Spell Lists

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 S appearing at the end of a spell’s name denotes that the spell’s full description is not included in this book. This spell can be found in the 3.5 system reference document (SRD) or as part of the Pathfinder RPG Beta Web Enhancement, available for free at paizo.com.
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, still have character levels equal to their Hit Dice.
Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified.
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.

BARD SPELLS

0-Level Bard Spells

Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
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: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Summon Instrument: Summons one instrument of the caster’s choice.

1st-Level Bard Spells

Alarm: Wards an area for 2 hours/level.
Animate Rope:S 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 spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Secret Doors: Reveals hidden doors within 60 ft.
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.
Identify: Determines properties of magic item.
Lesser Confusion: One creature is confused for 1 round.
Magic Mouth:MS Speaks once when triggered.
Magic Aura:S Alters object’s magic aura.
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: Calls extraplanar creature to f ight 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: Assume form of a similar creature.
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 subject 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 (specif ic 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 to subjects; may stun them.
Suggestion: Compels subject to follow stated course of action.
Summon Monster II: Calls extraplanar creature to f ight for you.
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.
Charm Monster: Makes monster believe it is your ally.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deep Slumber: Puts 10 HD of creatures to sleep.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50% of the time.
Fear: Subjects within cone flee for 1 round/level.
Gaseous Form: Subject becomes insubstantial and can fy 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:MS Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Phantom Steed:S Magic horse appears for 1 hour/level.
Remove Curse: Frees object or person from curse.
Scrying:F Spies on subject from a distance.
Sculpt Sound: Creates new sounds or changes existing ones.
Secret Page:S 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.
Summon Monster III: Calls extraplanar creature to fight for you.
Tiny Hut:S Creates shelter for 10 creatures.

4th-Level Bard Spells

Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Detect Scrying: Alerts you to magical eavesdropping.
Dimension Door: Teleports you short distance.
Dominate Person: Controls humanoid telepathically.
Freedom of Movement: Subject moves normally despite impediments.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Hold Monster: As hold person, but any creature.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Legend Lore:MF 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:S Lights fascinate 24 HD of creatures.
Repel Vermin:S Insects, spiders, and other vermin stay 10 ft. away.
Secure Shelter:S Creates sturdy cottage.
Shadow Conjuration:S Mimics conjuring below 4th level, but only 20% real.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Speak with Plants: You can talk to normal plants and plant creatures.
Summon Monster IV: Calls extraplanar creature to fight for you.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.

5th-Level Bard Spells

Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dream:S 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:S Subjects in fog get –10 to Wis and Will checks.
Mirage Arcana: As hallucinatory terrain, plus structures.
Mislead: Turns you invisible and creates illusory double.
Nightmare:S Sends vision dealing 1d10 damage, fatigue.
Persistent Image: As major image, but no concentration required.
Seeming: Changes appearance of one person per two levels.
Shadow Evocation:S 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.
Suggestion, Mass: As suggestion, plus one subject/level.
Summon Monster V: Calls extraplanar creature to fight for you.

6th-Level Bard Spells

Analyze Dweomer:F Reveals magical aspects of subject.
Animate Objects:S Objects attack your foes.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Eyebite: Target becomes panicked, sickened, and comatose.
Find the Path: Shows most direct way to a location.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
Geas/Quest: As lesser geas, plus it affects any creature.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Irresistible Dance: Forces subject to dance.
Permanent Image: Includes sight, sound, and smell.
Programmed Image:M As major image, plus triggered by event.
Project Image: Illusory double can talk and cast spells.
Scrying, Greater: As scrying, but faster and longer.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures.
Summon Monster VI: Calls extraplanar creature to fight for you.
Sympathetic Vibration:S Deals 2d10 damage/round to freestanding structure.
Veil:S Changes appearance of group of creatures.

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 Magic: Detects spells and magic items within 60 ft.
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.
Read Magic: Read scrolls and spellbooks.
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.
Bless Water:M Makes holy water.
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).
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 Undead: Reveals undead within 60 ft.
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 environments.
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.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and 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: Calls 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).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Augury:MF 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.
Consecrate:MS Fills area with positive energy, making undead weaker.
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 level.
Delay Poison: Stops poison from harming subject for 1 hour/ level.
Desecrate:MS Fills area with negative energy, making undead stronger.
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.
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.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter: 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: 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: Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.

3rd–Level Cleric Spells

Animate Dead:M Creates undead skeletons and zombies.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness: Makes subject blinded or deafened.
Contagion: Infects subject with chosen disease.
Continual Flame:M Makes a permanent, heatless torch.
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 spells and magical effects.
Glyph of Warding:MS Inscription harms those who pass it.
Helping Hand:S 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 Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
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 +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 conditions.
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: Calls extraplanar creature to f ight for you.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4th–Level Cleric Spells

Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Chaos Hammer: Harms and slows lawful creatures (1d8/2 levels).
Control Water:S Raises or lowers bodies of water.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
Divination:M Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonuses and 1 hp/level.
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin:S Turns centipedes, scorpions, or spiders into giant vermin.
Holy Smite: Harms and blinds evil creatures (1d8/2 levels).
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Order’s Wrath: Harms and dazes chaotic creatures (1d8/2 levels).
Planar Ally, Lesser:MS Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Repel Vermin:S 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: Subject is immune to one spell per four levels.
Summon Monster IV: Calls extraplanar creature to fight for you.
Tongues: Speak any language.
Unholy Blight: Harms and sickens good creatures (1d8/2 levels).

5th–Level Cleric Spells

Atonement:FMS Removes burden of misdeeds from subject.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Breath of Life: Cures 5d8 damage +1/level and restores life to recently dead creatures.
Command, Greater: As command, but affects one subject/ level.
Commune:M Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass: 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: Smites foes with divine fire (1d6/level damage).
Hallow:MS Designates location as holy.
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Insect Plague: Locust swarms attack creatures.
Mark of Justice: Designates action that will trigger curse on subject.
Plane Shift:F As many as eight subjects travel to another plane.
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 Spies on subject from a distance.
Slay Living: Touch attack kills subject.
Spell Resistance: Subject gains SR 12 + level.
Summon Monster V: Calls extraplanar creature to fight for you.
Symbol of Pain:MS Triggered rune wracks nearby creatures with pain.
Symbol of Sleep:MS Triggered rune puts nearby creatures into catatonic slumber.
True Seeing:M Lets you see all things as they really are.
Unhallow:MS Designates location as unholy.
Wall of Stone: Creates a stone wall that can be shaped.

6th–Level Cleric Spells

Animate Objects:S Objects attack your foes.
Antilife Shell: 10-ft. field hedges out living creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Blade Barrier: Wall of blades deals 1d6/level damage.
Bull’s Strength, Mass: As bull’s strength, affects one subject/ level.
Create Undead:S Create ghouls, ghasts, mummies, or mohrgs.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Find the Path: Shows most direct way to a location.
Forbiddance:MS Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser geas, plus it affects any creature.
Glyph of Warding, Greater:S As glyph of warding, but up to 10d8 damage or 6th-level spell.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.
Planar Ally:MS As lesser planar ally, but up to 12 HD.
Summon Monster VI: Calls extraplanar creature to fight for you.
Symbol of Fear:MS Triggered rune panics nearby creatures.
Symbol of Persuasion:MS Triggered rune charms nearby creatures.
Undeath to Death:M Destroys 1d4 HD/level undead (max 20d4).
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:S Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather: Changes weather in local area.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Destruction:F Kills subject and destroys remains.
Dictum:S Kills, paralyzes, slows, or deafens nonlawful subjects.
Ethereal Jaunt:S You become ethereal for 1 round/level.
Holy Word:S Kills, paralyzes, blinds, or deafens nongood subjects.
Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
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:M As restoration, plus restores all levels and ability scores.
Resurrection:M Fully restore dead subject.
Scrying, Greater: As scrying, but faster and longer.
Summon Monster VII: Calls extraplanar creature to f ight for you.
Symbol of Stunning:MS Triggered rune stuns nearby creatures.
Symbol of Weakness:MS Triggered rune weakens nearby creatures.
Word of Chaos:S Kills, confuses, stuns, or deafens nonchaotic subjects.

8th–Level Cleric Spells

Antimagic Field:S Negates magic within 10 ft.
Cloak of Chaos:F +4 to AC, +4 resistance, and SR 25 against lawful spells.
Create Greater Undead:MS Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Discern Location: Reveals exact location of creature or object.
Earthquake:S Intense tremor shakes 80-ft.-radius.
Fire Storm: Deals 1d6/level fire damage.
Holy Aura:F +4 to AC, +4 resistance, and SR 25 against evil spells.
Planar Ally, Greater:MS As lesser planar ally, but up to 18 HD.
Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
Shield of Law:F +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Symbol of Death:MS Triggered rune slays nearby creatures.
Symbol of Insanity:MS Triggered rune renders nearby creatures insane.
Unholy Aura:F +4 to AC, +4 resistance, and SR 25 against good spells.

