1st-LEVEL BARD SPELLS
Alarm Wards an area for 2 hours/level.
Cause Fear One creature flees for 1d4 rounds.
Charm Person Makes one person your friend.
Cure Light Wounds Cures 1d8 +1/level damage
(max +5).
Detect Secret Doors Reveals hidden doors within
60 ft.
Erase Mundane or magical writing vanishes.
Expeditious Retreat Doubles your speed.
Feather Fall Objects or creatures fall slowly.
Grease Makes 10-ft. square or one object slippery.
Hypnotism Fascinates 2d4 HD of creatures.
Identify Determines single feature of magic
item.
Mage Armor Gives subject +4 armor bonus.
Magic Weapon Weapon gains +1 bonus.
Message Whispered conversation at distance.
Protection from Chaos/Evil/Good/Law +2 AC
and saves,counter mind control, hedge
out elementals and outsiders.
Silent Image Creates minor illusion of your
design.
SleepPut 2d4 HD of creatures into comatose
slumber.
Summon Monster I Calls outsider to fight for
you.
Unseen Servant Creates invisible force that
obeys your commands.
Ventriloquism Throws voice for 1 min./level.
2nd-LEVEL BARD SPELLS
Animal Trance Fascinates 2d6 HD of animals.
Blindness/Deafness Makes subject blind or
deaf.
Blur Attacks miss subject 20% of the time.
Bull's Strength Subject gains 1d4+1 Str for
1 hr./level.
Cat's Grace Subject gains 1d4+1 Dex for 1
hr./level.
Cure Moderate Wounds Cures 2d8 +1/level damage
(max +10).
Darkness 20-ft. radius of supernatural darkness.
Daylight 60-ft. radius of bright light.
Delay Poison Stops poison from harming subject
for 1 hour/level.
Detect Thoughts Allows "listening"
to surface thoughts.
Enthrall Captivates all within 100 ft. + 10
ft./level.
Glitterdust Blinds creatures, outlines invisible
creatures.
Hold Person Holds one person helpless for
1 round/level.
Hypnotic Pattern Fascinates 2d4+1 HD/level
of creatures.
InvisibilitySubject is invisible for 10 min./level or until it attacks.
Levitate Subject moves up and down at your direction.
Locate Object Senses direction toward object
(specific or type).
Magic Mouth Speaks once when triggered.
Minor Image As silent image, plus some sound.
Mirror Image Creates decoy duplicates of you
(1d4 +1/three levels, max 8).
Misdirection Misleads divinations for one
creature or object.
Obscure Object Masks object against divination.
Pyrotechnics Turns fire into blinding light
or choking smoke.
Scare Panics creatures up to 5 HD (15-ft.
radius).
See Invisibility Reveals invisible creatures
or objects.
Shatter Sonic vibration damages objects or
crystalline creatures.
Silence Negates sound in 15-ft. radius.
Sound Burst Deals 1d8 sonic damage to subjects;
may stun them.
Suggestion Compels subject to follow stated
course of action.
Summon Monster IICalls outsider to fight for
you.
Summon Swarm Summons swarm of small crawling
or flying creatures.
Tasha's Hideous Laughter Subject loses actions
for 1d3 rounds.
Tongues Speak any language.
Undetectable Alignment Conceals alignment
for 24 hours.
Whispering Wind Sends a short message one mile/level.
3rd-LEVEL BARD SPELLS
Bestow Curse -6 to an ability; -4 on attacks,
saves, and checks; or 50% chance of losing each action.
Blink You randomly vanish and reappear for
1 round/level.
Charm Monster Makes monster believe it is
your ally.
Clairaudience/Clairvoyance Hear or see at
a distance for 1 min./level.
Confusion Makes subject behave oddly for 1
round/level.
Cure Serious Wounds Cures 3d8 +1/level damage
(max +15).
Dispel Magic Cancels magical spells and effects.
Displacement Attacks miss subject 50%.
EmotionA rouses strong emotion in subject.
Fear Subjects within cone flee for 1 round/level.
Gaseous Form Subject becomes insubstantial
and can fly slowly.
Greater Magic Weapon +1 bonus/three levels
(max +5).
Gust of Wind Blows away or knocks down smaller
creatures.
Haste Extra partial action and +4 AC.
Illusory Script Only intended reader can decipher.
Invisibility Sphere Makes everyone within
10 ft. invisible.
Keen Edge Doubles normal weapon's threat range.
Leomund's Tiny Hut Creates shelter for 10
creatures.
Lesser Geas Commands subject of 7 HD or less.
Magic Circle against Chaos/Evil/Good/ Law
As protection spells, but 10-ft. radius and 10 min./level.
Major Image As silent image, plus sound, smell
and thermal effects.
Phantom Steed Magical horse appears for 1
hour/level.
Remove Curse Frees object or person from curse.
Remove Disease Cures all diseases affecting
subject.
Scrying Spies on subject from a distance.
Sculpt Sound Creates new sounds or changes
existing ones.
Sepia Snake Sigil Creates text symbol that
immobilizes reader.
SlowOne subject/level takes only partial actions, -2 AC, -2 melee rolls.
Summon Monster III Calls outsider to fight
for you.
Wind Wall Deflects arrows, smaller creatures, and gases.
4th-LEVEL BARD SPELLS
Break Enchantment Frees subjects from enchantments,
alterations, curses, and petrification.
Cure Critical Wounds Cures 4d8 +1/level damage
(max +20).
Detect Scrying Alerts you of magical eavesdropping.
Dimension Door Teleports you and up to 500
lb.
Dismissal Forces a creature to return to native
plane.
Dominate Person Controls humanoid telepathically.
Hallucinatory Terrain Makes one type of terrain
appear like another (field into forest, etc.).
Hold Monster As hold person, but any creature.
Improved InvisibilityAs invisibility, but subject can attack and stay invisible.
Legend Lore Learn tales about a person, place,
or thing.
Leomund's Secure Shelter Creates sturdy cottage.
Locate Creature Indicates direction to familiar
creature.
Modify Memory Changes 5 minutes of subject's
memories.
Neutralize Poison Detoxifies venom in or on
subject.
Rainbow Pattern Lights prevent 24 HD of creatures
from attacking or moving away.
Shout Deafens all within cone and deals 2d6
damage.
Summon Monster IVCalls outsider to fight for you.
5th-LEVEL BARD SPELLS
Contact Other PlaneAsk question of extraplanar
entity.
Control WaterRaises, lowers, or parts bodies
of water.
DreamSends message to anyone sleeping.
False Vision Fools scrying with an illusion.
Greater Dispelling As dispel magic, but +20
on check.
Healing Circle Cures 1d8 +1/level damage in
all directions.
Mind Fog Subjects in fog get -10 Wis, Will
checks.
Mirage ArcanaAs hallucinatory terrain, plus
structures.
Mislead Turns you invisible and creates illusory
double.
Nightmare Sends vision dealing 1d10 damage,
fatigue.
Persistent Image As major image, but no concentration
required.
Summon Monster V Calls outsider to fight for you.
6th-LEVEL BARD SPELLS
Control Weather Changes weather in local area.
Eyebite Charm, fear, sicken or sleep one subject.
Geas/Quest As lesser geas, plus it affects
any creature.
Greater Scrying As scrying, but faster and
longer.
Mass Haste As haste, affects one/level subjects.
Mass Suggestion As suggestion, plus one/level
subjects.
Permanent Image Includes sight, sound, and
smell.
Plane Shift Up to eight subjects travel to
another plane.
Programmed Image As major image, plus triggered
by event.
Project Image Illusory double can talk and
cast spells.
Repulsion Creatures can't approach you.
Summon Monster VI Calls outsider to fight
for you.
Veil Changes appearance of group of creatures.
CLERIC SPELLS
0-LEVEL CLERIC SPELLS (Orisons)
Create Water Creates 2 gallons/level of pure
water.
Cure Minor Wounds Cures 1 point of damage.
Detect Magic Detects spells and magic items
within 60 ft.
Detect Poison Detects poison in one creature
or small object.
Guidance +1 on one roll, save, or check.
Inflict Minor Wounds Touch attack, 1 point
of damage.
Light Object shines like a torch.
Mending Makes minor repairs on an object.
Purify Food and Drink Purifies 1 cu. ft./level
of food or water.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 on saving throws.
Virtue Subject gains 1 temporary hp.
1st-LEVEL CLERIC SPELLS
Bane Enemies suffer -1 attack, -1 on saves
against fear.
Bless Allies gain +1 attack and +1 on saves
against fear.
Bless Water Makes holy water.
Cause Fear One creature flees for 1d4 rounds.
Command One subject obeys one-word command
for 1 round.
Comprehend Languages Understand all spoken
and written languages.
Cure Light Wounds Cures 1d8 +1/level damage
(max +5).
Curse Water Makes unholy water.
Death watch Sees how wounded subjects within
30 ft. are.
Detect Chaos/Evil/Good/Law Reveals creatures,
spells, or objects.
Detect Undead Reveals undead within 60 ft.
Divine Favor You gain attack, damage bonus,
+1/three levels.
