Spell Compendium
These lists summarize the spells described here. An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a costly material component or a focus component, respectively, that is not normally included in a spell component pouch. An X denotes a spell with an XP component paid by the caster.
ASSASSIN SPELLS
1ST-LEVEL ASSASSIN SPELLS
Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats.
Dead End: Removes spoor of one creature/level.
Distract Assailant: One creature is flat-footed for 1 round.
Ebon Eyes: Subject can see through magical darkness.
Insightful Feint: Gain +10 on your next Bluff check to feint in combat.
Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action.
Instant Search: Make Search check at +2 as free action.
Lightfoot: Your move does not provoke attacks of opportunity for 1 round.
Low-Light Vision: See twice as far as a human in poor illumination.
Shock and Awe: Flat-footed creatures get –10 on initiative.
Silent Portal: Negates sound from door or window.
Sniper’s Shot: No range limit on next ranged sneak attack.
Sticky Fingers: You get +10 on Sleight of Hand checks.
2ND-LEVEL ASSASSIN SPELLS
Absorb Weapon: Hide a weapon, gain a Bluff check with a +4 bonus on feint attempts when you draw it.
Blade of Pain and Fear: Creates blade of gnashing teeth.
Fell the Greatest Foe: Deal extra damage to creatures larger than you.
Fire Shuriken: Magical shuriken deal 3d6 fire damage.
Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.
Invisibility, Swift: You are invisible for 1 round or until you attack.
Iron Silence: Armor touched has no armor check penalty on Hide and Move Silently for1 hour/level.
Marked Object: You gain bonus to track a specific being.
Phantom FoeM: Subject is always flanked by one creature.
Veil of Shadow: Darkness grants you concealment.
3RD-LEVEL ASSASSIN SPELLS
Amorphous Form: Subject becomes puddlelike and can slip through cracks quickly.
Fangs of the Vampire King: Grow vampire fangs.
Find the Gap: Your attacks ignore armor and natural armor.
Spectral Weapon: Use quasi-real weapon to make touch attacks.
Spider Poison: Touch deals 1d6 Str damage, repeats in 1 minute.
Wraithstrike: Your melee attacks strike as touch attacks for 1 round.
4TH-LEVEL ASSASSIN SPELLS
Cursed Blade: Wounds dealt by weapon can’t be healed without remove curse.
Heart Ripper: Kills living creature with up to your caster level in HD.
Hide from Dragons: Dragons can’t perceive one subject/2 levels.
Implacable Pursuer: You know where prey is, as long as it’s moving.
Shadow Form: Gain +4 on Hide, Move Silently, and Escape Artist checks, and concealment; you can move through obstacles if you have ranks in Escape Artist.
Shadow Phase: Subject becomes partially incorporeal.
Sniper’s Eye: Gain +10 Spot, darkvision, 60-ft. range for sneak attacks, and death attacks with ranged weapons.
Vulnerability: Reduces an opponent’s damage reduction.
BARD SPELLS
0-LEVEL BARD SPELLS (CANTRIPS)
Ghostharp: Object records, plays a song at your command.
Minor Disguise: Makes slight changes to your appearance.
Songbird: Perform and gain +1 on your next Cha check.
Stick: Glues an object weighing 5 pounds or less to another object.
1ST-LEVEL BARD SPELLS
Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on skill check.
Amplify: Lowers Listen DC by 20.
Appraising Touch: Gain +10 bonus on Appraise checks.
Beastland Ferocity: Subject fights without penalty while disabled or dying.
Cheat: Caster rerolls when determining the success of a game of chance.
Crabwalk: Touched creature gains bonus while charging.
Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats.
Dead End: Removes spoor of one creature/level.
Distort Speech: Subject’s speech is 50% unintelligible, so it might miscast spells.
Distract: Subjects take –4 on Concentration, Listen, Search, and Spot.
Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round.
Focusing Chant: Gain +1 on attack rolls, skill checks, and ability checks.
Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Healthful Rest: Subjects heal at twice the normal rate.
Herald’s Call: Creatures of 5 HD or less within 20 ft. slowed for 1 round.
Improvisation: You gain a pool of luck bonus points equal to twice your caster level and can spend them to improve attack rolls, skill checks, and ability checks.
In cite: Subjects can’t ready actions or delay.
Inhibit: Subject delays until next round.
Insidious Rhythm: Subject has –4 penalty on Intelligence-based skill checks and Concentration checks, and must make Concentration check to cast spells.
Inspirational Boost: The bonuses granted by your inspire courage ability increase by 1.
Invisibility, Swift: You are invisible for 1 round or until you attack.
Ironguts: Subject gains +5 bonus on saving throws against poison.
Ironthunder Horn: Intense vibrations trip those in area.
Joyful Noise: You negate silence in a 10-ft.-radius emanation for as long as you concentrate.
Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level.
Phantom Threat: Subject thinks it’s flanked.
Remove Scent: Hides touched creature’s scent.
Serene Visage: Gain insight bonus on Bluff checks equal to half your level.
Shock and Awe: Flat-footed creatures get –10 on initiative.
Sticky Fingers: You get +10 on Sleight of Hand checks.
Targeting Ray: You and allies are +1 to hit/3 levels against subject.
Undersong: Make Perform checks instead of Concentration checks.
2ND-LEVEL BARD SPELLS
Alarm, GreaterF: As alarm, and it works on coexistent planes.
