An M or F appearing at the end of a spell's name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch.

Order of Presentation: In the spell lists and the short descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains. When a spell's name begins with "lesser," "greater," or "mass," the spell is alphabetized under the second word of the spell name instead.
Greater (Spell Name)
Any spell whose name begins with greater is alphabetized according to the spell name. Thus, the description of a greater spell appears near the description of the spell on which it is based. Spell chains that have greater spells in them include those based on the spells arcane sight, command, dispel magic, glyph of warding, invisibility, magic fang, magic weapon, planar ally, planar binding, polymorph, prying eyes, restoration, scrying, shadow conjuration, shadow evocation, shout, and teleport.
Mass (Spell Name)
Any spell whose name begins with mass is alphabetized according to the spell name. Thus, the description of a mass spell appears near the description of the spell on which it is based. Spell chains that have mass spells in them include those based on the spells bear's endurance, bull's strength, cat's grace, charm monster, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, eagle's splendor, enlarge person, fox's cunning, heal, hold monster, hold person, inflict critical wounds, inflict light wounds, inflict moderate wounds, inflict serious wounds, invisibility, owl's wisdom, reduce person, and suggestion.
Lesser (Spell Name)
Any spell whose name begins with lesser is alphabetized according to the spell name. Thus, the description of a lesser spell appears near the description of the spell on which it is based. Spell chains that have lesser spells in them include those based on the spells confusion, geas, globe of invulnerability, planar ally, planar binding, and restoration.

Hit Dice: The term "Hit Dice" is used synonymously with "character levels" for effects that affect a specific number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, still have character levels equal to their Hit Dice.

Caster Level: A spell's power often depends on caster level, which is defined as the caster's class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word "level" in the short descriptions that follow always refers to caster level.

Creatures and Characters: The words "creature" and "character" are used synonymously in the short descriptions.
Bard Spells
0-Level Bard 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.
Flare Dazzles one creature (–1 on attack rolls).
Ghost Sound Figment sounds.
Know Direction You discern north.
Light Object shines like a torch.
Lullaby Makes subject drowsy: –5 on Perception checks, –2 on Will saves against sleep.
Mage Hand 5-pound telekinesis.
Mending Makes minor repairs on an object.
Message Whisper conversation at distance.
Open/Close Opens or closes small or light things.
Prestidigitation Performs minor tricks.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 on saving throws.
Summon Instrument Summons one musical instrument.
1st-Level Bard Spells
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.
Charm Person Makes one person your friend.
Comprehend Languages You understand all languages.
Confusion, Lesser One creature is confused for 1 round.
Cure Light Wounds Cures 1d8 damage + 1/level (max +5).
Detect Secret Doors Reveals hidden doors within 60 ft.
Disguise Self Changes your appearance.
Erase Mundane or magical writing vanishes.
Expeditious Retreat Your base land speed increases by 30 ft.
Feather Fall Objects or creatures fall slowly.
Grease Makes 10-ft. square or one object slippery.
Hideous Laughter Subject loses actions for 1 round/ level.
Hypnotism Fascinates 2d4 HD of creatures.
Identify Gives +10 bonus to identify magic items.
Magic Aura Alters object's magic aura.
Magic MouthM Objects speaks once when triggered.
Obscure Object Masks object against scrying.
Remove Fear Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Silent Image Creates minor illusion of your design.
Sleep Puts 4 HD of creatures into magical slumber.
Summon Monster I Summons extraplanar creature to fight for you.
Undetectable Alignment Conceals alignment for 24 hours.
Unseen Servant Invisible force obeys your commands.
Ventriloquism Throws voice for 1 min./level.
2nd-Level Bard Spells
Alter Self Assume form of a Small or Medium humanoid.
Animal Messenger Sends a Tiny animal to a specific place.
Animal Trance Fascinates 2d6 HD of animals.
Blindness/Deafness Makes subject blind or deaf.
Blur Attacks miss subject 20% of the time.
Calm Emotions Calms creatures, negating emotion effects.
Cat's Grace Subject gains +4 to Dex for 1 min./level.
Cure Moderate Wounds Cures 2d8 damage + 1/level (max +10).
Darkness 20-ft. radius of supernatural shadow.
Daze Monster Living creature of 6 HD or less loses next action.
Delay Poison Stops poison from harming target for 1 hour/level.
Detect Thoughts Allows "listening" to surface thoughts.
Eagle's Splendor Subject gains +4 to Cha for 1 min./level.
Enthrall Captivates all within 100 ft. + 10 ft./level.
Fox's Cunning Subject gains +4 to Int for 1 min./level.
Glitterdust Blinds creatures, outlines invisible creatures.
Heroism Gives +2 on attack rolls, saves, skill checks.
Hold Person Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern Fascinates (2d4 + level) HD of creatures.
Invisibility Subject is invisible for 1 min./level or until it attacks.
Locate Object Senses direction toward object (specific or type).
Minor Image As silent image, plus some sound.
Mirror Image Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
Misdirection Misleads divinations for one creature or object.
Pyrotechnics Turns fire into blinding light or choking smoke.
Rage Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Scare Panics creatures of less than 6 HD.
Shatter Sonic vibration damages objects or crystalline creatures.
Silence Negates sound in 20-ft. radius.
Sound Burst Deals 1d8 sonic damage and may stun subjects.
Suggestion Compels subject to follow stated course of action.
Summon Monster II Summons extraplanar creature to fight for you.
Summon Swarm Summons swarm of bats, rats, or spiders.
Tongues Speak and understand any language.
Whispering Wind Sends a short message 1 mile/level.
3rd-Level Bard Spells
Blink You randomly vanish and reappear for 1 round/level.
Charm Monster Makes monster believe it is your ally.
Clairaudience/Clairvoyance Hear or see at a distance for 1 min./level.
Confusion Subjects behave oddly for 1 round/level.
Crushing Despair Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Cure Serious Wounds Cures 3d8 damage + 1/level (max +15).
Daylight 60-ft. radius of bright light.
Deep Slumber Puts 10 HD of creatures to sleep.
Dispel Magic Cancels one magical spell or effect.
Displacement Attacks miss subject 50% of the time.
Fear Subjects within cone flee for 1 round/level.
Gaseous Form Subject becomes insubstantial and can fly slowly.
Geas, Lesser Commands subject of 7 HD or less.
Glibness You gain +20 bonus on Bluff checks, and your lies can escape magical discernment.
Good Hope Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Haste One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
Illusory ScriptM Only select creatures can read text.
Invisibility Sphere Makes everyone within 10 feet invisible.
Major Image As silent image, plus sound, smell, and thermal effects.
Phantom Steed Magic horse appears for 1 hour/level.
Remove Curse Frees object or person from curse.
ScryingF Spies on subject from a distance.
Sculpt Sound Creates new sounds or changes existing ones into new sounds.
Secret Page Changes one page to hide its real content.
See Invisibility Reveals invisible creatures or objects.
Sepia Snake SigilM Creates a snake-shaped text symbol that immobilizes reader.
Slow One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Speak with Animals You can communicate with animals.
Summon Monster III Summons extraplanar creature to fight for you.
Tiny Hut Creates shelter for 10 creatures.
4th-Level Bard Spells
Break Enchantment Frees subjects from enchantments, transmutations, and curses.
Cure Critical Wounds Cures 4d8 damage + 1/level (max +20).
Detect Scrying Alerts you to magical eavesdropping.
Dimension Door Teleports you a short distance.
Dominate Person Controls humanoid telepathically.
Freedom of Movement Subject moves normally despite impediments to restrict movement.
Hallucinatory Terrain Makes one type of terrain appear like another (field as forest, or the like).
Hold Monster As hold person, but any creature.
Invisibility, Greater As invisibility, but subject can attack and stay invisible.
