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The Mana Systems To Rule All Mana Systems
By: XeviatDM Contact at
XeviatJAG@gmail.com
The Webmaster and occasional assitant. Mystical Druid mysticaldruid@gmail.com
XeviatJAG@gmail.com



    Below is a complete revised spell listing designed for the mana system spell listing. To do it follow these tables for basic information.
 
Sorcerer
1 - 2
2 - 6
3 - 11
4 - 17
5 - 25
6 - 35
7 - 46
8 - 58
9 - 72
10 - 88
11 - 106
12 - 126
13 - 147
14 - 170
15 - 195
16 - 221
17 - 250
18 - 280
19 - 311
20 - 343
Cleric, Druid, Wizard
1 - 1
2 - 2
3 - 6
4 - 11
5 - 17
6 - 25
7 - 35
8 - 46
9 - 58
10 - 72
11 - 88
12 - 106
13 - 126
14 - 147
15 - 170
16 - 195
17 - 221
18 - 250
19 - 280
20- 311
Bard
1 - 0*
2 - 1
3 - 3
4 - 5
5 - 7
6 - 11
7 - 15
8 - 19
9 - 23
10 - 27
11 - 35
12 - 43
13 - 51
14 - 59
15 - 67
16 - 79
17 - 91
18 - 103
19 - 115
20 - 127
Paladin, Ranger
1 - -
2 - -
3 - -
4 - 0*
5 - 0
6 - 1
7 - 2
8 - 3
9 - 4
10 - 6
11 - 8
12 - 10
13 - 12
14 - 15
15 - 19
16 - 23
17 - 27
18 - 31
19 - 37
20 - 43

Characters gain bonus mana points determined by the following formula: Caster Level x Ability Score Modifier x 1/2.
For example, a 12th level Wizard with a 20 Intelligence will have 30 bonus mana points (12 x 5 x 1/2 = 30), while an 8th level Paladin (4th caster level) with an 18 Wisdom will have 8 bonus mana points (4 x 4 x 1/2 = 8).

SPELL LIST

An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. An A denotes an augmentable spell. An X denotes a spell with an XP component paid by the caster.
Spell Chains: Some spells reference other spells that they are based upon. Only information in a spell later in the spell chain that is different from the base spell is covered in the spell being described. Header entries and other information that are the same as the base spell are not repeated.
Order of Presentation: In the spell lists and the spell descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains.
When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell description is alphabetized under the second word of the spell name instead.
Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice.
Caster Level: A spell’s power often depends on caster level, which is defined by the caster’s chakra score minus 3 for the chakra tied to the spell. The word “level” in the spell lists that follow always refers to caster level.
Creatures and Characters: The words “creature” and “character” are used synonymously in the spell descriptions.
Augment: Many spells vary in strength depending on how many mana points you put into them. The more mana points you spend, the more powerful the casting. However, you can spend only a total number of points on a spell equal to your caster level not exceeding your character level, unless you have an ability that increases the maximum number of mana points you can spend on a single casting.
Many spells can be augmented in more than one way. When the Augment section contains numbered paragraphs, you need to spend mana points separately for each of the numbered options. When a paragraph in the Augment section begins with “In addition,” you gain the indicated benefit according to how many mana points you have already decided to spend on casting the spell.


Detailed Spellist of effects: A fair number many spells have been given their psiconic name.
A-F
G-L
M-P
Q-T
U-Z

BARD SPELLS
1ST-LEVEL BARD SPELLS
Alarm: Wards an area for 2 hours/level.
Animate Rope: Makes a rope move at your command.
Cause Fear A: One creature of 5 HD or less flees for 1d4 rounds.
Charm A: Makes one person your friend.
Comprehend Languages: You understand all spoken and written languages.
Create Sound: Create the sound you desire.
Cure Wounds A: Cures 1d8 damage +1/level.
Daze A: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Changes your appearance.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat A: Your speed increases by 30 ft.
Flare A: Dazzles one creature (–1 on attack rolls).
Far Hand A: Move small objects at a limited distance.
Feather Fall: Objects or creatures fall slowly.
Figmentary Image A: Creates minor illusion of your design.
Grease: Makes 10-ft. square or one object slippery.
Hideous Laughter: Subject loses actions for 1 round/ level.
Hypnotism A: Fascinates 2d4 HD of creatures.
Identify M: Determines properties of magic item.
Know Direction and Location: You discover where you are and what direction you face.
Lesser Confusion A: One creature is confused for 1 round.
Light A: Object shines like a torch.
Lullaby: Makes subject drowsy; –5 on Spot and Listen checks, –2 on Will saves against sleep.
Magic Aura: Alters object’s magic aura.
Magic Mouth M: Speaks once when triggered.
Message: Whispered conversation at distance.
Obscure Object: Masks object against scrying.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Repair Damage A: Repairs construct or object of 1d8 hit points.
Resistance A: Subject gains +1 on saving throws.
Sleep A: Puts 4 HD of creatures into magical slumber.
Summon Instrument: Summons one instrument of the caster’s choice.
Summon Monster A: Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Unseen Servant: Invisible force obeys your commands.
Ventriloquism: Throws voice for 1 min./level.
2ND-LEVEL BARD SPELLS
Alter Self: Alter your surface features.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance A: Fascinates 2d6 HD of animals.
Blindness/Deafness A: Makes subject blinded or deafened.
Blur: Attacks miss subject 20% of the time.
Calm Emotions A: Calms creatures, negating emotion effects.
Cat’s Grace A: Subject gains +4 to Dex for 1 min./level.
Darkness A: 20-ft. radius of supernatural shadow.
Delay Poison: Stops poison from harming subject for 1 hour/ level.
Detect Thoughts: Allows “listening” to surface thoughts.
Eagle’s Splendor A: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Fox’s Cunning A: Subject gains +4 Int for 1 min./level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Hold A: Paralyzes creature for 1 round/level.
Hypnotic Pattern A: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Locate Object: Senses direction toward object (specific or type).
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Shatter A: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 20-ft. radius.
Sound Burst A: Deals 1d8 sonic damage to subjects; may stun them.
Suggestion A: Compels subject to follow stated course of action.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tongues: Speak any language.
Whispering Wind: Sends a short message 1 mile/level.
3RD-LEVEL BARD SPELLS
Blink: You randomly vanish and reappear for 1 round/level.
Clairvoyant Sense: See and hear a distant location.
Confusion A: Subjects behave oddly for 1 round/level.
Control Sound: Create very specific sounds.
Crushing Despair A: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Dispel Magic A: Cancels magic spells and effects.
Displacement: Attacks miss subject 50%.
Fear A: Subjects within cone flee for 1 round/level.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Geas, Lesser: Commands subject of 7 HD or less.
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Illusory Script M: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Phantom Steed A: Magic horse appears for 1 hour/level.
Remove Curse: Frees object or person from curse.
Scrying F A: Spies on subject from a distance.
Secret Page: Changes one page to hide its real content.
See Invisibility: Reveals invisible creatures or objects.
Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.
Speak with Animals: You can communicate with animals.
Tiny Hut: Creates shelter for ten creatures.
4TH-LEVEL BARD SPELLS
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door A: Teleports you short distance.
Dominate A: Control target telepathically.
Freedom of Movement: Subject moves normally despite impediments.
Hallucinatory Terrain A: Makes one type of terrain appear like another (field into forest, or the like).
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Legend Lore M F: Lets you learn tales about a person, place, or thing.
Locate Creature: Indicates direction to familiar creature.
Modify Memory: Changes 5 minutes of subject’s memories.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Rainbow Pattern A: Lights fascinate 24 HD of creatures.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Secure Shelter: Creates sturdy cottage.
Shadow Conjuration A: Mimics conjuring below 4th level, but only 20% real.
Shout A: Deafens all within cone and deals 5d6 sonic damage.
Speak with Plants: You can talk to normal plants and plant creatures.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.
5TH-LEVEL BARD SPELLS
Cure Wounds, Mass A: Cures 1d8 damage +1/level for many creatures.
Dream: Sends message to anyone sleeping.
False Vision M: Fools scrying with an illusion.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Mislead: Turns you invisible and creates illusory double.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Seeming: Changes appearance of one person per two levels.
Shadow Evocation A: Mimics evocation of lower than 5th level, but only 20% real.
Shadow Walk: Step into shadow to travel rapidly.
Song of Discord: Forces targets to attack each other.
6TH-LEVEL BARD SPELLS
Analyze Dweomer F: Reveals magical aspects of subject.
Animate Objects: Objects attack your foes.
Eyebite A: Target becomes panicked, sickened, and comatose.
Find the Path: Shows most direct way to a location.
Geas/Quest: As lesser geas, plus it affects any creature.
Heroes’ Feast A: Food for one creature/level cures and grants combat bonuses.
Irresistible Dance: Forces subject to dance.
Permanent Image A: Includes sight, sound, and smell.
Programmed Image A M: As figmentary image, plus triggered by event.
Project Image: Illusory double can talk and cast spells.
Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
Veil: Changes appearance of group of creatures.

