Spell List

Spells by Class

Bard Spells

Cleric Spells

Crusader Spells

Delver Spells

Mystic Spells

Ranger Spells

Warden Spells

Bard Spells

0-Level Bard Spells

Dancing Lights: Creates torches or other lights.

Daze: Humanoid creature of 4 HD or less loses next action.

Flare: Dazzles one creature (–1 on attack rolls).

Ghost Sound: Figment sounds.

Know Direction: You discern north.

Light: Object shines like a torch.

Lullaby: Makes subject drowsy: –5 on Perception checks, –2 on Will saves against sleep.

Mage Hand: 5-pound telekinesis.

Mending: Makes minor repairs on an object.

Message: Whisper conversation at distance.

Open/Close: Opens or closes small or light things.

Prestidigitation: Performs minor tricks.

Resistance: Subject gains +1 on saving throws.

Summon Instrument: Summons one musical instrument.

1st-Level Bard Spells

Alarm: Wards an area for 2 hours/level.

Animate Rope: Makes a rope move at your command.

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

Charm Person: Makes one person your friend.

Comprehend Languages: You understand all languages.

Confusion, Lesser: One creature is confused for 1 round.

Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).

Disguise Self: Changes your appearance.

Erase: Mundane or magical writing vanishes.

Expeditious Retreat: Your base land speed increases by 30 ft.

Feather Fall: Objects or creatures fall slowly.

Grease: Makes 10-ft. square or one object slippery.

Hideous Laughter: Subject loses actions for 1 round/ level.

Hypnotism: Fascinates 2d4 HD of creatures.

Magic Aura: Alters object’s magic aura.

Magic MouthM: Objects speaks once when triggered.

Mystic Eye: You can see magic auras and identify magical items.

Obscure Object: Masks object against scrying.

Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.

Silent Image: Creates minor illusion of your design.

Sleep: Puts 4 HD of creatures into magical slumber.

Summon Monster I: Summons extraplanar creature to fight for you.

Unseen Servant: Invisible force obeys your commands.

Ventriloquism: Throws voice for 1 min./level.

2nd-Level Bard Spells

Alter Self: Assume form of a Small or Medium humanoid.

Animal Messenger: Sends a Tiny animal to a specific place.

Animal Trance: Fascinates 2d6 HD of animals.

Blindness/Deafness: Makes subject blind or deaf.

Blur: Attacks miss subject 20% of the time.

Calm Emotions: Calms creatures, negating emotion effects.

Cat’s Grace: Subject gains +4 to Dex for 1 min./level.

Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).

Darkness: 20-ft. radius of supernatural shadow.

Daze Monster: Living creature of 6 HD or less loses next action.

Delay Poison: Stops poison from harming target for 1 hour/level.

Detect Thoughts: Allows “listening” to surface thoughts.

Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.

Enthrall: Captivates all within 100 ft. + 10 ft./level.

Fox’s Cunning: Subject gains +4 to Int for 1 min./level.

Glitterdust: Blinds creatures, outlines invisible creatures.

Heroism: Gives +2 on attack rolls, saves, skill checks.

Hold Person: Paralyzes one humanoid for 1 round/level.

Hypnotic Pattern: 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).

Minor Image: As silent image, plus some sound.

Mirror Image: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).

Misdirection: Misleads divinations for one creature or object.

Pyrotechnics: Turns fire into blinding light or choking smoke.

Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.

Scare: Panics creatures of less than 6 HD.

Shatter: Sonic vibration damages objects or crystalline creatures.

Silence: Negates sound in 20-ft. radius.

Sound Burst: Deals 1d8 sonic damage and may stun subjects.

Suggestion: Compels subject to follow stated course of action.

Summon Monster II: Summons extraplanar creature to fight for you.

Summon Swarm: Summons swarm of bats, rats, or spiders.

Tongues: Speak and understand any language.

Whispering Wind: Sends a short message 1 mile/level.

Cleric Spells

0-Level Cleric Spells (Orisons)

Bleed: Cause a stabilized creature to resume dying.

Create Water: Creates 2 gallons/level of pure water.

Detect Poison: Detects poison in one creature or object.

Guidance: +1 on one attack roll, saving throw, or skill check.

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.

Resistance: Subject gains +1 on saving throws.

Stabilize: Cause a dying creature to stabilize.

Virtue: Subject gains 1 temporary hp.

