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SYSTEM REFERENCE DOCUMENT 3.5 |
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SRD - Spells, Alphabetical List
Spells By Class
Cleric Domains and Domain Spell lists
Spells By School
Go to: Magic Overview
Format of Spell Descriptions
Epic Spells
Full Spell List:
Jump to: A B C D E F G
H I J K L M N O P Q R S T U V
W X Y Z
- Acid Arrow Ranged touch attack;
2d4 damage for 1 round +1 round/three levels.
- Acid Fog Fog deals acid damage.
- Acid Splash Orb deals 1d3 acid damage.
- Aid +1 on attack rolls, +1 against fear, 1d8 temporary
hp +1/level (max +10).
- Air Walk Subject treads on air as if solid (climb
at 45-degree angle).
- Alarm Wards an area for 2 hours/level.
- Align Weapon Weapon becomes good, evil,
lawful, or chaotic.
- Alter Self Assume form of a similar creature.
- Analyze Dweomer Reveals magical aspects
of subject.
- Animal Growth One animal/two levels doubles
in size.
- Animal Messenger Sends a Tiny animal
to a specific place.
- Animal Shapes One ally/level polymorphs
into chosen animal.
- Animal Trance Fascinates 2d6 HD of animals.
- Animate Dead Creates undead skeletons and
zombies.
- Animate Objects Objects attack your foes.
- Animate Plants One or more trees animate
and fight for you.
- Animate Rope Makes a rope move at your command.
- Antilife Shell 10-ft. field hedges out
living creatures.
- Antimagic Field Negates magic within
10 ft.
- Antipathy Object or location affected by spell
repels certain creatures.
- Antiplant Shell Keeps animated plants
at bay.
- Arcane Eye Invisible floating eye moves 30
ft./round.
- Arcane Lock Magically locks a portal or chest.
- Arcane Mark Inscribes a personal rune (visible
or invisible).
- Arcane Sight, Greater As Arcane
Sight, but also reveals magic effects on creatures and objects.
- Arcane Sight Magical auras become visible
to you.
- Armor of Darkness Aura gives darkvision
and +3 deflection bonus to AC plus an extra +1/4 levels.
- Astral Projection Projects you and
companions onto Astral Plane.
- Atonement Removes burden of misdeeds from subject.
- Augury Learns whether an action will be good or
bad.
- Awaken Animal or tree gains human intellect.
- Baleful Polymorph Transforms subject
into harmless animal.
- Bane Enemies take -1 on attack rolls and saves against
fear.
- Banishment Banishes 2 HD/level of extraplanar
creatures.
- Barkskin Grants +2 (or higher) enhancement to
natural armor.
- Bear's Endurance Subject gains +4 to
Con for 1 min./level.
- Bear's Endurance, Mass As Bear's
Endurance, affects one subject/ level.
- Bestow Curse -6 to an ability score; -4
on attack rolls, saves, and checks; or 50% chance of losing each action.
- Binding Utilizes an array of techniques to imprison
a creature.
- Blacklight 20-ft. radius of supernatural darkness
you can see through.
- Black Tentacles Tentacles grapple all
within 20 ft. spread.
- Blade Barrier Touch attack deals 1d8 +1/two
levels damage.
- Blasphemy Kills, paralyzes, weakens, or dazes
nonevil subjects.
- Bless Allies gain +1 on attack rolls and saves
against fear.
- Bless Water Makes holy water.
- Bless Weapon Weapon strikes true against
evil foes.
- Blight Withers one plant or deals 1d6/level damage
to plant creature.
- Blindness/Deafness Makes subject blinded
or deafened.
- Blink You randomly vanish and reappear for 1 round/level.
- Blur Attacks miss subject 20% of the time.
- Bolt of Glory Ray deals positive energy
damage, more against undead and evil outsiders.
- Bolts of Bedevilment Gain one ray/round
which can daze creatures for 1d3 rounds.
- Break Enchantment Frees subjects from
enchantments, alterations, curses, and petrification.
- Bull's Strength Subject gains +4 to Str
for 1 min./level.
- Bull's Strength, Mass As Bull's
Strength, affects one subject/level.
- Burning Hands 1d4/level fire damage (max
5d4).
- Call Lightning Calls down lightning bolts
(3d6 per bolt) from sky.
- Call Lightning Storm As Call
Lightning, but 5d6 damage per bolt.
- Calm Animals Calms (2d4 + level) HD of animals.
- Calm Emotions Calms creatures, negating
emotion effects.
- Cat's Grace Subject gains +4 to Dex for 1
min./level.
- Cat's Grace, Mass As Cat's
Grace, affects one subject/level.
- Cause Fear One creature of 5 HD or less flees
for 1d4 rounds.
- Celestial Fury (SRD Enhancement) Deals
1d8 damage +1/level to evil aligned creatures.
- Chain Lightning 1d6/level damage; 1 secondary
bolt/level each deals half damage.
- Changestaff Your staff becomes a treant on
command.
- Chaos Hammer Damages and staggers lawful
creatures.
- Charm Animal Makes one animal your friend.
- Charm Monster Makes monster believe it
is your ally.
- Charm Monster, Mass As Charm
Monster, but all within 30 ft.
