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Welcome to Return of the Walking Man Forgotten Realms [3.5]

22:54, 27th April 2024 (GMT+0)

Birahu the Black






Birahu and Rong Ti.



Our children, the two girls in the back are Ti's sister. Rong Wuyan (in the red ) and Rong Nana  ( the warrior girl)

Children

Zagyg(M) - 12
Huali(M) - 11
Rihu(F) - 9
Tiyin(M) - 7
Anyi(F) - 6
Nisi(F) - 5
Rin(M) - 4

Both bottom images are by Ni!

FANG!



DESCRIPTION:
5'9", 180 pounds, WIZARD-ROGUE! Sometimes in his dotage he wears green! though
Black is his color, his mind is strong but he can have issues with short
term memory issues. He has a solid reputation as a wizard and as a brewer
and chef! The Scarlet Bard Inn will be run in his absence by his wife
Rong Ti and his 12 year old son Zagyg who is learning all of his fathers
arts! My Manager, Annie Quickstep will run the Tavern as my wife accompanies
me!


0-LEVEL SORCERER/WIZARD SPELLS
(CANTRIPS)

Abjur
Resistance: Subject gains +1 on saving throws.
Conj
Acid Splash: Orb deals 1d3 acid damage.
Caltrops: Creates caltrops in 5-ft.-by-5-ft. square, +5-ft. square/2 levels beyond 1st (max 5).
Div
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Ench
Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
Dancing Lights: Creates torches or other lights.
Electric Jolt: Ranged touch attack deals 1d3 electricity damage.
Flare: Dazzles one creature (–1 on attack rolls).
Horizikaul’s Cough*. Target takes 1 point of sonic damage and is deafened 1 round. (MoF)
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Sonic Snap: Subject takes 1 point of sonic damage and is deafened 1 round.
Illus
Ghost Sound: Figment sounds.
Silent Portal: Negates sound from door or window.
Necro
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Trans
Amanuensis: Copy nonmagical text.
Launch Bolt: Launches a crossbow bolt up to 80 ft.
Launch Item: Hurls Fine item up to Medium range.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Repair Minor Damage: Repairs 1 point of damage to any construct.
Stick: Glues an object weighing 5 pounds or less to another object.
Univ
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.

1ST-LEVEL SORCERER/WIZARD SPELLS
Abjur
Alarm: Wards an area for 2 hours/level.
Dispel Ward: As dispel magic, but affects only wards.
Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Ironguts: Subject gains +5 bonus on saving throws against poison.
Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conj
Benign Transposition: Two willing subjects switch places.
Blades of Fire: Your melee weapons deal +1d8 fire damage for 1 round.
Buzzing Bee: Bee gives subject –10 penalty on Move Silently and hinders Concentration checks.
Corrosive Grasp: 1 touch/level deals 1d8 acid damage.
Deep Breath: Your lungs are filled with air.
Grease: Makes 10-ft. square or one object slippery.
Hail of StoneM: Stones deal 1d4 points of damage/level to creatures in the area (max 5d4).
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/2 levels beyond 1st (max 5d8).
Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/2 levels beyond 1st (max 5d8).
Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity damage + 1d8/2 levels beyond 1st (max 5d8).
Orb of Fire, Lesser: Ranged touch attack deals 1d8 fire damage + 1d8/2 levels beyond 1st (max 5d8).
Orb of Sound, Lesser: Ranged touch attack deals 1d6 sonic damage + 1d6/2 levels beyond 1st (max 5d6).
Summon Monster I: Calls extraplanar creature to fight for you.
Summon Undead I: Summons undead to fight for you.
Unseen Servant: Invisible force obeys your commands.
Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.
Div
Appraising Touch: Gain +10 bonus on Appraise checks.
Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks of opportunity.
Comprehend Languages: You understand all spoken and written languages.
Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Golem Strike: You can sneak attack constructs for 1 round.
Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks for 1 round.
Identify M: Determines properties of magic item.
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.
Know Protections*. Determine target’s defenses.
Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level.
Sniper’s Shot: No range limit on next ranged sneak attack.
Spontaneous Search: Instantly Search area as if having taken 10.
Targeting Ray: You and allies are +1 to hit/3 levels against subject.
True Strike: +20 on your next attack roll.
Ench
Charm Person: Makes one person your friend.
Distract: Subjects take –4 on Concentration, Listen, Search, and Spot.
Distract Assailant: One creature is flat-footed for 1 round.
Hypnotism: Fascinates 2d4 HD of creatures.
Incite: Subjects can’t ready actions or delay.
Inhibit: Subject delays until next round.
Nybor’s Gentle Reminder*. Target is dazed 1 round, –1 on attacks, saves, and checks the next, and +2 to Str. (MoF)
Shock and Awe: Flat-footed creatures get –10 on initiative.
Sleep: Puts 4 HD of creatures into magical slumber.
Evoc
Blood Wind: Subject uses natural weapons at range.
Burning Hands: 1d4/level fire damage (max 5d4).
Forcewave*. Deals 1d4+1 damage plus bull rush. (MoF)
Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Ice Dagger: Grenadelike weapon deals subject 1d4/level cold damage, plus area damage.
Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
Luminous Gaze: Your eyes emit light, dazzle creatures.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Persistent Blade: Blade of force attacks subject, automatically flanks.
Ray of Flame: Ray deals 1d6/2 levels fire damage, ignites subject.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Sonic Blast: Subject takes 1d4/2 levels sonic damage plus deafness.
Tenser’s Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Thunderhead: Small lightning bolts deal 1 damage/round.
Illus
Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
Dead End: Removes spoor of one creature/level.
Disguise Self: Changes your appearance.
Net of Shadows: Ordinary shadows that provide concealment to all in the area.
Nystul’s Magic Aura: Alters object’s magic aura.
Serene Visage: Gain insight bonus on Bluff checks equal to half your level.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level.
Necro
Backbiter: Weapon strikes wielder.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Spirit Worm: Subject takes 1 point Con damage every round for 1 round/level.
Trans
Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on skill check.
Animate Rope: Makes a rope move at your command.
Babau Slime: Secrete a body-covering acid that damages attacking foes.
Breath Flare: Your breath weapon dazzles subjects.
Cheat: Caster rerolls when determining the success of a game of chance.
Cutting Hand: Your hand gains a +2 enhancement bonus and deals 1d6 damage.
Ebon Eyes: Subject can see through magical darkness.
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round.
Feather Fall: Objects or creatures fall slowly.
Fist of Stone: Gain +6 Str and natural slam attack.
Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
Jump: Subject gets bonus on Jump checks.
Low-Light Vision: See twice as far as a human in poor illumination.
Mage Hand, Greater: As mage hand, but medium range and up to 40 lb.
Magic Weapon: Weapon gains +1 bonus.
Nerveskitter: Subject gains +5 bonus on initiative checks.
Portal Beacon: You grant others knowledge of a magic portal’s location.
Raging Flame: Fires burn twice as hot, half as long.
Ray of Clumsiness: Victim takes 1d6 Dexterity penalty +1/2 levels.
Reduce Person: Humanoid creature halves in size.
Remove Scent: Hides touched creature’s scent.
Repair Light Damage: Repairs 1d8 damage +1/level (max +5) to any construct.
Scatterspray: Group of small objects flies apart in a burst.
Shieldbearer: Shield floats near subject to offer protection.
Slide: Move subject 5 feet.
Slow Burn: Fires burn twice as long.
Spell Flower: Hold the charge on one touch spell per forelimb.
Weapon Shift: Touched weapon changes form.
Wings of the Sea: +30 ft. to subject’s swim speed.
Univ
Familiar Pocket: Garment or container becomes extradimensional safe haven for your familiar

