SRD - Spells, Alphabetical List
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- Acid Arrow Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
- Acid Fog Fog deals acid damage.
- Acid Splash Orb deals 1d3 acid damage.
- Aid +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
- Air Walk Subject treads on air as if solid (climb at 45-degree angle).
- Alarm Wards an area for 2 hours/level.
- Align Weapon Weapon becomes good, evil, lawful, or chaotic.
- Alter Self Assume form of a similar creature.
- Analyze Dweomer Reveals magical aspects of subject.
- Animal Growth One animal/two levels doubles in size.
- Animal Messenger Sends a Tiny animal to a specific place.
- Animal Shapes One ally/level polymorphs into chosen animal.
- Animal Trance Fascinates 2d6 HD of animals.
- Animate Dead Creates undead skeletons and zombies.
- Animate Objects Objects attack your foes.
- Animate Plants One or more trees animate and fight for you.
- Animate Rope Makes a rope move at your command.
- Antilife Shell 10-ft. field hedges out living creatures.
- Antimagic Field Negates magic within 10 ft.
- Antipathy Object or location affected by spell repels certain creatures.
- Antiplant Shell Keeps animated plants at bay.
- Arcane Eye Invisible floating eye moves 30 ft./round.
- Arcane Lock Magically locks a portal or chest.
- Arcane Mark Inscribes a personal rune (visible or invisible).
- Arcane Sight, Greater As Arcane Sight, but also reveals magic effects on
creatures and objects.
- Arcane Sight Magical auras become visible to you.
- Armor of Darkness Aura gives darkvision and +3 deflection bonus to AC plus an extra +1/4 levels.
- Astral Projection Projects you and companions onto Astral Plane.
- Atonement Removes burden of misdeeds from subject.
- Augury Learns whether an action will be good or bad.
- Awaken Animal or tree gains human intellect.
- Baleful Polymorph Transforms subject into harmless animal.
- Bane Enemies take -1 on attack rolls and saves against fear.
- Banishment Banishes 2 HD/level of extraplanar creatures.
- Barkskin Grants +2 (or higher) enhancement to natural armor.
- Bear's Endurance Subject gains +4 to Con for 1 min./level.
- Bear's Endurance, Mass As Bear's Endurance, affects one subject/
level.
- Bestow Curse -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each
action.
- Binding Utilizes an array of techniques to imprison a creature.
- Blacklight 20-ft. radius of supernatural darkness you can see through.
- Black Tentacles Tentacles grapple all within 20 ft. spread.
- Blade Barrier Touch attack deals 1d8 +1/two levels damage.
- Blasphemy Kills, paralyzes, weakens, or dazes nonevil subjects.
- Bless Allies gain +1 on attack rolls and saves against fear.
- Bless Water Makes holy water.
- Bless Weapon Weapon strikes true against evil foes.
- Blight Withers one plant or deals 1d6/level damage to plant creature.
- Blindness/Deafness Makes subject blinded or deafened.
- Blink You randomly vanish and reappear for 1 round/level.
- Blur Attacks miss subject 20% of the time.
- Bolt of Glory Ray deals positive energy damage, more against undead and evil outsiders.
- Bolts of Bedevilment Gain one ray/round which can daze creatures for 1d3 rounds.
- Break Enchantment Frees subjects from enchantments, alterations, curses, and petrification.
- Bull's Strength Subject gains +4 to Str for 1 min./level.
- Bull's Strength, Mass As Bull's Strength, affects one
subject/level.
- Burning Hands 1d4/level fire damage (max 5d4).
- Call Lightning Calls down lightning bolts (3d6 per bolt) from sky.
- Call Lightning Storm As Call Lightning, but 5d6 damage per bolt.
- Calm Animals Calms (2d4 + level) HD of animals.
- Calm Emotions Calms creatures, negating emotion effects.
- Cat's Grace Subject gains +4 to Dex for 1 min./level.
- Cat's Grace, Mass As Cat's Grace, affects one subject/level.
- Cause Fear One creature of 5 HD or less flees for 1d4 rounds.
- Chain Lightning 1d6/level damage; 1 secondary bolt/level each deals half damage.
- Changestaff Your staff becomes a treant on command.
- Chaos Hammer Damages and staggers lawful creatures.
- Charm Animal Makes one animal your friend.
- Charm Monster Makes monster believe it is your ally.
- Charm Monster, Mass As Charm Monster, but all within 30 ft.
- Charm Person Makes one person your friend.
- Chill Metal Cold metal damages those who touch it.
- Chill Touch One touch/level deals 1d6 damage and possibly 1 Str damage.
- Circle Of Death Kills 1d4/level HD of creatures.
- Clairaudience/Clairvoyance Hear or see at a distance for 1 min./level.