9th–Level Cleric Spells

Astral Projection:MS Projects you and companions onto
Astral Plane.
Energy Drain: Subject gains 2d4 negative levels.
Etherealness:S Travel to Ethereal Plane with companions.
Gate:MS Connects two planes for travel or summoning.
Heal, Mass: As heal, but with several subjects.
Implosion: Kills one creature/round.
Miracle:M Requests a deity’s intercession.
Soul Bind:F Traps newly dead soul to prevent resurrection.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Monster IX: Calls extraplanar creature to fight for you.
True Resurrection:M As resurrection, plus remains aren’t needed.

Domains

Each deity has a number of spheres of influence, ideals and concepts that they represent and champion. Their followers can draw upon these domains for additional powers and abilities. Each cleric chooses two of the domains granted by their deity upon taking their f irst level. Druids who forgo taking an animal companion can choose one domain from the following list: air, animal, earth, f ire, plant, water, or weather (see the Classes Chapter).

Domains grant one ability at 1st level and a second ability at 8th level, as noted in their description. Unless otherwise noted, these abilities are activated by using a standard action. The cleric’s (or druid’s) level is used when determining the caster level of these effects. The DC for any save is equal to 10 + the spell’s level + the caster’s Charisma modif ier. In addition, each domain grants a number of bonus spells. These spells are prepared along with the cleric’s other spells for the day. A cleric gains the listed bonus spells from both of his domains.

Air Domain

Caster
Level Ability
1st Lightning Arc (Su): As a standard action you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. The lightning arc deals 1d6 points of electricity damage +1 for every two caster levels you possess.
2nd Obscuring Mist (Sp): You can cast obscuring mist 1/day per 2 caster levels you possess.
4th Gust of Wind (Sp): You can cast gust of wind 1/day.
8th Walk on Air (Su): You can walk on air as if it were solid for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. This ability otherwise functions as air walk.
12th Chain Lightning (Sp): You can cast chain lightning 1/ day.
16th Control Weather (Sp): You can cast control weather 1/ day.
20th Elemental Swarm (Sp): You can cast elemental swarm 1/ day, summoning only air creatures.

Animal Domain

Caster
Level Ability
1st Summon Companion (Su): As a standard action, you can summon one animal to aid you as per summon nature’s ally I. The creature remains until you dismiss it, and you can never have more than one such creature in your service at one time. Once the creature dies or is dismissed, you must wait 1 hour before summoning another. At 6th level, and every four levels thereafter, you may summon a more powerful companion, increasing the summon nature’s ally spell by 1 (II at 6th level, III at 10th, IV at 14th, and V at 18th).
2nd Speak with Animals (Sp): You can cast speak with animals 1/day per 2 caster levels you possess.
4th Hold Animal (Sp): You can cast hold animal 1/day.
8th Animal Form (Su): You can assume the form of any animal you can summon using your summon companion ability for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. This ability otherwise functions as beast shape III.
12th Commune with Nature (Sp): You can cast commune with nature 1/day.
16th Antilife Shell (Sp): You can cast antilife shell 3/day.
20th Shapechange (Sp): You can cast shapechange 1/day.

Artifice Domain

Caster
Level Ability
1st Artificer’s Touch (Su): You can repair objects at will with a touch, as per mending. In addition, you can damage objects and constructs as a melee touch attack. This attack does not provoke an attack of opportunity. Objects and constructs take 1d6 points of damage +1 for every two caster levels you possess. Objects damaged in this way gain the broken condition (see the Glossary Chapter).
2nd Animate Rope (Sp): You can cast animate rope 1/day per 2 caster levels you possess.
4th Wood Shape (Sp): You can cast wood shape 1/day.
8th Creation (Su): You can create nonmagical objects a number of times per day equal to your caster level. The volume of created items cannot exceed 1 cubic foot per caster level. Objects created out of vegetable matter, such as wood, last for 1 minute per caster level. Objects created out of precious materials (such as gold, silver, adamantine, or diamond) last 1 round. All other objects last 1 round per caster level. Created objects cannot be used as material components.
12th Fabricate (Sp): You can cast fabricate 1/day.
16th Animate Objects (Sp): You can cast animate objects 3/ day.
20th Prismatic Sphere (Sp): You can cast prismatic sphere 1/day.

Chaos Domain

Caster
Level Ability
1st Touch of Chaos (Su): You may imbue a target with chaos as a melee touch attack. For the next 3 rounds, any time the target rolls a d20, he must roll twice and take the less favorable result. This effect fades after 3 rounds or when the target fails an attack roll, save, skill, or ability check. Once a target has been affected by the touch of chaos, he is immune to its effects for 1 day.
2nd Protection from Law (Sp): You can cast protection from law 1/day per 2 caster levels you possess.
4th Align Weapon (Sp): You can cast align weapon 1/day, causing the weapon touched to become chaosaligned for the purpose of overcoming damage reduction.
8th Chaos Blade (Su): You can cause one melee weapon you possess to gain the anarchic weapon property for a number of rounds equal to your caster level. These rounds do not need to be consecutive. If the weapon leaves your possession, it loses this ability.
12th Chaos Hammer (Sp): You can cast chaos hammer 3/ day.
16th Word of Chaos (Sp): You can cast word of chaos 1/day.
20th Summon Monster IX (Sp): You can cast summon monster IX 1/day to summon chaotic creatures.

Charm Domain

Caster
Level Ability
1st Dazing Touch (Su): You can cause a living creature to become dazed as a melee touch attack. This ability has no effect on creatures of a higher level than you or with more HD. Once a creature has been affected by dazing touch, it is immune to its effects for 1 day.
2nd Charm Person (Sp): You can cast charm person 1/day per 2 caster levels you possess.
4th Calm Emotions (Sp): You can cast calm emotions 1/ day.
8th Charming Touch (Su): You can use charm monster as a melee touch attack. You can only have one creature charmed in this way at a time. The total duration of this effect per day is 1 round per caster level. These rounds do not need to be consecutive. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds at its save to resist the effect.
12th Geas/Quest (Sp): You can cast geas/quest 1/day.
16th Insanity (Sp): You can cast insanity 1/day.
20th Dominate Monster (Sp): You can cast dominate monster 1/day.

Community Domain

Caster
Level Ability
1st Calming Touch (Su): You can touch a creature as a standard action to heal the target of 1d6 points of nonlethal damage + 1 point per caster level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions).
2nd Bless (Sp): You can cast bless 1/day per 2 caster levels you possess.
4th Status (Sp): You can cast status 1/day.
8th Aura of Prayer (Su): You can emit a 40 ft. radius aura of prayer for a number of rounds per day equal to your caster level. You and all of your allies in the area gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls. These rounds do not need to be consecutive.
12th Heroes’ Feast (Sp): You can cast heroes’ feast 1/day.
16th Refuge (Sp): You can cast refuge 1/day.
20th Mass Heal (Sp): You can cast mass heal 1/day.

Darkness Domain

Caster
Level Ability
1st Touch of Darkness (Su): As a melee touch attack, you can cause a creature’s vision to become fraught with shadows and darkness, causing them to take a –2 penalty on attack rolls and saves against fear effects. This effect persists for 1 round per caster level. Touching a creature affected by this ability causes the duration to reset but does not stack. This touch also automatically extinguishes non-magical light sources such as torches and lanterns.
2nd Obscuring Mist (Sp): You can cast obscuring mist 1/day per 2 caster levels you possess.
4th Blindness (Sp): You can cast blindness 1/day.
8th Aura of Shadows (Su): You can emit a 30-ft. aura of shadow for a number of rounds per day equal to your caster level. You and all of your allies in the area gain 20% concealment while inside this aura. These rounds do not need to be consecutive.
12th Shadow Walk (Sp): You can cast shadow walk 1/day.
16th Power Word Blind (Sp): You can cast power word blind 1/day.
20th Imprisonment (Sp): You can cast imprisonment 1/day.

Death Domain

Caster
Level Ability
1st Bleeding Touch (Su): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for 1 round per caster level or until stopped with a DC 15 Heal check or any spell or effect that heals damage. Touching a creature affected by this ability causes the duration to reset but does not stack. This is a bleed effect (see the Glossary Chapter).
2nd Cause Fear (Sp): You can cast cause fear 1/day per 2 caster levels you possess.
4th Death Knell (Sp): You can cast death knell 1/day.
8th Call Undead (Su): You can summon undead to aid you. With this ability you can summon a number of skeletons and zombies whose total Hit Dice do not exceed your caster level. These undead do not count against the total number of undead you can control and remain until destroyed. You cannot use this ability again until 1 hour after the last undead created by this ability is destroyed.
12th Slay Living (Sp): You can cast slay living 1/day.
16th Create Undead (Sp): You can cast create undead 3/day.
20th Wail of the Banshee (Sp): You can cast wail of the banshee 1/day.