CLERIC SPELLS
1ST-LEVEL CLERIC SPELLS
Bane A: Enemies take –1 on attack rolls and saves against fear.
Bless A: Allies gain +1 on attack rolls and saves against fear.
Bless Water M: Makes holy water.
Cause Fear A: One creature of 5 HD or less flees for 1d4 rounds.
Command A: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Create Water: Creates 2 gallons/level of pure water.
Cure Wounds A: Cures 1d8 damage +1/level.
Curse Water M: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Disease and Poison: Detects disease or poison in one creature or object.
Detect Undead: Reveals undead within 60 ft.
Divine Favor A: You gain +1 per three levels on attack and damage rolls.
Doom: One subject becomes shaken.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Guidance A: +1 on one attack roll, saving throw, or skill check.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Wounds A: Touch deals 1d8 damage.
Know Direction and Location: You discover where you are and what direction you face.
Light A: Object shines like a torch.
Magic Vestment A: Armor, Clothes, or Shield gains +1 bonus.
Magic Weapon A: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Repair Damage A: Repairs 1d8 damage to one construct or object.
Resistance A: Subject gains +1 on saving throws.
Sanctuary A: Opponents can’t attack you, and you can’t attack.
Shield of Faith A: Aura grants +2 or higher deflection bonus.
Spirit Stone A: Three stones gain +1 on attack, deal 1d6 +1 damage.
Summon Monster A: Calls extraplanar creature to fight for you.
2ND-LEVEL CLERIC SPELLS
Align Weapon A: Weapon becomes good, evil, lawful, or chaotic.
Augury M F: Learns whether an action will be good or bad.
Bear’s Endurance A: Subject gains +4 to Con for 1 min./level.
Bestow Mana A: Subject receives 2 mana points.
Bull’s Strength A: Subject gains +4 to Str for 1 min./level.
Calm Emotions A: Calms creatures, negating emotion effects.
Cat’s Grace A: Subject gains +4 to Dex for 1 min./level.
Consecrate M: Fills area with positive energy, making undead weaker.
Darkness A: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Cha, and +1 caster level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Desecrate M: Fills area with negative energy, making undead stronger.
Eagle’s Splendor A: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Hold A: Paralyzes creature for 1 round/level.
Owl’s Wisdom A: Subject gains +4 to Wis for 1 min./level.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter A: Sonic vibration damages objects or crystalline creatures.
Shield Other F: You take half of subject’s damage.
Silence: Negates sound in 20-ft. radius.
Sound Burst A: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon A: Magic weapon attacks on its own.
Status A: Monitors condition, position of allies.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.
3RD-LEVEL CLERIC SPELLS
Animate Dead M A: Creates undead skeletons and zombies.
Bestow Curse A: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness A: Makes subject blinded or deafened.
Contagion A: Infects subject with chosen disease.
Continual Flame M: Makes a permanent, heatless torch.
Create Food and Water: Feeds three humans (or one horse)/level.
Dispel Magic A: Cancels magic spells and effects.
Eradicate Invisibility A: Negate invisibility in 50-ft. burst.
Glyph of Warding M A: Inscription harms those who pass it.
Helping Hand: Ghostly hand leads subject to you.
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Meld into Stone: You and your gear merge with stone.
Obscure Object: Masks object against scrying.
Prayer A: Allies +1 bonus on most rolls, enemies –1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Searing Light A: Ray deals 3d8 damage, more against undead.
Speak with Dead: Corpse answers one question/two levels.
Stone Shape: Sculpts stone into any shape.
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 or lowers bodies of water.
Death Ward: Grants immunity to death spells and negative energy effects.
Dimensional Anchor: Bars extra dimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to its native plane.
Divination M: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Enervation: Subject gains 1d4 negative levels.
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin A: Turns centipedes, scorpions, or spiders into giant vermin.
Imbue with Spell Ability: Transfer spells to subject.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally A X: Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Restoration M: Restores level and ability score drains.
Sending: Delivers short message anywhere, instantly.
Spell Immunity A: Subject is immune to two spells up to 4th level.
Tongues: Speak any language.
5TH-LEVEL CLERIC SPELLS
Atonement F X: Removes burden of misdeeds from subject.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Commune X: Deity answers one yes-or-no question/level.
Cure Wounds, Mass A: Cures 1d8 damage +1/level for many creatures.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Disrupting Weapon: Melee weapon destroys undead.
Flame Strike A: Smite foes with divine fire for 7d6 damage.
Hallow M: Designates location as holy.
Insect Plague A: Locust swarms attack creatures.
Mark of Justice: Designates action that will trigger curse on subject.
Necromorph: As polymorph, except target undead assumes form of another Undead.
Plane Shift: Travel to other planes.
Raise Dead M: Restores life to subject who died as long as one day/level ago.
Righteous Might: Your size increases, and you gain combat bonuses.
Scrying F A: Spies on subject from a distance.
Slay Living A: Touch attack kills subject.
Spell Resistance A: Grant SR 21.
Symbol of Pain M A: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep M A: Triggered rune puts nearby creatures into catatonic slumber.
True Seeing M: See all things as they really are.
Unhallow M: Designates location as unholy.
Wall of Stone: Creates a stone wall that can be shaped.
6TH-LEVEL CLERIC SPELLS
Animate Objects: Objects attack your foes.
Antilife Shell: 10-ft. field hedges out living creatures.
Banishment A: Banishes extraplanar creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
Blade Barrier A: Wall of blades deals 11d6 damage.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Create Undead A M: Create powerful undead.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Find the Path: Shows most direct way to a location.
Forbiddance M: Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser geas, plus it affects any creature.
Harm A: Deals 110 points of damage to target.
Heal A: Cures 101 points of damage, all diseases and mental conditions.
Heroes’ Feast A: Food for one creature/level cures and grants combat bonuses.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Symbol of Fear M A: Triggered rune panics nearby creatures.
Symbol of Persuasion M A: Triggered rune charms nearby creatures.
Undeath to Death M: Destroys 11d4 HD undead.
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 F: Kills subject and destroys remains.
Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
Ethereal Jaunt: Become ethereal for 1 round/level.
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
Planomorph: As polymorph, except subject assumes form of an Outsider.
Refuge M: Alters item to transport its possessor to you.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repulsion: Creatures can’t approach you.
Restoration, Greater X: As restoration, plus restores all levels and ability scores.
Resurrection M: Fully restore dead subject.
Symbol of Stunning M A: Triggered rune stuns nearby creatures.
Symbol of Weakness M A: Triggered rune weakens nearby creatures.
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8TH-LEVEL CLERIC SPELLS
Antimagic Field: Negates magic within 10 ft.
Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells.
Create Greater Undead A M: Creates even more powerful undead.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Discern Location: Reveals exact location of creature or object.
Earthquake: Intense tremor shakes 80-ft.-radius.
Fire Storm A: Deals 13d6 fire damage.
Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.
Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Symbol of Death M A: Triggered rune slays nearby creatures.
Symbol of Insanity M A: Triggered rune renders nearby creatures insane.
Unholy Aura F: +4 to AC, +4 resistance, SR 25 against good spells.
9TH-LEVEL CLERIC SPELLS
Astral Projection M: Projects you and companions onto Astral Plane.
Energy Drain: Subject gains 2d4 negative levels.
Etherealness: Travel to Ethereal Plane with companions.
Gate X: Connects two planes for travel or summoning.
Implosion: Kills one creature/round.
Miracle X: Requests a deity’s intercession.
Soul Bind F: Traps newly dead soul to prevent resurrection.
Storm of Vengeance A: Storm rains acid, lightning, and hail.
True Resurrection M: As resurrection, plus remains aren’t needed.