- Clenched Fist Large hand provides cover, pushes, or attacks your foes.
- Cloak Of Chaos +4 to AC, +4 resistance, SR 25 against lawful spells.
- Clone Duplicate awakens when original dies.
- Cloudkill Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
- Color Spray Knocks unconscious, blinds, and/or stuns weak creatures.
- Command, Greater As Command, but affects one subject/level.
- Command One subject obeys selected command for 1 round.
- Command Plants Sway the actions of one or more plant creatures.
- Command Undead Undead creature obeys your commands.
- Commune Deity answers one yes-or-no question/level.
- Commune With Nature Learn about terrain for 1 mile/level.
- Comprehend Languages You understand all spoken and written languages.
- Cone Of Cold 1d6/level cold damage.
- Confusion Subjects behave oddly for 1 round/level.
- Confusion, Lesser One creature is confused for 1 round.
- Consecrate Fills area with positive energy, making undead weaker.
- Contact Other Plane Lets you ask question of extraplanar entity.
- Contagion Infects subject with chosen disease.
- Contingency Sets trigger condition for another spell.
- Continual Flame Makes a permanent, heatless torch.
- Control Plants Control actions of one or more plant creatures.
- Control Undead Undead don't attack you while under your command.
- Control Water Raises or lowers bodies of water.
- Control Weather Changes weather in local area.
- Control Winds Change wind direction and speed.
- Create Food And Water Feeds three humans (or one horse)/level.
- Create Greater Undead Create shadows, wraiths, spectres, or devourers.
- Create Undead Create ghouls, ghasts, mummies, or mohrgs.
- Create Water Creates 2 gallons/level of pure water.
- Creeping Doom Swarms of centipedes attack at your command.
- Crown of Glory Caster gains +4 Cha and enthralls subjects.
- Crushing Despair Subjects take -2 on attack rolls, damage rolls, saves, and checks.
- Crushing Hand Large hand provides cover, pushes, or crushes your foes.
- Cure Critical Wounds Cures 4d8 damage +1/level (max +20).
- Cure Critical Wounds, Mass Cures 4d8 damage +1/level for many creatures.
- Cure Light Wounds Cures 1d8 damage +1/level (max +5).
- Cure Light Wounds, Mass Cures 1d8 damage +1/level for many creatures.
- Cure Minor Wounds Cures 1 point of damage.
- Cure Moderate Wounds Cures 2d8 damage +1/level (max +10).
- Cure Moderate Wounds, Mass Cures 2d8 damage +1/level for many creatures.
- Cure Serious Wounds Cures 3d8 damage +1/level (max +15).
- Cure Serious Wounds, Mass Cures 3d8 damage +1/level for many creatures.
- Curse Water Makes unholy water.
- Dancing Lights Creates torches or other lights.
- Darkness 20-ft. radius of supernatural shadow.
- Darkvision See 60 ft. in total darkness.
- Daylight 60-ft. radius of bright light.
- Daze Humanoid creature of 4 HD or less loses next action.
- Daze Monster Living creature of 6 HD or less loses next action.
- Death Knell Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
- Death Ward Grants immunity to death spells and negative energy effects.
- Deathwatch Reveals how near death subjects within 30 ft. are.
- Deeper Darkness Object sheds supernatural shadow in 60-ft. radius.
- Deep Slumber Puts 10 HD of creatures to sleep.
- Delayed Blast Fireball 1d6/level fire damage; you can postpone blast for 5 rounds.
- Delay Poison Stops poison from harming subject for 1 hour/ level.
- Demand As Sending, plus you can send Suggestion.
- Desecrate Fills area with negative energy, making undead stronger.
- Destruction Kills subject and destroys remains.
- Detect Animals Or Plants
- Detect Chaos Reveals creatures, spells, or objects with Chaotic alignment.
- Detect Evil Reveals creatures, spells, or objects with Evil alignment.
- Detect Good Reveals creatures, spells, or objects with Good alignment.
- Detect Law Reveals creatures, spells, or objects with Lawful alignment.
- Detect Magic Detects spells and magic items within 60 ft.
- Detect Poison Detects poison in one creature or object.
- Detect Scrying Alerts you of magical eavesdropping.
- Detect Secret Doors Reveals hidden doors within 60 ft.
- Detect Snares And Pits Reveals natural or primitive traps.
- Detect Thoughts Allows "listening" to surface thoughts.
- Detect Undead Reveals undead within 60 ft.
- Dictum Kills, paralyzes, slows, or deafens nonlawful subjects.
- Dimensional Anchor Bars extradimensional movement.
- Dimensional Lock Teleportation and interplanar travel blocked for one day/level.
- Dimension Door Teleports you short distance.
- Diminish Plants Reduces size or blights growth of normal plants.