1st-Level Cleric Spells

Bane: Enemies take –1 on attack rolls and saves against fear.

Bless: Allies gain +1 on attack rolls and saves against fear.

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

Command: One subject obeys selected command for 1 round.

Comprehend Languages: You understand all spoken and written languages.

Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).

Deathwatch: Reveals how near death subjects within 30 ft. are.

Divine Favor: You gain +1 per three levels on attack and damage rolls.

Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.

Endure Elements: Exist comfortably in hot or cold regions.

Entropic Shield: Ranged attacks against you have 20% miss chance.

Hide from Undead: Undead can’t perceive one subject/level.

Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).

Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.

Magic Weapon: Weapon gains +1 bonus.

Mystic Eye: You can see magic auras and identify magical items.

Obscuring Mist: Fog surrounds you.

Protection from Outsiders: +2 to AC and saves, plus additional protection against outsiders.

Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per 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 I: Summons extraplanar creature to fight for you.

2nd-Level Cleric Spells

Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).

Alter Weapon: Weapon becomes darkwood, silver, or true iron.

AuguryMF: Learns whether an action will be good or bad.

Bear’s Endurance: Subject gains +4 to Con for 1 min./level.

Bull’s Strength: Subject gains +4 to Str for 1 min./level.

Calm Emotions: Calms creatures, negating emotion effects.

Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).

Darkness: 20-ft. radius of supernatural shadow.

Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.

Delay Poison: Stops poison from harming target for 1 hour/level.

Eagle’s Splendor: 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 Person: Paralyzes one humanoid for 1 round/level.

Inflict Moderate Wounds: Touch attack, 2d8 damage + 1/level (max +10).

Make Whole: Repairs an object.

Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.

Protection from Outsiders, Communal: As protection from outsiders, but you may divide the duration among creatures touched.

Remove Paralysis: Frees creatures from paralysis or slow effect.

Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.

Shatter: Sonic vibration damages objects or crystalline creatures.

Shield OtherF: You take half of subject’s damage.

Silence: Negates sound in 20-ft. radius.

Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.

Spiritual Weapon: Magic weapon attacks on its own.

Status: Monitors condition, position of allies.

Summon Monster II: Summons extraplanar creature to fight for you.

Zone of Truth: Subjects within range cannot lie.

3rd-Level Cleric Spells

Animate DeadM: Creates undead skeletons and zombies.

Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.

Blindness/Deafness: Makes subject blinded or deafened.

Contagion: Infects subject with chosen disease.

Continual FlameM: Makes a permanent, heatless light.

Create Food and Water: Feeds three humans (or one horse)/level.

Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).

Daylight: 60-ft. radius of bright light.

Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.

Dispel Magic: Cancels one magical spell or effect.

Glyph of WardingM: Inscription harms those who pass it.

Helping Hand: Ghostly hand leads subject to you.

Inflict Serious Wounds: Touch attack, 3d8 damage + 1/level (max +15).

Invisibility Purge: Dispels invisibility within 5 ft./level.

Locate Object: Senses direction toward object (specific or type).

Magic Vestment: Armor or shield gains +1 enhancement per four levels.

Meld into Stone: You and your gear merge with stone.

Obscure Object: Masks object against scrying.

Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.

Protection from Energy: Absorb 12 points/level of damage from one kind of energy.

Remove Blindness/Deafness: Cures normal or magical blindness or deafness.

Remove Curse: Frees object or person from curse.

Remove Disease: Cures all diseases affecting subject.

Searing Light: Ray deals 1d8/two levels damage (more against undead).

Speak with Dead: Corpse answers one question/two levels.

Stone Shape: Sculpts stone into any shape.

Summon Monster III: Summons extraplanar creature 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.

Crusader Spells

1st-Level Crusader Spells

Alter Weapon: Weapon becomes darkwood, silver, or true iron.

Bless: Allies gain +1 on attack rolls and saves against fear.

Create Water: Creates 2 gallons/level of pure water.

Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).

Detect Poison: Detects poison in one creature or small object.

Divine Favor: You gain +1 per three levels on attack and damage rolls.

Endure Elements: Exist comfortably in hot or cold regions.

Magic Weapon: Weapon gains +1 bonus.

Protection from Outsiders: +2 to AC and saves, plus additional protection against outsiders.

Resistance: Subject gains +1 on saving throws.

Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.

Virtue: Subject gains 1 temporary hp.

