Index of Spells by Sources - PRPG-O

PRPG-O

Adept Spells

0-Level Adept Spells

Conj
Div
  • Detect Magic: Detects spells and magic items within 60 ft.
  • Guidance: +1 on one attack roll, saving throw, or skill check.
  • Read Magic: Read scrolls and spellbooks.
Evoc
  • Light: Object shines like a torch.
Illu
Necr
Tran

1st-Level Adept Spells

Abjur
Conj
Div
  • Comprehend Languages: You understand all spoken and written languages.
  • Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
  • Detect Evil: Reveals creatures, spells, or objects of selected alignment.
  • Detect Good: Reveals creatures, spells, or objects of selected alignment.
  • Detect Law: Reveals creatures, spells, or objects of selected alignment.
Ench
  • Bless: Allies gain +1 on attack rolls and saves against fear.
  • Command: One subject obeys selected command for 1 round.
  • Sleep: Puts 4 HD of creatures into magical slumber.
Evoc
Necr
  • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

2nd-Level Adept Spells

Abjur
  • Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
Conj
  • Cure Moderate Wounds: Cures 2d8 damage +1/level (max. +10).
  • Delay Poison: Stops poison from harming target for 1 hour/level.
  • Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
Div
Ench
  • Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
  • Animal Trance: Fascinates 2d6 HD of animals.
Evoc
  • Darkness: 20-ft. radius of supernatural shadow.
  • Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
Illu
Tran

3rd-Level Adept Spells

Abjur
Conj
Div
  • Tongues: Speak and understand any language.
Evoc
Necr
  • 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.
  • Contagion: Infects subject with chosen disease.

4th-Level Adept Spells

Abjur
Conj
Evoc
  • 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.
Tran
  • Polymorph: Gives one willing subject a new form.

5th-Level Adept Spells

Abjur
Conj
  • Heal: Cures 10 points/level damage, all diseases and mental conditions.
  • Major Creation: As minor creation, plus stone and metal.
  • Raise DeadM: Restores life to subject who died as long as one day/level ago.
  • Wall of Stone: Creates a stone wall that can be shaped.
Div
  • CommuneM: Deity answers one yes-or-no question/level.
  • True SeeingM: Lets you see all things as they really are.
Tran

Bard Spells

0-Level Bard Spells

Abjur
Conj
Div
Ench
  • Daze: Humanoid creature of 4 HD or less loses next action.
  • Lullaby: Makes subject drowsy; –5 on Perception checks, –2 on Will saves against sleep.
Evoc
  • Dancing Lights: Creates torches or other lights.
  • Flare: Dazzles one creature (–1 penalty on attack rolls).
  • Light: Object shines like a torch.
Illu
Tran
  • 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.
Univ

1st-Level Bard Spells

Abjur
  • Alarm: Wards an area for 2 hours/level.
  • Obscure Object: Masks object against scrying.
  • Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
  • Undetectable Alignment: Conceals alignment from magical detection for 24 hours.
Conj
Div
Ench
Illu
Necr
  • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Tran

2nd-Level Bard Spells

Conj
Div
Ench
  • Animal Messenger: Sends a Tiny animal to a specific place.
  • Animal Trance: Fascinates 2d6 HD of animals.
  • Calm Emotions: Calms creatures, negating emotion effects.
  • Daze Monster: Living creature of 6 HD or less loses next action.
  • Enthrall: Captivates all within 100 ft. + 10 ft./level.
  • Heroism: Gives +2 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 subject to follow stated course of action.
Evoc
  • Darkness: 20-ft. radius of supernatural shadow.
  • Shatter: Sonic vibration damages objects or crystalline creatures.
  • Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Illu
Necr
Tran

3rd-Level Bard Spells

Abjur
Conj
Div
Ench
  • Charm Monster: Makes monster believe it is your ally.
  • Confusion: Subjects behave oddly for 1 round/level.
  • Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
  • Deep Slumber: Puts 10 HD of creatures to sleep.
  • Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
  • Lesser Geas: Commands subject of 7 HD or less.
Evoc
  • Daylight: 60-ft. radius of bright light.
  • Tiny Hut: Creates shelter for 10 creatures.
Illu
Necr
  • Fear: Subjects within cone flee for 1 round/level.
Tran
  • Blink: You randomly vanish and reappear for 1 round/level.
  • Gaseous Form: Subject becomes insubstantial and can fly slowly.
  • Glibness: You gain +20 bonus on Bluff checks, and your lies can escape magical discernment.
  • Haste: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
  • Sculpt Sound: Creates new sounds or changes existing ones into new sounds.
  • Secret Page: Changes one page to hide its real content.
  • Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.

