3.0): Caster gets an answer to a yes-or no question.
Spellcaster’s Bane: Gain +2 on dispel, counterspell checks; recognize cast spell and CL.
Telepathic Bond, Lesser: Link with Target within 30 ft. for 10 minutes/level.
Tongues: Speak any language.
Unluck: Target remakes all rolls, uses worse result for 1 round/level.
Vision of the Omniscient Eye: +10 bonus on Spot checks; Immunity to being dazzled or blinded; one use of faerie fire.
3RD-LEVEL SORCERER/WIZARD SPELLS (Ench)
Adoration of the Frightful: Make fearful creatures friendly to you.
Bothersome Babble: Subject’s speech becomes incoherent; second casting makes speech painful.
Compel Breath: Force Target to use breath weapon.
Deep Slumber: Puts 10 HD of creatures to sleep.
Dolorous Motes: Creates clouds of flickering light (1 10-ft cube/level) that dazes creatures.
Elation: Allies gain +2 to Strength and Dexterity, +5 ft. of speed.
Evil Eye (3.0): Target takes -4 penalty on attacks, saves, and checks.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Hesitate: Force Target to lose actions.
Hold Person: Holds one person helpless; 1 round/level.
Inevitable Defeat: Target takes 3d6 non-lethal damage/round.
Mesmerizing Glare: Your gaze fascinates creatures.
Nybor’s Mild Admonishment: Target is dazed 1d4 rounds, then -2 on attacks, saves, and checks, and distracted.
Persuade to Manifest (3.0): Target dead creature gains bonus on its attempt to manifest.
Power Word Deafen: Deafens one creature with 100 hp or less.
Power Word Maladroit: Deals 2 points Dex damage to one creature with 75 hp or less.
Power Word Weaken: Deals 2 points Str damage to one creature with 75 hp or less.
Rage: Grants +2 to Str and Con, +1 on Will saves, -2 to AC.
Suggestion: Compels Target to follow stated course of action.
Tormenting Thirst: Target is overwhelmed by thirst.
Warcry: Creatures within 30-ft cone cower for 1d4 rounds.
3RD-LEVEL SORCERER/WIZARD SPELLS (Evoc)
Arcane Maul: Aura of pure force can be wielded as melee weapon or hurled as area attack.
Bigby’s Disrupting Hand: Hand disrupts opponent’s spellcasting.
Blacklight: Creates a 20-ft radius of supernatural darkness you can see through.
Blade of Pain and Fear: Creates blade of gnashing teeth.
Body Blaze: You are surrounded by fire and leave a wall-like trail of flame in your wake.
Capricious Zephyr: Gale-force winds push creatures.
Chain Missile: Multiple missiles deal 1d4+1 damage each, then strike secondary targets.
Crack Ice: Shatters ice structures or ice creatures.
Daylight: 60-ft radius of bright light.
Dread Word (3.0): Drain 1d3 charisma.
Favorable Wind: Produces a strong wind that lasts 10 minute/level.
Fireball: 1d6 damage per level, 20-ft radius.
Flashburst: Flash of light dazzles and blinds in a 20-ft burst.
Ghost Lantern: Generate light that only you and companions can see.
Great Thunderclap: Loud noise causes stunning, deafness, and knocks prone in a large area.
Hailstones: Frigid globes deal 5d6 cold damage.
Ice Burst (3.0): 1d4+1/level cold damage.
Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.
Laeral’s Silver Lance: Hit target with lance of force.
Leomund’s Tiny Hut: Creates shelter for ten creatures.
Light of Venya: You radiate pearly light, which you can expend as bolts that harm or heal.
Lightning Bolt: Electricity deals 1d6/level damage.
Manyjaws: One set of jaws/level attacks enemies for 1d6 damage.
Marked Pulse: 20-ft radius burst deals force damage to 1 creature/level, can knock targets prone.
Miser’s Envy: Target jealously covets nearby object.
Nchaser’s Glowing Orb: Creates permanent magical light; you control brightness.
Pebble Wind: Whirling mass of air hurls debris against your foes.
Prismatic Mist: Multicolored mist has random effect.
Rainbow Blast: Line deals 1d6 damage of each energy type.
Ray of Dizziness: Target can take only move or standard actions.
Ray of the Python: Creature can only attack once per round, cannot make attacks of opportunity,-10 ft. penalty to speed.
Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4).
Rockburst: Cause stone object to explode, dealing 1d4 damage +1 point/level.
Scattergloom: You create mobile areas of magical darkness.
Scintillating Sphere: 20-ft radius burst deals 1d6 electricity/level.
Shatterfloor: Deals 1d4 sonic/level plus damages floor surface.
Shockwave: A 20-ft radius force blast for 1d4/level non-lethal.
Sonorous Hum: Removes need to concentrate to maintain next spell cast.
Sound Lance: Sonic energy deals 1d8/level damage.
Stars of Arvandor: Tiny starbursts each deal 1d8 damage (half non-lethal), or 1d8 lethal damage to evil creatures.
Storm Mote: Dust devil of flensing sand.
Suppress Breath Weapon: Target can’t use breath weapon.
Vile Lance (3.0): Creates +2 shortspear that deals vile damage.
Vision of the Omniscient Eye: +10 bonus on Spot checks; Immunity to being dazzled or blinded; one use of faerie fire.
Wall of Light: Creates wall of light, can dazzle creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Wingblast: Create wings that can transform into a gust of wind or obscuring mist.
Wreath of Flames: Flames around you deal 1d6 damage to adjacent foes; your melee attacks deal +1d6 fire damage.
3RD-LEVEL SORCERER/WIZARD SPELLS (Illus)
Cloak of Khyber: Conceal your alignment and true form from divination and true seeing.
Cone of Dimness: Subjects believe they are engulfed in magical darkness.
Crown of Veils: Gain +2 to Disguise and Hide, discharge to gain +8.
Cruel Disappointment (3.0): Fools Target for 1 round, then -4 penalty on attacks, saves, and checks.
Curse of the Putrid Husk (3.0): Target is unconscious for 1d10 minutes.
Deceptive Facade: Disguise appearance of another creature or object.
Displacement: Attacks miss Target 50%.
Hood of the Cobra: You appear serpentine to target, and can deliver illusory poison bites.
Illusory Script: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Khelben’s Suspended Silence: Object becomes programmed to create an area of silence at your command.
Legion of Sentinels: Ghostly swordsmen threaten a 10-ft radius, deal 1d8 damage +1/3 levels (max +5).
Major Image: As silent image, plus sound, smell, and thermal effects.
Mask of the Ideal: Gain +4 bonus on skill checks, checks to influence enchanted or conjured creatures.
Pall of Twilight: Veil of shadow impedes sight and sound.
Phantasmal Injury: Implant illusion that Target is disabled.
Phantasmal Strangler: Nightmare grapples and strangles one foe.
Phantom Guardians: Create illusion of group of guards.
Reality Blind (3.0): Target can take no actions and afterward does not heal naturally.
Shadow Binding: Ribbon-like shadows entangle creatures in 10-ft radius burst.
Shadow Cache: You open a small portal to the Plane of Shadow through which you can put an item for later retrieval.
Spectral Weapon: Use quasi-real weapon to make touch attacks.
Vertigo Field: Creatures have 20% miss chance and possibly become nauseated.
3RD-LEVEL SORCERER/WIZARD SPELLS (Necro)
Blood Snow: Area of fallen snow drains 1d2 points of Con/round and causes nausea.
Crown of the Grave: Command undead, discharge to gain +4 on turn or rebuke.
Curse of Impending Blades, Mass: Enemies take -2 penalty to AC.
Disrupt Undead, Greater: As disrupt undead, but 1d8 damage/level.
Ectoplasmic Decay (3.0): 1d6 per level to ectoplasm, 20-ft radius.
Feign Death (3.0): You put the recipient into a deathlike condition.
Gentle Repose: Preserves one corpse.
Ghost Companion (3.0): Animal companion, familiar, or special mount temporarily becomes a ghost.
Halt Undead: Immobilizes undead for 1 round/level.
Healing Touch: You take up to 1d6/2 levels and heal target that amount.
Incorporeal Enhancement: Grant bonuses to incorporeal undead.
Infallible Servant: Target is utterly destroyed if slain or captured.
Junglerazer: Fey, vermin, plants, and animals take 1d10 damage/level.
Mind Poison: Your poisonous touch deals Wisdom damage.
Necrotic Bloat: Encysted Target takes 1d6 damage/level.
Negative Energy Burst (3.0):Burst of negative energy 1d8 damage +1/level.
Prickling Torment: Target is sickened, takes damage whenever it acts.
Ray of Exhaustion: Ray makes Target exhausted.
Shivering Touch: Touch deals 3d6 Dex damage.
Skull Watch: Skull shrieks when creature enters warded area.
Spider Poison: Touch deals 1d6 Str damage, repeats in 1 minute.
Sticks and Stones: Create stone and wood skeleton with energy drain attack to fight for you.
Thin Air: Creatures suffer from altitude sickness.
Undead Lieutenant: Targeted undead can give orders to undead in your control.
Undead Torch: Undead creature gains blue aura that gives +2d6 damage against living creatures.
Vampiric Touch: Touch deals 1d6/two CLs; caster gains damage as hp.
Willing Sacrifice: Target takes 1d10 damage; you gain a profane bonus equal to half the damage.
3RD-LEVEL SORCERER/WIZARD SPELLS (Trans)
Air Breathing: Subjects can breathe air freely.
Amorphous Form: Target becomes pudding-like and can slip through cracks quickly.
Animate Weapon: Weapon animates and fights for you.
Arms of Plenty: Grow two additional arms.
Augment Object (3.0): +20 to the break DC of the object and doubles its hardness and HP.
Bite of the Wererat: You gain the Dexterity and attacks of a wererat.
Blindsight: Target gains blindsight 30 ft. for 1 minute/level.
Blink: You randomly vanish and reappear for 1 round/level.
Blunt Natural Weapons: Weakens the natural weapons of the target creature.
Brittleskin: Subject’s natural armor becomes brittle, causing weapon attacks against it to deal more damage.
Clearstone: Makes rock or stone transparent.
Control Darkness and Shadow: Manipulate existing areas of darkness and shadow.
Control Temperature: Raise or lower temperature by one band/5 levels.
Create Crawling Claw (3.0): You create a number of crawling claws twice your level.
Crown of Might: Gain +2 Strength, discharge to gain +8 bonus for 1 round.
Crown of Protection: +1 deflection bonus to AC, +1 resistance bonus on saves; discharge to gain +4 for 1 round.
Curse of Arrow Attraction: Target takes -5 penalty to AC against ranged attacks.
Deeper Darkvision: Target can see 90 ft. in magical darkness.
Demon Dirge: Demons are stunned and take 3d6 damage/round for 1d4 rounds.
Devil Blight: Damage and stun baatezu; damage other lawful and evil creatures.
Devil’s Eye: See through magical darkness up to 30 ft.
Diamondsteel: Metal armor provides DR.
Distilled Joy: Create ambrosia.
Dolorous Blow: Weapon’s threat range is doubled and threats are automatically confirmed.
Dragonmark Whip: Whip deals 1d8 +1/level damage or channels touch spell with attack.
Dragonmarked Weapon: Weapon deals +1d6 damage to dragonmarked foes, hardness increases by 50%.
Dragonshape, Least: Take the form of a pseudodragon.
Dragonskin: You gain a bonus to natural armor plus energy resistance 10.
Energy Surge: As lesser energy surge, but 2d6 damage.
Evard’s Menacing Tentacles: Grow two tentacles with 10-ft reach that deal 1d8 damage each.
False Gravity: Travel on a solid surface as if that surface had its own gravity.
Ferocity of Sanguine Rage: Gain bonus on melee damage rolls and one use of true strike.
Flame Arrow: Arrows deal +1d6 fire damage.
Flexform: Target’s form shifts and deforms, grants +10 on Escape Artist and Tumble.
Fly: Target flies at speed of 60 ft.
Forced Incorporeality (3.0): Manifested creature becomes incorporeal.
Forced Manifestation (3.0): Incorporeal creature manifests fully.
Gaseous Form: Target becomes insubstantial and can fly slowly.
Giant’s Wrath: Pebbles you throw become boulders.
Girallon’s Blessing: Target gains one additional pair of arms.
Halt: Subject’s feet become stuck to ground.
Hamatula Barbs: Subjects grow barbs, which damage foes that attack Target in melee.
Handfang: Biting mouth in your palm deals 1d8 damage and starts grapple.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Heart of Water: Gain swim speed, ability to breathe water, +5 on Escape Artist checks, freedom of movement once.
Investiture of the Bearded Devil: Target deals extra melee damage each round that it hits a foe.
Investiture of the Chain Devil: Target gains +5-ft reach and extra attack of opportunity.
Jump, Mass: Many creatures gain bonuses to Jump checks.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Mighty Wallop, Greater: +1 size category of bludgeoning weapon/four levels (maximum 5).
Permeable Form: You become incorporeal for one round.
Primal Form: You change into elemental, gain some abilities.
Repair Serious Damage: Repairs 3d8 +1/level damage (max +15) to any construct.
Revitalize Legacy, Least: Get extra use of chosen least legacy ability.
Rust Ray: Metal objects take 2d6 damage +1/2 levels.
Scorpion Tail: Target grows a scorpion tail that strikes for 2d6 damage (plus Str modifier) and possibly stuns the target.
Secret Page: Changes one page to hide its real content.
Sense of the Dragon: Non-visual senses out to 30 ft. that pinpoints creatures.
Shadow Phase: Target becomes partially incorporeal.
Shape of the Hellspawned Stalker: You take the form of a hell hound.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Snake’s Swiftness, Mass: Allies each immediately make one attack.
Spell Vulnerability: Target takes penalty on spell resistance equal to CL.
Spider Form: You take on the form and abilities of a Large fiendish monstrous Spider.
Spiderskin: Target gains increasing bonus to natural armor, saves against poison, and Hide checks.
Steeldance: Blades hover around you and attack foes.
Stony Grasp: Arm made of soil and rock grapples foes.
Threesteel: You create three duplicates of a weapon and launch them against foes.
Tongue Serpents (3.0): Caster spits out one Tiny viper/4 levels.
Tremorsense: Grants tremorsense to a range of 30 ft.
Trobriand’s Crystalbrittle: Turn target object as brittle as glass.
Undulant Innards: Gain immunity to extra damage from critical hits and sneak attacks.
Unicorn Horn: You grow a horn that functions as a natural weapon.
Walk the Mountain’s Path: Grant Target ability to climb, jump, and maneuver through mountain pathways.
Wand Modulation: Temporarily change wand to cast another, weaker spell.
Water Breathing: Subjects can breathe underwater.
Water to Acid: Transforms 1 cu. ft./level of water into acid.
Weapon of Energy: Weapon deals extra energy damage.
Weapon of Impact: As keen edge, but aids bludgeoning weapons.
Whispering Sand: Sand delivers your message.
Wingblast: Create wings that can transform into a gust of wind or obscuring mist.
3RD-LEVEL SORCERER/WIZARD SPELLS (Univ)
Enhance Familiar: Your familiar receives +2 bonus on saves, combat rolls, and AC for 1 hour/level.
Fortify Familiar: Familiar gains 2d8 temp hp, +2 AC, 25% fortification.
Siphon: Drain 5 or more charges from wand or staff to replace one or more cast spells.
4TH-LEVEL SORCERER/WIZARD SPELLS (Abjur)
Abate Dracorage: Mitigates the effects of the Dracorage.
Condemnation: Lowers Target outsider’s SR and stuns for 1 round.
Dimensional Anchor: Bars extra-dimensional movement.
Dispelling Screen: Targeted dispel magic on any creatures and unattended items, +10 max on CL check.
Essentia Lock: Target can’t reallocate essentia.
Fang Trap: Trap an object or area.
Fire Trap: Opened object deals 1d4 +1/level fire damage.
Forceward: Creates a sphere of force that protects against force effects and keeps out incorporeal creatures.
Friendly Fire: Redirect ranged attack against another target within 30 ft.
Ghost Lock (3.0): Non-humanoid creature can become a ghost.
Glacial Ward: Target gains SR 18 against fire spells and effects.
Globe of Invulnerability, Lesser: Stops 1st through 3rd-level spell effects.
Ice Shield: Target gains DR 15/—.
Ilyykur’s Mantle: Luck bonus to saving throws against spells and electricity resistance.
Nezram’s Emerald Energy Shield: Grants immunity to deafness effects and language-dependent, mind affecting effects.
Otiluke’s Suppressing Field: Spells of a designated school or subtype are suppressed.
Portal Alarm, Improved: Warded portal alerts you or a creature designated by you to creatures passing through it.
Psychic Poison (3.0): Poisons those casting divination or mind affecting spells at object, creature, or area.
Raptor Cloud: Avian shadows grant cover, deal damage to attackers, grant bonuses on jump and Tumble checks.
Ray Deflection: Ray attacks are reflected away.
Ray of Deanimation: Ray deals 1d6 damage/level to constructs.
Remove Curse: Frees object or person from curse.
Resist Energy, Mass: Creatures ignore damage from specified energy type.
Resistance, Greater: Target gains +3 on saving throws.
Slashing Dispel: As dispel magic, but creatures take damage for spells dispelled.
Spell Snare: Dragonshard absorbs a spell of up to 3rd level.
Stifle Spell: Target must concentrate or botch spell.
Stoneskin: Ignore 10 points of damage per attack.
Unshape Soulmeld: One of target’s soulmelds is destroyed.
Wall of Chaos: As magic circle against law, except as a one-sided wall.
Wall of Evil: As magic circle against good, except as a one-sided wall.
Wall of Good: As magic circle against evil, except as a one-sided wall.
Wall of Law: As magic circle against chaos, except as a one-sided wall.
4TH-LEVEL SORCERER/WIZARD SPELLS (Conj)
Abyssal Might (3.0): Caster gains +2 to Str, Con, Dex, and SR.
Blast of Flame: 60-ft cone of fire (1d6/level damage).
Blast of Sand: Cone deals 1d6 damage/level.
Bloodstar: Hovering construct does Con damage each time foe is damaged.
Boiling Oil: 10-ft cylinder deals 4d6 damage, +2d6 damage per round for 1 round/3 levels.
Bright Worms: Fiery worms damage enemies within 20-ft spread.
Caustic Mire: Acidic sludge slows progress, deals damage.
Column of Ice: Column of ice erupts from ground, lifting anything in its area into the air.
Conjure Midnight Construct, Lesser: Shape a construct from incarnum to fight for you.
Create Fetch: Craft a temporary duplicate of yourself that follows telepathic orders.
Desert Diversion: Those attempting planar travel are diverted to a random wasteland.
Dimension Door: Teleports you short distance.
Doom Scarabs: Scarab swarm deals 1d6/2 levels, gives you temporary HP.
Ethereal Mount: You conjure swift mounts on the Ethereal Plane.
Evard’s Black Tentacles: Tentacles grapple all within 20-ft spread.
Explosive Rune Field: Area is covered with runes that explode on contact with creatures.
Firestride Exhalation: Deal 8d6 points of fire damage in 30-ft cone, and teleport anywhere within the area.
Halaster’s Fetch I: As Summon Monster I, but the creatures remain and become free-willed.
Halaster’s Image Swap: You change places with a projected image.
Hell’s Power (3.0): Caster gains +2 AC and +1 to existing DR.
Ice Ship: Creates ice runner or ice galleon.
Ice Web: Creates webs of coldfire that entangle and deal 1d6 frostburn damage/round.
Leomund’s Secure Shelter: Creates sturdy cottage.
Leomund’s Spacious Carriage: Summons carriage and horses to pull it.
Minor Creation: Creates one cloth or wood object.
Orb of Acid: Ranged touch, 1d6/level acid damage and target might be sickened.
Orb of Cold: Ranged touch, 1d6/level cold damage and target might be blinded.
Orb of Electricity: Ranged touch, 1d6/level electricity damage and target might be entangled.
Orb of Fire: Ranged touch, 1d6/level fire damage and target might be dazed.
Orb of Force: Globe of force deals 1d6/level damage (max 10d6).
Orb of Sound: Ranged touch, 1d4/level sonic damage and target might be deafened.
Radiant Fog: As solid fog, but dazzles or blinds creatures within.
Solid Fog: Blocks vision and slows movement.
Sparkles: Cloud of sparkling motes outlines invisible creatures.
Summon Clockwork Mender Swarm: You summon a swarm of clockwork menders.
Summon Monster IV: Calls extraplanar creature to fight for you.
Summon Pest Swarm: Summons swarm of urban animals and vermin.
Summon Undead IV: Summons undead to fight for you.
Translocation Trick: You and Target switch places and appear as each other.
Unseen Servant, Mass: As unseen servant except creates one servant/level.
Wall of Deadly Chains (3.0): Creates barrier of woven chains that has 20 hp/4 CLs and deals 3d6 damage to all within 5 ft.
Wall of Salt: Wall of salt that can be shaped.
Wall of Sand: Wall impedes movement, obscures vision, and blocks some attacks.
Wall of Water: Wall impedes movement and can drown creatures.
Watchful Ancestors: Spiritual manifestations prevent you from being flanked and grant insight bonus on one Reflex save.
4TH-LEVEL SORCERER/WIZARD SPELLS (Div)
Arcane Eye: Invisible floating eye moves 30 ft./round.
Assay Spell Resistance: +10 bonus on CL checks to defeat one creature’s spell resistance.
Detect Scrying: Alerts you to magical eavesdropping.
Guardian Spirit: Target can activate bonus on AC, Reflex saves, and Dex-based checks for 1 minute.
Know Vulnerabilities: Determines target’s vulnerabilities and resistances.
Locate Creature: Indicates direction to familiar creature.
Portal View: Turns target portal transparent.
Revelation: Reveals everything within 20-ft radius as true seeing spell for 1 round.
Scrying: Spies on Target from a distance.
Treasure Scent: You detect valuable metals and gems.
4TH-LEVEL SORCERER/WIZARD SPELLS (Ench)
Aggravate Dracorage: Inflicts the effects of the Dracorage on the subject.
Battle Hymn: Allies can reroll one Will save/round.
Beckon Monster: Force a creature to approach you against its will.
Charm Monster: Makes monster believe it is your ally.
Cone of Euphoria: 20-ft cone dazes targets for 1d6 rounds.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Dream Lock, Mass: As dream lock, but multiple targets.