CLERIC DOMAINS
AIR DOMAIN
Granted Powers: Turn or destroy earth creatures. Rebuke, command, or bolster air creatures. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Spirit Companion Abilities: Elemental type (Changes HD, BAB, and Saves); Air subtype; Flight 100 ft. (Perfect); Air Mastery; +6 Dex; speaks Auran.
Air Domain Spells
1
2 Wind Wall: Deflects arrows, smaller creatures, and gases.
3 Gaseous Form: Subject becomes insubstantial and can fly slowly.
4 Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
5 Control Winds A: Change wind direction and speed.
6
7
8 Whirlwind: Cyclone deals damage and can pick up creatures.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as an Air spell only.

ANIMAL DOMAIN
Granted Powers: Rebuke or command animals. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Add Knowledge (nature) to your list of cleric class skills.
Spirit Companion Abilities: Companion is treated as a druidic animal companion, and can be selected from the druid animal companion lists. The companion progresses as a druidic animal companion, except for the following changes: the companion’s mental ability scores still grow as a cleric spirit companion, the companion is of the fey type with appropriate changes to HD, BAB, Saves, and Skills, and it still gains the benefits of the cleric’s second domain. If the cleric is 4th level or higher, they can choose a different animal from the alternate druid animal companion lists; it gains its abilities as if it were a druid of a lower level (as usual), except its mental ability score gains are determined by the unmodified cleric level). This companion cannot be dismissed, and is native to this plane
Animal Domain Spells
1 Calm Animals A: Calms animals, rendering them docile and harmless.
2 Hold Animal A: Paralyzes one animal for 1 round/level.
3 Dominate Animal A: Subject animal obeys silent mental commands.
4 Animorph A: Target creature assumes the shape of an animal.
5
6 Antilife Shell: 10-ft. field hedges out living creatures.
7
8
9 Shapechange F: Transforms you into any creature, and change forms once per round.

ARTIFICE DOMAIN
Granted Power: Gain Cha bonus (if positive) as a bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level.
Spirit Companion Abilities: Construct type (Changes HD, BAB, and Saves); DR is adamantine when gained; no Constitution score; Cold and Fire Resistance 5 (grows to 10 at cleric level 9); +2 natural armor; base Strength 10, and base Dexterity 12; Slam damage changes to 1d4.
Artifice Domain Spells
1 Creation, Minor:
2 Wood Shape:
3 Stone Shape:
4 Fabricate: Transforms raw goods to finished items.
5 Creation, Major:
6 Fabricate, Greater:
7 Matter Manipulation M: Increase or decrease an object’s base hardness by 5.
8 Transmogrification: Change any creature into any object, or any object into any other object.
9 Creation, True:

CHAOS DOMAIN
Granted Power: Turn or destroy creatures with the lawful subtype. Rebuke, command, or bolster creatures with the chaotic subtype. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Spirit Companion Abilities: Chaos subtype; immune to polymorph and petrifaction; fast healing (1 at 3rd cleric level, 3 at 9th cleric level, 5 at 15th cleric level); smite law (extra damage equal to HD, once per day)
Chaos Domain Spells
1 Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Shatter A: Sonic vibration damages objects or crystalline creatures.
3 Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
4 Chaos Hammer A:
5 Dispel Law: +4 bonus against attacks.
6 Animate Objects: Objects attack your foes.
7 Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8 Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells.
9

CHARM DOMAIN
Granted Power: The character can boost his or her Charisma by 4 points once per day, plus an additional time per day at 5th cleric level and every 5 cleric levels there after. Activating this power is a free action. The Charisma increase lasts 1 minute.
Spirit Companion Abilities: Can use charm monster as a spell-like ability 3/day (DC 10 + 1/2 HD + Cha mod); +4 Cha (becomes +6 Cha at 9th cleric level, and becomes +8 Cha at 15th cleric level)
Charm Domain Spells
1 Charm:
2 Calm Emotions:
3 Suggestion:
4 Good Hope:
5 Dominate:
6 Geas/quest:
7 Insanity:
8 Demand:
9 Sympathy M: Object or location attracts certain creatures.

COMMUNITY DOMAIN
Granted Power: Use calm emotions as a spell-like ability once per day, plus an additional time per day at 5th cleric level and every 5 cleric levels there after. Gain a +2 competence bonus on Diplomacy checks.
Add Survival to your list of cleric class skills.
Spirit Companion Abilities: While in its home community, the spirit grants bless and protection from spirits (as protection from evil, but wards against creatures of the spirit type) to up to X residents of the community that are present within the community at the time. While in its home community, the spirit can be summoned for an unlimited duration, and can be summoned at will rather than 1/day. (X should be based on the cleric’s level, but I cannot think of a formula).
Community Domain Spells
1 Bless
2 Shield other
3 Prayer
4 Status
5 Telepathic bond
6 Heroes’ Feast A: Food for one creature/level cures and grants combat bonuses.
7 Refuge
8
9 Miracle

DEATH DOMAIN
Granted Power: Rebuke, command, or bolster undead creatures. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Spirit Companion Abilities: Undead type (Changes HD, BAB, and Saves); undead qualities; DR is slashing; +2 Str; +2 turn resistance (increases to +4 at 9th cleric level, and to +6 at 15th cleric level).
Death Domain Spells
1 Deathwatch: Reveals how near death subjects within 30 ft. are.
2 Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Cha, and +1 caster level.
3 Animate Dead M A: Creates undead skeletons and zombies.
4 Enervation: Subject gains 1d4 negative levels.
5 Slay Living A: Touch attack kills subject.
6 Create Undead A M: Create powerful undead.
7 Destruction F: Kills subject and destroys remains.
8 Create Greater Undead A M: Creates even more powerful undead.
9 Wail of the Banshee: Kills one creature/level.

DESTRUCTION DOMAIN
Granted Power: You gain the deadly touch ability, allowing you to cause wounds with a successful touch attack that does not provoke an attack of opportunity. Each day you can deal a total number of hit points of damage equal to your cleric level x your Charisma bonus. You decide how much damage to deal after scoring a successful touch attack. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 cleric level + your Cha modifier) to half the damage dealt. This damage can be used to heal undead just like an inflict wounds spell does.
Spirit Companion Abilities: Elemental type (Changes HD, BAB, and Saves); healed by negative energy/harmed by positive energy; slam deals 1d4 negative energy damage at 3rd cleric level (increases to 1d6 at cleric level 9, and 1d8 at cleric level 15); (Need something else too)
Destruction Domain Spells
1 Inflict Wounds A: Touch deals 1d8 damage.
2 Blindness/Deafness A: Makes subject blinded or deafened.
3 Contagion A: Infects subject with chosen disease.
4 Enervation
5 Inflict Wounds, Mass
6 Harm A: Deals 110 points of damage to target.
7 Disintegrate A: Turn one creature or object to dust.
8
9 Implosion: Kills one creature/round.

EARTH DOMAIN
Granted Power: Turn or destroy air creatures. Rebuke, command, or bolster earth creatures. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Spirit Companion Abilities: Elemental type (Changes HD, BAB, and Saves); Earth subtype; elemental abilities; burrow speed 20 ft.; earth mastery; tremorsense 60 ft.; natural armor improves by +3.
Earth Domain Spells
1 Spirit Stone A: Three stones gain +1 on attack, deal 1d6 +1 damage.
2 Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
3 Stone Shape: Sculpts stone into any shape.
4 Spike Growth A: Creatures in area take 1d4 damage, may be slowed.
5 Wall of Stone: Creates a stone wall that can be shaped.
6 Stoneskin M: Ignore 10 points of damage per attack.
7 Earthquake: Intense tremor shakes 80-ft.-radius.
8 Iron Body: Your body becomes living iron.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as an Earth spell only.