Destruction Domain

Caster
Level Ability
1st Destructive Smite (Su): As a full-round action, you can make a single melee attack against an opponent with a bonus on damage equal to 1/2 your caster level (minimum 1). If the attack hits, all critical threats against the target are automatically confirmed for 1 round, including this attack.
2nd Inflict Light Wounds (Sp): You can cast inflict light wounds 1/day per 2 caster levels you possess.
4th Shatter (Sp): You can cast shatter 1/day.
8th Aura of Destruction (Su): You can emit a 30 ft. aura of destruction for a number of rounds per day equal to your caster level. All attacks made against targets inside this aura (including you) gain a bonus to damage equal to 1/2 your caster level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.
12th Inflict Critical Wounds (Sp): You can cast inflict critical wounds 3/day.
16th Disintegrate (Sp): You can cast disintegrate 1/day.
20th Implosion (Sp): You can cast implosion 1/day.

Earth Domain

Caster
Level Ability
1st Acid Dart (Su): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two caster levels you possess.
2nd Magic Stone (Sp): You can cast magic stone 1/day per 2 caster levels you possess.
4th Soften Earth and Stone (Sp): You can cast soften earth and stone 1/day.
8th Body of Stone (Su): Your skin can take on the appearance of stone for a number of rounds per day equal to your caster level. While affected in this way, you gain DR 5/adamantine. These rounds do not need to be consecutive.
12th Wall of Stone (Sp): You can cast wall of stone 1/day.
16th Earthquake (Sp): You can cast earthquake 1/day.
20th Elemental Swarm (Sp): You can cast elemental swarm 1/day, summoning only earth creatures.

Evil Domain

Caster
Level Ability
1st Touch of Evil (Su): You can cause a creature to become sickened as a melee touch attack. While sickened, the target is treated as good-aligned for the purposes of spells with the evil descriptor. This effect persists for 1 round against evil and neutral creatures. Against good creatures, this effect persists for 3 rounds. Once a creature has been affected by touch of evil, it is immune to its effects for 1 day.
2nd Protection from Good (Sp): You can cast protection from good 1/day per 2 caster levels you possess.
4th Align Weapon (Sp): You can cast align weapon 1/day, causing the weapon touched to become evil-aligned for the purpose of overcoming damage reduction.
8th Scythe of Evil (Su): You can cause one melee weapon you possess to gain the evil weapon property for a number of rounds equal to your caster level. These rounds do not need to be consecutive. If the weapon leaves your possession, it loses this ability.
12th Unholy Blight (Sp): You can cast unholy blight 3/day.
16th Blasphemy (Sp): You can cast blasphemy 1/day.
20th Summon Monster IX (Sp): You can cast summon monster IX 1/day to summon evil creatures.

Fire Domain

Caster
Level Ability
1st Fire Bolt (Su): As a standard action, you can unleash a fire bolt targeting any foe within 30 feet as a ranged touch attack. The fire bolt deals 1d6 points of fire damage +1 for every two caster levels you possess.
2nd Burning Hands (Sp): You can cast burning hands 1/day per 2 caster levels you possess.
4th Resist Energy (Sp): You can cast resist energy 1/day, protecting against fire.
8th Crown of Flames (Su): A crown of flames can appear on your brow for a number of rounds per day equal to your caster level. While the crown of flames is in effect, any adjacent foe striking you with a melee weapon takes 1d6 points of fire damage +1 per two caster levels you possess.
12th Wall of Fire (Sp): You can cast wall of fire 3/day.
16th Fire Storm (Sp): You can cast fire storm 1/day.
20th Elemental Swarm (Sp): You can cast elemental swarm 1/day, summoning only fire creatures.

Glory Domain

Caster
Level Ability
1st Touch of Glory (Su): You can touch a creature as a standard action, giving it a bonus to a single Charisma-based skill check or ability check equal to your caster level. This bonus lasts 3 rounds or until it is used. Once a creature has benefited from touch of glory, it gains no further benefit from this ability for 1 hour.
2nd Shield of Faith (Sp): You can cast shield of faith 1/day per 2 caster levels you possess.
4th Bless Weapon (Sp): You can cast bless weapon 1/day.
8th Divine Presence (Su): You can emit a 30-ft. aura of presence for a number of rounds per day equal to your caster level. Any creature attempting to strike or otherwise directly attack you or your allies in this area must make a Will save. The DC for this save is equal to 10 + 1/2 your caster level + your Charisma modifier. If the save fails, the opponent cannot follow through with the attack and the action is lost. These rounds do not need to be consecutive. If you or any of your allies attack an opponent, or leave the area, the effect ends for that individual.
12th Righteous Might (Sp): You can cast righteous might 3/ day.
16th Resurrection (Sp): You can cast resurrection 1/day.
20th Gate (Sp): You can cast gate 1/day to summon good creatures.

Good Domain

Caster
Level Ability
1st Touch of Good (Su): You can touch a creature as a standard action giving it a bonus to a single attack roll, skill check, ability check, or saving throw equal to your caster level. This bonus lasts 3 rounds or until it is used. Once a creature has benefited from touch of good, it can gain no further benefit from this ability for 1 day.
2nd Protection from Evil (Sp): You can cast protection from evil 1/day per 2 caster levels you possess.
4th Align Weapon (Sp): You can cast align weapon 1/day, causing the weapon touched to become goodaligned for the purpose of overcoming damage reduction.
8th Holy Lance (Su): You can cause one melee weapon you possess to gain the holy weapon property for a number of rounds equal to your caster level. These rounds do not need to be consecutive. If the weapon leaves your possession, it loses this ability.
12th Holy Smite (Sp): You can cast holy smite 3/day.
16th Holy Word (Sp): You can cast holy word 1/day.
20th Summon Monster IX (Sp): You can cast summon monster IX 1/day to summon good creatures.

Healing Domain

Caster
Level Ability
1st Rebuke Death (Su): You can touch a creature as a standard action, healing it of 1d4 points of damage plus 1 for every two caster levels you possess. You can only use this ability on a creature that is below 0 hit points. If you touch an undead creature with this effect, it is shaken for a number of rounds equal to your caster level.
2nd Cure Light Wounds (Sp): You can cast cure light wounds 1/day per 2 caster levels you possess.
4th Lesser Restoration (Sp): You can cast lesser restoration 1/day.
8th Healer’s Blessing (Su): You can emit a 30 ft. aura of healing for a number of rounds per day equal to your caster level. You and your allies within this aura gain fast healing equal to 1/4 your caster level as long as they remain in range. This fast healing only applies to damage caused after the aura began. These rounds do not need to be consecutive.
12th Mass Cure Light Wounds (Sp): You can cast mass cure light wounds 1/day.
16th Greater Restoration (Sp): You can cast greater restoration 1/day.
20th Mass Heal (Sp): You can cast mass heal 1/day.

Knowledge Domain

Caster
Level Ability
1st Lore Keeper (Su): Add all Knowledge skills to your list of class skills. You can touch a creature to learn about its abilities and weaknesses as a melee touch attack. If successful, you gain information as if you had made the appropriate Knowledge skill check with a result equal to 10 + your caster level + your Intelligence modifier.
2nd Comprehend Languages (Sp): You can cast comprehend languages 1/day per 2 caster levels you possess.
4th Detect Thoughts (Sp): You can cast detect thoughts 1/ day.
8th Remote Viewing (Su): You can hear and see at a distance for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. This ability works like a combination of both clairvoyance and clairaudience.
12th True Seeing (Sp): You can cast true seeing 1/day.
16th Legend Lore (Sp): You can cast legend lore 1/day.
20th Foresight (Sp): You can cast foresight 1/day.

Law Domain

Caster
Level Ability
1st Touch of Law (Su): As a standard action, you can touch a creature, giving it the ability to treat one d20 roll as if its natural result was an 11. This ability lasts 3 rounds or until it is used. This ability can be used after the die is rolled to change the result. Once a creature has benefited from touch of law, it can gain no further benefit from this ability for 1 day.
2nd Protection from Chaos (Sp): You can cast protection from chaos 1/day per 2 caster levels you possess.
4th Align Weapon (Sp): You can cast align weapon 1/day, causing the weapon touched to become lawfulaligned for the purpose of overcoming damage reduction.
8th Staff of Order (Su): You can cause one melee weapon you possess to gain the axiomatic weapon property for a number of rounds equal to your caster level. These rounds do not need to be consecutive. If the weapon leaves your possession, it loses this ability.
12th Order’s Wrath (Sp): You can cast order’s wrath 3/day.
16th Dictum (Sp): You can cast dictum 1/day.
20th Summon Monster IX (Sp): You can cast summon monster IX 1/day to summon lawful creatures.

Liberation Domain

Caster
Level Ability
1st Inspiring Word (Su): As a standard action, you can speak an inspiring word to a creature within 30 ft. For the next round, the target adds a bonus to its attack rolls, skill checks, ability checks, and saving throws equal to your Charisma-bonus. Once a target has been affected by inspiring word, he can gain no further benefit from it for 1 day.
2nd Remove Fear (Sp): You can cast remove fear 1/day per 2 caster levels you possess.
4th Remove Paralysis (Sp): You can cast remove paralysis 1/day.
8th Freedom’s Call (Su): You can emit a 30-ft. aura of freedom for a number of rounds per day equal to your caster level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.
12th Greater Dispel Magic (Sp): You can cast greater dispel magic 1/day.
16th Refuge (Sp): You can cast refuge 1/day.
20th Freedom (Sp): You can cast freedom 1/day.