- Charm Person Makes one person your friend.
- Chill Metal Cold metal damages those who
touch it.
- Chill Touch One touch/level deals 1d6 damage
and possibly 1 Str damage.
- Circle Of Death Kills 1d4/level HD of
creatures.
- Clairaudience/Clairvoyance
Hear or see at a distance for 1 min./level.
- Clenched Fist Large hand provides cover,
pushes, or attacks your foes.
- Cloak Of Chaos +4 to AC, +4 resistance,
SR 25 against lawful spells.
- Clone Duplicate awakens when original dies.
- Cloudkill Kills 3 HD or less; 4–6 HD
save or die, 6+ HD take Con damage.
- Color Spray Knocks unconscious, blinds, and/or
stuns weak creatures.
- Command, Greater As Command,
but affects one subject/level.
- Command One subject obeys selected command for
1 round.
- Command Plants Sway the actions of one
or more plant creatures.
- Command Undead Undead creature obeys your
commands.
- Commune Deity answers one yes-or-no question/level.
- Commune With Nature Learn about terrain
for 1 mile/level.
- Comprehend Languages You understand
all spoken and written languages.
- Cone Of Cold 1d6/level cold damage.
- Confusion Subjects behave oddly for 1 round/level.
- Confusion, Lesser One creature is confused
for 1 round.
- Consecrate Fills area with positive energy,
making undead weaker.
- Contact Other Plane Lets you ask
question of extraplanar entity.
- Contagion Infects subject with chosen disease.
- Contingency Sets trigger condition for another
spell.
- Continual Flame Makes a permanent, heatless
torch.
- Control Plants Control actions of one
or more plant creatures.
- Control Undead Undead don't attack you
while under your command.
- Control Water Raises or lowers bodies of
water.
- Control Weather Changes weather in local
area.
- Control Winds Change wind direction and
speed.
- Create Food And Water Feeds three
humans (or one horse)/level.
- Create Greater Undead Create shadows,
wraiths, spectres, or devourers.
- Create Undead Create ghouls, ghasts, mummies,
or mohrgs.
- Create Water Creates 2 gallons/level of
pure water.
- Creeping Doom Swarms of centipedes attack
at your command.
- Crown of Glory Caster gains +4 Cha and
enthralls subjects.
- Crushing Despair Subjects take -2 on
attack rolls, damage rolls, saves, and checks.
- Crushing Hand Large hand provides cover,
pushes, or crushes your foes.
- Cure Critical Wounds Cures 4d8 damage
+1/level (max +20).
- Cure Critical Wounds, Mass
Cures 4d8 damage +1/level for many creatures.
- Cure Light Wounds Cures 1d8 damage
+1/level (max +5).
- Cure Light Wounds, Mass Cures
1d8 damage +1/level for many creatures.
- Cure Minor Wounds Cures 1 point of
damage.
- Cure Moderate Wounds Cures 2d8 damage
+1/level (max +10).
- Cure Moderate Wounds, Mass
Cures 2d8 damage +1/level for many creatures.
- Cure Serious Wounds Cures 3d8 damage
+1/level (max +15).
- Cure Serious Wounds, Mass Cures
3d8 damage +1/level for many creatures.
- Curse Water Makes unholy water.
- Dancing Lights Creates torches or other
lights.
- Darkness 20-ft. radius of supernatural shadow.
- Darkvision See 60 ft. in total darkness.
- Daylight 60-ft. radius of bright light.
- Daze Humanoid creature of 4 HD or less loses next
action.
- Daze Monster Living creature of 6 HD or
less loses next action.
- Death Knell Kill dying creature and gain
1d8 temporary hp, +2 to Str, and +1 caster level.
- Death Ward Grants immunity to death spells
and negative energy effects.
- Deathwatch Reveals how near death subjects
within 30 ft. are.
- Deeper Darkness Object sheds supernatural
shadow in 60-ft. radius.
- Deep Slumber Puts 10 HD of creatures to
sleep.
- Delayed Blast Fireball 1d6/level
fire damage; you can postpone blast for 5 rounds.
- Delay Poison Stops poison from harming subject
for 1 hour/ level.
- Demand As Sending,
plus you can send Suggestion.
- Desecrate Fills area with negative energy,
making undead stronger.
- Destruction Kills subject and destroys remains.
- Detect Animals Or Plants
- Detect Chaos Reveals creatures, spells,
or objects with Chaotic alignment.
- Detect Evil Reveals creatures, spells, or
objects with Evil alignment.
- Detect Good Reveals creatures, spells, or
objects with Good alignment.
- Detect Law Reveals creatures, spells, or objects
with Lawful alignment.
- Detect Magic Detects spells and magic items
within 60 ft.
- Detect Poison Detects poison in one creature
or object.
- Detect Scrying Alerts you of magical eavesdropping.
- Detect Secret Doors Reveals hidden
doors within 60 ft.
- Detect Snares And Pits Reveals
natural or primitive traps.
- Detect Thoughts Allows "listening" to
surface thoughts.
- Detect Undead Reveals undead within 60
ft.
- Dictum Kills, paralyzes, slows, or deafens nonlawful
subjects.
