You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
Learn more.

Pathfinder Reference Document
Pathfinder Reference Document

Spell Lists

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.

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.

Spells by Class

Bard Spells

Cleric Spells

Druid Spells

Paladin Spells

Ranger Spells

Sorcerer/Wizard Spells

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 III: 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

Incendiary Cloud: 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.