Luck Domain

Caster
Level Ability
1st Bit of Luck (Su): As a standard action, you can touch a creature, giving it a bit of luck. For the next 3 rounds, any time the target rolls a d20, he can roll twice and take the better result. The target must decide to use this ability before rolling the dice. This effect fades after 3 rounds or when the reroll is used. Once a target has been affected by bit of luck, he can gain no further benefit from it for 1 day.
2nd True Strike (Sp): You can cast true strike 1/day per 2 caster levels you possess.
4th Blur (Sp): You can cast blur 1/day.
8th Lucky Aura (Su): You can emit a 30-ft. aura of luck for a number of rounds per day equal to your caster level. Allies within this aura automatically succeed on stabilization checks, checks made to overcome concealment, and gain a +2 luck bonus on all d20 rolls. If an attack roll or saving throw made by an ally in the aura results in a natural 1, it is not automatically considered a failure. These rounds do not need to be consecutive.
12th Break Enchantment (Sp): You can cast break enchantment 1/day.
16th Spell Turning (Sp): You can cast spell turning 1/day.
20th Miracle (Sp): You can cast miracle 1/day.

Madness Domain

Caster
Level Ability
1st Vision of Madness (Su): You can give a creature a vision of madness as a melee touch attack. Choose one of the following:** attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to your Charisma modifier and a penalty to the other two types of rolls equal to your Charisma modifier. This effect fades after 3 rounds. Once a target has been affected by vision of madness, it has no effect on him for 1 day.
2nd Lesser Confusion (Sp): You can cast lesser confusion 1/ day per 2 caster levels you possess.
4th Touch of Idiocy (Sp): You can cast touch of idiocy 1/ day.
8th Aura of Madness (Su): You can emit a 30-ft. aura of madness for a number of rounds per day equal to your caster level. Enemies within this aura are affected by confusion unless they make a Will save when they enter the area (or when the aura is created). The confusion effect ends immediately when the creature leaves the area or the aura expires. These rounds do not need to be consecutive.
12th Phantasmal Killer (Sp): You can cast phantasmal killer 3/day.
16th Insanity (Sp): You can cast insanity 1/day.
20th Weird (Sp): You can cast weird 1/day.

Magic Domain

Caster
Level Ability
1st Hand of the Acolyte (Su): As a standard action, you can summon a ghostly hand to do your bidding.
This functions like mage hand with the following changes. When summoned, the hand can draw a weapon (including a magic weapon) on your person as a free action, so long as you are proficient in it. The hand can be directed to make a single attack against a foe within 30 feet, using your base attack bonus, plus your Wisdom modifier on both attack and damage rolls. The hand does not threaten foes and does not make attacks of opportunity. You must concentrate on the hand each round or it winks out, returning any item held to you before it disappears.
2nd Detect Magic (Sp): You can cast detect magic at will.
4th Magic Mouth (Sp): You can cast magic mouth 1/day.
8th Dispelling Touch (Su): You can use a targeted dispel magic as a melee touch attack. If you hit, roll to dispel the spells affecting the target normally. You can use this ability once per day for every two caster levels you possess.
12th Spell Resistance (Sp): You can cast spell resistance 1/ day.
16th Spell Turning (Sp): You can cast spell turning 1/day.
20th Disjunction (Sp): You can cast disjunction 1/day.

Nobility Domain

Caster
Level Ability
1st Noble Blessing (Su): You can touch a creature as a standard action, giving it a noble blessing. The target gains a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws. This effect lasts for a number of rounds equal to your caster level. Once a target has been affected by noble blessing, he can gain no further benefit from it for 1 day.
2nd Divine Favor (Sp): You can cast divine favor 1/day per 2 caster levels you possess.
4th Enthrall (Sp): You can cast enthrall 1/day.
8th Divine Right (Su): You can issue a number of commands per day equal to your caster level. This functions as greater command, except that it only affects one creature within 30 ft. A creature cannot be affected by your divine right ability more than once per day.
12th Geas/Quest (Sp): You can cast geas/quest 1/day.
16th Repulsion (Sp): You can cast repulsion 1/day.
20th Storm of Vengeance (Sp): You can cast storm of vengeance 1/day.

Plant Domain

Caster
Level Ability
1st Wooden Fist (Su): Your unarmed strikes do not provoke attacks of opportunity and gain a bonus on damage rolls equal to 1/2 your caster level.
2nd Entangle (Sp): You can cast entangle 1/day per 2 caster levels you possess.
4th Barkskin (Sp): You can cast barkskin 1/day.
8th Bramble Armor (Su): A host of wooden thorns bursts from your skin for a number of rounds per day equal to your caster level. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of damage +1 per two caster levels you possess. These rounds do not need to be consecutive.
12th Wall of Thorns (Sp): You can cast wall of thorns 1/day.
16th Animate Plants (Sp): You can cast animate plants 1/ day.
20th Shambler (Sp): You can cast shambler 1/day.

Protection Domain

Caster
Level Ability
1st Resistant Touch (Su): You gain a +1 resistance bonus on saving throws. This bonus increases by +1 for every 5 levels you possess. As a standard action, you can touch an ally and grant them your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by this ability for 1 minute.
2nd Sanctuary (Sp): You can cast sanctuary 1/day per 2 caster levels you possess.
4th Shield Other (Sp): You can cast shield other 1/day.
8th Aura of Protection (Su): You can emit a 30-ft. aura of protection for a number of rounds per day equal to your caster level. You and your allies within this aura gain a +1 resistance bonus on all saving throws and a +1 deflection bonus to AC. These bonuses increase by +1 for every 4 caster levels you possess beyond 8th level. These rounds do not need to be consecutive.
12th Spell Resistance (Sp): You can cast spell resistance 1/ day.
16th Repulsion (Sp): You can cast repulsion 1/day.
20th Prismatic Sphere (Sp): You can cast prismatic sphere 1/ day.

Repose Domain

Caster
Level Ability
1st Gentle Rest (Su): You can cause a living creature to fall asleep for 1 round as a melee touch attack. This ability has no effect on creatures of a higher level than you or with more HD. Undead creatures touched by you are slowed for a number of rounds equal to your Charisma modifier. Once a creature has been affected by gentle rest, it is immune to its effects for 1 day.
2nd Deathwatch (Sp): You can cast deathwatch 1/day per 2 caster levels you possess.
4th Gentle Repose (Sp): You can cast gentle repose 1/day.
8th Ward Against Death (Su): You can emit a 30-ft. ward against death for a number of rounds per day equal to your caster level. Living creatures in this area are immune to death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.
12th Undeath to Death (Sp): You can cast undeath to death 1/day.
16th Destruction (Sp): You can cast destruction 1/day.
20th Wail of the Banshee (Sp): You can cast wail of the banshee 1/day.

Rune Domain

Caster
Level Ability
1st Minor Rune (Su): As a standard action, you can create a minor rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 for every two caster levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your caster level or until discharged. You cannot create a rune in a square occupied by another creature.
2nd Erase (Sp): You can cast erase 1/day per 2 caster levels you possess.
4th Secret Page (Sp): You can cast secret page 1/day.
8th Major Rune (Su): You can create a major rune in any adjacent square as a standard action. Any creature entering this square takes 1d6 points of damage for every two caster levels you possess. This rune deals acid, cold, electricity, or f ire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your caster level or until discharged. You can create a number of major runes per day equal to your caster level. You can also place these runes on doorways, chests, or other objects that can be opened and closed, causing them to trigger when a creature opens the object. You cannot create a rune in a square occupied by another creature or on one of their possessions.
12th Greater Glyph of Warding (Sp): You can cast greater glyph of warding 1/day.
16th Symbol of Stunning (Sp): You can cast symbol of stunning 1/day.
20th Symbol of Death (Sp): You can cast symbol of death 3/ day.

Strength Domain

Caster
Level Ability
1st Strength Surge (Su): As a standard action, you can touch a creature, giving it great strength. For the next 3 rounds, the target may add an enhancement bonus equal to 1/2 your caster level on one melee attack roll or Strength check (minimum +1). The target must decide to use this ability before rolling the dice. This effect fades after 3 rounds or when the reroll is used. Once a target has been affected by strength surge, he can gain no further benefit from it for 1 day.
2nd Enlarge Person (Sp): You can cast enlarge person 1/day per 2 caster levels you possess.
4th Bull’s Strength (Sp): You can cast bull’s strength 1/day.
8th Might of the Gods (Su): You can add your caster level as an enhancement bonus to your Strength score for a number of rounds per day equal to your caster level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.
12th Righteous Might (Sp): You can cast righteous might 1/ day.
16th Mass Bull’s Strength (Sp): You can cast mass bull’s strength 3/day.
20th Crushing Hand (Sp): You can cast crushing hand 1/ day.