Doom One subject suffers -2 on attacks, damage,
saves, and checks.
Endure Elements Ignores 5 damage/round from
one energy type.
Entropic Shield Ranged attacks against you
suffer 20% miss chance.
Inflict Light Wounds Touch, 1d8 +1/level damage
(max +5).
Invisibility to Undead Undead can't perceive
one subject/level.
Magic Stone Three stones gain +1 attack, deal
1d6+1 damage.
Magic Weapon Weapon gains +1 bonus.
Obscuring Mist Fog surrounds you.
Protection from Chaos/Evil/Good/Law +2 AC
and saves, counter mind control, hedge out elementals and outsiders.
Random Action One creature acts randomly for
one round.
Remove Fear+4 on saves against fear for one subject +1/four levels.
Sanctuary Opponents can't attack you, and
you can't attack.
Shield of Faith Aura grants +2 or higher deflection
bonus.
Summon Monster ICalls outsider to fight for you.
2nd-LEVEL CLERIC SPELLS
Aid +1 attack, +1 on saves against fear, 1d8
temporary hit points.
Animal Messenger Sends a Tiny animal to a
specific place.
Augury Learns whether an action will be good
or bad.
Bull's Strength Subject gains 1d4+1 Str for
1 hr./level.
Calm Emotions Calms 1d6 subjects/level, negating
emotion effects.
Consecrate Fills area with positive energy,
making undead weaker.
Cure Moderate Wounds Cures 2d8 +1/level damage
(max +10).
Darkness 20-ft. radius of supernatural darkness.
Death Knell Kills dying creature; you gain
1d8 temporary hp, +2 Str, and +1 level.
Delay Poison Stops poison from harming subject
for 1 hour/level.
Desecrate Fills area with negative energy,
making undead stronger.
Endurance Gain 1d4+1 Con for 1 hr./level.
Enthrall Captivates all within 100 ft. + 10
ft./level.
Find Traps Notice traps as a rogue does.
Gentle Repose Preserves one corpse.
Hold Person Holds one person helpless; 1 round/level.
Inflict Moderate Wounds Touch attack, 2d8
+1/level damage (max +10).
Lesser Restoration Dispels magic ability penalty
or repairs 1d4 ability damage.
Make Whole Repairs an object.
Remove Paralysis Frees one or more creatures
from paralysis, hold, or slow.
Resist Elements Ignores 12 damage/round from
one energy type.
Shatter Sonic vibration damages objects or
crystalline creatures.
Shield Other You take half of subject's damage.
Silence Negates sound in 15-ft. radius.
Sound Burst Deals 1d8 sonic damage to subjects;
may stun them.
Speak with Animals You can communicate with
natural animals.
Spiritual Weapon Magical weapon attacks on
its own.
Summon Monster II Calls outsider to fight
for you.
Undetectable Alignment Conceals alignment
for 24 hours.
Zone of Truth Subjects within range cannot
lie.
3rd-LEVEL CLERIC SPELLS
Animate DeadCreates undead skeletons and zombies.
Bestow Curse-6 to an ability; -4 on attacks,
saves, and checks; or 50% chance of
losing each action.
Blindness/DeafnessMakes subject blind or deaf.
ContagionInfects subject with chosen disease.
Continual FlameMakes a permanent, heatless
torch.
Create Food and WaterFeeds three humans (or
one horse)/level.
Cure Serious WoundsCures 3d8 +1/level damage
(max +15).
Daylight60-ft. radius of bright light.
Deeper DarknessObject sheds absolute darkness
in 60-ft. radius.
Dispel MagicCancels magical spells and effects.
Glyph of WardingInscription harms those who
pass it.
Helping HandGhostly hand leads subject to
you.
Inflict Serious WoundsTouch attack, 3d8 +1/level
damage (max +15).
Invisibility PurgeDispels invisibility within
5 ft./level.
Locate ObjectSenses direction toward object
(specific or type).
Magic Circle against Chaos/Evil/Good/LawAs
protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment Armor or shield gains +1 enhancement/three
levels.
Meld into Stone You and your gear merge with
stone.
Negative Energy Protection Subject resists
level and ability drains.
Obscure Object Masks object against divination.
Prayer Allies gain +1 on most rolls, and enemies
suffer -1.
Protection from Elements Absorb 12 damage/level
from one kind of energy.
Remove Blindness/Deafness Cures normal or
magical conditions.
Remove Curse Frees object or person from curse.
Remove Disease Cures all diseases affecting
subject.
Searing Light Ray deals 1d8/two levels, more
against undead.
Speak with Dead Corpse answers one question/two
levels.
Speak with Plants You can talk to normal plants
and plant creatures.
Stone Shape Sculpts stone into any form.
Summon Monster III Calls outsider to fight
for you.
Water Breathing Subjects can breathe underwater.
Water Walk Subject treads on water as if solid.
Wind Wall Deflects arrows, smaller creatures,
and gases.
4th-LEVEL CLERIC SPELLS
Air Walk Subject treads on air as if solid
(climb at 45-degree angle).
Control Water Raises, lowers, or parts bodies
of water.
Cure Critical Wounds Cures 4d8 +1/level damage
(max +20).
Death Ward Grants immunity to death spells
and effects.
Dimensional Anchor Bars extradimensional movement.
Discern Lies Reveals deliberate falsehoods.
Dismissal Forces a creature to return to native
plane.
Divination Provides useful advice for specific
proposed actions.
Divine Power You gain attack bonus, 18 Str,
and 1 hp/level.
Freedom of Movement Subject moves normally
despite impediments.
Giant Vermin Turns insects into giant vermin.
Greater Magic Weapon +1 bonus/three levels
(max +5).
Imbue with Spell Ability Transfer spells to
subject.
Inflict Critical Wounds Touch attack, 4d8
+1/level damage (max +20).
Lesser Planar Ally Exchange services with
an 8 HD outsider.
Neutralize Poison Detoxifies venom in or on
subject.
Poison Touch deals 1d10 Con damage, repeats
in 1 min.
Repel Vermin Insects stay 10 ft. away.
Restoration Restores level and ability score
drains.
Sending Delivers short message anywhere, instantly.
Spell Immunity Subject is immune to one spell/four
levels.
StatusMonitors condition, position of allies.
Summon Monster IV Calls outsider to fight
for you.
Tongues Speak any language.
5th-LEVEL CLERIC SPELLS
Atonement Removes burden of misdeeds from
subject.
Break Enchantment Frees subjects from enchantments,
alterations, curses, and petrification.
Circle of Doom Deals 1d8 +1/level damage in
all directions.
Commune Deity answers one yes-or-no question/level.
Dispel Chaos/Evil/Good/Law +4 bonus against
attacks.
Ethereal Jaunt You become ethereal for 1 round/level.
Flame Strike Smites foes with divine fire
(1d6/level).
Greater Command As command, but affects one
subject/level.
Hallow Designates location as holy.
Healing Circle Cures 1d8 +1/level damage in
all directions.
Insect PlagueInsect horde limits vision, inflicts damage, and weak creatures
flee.
Mark of Justice Designates action that will
trigger curse on subject.
Plane Shift Up to eight subjects travel to
another plane.
Raise Dead Restores life to subject who died
up to 1 day/level ago.
Righteous Might Your size increases, and you
gain +4 Str.
Scrying Spies on subject from a distance.
Slay Living Touch attack kills subject.
Spell Resistance Subject gains +12 +1/level
SR.
Summon Monster V Calls outsider to fight for
you.
True Seeing See all things as they really
are.
Unhallow Designates location as unholy.
Wall of Stone 20 hp/four levels; can be shaped.
6th-LEVEL CLERIC SPELLS
Animate Objects Objects attack your foes.
Antilife Shell10-ft. field hedges out living
creatures.
Banishment Banishes 2 HD/level extraplanar
creatures.
Blade Barrier Blades encircling you deal 1d6
damage/level.
Create Undead Ghouls, shadows, ghasts, wights,
or wraiths.
Etherealness Travel to Ethereal Plane with
companions.
Find the Path Shows most direct way to a location.
Forbiddance Denies area to creatures of another
alignment.
Geas/Quest As lesser geas, plus it affects
any creature.
Greater Dispelling As dispel magic, but up
to +20 on check.
Greater Glyph of Warding As glyph of warding,
but up to 10d8 damage or 6th level spell.
Harm Subject loses all but 1d4 hp.
Heal Cures all damage, diseases, and mental
conditions.
Heroes' Feast Food for one creature/level
cures and blesses.
Planar Ally As lesser planar ally, but up
to 16 HD.
Summon Monster VI Calls outsider to fight
for you.
Wind Walk You and your allies turn vaporous
and travel fast.
Word of Recall Teleports you back to designated
place.
7th-LEVEL CLERIC SPELLS
Blasphemy Kills, paralyzes, weakens, or dazes
nonevil subjects.
Control Weather Changes weather in local area.
Destruction Kills subject and destroys remains.
Dictum Kills, paralyzes, weakens, or dazes
nonlawful subjects.
Greater Restoration As restoration, plus restores
all levels and ability scores
Greater Scrying As scrying, but faster and
longer.