- Dimensional Anchor Bars extradimensional
movement.
- Dimensional Lock Teleportation and interplanar
travel blocked for one day/level.
- Dimension Door Teleports you short distance.
- Diminish Plants Reduces size or blights
growth of normal plants.
- Discern Lies Reveals deliberate falsehoods.
- Discern Location Reveals exact location
of creature or object.
- Disguise Self Changes your appearance.
- Disintegrate Makes one creature or object
vanish.
- Dismissal Forces a creature to return to native
plane.
- Dispel Chaos +4 bonus against attacks by
chaotic creatures.
- Dispel Evil +4 bonus against attacks by evil
creatures.
- Dispel Good +4 bonus against attacks by good
creatures.
- Dispel Law +4 bonus against attacks by lawful
creatures.
- Dispel Magic, Greater As Dispel
Magic, but +20 on check.
- Dispel Magic Cancels magical spells and
effects.
- Displacement Attacks miss subject 50%.
- Disrupting Weapon Melee weapon destroys
undead.
- Disrupt Undead Deals 1d6 damage to one
undead.
- Divination Provides useful advice for specific
proposed actions.
- Divine Favor You gain +1 per three levels
on attack and damage rolls.
- Divine Power You gain attack bonus, +6 to
Str, and 1 hp/level.
- Dominate Animal Subject animal obeys
silent mental commands.
- Dominate Monster As Dominate
Person, but any creature.
- Dominate Person Controls humanoid telepathically.
- Doom One subject takes -2 on attack rolls, damage
rolls, saves, and checks.
- Dream Sends message to anyone sleeping.
- Eagle's Splendor Subject gains +4 to
Cha for 1 min./level.
- Eagle's Splendor, Mass As Eagle's
Splendor, affects one subject/level.
- Earthquake Intense tremor shakes 80-ft.-radius.
- Elemental Swarm Summons multiple elementals.
- Endure Elements Exist comfortably in
hot or cold environments.
- Energy Drain Subject gains 2d4 negative
levels.
- Enervation Subject gains 1d4 negative levels.
- Enlarge Person Humanoid creature doubles
in size.
- Enlarge Person, Mass Enlarges several
creatures.
- Entangle Plants entangle everyone in 40-ft.-radius
circle.
- Enthrall Captivates all within 100 ft. + 10
ft./level.
- Entropic Shield Ranged attacks against
you have 20% miss chance.
- Erase Mundane or magical writing vanishes.
- Ethereal Jaunt You become ethereal for
1 round/level.
- Etherealness Travel to Ethereal Plane with
companions.
- Expeditious Retreat Your speed increases
by 30 ft.
- Explosive Runes Deals 6d6 damage when
read.
- Eyebite Target becomes panicked, sickened, and
comatose.
- Fabricate Transforms raw materials into finished
items.
- Faerie Fire Outlines subjects with light,
canceling Blur, concealment, and the like.
- False Life Gain 1d10 temporary hp +1/level
(max +10).
- False Vision Fools scrying with an illusion.
- Fear Subjects within cone flee for 1 round/level.
- Feather Fall Objects or creatures fall slowly.
- Feeblemind Subject's Int and Cha drop to 1.
- Find The Path Shows most direct way to
a location.
- Find Traps Notice traps as a rogue does.
- Finger Of Death Kills one subject.
- Fireball 1d6 damage per level, 20-ft. radius.
- Fire Seeds Acorns and berries become grenades
and bombs.
- Fire Shield Creatures attacking you take
fire damage; you're protected from heat or cold.
- Fire Storm Deals 1d6/level fire damage.
- Fire Trap Opened object deals 1d4 damage +1/level.
- Flame Arrow Arrows deal +1d6 fire damage.
- Flame Blade Touch attack deals 1d8 +1/two
levels damage.
- Flame Strike Smite foes with divine fire
(1d6/level damage).
- Flaming Sphere Creates rolling ball of
fire, 2d6 damage, lasts 1 round/level.
- Flare Dazzles one creature (-1 on attack rolls).
- Flesh To Stone Turns subject creature
into statue.
- Floating Disk Creates 3-ft.-diameter horizontal
disk that holds 100 lb./level.
- Fly Subject flies at speed of 60 ft.
- Fog Cloud Fog obscures vision.
- Forbiddance Blocks planar travel, damages
creatures of different alignment.
- Forcecage Cube or cage of force imprisons all
inside.
- Forceful Hand Hand pushes creatures away.
- Foresight "Sixth sense" warns of impending
danger.
- Fox's Cunning Subject gains +4 Int for 1
min./level.
- Fox's Cunning, Mass As Fox's
Cunning, affects one subject/ level.
- Freedom Releases creature from Imprisonment.
- Freedom Of Movement Subject moves
normally despite impediments.
- Freezing Sphere Freezes water or deals
cold damage.
- Gaseous Form Subject becomes insubstantial
and can fly slowly.
- Gate Connects two planes for travel or summoning.
- Geas, Lesser Commands subject of 7 HD or
less.
- Geas/Quest As Lesser
Geas, plus it affects any creature.
- GenesisX Creates a small demiplane.
- Gentle Repose Preserves one corpse.
- Ghost Sound Figment sounds.