Battle Hymn: Allies can reroll one Will save/round.
Bladeweave: Your melee attack dazes your opponent.
BonefiddleF: Spectral fiddle bow deals 3d6 damage/round.
Circle Dance: Indicates direction to known individual.
Cloak Pool: Hide a color pool on the Astral Plane from view.
Cloud of Bewilderment: Generates a nauseating 10-ft cube.
Curse of Impending Blades: Subject takes –2 penalty to AC.
Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level.
Delusions of Grandeur: Subject thinks it is better than it is.
Discolor Pool: Change the color of a color pool on the Astral Plane.
Disquietude: Subject avoids physical contact with others.
Dissonant Chant: Concentration checks more difficult within area of spell.
Distracting Ray: Ray forces spellcaster to make Concentration check.
Entice Gift: Subject gives caster what it’s holding.
Fly, Swift: Gain fly speed of 60 ft. for 1 round.
Grace: Silvery light grants +2 Dexterity, +10 feet to land speed, melee attacks treated as good; take –20 to Hide checks.
Harmonic Chorus: Give another caster +2 to caster level and +2 on save DCs as long as you concentrate.
Heartfire: Subjects outlined by fire, take 1d4 damage/round.
Iron Silence: Armor touched has no armor check penalty on Hide and Move Silently for 1 hour/level.
Know Vulnerabilities: Determine subject’s vulnerabilities and resistances.
Lively Step: You and allies gain +10 increase to speed.
Mesmerizing Glare: Your gaze fascinates creatures.
Mindless Rage: Subject compelled to attack you physically for 1 round/level.
Miser’s Envy: Subject jealously covets a nearby object.
Nightmare Lullaby: Subject is confused.
Portal Alarm: You are alerted when a creature passes through a warded portal.
Reflective Disguise: Viewers see you as their own species and gender.
Reveille: Dead creature speaks a short sentence about what caused its death.
Sonic Weapon: Weapon touched deals +1d6 sonic damage with each hit.
Sonic Whip: Whip of magical force keeps animals at bay and can frighten animals as ranged touch attack.
Sonorous Hum: Removes need to concentrate to maintain next spell cast.
Speak to Allies: Subjects can converse at distance without moving lips.
Sting Ray: Subject of ray can take only standard or move action, has –2 AC, and must make Concentration checks to cast spells.
Summon Elysian Thrush: Summon an Elysian thrush, which accelerates natural healing.
Surefooted Stride: You can move over rubble as easily as you can over open ground.
Tactical Precision: Allies gain additional +2 bonus on attack rolls and +1d6 additional damage against flanked foes.
War Cry: Gain +4 on attack rolls and damage rolls if you charge. Any opponent you damage must save or become panicked for 1 round.
Wave of Grief: Cone imposes –3 penalty on attacks, checks, and saves.
Weapon Shift: Touched weapon changes form.
Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line.
3RD-LEVEL BARD SPELLS
Allegro: You and your allies gain +30 ft. speed for 1 minute/level.
Analyze Portal: Find a nearby portal and discover its properties.
Creaking Cacophony: Sound distracts and makes foes vulnerable to sonic damage.
Curse of Impending Blades, Mass: Enemies take –2 penalty to AC.
Dirge of Discord: All within 20 ft. take –4 on attack rolls and Dexterity, and reduce speed by 50%.
Dissonant Chord: Deal 1d8/2 levels sonic damage in 10-ft. burst.
Dolorous Blow: Weapon’s threat range is doubled and threats are automatically confirmed.
G’elsewhere Chant: Teleport subject to random safe place within 100 ft.
Haunting Tune: 1 subject/level becomes shaken.
Hymn of Praise: Add +2 to caster level to all good divine casters within range.
Infernal Threnody: Add +2 to caster level to all evil divine casters within range.
Know Opponent: Learn strengths and weaknesses of foe.
Listening Coin: You can eavesdrop through a magic coin.
Love’s Lament: Cone deals 1d6 Wisdom damage and causes nausea.
Puppeteer: Subject mimics your actions.
Ray of Dizziness: Subject can take only move or standard actions.
Shadow Cache: You open a small portal to the Plane of Shadow through which you can put an item for later retrieval.
Speechlink: You and one other creature can talk, no matter how far apart.
Suppress Breath Weapon: Subject can’t use breath weapon.
Treasure Scent: You detect valuable metals and gems.
Unluck: Subject remakes all rolls, uses worse result for 1 round/level.
Weapon of Impact: As keen edge, but aids bludgeoning weapons.
Wounding Whispers: Sonic aura damages foes that strike you.
4TH-LEVEL BARD SPELLS
Cacophonic Shield: Shield 10 ft. from you blocks sounds, deals 1d6 sonic damage +1/level, and deafens creatures passing through.
Celebration: Intoxicate subjects.
Ethereal Mount: You conjure swift mounts on the Ethereal Plane.
FugueF: Your Perform check creates variety of effects.
Lay of the Land: You gain an overview of the geography around you.
Ray Deflection: Ray attacks are reflected away.
Portal Alarm, Improved: Warded portal alerts you or a creature designated by you to creatures passing through it.
Protégé: Subject can use bardic music and bardic knowledge as bard of half your level.
Resistance, Greater: Subject gains +3 on saving throws.
Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4).
Ruin Delver’s Fortune: Cast on another creature’s turn and choose one of several benefits.