Holy Word Kills, paralyzes, weakens, or dazes
nongood subjects.
Refuge Alters item to transport its possessor
to you.
Regenerate Subject's severed limbs grow back.
Repulsion Creatures can't approach you.
Resurrection Fully restore dead subject.
Summon Monster VII Calls outsider to fight
for you.
Word of Chaos Kills, confuses, stuns, or deafens
nonchaotic subjects.
8th-LEVEL CLERIC SPELLS
Antimagic Field Negates magic within 10 ft.
Cloak of Chaos+4 AC, +4 resistance, and SR
25 against lawful spells.
Create Greater Undead Mummies, spectres, vampires,
or ghosts.
Discern Location Exact location of creature
or object.
Earthquake Intense tremor shakes 5-ft./level
radius.
Fire Storm Deals 1d6 fire damage/level.
Greater Planar Ally As lesser planar ally,
but up to 24 HD.
Holy Aura +4 AC, +4 resistance, and SR 25
against evil spells.
Mass Heal As heal, but with several subjects.
Shield of Law +4 AC, +4 resistance, and SR
25 against chaotic spells.
Summon Monster VIII Calls outsider to fight
for you.
Symbol Triggered runes have array of effects.
Unholy Aura +4 AC, +4 resistance, and SR 25
against good spells.
9th-LEVEL CLERIC SPELLS
Astral Projection Projects you and companions
into Astral Plane.
Energy Drain Subject gains 2d4 negative levels.
Gate Connects two planes for travel or summoning.
Implosion Kills one creature/round.
Miracle Requests a deity's intercession.
Soul Bind Traps newly dead soul to prevent
resurrection.
Storm of Vengeance Storm rains acid, lightning,
and hail.
Summon Monster IX Calls outsider to fight
for you.
True Resurrection As resurrection, plus remains aren't needed.
CLERIC DOMAINS
Air Domain
Granted Powers: Turn or destroy earth creatures as a good cleric turns undead.
Rebuke or command air creatures as an evil cleric rebukes undead. Use these
abilities a total number of times per day equal to 3 + your Charisma modifier.
1. Obscuring MistFog surrounds you.
2. Wind WallDeflects arrows, smaller creatures, and gases.
3. Gaseous FormSubject becomes insubstantial and can fly slowly.
4. Air WalkSubject treads on air as if solid (climb at 45-degree angle)
5. Control WindsChange wind direction and speed.
6. Chain LightningChain Lightning. 1d6 damage/level; secondary bolts.
7. Control WeatherControl Weather. Changes weather in local area.
8. WhirlwindWhirlwind. Cyclone inflicts damage and can pick up creatures.
9. Elemental Swarm*Summons 2d4 Large, 1d4 Huge elementals.
*Cast as an air spell only.
Animal Domain
Granted Powers: You cast animal friendship once per day. Knowledge (nature)
is a
class skill.
1. Calm AnimalsCalms 2d4 +1/level HD of animals, beasts, and magical
beasts
2. Hold AnimalHold one animal helpless; 1 round/level.
3. Dominate AnimalSubject animal obeys silent mental commands.
4. Repel VerminInsects stay 10 ft. away.
5. Commune with NatureLearn about terrain for one mile/level.
6. Antilife Shell10-ft. field hedges out living creatures.
7. Animal ShapesOne ally/level polymorphs into chosen animal.
8. Creeping Doom Carpet of insects attacks at your command.
9. Shape changeTransforms you into any creature, and change forms once per
round.
Chaos Domain
Granted Power: You cast chaos spells at +1 caster level.
1. Protection from Law+2 AC and saves, counter mind control, hedge out
elementals and outsiders
2. ShatterSonic vibration damages objects or crystalline creatures.
3. Magic Circle against LawAs protection spells, but 10-ft. radius and 10
min./level
4. Chaos HammerDamages and staggers lawful creatures.
5. Dispel Law+4 bonus against attacks by lawful creatures.
6. Animate ObjectsObjects attack your foes.
7. Word of ChaosKills, confuses, stuns, or deafens nonchaotic subjects.
8. Cloak of Chaos+4 AC, +4 resistance, SR 25 against lawful spells.
9. Summon Monster IX*Calls outsider to fight for you.
*Cast as a chaos spell only.
Death Domain
Granted Power: You may use a death touch once per day. Your death touch is
a spell-like ability that is a death effect. You must succeed at a melee touch
attack against a living creature (using the rules for touch spells). When
you touch, roll 1d6 per your cleric level. If the total at least equals the
creatures current hit points, it dies.
1. Cause FearOne creature flees for 1d4 rounds.
2. Death KnellKill dying creature and gain 1d8 temp. hp, +2 Str, and +1 caster
level
3. Animate Dead Creates undead skeletons and zombies.
4. Death Ward Grants immunity to death spells and effects.
5. Slay Living Touch attack kills subject.
6. Create Undead Ghouls, shadows, ghasts, wights, or wraiths.
7. Destruction Kills subject and destroys remains.
8. Create Greater Undead Mummies, spectres, vampires, or ghosts.
9. Wail of the Banshee Kills one creature/level.
Destruction Domain
Granted Power: You gain the smite power, the supernatural ability to make
a single melee attack with a +4 attack bonus and a damage bonus equal to your
cleric level (if you hit). You must declare the smite before making the attack.
It is usable once per day.
1. Inflict Light WoundsTouch attack, 1d8 +1/level damage (max +5).
2. ShatterSonic vibration damages objects or crystalline creatures.
3. Contagion Contagion. Infects subject with chosen disease.
4. Inflict Critical WoundsTouch attack, 4d8 +1/level damage (max +20).
5. Circle of Doom Deals 1d8 +1/level damage in all directions.
6. Harm Subject loses all but 1d4 hp.
7. Disintegrate Makes one creature or object vanish.
8. Earthquake Intense tremor shakes 5-ft./level radius.
9. Implosion Kills one creature/round.
Earth Domain
Granted Power: Turn or destroy air creatures as a good cleric turns undead.
Rebuke or command earth creatures as an evil cleric rebukes undead. Use these
abilities a total number of times per day equal to 3 + your Charisma modifier.
1. Magic StoneThree stones become +1 projectiles, 1d6+1 damage.
2. Soften Earth and StoneTurns stone to clay or dirt to sand or mud.
3. Stone ShapeSculpts stone into any form.
4. Spike StonesCreatures in area take 1d8 damage, may be slowed.
5. Wall of Stone20 hp/four levels; can be shaped.
6. StoneskinStops blows, cuts, stabs, and slashes.
7. EarthquakeIntense tremor shakes 5-ft./level radius.
8. Iron BodyYour body becomes living iron.
9. Elemental Swarm.*Summons 2d4 Large, 1d4 Huge elementals.
*Cast as an earth spell only.
Evil Domain
Granted Power: You cast evil spells at +1 caster level.
1. Protection from Good Protection from Good. +2 AC and saves, counter mind
control, hedge out elementals and outsiders
2. DesecrateFills area with negative energy, making undead stronger.
3. Magic Circle against GoodAs protection spells, but 10-ft. radius and 10
min./level
4. Unholy BlightDamages and sickens good creatures.
5. Dispel Good+4 bonus against attacks by good creatures.
6. Create UndeadGhouls, shadows, ghasts, wights, or wraiths.
7. BlasphemyKills, paralyzes, weakens, or dazes nonevil subjects.
8. Unholy Aura+4 AC, +4 resistance, SR 25 against good spells.
9. Summon Monster IX.*Calls outsider to fight for you.
*Cast as an evil spell only.
Fire Domain
Granted Power: Turn or destroy water creatures as a good cleric turns undead.
Rebuke or command fire creatures as an evil cleric rebukes undead. Use these
abilities a total number of times per day equal to 3 + your Charisma modifier.
1. Burning Hands1d4 fire damage/level (max 5d4).
2. Produce Flame1d4 +1/two levels damage, touch or thrown.
3. Resist Elements.*Ignore first 12 damage from one energy type each
round.
4. Wall of FireDeals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft.
Passing through wall deals 2d6 +1/level.
5. Fire ShieldCreatures attacking you take fire damage; you're protected
from heat or cold.
6. Fire SeedsAcorns and berries become grenades and bombs.
7. Fire StormDeals 1d6 fire damage/level.
8. Incendiary CloudCloud deals 4d6 fire damage/round.
9. Elemental Swarm.**Summons 2d4 Large, 1d4 Huge elementals.
*Resist cold or fire only.
**Cast as a fire spell only.
Good Domain
Granted Power: You cast good spells at +1 caster level.
1. Protection from Evil+2 AC and saves, counter mind control, hedge out
elementals and outsiders.
2. Aid+1 attack, +1 on saves against fear, 1d6 temporary hit points.
3. Magic Circle against EvilAs protection spells, but 10-ft. radius and 10
min./level.
4. Holy SmiteDamages and blinds evil creatures.
5. Dispel Evil+4 bonus against attacks by evil creatures.
6. Blade BarrierBlades encircling you deal 1d6 damage/level.
7. Holy WordKills, paralyzes, weakens, or dazes nongood subjects.
8. Holy Aura+4 AC, +4 resistance, and SR 25 against evil spells.
9. Summon Monster IX.*Calls outsider to fight for you.
*Cast as a good spell only.