- Ghoul Touch Paralyzes one subject, which
exudes stench
- Giant Vermin Turns centipedes, scorpions,
or spiders into giant vermin.
- Glibness You gain +30 bonus on Bluff checks,
and your lies can escape magical discernment.
- Glitterdust Blinds creatures, outlines invisible
creatures.
- Globe Of Invulnerability As
Lesser Globe of Invulnerability,
plus 4th-level spell effects.
- Globe Of Invulnerability,
Lesser Stops 1st- through 3rd-level spell effects.
- Glyph Of Warding, Greater As
Glyph Of Warding, but up to 10d8 damage
or 6th-level spell.
- Glyph Of Warding Inscription harms those
who pass it.
- Goodberry 2d4 berries each cure 1 hp (max 8
hp/24 hours).
- Good Hope Subjects gain +2 on attack rolls,
damage rolls, saves, and checks.
- Grasping Hand Hand provides cover, pushes,
or grapples.
- Grease Makes 10-ft. square or one object slippery.
- Greater (Spell Name)
- Guards And Wards Array of magic effects
protect area.
- Guidance +1 on one attack roll, saving throw,
or skill check.
- Gust Of Wind Blows away or knocks down smaller
creatures.
- Hallow Designates location as holy.
- Hallucinatory Terrain Makes one
type of terrain appear like another (field into forest, or the like).
- Halt Undead Immobilizes undead for 1 round/level.
- Hardening Increase object's hardness by 1/2
your caster level.
- Harm Deals 10 points/level damage to target.
- Haste One creature/level moves faster, +1 on attack
rolls, AC, and Reflex saves.
- Heal Cures 10 points/level of damage, all diseases
and mental conditions.
- Heal, Mass As Heal,
but with several subjects.
- Heal Mount As Heal
on warhorse or other special mount.
- Heat Metal Make metal so hot it damages those
who touch it.
- Helping Hand Ghostly hand leads subject
to you.
- Heroes' FeastFood for one creature/level
cures and grants combat bonuses.
- Heroism, Greater Gives +4 bonus on attack
rolls, saves, skill checks; immunity to fear; temporary hp.
- Heroism Gives +2 on attack rolls, saves, skill
checks.
- Hide From Animals Animals can't perceive
one subject/level.
- Hide From Undead Undead can't perceive
one subject/level.
- Hideous Laughter Subject loses actions
for 1 round/ level.
- Hold Animal Paralyzes one animal for 1 round/level.
- Hold Monster As Hold
Person, but any creature.
- Hold Monster, MassAs Hold
Monster, but all within 30 ft.
- Hold Person Paralyzes one humanoid for 1
round/level.
- Hold Person, Mass As Hold
Person, but all within 30 ft.
- Hold Portal Holds door shut.
- Holy Aura +4 to AC, +4 resistance, and SR 25
against evil spells.
- Holy Smite Damages and blinds evil creatures.
- Holy Sword Weapon becomes +5, deals +2d6 damage
against evil.
- Holy Word Kills, paralyzes, slows, or deafens
nongood subjects.
- Horrid Wilting Deals 1d6/level damage
within 30 ft.
- Hypnotic Pattern Fascinates (2d4 + level)
HD of creatures.
- Hypnotism Fascinates 2d4 HD of creatures.
- Ice Storm Hail deals 5d6 damage in cylinder
40 ft. across.
- Identify Determines properties of magic item.
- Illusory Script Only intended reader
can decipher.
- Illusory Wall Wall, floor, or ceiling looks
real, but anything can pass through.
- Imbue With Spell Ability Transfer
spells to subject.
- Implosion Kills one creature/round.
- Imprisonment Entombs subject beneath the
earth.
- Incendiary Cloud Cloud deals 4d6 fire
damage/round.
- Inflict Critical Wounds Touch
attack, 4d8 damage +1/level (max +20).
- Inflict Critical Wounds, Mass
Deals 4d8 damage +1/level to many creatures.
- Inflict Light Wounds Touch attack,
1d8 damage +1/level (max +5).
- Inflict Light Wounds, Mass
Deals 1d8 damage +1/level to any creatures.
- Inflict Minor Wounds Touch attack,
1 point of damage.
- Inflict Moderate Wounds Touch
attack, 2d8 damage +1/level (max +10).
- Inflict Moderate Wounds, Mass
Deals 2d8 damage +1/level to many creatures.
- Inflict Serious Wounds Touch attack,
3d8 damage +1/level (max +15).
- Inflict Serious Wounds, Mass
Deals 3d8 damage +1/level to many creatures.
- Insanity Subject suffers continuous Confusion.
- Insect Plague Locust swarms attack creatures.
- Instant Summons Prepared object appears
in your hand.
- Interposing Hand Hand provides cover
against one opponent.
- Invisibility, Greater As Invisibility,
but subject can attack and stay invisible.
- Invisibility Subject is invisible for 1
min./level or until it attacks.
- Invisibility, Mass As Invisibility,
but affects all in range.
- Invisibility Purge Dispels invisibility
within 5 ft./level.
- Invisibility Sphere Makes everyone
within 10 ft. invisible.
- Iron Body Your body becomes living iron.