EVIL DOMAIN
Granted Power: Turn or destroy creatures with the good subtype. Rebuke, command, or bolster creatures with the evil subtype. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Spirit Companion Abilities: Evil subtype; cold and fire resistance 5 (increases to 10 at cleric level 9); smite good (extra damage equal to HD, once per day); damage reduction is silver.
Evil Domain Spells
1 Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Desecrate M: Fills area with negative energy, making undead stronger.
3 Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
4 Unholy Blight A: Damages and sickens good creatures.
5 Dispel Good: +4 bonus against attacks.
6 Create Undead A M: Create powerful undead.
7 Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
8 Unholy Aura F: +4 to AC, +4 resistance, SR 25 against good spells.
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FIRE DOMAIN
Granted Power: Turn or destroy water creatures. Rebuke, command, or bolster fire creatures. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Spirit Companion Abilities: Elemental type (Changes HD, BAB, and Saves); Fire subtype; heat (deals 1d4 fire damage at cleric level 3, 1d6 fire damage at 9th cleric level, and to 1d8 at 15th cleric level); burn (those who strike them unarmed or with a natural weapon, or are hit by their natural weapon, must succeed a reflex save DC equal to 10 + 1/2 HD + con mod).
Fire Domain Spells
1 Produce Flame: 1d6 damage +1/ level, touch or thrown.
2 Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4 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.
5 Flame Strike A: Smite foes with divine fire for 7d6 damage.
6 Fire Seeds A: Acorns and berries become grenades and bombs.
7 Fire Storm A: Deals 13d6 fire damage.
8 Incendiary Cloud: Cloud deals 4d6 fire damage/round.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as a Fire spell only.

GOOD DOMAIN
Granted Power: Turn or destroy creatures with the evil subtype. Rebuke, command, or bolster creatures with the chaotic subtype. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Spirit Companion Abilities: Good subtype; smite evil (extra damage equal to HD, once per day); acid, cold and electricity resistance 5 (increases to 10 at cleric level 9).
Good Domain Spells
1 Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Consecrate M: Fills area with positive energy, making undead weaker.
3 Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
4 Holy Smite A: Damages and blinds evil creatures.
5 Dispel Evil: +4 bonus against attacks.
6
7 Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
8 Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.
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HEALING DOMAIN
Granted Power: You gain the lay on hands ability, allowing you to heal wounds with your touch. Each day you can heal a total number of hit points of damage equal to your cleric level x your Charisma bonus. This damage can be used to damage undead just like a cure wounds spell does. You decide how much damage to deal after scoring a successful touch attack. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 cleric level + your Cha modifier) to half the damage dealt.
Spirit Companion Abilities: Elemental type (Changes HD, BAB, and Saves); fast healing (1 at 3rd cleric level, 3 at 9th cleric level, 5 at 15th cleric level); (Need something else too).
Healing Domain Spells
1 Cure Wounds A: Cures 1d8 damage +1/level.
2 Remove Blindness/Deafness: Cures normal or magical conditions.
3 Remove Disease: Cures all diseases affecting subject.
4 Restoration M: Restores level and ability score drains.
5 Cure Wounds, Mass A: Cures 1d8 damage +1/level for many creatures.
6 Heal A: Cures 110 points of damage, all diseases and mental conditions.
7 Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
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KNOWLEDGE DOMAIN
Granted Power: You gain the lore ability. You can make a special knowledge check with a bonus equal to your cleric level + your Intelligence modifier to see whether you know some relevant information about local notable people, legendary items, or noteworthy places. A successful lore check will not reveal the powers of a magic item but may give a hint as to its general function. You may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DC is 10 for common knowledge, 20 for uncommon knowledge, 25 for obscure knowledge, and 30 for extremely obscure.
Add all Knowledge skills to your list of cleric class skills.
Spirit Companion Abilities: Gains +4 bonus to Intelligence, increases to +6 at 9th cleric level, and to +8 at 15th cleric level; tongues (can speak and understand any language).
Knowledge Domain Spells
1 Identify M: Determines properties of magic item.
2 Detect Thoughts: Allows “listening” to surface thoughts.
3 Clairvoyant Sense: See and hear a distant location.
4 Divination M: Provides useful advice for specific proposed actions.
5 True Seeing M: See all things as they really are.
6 Find the Path: Shows most direct way to a location.
7 Legend Lore M F: Lets you learn tales about a person, place, or thing.
8 Discern Location: Reveals exact location of creature or object.
9 Foresight: “Sixth sense” warns of impending danger.

LAW DOMAIN
Granted Power: Turn or destroy creatures with the chaotic subtype. Rebuke, command, or bolster creatures with the lawful subtype. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Spirit Companion Abilities: Law subtype; smite chaos (bonus damage equal to HD once per day); fire, electricity, sonic, and cold resistance 5 (increases to 10 at 3rd cleric level, to 15 at 9th cleric level, and 20 at 15th cleric level); linked mind with master and any other Law domain spirits (if one is not flat-footed, neither are; if one is not flanked, neither are).
Law Domain Spells
1 Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Calm Emotions A: Calms creatures, negating emotion effects.
3 Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
4 Order’s Wrath A: Damages and dazes chaotic creatures.
5 Dispel Chaos: +4 bonus against attacks.
6
7 Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
8 Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
9

LUCK DOMAIN
Granted Power: You gain the power of good fortune, which is usable once per day, plus an additional time per day at 5th cleric level and every 5 cleric levels there after. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
Spirit Companion Abilities: Can take a re-roll on any failed roll or check, but must take the results of the new roll; (Need something else too).
Luck Domain Spells
1 Entropic Shield: Ranged attacks against you have 20% miss chance.
2
3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4 Freedom of Movement: Subject moves normally despite impediments.
5 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
6 Mislead: Turns you invisible and creates illusory double.
7 Spell Turning: Spells targeting you rebound on caster.
8 Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
9 Miracle X: Requests a deity’s intercession.

MADNESS DOMAIN
Granted Power: The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone.
For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom.
Once per day, the character can see and act with the clarity of true madness. Use the character’s Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.
Spirit Companion Abilities: True strike 1/day; electricity and acid resistance 5 (increases to 10 at 3rd cleric level, to 15 at 9th cleric level, and 20 at 15th cleric level); alternate form (standard action to activate; other creatures receive a -1 morale penalty on their attack rolls against it while in its alternate form).
Madness Domain Spells
1
2 Touch of Madness: Touch dazes creature for 1 round/level.
3 Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
4
5 Bolts Of Bedevilment: Ray dazes target, 1 ray/round for 1 round/level.
6
7
8 Maddening Scream:
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MAGIC DOMAIN
Granted Power: You may use any scroll, wand, and other devices with spell completion or spell trigger activation, even if the spell it contains is not on your list, except your caster level is considered one-half your cleric level (at least 1st level). If you possess caster levels in a class other than cleric, you may add half your cleric caster level to the appropriate caster level to determine what level you activate magic items at.
For example, an 8th level cleric can use a scroll containing a druid, psion, sorcerer, or wizard spell as if they were 4th level in those classes. If the 8th level cleric was also a 6th level wizard, they would activate wizard scrolls as if they were 10th level.
Spirit Companion Abilities: Spell resistance increases by +5; detect magic at will as a spell-like ability.
Magic Domain Spells
1 Magic Aura: Alters object’s magic aura.
2 Bestow Mana A: Subject receives 2 mana points.
3 Dispel Magic A: Cancels magic spells and effects.
4 Imbue with Spell Ability: Transfer spells to subject.
5 Spell Resistance A: Grant SR 21.
6 Antimagic Field: Negates magic within 10 ft.
7 Spell Turning: Spells targeting you rebound on caster.
8 Protection from Spells M F A: Confers +8 resistance bonus.
9 Disjunction: Dispels magic, disenchants magic items.