Sun Domain

Caster
Level Ability
1st Sun’s Touch (Su): You can smite an undead creature as a melee touch attack, dealing 1d8 points of positive energy damage +1 for every two caster levels you possess. This touch has no effect on living creatures.
2nd Produce Flame (Sp): You can cast produce flame 1/day per 2 caster levels you possess.
4th Heat Metal (Sp): You can cast heat metal 1/day.
8th Nimbus of Light (Su): You can emit a 30-ft. nimbus of light for a number of rounds per day equal to your caster level. Undead within this radius take 1d8 points of positive energy damage +1 for every two caster levels you possess. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive. This nimbus has no effect on living creatures.
12th Flame Strike (Sp): You can cast flame strike 1/day.
16th Sunbeam (Sp): You can cast sunbeam 1/day.
20th Prismatic Sphere (Sp): You can cast prismatic sphere 1/ day.

Travel Domain

Caster
Level Ability
1st Dimensional Hop (Su): You can teleport up to 10 feet per caster level per day as a swift action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought with you.
2nd Expeditious Retreat (Sp): You can cast expeditious retreat 1/day per 2 caster levels you possess.
4th Levitate (Sp): You can cast levitate 1/day.
8th Flight (Su): You can fly at your base speed for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. Your maneuverability while flying in this manner is perfect, granting you a +8 racial bonus on Fly skill checks.
12th Dimension Door (Sp): You can cast dimension door 3/ day.
16th Greater Teleport (Sp): You can cast greater teleport 1/ day.
20th Astral Projection (Sp): You can cast astral projection 1/ day.

Trickery Domain

Caster
Level Ability
1st Copy Cat (Su): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your caster level (unless dispelled or destroyed). You can have no more than one copy cat at a time. This ability does not stack with mirror image.
2nd Disguise Self (Sp): You can cast disguise self 1/day per 2 caster levels you possess.
4th Invisibility (Sp): You can cast invisibility 1/day.
8th Master’s Illusion (Su): You can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for one round per caster level. This ability otherwise functions like the spell veil. The rounds do not need to be consecutive.
12th Confusion (Sp): You can cast confusion 3/day.
16th Mass Invisibility (Sp): You can cast mass invisibility 1/ day.
20th Time Stop (Sp): You can cast time stop 1/day.

War Domain

Caster
Level Ability
1st Battle Smite (Su): You can touch your deity’s favored weapon and give it the ability to deal a battle smite. For the next 3 rounds, anyone wielding the weapon may add an enhancement bonus on one damage roll equal to 1/2 your caster level for one attack roll. The target must decide to use this ability before rolling to attack. This effect fades after 3 rounds or when the battle smite is used. Once a wielder has used a battle smite, he can gain no further benefit from it for 1 day.
2nd Magic Weapon (Sp): You can cast magic weapon 1/day per 2 caster levels you possess.
4th Spiritual Weapon (Sp): You can cast spiritual weapon 1/day.
8th Weapon Master (Su): You gain the use of one combat feat for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use these feats.
12th Flame Strike (Sp): You can cast flame strike 1/day.
16th Blade Barrier (Sp): You can cast blade barrier 3/day.
20th Power Word Kill (Sp): You can cast power word kill 1/ day.

Water Domain

Caster
Level Ability
1st Icicle (Su): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage +1 for every two caster levels you possess.
2nd Obscuring Mist (Sp): You can cast obscuring mist 1/day per 2 caster levels you possess.
4th Resist Energy (Sp): You can cast resist energy 1/day, protecting against cold.
8th Mantle of Ice (Su): A mantle of ice appears on your shoulders for a number of rounds per day equal to your caster level. While the mantle of ice is in effect, any adjacent foe striking you with a melee weapon takes 1d6 points of cold damage +1 per two caster levels you possess.
12th Ice Storm (Sp): You can cast ice storm 1/day.
16th Cone of Cold (Sp): You can cast cone of cold 3/day.
20th Elemental Swarm (Sp): You can cast elemental swarm 1/day, summoning only water creatures.

Weather Domain

Caster
Level Ability
1st Storm Burst (Su): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 for every two caster levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round.
2nd Obscuring Mist (Sp): You can cast obscuring mist 1/day per 2 caster levels you possess.
4th Fog Cloud (Sp): You can cast fog cloud 1/day.
8th Lightning Lord (Su): You can call down a number of bolts of lightning per day equal to your caster level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.
12th Control Winds (Sp): You can cast control winds 1/day.
16th Control Weather (Sp): You can cast control weather 1/ day.
20th Storm of Vengeance (Sp): You can cast storm of vengeance 1/day.

DRUID SPELLS

0-Level Druid Spells (Orisons)

Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
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.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.

1st-Level Druid 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).
Detect Animals or Plants:S Detects kinds of animals or plants.
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.
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.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls creature to fight.

2nd-Level Druid Spells

Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Delay Poison: Stops poison from harming subject for 1 hour/ level.
Fire Trap:M Opened object deals 1d4 +1/level damage.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud: Fog obscures vision.
Gust of Wind:S Blows away or knocks down smaller creatures.
Heat Metal: Makes metal so hot it damages those who touch it.
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/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Soften Earth and Stone:S Turns stone to clay or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Nature’s Ally II: Calls 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 (shaft, handle, door, plank).
Wood Shape: Rearranges wooden objects to suit you.

3rd-Level Druid 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:S Reduces size or blights growth of normal plants.
Dominate Animal: Subject animal obeys silent mental commands.
Magic Fang, Greater: One natural weapon gets +1/three 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:S Grows vegetation, improves crops.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Quench:S 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: Creatures in area take 1d4 damage, may be slowed.
Stone Shape: Sculpts stone into any shape.
Summon Nature’s Ally III: Calls creature to fight.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4th-Level Druid Spells

Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Antiplant Shell: Keeps animated plants at bay.
Blight:S Withers one plant or deals 1d6/level damage to plant creature.
Command Plants:S Sways the actions of one or more plant creatures.
Control Water:S Raises or lowers bodies of water.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Dispel Magic: Cancels spells and magical effects.
Flame Strike: Smites foes with divine fire (1d6/level damage).
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin:S Turns centipedes, scorpions, or spiders into giant vermin.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Reincarnate: Brings dead subject back in a random body.
Repel Vermin:S Insects, spiders, and other vermin stay 10 ft. away.
Rusting Grasp: Your touch corrodes iron and alloys.
Scrying:F Spies on subject from a distance.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Summon Nature’s Ally IV: Calls creature to fight.

5th-Level Druid Spells

Animal Growth: One animal/two levels doubles in size.
Atonement:FMS Removes burden of misdeeds from subject.
Awaken:M Animal or tree gains human intellect.
Baleful Polymorph: Transforms subject into harmless animal.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Commune with Nature: Learn about terrain for 1 mile/level.
Control Winds:S Changes wind direction and speed.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to all death spells and negative energy effects.
Hallow:S Designates location as holy.
Insect Plague: Locust swarms attack creatures.
Stoneskin:M Ignore 10 points of damage per attack.
Summon Nature’s Ally V: Calls creature to fight.
Transmute Mud to Rock:S Transforms two 10-ft. cubes per level.
Transmute Rock to Mud:S Transforms two 10-ft. cubes per level.
Tree Stride: Step from one tree to another far away.
Unhallow:MS Designates location as unholy.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Thorns:S Thorns damage anyone who tries to pass.

6th-Level Druid Spells

Antilife Shell: 10-ft.-radius 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 Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Find the Path: Shows most direct way to a location.
Fire Seeds:S Acorns and berries become grenades and bombs.
Ironwood: Magic wood is strong as steel.
Liveoak:S 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:S Pushes away wooden objects.
Spellstaff: Stores one spell in wooden quarterstaff.
Stone Tell: Talk to natural or worked stone.
Summon Nature’s Ally VI: Calls creature to fight.
Transport via Plants:S 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

Animate Plants: One or more plants animate and fight for you.
Changestaff:S Your staff becomes a treant on command.
Control Weather: Changes weather in local area.
Creeping Doom: Swarms of centipedes attack at your command.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Fire Storm: Deals 1d6/level fire damage.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Scrying, Greater: As scrying, but faster and longer.
Summon Nature’s Ally VII: Calls creature to fight.
Sunbeam: Beam blinds and deals 4d6 damage.
Transmute Metal to Wood:S Metal within 40 ft. becomes wood.
True Seeing:M Lets you see all things as they really are.
Wind Walk: You and your allies turn vaporous and travel fast.

8th-Level Druid Spells

Animal Shapes: One ally/level polymorphs into chosen animal.
Control Plants:S Controls actions of one or more plant creatures.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Earthquake:S Intense tremor shakes 80-ft.-radius.
Finger of Death: Kills one subject.
Repel Metal or Stone: Pushes away metal and stone.
Reverse Gravity: Objects and creatures fall upward.
Summon Nature’s Ally VIII: Calls creature to fight.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Whirlwind:S Cyclone deals damage and can pick up creatures.
Word of Recall: Teleports you back to designated place.