- Ironwood Magic wood is strong as steel.
- Irresistible Dance Forces subject
to dance.
- Jump Subject gets bonus on Jump checks.
- Keen Edge Doubles normal weapon?s threat range.
- Knock Opens locked or magically sealed door.
- Know Direction You discern north.
- Legend Lore Lets you learn tales about a
person, place, or thing.
- Lesser (Spell Name)
- Levitate Subject moves up and down at your direction.
- Light Object shines like a torch.
- Lightning Bolt Electricity deals 1d6/level
damage.
- Limited Wish Alters reality - within spell
limits.
- Liveoak Oak becomes treant guardian.
- Locate Creature Indicates direction to
familiar creature.
- Locate Object Senses direction toward object
(specific or type).
- Longstrider Increases your speed.
- Lullaby Makes subject drowsy; -5 on Spot and
Listen checks, -2 on Will saves against Sleep.
- Maddening Scream Subject has -4 AC,
no shield, Reflex save on 20 only.
- Mage Armor Gives subject +4 armor bonus.
- Mage Hand 5-pound telekinesis.
- Mage's Disjunction Dispels magic, disenchants
magic items.
- Mage's Faithful Hound Phantom dog
can guard, attack.
- Mage's Lucubration Wizard only. Recalls
spell of 5th level or lower.
- Mage's Magnificent Mansion
Door leads to extradimensional mansion.
- Mage's Private Sanctum Prevents
anyone from viewing or scrying an area for 24 hours.
- Mage's Sword Floating magic blade strikes
opponents.
- Magic Aura Alters object's magic aura.
- Magic Circle Against Chaos
As Protection From Chaos, but 10-ft.
radius and 10 min./level.
- Magic Circle Against Evil As
Protection From Evil, but 10-ft. radius
and 10 min./level.
- Magic Circle Against Good As
Protection From Good, but 10-ft. radius
and 10 min./level.
- Magic Circle Against Law As
Protection From Law, but 10-ft. radius
and 10 min./level.
- Magic Fang, Greater One natural weapon
of subject creature gets +1/four caster levels on attack and damage rolls
(max +5).
- Magic Fang One natural weapon of subject creature
gets +1 on attack and damage rolls.
- Magic Jar Enables possession of another creature.
- Magic Missile 1d4+1 damage; +1 missile
per two levels above 1st (max 5).
- Magic Mouth Speaks once when triggered.
- Magic Stone Three stones become +1 projectiles,
1d6 +1 damage.
- Magic Vestment Armor or shield gains +1
enhancement per four levels.
- Magic Weapon, Greater +1 bonus/four
levels (max +5).
- Magic Weapon Weapon gains +1 bonus.
- Major Creation As Minor
Creation, plus stone and metal.
- Major Image As Silent
Image, plus sound, smell and thermal effects.
- Make Whole Repairs an object.
- Mark Of Justice Designates action that
will trigger curse on subject.
- Mass (Spell Name)
- Maze Traps subject in extradimensional maze.
- Meld Into Stone You and your gear merge
with stone.
- Mending Makes minor repairs on an object.
- Message Whispered conversation at distance.
- Meteor Swarm Four exploding spheres each
deal 6d6 fire damage.
- Mind Blank Subject is immune to mental/emotional
magic and scrying.
- Mind Fog Subjects in fog get -10 to Wis and
Will checks.
- Minor Creation Creates one cloth or wood
object.
- Minor Image As Silent
Image, plus some sound.
- Miracle Requests a deity's intercession.
- Mirage Arcana As Hallucinatory
Terrain, plus structures.
- Mirror Image Creates decoy duplicates of
you (1d4 +1 per three levels, max 8).
- Misdirection Misleads divinations for one
creature or object.
- Mislead Turns you invisible and creates illusory
double.
- Mnemonic Enhancer Wizard only. Prepares
extra spells or retains one just cast.
- Modify Memory Changes 5 minutes of subject's
memories.
- Moment Of Prescience You gain insight
bonus on single attack roll, check, or save.
- Mount Summons riding horse for 2 hours/level.
- Move Earth Digs trenches and builds hills.
- Neutralize Poison Immunizes subject
against poison, detoxifies venom in or on subject.
- Nightmare Sends vision dealing 1d10 damage,
fatigue.
- Nondetection Hides subject from divination,
scrying.
- Obscure Object Masks object against scrying.
- Obscuring Mist Fog surrounds you.
- Open/Close Opens or closes small or light
things.
- Order's Wrath Damages and dazes chaotic
creatures.
- Overland Flight You fly at a speed of
40 ft. and can hustle over long distances.
- Owl's Wisdom Subject gains +4 to Wis for
1 min./level.
- Owl's Wisdom, Mass As Owl's
Wisdom, affects one subject/level.
- Passwall Creates passage through wood or stone
wall.
- Pass Without Trace One subject/level
leaves no tracks.
- Permanency Makes certain spells permanent.
- Permanent Image Includes sight, sound,
and smell.
- Persistent Image As Major
Image, but no concentration required.
- Phantasmal Killer Fearsome illusion
kills subject or deals 3d6 damage.
- Phantom Steed Magic horse appears for 1
hour/level.