Sirine’s Grace: You gain bonuses to Charisma and Dexterity, AC, and Perform checks, and can breathe water.
Spectral Weapon: Use quasi-real weapon to make touch attacks.
Stone Shatter: Shatter a stone object or creature.
Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.
5TH-LEVEL BARD SPELLS
Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.
Body HarmonicF: Piercing tone deals 1d10 damage to one ability/round.
Bolts of Bedevilment: One ray/round, dazes 1d3 rounds.
Cacophonic Burst: Noise deals 1d6/level sonic damage to all within area.
Dragonsight: Gain low-light vision, darkvision, and blindsense.
Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural surroundings.
Hide from Dragons: Dragons can’t perceive one subject/2 levels.
Reflective Disguise, Mass: Viewers see subjects as their own species and gender.
Surefooted Stride, Mass: As surefooted stride but multiple subjects.
Wail of Doom: Deal 1d4 damage/level in 30-ft. cone, plus subjects panicked or shaken.
6TH-LEVEL BARD SPELLS
Dirge: Enemies take 2 points of Str and Dex damage/round.
HindsightM: You see into the past.
Nixie’s Grace: You gain a swim speed, water breathing, lowlight vision, damage reduction 5/cold iron, and enhancements to Dexterity and Wisdom.
Ray of Light: Ray blinds subject.
Revenance: Restores dead creature to life for 1 minute/level.
Resistance, Superior: Subject gains +6 on saving throws.
Symphonic NightmareM: Discordant noise haunts subject’s sleep.
BLACKGUARD SPELLS
1ST-LEVEL BLACKGUARD SPELLS
Blessed Aim: +2 bonus for allies’ ranged attacks.
Divine Sacrifice: You sacrifice hit points to deal extra damage.
Golden Barding: Your mount gets force armor.
Faith Healing: Cures 8 hp +1/level (max +5) to worshiper of your deity.
Know Greatest Enemy: Determines relative power level of creatures within the area.
Mark of the Outcast: Subject takes –5 penalty on Bluff and Diplomacy checks and –2 penalty to AC.
Resurgence: You grant subject a second chance at a saving throw.
Strategic Charge: Gain the benefits of the Mobility feat.
Summon Undead I: Summons undead to fight for you.
Traveler’s Mount: Creature moves faster but can’t attack.
2ND-LEVEL BLACKGUARD SPELLS
Blade of Pain and Fear: Creates blade of gnashing teeth.
Curse of Ill Fortune: Subject takes –3 penalty on attacks, checks, and saves.
Demonhide: Evil creature gains DR 10/cold iron or good.
Hand of Divinity: Gives +2 sacred or profane bonus on saves to worshiper of your deity.
Summon Undead II: Summons undead to fight for you.
Veil of Shadow: Darkness grants you concealment.
Wave of Grief: Cone imposes –3 penalty on attacks, checks, and saves.
Zeal: You move through foes to attack the enemy you want.
3RD-LEVEL BLACKGUARD SPELLS
Fangs of the Vampire King: Grow vampire fangs.
Mantle of Evil: You gain SR 12 + caster level against spells with the good descriptor.
Resurgence, Mass: As resurgence, but multiple subjects.
Spiritual Chariot: Creates ghostly chariot behind your mount.
Summon Undead III: Summons undead to fight for you.
Unholy StormM: Evil-aligned rain falls in 20-ft. radius.
Weapon of the Deity: Your weapon gains enhancement bonus and special ability.
4TH-LEVEL BLACKGUARD SPELLS
Implacable Pursuer: You know where prey is, as long as it’s moving.
Revenance: Restores dead creature to life for 1 minute/level.
Summon Undead IV: Summons undead to fight for you.
Visage of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types.
Winged Mount: Your mount grows wings and flies at speed of 60 ft.
CLERIC SPELLS
0-LEVEL CLERIC SPELL (ORISON)
Amanuensis: Copy nonmagical text.
1ST-LEVEL CLERIC SPELLS
Anarchic WaterM: Makes chaotic-aligned anarchic water.
Axiomatic WaterM: Makes lawful-aligned axiomatic water.
Blessed Aim: +2 bonus for allies’ ranged attacks.
Blood Wind: Subject uses natural weapon at range.
Cold Fire: Fire becomes blue and white, emits cold.
Conviction: Subject gains +2 or higher save bonus.
Delay Disease: Ravages of disease staved off for a day.
Dispel Ward: As dispel magic, but affects only wards.
Ebon Eyes: Subject can see through magical darkness.
Faith Healing: Cures 8 hp +1/level (max +5) to worshiper of your deity.
Foundation of Stone: +2 AC, +4 bonus to resist bull rush and trip attacks.
Grave Strike: You can sneak attack undead for 1 round.
Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Healthful Rest: Subjects heal at twice the normal rate.
Ice Gauntlet: A spiked gauntlet of ice forms around your fist.
Incite: Subjects can’t ready actions or delay.
Inhibit: Subject delays until next round.
Ironguts: Subject gains +5 bonus on saving throws against poison.
Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
Moon Lust: Subject obsesses about moon, is fascinated or dazzled.
Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.
Nimbus of Light: Light illuminates you until released as an attack.
Omen of PerilF: You know how dangerous the future will be.
Portal Beacon: You grant others knowledge of a magic portal’s location.
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Resurgence: You grant subject a second chance at a saving throw.
Sign: You gain +4 bonus on next initiative check.
Snowshoes: Subject walks easily on ice and snow.