NOBILITY DOMAIN
Granted Power: The cleric gains the ability to inspire courage, as a bard ability, once per day, plus an additional time per day at 3rd cleric level and every odd level there after.
Spirit Companion Abilities: (Cannot decide).
Nobility Domain Spells
1
2
3
4
5
6
7
8
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PLANT DOMAIN
Granted Powers: Rebuke or command plant creatures. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Add Knowledge (nature) to your list of cleric class skills.
Spirit Companion Abilities: Plant type (Changes HD, BAB, and Saves); plant qualities; elemental qualities; natural armor increases by +2; land speed reduced to 15; spikes (can fire spikes as a standard action, up to four spikes per round, can fire a number of spikes equal to HD in a single day, deal 1d6 + Str damage); wood sense 60 ft. (can sense creatures touching any plant).
Plant Domain Spells
1 Entangle: Plants entangle everyone in 40-ft.-radius.
2 Barkskin A: Grants +2 (or higher) enhancement to natural armor.
3 Plant Growth: Grows vegetation, improves crops.
4 Command Plants A: Sway the actions of one or more plant creatures.
5 Wall of Thorns: Thorns damage anyone who tries to pass.
6 Repel Wood: Pushes away wooden objects.
7 Animate Plants: One or more plants animate and fight for you.
8
9 Shambler: Summons 1d4+2 shambling mounds to fight for you.

PROTECTION DOMAIN
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. 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, plus an additional time per day at 5th cleric level and every 5 cleric levels there after.
Spirit Companion Abilities: Can cast shield other on its cleric master at will; gains +4 bonus to Constitution, increases to +6 at 9th cleric level, and to +8 at 15th cleric level.
Protection Domain Spells
1 Sanctuary A: Opponents can’t attack you, and you can’t attack.
2 Shield Other F: You take half of subject’s damage.
3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4 Spell Immunity A: Subject is immune to two spells up to 4th level.
5 Spell Resistance A: Grant SR 21.
6 Antimagic Field: Negates magic within 10 ft.
7 Repulsion: Creatures can’t approach you.
8 Mind Blankc: Subject immune to mental/emotional effects, scrying, and remote viewing.
9 Prismatic Sphere A: As prismatic wall, but surrounds on all sides.

STRENGTH DOMAIN
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day, plus an additional time per day at 5th cleric level and every 5 cleric levels there after.
Spirit Companion Abilities: Gains +4 bonus to Strength, increases to +6 at 9th cleric level, and to +8 at 15th cleric level.
Strength Domain Spells
1 Enlarge Person A: Humanoid creature doubles in size.
2 Bull’s Strength A: Subject gains +4 to Str for 1 min./level.
3
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5 Righteous Might: Your size increases, and you gain combat bonuses.
6 Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
7
8
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SUN DOMAIN
Granted Power: Turn or destroy undead creatures. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Spirit Companion Abilities: Can cast light at will as a spell-like ability; fast healing (1 at 3rd cleric level, 3 at 9th cleric level, 5 at 15th cleric level). If the cleric also possesses the Chaos or Healing domain, the companion gains +2 to its fast healing.
Sun Domain Spells
1 Light A: Object shines like a torch.
2 Gentle Repose: Preserves one corpse.
3 Searing Light A: Ray deals 3d8 damage, more against undead.
4 Death Ward: Grants immunity to death spells and negative energy effects.
5 Raise Dead M: Restores life to subject who died as long as one day/level ago.
6 Undeath to Death M: Destroys 11d4 HD undead.
7 Resurrection M: Fully restore dead subject.
8 Sunburst A: Blinds all within 10 ft., deals 6d6 damage.
9 True Resurrection M: As resurrection, plus remains aren’t needed.

TRAVEL DOMAIN
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by 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 granted power is a supernatural ability.
Add Survival to your list of cleric class skills.
Spirit Companion Abilities: Spirit is a mount one size category larger than its cleric master (ability scores are altered for size change as Monster Manual states); gains +20 speed. The companion appears to be a horse, and if its other domain grants an ability that damages or harms creatures that touch it, its cleric is immune to that effect while riding it (such as the fire domain’s burn ability).
Travel Domain Spells
1 Longstrider: Your speed increases by 10 ft.
2 Locate Object: Senses direction toward object (specific or type).
3 Fly: You fly at a speed of 60 ft.
4 Dimension Door A: Teleports you short distance.
5 Teleport: Instantly transports you as far as 100 miles/level.
6 Find the Path: Shows most direct way to a location.
7 Teleport, Greater: As teleport, but no range limit and no off-target arrival.
8 Phase Door: Invisible passage through wood or stone.
9 Astral Projection M: Projects you and companions onto Astral Plane.

TRICKERY DOMAIN
Granted Power: Can cast suggestion as a spell-like ability once per day, plus an additional time per day at 5th cleric level and every 5 cleric levels there after.
Add Bluff, Disguise, and Hide to your list of cleric class skills.
Spirit Companion Abilities: Gains alter self at will as a spell-like ability (only animals and vermin); (Need something else too).
Trickery Domain Spells
1 Disguise Self: Changes your appearance.
2 Invisibility A: Subject is invisible for 1 min./level or until it attacks.
3 Nondetection M: Hides subject from divination, scrying.
4 Confusion A: Subjects behave oddly for 1 round/level.
5 False Vision M: Fools scrying with an illusion.
6 Mislead: Turns you invisible and creates illusory double.
7 Screen: Illusion hides area from vision, scrying.
8 Transmogrification: Change any creature into any object, or any object into any other object.
9 Temporal Acceleration A: Your time frame accelerates for 1 round.

WATER DOMAIN
Granted Power: Turn or destroy fire creatures. Rebuke, command, or bolster water creatures. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Spirit Companion Abilities: Elemental type (Changes HD, BAB, and Saves); Water subtype; water mastery; drench (as water elemental); swim speed 90 ft.
Water Domain Spells
1 Obscuring Mist: Fog surrounds you.
2 Fog Cloud A: Fog obscures vision.
3 Water Breathing: Subjects can breathe underwater.
4 Control Water: Raises or lowers bodies of water.
5 Ice Storm A: Hail deals 5d6 damage in cylinder 40 ft. across.
6
7 Control Weather: Changes weather in local area.
8 Horrid Wilting A: Deals 15d6 damage within 30 ft.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as a Water spell only.