- Phantom Trap Makes item seem trapped.
- Phase Door Creates an invisible passage through
wood or stone.
- Planar Ally, Greater As Lesser
Planar Ally, but up to 18 HD.
- Planar Ally As Lesser
Planar Ally, but up to 12 HD.
- Planar Ally, Lesser Exchange services
with a 6 HD extraplanar creature.
- Planar Binding, Greater As Lesser
Planar Binding, but up to 18 HD.
- Planar Binding As Lesser
Planar Binding, but up to 12 HD.
- Planar Binding, Lesser Traps extraplanar
creature of 6 HD or less until it performs a task.
- Plane Shift As many as eight subjects travel
to another plane.
- Plant Growth Grows vegetation, improves
crops.
- Poison Touch deals 1d10 Con damage, repeats in
1 min.
- Polar Ray Ranged touch attack deals 1d6/level
cold damage.
- Polymorph Any Object Changes any
subject into anything else.
- Polymorph Gives one willing subject a new form.
- Power Word Blind Blinds creature with
200 hp or less.
- Power Word Kill Kills one creature with
100 hp or less.
- Power Word Stun Stuns creature with 150
hp or less.
- Prayer Allies +1 bonus on most rolls, enemies
-1 penalty.
- Prestidigitation Performs minor tricks.
- Prismatic Sphere As Prismatic
Wall, but surrounds on all sides.
- Prismatic Spray Rays hit subjects with
variety of effects.
- Prismatic Wall Wall's colors have array
of effects.
- Produce Flame 1d6 damage +1/level, touch
or thrown.
- Programmed Image As Major
Image, plus triggered by event.
- Project Image Illusory double can talk
and cast spells.
- Protection From Arrows Subject
immune to most ranged attacks.
- Protection From Chaos +2 to AC
and saves, counter mind control, hedge out elementals and outsiders.
- Protection From Energy Absorb
12 points/level of damage from one kind of energy.
- Protection From Evil +2 to AC and
saves, counter mind control, hedge out elementals and outsiders.
- Protection From Good +2 to AC and
saves, counter mind control, hedge out elementals and outsiders.
- Protection From Law +2 to AC and
saves, counter mind control, hedge out elementals and outsiders.
- Protection From Spells Confers
+8 resistance bonus.
- Prying Eyes, Greater As Prying
Eyes, but eyes have True Seeing.
- Prying Eyes 1d4 +1/level floating eyes scout
for you.
- Purify Food And Drink Purifies
1 cu. ft./level of food or water.
- Pyrotechnics Turns fire into blinding light
or choking smoke.
- Quench Extinguishes nonmagical fires or one magic
item.
- Rage Subjects gains +2 to Str and Con, +1 on Will
saves, -2 to AC.
- Rainbow Pattern Lights fascinate 24 HD
of creatures.
- Raise Dead Restores life to subject who died
as long as one day/level ago.
- Ray Of Enfeeblement Ray deals 1d6
+1 per two levels Str damage.
- Ray Of Exhaustion Ray makes subject
exhausted.
- Ray Of Frost Ray deals 1d3 cold damage.
- Read Magic Read scrolls and spellbooks.
- Reduce Animal Shrinks one willing animal.
- Reduce Person Humanoid creature halves
in size.
- Reduce Person, Mass Reduces several
creatures.
- Refuge Alters item to transport its possessor
to you.
- Regenerate Subject's severed limbs grow back,
cures 4d8 damage +1/level (max +35).
- Reincarnate Brings dead subject back in a
random body.
- Remove Blindness/Deafness Cures
normal or magical conditions.
- Remove Curse Frees object or person from
curse.
- Remove Disease Cures all diseases affecting
subject.
- Remove Fear Suppresses fear or gives +4 on
saves against fear for one subject + one per four levels.
- Remove Paralysis Frees one or more creatures
from paralysis or slow effect.
- Repel Metal Or Stone Pushes away
metal and stone.
- Repel Vermin Insects, spiders, and other
vermin stay 10 ft. away.
- Repel Wood Pushes away wooden objects.
- Repulsion Creatures can't approach you.
- Resilient Sphere Force globe protects
but traps one subject.
- Resistance Subject gains +1 bonus on saving
throws.
- Resist Energy Ignores 10 (or more) points
of damage/attack from specified energy type.
- Restoration, Greater As Restoration,
plus restores all levels and ability scores.
- Restoration Restores level and ability score
drains.
- Restoration, Lesser Dispels magical
ability penalty or repairs 1d4 ability damage.
- Resurrection Fully restore dead subject.
- Reverse Gravity Objects and creatures
fall upward.
- Righteous Might Your size increases,
and you gain combat bonuses.
- Rope Trick As many as eight creatures hide
in extradimensional space.
- Rusting Grasp Your touch corrodes iron
and alloys.
- Sanctuary Opponents can't attack you, and you
can't attack.
- Scare Panics creatures of less than 6 HD.
- Scintillating Pattern Twisting
colors confuse, stun, or render unconscious.
- Scorching Ray Ranged touch attack deals
4d6 fire damage, +1 ray/four levels (max 3).
- Screen Illusion hides area from vision, scrying.
- Scrying, Greater As Scrying,
but faster and longer.