Legend LoreMF Lets you learn tales about a person, place, or thing.
Locate Creature Indicates direction to known creature.
Modify Memory Changes 5 minutes of subject's memories.
Neutralize Poison Immunizes subject against poison, detoxifies venom in or on subject.
Rainbow Pattern Lights fascinate 24 HD of creatures.
Repel Vermin Insects, spiders, and other vermin stay 10 ft. away.
Secure Shelter Creates sturdy cottage.
Shadow Conjuration Mimics conjuration below 4th level, but only 20% real.
Shout Deafens all within cone and deals 5d6 sonic damage.
Speak with Plants You can talk to plants and plant creatures.
Summon Monster IV Summons extraplanar creature to fight for you.
Zone of Silence Keeps eavesdroppers from overhearing you.
5th-Level Bard Spells
Cure Light Wounds, Mass Cures 1d8 damage + 1/level, affects 1 subject/level.
Dispel Magic, Greater Works as dispel magic, but can affect multiple targets.
Dream Sends message to anyone sleeping.
False VisionM Fools scrying with an illusion.
Heroism, Greater Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mind Fog Subjects in fog get –10 to Wis and Will checks.
Mirage Arcana As hallucinatory terrain, plus structures.
Mislead Turns you invisible and creates illusory double.
Nightmare Sends vision dealing 1d10 damage, fatigue.
Persistent Image As major image, but no concentration required.
Seeming Changes appearance of one person per two levels.
Shadow Evocation Mimics evocation of lower than 5th level, but only 20% real.
Shadow Walk Step into shadow to travel rapidly.
Song of Discord Forces targets to attack each other.
Suggestion, Mass As suggestion, affects subject/level.
Summon Monster V Summons extraplanar creature to fight for you.
6th-Level Bard Spells
Analyze DweomerF Reveals magical aspects of subject.
Animate Objects Objects attack your foes.
Cat's Grace, Mass As cat's grace, affects 1 subject/level.
Charm Monster, Mass As charm monster, but all within 30 ft.
Cure Moderate Wounds, Mass Cures 2d8 damage + 1/level, affects 1 subject/level.
Eagle's Splendor, Mass As eagle's splendor, affects 1 subject/level.
Eyebite Target becomes panicked, sickened, and/or comatose.
Find the Path Shows most direct way to a location.
Fox's Cunning, Mass As fox's cunning, affects 1 subject/level.
Geas/Quest As lesser geas, but affects any creature.
Heroes' Feast Food for one creature/level cures and grants combat bonuses.
Irresistible Dance Forces subject to dance.
Permanent Image Permanent illusion, includes sight, sound, smell, and thermal effects.
Programmed ImageM As major image, plus triggered by event.
Project ImageM Illusory double can talk and cast spells.
Scrying, Greater As scrying, but faster and longer.
Shout, Greater Devastating yell deals 10d6 sonic damage; stuns creatures.
Summon Monster VI Summons extraplanar creature to fight for you.
Sympathetic Vibration Deals 2d10 damage/round to freestanding structure.
Veil Changes appearance of group of creatures.
Cleric Spells
0-Level Cleric Spells (Orisons)
Bleed Cause a stabilized creature to resume dying.
Create Water Creates 2 gallons/level of pure water.
Detect Magic Detects spells and magic items within 60 ft.
Detect Poison Detects poison in one creature or object.
Guidance +1 on one attack roll, saving throw, or skill 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 Subject gains +1 on saving throws.
Stabilize Cause a dying creature to stabilize.
Virtue Subject gains 1 temporary hp.
1st-Level Cleric Spells
Bane Enemies take –1 on attack rolls and saves against fear.
Bless Allies gain +1 on attack rolls and saves against fear.
Bless WaterM Makes holy water.
Cause Fear One creature of 5 HD or less flees for 1d4 rounds.
Command One subject obeys selected command for 1 round.
Comprehend Languages You understand all spoken and written languages.
Cure Light Wounds Cures 1d8 damage + 1/level (max +5).
Curse WaterM Makes unholy water.
Deathwatch Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law Reveals creatures, spells, or objects of selected alignment.
Detect Undead Reveals undead within 60 ft.
Divine Favor You gain +1 per three levels on attack and damage rolls.
Doom One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements Exist comfortably in hot or cold regions.
Entropic Shield Ranged attacks against you have 20% miss chance.
Hide from Undead Undead can't perceive one subject/level.
Inflict Light Wounds Touch deals 1d8 damage +1/level (max +5).
Magic Stone Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon Weapon gains +1 bonus.
Obscuring Mist Fog surrounds you.
Protection from Chaos/Evil/Good/Law +2 to AC and saves, plus additional protection against selected alignment.
Remove Fear Suppresses fear or gives +4 on saves against fear for one subject + 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.
Summon Monster I Summons extraplanar creature to fight for you.
2nd-Level Cleric Spells
Aid +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon Weapon becomes good, evil, lawful, or chaotic.
AuguryMF Learns whether an action will be good or bad.
Bear's Endurance Subject gains +4 to Con for 1 min./level.
Bull's Strength Subject gains +4 to Str for 1 min./level.
Calm Emotions Calms creatures, negating emotion effects.
ConsecrateM Fills area with positive energy, weakening undead.
Cure Moderate Wounds Cures 2d8 damage + 1/level (max +10).
Darkness 20-ft. radius of supernatural shadow.
Death Knell Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Delay Poison Stops poison from harming target for 1 hour/level.
DesecrateM Fills area with negative energy, making undead stronger.
Eagle's Splendor Subject gains +4 to Cha for 1 min./level.
Enthrall Captivates all within 100 ft. + 10 ft./level.
Find Traps Notice traps as a rogue does.
Gentle Repose Preserves one corpse.
Hold Person Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds Touch attack, 2d8 damage + 1/level (max +10).
Make Whole Repairs an object.
Owl's Wisdom Subject gains +4 to Wis for 1 min./level.
Remove Paralysis Frees creatures from paralysis or slow effect.
Resist Energy Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter Sonic vibration damages objects or crystalline creatures.
Shield OtherF You take half of subject's damage.
Silence Negates sound in 20-ft. radius.
Sound Burst Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon Magic weapon attacks on its own.
Status Monitors condition, position of allies.
Summon Monster II Summons extraplanar creature to fight for you.
Undetectable Alignment Conceals alignment for 24 hours.
Zone of Truth Subjects within range cannot lie.
3rd-Level Cleric Spells
Animate DeadM Creates undead skeletons and zombies.
Bestow Curse –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness Makes subject blinded or deafened.
Contagion Infects subject with chosen disease.
Continual FlameM Makes a permanent, heatless light.
Create Food and Water Feeds three humans (or one horse)/level.
Cure Serious Wounds Cures 3d8 damage + 1/level (max +15).
Daylight 60-ft. radius of bright light.
Deeper Darkness Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic Cancels one magical spell or effect.
Glyph of WardingM Inscription harms those who pass it.
Helping Hand Ghostly hand leads subject to you.
Inflict Serious Wounds Touch attack, 3d8 damage + 1/level (max +15).
Invisibility Purge Dispels invisibility within 5 ft./level.
Locate Object Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment Armor or shield gains +1 enhancement per four levels.
Meld into Stone You and your gear merge with stone.
Obscure Object Masks object against scrying.
Prayer Allies get +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 blindness or deafness.
Remove Curse Frees object or person from curse.
Remove Disease Cures all diseases affecting subject.
Searing Light Ray deals 1d8/two levels damage (more against undead).
Speak with Dead Corpse answers one question/two levels.
Stone Shape Sculpts stone into any shape.
Summon Monster II Summons extraplanar creature to fight for you.
Water Breathing Subjects can breathe underwater.
Water Walk Subject treads on water as if solid.