DRUID SPELLS
1ST-LEVEL DRUID SPELLS
Calm Animals A: Calms animals, rendering them docile and harmless.
Charm Animal A: Makes one animal your friend.
Create Water: Creates 2 gallons/level of pure water.
Cure Wounds A: Cures 1d8 damage +1/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Disease and Poison: Detects disease or poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Flare A: Dazzles one creature (–1 penalty on attack rolls).
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hide from Animals: Animals can’t perceive one subject/level.
Know Direction and Location: You discover where you are and what direction you face.
Light A: Object shines like a torch.
Longstrider: Your speed increases by 10 ft.
Magic Fang A: One natural weapon of subject creature gets +1 on attack and damage rolls.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/ level, touch or thrown.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Repair Damage A: Repairs 1d8 damage to one construct or object.
Resistance A: Subject gains +1 on saving throws.
Shillelagh A: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
Speak with Animals: You can communicate with animals.
Spider Climb: Grants ability to walk on walls and ceilings.
Spirit Stone A: Three stones gain +1 on attack, deal 1d6 +1 damage.
Summon Nature’s Ally A: Calls creature to fight.
Virtue A: Gain 5 temporary hit points.
2ND-LEVEL DRUID SPELLS
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance A: Fascinates 2d6 HD of animals.
Barkskin A: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance A: Subject gains +4 to Con for 1 min./level.
Bestow Mana A: Subject receives 2 mana points.
Bull’s Strength A: Subject gains +4 to Str for 1 min./level.
Cat’s Grace A: Subject gains +4 to Dex for 1 min./level.
Chill Metal A: Cold metal damages those who touch it.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Eagle’s Splendor A: Subject gains +4 to Cha for 1 min./level.
Fire Trap M: Opened object deals 1d4 +1/level damage.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere A: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud A: Fog obscures vision.
Fox’s Cunning A: Subject gains +4 Int for 1 min./level.
Gust of Wind A: Blows away or knocks down smaller creatures.
Heat Metal A: Make metal so hot it damages those who touch it.
Hold Animal A: Paralyzes one animal for 1 round/level.
Lion’s Charge A: You can make full attack in same round you charge.
Owl’s Wisdom A: Subject gains +4 to Wis for 1 min./level.
Reduce Animal A: Animal halves in size.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Scent: Gain the scent ability.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Summon Swarm: Summons swarm of bats, rats, or spiders.
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 Lightning A: Calls down lightning bolts (3d6 per bolt) from sky.
Contagion A: Infects subject with chosen disease.
Darkvision: See 60 ft. in total darkness.
Diminish Plants: Reduces size or blights growth of normal plants.
Dispel Magic A: Cancels magic spells and effects.
Dominate Animal A: Subject animal obeys silent mental commands.
Eagle’s Splendor A: Subject gains +4 to Cha for 1 min./level.
Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against 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 Energy: Absorb 12 points/level of damage from one kind of energy.
Quench A: Extinguishes nonmagical fires or one magic item.
Remove Disease: Cures all diseases affecting subject.
Sleet Storm: Hampers vision and movement.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth A: Creatures in area take 1d4 damage, may be slowed.
Stone Shape: Sculpts stone into any shape.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
4TH-LEVEL DRUID SPELLS
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Animorph A: Target creature assumes the shape of an animal.
Antiplant Shell: Keeps animated plants at bay.
Blight A: Withers one plant or deals 9d6 damage to plant creature.
Command Plants A: Sway the actions of one or more plant creatures.
Control Water: Raises or lowers bodies of water.
Flame Strike A: Smite foes with divine fire for 7d6 damage.
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin A: Turns centipedes, scorpions, or spiders into giant vermin.
Ice Storm A: Hail deals 5d6 damage in cylinder 40 ft. across.
Reincarnate: Brings dead subject back in a random body.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Rusting Grasp: Your touch corrodes iron and alloys.
Scrying F A: Spies on subject from a distance.
5TH-LEVEL DRUID SPELLS
Awaken X: Animal or tree gains human intellect.
Baleful Polymorph A M: Transforms subject into harmless animal.
Commune with Nature: Learn about terrain for 1 mile/level.
Control Winds A: Change wind direction and speed.
Death Ward: Grants immunity to death spells and negative energy effects.
Insect Plague A: Locust swarms attack creatures.
Stoneskin M: Ignore 10 points of damage per attack.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Tree Stride: Step from one tree to another far away.
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 Thorns: Thorns damage anyone who tries to pass.
6TH-LEVEL DRUID SPELLS
Antilife Shell: 10-ft. field hedges out living creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Cure Wounds, Mass A: Cures 1d8 damage +1/level for many creatures.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Find the Path: Shows most direct way to a location.
Fire Seeds A: Acorns and berries become grenades and bombs.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level.
Ironwood A: Magic wood is strong as steel.
Liveoak: Oak becomes treant guardian.
Move Earth: Digs trenches and builds hills.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Repel Wood: Pushes away wooden objects.
Stone Tell: Talk to natural or worked stone.
Transport via Plants: Move instantly from one plant to another of the same kind.
Wall of Stone: Creates a stone wall that can be shaped.
7TH-LEVEL DRUID SPELLS
Aeromorph/Geomorph/Hydromorph/Pyromorph: Target creature assumes the form of an elemental.
Animate Plants: One or more plants animate and fight for you.
Changestaff: Your staff becomes a treant on command.
Control Weather: Changes weather in local area.
Creeping Doom A: Swarms of centipedes attack at your command.
Fire Storm A: Deals 13d6 fire damage.
Heal A: Cures 110 points of damage, all diseases and mental conditions.
Oak Body A: Your body becomes as hard as oak.
Sunbeam A: Beam blinds and deals 4d6 damage.
Transmute Metal to Wood: Metal within 40 ft. becomes wood.
True Seeing M: See all things as they really are.
Wind Walk: You and your allies turn vaporous and travel fast.
8TH-LEVEL DRUID SPELLS
Earthquake: Intense tremor shakes 80-ft.-radius.
Finger of Death: Kills one subject.
Repel Metal or Stone: Pushes away metal and stone.
Reverse Gravity A: Objects and creatures fall upward.
Sunburst A: Blinds all within 10 ft., deals 6d6 damage.
Whirlwind: Cyclone deals damage and can pick up creatures.
Word of Recall: Teleports you back to designated place.
9TH-LEVEL DRUID SPELLS
Antipathy A: Object or location affected by spell repels certain creatures.
Elemental Swarm: Summons multiple elementals.
Foresight: “Sixth sense” warns of impending danger.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Shambler: Summons 1d4+2 shambling mounds to fight for you.
Shapechange F: Transforms you into any creature, and change forms once per round.
Storm of Vengeance A: Storm rains acid, lightning, and hail.
Sympathy M: Object or location attracts certain creatures.

PALADIN SPELLS
1ST-LEVEL PALADIN SPELLS
Align Weapon A: Weapon becomes good, evil, lawful, or chaotic.
Bless A: Allies gain +1 on attack rolls and saves against fear.
Bless Water M: Makes holy water.
Create Water: Creates 2 gallons/level of pure water.
Cure Wounds A: Cures 1d8 damage +1/level.
Detect Disease and Poison: Detects disease or poison in one creature or object.
Detect Undead: Reveals undead within 60 ft.
Divine Favor A: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold environments.
Light A: Object shines like a torch.
Magic Weapon A: Weapon gains +1 bonus.
Protection from Chaos/Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Read Magic: Read scrolls and spellbooks.
Resistance A: Subject gains +1 on saving throws.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Virtue A: Gain 5 temporary hit points.
2ND-LEVEL PALADIN SPELLS
Bull’s Strength A: Subject gains +4 to Str for 1 min./level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Eagle’s Splendor A: Subject gains +4 to Cha for 1 min./level.
Owl’s Wisdom A: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Shield Other F: You take half of subject’s damage.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.
3RD-LEVEL PALADIN SPELLS
Discern Lies: Reveals deliberate falsehoods.
Dispel Magic A: Cancels magic spells and effects.
Heal Mount A: As heal on warhorse or other special mount.
Magic Circle against Chaos: As protection from chaos, but 10-ft. radius and 10 min./level.
Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 min./level.
Prayer A: Allies +1 bonus on most rolls, enemies –1 penalty.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
4TH-LEVEL PALADIN SPELLS
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Death Ward: Grants immunity to death spells and negative energy effects.
Dispel Chaos: +4 bonus against attacks by chaotic creatures.
Dispel Evil: +4 bonus against attacks by evil creatures.
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Mark of Justice: Designates action that will trigger curse on subject.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Restoration M: Restores level and ability score drains.

RANGER SPELLS
1ST-LEVEL RANGER SPELLS
Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a specific place.
Calm Animals A: Calms animals, rendering them docile and harmless.
Charm Animal A: Makes one animal your friend.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Disease and Poison: Detects disease or poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius circle.
Hide from Animals: Animals can’t perceive one subject/level.
Jump A: Subject gets bonus on Jump checks.
Longstrider: Increases your speed.
Magic Fang A: One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Scent: Gain the scent ability.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally A: Calls creature to fight.
2ND-LEVEL RANGER SPELLS
Barkskin A: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance A: Subject gains +4 to Con for 1 min./level.
Cat’s Grace A: Subject gains +4 to Dex for 1 min./level.
Cure Wounds A: Cures 1d8 damage +1/level.
Hold Animal A: Paralyzes one animal for 1 round/level.
Lion’s Charge A: You can make full attack in same round you charge.
Owl’s Wisdom A: Subject gains +4 to Wis for 1 min./level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth A: Creatures in area take 1d4 damage, may be slowed.
Wind Wall: Deflects arrows, smaller creatures, and gases.
3RD-LEVEL RANGER SPELLS
Command Plants A: Sway the actions of one or more plant creatures.
Darkvision: See 60 ft. in total darkness.
Diminish Plants: Reduces size or blights growth of normal plants.
Enlarge Animal A: Animal doubles in size.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Reduce Animal A: Animal halves in size.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
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
Commune with Nature: Learn about terrain for 1 mile/level.
Freedom of Movement: Subject moves normally despite impediments.
Nondetection M: Hides subject from divination, scrying.
Tree Stride: Step from one tree to another far away.