Spell Flower: Hold the charge on one touch spell per forelimb.
Summon Undead I: Summons undead to fight for you.
Updraft: Column of wind lifts you aloft.
Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).
Vision of Glory: Subject gains morale bonus equal to your Cha modifier to one saving throw.
Wings of the Sea: +30 ft. to subject’s swim speed.
2ND-LEVEL CLERIC SPELLS
Aura Against Flame: Ignores 10 fire damage/round and extinguishes fires.
Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.
Balor Nimbus: Your flaming body damages foes in grapple.
Body Blades: You gain spikes, harm grapplers.
Brambles: Wooden weapon grows spikes that deal +1 damage/level (max +10).
Close Wounds: Cure 1d4 damage +1/level, even on another’s turn.
Curse of Ill Fortune: Subject takes –3 penalty on attacks, checks, and saves.
Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level.
Deific Vengeance: Deity’s punishment deals 1d6 damage/2 levels (max 5d6).
Divine Insight: You gain insight bonus of 5 + caster level on one single skill check.
Divine Interdiction: Turn/rebuke attempts fail within the area.
Divine Protection: Allies gain +1 to AC, saves.
Energized Shield, Lesser: Shield provides user resistance 5, shield bash deals +1d6 damage.
Extend Tentacles: +5 ft. to reach of tentacle attack.
Frost Breath: Icy breath deals 1d4 damage/2 levels.
Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs.
Ghost Touch Armor: Armor works normally against incorporeal attacks.
Hand of Divinity: Gives +2 sacred or profane bonus to worshiper of your deity.
Healing Lorecall: If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells.
Infernal Wound: Weapon deals persistent, bleeding wounds.
Inky Cloud: Obscures sight underwater beyond 5 ft.
Iron Silence: Armor touched has no armor check penalty on Hide and Move Silently checks for 1 hour/level.
Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.
Living Undeath: Subject becomes immune to extra damage from critical hits and sneak attacks.
Mark of the Outcast: Subject takes –5 penalty on Bluff and Diplomacy checks and –2 penalty to AC.
Protection from Negative Energy: Ignore 10 points of negative energy damage per attack.
Protection from Positive Energy: Ignore 10 points of positive energy damage per attack.
Quick March: Allies’ speed increases by 30 ft. for 1 round.
Shroud of Undeath: Negative energy shroud makes undead perceive you as undead.
Spawn Screen: Subject resists being transformed into an undead spawn if slain.
Spell Immunity, Lesser: As spell immunity, but only 1st- and 2nd-level spells.
Stabilize: Cures 1 point of damage to all creatures in area.
Stone Bones: Corporeal undead gains +3 natural armor bonus.
Summon Elysian Thrush: Summon an Elysian thrush, which accelerates natural healing.
Summon Undead II: Summons undead to fight for you.
Veil of Shadow: Darkness grants you concealment.
Wave of Grief: Cone imposes –3 penalty on attacks, checks, and saves.
3RD-LEVEL CLERIC SPELLS
Aid, Mass: Allies gain +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +15).
Air Breathing: Subjects can breathe air freely.
Align Weapon, Mass: Allies’ weapons become good, evil, lawful, or chaotic.
Anarchic StormM: Chaotic-aligned rain falls in 20-ft. radius.
Antidragon AuraM: Allies gain bonus to AC and saves against dragons.
Attune Form: Grant creature temporary protection against overtly damaging planar traits.
Awaken Sin: Subject faces its sins, takes 1d6 nonlethal damage/level (10d6 max).
Axiomatic StormM: Lawful-aligned rain falls in 20-ft. radius.
Blade of Pain and Fear: Creates blade of gnashing teeth.
Blindsight: Subject gains blindsight 30 ft. for 1 minute/level.
Chain of Eyes: See through other creatures’ eyes.
Checkmate’s Light: Your weapon becomes a +1 axiomatic weapon and bolsters the morale of allies.
Circle Dance: Indicates direction to known individual.
Cloak of Bravery: You and your allies gain a bonus on saves against fear.
Clutch of Orcus: Deals 1d12 damage/round and paralyzes foe.
Conviction, Mass: Allies gain +2 or higher save bonus.
Corona of Cold: Aura of cold protects you, damages others.
Darkfire: Dark flames deal 1d6 damage/2 levels, touch or thrown.
Demon Dirge: Demons are stunned and take 3d6 damage/round for 1d4 rounds.
Devil Blight: Damage and stun baatezu; damage other lawful and evil creatures.
Downdraft: Flying creatures knocked down.
Energized Shield: Shield provides user resistance 10, shield bash deals +2d6 damage.
Energy Vortex: Burst of energy centered on you damages nearby creatures.
Favorable SacrificeM: Subject gains better protection the more gems you sacrifice.
Fell the Greatest Foe: Deal extra damage to creatures larger than you.
Flame of Faith: Gives weapon the flaming burst special ability.
Ghost Touch Weapon: Weapon works normally against incorporeal creatures.
Girallon’s Blessing: Subject gains one additional pair of arms.
Grace: Silvery light grants +2 Dexterity, +10 feet to land speed, melee attacks treated as good; take –20 to Hide checks.
Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee.
Holy StormM: Good-aligned rain falls in 20-ft. radius.
Ice Axe: You create a battleaxe made of ice.
Interplanar Message: You send a short mental message that can reach a subject regardless of planar boundaries.