Emotion (3.0): Arouse a single emotion in the target.
Geas, Lesser: Commands Target of 7 HD or less.
Melf’s Slumber Arrows: Your arrows cause the target to fall asleep for 1 hour.
Power Word Distract: Makes one creature with 150 hp or less flat-footed.
Rebuke, Greater: Target cowers for 1d4 rounds.
Siren’s Call: Compel one creature/2 levels to submerse itself.
Trance of the Verdant: Fascinate a single foe for 3 rounds, and make target vulnerable to your mind affecting abilities.
Vecna’s Malevolent Whisper: Reduces living creature with 10 hp or lower to -9 hp.
Whelm, Mass: 1d6 non-lethal damage/level (max 10d6) to 1 creature/level.
4TH-LEVEL SORCERER/WIZARD SPELLS (Evoc)
Bleakness: 1d6 damage/round to living creatures, grants undead turn resistance and fast healing.
Blistering Radiance: Light dazzles creatures, deals 2d6 fire damage in 50-ft radius spread.
Bloodbriars: Wraps target in invisible briars that deal 1d8 points of damage per round if movement is attempted.
Celestial Brilliance: Object sheds brilliant light to 120 feet, hurts undead and evil outsiders.
Channeled Pyroburst: Deal fire damage, amount and radius based on casting time.
Crushing Grip: Target takes -2 on attacks, checks, saves, and AC and -20 ft. penalty to speed, might be paralyzed.
Damning Darkness: Darkness deals either 2d6 or 1d6 damage per round.
Dancing Web: Energy strands deal 1d6/level non-lethal damage plus entangles evil creatures for 1d6 rounds.
Defenestrating Sphere: 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.
Dweomer of Transference: Convert spellcasting into psionic power points.
Early Twilight: Reduce light in 80-ft radius cylinder.
Explosive Cascade: Bouncing flame ball Deals 1d6 fire damage/level.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Firestride Exhalation: Deal 8d6 points of fire damage in 30-ft cone, and teleport anywhere within the area.
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.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Incendiary Surge: Cone of fire deals 1d6/level damage, 1d8/level damage on consecutive casting.
Lightning Fog: Create fog that deals lightning damage.
Mirror Sending (3.0): Caster sends her image to a mirror and can see and speak through it.
Otiluke’s Resilient Sphere: Force globe protects but traps one subject.
Parboil: Flash-heated air deals fire and Intelligence damage to one or more creatures.
Passage of the Shifting Sands: Become a swirling sand cloud; gain one use of gust of wind.
Radiant Shield: Creatures attacking you take electricity damage; you’re protected from electricity.
Searing Exposure: Target suffers hours of wasteland exposure in a moment.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Slashing Dispel: As dispel magic, but creatures take damage for spells dispelled.
Spell Fangs: Creates long tentacle with multiple mouths to attack your enemies.
Steelsting: Cylinder of force damage.
Stone Sphere: 5-ft diameter stone sphere rolls over your enemies.
Stone Storm: Rain of bullet-sized stones pounds down, dealing bludgeoning and slashing damage.
Sword of Deception: Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent save.
Tenser’s Floating Disk, Greater: As Tenser’s floating disk, but you can ride it.
Thunderlance: Lance of force deals 3d6 damage and might dispel force effects.
Tirumael’s Energy Spheres: Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic energy.
Venom Bolt: You release a bolt of fell energy that does 2d8 acid in a line.
Vortex of Teeth: 3d8 points of damage due to force per round to all creatures in the area.
Wall of Coldfire: Deals 2d4 of cold within 10-ft, 1d4 out to 20-ft. Wall deals 2d6 frostburn damage +1/level.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Wingbind: A net of force entangles the target, preventing it from charging, running, or flying.
4TH-LEVEL SORCERER/WIZARD SPELLS (Illus)
Disguise Ship: Disguises a ship.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater: As invisibility, but Target can attack and stay invisible.
Mirror Image, Greater: As mirror image, but gain an additional image each round.
Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide.
Phantasmal Killer: Fearsome illusion kills Target or deals 3d6 damage.
Phantom Battle: Illusion of battle flanks creatures and denies attacks of opportunity.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Sensory Deprivation: All of subject’s senses are blocked.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Shadow Well: Target enters gloomy pocket plane and emerges frightened.
4TH-LEVEL SORCERER/WIZARD SPELLS (Necro)
Aboleth Curse: Subject’s skin undergoes a horrible transformation.
Affliction: Infects evil Target with chosen affliction.
Animate Dead: Creates undead skeletons and zombies.
Animate Infectious Zombie: Create a zombie that can infect others with zombie plague.
Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
Beltyn’s Burning Blood: Target takes 1d8 acid damage plus 1d8 fire damage/round.
Contagion: Infects Target with chosen disease.
Curse of the Elemental Lords: Bestow a curse on enemies, making them more susceptible to your energy damage.
Cursed Dragonmark: Any dragonmark power used by the target has a 50% chance of failing.
Death Lock (3.0): Target cannot become a ghost and goes to the True Afterlife if killed.
Doom Scarabs: Scarab swarm deals 1d6/2 levels, gives you temporary HP.
Ebon Ray of Doom: Black energy prevents magical healing and special healing abilities from functioning.
Enervation: Target gains 1d4 negative levels.
Evil Glare: Paralyze creatures with your glare.
Fear: Subjects within cone flee for 1 round/level.
Finger of Agony: Deals 3d6 damage per round and nauseates or sickens target.
Grim Revenge (3.0): Tears hand from target, dealing 6d6 damage, then hand attacks target.
Horrid Sickness: Subjects are nauseated or sickened.
Liquid Pain (3.0): Extracts one dose of liquid pain from tortured victim.
Mindfrost: Deals 5d6 cold damage, 1d4 Int damage.
Necrotic Domination: Completely control encysted subject.
Negative Energy Wave (3.0): You release a silent burst of negative energy from your body.
Plague Carrier (3.0): As contagion, but target is contagious during incubation period.
Rebuking Breath: Your breath weapon rebukes undead.
Rend Essentia: Deal Charisma damage or essentia damage to foe; gain essentia.
Seed of Undeath: Target that dies before spell expires rises as a zombie under your command.
Sinsabur’s Baleful Bolt: Black bolt does Con and Str loss as a line attack.
Stiffen: Touch imposes penalties to Dex and speed and reduces maneuverability.
Touch of Years: Target loses 3 points of Str, Dex, and Con; second casting blinds and deafens.
Unbind Chakra: Sever one chakra bind per four CLs; deal 1d6 + 1d6/essentia damage per bind severed.
Wall of Pain: Wall causes pain to creatures passing through.
Wither: Deals 1d6/level desiccation damage and dehydrates living creature.
4TH-LEVEL SORCERER/WIZARD SPELLS (Trans)
Aerial Alacrity: +30 ft. fly speed, +1 AC and Reflex saves while flying, maneuverability improves by one category.
Alliance Undone: Suppress team oriented effects.
Aspect of the Icy Hunter: You take the form of a winter wolf.
Attune Form: Grant creature temporary protection against overtly damaging planar traits.
Backlash: Target takes damage if it uses spells against another creature.
Baleful Blink: Target has 50% chance of failure on attacks and spells.
Battlefield Fortification: Create trench or berm.
Bite of the Werewolf: You gain the Strength and attacks of a werewolf.
Bladebane: Slashing weapon becomes a bane weapon.
Blinding Breath: Your breath weapon blinds subjects.
Call of Stone: Slowly turn Target to stone.
Celerity: Take a standard action immediately, but be dazed for a round.
Coral Growth: cause living Coral to Grown into shape you desire.
Corporeal Instability: Transform a target creature into an amorphous mass.
Dancing Chains (3.0): Animates one chain per level.
Darkvision, Mass: As darkvision, but affects one subject/level.
Demon Dirge: Demons are stunned and take 3d6 damage/round for 1d4 rounds.
Diminish Breath Weapon: Reduces breath weapon damage by 1 die/level.
Displacer Form: You change into displacer beast, gain some abilities.
Distort Summons (3.0): Creates an area in which only evil creatures can be magically summoned.
Enduring Flight: Carry medium loads at full fly speed; flight duration doubles.
Enlarge Person, Mass: Enlarges several creatures.
Entangling Staff: Quarterstaff can grapple and constrict foes.
Fire Stride: Multiple use dimension door that works only through large fires.
Flame Whips: Your forelimbs deal 6d6 fire damage.
Flight of the Dragon: You grow dragon wings.
Fuse Sand: Hardens sand and may trap creatures.
Ghost Bane Weapon (3.0): Weapon gains the ghost bane property.
Heart of Earth: Gain temporary HP; +8 to resist bull rush, overrun, and trip; use stoneskin once.
Investiture of the Amnizu: Target can deal 1d4 Int damage with a touch.
Investiture of the Erinyes: Target can force foes to move closer and take no action.
Investiture of the Harvester Devil: Target can deal lingering wounds with melee attacks.
Investiture of the Steel Devil: Target gains profane bonus on attacks and to AC.
Iron Bones: Corporeal undead gains +6 natural armor bonus.
Jhanifer’s Deliquescence: Transmute ice to cold water.
Mark of the Enlightened Soul: Spells gain the good descriptor and deal extra damage to evil creatures.
Ghorus Toth’s Metal Melt: Melts metal object without heat.
Open Least Chakra: Allow target to bind to its crown, feet, or hands chakra.
Passage of the Shifting Sands: Become a swirling sand cloud; gain one use of gust of wind.
Perfect Summons: Creates area where only good creatures can be summoned.
Perinarch: Gain greater control over Limbo’s morphic essence.
Polymorph: Gives one willing Target a new form.
Raise from the Deep: Creature or sunken ship made buoyant.
Rebirth of Iron: Completely restores any metal item destroyed by rust, even if reduced to powder.
Reduce Person, Mass: Reduces several creatures.
Repair Critical Damage: Repairs 4d8 damage +1/level (max +20) to any construct.
Ruin Delver’s Fortune: Cast on another creature’s turn and choose one of several benefits.
Rusted Blade: Touched weapon delivers filth fever.
Sandform: You become an ooze-like being of sand.
Scramble Portal: You randomize the destination of a magic portal.
Serpent Arrow: Transforms up to eight missiles into Tiny vipers.
Sharptooth: One of your natural weapons deals damage as if you were one size larger.
Spell Enhancer: Lets you cast another spell in the same round at +2 CL.
Stone Shape: Sculpts stone into any shape.
Suspension: Touched object floats in the air at your direction remains in place for days.
Touch of the Blackened Soul: Spells gain the evil descriptor and deal extra damage to good creatures.
Touchstone Lightning: Use your Planar Touchstone granted higher-order abilities to fuel damaging rays.
Trollshape: You take on the form and abilities of a troll.
Undeniable Gravity: Like earthbind, but against multiple targets.
Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.
Warp Truename: Gives foe a temporary form that’s grotesque and useless.
Wings of Air, Greater: Subject’s flight maneuverability improves by two steps.
4TH-LEVEL SORCERER/WIZARD SPELLS (Univ)
Mystic Surge: Ally’s spell gains +2 DC and +1 CL.
5TH-LEVEL SORCERER/WIZARD SPELLS (Abjur)
Anticold Sphere: Sphere hedges out cold creatures and protects you from cold.
Antifire Sphere: Creatures within sphere gain immunity to fire damage.
Banish Dragonmark: Target loses dragonmark for 1 day/level.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Contingent Energy Resistance: Energy damage triggers a resist energy spell.
Dismissal: Forces a creature to return to native plane.
Dispel Possession (3.0): Forces possessing creature out of its host body.
Dispel Water: Cancels water spells and effects or dismisses water creatures.
Dispelling Breath: Your breath weapon acts as a targeted dispel magic to all creatures in its area.
Duelward: +4 on Spellcraft checks, counterspell as an immediate action.
Energy Buffer (3.0): Protection from any energy attack for one round.
Field of Resistance: Zone provides SR 11 + CL.
Imprison Possessor (3.0): Target that can possess creatures is trapped in current body.
Indomitability: Target can’t be reduced below 1 hp.
Ironguard, Lesser: Target becomes immune to non-magical metal.
Mana Flux: Magic in area has 20% failure chance.
Mordenkainen’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Nezram’s Sapphire Screen of Shielding: Shield grants +4 bonus to AC against ranged attacks and DR 10/magic.
Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
Psychic Turmoil: Invisible field leeches psionic power points away.
Reciprocal Gyre: Creature or object takes 1d12 damage/level of spell affecting it (max 25d12).
Refusal: Spellcasters and creatures with spell-like abilities are prevented from entering an area.
Scry Trap: Scry attempts against target deal 1d6/level damage and blind scrying creature.
Shadow Tentacle, Greater (3.0): As Lesser Shadow Tentacle, but it extends 10 feet/level.
Shard Blessing Aura: Combines lesser globe of invulnerability with protection from evil.
Skin of the Steel Dragon: This spell grants you spell resistance equal to 10 + your CL.
Spell Theft: Dispel spells on target and gain their benefit for yourself.
Spurn the Supernatural: Suppresses one or more of a foe’s supernatural abilities.
Symbol of Spell Loss: Spellcasters in the area lose highest level spell.
Telepathy Block: Blocks all telepathic communication within 80-ft radius.
Vanishing Weapon: Weapons’ touch dispels summoned or quasi-real creatures.
Wall of Dispel Magic: Creatures passing through a transparent wall become subjects of targeted dispel magic.
Zone of Respite: Prevents teleportation and similar effects from functioning in the area.
5TH-LEVEL SORCERER/WIZARD SPELLS (Conj)
Acid Rain: 20-ft radius cylinder deals 7d6 acid damage.
Acid Sheath: Sheath of acid damages those who attack you, enhances acid spells.
Arc of Lightning: Line of electricity arcs between two creatures (1d6/level damage).
Blackwater Tentacle: Create blackwater tentacle that attacks your foe.
Call Dretch Horde (3.0): Summons 2d4 dretches.
Call Faithful Servants: Summons 1d4 lantern archons, coure eladrins, or musteval guardinals.
Call Lemure Horde (3.0): Summons 2d4 lemures.
Call Nightmare (3.0): Summons a nightmare.
Call Zelekhut: A zelekhut performs one duty for you.
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Daltim’s Fiery Tentacles: Like Evard’s black tentacles, but creatures in the area also take fire damage.
Dimension Door, Greater: Short-range, multiple use dimension door.
Dimension Jumper: Teleport yourself up to 30 feet once per round.
Dimension Shuffle: Teleport multiple creatures short distances within line of sight.
Dragon Ally, Lesser: Exchange services with a 9 HD dragon.
Evacuation Rune: Create invisible rune that you can teleport to as swift action.
Fire and Brimstone: Target takes fire damage, might be sickened.
Halaster’s Fetch II: As Summon Monster II, but the creatures remain and become free-willed.
Leomund’s Billet: Creates sturdy barracks.
Leomund’s Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural surroundings.
Leomund’s Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Luminous Assassin: As lesser luminous assassin, but the assassin is more powerful.
Mailed Might of the Magelords: Target gains +8 AC, immunity to 2nd level or lower force spells, and DR 5/magic.
Major Creation: As minor creation, plus stone and metal.
Mordenkainen’s Faithful Hound: Phantom dog can attack, guard.
Phantasmal Thief: Creates an unseen force that steals from others.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Precipitate Breach: You can force planar boundaries to rip, creating a planar breach.
Summon Monster V: Calls extraplanar creature to fight for you.
Summon Undead V: Summons undead to fight for you.
Teleport: Instantly transports you as far as 100 miles/level.
Toxic Weapon: Coats weapon with poison.
Truename Binding, Lesser: Enslaves extraplanar creature of CR 6 or less with the power of its truename.
Viscid Glob: Ranged touch attack hurls 5-ft- diameter glob of glue at subject.
Vitriolic Sphere: Potent acid deals 6d6 acid damage plus possible damage in following 2 rounds.
Wall of Magma: Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level.
Wall of Ooze (3.0): Creates barrier that has 50 hp/4 levels that paralyzes and deals 2d6 damage to all that touch it.
Wall of Stone: Creates a stone wall that can be shaped.
5TH-LEVEL SORCERER/WIZARD SPELLS (Div)
Contact Other Plane: Ask question of extraplanar entity.
Flowsight: You can scry creatures in contact with a body of water.
Prying Eyes: Creates 1d4 +1/level floating eyes to scout for you.
Rary’s Telepathic Bond: Link lets allies communicate.
5TH-LEVEL SORCERER/WIZARD SPELLS (Ench)
Charm Person, Mass: As charm person, but all within 30 ft.
Dominate Person: Control humanoid telepathically.
Feeblemind: Subject’s Int and Cha drop to 1.
Glimpse of Eternity: Target takes 1d6 non-lethal damage/level and is confused.
Hold Monster: As hold person, but any creature.
Incite Riot: Subjects attack nearest creature.
Insidious Suggestion: Suggestion repeats over and over in creature’s mind.
Mind Fog: Subjects in fog get -10 to Wisdom and Will checks.
Power Word Disable: Reduces living creature with 50 hp or less to 0 hp.
Sleep Mote: Dust devil of magic sand puts foes to sleep.
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
5TH-LEVEL SORCERER/WIZARD SPELLS (Evoc)
Ball Lightning: Energy ball deals 1d6/level electricity damage.
Bigby’s Interposing Hand: Hand provides cover against one opponent.
Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.
Cacophonic Burst: Noise deals 1d6/level sonic damage to all within area.
Cacophonic Shield: Blocks sounds 10-ft radius; deals 1d6 sonic +1/level; deafens creatures passing through.
Channeled Sound Burst: Deal sonic damage in cone; area and damage increase based on casting time.
Coat of Arms: Surround yourself with blades of force.
Cone of Cold: 1d6/level cold damage in a 60-ft cone.
Cyclonic Blast: Deals 1d6 damage/level, knocks down creatures.
Dragon Breath: You choose a dragon type and mimic its breath weapon.
Dragonmark Demesne: Creates hemispherical shelter for you an 25 creatures.
Electric Vengeance, Greater: As electric vengeance, but 5d8 damage +1/level (max +15) and daze subject.
Emerald Burst: 20-ft radius burst dazes neutral creatures for 1 round, stuns evil creatures for 1d4 rounds.
Fire Shield, Mass: Creatures attacking allies take damage; allies are protected from fire or cold.
Firebrand: One 5-ft burst/level deals 1d6 fire/level plus burning for 1 round.
Fireburst, Greater: Subjects within 15 ft. take 1d10/level fire damage.
Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.
Jumpgout: Make a pillar of flame that jumps to a second target.
Lord of the Sky: Gain flight and one use of lightning bolt; slow airborne creatures.
Moonbow: Three motes of electricity each deal 1d6/2 levels electricity damage to subjects.
Prismatic Ray: Ray of light blinds target, deals random effect.
Radiance: Creates daylight that dazzles undead.
Resounding Thunder: Lasting sound deals 4d6 sonic damage per round, deafens creatures within area.
Sending: Delivers short message anywhere, instantly.
Shard Storm: Blast deals 3d6 damage to creatures in area.
Shrieking Blast: 40-ft radius burst deafens and deals 8d6 sonic damage.
Shroud of Flame: Target takes 2d6 fire damage per round and deals 1d4 fire damage to creatures within 10-ft.
Sonic Rumble: Cone of sound deals damage.
Sonic Shield: +4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee.
Storm Touch: Touch deals 9d6 electricity damage and stuns victim for 1 round; usable a number of times equal to level.
Streamers: Ranged touch attack deals 5d10 damage, +1 streamer/three levels (max four).
Wall of Force: Wall is immune to damage.
Wall of Limbs: Whirling limbs deal 5d6 damage and grab creatures passing through.
5TH-LEVEL SORCERER/WIZARD SPELLS (Illus)
Dream: Sends message to anyone sleeping.
False Vision: Fools scrying with an illusion.
Fever Dream: Illusory vision fatigues or exhausts target, makes spellcasting difficult.
Friend to Foe: Make Target creature believe its allies are its enemies.
Illusory Feast: Subjects become dazed by illusory food.
Mirage Arcana: As hallucinatory terrain, plus structures.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Persistent Image: As major image, but no concentration required.
Phantasmal Wasting: Touch causes foe to believe he has aged and become weaker.
Retributive Image: Created illusion deals damage to those who disbelieve it.
Seeming: Changes appearance of one person per two levels.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Shadow Form: +4 on Hide, Move Silently, Escape Artist, and concealment.
Shadow Guardians: Create group of shadowy warriors.
Shadow Hand: Medium hand blocks opponents or carries items.
Shadowfade: Opens a portal to the Plane of Shadow.
5TH-LEVEL SORCERER/WIZARD SPELLS (Necro)
Animate Legion: Creates skeletons or zombies.
Blight: Withers one plant or deals 1d6/level damage to plant creatures.
Channeled Lifetheft: Fatigue, exhaust, and deal damage to target, depending on casting time.