9th-Level Druid Spells

Antipathy:S Object or location affected by spell repels certain creatures.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many 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: Storm rains acid, lightning, and hail.
Summon Nature’s Ally IX: Calls creature to fight.
Sympathy:MS Object or location attracts certain creatures.

PALADIN SPELLS

1st-Level Paladin Spells

Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
Bless Water: Makes holy water.
Bless Weapon: Weapon strikes true against evil foes.
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.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold environments.
Magic Weapon: 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: Subject gains +1 on saving throws.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Virtue: Subject gains 1 temporary hp.

2nd-Level Paladin Spells

Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Delay Poison: Stops poison from harming subject for 1 hour/ level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Owl’s Wisdom: 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

Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Daylight: 60-ft. radius of bright light.
Discern Lies: Reveals deliberate falsehoods.
Dispel Magic: Cancels spells and magical effects.
Heal Mount: 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.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Prayer: 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.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
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: 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 Animals or Plants:S Detects kinds of animals or plants.
Detect Poison: Detects 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: Subject gets bonus on Acrobatics checks.
Longstrider: Increases your speed.
Magic Fang: 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.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls animal to fight for you.

2nd-Level Ranger Spells

Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Protection from Energy: Absorbs 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: Creatures in area take 1d4 damage, may be slowed.
Summon Nature’s Ally II: Calls animal to fight for you.
Wind Wall: Deflects arrows, smaller creatures, and gases.

3rd-Level Ranger Spells

Command Plants:S Sway the actions of one or more plant creatures.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkvision: See 60 ft. in total darkness.
Diminish Plants:S Reduces size or blights growth of normal plants.
Magic Fang, Greater: One natural weapon gets +1/three caster levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth:S Grows vegetation, improves crops.
Reduce Animal: Shrinks one willing animal.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin:S Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature’s Ally III: Calls animal to fight for you.
Tree Shape: You look exactly like a tree for 1 hour/level.
Water Walk: Subject treads on water as if solid.

4th-Level Ranger Spells

Animal Growth: One animal/two levels doubles in size.
Commune with Nature: Learn about terrain for 1 mile/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Freedom of Movement: Subject moves normally despite impediments.
Nondetection:M Hides subject from divination, scrying.
Summon Nature’s Ally IV: Calls animal to fight for you.
Tree Stride: Step from one tree to another far away.

SORCERER /WIZARD SPELLS

0-Level Sorcerer/Wizard Spells (Cantrips)

Aburation
Resistance: Subject gains +1 on saving throws.

Conjuration
Acid Splash: Orb deals 1d3 acid damage.

Divination
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.

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

Evocation
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.

Illusion
Ghost Sound: Figment sounds.

Necromancy
Bleed: Cause a stabilized creature to resume dying.
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.

Transmutation
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.

Universal
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.

1st-Level Sorcerer/Wizard Spells

Aburation
Alarm: Wards an area for 2 hours/level.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Conjuration
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Summon Monster I: Calls extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.

Divination
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Identify: Determines properties of magic item.
True Strike: +20 on your next attack roll.

Enchantment
Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Sleep: Puts 4 HD of creatures into magical slumber.

Evocation
Burning Hands: 1d4/level fire damage (max 5d4).
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Magic Missile: 1d4 +1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

Illusion
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self: Changes your appearance.
Magic Aura:S Alters object’s magic aura.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level.

Necromancy
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.

Transmutation
Animate Rope:S Makes a rope move at your command.
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Acrobatics checks.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.

2nd-Level Sorcerer/Wizard Spells

Aburation
Arcane Lock:M Magically locks a portal or chest.
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.

Conjuration
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.

Divination
Detect Thoughts: Allows “listening” to surface thoughts.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.

Enchantment
Daze Monster: Living creature of 6 HD or less loses next action.
Hideous Laughter: Subject loses actions for 1 round/level.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.

Evocation
Continual Flame:M Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Creates rolling ball of fire, 3d6 damage, lasts 1 round/level.
Gust of Wind:S Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.

Illusion
Blur: Attacks miss subject 20% of the time.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Magic Mouth:MS Speaks once when triggered.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Phantom Trap:MS Makes item seem trapped.

Necromancy
Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Scare: Panics creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.

Transmutation
Alter Self: Assume form of a similar creature.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Owl’s Wisdom: 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.
Spider Climb: Grants ability to walk on walls and ceilings.
Whispering Wind: Sends a short message 1 mile/level.

3rd-Level Sorcerer/Wizard Spells

Aburation
Dispel Magic: Cancels magical spells and effects.
Explosive Runes: Deals 6d6 damage when read.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Nondetection:M Hides subject from divination, scrying.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.

Conjuration
Phantom Steed:S Magic horse appears for 1 hour/level.
Sepia Snake Sigil:MS Creates text symbol that immobilizes reader.
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
Summon Monster III: Calls extraplanar creature to fight for you.

Divination
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Tongues: Speak any language.

Enchantment
Deep Slumber: Puts 10 HD of creatures to sleep.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
Suggestion: Compels subject to follow stated course of action.

Evocation
Daylight: 60-ft. radius of bright light.
Fireball: 1d6 damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Tiny Hut:S Creates shelter for ten creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.

Illusion
Displacement: Attacks miss subject 50% of the time.
Illusory Script:MS Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.

Necromancy
Gentle Repose: Preserves one corpse.
Halt Undead:S Immobilizes undead for 1 round/level.
Ray of Exhaustion: Ray makes subject exhausted.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.

Transmutation
Beast Shape I: You take the form of a Small or Medium animal.
Blink: You randomly vanish and reappear for 1 round/ level.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at 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.
Magic Weapon, Greater: +1/four levels (max +5).
Secret Page:S Changes one page to hide its real content.
Shrink Item:S Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Water Breathing: Subjects can breathe underwater.

4th-Level Sorcerer/Wizard Spells

Aburation
Dimensional Anchor: Bars extradimensional movement.
Fire Trap:M Opened object deals 1d4 damage +1/level.
Globe of Invulnerability, Lesser: Stops 1st- through 3rdlevel spell effects.
Remove Curse: Frees object or person from curse.
Stoneskin:M Ignore 10 points of damage per attack.

Conjuration
Black Tentacles: Tentacles grapple all within 20 ft. spread.
Dimension Door: Teleports you short distance.
Minor Creation:S Creates one cloth or wood object.
Secure Shelter:S Creates sturdy cottage.
Solid Fog: Blocks vision and slows movement.
Summon Monster IV: Calls extraplanar creature to f ight for you.

Divination
Arcane Eye: Invisible floating eye moves 30 ft./round.
Detect Scrying: Alerts you of magical eavesdropping.
Locate Creature: Indicates direction to familiar creature.
Scrying:F Spies on subject from a distance.

Enchantment
Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Geas, Lesser: Commands subject of 7 HD or less.

Evocation
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Resilient Sphere:S Force globe protects but traps one subject.
Shout: 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.

Illusion
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern:S Lights fascinate 24 HD of creatures.
Shadow Conjuration:S Mimics conjuration below 4th level, but only 20% real.

Necromancy
Animate Dead:M Creates undead skeletons and zombies.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion: Infects subject with chosen disease.
Enervation: Subject gains 1d4 negative levels.
Fear: Subjects within cone flee for 1 round/level.

Transmutation
Beast Shape II: You take the form of a Tiny or Large animal.
Elemental Body I: Turns you into a Small elemental.
Enlarge Person, Mass: Enlarges several creatures.
Mnemonic Enhancer:FS Wizard only. Prepare extra spells or retain one just cast.
Reduce Person, Mass: Reduces several creatures.
Stone Shape: Sculpts stone into any shape.

5th-Level Sorcerer/Wizard Spells

Aburation
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dismissal: Forces a creature to return to native plane.
Mage’s Private Sanctum:S Prevents anyone from viewing or scrying an area for 24 hours.

Conjuration
Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Mage’s Faithful Hound:S Phantom dog can guard, attack.
Major Creation:S As minor creation, plus stone and metal.
Planar Binding, Lesser:S Traps extraplanar creature of 6 HD or less until it performs a task.
Secret Chest:FS Hides expensive chest on Ethereal Plane; you retrieve it at will.
Summon Monster V: Calls extraplanar creature to f ight for you.
Teleport: Instantly transports you as far as 100 miles/level.
Wall of Stone: Creates a stone wall that can be shaped.

Divination
Contact Other Plane: Lets you ask question of extraplanar entity.
Prying Eyes:S 1d4 +1/level floating eyes scout for you.
Telepathic Bond: Link lets allies communicate.

Enchantment
Dominate Person: Controls humanoid telepathically.
Feeblemind: Subject’s Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Mind Fog:S Subjects in fog get –10 to Wis and Will checks.
Symbol of Sleep:M Triggered rune puts nearby creatures into catatonic slumber.