Knight’s Move: You instantly move to flank a subject.
Know Opponent: Learn strengths and weaknesses of foe.
Know Vulnerabilities: Determine subject’s vulnerabilities and resistances.
Light of Venya: You radiate pearly light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders.
Mantle of Chaos/Evil/Good/Law: You gain SR 12 + caster level against spells with opposite alignment descriptor.
Nauseating Breath: Exhale a cone of nauseating gas.
Rejuvenative Corpse: Negative energy fills corpse, feeding undead healed.
Resist Energy, Mass: Creatures ignore damage from specified energy type.
Resurgence, Mass: As resurgence, but multiple subjects.
Ring of Blades: Blades surround you, damaging other creatures (1d6 damage +1/level).
Safety: Touched creature knows shortest route to safety.
Shield of Warding: Shield grants +1 bonus on AC and Reflex saves/5 levels (max +5).
Sink: Subject sinks in water, must make Swim checks.
Skull Watch: Skull shrieks when creature enters warded area.
Slashing Darkness: Ray deals 1d8/2 levels damage or heals undead the same amount.
Snowshoes, Mass: As snowshoes, affects one creature/level.
Sonorous Hum: Removes need to concentrate to maintain next spell cast.
Spark of Life: Undead creature loses most immunities.
Spikes: As brambles, but weapon gains +2 bonus and doubled threat range.
Summon Undead III: Summons undead to fight for you.
Suppress Glyph: You notice but do not trigger magical writing traps.
Tremor: Subjects knocked prone.
Unholy StormM: Evil-aligned rain falls in 20-ft. radius.
Vigor: As lesser vigor, but 2 hp/round (max 25 rounds).
Vigor, Mass Lesser: As lesser vigor, but multiple subjects (max 25 rounds).
Visage of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types.
Wall of Light: Creates wall of light, can dazzle creatures.
Weapon of Energy: Weapon deals extra energy damage.
Weapon of Impact: As keen edge, but aids bludgeoning weapons.
Weapon of the Deity: Your weapon gains enhancement bonus and special ability.
4TH-LEVEL CLERIC SPELLS
Assay Spell Resistance: +10 bonus on caster level checks to defeat one creature’s spell resistance.
Astral HospiceM: While on the Astral Plane, open a portal to a demiplane so natural healing can occur.
Blindsight, Greater: Subject gains blindsight 60 ft. for 1 minute/level.
Castigate: Verbal rebuke damages those whose alignment differs from yours.
Consumptive Field: Draw life from all creatures in 30-ft. radius with –1 or fewer hit points.
Contingent Energy Resistance: Energy damage triggers a resist energy spell.
Delay Death: Losing hit points doesn’t kill subject.
Glowing OrbF: Creates permanent magical light; you control brightness.
Hand of the Faithful: Immobile zone of warding stuns those worshiping different deities from yours.
Holy Transformation, Lesser: You change into protectar, gain abilities.
Hypothermia: Causes 1d6 cold damage/level, fatigue.
Infernal Transformation, Lesser: You change into bearded devil, gain abilities.
Iron Bones: Corporeal undead gains +6 natural armor bonus.
Life Ward: Grants immunity to healing spells and positive energy effects.
Make Manifest: You cause a creature on a coexistent plane to appear on your plane.
Moon Bolt: 1d4 Strength damage/3 levels; undead made helpless.
Negative Energy Aura: 10-ft. radius surrounding you deals 1 hp/3 levels for 1 round/level.
Panacea: Removes most afflictions.
Planar Exchange, Lesser: Trade places with one of four lesser planar creatures (your choice).
Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
Positive Energy Aura: 10-ft. radius surrounding you heals 1 hp/3 levels for 1 round/level.
Recitation: Your allies get bonus on AC, attacks and saves.
Resistance, Greater: Subject gains +3 on saving throws.
Revenance: Restores dead creature to life for 1 minute/level.
Shadowblast: Blast of light stuns and damages natives to the Plane of Shadow.
Sheltered Vitality: Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain.
Shield of Faith, Mass: Allies gain +3 or higher AC bonus.
Sound Lance: Sonic energy deals 1d8/level damage.
Spell Vulnerability: Reduce creature’s spell resistance by 1/caster level (max reduction 15).
Summon Hound Archon: Summon a hound archon to follow your commands.
Summon Undead IV: Summons undead to fight for you.
Undead Bane Weapon: Weapon gains undead bane property and is considered good-aligned.
Wall of Chaos/Evil/Good/Law: Wall blocks creatures of opposite alignment.
Wall of Sand: Swirling sand blocks ranged attacks, slows movement through.
Wrack: Renders creature helpless with pain.
5TH-LEVEL CLERIC SPELLS
Aura of EvasionM: All within 10 ft. gain evasion against breath weapons.
Blistering Radiance: Light dazzles creatures, deals 2d6 fire damage in 50-ft.-radius spread.
Call ZelekhutX: A zelekhut performs one duty for you.
Contagion, Mass: As contagion, but 20-ft. radius.
Crawling Darkness: Shroud of tentacles conceals and protects you.
Curse of Ill Fortune, Mass: Enemies take –2 penalty on attack rolls and saves.
Death Throes: Your body explodes when you die.
Divine Agility: Subject gains +10 to Dexterity for 1 round/level.
Doomtide: Black mist obscures sight, dazes those inside.
Dragon Breath: You choose a dragon type and mimic its breath weapon.