Healing Domain
Granted Power: You cast healing spells at +1 caster level.
1. Cure Light WoundsCures 1d8 +1/level damage (max +5).
2. Cure Moderate WoundsCures 2d8 +1/level damage (max +10).
3. Cure Serious WoundsCures 3d8 +1/level damage (max +15).
4. Cure Critical WoundsCures 4d8 +1/level damage (max +20).
5. Healing CircleCures 1d8 +1/level damage in all directions.
6. HealCures all damage, diseases, and mental conditions.
7. RegenerateSubject's severed limbs grow back.
8. Mass HealAs heal, but with several subjects.
9. True ResurrectionAs resurrection, plus remains aren't needed.
Knowledge Domain
Granted Power: All Knowledge skills are class skills. You cast divinations
at +1
caster level.
1. Detect Secret DoorsReveals hidden doors within 60 ft.
2. Detect ThoughtsAllows "listening" to surface thoughts.
3. Clairaudience/ClairvoyanceHear or see at a distance for 1 min./level.
4. DivinationProvides useful advice on to specific proposed actions.
5. True SeeingSee all things as they really are.
6. Find the PathShows most direct way to a location.
7. Legend LoreLearn tales about a person, place, or thing.
8. Discern LocationExact location of creature or object.
9. Foresight"Sixth sense" warns of impending danger.
Law Domain
Granted Power: You cast Law spells at +1 caster level.
1. Protection from Chaos+2 AC and saves, counter mind control, hedge out
elementals and outsiders.
2. Calm EmotionsCalms 1d6 creatures/level, negating emotion effects.
3. Magic Circle against ChaosAs protection spells, but 10-ft. radius and
10 min./level
4. Order’s WrathOrder's Wrath. Damages and dazes chaotic creatures.
5. Dispel ChaosDispel Chaos. +4 bonus against attacks by chaotic
creatures.
6. Hold MonsterHold Monster. As hold person, but any creature.
7. DictumDictum. Kills, paralyzes, weakens, or dazes nonlawful subjects.
8. Shield of LawShield of Law. +4 AC, +4 resistance, and SR 25 against
chaotic spells.
9. Summon Monster IX.*Summon Monster IX.* Calls outsider to fight for you.
*Cast as a law spell only.
Luck Domain
Granted Power: You gain the power of good fortune, which is usable once per
day.
This extraordinary ability allows you to reroll one roll that you have just
made. You must take the result of the reroll, even if it’s worse
than the
original roll.
1. Entropic ShieldEntropic Shield. Ranged attacks against you suffer 20%
miss chance.
2. AidAid. +1 attack, +1 against fear, 1d8 temporary hit points.
3. Protection from ElementsProtection from Elements. Absorb 12
damage/level from one kind of energy.
4. Freedom of MovementFreedom of Movement. Subject moves normally despite
impediments.
5. Break EnchantmentBreak Enchantment. Frees subjects from enchantments,
alterations, curses,and petrification.
6. MisleadMislead. Turns you invisible and creates illusory double.
7. Spell TurningSpell Turning. Reflect 1d4+6 spell levels back at caster.
8. Holy AuraHoly Aura. +4 AC, +4 resistance, and SR 25 against evil
spells.
9. MiracleMiracle. Requests a deity's intercession.
Magic Domain
Granted Power: Use scrolls, wands, and other devices with spell completion
or
spell trigger activation as a wizard of one-half your cleric level (at least
1st
level). For the purpose of using a scroll or other magic device, if you are
also
a wizard, actual wizard levels and these effective wizard levels stack.
1. Nystul’s Undetectable AuraNystul's Undetectable Aura. Masks magic
item's aura.
2. IdentifyIdentify. Determines single feature of magic item.
3. Dispel MagicDispel Magic. Cancels magical spells and effects.
4. Imbue with Spell AbilityImbue with Spell Ability. Transfer spells to
subject.
5. Spell ResistanceSpell Resistance. Subject gains +12 +1/level SR.
6. Antimagic FieldAntimagic Field. Negates magic within 10 ft.
7. Spell TurningSpell Turning. Reflect 1d4+6 spell levels back at caster.
8. Protection from SpellsProtection from Spells. Confers +8 resistance
bonus.
9. Mord’s DisjunctionMordenkainen's Disjunction. Dispels magic,
disenchants magic items.
Plant Domain
Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes
or
commands undead. Use these abilities a total number of times per day equal
to 3
+ your Charisma modifier.
Knowledge (nature) is a class skill.
1. EntangleEntangle. Plants entangle everyone in 40-ft.-radius circle.
2. BarkskinBarkskin. Grants +3 natural armor bonus (or higher).
3. Plant GrowthPlant Growth. Grows vegetation, improves crops.
4. Control PlantsControl Plants. Talk to and control plants & fungi.
5. Wall of ThornsWall of Thorns. Thorns damage anyone who tries to pass.
6. Repel WoodRepel Wood. Pushes away wooden objects.
7. ChangestaffChangestaff. Your staff becomes a treant on command.
8. Command PlantsCommand Plants. Plants animate and vegetation entangles.
9. ShamblerShambler. Summons 1d4+2 shambling mounds to fight for you.
Protection Domain
Granted Power: You can generate a protective ward, a spell-like ability to
grant
someone you touch a resistance bonus on her next saving throw equal to your
level. Activating this power is a standard action. The protective ward is
an
abjuration effect with a duration of 1 hour that is usable once per day.
1. SanctuarySanctuary. Opponents can't attack you, and you can't attack.
2. Shield OtherShield Other. You take half of subject's damage.
3. Protection from ElementsProtection from Elements. Absorb 12
damage/level from one kind of energy.
4. Spell ImmunitySpell Immunity. Subject is immune to one spell/four
levels.
5. Spell ResistanceSpell Resistance. Subject gains +12 +1/level SR.
6. Antimagic FieldAntimagic Field. Negates magic within 10 ft.
7. RepulsionRepulsion. Creatures can't approach you.
8. Mind BlankMind Blank. Subject is immune to mental/emotional magic and
scrying.
9. Prismatic SpherePrismatic Sphere. As prismatic wall, but surrounds on
all sides.
Strength Domain
Granted Power: You can perform a feat of strength, which is the supernatural
ability to gain an enhancement bonus to Strength equal to your level. Activating
the power is a free action, the power lasts 1 round, and it’s usable
once per
day.
1. Endure ElementsEndure Elements. Ignores 5 damage/round from one energy
type.
2. Bull’s StrengthBull's Strength. Subject gains 1d4+1 Str for 1
hr./level.
3. Magic VestmentMagic Vestment. Armor or shield gains +1 enhancement
three level.
4. Spell ImmunitySpell Immunity. Subject is immune to one spell/four
levels.
5. Righteous MightRighteous Might. Your size increases, and you gain +4
Str.
6. StoneskinStoneskin. Stops blows, cuts, stabs, and slashes.
7. Bigby’s Grasping HandBigby's Grasping Hand. Hand provides cover,
pushes, or grapples.
8. Bigby’s Clenched FistBigby's Clenched Fist. Large hand attacks
your
foes.
9. Bigby’s Crushing HandBigby's Crushing Hand. As Bigby's grasping
hand,
but stronger.
Sun Domain
Granted Power: Once per day, you can perform a greater turning against undead
in
place of a regular turning (or rebuking) attempt. The greater turning is like
a
normal turning (or rebuking) attempt except that the undead creatures that
would
be turned (or rebuked or commanded) are destroyed instead.
1. Endure Elements.*Endure Elements.* Ignores 5 damage/round from one
energy type.
2. Heat MetalHeat Metal. Make metal so hot it damages those that touch it.
3. Searing LightSearing Light. Ray deals 1d8/two levels, more against
undead.
4. Fire ShieldFire Shield. Creatures attacking you take fire damage;
you're protected from heat or cold.
5. Flame StrikeFlame Strike. Smite foes with divine fire (1d8/level).
6. Fire SeedsFire Seeds. Acorns and berries become grenades and bombs.
7. SunbeamSunbeam. Beam blinds and deals 3d6 damage.
8. SunburstSunburst. Blinds all within 10 ft., deals 3d6 damage.
9. Prismatic SpherePrismatic Sphere. As prismatic wall, but surrounds on
all sides.
Travel Domain
Granted Powers: For a total of 1 round per your cleric level per day, you
can
act normally regardless of magical effects that impede movement (similar to
the
effect of the spell freedom of movement). This effect occurs automatically
as
soon as it applies, lasts until it runs out or is no longer needed, and can
operate multiple times per day (up to the total daily limit of rounds). This
is
a spell-like ability.
Wilderness Lore is a class skill.
1. Expeditious RetreatExpeditious Retreat. Doubles your speed.
2. Locate ObjectLocate Object. Senses direction toward object (specific or
type).