Evocation
Cone of Cold: 1d6/level cold damage.
Interposing Hand:S Hand provides cover against one opponent.
Sending: Delivers short message anywhere, instantly.
Wall of Force: Wall is immune to damage.

Illusion
Dream:S Sends message to anyone sleeping.
False Vision:M Fools scrying with an illusion.
Mirage Arcana: As hallucinatory terrain, plus structures.
Nightmare:S Sends vision dealing 1d10 damage, fatigue.
Persistent Image: As major image, but no concentration required.
Seeming: Changes appearance of one person per two levels.
Shadow Evocation:S Mimics evocation below 5th level, but only 20% real.

Necromancy
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Magic Jar:FS Enables possession of another creature.
Symbol of Pain:M Triggered rune wracks nearby creatures with pain.
Waves of Fatigue: Several targets become fatigued.

Transmutation
Animal Growth: One animal/two levels doubles in size.
Baleful Polymorph: Transforms subject into harmless animal.
Beast Shape III: You take the form of a Diminutive or Huge animal.
Elemental Body II: Turns you into a Medium elemental.
Fabricate:S Transforms raw materials into 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.
Plant Shape I: Turns you into a Small or Medium plant.
Polymorph: Gives one willing subject a new form.
Telekinesis:S Moves object, attacks creature, or hurls object or creature.
Transmute Mud to Rock:S Transforms two 10-ft. cubes per level.
Transmute Rock to Mud:S Transforms two 10-ft. cubes per level.

Universal
Permanency:MS Makes certain spells permanent.

6th-Level Sorcerer/Wizard Spells

Aburation
Antimagic Field:S Negates magic within 10 ft.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Guards and Wards:S Array of magic effects protect area.
Repulsion: Creatures can’t approach you.

Conjuration
Acid Fog: Fog deals acid damage.
Planar Binding:S As lesser planar binding, but up to 12 HD.
Summon Monster VI: Calls extraplanar creature to fight for you.
Wall of Iron:MS 30 hp/four levels; can topple onto foes.

Divination
Analyze Dweomer:F Reveals magical aspects of subject.
Legend Lore:MF Lets you learn tales about a person, place, or thing.
True Seeing:M Lets you see all things as they really are.

Enchantment
Geas/Quest: As lesser geas, plus it affects any creature.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Suggestion, Mass: As suggestion, plus one subject/level.
Symbol of Persuasion:M Triggered rune charms nearby creatures.

Evocation
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Contingency:F Sets trigger condition for another spell.
Forceful Hand:S Hand pushes creatures away.
Freezing Sphere:S Freezes water or deals cold damage.

Illusion
Mislead: Turns you invisible and creates illusory double.
Permanent Image: Includes sight, sound, and smell.
Programmed Image:M As major image, plus triggered by event.
Shadow Walk: Step into shadow to travel rapidly.
Veil:S Changes appearance of group of creatures.

Necromancy
Circle of Death:M Kills 1d4/level HD of creatures.
Create Undead:MS Creates ghouls, ghasts, mummies, or mohrgs.
Eyebite: Target becomes panicked, sickened, and comatose.
Symbol of Fear:M Triggered rune panics nearby creatures.
Undeath to Death:M Destroys 1d4/level HD of undead (max 20d4).

Transmutation
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
Beast Shape IV: You take the form of a Tiny or Large magical beast.
Bull’s Strength, Mass: As bull’s strength, affects one subject/ level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Control Water:S Raises or lowers bodies of water.
Disintegrate: Makes one creature or object vanish.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Elemental Body III: Turns you into a Large elemental.
Flesh to Stone: Turns subject creature into statue.
Form of the Dragon I: Turns you into a Medium dragon.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
Mage’s Lucubration:S Wizard only. Recalls spell of 5th level or lower.
Move Earth: Digs trenches and build hills.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.
Plant Shape II: Turns you into a Large plant.
Stone to Flesh: Restores petrified creature.
Transformation:MS You gain combat bonuses.

7th-Level Sorcerer/Wizard Spells

Aburation
Banishment: Banishes 2 HD/level of extraplanar creatures.
Sequester:S Subject is invisible to sight and scrying; renders creature comatose.
Spell Turning: Reflect 1d4+6 spell levels back at caster.

Conjuration
Instant Summons:MS Prepared object appears in your hand.
Mage’s Magnificent Mansion:FS Door leads to extradimensional mansion.
Phase Door: Creates an invisible passage through wood or stone.
Plane Shift:F As many as eight subjects travel to another plane.
Summon Monster VII: Calls extraplanar creature to fight for you.
Teleport, Greater: As teleport, but no range limit and no offtarget arrival.
Teleport Object: As teleport, but affects a touched object.

Divination
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Scrying, Greater: As scrying, but faster and longer.
Vision:M As legend lore, but quicker and strenuous.

Enchantment
Hold Person, Mass: As hold person, but all within 30 ft.
Insanity: Subject suffers continuous confusion.
Power Word Blind: Blinds creature with 200 hp or less.
Symbol of Stunning:M Triggered rune stuns nearby creatures.

Evocation
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for up to 5 rounds.
Forcecage:M Cube or cage of force imprisons all inside.
Grasping Hand:S Hand provides cover, pushes, or grapples.
Mage’s Sword:FS Floating magic blade strikes opponents.
Prismatic Spray: Rays hit subjects with variety of effects.

Illusion
Invisibility, Mass: As invisibility, but affects all in range.
Project Image: Illusory double can talk and cast spells.
Shadow Conjuration, Greater:S As shadow conjuration, but up to 6th level and 60% real.
Simulacrum:MS Creates partially real double of a creature.

Necromancy
Control Undead: Undead don’t attack you while under your command.
Finger of Death: Kills one subject.
Symbol of Weakness:MS Triggered rune weakens nearby creatures.
Waves of Exhaustion: Several targets become exhausted.

Transmutation
Control Weather: Changes weather in local area.
Ethereal Jaunt:S You become ethereal for 1 round/level.
Elemental Body IV: Turns you into a Huge elemental.
Form of the Dragon II: Turns you into a Large dragon.
Giant Form I: Turns you into a Large giant.
Plant Shape III: Turns you into a Huge plant.
Polymorph, Greater: Gives one willing subject a new, more powerful form.
Reverse Gravity: Objects and creatures fall upward.
Statue:S Subject can become a statue at will.

Universal
Limited Wish:M Alters reality—within spell limits.

8th-Level Sorcerer/Wizard Spells

Aburation
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Prismatic Wall: Wall’s colors have array of effects.
Protection from Spells:MF Confers +8 resistance bonus.

Conjuration
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Maze: Traps subject in extradimensional maze.
Planar Binding, Greater:S As lesser planar binding, but up to 18 HD.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Trap the Soul:MFS Imprisons subject within gem.

Divination
Discern Location: Reveals exact location of creature or object.
Moment of Prescience: You gain an insight bonus on single attack roll, check, or save.
Prying Eyes, Greater:S As prying eyes, but eyes have true seeing.

Enchantment
Antipathy:S Object or location affected by spell repels certain creatures.
Binding:MS Utilizes an array of techniques to imprison a creature.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Demand: As sending, plus you can send suggestion.
Irresistible Dance: Forces subject to dance.
Power Word Stun: Stuns creature with 150 hp or less.
Symbol of Insanity:MS Triggered rune renders nearby creatures insane.
Sympathy:FS Object or location attracts certain creatures.

Evocation
Clenched Fist:S Large hand provides cover, pushes, or attacks your foes.
Polar Ray: Ranged touch attack deals 1d6/level cold damage.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Telekinetic Sphere:S As resilient sphere, but you move sphere telekinetically.

Illusion
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Screen: Illusion hides area from vision, scrying.
Shadow Evocation, Greater:S As shadow evocation, but up to 7th level and 60% real.

Necromancy
Clone:MFS Duplicate awakens when original dies.
Create Greater Undead:MS Creates shadows, wraiths, spectres, or devourers.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Symbol of Death:MS Triggered rune slays nearby creatures.

Transmutation
Form of the Dragon III: Turns you into a Huge dragon.
Giant Form II: Turns you into a Huge giant.
Iron Body:S Your body becomes living iron.
Polymorph Any Object:S Changes any subject into anything else.
Temporal Stasis:M Puts subject into suspended animation.

9th-Level Sorcerer/Wizard Spells

Aburation
Freedom: Releases creature from imprisonment.
Imprisonment: Entombs subject beneath the earth.
Mage’s Disjunction: Dispels magic, disenchants magic items.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Conjuration
Gate:MS Connects two planes for travel or summoning.
Refuge:M Alters item to transport its possessor to you.
Summon Monster IX: Calls extraplanar creature to fight for you.
Teleportation Circle:M Circle teleports any creature inside to designated spot.

Divination
Foresight: “Sixth sense” warns of impending danger.

Enchantment
Dominate Monster: As dominate person, but any creature.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Power Word Kill: Kills one creature with 100 hp or less.