Choking Sands: Touched creature begins to suffocate on sand.
Circlet of Enervation: Target takes damage and gains on negative level.
Cryptwarden’s Grasp: Bestow mummy rot with your touch.
Death Throes: Your body explodes when you die.
Extract Gift: Extracts essence from a willing or trapped demon to grant Target a lasting enhancement.
Gelid Blood: -4 penalty on attacks, AC, and Str-/Dex-related checks, 50% failure of somatic spells.
Grimwald’s Graymantle: Inhibits creature’s ability to heal and regenerate for 1 round/level.
Haunt Shift: Turn corporeal and incorporeal undead into haunting presences.
Leech Ghost Skill (3.0): Steal a ghost’s skills.
Magic Jar: Enables possession of another creature.
Miasma of Entropy: Rot all natural materials in 30-ft cone-shaped burst.
Necrotic Burst: Encysted Target killed, cyst begins to roam.
Necrotic Skull Bomb: Exploding skull releases negative energy; targets each gain 1d4 negative levels.
Night’s Caress: Touched foe takes 1d6 points of damage/level plus 1d6+2 Con damage.
Oath of Blood: Extends a geas beyond death that compels the target to animate and continue her quest as undead.
Opalescent Glare: Kill evil creatures with a look, or make them very afraid.
Orb of Dancing Death: Orb you control bestows 1 negative level each round.
Soul Shackles (3.0): Imprison soul of dead creature in talisman from which caster can question it.
Spiritwall: Wall of spirit-forms causes panic, deals 1d10 damage if touched, can bestow negative levels if passed through.
Stop Heart (3.0): Target drops to -8 hp immediately.
Suppress Legacy: Target temporarily loses all legacy abilities of one item.
Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Thalassemia: Turns blood to seawater, dealing 1d6/level damage.
Touch of Vecna: Deal negative energy damage and paralysis with your touch.
Waves of Fatigue: Several targets become fatigued.
Wrack: Blinds Target and renders it helpless for 1 round/level, then -2 on attacks, saves, and checks for 3d10 minutes.
5TH-LEVEL SORCERER/WIZARD SPELLS (Trans)
Airy Water: Turn normal water into a breathable substance; negate underwater movement and melee attack penalties.
Animal Growth: One animal/2 levels doubles in size.
Baleful Polymorph: Transforms Target into harmless animal.
Bite of the Wereboar: You gain the Strength and attacks of a wereboar.
Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.
Breath Weapon Substitution: Your breath weapon deals a different kind of damage than normal.
Construct Essence: As lesser construct essence, but grants more qualities of the construct type.
Create Chosen One (3.0): Turn a human into a Chosen One.
Create Darkenbeast (3.0): transform an small animal into a darken beast.
Dancing Blade: A weapon attacks on its own.
Draconic Might: Gain +5 to Str, Con, Cha; +4 natural armor; immunity to magic sleep and paralysis effects.
Draconic Polymorph: You change into a dragon’s form.
Dragonmarked Weapon, Greater: Weapon deals +2d6 damage to dragonmarked foes, hardness is doubled.
Dragonsight: Gain low-light vision, darkvision, and blindsense.
Dridershape: You take on the form and abilities of a drider.
Earth Reaver: Eruption deals 7d6 damage to all in area.
Enlarge Person, Greater: Target remains enlarged for 1 hour/level.
Ethereal Breath: Your breath weapon manifests on the Ethereal Plane.
Etherealness, Swift: Target momentarily becomes ethereal.
Fabricate: Transforms raw material into finished items.
Fiendform: Assume form and abilities of fiendish creature, demon, or devil.
Flaying Tendrils: You grow mind flayer tentacles, which you can use to attack your foes.
Flesh to Ice: Turns Target into statue of ice.
Flesh to Salt: Turns creature into a statue of salt.
Fly, Mass: One creature/level flies at speed of 60 ft.
Form of the Desert Hunter: Take the form of a dragonne.
Form of the Threefold Beast: You take the form of a chimera.
Gutsnake: 15-ft tentacle grows from your stomach and attacks your enemies.
Heart of Fire: Gain +10 ft. to land speed, resistance to fire 10, use fire shield once.
Ice Shape: Sculpts ice into any shape.
Ice to Flesh: Restores frozen creature.
Investiture of the Narzugon: Target gains a paralyzing gaze attack.
Investiture of the Orthon: Target disrupts extra-dimensional movement within 20 feet; deals sonic damage to attackers.
Involuntary Shapeshifting: If able to do so, target creature must change shape.
Lightning Leap: Transform into bolt of lightning, damaging foes and transporting yourself.
Lord of the Sky: Gain flight and one use of lightning bolt; slow airborne creatures.
Lucent Lance: Ambient light forms lance, deals various damage.
Magic Weapon, Mass Greater: Allies’ weapons gain +2 or greater enhancement bonus.
Nightstalker’s Transformation: Gain +4 Dex, +3 AC, +5 Ref saves, +3d6 sneak attack, and evasion.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Passwall: Creates passage through wood or stone wall.
Reduce Person, Greater: Target remains reduced for 10 minutes/level.
Resonating Resistance (3.0): Foes must check spell resistance twice against caster.
Revitalize Legacy, Lesser: Get extra use of chosen lesser legacy ability.
Sakkratar’s Triple Strike: Held melee weapon gains keen, flaming burst, and two extra attacks at highest BAB.
Shape Metal (3.0): As stone shape, but affects metal instead of stone.
Spell Haven: Stores one spell in your dragonmark.
Spell Matrix, Lesser: Magical matrix stores a 3rd-level or lower spell to be cast later as quickened spell.
Spider Form, Greater: You take on the form and abilities of a Huge fiendish monstrous spider.
Stunning Breath: Your breath weapon also stuns creatures for 1 round.
Surefooted Stride, Mass: As surefooted stride but multiple subjects.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Touch of Adamantine: Weapon gains the properties of an adamantine weapon.
Touch of Chaos: Touched target transforms into a mass of quivering flesh.
Trait Removal: You temporarily remove one extraordinary or supernatural ability of your choice from the target creature.
Transformation of the Deeps: Grant water breathing, darkvision, and pressure immunity to one creature/3 levels.
Transmute Mud to Rock: Transforms two 10-ft cubes/level.
Transmute Rock to Mud: Transforms two 10-ft cubes/level.
Transmute Sand to Glass: Transforms two 10-ft cubes/level.
Transmute Sand to Stone: Transforms two 10-ft cubes/level.
Transmute Stone to Sand: Transforms two 10-ft cubes/level.
Unearthly Heat: Target is subjected to unearthly heat for 1 round/level.
Unfettered Heroism: Spend more than one action point per round plus gain one free action point per round.
Unicorn Blood: Gain immunity to poison, compulsion, charm effects; bestow temporary hp once.
Vulnerability: Reduces an opponent’s DR.
Xorn Movement: Touched creature swims through earth like a xorn.
Zone of Peace: As peacebond, but affects all weapons in area.
5TH-LEVEL SORCERER/WIZARD SPELLS (Univ)
Permanency: Makes certain spells permanent.
6TH-LEVEL SORCERER/WIZARD SPELLS (Abjur)
Anti-Ectoplasm Shell (3.0): As antilife shell, but affecting ectoplasm.
Anticipate Teleportation, Greater: Predict and delay the arrival of creatures teleporting into range by 3 rounds.
Antimagic Field: Negates magic within 10 ft.
Aura of Evasion: All within 10 ft. gain evasion against breath weapons.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dragonmark Symbol: Triggered rune nauseates nearby creatures except those who share the caster’s dragonmark.
Fleshbound: Possessing spirit is locked to host creature, takes damage if attacked.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Guards and Wards: Array of magical effects protects area.
Hidden Truename: Subject’s personal truename is hard to discover through research.
Impotent Possessor (3.0): Target that can possess creatures is powerless in current body.
Karmic Retribution: Any creature damaging you becomes stunned for 1 round.
Prismatic Aura: Shield of colors offers concealment and damages your attackers.
Repel Ectoplasm (3.0): As repel wood, but affecting only ectoplasm.
Repulsion: Creatures can’t approach you.
Ruby Ray of Reversal: Ray negates magical or mundane hazards.
Seal Portal: Seal an interplanar portal or gate.
Sign of Sealing, Greater: Magical sigil protects door, chest, or open space, deals 1d6/level damage (max 20d6) if opened.
Snare Astral Traveler (3.0): Captures one astral creature and holds it motionless.
Starmantle: Destroys non-magical weapons on contact; DC 15 Reflex save to half damage from magic weapons.
Transcribe Symbol: Safely moves an untriggered magical symbol to another location.
6TH-LEVEL SORCERER/WIZARD SPELLS (Conj)
Acid Fog: Fog deals acid damage.
Acid Storm: Deals 1d6/level acid damage (max 15d6) in a 20-ft radius.
Alert Bebilith: Summons bebilith to deal with a demon.
Call of the Twilight Defender: Summon a twilight guardian to fight for you.
Conjure Midnight Construct: Shape a construct from incarnum to fight for you.
Familiar Refuge: Safely teleport self to familiar or familiar to self as a swift action.
Fire Spiders: Swarm of Fine fire elementals deals fire damage in an area.
Freezing Fog: Fog slows creatures, obscures vision, hinders movement.
Gemjump: Teleport to the location of a specially prepared gem.
Halaster’s Fetch III: As Summon Monster III, but the creatures remain and become free-willed.
Mordenkainen’s Trusted Bloodhound: Create a ferocious hound that tracks and attacks foes.
Mudslide: Landslide buries, mires creatures within a 40-ft radius.
Planar Binding: As planar binding, lesser but up to 12 HD.
Resistance, Superior: Target gains +6 on saving throws.
Shalantha’s Delicate Disk: Conjures disk that can store a single spell of up to 5th level and release it when broken.
Shuffle: Subjects can teleport short distances as move actions.
Spore Cloak (3.0): Cloud gives you concealment, deals 1d6 Con damage to creatures that enter your square.
Steal Summoning: Take control of another caster’s summoned monster.
Stormwalk: Teleport yourself and one creature/2 levels from a storm.
Summon Monster VI: Calls extraplanar creature to fight for you.
Tactical Teleportation: Teleport one creature/3 levels a short distance.
Transcribe Symbol: Safely moves an untriggered magical symbol to another location.
Trobriand’s Baleful Teleport: Teleport other against their will.
Tunnel Swallow: Tunnel’s peristaltic convulsions deal 1d6 points of damage/level (max 15d6).
Wall of Gears: Creates wall of moving gears that deals 1d6 damage/2 levels to creatures within 10 ft.
Wall of Iron: 30 hp/4 levels; can topple onto foes.
6TH-LEVEL SORCERER/WIZARD SPELLS (Div)
Analyze Dweomer: Reveals magical aspects of subject.
Eye of Stone: Like arcane eye except works only thru stone.
Eyes of the Oracle: Gain +2 bonus to AC and on Reflex saves; ready one extra action.
Glimpse of the Prophecy: +1 insight to AC/saves; gain insight bonus 1/2 CL on one save, or prophetic favor.
Interplanar Telepathic Bond: Link lets allies communicate across planes.
Legend Lore: Learn tales about a person, place, or thing.
Probe Thoughts: Read subject’s memories, one question/round.
Scry Location: Spy on a distant location.
True Seeing: See all things as they really are.
6TH-LEVEL SORCERER/WIZARD SPELLS (Ench)
Cloak of Hate: Target provokes hostile reactions, takes -10 penalty on Diplomacy checks.
Control Elemental: Gain control of an elemental creature.
Endless Slumber: Target falls asleep and is not easily roused.
Freezing Glance: Gaze freezes subjects in place.
Geas/Quest: As lesser geas, but affects any creature.
Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
Overwhelm: Non-lethal damage knocks out subject.
Power Word Nauseate: Makes one creature with 150 hp or less nauseated.
Remorseless Charm: Suppress the target’s alignment, removing all alignment-related inhibitions.
Suggestion, Mass: As suggestion, plus one subject/level.
Symbol of Persuasion: Triggered rune charms nearby creatures.
Symbol of Thirst: Triggered rune overwhelms nearby creatures with thirst.
Wages of Sin: Evil creatures attack other evil creatures.
6TH-LEVEL SORCERER/WIZARD SPELLS (Evoc)
Bigby’s Forceful Hand: Hand pushes creatures away.
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Contingency: Sets trigger condition for another spell.
Crushing Sphere: Force globe traps and crushes Target for 3d6 points of non-lethal damage per round.
Entomb: Captures subjects in blocks of ice, suffocating them.
Fires of Purity: Target bursts into magical flame, becoming a dangerous weapon.
Halaster’s Shaking Hand: As Bigby’s interposing hand, but can grapple Bigby spells.
Haze of Smoldering Stone: Volcanic stones deal 4d6 bludgeoning and 8d6 fire damage in a 60-ft cone.
Howling Chain: Chain of force trips and attacks opponents.
Ice Rift: Intense quake shakes 40-ft radius spread of ice.
Lingering Flames: Eruption of fire deals 1d6 damage per CL each round for 3 rounds.
Otiluke’s Freezing Sphere: Freezes water or deals cold damage.
Overwhelming Revelations: Creatures take a -2d6 penalty to Wisdom, are confused for 1 round.
Ray of Light: Ray blinds subject.
Shadow Canopy (3.0): You create a dome of shadow.
Storm of Fire and Ice: Storm provides concealment, slows movement, deals cold and fire damage.
Thunder Field: Creatures in area take 1d8 sonic damage/round, knocked prone.
6TH-LEVEL SORCERER/WIZARD SPELLS (Illus)
Dream Casting: Alter subject’s dreams to produce desired effect.
False Sending (3.0): As sending, except caster imitates someone else.
Illusory Pit: Creatures in area are knocked prone while believing they’re falling.
Mislead: Turns you invisible and creates illusory double.
Permanent Image: Includes sight, sound, and smell.
Programmed Image: As major image, plus triggered by event.
Reflective Disguise, Mass: Viewers see subjects as their own species and gender.
Shadow Walk: Step into shadow to travel rapidly.
Shadowy Grappler: Illusory force grapples subject.
Veil: Changes appearance of group of creatures.
6TH-LEVEL SORCERER/WIZARD SPELLS (Necro)
Animate Dread Warrior: Create a dread Warrior.
Ashen Union: Drains moisture from a creature, possibly killing it and destroying its body.
Aura of Terror: You gain an aura of fear, or your frightful presence becomes more effective.
Blackwater Taint: Desecrate water, deal 1d6/2 levels negative energy damage, bestow a negative level.
Channel the Mishtai, Greater: Draw a chosen mishtai’s soul into a target creature’s body.
Circle of Death: Kills 1d4 HD/level.
Contagion, Mass: As contagion, but affects multiple creatures.
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Desiccate, Mass: Desiccates several creatures.
Ectoplasmic Enhancement (3.0): Incorporeal undead gain +1 AC, +1d8 hp, +1 on attacks, +2 turn resistance for every 3 levels.
Eyebite: Target becomes panicked, sickened, and comatose.
Fleshshiver: Target is stunned for 1 round, takes 1d6/level damage, and is nauseated for 1d4+2 rounds.
Ghoul Gauntlet: Convert victim to a ghoul under your control.
Heartfreeze: Target exhausted, dies in 1d3+2 rounds.
Imperious Glare: You cause targets to cower in fear.
Incorporeal Nova: Destroy incorporeal undead.
Kyristan’s Malevolent Tentacles: Like Evard’s black tentacles, but grappled creatures gain negative levels.
Mummify: Touched living creature dies and is mummified.
Necrotic Eruption: Encysted Target killed, those nearby damaged and possibly encysted.
Ray of Entropy: Target takes -4 Strength, Dexterity, and Constitution.
Revive Undead: Restores undeath to undead that was destroyed up to 1 day/level ago.
Spectral Dragon: You create a dragon-shaped mass of shadows that attacks under your control.
Spectral Touch: Your touch bestows one negative level/round.
Symbol of Fear: Triggered rune panics nearby creatures.
Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).
Waves of Cold: Fire creatures become shaken and cold creatures lose immunity to cold.
Wrathful Doom: Target is dazed and takes damage each round equal to his essentia pool.
6TH-LEVEL SORCERER/WIZARD SPELLS (Trans)
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
Bite of the Weretiger: You gain the Strength and attacks of a weretiger.
Brilliant Blade: Weapon or projectiles shed light, ignore armor.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Chasing Perfection: Target gains +4 to all abilities.
Cloak of the Sea: Gain blur, freedom of movement, and water breathing while in water.
Construct Essence, Mass Lesser: Grants many living constructs qualities of the construct type.
Contingent Spell Lock (3.0): You store prepared spells or slots to use immediately if you become a ghost.
Control Water: Raises or lowers bodies of water.
Control Weather: Changes weather in local area.
Demonic Blood Infusion (3.0): Grant target the fiendish template.
Disintegrate: Makes one creature or object vanish.
Dragonmark Whip, Greater: As dragonmark whip, but deals more damage, channels higher level spells.
Dragonshape, Lesser: Take the form of a Large red dragon.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Energy Surge, Greater: As energy surge, but 3d6 damage.
Extract Water Elemental: Pulls water from victim, forms water elemental.
Fiendish Quickening (3.0): Caster’s ability to teleport without error is quickened.
Flesh to Stone: Turns Target creature into statue.
Fox’s Cunning, Mass: As fox’s cunning, but affects one subject/level.
Gemjump: Teleport to the location of a specially prepared gem.
Hardening: Increases object’s hardness by 1 point/2 levels.
Investiture of the Barbed Devil: Target can deal extra damage when grappling.
Investiture of the Malebranche: Target gains powerful charge ability.
Make Manifest: You cause a creature on a coexistent plane to appear on your plane.
Mental Pinnacle: You gain the mental powers of a psion.
Move Earth: Digs trenches and build hills.
Move Snow and Ice: Digs trenches and builds hills in ice and snow.
Ooze Puppet: You telekinetically control an ooze.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Quickshift: Caster can use teleport or greater teleport spell-like ability as a free action for 1 round/level.
Scalding Mud: Transmute rock or earth into boiling muck.
Sherem Transformation (3.0): Allows unborn child to select special sorcerer or monk feat.
Smoky Confinement: Target is imprisoned within a Tiny receptacle.
Stone Body: Your body becomes living stone.
Stone to Flesh: Restores petrified creature.
Subvert Planar Essence: Reduces target’s DR and SR.
Suppress Flame: Reduces damage and illumination from fire.
Tenser’s Transformation: You gain combat bonuses.
Trobriand’s Glassee: This spell gives the target object the transparency of glass.
6TH-LEVEL SORCERER/WIZARD SPELLS (Univ)
Imbue Familiar with Spell Ability: You transfer spells and casting ability into your familiar.
7TH-LEVEL SORCERER/WIZARD SPELLS (Abjur)
Ability Rip: Take a supernatural ability from one target and transfer to another.
Antimagic Aura (3.0): Antimagic field that affects one creature.
Antimagic Ray: Target loses all magical powers.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Dispelling Screen, Greater: Targeted dispel magic on any creatures and unattended items, +20 max on CL check.
Energy Absorption: Target gains resistance 10 to energy; can turn one energy attack into healing.
Energy Immunity: Target and equipment gain immunity to damage of specified energy type.
Ghost Trap: Incorporeal creatures turn corporeal.
Glacial Ward, Greater: Area around you provides SR 25 against fire spells and effects.
Hide from Dragons: Dragons can’t perceive one subject/2 levels.
Ironguard: Target becomes immune to all metal.
Justice of the Wyrm King: Create a field of arcane force that deals 4d6 damage to melee attackers.
Kiss of Draconic Defiance: Hinder nearby spellcasters; counter one spell automatically.
Planar Bubble: Create bubble around target creature that emulates target’s native planar environment.
Psychic Turmoil, Greater: As psychic turmoil, but you gain power points as temporary hp.
Sequester: Target is invisible to sight and scrying; renders creature comatose.
Spell Snare, Greater: Dragonshard absorbs a spell or spell-like ability of up to 6th level.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
7TH-LEVEL SORCERER/WIZARD SPELLS (Conj)
Call Kolyarut: A kolyarut performs one duty for you.
Choking Cobwebs: Cobwebs provide concealment, slow movement, sicken creatures.
Dragon Ally: As lesser dragon ally, but up to 15 HD.
Drawmij’s Instant Summons: Prepared object appears in your hand.
Halaster’s Fetch IV: As Summon Monster IV, but the creatures remain and become free-willed.
Ice Castle: Creates castle of snow and ice with an array of magical effects.
Incarnum Bladestorm: Storm of blades deals Wisdom damage to living creatures within.
Luminous Assassin, Greater: As luminous assassin, but the assassin is more powerful.
Mordenkainen’s Magnificent Mansion: Door leads to extra-dimensional mansion.
Phase Door: Creates an invisible passage through wood or stone.
Plane Shift: Up to eight subjects travel to another plane.
Shadow Trap: Bind a greater shadow to an object as its guardian.
Stun Ray: Target stunned 1d4+1 rounds.
Summon Monster VII: Calls extraplanar creature to fight for you.
Teleport Object: As teleport, but affects a touched object.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Truename Binding: Enslaves extraplanar creature of CR 10 or less with the power of its truename.
Vipergout: Spit forth celestial or fiendish vipers that attack your foes.