2ND-LEVEL SORCERER/WIZARD SPELLS
Abjur
Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.
Alarm, GreaterF: As alarm, and it works on coexistent planes.
Arcane Lock M: Magically locks a portal or chest.
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.
Dissonant Chant: Concentration checks more difficult within area of spell.
Distracting Ray: Ray forces spellcaster to make Concentration check.
Earth LockM: Constricts tunnel, preventing access.
Ectoplasmic Feedback: Incorporeal attackers take 1d6 damage + 1/level.
Obscure Object: Masks object against scrying.
Portal Alarm: You are alerted when a creature passes through a warded portal.
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Scintillating Scales: Your natural armor bonus turns into a deflection bonus.
Conj
Baleful Transposition: Two subjects switch places.
Cloud of Bewilderment: Generates a nauseating 10-ft. cube.
Create Magic TattooM: Subject receives a magic tattoo with various effects.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.
Inky Cloud: Obscures sight underwater beyond 5 ft.
Malevolent Miasma: Cloud of fog deals 1d4 nonlethal damage/level.
Melf’s Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Summon Undead II: Summons undead to fight for you.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Div
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.
Chain of Eyes: See through other creatures’ eyes.
Detect Thoughts: Allows “listening” to surface thoughts.
Discern ShapechangerM: Penetrates disguises and identifies shapechanging creatures.
Locate Object: Senses direction toward object (specific or type).
Marked Object: You gain bonus to track a specific being.
See Invisibility: Reveals invisible creatures or objects.
Ench
Daze Monster: Living creature of 6 HD or less loses next action.
Entice Gift: Subject gives caster what it’s holding.
Mechanus Mind: Reformat subject’s mind to be coldly calculating.
Mindless Rage: Subject compelled to attack you physically for 1 round/level.
Ray of Stupidity: Victim takes 1d4+1 Intelligence damage.
Rebuke: Subject is dazed 1 round, then shaken.
Sting Ray: Subject of ray can take only standard or move action, has –2 AC, and must make Concentration checks to cast spells.
Tasha’s Hideous Laughter: Subject loses actions for 1 round/level.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Evoc
Battering Ram: Deals 1d6 damage plus bull rush.
Blast of Force: Attack deals 1d6 damage/2 levels (max 5d6).
Burning Sword: Weapon gains flaming burst special ability.
Combust: Subject takes 1d8/level fire damage and might catch fire.
Continual Flame M: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Electric Loop: Deals 1d6/2 levels electricity damage plus stunning to a single creature.
Ethereal Chamber: You entrap an ethereal subject in a chamber of force.
Fireburst: Creatures within 10 feet take 1d8/level fire damage.
Flame Dagger: Beam of fire deals 1d4 damage +1/level.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Force LadderF: Creates an immobile ladder of force.
Frost Breath: Icy breath deals 1d4 damage/2 levels.
Gust of Wind: Blows away or knocks down smaller creatures.
Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.
Rainbow BeamF: Ray dazzles and deals 1d12 damage/3 levels of random type.
Ray of Ice: Ray deals 1d6 cold damage/2 levels.
Scorch: Jet of flame deals 1d8/2 levels (max 5d8).
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Slapping Hand: Hand makes creature provoke attacks of opportunity.
Snowball Swarm: Snowballs deal 2d6 points of cold damage in 10-ft. burst.
Veil of Shadow: Darkness grants you concealment.
Illus
Bladeweave: Your melee attack dazes your opponent.
Blur: Attacks miss subject 20% of the time.
Cloak Pool: Hide a color pool on the Astral Plane from view.
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.
Disguise Undead: Change appearance of one corporeal undead.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Leomund’s Trap M: Makes item seem trapped.
Magic Mouth M: Speaks once when triggered.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Phantasmal Assailants: Nightmare creatures strike subject for 8 Wis damage, 8 Dex damage.
Phantom FoeM: Subject is always flanked by one creature.
Reflective Disguise: Viewers see you as their own species and gender.
Shadow Mask: Grants +4 on saves against light spells, protection from gaze attacks.
Shadow Radiance: Area filled with intense light that grows brighter.
Shadow Spray: Deals 4 points of Str damage and dazes.
Wall of Gloom: Shadow barrier obscures vision.
Necro
Blindness/Deafness: Makes subject blinded or deafened.
BonefiddleF: Spectral fiddle bow deals 3d6 damage/round.
Command Undead: Undead creature obeys your commands.
Curse of Impending Blades: Subject takes –2 penalty to AC.
Death ArmorF: Black aura damages creatures attacking you.
Desiccating Bubble: Globe of air damages by evaporating moisture from subject.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Ghoul Glyph: Glyph wards area, paralyzes victims.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Life Bolt: 1 ray/2 levels draws 1 hp from you to deal 1d12 damage to undead.
Ray of Sickness: Subject becomes sickened.
Ray of Weakness: Subject takes –2 on attacks, –10 ft. speed.
Scare: Panics creatures of less than 6 HD.
Shroud of Undeath: Negative energy shroud makes undead perceive you as undead.
Spawn Screen: Subject resists being transformed into an undead spawn if slain.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Stolen Breath: Subject has wind knocked out of it.
Wracking Touch: Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any.
Trans
Alter Self: Assume form of a similar creature.
Augment Familiar: Your familiar becomes more powerful.
Balor Nimbus: Your flaming body damages foes in grapple.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Belker Claws: Touch attack deals 2d12 damage and lingers +1 round/3 levels.
Body of the Sun: Your body emanates fire, dealing 1d4 fire damage/2 levels.
Bristle: Armor spikes attack with wearer.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Earthbind: Subject creature can’t fly.
Earthen Grasp: Arm made of earth and soil grapples foes.
Extend Tentacles: +5 ft. to reach of tentacle attack.
Fearsome Grapple: You grow tentacles that help you grapple.
Fins to Feet: Transforms tails and fins into legs and feet.
Fly, Swift: Gain fly speed of 60 ft. for 1 round.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs.
Ghost Touch Armor: Armor works normally against incorporeal attacks.
Heroics: Fighter gains one fighter bonus feat.
Hurl: Thrown weapon returns to thrower.
Infernal Wound: Weapon deals persistent, bleeding wounds.
Ironthunder Horn: Intense vibrations trip those in area.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Lively Step: You and allies gain +10 increase to speed.
Mountain Stance: Subject becomes hard to move.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Quick Potion: Creates a potion that must be used within 1 hour/level.
Razorfangs: Your bite or claw attack threatens a critical hit on a 19 or 20.
Repair Moderate Damage: Repairs 2d8 damage +1/level (max +10) to any construct.
Rope Trick: As many as eight creatures hide in extradimensional space.
Scale Weakening: Subject’s natural armor weakens.
Slide, Greater: Move subject 20 feet.
Snake’s Swiftness: Subject immediately makes one attack.
Sonic Weapon: Weapon touched deals +1d6 sonic damage with each hit.
Speak to Allies: Subjects can converse at distance without moving lips.
Spider Climb: Grants ability to walk on walls and ceilings.
Stone Bones: Corporeal undead gains +3 natural armor bonus.
Surefooted Stride: You can move over rubble as easily as you can over open ground.
Swim: Subject gains swim speed, +8 bonus on Swim checks.
Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line.
Whispering Wind: Sends a short message 1 mile/level.
Wings of Air: Subject’s flight maneuverability improves by one step.
Wraithstrike: Your melee attacks strike as touch attacks for 1 round.