Evocation
Crushing Hand:S Large hand provides cover, pushes, or crushes your foes.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.

Illusion
Shades:S As shadow conjuration, but up to 8th level and 80% real.
Weird: As phantasmal killer, but affects all within 30 ft.

Necromancy
Astral Projection:MS Projects you and companions onto Astral Plane.
Energy Drain: Subject gains 2d4 negative levels.
Soul Bind:F Traps newly dead soul to prevent resurrection.
Wail of the Banshee: Kills one creature/level.

Transmutation
Etherealness:S Travel to Ethereal Plane with companions.
Shapechange:F Transforms you into any creature, and change forms once per round.
Time Stop: You act freely for 1d4+1 rounds.

Universal
Wish:M As limited wish, but with fewer limits.

Arcane Schools

Most wizards chose one school of magic over all others. Due to their devotion, they gain a number of abilities based on the school of magic chosen. In addition, each school grants the specialist wizard a bonus ability so long as he did not prepare any spells of his opposition schools that day. Wizards without a favored school gain access to the universal school and do not gain a specialist bonus ability.

Arcane schools grant one ability at 1st level, 8th level, and 20th level, as noted in their description. Unless otherwise noted, these abilities are activated by using a standard action.

The wizard’s level is used when determining the caster level of these effects. The DC for any save is equal to 10 + the spell’s level + the caster’s Charisma modifier. Arcane school powers that mimic spells are spell-like abilities, while the others are supernatural.

In addition to these abilities, each school also grants a number of bonus spells. Whenever a wizard attains the listed level, he can choose one spell from his school to prepare every day as a bonus spell. Instead of gaining a spell of the listed level, the wizard can instead choose a spell of a lower level, which he can then prepare twice per day (except for 2nd level).

A universalist can choose spells from any school. Once chosen, these spells cannot be changed.
2nd Level: The wizard can cast any first level spell from his chosen school. This spell is prepared once per day for every two caster levels he possesses.
4th Level: The wizard can cast any second level spell from his chosen school once per day.
6th Level: The wizard can cast any third level spell from his chosen school once per day.
10th Level: The wizard can cast any fifth level spell from his chosen school once per day.
12th Level: The wizard can cast any sixth level spell from his chosen school once per day.
14th Level: The wizard can cast any seventh level spell from his chosen school once per day.
16th Level: The wizard can cast any eighth level spell from his chosen school once per day.
18th Level: The wizard can cast any ninth level spell from his chosen school once per day.

Abjuration School

Specialist Bonus: You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10.
Caster
Level Ability
1st Protective Ward (Su): As a standard action, you can create a 10-foot-radius field of protective magic centered on you. All allies in this area receive a +1 deflection bonus to their AC for one round. This bonus increases by +1 for every 5 caster levels you possess.
8th Energy Absorption (Su): You gain an amount of energy absorption equal to 3 times your level per day. Whenever you take energy damage, apply resistance and immunity first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.
20th Elemental Immunity (Su): Choose one element upon gaining 20th level. You are immune to damage from that element.

Conjuration School

Specialist Bonus: You gain a +2 armor bonus to your Armor
Class. This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +6 at 20th level.
Caster
Level Ability
1st Acid Dart (Su): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage +1 for every two caster levels you possess.
8th Dimensional Steps (Su): You can teleport up to 30 feet per caster level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought with you.
20th Summoning Master (Su): Once per day, you can cast any summon monster spell that you have prepared, extending its duration to 1 day. Creatures summoned in this way have maximum hit points and gain a +2 insight bonus on ability checks, attack rolls, saving throws, and skill checks.

Divination School

Specialist Bonus: You can always act in the surprise round, but you are still considered flat-footed until you take an action.
Caster
Level Ability
1st Diviner’s Fortune (Su): You can touch a creature as a standard action, giving it an enhancement bonus to a single attack roll, skill check, ability check, or saving throw equal to your caster level. This bonus lasts 3 rounds or until used. Once a creature has benefitted from diviner’s fortune, it can gain no further benefit from this ability for 1 day.
8th Scrying Adept (Su): You are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.
20th Near Omniscience (Su): You are never surprised and cannot be caught flat-footed. You can cast scrying at will and subjects get a –10 penalty on their save, regardless of how familiar they are to you. You can even use this ability to scry on areas protected from scrying, although the subjects get a +5 bonus on their save to resist.

Enchantment School

Specialist Bonus: You gain a +2 enhancement bonus on Bluff,
Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +6 at 20th level.
Caster
Level Ability
1st Dazing Touch (Su): You can cause a living creature to become dazed as a melee touch attack. This ability has no effect on creatures of a higher level than you or with more HD. Once a creature has been affected by dazing touch, it is immune to its effects for 1 day.
8th Aura of Despair (Su): You can emit a 30-ft. aura of despair for a number of rounds per day equal to your caster level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive.
20th Legendary Charm (Su): You can cast dominate monster 1/day with a duration of permanent. You can only have one such creature in your service at a time.
If you cast this spell again, the first creature is immediately released.

Evocation School

Specialist Bonus: Whenever you cast an evocation spell that deals damage, it deals +1 damage. This bonus only applies once to a spell, not once per missile or ray. This damage is of the same type as the spell. This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +5 at 20th level.
Caster
Level Ability
1st Energy Ray (Su): As a standard action, you can unleash an energy ray targeting any foe within 30 feet as a ranged touch attack. The energy ray deals 1d6 points of damage + 1 for every two caster levels you possess. The type of damage is acid, cold, electricity, or fire, chosen by the caster when the ray is unleashed. Your specialist bonus does not apply to this ability.
8th Elemental Wall (Su): You can create a wall of energy that lasts for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.
20th Elemental Power (Su): Creatures affected by your spells only receive 1/2 their energy resistance.
Creatures with energy immunity are instead treated as if they have resistance 20 against that energy.

Illusion School

Specialist Bonus: Any illusion spell you cast with a duration of “concentration” lasts an additional 2 rounds after you stop maintaining concentration. This bonus increases by 1 round for every 5 levels you possess, to a maximum of 6 rounds at 20th level.
Caster
Level Ability
1st Blinding Ray (Su): As a standard action, you can fire a blinding ray targeting any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit
Dice than your caster level are dazzled for 1 round instead. Blind creatures are immune to this effect.
8th Invisibility Field (Su): You can make yourself invisible as a swift action for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.
20th Master of Illusions (Su): You can assume the form of any creature of your size as a standard action. You can make yourself appear to be carrying any sort of gear or clothing as well. You can also use this ability to exactly mimic any specific individual you have observed for more than 1 minute in the past day. This illusion includes all five senses and does not radiate magic if checked. True seeing and similar effects reveal that an illusion is present, but do not reveal your identity.

Necromancy School

Specialist Bonus: You can control 8 HD worth of undead creatures per caster level. If you prepare spells of your opposition schools, excess undead immediately become freewilled and do not return to your control when you regain this bonus. You choose which undead are released.
Caster
Level Ability
1st Grave Touch (Su): As a standard action, you can make a melee touch attack that deals 1d6 points of cold damage + 1 for every two caster levels you possess. Creatures damaged by this attack automatically fail all stabilization checks made within 1 minute of your touch.
8th Animate (Su): You can animate a number of skeletons and zombies per day with a total number of HD equal to your caster level. This ability otherwise functions as animate dead without the material component.
20th Deathless (Su): You cease to age and your type changes to undead, granting you all undead immunities and weaknesses. You are immune to positive energy damage.

Transmutation School

Specialist Bonus: You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution).
This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells.
Caster
Level Ability
1st Telekinetic Fist (Su): As a standard action, you can strike with a telekinetic fist targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage +1 for every two caster levels you possess.
8th Change Shape (Su): You can change your shape for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive.
This ability otherwise functions like beast shape II or elemental body I.
20th Fluid Form (Su): As a swift action, you gain one of the following abilities:** blindsense with a range of 30 feet, burrow with a speed of 30 feet, climb with a speed of 60 feet, darkvision with a range of 120 feet, fly with a speed of 120 feet, gaseous form, or swim with a speed of 60 feet. You can only have one of these abilities at any one time, but you can change the ability as often as you like.

Universal School

The universal school does not grant a specialist ability.
Caster
Level Ability
1st Hand of the Apprentice (Su): As a standard action, you can summon a ghostly hand to do your bidding. This functions like mage hand, with the following changes. When summoned, the hand can draw a weapon (including a magic weapon) on your person as a free action, so long as you are proficient in it. The hand can be directed to make a single attack against a foe within 30 feet, using your base attack bonus, plus your Intelligence modifier on both attack and damage rolls. The hand does not threaten foes and does not make attacks of opportunity. You must concentrate on the hand each round or it winks out, returning any item held to you before it disappears.
8th Metamagic Mastery (Su): You can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day per two caster levels you possess. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell.
20th Mastery of All Schools (Su): All of your spell DCs increase by +2 and you gain a +4 insight bonus on caster level checks made to overcome spell resistance.