3. FlyFly. Subject flies at speed of 90.
4. Dimension DoorDimension Door. Teleports you and up to 500 lb.
5. TeleportTeleport. Instantly transports you anywhere.
6. Find the PathFind the Path. Shows most direct way to a location.
7. Teleport without ErrorTeleport without Error. As teleport, but no
off-target arrival.
8. Phase DoorPhase Door. Invisible passage through wood or stone.
9. Astral ProjectionAstral Projection. Projects you and companions into
Astral Plane.
Trickery Domain
Granted Power: Bluff, Disguise, and Hide are class skills.
1. Change SelfChange Self. Change own appearance.
2. InvisibilityInvisibility. Subject invisible 10 min./level or until it
attacks.
3. NondetectionNondetection. Hides subject from divination, scrying.
4. ConfusionConfusion. Makes subjects behave oddly for 1 round/level.
5. False VisionFalse Vision. Fools scrying with an illusion.
6. MisleadMislead. Turns you invisible and creates illusory double.
7. ScreenScreen. Illusion hides area from vision, scrying.
8. Polymorph Any ObjectPolymorph Any Object. Changes any subject into
anything else.
9. Time StopTime Stop. You act freely for 1d4+1 rounds.
War Domain
Granted Power: Free Martial Weapon Proficiency (if necessary) and Weapon Focus
with the deity’s favored weapon.
1. Magic WeaponMagic Weapon. Weapon gains +1 bonus.
2. Spiritual WeaponSpiritual Weapon. Magical weapon attacks on its own..
3. Magic VestmentMagic Vestment. Armor or shield gains +1
enhancement/three levels.
4. Divine PowerDivine Power. You gain attack bonus, 18 Str, and 1
hp/level.
5. Flame StrikeFlame Strike. Smite foes with divine fire (1d6
damage/level).
6. Blade BarrierBlade Barrier. Blades encircling you deal 1d6
damage/level.
7. Power Word, StunPower Word, Stun. Stuns creature with up to 150 hp.
8. Power Word, BlindPower Word, Blind. Blinds 200 hp worth of creatures.
9. Power Word, KillPower Word, Kill. Kills one tough subject or many weak
ones.
Water Domain
Granted Power: Turn or destroy fire creatures as a good cleric turns undead.
Rebuke or command water creatures as an evil cleric rebukes undead. Use these
abilities a total number of times per day equal to 3 + your Charisma modifier.
1. Obscuring MistObscuring Mist. Fog surrounds you.
2. Fog CloudFog Cloud. Fog obscures vision.
3. Water BreathingWater Breathing. Subjects can breathe underwater.
4. Control WaterControl Water. Raise, lower, or part bodies of water.
5. Ice StormIce Storm. Hail deals 5d6 damage in cylinder 40 ft. across.
6. Cone of ColdCone of Cold. 1d6 cold damage/level.
7. Acid FogAcid Fog. Fog deals acid damage.
8. Horrid WiltingHorrid Wilting. Deals 1d8 damage/level within 30 ft.
9. Elemental Swarm.*Elemental Swarm.* Summons 2d4 Large, 1d4 Huge
elementals.
*Cast as a water spell only.
DRUID SPELLS
0-LEVEL DRUID SPELLS (Orisons)
Create Water Creates 2 gallons/level of pure
water.
Cure Minor Wounds Cures 1 point of damage.
Detect Magic Detects spells and magic items
within 60 ft..
Detect Poison Detects poison in one creature
or small object.
Flare Dazzles one creature (-1 attack).
Guidance +1 on one roll, throw, or check.
Know Direction You discern north.
Light Object shines like a torch.
Mending Makes minor repairs on an object.
Purify Food and Drink Purifies 1 cu. ft./level
of food or water.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 on saving throws.
Virtue Subject gains 1 temporary hp.
1st-LEVEL DRUID SPELLS
Animal Friendship Gains permanent animal companions.
Calm Animals Calms 2d4 +1/level HD of animals,
beasts, and magical beasts.
Cure Light Wounds Cures 1d8 +1/level damage
(max +5).
Detect Animals or Plants Detects species of
animals or plants.
Detect Snares and Pits Reveals natural or
primitive traps.
Endure Elements Ignores 5 damage/round from
one energy type.
Entangle Plants entangle everyone in 40-ft.-radius
circle.
Faerie Fire Outlines subjects with light,
canceling blur, concealment, etc.
Goodberry 2d4 berries each cure 1 hp (max
8 hp/24 hours).
Invisibility to AnimalsAnimals can't perceive one subject/level.
Magic Fang One natural weapon of subject creature
gets +1 bonus to attack and damage.
Obscuring Mist Fog surrounds you.
Pass without Trace One subject/level leaves
no tracks.
Shillelagh Cudgel or quarterstaff becomes
+1 weapon (1d10 damage) for 1 minute/level.
Summon Nature's Ally ICalls creature to fight.
2nd-LEVEL DRUID SPELLS
Animal Messenger Sends a Tiny animal to a
specific place.
Animal Trance Fascinates 2d6 HD of animals.
Barkskin Grants +3 natural armor bonus (or
higher).
Charm Person or Animal Makes one person or
animal your friend.
Chill Metal Cold metal damages those who touch
it.
Delay Poison Stops poison from harming subject
for 1 hour/level.
Fire Trap Opened object deals 1d4 +1/level
damage.
Flame Blade Touch attack deals 1d8 +1/two
levels damage.
Flaming Sphere Rolling ball of fire, 2d6 damage,
lasts 1 round/level.
Heat Metal Hot metal damages those who touch
it.
Hold Animal Holds one animal helpless; 1 round/level.
Lesser Restoration Dispels magic ability penalty
or repairs 1d4 ability damage.
Produce Flame 1d4 +1/two levels damage, touch
or thrown.
Resist Elements Ignores first 12 damage from
one energy type each round.
Soften Earth and Stone Turns stone to clay
or dirt to sand or mud.
Speak with AnimalsYou can communicate with
natural animals.
Summon Nature's Ally II Calls creature to
fight.
Summon Swarm Summons swarm of small crawling
or flying creatures.
Tree Shape You look exactly like a tree for
1 hour/level.
Warp Wood Bends wood (shaft, handle, door,
plank).
Wood Shape Rearranges wooden objects to suit
you.
3rd-LEVEL DRUID SPELLS
Call LightningDirects lightning bolts (1d10/level)
during storms.
ContagionInfects subject with chosen disease.
Cure Moderate Wounds Cures 2d8 +1/level damage
(max +10).
Diminish Plants Reduces size or blights growth
of normal plants.
Dominate Animal Subject animal obeys silent
mental commands.
Greater Magic Fang One natural weapon of subject
creaturegets +1 bonus to attack
and damage per three caster levels (max +5)
Meld into Stone You and your gear merge with
stone.
Neutralize Poison Detoxifies venom in or on
subject.
Plant Growth Grows vegetation, improves crops.
Poison Touch deals 1d10 Con damage, repeats
in 1 min.
Protection from Elements Absorb 12 damage/level
from one kind of energy.
Remove Disease Cures all diseases affecting
subject.
Snare Creates a magical booby trap.
Speak with PlantsYou can talk to normal plants
and plant creatures.
Spike Growth Creatures in area take 1d4 damage,
may be slowed.
Stone Shape Sculpts stone into any form.
Summon Nature's Ally III Calls creature to
fight.
Water Breathing Subjects can breathe underwater.
4th-LEVEL DRUID SPELLS
Antiplant Shell Keeps animated plants at bay.
Control Plants Talk to and control plants
& fungi.
Cure Serious Wounds Cures 3d8 +1/level damage
(max +15).
Dispel MagicCancels magical spells and effects.
Flame Strike Smites foes with divine fire
(1d6/level).
Freedom of Movement Subject moves normally
despite impediments.
Giant Vermin Turns insects into giant vermin.
Quench Extinguishes nonmagical fires or one
magic item.
Reincarnate Brings dead subject back in a
random body.
Repel Vermin Insects stay 10 ft. away.
Rusting GraspYour touch corrodes iron and
alloys.
Scrying Spies on subject from a distance.
Sleet Storm Hampers vision and movement.
Spike Stones Creatures in area take 1d8 damage,
may be slowed.
Summon Nature's Ally IV Calls creature to
fight.
5th-LEVEL DRUID SPELLS
Animal Growth One animal/two levels doubles
in size, HD.
Atonement Removes burden of misdeeds from
subject.
Awaken Animal or tree gains human intellect.
Commune with Nature Learn about terrain for
one mile/level.
Control Winds Change wind direction and speed.
Cure Critical Wounds Cures 4d8 +1/level damage
(max +20).
Death Ward Grants immunity to all death spells
and effects.
Hallow Designates location as holy.
Ice Storm Hail deals 5d6 damage in cylinder
40 ft. across.
Insect PlagueInsect horde limits vision, inflicts damage, and weak creatures
flee.
Summon Nature's Ally V Calls creature to fight.
Transmute Mud to Rock Transforms two 10-ft.
cubes/level.
Transmute Rock to Mud Transforms two 10-ft.
cubes/level.
Tree Stride Step from one tree to another
far away.
Unhallow Designates location as unholy.
Wall of Fire Deals 2d4 fire damage out to
10 ft. and 1d4 out to 20 ft.