- Discern Lies Reveals deliberate falsehoods.
- Discern Location Reveals exact location of creature or object.
- Disguise Self Changes your appearance.
- Disintegrate Makes one creature or object vanish.
- Dismissal Forces a creature to return to native plane.
- Dispel Chaos +4 bonus against attacks by chaotic creatures.
- Dispel Evil +4 bonus against attacks by evil creatures.
- Dispel Good +4 bonus against attacks by good creatures.
- Dispel Law +4 bonus against attacks by lawful creatures.
- Dispel Magic, Greater As Dispel Magic, but +20 on check.
- Dispel Magic Cancels magical spells and effects.
- Displacement Attacks miss subject 50%.
- Disrupting Weapon Melee weapon destroys undead.
- Disrupt Undead Deals 1d6 damage to one undead.
- Divination Provides useful advice for specific proposed actions.
- Divine Favor You gain +1 per three levels on attack and damage rolls.
- Divine Power You gain attack bonus, +6 to Str, and 1 hp/level.
- Dominate Animal Subject animal obeys silent mental commands.
- Dominate Monster As Dominate Person, but any creature.
- Dominate Person Controls humanoid telepathically.
- Doom One subject takes -2 on attack rolls, damage rolls, saves, and checks.
- Dream Sends message to anyone sleeping.
- Eagle's Splendor Subject gains +4 to Cha for 1 min./level.
- Eagle's Splendor, Mass As Eagle's Splendor, affects one
subject/level.
- Earthquake Intense tremor shakes 80-ft.-radius.
- Elemental Swarm Summons multiple elementals.
- Endure Elements Exist comfortably in hot or cold environments.
- Energy Drain Subject gains 2d4 negative levels.
- Enervation Subject gains 1d4 negative levels.
- Enlarge Person Humanoid creature doubles in size.
- Enlarge Person, Mass Enlarges several creatures.
- Entangle Plants entangle everyone in 40-ft.-radius circle.
- Enthrall Captivates all within 100 ft. + 10 ft./level.
- Entropic Shield Ranged attacks against you have 20% miss chance.
- Erase Mundane or magical writing vanishes.
- Ethereal Jaunt You become ethereal for 1 round/level.
- Etherealness Travel to Ethereal Plane with companions.
- Expeditious Retreat Your speed increases by 30 ft.
- Explosive Runes Deals 6d6 damage when read.
- Eyebite Target becomes panicked, sickened, and comatose.
- Fabricate Transforms raw materials into finished items.
- Faerie Fire Outlines subjects with light, canceling Blur, concealment, and the like.
- False Life Gain 1d10 temporary hp +1/level (max +10).
- False Vision Fools scrying with an illusion.
- Fear Subjects within cone flee for 1 round/level.
- Feather Fall Objects or creatures fall slowly.
- Feeblemind Subject's Int and Cha drop to 1.
- Find The Path Shows most direct way to a location.
- Find Traps Notice traps as a rogue does.
- Finger Of Death Kills one subject.
- Fireball 1d6 damage per level, 20-ft. radius.
- Fire Seeds Acorns and berries become grenades and bombs.
- Fire Shield Creatures attacking you take fire damage; you're protected from heat or cold.
- Fire Storm Deals 1d6/level fire damage.
- Fire Trap Opened object deals 1d4 damage +1/level.
- Flame Arrow Arrows deal +1d6 fire damage.
- Flame Blade Touch attack deals 1d8 +1/two levels damage.
- Flame Strike Smite foes with divine fire (1d6/level damage).
- Flaming Sphere Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
- Flare Dazzles one creature (-1 on attack rolls).
- Flesh To Stone Turns subject creature into statue.
- Floating Disk Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
- Fly Subject flies at speed of 60 ft.
- Fog Cloud Fog obscures vision.
- Forbiddance Blocks planar travel, damages creatures of different alignment.
- Forcecage Cube or cage of force imprisons all inside.
- Forceful Hand Hand pushes creatures away.
- Foresight "Sixth sense" warns of impending danger.
- Fox's Cunning Subject gains +4 Int for 1 min./level.
- Fox's Cunning, Mass As Fox's Cunning, affects one subject/ level.
- Freedom Releases creature from Imprisonment.
- Freedom Of Movement Subject moves normally despite impediments.
- Freezing Sphere Freezes water or deals cold damage.
- Gaseous Form Subject becomes insubstantial and can fly slowly.
- Gate Connects two planes for travel or summoning.
- Geas, Lesser Commands subject of 7 HD or less.
- Geas/Quest As Lesser Geas, plus it affects any creature.
- GenesisX Creates a small demiplane.
- Gentle Repose Preserves one corpse.
- Ghost Sound Figment sounds.