Wind Wall Deflects arrows, smaller creatures, and gases.
4th-Level Cleric Spells
Air Walk Subject treads on air as if solid (climb or descend at 45-degree angle).
Chaos Hammer Harms and slows lawful creatures (1d8 damage/2 levels).
Control Water Raises or lowers bodies of water.
Cure Critical Wounds Cures 4d8 damage + 1/level (max +20).
Death Ward Grants bonuses against death spells and negative energy.
Dimensional Anchor Bars extradimensional movement.
Discern Lies Reveals deliberate falsehoods.
Dismissal Forces a creature to return to native plane.
DivinationM Provides useful advice for specific proposed actions.
Divine Power You gain attack bonuses and 1 hp/level.
Freedom of Movement Subject moves normally despite impediments to movement.
Giant Vermin Turns centipedes, scorpions, or spiders into giant vermin.
Holy Smite Harms and possibly blinds evil creatures (1d8 damage/2 levels).
Imbue with Spell Ability Transfer spells to subject.
Inflict Critical Wounds Touch attack, 4d8 damage + 1/level (max +20).
Magic Weapon, Greater Weapon gains +1 bonus/four levels (max +5).
Neutralize Poison Immunizes subject against poison, detoxifies venom in or on subject.
Order's Wrath Harms and dazes chaotic creatures (1d8 damage/2 levels).
Planar Ally, LesserM Exchange services with a 6 HD extraplanar creature.
Poison Touch deals 1d3 Con damage 1/round for 6 rounds.
Repel Vermin Insects, spiders, and other vermin stay 10 ft. away.
RestorationM Restores level and ability score drains.
Sending Delivers short message anywhere, instantly.
Spell Immunity Subject is immune to one spell per 4 levels.
Summon Monster IV Summons extraplanar creature to fight for you.
Tongues Speak and understand any language.
Unholy Blight Harms and sickens good creatures (1d8 damage/2 levels).
5th-Level Cleric Spells
AtonementFM Removes burden of misdeeds from subject and reverses magical alignment change.
Break Enchantment Frees subjects from enchantments, transmutations, and curses.
Breath of Life Cures 5d8 damage + 1/level and restores life to recently slain creatures.
Command, Greater As command, but affects one subject/level.
CommuneM Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass Cures 1d8 damage + 1/level, affects 1 subject/level.
Dispel Chaos/Evil/Good/Law +4 bonus against attacks.
Disrupting Weapon Melee weapon destroys undead.
Flame Strike Smites foes with divine fire (1d6/level damage).
HallowM Designates location as holy.
Inflict Light Wounds, Mass Deals 1d8 damage + 1/level, affects 1 subject/level.
Insect Plague Wasp swarms attack creatures.
Mark of Justice Designates action that triggers curse on subject.
Plane ShiftF As many as 8 subjects travel to another plane.
Raise DeadM Restores life to subject who died as long as one day/level ago.
Righteous Might Your size increases, and you gain bonuses in combat.
ScryingF Spies on subject from a distance.
Slay Living Touch attack deals 12d6 + 1 per level.
Spell Resistance Subject gains SR 12 + level.
Summon Monster V Summons extraplanar creature to fight for you.
Symbol of PainM Triggered rune wracks nearby creatures with pain.
Symbol of SleepM Triggered rune puts nearby creatures into catatonic slumber.
True SeeingM Lets you see all things as they really are.
UnhallowM Designates location as unholy.
Wall of Stone Creates a stone wall that can be shaped.
6th-Level Cleric Spells
Animate Objects Objects attack your foes.
Antilife Shell 10-ft.-radius field hedges out living creatures.
Banishment Banishes 2 HD/level of extraplanar creatures.
Bear's Endurance, Mass As bear's endurance, affects 1 subject/level.
Blade Barrier Wall of blades deals 1d6/level damage.
Bull's Strength, Mass As bull's strength, affects 1 subject/level.
Create UndeadM Create ghasts, ghouls, mohrgs, or mummies.
Cure Moderate Wounds, Mass Cures 2d8 damage + 1/level, affects 1 subject/level.
Dispel Magic, Greater As dispel magic, but with multiple targets.
Eagle's Splendor, Mass As eagle's splendor, affects 1 subject/level.
Find the Path Shows most direct way to a location.
ForbiddanceM Blocks planar travel, damages creatures of different alignment.
Geas/Quest As lesser geas, but affects any creature.
Glyph of Warding, GreaterM 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 damage, all diseases and mental conditions.
Heroes' Feast Food for one creature/level cures and grants combat bonuses.
Inflict Moderate Wounds, Mass Deals 2d8 damage + 1/level, affects 1 subject/level.
Owl's Wisdom, Mass As owl's wisdom, affects 1 subject/level.
Planar AllyM As lesser planar ally, but up to 12 HD.
Summon Monster VI Summons extraplanar creature to fight for you.
Symbol of FearM Triggered rune panics nearby creatures.
Symbol of PersuasionM Triggered rune charms nearby creatures.
Undeath to DeathM Destroys 1d4 HD/level undead (max. 20d4).
Wind Walk You and your allies turn vaporous and travel fast.
Word of Recall Teleports you back to designated place.
7th–Level Cleric Spells
Blasphemy Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather Changes weather in local area.
Cure Serious Wounds, Mass Cures 3d8 damage + 1/level, affects 1 subject/level.
DestructionF Kills subject and destroys remains.
Dictum Kills, paralyzes, staggers, or deafens nonlawful targets.
Ethereal Jaunt You become ethereal for 1 round/level.
Holy Word Kills, paralyzes, blinds, or deafens nongood subjects.
Inflict Serious Wounds, Mass Deals 3d8 damage + 1/level, affects 1 subject/level.
RefugeM 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, GreaterM As restoration, plus restores all levels and ability scores.
ResurrectionM Fully restore dead subject.
Scrying, Greater As scrying, but faster and longer.
Summon Monster VII Summons extraplanar creature to fight for you.
Symbol of StunningM Triggered rune stuns nearby creatures.
Symbol of WeaknessM Triggered rune weakens nearby creatures.
Word of Chaos Kills, confuses, stuns, or deafens nonchaotic subjects.
8th-Level Cleric Spells
Antimagic Field Negates magic within 10 ft.
Cloak of ChaosF +4 to AC, +4 resistance, and SR 25 against lawful spells.
Create Greater UndeadM Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds, Mass Cures 4d8 damage + 1/level for many creatures.
Dimensional Lock Teleportation and interplanar travel blocked for 1 day/level.
Discern Location Reveals exact location of creature or object.
Earthquake Intense tremor shakes 80-ft. radius.
Fire Storm Deals 1d6/level fire damage.
Holy AuraF +4 to AC, +4 resistance, and SR 25 against evil spells.
Inflict Critical Wounds, Mass Deals 4d8 damage + 1/level, affects 1 subject/level.
Planar Ally, GreaterM As lesser planar ally, but up to 18 HD.
Shield of LawF +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Spell Immunity, Greater As spell immunity, but up to 8th-level spells.
Summon Monster VIII Summons extraplanar creature to fight for you.
Symbol of DeathM Triggered rune kills nearby creatures.
Symbol of InsanityM Triggered rune renders nearby creatures insane.
Unholy AuraF +4 to AC, +4 resistance, and SR 25 against good spells.
9th-Level Cleric Spells
Astral ProjectionM Projects you and others onto Astral Plane.
Energy Drain Subject gains 2d4 negative levels.
Etherealness Travel to Ethereal Plane with companions.
GateM Connects two planes for travel or summoning.
Heal, Mass As heal, but affects 1 subject/level.
Implosion Inflict 10 damage/level to one creature/round.
MiracleM Requests a deity's intercession.
Soul BindF Traps newly dead soul to prevent resurrection.