Passing through wall deals 2d6 +1/level.
Wall of Thorns Thorns damage anyone who tries
to pass.
6th-LEVEL DRUID SPELLS
Antilife Shell 10-ft. field hedges out living
creatures.
Find the Path Shows most direct way to a location.
Fire Seeds Acorns and berries become grenades
and bombs.
Greater Dispelling As dispel magic, but +20
on check.
Healing Circle Cures 1d8 +1/level damage in
all directions.
Ironwood Magical wood is strong as steel.
Liveoak Oak becomes treant guardian.
Repel Wood Pushes away wooden objects.
Spellstaff Stores one spell in wooden quarterstaff.
Stone Tell Talk to natural or worked stone.
Summon Nature's Ally VI Calls creature to
fight.
Transport via Plants Move instantly from one
plant to another of the same species.
Wall of Stone 20 hp/four levels; can be shaped.
7th-LEVEL DRUID SPELLS
Changestaff Your staff becomes a treant on
command.
Control Weather Changes weather in local area.
Creeping Doom Carpet of insects attacks at
your command.
Fire Storm Deals 1d6 fire damage/level.
Greater Scrying As scrying, but faster and
longer.
Harm Subject loses all but 1d4 hp.
Heal Cures all damage, diseases, and mental
conditions.
Summon Nature's Ally VII Calls creature to
fight.
Sunbeam Beam blinds and deals 3d6 damage.
Transmute Metal to Wood Metal within 40 ft.
becomes wood.
True Seeing See all things as they really
are.
Wind Walk You and your allies turn vaporous
and travel fast.
8th-LEVEL DRUID SPELLS
Animal Shapes One ally/level polymorphs into
chosen animal.
Command Plants Plants animate and vegetation
entangles.
Finger of Death Kills one subject.
Repel Metal or Stone Pushes away metal and
stone.
Reverse Gravity Objects and creatures fall
upward.
Summon Nature's Ally VIII Calls creature to
fight.
Sunburst Blinds all within 10 ft., deals 3d6
damage.
Whirlwind Cyclone inflicts damage and can
pick up creatures.
Word of Recall Teleports you back to designated
place.
9th-LEVEL DRUID SPELLS
Antipathy Object or location affected by spell
repels certain creatures.
Earthquake Intense tremor shakes 5-ft./level
radius.
Elemental Swarm Summons 2d4 Large, 1d4 Huge
elementals.
Foresight "Sixth sense" warns of
impending danger.
Mass Heal As heal, but with several subjects.
Shambler Summons 1d4+2 shambling mounds to
fight for you.
Shapechange Transforms you into any creature,
and change forms once per round.
Summon Nature's Ally IX Calls creature to
fight.
Sympathy Object or location attracts certain creatures.
PALADIN SPELLS
1st-LEVEL PALADIN SPELLS
Bless Allies gain +1 attack and +1 on saves
against fear.
Bless Water Makes holy water.
Bless Weapon Weapon gains +1 bonus.
Create Water Creates 2 gallons/level of pure
water.
Cure Light Wounds Cures 1d8 +1/level damage
(max +5).
Detect Poison Detects poison in one creature
or small object.
Detect Undead Reveals undead within 60 ft.
Divine Favor You gain attack, damage bonus,
+1/three levels.
Endure Elements Ignores 5 damage/round from
one energytype.
Magic WeaponWeapon gains +1 bonus.
Protection from Evil +2 AC and saves, counter
mind control, hedge out elementals and outsiders.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 on saving throws.
Virtue Subject gains 1 temporary hp.
2nd-LEVEL PALADIN SPELLS
Delay Poison Stops poison from harming subject
for 1hour/level.
Remove Paralysis Frees one or more creatures
from paralysis, hold or slow.
Resist Elements Ignores 12 damage/round from
one energy type.
Shield Other You take half of subject's damage.
Undetectable Alignment Conceals alignment
for 24 hours.
3rd-LEVEL PALADIN SPELLS
Cure Moderate Wounds Cures 2d8 +1/level (max
+10).
Discern Lies Reveals deliberate falsehoods.
Dispel Magic Cancels magical spells and effects.
Greater Magic Weapon +1 bonus/three levels
(max +5).
Heal Mount As heal on warhorse or other mount.
Magic Circle against Evil As protection spells,
but 10-ft. radius and 10 min./level.
Prayer Allies gain +1 on most rolls, enemies
suffer -1.
Remove Blindness/Deafness Cures normal or
magical conditions.
4th-LEVEL PALADIN SPELLS
Cure Serious Wounds Cures 3d8 +1/level (max
+15*).
Death Ward Grants immunity to death spells
and effects.
Dispel Evil +4 bonus against attacks by evil
creatures.
Freedom of Movement Subject moves normally
despite impediments.
Holy Sword Weapon becomes +5, does double
damage against evil.
Neutralize Poison Detoxifies venom in or on
subject.
*Paladin's maximum effective caster level is 10
RANGER SPELLS
1st-LEVEL RANGER SPELLS
Alarm Wards an area for 2 hours/level.
Animal Friendship Gains permanent animal companions.
Delay Poison Stops poison from harming subject
for 1 hour/level.
Detect Animals or Plants Detects species of
animals or plants.
Detect Snares and Pits Reveals natural or
primitive traps.
Entangle Plants entangle everyone in 40-ft.-radius
circle.
Magic Fang One natural weapon of subject creature
gets +1 bonus to attack and damage.
Pass without Trace One subject/level leaves
no tracks.
Read Magic Read scrolls and spellbooks.
Resist Elements Ignores first 12 damage from
one energy type each round.
Speak with Animals You can communicate with
natural animals.
Summon Nature's Ally ICalls animal to fight for you.
2nd-LEVEL RANGER SPELLS
Animal MessengerSends a Tiny animal to a specific
place.
Cure Light WoundsCures 1d8 +1/level damage
(max +5).
Detect Chaos/Evil/Good/LawReveals creatures,
spells, or objects.
Hold AnimalHolds one animal helpless; 1 round/level.
Protection from ElementsAbsorb 12 damage/level
from one kind of energy.
SleepPut 2d4 HD of creatures into comatose
slumber.
SnareCreates a magical booby trap.
Speak with PlantsYou can talk to normal plants
and plant creatures.
Summon Nature's Ally IICalls animal to fight
for you.
3rd-LEVEL RANGER SPELLS
Control Plants Talk to and control plants
& fungi.
Diminish Plants Reduces size or blights growth
of normal plants.
Greater Magic Fang One natural weapon of subject
creature gets +1 bonus to attack and
damage per three caster levels (max +5).
Neutralize Poison Detoxifies venom in or on
subject.
Plant Growth Grows vegetation, improves crops.
Remove Disease Cures all diseases affecting
subject.
Summon Nature's Ally III Calls animal to fight
for you.
Tree Shape You look exactly like a tree for
1 hour/level.
Water Walk Subject treads on water as if solid.
4th-LEVEL RANGER SPELLS
Cure Serious Wounds Cures 3d8 +1/level damage
(max +15).
Freedom of Movement Subject moves normally
despite impediments.
Nondetection Hides subject from divination,
scrying.
Polymorph Self You assume a new form.
Summon Nature's Ally IV Calls animal to fight
for you.
Tree Stride Step from one tree to another
far away.
Wind Wall Deflects arrows, smaller creatures, and gases.
SORCERER AND WIZARD SPELLS
0-LEVEL SORCERER AND WIZARD SPELLS (Cantrips)
Abjur
ResistanceSubject gains +1 on saving
throws.
Conj
Ray of FrostRay deals 1d3 cold damage.
Div
Detect PoisonDetects poison in one creature or small object.
Ench
Daze Creature loses next action.
Evoc
FlareDazzles one creature (-1 attack).
Light Object shines like a torch.
Illus
Dancing Lights Figment torches or other lights.
Ghost Sound Figment sounds.
Necro
Disrupt Undead Deals 1d6 damage to one undead.
Trans Mage Hand 5-pound telekinesis.
Mending Makes minor repairs on an object.
Open/Close Opens or closes small or light
things.
Univ
Arcane Mark Inscribes a personal rune (visible
or invisible).
Detect Magic Detects spells and magic items
within 60 ft.
Prestidigitation Performs minor tricks.
Read Magic Read scrolls and spellbooks.
1st-LEVEL SORCERER AND WIZARD SPELLS
Abjur
Alarm Wards an area for 2 hours/level.
Endure Elements Ignores 5 damage/round from
one energy type.
Hold Portal Holds door shut.
Protection from Chaos/Evil/Good/Law +2 AC
and saves, counter mind control, hedge out elementals and outsiders.
Shield Invisible disc gives cover and blocks
magic missiles.
Conj
Grease Makes 10-ft. square or one object slippery.
Mage Armor Gives subject +4 armor bonus.
Mount Summons riding horse for 2 hr./level.
Obscuring Mist Fog surrounds you.
Summon Monster I Calls outsider to fight for
you.
Unseen Servant Creates invisible force that
obeys your commands.
Div
Comprehend Languages Understands all spoken and written languages.