Earth Reaver: Eruption deals 7d6 damage to all in area.
Incorporeal Nova: Destroy incorporeal undead.
Life’s Grace: Grants immunity to many undead attacks and protection against incorporeal attacks.
RevivifyM: Restore recently dead to life with no level loss.
Righteous Wrath of the Faithful: Your allies gain extra attack, +3 on attack rolls and damage rolls.
Sanctuary, Mass: One creature/level can’t be attacked, and can’t attack.
Stalwart PactM: You gain combat bonuses automatically when reduced to half hit points or lower.
Stone Shape, Greater: Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape.
Subvert Planar Essence: Reduces subject’s damage reduction and spell resistance.
Summon Bearded Devil: Summon a bearded devil to follow your commands.
Summon Bralani Eladrin: Summon a bralani eladrin to follow your commands.
Summon Undead V: Summons undead to fight for you.
Symbol of Spell Loss: Triggered rune absorbs spells yet to be cast.
Triadspell: Cast a prepared spell three times.
Vigor, Greater: As lesser vigor, but 4 hp/round.
Vulnerability: Reduces an opponent’s damage reduction.
Wall of Dispel Magic: Creatures passing through a transparent wall become subjects of targeted dispel magic.
Zone of Respite: Prevents teleportation and similar effects from functioning in the area.
Zone of Revelation: Makes invisible and ethereal creatures visible.
6TH-LEVEL CLERIC SPELLS
Barghest’s FeastM: Destroy corpse, potentially preventing its return to life.
Bolt of Glory: Positive energy ray deals extra damage to evil outsiders and undead.
Cold Snap: You lower temperature in area.
Cometfall: Comet falls atop foes, damaging them and knocking them prone.
Energy Immunity: Subject and equipment gain immunity to damage of specified energy type.
Ghost Trap: Incorporeal creatures turn corporeal.
Hide the PathF: Area warded against divinations.
Ice Flowers: Ice and earth deal 1d6 damage/level.
Lucent Lance: Ambient light forms lance, deals various damage.
Make Manifest, Mass: As make manifest but affecting all creatures in the area.
Mantle of the Icy SoulM: Touched creature gains the cold subtype.
Opalescent Glare: Kill creatures with a look, or make them very afraid.
Planar Exchange: Trade places with one of three planar creatures (your choice).
Rejection: Creatures within cone are blasted away from you.
Revive OutsiderM: You restore life to a dead outsider.
Sarcophagus of Stone: Sarcophagus entombs subject.
Spider Plague: Summons Large monstrous spiders to fight for you.
Stone Body: Your body becomes living stone.
Summon Babau Demon: Summon a babau demon to follow your commands.
Resistance, Superior: Subject gains +6 on saving throws.
Vigorous Circle: As mass lesser vigor except 3 hp/round (max 40 rounds).
Visage of the Deity: As lesser visage of the deity, but you become celestial or fiendish.
Zealot PactX: You automatically gain combat bonuses when you attack someone of opposite alignment.
7TH-LEVEL CLERIC SPELLS
Bestow Curse, Greater: As bestow curse, but more severe penalties.
Blood to Water: 2d6 Constitution damage to subjects.
Brain Spider: Eavesdrop on thoughts of up to eight other creatures.
Brilliant Blade: Weapon or projectiles shed light, ignore armor.
Call KolyarutX: A kolyarut performs one duty for you.
Consumptive Field, Greater: Draw life from all creatures in 30-ft. radius with 9 or fewer hit points.
Death Dragon: You gain +4 natural armor, +4 deflection, and natural attacks.
Energy Ebb: Give subject one negative level/round for 1 round/level.
Evil Glare: Paralyze creatures with your glare.
Fortunate Fate: Subject immediately receives a heal if it would be killed by damage.
Holy Star: Mote of energy protects you, attacks foes.
Holy Transformation: You change into hound archon, gain abilities.
Infernal Transformation: You change into bone devil, gain abilities.
Planar Bubble: Create bubble around creature that emulates its native planar environment.
Plane Shift, Greater: Plane shift accurately to your desired destination.
Radiant Assault: 1d6 damage/level, victims dazed or dazzled.
Renewal PactM: Creature is automatically healed if adverse condition affects it.
Restoration, MassM: As restoration, but multiple subjects.
Slime Wave: Creates a 15-ft. spread of green slime.
Spell Resistance, Mass: As spell resistance, but multiple subjects.
Symphonic NightmareM: Discordant noise haunts subject’s sleep.
Withering Palm: Touch attack deals 1 point Str damage plus 1 point Con damage/2 levels.
8TH-LEVEL CLERIC SPELLS
Bodak’s GlareF: You slay a creature, which turns into a bodak 24 hours later.
Brilliant Aura: Allies’ weapons become brilliant energy, ignoring armor.
Death PactM: Deity brings subject back from the dead automatically.
Death Ward, Mass: As death ward, but more subjects.
Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow your commands.
General of Undeath: Increases your maximum HD of controlled undead by your level.
Heat Drain: Subjects take 1d6 cold damage/level, you gain equal amount hp.
Lion’s Roar: Deals 1d8 points of damage/2 levels to enemies; allies get +1 on attacks and saves against fear, plus temporary hp.
Planar Exchange, Greater: Trade places with one of three greater planar creatures (your choice).
Stormrage: You can fly and fire lightning from your eyes.
Veil of Undeath: You gain undead traits.