WIZARD SPELLS
1ST-LEVEL WIZARD SPELLS
Abjur
Alarm: Wards an area for 2 hours/level.
Endure Elements: Exist comfortably in hot or cold environments.
Force Screen A: Invisible disc provides +4 shield bonus to AC.
Hold Portal: Holds door shut.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Resistance A: Subject gains +1 on saving throws.
Conj   
Creation, Minor: Creates one cloth or wood object.
Grease: Makes 10-ft. square or one object slippery.
Inertial Armor A: Tangible field of force provides you with +4 armor bonus to AC.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Summon Monster A: Calls extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.
Div
Comprehend Languages: You understand all spoken and written languages.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Disease and Poison: Detects disease or poison in one creature or object.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Know Direction and Location: You discover where you are and what direction you face.
Read Magic: Read scrolls and spellbooks.
True Strike: +20 on your next attack roll.
Ench
Charm A: Makes one person your friend.
Daze A: Humanoid creature of 4 HD or less loses next action.
Sleep A: Puts 4 HD of creatures into magical slumber.
Evoc
Color Spray A: Knocks unconscious, blinds, and/or stuns weak creatures.
Energy Ray A: Deal 1d6 energy damage.
Energy Spray A: Deal 1d4 damage in a 15-foot cone.
Flare A: Dazzles one creature (–1 penalty on attack rolls).
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Light A: Object shines like a torch.
Magic Missile A: Deal 1d4+1 damage to a single creature.
Illus
Create Sound: Create the sound you desire.
Disguise Self: Changes your appearance.
Figmentary Image A: Creates minor illusion of your design.
Hypnotism A: Fascinates 2d4 HD of creatures.
Magic Aura: Alters object’s magic aura.
Ventriloquism: Throws voice for 1 min./level.
Necro
Cause Fear A: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch A: One touch/level deals 1d6 damage and possibly 1 Str damage.
Disrupt Undead A: Deals 1d6 damage to one undead.
Ray of Enfeeblement A: Ray deals 1d6 Str damage.
Ray of Fatigue A: Ranged touch attack fatigues target.
Trans
Animate Rope: Makes a rope move at your command.
Enlarge Person A: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat A: Your speed increases by 30 ft.
Far Hand A: Move small objects at a limited distance.
Feather Fall: Objects or creatures fall slowly.
Jump A: Subject gets bonus on Jump checks.
Magic Weapon A: Weapon gains +1 bonus.
Repair Damage A: Repairs construct or object of 1d8 hit points.
Message: Whispered conversation at distance.
Reduce Person A: Humanoid creature halves in size.
Repair Damage A: Repairs 1d8 damage to one construct or object.
Spider Climb: Grants ability to walk on walls and ceilings.
Univ
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.
2ND-LEVEL WIZARD SPELLS
Abjur   
Magic Lock: Secure a door, chest, or portal.
Obscure Object: Masks object against scrying.
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Undetectable Alignment: Conceals alignment for 24 hours.
Conj
Acid Arrow A: Ranged touch attack; 2d4 damage for 1 round/3 levels.
Fog Cloud A: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Div
Detect Thoughts: Allows “listening” to surface thoughts.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.
Ench
Hideous Laughter: Subject loses actions for 1 round/level.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Evoc
Continual Flame M: Makes a permanent, heatless torch.
Darkness A: 20-ft. radius of supernatural shadow.
Energy Missile A: Deal 2d6 energy damage to up to five subjects.
Flaming Sphere A: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Gust of Wind A: Blows away or knocks down smaller creatures.
Shatter A: Sonic vibration damages objects or crystalline creatures.
Illus
Blur: Attacks miss subject 20% of the time.
Hypnotic Pattern A: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Magic Mouth M: Speaks once when triggered.
Phantom Trap M: Makes item seem trapped.
Necro
Blindness/Deafness A: Makes subject blinded or deafened.
Command Undead A: Undead creature obeys your commands.
False Life A: Gain 10 temporary hp.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Trans
Alter Self: Alter your surface features.
Bear’s Endurance A: Subject gains +4 to Con for 1 min./level.
Bull’s Strength A: Subject gains +4 to Str for 1 min./level.
Cat’s Grace A: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor A: Subject gains +4 to Cha for 1 min./level.
Fox’s Cunning A: Subject gains +4 Int for 1 min./level.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down, forward and back, at your direction.
Owl’s Wisdom A: Subject gains +4 to Wis for 1 min./level.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Whispering Wind: Sends a short message 1 mile/level.
Univ
Bestow Mana A: Subject receives 2 mana points.
3RD-LEVEL WIZARD SPELLS
Abjur   
Dispel Magic A: Cancels magic 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 M: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Conj   
Phantom Steed A: Magic horse appears for 1 hour/level.
Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
Sleet Storm: Hampers vision and movement.
Stinking Cloud A: Nauseating vapors, 1 round/level.
Div
Arcane Sight A: Magical auras become visible to you.
Clairvoyant Sense: See and hear a distant location.
Tongues: Speak any language.
Ench
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold A: Paralyzes creature for 1 round/level.
Mindlink A: You forge a limited mental bond with another creature.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Solicit Familiar A: Your familiar takes over your concentration spell.
Suggestion A: Compels subject to follow stated course of action.
Evoc
Energy Bolt A: Deal 5d6 energy damage in 120-ft. line.
Energy Burst A: Deal 5d6 energy damage in 40-ft. burst.
Tiny Hut: Creates shelter for ten creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Illus
Displacement: Attacks miss subject 50%.
Illusory Script M: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Necro
Gentle Repose: Preserves one corpse.
Halt Undead A: Immobilizes undead for 1 round/level.
Vampiric Touch A: Touch deals 3d6 damage; caster gains damage as hp.
Trans
Blink: You randomly vanish and reappear for 1 round/level.
Energize Weapon: Weapon deal +1d6 elemental damage.
Fly: You fly at a speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weapon’s threat range.
Secret Page: Changes one page to hide its real content.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.
Telekinetic Force A: Move an object with the sustained force of your mind.
Telekinetic Thrust A: Hurl objects with the force of your mind.
Water Breathing: Subjects can breathe underwater.
4TH-LEVEL WIZARD SPELLS
Abjur   
Dimensional Anchor: Bars extra dimensional movement.
Dismissal: Forces a creature to return to its native plane.
Fire Trap M: Opened object deals 1d4 +1/level damage.
Freedom of Movement: Subject moves normally despite impediments.
Globe of Invulnerability A: Stops 1st- through 3rd-level spell effects.
Remove Curse: Frees object or person from curse.
Conj
Black Tentacles: Tentacles grapple all within 20 ft. spread.
Dimension Door A: Teleports you short distance.
Ice Storm A: Hail deals 5d6 damage in cylinder 40 ft. across.
Secure Shelter: Creates sturdy cottage.
Div
Arcane Eye: Invisible floating eye moves 30 ft./round.
Detect Scrying: You know when others spy on you magically.
Locate Creature: Indicates direction to familiar creature.
Scrying F A: Spies on subject from a distance.
Ench
Confusion A: Subjects behave oddly for 1 round/level.
Crushing Despair A: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Geas, Lesser: Commands subject of 7 HD or less.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Evoc
Energy Ball A: Deal 7d6 energy damage in 20-ft. burst.
Energy Shield A: Creatures attacking you take energy damage; you’re protected from opposite element.
Resilient Sphere: Force globe protects but traps one subject.
Shout A: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Illus
Hallucinatory Terrain A: 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 A: Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern A: Lights fascinate 24 HD of creatures.
Shadow Conjuration A: Mimics conjuring below 4th level, but only 20% real.
Necro
Animate Dead M A: Creates undead skeletons and zombies.
Bestow Curse A: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion A: Infects subject with chosen disease.
Enervation: Subject gains 1d4 negative levels.
Fear A: Subjects within cone flee for 1 round/level.
Necromorph: As polymorph, except target undead assumes form of another Undead.
Trans