4th-Level Bard Spells

Abjur
Conj
Div
Ench
Evoc
  • Shout: Deafens all within cone and deals 5d6 sonic damage.
Illu

5th-Level Bard Spells

Abjur
Conj
Ench
  • Greater Heroism: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
  • Mass Suggestion: As suggestion, affects subject/level.
  • Mind Fog: Subjects in fog get –10 to Wis and Will checks.
  • Song of Discord: Forces targets to attack each other.
Illu
  • Dream: Sends message to anyone sleeping.
  • False VisionM: Fools scrying with an illusion.
  • 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 with 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.

6th-Level Bard Spells

Conj
Div
Ench
Evoc
Illu
  • 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.
  • Veil: Changes appearance of group of creatures.
Necr
  • Eyebite: Target becomes panicked, sickened, and/or comatose.
Tran

Cleric Spells

0-Level Cleric Spells

Abjur
Conj
Div
  • Detect Magic: Detects spells and magic items within 60 ft.
  • Detect Poison: Detects poison in one creature or small object.
  • Guidance: +1 on one attack roll, saving throw, or skill check.
  • Read Magic: Read scrolls and spellbooks.
Evoc
  • Light: Object shines like a torch.
Necr
  • Bleed: Cause a stabilized creature to resume dying.
Tran

1st-Level Cleric Spells

Abjur
Conj
Div
  • Comprehend Languages: You understand all spoken and written languages.
  • Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
  • Detect Evil: Reveals creatures, spells, or objects of selected alignment.
  • Detect Good: Reveals creatures, spells, or objects of selected alignment.
  • Detect Law: Reveals creatures, spells, or objects of selected alignment.
  • Detect Undead: Reveals undead within 60 ft.
Ench
  • Bane: Enemies take –1 on attack rolls and saves against fear.
  • Bless: Allies gain +1 on attack rolls and saves against fear.
  • Command: One subject obeys selected command for 1 round.
Evoc
  • Divine Favor: You gain +1 per three levels on attack and damage rolls.
Necr
  • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  • Curse WaterM: Makes unholy water.
  • Deathwatch: Reveals how near death subjects within 30 ft. are.
  • Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
  • Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Tran

2nd-Level Cleric Spells

Abjur
Conj
Div
  • AuguryMF: Learns whether an action will be good or bad.
  • Find Traps: Notice traps as a rogue does.
  • Status: Monitors condition, position of allies.
Ench
  • Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
  • Calm Emotions: Calms creatures, negating emotion effects.
  • Enthrall: Captivates all within 100 ft. + 10 ft./level.
  • Hold Person: Paralyzes one humanoid for 1 round/level.
  • Zone of Truth: Subjects within range cannot lie.
Evoc
  • ConsecrateM: Fills area with positive energy, weakening undead.
  • Darkness: 20-ft. radius of supernatural shadow.
  • DesecrateM: Fills area with negative energy, making undead stronger.
  • Shatter: Sonic vibration damages objects or crystalline creatures.
  • Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
  • Spiritual Weapon: Magic weapon attacks on its own.
Illu
  • Silence: Negates sound in 20-ft. radius.
Necr
Tran

3rd-Level Cleric Spells

Abjur
Conj
Div
  • Locate Object: Senses direction toward object (specific or type).
Ench
  • Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.
Evoc
Necr
Tran

4th-Level Cleric Spells

Abjur
Conj
Div
  • Discern Lies: Reveals deliberate falsehoods.
  • DivinationM: Provides useful advice for specific proposed actions.
  • Tongues: Speak and understand any language.
Evoc
Necr
  • Death Ward: Grants bonuses against death spells and negative energy.
  • Inflict Critical Wounds: Touch attack, 4d8 damage + 1/level (max +20).
  • Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Tran
  • Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
  • Control Water: Raises or lowers bodies of water.
  • Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
  • Greater Magic Weapon: Weapon gains +1 bonus/four levels (max +5).

