Abjur | |
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Conj | |
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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.
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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.
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Evoc | |
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Necr |
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
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Abjur |
- Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
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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.
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Div | |
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Ench |
- Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
- Animal Trance: Fascinates 2d6 HD of animals.
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Evoc |
- Darkness: 20-ft. radius of supernatural shadow.
- Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
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Illu | |
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Tran | |
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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.
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Conj | |
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Div | |
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Ench | |
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Illu | |
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Necr |
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
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Tran | |
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Conj | |
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Div | |
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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.
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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.
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Illu | |
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Necr | |
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Tran | |
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Abjur | |
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Conj | |
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Div | |
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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.
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Evoc |
- Daylight: 60-ft. radius of bright light.
- Tiny Hut: Creates shelter for 10 creatures.
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Illu | |
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Necr |
- Fear: Subjects within cone flee for 1 round/level.
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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.
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Abjur | |
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Conj | |
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Div | |
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Ench | |
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Evoc |
- Shout: Deafens all within cone and deals 5d6 sonic damage.
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Illu | |
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Conj | |
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Div | |
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Ench | |
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Evoc | |
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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.
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Necr |
- Eyebite: Target becomes panicked, sickened, and/or comatose.
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Tran | |
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Abjur | |
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Conj | |
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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.
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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.
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Evoc |
- Divine Favor: You gain +1 per three levels on attack and damage rolls.
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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).
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Tran | |
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Abjur | |
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Conj | |
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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.
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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.
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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.
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Illu |
- Silence: Negates sound in 20-ft. radius.
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Necr | |
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Tran | |
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Abjur | |
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Conj | |
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Div |
- Locate Object: Senses direction toward object (specific or type).
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Ench |
- Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.
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Evoc | |
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Necr | |
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Tran | |
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Abjur | |
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Conj | |
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Div |
- Discern Lies: Reveals deliberate falsehoods.
- DivinationM: Provides useful advice for specific proposed actions.
- Tongues: Speak and understand any language.
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Evoc | |
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Necr | |
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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).
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Abjur | |
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Conj | |
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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.
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Ench | |
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Evoc |
- Flame Strike: Smites foes with divine fire (1d6/level damage).
- HallowM: Designates location as holy.
- UnhallowM: Designates location as unholy.
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Necr | |
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Tran | |
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Abjur | |
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Conj | |
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Div | |
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Ench | |
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Evoc | |
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Necr | |
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Tran | |
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Abjur | |
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Conj | |
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Div | |
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Ench | |
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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.
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Necr | |
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Tran | |
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Abjur | |
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Conj | |
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Div | |
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Ench | |
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Evoc |
- Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
- Produce Flame: 1d6 damage + 1/level, touch or thrown.
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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.
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Abjur | |
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Conj | |
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Div | |
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Ench | |
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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.
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Necr |
- Contagion: Infects subject with chosen disease.
- Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
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Tran | |
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Abjur | |
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Conj | |
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Div |
- ScryingF: Spies on subject from a distance.
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Evoc |
- Flame Strike: Smites foes with divine fire (1d6/level damage).
- Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
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Necr |
- Blight: Withers one plant or deals 1d6/level damage to plant creature.
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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.
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Abjur | |
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Conj | |
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Div | |
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Ench |
- Daze: Humanoid creature of 4 HD or less loses next action.
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Evoc | |
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Illu | |
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Necr | |
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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.
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Univ | |
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Abjur | |
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Conj | |
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Div | |
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Ench |
- Charm Person: Makes one person your friend.
- Hypnotism: Fascinates 2d4 HD of creatures.
- Sleep: Puts 4 HD of creatures into magical slumber.
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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).
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Illu | |
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Necr | |
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Tran | |
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Abjur | |
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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.
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Div | |
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Ench | |
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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.
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Illu | |
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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.
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Tran | |
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Abjur | |
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Conj | |
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Div | |
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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.
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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.
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Illu | |
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Necr | |
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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.
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Abjur | |
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Conj | |
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Div | |
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Ench | |
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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.
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Illu | |
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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.
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Tran | |
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Abjur | |
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Conj | |
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Div | |
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Ench | |
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Evoc | |
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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.
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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.
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Tran | |
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Univ | |
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Abjur | |
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Conj | |
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Div | |
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Ench | |
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Evoc | |
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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.
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Necr | |
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Tran | |
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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.
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Conj | |
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Div | |
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Ench | |
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Evoc | |
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Illu | |
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Necr | |
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Tran | |
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Univ | |
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Abjur | |
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Conj | |
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Div | |
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Ench | |
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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.
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Illu | |
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Necr | |
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Tran | |
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Abjur | |
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Conj | |
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Div |
- Foresight: “Sixth sense” warns of impending danger.
|
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Ench | |
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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.
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Necr | |
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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.
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Univ |
- WishM: As limited wish, but with fewer limits.
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