Wall of Eyes (3.0): Creates barrier that caster can see through and that paralyzes and consumes those that touch it.
7TH-LEVEL SORCERER/WIZARD SPELLS (Div)
Adept Spirit, Mass: One subject/CL can activate bonus on CL/Concentration/Int checks and Will saves, for 1 minute.
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Fiendish Clarity: Caster sees in even magical darkness, sees invisible up to 60 feet, and can detect good.
Gem Tracer: Magical link between an object and a gem, allowing you to locate the object and scry upon the bearer.
Scrying, Greater: As scrying, but faster and longer.
Vision: As legend lore, but quicker and strenuous.
7TH-LEVEL SORCERER/WIZARD SPELLS (Ench)
Hiss of Sleep: You induce comatose slumber in targets.
Hold Person, Mass: As hold person, but all within 30 ft.
Insanity: Target suffers continuous confusion.
Nybor’s Stern Reproof: As Nybor’s mild admonishment, but target must save or die.
Power Word Blind: Blinds creature with 200 or fewer hp.
Rebuke, Final: As rebuke, except the Target must save or die.
Symbol of Stunning: Triggered rune stuns nearby creatures.
Symphonic Nightmare: Haunting music disrupts target’s sleep for 1 day/level.
Transfix: Humanoids freeze in place until condition you specify is met.
7TH-LEVEL SORCERER/WIZARD SPELLS (Evoc)
Bigby’s Grasping Hand: Large hand provides cover, pushes, or grapples.
Delayed Blast Fireball: 1d6 fire damage/level; you can delay blast for 5 rounds.
Emerald Flame Fist: Touch attack deals 3d6 + fire 1/level (max +20); Target can be engulfed for additional damage.
Forcecage: Cube or cage of force imprisons all inside.
Glorious Master of the Elements: Channel acid, cold, electricity, or fire damage into ranged touch attacks.
Ice Claw: Claw of ice grapples and deals cold damage.
Mordenkainen’s Sword: Floating magic blade strikes opponents.
Prismatic Eye: Orb produces individual prismatic rays as touch attacks.
Prismatic Spray: Rays hit subjects with variety of effects.
Radiant Assault: 1d6 damage/level, victims dazed or dazzled.
Scalding Touch: Touch deals 13d6 fire damage and dazes victim; usable a number of times equal to level.
Stored Lightning Bolt: Electricity deals 1d6/level damage, explodes out from surface after delay you select.
Submerge Ship: You control ship mentally while it travels underwater.
Whirl of Fangs: Create a barrier of fangs of force doing 12d4 to those who try to cross it.
Whirlwind of Teeth (3.0): Creates moving 5-ft/level cylinder that deals 1d8 damage/2 levels each round.
7TH-LEVEL SORCERER/WIZARD SPELLS (Illus)
Invisibility, Mass: As invisibility, but affects all in range.
Project Image: Illusory double can talk and cast spells.
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
Simulacrum: Creates partially real double of a creature.
Solipsism: Target believes it alone exists.
7TH-LEVEL SORCERER/WIZARD SPELLS (Necro)
Amber Sarcophagus: Target is trapped in stasis inside amber.
Arrow of Bone: Missile or thrown weapon gains +4 bonus, Target takes 3d6 damage +1/level (max +20) or is slain.
Avasculate: Reduce foe to half hp and stun.
Awaken Undead: Grant sentience to otherwise mindless undead.
Barghest’s Feast: Destroy target corpse, potentially preventing its return to life.
Control Undead: Undead don’t attack you while under your command.
Energy Ebb: Give Target one negative level/round for 1 round/level.
Evil Glare: Paralyze creatures with your glare.
Finger of Death: Kills one Target or deals 3d6 damage +1/level (max +25).
Kiss of the Vampire: You gain vampire-like supernatural abilities, but are vulnerable to attacks that harm undead.
Necrotic Curse: Cure spells in area deal damage, living beings don’t heal with rest.
Necrotic Tumor: Permanently control encysted subject.
Pulse of Hate: Nearby enemies take 2d6 damage/round.
Retributive Enervation: Any living creature that strikes you in melee gains a negative level.
Righteous Glare: Your gaze attack kills evil creatures with less than 5 HD, causes fear in others.
Seed of Undeath, Greater: As seed of undeath, but affects an area.
Soul Link: Grants target a boon, allows monitoring, and establishes a telepathic link that enhances enchantments.
Sword of Darkness: Blade of negative energy attacks your opponents.
Symbol of Weakness: Triggered rune weakens nearby creatures.
Waves of Exhaustion: Several targets become exhausted.
7TH-LEVEL SORCERER/WIZARD SPELLS (Trans)
Ability Rip: Take a supernatural ability from one target and transfer to another.
Adamantine Wings: Wings grant fly 60 ft., provide natural attacks.
Animalistic Power, Mass: As animalistic power, but multiple subjects.
Animate Breath: Your breath weapon becomes an elemental.
As the Frost: Transform into a creature of cold.
Bite of the Werebear: You gain the Strength and attacks of a werebear.
Body of War: You change into warforged titan, gain some abilities.
Brilliant Aura: Allies glow and their weapons become brilliant energy weapons +1 damage/2 levels.
Eladrin Form: You become an incorporeal globe.
Elemental Body: You take on the qualities of a type of elemental.
Energy Transformation Field: Area absorbs magic energy to power a predetermined spell.
Ethereal Jaunt: You become ethereal for 1 round/level.
Eye of the Beholder (3.0): Caster’s eye gains random beholder ray.
Flesh to Salt, Mass: Turns several creatures into statues of salt.
Glass Strike: Turns Target into glass.
Investiture of the Ice Devil: Target deals +1d6 cold damage and slows foes with successful melee attacks.
Lifebound: Possessing spirit is locked to host creature and is destroyed if host is slain.
Mirror Walking (3.0): You may use a mirror to enter the plane of Mirrors.
Nar Fiendbond: Target gains half-fiend template.
Open Lesser Chakra: Allow target to bind to its arms, brow, crown, feet, hands, or shoulders chakra.
Reverse Gravity: Objects and creatures fall upward.
Spell Matrix: Stores up to two spells of 3rd level or lower to be released later.
Statue: Target can become a statue at will.
Stone Shape, Greater: Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape.
Stone Trap: Block of stone turns invisible, hovers in the air, and drops when condition is met.
Synostodweomer: Channel a spell into positive energy to cure 1d8/spell level.
Tomb of Light: Entraps and harms evil extraplanar creatures.
Unicorn Heart: Gain speed 60 ft., +4 on Str-, Dex-, and Con based checks; use dimension door once.
Vitrify: Melts sand into glass.
7TH-LEVEL SORCERER/WIZARD SPELLS (Univ)
Arcane Spellsurge: Reduce the casting time of your arcane spells.
Limited Wish: Alters reality—within spell limits.
8TH-LEVEL SORCERER/WIZARD SPELLS (Abjur)
Chain Dispel: Dispel multiple magical effects in multiple creatures.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Expunge the Supernatural: Permanently eliminates a foe’s supernatural ability.
Mind Blank: Target is immune to mental/emotional magic and scrying.
Mysterious Redirection: Attacks against you have 50% chance to strike adjacent target instead.
Mystic Shield: Blocks all 6th level or lower spells.
Prismatic Wall: Wall’s colors have array of effects.
Protection from Spells: Confers +8 resistance bonus.
Shun the Dark Chaos: Exchanges one of target’s Abyssal inheritor feats for another kind of feat.
Soulbanned Zone: Create an immobile area that blocks all incarnum effects for 10 minute/level.
Truename Dispel: Cancels spells and magical effects on a creature whose personal truename you know.
Wall of Greater Dispel Magic: Creatures passing through a transparent wall become subjects of targeted greater dispel magic.
8TH-LEVEL SORCERER/WIZARD SPELLS (Conj)
Conjure Midnight Construct, Greater: Shape a construct from incarnum to fight for you.
Deadly Lahar: Create a wave of molten volcanic rock that sticks to creatures.
Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow your commands.
Halaster’s Fetch V: As Summon Monster V, but the creatures remain and become free-willed.
Icy Claw: You conjure a Medium claw that fights on your behalf.
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Maze: Traps Target in extra-dimensional maze.
Mordenkainen’s Capable Caravel: Creates magical ship with extra-dimensional staterooms.
Plane Shift, Greater: Plane shift accurately to your desired destination.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Trap the Soul: Imprisons Target within gem.
8TH-LEVEL SORCERER/WIZARD SPELLS (Div)
Discern Location: Reveals exact location of creature or object.
Guardian Spirit, Mass: One subject/CL can activate bonus on AC, Reflex saves, and Dex-based checks for 1 minute.
Moment of Prescience: You gain insight bonus on a single attack roll, check, or save.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
8TH-LEVEL SORCERER/WIZARD SPELLS (Ench)
Antipathy: Object or location affected by spell repels certain creatures.
Binding: Utilizes an array of techniques to imprison a creature.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Demand: Delivers short message and suggestion anywhere, instantly.
Desert Binding: Imprisons creature as sand in an hourglass or wind in the waste.
Familial Geas: Commands Target to undertake a task, which passes to his nearest kin if he dies.
Maddening Whispers: You induce confusion and madness in targets.
Mind of the Labyrinth: Confuse enemies who try to affect your mind; dominate one such attacker.
Otto’s Irresistible Dance: Forces Target to dance.
Power Word Petrify: Petrifies one creature with 100 hp or less.
Power Word Stun: Stuns creatures with 150 or fewer hp.
Symbol of Insanity: Triggered rune renders nearby creatures insane.
Sympathy: Object or location attracts certain creatures.
Wrathful Castigation: Target dies or may be dazed and -4 on all saves for 1 round/level.
8TH-LEVEL SORCERER/WIZARD SPELLS (Evoc)
Bigby’s Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Depthsurge: Water slam deals 2d6 + CL damage to all within 20-ft radius, pushes targets back, sinks ships.
Field of Icy Razors: Creatures in area take normal and cold damage, might be slowed.
Halaster’s Blacksphere: Bead of force in a spell.
Lightning Ring: Grants electricity resistance 20, damages adjacent creatures; two lightning bolts per round.
Otiluke’s Telekinetic Sphere: As Otiluke’s resilient sphere, but you move sphere telekinetically.
Polar Ray: Ranged touch attack deals 1d6/level cold damage in a 60-ft cone.
Prismatic Bow: Creates bow that allows seven attacks, each with a different prismatic effect.
Shout, Greater: Devastating yell deals 10d6 sonic damage, stuns creatures, damages objects.
Sunburst: Blinds all within 80 ft., deals 6d6 damage.
Zajimarn’s Field of Icy Razors (3.0): Creatures in area take normal and cold damage, may be slowed.
8TH-LEVEL SORCERER/WIZARD SPELLS (Illus)
Invisibility, Superior: Target is invisible to sight, hearing, and scent for 1 minute/level, and can attack.
Scintillating Pattern: Creates twisting colors that confuse, stun, or render subjects unconscious.
Screen: Illusion hides area from vision, scrying.
Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
Shifting Paths: Illusion hides path, creates false new path.
Stalking Spell (3.0): Target hidden from sight, hearing, and scent.
8TH-LEVEL SORCERER/WIZARD SPELLS (Necro)
Avascular Mass: Reduce foe to half hp and stun, entangle in 20-ft radius from victim.
Bestow Curse, Greater: As bestow curse, but more severe penalties.
Blackfire: Target takes 1d4 Con, Nauseated; flames spread to adjacent targets.
Clone: Duplicate awakens when original dies.
Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
Devastate Undead (3.0): Destroy undead to grant yourself negative material plane energy.
Gutwrench (3.0): Kills Target and gives caster 4d6 temporary HP and +4 Strength.
Heart of Stone: Exchange your heart with stone heart to gain DR, resistance to energy for 1 year.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Last Judgment: Evil creatures are struck dead and sent to Lower Planes.
Leech Undeath: Harm undead to gain temporary HP.
Necrotic Empowerment: Draw vigor from mother cyst.
Plague: One creature/level contracts quickly terminal disease.
Sever Legacy: Target permanently loses all legacy abilities.
Skeletal Guard: Create one skeleton/level with turn resistance.
Steal Life (3.0): Caster drains 1 ability score point per round and becomes younger.
Symbol of Death: Triggered rune slays nearby creatures.
Touch of the Graveborn: Melee touch attack deals 10d6 damage or controls undead creature.
Veil of Undeath: You gain undead traits.
8TH-LEVEL SORCERER/WIZARD SPELLS (Trans)
Axiomatic Creature: Transforms creature into an axiomatic creature.
Bestow Curse, Greater: As bestow curse, but more severe penalties.
Blackstaff (3.0): Greatly enhances staff or quarterstaff.
Breath Weapon Admixture: Add a second kind of energy to your breath weapon.
Celerity, Greater: Take a full-round action immediately, but be dazed for a round.
Dreaded Form of the Eye Tyrant: You take the form of a beholder.
Dream Travel (3.0): Travel rapidly through the region of dreams.
Earth Glide: Grants the ability to glide thru earth like an earth elemental.
Embrace the Dark Chaos: Exchanges one of target’s feats for an Abyssal inheritor feat.
Excavate: Creates a permanent passage in earth and walls.
Fimbulwinter: Creates winter weather for miles around you that lasts for months.
Flensing: Trauma deals 2d6 hp damage and 1d6 Cha and Con damage.
Ghostform: You assume incorporeal form and gain some incorporeal traits and bonuses.
Investiture of the Horned Devil: Target stuns foes with successful melee attack.
Iron Body: Your body becomes living iron.
Make Manifest, Mass: As make manifest but affecting all creatures in the area.
Polymorph Any Object: Changes any Target into anything else.
Ritual of Renaming: You give a creature a new personal truename, expunging the old one.
Simbul’s Skeletal Deliquescence (3.0): Target becomes a soft-bodied ooze-like creature.
Soul’s Treasure Lost (3.0): Disintegrates subject’s most valuable object.
Stone Metamorphosis, Greater: Changes 10 cu. ft. + 10 cu. ft./level of stone into another type of stone.
Stunning Breath, Greater: Your breath weapon also stuns creatures for 2d4 rounds.
Temporal Stasis: Puts Target into suspended animation.
Unyielding Form of Inevitable Death: You take the form of a marut.
9TH-LEVEL SORCERER/WIZARD SPELLS (Abjur)
Absorption: You absorb targeted spell energy to power spells of your own.
Elminster’s Effulgent Epuration: Creates one sphere/level to negate hostile magic.
Freedom: Releases creature from imprisonment.
Halaster’s Teleport Cage: Randomizes teleportation of all kinds.
Imprisonment: Entombs Target beneath the earth.
Khelben’s Dweomerdoom: Counter target’s spells before they can be cast.
Magic Miasma: Solid fog reduces CL by -4.
Maw of Chaos: Chaotic energy dazes, deals damage, impedes concentration.
Mordenkainen’s Disjunction: Dispels magic, disenchants magic items.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Reaving Dispel: On a targeted dispel, steal spell power and effects for yourself.
Soulmeld Disjunction: One or more of target’s soulmelds are destroyed.
Srinshee’s Spell Shift: You can apply a metamagic feat to a spell, manipulate a property, or stun the caster.
Unbinding: Frees everyone in range from spells that constrain or bind.
9TH-LEVEL SORCERER/WIZARD SPELLS (Conj)
Abyssal Army: Summons demons to fight for you.
Abyssal Rift: Opens a rift in the ground, damaging creatures and structures.
Black Blade of Disaster: Floating magic weapon disintegrates subjects.
Blinding Glory: 100-ft/level radius of light that blinds evil creatures.
Call Marut: A marut performs one duty for you.
Dimension Jumper, Greater: Teleport yourself up to 60 feet once per round.
Dragon Ally, Greater: As lesser dragon ally, but up to 21 HD.
Gate: Connects two planes for travel or summoning.
Genius Loci: Create a guardian spirit for a specific location.
Halaster’s Fetch VI: As Summon Monster VI, but the creatures remain and become free-willed.
Heavenly Host: Summons archons to fight for you.
Hellish Horde: Summons devils to fight for you.
Node Genesis: Creates a Class 1 node.
Obedient Avalanche: Snowy avalanche crushes and buries your foes.
Planar Navigation: Send a whole ship to another plane.
Precipitate Complete Breach: You rip wide the boundary between two planes.
Refuge: Alters item to transport its possessor to you.
Ring of Fire: Create a spreading area of lava.
Sphere of Ultimate Destruction: Featureless black sphere does 2d6/level damage, disintegrates.
Summon Elemental Monolith: Calls powerful elemental creature to fight for you.
Summon Golem: Summon a clay, flesh, iron, or stone golem from a small amount of like material.
Summon Monster IX: Calls extraplanar creature to fight for you.
Teleportation Circle: Circle teleports any creature inside to designated spot.
Towering Thunderhead: Clouds provide concealment, block ranged attacks, empower sonic or electricity spells.
Truename Binding, Greater: Enslaves extraplanar creature of CR 14 or less with the power of its truename.
Utterdark: 100-ft/level radius of darkness that evil creatures can see through.
Vile Death: Undead creature gains fiendish template.
9TH-LEVEL SORCERER/WIZARD SPELLS (Div)
Eye of Power: As arcane eye, but you can cast spells of 3rd level or lower through it.
Foresight: Sixth sense warns of impending danger.
Hindsight: You see into the past.
9TH-LEVEL SORCERER/WIZARD SPELLS (Ench)
Dominate Monster: As dominate person, but any creature.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Mindrape (3.0): Caster learns everything Target knows and can alter its memory or knowledge.
Power Word Kill: Kills creature with 100 hp or less.
Programmed Amnesia: Destroy, alter, or replace memories in target creature.
9TH-LEVEL SORCERER/WIZARD SPELLS (Evoc)
Bigby’s Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Binding Chain of Fate: Hold’s a target perfectly still and does 2d6 force a round.
Burst of Glacial Wrath: Freeze nearby creatures, turning them into solid blocks of ice.
Chain Contingency (3.0): As contingency spell, except that it triggers three spells.
Crushing Fist of Spite (3.0): Fist deals 1d6 damage/level each round.
Deadly Sunstroke: Creatures take 1d6 fire damage/level and become fatigued.
Detonate: Slays Target and creates 20-ft radius explosion that deals 1d6 damage/level (max 20d6).
Iceberg: Block of ice falls from sky, dealing 20d6 damage and burying subjects.
Instant Refuge: Transport to a safe location of your choice.
Invoke Magic: Momentarily negate anti-magic effects.
Lash of Force: Whip of force strikes for 5d6 damage; can become a 15d6 line attack.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Mycontil’s Last Resort: Sacrifice all remaining spells to unleash devastating explosion.
Prismatic Deluge: Call down a prismatic effect over a wide area.
Reality Maelstrom: Hole in reality sends creatures and objects to another plane.
Tidal Wave: Massive wave damages boats, creatures, and structures on a coast.
9TH-LEVEL SORCERER/WIZARD SPELLS (Illus)
Ice Assassin: Creates duplicate of creature with sole purpose to slay original.
Shades: As shadow conjuration, but up to 8th level and 80% real.
Weird: As phantasmal killer, but affects all within 30 ft.
9TH-LEVEL SORCERER/WIZARD SPELLS (Necro)
Astral Projection: Projects you and companions onto the Astral Plane.
Energy Drain: Target gains 2d4 negative levels.
Enervating Breath: Your breath weapon also bestows 2d4 negative levels.
Ensul’s Soultheft: Drain stats to heal yourself.
Hide Life (3.0): You cannot die.
Laeral’s Crowning Touch: Curse spellcaster to lose levels when spells are cast.
Necrotic Termination: Permanently eliminates encysted subject.
Plague of Undead: Animates horde of undead.
Soul Bind: Traps newly dead soul to prevent resurrection.
Unname: Erase a creature from reality.
Wail of the Banshee: Kills one creature/level.
9TH-LEVEL SORCERER/WIZARD SPELLS (Trans)
Awaken Construct: Construct gains human-like sentience.
Breath Weapon Admixture: Add a second kind of energy to your breath weapon.
Burst of Glacial Wrath: Freeze nearby creatures, turning them into solid blocks of ice.
Construct Essence, Greater: Grants a living construct all the benefits of the construct type.
Dragonshape: You take on the form and abilities of a Huge red dragon.
Etherealness: Travel to Ethereal Plane with companions.
Frostfell: Intense cold turns all subjects in area into ice.
Incarnate Construct (3.0): Turns construct into living creature.
Investiture of the Hellfire Engine: Target gains iron body and 8d10 breath weapon of hellfire.
Investiture of the Pit Fiend: Target gains powerful claw attacks, ability to inflict disease, or ability to inflict terror.
Open Greater Chakra: Allow target to bind to its arms, brow, crown, feet, hands, shoulders, throat, or waist chakra.
Perinarch, Planar: Gain control over a small area of any divinely morphic plane.
Replicate Casting: Duplicate observed spell or spell-like ability.
Revitalize Legacy, Greater: Get extra use of chosen greater legacy ability.
Shapechange: Transforms you into any creature, and change forms once/round.
Spell Matrix, Greater: Stores up to three spells of 3rd level or lower to be released later.
Time Stop: You act freely for 1d4+1 rounds.
Transmute Rock to Lava: Transforms one 10-ft cube with subsequent fire damage and effects.
Undermaster: You gain earth-related spell-like abilities.
9TH-LEVEL SORCERER/WIZARD SPELLS (Univ)
Wish: As limited wish, but with fewer limits.