Storm of Vengeance Storm rains acid, lightning, and hail.
Summon Monster IX Summons extraplanar creature to fight for you.
True ResurrectionM As resurrection, plus remains aren't needed.
Druid Spells
0-Level Druid Spells (Orisons)
Create Water Creates 2 gallons/level of pure water.
Detect Magic Detects spells and magic items within 60 ft.
Detect Poison Detects poison in one creature or object.
Flare Dazzles one creature (–1 penalty on attack rolls).
Guidance +1 on one attack roll, saving throw, or skill check.
Know Direction You discern north.
Light Object shines like a torch.
Mending Makes minor repairs on an object.
Purify Food and Drink Purifies 1 cu. ft./level of food or water.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 bonus on saving throws.
Stabilize Cause a dying creature to stabilize.
Virtue Subject gains 1 temporary hp.
1st-Level Druid Spells
Calm Animals Calms 2d4 + level HD of animals.
Charm Animal Makes one animal your friend.
Cure Light Wounds Cures 1d8 damage + 1/level (max +5).
Detect Animals or Plants Detects kinds of animals or plants.
Detect Snares and Pits Reveals natural or primitive traps.
Endure Elements Exist comfortably in hot or cold regions.
Entangle Plants entangle everyone in 40-ft. radius.
Faerie Fire Outlines subjects with light, canceling blur, concealment, and the like.
Goodberry 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hide from Animals Animals can't perceive one subject/level.
Jump Subject gets bonus on Acrobatics checks.
Longstrider Your speed increases by 10 ft.
Magic Fang One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Obscuring Mist Fog surrounds you.
Pass without Trace One subject/level leaves no tracks.
Produce Flame 1d6 damage + 1/level, touch or thrown.
Shillelagh Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.
Speak with Animals You can communicate with animals.
Summon Nature's Ally I Summons creature to fight.
2nd-Level Druid Spells
Animal Messenger Sends a Tiny animal to a specific place.
Animal Trance Fascinates 2d6 HD of animals.
Barkskin Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance Subject gains +4 to Con for 1 min./level.
Bull's Strength Subject gains +4 to Str for 1 min./level.
Cat's Grace Subject gains +4 to Dex for 1 min./level.
Chill Metal Cold metal damages those who touch it.
Delay Poison Stops poison from harming subject for 1 hour/level.
Fire TrapM Opened object deals 1d4 + 1/level damage.
Flame Blade Touch attack deals 1d8 + 1/two levels damage.
Flaming Sphere Rolling ball of fire deals 3d6 fire damage.
Fog Cloud Fog obscures vision.
Gust of Wind Blows away or knocks down smaller creatures.
Heat Metal Makes metal so hot it damages those who touch it.
Hold Animal Paralyzes one animal for 1 round/level.
Owl's Wisdom Subject gains +4 to Wis for 1 min./level.
Reduce Animal Shrinks one willing animal.
Resist Energy Ignores 10 or more points of damage per attack from specified energy type.
Restoration, Lesser Dispels magical ability penalty or repairs 1d4 ability damage.
Soften Earth and Stone Turns stone to clay, or dirt to sand or mud.
Spider Climb Grants ability to walk on walls and ceilings.
Summon Nature's Ally II Summons creature to fight.
Summon Swarm Summons swarm of bats, rats, or spiders.
Tree Shape You look exactly like a tree for 1 hour/level.
Warp Wood Bends wood.
Wood Shape Reshapes wooden objects to suit you.
3rd-Level Druid Spells
Call Lightning Calls down lightning bolts (3d6 per bolt) from sky.
Contagion Infects subject with chosen disease.
Cure Moderate Wounds Cures 2d8 damage + 1/level (max +10).
Daylight 60-ft. radius of bright light.
Diminish Plants Reduces size or blights the growth of normal plants.
Dominate Animal One animal obeys your silent mental commands and orders.
Magic Fang, Greater One natural weapon gets + 1/four levels (max +5).
Meld into Stone You and your gear merge with stone.
Neutralize Poison Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth Grows vegetation, improves crops.
Poison Touch deals 1d3 Con damage 1/round for 6 rounds.
Protection from Energy Absorbs 12 points/level of damage from one kind of energy.
Quench Extinguishes fires.
Remove Disease Cures all diseases affecting subject.
Sleet Storm Hampers vision and movement.
Snare Creates a magic booby trap.
Speak with Plants You can talk to plants and plant creatures.
Spike Growth Creatures in area take 1d4 damage, may be slowed.
Stone Shape Sculpts stone into any shape.
Summon Nature's Ally III Summons creature to fight.
Water Breathing Subjects can breathe underwater.
Wind Wall Deflects arrows, smaller creatures, and gases.
4th-Level Druid Spells
Air Walk Subject treads on air as if solid (climb or descend at 45-degree angle).
Antiplant Shell Keeps animated plants at bay.
Blight Withers one plant or deals 1d6/level damage to plant creature.
Command Plants Sways the actions of plant creatures.
Control Water Raises or lowers bodies of water.
Cure Serious Wounds Cures 3d8 damage + 1/level (max +15).
Dispel Magic Cancels one magical spell or effect.
Flame Strike Smites foes with divine fire (1d6/level damage).
Freedom of Movement Subject moves normally despite impediments to movement.
Giant Vermin Turns centipedes, scorpions, or spiders into giant vermin.
Ice Storm Hail deals 5d6 damage in cylinder 40 ft. across.
Reincarnate Brings dead subject back in a random body.
Repel Vermin Insects, spiders, and other vermin stay 10 ft. away.
Rusting Grasp Your touch corrodes iron and alloys.
ScryingF Spies on subject from a distance.
Spike Stones Creatures in area take 1d8 damage, may also be slowed.
Summon Nature's Ally IV Summons creature to fight.
5th-Level Druid Spells
Animal Growth One animal doubles in size.
AtonementFM Removes burden of misdeeds from subject.
AwakenM Animal or tree gains human intellect.
Baleful Polymorph Transforms subject into harmless animal.
Call Lightning Storm As call lightning, but 5d6 damage per bolt.
Commune with Nature Learn about terrain for 1 mile/level.
Control Winds Changes wind direction and speed.
Cure Critical Wounds Cures 4d8 damage + 1/level (max +20).
Death Ward Grants bonuses against death spells and negative energy.
HallowM Designates location as holy.
Insect Plague Wasp swarms attack creatures.
StoneskinM Grants DR 10/adamantine.
Summon Nature's Ally V Summons creature to fight.
Transmute Mud to Rock Transforms two 10-ft. cubes per level.
Transmute Rock to Mud Transforms two 10-ft. cubes per level.
Tree Stride Step from one tree to another far away.
UnhallowM Designates location as unholy.
Wall of Fire Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Thorns Thorns damage anyone who tries to pass.
6th-Level Druid Spells
Antilife Shell 10-ft.-radius field hedges out living creatures.
Bear's Endurance, Mass As bear's endurance, affects 1 subject/level.
Bull's Strength, Mass As bull's strength, affects 1 subject/level.
Cat's Grace, Mass As cat's grace, affects one subject/level.
Cure Light Wounds, Mass Cures 1d8 damage + 1/level, affects 1 subject/level.
Dispel Magic, Greater As dispel magic, but with multiple targets.
Find the Path Shows most direct way to a location.
Fire Seeds Acorns and berries become grenades and bombs.
Ironwood Magic wood is as strong as steel.
Liveoak Oak becomes treant guardian.
Move Earth Digs trenches and builds hills.
Owl's Wisdom, Mass As owl's wisdom, affects 1 subject/level.
Repel Wood Pushes away wooden objects.
Spellstaff Stores one spell in wooden quarterstaff.
Stone Tell Talk to natural or worked stone.
Summon Nature's Ally VI Summons creature to fight.