Detect Secret Doors Reveals hidden doors within
60 ft.
Detect Undead Reveals undead within 60 ft.
Identify Determines single feature of magic
item.
True Strike Adds +20 bonus to your next attack
roll.
Ench Charm Person Makes one person your friend.
Hypnotism Fascinates 2d4 HD of creatures.
Sleep Put 2d4 HD of creatures into comatose
slumber.
Evoc
Magic Missile 1d4+1 damage; +1 missile/two
levels above 1st (max +5).
Tenser's Floating Disk 3-ft.-diameter horizontal
disk that holds 100 lb./level.
Illus
Change Self Changes your appearance.
Color Spray Knocks unconscious, blinds, or
stuns 1d6 weak
creatures.
Nystul's Magical Aura Grants object false
magic aura.
Nystul's Undetectable Aura Masks magic item's
aura.
Silent Image Creates minor illusion of your
design.
Ventriloquism Throws voice for 1 min./level.
Necro
Cause Fear One creature flees for 1d4 rounds.
Chill Touch touch/level deals 1d6 damage and
possibly 1 Str
damage.
Ray of Enfeeblement Ray reduces Str by 1d6
points +1 point/two levels.
Trans
Animate Rope Makes a rope move at your command.
Burning Hands 1d4 fire damage/level (max:
5d4).
Enlarge Object or creature grows +10%/level
(max +50%).
Erase Mundane or magical writing vanishes.
Expeditious Retreat Doubles your speed.
Feather Fall Objects or creatures fall slowly.
Jump Subject gets +30 on Jump checks.
Magic Weapon Weapon gains +1 bonus.
Message Whispered conversation at distance.
Reduce Object or creature shrinks 10%/level
(max 50%).
Shocking Grasp Touch delivers 1d8 +1/level
electricity.
Spider Climb Grants ability to walk on walls
and ceilings.
2ND-LEVEL SORCERER AND WIZARD SPELLS
Abjur
Arcane Lock Magically locks a portal
or chest.
Obscure Object Masks object against divination.
Protection from Arrows Subject immune to most
ranged attacks.
Resist Elements Ignores 12 damage/round from
one energy type.
Conj
Fog Cloud Fog obscures vision.
Glitterdust Blinds creatures, outlines invisible
creatures.
Melf' s Acid Arrow Ranged touch attack; 2d4
damage for 1 round + 1 round/three levels.
Summon Monster II Calls outsider to fight
for you.
Summon Swarm Summons swarm of small crawling
or flying creatures.
Web Fills 10-ft. cube/level with sticky spider
webs.
Div
Detect Thoughts Allows "listening" to surface thoughts.
Locate Object Senses direction toward object
(specific or type).See InvisibilityReveals invisible creatures or objects.
Ench
Tasha's Hideous Laughter Subject loses actions for 1d3 rounds.
Evoc
Darkness 20-ft. radius of supernatural darkness.
Daylight 60-ft. radius of bright light.
Flaming Sphere Rolling ball of fire, 2d6 damage,
lasts 1
round/level.
Shatter Sonic vibration damages objects or
crystalline creatures.
Illus
Blur Attacks miss subject 20% of the time.
Continual Flame Makes a permanent, heatless
torch.
Hypnotic Pattern Fascinates 2d4+1 HD/level
of creatures.
Invisibility Subject is invisible for 10 min./level
or until it
attacks.
Leomund's Trap Makes item seem trapped.
Magic Mouth Speaks once when triggered.
Minor Image As silent image, plus some sound.
Mirror Image Creates decoy duplicates of you
(1d4 +1/three
levels, max 8).
Misdirection Misleads divinations for one
creature or object.
Necro
Ghoul Touch Paralyzes one subject, who
exudes stench (-2 penalty) nearby.
Scare Panics creatures up to 5 HD (15-ft.
radius).
Spectral Hand Creates disembodied glowing
hand to deliver touch attacks.
Trans
Alter Self As change self, plus more drastic changes.
Blindness/Deafness Makes subject blind or
deaf.
Bull's Strength Subject gains 1d4+1 Str for
1 hr./level.
Cat's Grace Subject gains 1d4+1 Dex for 1
hr./level.
Darkvision See 60 ft. in total darkness.
Endurance Gain 1d4+1 Con for 1 hr./level.
Knock Opens locked or magically sealed door.
Levitate Subject moves up and down at your
direction.
Pyrotechnics Turns fire into blinding light
or choking smoke.
Rope Trick Up to eight creatures hide in extradimensional
space.
Whispering Wind Sends a short message one
mile/level.
3rd-LEVEL SORCERER AND WIZARD SPELLS
Abjur
Dispel Magic Cancels magical spells
and effects.
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 Hides subject from divination,
scrying.
Protection from Elements Absorb 12 damage/level
from one kind of energy.
Conj
Flame Arrow Shoots flaming projectiles (extra
damage) or fiery
bolts (4d6 damage).
Phantom Steed Magical horse appears for 1
hour/level.
Sepia Snake Sigil Creates text symbol that
immobilizes reader.
Sleet Storm Hampers vision and movement.
Stinking Cloud Nauseating vapors, 1 round/level.
Summon Monster III Calls outsider to fight
for you.
Div Clairaudience/ClairvoyanceHear or see
at a distance for 1
min./level.
Tongues Speak any language.
Ench
Hold Person Holds one person helpless; 1 round/level.
Suggestion Compels subject to follow stated
course of action.
Evoc
Fireball 1d6 damage per level, 20-ft. radius.
Gust of Wind Blows away or knocks down smaller
creatures.
Leomund's Tiny Hut Creates shelter for 10
creatures.
Lightning Bolt Electricity deals 1d6 damage/level.
Wind Wall Deflects arrows, smaller creatures,
and gases.
Illus
Displacement Attacks miss subject 50%.
Illusory Script Only intended reader can decipher.
Invisibility Sphere Makes everyone within
10 ft. invisible.
Major Image As silent image, plus sound, smell
and thermal
effects.
Necro
Gentle Repose Preserves one corpse.
Halt Undead Immobilizes undead for 1 round/level.
Vampiric Touch Touch deals 1d6/two caster
levels; caster gains damage as hp.
Trans
BlinkYou randomly vanish and reappear for 1 round/level.
FlySubject flies at speed of 90.
Gaseous Form Subject becomes insubstantial
and can fly slowly.
Greater Magic Weapon+1/three levels (max +5).
Haste Extra partial action and +4 AC.
Keen Edge Doubles normal weapon's threat range.
Secret Page Changes one page to hide its real
content.
Shrink Item Object shrinks to one-twelfth
size.
Slow One subject/level takes only partial
actions, -2 AC, -2
melee rolls.
Water Breathing Subjects can breathe underwater.
4th-LEVEL SORCERER AND WIZARD SPELLS
Abjur
Dimensional Anchor Bars extradimensional movement.
Fire Trap Opened object deals 1d4 +1/level
damage.
Minor Globe of Invulnerability Stops 1st-
through 3rd-level spell effects.
Remove Curse Frees object or person from curse.
Stoneskin Stops blows, cuts, stabs, and slashes.
Conj
Evard's Black Tentacles1d4 +1/level tentacles grapple randomly within 15 ft.
Leomund's Secure Shelter Creates sturdy cottage.
Minor Creation Creates one cloth or wood object.
Solid Fog Blocks vision and slows movement.
Summon Monster IV Calls outsider to fight
for you.
Div
Arcane Eye Invisible floating eye moves 30 ft./round.
Detect Scrying Alerts you of magical eavesdropping.
Locate Creature Indicates direction to familiar
creature.
Scrying Spies on subject from a distance.
Ench
Charm Monster Makes monster believe it is your ally.
Confusion Makes subject behave oddly for 1
round/level.
Emotion Arouses strong emotion in subject.
Lesser Geas Commands subject of 7 HD or less.
Evoc
Fire Shield Creatures attacking you take fire damage; you're
protected from heat or cold.
Ice Storm Hail deals 5d6 damage in cylinder
40 ft. across.
Otiluke's Resilient Sphere Force globe protects
but traps one
subject.
Shout Deafens all within cone and deals 2d6
damage.
Wall of Fire Deals 2d4 fire damage out to
10 ft. and 1d4 out to
20 ft. Passing through wall deals 2d6 +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, etc.).
Illusory Wall Wall, floor, or ceiling looks
real, but anything
can pass through.
Improved Invisibility As invisibility, but
subject can attack and
stay invisible.
Phantasmal Killer Fearsome illusion kills
subject or deals 3d6
damage.
Rainbow Pattern Lights prevent 24 HD of creatures
from attacking or moving away.
Shadow Conjuration Mimics conjuring below
4th level.
Necro
Contagion Infects subject with chosen disease.
Enervation Subject gains 1d4 negative levels.
Fear Subjects within cone flee for 1 round/level.
Trans
Bestow Curse -6 to an ability; -4 on attacks, saves, and checks;
or 50% chance of losing each action.
Dimension Door Teleports you and up to 500
lb.
Polymorph Other Gives one subject a new form.
Polymorph Self You assume a new form.