STRIFELEADER (3.0) SPELL LIST


0-LEVEL STRIFELEADER SPELLS
Ghost Sound: Figment sounds.
1ST-LEVEL STRIFELEADER SPELLS
Silent Image: Creates minor illusion of your design.
2ND-LEVEL STRIFELEADER SPELLS
Invisibility: Target invisible 1 minute/level or until it attacks.
Minor Image: Creates audio and visual illusion of your design.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
3RD-LEVEL STRIFELEADER SPELLS
Major Image: As silent image, plus sound, smell, and thermal effects.
4TH-LEVEL STRIFELEADER SPELLS
Phantasmal Killer: Fearsome illusion kills Target or deals 3d6 damage.

SUBSTITUTION LEVELS
GNOME RANGER
Description: Hampered to some extent by her size, the gnome ranger learns to play off her other strengths. By embracing her
connection to burrowing animals, the gnome ranger can attract an animal companion that can support her in combat.
Against her favored enemies, she favors tactics of stealth more than interaction, and she truly shines when she chooses the
traditional foes of her race as favored enemies. Her magic likewise draws on her racial abilities, allowing her to cast
illusions unavailable to most rangers. The combination of these abilities makes the gnome ranger a fearsome ambusher
who fights with the ferocity of the badger.
Prerequisite: To take a gnome ranger substitution level, a character must be a gnome ranger.
Spell Loss: A ranger who selects this substitution feature loses the following spells from her class spell list:
1 snare.
2 barkskin.
3 wind wall.
4 commune with nature, tree stride.
Expanded Spell List: At 8th level, a Gnome Ranger adds the following to his Ranger spell list:
2 Blur: Attacks miss Target 20% of the time.
2 Invisibility: Target invisible 1 minute/level or until it attacks.
2 Misdirection: Misleads divinations for one creature or object.
4 Invisibility, Greater: As invisibility, but Target can attack and stay invisible.
4 Phantasmal Killer: Fearsome illusion kills Target or deals 3d6 damage.
HALF-ELF RANGER
Description: Not all rangers spend their entire lives in the untamed wilds of the forests and hills. Some half-elves find a mix of
rural and urban life to their taste, and temper their wilderness lore with the ability to interact well with a wide range of
individuals. The half-elf ranger is the ultimate investigator and bounty hunter. She finds social skills just as important for
survival as fighting prowess.
Prerequisite: To take a half-elf ranger substitution level, a character must be a half-elf ranger.
Spell Loss: A ranger who selects this substitution feature loses the following spells from her class spell list:
1 detect animals or plants, detect snares and pits, entangle, summon nature’s ally I.
2 snare, speak with plants, summon nature’s ally II.
3 command plants, diminish plants, plant growth, summon nature’s ally II, tree shape.
4 commune with nature, summon nature’s ally IV, tree stride.
Expanded Spell List: At 4th level, a Half-Elf Ranger adds the following to his Ranger spell list:
1 Comprehend Languages: Understand all spoken and written languages.
1 Detect Secret Doors: Reveals hidden doors within 60 ft.
1 Message: Whispered conversation at a distance.
2 Detect Thoughts: Allows listening to surface thoughts.
2 Tongues: Speak any language.
3 Phantom Steed: Magic horse appears for 1 hour/level.
4 Dimension Door: Teleports you short distance.
KOBOLD RANGER
Description: Kobold rangers are not deterred by their size, forging lifelong relationships with their preferred dire weasel
companions, who more than make up for their masters’ physical shortcomings. A kobold ranger is a sentinel for her tribe,
riding the fringes of her lands in search of enemies and threats. Nothing slows a kobold ranger in pursuit of prey.
Prerequisite: To take a kobold ranger substitution level, a character must be a kobold ranger.
Spell Loss: A ranger who selects this substitution feature loses the following spells from her class spell list:
1 entangle.
2 speak with plants, spike growth.
3 command plants, diminish plants, plant growth, tree shape.
4 tree stride.
Expanded Spell List: At 4th level, a Kobold Ranger adds the following to his Ranger spell list:
1 Steal Size: Humanoid creature doubles in size as targeted humanoid halves in size.
2 Local Tremor: Light tremor shakes in a 30-ft line.
2 Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
3 Meld into Stone: You and your gear merge with stone.
3 Spike Stones: Creatures in area take 1d8 damage, may be slowed.
3 Stone Shape: Sculpts stone into any shape.
3 Stoneskin: Ignore 10 points of damage per attack.
4 Stone Tell: Talk to natural or worked stone.
RAPTORAN SORCERER
Description: The raptoran sorcerer has an almost instinctive command of the magical forces required to manipulate the air
beneath his wings. He loses some versatility in spellcasting but gains the ability to cast additional air-based spells and even
the service of an elemental familiar.
Prerequisite: To take a Raptoran Sorcerer substitution level, a character must be a Raptoran Sorcerer.
Expanded Spell List: At 1st, 5th, or 11th level, a raptoran sorcerer adds the following to his Sorcerer spell list:
4 Air Walk: Target treads on air as if solid (climb at 45-degree angle).
5 Control Winds: Change wind direction and speed.
7 Wind Walk: You and your allies turn vaporous and travel fast.
8 Whirlwind: Cyclone deals damage and can pick up creatures.
RED FALCON
Description: Members of the Order of the Red Falcon serve the Red Knight and have earned fame in Tethyr for their heroics.
They have a reputation for being excellent military tacticians, and even their followers are a cut above the norm.
Prerequisite: To take a Red Falcon substitution level, a character must have the Red Knight as her patron deity and be a paladin.
Expanded Spell List: At 4th level, a Red Falcon adds the following to his paladin spell list:
1 Deathwatch: Reveals how near death subjects within 30 ft. are.
2 Augury: Learns whether an action will be good or bad.
2 Status: Monitors condition, position of allies.
RUBY ROSE KNIGHT
Description: Members of Sune’s order of paladins, the Sisters and Brothers of the Ruby Rose, are known for their charm,
beauty, and aversion to ugliness and evil. They use the power of love to destroy evil and hideous things, and they draw
strength from their many romances.
Prerequisite: To take a Ruby Rose Knight substitution level, a character must have Sune as her patron and be a paladin.
Expanded Spell List: At 3rd level, a Ruby Rose Knight adds the following to her paladin spell list:
2 Love Bite: Target feels a kiss or is affected by 2nd level or lower touch attack at range.
SHOOTING STAR
Description: Rangers of the Order of the Shooting Star serve Mystra by scouting, spying, and dealing with fiends and
monstrosities created by magical experimentation.
Prerequisite: To take a Shooting Star substitution level, a character must have Mystra as her patron deity and be a ranger.
Expanded Spell List: At 8th level, a Shooting Star adds the following to her ranger spell list:
2 See Invisibility: Reveals invisible creatures or objects.
4 Word of Recall: Teleports you back to designated place.
VIGILANT EYE OF HELM
Description: This paladin order of Helm is growing rapidly and impressing the common folk with its members’ humility and
self-sacrifice. The Vigilant Eyes of Helm defend the innocent from threats and develop special ways of recognizing danger
and protecting others.
Prerequisite: To take a Vigilant Eye substitution level, a character must have Helm as his patron deity and be a paladin.
Expanded Spell List: At 1st level, a Vigilant Eye of Helm adds the following to her paladin spell list:
2 See Invisibility: Reveals invisible creatures or objects.