Wall of Greater Dispel Magic: Creatures passing through a transparent wall become subjects of targeted greater dispel magic.
9TH-LEVEL CLERIC SPELLS
Abyssal Army: Summons demons to fight for you.
Awaken ConstructX: Construct gains humanlike sentience.
Call MarutX: A marut performs one duty for you.
Heavenly Host: Summons archons to fight for you.
Hellish Horde: Summons devils to fight for you.
Hunters of HadesM: Summons a pair of pack fiends or a retriever to follow your commands.
Plague of UndeadM: Animates horde of undead.
Summon Elemental MonolithM: Calls powerful elemental creature to fight for you.
Undeath’s Eternal Foe: Subjects receive negative energy protection and immunity to most undead special attacks.
Vile DeathMX: Undead creature gains fiendish template.
Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.
DRUID SPELLS
0-LEVEL DRUID SPELLS (ORISONS)
Dawn: Sleeping/unconscious creatures in area awaken.
Naturewatch: As deathwatch, but on animals and plants.
1ST-LEVEL DRUID SPELLS
Animate Fire: Turn campfire into Small elemental.
Animate Water: Turn quantity of water into Small elemental.
Animate Wood: Turn Small or smaller wooden item into animated object.
Aspect of the Wolf: You change into a wolf and gain some of its abilities.
Aura Against Flame: Ignores 10 fire damage/round and extinguishes fires.
Babau Slime: Secrete a body-covering acid that damages attacking foes.
Beast Claws: Your hands become slashing natural weapons.
Beastland Ferocity: Subject fights without penalty while disabled or dying.
Beget BogunMX: You create a Tiny nature servant.
Branch to Branch: You gain +10 competence bonus on Climb checks in trees and can brachiate through forest.
Breath of the Jungle: Fog makes poison and diseases harder to resist.
Buoyant Lifting: Underwater creatures rise to surface.
Camouflage: Grants +10 bonus on Hide checks.
Claws of the Bear: Your hands become weapons that deal 1d8 damage.
Climb Walls: Touched creature gains increased climbing ability.
Cloudburst: Hampers vision and ranged attacks, puts out normal fires.
Cold Fire: Fire becomes blue and white, emits cold.
Crabwalk: Touched creature gains bonus while charging.
Deep Breath: Your lungs are filled with air.
Delay Disease: Ravages of disease staved off for a day.
Enrage Animal: Animal rages like barbarian, not fatigued.
Foundation of Stone: +2 AC, +4 bonus to resist bull rush and trip attacks.
Hawkeye: Increase range increments by 50%, +5 on Spot checks.
Healthful Rest: Subjects heal at twice the normal rate.
Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
Low-Light Vision: See twice as far as a human in poor illumination.
Omen of PerilF: You know how dangerous the future will be.
Raging Flame: Fires burn twice as hot, half as long.
Ram’s Might: Gain +2 to Strength and your unarmed attacks deal normal damage.
Rapid Burrowing: +20 ft. to subject’s burrow speed.
Remove Scent: Hides touched creature’s scent.
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Sandblast: You fire hot sand that deals 1d6 nonlethal damage, stuns enemies.
Slow Burn: Fires burn twice as long.
Snake’s Swiftness: Subject immediately makes one attack.
Snowshoes: Subject walks easily on ice and snow.
Surefooted Stride: You can move over rubble as easily as you can over open ground.
Thunderhead: Small lightning bolts deal 1d6 damage/round.
Traveler’s Mount: Creature moves faster but can’t attack.
Updraft: Column of wind lifts you aloft.
Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).
Vine Strike: You can sneak attack plant creatures for 1 round.
Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.
Wings of the Sea: +30 ft. to subject’s swim speed.
Winter Chill: Creature takes 1d6 cold damage and is fatigued.
Wood Wose: Nature spirit does simple tasks for you.
2ND-LEVEL DRUID SPELLS
Align Fang: Natural weapon becomes good, evil, lawful, or chaotic.
Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.
Balancing Lorecall: You gain a +4 bonus on Balance checks and can balance on difficult surfaces if you have 5 or more ranks in Balance.
Binding Winds: Air prevents subject from moving, hinders ranged attacks.
Bite of the Wererat: You gain the Dexterity and attacks of a wererat.
Blinding Spittle: Ranged touch attack blinds subject.
Blood Frenzy: Grants extra use of rage.
Body of the Sun: Your body emanates fire, dealing 1d4 fire damage/2 levels.
Brambles: Wooden weapon grows spikes that deal +1 damage/level (max +10).
Briar Web: Area slows creatures and thorns deal 1 point of damage/5 ft. moved.
Burrow: Subject can burrow with a speed of 30 feet.
Camouflage, Mass: As camouflage, but multiple subjects.
Cloud Wings: +30 ft. to subject’s fly speed.
Countermoon: Forces lycanthrope to its natural form.
Creeping ColdF: Creature feels chill that increases with each round.
Daggerspell Stance: You gain +2 insight bonus on attack rolls and damage rolls if you make a full attack, SR 5 + caster level if you fight defensively, and DR 5/magic if you use the total defense action.
Decomposition: Wounds deal 3 extra points of damage each round.
Earthbind: Subject creature can’t fly.
Earthen Grace: Subject takes only nonlethal damage from stone and earth.
Earthfast: Doubles the hit points of stone structure or rock formation and increases hardness to 10.