Delver Spells

0-Level Delver Spells

Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).

Crackle: Touch delivers 1d3 electricity damage.

Dancing Lights: Creates torches or other lights.

Detect Poison: Detects poison in one creature or small object.

Disrupt Undead: Deals 1d6 damage to one undead.

Know Direction: You discern north.

Light: Object shines like a torch.

Mage Hand: 5-pound telekinesis.

Mending: Makes minor repairs on an object.

Open/Close: Opens or closes small or light things.

Prestidigitation: Performs minor tricks.

Touch of Fatigue: Touch attack fatigues target

Warning Shot: Fires an illusory bullet to rattle foes.

1st-Level Delver Spells

Alarm: Wards an area for 2 hours/level.

Animate Rope: Makes a rope move at your command.

Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.

Comprehend Languages: You understand all languages.

Erase: Mundane or magical writing vanishes.

Expeditious Retreat: Your base land speed increases by 30 ft.

Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.

Hold Portal: Holds door shut.

Jump: Subject gets bonus on Acrobatics checks.

Mage Armor: Gives subject +4 armor bonus.

Magic Aura: Alters object’s magic aura.

Magic Weapon: Weapon gains +1 bonus.

Mystic Eye: You can see magic auras and identify magical items.

Reduce Person: Humanoid creature halves in size.

Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

True Strike: +20 on your next attack roll.

Unseen Servant: Invisible force obeys your commands.

2nd-Level Delver Spells

Arcane LockM: Magically locks a portal or chest.

Bear’s Endurance: Subject gains +4 to Con for 1 min./level.

Cat’s Grace: Subject gains +4 to Dex for 1 min./level.

Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.

Gust of Wind: Blows away or knocks down smaller creatures.

Knock: Opens locked or magically sealed door.

Levitate: Subject moves up and down at your direction.

Locate Object: Senses direction toward object (specific or type).

Make Whole: Repairs an object.

Obscure Object: Masks object against scrying.

Resist Energy: Ignores 10 or more points of damage per attack from specified energy type.

See Invisibility: Reveals invisible creatures or objects.

Spider Climb: Grants ability to walk on walls and ceilings.

Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.

Mystic Spells

0-Level Mystic Spells (Cantrips)

Universal

Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).

Bleed: Cause a stabilized creature to resume dying.

Create Water: Creates 2 gallons/level of pure water.

Dancing Lights: Creates torches or other lights.

Daze: A single humanoid creature with 4 HD or less loses its next action.

Detect Poison: Detects poison in one creature or small object.

Disrupt Undead: Deals 1d6 damage to one undead.

Ghost Sound: Figment sounds.

Light: Object shines like a torch.

Mage Hand: 5-pound telekinesis.

Mending: Makes minor repairs on an object.

Message: Whisper conversation at distance.

Open/Close: Opens or closes small or light things.

Prestidigitation: Performs minor tricks.

Resistance: Subject gains +1 on saving throws.

Touch of Fatigue: Touch attack fatigues target.

Spring

Flutter: Swirling winds reduces armor class by 1.

Summer

Flare: Dazzles one creature (–1 on attack rolls).

Autumn

Acid Splash: Orb deals 1d3 acid damage.

Winter

Ray of Frost: Ray deals 1d3 cold damage.

1st-Level Mystic Spells

Universal

Alarm: Wards an area for 2 hours/level.

Animate Rope: Makes a rope move at your command.

Endure Elements: Exist comfortably in hot or cold regions.

Charm Person: Makes one person your friend.

Comprehend Languages: You understand all languages.

Disguise Self: Changes your appearance.

Erase: Mundane or magical writing vanishes.

Expeditious Retreat: Your base speed increases by 30 ft.

Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.

Grease: Makes 10-ft. square or one object slippery.

Hold Portal: Holds door shut.

Mage Armor: Gives subject +4 armor bonus.

Magic Aura: Alters object’s magic aura.

Magic Weapon: Weapon gains +1 bonus.

Mystic Eye: You can see magic auras and identify magical items.

Mount: Summons riding horse for 2 hours/level.

Protection from Outsiders: +2 to AC and saves, plus additional protection against outsiders.

Silent Image: Creates minor illusion of your design.

Summon Monster I: Summons extraplanar creature to fight for you.

Ventriloquism: Throws voice for 1 min./level.

Spring

Feather Fall: Objects or creatures fall slowly.