TELFLAMMAR SHADOWLORD SPELL LIST


1ST-LEVEL TELFLAMMAR SHADOWLORD SPELLS
Blindness/Deafness: Makes Target blinded or deafened.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Darkness: 20-ft radius of supernatural darkness.
Darkvision: See 60 ft. in total darkness.
Invisibility: Target invisible 1 minute/level or until it attacks.
Knock: Open locked or magically sealed door.
Levitate: Target moves up and down at your direction.
Shadow Mask: Grants +4 on saves against light spells, protection from gaze attacks.
Shadow Spray: Deals 4 points of Str damage and dazes.
2ND-LEVEL TELFLAMMAR SHADOWLORD SPELLS
Air Walk: Target treads on air as if solid (climb at 45-degree angle).
Blacklight: Creates a 20-ft radius of supernatural darkness you can see through.
Displacement: Attacks miss Target 50%.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Invisibility, Greater: As invisibility, but Target can attack and stay invisible.
Nondetection: Hides Target from divination, scrying.
Vampiric Touch: Touch deals 1d6/two CLs; caster gains damage as hp.
3RD-LEVEL TELFLAMMAR SHADOWLORD SPELLS
Confusion: Subjects behave oddly for 1 round/level.
Darkbolt: You hurl 1 beam of darkness/2 levels dealing 2d8 damage and may daze target for 1 round.
Detect Scrying: Alerts you to magical eavesdropping.
Dimension Door: Teleports you short distance.
Invisibility, Mass: As invisibility, but affects all in range.
Mislead: Turns you invisible and creates illusory double.

TEMPLAR (3.0) SPELL LIST


1ST-LEVEL TEMPLAR SPELLS
Bless: Allies gain +1 to attack, +1 against fear.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One Target obeys one-word command for 1 round.
Divine Favor: You gain attack, damage bonus, +1/3 levels.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Magic Weapon: Weapon gains +1 bonus.
Shield of Faith: Aura grants +2 or higher deflection bonus.
2ND-LEVEL TEMPLAR SPELLS
Aid: +1 on attack rolls and fear saves, 1d8 temporary hp +1/level (max +10).
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Calm Emotions: Calms creatures, negating emotion effects.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Hold Person: Holds one person helpless; 1 round/level.
Shield Other: You take half of subject’s damage.
Spiritual Weapon: Magic weapon attacks on its own.
3RD-LEVEL TEMPLAR SPELLS
Blindness/Deafness: Makes Target blinded or deafened.
Daylight: 60-ft radius of bright light.
Dispel Magic: Cancels spells and magical effects.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
Protection from Negative Energy: Ignore 10 points of negative energy damage per attack.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Searing Light: Ray deals 1d8/two levels, more against undead.
4TH-LEVEL TEMPLAR SPELLS
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Freedom of Movement: Target moves normally despite impediments.
Magic Weapon, Greater: +1/four levels (max +5).
Status: Monitors condition, position of allies.

TEMPLE RAIDER SPELL LIST


1ST-LEVEL TEMPLE RAIDER SPELLS
Detect Law: Reveals lawful creatures, spells, or objects.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Disguise own appearance.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can’t perceive one subject/level.
Obscuring Mist: Fog surrounds you.
Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2ND-LEVEL TEMPLE RAIDER SPELLS
Aid: +1 on attack rolls and fear saves, 1d8 temporary hp +1/level (max +10).
Augury: Learns whether an action will be good or bad.
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Darkvision: See 60 ft. in total darkness.
Delay Poison: Stops poison from harming Target for 1 hour/level.
Invisibility: Target invisible 1 minute/level or until it attacks.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Undetectable Alignment: Conceals alignment for 24 hours.
3RD-LEVEL TEMPLE RAIDER SPELLS
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Law: As protection from law, but 10-ft radius and 10 minute/level.
Nondetection: Hides Target from divination, scrying.
Obscure Object: Masks object against scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Curse: Frees object or person from curse.
Resist Energy: Ignores 10 hp/round from one energy type.
See Invisibility: Reveals invisible creatures or objects.
4TH-LEVEL TEMPLE RAIDER SPELLS
Air Walk: Target treads on air as if solid (climb at 45-degree angle).
Confusion: Subjects behave oddly for 1 round/level.
Death Ward: Grants immunity to death spells and negative energy effects.
Freedom of Movement: Target moves normally despite impediments.
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Restoration: Restores level and ability score drains.
Spell Immunity: Target is immune to one spell/four levels.

THAYAN SLAVER SPELL LIST


1ST-LEVEL THAYAN SLAVER SPELLS
Alarm: Wards an area for 2 hours/level.
Arcane Lock: Magically locks a portal or chest.
Burning Hands: 1d4 fire damage/level (max 5d4), 15-foot cone.
Command: One Target obeys one-word command for 1 round.
Detect Thoughts: Allows listening to surface thoughts.
Disguise Self: Disguise own appearance.
Knock: Open locked or magically sealed door.
Ray of Enfeeblement: Ray deals 1d6+1/2 levels Str penalty.
True Strike: +20 on your next attack roll.
2ND-LEVEL THAYAN SLAVER SPELLS
Alter Self: Assume form of a similar creature.
Fear: Subjects within cone flee for 1 round/level.
Hold Person: Holds one person helpless; 1 round/level.
Invisibility: Target invisible 1 minute/level or until it attacks.
Misdirection: Misleads divinations for one creature or object.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
3RD-LEVEL THAYAN SLAVER SPELLS
Command, Greater: As command, but affects one subject/level.
Dominate Person: Control humanoid telepathically.
Hold Monster: As hold person, but any creature.
Invisibility, Greater: As invisibility, but Target can attack and stay invisible.
Nondetection: Hides Target from divination, scrying.
4TH-LEVEL THAYAN SLAVER SPELLS
Enervation: Target gains 1d4 negative levels.
Locate Creature: Indicates direction to familiar creature.
Mind Fog: Subjects in fog get -10 to Wisdom and Will checks.
Sequester: Target is invisible to sight and scrying; renders creature comatose.
Veil: Changes appearance of group of creatures.

TRAPSMITH SPELL LIST


1ST-LEVEL TRAPSMITH SPELLS
Arcane Sight: Magical auras become visible to you.
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
Dispel Magic: Cancels spells and magical effects.
Fox’s Cunning: Target gains +4 Int for 1 minute/level.
Gaseous Form: Target becomes insubstantial and can fly slowly.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Knock: Open locked or magically sealed door.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
2ND-LEVEL TRAPSMITH SPELLS
Arcane Eye: Invisible floating eye moves 30 ft./round.
Dimension Door: Teleports you short distance.
Globe of Invulnerability, Lesser: Stops 1st through 3rd-level spell effects.
Otiluke’s Resilient Sphere: Force globe protects but traps one subject.
Stoneskin: Ignore 10 points of damage per attack.
Stone Shape: Sculpts stone into any shape.
3RD-LEVEL TRAPSMITH SPELLS
Bigby’s Interposing Hand: Hand provides cover against one opponent.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Fabricate: Transforms raw material into finished items.
Wall of Stone: Creates a stone wall that can be shaped.

URBAN ADEPT SPELL LIST


0-LEVEL URBAN ADEPT SPELLS
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one roll, save, or check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Target gains +1 on saving throws.
1ST-LEVEL URBAN ADEPT SPELLS
Bless: Allies gain +1 to attack, +1 against fear.
Charm Person: Makes one person your friend.
Command: One Target obeys one-word command for 1 round.
Comprehend Languages: Understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Detect Chaos: Reveals chaotic creatures, spells, or objects.
Detect Evil: Reveals evil creatures, spells, or objects.
Detect Good: Reveals good creatures, spells, or objects.
Detect Law: Reveals lawful creatures, spells, or objects.
Divine Favor: You gain attack, damage bonus, +1/3 levels.
Endure Elements: Exist comfortably in hot or cold environments.
Identify: Determines properties of magic item.
Obscuring Mist: Fog surrounds you.
Protection from Chaos: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2ND-LEVEL URBAN ADEPT SPELLS
Aid: +1 on attack rolls and fear saves, 1d8 temporary hp +1/level (max +10).
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
Darkness: 20-ft radius of supernatural darkness.
Delay Poison: Stops poison from harming Target for 1 hour/level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Fox’s Cunning: Target gains +4 Int for 1 minute/level.
Locate Object: Senses direction toward object (specific or type).
Owl’s Wisdom: Target gains +4 to Wis for 1 minute/level.
Resist Energy: Ignores 10 hp/round from one energy type.
See Invisibility: Reveals invisible creatures or objects.
Whispering Wind: Sends a short message 1 mile/level.
3RD-LEVEL URBAN ADEPT SPELLS
Animate Dead: Creates undead skeletons and zombies.
Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
Contagion: Infects Target with chosen disease.
Continual Flame: Makes a permanent, heatless torch.
Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
Daylight: 60-ft radius of bright light.
Deeper Darkness: Object sheds absolute darkness in a 60-ft radius.
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Tongues: Speak any language.
4TH-LEVEL URBAN ADEPT SPELLS
Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
Legend Lore: Learn tales about a person, place, or thing.
Minor Creation: Creates one cloth or wood object.
Restoration: Restores level and ability score drains.
Scrying: Spies on Target from a distance.
Stoneskin: Ignore 10 points of damage per attack.
5TH-LEVEL URBAN ADEPT SPELLS
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Commune: Deity answers one yes-or-no question/level.
Dream: Sends message to anyone sleeping.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Major Creation: As minor creation, plus stone and metal.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Raise Dead: Restores life to Target who died up to 1 day/level ago.
True Seeing: See all things as they really are.

VADALIS BEASTKEEPER SPELL LIST


1ST-LEVEL VADALIS BEASTKEEPER SPELLS
Animal Messenger: Sends a Tiny animal to a specific place.
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Delay Poison: Stops poison from harming Target for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Endure Elements: Exist comfortably in hot or cold environments.
Feather Fall: Objects or creatures fall slowly.
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Target gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of Target creature gets +1 on attack and damage rolls.
Speak with Animals: You can communicate with natural animals.
Summon Nature’s Ally I: Calls creature to fight.
2ND-LEVEL VADALIS BEASTKEEPER SPELLS
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Target gains +4 to Wis for 1 minute/level.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Nature’s Ally II: Calls creature to fight.
3RD-LEVEL VADALIS BEASTKEEPER SPELLS
Darkvision: See 60 ft. in total darkness.
Heal Mount:† As heal on warhorse or other special mount.
Magic Fang, Greater: One natural weapon of Target creature gets +1/four levels on attack and damage rolls (max +5).
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature’s Ally III: Calls creature to fight.
4TH-LEVEL VADALIS BEASTKEEPER SPELLS
Animal Growth: One animal/2 levels doubles in size.
Freedom of Movement: Target moves normally despite impediments.
Polymorph: Gives one willing Target a new form.
Summon Nature’s Ally IV: Calls creature to fight.
† Can be cast on animal companion as well as a special mount.

VASSAL OF BAHAMUT SPELL LIST


1ST-LEVEL VASSAL OF BAHAMUT SPELLS
Bless: Allies gain +1 to attack, +1 against fear.
Bless Weapon: Weapon strikes true against evil foes.
Divine Favor: You gain attack, damage bonus, +1/3 levels.
Endure Elements: Exist comfortably in hot or cold environments.
Lantern Light: Ranged touch attacks deal 1d6 points of damage.
Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Shield of Faith: Aura grants +2 or higher deflection bonus.
2ND-LEVEL VASSAL OF BAHAMUT SPELLS
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
Disguise Self: Disguise own appearance.
Resist Energy: Ignores 10 hp/round from one energy type.
Shield Other: You take half of subject’s damage.
Undetectable Alignment: Conceals alignment for 24 hours.
3RD-LEVEL VASSAL OF BAHAMUT SPELLS
Discern Lies: Reveals deliberate falsehoods.
Magic Circle against Evil: As protection from evil, but 10-ft radius and 10 minute/level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Refreshment: Cures creatures of all non-lethal damage.
Searing Light: Ray deals 1d8/two levels, more against undead.
4TH-LEVEL VASSAL OF BAHAMUT SPELLS
Dispel Evil: +4 bonus against attacks by evil creatures.
Divination: Provides useful advice for specific, proposed action.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Tongues: Speak any language.

VIGILANTE SPELL LIST


1ST-LEVEL VIGILANTE SPELLS
Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on skill check.
Alarm: Wards an area for 2 hours/level.
Animate Rope: Makes a rope move at your command.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Comprehend Languages: Understand all spoken and written languages.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Disguise own appearance.
Distort Speech: Target’s speech becomes unintelligible, hampers spellcasting.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round.
Feather Fall: Objects or creatures fall slowly.
Ghost Sound: Figment sounds.
Identify: Determines properties of magic item.
Joyful Noise: You negate silence in a 10-ft radius emanation for as long as you concentrate.
Know Direction: You discern north.
Mage Hand: 5-pound telekinesis.
Magic Mouth: Speaks once when triggered.
Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at a distance.
Nystul’s Magic Aura: Alters object’s magic aura.
Obscure Object: Masks object against scrying.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
Resistance: Target gains +1 on saving throws.
Silent Image: Creates minor illusion of your design.
Undetectable Alignment: Conceals alignment for 24 hours.
Ventriloquism: Throws voice for 1 minute/level.
2ND-LEVEL VIGILANTE SPELLS
Alter Self: Assume form of a similar creature.
Bladeweave: Your melee attack dazes your opponent.
Blindness/Deafness: Makes Target blinded or deafened.
Blur: Attacks miss Target 20% of the time.
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Detect Thoughts: Allows listening to surface thoughts.
Eagle’s Splendor: Target gains +4 to Charisma for 1 minute/level.
Fly, Swift: Gain fly speed of 60 ft. for 1 round.
Fox’s Cunning: Target gains +4 Int for 1 minute/level.
Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.
Invisibility, Swift: Invisibility lasts 1 round.
Invisibility: Target invisible 1 minute/level or until it attacks.
Iron Silence: Armor touched has no armor check penalty on Hide and Move Silently for 1 hour/level.
Locate Object: Senses direction toward object (specific or type).
Minor Image: Creates audio and visual illusion of your design.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Scare: Frightens creatures of less than 6 HD.
Silence: Negates sound in 20-ft radius.
Sonic Weapon: Weapon touched deals +1d6 sonic damage with each hit.
Tactical Precision: Allies gain additional +2 bonus on attack rolls and +1d6 additional damage against flanked foes.
Tongues: Speak any language.
Whispering Wind: Sends a short message 1 mile/level.
3RD-LEVEL VIGILANTE SPELLS
Allegro: You and your allies gain +30 ft. speed for 1 minute/level.
Blink: You randomly vanish and reappear for 1 round/level.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
Dispel Magic: Cancels spells and magical effects.
Displacement: Attacks miss Target 50%.
Fear: Subjects within cone flee for 1 round/level.
Gaseous Form: Target becomes insubstantial and can fly slowly.
Glibness: Gain +30 on Bluff checks, and your lies can escape magical discernment.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Illusory Script: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell, and thermal effects.
Remove Curse: Frees object or person from curse.
Scrying: Spies on Target from a distance.
Sculpt Sound: Creates new sounds or changes existing ones.
Secret Page: Changes one page to hide its real content.
See Invisibility: Reveals invisible creatures or objects.
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Speak with Animals: You can communicate with natural animals.
Speechlink: You and the target can verbally communicate at any distance.
4TH-LEVEL VIGILANTE SPELLS
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Detect Scrying: Alerts you to magical eavesdropping.
Freedom of Movement: Target moves normally despite impediments.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Invisibility, Greater: As invisibility, but Target can attack and stay invisible.
Legend Lore: Learn tales about a person, place, or thing.
Listening Coin: You can eavesdrop through a magic coin.
Locate Creature: Indicates direction to familiar creature.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Speak with Plants: You can talk to normal plants and plant creatures.
Spectral Weapon: Use quasi-real weapon to make touch attacks.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.