- Scrying Spies on subject from a distance.
- Sculpt Sound Creates new sounds or changes
existing ones.
- Searing Light Ray deals 1d8/two levels
damage, more against undead.
- Secret Chest Hides expensive chest on Ethereal
Plane; you retrieve it at will.
- Secret Page Changes one page to hide its
real content.
- Secure Shelter Creates sturdy cottage.
- See Invisibility Reveals invisible creatures
or objects.
- Seeming Changes appearance of one person per
two levels.
- Sending Delivers short message anywhere, instantly.
- Sepia Snake Sigil Creates text symbol
that immobilizes reader.
- Sequester Subject is invisible to sight and
scrying; renders creature comatose.
- Shades As Shadow
Conjuration, but up to 8th level and 80% real.
- Shadow Conjuration, Greater
As Shadow Conjuration, but up to 6th
level and 60% real.
- Shadow Conjuration Mimics conjuration
below 4th level, but only 20% real.
- Shadow Evocation, Greater As
Shadow Evocation, but up to 7th level
and 60% real.
- Shadow Evocation Mimics evocation below
5th level, but only 20% real.
- Shadow Walk Step into shadow to travel rapidly.
- Shambler Summons 1d4+2 shambling mounds to fight
for you.
- Shapechange Transforms you into any creature,
and change forms once per round.
- Shatter Sonic vibration damages objects or crystalline
creatures.
- Shield Invisible disc gives +4 to AC, blocks magic
missiles.
- Shield Of Faith Aura grants +2 or higher
deflection bonus.
- Shield Of Law +4 to AC, +4 resistance,
and SR 25 against chaotic spells.
- Shield Other You take half of subject's
damage.
- Shillelagh Cudgel or quarterstaff becomes
+1 weapon (1d10 damage) for 1 min./level.
- Shocking Grasp Touch delivers 1d6/level
electricity damage (max 5d6).
- Shout, Greater Devastating yell deals 10d6
sonic damage; stuns creatures, damages objects.
- Shout Deafens all within cone and deals 5d6 sonic
damage.
- Shrink Item Object shrinks to one-sixteenth
size.
- Silence Negates sound in 20–ft. radius.
- Silent Image Creates minor illusion of your
design.
- Simulacrum Creates partially real double of
a creature.
- Slay Living Touch attack kills subject.
- Sleep Puts 4 HD of creatures into magical slumber.
- Sleet Storm Hampers vision and movement.
- Slow One subject/level takes only one action/round,
-1 to AC, reflex saves, and attack rolls..
- Snare Creates a magic booby trap.
- Soften Earth And Stone Turns stone
to clay or dirt to sand or mud.
- Solid Fog Blocks vision and slows movement.
- Song Of Discord Forces targets to attack
each other.
- Soul Bind Traps newly dead soul to prevent
Resurrection.
- Sound Burst Deals 1d8 sonic damage to subjects;
may stun them.
- Speak With Animals You can communicate
with animals.
- Speak With Dead Corpse answers one question/two
levels.
- Speak With Plants You can talk to normal
plants and plant creatures.
- Spectral Hand Creates disembodied glowing
hand to deliver touch attacks.
- Spell Immunity, Greater As Spell
Immunity, but up to 8th-level spells.
- Spell Immunity Subject is immune to one
spell per four levels.
- Spell Resistance Subject gains SR 12
+ level.
- Spellstaff Stores one spell in wooden quarterstaff.
- Spell Turning Reflect 1d4+6 spell levels
back at caster.
- Spider Climb Grants ability to walk on walls
and ceilings.
- Spike Growth Creatures in area take 1d4
damage, may be slowed.
- Spike Stones Creatures in area take 1d8
damage, may be slowed.
- Spiritual Weapon Magic weapon attacks
on its own.
- Statue Subject can become a statue at will.
- Status Monitors condition, position of allies.
- Stinking Cloud Nauseating vapors, 1 round/level.
- Stone Shape Sculpts stone into any shape.
- Stoneskin Ignore 10 points of damage per attack.
- Stone Tell Talk to natural or worked stone.
- Stone To Flesh Restores petrified creature.
- Storm Of Vengeance Storm rains acid,
lightning, and hail.
- Suggestion Compels subject to follow stated
course of action.
- Suggestion, Mass As Suggestion,
plus one subject/level.
- Summon Instrument Summons one instrument
of the caster?s choice.
- Summon Monster I Calls extraplanar creature
to fight for you.
- Summon Monster II Calls extraplanar
creature to fight for you.
- Summon Monster III Calls extraplanar
creature to fight for you.
- Summon Monster IV Calls extraplanar
creature to fight for you.
- Summon Monster V Calls extraplanar creature
to fight for you.
- Summon Monster VI Calls extraplanar
creature to fight for you.
- Summon Monster VII Calls extraplanar
creature to fight for you.
- Summon Monster VIII Calls extraplanar
creature to fight for you.
- Summon Monster IX Calls extraplanar
creature to fight for you.
- Summon Natures Ally I Calls animal
to fight for you.
- Summon Natures Ally II Calls animal
to fight for you.
- Summon Natures Ally III Calls
animal to fight for you.