3RD-LEVEL SORCERER/WIZARD SPELLS
Abjur
Anticipate TeleportationF: Predict and delay the arrival of creatures teleporting into range by 1 round.
Antidragon AuraM: Allies gain bonus to AC and saves against dragons.
Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.
Dispel Magic: Cancels magical spells and effects.
Earthen Grace: Subject takes only nonlethal damage from stone and earth.
Eradicate Earth: Deals 1d8 points of damage/level to earth creatures (max 10d8).
Explosive Runes: Deals 6d6 damage when read.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Nondetection M: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Reverse Arrows: As protection from arrows, but negated arrows turn back upon their source.
Sign of SealingM: Magical sigil protects door or chest, deals 1d4/level damage (max 10d4) if opened.
Conj
Acid Breath: Cone of acid deals 1d6 damage/level (max 10d6).
Bands of Steel: Metallic bands immobilize or entangle subject for 1 round/level.
Contagious Fog: 20-ft.-radius cloud of fog inflicts disease.
Corpse Candle: Ghostly hand and candle sheds light, affects incorporeal creatures.
IcelanceF: Changes ice into lance, which attacks subject for 6d6 damage and stuns for 1d4 rounds.
Mage Armor, Greater: Gives subject +6 armor bonus.
Mage Armor, Mass: As mage armor, but one creature/level.
Nauseating Breath: Exhale a cone of nauseating gas.
Phantom Steed: Magic horse appears for 1 hour/level.
Regal Procession: As mount, but you summon several mounts.
Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
Servant Horde: Create 2d6 unseen servants +1/level (max +15).
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
Summon Monster III: Calls extraplanar creature to fight for you.
Summon Undead III: Summons undead to fight for you.
Vipergout: You spit forth celestial or fiendish vipers that attack your foes.
Div
Arcane Sight: Magical auras become visible to you.
Analyze Portal: Find a nearby portal and discover its properties.
Circle Dance: Indicates direction to known individual.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level.
Tongues: Speak any language.
Unluck: Subject remakes all rolls, uses worse result for 1 round/level
Ench
Deep Slumber: Puts 10 HD of creatures to sleep.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Mesmerizing Glare: Your gaze fascinates creatures.
Miser’s Envy: Subject jealously covets nearby object.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
Ray of Dizziness: Subject can take only move or standard actions.
Suggestion: Compels subject to follow stated course of action.
Suppress Breath Weapon: Subject can’t use its breath weapon.
Evoc
Blacklight: Create an area of total darkness.
Blade of Pain and Fear: Creates blade of gnashing teeth.
Capricious Zephyr: Gale-force winds push creatures.
Chain Missile: Multiple missiles deal 1d4+1 damage each, then strike secondary targets.
Daylight: 60-ft. radius of bright light.
Fireball: 1d6 damage per level, 20-ft. radius.
Flashburst: Flash of light dazzles and blinds creatures in area.
Glowing OrbF: Creates permanent magical light; you control brightness.
Great Thunderclap: Loud noise causes stunning, deafness, and knocks prone in a large area.
Hailstones: Frigid globes deal 5d6 cold damage.
Leomund’s Tiny Hut: Creates shelter for ten creatures.
Light of Venya: You radiate pearly light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders.
Lightning Bolt: Electricity deals 1d6/level damage.
Manyjaws: One set of jaws/level attacks enemies for 1d6 damage.
Rainbow BlastF: Line deals 1d6 damage of each energy type.
Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4).
Scintillating Sphere: 20-ft.-radius burst deals 1d6 electricity/level.
Shatterfloor: Deals 1d4 sonic/level plus damages floor surface.
Sonorous Hum: Removes need to concentrate to maintain next spell cast.
Sound Lance: Sonic energy deals 1d8/level damage.
Wall of Light: Creates wall of light, can dazzle creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Illus
Claws of Darkness: Claws deal 1d8 cold damage and have reach.
Cone of Dimness: Subjects believe they are engulfed in magical darkness.
Displacement: Attacks miss subject 50%.
Illusory Script M: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Shadow Binding: Ribbonlike shadows entangle creatures in 10-ft.-radius burst.
Shadow Cache: You open a small portal to the Plane of Shadow through which you can put an item for later retrieval.
Spectral Weapon: Use quasi-real weapon to make touch attacks.
Suspended SilenceM: Object becomes programmed to create an area of silence at your command.
Necro
Curse of Impending Blades, Mass: Enemies take –2 penalty to AC.
Disrupt Undead, Greater: As disrupt undead, but 1d8 damage/level.
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Healing Touch: Heal subject 1d6/2 levels, but take damage equal to half.
Incorporeal Enhancement: Grant bonuses to incorporeal undead.
Junglerazer: Fey, vermin, plants, and animals take 1d10 damage/level.
Mind Poison: Your poisonous touch deals Wis damage.
Ray of Exhaustion: Ray makes subject exhausted.
Skull Watch: Skull shrieks when creature enters warded area.
Spider Poison: Touch deals 1d6 Str damage, repeats in 1 minute.
Undead Lieutenant: Chosen undead can give orders to undead in your control.
Undead Torch: Undead creature gains blue aura that gives +2d6 damage against living creatures
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Trans
Air Breathing: Subjects can breathe air freely.
Amorphous Form: Subject becomes puddlelike and can slip through cracks quickly.
Bite of the Wererat: You gain the Dexterity and attacks of a wererat.
Blink: You randomly vanish and reappear for 1 round/level.
Deeper Darkvision: Subject can see 90 ft. in magical darkness.
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.
DiamondsteelM: Metal armor provides damage reduction.
Dolorous Blow: Weapon’s threat range is doubled and threats are automatically confirmed.
Dragonskin: You gain a bonus to natural armor plus energy resistance 10.
False Gravity: Travel on a solid surface as if that surface had its own gravity.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Giant’s Wrath: Pebbles you throw become boulders.
Girallon’s Blessing: Subject gains one additional pair of arms.
Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Primal Form: You change into elemental, gain some abilities.
Repair Serious Damage: Repairs 3d8 damage +1/level (max +15) to any construct.
Rust Ray: Metal objects take 2d6 damage +1/2 levels.
Secret Page: Changes one page to hide its real content.
Shadow Phase: Subject becomes partially incorporeal.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, –2 to AC, –2 on attack rolls.
Snake’s Swiftness, Mass: Allies each immediately make one attack.
Spell Vulnerability: Reduce creature’s spell resistance by 1/caster level (max reduction 15).
Spiderskin: Subject gains increasing bonus to natural armor, saves against poison, and Hide checks.
Steeldance: Blades hover around you and attack foes.
Stony Grasp: Arm made of soil and rock grapples foes.
Tremorsense: Grants tremorsense to a range of 30 feet.
Water Breathing: Subjects can breathe underwater.
Weapon of Energy: Weapon deals extra energy damage.
Weapon of Impact: As keen edge, but aids bludgeoning weapons.
Univ
Enhance Familiar: Your familiar receives +2
bonus on saves, combat rolls, and AC for 1 hour/level.
Fortify Familiar: Your familiar gains 2d8 temporary hp, +2 to armor, 25% chance to avoid extra sneak attack and critical hit damage.

4TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Dimensional Anchor: Bars extradimensional movement.
Dispelling Screen: Targeted dispel magic on any creatures and unattended items, +10 max on caster level check.
Fire Trap M: Opened object deals 1d4 damage +1/level.
Forceward: Creates a sphere of force that protects against force effects and keeps out incorporeal creatures.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd level spell effects.
Portal Alarm, Improved: Warded portal alerts you or a creature designated by you to creatures passing through it.
Ray Deflection: Ray attacks are reflected away.
Ray of Deanimation: Ray deals 1d6 damage/level to constructs.
Remove Curse: Frees object or person from curse.
Resistance, Greater: Subject gains +3 on saving throws.
Resist Energy, Mass: Creatures ignore damage from specified energy type.
Stoneskin M: Ignore 10 points of damage per attack.
Wall of Chaos/Evil/Good/LawM: Wall blocks creatures of opposite alignment.
Conj
Blast of Flame: 60-ft. cone of fire (1d6/level damage).
BloodstarF: Hovering construct does Con damage each time foe is damaged.
Dimension Door: Teleports you short distance.
Ethereal Mount: You conjure swift mounts on the Ethereal Plane.
Evard’s Black Tentacles: Tentacles grapple all within 15 ft. spread.
Leomund’s Secure Shelter: Creates sturdy cottage.
Minor Creation: Creates one cloth or wood object.
Orb of Acid: Ranged touch, 1d6/level acid damage and subject might be sickened.
Orb of Cold: Ranged touch, 1d6/level cold damage and subject might be blinded.
Orb of Electricity: Ranged touch, 1d6/level electricity damage and subject might be entangled.
Orb of Fire: Ranged touch, 1d6/level fire damage and subject might be dazed.
Orb of Force: Globe of force deals 1d6/level damage (max 10d6).
Orb of Sound: Ranged touch, 1d4/level sonic damage and subject might be deafened.
Solid Fog: Blocks vision and slows movement.
Summon Monster IV: Calls extraplanar creature to fight for you.
Summon Undead IV: Summons undead to fight for you.
Translocation Trick: You and subject switch places and appear as each other.
Wall of Sand: Swirling sand blocks ranged attacks, slows movement through.
Wall of Water: Creates shapeable transparent wall of water.
Div
Arcane Eye: Invisible floating eye moves 30 ft./round.
Assay Spell Resistance: +10 bonus on caster level checks to defeat one creature’s spell resistance.
Detect Scrying: Alerts you of magical eavesdropping.
Know Vulnerabilities: Determine subject’s vulnerabilities and resistances.
Locate Creature: Indicates direction to familiar creature.
Scrying F: Spies on subject from a distance.
Treasure Scent: You detect valuable metals and gems.
Ench
Battle Hymn: Allies can reroll one Will save/round.
Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Geas, Lesser: Commands subject of 7 HD or less.
Rebuke, Greater: Subject cowers for 1d4 rounds.
Evoc
Blistering Radiance: Light dazzles creatures, deals 2d6 fire damage in 50-ft.-radius spread.
Defenestrating SphereF: Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.
Dragon Breath: You choose a dragon type and mimic its breath weapon.
Energy Spheres: Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic energy.
Explosive Cascade: Bouncing flame ball deals 1d6/level fire damage.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Floating Disk, Greater: As floating disk, but you can ride it.
Force Chest: 2-ft-cube chest made of force.
Force Claw: Claw of force guards an area, making opportunity attacks.
Force Missiles: Unerring missiles of force strike for 2d6 damage and explode in a burst.
Forcewave: Bull rushes all creatures within 10 ft.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Otiluke’s Resilient Sphere: Force globe protects but traps one subject.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Stone Sphere: 3-ft.-diameter stone sphere rolls over your enemies.
Sword of Deception: Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent save.
Thunderlance: Lance of force deals 3d6 damage and might dispel force effects.
Vortex of Teeth: 3d8 points of damage due to force per round to all creatures in the area.
Wingbind: A net of force entangles the subject, causing it to fall from the sky.
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 with 15 hp +1/level, or hemisphere can trap creatures inside.
Illus
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Sensory Deprivation: All of subject’s senses are blocked.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Shadow Well: Subject enters gloomy pocket plane and emerges frightened
Necro
Animate Dead M: 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.
Burning Blood: Subject takes 1d8 acid damage plus 1d8 fire damage/round.
Contagion: Infects subject with chosen disease.
Enervation: Subject gains 1d4 negative levels.
Fear: Subjects within cone flee for 1 round/level.
Rebuking Breath: Your breath weapon rebukes undead.
Trans
Attune Form: Grant creature temporary protection against overtly damaging planar traits.
Backlash: Subject takes damage if it uses spells against another creature.
Bite of the Werewolf: You gain the Strength and attacks of a werewolf.
Blinding Breath: Your breath weapon blinds subjects.
Corporeal Instability: Transform a creature into an amorphous mass.
Darkvision, Mass: As darkvision, but affects one/level subjects.
Displacer Form: You change into displacer beast, gain some abilities.
Enlarge Person, Mass: Enlarges several creatures.
Entangling Staff: Quarterstaff can grapple and constrict foes.
Fire Stride: Teleport from one fire to another.
Flame Whips: Your forelimbs deal 6d6 fire damage.
Flight of the Dragon: You grow dragon wings.
Iron Bones: Corporeal undead gains +6 natural armor bonus.
Metal Melt: Melts metal object without heat.
Perinarch: Gain greater control over Limbo’s morphic essence.
Polymorph: Gives one willing subject a new form.
Raise from the Deep: Creature or sunken ship made buoyant.
Rary’s Mnemonic Enhancer F: Wizard only. Prepares extra spells or retains one just cast.
Reduce Person, Mass: Reduces several creatures.
Repair Critical Damage: Repairs 4d8 damage +1/level (max +20) to any construct.
Ruin Delver’s Fortune: Cast on another creature’s turn and choose one of several benefits.
Scramble Portal: You randomize the destination of a magic portal.
Sharptooth: One of your natural weapons deals damage as if you were one size larger.
Spell Enhancer: Lets you cast another spell in the same round at +2 caster level.
Stone Shape: Sculpts stone into any shape.
Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.
Wings of Air, Greater: Subject’s flight maneuverability improves by two steps.

5TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Anticold Sphere: Sphere hedges out cold creatures and protects you from cold.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Contingent Energy Resistance: Energy damage triggers a resist energy spell.
Dismissal: Forces a creature to return to native plane.
Dispelling Breath: Your breath weapon acts as a targeted dispel magic to all creatures in its area.
Duelward: +4 on Spellcraft checks, counterspell as an immediate action.
Ironguard, Lesser: Subject becomes immune to nonmagical metal.
Indomitability: Subject can’t be reduced below 1 hp.
Mordenkainen’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
Reciprocal Gyre: Creature or object takes 1d12 damage/level of spell affecting it (max 25d12).
Refusal: Spellcasters and creatures with spell-like abilities are prevented from entering an area.
Symbol of Spell Loss: Triggered rune absorbs spells yet to be cast.
Wall of Dispel Magic: Creatures passing through a transparent wall becomes subjects of targeted dispel magic.
Zone of Respite: Prevents teleportation and similar effects from functioning in the area.
Conj
Acid SheathF: Sheath of acid damages those who attack you, enhances acid spells.
Arc of Lightning: Line of electricity arcs between two creatures (1d6/level damage).
Call ZelekhutX: A zelekhut performs one duty for you.
Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Dimension Door, Greater: Short-range, multiple use dimension door.
Dragon Ally, LesserX: Exchange services with a 9 HD dragon.
Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural surroundings.
Leomund’s Secret Chest F: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Major Creation: As minor creation, plus stone and metal.
Mordenkainen’s Faithful Hound: Phantom dog can guard, attack.
Phantasmal Thief: Creates an unseen force that steals from others.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Summon Monster V: Calls extraplanar creature to fight for you.
Summon Undead V: Summons undead to fight for you.
Teleport: Instantly transports you as far as 100 miles/level.
Viscid Glob: Ranged touch attack hurls 5-ft.-diameter glob of glue at subject.
Vitriolic Sphere: Potent acid deals 6d6 acid damage plus possible damage in following 2 rounds.
Wall of Stone: Creates a stone wall that can be shaped.
Div
Contact Other Plane: Lets you ask question of extraplanar entity.
Prying Eyes: 1d4 +1/level floating eyes scout for you.
Rary’s Telepathic Bond: Link lets allies communicate.
Ench
Dominate Person: Controls humanoid telepathically.
Feeblemind: Subject’s Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
Evoc
Ball Lightning: Energy ball deals 1d6/level electricity damage.
Bigby’s Interposing Hand: Hand provides cover against one opponent.
Cacophonic Burst: Noise deals 1d6/level sonic damage to all within area.
Cacophonic Shield: Shield 10 ft. from you blocks sounds, deals 1d6 sonic damage +1/level, and deafens creatures passing through.
Cone of Cold: 1d6/level cold damage.
Cyclonic Blast: Deals 1d6 damage/level, knocks down creatures.
Fire Shield, Mass: Creatures attacking allies take damage; allies are protected from fire or cold.
FirebrandM: One 5-ft. burst/level deals 1d6 fire/level plus burning for 1 round.
Fireburst, Greater: Subjects within 15 ft. take 1d10/level fire damage.
Moonbow: Three motes of electricity each deal 1d6/2 levels electricity damage to subjects.
Prismatic Ray: Ray of light blinds subject, deals random effect.
Sending: Delivers short message anywhere, instantly.
Shard Storm: Blast deals 3d6 damage to creatures in area.
Shroud of Flame: Subject bursts into flames, taking 2d6 fire damage/round.
Sonic RumbleF: Cone of sound deals damage.
Wall of Force: Wall is immune to damage.
Wall of Limbs: Whirling limbs deal 5d6 damage and grab creatures passing through.
Illus
Dream: Sends message to anyone sleeping.
False Vision M: Fools scrying with an illusion.
Illusory Feast: Subjects become dazed by illusory food.
Mirage Arcana: As hallucinatory terrain, plus structures.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Persistent Image: As major image, but no concentration required.
Seeming: Changes appearance of one person per two levels.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
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 Hand: Medium hand blocks opponents or carries items.
Shadowfade: Opens a portal to the Plane of Shadow.
Necro
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Death Throes: Your body explodes when you die.
Graymantle: Inhibits creature’s ability to heal and regenerate for 1 round/level.
Magic Jar F: Enables possession of another creature.
Miasma of Entropy: Rot all natural materials in 30-ft. cone-shaped burst.
Night’s Caress: Touched foe takes 1d6 points of damage/level plus 1d6+2 Con damage.
Spiritwall: Wall of spirit-forms causes panic, deals 1d10 damage if touched, can bestow negative levels if passed through.
Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
Waves of Fatigue: Several targets become fatigued.
Wrack: Renders creature helpless with pain.
Trans
Animal Growth: One animal/two levels doubles in size.
Baleful Polymorph: Transforms subject into harmless animal.
Bite of the Wereboar: You gain the Strength and attacks of a wereboar.
Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.
Breath Weapon Substitution: Your breath weapon deals a different kind of damage than normal.
Draconic Might: Gain +5 to Str, Con, Cha; +4 natural armor; immunity to magic sleep and paralysis effects.
Draconic Polymorph: As polymorph, but improved.
Dragonsight: Gain low-light vision, darkvision, and blindsense.
Earth Reaver: Eruption deals 7d6 damage to all in area.
Enlarge Person, Greater: Subject remains enlarged for 1 hour/level.
Ethereal Breath: Your breath weapon manifests on the Ethereal Plane.
Fabricate: Transforms raw materials into finished items.
Fiendform: Assume form and abilities of fiendish creature, demon, or devil.
Fly, Mass: One creature/level flies at speed of 60 ft.
Gutsnake: 10-ft. tentacle grows from your stomach and attacks your enemies.
Lucent Lance: Ambient light forms lance, deals various damage.
Nightstalker’s TransformationM: Gain +4 Dex, +3 luck bonus to AC, +5 luck bonus on Ref saves, +3d6 sneak attack, and evasion.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Passwall: Creates passage through wood or stone wall.
Reduce Person, Greater: Subject remains reduced for 10 minutes/level.
Spell Matrix, LesserF: Magical matrix stores a 3rd-level or lower spell to be cast later as quickened spell.
Stunning Breath: Your breath weapon also stuns creatures for 1 round.
Surefooted Stride, Mass: As surefooted stride but multiple subjects.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Vulnerability: Reduces an opponent’s damage reduction.
Xorn Movement: Touched creature swims through earth like a xorn.
Univ
Permanency X: Makes certain spells permanent.

6TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Anticipate Teleportation, GreaterF: Predict and delay the arrival of creatures teleporting into range by 3 rounds.
Antimagic Field: Negates magic within 10 ft.
Aura of EvasionM: All within 10 ft. gain evasion against breath weapons
Dispel Magic, Greater: As dispel magic, but +20 on check.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Guards and Wards: Array of magic effects protect area.
Repulsion: Creatures can’t approach you.
Resistance, Superior: Subject gains +6 on saving throws.
Ruby Ray of ReversalF: Ray negates magical or mundane hazards.
Seal PortalM: Seal an interplanar portal or gate.
Sign of Sealing, GreaterM: Magical sigil protects door, chest, or open space, deals 1d6/level damage (max 20d6) if opened.
Transcribe Symbol: Safely moves an untriggered magical symbol to another location.
Conj
Acid Fog: Fog deals acid damage.
Acid StormM: Deals 1d6/level acid damage (max 15d6) in a 20-ft. radius.
Fire Spiders: Swarm of Fine fire elementals deals fire damage in an area.
Freezing Fog: Fog slows creatures, obscures vision, hinders movement.
GemjumpF: Teleport to the location of a specially prepared gem.
Planar Binding: As lesser planar binding, but up to 12 HD.
Summon Monster VI: Calls extraplanar creature to fight for you.
Tunnel Swallow: Tunnel’s peristaltic convulsions deal 1d6 points of damage/level (max 15d6).
Wall of Gears: Creates wall of moving gears that deals 1d6 damage/2 levels to creatures within 10 ft.
Wall of Iron M: 30 hp/four levels; can topple onto foes.
Div
Analyze Dweomer F: Reveals magical aspects of subject.
Ench Geas/Quest: As lesser geas, plus it affects any creature.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Interplanar Telepathic Bond: Link lets allies communicate across planes
Legend Lore M F: Lets you learn tales about a person, place, or thing.
Probe Thoughts: Read subject’s memories, one question/round.
Suggestion, Mass: As suggestion, plus one subject/level.
Symbol of Persuasion M: Triggered rune charms nearby creatures.
True Seeing M: Lets you see all things as they really are.
Evoc
Bigby’s Forceful Hand: Hand pushes creatures away.
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Contingency F: Sets trigger condition for another spell.
Fires of Purity: Subject bursts into magical flame, becoming a dangerous weapon.
Howling ChainF: Chain of force trips and attacks opponents.
Otiluke’s Freezing Sphere: Freezes water or deals cold damage.
Ray of Light: Ray blinds subject
Illus
Dream Casting: Alter subject’s dreams to produce desired effect.
Illusory Pit: Creatures in area are knocked prone while believing they’re falling.
Mislead: Turns you invisible and creates illusory double.
Permanent Image: Includes sight, sound, and smell.
Programmed Image M: As major image, plus triggered by event.
Reflective Disguise, Mass: Viewers see subjects as their own species and gender.
Shadow Walk: Step into shadow to travel rapidly.
Shadowy Grappler: Illusory force grapples subject.
Veil: Changes appearance of group of creatures.
Necro
Aura of Terror: You gain an aura of fear, or your frightful presence becomes more effective.
Circle of Death M: Kills 1d4/level HD of creatures.
Contagion, Mass: As contagion, but 20-ft. radius.
Create Undead M: Creates ghouls, ghasts, mummies, or mohrgs.
Eyebite: Target becomes panicked, sickened, and comatose.
Fleshshiver: Subject is stunned for 1 round, takes 1d6/level damage, and is nauseated for 1d4+2 rounds.
Ghoul Gauntlet: Convert victim to a ghoul under your control.
Imperious Glare: You cause subjects to cower in fear.
Incorporeal Nova: Destroy incorporeal undead.
Opalescent Glare: Kill creatures with a look, or make them very afraid.
Ray of Entropy: Subject takes –4 Strength, Dexterity, and Constitution.
Revive UndeadM: Restores undeath to undead that was destroyed up to 1 day/level ago.
Spectral Touch: Your touch bestows one negative level/round.
Symbol of Fear M: Triggered rune panics nearby creatures.
Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4).
Trans
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
Bite of the Weretiger: You gain the Strength and attacks of a weretiger.
Brilliant Blade: Weapon or projectiles shed light, ignore armor.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Cloak of the Sea: Gain blur, freedom of movement, and water breathing while in water.
Control Water: Raises or lowers bodies of water.
Disintegrate: Makes one creature or object vanish.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Extract Water Elemental: Pulls water from victim, forms water elemental.
Flesh to Stone: Turns subject creature into statue.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level.
HardeningM: Increases object’s hardness by 1 point/2 levels.
Make Manifest: You cause a creature on a coexistent plane to appear on your plane.
Mordenkainen’s Lucubration: Wizard only. Recalls spell of 5th level or lower.
Move Earth: Digs trenches and build hills.
Ooze Puppet: You telekinetically control an ooze.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Stone Body: Your body becomes living stone.
Stone to Flesh: Restores petrified creature.
Subvert Planar Essence: Reduces subject’s damage reduction and spell resistance.
Tenser’s Transformation M: You gain combat bonuses.
Univ
Imbue Familiar with Spell Ability: You transfer spells and casting ability into your familiar.

7TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Antimagic RayM: Subject loses all magical powers.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Dispelling Screen, Greater: Targeted dispel magic on any creatures and unattended items, +20 max on caster level check.
Energy Immunity: Subject and equipment gain immunity to damage of specified energy type.
Ghost Trap: Incorporeal creatures turn corporeal.
Hide from Dragons: Dragons can’t perceive one subject/2 levels.
IronguardF: Subject becomes immune to all metal.
Planar Bubble: Create bubble around creature that emulates its native planar environment.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Conj
Call KolyarutX: A kolyarut performs one duty for you.
Dragon AllyX: As lesser dragon ally, but up to 15 HD.
Drawmij’s Instant Summons M: Prepared object appears in your hand.
Mordenkainen’s Magnificent Mansion F: Door leads to extradimensional mansion.
Phase Door: Creates an invisible passage through wood or stone.
Plane Shift F: As many as eight subjects travel to another plane.
Stun Ray: Subject stunned 1d4+1 rounds.
Summon Monster VII: Calls extraplanar creature to fight for you.
Teleport, Greater: As teleport, but no range limit and no off target arrival.
Teleport Object: As teleport, but affects a touched object.
Div
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Hiss of Sleep: You induce comatose slumber in subjects.
Rebuke, Final: As rebuke, except the subject must save or die.
Scrying, Greater: As scrying, but faster and longer.
Symphonic NightmareM: Discordant noise haunts subject’s sleep.
Transfix: Humanoids freeze in place until condition you specify is met.
Vision M X: As legend lore, but quicker and strenuous.
Ench Hold Person, Mass: As hold person, but all within 30 ft.
Insanity: Subject suffers continuous confusion.
Power Word Blind: Blinds creature with 200 hp or less.
Symbol of Stunning M: Triggered rune stuns nearby creatures.
Evoc
Bigby’s Grasping Hand: Hand provides cover, pushes, or grapples.
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
Emerald Flame Fist: Touch attack deals 3d6 + fire damage 1/level (max +20); subject can be engulfed by flame for additional damage.
Forcecage M: Cube or cage of force imprisons all inside.
Ice Claw: Claw of ice grapples and deals cold damage.
Mordenkainen’s Sword F: Floating magic blade strikes opponents.
Prismatic Eye: Orb produces individual prismatic rays as touch attacks.
Prismatic Spray: Rays hit subjects with variety of effects.
Radiant Assault: 1d6 damage/level, victims dazed or dazzled.
Submerge Ship: You control ship mentally while it travels underwater.
Illus
Invisibility, Mass: As invisibility, but affects all in range.
Project Image: Illusory double can talk and cast spells.
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
Simulacrum M X: Creates partially real double of a creature.
Solipsism: Subject believes it alone exists.
Necro
Arrow of BoneM: Missile or thrown weapon gains +4 bonus, subject takes 3d6 damage +1/level (max +20) or is slain.
Avasculate: Reduce foe to half hp and stun.
Awaken UndeadX: Grant sentience to otherwise mindless undead.
Barghest’s FeastM: Destroy corpse, potentially preventing its return to life.
Control Undead: Undead don’t attack you while under your command.
Energy Ebb: Give subject one negative level/round for 1 round/level.
Evil Glare: Paralyze creatures with your glare.
Finger of Death: Kills one subject.
Kiss of the VampireM: You gain vampirelike supernatural abilities, but are vulnerable to attacks that harm undead.
Sword of Darkness: Blade of negative energy bestows one or more negative levels.
Symbol of Weakness M: Triggered rune weakens nearby creatures.
Waves of Exhaustion: Several targets become exhausted.
Trans
Animate Breath: Your breath weapon becomes an elemental.
Bite of the Werebear: You gain the Strength and attacks of a werebear.
Body of War: You change into warforged titan, gain some abilities.
Brilliant Aura: Allies’ weapons become brilliant energy, ignoring armor.
Control Weather: Changes weather in local area.
Elemental Body: You take on the qualities of a type of elemental.
Energy Transformation FieldMX: Area absorbs magic energy to power a predetermined spell.
Ethereal Jaunt: You become ethereal for 1 round/level.
Glass Strike: Turns subject into glass.
Reverse Gravity: Objects and creatures fall upward.
Spell MatrixF: Stores up to two spells of 3rd level or lower to be released later.
Statue: Subject can become a statue at will.
Stone Shape, Greater: Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape.
Synostodweomer: Channel a spell into positive energy to cure 1d8/spell level.
Univ
Limited Wish X: Alters reality—within spell limits.

8TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Prismatic Wall: Wall’s colors have array of effects.
Protection from Spells M F: Confers +8 resistance bonus.
Spell EngineMX: Wizard only. Swap out prepared spells for other spells in your spellbook.
Wall of Greater Dispel Magic: Creatures passing through a transparent wall become subjects of targeted greater dispel magic.
Conj
Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow your commands.
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Maze: Traps subject in extradimensional maze.
Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
Plane Shift, Greater: Plane shift accurately to your desired destination.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Trap the Soul M F: Imprisons subject within gem.
Div
Discern Location: Reveals exact location of creature or object.
Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Ench
Antipathy: Object or location affected by spell repels certain creatures.
Binding M: Utilizes an array of techniques to imprison a creature.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Demand: As sending, plus you can send suggestion.
Maddening Whispers: You induce confusion and madness in subjects.
Otto’s Irresistible Dance: Forces subject to dance.
Power Word Stun: Stuns creature with 150 hp or less.
Symbol of Insanity M: Triggered rune renders nearby creatures insane.
Sympathy F: Object or location attracts certain creatures.
Wrathful Castigation: Subject dies or is dazed and –4 on saves for 1 round/level.
Evoc
Bigby’s Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Field of Icy RazorsF: Creatures in area take normal and cold damage, might be slowed.
Lightning Ring: Ring of lightning gives you resistance to electricity 20, damages adjacent creatures, and emits two lightning bolts per round.
Otiluke’s Telekinetic Sphere: As Otiluke’s resilient sphere, but you move sphere telekinetically.
Polar Ray: Ranged touch attack deals 1d6/level cold damage.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Illus
Invisibility, Superior: Subject is invisible to sight, hearing, and scent for 1 minute/level, and can attack.
Scintillating Pattern: Twisting colors confuse, stun, render unconscious.
Screen: Illusion hides area from vision, scrying.
Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
Shifting Paths: Illusion hides path, creates false new path.
Necro
Avascular Mass: Reduce foe to half hp and stun, entangle in 20-ft. radius from victim.
Bestow Curse, Greater: As bestow curse, but more severe penalties.
Blackfire: Subject is engulfed in black flame, takes 1d4 Con damage and becomes nauseated; flames and effects can spread to adjacent living creatures.
Clone M F: Duplicate awakens when original dies.
Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
Heart of StoneFX: Exchange your heart with stone heart to gain damage reduction, resistance to energy for 1 year.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Skeletal GuardM: Create one skeleton/level with turn resistance.
Symbol of Death M: Triggered rune slays nearby creatures.
Veil of Undeath: You gain undead traits.
Trans
Excavate: Creates a permanent passage in earth and walls.
Flensing: Pain and trauma deal 2d6 damage, 1d6 Con damage, 1d6 Cha damage for up to 4 rounds.
Ghostform: You assume incorporeal form and gain some incorporeal traits and bonuses.
Iron Body: Your body becomes living iron.
Make Manifest, Mass: As make manifest but affecting all creatures in the area.
Polymorph Any Object: Changes any subject into anything else.
Stunning Breath, Greater: Your breath weapon also stuns creatures for 2d4 rounds.
Temporal Stasis M: Puts subject into suspended animation.

9TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Absorption: You absorb spell energy to power spells of your own.
Effulgent Epuration: Creates one sphere/level to negate hostile magic.
Freedom: Releases creature from imprisonment.
Imprisonment: Entombs subject beneath the earth.
Magic Miasma: Solid fog reduces caster level by –4.
Maw of Chaos: Chaotic energy dazes, deals damage, impedes concentration.
Mordenkainen’s Disjunction: Dispels magic, disenchants magic items.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Reaving Dispel: On a targeted dispel, steal spell power and effects for yourself.
Unbinding: Frees everyone in range from spells that constrain or bind.
Conj
Abyssal Army: Summons demons to fight for you.
Black Blade of Disaster: Floating magic weapon disintegrates subjects.
Call MarutX: A marut performs one duty for you.
Dragon Ally, GreaterX: As lesser dragon ally, but up to 21 HD.
Eye of Power: As arcane eye, but you can cast spells of 3rd level or lower through it.
Gate X: Connects two planes for travel or summoning.
Heavenly Host: Summons archons to fight for you.
Hellish Horde: Summons devils to fight for you.
Obedient Avalanche: Snowy avalanche crushes and buries your foes.
Refuge M: Alters item to transport its possessor to you.
Sphere of Ultimate Destruction: Featureless black sphere does 2d6/level damage, disintegrates.
Summon Elemental MonolithM: Calls powerful elemental creature to fight for you.
Summon Monster IX: Calls extraplanar creature to fight for you.
Teleportation Circle M: Circle teleports any creature inside to designated spot.
Vile DeathMX: Undead creature gains fiendish template.
Div
Foresight: “Sixth sense” warns of impending danger.
HindsightM: You see into the past.
Ench
Dominate Monster: As dominate person, but any creature.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Power Word Kill: Kills one creature with 100 hp or less.
Programmed AmnesiaM: Destroy, alter, or replace memories in subject creature.
Evoc
Bigby’s Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Instant RefugeMX: Transport to a safe location of your choice.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Reality Maelstrom: Hole in reality sends creatures and objects to another plane.
Illus
Shades: As shadow conjuration, but up to 8th level and 80% real.
Weird: As phantasmal killer, but affects all within 30 ft.
Necro
Astral Projection M: Projects you and companions onto Astral Plane.
Energy Drain: Subject gains 2d4 negative levels.
Enervating Breath: Your breath weapon also bestows 2d4 negative levels.
Plague of UndeadM: Animates horde of undead.
Soul Bind F: Traps newly dead soul to prevent resurrection.
Wail of the Banshee: Kills one creature/level.
Trans
Awaken ConstructX: Construct gains humanlike sentience.
Breath Weapon Admixture: Add a second kind of energy to your breath weapon.
Etherealness: Travel to Ethereal Plane with companions.
Perinarch, Planar: Gain control over a small area of any divinely morphic plane.
Replicate Casting: Duplicate observed spell or spell-like ability.
Shapechange F: Transforms you into any creature, and change forms once per round.
Spell Matrix, GreaterF: Stores up to three spells of 3rd level or lower to be released later.
Time Stop: You act freely for 1d4+1 rounds.
Transmute Rock to Lava: Transforms one 10-ft. cube with subsequent fire damage and effects.
UndermasterM: You gain earth-related spell-like abilities.
Univ
Wish X: As limited wish, but with fewer limits.




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