WARMAGE SPELL LIST


Spell Compendium: Expanding the Warmage spell list isn’t recommended. The warmage has a limited list of spells to balance its
power and adding spells might tip that balance. If you’d like to add to the list anyway, try replacing access to spells rather than
simply giving the warmage a wider range of spells to choose from. Of course, when a Warmage gains the advanced learning
class feature, the evocation spells in this book offer many options.
Editor: Expanding the spell list is not recommended. No spells are added to this spell list.
0-LEVEL WARMAGE SPELLS
Acid Splash: Orb deals 1d3 acid damage.
Disrupt Undead: Deals 1d6 damage to one undead.
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
1ST-LEVEL WARMAGE SPELLS
Accuracy: Doubles weapon’s range increment.
Burning Hands: 1d4 fire damage/level (max 5d4), 15-foot cone.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Fist of Stone: Gain +6 Str and natural slam attack.
Hail of Stone: Rain of stone deals 1d4/level damage (max 5d4).
Magic Missile: 1d4+1 damage; +1 missile/two levels above 1st (max 5).
Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Fire, Lesser: Ranged touch attack deals 1d8 fire damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Sound, Lesser: Ranged touch attack deals 1d6 sonic damage + 1d6/two levels beyond 1st (max 5d6).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
True Strike: +20 on your next attack roll.
2ND-LEVEL WARMAGE SPELLS
Blades of Fire: Your melee weapons deal +1d8 fire damage for 1 round.
Continual Flame: Makes a permanent, heatless torch.
Fire Trap: Opened object deals 1d4 +1/level fire damage.
Fireburst: Creatures within 10 feet take 1d8/level fire damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft radius burst.
Melf’s Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft line.
3RD-LEVEL WARMAGE SPELLS
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Fireball: 1d6 damage per level, 20-ft radius.
Flame Arrow: Arrows deal +1d6 fire damage.
Gust of Wind: Blows away or knocks down smaller creatures.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Lightning Bolt: Electricity deals 1d6/level damage.
Poison: Touch deals 1d10 points of Con damage, repeats in 1 minute.
Ring of Blades: Blades surround you, damaging other creatures (1d6 damage +1/level).
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
4TH-LEVEL WARMAGE SPELLS
Blast of Flame: 60-ft cone of fire (1d6/level damage).
Contagion: Infects Target with chosen disease.
Evard’s Black Tentacles: Tentacles grapple all within 20-ft spread.
Orb of Acid: Ranged touch, 1d6/level acid damage and target might be sickened.
Orb of Cold: Ranged touch, 1d6/level cold damage and target might be blinded.
Orb of Electricity: Ranged touch, 1d6/level electricity damage and target might be entangled.
Orb of Fire: Ranged touch, 1d6/level fire damage and target might be dazed.
Orb of Force: Globe of force deals 1d6/level damage (max 10d6).
Orb of Sound: Ranged touch, 1d4/level sonic damage and target might be deafened.
Phantasmal Killer: Fearsome illusion kills Target or deals 3d6 damage.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
5TH-LEVEL WARMAGE SPELLS
Arc of Lightning: Line of electricity arcs between two creatures (1d6/level damage).
Cone of Cold: 1d6/level cold damage in a 60-ft cone.
Fire Shield, Mass: Creatures attacking allies take damage; allies are protected from fire or cold.
Fireburst, Greater: Subjects within 15 ft. take 1d10/level fire damage.
Flame Strike: Smites foes with divine fire (1d6/level).
Prismatic Ray: Ray of light blinds target, deals random effect.
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
6TH-LEVEL WARMAGE SPELLS
Acid Fog: Fog deals acid damage.
Blade Barrier: Wall of blades deals 1d6/level damage.
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Circle of Death: Kills 1d4 HD/level.
Disintegrate: Makes one creature or object vanish.
Fire Seeds: Acorns and berries become grenades and bombs.
Otiluke’s Freezing Sphere: Freezes water or deals cold damage.
Tenser’s Transformation: You gain combat bonuses.
7TH-LEVEL WARMAGE SPELLS
Delayed Blast Fireball: 1d6 fire damage/level; you can delay blast for 5 rounds.
Earthquake: Intense tremor shakes 80-ft radius.
Finger of Death: Kills one Target or deals 3d6 damage +1/level (max +25).
Fire Storm: Deals 1d6 fire damage/level.
Mordenkainen’s Sword: Floating magic blade strikes opponents.
Prismatic Spray: Rays hit subjects with variety of effects.
Sunbeam: Beam blinds and deals 4d6 damage.
Waves of Exhaustion: Several targets become exhausted.
8TH-LEVEL WARMAGE SPELLS
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Polar Ray: Ranged touch attack deals 1d6/level cold damage in a 60-ft cone.
Prismatic Wall: Wall’s colors have array of effects.
Scintillating Pattern: Creates twisting colors that confuse, stun, or render subjects unconscious.
Shout, Greater: Devastating yell deals 10d6 sonic damage, stuns creatures, damages objects.
Sunburst: Blinds all within 80 ft., deals 6d6 damage.
9TH-LEVEL WARMAGE SPELLS
Elemental Swarm: Summons multiple elementals.
Implosion: Kills one creature/round.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Wail of the Banshee: Kills one creature/level.
Weird: As phantasmal killer, but affects all within 30 ft.

WINDRIDER (3.0) SPELL LIST


1ST-LEVEL WINDRIDER SPELLS
Alarm: Wards an area for 2 hours/level.
Animal Trick (3.0): Animal companion performs a trick.
Calm Animals: Calms (2d4 + level) HD of animals.
Detect Poison: Detects poison in one creature or object.
Endure Elements: Exist comfortably in hot or cold environments.
Know Direction: You discern north.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
Resistance: Target gains +1 on saving throws.
Speak with Animals: You can communicate with natural animals.
2ND-LEVEL WINDRIDER SPELLS
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Bottle of Smoke: Uncorking bottle creates fast horse made of smoke.
Delay Poison: Stops poison from harming Target for 1 hour/level.
Mage Armor: Gives Target +4 armor bonus.
Magic Fang: One natural weapon of Target creature gets +1 on attack and damage rolls.
Nature’s Favor: Animal touched gains luck bonus on attack and damage rolls of +1/3 levels.
Protection from Arrows: Target immune to most ranged attacks.
Resist Energy: Ignores 10 hp/round from one energy type.
Shield Other: You take half of subject’s damage.
3RD-LEVEL WINDRIDER SPELLS
Heal Mount: As heal on warhorse or other special mount.
Neutralize Poison: Immunizes Target against poison, detoxifies venom in or on subject.
Pass Without Trace: One subject/level leaves no tracks.
Phantom Steed: Magic horse appears for 1 hour/level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4TH-LEVEL WINDRIDER SPELLS
Freedom of Movement: Target moves normally despite impediments.
Magic Fang, Greater: One natural weapon of Target creature gets +1/four levels on attack and damage rolls (max +5).
Magic Weapon, Greater: +1/four levels (max +5).
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.

WIZARD DOMAINS
ABJURATION WIZARD DOMAIN
0 Resistance: Target gains +1 on saving throws.
1 Shield: Invisible disc gives +4 to AC, blocks magic missiles.
2 Resist Energy: Ignores 10 hp/round from one energy type.
3 Dispel Magic: Cancels spells and magical effects.
4 Remove Curse: Frees object or person from curse.
5 Mordenkainen’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
6 Dispel Magic, Greater: As dispel magic, but +20 on check.
7 Banishment: Banishes 2 HD/level of extraplanar creatures.
8 Mind Blank: Target is immune to mental/emotional magic and scrying.
9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.
ANTIMAGIC WIZARD DOMAIN
0 Detect Magic: Detects spells and magic items within 60 ft.
1 Protection from Chaos: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
1 Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
1 Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
1 Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Obscure Object: Masks object against scrying.
3 Dispel Magic: Cancels spells and magical effects.
4 Globe of Invulnerability, Lesser: Stops 1st through 3rd-level spell effects.
5 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
6 Antimagic Field: Negates magic within 10 ft.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
8 Protection from Spells: Confers +8 resistance bonus.
9 Mordenkainen’s Disjunction: Dispels magic, disenchants magic items.
BATTLE WIZARD DOMAIN
0 Daze: Humanoid creature of 4 HD or less loses next action.
1 True Strike: +20 on your next attack roll.
2 Protection from Arrows: Target immune to most ranged attacks.
3 Magic Weapon, Greater: +1/four levels (max +5).
4 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
5 Bigby’s Interposing Hand: Hand provides cover against one opponent.
6 Tenser’s Transformation: You gain combat bonuses.
7 Power Word Blind: Blinds creature with 200 or fewer hp.
8 Moment of Prescience: You gain insight bonus on a single attack roll, check, or save.
9 Time Stop: You act freely for 1d4+1 rounds.
COLD WIZARD DOMAIN
0 Ray of Frost: Ray deals 1d3 cold damage.
1 Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
2 Chill Metal: Cold metal damages those who touch it.
3 Sleet Storm: Hampers vision and movement.
4 Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
5 Cone of Cold: 1d6/level cold damage in a 60-ft cone.
6 Otiluke’s Freezing Sphere: Freezes water or deals cold damage.
7 Delayed Blast Frostball: 1d6/level cold damage; you can postpone blast for 5 rounds.
8 Polar Ray: Ranged touch attack deals 1d6/level cold damage in a 60-ft cone.
9 Comet Swarm: Four exploding spheres each deal 6d6 fire damage.
CONJURATION WIZARD DOMAIN
0 Acid Splash: Orb deals 1d3 acid damage.
1 Mage Armor: Gives Target +4 armor bonus.
2 Web: Fills 20-ft radius spread with sticky spider webs.
3 Stinking Cloud: Nauseating vapors, 1 round/level.
4 Summon Monster IV: Calls extraplanar creature to fight for you.
5 Wall of Stone: Creates a stone wall that can be shaped.
6 Acid Fog: Fog deals acid damage.
7 Summon Monster VII: Calls extraplanar creature to fight for you.
8 Maze: Traps Target in extra-dimensional maze.
9 Gate: Connects two planes for travel or summoning.
DIVINATION WIZARD DOMAIN
0 Detect Magic: Detects spells and magic items within 60 ft.
1 Detect Secret Doors: Reveals hidden doors within 60 ft.
2 See Invisibility: Reveals invisible creatures or objects.
3 Arcane Sight: Magical auras become visible to you.
4 Arcane Eye: Invisible floating eye moves 30 ft./round.
5 Prying Eyes: Creates 1d4 +1/level floating eyes to scout for you.
6 True Seeing: See all things as they really are.
7 Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
8 Discern Location: Reveals exact location of creature or object.
9 Foresight: Sixth sense warns of impending danger.
ENCHANTMENT WIZARD DOMAIN
0 Daze: Humanoid creature of 4 HD or less loses next action.
1 Charm Person: Makes one person your friend.
2 Tasha’s Hideous Laughter: Target loses actions for 1 round/level.
3 Suggestion: Compels Target to follow stated course of action.
4 Confusion: Subjects behave oddly for 1 round/level.
5 Hold Monster: As hold person, but any creature.
6 Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
7 Insanity: Target suffers continuous confusion.
8 Charm Monster, Mass: As charm monster, but all within 30 ft.
9 Dominate Monster: As dominate person, but any creature.
EVOCATION WIZARD DOMAIN
0 Light: Object shines like a torch.
1 Magic Missile: 1d4+1 damage; +1 missile/two levels above 1st (max 5).
2 Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
3 Lightning Bolt: Electricity deals 1d6/level damage.
4 Shout: Deafens all within cone and deals 5d6 sonic damage.
5 Wall of Force: Wall is immune to damage.
6 Bigby’s Forceful Hand: Hand pushes creatures away.
7 Mordenkainen’s Sword: Floating magic blade strikes opponents.
8 Otiluke’s Telekinetic Sphere: As Otiluke’s resilient sphere, but you move sphere telekinetically.
9 Bigby’s Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
FIRE WIZARD DOMAIN
0 Flare: Dazzles one creature (-1 attack).
1 Burning Hands: 1d4 fire damage/level (max 5d4), 15-foot cone.
2 Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
3 Fireball: 1d6 damage per level, 20-ft radius.
4 Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
5 Cone of Fire: 1d6/level Fire damage in a 60-ft cone.
6 Summon Monster VI:† Calls extraplanar creature to fight for you.
7 Delayed Blast Fireball: 1d6 fire damage/level; you can delay blast for 5 rounds.
8 Incendiary Cloud: Cloud deals 4d6 fire damage/round.
9 Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
† fire creatures only
ILLUSION WIZARD DOMAIN
0 Ghost Sound: Figment sounds.
1 Disguise Self: Disguise own appearance.
2 Invisibility: Target invisible 1 minute/level or until it attacks.
3 Major Image: As silent image, plus sound, smell, and thermal effects.
4 Phantasmal Killer: Fearsome illusion kills Target or deals 3d6 damage.
5 Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
6 Mislead: Turns you invisible and creates illusory double.
7 Invisibility, Mass: As invisibility, but affects all in range.
8 Scintillating Pattern: Creates twisting colors that confuse, stun, or render subjects unconscious.
9 Shades: As shadow conjuration, but up to 8th level and 80% real.
NECROMANCY WIZARD DOMAIN
0 Disrupt Undead: Deals 1d6 damage to one undead.
1 Ray of Enfeeblement: Ray deals 1d6+1/2 levels Str penalty.
2 False Life: Gain 1d10 temporary hp +1/level (max +10).
3 Vampiric Touch: Touch deals 1d6/two CLs; caster gains damage as hp.
4 Fear: Subjects within cone flee for 1 round/level.
5 Waves of Fatigue: Several targets become fatigued.
6 Circle of Death: Kills 1d4 HD/level.
7 Control Undead: Undead don’t attack you while under your command.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Energy Drain: Target gains 2d4 negative levels.
STORM WIZARD DOMAIN
0 Ray of Frost: Ray deals 1d3 cold damage.
1 Obscuring Mist: Fog surrounds you.
2 Gust of Wind: Blows away or knocks down smaller creatures.
3 Lightning Bolt: Electricity deals 1d6/level damage.
4 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
5 Control Winds: Change wind direction and speed.
6 Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
7 Control Weather: Changes weather in local area.
8 Whirlwind: Cyclone deals damage and can pick up creatures.
9 Storm of Vengeance: Storm rains acid, lightning, and hail.
TRANSMUTATION WIZARD DOMAIN
0 Mage Hand: 5-pound telekinesis.
1 Expeditious Retreat: Your speed increases by 30 ft.
2 Levitate: Target moves up and down at your direction.
3 Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
4 Polymorph: Gives one willing Target a new form.
5 Baleful Polymorph: Transforms Target into harmless animal.
6 Disintegrate: Makes one creature or object vanish.
7 Reverse Gravity: Objects and creatures fall upward.
8 Iron Body: Your body becomes living iron.
9 Shapechange: Transforms you into any creature, and change forms once/round.

WIZARD SPELL LIST


4TH-LEVEL WIZARD SPELLS (Univ)
Rary’s Mnemonic Enhancer: Prepares extra spells or retains one just cast.
6TH-LEVEL WIZARD SPELLS (Univ)
Mordenkainen’s Lucubration: Recalls spell of 5th level or lower.
Rary’s Arcane Conversion: Instantly lose a prepared wizard spell and replace it with another spell from your spellbook.
8TH-LEVEL WIZARD SPELLS (Univ)
Spell Engine: Swap out prepared spells for other spells in your spellbook.