- Ghoul Touch Paralyzes one subject, which exudes stench
- Giant Vermin Turns centipedes, scorpions, or spiders into giant vermin.
- Glibness You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
- Glitterdust Blinds creatures, outlines invisible creatures.
- Globe Of Invulnerability As Lesser Globe of
Invulnerability, plus 4th-level spell effects.
- Globe Of Invulnerability, Lesser Stops 1st- through 3rd-level spell effects.
- Glyph Of Warding, Greater As Glyph Of Warding, but up to 10d8
damage or 6th-level spell.
- Glyph Of Warding Inscription harms those who pass it.
- Goodberry 2d4 berries each cure 1 hp (max 8 hp/24 hours).
- Good Hope Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
- Grasping Hand Hand provides cover, pushes, or grapples.
- Grease Makes 10-ft. square or one object slippery.
- Greater (Spell Name)
- Guards And Wards Array of magic effects protect area.
- Guidance +1 on one attack roll, saving throw, or skill check.
- Gust Of Wind Blows away or knocks down smaller creatures.
- Hallow Designates location as holy.
- Hallucinatory Terrain Makes one type of terrain appear like another (field into forest, or the
like).
- Halt Undead Immobilizes undead for 1 round/level.
- Hardening Increase object's hardness by 1/2 your caster level.
- Harm Deals 10 points/level damage to target.
- Haste One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
- Heal Cures 10 points/level of damage, all diseases and mental conditions.
- Heal, Mass As Heal, but with several subjects.
- Heal Mount As Heal on warhorse or other special mount.
- Heat Metal Make metal so hot it damages those who touch it.
- Helping Hand Ghostly hand leads subject to you.
- Heroes' FeastFood for one creature/level cures and grants combat bonuses.
- Heroism, Greater Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
- Heroism Gives +2 on attack rolls, saves, skill checks.
- Hide From Animals Animals can't perceive one subject/level.
- Hide From Undead Undead can't perceive one subject/level.
- Hideous Laughter Subject loses actions for 1 round/ level.
- Hold Animal Paralyzes one animal for 1 round/level.
- Hold Monster As Hold Person, but any creature.
- Hold Monster, MassAs Hold Monster, but all within 30 ft.
- Hold Person Paralyzes one humanoid for 1 round/level.
- Hold Person, Mass As Hold Person, but all within 30 ft.
- Hold Portal Holds door shut.
- Holy Aura +4 to AC, +4 resistance, and SR 25 against evil spells.
- Holy Smite Damages and blinds evil creatures.
- Holy Sword Weapon becomes +5, deals +2d6 damage against evil.
- Holy Word Kills, paralyzes, slows, or deafens nongood subjects.
- Horrid Wilting Deals 1d6/level damage within 30 ft.
- Hypnotic Pattern Fascinates (2d4 + level) HD of creatures.
- Hypnotism Fascinates 2d4 HD of creatures.
- Ice Storm Hail deals 5d6 damage in cylinder 40 ft. across.
- Identify Determines properties of magic item.
- Illusory Script Only intended reader can decipher.
- Illusory Wall Wall, floor, or ceiling looks real, but anything can pass through.
- Imbue With Spell Ability Transfer spells to subject.
- Implosion Kills one creature/round.
- Imprisonment Entombs subject beneath the earth.
- Incendiary Cloud Cloud deals 4d6 fire damage/round.
- Inflict Critical Wounds Touch attack, 4d8 damage +1/level (max +20).
- Inflict Critical Wounds, Mass Deals 4d8 damage +1/level to many creatures.
- Inflict Light Wounds Touch attack, 1d8 damage +1/level (max +5).
- Inflict Light Wounds, Mass Deals 1d8 damage +1/level to any creatures.
- Inflict Minor Wounds Touch attack, 1 point of damage.
- Inflict Moderate Wounds Touch attack, 2d8 damage +1/level (max +10).
- Inflict Moderate Wounds, Mass Deals 2d8 damage +1/level to many creatures.
- Inflict Serious Wounds Touch attack, 3d8 damage +1/level (max +15).
- Inflict Serious Wounds, Mass Deals 3d8 damage +1/level to many creatures.
- Insanity Subject suffers continuous Confusion.
- Insect Plague Locust swarms attack creatures.
- Instant Summons Prepared object appears in your hand.
- Interposing Hand Hand provides cover against one opponent.
- Invisibility, Greater As Invisibility, but subject can attack and stay
invisible.
- Invisibility Subject is invisible for 1 min./level or until it attacks.
- Invisibility, Mass As Invisibility, but affects all in range.
- Invisibility Purge Dispels invisibility within 5 ft./level.
- Invisibility Sphere Makes everyone within 10 ft. invisible.
- Iron Body Your body becomes living iron.
- Ironwood Magic wood is strong as steel.