5th-Level Cleric Spells

Abjur
Conj
Div
  • CommuneM: Deity answers one yes-or-no question/level.
  • ScryingF: Spies on subject from a distance.
  • True SeeingM: Lets you see all things as they really are.
Ench
Evoc
  • Flame Strike: Smites foes with divine fire (1d6/level damage).
  • HallowM: Designates location as holy.
  • UnhallowM: Designates location as unholy.
Necr
Tran

6th-Level Cleric Spells

Abjur
Conj
Div
Ench
Evoc
Necr
Tran

7th-Level Cleric Spells

Abjur
Conj
Div
Ench
Evoc
  • Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
  • Dictum: Kills, paralyzes, staggers, or deafens nonlawful targets.
  • Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
  • Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
Necr
Tran

8th-Level Cleric Spells

Abjur
Conj
Div
Ench
Evoc
Necr

9th-Level Cleric Spells

Conj
Evoc
  • Implosion: Inflict 10 damage/level to one creature/round.
  • Miracle: Requests a deity's intercession.
Necr
Tran

Druid Spells

0-Level Druid Spells

Abjur
Conj
Div
Evoc
  • Flare: Dazzles one creature (–1 penalty on attack rolls).
  • Light: Object shines like a torch.
Tran

1st-Level Druid Spells

Abjur
Conj
Div
Ench
Evoc
  • Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
  • Produce Flame: 1d6 damage + 1/level, touch or thrown.
Tran
  • Entangle: Plants entangle everyone in 40-ft. radius.
  • Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
  • 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, deal 1d6 +1 damage.
  • Pass without Trace: One subject/level leaves no tracks.
  • Shillelagh: Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.

2nd-Level Druid Spells

Abjur
  • Fire TrapM: Opened object deals 1d4 damage + 1/level.
  • Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
Conj
Ench
Evoc
Tran

3rd-Level Druid Spells

Abjur
Conj
Div
Ench
Evoc
  • Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
  • Daylight: 60-ft. radius of bright light.
  • Wind Wall: Deflects arrows, smaller creatures, and gases.
Necr
  • Contagion: Infects subject with chosen disease.
  • Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Tran

4th-Level Druid Spells

Abjur
Conj
Div
  • ScryingF: Spies on subject from a distance.
Evoc
  • Flame Strike: Smites foes with divine fire (1d6/level damage).
  • Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Necr
  • Blight: Withers one plant or deals 1d6/level damage to plant creature.
Tran
  • Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
  • Command Plants: Sways the actions of plant creatures.
  • Control Water: Raises or lowers bodies of water.
  • Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
  • ReincarnateM: Brings dead subject back in a random body.
  • Rusting Grasp: Your touch corrodes iron and alloys.
  • Spike Stones: Creatures in area take 1d8 damage, may also be slowed.

5th-Level Druid Spells

Abjur
Conj
Div
Evoc
  • Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
  • HallowM: Designates location as holy.
  • 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.
Necr
  • Death Ward: Grants bonuses against death spells and negative energy.
Tran

6th-Level Druid Spells

Abjur
Conj
Div
Tran

7th-Level Druid Spells

Conj
Div
Evoc
Tran

8th-Level Druid Spells

Abjur
Conj
Evoc
  • Earthquake: Intense tremor shakes 80-ft.-radius.
  • Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  • Whirlwind: Cyclone deals damage and can pick up creatures.
Necr
Tran

9th-Level Druid Spells

Conj
Div
  • Foresight: “Sixth sense” warns of impending danger.
Ench
  • Antipathy: Object or location affected by spell repels certain creatures.
  • SympathyM: Object or location attracts certain creatures.
Tran
  • ShapechangeF: Transforms you into certain creatures, and you can change forms once per round.

Paladin Spells

1st-Level Paladin Spells

Abjur
Conj
Div
Ench
  • Bless: Allies gain +1 on attack rolls and saves against fear.
Evoc
  • Divine Favor: You gain +1 per three levels on attack and damage rolls.
Tran

2nd-Level Paladin Spells

Abjur
Conj
  • Delay Poison: Stops poison from harming target for 1 hour/level.
  • Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Ench
Tran

3rd-Level Paladin Spells

Abjur
Conj
Div
Ench
  • Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.
Evoc
  • Daylight: 60-ft. radius of bright light.
Tran

4th-Level Paladin Spells

Abjur
Conj
Evoc
  • Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Necr
  • Death Ward: Grants bonuses against death spells and negative energy.
  • Mark of Justice: Designates action that triggers curse on subject.