Easy Trail: You make a temporary trail through any kind of undergrowth.
Embrace the Wild: You gain an animal’s senses for 10 minutes/level.
Fins to Feet: Transforms tails and fins into legs and feet.
Frost Breath: Icy breath deals 1d4 damage/2 levels.
Healing Lorecall: If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells.
Healing Sting: Touch deals 1d12 damage +1/level; caster gains damage as hp.
Heartfire: Subjects outlined by fire, take 1d4 damage/round.
Kelpstrand: Strands of kelp grapple foes.
Listening Lorecall: You gain +4 on Listen checks, plus blindsense or blindsight if you have 5 or more ranks in Listen.
Mark of the Outcast: Subject takes –5 penalty on Bluff and Diplomacy checks and –2 penalty to AC.
Master Air: You sprout insubstantial wings and can fly.
Mountain Stance: Subject becomes hard to move.
Nature’s Favor: Animal touched gains luck bonus on attack rolls and damage rolls of +1/3 levels.
One with the Land: Link with nature gives a +2 bonus on nature-related skill checks.
Saltray: Ray deals 1d6 damage/2 levels and stuns.
Scent: Grants the scent special ability.
Share Husk: See and hear through the senses of a touched animal.
Snake’s Swiftness, Mass: Allies each immediately make one attack.
Splinterbolt: 4d6 piercing damage to subjects hit by ranged attack.
Swim: Subject gains swim speed, +8 bonus on Swim checks.
Tiger’s Tooth: One natural weapon of subject gets +1/4 levels on attack rolls and damage rolls (max +5) for 1 round.
Train Animal: Affected animal gains additional tricks equal to 1/2 caster level for 1 hour/level.
Wings of Air: Subject’s flight maneuverability improves by one step.
Winter’s Embrace: Creature takes 1d8 cold damage/round and might become exhausted.
Wracking Touch: Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any.
3RD-LEVEL DRUID SPELLS
Air Breathing: Subjects can breathe air freely.
Align Fang, Mass: Allies’ natural weapons become good, evil, lawful, or chaotic.
Attune Form: Grant creature temporary protection against overtly damaging planar traits.
Bite of the Werewolf: You gain the Strength and attacks of a werewolf.
Blindsight: Subject gains blindsight 30 ft. for 1 minute/level.
Bottle of SmokeF: Uncorking bottle creates fast horse made of smoke.
Capricious Zephyr: Gale-force winds push creatures.
Charge of the Triceratops: Subject grows horns and skull plate, gains gore attack.
Circle Dance: Indicates direction to known individual.
Corona of Cold: Aura of cold protects you, damages others.
Creaking Cacophony: Sound distracts and makes foes vulnerable to sonic damage.
Crumble: You erode building or other structure.
Dehydrate: Deals Con damage to subject.
Downdraft: Flying creatures knocked down.
Energy Vortex: Burst of energy centered on you damages nearby creatures.
Entangling Staff: Quarterstaff can grapple and constrict foes.
Fire Wings: Your arms become wings that enable flight, deal 2d6 fire damage.
Fly, Swift: Gain fly speed of 60 ft. for 1 round.
Forestfold: Gain +10 competence bonus on Hide and Move Silently checks in one type of terrain.
Giant’s Wrath: Pebbles you throw become boulders.
Girallon’s Blessing: Subject gains one additional pair of arms.
Heatstroke: Subject creature takes nonlethal damage and becomes fatigued.
Hypothermia: Causes 1d6 cold damage/level, fatigue.
IcelanceF: Changes ice into lance, which attacks subject for 6d6 damage and stuns for 1d4 rounds.
Infestation of Maggots: Touch attack deals 1d4 Con damage/round.
Jagged Tooth: Doubles the critical threat range of natural weapons.
Junglerazer: Fey, vermin, plants, and animals take 1d10 damage/level.
Lion’s Charge: You can make a full attack on a charge for 1 round.
Nature’s Balance: You transfer 4 ability score points to the subject for 10 minutes/level.
Nature’s RampartF: You mold the terrain to provide fortifications.
Primal Form: You change into elemental, gain some abilities.
Quillfire: Your hand sprouts poisonous quills useful for melee or ranged attacks.
Resist Energy, Mass: Creatures ignore damage from specified energy type.
Sink: Subject sinks in water, must make Swim checks.
Snakebite: Your arm turns into poisonous snake you can use to attack.
Snowshoes, Mass: As snowshoes, affects one creature/level.
Spiderskin: Subject gains increasing bonus to natural armor bonus, saves against poison, and Hide checks.
Spikes: As brambles, but weapon gains +2 bonus and doubled threat range.
Spirit Jaws: Ghostly jaws grapple creature, deal 2d6 damage.
Standing Wave: Magically propels boat or swimming creature.
Thornskin: Your unarmed attacks deal +1d6 damage; natural and unarmed attacks against you take 5 damage.
Thunderous Roar: Roar deals 1d6 damage/2 levels, deafens.
Treasure Scent: You detect valuable metals and gems.
Tremor: Subjects knocked prone.
Vigor: As lesser vigor, but 2 hp/round (max 25 rounds).
Vigor, Mass Lesser: As lesser vigor, but multiple subjects (max 25 rounds).
Vine Mine: Vines grow rapidly, giving various effects.
Weather Eye: You accurate predict weather up to one week ahead.
This message was last edited by the GM at 15:09, Sun 03 Apr 2011.