- Irresistible Dance Forces subject to dance.
- Jump Subject gets bonus on Jump checks.
- Keen Edge Doubles normal weapon?s threat range.
- Knock Opens locked or magically sealed door.
- Know Direction You discern north.
- Legend Lore Lets you learn tales about a person, place, or thing.
- Lesser (Spell Name)
- Levitate Subject moves up and down at your direction.
- Light Object shines like a torch.
- Lightning Bolt Electricity deals 1d6/level damage.
- Limited Wish Alters reality - within spell limits.
- Liveoak Oak becomes treant guardian.
- Locate Creature Indicates direction to familiar creature.
- Locate Object Senses direction toward object (specific or type).
- Longstrider Increases your speed.
- Lullaby Makes subject drowsy; -5 on Spot and Listen checks, -2 on Will saves against Sleep.
- Maddening Scream Subject has -4 AC, no shield, Reflex save on 20 only.
- Mage Armor Gives subject +4 armor bonus.
- Mage Hand 5-pound telekinesis.
- Mage's Disjunction Dispels magic, disenchants magic items.
- Mage's Faithful Hound Phantom dog can guard, attack.
- Mage's Lucubration Wizard only. Recalls spell of 5th level or lower.
- Mage's Magnificent Mansion Door leads to extradimensional mansion.
- Mage's Private Sanctum Prevents anyone from viewing or scrying an area for 24 hours.
- Mage's Sword Floating magic blade strikes opponents.
- Magic Aura Alters object's magic aura.
- 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.
- Magic Circle Against Good As Protection From Good, but
10-ft. radius and 10 min./level.
- Magic Circle Against Law As Protection From Law, but 10-ft.
radius and 10 min./level.
- Magic Fang, Greater One natural weapon of subject creature gets +1/four caster levels on attack and damage
rolls (max +5).
- Magic Fang One natural weapon of subject creature gets +1 on attack and damage rolls.
- Magic Jar Enables possession of another creature.
- Magic Missile 1d4+1 damage; +1 missile per two levels above 1st (max 5).
- Magic Mouth Speaks once when triggered.
- Magic Stone Three stones become +1 projectiles, 1d6 +1 damage.
- Magic Vestment Armor or shield gains +1 enhancement per four levels.
- Magic Weapon, Greater +1 bonus/four levels (max +5).
- Magic Weapon Weapon gains +1 bonus.
- Major Creation As Minor Creation, plus stone and metal.
- Major Image As Silent Image, plus sound, smell and thermal effects.
- Make Whole Repairs an object.
- Mark Of Justice Designates action that will trigger curse on subject.
- Mass (Spell Name)
- Maze Traps subject in extradimensional maze.
- Meld Into Stone You and your gear merge with stone.
- Mending Makes minor repairs on an object.
- Message Whispered conversation at distance.
- Meteor Swarm Four exploding spheres each deal 6d6 fire damage.
- Mind Blank Subject is immune to mental/emotional magic and scrying.
- Mind Fog Subjects in fog get -10 to Wis and Will checks.
- Minor Creation Creates one cloth or wood object.
- Minor Image As Silent Image, plus some sound.
- Miracle Requests a deity's intercession.
- Mirage Arcana As Hallucinatory Terrain, plus structures.
- Mirror Image Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
- Misdirection Misleads divinations for one creature or object.
- Mislead Turns you invisible and creates illusory double.
- Mnemonic Enhancer Wizard only. Prepares extra spells or retains one just cast.
- Modify Memory Changes 5 minutes of subject's memories.
- Moment Of Prescience You gain insight bonus on single attack roll, check, or save.
- Mount Summons riding horse for 2 hours/level.
- Move Earth Digs trenches and builds hills.
- Neutralize Poison Immunizes subject against poison, detoxifies venom in or on subject.
- Nightmare Sends vision dealing 1d10 damage, fatigue.
- Nondetection Hides subject from divination, scrying.
- Obscure Object Masks object against scrying.
- Obscuring Mist Fog surrounds you.
- Open/Close Opens or closes small or light things.
- Order's Wrath Damages and dazes chaotic creatures.
- Overland Flight You fly at a speed of 40 ft. and can hustle over long distances.
- Owl's Wisdom Subject gains +4 to Wis for 1 min./level.
- Owl's Wisdom, Mass As Owl's Wisdom, affects one subject/level.
- Passwall Creates passage through wood or stone wall.
- Pass Without Trace One subject/level leaves no tracks.
- Permanency Makes certain spells permanent.
- Permanent Image Includes sight, sound, and smell.
- Persistent Image As Major Image, but no concentration required.
- Phantasmal Killer Fearsome illusion kills subject or deals 3d6 damage.
- Phantom Steed Magic horse appears for 1 hour/level.