- Summon Natures Ally IV Calls animal
to fight for you.
- Summon Natures Ally V Calls creature
to fight.
- Summon Natures Ally VI Calls creature
to fight.
- Summon Natures Ally VII Calls
creature to fight.
- Summon Natures Ally VIII Calls
creature to fight.
- Summon Natures Ally IX Calls animal
to fight for you.
- Summon Swarm Summons swarm of bats, rats,
or spiders.
- Sunbeam Beam blinds and deals 4d6 damage.
- Sunburst Blinds all within 10 ft., deals 6d6
damage.
- Surelife Protects you against a natural condition
or occurence that would cause your certain death.
- Symbol Of Death Triggered rune slays
nearby creatures.
- Symbol Of Fear Triggered rune panics nearby
creatures.
- Symbol Of Insanity Triggered rune
renders nearby creatures insane.
- Symbol Of Pain Triggered rune wracks nearby
creatures with pain.
- Symbol Of Persuasion Triggered rune
charms nearby creatures.
- Symbol Of Sleep Triggered rune puts nearby
creatures into catatonic slumber.
- Symbol Of Stunning Triggered rune
stuns nearby creatures.
- Symbol Of Weakness Triggered rune
weakens nearby creatures.
- Sympathetic Vibration Deals 2d10
damage/round to freestanding structure.
- Sympathy Object or location attracts certain
creatures.
- Telekinesis Moves object, attacks creature,
or hurls object or creature.
- Telekinetic Sphere As Resilient
Sphere, but you move sphere telekinetically.
- Telepathic Bond Link lets allies communicate.
- Teleportation Circle Circle teleports
any creature inside to designated spot.
- Teleport, Greater As Teleport,
but no range limit and no off-target arrival.
- Teleport Instantly transports you as far as
100 miles/level.
- Teleport Object As Teleport,
but affects a touched object.
- Temporal Stasis Puts subject into suspended
animation.
- Time Stop You act freely for 1d4+1 rounds.
- Tiny Hut Creates shelter for ten creatures.
- Tongues Speak any language.
- Touch Of Fatigue Touch attack fatigues
target.
- Touch Of Idiocy Subject takes 1d6 points
of Int, Wis, and Cha damage.
- Touch of Madness Touch attack to daze
one creature for 1 round/level.
- Transformation You gain combat bonuses.
- Transmute Metal To Wood Metal
within 40 ft. becomes wood.
- Transmute Mud To Rock Transforms
two 10-ft. cubes per level.
- Transmute Rock To Mud Transforms
two 10-ft. cubes per level.
- Transport Via Plants Move instantly
from one plant to another of the same kind.
- Trap The Soul Imprisons subject within
gem.
- Tree Shape You look exactly like a tree for
1 hour/level.
- Tree Stride Step from one tree to another
far away.
- True Creation As major
creation, but permanent.
- True Resurrection As Resurrection,
plus remains aren?t needed.
- True Seeing Lets you see all things as they
really are.
- True Strike +20 on your next attack roll.
- Undeath To Death Destroys 1d4 HD/level
undead (max 20d4).
- Undetectable Alignment Conceals
alignment for 24 hours.
- Unhallow Designates location as unholy.
- Unholy Aura +4 to AC, +4 resistance, SR 25
against good spells.
- Unholy Blight Damages and sickens good
creatures.
- Unseen Servant Invisible force obeys your
commands.
- Vampiric Touch Touch deals 1d6/two levels
damage; caster gains damage as hp.
- Veil Changes appearance of group of creatures.
- Ventriloquism Throws voice for 1 min./level.
- Virtue Subject gains 1 temporary hp.
- Vision As Legend Lore,
but quicker and strenuous.
- Wail Of The Banshee Kills one creature/level.
- 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 Force Wall is immune to damage.
- Wall Of Ice Ice plane creates wall with 15
hp +1/level, or hemisphere can trap creatures inside.
- Wall Of Iron 30 hp/four levels; can topple
onto foes.
- Wall Of Stone Creates a stone wall that
can be shaped.
- Wall Of Thorns Thorns damage anyone who
tries to pass.
- Warp Wood Bends wood (shaft, handle, door,
plank).
- Water Breathing Subjects can breathe
underwater.
- Water Walk Subject treads on water as if solid.
- Waves Of Exhaustion Several targets
become exhausted.
- Waves Of Fatigue Several targets become
fatigued.
- Web Fills 20-ft.-radius spread with sticky spiderwebs.
- Weird As Phantasmal
Killer, but affects all within 30 ft.
- Whirlwind Cyclone deals damage and can pick
up creatures.
- Whispering Wind Sends a short message
1 mile/level.
- Wind Walk You and your allies turn vaporous
and travel fast.
- Wind Wall Deflects arrows, smaller creatures,
and gases.
- Wish As Limited Wish,
but with fewer limits.
- Wood ShapeRearranges wooden objects to suit
you.
- Word Of Chaos Kills, confuses, stuns, or
deafens nonchaotic subjects.
- Word Of Recall Teleports you back to designated
place.
- Zone Of Silence Keeps eavesdroppers from
overhearing conversations.
- Zone Of Truth Subjects within range cannot
lie.