WU JEN SPELL LIST


Spell Compendium: Add spells with element (except air), wood, and metal themes.
Editor: Alas, what is a “theme”? This term is subjective. On the other hand, there should be more spells. There are no suggested spells
to be added, but you are encouraged to discuss the matter on a case by case basis for spells he might allow.
0-LEVEL WU JEN SPELLS (Fire)
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 attack).
0-LEVEL WU JEN SPELLS (Water)
Acid Splash: Orb deals 1d3 acid damage.
Ray of Frost: Ray deals 1d3 cold damage.
0-LEVEL WU JEN SPELLS (Any)
Arcane Mark: Inscribes a personal rune (visible or invisible).
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Disrupt Undead: Deals 1d6 damage to one undead.
Ghost Sound: Figment sounds.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at a distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Target gains +1 on saving throws.
1ST-LEVEL WU JEN SPELLS (All)
Elemental Burst: Elemental target explodes with varying effects.
Endure Elements: Exist comfortably in hot or cold environments.
1ST-LEVEL WU JEN SPELLS (Earth)
Hail of Stone: Rain of stone deals 1d4/level damage (max 5d4).
1ST-LEVEL WU JEN SPELLS (Fire)
Fiery Eyes: Your glowing eyes illuminate area and can ignite combustible items.
Melt: Melt ice and snow or deal 2/level damage (max 10) to magical ice or cold creatures.
Smoke Ladder: Smoke transforms into ladder up to 10 ft. long/level.
1ST-LEVEL WU JEN SPELLS (Metal)
Iron Scarf: Ranged attack deals 1d8 damage +1/level.
Magic Weapon: Weapon gains +1 bonus.
1ST-LEVEL WU JEN SPELLS (Water)
Animate Water: Turn Small or smaller quantity of water into animated object.
Cobra’s Breath: Cone of poison deals 1d3 Con damage.
Obscuring Mist: Fog surrounds you.
Jet of Steam: 30-ft line of steam deals 1d4 fire damage/level (max. 5d4).
1ST-LEVEL WU JEN SPELLS (Wood)
Animate Wood: Turn Small or smaller wooden item into animated object.
Backbiter: Weapon strikes wielder.
Climbing Tree: Temporarily grow a tall tree for use as a ladder.
1ST-LEVEL WU JEN SPELLS (Any)
Accuracy: Doubles weapon’s range increment.
Animate Rope: Makes a rope move at your command.
Charm Person: Makes one person your friend.
Comprehend Languages: Understand all spoken and written languages.
Detect Chaos: Reveals chaotic creatures, spells, or objects.
Detect Evil: Reveals evil creatures, spells, or objects.
Detect Good: Reveals good creatures, spells, or objects.
Detect Law: Reveals lawful creatures, spells, or objects.
Disguise Self: Disguise own appearance.
Ghost Light: Ghostly green radiance can be shaped and manipulated, causes fear.
Hold Portal: Holds door shut.
Hypnotism: Fascinates 2d4 HD of creatures.
Jump: Target gets bonus on Jump checks.
Magic Missile: 1d4+1 damage; +1 missile/two levels above 1st (max 5).
Protection from Chaos: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Evil: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Good: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Scales of the Lizard: Grants +2 or higher enhancement bonus to natural armor.
Secret Signs: Communicate a simple non-verbal message to one intelligent creature.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Summon Monster I: Calls extraplanar creature to fight for you.
True Strike: +20 on your next attack roll.
Unseen Servant: Invisible force obeys your commands.
Ventriloquism: Throws voice for 1 minute/level.
2ND-LEVEL WU JEN SPELLS (All)
Resist Energy: Ignores 10 hp/round from one energy type.
Dragoneye Rune: Create an invisible draconic mark on an object or creature.
2ND-LEVEL WU JEN SPELLS (Air)
Heart of Air: Gain +10 on Jump checks, +10 ft. to fly speed, use feather fall once.
2ND-LEVEL WU JEN SPELLS (Earth)
Bear’s Endurance: Target gains +4 to Con for 1 minute/level.
Bull’s Strength: Target gains +4 to Strength for 1 minute/level.
2ND-LEVEL WU JEN SPELLS (Fire)
Animate Fire: Turn Small or smaller fire into animated object.
Cat’s Grace: Target gains +4 to Dex for 1 minute/level.
Fire Shuriken: Magical shuriken deal 3d6 fire damage.
Pyrotechnics: Turns fire into blinding light or choking smoke.
2ND-LEVEL WU JEN SPELLS (Metal)
Entangling Scarf: Successful ranged touch attack entangles a foe.
Protection from Arrows: Target immune to most ranged attacks.
Rain of Needles: Ranged attacks deal total 1d4/level damage (max 5d4).
2ND-LEVEL WU JEN SPELLS (Water)
Fog Cloud: Fog obscures vision.
Ice Blast: Spray of ice crystals deals 1d6/two levels cold damage (max 10d6) and makes targets fatigued.
Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft radius burst.
Swim: Target gains swim speed, +8 bonus on Swim checks.
Torrent of Tears: Target is temporarily blinded and emotionally distraught.
2ND-LEVEL WU JEN SPELLS (Wood)
Blackrot: Deal damage to plant creatures, or use wooden weapon to sicken foes.
Warp Wood: Bends wood (shaft, handle, door, plank).
Wood Shape: Rearranges wooden objects to suit you.
2ND-LEVEL WU JEN SPELLS (Any)
Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.
Alter Self: Assume form of a similar creature.
Apparition: Target’s face looks terrifying; viewers may become shaken.
Arcane Lock: Magically locks a portal or chest.
Blur: Attacks miss Target 20% of the time.
Camouflage: Target gets +10 on Hide checks.
Daze Monster: Living creature of 6 HD or less loses next action.
Detect Thoughts: Allows listening to surface thoughts.
Hold Person: Holds one person helpless; 1 round/level.
Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.
Invisibility: Target invisible 1 minute/level or until it attacks.
Kiss of the Toad: Touch deals 1d6 Con damage, repeats in 1 minute.
Knock: Open locked or magically sealed door.
Lightning Blade: Blade of electricity energy deals total 1d6 damage/level as touch attack or ranged touch attack.
Locate Object: Senses direction toward object (specific or type).
Minor Image: Creates audio and visual illusion of your design.
Misdirection: Misleads divinations for one creature or object.
Protection from Charm: Target gains +1/three levels bonus (max +5) on saves against charm and compulsion.
Rope Trick: As many as eight creatures hide in extra-dimensional space.
See Invisibility: Reveals invisible creatures or objects.
Sonic Whip: Whip of magical force keeps animals at bay and can frighten animals as ranged touch attack.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Monster II: Calls extraplanar creature to fight for you.
Wall of Gloom: Shadow barrier obscures vision.
Whip (3.0): Create a whip of force.
Whispering Wind: Sends a short message 1 mile/level.
3RD-LEVEL WU JEN SPELLS (All)
Arcane Sight: Magical auras become visible to you.
Deep Slumber: Puts 10 HD of creatures to sleep.
Elemental Eye: See through a designated object.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Revitalize Legacy, Least: Get extra use of chosen least legacy ability.
3RD-LEVEL WU JEN SPELLS (Earth)
Earthbolt: Seismic pulse deals 1d6/level damage to creatures along its path.
Terra Cotta Warrior: Statuette becomes a Medium animated object which fights for you.
3RD-LEVEL WU JEN SPELLS (Fire)
Fire Wings: Your arms become wings that enable flight, deal 2d6 fire damage.
Fire Breath: You can breathe fire once/round; flame deals 1d8/2 levels (maximum 10d8) damage to one target within 15 ft.
Fireball: 1d6 damage per level, 20-ft radius.
Wreath of Flames: Flames around you deal 1d6 damage to adjacent foes; your melee attacks deal +1d6 fire damage.
3RD-LEVEL WU JEN SPELLS (Metal)
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Magnetism: Draw iron or steel objects to yourself.
Rebirth of Iron: Completely restores any metal item destroyed by rust, even if reduced to powder.
3RD-LEVEL WU JEN SPELLS (Water)
Gaseous Form: Target becomes insubstantial and can fly slowly.
Heart of Water: Gain swim speed, ability to breathe water, +5 on Escape Artist checks, freedom of movement once.
Steam Breath: Superheated steam deals 1d6/level fire damage (max 10d6).
Stinking Cloud: Nauseating vapors, 1 round/level.
Water Breathing: Subjects can breathe underwater.
3RD-LEVEL WU JEN SPELLS (Wood)
Plant Growth: Grows vegetation, improves crops.
Thornskin: Your unarmed attacks deal +1d6 damage; natural and unarmed attacks against you take 5 damage.
3RD-LEVEL WU JEN SPELLS (Any)
Commune with Lesser Spirit: Lesser spirit answers one question/2 levels.
Corpse Candle: Ghostly hand and candle sheds light, affects incorporeal creatures.
Discern Shapechanger: Penetrates disguises and identifies shapechanging creatures.
Dispel Magic: Cancels spells and magical effects.
Displacement: Attacks miss Target 50%.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Illusory Script: Only intended reader can decipher.
Magic Circle Against Chaos: As protection from chaos, but 10-ft radius and 10 minute/level.
Magic Circle Against Evil: As protection from evil, but 10-ft radius and 10 minute/level.
Magic Circle Against Good: As protection from good, but 10-ft radius and 10 minute/level.
Magic Circle Against Law: As protection from law, but 10-ft radius and 10 minute/level.
Major Image: As silent image, plus sound, smell, and thermal effects.
Remove Curse: Frees object or person from curse.
Suggestion: Compels Target to follow stated course of action.
Summon Monster III: Calls extraplanar creature to fight for you.
Tongues: Speak any language.
4TH-LEVEL WU JEN SPELLS (All)
Elemental Ward: Drives elementals away.
Scrying: Spies on Target from a distance.
4TH-LEVEL WU JEN SPELLS (Earth)
Dimension Door: Teleports you short distance.
Heart of Earth: Gain temporary HP; +8 to resist bull rush, overrun, and trip; use stoneskin once.
Stoneskin: Ignore 10 points of damage per attack.
4TH-LEVEL WU JEN SPELLS (Fire)
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Fire Trap: Opened object deals 1d4 +1/level fire damage.
Firestride Exhalation: Deal 8d6 points of fire damage in 30-ft cone, and teleport anywhere within the area.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
4TH-LEVEL WU JEN SPELLS (Metal)
Dancing Blade: A weapon attacks on its own.
Poison Needles: Hail of poison needles deals range of effects to target.
Rain of Spines: Spines rain down on area, dealing 6d6 damage and pinning creatures to ground.
Rusted Blade: Touched weapon delivers filth fever.
Rusting Grasp: Your touch corrodes iron and alloys.
Storm of Needles: A deluge of needles deals 1d4 damage/level (max. 15d4) in 30-ft cone.
4TH-LEVEL WU JEN SPELLS (Water)
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Solid Fog: Blocks vision and slows movement.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Water to Poison: Transform water into ingested poison.
4TH-LEVEL WU JEN SPELLS (Wood)
Antiplant Shell: Keeps animated plants at bay.
Command Plants: Sway the actions of one or more plant creatures.
4TH-LEVEL WU JEN SPELLS (Any)
Animate Dead: Creates undead skeletons and zombies.
Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Creeping Darkness: Cloud of inky blackness moves at your command.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Dismissal: Forces a creature to return to native plane.
Globe of Invulnerability, Lesser: Stops 1st through 3rd-level spell effects.
Good Hope: Subjects gain +2 on attacks, damage, saves, and checks.
Heart Ripper: Kills living creature with up to your CL in HD.
Invisibility, Greater: As invisibility, but Target can attack and stay invisible.
Locate Creature: Indicates direction to familiar creature.
Minor Creation: Creates one cloth or wood object.
Pain: Wracking pain gives targets -4 on attack rolls, skill and ability checks.
Polymorph: Gives one willing Target a new form.
Resist Energy, Mass: Creatures ignore damage from specified energy type.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Snake Darts: Two snakes hit one or two targets, deal 3d6 damage and inject poison (1d6 Con damage, repeats in 1 minute.)
Spirit Binding, Lesser: Traps spirit creature of 8 HD or less until it performs a task.
Summon Monster IV: Calls extraplanar creature to fight for you.
Wall of Bones: Shapeable wall grants cover and concealment, deals damage to anyone who tries to pass.
5TH-LEVEL WU JEN SPELLS (All)
Revitalize Legacy, Lesser: Get extra use of chosen lesser legacy ability.
Suppress Legacy: Target temporarily loses all legacy abilities of one item.
5TH-LEVEL WU JEN SPELLS (Earth)
Stone Shape: Sculpts stone into any shape.
Terra Cotta Lion: Statuette becomes a Huge animated object which fights for you.
Wall of Stone: Creates a stone wall that can be shaped.
5TH-LEVEL WU JEN SPELLS (Fire)
Fire and Brimstone: Target takes fire damage, might be sickened.
Heart of Fire: Gain +10 ft. to land speed, resistance to fire 10, use fire shield once.
5TH-LEVEL WU JEN SPELLS (Metal)
Metal Skin: Grants +8 natural armor bonus, -2 to Dex.
Wall of Iron: 30 hp/4 levels; can topple onto foes.
5TH-LEVEL WU JEN SPELLS (Water)
Cone of Cold: 1d6/level cold damage in a 60-ft cone.
5TH-LEVEL WU JEN SPELLS (Wood)
Wood Rot: Destroy wooden items or deal 3d6 + 1/level damage (max +15) to plant creatures.
5TH-LEVEL WU JEN SPELLS (Any)
Animal Growth: One animal/2 levels doubles in size.
Arc of Lightning: Line of electricity arcs between two creatures (1d6/level damage).
Baleful Polymorph: Transforms Target into harmless animal.
Blight: Withers one plant or deals 1d6/level damage to plant creatures.
Dominate Person: Control humanoid telepathically.
Dream: Sends message to anyone sleeping.
Fabricate: Transforms raw material into finished items.
Feeblemind: Subject’s Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Major Creation: As minor creation, plus stone and metal.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Passwall: Creates passage through wood or stone wall.
Permanency: Makes certain spells permanent.
Persistent Image: As major image, but no concentration required.
Spirit Self: Your incorporeal spirit separates from your body.
Summon Monster V: Calls extraplanar creature to fight for you.
Summoning Wind: Send a short message to 10 creatures/level.
Sword of Deception: Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent save.
Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Teleport: Instantly transports you as far as 100 miles/level.
Unseen Servant, Mass: As unseen servant except creates one servant/level.
Vitriolic Sphere: Potent acid deals 6d6 acid damage plus possible damage in following 2 rounds.
Wall of Force: Wall is immune to damage.
6TH-LEVEL WU JEN SPELLS (All)
Eyes of the Oracle: Gain +2 bonus to AC and on Reflex saves; ready one extra action.
6TH-LEVEL WU JEN SPELLS (Earth)
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
Flesh to Stone: Turns Target creature into statue.
Move Earth: Digs trenches and build hills.
Stone to Flesh: Restores petrified creature.
6TH-LEVEL WU JEN SPELLS (Fire)
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Fire Seeds: Acorns and berries become grenades and bombs.
Haze of Smoldering Stone: Volcanic stones deal 4d6 bludgeoning and 8d6 fire damage in a 60-ft cone.
Lingering Flames: Eruption of fire deals 1d6 damage per CL each round for 3 rounds.
Storm of Fire and Ice: Storm provides concealment, slows movement, deals cold and fire damage.
6TH-LEVEL WU JEN SPELLS (Metal)
Spirit Needle: Needle pins spirit in place in corporeal form.
6TH-LEVEL WU JEN SPELLS (Water)
Control Water: Raises or lowers bodies of water.
Storm of Fire and Ice: Storm provides concealment, slows movement, deals cold and fire damage.
6TH-LEVEL WU JEN SPELLS (Wood)
Ironwood: Magical wood is as strong as steel.
Repel Wood: Pushes away wooden objects.
6TH-LEVEL WU JEN SPELLS (Any)
Control Weather: Changes weather in local area.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Geas/Quest: As lesser geas, but affects any creature.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Permanent Image: Includes sight, sound, and smell.
Programmed Image: As major image, plus triggered by event.
Repulsion: Creatures can’t approach you.
Speak with Dead: Corpse answers one question/2 levels.
Spirit Binding: As lesser spirit binding, but traps up to 16 HD of spirits.
Suggestion, Mass: As suggestion, plus one subject/level.
Summon Monster VI: Calls extraplanar creature to fight for you.
Symbol of Fear: Triggered rune panics nearby creatures.
Symbol of Persuasion: Triggered rune charms nearby creatures.
Transfix: Humanoids freeze in place until condition you specify is met.
True Seeing: See all things as they really are.
Veil: Changes appearance of group of creatures.
7TH-LEVEL WU JEN SPELLS (All)
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Arcane Spellsurge: Reduce the casting time of your arcane spells.
Channel the Dragon: Gain breath weapon and resistance or DR, depending on your favored element.
Scrying, Greater: As scrying, but faster and longer.
7TH-LEVEL WU JEN SPELLS (Earth)
Great Worm of the Earth: Enormous wormlike maw attempts to swallow target.
Statue: Target can become a statue at will.
7TH-LEVEL WU JEN SPELLS (Fire)
Delayed Blast Fireball: 1d6 fire damage/level; you can delay blast for 5 rounds.
7TH-LEVEL WU JEN SPELLS (Metal)
Adamantine Wings: Wings grant fly 60 ft., provide natural attacks.
Decapitating Scarf: Ranged attack decapitates target or deals 1d4 damage/level (max 20d4).
7TH-LEVEL WU JEN SPELLS (Wood)
Animate Plants: One or more plants animate and fight for you.
Transmute Metal to Wood: Metal within 40 ft. becomes wood.
7TH-LEVEL WU JEN SPELLS (Any)
Body Outside Body: Create one duplicate of yourself/five levels.
Commune with Greater Spirit: Ask any spirit 1 question/level.
Disintegrate: Makes one creature or object vanish.
Energy Absorption: Target gains resistance 10 to energy; can turn one energy attack into healing.
Energy Immunity: Target and equipment gain immunity to damage of specified energy type.
Ethereal Jaunt: You become ethereal for 1 round/level.
Giant Size: You become Huge or larger.
Limited Wish: Alters reality—within spell limits.
Power Word Blind: Blinds creature with 200 or fewer hp.
Reanimation: Dead creature restored to half-life with 1 hp.
Summon Monster VII: Calls extraplanar creature to fight for you.
Sword of Darkness: Blade of negative energy attacks your opponents.
Symbol of Stunning: Triggered rune stuns nearby creatures.
Symbol of Weakness: Triggered rune weakens nearby creatures.
Teleport Object: As teleport, but affects a touched object.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Withering Palm: Touch attack deals 1 point Str and 1 point Con damage per two CLs.
8TH-LEVEL WU JEN SPELLS (All)
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Sever Legacy: Target permanently loses all legacy abilities.
8TH-LEVEL WU JEN SPELLS (Earth)
Earthquake: Intense tremor shakes 80-ft radius.
Deadly Lahar: Create a wave of molten volcanic rock that sticks to creatures.
8TH-LEVEL WU JEN SPELLS (Fire)
Deadly Lahar: Create a wave of molten volcanic rock that sticks to creatures.
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
8TH-LEVEL WU JEN SPELLS (Metal)
Repel Metal or Stone: Pushes away metal and stone.
8TH-LEVEL WU JEN SPELLS (Water)
Cloud Chariot: You and allies fly on a fast-moving cloud.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
8TH-LEVEL WU JEN SPELLS (Wood)
Control Plants: Control actions of one or more plant creatures.
8TH-LEVEL WU JEN SPELLS (Any)
Antipathy: Object or location affected by spell repels certain creatures.
Finding the Center: Automatically maintain concentration on previously cast spell.
Mind Blank: Target is immune to mental/emotional magic and scrying.
Minute Form: You shrink to Tiny or smaller size.
Mysterious Redirection: Attacks against you have 50% chance to strike adjacent target instead.
Polymorph Any Object: Changes any Target into anything else.
Power Word Stun: Stuns creatures with 150 or fewer hp.
Spirit Binding, Greater: As lesser spirit binding, but traps up to 24 HD of spirits.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Surelife: Protects you from death due to hazards.
Symbol of Death: Triggered rune slays nearby creatures.
Symbol of Insanity: Triggered rune renders nearby creatures insane.
Sympathy: Object or location attracts certain creatures.
Whirlwind: Cyclone deals damage and can pick up creatures.
9TH-LEVEL WU JEN SPELLS (All)
Revitalize Legacy, Greater: Get extra use of chosen greater legacy ability.
9TH-LEVEL WU JEN SPELLS (Fire)
Deadly Sunstroke: Creatures take 1d6 fire damage/level and become fatigued.
Internal Fire: Targets die instantly or take 6d6 + 1/level fire damage.
9TH-LEVEL WU JEN SPELLS (Wood)
Arboreal Transformation: Transform your foe into a tree, which temporarily animates and serves you.
Transcend Mortality: You are nigh-unkillable for a brief period, but die immediately afterward.
9TH-LEVEL WU JEN SPELLS (Any)
Absorption: You absorb targeted spell energy to power spells of your own.
Astral Projection: Projects you and companions onto the Astral Plane.
Dominate Monster: As dominate person, but any creature.
Etherealness: Travel to Ethereal Plane with companions.
Freedom: Releases creature from imprisonment.
Gate: Connects two planes for travel or summoning.
Imprisonment: Entombs Target beneath the earth.
Power Word Kill: Kills creature with 100 hp or less.
Shapechange: Transforms you into any creature, and change forms once/round.
Summon Elemental Monolith: Calls powerful elemental creature to fight for you.
Summon Monster IX: Calls extraplanar creature to fight for you.
Teleportation Circle: Circle teleports any creature inside to designated spot.
Time Stop: You act freely for 1d4+1 rounds.
Transmute Rock to Lava: Transforms one 10-ft cube with subsequent fire damage and effects.
Wish: As limited wish, but with fewer limits.

You might also like