- Phantom Trap Makes item seem trapped.
- Phase Door Creates an invisible passage through wood or stone.
- Planar Ally, Greater As Lesser Planar Ally, but up to 18 HD.
- Planar Ally As Lesser Planar Ally, but up to 12 HD.
- Planar Ally, Lesser Exchange services with a 6 HD extraplanar creature.
- Planar Binding, Greater As Lesser Planar Binding, but up to 18
HD.
- Planar Binding As Lesser Planar Binding, but up to 12 HD.
- Planar Binding, Lesser Traps extraplanar creature of 6 HD or less until it performs a task.
- Plane Shift As many as eight subjects travel to another plane.
- Plant Growth Grows vegetation, improves crops.
- Poison Touch deals 1d10 Con damage, repeats in 1 min.
- Polar Ray Ranged touch attack deals 1d6/level cold damage.
- Polymorph Any Object Changes any subject into anything else.
- Polymorph Gives one willing subject a new form.
- Power Word Blind Blinds creature with 200 hp or less.
- Power Word Kill Kills one creature with 100 hp or less.
- Power Word Stun Stuns creature with 150 hp or less.
- Prayer Allies +1 bonus on most rolls, enemies -1 penalty.
- Prestidigitation Performs minor tricks.
- Prismatic Sphere As Prismatic Wall, but surrounds on all sides.
- Prismatic Spray Rays hit subjects with variety of effects.
- Prismatic Wall Wall's colors have array of effects.
- Produce Flame 1d6 damage +1/level, touch or thrown.
- Programmed Image As Major Image, plus triggered by event.
- Project Image Illusory double can talk and cast spells.
- Protection From Arrows Subject immune to most ranged attacks.
- Protection From Chaos +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection From Energy Absorb 12 points/level of damage from one kind of energy.
- Protection From Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection From Good +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection From Law +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection From Spells Confers +8 resistance bonus.
- Prying Eyes, Greater As Prying Eyes, but eyes have True Seeing.
- Prying Eyes 1d4 +1/level floating eyes scout for you.
- Purify Food And Drink Purifies 1 cu. ft./level of food or water.
- Pyrotechnics Turns fire into blinding light or choking smoke.
- Quench Extinguishes nonmagical fires or one magic item.
- Rage Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
- Rainbow Pattern Lights fascinate 24 HD of creatures.
- Raise Dead Restores life to subject who died as long as one day/level ago.
- Ray Of Enfeeblement Ray deals 1d6 +1 per two levels Str damage.
- Ray Of Exhaustion Ray makes subject exhausted.
- Ray Of Frost Ray deals 1d3 cold damage.
- Read Magic Read scrolls and spellbooks.
- Reduce Animal Shrinks one willing animal.
- Reduce Person Humanoid creature halves in size.
- Reduce Person, Mass Reduces several creatures.
- Refuge Alters item to transport its possessor to you.
- Regenerate Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
- Reincarnate Brings dead subject back in a random body.
- Remove Blindness/Deafness Cures normal or magical conditions.
- Remove Curse Frees object or person from curse.
- Remove Disease Cures all diseases affecting subject.
- Remove Fear Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Remove Paralysis Frees one or more creatures from paralysis or slow effect.
- Repel Metal Or Stone Pushes away metal and stone.
- Repel Vermin Insects, spiders, and other vermin stay 10 ft. away.
- Repel Wood Pushes away wooden objects.
- Repulsion Creatures can't approach you.
- Resilient Sphere Force globe protects but traps one subject.
- Resistance Subject gains +1 bonus on saving throws.
- Resist Energy Ignores 10 (or more) points of damage/attack from specified energy type.
- Restoration, Greater As Restoration, plus restores all levels and ability
scores.
- Restoration Restores level and ability score drains.
- Restoration, Lesser Dispels magical ability penalty or repairs 1d4 ability damage.
- Resurrection Fully restore dead subject.
- Reverse Gravity Objects and creatures fall upward.
- Righteous Might Your size increases, and you gain combat bonuses.
- Rope Trick As many as eight creatures hide in extradimensional space.
- Rusting Grasp Your touch corrodes iron and alloys.
- Sanctuary Opponents can't attack you, and you can't attack.
- Scare Panics creatures of less than 6 HD.
- Scintillating Pattern Twisting colors confuse, stun, or render unconscious.
- Scorching Ray Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
- Screen Illusion hides area from vision, scrying.
- Scrying, Greater As Scrying, but faster and longer.
- Scrying Spies on subject from a distance.
- Sculpt Sound Creates new sounds or changes existing ones.
- Searing Light Ray deals 1d8/two levels damage, more against undead.
- Secret Chest Hides expensive chest on Ethereal Plane; you retrieve it at will.