Transport via Plants Move instantly from one plant to another of the same kind.
Wall of Stone Creates a stone wall that can be shaped.
7th-Level Druid Spells
Animate Plants One or more plants animate and fight for you.
Changestaff Your staff becomes a treant on command.
Control Weather Changes weather in local area.
Creeping Doom Swarms of centipedes attack at your command.
Cure Moderate Wounds, Mass Cures 2d8 damage + 1/level, affects 1 subject/level.
Fire Storm Deals 1d6/level fire damage.
Heal Cures 10 points/level damage, all diseases and mental conditions.
Scrying, Greater As scrying, but faster and longer.
Summon Nature's Ally VII Summons creature to fight.
Sunbeam Beam blinds and deals 4d6 damage.
Transmute Metal to Wood Metal within 40 ft. becomes wood.
True SeeingM Lets you see all things as they really are.
Wind Walk You and your allies turn vaporous and travel fast.
8th-Level Druid Spells
Animal Shapes One ally/level polymorphs into chosen animal.
Control Plants Controls actions of one or more plant creatures.
Cure Serious Wounds, Mass Cures 3d8 damage + 1/level, affects 1 subject/level.
Earthquake Intense tremor shakes 80-ft.-radius.
Finger of Death Deals 10 damage/level to one subject.
Repel Metal or Stone Pushes away metal and stone.
Reverse Gravity Objects and creatures fall upward.
Summon Nature's Ally VIII Summons creature to fight.
Sunburst Blinds all within 10 ft., deals 6d6 damage.
Whirlwind Cyclone deals damage and can pick up creatures.
Word of Recall Teleports you back to designated place.
9th-Level Druid Spells
Antipathy Object or location affected by spell repels certain creatures.
Cure Critical Wounds, Mass Cures 4d8 damage + 1/level for many creatures.
Elemental Swarm Summons multiple elementals.
Foresight "Sixth sense" warns of impending danger.
Regenerate Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Shambler Creates 1d4+2 shambling mounds to fight for you.
ShapechangeF Transforms you into certain creatures, and you can change forms once per round.
Storm of Vengeance Storm rains acid, lightning, and hail.
Summon Nature's Ally IX Summons creature to fight.
SympathyM Object or location attracts certain creatures.
Paladin Spells
1st-Level Paladin Spells
Bless Allies gain +1 on attack rolls and saves against fear.
Bless WaterM Makes holy water.
Bless Weapon Weapon strikes true against evil foes.
Create Water Creates 2 gallons/level of pure water.
Cure Light Wounds Cures 1d8 damage + 1/level (max +5).
Detect Poison Detects poison in one creature or small object.
Detect Undead Reveals undead within 60 ft.
Divine Favor You gain +1 per three levels on attack and damage rolls.
Endure Elements Exist comfortably in hot or cold regions.
Magic Weapon Weapon gains +1 bonus.
Protection from Chaos/Evil +2 to AC and saves, plus additional protection against selected alignment.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 on saving throws.
Restoration, Lesser Dispels magical ability penalty or repairs 1d4 ability damage.
Virtue Subject gains 1 temporary hp.
2nd-Level Paladin Spells
Bull's Strength Subject gains +4 to Str for 1 min./level.
Delay Poison Stops poison from harming subject for 1 hour/level.
Eagle's Splendor Subject gains +4 to Cha for 1 min./level.
Owl's Wisdom Subject gains +4 to Wis for 1 min./level.
Remove Paralysis Frees one or more creatures from paralysis or slow effect.
Resist Energy Ignores 10 or more points of damage per attack from specified energy type.
Shield OtherF You take half of subject's damage.
Undetectable Alignment Conceals alignment from magical detection for 24 hours.
Zone of Truth Subjects within range cannot lie.
3rd-Level Paladin Spells
Cure Moderate Wounds Cures 2d8 damage +1/level (max. +10).
Daylight 60-ft. radius of bright light.
Discern Lies Reveals deliberate falsehoods.
Dispel Magic Cancels one magical spell or effect.
Heal Mount As heal on horse or other special mount.
Magic Circle against Chaos/Evil As protection from chaos, but 10-ft. radius and 10 min./level.
Magic Weapon, Greater Weapon gains +1 bonus/four levels (max +5).
Prayer Allies get +1 bonus on most rolls, enemies –1 penalty.
Remove Blindness/Deafness Cures normal or magical blindness or deafness.
Remove Curse Frees object or person from curse.
4th-Level Paladin Spells
Break Enchantment Frees subjects from enchantments, transmutations, and curses.
Cure Serious Wounds Cures 3d8 damage + 1/level (max +15).
Death Ward Grants bonuses against death spells and negative energy.
Dispel Chaos +4 bonus against attacks by chaotic creatures.
Dispel Evil +4 bonus against attacks by evil creatures.
Holy Sword Weapon becomes +5, deals +2d6 damage against evil.
Mark of Justice Designates action that triggers curse on subject.
Neutralize Poison Immunizes subject against poison, detoxifies venom in or on subject.
RestorationM Restores level and ability score drains.
Ranger Spells
1st-Level Ranger Spells
Alarm Wards an area for 2 hours/level.
Animal Messenger Sends a Tiny animal to a specific place.
Calm Animals Calms 2d4 + level HD of animals.
Charm Animal Makes one animal your friend.
Delay Poison Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants Detects kinds of animals or plants.
Detect Poison Detects poison in one creature or object.
Detect Snares and Pits Reveals natural or primitive traps.
Endure Elements Exist comfortably in hot or cold regions.
Entangle Plants entangle everyone in 40-ft. radius.
Hide from Animals Animals can't perceive one subject/level.
Jump Subject gets bonus on Acrobatics checks.
Longstrider Your base speed increases by 10 ft.
Magic Fang One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace One subject/level leaves no tracks.
Read Magic Read scrolls and spellbooks.
Resist Energy Ignores 10 (or more) points of damage/attack from specified energy type.
Speak with Animals You can communicate with animals.
Summon Nature's Ally I Summons creature to fight for you.
2nd-Level Ranger Spells
Barkskin Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance Subject gains +4 to Con for 1 min./level.
Cat's Grace Subject gains +4 to Dex for 1 min./level.
Cure Light Wounds Cures 1d8 damage + 1/level (max +5).
Hold Animal Paralyzes one animal for 1 round/level.
Owl's Wisdom Subject gains +4 to Wis for 1 min./level.
Protection from Energy Absorbs 12 points/level of damage from one kind of energy.
Snare Creates a magic booby trap.
Speak with Plants You can talk to plants and plant creatures.
Spike Growth Creatures in area take 1d4 damage, may be slowed.
Summon Nature's Ally II Summons creature to fight for you.
Wind Wall Deflects arrows, smaller creatures, and gases.
3rd-Level Ranger Spells
Command Plants Sway the actions of plant creatures.
Cure Moderate Wounds Cures 2d8 damage +1/level (max. +10).
Darkvision See 60 ft. in total darkness.
Diminish Plants Reduces size or blights growth of normal plants.
Magic Fang, Greater One natural weapon gets + 1/four levels (max. +5).
Neutralize Poison Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth Grows vegetation, improves crops.
Reduce Animal Shrinks one willing animal.
Remove Disease Cures all diseases affecting subject.
Repel Vermin Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature's Ally III Summons creature to fight for you.
Tree Shape You look exactly like a tree for 1 hour/level.
Water Walk Subject treads on water as if solid.
4th-Level Ranger Spells
Animal Growth One animal doubles in size.
Commune with Nature Learn about terrain for 1 mile/level.
Cure Serious Wounds Cures 3d8 damage + 1/level (max +15).
Freedom of Movement Subject moves normally despite impediments to movement.
NondetectionM Hides subject from divination, scrying.