Polymorph: Gives one willing subject a new form.
Stone Shape: Sculpts stone into any shape.
Stoneskin M: Ignore 10 points of damage per attack.
Telekinetic Maneuver A: Telekinetically bull rush, disarm, grapple, or trip your target.
5TH-LEVEL WIZARD SPELLS
Abjur
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Conj
Cloudkill A: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Creation, Major: As minor creation, plus stone and metal.
Faithful Hound: Phantom dog can guard, attack.
Planar Binding A: Traps extraplanar creature of 9 HD or less until it performs a task.
Secret Chest F: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Teleport: Instantly transports you as far as 100 miles/level.
Wall of Stone: Creates a stone wall that can be shaped.
Div
Contact Other Plane: Lets you ask question of extraplanar entity.
Prying Eyes A: 1d4 +1/level floating eyes scout for you.
Ench
Dominate A: Control target telepathically.
Feeblemind: Subject’s Int and Cha drop to 1.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Symbol of Sleep M A: Triggered rune puts nearby creatures into catatonic slumber.
Evoc
Energy Cone A: Deal 9d6 energy damage in 60-ft. cone.
Hand of Force A: Hand provides cover against one opponent.
Sending: Delivers short message anywhere, instantly.
Wall of Force: Wall is immune to damage.
Illus
Dream: Sends message to anyone sleeping.
False Vision M: Fools scrying with an illusion.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Seeming: Changes appearance of one person per two levels.
Shadow Evocation A: Mimics evocation of lower than 5th level, but only 20% real.
Necro
Blight A: Withers one plant or deals 7d8 damage to plant creature.
Magic Jar F: Enables possession of another creature.
Symbol of Pain M A: Triggered rune wracks nearby creatures with pain.
Waves of Fatigue A: Several targets become fatigued.
Trans
Aeromorph/Geomorph/Hydromorph/Pyromorph: As polymorph, except target creature assumes the form of an elemental.
Baleful Polymorph A M: Transforms subject into harmless animal.
Fabricate: Transforms raw goods to finished items.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Passwall: Creates passage through wood or stone wall.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Univ
Permanency X:Makes certain spells permanent.
6TH-LEVEL WIZARD SPELLS
Abjur
Antimagic Field: Negates magic within 10 ft.
Guards and Wards: Array of magic effects protect area.
Repulsion F: Creatures can’t approach you.
Conj
Wall of Iron M: 30 hp/four levels; can topple onto foes.
Div
Analyze Dweomer F: Reveals magical aspects of subject.
Legend Lore M F: Lets you learn tales about a person, place, or thing.
Mind Probe: You discover the subject’s secret thoughts.
True Seeing M: See all things as they really are.
Ench
Geas/Quest: As lesser geas, plus it affects any creature.
Symbol of Persuasion M A: Triggered rune charms nearby creatures.
Evoc
Contingency F: Sets trigger condition for another power.
Energy Chain A: Deal 11d6 damage to one foe and half to secondary targets.
Illus
Mislead: Turns you invisible and creates illusory double.
Shadow Walk: Step into shadow to travel rapidly.
Permanent Image A: Includes sight, sound, and smell.
Programmed Image A M: As figmentary image, plus triggered by event.
Veil: Changes appearance of group of creatures.
Necro
Circle of Death A M: Kills 11d4 HD of creatures.
Create Undead A  M: Create powerful undead.
Eyebite A: Target becomes panicked, sickened, and comatose.
Symbol of Fear M A: Triggered rune panics nearby creatures.
Undeath to Death M: Destroys 11d4 HD undead.
Trans
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Combative Transformation M: You gain combat bonuses.
Control Water: Raises or lowers bodies of water.
Disintegrate A: Turn one creature or object to dust.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Flesh to Stone: Turns subject creature into statue.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level.
Move Earth: Digs trenches and builds hills.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Planomorph: As polymorph, except subject assumes form of an Outsider.
Stone to Flesh: Restores petrified creature.
Temporal Acceleration A: Your time frame accelerates for 1 round.
7TH-LEVEL WIZARD SPELLS
Abjur
Banishment A: Banishes extraplanar creatures.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Spell Turning: Spells targeting you rebound on caster.
Conj
Instant Summons M: Prepared object appears in your hand.
Magnificent Mansion F: Door leads to extradimensional mansion.
Phase Door: Invisible passage through wood or stone.
Plane Shift: Travel to other planes.
Teleport Object: As teleport, but affects a touched object.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Div
Vision M X: As legend lore, but quicker and strenuous.
Ench
Insanity A: Subject is permanently confused.
Irresistible Dance: Forces subject to dance.
Power Word Blind a: Blinds creature with 200 hp or less.
Symbol of Stunning M A: Triggered rune stuns nearby creatures.
Evoc
Forcecage M: Cube or cage of force imprisons all inside.
Magic Sword F A: Floating magic blade strikes opponents.
Prismatic Spray A: Rays hit subjects with variety of effects.
Illus
Invisibility, Mass: As invisibility, but affects all in range.
Project Image M: Illusory double can talk and cast spells.
Shadow Conjuration, Greater A: As shadow conjuration, but up to 6th level and 60% real.
Simulacrum M X: Creates partially real double of a creature.
Necro
Finger of Death: Kills one subject.
Symbol of Weakness M A: Triggered rune weakens nearby creatures.
Trans
Control Weather: Changes weather in local area.
Ethereal Jaunt: Become ethereal for 1 round/level.
Reverse Gravity A: Objects and creatures fall upward.
Statue: Subject can become a statue at will.
Univ
Limited Wish X: Alters reality—within spell limits.
8TH-LEVEL WIZARD SPELLS
Abjur   
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Mind Blank: Subject immune to mental/emotional effects, and scrying.
Prismatic Wall A: Wall’s colors have array of effects.
Protection from Spells M F A: Confers +8 resistance bonus.
Conj
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Maze: Traps subject in extradimensional maze.
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.
Ench
Antipathy A: Object or location affected by spell repels certain creatures.
Binding A M: Utilizes an array of techniques to imprison a creature.
Demand: As sending, plus you can send suggestion.
Power Word Stun A: Stuns creature with 150 hp or less.
Symbol of Insanity M A: Triggered rune renders nearby creatures insane.
Sympathy M: Object or location attracts certain creatures.
Evoc
Sunburst A: Blinds all within 10 ft., deals 6d6 damage.
Telekinetic Sphere: Mobile force globe encapsulates creature and moves it.
Illus
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Screen: Illusion hides area from vision, scrying.
Shadow Evocation, Greater A: As shadow evocation, but up to 7th level and 60% real.
Necro
Clone M F: Duplicate awakens when original dies.
Create Greater Undead A M: Creates even more powerful undead.
Horrid Wilting A: Deals 15d6 damage within 30 ft.
Symbol of Death M A: Triggered rune slays nearby creatures.
Trans
Iron Body: Your body becomes living iron.
Matter Manipulation M: Increase or decrease an object’s base hardness by 5.
Dracomorph: As polymorph, except target creature assumes the shape of a dragon.
Temporal Stasis M: Puts subject into suspended animation.
Transmogrification: Change any creature into any object, or any object into any other object.
9TH-LEVEL WIZARD SPELLS
Abjur
Disjunction: Dispels magic, disenchants magic items.
Freedom: Releases creature from imprisonment.
Imprisonment: Entombs subject beneath the earth.
Prismatic Sphere A: As prismatic wall, but surrounds on all sides.
Conj
Creation, True X: As psionic major creation, except items are completely real.
Gate X: Connects two planes for travel or summoning.
Refuge M: Alters item to transport its possessor to you.
Teleportation Circle M: Circle teleports any creature inside to designated spot.
Div
Foresight: “Sixth sense” warns of impending danger.
Ench
Power Word Kill A: Kills one creature with 100 hp or less.
Evoc
Energy Swarm A: An exploding sphere deals 17d6 energy damage.
Illus
Shades A: As shadow conjuration, but up to 8th level and 80% real.
Weird A: As phantasmal killer, but affects all within 30 ft.
Necro
Astral Projection M: Projects you and companions onto Astral Plane.
Soul Bind F: Traps newly dead soul to prevent resurrection.
Wail of the Banshee: Kills one creature/level.
Trans
Etherealness: Travel to Ethereal Plane with companions.
Shapechange F: Transforms you into any creature, and change forms once per round.
Univ
Wish X: As limited wish, but with fewer limits.