- Secret Page Changes one page to hide its real content.
- Secure Shelter Creates sturdy cottage.
- See Invisibility Reveals invisible creatures or objects.
- Seeming Changes appearance of one person per two levels.
- Sending Delivers short message anywhere, instantly.
- Sepia Snake Sigil Creates text symbol that immobilizes reader.
- Sequester Subject is invisible to sight and scrying; renders creature comatose.
- Shades As Shadow Conjuration, but up to 8th level and 80% real.
- Shadow Conjuration, Greater As Shadow Conjuration, but up to
6th level and 60% real.
- Shadow Conjuration Mimics conjuration below 4th level, but only 20% real.
- Shadow Evocation, Greater As Shadow Evocation, but up to 7th
level and 60% real.
- Shadow Evocation Mimics evocation below 5th level, but only 20% real.
- Shadow Walk Step into shadow to travel rapidly.
- Shambler Summons 1d4+2 shambling mounds to fight for you.
- Shapechange Transforms you into any creature, and change forms once per round.
- Shatter Sonic vibration damages objects or crystalline creatures.
- Shield Invisible disc gives +4 to AC, blocks magic missiles.
- Shield Of Faith Aura grants +2 or higher deflection bonus.
- Shield Of Law +4 to AC, +4 resistance, and SR 25 against chaotic spells.
- Shield Other You take half of subject's damage.
- Shillelagh Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
- Shocking Grasp Touch delivers 1d6/level electricity damage (max 5d6).
- Shout, Greater Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
- Shout Deafens all within cone and deals 5d6 sonic damage.
- Shrink Item Object shrinks to one-sixteenth size.
- Silence Negates sound in 20–ft. radius.
- Silent Image Creates minor illusion of your design.
- Simulacrum Creates partially real double of a creature.
- Slay Living Touch attack kills subject.
- Sleep Puts 4 HD of creatures into magical slumber.
- Sleet Storm Hampers vision and movement.
- Slow One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls..
- Snare Creates a magic booby trap.
- Soften Earth And Stone Turns stone to clay or dirt to sand or mud.
- Solid Fog Blocks vision and slows movement.
- Song Of Discord Forces targets to attack each other.
- Soul Bind Traps newly dead soul to prevent Resurrection.
- Sound Burst Deals 1d8 sonic damage to subjects; may stun them.
- Speak With Animals You can communicate with animals.
- Speak With Dead Corpse answers one question/two levels.
- Speak With Plants You can talk to normal plants and plant creatures.
- Spectral Hand Creates disembodied glowing hand to deliver touch attacks.
- Spell Immunity, Greater As Spell Immunity, but up to 8th-level
spells.
- Spell Immunity Subject is immune to one spell per four levels.
- Spell Resistance Subject gains SR 12 + level.
- Spellstaff Stores one spell in wooden quarterstaff.
- Spell Turning Reflect 1d4+6 spell levels back at caster.
- Spider Climb Grants ability to walk on walls and ceilings.
- Spike Growth Creatures in area take 1d4 damage, may be slowed.
- Spike Stones Creatures in area take 1d8 damage, may be slowed.
- Spiritual Weapon Magic weapon attacks on its own.
- Statue Subject can become a statue at will.
- Status Monitors condition, position of allies.
- Stinking Cloud Nauseating vapors, 1 round/level.
- Stone Shape Sculpts stone into any shape.
- Stoneskin Ignore 10 points of damage per attack.
- Stone Tell Talk to natural or worked stone.
- Stone To Flesh Restores petrified creature.
- Storm Of Vengeance Storm rains acid, lightning, and hail.
- Suggestion Compels subject to follow stated course of action.
- Suggestion, Mass As Suggestion, plus one subject/level.
- Summon Instrument Summons one instrument of the caster?s choice.
- Summon Monster I Calls extraplanar creature to fight for you.
- Summon Monster II Calls extraplanar creature to fight for you.
- Summon Monster III Calls extraplanar creature to fight for you.
- Summon Monster IV Calls extraplanar creature to fight for you.
- Summon Monster V Calls extraplanar creature to fight for you.
- Summon Monster VI Calls extraplanar creature to fight for you.
- Summon Monster VII Calls extraplanar creature to fight for you.
- Summon Monster VIII Calls extraplanar creature to fight for you.
- Summon Monster IX Calls extraplanar creature to fight for you.
- Summon Natures Ally I Calls animal to fight for you.
- Summon Natures Ally II Calls animal to fight for you.
- Summon Natures Ally III Calls animal to fight for you.
- Summon Natures Ally IV Calls animal to fight for you.
- Summon Natures Ally V Calls creature to fight.
- Summon Natures Ally VI Calls creature to fight.
- Summon Natures Ally VII Calls creature to fight.