Summon Nature's Ally IV Summons creature to fight for you.
Tree Stride Step from one tree to another far away.
Sorcerer/Wizard Spells
0-Level Sorcerer/Wizard Spells (Cantrips)
Abjuration
Resistance Subject gains +1 on saving throws.
Conjuration
Acid Splash Orb deals 1d3 acid damage.
Divination
Detect Magic Detects all spells and magic items within 60 ft.
Detect Poison Detects poison in one creature or small object.
Read Magic Read scrolls and spellbooks.
Enchantment
Daze A single humanoid creature with 4 HD or less loses its next action.
Evocation
Dancing Lights Creates torches or other lights.
Flare Dazzles one creature (–1 on attack rolls).
Light Object shines like a torch.
Ray of Frost Ray deals 1d3 cold damage.
Illusion
Ghost Sound Figment sounds.
Necromancy
Bleed Cause a stabilized creature to resume dying.
Disrupt Undead Deals 1d6 damage to one undead.
Touch of Fatigue Touch attack fatigues target.
Transmutation
Mage Hand 5-pound telekinesis.
Mending Makes minor repairs on an object.
Message Whisper conversation at distance.
Open/Close Opens or closes small or light things.
Universal
Arcane Mark Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation Performs minor tricks.
1st-Level Sorcerer/Wizard Spells
Abjuration
Alarm Wards an area for 2 hours/level.
Endure Elements Exist comfortably in hot or cold regions.
Hold Portal Holds door shut.
Protection from Chaos/Evil/Good/Law +2 to AC and saves, plus additional protection against selected alignment.
Shield Invisible disc gives +4 to AC, blocks magic missiles.
Conjuration
Grease Makes 10-ft. square or one object slippery.
Mage Armor Gives subject +4 armor bonus.
Mount Summons riding horse for 2 hours/level.
Obscuring Mist Fog surrounds you.
Summon Monster I Summons extraplanar creature to fight for you.
Unseen Servant Invisible force obeys your commands.
Divination
Comprehend Languages You understand all spoken and written languages.
Detect Secret Doors Reveals hidden doors within 60 ft.
Detect Undead Reveals undead within 60 ft.
Identify Gives +10 bonus to identify magic items.
True Strike +20 on your next attack roll.
Enchantment
Charm Person Makes one person your friend.
Hypnotism Fascinates 2d4 HD of creatures.
Sleep Puts 4 HD of creatures into magical slumber.
Evocation
Burning Hands 1d4/level fire damage (max 5d4).
Floating Disk Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Magic Missile 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp Touch delivers 1d6/level electricity damage (max 5d6).
Illusion
Color Spray Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self Changes your appearance.
Magic Aura Alters object's magic aura.
Silent Image Creates minor illusion of your design.
Ventriloquism Throws voice for 1 min./level.
Necromancy
Cause Fear One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch One touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement Ray causes 1d6 Str penalty + 1 per 2 levels.
Transmutation
Animate Rope Makes a rope move at your command.
Enlarge Person Humanoid creature doubles in size.
Erase Mundane or magical writing vanishes.
Expeditious Retreat Your base speed increases by 30 ft.
Feather Fall Objects or creatures fall slowly.
Jump Subject gets bonus on Acrobatics checks.
Magic Weapon Weapon gains +1 bonus.
Reduce Person Humanoid creature halves in size.
2nd-Level Sorcerer/Wizard Spells
Abjuration
Arcane LockM Magically locks a portal or chest.
Obscure Object Masks object against scrying.
Protection from Arrows Subject gains DR 10/magic against ranged attacks.
Resist Energy Ignores first 10 (or more) points of damage per attack from specified energy type.
Conjuration
Acid Arrow Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Fog Cloud Fog obscures vision.
Glitterdust Blinds creatures, outlines invisible creatures.
Summon Monster II Summons extraplanar creature to fight for you.
Summon Swarm Summons swarm of bats, rats, or spiders.
Web Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
Divination
Detect Thoughts Allows "listening" to surface thoughts.
Locate Object Senses direction toward object (specific or type).
See Invisibility Reveals invisible creatures or objects.
Enchantment
Daze Monster Living creature of 6 HD or less loses its next action.
Hideous Laughter Subject loses actions for 1 round/level.
Touch of Idiocy Subject takes 1d6 penalty to Int, Wis, and Cha.
Evocation
Continual FlameM Makes a permanent, heatless light.
Darkness 20-ft. radius of supernatural shadow.
Flaming Sphere Rolling ball of fire deals 3d6 fire damage.
Gust of Wind Blows away or knocks down smaller creatures.
Scorching Ray Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
Shatter Sonic energy damages objects or crystalline creatures.
Illusion
Blur Attacks miss subject 20% of the time.
Hypnotic Pattern Fascinates 2d4 + level HD of creatures.
Invisibility Subject is invisible for 1 min./level or until it attacks.
Magic MouthM Object speaks once when triggered.
Minor Image As silent image, plus some sound.
Mirror Image Creates decoy duplicates of you.
Misdirection Misleads divinations for 1 creature or object.
Phantom TrapM Makes item seem trapped.
Necromancy
Blindness/Deafness Makes subject blinded or deafened.
Command Undead Undead creature obeys your commands.
False Life Gain 1d10 temporary hp + 1/level (max +10).
Ghoul Touch Paralyzes one subject, which exudes stench that makes those nearby sickened.
Scare Frightens creatures of less than 6 HD.
Spectral Hand Creates disembodied glowing hand to deliver touch attacks.
Transmutation
Alter Self Assume form of a Small or Medium humanoid.
Bear's Endurance Subject gains +4 to Con for 1 min./level.
Bull's Strength Subject gains +4 to Str for 1 min./level.
Cat's Grace Subject gains +4 to Dex for 1 min./level.
Darkvision See 60 ft. in total darkness.
Eagle's Splendor Subject gains +4 to Cha for 1 min./level.
Fox's Cunning Subject gains +4 to Int for 1 min./level.
Knock Opens locked or magically sealed door.
Levitate Subject moves up and down at your direction.
Make Whole Repairs an object.
Owl's Wisdom Subject gains +4 to Wis for 1 min./level.
Pyrotechnics Turns fire into blinding light or thick smoke.
Rope Trick As many as eight creatures hide in extradimensional space.
Spider Climb Grants ability to walk on walls and ceilings.
Whispering Wind Sends a short message 1 mile/level.
3rd-Level Sorcerer/Wizard Spells
Abjuration
Dispel Magic Cancels one magical spell or effect.
Explosive Runes Deals 6d6 damage when read.
Magic Circle against Chaos/Evil/Good/Law As protection spells, but 10-ft. radius and 10 min./level.
NondetectionM Hides subject from divination, scrying.
Protection from Energy Absorbs 12 points/level of damage from one kind of energy.
Conjuration
Phantom Steed Magic horse appears for 1 hour/level.
Sepia Snake SigilM Creates text symbol that immobilizes reader.
Sleet Storm Hampers vision and movement.
Stinking Cloud Nauseating vapors, 1 round/level.
Summon Monster III Summons extraplanar creature to fight for you.
Divination
Arcane Sight Magical auras become visible to you.
Clairaudience/Clairvoyance Hear or see at a distance for 1 min./level.
Tongues Speak and understand any language.
Enchantment
Deep Slumber Puts 10 HD of creatures to sleep.
Heroism Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person Paralyzes one humanoid for 1 round/level.
Rage Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Suggestion Compels a subject to follow stated course of action.
Evocation
Daylight 60-ft. radius of bright light.
Fireball 1d6 damage per level, 20-ft. radius.
Lightning Bolt Electricity deals 1d6/level damage.
Tiny Hut Creates shelter for 10 creatures.
Wind Wall Deflects arrows, smaller creatures, and gases.