Jump: Subject gets bonus on Acrobatics checks.

Obscuring Mist: Fog surrounds you.

Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

Static Charge: Ranged touch deals 1d6 electricity damage for 1 round/level (max 5 rounds).

Unseen Servant: Invisible force obeys your commands.

Summer

Burning Hands: 1d4/level fire damage (max 5d4).

Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.

Hypnotism: Fascinates 2d4 HD of creatures.

Produce Flame: 1d6 damage + 1/level, touch or thrown.

True Strike: +20 on your next attack roll.

Autumn

Enlarge Person: Humanoid creature doubles in size.

Fist of Clay: Touch delivers 1d4/level bludgeoning damage (maximum 5d4) and performs a bull rush.

Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.

Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Tremor: 1d6 +1/level bludgeoning damage (max +5) and creates difficult terrain.

Winter

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.

Frost Burst: 1d4/level frost damage (max 5d4) and freezes water.

Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.

Sleep: Puts 4 HD of creatures into magical slumber.

2nd-Level Mystic Spells

Universal

Alter Self: Assume form of a Small or Medium humanoid.

Arcane LockM: Magically locks a portal or chest.

Bear’s Endurance: Subject gains +4 to Con for 1 min./level.

Blindness/Deafness: Makes subject blinded or deafened.

Bull’s Strength: Subject gains +4 to Str for 1 min./level.

Cat’s Grace: Subject gains +4 to Dex for 1 min./level.

Command Undead: Undead creature obeys your commands.

Darkvision: See 60 ft. in total darkness.

Daze Monster: Living creature of 6 HD or less loses its next action.

Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.

Fox’s Cunning: Subject gains +4 to Int for 1 min./level.

Hideous Laughter: Subject loses actions for 1 round/level.

Knock: Opens locked or magically sealed door.

Locate Object: Senses direction toward object (specific or type).

Magic MouthM: Object speaks once when triggered.

Minor Image: As silent image, plus some sound.

Misdirection: Misleads divinations for 1 creature or object.

Obscure Object: Masks object against scrying.

Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.

Phantom Trap M: Makes item seem trapped.

Protection from Arrows: Subject gains DR 10/magic against ranged attacks.

Protection from Outsiders, Communal: As protection from outsiders, but you may divide the duration among creatures touched.

Rope Trick: As many as eight creatures hide in extradimensional space.

See Invisibility: Reveals invisible creatures or objects.

Summon Monster II: Summons extraplanar creature to fight for you.

Summon Swarm: Summons swarm of bats, rats, or spiders.

Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.

Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.

Spring

Blur: Attacks miss subject 20% of the time.

Fog Cloud: Fog obscures vision.

Gust of Wind: Blows away or knocks down smaller creatures.

Jolt: Ranged touch attack deals 1d4 +1/level (max +10) nonlethal electricity damage and stuns an opponent for one round; or, ally may reroll saving throw on daze, sleep, or stun effect.

Levitate: Subject moves up and down at your direction.

Resist Energy (electricity): Ignores 10 or more points of damage per attack from specified energy type.

Shatter: Sonic energy damages objects or crystalline creatures.

Sound Burst: Deals 1d8 sonic damage and may stun subjects.

Static Orb: Stationary orb of electricity deals 5d6 electricity damage that diminishes each round.

Whispering Wind: Sends a short message 1 mile/level.

Summer

Continual FlameM: Makes a permanent, heatless light.

Flame Blade: Touch attack deals 1d8 + 1/two levels damage.

Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.

Glitterdust: Blinds creatures, outlines invisible creatures.

Heat Metal: Makes metal so hot it damages those who touch it.

Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.

Pyrotechnics: Turns fire into blinding light or thick smoke.

Resist Energy (fire): Ignores 10 (or more) points of damage/attack from specified energy type.

Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).

Searing Lance: Lash of flames deals 1d6/level (max 5d6) fire damage and shakens creatures.

Autumn

Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.

Boulder Guard: Conjure boulders that can intercept attacks or be hurdled for 3d6 +1/level (max +10) bludgeoning damage.

False Life: Gain 1d10 temporary hp + 1/level (max +10)

Gem Missile: Ranged touch attack deals 3d6 slashing damage to a target and 1d6 in burst around them, + 1 ray/four levels (max 3).

Make Whole: Repairs an object.

Resist Energy (acid): Ignores 10 (or more) points of damage/attack from specified energy type.