Rary's Mnemonic Enhancer Prepares extra spells
or retains one
just cast. Wizard only.
5th-LEVEL SORCERER AND WIZARD SPELLS
Abjur
Dismissal Forces a creature to return to native plane.
Conj
Cloudkill Kills 3 HD or less; 4-6 HD save or die.
Leomund's Secret Chest Hides expensive chest
on Ethereal Plane; you retrieve it at will.
Lesser Planar Binding Traps outsider until
it performs a task.
Major Creation As minor creation, plus stone
and metal.
Mordenkainen's Faithful Hound Phantom dog
can guard, attack.
Summon Monster V Calls outsider to fight for
you.
Wall of Iron 30 hp/four levels; can topple
onto foes.
Wall of Stone 20 hp/four levels; can be shaped.
Div
Contact Other Plane Ask question of extraplanar entity.
Prying Eyes1d4 floating eyes +1/level scout
for you.
Rary's Telepathic Bond Link lets allies communicate.
Ench
Dominate Person Controls humanoid telepathically.
Feeblemind Subject's Int drops to 1.
Hold Monster As hold person, but any creature.
Mind Fog Subjects in fog get -10 Wis, Will
checks.
Evoc
Bigby's Interposing Hand Hand provides 90% cover against one opponent.
Cone of Cold 1d6 cold damage/level.
Sending Delivers short message anywhere, instantly.
Wall of Force Wall is immune to damage.
Illus
Dream Sends message to anyone sleeping.
False Vision Fools scrying with an illusion.
Greater Shadow Conjuration As shadow conjuration,
but up to 4th level and 40% real.
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/two
levels.
Shadow Evocation Mimics evocation less than
5th level.
Necro
Animate Dead Creates undead skeletons and zombies.
Magic Jar Enables possession of another creature.
Trans
Animal Growth One animal/two levels doubles in size, HD.
Fabricate Transforms raw materials into finished
items.
Passwall Breaches walls 1 ft. thick/level.
Stone Shape Sculpts stone into any form.
Telekinesis Lifts or moves 25 lb./level at
long range.
Teleport Instantly transports you anywhere.
Transmute Mud to Rock Transforms two 10-ft.
cubes/level.
Transmute Rock to Mud Transforms two 10-ft.
cubes/level.
Univ
Permanency Makes certain spells permanent; costs XP.
6th-LEVEL SORCERER AND WIZARD SPELLS
Abjur
Antimagic Field Negates magic within 10 ft.
Globe of Invulnerability As minor globe, plus
4th level.
Greater Dispelling As dispel magic, but +20
on check.
Guards and Wards Array of magic effects protect
area.
Repulsion Creatures can't approach you.
Conj
Acid Fog Fog deals acid damage.
Planar BindingAs lesser planar binding, but
up to 16 HD.
Summon Monster VI Calls outsider to fight
for you.
Div
Analyze Dweomer Reveals magical aspects of subject.
Legend Lore Learn tales about a person, place, or thing.
True Seeing See all things as they really
are.
Ench Geas/Quest As lesser geas, plus it affects
any creature.
Mass Suggestion As suggestion, plus one/level
subjects.
Evoc
Bigby's Forceful Hand Hand pushes creatures away.
Chain Lightning 1d6 damage/level; secondary
bolts.
Contingency Sets trigger condition for another
spell.
Otiluke's Freezing Sphere Freezes water or
deals cold damage.
Illus
Greater Shadow Evocation As shadow evocation, but up to 5th level.
Mislead Turns you invisible and creates illusory
double.
Permanent Image Includes sight, sound, and
smell.
Programmed Image As major image, plus triggered
by event.
Project Image Illusory double can talk and
cast spells.
Shades As shadow conjuration, but up to 5th
level and 60% real.
Veil Changes appearance of group of creatures.
Necro
Circle of Death Kills 1d4 HD/level.
Trans
Control Water Raises, lowers, or parts bodies of water.
Control Weather Changes weather in local area.
Disintegrate Makes one creature or object
vanish.
Eyebite Charm, fear, sicken or sleep one subject.
Flesh to Stone Turns subject creature into
statue.
Mass Haste As haste, affects one/level subjects.
Mordenkainen's Lucubration Recalls spell of
5th level or less.
Wizard Only.
Move Earth Digs trenches and build hills.
Stone to Flesh Restores petrified creature.
Tenser's Transformation You gain combat bonuses.
7th-LEVEL SORCERER AND WIZARD SPELLS
Abjur
Banishment Banishes 2 HD/level extraplanar
creatures.
Sequester Subject is invisible to sight and
scrying.
Spell Turning Reflect 1d4+6 spell levels back
at caster.
Conj
Drawmij's Instant Summons Prepared object appears in your hand.
Mordenkainen's Magnificent Mansion Door leads
to extradimensional mansion.
Phase Door Invisible passage through wood
or stone.
Power Word, Stun Stuns creature with up to
150 hp.
Summon Monster VII Calls outsider to fight
for you.
Div
Greater Scrying As scrying, but faster and longer.
Vision As legend lore, but quicker and strenuous.
Ench
Insanity Subject suffers continuous confusion.
Evoc
Bigby's Grasping Hand Hand provides cover, pushes, or grapples.
Delayed Blast Firebal l1d8 fire damage/level;
you can delay blast for 5 rounds.
Forcecage Cube of force imprisons all inside.
Mordenkainen's Sword Floating magic blade
strikes opponents.
Prismatic Spray Rays hit subjects with variety
of effects.
Illus
Mass Invisibility As invisibility, but affects all in range.
Shadow Walk Step into shadow to travel rapidly.
Simulacrum Creates partially real double of
a creature.
Necro
Control Undead Undead don't attack you while under your command.
Finger of Death Kills one subject.
Trans
Ethereal Jaunt You become ethereal for 1 round/level.
Plane Shift Up to eight subjects travel to
another plane.
Reverse Gravity Objects and creatures fall
upward.
Statue Subject can become a statue at will.
Teleport without Error As teleport, but no
off-target arrival.
Vanish As teleport, but affects a touched
object.
Univ
Limited Wish Alters reality-within spell limits.
8th-LEVEL SORCERER AND WIZARD SPELLS
Abjur
Mind Blank Subject is immune to mental/emotional magic and
scrying.
Prismatic Wall Wall's colors have array of
effects.
Protection from Spells Confers +8 resistance
bonus.
Conj
Greater Planar Binding As lesser planar binding, but up to 24 HD.
Incendiary Cloud Cloud deals 4d6 fire damage/round.
Maze Traps subject in extradimensional maze.
Power Word, Blind Blinds 200 hp worth of creatures.
Summon Monster VIII Calls outsider to fight
for you.
Trap the Soul Imprisons subject within gem.
Div
Discern Location Exact location of creature or object.
Ench
Antipathy Object or location affected by spell repels certain
creatures.
Binding Array of techniques to imprison a
creature.
Demand As sending, plus you can send suggestion.
Mass Charm As charm monster, but all within 30 ft.
Otto's Irresistible Dance Forces subject to dance.
Sympathy Object or location attracts certain
creatures.
Evoc
Bigby's Clenched Fist Large hand attacks your foes.
Otiluke's Telekinetic Sphere As Otiluke's
resilient sphere, but
you move sphere telekinetically.
Sunburst Blinds all within 10 ft., deals 3d6
damage.
Illus
Screen Illusion hides area from vision, scrying.
Necro
Clone Duplicate awakens when original dies.
Horrid Wilting Deals 1d8 damage/level within
30 ft.
Trans
Etherealness Travel to Ethereal Plane with companions.
Iron BodyYour body becomes living iron.
Polymorph Any Object Changes any subject into
anything else.
Univ
Symbol Triggered runes have array of effects.
9th-LEVEL SORCERER AND WIZARD SPELLS
Abjur
Freedom Releases creature suffering imprisonment.
Imprisonment Entombs subject beneath the earth.
Mordenkainen's Disjunction Dispels magic,
disenchants magic
items.
Prismatic Sphere As prismatic wall, but surrounds
on all sides.
Conj
Gate Connects two planes for travel or summoning.
Power Word, Kill Kills one tough subject or
many weak ones.
Summon Monster IX Calls outsider to fight
for you.
Div
Foresight "Sixth sense" warns of impending danger.
Ench
Dominate Monster As dominate person, but any creature.
Evoc
Bigby's Crushing Hand As Bigby's interposing hand, but stronger.
Meteor Swarm Deals 24d6 fire damage,
plus bursts.
Illus
Weird As phantasmal killer, but affects all within 30 ft.
Necro
Astral Projection Projects you and companions into Astral Plane.
Energy Drain Subject gains 2d4 negative levels.
Soul Bind Traps newly dead soul to prevent
resurrection.
Wail of the Banshee Kills one creature/level.
Trans
Refuge Alters item to transport its possessor to you.
Shapechange Transforms you into any creature,
and change forms once per round.
Teleportation Circle Circle teleports any
creature inside to
designated spot.
Temporal Stasis Puts subject into suspended
animation.
Time Stop You act freely for 1d4+1 rounds.
Univ
Wish As limited wish, but with fewer
limits.