Illusion
Displacement Attacks miss subject 50% of the time.
Illusory ScriptM Only select creatures can read text.
Invisibility Sphere Makes everyone within 10 ft. invisible.
Major Image As silent image, plus sound, smell and thermal effects.
Necromancy
Gentle Repose Preserves one corpse.
Halt Undead Immobilizes undead for 1 round/level.
Ray of Exhaustion Ray makes subject exhausted.
Vampiric Touch Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
Transmutation
Beast Shape I You take the form and some of the powers of a Small or Medium animal.
Blink You randomly vanish and reappear for 1 round per level.
Flame Arrow Arrows deal +1d6 fire damage.
Fly Subject flies at speed of 60 ft.
Gaseous Form Subject becomes insubstantial and can fly slowly.
Haste One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Keen Edge Doubles normal weapon's threat range.
Magic Weapon, Greater Weapon gains +1 bonus/four levels (max +5).
Secret Page Changes one page to hide its real content.
Shrink Item Object shrinks to one-sixteenth size.
Slow One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Water Breathing Subjects can breathe underwater.
4th-Level Sorcerer/Wizard Spells
Abjuration
Dimensional Anchor Bars extradimensional movement.
Fire TrapM Opened object deals 1d4 damage + 1/level.
Globe of Invulnerability, Lesser Stops 1st- through 3rd-level spell effects.
Remove Curse Frees object or person from curse.
StoneskinM Grants DR 10/adamantine.
Conjuration
Black Tentacles Tentacles grapple all creatures within a 20-ft. spread.
Dimension Door Teleports you a short distance.
Minor Creation Creates one cloth or wood object.
Secure Shelter Creates sturdy cottage.
Solid Fog Blocks vision and slows movement.
Summon Monster IV Summons extraplanar creature to fight for you.
Divination
Arcane Eye Invisible floating eye moves 30 ft./round.
Detect Scrying Alerts you to magical eavesdropping
Locate Creature Indicates direction to familiar creature.
ScryingF Spies on subject from a distance.
Enchantment
Charm Monster Makes monster believe it is your ally.
Confusion Subjects behave oddly for 1 round/level.
Crushing Despair Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Geas, Lesser Commands subject of 7 HD or less.
Evocation
Fire Shield Creatures attacking you take fire damage; you're protected from heat or cold.
Ice Storm Hail deals 5d6 damage in cylinder 40 ft. across.
Resilient Sphere Force globe protects but traps one subject.
Shout Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage + 1/level.
Wall of Ice Ice plane creates wall or hemisphere creates dome.
Illusion
Hallucinatory Terrain Makes one type of terrain appear like another (field as forest, or the like).
Illusory Wall Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater As invisibility, but subject can attack and stay invisible.
Phantasmal Killer Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern Lights fascinate 24 HD of creatures.
Shadow Conjuration Mimics conjuration below 4th level, but only 20% real.
Necromancy
Animate DeadM Creates undead skeletons and zombies out of corpses.
Bestow Curse –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion Infects subject with chosen disease.
Enervation Subject gains 1d4 negative levels.
Fear Subjects within cone flee for 1 round/level.
Transmutation
Beast Shape II You take the form and some of the powers of a Tiny or Large animal.
Elemental Body I Turns you into a Small elemental.
Enlarge Person, Mass 1 humanoid creature/level doubles in size.
Mnemonic EnhancerF Wizard only. Prepare extra spells or retain one just cast.
Reduce Person, Mass As reduce person, but affects 1 humanoid creature/level.
Stone Shape Sculpts stone into any shape.
5th-Level Sorcerer/Wizard Spells
Abjuration
Break Enchantment Frees subjects from enchantments, transmutations, and curses.
Dismissal Forces a creature to return to its native plane.
Mage's Private Sanctum Prevents anyone from viewing or scrying an area for 24 hours.
Conjuration
Cloudkill Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Mage's Faithful Hound Phantom dog can guard a location and attack intruders.
Major Creation As minor creation, plus stone and metal.
Planar Binding, Lesser Traps extraplanar creature of 6 HD or less until it performs a task.
Secret ChestF Hides expensive chest on Ethereal Plane; you retrieve it at will.
Summon Monster V Summons extraplanar creature to fight for you.
Teleport Instantly transports you as far as 100 miles per level.
Wall of Stone Creates a stone wall that can be shaped.
Divination
Contact Other Plane Lets you ask question of extraplanar entity.
Prying Eyes 1d4 + 1/level floating eyes scout for you.
Telepathic Bond Link lets allies communicate.
Enchantment
Dominate Person Controls humanoid telepathically.
Feeblemind Subject's Int and Cha drop to 1.
Hold Monster As hold person, but any creature.
Mind Fog Subjects in fog get –10 to Wis and Will checks.
Symbol of SleepM Triggered rune puts nearby creatures into catatonic slumber.
Evocation
Cone of Cold 1d6/level cold damage.
Interposing Hand Hand provides cover against 1 opponent.
Sending Delivers short message anywhere, instantly.
Wall of Force Wall is immune to damage.
Illusion
Dream Sends message to anyone sleeping.
False VisionM Fools scrying with an illusion.
Mirage Arcana As hallucinatory terrain, plus structures.
Nightmare Sends vision dealing 1d10 damage, fatigue.
Persistent Image As major image, but with no concentration required.
Seeming Changes appearance of 1 person per 2 levels.
Shadow Evocation Mimics evocation below 5th level, but only 20% real.
Necromancy
Blight Withers one plant or deals 1d6/level damage to plant creature.
Magic JarF Enables possession of another creature.
Symbol of PainM Triggered rune wracks creatures with pain.
Waves of Fatigue Several targets become fatigued.
Transmutation
Animal Growth One animal doubles in size.
Baleful Polymorph Turns subject into harmless animal.
Beast Shape III You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Elemental Body II Turns you into a Medium elemental.
FabricateM Transforms raw materials into finished items.
Overland Flight You fly at a speed of 40 ft. and can hustle over long distances.
Passwall Creates passage through wood or stone wall.
Plant Shape I Turns you into a Small or Medium plant.
Polymorph Gives one willing subject a new form.
Telekinesis Moves object, attacks creature, or hurls object or creature.
Transmute Mud to Rock Transforms two 10-ft. cubes per level.
Transmute Rock to Mud Transforms two 10-ft. cubes per level.
Universal
PermanencyM Makes certain spells permanent.
6th-Level Sorcerer/Wizard Spells
Abjuration
Antimagic Field Negates magic within 10 ft.
Dispel Magic, Greater As dispel magic, but with multiple targets.
Globe of Invulnerability As lesser globe of invulnerability, plus 4th-level spell effects.
Guards and Wards Array of magic effects protect area.
RepulsionF Creatures can't approach you.
Conjuration
Acid Fog Fog deals acid damage.
Planar Binding As lesser planar binding, but up to 12 HD.
Summon Monster VI Summons extraplanar creature to fight for you.
Wall of IronM 30 hp/four levels; can topple onto foes.
Divination
Analyze DweomerF Reveals magical aspects of subject.
Legend LoreMF Lets you learn tales about a person, place, or thing.
True SeeingM Lets you see all things as they really are.
Enchantment
Geas/Quest As lesser geas, but affects any creature.
Heroism, Greater Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Suggestion, Mass As suggestion, affects 1 subject/level.
Symbol of PersuasionM Triggered rune charms creatures.
Evocation
Chain Lightning 1d6/level damage and 1 secondary bolt/level.
ContingencyF Sets trigger condition for another spell.
Forceful Hand Hand pushes creatures away.
Freezing Sphere Freezes water or deals cold damage.
Illusion
Mislead Turns you invisible and creates illusory double.
Permanent Image Permanent illusion, includes sight, sound, smell, and thermal effects.
Programmed ImageM As major image, but triggered by event.