Soften Earth and Stone: Turns stone to clay, or dirt to sand or mud.

Spider Climb: Grants ability to walk on walls and ceilings.

Tar Ball: Rolling ball of tar deals 4d6 acid damage and creates difficult terrain.

Winter

Chill Metal: Cold metal damages those who touch it.

Cold Feet: Deals 3d6 frost damage and creates difficult terrain around an opponent.

Darkness: See 60 ft. in total darkness.

Detect Thoughts: Allows “listening” to surface thoughts.

Frost Aegis: Conjure a suit of plate armor made of ice, can be sacrificed to negate a critical hit or sneak attack.

Hailstones: Ranged touch attack deals 1d6 cold and 1d6 bludgeoning damage, staggers opponents.

Invisibility: Subject is invisible for 1 min./level or until it attacks.

Mirror Image: Creates decoy duplicates of you.

Resist Energy (frost): Ignores 10 (or more) points of damage/attack from specified energy type.

Scare: Frightens creatures of less than 6 HD.

Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.

3rd-Level Mystic Spells

Universal

Arcane Sight: Magical auras become visible to you.

Beast Shape I: You take the form and some of the powers of a Small or Medium animal.

Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.

Dispel Magic: Cancels one magical spell or effect.

Explosive Runes: Deals 6d6 damage when read.

Halt Undead: Immobilizes undead for 1 round/level.

Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.

Heroism: Gives +2 bonus on attack rolls, saves, skill checks.

Hold Person: Paralyzes one humanoid for 1 round/level.

Illusory ScriptM: Only select creatures can read text.

Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).

Major Image: As silent image, plus sound, smell and thermal effects

Nondetection M: Hides subject from divination, scrying.

Phantom Steed: Magic horse appears or 1 hour/level.

Secret Page: Changes one page to hide its real content.

Sepia Snake SigilM: Creates text symbol that immobilizes reader.

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.

Stinking Cloud: Nauseating vapors, 1 round/level.

Summon Monster III: Summons extraplanar creature to fight for you.

Tiny Hut: Creates shelter for 10 creatures.

Tongues: Speak and understand any language.

Spring

Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.

Displacement: Attacks miss subject 50% of the time.

Fly: Subject flies at speed of 60 ft.

Gaseous Form: Subject becomes insubstantial and can fly slowly.

Lightning Bolt: Electricity deals 1d6/level damage.

Protection from Energy (electricity): Absorbs 12 points/level of damage from one kind of energy.

Quench: Extinguishes fires.

Wind Wall: Deflects arrows, smaller creatures, and gases

Summer

Daylight: 60-ft. radius of bright light.

Fireball: 1d6 damage per level, 20-ft. radius.

Flame Arrow: Arrows deal +1d6 fire damage.

Keen Edge: Doubles normal weapon’s threat range.

Protection from Energy (fire): Absorbs 12 points/level of damage from one kind of energy.

Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.

Sulphurous Burst: Searing gas deals 1d8/level (max 10d8) fire and acid damage and blinds an opponent.

Fall

Acid Lash: Deals 3d6 + 2/level (max +20) acid damage and reduces an opponent’s armor class.

Earth Spikes: Create a wall of spikes around you or an ally that deals 1d6/level (max 10d6) piercing damage and pushes opponents away.

Gentle Repose: Preserves one corpse.

Meld into Stone: You and your gear merge with stone.

Protection from Energy (acid): Absorbs 12 points/level of damage from one kind of energy.

Ray of Exhaustion: Ray makes subject exhausted.

Stone Shape: Sculpts stone into any shape.

Vampiric Touch: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.

Winter

Blink: You randomly vanish and reappear for 1 round per level.

Crystal Nova: Burst deals 1d6/level (max 10d6) frost damage and entangles opponents.

Deep Slumber: Puts 10 HD of creatures to sleep.

Invisibility Sphere: Makes everyone within 10 ft. invisible.

Protection from Energy (frost): Absorbs 12 points/level of damage from one kind of energy.

Sleet Storm: Hampers vision and movement.

Suggestion: Compels a subject to follow stated course of action.

Water Breathing: Subjects can breathe underwater.

Water Walk: Subject treads on water as if solid.

Winter’s Embrace: Gain DR/10 adamantine and fast healing 3, but you are paralyzed.

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: Calms 2d4 + level HD of animals.