Ranger Spells

1st-Level Ranger Spells

Abjur
  • Alarm: Wards an area for 2 hours/level.
  • Endure Elements: Exist comfortably in hot or cold regions.
  • Hide from Animals: Animals can't perceive one subject/level.
  • Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
Conj
Div
Ench
Tran
  • Entangle: Plants entangle everyone in 40-ft. radius.
  • 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.
  • Pass without Trace: One subject/level leaves no tracks.

2nd-Level Ranger Spells

Abjur
Conj
Div
Ench
Evoc
  • Wind Wall: Deflects arrows, smaller creatures, and gases.
Tran
  • 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.
  • Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
  • Snare: Creates a magic booby trap.
  • Spike Growth: Creatures in area take 1d4 damage, may be slowed.

3rd-Level Ranger Spells

Abjur
  • Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Conj
Tran

4th-Level Ranger Spells

Abjur
Conj
Div
Tran

Sorcerer/Wizard Spells

0-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
  • Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
  • Dancing Lights: Creates torches or other lights.
  • Flare: Dazzles one creature (–1 penalty on attack rolls).
  • Light: Object shines like a torch.
  • Ray of Frost: Ray deals 1d3 cold damage.
Illu
Necr
Tran
  • 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.
Univ

1st-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
  • Charm Person: Makes one person your friend.
  • Hypnotism: Fascinates 2d4 HD of creatures.
  • Sleep: Puts 4 HD of creatures into magical slumber.
Evoc
  • 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).
Illu
Necr
  • 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.
Tran

2nd-Level Sorcerer/Wizard Spells

Abjur
Conj
  • 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.
Div
Ench
Evoc
  • 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 vibration damages objects or crystalline creatures.
Illu
Necr
  • 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: Panics creatures of less than 6 HD.
  • Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Tran

3rd-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
  • Deep Slumber: Puts 10 HD of creatures to sleep.
  • Heroism: Gives +2 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 subject to follow stated course of action.
Evoc
  • 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.
Illu
Necr
Tran
  • 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/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.
  • Greater Magic Weapon: Weapon gains +1 bonus/four levels (max +5).
  • Haste: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
  • Keen Edge: Doubles normal weapon's threat range.
  • 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

Abjur
Conj
Div
Ench
Evoc
  • 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.
Illu
Necr
  • 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.
  • Contagion: Infects subject with chosen disease.
  • Enervation: Subject gains 1d4 negative levels.
  • Fear: Subjects within cone flee for 1 round/level.
Tran

5th-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
Evoc
Illu
  • 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 one person per two levels.
  • Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
Necr
  • 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 nearby creatures with pain.
  • Waves of Fatigue: Several targets become fatigued.
Tran
Univ

6th-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
Evoc
Illu
  • Mislead: Turns you invisible and creates illusory double.
  • Permanent Image: Permanent illusion, includes sight, sound, smell, and thermal effects.
  • Programmed ImageM: As major image, plus triggered by event.
  • Shadow Walk: Step into shadow to travel rapidly.
  • Veil: Changes appearance of group of creatures.
Necr
Tran

7th-Level Sorcerer/Wizard Spells

Abjur
  • Banishment: Banishes 2 HD/level of extraplanar creatures.
  • Sequester: Subject is invisible to sight and scrying; renders creature comatose.
  • Spell Turning: Reflect 1d4+6 spell levels back at caster.
Conj
Div
Ench
Evoc
Illu
Necr
Tran
Univ

8th-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
Evoc
  • Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
  • Greater Shout: Devastating yell deals 10d6 sonic damage; stuns creatures.
  • Polar Ray: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
  • Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  • Telekinetic Sphere: As resilient sphere, but you move the sphere telekinetically.
Illu
Necr
Tran

9th-Level Sorcerer/Wizard Spells

Abjur
Conj
  • Gate: 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.
Div
  • Foresight: “Sixth sense” warns of impending danger.
Ench
Evoc
  • Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
  • Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Illu
  • Shades: As shadow conjuration, but up to 8th level and 80% real.
  • Weird: As phantasmal killer, but affects all within 30 ft.
Necr
Tran
  • Etherealness: Travel to Ethereal Plane with companions.
  • ShapechangeF: Transforms you into certain creatures, and you can change forms once per round.
  • Time Stop: You act freely for 1d4+1 rounds.
Univ
  • WishM: As limited wish, but with fewer limits.