Shadow Walk Step into shadow to travel rapidly.
Veil Changes appearance of a group of creatures.
Necromancy
Circle of DeathM Kills 1d4/level HD of creatures.
Create UndeadM Raises ghouls, ghasts, mummies, or mohrgs from physical remains.
Eyebite Target becomes panicked, sickened, and comatose.
Symbol of FearM Triggered rune panics nearby creatures.
Undeath to DeathM Destroys 1d4/level HD of undead (max. 20d4).
Transmutation
Bear's Endurance, Mass As bear's endurance, affects one subject/level.
Beast Shape IV You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Bull's Strength, Mass As bull's strength, affects 1 subject per level.
Cat's Grace, Mass As cat's grace, affects 1 subject/level.
Control Water Raises or lowers bodies of water.
Disintegrate Reduces one creature or object to dust.
Eagle's Splendor, Mass As eagle's splendor, 1 subject/level.
Elemental Body III Turns you into a Large elemental.
Flesh to Stone Turns subject creature into statue.
Form of the Dragon I Turns you into a Medium dragon.
Fox's Cunning, Mass As fox's cunning, affects 1 subject/ level.
Mage's Lucubration Wizard only. Recalls spell of 5th level or lower.
Move Earth Digs trenches and builds hills.
Owl's Wisdom, Mass As owl's wisdom, affects 1 subject/level.
Plant Shape II Turns you into a Large plant creature.
Stone to Flesh Restores petrified creature.
TransformationM You gain combat bonuses.
7th-Level Sorcerer/Wizard Spells
Abjuration
Banishment Banishes 2 HD/level of extraplanar creatures.
Sequester Subject is invisible to sight and scrying; renders creature comatose.
Spell TurningM Reflect 1d4+6 spell levels back at caster.
Conjuration
Instant SummonsM Prepared object appears in your hand.
Mage's Magnificent MansionF Door leads to extradimensional mansion.
Phase Door Creates an invisible passage through a barrier.
Plane ShiftF As many as eight subjects travel to another plane.
Summon Monster VII Summons extraplanar creature to fight for you.
Teleport, Greater As teleport, but no range limit and no off-target arrival.
Teleport Object As teleport, but affects a touched object.
Divination
Arcane Sight, Greater As arcane sight, but also reveals magic effects on creatures and objects.
Scrying, Greater As scrying, but faster and longer.
VisionM As legend lore, but quicker.
Enchantment
Hold Person, Mass As hold person, but all within 30 ft.
Insanity Subject suffers continuous confusion.
Power Word Blind Blinds creature with 200 hp or less.
Symbol of StunningM Triggered rune stuns creatures.
Evocation
Delayed Blast Fireball 1d6/level fire damage; you can postpone blast for up to 5 rounds.
ForcecageM Cube or cage of force imprisons all inside.
Grasping Hand Hand provides cover, pushes, or grapples.
Mage's SwordF Floating magic blade strikes opponents.
Prismatic Spray Rays hit subjects with variety of effects.
Illusion
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.
SimulacrumM Creates partially real double of a creature.
Necromancy
Control Undead Undead don't attack you while under your command.
Finger of Death Deals 10 damage/level to one subject.
Symbol of WeaknessM Triggered rune weakens creatures.
Waves of Exhaustion Several targets become exhausted.
Transmutation
Control Weather Changes weather in local area.
Elemental Body IV Turns you into a Huge elemental.
Ethereal Jaunt You become ethereal for 1 round/level.
Form of the Dragon II Turns you into a Large dragon.
Giant Form I Turns you into a Large giant.
Plant Shape III Turns you into a Huge plant.
Polymorph, Greater Gives one willing subject a new, more powerful form.
Reverse Gravity Objects and creatures fall upward.
Statue Subject can become a statue at will.
Universal
Limited WishM Alters reality (within limits).
8th-Level Sorcerer/Wizard Spells
Abjuration
Dimensional Lock Teleportation and interplanar travel blocked for 1 day/level.
Mind Blank Subject is protected from mental/emotional magic and scrying.
Prismatic Wall Wall's colors have array of effects.
Protection from SpellsMF Confers +8 resistance bonus.
Conjuration
] Cloud deals 6d6 fire damage/round.
Maze Traps subject in extradimensional maze.
Planar Binding, Greater As lesser planar binding, but up to 18 HD.
Summon Monster VIII Summons extraplanar creature to fight for you.
Trap the SoulM Imprisons subject within gem.
Divination
Discern Location Reveals exact location of creature or object.
Moment of Prescience You gain +1/level insight bonus on single attack roll, check, or save.
Prying Eyes, Greater As prying eyes, but eyes have true seeing.
Enchantment
Antipathy Object or location affected by spell repels certain creatures.
BindingM Utilizes an array of techniques to imprison a creature.
Charm Monster, Mass As charm monster, but all within 30 ft.
Demand As sending, plus you can send suggestion.
Irresistible Dance Forces subject to dance.
Power Word Stun Stuns creature with 150 hp or less.
Symbol of InsanityM Triggered rune renders nearby creatures insane.
SympathyM Object or location attracts certain creatures.
Evocation
Clenched Fist Large hand provides cover, pushes, or attacks your foes.
Polar Ray Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
Shout, Greater Devastating yell deals 10d6 sonic damage; stuns creatures.
Sunburst Blinds all within 10 ft., deals 6d6 damage.
Telekinetic Sphere As resilient sphere, but you move the sphere telekinetically.
Illusion
Scintillating Pattern Twisting colors confuse, stun, or render unconscious.
Screen Illusion hides area from vision and scrying.
Shadow Evocation, Greater As shadow evocation, but up to 7th level and 60% real.
Necromancy
CloneMF Duplicate awakens when original dies.
Create Greater UndeadM Creates shadows, wraiths, spectres, or devourers.
Horrid Wilting Deals 1d6/level damage within 30 ft.
Symbol of DeathM Triggered rune kills nearby creatures.
Transmutation
Form of the Dragon III Turns you into a Huge dragon.
Giant Form II Turns you into a Huge giant.
Iron Body Your body becomes living iron.
Polymorph Any Object Changes a subject into anything else.
Temporal StasisM Puts subject into suspended animation.
9th-Level Sorcerer/Wizard Spells
Abjuration
Freedom Releases creature from imprisonment.
Imprisonment Entombs subject beneath the earth.
Mage's Disjunction Dispels magic, disenchants magic items.
Prismatic Sphere As prismatic wall, but surrounds on all sides.
Conjuration
GateM Connects two planes for travel or summoning.
RefugeM Alters item to transport its possessor to your abode.
Summon Monster IX Summons extraplanar creature to fight for you.
Teleportation CircleM Teleports creatures inside circle.
Divination
Foresight "Sixth sense" warns of impending danger.
Enchantment
Dominate Monster As dominate person, but any creature.
Hold Monster, Mass As hold monster, but all within 30 ft.
Power Word Kill Kills one creature with 100 hp or less.
Evocation
Crushing Hand Large hand provides cover, pushes, or crushes your foes.
Meteor Swarm Four exploding spheres each deal 6d6 fire damage.
Illusion
Shades As shadow conjuration, but up to 8th level and 80% real.
Weird As phantasmal killer, but affects all within 30 ft.
Necromancy
Astral ProjectionM Projects you and companions onto Astral Plane.
Energy Drain Subject gains 2d4 negative levels.
Soul BindF Traps newly dead soul to prevent resurrection.
Wail of the Banshee Deals 10 damage/level to 1 creature/level.
Transmutation
Etherealness Travel to Ethereal Plane with companions.
ShapechangeF Transforms you into certain creatures, and lets you change forms once per round.
Time Stop You act freely for 1d4+1 rounds.
Universal
WishM As limited wish, but with fewer limits.