Charm Animal: Makes one animal your friend.

Delay Poison: Stops poison from harming subject for 1 hour/level.

Detect Poison: Detects poison in one creature or object.

Endure Elements: Exist comfortably in hot or cold regions.

Entangle: Plants entangle everyone in 40-ft. radius.

Hide from Animals: Animals can’t perceive one subject/level.

Jump: Subject gets bonus on Acrobatics checks.

Longstrider: Your base speed increases by 10 ft.

Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.

Mystic Eye: You can see magic auras and identify magical items.

Pass without Trace: One subject/level leaves no tracks.

Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

Speak with Animals: You can communicate with animals.

Summon Nature’s Ally I: Summons creature to fight for you.

Warden Spells

0-Level Warden Spells (Orisons)

Create Water: Creates 2 gallons/level of pure water.

Detect Poison: Detects poison in one creature or object.

Flare: Dazzles one creature (–1 penalty on attack rolls).

Guidance: +1 on one attack roll, saving throw, or skill 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.

Resistance: Subject gains +1 bonus on saving throws.

Stabilize: Cause a dying creature to stabilize.

Virtue: Subject gains 1 temporary hp.

1st-Level Warden Spells

Calm Animals: Calms 2d4 + level HD of animals.

Charm Animal: Makes one animal your friend.

Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).

Endure Elements: Exist comfortably in hot or cold regions.

Entangle: Plants entangle everyone in 40-ft. radius.

Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.

Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).

Hide from Animals: Animals can’t perceive one subject/level.

Jump: Subject gets bonus on Acrobatics checks.

Longstrider: Your speed increases by 10 ft.

Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.

Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.

Mystic Eye: You can see magic auras and identify magical items.

Obscuring Mist: Fog surrounds you.

Pass without Trace: One subject/level leaves no tracks.

Shillelagh: Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.

Speak with Animals: You can communicate with animals.

Summon Nature’s Ally I: Summons creature to fight.

Tremor: 1d6 +1/level bludgeoning damage (max +5) and creates difficult terrain.

2nd-Level Warden Spells

Animal Messenger: Sends a Tiny animal to a specific place.

Animal Trance: Fascinates 2d6 HD of animals.

Barkskin: Grants +2 (or higher) enhancement to natural armor.

Bear’s Endurance: Subject gains +4 to Con for 1 min./level.

Boulder Guard: Conjure boulders that can intercept attacks or be hurdled for 3d6 +1/level (max +10) bludgeoning damage.

Bull’s Strength: Subject gains +4 to Str for 1 min./level.

Cat’s Grace: Subject gains +4 to Dex for 1 min./level.

Delay Poison: Stops poison from harming subject for 1 hour/level.

Fog Cloud: Fog obscures vision.

Gust of Wind: Blows away or knocks down smaller creatures.

Hold Animal: Paralyzes one animal for 1 round/level.

Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.

Reduce Animal: Shrinks one willing animal.

Resist Energy: Ignores 10 or more points of damage per attack from specified energy type.

Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.

Soften Earth and Stone: Turns stone to clay, or dirt to sand or mud.

Spider Climb: Grants ability to walk on walls and ceilings.

Static Orb: Stationary orb of electricity deals 5d6 electricity damage that diminishes each round.

Summon Nature’s Ally II: Summons creature to fight.

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.

Wood Shape: Reshapes wooden objects to suit you.

3rd-Level Warden Spells

Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.

Contagion: Infects subject with chosen disease.

Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).

Daylight: 60-ft. radius of bright light.

Diminish Plants: Reduces size or blights the growth of normal plants.

Dominate Animal: One animal obeys your silent mental commands and orders.

Earth Spikes: Create a wall of spikes around you or an ally that deals 1d6/level (max 10d6) piercing damage and pushes opponents away.

Magic Fang, Greater: One natural weapon gets + 1/four levels (max +5).

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 1d3 Con damage 1/round for 6 rounds.

Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.

Quench: Extinguishes fires.

Remove Disease: Cures all diseases affecting subject.

Snare: Creates a magic booby trap.

Speak with Plants: You can talk to plants and plant creatures.

Spike Growth: Creatures in area take 1d4 damage, may be slowed.

Stone Shape: Sculpts stone into any shape.

Summon Nature’s Ally III: Summons creature to fight.

Water Breathing: Subjects can breathe underwater.

Wind Wall: Deflects arrows, smaller creatures, and gases.