- Summon Natures Ally VIII Calls creature to fight.
- Summon Natures Ally IX Calls animal to fight for you.
- Summon Swarm Summons swarm of bats, rats, or spiders.
- Sunbeam Beam blinds and deals 4d6 damage.
- Sunburst Blinds all within 10 ft., deals 6d6 damage.
- Surelife Protects you against a natural condition or occurence that would cause your certain death.
- Symbol Of Death Triggered rune slays nearby creatures.
- Symbol Of Fear Triggered rune panics nearby creatures.
- Symbol Of Insanity Triggered rune renders nearby creatures insane.
- Symbol Of Pain Triggered rune wracks nearby creatures with pain.
- Symbol Of Persuasion Triggered rune charms nearby creatures.
- Symbol Of Sleep Triggered rune puts nearby creatures into catatonic slumber.
- Symbol Of Stunning Triggered rune stuns nearby creatures.
- Symbol Of Weakness Triggered rune weakens nearby creatures.
- Sympathetic Vibration Deals 2d10 damage/round to freestanding structure.
- Sympathy Object or location attracts certain creatures.
- Telekinesis Moves object, attacks creature, or hurls object or creature.
- Telekinetic Sphere As Resilient Sphere, but you move sphere
telekinetically.
- Telepathic Bond Link lets allies communicate.
- Teleportation Circle Circle teleports any creature inside to designated spot.
- Teleport, Greater As Teleport, but no range limit and no off-target arrival.
- Teleport Instantly transports you as far as 100 miles/level.
- Teleport Object As Teleport, but affects a touched object.
- Temporal Stasis Puts subject into suspended animation.
- Time Stop You act freely for 1d4+1 rounds.
- Tiny Hut Creates shelter for ten creatures.
- Tongues Speak any language.
- Touch Of Fatigue Touch attack fatigues target.
- Touch Of Idiocy Subject takes 1d6 points of Int, Wis, and Cha damage.
- Touch of Madness Touch attack to daze one creature for 1 round/level.
- Transformation You gain combat bonuses.
- Transmute Metal To Wood Metal within 40 ft. becomes wood.
- Transmute Mud To Rock Transforms two 10-ft. cubes per level.
- Transmute Rock To Mud Transforms two 10-ft. cubes per level.
- Transport Via Plants Move instantly from one plant to another of the same kind.
- Trap The Soul Imprisons subject within gem.
- Tree Shape You look exactly like a tree for 1 hour/level.
- Tree Stride Step from one tree to another far away.
- True Creation As major creation, but permanent.
- True Resurrection As Resurrection, plus remains aren?t needed.
- True Seeing Lets you see all things as they really are.
- True Strike +20 on your next attack roll.
- Undeath To Death Destroys 1d4 HD/level undead (max 20d4).
- Undetectable Alignment Conceals alignment for 24 hours.
- Unhallow Designates location as unholy.
- Unholy Aura +4 to AC, +4 resistance, SR 25 against good spells.
- Unholy Blight Damages and sickens good creatures.
- Unseen Servant Invisible force obeys your commands.
- Vampiric Touch Touch deals 1d6/two levels damage; caster gains damage as hp.
- Veil Changes appearance of group of creatures.
- Ventriloquism Throws voice for 1 min./level.
- Virtue Subject gains 1 temporary hp.
- Vision As Legend Lore, but quicker and strenuous.
- Wail Of The Banshee Kills one creature/level.
- 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 Force Wall is immune to damage.
- Wall Of Ice Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
- Wall Of Iron 30 hp/four levels; can topple onto foes.
- Wall Of Stone Creates a stone wall that can be shaped.
- Wall Of Thorns Thorns damage anyone who tries to pass.
- Warp Wood Bends wood (shaft, handle, door, plank).
- Water Breathing Subjects can breathe underwater.
- Water Walk Subject treads on water as if solid.
- Waves Of Exhaustion Several targets become exhausted.
- Waves Of Fatigue Several targets become fatigued.
- Web Fills 20-ft.-radius spread with sticky spiderwebs.
- Weird As Phantasmal Killer, but affects all within 30 ft.
- Whirlwind Cyclone deals damage and can pick up creatures.
- Whispering Wind Sends a short message 1 mile/level.
- Wind Walk You and your allies turn vaporous and travel fast.
- Wind Wall Deflects arrows, smaller creatures, and gases.
- Wish As Limited Wish, but with fewer limits.
- Wood ShapeRearranges wooden objects to suit you.
- Word Of Chaos Kills, confuses, stuns, or deafens nonchaotic subjects.
- Word Of Recall Teleports you back to designated place.
- Zone Of Silence Keeps eavesdroppers from overhearing conversations.
- Zone Of Truth Subjects within range cannot lie.